Thief

Approach

Welcome to the Thief walkthrough. This game is an action-adventure game and falls into the stealth genre. There is an over-arching story which is event driven. To complete the story, you trigger plot events in sequence. This may seem to imply the game is linear. It is not. There is much to do outside of the main story. The protagonist, Garrett, can choose many paths to reach the various milestones throughout the game. In fact, if you explore everything the game has to offer, you could easily be overwhelmed by its magnitude.

This walkthrough will present players with an effective and efficient roadmap to all achievements. It is intended to assist a player unaccustomed to stealth games to complete the game in under 20 hours of active playing time and a player experienced in the stealth genre to complete the game in a 10 to 15 hour range of active playing time. Note that this time estimate does not include a 10 to 15 hour interval where the game is on but idle. One achievement requires a playthrough to last at least 15 hours. Our only complete playthrough is a streamlined one that will only take a fraction of that time and could easily take under two hours. So, in order to get the achievement, the active game time must be extended using an extended inactive interval. The player leaves the game on--not paused or interrupted by a menu display--and does not play the game.

Although we will obtain all achievements, that does not mean we will touch upon everything the game has to offer. To the contrary, the game is full of common loot to steal as distinguished from collectibles. There are 1,114 items of common loot—575 in the prologue and 8 story chapters, 398 can be found exploring the city, and 141 can be found in special side quests called client missions. If we were to collect every item of loot, we would double or triple the fifty hour playing time of this walkthrough.

In order to play the game in a very efficient manner, we will use a unique approach. We will start the game on a custom difficulty which is harder than the hardest set choice—Master. We will run through the main story with a minimum of detours and get an achievement for doing so. Then, we will start a new game on the lowest difficulty setting—Rogue— and play through about three quarters of the story with detours as required to mop up achievements. There are two reasons for doing this:

First, if you finish the game on a custom difficulty assessed at 700 points or more, you do not have to finish the game a second time. The final encounter is relatively unaffected by difficulty so the walkthrough is structured so you only have to finish the game once. If you finish the game on any other difficulty, you will still be required to finish the game a second time on a custom difficulty assessed at 700 points or more.

Second, in order to get an achievement, we must complete 25 thieving objectives. Thieving objectives are awarded by meeting certain conditions while playing through a chapter or a special side quest called a client mission. If you started the game on the easiest difficulty setting, Rogue, you might find it difficult to satisfy these sometimes tricky conditions. By postponing them to a second playthrough that we will be playing at the easiest setting, you will have acquired the skills to make the challenges seem simple. Having played the game on a Master level difficulty will give you the confidence to execute risky maneuvers at the Rogue difficulty level.

In the interest of not being pushy, though, the above recommended approach is not a mandate. For those who are uncomfortable starting the game off at a high level of difficulty, you can reverse the order of the two main sections of the walkthrough. They are on different pages to assist you in keeping them separate and following them in the order of your preference.

This walkthrough is not restrictive. It provides a streamlined path through the game to get all achievements. It does not discourage players from exploring on their own.

There is only one achievement related to collecting common loot. The walkthrough addresses that at a point where it can be most easily obtained. Other than that one achievement, there are only two benefits to collecting loot. First, it is one of three ways to accumulate wealth. The other two ways are picking pockets and completing challenges & meeting milestones. Wealth is used to buy upgrades, tools, ammunition, etc. We will be getting most of the cash we need for the few items we need to buy through normal story progression that rewards us for meeting milestones and completing challenges. The second reason is completing thieving challenges associated with an achievement. The walkthrough will track all loot required for achievement-related thieving challenges and provide a tracker to assist you.

Garret can employ stealth or violence to progress past adversaries. Insofar as there is a major achievement for completing the game without kills or knockouts, we will be adopting stealthy tactics. Even in our second playthrough, after we have earned the achievement for nonviolence, we will continue to avoid direct confrontation although we will employ surreptitious knockouts. This play-style substantially reduces our need for items and upgrades and goes hand in hand with our disinterest in going out of our way to steal common loot.

Thief has a high true achievement ratio. This is because there are a number of achievements that can be quite daunting. This walkthrough is structured to take the trepidation out of unlocking the more difficult achievements. Below is an overview of these difficult achievements and how the walkthrough will assist you in unlocking them:

  • During our first bare-bones playthrough, we will unlock the ‘Something to Prove’ achievement for finishing the game at a custom difficulty of at least 700 points. This will also unlock ‘Hard Times’ for finishing the game on Master Difficulty. Master difficulty is the base we use when establishing our custom difficulty of over 700 points. Our custom difficulty will automatically prevent us from employing violence and using focus. This will make it easier for us to unlock achievements for nonviolence and non-use of focus. Were we to try to do this on our own, we might inadvertently slip without realizing it. Ironically, the higher custom difficulty setting ends up making it easier for us to unlock some of the most demanding achievements in the game.
  • There are achievements for stealing all 82 special collectibles and finding all 73 special areas. During our second playthrough we will accumulate all of these. The walkthrough will keep track of these and give you a running count. The routes the walkthrough takes are specially designed to find all collectibles and reveal all secret areas.
  • You will be amply prepared for completing 25 optional thieving challenges that would otherwise be troublesome. Again, the walkthrough will keep track of these numerically so that you can concentrate on game play.

Save often. The game will automatically save at checkpoints. It is in your best interests to augment these automatic saves with manual saves of your own. The game allows you to liberally save. Take advantage of this feature. I will be repeating this tip throughout the walkthrough.

There are three main aspects to the game:

  • The main story line or quest
  • Side quests and challenges
  • Exploration

This walkthrough is spoiler free to the maximum extent possible. Plot revelations will not be discussed in order to minimize exposure to spoilers.

In summary, this walkthrough reduces the complexity of a very elaborate game. Its main purpose is to allow the player to unlock all achievements without undue difficulty and in a reasonable time. It provides trackers for all collectibles that must be obtained and all locations that must be discovered. Nevertheless, it leaves the door open for players who want to experience more of the game’s content.

General Game Play:

The game features three set difficulty settings—easy, medium, and hard. They are referred to as Rogue, Thief, and Master respectively. You also have the option of customizing a difficulty beginning with one of the set difficulties as a base and adding conditions. The game will assign a difficulty score.

Counterintuitively, we will start the game on custom difficulty. This is because we must finish the game using a custom difficulty of at least 700 points. We will take the path of least resistance and get the associated achievements. As it turns out, this streamlined run through the game is easier than scouring the nooks and crannies for the rest of the achievements. We will use the skills that we have acquired playing on a high degree of difficulty and find ourselves more than adequately prepared to knock out the rest of the achievements on an easy (Rogue) difficulty level.

The custom difficulty will not allow us to be detected. If we are, it will revert back to the most recent save. As a result, we will automatically get an achievement for finishing a chapter undetected:

Child of the Shadows

Finish a single chapter without alerting anyone

Child of the Shadows
2 guidesOffline Game ModeSingle Player

Because the custom difficulty precludes us from using Focus, we will automatically get an achievement for reaching the final chapter without using it:

Clear Headed

Reach the final chapter without using the focus ability

Clear Headed
1 guideOffline Game ModeSingle PlayerMissable

Since the custom difficulty will not allow us to kill or perform knockouts. Accordingly, we will automatically get an achievement for finishing the game with no knockouts or kills:

A Moral Victory

Finish the game without a single kill or knockout

A Moral Victory
1 guideOffline Game ModeSingle PlayerMissable

Note that two of the above achievements are flagged as missable. Nevertheless, by installing the custom difficulty modifiers as we are in this walkthrough, they are not missable. Ironically, therefore, by setting the difficulty bar higher, we are making it easier to unlock achievements.

There is a custom difficulty setting for Zero Damage. If invoked, it would revert the game back to the most recent save whenever damage is incurred. We have over 700 points of difficulty without it. By not using it, you would be able to take a moderate amount of damage in the final and difficult confrontation. There is an achievement for finishing three chapters in a row without taking damage. However, since the custom difficulty will prevent us from being detected, the only damage we could take would be through carelessness. In such an event, we would revert back to the most recent save. Indirectly, therefore, the custom difficulty setting will virtually guarantee the following achievement:

Mint Condition

Finish 3 consecutive chapters without taking damage

Mint Condition
2 guidesOffline Game ModeSingle Player

You are free to do this in reverse. The walkthrough will be divided into two playthroughs each on separate ‘pages’. You are welcome to play the second section first if you so desire. There will be comments to accommodate those who decide to follow the walkthrough in the reverse order.

There are some difficult areas but the game is quite forgiving. It will generally make a checkpoint save before a challenge. Additionally, the player can usually make manual saves at will and I strongly recommend it. There is no penalty for dying or loading a save file. You begin at the point where the game was saved with your full inventory. You are limited to your most recent checkpoint save file and manual save file. Be aware that when you make a new checkpoint save or manual save that the previous one will no longer be available.

Checkpoint saves are made at pre-determined points in the game. You can also create a checkpoint save by hiding in a closet when you are not engaged in combat. Unless you have good reasons not to overwrite your most recent checkpoint save, it is a wise practice to pop into a closet or cabinet whenever you come across one.

Focus. Focus is a special extrasensory ability Garrett has. During our custom playthrough, we will be turning it off. During the Rogue playthrough, it can be used and, in fact, there are a couple of achievements related to Focus. However, Focus needs to be maintained through the consumption of poppies that are moderately expensive and relatively un-plentiful. Except for the focus related achievements, the walkthrough will ignore it. However, if you feel it gives you an added advantage, feel free to use it. After completing the game on a custom Master difficulty without it, you will most likely find that it’s not worth the trouble maintaining it.

Movement. When employing stealth, your movement should be slow and purposeful. When going through open areas, either move quickly by using cn_LT or swoop by pressing the action button. There are times when you must avoid noise at all costs. In these cases, you can flick or nudge the left stick rather than press it. Each flick advances Garrett only about half his body width on screen. However, you can flick rapidly moving almost as quickly and far more silently than you would if you just pressed the left stick. This technique is particularly valuable when passing through broken glass on the ground or walking through water. Normally, the glass or the water would generate noise but you can be completely silent using the ‘flick the stick’ technique.

Booster Packs. There are three booster packs that can be bought as download content. They provide you with upgrades that you would normally have to pay a merchant for. Note, however, that in establishing our custom difficulty that we will be setting, “No Upgrades (Non-critical tools, gear upgrades, and trinkets are disabled).” Thus, even if you have the bonus packs, you will not be able to take advantage of them. You would be able to employ them during the collecting part of the game. However, we will be playing that on Rogue (easy) and you will find that the upgrades are not necessary.

Bank Heist and The Forsaken Challenge DLC. There is a Bank Heist DLC and an extra Challenge (The Forsaken). Neither one has achievements directly associated with it. The Bank Heist can be used to increase wealth that has an indirect advantage. Additionally, the Bank Heist DLC provides up to four additional thieving challenges that also provides an indirect advantage. The Forsaken challenge can be used to get the one challenge achievement. However, the House of Blossoms challenge that is included in the main game is the best challenge for that.

Time to Get the Show on the Road:

The above discussion is not meant to be exhaustive. Nor are you supposed to be proficient before you start the game. The concepts discussed above will be introduced and emphasized through normal story progression. The information here is provided to make you aware of what you will experience in the game. Everything here will be discussed when you’ll need to make use of it playing the game.

Supporting Screenshots and Videos

This walkthrough is, primarily, a narrative guide. Screenshots and a few videos are provided for additional reference but the narrative stands completely on its own. The screenshots and videos were all captured on a PS4 playthrough of the game played in parallel to the writing of the guide. I have tested the PS4 walkthrough with an XBox One playthrough to ensure the PS4 graphics and videos accurately depict the narrative of the guide. Note that the interact button on the PS4 is the square button that corresponds to the cn_X button on the XBox One. Many of the screenshots and the few videos will display the square button corresponding to the cn_X interact button on the XBox One. Finally, a few of the screenshots will depict the PS4 trophy equivalent to the XBox One achievement.

Setting the Difficulty Level: Custom Master with over 700 Custom Difficulty Points

Begin a new game. Choose Custom difficulty. The other choices are Rogue (Easy), Thief (Normal), Master (Hard). We will be using Master as the base and adding modifiers to it. The game tells you that the Master difficulty has the following features:

  • Opponents are deadly and civilian kills or knockouts are not tolerated.
  • Resources and upgrades are more expensive.
  • The focus meter depletes at a much faster rate.

We are not the least bit concerned. We want to get an achievement for finishing the game with no knockout or kills. We have no intention of killing or knocking out anyone, civilians or otherwise. We are going to be doing a streamlined playthrough. We only intend to buy essential tools. Since one of our modifiers will prevent us from acquiring upgrades, we could care less how expensive they are since we are unable to buy them. Finally, we want to earn an achievement for not using focus. We will be using a modifier that prevents us from using focus. We will have no focus meter so there will be nothing to deplete.

I bring this up because the Master difficulty is not much more challenging than the easy Rogue if you are playing a stealth game. This walkthrough emphasizes stealth and will provide you with relatively safe routes to reach your destinations.

The achievement for finishing the game with no kills or knockouts and the achievement for finishing the game without using focus are the game's only two missable achievements. By choosing the difficulty modifiers as we have, we are changing these two achievements from missable to non-missable.

The main thing that you would notice between Rogue and Master is that your adversaries are more aware. They have a greater field of vision and can detect noise more easily. The walkthrough will remind you of effective techniques during risky points. Two key aspects to internalize in your game play. First, approach hostiles from the rear as close to the six o’clock position as possible. Second, when you have to remain silent, use the technique of flicking or nudging the movement stick rapidly rather than keeping it pushed in the direction of Garrett’s movement.

Tip: Greater degrees of difficulty do not present a substantially greater challenge if your play style is stealthy. If you are aggressive and combative, greater degrees of difficult will substantially increase the game’s challenge.

Having selected our base level of difficulty, we want to select modifiers that will give us over 700 points of difficulty so we will be able to earn a major achievement. You have some flexibility. I will provide the list with my recommendations. The modifiers are divided into three categories—Classic, Legendary, and Ultimate. There are three that I consider deal breakers for a first playthrough and have crossed them out. I provide my recommendations below but you have some flexibility to change them around as long as the difficulty assessment is above 700.

Recommended difficulty modifiers:

  • No Focus (Focus ability disabled) - 50 points: ON
  • Stealth Takedowns Only (You cannot perform combat takedowns) - 50 points: ON
  • Specialty Arrows Only (Only Blunt, Water, Fire and Rope Arrows enabled) - 50 points ON
  • No Food or Poppies (Food and Poppies are not consumable) - 100 points: ON
  • Expensive Resources (Cost of resources are increased) - 70 points: ON
  • No Upgrades (Non-critical tools, gear upgrades, and trinkets are disabled) - 100 points: ON
  • No Kills or Knockouts (If human/animal is harmed in any way, mission fails) -170 points: ON
  • No Alerts (If human/animal detects you, mission fails) - 145 points: ON

Below is a detailed discussion on the rationale for the selections. If you are not interested in that level of detail, you can skip down to “Start the Prologue.”

Classic:

  1. Chapter Saves Only (Manual saves disabled) - 180 points : OFF. No. We want to be able to save frequently. This is not a modifier for a first playthrough.
  2. No Focus (Focus ability disabled) - 50 points: ON. Yes. We want to earn an achievement for not using Focus. This will help us making the task easier.
  3. Stealth Takedowns Only (You cannot perform combat takedowns) - 50 points: ON. Yes. We want to earn an achievement for no takedowns whatsoever. We will also be using the “No Kills or Knockouts” modifier. These two modifiers will help us get the achievement.
  4. No Reticle (Reticle disabled for aiming) - 30 points: OFF. This is the crosshair that appears when you fire a bow. An experienced player does not need it because the objective glows when targeted. However, since this is our first playthrough, I recommend we use the crosshair and turn this modifier off. Nevertheless, we only use a total of nine arrows in the entire playthrough and several of them are optional. None of the arrows are fired under duress or in intense situations. So, this is a modifier that you may want to consider turning on if you want to make some modifications to the above setup.

Legendary:

  1. Specialty Arrows Only (Only Blunt, Water, Fire and Rope Arrows enabled) - 50 points: ON. The other arrows are combat arrows. Since we will not be doing any takedowns or kills, they are superfluous. This modifier will not bother us and suits our play style.
  2. No Food or Poppies (Food and Poppies are not consumable) - 100 points: ON. We are not using Focus so we have no use for poppies. There are only a couple of places in the game where our play style will put us at risk for damage. We need the 100 difficulty points much more than we need the food so we will turn this on. Refer to 5 below, Slowed Movement, for additional information regarding your choices.
  3. Zero Damage (If you take any damage, you fail the mission) - 60 points: OFF. There is some benefit for turning this on. There is an achievement for completing three consecutive chapters without damage. However, the other modifiers will virtually assure us of getting the achievement without the use of this modifier. There is one point in the final encounter where we would benefit from being able to take a hit that deals damage. For that reason, I am turning it off.
  4. Expensive Resources (Cost of resources are increased) - 70 points: ON. This walkthrough has us buy very little so the expensive resources do not bother us.
  5. Slowed Movement (Overall movement is slowed) - 45 points: OFF. This helps you move silently but it is more annoying than anything else. There are two major encounters where we need to move quickly. If you would like to consume food, you could turn this modifier on in addition to the 'No Reticle' modifier. The food will allow you to recover health when taking damage. This walkthrough is a very safe playthrough and is designed to get you through with zero damage. There are a few instances where it is possible to incur fire or gas damage. Additionally, there are two boss encounters where there is the possibility of sustaining damage. This guide alerts you to the precautions you must take to avoid any and all damage. Nevertheless, the ability to consume food will reduce the amount of precision required for the playthrough.

Ultimate:

  1. Iron Man (If you die or fail a mission, you lose your entire game and have to restart from the beginning) -250 points: OFF. This is only for very experienced players who have virtually committed the game to memory. Note that the routes used in this playthrough were designed for an Iron Man run. So, although we will not be turning the modifier on, play with the confidence that the routes were designed to minimize your exposure to detection and physical risk.
  2. No Upgrades (Non-critical tools, gear upgrades, and trinkets are disabled) - 100 points: ON. Some players might find this desirable. The playthrough is not heavily dependent on upgrades and trinkets. However, you could afford it if you turned on “No Reticle” and “Slowed Movement.”
  3. No Kills or Knockouts (If human/animal is harmed in any way, mission fails) -170 points: ON. This will help us get the achievement for finishing the game with no kills or knockouts.
  4. No Alerts (If human/animal detects you, mission fails) - 145 points: ON. We will be doing a streamlined playthrough emphasizing stealth. If we are detected, the game will restart you at the location of your most recent save.
  5. The recommendations above will give you a Custom Difficulty assessment of 735 points, comfortably meeting the criteria for the achievement.

Start the Prologue:

The purpose of the prologue is to teach the game. In order to teach you, it will allow you to do things that your difficulty modifiers would not allow you to do such as knocking out an opponent. Unlike the eight story chapters, it gives you no monetary rewards for style of play or ‘thieving challenges.’ Once you complete it, you are provided with some cut scenes and move directly into Chapter 1. The prologue takes about 10-15 minutes to get through the prologue and another 10-15 minutes to get through chapter 1 that, as just stated, immediately follows the prologue. These times take into consideration acclimating oneself to the game.

Overall, we are going to be very unconcerned with common loot, other than to earn one achievement. That one achievement we will earn in Chapter 1 by grabbing every item of common loot. We are doing that not only for the achievement but also because we’ll need 1000 gold to purchase the wrench tool that we will need for Chapter 2. Otherwise, we could have ignored the achievement for gathering all loot during Chapter 1 and obtained it while playing through on our second playthrough using the easy Rogue difficulty. The purpose of that Rogue playthrough, after all, is to obtain collectibles and find secret locations.

Since we need the cash, we will be picking up as much as we can during the prologue. However, we do not need to stress ourselves to find every item. If for some reason, you do not have enough cash for the necessary purchase, the walkthrough will provide a quick and easy way to make up the difference right after the end of Chapter 1. It’s called the pickpocket loop. In three minutes, we pickpocket five pockets for 60 gold—not to mention getting credit for the picked pockets. There is an achievement for picking 100 pockets in one playthrough.

Prologue Rule of Thumb: Pick up what you can but don’t waste a lot of time looking for what you have difficulty finding.

You start in Auldale Bridge at a studio apartment. Location names are not important in the Prologue where you are guided in a very linear fashion from checkpoint to checkpoint. However, after the Prologue, you will find it very important to orient yourself so we will start out adopting the process of being aware of our location.

There are twelve items of common loot in the apartment and no hazards. You are free to do as you please without adverse consequence. The gentleman asleep on the bed will not wake regardless of what you do. You will find that you can snuff out candles and may snuff out one inadvertently. Try to get in the habit of dousing lights only when you have compelling reason to do so. The game rewards play style. Operating undetected while manipulating the environment such as the dousing of lights is called Opportunist. Operating undetected without manipulating the environment is a more prestigious play style called Ghost. You are not assigned a play style for the prologue so there is no consequence for dousing lights. However, once the Prologue is over, doused lights will have an impact on how the game rates your play style at the end of each chapter.

Nevertheless, play style is not one of the fundamental things we need to be concerned about. Being rated Opportunist rather than Ghost will not have an effect on any achievement. The main reason we emphasize this is because the stealthier you become, the easier you will find it to clear the later more difficult chapters. So, throughout the walkthrough, we emphasize good stealth discipline using Ghost techniques.

In the Studio apartment, there are two items on the bed, three items in tables in the center of the room, and seven items in or on the furniture against the walls. Their total value is 106 Gold. When you’re done, exit the room’s North window, following the direction marker to cross a narrow beam. You’ll note that Garrett has very good balance. This is not a game where you have to use skill to keep from falling off a beam. Garrett does not fall off a beam unless you specifically make him drop off.

Garrett is still in the Auldale Bridge area. He enters an attic through a closed window. The game will prompt you to hold the interact button and then rapidly press it. You will often come across these windows during the game. You will always get the on screen prompts.

Unlike the studio apartment, the attic presents a challenge. There are seven caged birds in the apartment. Not only does the prologue require you not to alert them but one of our difficulty modifiers precludes us from alerting birds or animals. The result of doing so would cause the game to restart us at our most recent save.

Speaking of saves, in the Prologue, the only save that is available to us is the Checkpoint save. During the rest of the game, except when directly engaged, we pretty much are able to make manual saves at will. Each manual save supersedes the previous manual save so we would be able to load only the most recent manual save. However, we would have a choice between the most recent manual save and the most recent checkpoint save.

Tip: When permitted make frequent manual saves. They become available at the beginning of Chapter 1.

Getting by the bird cages is not that hard. When you enter the room with the cages, hug the left wall until there’s a bird cage right in front of you.

Note: Birds detect movement rather than visual cues. They especially detect Garrett when he swoops. So, Garrett cannot swoop near bird cages. In this playthrough, since Garrett fails a mission if he is detected, swooping near a bird will result in a detection, the mission will fail, and the game will revert to the most recent save.

Garrett will make a comment that there’s an interesting picture. The best way to the picture is to turn slowly to your right and go diagonally between the two cages closest to the wall with the picture. You will make no sound if you lightly flick the movement stick. This is good practice for when we have to use the utmost stealth at various points in the game.

When you approach the painting, you’ll be prompted to press the interact button that leads Garrett to search the painting. Your view will be of his two hands moving around the frame. Feel around the edges until you feel a slight vibration and the empty on-screen circle acquires a solid fill. Press cn_RT and the picture will slide up to reveal a safe. You now have to pick the lock of the safe. This is similar in principle to what you just did with the painting. Gently nudge the movement stick around until the controller vibrates and the corresponding empty on-screen circle fills. Press the right trigger to set the lock pin. There are three empty circles corresponding to three tumblers. Once you have set all three lock pins, the safe will open.

Inside the safe is the first collectible. Pick it up. It can be viewed in your journal by pressing the view button cn_back. You’ll find it belongs to a category called Unique Loot and is named “The Glittering Plumage.” During the Rogue playthrough, we will be gathering each and every collectible for an achievement.

A disturbance, not of your doing, agitates the birds. You are not penalized for it but must exit the window to the North—left of the safe you just opened. You will be prompted to discover a rope arrow and target an ‘anchor beam’ above you. It is called an anchor beam because the wood is wrapped with rope that allows an arrow with a trailing rope to securely stick in the beam. There are quite a few of these anchor beams throughout Garrett’s world. In this Custom Difficulty playthrough, we will be very judicious in their use in order to conserve our rope arrow resources and our gold. Before each chapter, if you require rope arrows in inventory, the walkthrough will dutifully inform you of that and the number required.

You will be prompted how to jump on the rope and climb it. Do so. Then, follow the objective marker until you run into a girl, Erin, dressed similarly to you. A cut scene ensues after which you must follow Erin through the elevated areas known as the “Thieves’ Highway.” This is just an exercise in controlling Garrett using the run and jump trigger. If you are brand new to the game you might fail. If this happens, do not be concerned. The game will reload at the most recent checkpoint and you can try again.

You end up in a back alley in Auldale. The game explains about the Light Gem. When it is dark, you cannot be seen. When it is a bright white, you are completely out in the open. There is also an in-between state of different magnitudes when you are in the shadows—detectable but not easily so.

Tip: Get in the habit of keeping an eye on the Light Gem. Whenever possible, keep it so it is dark.

Before you start following the directions given, look in the Northwest corner for a pair of scissors and pick up a coin purse on the ground at the beginning of the alley running East. After you follow the directions given, the guards will move East. Erin will take off using a special climbing tool called a Claw. Not having such a tool, you have to go a different route.

There are several people you must not let detect you. Move slowly and silently due east into the shadows. There is a coin purse on the ground. There is a cup worth a mere 2 G to the South. You can pick it up, if you want, or just ignore it since it takes you out of your way. Hug the east wall and go North to a ladder. There’s another cheap cup in plain view on a barrel. You might as well pick it up.

Climb the ladder to return you to the elevated Thieves’ Highway.

Garrett meets up with Erin, again. After a brief conversation, you continue on. Erin challenges Garrett to see who can pilfer more. Ignore it. The challenge is just conversation and is not associated with game play.

The prologue gives you another quick tutorial on how the blackjack can be used to lower ladders. Do as the tutorial instructs and hit the pulley to lower the ladder. Proceed in the direction of the objective marker and enter the Voyeur’s Apartment (Auldale) through a window.

There are eight items in the apartment including a document. Some documents are important. This one is not. Although the voyeur’s apartment is not particularly important, there are some items of interest. The room you first find yourself in has a pair of scissors and a cup. There is a locked door. Although there are no hostiles here, it is always good practice to peek through the keyhole by pressing and holding the interact button. This confirms the adjoining room is safe and you can pick the lock and open the door with impunity. Picking the lock follows the same routine as the safe. The door, similar to the safe has three tumblers.

The remaining six items are in the room whose door you unlocked including the Voyeur’s Diary—the document mentioned above. You can see documents in your journal by pressing the view button cn_back. When you do so, you can read it. Some documents are important insofar as they provide clues and other vital information. The Voyeur’s Diary does not fall into that category but you might find it an interesting read.

The Prologue leads you by the hand and you should not need any maps. The in-game map that you pull up by pressing up on the D-pad and selecting map is quite good. To help you get comfortable with the game, I have embellished the in-game map with the location of the eight items, a legend describing them, and an icon to indicate the locked door:

External image

When you’re finished, exit through the North window and continue to follow the objective marker on the Thieves’ Highway. You will cross a beam and enter the Drop Location (Auldale).

Warning: There’s a caged bird in the Drop Location—move slowly and quietly. Do not go upstairs until you’re ready.

There’s a cup of little value out in the open. Moving slowly so as not to startle the bird, move to the Southeast corner. You’ll see a round plaque hanging on the wall. Beneath it is a brick highlighted in a different color. That’s because it is the secret trigger to open a hiding place. Use the action button to press the brick and reveal the secret hiding place. You’ll find a ring of moderate value and a valuable, 50G necklace. Take them.

Continuing to move slowly, head to the opposite side of the room and climb the stairs for a cut scene. After the cut scene, the scene shifts from Auldale to the Northcrest Manor. You begin in the courtyard. There is a well-lit area that you have to cross. The tutorial tells you how you can use the action button to quickly swoop. As shown in the map, get into position and swoop across. There’s a wine glass of little consequence. Move East to follow Erin. She’s looking at a guard to the South. He’s carrying a fat purse on his belt. You can’t pass up the opportunity and pick pocket him by pressing and holding the interact button. When the blue circle closes, you have successfully pickpocketed the 12G he was carrying:

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After you pickpocket the guard, he will walk away. Proceed South and climb over the small obstacle. The tutorial will caution you about making noise moving through water. You are now in the Fountain Court of the Northcrest Manor. There is a small creek that you must cross. This is a good time to practice moving by flicking the movement stick. If done correctly, you should hear no sound.

There are four items of common loot in the Fountain Court Area. Two 1G coins are in the water. They are not difficult to get but simply not worth it unless you want to practice moving in the water. There is also a wine glass and an ash tray that are also not worth much. You will probably just stumble across them. If you don’t, they are not worth the effort to find. The fifth item is a water arrow. This is required to advance the Prologue.

After you cross the creek, first head to the shadows in the Southwest corner. There you will, most likely, stumble across the wine glass near a statue. Face east and swoop across the lit area. You will see a small box on a small round table. Open the box to find a water arrow. Had you been playing on an easier level of difficulty, there would have been more than one arrow. One arrow, though, is all we need.

Continue to follow the objective marker. You will be prompted to douse the light on the East wall. This is just a little more difficult that shooting the rope arrow into the anchor beam. If the crosshair (more accurately reticle because it’s a circle rather than a crosshair), starts wavering, cancel out of what you are doing. Garrett becomes fatigued. After aiming in at a target for a short while, he start to shake a little. The reticle become larger and Garrett will not be able to shoot accurately. This is easily remedied by canceling out of the action. The next time he aims in, he will be closer to the aiming point and will be able to lock on target more easily.

After you douse the light, the part of the creek to the East of the bridge is thrown into darkness. Garrett can now cross the same way he did the section on the west side of the bridge. After moving through the water, you are likely to stumble across the ashtray before moving up the stairs:

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You are presented with another cut scene where Erin shows she is more combative than you. You are required to do a stealth knockout of a guard. Normally, our difficulty modifier would not allow this. If we attempted it, it would revert the game to the most recent save file. However, the rules are different for the Prologue and this is required to advance the game. Sneak up behind the guard and press the right stealth attack button. Press and hold the interact button while moving to the shadows east of where you knocked the guard out.

There is no danger here so we did not have to hide the body. Nevertheless, unless there is compelling need to the contrary (such as imminent discovery), we will always hide bodies when our difficulty settings allow us kills or knockdowns. Even if you are undetected when a body is discovered, there may be second and third order effects that will make your task at hand more difficult. Also, whenever you grab and hold bodies, you will acquire whatever the persons had on them.

Follow Erin and pick the lock on the door you come across. This takes you to another area of the Northcrest Manor—Right Wing – Entry. There is a guard with a bird’s eye view of a fairly well lit area you have to cross. The tutorial provides a solution. There are bottles. You can pick up one at a time and use it as a throwable. Follow the instructions in the tutorial and try to throw the bottle over the guard’s head and left of the guard from your perspective. You want the guard to be looking away from your hiding place in the dark Northwest corner.

As soon as you throw the bottle, pick up another one so you’ll have one on hand. Then, head to the Northwest corner. Wait there, in the dark, until the guard’s suspicions are allayed. When he reverts to normal and the threat icon above his head indicates he is unaware, move forward stopping to pick up the chess piece. Disregard the two gold coins and climb up on top of the gate. Do not jump down on the other side if you want to proceed as expeditiously as possible. There are items to be had in the yard but the juice is just not worth the squeeze unless you like to explore and/or like the challenge.

You are safe on top of the gate. Just follow East along the top. You reunite with Erin. The Prologue has one final task for you. You have to use the pickpocketing technique to pilfer Erin’s special tool, the Claw. It is right within your grasp and Erin is completely oblivious to what you are doing. Once you pilfer the claw, there’s a cut scene that ends the Prologue:

The Drop

Finish the Prologue

The Drop
3 guidesOffline Game ModeSingle PlayerMain Storyline

The Prologue counts as a chapter. We should not have taken any damage:

Cleared 1 of 3 consecutive chapters without taking any damage

Chapter 1: Lockdown

After some cut scenes, Garrett determines he needs to return to his hideout in the clock tower. He’s got a ways to go. Security is tight and the city is on lockdown. Garett needs to avoid the many guards roaming about. From a practical standpoint, if you explore the entire area, you will come across 15 guards. This chapter will take 10-15 minutes to complete, taking into consideration acclimating oneself to the game.

You now have intermediate objectives that you can choose to fulfill or not. They are called Thieving Challenges. We will be fulfilling two of them. We will remain undetected while pilfering all 60 common loot items. We cannot perform the predator challenge because our difficulty modifier prevents us from using violence. We also will not be doing the extinguishing flame challenge. First, because we don’t want to use any water arrows. Second, because, at this level of difficulty, a key character will react with suspicion if we extinguish candles in his room. Finally, even if you meet the conditions for satisfying more than two of the thieving challenges, the game will only reward you for two. On our second playthrough, we will be extinguishing flames but it will not be for the thieving challenge but for an achievements associated with extinguishing flames.

We need 1,000G in order to buy a special tool right after chapter 1 ends. On subsequent playthroughs with less stringent difficulty modifiers, the cost will be less. Nevertheless, in spite of the high cost on the Custom Master playthrough, the loot in addition to the thieving challenge rewards will get us there. Additionally, we will get an achievement for finding all common loot in a chapter. We could have left that till the easy Rogue playthrough especially since that playthrough is for collectibles. However, by finding every loot item, we will get an additional reward of 150G.

The most challenging item of loot is a jeweled mask worth 125G. Although it’s the most challenging, it is only of moderate difficulty. We don’t want to pass it up. Since we are going to be picking up the most challenging items, we might as well pick up the others as well. Later, once we are well funded, we will have little interest in going out of our way for common loot.

At the end of the chapter, you will get a mission summary which is like a report card. You can also check your progress in the journal by looking at objectives and statistics.

You start in a completely safe area. You’ll pick up a (01/60) Flask that’s in plain view. The (02/60) Gear is up high—you can reach it by climbing on top of the cabinet and looking west. There is also a document that you can read in your journal. When you have got these three items, exit the area by climbing the ladders shown in the figure. As you progress, pick up some food. You can’t use it but you can sell it.

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In our Rogue/Easy playthrough, we will be more concerned about thieving challenges because we will be going after achievements related to thieving challenges. There are several including the prestigious Legend in Leather for completing 25 optional thieving challenges. The way the thieving challenges work in the main story chapters needs explanation. Even if you met all conditions for all four thieving challenges, you would only get credit for two of them. The game would determine your play style and give you credit for one of the top three challenges corresponding to your play style. If you lifted all loot items you would get credit for that, as well.

At the conclusion of a chapter, the game provides a pie chart of your different play styles. Normally, there would be three possibilities—ghost, opportunist, and predator. (Hybrid is not a play style but a statement that the thieving challenge applies to more than one play style). Because our difficulty modifiers preclude us from anything associated with the predator style, our pie chart can depict only the portion we spent in the ghost play style (dark gray) and the portion we spent in the opportunist play style (light gray).

The playthrough for this chapter is pure ghost. We do not take advantage of the environment as related to the opportunist play style and we remain undetected at all times. There is one area where dousing a candle will help you. It is not necessary. As a matter of personal preference, I strive for a solid dark gray pie chart indicating that my play style was 100% ghost. However, this has no bearing on achievements and, if you would like to use the environment, there is no down side. Your end of mission report would then include a pie chart with a dark gray slice depicting the proportion of your time you were in ghost and a light gray slice that corresponds to the proportion of your time that you were employing opportunistic techniques. Moreover, pragmatism is more important than style points. So, there will be occasions in this playthrough where we opt for a more convenient opportunistic approach rather than the 100% ghost style.

For every main story chapter, the fourth thieving challenge is lift all loot items. So, for the first chapter where we lift all loot items, we will get credit for two thieving challenges—remain undetected and lift all loot. We will not be going after all loot in any of the other chapters even on Rogue difficulty. Thus, we will be getting only one thieving challenge per chapter. The remaining thieving challenges for the achievements will come from client missions where the criteria are not as stringent. It is possible to get all thieving challenges on some client missions. On others, there might be mutually exclusive challenges. For example ‘remain undetected’ and ‘perform a combat takedown’ are mutually exclusive because the game always considers you detected if you are in combat.

Where we go after all loot in a mission or chapter, I change the legend in the illustrating graphics. You’ll note in the figure above, loot that counts towards the thieving challenge is depicted in orange Arabic numerals. Since the achievement we are going after entails pilfering not only all common loot in a chapter but also all collectibles in a chapter, we will track them as well. Collectibles will be tracked in red Roman numerals. Other items (documents, food, poppies, etc.) will be tracked using lower case letters. Finally, we shall use a C for cabinets or closets. The function as check points so the ‘C’ is triply appropriate. Guards are depicted with the letter 'G'.

At the beginning of the game, I will provide lots of supporting documentation to assist you in becoming proficient moving through Garrett’s world. As the game progresses, I will continue to show maps and routes for the Custom Master playthrough but will gradually omit routine explanations and concentrate on the tricky areas. The first chapter, though, will provide an exhaustive level of detail. For the subsequent 'mop-up' playthrough, I will provide maps with the collectibles, secret places, and other matters of interest. However, I will not be providing precise routes. By that time, you will be completely proficient in the game and will want freedom of movement. So, unless a certain technique must be used, I will leave the movement and routes up to your discretion.

Since there is no danger in the first area, Enclosure, you are free to explore as much as you’d like. However, there is no reason to linger after you pick up the four items so leave using the ladder to the North. There is a second ladder you must also climb.

When you get to the top of the second ladder, stop. Once you progress from this point, you will be crossing the first of three points of no return in this chapter. Pick up a (03/60) Gear in the Southwest corner. When you are ready, you can follow the objective marker and continue. You are still in an elevated position looking down on Stonemarket, Traitorsgate. There is a short cut scene with two guards. After their conversation, they separate.

Stay in your elevated position. Make a manual save file by pressing the Option button. This is the right button equivalent to the Start button on the PS3.

It also serves as the Pause button and gives you the opportunity to make manual saves at most points in the game. The Prologue, though, is excluded and you cannot save if you’re in the middle of a confrontation.

Study the two guards’ movements. G1 has a longer route. G2 has a short route. He will walk a few paces, turn and peer into the shadows, and then walk back. We will be doing several things but only one of them is tricky. There are many ways you can tackle this area. It’s best to decide how you’re going to tackle the one tricky item, the collectible shown on the figure with the red Roman numeral I.

The suggested approach in the figure has you making a quick counterclockwise loop in the main Traitorsgate area and then going into the back alley for a couple of items before proceeding to the principal Chapter area. You could easily go to the back area first using an overhead walkway and getting good situational awareness of Traitorsgate. Bear in mind that the area North of Item 7 is the second point of no return. If you opt to do the back alley first, you can reenter the main Traitorsgate area by climbing from the back alley into a dark corner behind guard G2.

You are free to attack Traitorsgate as you see fit. There are many elevated areas and dark corners. I have shown a few but not all of the climbing points. It is worth noting that only loot counts toward the thieving challenge—these are the items in the orange Arabic numerals. Loot and collectibles (the items depicted by red Roman numerals) count towards the achievement we are trying to get. Documents, arrows, food, and other items depicted by yellow lower case letters may be useful to you but they do not count towards the achievement we are trying to get or the thieving challenge. The same is true of the guards that can be pickpocketed. Coins, documents, and items they might have do not count towards the achievement nor the thieving challenge.

Tip--Pickpocketing Loop: Immediately following the conclusion of Chapter 1, the walkthrough will present you with a pickpocketing loop in the City. The loop takes about three minutes to complete. You pickpocket five people each of whom carry 12G. Thus, a quick three minute expedition will net you 60G and give you credit for five pickpockets. The loop will also hone your skills so pickpocketing will be second nature. Because of this, although I show pickpocketing opportunities, if you are understandably not yet comfortable with pickpocketing, leave serious attempts until after you have used the Pickpocketing Loop to practice and hone your skills. None of the pickpocketing opportunities in Chapter 1 are as lucrative as the people we will pickpocket during the loop.

The approach suggested in the figure below is to drop down to the yard level in the darkened recess to the South. Initially, you will use the light blue arrows as your guide. G1’s movements are very predictable. It is easy to walk behind him or cross the courtyard when he’s not looking. Remember that on Master (Custom) difficulty guards have very good peripheral vision:

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Tip: When using stealth, it is best to use the crouching position. This applies to pickpocketing as well.

If you want to practice pickpocketing, G1 has a document and a purse with 7G. You can pickpocket one at a time and return to your dark vantage point between attempts or you can do both at once. Once you are ready, cross the courtyard in order to more easily enter the room in the center of the figure.

The room is vacant and unlocked. If you want to practice good discipline, press and hold the interact button to peek through the keyhole. However, you have to do so expeditiously before the guard turns around and sees you. Once inside, close the door so that you can move around safely. There’s a (04/60) Coin Purse with 12G in it on the sofa. In the corner on a small round table, you’ll find a water arrow. It is not loot but is very useful in its own right.

When you are finished, make a new manual save. Then, peek through the keyhole so you can exit just after G1 passes. You should be able to sneak into the dark recess North of G2 when he walks away from you. Pick up the two (06/60) Coins. Note how he walks. He will pace for a few steps and then turn as if looking directly at you. He, of course cannot see you because of the dark. It is at the moment he turns that we will be making our move to get the collectible. First, though, we must get into position. When he walks in the opposite direction of the dark Southwest corner, quickly swoop there by pressing the action button.

Now comes the tricky part. You will be swooping from the Southwestern corner to the collectible I, picking it up, and swooping to the dark recess North of the courtyard where you first descended. You’ll want to time it so that G1 is walking away from you and G2 is in the process of turning to look at the dark corner North of him. Since G1 has a long walk and G2 a short one, key on G2 at the time when G1 begins to walk away from you.

Make a new manual save. If you just have a couple of hours of game play under your belt, you most likely will not be precise with your moves. You have plenty of time to make the swoops. Success will depend on how quickly you are able to identify the collectible and press the interact button to pick it up. Just use patience. The manual save is there for you in case your first attempt(s) end in your being detected. The game will automatically prompt you to load a save file and you will select the manual save rather than the checkpoint save. The fruits of your patience will be the (1/4) Amethyst Circle, the first of four collectibles for the chapter.

If you are having difficulty getting the collectible with stealth, you can distract the guards instead. Again, choose the time when G2 is getting ready to turn and look in the dark corner and G1 has just started to walk away from you. Toss your throwable so neither guard will look in your direction. A good spot is in where coins 5 and 6 were. Depending on G1’s location, he may not notice the distraction. If he does, like G2, he will not be looking at the collectible. When you pick up the collectible, there’s a throwable right next to it that you can pick up to replenish the one you tossed. I didn’t mention it earlier because you can only carry one and you should still have the throwable from the prologue.

Once you're safely back in the North recess where you started, you can relax and get ready for your exit from Traitorsgate. Make a manual save so your hard work to get the collectible is preserved. If you had to use a distraction, wait until the guards’ suspicions subside. Follow the green arrows North into the back alley climbing over the obstacle. Turn right, climb up, and then drop down into an enclave where you’ll find a valuable water arrow. When you climb back out, move right so that you’ll end up on an elevated platform. Follow it first West and then North around the building. Pick up the final piece of loot for this area, a (07/60) Gear.

It’s best to ignore G3. The 3G in his purse is not worth pickpocketing. We cannot use the broadhead arrow on the table. We don’t have to use the ladder North of G3 to exit because there’s a climbable wall just North of the gear we just picked up. Since we’ll soon be going through another point of no return, you might want to check your progress in the journal by pressing the view button cn_back. It should show that you have seven items of common loot and one collectible.

Follow the objective marker and climb the wall. You will see a (08/60) Pen in plain sight—pick it up. There’s a locked gate. Pick the lock and open it. After entering, close the gate to reveal a Candlestick behind it (loot 9 of 60). You can also pick up some food.

Continue West. The way looks blocked but the game will prompt you to use the interact button. Do so, knowing that you are crossing another point of no return. When you emerge, from your elevated vantage point, you’ll get a cut scene. You see three guards in the court yard. Two walk together and the third has a short route in the Northern sector. In spite of initial impressions, this is a very easy area. We don’t have to do anything fancy near the guards. We’ll be following the blue areas in the figure. The items in the Southeast corner are the ones we picked up before moving the obstacles:

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Keep your eye on guards G1 and G2 and move when they are moving away from you. It is fairly easy to remain out of sight especially with the crates you can use for concealment. It would be prudent, as always, to make a manual save before you venture out.

There’s a locked box on a barrel near the corner of a structure. Pick the lock and take the arrow(s). Note that you might find the contents of these arrow boxes may not always correspond to this walkthrough. The contents vary according to difficulty. It is of no consequence because we make very little use of arrows and the walkthrough will ensure you have the required arrow when the occasion demands it.

Just Northwest of the barrel with the locked box containing the arrow(s) there is a crate with a single gold coin on it. The inset image in the figure shows how the coin is visible on the edge of the crate. If you do not easily see it, you are probably the victim of a game glitch where this item infrequently does not appear. If this is the case, you will not be able to get the 60 common loot items for the achievement. You will have to get the achievement during your Rogue playthrough.

It is partly because of this glitch that the walkthrough has you go for the all loot and collectibles in one chapter achievement. We have a backup plan in case the glitch victimizes us on one of the playthrough. Hopefully, the glitch does not affect you and you obtain the (10/60) Gold Coin.

Now, move into the dark passage East of you. This area is completely safe. There is a (11/60) Gold Coin fairly visible and a second (12/60) Gold Coin in a bird’s nest on a high ledge in the Southeast corner. You have to climb on the low roof opposite the ledge and take a running jump to the ledge. If you, understandably, have not yet mastered the controls, you might have to try more than once because it’s a long jump. Later, after you have internalized the controls, you will think nothing of a jump of this type but, for now, you might need a little practice. There is also a broadhead arrow in the customary arrow box. You have to climb up a crate to get it.

Move south towards some stairs leading down into an underpass. I have merged the street level map and the underpass map. Your in-game map will look different. You follow the underpass until you find a closed door. Open it, enter, and close the door behind you. You’ll find some food and a document that you can read in your journal. It’s entitled, “Clocktower Stops Again,” When you closed the door behind you, you will have revealed a (13/60) Coin Purse.

After gathering the three items here crouch down and enter the crawlspace exit to the room. Follow it a short ways and you’ll be forced to climb to return to ground level. Continue first West and then North until you reach a locked iron gate. You’ll see a regular locked door immediately to your right. This is the door to the cellar into the jeweler’s house. We will be coming back here just after we pick up the last item of loot.

Pick the Iron Gate’s lock. Go through it and turn right (East). Before the passageway exits into the courtyard, you’ll see a table with a (14/60) Knife on it. We won’t bother with the guard (G3) in the courtyard. We could pickpocket his two purses but it’s not worth the aggravation. Instead return to the door next to the iron gate. Pick the lock and slowly enter the cellar. There’s a cabinet for a checkpoint save just to your left. Enter it. You can look through the slats to get a lay of the land:

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This is relatively simple and straightforward. The jeweler moves between his desk and a work table. He is not very alert to your movements. Just stay behind him as much as possible. Work the room incrementally, saving by entering the cabinet after every step.

Tip: Don’t forget to move about while crouching for utmost silence.

You can pick up a fire arrow just to your right. It’s in the usual arrow box on a crate. Then turn your attention to the desk. On the corner of the desk, you pick up a letter. Read it in your journal. It gives the combination to the safe—739. Get in the habit of checking all drawers. We’ll have quite a few to go through upstairs. Don’t try to get everything all at once. Be mindful of the Jewelers movement. The desk has two items of loot—a (15/60) Letter Opener in a drawer and an (16/60) Ink Bottle on the desk.

Now that you know the safe combination, go to the picture in the Southwest corner. This is just like the prologue. Feel around until the controller vibrates and then press the trigger to lift the picture revealing the safe behind it.

There’s a candle right next to the picture and the safe. You can safely put it out if you wish. You can then proceed in darkness. I prefer to ghost it and take it in steps. Reveal the picture first, unlock the safe second (combination 7-3-9), pilfer the safe’s content third. There is no tangible benefit in getting pure ghost but the game considers it the most prestigious play style. If you’re not into prestige but practicality, you can douse the candle. You will still get ‘Ghost’ as your overall play style but it will not be a 100% Ghost—the pie chart will include an opportunist slice. Do not, however, douse the lights on the work bench or the desk. No matter how surreptitious you think you are, at this level of difficultly, the Jeweler will always become suspicious and rush upstairs to give warning.

Whether you play ghost or opportunist (by dousing the light), your reward is a collectible, the (2/4) Lyegrove’s Jeweled Mask. The other three items of loot are the (17/60) Cup, (18/60) Bracelet, and (19/60) Pile of Coins on the workbench. Finally, you might want to pick pocket the jeweler. His two purses hold a not insignificant 27G between them. This, however, is purely optional.

Before heading upstairs, you might want to check your stats and verify that you have two of the four chapter collectibles and 19 of the 60 items of common loot. The items in the cellar can be picked up in any order. You don’t even need the letter because you have the safe combination from the walkthrough. When you’re ready, go up the stairs. At the top of the stairs, immediately to your left is a cabinet. Enter it to make a checkpoint save.

The first floor of the Jeweler’s shop has half the loot and collectibles in the chapter. Make sure you open all the drawers and cupboards to find it all. The outer hallway where you entered the cabinet is safe. Collect the four items there: (20/60) Ink Bottle, two (22/60) Candlesticks, and a (23/60) Letter Opener. After that, climb on top of the cabinet where you made the checkpoint save.

From the top of the cabinet, you can crawl on the rafters. There’s one item of loot up here—an (24/60) Ink Bottle in the Southwest sector. This is your opportunity to get a good lay of the land. There are two guards. One is asleep. The other walks in a North-South route in the front of the store. Take particular note of his pattern. He is the guard we will be avoiding. Because of the predictability of his patrol pattern, it is fairly easy.

When you have a good understanding of the layout of the shop, exit the way you came in and climb down from the cabinet. Enter it to make another checkpoint save.

You know from your reconnaissance from the rafters that, in addition to the safe hallway you are in now, that there are two rooms. To the Southwest, there is a smaller room with a guard sleeping on a chair. The Eastern half of the floor is the main shop. It is the largest room on the floor. There is an alert guard who patrols but he walks in a very predictable manner:

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Remember, throughout, to keep the patrolling guard’s movements in mind. We will use his predictability to pick up every single item. It is best not to try to do too much at a time. Take what you can while his back is turned or while he’s walking away from you. If you piece-meal the list of items, every item on the list can be easily obtained without alerting the guard.

With that in mind, we will start with the Southwest room. It’s the one with the sleeping guard. It is possible to wake him by being ‘unstealthy’ near him so try to give him as wide a berth as possible—only approaching the minimum distance required to obtain the items.

Tip: Remember to stay crouched unless you have to stand up.

As you enter, you can get a (25/60) Cup, (26/60) Gold Coin, and (27/60) Letter Opener that are fairly obvious. Next, we have to tackle the safe that’s on the South wall. Make a manual save or use the cabinet to make a checkpoint save or both. The guard should not wake up even if you miss a tumbler but it’s better to be safe than sorry. The safe has more tumblers than the previous ones you’ve tried. That only means that you have to concentrate a little longer using the same technique you’ve used before. Each tumbler, in and of itself, is no more difficult than what you’ve done before.

You’ll find a pretty decent (28/60) Pile of Coins in the safe and the (3/4) Sootback Bracelet. It doesn’t matter in this case but it’s good practice to shut the safe door after you’re through. Finish the room by picking up the (29/60) Candlestick in the cupboard on the East wall and the (30/60) Pile of Coins and (31/60) Ink Bottle on the North side of the room. Make a checkpoint save in one of the two closets. Then, in the Southwest room, position yourself against the East wall just North of the doorway. Use the ‘peek’ technique to observe the guard G2.

Notice that when the guard reaches his Southern-most position, he will pause for a while and then turn to his left (away from you) and walk to the North end of the room. Once you’ve grasped his pattern, take two trips to get (32/60) Earrings, a (33/60) Bracelet, a (34/60) Ring, and a (35/60) Brooch.

Make another save and reassume your position where you can peek at the guard. We’ll be working the desk next. It will probably take three trips to check the drawers, unlock the cash register, and pilfer the coins from the cash register. First, get the (36/60) Coin from the desk and a (37/60) Pile of Coins from one of the desk drawers. On a separate trip, pick the lock on the cash register. Be careful that you do not miss a tumbler because the guard will hear. The good news is that you can use the desk as concealment while the guard is walking North. You must, however, be gone before he starts walking South because he will walk on your side of the desk.

On your third trip, open the cash register drawer after having picked the lock the previous trip. Take the (38/60) Pile of Coins, shut the cash register drawer, and return to your vantage point. Make a manual save. This time, we’re going to open the display case just north of the cash register.

When the guard begins to walk North, follow behind him using the desk for concealment. Make sure you stay out of the guard’s peripheral vision. When you get to the display case, open it, remove the (39/60) Earrings and (40/60) Necklace, close the display case, and return to your hiding place.

Note: The items in the very east of the shop may not be readily apparent. They are in window display cases and you’re accessing them from back panels or drawers. As soon as you get close, you will get a prompt to use the interact button to open the panel or drawer. In one case, also, there is a lock to unlock.

Make another manual save prior to going after the four objects in the Southeast corner. These you will get right after the guard stop, pauses, and turns to begin his walk back. Unless you have become proficient, you will want to get them in two trips. First, go after the (41/60) Brooch and (42/60) Necklace and on your next trip go after the (43/60) Bracelet and (44/60) Necklace in the window display case. If you want to, you can pickpocket the guard. You should have his routine down pat so it’s an easy 7G.

We’ll go to a different vantage point for the remaining items. Return to the safe hall and make a checkpoint save in the closet. We will be using the door in the Northeast corner of the hallway. Peek through the keyhole and open it after the guard has walked by. The guard will not notice the door has been opened.

First, go after the (45/60) Ring and (46/60) Bracelet in the display case. It’s conveniently close. As soon as the guard passes by walking South, open the display case, remove the ring and the bracelet, and shut the display case. Return to your vantage point.

On a second trip, go after the (47/60) Brooch and (48/60) Necklace. We have two window display cases left. One of them is locked. First, get the (49/60) Bracelet and (50/60) Earrings. Make a manual save. Time your trip for when the guard just passes you. For the first trip, concentrate on picking the lock. Make sure you do not miss a tumbler. That will alert a guard. If you can’t get it quickly, press the cancel button to back out. Make a mental note of what you know. The tumblers will always unlock at the same place. This will apply even if you get detected and have to load your most recent save file.

Once you pick the lock, do not open the display case. Retire to your hiding place and compose yourself. When the guard passes, open the display case, take out the (4/4) Jeweled Mask, and close the display case. Go back to the closet and make a checkpoint save. You should pop two achievements. This particular item has an achievement all its own. It’s a replica of the real mask that Lyegrove made. Unlike other collectibles, it gives you gold—a much appreciated 125G. Also, the four collectibles we got in this chapter added to the one we had to get in the Prologue to advance the story give us a total of five collectibles and the associated achievement:

All That Glitters

Steal 5 collectibles

All That Glitters
1 guideOffline Game ModeSingle PlayerCollectable

Two Faced

Uncover Lyegrove's secret

Two Faced
2 guidesOffline Game ModeSingle PlayerCollectable

The last ten items of loot are on the second floor. Go upstairs quietly remembering to crouch. There is a bird in the hall that runs the length of the second floor from South to North. It is in the middle of the hall on the left hand side. There is a sleeping guard in the first room to the right. Pick up the food—it doesn’t count as loot—and the two (52/60) Cups. In the first room to the left, pick up the (53/60) Pile of Coins and the (54/60) Letter Opener.

The Jeweler’s wife sits in the second room on the left. She is very unobservant and you can pick up the (55/60) Cup right next to her and the (56/60) Pile of Coins across from her. Once you have them, quietly back out the way you came and make your way to the second room on the right. If you move slowly, you will not disturb the bird. If you are in doubt, use the technique where you tap the left stick in the direction you want to go while crouching.

There is a document, “Who Watches the Watch Hounds,” that you can read by cn_up opening your journal. For loot, you can pick up (57/60) Earrings and a (58/60) Cup. In the next room to the right (moving quietly so as not to disturb the caged bird), you can get a (56/60) Hairbrush. In the opposite room, you’ve got the final piece of loot, a (60/60) Cup.

You will be leaving by the North Window. This does not return you to Stonecutter’s market. It is a point of no return. You might want to check player progress in the journal just to make sure you have all 60 loot items and all four collectibles for the chapter. If so, you’re in great shape. Approach the window and open it. You will drop into Stonemarket - Blackfurrow Alcove. There’s a newspaper with an article called, “Lockdown!” that you can read in the journal.

Now, exit through the window at the end of the alley. You find yourself in a completely safe town house. Follow the objective marker North and open the door while crouching. You emerge in Blackfurrow proper. There are two guards on the other side of a crate that provides you with concealment. Turn left. There’s a cabinet at the first corner where you can make a checkpoint save.

Continue on. Stay in the shadows. You will see two guards bantering with a woman. Wait for the conversation to end. When the guards move on, follow them carefully. There are flashes of lightning that could reveal you if you get too close. Before long, you’ll see a place on the left where you can use your claw tool to climb a thick pipe to elevation. Use the elevated walkway and follow the objective marker to the climbing marks on the wall. Use the claw tool to climb the North wall ending the chapter.

Report card time! The game provides you with a Chapter recap or mission summary. Not only did we do well, but we will acquire three achievements. Thanks to our difficulty modifier, we could not help but finish the chapter without alerting anyone. We also stole all loot and collectibles in the chapter. Finally, we get an achievement for doing the chapter itself:

Obsessive Compulsive

Steal all loot and collectibles in a single chapter.

Obsessive Compulsive
5 guidesOffline Game ModeSingle PlayerCollectable

Child of the Shadows

Finish a single chapter without alerting anyone

Child of the Shadows
2 guidesOffline Game ModeSingle Player

Lockdown

Finish Chapter One

Lockdown
2 guidesOffline Game ModeSingle PlayerMain Storyline

Preparations for Chapter 2

We should not have taken any damage. We’re going for an achievement where we do not take any damage for three chapters in a row:

Cleared 2 of 3 consecutive chapters without taking any damage

In the Clock Tower hideout, there are chests for collectibles. They mean little during this playthrough because we will gather collectibles in the easy, Rogue playthrough. Of more interest, is a chest for inventory. Garett can deposit and withdraw items. Upstairs, a cut scene ensues and Garrett gets information that he needs to see Basso in a tavern, The Crippled Burrick.

Before we head out to meet with Basso, and start Chapter 2; we need to use this respite to regroup. During our easy Rogue playthrough, we’ll be doing quite a bit in terms of side quests between chapters. However, this playthrough is pretty much a pure story playthrough where we’ll just be doing the chapters.

Nevertheless, we’re about to pick up the pace. From here on out, we’ll be doing close to a speed run. We’ll be clearing each chapter very directly taking advantage of numerous short cuts. We will ignore all loot except the loot along our path.

Note: Because we’ll be doing this playthrough so quickly, there’s a high probability that we will finish in less than 15 hours thus missing an achievement for finishing the game in over 15 hours. So, when you take a break, do not log off. Leave Garrett in a safe place such as inside a cabinet or his Clock Tower hideout. When you get back to the game, hopefully hours later, and leave the cabinet or Clock Tower, the game will create a checkpoint save and credit the time you were away towards game play. Take as long as you want. This is the reverse of a speed run. The achievement requires you to take more than 15 hours to finish the game. There is no point in trying to cut it short. The Rogue playthrough will take us more than 15 hours without special effort. However, there is no need to finish the game so this short Custom playthrough is our only opportunity to get this achievement.

We’re going to do a little exercise to help us move purposefully near adversaries in stealth mode. I call it the Pickpocket loop. We will start from our hideout in the Clock Tower and run a clockwise loop back to the Clock Tower. Along the way, we will pickpocket four guards and one civilian. Each pocket picked will net us 12G. The loop takes a little over three minutes. Our main objective is to practice movement but the exercise will help us get the funds we’ll need for our second tool later on—the wire cutter to disarm traps. Also, there’s an achievement for picking 100 pockets in a game and this will help your count. In summary, our main goal is to learn to move decisively but stealthily. We have three additional objectives:

  • Start learning the city near Garrett’s hideout
  • Steal 60G in minutes
  • Advance the pickpocket counter towards an achievement

There’s no need to overdo it. Once you feel that you’ve got the loop down pat, you’ve got the necessary control to finish the game. In other words, do the loop while it’s challenging. Once it becomes boring, it’s time to move on. To illustrate the loop, both video and map are provided. The map is in two sections. The section on the left depicts the beginning of the loop when Garrett is above street level. The section on the right depicts the second part of the loop after Garrett descends to street level. As is to be expected, all five picked pockets occur at street level. Because the city can get quite complicated, I will include street and neighborhood names in the maps. Your in-game map will not show these but it will show the name of your location. The intent is to assist you in keeping your bearings at all times:

External image

As shown on the left hand side of the map, Garret leaves the Clock Tower and heads South. He takes the first left to head East. Right after this left turn, he has to make an adjustment to his left front to stay on the walkway. At the end of the walkway, he has to crouch down in order to make a right hand turn on another walkway running South. At the very end of this walkway, Garrett vaults the railing landing on a sloping roof and slides to street level as indicated by the red dot.

Turning your attention to the right hand side of the map, Garrett is now at street level as indicated by the red dot. He crosses the street moving West into an enclave. At the West side of the enclave, he climbs on a crate and then over the railing. He makes a turn moving right and crouches near a crate. Once you learn to move quickly and smoothly, you’ll see two guards moving East to West on the street just to your South. The guards will not see you from that distance. We crouched to prepare ourselves for the first pickpocket. If you do not see the guards, you’re slightly behind schedule but you have quite a few seconds of slack here so, unless you were very slow, there should be nothing of concern.

There will be a civilian standing against the wall Northwest of the crate you are crouching behind. He will stand straight and start to walk. He will look straight at you. Like most civilian activity, this is of no concern. The civilian is not even curious much less suspicious. Move behind him and pickpocket him. He is much more insensitive than the guards. Unless you really disturb him, he will remain oblivious of what you are doing. You must, however, pickpocket him before he moves more than a few steps away from your crouched position. There is another civilian (with no purse) further North. He will become suspicious if he sees what you are doing.

Reminder: Crouch while pickpocketing. You are very susceptible to detection when not crouching.

After you pickpocket the civilian, go to the South end of the alley and crouch against the West wall. In the beginning, you may want to make a manual save here. Peeking (you actually don’t have to peek if you’re making good time but can step out and look as you see in the video), you see the two guards standing West of you. After a while, they begin to move towards you. Move back in your crouching position and wait concealed by the West wall.

A note on timing: This is where you have some slack. If you execute perfectly, you’ll have a few seconds before the guards even start to move much less get close to your position. This means, before you have become proficient moving Garrett, that you can afford some inefficiency in your movement. The key is to get to the crouching position before the guards come to the intersection of your street and theirs.

Don’t be too hasty. The guards are quite alert at Master custom difficulty. If you approach too diagonally, the guards will sense this and detect you. You will want them to be a couple of steps East of you and try to approach them straight from behind. You can pickpocket them in any sequence. I usually find it easier to pickpocket the one on the left first.

Our goal is to pickpocket them quickly and then go to the North end of the street you just came from. You will then be just in time to see two guards just below you. If you don’t do it quickly, you will be too far behind the guards to catch up. This is not a big deal. We will hide and get them on the return trip. However, it will be an indication that you are still developing your proficiency.

If executed promptly, you will drop down behind the two guards. Make sure you are crouched because they will detect you if you are not. You have a lot of time to pickpocket them. You can do one or both quickly while they’re both still climbing the stairs or you can do the second guard or both while they are walking their long route North towards the Clocktower.

Before the two guards stop, duck into the enclave to your left. It is on the West end of a street going East into the plaza. Wait for them to stop, turn around, and pass you going South. Then, go to the point where they stopped. There’s a climbing place against the wall. Climb up, scoot to your right, climb over the railing, and turn left to go back into your hideout.

Going into your hideout creates a checkpoint save. So does coming out of it. Whenever you come out of the hideout, everything is reset--purses are full and people's locations and movements start from scratch. So you are in perfect position to keep repeating the loop until you are satisfied that you have internalized Garrett’s movements and can move around and look without thinking about it.

Incidentally, if you missed pickpocketing one or both of the last two guards, just wait in the hiding place for them to turn around and walk back. Pop out behind them and make up for what you missed. Going back into the Clocktower resets everything so you can keep trying until you have mastered Garrett.

If you find the exercise tedious, be comforted that you are earning cash more quickly than you would by picking up loot and you are driving your pickpocket count up for an achievement. In fact, if you do the loop for about an hour or so, you will be able to unlock the following achievement:

Sleight of Hand

Pick 100 pockets in a single playthrough

Sleight of Hand
4 guidesOffline Game ModeSingle PlayerCumulative +

As I said earlier, there's no pressure to get the achievement this early. During our easy Rogue playthrough, we'll have many more opportunities to pick pockets. Nevertheless, this achievement has a TA ratio of over 4. In order to assure you that this will not be problematic, I provide you with the pickpocket loop to augment pockets that you will pick during the course of the game.

Once you’ve mastered or gotten tired of the pickpocket loop, we will do one more short exercise. It is important that we have confidence in our ability to pick the lock on a door or safe without missing a tumbler. There’s a safe door to practice on just after we drop down to street level in the pickpocket loop. On the street level map, just to the Northwest of the red dot is a lock icon at the bottom of a staircase. Go there. This location is completely safe. Two guards will patrol above. In fact, they are the first pair you pickpocket during the pickpocket loop. However, they cannot see you and are too far away to hear you.

Before you pick the lock, make a manual save. There are three tumblers. Get a feel for where the trigger points are. Try to set the first two tumblers and see where the third tumbler is set but back out before you complete the lock pick. Your goal is to get comfortable with setting the tumblers and never missing. At the end of an encounter with a major boss in chapter 7, we will have to pick a five tumbler lock. If we miss a tumbler, the boss will detect us and we will have to start the encounter from the beginning. So, we’d like to start chapter 2 with some basic lock picking skills.

Once you have a feel for the tumblers, try to pick the lock quickly and precisely. If you do not unlock the Quickly Pick a Lucky Lock achievement, load your manual save and try again. You may have already got the achievement during Chapter 1—the jeweler’s cellar door is an easy lock in a safe area and you may have got it there, for example. If not, continue practicing here. Unlocking the achievement indicates you have acquired the fundamentals required to ensure your success in playing the game:

Quickly Pick a Lucky Lock

Pick a lock with masterful speed

Quickly Pick a Lucky Lock
2 guidesOffline Game ModeSingle PlayerTime/Date

You can return to the Clock Tower hideout by retracing your steps or proceeding onwards as you would had you been playing the loop. Bear in mind that time has passed so the locations of the guards will not be predictable as they were when we were setting the pace. Returning to the Clock Tower hideout creates a check point save. We are now ready to pick up the pace. We will now follow the story in a streamlined manner with no further side quests or diversions.

Chapter 2: Dust to Dust

The chapter 2 mission becomes available after first meeting with Basso and then the Gypsy Queen.

Follow the objective marker and go to the Crippled Burrick Tavern to meet with Basso. After meeting with him, you have a new objective to meet with the Gypsy Queen. Proceed towards the far door of the tavern (opposite the one you used to enter) and stop to talk to the merchant. You may buy items from him--rope arrows are very useful. The important thing, though, is to buy the wrench. We will need it during Chapter 2. Once you have concluded your business with the merchant, exit the tavern's far door and follow the objective marker to the Gypsy Queen.

After a cut scene, you will obtain a new objective that will kick off the mission. Chapter 2 formally starts when you pass through the gate in the Stonemarket Graveyard. It takes about 15 minutes to complete including the meeting with the Gypsy Queen.

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Note: In our easy, Rogue playthrough we will become very familiar with the city. For now, because we are using a speed run mentality, we will only be using the city as a hub from which to get to the chapter mission locations. Don't worry about exploring the city at this time. Directions to get to each chapter location will be shown. Below, starting from the Clock Tower, are maps that depict how to get to the Crippled Burrick Tavern, the Gypsy Queen, and the Stonemarket Graveyard Gate that must be used to initiate Chapter 2:

When you pass through the Stonemarket Graveyard Gate, Chapter 2 begins with a cut scene. If you had a manual save before Chapter 2, it will disappear. It is recommended that you make a new manual save as soon as possible and save frequently. The enemies, here, are more perceptive than in Chapter 1. The game will make periodic auto-saves so you are not relying, entirely, on your manual saves. They are for convenience and act as a second safety net. The way we have set up the custom difficulty no achievement is at risk here. If you are detected, you revert to your most recent save or you can load an older one. You have the choice between the game's auto save and your manual save. So, detection is just an inconvenience.

We no longer need loot. We will come across a box with four blunt arrows that you will find useful later on in the game. There is a ring that must be picked up as a chapter mission item. Everything else is purely optional. We want to have 1,000 gold by the end of Chapter 3 but we will not need to go out of our way to get it. Our main objective is to make it through the chapter missions as efficiently as possible. You are free to do extra stuff--the purpose of the game is to have fun so indulge your curiosity. Note that we are playing on a high difficulty level so the risk of detection is high. On our easy Rogue playthrough, you will find it much easier to roam about if you are so inclined. If you take the direct route described here and depicted on the maps, Chapter 2 takes about 10 minutes to get through.

After the cut scene reach out to the rope in front of you and slide down. Immediately cross the area and climb the ladder on the other side. At the top, crouch down. Stay in the shadows wherever possible and move rapidly on the left side when you reach a wall, turn right, and follow the wall to a gate. Pick the lock. It has three tumblers. You should pick it quickly and without misstep. Enemies will often hear a missed attempt. If you practiced lock picking in the city, that practice will come in value. The reason you want to pick it quickly is because a guard will path near the gate if you linger too long. Open the gate, go through it, and close it behind you. Closing it behind you is not absolutely necessary because we are going to leave the new section immediately. However, it is of value to develop good habits early. Closing the gate prevents any enemy in the section you just left from seeing you in the new section.

Note: There is loot in the area--a coin purse to your right and a locked box (on top of a barrel) you can pick open to get a choke arrow. You may get them if you want but then you have to be mindful of the two guards in this section. They are initially conversing and then split up and path. There is plenty of concealment. You can 'peek' out to check that they are facing away from you and/or walking away from your position.

Once you go through the gate whose lock you picked and close it behind you, you are safe. There's an item of loot on the ground in the corner--pick it up--and climb up at the spot just to the left of where you picked up the loot. The area you enter (Old Foundry Dust Yard) is completely safe with no enemies. Cross it following the objective marker. Garrett sees Erin's face in a brief flash after which he gets the objective to find a way into the foundry. There's a poppy on the ground. It glows and is easy to spot. Pick it up. Garrett cannot use it with our customization because he can't use focus. However, poppies can be sold for a good chunk of change.

Against the far wall is a pipe with a blue tinge indicating it is climbable. Climb it and move left when you can't climb higher. There are a couple of places where Garrett must take a short jump to the left. This is basic movement and not maneuvers that require precision or timing. Garrett cannot fall off. At the end of this short climbing section, Garrett enters a vent. Proceed through the vent. Shortly after entering, turn right at the first opportunity and follow the vent to the end where Garrett can climb up. He hears a guard speaking to himself. Look down and check on the guard. As soon as the guard starts walking up the stairs, drop down, and go down two flights of steps. The guard should not see you since he is going up the stairs and you are going down.

After going down two flights of steps, hop over the short wall to the left of the manikin onto a short beam. Turn to your left and hop from one short beam to the next. Do not drop down to the floor. After the third short beam you hop to a landing. Exercise a little caution because there may be a crossbow archer pathing on the landing. If you do not see him, hop to the landing and crouch in the dark corner to your front left. If you do not see the archer, crouch and proceed cautiously forward. If you see the archer back up into the dark corner where you started. When you are crouched down in the dark corner, the archer cannot see you. The archer's path has him turn around before he gets to the dark corner. When he turns around and walks away, walk crouching behind him. After getting to a corner and turning right, proceed just a little further and take your first left. You will enter a dark safe area.

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Note: If you are very quick and precise, you can reach your destination before the archer moves. You will see him standing at his post just past the point where you turn left into the dark area.

Follow the path in the dark area a short distance. You will see a hook in front of you. Hop onto the hook. After a short delay, it will start to move. It will pause for a moment. After it resumes, you will see a guard and you will receive a prompt to drop down. Do so. Swoop on the right hand side and turn left. The left hand side appears safer but there is broken glass that will alert the guard unless you move very slowly by nudging cn_LS. There will be a door--pick the lock. Go through the door and go straight. You will see a grate. Since you bought the wrench, there will be a prompt to unscrew. Do so and enter the vent.

Before dropping down, take a look to your front right. You'll see an opening. That is where you'll go but it will be dark so it's best to orient yourself before dropping into the darkness. Drop down, turn right and enter the small passageway. When you exit, turn right again and you will see a table with two candlesticks on it. Take the candlesticks but, more importantly, open the box next to the candlesticks to get three blunt arrows, a rope arrow, and a broadhead arrow. You can't use the broadhead arrow but you can sell it. The blunt arrows and the rope arrow will be very useful. Jump on the box to the right of the table, unscrew the grate, and then go through it. You'll find yourself once more under the rail with the hooks that transports the dead bodies.

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Proceed along the corridor. You'll see a light. You can snuff it out but that will interfere with our ghost mode. It won't affect any achievements but it will result in opportunistic play which is good but the game does not consider it as good as ghost play. Just past the light, turn left, and head towards the end. At the end, turn to face left, and climb up to a higher area. You will be at the level of the rail with the hooks. Move the reticle on a hook and wait for the square prompt to appear indicating you can grab it. You will move above the guards who will not detect you. You will be on the hook for a while as it moves forward, stopping momentarily ever so often. As soon as you see a guard on your level, drop down, crouch, and swoop in the direction you had been moving.

Your movement will be interrupted by a cut scene. At the end of the scene, you will get a new objective--"Steal the ring from the General." Proceed forward, turn left, and climb to the upper level. You will be in the Furnace Hall. The door to the furnace will open and close. When open, it will light the area. If you look at the objective marker, you'll see that you have to cross the room. You'll do so by crouching, waiting for the furnace door to close and then swooping with the desks to shield you from view. You go, not to the objective marker but the blue climbable section just to the right of the objective marker. Climb up, enter the vent, and follow the passage. You'll take a left and emerge into the supervisor's office. You'll get a new objective to open the strong box. Until you do so, the room is safe so you can loot the seal and the food. You can't use the food but you can sell it.

Select the strong box. By using cn_dpad, you can select a section to turn and turn it in accordance with the on-screen prompts. Change the diagram on the puzzle box so that it looks like the "Strongbox puzzle solution" in the below screenshot (bottom right quadrant):

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Caution: The strongbox opens and reveals gold and a ring. Take the gold first. The ring is a mission item and will trigger a cut scene and the transition to the next section.

The cut scene does not count against your play style. As soon as it is over turn to your right and pick the door lock. It is a four tumbler lock. Unfortunately, it cannot be picked before the cut scene so you must do it expeditiously. As soon as you exit crouch and swoop hugging the wall to your left. At the corner, keep hugging the wall and swoop into the shadows in the direction of the objective marker. There are guards who are more alert than normal following the events of the cut scene. So, you can't take a direct route. There are many ways of getting to the objective marker. I recommend going first to a depressed area with stairs. There, you can make a manual save and collect yourself. You may be out of breath from swooping. From there, you can climb up, safely walk behind a guard, and climb up the blue climbable area at the objective marker. The guard that you may have been walking behind will stop to talk to another guard just past the objective marker. They will not notice you if you crouch down, hug the wall to your right, and press cn_LT to climb up the blue area.

The next section is a safe area. There is a poppy you can pick up to sell to the right of the objective marker. The objective marker is near some blue pipe that can be climbed. Climb it and move up and to your right until you exit. At the exit, you have a choice of going left or right. Going right is further from the guards. As you move to the right on a flimsy roof, it will break, and you will fall down into a room. Immediately exit, crouch down, and swoop hugging the wall to your right. When you reach the end, turn left, and swoop to the door in front of you. You will probably get out of breath but keep swooping. If you execute immediately, you will reach your destination before the guards can detect you. Once you enter the door, you are in a safe area. Go up and exit. That will end the chapter. You'll get your end of chapter stats. You should get 250 Gold for a ghost play style. For finishing the chapter, you will unlock:

Dust to Dust

Finish Chapter Two

Dust to Dust
2 guidesOffline Game ModeSingle PlayerMain Storyline

We should not have taken any damage for the third time. This will unlock an achievement.

Cleared 3 of 3 consecutive chapters without taking any damage

Mint Condition

Finish 3 consecutive chapters without taking damage

Mint Condition
2 guidesOffline Game ModeSingle Player

You find yourself in the lower level of your lair in the Clock Tower. When you go up, a cut scene will occur. A bird gives you a message written on a matchbox. You must meet Basso in the Black Alley.

Meet with Basso in the Black Alley: If you have done the pick pocketing loop, the objective marker is on the far side of the road where you pick pocketed the first two guards. Follow the pick pocketing loop path, but do not pick pocket the civilian or wait for the two guards to appear. Cross the street. The two guards will not have appeared yet. Jump over the low fence and take a few steps to the objective marker. After selecting "Enter the Black Alley," a cut scene will occur. After the cut scene, you will find yourself just outside the entrance to the Black Alley and will have a new mission objective:

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Preparations for Chapter 3

The Chapter 3 mission becomes available after first meeting with Basso in the Black Alley and completing a follow-on mission objective to go to Erin's quarters. These preliminary activities take between ten to fifteen minutes of game play including cut scenes.

Note: Make sure you have a throwable in your possession. They are plentiful, so if you do not have one, pick one up.

Visit Erin's Hideout in South Quarter: The objective marker for the South Quarter is close to the entrance to the Black Alley. Go there while hugging the wall to your right and staying in the shadows. At the objective marker, you will be prompted to hold square which will cause Garrett to squeeze through some boxes into a new section--Baron's Way South. There are a lot of guards here so make a manual save you can revert to if detected. The easiest way past is to equip a throwable, hug the wall to the left and throw your throwable over the head of the guard to your left. Quickly swoop across the street and head towards the objective marker. You may create some suspicion but you should remain undetected. After selecting the objective marker, you will enter South Quarter - Baron's Way North.

Be mindful of the guards. After a short cut scene stay in the shadows and go in the alley to Garrett's right. Head towards the objective marker. It is across a gap. On the near side of the gap, there are a couple of guards. Garrett can slip by them undetected by taking the path shown in the figure. Needless to say, he should be crouching. Also, when crossing risky areas, be sure to swoop. Cross the gap quickly and head towards the objective marker. It is a window. Open it to enter Skin Market.

Note: Because the guards patrol, you may experience slight differences from the description. Be alert for these and make adjustments as necessary. With the prologue and two chapters under your belt, you should be quite proficient by now.

Proceed directly to the objective marker. This is not a heavily patrolled area and you should not encounter any guards. You will be doing a little climbing but the route is fairly straightforward to the marker. Select the objective marker to enter Hideout - Erin's Mill.

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There are no enemies in Erin's Mill. There are traps that can injure Garrett. They can be disarmed. For expediency, though, we will just avoid them.

Proceed to the objective marker. There is a protruding stone as shown in the figure. Press it to open up a hidden passageway below the stone and to the right. Go through the passageway to enter Erin's hideout.

Go straight ahead and climb up. Turn right squeezing through a group of three crates. There is a single large crate directly ahead. Climb on it to avoid a trap on the ground. Orient yourself by identifying some hanging cloths and a barrel on it side just behind them. Go to the barrel, turn right, and then turn around to find a ladder that was not visible when you were on the crate. Climb the ladder to the upper level.

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Once on the upper level, turn left and proceed towards some stairs. Before you get to the stairs, turn right as soon as you can but do not proceed. Instead, immediately turn right again to find a climbable area. Climb up it.

At the top turn left. There is a button on a wooden wall. Press it to open up a trap door. Looking down, Garret can see Erin's room. But, when he descends, the scene transforms. Garrett must follow Erin through a surrealistic area. There are no hazards. So, even though the path is not completely obvious, it is not that difficult to follow it listening to Erin. At the end, Garrett must select three pictures. Again, they are not obvious but also not hard to find. When he presses the last picture, he returns to the present. Again, he must select a picture to open up a hiding place to the left of it. The picture is the same one as the last picture in the sequence of three in the surrealistic cut scene. The hiding place is revealed by pressing the portrait's right eye (the one to Garrett's left). Garrett picks up a medallion that had been sequestered in the hiding place.

When Garrett picks up the medallion, he gets a new objective: Leave the Hideout. The exit is a nearby window. Open the window. Proceed forward a bit until you can jump down to the ground. Then, go right towards the objective marker, a gate to South Quarter. Select 'Yes' when prompted if you want to enter that district.

You'll be in South Quarter/Riverside - Eel's End. There are a couple of guards. If you proceed directly to the objective marker, you should not have to take special precautionary measures. Nevertheless, be alert and exercise the good discipline you've been practicing so far.

Immediately, go straight. Jump on a crate and, from it, to the roof in front of it. You may have to wait for a guard patrolling the area. More likely, if you proceed without delay, the guard will be to the right of the structure whose roof you will climb up on and Garrett will be hidden from view. Go towards the objective marker but note that you must activate a lever 14m before the objective marker to lower a drawbridge. More than one path is available. The attached map shows one of them. It is possible that you might have to wait for the second guard who patrols in the vicinity of a staircase near the lever. Once you get to the lever, pull it and cross the lowered drawbridge to the objective marker. Selecting the objective marker formally starts Chapter 3.

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Chapter 3: Dirty Secrets

Entering the Chapter 3 door deposits you in South Quarter/Riverside - Warrens. You have an objective to find the entrance to the brothel. Note that this resets manual saves. Remember to make frequent manual saves to avoid redoing difficult sections.

There are guards to the right. If you proceed immediately, you should be able to pass by before they start moving and become alert. There is a lot of potential exploring to be done and loot to be collected but, in this playthrough, we're going to concentrate on the story objective to the exclusion of everything else. You are welcome to explore on your own. Note that the risk of exposure increases if you do not proceed directly towards the objective. For example, there is a wealthy client who will start to be escorted to the brothel door if you linger in the beginning.

To avoid this additional activity, we will immediately go towards the objective marker staying in the shadowed pathway to the left. Turn right and then left down some stairs as shown on the map. You will come across a grate. Open it with the wrench and enter. Turn right to find some beams. Proceed along the beams turning right at the first crossing and left at the second. Drop down and follow the path to a climbable spot to the front right. After climbing up, drop down on the other side. Go forward and turn left until you reach a big door. Pull the lever to the side of the door to open it. Then, enter:

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There is a second door similar to the first but fancier and better lit also with a lever beside it. Pull the lever and enter. There will be guards and NPCs in this area so some care is in order. In this playthrough, we will spend very little time in the brothel proper but head immediately to a secret passage. As soon as the woman NPC in front of you moves to the right, go straight and a little right through some curtains.

There is more than one path to the stairs. The path shown in the map has you circle behind the guard who should be standing near the base of the stairs facing away from you. If you pause for a second or two, the guard will move to your left and you can climb the stairs. There's a bird right at the bottom of the stairs and a bird at the top of the stairs. Avoid swooping because birds are more sensitive than the guards and will detect a swoop.

Though not necessary, there is a closet on the landing just before you reach the top of the stairs. You can enter it to make an optional checkpoint save to supplement the periodic manual changes you have been making. This optional save is of value because there is a guard at the top of the stairs and a bird in a cage just to the right of the guard. The guard is fairly stationary. He will periodically look over the balcony. When he does so, you can safely move behind him and to the right entering the unlocked room immediately to your left. A reminder not to swoop to avoid alerting the bird in the cage to the right of the guard.

Proceed forward and pick the three tumbler lock on the door to the inner office. Go to the corner. Inspect the painting to activate two catches. Enter the hidden passage that opens up. Note that this is a point of no return and it advances the Chapter 3 mission.

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Descend the stairs and follow the corridor until you reach a podium. Inspect it. Then look at the closed stone door opposite the podium. There are four vertical symbols on it but the bottom three are illegible. Garrett deduces he must figure out the remaining three symbols. Go back the way you came in and you will see a couple of peepholes in the inner wall--that is, the wall to Garrett's right as he retraces the way he came in. Look through the peepholes. One will show an Erin cut scene. The other is an occupied room in the brothel. When you look around the room, you will get a notification when you spot a symbol. Now, go back towards the podium and continue on. Past the podium on the inner wall (the wall is now to Garrett's left), you will see two more peepholes. Look through them. As before, you will get a notification when you spot the symbol.

When you discover the fourth and final symbol, you are prompted to place the medallion in the podium. Press the interact button when you reach the podium. You must align the four lit symbols on the medallion by using cn_dpad according to the instructions. You select a ring and rotate it until the symbol is in the twelve o'clock position. When all four symbols are vertically aligned as shown in the figure below, place the medallion in the podium. This causes the stone door to open. Enter it and follow the path to the left until you are blocked by some beams. Use the interact button to move them:

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Follow the path. Garrett will have to crouch down to go under an obstacle. There is a barely visible trap that he cannot avoid. He makes a comment about traps. Inspect the wall to the right to discover a brick that can be pressed. Press it to disable the traps. Turn left then right to proceed into the next chamber. There, follow the objective marker by going towards a corridor to Garrett's front and left. Do not enter the corridor. Instead, inspect the wall in the chamber on the right corner of the corridor to find a protruding brick. Press it to disable the next set of traps.

Note: Although there are a couple of tracks, there will be no enemies in the ruins until after you obtain the book. So, you can move around freely until then without being detected or arousing suspicion.

With the traps disabled, go through the corridor to an octagonal room. The northwest window is broken. Go through the broken window to a spiral staircase. Go down a short ways until you see two ropes to your right. Jump on the near rope and slide down to the bottom. Go through an opening in the ruins to get back on the spiral staircase. Note that you could have gone down the staircase on foot but the rope was a faster way down. At the bottom of the spiral staircase, follow the objective marker to a place called the "Scriptorium." Inspect a bookcase in the south by southeast corner of a large room. This opens up a secret passage. Enter the secret passage turn left. At the end, turn right and jump across the gap to the outer balcony of the northwest library tower. This is one of five library towers. The mission objective is in the center tower that is surrounded by four other towers:

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Go through the northwest library tower to the outer balcony on the far side. Turn the crank wheel you find there. This will reconfigure a rotating staircase. Go down the staircase you have just rotated. This will take you to the outer balcony of the central tower. Turn left on the balcony and follow it a short distance in a clockwise direction. Ignore the rickety wooden bridge and turn left up the stairway just past the rickety wooden bridge. This takes you to the southeast tower. Enter it, turn left on the inner balcony and drop down to the bottom. Exit to the outer balcony and turn the crank wheel you find there. This will rotate another staircase. When the game zooms in on an odd creature, pay it no heed. It will not interfere with you.

Return inside to the bottom floor of the southeast tower. There is a board angled upward that you can use to vault to the inner balcony above it:

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Turn left, exit onto the southeast towers outer balcony and take the stairway down to the central towers outer balcony. You are retracing the steps you took to get to the southeast tower. Go counterclockwise a few steps on the outer balcony of the central tower. Turn right onto the rickety wooden bridge you passed by earlier on your way to the southeast tower. You'll find yourself on the outer balcony of the northeast tower where you'll see a wheel. Turn it. This will rotate a stairway that will allow you to descend from the northeast tower to the outer balcony of the second floor of the central tower. Proceed left in a clockwise direction a short way until you are looking down in a southerly direction to a stairway with a roman numeral II on the landing.

Drop down to the staircase with the roman numeral II landing and climb it until you reach the outer spiral staircase of the southwest tower. Climb it until you can enter a western door. Go through the southwest tower and exit the eastern door. Climb up the stairway with a roman numeral IV on the landing to the top. Leap across the gap to the central tower. This initiates a short animation that shows you landing in front of a podium similar to the one where you used the medallion previously. Note the four symbols - two to either side of the podium. Press the interact button on the podium. Garrett will pull out the medallion. If you have observed the symbols on either side of the podium, they will be lit up on the medallion. You will be required to align the four lit symbols vertically as before and place the medallion in the podium's receptacle:

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A secret enclosure will open up and a book will rise up. Take the book. After the ensuing cut scene, grab the rope and climb up. Jump off onto the inner balcony. Exit the door to the outer balcony turn right and then take the wooden bridge to the northwest tower. Turn right on the outer balcony of the northwest tower and then take an immediate left through the doorway and onto the inner balcony. Take a left and then turn right. Grab a rope and slide down to the bottom. Exit by the west window and jump across to the secret passage that you used to get from the scriptorium to the library towers.

Go past the bookcase you used to enter the secret passage. There are now guards in the scriptorium. If you were to look through the peephole, you would see them. Nevertheless, ignore the peephole because you want to get past the guards before they go on patrol and do not want to waste time listening to their conversation. As soon as you turn right at the southeast corner, turn right again. There is a climbable place where you can climb up to the beams above the scriptorium. Cross the beams to the northwest corner. Turn right and climb up through the window to an inner balcony. Turn left, go clockwise, and exit north onto a stone pathway. Proceed quickly on the pathway until you get to a broken stained glass window on your right. Duck into it and crouch where you will not be seen from the stone pathway.

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Wait inside the broken window until a guard passes going in the direction from which you came. After he passes continue on in the direction you had been going; that is, opposite the direction of the guard. You will climb some more steps and see another guard. Approach the guard by climbing up behind the guard and crouching right next to the wall to the rear of the guard. Eventually, the guard will move triggered by a new guard descending the stairs towards him. Climb over the wall. Immediately, turn left and climb up. You will be on a small path to the left of the stairway. You can use it to go around the guard descending the stairway without him noticing you. You get back on the stairway and exit left into a chamber at the top.

This is the pure ghost approach. It might have to wait a significant amount of time and/or move around in order to trigger the guard's movement. It is not necessary to finish the chapter pure ghost and it is quite appropriate to be pragmatic rather than go for the style points. When the guard passes your hiding place inside the broken window, climb the stairs until you see the next guard. Instead of waiting for him to move, just approach him slowly to his right. When you get right up to him, swoop past him. He will probably become suspicious but he will not detect you. If you do this quickly, you will be able to proceed up the steps and exit left into a chamber before yet another guard arrives. If you don't want the suspicion in your stats, before you swoop past the guard, you can shoot out a torch to his right front using a water arrow. Nevertheless, either way will not void any achievements so the technique you use is simply a matter of personal preference.

There will be a guard in the chamber at the top. Stay in the darkness, hugging the wall to Garrett's left. When you get to some boxes, climb up them. Your objective is to jump on a rope. You might have to wait for the guard to face away and take a few steps away from the rope. When he is far enough so that you will not be detected, jump on the rope, climb up, then jump on a second rope. When you are able, jump off onto the inner balcony. Exit via the west window. Follow the path until you are forced to jump on some pipes. Shimmy along the pipes to the exit.

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Go forward to trigger the cut scene and end the mission. Depending on the choices you made at the very end, you will either end up with a pure ghost chapter playthrough or a predominantly ghost playthrough with a little bit of opportunism. Either way keeps us on track for our objective achievements. For completing Chapter 3 for the first time, you will unlock:

Dirty Secrets

Finish Chapter Three

Dirty Secrets
2 guidesOffline Game ModeSingle PlayerMain Storyline

Preparations for Chapter 4

When Garrett returns from Chapter 3, he will find himself in the clock tower hideout. Go upstairs to trigger a cut scene. After the cut scene, he will have a new objective to go to the Crippled Burrick. When Garrett gets there, he finds out that his friend Basso has been kidnapped. Freeing him becomes the mission. He must go to Greystone Plaza to follow the best lead. Chapter 4 will take us between 15-20 min taking a very direct approach without side trips.

Before leaving the Crippled Burrick, you may want to stock up with the merchant. We will find one or two blunt arrows handy and it's always wise to have a couple of rope and water arrows. In this chapter, we will use one blunt arrow. The merchant also sells a wire cutter. We do not use it in this walkthrough except for optionally disarming a trap late in the game to get a rope arrow. However, you should have enough money to pick it up if you want. As a point of interest, a pure ghost playthrough of Chapter 4 makes use of the wire cutter. Although we'll do a ghost Chapter 4, it will not be 100%. We will shoot a blunt arrow and arouse one unavoidable suspicion in the shorter and easier route that we will take.

When you are finished with the Crippled Burrick exit the way you came in. Head west and a little north following the objective marker. Stay crouched and use darkness and concealment to avoid the guards. You will descend some stairs. Just after that, turn right to see a ladder. Climb it and go forward. Press the interact button to move some crates and go through them. Once on the other side, head east until you can turn left up a few stairs. At the top, immediately turn left to go west. Follow the objective to the chapter start. Make sure you select the correct gate with the interact button. It is the large one on the left.

Entering the gate formally starts Chapter 4 but there is a short preamble before the action starts in earnest. As soon as you enter, following a cut scene, you find out that you will have to readjust your plan.

Go straight (north) and vault over the balcony railing after the cut scene. Turn left (west), drop down at the end and turn right (north). Turn left (west) at the corner and jump the gap at the end. Turn right (north) while dropping down and vault over the balustrade. After a very brief scene, drop down, go forward, and scramble up the climbable area through the window. Drop down into the room. Go forward and squeeze through the crates. Garrett will arrive at the architect's house:

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Chapter 4: A Friend in Need

Garrett has a new objective to find a way inside the house. Although, from the standpoint of the game, the chapter formally started when Garrett entered the gate; it is at this point that the Chapter 4 story starts. Garrett drops down and turns right going between a shed to his left and the wall to his right. When he can, he turns left to head north. If this is done as soon as Garrett gets the new objective, the guards in the yard will not be in position to detect him.

Inset in the northwest corner is a high ladder with a crank to the right. Equip a blunt arrow and shoot the crank. This will cause a ladder to descend. If you have any doubts with your shooting skill, make a manual save before you take the shot. Note that this is opportunistic play and will slightly decrease from your ghost play style in the end of chapter stats. The overall play style will still be ghost but there will be a small opportunistic slice in the pie chart. Pure ghost play would require us to go to the cellar and use a wire cutter. We're opting for expedience here at the expense of ghost style points.

Climb the ladder. Then, climb up some more and turn left. You will get a notification about a new map and will also see the entrance to a secret passage. Enter it and proceed. At the end, you will find yourself above a second story room. It is occupied, but you can drop down on a bookcase and then drop off the west end of the bookcase to remain completely undetected. Once you hit the floor, there will be a door immediately to your left. Leave by it and shut it behind you. Though not necessary, this is the type of stealth discipline you should adhere to. In the next room, turn right and exit by the west door. Shut it behind you and continue west until you are forced to turn right. Proceed north and enter the last doorway on your left. This is the library.

In the library, there is a bird in front of you. So, proceed expeditiously but do not swoop to the far wall. Once there, climb up the bookcase and proceed as far south as you can. Immediately drop down into the southwest corner. A guard will be investigating a bookcase on the southern wall. As soon as he turns away from you and walks east, proceed to that bookcase. There is glass on the floor so use the technique where you nudge or flick the movement stick in succession. Once you get to the bookcase, investigate it to detect a single switch. Activate it. Improper activation may result in detection so employ precision. The bookcase will rotate and Garrett will slip into a secret passage behind the bookcase.

You will arouse the maid's suspicion. So, if you check your stats, you will see that you will have a suspicion documented in your playstyle stats. This is unavoidable. As mentioned previously, a pure ghost playthrough would have us sneak through the cellar using a wire cutter. Even if you were to distract the maid and the guard with a throwable or blunt arrow (breaking a vase on the north side of the room), you will end up with a suspicion in addition to increasing your opportunistic style of play. Similarly, if you were to use a water arrow to put out the fire, you would receive a suspicion even though that would put the southern wall in darkness.

The suspicion, unlike a detection, will not void any achievements. Note that our custom master build precludes us from being inadvertently detected. If we were to be detected, the mission would fail and the game would revert back to the most recent save. So, we simply accept the suspicion as a necessary part of the expedient route we are taking. It will also have a small effect on our playstyle. Nevertheless, the end of chapter stats should still have us at overall ghost with a small opportunistic slice in the end of chapter pie chart.

A note on execution. When you enter the room, take note of the guard's position. You want to wait on top of the bookcase in the southwest corner until the guard moves to the south wall. Then drop down to the floor in the southwest corner. As soon as the guard turns to his left and starts to walk east is when you want to slowly follow to where he was standing. You want to rapidly investigate the bookcase and activate the catch without a false step. As you are doing this, the maid's suspicion will be increasing so cautious haste is of the essence. The guard should not be a concern. Although you won't be able to see him while working on the bookcase, he will turn to his left and take a northwest path to another bookcase. Note that in the picture below, Garrett is on top of the bookcase in the southwest corner waiting for the guard to path to the south wall.

This sounds more difficult than it is. You have to be careful when you enter the room because of the bird and you have to be careful when walking on the glass in the southwest corner. You don't have to go to the bookcase exactly as I suggest and you have options to distract the occupants, as I describe above, should you decide to do so. The most important thing is to activate the bookcase switch swiftly and precisely because the maid and, possibly the guard, will start to be suspicious. When you activate the mechanism in the bookcase, Garrett is thrust into the secret passage without him having to initiate any movement to enter. If you are detected, this is not a serious setback. You will simply have failed to comply with the Custom Master setup and will revert to the most recent save:

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Once you have entered the secret passageway, you have reached a major milestone in the chapter. From here on out the chapter will change in tone and become more story and action oriented.

Go to the end of the secret passage. There is a light switch there but do not press it unless you want to increase your opportunism stats at the expense of ghost - we prefer ghost in this playthrough. Enter the elevator and press 'up'. This takes Garrett up to the rooftops. Go to the end of the short corridor and press the button there. It looks like a light switch, but it will rotate the wall pushing Garrett into the architect's study.

Note: There will be a considerable ruckus outside the study. This is all story driven. It does not affect Garrett's detection or suspicion stats. It can be ignored. Events will play out in a predetermined manner over which the player has no control. You will not be faced to leave the study until after you achieve your objective.

Climb the ladder on the left to the upper balcony. Inspect a framed diagram to discover two switches. Depress them. A large model of a building rises from the floor. It is an approximation of the building seen through the window. Inspect it. This allows you to select and rotate the various segments. Rotate them so that the model exactly matches the building seen in the window. The solution can be seen in the building below.

When you solve the puzzle, the wall to the left will rotate. You will see the Keep's Plans with a note stuck on it giving the Great Safe's combination. There is also a crude sketch of the safe on this note with arrows pointing to buttons on either side of the safe. Once you take the plans with the attached note, a cut scene will ensue scripting your departure from the study. So, do not take the plans until you are ready to leave:

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Since we are only interested in story progression and not loot, there is nothing further of interest. Take the note. The aforementioned cut scene plays out with Garrett's scripted departure from the architect's study.

Garret must escape across the rooftops. The escape is very linear and Garret has limited movement options. Nevertheless, there are obstacles that Garret must avoid. He must jump to vault over obstacles or to leap across gaps. On two occasions, Garrett must veer to the right. First, to avoid a wall. He must ensure he does not go too far to the right. Doing so, will take him up some stairs that are a dead end. The second time he must veer to the right, he must do so at a sharper angle to avoid the top story of a house in front of him. A large pipe forces him to continue in the direction he was going before the last adjustment to the right. This is the final segment of the sequence. It appears frenetic with a slide and a bird attack. Nevertheless, Garrett just has to ride it up as the escape transitions to a cut scene finale:

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At the end of the chase, Garrett finds himself in Dayport - Carlysle Court. Now that he has a breather, he can inspect the plans he pulled off the wall. He has in his possession two new documents--the Keep Plans and the Great Safe combination. There are no enemies in the court. There is a merchant's icon on the map. You may go there if you want. Nevertheless, the merchant has a very limited inventory and, since we are not reliant on resources, it is probably a wasted trip. Garrett makes his way to a rope and climbs it.

At the top, you look down into a small room with a passage leading out of it. Not visible from your vantage point is a water arrow behind some crates in the northeast corner. Pick it up before going through the passage to get to the Keep - Waterfront. The Keep - Waterfront is a hazardous area and Garrett must avoid fires on the ground as well as enemies as he makes his way to the northeast corner. The fires will inflict damage so Garrett must proceed with care. Once at the northeast corner, Garrett turns left to go down some stairs. Caution: There is an intermittent flame that shoots out a pipe. Wait for a lull and swoop past it. Turn right to enter the Keep:

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Drop down to the Keep - Pipeline. There will be no enemies here but there will be hazards. Go forward and drop down to the walkway. Crouch and proceed slowly but purposefully. Move left on to the next segment where there is some loot - a gear of little value. This is a tricky place to get to and it is not necessary to be so precise during this playthrough. The spot where you see the gear is a secret location and we will need to get there for an achievement during our easy/Rogue walkthrough. If the walkway collapses, simply proceed forward, duck down, and you will find a ladder that will put you back on course.

Regardless of whether you were able to keep the walkway from collapsing or whether you had to take the lower route and climb back up, you will have to continue along a hazardous pipe that shoots out jets of flame. Time your advance carefully swooping past each jet just after it shoots flame. Once you have cleared the three flame jets, there is no respite. The pipes give way forcing you to jump. Then there is a huge piston you must avoid. If you have been proceeding efficiently, you may be able to swoop by it. However, take no chances. If it touches you, it is instant death. So, the safer approach is to wait till the piston fully retracts before swooping by it.

Garret emerges in the Keep - Engine Level. This is another hazardous area with poison gas and fires. You may take some damage from either the gas, the fires, or both. As long as you do not take too much time and avoid the fires, you need not worry. The route shown in the guide is very direct and, if executed precisely will allow you to get through with zero damage. You may want to make a manual save so you can retry if you are not satisfied with your results. The reason you would want a manual save is that you may trigger a checkpoint save past the point where you want to retry. Ideally, after you open the secret passage to escape, your health should be full as shown in inset number 4 in the picture below. There are no enemies of concern. There are people in the room but they are succumbing to the environmental hazards and are unable to notice you.

There are three key actions to be performed. First, there is fire to front left. You need to swoop by it on its right. Second, go diagonally right and vault over a shelf. Go diagonally left to the corner where there is a crank near a shelf. The third action is to turn the crank to open up an escape passage. Slip into the passage where Garrett is safe from gas.

In a normal playthrough, there would be less of a sense of urgency. The fires can be turned off and Garrett would be able to use food to replenish his health. In fact, there is some food close to the crank that opens the panel to the escape passage. Nevertheless, our custom master settings do not us to consume food. So, Garrett would not be able to replenish his health until it is automatically replenished after the chapter ends. However, this is the last point that he should be at risk of sustaining damage so, as long as you are able to slip into the escape passage with a sliver of health remaining, you should be able to finish the chapter successfully.

After Garrett escapes the gas-filled engine room, he goes towards the objective marker. He must pick a three tumbler lock to enter The Keep - Boiler Level:

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There is an elevator in the middle of the south wall. Press the button to call it. Then press the up button to go to The Keep - Prison Level. Follow the objective marker to a large door with a lever beside it. Pull the lever. This accomplishes the main objective of the chapter but Garrett has a new interest - the great safe. After the cut scene he takes a long elevator ride up to the top of the building. He must climb out the top of the elevator and then up a climbable area to some narrow passages. He must take a couple of turns to reach the exit where he looks down on a big machine with a lever in the middle. The way through the passages is twisty but the objective marker is clearly indicated on the map so you should not have any difficulty finding the exit.

Drop down to the floor level. Go over to the large machine and pull the lever. This causes a huge safe to descend from the ceiling. Recalling that the note with the safe combination had a crude diagram of the safe with arrows pointing to each side is a hint that we should check the two sides. There is a button on each side. Press the two button. Because the safe is so large, it takes some time to get from one side to the other. However, if two much time passes between the two button presses, the mechanism resets and the buttons must be pressed again. If they are pressed in rapid enough succession, the safe will open up to show two combination locks one on each side.

The safe combination was shown with three pairs of digits - 30, 11, 98. The left digit in each pair corresponds to the combination of the left lock and the right digit of each pair corresponds to the combination of the right lock. Thus, the left lock combination is 319 and the right combination is 018.

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Enter 319 in the left lock and turn to the right lock. Then, go to the right lock and start to enter the combination. You are interrupted by a cutscene. When you resume control of Garrett, he is at a distance from the safe and must make his way back. There are alert enemies in the room. Their alertness is story related and does not count against your chapter stats unless you were to further arouse their suspicions.

Head west and climb up to reach the corridor running north and south. Turn left to go to the southwest corner and wait. Peek at the guard. When he turns away from you and walks east, follow him and take a left to the safe. Use the second combination, 018, to open the safe. Enter and take the object in the safe.

Garrett is transported out of the safe to a surreal landscape. He must pick three flowers that float in front of him. Next, he opens a door and follows Erin. This is a fairly lengthy sequence. Garrett will lose sight of Erin but can still follow her voice till, eventually, he reaches a door with a barred window. It is important that he gets close enough to hear her say, "Then you'll need the key. Look behind you." When Garrett turns around, he will see a statue holding an object:

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Taking the object triggers a couple of cut scenes. Following them, you will get your end of chapter stats. If the only opportunistic play was using the blunt arrow to lower the ladder, you will have a ghost playthrough with a slice of opportunism in the pie chart. If you elected to employ more opportunistic play such as a throwable or water arrow in the library, then you may end up overall opportunistic with a very large ghost slice. Either one is fine. If you suffered any damage, Garrett will be in his clock tower hideout six days later with full health. So, even if Garrett lost some health in the chapter, there will be no lasting effects and you will still be on track for all the objectives of the Custom Master playthrough.

Completing Chapter 4 will unlock the following achievement:

A Friend in Need

Finish Chapter Four

A Friend in Need
2 guidesOffline Game ModeSingle PlayerMain Storyline

Note: If Garrett is not at full health, entering the Clock Tower hideout, at any time, will restore him to full health.

Preparations for Chapter 5

Garrett must meet up with Basso who is at the Siren's Rest Tavern in South Quarter/Riverside - Docks. This is a ways from the Clock Tower, but we retrace much of the steps we took to get to the Chapter 3 start. First, we must get to Baron's Way South. It is in the southeast corner of the Stonemarket map east of the Black Alley where we got the Chapter 3 mission. Follow the objective marker and press the interact button to squeeze through the barrier.

This takes us to Baron's Way South. There are more guards than there were on our previous trip here when we used a throwable to distract a lone guard. We didn't actually need the throwable then. I was merely providing an easy approach that did not require precise movement. By now, though, you should be quite precise and should be able to easily swoop across the street when the guards are facing away. Once across the street and in darkness once more, make your way to the objective marker. The rest of the way is less exposed but caution is still in order.

The objective marker is a gate that takes us to South Quarter - Baron's Way North. As before, be mindful of the guards. Go in the alley to Garrett's right. Head towards the objective marker. It is across a gap. On the near side of the gap, there are a couple of guards. Garrett can slip by them undetected by taking the path shown in the figure below. Cross the gap quickly and head towards the objective marker. It is a window. Open it to enter Skin Market.

This is the area where we went to Erin's Hideout and the House of Blossoms for Chapter 3. Now, we will be going almost directly South to the Siren's Rest Tavern. There are some guards in the area that are not difficult to sneak by. You also have the option of taking an upper level route but it is easy to arouse no suspicion while remaining on the ground level and proceeding directly to the objective marker.

Enter the Siren's Rest Tavern and speak to Basso to trigger a cutscene. While at the Tavern, you may want to buy stuff from the merchant. From now to the end of the game, we will be using three water arrows and three rope arrows. You should have plenty of gold so now would be a good time to pick them up. Blunt arrows are inexpensive and it's always worthwhile to have a couple of extra on hand. We will not be relying on them but this guide is not restrictive and there are a few instances where you might want to employ them even though this walkthrough does not. Finally, this merchant has the wire cutter tool if you have not purchased it previously. We have not been using it. Although it is purely optional for this playthrough, there is one instance where we can use it to get a rope arrow. I point that out in this playthrough, though, more as a curiosity. The rope arrow to be obtained by disarming a trap with the wire cutter occurs just before a merchant who will sell rope arrows. The total cost of all rope arrows you will use in this playthrough is less than the cost of the wire cutter. The bottom line is make sure you have three water arrows and three rope arrows. You are free to spend the rest of your gold as you see fit.

Once you have spoken to Basso and concluded any business you might choose with the merchant, go outside. Take a few steps to the right. The objective marker is on a boat. Select it to formally start Chapter 5, The Forsaken.

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Chapter 5: The Forsaken

We will take a very direct route in Chapter 5 ignoring most of the rooms in the asylum. Chapter 5 should take a little under 15 minutes to complete. In many cases, we will not be following the objective marker but be taking a shorter route. For example, the game prompts us to go back and forth between the women's and the men's wards to get a key. We will use a vent to bypass the locked doors and only go to the women's ward. During the easy, rogue playthrough; we will explore the asylum in order to obtain collectibles and discover secret places.

The boat takes Garrett to a remote pier. Upon disembarking, follow the linear path until blocked by a gate. Use the climbable spot on the right to scale it and enter the asylum grounds. Instead of going to the door which is locked, go to the right of the building and as far back as you can. This will trigger the door to unlock and, after a while, you will hear the sound of a door opening.

If you do not hear the door unlocking, you have not gone far enough back. Look around for a couple of chess pieces and a hair brush. These are pieces of loot that we don't need but finding them ensures you are in the right place to trigger the door to unlock.

Go to the front of the building and enter the asylum. Initially, you will find yourself in the lobby. As you enter the building, as a frame of reference, the women's ward will be on the second floor on the left wing of the asylum. The men's ward that we will not go to on this visit will be on the right hand side.

Turn left and climb the stairs to the second floor. As you emerge on the second floor, you will have turned around and are now looking back in the direction of the front of the building. So the women's ward is now to your right. So, turn right at the top of the stairs and right again. Go through a door. You'll see another staircase just to your left. Descend back to the first floor.

At the bottom of the stairs, turn left. Go straight through an open double door. Turn left and then right to find a vent cover in the corner of a small room. There are two rooms close together. It's easy to miss the one on the left. However, there are no enemies here and it is a small area. So, it's a simple matter to backtrack and locate the vent cover.

Use the wrench to take off the vent cover. Go through the vent to find yourself in the showers. Go around the shower stalls to the door. To exit, you will have to pick the three tumbler lock.

Once you unlock the door, take two quick lefts to find the revolving door in the Dining Hall. Go through the Dining Hall and climb the steps to the second floor.

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At the top of the steps, go through another revolving door. Ignore the objective marker. Turn left, take an immediate right, and stop. You'll see a cart against the wall to your left. Climb up on it. From there, climb up the climbable spot above the door (that is, above and to the right of the cart). There is an opening that allows you to see into the room below.

Jump down, through the opening, into the room. This triggers a cutscene. After the cutscene, the door will unlock. Optionally, you can pick up a poppy and some loot before you leave.

Exit the room through the door and turn left. A door that had been closed is now open. Light from the room spills into the hall through the open door. Go through the open door into a well lit room. Turn right to enter another room that is not well lit. Look at a document on the desk in that room.

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The document is a patient transfer document and gives Garrett a new objective - "Move to the Treatment Center wing." A wheelchair that had been blocking access to the southeastern staircase moves on its own allowing access. Go to the objective marker and press the interact button to move a beam and squeeze through some other obstacles blocking the way.

Press the interact button to open a door leading to a circular staircase around a shaft. The stairs are blocked. There is a board, though, that can be used to launch Garrett across the gap and land on the stairs on the other side of the shaft. Now that you are past the blockage, descend the stairs all the way to the bottom floor.

Your objective is to access Room 3F. To do so, you first need to turn on the power and then activate the switch to open the doors. The generator is in the far western room. After a cut scene, proceed there and flip the switch. Then, go back the way you came. The control room with the panel to open the cell doors is opposite Room 3F. Use the interact button to press the power switch and open the cell doors.

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There will be a short wait while the mechanism opens the cell doors. Once the process is complete, the cell doors are open. You cannot proceed directly to your objective--Room 3F. Enter the open door opposite the control room and then crouch and go through the vent to the adjoining room--Room 3G - Sensory Deprivation Chamber. In Room 3G, crouch, turn left and go through the vent to Room 3F.

When you opened the doors to the cells, you also released disturbed patients that you will have to avoid. Nevertheless, there were no patients in Rooms 3G and 3F. So, if you proceed directly to Room 3G, you will not have to deal with the patients until you leave Room 3F.

There is a big chair on the back wall of Room 3F with a syringe on the seat. Pick it up to trigger a cutscene. When the cut scene is over, the door to Room 3F will be open. Exit immediately and take the first door on your right--Room 3E - Operating Room. Go straight to the far wall and turn left. Crouch and use the vent to get to the adjoining room. There is a similar vent on the right side of the north wall in this next room. So, go straight and use it. When you exit, you will see a large chair that goes up and down using some kind of hydraulic lift. Wait for the chair to go up.

When the chair is elevated, slip behind it and go into the recess there. At the far end is a vent cover. Quickly open it and enter the vent. It is now clear why the chair needed to be in the elevated position and why haste was of the essence. Had the chair lowered while Garrett was in the recess, it would have crushed him requiring you to revert to your most recent save.

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When you enter the vent, a new map will be revealed. Proceed forward. There will be no enemies until you exit so you can safely pick up the few items of loot you run across. This is purely optional but will give you a little extra cash. There is a branch in the shaft but the route is fairly linear and will eventually force you to exit. It is up to you whether or not you want to explore the small detour. When you exit the ventilation shaft, there will be a lever. Pull it. This will cause a barred metal gate to rise.

We will now have to be cautious of a new type of enemy that we have glimpsed before--freaks. They are blind but have very acute hearing. So, it is much more important to be silent rather than stay out of their line of 'sight.' Nevertheless, chances are better at not being detected if they are facing away from you. To reduce noise, you will want to be crouching most of the time when around freaks. By this time, you should be proficient in stealth movement and have mastered the art of moving while crouching. This technique comes in very useful around freaks.

When you enter the gate and are forced to turn left, the first freak will run across your field of vision right to left. Just proceed cautiously. Stay behind the freak and he will run off to your right. We will be going left. We go down a stairway in the shape of a quadrangle, in counterclockwise manner. In other words, as mentioned, we will be turning left at the corners. At the bottom, there is another lever that opens a rising gate similar to the one we just opened. Enter the gate and immediately turn right. We see a freak just as we enter but we turn right before getting to him. To make it less of a concern, he runs away in the opposite direction from where we are heading.

There is a doorway in front of Garrett. A freak, standing just past the doorway, moves to the left. So, we enter the doorway and head slightly right going around the right side of a desk to a platform behind it. Drop down from the platform and head slightly left towards some stairs in front of you and to the left. A cage just in front of you will prevent you from going straight. So, turn left to avoid the cage. There will be a column just in front of you. Turn right, keeping the column just to your right and you will see the stairs. (I'm providing a little extra detail because the lighting is very dim in this area)

At the top of the stairs, there is some glass so be very careful moving through it as you turn right. At the top of the stairs, as you turn right, there is a balcony to your right overlooking the lower area you just came from. There are two freaks facing away from each other back to back below the balcony and just in front of it. Drop down carefully between them. They will not detect you or even become suspicious if you drop down at the mid point between them and as close to the balcony as possible. The last frame in the picture below shows Garrett's view after a well placed drop:

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Back up slowly into the passage behind you. You can use the mini-map to assist you. When you have put a little distance between you and the freaks, turn around and proceed. The passage will become wider but will also be blocked. Use the interact button to squeeze through the obstructions. Continue on. There will be a lever that opens the gate into the maximum security section of the old prison.

Pull the lever and advance mindful of the freaks who are locked up in the cells. They cannot get out but they will try to swipe at Garret. Their swipes can be avoided with good timing. If they do connect, they will deplete Garrett's health but will not be considered a detection.

Advance carefully and pull a second lever. Once Garrett is past the second gate, a series of cut scenes will follow. At times, you will regain control of Garrett. To advance progression, pick the poppies you come across with the interact button. The progression is fairly linear. Moreover, once the cut scenes are triggered, Garrett is in no physical danger and cannot be detected. Eventually, Garrett will climb some old bed frames and come across a wall of his portraits. Press the interact button to pick the lock in the center portrait as shown in the last frame of the picture below:

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Picking the lock will trigger another cutscene. When it concludes, turn right and go through the door you see. This will trigger the final cutscenes of the chapter. When they conclude, Garrett finds himself at the entrance to the Asylum. He has no choice but to exit. When he does so, the chapter concludes and you get the chapter statistics. If you have executed precisely, you will end up with pure Ghost--depicted by a solid gray circle. If you have a light gray opportunist slice in the pie chart, this is fine and will not void any achievements. For completing Chapter 5 for the first time, you will unlock:

The Forsaken

Finish Chapter Five

The Forsaken
1 guideOffline Game ModeSingle PlayerMain Storyline

After the Chapter 5 stats, you regain control of Garrett in his clock tower hideout. If he sustained any damage during the chapter, his health will have been completely restored. Entering the clock tower always restores Garrett to full health.

Preparations for Chapter 6

Chapter 6 starts outside the Baron's mansion. It will be a very different chapter from the preceding one. Although we will proceed stealthily at times, because our Custom Master difficulty route is so direct (avoiding loot gathering opportunities), you will find that the majority of the chapter is action oriented with quick time events.

When we go through Chapter 6 again on the easy Rogue difficulty mode, we will do much more exploring and the chapter will seem less of a mad dash through quick time events. The good news is that during the scripted action sequences, detections don't count, so you can consider it a break from being stealthy and sneaky.

There is more than one way to get to the start of the Chapter. We will be using a short direct route.

Leave the Clock Tower. After the cut scenes, go as if you were going to the Crippled Burrick. However, at the point where you jump down, instead of doing so, turn right. The window to your right can be opened by pressing the interact button. It leads to the Watch Council Office. We only need to go downstairs, turn left, and go out the window to Baron's Way South. The Watch Council is empty. So, if you are inclined, you can pick up the loot scattered around the office and in the safe.

Note: You could have stopped by the Crippled Burrick to resupply. We will be using no items so it is not really necessary.

Although Garret exits through the downstairs window, he finds himself above street level in Baron's Way South. Drop down and proceed to the objective marker. There are two guards you will have to slip by. Since events that occur in the city do not count in the chapter stats, you could use a throwable to distract them, and quickly swoop by. You might arouse suspicions in one or both of the guards but, again, this does not count towards chapter stats. So, any opportunistic play and/or suspicions aroused will not show up in the Chapter 6 stats.

The more important issue is that some of the surroundings are on fire. If Garret gets too close he can be burned and lose health. So, avoid the flames and smoldering places. Once past the guards, the way is clear to the Chapter 6 start point:

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If you're a ghost purist and want to ghost your way past the guards without arousing suspicion and using opportunist tactics, the guards are very alert and the fire provides an additional complication. Not only can the fire burn you but it also lights up covered areas that would normally be dark. Refer to the picture below.

Frame 1: Wait till the guards finish abusing the civilian.

Frame 2: When the crossbow archer begins to walk, swoop to the crate keeping it between you and the archer. You will end up as shown in Frame 3. Note that, even though you are hugging the crate, the light gem is fully lit indicating that you would be completely visible, if one of the two guards were to look in your direction.

Frame 3: When the archer is at the position shown, just before he turns around, swoop to the next crate. Hug it tightly keeping it between you and the guards. As seen in Frame 4; note that, again, the light gem is fully lit. The fires light the area near the crate that would normally be dark.

Frame 4: While the archer is walking back to his start point. Swoop in the direction shown.

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Whether you sneak by as a ghost or take the more pragmatic opportunist course; once you are past the guards, there is no one between Garrett and the Chapter 6 start point. Use the interact button to formally begin Chapter 6.

Chapter 6: A Man Apart

Chapter 6 is fast paced and, without detours, takes ten minutes, or a little longer, to complete. You begin chapter 6 in the Northcrest Manor - Courtyard. There are patrolling guards that are not difficult to slip by. First, proceed southwest and wait in a stone passageway for two crossbow archers to pass right to left. You can then proceed roughly south to the southern stairs. From there, go roughly north by northeast. As you approach the cellar stairs, be attentive to the guards. If you have proceeded promptly, a guard will be climbing the stairs. Wait for him to reach the top. When he does so, another guard will face away from the stairs.

Note: For people like us that are not interested in common loot, there is another easy way into the mansion using the sewers. It is used in the Chapter 6 section of page 7 of this guide if you are interested. It involves turning off the water in a room under the big statue in front of the mansion and backtracking to where the waterfall has now dried up. The issue with this is you will have to backtrack through guards that are already in motion. They are not that difficult to evade. Nevertheless, it is for that reason that I use the cellar staircase where, if you execute promptly, the guards will start out in predetermined positions. However, even with the cellar stairs, we must be on our toes and be prepared for variations.

Depending on the timing, the guards will be in different positions. If you get to the cellar staircase very quickly, two guards will be talking at the top and the guard climbing the stairs will not have appeared yet. If this is the case, wait a few seconds until you get a look similar to the lower left frame in the below picture. If you have taken longer, the guards may have started to path. If you cannot drop down without being detected, use a throwable to distract the guards who have the staircase in their field of vision.

We'll assume the guards are situated as depicted in the lower left frame in the picture below. Before this second guard starts patrolling in your direction, drop down and turn around as you drop. When you land, immediately move forward to the cellar door. If you do happen to arouse suspicion in one or more of the guards, it's no big deal. You will have disappeared into the darkness. There is no adverse effect from arousing suspicions other than a record in the end of chapter stats.

The cellar will be locked. Pick the four tumbler lock and enter. Some crates will block the way. Press the interact button to squeeze through them:

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If you chose to enter through the sewers, it is here that you will get back on this path. Once past the crates, take a few step and turn left up some stairs. The door at the top is unlocked. Turn right into the hall. Look on the floor and avoid the traps on the ground. The only tool we require in this playthrough is the wrench. However, if you picked up the wire cutters, you can disable the traps. Nevertheless, they can be avoided by carefully moving around them.

At the end of the hall go up the main staircase. At the top turn left and then right. Take the second door on the left. It is unlocked. Enter cautiously, because there may or may not be a guard moving down the stairs. If there is, move right up to the side of the staircase and vault up to the landing as soon as the guard moving down the stairs passes it. If there is no guard, you don't have to be as cautious vaulting up to the landing. The below picture illustrates the situation where a guard is present on the stairs.

Bird: Do not swoop. There is a bird in a cage that you will have to pass by on your way to the staircase. The bird will not see you but will detect you if you swoop.

Once on the landing, move up the stairs. If there had been a guard, you can look at him to check his suspicions are not aroused as you move slowly up the stairs. At the top of the stairs, turn left. Move slowly but do not swoop because there is a bird in a cage on a table to your right. Follow the objective marker with a left turn followed by two right turns. Pick the four tumbler lock on the door at the objective marker to exit the library:

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Once you pick the lock, open the door, and turn to your right. Take the first opening on the left into a parallel corridor. Continue a few steps in the direction you had been going. Follow the corridor as it turns left and then enter the first door on your right. It is unlocked. Look right and up. Climb up to the vent. It opens up into a shaft with large pipes. Hop up and to the left to get on the pipes. Follow them up turning when they do. When you reach the end, there will be an opening. Go through it and drop down next to the elevator.

This is the study tower. You will have to climb up the outside of the elevator shaft cage. Use the bottom two frames in the picture below to help you identify the hand holds. At one point you will have to wait while the elevator descends. The elevator will start moving when Garret gets between the two large pulleys for the elevator cable (inset #2 in the bottom right frame). Once the elevator passes, continue on. When you reach the top, you can jump left down onto some stairs as depicted in the bottom right frame in the below picture.

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Climb the stairs. Entering the room at the top triggers a cut scene. After the cut scene, enter the elevator and descend. When you exit the elevator, go forward a few steps and pick the lock of the door. Open it carefully, because there is a lot of activity. The icons above the guards indicate they are highly curious. The icon is a white eye with two red dots and one white dot. The most advanced form of the curious state is the white eye with three red dots after which the state elevates to suspicion depicted by a bright yellow eye.

The guards two red dot curious state is driven by the story. Take care not to elevate their curiosity. This is one of the more challenging places in the game with the difficulty mode we are using. So, I provide a little more detail at the risk of insulting your proficiency since, by now, you have undoubtedly mastered stealth movements.

When you open the door, there will be a guard facing away from you and looking down. It is safe to crouch and sneak behind him going to the left. We actually want to go to the right, but our path is blocked and we have to go the long way round. Continuing forward, there will be a guard in front of you. When you turn right at the corner, another guard will join the first coming in from an exit to the left. Continue to follow the two guards as they turn right at the next corner.

In the center of the corridor, there is a staircase going down to the right. At this juncture you will have to deal with four guards--the two you had been following and two more that were at this juncture. One of the guards you had been following will continue straight while the other will turn right but stop immediately at the top of the stairs. The other two guards will split up. One will go down the stairs away from us. The other will kneel down close to the wall with his back to the guard at the top of the stairs.

Since one of the four guards continued on ahead and another went down the stairs away from us, we only have to worry about the two remaining guards. Both the kneeling guard and the guard looking down the stairs are preoccupied so Garrett can crouch and squeeze slowly between them. As soon as you get past the two guards facing away from each other, go up the short flight of steps and crouch in the corner. One guard should immediately walk by your hiding place.

Stay in the corner. You are waiting for another guard to appear and walking towards you. He will turn the corner tracing the path you took. If the guard does not appear, go forward slowly to trigger his movement and then back up and return to the corner. Once the guard is past, you can continue. Since you have just turned the corner you were hiding in, you will now be heading north and will take the west exit, the first exit on your left.

There will be some guards in the area to the left. Head towards the objective marker. There is plenty of cover and concealment if you have to wait for the guards to pass by and/or to look away. When you get to the objective marker, hop down into the next area:

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A cut scene will trigger and you will get a new map and objective marker. Drop down and head to the southwest corner. Inspect the wall to find a brick sticking out. Press the brick to open up a secret passage. Enter it and turn right at the corner. Go forward a few steps and pull the lever to enter the lab.

In the lab, go forward a short ways to a spiral staircase. Go down it and then follow the path. You will see the large central reactor. Go down some stairs to your left to find a lever. Pull it. Then go back up and up some steps to your right. You will see two control wheels. The one on the left controls the height of some spinning coils around the reactor. The wheel on the left controls the speed.

Use the two wheels to stress and break the reactor. Use the wheel on the left so the coils are near a crack in the glass. Then, use the wheel on the right to increase the speed and cause further cracking. You will have to do this several times before the glass completely shatters. You will know you have set the coil height correctly with the left wheel because the central reactor will vibrate unnaturally. Switch to the right wheel and adjust the speed until the glass cracks. Repeat this process until the cracking of the glass causes it to completely shatter.

It is not difficult to shatter the glass. The central reactor is easily stressed so you can get the right results with some differences from what is described above. You may find, for example, that the glass will crack and shatter by moving the left valve wheel. The important thing is that you are causing unnatural vibrations with the two valve wheels that, eventually, will result in its destruction.

When you succeed in shattering the glass, a passageway will extend. Cross it into the interior of the reactor to pick up a piece of the primal stone.

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Picking up the piece of the primal, triggers a cut scene. After the first cut scene, you will have to escape. As you try to do so, when you jump up, you will trigger another cutscene. After that, you will find yourself in the sewers. The rest of the chapter is a very linear escape with little opportunity to explore or deviate from the main path. We are not collecting loot but, had we been doing so, there are only four loot items and no collectibles from here to the end of the chapter.

The trip through the sewers is completely linear. There are no enemies or loot items. Garret emerges at Auldale Bridge - Jetty. Proceed north and strike a pulley mooring a boat with your blackjack. Note that you could save a little time by shooting it with a blunt arrow. However, if you're striving for a pure ghost walkthrough, shooting the arrow will add a small opportunistic slice to your end of chapter stats.

Caution: The area is ablaze. Moreover, Garrett cannot swim. So, be mindful of both fire and water hazards as you escape the area. If you die, you will revert to the last checkpoint save and continue on. However, your health state will be what you had at the checkpoint save. So, if you are having difficulty avoiding damage, it may be more prudent to make manual saves when you are at full health. So, instead of reverting to a check point where you had reduced health, you can revert to the earlier manual save with full health. Once you understand the escape path, it is quite simple to escape without incurring damage. Note that, had we been playing on an easier difficulty mode, Garrett would be more robust and could absorb more damage. Nevertheless, a run without incurring any damage is the same regardless of the difficulty mode.

After you strike or shoot the pulley, the boat will float downstream. Go back to where you entered the jetty area from the sewers and cross over the hull of the rowboat. Proceed towards the objective marker and jump the gap. You must make the jump because Garrett will drown if he falls into the water.

Note: The key to success is to move quickly and precisely and be alert to jump when prompted. It you move too slowly through an area it is likely to become more hazardous. Moreover, there's an area where Garrett can be damaged by breathing smoke if he does not hurry through it. This section of the chapter is very different from the preceding game play. You are not trying to puzzle your way through a map. Instead, it is an action sequence where the route is fairly self explanatory.

After jumping the gap, turn left and go to the end of the path. Turn right and scramble up the climbable area. Turn left and ascend another climbable area. From there, turn left and jump on a rope. Climb the rope while turning to your left and jump off to a ledge. Turn right. Climb some pipes to enter a building. Descend the stairs to your right. At the bottom there will be an unlocked door to your left. Open it and go through it.

Cross the area mindful of the flames to your left. Just right of the flames on the other side of the area is a crate. Get on it and clamber up the climbable area just above it. Turn left. You will see two ropes. A man is hanging from the rope that is further away from you. Jump to the first rope and another jump to the second rope. Climb up the second rope and jump through a big hole in the wall into a building. You are now in Auldale Bridge - Watch Junction. Turn left.

Caution: A scripted explosion will take place here. Wait for it. Refer to the top right frame in the below picture. After the explosion, wait for a beam to fall and some other debris before proceeding.

Go through the place where the explosion just occurred and jump on a rope. Climb it while turning about 180 degrees. At the top, jump onto a metal plate. Go quickly through the room. Caution: If Garrett is not quick the smoke will damage him. He exits the building onto a ledge.

Turn left on the edge and go to the corner. You want to jump to the next building but there is a chimney in the way. So, turn left around the corner and, immediately turn right. Jump just left of the chimney. Go to your right around the chimney and follow the relatively solid footing to a wooden bridge. You are now in the Auldale Bridge - Rooftops area.

Falling through the roof: If you don't proceed quickly or if you go straight instead of going to the right of the chimney, you might fall through the roof. Ideally, you want to avoid this scripted event. If it occurs, though, it is not fatal. Look for a pulley and hit it with your blackjack or shoot it with a blunt arrow. Use the escape route it opens up to find a climbable area. Go up and you will be just past where you fell through the roof near the wooden bridge that you need to take.

The wooden bridge is broken in three places. You have to jump each gap. The game is lenient and you don't have to be super precise with your jumps. However, be aware that you must jump three times to get to the other side of the bridge.

At the end of the bridge, after the three jumps, turn right and climb up. Immediately turn right and then take two lefts to stay on solid footing. It may appear that you can go straight when you climb up from the bridge. This is deceptive. You must take the right and the two lefts to stay where the roof can bear Garrett's weight.

Go to the other side of the roof to a short spiked metal railing. Take two rights to go back to the right side of the roof from the perspective of how you were facing when you climbed up from the wooden bridge. Jump down two wooden platforms. Turn left and squeeze through a narrow gap and some beams by pressing the interact button. You will emerge in Auldale Bridge - Drawbridge.

Go forward a few steps. When you see the drawbridge, a cut scene will trigger. Walk along a plank to your right and sidestep right to another beam. Sprint across it as it falls and jump off the end when prompted. You will land in Auldale Bridge - Foundations.

Go forward a few steps and take a left at the river. Follow the path until you can turn right onto a wooden bridge. The bridge is broken so be prepared to jump across the gap. Step off the bridge onto some concrete and go forward to another bridge.

Caution: In the upcoming jumps, the game is less forgiving than it was earlier. Be prepared to jump immediately when prompted.

Jump off the bridge and up a few levels. Cross over the beam.

Caution: There are two flame jets. To avoid damage, crouch under the first and go around the second on its right. Refer to the bottom left frame in the picture below with the black border. If you do take some damage, as long as it is not fatal it should not matter much. We are very close to the end of the chapter.

Once past the flame jets, a cut scene triggers and you must go forward into a house. Do not be distracted by the apparent chaos. Get onto a cabinet in front of you turn right and scramble up the climbable area. You emerge on the street. Turn left and jump when prompted. After the cut scene, you will be presented with the end of chapter stats. If this is your first time completing Chapter 6, you will unlock:

A Man Apart

Finish Chapter Six

A Man Apart
1 guideOffline Game ModeSingle PlayerMain Storyline

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If you incurred any damage, Garrett will automatically be restored to full health at his Clock Tower hideout. The damage will not affect any of the achievements. This guide describes a 100% pure ghost playthrough of the chapter. However, if you used arrows and/or aroused suspicions, you may find that you have an opportunistic slice in your end of chapter pie chart. As mentioned earlier, this will not affect any achievements. Suspicions are not detections. Detections would cause you to revert to the last save. In contrast, suspicions only affect the chapter stats and do not void any achievements.

Preparations for Chapter 7

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. Chapters 7 and 8 play out back to back. Unlike the other chapters, there is no respite where Garrett can restock. So, you want to be prepared for both chapters before you embark on Chapter 7. If you don't have four rope arrows in stock, go to the Crippled Burrick and buy some from the Shady Merchant to fill up your inventory until you are carrying five. You won't need all five; however, it's a good idea to have extra as insurance. Although not absolutely required, you may find water arrows convenient. Having three in stock will help out where you might want to reduce visibility. Again, filling up your inventory will provide extra for insurance.

When you are all stocked up, it's time to go to the gate to the Old Cathedral to start Chapter 7. The game's objective marker directs you to the Old Quarter gate. Nevertheless, there is a less exposed route so do not follow the objective marker.

Instead, go to Moorsditch. Due west from the Black Alley where you met with Basso prior to Chapter 3, is a grate. This is in the southwest corner of the main map as depicted in the upper left frame in the picture below. Open the grate and go through the vent entering a small room. Open the window. After you go through it, turn left and go through the small passage. Go forward, until you get to the street. Turn left and go towards the new objective marker. You'll end up at the old cathedral gate. Enter it to formally start Chapter 7.

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Chapter 7: The Hidden City

We will take a very direct route in Chapter 7. There will be a boss encounter at the end. It is not a fight because we are going for the achievement where we cannot kill or knock out anyone. Instead, the challenge we'll face is slipping by the boss without being detected. Chapter 7 should take a little under 15 minutes to complete.

The route we take is very direct helped by using a couple of rope arrows that create helpful shortcuts. Nonetheless, Garrett faces more exposure than in previous chapters. Where he does, we'll provide some extra detail. At this point in the game, though, you should have expert skills and the additional help is probably unnecessary. The chapter includes with a boss encounter. Some effective tactics are provided in this chapter walkthrough. If additional help is needed, a short video is provided in the Boss Encounter page - page 9 Boss Encounter Videos - Minor Spoilers. The separate page is used because the video, of necessity, reveals minor spoilers.

A note on playstyle: We are presenting a predominantly ghost playthrough for this chapter. The route allows you to get through the chapter arousing zero suspicions. We do, however, introduce some opportunistic elements. We use two rope arrows and two water arrows to douse torches. The water arrows provide only slight benefit and are optional. Not using them will decrease the opportunistic slice in the end of chapter pie chart stats. The use of the two rope arrows, though, not only substantially shortens the route but provides a path where Garrett is much less exposed to possible detection.

From the chapter starting point, there are two paths to the cathedral courtyard. Follow the path and when it branches, turn left. The starting area is overgrown and the terrain is uneven. So, you might want to refer to the main map and the mini-map to make sure that you turn left to take the passage leading south. Refer to the top left frame of the picture below that shows the route on the game map.

At the end of the southern path, turn right and climb up to emerge in The Old Cathedral - Courtyard. There is a big table directly in front of you. Just beyond it to the left is a shed that offers safety. There are five guards that have fields of view over the courtyard. There is a caged bird in the vicinity so you cannot swoop. There are lightning flashes that illuminate the few dark areas. The area is well let with torches and a bonfire.

Fortunately, we have a very short distance to travel. Get close to the side of the table and wait for a lighting flash as shown in the insert of the top left frame in the picture below. Immediately after the lighting flash, go around the table hugging it with your left side. Slip into the shed just past the table shown in the other inset in the top left frame of the below picture.

Cross the shed and look out the door to the other side. Two guards will be having a conversation. We want to climb the crates just beyond the two guards. Wait for the conversation to end. One guard moves to your left and the other to your right. Crouch and move slowly behind the left guard. Keep an eye on the right guard who is facing you to ensure the icon above him continues to indicate that he is unaware.

Climb the crates, there is a path behind them. At the end of this path you will see a hole high in the cathedral wall. First, drop down. Then climb the boxes beneath the hole. Go through the hole to enter The Old Cathedral - Bell Tower.

As soon as you enter the bell tower, the scaffolding beneath you collapses as a scripted event. Go to the far side and climb up the scaffolding there. Turn right to go along the wall and another right at the corner. You will see a rope. Climb it and jump off the top onto some wooden stairs. Climb the stairs and follow the path a short ways. You will get back to where the scaffolding collapsed. Jump the gap and, immediately, scramble up the climbable area.

Turn right at the corner. Climb up some more and turn left. Press the interact button to squeeze through the gap:

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You are now in The Old Cathedral - The Pit. Directly in front of you as you emerge is a hanging rope. Look just to its left and you will see a beam with rope wrapped around the end. That means you can shoot a rope arrow at it. Do so.

Now look to your left. There's a huge round broken window. At about the five o'clock position, you'll spot another beam where you can anchor a rope. Shoot a second rope arrow into that beam. You don't have to make the rope shots from such a great distance. You can wait until you are closer to the beams if you prefer.

While still facing in the direction of the second rope arrow anchor, look down. There is a short wooden bridge. Drop down to it. Turn to your right. Crouch and, while hugging the wall, proceed in the direction of the first rope arrow. There will some boxes blocking the way. Climb up on the boxes and look left. You will see two ropes--one that had been hanging when you entered the area and the first rope arrow you fired. Making note of the guards in the area, jump to the first rope and then the second. Climb up so that a guard on the balcony does not see you. Another guard may appear but he will walk away from you and will not be a factor.

When the guard on the balcony turns around and goes inside, jump on the balcony and cautiously follow him. He will proceed to the left. Wait for a civilian to walk away to the left. Follow slowly behind him. Stop when he stops. To the left, there is a guard looking down at a desk. When the guard turns away, continue in the same direction. Caution: It is important that you wait for the guard at the desk to turn away. At this level of difficulty, he will sense you if you just try to sneak on by. Fortunately, he will turn to his left and his back will be to you. That is the ideal time to continue to crouch slowly forward.

Turn left at the corner when you get to it but very cautiously. You need to sneak past the guard and climb up the rope. This is the second rope you shot--the one on the anchor near the broken large round window. If you're worried about the guard--especially if the indicator starts to change from unaware to curious (dots appear above the white eye icon)--go past the rope and hide in the darkness to the right.

Whether you're able to climb the rope immediately or after the guard moves away, turn right while climbing and jump off at the top onto some wooden planks. Jump across two gaps and shimmy down a rope. Turn left at the bottom and drop onto the top of the central elevator. Enter the elevator through its top hatch and press the down button.

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It's a long ride down through The Hidden City - The Pit to The Hidden City - Loading Docks Exterior. When you reach the bottom (it will be a scripted rough landing), you jump off to a ledge on the opposing wall. Next to the ledge is a blue grappable patch. Jump onto it and begin to make your way jumping from patch to patch. As you turn the corner and go up following the grappable patches, you will get a new story objective, "Find your way up to the Graven City."

When you reach the end of the grappable patches, jump off. Note that you could have explored other areas but we're going as directly as possible. Follow the objective marker using a hidden passageway that will be visible on the map when you come to it. Use the upper right frame in the picture below if you have trouble finding it. When you emerge, you'll see an enticing arrow pack and trinket. Ignore them. This is a trap. Instead, climb the boxes in the corner to your left, turn right and use the overhead wooden structure to go above the area with the trap.

Note: If you have purchased the wire cutter (we do not require it), you can use it to disarm the trap. The mechanism to disarm the trap is high on the wall opposite the boxes you climbed up. Use the interact button and follow the traps to disarm. Once the trap is disarmed, you can pick up the trinket and the arrow pouch. You will get a rope arrow. You should have enough rope arrows in inventory so this is a lot of work for a scanty reward.

At the end of this short hall, you will be forced to drop down from the overhead beams. Continue forward. You will climb up a little bit and get a new map. Follow the new map and turn left at the branch. Caution: There is a gap you will have to jump over. After you jump forward, turn right and scramble up the climbable area. Proceed forward slowly while crouching. You will see three guards in conversation.

Wait for the conversation to be over before jumping the gap and proceeding. Eventually, the guards will disperse. One guard will walk to your left and you can jump the gap and vault the railing behind him. When you vault the railing, turn right and, while crouching, slowly follow the guard who goes east.

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Continue to follow the guard as he turns right. Just past a lantern to the right, as the guard comes to a wooden railing, turn left. Drop down on the left side of the railing. The railing was intended to keep people from falling over the edge but you, intentionally, want to drop down. Make sure, though, that you are landing on solid ground or on the wooden plank to the left of it and not jumping into the abyss. Go across the wooden plank that inclines upwards and climb up the grappling patch to the level you were on before the drop. You are in The Hidden City - Catacomb Chamber.

Turn left after you climb up using the grappling patch. Follow the path a short distance, climb up, turn right and crouch through a small opening. Take a couple of quick rights to find a narrow gap. Use the interact button as prompted and you will squeeze through it. You will emerge into The Hidden City - Catacomb Passages.

Caution: The new map is populated with freaks. You'll recall that freaks are blind but have acute hearing. We will have to move very cautiously and precisely to avoid arousing suspicion. Don't be concerned if one or more of the freaks become suspicious. As we've pointed out before, this will not affect any achievements we're working towards. The worst it can do is increase the opportunistic slice in the end of chapter pie chart stats.

There are three freaks. As soon as you enter the new area wait for a freak to appear from your right. He will be on a wooden bridge and will walk slowly towards the stone bridge you are on. Follow this freak as he turns right on the stone bridge and walks in the direction of the structure in front of you. There will be another freak to your left. Be very slow. It is best to move by crouching while nudging or flicking the left directional stick.

Just before you get to the large stone porch, start sidling up to your left. There are some steps leading up to the porch but do not take them. You want to get on the porch but taking the steps will put you in the path of the third freak. Instead, go to the left side of the porch from your perspective and scramble up the climbable area. Meanwhile, the freak on the porch will leave by the steps you avoided. Wait for the freak to go behind a wooden fence and continue well away from you. When he is on well to the left of the far side of the fence from your perspective, turn around. Use the interact button to engage the crank and open the door.

This is a tricky area and a very likely place where you can arouse suspicion. Again, suspicions are perfectly acceptable so the following is only for the purists who want zero suspicions in their end of chapter stats. The bottom left frame in the picture below shows how to 'ghost' your way through the tricky section. As the freak you have been following turns to go to the right of the porch, peel off and sidle over to the left side of the porch. Ignoring the stairs, go to the back of the left side of the porch. Climb up the climbable area there. Wait for the freak on the porch to leave and slowly position yourself in front of the crank. Keep an eye on the freak. When he has moved well to your left where he can't hear the crank, quickly turn around and engage it. As soon as the door raises, slip inside.

Note: For those that prefer an opportunistic approach, there is a light switch to the right of the crank. Use it before engaging the crank to cause the freaks who don't like the brightness to leave the vicinity. When the area is clear, engage the crank.

Go forward and up some stairs. Turn right going up some more steps. Continuing to go straight, cross a gap and ascend to the next landing. Turn right and cautiously proceed. There is an intermittent flame jet. Wait for the flame to go out. Turn to your left. There is a crank just around the corner. Use the interact button to engage the crank and turn the flame off.

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Go back down the stairs to the gap you crossed and take a left. Climb up the climbable area, turn right and go through the unlocked door. Climb up the long ladder. At the top, there is a sequence of climbable areas. Continue climbing. You'll have to keep turning to find the climbable areas and grappling patches. At the top is a rickety wooden floor. Turn right and go a few steps. Below you, you'll see two guards in conversation.

Wait till the guards finish their conversation. They will leave through one of the two doors in the room. As they do so, drop down and go out the door the two guards took. As soon as you go through the door turn left and proceed a few steps while turning left. You will be prompted to use the interact button to get through the narrow gap and enter a new section. As you do so, a scripted event occurs that will preclude you from returning to the previous area. Go straight forward and follow the prompt to use the interactive button to turn the crank.

The area you see is well lit. There are many guards and some birds in cages. We use a short route to reduce exposure. It is not difficult but may not, immediately be obvious. Refer to the top right frame in the picture below. You enter the The Hidden City - Graven Lair when you turn the crank to open the heavy double door (insert 1). Turn left, go up some stairs and turn right. You will a will-lit area with a guard. Beyond a bridge, you see a rope in the distance. This is where you are heading. Edge right towards a recessed area in a darkened sector (insert 2). Go through the recessed area (insert 3). Climb up the short flight of stairs on the far side of the recessed area. You'll see a table with a bird just to your right (insert 4). Hug the table with the bird. Continue hugging the boards on your right side and turn the corner to into a darkened enclave. Wait there.

Caution: Because of the caged birds, do not swoop. Instead, move slowly with extreme caution. It is best to use the technique where you crouch and nudge or flick the directional stick.

Now refer to the bottom left frame in the picture below. You will be waiting for a while. At first, two guards will be in conversation (insert 1). Two more guards will arrive. The guards will then depart except for one guard asleep in a chair. Continue to wait until a guard comes back and walks in front of you right to left (insert 2). As soon as he walks past, carefully but promptly cross to the burlap covered crate on the other side of the road and climb up on it (insert 3).

Once on the burlap crate, climb up to the ledge just above it. Turn right. Take a few steps and grab on to the rope. Refer to the bottom right frame in the picture below. Climb the rope while turning right and jump onto the wooden ledge (insert 1). Turn left and proceed across a narrow beam ending up on a stone ledge. Turn left and jump the gap to a wooden ledge. Go forward. Get on some boxes, scramble up the climbable area. Then use the grappling patch to get up through a high window (insert 2). Once through the high window you drop down and, immediately, turn left. Note the crank but do not engage it just yet. You are now in The Hidden City - The Rotunda.

In preparation for the boss encounter: You want the water arrow to be one of the cn_dpad quick swap choices. If you have not made any changes to the Quick Swap buttons, the water arrows and broadhead arrows are the two default assignments. If water arrows are no longer a quick swap selection, open up the inventory and assign water arrows to one of the two quick swap choices. During the boss encounter, when you want to use the water arrows, you do not want to have to open up the inventory and rummage through it to select the water arrows. Instead, you want to quickly tap cn_dpad to equip the water arrows in order to shoot out a torch.

When you have verified that water arrows are a quick start choice, you are ready to proceed. As prompted, press the interact button to turn the metal crank (insert 3):

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The crank opens up a heavy double door. You see some stairs going up as a cutscene is triggered. After the cutscene, Garrett enters a surrealistic scene. He must pick some poppies, pick up two primal stone fragments, and grab an amulet. People may appear to block the way but, if you look away and then turn back, the path will be clear. The segment is not intended as a puzzle but more for atmospheric effect. Grabbing the amulet triggers another cut scene followed by the boss encounter.

We cannot engage the boss because we have set the No Kills or Knockouts and No Alerts difficulty modifiers. So, to complete the chapter, we simply have to escape undetected. Later, in our easy, Rogue walkthrough; we will have the choice of fighting him or sneaking by him. During that walkthrough, we will have to acquire the collectible he is carrying. So, we will either have to defeat him and take it away from him as plunder or we will have to pickpocket him if we elect to employ the stealthy alternative.

The key to success is patience and perseverance. There is no rush. The boss will be in a constant state of suspicion (or worse if you allow him to become alarmed). If he detects your presence, this will violate the No Alerts difficulty modifier and you will revert to the most recent save. Fortunately, the game makes a checkpoint save just before the boss encounter so the only ill effect is that you will have to start the boss encounter from the beginning. Be aware of the threat icon above the boss's head. If it starts to fill up with yellow, seek concealment immediately. You want to maintain the threat icon as just a yellow outline with no fill. Also, be aware of the light gem. Keep it dark unless you are concealed by an object or a pillar.

The boss is on a rampage. The music complements the mood. Chaotic sound effects heighten the intensity. Do not allow yourself to be affected by the frantic atmosphere. It is easy to feel that you have to run around the rotunda to evade the boss and to effect your escape. However, we will act slowly and deliberately. We will cover very little distance and move in a deliberate manner to designated points. With the exception of the two cranks, the other points are completely safe. We will compose ourselves at those points of safety while the boss rages futilely. Once we ignore the tumult around us, we find that it is quite simple to get through the encounter without being detected.

Swoop to your left. Turn the crank. The game is very lenient in the beginning. It is very unlikely the boss will look in your direction. If he does, immediately press the cancel button and seek concealment using the pillar just in front of the crank. Caution: You are very vulnerable during the animation that shows Garrett turning the crank. If the boss looks your way and/or the threat icon appears above his head, immediately press the cancel button to abort and seek concealment behind the pillar in front of the crank (or elsewhere--there are some other choices but I recommend the pillar as the best option).

Do not think that because you are almost finished turning the crank that you can complete the action and then hide. The boss will always be quicker than the animation that finalizes the crank-turning action. As we said before, patience and perseverance are the keys to success. There is no time limit and you will have many opportunities to turn this crank.

As you watch the crank-turning animation, look beyond the crank to the rotunda's wall. You will see a big grate retract upwards. This is the exit. This crank opens the top half of the grate. A second crank, symmetrical to the first one on the far side of the door, will open the lower grate. When you have turned the first crank, swoop left behind a big table. This is a well-lit area but the big table completely conceals you from the boss. When you are at the table, facing the center of the rotunda, note the exit door behind you with the big top grate retracted. This is the exit. We are in the process of moving to the second crank to retract the bottom grate.

If this is your first time seeing this boss encounter, stay behind the table and study the boss's moves. While he is suspicious, he will stay in a fairly small area in the center of the rotunda. He will walk around, fire two bolts, change direction, and repeat the sequence. Just as Garrett was vulnerable during the crank-turning animation, the animation of the boss shooting the two bolts gives you some respite. So, the ideal time for you to move is just before the boss fires the bolts so long as he is not facing in your direction.

The next point we want to move to is the pillar to the left of the table. The pillar is quite big. It is easy to keep it between you and the boss. You can lean or peak if you need to. Look around without moving from the safety of the pillar and note the second crank's location. The second crank is to the left and behind the pillar. As stated earlier, it is in a mirror image location with respect to the first crank relative to the exit door. In other words, as you continue left around the rotunda in a clockwise direction you would run into it. The crank is just a little further from the center of the rotunda than the pillar you are hiding behind.

While concealed by the pillar, equip the water arrows with the quick swap button. Shoot out the torch to the right of the exit door (near the big table) and another one to the left of the second crank. This will allow you to turn the second crank in darkness.

Note: The boss shoots fire arrows that illuminate the area. So, shooting out the torches is not a guarantee of darkness. Moreover, the fire arrows can reignite extinguished torches. We are using the water arrow as an additional and minor form of insurance. Our main guarantee of safety is to expose ourselves only when the boss is facing a different direction and preoccupied with his shooting actions. So, if you prefer, you can dispense with the water arrows. They are purely optional and I, generally, do not use them myself.

Once you shoot the two torches, bide your time. You want the boss to be far from your pillar and facing well away from you. He may go right up to the pillar you're hiding behind. Just keep the pillar between you and the boss. Although he is suspicious, he is completely oblivious to your presence. When he is near the pillar you can even pickpocket him without him noticing. Though this is of no value to us during this playthrough, he is carrying the Amber Circle--a collectible in the Serendi Stone Circles collection. During our easy, rogue playthrough; we have two options. We can defeat the boss and plunder this collectible. Alternatively, we can employ similar stealth tactics to the present ones and pickpocket the collectible. If the latter, the easiest way is to wait to the boss to come up to this pillar, lean around it, and pickpocket it.

When the boss is on the other side of the rotunda and facing well away from you, move promptly to the second crank. Press the interactive button as prompted to turn it. Keep an eye on the boss as shown in the bottom right frame of the below picture. After he shoots his second bolt be very alert to his next action. If he turns towards you, press the cancel button to disengage and return to the safety of the pillar and wait for a second chance. If he does not turn towards you, complete the action. Return to the safety of the pillar and wait for an opportunity to move to the exit door:

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You want to wait till the boss is far from the exit door and facing well away from it. The exit door has a five tumbler lock. When I have gotten to the exit door and started to pick the lock, I have never been detected regardless of how long I have taken. I have also never been detected even when the torch near the exit door has not been extinguished. Although I am not 100% certain, to the best of my knowledge is that, unless you miss a tumbler, the boss cannot detect you while you are picking the door's lock. The chapter ends as soon as the lock is picked. Since missing a tumbler will result in your detection, my advice is to be slow but sure. Be absolutely certain as you set each of the five tumblers.

When the boss is facing away from the exit and far from it, swoop to the door. Press the interact button to start picking the lock. CAUTION: Make sure you set each pin correctly. If you miss a pin, the boss will detect you and you will have to start the boss encounter over again.

When you set all five pins correctly, the door opens. The chapter ends following a brief animation sequence. Note that in the chapter stats depicted in the bottom right frame in the below picture that there are zero aroused suspicions. This confirms that the suspicious threat icon above the boss during the encounter does not count against us in the chapter stats. Garrett has been more exposed during this chapter than in the preceding chapters. You may have picked up one or more suspicions. Other than it being documented here, there are no negative effects and your path to the achievements is still clear.

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The small opportunistic slice in the pie chart is due to the two rope arrows and the two water arrows we used. We could easily have gotten by without the water arrows but the rope arrows provide for a much more expedient route--one that minimizes exposure over the alternatives.

Page 9 Boss Encounter Videos - Minor Spoilers shows video solutions for the two boss encounters on our greater than 700 Custom Master difficulty. Since the identity of the bosses cannot be concealed in the videos, there are minor spoilers. If you have progressed to this part of the game, it is not an issue. However, it is my policy to segregate content with spoilers no matter how trivial.

Completing the chapter unlocks an achievement:

The Hidden City

Finish Chapter Seven

The Hidden City
1 guideOffline Game ModeSingle PlayerMain Storyline

Unlike previous chapters, there is no return to the city. Instead, we continue directly to chapter 8.

Chapter 8: The Dawn's Light

Since our Master Custom Difficulty settings prevented us from using focus, reaching Chapter 8 will automatically unlock the following achievement:

Clear Headed

Reach the final chapter without using the focus ability

Clear Headed
1 guideOffline Game ModeSingle PlayerMissable

Important: Chapter 8 takes about ten minutes give or take. One of the achievements is to finish the game in 15 hours or more. You'll recall back when we were preparing for Chapter 2, we recommended leaving Garrett in the Clock Tower hideout overnight or for a prolonged period of time. If you did not do that and have been making good time during the game, find a safe area and spend enough time there to ensure your total game will take 15 hours or more.

You start in Old Quarter Cliffs and must escape Mine Tunnels. The more expeditiously you proceed, the simpler it is. From the start point proceed straight looking for a tunnel entrance--depicted in the insert in the top left frame in the below picture. There is a stationary freak near the tunnel entrance so use caution in slipping by. As mentioned before, the technique where you flick or nudge the directional stick is good to stealthily move by freaks with their acute hearing.

The mine tunnels are very dark. Use the map in the top left frame of the below picture to guide you. You will see some railway tracks that are very useful in orienting yourself since we will be following them to a locked door. Hug the left wall as you proceed because there will be another freak to slip by. Slip by this second freak. Go to the door and pick the four tumbler lock to open it.

Caution: The second freak is on a path to the locked door. There it will linger a while, turn around, and walk back the way it came. You need to get to the door well before it in order to have time to pick the lock. If you take too long the first time, the corner behind a locked chest is a good place to wait for it to come back. The locked chest is depicted by a red icon on the map in the top left frame of the below picture.

Once you get through the door, continue straight following the tracks until you can drop down. Enter the tunnel and go through it. You have a new objective, "Get to the boat."

Take a moment to survey your surroundings when you emerge. There is a wide open area with some climbable pipes. Straight in front of you, on the other side of a giant pulley, is an anchor where you can shoot a rope arrow. However, there is a guard patrolling underneath it. He is on the far side of the gap you have to cross using the climbable pipes. He will not remain there but will exit left using a door on the ground floor.

To avoid arousing suspicion, move to the right side of the platform. Watch the guard until he moves through the door to the left. Give him a couple of seconds to get out of range and shoot the rope arrow into the anchor.

Referring to the bottom right frame in the picture below, cross the gap using the climbable pipes (insert 1). When you have gone as far across as you can, don't descend but jump to the rope you have just shot into the anchor (insert 2). From the rope, jump to a wooden ledge. It is near a stone path. You are now in Old Quarter Cliffs - Old City Bluff. Cross the stone path (insert 3). There is an unlocked door. Open it and, cautiously, go through:

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There are two guards in the room you enter. They do not look at the door. You can sidle along the right side very carefully so as not to arouse their suspicion. Go through a hole in the wall on the far side of the room behind some wooden crates. As you go through the hole in the wall, turn left. Take an immediate right and drop down to the lower level.

You will find yourself on some train tracks. To the left is a shady merchant. If you stocked up on rope and water arrows before the start of Chapter 7, you should be fine. We will be using no blunt arrows, one more rope arrow, and one more optional water arrow from here on out. If you need the arrows or just want to check him out, he does not take you out of the way.

Whether you stop or not, turn left just past the shady merchant and climb over some boxes. The train tracks turn right. Do not follow them but go just left of the tracks and turn right. Climb up to a higher level. You are now in Old Quarter Cliffs - Dry Dock. Turn left onto some wooden planking. Follow the planking to the end. Scramble up the climbable area and then use the grappling patch to climb up still further. Once you go over the railing, you will be on the boat.

You get a new objective--"Locate Orion and Erin." Turn around and follow the edge of the boat until you reach a door. Open it and go through. You are now in The Dawn's Light - Treadwheel Deck. The Dawn's Light is the name of the boat.

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Once through the door, you'll see some climbable pipes to your right. Get on the pipes and follow them as they turn the corner. You'll climb higher and jump on a sequence of four grappling patches. After the patches, climb still higher and follow the pipes till they end. Jump off onto a wooden staircase.

Climb the staircase to the top. Go through the open door and right at the corner. A few steps down the wall on the left side, there is a closed door. Look through the keyhole. When a guard just outside the door walks past, open the door. The guard will turn to his left and turn again to look out into the distance. Follow the path the guard took. Sneak behind him and go to the end of the passageway. Alternatively, you can follow the guard as soon as he walks past the door. Turn right as you go through the door following in the guards footsteps. Make a left when the guard makes a left. As he turns to his left to look out into the distance, use the opportunity to slip by him and go to the end of the passageway.

There is a vent opening at the end of the passage. Press the interact button to use the wrench tool to take off the cover and go into the vent. The vent is a shaft. You fall down to a lower level. Turn right take a couple of steps and then turn left. Go counterclockwise up the stairs. At the top of the stairs, go right. Go up another flight of stairs. At the top, turn right and scramble up a climbable area. You will end up on an elevator:

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Crouch and don't turn around. The elevator will start moving. As soon as you can, drop off the elevator and head right towards a closed but unlocked door. There is a guard in front of the elevator on this floor. He will be looking away from you when the elevator first appears on the floor. The upper left frame in the picture below, shows the elevator arriving and the path Garrett must take to the room on the right.

There is a guard in the room on the right. In addition to the door you will enter, there are two other doors. You will be leaving through the door closest to the one you will enter. It is around the corner and to the left of the door you will enter.

Enter the room as soon as you get to the door but stay at the doorway. Right near the doorway is dark so the guard will not see you. He will most likely be at the far side of the room to your left as shown in the top right frame in the picture below. As he moves across the room towards the desk, gradually ease to your left (insert 1).

When the guard gets to the desk, he will be looking at it and not in your direction. You will be able to turn the corner and see the other two doors. Pick the three tumbler lock on the door to the left. Open it. Go through and immediately shut it behind you so the guard will not notice it when he returns to that side of the room. Stay crouching near the door. Shoot the nearby torch with a water arrow.

The balcony you are on is now in darkness. There are a couple of guards that still might be able to see you so move with caution. Time your actions when they are not looking your way. One guard is the one that was in front of the elevator. The other guard is across the way walking back and forth. When his line of sight is away from you at the same time that the other guard is walking towards the elevator is the ideal time to act.

You'll note that there is already one rope hanging. However, you need a second rope so shoot one into the overhead anchor. Time your shot so that the two guards are not looking your way. This rope arrow is the last one we'll need in the game. When you are sure that the guards are not looking towards the balcony you are on or in the direction of the two ropes, jump from the first rope to the second. Turn right and jump onto the hanging platform.

Continue on jumping from platform to platform. You will need four jumps in addition to the one from the rope onto the first platform.

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Open two doors to enter The Dawn's Light - Chapel. After a cut scene, you get a new objective, "Follow Erin's Trail." Follow Erin who goes into The Dawn's Light - Stowage Deck. You may want to wait a bit. We will be coming back to the chapel for the final boss encounter. It is worthwhile to familiarize yourself with both the upper and the lower levels of the chapel while it is still benign.

When you start to follow Erin, you will come across some frozen enemies. They are no threat--ignore them. After following Erin north, you see an open door to a well-lit room. (This room is part of the Treadwheel Deck map area). After another cut scene, you get a new objective, "Get Close to Erin."

Following Erin is not difficult. In addition to the visual and audio cues, the map objective is clearly marked. This time, though, you must approach her stealthily. If she detects you, it won't count as a regular detection that will cause you to revert to a save file. Instead, she teleports and you have to approach her again until you succeed in closing in on her undetected. Alternatively, if you are detected, you may just want to load up the most recent save file instead of chasing after her.

Erin will be on a higher level. The area around her is brightly lit. So, climb up where it is darkened. This ensures you will approach her from the back as depicted in the top right frame in the picture below. Note that, in addition to not being in Erin's line of sight, you must also not be heard. So, crouch and approach carefully. When you get close to Erin, press the interact button when prompted.

You get a new objective. Follow the objective marker back to the chapel. The frozen enemies have been turned into freaks and can detect you. Move cautiously behind them. There are four in total. You do not have to get near three of them but you must carefully slip by the one near the door depicted in the bottom left frame in the picture below.

Follow the objective marker to enter the chapel area. There will be a freak when you enter but you can wait and the freak will walk away. Once it is a safe distance away, as depicted in the bottom right frame in the below picture, turn the corner into the lighted area. Press the interact button when prompted to initiate the final boss encounter:

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Detections during the boss encounter do not count. Garrett can be easily killed by either the main boss or the boss's minions. A direct shot from the boss will kill him. He can usually survive a shot from the minions. Our task is to gather the three primal stone fragments. Once the third fragment is collected, the hostilities are over. To minimize Garrett's exposure, the approach outlined below is to move from one safe point to the next.

There are many different approaches. The fragments can be collected in any order. The approach presented here is intended to be a reliable, repeatable approach. It relies on hitting one's marks rather than on agility requiring skillful hand and eye coordination. Page 9 Boss Encounter Videos - Minor Spoilers shows video solutions for the two boss encounters on our greater than 700 Custom Master difficulty. Since the identity of the bosses cannot be concealed in the videos, there are minor spoilers. If you have progressed to this part of the game, it is not an issue. However, it is my policy to segregate content with spoilers no matter how trivial. The following is a narrative solution without spoilers. The numbered steps correspond to the numbers in the frames of the below pictures.

  1. Following the cut scene, immediately turn left and climb the grappling patch.
  2. As soon as you are up, get in the shadow of the post to your right. (Safe point) It is very important to be aware of the shadows. Before an attack, the shadow indicates where you can shelter. Wait for the boss's attack (characterized by a flash of light and sound FX). While you are waiting safely in the shadow, look to the southeast and note the post on the corner of the elevated area. That is your next stop.
  3. As soon as the flash of the boss's attack is over, move to the post southeast of the one you are sheltered by (Safe point). Wait in the shadow for the boss's attack. As soon as the flash from the boss's attack subsides. Reach to your left, over the edge, and grab the (1/3) Primal Stone Fragment. Return to the shadow of the post (it may have moved slightly). Wait in the shadow for another attack. Picking up the first fragment spawns minions - less powerful versions of the boss that roam around following set paths.
  4. As soon as the flash from the boss's attack subsides, step to the left of the post and proceed due south. Garret's position in Frame #4 is not a safe point. It shows him in rapid transit from one safe point to the next. Cross the entire lower level. Use the grappling patch to climb up to the higher level.
    External image
  5. As soon as you climb up to the higher level, shelter in the shadow of the post (Safe point). As you wait for the boss's attack, staying in the safety of the shadow, plan your next move across the plank that runs east to west. Note that there is a gap in the plank and Garrett will have to jump the gap heading to the next safe point.
  6. As soon as the flash from the attack subsides, use the plank running east to west to head towards the next safe point. Jump the gap. Continue on the plank and take shelter in the shadow of the post (Safe point). Wait for the boss's attack. Note: The primal stone fragment can be seen above the plank. Do not pick up the fragment on this run of the plank. It is much easier to get it on the return trip. When heading west, jumping the gap just before reaching the fragment, complicates the pickup. You also need some time to position yourself in the safety of the post's narrow shadow. We will grab the fragment on the return trip heading east. There will be no jumps to complicate the pickup. The safe point we will be heading to is not a narrow shadow but a comfortably sized enclosure.
  7. After the flash of the boss's attack subsides, head back east across the plank. Grab the (2/3) Primal Stone Fragment. Drop down the gap you jumped over earlier when heading west. Continue straight as far as you can. You will find yourself in a darkened recess (Safe point). This recess or enclave is not only a safe point. It is quite spacious compared to the narrow shadows we have been using as safe points up to now. If you want, you can take some time to survey the area. You should be able to see the final fragment on the west side of the ship. The boss's minions are roaming the lower area. Moreover, there are gaps in the decking that cannot be crossed by jumping. The solution is to head all the way south, go around the gaps and then head back north on the west side of the ship. This not only solves the problem of the gaps but we will be using darkened, safe areas for most of our route. This is a very good spot to study the paths of the minions and the attack patterns of the boss should you be interested.
  8. Wait for the flash from the boss's attack to subside. Move into the shadow of the post just to the west (Safe point). Because the darkened recess is so secure, you can wait as long as you want. You can either move after the very first attack or wait a while. The important point is to move right after the flash of the attack subsides and go into the shadow of the post just to your west. The shadow of the post may move a bit so it is best to prepare to move quickly to the south end of the ship.
    External image
  9. Move to the southeast corner of the ship (Safe point). Take note of this point. We will be returning to this southeast point to finish off the game. The south end of the ship is safe from attack but there are gaps in the center where Garrett can fall into the abyss. So, it is important to stick close to the side. When moving south, try to keep Garrett's left hand brushing the side of the ship. Frame 9 depicts Garrett close to the southeast corner of the ship looking in a northwest direction. The "Danger!" sign points to the hole in the deck that Garrett must avoid. Hugging the side of the ship keeps Garrett safe from enemy action and away from the hole in the deck. So, keeping his left hand brushing the side of the ship, prepare to move to the spot indicated.
  10. Hugging the wall to the left, move around the side of the ship until you are heading north. You will bump into a section of the wall that juts out (Safe point). Peek around the corner to the west. Identify the southwest post. This is your next destination. A boss minion roams in the vicinity. Wait till the boss minion is heading away from the southwest post as shown in frame 10. If the boss minion is too close to the southwest post duck back behind the wall. This spot, like the enclave earlier, is a very secure spot.
  11. When the boss minion is moving away from the southwest post, wait for the flash of a boss attack to subside and move swiftly to the shadow of the southwest post (Safe point). As you move to the shadow of the southwest post, you will see the third fragment just north of it. Wait for the flash of the boss's attack to subside. Then, move quickly to pick up the (3/3) Primal Stone Fragment. When you pick up the fragment, all hostilities will end.

Note: As mentioned earlier, the above is not the only way to approach the boss encounter and it is a long one. There are many approaches and the three fragments can be collected in under half a minute as compared to the two and a half minutes of the above approach. It should not be inferred that the above approach is the 'best' approach--only that it is a safe approach.

If you have quick reactions, you can pick up the first fragment right after the initial attack without waiting. Immediately, drop down and use the post halfway between the first fragment and the grappling point for cover. Quickly, jump the gap on the plank picking up the second fragment as you do so. Then, drop down and quickly go for the third fragment. Alternatively, you could stay on the higher level and go north on the west side of the ship. There is a place to drop down and you can turn around to get the third fragment. Since getting the third fragment ends hostilities, you can take some risks going for the last fragment. Another approach would be to start with the fragment on the lower level on the west side. The advantage is to pick it up before the minions spawn since this fragment is the one that is best 'protected' by the minions.

Regardless of your approach, once you have collected the third fragment, return to the southeast point described in step 9 above. Caution: Although there are no hostilities, you can still fall into the abyss. Accordingly, retrace your steps along the side of the ship and stay well away from the center of the deck with the gaping holes. A series of cut scenes will trigger. You will get your end of chapter stats. Ours are shown in the bottom right frame in the below picture. Note that we have zero suspicions confirming that interacting with the final boss does not result in a suspicion:

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You will unlock a series of achievements. First, if this is your first time finishing Chapter 8, you will unlock:

The Dawn's Light

Finish Chapter Eight

The Dawn's Light
1 guideOffline Game ModeSingle PlayerMain StorylineStackable

If this is your first time completing the game in over 15 hours, you will unlock:

More Heist Less Speed

Finish the game in 15 hours or more

More Heist Less Speed
1 guideOffline Game ModeSingle Player

Since our Since our Master Custom Difficulty settings prevented us from performing kills or knockouts, assuming this is your first time satisfying the conditions, you will unlock:

A Moral Victory

Finish the game without a single kill or knockout

A Moral Victory
1 guideOffline Game ModeSingle PlayerMissable

Since we used a difficulty setting above 700, assuming this is your first time satisfying the conditions, you will unlock:

Something to Prove

Finish the game with a custom difficulty of 700 points or more

Something to Prove
1 guideOffline Game ModeSingle PlayerDifficulty SpecificStackable

If this is your first time completing the game on master difficulty, you will unlock:

Hard Times

Finish the game on Master difficulty

Hard Times
1 guideOffline Game ModeSingle PlayerMain StorylineDifficulty SpecificStackable

You may continue playing if you want. After the credits roll, Garret will return to his hideout. You can explore the city, collect loot, perform side missions, and even replay Chapters 1 through 8. However, we will start a new game on easy, Rogue difficulty to mop up the remaining achievements. Having finished the game on custom master difficulty is proof positive that you have mastered the game. None of the remaining achievements are missable. The pressure is off and we can have fun completing the remaining achievements.

Introduction

We're going to do a partial playthrough on the easiest difficulty mode, Rogue, in order to get the remaining achievements in the game. Partial playthrough means that we do not play through the final climactic encounter of the game. Nevertheless, this playthrough, though it does not continue through to the end, will be longer than the complete story playthrough we just concluded. The reason is we will be taking many detours to obtain all the collectibles, visit all secret places, undertake at least 25 thieving challenges, complete all Basso & client missions, and mop up all remaining achievements.

If you would like to, you can use the following tracker on Google Docs. It is not essential that you use it--this guide is structured such that you follow it, you will obtain all collectibles and discover all secret areas in an orderly and efficient manner. However, if you want this additional tool, it is available for your use. It combines collectibles and secret areas in one convenient spreadsheet sequenced in the same order as this guide:

https://tinyurl.com/Thief-Tracker

Setting the Difficulty Level: Rogue

Begin a new game. Choose Rogue difficulty (Easy). If you want a greater challenge, you may select Thief (Normal) or Master (Hard). You may even customize the difficulty if you desire. Note that we will require focus for some achievements. There is also an achievement related to kills or knockouts (using the environment). So, we can't be as restrictive as we were for the Custom Master difficulty. You will have the most flexibility in mopping up the remaining achievements if you do not place any restrictions on your play style.

Common Loot: This guide minimizes the need for common loot focusing on just what is required for the achievements. You will not need to go out of your way for common loot. However, make sure you pick up all common loot that you come across in the course of your normal play. You will need it for the few purchases you will have to make and the additional purchases you may want to make. Finally, there is an achievement for spending 40K in gold. This is not a big concern because we will reach a point where we can sell poppies for more than we can buy them. So, we can buy and sell poppies to reach the 40,000 gold. However, since poppies buy and sell for less than 20 gold, the more items you happen to come across in the course of the game, the fewer of these small transactions you will need for the achievement.

Prologue:

  • Collectibles: 1
  • Secrets Areas: 0

Repeat the prologue. At your current level, you should not need a guide but you can use the Story Walkthrough as a reference should you desire. The important thing is Garrett picks up the contents of the safe behind the picture in the room with all the bird cages. It is story driven and cannot be missed. It introduces the player to collectibles and is the first collectible in the game, (Unique Loot 1/9) The Glittering Plumage.

There are no secret places.

The end of the prologue automatically transitions to Chapter 1.

Note: There is an achievement for snuffing 16 candles. There are 7 in the prologue although one of them is in an area you might want to avoid. There are many candles in the game so there is no urgency to snuff them. However, if you want, you can get an early start in the prologue by snuffing every candle you come across.

Chapter 1: Lockdown

  • Collectibles: 4
  • Secrets Areas: 0

Thieving Challenges: There is an achievement for completing 25 thieving challenges. There are four in each chapter. There is always a hybrid challenge for collecting all loot. The other three have a condition that must be met and a play style that must be adhered to. Accordingly, you can only get credit for completing a maximum of two challenges. Since we will replay the chapter as we did in the previous playthrough, we will satisfy the conditions for remain undetected and collect all loot. The remaining challenges are extinguish 9 flames and perform 4 headshots. If you want, you can extinguish the 9 flames and play opportunistically instead of ghost. This will hasten an achievement related to snuffing candles.

You transition directly into Chapter 1 from the Prologue. Replay Chapter 1 as you did before. You will get four collectibles:

(Serendi Stone Circles 1/7) Amethyst Circle

(Unique Loot 2/9) Lyegrove's Jeweled Mask

(Mortal Coil 1/6) Sootback Bracelet

(Client Loot 1/8) Jeweled Mask

There are no secret places.

The end of the prologue automatically transitions to Chapter 1.

Note: There is an achievement for snuffing 16 candles. There are 4 candles in the jeweler's cellar and a couple more upstairs. Again, there are many candles in the game so there is no rush to snuff the 16 right away. The thieving challenge is for extinguishing 9 flames. This includes torches that are doused with water arrows that do not count towards the achievement in addition to the candles that, of course, do count. If you decide that you are going to snuff candles, make sure you also extinguish at least 3 torches. Once you start snuffing candles, you will abandon the ghost style of play in favor of an opportunistic style. So, you will no longer be able to get the remain undetected thieving challenge. So, if you want a second thieving challenge, you either must extinguish 9 flames playing opportunistically or perform 4 headshots playing as a predator. Your playstyle must be purely defined. For example, if you knock out and kill a significant number of people, you will be playing as a predator. So, even if you snuff 9 flames, you would not get credit for the thieving achievement. If you failed to get the three headshots, you would miss out on getting that achievement. The takeaway is that in order to earn credit for a thieving challenge you must meet the conditions of the challenge and play in the designated play style.

Preparations for Chapter 2

You are already familiar with the Clock Tower hideout. You can view your new collections of collectibles. There is the chest where you can deposit or withdraw items. If you had received any add-on due to promotions or purchase, you would obtain them upon checking this chest. This walkthrough relies very little on abilities, items, or equipment. If you have received promotional items or enhancements or purchased any, you can take advantage of them in your game. If you have not, you will not be at a disadvantage and can continue with confidence. Head upstairs. A cutscene ensues and Garrett gets information that he needs to see Basso in a tavern, The Crippled Burrick.

Meet with Basso. After you accept his mission, speak to him again and accept all of his jobs. We won't do them just yet but we'll have them available. There are two candles in Basso's 'office', one in the latrine around the corner, and two more in the tavern. If you've been snuffing out all or most of the candles in the prologue and Chapter 1, you should unlock:

Happy Birthday

Sweet sixteen. Snuff said.

Happy Birthday
1 guideOffline Game ModeSingle PlayerCollectable

If you haven't yet snuffed 16 candles, there is no hurry. There are very many candles in the game. Moreover, these five candles in the Crippled Burrick relight whenever you return to the Clock Tower hideout and can be snuffed again.

There's a shady merchant near Basso's 'office'. Make Basso's bond your first purchase. In contrast to the Custom Master playthrough, you'll be buying quite a bit. Basso's bond, though fairly expensive, will quickly pay for itself by giving you a 25% discount on all future purchases. After that, buy the wrench and five rope arrows. You can buy some more items, but you may want to save your gold to buy some focus points from the Gypsy Queen before starting Chapter 2.

Leave the Crippled Burrick and talk to the Gypsy Queen. After that, return to her and optionally buy additional focus points. It's best not to use them yet. When we are in the city following Chapter 2, we will make a manual save, upgrade dexterity to the max by using two focus points, and then get an achievement. After we get the achievement, we will revert to the manual save and the focus points can then be spent for the upgrade of your preference. So, at some point, we want to make sure that we have two unspent focus points. You actually have enough cash to buy quite a few focus points. However, since we do not emphasize focus, I recommend just buying one additional point. Do not use either of the two points--the one you get automatically and the one you buy--until after we get the achievement that requires the dexterity upgrade. After you finish with the Gypsy Queen, proceed to the Stonemarket Graveyard Gate and begin chapter 2.

Chapter 2: Dust to Dust

  • Collectibles: 5
  • Secrets Areas: 7

Thieving Challenges: As usual, we should satisfy the thieving challenge conditions for remaining undetected but, again, you have to play in the ghost play style to get credited for it. You may choose, instead, to play opportunistically and get the thieving challenge for picking ten pockets. You should have enough opportunities but, if you come up short, it's not critical. 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 other two thieving challenges are ten combat takedowns with a predator play style and lift all loot with any play style. Both are tedious and, unlike the pickpocket challenge, considerably extend chapter play.

Proceed, as you did in the previous playthrough until you enter the Old Foundry Dust Yard. It is completely safe with no enemies. Follow the objective marker a short distance. Garrett sees Erin's face in a brief flashback after which he gets the objective to find a way into the foundry. Ensure you have a throwable ready to be thrown. Make a manual save. Note that a checkpoint save was created when we entered the Dust Yard and we will revert to that when we resume play.

We're going to get an achievement that involves shooting a throwable while it is in the air. This may take quite a few tries especially since we did not use the bow much in the previous playthrough. Moreover, there never was an occasion to use precise marksmanship skills. We have the option of using our unspent focus points to assist us. However, this is not necessary and, before we resort to this, it is important to understand the mechanics we're going to use.

Look up. Press and hold cn_RT. While holding the throwing trigger, turn the camera angle with the right analog stick by about 90 degrees to the left. Release the trigger and press it again keeping it depressed. You will draw your bow again with the broadhead arrow equipped. The targeting process initiates slow motion to assist your marksmanship. Just before the throwable falls into the targeting reticle, release the trigger to fire the arrow. If the arrow misses, reload the manual save and try again. When successful, you will unlock:

Hail of Glass

Shoot a bottle in mid-air with an arrow

Hail of Glass
3 guidesOffline Game ModeSingle Player

An explanation is in order. When you press cn_RT and turn to the left more than 90 degrees, this has the effect of making the bottle's trajectory more vertical than if you throw it straight above you without repositioning the camera. Otherwise, you would have to use cn_RS to adjust the camera angle while the throwable is in the air. If you turn correctly, you will find that the targeting reticle will be right underneath the throwable when it begins its descent. When you get rid of your throwable, cn_RT immediately switches to the bow and defaults to the broadhead arrow if you have any--one reason we bought half a dozen from the shady merchant.

Once you feel you have the mechanics down but are still having difficulty unlocking the achievement, use your focus points to make it easier. Press cn_up to upgrade your focus. Spend two focus points to speed up your marksmanship to the max. Make a manual save to rewrite your previous manual save. Use the same technique you used before the upgrade. Now, instead of just going into slow motion when you press the throwing trigger, you experience super slow motion. You have plenty of time to ensure your aim is spot on and can anticipate the trigger release better. You can also fire several arrows although I recommend a single precise arrow over several less precise rapid-fire arrows. It may still take a few tries but it should be easier with the slowdown.

Once you have the achievement, load the checkpoint save. Since the checkpoint save occurred earlier than the manual save(s), you will recover your focus points and will no longer have the focus upgrade.

We will now begin finding the secret areas and going after the collectibles. There are seven secret areas in chapter 2 and five collectibles. Whereas the game will show the collectibles you have acquired, it provides no information regarding the secret areas you have discovered.

Important: There will be a distinctive chime when you first enter a secret area. This is confirmation you have discovered the secret area. When you hear this chime, immediately make a manual save to register the discovery. Note that the chime only plays on first entry into the area. If you revisit the secret area there will be no chime.

In the center of the Foundry – Dust Yard map is a crane. The map is depicted in the top left frame of the below picture. Inset 1 shows the crane. Climb on the crane and jump from it to the roof shown in inset 2. Crouch under some pipes to discover a ladder. Climb down the ladder.

As soon as you climb down the ladder, you will hear a chime signifying you have discovered a (01/73) Secret Area. Make a manual save.

IMPORTANT: Since secret areas are not tracked in your stats, it is vitally important that you listen for the chime when you visit a secret area. If the chime does not sound, it means you have not yet been credited for visiting the secret area. Equally important--always make a manual save immediately after the sound of the chime dies away. That will ensure that a permanent record has been made crediting you with discovering the secret area for this playthrough.

Open the right drawer of the table in the room. You will discover your first collectible of the chapter, the (Memories of the Dead 1/6) Charity's Memory.

Return to the Dust Yard the way you came. Follow the objective marker climbing the blue climbable pipes as you did in your previous playthrough. Proceed through the vent until you hear the guard speaking to himself. Refer to the bottom left frame in the below picture. The guard is shown in inset 1. Follow the onscreen prompt and execute a takedown by pressing right button.

Note: This is just a suggestion. We are now under no constraints so you can adopt whatever playstyle you’d like. You can play it stealthily if you like. However, unlike last playthrough, where we went in the opposite direction, this time we will be following the guard up the stairs. So, it’s most expedient to take the guard out so he’s not in the way.

Go up the stairs. This is the Old Foundry – Office Level map. You will be blocked by an obstacle shown in inset 2. Climb over the obstacle to hear the chime signifying you have discovered a (02/73) Secret Area shown in inset 3. Make sure you hear the chime and make a manual save as soon as the sound of the chime dies away.

Go down the stairs and follow the path we took previously. The first deviation occurs when we pick the lock on the door after riding the conveyer belt hook. In our previous playthrough, we went through a grate to avoid enemies. This time, we will go out the door to the left of the grate. We are in the Old Foundry - Manufacturing Area section of the map. The bottom right frame of the below picture depicts the map.

Pause at the corner. There is a guard who will soon be joined by another. After their conversation, they move off. Go to where the guard was standing and shoot a rope arrow into the overhead anchor shown in inset 1. Climb up the cabinet and jump on the rope. Climb the rope and jump off on a ledge (inset 2) to get to another (03/73) Secret Area.

Make sure you hear the chime and make a manual save as soon as the sound of the chime dies away. There is another ledge on the far side of the rope. Jump to it and pick up the (Flowers Eternal 1/6) Daisy Brooch (inset 3).

External image

Go back down and follow where the guard went. Soon, you will see him. Slip behind him and turn left. Go through the door. As soon as you do so, turn right and climb up to a high ledge to a (04/73) Secret Area.

Make sure you hear the chime and make a manual save as soon as the sound of the chime dies away. Go back the way you came. Where you turned left behind the guard, now turn right behind the guard up a small flight of stairs. It leads to a dead end. Hop over the railing to your left. You’ll see a vent. Go through it to get to a hidden lab. On the far side of the lab to the right is a safe. Open it with combination 314. Opening the safe finds a (05/73) Secret Area. Make sure you hear the chime and make a manual save as soon as the sound of the chime dies away. Moreover, there is a collectible inside, the (Unique Loot 3/9) Soul of the Automaton.

Go back the way you came all the way to the room with the vent. This time, unlock the vent and go through it. Remember to get the arrow pouch on the crate with the candlesticks. Because you are on Rogue difficulty, you get two rope arrows instead of one. Also the blunt and broadhead arrows could come in handy. Continue on through the vent. As soon as you exit, look up. You will see a rope anchor. Shoot a rope arrow into it. Climb up to the rope and turn around. Jump off at the top when prompted. This is a (06/73) Secret Area. There’s some common loot there—a turquoise brooch:

Make sure you hear the chime and make a manual save as soon as the sound of the chime dies away. Climb back down the rope. Proceed as you did in the previous walkthrough—go all the way to the end past the extinguishable lamp. Turn left. At the end, turn left and climb up a grappling patch. Move to where you can grab a hook. Ride it for a while and drop down as soon as you see a guard on your level.

Proceed until the cutscene. When you get your new objective--"Steal the ring from the General" –don’t go forward but take a detour to the left. You’re in a storage room. Inspect the coal chutes to find a collectible, the (Serendi Stone Circles 2/7) Diamond Stone Circle. You automatically discover the last (07/73) Secret Area of the Chapter as well. Make sure you hear the chime and make a manual save as soon as the sound of the chime dies away.

External image

Return to where you were and finish the chapter as you did before. As part of normal story progression, you pick up the last collectible of the chapter, (Client Loot 2/8) Cornelius's Ring.

Finish off the chapter as you did during your previous playthrough. Garrett will end up in his Clock Tower hideout. When he goes upstairs, he will get a note on a matchbook telling him to meet with Basso. Go outside for a cutscene.

To get an achievement, we’ll need to have the Dexterity Focus Ability fully upgraded. We’ll make a manual save and fully upgrade Dexterity. Then, while Focus is active, we will pick a pocket and, later, pick a lock. This will unlock the following achievement:

Focus on the Tasks at Hand

Pick a pocket and a lock using the focus ability

Focus on the Tasks at Hand
3 guidesOffline Game ModeSingle PlayerLevel

You can do it any way you want. A convenient place to do it is just before you cross the street to go to the meeting place with Basso. This is where the two guards pass by in the pickpocketing loop (refer to page 4 if you are hazy on the details). Make a manual save just before the guards pass by. Press the view button cn_back and select Focus Upgrades. Choose Dexterity and upgrade it twice spending two focus points.

When the guards appear, activate focus by pressing cn_Y. Pick the pocket of one of the two guards. Deactivate Focus by pressing cn_Y again so you do not deplete your energy. Now, turn around and take a right into the square area just past the intersection. You’ll see a blue grappling patch. To its right is a door. Activate focus by pressing cn_Y. Pick the door’s lock to unlock the achievement. Revert to your most recent save.

I provide the above suggested approach for thoroughness. Although you may not have been using focus, you have mastered the game and should be easily to find someone to pickpocket and a lock to pick on your own.

Meet with Basso. We’re not going to do Chapter 3 yet, we just want to progress the story enough so that Basso will go back to the Crippled Burrick and we can pick up some more side missions. We’re going to do all the available side missions before we start Chapter 3 and pick up a fair number of collectibles and discover some secret areas while we’re at it.

Focus: We now no longer need focus for achievements. You can use your focus points as you see fit. This guide does not rely on focus so you will never be at a disadvantage using it according to your preferences. Focus is an energy which is rapidly depleted. This is one reason why we do not rely on it in the guide. We do not want to be dependent on a scarce resource that constantly has to be replenished.

There is one exception—Marksman. It improves targeting and accuracy so it is well worth the two focus points to fully upgrade. Another useful ability is Intuition. It highlights threats, loot, and interactive objects. Since we are hunting for collectibles, this can be useful. Additionally, you can make a save, use focus to improve your awareness, and then revert to the previous save. In other words, you can circumvent the problem of depleting your focus energy.

The City after Chapter 2

Go to the Crippled Burrick and meet with Basso. Just as you drop down, you’ll see a brass plaque to the left of the window underneath the big ‘Crippled Burrick’ sign. Approach it and the prompt for the interact button will appear. Garrett will use the wrench tool to remove the plaque. It is a collectible, the (City Heritage Plaques 01/16) The Crippled Burrick Tavern.

Enter the tavern and talk to Basso. Accept all his client jobs. That should bring the total of side missions to 12 or 13 depending on whether you have the Bank Heist DLC. Since the deluxe version of the game with DLC has been sold at an 85% discount, many players will have it. It is not required for any achievement. There is very little difference in game play. People who have the DLC will have an additional side mission that becomes a client mission. There will be an associated objective marker on the city map. People without the DLC will not have the mission.

Optional Bank Heist DLC: This guide will point out the very slight differences depending on whether you have the DLC or not. Even if you have the DLC, anything associated with it is completely optional with respect to achievements. An efficient route to get all regular collectibles takes us right by the Bank Heist objective marker so it is easy to elect to play this extra DLC client mission should you desire. There are two collectibles in the Bank Heist client mission. They do not count towards the 82 required collectibles.

After you get the side missions from Basso, talk to the nearby merchant and buy the Razor and the Wirecutter. This is very important. Some collectibles can only be acquired with the Razor. We will not only require the Wirecutter but there is also an achievement where we use the Wirecutter to disarm traps. Use any extra cash you might have to stock up on rope arrows. We will be using quite a few. You don’t need to max out your carrying capacity just yet. You can always return to the Crippled Burrick for more while you are in the city between chapters. However, when you get some extra cash, use it to carry a full load of rope arrows.

Since you may want to do more with Focus and because there is a collectible in the chapel, we’ll go back to the Gypsy Queen. Go out the north door of the tavern and go back to the chapel where you talked to the Gypsy Queen. You can interact with her if you want more focus points. This is optional and purely at your discretion. Upon leaving the chapel, look at the right side of the door. There is a plaque. Remove it to get the (City Heritage Plaques 02/16) Our Lady of the Iron Litany Chapel.

We’re now going to do the side missions. In order to be systematic, we’ll do them in order in a manner of speaking. Very often, tracking a mission will intersect with other missions that come later as we'll see with the very first mission we'll track. Press the view button cn_back and select the first item on the list—“Objectives.” In addition to the main story mission, “Visit Erin’s hideout in South Quarter,” you should have 13 side missions. Select "Machinations" and press triangle to track it. If you do not have the DLC, this will be the first side mission. If you have the DLC, the first mission will be “Get to the Bank” and Machinations will be the second side mission. You will now have an objective marker in the northwest sector of the map.

Follow the objective marker until you see a door with a bright light. Press the interact button on the bright light. You will be prompted to enter Ector’s Emporium. Select ‘Yes’.

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Talk to Ector and accept his mission. If you look at your objectives, the Machinations side mission has been replaced by “Go to Alfonso’s Attire.” With virtually no effort, we have now completed the first of 25 Basso jobs required for an achievement. Also, when you accepted the task, your tracked objective marker changed from “Machinations” to this new side mission.

Basso’s Jobs 1 of 25: Machinations

Leave the Ector’s Emporium and climb the ladder to your left front. Turn right. You will see a window with a blue light underneath. This is the start of the Medical Misery side mission, another Basso job. Collect Troy’s Miracle Tonic any way you see fit to complete the mission. There are no collectibles in Troy’s Apothecary.

Note: Do not exit the way you came. We will be exiting the north window. Going through Troy's Apothecary gives us access to the route leading to the “Get to the Bank” side objective. So, although it looks like we're getting distracted, the detours are actually keeping us on track.

You can be as stealthy or as confrontational as you please: I find the simplest way is to use the vent in front of you as soon as you enter the window. That leads to Troy’s office bypassing the guards. Unscrew the grate on the other end but wait till Troy has his back to you before you exit. Knock him out and take the tonic from the table. Exit the through the north window. There’s some more common loot in the other rooms but there are also guards. This guide tries to be expedient not thorough. However, feel free to explore as much as you want and experience some of the intricacies of the game that are beyond the purview of this guide:

Basso’s Jobs 2 of 25: Medical Misery

It would of course be possible to go through Troy's Emporium without doing the mission. Nevertheless, it's a quick and easy side mission so it just stands to reason to get it out of the way now.

After exiting through the north window, we find ourselves in a safe area in Stonemarket – Baron’s Way North. If you look at your map, you’ll see that you have easy access to “Go to Alfonso’s Attire” and this should be your current objective. If you have the DLC, it also provides you access to the “Get to the Bank” marker. However, before we do any more side missions, we’ll discover a secret place.

Drop down to street level and look south in the direction of the window you just used and under it. You’ll see a doorway with a sign over it—Cigars – Coffee – Tea. Go towards it and take a right into the passage. Immediately look for a grate on the left. Enter it. As soon as you see a poppy to your left, you’ll hear the distinctive chime for a (08/73) Secret Area. Make sure you hear the chime and make a manual save as soon as the sound of the chime dies away. Although it may sound like a broken record, you want verification that you have discovered the secret area and you want to permanently record the discovery for this playthough:

Exit back through the grate. Head east. At the objective marker for "Go to Alfonso's Attire," you’ll see a bright light on the grate. Select it to begin Client Job 1—Hand Tailored. We want to get all four thieving challenges:

  • Remain undetected
  • One kill or knockout
  • Pick five pockets
  • Collect all loot—24 items not counting three collectibles

Note: Unlike chapter thieving challenges, none of the client job thieving challenges require adhering to a certain play style. Accordingly, unless the conditions of two challenges are mutually exclusive, usually you are able to get all thieving challenges in your first playthrough of a client job.

As you enter, there’s an altercation. Wait for the victim to run off. Sneak behind the thug. Pick both his pockets for the first two pockets of the thieving challenge. Knock him out. This complete the second thieving challenge. I like to carry his body to the north corner is not required. It is out of the way and there is some common loot there. Whether or not you dump the unconscious thug in the north corner, pick up the ashtray on the crate.

Go around the right side of the house and climb in a window on your right. Pick up the pocket portrait from the table. Exit the door and go across the path. Climb a grappling patch to enter the second floor window. (If you’re interested, you can pick up a poppy on your far right before you climb up.)

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There’s one guard on the second floor. You can simply wait for him to come in the room on your left. Look through the keyhole of the door to locate him and possibly hasten his arrival. You can hide behind the door when he opens it or in the room whose window you came in. Pick his pocket and then take him out. Make sure you are not detected. If you are uncertain of your skills make frequent saves.

In this room, there are three pieces of common loot. Pick them up. Go to the southeast corner. A prompt will appear at a painting. Press the interact button to use the razor to steal the painting: (The Court of Montonessi 01/12) Guilt Has Black Wings.

Collect the remaining six items of common loot (nine in total for the top floor). Pick the lock of the nightstand to the left of the bed to get another collectible, (Whiteridge's Duty 1/6) The Statuesque Lady.

Take the stairs down to the basement making sure you are not detected. There’s one thug pacing around looking for something. Pick his pocket before taking him out. Pick up the five items of common loot. There’s a safe in the corner. Pick the lock to get the mechanical hand—a collectible that is the objective of the client job: (Client Loot 3/8) The Mechanical Hand.

Go upstairs. By this time, the third thug in the house will have taken out poor Alfonso. This is why we did the basement before the main floor. Had we gone directly to the main floor, we would have had to deal with both Alfonso and the thug. By waiting, the enemy presence is halved. The remaining thug is not very alert and is easy to deal with.

Pick the thug's pocket for the fifth and final pocket of the third thieving challenge. Then, knock him out. With no one left around to detect you, you can pick up the eight remaining items of common loot bringing your common loot total to 24. If you have trouble finding everything, check the drawers including the drawer of a small table off to the side. Collecting the 24 items of common loot completes the fourth thieving challenge.

Leave the Alfonso’s residence and return to Baron’s Way North. Assuming you have been undetected, this will complete the first thieving challenge. As a result, you’ll get credit for four thieving challenges when you get your end of mission stats. There’s an achievement for completing 10 and 25 thieving challenges. I will not track them because they will differ depending how you have been playing the chapters and client jobs. Many of the thieving challenges in the chapters are tedious. There are 20 thieving challenges in the client jobs. They tend to be simpler than the chapter thieving challenges so that will be what we will concentrate on.

If you have the DLC, you can set “Get to the Bank” as the objective. If you do not have the DLC, we still need to go to the bank to get a collectible. If you do not have the DLC use the bottom right frame in the picture below to orient yourself. It shows where the objective marker would be if you had the Bank Heist DLC. Proceed towards the "Get to the Bank" objective marker or towards the northwest corner of the map. Just as you turn left, look on the right side of the gate to your right. There is a collectible plaque. Remove (City Heritage Plaque 03/16) Stonemarket First Bank with your wrench.

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Optional Bank Heist DLC: If you have the Bank Heist DLC and are so inclined, now would be a good time to do it. Just follow the Get to the Bank objective marker. One rope arrow and a full complement of water arrows will come in useful. Any traps you disable will give you a head start towards an achievement we will be addressing later in this walkthrough. There are two collectibles that do not count towards an achievement--Southrye’s Watch and Star of Auldale. You can consider them collectibles 83 and 84 outside of the list of 82 required for the achievement. There are four thieving challenges. Remain undetected, perform two aerial takedowns, take no damage, and collect all loot. This fourth challenge is tedious and requires you to collect 67 items of common loot. This is probably not worth the effort unless you are a compulsive collector. Since there are no achievements associated with this client job, it is outside the scope of this walkthrough. However, should you decide to do it, you may find it helpful to know that the vault's combination is 632. This will save you the time trying to deduce the combination from clues you'd otherwise have to search for.

Whether or not you do the Bank Heist DLC, press the view button cn_back and choose Objectives. Look down the list until you see A Lady's Bequest. Press the cn_Y button to track it. You will see the objective marker very close to your position. If your last action was to collect the plaque, the objective marker will be just northwest of you. If you did the Bank Heist, the objective marker will be just south of your position. Go there.

You will find yourself outside a door under a sign that says, "Leatherwood Furniture." Pick the four tumbler lock and go in. Go down to the basement and go through a crawlspace. When you get to the back, look at the barrels to discover a switch on the side. Press the switch. This makes the wall slide away to reveal a hidden room with a painting and a poppy. Enter the room. You should hear the sound signifying this is a (09/73) Secret Area. Save.

Press the interact button on the painting - (The Court of Montonessi 02/12) Insatiable Appetite - to use the razor and remove it.

Back our through the crawlspace. Before climbing the stairs, look to your right. There is an old book case with a couple of wooden buckets in it. Climb the bookcase and drop down into the open space behind it. You'll see a nightstand. Open the drawer to find Lady Christina's Will. This completes the requirements for the Lady's Bequest side mission.

Basso’s Jobs 3 of 25: Lady's Bequest

Exit Leatherwood Furniture. Press the view button cn_back and choose objectives. Having taken care of the targets of opportunity, it's now time to deliver the mechanical hand to Ector. Track "Return the Mechanical Hand to Ector."

We'll be going back the way we came. Return to the doorway with the sign over it—Cigars – Coffee – Tea. Turn left and scramble up the climbable area. Turn left and climb up twice more. Finally, turn right and climb up to find yourself outside the window you used to enter this area--Stonemarket - Baron's Way North. Open the window and enter. Follow the hall a short ways and exit the other window. It is just opposite the vent grate that you used earlier.

Go straight. After you jump off the box and start going down the roof, you'll see the bright light on the door of Ector's place. Continue forward, descend the ladder, and enter Ector's Emporium. Speak to him to conclude the Hand Tailored Client Job.

Client Jobs 1 of 6: Hand Tailored

Press the view button cn_back and select Objectives. Go down the list and press cn_Y on Beauty Within to track it. You'll note the objective marker is just around the corner southeast of Ector's Emporium. Go straight up some steps and then turn right. Look up until you see a window with a blue light glowing at the bottom close to the objective marker. To its right and above it is a rope arrow anchor. Shoot a rope into it. Climb the rope and jump off next to the window.

Note that there are two guards patrolling the area. If you proceed promptly, they will not be near you until you are outside the window. If they appear to be walking your way, back up and hide until the leave. Alternatively, you could pop into a cabinet to the left and below the target window. The cabinet makes a checkpoint save. You can look through the slats in the door and emerge once its safe.

Open the window and enter Miss Scarlett's Apartment--Miss Scarlett will be asleep in her bed and will not wake. There are nine items and a document. We are only interested in a collectible and a mission item--the mirror. Feel free to go after some or all of the others if you are so inclined. Duck into the open closet. Miss Scarlett's father enters, looks at his daughter in the bed, and turns around. Take him out by whatever means you see fit.

Go down into the lower room. If you enter the cabinet you can not only make a checkpoint save but also see the safe's combination, 824, scratched in the wood to your right. To the left of the fireplace is a cabinet. Open it to discover the (Flowers Eternal 2/6) Hydrangea Brooch.

The second painting to the left of the cabinet with the collectible in it is a landscape painting. Press the interact button to feel around it and click on two switches. The painting lifts up to reveal a safe. Enter the 824 combination to unlock the safe. Remove Miss Scarlett's Silver Mirror to complete this side mission:

Basso’s Jobs 4 of 25: Beauty Within

Exit Miss Scarlett's Apartment using the window just to the left of the safe and not the one you came in. Press the view button cn_back to track A Stroke of Madness. You'll see that the objective marker is just to the southeast of where you exited the apartment. Drop down. You'll see a blue ladder that you can use to get back to the Clock Tower Hideout. Go to the right of it and hug the wall to your left. As soon as you can, climb over the wooden railing. Press the interact button on the (City Heritage Plaques 04/16) Stonemarket Clock Tower to your left and remove it.

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Climb back over the wooden railing and head in the direction of the objective marker. You'll see a grappling patch to your left. Mindful of the guards in the area, climb up it. You'll find yourself on the platform where you pickpocketed a civilian in the pickpocket loop. Looking up in the direction of the objective marker is a rope arrow anchor. Shoot an arrow into it.

To the left of the rope anchor is a pulley. It might be difficult to see. Use focus if you can't spot it and it will glow blue. Shoot a blunt arrow at the pulley to cause the wooden bridge to lower.

Turn around and climb up on the crate behind you and continue climbing to get on a beam. Turn left, walk across the beam above the street climbing up to the roofed ledge at the end of it. Turn left and walk towards the rope you just shot climbing up on the wooden platform.

Looking at the rope move slowly to your left onto the wooden bridge you lowered. As soon as the prompt to grab the rope appears do so. This might be a little tricky. If so, just move left and right near the rope until you get the prompt. Climb up a bit and jump off onto the opposing roof. Enter Montonessi's Abode through the open window on the right.

Press the interact button on the painting to your right. Remove it to obtain (The Court of Montonessi 03/12) The Dangers of Seduction.

Obtaining the painting not only nabs you the collectible but also completes Basso's side mission:

Basso’s Jobs 5 of 25: A Stroke of Madness

Exit Montonessi's Abode. Turn left and use the rope to jump to the wooden platform east of you. Continue facing east, drop down to a narrow roof and follow it to the end. There will be a bird's nest containing some flashing common loot. There may be a couple of guards on patrol. If so, wait for them to leave. Drop down after looting the bird's nest of the purse--trifle though it is--and climb up the grappling patch and in front of you to your left. (Note: You are high up so make sure you get the drop prompt when you want to descend. It is unlikely the fall will be fatal but there's no sense in taking needless damage. Different people will have different enhancements so falls that are perfectly safe for one player might cause damage in another.) Use the climbing patch in front of you to get to the upper level. Turn right. If you recall the pickpocket loop, this should be a familiar section. It is just before you drop down to street level. There will be two windows with the telltale blue light at the bottom signifying they can be opened--one to the left and one to the right. We are interested in the one on the right.

Position yourself just opposite the window to the right. Climb over the wooden railing so that you will end up on the wooden beam just under the window. Press the interact button to open the window and enter Lady Marigold's Apartment. Inside the apartment go into the room on the left. Inspect the painting you face--just to the right of the bed. There are two switches. Activate them. Then press the interact button to reveal a safe that contains two items--one of them is (The Mortal Coils 2/6) Marsh Adder Bracelet.

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Don't forget to collect the common loot since it's handy. Open the window and get back on the beam. Look down and drop down. Make sure you use the button prompt to drop down and don't just walk off the beam. You land above the street follow the walkway south. There may be two guards on patrol but they will not be able to detect you. Turn right around the corner and then turn left. Look back and up to spot a rope arrow anchor. If you have difficulty seeing it use focus. Shoot an arrow into this anchor. Climb up the rope and enter the open window to discover a (10/73) Secret Area.

Save! Pick up the common loot, climb out the window, grab, the rope, and slide down. Turn right so that you face south and take a few steps to the end of the wooden walkway. When there are no guards about, drop down. Immediately take a right going over a ledge with two wooden barrels. Stay in the lower area, turn left, and remove a grate. Go through the vent to emerge in a small room with a chest--this is a (11/73) Secret Area. Caution: Do not go to the chest. There is a trap.

Save! Having discovered the secret area, you can leave the way you came or, optionally, disarm the trap. It's a fair amount of work for very little return so it's okay to leave it. To disarm the trap, inspect the bookcase in front of you. Activate the switch to reveal an enclave just to the left of the bookcase. Press the interact button on the metal panel in the enclave to disarm the trap. There is an achievement to disarm ten traps. Since we will come across several dozen traps, I will not count them down especially since so many of them, like this one, are optional. Once the trap is disarmed, you can pick the five tumbler lock on the chest and pick up two items of common loot and a document.

Save! Go back the way you came, climbing up over the ledge with the two barrels, mindful of two guards that include this section in their patrol. There is a wooden box next to the ledge so you can use it as an intermediate step to ensure you don't blunder into the guards. Turn right (south) and take a few steps. As soon as you can, turn left into an enclave. Remove (City Heritage Plaques 05/16) Obediah Northcrest's Obelisk from the obelisk--do not press the button that is revealed when you remove the plaque.

Press the view button cn_back. Select Sick Willy for tracking. The objective marker is close by just west of your location in Kaitlin Court. You can climb over the ledge that you used earlier to get to secret area 10. This time, continue on and climb the ledge on the other side of the depressed area. Turn left and proceed cautiously. Once the guards are past you to your east, turn right. Check the obelisk and remove (City Heritage Plaques 06/16) Ulysses Northcrest's Obelisk for another collectible. As with the previous obelisk, there is a button behind the plaque. Do not press it.

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To the northwest is a window with a blue light under it right at the Sick Willy objective marker. Press the interact button to enter Sick Willy's apartment. Inspect a picture on the wall to the left of a folding fan. Activate the two switches. It will reveal a hidden ladder. Climb the ladder to discover a (12/73) Secret Area.

Save! Open the chest. Obtaining the watch completes the Sick Willy side mission:

Basso’s Jobs 6 of 25: Sick Willy

Collect the common loot and the documents--one is obtained by searching Sweet Willy's body that fell down when you triggered the ladder. Exit the apartment through the window you came in--there is another one. Keep the obelisk to your right and cross the courtyard. Climb the grappling patch to your left and continue up using the climbable area. Turn right when you can. Drop down onto the beam. Use the button prompt to make sure you will land on the beam. There are two beams and you want the lower one. Turn around on the beam and enter the window behind you. Crouch down near the head of the bed and, with a blunt arrow, shoot the switch on the wall behind the bed. Activate focus if you need assistance in locating the switch. Shooting the switch causes a panel to slide back as you discover a (13/73) Secret Area.

Save! You get credit for the secret area when you shoot the switch. However, make sure you pick up the items behind the now-open panel. Search the rest of the apartment making sure you do not overlook the purse in the bird's nest on the other window sill. Exit either window and drop down. Return to Sick Willy's apartment by going south and west. Scale a grappling patch to the right of the window to Sweet Willy's apartment that you did not use. Jump or climb down to discover a (14/73) Secret Area. There's a chest with a four tumbler lock that contains some common loot.

Save! Climb the ladder back up. Turn right and shoot rope arrows in each of the two anchors that you see above you. Grab the first rope and jump to the second rope. Climb the second rope a bit and jump off onto a beam. Go a few steps on the wooden walkway to your right. Open the window to your right with the blue light seeping through the bottom. This is a (15/73) Secret Area.

Save! For unlocking 15 secret areas, you unlock an achievement:

Hidden Agenda

Discover 15 secret areas

Hidden Agenda
1 guideOffline Game ModeSingle PlayerCollectable

Progress Check: Since, unlike collectibles, secret areas are not recorded in your stats; this is an occasion to tell if you are on track. If you have been following the guide, this secret area will be your 15th. If you do not get the achievement, it means that you did not get credit for one of the seven secret areas in Chapter 2 or one of the eight secret places that we have visited so far in the city. If you have a problem, review the list of secret places so far to try to identify which one(s) you may have missed. The 8 secret areas we have been to in the city can easily be revisited. If it is not one of those, Chapter 2 can be replayed by going to the start point at the Stonemarket Graveyard Gate near the Gypsy Queen. It is a little more involved to replay Chapter 2 than it is to make a quick check of the city secret areas. Nevertheless, you want to ensure that you are being credited for each of the 73 secret areas.

Press the interact button on the (The Court of Montonessi 04/12) The Arrogance of Nobility painting to your right to remove it with the razor.

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There are a couple of items of common loot. Once you pick them up, exit the window and turn left. Just in front of you is a rope arrow anchor to the right of the top of the obelisk. Using focus will show it very clearly as in the below picture. Shoot a rope arrow into it. Use the rope arrows to your left to slide down to ground level. Depending on how robust your are, you might be able to use just the one rope arrow to your left. Otherwise, you might have to go back the way you came, using both ropes, and drop down to street level once you are on the low roof. Once your are at street level, go forward and climb the rope arrow you just put into place. Jump off onto the balcony. Turn right and pick the four tumbler lock on the door. Enter and look under the desk. There is a switch on the left hand side. Inspect it with the interact button. The act of inspecting the button reveals a (16/73) Secret Area.

Save! Although pressing the button gave you credit for discovering the secret area, it also raised the painting on the other side of the room. Pick the five tumbler lock on the safe that had been behind the painting. You obtain an item of common loot and a document. Exit back onto the balcony. There is a minor item of common loot on the crate. Check that the two patrolling guards are not in the area and use the rope to slide down to ground level. Head east and take your first left heading north on the walkway with the three civilians on it. Go to the end and turn left.

This is where we dropped down to pick the pockets of the last two guards on the pickpocket loop. This time, instead of going up the stairs right in front of us that the guards used, we will be going to the right of the stairs looking left to spot a grate. Open the grate and go through the shaft to emerge in a small room. Go to the right of the short wooden stairway and look under it. There is a blue switch. It is visible without using focus. Shoot the switch. A panel will slide back to reveal a chest. Go up the short staircase to the chest. As you get near the chest, you will hear the chime signifying you have found a (17/73) Secret Area.

Save! Pick the five tumbler lock on the chest to find a document, some food, and some common loot. Go out the way you came through the vent. Press the view button cn_back and choose Objectives. Track Taking a Fence. It is not too far from our present location but it is in a darkened area indicating that we will be transiting to a different area of the city. We will actually be doing Saving Face before Taking a Fence but Taking a Fence is closer to the transition point we will be using. We are also not too far from the Clock Tower hideout and the Crippled Burrick. It is a good time to stock up if you need to before heading to the new area.

Note: Except for casual reminders like this one, I leave it up to you to manage your inventory. You should always keep a throwable in your possession. We rely heavily on rope arrows so keep them stocked up. To a much lesser extent, we find water arrows useful so it is well advised to keep several on hand at all times. To an even lesser extent, we use blunt arrows. Since they are so inexpensive, though, and because they are needed to open up some secret areas such as the one we just did; there is no reason not to keep a full inventory of blunt arrows. Since you are under no constraints regarding play style in this playthrough, you are free to employ other arrows as you see fit. Later on, we will have occasion to use arrows other than the rope, water, and blunt arrows. Ample warning will be given before you have to purchase them.

Conduct any business that you might need to. Then, follow the objective marker to the southeast corner of the map. When you reach a dead end, press the interactive button on the crates to enter Stonemarket - Baron's Way South. As soon as you emerge, turn right. You will see a door with a bright light on it. This is the marker to replay Chapter 1 should you ever want to do so. To the left of this door is a grate. Open it.

Go through the vent. When you get through, look up and shoot a rope arrow into the anchor. Climb up and jump off into a (18/73) Secret Area.

Save! After you pick up the common loot, slide down the rope. There are four guards and a number of civilians. There is a guard standing right near you and one across the street on a tower. To your right, a swordsman talks to a crossbow guard. Before long, the crossbow guard will start to patrol covering a short area up and down the street. The civilians will pay you no heed unless they see you assaulting a guard or shooting an arrow.

The guide will use a ghost approach where we will remain undetected with no suspicions and without killing or knocking out any of the guards or civilians. Nevertheless, this requires constant vigilance and a cautious approach. We are under no playstyle constraints. We've got quite a lot to do in this area so feel free to take out the guards and/or the civilians. You can shoot the crossbow guard on the tower opposite you when he is on the far side so his body won't fall in the street. If you shoot him when he's on the far side looking away from you, you should be undetected.

Ignore the guard closest to you because you cannot take him out undetected as yet. Cross the street. If you take the angle where the darkness helps you the most, you can do it completely undetected. If you arouse a suspicion, it is not a big deal. go behind the watch tower and circle behind the swordsman who had been on your right when you shot the tower guard. Ensure the crossbow guard is walking away from you. The swordsman is not very alert and, if you hug the wall, you can slip into the alley behind him. There is a torch on the wall at the end of the alley. Douse it with a water arrow. Now, when the crossbow guard is walking away from you, you can take out the swordsman and drag him into the darkened alley. Stay in the darkened alley and shoot the patrolling crossbow guard when he is the furthest away from the other swordsman. Finally, go back to the starting point, sneak behind the last guardsman. You will not be directly behind him but to his left. Take him out and drag his body into the darkness ensuring the man and the woman that walk up and down the street are walking away from the guard when you take him out.

This is just one approach. You can raise all the ruckus you want and take the guards out without worrying about detection. Alternatively, you can take the guards out non-lethally. You would take a similar approach except that you would knock out all the guards beginning with the guard in the tower. Before you can reach the tower guard, though, you have to place some rope arrows and lower a wooden bridge. So, the nonlethal approach has you begin your exploring and collecting before clearing out the hostile presence. A ghost purist, moreover, can discover all secret areas and pick up all the collectibles undetected without knocking out or killing anyone--guard or civilian. This is the approach we would have taken had we wanted to do this with our Custom Master difficulty settings.

From here on out, I am going to leave the approach to your discretion unless there is a direct impact on unlocking an achievement. The above discussion is to make the point that you can approach an area using the play style of your choice. You can take a very aggressive approach, a very stealthy approach, or something in between. You can choose to be lethal or nonlethal. The sequence here, starting from the Chapter 1 door, is conducive to a no detections or suspicions/no takedowns or kills approach.

Once you are ready to tackle the area, press the view button cn_back and track Saving Face. Follow the objective marker until you are standing outside the locked door to Crowley Stonecutters. Pick the four tumbler lock and enter. Caution: There is a trap that we need to disarm before picking up the bust that is the objective of this side job. So, your first order of business is to go downstairs and go directly to the plaque that is in the corner diagonally opposite to the bottom stair. Remove the plaque to get (City Heritage Plaques 07/16) Barnabus Northcrest's Obelisk.

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There is a button behind the plaque. Press the button to disarm the trap. Go all the way to the left and pick up the Baron's Bust to complete the side job:

Basso’s Jobs 7 of 25: Saving Face

There's nothing else here except for a document. Collect it and leave Crowley Stonecutters. As soon as you step outside and can get the city map, press the view button cn_back. Choose objectives and track Taking a Fence. It appears to be close by but is not accessible from the street level. With your back to the Crowley Stonecutters door, take a couple of steps diagonally left. Look up and shoot a rope arrow into the anchor. As always, focus will help you identify key features if required.

Climb up the rope and enter the apartment through the window at the wooden landing. Collect the common loot and a couple of documents. There's a chest with a four tumbler lock and a cabinet with a three tumbler lock. Leave by the window that you did not use to come in. Start to cross a beam across the street. Turn around and look up. Shoot a rope into the rope arrow anchor and a blunt arrow at a pulley. Shooting the pulley will cause a wooden platform or bridge to lower. Climb up the rope and jump off onto the wooden bridge.

Note: If you have decided on a nonlethal approach to taking out the guards, you can use this bridge to make your way to the tower with the crossbow guard using a rope at the other end of the bridge. Make sure the guard is moving away from you when you make your move.

From the wooden bridge, position yourself across from a window with a small roof underneath. Press the button prompt to jump across onto this roof. Look through the window. There is a switch just above and to the left of the candles. Shoot the switch with a blunt arrow. The window bars will raise. Enter Yellowface's Office.

If you used focus to locate the switch, you would have seen a row of books on the right hand side glow blue. Go over to the books and inspect them by pressing the interact button. You will be prompted to activate a switch. Doing so will slide back a panel to the right of the books. Enter the enclave behind the panel and approach the desk to discover a (19/73) Secret Area.

Save! Pick up all the common loot on and in the desk. Doing so, completes the side job:

Basso’s Jobs 8 of 25: Taking a Fence

There's more common loot in Yellowface's Office but only that behind the panel counts towards the side job. Pick up the remaining loot and leave Yellowface's Office through the window you used to come in. As soon as you get the city map, press the view button cn_back and track Watch your Step. Go to the back of the alley near the objective marker. Climb up and make your way to a window right outside the objective marker.

Even without focus you can see the pressure plates on the floor and the control panel above the bed. Stay on the left side of the room. Go to the control panel. Press the interact button to use the Wirecutter and disarm the traps. This concludes the side job:

Basso’s Jobs 9 of 25: Watch your Step

Exit through the window that you did not use to come in--the one with the blue light underneath. We are back in Blackfurrow. Press the view button cn_back and select the Writing Wrongs side job. Go around the corner, following the objective marker, open the window and enter the Author's Apartment. Listen to the conversation as you pick up the common loot in the apartment. You find out that the manuscript you need for the side job is at the Clocktower Bookbinders. When you leave the apartment, you see that the objective marker for this side job has changed. It is now close to the Crippled Burrick.

Note: Going back to your Clock Tower hideout will reset the enemies in Baron's Way South. If you have been ignoring the enemies as this guide has, it is of no consequence. If you have been taking out the enemies, you might prefer not to return to the hideout.

Follow the objective marker. You can't enter the shop by the main door. Instead, use a small alley that provides access to a west entry. Press the interact button on some crates to move past them. Pick up the common loot on the desk and in the register--climbing over the desk to do so. Then, inspect the books behind the desk. When you activate the switch, a chime sounds signifying you have discovered a (20/73) Secret Area.

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Save! Go back over the desk and down the trapdoor opened by triggering the switch. There are a couple of items of common loot and the manuscript. Picking up the manuscript completes the side job:

Basso’s Jobs 10 of 25: Writing Wrongs

Return to Baron's Way South through the window to the room with the Watch your Step side job. This is a better way into Baron's Way South. We used the southeast entrance earlier because we needed to find the secret area close by and because I wanted to show the Chapter 1 replay point. In the future, we will have occasion to return to Baron's Way South. The 'Watch your Step' window allows us to enter the area north of the guards and to cross over the street behind them. We will cross the street now and hug the buildings to our left as we proceed southeast. Vault over a wooden railing and get behind the watch tower. Turn around and open the grate. Go through the vent entering a room with a merchant. A chime sounds signifying you have discovered a (21/73) Secret Area.

Save! Transact any business you might need to with the merchant. He carries only a variety of arrows, food, and poppies. You'll note there is another vent exiting the room. Use it. Climb the ladder in the room where you find yourself. Pick up the common loot in the bird's nest and drop down to street level. Hug the wall to your right staying in the darkness. You come to a well-lit chest with an arrow pouch and a (Flowers Eternal 3/6) Lilac Brooch.

Turn around. Head towards the gate with the bright light. Press the interact button on the bright light. Answer, "Yes," when asked if you would like to go to South Quarter.

If you look at the map, you'll see that South Quarter is quite a large area. Press the view button cn_back and select objectives. Track The Disappearing Poet and head towards the objective marker. There are four guards in the immediate area--Glimmer Lane. You can evade them as we did during the previous walkthrough or deal with them as you see fit.

Tracking the objective marker leads you to a window that, when opened, gives you access to Riverside Rooftops in the northwest section of the map. Turn right and climb up continuing to follow the objective marker for a short ways. Open another window and enter the Poet's Abode.

Go downstairs and collect the painting in a small room with a large wooden tub presumably for bathing. The painting is (The Court of Montonessi 05/12) Rutting out of Season.

Search the apartment for common loot and more, importantly, documents. In addition to a newspaper article, there are five poem fragments. You may have to use focus to assist you. Don't overlook climbing on cabinets or an empty chest that you get to through a vent after removing the grate. The fragment is found when you close the empty chest. The fragments do not have to be found in order. Finding the fifth fragment completes the mission:

Basso’s Jobs 11 of 25: The Disappearing Poet

Leave the apartment. Press the view button cn_back and track Visit Erin's hideout in South Quarter. Go to the hideout gate as you did in the previous playthrough. However, do not enter. Instead, turn to your left and drop down. Pick up the poppy and a (Flowers Eternal 4/6) Sunflower Brooch.

Climb back up and enter Erin's Hideout. Quickly go through. Refer to the Preparations for Chapter 3 on page 3 of the guide if you need to refresh your memory. When you finish, you find yourself in South Quarter/Riverside - Eels End. Turn around and remove the (City Heritage Plaques 08/16) Carlysle's Mill plaque.

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Press the view button cn_back and track Carnivalesque. The objective marker is at the bottom part of the map. Proceed towards it. Don't go all the way there. After going down some steps, turn left heading east along the water. Go through the vent in front of you. When you emerge, look left and remove the (City Heritage Plaques 09/16) Custom's House Bridge plaque.

Return and head towards the objective marker entering The Siren's Rest Tavern. There are two entrances. Use the closer one. There's a merchant if you need to stock up. In addition to the customary rope, water, and blunt arrows; make sure you have at least 3 or 4 regular broadhead arrows. If you have been picking arrows up from the arrow cases, you will already have enough. When you are finished with the merchant, head upstairs. Follow the objective marker and talk to a fancy gentleman, Vittori. This completes Basso's side job:

Basso’s Jobs 12 of 25: Carnivalesque

Vittori gives you a new mission--Happy Medium. Leave the Siren's Rest through either exit. Follow the objective marker to the northwest corner of the map--South Quarter/Riverside Sewers. Press the interact button on the white light on the gate to begin Client Job 2 - Happy Medium. We want to get all four thieving challenges:

  • Remain undetected
  • Take no damage
  • 2 combat takedowns
  • Collect all loot—20 items not counting three collectibles

Listen to Lenny's conversation. You get an objective to open the gate for Lenny. Collect a perfume bottle and climb over a crate so you are on the other side of Lenny's gate. Open it. Lenny will go talk to some people. He is stuck there and will not progress. Collect seven items of common loot and a city plaque: (City Heritage Plaques (10/16) South Quarter Sluices.

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Return to Lenny. There is a crank at the objective marker. Turn it. A non-lethal jet of flame spurts out prompting Lenny to proceed and hiding you from the people he was talking to. Follow Lenny.

Lenny gets stuck talking to Rosie. Turn a crank to Lenny's left to open up a trapdoor underneath Rosie. She falls. The inebriated Lenny is only mildly puzzled by the disappearance and moves on. Rosie's disappearance does not count as a kill or knockdown so presumably she's OK as we hear her fuss at Lenny from where she fell. Continue to follow Lenny. Pick the gate's lock to allow him to continue.

After he talks to a comrade, he enters the Eelbiters Warehouse. When Lenny starts drinking, shoot his comrade in the leg with a broadhead arrow. Knockout Lenny--you can't do a combat takedown on him. Perform a combat takedown on the comrade by holding down the button as prompted. This is one of two combat takedowns for the thieving challenge. We shoot the target in the leg first so that the combat takedown will be silent and we can do it undetected. Pick up a necklace from a drawer and (Whiteridge's Duty 2/6) The Constant Lady from the chest.

Retrace your step and drop down through the hatch. There's a cabinet where you can make a checkpoint save. There's another thug walking about. Shoot him in the leg and perform a combat takedown as prompted. Two of two combat takedowns for the thieving challenge. Pick up the two items of common loot. Walk up the stairs to where you got the last collectible. Then, go up to the upper floor. There's a thug upstairs. Take him out as you see fit since we already have the two combat takedowns. Pick the three tumbler lock on the chest to get (Client Loot 4/8) The Talking Skull.

There are seven items of common loot including some in two unlocked chests. Pick them up. Go down the stairway that you did not use to come up. The final two pieces of common loot are in a chest bringing the total to 20 and satisfying the thieving challenge. Retrace your steps to where you entered the mission ensuring you are not detected. Even if you missed a couple of thieving challenges in client or chapter missions, you should have over ten earning you an achievement:

Dark Archer

Complete 10 optional Thieving Objectives

Dark Archer
1 guideOffline Game ModeSingle Player

Head east using the window you used to enter the northwest corner of the map to get to the Poet's abode. The window will take you from Riverside Rooftops back to Riverside canal. Keep going east until you drop down into South Quarter/Riverside - Fish Hawker's market. There are guards around so stay in the dark recess where you dropped down. There is a rope anchor above the South Quarter Postmaster. Shoot an arrow in it and climb up. You jump off on a wooden landing outside a window. Go through the window and keep left. Look at the shelving and press the interact button on a switch. This opens a hatch above the cabinet. Climb up the cabinet into the hatch. The telltale chime will sound signifying you have discovered a (22/73) Secret Area.

Save! Collect the common loot and pick the three tumbler lock on a door. There is an unlocked chest containing (The Mortal Coils 3/6) Wellpool Viper Bracelet.

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Return to the wooden landing outside the window. Turn right and then left on a beam over the street. Climb up on the wooden landing but do not enter the window in front of you. There is a trap in the apartment. Later, we will get a side mission where we will disable the trap.

Once on the landing turn around. There is a blue pulley that is hard to see. Use focus if you can't spot it. Shoot the switch with a blunt arrow. This is a tricky shot. Make sure the reticle has locked on to the target. You may have to move a little to get a good shot.

Shooting the pulley causes a wooden bridge to drop down. Go back across the beam and climb up onto the wooden bridge. A chime will sound signifying you have discovered a (23/73) Secret Area.

Go to the end of the wooden bridge and pick up the common loot. Return to the beam. Save! (I couldn't save on the wooden bridge so I had to wait till I got back on the beam to save).

Cross the beam and climb up to the wooden landing. Follow it around the corner of the building heading north. At the end, drop down into the darkened area. Keeping to the north edge, proceed slowly. There are dogs that are very sensitive to movement. Climb up on a box, turn right and drop down into a recess. Enter the vent in front of you to discover a (24/73) Secret Area.

Reminder: Although the guide 'ghosts' your way through the area, there is no need to be subtle. You can be as stealthy or as aggressive as you want. If you'd like, you can shoot all the enemies--human and non-human. For the purpose of getting collectibles and discovering secret places, there is no reason to stay undetected. So, play according to your personal preferences. We have already gotten the achievements that require a certain style of play.

Save! Exit the vent, turn left and climb on some crates. Drop down and immediately swoop to the rear so the dogs don't detect you. Even if you move very slowly, their alertness icon will fill up and they will detect you. Vault over the wooden table and turn right. On the brick wall to the right of some planking is a button. Use the interact button to press it. It is a little difficult to see unless you use focus. However, the prompt for the interact button will appear when you get close to it.

The planks slide left to reveal a three tumbler safe. Press the button that you see when you open the safe. This opens a sliding door in the wall to your left. Go through it and down some steps to enter the Derelict Bar and discover a (25/73) Secret Area.

Save! There is a sleeping guard who will wake if you make noise going through the glass on the floor or knocking over the bottles on the bar. You have to go over the bar. The 'ghost' way is to remove the bottles as throwables one by one and throw each one up the stairs where they won't disturb the sleeping guard. It's much easier just to knock the guard out. Whichever approach you take, climb over the bar and look left to discover a focus point. This is a rune that gives you the same kind of focus point you can buy from the Gypsy Queen. Use it as you see fit or save it for later. Turn to your right now and pick up the (The Pinned Castinets 1/6) Oilbox on the wooden shelf.

Return the way you came climbing over the box near the dog. You can duck into Secret Area #24 if one or more of the dogs starts growling. Climb on the crate north of you. Continue north a few steps on a wooden walkway. Grab the rope. Climb up and jump off onto a higher wooden walkway. Head south as far as you can. This allows you to avoid all the guards and the dogs by staying above them. At the end drop down. Be mindful of the guard. If there are two guards wait for one to leave. As soon as you drop down, swoop in a southwest direction. The area is well lit so you have to move quickly to avoid arousing the guard's suspicions.

Climb up the rope you see hanging. Jump off onto a wooden landing. Enter the window with the blue light seeping from the bottom. Going through the window puts you in Baron's Way South. In the apartment, go left through a door. Shoot a rope arrow into the anchor to your left. Climb down the rope through the hatch below the anchor. You can safely drop down. However, you need the rope in order to come back up. Going down the rope arrow is safer because you can see the guards below and time your landing appropriately. Stay high on the rope wait for a guard with a lantern to walk under you and then leave. Make sure he's a good distance away when you drop down. Swoop into the dark stairway to your right.

Turn around. Make sure the coast is clear. Turn right down the hill where the guard with the lantern was walking. Take a few steps and duck in the recess to your right. Enter the vent to your right. You enter a room that is a (26/73) Secret Area.

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Save! Go South when you have to turn, turn left. The main road goes to the right but there is a small opening to your left through which you can see a wooden railing. Go through the opening. Take off a vent cover to the left. Go through it into a room that is a (28/73) Secret Area.

Save! Go back towards secret area #26. Just before you get there turn left to go down some stairs. The stairs are clearly marked on both the main map and the mini-map. At the bottom turn left and use the grappling patch to get up on a roof. Climb the roof and hop over the wooden railing. Turn right, take a step and drop down to the right. Scramble up the climbing spot to your left front. Turn left in front of a window. Go straight and go up another wall with a climbing spot. You are now in South Quarter/Riverside - Eel's End on a roof just east of where we got collectible 29, the Carlysle's Mill city plaque.

We are not going down. Instead, take a left and follow the wooden walkway around to a window with the telltale blue light seeping from the bottom. Enter the room. Press a button on the right hand side of the painting on the left. It's the one with two faces side by side--the button is on the face on the right. A panel opens to the left of the bed. Pick up a couple of items of common loot. Exit through the window. The chime sounds to indicate you have discovered a (28/73) Secret Area. Entering the room and leaving without pressing the button will not cause the chime to sound. You must enter the room and discover the hidden panel then leave to get credit for the secret area.

Save! Use the wooden walkway to go back to the roof. Take a right and hop down the wall you climbed to get to the roof. Take a left using the climbable patch to get up to another small roof. Climb up to a platform and grab the poppy and an item of common loot. Continue forward and drop down to street level. You are now in South Quarter/Riverside - Skinmarket. Immediately climb up the grappling patch on the other side of the narrow street. Climb up to the wooden walkway on the left. Head east a few steps. Use the beam to get to the wooden walkway on the other side when there's a blockage. Continue east on the other side going around a barrel and using a beam to continue heading east. Climb up to a higher walkway when forced to do so.

You'll see a crate on the right and a window with a blue glow on the left. Go around the crate and go through the grate on your right into a small room. The chime sounds indicating you have discovered a (29/73) Secret Area.

Save! Go back the way you came and return to the Siren's Rest. Before you enter, check the north side of the northwest corner. Remove (City Heritage Plaques 11/16) The Siren's Rest.

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Enter the Siren's Rest and return the Skull to Vittori.

Client Jobs 2 of 6: Happy Medium

That's all the side missions we have for now. Our next undertaking will be Chapter 3. We spent a fair amount of time in the City. However, we discovered just over half the secret areas in the City and acquired 20 of the 27 collectibles in the City. Accordingly, our future forays in the City between chapters will be much shorter. The remaining secret areas or collectibles are either in side missions that Basso has yet to give us and/or areas of the City that have not been unlocked yet.

At this point, you should have only one objective--"Find the path to the House of Blossoms." Follow the objective marker. Remember to use the crank to lower the bridge as we did in the previous playthrough. Cross the bridge and press the interact button on the light shining through the door to start the chapter.

Chapter 3: Dirty Secrets

  • Collectibles: 5
  • Secrets Areas: 5

When you start the chapter, climb up on the pipes to your left. Proceed a short distance in the direction away from your start point. Press the interact button on the metal panel. You will use the Wirecutter to disable the panel. Drop down and open the door underneath the pipes. When you go through the door a chime will sound signifying that you have discovered the first of five (30/73) Secret Areas of the chapter. Save!

Thieving Challenges: As usual, we plan on not being detected but the game will not give us credit for that thieving challenge because we are going to play with a predator style to get an achievement. Remember that you are credited for the thieving challenge only if you adhere to the associated play style. Although we generally like to do two thieving challenges per chapter, we can get by with only one for Chapter 3. We will be doing a lot of knockouts for an achievement so we will not get the challenge for no kills or knockouts. If you'd like, though, you can make a save just before the knockouts and you can revert to that save after you get the achievement and continue the chapter similar to how we did it the first playthrough with the detours to get the collectibles and secret areas. The best candidate for a thieving challenge is five aerial takedowns. Unfortunately, we will be using the environment to knock out a lot of potential candidates for aerial takedowns. Nevertheless, it ensures that we will have the predator play style which is the play style associated with the aerial takedown challenge. There are still enough targets if you'd like to pursue them but, doing so, makes the chapter longer than it needs to be.

The final thieving challenge is the tedious collect all loot challenge. I prefer to get the challenges in the Client Missions so it's not essential. Nevertheless, although I say it's tedious, there is an enemy presence only for the first six items of common loot. These are obtained before entry to the brothel. The preponderance of the common loot items are in the brothel. We will be knocking out all the enemies to get an achievement so the common loot is there for the taking. The remainder of the common loot is picked up before we acquire the book. As you'll recall, there is no enemy presence in the ruins until after we have the book in our possession. So, although it is not covered in this guide, feel free to go after all 57 items of common loot made easy because 51 of 57 are available where there is no enemy presence. Moreover, we will be doing a complete tour of the brothel to prepare us for a map challenge and it will be easy to pick up the common loot scattered about.

In the secret area room, there are some arrows, some food, and a poppy. After gathering them, turn to face north--this is the direction you would be facing had you turned right immediately upon entering the room. Climb up on a crate and then higher to an elevated level. Pick up the first of five collectibles in the chapter, the (The Pinned Castinets 2/6) Jewelwing.

Continue north. Drop down. Walk a few steps and drop down again. Drop down to the low area on your left. Climb some boxes. Shoot a rope arrow into the anchor far above you. You might have to move around a bit on the boxes to get the correct angle. Climb the rope all the way to the top. Jump off to discover the second (31/73) Secret Area of the five in the chapter.

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Save! Return the way you came jumping off halfway down the rope rather than sliding all the way to the bottom. Then, retrace your steps to the room that was secret area #30 and exit through the door of the room. Turn left. We're now going to take the same path we did in the previous playthrough. We'll go north and take a right at the corner followed by an immediate left down a short flight of stairs. Turn right down another short flight of stairs. Open the grate to your left. When you enter, you will hear the chime signifying you have discovered the third of five (32/73) Secret Areas in the chapter.

Save! We continue to take the path used during our previous playthrough. After entering the grate, turn right to find some beams. Proceed along the beams turning right at the first crossing and left at the second. Drop down and follow the path to a climbable spot to the front right. After climbing up, drop down on the other side. Go forward and turn left until you reach a big door. Pull the lever to the side of the door to open it. Enter. Pull a similar lever in the next area and enter.

Follow the first lady you see to the right. You can pickpocket her two earrings if you'd like. Stay back while she talks to a guard. Make sure you're hidden at the end of the conversation when he walks off. The go east and take a left. Pick the three tumbler lock of the door on your right. Turn left on entering. Drop down and turn left again. Go straight and turn right at the wall. There is a metal control panel. Use the interact button to use the Wirecutter on the panel.

Go back the way you came. Exit the door whose lock you just picked. Hop over the railing. Stay hidden until the coast is clear. Then, drop down and pull the lever. This will release opium throughout the brothel knocking out most of the people and killing a few. I had no knockouts or kills before pulling the lever. After doing so, I had 24 knockouts and 3 kills unlocking the following achievement for killing and/or knocking out ten people using the environment:

Health Hazard

Kill or knockout 10 people using the environment

Health Hazard
1 guideOffline Game ModeSingle PlayerCumulative +

The entire brothel is now a safe area. This provides us with a unique opportunity to completely learn its layout. There is an achievement for scoring 5,000,000 or more in a Challenge Map. One of the challenge maps is of the brothel. Because we have remove all enemies, we can fully explore the brothel and stack the deck in our favor when we do the challenge map.

Before we start exploring, though, we'll pick up the only collectible in the brothel and the second of five in the chapter. There are no secret areas. Head up the stairs on the west side of the brothel. When you spot a grappling patch, use it to climb up into an attic space. Pick up the (Serendi Stone Circles 3/7) Emerald Circle.

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Optional Exploring for Map Challenge: You don't need to explore at this point if you don't want to. You can learn the map during the challenge itself. If you don't want to explore, skip ahead to "End of optional exploration." However, you might find the exploration of use to learn the lay of the land before you have to perform the challenge with 12 enemies while under severe time constraints. As you got though this tour, feel free to pick up common loot. There will be a total of 176 items of common loot and picked pockets in the challenge.

Return to the door that you opened with the second crank. Turn right and go in a counterclockwise direction around this room popping into a vestibule at the southwest sector of the room. When you return to the door where you started and go around the right half of the lobby area in a counterclockwise direction ending up at the door where you started.

Now head right through a curtain. In the challenge map this curtain will be open. Note the door that is just past the curtain. It is open but, during the challenge, it will be closed with a guard patrolling the walkway on the other side. Go through the door and head back to the door with the lock you picked earlier. Retrace you steps to the panel that you sabotaged and go back the way you came. Just before you get to the open door near the curtain, turn right down some stone steps hugging the right banister. At the bottom of the stairs, turn right and go into the southwest corner of this lower area.

In the map challenge, the opium machinery will not be operating and the room will be quite dark with the exception of a couple of candles. This southwest corner will be completely dark. Turn left and go to a table. Turn around and go back to the southwest corner. Go north and inspect the two tables at right angles to one another. From there, go to the recessed area on the west side between the two flights of stairs. Turn around so you face the kitchen. Turn left and go up the stairs.

Go through the open door at the top of the stairs. In the map challenge, it will be closed. Inspect the curtain to the right of the door. In the challenge, the curtain will be open. Now climb up on the stone partition that separates this room and drop down on the other side. Go east until you are halfway up a flight of stairs but stop before you get to the first landing. Turn around. Go down the stairs and turn left. Inspect the furniture with the candle on it and the cabinet to the left.

Now go back to the left side of the stone partition and climb up it again just to the left of some candles on a short table. Drop down on the other side. Head west the length of the partition. When you reach the end, turn east and go back the other side. Just past the last stone column on the right, turn left hugging the column and stopping near a curtain. In the challenge, the curtain will be open. Go through the curtain and walk in a clockwise direction around this room. Note the stairs to the north but don't go up them--just continue your clockwise circle.

In the map challenge, there will be four rooms each connecting to this central area. The pair of rooms on the west and the pair of rooms on the east will have connecting doors. You will be going in a clockwise direction starting with the southwest room going to the northwest room crossing over to the northeast room and finishing up in the southeast room. You will probably have to do this circle twice. Note also the partition running north and south that divides this room.

When you finish, exit through the curtain you came in. Go up the stairs past the grappling spot you used to get the collectible and end up at the top. Look across and locate a rope arrow anchor. Shoot a rope arrow into it. Turn right and inspect the cabinet at the end of the hall. Turn around and open the door to the right. In the challenge, this door will be locked with a three tumbler lock. Inspect the balcony to the right. Go between the back of the desk and the couch and exit the room the way you came in. Return to the top of the stairs.

Enter the room closest to the top of the stairs. You go through a curtain. In the challenge, the curtain is replaced with an open door. Open the door that connects this room to another bedroom. In the challenge, this door will be open. Go through the curtain (open door in the challenge). Go east along the hall and enter the room on the far end through the closed curtain (open door in the challenge). Exit the room, turn left and inspect the room next to it. Exit this room and turn left.

Get on the piece of furniture and then use the rope to get to the other side. Go straight and pick the three tumbler lock of the door to your left. Inspect this room. If you want to open the safe now, disarm the trap first by pressing the interact button on the control panel to its right. The safe's combination is 573. In the challenge, the combination lock is replaced with a three tumbler lock that you have to pick. Exit and then exit the adjoining room through its door. Turn right and head north the length of the hall. When you get to the end, turn right. Then turn left down the steps. There is a closed door in front of you. In the challenge, it is open and marks the exit of the challenge. If you want, you can look through the peephole and witness a scene. This, of course, will not be present in the challenge.

Recommendation: When you are completely familiar with the lay of the land, make a manual save. Exit to the title menu and select Challenge Mode. The number of available challenges will differ according to the number of DLCs you have if any. You will always have House of Blossoms--it is part of the base game. Select it and choose Chain and Gain. Page 8, Challenge Mode - House of Blossoms , provides a possible solution.

Note: You can do a challenge any time you want including before playing the game itself. You do not have to do this particular challenge and you do not have to do the challenge of your choice at this time. Because you choose the challenge from the main menu, it is completely separate from your playthrough(s) and can be tackled at your discretion. Nevertheless, I feel that the House of Blossom chain and gain is pretty straightforward. Moreover, you have the added advantage of learning the map in a benign environment. There is only this one achievement associated with challenge mode.

If you accept the recommendation, begin House of Blossoms - Chain and Gain. Refer to page 8 Challenge Mode - House of Blossoms if you want a guide. Scoring 5,000,000 points or more for the first time in any one of the three modes from any of the available challenge maps unlocks the following achievement:

Modesty Denied

Score an epic 5,000,000 or more in a Challenge Map

Modesty Denied
3 guidesOffline Game ModeSingle Player

End of Optional Activities--Resuming Chapter 3 Playthrough

Head to the inner office on the upper floor of the brothel in the southeast corner. Inspect the painting on the right hand side of the north wall and open the secret passageway. Refer to the chapter 3 section of the guide for our previous playthrough if necessary. Retrace the previous walkthrough until just before you reach the entrance to the octagonal room. You are in Underground Ruins - Forgotten Ruins. Where the guide told you not to go into the northwest passage, this time, pick the three tumbler lock to the door and enter the northwest passage. Go down the stairs. When you get to a watery area at the bottom, a chime will sound signifying you have discovered the fourth of five (33/73) Secret Areas in the chapter.

Save! Just ahead is a collectible. We have to use the medallion again. To find the symbols look in the alcoves to the left and right sides of the watery corridor. Without focus they are barely visible. With focus, they are very clear. After you look in all the alcoves, approach the podium. When you press the interact button, you will see that four symbols are glowing. Align the symbols as before and place the medallion in the podium. After the even finishes, approach the statue with the brightly glowing light. Press the interact button on the statue and acquire the third of five collectibles in the chapter, the (Unique Loot 4/9) Ancient Figurine.

To get some extra common loot: Inspect the statue again after obtaining the collectible. Return to the podium. You will see that you now have a fifth symbol. Align it. Replace the medallion in the podium. Two other statues rotate. Remove an item of common loot from each statue--an ingot worth a paltry 17G. Return through the door whose lock we picked and resume the path that we used in our previous playthrough. Don't forget to press the brick disabling the trap before going into the octagonal room.

When you get to the Scriptorium, inspect the bookcase on the west wall. Activate the trigger. The bookcase will rotate thrusting Garrett into the fifth and final (34/73) Secret Area in chapter 3.

Save! Just in front of you is a statue holding a collectible--the fourth of five in Chapter 3-- the (Memories of the Dead 2/6) Stonemason's Memory.

Now, inspect the bookcase in the south by southeast corner as you did in the previous playthrough to open up a secret passage. Enter the secret passage turn left. At the end, turn right and jump across the gap to the outer balcony of the northwest library tower. Proceed with the library tower puzzle as you did in the earlier playthrough. When you collect the ritual book you obtain the fifth and final collectible in Chapter 3, the (Client Loot 5/8) Ritual Book.

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Now, all that remains is to complete the chapter. We have acquired all the collectibles and discovered all secret areas in the chapter so you can finish any way you see fit. You may follow the previous playthrough's guide although, this time, you can knock out or kill enemies and can use focus. Remember, we would like to remain undetected so we get the thieving challenge. If you decided to go for all loot, you should have 56 of 57 items of common loot. There is one more remaining--an ancient ingot that you pick up in the northwest tower on the way out. If you're not collecting loot, you would go straight to the bottom of the northwest tower. If you are collecting loot, you would jump off the rope halfway down and get the ancient ingot from the middle balcony. The enemies do not appear until you reach the scriptorium which is after you leave the northwest tower. So, you do not have to take any special precautions when picking up the final item of common loot.

The City after Chapter 3

When you finish off the chapter, you end up at the Clock Tower Hideout. After a cutscene, you receive the objective to go to the Crippled Burrick. Do so. Visit the merchant and stock up on rope arrows, water arrows, blunt arrows, and broadhead arrows.

This is where I got the achievement for spending 40,000 gold. On Rogue difficulty, after you have bought Basso’s Bond to reduce item cost by 25%; poppies cost 17 gold and sell for 18 gold. So, you can buy and sell poppies at a profit. You can increase the maximum amount you can buy if you acquire Troy’s Satchel that increases the maximum amount of poppies (and food) to seven. This is not the ideal point to earn this achievement. You're in better shape to do it after chapter 6 when you have earned (and spent) more gold. However, for the walkthrough, I wanted to see how much of a grind it was. It wasn't too bad. It took me about 20 minutes and, once I got the hang of it, did not even have to look at the game screen or the controller.

Cache Dispenser

Use 40,000 gold

Cache Dispenser
3 guidesOffline Game ModeSingle PlayerCumulative +Shop

You don't have to get this achievement here. I'll give a reminder after chapter 6 the point I recommend to get this achievement. Basso is not there as you find out during a cut scene. So, there will be no Basso side missions during this intermission. Instead, go see Ector in his emporium. He will give you another client mission.

Go to Baron's Way South through the window we discovered doing the Watch Your Step Mission. Press the view button cn_back. Choose Objectives and track "Search the Thief's body for clues." The stealthiest way to get to the objective marker is by going to the merchant using the grate behind the watch tower and then using the other exit to get tot the southeast exit of the map. From there, head to the objective marker.

Shoot the thief's body that you see hanging high above you at the objective marker. Make sure the guards are not close when you do so. Searching the body gives you a new objective--"Go to Oxheart Perry's Pawnshop." Using the gate just east of you, go to South Quarter. Quickly head down Glimmer Lane and hop over the wooden railing to get to South Quarter/Riverside - Canal. Go to the objective marker.

There is a rope anchor above a window with the blue glow at the bottom. If you have trouble spotting it, use focus. Shoot a rope arrow into it and climb the rope. Jump off onto the ledge and go through the window. Go into the next room and remove (The Court of Montonessi 06/12) Living a Lie.

Exit through the window in this room. Note that this is not the window you entered. You find yourself on a beam. To your right you should see the glow of the mission start light. Cross over the street using the beam. Turn right and cross over using another beam. Turn right on the wooden ledge and enter the window to your left. Press the interact button on the white light and agree to start the Client Job - Silence is Golden. We want to get all four thieving challenges:

  • Remain undetected
  • 1 Environmental Exploit
  • Headshot three threats
  • Collect all loot—29 items not counting three collectibles

There are two items of common loot in the first room of the Abandoned House where you find yourself at the start of the mission. Climb out through the window into the Butcher's Dock. There is an enemy below you. Shoot him for headshot 1 of 3. There is also a dog. Shoot it, too, but it will not count for a headshot. Search the guard and obtain a document--Red Blades Orders. It says the voice box is in the safe. There is one item of common loot in this area.

Shoot the pulley that suspends a hanging crate causing the crate to fall. This is your environmental exploit. This is why we killed the dog. The crate falling would have alerted it and we would have lost our remain undetected status:

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Use the crate you just dropped to step down into the basement. Do not open the chest--it is booby trapped. Collect the three items of common loot and go up the stairs cautiously. Wait for the two guards to finish their short conversation. The guard closest to the door leaves. Shoot the other guard in the head and turn off the lights using the switch on your right. The other guard soon returns. Shoot him in the head. Headshots 2 and 3 of 3 complete the thieving challenge. There are four items of loot in the room where you shot the guard. Collect them.

Go upstairs. There is one item of common loot in the outer room. Enter the next room and take out Oxheart Perry asleep in his chair. Gather three items of common loot and (Whiteridge's Duty 3/6) The Observant Lady from the drawer in the cabinet.

Press the interact button on the metal panel to use the Wirecutter and disable the trap on the chest in the basement. This is where I got the achievement for disarming ten traps:

One Step Ahead

Disarm ten trap mechanisms

One Step Ahead
1 guideOffline Game ModeSingle PlayerCumulative +Shop

You may already have gotten it. If you don't have it yet, you soon will. There are many traps so this is not difficult to get. I did the optional Bank Heist job where I disarmed a couple of traps putting me a little further ahead than players who do not have the DLC and those with the DLC that chose not to do the optional mission.

Return to the basement. Pick the three tumbler lock on the chest and pick up the two items of loot it contains. There are no enemies so take your time picking up the remaining 13 items of common loot including four behind a door with a four tumbler lock. You will also find a collectible painting in the south room. Removing it gives you (The Court of Montonessi 07/12) The Grace of Insecurity.

Finally, open the safe to get the mission item that is also a collectible, (Client Loot 6/8) The Voice Box.

This satisfies the thieving challenge to collect all loot--29 of 29 items of common loot and 3 collectibles. Go down to the basement and climb out using the crate you knocked down earlier. Enter the abandoned house through the door. Go upstairs. Press the interact button on the door to complete the mission.

Return to Ector. Take care when you return to street levels because there are a number of guards patrolling. So, if there are enemies, wait till they leave or shoot them from your high vantage point. Choose the route that you are most comfortable with--you have several choices and you should be fairly familiar with the area now that you have done some side jobs in the area and gone around picking up collectibles and discovering secret places. You have mastered stealthy maneuvering and should be armed to the teeth so you can be as subtle or as aggressive as you want.

You might want to stop at the Clock Tower hideout and/or the shady merchant at the Crippled Burrick. They are both easy stops on the way to Ector. At this point in the game, you should be well off financially and should always keep yourself fully stocked up. When you get to Ector, give him the voice box. This completes the Client Mission:

Client Jobs 3 of 6: Silence is Golden

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That's it for this intermission in the city. We can't do much until we reunite with Basso. There are no more side jobs. So, proceed to the objective marker to start Chapter 4. It's not too far from Ector's Emporium. Not only should you remember it from the previous playthrough but we've also been close to it when we got the Stonemarket First Bank Plaque. If you did the optional Bank Heist client job, the Chapter 4 start is just to the left of the client job start.

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.

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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.

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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 cn_back 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 cn_back 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 cn_back. 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

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When you've cleaned out the Eelbiters Squat, return to where you disarmed the control panel. Press the view button cn_back 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.

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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.

Legend in Leather

Complete 25 optional Thieving Objectives

Legend in Leather
1 guideOffline Game ModeSingle Player

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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.

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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:

Old Habits Die Hard

Find all the secret stashes in Moira

Old Habits Die Hard
2 guidesOffline Game ModeSingle PlayerCollectable

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.

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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 cn_back. 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 cn_back 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 cn_back 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 cn_back 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 cn_back. 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 cn_back, 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.

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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.

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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 cn_back 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.

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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:

Priceless

Complete a collectible set

Priceless
2 guidesOffline Game ModeSingle PlayerCollectable

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.

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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 cn_down once to go down to the next section. Press cn_right to rotate the cylindrical section once. Press cn_down once to go down to the next section--the second cylindrical section from the bottom. Press cn_left to rotate the cylindrical section. Press cn_down to go down to the bottom section. Press the cn_dpad 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 cn_downto go to the next section. Rotate this section until you see the red mark at its bottom. Press cn_down to go to the next section. Rotate this section until you see the red mark at the top. Press cn_down 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.

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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:

Cache Dispenser

Use 40,000 gold

Cache Dispenser
3 guidesOffline Game ModeSingle PlayerCumulative +Shop

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 cn_back 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 cn_back 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 cn_back. 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.

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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.

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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.

  1. Press cn_right once and then cn_up
  2. Press cn_right three times and then cn_up
  3. Press cn_right twice and then cn_up
  4. Press cn_right twice and then cn_up
  5. Press cn_right once and then cn_up

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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.

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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.

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Completing the mission unlocks the achievement for completing all six client jobs in the base game:

Working Overtime

Complete all Client Jobs in The City

Working Overtime
1 guideOffline Game ModeSingle Player

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 cn_back 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.

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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 cn_back 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:

Dastardly Deeds

Complete all Basso Jobs in The City

Dastardly Deeds
1 guideOffline Game ModeSingle Player

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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 cn_back 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.

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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.

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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:

Finders Keepers

Discover all secret areas

Finders Keepers
2 guidesOffline Game ModeSingle PlayerCollectable

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:

What's Yours is Mine

Complete all collectible sets

What's Yours is Mine
4 guidesOffline Game ModeSingle PlayerCollectable

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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.

Introduction

From the game's main menu, the fourth choice down is Challenge Mode. There is only one achievement associated with challenge mode--Modesty Denied--for scoring 5,000,000 on a challenge map. The number of challenge maps available depends on whether or not you have obtained any through DLCs. We will be doing the House of Blossoms challenge map because it is included in the base game. Each challenge map, House of Blossoms included, can be played selecting one of three modes--Chain & Gain, Chain & Gain Limited, and Special Loot Hunt. We will be doing Chain & Gain because it has the least complex set of rules.

Tip: The ideal time to do the House of Blossoms challenge map is during chapter 3. Gas everyone in the brothel by hacking the control panel and pulling the lever. Explore according to the tour guide in page 6 of this guide. When you feel that you have internalized the layout, you will be ideally prepared to pick up a lot of loot with 12 guards in the facility.

In chain and gain your objective is to collect as much loot as possible while maintaining the 'chain.' You maintain the chain by picking up sequential items of loot before a 60 second timer counts down. Pockets picked, for the purpose of the chain and for value, count as loot as well. There is an additional bonus for picking up sequential items within ten seconds from one another called a quick chain bonus. The speed with which you pick up items also affects a score multiplier shown as a dial or gauge in the top left hand corner. When you pick up loot quickly, the multiplier increases to a maximum value of ten. Whenever, you are not picking up loot, the dial slowly decreases. To ensure a high score, you want to pick up most of the items while the multiplier is at 9 or 10 and try your best not to let the multiplier decrease below 8.

Scoring is very complex. However, assuming that you are keeping the multiplier elevated, there are only three major components you have to worry about:

  • The chain count bonus: There is an ever-increasing bonus as long as you do not lose the chain. It is so substantial that, if you are able to chain around 140 items or so, regardless of what else occurs, you should be able to score enough to earn the achievement.
  • Loot collected: Assuming you maintain the multiplier, loot collected will be your second major component of score after the chain count bonus.
  • Quick chain bonus: If you are able to obtain the quick chain bonus frequently, this can be a major addition to score. Sometimes, loot is in such close proximity you cannot help but obtain the bonus. Other times, a locked door will prevent you from obtaining a quick chain bonus between items.

Note that these are all interconnected. If you pick up quickly without ever breaking the chain (which is not hard), you will get great scores for the chain count bonus and loot collected and will, through the natural course of play, get a significant quick chain bonus. In contrast, if you do not pick up items quickly and especially if you break the chain, all three of these major components of scoring will suffer.

There are four thieving challenges:

  • Lift all loot - Bonus 250,000
  • Remain undetected - Bonus 100,000
  • Take no damage - Bonus 50,000
  • Reach the exit - time dependent bonus

The guide will describe how to get all four thieving challenges. However, you do not have to get any in order to get the achievement. The bonuses are all at least an order of magnitude less than the three major components of score listed above. So, although they may help you to meet the goal if you are close to the margin, if you are very slow and break the chain, you most likely will not meet the achievement's threshold even if you get all four challenges.

There are additional bonuses for picking pockets, picking locks, not using focus, and risks taken. A risk taken is a numerical counter that increases when you are close to an enemy and moving but taking no action. If you move close to the enemy, the counter starts. If you take an action like tossing a throwable or picking a pocket, the counter disappears. If you stop moving, the counter will stop but will require a period of inactivity before it resets. It is a very minor bonus. I tend to shadow the enemies to avoid detection so the counter is frequently active. In spite of that, my risk taken bonus was less than 7,000.

There is a penalty for stunning enemies and a penalty for killing enemies. Stunning the first enemy is a 5,000 point penalty. Each enemy, thereafter, increases the penalty by 5,000. So, if you stun all enemies, you will incur a 390,000 point penalty. Killing the first enemy is a 20,000 point penalty. Each enemy killed, thereafter, increases the penalty by 20,000. If you kill all enemies, the penalty is 1,560,000 points. The penalties for stunning and killing are separate. If you stun 11 enemies, the penalty for the 11th enemy is 55,000 points. If you then kill the 12th enemy, the penalty is only 20,000 because it is your first kill. With that in mind, if you want to incapacitate all 12 enemies, stunning 10 and killing 2 enemies would result in the smallest penalty--335,000 points.

Incapacitating all enemies is a valid strategy. If you clear out all the enemies, you can then collect all loot without opposition. What you lose in penalties, you gain in time. You should, especially, be able to pick up most of the loot with the quick chain bonus. Moreover, it doesn't have to be all or nothing. Just two or three guards not incapacitated will save you considerably on the penalty because of the cumulative progression.

As a personal preference, though, I prefer a stealth approach. I use the same rules we used in the Master Custom Difficulty playthrough--no kills or knockouts, no focus, no detections. Although this guide describes a stealth approach, feel free to knock out or kill guards, use focus, and be detected. To repeat what I said earlier, if you can amass a chain of about 140 items, you can meet the 5,000,000 points required for the achievement regardless of other factors. Even if you are killed before you reach the exit, you should have enough points with the 140 item chain.

House of Blossoms Map Challenge - Chain & Gain

Head right pick up loot from top right drawer and a throwable from the top of the table. I leave a coin on the top left hand side of the table. I play very risk averse to avoid breaking the chain and want to have one item of loot for easy taking when I leave the room. I swoop across the room and pick up a coin on the couch. A guard is patrolling the room in a clockwise direction. This puts me right behind the guard. When he moves, I pick up a pen he was stepping on. Then, follow him picking one purse and moving to his left when he stops picking a second purse. He will turn to his right and will not see me on his left. I pick up an item from the small table then follow the guard picking up an item behind him when he stops. When he starts moving I pick his third purse and an item from a small table as soon as he passes it.

I turn around and swoop in the direction I came and to my left to pick a vase from a small table and continue into an alcove where there are two coins. Leaving the alcove hugging the wall to my right, I pick up a pen and a coin from a ledge. I pop into the area behind the start point & get an item from a small table to the right of the door. I swoop to the door, hug it while it opens, picking up a coin from the floor. I continue to the right hand wall and pick up a mirror. I open my inventory equipping the throwable while also assigning it to cn_dpad. I turn left, going to pick up an item from the right hand corner of the room. I turn left and go to a coin on the floor but do not pick it up. I toss the throwable to the wall on my right which is in front of a stationary guard. As the guard moves to investigate, I pick up the coin, go to pick both his purses, and grab an item from the north wall and then swoop out the door. Had I picked up the coin before tossing the throwable, because the guard takes time to react, I would have lost the quick chain bonus.

Once out of the room and the area in front of it, mindful of the patrolling guard, I turn right and go towards the north exit picking up the coin on the table that I had passed on earlier. At this point, I have gotten the quick chain bonus for all but the first of 24 items including purses picked.

The north door is closed. If you cannot see the guard, or he is paused at the railing, walking towards you, or stopped in front of they keyhole, wait till he is walking away from you. I was lucky. When I looked through the keyhole, the guard was already walking away from me. I opened the door, closed it, and grabbed an item of loot to my right and leaving a pair of scissors on the right hand ledge as a just in case. I took an item on a crate to my left before swooping behind the guard and picking a purse. I waited for him to start walking. As he turned the corner, I turned around, snuffed the candles, and picked the three tumbler lock on the door opposite the candles. Inside, I got an item of loot from the right hand drawer and a throwable from the top of the table leaving an item on the top of the table.

I dropped down and turned left into the passage picking up one coin, leaving another, swooping to a third picking up one to my left before swooping all the way to the back. I picked up the back-most coin and three more working back the way I came. Then I swooped to the coin I left earlier climbed up to the small room and picked up the item on the table that I'd left earlier. Doing it this way, I was able to get the quick time bonus on all but the first of the ten items of loot in the small room and the lower passage.

I waited to the left of the open door for the guard to come back. After he turned around and started walking, I picked his pocket and crouched in the corner using the cabinet to conceal me. As soon as the guard came back, I slipped by him, picked up the scissors I'd left on the ledge and hugged the right side of the stairs going down, mindful of the guard below. When I could, I slipped behind him in the dark southeast corner as he went towards a table in the northeast corner.

Note: There is a climbable spot where you can scramble up to the pipes above the kitchen area. I did not feel comfortable using them because climbing and dropping results in moments of vulnerability during the animation. I preferred to remain in control crouching on the ground but it is an option if it appeals to you.

As soon as he turned around, I slipped behind him, snuffed the candles on the table, got an item from the top left drawer and another one from the top of the table on the right. I swooped back to the dark southeast corner and slipped by the guard as he went to the northeast table. I snuffed out some candles on the southwest table & picked up an item from the far end of the same table. I turned right picked up an item from the next table and a purse from the floor crouching in the dark. When the guard came over I picked both his pockets and slipped behind him into a recess between the two stairs. There, I picked up two coins, turned around and swooped up the staircase to my left.

At this point, I had 49 items of loot including the eleven pockets I'd picked. The below map is a visual representation of the activity so far. The numbers in yellow refer to loot and the numbers in pink refer to the number of purses a guard carries. So, each pink number refers to a guard who may be patrolling or stationary.

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At the top of the stairs, I looked through the keyhole. When the guard passed by, I opened the door, picked up an item to my right and slowly moved south to a column and picked up another item on the far (south) side of the column. I turned left and got an item from the drawer of a small table and picked up a purse from the ground. Then, I climbed on top of the partition pressed cn_dpad to equip a throwable and waited for the patrolling guard to pass.

Note: From the top of the partition, you can see the patrolling guard in the first section you plundered so be mindful that he does not see you.

I dropped down behind the guard. When he started to walk south, I picked up three items from the northeast corner, swooped south down the east side of the partition picking up an item before swooping up halfway up the stairway. I waited on the dark staircase for the guard to pass and walk north. I swooped west, snuffed the candles, picked up two items from the table and one from the couch opposite it. I waited in the dark near the cabinet for the guard to approach. He appears to look right at you shading his eyes but he cannot see in the dark. When he turned to walk north, I carefully picked up a item from the small table near the stationary guard careful not to snuff the candles and alert the guard. I climbed up on the partition and waited for the patrolling guard to come by.

Note: I took longer than I needed to here because I am risk averse. I could have distracted the guard while atop the partition. Instead, I played it safe, waiting for the guard to make an additional round.

When the guard came by, I dropped behind him and followed him stopping shortly before he came to the stationary guard. As soon as he started going behind the partition (east side), I tossed the throwable all the way to the cabinet I'd been hiding behind earlier careful that it reached past the door on the right. When the guard was startled and before he started moving, I picked his only pocket. As he walked to investigate, I grabbed the last two items of loot in this section and hid in the south side shadow of the column near the door. The guard coming back could not see me in the dark.

At this point, I had 67 items including 14 pockets picked. The last section--the west part of the lower level--is the trickiest. There are two guards patrolling. One guard patrols the central section in a clockwise manner making short detours and stops to the north and south ends of the partition dividing the west section from the central section. There are doors at each of those positions including the door I planned to enter.

The other guard patrols the four bedrooms also in a clockwise direction making occasional pauses. Noting where the guards were, I left an item of loot just to the left of the door and picked up an item from a small table to the right of the door as I entered. I swooped into the southeast bedroom and turned off the light. Only turn off lights if the guard is out of the room and not close to it. I picked up two items of loot from the southeast bedroom snuffed a candle and swooped to the southwest bedroom where I picked up one item of loot and turned out the light. I then exited the southwest bedroom through the north door went left and hid in the dark next to a small table. I had to wait a while for the guards to get where I wanted them to be. When the chain counter reached five, I picked up an item from the small table to refresh it.

When the guards moved to where I wanted them, I followed the guard patrolling the central area while the other guard was out of sight. I went behind him as he went to the north side of the partition dividing the big room. I picked up an item from the top of the table to my right and another from the bottom drawer of the table to my left. I was not sure what loot was available so I ended up also opening three empty drawers. I swooped into the northwest bedroom, turning off the light, and hiding in the dark northwest corner near an item. I waited for the guard to pass, picked up the item and two more and followed the guard into the northeast bedroom. When the guard exited the northeast bedroom, I waited for him to take a couple of steps and turned off the light. I went and picked the lock on the safe and got a rope arrow. I closed the safe.

Note: There are safes in each of the bedrooms but they only contain arrows. There is only one rope arrow in the northeast bedroom. There are bonus points for opening locked safes but I don't believe they are worth the trouble since a stealthy playthrough will not use the arrows they contain. I picked up the four items in the room and waited for the guard to come back and picked his three pockets in the dark. After he exited, I waited a little while for the other guard to move where I needed him, picked up an item on the table next to the eastern partition where I'd picked up another one previously. Then, I picked the guards two pockets. I hid on the east side of the partition dividing the big room while the bedroom guard moved into the northwest bedroom and the central guard moved to the north side of the partition I was using for cover. I then picked up a mirror on a small table to my right (north) and a fork and scissors from drawers to my left. I then left the way I came picking up the item of loot to the right of the door on exit--the one I had intentionally left as an insurance item.

I then went all the way up the steps I had hidden up before and shot a rope arrow across the way to a rope anchor. I went down to the first landing and picked up three items then back to the second landing and picked up another 3. I now had a total of 97 items including 19 picked pockets:

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I went back upstairs. I left an item at the top of the stairs, picked the lock on the door in the hall to the right but did not open it. I picked up six items from the hall, looked through the keyhole, and opened the door when it was safe to do so. I stayed in the south half of the room and picked the guards pockets when he came close. When he went to the north side, I snuffed the candles, picked up six items of loot, and turned out the light. The guard was in the northwest corner too far to notice. I left the room and went back staying in the dark close to the top of the stairs. I waited till the patrolling guard was heading towards the farthest point of his patrol (northwest point), picked up the insurance item I'd left at the top of the stairs and turned off the lights in the two southern bedrooms. With the lights out, I could take my time following the guard to get the nine items in the southeast bedroom, the seven items from the southwest bedroom, and two of the four items in the hall where the guard patrolled. Counting the guards two pockets, there were a total of 22 items where this guard patrolled. The two items I left were near the west exit where I hid prior to attacking the northwest sector.

The two northern bedrooms, unlike the southern ones, have no connecting door. So, I waited for the guard to go into the northeast bedroom and went into the northwest bedroom turning off the light. Later, I followed the guard to the northeast bedroom and turned of the light there after he left. With both lights out, I picked the lock on the safes in one room and picked up the loot it contained. When the guard went into the northwest bedroom, I grabbed the rope I had shot earlier. Making sure the light gem was dark, I waited for the eastern guard to approach and then start walking away. Grabbing some loot to keep the chain going, I quickly picked the three tumbler lock of the door and swooped back to the rope. See note.

Note: This might be the trickiest part of the challenge. You must have darkened the room first. Even so, time is of the essence. You have very little time from the instant he passes the locked door, walks south, stops at the balcony, and starts to walk back north. If you cannot pick the lock cleanly on the first go, back out. Make a mental note where the trigger points are and head back to the rope grabbing one of the items of loot here to keep the chain going. Hang on the rope, making sure that the light gem is dark. Then go back and forearmed with the knowledge of some or all of the trigger points pick the lock and, without opening the door, go back to the rope getting some loot to keep the chain going. I did not succeed the first time. It took me a while to find the second trigger point. So, just to be safe, I backed out and succeeded cleanly the second time around.

After you have picked the lock, return to the rope. This time, use the keyhole and, when you can enter safely, do so. The guard patrols clockwise around the room. The key item is a safe. There is plenty of time because there are seven items of loot in the room besides the ashtray in the safe and the guard has two purses to pick. I was more cautious than I needed to be and carefully learned the trigger points before finally picking it cleanly on the third attempt. Once I'd collected all ten items this room has to offer including the guards two purses, I left. There are a total of seven items in the northern part of the other room. I had picked up two of them so I picked up the remaining five and hid on the dark spot of the rope until I could safely cross over.

At this point it was smooth sailing. I cleaned up the remaining items in the northwest sector. There are 8 items in each of the two northern bedrooms and six in the hall including a couple in the piece of furniture near the rope. Additionally, the guard has two purses. I picked up the two insurance items I'd left in the hall near the west exit, exited, went down the stairs and picked up the final item of loot just before the final exit to the House of Blossoms. That was the 176th and final item of loot counting the 27 picked pockets:

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I took a long time to do the challenge--over 27 minutes. This was, in part, because I paused the game frequently to take notes. However, mainly, it is because I played very cautiously. Most of the challenge just requires patience. The only time when real precision is needed is in the room with the locked door and a patrolling guard.

The rope arrow is very handy. However, if you miss, it is not a deal breaker. If you do miss, it might be better to do the west side with the bedrooms before tackling the east side. Additionally, if you feel the locked door makes you too nervous, don't mess with it. It is better to exit safely and leave the ten items of loot in the locked room than it is to get killed by the two guards in a failed attempt to pick the lock.

Here, we get over 9.5M points. So, there is a lot of stuff you can leave on the table or you can go berserk and kill off guards. Don't be concerned if you are detected. Use focus if you need help finding stuff. As long as you keep a good chain going, you will be fine. Losing bonuses and incurring penalties is minor compared to the millions of points that you will get from the chain count bonus, the loot collected, and the quick chain bonus.

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Finishing any map challenge, not necessarily this one, for the first time with a score over 5,000,000 unlocks:

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Score an epic 5,000,000 or more in a Challenge Map

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3 guidesOffline Game ModeSingle Player

Note: Videos contain minor spoilers because they reveal the bosses' identities

Chapter 7 Boss Encounter

Chapter 8 Boss Encounter

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