Thief Guide

Loot Checkpoints for Thief

Loot Checkpoints

Overview

Thief has many points of no return within each chapter. Once you pass one of these points you can’t go back without starting the level over. So how do you know if you’ve found all the loot and picked all the pockets up to that point? That’s what this guide attempts to answer in a spoiler free maner as possible.

This Guide

Thief has many points of no return within each chapter. How do you know if you’ve found all the look up to that point in the chapter? That’s what this guide attempts to answer in a spoiler free a maner as possible. it won’t tell you where the loot is, just the totals you should see under F1 -> Player Progression -> Statistcs at that point in the level.

Some levels require more equipment than is present in the level itself (e.g. rope arrows). You’ll need to have the extras in your inventory before you start the level. Where this is the case, I’ve put the required supplies in spoiler tags (mouse over to see them).

This guide does NOT tell you where to find the loot, it just lets you know when in the level you missed it. To be clear, where there is a point of no returnn on a map the tables below show what your loot totals should be at that point, not the not the loot total for the end of the map (although the two are often the same thing).

Numbers in brackets indicate a hint as to where the check points are. Usually they are fairly obvious (e.g. sliding down a chute) but sometimes not.

Producing this guide is slow going and I have a full time job :-). If you want to post your checkpoint totals for levels I haven’t got to yet (or you found more items than I did), please feel free to post in the comments. But please, no spoilers or ‘where can I find the last 3 items on level X’ requests.

Thanks and good theiving to Taffers everywhere!

Chapter 1 – Lockdown

Additional Equipment Needed:

None

Collectables
Loot
Gold
Pick Pocket
Locks
Documents
Newspapers
Enclosure (1)
0
3
10
0
0
0
1
Traitor’s Gate
/ Backway (2)
1
7
37
3
0
1
1
Backway
1
9
47
3
1
1
1
Stone Cutters Court
4
60
596
8
8
2
3
Black Farrow Alcover
(and Level)
4
60
616
12
8
2
4

Sudden point-of-no-return warnings

(1) Drop down to Traitor’s Gate
(2) “The claw is very quiet…”

Chapter 2 – Dust to Dust

Additional Equipment Needed:

One rope arrow. Wrench.

Collectables
Gold
Loot
Pick Pocket
Locks
Documents
Newspapers
Main Gate (1)
0
38
5
2
2
0
0

[/tr]

Dust Yard (2)
1
54
7
2
2
1
0
In Pipes
Main Line Hall (3)
1
201
25
9
3
3
0
Manufacturing Area (4)
3
567
59
14
7
8
0
Furance Hall (5)
4
634
67
15
7
9
0
Escape (6)
5
699
71
15
7
9
0
Escape Over Wall (7)
5
699
71
15
8
9
0
No more in level

Sudden point-of-no-return warnings

(1) Wall climb after locked gate
(2) Pipes
(3) Hook
(4) Hook 2
(5) Office Chute
(6) Over wall
(7) Through window

Chapter 3 – Dirty Secrets

Additional Equipment Needed:

Wrench. Wirecutters. Three extra rope arrows recommended is you want to make full use of the environment, but you can reach all loot with just 1.

Style changes from here on in
  • Where there is no loot between checkpoints, I show a row of dashes.
  • More consistent use of in-game map names for areas.
  • Checkpoints are now in the grid rather than a separate list
  • Including more map checkpoints (in addition to point-of-no-return checkpoints)
  • If there are no newspapers in the level, I remove the newspaper column

Map
Collect-
ables
Gold*
Loot
Pick Pocket*#
Locks
Docs
Fate Points
Checkpoint
Warrens*
1
134
5
5
0
0
0
Big door bypass
Entrance
(Route Choice)
1
137
6
5
0
0
0
Depending on route taken: lever door, or tunnel drop
(root choice makes no difference to loot / resources)
House Of Blossoms
(Lower Level, including stairs)
1
411
26
10
2
0
0
(not a point of no return)
House Of Blossoms
(Upper Level)
2
663
42
13
4
4
0
Painting
Secret Passage
2
678
43
13
4
4
0
West facing drop
Secret Passage (cont.)
2
682
44
13
4
4
0
(not a point of no return)
Forgotten Ruins
3
720
47
13
5
4
0
Drop down from small beam after book chest
Forgotten Ruins (cont.)
3
724
48
13
6
4
0
(not a point of no return)
Scriptorium
4
748
51
13
7
4
1
(not a point of no return)
Library Towers
4
765
52
13
7
4
1
(not a point of no return)
Library Towers (Escape)
5
910
57
13
7
4
1
(not a point of no return)
Scriptorium (Escape)
5
931
57
18
7
4
1
(not a point of no return)
Forgotten Ruins (Escape)
5
>953**
57
22**
7
4
1
Running jump to wall climb
Forgotten Ruins (Escape, cont.)
Climb out

* When ghosting, I was unable to pick pocket the two guards by the bird cage and second fire pipe undetected. If you skip these, you will be 2 bags and 12 gold light for the rest of the mission.
Update 3/6: Rapscallion reports in the comments section that he was able to successfully pickpocket here by using the body of the guard he was pick pocketing to block the view of the other guard.

** Samum managed a pick pocket count of 22 for the level. Update 3/17: Drake Ravenwolf explains:
I had 22 pickpockets on my playthrough as well, the extra one seemed to come from a guard in the very last section that didn’t spawn initially but did spawn when I reloaded. He we at the top the the stairs just before the last guard in the level and starts a discussion with the guard who patrols up and down the stairs.

Chapter 4 – A Friend In Need

Warning – Missing Documents

I’ve played through the level twice and am still missing two documents. Checking the forums, I see I’m not the only one. Rumor has it there may be a bug.
This is reported fixed in the 1.4 patch, but these documents are still missing in the totals below as I’m yet to replay the level.

Additional Equipment Needed:

Razor. Wrench. Wirecutters (optional). One extra rope arrow required for loot, but two recommended if not ghosting.

Ghost Warning

On my first run-through I didn’t do anything I would consider non-ghosting, but I got a pie chart that was just over was 3/4ths Opportunist. I suspect one or more of the following actions contributed (big environmental spoilers)
1. Turning unneeded valves (only the valve that opens the door on the Engine level has to be turned)
2. Disabling traps (no traps have to be disabled)
3. Playing with the fountain lever
4. Throwing a bottle in order to pick pocket the last guard
5. Used rope arrow in garden
6. Dropped ladder in garden

On my second play through I did none of the above and got 100% Ghost.

Map
Collect-ables
Gold
Loot
Pick Pocket
Locks
Docs
Checkpoint
Rooftops
West facing drop
Rooftops cont.
0
12
2
0
0
0
West facing drop after running jump
Rooftops cont.
North facing drop / slide
Rooftops cont
1
62
3
0
1
0
North facing window
Rooftops / Garden
One-way drop to above garden, followed by one-way drop to garden
Garden
1
103 (94*)
3
2 (1*)
2
0
(not a point of no return)
Underground Passage / Cellar
1
143 (134*)
4
2 (1*)
2
0
(not a point of no return)
House (1st Floor)
2
259 (250*)
14
2 (1*)
3
1
(not a point of no return)
House (2nd & 3rd Floor)
3
550
23
6
4
1
Exit secret passageway
The Study
3
605
25
6
4
2
Take plans
Escape
4
Cut scene
Carlyle Court
Drop down into attic
Attic
Walk forward into loading screen / cut scene
Waterfront
3
663
29
6
4
4
Two consecutive east facing one-way drop-downs
Waterfront cont.
3
666
30
6
4
4
North drop onto fire pipes
Pipeline
Pipes collapse (x2)
Engine Level
3
746
36
6
5
4
East facing drop after partially opened door
Boiler Level
5
750
37
6
6
4
Elevator up
Prison Level
5
762
38
6
6
6
Walk through door opened by lever
Safe Camber (Pipes)
Drop from pipe
Safe Chamber cont
5
768
39
6
6
6
Enter combo #1
Safe Housing
6
848
39
13
6
6
Enter combo #2

* The crossbow man on the balcony is difficult to reach (in order to pick pocket him) without potentially Ghost-breaking environmental interactions. However, his patrol changes to inside the house after you break in. If you don’t pick pocket him the garden, then the table totals will be light by 1 for pick pocket and by 9 for gold until ‘House (2nd & 3rd Floor)’

(Picked locks in the screenshot is one less than I found in the environment as I skipped the one in the Garden in my Ghost run)

Chapter 5 – The Forsaken

Additional Equipment Needed

Razor. Wrench. Wire cutters. Two rope arrows are required, but can be picked up in the level (you may want to bring one so you don’t have to go hunting first though). Non-ghosters may want to bring additional fire & light based weaponry, but it’s not required.

Spoiler everyone should read

Oh Eidos. I almost rage quitted when you did this. Such a cheap shot. Design 101 guys.
About a third of the way through the level a document will spawn on a map you have already cleared and have no reason to revisit. Needless to say I was a document short on my first attempt.

Map
Collect-ables
Gold
Loot
Pick Pocket
Locks
Docs
Fate Point
Checkpoint
Path
(not a point-of-no-return)
Grounds
1
100
5
0
0
0
0
Front door
Lobby
1
118
10
0
1
2
0
(not a point-of-no-return)
Woman’s Ward*
(first visit)
2
181
18
0
2
6
0
(not a point-of-no-return)$
Men’s Ward
3
316
47
0
6
16
0
(not a point-of-no-return)
Woman’s Ward
(2 of 2)
3
395
62
0
9
25
0
(not a point-of-no-return)
Women’s Dining Hall
3
413
68
0
9
27
0
(not a point-of-no-return)
Breezeway
(skippable)
(not a point-of-no-return)
Lobby (revisited)
+1
(not a point-of-no-return)
Main Building
3
468
73
0
9
29
0
(not a point-of-no-return)
Third Floor
3
504
75
0
11
32 +1BN#
0
Drop down pipe or take elevator. This is a point-of-no-return if Ghosting)
Third Floor
(cont.)
4
723
88
1
11
39
0
Generator
(not a point-of-no-return)
Third Floor
(Pipes)
4
753
90
1
11
40
0
(not a point-of-no-return)
Stairwell
4
817
94
1
12
41
1
(not a point-of-no-return)
Reformation
6
956
106
1
14
42
1
Hold ‘E’
Rest of level
is on rails
+1

* Excluding the area behind the Baron’s Lock as you won’t have the key at this point if you are doing the maps in the sequence shown. It is possible to get the key in advance, but the plot makes a little less sense that way.
$ Pure Ghosters may want to use an Alternative Route (shown below) after this checkpoint in order to reduce the number of door valves you need to turn by one. However as this does not improve your Ghost score, it’s for the purists only..
# This extra document is tracked by the game under the Baron Northcrest document list rather than the Chapter 5 document list.

Alternative Route for Ghost Purists (Avoids having to turn the Woman’s Ward door valve)

For purests only as it does NOT affect your Ghost percentage

Map
Collectables
Gold
Loot
Pick Pocket
Locks
Docs
Checkpoint
Women’s Dining Hall
2
199
24
0
2
8
(not a point-of-no-return)
Woman’s Ward
(2 of 3)
2
270
36
0
5
17
(not a point-of-no-return)
Men’s Ward
3
405
65
0
9
27
(not a point-of-no-return)
Woman’s Ward
(3 of 3)
3
413
68
0
9
27
(not a point-of-no-return)

Ghost Warning

I’ve been unable to determine what is triggering the Opportunist section in my final score. I didn’tuse the lift, change any light settings, or use any buttons/ traps/levers not directly needed for getting loot or docs. I also left untouched: one of the Baron’s doors untouched, the Woman’s Ward Door Valve, the Woman’s Dining Hall Valve.
If you know how to get a zero Opportunist run on this level, please let me know in the comments.

Chapter 6 – A Man Apart

Steam limits the size of each section of the guide, so I’ve had to break Chapter 6 over two topics. Please see the second topic for additional checkpoints.

Additional Equipment Needed

Razor. Wrench. Wire cutters are optional (you can get all loot / docs / etc without cutting or activating traps). One rope arrow is required, but can be picked up in the level.

Just the points of no return

This version of the table just includes the totals you need before a point-of-time.

Map
Collect-ables
Gold
Loot
Pick Pocket
Locks
Docs
Baron’s Docs
Checkpoint
Study Tower
4
1152
59
25
9
8
7
3 sequential points of no return:
1. Drop to pipes
2. Drop to floor
3. Clift elevator and drop down to stairs
Study Tower
8
Open door to cut scene
Ceremony Room
1557
77
39
“Secret” wall button
The Baron’s
Laboratory
6
1723
86
12
Takeprimal
The Baron’s
Laboratory
Climb up / cut scene
Sewer Outlet
Drop to Jetty
Jetty
Bridge jump (under pipes)
Marketstreet
1768
88
11
Fire (progressive)
Watch Junction
Gas
Rooftops (first section)
1771
89
Double long jump
Rooftops
Fall down at end of house
Rooftops
(inside last house)
1806
90
Hold E
Total
6
1806
90
39
11
8
12*

* Why not 13? You should already have one BN document from Chapter 5

Ghost Warning

Ghosting this level and getting all the loot appears to be impossible. On my run-through I scored 55% Opportunist / 45% Ghost. It’s a broken level in my honest opinion.

  • 0 suspicious raised
  • No violence
  • Didn’tuse the valve during the escape sequenceIf you are fast enough, you don’t have to
  • Only item used wasa single rope arrow and that is required to get all loot
  • Didn’t disarm any traps
  • Didn’t extinguish any flames, or interact with any optional items, except forthe fountain (which is required to get all loot)

If you know how to get a lower Opportunist rating on this level (without leaving loot behind), please let me know in the comments.

Chapter 6 – A Man Apart (cont.)

All Check Points

This version of the table include progressive checkpoints.
Since you can do so many of the maps in so many orders, I’ve included the deltas from the previous maps in a separate line. For example:

    +560

means there are 5 of these in the map before the checkpoint and, if you are doing the maps intje order listed, your total will be 60 when you reach the checkpoint.

Map
Collect-ables
Gold
Loot
Pick Pocket
Locks
Docs
Baron’s Docs
Checkpoint
Courtyard
2
242
15
13
1
1
Drainage, Attic, or Celler(not a point-of-no-return)
Drainage
+12
Climb to cellar
Cellar
350
+419
(not a point-of-no-return)
First floor
(excluding safe)
535
+1130(a)
(b1)
+13
+23
+11
(not a point-of-no-return)
Great Hall
(c)
643
+737
+316
(not a point-of-no-return)
Library
(first floor)
732
+340
+420
+14
+12
(not a point-of-no-return)
Library
(second floor)
766
+444
+57
+14
+13
(not a point-of-no-return)
First floor safe
+13
+60
+145
(not a point-of-no-return)
First floor
(south library exit)
+17
+2 (c2)
22
(not a point-of-no-return)
Waiting Hall
+224
(not a point-of-no-return)
Second Floor
1070
+1156
+29
+27
+47
(not a point-of-no-return)
Old Family
Chapel
+14
(not a point-of-no-return)
Attic
1152
+359
+1
25
+18
(not a point-of-no-return)
Study Tower
3 sequential points of no return:
1. Drop to pipes
2. Drop to floor
3. Clift elevator and drop down to stairs
Study Tower
+18
Open door to cut scene
Waiting Hall
1203
+160
+7 (d)32
+110
(not a point-of-no-return)
Second Floor (e)
+15
1431
+1272
+335
+19
+19
(not a point-of-no-return)
First Floor
1501
+476
+237 **
+110
(not a point-of-no-return)
Ceremony Room
1557
+177
+239**
“Secret” wall button
Secret Passage
(not a point-of-no-return)
The Baron’s
Laboratory
+16
1723
+986
+312*
Takeprimal
The Baron’s
Laboratory
Climb up / cut scene
Sewer Outlet
Drop to Jetty
Jetty
Bridge jump (under pipes)
Marketstreet
1768
+288
+111
Watch Junction
Gas
Rooftops (first section)
1771
+189
Double long jump
Rooftops
Fall down at end of house
Rooftops
(inside last house)
1806
+190
Hold E
Rest of level
(Foundations / Market Street)
Total
6
1806
90
39
11
8
12*
Hold E

* Why not 13? You should already have one BN document from Chapter 5
(a) Ghost note: It is possible to grabthe perfume bottleand escape without raising the suspicion count. However I had to use focus to do so
(b1) If you are not ghosting you can pick two additional pockets here. If you are ghosting you can pick them later (b2)
(c) Patrol / pick pocket count spoiler:Opening the door to the Great hall and triggering the guard’s speech causes the two guards to go on patrol. After one circuit, one will remain in the hall, the other will continue to patrol.
(d) The guard’s patrol routes cover two maps (Waiting Hall and First Floor). For simplicity I’ve included them all in one. **TODO: When I returned from the 2nd floor, I found two additional pockets (one guard) on a first floor guard that was patrolling the First Floor and Waiting Hall. It’s unclear if I simply missed him on my the first pass through, or if his patrol route changes. For now, I’ve presumed the later and included those two additional pocket (and 10g) in the post-study tower 1st Floor map.
(e) Ghost Note: The guard will notice an opened safe, but the suspicion count is not incremented.

If you know how to get a lower Opportunist rating on this level (without leaving loot behind), please let me know in the comments.

Chapter 7 – The Hidden City

Additional Equipment Needed

Razor. Wrench. Wire cutters. Four rope arrows are required, but one can be picked up in the level.
Chapter 8 follows directly on from Chapter 7 (you don’t return to town). So see also Chapter 8’s equipment list.

Missing documents

I could only find 4 of the 6 documents for this level. Searching the net, the opinion is that the two missing documents simply aren’t there to find.
This is reported fixed in the 1.4 patch, but these documents are still missing in the totals below as I’m yet to replay the level.

Checkpoints
Map
Collect-ables
Gold
Loot
Pick Pocket
Locks
Docs
Checkpoint
Courtyard
224
8
12
2
1
Drop to Antechamber or Belltower*
Belltower /
The Pit (above)
263
+210
The Pit (before
Antechamber#)
299
+212
+214
Antechamber
358
+315
+1 3
The Pit
(rest of)
666
+1631
+721
+14
+12
Lift down / drop from top of lift scaffold
Loading Docks Exterior
+11
912
+1142
+223
+15
+13
Loading Docks Interior
1079
+850
+14
Catacomb Chamber
1104
+252
Catacomb Passage
+12
1186
+355
+16
Crawl under valve door
Catacomb Shaft
1247
+358
Drop down to guarded area
Catacomb Shaft (cont.)
1269
+159
+225
’Hold E’
Storeroom
Graven Lair
+13
1729
+2180
+833
+17
Grate climb at NE corner of map
The Rotunda
1812
+383
+18
Valve door
The Rotunda
(Boss Fight)
+14
1983
+588
+336
+19
When you bought the game under the delusion it was a stealth game

* Spoiler: If you don’ttake the Belltower route you will not be able to get all the loot in the level.
# The area reachable without horizontal jumping before the big antechamber door / lever.

.

Ghosting Notes

This is another broken level where it’s impossible to get 100% ghost. My score isn’t particularly good on this level, but frankly until the devs fix it I can’t see the point of replaying it.

I got 100% loot without raising any suspicion or alerts, knocking anyone out, killing anyone, or doing anything environmental (other than is required to get 100% loot).

If you want to know the things I did & didn’t do to get this score, look to the spoilers table below. It also includes my exploit for ghosting the Boss Fight.

Map
Action / non-action
Courtyard
Used rope arrow to get behind the stationary crossbow man who is standing by the fire (in order to pick pocket)
The Pit
Pulled lever to open Antechamber (required to get all loot)
Antichamber
Didn’t ring bell (don’t have to when coming in via Belltower)
The Pit
Used bottle to get guard away from wall in order to pick pocket and cut floor trap. Cutting floor trap is required to get much loot.
The Pit
Used water arrow on a torch in order to be able to climb up off pipe after grabbing loot on pipe (guards are not close enough to notice / comment on torch going out)
The Pit
Didn’t use lift lever to summon lift (took the scaffolding route)
Loading Docks Exterior
Used the provided body to weigh down floor trap (rather than disarming it) in order to grab loot from central tile
Loading Docks Exterior
Turned bridge handle in order to get collectable & loot
Loading Docks Exterior
Didn’t disarm or open the trapped chest that contains just a Flash Bomb and Broadhead Arrow
Loading Docks Exterior
Used rope arrow to get 2 loot
Catacomb Passage
Disabled chest trap in order to get collectable
Catacomb Sewers
Didn’t close fire trap valve (in the trapped section, you can crawl -> trigger plate -> crawl -> trigger plate -> etc to get through without taken any damage)
Storeroom
Opened door valve (I don’t think there is another way through)
Graven Lair
Did not open grates and did not visit shop
Graven Lair
Used a rope arrow to avoid dropping the crate
The Rotunda
Tried to ghost the FPS section for several hours. With enough retries, skull & luck the level can be ghosted, except for pick pocketing the Boss (which is required to get the collectable). In the end I peppered him with arrows from hiding until he kneeled, snuck up behind and picked pocketed him that way. Probably the source of my predator points, but didn’t count as far as the statistic page goes.

Chapter 8 – The Dawn’s Light

Chapter 8 is probably the shortest and most straightforward chapter since chapter 1.

Additional Equipment Needed

Razor. Wrench. Wire cutters. Four rope arrows are required. While additional rope arrows can be purchased in the level, you need at least 3 before reaching that point. Chapter 8 follows directly on from Chapter 7 (there is no town section between). These four rope arrows are in addition to the ones needed for Chapter 7.

Documents

There are no documents in this level

Checkpoints
Map
Collect-ables
Gold
Loot
Pick Pocket
Locks
Checkpoint
Mine Tunnels
1
249
10
3
Drop down after ‘hold Y’
Old City Bluffs
479
+1020
+77
Drop down to shop
Dry Dock
583
+626
+411
Rope down to boat / Climb Scaffolding*
Treadwheel Deck
Drop from pipes
Treadwheel Deck (cont.)
869
+1236
+617
Climb south wall under skylight
Stowage
(Upper Deck)
+12
996
+642
+623
+2 5
Stowage
(Middle Deck)
1057
+3 45
+1 (+1#)6 (7#)
Stowage
(Lower Deck)
1229
+752
+225
+1 (0#)7 (7#)
Door to steps

* Spoiler: If you don’ttake the rope arrow route you will not be able to get all the loot in the level.
# Value if not ghosting. Ghosters will be able to pick this lock later

.

Ghosting Notes

I suspect one of two things I did was responsible for my not getting 100% on my first run. When I have time, I’ll try again.

  • Dry Docks Ashtray
    This item (circled in red) by the guard by the fire looks impossible to get. I was able to get it bythrowing a bottle as shown in the screenshot below. This is loud enough to make the guard investigate, but not loud enough to raise a suspicious count in the statistics page.
  • Stowage Portrait & Loot
    This pair of items looks impossible to steal because the guard is right there and never moves. I used an exploittwo blunt arrows to the face (I was out of bottles) which was enough to make him go look for me while I nipped back round behind him.

Side Job: The Bank Heist

Additional Equipment Needed:

Wrench. Wire cutters. Rope arrow (optional)

Notes:
  • There are no points-of-no-return in this level.
  • Loot counts represent the earliest you can get that loot, not when it’s easiest to get that loot One item in the Exterior map requires either a rope arrow or doubling back from a later map. At least two items in the Lobby area are swiped from the Lower Offices area through bars

Map
Collectables
Gold
Loot
Pick Pocket
Locks
Docs
Check point
Exteria
0
69
5
4
1
0
(not a point of no return)
Upper Offices
0
201
14
11
3
5
(not a point of no return)
Lobby
0
260
20
11
3
6
(not a point of no return)
Lower Offices
0
410
28
16
5
9
(not a point of no return)
Outer Vault
0
677
44
16
14
11
(not a point of no return)
Main Vault
2
1065
67
16
15
13
(not a point of no return)

Ector Client Job #1: Hand Tailored

Additional Equipment Needed:

Wrench (optional). Wire cutters.

Notes:
  • There are no points-of-no-return in this level.

Map
Collectables
Gold
Loot
Pick Pocket
Locks
Docs
Check point
Alfonso’s Surrounding
0
12
2
2
1
0
(not a point of no return)
Alfonso’s Residence
(aka upstairs)
2
82
11
3
2
2
(not a point of no return)
Alfonso’s Shop (non-Ghost)
2
165 (+40*)
16 (+3*)
4
2
3
(not a point of no return)
Alfonso’s Workshop
3
225 (+40*)
21 (+3*)
5
3
4
(not a point of no return)
Alfonso’s Shop*
3
265
24
5
3
4
(not a point of no return)

* When ghosting, not all items can be obtained on the first visit to the Alfonso’s Shop map. After robbing the downstairs safe, the thugs relocate allowing access to the resst.

Ector Client Job #2: Silence Is Golden

Additional Equipment Needed:

Wrench (optional, recommended), Wire cutters, Razor, Water arrow (optional, recommended). A rope arrow is required to get to the mission entrance.

Notes
  • There are no points-of-no-return in this level.
  • This is a horrible, horrible level to truly ghost (no detections or suspicions). It took me four and a half hours as unfortunelty the level design requires trial-and-error rather than skill to solve. For example, (minor generic spoilers) <rant> there is a particular door that if opened early in the level triggers a scripted detection event by a guard two rooms away. If you open the same door from the same direction later on in the game, you’ll find the same guard is now in the room standing guard on the door itself but this time does not react to you opening the door. And don’t get me started on which torches guards notice and don’t notice. Or where you can and can’t throw bottles without costing you a suspicion point.</rant>
  • In order to get everything on true ghost (suspicion & body count = 0) I had to visit the maps in the order shown in the ghost spoilers below. it took me 4.5 hours to work out how to complete what should be a 10 minute level. For you own sanity, consider reading the Ghost Spoilers.
  • Use multiple save points if you have them. This is one of those levels where restoring can cause patrol paths to change undesirably.

Map Totals

Because this level involves so much doubling back between maps, I’ve just listed the totals for each map rather than total for any specific checkpoint. If you need checkpoints, I suggest visiting the maps in the order I did and using the table in the spoilers section below.

Map
Collectables

Map

Gold
Loot
Pick Pocket
Locks
Docs
Abandoned House
+6
+2
Butcher’s Dock
+8
+1
+1
+1
+1
Oxheart Perry’s Basement
+58
+5
+1
Oxheart Perry’s Shop
+2
+117
+17
+2
+1
Oxheart Perry’s Residence
+1
+19
+4
+1
Total
3
208
29
1
4
3

Ghost Spoilers
  • The torch under the window can be extinguished with a water arrow without raising the triggering detection / suspicion count.
  • A bottle can be thrown down the stairs to distract the guards without raising the detection / suspicion count if you throw from and to exactly the right locations (see screenshot). If you hit the light switch, you can (temporarily) turn the lights off without raising the detection / suspicion count.

[/spoiler]

  • Guard patterns change on entering the house, opening (not unlocking) the safe room, then again when the safe is opened, on opening (not unlocking) the basement chest, and possibly other events.
  • Use multiple save points if you have them as the AI is somewhat unpredictable and access to some loot is can be blocked off if you do things in the ‘wrong’ order.
  • I looted the maps in the following order:
    Map
    Collectables
    Gold
    Loot
    Pick Pocket
    Locks
    Docs
    Abandoned House
    0
    6
    2
    0
    0
    0
    Butcher’s Dock
    0
    14
    3
    1
    1
    1
    Oxheart Perry’s Basement
    (first visit*)
    0
    37
    6
    1
    2
    1
    Oxheart Perry’s Shop
    (first visit*)
    1
    105
    19
    1
    3
    2
    Oxheart Perry’s Residence
    2
    124
    23
    1
    3
    2
    Oxheart Perry’s Basement (cont)
    2
    159
    25
    1
    3
    3
    Oxheart Perry’s Shop (cont)
    3
    208
    29
    1
    4
    3

    * Not all items can be obtained on the first visit as a trap needs to be cut in Oxheart Perry’s Residence first

    True Ghost give 350 bonus
    Murder Spree gives 750
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