Galaer on 12/2/2023 at 22:47
GRADUATION DAY
This is very short training mission. 3 tests (Observation, Stealth and Death) are easy After completing Stealth test you must quickly evacuate from room. Otherwise Pagan will see you when lights will go on. Also traps triggering after completing this test will launch alerting Pagan and haunt from Improvisation test. Death test is completed by killing haunt. Agility test was difficult as it's impossible to use bomb chute, because of invisibile wall around it. So I just went on slope near cannon and dropped speed potion to land on it without taking damage. With that we need to mention main problem with ghosting that Hexameron mentioned in his report:
- Cannot complete "Improvisation" test without alerting a haunt
You only have vine and noisemaker arrows and you need to hit elevator switch to send elevator down and open panel with switches below. There is haunt with key below. Shooting vine arrow at switch makes metal noise and alerts haunt. Shooting noisemaker arrow will silently hit switch, but when falling on floor it will produce noise to lure haunt. So what to do?
Noisemaker has very interesting mechanic. If you hit wall with it too quickly, noisemaker arrow will not produce sound. So I dropped on edge of ledge and leaned towards switch. This allowed me to lower distance to shoot noisemaker arrow silently. Now haunt will walk also on elevator, but sometimes he stops near elevator and sometimes on it. And if he stops on elevator it's impossible to ghost this section. Take his key and ride up elevator to next section.
And here this section should be over, but for some reason after loading save haunt is going into search mode. It took me some time, but I figured out that haunt 2nd alerts when he's stepping on noisemaker arrow lying under elevator. I had no idea enemies can discover used noisemaker arrow and go into search mode. So I needed to replay this section and take noisemaker arrow with me this time.
STATS:
Time: 0:09:19; Loot: 0/0
Pockets Picked: 2/2; Locks Picked: 1
Back Stabs: 1; Knock Outs: 0
Damage Dealt: 30; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 1
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: SUCCESS
Galaer on 12/2/2023 at 22:48
A WONDERFUL RECEPTION
Very short birthday mission. Hexameron abandoned this mission, because:
- Cannot satisfy objectives without alerting zombies
Blowing candles will raise zombie from inside of cake, which cause infighting between zombie and guests cahnging them into zombies. Objective at loading screen mentioned blowing candles, so this infighting is excused as consequence of completing objective. In my run zombie got stuck inside cake, so he couldn't attack guests, they still alerted to each other. So I just needed to go to gift room, take rope arrow and exit through secret passage in cake room.
STATS:
Time: 0:01:43; Loot: 0/0
Pockets Picked: 0/0; Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: SUCCESS
Galaer on 12/2/2023 at 22:49
FLETCHER'S FINAL MISTAKE
It's impossible to get to casino room, because guard 2nd alert to sound of opening door and room is very well lighten. So even if you enter you will not manage to get any loot. Just after ghost run I think it would be possible to wait for patroller to open door, but it's too late, because I messed with thieves guild zombies, so I don't want to risk infighting. Because of that I skipped 137 loot. Nearby is also small room with 3 nobles and goblet. For that I need to strafe run through center of room and quickly crouch. Fletcher was easy to deal - quick KO, finishing him off on baseball field and returning corpse to his room. The biggest problems were mentioned in Hexameron's report:
1. Could not sneak by thieves in the gambling den of the Dragon guild
2. Could not obtain secret stash (obj) without alerting numerous undead
First problem is all about dousing torches in small bar. I doused 3 torches from corridor and small room in front zombies room without too much problem, but when I tried to douse any torch in bar thieves go crazy. So instead i ran and crouched to hide under floor and looted area with metal floor. When I returned i could douse 2 torches when 2 patrollers were walking to zombie room. Then when they were far away I also doused 3rd torch near players and then final torch behind barkeeper. This way it was possible to loot this room.
Second problem is much harder. When you open zombie room, save and reload zombies will walk away to attack thieves and kill them. There are 3 zombies going for attack and inside only stays one haunt. Inside are 2 chests: with loot and golden skull (needed for objective). So I decided to use 8 crates to crate 2 barriers for thieves and for zombies to never meet. Moving 8 crates through spider corridor in sewers is annoying, but then you must put crates and 2 thieves patrolling visiting this corridor can hear that. Also I make barrier for thieves behind corner closer to bar, so after opening zombie room, they will not see them. It's not possible to put all 8 crates in time, so you need to make stack of 2 crates and next to it put single crate for both barriers. Thieves can walk though single crate no problem. This way you need to put only 2 crates in time. Afterwards I opened door, doused 2 torches inside and saved and reloaded to free 3 zombies. Lastly I ironmaned my sneaking inside and stealing relic and loot and went back to starting point.
Of course I saved just before ending to later check out if there was any infighting. And it wasn't, but green thief managed to go through his barrier and was only stuck on zombies barrier. One of zombies vanished. After removing some crates I noticed that enemies can touch each other, but they don't fight due to not seeing each other. Fight started after removing crate from last barrier. Zombie went on metal floor where is no shadow and started fight with thieves. I used this moment to find vanished zombie, but I couldn't. He was nowhere here, which means he probably clipped through wall or floor and fell outside of map. This concludes that no infighting happened and I can successfully finish my ghost run.
STATS:
Time: 1:41:00; Loot: 5469/6170
Pockets Picked: 4/4; Locks Picked: 12
Back Stabs: 1; Knock Outs: 1
Damage Dealt: 31; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 1
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: SUCCESS
PERFECT GHOST: IMPOSSIBLE. 137 loot from casino must be skipped. Guard alerts to opening door and inside there is no shadow.
klatremus on 4/3/2023 at 00:22
Game:
Thief 2FM:
Compulsory EgressGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 2:19:16
Loot - 10,090/10,090 (Supreme: 9380)
Pockets Picked - 14/14
Secrets - None
Locks Picked - 4
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Innocents Killed: 0, Other Kills - 0
Consumables - 1 Water Arrow (Supreme: None)
See the entire report with screenshots (
https://www.klatremus.org/CompulsoryEgress.htm) here!
Loot list (
https://www.klatremus.org/CompulsoryEgress_L.htm) here.
YouTube let's play (
https://youtu.be/m34JxV7h4XU) here!
Comments:DirkBogan’s first mission is a stellar creation. A semi-abandoned city mission with a cryptic, yet solid story. Although this is a Thief 2 mission, it plays and feels like Thief 1. The street layout is highly unorthodox, with spiraling design and layered residential buildings. Definitely give this one a go.
My tasks were fairly simple. Firstly, I had to find out why Navenvolk was empty and had been evacuated. I also had to break into City Hall and rob its vault, while amassing 6,000 worth of valuables around town.
CityThe streets outside city hall were surprisingly easy to ghost. The only area that was slightly challenging was the rooftop level in the southwest (image below). I had to enter the stonemason’s via an open window on the west side. This corner was fairly well-lit and there was a patrolling lanternguard roaming about. I used a rope arrow into the wooden overhang when the coast was clear.
Inline Image:
https://www.klatremus.org/CompulsoryEgress_files/image001.jpgInside this building were two stacks of copper coins that had to be skipped for Supreme. A woman heard the sliding vent shaft door when climbing up the ladder (image below). This was the only entrance. She did a hunt maneuver too, but this was a scripted response and not a second alert, so plain ghost was fine to take the coin stacks.
Inline Image:
https://www.klatremus.org/CompulsoryEgress_files/image002.jpgCity HallThe front courtyard offered multiple viable points of entry: an open window or either of the front doors. Two stationary guards were in close proximity, but they seemed to be caught up in some kind of argument, as they were gesticulating and not giving any first alerts. There was also a third side entry behind a stationary archer, but it was impossible to pick open without a first alert. However, I ended up using a slightly different entry route. Let me explain. A mandatory objective as well as the vault key were both located in Ricardo’s office on the top floor, the front entrance of which was guarded by a camera and a stationary swordsman (image below). The only way to get in that way was by dousing at least one of the gas lamps and getting a first alert from said guard. He usually gave a hunt maneuver and relit one of the torches, but like before, that was a scripted response and not a second alert. In the next room, I furthermore had to turn off an electrical light, which another guard turned back on. I could turn it off a second time and he would disregard it, but it would have to be left off for me to loot the room cleanly. In conclusion, at least five busts. Unacceptable.
Inline Image:
https://www.klatremus.org/CompulsoryEgress_files/image003.jpgInline Image:
https://www.klatremus.org/CompulsoryEgress_files/image004.jpgInstead I found a way up to the rooftops in the northwest corner of the top street level, close to the archway that led to the city hall courtyard (image above). A rope arrow could be fastened to a wooden overhang, and a nearby sloped roof could be mantled. I managed to retrieve the rope also. This gained access to a back window to Ricardo’s office, circumventing all the previously mentioned busts. I could now grab the vault key from his belt without issues. The problem, however, was the journal on his office desk. Ricardo had a relatively short, but predictable patrol route. I waited in the dark corner of the southeast tower for him to pass (first image below). I could rush out and round the corner, then quickly grab the journal and vase from the shelf. I then waited by the wall for Ricardo to appear again (second image below). Occasionally he caught me by suddenly making weird, 90-degree turns. Something must be off with his pathfinding. I managed to return to the tower without any alerts from Ricardo, but I couldn’t avoid a comment from the guard in the distance. He first alerted the instant I appeared in the office doorway. However, going from five busts to one was a solid improvement if you ask me.
Inline Image:
https://www.klatremus.org/CompulsoryEgress_files/image005.jpgInline Image:
https://www.klatremus.org/CompulsoryEgress_files/image006.jpgVault and BeyondThe rest of the city hall was easy. When I got past the vault, however, things got dicey. Arriving in the pottery store, a stationary thief guarded the first door (first image below). He heard the door to the store open, and this was the only way to proceed to the thieves’ hideout. Furthermore, in the hideout, another door to the leader’s bedroom triggered another first alert (second image below). The rest was possible to Supreme easily enough. This meant I had to skip 400 more loot and backtrack all the way through city hall to get home.
Inline Image:
https://www.klatremus.org/CompulsoryEgress_files/image007.jpgInline Image:
https://www.klatremus.org/CompulsoryEgress_files/image008.jpgNotes:- Had to skip two copper coin stacks worth 10 in a small apartment above the stonemason’s for Supreme. The resident first alerted to the vent shaft.
- Took a first alert from the guard in Ricardo’s office when taking the journal. Supreme bust.
- Had to skip a trophy worth 50 and a necklace worth 200 in Ricardo’s office for Supreme. Getting them required dousing at least one gas lamp.
- Skipped a candlestick worth 50 outside the city hall security office for Supreme. It was a light source.
- Couldn’t enter the pottery store or the thieves’ hideout for Supreme. The thief in the back room heard the door opening. This meant 400 more loot had to be skipped for that mode.
Galaer on 6/3/2023 at 16:50
LADY LISA'S HARBOR
I had problem with getting to room with safe in basement of Water Company. I needed to quickly enter and close door behind me. Otherwise I was getting spotted by 2 stationary guards below. To leave I needed to quickly open door and move left. Another problem is dousing torches on guards tower will 2nd alert archers inside.
Lady Lisa's bedroom is also tricky. You need to nudge guard towards torch and enter. Take loot on the left and wait on the left of entrance for running guy who opens lower floor door and runs to this room. Locking door will make him stop moving, but also wakes up lady Lisa making impossible to ghost this room. So when guard will run inside I 1st alert him, so he will keep walking instead and dodge him from right. Take key and purse from noble and go outside. Wait for guard to enter lady Lisa's bedroom and lock door. Now guard is stuck and Lady Lisa is awake.
Electric Company is really hard to ghost. There are generators that cover our view, but not enemies. Plus they are very loud, so I needed to almost mute my sound and check guards visually if they spot me. Running on top of generators activates flashbomb effect, so only do that when enemies look the other way. I entered this building via attic and top generators are easy to deactivate, but 1st floor is harder. Shadow is only near switches you need to use. I mossed floor on 2nd floor above stationary guard and near him and on machines behind him. He tyurns in 3 directions, so when he looks away I drop on him, so I will slide on machines. Here I'm safe from guards, so I can moss metal floor to get quickly to every switch. At the end I use door to outside area and mantle over metal fence.
Now let's talk about causes of failure mentioned by Hexameron:
1. Could not dip into rushing waterfall without alerting nearby red spider
2. Could not retrieve key from dead craybeast without alerting two red spiders
3a. Could not retrieve key from chest guarded by two red spiders
3b. Picking the aforementioned chest spawns five spiders nearby that immediately alert upon seeing the player
First problem is easy to solve. Ceiling of passage leading to underground river is made out of wood, so I go to edge, lean to the side and shoot rope arrow, so it will drop above water, but not too close to wall. Then just crouch jump on rope and slowly descend into water.
Second problem is harder. To complete it you need to notice that 2 red spiders only spawn if you get closer to fire arrow lying on floor. So just go around it and you only need to deal with 3 green spiders. Left and middle spider look towards crayman's body, right spider look right, so to get to key you need to nudge left and middle spider forward.
Spiders mentioned in last 2 problems are impossible to ghost, but there is a way to avoid getting keys. They are needed to open gate leading to lighthouse, but bridge past gate is located above entrances to caves. I need to make stack of 6 objects and to climb it I need to make stack of 2 objects. This will avoid problems #2, 3a and 3b. In caves is only one rock, so I need to bring from city 2 crates near docks, 3 crates from warehouse and 2 plants from hotel to room with red spider mentioned in problem #1. I need to throw plants far away, so spider will not hear it and crates I need to throw far away along left wall. Only that way they will drop into water at the bottom and not get destroyed. Also one plant didn't land in water and when I ended with one plant and 5 crates in bottom water, game started to crash. So I needed to take crate with me into river, mantle on left rock and drop into bottom water.
In next room start dousing torches only when conversation is active to avoid 2nd alerting them. There will be fight between them and crayman, so wait for them to calm down. You can drop down plants. Crates take with you. With new mantle it's possible to return back up. From caves take rock and loot and do stacks to bridge. You only need to worry for patrolling crayman. Lastly you need to do very tight strafe swim to lighthouse to complete final objective.
STATS:
Time: 1:46:51; Loot: 13612/14377
Pockets Picked: 6/11; Locks Picked: 12
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
Galaer on 6/3/2023 at 16:51
DAMSEL IN DISTRESS
Most of AIs in city is neutral. To get money from purple box in hotel you must frob it while standing on counter. To get to church I was forced to nudge Hammerite a bit forward. To get loot from SE part of mansion I returned to Garrett's house. Behind it is slope. By strafe jumping on it it's possible to mantle on it and go on rooftops. Then go right until you will be able to mantle on purple roof of mansion and find a way to drop on lower roof. Below you should be 2 Mechanists. Drop on edge of roof and then on Mechanist. Inside is stationary Mechanist that I need to nudge to left room. This way I can get loot from right room. Next is kitchen and basement. To get there I need to use elevator and ride it to 1st floor. Then I need to nudge stationary Mechanist all the way to corner near alarm switch while avoiding being spotted by patroller. It will take a while. Also a note about enemies in mansion. When they spot you they make animation like pressing switch. It's silent and it's easy to miss it, so you need to check with your eyes if enemy spot you.
Now let's talk about problems Hexameron mentioned in his report:
1. Could not sneak by mechanist blocking entrance to watcher control room
2. Could not sneak by watchers on third floor of mechanist estate
3. Could not sneak around combat bot watching Elayne
4. Escaping from scripted trap necessitates breaking wood planks
5. Could not sneak beyond the fountain to mission end while carrying Elayne
First 2 problems are about going through 3rd floor. Right after exiting elevator There is watcher with turret, light switch on opposite wall, near it is stationary guard. Inside right room is Mechanist standing and observing corridor (no way to ghost him) and behind him is watcher switch. It disables also watcher at the end of corridor. There is also patroller walking on corridor and visiting left room. To right room you can get via passage on 2nd floor of foyer, but it's blocked by 2 banners. Possibly banner transmigration would be possible, because there is wooden ceiling near banners, but I never did that before. Luckily it's possible to ghost this corridor even without disabling watchers, though it's hard.
Start by shooting water arrow into light switch. Then loot left room. Afterwards go closer to entrance to right room. On the side of ceiling near walls there is wooden part of ceiling. From right side you must shoot couple of rope arrows to create jumping path and you need to shoot it from here, so you will not bounce out of it. Also moss wooden floor under ropes. Wait for patroller to go inside left room. Climbing 1st rope is hard. Most of the time you will get spotted by watcher. But when you succeed jump to last rope and wait for patroller to go back to left room. Here drop. To avoid 2nd watcher you must slowly enter the door.
Here is Elevator key and in right room is bot and safe with Sky Gem completing new objective. To get it you need to wait for patroller to enter room and go behind him and run along left wall. After he will turn picklock safe, get gem and evacuate the same way. For return via ropes I mossed floor behind rope near watcher and disabled auto equip to safely grab ropes. Return jumping is much easier to do.
At 4th floor I mossed corridor and went behind patroller into chapel. Here I doused 4 gas torches and went into prison. And here we encounter problem #3. Sneaking through this room was easy for me. You just need to crouch walk along right wall and this way you go behind bot. Normally you need to get closer to cell gate and you will get trapped and be forced to break couple of wooden planks to get out, take Cage key, raise crusher, open cell, KO Elaine and leave. This also summons beasts into mansion and city. That's the problem #4 mentioned by Hexameron. But with new mantle it's possible to mantle on metal fence. You need though to moss floor under wooden beam and inside cell, then rope up to wooden beam and jump to mantle on metal fence. Here you KO Elaine from side (behind her is wooden invisible wall) and return to bot. This way you avoid wooden planks and spawning beasts.
Now for escape. Hexameron said that secret passage was blocked. This passage is operated by switch under desk in nearby room. I guess that he found this switch, pressed it, but he couldn't figure out what is it for, so he forgot. The same thing happened in my test run. Despite me carrying body KO-ed by me, AIs in city are still neutral and since there is no beasts it's easy to return to starting point. In short I don't encounter problem #5.
STATS:
Time: 1:34:31; Loot: 2972/3102
Pockets Picked: 6/11; Locks Picked: 5
Back Stabs: 0; Knock Outs: 1
Damage Dealt: 1; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 2/2
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
Galaer on 6/3/2023 at 16:52
RETURN TO THE DARK TEMPLE
Mission has been reported by Hexameron. He failed ghost run, because:
1. Cannot sneak by combat bot in corridor leading to the mask (objective)
2. Cannot loot the tiaras and mask in the rafters of the chapel without being seen by both the mechanist priestess and archer.
Personally I think Hexameron panicked too quickly and reverted to knockout run. This mission can be ghosted. It's not even that hard. After 1st alerting Mechanist you must go to lamppost, take Entrance key and quickly enter temple. You can only go left. Here is patroller on marble. Simply go behind him and enter kitchen. After he will go away enter bedroom and take tiny ring from table. Then quickly enter chapel.
This is problem #2 on Hexameron's list. Go into left corner and take key from patrolling priestess. Wait for patrolling archer to go away and when priestess will be about to turn sneak to shadow past 1st pew. Go to carpet and go behind patroller to take 2 tiaras from statues. Sometimes priestess can spot you, sometimes she can't. Return to shadow and rope up on wooden beam above shadow for candlestick (it's not a mask like Hexameron said). Shoot water arrow into switch on back window. Drop on Mechanist and go to wall on the other side. Go to 1st pew. This time you have more time to get to door. Before leaving wait for patroller and priestess to go other way, leave shadow, take candlestick from altar and return to shadow.
Next is bot's corridor (problem #1). Leave door opened, wait for bot to go away and use 1st lockpick on 1st door, then return to chapel. In next round you can close chapel's door and use 2nd lockpick to enter library. Here is another tiny ring on table. Go behind bot along left wall closer to 2nd door, so your light gem will be yellow. Bot will only 1st alert to you. Go to bedroom and take loot from chest and mask from secret stash, then go to last room for candlestick and mission will end.
STATS:
Time: 0:08:41; Loot: 700/700
Pockets Picked: 2/2; Locks Picked: 1
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: SUCCESS
PERFECT GHOST: FORCED
Galaer on 6/3/2023 at 16:53
GLADIATOR
Hexameron failed this mission, because:
-Cannot reach nobleman without being seen by the arena combatants
Also in his report he mentioned fight between all combatants, which is additional ghost bust, because there are 2 levers. One of them frees all enemies from cells and the other only opens gate to arena. So I opened only my gate. At the middle of arena is stationary thief and in cells are alerted enemies. Crouch jump on higher walls and slowly go along right wall. Eventually you will notice that thief is alerted to haunt in locked cell and will go for a fight. When that happen run as quickly as possible to noble and kill him. Enemies are alerted to each other and thief and haunt are fighting, so nobody will see you or a body.
STATS:
Time: 0:01:27; Loot: 0/0
Pockets Picked: 0/0; Locks Picked: 0
Back Stabs: 1; Knock Outs: 0
Damage Dealt: 30; Damage Taken: 0; Healing Taken: 0
Innocents killed: 1; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: SUCCESS
Galaer on 6/3/2023 at 16:54
GEARHEART
Hexameron failed this mission, because:
1. Could not sneak to the altar in the chapel without alerting at least one mech priest
2. Could not sneak by masked mechanist guarding way to crypt/dining room.
Hexameron in his report mentioned problem with dousing gas torches in lobby. There is no need for that, because under left torch is switch disabling them. Don't steal key from priest yet. Instead ride right elevator and go behind Mechanist. Dodge him from left and take loot and Chapel key from under table. Return to lobby and use key to enter chapel. That's problem #1. To be honest I had no problem with ghosting this place. There is good shadow in corners near entrance. Priest must be away. Sometimes after leaving chapel he can immediately return to it. Go behind priestess and dodge her from right. Take her key, coins from pulpit and 2 coins behind left pew near pulpit. Return to shadow, steal priest's key, leave and when he will enter chapel lock door. This will made him get stuck inside chapel.
Problem #2 is much harder. You must wait for bot to go to right room and go to left doorway. Crouch. Now you need to make light shot of water arrow over door into gas torch. It's very precise and because of bot you only have couple of seconds to perform it. After you succeed you can get to the side of stationary Mechanist. You can't sneak to door, because shadow ends near Mechanist and nudging him will push him backwards, so it's pointless. Instead you need to moss floor in front of him, so moss will fall on his both sides. Open door, mantle on gas torch and jump over Mechanist.
Looting crypt, dining room and kitchen is easy. For watcher room you must lean inside and quickly douse gas torch. Mask room is also easy - just take closer from both sides and lean for masks. Return trip over Mechanist requires mantling on closer edge of door and strafe jumping over him on moss. Then you can return to starting point.
STATS:
Time: 0:12:45; Loot: 1007/1007
Pockets Picked: 3/3; Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: SUCCESS
PERFECT GHOST: FORCED
Galaer on 6/3/2023 at 16:56
BANK JOB
Based on this and previous Hexameron's reports I guess that he also was immediately ghosting missions without doing any test run just like Vanguard. In this mission he aborted ghost run for sake of full knockout run. And reasons for that are:
1. Cannot sneak into the art gallery without alerting nearby guard.
2. Cannot sneak into bank or down one of the main streets without being seen by at least one of the three guards.
At the start you must douse 2 torches, but it's not enough to go through street, because light from guard post illuminates street. I suspect you ca sneak behind Mechanist and nudge him forward, but with new mantle I can mantle on torch and climb to outer walls, then go around and drop on art gallery's roof (problem #1). When patrollers are away you can drop from lowest edge of roof and quickly picklock door. Inside you can turn off outside light.
Afterwards I use jeweler's attic window to return to 1st area to loot it. Tavern gave me some problem, because picklocking chest wakes up sleeping people and they turn towards you. Im 3rd room I needed to picklock chest while being on it's left side, so noble would turn towards me and I could leave his room. Engineer in 1st room is funny, because even awake he makes snoring noise. Pagan house was also tricky. I needed to picklock chest while being on the other side of curtain, then jump on space between stools and table and drop on carpet and exit through door. The only people not affected by picklocking are guy from workshop and guard from bank.
Speaking about bank (problem #2), entering it wasn't really hard. You need to douse gas torch and moss floor under guard. Then you slowly sneak to his left side and nudge him. And that's all.
STATS:
Time: 0:29:33; Loot: 15648/15650
Pockets Picked: 11/11; Locks Picked: 23
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 2/2
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE