Galaer on 6/3/2023 at 16:56
A WINTER HOLIDAY
Hexameron failed this mission, because:
1. Cannot enter crypt below lighthouse without alerting haunt.
2. Must break icicle to retrieve scepter (objective)
This one will be quick. In order to open trapdoor in lighthouse you can also use tiny switch above ceiling bush, so no need to throw rocks. As for icicle - breaking it isn't damage property.
STATS:
Time: 0:22:06; Loot: 3425/3425
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: 2/2
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
Galaer on 6/3/2023 at 16:57
THE DREAM OF TYRUS
Hexameron failed this run, because:
- Cannot reach rooftops without being seen by at least one archer in the watch towers.
I used new mantle to go over gate in fortress. I had differernt problem with that. Enemies kept 2nd alerting even though walls. A bit later I learned thief in window alerts to walking outside woman and can shoot her and also knights. So they weren't alerted to my presence. After finishing my ghost run I tried pipe from tower to fortress roof and it was possible, because archers patrolling towers only alert to us when they are walking while looking at the pipe. And they don't have extreme hearing, so you can run on this narrow pipe.
Drunk archer looking at pipe leading to sanatorium is neutral and archer in other tower is too far away to see me. I also had much more complicated way to sanatorium in case drunk archer would spot me. By using speed potion I could do strafe jump from behind drunkard on sanatorium roof and from there drop on sister Julia's balcony. From there I could drop and mantle on ledge near ground to not get hurt. I'm happy that I wasn't forced to do this overcomplicated route.
STATS:
Time: 0:19:52; Loot: 1200/1200
Pockets Picked: 4/17; 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: SUCCESS
Galaer on 6/3/2023 at 16:59
THE CREEPY TEMPLE
Mission is based on another FM by the same author - The Mechanist Cathedral, which has really a lot of forced ghost busts. This one is easier. Still Hexameron failed it, because:
1. Cannot sneak past apparition at top of staircase.
2. Cannot sneak to the masks on the wall at top of tower because of an invisible apparition.
3. Cannot sneak by invisible apparitions in the chapel in order to get the masks, eye, and key.
4. Cannot sneak by spider in tunnel leading to horn.
5. Cannot sneak by treebeast in crypt.
Problem #1: from upper steps you can jump on lower stone railing without mantling and then go closer to ghost and jump on stone railing on the right. To return you jump on stone railing (again mantling not necessary) and strafe drop on lower stone railing to slide on stairs.
Problem #2: you must strafe run along walls to masks. I had problem with return trip from left mask, because banner gets in my way and even jumping on chest alerts ghost. But the only solution is strafe running along wall and chest without getting stuck on banner and without going too far from wall. It's hard, but doable.
Problem #3: 2 ghosts located between 2 torches and no water arrows to douse them. There is just no way to avoid confrontation. To avoid them alerting other AIs I killed them (ghost bust #1).
Problem #5 (it's before problem #4): this one is easy - just go along any side of room. There is no need to mantle on sarcophagus.
Problem #4: spider see whenever it turns it's back, so to ghost it you need to move very slowly along left wall. Also poison plants after it have large hitbox above them, so you can't jump over them without getting hurt. The also are bigger in the front, so to dodge next one you must get uncomfortably close to leaves on their back.
STATS:
Time: 0:26:17; Loot: 1150/1150
Pockets Picked: 0/0; Locks Picked: 6
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 64; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 2
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: IMPOSSIBLE
Galaer on 6/3/2023 at 17:00
MYLOKH'S TOWER
Deadfall failed this mission, because:
-Cannot sneak by craymen on the 2nd level.
-Cannot sneak by bugbeasts on the 3rd level.
-Cannot sneak by fire elemental and spider on 4th level.
-Cannot sneak by green spiders in the chamber area.
I'm starting mission with 1 body discovered. Craymen room is impossible to ghost, because they are very sensitive and go into search mode even if you douse far away torch. Plus zombie below also goes into search mode. So that's ghost bust #1. Bugbeast floor is easy - just go along right wall. Patrolling bugbeast will always do 2nd alert in the same place after turning around and then immediately calm down. That's why I think it's a scripted alert. Fire elemental room is also easy when you realize that you can douse candlesticks and from desk you can drop into secret passage without alerting spider. Also you only need Chamber key, other keys aren't necessary and only these wrong keys trigger traps. Small spiders room is again impossible to ghost, so I killed them (ghost bust #2), so I will be able to picklock gate and get sword without alerting haunts. This probably caused another body discovery.
STATS:
Time: 0:23:43; Loot: 2325/2525
Pockets Picked: 0/0; Locks Picked: 3
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 76; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 3
Iron Beasts Destroyed: 0; Disabled: 0
Bodies Discovered by Enemies: 2
Secrets: 0/0
GHOST: IMPOSSIBLE
Galaer on 6/3/2023 at 17:01
SECRET WEAPON
Deadfall failed ghosting this mission, because:
-Green spider encased in glass goes on alert if you try and grab the required book.
-Cannot sneak by the two mechanist guards to grab the book and to get the secret weapon in the adjacent room.
Generally the problem was top floor. So problem #1 is small spider. If you shoot water arrow into switch very quickly, then woman will not transform into spider and woman is neutral to us. This kills 2 scientists, but that's an objective.
Mechanists are bigger problem. Book you can grab only when guard near switch is turned east and other guard is turned in west or south. Then you can get to desk. Be careful, enemies can see through large crates, but you can't. Steal key and open door. Wait for switch guard to look east and other door guard to look north and strafe run into room. Go under shelf and lean for secret weapon.
When leaving I noticed that door guard doesn't turn north. Did I made mistake when entering room that door guard was turned north? I tested a bit later and when door guard looks east (in other words towards me waiting in shadow) it's possible to quickly strafe run into room with only 1st alert. But that's not possible route to exit. I needed door guard to turn east and then quickly turn south and other guard should look east all the time. This way it's possible for me to go along left wall to shadow. After many tries I succeeded.
Because of newly spawned Hammerites I was forced to exit via 2nd floor balcony.
STATS:
Time: 0:17:03; Loot: 925/1635
Pockets Picked: 1/1; 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: 3/3
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
Galaer on 6/3/2023 at 17:02
VOLCANO ISLAND PRISON FACILITY
Deadfall failed this mission, because:
-Hitting a certain trigger puts the apeman by the gas plant, and the treebeast on the last level on 2nd alert.
-Cannot sneak by the patrolling apeman.
-Cannot sneak by the treebeast at the exit.
Problem #1 by itself isn't any bust. These alerts happen, because of scripted fight outside of our area. That's also why I score body discovery. But this fight makes ape on lower floor real pain (problem #2). In this mission you move super fast and it's bigger problem than help. Descending on ladders is tricky. Plus you also need to use crouch to stop touching it even if you are on ground. Ape notices us when we are close to it and because of fight it's in search mode. You must have luck for ape to look into room with lave and quickly run into corner with loot. Wait for it to calm down and return on top of ladder. Wait for it to go past ladder and climb down and quickly run to other ladder. Here you are safe. Get more loot and descend.
Stationary ape may end in different places based on where it will calm down after fight, so it can potentially screw you. Not in my run. Here is chest with sword, but key is at starting point near neutral frog. If you didn't take it you will be forced to restart the whole mission, because there is no way to return back up.
Treebeast (problem #3) stands right in front of exit. I doused 2 torches and changed my speed to move very slowly forward, because I need to nudge it left while standing. If i crouch I go under it. Nudging it is very risky - treebeast can easily go into search mode even if you are in full shadow. After couple of minutes you can very slowly sneak from right side into exit.
STATS:
Time: 0:07:06; Loot: 595/595
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
PERFECT GHOST: SUCCESS
klatremus on 11/3/2023 at 00:54
Amazing work, Galaer! You basically just improved on 10 missions that previously hadn't been successfully ghosted. Lady Lisa's Harbor I played years back and remember it looking very difficult to ghost. Happy you managed to do it. Tempted to try that one again myself.
klatremus on 24/3/2023 at 23:35
Game:
Thief 2FM:
Heist SocietyGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 1:45:29
Loot - 3340/3340 (Supreme: 3250)
Pockets Picked - 14/14
Secrets - 6/6
Locks Picked - 6
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Innocents Killed: 0, Other Kills - 0
Consumables - None
See the entire report with screenshots (
https://www.klatremus.org/HeistSociety.htm) here!
Loot list (
https://www.klatremus.org/HeistSociety_L.htm) here.
YouTube let's play (
https://youtu.be/dOLxMK0ETNc) here!
Comments:The second and final mission by AsyluM. A solidly designed Victorian mansion robbery, with an entertaining story and an easy-to-follow plot. This is a classic Thief 2 mission, and in many players' best-missions-of-all-time list. Although I won't put it among my personal all-time favorites, it is still a highly recommended mission and probably one most players would greatly enjoy, especially if you prefer The Metal Age.
First I had to find proof that Lord Gellard was spying on key members of the upper class. I also had to steal his gem collection, five of his precious vases, and 2,400 worth of valuables. Finally, I needed to leave through a secret underground exit, information on which could be found somewhere in the captain's quarters.
House Master KeyI wanted to get my hands on the master key as quickly as possible, as it freed up so many ways around the mansion that otherwise tied me down. In order to get that, however, I needed the security key to turn off the camera outside Gellard's chambers, as well as the bronze key from Horath's bedroom. There were two security key copies, one was on a guard at the foot of the stairs leading to Gellard's door. The other one was on a desk in a priest's bedroom to the south, an equally viable option, as long as you entered via the window using a housekeep key. I chose the former. The security key on the guard's belt was anything but easy to obtain, however. I couldn't for the life of me sneak into the room without a first alert; he was stationed just a tad too far back. I tried all sorts of angles and starting locations, but to no avail. I then tried a rope arrow into the archway ceiling (image below). Sometimes he saw it and first alerted, sometimes not. If he didn't, I could climb up and stay out of his view. If I then quickly turned, the engine didn't register this as movement, and it was enough to get past his field of view. Nice! I grabbed the loot and his key and went back out. Leaving I could just make a quick dart the last couple of feet, no rope arrow needed. I'd have to return to put back the key later, but now at least I knew the method.
Inline Image:
https://www.klatremus.org/HeistSociety_files/image001.jpgFrom here I used the dumbwaiter and cleaned the basement. Since I had the security key, I could turn off the gallery alarm system while being down here. My first Supreme bust. Disabling alarms and cameras are, in my humble opinion, probably among the smallest busts for that mode, especially if they can be turned back on. I lock-blocked the gate to the alarm room, just in case I would return the security key before coming down to switch it back on. Better safe than sorry. I also picked up the housekeep key from a wandering servant. It was also needed to turn off the cameras later on.
Inline Image:
https://www.klatremus.org/HeistSociety_files/image002.jpgI then headed back out the window and circumnavigated the courtyard counterclockwise. The west garden was the most difficult, but if I timed the patrolling guard well, I found my way south undetected. Entered the ground floor in the southeast. Headed up to Horath's bedroom via the pool window (image above). I couldn't loot the rest of the barracks from this side without turning off the watcher, so I headed back downstairs. Climbed up the chapel railing to the first floor and looted my way west. Nothing to report there. I had to turn off the watcher outside Gellard's bedroom from the security office in the far southwest. This also turned off the west hallway watcher and the one on the patio above the courtyard. The two latter ones weren't necessary to turn off except to get some more loot. Once I had Gellard's master key, I rode the dumbwaiter back down and got his gem collection.
BarracksCleaned the rest of this floor except the barracks. Then ascended to the unlocked window of the game room. During the conversation between Benny and the barmaid, I could sneak over to the counter and grab two pieces of loot that otherwise would've busted Supreme (image below). Both climbing over the bar counter or using the southeast door would've spawned a first alert from the woman. Using conversations like this is acceptable for Supreme.
Inline Image:
https://www.klatremus.org/HeistSociety_files/image003.jpgHeading through the game room was the only way I found into the lower barracks for Supreme. The living area north of the pool was guarded by a stationary archer, and a similar situation presented itself in the hallway east of the chapel. However, I couldn't find a way to rob the upper floor in this part of the mansion. I was able to ascend the staircase without getting caught by the watcher outside Horvath's bedroom, but I didn't find a way to get back down (image below). The center pillar of the railing hid me enough to time the watcher and rush upstairs, but I couldn't hide behind anything going back down. Coming from the southern bedroom seemed possible, but the camera didn't swing north far enough to have any gap in its view. There were multiple light sources surrounding the staircase, so I don't see a possible way to get back down successfully. If anyone can prove me wrong, I'd be delighted to see it.
Inline Image:
https://www.klatremus.org/HeistSociety_files/image004.jpgLibraryThe most difficult location in the mission besides the barracks was Gellard's library in the northwest. I had previously lock-blocked the door so that I could return all the keys for Supreme, as I knew I would end by leaving via the secret bookcase exit. It was guarded by a very alert patrolling swordsman, as well as a camera. I thought I would have to switch off this camera too, as the switch for the bookcase was embedded in a painting high up on the wall. However, to my surprise, I could reach the painting from a rope on the pillar at the base of the staircase. The staircase railing was also tall enough for me to crouch down without the camera spotting me. Conveniently, the patroller also stopped for a while by the camera, equally hidden by the pillar. As he patrolled back up the stairs, he was unable to see me atop the rope (first image below). I left the rope there for now, as I had to close up the bookcase later. Timing the camera, I could scoot into the smaller living room with the stationary archer and hide safely behind the central pillar. Here I was completely out of sight from both the patroller and the camera. When the patroller headed upstairs on the next round, I approached the camera from the south. Since there was no switch for the bookcase from the other side, I had to leave the healing potion from my starting inventory on the ground (second image above). This prevented it from closing until I picked it up again. This was a bit of an ordeal to figure out, but the entire library was ghosted Supreme-clean. Unfortunately, I realized there was another door in the basement requiring the master key, so I had to reload and lock-block this door also, then return all the keys before exiting through the basement.
Inline Image:
https://www.klatremus.org/HeistSociety_files/image005.jpgInline Image:
https://www.klatremus.org/HeistSociety_files/image006.jpgThis mission was very tough to ghost, primarily due to all the marbled floors and glass doors and windows. I can't guarantee that I didn't get any undetected first alerts, but I was as careful as I could be. Too bad it couldn't be Supremed, but I think I got as close as I could.
Update April 13th, 2023:Not long after my initial Ghost run, several new strats were found that especially improves Supreme. Firstly, Gellard's chambers can indeed be entered without needing to turn off any security camera. You can easily mantle up the railing either from the statue, from atop boxes, or from a rope (first image below). It takes a bit of luck to get over the railing without slamming your feet and alerting the downstairs guard, but I have completed this move successfully several times. To get back down, the best way is to hide behind the railing's end post and drop onto a crate (second image below). There are two crates conveniently found behind the drapes only a few feet away. Leaving the security cameras on also means you have to loot the two bedrooms south of here from the balconies, but that isn't a problem, it just makes the run a bit more tedious.Inline Image:
https://www.klatremus.org/HeistSociety_files/image007.jpgInline Image:
https://www.klatremus.org/HeistSociety_files/image008.jpgFurthermore, it was discovered that you can get down from the barracks without getting spotted by the camera outside Horath's. This move is a lot more random and takes many repeated attempts. You have to go down on the left side as the camera is swinging the same direction. This doesn't seem like it should work, as the camera is staring straight at you, but if you come at a halt so that the horizontal part of the railing blocks its view, occasionally it doesn't go yellow. This move only works once every fifty moves or so, at least in my experience. Although this strat makes you able to get the 27 worth of valuables in the barracks, you have to now skip 90 worth of loot in the attic outside Gellard's chambers. With the watcher on, there is no way to get up there unseen. But although you end up taking less loot, you avoid a huge bust for Supreme, so it's definitely worth it.Notes:- Had to turn off the alarm for the gem collection using the basement control panel. This is a security system and a bust to Supreme.
- Had to skip two pieces of loot worth 90 in the hidden attic outside Gellard's chambers for Supreme. I couldn't get up here as long as the camera was on.
Galaer on 27/3/2023 at 13:46
THE RING
Very tough mission to ghost with very tight loot objective and very hard to find loot. Mission reported by Hexameron as failed run. He abandoned ghost run for sake of knockout run, because:
1. Cannot sneak by servant in Truart's house
2. Cannot sneak by patrolling archer on balcony of Truart's house.
3. Cannot sneak by idle archer near portcullis leading to Truart's.
First problem is getting to SE part of starting area. For that I needed to nudge stationary woman right, then crouch run along left wall into corner and lean for nugget near tree. I can also get guard's purse and sneak to house for 3 water arrows. Also don't forget to grab 3 moss arrows from flowers. They are absolutely necessary. Also a tip about torches. If dousing them 2nd alert guard, show yourself a bit for him to 1st alert and then douse torch. You can take sword from under ramp. Go through gate and drop on gravel. Move 2 crates to take crystal, then make stack of 2 crates and return up. Here is problem #3 - stationary archer watching portcullis. How to deal with him? Simply douse 2 torches near portcullis, go to wooden steps and run to portcullis. I can't believe it that Hexameron had problem with that. You can hide in niche. Getting to guard house room is tricky as you need to avoid 2 patrollers and quickly hide in shadow near stairs. In garden are located 3 secrets, but one secret is opened by switch in Truart's house.
So we need to use balcony to enter Truart's house, but there is patroller on marble floor and he's a problem #2 on Hexameron's list. For this one I use 1 moss arrow on balcony. Go on ladder and wait for archer to turn around. Then mantle and go behind him. Be careful, patroller below can spot you, so wait for him to walk under balcony. Quickly enter house and jump on chair where you are safe. I opened next door to hear better woman's alerts. She's looking through glass door and she's a problem #1. First run to corner near painting. Wait for archer to leave and jump towards fireplace. Use switch and take 3 masks, then jump to corner. Return to chair and open balcony door. Time to exit and it's hard. Wait for archer to enter this room and quickly leave. You must go quickly to ladder, but don't use it. It's too slow. Instead just drop on marble and hide in shadow near ladder.
Time to go to other part of town. To get to guard tower I put crate on barrel, mantled on it and jumped on roof. There I noticed that guard below turns, so I dropped on street and entered tower via front door to take urn. Memorial garden can be mantled on and the same goes with bakery's mask. Here also is walking sheriff Truart. KO him and move him to last house near bakery in order to execute him. Be careful, enemies can hear through walls, so wait with murder until patrollers are away.
Next area is Truart's house again, but this time I enter via front door. In 1st room on the right is quickly turning archer. Room has marble floor and is well lighten. Shadow is only located between 2 doors and also doorways are safe. Room is visited by outside patroller who walks close to glass door and turns around. Here you need to use 2 moss arrows on floor to get to shadow between 2 doors. When archer faces east open right door and run to shadow. Go to right room's doorway. You can enter there is archer faces east or south and inside cop looks into window and patroller is outside. Then run to glasses and return to doorway. This is very frustrating loot piece to get. Go to left room. When archer on the other side of window doesn't look through it, crouch run along left wall. Here is woman from problem #1. You just need Church key and ring, so just lean for them from stairs. After looting church go to secret room under balcony for mask and Garrett's ring. There is no escape objective, so mission will end.
STATS:
Time: 0:50:10; Loot: 7350/7350
Pockets Picked: 19/22; Locks Picked: 1
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: 4/4
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
Galaer on 27/3/2023 at 13:48
AUTUMN IN LAMPFIRE HILLS
Vanguard failed ghosting this mission, because:
- Gal in house entered by chimney wakes on 2nd alert when you cross a boundary trigger. The trigger is artificial (i.e., you didn't make noise, you're not seen) and pretty stupid, especially since she is 100% blind and can't see you pressing against her face while lit up. Needed the loot in there to make the loot objective, and already did a quicksave overwrite (accidentally) after getting in, and wasn't about to waste time replaying everything up to that point because of this stupidity.
- A sleeping Hammerite in the weapons shop is hardwired to positionally trigger on Garret's position and not on anything he can affect; i.e., another unrealistic trigger.
- Another phony hardwired trigger alerts the sleeping grocer when you cross his inner door threshold although you are heading away from him and dash around the corner. Rather than wake in 1st alert, he wakes in 2nd alert; he leans while stay atop his bed and scans the room hunting for you.
- Spider in cistern room triggers onto alert when you cross the boundary between the cistern room (with control console) in basement to or from the flooded reservoir room.
- Opening the door to get the sword sets off a splatball trap, opens a door, and puts a fire elemental on full alert. Had to douse the fire elemental in this tiny 1-crypt room to get the sword.
First of all, I don't have this strange alerts from sleeping AIs and that's because updated version improves sleeping AIs responses Also spider from sewers only 1st alert to me. Another thing that Vanguard doesn't mention in his report is getting Psychic's key, which is necessary to enter sewers and get Keepers medallion. It's located in safe in room behind banner. There is no wooden ceiling, but there is wooden part of wall above banner, so I disabled new mantle and tried to do banner transmigration, but I couldn't. No idea if Vanguard succeeded or just cut banner, but that's what I did (ghost bust #1).
Mission has 12 water arrows in well near cottage, which Vanguard missed. First I ghosted all buildings at the beginning of city. To grocer I can go via end of alley leading to 2nd floor. There I wait for archer to turn around and picklock door for couple of seconds and then return to shadow. Repeat couple of times to open door. Keeper Library has nothing interesting, so I skip it. There is other locked house near fast turning guard and surprisingly he's not a problem. Patrollers can spot you though. Near house is dark street and you are safe on it's slopey side. I go to Old Hammer Shrine for Sorrack's key and drop on side of Hammerite to get his key and leave shrine. I skip New Hammer Shrine until I get moss arrows and go to cottage to open lock. You can mantle into hole with scroll to drop into water and open exit to well, but also get to king's tomb.
Looting this place is easy, but the problem is room with pedestal. There is mine on it and exploding it will alert undead in tomb, so to lower it I placed 3 potions around mine and quickly go backwards, because on the other side of door is fire elemental. Also magic missile traps get triggered, but they don't alert anyone. If I get closer fire elemental will see me, but behind it is sword needed for one of objectives. So I'm forced to kill fire elemental with water arrow (ghost bust #2). Funny is that this deals 1 damage and doesn't count as kill in stats. Jump over projectiles to get sword. Don't take potions, because if pedestal will go up, mine will get triggered.
Now I go to sewers for medallion and use mantle cancel to quietly drop into water. Afterwards time for Alarus House where I get 5 moss arrows. On 1st floor I quickly, but quietly can enter all rooms with only 1st alert from stationary guard, then I moss floor around him to nudge him towards front door and use wooden railing to run to 2nd floor for dagger. Lastly I go to New Hammer Shrine via front door. I can douse 3 torches, enter and douse last torch on the left. Looting room is easy, but getting to corridor on the right is tricky. I used 2 moss arrows to moss floor near Hammerite on the right. Columns may not like it, but they are made out of wood, so shoot rope arrow into high point of column on the right from altar and jump behind stationary Hammerite to nudge him forward (I needed to lean forward to nudge him farther). Then you can sneak to corridor and loot it. With all objectives completed return to cottage to finish this mission.
STATS:
Time: 1:06:15; Loot: 4106/4206
Pockets Picked: 10/11; Locks Picked: 11
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 1; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0 (1)
GHOST: IMPOSSIBLE