lordhern on 18/6/2026 at 16:44
NEW UPDATE for Heretic mission - I found it last night
In the bathhouse you get the fuse WITHOUT losing your square lockpick so you can end the mission with all your gear - it also prevents the readable being shoved under the door.
I mentioned it on Klatremus' youtube video - look for a recent post by username "spambotfodder"
enter room stay on west wall - grab loot from statue - then mantle onto the metal shelf. hug the EAST wall on the shelf to the end - drop down, grab fuse, mantle up and return the same way. The door stays unlocked and you can exit clean.
klatremus on 19/6/2026 at 00:48
Great find indeed! It seems that you are simply moving outside the barrier that triggers the script for the door. It is probably an invisible line on the floor, but it doesn't extend on top of those metal shelves then. Nice! :thumb:
klatremus on 21/6/2026 at 19:57
Game:
Thief 1FM:
Returning a FavorGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 48:11
Loot - 1262/1262
Pockets Picked - 2/3
Locks Picked - 5
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Consumables - 1 Gas Arrow
See the entire report with screenshots (
https://www.klatremus.org/ReturningAFavor.htm) here!
Loot list (
https://www.klatremus.org/ReturningAFavor_L.htm) here.
YouTube let's play (
https://youtu.be/pryZDSDfewE) here!
Comments:A very clean hammerite mission with a solid story to back it up, and a loose sequel to The Saint of Redmound. Visit the Highwater Power Station to clear up a murder mystery gone wrong. Brother Lukas is being blamed for the death of Merlon, a disliked member of the hammerite order. Classic Morrgan stuff this!
After meeting with Lukas, my main objective was to find out who really killed Brother Merlon. I also had to obtain 850 worth of valuables, as well as find and destroy the letters from Lukas’ mistress.
BasementThe workshop was actually quite tricky. The patrolling hammerite and the pivoting guard upstairs covered the grounds quite well. I could stay on the floor close to the generators, or on top of them, without detection. However, one of the pieces of evidence, a bloodstained hammer wedged between the two generators, alerted the patroller to hunt mode. This only happened when I got close to it, as only then did the banging noise it created start playing. Extremely odd how this wasn’t picked up and fixed during beta testing. I know it’s an old mission, but certainly missions were tested before release, right? Anyway, I needed it to complete the mission, so I brought it along before the guard alerted. In order to get upstairs, the best way was to jump from atop the generators to the corner just west of the pivoting guard (image below).
Inline Image:
https://www.klatremus.org/ReturningAFavor_files/image001.jpgIn the prison, another weird occurrence transpired. Most keys in this mission could be returned. However, the stairwell key given by Lukas could not. I was thus determined to complete the mission without taking it, as I could’ve used the elevator instead to move up and down the floors. But when I skipped it, upon the first reload, Lukas suddenly gave a first alert, as if he had heard me. Waiting a few minutes, he then gave the settling remark. If I took the stairwell key, this didn’t happen. No matter how strange this was, it justified taking the key after all to avoid the bust.
Ground FloorUpstairs I took my first Supreme bust entering the library. The door was locked and the only key was inside, so I had to use the vent access above the rafters and this alerted the stationary guard below (image below. Other than this, the entire floor could be done Supreme clean. The rafter served as an excellent way to avoid patrollers. Several other vent panels could alert patrollers, but their routes were always long enough to just wait them out.
Inline Image:
https://www.klatremus.org/ReturningAFavor_files/image002.jpgFrom here it was a little bit of a keyhunt, but it followed the investigatory storyline, so it was acceptable. The priests’ quarters key was the only one I had to return for Supreme. I did that when I placed the evidence on the table. I had to make sure the key didn’t touch the bloodstained hammer, as this alerted the investigator. I could block the garden door as Marvigel ran out, thus skipping the need for that key. Any 3 of the 4 possible key evidences could be taken for Supreme, it doesn’t matter. The only required one is the hammer, to avoid the aforementioned hunt mode.
I chose to use the gas arrow from the guards’ quarters to knock out Marvigel. It doesn’t count as damage, nor a knockout. He had gotten stuck on the barrels at the bottom of the stairs for me, and this wasn’t the only time (first image below). He is supposed to end up in the right bedroom in the engineers’ quarters. When dropping him in the cell, I couldn’t return the key without triggering hunt mode from the nearby guard (second image below). I tried putting it on the floor, the chair, on top of the key holding unit. I even tried cushioning it with a potion, it was all equally loud. I also tried dropping his body through the gate/fence without needing to unlock the door. However, even if this was possible, I think the objective checks off only when you use the key on the door when Marvigel is physically in the cell. Regardless, the mission was already busted for Supreme.
Inline Image:
https://www.klatremus.org/ReturningAFavor_files/image003.jpgInline Image:
https://www.klatremus.org/ReturningAFavor_files/image004.jpgNotes:- Took two first alerts from the stationary guard outside the library entrance when opening the vent above the rafters; one coming and another one going. Supreme busts. You can leave the vent open and avoid one of these alerts if you’d like, but then that’s a bust as well.
- Couldn’t return the prison cell 1 key after locking up Marvigel. I held on to it instead. Another Supreme bust.
marbleman on 6/7/2026 at 21:39
Game:
Thief GoldFM:
Rogues' LairGhost -
SuccessPerfect Thief -
SuccessTime - 50:14
Loot - 4000/4000
Pockets Picked - 2/2
Locks Picked - 2
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - 1 water arrow, 1 moss arrow
See the report in video format here: (
https://youtu.be/vK_TuXcb3XI)
* * *
Game:
Thief GoldFM:
The Scholar's HandGhost -
SuccessPerfect Thief -
SuccessTime - 1:00:10
Loot - 5220/5220
Pockets Picked - 3/3
Locks Picked - 2
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - A bunch of water and moss arrows (cba to count)
See the report in video format here: (
https://youtu.be/1LxFRf18pAA)
* * *
Game:
Thief 2FM:
Nest of VipersGhost -
SuccessPerfect Thief -
SuccessTime - 44:26
Loot - 4792/4792
Pockets Picked - 2/2
Secrets - 5/5
Locks Picked - 5
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - 3 water arrows
See the report in video format here: (
https://youtu.be/Gs1grvMpxLQ)
klatremus on 2/8/2026 at 22:35
Game:
Thief 2FM:
Elevator Mission T2, Mission 3: FactoryGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 1:09:01
Loot - 5/5
Pockets Picked - 5/6
Secrets - None
Locks Picked - 9
Back Stabs: 0 Knock Outs: 0
Damage dealt - 0, Damage taken - 0, Healing Taken: 0
Consumables - 1 Water Arrow
See the entire report with screenshots (
https://www.klatremus.org/ElevatorMissionT2M3.htm) here!
Loot list (
https://www.klatremus.org/ElevatorMissionT2M3_L.htm) here.
YouTube let's play (
https://youtu.be/CtSwpFgbl5Q) here!
Comments:A nice continuation of the Elevator campaign. You can tell JIS is getting better at map making for every mission. The difficulty is toned down to a more mortal level, and there’s even some loot to be found! A factory/warehouse complex, with some courtyards, guards and mechanist creations make for a fun little romp. I now look forward to the rest of this.
All I had to do was find my way to the end and get all 5 coins. The loot objective was optional, but that still meant it was required for Supreme.
First BuildingsThe first problem came after opening the first gate behind the keeper body and riding the elevator up. I had to lean out of view as the lift rose (image below), but when I got close to the top I had to lean back the other way. If spotted, the guard would give a settling remark when the lift stopped. Timed the watcher to leave unseen, while sending the lift back down and closing the door. By the next double doors I had to be lucky that the pivoting guard on the balcony was facing away when making a run for it.
Inline Image:
https://www.klatremus.org/ElevatorMissionT2M3_files/image001.jpgOutside the factory entrance I had to take two first alerts from the guard in the courtyard (image below). I could sneak over to the back end of the wagon before getting the first. Then I got another one rounding the corner. The next guard could be fooled if facing the wall and moving right slowly while leaning left. This is a trick I’ve started to use recently. Enemies only see you if you also have line of sight of them, so if leaning around a corner, you can move your body into darkness before entering their line of sight and thus not get spotted at all. I can’t believe it took me over 25 years to discover this.
Inline Image:
https://www.klatremus.org/ElevatorMissionT2M3_files/image002.jpgWarehouseI had to flip a switch in a control room to access the buttons to the next elevator. Unfortunately, a guard in there heard me opening the door. I also couldn’t reflip the switch without taking another such alert, so I left the panel open instead.
This accessed the bottom storage room. At the end of this was a room with a “rock’s winder key”. However, the door to this room was pickable and the outside guard heard the lockpicks. Though this guard didn’t alert to the door opening or closing, so I could return this key safely later.
This key opened up a door to a courtyard, which led to an even deeper storage room with yet another key, a control duct key. This room was very interesting. It had the key in a toolbox on top of three crates (image below). A stationary iron beast and a swinging camera guarded the room. I could slowly sneak over to the first crate and stay completely dark. The slightest flicker in the light gem and the camera clicked, which is a first alert. I could inch a tad past the first corner of the crate before getting caught by the iron beast. If timing the camera, I could then mantle up and go to the inner right corner of this crate and crouch. This also kept me dark. The next time the camera swung around, I could then mantle up twice to the very top and crouch right in front of the toolbox, which also kept me dark. I found the key was actually not inside the box, but instead on the crate slightly sticking out of the back. I could use the same method going back down, though I had to be even more careful sliding off the bottom crate. This key could even be dropped back with no alerts from the iron beast. I really liked this room.
Inline Image:
https://www.klatremus.org/ElevatorMissionT2M3_files/image003.jpgThe control duct key opened a panel that accessed lift buttons. This panel couldn’t be reclosed, which was a bust. However, I found I could shoot the lift button from below with a water arrow (image below), thus circumventing the need for the control duct key in the first place! Easy reload and skip the whole last paragraph worth of ghosting.
Inline Image:
https://www.klatremus.org/ElevatorMissionT2M3_files/image004.jpgThis key gave access to an upper level with some hallways. I had to get a wheel peg by passing a fast turning guard (image below). He never faced the stairs up to the room with the peg, so this was easy to get to. However, getting to the opposite side, the stairway down to where the peg was used was much, much harder. I was able to get down there without any first alerts. I was even able to get into the room and turn the wheel without busts. But I was not able to get back up the stairs without at least a comment. It may be possible, but I imagine it would take hundreds of tries. The issue was ascending the staircase was slower than descending it, and I was heading into his field of view instead of the other way around. The guard would have to face towards the pivoting camera long enough to first get up the stairs, then in order to round the archway and get out of view, he would have to face that way even longer. I finally accepted the bust and moved on.
Inline Image:
https://www.klatremus.org/ElevatorMissionT2M3_files/image005.jpgThe courtyard could be navigated by crouching behind the well. Once I realized this, dodging this guard wasn’t hard at all. It was a lot of back and forth here pushing buttons and flipping control panels. This could all be done without Supreme busts. When I got to the castle however, I ran into one problem. The intention was to climb the castle wall with a rope arrow. But the ropes were in a pickable footlocker that alerted a pivoting guard when picked open. Instead I found I could run up a sloping wall and mantle the roof and ascend the castle that way, never needing the ropes (image below). This I assume was never possible in OldDark.
Inline Image:
https://www.klatremus.org/ElevatorMissionT2M3_files/image006.jpgThis key unlocked a gate close to the well courtyard. Sadly, I couldn’t return the key and also close this gate. I would’ve needed two crates on the inside of the gate to block it from closing, then crouched under it on my way back. No such crates were present. The room beyond the gate even gave access back to the first building before entering the warehouse, but there were no loose crates to be found there either. There were crates on the submarine later on, but none of those were frobbable.
In this room I had to flip a switch on a panel on the top plateau. The pivoting guard up there was more annoying than difficult. I had to use the ladder and be lucky with his turning to get up without a first alert. This panel opened a bay with another iron beast and a switch that opened the next bay door. Reaching the switch without a bust was possible if coming from the right (image below). The three iron beasts in the next room were active but didn’t see or hear anything.
Inline Image:
https://www.klatremus.org/ElevatorMissionT2M3_files/image007.jpgIn the submarine cave I had to circumnavigate the room counterclockwise. Otherwise I’d have to nudge the guard close to the elevator forward, but that is only allowed as a last resort for regular Ghost. I still got a first alert from the spider bot and said guard when picking the lock on the lift door. The mission ended when riding it down.
Notes:- Got 2 first alerts from the guard in the courtyard outside the warehouse. Supreme busts.
- A guard commented on opening the door to the warehouse control room. I also didn’t reflip the switch in this room, as that would’ve caused another alert. Supreme busts.
- Another stationary guard heard my lockpicks when picking the door to the rock’s winder key. Supreme bust.
- A pivoting guard close to the wheel peg first alerted when coming back up the stairs. Supreme bust.
- I skipped flipping the wheel back and thus closing the wooden door for Supreme, as it would’ve prevented further progress. Supreme bust.
- I couldn’t return the yellow key from the castle and also lock up the portcullis, so I held onto it. Supreme bust.
- I also couldn’t close the bay door by the three harmless iron beasts, as it prevented progress. Supreme bust? Not sure.
- Got two more first alerts when picking the lock on the final elevator shed. Supreme busts.
klatremus on 14/8/2026 at 02:01
Game:
Thief 1FM:
AlcazarGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
FailedTime - 41:55
Loot - 3425/3425 (Supreme: 3325)
Pockets Picked - 1/1
Locks Picked - None
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Consumables - None
See the entire report with screenshots (
https://www.klatremus.org/1MIL/1MIL_Alcazar.htm) here!
Loot list (
https://www.klatremus.org/1MIL/1MIL_Alcazar_L.htm) here.
YouTube let's play (
https://youtu.be/0m0B372I2Bk) here!
Comments:A stellar mission by Schlock, and the deserved winner of the 1 Million Units Contest from early 2021. Although the mission is limited in terms of space, it feels considerably bigger than most other releases from this contest. It also has a good sense of non-linearity, giving you plenty of ways to move around the map. Visit a local inn and the complex cave systems below, in this absolute gem of a mission.
I had to loot whatever was in Alcazar’s crypt, plus also get his golden spellbook. I also needed to pick up a ruby from the local merchant, as well as 2,200 worth of valuables.
This mission is not hard to Ghost or Supreme. There were not many enemies, and those present were either neutral or alone. Alcazar’s haunted house was the only place that brought trouble. However, the issues were of the strange sort. I wanted to avoid picking up a rope arrow, which made picking up two loot items difficult. The first was a silver nugget on a rafter in the shrine northwest on the middle floor (image below). The most reliable way of getting it was jumping from the corner bookcase and grab it mid-air. I would land on the carpet and could hurry into the next hallway for safety.
Inline Image:
https://www.klatremus.org/1MIL/1MIL_Alcazar_files/image001.jpgClose by was the next such item, a diamond in a small alcove above the central ceiling rafters. I could grab it while jumping, but it was near impossible to land safely then, let alone do it consistently. But I found I could mantle the rafters directly from the windows, as long as I timed the jump well and went for the central structure (image below). Garrett needed enough headspace to stand up and I had to be able to crouch while up there. With an angled crouch-run I could then drop back to the window safely.
Inline Image:
https://www.klatremus.org/1MIL/1MIL_Alcazar_files/image002.jpgOne loot item had to be skipped for Supreme. It was a patrolling golden skull (image below). Taking the skull didn’t count as a kill or even damage, which would have prevented even regular Ghost from getting it. It was, however, a light source, which is not allowed to be removed for Supreme.
Inline Image:
https://www.klatremus.org/1MIL/1MIL_Alcazar_files/image003.jpgNotes:- Skipped taking the floating golden skull worth 100 for Supreme. It was a light source, which cannot be removed for that mode.
klatremus on 24/8/2026 at 01:19
Game:
Thief 2FM:
Horns of Canzo 1: A Long Way UpGhost -
FailedPerfect Thief -
FailedSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 2:00:03
Loot - 3625 out of 3800 (Supreme: 3650) [The stat screen incorrectly says ‘out of 2100’]
Pockets Picked - 20/30
Secrets - 10/11
Locks Picked - 4
Back Stabs: 0 Knock Outs: 0
Damage dealt - 0, Damage taken - 0, Healing Taken: 0
Bodies discovered by enemies: 1
Consumables - 1 Ice Bomb & 2 Flares
See the entire report with screenshots (
https://www.klatremus.org/HornsOfCanzo1.htm) here!
Loot list (
https://www.klatremus.org/HornsOfCanzo1_L.htm) here.
YouTube let's play (
https://youtu.be/whVAl6L0R9c) here!
Comments:A very cool and different mission from anything I’ve played before. Almost like a mix of Heartcliff Islands and Ruins of Originia, but with its own, twisted spin. Basso has been kidnapped and you are being tasked by the kidnappers to steal a relic named The Dragon’s Claw from the Italian mountains of Canzo. Scale the summit and encounter odd locations and creatures along the way. Great thieving from start to finish this.
My main objectives were to find out the secret of the magic elements, obtain 1,800 in loot, and make my way to my room at the 3rd Alp Inn. I was not allowed to kill anyone, knock anyone out, set off any alarms, nor get spotted by any humans. All of those were already required by the Ghost rules. Additionally, I had to find all the secrets, 10 in total (although the stats said 11). Rule #14 of the Supreme Ghost rules says: “Unavoidable consequences triggered at the same time as completing a required objective, as long as it doesn't alert any enemies, are excused, but must be reported.” That meant if any action triggered the discovery of a secret, it would excuse that action if it was a bust, as long as enemies weren’t alerted in the process. Optional objectives are also covered by this rule, as they are required for Supreme if given up front. Regular Ghost, however, would not be covered by this rule since optional objectives are not required, and thus the busts not ‘unavoidable’. I also had to stop and buy something at the local shop. I would prioritize the maximization of loot, so I would buy the cheapest thing available and instead pick up any other item I needed elsewhere. The loot total got reduced by however much I spent at the store, so Perfect Thief would still be available. The loot system was messed up in the mission though; the stats said 2,125 was max, when it actually was 3,825 on expert, but since I had to spend at least 25 at the store, it would be corrected to 3,800.
SouthVisited the saloon first, as I needed the drunk guard’s key early. A purse in the ladies’ room had to be skipped for Supreme (image below). Opening the door triggered a comment. Several guests had purses, but I could get all the rest of the loot without further issues. Getting the water key in the wine cellar was a bit tricky, as a servant triggered a patrol into the room as I entered. I rushed to the back and hid in the shade first, then picked the box as he walked away.
Inline Image:
https://www.klatremus.org/HornsOfCanzo1_files/image001.jpgIn the shop I made sure to block the back door before the shopkeeper did; that way I could get the loot back there. I also took the rope arrows from the hidden cache at the front of the store, instead of buying one. I knew there was a single rope arrow in the woods later, but in case I needed both, I grabbed these. (I realized later only one rope would’ve been necessary.) Next I approached the abandoned house. Found an orc archer up on a plateau close to the house’s back entrance (image below). Sometimes he alerted to me and sometimes not. He was shooting at a rat so ferociously that he completely ignored me getting the nugget right before his eyes. Weird stuff. Inside the abandoned house I had to rethink my plans, as the intended way through was breaking a window with some crates, which of course isn’t allowed for any Ghost mode.
Inline Image:
https://www.klatremus.org/HornsOfCanzo1_files/image002.jpgInstead I found I could climb the south side of the house by ascending the cliffs, then hop from the fence to the east part of the roof, then drop to the other side of the aforementioned window (image below). This was a huge find, as it meant avoiding an early bust. Now I got access to two required keys in the small office here, plus I gained entry to the first guard post.
Inline Image:
https://www.klatremus.org/HornsOfCanzo1_files/image004.jpgUnfortunately, my first Supreme bust came in the hallway above. The required key to the library where the book on the magical elements were found was located close to a stationary guard in this hallway (image below). He heard and commented on the hatch coming up from the abandoned house. The hatch was quite far away, so I was surprised he gave the alert. The main entrance door could be reached from the front, but that was even closer and of course also yielded a comment. Quickly visited the library and got the new objectives of finding and unlocking the elemental keys.
Inline Image:
https://www.klatremus.org/HornsOfCanzo1_files/image005.jpgNorthwestI could now continue up the mountain. Used the secret entrance to reach guard post 2. I couldn’t close it up afterwards, but I was planning on coming back from the south side to do it later. To get into the village I was supposed to use the sewer entrance. Problem was, the guard that held the sewer key alerted to the nearby gate opening. So instead I jumped from the east tower window and landed on the wall behind him (image below). I could do this without any alerts. The contamination chamber in the west tower didn’t work properly, so I took the purse on the lookout guard from above, then dropped to street level.
Inline Image:
https://www.klatremus.org/HornsOfCanzo1_files/image006.jpgNext cleaned the house with the oxidized key, which I brought along. There was a tough purse to get from a stationary guard in the southwest part of the village (image below). I had to mantle the wall to his north, then drop onto the torch and then fully onto the ground. Mantling back up without an alert took a few tries, plus I had to time the other patrolling guard.
Inline Image:
https://www.klatremus.org/HornsOfCanzo1_files/image007.jpgThen took the secret shed entrance to the sewers. When trying to close this up, the door banged into the shovel and didn’t want to close, plus it alerted the outside patrollers to hunt mode and busted my objective. I nudged the shovel forward until I could close it properly. Weird.
The sewers accessed a bunch of different areas. The two coin stacks in the north tower had to be skipped for Supreme. It required the tower key from the patrolling archer up top (image below). It had to be dropped back and there were nowhere to do so without alerting him. I even tried jumping from the nearby walkway and dropping it on top of the hatch, since the archer alerted to the hatch opening, but I couldn’t find anywhere silent.
Inline Image:
https://www.klatremus.org/HornsOfCanzo1_files/image008.jpgThere was no way to get to the inn via the walking path, at least not for Supreme, so I took the cistern route. The N*102a key unlocked the metal door at the bottom of the cistern, and it disappeared upon use. This door, however, could also be picked open, which meant the key could’ve relocked it. But there was no way to pick it open and avoid taking damage from drowning, so I used the key and left it unlocked. I don’t think this is a Supreme bust, since the mission doesn’t leave you with any way to safely relock it. The N*102b key unlocked the next, wooden door and it also disappeared. This door wasn’t pickable, but there was a second copy of the key at the inn, which could safely be returned. The rest of the inn was not difficult to Ghost. I entered and left by way of the second floor balcony.
Elemental KeysTook the hatch down to the tall canyon with the sliding ladder. Was a bit finicky getting all the way down without taking damage, but I got there in the end. The only way to obtain the fire key was to kill the red beast, or Galvano in disguise (image below). Using an ice bomb was instant and alert free. It didn’t count as any damage dealt nor a kill in the stats. To be honest, I think it was more of a scripted event rather than a kill, but I counted it as a bust nonetheless.
Inline Image:
https://www.klatremus.org/HornsOfCanzo1_files/image009.jpgTo get to the earth key, I had to enter a cave with spiders in the east. This forced me to trigger a cave-in with lots of boulders falling. This wasn’t a trap and it didn’t alert anyone, but it seemed intrusive. Furthermore, in the same cave I had to use an invisibility potion to pass two spiders, so I was highly incentivized to find a different approach. And there was. In the mining section connecting guards posts 1 and 2, a set of black boulders could be destroyed to gain access to said spider cave from above. I was meant to use an explosive charge to blow up the boulders, but I’m pretty sure that alerted the spiders below. One of them was in a constant third alert state anyways, so it was tough to tell. However, I found I could destroy the boulders with a lit flare ((
https://www.klatremus.org/HornsOfCanzo1_files/image010.jpg) see image). This is completely silent and very easy to carry out. Boulders do not count as property, by the way, and thus no bust.
With two rope arrows, I was able to descend to the spiders. I realized, though, that only one was necessary to get down there. In fact, it was best to use one, as that forced me to hop from the rope to the ledge to the north, avoiding even a first alert. I grabbed the earth key from the shadows and circled the room counterclockwise. Sticking to the shadows and going when the patroller moved away made it possible. The red stationary spider was a bit unpredictable. I saw it facing both north and west, the latter being the better angle. I found it sometimes alerted to the constant alert noises of the patrolling spider, which may have caused it to reposition. At the far northwestern corner of the cave, I could lean around from darkness and reach the lock (image below). Cave passed without a single alert!
Inline Image:
https://www.klatremus.org/HornsOfCanzo1_files/image011.jpgThe red gem in the next cave I could take without any alerts from the spawning fire skeleton. It opened the way out also. The nearby frogs teleported away during this event also, though they would’ve been possible to sneak by.
Just south of the cave system I had to pick the lock on a door leading to a water elemental. Behind it on the wall was a red key I needed. The elemental didn’t give first alerts, but started moving differently and shot water blasts if spotting me. I managed to open the door only halfway, so that I could lean in to get the key, then closed the door safely. It opened the door to the sea chest further west with a diamond, an axe and a papyrus, all of which I needed. However, returning the red key proved impossible. It should be put in the closest position possible, which was on the ledge of the key rack. This I couldn’t do without getting a response from the water elemental. Either it immediately opened the door and started moving forward, or it stopped bobbing up and down, clearly indicating a change in movement pattern. This was enough to show me it heard the key drop. I could’ve put it silently on the ground below, but I didn’t feel this was close enough. Supreme bust.
I next headed all the way back to retrieve the arrow from the mine shaft and also close the secret entrance north of guard post 1. In order to not have to get another first alert from the guard in the guard post 1 hallway, I mantled over the walls north of the entrance (image below). I had to mantle up a small floating button outside the main area of the map. Not sure what that button was for.
Inline Image:
https://www.klatremus.org/HornsOfCanzo1_files/image012.jpgOn my way back south I grabbed the things I needed from the cemetery. I blocked the door so it didn’t shut when reading the papyrus. I could’ve mantled the wall to get back out, but I felt it best to leave it the way it was before I arrived. Never spawned the zombies. To get back to the northeast caves, I had to jump across the pond by the waterfall and mantle the other side (image below). There was an insect further south that always caught me rounding the corner. This was the most predictable way to fool it.
Inline Image:
https://www.klatremus.org/HornsOfCanzo1_files/image013.jpgTo get into the hut without any first alerts from the burricks, I had to time the pulsating lights perfectly. I first had to unlock the door, then return to the shade. Then standing as close as possible without getting caught, I strafe-ran to the door and crouched in the doorway as soon as possible. I’d say one in every 15-20 tries worked Supreme clean. Inside the hut I relocked the door. The wooden panel was supposed to be broken using the axe, but again a flare worked (image below). This was completely quiet, which was the only way to avoid alerting the yellow, skinny burricks further west. WheretIB2 then found you can consistently frob the air lock without destroying the board by dropping (not throwing) a flare on it 5 times. This eliminated even a Ghost bust! After a couple of seconds I got teleported to a new glade with another gem. I rode the ascending mist and in order to avoid damage teleporting back to the forest, I had to run forward while taking the gem. That way, I landed on the sloped side of the forest instead, which prevented damage.
Inline Image:
https://www.klatremus.org/HornsOfCanzo1_files/image014.jpgReturned to the guardian section and used the fire key. This triggered a new objective to destroy the portal. This could only be done by shooting it on the right side with the charged scepter, also killing the red fire lady. Since this was an immediate and unavoidable consequence of completing a mandatory objective, without anyone detecting me, it was excused. In the nearby office I used the axe to destroy the banner. It could be done with a flare also, but that left the safe unfrobbable for some reason. Cutting the banner is normally a bust for all modes, but since the secrets objective was required for Supreme, it was only a bust for regular Ghost. Thus I skipped the 175 for that mode. This is the only time I’ve experienced more loot being available for Supreme than for regular Ghost. A welcome change.
Returned the pump room key and the yellow key for Supreme. I had previously left the pump hatch open so I could leave that way. Locked up the hatch and closed all doors on the way out. Returned the N*102b key to the inn for Supreme also, before finishing the mission in room 4.
Notes:- Skipped a purse worth 100 in the ladies’ room at the saloon for Supreme. Opening the door spawned a comment.
- Got a first alert from the guard inside guard post 1. He alerted to the hatch opening. Supreme bust.
- Skipped two coin stacks worth 25 each in the north tower in the village for Supreme. The required key couldn’t be returned without a bust.
- Had to “kill” the Galvano beast with an ice bomb to obtain the fire key. Ghost bust.
- Couldn’t return the key with a faded sign for Supreme. The water elemental changed its movement pattern, indicating an alert. Small Supreme bust.
- Skipped the loot worth 175 in the hidden safe at the guardians for regular Ghost, since the secrets objective could be skipped for that mode. For Supreme it was required, so the bust was thus excused.
- I have no idea what the 1 discovered body is from.
ultravioletu on 1/9/2026 at 21:47
Game:
Thief 1FM:
The Free PressGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
SuccessTime - 0:17:43
Loot - 1050 out of 1050
Pockets Picked - 2/2
Locks Picked: 2
Back Stabs: 0 Knock Outs: 0
Damage dealt - 0, Damage taken - 0, Healing Taken: 0
Loot list (
https://1drv.ms/x/c/4757427096854658/IQBpH8qDNgL6Q5iUPPx2sgC0AfjShC0p3TogwiNzTme5G2s?e=5a328j) here.
I thought I already reported this mission, as I supremed it upon release, or anybody else did in the meanwhile. Anyhow, seeing that it's still listed as unreported on page one, I re-played it today.Nice tiny mission, the way I like them (few hours to blind supreme it, another day to scour for missing loot). Optional ghosting objective, which was not easy, given that the very tight map offered plenty of opportunities to be seen via translucid windows. The street guard was very sensitive, and commented on open doors "this doesn't look right", so extra challenge for Supreme. Still on the easy side.
The tightest was the psychic house. Even picking her door was a very edgy business, as the short routes of both patroller and of the psychic herself meant waiting patently for the right opening (they heard the picking when nearby). Inside, there were two safe spots:
Inline Image:
https://i.imgur.com/7hRFFSV.pngInline Image:
https://i.imgur.com/OMJE24q.pngThe rest was more "civil". I unnecessarily stole the pub key from the inner guard - for the stats and for unlocking the garten gate to climb on it for a diamond (but the latter can be achieved by using some crates from cellar, so stricter supremers will avoid this pickpocket, even though I stayed within rules by dropping it back on guard's path). Fargo was easy to dodge when inside, but had a 'habit' of catching me from his windows when I was travelling outside (failing the optional objective).
Ten pairs of lucky coins were well scattered through mission, one quite hard to get (while avoidung the patroller and a stationary guard around the corner). The loot list betrays my preferred route (streets, including the apartment above starting point, psychic, pub and the main objective, then utilities and NE apartment, then Fargo via sewers and cellar).
ultravioletu on 4/9/2026 at 20:42
Game:
Thief 1FM:
The Hardest Way of Making an Easy LivingGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
FailedTime - 1:03:48 (in-game, else about two days...)
Loot - 8623 out of 9548 for Supreme, 9548 out of 9548 for Perfect Thief
Pockets Picked - 6 out of 7
Locks Picked: 7
Back Stabs: 0 Knock Outs: 0
Damage dealt - 0, Damage taken - 0, Healing Taken: 0
Loot list (
https://1drv.ms/x/c/4757427096854658/IQBPpqAyWvnJQrVzADG-kM13Abr-RtxEDOfNqdJm1g27T4M?e=wUJ8H6) here.
Spoilers ahead! (obviously). My impression: very nice Thief 1/G mission, with a nostalgic atmosphere (The Sword!). Not difficult to regular ghost it, but frustrating at times for Supreme - and, alas!, some areas must be skipped for this mode.
Crooked Candlestick Inn and StreetsAfter taking with me only one rope arrow, the lockpicks and the compass, I had to aproch the neutral characters carefully, to be able to pickpocket them. The barmaid had the cellar key (which could be returned at her feet without fuss), the guest had a purse.
Inline Image:
https://i.imgur.com/wkQOz0r.pngOn the streets, the first difficulty was to approach the guests outside the inn - the eagle-eyed woman was a nuissance, and there were two guards patrolling the area. Waiting for the opening and hugging the corners while creeping kept everyone blisfull.
Inline Image:
https://i.imgur.com/3SJbmqg.pngIn the apothecary, I had to skip the coins (50) in the locked moneybox - the woman commented when lockpicking. Also, to pick I had to drop, but I found it impossible to get back on window sill without touching her. For regular ghost, one can turn off the light and use the front door to exit (after stealing her key).
Inline Image:
https://i.imgur.com/NXvE6s1.pngFrom the house with "library" I reached a nice vantage point, from which I dropped in the "cemetary" part, and proceeded to caretaker's shack. Entering it was in the visual range of the annoying woman from before, but again waiting for the opening in both patrols ang hugging the corner did the trick. Vanessa's ring had to be taken carefully, again 'thanks' to eagle-eyed woman.
Inline Image:
https://i.imgur.com/6tedamy.pngI had to skip completely the grocerer for Supreme (490). He faces the front door, and even a partial cracking of the door was not sufficient to reach the magical dark threshhold without him seeing me. Also, grabbing the bedroom key under his counter (and picking the moneybox) was impossible in the bright room. So further 490 skipped for Supreme - no problem for regular ghost, though, with a water arrow to douse the torch.
Lord Thornvale ManorEntered the manor via conventiently placed open window. The ground floor was cruel: two patrollers with short turnarounds had basically everything covered. In manor's library, a servant kept looping. Waiting for openings and with a ton of reloads, I could clean the library, debate room, then snooker room, from which I dropped below.
Inline Image:
https://i.imgur.com/hLZ8VlE.pngInline Image:
https://i.imgur.com/Zi39Nxu.pngInline Image:
https://i.imgur.com/95TiV2R.pngHalf of that space was inaccessible for me, because a stationary noblemen saw me. No way past him for Supreme (normal ghosters can douse a torch, and accept few first alerts if needed). Dining and sitting rooms had to be avoided - further 355 loot lost. At least, proceeding further to the rooms below (barracks, cellar, kitchen) was possible by keeping right and staying out of his view.
Inline Image:
https://i.imgur.com/aEvHOe9.png Lower area was 'standard operating procedures'. Triggered a conversarion in the kitchen, and the servant went and stationed himself into the sitting room, so the ghosters must clean it before descending. Went up again following the troublesome swordsman to clean the atrium, then from the safe spot below I jumped over railings on the left towards the corridor to upstairs (naturally, timing the archer too).
Inline Image:
https://i.imgur.com/Xu5BTgE.pngPicking the lock on the money box at the end of the archer's route was very challenging (again 'thanks' to the swordsman). Felt like Metallica:
load,
reload.
Upstairs, it was easier, the femals servant and the swordsman in the wacky torture dinner room seemed deaf and did not first alert (went straight to chase when "pushed too far"). In garden I had to skip three big coins (30) in the pool, because the nearby stationary swordsman sees me. I tried using the ending of his triggered conversation with the archer, when both chatters walk
away from pool, but there wasn't enough time to come back to the 'right' side of the garden - or I did not try hard enough.
From garden, I coould reach His Lordship's quarters, which were refreshingly easy. The Constantine's manor vibes are omnipresent.
Inline Image:
https://i.imgur.com/QeK7Lts.pngInline Image:
https://i.imgur.com/49lC0jI.pngInline Image:
https://i.imgur.com/RVoQTy0.pngAfter grabbing the main objective, I had to make the long trek back - rather boring, but with the extra thrills of having to traverse once more the ground floor... following the archer and using the library as temporary hideout.
Loot skipped for Supreme Ghost (total: 925)
* Gold coins stack (50) in moneybox at apothecary (woman hears lockpicking)
* Purse, gold coins stack, gold nugget, gold vase, purple vase and a candlestick (total 490) at grocerer, who faces the door in a bright room...
* Three Gold coins stacks, two gold plates, two purple goblets, two fine wine bottles and a candlestick (total 355) in the lower area of the ground floor, as the nobleman can see me entering it
* Three huge coins (30) in the pool / fountain from the upper garden - stationary guard sees me
klatremus on 4/9/2026 at 23:34
Game:
Thief 2FM:
Elevator Mission T2, Mission 4: Submarine BaseGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 35:51
Loot - 25/25
Pockets Picked - 1/5
Secrets - None
Locks Picked - 2
Back Stabs: 0 Knock Outs: 0
Damage dealt - 0, Damage taken - 0, Healing Taken: 0
Consumables - None
See the entire report with screenshots (
https://www.klatremus.org/ElevatorMissionT2M4.htm) here!
Loot list (
https://www.klatremus.org/ElevatorMissionT2M4_L.htm) here.
YouTube let's play (
https://youtu.be/GdHdRW1Mrm0) here!
Comments:This is my favorite mission in the campaign so far. You can clearly see JIS maturing as a level editor. For the first time, the mission feels like a real world location, where rooms tie together in a logical and believable way. The atmosphere is excellent and the gameplay at just the right level of difficulty. Very happy I didn’t give up on this mission set.
The only objective was to find my way to the end and not kill anyone.
Before GateHad to dodge a camera and a sensitive guard in the beginning. Not too hard, but had to time them well. Needed to pass an open room with a stationary bot in a cubby. I rounded the room counterclockwise. There was a tiny spot where it first alerted if I passed normally (image below). I could use the lean trick and pass undetected; same going back after getting some vine arrows.
Inline Image:
https://www.klatremus.org/ElevatorMissionT2M4_files/image001.jpgThe arrows had to be used in a vertical room with a camera up above. The grates in the ceiling were rope attachable. The intended way was to climb a ladder and then to the rope, but this was too slow and the camera caught me. Instead I used the closest grate, as this brought me directly underneath the camera where it has a blind spot. Up top there was another camera through a window that could spot me, plus a sensitive servant on the other side (image below). I had to jump to the servant’s side with a second vine arrow and sneak in through the door timing the pivoting camera. Had to use the lean trick again to enter unnoticed.
Inline Image:
https://www.klatremus.org/ElevatorMissionT2M4_files/image002.jpgGot a key down below that was used on the door on the opposite walkway from this servant. If I crept over to the door, the servant went to hunt mode. The only way to do it Ghost clean was to make a run for it. Dodging the other camera in here, I came to a crouched halt and the servant didn’t second alert. Although I couldn’t hear the comments, obviously he alerted.
Flipped the switch in the next area dodging a patrolling spider bot. Not too big of a deal. Went back and returned the key, grabbed the vine arrows, and dropped to the ground. Landed safely on the edge of the turret.
Past GateTo get into the polluted bay I had to run around the corner and come to a quick halt in order to avoid hunt mode from a mechanist priest. He was not as sensitive as most of the other guards, but my light gem was red, so I had to stop quickly. Snuck around to the opposite corner of this area. The intended route from here was to break the farthest window after platforming across some pipes. This alerted multiple guards and was property damage. I could shoot a vine into the railing, but the guard inside the control room heard this and came hunting. The only way to get up there undetected was to shoot a vine in a loop and have it attach to the carpeted floor of the walkway, right in the break between the sections of the railing (images below). This was a very tough shot to pull off, but I eventually found a fairly predictable angle and pullback strength on the bow. I repeated the move several times, so it’s definitely legal.
Inline Image:
https://www.klatremus.org/ElevatorMissionT2M4_files/image003.jpgInline Image:
https://www.klatremus.org/ElevatorMissionT2M4_files/image004.jpgThe guard inside the control room heard me opening the door. I needed the key in the toolbox, but I left the switches alone. Got another first alert from the priest when jumping over to the door I needed the key for.
In the next hallway was a patrolling and a stationary mechanist. The stationary one was behind a glass window, observing a fairly well-lit hallway. I again needed to use the lean trick to get through here with only a first alert. He gave another comment when opening the door to his chamber. Now he was in a constant alert state for a while, so I could return with no further remarks.
The last problem came in the final bay. A pivoting camera and a stationary iron beast protected the pool with the exit. I never found a way to jump directly from above without alerting the bot. The camera was easy to avoid, but the splash was too loud to fool the robot. I needed to avoid the noise somehow. First, I found I could jump and mantle directly into the water pipe without making a splash and with only a first alert (first image below). This was difficult to figure out, but easier to accomplish once I knew how. The next trick was now to get into the pool without a noise, which was tougher (second image below). After a lot of experimenting, I realized I could land in a mantle just above the water line, but then let go of the mantle instantly. If I was close enough to the water so the drop was miniscule, I wouldn’t make any noise. I still got a first alert from the bot, but I took that all day long. Ghost success!
Inline Image:
https://www.klatremus.org/ElevatorMissionT2M4_files/image005.jpgInline Image:
https://www.klatremus.org/ElevatorMissionT2M4_files/image006.jpgNotes:- Got two first alerts from the servant behind the window overlooking the vertical room. Although I didn’t hear it, I knew he commented. Supreme busts.
- Got a first alert from the priest in the polluted bay rounding the corner. Supreme bust.
- Got a first alert from the guard in the control room when opening the door. Supreme bust.
- Didn’t return the intactor key, as it would’ve required several extra first alerts. Supreme bust.
- Got a second first alert from the aforementioned priest when jumping across to the door. Supreme bust.
- Got two more first alerts from a mechanist in a small lookout room with a switch. Supreme busts.
- Got two first alerts from the stationary bot in the final bay when entering the exit pool. Supreme busts.