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Contents

  • Challenge Mode
    • Introduction
    • Chain & Gain
    • Chain & Gain Limited
    • Special Loot Hunt
    • Thieving Challenges
    • Northcrest Manor
    • House of Blossoms
    • DLC: Moira Asylum
  • Introduction
    • Cast of Characters
  • Checklists
    • Introduction
    • Collectibles
    • Documents
    • Shady Merchants
    • Focus Points
    • Safe Combinations
  • How to Play
    • Introduction
    • Interface
    • Basic Actions
    • Stealth
    • Thievery
    • Tools of the Trade
    • Shady Merchants
    • Focus Abilities
    • Loot
    • The Journal
    • Combat
    • End-of-Mission Screen
  • Walkthrough
    • Introduction
    • Prologue: The Drop
    • Chapter 1: Lockdown
    • The City, Part I
    • Chapter 2: Dust to Dust
    • The City, Part II
    • Chapter 3: Dirty Secrets
    • The City, Part III
    • Chapter 4: A Friend in Need
    • The City, Part IV
    • Chapter 5: The Forsaken
    • The City, Part V
    • Chapter 6: A Man Apart
    • The City, Part VI
    • Chapter 7: The Hidden City
    • Chapter 8: The Dawns Light
  • Client Jobs
    • Introduction
    • Garrett's Clients
    • Client Job Walkthroughs
    • Client Job 1: Hand Tailored
    • Client Job 2: Happy Medium
    • Client Job 3: Silence Is Golden
    • Client Job 4: The Carnal Connoisseur
    • Client Job 5: Sideshow Attraction
    • Client Job 6: Heartbroken
    • DLC Client Job: Bank Heist

Thief Guide › How to Play

End-of-Mission Screen

Upon completing a story chapter or client job, you’re treated to an end-of-mission breakdown that rates your performance. An array of information is displayed here, and knowing exactly what it all means is crucial if you hope to achieve top scores (maximum gold) from every stage.

Playstyles

Upon completing each mission, you’re awarded one of three Playstyles: Ghost, Opportunist, or Predator. Each comes with its own prize value in gold, the amount of which varies from mission to mission (see the walkthrough for exact figures). Many factors can influence your Playstyle, and whichever slice of the pie chart is largest at the mission’s end is the Playstyle you receive.

Ghost: Remaining undetected is the only factor that affects this Playstyle. The more times you’re detected, the less likely you are to receive this Playstyle. But even if you’re detected several times, if you perform no (or very few) actions that increase other Playstyles, you will still likely end up with the Ghost Playstyle.

Opportunist: Many factors can increase your chances of earning this Playstyle. The complete list includes turning off lights, extinguishing flames (even candles), causing distractions with throwables or arrows, performing stealth takedowns, and executing opportunist takedowns.

Predator: Racking up kills with arrows is the safest and easiest way to increase your chances of earning the Predator Playstyle. Other methods include performing aerial takedowns and combat takedowns, or simply knocking out adversaries in combat (without performing the combat takedown when prompted).

Thieving Challenges

As previously stated in this chapter, every mission features four Thieving Challenges that you can attempt to fulfill. Completing these earns you bonus gold, but each Thieving Challenge is tied to a Playstyle, so you can only complete one Thieving Challenge per mission. For example, you can’t complete a mission’s Predator and Opportunist Thieving Challenges in the same playthrough, even if you meet the criteria for both - you’ll only receive gold for the Thieving Challenge that matches your ending Playstyle. The sole exceptions are Hybrid Thieving Challenges: these can be completed in addition to other Thieving Challenges that are tied to the three Playstyles.

Note

All missions feature two Thieving Challenges: “remain undetected” and “lift all loot items.” The other two challenges vary from mission to mission.

Note

You must discover all collectible and common loot items in order to fulfill the “lift all loot items” challenge. Check the Journal’s “Statistics” page to track your progress.

Statistics Breakdown

The end-of-mission screen also shows a statistical breakdown of your actions. This same information can be view during the course of the mission by calling up the Journal’s “Statistics” page. Here’s what each stat means:

  • Collectibles Found: The number of collectible loot items you’ve discovered. This does not include common loot items or documents.
  • Total Stolen in Gold: The amount of gold you’ve stolen. This total is reached by adding up the value of all common loot items, as well as any gold that can be looted from guards and civilians.
  • Loot Found: The number of common loot items you’ve discovered, such as ink bottles, pens, cutlery, flasks, gears, and so on. This total does not include collectible loot items or documents.
  • Pockets Picked: The amount of pockets you picked. Each time you steal a coin purse, earring, or other such valuable that’s carried by a person, this value increases by one. If a person carries multiple items, you can pick their pocket multiple times and quickly increase this score. Looting dead or unconscious persons does not count toward this total; you must sneak up behind a target and pick their pocket before you kill them or knock them out.
  • Locks Picked: The number of tumbler locks you picked in the stage. This includes locked doors, safes, cabinets, drawers, chests, and so on. Combination locks and locks requiring keys do not count toward this total.
  • Knockouts Performed: The number of persons you knocked out during the stage. This includes stealth takedowns, aerial takedowns, combat takedowns, and simply knocking someone out in melee combat with the blackjack. Stealth takedowns increase your chances of earning the “Opportunist” Playstyle; all the rest increase your chances of earning the “Predator” Playstyle.
  • Suspicions Raised: The number of times guards or civilians became suspicious of your presence (indicated by a yellow or orange Threat Icon). Raising suspicions has no affect on your Playstyle ratings; it’s merely a tracked stat.
  • Times Detected: The number of times you were detected by guards or civilians (red Threat Icon). Being detected reduces your chances at earning the “Ghost” Playstyle rating and causes you to fail the “remain undetected” Thieving Challenge found in every mission.
  • Kills Made: The number of people you killed during the mission. Kills can only be accomplished with arrows or by triggering opportunist takedowns. Killing people with arrows increases your chances of earning the “Predator” Playstyle. Killing people with opportunist takedowns increases your chances of earning the “Opportunist” Playstyle.

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