Once I had reached the room I discovered something I hadn’t been able to see from the other side of the door: stairs leading to a secret cellar. From there, I dropped down and collected the coins. So I climbed up, balanced on the wall, and made my way over to the solid portion of the roof. “But, wait,” I realized, “I still don’t know how to get behind that partially obstructed door.” But then, I noticed that part of the ceiling in the guard's room was missing. I climbed through, snuck up the stairs, killed the guard and took his key. Unless, that is, you dropped down to the balcony, snuck slowly to avoid alerting the lower guards, and climbed onto a railing above which the floorboards had eroded. RELATED: The Chaotic Brilliance Of Half-Life's Barneys Smashing a window will rarely go unnoticed, even if the nearest enemy is a few floors up behind closed doors. It means learning (probably the hard way) that, just because you don’t see any guards nearby doesn’t mean that there aren’t any. It means recognizing that your footsteps are louder on metal than they are on wood, and louder on wood than they are on dirt. That means learning that your watchful opponents will spot your character in full light from a distance, in half-light from up close, and in no light, not at all. If you ever hope to escape, you must learn to recognize which of your actions will alert the ever-vigilant guards. As the mysterious protagonist called The Outsider, you begin the game in a cell at the bottom of a pit in a fortress-like fishery. Stealth has rarely felt this involved either, and you would need to go back to the Thief games, from which Gloomwood draws obvious influence, to see it done with this degree of mechanical complexity.
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