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    High Score Guide by Manocheese

    Version: 1.00 | Updated: 07/18/13 | Search Guide | Bookmark Guide

                            Mark of the Ninja High Score Guide
                                     By Manocheese
    To quickly go to a certain section, use Ctrl+F to search for "Section #X",
    where X is the section you want.
    1. Introduction
    2. Legal Stuff
    3. Difficulty Settings
    4. The Save System
    5. Guard Overview
    6. Glitches
    7. Item Stations
    8. In-Level Bonuses
    8.1. Non-Death Guard Bonuses
    8.2. Death Bonuses
    8.3. Miscellaneous Bonuses
    9. Double Bonuses
    10. After-Level Bonuses
    10.1. Bonus Descriptions
    10.2. Bonus Strategy
    11. Leaderboards
    12. Version History
    13. Credits
    Section #1
    Welcome to my Mark of the Ninja high score guide. This guide explains the
    scoring system in Mark of the Ninja for PC and describes techniques to maximize
    your score. I've seen a few discussions of score maximization here and there,
    but all of them were incomplete. My goal with this guide is to give a complete
    description of all the ways to earn points. If you know of a way to earn points
    that isn't described here or if you find an error in this guide, please send an
    e-mail to manocheese@gmail.com and I'll add your information to the guide with
    proper credit.
    Section #2
    Legal Stuff
    This guide may not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission. Use of this guide on any other web
    site or as a part of any public display is strictly prohibited, and a violation
    of copyright. All trademarks and copyrights contained in this document are
    owned by their respective trademark and copyright holders. The only sites where
    this guide can be hosted are:
    Section #3
    Difficulty Settings
    As far as I can tell, there are no differences between Normal and New Game Plus
    where scoring is concerned. Therefore, it's easier to get a high score on
    Normal because of your increased health, better vision, and so on.
    Section #4
    The Save System
    Before you start working on a high score run, you should know how saving works.
    When you get to certain places in a level called checkpoints, the game saves
    automatically. You'll see a dragon symbol in the lower right corner of the
    screen. You can then exit the game and resume later. However, you can only save
    your progress in one level at a time, so don't start any other levels until
    you've finished your high score run.
    Here are some useful facts about checkpoints:
    * You can't save at the same checkpoint twice in a row.
    * Some checkpoints can only be used once.
    * Some checkpoints partially restore your ammo when you reach them for the
    first time (unless you're using the Path of the Hunter). Your ammo cannot be
    increased beyond the amount that you can start a level with.
    * The dragon symbol sometimes appears at places other than checkpoints. For
    example, when you visit an item station (discussed in Section 6) or earn a
    seal, the game saves, but it doesn't count as a checkpoint. If you restart
    after such a save, you might lose some progress.
    The save data for the game is stored in a folder with a location like this:
    C:\Program Files\Steam\userdata\########\214560\remote\users
    The file is called savegame.sav. The #'s seem to vary from person to person,
    but 214560 seems to be constant. In any case, just look around in the Steam
    \userdata folder and you'll find it. I recommend backing up your save data
    every now and then while doing a high score run. That way, if you make a
    mistake and save afterward, you don't have to start the entire run over. To
    back up your file, simply copy savegame.sav and paste it in a folder of your
    choice. To restore the backup, copy it to the remote\users folder and name it
    savegame.sav. It's probably a good idea to close the game before restoring your
    save data.
    Section #5
    Guard Overview
    This section lists the types of guards in the game in order to clarify the
    sections that follow.
    * Normal: Every guard who isn't in another category is considered "normal."
    There is some variation among "normal" guards, but they are similar enough to
    put into one category.
    * Elite: These are the big muscly guards who first appear in The Inner Keep.
    * Stalker: These are the female ninjas who first appear in Set to Flight.
    * Dog: You can figure out who these are.
    Kelly is similar to an elite except that he's immune to gas.
    Section #6
    This section describes various glitches. Some are essential to obtaining a
    maximum score, others are potentially useful, and one is harmful. See Section 9
    on double bonuses as well.
    Kick through walls ("kick glitch")
    If you press against a wall, jump, and kick, you will sometimes go through the
    wall and floor. If you don't get through on the first try, jump or walk away
    from the wall, then walk back and try again. This trick allows you to get out
    of bounds or to reach certain areas that are normally inaccessible. If you end
    up inside a wall because of this glitch, you will usually fall right through
    Video: http://www.youtube.com/watch?v=6f5-l9L5LUY&t=14s
    Jump through walls
    If you climb up to a corner and jump into it, you will sometimes go through the
    Video: http://www.youtube.com/watch?v=kJylzMCFhjA&t=20s
    Warp through walls
    In some places, you can warp through walls with the Mark of Serenity. Press
    against the wall and hold down, then aim your mouse on the other side of the
    wall and warp.
    Video: http://www.youtube.com/watch?v=kJylzMCFhjA&t=4s
    Focus flying
    When you use the parachute cloth, you get a small upward boost. Normally, you
    can only use the cloth once before landing. However, if you enter and exit
    focus mode by pressing Ctrl, you can use the cloth again. If you use the cloth,
    enter and exit focus, use the cloth, enter and exit focus, etc., you can gain
    height indefinitely. This technique is called focus flying. It takes some
    practice to find the right rhythm, but it's not too hard once you figure it
    out. If you want to move around horizontally, you can gain some height, glide
    for a while, gain some more height, glide some more, and so on. Use your map to
    navigate. If you move up into a "bottomless" pit from below, you'll die.
    Video: http://www.youtube.com/watch?v=A2CMKSMx8EQ&t=34s
    Dropping bodies through the floor
    Drop a body near the bottom of a set of stairs. Stand at the bottom of the
    stairs, face away from the higher stairs, and pick up the body again. If you're
    positioned correctly, the body will be partly beneath the floor. Drop the body
    and it'll fall through the floor. This trick is easiest to do with elites, but
    it can be done with normal guards too.
    Jump on top of doors
    If you run and jump toward the top of one of the thick metal doors, you'll
    sometimes land on top of the door. From there, you can walk to the other side.
    This seems to only work with a few doors.
    Spontaneous disability
    If a guard has been disabled with a Smoke Bomb, sometimes they will be disabled
    again when you load from a checkpoint, even if you saved after their disability
    wore off. If another guard sees them, they could raise the alarm. I've found
    that throwing darts at the disabled guard and the guards who might see them can
    prevent the guards from raising the alarm. In some cases, it may not be
    possible to save yourself from an alarm, so you will need to revert to an
    earlier save. This is just one reason why it's a good idea to back up your file
    every now and then while doing a high score run. For more information on
    backing up your file, see Section 4.
    Kill Kelly in Ink and Dreams
    In the room before the one with Azai, use the kick glitch on the right wall to
    get to Azai's room before Kelly leaves. Kelly and the guards aren't very
    attentive. You can't get the environmental distraction or item distraction
    bonuses from them (see Section 8.1), and you can walk right in front of them
    without them noticing. You can get the Terrorized bonus from Kelly with a
    Terror Dart and the Undetected bonus with the Cardboard Box. You can get the
    Disabled bonus from him by beating him up with melee attacks. You can then kill
    him for 800 points. You cannot pick up his body. If you activate the cutscene
    afterward, Kelly's body will disappear and the guards will act normally.
    Kill Karajan three times in Hessian Tower
    At the beginning of the level, focus fly up and right. Climb over some pyramids
    until you get to a wall you can't climb. Use the kick glitch to get through the
    wall, then proceed normally from there until you get to Karajan. Don't destroy
    the electrical box near him yet or you won't have a way to unlock the door if
    you trigger the cutscene that locks it. Most attacks go through Karajan,
    including friendly fire from a terrorized guard, and he's unaffected by
    distractions. You can disable him with an upgraded Smoke Bomb and get 250
    points. You can kill him as follows. Lure another guard next to him, then
    disable the guard and Karajan with an upgraded Smoke Bomb. Approach the guard
    and initiate a Bloody Whisper. The attack will kill the guard and Karajan.
    Karajan's death gives you 800 points.
    Proceed through the level until you get to the large room with a laser on the
    right side. If you use Farsight, you'll notice that there's another Karajan
    above you and to the right. You can get to him as follows. Go to the left wall
    on the lower level of the current room. Use the kick glitch, then focus fly up
    to the room with lots of sensor lasers while staying inside the wall. Go right
    to get next to the elevator shaft, then go up to the upper level of the current
    room. Use the kick glitch on the wall to get into the elevator shaft. For some
    reason, the elevator is blocking your way sometimes and gone at other times. I
    don't know why. If the elevator is there, though, you can get past it by using
    the kick glitch on the right wall of the elevator shaft. This will break the
    electrical box if it's intact, preventing you from getting the environmental
    distraction bonus from the guard on your right. However, it seems that if you
    go through the door on the right, the elevator will leave. If you then restart
    from the last checkpoint (which should be in the room with lots of sensor
    lasers), the elevator will still be gone. You can use the kick glitch to get
    into the elevator shaft again, then go down to Karajan and kill him using the
    method described in the previous paragraph. You will get points for disabling
    and killing him again.
    After killing the second Karajan, go left to the spot that typically triggers
    the cutscene where the door locks behind him. Karajan's red circles won't move
    and the door won't lock. Now backtrack to the trigger for the first Karajan
    cutscene. Activate it and go to the big room with a laser on the right side.
    There will be another Karajan there. Stand next to him and move into the
    shadows to get the Undetected bonus, then kill him the same way you killed the
    first two to get more points.
    Kill Karajan many times in A Blade at his Neck
    In A Blade at his Neck, go to the pillar above Karajan. You can use the map to
    see where you are. Drop down into the gap at your left, then use the kick
    glitch on the wall at your right to fall into Karajan's room. You can then
    initiate a Silent Assassin kill, but Karajan won't die. You can keep using
    Silent Assassin as many times as you like, getting 800 points each time. Other
    moves can kill him for real, so be careful. Once you're ready to end the level,
    open the door and kill Karajan.
    Because this glitch allows you to get an arbitrarily high score, you may want
    to restrict yourself to only killing Karajan once.
    The following video shows how to get into Karajan's room without opening the
    Section #7
    Item Stations
    Item stations are the flagpoles that let you change your suit and equipment.
    They also refill your health and, more importantly, your ammo, which is
    critical for earning certain bonuses. You will need to make frequent trips to
    item stations to maximize your score. In Ink and Dreams, there are no item
    stations, so you will have to choose your equipment wisely and make the most of
    your ammo. There are also no item stations in Set to Flight. However, you have
    no equipment other than darts in that level, so no equipment choices need to be
    In the following levels, various obstacles block your path to or from item
    * The Trail of Shadow
    * The Fall of Hessian Tower
    * Above a Bottomless Chasm
    However, with the glitches in Section 6 and a few more glitches in this
    section, you have full access to item stations in these levels. Details for
    each level are provided below. I recommend reading the parts in Section 6 about
    the kick glitch and focus flying before proceeding.
    The Trail of Shadow
    You have access to item stations until you get to the area right before the
    courier. There, you will run into some lasers that you would typically need
    either Smoke Bombs or the Mark of Serenity to pass. However, you can actually
    get past the lasers with any equipment. Shortly before the courier section,
    there's an area with a few normal guards and a dog. Jump to the platform to the
    right of this area, then use the kick glitch on the wall to your right. Float
    down past the lasers.
    To get back to the left side of the lasers (giving you access to an item
    station), go to the room where the courier first appears and use the kick
    glitch on the left wall. Then use focus flying to get up to the item station.
    After you get the tracking device, move the elevator, and go up to the top of
    the building, the elevator will move back and block your path to the item
    station. To get to the item station, proceed as follows. To the right of the
    shaft with a bunch of lasers, there are two metal things protruding from the
    wall. Use focus flying to get on the top metal thing, then use the kick glitch
    to fall inside the wall. Before you fall back in bounds, use focus flying. Stay
    inside the wall and fly straight up. You'll eventually get to the top of the
    building. When you do, run left for a while. You'll start running on air. Just
    keep going left and you'll come to a small wall that you can't climb. Use focus
    flying to get on top of it, then keep going left. You'll hit an invisible wall
    soon. Use the kick glitch to get through it and you'll be in the area with the
    second item station.
    Another method to get back to the item station is as follows. In the shaft with
    the lasers, stand on the small ledge on the left that's just below the middle
    grapple point. Use the kick glitch to get through the wall, then float left.
    You'll see the room with the switch that moves the elevator. Use focus flying
    to get below it and then inside it. Make sure you don't enter the room on the
    right with no way out.
    To return to the ending area, grab the left wall right underneath the elevator
    and slide down as far as you can without falling. Point your mouse toward the
    grapple point above the elevator, then do a short jump to the right while right
    clicking. With any luck, you'll target the grapple point and pull yourself
    through the elevator.
    The Fall of Hessian Tower
    To get to the item station before the cutscene where Ora says you're cut off
    from Karajan, go to the gate leading to the challenge room. Use the kick glitch
    on the right wall, then move right and focus fly upward. You want to be inside
    the wall to the right of the challenge room gate. Don't go too far right or the
    camera will move way up. Stay inside the wall and keep flying up until you're
    above the metal thing sticking out from the wall. Land on it and climb up to
    the item station.
    To get back, drop down to the metal thing sticking out of the wall and use the
    kick glitch to fall to the room with the challenge room gate.
    After the animated cutscene, you have to press a switch to open a door, then go
    through the door. The door locks behind you afterward. To get back to the item
    station, go up to the attic area with a scroll and several sensor lasers. Use
    the kick glitch on the left wall, then focus fly past the locked door. You can
    also use the kick glitch on the wall below that. Once you're past the door,
    drop down into the vent and use the kick glitch on the left wall to fall into
    the area with the item station.
    To get back, start at the item station, go down, and go all the way left. Use
    the kick glitch on the leftmost wall, then focus fly upward while staying
    inside the wall. You'll end up in the room with a scroll and a bunch of laser
    sensors. Climb up to the room with the switch that opens a door. Press the
    switch twice to open the door again. Conveniently, the door will not lock the
    second time you go through it.
    Soon, two more doors will lock after you go through them. To get back, start in
    the room with the sniper and the movable block, then take the upper door on the
    left and keep going left until you hit a wall. Use the kick glitch on this
    wall, then focus fly past the locked doors. If you land in between the two
    locked doors, you'll be trapped. The game can even save in that spot, so make
    sure you back up your file just in case (see Section 4). Once you're on the
    left side of the first locked door, drop down into the lowest vent and use the
    kick glitch on the left wall to fall into the area with the item station.
    To get back, first follow the directions two paragraphs up to get to the room
    with a switch that opens a door. The door should be open. If it's not, hit the
    switch until it opens. Go to the next room to your right and go up to the attic
    area with a scroll and several sensor lasers. Use the kick glitch on the left
    wall, then focus fly straight up. You'll see what appears to be a roof, but
    it's not solid. Focus fly over the attic (i.e. to your right) and then fly to
    the room that's to the right of the attic.
    Above a Bottomless Chasm
    After you use the single-use grapple points in the first part of the level,
    going backwards requires some focus flying. However, the only source of points
    in the first part of the level is an artifact, so it's easiest just to get it
    on your first trip and never return.
    After you get to the item station, several sets of lasers will block your path
    to the earlier parts of the level. To get past them, go left from the item
    station and use the kick glitch on the wall. Fall below the lasers in the room
    below you, then focus fly up into the room. If you land in the room on the
    right between the top and middle sets of lasers, that's okay; just use the kick
    glitch on the right wall to get back out of bounds. Keep backtracking and
    you'll come to a room where you're on the right side of three vertical lasers.
    There's a guard walking around by the lasers. I recommend keeping the guard or
    his body here, unhidden, so that you can get by the lasers easily. Then hide
    his body once you've gotten all the points to the left of the lasers. If you
    hide his body prematurely, though, you can still get past the lasers. Proceed
    normally until you get to the room with several crisscrossing lasers (just
    before the item station). Go left to get to an area with a scroll. You'll have
    to do some focus flying if you've already used the single-use grapple points.
    Use the kick glitch on the left wall (next to the scroll), then fall straight
    down and you'll land to the left of the lasers.
    To get back to the item station, simply proceed normally through the level.
    Once you get to the room where you have to wait for the cargo door to unlock, a
    door blocks your access to the item station. You can get past it as follows.
    Starting at the locked door near the item station, go right a little bit and
    drop down one level. Use the kick glitch on the wall on your left, then focus
    fly past the door. If there's poison gas in the area, make sure you move to the
    left quickly to avoid dying. Another method is as follows. Starting at the
    locked door near the item station, go all the way right and drop down one
    level. Use the kick glitch on the right wall, then focus fly underneath the
    room and past the locked door. This method makes it easy to avoid the poison
    To get back to the room with the cargo door, use the kick glitch on the wall to
    the left of the item station, then focus fly to the right.
    Section #8
    In-Level Bonuses
    In this section, I describe the various bonuses you can get while you're in a
    level. Getting as many of these bonuses as possible is key to maximizing your
    Section #8.1
    Non-Death Guard Bonuses
    Most of the points you can get from guards don't come directly from killing
    them. The following table shows how many points you get from "non-death" guard
                                 Normal      Elite      Stalker      Dog
    Distracted (Environment)       150        150         150        150
           Distracted (Item)       150        150         150        150
                  Undetected       200        200         200        N/A
                    Disabled       250        250         250         0
                  Terrorized       300         0          N/A        300
                   Oblivious       400        400         400        N/A
                 Body Hidden       250        250         250        250
    As far as bonuses are concerned, Kelly seems to be the same as elites. I will
    describe how to get each of these bonuses.
    Distracted (Environment): Break an object (including lights, electrical boxes,
    falling rocks, and objects that break when you use them) when a guard is
    nearby. The number of environmental distractions you can cause is limited, so
    planning is required in order to distract as many guards as possible. Sometimes
    it's useful to group enemies together and distract them with a single light.
    The easiest way to do this is to hide in the shadows and throw darts at
    Distracted (Item): Set off a Noise Maker or Distraction Flare near a guard.
    Undetected: There are several ways to get this bonus:
       * Hide in the shadows or the Cardboard Box and let a guard walk past you.
    Sometimes guards will see you in the Cardboard Box, though.
       * Climb horizontally above a guard.
       * Dangle from a grapple point above a guard.
       * Get above or right next to a guard and use the grappling hook.
       * Use the Mark of Serenity to warp past a guard. This method is a little
    You can't get the Undetected bonus from a guard while they are distracted, i.e.
    while they have a yellow question mark over their head. A useful strategy is to
    get a guard away from their usual position with some kind of distraction, then
    hide. Once they lose interest, they will return to their usual routine. Hide
    somewhere and let them walk past you to get the bonus.
    Getting the bonus from snipers can be difficult because they rarely move. The
    easiest way to get it is to terrorize them to get them moving, then hide in the
    shadows or the Cardboard Box and let them walk past you.
    Disabled: There are several ways to get this bonus:
       * Throw an upgraded Smoke Bomb at a guard. This doesn't work for gas mask
    guards, including stalkers. Also, if a guard is currently disabled because of a
    Smoke Bomb and another guard sees them, the second guard may raise the alarm.
       * Activate a Distraction Flare in front of a guard with night vision
    goggles. You can tell if a guard has night vision goggles because there's a
    green cone in front of them.
       * Let a guard step on Caltrops. This doesn't work for dogs.
       * Let an elite step on a Spike Mine.
       * Beat up an elite with melee attacks.
       * Certain environmental features can be used to disable guards. For example,
    there's a switch in The Inner Keep that sends electricity through some wires.
    If a guard is next to the wires, they will be disabled.
    Terrorized: Stalkers cannot be terrorized, but you can make them suicidal with
    an upgraded Terror Dart. The easiest way to terrorize another type of guard is
    to throw a Terror Dart at them. Elites and dogs cannot be terrorized in any
    other way. However, there are several other ways to terrorize normal guards:
       * Throw or drop a body so that it lands next to a guard.
       * Let a guard see another guard being killed with an object like a
       * Let a guard see another guard being killed by Ravenous Insects.
       * Let a guard see another guard being killed by a Spike Mine.
       * Let a guard see another guard killing himself after being hit by an
    upgraded Terror Dart.
       * Let a guard see another guard hanging from a grapple point.
       * Let a guard discover another guard inside the Cardboard Box.
       * With the Path of Nightmares, let a guard see a dead body.
       * Sometimes, guards will become terrorized when they see a dead body under
    conditions other than those listed above. I don't know exactly why.
    The hallucinations in The Return aren't as prone to terror as regular guards.
    It seems that a dead male ninja can't terrorize them, but a dead guard in
    another form can.
    Terrorized normal guards will shoot other guards, which can prevent you from
    getting bonuses from them. One way you can avoid any premature deaths is to
    terrorize a guard with a Terror Dart, then throw a regular dart at them. This
    will cause them to shoot at you instead of shooting at other guards.
    Terrorized dogs will bark and attack other guards. Terrorized elites will kick
    in various directions. Suicidal stalkers will stand still until they die.
    You can prevent a guard terrorized by an upgraded Terror Dart from killing
    themselves by throwing a dart at them right before they do so. The skull above
    their head should be enlarged when the dart hits them. The skull will then
    disappear and the guard will no longer be suicidal. They will still be
    terrorized, though. They can also become blind and deaf. A dart can partially
    restore their vision.
    Oblivious: If a guard walks or runs past a body hidden in a dumpster or a
    closet, you'll get this bonus. The Cardboard Box doesn't seem to work. Each
    guard can only be oblivious once, but a single body can be used to make
    multiple guards oblivious.
    Body Hidden: There are several ways to get this bonus:
    * Put a body inside a vent. You may have to pick up and drop the body after
    it's in the vent to get the bonus to trigger. This works with most vents.
    * Put a body under certain stairs. This only works in a few places.
    * Put a body in a closet or dumpster.
    * Throw a body into a bottomless pit. You can get a bonus for this even if
    you've already gotten a bonus for hiding the body another way.
    * Destroy a body with Ravenous Insects.
    There are some other places to hide bodies, depending on which level you're in.
    Once you've hidden a body, you won't lose points by moving it, so feel free to
    move it elsewhere. Note that if a body is hidden in a closet or dumpster when
    you restart from a checkpoint, the body will disappear.
    Section #8.2
    Death Bonuses
    The number of points you get when you kill a guard depends on how you kill
    them. You can sometimes get more than one bonus; see Section 9 for more
    800-point bonuses:
    Any time you kill an elite with your sword, you get 800 points. To kill them
    with your sword, either disable them or terrorize them first. It seems that the
    "Harrier's Claw" bonus can only be obtained by disabling an elite, perching on
    a grapple point above them, and clicking to initiate a stealth kill. This
    procedure sometimes gives you the "Bat's Prey" bonus, though.
    600-point bonuses:
    * Hangman's Hymn: Kill a guard while dangling from a grapple point.
    * Prowling Spider: Kill a guard while pressing against a vent wall (not
    * Ninja Tool Kill: Use one of the attack items to kill a guard.
    * Friendly Fire: Let a guard shoot another guard.
    * Object Kill: Let a guard get crushed by an object like a chandelier.
    * Indirect Kill: Let a guard get impaled by spikes, blown up by a bomb, shot
    with a poison dart, or killed by a turret.
    400-point bonuses:
    * Any type of stealth kill (where the game zooms in on you) not listed in the
    600-point section is worth 400 points.
    * Slippery Slope: Let a guard fall to their death. Terrorized guards can
    stumble and fall off of edges. You can also knock guards off of edges with
    melee attacks.
    200-point bonuses:
    * If you move the mouse either in the wrong direction or too slowly when you're
    doing a stealth kill, you'll get 200 points.
    * If you knock a non-elite guard down with melee attacks and then click to
    finish them, you'll get 200 points.
    Section #8.3
    Miscellaneous Bonuses
    * Picking locks gives you 250 points.
    * Disabling power gives you 200 points.
    * Freeing a ninja in Ink and Dreams gives you 500 points.
    * Throwing a dart at one of the door lock mechanisms in Ink and Dreams gives
    you 200 points.
    * Pickpocketing a key gives you 1000 points.
    * Disabling the fuel pump in The Inner Keep gives you 250 points.
    * Getting a scroll gives you 1000 points.
    * Getting an artifact (one of the cat statues) gives you 500 points.
    * If an alarm is raised, you lose 800 points.
    You also get some points by reaching certain places in certain levels. You will
    reach all these places just by proceeding normally through a level, so don't
    worry about missing them.
    Section #9
    Double Bonuses
    There are some cases where you can get two bonuses when it seems like you
    should only be able to get one. This section lists the ways to get these double
    * If you get the Body Hidden bonus and then throw a guard into a bottomless
    pit, you will get the Body Hidden bonus again.
    * If you cause a guard to stumble to his death by hitting him with a Terror
    Dart, you'll get the Ninja Tool Kill and Slippery Slope bonuses. The Terror
    Dart might have to be upgraded. The easiest way to get this double bonus (if a
    guard isn't already standing next to an edge) is to lure them to the edge with
    darts, then jump over them and hit them with a Terror Dart when they get to the
    edge. A guard who's already terrorized will stumble sometimes when they see you
    or when they see a dead body. You can get this double bonus if the skull is
    still above their head when they stumble. I'm not sure how to predict which way
    they will move while stumbling.
    * If you throw a dead body into a spike pit, you will sometimes get a second
    death bonus that's the same as the first. For example, if you get the Ninja
    Tool Kill bonus from a guard and then throw the body into a spike pit, you may
    get the Ninja Tool Kill bonus again. You won't always get a second bonus,
    though. It seems that you must kill a guard and then throw the body into the
    spike pit without saving and restarting. Also, it seems that only certain death
    bonuses can be doubled with this trick. Ninja Tool Kill and Friendly Fire are
    the only ones I know of. If a living guard falls into a spike pit after you hit
    him with an upgraded Terror Dart, you'll get the Ninja Tool Kill bonus twice.
    Once a body is in a spike pit, you can hide it with Ravenous Insects.
    * If you are killing multiple guards with Bloody Whisper (the move used to kill
    disabled guards in some situations--usually after disabling them with an
    upgraded Smoke Bomb) and a terrorized guard shoots them, you can get the Bloody
    Whisper bonus and the Friendly Fire bonus for each guard you kill. There may be
    other factors involved in this double bonus; I've had trouble getting it to
    Section #10
    After-Level Bonuses
    Depending on your actions within a level, you can receive some bonuses after
    you finish it.
    Section #10.1
    Bonus Descriptions
    After you complete a level, you can get points from four sections of the stat
    * Undetected
    * Distracted
    * No Alarms Raised
    * No Enemies Killed
    Each guard is placed in exactly one category corresponding to the sections on
    the stat screen listed above:
    * Undetected: The guard never had a yellow question mark or red exclamation
    mark above their head.
    * Distracted: The guard had a yellow question mark above their head.
    * Alarmed: The guard either raised the alarm or had a red exclamation mark
    above their head while the alarm was going off. A red exclamation mark with no
    alarm doesn't count. You can tell whenever the alarm goes off because the text
    "-800: Alarm Raised" appears.
    * Killed: The guard died.
    A category that's lower on the above list takes precedence over a higher one.
    For example, if a guard is killed, they will be in the "killed" category no
    matter what. If a guard is distracted and alarmed but not killed, they will be
    in the "alarmed" category.
    You receive 400 points for each guard in either the Undetected category or the
    Distracted category. If no alarms were raised, you receive 3000 points. If a
    guard raises the alarm and then dies, you won't get the no-alarm bonus, even if
    the game shows 0 guards in the "alarmed" category. Lastly, there's the no-kill
    bonus, the size of which depends on the level:
               Ink and Dreams   5000
      Breaching the Perimeter   5000
          The Trail of Shadow   8000
           A Change in Course   5000
    The Fall of Hessian Tower   5000
            An Ancestral Home   6500
     Above a Bottomless Chasm   5000
               The Inner Keep   8000
          A Blade at his Neck   5000
       A Shattered Stronghold   6500
                Set to Flight   5000
                   The Return   8000
    You can actually kill guards in certain ways and still get the no-kill bonus.
    For lack of a better term, I call kills that prevent you from getting the bonus
    "counted kills." Most kills fall into this category. Here is a list of "non-
    counted kills," i.e. kills that won't prevent you from getting the bonus:
    * Drop an object like a chandelier on a guard.
    * Let a guard get killed by friendly fire.
    * Let a guard walk or fall into an environmental hazard like a bomb. Sometimes
    this is a counted kill, though, and it's not clear why. If you lure a guard
    into a hazard by shooting them with a dart, it tends to be a counted kill. But
    sometimes it's a counted kill even if you don't lure them.
    * Kill a dog in any way.
    * Kill Kelly or Karajan in any way.
    Note that the first three kills on this list are worth 600 points. There may be
    other types of non-counted kills.
    Section #10.2
    Bonus Strategy
    Before you start a high score run, you should decide which of the after-level
    bonuses you want. The no-alarm bonus is an easy choice; there's no benefit to
    letting a guard raise the alarm, so you might as well avoid alarms and get 3000
    points. A guard will usually raise the alarm when they see you and get a red
    exclamation mark above their head, but you can prevent them from raising it by
    killing them right after they see you or by attacking them with melee attacks
    or items. Some guards will raise the alarm when they find a dead body or see a
    guard who's been disabled by a Smoke Bomb. Also, the various sensors in the
    game can raise the alarm. Dogs and terrorized guards cannot raise the alarm.
    The other bonuses require more thought. The basic question is this: For each
    level, is it better to do a run with the no-kill bonus (a "no-kill" run) or a
    run without the no-kill bonus (a "killing" run)? I don't have a definitive
    answer for every level, but I'll provide some information below. My discussion
    of the question is separated into levels with item stations and levels without.
    Levels with item stations
    All levels but Ink and Dreams and Set to Flight have item stations. From
    Section 8.2, we know that a "fancy" kill gives 800 points for elites and 600
    points for other guards. From Section 8.1, we know that hiding a body gives 250
    points. From Section 7, we know that in the levels with item stations, you have
    full access to item stations. Thus, you can get a fancy kill and Body Hidden
    bonus from just about every guard in levels with item stations; if all else
    fails, use Ravenous Insects. Here are the numbers of guards in each level with
    an item station:
                                  Normal      Elite      Stalker      Dog
      Breaching the Perimeter       32          0           0          0
          The Trail of Shadow       47          0           0         10
           A Change in Course       21          0           0          3
    The Fall of Hessian Tower       23          0           0          0
            An Ancestral Home       37          0           0          3
     Above a Bottomless Chasm       23          0           0          3
               The Inner Keep       33          8           0          1
          A Blade at his Neck       21          5           0          3
       A Shattered Stronghold       47          0           0          2
                   The Return       27          1          15          0
    Let's disregard the dogs because you can kill them any way you like and still
    get the no-kill bonus. For the other guards, let's add up the fancy kill and
    body hidden bonuses. After calculating those totals, we can compare them to the
    amount of points you can get from the Undetected/Distracted bonuses and the
    overall no-kill bonuses. Here are the results:
                                  Fancy Kills      No Kills
      Breaching the Perimeter        27200           17800
          The Trail of Shadow        39550           26800
           A Change in Course        17850           13400
    The Fall of Hessian Tower        19550           14200
            An Ancestral Home        31450           21300
     Above a Bottomless Chasm        19550           14200
               The Inner Keep        36450           24400
          A Blade at his Neck        23100           15400
       A Shattered Stronghold        39950           25300
                   The Return        36750           25200
    At first glance, it seems that a killing run is better in all of these levels.
    But remember that you can do non-counted kills in a no-kill run. You'll give up
    400 points from the Undetected/Distracted bonuses, but you'll get 600 points
    for the kill and 250 points for hiding the body. The net gain is 450 points. We
    can calculate how many non-counted kills would be needed in each of the above
    levels to catch up to a killing run. The following list presents these numbers
    along with the total number of guards in each level, not counting dogs, Kelly,
    and Karajan:
      Breaching the Perimeter   21/32
          The Trail of Shadow   29/47
           A Change in Course   10/21
    The Fall of Hessian Tower   12/23
            An Ancestral Home   23/37
     Above a Bottomless Chasm   12/23
               The Inner Keep   27/41
          A Blade at his Neck   18/26
       A Shattered Stronghold   33/47
                   The Return   26/43
    Chandeliers and other environmental hazards you can use to get non-counted
    kills are few and far between (outside of the Tabriz levels, at least). So, the
    main method you would want to use to kill guards in a no-kill run is to throw a
    Terror Dart at a guard and let him kill nearby guards. Non-upgraded Terror
    Darts would probably be better for this purpose because they don't make guards
    commit suicide (which is a counted kill), but if you hit a guard with an
    upgraded Terror Dart, you can prevent him from committing suicide by throwing a
    regular dart at him right before he kills himself. Using Terror Darts to make
    guards kill each other will leave one guard in each "group" alive. Make sure no
    one stumbles off an edge and dies from the fall; that's a counted kill, so it
    prevents you from getting the no-kill bonus.
    There are other factors worth considering. A killing run will probably be able
    to get more double bonuses (see Section 9) than a no-kill run. A killing run
    may be able to get more Oblivious bonuses as well. Also, in The Fall of Hessian
    Tower, a killing run can get 1800 points by killing Karajan three times (800
    points for each kill minus 200 points for each kill because you need to get a
    400-point kill on another guard instead of a 600-point kill). See Section 6 for
    details. With these factors in mind, you will probably have to kill more
    enemies in a no-kill run than the above list indicates in order to catch up to
    a killing run.
    Considering the advantages a killing run has, catching up without any counted
    kills is a tall order. I suspect that a killing run is better for most levels
    with item stations, but I wouldn't be surprised if a no-kill run is better for
    a few. In particular, a no-kill run might be better in a level like A Change in
    Course where the list above indicates that relatively few enemies need to be
    killed to catch up to a killing run.
    Ink and Dreams
    Here's the guard data for this level:
    Normal      Elite      Stalker      Dog
      32          0           0          0
    Kelly is also in the level and you can kill him (see Section 6), but doing so
    is not a counted kill, so he's not very important to this discussion. The only
    consideration with Kelly is that using the Path of Silence prevents you from
    killing him, so you miss out on 800 points.
    There are four chandeliers in this level. You can kill up to eight guards with
    them. Other than the chandeliers, the only way to get non-counted kills would
    be to terrorize guards, then let them shoot other guards. You could terrorize a
    few guards using the bodies of the guards killed with the chandeliers,
    especially if you use the Path of Nightmares. Other than that, you would need
    to use Terror Darts. Your ammo would be very limited. For these reasons, I
    think that a killing run would result in a higher score.
    Set to Flight
    Here's the guard data for this level:
    Normal      Elite      Stalker      Dog
       8          0          14          0
    In this level, you have no sword and no items (aside from darts). There are
    plenty of ways to get non-counted kills, but not many places to hide bodies.
    With this in mind, it seems like it would be impossible to make up the 5000-
    point no-kill bonus with counted kills, so a no-kill run is probably the best
    Section #11
    When you load a leaderboard, you'll see a screen with only your score. If you
    click "Change View", you'll get a screen that shows your score and some scores
    near you. If you're lucky, you can click "Previous" to view higher scores and
    "Next" to view lower scores. This view is glitchy, though, and changing the
    page sometimes gives you the message "You are not currently ranked on this
    leaderboard." When that happens, no more scores are displayed. I recommend
    clicking "Change View" to go to the next screen, which starts at the top score.
    Changing the pages in this view seems to work fine.
    As of this writing, there are quite a few scores on the leaderboards that
    appear to be cheated. There are programs that basically modify the game to give
    you any score you want, and it's likely that some of the leaderboard scores
    were obtained with such programs. Unfortunately, it's not easy to tell when the
    fake scores stop and the real scores start. You'll have to use your best
    judgement if you want to compare your scores to other scores.
    Section #12
    Version History
    Version 1.00 (7/17/13): The first version of the guide.
    Section #13
    Thanks to the following players for posting useful information:
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