The reminder about the shirts genuinely reminded me that I need to buy some new shirts, so I decided to make one of them an "I'm Doing Stealth, Amabel!" t-shirt! You have now officially sold at least one of those shirts, heh. I hope the dollar goes towards some tasty pizza! 48:00 - There is actually a setting for "automatically loot bodies when picking them up," I believe, though I generally turn both that and the "automatically pick up loot when opening chests" setting off, so I know _what_ I'm picking up. (I may also be confusing that for the "auto-equip when picking up item" setting, because _that one_ has definitely messed me up at a few critical times. I don't actually have much to say about this mission yet; the concept is definitely "let's require some stealth as difficulty escalation," and they accomplished that, but I feel as though for me it wasn't nearly as effective. I already play with the "non-lethal assassin" playstyle, which basically means "methodically knock out everyone on the map so you can explore and loot it while remaining undetected," which is only hampered slightly by not being able to interact with DeWall directly. Meanwhile it's much more of a shift for you, as you're used to playing a bit more fast-and-loose with the stealth and combat. Really it just corrals the player into an intended playstyle for a mission, which I do feel goes somewhat against the Im-Sim design ethos. Oh! I should mention, regarding Thief 1 lore: Raputo is a minor character in Thief 1; he's the mob boss that sends thugs after _Garett,_ and DeWall is only mentioned as having been a _former mob boss,_ which has been expanded out into the power struggle that sets up this mission in the prequel. I recall a few notes in the last mission regarding former Keepers and notable locations and landmarks are also references to famous Thief FMs, to try and bring them all into a cohesive setting, and that might be another reason I enjoyed this campaign so much.