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Have you tried Thief 1 with what I'll call "Grandmaster difficulty"?

- No disabled guards (knockout, killed, or trapped off their route)
- No alerted guards (if they look for you, restart - consider it failed)
- You can only alert guards with arrows at walls or thrown objects to distract (not damage).

The key point being if a guard alerts, you restart the entire level. Playing this way, with "master" plus those restrictions, made for tense moments in Cragscleft Prison. Guards next to cell door levers require tricky timing to sneak right next to them, moving when they turn. And if they catch you, there's nowhere to run - you start the level again.

Nice way to breathe additional life and tension into one of my old favorites, Thief.
This used to be called Lytha style once, I think.
There's one key point I didn't mention:
- Keep the torches lit and the lights on.

That's also the reason I had to allow distracting with arrows, and leading guards from their posts (but not trapping them in a new location).

For example, in Cragscleft Prison one stairway up features a torch and a guard. The guard faces the only entrance, and with the torch lit there's no unseen route past him. I had to fire an arrow into another corner of that room, time his back being turned with moving past him, and get out of sight before he spins around.

There's similar exercises in timing for the guards by the prison door levers. Since the lights by the cells are still lit, your approach has to be timed or with a distraction that lets you get close. And another exercise in timing to pull a lever and exit the confined area while he remains facing away.

So incorporating the "Ghosting" term.. I'd say it's "Ghosting without doused torches or turning off lights, but allowing broadhead arrows to distract."