This mission introduces us to a little mechanic called "social stealth". I've never been a big fan. I tried playing the new Hitman games several times, and just being able to walk around without consequence doesn't feel right to someone who mostly likes to spend my gaming time inside forgotten dungeons, haunted castles or abandoned kingdoms. I can see the value of the concept, though. Even then, the concept isn't executed very well here.
The idea was novel back in 1998, and that makes it somewhat interesting. On its own, it's just not really impactful. Hammerites not responding to your presence simply means they're extremely easy to knock out. Eventually, something you do will probably be considered "suspicious" by the Hammers, and they will sound the alarm. If you have been just careful enough up to that point, most of your enemies will be out of commission by that time. Most of the mission I spent in the company of a loud, blaring siren instead of actual threats to worry about.
That said, I enjoy the temple. It's not that big, but it has detail to it. The readables (mostly about Hammerite tenets) are enjoyable, the banter is interesting and provides more insight into this cult of builders. I actually like the switch hunt. I finally felt motivated to take some notes on the map screen, and figuring out which route would increase my chances of flipping the five switches within the time limit was fun.
The only actual stupid thing, is that you don't want to reach the Air Talisman without the papyrus containing the Wallbuilder poem. The bridge leading to the talisman retracts once you open the gate to the artifact, and this cannot be undone. Bunny-hopping will be the only way to get back to the talisman if you fall down. So much for finally cleaning up my inventory by throwing away "useless" items...
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