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Thread: FMs - Ghost/Perfect Thief Results (Part 9) [SPOILERS]

  1. #76
    Member
    Registered: Mar 2018
    DARKSTONE GEM 1: LOOKING FOR INFO

    WEST PART OF CITY


    City mission a bit tricky to ghost. After descending choose west passage. Then go left. Loot balcony and window leading to sewers, then grab water arrow from pool near statue. You can drop from wall on the other side to continue, but this is one way entrance and it triggers conversation and later patroller. Instead return to start and go right. Loot house.

    Next is stationary guard that you can pass in all direction by moving very slowly along opposite wall. Go to shop. In bedroom is book that trigger Machinist walking. You must read it, which I didn't know when doing this ghost run, so I needed to check forum for this info. It's possible to open lock from this side, though frobbing lever is a bit tricky.

    Go to tower and visit Ramirez balcony. Then go to Pub. Barkeeper is neutral, thieves aren't, but they are looking away. Wine Cellar is easy to loot. Go to 2nd floor. Woman will eventually wake up, so you will need to move very slowly to not scare her. Also it's possible to enter bathroom without waking her up. You just need to slowly open door and don't open it to the very end. Leave Pub and go further to 2 guards talking. Douse torch in passage and sneak to farther guard to grab his purse. Return to starting area and wait for Machinist. He has Machinist key you need to steal.

    NORTH PART OF CITY

    Go to left garden for bottle. Return and visit Machinist's House. Loot it. On 2nd floor don't open door near thief. In bedroom there is chest key in fireplace. You can lean for it. It's good to disable auto equip, because grabbing fire arrow can reveal your position to sitting thief. Back on street. You need to go behind patroller and unlock gate (you can't unlock it from the other side). Afterwards crouch and run along left wall to avoid 2nd alert from sitting archer.

    Mechanist Church may be your exit point, but there is bottle near priest too far inside to wait for it when you finish your all objectives. So you must grab it now. Stand and go slowly on metal slope. Inside you must go left around the whole church and grab a bottle near priest. Then return outside. Loot balcony and drop on machine. Ignore mansion (there is only rope arrow in chest) and go forward. Douse torch near stationary guard, grab his purse and go forward. Climb gutter to get to Collector's House.

    Collector's House is another easy to ghost place. After conversation there will be one patroller going around this room and another going between this and lower floor. On middle floor in last room there is key for plant, which opens golden chest with Collector's Vase. On the lowest level you just need to go behind guard into Dining Room, quickly loot it and return behind guard, dodge him from left and grab 2 coins from last table, then return behind guard and leave mansion.

    Visit guard post on the right, then climb on balcony and rope up to another balcony for nugget. To return to window don't drop to it. Instead just jump forward and mantle to it. Then drop on patroller on street. Go to Machinist's Working Place and descend to sewers. Here you need to dodge thief on short patrol route. In kitchen there is orange key. Next only interesting part is getting loot from barracks. You can't stay in corner, because patroller will 1st alert, which will wake up sleeping thief. Instead quickly walk to toilet and hide there. After thief will walk away leave toilet and quickly loot this place, then return to the beginning of this place. Near sleeping woman is book, which complete objective. Also door that leads to cave.

    CAVE

    Descend on rope and jump on ground. There is patroller, so hide in dark niche on left. You need to go behind him. You can hide on top of slope near 2 dead Hammerites or hide in shadow near sarcophagus. Go down and jump into water. Mantle on sarcophagus and douse fire near 2 thieves. Drop into water and swim to other rope. Slowly climb it and when archer will walk left, jump on ground. Douse torch on the left. Go behind archer, dodge him and grab 2 urns. Then quickly return to camp and go right. Go as close as possible to zombie and lean for golden hammer. Return to camp. Go along left wall to passage leading to Temple.

    TEMPLE

    This place is harder to ghost. Dousing torches will wake up golems and set them into search mode. So avoid that. You are safe in corners of this room. Go left along wall to passage leading upstairs. You can hide here. Douse torch on top of ramp, but don't go there just yet. Instead you need to nudge mage left, so you will continue your journey to next corner. But in order to get to door near another mage you will need to nudge 1st mage back right. And you need to worry about fast patroller walking around this room.

    After nudging go along wall to door. Open it and hide in shadow. Your target is to nudge 2nd mage forward, so you may go to next corner later and to last door. After nudging enter dark room with haunt and douse 2 torches. Go along left wall and descend to catacombs. Down there is haunt with key. Grabbing urn will summon ghost, but in total darkness he's not a problem. Return to big room and go to other door. Inside are 4 statuettes to grab. At the bottom is Builder's Sword. Move very slowly through room, because any small noise will wake up 3 haunts and they will kill you.

    Time to go upstairs. Douse torch near haunt and descend to gems. This will also summon ghost in big room. Ghost that will attack enemies and die soon after. Return to big room. After the fight will start you can douse torches. In my run mage doused 3 torches with it's projectiles, I doused the last one. I waited in cave passage for enemies to calm down and moved to camp. Enemies there weren't alerted by fight. I just needed to jump on rope, descend to water, swim to sarcophagus and jump from it to rope. The rest is just simple return to Mechanist Church where mission ends.

    STATS:

    Time: 1:35:48; Loot: 3270/3270
    Pockets Picked: 4/4; Locks Picked: 26
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: SUCCESS

  2. #77
    Member
    Registered: Mar 2018
    DARKSTONE GEM 2: BROKEN GEARS

    This mission is twice bigger than previous, but it is also much easier to ghost. Loot is rare in this mission. I feel it should easily have 3 times more loot compared to size of this mission. Also there is annoying going back and forth. Pretty much I'm forced to visit exit area at the beginning of the mission. Then go all the way to the end of Pagan Sewers for Office key. Then go to this office and return back to Pagan Sewers to enter Pagan Temple, get Pagans Gem Staff and finally return to exit area.

    There is very few trouble some areas. When visiting Mortimer's House (exit area) there is goblet in the kitchen. You need to enter it through fireplace, mantle on chair and mantle woman left. In area close to start there is robotic Mechanist patrolling 2 corridors. If you go right you will visit Bar. At the end of corridor is good shadow. You must time robotic Mechanist and other patroller. Instead going immediately for statuettes, go first for coin stacks, because you can't go from kitchen, because servant will spot you. Last area is in Pagan Sewers. Optional corridor patrolled by crayman and bugbeast. You are safe in shadow in 2nd corridor.

    STATS:

    Time: 1:16:37; Loot: 3610/3610
    Pockets Picked: 2/2; Locks Picked: 23
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: SUCCESS

  3. #78
    Member
    Registered: Mar 2018
    DARKSTONE GEM 3: A HERETIC'S INTERVENTION (CONFLICT CAMPAIGN)

    This is mission 3 of Conflict campaign. What I wasn't aware is that mission 1 and 2 are previously played by me Looking for Info and Broken Gears. This is the same mission, but they have new hud. Broken Gears has also less loot (3250). I'm not gonna replay it, because I think it's the same mission, but with less loot. If at least the would be more loot I would play it. For this mission 3 I have no loot, so I can't do any purchases in shop.

    This mission is the same big like previous mission, but has even less loot and patrollers. It's easy to ghost. The only problem may be getting 2 candlesticks in Scribe Room where you need to move slowly under windows and lean for them. Another problem is getting goblets in Catacombs near haunt. If you have bad luck with haunt, you will be forced to mantle over sarcophagus and lean for goblet. But that's still not that hard.

    STATS:

    Time: 0:47:19; Loot: 3220/3235 (900/915)
    Pockets Picked: 4/4; Locks Picked: 14
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE

    DARKSTONE GEM 4: STEALTHY BUSINESS (CONFLICT CAMPAIGN)


    Last mission of Conflict campaign. Loot from previous mission transfer to this mission. Smaller than previous, but harder to ghost than mission 2. Still it wasn't huge problem. Except maybe this mission being a maze.

    STATS:

    Time: 0:51:22; Loot: 2320/2425
    Pockets Picked: 2/2; Locks Picked: 26
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE

  4. #79
    Member
    Registered: Mar 2018
    DARKSTONE GEM 5: NOBLES AND CRAFTSMEN

    Tricky rooftop mission. Street part has only 3 coin stacks above 1st canal that may be hard, because you need to time stationary guard who doesn't like to look away for very long. Rooftops has few areas and just like few missions before, this one also feels like a maze. First I'm going left through balcony to next area. There is only 1 stationary guard that is tricky, because he's near the middle, but by doing jumps over bottomless black pits, it's not that hard to loot this area. It's also good thing that sleeping people don't wake up by the sound of picklocking.

    I'm going through right window to last room with fireplace that leads to next area. Here I'm going to top of the tower, then crouch and drop+mantle on garden's ledge. This allows me to get to west balcony, which leads to inn. Inside you need to be careful to not wake up sleeping guy and get to game room. Steal Lord Robert's key and leave inn via window on 2nd floor. Door on the other side of corridor leads to Fancy Dishes Collection. Use Lord Robert's key to collect it, then return to previous area, rope up to top of the tower and go to small room near tower. Through vent you will go to another area.

    Going west will lead you to 1st area, which you can end looting easily from this side. Also from this house it's possible to strafe jump to tower from crouching position. Going west will lead you to another entrance to Lord Robert's Mansion. After looting you can return to inn and go on ledge, ignore window and just go to the end behind guard. Drop down and go to the top of tower. This will lead you to Hammerite Cathedral.

    This is the toughest place to ghost and there are few paths. First I'm going on lower floor and turn right. There is few Hammerites and also watchers to worry about. On shelf is key to the Electricity Room. Go to door leading outside and grab patroller's key. Return upstairs and go left. In Electricity you can turn lights in Chapel and outside area. Continue path to marble corridor patrolled by another Hammerite. You must go behind him and quickly sneak into bedroom. Go also to patroller's room for code and use stairs to get to Security Room, so you will turn off all watchers.

    Return to start and this time go right. Listen to conversation and enter Sgt. Morgan's Room. Use book switch to open secret passage to Hammer of St. Lucius near Chapel. Visit Chapel to easily grab all loot. Go downstairs to side room leading outside. Go behind archer, mantle on roof and hide. After archer will go inside, quickly mantle on boxes for coin stack and return on roof. Hammerite below should just 1st alert. Return to Sgt. Morgan's Room and use door leading to terrace patrolled by archer. Go behind archer left, moss pipe and sneak to another window.

    Here you must go behind patroller, mantle on wooden railing, shoot rope arrow into it and drop on it and later on carpet below. Go on balcony and descend. Go right to Mechanists Tower. You must go to top. This is where mission ends, but if you go here when you have all objectives completed, you will miss loot gear on wooden beam above your head. That's why I'm doing this earlier. Go outside and visit warehouse.

    This place is occupied by dark sect. Go along left wall and mantle on box, then on planks above. Go along left side, jump on another plank, drop on box and go into next room. On the left side of desk is secret lever. From box you can also barely mantle on higher plank and visit 2nd floor for more loot. You opened secret passage to Fausto's Mansion.

    From dining room go upstairs and enter 1st room for loot. Return to dining room, enter corridor and use stairs to go up. Visit 1st room on this side and use lever near bookcase to get Treasure key. Return downstairs and go to Treasury. Close door. Be careful opening and closing chest trigger fireball trap, reading book and grabbing candlestick will trigger magic bolts trap. Luckily these traps don't alert anyone. Now you just need to return to top of Mechanist Tower to finish this mission.

    STATS:

    Time: 1:27:09; Loot: 2625/2800
    Pockets Picked: 6/6; Locks Picked: 22
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE

  5. #80
    Member
    Registered: Mar 2018
    DARKSTONE GEM 6: UNEXPECTED DETOUR

    Another easy to ghost mission. Mostly because enemies are rare. Only in Catacombs at the end of the mission is showing bigger group, but most of the time they are packed in one group. And there is a lot of shadow. Also both Mine and Catacombs are confusing mazes. But if you know what to do, mission isn't very long. The only problem is getting down from few high places.

    After getting rope arrow and roping to window above craymen, in order to go down without leaving rope arrow, you need to drop on edge of window, stand and jump from place left, so you will mantle on ledge below.

    In last section of Temple patrolled by 2 dark haunts there is wooden ledge above. To go down from it shoot rope arrow into wooden pillar below and drop on the rope.

    In Catacombs go to stairs leading to highest floor. There is skull on painting. To get it stand on sarcophagus and shoot 2 rope arrows: one closer to skull and other above your head. Jump to rope closer to skull and take it. Climb to the top and jump to 2nd rope while grabbing rope arrow. Mantle on gargoyle above sarcophagus and grab 2nd rope arrow. Look to the ledge with zombie. Idea here is to drop on the edge of this ledge, so you will slide out of it, then quickly turn around and mantle on sarcophagus below. I did it on my test run. On my ghost run instead of mantling on sarcophagus, I just landed on it, which looks less cool.

    STATS:

    Time: 0:43:38; Loot: 1770/2120
    Pockets Picked: 0/0; Locks Picked: 5
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE

  6. #81
    Member
    Registered: Mar 2018
    DARKSTONE GEM 7: POINT OF ENTRY

    Last mission in series for now. Harder than previous, but still not a big challenge. The only troublesome part was getting out after getting Frozen Monsoon. I made mistake and woke up ape. To get out I was forced to mantle on railing and shoot rope arrow below on giant tree, then drop on rope. To avoid that just be silent and don't wake up nearby ape.

    STATS:

    Time: 0:33:56; Loot: 1255/1265
    Pockets Picked: 2/3; Locks Picked: 5
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE

  7. #82
    Member
    Registered: Mar 2018
    OVERLORD'S ENDING

    This mission can be played by thief or guard. Both gameplays are different. Also mission is based on Thieves Guild.

    THIEF MODE

    At first it's very easy mission. You just running around with friendly thieves patrolling the whole mission. After talking with Donal and Reuben run with them to be sure they managed to get to pool area with boats in Sewers. If you just run away they have tendency to freeze in place and they only unfreeze when you are in their area.

    Afterwards is huge fight with Bluecoats. And here is where mission fails. First of all you must defeat all Bluecoats, but after you kill one wave, new guards appear. It really feels they have infinite number. They just keep going. Also be careful with gas arrows. If you hit any thief you will hear objective completed sound and shortly after mission will fail.

    2nd objective is to have at least 1 thief in Neutral Quarters, but it doesn't explain where are these Neutral Quarters. I only learned that after playing guard mode.

    Last objective is about Reuben, Donal and Lars who must survive. First of all, game doesn't explain where this Lars is located and how he looks, he's not at the place where the big fight starts. I learned where he is only after playing guard mode. After a minute Reuben and Donal run away in random directions. One of them was killed, but I was too busy killing infinite number of guards to know who. I mean I can't be in 3 places at once. I tried few times, but I couldn't win. So, how can I ghost mission if I can't even beat it normally?

    GHOST: IMPOSSIBLE

    GUARD MODE

    RESTAURANT + CASINO


    Guard mode feels a lot more like ghosting. It's impossible to ghost, but at least it's possible to beat it. After conversation with Captain you must ghost Restaurant. Wait for thief to turn right and quickly go along left side. Mantle through window and take Restaurant key from purple box. Go upstairs and quickly go right to avoid 2nd alert from thief. Grab rope arrows and rope down. Go left and steal Casino key from thief.

    Before unlocking door leading to Restaurant do a hard save. Cops will ambush Casino. If you reload after opening door, cops will stop moving, so be careful where you save. It's also possible for kitchen thief to survive, so he may accidentally run into you and fail the mission. Cops should easily win, but don't forget to report to Captain waiting in Restaurant first. Then use roulette to open secret passage and report to Captain who teleported to Casino. You get 3 guards, but unfortunately they refuse to go through secret passage, so they are useless.

    SEWERS - LARS TERRITORY

    Don't go upstairs. Instead go open hatches #37 and 38. In #37 passage is gas arrow. Go through #38 hatch. Use ladder to go up. Go behind purple woman and go to big table room. That's Lars Room. He's not here though. Here are lockpicks randomly lying on floor. Now you need to sneak to pool leading to panels #47 and 48. In this mission there is also side passage leading behind panels. Don't use them yet, because they turned off light and cops may have problem seeing enemies. Use switch floating in this room to complete Lars objective and summon cops into Lars Territory. They should kill all or most thieves, so looting this area will be easier.

    PATH TO REUBEN

    Return to start of Sewers and this time go upstairs. There are 2 patrollers and stationary thief. There is no way to nudge thief, because when you get close to him, you will get teleported in front of him. In other words you are forced to KO him and time it well, so you will KO him slightly before you get teleported. Also other thieves can't be close or they will go into search mode. Quickly hide body, which is easy, because you run faster when carrying the body. Anyway, that's ghost bust #1.

    Ignore path to Donal, you need to get key to his mansion first. Go through door first. This area isn't very hard. Go left to unfrobbable door. You can use lever through door to open it. Next part is hard. Get to right side of top of ramp. There are 3 patrollers. You need to go to the other end of their patrol route. On the path are 2 stationary thieves who also must not look in your direction. You can douse torch near first stationary thief to make checkpoint there, then time next stationary thief and grab Magrin's key earlier. Passage down leads to Neutral Quarters, but because I got Magrin's key I don't need to visit this area. Return to unfrobbable door.

    Go to storage. Open 2nd door, enter and quickly run away into shadow. 2 thieves will stop in front of door. No way to dodge them, so use gas arrow to gas them both (ghost bust #2). Go through hatch, dodge daggers and go to locked gate. You can unlock it now, but I'm gonna leave this place for later. Your objectives has changed and you will notice that you completed KO 3 thieves objective. This is because I KO-ed thief near boats and gassed 2 thieves near storage. So I wonder if I can excuse previous busts even though I had no this objective yet.

    DONAL'S MANSION

    We aren't quite there just yet, but return to start of Sewers. You will notice that cops killed thieves. Near water gate is Neutral key for Neutral Quarters, but I don't need it. Use lever to open door leading to Donal's Mansion. Don't open hatch or else thieves will attack cops and die, which will make archers sensitive. Go right and use Magrin's key to enter mansion.

    You are in Basement and you are forced to nudge thief forward into cell. Be careful of patroller going around Basement. Go right to 1st floor. The only challenge here is woman patrolling kitchen. When she's going towards sink go on the left side of counter and dodge her. Use head to reveal lever leading to undergrounds. When riding elevator there will be window. Mantle on it.

    Move to thief under pipes. There is passage there leading to plank above canal. Drop on it and go to warehouse. During conversation quickly steal Workshop key from one of talking thieves. Unlock workshop, step inside and jump in place to lure thief and KO him (ghost bust #3). Go to right passage to shadow and from here lean forward and kill Magrin with powerful blow of your sword. This is needed for objective and Magrin is immune to any form of KO-ing. But his 2nd bodyguard will alert to that (ghost bust #4).

    Return to higher passage you used, go to unfrobbable door and open it with a switch. Dodge archer from right. Go downstairs, jump on barrel and go to elevator. Donal's Mansion is gonna be invaded by cops and most of them will die. Leave through Basement. Here I noticed thief near thief I nudged. Luckily he was near wall and was looking at the lamp. But things can get messy if you don't have luck.

    TO REUBEN'S MANSION

    I went to Reuben and noticed that there is a cop looking at thief archer and blocking passage. I nudged him forward. He escaped, so I could go forward. I think I made mistake leaving unfrobbable door open. One of thieves started running around this place. I managed to lock him back into corridor leading to Neutral Quarters. I also realized that I could continue earlier to ghost this place, but I thought there is gas arrow in Donal's place. Looks like gas arrow is actually in Reuben's Sewers. Thief near storage also calmed down and was looking away of storage, so I managed to sneak and used lockpicks to enter Reuben's Sewers.

    First drop into water and go under entrance to Reuben's House. There is gas arrow. Robe back on wooden bridge. The next passage leads down or right. Avoid right path. It summons 2 thieves. Go down to storage and use very tiny switch on floor near table to enter secret passage to mansion. Go right to dining room. Go into left passage and go to the end. Now you need to time thief to look away of table and thief near ladder to climb this ladder. It will take you to the mansion.

    REUBEN'S MANSION

    Above you is very sensitive archer, so go left outside. Then go to part of mansion with secret passage leading to 2nd floor. Go to barricade. To go through barricade you need to go through door, but I never found a key for that. You can bash door to open it, but this is a ghost bust. You can go through barricade, but you need to cross very sensitive archer and he always spot you. So sadly I'm forced to KO him (ghost bust #5).

    Mantle over barricade and go to Reuben's Bedroom. On bed is House key, but taking it spawns thief and he has ability to track Garrett. To avoid alert from him you must take key and quickly run to shadow. Crouch and wait for thief. Because there is good shadow in this room he will come to you and then go to bathroom and he will stay there.

    Use secret passage to go downstairs and go to locked room near storages. Douse 2 torches, open it and gas 3 thieves inside (ghost bust #6). Lock door and open next door with Thom inside. Funny thing is that Thom will not attack you or even alert to your attacks until you enter the room, so just carefully lean to the side and shoot him with broadhead arrows and he will die.

    ESCAPE

    This completes objective of killing Magrin and Thom. Cops will appear and kill most of thieves. Time to leave. The problem is you can't use the path you entered, because there is no switch to open secret passage. You need to go to Basement and it has been untouched by cops. Also you can't use front entrance, because it's blocked by 2 thieves. You need to use vent to go under front entrance, douse 2 torches and go quickly on ramp. Then you just need to fall where you found gas arrow and just go to pool with boats. There is Captain there and this will complete this mission.

    STATS:

    Time: 2:02:5612; Loot: 980/980
    Pockets Picked: 4/12; Locks Picked: 6
    Back Stabs: 1; Knock Outs: 3
    Damage Dealt: 49; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 3
    Iron Beasts Destroyed: 0; Disabled: 0
    Bodies Discovered: 15
    Secrets: 3/3

    GHOST: IMPOSSIBLE

  8. #83
    Member
    Registered: Mar 2018
    PIRATES AHOY!

    MISSION 4 - TREASURE ISLAND


    The last mission that has never been ghosted. This one is tricky. It has crabs that are silent, but well visible from far away. There are also snakes. They are less quiet, but on the other hand they are barely visible.

    At the beginning quickly run to cave. I'm skipping nuggets in first 2 areas, because underwater crabs can easily spot you. To go through right beach you need to swim in the water between beach crabs and underwater crabs, then hide in cave. The next 2 beach areas don't have any crabs underwater, there are only giant sea creatures. They don't track you, but touching them means death. After getting nuggets continue to the cave.

    Next are traps and piranha pools. Piranhas don't track you, but touching them kills you. To avoid broadhead arrows trap run forward and jump at the end. Fire arrows trap is the hardest - crouch and run through middle of passage. The same deal with gas arrows trap, which is the easiest to dodge. Dodge big spider along left wall.

    I'm skipping falling into water and getting to optional snake cave. Snake cave is well lighted and to get to it, you must jump on rock with gravel. It's noisy and alerts snakes. Also I was avoiding to carefully crabs on beach that I didn't collect any moss arrow.

    I'm descending to 2 small spiders and dousing 2 torches. To avoid them I run along left rock, then I sneak to the cave. I doused another torch to not get spotted by pirate ghost, then go around him to eagle statue. I used Blood Ruby on it, then I went to collect treasure. Afterwards you must strafe swim to snake cave. Slowly get out of water. Run along left wall, then go right and sneak to cave. Treebeast Area is easy, just run along right wall. Swim to pool where dead body was. Now you just need to return to your raft while not getting spotted by crabs.

    STATS:

    Time: 0:21:15; Loot: 2610/3710
    Pockets Picked: 0/0; Locks Picked: 0
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: FAILED, but maybe it's POSSIBLE

  9. #84
    Member
    Registered: Mar 2018
    REUNIFICATION CAMPAIGN

    MISSION 1 - RANSOM


    Pretty easy and short city mission. To kill 3 kidnappers I first KO them. I bring Kjell to Child Room and there I execute him. To kill Camilla and Maria I douse 3 torches behind left woman, KO her and move her body into shadow, then I KO 2nd woman and then I kill them both. The rest of the mission is easy thanks to many light switches.

    STATS:

    Time: 0:15:58; Loot: 4587/4727
    Pockets Picked: 1/1; Locks Picked: 6
    Back Stabs: 3; Knock Outs: 3
    Damage Dealt: 93; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 3
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE


    MISSION 2 - LORD BELTZER'S MANSION

    A bit harder to ghost mission, but still quite easy experience. The most annoying is short frob range. Still there is a lot of light switches. The only problem is some optional loot. In Guest Room #2 in order to get ring from bathroom, you must lean from shadow to the side and turn right to turn off light. On 2nd floor in room with Lord Beltzer there is goblet and bottle on fireplace. In order to get it you must douse fireplace and shoot moss arrow on top of it (shoot it into trophy). Go to left corner and from there mantle on fireplace. Lean for bottle. To get goblet you will need to drop on edge of fireplace and then lean for it.

    STATS:

    Time: 0:31:42; Loot: 20645/20945
    Pockets Picked: 6/7; Locks Picked: 8
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE
    SUPREME GHOST: IMPOSSIBLE. 1st alerts when opening doors to Vault and to room with Lord Beltzer. In order to get to Vault you must turn off lights.

    MISSION 3 - MISTRESS GUENNEAN'S CASTLE


    This mission has only 2 light switches and our enemies are mostly undead. Frob range is back to normal, but unfortunately through the whole mission is loud music connected to general sound setting instead to ambient sound. So for a long time for me it's very annoying. In the situations I want to hear alerts better, I save/load to reset music, because it starts at lower volume.

    As for ghosting the only tricky part is start and end. At the beginning you must step back and crouch near door to avoid zombies. 1st haunt walking around tomb is also tricky. Leave opening front entrance for the very end. Hammerites will win fight. It's better to leave light turn on for fight, after the fight turn it off. Then go to the very end of shadow to finish this mission.

    STATS:

    Time: 0:22:42; Loot: 5725/5725
    Pockets Picked: 1/1; Locks Picked: 3
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 3/4

    GHOST: SUCCESS
    PERFECT GHOST: SUCCESS

    MISSION 4 - THE REUNIFICATION


    The hardest mission to ghost. Music isn't that invasive like in previous mission. We need to buy gas arrow to complete one of objectives. This means we are gonna spend 2000 loot for that. Luckily max loot will also decrease by 2000. Some keys are very hard to find.

    Beginning may be tricky. To exit Prison you must mantle on fountain and slowly sneak on it in front of guards. There noble and archer walking through whole city who we want to pickpocket. First I'm going via Archer Street on the left. Hug wall of building with guards in it and turn right. There is old woman with purse and house to loot. Return to fountain and loot 2 houses. In 1st house there is loot sword above door. You need to stand on table and jump for it. For some reason when you jump when near window, you will not make noise. Outside right woman on terrace has purse.

    Turn right and use left door to loot another 2 houses. At this point I had enough loot to buy gas arrow from nearby shop. I returned to Prison to gas Captain. Throwing him into hole is the hardest part. You need to time bot, patroller and guard in Torture Room. Luckily you are safe in dark corner near door. Throw him into right hole, walk behind guard to door and leave.

    Museum is also tricky. The hardest is timing watcher. It can't be disabled, but there is shadow near entrance. Also getting urns near door may be tricky, because with other loot pieces you are covered by walls and columns. Getting loot below is easy. Go to last house, loot it and jump to another house to finally find Sophie. You must escort her to Hotel, which isn't very hard, because patrollers are rare in this city.

    STATS:

    Time: 0:32:42; Loot: 3345/3545 (without buying gas arrow: 5345/5545)
    Pockets Picked: 7/10; Locks Picked: 7
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE
    SUPREME GHOST: IMPOSSIBLE. Couple of 1st alerts when opening doors. You also need to turn off light to exit Prison.
    Last edited by Galaer; 17th Nov 2020 at 17:04.

  10. #85
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Game: Thief 2
    FM: T2X Mission 2: The Trials That Shape Us

    Ghost - Success
    Perfect Thief - Failed
    Supreme Ghost - Success
    Perfect Supreme - Failed
    Time - 43:52
    Loot - 1489/1490
    Pockets Picked - 2/5
    Secrets - 2/3
    Locks Picked - 2
    Backstabs - 0, Knockouts - 0
    Damage dealt - 0, Damage taken - 0
    Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
    Consumables - None

    See the entire report with screenshots here!
    Loot list here!
    YouTube let's play here!

    Comments:
    A very nice start to Zaya’s “real” campaign. She now has Garrett-like abilities, and the gameplay elements mimic that of the original franchise. I thus compare this mission to the likes of Lord Bafford’s Manor and Running Interference, and in that regard, it holds up very well. I appreciate the level of detail inside the museum, in addition to all the readables and plaques spread around. The city really comes to life if you take the time to read it all. The difficulty level is also nicely balanced for an early mission.

    Malak has convinced me to avenge the death of my cousin, Kedar. After a year’s training, my first test is to break into The Bennington Museum and steal a sacred tome. Malak apparently has a use for it. I also need to acquire 750 worth of loot, as well as leave the premises. Sounds like a plan!

    Second Floor
    Entered the museum through the roof chute (see image). Dropping down through the broken window was possible by the use of a vine arrow, but left me more exposed. Picking the balcony door required relocking and an unnecessary museum key grab. Everybody will see me as picky there, but I chose the chute anyways, more thief-like. Left the door open to get back out the same way later. The second floor posed few problems. Just sneaking around timing patrols. Some areas had guards on lower floors able to spot me.



    First Floor
    Entered the first floor in the city fathers area. The guard there seemed more suspicious than others, and took some very slow movement to pass, but in the end nothing too tricky. Moved through the room behind him, grabbing the urn on the way. I had to skip the nugget from the text/documents section; breaking the glass frame obviously counts as property damage (see image above). It seemed sort of ironic that none of the documents behind glass were even readable, but the one item that possibly could have some level of significance for a ghoster was valued at a measly 1 gold. The roaming man here even gave a comment upon inspection if taking it. Used the secret passage beside the staircase down to the basement. The Supreme rules prevented me from turning off watchers or security systems, so opening the gates to grab the tome was strictly speaking a bust (see image below). However, these are just physical barriers that open and close, they’re not electrical systems or sensory mechanisms that the rules are referring to. This is even more obvious when the rules also mention watchers, as these are sensory machines counting as AI. I mean, if the plaque by the lever had said ‘Foyer Gates’, nobody would have argued this to be a bust. People might disagree with me here, but I consider Supreme still intact.



    Reaching Limes’ Office
    The hardest part on the first floor was the guard just beyond the employee offices area (see image below). He guarded the staircase, a piece of loot and the key to the upstairs office. He was stationary, but turned randomly to face either towards or away from the stairs. Whenever he turned away I started to move. Realized quickly that normal walking is the fastest way without alerting him. Took the jar on my way past and hid in the corner after the second stair portion. The pillars were no good for hiding, as the guard could see me through them. I had taken the office key from Limes’ belt earlier, and it disappeared upon usage. I dropped down from the stairs beside the small table and walked out like before. This whole sequence relies on the guard staying in the captured position while you’re on the move. Sometimes he shifted after 5 seconds and at other times he went half a minute without turning.



    I recently discovered that curator Limes also carries a copy of the office key. I never noticed that in my original run, probably because he is too big for Zaya to pick up, so I never bothered to check him for keys during my blackjack practice run. Anyway, this means it’s possible to relock the office door for Supreme. It is anything but straightforward, as the keys disappear upon use, even if you have two copies in your inventory. The way to do it is to steal Limes’ key first and use it to unlock the door. The key then disappears. When leaving the office, head down the stairs and steal the guard’s second copy of the key and use this to relock the door. This key also disappears, but at least then the door is locked. I highly doubt this was intended by the authors, but it’s a necessary workaround for Supreme.

    The rest was a charm, just cleaning up the first floor.

    Notes
    - Breaking the window to grab the last 1 loot is not allowed for any Ghost mode. Skipped.
    - Had to turn off the “security system” to grab the tome. Supreme rule #8 mainly refers to watchers/cameras and alarm systems, so this is no bust.
    Last edited by klatremus; 21st Nov 2020 at 10:21.
    Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
    Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays

  11. #86
    Member
    Registered: Mar 2018
    STRIFE CAMPAIGN

    Long campaign based on old FPS called Strife. Lots of missions is short and includes some filler missions that can be beaten under 1 min. Still it has some tricky situations.

    MISSION 1 - TOWN

    First mission is very tricky to ghost. Go outside and read note near door. Then go to guard post near bridge. Noble walking here has purse. In guard post is coin stack and 3 coins on table. Go to Tavern along left wall and run past woman to avoid 2nd alert. Enter Tavern. Under counter there are 3 bottles. You may need to slightly lean to grab last one. On counter there is a coin. Go upstairs. In room is a sword. Frob secret switch behind banner for 5 masks. Leave Tavern and walk behind woman. Grab 3 water arrows from pool and go through double door to next part of town.

    Go left to Governor. Douse 2 gas torches around front entrance and also torch near bot on the other side of river (Sewer Entrance is located there). Enter Governor and grab bottle on the right. Leave and go to bridge. Garrett will tell that it will be tricky to sneak, but it's actually very simple. Just go along right side while crouching. Also a note, the main entrance to Thieves Warehouse (gate with hole in it) has explosive device. If you walk near front of this entrance it will explode alerting guards and thieves. It will make very difficult to enter Armory and leave. I decided to avoid that. But that's not all, sometimes after loading explosion may just happen randomly. Just reload game to prevent that from happening. Oh, and Pagans walking through this part of town are neutral.

    ARMORY

    One of entrances is in Armorer's House behind Hospital. There is secret switch under painting. I'm not using it, because it requires fall from too high. Instead I'm jumping+mantling on balcony with thief. I'm actually mantling first on big nothing near balcony, then fall quietly on balcony, crouch and drop behind thief. Grab mask and read note on table. Go into corner, dodge guard and go to weapon storage. Grab 2 gas arrows and return to balcony. Mantle on balcony. Jump+mantle towards land on the left and hold forward to land on it.

    WAREHOUSE

    The only entrance to Warehouse is through big hole in the wall. Here is pavement. It may not look like it, but it's actually loud floor like marble. Go through door on the right. Different floor, though very similar to previous, acts as stone, so you can safely walk on it. In hole is nugget. Go back and open other door. Here is bunch of thieves, they are sensitive. You must douse 2 torches to progress, but they can easily 2nd alert. I shot 1st water arrow into wooden column far away to make it easier. Still needed many tries to avoid 2nd alert. Go to door on the right and use lever in safe. Go downstairs to Front Base.

    FRONT BASE

    Go via side tunnel. There is secret lever opening 2 walls. One of them is room with ring, other tunnel to right side of base. Next type of floor acts as metal. There is guard and small bot patrolling this metal path and also there is stationary guard. He will 1st alert to you going down. Enter Arms. Use switch under desk, open safe. In chest in shooting gallery you will find 3 moss arrows. Return to start, use lever behind boxes to open another wall and sneak to stationary guard for Sewers key. Go to the left side. In 2nd passage is chest with 3 gas arrows.

    In 1st passage descend on ladder to another metal floor. On the left you can frob wall to open secret passage with 2 nuggets. Go right and douse 2 torches. Go right. In hole is urn, near skull is necklace. Go to Barracks. There is bottle on table, in 2 chests are invisibility potion and money. Go to thief, read his papyrus and use lever. Time to exit. Go all the way to Governor.

    GETTING SANCTUARY KEY

    New noble has spawned here and he has Office key for locked door near start. But first you need to ghost woman in front of Tavern. You can't just run quickly along wall. I shot gas arrow in wall between 2 torches to douse them both, but high enough to avoid hitting woman. Then I could simple sneak along wall. In Office you are forced to use invisibility potion to grab Sanctuary key and papyrus. Read it and quickly leave. Go to entrance to Sanctuary near river.

    SANCTUARY

    So first of all, it's possible to cross bridge without activating it by jumping from pole to pole, but then activating Lab switch may not open it. That's why I prefer to use every switches in this place. So use wheel that opens window, then use switch to open gate. Go right. Here is guard who alerts to zombies in Lab. Go past him and use lever. Go past portcullis and open switch. Now you can cross to elevator normally. When priestess will leave, enter room, open purple box and read papyrus.

    Now is the hardest part. you must to go to other room. Priestess walks between them, but there are 2 bots near portcullis. If you strafe run along left wall, you will be spotted by one of them. You can use speed potion, but there is no 2nd speed potion or invisibility potion. Luckily it's possible to ghost this part without any potions.

    Run along right wall to corner, crouch and go to shadow. Stop on it's edge, but go slightly away of wall. Otherwise nearby bot will shoot you. Use lever to open portcullis. This is the easiest exit from this area. Go very close to other bot, this time along wall. While still crouching run into corner. Stand and run to door. In front of it is good shadow. Inside take Meech Office key, blackjack from chest. Wait for priestess.

    Do a backup save. Use switch and wait for priestess. The reason for wait is because if I leave outside to go quickly to opened Lab through another entrance, it's possible that guard will freeze while zombies will not. And zombies will easily win. This was actually a reason why I was forced to restart my ghost run. If you wait guard will easily kill zombies and return to his patrol. After pressing Lab switch go to shadow between bots, go outside and return to other entrance to Sanctuary. Go to Lab. If zombies are dead you will easily grab Chalice. If not, reload backup save.

    EASY TIME

    So that's the end of challenge. Now you will need to just walk back and forth. Go to Governor's Office, read papyrus and use secret switch under counter. Go to passage and read diary. Near Sewers spawned nurse. Descend on ladder near Governor and swim there. Steal Hospital key. Go past light mushroom and fall into river. Go to Hospital. Take Governor's Stash key and read book.

    Go to Tavern. Upstairs has changed. Go to the edge of shadow and lean for 5 coin stacks and ring on 1st table. You can't sneak for 3 coin stacks on 2nd table, because there is too much light. Go to Governor and unlock door on the left. Inside is 7 statuettes. Time to finish this mission. Unlock Sewers and fall into hole.

    STATS:

    Time: 0:38:55; Loot: 2144/2308
    Pockets Picked: 5/11; Locks Picked: 3
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 5/5

    GHOST: CHEMICAL SUCCESS. Used invisibility potion to grab Sanctuary key.
    PERFECT GHOST: IMPOSSIBLE. 3 coin stacks on 2nd table in tavern must be skipped.

  12. #87
    Member
    Registered: Mar 2018
    STRIFE CAMPAIGN

    MISSION 2 - THE SEWERS


    Funny start - your fall into water 2nd alerts guard below (ghost bust #1). I'm using this alert to fall into water at the bottom of waterfall. To my surprise it's not archer who got alerted. Luckily he just 1st alerted. Then I'm opening entrance to Sewers and also grabbing invisibility potion. Then I run to Caves to meet Rat King and get 2 objectives. I'm using arrows path to go to east area. I'm turning left to get towards Lost Elevator key. Don't fall after riding elevator and without grabbing key, because you will be forced to restart the mission. Nearby is also Garden to find. Use arrows path to go to the end.

    Here is water, metal bridge that got broken and 2 spiders. First moss beginning of the bridge. Walk quietly to the end of it and jump to 2nd spider. Moss metal bridge part near valve and jump on it. Lean from shadow and use valve. Now you need to quickly leave. Otherwise 3 Pagans will block exit. So jump to spider, then mantle on metal bridge part with ladder and drop on moss. Leave and return to start of Sewers. Use invisibility potion to avoid alert from newly spawned bot. Use right path and use 2nd elevator. Activate drawbridge and go to final elevator.

    STATS:

    Time: 0:14:58; Loot: 0/0
    Pockets Picked: 0/2; Locks Picked: 0
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST - IMPOSSIBLE

  13. #88
    Member
    Registered: Mar 2018
    STRIFE CAMPAIGN

    MISSION 3 - TOWN


    It's a filler mission. You just need to go to destroyed water gate near Sanctuary. There is no danger. There are only 2 prison guards, but they are neutral. Also pavement from Thieves Warehouse acts as stone this time.

    STATS:

    Time: 0:00:32; Loot: 0/0
    Pockets Picked: 0/0; Locks Picked: 0
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    SUPREME GHOST: SUCCESS

    MISSION 4 - THE DOCKS


    Swim to the cave and steal blackjack from guard. Use north tunnel and grab purse from Mechanist. Use south passage and go to gate. There is center room with passages in all directions. Go south. Dropping into water near south wall doesn't make noise for some reason. Sneak to south passage and moss metal floor on it's both sides.

    Here are 2 paths: left and right. Left path leads to safe, but you don't have lockpicks yet. Also there is Mechanist patrolling corridor. Go right, then go behind next guard and use path going north. Switch at the end will open wall with purse and south gate leading to blue room, which completes one of objectives. Go back to center room and go east. In guard post is lever opening exit from Power Plant, also on table is diamond.

    You are in Docks. Use lever in left guard post to enter Warehouse. Near candle are lockpicks. Steal 2 purses from thieves. On stairs of boxes are diamond, 2 coin stacks and coin. Use these boxes to go on other side. You will need to stand, go forward and crouch few times to walk quietly on this box. Another thief has purse. There is also purse on box and later another 2 thieves have purses. You can shoot light mushroom, but targeting with custom boss is hard. Leave Warehouse and go left. Shoot moss arrow into switch. In storage you will find purple box.

    Return to Power Plant, go to south passage and this time go left to safe. Inside is last loot. Return to exit from Power Plant and use lockpicks to leave Docks via Exit Corridor.

    STATS:

    Time: 0:19:27; Loot: 3444/3444
    Pockets Picked: 7/7; Locks Picked: 3
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 1/1

    GHOST: SUCCESS
    PERFECT GHOST: SUCCESS

  14. #89
    Member
    Registered: Mar 2018
    STRIFE CAMPAIGN

    MISSION 5 - TOWN


    Another filler mission. This time run to Prison. Guard will walk away. Wait for door to fully open, close it and go through it.

    STATS:

    Time: 0:00:17; Loot: 0/0
    Pockets Picked: 0/0; Locks Picked: 0
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    SUPREME GHOST: SUCCESS

    MISSION 6 - THE PRISON


    Steal key from guard and open door with lock. Move crates and from shadow lean for Prison's key on warden's belt. I'm skipping kill objective, because it's hard to find quiet place in this mission. To enter Prison you will need to strafe run through door. It may took couple of tries, but it's possible to avoid 2nd alert from prisoners. By the way, other prisoners are neutral. Also you will notice 2nd alerted guards. It's not your fault, they just alert to other prisoners.

    Go right, fall into hole. Here is room patrolled by Hammerite with key and spider. Get a key and use it to open West Cells area. In 2 chests at the end you will find gas arrow and Bad Stuff book. Go north into niche to find 2nd gas arrow. Go to Hammerites and gas torches high enough to not gas Hammerites. Slowly go between them, then slowly pass bots along right wall. Go all the way to curtain. Near it is window. Mantle on it's right side and lean for Control Room key on judge's belt. Return all the way to Hammerites and open Main Control Room. Go all the way to 4 switches and use them. Mission will end automatically.

    STATS:

    Time: 0:08:29; Loot: 0/0
    Pockets Picked: 4/6; Locks Picked: 0
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: SUCCESS

  15. #90
    Member
    Registered: Mar 2018
    STRIFE CAMPAIGN

    MISSION 7 - BORDERLANDS

    Mission is short, but it has some tough moments. First moment like that is at the beginning. Mantle on right torch and go on it's side. Mantle on right wall. To avoid 2nd alert from 1st guard, run quickly along this wall to the end, then run quickly right into shadow. Go behind guard and run along right wall into another shadow. Now you need to run into shadow on gravel path between rocks. Go to it's left side and run to the left side of this area. At the left side I dropped to river for water arrows. It's optional though. Get on the other side and go along wall.

    Go near pillar and crouch to see where watcher is looking. Sneak inside and turn right. Here you may get spotted by spider bot, big bot and lady observing this area from her window. Go to right side of Compound. Mantle on ledge under walls, then on walls and fall into shadow. Time both patrollers and run via middle passage and under right archer's ledge. In right post is lever opening gate to Science Labs. Run along wall inside.

    Here is couple cyborgs to avoid, Go right to big room with cyborg. He has Brass key. Return to archer's ledge. When he walks away, jump+mantle on walls (or should I say on air above wall). Drop on left wall and then on ground outside. Go to Lady's House where all loot and exit is located.

    STATS:

    Time: 0:09:13; Loot: 170/170
    Pockets Picked: 1/6; Locks Picked: 0
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: SUCCESS

  16. #91
    Member
    Registered: Mar 2018
    STRIFE CAMPAIGN

    MISSION 8 - THE COMMONS


    First I visit small room at the south for purse. Then I'm going to Weapons. There is purple box in armory, plate, vase and goblet near one of entrance doors and secret switch in corner of well lighten room, which opens stash with purse and 3 coin stacks. I'm using passage leading down on metal floor and go to Docks. Here is cyborg in front of 1st scroll. I'm leaving this place and go along wall under bots to Guard Tower.

    I'm waiting for patroller on rightmost window, then descend to guard standing in front of 2nd scroll. Patroller doesn't enter this room. Wait for him to turn around and walk behind him to exit. Return to Weapons and go west to Warehouse Office. On top of bookshelf is 3rd scroll. Enter Tavern via front door.

    Wait behind Pagan with bag of spices around 2 min, so you can grab his loot. Be careful, behind you is Mechanist servant and he can spot you. Go upstairs, steal Tavern Office key from patroller and enter Office. Inside is 4th scroll. Use terrace to enter Tavern via west entrance. Here you must nudge Mechanist servant right. Thanks to that you will manage to grab bag of spices, bottle and 4 coin stacks.

    Return to patroller who had Tavern Office key and use it to enter Clinic. Inside is purple box and 4 bags of spices. Return to start, which is open, so you will finish this mission.

    STATS:

    Time: 0:17:12; Loot: 1320/1380
    Pockets Picked: 2/4; Locks Picked: 5
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 1/1

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE

  17. #92
    Member
    Registered: Mar 2018
    STRIFE CAMPAIGN

    MISSION 9 - BORDERLANDS


    Another filler mission. There is no enemies. What's interesting, entrance to the main area (with watcher) has been made smaller. As for ghosting you need to get to Temple located in Cave. You don't even need to open door to it.

    STATS:

    Time: 0:00:53; Loot: 0/0
    Pockets Picked: 0/0; Locks Picked: 0
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    SUPREME GHOST: SUCCESS

    MISSION 10 - TEMPLE OF THE ORACLE


    Mission starts easy with only 1 enemy to dodge - ghost spider. Problems appear when opening path to Section D. You need go south and run to south room between 2 bots in cages. Avoiding cameras open West Door. Return to corridor with bots. Now you must go west. Unfortunately bot will see you (ghost bust #1) and go into hunt mode. Be quick to avoid him shooting cannon or else it will alert a lot of enemies and prisoners. Ride elevator. You need to run into shadow to avoid alerting cyborg. Use lever and return to elevator. Don't run too far on it. You may not hear metal sound, but cyborg can alert to it. You must go to room with lever. Luckily bot turned his front towards south, so I could sneak past him without any alert. Go to Section C.

    The gimmick here is you need to destroy 2 bots (ghost bust #2-3) to open gate leading to Section E. I used water arrows. Also destroyed bots vanish, so it doesn't alert stationary guards. Go along wall and mantle to north passage. In Section E there are 2 frozen Pagans and priest. While there is way to nudge right Pagan, there is no place to nudge left Pagan away. So sadly I must KO both of them (ghost bust #4-5). Also I didn't notice that earlier, but I nudged right Pagan a bit forward, then KO-ed him and after KO-ing left Pagan he made comment about seeing body. I ignored it, but later in stats I noticed that he must have spotted body of right Pagan (ghost bust #6).

    I nudged priest on pressure tile. He kept opening and quickly closing teleporter gate. I leaned for floating book. Time to return to starting point, but walking back doesn't work. You must use teleporter to complete last objective. Go to gate and when priest will start opening it, lean forward and use switch to open gate completely. Be aware that priest will reactivate pressure tile, which will make gate to close, so be quick. Use lever to teleport to starting point.

    STATS:

    Time: 0:15:17; Loot: 0/50
    Pockets Picked: 0/0; Locks Picked: 2
    Back Stabs: 0; Knock Outs: 2
    Damage Dealt: 2; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 2
    Bodies Discovered: 1
    Secrets: 0/0

    GHOST - IMPOSSIBLE

  18. #93
    Member
    Registered: Mar 2018
    STRIFE CAMPAIGN

    MISSION 11 - THE BAILEY


    Beginning is easy. Use lever to open exit from starting building. Steal Shack key from archer, visit shack and use lever. Gates of SE building will open. By the way, for some reason enemies can see you through gates, so be careful. Go near starting building and enter SE building from there. Stationary guard has Treasure key. Go to vent on Security Complex building, fall into water, grab 2 water arrows and use teleporter.

    Open blue chest to complete loot objective. Drop down. Now you need to quickly strafe run along left side and then run forward to hide behind column. This may take few tries, but it's possible to avoid 2nd alert from bot. Exit Security Complex and go along it's wall to fountain. Grab 4 water arrows from it. Citizens walking here are neutral, they don't care even if you carry body (that's for later). In Hospital you can find invisibility potion. Go to NW part of map.

    Here is 1 cyborg patrolling. Go to right side and walk behind him to steal his Teleporter key. Right structure has chest with rest of loot. Go to right side of big gate. Inside is spider and it can see you through gate. Open gate and douse 2 left torches, then you need to return under Hospital and go to left side. Use Teleporter key on left structure and go to big gate. Douse 2 torches on right side. Then quickly enter.

    Open left chest for scroll. Go behind spider and nudge him a bit forward, so you will manage to unlock 2nd chest with Time Bolt Footlocker key. Go past spider and quickly exit. Use nearby teleporter to get to chest with Time Bolts. You get objective to use these explosive arrows to kill 4 clones. First you need to get out of here. Wait for patroller to go away and jump over railing.

    Clones are located in north building, second is walking on the other side of vent,third is in Main Control, last one is in starting building. You must KO them and move to Warehouse (SE building entrance near shack) at the end of long corridor. For clone at the end of vent you can use moss arrow on gravel or just gas him. In the end close Warehouse gate and shoot Time Bolt from far away into clones to complete this objective. Path to Borderlands will open, so go there.

    STATS:

    Time: 0:33:37; Loot: 5040/5040
    Pockets Picked: 3/3; Locks Picked: 4
    Back Stabs: 0; Knock Outs: 4
    Damage Dealt: 67; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 4; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: SUCCESS

  19. #94
    Member
    Registered: Mar 2018
    STRIFE CAMPAIGN

    MISSION 12 - TEMPLE RUINS


    In well is nugget, grab also water arrow. From chest take moss arrows. Go to central area. There is haunt walking around this place. On the right side is zombie and invisibility potion. On the left side is nugget. Go along left side to take it. At the end are 2 pedestals with Ankhs. You need to go around this structure from right side. Step down on shadowed step and lean for Ankhs. Go to east gate and wait for guard with Gates key. Enter gate and go to switch. Use it to reveal fire arrow. Grab also last nugget.

    Go to north area and shoot fire arrow into torch to reveal secret room. Every AI in this mission will go into search mode (ghost bust #1). Douse torch and moss gravel in front of portcullis. Stand on pedestal, grab blackjack, then run to grab key behind portcullis. Return to start. You may see that haunts killed patrolling guards. Open gate to neutral guards to finish this mission.

    STATS:

    Time: 0:07:12; Loot: 1000/1000
    Pockets Picked: 2/2; Locks Picked: 0
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST - IMPOSSIBLE

  20. #95
    Member
    Registered: Mar 2018
    STRIFE CAMPAIGN

    MISSION 13 - FACTORY RECEIVING


    Avoid bots and go to door. Avoid watcher and guard and go left. In treebeast area look at shadow and go that way to boxes. The path goes through bush, then on top of rising ground, between light from moon and light mushroom. You will be barely shadowed. Quickly climb to highest box and from there very quickly jump+mantle on left side of higher area and hide in shadow. Sneak to skeleton for key and return to watcher. Go north and turn right to Robots.

    Go downstairs and mantle on higher ground on the right. Below you are fast spider bots, they are sensitive, be careful Crouch and jump over gap and canal to valve. Drop into canal and go to lever, then swim to new gate. Very quickly you must swim right to avoid 2nd alert from small spider, then swim slowly along right side to Hammerite. Grab Lower Levels key from desk. Go back to water, you can quietly descend into it from right side, then return the same way to crossroad.

    Go behind archer going west and dodge her from right, then run to 2nd archer and turn left. Wait for patroller to go away, take urn and put it on pressure tile. Ride elevator down. Go to right side of gate and slowly sneak to shadow under lock. Open gate and slowly go inside. This way you will avoid 2nd alert from 2 bots.

    STATS:

    Time: 0:17:23; Loot: 0/50
    Pockets Picked: 2/2; Locks Picked: 0
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: FAILED, but I suspect that it's unfrobbable golden bottle near poisoned Hammerite.

  21. #96
    Member
    Registered: Mar 2018
    STRIFE CAMPAIGN

    MISSION 14 - HIDEOUT

    NORTH AREA


    Final mission. Steal North Doors key from patroller and grab 5 broadhead arrows from chest. Open north door. Small bot is walking around this room. Grab 3 moss arrows on the right, then go through center of the room and run behind thief. Steal his Priestess Gate key and use lever. Run to the center and go west. Dodge bot, open 1st gate and run into room. Hide in shadow on the left and kill Priestess. Take her Red Lock key, also grab South Doors key and plate. Time to go via South Door.

    SOUTH AREA

    This is the hardest in whole campaign area to ghost. Lots of gravel, light and 2 bots on the side. Also water below. My 1st plan was to descend on metal stairs (target small gaps), jump on elevator, then jump into water, gather 6 water arrows and mantle on other elevator. From there I wanted to shoot blindly water arrow into switch on pedestal on center island. This would make this elevator rise. But you are too low to see switch and you must be as much right as possible. Also you can't use full strength of bow. And it's super difficult shot. I gave up after 20 min of trying.

    My 2nd plan was to return on metal stairs, slowly climb up to the beginning of this area and jump+mantle to bot on the right. Then I went around bot and mossed gravel. Next part was very difficult and it took me 50 tries. You must drop on the very edge in front of bot and position yourself to jump towards small wooden beam. You must run and jump towards it, but you must avoid bouncing out of corner and you must end touching beam and mantle on it. It's very difficult jump.

    From wooden beam you must jump towards nearby passage. So back off to almost the edge of wooden beam and jump, turn right and mantle. Use switch to activate metal bridge. Then you must jump towards corner of center island and drop on edge of metal bridge. Quietly go to the end, crouch, run towards ledge and mantle. In purple box is Blue Lock key. Also you will find rope arrow here. It would be super useful earlier, but right now is completely useless. Drop into water and use metal stairs to climb, then go to east area.

    EAST AREA

    This place is easy. Just run to door. Next area has switches you need to activate in order. On table under left archer are 2 plates, in spider room is diamond. The only problem of this area is it's big and full of marble and metal, so you need to move slowly. At the end you find Account Ledger and North Gates key. Return to North Area and use key to open locked gate.

    FINAL CHALLENGE

    Ignore bronze gate. There is guard inside and that's all. Use lever to open wall, then go left and use lever again to close wall. Wall with bot behind will also close. Go to water area and douse 4 torches. In water is 8 more water arrows, then mantle on stairs and douse another 4 torches. Quietly drop down and wait for Governor Meech. KO him, then move him to the end of tunnel and finally execute him to end this mission and the whole campaign.

    STATS:

    Time: 0:30:12; Loot: 170/170
    Pockets Picked: 2/7; Locks Picked: 2
    Back Stabs: 1; Knock Outs: 1
    Damage Dealt: 186; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 2
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: SUCCESS

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