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

  1. #151
    Member
    Registered: Mar 2018
    THE DAY WORKER

    PURSE ABOVE PUB


    This is the hardest loot to collect. You must rope up to wooden beam near side window. But if you do that pair of nobles will spot you. You can't go to Pub, because pair of drunken guests will spot you. You can't drop to window from roof, because gap is covered by invisible wall, so you can only get there from below. Luckily there is a way to do that.

    Douse torch. Then shoot rope arrow into wooden pillar under unfrobbable window. Then shoot another rope arrow into wooden beam near side window. Climbing left rope is safe. Don't climb to it's top, because when jumping you will bounce from small wooden piece at the top. Jump to right rope, quickly turn left and jump+mantle on wooden beam. You can only stay 1 second on right rope. Otherwise nobles will spot you.

    Take purse and both rope arrows. Dropping down will alert nobles and you will get hurt. Drop on the edge of wooden beam and go towards place where left rope was. You will drop on ground, but somehow without getting hurt (I have no idea what's the difference between falling vertically down and falling down to the side is, but it works). You will also avoid 2nd alert from nobles. Wait in corner for noble to calm down after his 1st alert and then leave this area.

    ESCAPE FROM MUSEUM

    After grabbing painting from Restoration Room after 10-20 seconds alarm will launch. It's scripted event related to story and unrelated to my mistake, so that's not a bust. You need to get to elevator. So wait with grabbing painting until patroller is walking towards elevator, take painting and dodge him from right.

    Ride to 3rd floor. Alarm will launch and all lights in corridor will turn on. In my game guard from 3rd floor was near Storage #2. He went into search mode and went towards source of alarm near stairs. Thanks to that it was quite easy to climb back to roof.

    RETURN TO STREET

    After escape you return to your apartment. Unfortunately there are new guards on street. To dodge them you could use invisibility potion, but I don't want to do that. Luckily it's possible to get on rooftops. After getting out of Garrett's Apartment in NE corner is brick that will allow you to mantle on metal railing above and then climb to roof. Go west and then south above pair of talking people in Docks. Near them is slopey roof, which will allow you to drop on ground. The rest of mission is easy.

    STATS:

    Time: 0:52:50; Loot: 3950/3950
    Pockets Picked: 6/19; Locks Picked: 19
    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: 3/3

    GHOST: SUCCESS
    PERFECT GHOST: SUCCESS

  2. #152
    Member
    Registered: Mar 2018
    DEADLY CURE

    Pretty easy mission in Hammerites Temple. Stationary guard in prison post in basement can be ghosted only if he's not moving his body to the sides (this twitching allows nudging him). I find it interesting discovery. After grabbing Golden Skull in Keepers Compound you must quickly escape and hide in shadow. Ghost will run into last room and start patrolling in search mode manner. That's not a bust, that's a script. Also at the end of mission I need to douse 2 torches and hide behind column.

    The hardest part of the mission is descending the tower after grabbing Golden Skull. There are newly spawned undead archers on each floor of tower. My idea was to drop and mantle to ledge above 2nd floor archer, but instead I fell while in crouching position and holding jump to edge of 2nd floor ledge with archer without getting hurt. It's very rare glitch that I managed to perform only 3 or times in other FMs from the beginning of my ghosting career (1,5 year). So I decided to let it be. I think I'm gonna track in what direction I was dropping. It was SW. Maybe there is glitch in Thief 2 that allows dropping from very high without getting hurt and I just don't know how it works. I remember the same glitch in Anna to the Rescue was reproducible.

    Afterwards to drop on bottom floor I just needed to drop on green spider. What are other ways to descend? Well, I think the hardest is by dropping and mantling on lower floors ledges. Another way is dropping on spider directly from top floor. You could also use invisibility potion and drop on ladder near 2nd floor archer, descend to it's bottom and drop on ground. I don't know though if you need to moss floor below ladder.

    STATS:

    Time: 0:44:12; Loot: 3235/3300
    Pockets Picked: 1/3; Locks Picked: 16
    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: 3/3

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE

  3. #153
    Member
    Registered: Mar 2018
    DOUBLE OR QUITS

    Last report in 2020 year. It's short and easy mission. In Sewers thief with lantern got stuck while walking into corner near left door. Inside is green nugget, on right side is stationary thief. After reloading stuck thief stopped moving. I went behind him and mantled into shadow on his right side. Then went to room. To get out I needed to wait for stationary thief to turn away.

    STATS:

    Time: 0:14:21; Loot: 2687/2687
    Pockets Picked: 4/5; 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: SUCCESS

  4. #154
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Game: Thief 2
    FM: T2X Mission 3: While the City Sleeps

    Ghost - Success
    Perfect Thief - Success
    Supreme Ghost - Success
    Perfect Supreme - Success
    Time - 33:04
    Loot - 1728/1728
    Pockets Picked - 2/3
    Locks Picked - 7
    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:
    I know Galaer said last report in 2020, but this is the last report for sure, as I am close to the west coast USA and it is pretty close to midnight, although the time stamp on the post might say otherwise. A very nice medium-sized city mission. Plenty of establishments are possible to visit throughout the district, and the street layout encourages a non-linear approach, which is always good. There’s also a fair bit of verticality, where you can apply several rooftops and balconies. Readables and conversations provide more insight into the city’s inner workings, without overdoing it and making it tedious. One of the best missions from the campaign this!

    Basically, all I had to do was get into the Market District, locate some information on the smugglers in Kedar’s store, and gather 1,100 in loot, including 300 in goods. I also needed to escape by leaving the district.

    Entering Market District
    The gas arrow at start was possible to grab with an angled running jump, or by using the crystal shard creating an ice layer in the canal. Three ways existed into Market District: 1) I could sneak through the main gates when the guards were off looking for coffees. This required the use of an arrow, however, in order to open the code panel. The gate itself could be closed with a lever at the Market District side, but the panel was still left open. I could access that lever from the east side of the gate, but there was a guard blocked the way, so the only way to close it was to use a second arrow. Compared to the other options, this was an easy skip. 2) The sewers were another alternative. The key was obtainable from the house above the canal in the north (left image below). Two manholes led to the district. Both were viable options, but if you choose to emerge by the one closest to the main gate, make sure you don’t ever trigger the conversation outside the gates. If you do, the guard that enters the district ends up stationing himself right by this manhole, blocking the path due north. There was one clear argument against using the sewers at all for Supreme. The sewer key, like most keys in this mission, can’t be returned (it sticks to your inventory), which technically makes it an unnecessary pickup and an arguable bust. 3) The third and final route was instead my obvious choice. I left the house with the sewer key through the east window, dropping onto the pipes further south (right image below).



    Before entering the Market District you can reach the easter egg quote scroll just west of the canal. You can see remains of a skeleton sticking out beyond the roof up there, while its skull is at the bottom of the canal. A vine arrow into the eave of the adjacent building will get you up there.

    Market District
    I loved the street layout in this district. Lots of houses to enter and alternate routes to move around by, and heaps of hidden objects waiting to be discovered. Took the nugget from the chest across the canal by doing a running jump from the wooden roof. Had to vine arrow up to the top roof to obtain the golden goblet (left image below). The archer was out of sight for some time and I could easily ascend the line while he was gone. From the street just south of this I could enter a window above Anvil of Crom, a local armsdealer (right image below). The other entrance further north was by way of a small grate in a nearby attic, but it required picking a lock and I wanted to avoid that. This building was connected to Fine Dining’s second floor and upstairs Grindall’s Arms and Armor. I was able to loot these establishments completely undisturbed. I waited with the secret entrance to Anvil of Crom until cleaning out Ralkavian’s Family Jewels across the street. I was able to jump both ways between the window and the ledge without alerting guards below. There was a moss arrow in the elevated garden outside the window of Ralkavian’s. I dropped down from the garden on the south end and snuck across the bridge. I could snag the key from the hammer leaning around the pillar. To obtain the two items from the canal inside the hammerite building, I dove into the waterway further north, out of listening reach of both guards. I made sure to check well for any alerts when I resurfaced. Picked the lock on the canal gate and swam inside. This isn’t the stealthiest way inside for Supreme, so I returned here later by a different route for that mode. I vine arrowed back up to the garden. The wary guard outside Grindall’s had to be turned east for me to dodge him going back. The area was much more tense after the thieves robbing Anvil of Crom had been killed, so it was to my preference to get this part of town done with before looting that establishment. The safe could be opened by the secret button behind the target upstairs, but it didn’t have any loot.



    South past the main gate I ascended the ledges by the alley generator (left image below). Grabbed the loot from the attics and balconies up here and accessed the hammerite craft center, now from the southwest. This point of entry was much safer than any of the previous ones by the canal. Inside there wasn’t a single guard to worry about. Didn’t need to create the lever in the smelting area; I knew the gate to Kedar’s shop could be opened without it. Made my way back out from the top floor again afterwards. Returned to the street from the small dock with the dead thief.

    The fish store’s front entrance was locked, but not pickable. The key was at the locksmith’s, but it was unattainable for Supreme. The easiest way in was by way of a crate below the window atop the stairs (right image below). In NewDark, you can easily mantle onto the windowsill without a crate, given you have newmantle enabled.



    The Turning Key
    The toughest move in the mission by far came at the locksmith. I only had a few pieces of loot left, and I saw Perfect Supreme within reach. I wasn’t going to let it go without a fight. The front door was pickable and the entrance was dark (left image below). To reach it, I closed the door after it was unlocked, then snuck up to it and opened it inch by inch until I got to the dark spot. The inside watcher stared straight at me, so I had to be in a near perfect shadow to not be seen. For Supreme, even the slightest sound from the camera is a bust. For regular Ghost, the easy solution was to flip the light switch behind the door. I couldn’t see the switch, but it could be reached without problems through the open door. That turned half of the store pitch black, and all the items could be taken like this. Of course, Ghost allows disabling the camera also, but that wasn’t necessary. For Supreme, however, neither turning off the light nor the camera is allowed. The only piece of interest was a stack of silver coins in a footlocker on a ledge above the door. It was situated on a plateau that stretched onto the roof of the street, so it was actually west and a bit north of where I was standing. I never had real hope of obtaining it, so when it suddenly happened, I was as surprised as I was happy. When I played this mission 15 years ago, I can’t remember even giving it a shot. The trick was to use the leaning mechanism fully to my advantage. Leaning doesn’t change the light gem whatsoever, even when jumping. If I stood in the doorway, turned north, leaned right and jumped, I could land safely in the doorway with the light gem remaining black (right image below). Occasionally, I would hit the edge of the top door frame and bounce into the room some. This instantly set off the camera. All I had to do was adjust positioning a tad until this movement didn’t occur. Furthermore, I couldn’t be placed too far north in the doorway, as instead of jumping, Zaya would mantle the door, again shifting position into the room quite drastically. The best location I’d say was a few inches north of the midway point. At the apex of the jump I had to quickly turn left to highlight the chest, then frob, and turn back right to safely land in the doorway. It took a few tries, but once I found my groove, I could repeat it with a fair amount of ease. Of course, I had to do the jump twice in order to close the footlocker again. This was a highly satisfying maneuver, as it required skill and quick finger movements, but didn’t exploit any quirks in the dark engine. Great!



    Market Square
    Listened to a conversation next, one that I honestly think I missed on each of my previous runs. It was between two city watch guards discussing the value of having the locksmith on their side. They both started patrolling afterwards. Ascended a window somewhat northeast of this (see image). It gave access to two pieces of loot that I could’ve approached from the dock with the dead thief earlier, but that would’ve necessitated picking the lock on two crawlspace grates. Coming from this side circumvented that, though it did require dodging a patrolling guard in a tight hallway. For me he always turned to his right at the end points of his patrol, so I slipped past on his left as he pivoted.

    At Market Square I could open the gate by frobbing the inside lever (left image below). It was so easy to do that I cannot imagine this not being intentional. Someone would have discovered it during testing, surely. All three shops inside were accessible this way. No enemies in there so nothing to report. Listened to the last guard conversation from inside the Market Square door. Lowered the gate again as I left the building.



    In NewDark, you can mantle the balcony on the south side of the second floor with a vine arrow across the street (right image above). This makes you able to avoid picking the door to Mort’s Pre-Need Store, since I prefer minimizing those.

    Looting Rathran’s paint shop was the final task. From there I continued northwest, back to where I first entered Market District and ended the mission. Perfect Supreme success!
    Last edited by klatremus; 1st Jan 2021 at 12:05.
    Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
    Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays

  5. #155
    Member
    Registered: Mar 2018
    I meant my last report of 2020. Also video has been made private, so I can't watch it.

    Edit: Oh, I get it. You probably linked to segmented run, which wasn't uploaded yet.

  6. #156
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    I figured you did, I was just messing with you.
    Thanks for noticing that link. You are right the segmented run will be out later today. I fixed it.

  7. #157
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Game: Thief 1
    FM: Lost Among the Forsaken (TDP20AC)

    Ghost - Success
    Perfect Thief - Success
    Supreme Ghost - Success
    Perfect Supreme - Success
    Time - 1:48:28
    Loot - 4790/4790
    Pockets Picked - 8/8
    Locks Picked - 12
    Backstabs - 0, Knockouts - 0
    Damage dealt - 0, Damage taken - 0
    Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
    Consumables - 1 Water Arrow (to bless the casket in the catacombs)

    See the entire report with screenshots here!
    Loot list here!

    Comments:
    The first report for 2021! I had wanted to try DrK’s entry in this contest ever since the results were in and the anonymous authors were revealed. An obvious throwback to The Haunted Cathedral, and in my opinion a huge improvement at that. A tense, confusing, but well-built map chock-full of nostalgia. Lots of loot in hidden places rewards those with a keen eye for detail, but can be a real challenge for inexperienced taffers. This mission comes highly recommended!

    Cutty had tasked me to locate his informant Harren, dead or alive, in the ruined Sealed Quarter. Entry was in a district called Lower Hilrem, where I also was to find a relic by the name of the Right Arm of St. Lucard, as well as 2,700 worth of valuables. Lastly, I was to make my way back out of the quarter. The loadout screen offered another objective by way of purchasing a contract for 50 gold. It required the pickup of 6 out of 8 relics from the Sealed Quarter. It couldn’t be completed for Supreme, as purchases are not allowed for that mode, but I bought it for regular Ghost.

    The Sealed Quarter
    The only area of concern before reaching the abandoned part of the city was the thieves’ hideout. After their conversation, one of them soon left, only to return not long after. The other one stayed in the initial room and did small patrols there. He had three stopping locations, to the east, west and south. When in the eastern spot, I could leave through the double doors (see image below). Outside I still had to be careful, as the gates were see through, and the first thief ended his patrol just beyond them. I thus quickly ascended one of the wooden rafters using a rope arrow. From here I could leap across the chasm to the ladder on the other side. Ladders can break a fall from any height; strange but true. Don’t try that one at home though.



    A few pieces of loot around here, but no enemies. The toughest one to find was high above some pipes in the southeast. I had to make good use of my rope and some mantling to get the candlestick up there (see image).

    The switch in the power station raised three nearby gates. I couldn’t proceed without raising them, so I had to pick up the key from the thieves first. Turning on the power also switched on the lights in the area. That doesn’t go against Supreme rules, only turning them off do. Luckily, only the lights in this part of town (which was devoid of enemies for now) turned on.



    Found a hidden treasure cache in an apartment north on Sullensgate. The switch to open it was behind a crate underneath the stairs (see image above). Stealing the treasures spawned a sleeping zombie on the outside balcony. I didn’t realize this the first time through, scaring the living crappers out of me. Nice job, DrK. The crate I brought along and used to steal two purses off sleeping zombies nearby. One in a roof garden just to the south (left image below), and the other in the sewers beneath the adjacent power station (right image below). Zombies give growls based on proximity, but only at their height level. If slightly elevated, they won’t detect you, and thus crates can get you close enough to steal items off their belts. Just move as close as you can and drop (don’t throw) the crate towards the body. Then hop on top and lean over to grab the item. I think this is the first time I’ve ever had to use this tactic, so it was odd to do it twice in the span of a few minutes.



    Coghill
    I had no issues besides some well-hidden loot until I got to Coghill. There were a total of five entrances, though only two were viable for Supreme. The main gate was only possible to open from the inside. The sewer entrance required picking a lock, which was unnecessary and I always avoid those. The cave entrance in the northeast had a falling rubble and wooden rafter piece triggered when passing. I treated those as traps and thus skipped that entry as well. That left two entries on the north side, both accessing the main hallway of the market.

    Coghill had three main areas: the market, depot, and warehouse. None of these were difficult once you knew the patrols. The depot was most heavily patrolled, but enemy routes were fairly long and there was plenty of shade to go around. A conversation outside Craster’s bedroom yielded one more patroller in the southwest section of the depot, so it was highly desirable to clean that area first. The biggest problem was I needed three different items from the scrappers before leaving; Caster’s key, the warehouse key, and the Builder’s Scriptures. These would all have to be returned later, which required some planning. The warehouse was the toughest location, as the scrapper in here had a randomized patrol path. To begin with, he patrolled only back and forth between the door to the east and the closest shelving unit, so I thought that was the extent of his route, but then he suddenly started walking all over the place. There was a tiny ring underneath some nuggets on a cart in the northwest of the warehouse (see image). Tough to find that one.

    On my way back out I could visit the cave to the north and get a silver nugget here that I couldn’t get earlier. This was the aforementioned cave with the falling rubble and board. I still couldn’t leave from this cave, so I reentered Coghill to exit by a different route. Also found a piece of loot in the market hidden behind a whole slew of crates. I did find a spot where I could lean in and take it though, without moving any of the crates. It would’ve been tough to replace all those crates for Supreme, as I was quite exposed.

    Medwick Tower
    Made my way north through the stables and furthermore west on Thorin Floodgates. There was a piece of loot I thought I could get from this side, a ring behind a chair in a ruined loftspace, but a stationary zombie blocked the inside of the door to the adjacent building (left image below). I could sneak through the window, but I got a first alert inching over the inside footlocker. I had to go south on Trystane Alley to find a different entrance instead, a caved-in floor above a flooded basement (right image below). This set me back some, as the streets outside were heavily patrolled. I eventually hopped into the waterway and accessed the back entrance to the power station on DePurcell Street.



    This mission’s biggest challenges came in the area surrounding Medwick Tower. The main problem was the flaming spirit. It was stationed on a lookout extending from the inaccessible church. It was facing south, but could spot me anywhere in the southern half of the tower area. The fallen tower was split into three parts, each piece of which had loot. The two northernmost ones were easy enough to take; the main issue was obtaining the rug in the tower’s base to the south. There was also a patrolling burning skeleton on the ground level, but that could easily be timed to circumvent. I mantled the tower on the north side of the middle piece. I approached the flaming spirit’s back by traversing the eastern rim. I could even do a small run onto the northeastern most corner of the tower with the rug without getting spotted. I couldn’t jump or mantle up here, only run. Mantling onto sloping surfaces usually doesn’t work that well. I could quite easily hear the spirit intensify its flamy emissions once first alerted. The next part was the most difficult. See the screen capture below to the left for my route. I had to inch down the steep northern rim of the tower until I reached the lowest point. The best method was to crouch-strafe up the slope. Due to the steepness, this actually made me slide down, but it slowed me enough not to get spotted. I couldn’t drop inside the tower itself, as such a speed enhancement was enough to set off the flaming spirit. Once at the bottom, I inched over towards the west until I could lean in and highlight the rug (right image below). Going back to the northeast corner was easier, as the upward slope naturally slowed down my movement. From there I could drop north and to ground level without further complications. Excellent!



    The Catacombs
    If doing things in a certain order, the catacombs only had one problem: getting out. Four haunts spawned once I triggered the Harren objective, but that could be delayed until the very end. There was a proximity trigger close to Harren’s body that triggered the script, but everything else could be done before that. I grabbed all the loot first, then picked up the hammers from the bottom pit. I then placed the hammers on the casket to open the tomb, and finally blessed the two remaining graves in order to extend the tomb bridge. I had to use one water arrow in the process, but that is allowed for Supreme, as long as it isn’t used to douse torches. I could now return the hammers to the lower level, which did not close the tomb back up, by the way. I obviously couldn’t hang the hammers back on the wall, so I dropped it on the ground below. That is ok for Supreme. The rule says to return items to “the nearest logical place”. I also grabbed the scripture book before taking the tomb treasure, since I’d have to return it to Coghill later. Taking the arm started closing the tomb entrance, but I had plenty of time to get out of there. I didn’t count the door closing on its own a trap, and thus not a bust to Supreme. I believe the rule refers to traps that are directly meant to inflict pain or kill you instantly, like spitfire traps, falling boulders, or spiked ceilings. Besides, I already opened the door, so it was in my best interest that it closed back up, in order to remove evidence. Furthermore, without having checked in Dromed, it seemed like the scenario is a script linked with obtaining the arm of St. Lucard. If so, this makes it highly comparable to taking of the talisman in Undercover, a well-known setup where there is no possible outcome where the player can avoid alerting the enemies. I vote no bust, but I’ll leave it up for debate.

    Before triggering the haunts, I placed my second rope arrow (the first was still hanging from the entrance hole) above the doorway to the east on the middle level (left image below). There was a wooden plate above each doorway, perfect for rope attachment. I could mantle the broken walkway here and wait outside the doorway on the north side. This spot was dark and I could observe the haunts in peace. One patrolled the walkways on this level, but it never ventured over to the eastern side. A second patrolled the staircase between the top and middle level in the southwest. The third circled the mossy cave at the top level. Finally, the fourth only stayed in the tombs to the north on the top level and was the least of my worries. Climbing the rope from the middle to the top level left me very exposed, so I had to time the two closest haunts well. I got it alert-free on the third attempt. From here I could monitor all haunts from the eastern end of the top cave. In the screen capture below to the right, the three visible haunts all have their backs turned (the farthest is heading down the stairs), so this would be a perfect time to go.



    Up above I had previously attached the rope far to the west on the beam, so that when I climbed back up, the beam would cover me from the street lamp to the south. Several new enemies had now spawned in the streets, probably from taking the treasure in the bottom tomb. Medwick Tower now had an extra patrolling apparition, with seemingly the same route as the burning skeleton. During my test run, the apparition was in hunt mode when I ascended the rope, but this time it hadn’t alerted. I thought it might have spawned in hunt mode, but users on the forum had already confirmed that it didn’t. The only item left to take in this area was a tiara in the white tower to the southeast. It was a little tricky getting back down without taking damage or being seen by the flaming spirit, but I found an angle where I could land in a direct mantle and also stay concealed.

    I mostly utilized the sewer system in order to get back to Abberton Street. I had a detour to Coghill to return the Builder’s Scripture, the warehouse key, and Craster’s key, in that order. One new patroller had spawned in the sewer system, and two new ones on Abberton. I remembered to shut off the lights at the power station, which also reclosed the three gates I opened the first time I was here. I also locked the power station door and returned the key to the thieves’ hideout on my way out.

    Awesome mission!

    My score: 27/30
    Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
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  8. #158
    L'architecte de Rocksbourg
    Registered: Nov 2005
    Location: Narbonne, France
    Good job! I really didn't think supreme ghosting was possible considering I've put countless AIs spawning in there, and the rough layout in some places.

  9. #159
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Once you know that AIs spawn after the catacombs, you make sure you do everything you can before. Then it just becomes going home that's the issue, and the map is non-linear enough to give you many possible routes. So that wasn't actually a problem. I'll do a recording of this when I get around to it. Have at least two other missions to do first.

  10. #160
    Member
    Registered: Mar 2018
    ASCEND THE DIM VALLEY

    Thief Gold mission released last year. Really nice looking partially city mission, but mostly mansion mission. Lots of guards. Also sound is going through walls and mansions have a lot of turns, so you can't judge where is guard at the moments by listening to the footsteps. This may be flaw of the mission, but also makes very interesting gimmick for ghost run.

    It wasn't very difficult mission to ghost. The most of problems I had was getting Keeper's key from woman newly spawned in 1st part of city. I roped down from Supraward's Mansion and dropped on ground. Luckily drop doesn't alert her. I needed to wait behind door for her to leave, then steal her key and go back to rope.

    I also wanted to properly ghost Vault of Supraward's Mansion, but guard got stuck on wooden ledge near levers while looking on wall. So ghosting him was not a problem. There is also guard at the top of city guarding entrance to top of Vizier's Mansion. I needed to jump on stone railing on the left and immediately jump again to the other side of hole.

    STATS:

    Time: 1:18:21; Loot: 5282/5800
    Pockets Picked: 3/3; Locks Picked: 3
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 1; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE

  11. #161
    Member
    Registered: Mar 2018
    BRUDER SNUCK

    Very short german only mission. It's pretty challenging mission though. You need to grab Talisman of Air, scroll and 500 loot and loot objective is the hardest. Police officers are neutral, but you need to be careful of thieves inside Tavern.

    Grab 3 water arrows and go into Tavern, grab 2 bottles from tables and lean forward for 3 coins on counter. Bottle on counter is out of your reach in well lighten part of room observed by 2 thieves. Return outside, mantle on crate and enter storage. Go downstairs.

    You need to douse left torch, dousing right torch will 2nd alert thieves in storage on the right. That's your 1st target. You need to douse torches on both sides - for some reason it doesn't 2nd alert thieves. Then you need to nudge 2 thieves on both sides to get to loot. On left side are 2 bags of spices. On right side are 3 statuettes and switch under skull. Go to door you skipped earlier. Inside grab Air Talisman, scroll, purse and ring from skeleton's hand. Only loot objective isn't completed yet.

    Return to 1st floor and walk behind thief. Dodge him from left and enter last room. Go behind thief on the left and nudge him a bit forward. Then go to his left side and lean forward to grab coin stacks on shelf behind other thief. I managed to get 2 coin stacks out of 4. I was so happy that I didn't try to get all 4 and mission ends after completing loot objective.

    STATS:

    Time: 0:08:07; Loot: 509/583
    Pockets Picked: 0/3; 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: IMPOSSIBLE. While getting 2 coin stacks from shelf in 1st floor bunk room may be possible, getting bottle from counter in Tavern isn't.
    SUPREME GHOST: IMPOSSIBLE. Dousing torches, nudging and 1st alerts are involved.

  12. #162
    Member
    Registered: Mar 2018
    CELL 6

    This is undercover mission in prison. You can visit most of the places and guards will ignore you. Still you must be careful to not get spotted in any offices and library. Also guards may alert if they spot you riding elevator to Warden's Office. Also they will alert if they spot you using lockpicks even for a very short time during turning. But they only alert when they see you do that, they will ignore noise made by lockpicks. Also AI can turn on lights. And for ghosting, failing it is indicated by failing undercover objective.

    STATS:

    Time: 0:32:26; Loot: 3610/4165
    Pockets Picked: 5/5; 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: 1/1

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE
    SUPREME GHOST: POSSIBLE

  13. #163
    Member
    Registered: Mar 2018
    A DARK SECRET

    BEGINNING


    Mansion mission. Pretty tricky to ghost, but thanks to it I discovered new mantling technique. There is a lot of nudging too. 1st area is easy. Patroller will walk to the gate and stop there. In tavern I'm forced to skip 3 coin stacks and chest with moss arrows, because they are in passage behind banner and guard is looking at it. I'm going along right wall to guard post near gat. Inside I need to nudge guard left into corner near door. There is metal floor and I don't have any moss arrows, so I need to move very slowly to push him.

    Path through sewers is easy. Just go left slowly, take water arrow and climb rope to next area of city. Looting it is easy and in the end you must drop into canal and enter basement. Basement is easy to ghost. Only few patrollers and lots of shadow.

    FIRST FLOOR

    At the beginning you need to nudge servant left as close to sink as possible. To grab plate from sink you must mantle on counter, drop on it's edge and lean above plate. Then run into corridor. Since all patrollers are walking right, I also gonna walk right. In dining room you must douse 2 side torches to get all loot from tables. In next room you must nudge drunken guard slightly forward, so you will manage to lean for vase. Next room has guard looking at 2 chests, both have loot, so you need to nudge him forward.

    To get to Exhibition you must douse 2 torches: start from far away torch, go to edge of shadow and lean right to douse 2nd torch. There you will find Mask of Eternity. In barracks there is 4 coin stacks behind banner and plant. Afterwards visit 2nd floor.

    SECOND FLOOR

    Use the same strategy like on lower floor and go right. There are some long picklocks, but only patrollers can spot you. In rooms there is no opponents and you will get more moss arrows, loot and finish 2 other objectives. Also behind banner in one of rooms is tiara and 2 diamonds. Return to entrance and moss path towards pool. Run to it while being barely behind 1st stationary guard. Very slowly enter pool. There are 4 big coins and 4 water arrows. Run back to shadow.

    ESCAPE

    The intended way out is by using back door and front door, but near it are 2 guards and no shadow. So you need to nudge both of them to the other sides of street in order to get to shadow on bridge. Not gonna lie, it feels like the whole nudge can take few hours. The other way out is by using entrance way, but street ledge is a bit too high to mantle out of water. Luckily I discovered it's actually possible to mantle out of water.

    So go back to basement and grab crate. Return to canal, while under east street ledge and while being under surface, drop crate. It will slowly swim up on surface. Crate isn't solid, but for some reason it allows mantling, but in the end you fall through it in water. I positioned myself on south side of crate near the middle, looked in NE direction and mantled. During mantle I turned right towards ledge and my mantle was continued up to it. After mantling on ledge I quickly moved forward to not fall from it's edge.

    Not much is left, you need to go east towards wooden guard post. Let patroller to go away and don't left guard from post spot you ( hide behind corner of the post). Douse torch and flip lever to open 2 gates. You can finally return to starting area. Go along left wall and enter Keepers house to finish this mission.

    STATS:

    Time: 0:48:15; Loot: 3921/4136
    Pockets Picked: 1/1; Locks Picked: 9
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 1; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0

    GHOST: SUCCESS
    PERFECT GHOST: IMPOSSIBLE. You must skip 3 coin stacks (15 loot) hidden in passage behind banner observed by guard in tavern.
    SUPREME GHOST: IMPOSSIBLE

  14. #164
    Member
    Registered: Mar 2018
    FORTRESS BY THE SEA

    In this mission you can't KO anyone, so you need to ghost this mission. Because of that I decided to do ghost report based on test run. That's why my time is so long, I needed to figure things out and I managed to barely complete loot objective (1800 loot). Mission has some long picklocking. Ghosting is easy.

    Problematic may be fire path from beginning. Wait for 2 flames to vanish and run past them along left side. Stop at the middle and wait for other 2 flames to disappear. There is also purse behind banner in Barracks. You can't grab it through purse, but on the left side is visible gap, which allows stealing purse. After opening front gate fight will occur outside. That's why in my stats there are bodies discovered.

    STATS:

    Time: 0:50:02; Loot: 1824/2114
    Pockets Picked: 4/10; Locks Picked: 17
    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
    Bodies Discovered by Enemies: 5
    Secrets: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE

  15. #165
    Member
    Registered: Mar 2018
    THE HAND OF GLORY

    Mission isn't very difficult to ghost, but there is a lot of picklocking. The biggest problem is ghosting Chapel, because there is a lot of patrollers on both floors walking through it. I skip basement for later and fall into spiders cave. The biggest problem there is getting nugget near 2nd green spider. You must drop on right side of small spider, move to rock and lean for nugget, then return and mantle on ledge. Mansion again wasn't very hard either. After getting Hand of Glory I used window to get back to Hammerite Temple and loot basement. Then finished this mission.


    STATS:

    Time: 0:34:38; Loot: 3219/3451
    Pockets Picked: 3/5; Locks Picked: 21
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 1; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE

  16. #166
    Member
    Registered: Mar 2018
    THE GOOD SAMARITAN

    Showcase of resources made by Sluggs. Impressive, but not very fun to play mission. First of all, I have no idea how to beat this mission. I never found any escape point even though I completed normal objectives. I have no idea if I need complete extra quests (they don't appear on objective screen or anywhere other than 1 second of indication on screen that you got new quest). So I'm gonna try to complete normal objectives without any 2nd alert and avoid triggering special tasks, because they usually lead to ghost busts.

    STARTING AREA

    At the beginning you get information that you need at least 1 water arrow and 1 vine arrow. I bought 2 arrows of each kind. Swim under thief and try to grab his purse. Wait for randomly turning thief to look away and mantle on ground. Mantle on shopping cart and grab 2 coin stacks. You aren't safe anywhere, so quickly go west, crouch and go over entrance pipe to SW corner of building. Here you are safe.

    When thief will look away shoot vine arrow into wooden beam above your head. While low on vine you can still be seen by thief. Higher you may be spotted by patrolling above archer, so be careful. Jump to SW corner near hole in window. This way you will not slide out of ledge. Grab key through hole. This completes 1st objective. Return to vine and jump on SW corner on higher ledge. On opposite windowsill is ring. Return on vine and slowly descend to water. Hide in shadow and swim to Tunnel #2.

    HIGHER GROUND

    Climb 1st ladder and grab grate. Go down and swim slowly to 3rd ladder. Climb and drop grate there. Return to 1st ladder. Here is Keeper and patrolling archer. Patrolling archer can stop on end of his patrolling route and then looks towards canal below. He can also stops at the middle and then he looks towards ladder we used to get here. Keeper on the other hand will spot us after few seconds and go into silent search mode. In other words, he doesn't shout, he doesn't alert anyone, he just tracks us and that's all. Safe places are located in shadow near ice cream shop, on steep stairs (thief below can spot you when going up though) and SE corner from ladder.

    First go to ice cream shop and read note on door. Keeper will go into search mode (ghost bust #1). Take letter from mailbox and use it on mailbox on top of steep stairs. Go inside. Open Tunnel #1 and use fire extinguisher, so later new guard will walk slowly though corridor near control panels. You should have Office key in your inventory. Use it on door, grab trophy and bag. New guard will spawn and he has a purse. Return all the way to canal and swim to Tunnel #1. There is purse in water. This completes loot objective and I have no idea what to do now. This took me 10 min 30 seconds so far and collected 1100 loot out of 1130.

    QUESTS

    So during my ghost run I noticed last voodoo symbol, which I missed. Getting to it allowed me to complete the mission. In other words there is no escape point. Escape objective requires completing all quests. The problem is I don't know for 100% what are the actions that completes some tasks. And I don't feel this mission, so I'm gonna mention possible ghost busts regarding completion of quests. So far I just beat 1 task with letter. This was necessary to complete loot objective.

    VOODOO SYMBOLS

    There is 6 voodoo symbols to frob. 1st is behind gasoline in starting area and you will be spotted by Keeper (ghost bust #2). No idea if also by civilian, but if it will happen, then thief will also alert. You also need 2 crates from here. They slow you down. You need to go table near ice cream shop and do the stack. It's not easy, because of bug where you can put crates very far away from Garrett. Also jumping in place on crates will hurt you for some reason. From stack jump towards west building to frob 2nd symbol. Noise from jumping will alert Keeper (ghost bust #3) and who knows, maybe even archer.

    Symbol #3 is on 2nd ladder. Symbol #4 is on 3rd ladder, go east along left wall to reach it. 5th symbol you reach by going west. You need to shoot vine arrow into metal pipe and it's loud. It will 2nd alert Keeper with lantern (ghost bust #4). Last symbol is at the end of Tunnel #1. Use switch near spider, it will create explosion and alert this spider (ghost bust #5). Use switch on the other side, go down and there is 6th voodoo symbol.

    LEAKING PIPE

    Go very close to leaking pipe near spider. Enter hangar, this will launch alarm every time you open it (ghost bust #6). Use valve.

    MASK

    In hangar is envelope. Read it. Return all the way to starting area and enter building. The thing with this teleport is - it works perfectly fine first time, but next times you need random amount of seconds to enter or leave it. I have no idea what trigger teleportation in and out of building. Use Apartment key from 1st objective and take key from red book. When you leave apartment, Keeper will spot you (ghost bust #7). Near him is crate you can open and grab mask. It works like junk and it slows you down. Return to hangar (ghost bust #8) and put it on table. No indication that quest got completed, but I guess that's over.

    DEWDROP

    Near ice cream shop is trashcan with Dewdrop inside. This will trigger new quest and also alert Keeper (ghost bust #9). Go to apartment and read book on chair. Leave apartment, Keeper will spot you again (ghost bust #10). Shoot water arrow into machine above gasoline. Not only it's damage property, but also it will alert everyone nearby (ghost bust #11). No indication, but I think this task is over.

    FINAL NOTES

    It's possible to combine quests to lower amount of ghost busts, but it's also possible that it will be increased by alerting other enemies than Keepers. That being said I must declare this mission as impossible to ghost.

    GHOST: IMPOSSIBLE

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