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Thread: FMs - Ghost/Perfect Thief Results (Part 8) [SPOILERS]

  1. #326
    Member
    Registered: Mar 2018
    A NEW PLACE FOR GHOSTS

    PART 2: THE MANSION

    SECOND FLOOR


    Zombies in the mansion, barely any shadow and very tight loot objective. Also 5 keys and 5 switches. Luckily there is hint book in Library. First go upstairs. 2nd floor is easy to ghost. Here you can find 2 keys: to Dia's Room and to Master's Room. In both of these rooms are located switches. Then go downstairs at the east end of mansion.

    ASH

    Here is Ash to kill. He's a haunt and he's tough. It's impossible to kill him in one hit. So that's a ghost bust. But wait. Do you remember what we learned in previous mission? All haunts can be KO-ed and this one is no exception. Finally this info will come in handy. Ash is almost invisible, but it's possible to KO him, go into far corner and kill him with a sword.

    EYE OF INNOS

    Above Ash is hidden the Eye of Innos. It's behind banner, but you can't get it through banner, because Eye is a bit too far. But on the other side of terrace is a switch that opens banner, so it's possible to lean forward without slashing banner. Then use switch again to close a banner.

    FIRST FLOOR

    Beginning is easy until you get to first zombie. He's facing door you need to use. You can very slowly get inside and while in doorway quickly run behind corner and close door. In corridor you can't grab 3 coins on table, but you can visit Casino and Bar for another key. Return to zombie and go into door behind him.

    We are near a start. Grab all loot except urns from last table. Loot Storage and Kitchen. While hiding in Kitchen doorway wait for zombie to go left. You must grab at least 1 urn on last table, but you must be careful of lady zombie nearby. For some reason it's possible to grab golden urn at the middle of table and impossible to grab 2 small urns on the side.

    Visit Dining Room and grab another key and a lot of loot. Then go left to the Library where is located final key.Vase in NW part of mansion is impossible to grab, because it's protected by a zombie. Return upstairs.

    SECOND FLOOR AGAIN

    After passing zombie guard go right. In Baby Room there is no loot, only switch. Next is Jeremiah Room. Then you must go back and this time go to only locked room in SW part of Mansion. That's Alice Room. This is final room and I barely managed to complete loot objective. Switches will open next room with Navigation Globe. Time to leave. Go downstairs and through door back to starting point.

    STATS:

    Time: 30 min 14 s; Loot: 4807/5142
    Pockets Picked: 0/0; Locks Picked: 0
    Back Stabs: 2; Knock Outs: 1
    Damage Dealt: 61; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 1
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: IMPOSSIBLE. I skipped vase in NW part of 1st floor, 2 smaller urns on table observed by zombie lady at the starting point and 3 coins in corridor near Casino on 2nd floor.
    SUPREME GHOST: I don't think it's POSSIBLE, but who knows. Maybe if I would try, it could be possible.

    FINAL NOTES


    I'm really surprised that both missions can be ghosted. Especially second one. Mission 1 has a lot of nudging involved, so there is a lot of waiting. Mission 2 has only annoying zombie placement. Still I'm very surprised.

  2. #327
    Member
    Registered: Mar 2018
    THE ODIUM

    BEGINNING


    Thief 1 mission from 1999. Hammerite plus undeads together at last. Slashed by sword zombies can randomly stand up and go after you. It's weird. Mission can't be ghosted. In shop I'm buying 4 water arrows and 2 flash bombs. First zombie has random path, so you need to be careful. He may turn around out of the blue. Then you go to basement, which require you steal orange key and nudge Hammerite as close as possible to door. So you can enter 1st floor.

    FIRST FLOOR

    Douse 2 fires and go right. There is patroller we will need to pass when we will go to Dining Room with zombie patrolling around table. Around Church (room at center) is going 2 patrollers. Douse another 2 torches, so you will be safe under door. Open door and enter. Go to last pillar on the left, crouch and lean forward to priest for his key.

    Don't enter zombie arena. You can enter there quietly and even steal tiara without zombie noticing us. But when we are inside outside patrollers will hear the sound of fighting zombies and will second alert to it. And it doesn't matter that door are closed or you will leave immediately. Zombies fights will be heard from now on. So tiara on the floor there must be skipped.

    In one of the stairs going up there is hole. Inside you can nudge green spider into corner to get goblet with just first alert. Then enter 2nd floor.

    SECOND FLOOR

    In one room there is haunt with 2 golden bottles and trash vase that is a loot too. We need to go on the other side of this part for white key in Library. For that we will need to go all around and enter second door on this side. Mystic Hear is possible to grab. Just go between haunt and priest and quickly lean towards Heart. I was propelled backward.

    Then rope up above blood basin. Here is safe key near crazy priest. Unfortunately there is no way to ghost it and there is no way to grab First Hammer through safe door. So getting this key is a ghost bust.

    ESCAPE

    White key opens door in basement, so go there. There is a lot of loot and First Hammer and Mystic Soul. Time to leave. Front door is too well protected. I have no idea how to open alternate exit. Plus I don't think I can ghost spiders room. This means I can only exit via route I used to enter. For that I need 2 crates. Afterwards I need to go to exit in front of spider room nearby.

    STATS:

    Time: 44 min 5 s; Loot: 1398/1673
    Pockets Picked: 2/3; Locks Picked: 1
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0

    GHOST: IMPOSSIBLE
    PERFECT GHOST: IMPOSSIBLE
    SUPREME GHOST: IMPOSSIBLE

  3. #328
    Member
    Registered: Mar 2018
    PESTIS CRUENTA

    KILLING OBJECTIVE


    This mission is based on Thief 3 city. And is full of undead. There is optional killing objective you may trigger. If you kill all enemies (excused by objective), then this mission will be super easy. I also decided to do supreme ghost of this mission and I decided to trigger killing objective and kill everybody. But it's not that simple. There is a chance that overtime zombies will stick to each other and patrol in pairs. This makes killing impossible. It's possible to crouch in full shadow, block them and change their timing. Then very slowly backtrack to release them. But this is interaction with AI, so I call it supreme bust.

    The areas it may happen are 2: near North Gate in 2nd area and 4 patrollers at the very beginning. This means you will be forced to do fast killing. And still you need to have a lot of luck. But that's not all. You also need to get to 3rd area. For this you need Hatch key from Port Inn, then use it to get Screwdriver from Workshop and use it to open grate near North Gate, so you will get switch handle.

    I'm not gonna kill zombies until I get objective. Killing objective is triggered by book in shop near Workshop. Also until I will not kill everyone, I will ignore loot. Port Inn is in Docks, so you will need to ghost it.

    DOCKS

    Mantle on higher ledge and wait for stationary zombie to turn away. Then jump into water and swim to ladder on the other side. Run into passage to Port Inn. There is 1 zombie and you need to rope up to box and via pipes get to window. You are gonna return here later, so you don't need to close window.

    Wait for zombie. When he pass you run down to wine cellar. Inside purple box is Hatch key. All keys in this mission can't be dropped. Go to front entrance and wait for zombie to enter wine cellar. Run upstairs and drop into water. Swim all the way to your boat. Hide in shadow near starting point and wait for stationary zombie to turn away. You need to go all the way to Workshop. But getting out of Docks is annoying. So many zombies are going in and out.

    SECOND AREA OF CITY

    Trigger killing objective and kill zombie patrolling street. Open hatch and disable gas. Grab screwdriver and go to stall. There is a lot of shadow, so you can kill safely a lot of zombies. Remember, you need to be fast too. Go to North Gate Area and open grate. Grab switch handle and use it to open North Gate. I hope you killed most zombies from this area.

    THIRD AREA OF CITY

    Go through alley on the right and kill stationary zombie. Hide his body and go left. Here is a good shadow. You need to kill 4 zombies that will go through here. Problem is they can't be in pairs. Otherwise you failed and you need to restart this mission. And I needed to restart it 10 times. If you succeed go west and kill 2 patrollers. Then go to east side and kill 4 patrollers. Then return to Docks and kill everyone. There also will be a surprise. Port Inn is patrolled by one more zombie. You need to kill her without alerting other zombie.

    THE END OF KILLING OBJECTIVE

    Kill zombie from Port Inn, then go to Pagan Area. Read book and backtrack into shadow. Kill spawned zombie. Go to Hotel and kill sitting zombie before he will turn head around. Then go to tavern in 3rd area of city. After scene backtrack into shadow and lean forward to kill spawned zombie. Go to pipe passage behind big Chamber gate. You need very slowly go behind zombie and kill him. Go to Mayor. After scene run forward to the bottom of stairs and lean forward to kill zombie. This should be all. Now mission will be super easy.

    SUPREME GHOST NOTES

    While in Mayor ignore letter. It gives you new objective, but in order to complete it you need to damage pipe. That's a damage property. That also means you don't need empty bucket and wax. From Pharmacy you need to take Safe Combination book. Only with it code will work on safe. For objective you need to leave Chamber gate open. Also use torch on torches to lit it. It will be needed in Chamber. After completing all objectives return torch to chest in Pagan Area. But first you need to douse it in water. Then go to your boat.

    Of course this mission would be completely different if I would ignore killing objective. It would be annoying to get everything, but at least it wouldn't be so random. Killing everyone was very challenging. Many times I got screwed up and needed to restart the whole mission.

    STATS:

    Time: 1 hour 2 min 52 s; Loot: 6160/6710
    Pockets Picked: 0/0; Locks Picked: 5
    Back Stabs: 28; Knock Outs: 0
    Damage Dealt: 840; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 28
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 7/8. I have no idea where is last secret.

    SUPREME GHOST: SUCCESS
    PERFECT SUPREME: POSSIBLE

  4. #329
    Member
    Registered: Mar 2018
    ROBBING A HOUSE

    Tiny mission in which you need to break into nearby house and steal all loot. Impossible to supreme, because there is one woman that must be nudged in order to grab a candlestick. But besides that enemies can see very far, so moving out of the starting point is very challenging. That's why I did regular ghost run.

    STATS:

    Time: 6 min 58 s; Loot: 850/850
    Pockets Picked: 1/1; Locks Picked: 0
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0

    GHOST: SUCCESS
    PERFECT GHOST: SUCCESS
    SUPREME GHOST: IMPOSSIBLE. One nudge is necessary in order to get a candlestick.

  5. #330
    Member
    Registered: Mar 2018
    THE STORM

    Another small mission. Through the whole mission we will hear storm. Not just outside, but inside house and church too. Supreme ghost is impossible, guards alert to sound of picklocking door. To complete loot objective you need to grab almost all loot. The hardest loot I found were in bedroom near starting point: goblet under table and purse on beam.

    The hardest loot to grab is urn on window in Dining Room. You need to time both patroller and servant, jump over table, grab urn, jump over table again and hide in bathroom. Or you can wait until Hammerites invasion.

    Church is also tricky. Wait for Hammerite and hide in one of the rooms in corridor. Wait for Hammerite to leave this corridor. You can use this time to loot corridor rooms or loot room on opposite side, which has exit too. To leave wait in corridor for Hammerite to enter room on opposite side and run back to entrance.

    After getting second key go to house. New guards and Hammerites has spawn and there is a lot of bodies. In my run only first floor patroller survived. Wait for him to calm down and run to 2nd floor. Grab Hand of Glory and all loot. Guard on first floor can randomly alert to bodies lying on ground, so wait a bit if that happen. Now you need to go back to Church window to finish this mission.

    STATS:

    Time: 14 min 49 s; Loot: 1873/1873
    Pockets Picked: 2/3; Locks Picked: 2
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Bodies Discovered by Enemies: 1

    GHOST: SUCCESS
    PERFECT GHOST: SUCCESS
    SUPREME GHOST: IMPOSSIBLE

  6. #331
    Member
    Registered: Mar 2018
    THIS FM HAZ NO SENSE!

    Impossible to ghost mission. It has optional kill objective. I need to kill 20 enemies on Ground Floor. It means enemies at starting Level 1 and 3 enemies at the beginning of Level 2. Because few enemies are tougher to kill I'm gonna wait with killing them until I get BanHammer from Level 4. Also there is 1 enemy at exit point. That's why I'm gonna skip rings (loot) from Level 1 and collect them later. I also gonna grab all items that are going to my inventory, I can use to throw them into servers and destroy them.

    LEVEL 1

    Go right to the end of keeper's patrol route. From shadow lean forward and kill him. Check if anybody alerted (guard from left corridor can alert). Then go left. On corridor is a guard. Go behind him close to the end of corridor and kill him. Then kill guard from generator room. Go through white door, wait for purple keeper in front of passageway, go behind him and kill him. From next door grab HQ Keeper's keys and read info near body. Go to next room and kill another keeper. Then go to locked door near starting point at the beginning of corridor. Open it and hide in shadow. Save and load, guard will leave his room, so kill him.

    Continue walking this corridor. Ignore fast blue guy for now. Ignore purple keeper on stairs as well. Go left to guard post. Run into it behind green archer and kill him. Then go on balcony and kill another green archer. Then kill guard walking on nearby corridor when he's near door. Go to green servant corridor. Ignore him. In one of dark rooms is guard to kill.

    Then go to part patrolled by black keeper. Ignore him for now and kill guard from kitchen and green archer from theater first. Then hide in shadow on balcony and kill black keeper. That's all from this floor for now. Drop to ring below.

    LEVEL 2

    You can grab rings from here. First kill keeper from library when purple keeper is going upstairs. Use secret switch on side of bookcase. Then go to shadow at the bottom of the stairs and kill purple keeper. Casino room didn't spawn me crazy apple this time, so I can't add it to my counts. Go to secret passage of library.

    From now on until my return to Level 1 I can't kill anyone (except Bane of course). So that's where real ghosting starts. Another surprise. Corridors here are patrolled by boxes. In my test run first corridor was empty and second corridor was patrolled by guard with wrong texture. Enter dark room patrolled by computer. When he will go right go to body, grab bag of flashdiscs. Hide under wall, you must avoid light bags as well. Go downstairs, use lever in first room and grab silver gear from second room. Leave. Gear will give you access to Laboratories.

    LABORATORIES

    It's patrolled by guards with guns and indestructible (until BanHammer) cyborgs. There are 2 patrollers, first turns into directions of stairs to next level and goes together with second guard. You need to go left first to kitchen. Turn off lights. Corridor is patrolled by cyborg, next corridor too, so you need to time second blindly. After timing second cyborg you need to go right for keycard. Then backtrack to beginning and go behind guards to keycard door. You can hide in bathrooms. This will lead you to Level 3.

    LEVEL 3

    Pretty easy to ghost main area. There are 3 servers to destroy. You can throw items like ceramic pots, rusty candlesticks, explosive liquors into them. But most likely it will second alert everybody. Let's start from Server A. The hardest server to ghost, but it's possible. Close door in server room and when patroller is away throw some junk into server.

    Server B is easier to ghost, but you need to be careful of stationary keeper near server room. If you are going behind fast keeper, then you will be forced to quickly run near stationary keeper. In order to destroy server you must nudge stationary keeper (during his turning animation) into dark corner. Then close inside server room and throw junk into server. Server C is the easiest. It has only 1 fast patroller and nobody else. Destroy server and go downstairs.

    LEVEL 4

    This is the final level. You will complete most of the objectives here and also fail ghosting. Go left. In first room use left machine to get BanHammer objective. For now let's leave this room. I will return here later to destroy Void Materializer. Go to Server D Offices. There is secret switch behind one of binders. This will let you to last server. And also to Server C on Level 3. I will use it later.

    Backtrack and enter maze. Go along right side to ladder. Upstairs go left and grab BanHammer. Now you just need to return to start of this level and choose opposite corridor. Enter Bane's Appartment. Just before conversation mantle right. This will give you leeway. Bane is very tough opponent. And by the way, this is ghost bust #1. Weaken him with fire arrows and finish him with BanHammer.

    Then return to room where you got BanHammer objective. Crouch and enter Holding Cells. Use ladder to go down and destroy Void Materializer bu throwing into it a junk. This will launch the alarm on this level (ghost bust #2). Return to room where you got BanHammer objective. There are new enemies here and they are fighting entities. They can attack you too, so be careful and sneak out of this room. Return to Server D Offices and use secret passage to return to Level 3. Then return to Level 1.

    RETURN TO LEVEL 1

    Don't collect rings just yet. Go to fast blue guy and kill him with BanHammer. He's really dangerous and unghostable (ghost bust #3). I noticed that doing power slash and then backtracking while attacking will kill him without getting hurt. Grab his Front Door key use it on door near stairs. Look out for mines. Get to 3 rings and mantle on top of garage. Go above guy with rocket launcher. Drop on him, so you will stay behind him. Kill him.

    Go to garage. There is mine in front of it. You must open door while keeper inside is going left and jump over mine. Kill him and now you can grab all rings from this level. I need 2 more kills on this floor, so go to garden at the end of green servant path. Go along left wall on top of ventilator. Wait for guard to go towards archer. When he will appear close to him, kill him and then kill alerted archer (ghost bust #4). This completes killing objective. Now just grab rings and go back to garage.

    STATS:

    Time: 1 hour 33 min 54 s; Loot: 37/40
    Pockets Picked: 0/1; Locks Picked: 0
    Back Stabs: 21; Knock Outs: 0
    Damage Dealt: 761; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 21
    Iron Beasts Destroyed: 0; Disabled: 0
    Bodies Discovered by Enemies: 5. Probably face enemies spawn after destruction of Void Materializer and killing entities.
    Secrets: 4/7

    GHOST: IMPOSSIBLE
    PERFECT GHOST: IMPOSSIBLE
    SUPREME GHOST: IMPOSSIBLE

  7. #332
    Member
    Registered: Mar 2018
    UPSIDE DOWN

    Very weird mission made by Zontik. You are a guard who must deal with invasion of thieves guild. You only have sword, thieves have blackjack, but you can't steal it. You must kill thief with blackjack. Excusable by objective. But not every thief with blackjack leaves blackjack. Also in order to kill them in one hit you can't let them first alert. This doesn't apply to blackjack. Also you need to be careful to not alert anyone. If you hear rope sound, then that means one of thieves heard you and escaped from mansion. This makes loot objective harder to complete.

    But that's not the only catch. Thieves steal. This means that loot in mansion will vanish, so it will be impossible to recover it. I suspect that there is more loot than presented in the stats max 4000, but overtime this drop. You have very little time. Catch is that even if you are fast, thieves have random routes, so some loot that showed in previous run, may not appear in the current.

    So after getting new objectives, stay on 2nd floor and explore rooms to get as much loot as possible. I got 280 loot just from this. Then locate thief with blackjack and kill him without any alert from him and nobody else. Hide his body and start KO-ing other thieves. Last thieves are the hardest to find. After completing objectives return to front door and open it.

    STATS:

    Time: 21 min 40 s; Loot: 3935/4000
    Knock Outs: 9
    Thieves Killed: 1
    Thieves' Bags Confiscated: 10
    Damage Dealt: 39; Damage Taken: 0; Healing Taken: 0

    GHOST: SUCCESS
    PERFECT GHOST: Not sure if it's possible
    SUPREME GHOST: POSSIBLE
    PERFECT SUPREME: Not sure if it's possible

  8. #333
    Member
    Registered: Mar 2018
    A VISIT FOR THE KNIGHTS

    Short cathedral mission. For normal ghosting there are only 2 troublesome places. First is getting 2 swords on the statues at the back of Church. There are 4 guards you need to look out: guard patrolling front of Church, guard going around front of Church via side passages, stationary guard at the back of Church and guard patrolling around back of Church. There is no shadow in back of Church either. In other words you need to time 3 patrollers to get these swords and there is no safe zone, so you must quickly backtrack into side passage.

    Second place is 5 coin stacks in Library. There is patroller with lantern and random patrol route, table is well lighten and everywhere is loud tile. Good thing all guards have small sensitivity, so most likely they will just first alert.

    As for supreme ghost. I don't think any of these places can be supremed. So you miss 150 loot from swords in back of Church and 25 loot from coin stacks in Library. There is also a blue chest in room you get Chest key. Blue chest not only gives 50 loot, but also 5 broadhead arrows, so for supreme it must be skipped. Also there is 160 loot behind banner together with Mechanist Statue, which is needed to complete objective, so that's forced supreme bust. And also I don't think you can get purse (worth 50) from next room. Room is at the middle of not too long corridor, so patroller will most likely hear you picklocking door.

    So for supreme ghost you need to skip 435 loot. But you need to grab 1500 loot out of 1730 max loot. So you only have 230 loot leeway. So that's at least 2 supreme busts.

    STATS:

    Time: 30 min 51 s; Loot: 1685/1730
    Pockets Picked: 6/8; Locks Picked: 12
    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. You are forced to grab Mechanist Statue through banner and you can't complete loot objective without any first alert.

  9. #334
    Member
    Registered: Mar 2018
    WHO IS HUGO?

    Short city mission. Impossible to supreme ghost. It forced to turn off lights in Tavern, also there are some first alerts when opening/closing/picklocking doors. AI can turn on lights during their patrol. In Zerimar's House don't turn off light at the bottom of stairs on 1st floor. It will force woman to run to light switch. I don't know if it's a ghost bust, but I decided to avoid that.

    In Thorschild's House I ignore safe at the top. It contains gem worth 1000 and it's one of the secrets. Reason is safe is protected by trap floor. Disabling it second alert patroller. It's probably a script, but I decided to avoid that. That's also the only reason I fail perfect ghost.

    To return to Hugo's House - from balcony jump on top of glass window and from there into upper window from where you initially dropped.

    Lava cauldron and toxic water cauldron are used for secrets. When you drop stuff there avoid water splash. It may second alert outside spiders. Also reward for toxic water cauldron secret is gas mine. Taking it doesn't trigger secret, but if you leave gas mine in the cauldron, save and load, it will second alert spiders. So you are forced to grab gas mine.

    I also skip last optional objective - identifying who is Hugo. In order to trigger it you must summon Hugo. In order to do that you must heat water cauldron. You do that with fire arrow, flare doesn't work. Fire arrow second alerts outside spiders. So this objective you must skip.

    To get back home you must drop on Thorschild's balcony while turning around to close window. Then drop down on street and run to gate. Then go home.

    STATS:

    Time: 27 min 1 s; Loot: 2700/3700
    Pockets Picked: 5/7; 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: 4/5

    GHOST: SUCCESS
    PERFECT GHOST: IMPOSSIBLE. I skipped gem from Thorschild's safe worth 1000.
    SUPREME GHOST: IMPOSSIBLE

  10. #335
    Member
    Registered: Mar 2018
    REBELLION OF THE BUILDER 2

    Sequel of my favorite FM. It has a biggest number of missions: 12 main + 3 secret. Together - 15. But unlike RotB 1 this one has a lot of problems. I doubt there is a mission that can be ghosted and I don't know if I'm doing the right thing to try to ghost it right now. It just passed 1,5 year from my previous 2nd playthrough of this campaign. It's very frustrating mission with a lot of spamming enemies and walking long distances back and forth. And plenty more. And just after my test run of Mission 1 I'm already frustrated.

    Out of 15 missions I fear the most 2: 2nd secret mission (Solstice), because it's a huge maze built out of smaller mazes and Mission 9 (ruins with lots of undead and then mansion with also lots of undead and marble everywhere). Oh boy, I fear these missions a lot.

    MISSION 1 - IN THE SANDS OF FIRE AND ICE

    GETTING 2 CRYSTALS


    First I'm talking with Ammon. Then I run to crossroads. There are 3 paths: far away path leads to Sphinx, diagonal path leads to Temple and right path leads to Warp. On crossroad is one stationary Egyptian and another Egyptian walks from here to Sphinx. But not in my ghost run. Looks like Crayman from diagonal path came here and started fight with 2 Egyptians and died on the path to Sphinx. So there was nobody on crossroad. That means I could safely run to Temple. This never happened to me before.

    Since patrolling Crayman died I only need to deal with 2 stationary Craymen. First requires strafe run along wall that ends with crouch. Second is easier, because I need to quickly run along small shadow in front of Crayman to wall on his side. And that's how I visit outside of Temple.

    I need to gather here 2 crystals. Go along left wall and mantle to Pagan camp. Grab Crystal of Ra. I also grab flash mine from table. It may be useful for some ghost bust situation. Second crystal is in water inside well lighted cave with 2 Craymen on side and Bugbeast. Sadly it's impossible to ghost it. So dive for Crystal of Nut, mantle out and prey to not get shot by flies explosions. Unfortunately flies explosions alerts Crayman near entrance to Temple. So that's actually 2 busts (ghost bust #1-2).

    Hide somwhere and after situation calm down time to return to crossroad. Avoiding 2 stationary Craymen is still easy, but there is one more and he's sensitive. He will run away from you if he will hear you or see you. He's turning towards you and away of you always via left side. So crouch and pass him along right wall during his turning animation.

    SPHINX

    Hide in shadow near conversation. Wait for end. If Hammerite doesn't turning, save and load. In my test run Hammerite was turning counter clockwise. In ghost run he's turning into random direction. You need to have Hammerite to look into different direction when Egyptian is passing near him. Then go to Hammerite and prey for him to turn backwards quickly. Pass him, then if you have time try to pass Egyptian during his turning. Otherwise hide in shadow under pillar. Hide in side tunnel.

    In side tunnels you need to use crystals on braziers to open elemental doors. Above sarcophagus are 2 scarabs. Every scarab give 200 loot and you need them for loot objective. Also getting 1 scarab gives you new optional objective of gathering 6 scarabs. Go into passage and hide under right pillar. You need to have Hammerite to look away and run to one of elemental doors after Egyptian will pass you. If you have bad luck with Hammerite, run to opposite pillar to hide from Egyptian.

    Create 3 fire arrows and 3 water arrows. And now you need to time Hammerite to look away when Egyptian start going away to sarcophagus. Then go to Hammerite and prey for him to turn into another direction. Pass him, hide in shadow and leave Sphinx.

    TEMPLE

    Go to Temple. Use water arrow and fire arrow to enter and hide inside. Unfortunately explosion from fire arrow will second alert nearby Crayman and Pagan in his camp (ghost bust #3). After conversation read tiny paper. Above sarcophagus are 2 scarabs. Go to basin to grab another water arrow and scarab in corner. Go downstairs. Go along left wall and grab last scarab and vase. Go upstairs to get Pagan sidequest.

    Leave Temple. In passage stationary Craymen are dead. There are Crayman and Egyptian standing next to each other! New Crayman walks alerted nearby and kills... guess who. Other Crayman! Egyptian alerts, but he's too weak and he also dies. So now I need to deal with patrolling Crayman. But first let's wait few minutes for him to calm down. Luckily he's easy. Next to his turning point is good shadow.

    Go to Warp and douse 2 torches to pass Egyptian. In the hand of turning Egyptian is small blue gem. Go behind him from the right, grab gem, run back and mantle on top of slope. Time to return to Temple.

    Surprise, new patrolling Crayman. Not for long. He runs away after seeing other patrolling Crayman. So just pass another patrolling Crayman during his turning point. Go to Pagans to complete their objective. Go to sarcophagus. There is very tiny switch on the side. Grab Hourglass and loud music will start to play. That's why I'm getting Hourglass just now. Be careful with saving after passing first patrolling Crayman. Sometimes after reloading other Crayman and stay in new place and start turning. Hide in shadow and just let him pass. Return to Warp.

    WARP

    There is no way to ghost this place. Hammerites are super sensitive. And you need to place Hourglass on golden tile, press small switch under it and run to warp. I found that the best way is to keep it simple. I ignored Egyptian and crouched behind Hammerites. I put Hourglass, pressed switch and r ran around everybody to warp. Anyway that's ghost bust #4.

    STATS:

    Time: 50 min 16 s; Loot: 1400/1625
    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
    Bodies Discovered by Enemies: 2
    Secrets: 0/1

    GHOST: IMPOSSIBLE
    PERFECT GHOST: IMPOSSIBLE. I skipped necklace behind Bugbeast and crystal from secret, because it requires rock destruction.
    SUPREME GHOST: IMPOSSIBLE


    Final note: Whenever I'm ghosting mission with fighting enemies, then always something completely unexpected happens.

  11. #336
    Member
    Registered: Mar 2018
    REBELLION OF THE BUILDER 2

    MISSION 2 - A TRAVEL THROUGH SMELTER VOLCANO

    MONSTER CAVE


    First let's go left. Dodge red Bugbeast, then flames and go down. Avoid burrick and go to the camp. Here are 8 water arrows, golden hammer near lying haunt (don't get too close or he will wake up). There is a book on table, which gives new objective of gathering 3 golden hammers, but I'm not sure if I can get second golden hammer. That's why I'm gonna ignore this book.

    Now you need to shoot 2 water arrows into golden statue. This unfortunately wakes up and alert to search mode nearby haunt (ghost bust #1). So after shots hide in shadow behind corner. When haunt return to his position, he will look into our direction. We can't wait that long. You must wait for haunt to start returning to his position (unfortunately you need to do that blindly), run for golden statue and pass haunt from left during his turning animation. Put down statue and go all the way to pond with red water.

    There is huge amount of enemies. There is no way to enter this room without being spotted. Douse 2 light mushrooms, then shoot 2 switches with water arrows. Save before doing that. Go back to statue. It acts like ladder, mantle on top, so you will grab rope. Now you need to very quietly jump on ledge. Here is a surprise for me. Haunt on ledge is lying instead of standing. I guess my playthroughs was always with force that I never noticed this fact. So I could read a book. But if you make a noise, he will first alert and stand.

    Grab golden hammer near haunt and return down for statue. Take it up to lava river and drop at the entrance of new cave. Use switch on wall to have a path out. So here is new enemy - fire knight. They attack like haunt. You can kill them with water arrows and they change into fire elementals. There is one more thing. If you get close to fire knight, you will get hurt. Garrett doesn't shout from pain, so you may die without knowing what happened.

    First go right and go behind second fire knight, dodge him from left during his turning animation. On table near zombie is candlestick and water arrow. Run to fire knight and pass him from the left. Go into 2 small niches on both sides of rock gate and shoot 2 switches with water arrows. Return for statue and put it on pressure tile.

    Go back to lava river and quietly jump on the other side. Dodge Bugbeast and newly spawn fire elemental. Return to starting point and this time go right. Dodge fire elemental and go past open gate.

    RED BUGBEAST TERRITORY

    2 Bugbeasts on the left are pretty blind, you can hide under wall. In this section you need to shoot 3 switches. First is above your head. Author wants you to shoot from far away, but the first time I played I needed few hundreds of times to succeeded. But you can shoot switch from closer place. Go into area between flames and you can shoot switch from the edge of platform (with water arrow of course). Under wall there is full shadow.

    In tunnel is easy switch #2 and nugget. Dodge stationary Bugbeast. This one is tricky, because it can turn from left or right randomly. Plus it feels like she always knows on what side am I waiting for it to change direction. So you need to wait behind Bugbeast while crouching and be observant to dodge it.
    At the bottom of volcano is last switch together with crystal. Climb up, dodge Bugbeast and go to open passage leading to Ruins.

    RUINS

    Dodge fire knight and enter building. On the left side are 3 water arrows. Then go right and descend. On the left is small library with haunt. Go to edge of right passage and observe haunt. When he turn away, get inside behind bookcase. Go on the other side and observe haunt. There is last golden hammer on table near haunt and candlestick on other table. Go to passage to observe haunt and then go into corridor.

    Next passage is patrolled by burrick. Dodge it from right and jump into tunnel. Grab crystals. Crystals #2 need water to make water arrows. Go on the other side to enter fire knight section. Path forward is on the right, but further is treasure chest. You need to pass fire knight from left. You are gonna be close to it, so observe your HP. It's possible to not get hurt. Open chest in small room. Then you need to go behind fire knight tinto first passage. Again you will be close to fire knight, so be careful.

    Here you are quite safe, but next corridor is patrolled by another fire knight. Don't stay too close to wall on the other side of fire knight corridor. He can hurt you through wall! There is secret chest activated by switch under skull and tapestry in storage.

    Go to fire knight corridor. You need to get to 3 braziers room where fire knight turns. Go behind him, then quickly behind braziers on the right and go along right wall to the end. This way fire knight will not spot you. Behind middle brazier is fake wall (acts as banner). Slash it (ghost bust #2). Fire knight will not alert to this destruction. Now you have a choice: finish this mission or enter secret mission.

    GETTING INTO SECRET MISSION

    Cutting banner spawn Old Flute in statue room, so quickly run to passage to hide from fire knight. Then go to other end of corridor to grab 3 water arrows and enter statue room. Grab flute. Now you need to go all the way to the outside. Go on top of slope at north.

    Using flute explodes nearby statue (I don't count that as damage property, because I don't use force). Explosion may second alert fire knight. To avoid that you need to time this explosion when fire knight is at the other end of his patrol route. So you need to use flute slightly before his at the other end. Then go to corridor opposite to small library with haunt. Wait for haunt to turn away and run into portal.

    STATS:

    Time: 38 min 33 s; Loot: 850/1005
    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: 1/2. Second secret requires rock destruction and is worth 100 loot.

    GHOST: IMPOSSIBLE
    PERFECT GHOST: IMPOSSIBLE
    SUPREME GHOST: IMPOSSIBLE

  12. #337
    Member
    Registered: Mar 2018
    REBELLION OF THE BUILDER 2

    MISSION S1 - GARRETT'S NIGHTMARE


    First secret mission. In secret missions there is no loot and no secrets, which is pretty sad. You just need to beat them. This one is upside down version of Precious Cargo filled with many weird monsters. Some of them I will be forced to kill. There is also many small islands that will be destroyed after stepping on them, so there will be lots of damage properties.

    MARKHAM ISLE

    First avoid weird servant. She can change in demon, so don't attack her and don't get close to her. Then you need to shoot arrow into elevator switch and ride all the way to the bottom. Only 1 passage is open. Use it.

    So here are the islands. You touch it and it explodes. And you are forced to use them as a platform. I'm not gonna count every destroyed island, because sometimes Garrett fails to jump, because they are too close to each other and it's very easy loose count. That's why I'm gonna count ghost busts as travels to doors or other destinations.

    So first fall on lowest island (ghost bust #1) and jump to Pagans. Choose right path and jump to door (ghost bust #2). Jump over first island and jump on 2 left islands, then jump to roof on the left. Continue travelling on roof and you will be forced to destroy 2 islands blocking your way. That's ghost bust #3-4, because explosion of the islands alerts every enemy inside house.

    Go to attic. on the other end of it near crate lies Cold Storage key. Originally it was placed at the top of the lighthouse, but for some reason this key is here in the attic. Before leaving grab 2 crates, go upstairs and drop them on elevator in the lighthouse. Lighthouse is protected by haunt that completely ignores you for some reason. Now go to main entrance of the house. I activated a fireball trap before carrying crates when enemies were still alerted, so I don't count that as a ghost bust.

    Use 2 islands leading to door (ghost bust #5). Then jump left to Pagans (ghost bust #6). Afterwards jump to cold room (ghost bust #7) and quickly use key. In cold room on floor is Wheel Peg. Now jump left to rock passage and then jump to door leading near house (ghost bust #8-9). There is no islands anymore, but you can jump to roof and enter house. Go to elevator in lighthouse, use Wheel Peg and ride up to the Underground Base.

    UNDERGROUND BASE

    Leave 1 crate just before drop. Second crate drop on floor away from indestructible haunt. Go on ladder and use lever. Grab crate and climb ladder. Go on it's left side and mantle up. From there mantle on metal window and quietly drop on floor. Go along wall to tunnel at the south and drop crate there. Return for second crate. You will need to drop just behind haunt.

    You can't use tunnel, because dewdrop devil will spot you. It has super fast fireball. Instead enter water with crate. Strafe swim to the side tunnel and turn right, then fall quietly through roof of wooden building. Put crate here. Drop all the way to bottom. Climb slope to enter water and return all the way to other crate. Take it to the first.

    You are entering Tunnel #2. Go without crate first. Slowly, because there is metal everywhere. Mantle on pipe and very quietly drop on metal. Otherwise grey captain will hear you. He's pretty much a homing explosive device. Very dangerous. Go under left window slowly. This way he will not spot you. Mantle on lamp and very quietly move on top of it, Crouch and drop on metal floor. Use lever and go to cave.

    There is merman. He acts as guard. You need to nudge him to rocks on the left. It's more tricky, because he's model is weird and we are nudging on slope. Run to ladder, go on top and mantle. Crouch and go right. Use lever #1 and return to crates. You need to bring them to Tunnel #1.

    Here is Trickster, so move very quietly. Move left with crate, drop on floor, mantle on pillar, then jump+mantle into passage. In last room put crate under hall with water. Return into passage, run to pillar, so you will drop on it. Jump+mantle into well lighted passage. Then run+mantle to the room with Trickster. Quietly drop on metal and go for second crate. Take it to first crate. Climb up. You are in water. There is gap in floor that will let you crouch. You are outside water, but you move like you are in water. Grab Cargo Locker key #5. Time to return to Submarine (through Tunnel #2).

    Swim to top of Submarine (it's actually a bottom). Open lid and swim on it. This will let you crouch while underwater. While crouching swim inside. You will drop on metal without making any noise. In front of you is grey captain. He's impossible to avoid. Shoot 1 arrow into him to kill him (ghost bust #10). Open Cargo Locker #5 and hide there. Mission completed.

    STATS:

    Time: 53 min 25 s; Loot: 0/0
    Pockets Picked: 0/0; Locks Picked: 0
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 20; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 1
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: IMPOSSIBLE
    SUPREME GHOST: IMPOSSIBLE

  13. #338
    Member
    Registered: Mar 2018
    REBELLION OF THE BUILDER 2

    MISSION 3 - AN UNEXPECTED CONFRONTATION

    FIRST SPIDER CAVE


    This mission can't be ghosted and it has many really hard ghost busts. First go left. You need to destroy ground that acts as banner and web (ghost bust #1-2). Go into shadow in the passage. Here is green spider patrolling corridor and he can turn around on slopes near stationary small spider. To fix that save and load.

    Crouch and strafe run to the left. This way you can avoid second alert from small spider. When green spider will go towards other end quickly run along left wall, crouch and pass small spider and hide in shadow under left wall. From here shoot arrow into light mushroom.

    Next small spider can't be ghosted and because running away from him will alert all other spiders, I'm gonna kill him where he's standing (ghost bust 3-4). Then quickly disable next light mushroom, so red spider will not notice body of small spider. Hide in the middle of corridor. When red spider will go towards dead small spider, go left, avoid green spider and go across to the web that you need to cut (ghost bust #5).

    In next section there is many green spiders, 1 red spider and 1 small spider. They all patrol these corridors. Small spider will get stuck later on slope, so he's not a problem. Also there is a lot of light mushrooms to disable that will darken corridors. Just go across, then right and then left. Disable light mushrooms and let red spider pass you. Enter big cave and disable 2 light mushrooms.

    Big cave is fairly well lighten and there is no way to darken it. There is a lot of small spiders patrolling this cave together with giant green spider. On the right is giant red spider, which will not see you if you go along left wall. But the problem is patrolling spiders. Luckily small spiders most of the time use center of cave or other side to patrol. For me most spiders went into entrance to this cave, giant red spider went towards exit and I went behind him and hid in shadow near vine. It wasn't that hard like I thought. Climb up.

    FIRST FOREST

    Go right to open secret chest. Then go left. There is no way to avoid frogbeast, so just run away (ghost bust #6). Grab 2 nuggets near rocks. Next passage is patrolled by treebeast and somewhere in the middle under right wall is full shadow. Let treebeast pass and continue your path. Grab another nugget.

    Here are 3 sleeping treebeasts. First is fake, but next 2 will turn into treebeasts. You can ghost first treebeast and go behind it while going along right wall, but there is no way to ghost last treebeast. Not only that - his going into search mode will wake up other treebeast and make it go into search mode too. But for some reason I managed to avoid second alerting other treebeast by waking up first treebeast. Thanks to that last treebeast didn't second alert previous treebeast. Weird. Anyway that's a ghost bust #7. Wait for treebeast to calm down, go around hole, treebeast will start making noises, but I believe it's just first alert. Drop into hole.

    SECOND SPIDER CAVE

    Grab 2 noisemaker arrows. Maybe I will use them to reduce number of ghost busts. Disable light mushrooms. Wait for red spider and hide in side corridor. After red spider return go left, then right to dead body on the ground and continue across to big cave.

    Here are 3 stationary giant red spiders and 2 giant green spiders patrolling this cave. Disable light mushrooms. Go along left wall to 2nd red spiders and hide under south wall. Continue your path and wait under left wall for giant green spider to pass. Go to 3rd red spider. Behind him is Gate key and purse. You need key. There is other way, but you need to destroy 2 dirt passages and kill 3 spiders (otherwise they will alert giant red spider). I decided to try to get Gate key from here.

    And it's possible, but only if you shoot every light mushroom (including light mushrooms behind red spider). There is good shadow under wall near red spider. Crouch and go along left wall to sneak past red spider. Grab Gate key and purse and return. I past green spider while he was turning on the other end of this cave. Go to the beginning of this cave. Choose west passage and disable all light mushrooms. Last one must be shot.

    Here is giant green spider patrolling this small corridor to vine. Go behind him along right wall. You need to jump past him during his turning animation. Climb vine.

    SECOND FOREST

    Left path is leading to alternate path to Gate key. Ignore it. Go right to maze. Use dark passage and go to gate. In the maze there are 2 nuggets I'm skipping, because they are heavily guarded by treebeasts. Open gate to finish this mission.

    STATS:

    Time: 23 min 23 s; Loot: 450/1200
    Pockets Picked: 0/0; Locks Picked: 0
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 2; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 1
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 1/2. Second secret requires you to destroy web with fire arrow. Web is located behind giant red spider in first big cave and destroying it will also alert all patrolling spiders. It's not hard to guess why I skipped this one.

    GHOST: IMPOSSIBLE
    PERFECT GHOST: IMPOSSIBLE
    SUPREME GHOST: IMPOSSIBLE

  14. #339
    Member
    Registered: Mar 2018
    REBELLION OF THE BUILDER 2

    MISSION 4 - A CITY WITH PROBLEMS


    We are playing as Saria. She can't steal loot from houses and any purse from guards. Otherwise you will fail this mission. Saria moves twice faster than Garrett and for most part it's good. But it makes harder sneak on marble. I found it that I can move quietly on marble only if I creep backwards while crouching.

    Also in this mission Saria gets requests. They don't appear on objective screen. I get requests objective later in the mission, but even before loot objective mention helping people. I'm gonna use it to solve requests from a start. As for specific requests not appearing in the objectives, but forcing killing or KO-ing someone, I'm gonna say that this is the same situation like in Return to the Haunted Cathedral. There specific requests from Brother Murus also didn't appear in objective screen. That's why I think completing requests is excused (by loot objective in this situation).

    GREG'S REQUEST

    Talk to Greg. Near Water Plant behind barrel is crystal. Go to fence near Warehouse, jump over and grab Greg's House key. Return to Greg, enter his house and KO both thieves at the top (excused by request). Return to Greg to get your reward and grab scroll from desk inside. Return to top and jump to opposite balcony. On floor near door is coin.

    Mantle on railing edge. Now you need to do hard strafe jump+mantle to opened window. It's possible. Open purple door and go to 2nd room. Here you find secret purple box. Go to elevator and ride to bottom. Use stairs to get to 2nd floor. Here I noticed that guard got stuck while walking into wall near further door. I need to enter closer door to get Red Water Plant key. Leave Warehouse. Time to entered patrolled part of city.

    OPENING SHORTCUT TO THE STARTING ZONE

    Here are 4 patrollers on very long patrol route. Luckily there is shadow for you to wait. There is stationary guard on the left. He can turn in 3 directions. If there is no patrollers and guard is turn away, sneak behind him. There is no shadow, by the way. Wait for him to turn towards entrance to this area and run in other direction. There is no shadow nearby, so prey for no patroller. You can hide behind wall on the right and there is shadow under wooden ramp even further.

    The path to the left is progress, but you can't use it. There is stationary guard in second right alley. He will spot you if you try to sneak. Instead continue walking the street. Near stairs leading to bank is coin on street. Go to the end while avoiding patrollers. Near closed gate is Guardhouse.

    There are 2 patrollers inside. I went inside and hid under stairs. When guard past me, I quickly run upstairs to right door. Second guard was on the other side. Before going through door he's going right. When he turns right, go inside to next door and go downstairs to lever. It opens shortcut to starting zone. Time to return. I waited for 1st guard to go right. Then I quickly closed door and run to top of stairs. Second guard was climbing stairs. I dropped behind him and left Guardhouse.

    DEALING WITH GUARD IN THE ALLEY

    Opposite to Guardhouse is fence. Jump over it and climb ladder. Jump right to chimney and from there to roof on the right. On the other side of ladder is another roof. You need to strafe jump+mantle there. Then mantle on nearby roof on south. Jump from roof to roof in south direction. You will enter blocked by guard part of city.

    There will be red slippery roof eventually. You need to do strafe jump+mantle. Then go to next roof. You can't jump, but you can strafe run+mantle. Turn around and drop on red roof building's ledge, then drop on fence behind guard. You need to move very slowly in order to drop on guard and bounce into dark corner behind him. Afterwards you need to nudge him all the way to opposite building (be careful to not grab his purse!). This will unlock this path.

    CITY EXPLORATION

    Go into small alley. Under grate are frogbeasts. If you run on street they will first alert. I'm just crouching to avoid that. Go left around grate and go east and over fence to meet with Arthur. He will give you Water Plant Gate key. Leave and go north to double door.

    Steal Private Building key from thief. Go left. Street is patrolled by many guards and there isn't too many shadow. Jump to fountain at the middle of canal. There is coin on floor near it. Jump on the other side and talk with Mechanists. They will open Power Plant for you (thanks to scroll from Greg's House). Watch painting to complete objective.

    Another route I use to go on the other side of canal is strafe jump on the other side, then mantle on lower box to squeeze on the other side. In opposite direction you need to jump+mantle on right side of boxes and this will let you to mantle on top of boxes. Then just strafe jump on the other side of canal.

    Continue your path to the castle. Talk with Pagans to get another request, then talk with guard in front of the castle. Return all the way to dark passage with double door. On the other side is metal door leading to Sewers.

    PAGAN'S REQUEST

    First go upstairs. There is 2 patrollers. In second room is part of code (needed for much later mission). Go downstairs and enter Sewers. Drop into water and go under passage. Mantle. Under lever opening passage to Rufus House is frogbeast, but if you walk along left wall it will just first alert. Save. You will need to quickly run to well near Rufus House. If you will be too late, you will see Rufus going to well and closing passage. This also fails the mission. So you need to time this lever with outside patrollers.

    Use lever, go along wall and jump to right ledge quietly. Then jump to door and climb up. Run to well and climb down. Close passage and enter Rufus House. There is only gem in the whole house (Talisman of Fire). It's upstairs. After entering house conversation will start and wife will descend from upstairs.

    You can wait for conversation to end and nudge wife away to get gem. Or you can abuse the fact that conversation restart after every reload and grab gem during conversation. Return to passage and to well. Return to Pagans to get your reward. Next it's time to enter Water Plant. It's at the starting point, use shortcut.

    ARTHUR'S REQUEST

    Go left through a door. Left leads to right door, I will go there soon. Go right to orange door and turn right. Between sand bags is Orange Water Plant key. Open orange door and grab Silver Gear in front of left machine. Ride upstairs and shoot trophy high above elevator. Ride down and return to red door. You have a key from Warehouse, so enter it, close door and use gear to unlock elevator. You need to time your ride upstairs with Kurshok and kill him without him spotting you (death excused by request). Grab Secret Chest key from pillar and Kurshok's Sword from another pillar. Ride down and go to stairs.

    You need to go to 2nd floor and go to further corridor patrolled by a guard. After loading game I had weird situation where archer turned around and started patrolling and stepped downstairs while on air. Save and reload fixed that, but also other guard dropped on floor and continued his patrol. This game is weird sometimes.

    Secret wall is opened (by shooting trophy), use key to open secret chest and get your reward. Leave Water Plant and return to Arthur. On the street you notice 1 more patroller and stationary guard looking at Blacksmith door. You need to nudge him to the left, so you will manage to enter Blacksmith later. And better to do it now, because later there will be one more patroller. There is safe shadow in narrow alley and later I'm going to shadow near gate. This blocks rooftop route, which is the fastest, but street route isn't that hard.

    After narrow alley near grate with frogbeasts on the left is new stationary guard, but if you crouch and move along left wall, he will just first alert. Go to Arthur. After getting reward step back into corner and return to Arthur for Letter of Recommendation. Time to enter the Castle.

    Talk with a Queen, then go to backyard or kitchen in basement to complete objective. Next go to top of NW Tower and jump to ledge of building, then jump to lower ledge and go to window. Talk with Frank to get his request.

    FRANK'S REQUEST

    Go to Bank, which is located in NW part of city. Bank is patrolled by a guard and this is first real time when you need to travel through marble floor as Saria. Just let guard go right and then creep backward while crouching to steps. Saria will say something. Hide in shadow. Let the guard go away and leave Bank.

    Now you need to visit next house between Bank and Blacksmith. Upstairs on bed is Cuckoo (for secret mission). Go to Blacksmith, use Private Building key on left door. Continue to thief, sneak to him and lean forward for a book. Leave and go to starting zone.

    Enter Warehouse, ride elevator to 3rd floor and use Cuckoo on clock. You should be able to use it to change to midnight. This will summon portal to the well in Castle Kitchen in basement. Unfortunately I noticed that in 1.22 version of the game there is bug that doesn't allow to change hour in the clock. It starts at midnight and I can't use it again to activate the portal. And because it's a secret mission I can't use skip mission cheat to enter. Well, there is a solution for that.

    Anyway if you don't care for secret mission or don't want to return to Frank for last piece of loot, then go back to starting point. Otherwise return to castle and go to Frank for last piece of loot. From his window drop right and return to the castle. Go to Kitchen in basement and dive into well to enter portal to your worst nightmare.

    GETTING AROUND BUG IN ORDER TO ENTER SECRET MISSION

    Exit Thief 2 and open folder where you installed this FM. You need to find 2 .mis files. One for next normal mission and other for secret mission. It's Miss25.mis and Miss34.mis. Switch their numbers and launch RotB 2. Dive into well, skip mission. You will appear in secret mission. Save game. You can't load it though. But fix for that is easy. Exit Thief 2 and switch mission files back to their original value. Now you can save and load in this mission normally. Only save file name displays name of next normal mission.

    The weakness of this solution is that secret mission acts as Mission 5, so after beating it you will start Mission 6. That's why it's good to have a copy of the safe from end of Mission 4, so you can finish it without shenanigans and play Mission 5.

    STATS:

    Time: 1 hour 57 min 20 s; Loot: 1055/1055
    Pockets Picked: 1/15; Locks Picked: 0
    Back Stabs: 1; Knock Outs: 2
    Damage Dealt: 32; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 1
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 2/2

    GHOST: SUCCESS
    PERFECT GHOST: SUCCESS
    SUPREME GHOST: IMPOSSIBLE

    FINAL NOTES


    Much better mission, but it forces a lot of going back and forth. That's annoying even with Saria speed. Sneaking on marble and going down the stairs is problematic for Saria. Also bug with secret mission is really unfortunate.

  15. #340
    Member
    Registered: Mar 2018
    REBELLION OF THE BUILDER 2

    MISSION S2 - SOLSTICE


    That's not a real name, real name is displayed by some kind of face. Solstice name is better. I mentioned this before ghosting this campaign - this mission is nightmare. It's a huge maze build of smaller mazes. It's also reconstruction of Solstice game, but Gort didn't adapt gameplay to Thief mechanics, so this mission plays awkward and sometimes I will need to exploit some rooms.

    How does that look from ghosting perspective. Entering room resets everything inside it, so if you destroy anything like glass platforms, reentering this room will make these platforms reappear. So there is no way to deal permanent damage to objects in this mission, so there is no way to do damage property in this mission. Other than that there are enemies. Enemies have patrol routes, but don't alert to you. But there are rooms where enemies track you. These rooms must be skipped, but not all of them can be skipped.

    JUMPING BOOTS

    Go S, W (jump over slimes going in random way), S. Here is pot and crate. You need to stack them, mantle on stack and jump to the W exit. You can't mantle on single crate or pot, you also can't mantle on ground platforms. Also you can't throw crates/pots, you can only drop them. After exiting the room go S. This is room with blue key. Keys in this mission vanish, but unlock passages or spawn crates somewhere else. You need to do platforming on tiny moving blocks and then lean forward to grab key.

    Time to backtrack (N, E,, N, E). This is the room close to the starting point. Blue key spawned 2 crates, so you can stack them and go E. Jump over appearing platforms and go E, then N. You are in the room with jumping boots. Here is crate and tiny blue moving block. So there is new mechanic - jumping on tiny blue moving blocks kills you. So in order to avoid death you must drop crate on it and then jump on crate. Jump on conveyor belt and then to platform with boots.

    Jumping boots allows you to jump higher than your normal jump. OK, time to get first piece of Staff of Demnos. Wait, I forgot to mention that. We need to get 6 pieces. Last piece is in final tower just before finish point. And in order to get to it you need to gather other 5 first. First piece of staff isn't far from here.

    FIRST PIECE OF STAFF

    Drop on floor and go S. Now you can jump on ledge and go S again. Here are tiny moving platforms and spikes, but you can ignore them by strafe jumping to platforms on the other side. Go W and W again. This room is harder. There are 2 tiny moving blocks: one vertical in the middle of path of horizontal block. I prefer jumping on vertical block and jumping straight to passage leading W. Then go S.

    New gimmick - invisible platforms over spikes. You can use green potion to reveal them, but you only start with 2, so after noticing them just reload game and try to fall on them to make them visible. This room can be done by strafe jumping. You want to go E. Another invisible platforms room. This time you need to jump on these platforms. Go more E, then jump over gap to the E.

    You are on the ground floor of the tower. Jump on vertical green block to get to 2nd floor. You need to go to N passage. Intended way is to do some crazy platforming at 3rd floor and blindly drop to this passage. I prefer jumping from torch to torch and finally to passage. Because yes, you can mantle on torches. On east side are torches. First torch is easy. For second torch you need to do strafe jumping+mantling. Third torch is easy, then go N and grab First Piece of Staff od Demnos. There is also hole here. Drop down there.

    EMPTY MAZE + SECOND PIECE OF STAFF

    You are in the place I call empty maze, because this maze is full of empty rooms. Go W (3x), S, W (2x), S (2x), E, S (2x) to room with torch, E, S (2x), E, N, E (3x), S, W, S. Here is Second Piece of Staff of Demnos.

    Time to backtrack. So go N, E, N, W (3x), S, W, N (2x), E to room with torch, N (2x) and then you need to go E (6x). On this last path (E (6x)) grab also orange key. There will be also some platforming. Strafe jump from one conveyor belt to another. There is also hard room with 3 tiny vertical blocks. I prefer use torch route. To second torch you need to strafe jump+mantle, on third torch - just do normal jump on top of it. Then jump to the other side. In last room climb to the forest area.

    THIRD PIECE OF STAFF

    Go W, W, N. Moving blocks room. Jump and mantle on torch at the middle. Then jump to N passage. Go behind eyeball monsters to E, then N. Here jump on top of crystal ball. It will take you on a journey and it will get crash on wall. So jump to passage leading to N before that will happen. Jump from conveyor belt to conveyor belt to W passage. Here jump over gap. It's shallow, but conveyor belts will not allow you to jump on them. Go W, then S.

    Another platforming room. You can strafe jump to platform with pot in a corner. You only need to look out for falling crate at the entrance. Go W, then S. This room has 2 fake platforms. You can notice where gaps are while being outside of this room. Wait for eyeball enemy to descend, then jump to the bottom of the stairs, jump over fake platform and go up. Go S, drop down and go W.

    Look out for eyeball monster than can appear out of nowhere and go S. Jump over urchin, go W, dodge eyeball monsters and go W again. This is trickier platforming room. Jump on vertical block on the right, then on platform above entrance. Drop to platform with crate. Grab crate, jump and put crate on the edge of spikes. Now you need to jump+mantle on this crate and jump to W passage.

    Another platforming section. Jump on lover horizontal block, then jump in place to fall on higher horizontal block and jump from there to blue key. Go N. 3 horizontal blocks room. Wait for first block to be in front of you. Run to it and jump, your momentum will be slowed by first block's movement and you will fall on third block. Run N. Here is wall, but with enough momentum you can jump on it. From there continue jumping to get on the other side. Go E.

    Crouch. Here is Third Piece of Staff of Demnos. On the other side of wall is tracking worm, but because there is no direct line of view (because of wall), I don't count it as a ghost bust. Go N and jump into teleporter. Blue key opened exit from teleporter room on the other side.

    FOURTH PIECE OF STAFF

    Go E, E. Next room is unavoidable tracking worm (ghost bust #1). Continue going E, E. Jump on stack of glass crates and jump to N, then N and more N. You are in another tower. Ignore it and go E. Here you can run under 2 urchins or mantle on torch on the left and jump from platform to platform. Go E to room with tracking slime (ghost bust #2). Go E. Another urchin room and another torch to the rescue. Go E, then S. This time you need to strafe run under urchin. Go S and more S.

    This is staff room. Grab crate, go on top of platform, drop crate on tiny blue block, jump on crate, so you will manage to lean forward for Fourth Piece of Staff of Demnos. Backtrack to tracking slime (ghost bust #3) (N, N, N, W, W, W). This time go N.

    FIFTH PIECE OF STAFF

    Go N (4x). Mantle on torch and jump to E passage. Time to learn new mechanic. Grab pot and reenter this room. Now you have 2 pots. Make a stack and jump to N passage. In next room put pot on the edge of spikes, mantle on it and jump over spikes to N passage.

    This is staff room. Crouch and quickly turn left. Crate will fall on glass and then into spikes. Quickly grab crate, reenter the room, put crate inside room and quickly grab falling crate. Make stack of crates to jump over conveyor belt and grab Fifth Piece of Staff of Demnos. Grab both crates and do a stack on last conveyor belt. Jump on higher conveyor belt and leave this room.

    LONG JOURNEY TO THE FINAL TOWER

    From staff room go S, S, E, N, E. Hold backwards when you notice you are getting sucked into room. This way you will avoid spikes. Go S and drop down, then go S. Here is invisible moving platform. You can use green potion and jump on it or jump on torches on the right side. Go S, E, E (look out for 1 fake platform), S, S. 3 tracking tektites (ghost bust #4). Go S, climb up, S, S. Put crate on spikes, mantle, jump on top of torch and then on the other side.

    Very important! Take crate with you. Go E, E, S. 3 tracking slimes (ghost bust #5). Go S, then E. You are in the room with 3 tiny blue horizontal blocks (and remember blue block means death). You can use blue potion to make yourself indestructible and do platforming, which is very difficult. There is also another way. Go to last blue block, jump and put crate on it. When block with crate is on one end of it's route, mantle on it and jump to N passage.

    Go E, do simple platforming to S. Here is 1 tracking worm (ghost bust #6). Go E. Jump under golden key and grab it. Go E. North path is blocked by high wall, so go S. This time you need to jump on tiny purple horizontal block and go to not visible from here W passage. This room is weird. Jump on crystal ball, then jump in place to fall on horizontal block. Tiny block is going to entrance. Turn around and jump+mantle on wooden log on the side of entrance. Go around to teleporter. The weirdest thing is I have no idea how else to get to teleporter.

    After using teleporter go N. Grab crate, reenter the room, grab second crate, do a stack and from there mantle on wooden logs surrounding this room. Go to W passage, but before that grab crate. In next room you need to put crate under hard glass platforms, jump on it and continue jumping on hard glass until you will manage to jump on top of it. Go W, mantle on wooden logs and go to W passage. This is glass platforms room, there are crates falling on them and destroying them. Quickly reenter, so falling crates will not spawn. Jump on first glass platform, then on third glass platform and go to N passage. You are in the Final Tower.

    FINAL TOWER + SIXTH PIECE OF STAFF

    Jump on vertical block to 3rd floor nad jump on platform on the left. Now you need drop on glass, jump forward on last glass, wait for transition to 2nd floor and turn left while in air. Jump left to solid platform and climb up. Jump to 3rd floor. Jump to platform with crystal ball, but don't activate it yet. This one is tricky. Wait for pink vertical block, then jump on crystal ball and from it jump on pink block. Before transitioning to 4th floor you must jump backward or left. If you let pink block ride you, you will fall to the bottom during transition.

    Jump on crystal ball, then on highest platform. Jump to top of the tower to get Sixth Piece of Staff of Demnos. Fall into single tile hole, you are at the 3rd floor, go to glass and jump to stop flying. You are on 2nd floor still flying, go to glass and jump to stop flying. At the bottom enter newly opened W passage to finish this mission.

    FINAL NOTES

    I always liked platforming, but Gort proved to me that if you overdo it, then it will become really unfun. All this jumping on tiny blocks with Saria huge momentum just wasn't fun.

    Also after beating mission I realized that it's possible to avoid ghost bust #1 by using purple potion that teleports you to the starting point. So it's possible to beat the mission with 5 ghost busts.

    STATS:

    Time: 43 min 4 s; 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

    GHOST: IMPOSSIBLE
    SUPREME GHOST: IMPOSSIBLE
    Last edited by Galaer; 29th Feb 2020 at 16:13.

  16. #341
    Member
    Registered: Mar 2018
    REBELLION OF THE BUILDER 2

    MISSION 5 - THE SECRET OF THE OCCULT WOODS


    We are in Mission 3 again. Second objective kinda spoil it, all the loot is in forest and it's all the nuggets presented in Mission 3 (wait, didn't Garrett took them all?). So that's a bit disappointing. Another thing I noticed that in forest and spider caves there is even less shadow than before. I guess Saria is really bad at sneaking. Though I figured out that this is a reason after beating this mission.

    FOREST AREA

    There are 2 nuggets in maze at the beginning, but you must skip them because they are protected by treebeasts. So just enter spider caves. Jump on vine and wait for giant spider, then drop and go behind him. Frob 2 light mushrooms and go left. Disable the rest of light mushrooms and wait for red spider to go left. Disable light mushrooms and wait for red spider in shadow at the end of dead end corridor on the opposite side to the entrance. Looking from there red spider will go left, you run right and jump ot of caves.

    Here are 2 treebeasts that I failed to ghost in previous mission. I managed to ghost them now. Just run along left wall, crouch to get behind second treebeast, pass him and run to the end. Here is a nugget. Wait for second alerts. If everything is alright, wait for patrolling treebeast. Go behind him to the shadow where you hid in Mission 3. Now there is barely any shadow there. But it's enough. Go grab 2 nuggets near rocks and go forward. There is frog impossible to ghost (ghost bust #1). Justy drop into cave. Hide in full shadow somewhere under south wall.

    You are in big cave. You need to go to portal behind giant red spider. And there is many spiders here patrolling this cave. I waited to both frog from above calm down and spiders go to the other side of cave. Then I run along left wall to portal. Of course giant red spider spotted me and attacked me (ghost bust #2), but rest of the spiders didn't hear that. Besides I don't think this spider can be ghosted.

    TEMPLE

    Nudge Egyptian into corner. Next Egyptian patrols corridor, so he's easy to avoid. Go to room with many coffins and go upstairs.. On north side open middle coffin near stairs and grab Talisman of Air. Now go all the way to the bottom and push 4 statues on 4 blue tiles. Go one floor higher to prison.

    If you are fast then Craymen from cell will only get into search mode (ghost bust #3). I decided to ignore Kurshok cell for now. You need to drop Talisman of Air on stone lever. But it's very noisy. So you need to nudge Egyptian left all the way to left wall of corridor patrolled by another Egyptian. This will take some time. Then drop talisman on stone lever.

    You need to go fast past guard you nudged and go behind patroller to last room. Here is a good shadow. You need to backtrack to previous room. There is turning Egyptian. Wait for him to turn around and steal his Prison Cell key. Pass him from the left during his turning animation and write a 4 switches code. To return you pass him also from the left and go to side room. There is no longer wall of flames. Grab Talisman of Fire and put him on pedestal in last room.

    Wait for patroller and go behind him. On the side of corridor is good shadow. Wait for patroller. To avoid guard under wall I needed to strafe run along left wall. Return to prison. Here I help Kurshoks to escape. Thanks to that Craymen will not alert to me anymore. Egyptians will ignore them except Egyptian from portal room. But he's nudged into corner, so he will just first alert.

    Trapdoor in corridor you passed on this floor has opened. Go there and use 4 switches in right order to open path to space room. Return all the way to corridor and go to this space room. This is low gravity room. But you don't jump higher, you just fall slower. And there are tiny platforms. Oh no, not again. Go to the last tiny platform and shoot arrow into switch on asteroid above your head. This will open path to treasure room. Drop+mantle on path near treasure room. Grab staff and leave.

    EXIT

    Now you have 2 options: return the way you came or teleport to Ice Maze. Beating it will teleport you back to starting point. But in order to beat you need to kill a boss (excused by objective). But he will spot you first, you can't kill him in one shot and it's very noisy, so every enemy in maze will get alerted. Plus there is no shadow in maze, so there is no hiding spot. I decided to return the way I came. I will score ghost busts too, but at least I will avoid doing damage.

    OK, so time to deal with giant red spider. And you know what, it's possible to ghost it from this side. Giant red spider doesn't see you yet. By going very close to his head I managed to nudge him into tunnel. It's a bit difficult to squeeze near him, also you need to be very careful of small spiders. They can only first alert, so you may not notice that they spot you and are in search mode. When path is empty run to vine.

    Frog again is impossible to ghost (ghost bust #4). I managed to ghost first treebeast near hole. Unfortunately second is this time impossible. And he woke up the first treebeast (ghost bust #5). The last giant spider this time must be passed from the left. Then climb to vine, go through maze to exit.

    STATS:

    Time: 1 hour 1 min 51 s; Loot: 250/400
    Pockets Picked: 1/1; 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
    PERFECT GHOST: IMPOSSIBLE
    SUPREME GHOST: IMPOSSIBLE
    Last edited by Galaer; 29th Feb 2020 at 16:14.

  17. #342
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Thank you, Galaer! I have embedded all your recent reports into the first post. I have also updated the first post to reflect all the new links for the old archived threads from Eidos, for the pages I was able to save, anyway. Those that got "lost" when Square-Enix removed the archived threads from their forum are marked in RED. At least we still have a record of who ghosted them, and whether they were successful or not. Sadly, the actual reports will most probably never be recovered...

  18. #343
    Member
    Registered: Mar 2018
    Thanks, klatremus. Amazing job with organizing reports. I was wondering if missions that lost all their reports shouldn't be added to unreported FMs. Of course in different color.

    Also I have a question. I understand that this thread is only for FMs. If I would want to ghost Thief 2 original mission, where should I report it?

  19. #344
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    I can make a separate thread for OMs, as we had one going over at Eidos years back. Just give me a day or two.

  20. #345
    Member
    Registered: Mar 2018
    It's not a big thing. I'm planning to ghost just one mission. Plus I'm planning to do that after my Auto-Equip Challenge. So after at least 2 weeks.

  21. #346
    Member
    Registered: Apr 2016
    Location: France
    Really sucks to lose all the work like that. I'm considering backing up my own reports in case something happens to them here.

  22. #347
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Game: Thief 1
    FM: Rose Garden [TDP 20th Anniversary Contest]

    Ghost - Success
    Perfect Thief - Success
    Supreme Ghost - Success
    Perfect Supreme - Failed
    Time - 4:11:32
    Loot - 4319/4319 (Supreme: 4244)
    Pockets Picked - 2/8
    Locks Picked - 12
    Backstabs - 0, Knockouts - 0
    Damage dealt - 0, Damage taken - 0
    Healing taken - 0, Other Kills - 0, Bodies Discovered - 1
    Consumables - 1 holy water vial, 1 water arrow

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

    Comments:
    Truly a mesmerizing mission! Although itís only my second Melan adventure, I already consider this author as one of the greats. A word of caution though: this mission is very difficult. Even my regular blackjack run was highly challenging, and the subsequent loot hunt even worse. However, on the third playthrough, I was still finding stuff I didnít notice before. The replayability in this one is staggering. If this ever gets a sequel, I will drop everything on hand instantly.

    My main goal was to meet a certain client at Rose Garden, in order to obtain information on some Golden Books. Furthermore, I needed to grab a cursed gemstone at the Haskellís, rub the plate at the Master Forgerís for good luck, and pick up 2,400 in loot along the way. I started with enough rope arrows to go around, and a fairly detailed map to boot.


    Humphrey & Haskellís
    Planning my route correctly was a big deal. The mandatory lever at Firewatch meant all the major gates around the city would be open. The only way to flip it was by getting the city access key from Rose Garden. It made sense to prioritize heading there first. I needed to make sure I closed up all possible gates and such by the end of the mission for Supreme, so I made a thorough list ahead of time. I knew that mode was in for a challenge, but you never know. Also, some pickable locks could be avoided, which makes sense for Supreme as you leave them unlocked unnecessarily. Itís not against the rules, but in my opinion goes against that modeís spirit. The door to the winesellerís basement was a good example. It could be accessed from above later, so I skipped that intended entry and instead looked to the thievesí highway. The wooden beam above the gate to the southeast provided a nice opportunity. It was too high to reach from below, but with one of the crates by the stairs I could mantle the lamp overhang, and furthermore leap for the rope (see image).

    The only conceivable way from here was crossing to the north. There was a wary patroller in one of the buildings below, so I treaded across the roof tiles carefully. Northwest forced me down to ground level again, at the western end of Burnett Street. I instead leapt from one of the power boxes to Humphreyís balcony to the east. My biggest problem yet came when crossing the bridge from Humphreyís to Haskellís, a required location due to the aforementioned gemstone. There was an archer patrolling the bridge, with a small route that took him just inside Humphreyís hallway to the west. On the bridge itself he stopped for a moment facing south going east, then facing north heading the opposite direction. I realized he didnít give first alerts when stopped, only when patrolling. He did however alert like normal, he just didnít say anything until suddenly giving the settling remark when starting to patrol again. It is very easy to quicksave thinking you are safe, then only to discover you were caught all along. I managed to sneak halfway across the bridge unseen when he faced north, then the rest of the way as he did his little loop going west. I also had to time the patrollers inside the gate at Haskellís, as well as the lone swordsman occasionally venturing down the bridge coming from Humphreyís. I found a very convenient dark spot on the outer part of the bridgeís ledge, just next to the gateís locking mechanism (see image below).



    From here I needed to pick the lock in order to proceed east. However, that was easier said than done. The archer heard the lockpicks at all times, except for a few seconds when he was patrolling at the westernmost part of his route. Again, he wouldnít give a first alert when stationary, but as mentioned, he does alert and would settle with a comment after a few minutes. For some reason, guards donít give the settling remark from alerting to doors, lockpicks or the likes, until much later. Very tricky for Supreme. Itís always better to be safe than sorry. The guards inside Haskellís could also hear the lockpicks, so I had to pick for but a few seconds at a time. I think I used 3-4 rounds of the archerís route in order to get it open. Tedious, but worth it. I thought Haskellís itself would be more difficult, but there were enough scattered patches of shade in important areas. I grabbed the Sirís vault key, but didnít steal the gemstone yet. It would release several haunts stationed around the city, highly inconvenient this early. I needed the key in order to leave through the side door and continue east. It could easily be returned later.

    Bazaar!
    Nothing much to report from Brascombe and Weir. I found what I believe to be the latter dead in a small pit west of his mansion (see image). He must have fallen and not been able to call for help. The note by his back door made it seem like he had been missing for a while. Passed through the Hopfrog Public House toward the Morwyn Street plaza. A thief protected the main office (see image), but his patrol made me able to pick the lock on the door. It was a tough lock, but a patch of shade right outside the door kept me safe.

    The streets in this area were tough. The engraved skull key was my first issue. It was located in a garden patch on a plateau far northeast on Morwyn Street. Four guards had the potential of spotting me. Two of them covered the street entrance to Mortasaigues. One was stationary and got blocked by one of the large pillars if I moved somewhat north of the little fountain. The other one patrolled back and forth between the pillars and the windows, coming to a halt at either end. When he stopped at the northern end, if I snuck forward, his view of me got blocked by the corner of the building straight to the north. I could then sprint east, past a lamppost, and hide underneath a wooden walkway (see image). The two other guards were located at this end of the plaza. The jumpiest was an archer at the far east. He moved completely out of view around the north corner from time to time, so he was easy to avoid. The other one was a swordsman who came down towards the middle plaza, and then walked all the way back to said walkway. When I made my sprint explained earlier, it had to be following this guard, plus when the aforesaid archer was out of sight.

    Next I had to time the guards and make a run for a rope attached to one of the wooden blocks below the garden. The top was very bright, so it had to be done quickly. Getting back down was easier, as I could drop safely in the northeastern corner, and sneak over to a dark patch further south. I then had to time another sprint back underneath the walkway, and then finally back to the open plaza further west. It was mostly waiting for the patrols to be synchronized.

    I also robbed the armory southeast of this plaza with no trouble. Some well-hidden nuggets on top of a bookshelf in here (see image). The door couldnít be relocked, and it couldnít even be closed. I hate such situations, as itís clear evidence someone has been there. But it doesnít bust any Supreme rules, so I guess I was good.

    Next I had to ascend to Mortesaiguesí balcony. Again I used the closest pillar as hardcover for the stationary guard. Once he came into view on the other side, I had to creep-crouch over to the northern side of the second pillar. The green areas in this capture were safe spots. There was one patroller on the balcony itself, but he wasnít much of an issue. Inside, the biggest problem came downstairs. A swordsman covered the main staircase and came to a halt in the archway leading to a great ballroom of sorts. I could sneak in behind and hide in a dark corner to the immediate left. However, there was another dangerous guard, an archer, making counterclockwise loops around the ballroomís perimeter. He stopped for a bit in the northeast corner and also in the tower to the southwest. Two pieces of loot in here: a necklace on a table to the northwest, and a diamond in a box on the rafters. The diamond was by far the trickiest. I could climb a small balcony on the southern wall with a rope arrow. Up there, I was hidden from all patrollers if I stayed crouched. Next, another rope took me to the rafters and the loot. The issue, however, was getting back down without taking damage or leaving the rope. Easier said than done. I realized the only way was to fall into a direct mantle on the balconyís north side (see image below). The drop had to be perfect both in angle and velocity. A tad too fast, and I would bounce off the ledge into the middle of the ballroom. This usually didnít kill me, but it hurt. Too slow and I wouldnít reach the ledge and die on the tiles below. I also had to wait for the swordsman to be out of the room and the archer to be on his way into the southwest tower with his back turned. I managed to do it twice, so it is repeatable, and I think itís the only way to keep Supreme intact.



    Dropping from the balcony to the tiles was possible without taking damage, but very difficult to do without making noise. I had to inch over the edge on the east side from a crouched position, and immediately press crouch again when landing. I would either make no noise or make a very quiet tap, soft enough to avoid an alert from the archer. Again I hid in the dark corner just southwest of the archway here.

    The necklace was quite straightforward. As the archer headed north, I followed into the shadows in the middle of the ballroom. The torches on the northern wall didnít illuminate this far. Then, as he patrolled past the necklace heading south, I snuck forward and leaned in for the steal. I had to return before he turned around in the southwest. Once the archer left, I followed the path of shade into the tower. More loot here and my escape route through a window.

    To the Garden
    Continuing west I came to a fork. I could either drop onto a balcony and head north towards the rooftops of Cistern Court. My other option was to jump a gap to a reddish tower and cross a bridge towards Lord Ameer Al-Asriís. I chose the former, as the bridge to Al-Asri was very exposed, and I did know of another way in. I didnít go down to street level at Cistern Court yet. For now, my priority was getting to Rose Garden. But I wanted to get the few pieces of loot up here since I was passing through. There was a guard station on the south side, with a lone guard covering the east window. The two rooms with loot lay to the east, and I couldnít go by way of the intended wall statues, as that took me directly in front of said window. Instead I had to use the sole statue on the opposite (northern) wall. I could reach it from atop the chimney in the northwest. Climbing up the roof tiles to reach it was loud, and I could get spotted by a nobleman through an open window to the southeast. An archer did patrol the walkway up here also, but he had a rather long route overall. The screen capture below shows how I could reach the northeastern ledge by way of a rope arrow. This took me outside the view of the guard behind the window. I could also leap from this ledge over to the metal shaft to the south. That made entry to the noble coupleís residence possible. Their window had a dark spot where I could take a breather. The woman in there patrolled back and forth a bit, while the man stood by the fireplace, somewhat pivoting. Not too much of an issue getting the two gold plates though. Back outside I could traverse the aforementioned metal vent shaft back to the southwest corner where I was completely safe.



    Instead of heading to ground level then, I crossed the roof to the west. I passed through an abandoned building with a patrolling spider and could now access Al-Asriís from the north. The archer in there was much easier to dodge than first anticipated. There was a big patch of shade outside the vault gates where I could wait him out. I went back through the spider building and safely dropped to the empty hedge maze to the east (see image). Rose Garden!

    The entire outsides were devoid of enemies, bar a few mines on the hedge tops. The inside was anything but. At least four patrollers, one swordsman and three thieves, roamed the bottom two floors, plus a female bartender and a kitchen maid. A few of the thieves were extremely jumpy, commenting on the slightest movement seen or step heard. Hard cover was my safest option. After getting down the first flight of stairs, a patch of shade to the right of the first pillar was a good spot for reconnaissance. Luckily, all patrollers left the main restaurant area or the view of it, for at least part of their route. That meant it was just a matter of waiting for the right moment to move. I eventually sprinted east to just outside the closest booth, another safe spot. Next I headed through the wooden door to the east. This basement-like area was much easier to move around in. I could grab the coins on the bar counter coming through a vent shaft to the bartenderís right (see image). I could even grab the loot from the top of the cabinet, making for a quick escape afterwards. The goblets in the kitchen were a bit more tedious, but creep-crouch-strafing got me there without any alerts from the servant.

    To get upstairs I headed back to the wooden door and flung a rope into the walkway fence above (see image below). This was quick and easy to ascend when nobody was looking. The remaining upper floor, including the bedrooms in the southwest were fairly easy to ghost. Three patrollers made their way upstairs, each with their own routes, but they were all predictable. The tiled halls were more challenging, but sporadic shadows made it perfectly possible. One thief headed all the way to the bedroom with the upstairs key. I had to time his route a bit more precisely. There was a perfume bottle in this bedroom that didnít look like loot, but counted as such. I remember having a hard time finding that piece the first time through this mission.



    The floors above the locked storage room door were something else. It is astounding to see how authors come up with new ways of creating scary, tense environments. This reminded me a bit of the black frog world in the campaign with the same name. This too effectively portrayed that intense feeling of dread and desolation. Each room contained something new and worthwhile. I especially appreciated the bedroom on the first level. Details like the mummified corpse in the ceiling, and the eerie sounds by the door in attic, to name a few. There was a piece of loot in the water by two frogs in an adjacent rom. Initially I thought this might be the first skipped piece, until I realized you could get it without ever entering the water. Sliding down to the outer edge made it possible to grab before fully dropping in (see image).

    The subsequent problem came on the next floor, in a sunken down tower. A golden skull was protected by a spitfire trap, shot from the mouth of a floating mask. I could avoid the trap by jumping into the room from the middle of the stairs. There seemed to be a proximity trigger, but only from ground level. Alas, I could not avoid it springing heading out. However, I could grab the mask as another junk item, then drop it on the floor and leave safely (see image below). The mask gave a verbal cue when highlighted, but this was a scripted event and not an alert. Should taking the mask and therefore disabling the trap be counted as a bust? Itís not an unnecessary pickup, and I left the mask in the nearest logical place. The only rule I could see broken here is #8: ďNo turning off of security systemsĒ, but even that is a big stretch. I counted it as ok and moved on.



    The top floor had a very clever ďtrapĒ of sorts. A sleeping zombie in an adjacent room alerted and woke up if walking too close to the right side of the hallway. Remember, sleeping zombies are triggered by proximity at ground level, and I guess that means through walls as well. I simply stuck to the opposite side of the hall instead. The patrolling specter was slow and didnít give first alerts, so no issues there. Got my new objectives along with the vital city access key at the end of the top floor. Of course, this meant Iíd have to return that key at the end of the night, ugh. The papyrus got stuck to my inventory though.

    To get back out without taking damage, I dropped from the first window on the north wall. If landing at the sloping roof, I could mantle the bush on the ground and avoid any loss of life (see image). Neat! I wish I couldíve taken the same trip back up...

    X No Longer Marks the Spot
    Although it broke immersion some, I brought along the mysterious key from the garden as I left. I know I technically didnít know about it yet, but it would be an awful lot of backtracking to come back for it later, and then return a third time to replace it again. I never Supreme missions without knowing the map in detail first anyway. It was what it was.

    I immediately headed for Firewatch to flip the city gate switch. It made traveling around the city just so much easier. I also kept detailed track of which gates to close up before ending the mission. The city gate switch couldnít be flipped back, but at least two of the gates it opened could be manually reclosed: the one in the northeast corner of Burnett Street to the bazaar, as well as the gate from Swordsman Place leading to the Master Forger. Everything that can be reclosed must be reclosed for Supreme, a rule that directly follows the true spirit of that mode. What also happened now was the opportunity to influence the spawning of thieves around the city once I rang the bell for Bernalt. 8 spots around the map had Xs chalked into pillars and walls of alleyways. Those were now frobbable and this prevented enemies from spawning at those locations. It was my personal challenge to scratch them all out before ringing the bell.



    A new gate could now be opened to Al-Asriís back yard. I took this route back to Cistern Court and descended to the street plaza. I wasnít planning on heading back up this way, so no rope left behind. The sloping roofs and ledges made this quite easy (see image above). I could also steal the loot from the inaccessible keeper compound to the north. A keeper was stationed there for a while, but he always wandered off as I got close. Sneaky. I also got the loot from the mysterious apartment.

    Leaving for Burnett Street I made sure to close the gate behind me. I wiped all four x-spots on this street, from east to west. At the western end I grabbed a goblet from a windowsill above the north tunnel. I could leap from the foot of the nearest statue and mantle up the street sign below the window (see image below). A lean and a jump, and the loot was mine. I then ascended the wooden bridge south of Al-Asri with a rope. With the city access key, the generator room below Humphreyís was now accessible, and I cleaned out the winesellerís with ease. This circumvented picking either of the other two doors accessing this location. To me, avoiding the picking of locks that canít be relocked is as important as relocking those that can.



    I continued northwest through what I believe to be de Cotentinís house. The skull from Morwyn Street opened both doors to his ďgardenĒ. Found another tough-to-reach piece of loot in a bucket further south (see image). Entered the physicianís house by picking the back door. I could have taken the inside guardís key through one of the windows by the front entrance, but there was another copy of the same key in the doctorís office upstairs. I would much rather avoid removing a key from someoneís belt, since you can only return it somewhere along his path. Besides, I wasnít leaving any door unlocked. Itís not the lockpick count in the stats that bother me, itís the amount of unlocked doors left behind that do. So in conclusion I had to 1) pick the lock on the back door, 2) get the doctorís key from his office, 3) relock the back door, 4) unlock and lock-block the downstairs main entrance, 5) return the docís key to the upstairs office, and 6) close the front door and let it lock shut behind me.

    Cleaned the rest of Dead Cat Street with ease. I unfortunately had to skip my first piece of loot for Supreme in the Footmanís Grave. The hammer on the casket counted as a light source (see image below) and Supreme disallows removing them, even if itís loot. Fudge, but oh well. There was another goblet on a windowsill above the canal also. With a well-placed rope, I could grab it from atop the line (see image). Had to use a crate to get into the barricaded apartment with the purring cat sounding fellow further south. Not sure if thereís a way to break through the boards in that place. At least I wasnít able to. I took the loot and left.



    Skipped breaking Pud out of jail for Supreme. It was possible, but very difficult to obtain his tip without taking a first alert from one or more of the other inmates. Also, dropping the tip after reading it always made too much noise to stay undetected. Then you also had to deal with the priest patrolling through on a regular basis. It was just too big of a hassle to bother with. I instead headed down the underground alley and rubbed out the last X across from the cucumber store.

    Lastly, I headed up Forgerís Walk and accessed the top floor study from the south. The outside statues made rubbing the golden plate much easier than anticipated. I could have approached it from the north also, but there was a stationary hammerite guarding an unfrobbable entrance on that side, plus the study was to the south.

    Bernalt and Returns
    At this point I realized I had left a rope arrow behind somewhere. I started the mission with 4, but had only 3. I found it all the way back on Morwyn Street, so I spent some time retrieving it before getting ready to release Bernalt. Once I rang the bell, many of the street guards disappeared, and since I had removed all the Xs I could find, there were hardly any thieves around either. The first thief I found had spawned was in the starting plaza, in a small alley just across from the winesellerís basement. I reloaded and went back to see if I could find an X, but to no avail. I guess he triggers regardless. It didnít matter, as Bernalt didnít pass through that area anyway. Once he reached Grandmauden, I got a verbal cue, indicating the balcony window was accessible. At this time, I didnít enter. I had a few more things to take care of in town, and since my exit route was down Hesprinís Gap, the adjacent alley to Grandmauden, I felt it more logical to tackle that mansion last. Instead, I returned the way I came and traveled back towards Halfsequin Court via Dead Cat Street, closing a few gates along the way. Now, several things had changed in town. Plenty of civilians had spawned, some patrolling, others not. Most of them were neutral and indifferent to me, but a few were hostile; especially one guy that caught me by surprise several times, traveling through the Master Forger plaza and across most of Dead Cat Street. The original guards were back, but in different locations and states. For example, the swordsman from the guard station below Al-Asri was now drunk, and stationed in the alley outside. Another thief had spawned in Thin Alley, across from the physicianís. Strangely, he commented with first alerts to the swordsman patrolling here. I had to be careful heading up the slope above the canal, but I got through unseen.



    I locked up all the gates responding to the city access key, including the one from the half-blocked alley south in Halfsequin Ct. leading to the garden. You canít lock-block gates, so Iíd have to find another way out once having the returned the key. In total, three keys were replaced, the mysterious key, the upstairs key, and the city access key. No issues, just same procedure as last time, except the ghost burrick was nowhere to be seen. I then climbed the roofs and ledges in the southeast to get back to Al-Asriís yard (see image above). To lock up the final gate, I crossed the ledges east to above Mortesaigues. The gate between Burnett Street and the Bazaar was operated by a big switch in an adjacent control room (see image). Although the lever at the Firewatch had opened this gate, Supreme still required me to close it. I then went back to the red tower east of Al-Asri and dropped to the street level by the alehouse.

    Grabbed the alehouse key from the inside patroller through the porch window. There was no other feasible way in for Supreme, besides picking the lock. Used the flooded cave system below the basement and emerged in an old, abandoned coal mine. Some ventilation shafts took me further, to some sort of hammerite alchemy lab. A lone sentry guarded the switch for the exit to the alley, but I wasnít interested in that. I couldnít leave that way and shut the door behind me. Instead I took the other exit up to a nearby generator room. I got caught a few times sneaking past the stationary hammerite, until I realized I needed to hug the eastern side of the hallway (see image below). That way, I left the view of the lamp before entering his field of vision.



    I left the generator room through a hatch just northwest of Haskellís. Crossing the street east was tricky, due to the multiple patrollers around, but I eventually reached the southern door leading to Haskellís vault. I could now steal his gemstone, but not without first removing the force field with a holy water arrow (see image). I guess the argument can be made for this to be the removal of a security system, and like before, be in violation of Supreme rule #8. I more see it as a magical seal that needs to be broken in order to acquire the object. It is comparable to reading the Prayer of the Wallbuilder before taking the Talisman of Air in ĎUndercoverí. The rule specifically mentions watchers, and security systems are listed to include similar alarm springing devices. I have ruled this as being ok for Supreme, but itís definitely worthy of a discussion. On my way out of the vault, four heads spawned on each of the corner pedestals. This made a loud clunk, but didnít alert anybody topside. I imagine it signified the four haunts that now had spawned around town. Used a rope arrow to climb the fence in the staircase and return the vault key. I had to return it to Haskellís southeast location while he was stationed by the testament. Otherwise, he heard it.

    Grandmauden
    On my way back to the alehouse, I could hear fights in the streets below. The haunt in the underpass west of Burnett Street must have spotted some patrollers and started whacking. I went down to check after things settled down and counted four bodies. I couldnít care less, and instead headed all the way back down Dead Cat Street, arriving yet again at Grandmauden.

    The open window talked about in the instructions was located directly above the main gates, at the western end of a long balcony overlooking the canal. However, the only way to access that balcony was from the east. I had to ascend by way of rope arrow to a board above the entrance to an underpass. A thief had spawned in an outdoor dining area nearby, close enough to see me climb the rope. So I had to attach a second rope in the inner corner, out of view of the thief (see image). I couldnít mantle from this rope, but I could leap to the first one when above the door frame, then grab both ropes as I pulled myself up. The wary archer on the south balcony would spot me here if he was stationed at the eastern end. I timed his route so I reached the shaded part of the little garden up here without any comments. A tree took me further up to a gray ledge. An angled jump got me even higher, to an upper plateau with some large generators. Now I was directly above a smaller balcony, leading to a guard station with some loot. Another archer protected it, with regular waits on said balcony. I could drop onto the lamp below, while staying dark (see image below). Then when the archer headed inside, I dropped further and hurried into the shadowed tunnel. The loot was easy to get from there. Back outside I found a very convenient dark spot in the southeastern corner of the balcony fence (green area in the right image below). Here I could wait out both archers without getting caught. I tried making a running jump from this fence over to Grandmaudenís main balcony, but I couldnít do it without first alerts from both guards by the main entrance. I tried every which speed and angle, but to no avail. I knew you could get to this balcony via rooftops from Weirís back yard, but I didnít want to succumb to that solution just yet. With a good leap, I could mantle back up the lamp and furthermore up to the top plateau again. To my astonishment, I found it possible to reach Grandmaudenís balcony without alerts from way up here. As seen in the screen capture below, I had to start far south on the upper ledge, jump very close to the yellow wall with the windows southeast of me, and land in a mantle as far east as possible. If doing this leap as the archer patrolled west, I could also make it to the first patch of shade before he started heading back. Awesome!



    The insides werenít really that tough, despite all the tiled floor. The nobleman upstairs didnít alert, probably our contact that opened the window. I was planning on descending to the room with the large tree downstairs, but the woman who was supposed to be patrolling there had gotten stuck in one of the bushes in the foyer (see image). She caught me without fail coming through the doorway to the northeast. This forced me to go back up and instead drop onto one of the floodlights beside the metal walkway. It did mean one less patroller to worry about though, so the loot in the foyer was easy.

    After finding Bernalt in the library, another problem arose in the room with all the statues. The nobleman mentioned earlier and that werewolf looking dude in red carrying a sword had gotten stuck in the small flight of stairs leading to the room filled with statues. They werenít physically stuck, but there simply wasnít enough room for them to fit, and neither wanted to budge. After a few reloads they finally figured it out and freed up, but that was after I already had made the long trip back downstairs and around. The final hurdle was getting back to the streets safely and undetected. I found a nice, dark spot to drop into the canal just west of the easternmost pillar on the main balcony (see image below). I had to drop directly between the statue and the electrical relay device in the water, while landing as close to the building as possible. If I bounced too far out, both archers at the main entrance commented. With a bit of luck, I could also drop onto the foot of the statue, and then break the fall to make the final plunge easier. Once I got it, the ladder in the far northwest got me back to the street and I could sneak around the corner and exit down Hesprinís Gap.



    Notes
    - Skipped a hammer worth 75 in the Footmanís Grave on Dead Cat Street for Supreme. It illuminated and therefore counted as a light source.
    - Had to use a holy water arrow in order to break the magical seal around The Knightís Soul gemstone at Haskellís. Is this in violation of Supreme rule #8, forbidding the turning off of security systems? I vote no, due to my interpretation of the rule referring to electrical alarm systems similar to watchers or laser beams. It is also highly comparable to taking the Talisman of Air in ĎUndercoverí, which has previously been deemed allowable for Supreme.
    - Did use a spoiler from the forums to find the mysterious key. I was in the right part of the garden, but needed someone to tell me it was underneath a statue in order to find it. The Ghost rules forbid the use of ďloot cheats or walkthroughsĒ, which I didnít use, so I hope Iím ok there. In my defense, it is a very difficult puzzle to solve
    Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
    Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays

  23. #348
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Game: Thief 2
    FM: T2X Mission 1: Unexpected Shelter [NewDark]

    Ghost - Success
    Perfect Thief - N/A
    Supreme Ghost - Failed
    Perfect Supreme - N/A
    Time - 27:22
    Loot - None
    Pockets Picked - None
    Locks Picked - None
    Secrets - 0/1
    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 enjoy this simple introductory mission more than I do several missions in Thief 2. For a campaign this size, it was a very bold move to go with a different protagonist than Garret, and a female one at that. I’m also impressed by the decision to have the first mission set before Zaya starts her training. You almost feel like you are a part of her journey, both emotionally and physically. Two thumbs up!

    The Streets
    The only thing I was directed to do was to find Kedar somewhere in the dock area. Once meeting him, I was given further instructions to follow him back to his shop. I really liked the ambiance and sense of desolation in the streets. Zaya even made a mention of it once. Though to me, it didn’t feel like a friendly place.

    Once we got to what Kedar referred to as the day gate just east of his shop, three members of the smuggling organization known as the Freetraders ambushed us. They ended up killing Kedar and came running for me. Since Zaya's gem was non-functional, they caught me quite fast. In order to avoid a seemingly inevitable Ghost bust, I needed to dodge their view altogether. I noticed there was a point at the top of the slope leading toward the ambush, where if I crossed it, a second smuggler appeared out the door to the armory behind me. As long as I stayed east of that line, Kedar wouldn’t get killed. This meant I had time to experiment. Alas, in OldDark there was no way to get past the gate without getting spotted by one or more of the smugglers. My best bet was to rush through the gate as Kedar got killed. This sometimes avoided the gaze of the armory smuggler. Then, the first smuggler might be caught up in the fight too much to care at first, then he would lose track quicker when chasing me. The archer always caught me and got a few shots off before I rounded the corner towards the manor.

    In NewDark (with ‘newmantle’ turned on), I could mantle the weaponsmith’s sign in the southwest corner of this alley, but this triggered said smuggler. Before he appeared though, I was able to mantle the roof to the south. Alas, the red tiles were too steep and slippery to move around on and I fell back to the streets immediately. Next I instead tried mantling the armorer’s sign, above which there was a convenient ledge surrounding the eastern side of this alley. This was directly in view of the stationary smuggler waiting to attack Kedar, but he didn’t seem to care about me yet. They must’ve been set to neutral until I passed that aforementioned invisible line. From up here, I found I could access the grey roof to the north, and this (unlike the red tiles to the south) was easier to move around on (see image below). This was a tough mantle to make however, as the ledge below was quite narrow. I had to inch out a bit and quickly make an angled jump, again before the smuggler appeared out the door. While my cousin was getting mauled in the underpass below, I could hide out of sight on the north side of this very tower. With a bit of luck, no smuggler would see me before settling down. They did look around for a bit, but they mostly stayed in the immediate vicinity of the gate. There was a third smuggler also, an archer that came from the plaza to the west. More often than not, they all stationed themselves in the underpass or in the alley outside the armory, facing east. Occasionally one or more of them stopped in the west plaza. This warranted a reload, as there was no way to get through that area with them there.



    The next problem was getting back down safely. I first tried mantling the surrounding roofs, but to no avail. Then I attempted a cushioned drop onto the small staircase railing further north. I got close, but I couldn’t quite reach it. Every time I lost quite a bit of health and made enough noise to lure all three smugglers out of the underpass. Next I realized I could squeeze between the eave and the tower in the far southwest corner of the roof. It was almost as if I got wedged between the two facades, enough for me to inch down a bit before finally dropping (see image below). This still hurt, but I took far less damage than dropping from anywhere else. Then I remembered the two healing oils in my inventory. Placing them exactly where I would drop yielded enough height to avoid falling damage altogether. In the screen capture above, although difficult to see, the two flasks are still on the ground where I landed. Notice the full health bar and all the unalerted smugglers. Ghost bust avoided. Fantastic!



    The Mansion
    Although I could sneak past or shake the smugglers’ tail, they still showed up outside the manor’s front doors. They never seemed to alert to my presence after this point though. I was free to explore and there were practically no ways to bust on the top two floors. Once I accessed the basement, however, things changed. The basement key disappeared upon use and thus couldn’t be returned. If so, it’s no bust to Supreme.

    After this, the Supreme busts would come thick and fast. The first was in a hallway that only a moron would think was safe (see image below). Ten spears emerged from holes in the floor if I got too close. I could trigger them without getting hurt, but there was no way to get past without taking damage. A small touch and I’d lose health. Stacking objects in order to get past was a lost cause, as the trap was sprung by a proximity trigger. Even if you could get past without taking damage, the trigger itself busted Supreme. The only way was to flip the nearby lever in order to disable it. This lever couldn’t be flipped back if wanting to proceed, and that was the inevitable bust of Supreme rule #7. It might also be considered disabling a security system, as mentioned in rule #8. Not certain about that one though.



    The next room involved waiting for a wisp to show the way across a poisoned pit. It left a trail of magic dust on which to walk. Unfortunately, entering the room triggered spitball traps from three heads on the northern wall (see image below). These didn’t stop firing until I left the room, so a clear Supreme bust again. Then in the very next hallway, I had to duck to avoid getting hit by what looked like flying saw blades. I couldn’t avoid triggering them as I passed the statues on the opposite wall. These were the final busts to the Supreme Ghost mode.



    Notes
    - Unable to flip back the red lever in the secret area below the basement. Busts Supreme.
    - Spitball traps triggered as I entered the room with the poisoned pit. Again busts Supreme.
    - Triggered more traps as I passed three statues in the last hallway before the caves. More Supreme busts.
    Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
    Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays

  24. #349
    Member
    Registered: Mar 2018
    Amazing job, klatremus. 3 reports in one day. I remember playing Rose Garden at the beginning of the contest and it tired me a lot. Then 1 month later I did casual ghost run and it was much better. I had no big knowledge about rule, so I assumed that haunt killing guard was a ghost bust, because haunts were activated by me after getting gem.

    Also I have a question about stats of this mission. You show completely different stats at the end of your video than the stats you posted in your report here. Like in video you played 1 hour less and no body was discovered. Why did you do that?

    As for your Running Interference video: Is it possible to first loot this mission and do knockouts later while supreme ghosting? Do be honest I was expecting that you will try to do something like that. Just like in Return to the Cathedral you looted the mission and at the very end you killed haunts.
    Last edited by Galaer; 26th Feb 2020 at 09:46.

  25. #350
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    The stats in this report are from the first Supreme run, when I wrote the report and prepared for the recording. Since I know the mission better, the video stat time naturally is shorter.

    As for Running Interference, I honestly never thought about trying to supreme without knockouts, but that might be a challenge to try.

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