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

  1. #401
    Member
    Registered: Mar 2018
    GOLDEN BOOK OF KEEPERS

    3 mission campaign made by Zontik for Thief 1. Campaign includes 3 missions previously released with some changes, which I'm gonna list later. Missions have different names. Mission 1 was previously released under name - Golden Book of Keepers (on list it appears also as Golden Book). Mission 2 had name - Last Page and Mission 3 - Eternal Candle.

    MISSION 1 - FIRE AND ICE / GOLDEN BOOK OF KEEPERS (GOLDEN BOOK)

    ENTERING MANSION


    There is switch at ceiling, then rope up on hedge and mantle on wall. Go on the other side of front entrance and rope down. Second guard near front entrance has Hatch key. Return on wall and backtrack. Drop on trees and open hatch to get to Basement.

    There are 2 golden bottles on shelves. Drunk guard is holding golden bottle, which works like a healing potion and he has a Basement key. Enter Generator Room near him and close door. Press switch behind generator, then use powerful hits of your sword to disable it. Even though generator doesn't look to be destroyed, I used force and I will consider this damage property (ghost bust #1). It's necessary action. Thanks to that I will get to very important room on 2nd floor without any 2nd alerts. Use Basement key to get on 1st floor.

    FIRST FLOOR

    Open Kitchen door and douse fireplace. Go back and enter south corridor patrolled by a guard. Douse 2 torches. Third room has purse hidden under bucket. Near guard is entrance to Armoury, but I don't have a key yet, so sneak near him into Grand Hall. Douse 2 torches. Go near table and lean for golden bottle. Then go to guest watching statue and grab her Guest Room key. Go near table to grab plate, goblet and lean for another golden bottle. Grab purse from noble on the other side of table, then go to open door leading to north corridor.

    Douse torch on the right. Enter Kitchen and grab plate from sink. Go back to corridor and go to open door. Turn off light, grab Armoury key through weapon display on the left, then go via beds to 1st chest having loot and 2nd chest containing book, which will complete an objective. Return to corridor. In next room only left chest has loot. Go to next room with sleeping servant and grab coin stack behind bed. Go to toilet to grab 1st Floor key from drown guard.

    Return to corridor and douse torch on the other end, then use 1st Floor key to get to Front Entrance and douse 2 torches. Behind plant near stairs is ring on floor. Go upstairs.

    SECOND FLOOR

    1st room (stairs up) is locked, in 2nd is vase, in 3rd - purse and important letter. 4th room is tricky. Opening door will spawn plant on top of door, so immediately close it and block with your body. Grab plant and put on floor. From room take 2 coin stacks. 5th (important room) is locked. In corridor is goblet. Guard from north corridor has a purse.

    6th room is stairs down, so ignore it for now. 7th room has only breath potion and water arrow, but has entrance to 8th room, which has ring in toilet. 9th room (opened by Guest Room key) has purple box and torc on bed post. 10th room has necklace under plant. 11th room is locked and it's another stairs up. Last room has flute on floor.

    GETTING TO THIRD FLOOR

    Return downstairs and go to Armoury (south corridor). Sneak very slowly past guard and enter Armoury. Inside press switch on bottom part of lamp and grab 5 fire arrows. Then go to fireplace in Kitchen. This will take you to roof. Mantle to SW tower and grab coin stack. Go downstairs via ladder and use stairs to go to 3rd floor.

    THIRD FLOOR

    1st of 3 patrollers squad has a purse. Close door you used to enter and press switch on it's side. It will open passage to room with tapestry on wardrobe. Return to Library and go to the bottom of other spiral stairs. There is goblet under stairs. Return to Library and go behind guards to Bath. Near speed potion is a ring. Enter Bedroom. Grab goblet and loot from chest, use switch under bed and get loot from safe. Balcony key is useless.

    Go to small garden with sitting noble. He will greet us, grab golden bottle near his armchair, then go to next room. Turn off light. Woman here is very sensitive and 1st alerting her makes her run away, so dousing fireplace is impossible. First grab 2 coins from table and goblet and Spiral Staircase key from another table near her. Then you need to nudge her left towards fireplace and use switch near left vase on fireplace. Then slowly get in shadow.

    Go top top of ladder and use another switch to get to Observatory. Here you will find key to Locked Room. Return to previous room and quickly run past woman. Otherwise she will alert to us. Go back to Library and go to SW spiral stairs. This will take you to 2nd floor. Sneak into locked room with guard in front. There is switch outside window. Go to the end of passage. There is guard not walking all the way. When he turns - run to him and pass him from right. Wait for him to walk away and shoot fire arrow into talisman holder nearby. This will open entrance to Temple of Knowledge, but also 2nd alert patrolling guard and most of guards inside (ghost bust #2).

    TEMPLE OF KNOWLEDGE

    Wait for everyone to calm down. So here is something. Archers on the right side can see you even if you are in full shadow. They can shoot you even if you are leaning forward from full shadow behind door, so I will need to KO them later to avoid too much ghost busts. So first I need to run right to dark corner and archer will see me, try to shoot and go into search mode (ghost bust #3). He also may alert other patrollers.

    1st room on this side is locked. Go to shadow in pillar, then you need to go to next room, but there is turning guard, so be careful. Left chest and 1st right chest has loot. Go to metal door and climb ladder to KO both troublesome archers (ghost bust #4-5). Descend, time guard and go to side room. Close doors and use powerful sword hit on training dummy. This will open 1st room. If doors are closed, then nobody will hear anything. Go to next room with another turning guard. 2 chests on the right has loot.Go to Hall and get back to dark corner near entrance. Go to 1st room and shoot arrow into target, then grab golden bottle and Unknown key.

    Time to go to dark corner on opposite side of entrance. Also you can grab purse from one of patrollers. Enter Lab and hide in corner near entrance. Just before novice will stop go right to table and lean forward for switch behind Map of Elements, then quickly get back into corner. When he moves, go into secret passage, grab loot from chest. In last room is guard looking in your direction and just beyond your reach is purple box with Temple key. There is no way to get it without KO-ing this guard (ghost bust #6).

    Next is Library. Go to other end, use book switch and quickly get in secret room. Grab Clock Room key from chest. If you let secret passage close, you can get through fake wall to disposer switch. No idea what is it for. Maybe after summoning ice mage, switch will make him temporarily vanish from his room. I don't know. Anyway, go upstairs, go behind mage, grab feather from table and open Clock Room. Inside is Pocket Watch. Use switch on machine and use secret passage to drop into back corridor. Open room with sleeping guard and grab loot from chest. One of patrollers has a purse.

    Time to visit Temple. Behind 1st door is novice looking at us and behind 2nd door is ice mage looking at us. Mage is deadly, so enter 1st room and quickly KO novice before he will alert (ghost bust #7). Hide his body and grab loot from chest. Go to shadow near other door. Open it. After mage's speech, save and load to make mage visible.

    First shoot rope arrow to wooden beam above your head, then shoot arrow into switch at the middle of banner (shoot a little higher). It will turn off light. Behind closer statue is switch, go to mage and grab his Keeper's key and candlestick. Climb rope and jump to Golden Book of Keepers. Wait for mage to leave. By the way you may reset timer of darkness by saving and loading.

    Battle is going outside. At this moment no kill objective will get cancelled. Climb on top of wooden beam and jump to chest with loot, but open it from side. Otherwise you will fall into hole. Use also lever. Run and mantle to statue below to avoid being hurt. Then go to Temple door you came. Outside should be fire mage in search mode. Avoid being spotted by him and run to corridor on the right. New passage under lamp at the middle of back corridor has opened.

    WATER PASSAGE

    Prepare Unknown key and drop into water. Swim to north gate and quickly open gate. Then swim to chest and prepare triangle lockpick. Also notice breath potion at the end of tunnel leading to room with chest. In chest you will find Keeper Talisman. Grab breath potion and use it. Return to entrance and grab ring from bones. Then take air.

    Swim east for urn, then strafe swim west. At the middle of tunnel on the left is nugget. Swim for air. Swim to body for 3 coins, then swim into hole, grab coin from floor and swim to ice cave. Jump and use blackjack to break ice (ghost bust #8). Noise from jumping will alert burrick (ghost bust #9). Run into left tunnel, douse fire, grab 3 urns and Maze key from thief. Enter Maze.

    MAZE

    Go along left side. Open chest with loot behind pit. Then will be another chest with loot. Then pit, so rope down and use switch. It will spawn map, so climb up and take it. Go to the end for purse near skeleton. Return to entrance and go right. Just before pit go left for trapped chest with loot (you need to crouch to avoid arrow). Go over pit and find exit.

    Grab urn and solve statue puzzle. Grab coin under Teacher statue. Then go up to hedge maze outside mansion. Rope up to outside wall and go all the way to hut. Inside use Keeper's key on metal door and go through cave to last room.

    DIFFERENCES IN NON - CAMPAIGN VERSION (GOLDEN BOOK)

    Door to Training Room in Temple are unfrobbable and fire mage doesn't spawn. Also on 3rd floor of mansion last guard of 3 patrollers has a purse.

    STATS:

    Time: 1 hour 2 min 12 s; Loot: 3817/3842
    Pockets Picked: 10/12; Locks Picked: 9
    Back Stabs: 0; Knock Outs: 4
    Damage Dealt: 4; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Bodies Discovered by Enemies: 2. Not by me. I scored it during big battle between ice mage forces and fire mage forces.

    GHOST: IMPOSSIBLE
    PERFECT GHOST: IMPOSSIBLE
    SUPREME GHOST: IMPOSSIBLE

  2. #402
    Member
    Registered: Mar 2018
    GOLDEN BOOK OF KEEPERS

    MISSION 2 - CLOCKWISE / LAST PAGE


    This is a ghosting mission with eternal darkness. We also can't steal anything yet. Much later ghosting objective and don't steal loot objective will get cancelled. So now I will focus on going through mansion as quickly as possible. Also this may be ghosting mission, but the first thing we do is destroying statue to enter mansion (ghost bust #1).

    GHOSTING MANSION

    You are in tunnel leading to Basement. Go forward and open wall with switch on ceiling. On the right is switch that will close walls. Thanks to that you will get access to Workshop, but that's for later. Go through gate near switch and steal Portcullis key from guard. Use it to open portcullis. Go upstairs to 1st floor.

    Turn off light in Kitchen and open door to corridor. Wait for archer, then run past camera (observe it from Kitchen when it doesn't look in your way). Open door past camera, grab 2 water arrows and turn off camera. Return to corridor, turn left and go all the way to locked wooden door. You don't have a key, but archer and swordman open it. Wait for them on the left side of door. Leave door open and enter to Museum.

    Second door is also locked, so get as close to mine as possible and wait for patroller, then quickly go behind him and leave door open. Go left and hide on the right side of door. If there is nobody, enter it, hide in shadow and go left to the Garden. Now you need to shoot rope arrow into green wall on the south side near bridge and mantle up there. Go south, douse torch, then open door behind stationary guard on top of stairs.

    Stay at the entrance close to door you closed. Going further will activate crusher. From here grab 6 keys and lean forward to open all 6 grates. Then activate crusher and press all 6 switches. Take Tower key. Return to bridge and rope down to Garden. Open well with Tower key and drop into water (for some reason it doesn't make any noise). Grab water arrow from bucket. Go downstairs and meet with Lord of Time (he looks exactly like guy who greet us in previous mission). He will give us Puzzle key. Sometimes secret stash in desk doesn't open, so you will be forced to grab key through desk.

    Go back up and shoot rope arrow into beam, then climb up to Garden. Now you need to rope up to north side of bridge. Go north, douse torch, on the left is Puzzle Area door. One more thing - don't use Puzzle key on any other door. Otherwise it will vanish. That's a bug.

    PUZZLES

    First puzzle is easy, just put goblets on plates to create 2:00 hour. For second puzzle grab arrows, then use part of grass behind plant to activate riddle on floor. Shoot T, I, M, E to progress. Then go to hole and rope down. In cave is 3rd puzzle and rope arrow. Correct answer is for some reason 4th clock. I don't understand this puzzle at all. Press switch, then another switch. Strafe run to the top, jump on rope, then run south, turn around and shoot arrow into switch on the opposite side. You need to have lower side of target on the place where wall touch ceiling. This will complete 3rd puzzle.

    Take knight statue, stand on pressure plate, throw statue to block wall from closing, then go downstairs to talk with Lord of Time. He will send you to the past, to the Temple of Knowledge occupied by fire mage forces. Also no loot there.

    PAST

    You are between guards, so go behind 1st patroller and open storage. After 2nd guard will walk away, go in opposite direction and open 2nd storage. If you have time, use lamp to get Temple key. Hide in 2nd storage and wait for 2 guards. Then go fully in opposite direction to main hall and hide in shadow under pillar. Wait here for guard entering Barracks, leave this door open and go upstairs.

    Here is 1 patroller. Go north and wait for patroller. You need to wait for him to go into tunnel to window on the south. Under both windows are switches and you need to be very fast after activating 1st switch under north window. Strafe run south, dodge guard from the left and quickly use switch under south window. If you succeed you will see red lamp staying near ladder. Return to main hall to shadow under pillar.

    Now go to the Temple. Use switch behind statue, then rope up to place where Golden Book was hidden in previous mission. Jump there while grabbing rope arrow, press switch, drop on edge of lamp below and drop on floor. Use back door and put Pocket Watch on pedestal. Now you need to go all the way around to Library door just past Lab.

    Strafe run in front of gate with fire mage behind it and open chest under stairs. Take Clock Room key and strafe run in front of gate again. Go all the way around to back corridor with 2 patrollers. Somewhere on ceiling close to other side is passage. Rope up and use lever to open wall. Use Clock Room key, crouch and grab Golden Book of Keepers. We were in Barracks already, so we don't need Barracks key.

    Time to leave this area. Unfortunately escape pedestal is at the middle of fountain observed by 1 guard and patrolled by few guards. For now return to shadow under pillar in main hall. Then you need to nudge guard in front of fountain right past the pedestal. You are fairly safe from patrollers while under central pillar. But nudging will take a while. It took me almost 30 min. Then jump on fountain pedestal to return to mansion.

    FIRST FLOOR

    Take Versatile key and read note. You can steal loot and ghosting objective also get cancelled. Wait for Garrett's quote to finish. If you grab loot earlier, mission will fail. Stand on desk and lean behind TIME banner to grab nugget. At the bottom of stairs in darkness is shelf with candlestick. From top of stairs jump over pit and grab high placed nugget. It's possible to grab it easily after using secret switch in Forge, but I decided to do it now. Rope up from well and take rope arrow. I'm not gonna return to well anymore.

    In Garden steal purse from archer, go to big south tree and grab 2 diamonds from it. Then rope up to small window on south side nad use switch on top side of window. This wall open passage to Casino. Then drop down while grabbing rope arrow. Go left. Grab goblet and hide in shadow on the left. Go behind patroller and pass him from left, then enter Library. Rope up on top of bookcase for diamond, then wait for noble to descend. Quickly go upstairs and rope up to lever at the top of bookcase. Inside secret stash is coin stack and Full Map, which you really don't need. Descend, grab candlestick from desk and run to shadow under stairs.

    Leave Library and go behind guard to shadow. In corridor leading to Museum is necklace under stone head and urn behind blue banner. Funny thing about this banner is that after destroying it, you can grab it and it's called "Ex - Banner". Enter Museum, use clock and from secret stash grab tapestry and urn. You can close these door behind you, because right now you have key for them. Go to next corridor.

    First door on the left lead to empty storage. 2nd room there has lever hidden near entrance. Go through opened wall and grab ring from plant. When corridor will clear mantle over plant and go in front of door, then quickly lean for tiara on statue. Return to previous corridor. Ignore going south and go all the way to the Kitchen. There is plate in sink. Go to Basement.

    BASEMENT

    Go to wine cellar and grab 2 golden bottles. Go to Generator Room and use panel to open gate to patrolling guard. In last room is chest with lever inside. It opens unfrobbable door near wine cellar. Inside is loot sword and water arrow. Go to Workshop. Grab 2 coins and drop or throw hammer on silver coin on anvil. It's quite precise. You will create Forge key. Time to get there, but first you need to open walls and you can't do that from here. Go back to 1st floor and go to south corridor you previously ignored.

    Dark room on the left has chest. Inside of it you must frob diamond. Right room has goblet. Enter south corridor where previously you grabbed tiara from statue and open door on the right. Grab coin stack and go this way to front guard with Hall key. You don't need this key. Use switch to open front gate. You are at starting point.

    Drop into river. Under bridge is a switch. Swim to opened stash and grab 3 water arrows and nugget. Then go to opened gate leading to Forest. You will get new objective to get light source. Get back to tunnel under statue and this time go left. Under elevator is nugget. Lean for switch, so elevator sarcophagus will ride down. Above it is golden skull. Avoid haunt and grab 4 loot pieces from sarcophagi: tiara, necklace, torc and goblet. Then return to beginning and open walls to get to Forge.

    Behind bricks under stairs is nugget (you can't see bricks and nugget, because they are in shadow). Blacksmith has golden hammer. Douse fireplace and grab fire arrow. In fireplace there is switch to get easy access to high placed nugget in well. Ignore it. It's dark here, but you can mantle on higher ledge in fireplace and climb ladder. At the top of it is diamond. There is also passage to Casino, but in order to open it you must attack it with weapon and that 2nd alert Casino guard. Luckily I opened other way into Casino.

    Descend and open hatch with little fireplace. You need to shoot fire arrow into it. It will spawn Sword of Light, but also 2nd alert blacksmith (ghost bust #2). So do it from shadow, then wait few minutes for blacksmith to calm down. Then sneak for Sword of Light. Leave Forge and go back to Kitchen.

    SECOND FLOOR

    Douse fireplace and go near locked door. Save. Use bell near door to summon servant from Dining. He will unlock door and talk with woman from Kitchen. Quickly enter staircase, turn off light and run upstairs to Dining Room. If noble woman is inside, then reload and wait a bit before using bell. You have a little time before servant will return to Dining Room. Grab goblet and plate from table and golden bottle from central plant. Then hide in shadow in doorway on the left. Sneak to double door leading to dark balcony.

    Wait for noble woman to enter Dining Room. Next room is her bedroom. Grab torc from her clothes and vase from top of wardrobe. Hide in dark corner. Next is opened wall leading to Casino. Patroller can see you from upstairs. Grab 2 urns from table and 1 urn under table, then steal purse from upstairs patroller. I have no idea how to open 2nd wall in Casino. Return to corridor. Next room is opened by Versatile key and has loot on table and goblet on top of wardrobe. Go to corridor with patroller and camera.

    Mantle over 1st window on the right and use lever on ceiling. Go to middle of corridor where wall opened. Wait for patroller to go left and steal his purse. Mantle back to corridor, grab vase. In passage where wall slide on the left is nugget. Enter Security Room. Grab nugget behind target and disable camera. Go behind training dummy.

    First save. Shoot broadhead arrow in training dummy. It will transform it into guard without any alert. Be careful, sometimes guard will not appear. In that situation reload game. Grab key to Lord's Apartments and nudge guard closer to target. Broken sword on floor will eventually stop you, but that's far enough. Leave and go to door observed by camera. Use key and go to bedroom. There is vase in pillar on the left. Go to office for glasses and feather from desk and diamond on top of hourglass. Go to other door near camera and descend. From there open unlocked door leading to Museum and go all the way to starting room. Enter Forest.

    LAST PAGE

    In Forest you can mantle over cobweb, then you will hear sound of plant being thrown. This means one tree has vanish and another path is open. In 2nd path you can mantle over another cobweb. 3rd path has no cobwebs. Last path has cobweb to mantle over, then is cobweb in front of entrance to Hut. You are forced to cut it (ghost bust #3). Go inside and use Golden Book on Future Page and frob book to complete this mission.

    DIFFERENCES IN NON - CAMPAIGN VERSION (LAST PAGE)

    Starting point has more light and less shadow. Starting archer has no note. Museum door near mine is open, so no need to wait for guard. In well loot candlestick is in place of unfrobbable candlestick in campaign version on desk. There is no candlestick at the botom of well. In 3rd puzzle cave there is no rope arrow. There is a bug where gather all loot bonus objective trigger after you get 3550/4000 loot.

    And the biggest change - green walls in Garden aren't ropeable. Still there is a way to get on bridge by mantling on lower tree under bridge, then jump on higher tree (or rope on it) and jump+mantle on bridge. To get back to Garden from bridge simple drop on lower tree while crouching. But you have no access to Casino while ghosting, so you will miss 250 loot from there.

    STATS:

    Time: 1 hour 48 min 14 s; Loot: 3700/4000
    Pockets Picked: 7/8; Locks Picked: 8
    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. #403
    Member
    Registered: Mar 2018
    GOLDEN BOOK OF KEEPERS

    MISSION 3 - EXTINGUISHER / ETERNAL CANDLE


    Funny thing. Before ghosting this campaign I thought it is the best mission. The first time I played I was really annoyed by weird puzzles and confrontation with ice mage in Mission 1. I didn't like eternal darkness and I had no idea where to go while ghosting in Mission 2. But after ghosting previous mission, I realized that this is the weakest mission in campaign.

    First of all, there is no challenging patrol routes. The gimmick of this mission is buying Old Gate key for 500 loot. Which means I need to collect it first and I'm gonna lose it in Locksmith Shop. But collecting will not be easy. Because each loot piece value is 10 or 20 loot. No more than that. And usually there can be only 1 loot piece per room. That's sad. More worth loot will be when we enter Downtown, but it will be still low in quantity. But only few places are tricky to do, so I'm not gonna do detailed ghost report like before. There is also a lot of going back and forth.

    BEGINNING

    You are in Silent Hills. First of all, avoid exploration. Just get out of this district. You will explore after visiting Locksmith. One of the houses on the right has well that will take you to Sewers. Panel will open path to Dark Side. There find keeper and try to steal purse. He will tell you to find Athropos. Sometimes keeper can fall into water. Don't worry, he's immortal, so just dive and talk to him. Then go north to Clearing to Athropos House and use switch on bathroom wall. Read book and leave house. There will be cutscene. Time to go back to Locksmith and grab Semi - Versatile key. With it you can finally start exploring and looting this whole city.

    SUBURBS

    To get coin from Fair Square you will need to nudge stationary guard left past it. In Dark Side there is few places where you need to be more careful. I'm not gonna mention them. But there is one very tricky place to get. Locate Embankment sign. There is 2 patrollers to worry. One needs to go back to canal and other leave in direction of Clearing District. Mantle on sign, then on higher ledge. From here you can get to few high places, but right now you are interested in east pipe. You need to strafe jump to it. Then you need to mantle behind right corner. You do that by jumping forward (east), quickly turning right and mantling. It's easier than it looks. Then just jump to balcony at north. And here you are.

    In Ice Keeper location you need to grab Ice Axe and drop it on one of ice corners. This way I will collect Piece of Ice. But there is visible change in this room. Is cutting ice by dropping pickaxe on it damage property? I don't know. Dropping pickaxe doesn't feel like destroying something by applying force to it. And I can only to this with one certain corner of ice. So I decided to classify this as a puzzle instead.

    Also from Post Office I'm grabbing Screwdriver from broken stairs. This way I will manage to get to Master Builder House easier through chimney.

    GETTING TO DOWNTOWN

    I collected 740 loot at this point, my objective of getting 500 loot is completed. At this point I can go to Locksmith, this will make completed objective to vanish. And if I open blue chest and get Old Gate key, I will lose 500 loot. I decided to not visit Locksmith and not buy this key.

    Go to Fair Square, grab crate and put it on ground in front of market stand. Mantle on crate and go through market stand over crates. Grab both crates and put them on barrel closer to Old Gate. Mantle on them and do strafe jump to wall above Old Gate. Drop on red roof on the right. Right now you can't get back to Suburbs this way. There are 3 other ways: through Locksmith House (I'm not gonna use it), through Sewers and through Canal near Cathedral. You don't have access to crates either.

    First go to right house. From blue chest near merchant frob and take Poison. In left house frob lamp to open secret passage to Locksmith to grab purse worth 500 loot. This money is from me buying Old Gate key. But wait, I didn't buy this key. So existence of this purse is a paradox. I'm not going to meet Locksmith. Before entering Clock Square - save.

    DOWNTOWN

    You will hear bells. Afterwards people will run away. Sometimes merchant and servant may get stuck on lamppost. This means approaching guard will kill them. This also means that loot objective will not get triggered. That's why it's a good idea to reload. Also after people will run away, go into shadow on the left, when guard will pass, go into shadow near Clock Tower behind him. Guard will laugh and this will trigger loot objective.

    I'm gonna ignore SW house. Not only I need to nudge guard all the way to street leading to Old Gate, but also nudge woman inside to the corridor. And my reward for all that is coin stack hidden inside vase and breaking vases is a damage property. So for me there is nothing. In SE house is only main gate lever and main gate is very well protected, so this house I will also avoid. In NE house is lever behind painting, no idea how to open it properly. This way I get valuable painting.

    ANDROMEDA INN

    You can get into Andromeda Inn by going into hole inside Clock Tower. You can't use front entrance to leave, because grabbing key or attacking inn keeper will launch alarm and alert a lot of outside guards. Sleeping woman can actually see you, so enter and leave her room very quickly.

    To get out go upstairs and enter 2nd room near last window with red roof on lower part of window. Wait for patrolling noble to go left and also patroller below to go left. Then do strafe jump over red roof into canal below. It's pretty tricky and you make some noise by stepping on red roof.

    MASTER BUILDER'S HOUSE

    And here is a surprise. Guard in front of Builder's Office has no key on Expert. And due blackjack being only on Hard and lower, I didn't knew that. There is another way to get there. Through Prison, which front entrance is very well protected. So you enter Prison through Canal. Screwdriver is useful to open grate, then mantle inside. Here is Athropos, but I don't want to mess with her just yet.

    Rope up and I decided to release Lord of Time. He's not connected to any objective and he doesn't give any reward either. That's entirely optional. Then use passage to get to Builder's Office roof. Here go to chimney and again use screwdriver to open grate. You will enter kitchen. Don't use lamp. Go to corridor and moss middle between carpets. Go there and jump to the side. Go upstairs.

    Loot this place first. There is no way to grab goblet in front of Study Room, because of guard in front of it and lack of shadow. Then read book under bed in bedroom. This will unlock servant room. There is loot chest there, but you need to be quick. Jump on moss, then to kitchen and use Poison on goblet. That will kill Master Builder. Time to leave.

    Go to front entrance. You need to nudge front guard more into dark corners, then use front door and nudge outside guards to the walls on both sides. And because they are close to each other, you will need to nudge one a bit, then switch to second. Then just go over wall and leave.

    ATHROPOS

    Athropos is in Prison and after freeing her, she's going to run to her house. Luckily her death doesn't fail "no leaving dead bodies" objective. But I decided to give it a shot and escort her. First of all nudge guard in front of Builder's Office a bit to the left towards wall in front of him. Then enter Prison through Canal grate and rope upstairs. Use stairs to go down.

    Enter room with guard near window, crouch and quickly go on his right side. Nudge him into left corner. Leave room and strafe run to wall near other guard. Nudge him right to the right side of exit door. Also lean into window near main gate to use lever. Servant inside will not react to you. OK, free Athropos.

    Athropos easily left Prison, then ran across bridge to Clock Square behind stationary guard to the main gate. I saved near statue and after few tries I realized there is no way for her to survive. And there was no way for me to nudge 3 main gate guards. I played with her conversation resetting after every reload and just went to Sewers. And when I was running through Sewers, bonus objective of her returning home got triggered. Is it because I was far away and guards just despawn or froze while Athropos was keep running? I returned to her later and she was alive. Weird.

    OLD CHAPEL

    With Old Chapel key we can return to Silent Hill district and enter chapel. Unfortunately I am forced to destroy 4 wooden planks (ghost bust #1). Inside just ring bell and go to underground where you use Keeper Medallion and go through map to get key to Cathedral.

    ETERNAL CANDLE

    Cathedral is located in NE part of Downtown. Use Canal to swim there. Unlock Canal gate near side door to Cathedral if you didn't do it yet. Enter Cathedral and leave door open. Go to altar. From shadow near white doors douse fake candle. 2 guards will appear. Go to the back of Cathedral. New passage has opened. There is true eternal candle. Put Piece of Ice on it and wait. Use ice water to douse eternal candle. Earthquake will happen and will alert guards. I don't think it's a ghost bust, because it feels like a script. Run to side exit door, lock it and dive into Canal. Leave Downtown to finish this mission.

    DIFFERENCES IN NON - CAMPAIGN VERSION (ETERNAL CANDLE)

    First of all there is 20 loot less. At the beginning of Sewers there is no central ladder. In Sewers there is no gas trap and no Pump Station. But the biggest change is lack of alarm in Andromeda Inn, so you can just grab key from counter and unlock front door to leave.

    STATS:

    Time: 2 hour 35 min 7 s; Loot: 3140/3645
    Pockets Picked: 1/3; Locks Picked: 19
    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

  4. #404
    Member
    Registered: Mar 2018
    GUARDHOUSE 1

    Thanks to Glypher for providing link to loader compatible version of this FM. It's a blocky mission, but rooms aren't oversized like in other blocky missions. It uses eternal darkness, but not overuse it. And it's pretty short and fun mission. That's why I decided to do supreme ghost run.

    I entered through canal and grabbed 5 coin stacks. From well I used door on the opposite side than terrace above my head. Hear is dark room with 3 loot chests. I returned to well, opened other door and mantled on it. When upstairs guard went left, I mantled to him, stole his key and hid in dark corner of balcony. I waited for guard to go towards locked door and passed him from the right. Inside locked room was Golden Skull.

    I waited for guard to go closer to balcony, locked door and dropped key near door. Then I quickly went behind him into dark corner of balcony. When guard went left towards door, I dropped to well. I went through opened door to stairs. Here is 2 patrollers and 1 patroller above I need to worry. I went behind 1st guard into statue room and hid in shadow on the right. When he left room, I quickly grabbed golden urn and 8 diamonds. This finished this mission.

    STATS:

    Time: 4 min 26 s; Loot: 1400/1400
    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: SUCCESS
    PERFECT SUPREME: SUCCESS

  5. #405
    Member
    Registered: Mar 2018
    GUARDHOUSE 2

    Mission is bigger and harder. Unfortunately it's also impossible to ghost. Main gimmick is shopping. You start without equipment, but you can buy it in the shop. They are available in the mission, but I would need to backtrack. That's why I decided to buy 2 lockpicks. Thanks to that I can enter Locksmith and use 4 levers to open safe with key to Everything (everything except Warehouse where is nothing to collect). This means I don't need to collect any key in this mission.

    From roof go to window of north house to get golden bracelet. I had a lot of problems to find this place. Also you need to go to Basement. Unfortunately it's guarded by stationary guard near table that turns from table to other Evidence room. Problem is he's turning left where door is located. I managed to nudge him a bit to left while he was turning, but it wasn't enough to pass him.

    Then he turned right. I noticed this in other missions that sometimes stationary guards can surprise you in that way. They turn in your way even though they never do that normally. I realized why it happens. It happens, because I was very close to his right side, so it forced him to turn around from the right. This allowed me to quickly run around him to the left and to the door. That was tough.

    In Basement Chipley is located in Cell #2 and with key to Everything you can open cell easily. Next part is tricky mostly because patroller on the right who stops and observe area. You need to go left with body. Guard in front of Vault will spot you, close gates and run away. He's scripted to do it every time he will 1st alert to you, but because of closing gates and no shadow, you need to get in his view range. He will ignore you unless you are too close to him and he will run away. But even if it's scripted, I still think it's a ghost bust.

    Leave Chipley in shadow and bring elevator down. For some reason closed gates will open. I have no idea why. I didn't open them yet and when I'm outside of them, they don't open. Weird. Open Vault and loot it. Then you need to go past tricky patroller I mentioned earlier to 2nd Prison. On highest difficulty easy route is blocked and you can only go there via trapped floor. There is path, but unfortunately broken. From center of room I needed to jump to the end to avoid launching traps and alert crazy prisoner.

    In 2nd Prison I doused 2 torches, then opened Cell #1. Inside I found note. Then I returned to Chipley and used elevator to leave. Exit is blocked by guard, but if you hug right wall, then you will avoid even 1st alert from him. Mission completed.

    STATS:

    Time: 18 min 23 s; Loot: 2433/2433
    Pockets Picked: 3/3; 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

  6. #406
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth

    **RECENT CONTEST MISSION! SPOILER WARNING!!**

    Game: Thief 2
    FM: Into the Odd [TMA 20th Anniversary Contest]

    Ghost - Success
    Perfect Thief - Chemical Success
    Supreme Ghost - Failed
    Perfect Supreme - Failed
    Time - 2:54:04
    Loot - 6593/6593 (Supreme: 6578)
    Pockets Picked - 4/10
    Locks Picked - 15
    Secrets: 0/0
    Backstabs - 0, Knockouts - 0
    Damage dealt - 0, Damage taken - 6 (Perfect Thief only)
    Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
    Consumables - 1 Invisibility Potion & 1 Speed Potion (Perfect Thief only)

    See the original report here!
    Loot list here!


    Comments:
    Like many other members of the forum, this mission started out being a mixed bag for me. It ended up, however, as one of the most mesmerizing experiences of my Thief career. I firmly have this in my top 10 missions of all-time, possibly even top 5. It is certainly not because of traditional Thief gameplay, but instead groundbreaking due to exactly that. The sanctuary I put as one of the most astonishing locations ever made in a fan mission. How can a map have such a place, and then pleasant, day-time streets going for it at the same time? Puzzling. But then again, I was going: into the odd.

    Storywise, there wasn’t much to go on at start. I was being chased by Bloody Polly’s henchmen, for reasons unknown. Basically, I was to escape their hunt, find a blackjack and lockpicks, and then locate a hideout in Millhold. I knew from the info file there would be other objectives at some point. No purchase screen of any kind either. Not that it was admissible for Supreme.

    Escape
    The opening streets were fairly limited in scope. A closed gate and a pivoting stationary watchman covered the entrance to Yeoman’s Market (see image below). The streets moreover had three patrollers. A woman covered a stretch from Drowner’s Dock up to the underpass just south of the pub. Then there was a swordsman with an eye-patch who walked from the treatment plant gate down to the alley south of the factory. They both stopped at predictable points, yet could head either way again afterwards. Highly unpredictable. The third enemy travelled all the way from the starting latrine, and in a straight shot south to the fishmonger stand. He was the least of my worries. After learning all the patrols, I found a few convenient dark spots and planned my route.





    The factory was my initial target, as I needed the replacement gear to get to the sewers. After taking the coins at the market, I leaped to the metal railing and entered the factory on the top floor. Another patrolling guard, an archer, covered this level and the outside alley. Luckily, I found a dark spot on a pipe before he appeared (see image above). I discovered he could even see me through the door window. Found two pieces of loot behind a brick above the desk here. I couldn’t replace the brick, so I put it on the desk as close to the hole as possible (see image below). Putting it flat made more noise and alerted the outside archer, so I put it vertically instead. Exited via the bottom floor door, after getting what I needed. I never touched the gate.



    From here, I basically had to get to the junction station without getting spotted, picking up a few pieces of loot along the way. I waited underneath the shade cover just north of the factory, timing the two patrollers here (see image below). Since their routes were somewhat random, an opening emerged soon enough. Only the swordsman ventured in the direction of the treatment plant, so that area was a lot easier. I decided to close the treatment plant gate behind me. That was required for Supreme, and I knew more enemies would spawn later. I just figured it was better to do it now. I required flipping the lever in the junction station, close the entrance door, and rush through the gate before it closed. Tough, but well doable.



    Sewers
    The sewers had no enemies to bust from, but there were a few gates and hatches that had to be closed up due to Supreme rule #7. The easiest ones to forget were the gates by the cannibals. They were both operated by a lever on the inside of the lowest gate. I could flip the lever and rush out before that gate closed, but then the other gate was closed and I couldn’t proceed (first image below). Instead I had to wait until after I got the mangled key. There was another gate there that only had a button to open it, but couldn’t be reclosed (second image below). Then the Supreme rules allow leaving it open. If I had been able to mantle back up to the vent shaft above, then I wouldn’t have had to open this gate at all, but it was too high up. There was nothing to stack to get elevated either. At least I avoided the bust by managing to close the two previous ones. From here on it was linear gameplay until the sanctuary.





    The only thing I needed to pick up here at this time was the old-looking key. The mission could be broken quite substantially by mantling up to the balcony in the southwest from the staircase statue (see image below). This way I could get most of the loot around the compound without having to deal with the patrollers that would spawn later on. However, I opted out of this skip, being pretty confident those loot items would still be accessible when I returned. It would pose an extra challenge, the way the mission was intended.



    I arrived at the top floor of Balnebrich’s. There was another “hidden” door that I had to close behind me, without the possibility of returning (see image below). I had a bad feeling that it was a poor choice, but I didn’t see any reason I would need to return the opposite direction later. Hopefully that bullet wouldn’t come back to bite me.



    Master Balnebrich
    Balnebrich’s mansion actually wasn’t that difficult. There were no stationary guards, only 3 patrollers and a sleeping guard downstairs. When that is the case, it’s normally just a matter of waiting out the patrols until they’re timed right. A few hallways were very lit, but plenty of pillars served well as hardcover. Little to no tile around also made things easier. The pool room was my favorite, by far. Some hidden loot on a ledge above the canopy (see image below). Also found a caged crayman down below (see image). There should’ve been a hidden objective to free him. That would’ve made my day.



    To the Aqueducts
    Received my updated objectives after overhearing the Marketmaster’s conversation. My primary goal now, however, was getting Hoel’s lockpicks. I needed to reach the aqueducts in the northeast, and that meant crossing through the eastern streets once more. They had changed since last time, and would change again after returning from Hoel’s. I didn’t think the Marketmaster’s district would change at all, so I could safely return here later. My first task was thus to open the gate at Yeoman’s Market. Luckily, this gate couldn’t be reclosed. The lever stopped being frobbable, which means it is no bust to Supreme to leave it open. A very frequently pivoting archer stood his ground behind the fishmonger’s stand on that side (see image below). Two other patrolling guards also ventured over here. They had the same, predictable route, and they were fortunately walking only a few feet apart. It would’ve been a lot worse with those two spread apart.



    The only new building I could visit in this district (or so I thought) was the junction chief’s apartment. Since I now had rope arrows, I could reach it through an open window above the pub. There was another stationary guard outside the factory gate. He had three facing angles; north, west and southwest. He didn’t seem as alert as the other enemies in this district though. Several times where I thought he would comment, he remained silent. Only if I got close did he seem to alert normally. Perhaps his vision distance had been reduced, or something to that nature. Anyways, when he faced southwest, I could climb my rope to the apartment (see image below).



    From here to the aqueducts was easy. I managed to close the access hatch as I dropped onto the ladder. I seemed to remember the hatch would close by itself later, but I mostly wanted to see if it could be done. Well, it could.

    The aqueducts themselves were non-problematic. Also closed Hoel’s door on my way out. There was no need to return here later. I now had the chance to reset the hatch operated by the mangled key, as well as return the key to the gear pit. This was possible because I now had the lockpicks that enabled me to open another gate to the boiler room. This gate couldn’t be reclosed and therefore didn’t bust Supreme. It seems a bit silly to reclose a hatch only to open another one, but hey.

  7. #407
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Candlehats
    Another pickable door took me to the toughest place in the mission so far; the sewer maintenance section. Two floors of metal walkways, two stationary guards, and two patrolling workers with candlehats. Yes, that’s right. They were wearing hard hats with candles on them. Practical I guess, if you need both hands available. Anyways, they were by far the toughest to dodge. The whole area wasn’t big, but they could see me from either floor, and they were vigilant. I think they had a similar patrol route, but were on opposite schedules. First, I rounded the corner north and aimed for the stationary thief’s purse. He faced north, east, and south. Only the former position was beneficial. After grabbing it, I quickly dropped to the level below (see image below).



    Next, there were two pickable storage rooms at the western end of this floor. Only one of them was interesting and had loot. The area outside the door was well lit, and both patrollers could see me from up above. The central office was the most difficult place to reach. Dodging the troops, I leapt from the broken ladder to the south, climbed up, and hopped furthermore onto a small ledge outside the office window (see image below). The thief from before was within view for part of this trip, but a large pillar helped me out some. I mantled inside and sought shelter in the back of the room.



    A stationary guard covered the only door to this room. He never made any first alerts, as far as I could tell. Not even from the door opening two feet away. However, there wasn’t enough room to leave without nudging him, and that is not allowed for Supreme. The window it was then. I decided to take the eastern one to get out. The thief again had to be turned north for this move to work. It was hard, as I was bright and in view of both candlehatters. Timing their routes, I jumped onto the staircase to the east (first image below). Most of the time I landed in a soft, cushioned crouch, without really trying to. The distance was just so I ended up on the stairs’ silent edge. I got the purse from one of the patrollers from underneath the stairs here.

    Snuck southeast and found another pickable door further south. This entire room was pitch black, but with two pieces of loot. That was it, so I continued west for the exit. The non-verbal stationary guard mentioned before had to be facing north for me to pass the hallway successfully (second image below). He also faced west and south.





    Sanctuary (What a Place This Is!)
    Although this place was highly intimidating due to color scheme and atmosphere, there were only 3 enemies to worry about. The apparition with glowy eyes (the owner?) kept a fast pace between the central tower and the staircase in the east. He only stayed on the uppermost level. Then of course you had the eyeball beast roaming down below. It was even faster than the apparition, and had a randomized patrol route, but there were plenty of shade around to dodge him. Lastly, a masked, cleaver-carrying she-beast patrolled a two-floored building in the southwest. There was also a mummy tucked away close to the exit in the east, but it wasn’t necessary to ever get in contact with. To reach that exit, I needed the sanctuary key from the top floor of the she-beast building, so I headed there first. A hellishly difficult metallic walkway took me there. I couldn’t get a feel for its clipping border. Several times I got stuck along the rim, only to either fall to oblivion or hop onto it with a clang. The she-beast’s patrol was predictable and simple. A few traps to worry about upstairs, but nothing too fancy. The bottom floor was tiled, but there was a convenient wooden beam by which a rope arrow enabled me to circumvent the stairs (first image below). A plate on the table down here was all of interest, but there were no shadows at all to speak of. The exit door was pickable, but couldn’t be relocked, so I wanted to avoid it. I took the metal walkway back instead. Had to return here to return the key later on too.

    Went back the way I came and lock-blocked the exit gate with the sanctuary key. A nice trick when you need to both lock the door and return the key. Some people ridicule that method, but I’ve never had an issue with it. It’s no engine exploit in my book. On my way back I leapt from the open window across the garden below, mantling up a ledge with a sleeping corpse (literally, laying on a couch) (second image below).





    The eastern temple had our first real ghosting issue. A lab of some sort had a lever panel in the ceiling. Flipping it revealed a massive face-statue behind a bookshelf. Two pieces of loot was located in its forehead; a ring worth 100 and a blue gem worth 15. Once both of them were taken, the statue face disappeared and respawned alive and vigilant in the opening of the exit doorway (first image below). There seemed no way to get past it without getting spotted. For regular ghost, I downed an invisibility potion and tried squeezing by. It spawned slightly to the left of the middle, so the right was the best side to go for. I got partly through, but died as I fell beyond on its backside. It dealt instant damage by touch, so I didn’t have more than a few seconds to work with. I even tried drinking healing potions and eating healing fruits during the process, to buy myself more time, but to no avail. It almost seemed like it had a lethal spot where I died instantaneously. I also tried experimenting with putting certain items in the spot where it spawned, thinking that this might push it further left, or something like that. Again, no Bueno. I remembered that trick working with a rubble piece on Markham’s ghost in Precious Cargo. Then I thought perhaps a speed potion would help. After all, it seemed damage was dealt per second of me touching the statue. I bound speed potion to ‘s’ and tried again. After only a few attempts, voila!! I got through! The first time I lost 8 health points. The next time I did it, I lost 6 (second image below). That was the best I could do. I don’t see any way of getting through without taking damage, and drinking the two potions is an absolute must. For Ghost that meant Perfect Thief was still possible, albeit a chemical success. My priority is usually Supreme, where the use of potions aren’t allowed. For that mode I skipped the gem worth 15 and left. Remembered to close the bookshelf panel on my way out.





    Next I raided the shrine behind a pickable, slanted door further west. The eyeball beast had the outside room as part of its route, but it was dark enough to stay unnoticed. Lots of loot in there. Now I could finally return the old-looking key from my first visit here. I had to time the she-beast’s patrol route upstairs. The pickable door to that area had an open window in it, so sound traveled much better through it. She had to be on the top floor not to hear it. Dropping metal on metal will be Garrett’s downfall one of these days. Had to pick one of the five pickable locks upstairs in order to get a goblet, but I could leave the other four locked. Like I said before, I do my utmost to leave pickable doors untouched.

    In order to avoid picking more locks, I mantled up from the statue to the pool balcony in the southwest. This was the route explained during my first visit to the sanctuary. From here I could easily access the two levels of the central tower. The lower floor lab was my favorite place in the entire compound (see image). So much detail and mystery packed into a small space. Love it. Dodging the striding specter, I returned the sanctuary key to the bedroom. Since I had lock-blocked the gate to the west, I could close it behind me and leave Supreme clean.

    Balnebrich Revisited
    I now arrived in Balnebrich’s basement. This was a wonderful way of looping back to the city, and now of course I had my lockpicks. This floor only had a spider bot and a watcher to worry about. The spider followed a golden child, but it was completely deaf. It only alerted to visual cues, but then went straight to attack mode. The watcher naturally was also deaf, so there was no need to worry about making noise down here at all. First, however, I went up the stairs and visited the pickable bedroom in the northeast. It had one piece of loot I wanted. There was now a guard in the small hallway outside the bedroom door, but he luckily didn’t alert to the lockpicks. This floor moreover also had an extra maid in the dining area and a new smoking guard by the main (but unfrobbable) entrance in the south (see image below). Passing this area from any other direction than the basement was difficult, so I found this to be the best way to reach the bedroom safely. I could have also reached the now accessible servants’ quarters, but that required picking a locked gate, and there was a way to avoid that. So I returned to the basement for now, closing the secret entrance behind me.



    The toughest spot was the tiled hallway just outside the pool room (see image below). I could approach it from either direction, but it involved timing the watcher quite well both ways. In the end I found the sweet spot and managed to rush in behind the middle pillar to the southwest. There was only a tiny spot where I was dark enough not to get seen by the passing spider bot, but also gave me hardcover for the panning camera. The candlestick in the pool was reachable while keeping the pillar between me and the watcher. Then I rushed further southeast to clean the rest of this floor.



    I ascended by way of the rotunda next to the lab. A rope provided access to either of the upper floors (first image below). I went all the way to the top and looted another pickable bedroom there. From there I looted the pickable treasury in the northern hallway. Brilliant maneuver to tease the player in the open like this, knowing the lockpicks isn’t available yet. Well, they were now. I could wait in the shadows to the east for patrollers to clear out (second image below). One guard and a guy with a strange, red hat came up the stairs further east of here. The only one that stayed was an archer alternating between the top of the stairs and the balcony above the garden to the northwest. He sometimes stayed at the end of the patrol, and sometimes he just turned around and headed back. When stationed on the balcony, I could pick the lock freely. I needed two full patrol cycles to get the lock open and retrieve the loot.




  8. #408
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    I now took the backway into the middle floor servantsí quarters. The gate to the pool control room was actually frobbable from the pool side (see image below). There was no need to lean through the gate even, you could reach it from the right end of the gate, just when the lever was slightly out of view. You could only reach it when you were in between crouching and standing, it seemed, so there wasnít much in it. Anyway, it circumvented having to pick the main entrance door.



    The servant quarters itself was devoid of people. The guard and the servant that had previously blocked the entrance were now gone. The private court to the east was also quite easy. There was no loot at the astrologerís, so I could skip that place entirely. When opening the gate to Chitterling Court, however, the door to the torturersí basement that I thought was supposed to be open, was not. The purse down there was thus not available at this time. After inquiring about this issue on the forums, I was told to my amazement that the control box operated by the mangled key in the sewers also controls this door! That meant the last time I passed this area, the door had been open, I just failed to realize it. Now, because I had locked up that hatch and even returned the key, this door had closed up again. I therefore had to reload to before closing up the sanctuary door, go back through the sewers to reopen the mangled key hatch, redo Balnebrichís and the Private Court, before finally getting the purse in the basement (see image below). Of course, this meant I had to return yet again to the sewers in order to close up the door + hatch and return the mangled key for the last time. Supreme Ghost can at times be extremely frustrating.



    The Marketmaster
    I went back through Balnebrichís and tackled the streets to the west. Cleaned the smokehouse and the bastion easily enough. Although there were quite a few people at the market, I was able to open the entrance to the tomb without anyone seeing or hearing me. I thought the jump to get to the lever would be too noisy, but nobody said anything. I bounced across from the lookout tower to the nearest open window to the Marketmasterís (see image below). From the other window, I could also mantle up the ledge further west and get the single coin up there.



    The only issue in this building was the top floor, but it was an utter nightmare. To begin with, I did manage to avoid picking the lock on the gate leading to the staircase. I could mantle up the painting (!) in the northwest corner of the hallway, then furthermore up the window frame on the northern wall (see image below). I needed to time the patrolling archer, but more importantly, the masked lady in red on the top floor. She had a short patrol in a room to the southeast of the window I mantled into. She stopped at either end of her patrol and waited for a while. She never said anything when stationary, no alerts, no idle chatter, nothing; just straight to attack mode. She did, however, alert as normal when walking between the end points of her small route. During her stops, she did make a scripted search maneuver a couple of times, but that wasnít due to seeing me. The western stopping point sometimes pushed her onto the table by her window. The first time I thought she was stuck, but she always continued her patrol afterwards. I simply had to be lucky with the mantle and hope she wasnít there at the window. The other end of her path was by the golden egg cage, staring straight at it.



    There was another girl on the top floor as well; a maid of some sort. She was carrying a candle, doing continual counter-clockwise rounds encircling the loot cage. A third female, a guard, was stationed behind a curtain in the southwest, a bit further away from the cage. She couldnít see anything, but the entire floor was tiled, and she could definitely hear me. There were a few rugs on the west side of the cage, but they werenít of much help. The two moving women were the issue, combined with the noisy floor and the servantís candle. I soon got a good feel for how big the radius was on her light source. I gave it a good bit of distance and then could move in closer behind her. I basically had to follow her around the premise, staying at her back as much as possible. I couldnít move as fast as her on the tile, so I had to wait in a few spots before she returned on her next cycle. I also had to be very wary of the madam to the northwest. Remember, she didnít first alert when stationed, only when moving, but she could still give settling remarks upon resuming her patrol, which naturally was a bust all the same. Doing frequent hard saves up here was a smart idea.

    The first spot I waited in was around the corner after heading down the hall on the cageís south side. This was where I could enter the closed-off section with the third female guard. Right outside her tent was a patch of shade that kept me concealed as the maid passed (red arrow in image below). Next, I mantled the dining room table to the east and crawled over to the northeast corner. There was a penetrable curtain here, hiding a tiara on a statue. This was the last piece of loot I found when I played the mission the first time. Getting there involved close monitoring of the lady in red, as she could see me through the cage barriers. On the maidís next round, I snuck out and crawled through the next permeable drapes to the north. These concealed the control box for the magical seal protecting the egg. I picked the lock to turn off the device and hid in the northwest corner of this area. From here, I could lean through the curtain and monitor both women, without getting caught by the candle lady (see image below). Once I found this spot, things went a little bit smoother.



    My next task was to pick the lock on the cage door itself. The lady in red had to be fully stationed at her northeastern spot in order not to hear it. The patrolling maid had to leave the room and enter the hallway to the south. There was just enough time to get the door open and return to my hiding spot before she emerged around the corner again. It took a while before their routes lined up so that this was possible. I think I waited 4-5 loops before the chips stacked correctly. If I picked the lock when the other woman was stationed by the cage, she didnít give a first alert, but gave a settling remark a few minutes later. The first time around I was on my way back downstairs when she did this, and I didnít understand until later that she had actually heard the lockpicks.

    My final job was then to grab the egg itself. I wanted to do this and follow the servant back towards the staircase in one fell swoop. Again this required the other lady to be over by the window for the duration of the process, which took a few more patrol sequences. It worked after not too long. But then came the big blow. Both women alerted to the golden egg missing from the cage! These remarks are different from normal first alerts, and there are no settling remarks to follow. I do consider these as weaker busts to the Supreme mode than regular comments, mostly because they are not due to getting seen or heard. They can be compared to alerts given to spotting an open door, a hanging rope, or things of that nature. I even think this was more excusable, as it was a direct consequence of taking an objective. Most loot items will eventually be detected as missing anyway, itís just that Garrett isnít around to hear the reactions. But they were busts nonetheless. I was still happy to be able to loot the entire floor free of any ďtraditionalĒ alerts.

    On the way back down, I dropped from the window I had mantled up earlier. This time, the woman had to be stationed over by the (now empty) egg cage (see image below). I grabbed the cleverly placed diamond from the chandelier now as well. There was another one in the room further southwest too. Timing the archer below, I landed softly on the end table. The rest of the building was no chore. I exited via the bathroom drain pipe.



    The Market
    All that was remaining was loot, and all the rest was in or near the market. I got the coins from the arrowsmithís and the vase from the apartment just southeast of here easy enough. Two city watch guards patrolled here, an archer and a swordswoman, but there was a patch of shade at the south end of the underpass where I was safe (first image below). I tried approaching the main market from here, but it was just too busy. Plus, this was against the circular patrol path of the aforementioned archer, so I was bound to run into him sooner from this direction. The western end was quieter, but there wasnít a single patch of shade anywhere. The best way I found was to observe matters from the bastion above (second image below). I could lean around the corner from darkness and study all the patrols carefully. One of them was the marketmaster himself checking in on two salespersons at either end of the market. They luckily faced away most of the time, but the sir could easily spot me. The eastern end of the market was lower in topography, plus there was a semi wall on the east side of the bastion lookout that partly blocked his view. The other issue was a swordsman outside the mansionís main entrance. He walked east-west patrols, with a brief stop at the east end. Luckily, there were archway pillars along the border of the building that provided hardcover. When the coast was clear, I dropped left and entered the open tomb entrance. The doorway here was also dark.





    The tomb itself was free of enemies, so nothing to report there. Coming back up, I went for the most difficult piece of loot: a gold goblet in a windowsill in the mansionís front patio (see image below). I had to time the guard so that he was heading east, just passing the goblet when I entered. The archer patrolling the streets had to be gone, and the marketmaster had to be by the lady at the eastern end during this play. I leapt from the wall to the right of the lookout tower over to the archway outside the goblet. With a bit of luck I would land on the edge, without making noise. I then had to sneak over, get the loot, and sneak back out the archway. During the last stretch the guard had stopped and was facing north, so creep-crouching was needed to avoid the first alert. Once I got to street level, the arches blocked his view, so I could actually run west back to the underpass outside the arrowsmithís. The female guard patrolling here was fortunately nowhere to be seen.



    I made my way back around to the bastion and closed the tomb entrance. I monitored the patrollers like before, and dropped heading east this time, grabbing the two remaining pieces of loot along the way. The lady by the stand here never first alerted to me, which made things easier.

    The only thing left was getting to Millhold. One new guard had spawned in the control station in Yeomanís Market, although he wasnít the problem. Remember the swiftly pivoting archer east of the gate? Well, he was still there. Timing his rotation, I ran up to his right as he faced east. I then started creep-crouching towards the ledge (see image below). He also faced northwest and southwest. In the latter position, he caught me right away. He needed to face northwest or east until I got to the ledge. After that, he caught me if facing east only. On the plateau below, he could also catch me facing east just before I dropped. Beyond that, I was safe to leave and end the mission. What an incredible ride this was!!



    Notes
    - Skipped a blue gem worth 15 in the east temple at the sanctuary for Supreme. The spawned statue blocked my exit path, and the only way to get past it was by using an invisibility potion and a speed potion, and taking near lethal damage.
    - Took two first alerts from the women on the top floor of the Marketmasterís after having taken the golden egg. They alerted to the item missing from the cage. Supreme busts.
    Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
    Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays

  9. #409
    Member
    Registered: Mar 2018
    THE GUARDMEN OF HADDUR

    Another mission from Haddur series. This one is better than campaign I ghosted few months ago. It's still empty though. Only Normal (Haddur) difficulty is available. First you need to reach Crypt in Cemetery. Just after pair of people is red key. It's impossible to ghost it and only man can attack you. So I'm going behind man and I get spotted by woman who run away (ghost bust). I nudged man to get key. Then I went to Whorehouse.

    Here is 3 pieces of loot. Easy to grab. Go to the attic. In room with dead body is key to Sewers. Use manhole outside Whorehouse. Go left into Sect Headquarters. Inside building is key on table. Go behind woman who looks like Lara Croft and hide in dark corner on top of stairs. Quickly run to shadow under stairs leading to top floor. Steal thief's key and 3 nuggets. Then go along left wall for rest of loot. Inside safe is book completing 1st objective. Never found a key for it, but you can take it through safe door.

    Return to Sewers and use other manhole. Now you need to go at the top of central fortress and from there go to roof of Sect Headquarters. Rope up to it. Use one of white keys and enter top floor. Frob witch to free her. To get out from roof without leaving rope arrow, mantle on lamp, then on wooden beam, drop on wooden railing of small balcony on the other side and in the end drop on pipe.

    2nd objective mention freeing guards and using them to kill all enemies, but not only it's long and annoying, but also completely unnecessary. Just return to starting point and meet with witch. Mission completed.

    STATS:

    Time: 19 min 13 s; Loot: 700/700
    Pockets Picked: 3/3; Locks Picked: 0
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: IMPOSSIBLE
    PERFECT GHOST: IMPOSSIBLE
    SUPREME GHOST: IMPOSSIBLE

  10. #410
    Member
    Registered: Mar 2018
    WANTED: DEAD OR ALIVE

    ENTRANCE


    You get 30 water arrows, so it's easy to assume that there will be a lot of torches to douse. Oh, and I'm starting with 1 body discovered for some reason. First I douse torch on the right. Steal a key and go through door. Next guard is turning and he's under 2 torches. There is also patroller on the other side that you need to worry about. I managed to nudge guard without dousing torches. Then I went right to yellow guard, stole his key and entered house.

    GETTING YELLOW KEY

    Here is patroller easy to avoid. Next is room with patroller and archer on balcony. Hide in dark corridor near table. Then crouch and lean for 3 bottles. Then crouch and go behind patroller towards double door and open left part with a key (right part can't be opened). Next douse 2 torches. Guard on the left go stuck in the floor and he's turning like crazy. That's really unfortunate.

    For now go straight. Choose left path and douse torch near metal door. Picklock door, you can hide in dark corner. Inside is patroller and servant on random patrol routes. Douse both torches, but be careful. Servant can very easily 2nd alert to shots, so be sure that he's as far away as possible. Go along left wall and open right door. Douse torch and mantle over bed. Grab yellow key from table and chest from corner.

    Now wait for yellow guard to pass you and visit other metal door. Past Dining Room is Casino. Douse 3 torches and grab all loot from table (including 3 tiny rings). Ignore Barracks. There is purple box worth 100 loot, but sleeping guards wake up immediately and dousing torches don't make enough shadow to sneak to purple box.

    KILLING BLAINE

    Return all the way to stuck in floor guard. For me he's not stuck anymore. Pass him and other guard to metal door and open it with yellow key. Here is stationary Hammerite and 2 patrollers. Archer can stay in random spot and start turning around. He will not move from his position anymore. Other patroller may get stuck in floor. Go into room with 8 cells and douse 3 torches. Go to last door and douse 2 torches. For me archer stood there.

    In last room is Blaine. Lean to door and shoot gas arrow into him, then kill him with a sword. Also grab his key. Return to door opened by yellow key. Guard that got unstuck ended being stuck in wall. KO-ing 1 guard alerts the second, so I decided to shoot gas arrow in floor between 2 guards to defeat them both (ghost bust #1). If other guard wouldn't get stuck in floor (he kept doing that whenever I was in the area after every reload), I could nudge guard looking at stairs. But with fast turning guard stuck in floor, it just wasn't possible.

    KIDNAPPING SHERIFF

    Quickly go in shadow at the end of the road and douse left torch. Next is corridor with 2 torches and yellow guard. Unfortunately both dousing left torch and running along wall, 2nd alert this guard (ghost bust #2). While he's searching for you go to Sheriff Area.

    Douse 2 torches on columns when yellow guard is very far away from them. Then go to Ramirez. He's frobbable, which I believe is a bug. I prefer to KO him. Also grab loot from right chest and Ramirez has also a key.

    Go forward to outside area. Douse 3 torches while crouching. Then drop down. Run to hole and fall there. Use Ramirez body as a cushion and go to exit.

    STATS:

    Time: 27 min 10 s; Loot: 950/1050
    Pockets Picked: 3/6; Locks Picked: 2
    Back Stabs: 0; Knock Outs: 1
    Damage Dealt: 31; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 1
    Bodies Discovered by Enemies: 1

    GHOST: IMPOSSIBLE
    PERFECT GHOST: IMPOSSIBLE
    SUPREME GHOST: IMPOSSIBLE

  11. #411
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Game: Thief 1
    FM: Calendra's Cistern ND

    Ghost - Success
    Perfect Thief - Failed
    Supreme Ghost - Success
    Perfect Supreme - Failed
    Time - 1:20:23
    Loot - 4577/4897
    Pockets Picked - 7/9
    Locks Picked - 6
    Backstabs - 0, Knockouts - 1
    Damage dealt - 1, Damage taken - 0
    Healing taken - 0, Other Kills - 0, Bodies Discovered - 2
    Consumables - None

    Loot list here!
    YouTube let's play here!

    Comments:

    In 2015, Calendraís Cistern was re-released for NewDark by Antimatter_16, after consent by Purah. Included were many important fixes, as well as some potential improvements on my previous run. This report will only include descriptions of the differences to my last playthrough from 2013 found here.

    The first difference was in the observatory above the party. The spiders now patrol the way they are supposed to (see image below). I donít think I ever saw them both in the right location before. One was always stationed outside the cage entrance, alerting to my lockpicks. This time, I could get the Summonerís Stone without a bust! I could get caught a bit easier underneath the cage, but this was only a minor issue. Interestingly, included in the missionís changelog was a note about the spiders no longer alerting when the chest is lockpicked. Iím not sure if this was done deliberately, or if it was just noted as a consequence of them now being farther away.



    Another significant fix was Adriusí howl when taking his head from the chest at the party. I successfully timed the hatch behind the chest so that the sound didnít travel up to the other guests. This was described in my last report, but the script was somehow broken in NewDark. Well, Iím happy to report it now works, but that it can still be ghosted, Supremed even. Furthermore, Antimatter also pointed out you can bring Adriusí head back to Farkusí shop and feed him the dried frog there (see image below), instead of buying it first. This was great news, as it meant I didnít have to waste the 125 gold! It was a bit cumbersome dragging his head back through town though, as it didnít register as an inventory item until after being fed.



    After opening the shrine door with the key from Calendraís house, the fight between her and Brimstone now runs the way it apparently was originally intended. Firstly, Calendra teleports to the shrine, instead of walking from the party area. Secondly, both the spawned zombie and fire elemental die as a result of their masters dying. This means there is no-one left to sneak past once the fight is over (see image below). I always had to lure Adrius down there and initiate the never ending fight between him and the zombie. That messy ordeal can now completely be avoided.



    Heading back up from the caves after taking the cylix, I was always forced (or so I thought) to trigger the boulder trap in the winding staircase. I always saw this as the inevitable Supreme bust, despite maybe one day those pesky spiders would be fixed. Well, Iím happy to report that there is a way to avoid it! If you drop off the first layer of the ledge on the south side, about halfway up the ramp where you see the hole in the ceiling above you, you can safely travel along the outer rim of the staircase without triggering the trap (see image below). Itís not enough just to be physically dropped, you have to be almost falling completely off the stairs. I assume the engine detects where Garrettís midpoint is, and thus thinks he is off the stairs. When inching up, you have to angle almost back towards the stairs 45 degrees, in order to climb in a straight line. It took a bit to find the right method, but it is easily repeatable.



    The last difference is at the art collectorís. I could never return his key to the little alcove behind the banner. Now, the physics of either the key or the alcove (or both) has been altered to make this return possible (see image below). The silver coins in this room and the diamond from downstairs can therefore be taken. That adds 112 more loot to the total.



    Notes
    - Couldnít enter Lord Wimpleís to steal his gold. Breaking the window is the only way in. 25 gold skipped.
    - Had to skip all but one piece of loot in Calendraís basement for Supreme. Anything more sets off the jumping skull. Taking a third piece spawns an alerted zombie. For normal Ghost the vase worth 100 can also be taken.
    - Alerted the frog outside the old witchís house when picking the door. Skipped the jar worth 50 in there for Supreme.
    - The 2 bodies discovered are from the fights between Adriusí haunt and the party guests. Not a bust.
    - The knockout and damage dealt is from blackjacking Ragnor. This is explicitly directed in the objectives and therefore not a bust.
    Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
    Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays

  12. #412
    Member
    Registered: Mar 2018
    3 DISTINCT ADVENTURES

    3 mission campaign by Cardia. This one I tried to avoid. It has 3 completely different themes. First one is beat 'em up mission just like Playground of Doom. Kill every enemies and boss. They are impossible to ghost. Mostly they don't have shadow, though this one is easier, because we have allies. Still it's my least favorite mission. Mission 2 is temple with some fights, but main focus is on puzzles and platforming. Mission 3 is standard Thief mission and this one is the most fun. So this will be weird journey.

    PART 1: CAPRICA'S OUTPOST

    FIRST FLOOR


    The key to ghost this floor is to have luck that Mechanists will win most of the fights and luring survivors to black haunts by abusing save/load and blocking them from going back. Unfortunate part is after starting the mission you must listen to long conversation. You need to wait few minutes for it to end and then check the result of fights. After few restarts I managed to lure Mechanists to kill almost every haunt on this floor. The only survivor was from room containing Golden Mechanist Mask, which is optional objective and because of him I couldn't get it.

    Getting to bathroom after getting Mirror Locker key was tricky. I needed to wait couple minutes for haunt to calm down. Then I mantled up from crouching position and quickly ran to window, then I ran to bathroom to grab Remedy from mirror locker. To return I ran to vent and quickly crouched to drop quietly. Oh, one more thing. Vents may sound quiet, but running in them actually 2nd alerts enemies, so move slowly there. Then go to glass door in elevator shaft to get Kitchen Keycard and ride elevator upstairs.

    SECOND FLOOR

    First haunt must be avoided from right, then quickly enter metal corridor. You are pretty safe here, but crossing it is harder because of patrolling haunt. Go behind him to the middle of corridor and quietly climb slope on the right. Wait for haunt to pass. Quietly descend. You can do that by going against higher ledge and sneak to exit. You must be fast and quiet. It's hard. Close door.

    Here is good shadow. Haunt is watching Kitchen. Open doors, so haunt will spot Mechanist and run to him. Mechanist is stuck on other side of table, so you will need to wait a minute for a fight. Mechanist must win, but that's not all. He and servant must go closer to Teleporter Room while you grab keycard from under table and open Teleporter rooms. When Mechanist will start battle with 3 haunts, use invisibility potion and run inside. Use panel and stand on teleporter. Pray for Mechanist and his servant to survive long enough, so you will manage to teleport out of this place.

    ALIEN BASE

    First haunt is easy to dodge. Just wait under painting for him to turn, then strafe run to him and dodge him from the right. Use code to unlock Talisman of Air, but don't grab it yet. Go to super fast haunt leader, backstab him and immediately use invisibility potion. Kill him. It's impossible to kill him in 1 hit, so that's a ghost bust. Luckily he can't see us, so he will not shoot any fireball, which alert other haunts. Grab talisman to be teleported close to portal.

    You have speed potion and must do long jumps over pit to portal. It's possible to do strafe jumps, but it's hard. Still it's a good training for long jumps in next mission. There will be no speed potion to help us.

    STATS:

    Time: 33 min 56 s; Loot: 0/0
    Pockets Picked: 0/0; Locks Picked: 2
    Back Stabs: 1; Knock Outs: 0
    Damage Dealt: 50; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 1
    Iron Beasts Destroyed: 0; Disabled: 0
    Bodies Discovered by Enemies: 3
    Secrets: 0/0

    GHOST: IMPOSSIBLE
    PERFECT GHOST: IMPOSSIBLE
    SUPREME GHOST: IMPOSSIBLE

    PART 2: TALISMANS TEMPLE


    You start with 60 water arrows and you will be forced to douse a lot of torches, so you need to use them as little as possible. After solving platforming challenges don't forget to unlock way back (usually a bridge). 2nd area has very loud music connected to normal sound volume instead to ambient sound. It's good to lower volume in this part. Luckily it's not hard to notice 2nd alert without any sound. Also loot objective says to get at least 585 loot, but there is only 585 loot in this mission. Luckily it's easy to spot it.

    FIRST AREA

    Take 12 fire arrows from under stairs and shoot 4 braziers. Next is easy lever puzzle. Then is first zombie standing in middle small room. You need to douse torch inside his room and 2 torches in next rooms. Then pass him. Wait for patrolling zombie to pass you and strafe jump to ladder on the left. Descend to rope below. From rope you need to jump on edge of ledge on the other side to avoid making too much noise. Use shaft with ladder going up to grab first Precious Mask.

    Descend to 3 zombies. Douse 2 normal torches and grab golden urn. Then go behind zombie into next room. Hide in corner and douse 2 more torches. Grab 2 golden urns and jump to ladder. Climb to moving metal bridges section. You need to jump on the edge of last bridge to avoid making too much noise. Use lever to make way back bridge.

    Next is corridor with 2 patrolling zombies and 4 pieces of loot. To cross it you need to douse 9 torches. Leave middle one on left. Then grab all loot and move to next room. Here douse 2 torches on both columns. Pass zombie and move to corner of the picture. You need to spot 7 differences and shoot arrow into far away painting. You can get more arrows from chest, but it requires dousing more torches. It's not necessary though. You have 40 arrows to shoot 7 differences on both pictures. Target much higher than you usually do, then move to other picture. When you complete this task, drop into water below.

    SECOND AREA

    Drop into lava and swim to strafe jumping challenge. Super loud music starts here and it will be present in the whole temple until 3rd Area. Douse 2 torches closer to pit, mantle on torch, then on ledge on the right. That way you can ignore the whole jumping challenge. This way you can also avoid dousing next 2 torches. Go to the end and douse 4 torches, then all 5 torches in next room. Use lever to crate way back bridge.

    Not too much shadow there and there is 1 patroller. Grab 4 water arrows from chest and 8 water arrows from pool. On north beam is small switch. You must shoot water arrow to activate first bridge. Above north pool is hidden next switch. Then go up via metal bridges. Remember that dropping on them will be probably very loud, so drop on their edge. Go to skull and throw it into barely visible hole in corner near you. Go quietly to last room.

    Next room has a puzzle, but I know the answer, so I'm gonna just use it. Otherwise there are tiny switches in pools that destroy banners. That's what I want to avoid. Just go behind one of patrollers and hide in dark corners. Your target is room on the other side. Douse 5 torches, use code and last lever to teleport to last area. And finally this annoying music will change.

    THIRD AREA

    There are 2 tiny switches: in corner on further right column and near left stairs. Then go through passage inside. Loud floor. Douse 4 torches, go quietly to the edge. It has different color and it's not loud floor. Stand in the middle of it and jump towards narrow invisible bridge. Go to the end and jump on invisible rope. Douse 2 torches below and then 2 torches on the right. Go to the edge and do a jumping puzzle. Use lever to disable invisible walls. Next will be last room.

    Torches can't be doused. There are 3 last masks, which complete loot objective. There are 3 switches for cells. Your objective is to kill executioner below. It is good if fight will lure skeletons below. So I open passage to prison. Prisoners don't alert to us, they are our allies and they will kill executioner. You need to use at least 2 switches. I douse statue above thirsty torch and move to switch behind bar of further pool. Then I hid at the entrance and waited.

    Executioner died together with further skeleton. Closer skeleton didn't hear anything. Use Air Talisman on unlocked place. Music change to loud one. Time to leave. So you need to return all the way to the beginning of this mission.

    RETURN

    In 3rd Area the only problem may be leaving passage, because skeleton can get stuck on hole. Luckily I still managed to mantle up without any alert. Then go to teleporter device. This time there is a lever to 2nd area.

    2nd Area has 2 troublesome places. First is dropping on metal bridges. Drop on their edges. Second is dropping into lava. Enemy can easily hear it and it behave like haunt, so he can't be nudges. So I'm gonna use technique learned in TTGM Series. Drop on edge of lava pool. Now you need to drop into lava in the way that you will mantle to other edge and immediately cancel mantle. This way you may drop quietly. It took me just 10 tries to do that. There is ladder to get out from lava and near water pool is lever teleporting you up.

    You start near hole, but it's safe area. Sneak to corridor with 2 zombie and pass it. Drop on edge of metal bridge and go on the other side. Above entrance is second Precious Mask that I forgot to get. Since I still have a lot of water arrows, I can douse 2 fires to get it without getting hurt. Then is ladder down and hard jump over water. It's possible to mantle without dropping into water. Climb up to the top.

    I doused few other torches. Then timed my climb with patrolling zombie, doused fire and did strafe jump to ladder. I waited for zombie to turn around, then climbed up and went passed zombies. Rest is easy. When you are close to outside this annoying loud music will disappear. Oh, my ears. Outside Mechanist woman should talk with you, but I never managed to trigger conversation. Go to chest. Behind it is hidden key for it. Inside you find fruit, which completes this mission.

    STATS:

    Time: 54 min 15 s; Loot: 585/585
    Pockets Picked: 0/0; Locks Picked: 0
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: FORCED SUCCESS. It was forced by loot objective.
    SUPREME GHOST: IMPOSSIBLE. Too many first alerts and dousing torches.

    PART 3: RESCUE


    Normal city mission. Well, maybe not exactly. There are super loud victrolas in this city. Most of them you can turn off. But before getting to them you will need to listen to them. And again they are connected to Main Sound Volume. I'm gonna turning it to minimum, which means I will be forced to watch for 2nd alerts instead of trying to hear them. This is really unfortunate, but I have really sensitive ears and test run with this music was really painful for me.

    Another thing is this mission can only be ghosted by using invisible potion. That's why I don't care about using 1 more invisibility potion beside this one forced use. This also means that I'm gonna use slow fall potions to fall from really high places instead of carrying body from Assassins Guild with me and using it as a cushion. So in this mission I can only achieve Chemical Ghost. Let's get started.

    CITY

    I can return down from high window in Caera Street by using rope arrow. To retrieve it I need to shoot rope arrow on gradually lower wood parts. From high balcony above Sobrenatural Shop I can strafe jump to slope of left column.

    This way I will not get hurt. To return to street from Espirito Santo high window you need lean to the side and shoot rope arrow into wooden edge. Approach rope while going backwards towards it to grab it. Then you need to use 2 rope arrows to retrieve it.

    In Cardoso Avelino the only hard part is shooting rope arrow into terrace with loud victrola, because civilians can spot that and alert guards. You must hide from their view. Stand under wall near yellow guard and shoot rope arrow from there.

    Almacave is interesting. You must nudge guard to right side of tunnel. Then strafe run left. From balcony you can drop on street only on part closer to nudged guard. For very high window you will need to rope arrows to climb. To drop down I will use first slow fall potion while crouching.

    In Muses Square it's impossible to grab 11 coins from fountain (worth 55) without making noise, which alerts 2 guards. To get to high window you need to rope arrows, but you can't retrieve them unless you grab them while climbing. That's where I use second slow fall potion.

    Fafel Street starts with another guard that must be nudged. This time to the left side of gate. To safely drop down from balcony on the right, you can drop on slope of column below. To get to high window on the left, you need 2 rope arrows and mantle on roof to avoid making noise. Dropping down is easy. You just drop on top of stairs.

    Ponte Street is last area of city. To drop from Pedro's balcony with unfrobbable super loud victrola, you must strafe jump into water while guards are away. You can get to archer's balcony without dousing any torch. In 3 locks house you must activate light switch. This spawns 2 thieves and opens secret passage to Assassins Guild. But first thief is in front of doorway. Even if you turn off light it's impossible to pass him. Even if it would be possible, then passage is closed and using light switch resets position of thieves. So nudging is pointless. I used my first invisibility potion.

    ASSASSINS GUILD

    This place is pretty easy to ghost. The only problem I had with killing leader. So I KO-ed him and brought him to his bathroom. Closed all doors and then killed him. Then I looted this place. To go downstairs, I doused torch at the top of stairs. To get out from this place I used second invisibility potion. I could nudge thief away, but I already used 3 potions, so it doesn't matter for me anymore. Then I returned to the starting point.

    STATS:

    Time: 1 hour 9 min 15 s; Loot: 7055/7350 (?)
    Pockets Picked: 1/0 (?); Locks Picked: 14
    Back Stabs: 0; Knock Outs: 1
    Damage Dealt: 31; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 1
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    There are 2 weird things. Max loot at the beginning of the mission is 7400, after beating this mission it changes to 7350. I believe it's happening after grabbing golden dices from Alchemist Shop. It increases my loot by 50, but also lowers my max loot by 50. Weird. Also I got Pockets Picked: 1 out of 0. Huh?

    GHOST: CHEMICAL SUCCESS. I used 2 slow fall potions and 2 invisibility potions.
    PERFECT GHOST: IMPOSSIBLE. It's impossible to grab 11 coins (worth 55) from fountain in Muses Square. Dropping into fountain alerts 2 nearby guards.
    SUPREME GHOST: IMPOSSIBLE

    FINAL NOTES


    I remember how much I was surprised when I managed to ghost another mission by Cardia called "A New Place for Ghosts". It was tough. And this campaign was also really tough. I was surprised it's possible to ghost the whole Mechanist Spaceship in Mission 1. And I only failed ghost, because alien leader has a lot of health and can't be killed in 1 hit. Who knows if this Cardia missions where you need to kill everything are possible to ghost. But I'm not eager to try it out.

    Mission 2 has this hard quiet drop into fake lava. This is the second time this technique was useful. Very hard to pull it off. That's why I was really surprised when I succeed it pretty quickly. Mission 3 forced me into using potions, but I believe it's possible to do it with only 1 invisibility potion and no slow fall potions. Loud music connected to Main Sound Volume is really unfortunate design choice, which really drain my fun with this challenging ghost run.

  13. #413
    Member
    Registered: Mar 2018
    SECRET OF THE KEEPERS

    A bit broken short mission. Sword is makes sound, but it's invincible and doesn't hit anything. Blackjack in the inventory looks like flare. And mission doesn't end. So I need to use skip mission cheat. Also I needed to create missflag.str to even launch this mission in FMSel.

    Mission is very easy to ghost and even get all the loot. The only real enemy is patrolling zombie. You don't need last key, because you can mantle over portcullis. Supreme ghost is impossible, because you can't flip back lever from under table and go through unfrobbable door opened by it. This door has superior strength and can only be blocked by Garrett. Crates are useless.

    STATS:

    Time: 5 min 7 s; Loot: 3280/3280
    Pockets Picked: 0/0; Locks Picked: 3
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: SUCCESS
    SUPREME GHOST: IMPOSSIBLE. Can't flip back lever from under table and go through door opened by it. Door can't be blocked by crates.

  14. #414
    Member
    Registered: Mar 2018
    SNOBS 2

    First mission is just short camvator presenting second mission. It lasts 2 min 53 s and has 7 pickpockets (?). Second mission is the real mission. Here are objects that you can buy by frobbing them. They lower your loot, but also lower max loot in the stats. Max loot in this mission 8850, but in order to get even more loot I need to buy Cinema Ticket worth 250 loot, which will bring max loot to 8600. It's optional, but I'm gonna do it.

    Also grabbing some loot will make some NPCs to start alerting to us. And also some talking NPCs will shortly vanish, but not entirely. They just get teleported into other place in this city. Like women talking in front of Lawyer's House. They vanish and teleport to nearby bar. And there are also some events when new people and enemies will appear in the city.

    FIRST AREA

    Climb ladder and grab 2 purses near generator. Go outside towards bridge to listen to conversation. Grab water arrow. Drop into water and grab 3 purses. Mantle out of water and go along edge of land and bridge to previous location. Facing bridge rope up to top of green wall on the right. Go to slopy fence and mantle on it. Go left on walls behind archers. You need to jump+mantle on invisible wall above visible wall. Drop to ladder and descend. Go to the fountain.

    Avoid grabbing sausages, ice cream and upstairs cocktail. You will lose some money because of that. Behind bar owner is 4 plates and 4 goblets, but if you just grab them owner will attack you. First nudge him to the right. Then go outside his kitchen and wait. Very slowly lean to the side to grab all the loot and slowly leave.

    From fountain grab another purse. Near ice cream is purple box with loot. If you grab it, NPC selling it will start alerting to you. Stay in shadow near girl and grab it. Go into alley leading to Cinema. It's closed, but you can mantle over gate. Grab Cinema Ticket (you lose 250 loot) and open metal box in Ticket Booth. That's it for now. Return to fountain and rope up to balcony of Periko's House. Grab note from wall to get new objectives, grab also Periko's CV from desk. Drop down and go upstairs to next area.

    SECOND AREA

    Wait for conversation to end and visit Lawyer. On the side of his bookcase is secret switch. It opens stash with 5 purses. Go outside and rope up on ledge. Sneak to balcony and grab purse on plant. Return to ledge and open window with man and woman fighting with each other. Lean forward from shadow abd shoot light switch with water arrow. Wait for these people to get closer to door, then jump over desk on carpet. Grab purse under desk.

    Go to another window. Wait for guard to go upstairs and run right. Lean to turn off light, grab golden bottle from table. Return outside and use ledge to get to last window. Grab golden bottle, 2 goblets and purse under TV. Jump on window to leave quietly. Return to previous window and wait for guard. Go behind him to greenhouse with loud floor. Continue going behind him and dodge him from right side. Then turn around and grab 2 purses from money trees. Go through attic and go outside.

    Nudge outside guard to the right. Pass him and wait for 2 patrollers. In my run they were patrolling together, so it was no problem dodging them. I have no idea how to dodge them when they are patrolling separately. Go behind them and hide in shadow on the left. Go to Hotel. Go to Manager's Office and read note. I have no idea if it trigger manager to show up in Shopping District, but I decided it's better to be safe than sorry. I'm not gonna loot Hotel right now. Instead go left to next area.

    THIRD AREA

    Steal from patroller Gate 2 key and go left. Climb vine and strafe run through light. Go to the end of wall and go on pipe, mantle to 2nd pipe and open fake window wall to Judge's House. There is purse under table. In bedroom is secret switch moving painting and revealing safe, but you don't have a key yet. Go downstairs. There is purse on plant near stairs and purse under sofa. In dining room read note on table (again I don't know if it's absolutely necessary), there are 3 golden bottles and 6 goblets on shelves and above them is purse. In kitchen is 6 plates on shelf. Return outside.

    Drop on air space under window near pipe. If you drop on pipe, you will make a lot of noise. Then drop on metal fence and drop on street. Go to Shopping District. Enter Shoe Store and grab Manager's Office key from manager. Go to Jeweler. Grab purple gem (you need to be very close. Jeweler will alert to you if you frob left glass-case or frob Ankh. So don't do it.

    Use your lockpicks to open right glass-case and grab 2 loot pieces. Avoid Ankh! Close glass-case and use lockpicks to open left glass-case. Grab another 2 loot pieces and 6 very tiny rings. You can't close this glass-case, because it means frobbing it and it will alert Jeweler. So leave it that way. Return to Judge. Mantle on metal fence, then on wall and return to vine. Time to go to Hotel.

    HOTEL

    Grab golden bottle under Reception's counter, go right, quietly through kitchen to Wine Cellar. There is Room 7 key under crates. Go back to Reception and use straight door to get to Manager's Office. Lean to turn off light and get to control room to disable cameras. Grab Lord G Letter and drop on desk Periko's CV. Go upstairs.

    There is Hammerite walking between Room #1 and Room #4. Grab coin stack from Room #1. Quietly go into Room #5 and lean to turn off light. Grab rosary. Go to Room #7 and grab scroll from bedroom. Go to Room #8. Wait for Hammerite inside to go to bathroom, enter his room, turn off light and grab urn. Wait for him to return and wait for him to go to bathroom. Go outside.

    This time go to Piano Bar. Grab 6 goblets and 3 golden bottles in high shelf above barkeeper. Use switch on fireplace to make fire. Drop Lord G Letter to destroy it. Go back to where patroller near Judge's House is walking. Wait for him to go to Judge's House and go to from where he appeared. There is drunk guard. Shoot 2 light mushrooms to go behind him and go through gate. Knight patrolling street has Gate 1 key, which will let you go to fountain. Go to Cinema. This time should be opened.

    CINEMA

    More people appeared. You need to nudge Mechanist all the way to Ticket Booth, but first you need to get in corner behind him. So nudge him a bit right, then nudge him all the way to Ticket Booth and strafe run inside. Slowly go upstairs and use your ticket to enter audience. Grab Judge's key from Judge. Return all the way to Judge's House and open his safe. Grab all 7 purses. Return to Periko's House. This time there is archer and guard near fountain, but they are hardly any problem. He will open passage to last area.

    FOURTH AREA

    Here is patrolling archer. Visit Naks. There is 3 golden bottles in cupboard and necklace in living room. Go outside, listen to conversation, then rope up to top of Library. Downstairs on the side of bookcase is last secret. Go through other door on 2nd floor to finish this mission.

    STATS:

    Time: 1 hour 1 min 25 s; Loot: 8600/8600
    Pockets Picked: 11/20; Locks Picked: 9
    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: 4/4

    GHOST: SUCCESS
    PERFECT GHOST: SUCCESS
    SUPREME GHOST: IMPOSSIBLE. Entering some rooms with neutral NPCs will cause them to first alert. Also I don't think there is away to ghost Manager's Office without turning off light. And there is forced nudging in order to get to Hotel.

  15. #415
    Member
    Registered: Mar 2018
    SOULFORGE REVISITED

    I didn't expect anyone to use this mission as a base. But that's what happened. The biggest change is loot. There is more watchers and turrets, but no bots. Unless you get spotted by watchers. Mechanists cooperate with Hammerites, thieves and city guards. That's weird. Mission is tricky, but fun.

    SOUTH COMPLEX

    Wait for Hammerite to pass. Read letter near Keeper. Go to Bay A. On window on left side are 2 bottles and 4 goblets. Near Bay C elevator is Report #1 on window, under Bay B elevator is coin. Ride to Bay B and go into dark passage between bays. Between generators is Report #2. There is 1 patroller with purse. Bay B has 6 urns on windows and nugget on circle high window. You need to jump from top of machine to get it. To drop down jump to gear. Bay C has 6 statuettes on window and nugget on circle high window. Return to starting point.

    Go east and vine up. Go north and descend near storages. Here you will also find Report #4. In Storage #1 is coin on note. Go more north, behind thief and go visit N Apse. Douse torch near archer and steal purse from him. Sneak west, go behind thief and go around room with watcher. There is Report #3 near generator. Enter Bay D via window.

    There is 3 Mechanists and engineer patrolling this place. On top of furnace on the left is tapestry, on top of machine is crystal. Sneak to other side. In Storage #3 is bottle on shelf, in empty bot bay are 2 bags of spices. Vine up to passage above water and use orange key to open both metal doors. In room with control panels there is bottle in corner. Return to entrance of Bay D. You need to strafe run to shadow when watcher is turned away. Then return back to starting point.

    On my way to starting point I stole purse from Mechanist patrolling the whole South Complex. Vine up to ledge with scouting orb. There is secret passage to Bay E. Jump to higher vent to open it and get golden urn. Climb to metal beam and sneak on the other side. Turn off light and descend on floor. You will spot last Report #5 under lever. Go around Bay E to get to passage on the opposite side. There is small hole with secret scepter in it. Sneak to engineer and steal purse from him. Return to north passage near light switches and this time go to upstairs level of N Apse.

    Jump quietly twice to another ledges, then crouch and strafe run to last ledge. Climb ladder, vine up and climb another ladder to secret vent with nugget inside. Then jump to room with entrance to signal tower and ride elevator down. It's time to enter North Complex.

    NORTH COMPLEX

    Go right through double door to dark room. Wait for thief to go right, turn on light, which will raise portcullis. Behind big machine are 2 purses and 2 coin stacks. Turn off light and go right. Take loot from metal box and visit Water Tanks. Go to passage on the left and through Church enter Turrets. Go left along wall, climb ladder and use metal bridge. There is hole behind vine. It leads to Control.

    This place is hard. Descend on big machine and shoot vine arrow on far point of first yellow vent. Jump to vine, turn around, so you will turn backwards to metal bridge, drop and go backwards to stay on bridge. For some reason moss arrow goes through it. From metal bridge crouch and shoot vine arrows in other 2 vents. Climb on vents and mantle on top of Control Room. Open hatch and moss floor below. Drop and run south to avoid being spotted by zombie (undead Karras?).

    Very slowly climb metal slope. In corner behind zombie is Dewdrop. It is necessary to collect it. In far corner is bottle and goblet. I have no idea what big lever or right lever does. Switch deactivates watcher and is mission objective. Left lever opens passage in front of zombie. Return to passage you entered and vine up. Return to metal bridge and go north. Use lever on the right to open garage below. Drop there to get invisibility potion and bottle in the corner. Return to zombie. Slowly approach him until you see you are in good shadow. Go around him on slope towards new passage. Go behind column and enter new passage. Go downstairs and use secret lever to enter Recycle Bay.

    Use 2 big levers near entrance to another signal tower, then ride metal bridge to the other side. Climb ladder to lever unlocking Bomb Store. Go through it to rotating light camera room. Go towards Bunkroom and use elevator. Then use door and at the end of path take 2 bags. Return to Bunkroom. Thief patrolling it has a purse. Also from south 2nd chest contain loot, 4th - scroll (read it to get extra objective), 7th is locked and has a loot. Go to Water Tanks. In swim pool is crystal. Ride elevator up, vine to metal beam and grab tapestry. Go to other end and jump into pipe passage.

    Go left to Turrets. Because you turned off security, all turrets are inactive. Jump to hole with 2 nuggets, then check purple box. Return to pipe passage and go other way to Data Store. Go right to passage between section. Grab 2 bags of spices. Use next pipe passage to go into passage between sections on the other side. Inside grab 4 coin stacks, tiara, necklace and torc. Drop down and steal purse from Mechanist. Use 2 levers to raise 2 portcullis and grab 2 coin stacks from empty bot bay. Time to return all the way to dark room with ramp going down.

    LOWER LEVELS

    Get to NE part of this hall.Behind small power collector near cistern is switch. It opens stash with Medallion. Ride elevator down. Go left to turn off light. Now use elevator on the right to get to loot chest. Through window drop in water and climb ladder. Use big lever, climb on generator to higher lever and descend on metal slope to big hatch. Use ladder to go down.

    In the left corner behind generator is bottle and 2 goblets. On the right behind generator is another switch opening nearby grate. Enter passage to get new objectives. Above your head is secret switch opening other wall (it's a shortcut to higher floor with Medallion). Put Dewdrop on grate on floor and close wall in front of it. Time to escape, so return all the way to Bay A.

    ESCAPE

    Go along left side and strafe jump over lava into grass. Go into full shadow near 4 guards. Purple guard has a purse. Use invisibility potion to steal it and quickly go through double door to finish this mission. There is no other way. Guards 2nd alert to dousing the fire. Anyway, mission completed.

    STATS:

    Time: 1 hour 10 min 50 s; Loot: 5614/6589
    Pockets Picked: 7/7; Locks Picked: 2
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 5/5

    GHOST: CHEMICAL SUCCESS. I used invisibility potion to escape from Soulforge.
    PERFECT GHOST: POSSIBLE, but only chemically.
    SUPREME GHOST: IMPOSSIBLE

    FINAL NOTES


    Funny, I discovered that OM can be ghosted chemically with using invisibility potion at the very beginning. And this one based on OM can also only be ghosted with invisibility potion. But this time at the very end.

  16. #416
    Member
    Registered: Mar 2018
    A SMALL BLACKOUT

    Short, but very dark mission. Lots of keys, some very well hidden. Like front door key is located above door. Mission can't be ghosted though. Scripted explosion of crate triggered by us entering room will 2nd alert fire skeleton in front of house.

    Edit: Looks like this 2nd alert created by scripted crate's explosion isn't reason to fail regular ghost, but only a supreme bust.


    STATS:

    Time: 6 min 43 s; Loot: 2057/2057
    Pockets Picked: 0/1; 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: SUCCESS
    PERFECT GHOST: SUCCESS
    SUPREME GHOST: IMPOSSIBLE
    Last edited by Galaer; 29th May 2020 at 03:47.

  17. #417
    Member
    Registered: Mar 2018
    STOWAWAY

    I play without dml fix. On Tafferpatcher this fix work partially. Objective of stealing bag of spices from pirate's belt completes, but I don't get loot until I KO him. Without dml fix I get loot, but objective gets completed only if this will be my first loot piece. That's why I'm gonna skip all the previous loot until I collect this bag.

    Edit: Looks like dml fix has been updated, so there is no need for these shenanigans.

    SEWERS

    Getting 2nd Prize Trophy from spider cave is tricky. You need to stay crouch and go right to get it, then get back without uncrouching. It may take few tries. Next is little spider blocking way forward. Wait behind corner and soon he will turn and fall into water. Shortly after it will die.

    MANSION

    I'm climbing to 2nd floor guarded by thief. Here I stole bag of spices from pirate. It completes objective, so I can start looting this place. I started from 2nd floor. Getting money from training room require nudging thief forward. Also you need to be careful, because this room is visited by pirate and it's well lighted. So you need to hide in shadow behind door few times.

    To get to Gena Reemo you must douse torch in front of her room, then KO her. At the end of mission you will take her to the starting point. In order to get candlestick in room #5 you will need to douse torch inside. In room #6 you will be forced to nudge red lady forward in order to picklock purple box with safe key. Look out, she's sensitive, so don't nudge her from too much on the side.

    Then I looted 1st floor. In Bar I can only get 1 bottle of fine wine, second bottle is too well lighten and thief on the other side of counter will definitely spot you. After getting another safe key and opening first safe, I move to 3rd floor, which is very easy. Just open another safe and time to take Gena through sewers back to ship. Just don't forget to grab urn from room on deck.

    STATS:

    Time: 35 min 47 s; Loot: 1215/1265
    Pockets Picked: 1/2; Locks Picked: 4
    Back Stabs: 0; Knock Outs: 1
    Damage Dealt: 1; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: IMPOSSIBLE. I must have skipped 1 bottle from Bar.
    SUPREME GHOST: IMPOSSIBLE
    Last edited by Galaer; 29th May 2020 at 03:25.

  18. #418
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    In 'A Small Blackout', if it's a scripted explosion necessary to finish the mission, then it doesn't sound like it should be a bust. If it acts like a trap from Garrett passing an invisible line, then I can see it busting Supreme perhaps, but not regular Ghost.
    Last edited by klatremus; 28th May 2020 at 19:03.

  19. #419
    Member
    Registered: Mar 2018
    Quote Originally Posted by klatremus View Post
    In 'A Small Blackout', if it's a scripted explosion necessary to finish the mission, then it doesn't sound like it should be a bust. If it acts like a trap from Garrett passing an invisible line, then I can see it busting Supreme perhaps, but not regular Ghost.
    Even if this traps 2nd alert already existing fire skeleton outside the house? I can excuse this damage property for ghost, because it wasn't made by me. But can I do the same with 2nd alert created from it?

  20. #420
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    But you are not causing the 2nd alert, are you? You are simply walking into a necessary area, and the alert comes from a scripted event decided by the author. Am I understanding it correctly? I haven't played the mission.

  21. #421
    Member
    Registered: Mar 2018
    Quote Originally Posted by klatremus View Post
    But you are not causing the 2nd alert, are you? You are simply walking into a necessary area, and the alert comes from a scripted event decided by the author. Am I understanding it correctly? I haven't played the mission.
    That's exactly what's happening. All right, I will edit my report.

  22. #422
    Member
    Registered: Mar 2018
    One more discovery. So in Unreported T2 missions there are Shadows of the Past and Mission 3. Guess what. Shadows of the Past is name of campaign that supposed to have 6 missions, but only 1 has been completed - Mission 3. There is no point to list them separately.

  23. #423
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Thanks, ill take a look later. I appreciate the scrutiny of those lists. Its easy to miss something when i havent played the missions.

    Edit: So I looked into your above statement, and what you're saying is correct. However, Shadows of the Past is also the name of the 2nd mission of the 3-mission release called Dark Beginnings by John D. In the info file it is also known as A Spooky Interlude. Mission 3 (of the unfinished Shadows of the Past campaign) is by Christine, and although they have the same title, they are definitely different missions. I will edit the list to make this clear, but they should definitely be separate entries in the list, and neither of them has been ghosted. Missions 1 and 3 of the Dark Beginnings campaign have been ghosted, Burglary In Blackbrook and Quick Cash, respectively. Please correct me if I'm wrong, but I think my assessment is correct here.
    Last edited by klatremus; 29th May 2020 at 18:26.

  24. #424
    Member
    Registered: Mar 2018
    Thanks for finding this. By the way, I searched for Burglary in Blackbrook report and couldn't find it in Reported FMs. I searched in B, D and Q letters and nothing. Could you put a link to the report?

    Edit: Just after posting it, I found report in Thief 1 category.

  25. #425
    Member
    Registered: Mar 2018
    SHOES AND DRESSES

    Mission is quite easy to ghosted, but there is one trick you need to perform - roping down from wooden ledge you are standing on. Very rare trick. Sometimes it appears in missions, but when it appear you need to do it only once. In this mission for regular ghost you need to do it once, but for perfect ghost you need to do it 4 times. To do it you lean to the side and target side of wooden ledge you are standing on. Then slowly approach while going backwards towards it. Sometimes you can bounce out of rope and get hurt. It's scary trick.

    Supreme ghost has 3 problems. First - Purple Wizard's key can only be returned in corner under ladder. It's far away from this wizard, but still in the same room. So it's not a supreme bust. Second - entering and leaving Lady Brambleton's Room without turning off light. It's hard to do. Start from side door, crouch and strafe run to middle of wall. You are in barely any shadow. From here super slowly approach room and open door with key. Very slowly enter. In the same fashion you must leave. Also it's impossible to grab loot on fireplace, because drunken guard will spot you.

    And now third - you can't close window (after getting out from Magic Realm) and leave. Well, technically you can, but drop from window will be painful. Dropping on patroller is exploit and there is not enough time to rope down. If you try to jump on other window, you will block closing window. So how about crates. You can do stack of crates under window. It's dark there, but area directly under window is a path of patroller. Putting crates on patroller's path is a supreme bust. So adventure to Magic Realm must be skipped.

    That means that you can barely complete loot objective for supreme ghost, but you are forced to skip 130 loot from fireplace of Lady Brambleton and 507 loot from Magic Realm.

    STATS:

    Time: 29 min 27 s; Loot: 5224/5224
    Pockets Picked: 2/2; Locks Picked: 6
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: SUCCESS
    SUPREME GHOST: POSSIBLE
    PERFECT SUPREME: IMPOSSIBLE

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