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

  1. #376
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Game: The Dark Mod
    FM: Mission 2: Tears of St. Lucia

    Ghost - Failed
    Perfect Thief - Failed
    Supreme Ghost - Failed
    Perfect Supreme - Failed
    Time - 1:07:47
    Times saved - 103
    Damage Dealt: 0 Damage Received: 0
    Health Restored - 0
    Pockets Picked - 5
    Loot Acquired - 2780/2830
    Killed by the Player - 0
    KOed by the Player - 0
    Bodies found by AI - 0
    Alerts - 0 Suspicious, 0 Searches, 0 Sightings
    Stealth Score - 0
    Consumables - None

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

    Comments:
    This is definitely a much more fleshed out mission compared to A New Job, but also a lot tougher. Part city, part church mission, although the latter is where all the action takes place. The streets are mainly for show, but enjoyable enough. I especially like all the work put into the readables, making the hammerite church and its inner workings seem believable and alive. Iím realizing that The Dark Mod is in principle more challenging than Thief ever was, especially on the highest difficulties. Iím still a newbie to the mod though, and still learning as I go along, but I can definitely recommend this as a solid challenge.

    I had to find a way into St. Rodericís Church and steal the relic, supposedly kept in an ornate box, that had made the statue of St. Lucia weep. Secondly, I had to damage the statue and make it look like an accident. 1,750 worth of valuables was my loot goal, plus making my way back to the starting alley.

    Streets
    The initial streets only had two issues. First, the (chamber?) pot with the padlock key couldnít be replaced to the correct windowsill. Frobbing the pot automatically put the key into my inventory, but it also made me pick up the pot. Dropping it without moving it even an inch made it fall to the streets below. In fact, anywhere along that sill made it fall. It was almost as if the pot originally was suspended in thin air, but when picked up now needed solid surface to rest on. That sill seemed to have no clipping surface at all. Supreme only requires you to put items back in the nearest logical place if you cannot physically return it to its original location, so the adjacent sill would have to do (image below). It behaved the way a normal windowsill should.



    The next issue came on the enclosed floor with the dead ďsquatterĒ above the sewer entrance hatch (image below). It had four boards protecting it. I could reach them all from below and move them out of the way, but it easily triggered alerts. Remember, I use Dragoferís Stealth Statistic tool found here. It is almost essential if wanting to reduce the amount of triggered alerts. I will use it for every mission I ghost, I can guarantee you that. The first time I moved the boards I didnít bother to check the stealth tool even, as there are only neutral homeless people around the streets, but no guards. Then when I reached the sewers I suddenly had 10 alerts! I then realized the guy in the boarded up shelter just north of the sewer entrance building triggered these alerts. If you enter his place and he sees you, heíll say ďI donít want any troubleĒ. I guess heís not fully neutral after all. I eventually managed to both remove and replace the boards to the upper floor, as well as the debris on top of the sewer entrance, without triggering any alerts from him. It was difficult, but good practice in object manipulation.



    Sewers
    The only issue underground was in a small closed-off section with a single spider (image below). It was guarding a dead end tunnel with a piece of loot. Iím not sure if all spiders are equally sensitive, but it could hear me and trigger alerts even before ascending the ladder that led to the adjacent tunnel. I could get as far as in the picture without any modification to the stealth score, but beyond this was impossible. The spiderís patrol route was completely random; it didnít even seem to have set boundaries. It would just randomly stop at any point in its path, turn around, continue, or keep staying there. I found no way to drop to the lowest level without busting Ghost. I never got the spider to trigger only an alert 1, the minimum was a suspicious alert (called alert #2), where it stopped because it heard something. In TDM, there seems to be no way to drop silently off an edge, unless youíre landing on grass, carpet, or other soft material. Here there was only rock or wood. In Thief you can always drop a distance like this and hold crouch in order to avoid falling noise. Not in the Dark Mod. Also, there is no silent outer edge of objects to land on, which couldíve taken me quietly onto the lower level of barrels. If using a moss arrow (which you have to buy ahead of the mission), I could get to the bottom level undetected, but as soon as I crept into the tunnel out of view of the bright mushroom, the spider usually detected me and turned around. A couple of times I managed to creep into the far corner beyond the tunnel, but I would then bump into some debris on the floor and make noise. If not, I would be too close to the spider as it patrolled back and once it bumped into me, I was caught. As if this wasnít enough, once you take this piece of loot, two more like spiders spawn in the previous area, making it absolutely impossible to return. Long story short, this piece of loot must be skipped for all modes of ghosting.



    St. Rodericís Church
    I emerged in the lavatory. Reverend Brenard was the only one who visited this room. He could spot me through the toilet lid, I assume via the tiny slit on the side. He had a rather lengthy, though random patrol route around the premises, but he often visited both the restroom and his private chambers. I could quite easily take his key from the outside hallway. Even though he unlocked the door to his room, you canít block doors in TDM like you can in Thief. Enemies will turn around and wait until the door is fully closed before continuing. If you frob the door at any time before it fully shuts, they will start the door-closing process all over again, and usually give a verbal remark in the process. Although the ghost rules for the dark mod still is a work in progress, the current rules does not allow scripted alerts to open doors, even if they donít show up in the stats. Thus, taking his key was 100% necessary, as his chambers contained a mandatory objective and the door was not pickable. I knew from Galaerís report that there was a loot item in there that he would detect missing and alert to, so although I had his key, I didnít enter his room yet. Alerts to missing loot are currently deemed allowed for all ghost modes, as long as you are not seen or heard in the process. We have reasoned that loot is such an integral element to gameplay that ghosting shouldnít discourage taking it, unless enemies see or hear you in the process. These alerts do not count towards the stat score. Such items would therefore be beneficial to take as late as possible.

    I also stole a guardís key patrolling in this area, and looted his quarters. Nobody else went in there. Cleaned the southwest area of this floor easily. The meeting hall was just a matter of waiting for it to be empty. I think the reverend and two guards came through here at some point. Hilariously, on top of the table was the best place to hide. The gems in the portrait were tough to find. Tougher still was the scriptorum further south. A lone scribe was sitting in there, facing away from the entrance (image below). Two loot items were on shelves along the western wall. The key to snatching both items was using the variability in the vision of stationary enemies. All of them turn their heads either direction from time to time. At first I thought this was just idle movement, and it is, but it actually changes their viewing angle. This can be frustrating if you get caught when you donít expect it, but it can also be exploited in order to access areas that would otherwise be covered. The rightmost shelf wasnít too difficult to approach. Here, as long as the scribe didnít turn north, I could lean in for the steal. The left shelf was tougher. If I snuck up next to him, he had to look south like in the picture for me to steal it successfully. I got all the loot in this room with perfect stealth score intact.



    Crypt
    The crypt was extremely tough. I could have doused a few of the torches/candles, but I wanted to try to fully Supreme Ghost it. There were two entrances, the elevator shaft to the east being the best approach by far. The door was frequently used by one of the two patrollers, and enemies very easily detect doors being open in TDM. The crypt had a central foyer and three side halls with caskets; all of these locations had loot, and plenty of it. The patroller who utilized the door also went down the western and southern halls. The second patroller went back and forth between the eastern and western halls, but he could also stop in the foyer, facing south. The latter patroller had an eye patch and thus couldnít see to his left. This was very helpful.

    I took the loot in the east hall easily, since it was dark and this was where the lift dropped me off. TDM keeps you on alert even in perfect shadows (if there even is such a term in this mod), as all enemies will catch you if they bump into you. This was a point of contention by many players in Thief, so Iím happy this has been corrected. As the eye patch guy headed west and the other guard left through the door, I followed, grabbed the loot on the pedestal in the foyer, and headed down the south hall. This was a very risky place to be, as both guards could see me from the foyer, and as mentioned, one of the guards occasionally came down here. I could hide behind the broken casket, but I couldnít hide here if the guard came by. Then I completely by accident found a weird ďglitchĒ. If you crouch in the southwest corner of this hall, lean right and move your mouse slightly west, the light gem suddenly goes a lot darker (image above). This trick did work in other areas around the map too, but nowhere was its effect as apparent as here. I think that when you are leaning, if you move the mouse, you are actually tilting your head sideways, almost like putting your ear to the ground. If the game this way detects that you are even lower to the ground, then you might take on the light properties of the floor, where it might be considerably darker. I donít see any other reason why this would affect your light gem this tremendously. I went from being spotted all the way from the foyer, to not even getting an alert 1 if the patrolling guard came down this hall. If this is a universal trick in TDM, it could be a crucial find for the ghosting community.



    From this corner, I could time both patrollers and head back to the foyer. There wasnít enough time to go down either of the other hallways from here, so I quickly mantled the top shelf in the southwest corner (image below). Here I was safe from anyone passing. With one out the door and the other close to the elevator, I dropped and looted the western hall. It was pitch black all across, so no worries there. Then I could quietly follow the eye patch guard back to the lift and dodge him as he patrolled back. Still perfect stealth stats!



    Statue of St. Lucia
    Next up was the chapel. The altar was mostly dark, yet the only piece of loot there, a chalice next to the pulpit, was noticed by either passing patroller. They literally raised havoc once noticing its absence and scoped me out quite quickly. I skipped it and would look for a way to get it later. Instead I followed both patrollers (who were not far apart) down the carpeted aisle to the east end. Here I grabbed the vestibule key from one of them and hid in the back room.

    The vestibule was the second highly challenging area, rivaling the crypt in difficulty. I entered via the southern door. Two guards; one stationed in the north, pivoting west-southeast, and a patroller with three random stops. All the loot in the northern end of the room could be noticed by at least one guard. Instead I started by grabbing the items in the south. There was a very tough to find ruby on a shelf by the large statue here (image below). It was the last piece of loot I found during playtesting. The vase in the arms of the statue in the southeast corner was tough to get. Both enemies in this room had to be facing away and I still had to creep-crouch around the corner of the scaffolding not to trigger any first alerts. You can instead drop from atop the huge statue if you want, but you still have to sneak back along the ground.



    Getting the loot in the north involved proper planning and some luck. Missing loot isnít always noticed by enemies on the first passthrough, and that can give you precious time to get out before they start searching. After having searched and given up, in TDM enemies walk around with their weapon drawn, indicating that they are a lot more aware of their surroundings than normal. Another reason why taking this loot last was smart. If the stationary guard was facing west, I could sneak around on the back of the large crate and grab all the loot unseen. I also took the walkway key from the table here. The patrolling guard also carried a copy of it, and although the verbal remarks enemies give to missing keys are allowed for Supreme, I wanted to avoid it if I could. None of the keys were returnable in this mission anyway. With a bit of luck, I could now sneak over and leave through the southern door (the same one I used to enter) before anyone noticed the loot being gone. The sentry also had to be facing east not to notice the door being open.

    The final piece of loot was a plate on a table with a candle directly in front of St. Luciaís statue. This one I had to take coming through the northern door, and again the guard here had to be facing east (image below). I did this move about five times and only once did he not alert to the loot missing. Most often, he would comment instantly and start searching, quickly encouraging the other guard to join in. Checking my stealth score, however, it still said zero across the board. The last time he didnít alert right away and I was able to get back out to the chapel unseen. I could then hear both guards starting to search through the door.



    The only thing left to do was destroying the statue. I went in through the western walkway door this time, accessible from a ladder northeast in the chapel. The idea was to drop the large stone hammer onto the statue from above by pushing it. I got up there by mantling from the walkway railing. At first I tried from the crate, but it dropped a few inches once my weight got on it and that alerted both guards downstairs. After completing the objective, all the guards from the courtyard and the chapel entered the vestibule, fully alerted. There were six guards searching in total. Iím not sure if this is a scripted response or from them hearing the drop. Either way, it didnít count towards the stat score. I still considered this a bust, as it was a direct consequence of my doing. Destroying the statue didnít count as property damage though, since it was explicitly directed in the objective.

    While the guards were searching, I could easily go back to the chapel and grab the gold chalice. I also headed back to the reverendís room to steal all the gold and the relic behind the secret panel. From there, the way out was next door. Headed all the way back to the initial entrance, where I replaced the debris as best I could. Ended the mission in the starting streets.

    Notes:
    - Skipped a gold plate worth 50 in the sewer tunnels. The patrolling spider was impossible to fool for any ghost mode.
    - While damaging the statue of St. Lucia isnít a bust, as it is explicitly stated in the objectives, the guards got alerted in the process. Although these alerts didnít count towards the stealth score, I still counted them as busts.
    Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
    Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays

  2. #377
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Game: Thief 1
    FM: The Sound of a Burrick In a Room [TDP20AC]

    Ghost - Success
    Perfect Thief - Success
    Supreme Ghost - Success
    Perfect Supreme - Success
    Time - 2:09:16
    Loot - 4553/4553
    Pockets Picked - 6/11
    Locks Picked - 14
    Backstabs - 0, Knockouts - 0
    Damage dealt - 0, Damage taken - 0
    Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
    Consumables - None

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

    Comments:
    This is one of the best designed missions ever for Thief 1. Although perhaps not as universally loved as Skackyís 2014 masterpiece ĎEndless Rainí, I claim the cityís layout is more accommodating to the player. I especially like the canal and how many places you can safely emerge, making the map almost overwhelmingly non-linear. Lore-wise itís also a very important step in the path towards The Black Parade, with several important references to prior noteworthy fan missions.

    Our main task was to obtain a prayer book via the burrick caves below Blexham Manor. Second, we were commissioned to steal Lord Reynesfordís statuette collection. Third, we had to locate and procure an antique scepter, though its whereabouts were unknown. In addition, 2,000 worth of valuables were required, before making our way back to the starting point.

    After playing this mission not long after its release, I watched about 10 minutes of marblemanís YouTube letís play. I didnít want to watch more, as I hadnít ghosted it yet, but during those 10 minutes I learned something very important. If you avoid triggering Sutterís cue outside the Overlordís Fancy at the start of the mission, none of the thieves around the city will spawn, greatly easing our passage through the city. The streets were still packed with regular guards, but this made travel go a lot smoother.

    To Blexham
    It was difficult to figure out the most efficient way around town at first. I knew I needed the gear from the blacksmith in the north before heading to the southern part of town, so that was my starting plan. Cleaned out the grocerís in the northwest and most of Lydecker Avenue first. The streets here had patrollers, but no area was without hiding spots. The blacksmith had a vent access to the fishmongerís (image below), but I went back and left from the blacksmithís afterwards, to avoid picking open the extra door. Didnít move further east from this, as the plaza here was quite exposed. Instead I headed back west and ascended a rope arrow to some hidden loot far above the canal. There was an attic with a very well hidden silver nugget up there. Dropped directly into the start of the canal and mantled up once a guard here had left. Then accessed the stonecutterís via a ledge and a panel close to Lydecker bridge (see image).



    Iím not sure what direction is the easiest to approach the stonecutter, but arriving from the fireplace vent was quite the challenge (left image below). He had a very short patrol route, stopping at either table, facing south or west. The first problem was sneaking out of the vent grate without making noise. Due to limitations in the engine, Garrett always makes a clunk sneaking off a ledge after a crawlspace mantle, so I tried to land on the edge of the boxes and quickly sneak east into the dark corner. It was possible to do without alerts, but it was annoyingly unpredictable. From here, I had to jump into the window of the appraiserís next door (image below). The only time to go was when the stonecutter stood by the western table. I had to wait several cycles for the timing to be convenient, as a guard in the appraiserís courtyard would occasionally see me make the leap. Other times the stonecutter would start patrolling again too quickly and would spot me in the appraiserís windowsill before I could get into hiding. Mantling the table and the first windowsill also had to be done silently and slowly, otherwise heíd make a settling remark after resuming his patrol. This scenario was more frustrating than enjoyable.



    The appraiserís building itself wasnít difficult. The sir patrolled both floors, but he had gotten stuck in the ceiling (!) downstairs. Luckily, he didnít see me do anything so I could roam about freely. Used the front entrance in order to leave. Lockblocked the door so I could return the key to the top floor. Worked my way southeast from the courtyard without issues. Passed through the magistrateís place and arrived on a balcony north of Blexham Manor. There was a necklace on a statue high on the wall here. I could get it and the rope arrow by dropping onto the edge below. If landing on an incline, no damage is taken. Approached the main manor through a tower just to the south (see image).

    Although a difficult task, I could cross the pipe east and enter a building closer to the hammerite church. From there, it was possible to continue traversing the map southeast. However, that area could easily be climbed from the streets later on, and right now I wanted to aim at reaching the burrick tunnels.

    Surprisingly, I have nothing to report from Blexham manor. Patrols were tight and I had to visit most of the rooms to get all the loot, but many of the hallways were stone and patrol routes fairly long. There were also plenty of open windows and climbable railings that gave me extra options for moving around. The biggest problem was comprehending the manorís layout. I counted three totally separate winding staircases, and some of the floors were weirdly layered, almost abstractly so. Regardless, I found my way to the basement where I waited for the servant to leave. I had to frob the back wall three times in order to access the burrick tunnels (image below). This has been agreed upon before in the ghost discussion thread as not being considered property damage and thus no Ghost bust. Since you are not using equipment and no visible damage is shown on the piece of wall removed, this event functions more like opening a door that cannot be reclosed. Readables elsewhere already talked about the wallís integrity being compromised due to the burricks. Frobbing it indicated all Garrett was doing was pushing on the wall, much like a hidden panel. If the wall had split up into individual bricks, it would probably have been a rule violation.



    Caves and Beyond
    The burrick caves posed no issues. I ascended the steep climb to the butcher shop first. Had to grab his key in order to relock the picked door from the meat locker, but I dropped it back and went down the tunnels again once Iíd gotten the loot there. The other part of the caves led to the tomb below the hammerite church. It had a bunch of loot and the prayer book, none of which was difficult to get. The circling haunt in the inner chamber was tricky, but there were shadows from where I could lean in to steal the items. The problem was getting out. I wanted to climb the ladder up to the chapel, but getting onto the altar framework proved more difficult than first anticipated. The best place I found to wait was southeast of the casket (image below). Here I could stay concealed of all light sources and watch both haunts patrol. As the circling haunt turned west, I crept over to the casketís east side and mantled up. By now, the haunt was walking south. Before it turned east I had to mantle the upper railing, but I had to back up to the very edge of the casket in order to do this. Otherwise Iíd just bounce back to the floor. Once I found the method, it was easily repeatable. Luckily, the chapel entrance could be closed as I mantled up the ladder.



    Just like Blexham Manor, the church overall wasnít that difficult. Although there were quite a few patrollers, they all visited multiple rooms and there were hiding spots in most locations. I jumped from the walkway on the top floor to father Quentynís courtyard (first image below). That way I didnít have to pick the door to his chambers. Found two of the hidden magpie treasures on the church roofs. Dropped into the canal to the east and ascended the staircase on Bulwark Street (second image below). The current was strong, but I could just manage to avoid its pull.





    Reynesford & Chancey
    The Bulwark and Lydecker crossroads was definitely the most trafficated spot in the mission. I counted 6-7 patrollers that ventured through or in view of this area. I managed to grab both purses from the swordsmen here, but not without applying some patience. I used the top floor balcony to enter Reynesfordís. Both lower floors had access doors but they were unnecessary to pick open. A conversation triggered two patrolling guards. One headed downstairs and activated a servant who had spawned in the foyer. The guard ended up patrolling the entire mansion vertically, while the servant went up to clean up the bodies and making loops on this floor. At this point I got the loot downstairs and headed all the way up to Reynesfordís chamber.

    His quarter was the most difficult place in the building, but his patrol was predictable and there were safe spots. The doorway was dark enough to conceal me from both him and the guard who came all the way up here. I snuck into his bedroom behind his back (image below). Here I could pick open the chest and get one of the documents. Went back out to the dark doorway as he was staring at his safe. The next time he went to the bedroom, I could pick it open and grab the contents. Nothing to it. Dropped back to the street level by the main entrance once the archer there had wandered off.



    Moved south and cleaned the sommelierís place with no trouble. Dropped into the canal next so I could enter Chancey & Co. via the grate above the beams. I anticipated the warehouse to be quite difficult, but it didnít prove to be. Only two patrollers, and the worker spent some time out of view in the office. I left the old gear on the floor below the machinery. If it hadnít been a junk item I wouldíve brought it along. Perhaps I shouldíve dropped it in the canal or something. Nobody alerted to the vault remaining wide open, which definitely broke immersion some. No matter.

    Going Home
    Snuck west on Church Way next. Didnít pick open Jeremyís door as there was a different way in. I instead climbed up a planter box atop the hill (image below). This took me to some ledges that led to Jeremyís chimney. Outside his window I found the third and last magpie treasure (see image). Returned up the chimney and all the way to Duke Leonardís balcony. Crazy scene up there. Luckily the drunks didnít react to me.



    Further north I made an insane jump northeast across the canal, mantling up the church bridge (image below). That was just to avoid backtracking and dodging all the patrollers in the streets. I had to drop the two documents in the donation box for the extra objective. I still had to sneak back across the bridge, but at least this was just one way.



    After this, all I had to do was loot Rowe Street, including the bailiffís estate and surrounding buildings. I didnít take the bailiffís key from the patrolling guardís belt, as there was another copy inside. Remembered to take the coins in the Rowe Street underpass as well. From there I snuck back to the beginning and ended the mission.
    Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
    Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays

  3. #378
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Game: The Dark Mod
    FM: Talbot 2: Return to the City

    Ghost - Success
    Perfect Thief - Success
    Supreme Ghost - Success
    Perfect Supreme - Success
    Time - 1:20:52
    Times saved - 122
    Damage Dealt: 0 Damage Received: 0
    Health Restored - 0
    Pockets Picked - 0
    Loot Acquired - 2580/2580
    Killed by the Player - 0
    KOed by the Player - 0
    Bodies found by AI - 0
    Alerts - 0 Suspicious, 0 Searches, 0 Sightings
    Stealth Score - 0
    Consumables - None

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

    Comments:
    This is my first Melan mission for TDM. Itís a sequel to the first mission in the Talbot series, Prowler of the Dark for Thief 1, which I have yet to play as of writing this report. No worries, you donít need to have played the other missions to understand each one individually. Although itís a different engine, you recognize Melanís style immediately. Lots of detail crammed in small spaces, hidden stuff around every corner, and vertical exploration en masse. I tell you what, itís a certain way to fall in love with The Dark Mod.

    I had to break into a hammerite storehouse and retrieve some inert explosives. Then I had to grab 1,500 worth of loot and find my way out of the district, seemingly not the same way I entered. A bonus objective was to divert the hammeritesí attention. This last one meant it was optional from a gameplay standpoint, which for Supreme is still a required task.



    Streets
    The streets didnít have many very tough spots. It was harder finding all the loot on my first playthrough. Headed clockwise around the map first. Entered Sykesí basement this way. I didnít want to pick the lock on the door to the upper floor from here, so I headed back out and would enter a different way later. Found a well-hidden candlestick on a roof ledge not far from here (image above). It wasnít until I was going back down I realized the vines along the wall were climbable. I had used a rope and some elaborate jumps to get up there before. I do remember Melan has used vines this way in previous missions. More hidden loot when I circled back around to the market. Some diamonds in a gargoyle statue on the chantry roof (image below), which was actually referenced in readables later on. I could mantle the first two roofs, but needed a rope arrow to get all the way up there. I was checking the stealth statistics quite frequently, but not as often as before. Iím starting to get a good feel for what guards will react to and not.



    Sykesí
    Entered his bedroom through the open window. Couldnít drop straight to the floor, but instead snuck onto the small table and finally dropped onto the carpet. This room and the guard in the foyer outside were no issue. Just creep-crouched and the stealth score remained at zero. You can tap the run key while creep-crouching to get small speed boosts, but if you hold it for more than just a tap you make noise and usually trigger an alert 1.

    The biggest issue came in the downstairs living room. There were two candlesticks on the mantelpiece in front of a sitting noblewoman, who I assumed to be Mrs. Sykes. She never left, although she did turn her head from time to time. Another woman, a maid, occasionally entered the room from the kitchen, but she was easy to time. I could mantle up the railing and furthermore onto the mantelpiece without alerts easy enough. I could reach the farthest candlestick from here while staying dark (image below). The problem was returning. As Iíve mentioned in previous reports, you cannot drop onto a hard surface (stone, wood, metal) from more than a foot or two without making a clunk and getting caught. It also seems like if you drop or jump into a mantle from such a height, you make an equal amount of noise when you finish the mantle. That was the case if trying to mantle the railing directly from the mantelpiece. Iíd have to do a crouch-run jump to make the mantle at all, but I always made enough noise to trigger an alert 1 from the lady. Marbleman reported being able to make this mantle silently, but alas I was not able to. He reported a success rate of approximately 1 in 30, though I definitely did more jumps than that. Whether marblemanís move is reliably repeatable or not, I wanted to try to find a more consistent solution.



    I noticed that I could from the northwest corner of the mantelpiece mantle onto the bookcase to the northeast. Again, a crouch-run jump was necessary. Since this wasnít a drop, but instead brought me to higher elevation, it didnít make noise. It seems this is the way the dark mod works at least. If so, I like it, as it is both logical and predictable. Alas, I couldnít drop or mantle silently from here onto the railing either. Then I made an interesting discovery. If I fastened a rope into the archway above the railing, the woman gave quite a fearful remark. ďHelp, thereís an intruder!Ē, or something to that effect. The stealth score was unchanged however. These are similar to enemies alerting to open doors and would thus bust Supreme. Experimenting with the rope, I noticed something else also. If I fastened it anywhere above the dark part of the wood, she didnít alert. There was a light colored crown molding above with an intricate pattern, where the rope could be attached undetected. Iím not sure if it was due to the slight difference in distance from the woman, or the arrow being darker closer to the ceiling. Nonetheless, this was a great discovery. I could now run onto the rope from the bookcase, carefully climb down onto the railing, grab the rope, and then finally drop silently onto the rug (image below). Perfect!!



    The rest of this building was not a problem. I left via the bedroom window like before.

    Storehouse
    Dropped the note into the donation box and headed into the cloister courtyard. Climbed the fence to the south and entered the storehouse vault by way of the underground grotto. I couldíve entered from above as well, but this seemed sneakier. I really liked the object manipulation solution to getting the explosives (image below); Melan really used the engineís capabilities to great effect there. Left via the grotto again, in order to avoid picking the lock to the basement hallway.



    Out in the courtyard I climbed the vine and furthermore a preplaced rope, which took me all the way to the clocktower window (image below). Cool rooftop area this. Entered the storehouse attic and starting looting from the top down. Nothing much to report. There was a guard that alternated between the attic and a couch on the main floor, although he didnít actually sit on the couch, but rather floated in mid-air. On my first playthrough I think he sat correctly, so this mightíve just been a fluke. The basement patrollers seemed a lot less alert than the others, plus one of them wore an eye patch. I left via the attic window, dropping to the streets below.

    Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
    Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays

  4. #379
    Member
    Registered: Mar 2018
    KILL FACTORY 2: ESCAPE FROM THE PLANET OF THE ROBOTS

    Mission is fairly simply to ghost thanks to light switch at the beginning of mission, which turns off light in the whole base. To finish mission you need to collect 4 time machine bulbs. One of them you get by destroying 5 ships in shooting minigame (ghost bust #1-5). Luckily robots don't alert to that. Time machine bulb from auto destruction room must be done last and it's also good to use 3 time machine bulbs before that. Last bulb appear after pressing auto destruction switch. This trigger alarm, which doesn't alert anyone, but spawn more robots and you have 1 minute to get to the portal. It's not that hard to sneak past robots, but you must hide in niche near door switch, because robot can see you through it and after he will go away, quickly enter, use last bulb and escape this place.

    STATS:

    Time: 0:31:39; Loot: 17000/17000
    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: 0/1

    GHOST: IMPOSSIBLE

  5. #380
    Member
    Registered: Mar 2018
    THE PERDURANCE

    Relatively easy and short mission on ship. There are indestructible monsters patrolling under deck and later 1 monster on top floor, but it's quite easy to avoid them.

    STATS:

    Time: 0:20:42; Loot: 1600/1600
    Pockets Picked: 0/0; 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: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: SUCCESS

  6. #381
    Member
    Registered: Mar 2018
    PLAYGROUND OF DOOM

    It's another "beat them all" mission by Cardia. I was ready to abandon it quickly at the beginning, because I don't like this kind of mission, but to my surprise there is enough shadow to sneak through this mission. Enemies have short range of view and also you start with 4 invisibility potions. Plus you get 2 more invisibility potions in mission. There is 80 haunts with purses and just like in every Cardia's mission loot objective is really tight, so you must grab at least 77 purses to complete it.

    To get this loot you must use the fact that enemies have short range of view. You will need to dodge them when they are turning. There are 2 spots where you need to strafe run to patroller to quickly steal his purse and quickly back off, so stationary haunt will not spot you. The hardest spot for that is near bridge. Can't tell direction, because there is no compass in this mission. You also need to go to passageway to previous room. You are safe in this passageway despite being well visible. To return to bridge you must strafe run along wall. To get Skull of Freedom you must use invisibility potion.

    The hardest to ghost is path to Carabino (one of 4 bosses needed to kill). You must dodge haunt from right, then run to right wall past torch and then very slowly continue along wall past 2nd haunt. Go to left wall and run along it behind 3rd haunt to the corner. Go behind 4th haunt and dodge him while he turns. Since this boss was my last I used invisibility potion to return.

    There are 4 bosses in this mission that must be killed. Unfortunately there is no way to kill them in one hit, so that's ghost bust #1-4. For Malcavino I used sword and when he stepped above lava, I saved and loaded game, so he will drop into lava. He was stuck there, so it was easy for me to kill him with arrows. For other 3 bosses I used sword. You must be careful to hit them with sword before they will escape, because they are fast. Agelciro was the easiest, because I could stay behind him all the time. For Casemiro I needed to use another invisibility potion. After killing all bosses I used invisibility potion to grab last 2 purses from haunts in front of statues. This is also shortcut to the starting point.

    STATS:

    Time: 1:04:13; Loot: 8000/8125
    Pockets Picked: 80/80; Locks Picked: 0
    Back Stabs:4; Knock Outs: 0
    Damage Dealt: 337; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 4
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: IMPOSSIBLE

  7. #382
    Member
    Registered: Mar 2018
    PRECARIOUS BUSINESS

    Very easy mission to ghost. It's structure reminds me a bit TDM missions. City is big, but barely has any enemy. Mansion has 1 patroller per floor, so again it's very easy. If it was TDM mission, then this mansion wouldn't be that easy.

    STATS:

    Time: 0:16:58; Loot: 3857/4307
    Pockets Picked: 2/3; Locks Picked: 7
    Back Stabs:0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE

  8. #383
    Member
    Registered: Mar 2018
    UNKNOWN TREASURE

    Last mission made by GORT that is unreported. Unfortunately it's very similar to RotB 2, so missions are huge with many patrollers, but barely any loot.

    MISSION 1 - A GEOGRAPHIC MOMENT TO REMEMBER

    This mission uses the same map as RotB 2: Mission 8: The Imposter, but map is bigger and gives access to more areas. It's a long mission. There is lots of guards, but city feels empty. It's especially visible in Castle and estates. There is barely anything in them. To ghost this mission you need to do some unintended climbing on rooftops.

    START

    Guard are walking at you, so run right. On window is statuette. You need to jump for it. Jump into canal for crystal and tiara. Wait for guards to pass and return to starting point. Go left to Warehouse. You need to time knight and stationary archer to enter Warehouse. Go left. Behind boxes is purple box and Unknown key. Go to 2nd floor. You need to time patrolling archer and stationary knight looking through window. Under counter is tapestry and nugget. Leave Warehouse and go right. Put crate under ladder and jump to it. Wait for knight to go to this side and use ledge to go to other side. Open secret chest and return to ladder. Here I decided to bring 3 crates into Warehouse. It wasn't necessary as in the end I only used one of these crates.

    TWO HOUSES

    I brought one crate with me via sewers to sleeping woman's house and put it near door. Sneak upstairs and take House and Water Gate key. You can't grab ring, because it triggers helmet to fall on marble floor. This wakes up woman and she will easily spot you. To get ring you need moss arrow, which is in opposite house. Crouch and go there.

    Open right door and wait for woman to turn back towards desk, then grab goblet behind door. Under stairs is a wall that can only be opened by destroying it with your weapon. But that's a damage property, so I'm skipping this secret. On the other side of wall is chest with 2 rope arrows and locked safe with 200 loot. To get key to it I need to visit Food Store through well, but since I can't get to this safe and in Food Store there is no loot, I'm gonna skip this place entirely. Go to 2nd floor, open door and wait for woman to turn away. Grab moss arrow and 2 water arrows. Go to attic for tapestry. Return to sleeping woman and moss floor under helmet and grab ring. Go outside.

    ROOFTOPS

    Go left and around wall with grass. Mantle to it's north side. You must look out for archer from tower. He can spot you. Mantle on wall above passage and then on ledge. Go along it and avoid woman from garden where you took arrows. Strafe jump to another ledge and go right on right wire. On left window is coin. Go to left wire and go left to Pagan. He will give you objective to get Pagan Juice. I would prefer to not trigger it, but it is necessary for entering Cemetery. From Pagan you will get Zombie Bait.

    North from here is purple roof. Jumping and mantling to it is tricky, but possible. Go to higher purple roof and lean towards it to reach secret speed potion. Turn around and drop and mantle on lower wall. It's also hard to do. Plus you need to worry for patrollers. Afterwards I returned to starting point. Near it are stairs with shadow. Opposite to this place is another dark spot. Here I waited for patrolling wolfman and stole his purse. Then I went back for crate, took it to marketplace and went east dodging all stationary guards and patrollers.

    PAGAN JUICE

    For now I ignored all buildings and went to small alley behind Mechanists Area. Mantle on wall and put crate near ladder. On the other side of wall is metal box with loot and slow fall potion. Climb on wall, mantle on crate and wait for patrolling Mechanist to go right. Go left and mantle on lamp. From here you can mantle on east side of roof. This place is safe and also very important, because you can get from here to Yangus Estate and Sinking House. I'm gonna refer to it as roof above Mechanists. Wait for patroller to go right again and picklock gate. Drop down and grab bottle near sleeping drunkard. Use barrel to mantle on wall and quietly jump to wall with gate.

    Go left to secret metal box with invisibility potion. Here I decided to drop down while crouching on Mechanist and use invisibility potion, then take Pagan Juice and escape. The reason for that is that zombies will stop at Zombie Bait in random way and in my test run they were looking towards entrance. They have long range of view, so it was never possible to take it even with invisibility potion. Their position at Zombie Bait is based on luck. Furthermore saving and loading doesn't change their position at the end. That means that what determines their position is placement of Zombie Bait. Run to Cemetery and waiting for zombies to go to Mechanists Area takes roughly 30 min, so it wasn't really realistic to trying to repeat throw of Zombie Bait over and over.

    Speaking of which, after stealing Pagan Juice, throw Zombie Bait over fence. Throw it toward the right side. Also don't throw it from ledge with metal box. It will 2nd alert Mechanists. It's possible to make this throw, but I don't recommend. When I did that, Zombie Bait fell behind boxes and after opening Cemetery, zombie just stood in front of it unable to find a path to Zombie Bait.

    CEMETERY

    Now I decided to backtrack and check 2 building near metal helmet guard. This way I got 2 objectives. Also there was secret lever behind dresser. Inside were arrows incluing gas arrow I need for later. Go to Cemetery and while metal helmet guard looks away, open gate and leave it opened. Go through it and 1st alert archer on roof. This way he will fall down. Nudge him away and open Cemetery. Hide in shadow and wait for zombies to leave. Most of them are fast zombies and they quickly stand up. This means they will destroy everyone on their path to Mechanists Area.

    Go into Cemetery. Go along left wall, so you can barely reach golden hammer on left tombstone without 2nd alerting 2 zombies that stayed behind. Go along right wall for Green Gem Plaque. Now I decided to return to Mechanists Area to check situation. I also hid all bodies in shadows. Some zombies were alerted, so they could steal see me, but walking along left building was too far away for them to see me. Later I learned that it was possible in this run for me to grab Pagan Juice without using invisibility potion, but I couldn't know that earlier. Guards in front of Sinking House obviously weren't killed. Also drunkard near Yangus Estate woke up, so I could only enter roof above Mechanists from Sinking House side.

    CASTLE

    I went south from Food Store. In 1st building is goblet on fireplace. Go to window, crouch and strafe jump and mantle to antenna. Take this secret loot. From here you can strafe jump+mantle to roof of building you were, drop on fence on other side, on torch and on ground. It's not very efficient route, but I decided to use it. Use lever to open path to marketplace, then go in opposite direction. In this part of city is lots of patrollers. On left path are 3 crates. Go right. On north side of fountain is coin. You can hide in shadow in tunnel. Steal purse from stationary guard. Go to Castle.

    Go to 2nd floor. Here is guard patrolling both fllors. She has purse. Go left. In 1st room is purse on 2nd wardrobe. Go right to Music Room. between benches is coin. Use nearby stairs to go to 1st floor. On the opposite side is room with vase. At the bottom of swim pool is tiny ring. Going right leads to barracks. with chests with slow fall potion and gas arrow (picklocking this chest will wake up guard, but after he will turns, it's easy to exit). Left path leads to library that is visited by patroller. On last table are glasses. Go to basement for bottle on shelf, go to sewers and grab Blue Gem Plaque from water.

    YANGUS ESTATE

    I decided to return to 3 crates and smuggle them all the way to roof above Mechanists. I actually needed only 2 crates. The intended way to Yangus Estate is by attacking bell with your weapon. This will make front guard to run to Cemetery. This will also remove invisible wall behind front guards and also 2nd alert drunkard. That's why I needed to use other way. Put 1 crate on slopey part of lower roof leading to Yangus Estate and 2nd crate put in garden under wall. This way you will manage to climb on wall, then on fence and then on roofs in order to return to roof above Mechanists.

    You get new objective to not get spotted. Left stationary guard has purse. Go right, dodge 2 stationary guards and go upstairs. Right patroller has purse, then go left and quickly steal Yangus Study Room key from left corner of training room. Hide in closet and wait for conversation. You will get new objective to kill Yangus. Save and load, so Yangus will stop walking. Gas him, take him to closet and then kill him. Take his ring. You can leave body here, but I decided to bring body downstairs and hide in dark room with door. Return to entrance and enter study. Inside is Purple Gem Plaque.

    HOTEL

    Return sleeping woman's house where you mossed floor. On chair is stolen necklace. Go to rooftops and give Pagan Juice to Pagan, then go to fountain near Hotel. Fountain has 3 coins worth 30 loot together. They are observed by 2 servants, so they must be skipped. You can't enter to Hotel via front entrance for the same reason. The only way in is by mantling wall and fence behind servants and then mantling on roof. Observe if any servant heard you. Go towards Hotel. In passage leading to it is coin. Go on box. on window below is drill. The only way to not get hurt is strafe jump to it and trying to bump into brick above window. Take secret drill and return to roof above fountain. Go to Hotel.

    On 2nd floor is stationary woman. If she will 1st alert, she will turn and then start tracking you. Because of that I need to skip ring from her bathroom worth 100 loot. Go downstairs and enter kitchen. You can grab goblet and bottle from 1st cupboard, but it's impossible to reach any of 3 plates worth 70 loot together without being noticed by 2nd woman. Return to roof and enter Tower.

    TOWER

    Go down and grab 3 goblets from table. Avoid patroller and go to stationary guard. In order to go to last room you must wait for stationary guard to look towards path you entered. Him looking right isn't enough. In last room grab Greg's Attic key and read book. This will spawn new patrollers in city and new patroller in Tower. Sneak back to roof and drop on generator.

    SINKING HOUSE

    Go to both houses to complete objectives and complete loot objective. At this point you should have completed loot objective, 3 gem plaques and Greg's Attic key. Intended route is guarded, so return to roof above Mechanists. I took crate with me, which wasn't needed. This is also path of no return. Jump on higher roof leading to Sinking House. Drop on metal fence, then on wall above gate, then on lamppost and on ground. Enter house.

    House is tilted, so ground is slope. It's hard to move. Plus this place is patrolled. Go left and climb to 2nd floor. Mantling on top of 2nd stairs is very difficult, but possible. I abandoned my crate here, because it didn't help me. Crouch to go through passageway and wait for patroller to enter corridor. Go left, unlock trap door, shoot switch with water arrow, wait for ladder to descend, then climb it and go to cave.

    LAVA CAVE

    If you are fast you can see fire knight in "T" pose. Go right and jump over lava river. Go left to cave. In front of it is crystal with 2 nuggets. On both sides of cave are braziers. Go straight. Jump above trap between obelisks. Next area is patrolled by 2 fire knights. Your target are 2 levers on each side. Return to brazier. From one of them take Cape of Infrigidate. Using it will make you immune to heat above lava lake. Now you need to jump from rope to rope above lava. Look out for raising flames as they can kill you. Jumping to 2nd to last rope is the hardest. You need to be very high on rope to not fall into lava, but not too high to not bump into rock above you.

    At the end of tunnel is exploding rock and lever. You must be quick or you will get stuck on island with lever. Go to fast fire elemental tunnel (you can crouch in tunnel to avoid it). In pillar is hidden lever. Return to lava river. Below this place are exploding rocks leading to Red Gem Plaque. The problem is that explosions can alert fire knight from beginning of this place. Also distance to him is far, so he's frozen and not patrols, but he can still hear it if he's at the top of lava river or in tunnel leading to it. Return to top and go behind him until he will return to the entrance to cave. Then return to plaque, do mini loop on exploding rocks, grab plaque and jump to rope. Then check if fire knight heard that.

    Climb to waterfall and jump to top rope. Jump to ladder. Be careful, sometimes flame will rise where ladder is located, so quickly go to other side and drop on ground. Use 4 plaques on holes in pillars. They will create annoyingly blinking lights. Use switch and enter portal.

    [B]STATS:

    Time: 2:20:55; Loot: 4520/4920
    Pockets Picked: 17/28; Locks Picked: 3
    Back Stabs: 1; Knock Outs: 0
    Damage Dealt: 30; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 1
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 6/9

    GHOST: CHEMICAL SUCCESS. I used invisibility potion to get Pagan Juice. Non chemical run is POSSIBLE.
    PERFECT GHOST: IMPOSSIBLE. I skipped secret safe behind wall worth 200 loot, 3 coins in fountain near Hotel (30 loot), 3 plates from Hotel's kitchen (70 loot) and ring from 2nd floor Hotel's room (100 loot). Together I skipped 400 loot.
    Last edited by Galaer; 6th Sep 2021 at 17:06.

  9. #384
    Member
    Registered: Mar 2018
    UNUSUAL CONDITIONS

    Very short and easy city mission to ghost.

    STATS:

    Time: 0:11:41; Loot: 1400/1540
    Pockets Picked: 3/3; Locks Picked: 2
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE

  10. #385
    Member
    Registered: Mar 2018
    URA

    MISSION 1 - THE BEAST


    The intended way to get to locked house near stables is by visiting zombie house. But there is no way to ghost zombie in front of it. That's why I decided to make stack of 4 fruits to get to window of locked house. Next challenge is patrolling ghost in lava cave. She can see you when you are near pillars. Wait for her to go left, then quickly jump on left pillars and mantle to her ledge. Walk behind her and steal skull. Then drop via pillars on the other side and quickly sneak to rope. Here I had huge problem with getting on rope. I needed to jump from slope, which was very difficult. I had no such problem on my test run. This happened to me in couple of missions. I wonder if I should to reinstall mission after finishing test run to avoid this glitch.

    Then go to Temple and place skull on brazier. Climb on statue and climb on rope. You need to kill beast and it's impossible to not get spotted by him, it's also impossible to kill him in one hit. This is ghost bust #1. After battle take his corpse to finish this mission.

    [B]STATS:

    Time: 0:10:45; Loot: 0/0
    Pockets Picked: 0/0; Locks Picked: 0
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 78; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 1
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: IMPOSSIBLE
    Last edited by Galaer; 6th Sep 2021 at 17:07.

  11. #386
    Member
    Registered: Mar 2018
    INTO THE DARK FOREST REMASTERED

    Improved version of mission made by Master of Dromed. Mission is much easier and also more linear than previous version. There is less AI, more shadow, more detail and lots of loot and secrets. I didn't notice any areas with frogbeasts. There is no need to use any invisibility potions or breath potions (there is air pocket in middle of flooded cave leading to Mages Compound. Sadly there is no shortcut to start, so return path took me 17 min.

    In area with Factory's stairs there is nugget on ledge. I took it from stairs by roping up to the back of generator and picking nugget from there. This way I don't need to leave rope arrow behind. On middle floor of Mine there is plate and diamond hidden behind banner. To get them you must not wake up novice, so be quiet and avoid alerting patrolling priest. In Fire Area of Mages Compound sorceress scared me by getting stuck on bridge. I was worrying that I will be forced to use invisibility potion. Luckily loading helped. Also instead of unlocking cemetery gate, I mantled over it.

    STATS:

    Time: 2:17:50; Loot: 5946/6917
    Pockets Picked: 10/10; 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: 13/22

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE

  12. #387
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Great work, Galaer! However, is there any way you could split Unknown Treasure and Ura into separate post for each mission? In the master list I can only link directly to the post, so the link for mission 2 will be the same as mission 1 the way it is now. The same request I give for future campaigns.
    Thanks

  13. #388
    Member
    Registered: Mar 2018
    I thought it's all right. Reports on Ura are really short. As for Unknown Treasure - 2nd mission is much shorter than 1st mission, so it was weird for me to separate it. I will try to make these reports in separate posts. I don't promise about future campaigns, because some of these campaigns are very easy and there is barely anything to write about, so I prefer to post the whole campaign's report in one post.

  14. #389
    Member
    Registered: Mar 2018
    UNKNOWN TREASURE

    MISSION 2 - COLD AS ICE, BUT HOT AT THE TOUCH!


    This mission is uses the same textures that appeared later in RotB 2: Mission 10: Sir Edwardís Plan of Invention. It's much shorter mission and mostly it's easy to ghost. Unfortunately ghost is busted in 2 places. Also just like in RotB 2 there is barely any loot. There are only 3 locations with loot.

    START

    Go down and hold backward to not hit icicles, because they damage you. Destroy all of them with your sword. Go to right cave, take 2 water arrows, explosive charge and read book. Metal box is frozen shut and you must use sword to open it. Since the reason is frozen state (there is description mentioning that when you frob metal box) it's not damage property. Take flare.

    Here are 3 enemies you need to look out. Floating ice creatures are homing towards you and freeze you (it doesn't damage you, but it slows you down). It also sounds like breaking glass and it can alert other enemies. Except these floating creatures, because they have no ears. When you are frozen you must right click 10 times to free yourself (just like cobweb spell) plus every time you click, ice will fall down and shatter (again breaking glass noise, which can alert enemies. Other 2 enemies are more standard. Ice golem shoots you with ice missiles and ice knights act as haunts.

    TEMPLE

    Wait for flying creature to turn away and run behind it, wait for it to turn again and go forward to next shadow. Ice golem and ice knight are easy to dodge. Go to Temple.Temple is locked. Lower entrance is unfrobbable and it requires explosive charge to open, but that's damage property. You can get to upper door climbing left slope and walking on tiny ledge, but it's locked and bashing it leads to damage property. There is no way to get on roof. There is switch on statue there, which must be pressed, so I tried to blindly shot it from upper ledge. Until i realized that explosion of lower door only destroys special ice covering it (it's mentioned in book we read earlier). So this explosion isn't damage property, but ice knight must be far away, so he will not hear it.

    Inside go left to basement. In 1st room is key on table. Return to 1st floor and go right to basement. Take urn and tapestry from shelf. Go outside to upper door and unlock it. Go right to roof and press switch. You need to return to start of mission. Return to floating creature. There is new floating creature and patrolling ice knight further away. New floating creature doesn't turn and there is no shadow, so you must alert it (ghost bust #1) and quickly run behind 1st floating creature. Unfreeze yourself. Further away is another not turning floating creature, but there is shadow, so you can easily pass it from right. Return to starting point and climb ice stairs.

    NEW PATH

    Here are shattering and reappearing ice platforms. Once first will spawn, start jumping to the end and jump into hole. Jump again to get transported up. Here is corridor with patrolling ice knight and floating creature. It doesn't turn and corridor is well lighten. To cross it you must douse torch in front of floating creature. Go left and the same situation - you must douse torch in front of another floating ice creature. At the end of corridor is chest with loot. Go to 2nd temple. There is floating creature watching entrance and I'm out of water arrows. Luckily I found way to enter temple. Go to 1st torch, mantle on it and quickly drop inside temple.

    In library on the left is note in hand of dead body. Reading it gives clue how to go through maze, but it also summons ice golem and floating creature. Impossible to ghost it. That's why I'm avoiding reading this note. Go through maze, then go between haunts and open sea chest. It will teleport you to crystal cave, but opening it creates light and it acts like flashbomb. In other words it damages haunts, so looks like that's ghost bust #2.

    LAST PATH

    Cave is patrolled by red bugbeast, 2 fire elementals and 2 fire knights. Just sneak to lava river at the end. Jump to exploding rocks. Enemies shouldn't hear explosions. Picklock gate. Go right, straight and use right lever. Here is statue maze. Save game, because sometimes statue can get stuck and it will be impossible to push it. Push statue forward, then right, go along right wall and go to statues near the end. Push statue left and go to chest with last loot. You can't disarm mines in this mission, so just jump over it. Return to last statue. One of them you can push to exit, but you need water arrows from right chest. Near it is another mine and there is less space to jump over it. So instead you can push statue, mantle on it and drop near chest. Then try to mantle on statues to return. It's hard, because you can't crouch on statues and wooden beam on ceiling will not allow you to cheese this room.

    Here is moving wall and 2 torches needed to douse. Wall is fast and can easily kill you. You can't douse torches earlier, because they are covered by glass. Just before entering room, shoot water arrow into right torch and quickly enter, then douse left torch and escape. Take Golden Ctulhu Statue from chest, crouch and enter wind. You will fall on stone near statue and if you didn't crouch, bots on other side of wall. Go to door to finish this mission. If you read plaque near it, you will learn that this campaign has been created as a prequel to RotB 1.

    STATS:

    Time: 0:26:39; Loot: 970/970
    Pockets Picked: 0/0; Locks Picked: 1
    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

  15. #390
    Member
    Registered: Mar 2018
    URA

    MISSION 2 - URA


    This mission is very hard to ghost. Mission starts with haunts attack, so you must exit via wardrobe. Wait for enemies to calm down. Now you must time 3 haunts and archer on roof. Archers in this mission has very long range of view. This one patrols roof of opposite side in search mode manner. He must patrol in other direction before you move. Run along right wall to 1st shadow. Here you are still in distance of archer's arrows, so if he spotted you, you will see arrows flying towards you.

    For some time you will have a peace. Climb on wooden ledge going above village. Next is archer below that is very hard to dodge. You must go on right edge of ledge to torch, go past it and again drop on right edge to continue. Go behind tree and drop on ground. You can go to Temple for 4 fire crystals, but that's pointless. Instead go along right wall to next tree and hide in shadow on the left.

    On roof of opposite house where Pagans are imprisoned is another archer. On top of upper ledge near tree is mage with the same long range of view. There are also 2 patrolling haunts, but they aren't big problem. Crouch and run along right side under tree. Now while still crouching you must strafe run and when you are closer to corner, stand without stopping your run. Hide behind corner to avoid alerting mage. Also haunt must be away and you will probably need couple of tries to not 2nd alert mage.

    Go to logs and jump over them. Here is haunt patrolling between 2 houses. On roof of left house is archer, but he shouldn't spot you. Behind house is mage and he's the biggest problem. When haunt will go to left house, go to it's window, mantle on steps, climb them and jump to roof behind archer. Go right and drop on back side of mage. Now you must nudge him to right steps. You will need to be careful of haunt. Later he may spot you through window. Nudge mage so steps will cover his view. You must nudge him a bit past dark spot under steps. Then go along left wall.

    You are near stables. On roof on the right is another archer. There is also patrolling haunt. Go to wheelbarrow and climb on wooden pillar, then mantle on roof. Archer shouldn't see you. Jump on tree and on stables wall. Archer shouldn't see you again. Drop and go through stables while avoiding archer.

    Last house is patrolled by haunt and you can't use normal way, because there is angry merchant mage behind house. Right vine is climbable, but it's hard to find correct spot, which will take you to the roof. Go to lowest part of roof and drop stump behind mage. I nudged him a bit forward. Not sure if it's necessary, then went quietly under cobweb. Last scroll on pedestal under neutral Keeper will finish this mission.

    STATS:

    Time: 0:42:07; Loot: 0/0
    Pockets Picked: 0/9; 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

  16. #391
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Game: Thief 2
    FM: The Keeper of the Prophecies, Mission 1: The Enterprise

    Part 1
    Ghost - Success
    Perfect Thief - N/A
    Supreme Ghost - Success
    Perfect Supreme - N/A
    Time - 6:14
    Loot - None
    Pockets Picked - None
    Secrets - 1 out of 1
    Locks Picked - 1
    Backstabs - 0, Knockouts - 0
    Damage dealt - 0, Damage taken - 0
    Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
    Consumables - None

    Part 2
    Ghost - Failed
    Perfect Thief - Failed
    Supreme Ghost - Failed
    Perfect Supreme - Failed
    Time - 1:51:03
    Loot - 2576 out of 2576 (Supreme: 2511)
    Pockets Picked - 23 out of 23
    Secrets - 3 out of 3
    Locks Picked - 4
    Backstabs - 0, Knockouts - 0
    Damage dealt - 0, Damage taken - 0
    Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
    Consumables - None

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

    Comments:
    This mission has important nostalgic value to me, which probably elevates it higher than it deserves. It is a good mission, donít get me wrong, but it suffers quite a bit from boxy design and a confusing layout. Once you push through those barriers however, youíll discover a rich story with weird, yet interesting characters. I absolutely love the combination of fog, rain and thunder, one of the first times I can remember a mission implementing those elements in an effective way. Ghosting it is challenging, but enjoyable, and of course highly recommended.

    After finding out my mechanical eye had been brought to Solustice Industries in Part 1, my task was simply to retrieve it in Part 2. I was to pick up 1,500 in loot along the way, before making my way out of the enterprise.

    Before the Masterís Key
    Nothing to report until I got the masterís key objective. I knew this key would unlock every locked door in the mission, so it was my task to obtain it as quickly as possible. I thus refrained from picking the locks in Squintasí and Franticiousí offices for now. I think it is fun to try to minimize that count as much as possible, and I knew it wouldnít be a problem later on. However, I also knew that taking the master key would spawn no less than 7 stationary archers in the northern part of the compound, so this area should be cleaned as much as possible first.



    Both the area surrounding the master suite, as well as the part marked Ďsecurityí on the map, went without issues. There were guards around, but they all had fairly long patrol routes. The biggest problem was getting into the northern part of the enterprise. Four entries existed: 1) A passageway in the ceiling of one of the cubbies close to the entrance to torture chamber 2 (image above); 2) An underground tunnel beneath a rubble piece in the yard (first image below); 3) A passage behind a barrel in one of the north storehouses (second image below); 4) A cave system on the eastern cliff-face (third image below). All four options were feasible, though only the latter yielded loot, so thatís the one I chose.







    Iíd actually claim this way of entry to be the most difficult one, as I arrived in some sort of prison test chamber. It had metal-grated flooring, with two enemies staring in through windows to the north. A door to their room spawned first alerts, so I had to use the ventilation access in the southwest corner instead. The room where these enemies were stationed had loot, plus a second entry door, but opening this one also triggered a first alert from Faustice (image below). Thus, a gold plate and a goblet in there had to be skipped for Supreme.



    The rest of the compound was pretty straight forward. There were a lot of patrollers, but plenty of shadows around. The biggest problem was making sense of the layout, which was very confusing at times. I kept going through the same hallways multiple times before finding a good route. I skipped Incitus and Yolandisí offices for now. I didnít want to pick Incitusí door in order to get the safe key, as the masterís key would open them both. A worker named Mizarus was stationed in a cubicle not far from Yolandisí office. I feared he could be a problem later, but I kept my hopes up. The only other challenging area was by an older lady in the Electrics Division (image below). She stared straight at the doorway to the north, so I had to approach from the south and follow the shade in order to get the wine and goblet in the nearby office. Returned the same way. No big deal, except for no less than four patrollers who decided to walk straight through this area at that time.



    The Masterís Key
    The only way to get underground from inside the enterprise was through the auditorium, which key was in Yolandisí safe. Since the masterís key opened both the safe and the auditorium doors, I skipped them for now and instead went straight for the alternate route to said key. Iím not sure if it was intended by Frobber to reach it this way or not, but that doesnít really matter. By the north freight elevator there was an entrance to the cave underneath (left image below). It was tough to reach, not because of attaching the rope arrow, but because of how difficult it was to get onto the rope successfully. I first tried to inch backwards, but that only flung me off the rope into oblivion. I ended up having to approach it from the side, sliding in from the northeast. It was hit or miss whether I actually caught hold of the line, but it was a repeatable move and that was enough.



    Reaching the masterís key in the basement was no problem, except for the boards blocking the entrance (image below). Two of the boards had to be broken in order to gain access; a bust to all ghost modes.



    After getting the key, I emerged yet again in the northern part of the compound, quite close to the storage rooms below the barracks. The only problem at this point was getting to Yolandisí safe. I had previously observed Mizarus as a potential problem, and he was even a bigger problem now. During my escapades underground, he had slid forward and was now stationed on top of the table in his cubicle (image below). This was horrible news, as he reacted with normal first alerts, something he hadnít done before. I had noticed before that he had been doing a lot of special movements towards his table, almost simulating the act of money counting. If the engine treated this as a scripted sequence, comparable to a conversation, then he wouldnít give first or second alerts during this activity. Those movements, however, I had noticed kept pushing him forward into the table, enough for him to eventually slide onto it. I assume this is a common result if spending a long time elsewhere in the mission. As seen in the image below to the left, I could get onto the desk close to the exit doorway, but beyond this point he without fail first alerted.



    I was thus forced to reload to before getting the masterís key, when he was still stationed on the floor. Moving onto the desk like before, I could quickly scoot over the shelving unit and hurry around the corner (image below). One in ten times or so, he didnít say anything. When he spotted me, it was always directly to alarm mode, never a first alert or hunt mode. This proved my earlier point, that his sequenced movements were part of a looped script. Going back, I could slowly move in behind the shelving unit, then mantle and creep-crouch-strafe onto the desk. If I got that far without alerts, I was safe. It didnít take many tries before I was clear.



    The rest of the mission didnít pose any problems. The additional archers spread around the compound meant I had to take a longer route going back to the master suite, but nothing that involved difficult moves. I didnít actually end up descending to the cave in order to get the contract. I went back up after getting the mechanical eye and left the way I had entered earlier. Remembered to lock up the door behind the vines on my way out. Easy to forget that one.

    Notes
    - Had to skip a plate and a goblet worth 65 in the torture viewing room for Supreme. Faustice commented on either door opening.
    - Had to break two wooden boards in order to obtain the master key. Ghost bust.
    Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
    Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays

  17. #392
    Member
    Registered: Mar 2018
    BEHIND CLOSED DOORS

    Pretty big city mission. It's not very difficult to ghost, but you are forced to go back and forth. Also it's hard to crouch walk on marble floor, because you do occasionally loud step. Enemies alert to you touching them, so nudging is impossible. Luckily it's not needed.

    Beginning of this mission is rather simple. To get to 2nd area of city you must strafe jump to the other side of canal when bridge guard is looking away, guard checking market stand is walking through bridge towards gate and other guard is on the left. Small spider patrolling room with rope arrows sees with his back, so get rope arrows while he's walking towards you. There is hard to get gem in nest above closed gate leading to next area. You must time patroller and turning guard plus 2nd ledge is loud, so you need to have luck. You are safe only on crates. To get to 3rd area I mossed balcony floor and strafe jumped to it.

    In 3rd area I'm visiting Inn first for objective with Spirits, then go to Gastrule's Office for Courthouse key. I'm looting other areas and then return to mossed balcony. There are 2 ways back to 1st area of city: through Lady Miranda's House (available later) or tricky jump from balcony to ledge. I do that to get Spirit from Estate Agents and loot Lady Miranda earlier and open canal valve. I had luck with jump and dropped on crates below without getting hurt. This glitch of falling down without getting hurt suddenly happens more and more often.

    After 1st area I used canal to return to 3rd area and again returned to mossed balcony. From there I went to Power Station to disable power and use roof to get on higher ledge leading to next area with Courthouse. This place is rather simple to ghost and here is also another entrance to Lady Miranda. I will visit it later. Open portcullis and rope up to wooden ledge above Shops. Above gate is storage, which leads to last area. This way you can go left to Church or right to Factory. Go to Factory first and create Lady Miranda's key, then go to Church.

    First go up. You can use Cotton Wool on bells, so Hammerites will not alert when you use them. Get mask and last Spirit. Church is harder, because one of patrollers can randomly sit on pew looking at altar with loot. Luckily after taking candlesticks you will create shadow behind altar. You can't get treasure yet, because you need last mask from Spirit objective. Go to Sewers and grab Sewer Hatch opener and Castle Davenish Tower key. Get out.

    Now visit Stag Inn to get last mask, grab golden statue from Castle Davenish and visit Lady Miranda through dark house and get necklace. Getting back is tricky jump from slopey roof to rope. Go to sewer entrance near Courthouse and get Valve. Go to Crypt, use 4 masks and douse 3 torches to get all treasure. Then use valve to raise bridge in Sewers. Next room can be tricky. If rat walks, then it's fine. You can go behind him, hide in corner and go to bones. The problem is that sometimes rat may get stuck forcing you to use invisibility potion. Taking Urn of St Tannis will summon hostile rats in Sewers. They will even kill guard searching for key. The easiest way to get out is by using teleportation necklace. The problem is that sometimes you can end with Faramund walking right into you and since he's frozen in another area, waiting will not help. You must quickly go around him.

    Other than that, ghosting Faramund is easy. Now you need to go to 1st area through Lady Miranda's House. To get out without leaving rope arrow you can: from vine jump to metal fence and drop on market stand and on street or jump on City Watch ledge since you have business there. After leaving evidences in offices simply return to starting point.

    STATS:

    Time: 2:32:36; Loot: 7510/7882
    Pockets Picked: 4/5; Locks Picked: 7
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE

  18. #393
    Member
    Registered: Mar 2018
    NAMELESS

    BLIND IRONMAN GHOST RUN


    Since this is the newest mission and I never played it, I decided to do blind ironman ghost run. In other words I'm ghosting it during my first playthrough without saving and loading. In this run I had no idea where is every piece of loot, how to sneak through mission, how to complete objectives and what is sensitivity level for guards. Unfortunately I failed it and survived almost 30 min.

    Beginning is easy to ghost, but I was focused on finding way to go through Sealed Gate without exploding it (there is indication that this is intended solution in readable). First I tried to mantle above starting point. So I did stack of 6 crates, but this area leads nowhere. I actually accidentally fell down. Luckily I dropped on gap between crates and wall, so I didn't took any damage. Next I tried wall near Barry's House, but low sky box ceiling blocked my progress. I missed my drop on stack of crates and lost 2 HP. I decided to abandon my search for alternate exit as it wasn't safe.

    Next I went through gate to area with bridge and river under it. On the other side of bridge is servant. I was worry that he can spot me when going through bridge, so I went left. No path forward, so I looked down at river. It was hard for me to estimate if water is deep enough, but I decided to risk it. Unfortunately water was shallow and I lost 7 HP.

    I swam to Coast and climbed to pier, then I went behind 2 guards and tried to enter Warehouse. To do that I nudged stationary guard and looked inside. Unfortunately there was archer on right wooden ledge. He immediately spotted me, so that's a ghost bust. I quickly decided to run under him and that was mistake. On the other side there was another archer. He spotted me and immediately killed me.

    On this run I learned that observation is very important, take your time, zoom in if necessary and try to gauge danger. Don't risk as it can end tragically. And if you are spotted, run away instead of rushing forward like an idiot.

    STATS:

    Time: 0:29:19; Loot: 480/8135
    Pockets Picked: 1/4; Locks Picked: 2
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 13; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/1

    STATUS: DEAD, NO OBJECTIVES COMPLETED

    REGULAR GHOST RUN


    Mission itself isn't very hard and my route isn't much different from my blind run. To get to river safely you need to shoot rope arrow into wood near bridge, slide from bridge and catch rope. I mantled on pier to get coins from fountain and then roped down back into water. Swim to cave. Here you need to douse some torches and braziers. Be careful to not 1st alert patrollers as this alert will 2nd alert nearby guards, then shoot water arrow into upper switch and nudge archer away.

    On 1st floor you must nudge George in Game Room towards counter, so you will manage to grab 2 bottles from shelf. To get loot from Ballroom I mossed floor and doused torches, then quickly run for it. Also climbing on wooden beam above bar may be tricky. To get to Supply Room you must douse torch and crouch run to door. On 2nd floor don't wake up sleeping woman or she will start patrolling and spot you.

    To exit you must use explosive device on Sealed Gate (ghost bust #1). I tried to make stack of crates to mantle above it, but due to low sky box ceiling it wasn't possible. Next is fight with Barry. You get teleported to well visible area and he spots you immediately (ghost bust #2). You must kill him. I found that it's possible to run under him, look up, use normal slash of sword and jump to hit him. Unfortunately you must slash from right side. Since I have no idea how to manipulate slashes from certain side, I was turning around and hoped for luck. Luckily boss can't hit you when you are under him. After kill throw mask into lava, read note and escape.

    STATS:

    Time: 0:58:58; Loot: 8025/8135
    Pockets Picked: 4/4; Locks Picked: 10
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 30; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 1
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 1/1

    GHOST: IMPOSSIBLE

  19. #394
    Member
    Registered: Mar 2018
    BETRAYAL: VOICES

    You must kill every enemy in this mission. There is 20 of them and most of them can't be killed in one hit. Only thief from gamble room and 2 outside archers can be killed in one hit. But killing thief from gamble room alert his companion and killing one of archers alert other one. Luckily after killing everyone it's possible to kill him without alerting anyone else (because they are all dead). So that's ghost bust #1-19. While dropping one of dead bodies from top of tower stairs, it became unfrobable. After killing them new thief spawn and he also must be killed. Luckily there is no problem to kill him in one hit.

    You also need to smash statue (excused by objective) and explore cellar. To do that you use crowbar on 3 wooden planks, but it doesn't destroy them, so that's not a damage property. In cellar you must stand on wooden plank on floor and it gets destroyed (ghost bust #20). It's impossible to trigger destruction by jumping above plank. In cave is letter you need and giant purse behind wooden planks. To get it you must destroy 2 top wooden planks, but there is no objective requiring you to collect it, so I skip it.

    STATS:

    Time: 1:00:32; Loot: 1676/1676
    Pockets Picked: 6/6; Locks Picked: 5
    Back Stabs: 14; Knock Outs: 0
    Damage Dealt: 786; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 21
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: IMPOSSIBLE

  20. #395
    Member
    Registered: Mar 2018
    THE BLACKHEART'S RECORDING

    OUTSIDE


    Mansion mission with varied sensitivity of enemies. Some guards are normal, others can 2nd alert to the smallest noise and others can alert if you are close enough to them. Right at the beginning is window with invisibility potion on table. You can jump for it and grab it, but noise of falling on grass will 2nd alert nearby stationary guard. Behind right door is guard who alert to the sound of opening door and other small noises. To avoid him you must mantle on hedge and go along right side.

    BASEMENT

    In Basement you must douse torch and go slowly along left side. Steal knight's key. Here you can nudge him or return outside. I returned outside, roped up to roof above ladder and climbed to roof with windows on left side. Stay away from left side. There are 2 patrollers inside and they can 2nd alert to you if you are too close to wall (even if you are on the other side of wall and they can't see you). Drop on the other side and use key on door. Use elevator to get to basement and go to sleeping guard. I picklocked 2 chests with moss arrow and gas arrow. This wakes up guard and he's looking at us, but he's not a problem to dodge. I also grabbed secret and visited easter egg room, which gave me Safe key earlier.

    JOHN HAMPTON'S HOUSE PART

    Be careful for guard in dark room. I saved badly while standing and he went into search mode after every reload. No idea why, but I was forced to restart this mission. In corridor go behind 1st patroller into room with noble to loot it. Turn off light and hide in corner near door. From here you must go through next door leading to another corridor patrolled by guard and there is guard with red key walking through Music Room. You need to go behind guard from 2nd corridor and dodge him from left.

    Next room is easy and it has only goblet. 2nd floor has hyper guard (he's proximity guard who can also alert for every little noise. When walking towards top of stairs he's making small loop, so don't get surprised. Go along left side to chests. Picklocking one of them can alert guard if he's too close. Go into left room for purse. Now you need to go to Music Room. To do that you need to go behind patroller and dodge him from right. You also need to have luck with other 2 patrollers. Here are 2 loot chests. Check Theater too for more loot. Go into next corridor.

    EDWARD HAMPTON'S HOUSE PART

    Corridor is patrolled by hyper guard and my target is left door. You are safe in doorways and in order to get to left door you need moss floor leading to carpet and floor in front of left door. Inside is dining room with another key. Enter right door and douse gas torch near left door. You do that because woman inside can spot you. Even though there is conversation, after it woman will mention that she saw someone. And you need to visit this room, because cop here has key for right door. I also use secret hook in fireplace to open secret bookshelf, but woman is in my way. Maybe I could nudge her, but with how sensitive are all guards in this mission I decided to skip secret loot (worth 125 loot).

    Go right. Here are 2 normal patrollers. Easy to dodge. Enter 2nd door and steal key from servant. Then go to 1st door, go to side door and wait for another normal patroller to leave room and enter it. In 1st room is water arrow, in 2nd - Office key. Go on 2nd floor. Here is another hyper sensitive guard in front of fireplace. You must douse fireplace to enter bedroom, but usually servant alert and guard goes into search mode. To douse fire you must shoot gas arrow slightly above fireplace. Inside is more loot and balcony. Drop and mantle on well and use secret torch in corner. There is no need to drop into well, but there is a way to rope up and mantle back on balcony. Also don't make noise here. Hyper guard near fireplace has super good hearing and can hear all noise happening here.

    END

    Return to corridor with hyper guard and sneak to Guest Room for more loot. Then open double door to Main Hall. All guard are hyper sensitive, so be careful. There is nothing on 2nd floor, so just go along right wall and grab all 4 goblets. Afterwards you must return to John Hampton's Office (near entrance to basement). Here is secret book switch, which opens passage to safe. Be careful, because passage will quickly close and there is no switch opening it, so you will be stuck. Put healing potion on floor to block bookshelf from closing. Open safe to get recording. Get back office, mantle on clock and take letter from purple box. This will finish this mission.

    STATS:

    Time: 0:36:30; Loot: 1905/2230
    Pockets Picked: 7/15; 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: 4/4

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE? Skipped secret purple box in small library worth 125 loot, because woman was blocking entrance to secret passage and cop was right in front of her. Because of random sensitivity of enemies I didn't even try to nudge her, so I don't know if getting this loot is really impossible.

  21. #396
    Member
    Registered: Mar 2018
    BONDS OF MINE

    Very easy mission to ghost. It's good to collect 3 ingredients before you get Onyx Crown. This way you will not need to interact with wraights too much. After taking crown wait for teleportation and go through Garrison back to Tower. This way you will need to avoid only 1 wraith. You can use flare to light brazier instead of fire arrow, then put 3 ingredients on it and return to start. I used Chasm to return to spider cave as a shortcut. Also completed extra objective in Library Attic.

    STATS:

    Time: 0:25:13; Loot: 1020/1050
    Pockets Picked: 2/2; 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: POSSIBLE

  22. #397
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Game: Thief 1
    FM: The Whistling of the Gears [TDP20AC]

    Ghost - Success
    Perfect Thief - Success
    Supreme Ghost - Success
    Perfect Supreme - Failed
    Time - 2:09:21
    Loot - 3181/3181 (Supreme: 2956/3056)
    Pockets Picked - 4/4
    Locks Picked - 9
    Backstabs - 0, Knockouts - 0
    Damage dealt - 0, Damage taken - 0
    Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
    Consumables - 1 Holy Water Vial & 1 Water Arrow

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

    Comments:
    Although I had played The Chalice of Souls before, which Firemage co-authored, this was my first time playing any of his solo creations. To be honest, it started out a bit tedious, but has grown into one of my favorite missions, mostly due to how fun this mission is to ghost. It definitely could have benefited from a few more weeks of testing, as some of the objective choices in my opinion hamper the gameplay. It has tons of Easter eggs and hidden stuff, rewarding thorough completionists like myself. Along the lines of Into the Odd, the reviews for this did split the community some, though Iím definitely in the camp of two thumbs up.

    I was tasked by Lord Morel to sabotage Lord Tudorís entry into some inventorís contest, in addition to stealing one of his blueprints. Furthermore, I needed to obtain some incriminating information about Tudor, as well as 1,750 in loot. A different, yet intriguing backstory to a mission, which is always welcome.

    The Church
    I knew damaging Tudorís core would send me across town retrieving the shards later, so I wanted to head straight for his factory, in order to avoid lengthy backtracking. However, I also knew I needed a holy item in order to damage it. There was a hammer in Tudorís armory that would do the trick, but that required an unnecessary lockpick on the armory gate. The only other viable option was using a holy water vial. Only two were available in the mission that I knew of, the closest of which was in the hammerite church. That was thus my initial target.

    The archer right above the starting area had a purse, and although I managed to take it without alerts, I couldnít quite figure out his alerts. Sometimes he saw me when I was in the streets below, but then wouldnít even flinch if I was on the pipe directly outside his window. Oh well, he never uttered a word, so I was good. I climbed the roofs by the abandoned factory and made my way east. Dodging a patrolling archer, I planned my church entry. I actually found entering via the ground floor double doors to be the easiest. The outside stationary guard and the patroller that went in and out often ended up both facing west, which is when I made my entry (image below). Guards rarely alert to doors opening in Thief 1, so this was a fairly safe method.



    Since there was no reason to return to the church later, I cleaned the whole compound at this time. The building wasnít that big and there was only one patroller, a hammerite priest wandering between the floors. I brought along the holy water vial from the bedroom attic and left via the upstairs balcony.

    I next leapt across north and approached the water tower. There was a hidden coin stack in the corner below, plus a piece of loot in the tower itself. Unfortunately, that item had to be skipped for Supreme. It was a valuable lantern that counted as a light source, which goes against the Supreme rules to remove (image below). The Perfect status busted early for that mode.



    Tudorís Factory
    My initial plan was to enter Tudorís via the balcony just northwest of the water tower, but that got cut short by a stationary archer inside who heard the sliding door. He was stationed in a reception booth just inside the entry. So I scratched that idea and instead entered by way of a window further north, just above the factory delivery entrance. From here, my first goal was to reach the basement factory. I needed a copy of the security key in order to safely reach Tudorís top floor chambers. I could pick the lock on his entrance door, but that necessitated the Tudorís Quarters Key in order to relock. Said key was only found in one location, namely directly behind the aforementioned reception booth archer. Even if I would have been able to retrieve that key, there was no chance of returning it to its original location without alerts. The security key, however, would gain access to the security office, which contained a secret passage to Tudorís top floor. There were a total of eight (!) copies of this key, though six of them were on the wall behind the same archer as before. The seventh was found in a room with a sleeping archer in the barracks, and returning that copy would wake him up. The last copy was on another archer patrolling in the basement factory, thus the reason for my getting there first.



    However, the same archer as before again spoiled the party. There was a small flight of stairs down towards basement where he caught me. I honestly thought I would be able to get low enough and have the top of the stairs block his view, but that was not the case. I think I got fooled by his awkward posture. He didnít stand per se, but leaned nonchalantly against a table, which made it seem like his head was lower than it actually was. His cone of vision was still that of a normal, standing archer. Try as I might, I was not able to sneak or rush down the stairs without at least a first alert (image above). This was a huge blow, as I honestly thought this was the only way down to the factory. In desperation, my thoughts next went to the delivery entrance gate. There was another stationary archer there, but he acted very differently. He never alerted like a normal enemy, not even if I was brightly lit directly in front of him. Instead, he gave scripted comments as I approached the gate itself. The first time, he gave a comment and a frustration shrug. The second time, he got angry and did a hunt maneuver posture in place. The final reaction was full alarm with attack. Iím not sure if any of these situations definitely would count as busts, but I suspect they do. Supreme rule #4 says: ďAll AI and devices must remain in their normal state and not react to anything you do or initiate in the game.Ē Although this was a scripted maneuver, it was directly caused by my presence. Luckily though, he pivoted north, northeast, and east. This was my saving grace. It meant I could drop onto the wooden plateau as he faced north and pick the lock on the gate without triggering a reaction (image below). He neither alerted to the lockpicks, nor the gate opening. As long as he stayed either north or northeast, I could also leave this plateau and reach street level safely. From here, I snuck over to the gateís north side and waited for him to face east. The second screen capture below shows the closest I could go without triggering his first scripted response. What I could do though, was rush through the gate and into the first room without said response. It seemed not only was the script proximity dependent, but also time dependent. Unless you spent more than a second directly in front of or underneath the gate, the archer remained silent. Perfect!!





    The next gate could also be picked open, but there was another guard beyond it that could alert to the lockpicks, so I waited for him to leave. Both these gates could be relocked with the security key or manually closed with levers later. The only thing worth noting in the factory was a crate that fell off the top shelf once I passed a certain line. It acted like a trap, so I avoided it. Fortunately, there was a different gate into the work station that took me to the other side of that gate, so I could get all the loot in here for Supreme. Picked up the security key and the lost key also; I would return both of them later. When leaving, I could again rush out and avoid any remarks from the guard.

    I reentered Tudorís via the window I talked about earlier. Since I would return here to replace the core later, I headed straight for the security office. The hidden passage took me to Tudorís bedroom (image below). The only thing worth mentioning on this floor was getting the diamond by the plant camera on the floor below. I had to take that coming from above, as it was on the inside of the pickable door that responded to the quarterís key. I simply used one of the pillars in the staircase to get hardcover from the camera. No big deal.



    Instead of shooting a holy water arrow at the portal to destroy the core, I manually dropped the vial into it. This was a bit tricky to do without taking damage, but it reduced the use of consumables by one, which is something. Got teleported to the abandoned factory next.

    The Shards
    Moved east from this location, through the old mansion with the arguing couple. It was very difficult to properly detect alerts with them. Usually they only gave settling remarks, but they were definitely hostile. I moved in a clockwise fashion around the room, crossing the fireplace towards the desk, then onto the bed. I sought hardcover from the fireplace behind the bed posts. From here I had to wait for both of them to head up the stairs in order to pick the chest without comments (image below). They moved around a lot, so it didnít take too long. Took a similar route out of the room. If they saw me, a guard spawned in the adjacent hallway, but he never showed up when ghosting.



    Moved through the museum to the easternmost street. Found the first core shard in an apartment here. I had to cool it off with a water arrow in order to pick it up. I could do it without putting out the fireplace, which wouldíve been a Supreme bust. Cleaned the alchemistís next without issues. His patrol was somewhat random, but nothing too difficult. Left via the vent shaft in the lab. It was difficult to close the vent behind me when emerging in the rooftop storage room, but I got it in the end.

    Moved my way through town heading west. No issues to report. Took the air shard close to the starting point. Picked up the maintenance key before hitting the shops. It was needed to reach the pottery store, which had tons of loot. None of the other establishments had anything to report besides the pub. I was seen coming through the window, so I had to come through the vent shaft. From the shadows of the tunnel I could reach over and grab the coins on the table without alerts (image below). If I moved into the light, the bartender commented. I could move over towards the bar counter, but couldnít pass it without a Supreme bust. There was another panel that connected to an adjacent room, but they also alerted to this panel opening. I eventually found a method of getting upstairs by use of 2 rope arrows, but one can easily leave and approach the scrappers from above as well. The scrappersí floors were not difficult. I used the ventilation system to get to the top floor, where I found more loot and the earth shard. The metal around the iron vats was loud, but each side had storage rooms where I could hide. Had to grab the nugget from one of the vats from the rope as I ascended to the exit vent.



    Back to Tudorís
    Looting the rest of Tudorís facility wasnít too difficult. The only piece of loot that was outright tough was the ring on the shelf beside the key rack archer. I had to lean around the corner from the bottom of the stairs (image below). I managed to get it without dousing the torch though, which Iím happy about. The armory had no loot, so I left it be. Used the security passage to get to the top floor machine room to pick up the final shard. Then headed down to the factory by way of the delivery entrance and fixed it in the machine there. Returned the lost key also before leaving. I had to close both gates by using the levers, then rush out as they shut behind me (see image).



    From here, I yet again returned to Tudorís machine room to replace the core. I had previously grabbed a second copy of security key from the control room, so I returned that before leaving Tudorís for the last time. Took the streets west and returned the maintenance key, before ending the mission in the south. Supreme success!

    Notes:
    - Had to skip a valuable lantern worth 100 in the water tower for Supreme. It emitted light and thus not allowed to remove for that mode.
    Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
    Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays

  23. #398
    Member
    Registered: Mar 2018
    DARK MESSIAH

    In Basement of Haunted Cathedral zombie is blocking way to flooded room. It's impossible to dodge him and there is no other way out of flooded room. Plus I only have 1 invisibility potion. To not worry about zombie during my return path I lured him to stairs and use sword to KO him (ghost bust #1). Interestingly enough this counts as 1 kill in stats even though technically zombie can still wake up.

    Can't get blue gem in right room from flooded room in Basement of Haunted Church, because you drop loudly into water and there is nearby zombie that hear it. This way I skip 15 loot.

    In Catacombs is room with ambient sound of crying people. It only activate when you are inside this room. This 2nd alert zombie, but isn't ghost bust.

    In Master Armando Crypt I must skip diamond worth 100 loot. Taking it blocks secret passage leading to room with crying people. The other way is through door, but at the middle of stairs fireball trap activates and this alert outside spider.

    In Catacombs there is room with 2 goblets near walking shadow. Entering this room activates magic bolts trap, which can alert shadow if he's nearby. To take loot wait for shadow to go in opposite direction, run to room, crouch run inside, grab goblets and leave.

    When you return to City you will notice new enemies killing citizens. Because of that I have Bodies Discovered count in my stats. Because of sensitive enemies to escape Church I needed to moss marble floor and use invisibility potion.

    STATS:

    Time: 0:53:14; Loot: 3130/3820
    Pockets Picked: 4/7; Locks Picked: 4
    Back Stabs: 1; Knock Outs: 0
    Damage Dealt: 30; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 1
    Iron Beasts Destroyed: 0; Disabled: 0
    Bodies Discovered by Enemies: 1
    Secrets: 0/0

    GHOST: IMPOSSIBLE

  24. #399
    Member
    Registered: Mar 2018
    DEATH'S TURBID VEIL

    Mansion mission with lots of patrollers and lots of marble, but it's really not that hard. Due to framerate it's harder to crouch walk on loud floors. Also there are 2 secret pieces of loot spawn by using piano in Study. These loot pieces increase max loot by 275 loot. In Vault you can acquire Flint & Steel without getting locked in there by leaning forward. This way I can complete ritual without need to return to mansion after zombie invasion.

    In Mine there is some loot near zombies and it requires you to turn off your lantern. The last stretch to elevator require you to walk to it blindly in pitch black darkness. Despite the fact that zombie is looking at wall, he can still spot you. In Lair you must douse couple of candles near Marianne and hide in shadow during reading book to avoid Lord Pavoni. Also leave at least 3 water arrows for Crypt. By the way, holy water arrows don't alert enemies.

    After escaping Crypt you will be forced to get to Well. But zombie invasion has started and some enemies changed into zombies while others are normal, so there will be fights. Zombies are indestructible, but for couple of minutes they will stay sensitive. I went back to start and along right wall to Well. Zombie woman near fountain can end in random place. Wait for enemies to calm down and enter Well. Also due to fights there is Body Discovery stat.

    To get back to Lair you must go through Mine, which is empty. Lord Pavoni will alert whenever you go close to him and it's unavoidable (ghost bust #1). Killing him will spawn zombie and this zombie will go into hunt mode (ghost bust #2). The reason for that may be body explosion of previous body or maybe he can alert, because you are close to him. Whatever it is, it's also unavoidable. Then you must make choice to kill or save Marianne. I chose to save her, so killing objective will fail.

    STATS:

    Time: 1:28:10; Loot: 3967/4012
    Pockets Picked: 0/2; Locks Picked: 3
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 1605; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 2
    Iron Beasts Destroyed: 0; Disabled: 0
    Bodies Discovered by Enemies: 2
    Secrets: 6/6

    GHOST: IMPOSSIBLE

  25. #400
    Member
    Registered: Mar 2018
    THE ABANDONED CASTLE

    Quite easy castle mission. There are only 2 haunt corridors that are hard to ghost: first, because you need to walk behind fast haunt and when he do small turn left, run to wooden planks. Other corridor is on 2nd floor. Part that confused me is secret tunnel on 2nd floor. Closing secret passage will close metal gate in passage. Mission can't be ghosted, because final enemy - girl is right in front of us in well lighten room (ghost bust #1). You must kill her, but she changes into stone and it doesn't count as kill in stats.

    STATS:

    Time: 0:43:13; Loot: 4536/4861
    Pockets Picked: 3/3; Locks Picked: 7
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 6; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: IMPOSSIBLE

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