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

  1. #51
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Definitely mission 4 and definitely Byron. Anarchic Fox told me himself.

  2. #52
    Member
    Registered: Mar 2018
    Read the title of this thread and you will notice that Switching Rails is definitely supposed to be Mission 5, not 4.

  3. #53
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Hmm...there could be a discrepancy between the original plan and what actually started to be made. I know the Nine Year Sleep was definitely mission 3 and some of it was made but nowhere near completed, but I don't know if the files are saved or recovered. Its story ends right where Switching Rails picks up. Perhaps Anarchic Fox will chime in himself.

    Playing as Dante in SR makes no sense, as the protagonist talks about his disdain for the Circle (of which Dante is a member) and his need to infiltrate it.

  4. #54
    Member
    Registered: Mar 2018
    I actually thought that Mission X was final test for Dante to really enter the Circle and he was doing that in order to infiltrate the Circle. I mean everybody is calling him a newbie. That's why I suspected that in Mission 4 (this WFFF) Dante got caught, maybe he was betrayed. And that's why in Mission 5 (Switching Rails) he escapes from prison. There is really no info about Mission 4 other than the title (it's probably first letter of words of the full title). Works on it may probably never started. Maybe it was just camvator mission. Only CoSaS team knows that.

    Two more thing: How Byron would appear in prison? I can expect that from Dante being betrayed, but it's hard to imagine the same with Byron. And how agent Nightfall knows where he's located so easily? If Nightfall is the one who betrayed Dante, it would be easily understandable for me.
    Last edited by Galaer; 21st Oct 2020 at 17:41.

  5. #55
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    This is a quote from Anarchic Fox sent to me in a private message:

    "In 9YS and SR you play as Byron, Dante's enemy and antithesis (in that he's best as a loner, while Dante is best in a team). The 9YS design document (from the same thread) gives a good overview of Byron, but SR is from an earlier plot draft, in which Byron used equipment instead of spells. 9YS is a prequel to CoSaS as a whole (don't even ask how number three became the prequel), and it concludes with the ship voyage mentioned in the MX cinematics. Byron arrives at the City, but did not account for possibility of being barraged by gas arrows. He wakes up in prison without equipment, and his first goal is to retrieve that gear; however, shortly before, one of the Circle Agents broke into prison and stole that gear in order to ascertain Byron's identity."

    In the same message he also referred to Switching Rails as "mission four".

  6. #56
    Member
    Registered: Mar 2018
    If Mission 4 (WFFF) was just camvator mission, then Siwtching Rails would be real mission 4. There is also chance that CoSaS team changed their plans about Mission 4 and forgot to update their website. Anyway, thanks for info, klatremus.

    Edit: Watched a bit your ghost run. I suspect that FCBT is simply First City Bank & Trust.

    Edit 2: So you ignored key to the Circle that is located near noble's body on 2nd floor of Train Station. I believe this completes bonus objective.
    Last edited by Galaer; 22nd Oct 2020 at 14:05.

  7. #57
    Member
    Registered: Mar 2018
    OLD BAD FELLOWS

    START


    Short monastery mission. First you must go to guard post and when Mechanist will turn right, run to main entrance and grab mace above it. Return to starting point and go to Kitchen. In Chef's room is chest. In Dining Room is plate, bottle and goblet. Go to Backyard via left door and steal key from Mechanist. Go through left door to Chapel.

    Here you must go along left wall, quietly mantle on braziers and drop on marble. Slowly go behind Mechanist, moss floor and nudge him slightly forward. Go to holy fountain in shadow and lean for priest's key. Go upstairs.

    UPSTAIRS

    When Mechanist will go on terrace near stairs go towards High Priest's Room and douse gas lamp. Thanks to that sleeping priest will not wake up. Take Office key from left fake spider. In bath is ring. To get out from bath you can't mantle, you must jump. Wait for Mechanist to go right and visit Office. Here you are forced to cut banner (ghost bust), read scroll and take it with you. Also read golden plaque for new objectives notification and use lever behind victrola.

    BASEMENT

    Go to Basement and steal key from Mechanist. Go behind him and unlock Diving Room. Open hatch to Crypt and leave it open, because Mechanist can see through it, but you can't. In hidden room are 7 pieces of loot and 3rd Keeper Medallion. Go back to Chapel.

    GROUND FLOOR

    Go around Chapel again and enter Priest's Room. Take vase, unlock chest to get 3 Safe keys, another Safe key is under bed. Also read book. Leave and go to Acolytes Quarters. Douse both torches here. In 1st room on the left is 2nd purple box and 3 stacks. In 1st room on the right are 3 masks. In 3rd room on the right is Laboratory key behind banner. Behind curtain are 3 plates above fireplace. Go to Servant Quarters.

    Douse 2 torches and open 2nd upper and lower chest for loot. In next room engineer has Technic Office key. On shelf is drill and lever. Woman's body has mansion key. Go to the end of passage and douse gas torch. Inquisitor can spot you through painting, so you must go along left side. Grab fire poker on the way. Strafe run to safes and unlock 2 upper safes for loot and diary.

    Return to Backyard and go into Technic Office. Use Laboratory key on lock behind 1st banner. There is moneybox key near treasure chest (on the right side, it may be tricky to highlight it). Return to Echrem's Room in Acolyte Quarters and unlock 1st purple box for Lucky Dagger. Then you can go into Diving Room in Basement to finish this mission.

    STATS:

    Time: 0:30:50; Loot: 3081/3081
    Pockets Picked: 5/7; Locks Picked: 10
    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

  8. #58
    Member
    Registered: Mar 2018
    THE PLOT THICKENS

    ACT 1


    Short city mission in which we are forced to tail 2 thieves. First has purse, so it's good to grab it after he will stop and resume his route. Thieves are also pretty blind, so it's easy to ghost this part. Afterwards is journey to Sewers. After listening to thieves conversation, I get optional objective of killing all 6 thieves. That's impossible for ghosting, because thieves are packed and they are watching at each other. That's also the reason why supreme ghost is impossible. Afterwards you must return to shop. There are new guards, but just crouch and hug left wall to safely get to shop with only few 1st alerts.


    STATS:

    Time: 0:13:46; Loot: 520/580
    Pockets Picked: 2/2; 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: SUCCESS
    PERFECT GHOST: POSSIBLE
    SUPREME GHOST: IMPOSSIBLE

    ACT 2


    Short city highway mission. It's pretty easy to ghost. You don't need to use valve to open partcullis. Instead from wall jump to another wall and from there mantle on Aqueducts ledge.After Fortress is another problem. Ledge above street is too well lighten, so you are forced to douse torch, avoid guard, climb barrel and mantle on wooden ledge. In the end you enter room, which gets locked and alarm launches. But nobody activates it, nobody gets alerted either and you must get caught to complete the mission. So I don't count it as a ghost bust.

    STATS:

    Time: 0:13:46; Loot: 520/580
    Pockets Picked: 2/2; 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: SUCCESS
    PERFECT GHOST: IMPOSSIBLE. One purse is in sewer passage behind banner.

    ACT 3


    This is ghosting mission. There is a lot of leeway though. At the beginning I'm going after lockpicks. Afterwards I'm starting looting this mission. The hardest to get is nugget above Stables. For it you must douse 2 torches near Front Gate. Don't douse 2 torches near thief, because Mechanist's 1st alert will put nearby thief in search mode. Next you must crouch and drop from higher stone gargoyle near golden helmet Mechanist to top of ladder and quickly climb up. Quietly descend into room on the other side of ladder. To leave just drop on doused ladder on the left.

    I finished mission with 2 bonus objectives completed - I got Hand of Doom and collected all 3 followers gifts.

    STATS:

    Time: 0:35:12; Loot: 3080/3200
    Pockets Picked: 6/6; 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: 5/5

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE

  9. #59
    Member
    Registered: Mar 2018
    RETRIBUTION

    It's the same city as in Guardmen of Haddur. City itself is empty and there are only lasers to avoid. In Crypt we are forced to kill zombie, then go through tricky monster section in mine. Later we are forced to steal crystal from very sensitive ghost and escape. To avoid ghost busts I'm skipping Crypt by mantling over metal fence at the back of Cemetery. Then I avoid main entrance to Cemetery and Crypt and frob medallion near body to finish this mission earlier.

    STATS:

    Time: 0:04:30; Loot: 0/0
    Pockets Picked: 0/1; Locks Picked: 0
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: SUCCESS

  10. #60
    Member
    Registered: Mar 2018
    SISTERHOOD OF AZURA 2: THE HOUSE

    Save shows title: "Shadow of Her Sister". Large and very tough mansion mission. There is lots of patrollers in house. It actually reminds me Rebellion of the Builder. There are also events that spawns allies and enemies into mission, so it will be a bit chaotic mission. There will be fights. And a lot of weird stuff will happen. Also I'm not 100% sure what exactly trigger these events. There is a certain objective of raising Sarah that I will try to avoid, because Sarah is located behind icicles in Freezer and you are forced to destroy them to grab her.

    PRISON

    After getting freed carefully (prisoner from left cell can alert to you) go left and lean for Sewer key from body. Go right. In next room is triangle lockpick, chest with some moss arrows, Rhuben's Note, 4 water arrows and coin stack (this will trigger loot objective - 4000). Next use Sewer key and grab blackjack from engineer. While having it doesn't complete any objective, I may need it for breaking icicles. It's impossible to escape through Sewers. Too much light, metal floor combined with shallow water and Hammerites prevents going forward.

    CRYPT

    Return to room with equipment and use door leading to Crypt. On the right is statuette. Go twice left. Also here on my 1st attempt to ghost this mission 2 Hammerites blocked on each other. It was impossible to progress. In room with generator is panel controlling watchers and chest with flash bombs. Taking flash bombs spawns zombie impossible to avoid, so avoid it. Next go right. At the end of dark corridor is mask.

    Next room is weird. I'm not entering it, because it's really optional place. It has secret lever under ramp, which gives invisibility potion. In treasure chest is holy sword. I'm not sure if this sword is necessary for triggering events. I hope not. Otherwise I will be forced to restart this mission. In room is stationary thief and room is visited by Hammerites. And taking holy sword spawns 2 skeletons.

    So what's the problem? If you douse torches Hammerites will start to 1st alert to that and many times it leads to search mode. If thief will see you, then he will attack you. So I tried to quietly enter the room from the side, but then thief and Hammerites go into search mode. No matter how far they are. Thief suddenly becomes our ally and ignores us. That's why I decided to avoid this whole mess with alerts by skipping this room.

    ESCAPE FROM PRISON

    There is another way out via Prison't 2nd floor. Go upstairs, take rope arrow shot into wooden beam. Stay on the right side near door and wait for archer. Enter door, crouch and quickly go to teleporter room on the other side. Afterwards shoot moss arrow into switch to open gate and mantle over window. In next room is chest with rope arrow and invisibility potion. Go quietly upstairs. Mechanist has speed potion and you are forced to nudge him all the way to opposite guard post. There is light lever and bottle. Use double door to enter house.

    MAKING LIFE EASIER

    The first thing you will notice is objective about escaping Prison hasn't been completed. That's because this objective completes only is you use teleporter in Sewers. Don't worry, I will get there later. House has lots of patrollers, lots of light and watchers. Also I need square lockpick. So first thing for me to do will be disabling light in mansion, disabling watchers and getting lockpick.

    First you need to rope up to 2nd floor and mantle on metal railing. Double door leads to Power Room. There is light panel (this also disable watchers on 1st floor) and secret switch on middle machine. It leads to some potions. Go right behind Mechanist. You are above White Hall. Grab 2 statuettes. Go to Bathroom for water arrow and press secret switch in shower. Passage with nugget inside leads to Security Office. Inside is square lockpick in safe. I decided to unlock door, then I roped up into passage.

    Return to Power Room and go left. Here are stairs leading down. Also guards go through west and north doors. Go west. In 3rd room are 2 masks, behind curtain are 3 masks and chest that beside loot also gives rope arrow. Return to stairs and go north. Go to corridor on the right patrolled by guard and archer. 1st room leads to Swim Pool. I'm gonna use it soon. You need to go to 3rd room (Accounts). Inside you are safe from patrollers. Rope up to disable most of the watchers on 2nd floor. On shelf is Security Office key and 3 urns. Also 2nd safe has a lot of loot. Use other door to visit next room. Priest has a purse. Return to Swim Pool and rope down.

    SWIM POOL

    On the left side is secret passage. Open it, but don't use it. It will close automatically after few seconds, but there is nothing valuable there. Behind treebeast is invisibility potion. Use lever to unlock door on the right side. After 10-20 seconds treebeasts will kill archer. Wait for them to calm down. Go behind right treebeast, quickly run through light to another shadow and slowly go towards skull. Lean and grab Skull of Azura Malky.

    Use door and go left. In the first room is noble with Mechanist. Noble has a purse and on fireplace is statuette. Unfortunately you can only grab purse by approaching noble's side. Statuette you can only grab with invisibility potion. Go to 2nd room and don't get spotted through windows. Grab chest and go through last door to fountain. Douse fire and grab elemental arrows, there is also skull shot here. Return to Swimpool and go to east door leading to corridor.

    SOUTH PART OF FIRST FLOOR

    So for now I'm gonna skip Music Hall and Bar. Instead I'm going south to Servant Quarters. In 1st room is moss arrow and ring. In 2nd room - water arrow. Ignore White Hall and go to next corridor with glasses. In 1st room is chest, in last room is coin stack. Go to corridor and go to Dining Room. Wait for conversation to end and grab 2 candlesticks and vase. You can't go to Kitchen from here.

    Return to corridor and unlock stairs room at the north. From there I'm gonna try to enter Kitchen. This isn't a good spot to enter it though. Much better is to go through Swim Pool secret passage and enter through north door. Right here you will experience the big traffic going on. There is really a lot of patrollers. Kitchen can be visited by one of them and inside is old woman who walks randomly and can visit corridor. It's really annoying to enter Kitchen from east side. Luckily near door is light switch, so it will make 1st room dark.

    In Kitchen is secret switch in fireplace. It just opens passage to west Robotics Control, it also spawns neutral old woman who looks identically to woman that alerts to us. Near window to Dining Room are 3 plates. In side storage is Freezer I mentioned previously and on top shelf is moss arrow. So right now I decided to visit Music Hall. To get there I'm using north door to get to corridor leading to Hall of Whispers. In 1st room on right side of desk is secret switch that opens well known passage to Swim Pool. Through it I'm going to west door of Music Hall.

    MUSIC HALL

    On the stage are 3 goblets and 2 bottles. Because there are 2 guards that may end fighting each other on 2nd floor blocking way to Music Hall, I decided to rope up to it's east side and mantle on metal railing. There is only 1 guard right now, but later will be patroller and archer. Chest has moss arrow, on carpet is other moss arrow and bottle. Guard has Robotics Control key, which you don't need. Despite gas torch you can sneak behind him with just 1st alert. Rope down back on stage.

    You need to get to stationary red lady at the north. In this room is patrolling red lady and patrolling small bot. When they go north, quickly run to shadow under right pillar. Then grab red lady's Library key and urn in corner, then go south to door leading to Bar.

    BAR

    Quickly grab 2 bottles on shelf and 3 coin stacks and goblet on counter. After conversation Mechanist will attack Hammerite out of nowhere. Barkeeper will run for help. In my run Hammerite won and transformed into haunt. I hid in Music Hall and waited for everyone to calm down. I entered Bar and shot moss arrow into light switch on the other side. Then I hid bodies in shadow. Go to Barracks.

    BARRACKS

    Wait for conversation to end and run to fireplace. Grab fire poker. Dodge 2 patrollers and enter Training Room. Close door and use lever on right side to move target right. When guards will enter Barracks and close door, shoot broadhead arrow into middle of target for secret purse. In chest is rope arrow, on wooden beam is gas arrow. Go downstairs and use ladder to go down and finally complete "Escape from Prison" objective.

    GOING TO LIBRARY

    Go to Barracks stairs. There is secret passage behind banner impossible to enter without cutting it. Luckily there is just some equipment. Go to 2nd floor. You are above Bar and there should be Hammerite and Mechanist and they should start fighting. There is no one here. Grab coin stack and go to corridor. Here is weird thing. Whenever I try to get to 1st room I see Hammerite and Mechanist running and they attack me. I needed to hide quickly in left corridor. They ignored me and return to room above Bar. I guess they got scared by fight in the Bar. I went to Library. Safest path is detour west, then north through Accounts.

    LIBRARY

    At the beginning is thief who will run away and vanish. Go right to nobles and quickly steal bottle and key from them. After conversation friendly thief will appear and attack them. It would be good if he will kill them here, so if one of them will run away, just reload. Use key to get on 3rd floor. Here is thief standing in window. In SW corner is Mechanist Spell, which completes objective. Use double door, grab candlestick and read book. This will unlock side door and guard will come here. Hide in shadow on the side and when he go past you, quickly run to his room and climb to 4th floor.

    Here is book that gives objective of raising Sarah. This objective that I don't want to trigger, so I don't read this book. Near it is Azura Bedrooms key. On 5th floor is book to read. Guard who unlocked ladder passage is standing in front of ladder, so it's impossible to use it to go down or up. So I needed to drop from 4th floor on sofa. There is also new priestess and there is new guards on 3rd floor of Library. Leave Library.

    AZURA BEDROOMS

    First let's return all the way to locked room near Music Hall. It has priestess walking inside. Mantle on bookcase, then upstairs. In purple box is Freezer key. On lower floor is flute on stand. Go to west stairs and go west. In 1st room is Parents Bedroom key under plant. There is book and ring near it. Friendly priestess will spawn. In 2nd room is secret switch revealing tiara under bed.

    In 4th room go along left wall to grab statuette on fireplace. Go along right wall to grab Hall of Whispers key on right window. On top of bookcase is secret switch, which reveals secret room with purple box. Read book and grab Evidence. Take it to 1st room and put it on bed. In 5th room is lever turning off watchers in Hall of Whispers.

    DOING RANDOM STUFF

    Right now I decided to visit White Hall and see if event happened. Nope, glass cases are still closed. Also I noticed that bots and more Mechanists spawned. There is really flood of them. I went to Swim Pool, roped up and grabbed Strong Box key from new priest. I went to Security Office. Servant from here vanished, which means I can grab 2 coin stacks and dices from locked safes without nudging him.

    I unlocked Freezer, grabbed water arrow and gas arrow and tried to pick Sarah's body, but it was impossible without breaking icicles. i also unlocked entrance to Hall of Whispers from 1st floor, but nothing new happened in White Hall. So looks like I am forced to trigger Sarah's objective. So I went back to Library.

    I roped up to wooden ceiling. Thanks to that I could mantle to higher floor. Before reading book I backup save in case of something else triggering event in White Hall. This time dropping on sofa didn't work and I was forced to jump+mantle on floor lamp behind priestess. I went to Freezer and destroyed icicle to grab Sarah's body, then carried it to room with secret passage to Swim Pool. I left body there and went to check White Hall. Glass cases were still locked, but I noticed skeleton spawned and was killed by patrollers. And I can grab artifacts through glass. Earlier I couldn't do that.

    I returned to my backup save before reading book and returned to White Hall. Earlier I didn't notice that skeleton died. So I took Eye and skull through glass. Looks like I can actually complete the mission without triggering Sarah's objective and breaking icicle. From there I went to Hall of Whispers through entrance on 1st floor.

    HALL OF WHISPERS

    Here are 4 torches, but you can't douse them, because both woman and Mechanist 1st alert to that, which ends with search mode. Luckily there are some areas with shadow. Your target is drop Eye on right pedestal to unlock portal. This will trigger lots of fireballs from ceiling. At the beginning I hid in dark corner near pedestal. While fireballs don't alert anyone, they can hurt you and lighten you to reveal your position. So I moved to shadow under column. When fireballs ended, I sneaked into portal.

    PORTAL

    First douse 2 torches: one between archers and other below them. Jump right. There is tiara on statue. Go right and use lever near. Free imprisoned girls and leave lever in down position. It also opens passage to tomb with 2 masks on both sides. Rope up under 2nd archer, because he has North Hall Gear, then drop down.

    Go to west part. Here is invisible teleport to Hall of Whispers. Before going through it. crouch to avoid making noise. Sneak to elevator and go to Library. Because we didn't revive Sarah, there is no new bots patrolling corridor to Library. Locked Library door behind you.

    NORTH HALL

    Before unlocking North Hall make few backup saves. Also put gear on pedestal, so you will not need to go through inventory to find it. After opening door, big fight between our allies and Mechanists and guards will happen. Most of the time our enemies will win, but it's possible to win this fight. I noticed that I have better RNG if I hide in dark corner near door. After 2 thieves from Library will enter, I close door and run to shadow on the side to observe.

    After 20 tries 2 thieves stayed alive and started to attack turret. Metal noise summon guard and archer from different room and they killed thieves. After calming down they left. The only thing left for me was watcher. Lever turning it off is on the other side. Near it is invisibility potion and statuette. Then I just went to exit door. Because of this fight, I have few bodies discovered in my stats.

    STATS:

    Time: 2:29:33; Loot: 5242/5407
    Pockets Picked: 20/34; Locks Picked: 15
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Bodies Discovered: 5
    Secrets: 7/9

    GHOST: SUCCESS
    PERFECT GHOST: CHEMICALLY POSSIBLE with at least 1 invisibility potion (for statuette in room near Swim Pool).

  11. #61
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Thanks for all the reports Galaer! Updated to the most recent one.
    And thank you for the info about the circle key and the bonus objective in Switching Rails. In all my playthroughs I never noticed it.

  12. #62
    Member
    Registered: May 2008
    Location: Southern,California
    i dare you to play the series "plot" by dront and see if you can supreme/ghost/etc those set of missions,last one will be the hardest.i hope you attempt them,one tip for last mission in series if you make it to the mansion when you first enter mansion,in the pitch dark there is a elevator button to boss so you can skip all enemys in mansion

    i would say hardest mission series ever the amount of enemys/triggered enemys are massive

  13. #63
    Member
    Registered: Mar 2018
    TELL TALE HEART

    Halloween mission. Lots of undead. Also killing undead will drop loot worth 100. Luckily it also add 100 to max loot. So it's possible to generate 2500 loot by killing 25 enemies, which I ignore in this ghost run. There is also optional "find 13 secrets" objective, which is impossible, because some of them require damage property. Also with secrets is weird thing. On my test run I found 13 secrets, but my stats mentioned 16. Bug probably.

    CATACOMBS

    Mission starts easy and it's easy until you get to Catacombs under Mortuary. When on higher level you must be careful to not get spotted by enemies on lower level. And most of enemies on lower level (including 2 werewolves on Cemetery) are walking while pretending to be in search mode. This thing really confused me at the beginning of my ghost run. 2nd circle room on both levels is truly the hardest to ghost. There is so many patrollers, so I doused all torches (luckily there is a lot of water arrows in this mission). Also you need to be careful of watcher. He makes creepy sounds and if enemies are close his 1st alert can lead them to enter search mode.

    To get secret on top of wooden beams, I mantled on sarcophagi in 2nd circle room, moved to gap between them, so I could crouch and roped up to wooden beam. To descend I fell from edge of wooden beam above hole. In Cemetery I doused fire, because werewolves can patrol on it, get hurt and this will lead to 2nd alert of nearby enemies. Not my fault, but it leads to more waiting.

    In this mission there are also long underwater passages. They require perfect strafe swimming through them (for them I changed my strafe left button to more convenient place). One of them has Mausoleum key absolutely necessary to continue the mission. Also in the same tunnel is secret underwater passage with gem and loot snake that I skip, because in order to get it I would need to use breath potion.

    DUNGEON

    Dungeon is smaller place, but it has some tricky parts. To drop safely from secret at the top of SE wooden beam, you must drop+mantle on gate above exit from Dungeon, then drop on stairs.

    Torture Chamber has 2 gnomes. I doused all torches and went to Basso and Jeneviere. If you go to Lord of Death, he will start swinging his axe and makes a noise that will alert gnomes, so I quickly put poisoned steak on his plate. This makes him stop, he will start talking and gnome near cell will start patrol. I took Cell key and unlocked cell. Shortly afterwards Basso and Jeneviere died and I get optional objective to kill Lord of Death (which after his long monologue will happen). His death is quiet and he transforms into rat. It's noises will alert gnomes and they will attack him. I don't think this alert is ghost bust, because the reason of it isn't death, but rather a new enemy for gnomes.

    Basso and Jeneviere must be moved outside to cart near starting point. You need to go behind Viking, dodge him from left side, send elevator down and leave body near elevator. Go behind Viking and dodge him from right side. Sometimes Ramirez may be walking in 1st room and he can spot you. In that case you will need to use elevator to ride up. But because of long distance between Dungeon and surface, it's possible that Viking will freeze in place and when you return down, he will be in the same place he was before going to surface. To prevent that wait for him to get closer to elevator and ride up, then immediately ride down.

    MAUSOLEUM

    Mausoleum is pretty easy to ghost and there is a lot of loot. Avoid bat though. Also don't touch golden skull. It wakes up statue, which goes immediately into search mode. In Crypt below is Heart you need to frob. This trigger mummy's monologue and magic bolt traps. Unfortunately these traps are impossible to avoid and as a result it alerts bat in Mausoleum and skeleton walking outside of it (ghost bust).

    REVIVAL

    Final problem is reviving Mrs. Morris. After putting body into machine, run to stairs. After explosions quickly run to elevator and ride down. Otherwise husband and wife will revive and start fighting each other, which makes harder to escape. In the end I go to Dungeon and use elevator to return to starting point.

    STATS:

    Time: 1:34:59; Loot: 8020/8835
    Pockets Picked: 2/2; Locks Picked: 9
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 9/22 (Actually: 8/22). I didn't get secret loot in underwater tunnel, because it requires breath potion. I skipped jar inside crate (requires damage property) and secret scroll in section after these crates (same reason). Also 2 secrets are triggered by destruction of 2 statues.

    GHOST: IMPOSSIBLE

  14. #64
    Member
    Registered: Mar 2018
    THE UNINVITED GUEST

    Thief 2 mission. Quite easy too. First I go for Crayman Wand through Tower. To return I go to SW corner of roof. Below is small brick. I fell on it's edge, then dropped on top of wooden beam with hammer statue, then go along this beam and drop on wall and then on ground. In area with treebeast you also need to not alert rats. Alerted they quickly run to Hammerites.

    The hardest to loot is Entrance Hall. Especially loot on fireplace. You can grab right candlestick from west. For rest you must lean from table, then jump on carpet and hide. Also bumping into Hammerite will 2nd alert her, so be careful when you are leaning for loot.

    In Kitchen I doused all 4 torches, because sometimes woman can spot us even though her head is positioned away from us. In small spiders room I just quickly too bottle and ran back to entrance. Being slow there will most likely 2nd alert spider. After finding couple of secrets in Cemetery, I returned they way I came to Entrance Hall, used east passage to get upstairs and went north to Tower.

    In lava cave opening chest will destroy one plank. I don't call it damage property, because plank just disappears.

    STATS:

    Time: 0:52:21; Loot: 5075/5075
    Pockets Picked: 5/6; Locks Picked: 12
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 10/10

    GHOST: SUCCESS
    PERFECT GHOST: SUCCESS

  15. #65
    Member
    Registered: Mar 2018
    VAULT CHRONICLES: SCORCHED EARTH

    Quite easy mission to ghost. The only problem is that on 2nd floor in Office Mechanist patrolling 2nd floor can get stuck on desk (it happened to me on my test run). If that happens, then you will be forced to restart the mission. Also don't douse torches when Mechanists are nearby. Otherwise they will go into search mode.


    STATS:

    Time: 0:32:29; Loot: 3123/3123
    Pockets Picked: 0/0; 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: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: SUCCESS

  16. #66
    Member
    Registered: Mar 2018
    WHEN ANGELS REFUSE TO DIE

    So in this mission you will get hurt by unavoidable story related trap and lose 8 HP. You will recover them by completing 2 requests. I used flare on powder on floor too quickly, so I didn't recover my health by bringing Canister from Closet. That's why I only recovered 5 HP (and by the way, this recovery is unavoidable). Blowing up powder kegs completes escape objective, but it also destroys crates and kill servant (who is quickly exchanged with different body). So I think it will be safe to count this as a ghost bust.

    Loot objective is very tough to complete and you need to do that before going to top of Angelwatch. Also I avoid gas lab. There is necklace on woman's body, but in order to get it you must melt her body. She's dead and not sure if melting her body would count as damage property, so I decided to skip this loot.

    Next is slow elevator leading to Signal Tower and here is a problem. Top of elevator is well lighted and bot may actually patrol near elevator (happened in my test run). Problem is you can't just wait at the bottom for him to move farther. No, when you ride up later, he will be in the same spot. From equipment you only have broadhead arrows and if bot is close, shooting at switch to send elevator down will still 2nd alert bot. In other words you will be forced to restart the whole mission and pray for better luck next time. Luckily mission is easy up to this point, but it has long intro.

    In Signal Tower you must turn on generator. Then go to shadow on east side and climb from that way, because higher level has some shadow on this side. Also jump forward from place. Otherwise you will make noise on metal floor and patrollers will go into search mode. Using top lever will kill them and completes objective. Then you just ride down, which destroys elevator, kill Karras and avoid last spider.

    STATS:

    Time: 0:19:33; Loot: 777/1077
    Pockets Picked: 0/0; Locks Picked: 1
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 8; Healing Taken: 5
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: IMPOSSIBLE

  17. #67
    Member
    Registered: Mar 2018
    THE ACID TRIP

    Forced ghosting mission. Pretty linear too. Also short, but there is a lot of haunts to avoid. After using 4 Talismans every haunt will become friendly. What I had problem was after reading Earth Talisman scroll you must crouch to return to corridor. Also to complete optional objective to play with Chessmaster, I'm using Benny as a cushion.

    STATS:

    YOU HALLUCINATED FOR: 0:22:13
    DAMAGE TAKEN: 0
    YOU DIDN'T FIND ANY LOOT, PICK ANY POCKETS, KILL ANYONE OR FIND ANY SECRETS.
    YOU WERE JUST TOO BUSY TRYING TO SAVE YOUR ASS.

    GHOST: SUCCESS

  18. #68
    Member
    Registered: Mar 2018
    BY ORDER OF AN UNKNOWN

    For most part this mission is easy to ghost. There are also some barely visible light switches near entrances to some corridors. Excavation Chef's room has interesting gimmick. When you open bedroom door, noble will wake up and look in your direction. So to manipulate him after opening door quickly run left to flower. This way you can sneak inside.

    Freeing Lars is tricky. You must understand that it's the same situation like with Basso and Jeneviere in Running Interference. Guard see him not very well and also not hear him. And one more thing you need to go with him to Storeroom. Otherwise he will louse his path and run around. So you need to time Hammerite outside cell and 2 patrollers walking through Hall should be on east side. Run behind Lars into Storeroom. Afterwards he will run to Cemetery. Go through hole in wall to check if he will escape.

    Another problem is Hammerite in front of Office. There is sneaky light switch, but it's not perfect and I was forced to nudge him to opposite wall while also avoiding 2 patrollers. This way I could enter other office with secret passage outside and to the Basement. Also closed door of this office. I nudged outside Hammerite all the way to the pond and also doused torch. This way later he will not hear explosion.

    In Basement I doused 4 torches, got spells and went to wall of boulders. The intended way is to destroy wall, but I found it that by crouching, leaning forward and jumping, I can get propelled through wall over lava to broken window of Haunted Library. This took me a lot of tries. Also at some point by leaning forward and falling because of that into lava, I started bouncing on lava. When I hold jump I jumped very high from lava, fell into it and died. That's very weird glitch.

    Haunted Library is also tricky. First it may be tricky to enter Library through broken window. Then you must mantle on other window and jump on top of bookcase. From there shoot rope arrow on top of bookcase, so you will manage to rope down on the other side. I'm doing all that to avoid waking up light skeleton. Douse both torches and lean for Book of Death from right side of steps. After grabbing it immediately back off. Climb on bookcase and go to broken window.

    While you can do strafe jump over gap, you can't mantle, because wall of boulders prevents that. So I decided to create magic bridge. You do that by throwing magic bridge spell or fireball spell into banner. Unfortunately I found it it also destroys wall of boulders and 2nd alerts 2 Hammerites in Basement (ghost bust). Luckily skeletons from Library will not hear it. To do that from this side I dropped on edge of window (inside), looked up, dropped spell and quickly backed off on floor to avoid being hurt. This created magic bridge and destroyed wall. Last thing was dodging alerted Hammerites and escape to Sewers.

    STATS:

    Time: 1:33:17; Loot: 3965/3965
    Pockets Picked: 7/9; Locks Picked: 12
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 8; Healing Taken: 5
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: IMPOSSIBLE

  19. #69
    Member
    Registered: Mar 2018
    DEAD FLOWER

    Traditionally Turi Robert's missions utilize only Normal difficulty. And while Hard and Expert has objectives, it has them less than on Normal and name of difficulty on them is "Disabled". That's why I decided to play on lowest difficulty in case I would encounter some bugs on higher difficulties.

    This mission has no water and moss arrows. Guards are extremely sensitive, archers has super range of seeing and if you are close to them, but in full shadow, they will still see you. Their hearing ability is also extreme. It's possible for them to 2nd alert from just making one step on carpet. Because we can hear them through walls, they also can hear us. Sometimes we do quiet walk on higher floor's room only to be heard by guards few rooms away on lower floor (who also 2nd alert to that).

    Basically ghosting feels very frustrating and based on luck. It doesn't help that we are forced to have some eye to eye encounters and even cut some banners. In other words this is harder than even Ultimate Difficulty Mod, which was used in City Conflict 1-2. That's why I decided to not ghost this mission. Instead I'm gonna mention all possible ghost busts.

    Ghost bust #1: it's outside mansion. You can't sneak behind knight. You are forced to KO him and hide his body in far shadow.

    Ghost bust #2: you must enter house to get Water Talisman, but entrance is watched by thief and he will definitely spot you.

    Ghost bust #3: you must jump into well watched by 3 thieves.

    Ghost bust #4: I'm not sure about this one, but you are forced to press alarm button in zombie area. This summons new 2nd alerted zombies. Also it 2nd alerts every zombie and there are some narrow corridors with them to pass.

    Ghost bust #5: you must cut banner to enter 2nd floor.

    Ghost bust #6-7: most likely you will be forced to KO 2 guards near front door. They are very sensitive and to get out you must use front entrance and nudge one of guard (if it's possible).

    I skip optional objective, because it leads to 2 more ghost busts: by kitchen lady and by trapped chest.

    Ghost bust #8: in attic you need to KO Gaalkean. Unfortunately passage to him is well lighten, so he will start shooting you with his bow.

    Ghost bust #9: you need to cross west gate and most likely you will be spotted by 2 guards when you try to nudge them. Maybe even earlier you will be spotted by archer on high tower. So you will be forced to run past them and use Gaalkean as a cushion to fall on ground faster.

    GHOST: IMPOSSIBLE

  20. #70
    Member
    Registered: Mar 2018
    EVIRATH'S MISERY

    Pretty easy to ghost city mission. Make sure that fight between thieves and watch will be won by thieves, because they are neutral to us. You can douse torch near fountain, but don't douse torch near 2nd Pub (patrolling watch officer will very easily 2nd alert to it. Don't read book in Doctor's safe - it summons haunted thief and makes looting this house harder. You can douse gas torch in 2nd Pub and moss floor in bathroom to get to ladder.

    In Governor's House the hardest thing is avoiding thief on lower floor. Wait for thief to leave bathroom, then go to dining room and turn off light. Hide on the side of table and go to stationary thief. When he turns away, open door with Builder's Chisel. Also nearby is red book that gives optional objective to get Evirath's Diary. Passage is in Sewers, but it's blocked by newly spawned haunted thief, so you can only avoid him with invisibility potion. I'm skipping this objective and because of that last secret and some of loot (candlestick, 2 crystals and goblet on table - all worth 95 loot).

    STATS:

    Time: 0:50:19; Loot: 2380/2700
    Pockets Picked: 9/10; Locks Picked: 13
    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: 10/11

    GHOST: SUCCESS
    PERFECT GHOST: CHEMICALLY POSSIBLE

  21. #71
    Member
    Registered: Mar 2018
    THE FAVOUR

    BEGINNING


    This is a really huge mansion mission. Mostly easy to ghost except tricky beginning. First of all I rope up to roof, but because wooden beam goes up, I can rope up to higher balconies. This way I get to east balcony and get my lockpicks. And since I know the code for safe, I can get wrench earlier and use it to get to north mansion.

    Drop down and get to light switch. Then you need to sneak to Dining Room on this floor. It's not easy, but you can hide in dark corners and rooms. Rope up to west side of higher terrace. Here is thief who you need to nudge all the way past left passage. In Taffy's Room is Poison behind mirror, in opposite room is Generator key.

    To return down you must shoot rope arrow into wooden railing of terrace while leaning to the side, then slowly g walk backwards towards rope arrow while also looking down. To retrieve this rope arrow you need to shoot couple of rope arrows into wooden beams. Then return all the way to secret passage and to starting roof.

    You need to drop down on ground on south side. You do that by dropping on lamp above door. Then just picklock door and enter. Go right, In Living Room (north from Bar) is Elevator key in front of thief. Then go through Bar to Kitchen and visit Basement. Use Generator key to disable light in most of mansions. There is plenty of light switches that will help you to make rooms and corridors even darker. From this point mission becomes easy.

    SOUTH MANSION

    In secret in Basement I get Safe key and I go to Office. I used rope lever to open path to 2nd floor. There I use ladder to get to another room. In one of rooms is Attic key. Then I go to Kitchen. In one of cupboards is Bag I need for one of objectives. Unlock elevator. This takes me to east side of mansion. Patroller has Thieves key for locked doors to this part of mansion. Woman in Library has Arzur's key for room with secret passage to north mansion I visited at the beginning of the mission. I go to 2nd floor and in Bedroom I find Special Lockpick. After looting the whole mansion I return to north mansion.

    NORTH MANSION

    First I finish looting 2nd floor. Then I go to 4th floor into Aerona's Apartment. Light switch for room with her door is on 3rd floor though. After dealing with very annoying lock I get to apartment. Inside I used Bag on chest with gold. In Living Room is Eye in skull on bookshelf. It's used on skull in last room to get Wand. Use it on gem to get teleported to Bedroom. Use valve to open roof passage and grab Tarot Card from 2nd box. Return to previous room and grab Chapel key. Don't touch Crystal Ball just yet.

    Next I go to 1st floor. Thief near big door has Front Door key, which I don't need. in west Dining Room is Main Building key near thief, which I don't need again. Lobby is a bit tricky to loot. You need to crouch walk quickly, but quietly to light switches on both sides, then go near thieves and lean for flower pots. It's worth to mention that Garrett has problem with crouch walking on this marble floors. For some reason every few steps he makes loud step for no reason. Maybe floor isn't perfectly flat.

    Then go to Chapel. Here is Keeper Lady. Go to east room for secret Medallion. In last room is Lab key on desk and also read book to get new objective. Bring Keeper Lady to the roof at the beginning of the mission. Next is east Dining Room. It's well lighten. There is 1 patroller going through Dining Room and another patrols corridor. Problem is that you must be fast, because patrollers can see you through windows. So you must quickly mantle on table, grab flower pots and lean for plates, then drop on marble floor and go through passage on the other side. And you need to do the same with table on the other side.

    Enter Ballroom through eastmost door, go behind Bar and use Poison on Taffy. Steal also Aerona's Dagger. Then transport Taffy to Lobby and leave him on stairs. Go to 3rd floor. Enter north corridor and go to Lab. There is Cauldron and Blood. Go through Central Room and Dining Room to Library door and use Tarot Card under door. On lowest floor on top of ladder is Keeper Secrets book. Visit also 4th floor via stairs near Dining Room and loot it.

    FINISHING THE MISSION

    Not much left. Return to Taffy and bring him via secret passage to the roof above east balcony. Use ladder and go through chimney to Aerona's Bedroom.. Put Taffy on bed and use Dagger and Blood. Use Wand to return to Aerona's Apartment and grab Crystal Ball. Go north. Near lock is key on floor. Grab loot. Lean for Broom from left side and quickly run to corner, so revived monster will not see you. Use Crystal Ball to teleport to the beginning of Catacombs. Go east and throw Wand, Crystal Ball, Broom and Cauldron into lava.

    Return to Portal Room. To avoid alert from monster you need to run behind door on the left. Then go along left wall by mantling on 2 furnitures and drop in shadow. Go to portal. You are back in Aerona's Apartment and here I realized my mistake. When transporting Taffy I closed secret passage between mansions, so I was forced to escape through Chapel and Courtyard to Kitchen. Then i went to roof and bring Keeper Lady back to start. After leaving her there, to finish you must back off and return to starting point.

    STATS:

    Time: 1:56:02; Loot: 10882/11902
    Pockets Picked: 6/7; Locks Picked: 20
    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: 9/9

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE

  22. #72
    Member
    Registered: Mar 2018
    THE GREYFEATHER GEMS 2: RODAMILL

    Pretty easy to ghost city mission. You can mantle on lampposts to roofs to get to certain buildings earlier. Also you don't need to turn power on to enter mines. Instead from wall with Pagan Totem jump to another wall, then to loud roof and from it jump above gate. This way mine will be dark. Not like it will make any difference. The biggest problem is last monster, because after killing burrick, he's sensitive. So you need to be very careful to run from shadow to shadow. Also every reload will trigger him to restart his patrol. Completed 2 bonus objectives and 2 optional objectives.


    STATS:

    Time: 0:49:52; Loot: 2220/2320
    Pockets Picked: 3/3; Locks Picked: 8
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 8/9

    GHOST: SUCCESS
    PERFECT GHOST: IMPOSSIBLE. There are glasses in South Valley well, but in order to get it you are forced to destroy top of crate covering it. That's also the only secret I don't get.

  23. #73
    Member
    Registered: Mar 2018
    HEADING OUT

    Another easy to ghost city mission. Getting loot under counter in Tavern may be a bit tricky, but you can go along wall and mantle over counter. Opposite window to Wizer's mansion isn't broken. The intended way is to break it, but you can use 2 rope arrows to get on roof of Clock Tower and from there get to broken window leading to the same room. Return path is harder, because you need to use unintended route and mantle on roof, then go on metal roof of generator room and from there mantle on higher red roof. Go to blue roof and drop on left part of slippery roof to quietly drop on metal chimney. This can take few tries.

    STATS:

    Time: 0:28:54; Loot: 3775/3950
    Pockets Picked: 4/6; 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: 4/4

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE

  24. #74
    Member
    Registered: Mar 2018
    ISLAND OF SORROW

    Halloween Contest mission. This one is located on the island. The real ghosting starts in pirate caves, but isn't too difficult, because enemies are a bit blind. There is some secret loot located under rocks. Intended way is to break them with Pick Axe, but it's possible to frob them through rocks. The biggest problem I had with frobbing Ankh under rock in 1st cave. I figured out that I need to frob it while in motion.

    In cave with 2 pirates near fire I can grab purse, but I was unable to grab Sea Chest key. This means I skipped loot from blue chest (worth 25). Unfortunately I was forced to destroy rock to find knight's grave (ghost bust #1). At least nobody heard me breaking rock with Pick Axe.

    I manipulated enemies in Castle, so werewolf and vampire bat will fight each other. Unfortunately after few minutes werewolf will manage to kill bat. Then I used holy water to kill werewolf and it's impossible to do it in one hit (ghost bust #2). Reason why I'm killing him with holy water is that after his death new vampire bat shows up and it can immediately spot me. After grabbing Baby Timmy (1 KO excused by objective) I needed to escape through coffin. Unfortunately vampire bat stopped at watching exit coffin. So I needed to time myself with wisp flying around coffin. It took me few tries, but I succeeded.

    STATS:

    Time: 0:54:04; Loot: 9650/10365
    Pockets Picked: 6/7; Locks Picked: 4
    Back Stabs: 0; Knock Outs: 1
    Damage Dealt: 1; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 6/6

    GHOST: IMPOSSIBLE

  25. #75
    Member
    Registered: Mar 2018
    A JOURNEY INTO THE UNDERDARK

    MINE


    Mission based on Icewind Dale with eternal darkness. This one is also harder to ghost. First enter mine and go through passage patrolled by spider. Go behind him to grab some loot. Go down. On the right is corridor patrolled by goblin. You are safe in shadow under walls, but because gravel you must move slowly. That's pretty much the only problem here. When going left there is loot behind 2 goblins and later you must avoid goblin on spider to get to ladder.

    First jump south to get loot. Drop on wooden ledge with chest and lean for Scroll of Metamorphosis. Come back up and jump north. Descend to ground level. Here is patrolling giant and on the left is goblin. Go behind goblin and go left behind troll. While standing on bed nudge him a bit to the right, then slowly go along left wall and grab Powder Keg. Return and go up to the cage while being careful to not get spotted by goblin and troll. Use Scroll of Metamorphosis on woman, then grab rat. That's all for this part. Now you need to return all the way up to very 1st spider and blow up rocks blocking passage. This is damage property and also alerts nearby spider (ghost bust #1).

    I waited 10 min for spider to calm down, then went to elevator. While riding I went on elevator's southmost part. At the bottom I noticed 2nd alerted spider. It shouldn't spot me, so I don't count that as new ghost bust. But it was alerted. Maybe it heard explosion, but because it was too far away, it was frozen, so when I ride elevator to it, it became unfrozen and finally could get alerted. No idea, but I decided to wait another 10 min.

    This spider is smart. It walks far away, then turn in the same direction I want to go. So when going behind it I decided to go behind his left part and when he was close to his turning point, I went on his right side and dodged him from that side. Then I needed to drop on bridge with patrolling goblin, go along his left side and quickly jump to shadow on the ledge. Then I went to 2nd bridge.

    I ignored left route to cave with goblin and giant. It's impossible to sneak to torch that moves rock and uncover passage to 2 chests with loot. So I went right. After 2 dark ledges, shadow ends. To avoid being spotted by goblin I needed to do hard jump along left wall to small ledge below. Too small to stand, but I could slide out of it towards bridge above lava and mantle on it. It was really tough, but thanks to it I avoided being spotted by goblin.

    FORTRESS

    Use double door and go to Dining Room. Slowly go behind dwarf and nudge him left closer to table. From here you can grab some loot. Go left to statue and grab loot, then return to entrance and go along opposite wall. There is good shadow right behind seats. So you will need to strafe run from one to another to grab rest of loot.

    Go to elevator and ride up. On top of the tower is Hrothgar's letter. Go outside and go left to 2nd tower. Here is Prison key. Go behind tower to the end of wall. Go along building and quickly sneak to Tavern. Use invisibility potion, use lever and quickly go upstairs. Slowly open last door to not wake up Keeper. Grab his key and open chest to get Soulstone. Go downstairs. Sadly I have only one more invisibility potion, so just fall down into cage. You will get spotted by everyone (ghost bust #2). Use Soulstone on bodies, then invisibility potion to get out.

    Hide is shadow behind tower and wait for enemies to calm down. Dwarf outside Tavern will become more sensitive too. Mantle on wall behind tower on the right of thief, but outside his view range. Drop on lower level patrolled by dwarf with lantern. Go to left tower and descend. Go to door near elevator. Inside use Soulstone on bodies. Time to get out.

    ESCAPE

    Goblin on bridge was for some reason less sensitive than before, so I had no problem to ghost him. Other goblin was also easy, but something weird happened with spider. It started walking above ground. I used the same strategy to dodge him and used elevator. To dodge last spider I mantled on slope and then went outside of mine.

    STATS:

    Time: 1:10:27; Loot: 3427/3852
    Pockets Picked: 2/2; Locks Picked: 0
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: IMPOSSIBLE

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