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

  1. #126
    Member
    Registered: Mar 2018
    ROSE COTTAGE

    It's a puzzle mission. Unfortunately it can't be ghosted, because our objective is to lure 5 haunts on holy water to kill them. We are doing that by making a lot of noise and making them to pursue us (ghost bust #1-5). And haunts are the only enemies in this mission. Other than that there is tricky cards hunt for 2 bonus objectives. And they are very well hidden.

    STATS:

    Time: 0:35:55; Loot: 0/0
    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

  2. #127
    Member
    Registered: Mar 2018
    RUN!

    The hardest to ghost is the beginning. I'm not talking about this group of guards in front of you when you start. You can easily turn around and run behind corner before they will turn towards you. The problem is archer in right corridor looking at the window. We need to go through this window, but she see us every time. But there is a solution - on right torch behind window is invisibility potion. So you need to run towards window, lean forward, grab it and quickly use it. To do that I needed to bind lean forward to button closer to my run forward button. Then after few tries I managed to avoid 2nd alert from archer and dropped into water.

    Then you are appearing in huge open forest area. Our objective is to get 1000 loot and escape and that's easy to do. There is also bonus objective and optional killing objective. Both are connected to collecting of 3 Rubies. Spider cave is easy. Ape cave has only hard beginning where you need to wait for left ape to turn into completely opposite direction together with right ape looking away. If you see ape walking, then that means it is in search mode.

    Frogbeasts cave is impossible to ghost. I can only gather 3 crystals near entrance. But no matter how slow or fast I move behind 1st frog, it just goes into search mode. That's why I need to skip 9 crystals and 1 Ruby from this cave. Therefore bonus and optional objectives can't be triggered and completed.

    STATS:

    Time: 0:25:25; Loot: 1975/2500
    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: 2/2

    GHOST: CHEMICAL SUCCESS. Used invisibility potion to go through window at the beginning of the mission.
    PERFECT GHOST: IMPOSSIBLE. Can't ghost frogbeasts cave, so I skipped 9 crystals.

  3. #128
    Member
    Registered: Mar 2018
    RUST BELT PRISON

    ESCAPE FROM PRISON


    After long camvator grab water arrows and shoot one into vine. Climb up, wait for guard to walk away. It may take even 2 min. Go to portcullis, use left lever and quickly go right. Wait for light to turn off for 5 seconds and quickly mantle on wooden ramp. Climb it to the first door. Go right for chest with compass. Guard has Laboratory key and you will get new objective. Go left and in 1st left pit is a nugget. Go to the top, to right side, lean left and blindly frob lever.

    Avoid guard and go forward. In this room is sword and nugget. Go to cells. In last upper one is coin, under ramp is Maintenance Room key. Don't make too much noise on metal. Go back to guard and choose other door. Avoid guard and go left. In left room (Maintenance Room) you can disable security watchers. Go down to read note and grab 3 diamonds.

    Another door leads to Dining Room with guard on the left. He has Gate key. Intended way of progress is to jump on left table when light will turn off. The problem is it happens only for 5 seconds and you need to wait 2 min for it to turn off again. I prefer to go slowly along right wall behind guard and jump on right table, which has coin, by the way. Go down to Kitchen. Woman has Servant's key and in upper cupboard is goblet. In Wine Cellar is bag of spices on shelf. Use other door in Kitchen and go to left room. On counter are 3 coins and in corner is Garbage Chute key. Go along left wall to unlock it and drop into Sewers.

    SEWERS

    In water is chest with 3 fire arrows. Sadly I need to use one and shoot in powder keg. It will destroy it and few other barrels and also alert guard and small spiders (ghost bust #1). I tried to avoid that, by pushing higher barrel to barrels blocking my way and I managed to climb on them, but I was unable to squeeze through them. Wait 10 min for guard to calm down.

    Afterwards drop right and slowly and quietly use right path to climb to purse on the other side of gate. Go down and jump over canal. Go left, ignore ladder for now and walk to the end for 2 moss arrows. Climb ladder to 2 small spiders in narrow tunnel. Both of them look right, so I need to walk along left side, but 1st spider is under left wall. So I mossed floor after 1st spider and jumped over it. 2nd spider is easier and I just crouched walk slowly along left wall. Climb ladder to outside area.

    UPPER FLOOR

    Use torch switch near grate. It's one of 3 switches to open Atrium, so I will manage to escape. Enter building. Hide in one of bedrooms and go to last room with lockers. In 1st locker is coin stack, in 2nd - 2 water arrows. Go to stairs. Here is path to Prison, but it's impossible to use it, because of guard under stairs. Go along right wall to Offices.

    1st door leads to Court. There is Judge, but I don't have blackjack just yet. Go further, but look out for stationary archer. Wait for him to turn around and enter metal door. Between trashcans is scroll with new objective. There is also gate and I think that game expects you to use it and break window, but it's possible to dodge archer. It's harder though. You must wait for him to turn around, go close to him and dodge him from right during his turning animation. The problem is you can get spotted by servant girl and metal helmet guard who enter random offices.

    Go to last office on the right. There is secret switch in corner and it will reveal urn. Go to guard post. There is shadow under wall near note. You can get spotted by 2 mentioned previously patrollers and women riding elevators. You must use 2nd torch switch, then leave and go along left wall downstairs.

    LOWER FLOOR - CENTRAL AREA

    Go into 1st door on the left. That's Archives. There is goblet on left bookcase. Next is Armory with blackjack and lockpicks. Go left to grab chest. Go right to Shooting Gallery. Mantle inside, behind 2nd target is last torch switch. Go to Evidence Room and climb over shelfs for drill. Return to armory and go straight. On left side is Dining Room with vase and 3 moss arrows. On the right side is secret switch behind desk near clock for coin stack under clock. If you go forward you will go to Reception. Use 3 levers and nudge guard all the way right.

    DEALING WITH JUDGE

    Since I forgot to steal Judge's Office key from Judge, I decided to return to him right now. I will need to do it someday, so why not now? So again I need to go through stationary archer and go to Court. Turn off light, KO Judge, steal his key and return all the way to Lower Floor. 2nd room on the left leads to Mess Hall. There is bottle on table and elevator leading to Prison Kitchen. Downstairs "down" switch doesn't work, so i couldn't ride up earlier. Moss path to elevator, place body on it and send elevator down. Sneak all the way to Torture Room and leave Judge on rack, then return all the way to Lower Floor.

    LOWER FLOOR - LEFT SIDE

    Ignore 2 doors on the left side and get to 3rd door. It leads to corridor with 3 doors. Shoot moss arrows into light switch and take middle door to Gallery. Take painting and also invisibility potion from wooden beam. Before opening right door (Judge Office) save. After opening door twins will run away. Don't save during their escape. Just wait for objective to complete. Enter Office, take 2 vases and 2 goblets, use switch on the left to send guards to the streets. Then climb on desk and jump to frob trophy. Climb on new platform and lean for another trophy. Painting will move. Grab letter (gives new objective) and purse.

    Return to main corridor. There is one more door that leads to Barracks. Ignore lockers, in 3 chests is loot, climb on higher lever for 2 more chests. Go to shower and use secret switch to reveal tapestry. Return to the beginning of this floor. Time to explore right side of this floor.

    LOWER FLOOR - RIGHT SIDE

    In closet is goblet behind buckets. In Storage is purse on desk. There is also Laboratory door. Wait for scientist to go to Morgue and drop down. Read book on desk and quickly run up to shadow near door. Go to Lecture Room and grab Death Decree. Then go to Main Office for purse under one of desks. Go to Reception and sneak on the other side.

    On the right side of counter is old woman with purse. To get to her I nudged police officer earlier. Now I only need to crouch and strafe run under counter. Return is much harder, because I must strafe run in standing position, crouch to go under alarm lamp and quickly uncrouch and hide in shadow. The whole time I need to strafe run. That's really tough to execute. I needed to change my configuration of strafing left button to closer to run forward and put my fingers on these 2 buttons and on toggle crouch in the uncomfortable way. That was really tough.

    Not much left. Go to Guard Post for 2 purple boxes. Then go to Hammerites and quickly enter. Go to the edge of shadow and drop letter found in Judge's Office on desk. Then go to shadow in doorway and close door while leaving. Time to visit Judge's Atrium and escape.

    ATRIUM

    Atrium is visited by bot and here are also working watchers. Go into shadow, time yourself with watcher and go up. Observe watcher and enter Atrium. Go along right side to vine and carefully climb up. 2 watchers can spot you. Patroller on the other side isn't any problem. Sneak to ladder. To do that you need to run along left side. The problem are 2 watchers. If one is turning in one direction, the other watch other direction. You can't modify their position by saving and loading. So it's really lucky to get to shadow near ladder. Unfortunately I couldn't jump to ladder without getting spotted by watcher. So I drank invisibility potion and climbed to the roof.

    STATS:

    Time: 1:25:28; Loot: 2259/2974
    Pockets Picked: 10/9; Locks Picked: 2
    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: 4/4

    GHOST: IMPOSSIBLE

  4. #129
    Member
    Registered: Mar 2018
    THE RUSTLER

    Small city mission. There is some tricky climbing included. From 1st servant you can steal flare and throw it away, then hide behind door near workshop. Using rope arrow you can mantle on wooden beam, then on wall and from it jump and mantle on stone balcony.

    Getting to Lord Blackwood is tricky. You must strafe jump from upper floor balcony and mantle on wall above closed gate, then drop on crate and hide in shadow. In mansion you will be forced to rope up to stairs leading up. To return simply drop down and drop into water. Despite it being loud, guards shouldn't alert to it.

    Rob's Castle is completely different story. On the left are archers that will see you even if you douse every torch and drink invisibility potion. So that's unfortunately a ghost bust #1. This is also my escape path, so I needed to do something with this archers to not look at the middle. So after bust I went into their guard posts. First I nudged archer that spotted me, because these archers have animation of looking around. This allows them to see what's on their left side for short amount of time and if I would go to nudge other archer, this one could spot me. 1st archer go left, 2nd - right.

    Getting to Castle is easy. To get out I jump from top window to wall, jump and mantle to wall above gate, then on metal fence and torch. Unfortunately archers can spot me when using nearby door to Stables, so I return to them. Mantle on right torch and jump over metal fence. Because archers are nudged they will not notice me at the end of horse ride camvator.

    STATS:

    Time: 0:39:13; Loot: 3365/3515
    Pockets Picked: 9/14; 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: 3/3

    GHOST: IMPOSSIBLE

  5. #130
    Member
    Registered: Mar 2018
    TAKING A RISK

    Save for this mission is called "Shadows in Our Blood". Mission under this name was released 2 months before this one and by different author. So I have no idea why author of this mission decided to use this name for saves instead of name of his mission. As for the mission, it feels broken. Spotted 1 invisible coin, so getting all loot can be really difficult. There is many objects flying, some random objects can act as loot or even teleport. And one passage is very well hidden.

    As for ghosting, first I go for loot. In Kitchen I need to nudge old woman in right corner. Thanks to that I can shoot vine arrow into high cupboards to get all loot from there. While nudging be careful, woman can spot you during her looking around animation. So you will need to quickly go behind her.

    Second I go for kill objective. I need to kill traitor - noble behind hut. KO-ing him results in woman going into search mode, so I need to nudge him forward. Don't nudge him too close to hut or else he will get elevated up and will be impossible to push. Nudge him over cart past garden until you will have tree on the right. And again he can spot you on the left side during his looking around animation. Sometimes he can spot you on the right. This is very slow nudge. It took me 30 min. Afterwards KO him and return to start. Throw him into hole and kill him there.

    STATS:

    Time: 0:42:12; Loot: 1835/2600
    Pockets Picked: 0/6; Locks Picked: 0
    Back Stabs: 1; Knock Outs: 1
    Damage Dealt: 31; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 1; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE

  6. #131
    Member
    Registered: Mar 2018
    A THEFT IN HIGH TOWNE

    Pretty easy mission. The only annoying thing is ambient sound connected to general sound setting. And it was a bit too loud for me. Why do authors do that?

    STATS:

    Time: 0:27:15; Loot: 1091/1191
    Pockets Picked: 4/5; 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: 2/2

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE

  7. #132
    Member
    Registered: Mar 2018
    THIEF DUNGEON CRAWL: LEVEL 1

    Another easy mission. The only hard part was to find Big Door key, which is located in 1st tunnel. There is very well hidden switch. This and unlocking underwater passage in Graveyard allowed me to steal torc in water with haunt nearby.

    STATS:

    Time: 0:19:14; Loot: 3326/3671
    Pockets Picked: 3/3; 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

  8. #133
    Member
    Registered: Mar 2018
    THIEF TRINITY

    Winter city mission. Mostly easy. To get to haunt's house I needed to douse gas torch, position myself in front of entrance and quickly strafe run left. Then I doused 2nd gas torch, so I could later easily get out. In Bakery I could only lean for purple box. Sneaking inside to get painting and 2 mini bags of spices wasn't possible, because woman from there is too sensitive.

    In Hammerite Cathedral I doused 2 candles and went slowly along left side. Intended way to get Old Trinity is to get teleported to it after getting Plate of Power. But it's possible to get it earlier by mantling on window above chest and jumping in place to grab it. Afterwards mantle on statue and drop down.

    Mechanist Lab is the hardest to ghost. To get to it you must destroy 2 planks (ghost bust #1). Then go very slowly behind Mechanist in front of door. I nudged him to the side for easier exit. In left room you must slowly sneak very close to disabled bot for key. In right room you must sneak on left side for key and statuette at the end. To get it you can jump from gap behind desk to another gap and lean for it at the end.

    STATS:

    Time: 0:37:57; Loot: 4685/5176
    Pockets Picked: 0/0; Locks Picked: 3
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/1

    GHOST: IMPOSSIBLE

  9. #134
    Member
    Registered: Mar 2018
    A THIEF'S HOLIDAY 2004

    Another Christmas mission. You need to gather many objects hidden very well. No enemies. Also I believe there is no way to get loot, because it's unfrobbable.

    STATS:

    Time: 0:08:23; Loot: 0/2195
    Pockets Picked: 0/0; Locks Picked: 0
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    SUPREME GHOST: SUCCESS

  10. #135
    Member
    Registered: Mar 2018
    THREE MAGES TOMB/SCULLY DEMO

    Short tomb missions. Impossible to ghost, because you must kill all undead - skeletons. When you kill one, his bones will fall on ground and alert others. In main tomb it's possible to kill 3 patrolling skeletons without any bust, but afterwards killing other skeletons will alert rest of them, so that's giant ghost bust #1. In secret tomb killing skeleton will alert 2 small spiders (ghost bust #2). I doused all torches and loot this area before killing undead. Unfortunately I was forced to skip mission after returning to start. I didn't notice that kill objective didn't complete after killing last skeleton. In my test run I had no such problems.

    STATS:

    Time: 0:15:07; Loot: 1485/1485
    Pockets Picked: 0/2; Locks Picked: 0
    Back Stabs: 6; Knock Outs: 0
    Damage Dealt: 266; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 9
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: IMPOSSIBLE

  11. #136
    Member
    Registered: Mar 2018
    THRU THE LOOKIN' GLASS

    Short mansion mission. The biggest problem is getting loot from under watcher and near Front Door. Also tricky part is moving telescope. It's a really long process. It takes few minutes to move telescope all way to the left. Problem is patrollers can 2nd alert to movement of telescope, so you just need to wait for them to leave. Thief stays here longer, so wait for him to leave and then wait for woman to leave too. This allows you to move telescope slowly for 1 min. Then you hide in shadow near lever and wait for patrollers to leave. I also made mistake. There is purse under telescope. If you move telescope all the way to the left, you can't grab purse. So after finishing my job in cave I needed to move telescope to the right (luckily just 1 min of moving telescope right is needed).

    STATS:

    Time: 0:45:00; Loot: 3596/3646
    Pockets Picked: 6/7; 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: 2/2

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE

  12. #137
    Member
    Registered: Mar 2018
    TIME FOR CHANGE

    Thief 2 Anniversary Contest mission. It has some parts that are harder to ghost like Police Station (the hardest is offices area where you need to hide under wooden walls near desks from patroller) and Warehouses Area (here for a change there is a lot of patrollers). Luckily there is a lot of shadow, so turning guards aren't that hard. Also after leaving Lord Dicklon's House you need to go behind archer and dodge him from right to progress.

    STATS:

    Time: 0:47:22; Loot: 3780/3815
    Pockets Picked: 14/19; 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: 3/3

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE

  13. #138
    Member
    Registered: Mar 2018
    DREAMLORD: TIME IS GOLD

    A big mansion mission, but mostly there are long, well lighten corridors, so ghosting isn't very long. I was actually scared of this mission. There is ghosting objective and in my 1st playthrough few years ago, mission glitched and decided to automatically fail ghosting objective whenever I entered terrace above Front Entrance. Luckily this didn't happen during my ghost run. Also for green gem I mossed floor under it, because after using Scroll of Unlevitation, gem falls on marble floor.

    STATS:

    Time: 0:37:23; Loot: 2407/2417
    Pockets Picked: 0/4; 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: 1/1

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE

  14. #139
    Member
    Registered: Mar 2018
    TO SEND A MESSAGE

    This mission is completely different story than previous one. You must KO all 5 bluecoats. That's pretty much all enemies in this mission. For 1st one right after starting the mission quickly hide in shadow on the right. Then KO walking towards you guard. 2nd guard is walking in gravel hole. Just time your run, drop into hole and do airborne knockout. 3rd guard is also possible to KO. Just crouch near pipe, lean forward to stay in that position and KO guard through wall. Unfortunately 4th guard is impossible to ghost. Pipe is a bit away from him and there is too much light, so I was forced to KO him during his surprise animation (ghost bust #1). Last guard is similar to 3rd guard - crouch on crate and KO him through wall. Then just take all loot and go inside house to finish this short mission.

    STATS:

    Time: 0:07:50; Loot: 200/200
    Pockets Picked: 0/0; Locks Picked: 2
    Back Stabs: 0; Knock Outs: 5; Airborne Knock Outs: 1
    Damage Dealt: 5; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: IMPOSSIBLE

  15. #140
    Member
    Registered: Mar 2018
    BAD BLOOD 2

    MISSION 1 - DAYTIME IN OTTOVILLE


    Weirdly enough objectives screen doesn't display name of the mission. So this name is from name of save. Mission itself is firendly city mission. You are forced to drink beer to complete 1st objective. 2nd objective is completed by reading letter in Friend's House. But it spawns guard running into house. It's scripted, but if he will spot us, he will attack us. To prevent that run upstairs.

    STATS:

    Time: 0:01:36; Loot: 0/10
    Pockets Picked: 0/0; Locks Picked: 0
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    SUPREME GHOST: SUCCESS
    PERFECT SUPREME: POSSIBLE

    MISSION 2 - NIGHTTIME IN OTTOVILLE


    First guard for some reason 2nd alerts to rats. On Prison's roof is one of posters. Take Aqueduct key from tower guard. To escape from Prison you should to go through Aqueduct, but it launches alarm. Instead open window with view towards marketplace. Time patrollers on both sides and mantle on it. The idea is to jump over barbed wire. The problem is that it's hitbox is bigger than it looks. Barbed wire hurts and unfortunately it's impossible to jump over it without being hurt. Still with strafe jump you can reduce damage to 1 HP. It's better than launching an alarm. Also I think I'm gonna excuse this damage, because I got hurt by air high above barbed wire.

    To complete escape from jail objective you must unlock grate in canal with Aqueduct key. You can frob lock through gate. There is few tricky posters in this mission. There is one in attic. When roping to it and dropping down, you must worry about spider below. On rooftops there is one on roof observed by archer, so you must carefully jump and mantle on roofs. Oh and be careful of Prison's rooftop guards, they can spot you while walking on rooftops.

    In Stoon's House I went behind him downstairs and I was lucky when he quickly turned around and just went near me while I was well visible and near him. But somehow he didn't notice me. The last tricky part is getting behind monkey near exit door. You must be fast and also you may get stuck on rock.

    STATS:

    Time: 0:25:26; Loot: 100/100
    Pockets Picked: 5/10; Locks Picked: 7
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 1; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: SUCCESS

    MISSION 3 - THE TRAINYARD


    Mission is a bit laggy. It's impossible to grab loot from table in Bar. It's too well lighten and there is too many people looking at all directions. That's why I'm forced to skip 111 loot. In front of Court Building is statue with scale. You can hide under statue and grab these scales. To get to Vault I'm using knowledge what's the code is, because code is located under elevator and elevator itself is observed by guard.

    The hardest part of the mission is getting toy locomotive from 2nd floor of Bank. Intended way is to use elevator, but like I mentioned previously it's observed by guard. I found another way there from outside. Go to SW corner of map where secret chest is located. jump on tools storage and mantle to wall. Go to Bank and wait for patroller walking around it to go right. Go quickly left until you will see vine. Vine isn't climbable, but it indicates the spot where after mantling on balcony ledge, you will stay on it instead of sliding down. Mantle on metal fence, get toy, return on fence, drop on wall and then on ground.

    STATS:

    Time: 0:22:32; Loot: 11695/11806
    Pockets Picked: 1/3; Locks Picked: 5
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 3/3

    GHOST: SUCCESS
    PERFECT GHOST: IMPOSSIBLE. Can't grab loot from Bar.

  16. #141
    Member
    Registered: Aug 2003
    Location: Sharon, PA, USA, Earth
    Game: Thief 1
    FM: The Burning Bedlam (TDP20AC)

    Ghost - Success
    Perfect Thief - Success
    Supreme Ghost - Failed
    Perfect Supreme - Failed
    Time - 2:08:57
    Loot - 4137/4137 (Supreme: 3457)
    Pockets Picked - 1/3??
    Locks Picked - 13
    Backstabs - 0, Knockouts - 0
    Damage dealt - 0, Damage taken - 0
    Healing taken - 0, Other Kills - 0, Bodies Discovered - 1
    Consumables - None

    See the entire report with screenshots here!
    YouTube Let's Play here!
    Loot list here!

    Comments:
    A very nice and surprising first entry by Phantom. I don’t play straight up undead missions too often, but if well-made, it effortlessly tenses the atmosphere. Although the mission in principle is quite linear, Phantom does a good job at camouflaging it by looping certain parts of the mission together in clever ways. Linearity is helpful in guiding the player in a certain direction, but could risk removing a player’s freedom of choice. Luckily, this mission strikes just the right balance. I will be looking for upcoming releases by Phantom with great anticipation.

    To settle a debt with my fence Adolpho, I had agreed to find his brother Araphin’s perished body in an old, hammerite asylum set in the Old Quarter. I also had to find and break into a weapons armory, before locating the asylum from a set of mines to the east. Lastly, I was to escape with Araphin’s corpse via a drain into the canal, meeting Adolpho on the other side.

    The Mines
    The first problem came by the entrance to the mines. I had to use the power station key to open the gates, which was necessary in order to proceed. The key needed to be returned, but the gates also had to be reshut. There were two possible solutions. The easiest way was to block one of the gates with a crate. There was an old crate in one of the halls to the closest mine. That did the job perfectly (see image below). I could (with a bit of wiggling) squeeze through and bring the crate along as I left. This had to be done after visiting the armory though, otherwise you were locked out. The other option was to utilize the sewage canal gates from the control room. One of the underwater gates led back to the starting cave, which made it possible (with some back and forth) to leave the power station key at the smithy’s without ever touching the crate in the mines. Whichever method rocks your boat. I chose the crate option.



    In the control station itself another big problem arose. A zombie had a very small patrol route in and out of a room with two locked, but pickable chests, both containing loot (see image below). It pivoted at each end of the route, normally turning right. Once in a while (I’d say about 25% of the time) it turned left instead. It also did a very strange spin a second or so after starting to walk south. It wasn’t really a turn, but instead an immediate flip in its facing angle. To me it seemed like it got snagged on one of the tables, and the flip was the engine’s solution to fixing it. The peculiar thing was it happened every single time. Usually it just flipped west and then turned to head back south. Other times it would do a complete 180 and face north, before resuming its regular patrol southward. If I followed it north, snuck past it on its left when it turned around, then I could hide in the northeast corner just behind the table. Usually I was safe even from the aforementioned flip. From here I tried picking the lock as the zombie was at its southernmost point in the patrol. Alas, it gave a growl picking either chest this way. This of course meant the two pieces of loot in here couldn’t be taken for Supreme and had to be skipped. For regular Ghost I could use a slightly different method. I waited around the corner of the doorway to the control room, monitoring the zombie as it patrolled (see image). As soon as it turned, I rushed out and picked part of the first lock. I needed to scoot out of sight again before the zombie pivoted and started heading back south. I couldn’t use my lockpicks for long each patrol cycle, but it was quite reliable once I got the method down, and didn’t require hardly any reloads. I needed 8 rounds to get the nugget, and 6 rounds for the vase.



    The rest of the mines were pretty easy. Dodging the three zombies on gravel was the biggest problem. Returned the armory key to the drain pipe after use. Managed to close the hatch and mantle up before it locked up. Remembered to go back to the sewer control room to reset the switches to their original configuration. The gate leading to the bridge would now open. I assume it was the matron ghost’s doing. The lights in that mine shaft also changed for the brighter, before they finally shut off completely. It sounded like a generator went out somewhere. Although the lights went off, that did not bust Supreme. I was forced in this direction and it seemed like a natural part of the storyline. I suspected the matron was behind it anyhow.

    I dropped directly into the water at the big bridge area. Water will break your fall and avoid damage, no matter the height. Two pieces of loot down there. The purse behind the zombie was super difficult to see (see image). It was the final piece I found on my first playthrough. I had to lower myself into the water slowly from the sloping rocks, in order to avoid the alert from the nearby zombie.



    The Asylum
    I loved the foundry. A good balance of enemies, metal floors and shade. The southern chute took me to a dead end past a large vat. That is, I could break a boarded up shaft holding a purse (see image above), but that is property damage and against Ghost rules. Instead I found a safe route up to the foundry assembly line and north into the control rooms (see image below). The stationary zombie by the vats below heard the slightest misstep, so I had to go slower than usual. If I had been able to mantle up the walkway with the haunt and the dead thief, then I could’ve skipped picking the lock to the elevator shaft from the control room. I thought I had a shot once I managed to mantle the tower-like electrical device west of the assembly line. But even though I was high enough, the walkway fence wasn’t possible to mantle. It had a railing that was separate from the walkway’s floor, and that might have had something to do with it. I do try to avoid picking locks if possible, but I couldn’t avoid the elevator lock.



    The basement was uneventful. The wandering zombie had an unpredictable route, and I think it alerted to the hammerite priest over by the lava pool. It went to hunt mode once when I was far away in complete darkness at least. It gave several growls too at random times, so they were probably set as enemies in Dromed. One end of the metal pipe took me to a chute that I’m not sure whether you’re supposed to be able to mantle up. I found a rather small sweet spot where I didn’t even need to jump, I could just mantle straight up. At the top was a water reservoir with three dead bodies and a ring. Creepy place that.

    Back down I had a terrible time getting onto the elevator without alerting the zombie. I couldn’t avoid the big clang for some reason. I ended up having to click the button and then quickly strafe onto the lift platform as it rose. Weird.

    On my way up I entered a hidden passageway between levels 2 and 3. It took me to two different areas, one of which was the walkway with the patrolling haunt back at the foundry. I needed to get to the other side to steal a purse from a dead thief there. The haunt patrolled continuously and could pivot at random points, but it was difficult to detect a specific pattern. Both the walkway and railings were metal, so I couldn’t move fast, wherever I went. I tried the railing first and it worked well until I got about 40% across. The middle part was lit up from the lamps below. The south side was darker than the north, but it still wasn’t dark enough to prevent a gasp from the haunt as he passed. Next I tried following him across the ground walkway, hoping he wouldn’t turn before reaching the end. This worked, but I couldn’t move fast enough to get out of the brighter middle area in time. That’s when I realized the south side of the main walkway was dark all the way across (see image below). It was only a thin section very close to the railing, but it was possible to move concealed like this all the way to the east end. The lighting on the floor was a bit misleading, as it seemed like the middle section was bright all across. Used the same method going west, but I could also have dropped over the edge and taken the long route back, if so desired.



    Level 4 was the kitchen and barracks. A very cleverly hidden goblet was on a ledge in the ceiling above a collapsed bridge (see image). It was where I had seen the matron from the opposite side earlier. I managed to grab the rope as I leapt back onto the west side.

    The dining area had only one thing worth noting. As I entered the kitchen, the gates to the cafeteria slammed shut behind me. The intended way to leave was to drop down a deep chute to the north, plunging into the water reservoir I had visited earlier. I could lean through the gate and flip the lever from the inside however, but I’m not sure if this is considered an engine exploit. In case it was, I looked for a way to avoid the gates closing altogether. The trigger was an invisible line in the kitchen doorway, but there was another way in. Entering via a small access panel to the northwest did not trigger the gates. The only way to keep them open was to climb the counter on the west side of the room (see image below). I could get all the items in the kitchen this way. Left the same way I came.



    The top floor looked more intimidating than it was. If I went slow, most places kept me concealed. The two balconies upstairs were a bit tricky to get to, but nothing too bad. I needed to get to the high priest chamber first, to obtain the observation room key. In order to get there I had to pass a stationary haunt overlooking an obliterated staircase below. The two candlesticks on the railing in front of the haunt could just be taken without any alerts, but there wasn’t much in it (see image below). I traversed the ceiling beam to get to the (dead) high priest. His readable gave me a bit more insight on what was going on. I could drop to the pit with the matron’s body on my way back. Her office provided incriminating information about her diabolical involvement in these unfortunate events.



    The observation floor was tense, but unproblematic in terms of ghosting. The inmates did alert, so I had to use the shadow lines in the prison to open the respective cells. After getting the treatment room key, I could mantle back up to cell 5 or ascend the alternate ladder to the south. When climbing the ladder, I could turn the handle to close the gate behind me. Brother Thomas from cell 12 had moved to the hallway closer to the entrance when leaving, but he was no issue to sneak around.

    Treatment Room
    Went all the way back to the high priest room, picking up the last pieces of loot from the asylum. The problem now was that the treatment room gate needed to be relocked for Supreme, along with the returning of the key. Both were mandated by rule #7. The biggest issue was that gates can’t be frobbed after the locking mechanism is operated, so you can’t lock-block them like you can regular doors. The only way to do it was to find something to physically prevent the gate from closing. That way, once that item was removed, the gate would close behind me. However, that item would also need to be returned then, following the same Supreme rule. Once descending the elevator, there was no way to return, and there were no objects down there to block the gate with anyway. The closest items were in the high priest’s office. Had I carried an applicable inventory item from the start of the mission, the case would be solved, but I didn’t. Adolpho’s notes were the only likely item, but those weren’t droppable. The solution instead fell on the fruit tray from the high priest’s desk (see image below). It could be placed at the foot of the gate while I went back to return both the matron’s key and the treatment room key. And so I did.



    Traversing across the beam above the broken stairs for the last time, I realized retrieving the rope arrow was problematic. Not only did I have to avoid taking damage during the fall, but I also had to avoid a first alert from the haunt to the south. It was a big drop, even though you can grab the arrow a fair bit down the rope. I definitely had to do it in the northwest corner, as the statue here would break the fall. The statue in the other corner had crumbled. The rope had to be shot so it stuck down vertically from the top beam, in order to be reachable from the lowest possible point. The best way to do this was to descend and shoot a second rope up from below, though it can be done from the edge of the beam up top as well. I ended up taking a second rope arrow for Supreme for this move, although it is strictly speaking not necessary. I didn’t count it as a bust, since I did end up using both. From the rope I looked straight up, jumped and immediately grabbed the rope in the air, landing in the corner on top of the statue (see image below). If I took damage, I reloaded and inched down ever so little on the rope, and tried again. It was hit or miss whether the haunt first alerted. Eventually I found the sweet spot and got it Supreme clean. Nice!



    Back by the treatment room elevator, I had to return the tray used earlier. As soon as I took it, the gate closed, and even if I was in the way it wouldn’t stop. I threw the tray into the right side of the statue’s head close to the desk. With some precision, it would bounce off the statue and land around the corner. Testing it a few times, I never got it to land on the actual desk, only a foot or two away on the floor. Once, it landed by the foot of the chair, in line with the edge of the desk. Since I had to get onto the elevator quickly, I couldn’t check how close the actual throw ended up being. I counted it as a Supreme bust, albeit a small one.

    The next problem came in the lava cave with the matron. I had to take the rosary in order to get out of there. Getting onto the big island wasn’t that tough, and I could sneak around to the left unseen. She gave off apparition-like sounds, and in all my years of playing Thief, I have yet to determine clear first alerts from this sound set; I doubt they even have them. I tried from every direction to lean forward and grab the rosary without her attacking me, but that was not possible. I ended up pushing her forward to about 3-4 feet away from the pedestal (see image above). That is allowed as a last resort for Ghost, and this definitely was a last resort. It is not allowed for Supreme though, so that mode unfortunately busted.



    The treatment room setup was strange. There were four chambers with haunts, one of who was dead. The other three could be opened with an outside lever, which triggered the haunts to start patrolling. If I operated the lever again, they would stop instantly. I could manipulate their patrol route position like this. The only haunt of interest was the one in the northwest chamber. It had the sewer key on its belt, which I needed to escape. However, I also needed to return it on my way out. The sewer panel (like the gate from earlier) couldn’t be lock blocked, and since it used a horizontal sliding mechanism to open and close, there was no way to stop it from closing at all. Following Supreme rule #7, keys have to dropped “back on the original patrol route”. But what if an enemy is involved in a fight that causes it to deviate from its patrol path? I assume it means you then can drop the key anywhere the enemy was located during the fight. The point of the rule is that it should be possible for the enemy to have dropped the key on accident. In fact, it should be more likely to get dropped during a fight compared to just walking around. I knew a fight would ensue once unlocking the chest with Araphin’s remains. All the haunts would be let loose, with the matron and her minions spawning instantly. If I manipulated the haunt’s patrol to stop in the hallway close to the chest, it would spot its enemies and run to fight directly over the sewer hatch. This meant once the fight was done, I could drop the key by the hatch and not bust Supreme in the process. That was the plan. And that is what happened. The haunt in question was lured over to the matron, passing over the hatch (see image below). I wasn’t out of the woods yet, though. First, the two craymen had to die. The haunts downed them quite easily. Secondly, although the matron always won (she was seemingly invincible), I couldn’t let her knock out either of the zombies too close to the sewer hatch. They wouldn’t actually die, but rather enter a sleeping zombie state. If I tried to climb down the sewer hatch then, they would give a first alert growl. The matron’s attack was shooting air elementals. They wouldn’t hurt the sleeping zombies at all, so she kept attacking indefinitely, being the only one still standing. Luckily, she seemed completely oblivious to my presence, enough for me to sneak out unnoticed. Locking the hatch and dropping the key while plunging into the canal was tougher than it sounds, but I got it in the end.



    Emerging from the sewers the mission ended within a few seconds. What I assume to be Adolpho and a mysterious ghostly figure were waiting for me.

    Really enjoyed this one!


    Notes
    - Skipped a vase worth 500 and a gold nugget worth 180 in two pickable footlockers in the sewer control room for Supreme. The patrolling zombie first alerted to the lockpicks.
    - Didn’t return the tray used to block the treatment room gate to its original position. I tossed it back towards the high priest’s desk, but it probably landed a few feet away. Small Supreme bust.
    - Had to nudge the matron forward some in order to avoid the bust when taking the rosary. Supreme bust, but allowed as a last resort for Ghost.
    - The body discovered was during the last fight between the matron and the hammer haunts. No bust.
    Last edited by klatremus; 28th Jan 2021 at 18:51. Reason: Added let's play link
    Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
    Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays

  17. #142
    Member
    Registered: Mar 2018
    BAD HANGOVER

    This mission uses Thief 3 city map just like Pestis Cruenta. There are just few major differences. First we are dealing with zombies instead of plagued people that move like zombies. There is really flood of zombies. Usually small areas of city are patrolled by 6 zombies. That's a lot. There is also storm. Lightning rarely makes are visible, but it stuns zombies. Stunned zombies can still see us though. Also few times in this run zombies can randomly go into search mode from sound of lightning. Usually when that happened I was just loading previous save. Also lightning has really loud sound, so I deleted this loud sound, because ghost run will be long and there will be a lot of waiting. I still can hear when lightning appears on screen. There is also another glitch that can happen. Sometimes light in area can glitch and it will look like there is giant light bulb lighting the floor. In other words both walls and ground will be white from light. To fix that simply turn in other direction and save/load. There is some helpful equipment. I have water arrows and neurotoxin arrows. New arrows act as gas arrows, but can kill zombies too, so be careful when using them. Also I made mistake in my test run and didn't make notes were food items are. To complete mission I need at least 14 food items. In final area you can get blocked from rest of the mission. You need to have at least 12 food items for it.

    FIRST AREA

    In Hotel you start don't read book, it wakes up zombie and put him into search mode. After using Coil on Stonemarket Gate you must activate power. This makes explosion which can kill zombies and will 2nd alert zombies near fountain and in Stonemarket (ghost bust #1). So after using power switch, quickly hide in full shadow that is under ladder. Otherwise you may get spotted by alerted zombies.

    STONEMARKET

    First go to Tavern via alley on the right. On 2nd floor noble has a key for Bookstore. Then go to window and make hard jump to wooden railing. Here behind bed is Steel Plate. Now you need to go down and douse torch at the bottom of stairs. Go to the passage. Now you must rope up and get to high window. There is dark place on ledge. In window is located another key. Then drop down and walk through passage.

    Now you must go to the top of wooden stairs and mantle on wall. Shoot rope arrow into left side of wooden balcony and go to it. Jump to left stone gargoyle, then go to right gargoyle and on ledge. Jump to opposite building and you will find above elevator. Crouch and strafe run to double door. Inside in chest is Detonator. Fall down and walk around right wall back to start of this area.

    Return to 1st area and grab invisibility potion and book from Bookstore. Then go to tower in area with 3 zombies. Inside is Trigger Core. I'm skipping triggering 4 weapon stashes optional objective, because one of them is in storage protected by 6 zombies walking in very small, well lighten area on metal floor. Return to Stonemarket and go through right alley to Proper Stonemarket. Here douse torches and rope up to balcony above. It's Jacks. Here is lever that disables alarm. Don't use it, I'm gonna use this alarm for my advantage. Grab key and go downstairs. On top of ladder is TNT Gel you need. Unlock door to summon here zombies from the street. Go back to balcony and drop on zombie.

    Go to back alley. At the end douse another torch. Under gate is blackjack, but it's useless in this mission. Rope up to Inventor's balcony. Inside is key for this house, scroll in safe and some loot. The other door leads to Jacks and it's occupied by many alarmed zombies. Use gas arrow to gas 2 torches and douse outside torch to grab mask on seat. Go outside and close door, so zombies will have no chance to see you. Go to Lab and crate more gas arrows. Also use items you collected to create Shielded Charge. Return to South Gate, move 2 powder kegs on crates, put Shielded Charge on barrel and hide behind wall on the left. Explosion will destroy all crates and barrels blocking the path, destroy zombie on the other side and 2nd alert zombies on both sides (ghost bust #2).

    GETTING TO BUNKHOUSE

    Game expects you to climb up and use pipes at the top to get to 2nd floor window, but this place is too well lighten and there is 6 zombies below. So I found another way in. Climb ladder, mantle on box and mantle on west roof. From here you can rope down to the back of Bunkhouse. Go around and rope up on higher roof. Go around the whole building and drop on pipes near window from the other side. Inside take Bucket of Water and Shutters key and read book. This will spawn Chest key on woman at the end of pier (which is bullshit, because if you check her body before reading book, she doesn't have any key). Chest inside Bunkhouse will give you 3rd lockpick.

    FINAL AREA

    Before you take Basso with you through fire you must have at least 12 food items at least 2250 loot and 2 nautical items and other objectives completed. Passage behind you will get blocked. Luckily it doesn't alert anyone. Douse torch on the left and climb on top box. Put Basso down, use moss arrow on metal floor (I only found 1 in Proper Stonemarket), drink invisibility potion, take Basso. Drop on moss and quickly mantle on crates, crouch and drop on street on the other side of blockade. Go to shadow.

    Douse torch and 2 fires. Here is area with ship. You must bring Basso to it. The problem is Basso can't stay in water for too long or he will die and bringing him on ship is my 1st objective. Strafe jump over water on thew left. Dodge 4 patrolling zombies and mantle over metal fence. There is 4 standing zombies looking at the ship. They probably get stuck there and lightning moved them forward (when they are stunned they make 4 steps forward). You must jump and mantle on plank. There is good shadow on it. Drop on ship and leave Basso here.

    Use ladder to descend to water. Under Pagan House in water is located Chart Compass. Mantle on rock and enter Pagan House. In Bar area should be 2 patrolling zombies. Take loot and Chart Map (one of banners). Go upstairs to grab bread and read book. Go on roof and drop on rock. Shoot rope arrow into Pagan House to descend to water and return to ship. Drop Basso under deck. You will also find there carrot behind crates and diamond on coal. Use plank and wheel to finish this long mission.

    STATS:

    Time: 2:13:11; Loot: 2816/3933
    Pockets Picked: 0/-9 (?); 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: 1/4

    That's the first, somehow the game counts that in this mission is below zero pickpockets ("-9"). I wonder why.

    GHOST: IMPOSSIBLE

  18. #143
    Member
    Registered: Mar 2018
    BAFFORDS TOWN HOUSE

    Short city mission. Guards have really good hearing and there is a lot of keys. I'm not gonna take too many. Also sometimes dousing torch or opening door can 2nd alert enemies. I have no idea why. But it only happens sometimes. Also guards in Bafford's Manor have ability to turn on light. First 2 guards can patrol starting area and do searching animation, but it's not a bust.

    To get to Captain's Office open front door of City Watch, mantle on it and mantle to window. Opening Reception door in City Watch may 2nd alert guards inside. I'm dousing torch near Armory, so prisoners will not alert to me.

    In Abernathy is attic. You must shoot rope arrow into wooden beam above well. Also douse 3 torches. If guard is standing near one of them, he will go into search mode. To go to rope you must enter well in starting area. Douse 2 torches and jump to top of ladder (there is shadow). When guards are away slowly descend into water.

    To get to rooms on 3rd floor you must have Private Quarters key. Rope up to right part. Also shoot moss arrow into ceiling near door and unlock door from below. When guard is away climb rope and go to library. To get down go behind patroller, turn off light (it will focus him on turning on light), mantle on wooden railing and drop on stairs. To exit manor return to garden. Mantle on torch near door, then on wall and drop on street.

    STATS:

    Time: 0:39:27; Loot: 2627/2755
    Pockets Picked: 1/1; Locks Picked: 11
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 1/1

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE

  19. #144
    Member
    Registered: Mar 2018
    BEGINNING OF ERA KARATH-DIN

    Mission in Lost City. There is a lot of light and torches, but no water arrows. Luckily there is potion shop with invisibility potion, which is needed at the end of mission. There is once again a lot of keys and all of them has no names, but all of them is necessary. City part is mostly peaceful. There are 3 places where I nudge enemy: in house near well, in Coliseum room and in temple near tower I need to nudge woman forward near table with box containing key, so I will manage to escape this room.

    After collecting Scepter treebeasts and fire elementals spawn. To escape tower I strafe jump+mantle from window near Scepter to roof of the temple. Then I jump+mantle on gate leading to tower that I left open. Time to return to the start. First pair of fire elementals I avoid by going along left side around temple. Unfortunately for last fire elemental I'm forced to use invisibility potion, because out of nowhere full shadow change into full light even if it's not graphically visible.

    STATS:

    Time: 0:50:32; Loot: 14329/15064
    Pockets Picked: 3/8; 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: CHEMICAL SUCCESS
    PERFECT GHOST: CHEMICALLY POSSIBLE

  20. #145
    Member
    Registered: Mar 2018
    BERTRAND'S FORGOTTEN TOMB

    Puzzle mission with haunts. 1st haunt is tricky. You can only dodge him by going behind him and going past him during his turning animation. 2nd haunt room has marble. That's why I used 2 moss arrows (one of them was shot on floor near right torch. I also shot rope arrow into wooden beam close to gargoyles. I jumped on torch, then on gargoyles and on rope. To return down I dropped on edge of marble ledge and dropped on haunt walking on moss. Colorful marble part is also tricky. Luckily haunt only patrols entrance and corridor near it, he doesn't walk closer to sarcophagi and there is shadow in corridor, which you can use to hide.

    STATS:

    Time: 0:17:38; Loot: 3140/3260
    Pockets Picked: 0/0; Locks Picked: 0
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    GHOST: SUCCESS
    PERFECT GHOST: POSSIBLE

  21. #146
    Member
    Registered: Mar 2018
    SETTLING A SCORE

    BASEMENT


    Never thought I will say it, but in this mission moss arrow is more useful than water arrow. Basement is full of gravel and narrow corridors patrolled by monsters. To get to left room visited by burrick I need to shoot 2 moss arrows, then wait for burrick to enter room with secret passage and run into side room. To return I simply walk behind burrick and hide in corner.

    2nd burrick is also tricky. You need to walk behind him and wait for him to leave side room in well visible corner. When he leave hide quickly in shadow leading to side room. Go to storage and use lever. Going right is easier. Just walk behind burrick into shadow near starting room, wait for burrick to enter room leading to gate and hide in dark corner. After burrick will go left go past gate.

    Go to shadow near table with food, then go behind zombie and hide in shadow near sarcophagus. When zombie and burrick are away visit lying zombie room. Then you need to walk behind burrick and use 2 moss arrows on path leading to gate. From gate use another 2 moss arrows to get to last alcove (2nd moss arrow shoot into corridor). Hide near sarcophagus with tapestry. Wait for burrick and loot this place. Return to gate and frob control panel through it.

    When spider will walk left, go right and grab blue gem on right wall. Return to gate. Further on the right is ring in cell, but it's past small spiders, so I prefer grab it from different side. Right now go left, grab loot and moss arrows from shelves. Then use elevator to 1st floor.

    HOUSE

    There isn't too much problem until you will go past hidden passage in generator room. There is a lot of marble here. Luckily there are also torches. I doused 4 torches in room with statue and 1 torch in west corridor. Timing stationary guard is easy and in office is light switch. Then go to 2nd floor. And again here is helpful vent. Drop into 1st room and visit 2 rooms for loot. In room with woman I doused fire, so I could hide better in corner. Returning to vent is tricky. You must return to entrance you used to get to this part of house. Mantle on bookcase under entrance to vent, crouch and do crouch jump in order to mantle into vent. It's really tricky and took me few tries. Last room is visited by guard and bronze servant. Since I know code for Vault from my test run I'm gonna use it here instead of running around to get to boxes with numbers in 5 min.

    ESCAPE

    Near front entrance on 1st floor is entrance to towers. Go to left tower and climb to 2nd floor window. Remember ring in basement I mentioned earlier. It's time to get it. Go to the edge of window, lean to the side and shoot rope arrow into it's wooden part. Then from crouching position jump on rope, turn around and descend to grate. It's another passage to basement past spiders, so getting ring from prison is easy. Return to house and go to window on the other side. To escape I simply dropped on patrolling knight. Then went to starting point.

    STATS:

    Time: 0:43:54; Loot: 3494/3494
    Pockets Picked: 2/-5 (again?); 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: 2/2

    GHOST: SUCCESS
    PERFECT GHOST: SUCCESS

  22. #147
    Member
    Registered: Mar 2018
    SHADOW MOON

    FIRST AREA


    City mission with bad ending, because ghost busts are accumulated at the very end. At the beginning I'm forced to douse 2 torches and nudge guard in front of door to house with Belltower key. Also from end of shadow near guard in front of portcullis I can strafe jump+mantle on ledge with secret ring. On top of Belltower I mantle on metal railing and drop+mantle on statue above start. There is another secret ring. To get out I mantled on another statue and roped up to balcony. Use metal beams and at the end leave open metal door. That's very important for escape. Then I went to building with generator. There is floating coin stack for which I need rope arrow. After taking it I jumped to ladder. Next I went closer to area above portcullis, on metal edge, shot rope arrow into wooden part and strafe jumped to it. I mantled on wall above portcullis.

    SECOND AREA

    Go around building to another building with generator. First ladder leads to storage with 2 purple boxes with 20 loot in each (together - 40), but in order to get it I need to blow up metal door. For this ghost run I skip this loot. To get coin stack near food I must douse fire near it. After going through Warehouse I'm forced to leave rope arrow in wooden beam. Right before abandoned house is long pipe. For escape you must from it shoot rope arrow into the highest point of NE wooden pillar of the opposite house. This is the only way to avoid alert from archers that will spawn later.

    HAUNTED GROUNDS

    In abandoned house when you are floor above ghost, you need to shoot rope arrow, so that you will later climb to this floor. Then drop on ghost and quickly go behind him to dodge him from the left. Again go behind him to drop to lower floor, dodge him from left, crouch and drop on little ledge above door. You will bounce out of it and this way you will avoid fall damage. Go to Cathedral.

    In Cathedral go to central room to chest above entrance. From it you need to shoot couple of rope arrows into wooden roof leading to metal beam you used to enter central room. And you need to use this route, because after grabbing Horn of Shadows new haunt will block normal way there. My route leads to ledge above door. From there you can drop back on metal beam.

    In Basement I skipped urns for now, because I had thought that taking them may spawn haunt in Basement area. But no, he will spawn after taking horn anyway. But first you will get spotted by 3 zombies (ghost bust #1). Then is haunt in front of door. I shot arrow into corner of my room, so haunt could open and I could sneak behind him. Still that's a ghost bust #2. To my surprise haunt from central room and in room leading to metal beam didn't spawn. I have no idea what trigger them to appear. So I could use regular route. In front of exit is another haunt that I could ghost, by walking very slowly around him. In abandoned house I roped to ghost, went behind him to the end, then again went behind him, but this time I climbed on rope to higher floor.

    ESCAPE

    To my surprise archer near abandoned house and archer in front of Warehouse entrance didn't spawn. I have no idea why, but archer near guy using telescope spawned and he observes entrance to the house. And 2 archers spawned in front of portcullis. So I'm still forced to use my route anyway. Descend to pipe. Earlier I shot rope arrow into NE wooden pillar of opposite building. Time to go to it. Jump and mantle on metal fence, then jump to rope and climb to the very top (metal part shouldn't stop you, because you shot rope arrow from far away). Then jump+mantle on roof on the right. Return to 1st area.

    You don't have too many options here. You must jump+mantle on ledge below. Then rope up to wooden terrace with plants. I hope you left metal door open, because now you must strafe jump+mantle to it. Drop on metal beam and from here you can go above starting point. Mission will end.

    STATS:

    Time: 0:44:17; Loot: 1240/1280
    Pockets Picked: 2/3; 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: 5/5

    GHOST: IMPOSSIBLE

  23. #148
    Member
    Registered: Mar 2018
    SHADOW PLANS

    MISSION 1 - MEETING


    Another Ricebug campaign that shows name only via saves. Mission is short an easy. Unfortunately it's impossible to ghost frogbeast at the beginning (ghost bust #1). And I'm forced to skip nugget in front of treebeasts in garden, because it brings them to life and there is too much light near nugget to avoid being spotted.

    STATS:

    Time: 0:14:13; Loot: 2465/2565
    Pockets Picked: 1/0; 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: 2/3

    GHOST: IMPOSSIBLE

    MISSION 2 - SECRETS


    City mission. City is quite big, but mostly friendly and there isn't too much to do here. The biggest problem is dodging priestess in house with map, because she can randomly turn around. Also I take invisibility potion from her house. There is torc that can be brought through banner. In Lord Gregory's Mansion I need to wait for maid to go to Dining Room and run in front of 2 guards. Also I skip safe with 1000 loot, because there is guard in front of it and I will need to use invisibility potion later.

    Hangar is the last place. First I mossed box and floor of flying machine. I also used 4 switches and right lever. Then I jumped out of machine and went to open roof door. This trigger alarm (ghost bust #1). I used invisibility potion to return to flying machine and used left lever to finish this mission. At least that's what should happen. Unfortunately mission didn't end, so I was forced to use cheat to skip it.

    STATS:

    Time: 0:24:31; Loot: 2435/3690
    Pockets Picked: 4/10; 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: 2/2

    GHOST: IMPOSSIBLE

  24. #149
    Member
    Registered: Mar 2018
    SHADOWS IN OUR BLOOD

    There is lots of patrollers in this mission. In Sewers it's impossible to ghost 2 spiders near ladder (ghost bust #1). In order to open passage to Mechanists Area you must leave secret passage from Training Room to Captain's Room open. 1st floor is tricky, because you need to go to Library and you are forced to time 3 patrollers and watcher. Also patroller walking under watcher must go left. It's tricky.

    Mechanists Area is even harder. Lots of patrollers walking along walls in both directions. After getting Armory key and 4 Reza's notes I'm going to Armory. Since I know code I'm gonna open safe without getting code (which you get by throwing scouting orb in Cafeteria). There is even more Mechanists in their area. The good thing about it is 1 of patrollers blocks others and they make bigger group that way. Bad thing is you can't hide under wall and let them past near you. They will spot you. There are some bolt cutters shenanigans to cut barbed wire and get to Torture Lab. Since I cut this wire by using item instead of weapon, I think I can excuse that for ghost.

    Unfortunately I can't enter Torture Lab just yet, I need to nudge left guard from Control Room. Then I needed to moss floor in Torture Lab and quickly enter it and go under shelf. This gave me Poison, which I needed first activated in bright room. Unfortunately I'm forced to use Poison to kill executioner, this also will alert 2 Mechanists in nearby room and at least 1 patroller (ghost bust #2). Next is just escape and another alert from spiders in Sewers (ghost bust #3).

    STATS:

    Time: 0:48:06; Loot: 1882/1967
    Pockets Picked: 7/6; Locks Picked: 4
    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

  25. #150
    Member
    Registered: Mar 2018
    THE SKYGEM CONNECTION

    MISSION 1 - REST AND RELAXATION


    This is just one conversation.

    STATS:

    Time: 0:02:10; Loot: 0/0
    Pockets Picked: 0/0; Locks Picked: 0
    Back Stabs: 0; Knock Outs: 0
    Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
    Innocents killed: 0; Others killed: 0
    Iron Beasts Destroyed: 0; Disabled: 0
    Secrets: 0/0

    SUPREME GHOST: SUCCESS

    MISSION 2 - THE SKYGEM CONNECTION

    KEEPERS


    This mission is very tough, because enemies (especially Keepers) are very sensitive. Walking in light will usually 2nd alert them even if they look the other way. Seriously, they have eyes in the back of their heads. That's why I bought 1 invisibility potion and 18 water arrows. Unfortunately they have also very good hearing, so dousing torches when they are nearby, will always 2nd alert them. You can even get spotted if Keeper will walk near you while you are in good shadow. So stealing purses is very tricky. Also they can alert to loud shot of rope arrow into wood. This means that 1st part of mission is especially difficult.

    BEGINNING

    At the beginning wait 2 min, because for some reason 2 Keepers from conversation are more sensitive than normally. Also if you save/load after conversation too fast, 2nd Keeper may stop moving before usual stop in his guard post. Dodging 1st Keeper is tricky, wait for him to move away and quickly crouch walk through door. In this place you will be forced to crouch walk a lot.

    There is no way to go past Keeper from nearby guard post. You must nudge him into nearby corner. Despite their sensitivity it's possible. It's tricky, because he can spot you after turning. At least there is good shadow here and if you back off quickly, you can avoid alert. In 2nd room is medallion.

    Patroller has purse and you can get it by leaning from doorway leading to 2nd floor when Keeper is leaving kitchen. In kitchen are 2 water arrows and moss arrow is located in storage. I wanted to douse torches in garden, but Keeper 2nd alert to that. There is also room with 4 statuettes, but that's easy to ghost. In left corridor is Training Room with 2 rope arrows and 5 water arrows. I doused torch above entrance to Tests Area and also took candlestick. Thanks to shadow I could safely unlock door to Tests Area.

    TESTS AREA

    Stealth Test isn't hard. Left archer has a purse and the only way to get it is by roping up to lower side of his balcony. Again archer can alert to loud shot into wood. Sneak to corridor and go along right wall. Otherwise you can get spotted by archer. Locks Area is easy - just unlock doors and crouch walk through this area. There is only 1 patroller and he can hear you running on wooden floor. There is rope arrow behind statue. Get key from chest in right area. Climb up and go to shooting gallery. You can just mantle over metal railing and frob switch.

    Final Area is also easy. Above entrance is golden hammer. Only 1 patroller with Marcus' key (that's the main reason we are in Tests Area). Lean for it from shadow. Then go to last room, activate torch switch and go to exit for medallion. You are in garden. Wait for Keeper to turn away and walk along left wall, lean to open door and wait for Keeper to turn towards secret passage. Run quickly to door, crouch on wooden steps and enter building.

    This time we are going to 2nd floor (entrance located near kitchen). Only 1 patroller and he walks all the way to main entrance. In 1st room hand mirror is loot, in 3rd is chest, in 4th are glasses and Archives key in purple box, in last room is moss arrow in chest. Go to Archives located near Tests Area.

    ARCHIVES

    There will be conversation. Behind right statue is water arrow. Avoid middle trap and enter Archives. Go along left side to SW corner. You can't use stairs, because exit is too well lighten and archer will spot you. Also stairs can be visited by patroller and there is no safe spot there. You must slide down on floor. Secret invisibility potion is impossible to grab, because archer 2nd alerts to sound of wall sliding. So go along west side. On north bookcase is purple book, which is also a loot. Use book switch to open wall behind banner. Unfortunately you must cut it to progress (ghost bust #1). Use rock on wall to cover pit. Near bones is purse. Go slowly to passage, so you will trigger trap without getting hurt. Go to last room and read book. Listen to conversation and descend to cave.

    CAVE

    There is light beast patrolling this area. It's easy to avoid. Also disable light mushrooms on the way. Go to south water and swim to tomb. Enemies are less sensitive, so you can douse torches and braziers from now on. Near right bones is purse. Inside left sarcophagus is necklace and in last room on the right is chest. Climb up to get gas arrow and use this path to return to cave.

    Go north. You will notice spider. It alerts to light beast and can even run after it, which actually helped to progress. At the bottom of spider pit on left side is nugget. Pit is well lighten, but spiders are a bit blind, so I had no problem to get this loot. Jump from vine to vine to other side of pit.

    TEMPLE

    Near ladder is Sara's Doll, which gives non-optional objective if you grab it. I decided to ignore it, because Sara is located in basement of temple, which is a prison. Problem is that there is running Mechanist going from prison guard post to 1st floor guard post 2nd alerting everyone he meets and prison is narrow and well lighten. There are also turning guards, but because of him they all go into search mode. As for running guard, he alerts to light beasts in cage. Also because I'm skipping prison, I'm also skipping crystal from crate worth 25.

    Go up and douse torches near main entrance and above it for later. Go behind temple and dive into river. South tunnel leads to secret chest, north tunnel leads to 2nd floor of temple. Here I douse every gas torch I see. Go to last door on this floor. In office is goblet and switch near desk. Use elevator to ride up. Shoot moss arrow into switch on opposite wall. It disable gas trap. Take 6 masks and goblet. Because I know code I'm gonna use it to enter bedroom. There is urn and chest. Switch near desk will reveal 2 statuettes. Return to 1st room on 2nd floor, mantle on metal railing and drop down. Use nearby door to exit temple and return to hollow tree to end this mission.

    STATS:

    Time: 0:59:25; Loot: 2160/2185
    Pockets Picked: 5/9; 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: 1/2

    GHOST: IMPOSSIBLE

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