marbleman on 8/7/2019 at 20:20
Game:
Thief 2FM:
The Power of SuggestionGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 32:19
Loot - 1431/1431 (Supreme: 622/1431)
Pockets Picked - 6/14 (Supreme : 4/14)
Secrets - 6/6 (Supreme: 2/6)
Locks Picked - 8 (Supreme: 6)
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - 2 water arrows (Supreme: 1 water arrow)
The Power of Suggestion is a very interesting mission. It's tough but possible to Ghost and even Perfect Thief. It is almost possible to Supreme too, but we have to take a few busts. However, the route for Supreme is drastically different from normal Ghost, and over half of the mission's loot has to be skipped. I would like to cover both routes, so I will
italicize everything that's not a part of my Supreme run.
Story-wise, Garrett has been ambushed and knocked out, and all his equipment has been taken away. The mission begins in some sort of closet, but the door leading outside is unlocked. Listened to a conversation and found out that some “boss” wants me for something special. Thus, my objectives became clear: get outside, retrieve my blackjack, and find out who this boss is and what they want from me.
EscapingSnuck outside without any issues. Along the way, picked up one rope arrow from a footlocker: this one I will need later. Outside, looted an attic and found a trail of items that the Keepers left for me. Of all these, I only need one water arrow (two for Ghost). The Keeper's message cannot be dropped, so I didn't pick it up. Through a window, observed a scene involving a few servants who were slightly out of their mind. Then, descended to the streets and listened to another funny conversation through another window and picked up a tiara there. Opened a hatch into the sewers, climbed down, and opened a secret passage. For Supreme, I had to close it, but I could do it on my way back. On the other end of the passage, picked up my blackjack to complete the objective and my lock picks because I needed them. Next, evaded the guard and went out into the streets.
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http://thumbs2.imagebam.com/c6/41/75/1728541271020944.jpg Outside, had to take my first Supreme bust. I could sneak behind the archer, although sometimes I got caught on the doorknobs, but I could not sneak past the servant without a first alert. In the alley behind him, entering which spawns an alert from the archer as well, is another sewer entrance, which can be taken to return to the starting area. It also has a piece of loot. For Supreme, this option is not viable. Next, entered the long tunnel connecting all major areas of the mission.
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marbleman on 8/7/2019 at 20:22
LootingTaking the first exit, looted a few coins from the watch station and a purse from the secret stash nearby. Next, returned to the tunnel and took it to the next exit, where a certain Mr. Borano was talking to a harlot. While they were busy, I could pickpocket the former's key and go back through the tunnel to his office, unlocking it and picking a chest inside, which is impossible to do while he's in there. To get in and out of his office while he was still engaged in a conversation, had to time the patrollers inside the tunnel, which ultimately wasn't too bad.
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http://thumbs2.imagebam.com/44/bc/ae/7e20c61271021064.jpg I could pick a purse off the archer guarding the front entrance to the green brick building. If I moved slowly, I could get in and out with just first alerts. I could also pick the door at the end of the tunnel and loot the office in there. Opening the door spawns a first alert from the stationary guard inside, which is why this place if off limits for Supreme. Finally, I could simply follow the Borano and lock-block the office door, which would allow for it to remain locked: the key disappears on use, and after being pickpocketed, Borano cannot lock the door himself. (
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http://thumbs2.imagebam.com/3a/0f/12/8414141271021084.jpg Wasn't able to do much in this area within Supreme rules. Looted the kitchen in a basement. Picked a purse off another stationary archer, and then climbed a tree (yep, that's a mechanic in this mission) to get onto the roof above him. Jumping onto the wood beam didn't alert anybody. From here, I was able to get into the open window of the building across the street and pick up a bit of loot. The biggest issue getting there was a servant standing below who could see me quite easily. I found that the best way to fool him was to jump to the rightmost window first. Then, jumped back to the tree and climbed down.
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http://thumbs2.imagebam.com/36/dc/9e/43b9dd1271021184.jpg For regular Ghost, I could do a bit more. Instead of jumping back to the tree, I could proceed inside the building. There are two rooms connected by a staircase, and the door to each room are locked. However, a guard patrols into each room, unlocking and re-locking each door, so I could just wait for him and avoid unnecessary picks. Entering the room on the opposite end of the staircase spawns a first alert from a noblewoman. To her right, could flip a secret switch and get some more loot. Exiting though a window, could jump across a few balconies to break into another bedroom and get more loot. Finally, behind the building is a well-lit entrance to another apartment complex, and there is an open window to the right. Inside, there is another secret with loot. However, for Supreme, this area is also off limits since there is no way to pass the archer below without first alerts.(
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http://thumbs2.imagebam.com/87/9b/e2/8196c01271021204.jpg Finally, entered the building with the refuse chute and picked up a statue and a few hidden coin stacks in the machine room. Afterwards, returned to where Borano was talking to a harlot and snuck past her into the back alley.
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http://thumbs2.imagebam.com/f2/ee/c9/fbaf821271021244.jpg I could continue from the machine room by roping up to the vent shaft. From here, I would first pickpocket the archer on the street level and then loot the basement, finding another secret in there. Unfortunately, there is no way to get back to the vent shaft, so the only way forward would be through the room with the stationary nobleman. I haven't found a way to pass him without dousing one of the gaslights. The better option here is the left gaslight as in the further left corner of the room is another secret: a hidden purse. Going through the building, I could loot another apartment and eventually end up on the rooftops, from where I could get some more loot and then jump over to the roof of the inn. (
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marbleman on 8/7/2019 at 20:23
Dealing with the BossTaking the back alley took me to the inn. Picked a purse off the patrolling swordsman and some more in the window opposite the inn's entrance. Then, it was time for more climbing. First, looted another room accessible through an open window, and next climbed the roof of the inn, breaking into a room that counts as another secret. Climbed down the chimney and looted the room downstairs. Had to be careful not to get damaged by the fire, but it's doable.
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http://thumbs2.imagebam.com/21/fb/17/350da21271021394.jpg Now, if I were to break into the next building, I would find a locked lid and discover that behind it is some strange gizmo that the boss uses. I would also find out that the lid can be opened by pressing the button on the antenna on top of the building. For the sake of this run, I will just press the button right now, which is what I have the water arrow for. Successfully hitting the button removes the light source near it, so I guess that's another Supreme bust. Inside, found the machine and got the objective to destroy it. According to a manual, connecting a discharge rod to the machine should do the trick, and incidentally, the key to the discharge rod lockbox is right here. Additionally, picked up a key to the boss's bedroom located all the way back where I started the mission. Next, went to the basement where the discharge rod lockbox is. To get the rod without first alerts, had to get to the other end of the room and then time the patroller and the stationary guard, which was ultimately quite easy. Then, went back upstairs, connected the rod, and locked the lid to the machine before it blew up. Objective complete! If the door to the room is closed, no-one alerts to the explosion.
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http://thumbs2.imagebam.com/b3/d5/50/14f0911271021444.jpg Now I had to return to the starting area. Since I couldn't get past the servant without a first alert to enter the sewers, had to use the gate at the other end of the big tunnel. To open the gate, had to pick a lockbox first. For regular Ghost, this is an unnecessary pick. Lowering the gate behind me, I could now re-enter the sewers and close the secret passage that I opened at the start. The only way to get up the rooftops here is to rope up a flowerbed. However, it has to be done in the field of view of a stationary guard. To avoid an alert from him, had to shoot a rope, creep-crouch underneath it, and then un-crouch and jump to grab the rope.
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http://thumbs2.imagebam.com/f7/41/dd/24868a1271021494.jpg Now that I had my lock picks, I could creep into the apartment opposite the two brick buildings and pick a chest inside for some loot. If I moved extremely slowly, I could avoid first alerts from the guard. Next, broke into the other apartment in the same building to take more loot. Here, the biggest problem was the stationary guard inside. I could only move in and out of the room when he was facing east. Additionally, I had to be lucky with opening and closing the door since it sometimes alerted him and sometimes didn't. Clearing this room triggered the hidden objective to find 500 loot. There is another hidden objective to get 1000, which is obviously impossible for Supreme.
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http://thumbs2.imagebam.com/cd/76/aa/55e0dc1271021564.jpg The rest of the mission was easy. The most difficult part was getting out of the vent since it's probably not intended to climb back the same way: Garrett gets stuck on the top lid, and there is another, pickable lid further down the vent. However, I didn't want to pick it, so after experimenting for a bit, I found out that moving backwards while continuously mashing the jump key allowed me to get unstuck. Next, broke into the boss's bedroom, picked up the loot and the exit key, and read the diary. Garrett scribbled a note, which had to be left on the boss's table. Two objectives complete. All I had to do now is use the exit key and leave the building.
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http://thumbs2.imagebam.com/4e/d8/13/35929b1271021574.jpg Notes- Took a first alert from the servant after exiting the building that holds my blackjack and lock picks. A Supreme bust.
- Hitting the button on the antenna turns off the light near it. A Supreme bust.
- Property damage to the boss's machine is not a bust since it is an objective.
- The only way to leave the door to Borano's office locked is to never unlock it in the first place. I don't consider pickpocketing his key and unlocking the door a bust since in this way, it is impossible to re-lock it.
- Skipped over a half of the mission's loot for Supreme in various places. It will take too long to list it all, so just refer to the
italicized parts of the text.
- The missing pickpockets are all quiver arrows.
klatremus on 8/7/2019 at 21:00
Marbleman: Excellent reports! I love all your detailed screenshots. Smart choice to separate Ghost and Supreme in the last report. Ive played such missions myself and it can be difficult to track the two modes, especially the skipped loot.
Galaer: Great effort to continue this seemingly difficult campaign. One thing I noticed, there is no need to separate a report into multiple posts, even for long missions. In fact, it would be best to keep it combined into one. Marbleman and myself sometimes split them only because a single post can only have a certain amount of screenshots (8 or 10 i think), but this is really not desirable. Keep up the nice work though!
marbleman on 8/7/2019 at 21:10
Thanks, I've suddenly been excited to do some Supreme runs lately, so expect a few more, including those for a couple of missions from the TDP 20th Anniversary Contest.
Also, I hope you did play Saints and Thieves. :D
Galaer on 8/7/2019 at 21:16
Quote Posted by klatremus
One thing I noticed, there is no need to separate a report into multiple posts, even for long missions. In fact, it would be best to keep it combined into one. Marbleman and myself sometimes split them only because a single post can only have a certain amount of screenshots (8 or 10 i think), but this is really not desirable. Keep up the nice work though!
Ah, so that's the reason. I thought report are being split into few posts to not make thread pages too long. Thanks for info.
Galaer on 11/7/2019 at 16:42
A NIGHT IN OLD QUARTER
This one is easier than Patriot, so I decided to try to Supreme Ghost this mission. And so, this easy city mission started to be rather problematic. In whole run I'm getting only 1 key: Old House key and return it after I don't need it. Also I fail in finding all the loot.
Problems:
- guard near tavern: I had problem to go upstairs, because guard no matter where he look, he always noticed me. Luckily mantling on stairs helped me to avoid first alert. To get his purse I needed to wait for him to turn NW. And to get passed him I waited for him to look East, then I ran into shadow next to him. I went along wall on left and switched to wall on right and went behind corner. Then I roped up and jumped on wall. That's where you are safe from him. He has quite a range of seeing. Also for some reason I couldn't cross this path in opposite direction - this guard always first alert to me.
- archer first alert when walking past drunkard. Not a bust.
- couldn't close the gate with bracelet. Gate is unfrobbable and lock can be opened only with lockpicks.
- I avoided event with vanishing homeless person sleeping in the sewers.
- event with ghost woman opening unfrobbable door in Old House is the only way inside Sealed Section. I count alert of woman ghost as a script, not a bust. Also there is no way to relock unfrobbable door.
- Westbury Manor: skipped loot (65) from wine cellar near stationary guard. Guard first alert when you try to open door with lockpicks. These 2 pieces of loot must be skipped on Supreme.
- I had problem in thief house in Lord Kensington area. I entered via ventilation. I had problem with dropping on wardrobe. I made noise which was alerting thief. Luckily I realized that if I don't crouch, but stand, I can quietly descend on wardrobe.
- Lord Kensington Manor front guard another stationary guard with unbelievable large range of view:
A) first of all, he's only approachable from West, you can forget about going from North - too much light. Go along his wall. On the other side you will see shadow between windows. When guard turn his head towards North, run there. Slowly go along wall to garden gate. Slowly go to him and steal his purse.
B) there is loot in locked garden near this guard, but you can't use lockpicks. It alerts him. Wait for him to turn North (by the way, all the time you do something, he should be turned North. Mantle on gate, crouch and descend on the other side. Then strafe run right and get loot. Now you just need to return the same way. Each step of getting loot and getting out took me many tries. It's so easy to first alert this bastard.
C) 1 piece of loot in metal door house in the kitchen isn't available for a Supreme. The house is north from the guard and no matter if you use door or pipes above street, he will always first alert to you. So for Supreme I skipped this 25 loot).
- couldn't relock treasury in Ashford crypt (I believe there is no way to do that).
STATS:
Time: 2 hour 59 min 06 s; Loot: 4113/4400
Pockets Picked: 5/7; Locks Picked: 23
Back Stabs:0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
GHOST: SUCCESS
PERFECT GHOST: I think it's POSSIBLE.
SUPREME GHOST: SUCCESS
PERFECT SUPREME: NOT POSSIBLE. I skipped loot from wine cellar in Westbury Manor and loot in house north from Lord Kensington front guard. I skipped 90 loot.
The biggest mistake I made was assuming that I don't need to activate ghost event from Old House. Instead I took sewer key. Unfortunately I needed to activate this event, which made sewer key completely useless. It forced me to get again Old House key that I returned previously nad make quite a detour to bring back sewer key without activating exit.
Galaer on 14/7/2019 at 11:14
PATRIOT CAMPAIGN
MISSION 8 - DETECTIVE
This mission is on the easier side. That's why I decided to try to Supreme Ghost it. And on my test run I registered a lot of problems. To solve them I found the ways around them. This run is probably my ugliest run in this campaign, because I break it in this mission the most. Also I'm not gonna take any key or unblock shortcut door. Lightning can reveal your position, so be careful.
There is one bonus objective to get that requires killing, but it also erase the slowness effect of the house. I wonder if this lack of slowness can be counted as a ghost bust. I'm not gonna do that. Though I'm gonna mention that in the stats. There is also Alchemist Shop, which must be visited in order to get to bonus mission. This means few optional supreme ghost busts.
Also there is a situation with evidences objective. I need 14. To get to the Cathedral, I need 13. In the Cathedral is 14th and after it is 15th. So you can only miss 2 evidences before to enter Cathedral. But on my test run I had problem with 4 evidences. So I needed to find a way to get to final evidence before entering Cathedral (which was something that I found on my first playthrough, though for supreme ghost run, it needed some extra steps). Also I found a solution for one more evidence, which may not be pretty. But that's the only thing I can think about. That's why I'm gonna list all evidences in my run.
One more thing. In this mission there are neutral NPC including guards. They can still alert if you bump into them. I'm gonna avoid that. To few of them you need to talk to get evidence. So I'm not gonna count for a ghost bust being seen by them if they don't make any voice alert comment.
EASY BEGINNING
You are in Garrett's house from the beginning of the game. Don't take sheet from wrecked room. Check table (evidence #1). In this part of town there is patrolling policeman named Tommy (evidence #2). Find climbable vine and get into house. On desk is book with drawing (evidence #3). If you go down you will notice door blocked by broom. Don't use it. Return outside and open house on the left. Go to garden. You are on the other side of blocked by broom door. Mantle on door you used to get to garden. Mantle on red roof and look on roof next to you. You will notice broadhead arrow, dead bat and letter (evidence #4). If you wish to get to bonus mission - grab broadhead arrow. This is first optional supreme ghost bust. Leave house and go east.
Talk to guard near locked gate (evidence #5). On the left is Pub and unfortunately on Supreme Ghost this place is impossible to enter, because opening door first alert guard in front of it. This is supreme bust. There is another way into second part of city, but by skipping Pub you miss 1 objective, 1 evidence, 1 secret and some loot. This is really unfortunate, but I can live with that. Go north.
POLICE STATION
Here are neutral patrollers. They can still first alert if you run behind them. So just crouch. Go to house near Police Station. Go from the side of steps via metal floor, not from the front, because stationary guard will first alert to you. Open left window. For ghost just use moss arrow on red roof. For Supreme Ghost you need to do super difficult jump to the right side of red roof. If you jump to left side, then you will be blocked from going to right side by... I have no idea what's the obstacle, but to clear it, you need to jump. Jumping on metal roof makes huge noise. Also you need to time it with policeman walking below. This is extremely difficult jump, but it's possible to do without any noise. Good luck.
It's funny, because it took me just few tries to do this jump+mantle on red roof. I remember that during my test run I did around 100 wrong jumps. So positioning and not too long run jump is needed. After you do jump, go backward to ladder on the right. Climb and go down. On your right is door. Enter it. Take loose plank and put it on the side.
If you are ghosting, then it's the best moment to go to entrance and take it. Then hide in shadow. Entrance door is being opened only after you trigger the conversation by putting down loose plank. You can do it later, but it's a bit harder, because guard will go to Entrance and stand in front of permission. Conversation is evidence #6.
So now, you have evidence, but you also have a hole in floor. You need to put plank back to cover hole. Unfortunately perfectly fit plank will fall through hole and that's a second alert from guards below. This solution isn't perfect, but that's the only thing I could think about.
Grab plank, stand in front of painting, crouch, look max down and drop plank. By turning left and right, position plank. The middle part of plank is solid. You need to push it to cover hole. You will not manage to cover whole hole, but most of it. That's my solution. It's not perfect, but it's better than nothing. Is it a bust? I don't know and I'm gonna assume it's not a bust for this run. But correct me if I'm wrong.
In the room below there are 2 guards. One of them holds a key for guard house in last part of city. But this guard house is too well guarded and too well lighted to enter this place. Also opening door first alert guard with key.
It's time to leave Police Station. Wait for patrolling guard to open locked door to balcony on the left and block it from closing. When guard will leave this place, enter balcony, close door and jump over railing to roof. I think it's possible to drop down without losing health. I went for Keeper house though and from the window I got kinda "teleported" down.
To enter East side of town - go to locked gate where you talked with guard. On the right is giant gear. Mantle on it, then jump on wall. Go to wall on your right. After crossing canal, drop on barrels and mantle on stairs. This part of town is also available for regular ghost only via this unintended route.
EAST SIDE OF TOWN
Enter house and climb on rope with clothes. In pants is key for second house, but you can't return it into pants. See window below? You need to drop there and mantle inside. Here is evidence #7. You get out through the window, but this time you must mantle under angle. This way you will not get stuck on the other side of window and you will manage to crouch and quietly drop on street.
Return to first house and to the barrel. From there you can drop into canal without any alert. Swim at the middle, after crossing under bridge, swim on the right side until broken boat. Go around it and swim to the ladder on your right. From now on guards can smell you, so don't get too close to them. Go east.
CRAZY PHILIP
To get to Crazy Philip's house go to it's north side. You can mantle on bushes and then jump to balcony. Inside you will notice that all door are moving super slow and you too are moving super slow. Find Philip and KO him. This will kill him and also complete bonus objective. But also slowness of this house will vanish. And I'm not sure if it's not a bust. You may ask - why did I completed this objective? I avoided optional objective of destroying bot in Mission 3. Well, unlike a bot, Philip actually thanks me for this act of mercy. That's the only reason I did this.
Using blackjack on Philip reduce damage dealt to just 1, also I get 1 knockout and 1 innocent kill at the same time. Now that slowness vanished, loot this house and touch candy wrapping on floor in room below (evidence #8). Go to attic and open left window. Jump across to second house.
Here is evidence #9. You need to grab loose plank to notice it. unlike plank from Police Station there is no hole and also dropping plank while looking max down will actually create noise that will alert guard on street. So crouch and just look slightly down. Position plank and drop it. The result again isn't perfect, but at least plank covers the letter in the place where it should be. Now jump back into Philip's house.
THE CASE OF DOLL
When jumping across you probably noticed doll below. That's another evidence. Not only that putting doll on table in Garrett's house is yet another evidence. You can take doll by mantling on north fence from north side. But you can't get out of this place. There are only 3 crates available in this mission (all in Garrett's house), but it's not enough. South fence is impossible to mantle and also south side of north fence is impossible to mantle. I didn't found any way to get this doll and get out without rope arrow. So these 2 evidences must be skipped on Supreme Ghost.
CATHEDRAL SURROUNDINGS
In Philip's house return back to balcony and drop down. Return back to ladder on the canal. From here find a small alley with unfrobbable crates leading north. Mantle over them and go right. You will overhear conversation (evidence #10). By the way, this pair can alert to noise and guard on the other side can alert to your smell, so don't get too close to metal gate. There is also 3 patrollers walking this way.
Go east to door leading to Cathedral, go along Cathedral wall to metal fence. You will notice wheelbarrow. Mantle on it and jump into window. You are in the Bakery. Behind wardrobe is evidence #11. There is one more tricky secret here. Mantle on bucket with body and then on wooden beam. Go into hole. You are in secret room with giant rat. Here is a secret purse. You don't need to throw rack away. Just mantle on chimney and then on wooden beam. Go into hole and return to window. Time to return to the ladder on the canal.
Now the target is to get on the other side of canal. There is a pier with broken boat on left. Jump there quietly. You you need to perform strafe jump towards street on the other side of canal without barrier. It's hard, but it's possible to barely jump on the edge without touching water. But even if you touch water and mantle on the other side, nobody will hear it. Unless there are patrols nearby.
NORTH SIDE OF TOWN
Go north. On the right is a bridge with 2 guards. You can't use the path nearby and go behind archer. You will need to go in opposite direction and race him north. Crouch and run along wall and nobody will notice you. If you got a doll, then on the left is wall to first section of town. Remember about it, because soon we will return to it. Anyway, go north and when you see archer passing you in order to climb on stairs, drop down behind him. North is a brick wall. If you don't care about bonus mission, then go over it. But if you want to get to this extra mission go west.
ALCHEMIST SHOP
You will notice stationary guard and light in front of it. Actually it's still dark there, but in order to cross it safely, you need to go on the edge of canal. To do that you climb on lower part of stone barrier near canal, go behind it and just walk slowly backward. After passing guard you can walk over the stone barrier and hide in shadow. Be careful of patrolling guard though. Go to the end of canal with crates and opened window.
In order to get into Alchemist Shop, you need to shoot broadhead arrow into metal blockade holding the window. This is second optional supreme ghost bust. Shooting it may create noise, which will second alert stationary guard nearby. But it's also possible to do precise shot into blockade without making any noise and without even first alerts. To be honest I was surprised that this is possible.
Getting into shop triggers a secret. Take Alchemist Book from bookshelf (it's needed for bonus mission) and leave house. By the way, you can't close window. But I don't think it's a supreme bust. Jump on stone barrier near crate and go this way to stationary guard. Go behind stone barrier and walk backward to go on the other side. Return to brick wall and go over it. Go to blocked gate. It activates evidence #12.
EVIDENCE #13
Descend on vine to lake. On NW are bushes. Mantle on them twice, go to wall, mantle on it, step back and mantle on invisible wall. It's a metal wall, so be careful. Jump on the invisible wall on the other side of wall. Jump left on the bushes. You will be stopped by something invisible. Step back and jump over it. You are in front of abandoned chapel.
Go into chapel and grab dagger (evidence #13). Cathedral is accessible now. But first let's find murderer. But here is a problem. If you drop down, then you need to cross very well lighted area near big metal gate. There are 2 guards there that will first alert to you. Also here is door opened by key from Police Station. But it's impossible to get inside even in regular ghost.
From abandoned chapel find wheelbarrow. Mantle on it and then mantle on bushes. Go left to the wall and along wall to the right. Drop on ledge, crouch and go west. In the end drop on slope and get to Murderer's house.
Be careful, when close Garrett use light dagger, which reveal our position. So be sure that patrolling guard isn't nearby. Inside you will register 1 more damage, 1 knockout and 1 other kill. All at the same time. It's excused by objective. Return back to slope and mantle on ledge. Go back and mantle on bush, go right. You are back to abandoned chapel.
FINAL EVIDENCE
Right now you need to return to Cathedral. In order to do that - drop down on steep slope and go right into building. Go into water and get out from lake. Climb vine and go over brick wall. Go behind patrolling archer on the right and mantle on right side of wall. Here are bolted shortcut door leading to first part of town. You can avoid using it by dropping on the edge of roof on your right. Also be careful of lightning.
Now run to giant gear and do all the ghosting to ladder on the canal. Go over crates in alley and open Cathedral side door. Here you need to be quiet. Talk to priest (evidence #14 + evidence objective completed). Wait for priest to return and drop Catacombs key near him. Loot Cathedral and catacombs. Leave Cathedral via side door and jump over canal and over brick wall. And return to abandoned chapel.
Behind it is Keeper door. Open it with Keeper key that you start the mission with. You can't relock door, because it uncheck the objective. After using key, hide it and simply close door. Mission completed.
For regular ghost - after getting evidence behind brick wall, get back to first part of city and place doll on table. Then go to Cathedral and through a passage get to abandoned chapel and Murder house. Then just return to abandoned chapel and finish this mission.
STATS:
Time: 1 hour 23 min 38 s; Loot: 550/700
Pockets Picked: 0/6; Locks Picked: 8
Back Stabs:0; Knock Outs: 2
Damage Dealt: 2; Damage Taken: 0; Healing Taken: 0
Innocents killed: 1; Others killed: 1
Secrets: 7/8
On regular ghost all secrets are possible to get. On supreme ghost pub secret must be skipped. Also Alchemist Shop also must be skipped. I didn't do that in this run, because I'm going after secret mission. But this area is completely optional for Supreme Ghost.
Evidence: 14/17
I skipped Inn Keeper evidence and 2 evidences connected to doll. On ghost all evidences are possible to get.
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE? If there is any loot in guard tower in last part of the city, then getting all loot is impossible. I didn't found there anything though, but I didn't find all loot either.
SUPREME GHOST (IF YOU DON'T CARE ABOUT BONUS MISSION): SUCCESS
SUPREME GHOST (IF YOU GO FOR BONUS MISSION): FAILED
PERFECT SUPREME: FAILED. I was forced to skip loot in Pub.
POSSIBLE OPTIONAL GHOST BUST: erasing slowness effect after completing bonus objective. I'm not sure if it's a bust though.
OPTIONAL SUPREME BUSTS:
1. Grabbing broadhead arrow.
2. Shooting broad head arrow to open window of Alchemist Shop.
Also I'm not sure if my covering holes with loose planks isn't a bust. Because it's not perfectly covering the holes. Especially in Police Station. Plank from attic with bats is placed better, though letter under it is still visible and it wasn't before grabbing plank. On ghost these 2 evidences may be skipped.
Galaer on 20/7/2019 at 09:03
PATRIOT CAMPAIGN
MISSION 9 - ENEMY
This mission is really complicated. That's why I'm going back to regular ghosting. The main problem in this mission is guards placement. Which is very tough. Many times I will need to find a detour. Also many close calls can be solved by slowly walking backward. Another problem are special events. Both these problems combined makes this mission impossible to ghost.
OUTSIDE
Ignore 2 little houses and go along giant gate at south. Go behind guard and wait for guard to pass near you. He will first alert, but that's all. Go all along outside wall to the hatch leading to basement.
BASEMENT
Oh boy, this place is tough. Here there is a Mechanist on short patrol between double door and first crossroad. There is also engineer walking further and bot on longer patrol. Go behind Mechanist and open right door near crossroad. Enter the room and go to right corner. Don't close door or else the stationary bot behind door will spot you.
From corner go slowly to shadow behind turbine and then go to corner. Mantle on generator, drop on desk, mantle on another generator and drop into corner near door. Be careful, this room is visited by engineer. From next room take fuel can. It will be needed very soon. Exit room with bot the same way you went through. After you leave go all the way right to the storage room. You can hide behind statues. Go to elevator.
Kitchen has 3 pieces of loot and also 3 cooks to worry about. 1 in small room, 1 other - stationary will not be a problem, but the third is walking between 3 places. Also this place is visited by servant and through door you can get spotted by stationary guard. While on elevator look up for a cook. When he will walk away, ride up. Go around fireplace and hide in corner behind fireplace and near door to small room. Enter small room and quickly grab bag of spices from shelf. Then run across to wash room. Near door is cutlery on cupboard and inside also in water. Then just wait for chance to return to shadow behind fireplace. When cook go near wash room, run to elevator and return to first room with 2 crates. Put one crate under grate and take other crate to the outside.
SEALED HOUSE
Go left. Put crate under wooden fence. Mantle on it and mantle on fence. Drop down and grab crate through fence. Now I need to get into house, but both doors are blocked by planks. Destroying them is damage property. There is attic window luckily. Take crate to barrel. Move barrel under fence. Climb the fence and go until it will change direction. Put crate there. Mantle on it and do a strafe jump+mantle to roof on your right. It's not easy. Open window and you are in house. By the way, you don't need crate anymore.
Go to basement and use fuel can on machine, Use switch to turn on lights and find secret switch. Inside is key to Citadel (objective completed). Go closer to painting to watch Count's story. Leave house the same way you came in and drop on the other side. You are near starting point.
The reason for that is the rest of the house isn't accessible from the basement yet. You need to find another way in. Go back to giant gate at south and go north. West terrace is patrolled by a guard and there is a camera far away. There is also door leading to Servant Quarters. You need to go there. Open door and very slowly sneak inside (there is guard on your left behind door. Go right.
FIRST FLOOR (WEST SIDE)
Go to door leading to stairs. Behind pillar on the right is a switch for a secret passage. Use it. Here you can go to Valet's room. Inside you can disable watcher in front of Tower and get Valet's key. It doesn't only open this room, but also some other doors on 2nd floor and Scribes room. Other choice is North Gallery. Here are 2 watchers and patrolling guard. Sword on statue disable watchers. Use it, then go behind guard and grab the loot. Return to Servant Quarters.
Go to Carpenter and grab note to Jake. Then go to Laundry Room. Mantle on table and then to higher floor. Loot rooms and go south to stairs. Mantle and drop down. Use the secret passage and enter Conservatory. Loot Trophy Rooms at west and return to Conservatory.
You need to use elevator, but you can't bring it to yours floor. That's third biggest problem with this mission that I forgot to mention. Open Gardener's room, mantle on door and climb on higher level. Go to elevator and ride to 2nd floor.
SECOND FLOOR (WEST SIDE)
This area is easy. Loot it. Take notice that in north part is entrance to attic. I will return here after getting Attic key. It's just for loot though. Afterwards you need to return to Servant Corridor. To do it faster - open red door with Valet's key and descend from balcony via vine. Now you just need to sneak to red door leading to Servant Quarters. Go to Hall.
Be careful of guards at main entrance on the right. I'm gonna skip Temple for now and go across to stairs. Go under it and choose right door (door that don't lead to Library, but to Art Wing).
PHOENIX ASHES
Open door close to the guard, block closer part of door and open second half. Very slowly enter Gallery. Go left to storage room to get tapestry and disable watchers. If you don't care about bonus mission, then leave and use other double door to enter Theatre. If you want to continue, wait for guard and run south to small room. Climb on victrola and use lamp above your head 3 times. You will break lamp. This is optional ghost bust. Get Phoenix painting, open wall behind it and grab Phoenix Ashes.
Now leave Gallery. No matter what door you use, you will be forced to sneak near guard. Go to Theatre.
REST OF ART WING
Go into Sufler place and grab Angie's note and Pump Room key. Now go west to Barracks. Very slowly go upstairs and enter first door. Here you will notice 2 guards in front of Chef of Palace Guards room. From what I know, further guard after few hours will move forward. I hope that second guard will do the same. I will need to enter this room later due of some event. Time to leave Art Wing and go to Library.
LIBRARY
Here is 1 patrolling around Mechanist and another looking kinda into Scribe's room. Take glasses near lamp on the right abd go left. Grab Scribe's petition and mantle on golden vase. From there jump to wooden railing on west. Under railing is switch for secret passage containing invisible potion. I don't know if I'm gonna need it. Close passage and drop down.
Go to elevator and ride up. Go east, drop down and take golden quill from desk. Mantle on right desk and mantle on railing near door. Open door with Valet's key or Scribe's key. Here is a "Secret Passages and Dungeons" book. I think it's needed for objective of getting info about secret passage to Citadel. Leave room and this time don't drop. Go to middle bookcases. You will get first alert from Mechanist. On east middle bookcase is a switch opening secret elevator to underground passages.
Don't use it yet. Drop down and leave library. Go to stairs. You will hear conversation about blocked passages. That's the first event. To be honest I don't know what exactly trigger it. Something what I did in Library. Go closer to stairs and watch Baron's arrival. Now Hall is blocked and we will need to finish this event. So return to Library and use secret elevator. Ride to Attic.
GETTING INTO GUEST WING
Go to second elevator. East of it is treasure chest with 1 rope arrow. Shoot into wooden part of elevator shaft and descend to elevator. Ride up to recover rope arrow and then go to bottom.
If you are supreme ghosting this mission, then it's possible to get to this elevator without rope arrow. It's much more complicated though. First use "0" switch to bring elevator to lowest floor. Climb wooden fence that go around elevator. Drop on it's edge and go into SW corner. Turn north and drop. You will bounce from north wall of elevator shaft, turn right to mantle on east side of elevator shaft. It's hard, but possible. Bring elevator to Attic and drop on it. Ride to bottom.
On spike trap is ring. It's needed for bonus objective. Also I don't think there is a way to complete bonus objective without busting supreme ghost. Anyway ride to middle floor and go through secret passage to Guest Wing.Open door with Valet's key. Now you have a choice: red door to the left or right door. Choose right door for now. I'm gonna return to this red door later.
You are in dark corridor. For bonus objective you need to go right. For that you must douse gas torch. Inside behind wardrobe is Lady Faul's letter and Attic key. Return to corridor and sneak left. Loot apartment with some noble lady inside and continue left.
GETTING TOUGH LOOT IN GUEST WING
Douse another gas torch near guard and sneak into corridor leading to stairs. There is a goblet on top of stairs and to my surprise it is possible to obtain it without drinking invisible potion. But you will hear lots of first alerts and this is just loot, nothing super important.
In front of Royal Apartments on your right is guard. Sneak very slowly left and enter 2 nobles room. On your left behind curtain is some loot. Then crouch and walk past nobles to shadow near table near door. Take purse from noble and open double door.
Here is another guard in front of Royal Apartments. You will need to block one half of door and sneak left. Crossing wardrobe can be tricky. I crouched and did strafe run behind wardrobe. Kinda tricky, but you can avoid second alert. Then open door and cross it. You will get first alert from guard near stairs looking at you. Slowly go along wall to goblet.
Now you just need to return. Getting to double door is easy, but this time strafe run don't work. And that's because you run towards guard. I decided to mantle on wardrobe and crouch. Now run, drop silently on the other side and crouch. Slowly get into dark corridor and you are safe. Congratulations, you manage to do some really tough ghosting. Remember red door. Get back to it.
UNLOCKING GREAT HALL
You are on east balcony. Here is a guard walking from door to door. Go on the side of balcony with into shadow. Let guard walk past you to red door you used. Go to another red door. Here slowly sneak around rack to door on left.
You can enter Hospital without rope arrow. Just mantle on lamp and then jump to wooden beam. To get out mantle on cupboard and then mantle into hole. Also don't go near body. Next find room south from Great Hall and climb ladder.
After scene with Count and Baron, blockade in Hall vanish and Great Hall gets accessible. But only on first floor. Return all the way to Library and go to double door leading to Great Hall. Thanks to that, all door in Great Hall gets open. This is the point where you have the most of freedom. You can go to Tower to continue story, but there is also few other stuff you can do. First go to basement to Pump Room, second to Temple to complete bonus objective and third to west attic.
GETTING CODE
You can do it later, but since you are close you can go to basement right now. Loot Great Hall, then use big door to enter Kitchen. Use elevator to go to basement. I decided to sneak through Wine Cellar to Pump Room. Here read a note and go to Pool. Try to open Control Room. Drunk guard will give you coin and bottle. Sometimes bottle spawn behind you. Drop it into water and then drop it near Control Room door. It's kinda picky, so you may need to try few times. Hide and turn on blue lights. Go back to Pump Room to get a code. It's randomly generated. Note it and return to Hall. Also grab 1 moss arrow from logs in Coal Room. It will be needed for bonus objective. Now enter Temple.
TEMPLE
Here is very troublesome Mechanist. Sneak into shadow under golden child and use switch on the side of bench. To complete bonus objective you need to put both ring from spike trap and Lady Faul's letter from her apartment into secret compartment. The problem is that putting ring on metal second alert Mechanist. Putting ring on letter inside doesn't work. You need to shot inside moss arrow.
First return to shadow near entrance. Wait for Mechanist and go behind him to secret compartment. Take loot and shoot moss arrow inside. Return to shadow near entrance. Wait for Mechanist again and put both items inside (bonus objective completed). Return to shadow. Close secret compartment and leave Temple.
Now go to second floor on west side of house and loot Attic. Afterwards return to Conservatory and go North through Trophy Room. Sneak near guard into Tower.
TOWER
Go into ventilation. Mantle upward. This can be annoying. You will activate new event and get new objective. Climb to third floor and grab Appendix B (objective completed). Go to Attic and enter ladder shaft. Drop on elevator. If you can't go through hole, then grab ladder and mantle on metal floor again. Go outside through a window and get into guarded room.
New event will happen - lockdown of house. This means you can't go outside and you will need to make few more detours. Also there are new guards in house and they are a lot of problem. Now your target is Chef of Palace Guards room in Barracks. And unfortunately this event force few ghost busts.
That's why I tried to prevent getting locked. Unfortunately all hatches, grates, red doors and windows have superior strength and can't be blocked by crates. They can only be blocked by us. I tried to block window that I use to enter Count bedroom and it's possible. But leaving outside through a window, fails the mission. Looks like Zontik thought about everything.
TOWER SECRETS
Take slow fall potion from bath and climb back into ladder shaft. Send elevator to basement and continue descending down. In the end you will be forced to use slow fall potion to safely get down. Get loot, use lever and go to elevator. Block elevator door and send elevator back to second floor. Drop to bottom of elevator shaft and grab necklace. Now you are forced to exit basement via Kitchen. No changes here.
But when you get to Kitchen, you will notice new guard running into closed big door. Hide behind fireplace and when cook vanish near elevator, open big door and run back into shadow. Enter Great Hall. Go into Art Wing to Theatre. Here is a patrolling guard that looks like he's in second alert, but he's not. Go to Barracks and sneak upstairs. Be careful of another running guard here. You can hide in corner of stairs. Enter first door on right and jump on coach.
In my run these 2 guards in front of Chef's room didn't move at all. I was forced to use gas arrow on them. Gas arrow can be find in basement: one in very first ventilation shaft and other in Cold Room. That's the first obligatory ghost bust. I'm not using invisibility potion, because I have only one and I will need to return. Hide bodies and enter Chef's room.
Use the code on Activator. Event of opening exit will happen and also you launch alarm and these gassed guards would second alert to it. That's the second obligatory ghost bust.
ESCAPE
The road is pretty much the same and your target is Servant Quarters. Through a secret passage go to north gallery. New loot piece is available. Go behind guard and lean forward to obtain it. Then quickly run into corridor with not destroyed watcher. Go behind Chef and sneak outside. To bad I didn't left crate under fence on the left. This would be nice shortcut. Luckily return path to starting point isn't hard. Just open grate, close it behind you and you will finish this mission.
STATS:
Time: 2 hours 50 min 32 s; Loot: 4345/4500
Pockets Picked: 3/10; Locks Picked: 3
Back Stabs:0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Now, this is weird. I gassed 2 guards in front of Chef's room, but the game didn't show that. I don't know if it's Zontik's decision or just a glitch in stats.
Innocents killed: 0; Others killed: 3
Another thing that confused me. I didn't kill anyone and gassed guards stay unconscious, so it's not them. I'm guessing that game counts death of 3 conspirators. Or maybe Count's death and death of last conspirator and a... watcher? I don't know, I'm confused.
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 16/16 + bonus objective
On supreme you will need to skip 1 secret at the bottom of elevator shaft and 1 secret in Art Gallery needed for bonus mission. And I don't know if getting secret in Sealed House isn't a supreme bust. You are forced to turn on lights, but on the other hand it's needed to get tunnel key and complete objective. Bonus objective also requires few supreme busts, so on supreme it should be skipped.
Edit: Now I know that secret in Sealed House isn't supreme bust. Thanks for info, klatremus.
EQUIPMENT USED IN THE MISSION:
1. 2 water arrows (1 - for bonus objective, 2 - for some optional loot)
2. 1 moss arrow (for bonus objective in Temple)
3. 1 slow fall potion (for secret at the bottom of elevator shaft)
4. 1 gas arrow (for 2 guards in front of Chef of Palace Guards room)
OPTIONAL GHOST BUST:
1. Breaking lamp in Art Gallery. It's optional and it's only needed to get to bonus mission.
OBLIGATORY GHOST BUSTS:
1. Gassing 2 guards.
2. Alarm from activator second alert guards.
GHOST: FAILED
PERFECT GHOST: FAILED. There is some loot in Barracks where 2 guards in Chef's room are located and loot in Chef's room. Together 145 loot. I took this loot only because I gassed these 2 guards.
SUPREME GHOST: FAILED. My goodness, this large number of first alert I didn't saw for a long time.
klatremus on 20/7/2019 at 12:27
Nice work! As for the one secret you said you had to skip for Supreme, if the only thing you had to do was turn on lights, then you are in the clear. Supreme only prohibits turning them off.