Galaer on 5/8/2021 at 10:45
Yean, but you must remember that after every reload your speed resets to walking speed. This is important when you are doing platforming.
klatremus on 7/8/2021 at 00:22
Game:
Thief 2FM:
DisorientationGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
FailedTime - 1:53:10
Loot - 3500/3500 (Supreme: 2950)
Pockets Picked - 3/5
Secrets - None
Locks Picked - 11
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - 1 Water Arrow (to reset the lift in the abandoned warehouse)
See the entire report with screenshots (
https://www.klatremus.org/Disorientation.htm) here!
Loot list (
https://www.klatremus.org/Disorientation_L.htm) here!
YouTube let's play (
https://youtu.be/glr_w-FDrSA) here!
Comments:Hands down one of the best thieves’ highway missions of all time. Melan shows his highest quality in this astounding sequel to Bad Debts. A difficult, yet mesmerizing trip through the city’s network of aristocracy, corruption and crime. This is a mission everyone should play at least once. You can truly tell he has matured as an author since his debut mission. Although it’s built on a similar premise, the layout, progression and detail is on a whole different level. Top notch!
My tasks were really simple. I was to break into Lady Azamlarg’s and steal her scepter. My loot goal was 2,400 and I had to make it back to the starting street. That was it. I also had instructions from an unknown associate to bring the body of Issin the Exchanger from the Widow’s Way gallows to the cellar of the Old Bell tavern. In exchange I would get a key accessing Azamlarg’s palace. These instructions, however, were not a part of my objectives and thus not required for any ghost mode. For Supreme, I would even say it would be a bust to complete this task, as it involves moving a corpse from a public plaza to an indoor location, plus spawning and picking up a key unnecessarily. Not to mention the risk involved in meddling with affairs of this nature, especially if it doesn’t give Garrett a required benefit. I knew from playtesting that there was a different way into the Lady’s grounds, one that didn’t involve the key. Likewise, there were exits that also didn’t necessitate said key. So whether accomplishing this task was doable or not for Supreme, since it wasn’t mandatory, I’d rather steer clear.
Lady AzamlargThe city layout forced me southwest. I couldn’t pass on street level beyond the market, so I ascended the attic just south of the canal ((
https://www.klatremus.org/Disorientation_files/image001.jpg) see image). From here, I had to go through Beaurigard’s. The watch station had two entrances, a door and a vent, but both were in plain view of a stationary guard triggering first alerts. Beaurigard’s wasn’t difficult, except I had to skip the torc in the treasure room for Supreme (see image below). It was linked to unavoidable spitfire traps, which aren’t allowed for that mode. I could easily take it and avoid damage for regular Ghost though.
Inline Image:
https://www.klatremus.org/Disorientation_files/image002.jpgI got to the mercantile guild by leaping across the market. Passed this building by climbing the chains and approaching it from the vent panel. That way I could get the torcs from the ceiling statues. Nothing else to report here. Exited north of the clocktower where I found a harp in one of the windowsills. Descended to street level and headed back east. The establishments at the market had to be cleaned coming from the south. The owner of the produce store entered his shop occasionally, so I didn’t have to pick his lock. The key to the alchemist’s could be taken behind a loose stone on the top floor of the stonemason’s ((
https://www.klatremus.org/Disorientation_files/image003.jpg) see image). Very clever design element that. This was the only store that necessitated lockpicking. Lockblocked the alchemist’s door so that I could return his key before leaving.
Inline Image:
https://www.klatremus.org/Disorientation_files/image004.jpgFollowed a patrolling archer further east to Bailiff Street. There was a gate here into an elevated garden, but I wanted to avoid picking it. Instead I went across the roof of a thief’s apartment to the north. Some hidden valuables in his attic also. From this garden I could climb a vine and jump the tall fence to the west (see image above). How Garrett can walk on top of spear-tipped fence posts is certainly a conundrum, but regardless. This was directly above Azamlarg’s backyard, and with a precise drop, I could either land in the fountain or mantle onto one of the statues ((
https://www.klatremus.org/Disorientation_files/image005.jpg) see image).
Soon inside her premises, I realized a problem. The vault accessing the main objective was behind a pickable door that couldn’t be relocked. It couldn’t even be closed! Although Supreme doesn’t disallow leaving doors open that cannot be reclosed, this seemed like something I really should try to avoid. Her prized scepter missing and the vault door is wide open? That doesn’t seem like much of a ghostly thing to do. The workaround lay in the fact that the vault could be accessed from the outside, using one of the two ‘escape route’ keys. One of those keys was located inside the vault, which was pointless. The other one was found along the other escape tunnel, close to the tavern basement. This was the one to use. I could get to it by frobbing one of the statues atop Azamlarg’s bookcase (see image below). I could then leave through the tavern and make my way back to the street where I dropped from the mercantile guild.
Inline Image:
https://www.klatremus.org/Disorientation_files/image006.jpgThe issue now was I couldn’t get back up to that plateau to access the palace vault. The market was also blocked by a swordsman outside the courthouse, and there were nowhere to attach a rope arrow along this entire street. Instead I had to return to the plaza on Bailiff Street and climb back up the side of the canal. Then, instead of heading towards the palace, I went north against the canal current (see image below). This wasn’t a route I had planned on taking until later, but it was necessary in order to avoid first alerts.
Inline Image:
https://www.klatremus.org/Disorientation_files/image007.jpgI could now make my way north completely unbothered. Traveling along the canal from one end of the city to the other was probably my favorite aspect of this brilliant mission. I could now also clean out the east end of the watch station with no alerts. There was a hidden purse on top of a rafter in there that was easy to miss. Further north I passed through a power station, robbed an apartment with lots of crates, and even found a hidden keeper compound with loot far above the city. I ended up through the gate right by the starting point far north on Trundle Street.
I could ascend the roof just north of the market and pass through the mercantile guild like before. Just outside the guild’s southern window I found the back door to Azamlarg’s vault (see image below). It felt good to steal her scepter without touching the intended door. There was a button on the inside that opened it, but that also didn’t work for reclosing. Another copy of the escape route key was here also, but I left it be, as I naturally had to return the one I already got to the other location.
Inline Image:
https://www.klatremus.org/Disorientation_files/image008.jpgBack in the streets I looted my way southwest. Nothing much to report. I stayed on the thieves’ highway as much as possible. A few wine bottles and goblets on ledges and balconies, but nobody in the streets below could spot me. Only a lone archer wandered the walkway up here. I had opened the side gate to Azamlarg’s courtyard from the inside earlier, so I reentered her palace the same way as before, through the courtyard window. I then went down to return the key and returned upstairs to leave her premises. It was more tedious yes, but it avoided the need to sneak in or out of the tavern again; that place was just too crowded for my liking. It didn’t feel Supreme-like to risk the heavily patrolled streets there either.
Tarnished KeySince I wasn’t getting the body from Widow’s Way, the only task remaining was stealing valuables. What forced my hand in that regard was the tarnished key from Gill’s place. It was needed to access the keeper sanctuary in the power station, and it also needed to be returned for Supreme. My route was also limited by a few pickable doors that I wanted to avoid, plus a few other less Supremeable pathways.
In order to avoid the streets, I made my way through the steel mill and the warehouse to the south. There was only a single guard in there. I could drop from the crane lines directly into the canal below. From here it was a straight shot to Gill’s place and the aforementioned key. There was also a very well hidden purse here behind the canisters on the top shelf ((
https://www.klatremus.org/Disorientation_files/image009.jpg) see image). On my way back to the canal I looted the poorhouse. There was a patrolling thief in there that was tricky to dodge. The best way I found was to wait in the ladder for him to go through the door below (see image below), then quickly head for the door at the end of the hallway. It was a long pick, but I could just make it before the thief came back. Used a similar method leaving. There was another pickable door upstairs that would’ve taken me straight back to the warehouse from before, but it wasn’t necessary. Instead I took the long haul along the exposed streets.
Inline Image:
https://www.klatremus.org/Disorientation_files/image010.jpgInline Image:
https://www.klatremus.org/Disorientation_files/image011.jpgThis time in the warehouse I took a ceiling grate towards the north (see image above). I had a hard time finding this the first time I played this mission. It took me to a sealed off section spoken of in a few readables. For Supreme, all this really did was enabling me to access the power station in the cleanest way possible. More on that later. In the elevator shaft, I had to ride to the bottom level to retrieve a key. This unlocked the top floor, but I had to return the key immediately, as I was not planning on returning this way. Resetting the elevator was also a bit tricky, as most of the lift panels had broken buttons. Luckily, the button for floor three (which is where the lift was stationed when I arrived) was working on the floor below where I was at. If leaning out, with an accurate aim I could shoot an arrow into the correct button (see image below). I chose to use a water arrow, but any starting arrow would do. A moss arrow would probably be discouraged for Supreme, as it leaves visible evidence.
Inline Image:
https://www.klatremus.org/Disorientation_files/image012.jpgUnfortunately, two more pieces of loot up here had to be skipped for Supreme. Fireballs shot out before I even got close. I could take the rubies for regular Ghost though without getting hurt (first image below). This area gained access to a ledge system above Ore Street. If I accessed this area directly from the warehouse, I had to loosen a floor panel that couldn’t properly be replaced, which I didn’t like. This felt like a better approach for Supreme. I could jump across the street, but had to quickly scoot in behind the lowering gate closing behind me. Further north I found my way into the power station above the canal falls. This was where the tarnished key was used. The readable at Gill’s place had talked about the corpse on which the key was found came from a person living in the canal maintenance system. Under his bed was a lock on which that key worked (second image below). It accessed a hidden keeper sanctuary with three more pieces of loot. I simply dropped down the waterfall to get back to Gill’s and replace the key afterwards.
Inline Image:
https://www.klatremus.org/Disorientation_files/image013.jpgInline Image:
https://www.klatremus.org/Disorientation_files/image014.jpgGoing HomeI decided to now take the route home via the Hammer Priory, as this was the only area of the map I had yet to explore. There was a couple of very alert hammerites just outside the priory entrance, especially the archer was particularly wary. A few coin stacks sat in a windowsill just north of a bridge here. In order to avoid picking the lock on the door leading to the bridge, I instead used a rope arrow into the window frame (see image below). The outside wall of the building wasn’t wood, neither were the window panes, but the actual inside of the frame was wood. Thanks to marbleman for that trick! I didn't realize a rope arrow could attach anywhere until I read about his method. It was a bit tricky to attach the rope successfully, but after not too long I found the right angle and velocity. Timing the guards I climbed up, quickly grabbed the loot, and mantled the bridge fence. From on top of the bridge I could hide from the wandering archer and grab the rope. Then I had to hop back onto the stony fence outside the priory entrance. Landing in a mantle was the best way; silent and harmless.
Inline Image:
https://www.klatremus.org/Disorientation_files/image015.jpgThe final challenge came on a balcony with a patrolling thief just south of the Brosius Estate. He had a scripted patrol where he checked a locked door. Since the door didn’t open by just frobbing it, he continued along his patrol path. Once I unlocked the door, strange things happened. It seems like he was just scripted to operate the door, and if the door was then open, he’d run inside. So if I closed the door after picking it, he would frob it open and run inside. If it was open, however, frobbing it would close it, so then his script told him to just resume his patrol. Strange. If he ended up inside, a few different things could happen, and this is where his script seemed incomplete. If I just hid in the shadows inside this room, he sometimes just turned around and headed back out, usually leaving the door open in the process. Other times he would run through the other door and station himself closer to the canal windows (see image below). The latter situation was for me the most common. I could take the loot before this happened, or I could sneak out there and steal it behind his back. The sliding door usually was left open, otherwise he would most probably have alerted to the sound of it. I don’t consider this scenario a bust to Supreme. The thief never verbally alerted to seeing or hearing me, nor did he ever encounter a door left open by me. The only argument against it would be him triggering to the door being unlocked, but picking locks are not against Supreme rules. Additionally, his behavior is scripted, which has previously been ruled as ok when ghosting, as long as nobody sees or hears you in the process.
Inline Image:
https://www.klatremus.org/Disorientation_files/image016.jpgThe rest of the trip home was without further issues. I emerged from the gate on Trundle Street like before. Excellent mission!
Notes- Skipped the torc worth 250 in the treasure room at Beaurigard’s for Supreme. Taking it triggered spitfire traps around the room.
- Skipped two rubies worth 300 in skull in abandoned warehouse for Supreme. Again the triggering of traps necessitated the skip.
Galaer on 8/8/2021 at 14:55
THE PURSUANCE OF AN INSCRUTABLE RECIPROCITY
MISSION 1 - A CITY WITH OPPORTUNITIES
Big, but rather empty city mission. Quite easy too. Patrollers has scripted behavior and they sometimes stop, do 1st alert comment, wait couple of seconds, make a comment that they seen nothing and continue patrolling. This behavior has nothing to do with being seen by them. If you don't trigger new objective you may end mission earlier by returning to start. This will take you to smaller house mission, which ends under 1 minute. Using cheat to skip mission will take you to small room with Keeper, which can't be finished.
To progress to 2nd real mission you must get key to Mage Rotunda. To do that you must KO noble who will steal ruby. You can trigger conversation from rooftops above statues. Also for ruby to spawn you must quicksave before KO-ing him. Since there is no objective about KO-ing noble or even about getting ruby, this is a ghost bust #1. Noble has also key to shop. You can get all loot in cupboards even though they are locked and there is no key. Just frob them through door. You will need to try highlight them from all directions (left, right, above). For one of pieces of loot from left cupboard I needed to crouch and strafe left and right.
After reading book in Mage Rotunda, key spawns. also district near start of mission unlocks. It's well patrolled, but it's not that hard. Servant will talk noble woman and they will fall asleep for some reason. At the end of path is just crystal. Last building has patroller and stationary archer. Archer must be slightly nudged right, then wait for him to turn towards stairs and run to door.
STATS:
Time: 0:44:07; Loot: 7062/7472
Pockets Picked: 5/11; Locks Picked: 4
Back Stabs: 0; Knock Outs: 1
Damage Dealt: 1; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 3/3
GHOST: IMPOSSIBLE
MISSION 2 - COLLECTING IT ALL
Mansion mission. There is some confusion with max loot. For some reason it takes loot I collected in previous mission and adds amount of loot from this mission. So instead of 9657 loot, there is actually 2595 loot. Also my loot from previous mission doesn't transfer to this mission.
First I'm going to basement, go left and wait for stationary guard to turn right, so I will manage to get to kitchen and sneak to 1st floor. There I need to time watcher on the left and patrollers and go through dining to kitchen on the left. In kitchen is very tricky to highlight golden plate. You need to lean forward behind woman. In Library you need to go upstairs right. Near bookcase is switch. Mantle on metal railing first, press it, drop on marble ledge and jump to top of bookcase. Here is secret chest. Standing on it you can easily shoot targets to reveal Keyed Scepter. If passage will close, just crouch and use switch to open it.
In Fountain Room are 3 coins on fountain impossible to get, because top of fountain is observed by 2 AIs and there are 2 bots walking around it, so I'm skipping 60 loot. Go to Training Room, hide near doorway and steal key from woman. Grab gear through glass and rope up for chest. Next is 2nd floor of Front Entrance. On left side on top of painting is crystal. To get it you need to shoot rope arrow into ceiling and 2nd rope arrow into wooden ledge above carpet. Climb up, take crystal and jump towards wall while grabbing rope arrow. You will fall on lower rope. Take it and drop on carpet.
Time watcher and open Security Room. Time to disable watchers and alarm. With 3 Keyed Items go to Garden. Here are patrollers with lanterns and they have this strange behavior of making fake 1st alert from previous mission. Use Keyed Items on statues and take Statue of Ipaniox from chest. Then go to switch in front of statue. Take mask and go to wall to grab True Gem. Then just use back exit to end this mission.
STATS:
Time: 0:39:29; Loot: 2510/9657 (actually 2510/2595)
Pockets Picked: 6/6; Locks Picked: 2
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 2/2
GHOST: SUCCESS
PERFECT GHOST: IMPOSSIBLE. 3 coins worth 60 loot on top of fountain are observed by 2 AIs and 2 bots are patrolling around, there is also no shadow.
MISSION 3
Mission has no name. You also have no control in this mission and just watching what's going on. You can't interact with anything either, you can't even look around. So explosion that happens and alerts guards isn't my fault. Also once again there is confusion with max loot. It shows that there is 2535 loot, but actually it uses loot I gathered in previous mission. So actually there is only 25 loot. But in this mission you have no control, so it's impossible to collect loot. Mission is also super short.
STATS:
Time: 0:00:20; Loot: 0/2535 (actually 0/25)
Pockets Picked: 0/2; Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
SUPREME GHOST: SUCCESS
Galaer on 8/8/2021 at 14:57
ACCOUNTANT 2: NEW IN TOWN (TDM)
Mission is split into 2 parts: exploration of hotel and supernatural journey to find 4 gems. Transition is a bit awkward and mission ends after getting 2nd gem with cliffhanger. There is quite a variety of enemies: normal guards, mage, haunt, shadow, invisible guy, spiders and zombies. That's a lot for one mission. Mission is mostly easy, but has some tricky parts. Also my laptop isn't too good, so some parts of mission lag for me. Luckily these parts have no enemies. The are 2 reasons for that: smoke/fog and very strong source of light from waterfalls or portals.
FIRST + SECOND FLOORS
Beginning is really easy. Just one guard to avoid. In vent are 2 conversation, but talking AI will ignore you and noise you produce. Then on 1st floor you need to activate elevator and there are another 2 easy to dodge patrollers. There is also ring under hat and from what I noticed it's possible to highlight ring without moving hat. Just like in Thief.
2nd floor has 2 apartments. John's apartment is empty until you collect ruby or secret jewelry. Taking ruby spawns shadow who vanish very quickly, but I'm pretty sure that if you run towards it, it will spot you. So just crouch instead. Ruby or jewelry spawn haunt and rotating light. You need to sneak to door on the right side of haunt, pray for him to not turn his head right and then crouch walk along wall behind corner. Then time your exit with rotating light. Griswold's apartment is easier. I used conversation to sneak past guards instead of waiting. Scored 2 1st alerts, but since I'm just regular ghosting that's fine.
THIRD FLOOR
3rd floor starts with conversation with friendly thief. He offers key for alien found in Griswold's Apartment. He will also open door to Sewers later. Proper 3rd floor is corridor splitting in 2 directions. It's well lighten, very rarely has shadow and there are 3 patrollers. First I'm going to Music Room for Hidden key. Then to Lounge. On my casual run I managed to clip into wall when I tried to sneak inside. This time I couldn't enter wall. I guess, back then it was fluke. You can easily crouch and walk to left table and grab all loot from it without being seen. For coin stacks on right table, you must mantle on it while crouching. This way nobody will see you. Here is also a vent to other places.
First I find place where I can go down. It leads to Staff Room. Through Dining Room you can get to Lord Balcon's Room. Here you will find Office key. Return to start of this floor and go to Office to complete optional objective. Return to Lord Balcon's Room. There are 2 rooms in this part of corridor that you can enter only via door. If you try going through vent, you will drop into room and wake up sleeping people. There is small shadow at the center close to one of locked doors. You must picklock it and you have barely enough time. If guard will return from Lord Balcon's Room direction he will spot you hiding in this shadow and on the other side of corridor, shadow isn't good enough. So while being in front of Lord Balcon's Room go behind guard to door and picklock it, then quickly enter room. Another locked door has no shadow in front of it, so you must be really quick with picking the lock.
Then go to vent and go to toilet. On your way there will be holes leading to rooms. Both rooms have enemies inside. Left hole leads to room with lying zombie. It's possible to sneak inside by using only 1 moss arrow if you open vent and shoot moss arrow into metal wall under you. This way moss will fall on metal floor and on furniture inside room. In TDM you can only muffle your sound by dropping on moss. In Thief games moss covers even these parts of wall where moss isn't seen. But even if you fall down, grabbing loot (purse and goblet) will trigger zombie to wake up and patrol around the room. Since room is small and well lighten and I have no idea if I would manage to mantle into vent quick enough, I decided to skip this room. On the right side is hole with vent leading to the room I looted. To get through these holes without alerting AI below you must jump over holes and mantle on the other side. Unlike in Thief you can actually jump while in vents. You can't stand and run faster because of that though.
OTHER HOUSES
From toilet I go to split of corridors for golden lunette. Nobody alerts to that, so i'm going the end of this part of corridor. Here is passage to balcony. From it I can jump to window. Priest will not see you. In my casual run goblet fell on floor near door on it's own and woke up sleeping guy. In my ghost run it didn't happen and I could easily sneak inside. Here I have choice to go through window or vent. I choose vent. I open doors and vents and leave them open, because in attic at the end is crystal orb, item that must be carry to complete another optional objective. Luckily moving this orb is much easier than crate from previous mission. I need to return to window, drop on pipe and go to room with cauldron. There I read book and drop orb into cauldron. This will teleport me to another area for scene where noble notice us, but it doesn't count to stealth score, it doesn't sound as alert either, it's just part of conversation. That's why I don't count this as a ghost bust.
SEWERS
Use nearby vent to return to hotel and return to elevator. Ride to the bottom and descend to Sewers. Reading note will imprisoned us and summon reaper. Reaper doesn't alert to us, but if we wait too long we will die. So it's more like deadly wall moving towards us. So just quickly move into portal. Talk with floating skull and it will send you on journey to find 4 gems. First gem is right at the beginning. It's finding 2nd gem what's a problem. Village is empty, so ghosting returns when you enter Mine.
SPIDER MINE
This mine is small, but there are 2 pairs of spider living here. They walk in random directions. You can manipulate them when they walk though saving and loading game. Don't do it when they are standing still, because they set their path when they are standing. When 2 spiders are too close to each other, they will start spinning in place. They can get unstuck from it, but it takes time. Also be careful of walking along walls if there are small rocks, because you will immediately climb them and drop from them and that way you are alerting spiders.
First you need to sneak into straight tunnel. Here is box with loot. Then you must turn and go to exit blocked by another pair of spiders. This is the hardest part of mission. You must go into center of room, then right and then to rocky exit. there is also dark spot on the left between light crystals. But you also need to worry about randomly walking spiders. Don't let them walk on rocks at the exit path or they will just get stuck there and you will be unable to ghost them. Also if you are walking near them, use creep. These spiders are very sensitive.
BARRACKS
Go through forest into Barracks. Open left door, close it behind you, take key and sneak to bed on the side from entrance. Invisible guy with flashlight will enter. Sneak into corridor and go left to kitchen. Open vent. Here will part of floor fall down when you step on it. I'm not sure if it's damage property. Vent is definitely a property, but it's floor doesn't fall normally, so I think it could be damaged before me coming here (similar case to wall in Sound of a Burrick in a Room). To be extra safe I decided to jump above this part of floor, so when it will fall, I will be in midair. It's hard to tell, but I think I succeeded. Hard to tell, because jump is small and fast, but I didn't hear metal noise that usually happens when I'm dropping on metal floor.
ZOMBIE MINE
Last area is another mine, but patrolled by naked zombies (they actually look a bit like aliens I gathered for a thief. This is a maze and I didn't explore it all, so I know only 2 places with loot. First is storage room with lying zombie. You can go on wheelbarrow and crates and grab nugget from shell. To return down quietly you must moss wheelbarrow, so moss will fall on it and floor under it, then you must very slowly drop on moss. Don't drop while walking too fast or zombie will wake up.
Then is place with beds and 2 zombies patrolling. Past this room on the right is nugget behind lying zombie. There is no way to walk past him without bumping into him and waking him up. Using moss to jump over him also doesn't work. Zombie hears noise of falling on moss and wakes up. So I decided to skip this nugget. This one is definitely impossible to get while ghosting. So go left, descend into hole, complete puzzle and get 2nd gem. You will get teleported to train, you will see credits and mission will end. And by the way, just before screen going black, I went to main menu to objectives and objective of getting 4 gems wasn't completed, it wasn't cancelled either. So it's possible to force end of mission and having incomplete objective in certain missions.
STATS:
Time: 2:25:25; Loot: 5529/6167
Damage Dealt: 2 (?); Received: 0; Health Restored: 0
Pockets Picked: 0
AI Killed: 0; AI KOed: 0; Bodies Found by AI: 0
Secrets: 6/8
Stealth Score: 0 (Alert 1 = 23; Alert 2 = 0; Alert 3 = 0; Alert 4 = 0; Alert 5 = 0)
GHOST: SUCCESS
PERFECT GHOST: IMPOSSIBLE. While grabbing loot from zombie room in hotel may be possible, I don't think it's possible to grab nugget behind lying zombie in 2nd mine near exit.
FINAL NOTE
So in this mission I got Damage Dealt: 2 and I have no idea why. I didn't use my weapons on enemies, I didn't throw any objects at them. I used 1 moss arrow, but it didn't hit lying zombie. So I have no idea why stat is showing that I dealt 2 points of damage. If anyone knows, please tell me.
Galaer on 8/8/2021 at 14:59
RETURN OF RAMIREZ
Short killing mission with unavoidable ghost busts. You can't avoid alerting 2 burricks (ghost bust #1) and you must be pretty fast to not get shot by them when you are climbing ladders. At the top you can moss floor, but there is swordman in front of stairs and he will see you (ghost bust #2). At the top of stairs is archer and swordman (ghost bust #3). I used flashbomb to blind them, then enter room, took key, unlocked next door and locked it behind. Then you must kill Ramirez. Since there is no way to sneak behind him I needed to use 4 broadhead arrows (ghost bust #4).
STATS:
Time: 0:04:59; Loot: 0/0
Locks Picked: 1
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 29; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 1
GHOST: IMPOSSIBLE
Galaer on 8/8/2021 at 15:00
THE SAINT OF REDMOUND
This mission I thought will be tough, but it wasn't that hard to ghost. In Warehouse on 2nd floor is archer, but eventually he's gonna fall. That's why you must get to guard post quickly and get Warehouse key, then go back. When I went back, archer was on 1st floor turning around. You can still walk around him and sneak to shadow, but if you save and reload, he will stop moving and look in one way. This will make him impossible to ghost. In that case the only way to enter Cathedral is stacking crates to mantle on walls.
Basement is easy. I'm using stairs to get outside and via window I enter priests quarters. Here is safe with box with Master Forger key. I grab it through banner. Then I'm going on the other side of room. From priest's room I get Storage Room key. If novice is looking towards well, I'm sneaking on the other side for 2 statuettes. First douse torch, wait for Hammerite to look away and grab 2 statuettes. Return to stairs and go to kitchen for more loot. Use stairs to get to top for vase. Then return to basement.
Laboratory is easy to ghost. Priest will make explosion, then he will start patrolling rooms. Storage Room requires you to remove couple of bricks. Then you just need to loot Catacombs. The hardest part is final room with 2 haunts and ghost, but it's not that hard to time them and get Hammer of St Lambert.
Return to Dining Room and use secret passage. At the end of Hammerite's patrol douse torch, open door to terrace and douse 2 torches. Now it's time to deal with hardest loot in this mission - golden hammer on altar. It's observed by priest below and Hammerite on terrace. This Hammerite must be nudged right behind pillar. To do that you need to be on the very side of him to not nudge him too much forward or pillar will block path to nudge him behind it. Afterwards you must drop on pew and sneak along left wall to priest. Here I mossed floor and nudged priest forward. Thanks to that I could lean for hammer. To get back up you must mantle on nearby pew and jump and mantle on terrace. After 1st mantle you must do 2nd mantle before you fall from tiny ledge below terrace.
Vault will open passage to flooded area with haunt. You must go behind him, quickly crouch when you have option and sneak to shadow in right passage. Afterwards you must douse 2 braziers, but because area is flooded, you must shoot braziers while standing. Then take Skull of St Lambert while walking behind haunt. Use right passage to return on street and go back to starting point.
STATS:
Time: 0:42:06; Loot: 1750/1816
Pockets Picked: 1/2; Locks Picked: 5
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: POSSIBLE
Galaer on 8/8/2021 at 15:01
TEN LITTLE TAFFERS
Mission is split into 3 modes. They are pretty easy to ghost. The most challenging is Garrett's mode.
GARRETT
To make your life easier quickly get Staff key and go to room #9 for book. This will make everyone except Hammerite to die. He's walking in basement and you have optional objective to kill him. Afterwards the whole house is just for you. Also stats display only loot and who survived, so after completing last objective, I save game to know my time.
STATS:
Time: 0:47:12; Loot: 3000/3000
Lady Katya Signoli, a noble, perished
Fretus, a Pagan, perished
Governor Horridge, a noble, perished
Lord Carlysle, a noble, perished
Archibald Bumbleson, a servant, perished
Countess de Perrin, a noble, perished
Dorcas Goodfellow, a servant, perished
Constable Brenda Masterson, an officer, perished
Friend Erlen, a Mechanist, perished
Garrett, a thief, survived
Father Gerard, a Hammerite, perished
BONUS: You snatched the Auldale Morning Star!
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
BUMBLESON
This is the easiest and shortest mode. After getting map and visiting your room, go to Ballroom and after events, get Staff key, then from safe Waterfall key and book from room #3. This time there is different killer - Brenda, cop. She's waiting for you in basement and she's easy to dodge. When you get to waterfall, hide in corner near door and wait for Brenda to fall into water and die. If you are fast enough, then your purse will not get stolen by Garrett.
STATS:
Time: 0:08:47; Loot: 0/0
Lady Katya Signoli, a noble, perished
Fretus, a Pagan, perished
Governor Horridge, a noble, perished
Lord Carlysle, a noble, survived
Archibald Bumbleson, a servant, survived
Countess de Perrin, a noble, survived
Dorcas Goodfellow, a servant, survived
Friend Erlen, a Mechanist, survived
Father Gerard, a Hammerite, survived
Constable Brenda Masterson, an officer, perished
GHOST: SUCCESS
OWEN
This mode is from killer's perspective and this time he's Governor Horridge. When people gathered in Ballroom I went to search for weapons to kill them. Also don't turn off lights in Ballroom or script to start party will not activate. Afterwards you must kill everyone with weapons you gathered. You don't need to worry for type of weapon or order of killing. There are 3 weapons I avoid to use, because they don't kill immediately: beehive, explosive chemicals and acid. Then I break statuettes in Ballroom (excused by objective). Last obstacle is Garrett. After noticing scouting orb (which tracks us, but it doesn't lead to any alert, so I don't count that as a ghost bust). I mossed floor, threw gas mine behind corner, then went forward and when I heard noise of opening door I returned to shadow. Garrett will get gassed, then you just need to drown him and go to exit.
STATS:
Time: 0:22:23; Loot: 0/0
Lady Katya Signoli, a noble, perished
Fretus, a Pagan, perished
Lord Carlysle, a noble, perished
Archibald Bumbleson, a servant, perished
Countess de Perrin, a noble, perished
Dorcas Goodfellow, a servant, perished
Constable Brenda Masterson, an officer, perished
Friend Erlen, a Mechanist, perished
Garrett, a thief, perished
Father Gerard, a Hammerite, perished
And Governor Horridge got away with murder
GHOST: SUCCESS
Galaer on 8/8/2021 at 15:03
ALBERIC'S CURSE (TDM)
This mission is a homage to Thief 2 FM called Cathedral of the Damned. There are 3 enemies here: zombies, spiders and haunts. Zombies and spiders appear in Crypt, which is also the hardest place to ghost. Cathedral has only haunts, but it's not many of them, there is a lot of shadow and cobblestone, which allows to crouch run though the whole cathedral. You only need to worry about getting spotted from lower or higher levels. Especially when you appear on roof, because you can get spotted from far away. But to enter Cathedral you must go to house and move lantern outside, then time spider below and descend on ladder.
But it's Crypt that is the hardest place. Spiders walk in random direction and lying zombies are very sensitive, so you must to slowly crouch walk around them. There is part where you need to walk on the side of stationary zombie, grab skeleton's body from sarcophagus and sneak to door, then put skeleton on ground while crouching. Don't do it while standing or nearby lying zombie (which isn't very close!) will go into 2nd alert. Then return to stationary zombie for necklace.
You must also be careful of dousing torches where there are lying zombies around. Patrolling monsters will not hear it, but lying zombie will wake up and will walk around. When spider will bump zombie, zombie will stand up and then quickly return to lying position. Also when taking Alberic's Skull be careful to not get spotted by patrolling zombie through window. Alert may not appear in stealth stat, but lying zombies will wake up. That's why after grabbing skull sneak to window to check if lying zombie woke up. If he didn't, then everything is all right.
STATS:
Time: 1:11:23; Loot: 2662/2902
Damage Dealt: 0; Received: 0; Health Restored: 0
Pockets Picked: 0
AI Killed: 0; AI KOed: 0; Bodies Found by AI: 0
Stealth Score: 0 (Alert 1 = 58; Alert 2 = 0; Alert 3 = 0; Alert 4 = 0; Alert 5 = 0)
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
Galaer on 8/8/2021 at 15:04
ARENA (TDM)
Mission has 3 objectives: KO 10 enemies, kill 10 enemies and kill 50 enemies. I start with KO objective, spawn Pagan and gas him into head. You must be precise, because gas arrow has much smaller range and power than in Thief games. After 1 KO I summon lava to vanish body. Unfortunately he 1st alerted once to gas arrow cloud that missed him once.
Next is killing objective. I used the same strategy, but used fire arrow. You must be careful, because when spawning or when he turns his head towards you and you have equipped fire arrow, he may spot you. After 9 kills I decided to check if fights between AIs count to kill objective and yes, they do. It doesn't affect stealth score, so I did that. Since there is possibility of crash when there is more than 10 bodies on arena, I don't use lava bath to make bodies vanish.
Then I returned to start and used end mission cheat learned from klatremus, because there is no way to finish mission normally. In this mission I learned how all other enemies look and that max number of arrows is 50. For some reason stats don't show my time, so I show approximate time of beating this mission.
STATS:
Time: around 15 min; Loot: 0/0
Damage Dealt: 2197; Received: 0; Health Restored: 0
Pockets Picked: 0
AI Killed: 9; AI KOed: 10; Bodies Found by AI: 0
Stealth Score: 0 (Alert 1 = 1; Alert 2 = 0; Alert 3 = 0; Alert 4 = 0; Alert 5 = 0)
GHOST: SUCCESS
Galaer on 15/8/2021 at 09:40
AWAITING THE STORM (TDM)
This is like a New Job, but with rain. First problem is getting purse from patroller with torch. You must get to alley near tunnel and wait there for patroller. Interesting thing is you can hide in shadow created by patroller. Then is flooded area and another interesting thing is interaction with objects underwater. In next area you must look out to not get spotted by patroller walking far away. Basement of tavern is empty, 1st floor has only servant in kitchen and patroller. Both are very easy to avoid.
2nd floor is harder. First I sneak to room in front of stationary guard for loot. Then I'm going to kitchen along right wall. Dining Room has 2 talking guests. For closer goblet you can go from right, but for further you must go around table from left and very close to chair. Next room has sleeping noble and guard. Guard can stand near chest for long time, walk around the room and leave outside to walk on corridor and return. You don't need his key. Guard can also walk on bed, which will wake up noble, but he will quickly return to bed. It doesn't count to stealth score. Wait for guard to leave, grab Ornate key from desk, open chest and get all loot. Wait near bed for guard to return. Then go to the next room. Here is sitting noble in front of desk with purse on it. Go to his right side, wait for him to turn head left, stand and lean forward for purse. Afterwards you just need to return to starting point.
STATS:
Time: 0:25:43; Loot: 1260/1283
Damage Dealt: 0; Received: 0; Health Restored: 0
Pockets Picked: 1
AI Killed: 0; AI KOed: 0; Bodies Found by AI: 0
Stealth Score: 0 (Alert 1 = 0; Alert 2 = 0; Alert 3 = 0; Alert 4 = 0; Alert 5 = 0)
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE