Galaer on 24/10/2021 at 07:47
@klatremus:
2. But the fact that bots are programmed to help player is also scripted behavior. Normally bots want to kill player. And you aren't seen or heard when pushing button. Plus there is readable explaining that bots were reprogrammed.
3. Mystic Eyes are part of inventory, so they can be used in any place. This means that their use is unlimited unlike programmed AI that exist only in certain places (like bots that can be used only in Bantar's Lab). Egged enemies can be frogbeasts or spiders or some kind of robots. It's not common, but it's not rare either. And you say it's OK to release them, because you aren't seen or heard. But when you use mine you also can be not seen or heard and it's still bust. The thing is that Eyes don't kill clones instantly, instead they alert him and slowly kill him. I would compare this to use of your arrows. You can shoot Bantar without being seen or heard, he's alerted by arrow, but not by seeing or hearing you. The fact it's not an instant death means it's a ghost bust. Since Mystic Eye is part of your tools, I would classify it as part of your weapons.
4. The problem is that even in real life there are natural places that would look like they have been shaped by human. For example (
https://www.treehugger.com/natural-rock-formations-look-man-made-4869210) here. So what if 9 out of 10 people would say that these places were shaped by human? They were obviously tricked by Mother Nature. Another example is (
https://www.therockgallery.co.uk/pyrite-crystal-individual-cubic-crystal---spain-733-p.asp) here. Check them.
My theory of this crystal piece is simply - it fell down from giant crystal covering ceiling after previous use of 10 talismans in order to destroy it. It's well shaped, you say? Doesn't these red and blue crystals are a bit too well shaped to be part of exploded giant crystal? Especially red crystals.
Also looks like damage is being visualized in form of magic bolts firing from top of room. Did you tried protect this crystal from these magic missiles? For example you could put rock on top of it. If crystal would still be destroyed despite of this, I would count this as a script.
Galaer on 24/10/2021 at 11:13
MORTUOS LIBER CAMPAIGN
MISSION 1 - THE BOOK
EMPTY CITY
At the beginning city is pretty empty and AI is neutral. This will end when you visit Armorer's Shop, so I'm gonna leave it for later and first loot how many houses I can. I will not have access to rope arrow though as it is in Barracks in City Watch and it's door is unfrobbable until you visit Armorer. There is 6 crates that you need for this part (4 are in Sewers and 2 in one of houses). Speaking of Sewers there are mini spiders there, but they are neutral, so you can ignore them. Also in City Watch there is a way to turn off light by damaging generator fuse with screwdriver, but that's damage property plus it summons 2 patrollers and sheriff, so it's actually harder to ghost empty so far City Watch.
4 crates you need to get to balcony near Mechanist House without rope arrow. 2 crates you need to enter and exit Mansion, but first you must get Hook from one of warehouses. This Hook will remove invisible wall around Mansion. The intended way to get over Mansion fence is to use Hook on wire. As a result of cutscene outside guard will get KO-ed. To prevent that I'm using stack of 2 crates. To exit I need to take 2 crates from the other side of fence and do a stack on top of gras slope. Then just strafe jump and mantle on fence. When you are in garden outside guard will start noticing you. To enter and exit house you must be very quick. Thanks to that you will get earlier code to safe and Sheriff's ring. Thanks to code you will get Door Handle. After looting city just go to Armorer's Shop fort Wrench and sword.
LEAVING CITY
You can leave city now, but there is couple of guards that spawn with purses and Barracks to check for rope arrow and more loot. Most of purses is easy to get. The most problematic is guard with purse under stairs near murder scene. You can very quickly go along Tavern's wall or rope up to balcony and jump+mantle to terrace. Afterwards go through Sewers to Armorer and leave city.
HAUNTED HOUSE
At the Cemetery you must cut 3 branches with Saw to get to portal. Then at Haunted House you must destroy mirror (ghost bust #1). This must be done as it is requirement for Mortuos Liber book to spawn. And we must to destroy it in creative way - by playing high pitch sound from victrola. Then you must return back to city and back to this house.
In house you will get objective of creating Talisman of Life. One of diamonds for it is in newly available room. I mossed floor near hole, because later corridor will be patrolled by haunt and it's very easy to make noise when going through this parts of wall lying on floor. 2nd diamond is on roof. To get down you can drop on west rock. 3rd part is in fireplace and last is in basement. After taking it you must go along barrels, because soon will fall on floor lying zombie and you really don't want to touch and wake him up. Because of executioner patrolling 1st floor you need to leave via window.
Then you return to Cemetery and use talisman on corpse. Then you need to throw Mortuos Liber at it, which spawn 2 haunts at Cemetery. Going through Cemetery while hiding from there is quite tricky. That's why I'm throwing book while standing in shadow near portal. You enter Haunted House through window again and go on 2nd floor for Scepter. Getting it is easy, getting out is harder. That's the reason I used moss arrow earlier. Use Scepter on claw and mage will appear and destroy door of his room and also kill every enemy AI. I'm guessing that this is also the reason why I scored Body Discovery in my stats. Or maybe the reason is murder person in city. Return to your room to finish this mission.
STATS:
Time: 1:14:57; Loot: 4839/5154
Pockets Picked: 4/6; Locks Picked: 26
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Bodies Discovered by Enemies: 1
Secrets: 0/0
GHOST: IMPOSSIBLE
Galaer on 24/10/2021 at 11:15
MORTUOS LIBER CAMPAIGN
MISSION 2 - GETTING HOME
Daylight mission. It is the same city like in previous mission, but we visit different houses. No blackjack, so ghosting is encouraged. That means there will be no test run. You can avoid fan destruction in order to get to Armorer's window. Instead go outside, mantle on metal fence and jump+mantle to window. Also don't let Butcher in his shop see any opened door or else he will become hyper sensitive and easily go into search mode.
STATS:
Time: 1:58:32; Loot: 1906/2086
Pockets Picked: 0/0; Locks Picked: 12
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 2/2
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
MISSION 3 - THE ASYLUM
Another ghosting mission. What's interesting is enemies will spawn only after 15 min will pass, so if you are quick you can beat mission before haunts will spawn. Since it's ghosting mission, there will be no test run again. I start with 4 HP and one of my objectives is to heal. To get to lower floor I must smash bricks with hammer (ghost bust #1). There is only 1 haunt in Basement to dodge.
STATS:
Time: 0:12:37; Loot: 175/175
Pockets Picked: 0/0; Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 6
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: IMPOSSIBLE
MISSION 4 - THE HIDEOUT
Another no blackjack mission, so no test run. This mission is pretty easy to ghost too. Loot is easy to find. There is objective to kill old man. Weirdly enough he counts as innocent victim even though he's part of thieves guild and he can attack us. Getting to exit is the hardest part as you need to walk behind patroller, picklock exit door a bit, then hide in one of rooms and repeat. Also after opening door, be careful, on the other side of it is gravel, which can 2nd alert patrolling thief. I also got bonus objective for finding Sheriff's ring.
STATS:
Time: 0:17:48; Loot: 1210/1210
Pockets Picked: 0/0; Locks Picked: 7
Back Stabs: 1; Knock Outs: 0
Damage Dealt: 30; Damage Taken: 0; Healing Taken: 0
Innocents killed: 1; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
Galaer on 24/10/2021 at 11:16
MALAZAR'S INSCRUTABLE TOWER
This is a puzzle mission with blackjack, which vanishes from inventory after entering Tower. Most of enemies are living statues. If you look at them, they can't move. This can be used when you make some noise or you will be seen. Just find shadow or go very far while still looking at statue. Eventually it will calm down. It was discussed that this abuse is allowed for regular ghost as it leaves no indication of alert (statues don't talk or make any other noise).
TOWER
First challenge is 1st living statue. In order to progress you must shoot window's lock (ghost bust #1), then mantle on it, quickly turn towards statue and move backwards to not fall back into corridor. Then hide on ledge while having only part of statue visible. Wait couple of minutes for it to calm down. Interesting thing is that statue still has idle animation just like when it's not alerted. Rest of statues is much easier to deal, but soon we will return to 1st living statue as we must drop into pool and quickly grab Ring of Dispelling floating in air. To avoid visible alert you must drop from south side while looking north. Wait in pool for couple of minutes for statue to calm down.
With Ring of Dispelling you can destroy barriers with stone Pagan faces behind. While Pagan face walls should count as made by human, I don't count that as damage property, because the way it vanishes suggests that stone face is just illusion. For example in place of stone face in garden appears metal door.
Lava cave may be tricky. Ifrit sometimes usually look at ladder, but sometimes randomly can look into opposite direction and spot you even though he shouldn't. Later you will return to this cave to destroy Ifrit. To get to ladder I used invisibility potion. Then I poured water on Ifrit, which killed him (ghost bust #2) and allowed me to get Golem's Head. To get out from Dining Room you must destroy 2 lower wooden planks (ghost bust #3).
ICE CASTLE
This is the trickiest area. Here are ice golems and a bit darker tile are falling tiles. If you stand on them you get glued to them and fall into pit below. It works the same on enemies. First go right. You must jump from bridge on right ledge, then go to corner on the right of ice golem, crouch and go into room. Run along right wall for 2 coin stacks and return the same way on ledge. Jump over dark tiles to nugget. To return on bridge you must do tricky strafe jump over falling tile to edge of ledge, which will drop you towards pit. To save yourself you must mantle on bridge.
Before you go left, you need to have 2 water arrows with you. There is 5 water arrows in total. 3 are used for magic beans vines. There are 2 water arrows in shower and 3 in ruins (1 in waterfall and 2 in water). Now you need to do tricky strafe jump+mantle from bridge to ledge after falling tile. Then go inside left passage. There you must strafe jump over falling wooden platform. 2nd floor is much easier. Going behind ice golem is easy and to ghost ice golem near ladder you must douse 2 torches. The rest of the mission is easy.
STATS:
Time: 1:59:22; Loot: 4460/4850
Pockets Picked: 0/0; Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 6
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: IMPOSSIBLE
marbleman on 25/10/2021 at 17:22
For what it's worth, here's my take on Guilded Rivalry:
- There mere action of activating the bots, i.e. pressing the button, is not a bust, but all the alerts caused by that are. Whether the damage inflicted on fiends is a bust is irrelevant becuase the alerts already are a direct consequence of something the player does.
- Using Mystic Eyes is not a bust in itself, but alerting Bantar clones is. Mystic eyes are just a tool, similar to mines, frogbeasts, or the sword. The fact that they are AIs is irrelevant.
- The boulders aren't property even if they were placed there by Zilfin himself. :) The crystal monolith though, I don't know. I'd compare it to the mirror in Scarlet Cascabel, which has been deemed property.
And there's a clear difference between triggering a conversation and pressing a button, as is stated and explained in the rules.
Galaer on 25/10/2021 at 18:03
Quote Posted by marbleman
And there's a clear difference between triggering a conversation and pressing a button, as is stated and explained in the rules.
Where exactly? I also checked rules and I didn't notice anything about triggering scripts by using switches being forbidden. It wouldn't make too much sense to block them as sometimes simple opening door can lead to triggering some script, some other time you use switch to open exit door and fight starts between 2 factions.
Also does that mean that using switch to activate Gem of Oldorf, which alert other AI, in mission 1 is also a bust? And also in mission 2 you unlock cell and this way you free spiders that also attack enemies? Is that also a bust, because you don't trigger them through conversation?
klatremus on 26/10/2021 at 00:44
Thanks for your input, marbleman. I agree that the mystic eyes should be bust because they don't kill the clones in one go, but they get spotted in between each shot. However, the clones spawn in hunt mode, so they are already alerted upon appearing. But yes, I can go along with that. They do become AIs though, modified fire elementals in the way they operate, so they shouldn't be directly compared to mines or arrows. I used that argument to compare them to turning on the bots nearby; they are obviously AI fighting on your side.
A script is something that is triggered outside the player's control as a part of the story progression in the mission. Sometimes you can choose to trigger it, and other times it is forced. Such scripts are linked to something Garrett does, but not always a direct result of it. The gem of oldorf is not released by using a switch but by reading a scroll. The spiders being released I was unsure of, but since all I did was open the cage and then suddenly their patrol route getting altered, I figured this was a part of a script change. But that one might be more borderline. Pushing the button for the bots has only one purpose, namely to turn on the power source that energizes them and turns them on. There is no script linked to this, it is a direct and intended result of Garrett's involvement.
Thanks for the other reports, Galaer.
Galaer on 31/10/2021 at 20:22
RUINS OF ORIGINIA
MISSION 1: MINES OF MARGROTH
Originally I didn't plan to ghost this mission, but it's impossible to complete loot objective in mission 2 without playing this mission. I watched klatremus supreme ghost run of this mission, so I decided to look for different strategies of some parts, especially for opening Viper VI gate without blasting it. This mission focuses on manipulating fights between AIs for your advantage and also on custom enemies. Some of them has long range of view and can see in darkness. There is a lot of other obstacles you need to beat too.
MINING TOWN
This part of mission is very similar to klatremus' run. I also move boulder by throwing rock at it to get Barracks key. As for thieves attack, after triggering it I run under stairs and wait there to grab purses, then I run into corner under window and wait there. To help thieves survive, I'm dousing torches in places where they are, so enemies will have problem spotting them. After couple of tries I managed to manipulate fight to become victory for thieves. Then I looted this area. Crate on market stand containing diamonds wasn't destroyed, so I can't grab them.
HAMMERITE HQ
Here is difference with klatremus' run. In my run entrance guard and 2 civilians died inside and guards and Hammerites are in search mode because of that. There is no bodies of killers though. What happened is probably townsfolk ran into Barracks to hide from thieves, thieves ran after them and while door was opened entrance guard was involved into battle. Also patrolling marketplace archers weren't involved into battle and survived. I turned off light and doused torches. This way I could move corpses into shadow, so enemy AI could finally calm down. I also doused torches near Vault. I can't open secret passage in church, because it requires fire arrows and explosions 2nd alert fire elementals.
So my idea of clearing this place was to loot it first, then activate Gem of Oldorf and quickly kill it with holy water arrows, so Hammerites will not get alerted and I won't be needing to relay on RNG. The hardest are Hammerites rooms. I mossed corridor and closed doors. You are safe from patroller under wall between doors. 2 rooms are easy - you only need 1 moss arrow, but for other 2 you must go to chest, so you need 1 more moss arrow to shoot at the place near chest where Hammerites turn around. Walk behind them and dodge them from the left. While dodging keep moving forward, because their turn is sharp. Grab loot from chest and walk behind them to door. Open entrance to Mine and read scroll that spawn Gem of Oldorf and opens Vault.
GEM OF OLDORF
Gem of Oldorf is 1st enemy who can see in darkness. It shoots with blinding shots that doesn't damage us, but alerts enemies and magic missiles that can kill AI. It only alerts when it spots someone or to loud noise. Unlike other enemies, it doesn't alert when it gets hurt. So you can use holy water arrows to kill it and take gem. It will only 1st alert to sound of holy water arrow hitting it. Also Gem of Oldorf watch church, so you can go from entrance. In my ghost run Gem of Oldorf saw 2 patrollers and killed them. I waited for it to calm down, then went to entrance to Vault and killed it with 2 holy water arrows. Gem only 1st alerted to 1st arrow hitting it.
TO CATACOMBS
First you need to go to Mine, so go to Miners Residence. To Catacombs you need to bring 3 objects: normal size rock and 2 crates. Rock is located in Mining Town, crates are in dark storage in Miners Residence. To cross bugbeast woman you must run through fly swarm along right wall, crouch and continue along right wall. This leads to 1st alert from her. In Mine disarm mine and go through wooden beams. Bring objects to Viper VI gate in Hall of Lost Heroes.
CATACOMBS
Commoners Tombs are patrolled by wisp. If it will spot you, it will fire blinding shots at you and spawn cyclop ghosts and haunt. You want to avoid it at all cost. Merchants Tombs are patrolled by zombies. Here are 3 rooms: 1st has generator (needed for later), 2nd has 2 skulls protected by 2 mines and 3rd has spiders. Past spider room is room protected by invisible mine. I'm playing with dml fix, but still Gem of Oldorf doesn't make it visible. Disarm it and take loot. In Halls of Sorrow there are 4 urns at the center. Zombies are easy to avoid. Stairs up leads to glass, but this area is protected by 2 air elementals that see perfectly well in darkness.
In Well of Lost Souls is side room with chest and near well is small size rock. Don't throw it into well yet. Instead you must bring it to Viper VI gate. Go to 3 lying zombies room. You can walk to middle zombie. It will 1st alert, but weirdly enough zombies will not wake up. Return with rock to Viper VI gate in Hall of Lost Heroes.
VIPER VI GATE
Opening this gate is crucial for completing this mission, because it opens path to Ancient Ruins where Bantar is located. The intended way to open it is to use generator. But you need to use speed potion to get in time to gate and afterwards 2 red crystals will blow up. Since they are powered up by generator, they count as property. This explosion will also turn off power and close gate.
Klatremus's solution was to blast gate with explosive device and he excused that because you can close this gate with lever inside. But I think this lever just opens/closes gate. I know it's possible to bash unlocked wooden door to make them open. This still results in destruction of lock, so you can't use key to lock/unlock door. And since this gate has visible lock I decided to check if there is other method of opening this gate without any damage property or any explosion. And I actually found 2 methods.
METHOD #1
In Hall of Lost Heroes there are 2 kinds of gate. Opened by lockpicks gate has superior strength and it can't be blocked by anything including Garrett's body. Unfrobbable gates are weaker. You can block them with Garrett's body. Most of objects will be pushed outside, but I found out that you can block this gate by using normal size rock or Big Blue Geode (created from grey rock destruction). But here is another problem - gate opens towards inside and you need to push it far enough for it to block gate and create large enough gap for you to enter.
For this reason I brought here 2 crates, normal size rock and small rock. Put small rock on stone plaque, then put stack of 2 crates in front of plaque. Save and throw normal size rock on gate. It should fall and get stuck on area between gate and crates. If rock stand on crates, reload. Also don't save after throwing rock, because after reload it's possible for rock to move slightly and fall on small rock. Also be careful to not throw rock too many times on crates, because it destroys them much faster than throwing crates.
Go to generator and turn it on for around 15-20 seconds. The idea is that gate will open and normal size rock will fall on small rock, bounce out of it and land far enough to create large gap for us to pass through. Return to gate. If it opened big enough, then move crates to the side and quickly jump over rock. The reason is that gate will move slightly to shorten gap, so you must be fast enough to squeeze through it. I may sound it that this setup is easy to pull it of, but even after figuring out the setup, it took me around 2 hours to execute it correctly.
METHOD #2
This method is unreliable, it's entirely based on luck. That's why I don't use it. But since it happened to me once during my test run, I'm gonna mention it. You don't need any object for that. You just need to turn on generator for around 15-20 seconds and turn it off. Sometimes it doesn't deactivate all red crystals. It's possible that Hall of Lost Heroes will be still powered up, but since generator is disable, power doesn't go forward and explosions of 2 red crystals can be avoided. Gate will stay open. Though I didn't check what's happening with it after reloading. I couldn't repeat this glitch to open gate. Twice I managed to disable generator with couple of red crystals powered up. I don't know the timing, I don't know why it's happening, but after opening gate you can block it with rock and then quickly turn on and off generator to turn off lights.
HALL OF LOST HEROES
Thanks to entering Viper VI's Tomb I can open passage to Ancient Ruins. After every reload gate will try to close and slightly push rock outside. After 2-3 reloads gap leading inside will be too small to get inside, so be careful with saving. Also for some reason every reload of game causes massive slowdown for 5 seconds. I don't know why.
Time to loot this place. Every golden skull summons 1 haunt. These haunts amke 2nd alerts noises even though they aren't alerted. This noise can 2nd alert zombies though. That's why I must skip Dark Angel's and Questorus' skulls, because haunts spawn at exits from Hall very close to patrolling zombies. Tuhoti's and Caeyr's skulls summons the same haunt in north corridor. He can be nudged into Larson's Tomb. After summoning haunt, 2nd skull is free. I was tired and there is slowdown after reloads, I decided to skip these 2 skulls. Also I don't want to worry about Viper VI's gate, so I decided to skip this skull as well. So in order I took skulls from Totality's, Larson's, Belboz's, Apache's and XaraX's Tombs.
FISH TANK
Ancient Maps are protected by burrick that can see in darkness. Use small switch to enter corridor with mushrooms rooms and light rats. In most of rooms is 1 golden mushroom. Go to the place where small diamond lies on floor. Above you is room near Fish Tank. You can't visit it from above as stationary golden fishes will spot you and start circling around. That's the indication that they spot you.They are homing fishes exploding at contact. They can see perfectly in darkness, so you can't even lean from full shadow into room with Fish Tank without getting spotted. Because of that you must skip crystal heart at the bottom of Fish Tank.
From where small diamond was you can mantle to ledge above. Here are 2 diamonds. Go near red crystal and stack potions to mantle on it. Here is loot in hidden niche. Now you must jump and mantle into corner away from walls and strafe run through icy slope. Use icy slope to avoid fly swarm and open chest. Then return downstairs.
ANCIENT RUINS
This part has patrolling cyclops. In warehouse open 2nd chest and mantle over wooden fence to switch behind cyclop. Then go to center rooms to throw Gem of Oldorf to activate switches. Be careful as cyclops can hear it.. then use water arrow to activate switch in warehouse and next water arrow to open path to vent. I shot 4 rope arrows under vent, so when I later drop down, I will bounce out of ropes and not get hurt. Open vent and look up to grab rope. Here are 2 potions. Go very slowly to corner behind ratman, nudge him slightly and enter Throne Room.
THRONE ROOM
Trigger conversation between thieves and Bantar and then douse fire and 2 torches. Go slowly along right wall to corner under throne platform. After conversation fight starts. My priority is for archer to kill Bantar as he can see perfectly well in darkness. For that I must manipulate situation with saves and loads, so archer will destroy Bantar's shots. Unlike klatremus run Bantar doesn't fall down and wisp joins the fight and after Bantar's death, it gets shot couple of times by archer. Because of that wisp will fly randomly, it isn't in purple state yet (escape mode). Bantar's death trigger 2 ratmen and caveman to come to Throne Room, so new fight will start. Ratmen easily killed melee thief and went for archer, then caveman joined in and killed everyone with 1 fireball. I waited 5 min for him to calm down.
Wisp is flying under ceiling, so I manipulated him to return behind throne, then I jumped for Bantar's Amulet. I don't think wisp can hear anything as there was no him coming to me. I think it can only alert by seeing me. Now I went into underwater tunnel. Walls of it are made out of blue ice, which hurts. I went first for water and gas arrows. Then is very tough strafe swim to Bantar's platform. Here is chest and Guild Maps. And no wisp. Wisp is below platform. I dropped back into corner I was hidden before and manipulated wisp to return behind throne, then I left this area and returned to Catacombs.
RETURN TO CATACOMBS
Not much to do here. I took skulls of Datoyminaytah and Shgadowspawn. Then I brought small rock back to Well of Lost Souls and threw it in center. This spawns Whistling Stone, then I roped down and dropped to the bottom of well for potions. Time to leave Catacombs and return to Mine.
MINE
From entrance to Catacombs I went behind shadow burrick and used most of moss arrows on gravel to quickly go past other shadow burricks. I needed to use invisibility potion for that. At the end I mantled over 2 wooden planks and used flare to destroy grey blocks. Sometimes it destroys them with 1 hit, sometimes it needs couple of hits. Open door when there is no headless creature behind as they can go into search mode if they hear sound of opening door. Their path is semi random, but you can't manipulate it with saves and loads. When they go left, run right to metal box with rope arrows hidden behind grey boulder. Return to door and go left to lava ice area. Shoot 6 rope arrows to get through it.
Shadow Burricks Cave is easy to ghost as there is a lot of shadow and shadow burricks aren't that good in seeing in darkness. Still I got stuck in one spot, because burrick kept noticing me, but I think they get more sensitive if they 1st alert to me. 2nd headless creature area is more complicated, but there is a lot of shadow and creatures can get stuck in one spot of this area. Afterwards is icy area with glass leading to next area. Unfortunately you are forced to destroy this glass to proceed (ghost bust #1).
MAZE
First go left for crystal, then go straight. Here is square room at the middle. To get to chest you must to bash open 2 doors. That's why I'm skipping it. Next is vent with mana seed. If you use holy water arrow on it, climbable tree will grow, but it creates fireball, which alerts enemies. So I can't use it in this mission. Go to Shrine.
SHRINE
This place is the last challenge. Here are 2 wisps, patrolling ape and stationary ratman. One wisp is flying around room and other is flying in random direction. Both wisps are super sensitive. To avoid being spotted by them you must crouch in natural shadow, be without weapon and not move until they will vanish from your line of sight. If they will spot you, then other enemies will go into search mode and wisps will try to shoot you with their blinding shots. It's convenient for random wisp to not fly up, because there is hidden area with 4 gas arrows and 2 chests.
I'm going along left wall, wait for wisp to go behind wall, then run behind stationary. Then my strategy is the same as klatremus'. Moss center wall and stack items to climb up, then do quick strafe jump with mantling on red ledge. Higher area has ice floor with holes. You must drop and mantle to the other side and jump forward to not fall. While mantling you can get spotted by wisps flying below, so be careful. To return down I mossed floor behind ratman and dropped on him. But I bounced off him a bit forward, so moss wasn't needed. I took items and dropped to garden to shoot rope arrow into target above Pit.
You can rope up from hole by shooting into green wall. Return scared me a bit as random wisp float above center structure and I couldn't climb to ratman for couple of minutes. After he vanished I climbed up and went along left wall back to glass. This time I took right corridor leading to Pit. Here you need to shoot 2 rope arrows in targets. There is one more useless target in SW corner of Pit. Ignore it and climb down ropes to fall into Pit, which will teleport you to next rope and finally to exit.
STATS:
Time: 3:21:34; Loot: 9548/12862
Pockets Picked: 9/25; Locks Picked: 18
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Bodies Discovered by Enemies: 6
Secrets: 0/0
GHOST: IMPOSSIBLE
Galaer on 31/10/2021 at 20:24
RUINS OF ORIGINIA
MISSION 2 - GUILDED RIVALRY
START
This mission is much easier to ghost. There is hard to grab rope underwater. You grab it by strafe running along bottom towards it. Climb up, go to middle of red structure, but don't let trap activate as fireball may alert fire elemental. Climb up and use rope arrow to get diamond, then jump to slope under ceiling and fall down. Return into water and look up to grab another rope. In Ruins there is Talisman of Fire, which is troublesome. From what I noticed in my test run, fire arrow alerts shadow burricks even if door is closed. Luckily I can shoot water stone with flare and it's also spawns talisman.
Thieves Guild has lots of patrolling thieves. You aren't save near teleport, so move to left corridor. I leave Prison for the end of the mission. Both Residence areas require to unlock doors and chests, especially Residence A, which is boring as chests need to use 3 lockpicks every time. I can sneak behind Guild Master from north passage along left wall.
CONTACT BOOK
This book is hidden in safe behind grey boulders in Guild Halls. Usually there is only small bot patrolling this area. Just like in previous mission I can use flare to destroy grey boulders, but after destruction of one of rocks, flare drops into water and evaporates. That's why I need to use 2nd flare to destroy other boulder. I encounter another problem. In this area there are 2 cleaning bots. They can see and hear you. Even though they don't have any voiced alert, their 2nd alert will alert small bot. Plus they have ability to track your position in Guild Halls and they will always patrol nearby area. Usually they are stuck on barrels where Dagger of Chaos is located. So when I encountered one of these cleaning bots near ruined room, I went back to barrels room and waited there for cleaning bot to get stuck. Then I just destroyed both boulders with 2 flares.
TO BANTAR'S LAB
From boulders destruction you get Big Blue Geode and 4 small rocks. Take all of them to the place where you use 4 talismans, ignore elevator and put objects near evil mask. Here are 2 passages. Left is blocked by wall. It probably leads to Miners Residence from previous mission. Right passage leads to Bantar's Lab, but if you get too close, giant boulders avalanche will block this tunnel. It will 2nd alert mask too, but it wasn't made by me, so that's not a bust.
I need to go through this passage, because I want to skip killing Bantar objective, because it's impossible to ghost it. My idea is to throw rocks to block giant boulders from blocking passage. I can go as far as the middle of niche on the right of mask. But first I need to moss floor under ramp as throwing rocks there 2nd alerts mask. I throw small rocks first as close as possible to ramp and also one behind other, so it will be harder to push them. Then I take geode, save, run towards tunnel and throw it towards rocks. This way after many tries I created passage along left wall and after going to ramp I just needed to mantle over giant boulders. I also tested if I can leave.
BANTAR'S LAB
You need to douse torch above stationary headless creature. Then I doused couple of torches in center part of Lab. I needed to do that when patrolling headless creatures are away, otherwise they would go into search mode. On the left is Bantar. Don't go there. Instead go right to small lab and library. I doused fire on table, went under table and took Energized Coal Crystal from last table. Then I grabbed all loot, artifacts and Book of Darkness. Then I left Lab, took geode and put it near elevator. To complete objective about entering Banthar's Lab I need to use intended way in. For that I need 10 talismans from Ruins. After getting them I ride elevator with geode in my hands.
GIANT CRYSTAL ROOM
Here you need to use 10 talismans to destroy giant crystal covering the ceiling (I'm gonna call it crystal ceiling). It will also destroy crystal at the top of ramp. Klatremus mentioned in his report that this crystal is a monolith and is shaped by human. I don't think so. Usually monoliths has flat bottom and this one's bottom isn't flat, it's angled like raw crystals are shaped. I can't see the top of crystal, because it's covered by crystal ceiling. So I can't say if it's flat or not. But if it's covered by crystal ceiling, maybe crystal was visualized as a part of giant crystal as they are connected. So if giant crystal is natural, then crystal at the top of ramp also must be natural.
In my discussion with klatremus I mentioned the idea of putting on top of this crystal rock. Destruction of both crystals is visualized by hitting them with magic missiles shot from top of room. Crystal at the top of ramp is being shot by 3 magic missiles from top of the room, so if I put rock on top of crystal, magic missiles with hit rock (or rather Big Blue Geode in this run) and not crystal. And if crystal will still shatter, it means that crystal's destruction is scripted.
You can say that because crystal ceiling is covering top of crystal, so I can't see it, it's impossible to put any object on top of it. But that's incorrect. If you are at the top of ramp near crystal and you are standing, then throwing rock upwards will make it clip through crystal ceiling. While standing near crystal I threw rock while looking almost max up. This way geode landed on top of crystal and later blocked 3 magic missiles shot into crystal. Before any magic missile hit geode, crystal shattered, which is the proof that crystal's destruction is scripted.
As a fun fact, I found out that loot is placed inside giant crystal, so you can frob it while standing at the top of ramp through crystal ceiling. After crystals destruction I take all loot, destroy 4 icicles and ice covering hole at the ceiling. Then I rope to snow land. This area is prime reason why I wanted to ghost this mission. I remembered this area and I wanted to see it again. Though I didn't remember snow. It was fun to return to it. Then I just journeyed to icicle blocking path to Bantar's Lab. It's destruction completes objective of entering Bantar's Lab. To return back to giant crystal room, I dropped on far edge of blue ledge. This way I could fall without leaving rope arrow and without getting hurt.
PRISON
Now I need to open NW cell containing Dagger of Power and spiders. After using 10 talismans, spiders don't alert to you, but they will quickly escape from cell and run to the corner of Prison. Then they will fight thieves. I can't close cell to make spiders to not escape. But there is certain mechanic in Thief. If you go too far away from AI, it will freeze in place. In other words if you leave fast enough Thieves Guild, then fight between spiders and thieves will never happen. Then just escape to Eastern Passage and this mission is finished. With Bantar alive, world isn't free from his activities, but ghosting is more important than killing evil villains.
STATS:
Time: 1:44:00; Loot: 13397/13802 (3849/4254)
Pockets Picked: 5/9; Locks Picked: 40
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
klatremus on 1/11/2021 at 03:14
Mission 1
Great work here, and I'm happy to read your take on this mission. Glad you finally ghosted it. A couple of things:
1. During the thieves/guards fight you say you doused lights in order for the thieves to win. This is what I would call clear manipulation of the fight and is talked about in the rules, similar to opening a door to make enemies spot each other. It's funny, because this is what you said I had done when we discussed this earlier, though I never opened a door or doused any torches. You even use the word "manipulate" in your report.
2. I love the extra method of getting into the Viper VI tomb. Though you say I destroyed the lock on the door when I used the explosive charge. Why? Nothing was broken on the gate. It worked like before, it could be closed and opened with the inside lever. It could even be opened again with the generator and when closed it stayed shut. The gate doesn't frob or even highlight, and there is no key assigned to it, so there is no lock on that door. I know the texture of the door shows a keyhole, but there is no visible change in the functionality of the lock. The rule says: "Visible damage is when the object is destroyed or appears to be in a different condition than before." When you close the gate after blowing it open there is no way to tell I ever used an explosive charge, so no visible damage.
Mission 2
This is awesome Galaer! I will definitely try approaching Bantar's lair going up the ramp with the boulder trap like you did (perhaps not, see edit below). Also I will try destroying the boulders with the flares. I will probably make a part 2 to my video and show this, and of course credit you.
1. As far as the monolith is concerned, you will still not convince me this isn't property. Even if like you claim it is a natural crystal that hasn't been modified by any intelligent creature (which I still think it has), it has clearly been placed here on top of the red metal monument for a specific reason: in order to magically seal the entrance to Bantar's lair. Example: If I go out in nature and find 10 nice looking square rocks and place them next to and on top of each other to make a stone wall in my back yard, then if someone comes along and smashes 5 of those rocks, can they say they haven't destroyed my property? Of course they have! It is a configuration deliberately created by me for a specific purpose, to create a wall and block an entrance, exactly like in the mission. It doesn't matter if those rocks are natural objects and haven't been shaped by me.
2. Also, I don't think you have understood the proper use of the script rule. The point is to excuse enemy behavior triggered outside of Garrett being see or heard. The rules even says this: "AI behaviors caused by programmed scripts and not caused by Garrett's being seen or heard, are allowed." And: "Melees that occur beyond Garret's control, as part of a game script, are allowed." Even if the monolith getting destroyed is caused by a script, it is a direct result of Garrett's action and not involving enemy behavior. Examples of scripts being excused as we have discussed before are conversations starting, patrol routes being altered, events happening or changing elsewhere in the map when Garrett reaches a certain location, etc.
Edit:
3. You say boulders rolling down ramp 2nd alerting mask guardian isn't a bust, how? This is a trap sprung by Garrett, which results in an enemy hearing it and alerting. Ok you can call it an avalanche, but it's still caused by Garrett getting close. You say "it wasn't made by me, so that's not a bust". If an alarm triggers from you entering a room alerting enemies, wouldn't you call that a bust? How is this different? They don't alert to Garrett, but instead the alarm... Traps are mentioned in the Supreme rules as being a bust even when "crossing an invisible trip wire". Sure, tripping the trap isn't a bust for regular Ghost but alerting enemies are.
Again, great work here and I really enjoyed reading it. :D