Galaer on 13/2/2022 at 21:10
THE RISE OF THE MECHANISTS
MISSION 1 - MECHANIST TRIBULATION
At the beginning of mission you get suggestion to read your notes. Don't do it! They aren't necessary to progress and they give 3 objectives that bust ghost. 1st objective is about getting syringe and use it to destroy frogbeast egg. For syringe you need 1 invisibility potion and then you need 1 invisibility potion to enter animal area with frogbeast egg. Destruction of 5 enhancers is quite easy, but you need to drop them while staying in poisoned area. Last objective is about destroying 2 pipes under glass in lab rooms with timed bombs. Both bombs can kill AI close to glass, alert nearby enemies and for entering lab in abandoned building you need to use 2 invisibility potions to sneak in front of treebeast or free beasts to fight (initializing fight is a ghost bust too) and pray for treebeast to die. In the whole mission you can only get 2 invisibility potions and you need one of them to get Enhancer Prototype.
Luckily there is no penalty for skipping these objectives. At the beginning you must descend on ladder, take moss arrows, climb back up and moss grate at the bottom of ladder. Sewers are easy to ghost, but then you enter lab and you must run under watcher. Then you must time it and patroller away. Go right and use lever through vent's grate to disable watcher. Go to left room and use code. 6 glass shields will shatter and there is no way to prevent it (ghost bust #1). Take only Regenaration Canister as you don't need 5 enhancers.
Then you must time futuristic camera (it's completely silent, so you must watch carefully) and patroller to go through right lab. Moss the floor in it. Then go into right corner at the end of corridor and crouch. You are safe from camera, but not from patroller. Quickly grab grate and place it on moss. Hide in lab and again time camera and patroller to get into vent and disable watcher from next area. Drop next grate under watcher. Here is patroller to dodge. In last room take key from Mechanist and loot, then return to sewers.
Open 2 hatches. Now you need to nudge stationary Mechanist to one of side rooms. I prefer left room as there is shadow in corridor close to it. Take key from flooded room, unlock next door and close it. Hide in right room as 3 engineers will start patrolling between bunk room and generator room. Let them pass and go forward. Rest of sewers is easy. Disabling generator will make alrm noise, but only in this room and nobody enters it. Abandoned building is also easy, you just need to worry about small metal tiles in doorways. Also you will find here invisibility potion and 2nd generator to disable. Factory room is poisoned and in order to loot 2nd floor above entrance you will need to take some damage. I lost 5 HP because of it. Return to lab at the beginning of mission.
Go all the way to last patroller. You must open 2nd door in right lab, use invisibility potion and run for Enhancer Prototype. Here is also invisibility potion on shelf. On opposite shelf there are glasses (worth 50), but I didn't want to use 2nd invisibility potion for that. You must quickly leave this lab and hide in last room before patroller will turn around and spot you. Now just return to well at the end of sewers and go to London Town to finish this mission.
STATS:
Time: 0:51:09; Loot: 4155/4565
Pockets Picked: 2/0; Locks Picked: 1
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 5; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: IMPOSSIBLE
MISSION 2 - HOMEWARD BOUND
City mission, which is much easier to ghost than previous mission. To get Julia's documents you need to go behind patroller to 3rd gate, mantle on roof of small hut, jump on wall, go to 2nd gate and drop on top of stairs near gate. On 2nd floor of house is patrolling woman and 2nd room has guy who wakes up when you open door. You must open this door, but not enter. Wait for him to turn towards chest. To open chest I mantled on bed and slightly nudged guy forward, then dropped down and tried to highlight chest from left side of guy. To get out from this place I mantled on windowsill of small hut, then went a bit back and when I was starting to fall, I quickly hold jump to mantle on roof. In next garden is purse. Then I repeated climb on another hut, mantled on ledge and dropped on top of stairs near unfrobbable door.
In next area is patrolling cop and Mechanist who looks like he's in search mode, but he's not. Time them to go on left roof and turn off victrola. In house on 2nd floor approach bedroom only through next room to not wake up anyone. First I go straight and douse every torch in passage. In next area are patrolling guard and 2 patrolling Mechanists. Guard is faster then Mechanists. I mantled on metal fences to visit 2 small gardens for loot and turn off victrola, then return to crossroad and go right.
I waited with talking to my contact on marketplace and went to Macado. His objective was easy. I only had problem with remembering to take key from him and later to complete his objective. Because of that I needed to return to him twice from further locations. Contact is more problematic. He gives us our hotel room key. In my test run this key had tendency to vanish from my inventory and return to marketplace. That's why I thought that I need to ironman my path to hotel and it's the hardest place to ghost with mentioned before 3 patrollers. Luckily in my ghost run this problem didn't occur. Maybe what created this problem was interacting with this NPC after completing his objective and after reload. To get to hotel I needed to sneak from shadow to shadow along right wall and I needed to wait for 3 patrollers to go in the same direction.
STATS:
Time: 0:43:07; Loot: 7700/7885
Pockets Picked: 3/0; Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/1
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
Galaer on 13/2/2022 at 21:14
ROWENA'S CURSE
OLD BARRACKS
You start mission by falling and crashing crate. Except crate is destroyed before landing on it and we only here sound of crashing. Interestingly this sound returns whenever we reload game and we are close. And since I don't have control over Garrett yet, I'm gonna excuse this situation as not a ghost bust. Take lockpicks and read letter. Go down and gather 5 water arrows. You enter Old Barracks. Picklock door, but be careful patrolling corridor guard can hear it and go into search mode. After opening door you must nudge stationary guard in front of it a bit forward to the left. I'm skipping 3 water arrows from toilet, because of this guard. While nudging you must worry about 2 guards patrolling toilet and corridor. Go to spider room and mantle on bunks. Drop in corner above chest and open it. Then return the same way. The rest of this area is easy.
SOUTH WEST AREA
Courtyard is visited by patroller from Old Barracks and by guards walking through Mess Hall. Visit Barker's Apartment for moss arrows and loot. Then go through Mess Hall north to small courtyard. On middle beam is secret lever. Go to kitchen, which is 1st real challenge. You can enter Kitchen only from here. Go into NW corner. Kitchen is visited by woman servant walking between this room and Mess Hall and 2 guards walking through it to Basement. Inside kitchen is cook who's not a problem and turning guard who is main problem. He looks towards cook or towards door, but towards door he only looks for couple of seconds.
When guard will turn towards door, jump on table, try to crouch and drop into shadow on the other side of table. Wait for woman servant to leave and for guard to turn. You can't grab all loot in one turn. First go for purple box and goblet and return to shadow. 2nd round should be for grabbing water arrow and goblet from sink. 3rd for bottle behind green bottles. 4th round I use for grabbing 3 healing fruits. Then return the same way you came outside and go to Maid's Room for secret switch in corner. In Cook's Room is another secret switch in wardrobe leading to Basement.
BASEMENT
First use ladder to grab 3 coins in from small room. Return to Basement. There is guard patrolling cisterns room. Just walk in shadow behind cisterns. Visit NE room for Silas' key from purple guard. Here is also ramp leading to Inner Courtyard. I will go there soon. Go to generator room for secret lever behind right generator. Passage leads to 1st floor, but I'm not gonna use this route. Go to Wine Cellar for purse between barrels, then return to Old Barracks to open Silas's stash with loot. Maybe too early, but I don't want to forget about it. Go to Inner Courtyard.
FIRST FLOOR
Couple of patroller walk here and you have couple of places to visit. First go to Dining and Sitting Rooms for loot. Then visit Wilson's Room to grab White Room key and read book, which force you to not kill Lieutenant Wilson. Go to Storeroom for tiny ring hidden near overturned armchair. Then go to SE corridor near central stairs. It's visited by 2 guards, so be careful. You can go along wall to small room with purse and metal helmet guard will only 1st alert. Go behind these 2 guard to grab 2 purses and climb to 2nd floor.
SECOND FLOOR
2nd floor is much easier to ghost. Go to south balcony for purse. Loot also Blue and Yellow Rooms and open passage to undergrounds for later. Go to White Room and also unlock entrance to undergrounds. Under pillow is Lady Isabella's Diary, which gives Chapel key. On central terrace on the side of SW window is another secret lever. Time to go to Chapel. I'm going there from direction of central stairs.
CHAPEL
This part of the mission starts to be a bit of going back and forth. Corridor to Chapel is patrolled by 1 guard. Go behind him and dodge him. In Chapel is Red Room key on 3rd right window and 2 sticks on altar. Later you are gonna enter Sacristy via Dungeon, so in order to not get spotted by stationary guard you must nudge him forward closer to right door. Also it's a good idea to moss marble floor. It doesn't help that this room is visited by archer every 30 seconds, so you have small amount of time for nudging. Also you need to be careful to not block archer's path or it will be impossible to leave Sacristy in the future. Go to 2nd floor to Red Room, but be careful, inside is Lady Lucrethia and she can look towards door or in opposite direction. She has Garden key. Loot this room and use hook to open passage to undergrounds and outside. Go outside.
EAST AREA
Here is stationary guard who turns. Unlock east door and go behind stairs. Under window is secret switch. You must blindly wait for door guard to turn east, then mantle on top of stairs, grab his purse and candlestick above door. Return to previous stationary guard. Since accident area is observed by archer and well lighten I need to mantle on wall. Open door, mantle on it, then on wall above it and on outer wall. Go north, drop on lower wall and on bench. Go to chasm.
CHASM
Behind you will happen explosion and boulder will block your escape route. No idea if anyone alerts to that, but this is invisible trigger, so it's not a ghost bust. Gate of Hell is locked and it will stay locked until the end of mission. Go along left wall to get urn behind green spider. Use skull and stand on pressure tile. Take from behind left boulder skull. Put skull and 3 fruits on pressure tile. Now you can loot it and use 2 levers to unlock your path to Holy Sword. It requires 4 elemental keys though. Exit skull path. Also take 3 fruits with you. Go along right wall to dodge 2 spiders, then climb ladder to Rowena's Room. Here you will get key for this room and Library key. Go there.
LIBRARY
On middle bookcase is book switch for scroll. Go on 2nd floor. Here is sleeping Barker. Read book, climb desk, press switch and quietly drop on floor. From next room take 2 keys from safe and read book. Continue to appear above Chapel. Grab from chest Well Room key. Now you need to go to Basement and go west to NW Garden to Barracks.
FINDING WELL ROOM
Here is turning guard and this place is visited by 3 patrollers. Leave door to Basement open. In Barracks is secret lever on top of window. In storage hut are 4 flares and explosive barrel. Take it. Here I noticed that sometimes it's impossible to drop barrel on ground. Restart the mission and when it will load, load your save. The problem should be fixed. You need to bring barrel to Dungeon and I'm gonna use door in Chapel, so return there. Don't close/open right door if patrolling archer is nearby stationary guard, because guard will 1st alert and archer will hear it and go into search mode. Put barrel near door to Dungeon and close Chapel door.
In Dungeon douse 2 torches and moss floor in front of wall. Put explosive barrel there. Also there are 3 coin stacks that you can take through banner. It's also possible for banner to be destroyed due to explosion of wall. There is also tiny ring in middle cell. Time to throw flare at barrel when patrolling guard is away and stationary guard is looking left. Just throw flare at it, wall will explode alerting everyone here and in tunnel to Chapel and... you will fail this mission. The problem is that explosion also kills stationary guard and game counts this as kill done by us. So you need to nudge turning guard to ramp at the entrance of this room. Luckily after dousing 2 torches this room is very dark and you can stand in front of guards without being spotted. Just don't move too fast. Then explode wall, which alerts mentioned guards and destroys wall and explosive barrel (ghost bust #1). Use Well Room key to open door and when you enter portcullis will block your exit.
Close door and descend to the bottom of rope into well. Drop 3 fruits below and then drop from rope. Take them and Rowena's key, then read note and use 3 candles. Climb back up and use SW torch. In Sacristy read book and take all loot. Enemies in Chapel are alerted by explosion. Here is note from Rowena. Stationary guard vanished somewhere and archer walked to corridor leading to Chapel. I used this moment to sneak to shadow under windows. Archer returned, but he got blocked walking into pew. If I would stay in Sacristy too long, I would get spotted by archer.
The aftermath of explosion is archer walking into pew, 2 guards are standing on the other side of right door. I'm guessing that they are stationary guards in front of gate leading to Dungeon and Cemetery. As for Dungeon guards, stationary guard doesn't stay in his original position, instead he returned to his nudged by me position. Stationary guard from Chapel vanished. I don't know where he is. Maybe he despawns after visiting Sacristy.
ELEMENTAL KEYS
Return to 2nd floor and go to Red Room into undergrounds. Here are 3 water arrows. Fire key is guarded by 2 patrolling fire elementals and 1 stationary elemental., but there is a lot of shadows, so that's not a problem. Air key from White Room has no enemies, so it's free. The problem starts in Yellow Room with Earth key.
Here are 2 frogs and treebeast. You must use 3 levers to open portcullis to Earth key. North and south levers are no problem, but west lever has frog near it and area to it is well lighten. No matter from what direction you go, frog will always see you. So we can't use levers as it will force west frog to explode. During my test run I noticed that there is a way to grab key from west side without opening portcullis. It required making stack of 3 fruits and flare to get high enough to grab key. Unfortunately I appeared in well lighten spot and both frog and treebeast alerted. At least I didn't kill frog.
In my ghost run my target was to reach Earth key without being seen. First thing I shot 2 moss arrows to moss ground. After a while I decided to try stacking rocks. To my surprise rock falling on rock didn't make any noise. I wonder if they also don't make noise when falling on ground. I didn't test that. If you go too high when climbing in front of pedestal you will become more visible and frog can easily go into search mode. That's why I tried making stack NW from pedestal. But then I had another problem. In order to reach key, which I think has lower frob range, I need to have ability to lean while on rock. To do that I jump in place. But due to how wall around pedestal is angled (upside down slope), I bounced out of wall and fall west of my stack into light. Also overtime I noticed that treebeast nudged himself east for some reason. Another thing I noticed that sometimes frog may not make any alert when going into search mode, so whenever your light gem was well visible even for a split of second, observe frog's reaction.
I noticed that 2 of 6 rocks are bigger than others. So NW from pedestal I made stack of 3 rocks: big at the bottom, normal at the middle and again big at the top. It was very hard to mantle on this stack, so I made stack of 2 rocks north from 1st stack. Thanks to it I managed to climb on 1st stack and weirdly enough I could lean without jumping in place. Perfect. Now I only needed to go south on this rock as possible without falling and lean forward for Earth key. That was really tough challenge.
Lastly Water key is in Blue Room. 3 diamonds (300 loot) protected by 3 spiders are impossible to collect - area in front of them is too well lighten and spiders have their back turned towards you. Your progress is on the right. You must very slowly enter cave with another spider looking partially in your direction. It's hard to move along wall as it's upside down slope again and you get stuck on wall. After dodging spider I decided to nudge him east, which partially backfired as spider started to see me trying to go to exit. When you decided to nudge him, which is optional, you must nudge him east as far as possible. Small spider is easy to dodge by crouch walking along right wall. In Water key cave you don't need to use skulls from safes, just do strafe jump and mantle to grab key. In water are 2 diamonds and return to green spider (instead of loud jumping on slightly higher ledge you can mantle directly to him).
CEMETERY
With keys get back for Holy Sword, then go to Gate of Hell. Here you will find note with new objective and Locker key. We only get objective to kill Cedric, but note explains that we need to kill Duncan's ghost at Cemetery first. It's not objective, but if you don't do it, Cedric will not spawn. Since ghost is apparition, that means that he can't be killed in one hit. So that's a ghost bust #2 anyway. Go to Rowena's Room, open locker and read book to get Cemetery key. Time to make detour there.
Go to Garden through Red Room and then go south. Cemetery gate is guarded and it's impossible to go this way without being spotted. Also there are 3 patrollers walking here to north part of garden and 1 patroller walking in front of Cemetery. While in small garden under Cemetery wall open south door and mantle on it, then mantle on lamp. You can close door now, then jump on Cemetery wall, but be careful, Duncan's ghost can spot you. Go left to shadow and drop behind tombs. Go to passage. Kill him when he's very close to statue between tombs. Patrolling outside archer should be walking near entrance to Dungeon. If he's on the other side of wall, he will hear Duncan's death and he and Cemetery guard will go into search mode.
After successful kill, loot Cemetery, mantle on tombstone near tombs and mantle on wall. drop on the other side and return all the way to Gate of Hell. Here is walking Cedric. He can't be KO-ed. Moss marble floor, then go behind him, steal his Alastor's key and kill him with Holy Sword. Hide his body and enter Gate of Hell.
GATE OF HELL
This is final area of this mission. Enemies here look like Trickster, but they act as haunts. You must go to the bottom while gathering 3 urns and nugget. Then go left to prison. Go as close as possible to cells and lean forward to grab 4 golden bones behind zombies, then go to big gate and open it. You need to slightly nudge one of stationary demons forward, so you will go through gate. Here is torc on ground. Use left passage to get to Rowena.
Go above lever, drop 3 fruits on ground and drop on them. Here I doused 7 torches, but it wasn't necessary, because shadow will not help you too much. Just kill Rowena. Her 3 clones will appear and they are all alerted. Kill them to another 2 clones spawn, then Rowena will change into zombie. Kill her again. Lady Isabella will wake up. Since she can alert to us, KO her immediately and then kill last form of Rowena before she will free demons. Actually killing her objective gets completed after 2 overhead swings, which aren't enough to kill her. It's probably a glitch, so I killed her completely. After killing her demons will also die. During the fight they were alerted, but they were locked in cells, so they couldn't join the battle. This whole boss battle is huge ghost bust #3.
Open path to where demons were locked and go down. Go along left wall to grab key near female zombie, then go upstairs and use passage leading to lower floor where 4 zombies patrolled. That's right, zombies weren't affected by Rowena's death, only demons. Go behind zombie and open gate. Take loot and use lever behind sarcophagus to find last secret. Return upstairs. Take Lady Isabella's Body and go through gate to ramp leading up. This time go right, grab nugget and Front Gate key from Lenny's body. Get out from this place.
ESCAPE
You must take Lady Isabella with you to Front Gate. Go to 2nd floor of mansion and use central stairs to go to 1st floor. From here reach small SW room while walking along wall. Here is ladder to Basement and immediately passage to Cook's Room. Return to SW corner of map to south entrance to Mess Hall. Front Gate is well protected, so you can't use intended way. So you must mantle on torch above south entrance to Mess Hall, then on roof and go on Barker's Apartment roof and on outer wall. Drop on lower floor above Front Gate and drop on the other side.
I skipped bonus objective as it requires KO-ing Lady Lucrethia and Lieutenant Wilson and placing them in Lady Lucrethia's bed, because it requires KO-ing these 2 people. Plus I don't want Lieutenant Wilson to get accused of raping Lady Lucrethia and soon after imprisoned and executed. Also in my stats I get 12 kills. I'm pretty sure I only killed Duncan's ghost, Cedric and 8 forms of Rowena. Unless due to heat of Rowena's battle I miscounted her number. Bugs I encountered in this mission were related to vanishing doors, not being able to drop item or object you carry or my arrows would freeze in air. To fix all bugs other than vanishing doors sometimes I just needed to reload game, but sometimes I needed first to restart mission and then reloaded it. I have no idea why sometimes one solution works and other it requires 2nd solution.
STATS:
Time: 3:04:19; Loot: 8474/9074
Pockets Picked: 9/13; Locks Picked: 25
Back Stabs: 3; Knock Outs: 1
Damage Dealt: 230; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 12
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 8/8
GHOST: IMPOSSIBLE
Galaer on 13/2/2022 at 21:15
BALFOURS SECRET
Short city mission. To get down from terrace near cemetery, jump on lower sign. Cemetery guard isn't hard to ghost. Just steal his key, unlock gate and when guard is looking west, run along right wall and enter cemetery. Finding tunnel requires dousing torch. Here is drop into water that you want to avoid as it may 2nd alert spider in cave below. You can lean for switch opening ground and then shoot rope arrow into wall (not too high as you will be too high to jump without getting hurt. When you are in cave, but still on rope you can go to starting point to finish this mission or continue. You can use this route to exit later too, by shooting rope arrow in ground of the shaft.
In crypt there is locked gate. It requires shooting goblet in one of tombs. This is damage property, so you can't do that. Due to author overlook you can actually walk through middle of this closed gate. Dodge fireballs, take Hand of Glory and jump to activate switch under it. Go on the side to avoid zombies, take Balfours body, dodge patrolling zombie and go to elevator to cemetery. Put body into grave and return to starting point. Easy mission.
STATS:
Time: 0:22:56; Loot: 3141/3341
Pockets Picked: 6/8; Locks Picked: 13
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 3/3
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
Galaer on 13/2/2022 at 21:16
BROKEN HAMMERS
At the beginning of mission is something that for some time I thought may be a cutscene. There is battle between haunts and Hammerites. Behind us will show up haunt who is the only haunt aggressive to us. He will attack us, which teleports us to next area. Don't crouch as his attack will make us lose 6 HP. If you stand you will only lose 4 HP. As for your movements - you can move only couple of steps, but you are blocked by invisible wall. You can jump and mantle on it, but haunt will go after us. He can die in the attack and then you will not manage to continue this mission as getting into other haunts attacks don't teleport us. I have no idea if I should qualify this situation as a ghost bust or excuse this as part of cutscene where I'm out of control.
Ghosting is pretty easy until we reach church. Here is your equipment. From here you can shoot rope arrow at carpet on wall to get on higher bridge, but wait with that. Here is patrolling haunt who for me got stuck on hammer statue. Go to next door to get High Priest's Room key. Next is metal bridge, but in the middle lamp gets turn on and expose you to undead archer. That's why I prefer to rope up from below.
Go to last room and drop through hole along left wall. Drop on right side of haunt and grab sword. I didn't found any way to ghost 2nd haunt, so kill him (ghost bust #1). Quickly open door of next house and mantle on gate near dead haunt. 3rd haunt will walk and when he will enter house, close door and shortly after they will become unfrobbable. Haunt is trapped, so we can progress to next area.
Here you will need to be careful of archers at the top. Douse torches and walk along right wall. Ignore south passage. It leads to catacombs, which leads to exit, but this route requires destroying wall. Continue going along wall to east passage opposite to entrance to this area. If you try enter you may hear haunt's laugh. It's probably undead archer at the top of wall. You must time him blindly. Go through warehouse and when lamp will turn off for couple of seconds strafe run to left wall and enter hole.
This is undead city. Streets are patrolled by haunts and 2 of them have lanterns. Much bigger problem is from undead archers on roofs. Most of houses has access to roof, so enter 1st house and rope up to roof. Here is watch tower, but it's locked now. You must find key for it and it's located in last house. Use rooftops to dodge haunt and descend on street. Go along left side and try to not get spotted by archers who sometimes aren't visible for you. Near last house will be scripted event of falling rocks, which will alert nearby haunts. Enter house with stairs and quickly go into right corner, because archer can spot you through hole above door. Grab key from 2nd floor and return to door. Go as close to it, open it and move forward with them, so you will not get spotted by archer. Return to watch tower.
Here is turning archer. Descend downstairs and use shadow to get to opposite wall. Douse right torch and mantle on it. Shoot rope arrow into wooden roof, but don't shoot above torch. Mantle on wall and go to passage leading downstairs. Open portcullis to area with dead bodies. Be careful of 1st body, because touching it will hurt you. Go to Hammerites.
You will get new objective of killing undead horde. Hammerites can kill them and complete it, but there is not enough of them. So I was forced to assist them and use 1 flashbomb. I have no idea if this kind of assist is considered a ghost bust when I have objective to kill haunts and they are alerted to Hammerites. After completing this objective just go to 2 lying zombies to complete this mission.
STATS:
Time: 0:27:38; Loot: 400/600
Pockets Picked: 1/4; Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 33; Damage Taken: 4; Healing Taken: 0
Innocents killed: 0; Others killed: 1
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: IMPOSSIBLE
Galaer on 13/2/2022 at 21:17
BROKEN HEART
First part of mission is searching for keys and loot in deserted castle. After you get sword and use lever, thieves and knight spawn. They have purses for you to finish loot objective. Visit room with corridor patrolled by 2 thieves for purse before going to 2nd floor. After visiting 2nd floor 4 more thieves start patrolling the same place. To reach their purses go from courtyard as far as possible and lean for them. Your gem will become yellow, but they will not see you.
At this point you should also found Lucky Hand. At the arena are Castle Keys in right brazier. I mossed floor, because it can muffle sound of fight. Isildo can't be killed in one hit (ghost bust #1), he can't get out of this room, but thieves can enter it. Eventually I decided to climb above door and shoot Isildo to death. This attack has been heard by thieves (ghost bust #2). They couldn't reach me and after killing Isildo mission ended.
STATS:
Time: 0:58:43; Loot: 3267/3367
Pockets Picked: 16/17; Locks Picked: 0
Back Stabs: 1; Knock Outs: 0
Damage Dealt: 129; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 1
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: IMPOSSIBLE
klatremus on 17/2/2022 at 16:36
Game:
Thief 2FM:
A Keeper of the Prophecies 3: The InsurrectionGhost -
Chemical SuccessPerfect Thief -
Chemical SuccessSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 1:00:50
Loot - 2238/2238
Pockets Picked - 17/17 :cheeky:
Secrets - None
Locks Picked - 6
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 5
Healing taken - 9, Other Kills - 0, Bodies Discovered - 6
Consumables - 1 Invisibility Potion, 1 Magic Healing Apple
See the entire report with screenshots (
https://www.klatremus.org/KOTP/KOTP3.htm) here!
Loot list (
https://www.klatremus.org/KOTP/KOTP3_L.htm) here.
YouTube let's play (
https://youtu.be/iLzS0N3mC0I) here!
Comments:A beautifully made cathedral by Frobber stands out as this mission's crowning achievement. The story features the insurrection of the mechanists, plus Garrett's desperate need to stay alive. This is actually a very easy mission, if you know where to go. But the compound can be quite confusing to navigate at first, and loot is few and far between. Sadly, the campaign takes a nosedive in quality after this.
Since I was still poisoned, my main objective remained the same as in the previous mission: Get to the precursor portal before midnight, meaning within 65 minutes. Not much to report from this mission really. It was quite straight forward, except for at the very end. If you want to get all the items and pickpockets, it becomes a whole different thing; a race against the clock to be honest. I managed to get all the pickpockets with about 7 minutes to spare.
The only way to enter was via the catacombs, unless you want to follow the mechanists, but I don't even know if that is possible. I could ascend up either ramp to the main floor, but that involved picking a lock, so I took the elevator in the semi-hidden tomb instead. Grabbed the loot on the various altars and headed upstairs. It was a bit unpredictable where guards would be, but they were easy to dodge. The vicar and high priest's offices held the remaining loot. Took a hidden passage from the chapel to the elevator leading to Karras' lab. Here I could start the precursor “puzzle”. Had to disarm the mines in the labs in order to place the blocks onto the pressure plates. I dropped them back on my way out, which rearmed them (image below). That was required for Supreme. Also returned the blocks to the offices. Had to do that while the patrolling guard was at the other end of his patrol, otherwise he heard it.
Inline Image:
https://www.klatremus.org/KOTP/KOTP3_files/image001.jpgWhen leaving, I had to use an invisibility potion to keep regular Ghost alive. There was no way to enter the portal without doing so. Lots of hammerites stared straight at the machine and the whole balcony was brightly lit (image below). I ghosted the mission twice; the second time I did so without needing to take any healing. In fact, I only lost 1 health point as the whole run was only 23 minutes. The stats above are from the narrated let's play.
Inline Image:
https://www.klatremus.org/KOTP/KOTP3_files/image002.jpgNotes:- Used an invisibility potion to remain unseen when entering the portal. Supreme bust, and renders regular Ghost a chemical success.
- The bodies discovered was from the hammerite-mechanist fights; nothing to do with me, as I was not spotted.
Galaer on 6/3/2022 at 19:39
CURSE OF THE HAMMERITES
In sewers are 2 nuggets in water. At first I thought mantle cancel technique will not work, because water surface is on the same level as ground, but I was wrong. I dropped on edge above water and went backwards towards water. When I was slowly falling into water, I mantled and immediately cancelled it. This way I managed to drop into water quietly.
I couldn't get 10 purses (1000 loot) from police station. Area is well lighten and passage to corridor is observed. Plus there is patroller and room with purses has non turning stationary cop in front of it. Lights can't be turned off. You could run there with invisibility potion from shop, but you couldn't return outside. So I skip this loot.
To get the Eye from catacombs you must destroy lower wooden plank (ghost bust #1). This also alerts patrolling area treebeast. And just because of that it's impossible to ghost this mission.
STATS:
Time: 0:45:37; Loot: 6764/8064
Pockets Picked: 8/8; 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
Secrets: 0/0
GHOST: IMPOSSIBLE
Galaer on 6/3/2022 at 19:41
THE SUN WITHIN AND THE SUN WITHOUT
SPIDER MINES
This is 1st area of this mission and it's the hardest to ghost. It's full of gravel and small spiders. It's dark at first, but patrolling ghost will relight them. Ghost is neutral, but spiders will alert to him. Not enough to attack him, but they can do 2nd alert noises without searching around. Though sometimes they can start searching without me being seen or heard. I'm only gonna take them as bust on my side if spiders will go for search to me. Spiders will stay sensitive for the whole mission. Dousing torch will make ghost relight it and when it will happen, ghost will change for couple of seconds into his hostile form. Spiders will go after him much easier because of that and the fight may occur. Ghost will kill all of them. So for ghost run you must go past this area without dousing any torch or when you douse torch you must relight it with mushroom flare before ghost will relight it. Also this area is impossible to ghost with torches relighten.
So after teleporting into this area you must quickly go left and run on stone slope to gravel, then crouch run quietly to tunnel and hide on the side. Ghost will relight all torches. There should be 2 spiders patrolling this tunnel. When they descend climb up and hide in shadow behind pillar. Take crate with you and climb ladder. This area is safe and you will get Energy Control key, which forces you to return to spider mines.
Return back to tunnel. There will be one more spider visiting this tunnel. You must quickly, but quietly go close to stationary spider and past him to hatch. Spiders are more sensitive than before, so be careful. Opening and closing hatch will 1st alert patrolling spiders, which can lead to 2nd alerting other spiders. Below use 2 wheels and return upstairs. Return to ladder is much harder and I was forced to use creep button to climb gravel. Small spiders can see you from far away now. Sneak to shadow behind pillar, then go along right wall to ladder.
Few extra notes about spider mines. There are void portals that lead to starting point and if you didn't complete all objectives don't take them as spider mines are impossible to ghost right now. One of these portals are behind wall at the beginning of this area. To get there you need to blow it up with explosive barrel, which weakens wall (damage property) and alerts spiders. Then you need to put loose bricks away and inside is mentioned portal and nugget worth 25 loot. Because of these busts I'm gonna skip this piece of loot. Near start is exit to outside and intended way into blocked by boulder tunnel is by destroying it with fireballs. It alerts spiders, so I'm gonna avoid that. There is another way there and I'm gonna use it at the end of mission. Near ladder is elevator door, which opens after turning 2 valves in Energy Control rooms on both asteroids. I will need to return to this door later.
CAVE
Teleport to 2nd asteroid (called Village). Here is fire temple and you can grab 2 urns by throwing crate on ledge and shooting rope arrow into it. That's another unique feature of this mission, which allows you to climb to higher places or descend somewhere. Crates don't need to be solid for you to be shot and these crates are indestructible. When rope arrow will hit them, crates will become unfrobbable. First go down and jump past body. Here is crate and locked wheel. You need Wheel Peg for that. It leads to locked tomb at starting point and it will be my exit. Take crate to torch and rope down. Grab 2 crystals. Tunnel leads to spider temple. There is lots of loot there, Lucky Charm and another void portal to starting point, but it's also well guarded by spiders. There is another entrance there, so I'm going to return here later. Return to start of this cave.
Go south. Here you need to throw crate to higher ledge to rope up to it. Then take crate and put it under crystal to jump for it. Descend to the bottom of stairs and put crate on edge. Jump down and rope down for another crystal. Return to higher ledge. In tunnel is high crystal. You must mantle on rock, which may be hard and take it. Douse 2 torches and grab 2 more crystals. Go to earth temple and moss picture to open it.
Here is earthquake, which doesn't allow you to lean and makes harder to mantle. Use crate to get up to urns, then shoot rope arrow into upper crate to get to water temple. Take 3 gems and you need to throw crate, so that you will manage to rope up to air temple. This is low gravity room with gas arrow and tapestry. Use gas arrow to open big picture, then go up and shoot water arrow into frobbable hatch. This leads to ruins (in mission it's called village).
RUINS
Read both books and take Ring of Clarity from skeleton's hand. Don't grab skull as it destroys windows. Here are also 2 banners that count as loot (they are worth 100 loot together). In order to collect them you must cut them first. This may count as damage property though ( especially since upper part of banner stays on wall), so I'm gonna skip them. Go outside and douse torch near ladder. Climb to middle of it. Above you is the most unique enemy I ever seen - Sun. Sun can spot you and shoot fireballs at you, so my target is to avoid being seen by it. But I need to get to the roof for Sun Crystal. To do that you must wait for asteroid to block it's view. Since asteroid flies very slowly you will need to wait couple of minutes for it. Then climb up, grab telescope and Sun Crystal under it and quickly descend to lower floor. Be careful, on roof there is also another void portal leading to starting point.
Return to air temple and use Ring of Clarity. Temples effects will disappear and secret shaft will open. Use it to descend to fire temple and press tiny secret switch to open path to secret tomb. Take 2 rocks with you and put it on pressure tiles where 2 urns are standing. Take 2 rubies from statue to unlock exit door. Open sarcophagus and stay away as gas can kill you. Grab all loot and return to fire temple. Open picture with Sun Crystal.
Ghost has Star. Open room with 2 valves and lock it behind you. You must free star. Use left wheel and you will hear ghost trying to enter this room. He reacts to position of this wheel even if he can't see it and when wheel is deactivated he will immediately return to his usual patrol. Because it's scripted behavior and ghost isn't alerted by seeing or hearing me, I'm not counting that as a ghost bust. When star will fly to the end, turn off left wheel and wait. Then use right wheel and wait for star to escape. Ghost will storm the door again. When star will escape turn off right wheel, so ghost will return to his normal patrol. Also in this room is another loot banner (worth 100 loot this time), which I'm gonna skip.
SECOND ASTEROID EXPLORATION
Thanks to freeing star, Sun is neutral now and will not shoot you. You can also see star slowly flying towards Sun. Go to fire temple to get Wheel Peg, then return to air temple and go outside. Go to floor with broken torch and crate. Use it to rope down to 2 gems on outside wall. Go to the bottom. South part of asteroid has secret holy mushroom and 7 nuggets (one of them I noted, but couldn't find it in my ghost run - it's worth 25 loot and I noted that it was located on soth part, but it was before taking break 3 weeks ago). There is also couple of frogs, but they are easy to avoid.
Go to small houses. One of them is Energy Control room with 2 wheels to use. Another house has passage leading to spider temple. Jump to lower ladder and take gem. Go quickly to lower floor, extinguish candles and grab all loot and Lucky Charm. There is plenty of shadow and only 1 spider patrolling this room. And don't jump into void portal. Instead go up and jump from beam to beam to top ladder. Go to portal house and teleport back to mines.
FIRST ASTEROID EXPLORATION
First of all, elevator door is opened. Ride elevator down. Under it is nugget. At the end of tunnel are Sun Gems. Take 3 crates and go outside. On north part is nugget, but it's very hard to mantle out of this place. You need to do tricky strafe jump to mantle on right part of rock. In SW area is secret nugget under left rock. Go north from it to the edge and look down. Here is light mushroom and it indicates entrance to area mentioned earlier as the intended way in is by getting Sun destroying boulder. To get there you need to put crate on edge and rope down. No boulder is here to block your path. Take 2 crates with you.
In tunnel is nugget. Put one crate on it's edge above beam. Drop on this beam and put last crate on it. Jump to highest beam and grab nugget from ceiling. Here and behind pillar are good shadows. This area is visited by ghost and 1 spider, but their patrol route is long. Drop on gravel and grab 6 nuggets. Behind boulder is secret nugget (worth 100 loot), but you need to explode boulder and it will alert spiders, so I skip it. Go to dark tunnel and go to left boulder. Lean into it to grab another nugget. Climb back up on beam and shoot rope arrow into tunnel crate. I didn't do it earlier as it's possible for crate to slightly slide down, which will make rope arrow to fall down and make huge noise. Return outside and teleport to 2nd asteroid.
EXIT
Go down to locked wheel and use Wheel Peg. You will teleport to locked tomb, which will get unlocked by itself. Use secret lever behind statue and grab lots of loot from there and read scroll on table to complete bonus objective. Then go to double door to finish this mission.
STATS:
Time: 1:27:50; Loot: 3305/3980
Pockets Picked: 1/1; 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: 4/5
GHOST: SUCCESS
PERFECT GHOST: IMPOSSIBLE. I skipped 3 loot banners as you need to cut them first and it may count as damage property. I also skipped nugget behind wall and another secret nugget behind boulder both are located in spider mines. Their explosions alert nearby spiders. All skipped loot is worth 400 together.
Galaer on 6/3/2022 at 19:43
DELFORD ABBEY
1st tricky location is church. There is patroller walking around and another patroller walking on middle carpet and priest near altar. Luckily enemies aren't too sensitive, so your gem may be yellow, but they will not see you. First go left and right for loot on closest tables, then walk behind middle patroller and hide between pews. Go to priest and take loot from altar and his red key, then visit farther tables on both sides for more loot and return the same way.
2nd tricky location is catacombs. You must walk behind zombie on stairs and drop down, because zombie will turn around and block entrance. There is lots of undead walking right and secret wall with Holy Sword. Go right for 3 candlesticks, then go left for 6 candlesticks and enter center area. Go right and drop on stairs. Go to the other side for another 2 candlesticks. Sadly I forgot to grab one candlestick from this area, but I didn't want to return for it. At the bottom is gate and corridor with haunt. You must visit corridor for 5 candlesticks that will complete loot objective, but entrance is too well lighten and haunt will spot you. You must kill him (ghost bust #1) when patrollers are far away.
Gate leads to scepter and to mastermind behind undead appearance. It's tricky to sneak to him. First run to 2nd left column and hide in small shadow under it. Wait for mage to calm down, then crouch run behind 3rd column and wait again. Then strafe run to corner. You can KO mage if you want, but killing him will spawn alerted zombie in the same place (ghost bust #2). I think he hears agony of mage and he alerts to that. Return to corner and mission will just end without any need to return to starting point despite heaving this objective.
STATS:
Time: 0:20:11; Loot: 2540/2615
Pockets Picked: 0/0; Locks Picked: 0
Back Stabs: 3; Knock Outs: 0
Damage Dealt: 60; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 2
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: IMPOSSIBLE
Galaer on 13/3/2022 at 13:49
FIVE TIGERS: HBS IRON BUTTERFLY
First mission of this series is surprisingly easy to ghost. Big area, but not many patrollers. Worth noted is warehouse corridor with 4 patrollers, terminal building with lots of marble floor and sewers with small spider at the middle that can be ghosted by walking along wall, which is useful when returning to starting point with Catharine Walker. I also got bonus objective for finding information about person who hired us.
STATS:
Time: 0:50:14; Loot: 10455/12015
Pockets Picked: 0/0; Locks Picked: 21
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 8/8
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE