Galaer on 13/3/2022 at 13:50
WHATEVER HAPPENED TO SIR AGUTT?
Outside can easily be ghosted by running along right wall. You must leave last urn on the right in catacombs for later as it spawns 2 spiders and they will block corridor. Castle has lots of patrollers and they have good range of seeing, so you must be careful to not get spotted from far away. After completing objective with Lord Agutt, new knight near front door spawns and he may be problematic. You must skip bonus objective of finding 10 magic rolling pins from cook's room as it's behind banner and it can't be frobbed through it.
When you get doll and complete all objectives return to catacombs. There are 2 new spiders. In corridor with urns douse 3 torches, go behind spider to corner and douse torch near green spider. Give doll to girl for secret loot and return for urn from corridor and lean for it. Spiders will fall down, but in darkness they will not see you. Exit is in well lighten area and there are guards nearby, but you only need to time archer, so it's not very hard. I completed 2 bonus objectives by returning wedding ring to servant from small house and giving doll to ghost girl.
STATS:
Time: 0:17:30; Loot: 2352/2352
Pockets Picked: 3/6; 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: 1/1
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
Galaer on 13/3/2022 at 13:52
HEIST AT NIGHT
To enter sewers without taking damage you must drop crate, but due to water below, crate will not be solid. So instead of dropping you must put crate near hole and then push it into hole by bumping into it. Then you must go behind thief and dodge him from left. House is harder. You must time 2 patrollers and go to stairs. Upstairs there is another patroller. Visit library with another patroller for 9 coin stacks. Then visit bathroom for 2 candlesticks and enter noble's bedroom. Hide behind pillar and wait for noble. Go behind him and dodge him from right (sometimes you will be forced to dodge him from left though) and picklock chest. Since it's a long picklock you will need to repeat that 2 more times. Also steal key from noble. Enter next room and when noble will leave take purse. Go behind noble and dodge him. Return to stairs.
Go behind patroller to last room on right for water arrows. Because 2 patrollers have the same length of their patrol routes, you can only go to stairs when guard is walking right. Go to room near stairs and douse fire. Take 2 bottles and nudge woman to door. Return to room with water arrows. When guard will go left enter last room and hide in shadow on the right. Take everything from table and go to 2nd shadow. Lean to open door and strafe run there. Enter catacombs.
Go behind haunt and dodge him. Because loot objective is the only objective in this mission I'm gonna to skip loot from 1st room for now. In center room lean for 2 urns. Go left and slowly sneak past zombie. Cancel mantle to quietly drop into water and get all loot possible. One urn is outside your reach and you will need to do mantle cancel to drop into right water. Then return to 1st room and take all loot. And mission will end.
STATS:
Time: 0:19:52; Loot: 2315/2315
Pockets Picked: 2/2; 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: 0/0
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
Galaer on 13/3/2022 at 13:53
TURN OF THE TIDE
I suspect that this is another mission made for ghosting as it's very easy. There are some fights in it. I triggered battle inside inn to get invisibility potion for end mission battles. It wasn't needed, but I learned that thieves from inn are enemies to thieves patrolling city. So some thieves died and Hammerites from priory got alerted. Other fights are 3 thieves vs haunt in catacombs. Thieves have no chance. And of course final battles between thieves and Hammerites that can create some mess, but since enemies don't see you, then after battle aren't very sensitive. Because of battles I got body discovery stat.
In my test run Hammerite patrolling 2nd floor fell down and started to walk in place in front of entrance door, so it was impossible to enter. There is purple box worth 100 loot. In my ghost run I had no such problems. To get purse from front door Hammerite I went through church to front door and blocked left door while closing right door and grabbed purse before patroller would spot me. I skipped a secret near church, because it requires cutting banner and nugget behind it can be taken through it. In catacombs are traps that can hurt haunts. Also I forgot to grab 1 urn from catacombs worth 20 loot. I noticed this at the end of mission and I didn't want to return for it.
STATS:
Time: 1:07:51; Loot: 6791/7256
Pockets Picked: 10/15; 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
Bodies Discovered by Enemies: 1
Secrets: 1/2
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
Galaer on 13/3/2022 at 13:54
A WATER ARROW IN THE FIRE
There is lots of walking in this mission. Also the only source of light are gas torches. Guards can't relight them, because they are too high for them and if they try, they will stand under gas torches forever. After looting garden I roped up to 2nd floor balcony to grab water arrows, Vault key and complete daughter's objectives. 1st floor has lots of patrollers, but overall it's easy. The only challenge is fountain room. It requires dousing blue fire under ceiling and 2 gas torches. If patroller is too close to gas torch we are dousing, then servant will go into search mode. After dousing you must moss outside corner of fountain and very quietly enter it to grab all coins. Then mantle up and fall on moss.
STATS:
Time: 0:45:58; Loot: 54980/55230
Pockets Picked: 20/22; Locks Picked: 4
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 6/6
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
Galaer on 13/3/2022 at 13:55
TORN APART
Old report failed ghost run at least once (it's indicated by regular font of mission name). So I thought that if it's possible to ghost same mission it will be because of new techniques discovered or because of new mantle. So far I couldn't successfully ghost missions reported as impossible to ghost, but this mission is different. In this mission new mantle saves the day.
First problem is getting to 2nd floor. Upstairs key is in chest in church, but it's protected by super fast thief who vanish after dealing some damage. That's a bust. But it's possible to climb to 2nd floor from courtyard. You must mantle on tomb, then at wooden ledge above fountain, back off a little to mantle on top of dome and then mantle to metal railing.
This mission has very long picklocks. Luckily you can skip 2 of them by jumping to central balcony - this skip picklocking chest with Bedroom key and picklocking portcullis blocking our path to bedroom. In basement are 4 doors on both sides. Treasure key is in 2nd right room, but there is a gimmick here too. If you open one of 4 doors super fast thief will teleport inside and he will stay there. There is only one thief who can spawn in basement, so open any room other than room with key, close door and go grab Treasure key.
Hell Talisman triggers new treebeast to show up. Now you can ghost this room by mantling on metal fence and then running along wall to exit. Final challenge is single treebeast blocking corridor, but if you wait couple of minutes you will notice that treebeast will nudge itself right allowing you to go past him along left wall.
STATS:
Time: 0:19:32; Loot: 1903/2023
Pockets Picked: 0/0; Locks Picked: 4
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
Galaer on 13/3/2022 at 13:58
THIEF - THE CHAIN PROJECT
This is collab mission made by couple of FM creators. Mission start from obligatory fight with guard who must be killed (excused by objective), but we are falling right in front of him, so he immediately attack us (ghost bust #1). Door will open and the next area is hub. Touch ring slot on the left to get new objective. Then go straight to teleporting book leading to Pirate Area.
PIRATE AREA
You get 4 rope arrows. Use them to rope down to grab statuette on wooden ledge, then return to top and jump into sea for Ring of Vlad. Avoid wooden planks on the floor as they can break and go to cave. Here is lying pirate zombie. The problem with him is despite him lying he can still see you, so jumping over him will lead to 3rd alert. You can only ghost him by jumping in place behind him, so he will slowly stand up. Then he rotates 360 degrees along right side, so when he will start turning, strafe run along left wall. You will receive only 1st alert from him.
You have 2 paths. Go right first. Here is extremely sensitive spider. He can spot you even without looking towards you if you aren't in shadow. Since you can't mantle into passage you must jump on edge of stone. Then you must fall down while crouching. Even if surface below is quiet, spider can still go into search mode if he will hear any noise. Go for loot while spider is on the other side of pillar. Other path goes left and it has hidden attic and another lying pirate zombie with red key. Rope up and teleport back to hub.
BUNCH OF SHORT AREAS
Use Ring of Vlad to raise portcullis and run to fountain. Here is another guard who must be killed (excused by objective). He has Demagogue's key. There is also house with 2 goblets and 2 keys and levers that finally will open exit to hub. It's pretty easy to ghost. Demagogue's Area is also mostly easy. Scroll gives you new objective.Problematic part is water drop that hurts a lot. But you can nullify damage by dropping flares just before ground. Also don't forget to grab Lump of Lead at the top of pool. At the end of 2nd bridge is also secret with water arrows. Then you must dodge zombie from left. To escape use window near Crystal to drop into river.
Next door leads to 3 areas (Mechanist Area, Pagan Area and Undead Area) in 3 directions and down to alchemist. Go to alchemist, take 4 moss arrows and use Lump of Lead on smoking bowl to get nugget and complete bonus objective. Go to Mechanist Area and along right wall go to purse. Pagan Area is too well lighten to get there, but there is cave on the left leading to house. Go left and nudge Hammerite slightly forward, then dodge haunt from left and ride floating sofa to nicked's key. Return to hub and open grate. There is 8 water arrows, 2 rope arrows, 3 invisibility potions and Unholy Dagger of Vlad. Time to visit Undead Area.
UNDEAD AREA
Easy to ghost. Just go along left wall. After looting it go right and use Unholy Dagger on holy fountain. Small crypt has ghost haunt who right now is neutral to us. There are 4 water arrows and hammer on altar. Taking this hammer will make ghost haunt our enemy, but you need it for one of objectives. So you must douse 6 torches around altar (you can douse 2 torches at once by shooting water arrow into wall between them). Then take hammer and hide in side niche.
Ghost haunt will immediately turn around and go to altar, then he enters 2nd alert, but after 10-15 seconds he calms down and return to his patrol route. That's why I think that his 2nd alert is scripted and is excusable for ghost run. Then go behind him to exit and go to Pagan Area. Here you must use invisibility potion to run past treebeasts and apes. On stairs are lockpicks and in bar you will find Random_Taffer's key. The path forward leads to area with many ghost busts. It doesn't have any items necessary to complete any main objectives, but it has most of loot in this mission and it's absolutely necessary to visit it to complete loot objective.
DANGEROUS AREA
When you enter next room 2 green spiders will spawn and attack you. Even if you use invisibility potion spiders will alert to people from bar as you can't close door fast enough. But I noticed that if you go along left wall spiders will not spawn. Next is big pressure plate on floor. It can't be jumped over and it summons frog (neutral to us) and body parts that alert frog. But I noticed that sometimes if you strafe run through pressure tile, frog and body parts will not spawn. Then run along right wall and trigger cannon. It will destroy giant machine blocking way (damage property) and alert engineer and 2 treebeasts (ghost bust #2). When treebeast is looking right, go left behind tree. When treebeast will calm down go forward while heaving tree blocking treebeast's view. Go to cave.
Shoot switch behind portcullis with moss arrow, then go back and take 3 eggs from chests and purple box. To progress you must kill archers (ghost bust #3). To do it you need to use one of eggs. I chose spider egg and it resulted with lag, so it's better to use human egg. Portcullis will raise and this time switch will summon 2nd switch and pressing it will spawn door. Go there and take arrows. You must kill frog to raise another portcullis (ghost bust #4). Below are alerted Mechanists. You don't need to kill them. The problem is that after spinning 2 masks in front of exit door will spawn mine and disarming it will make metal noise and alert everyone. Plus I don't think that 2 invisibility potions are enough to stay invisible for long enough. So I decided to kill Mechanists with robot egg (ghost bust #5). You must throw it in ceiling candle to be the most effective, you don't want bot to get stuck into shooting into inside of wall and damaging itself, which will never end this battle. Bot is indestructible and it can also detonate mine.
Next area is about parks and metal shafts. Go to 1st shaft. Climb ladder and quickly jump to 2nd ladder. 1st ladder and floor will vanish after door will close. Go to 2nd shaft and use hidden lever on the left of entrance. Go left and take key from under bed for extra loot. This makes floor to vanish in 2nd shaft. Drop on invisible ladder and use lever to go to 2nd park with 4 masks. Douse 4 torches, then use 4 masks starting from left. 3 Mechanists and tiara will spawn. Go to unlocked door to 3rd shaft.
When door will close floor will vanish, so you must shoot rope arrow into wood around grate on ceiling and quickly climb up. In 3rd park lever spawns boss, so prepare your sword to immediately kill him (ghost bust #6). It will summon diamond and door to 4th shaft. Also be careful to not KO boss as he turns into bunch of priests heads and it's impossible to kill him anymore. 4th shaft is the same like 3rd shaft, but floor is transparent. At the end press switch behind north banner. Swim to portcullis and picklock it. You will need to return for air after using square lockpick.
Now you are in Mechanist Church. There is 1 patroller visiting this place. Here are 2 secrets that you can trigger, but you can't really grab reward from them. After taking 1st urn bunch of ghosts appear. You can use invisibility potion to escape, but I had no idea how many invisibility potions I will need in future, so I decided to skip it. Urn is worth 750 loot. 2nd urn makes ladder disappear and you are stuck down there for all eternity. This urn is worth 250 loot. Read note to get new objective.
In church douse 2 torches to grab Gear from priestess. In basement I doused 2 torches. 2 patrollers stand for a long time under gear door, but they will eventually move away. There is a lot of loot and Golden Skull in safe. New scroll will appear. Now exit from basement is guarded by 2 newly spawned Mechanists and area is well lighten, so use invisibility potion to get out. Use underwater passage to return to area with raised statue. There is new Mechanist patrolling around. His patrol is a bit random and this area is well lighten, so you will be forced to wait underwater for him to move away. Your target is north cross statue, which will teleport you back to hub.
PRISON
This is last area you must visit - last door on the right. Book will teleport you to Prison. Quickly take key from patrolling thief. Stay away from prisoners, so they will not alert to you. The rest of Prison is mostly easy. The problem is only Jerri's Room. Run along left wall and quickly picklock chest for next key. If you wait with unlocking chest, woman will go into search mode.
To climb rocks to cave near Castle you must wait for patroller to go away from tower, then drop on wall when guard is walking away of tower again. Go behind him into room with lever and use it. It will open gate and spawn 3 craymen. This will start fight between guard and craymen (ghost bust #7). Go to buried tunnel at the end of 2nd floor and wait for craymen to run to 2nd floor. Then us passage to gate and grab key from smoke. This completes another objective. Unlock metal door and return to hub. Go to starting point to finish this mission.
STATS:
Time: 1:04:10; Loot: 3533/4773
Pockets Picked: 12/21; Locks Picked: 6
Back Stabs: 2; Knock Outs: 0
Damage Dealt: 76; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 4
Iron Beasts Destroyed: 0; Disabled: 0
Bodies Discovered by Enemies: 2
Secrets: 3/3
GHOST: IMPOSSIBLE
klatremus on 18/3/2022 at 07:28
Thanks, updated. Been busy for a while, but getting back into Thief now. Might have a video + report out in a few days time.
klatremus on 20/3/2022 at 19:04
Game:
Thief 2FM:
The Turning of the Leaves [1 Million Units Contest]Ghost -
FailedPerfect Thief -
FailedSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 1:31:23
Loot - 4510/4710 (Supreme: 4138)
Pockets Picked - 1/1
Secrets - 6/7
Locks Picked - 9
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - 1 Invisibility Potion, 1 Wolfsbane Grenade
See the entire report with screenshots (
https://www.klatremus.org/TMA20AC/1MIL_TurningOfTheLeaves.htm) here!
Loot list (
https://www.klatremus.org/TMA20AC/1MIL_TurningOfTheLeaves_L.htm) here.
YouTube let's play (
https://youtu.be/ufKb03xXjW8) here!
Comments:This is my favorite mission from the 1 Million Units Contest from 2021. This and Alcazar were in a league of their own, in my opinion, although the contest overall hosted a high average quality. Nicked’s drenched forest is rich in atmosphere and story, packed full of secrets and hidden surprises. Modern looking custom content is normally not my cup of tea, but this one has great gameplay to boot, which makes for a stellar combo. Do not miss this gem!
ForestI had quite the laundry list of objectives right from the start, despite not being on a voluntary mission. More were also to spawn later. For now I had to find some weapons, figure out who was responsible for my kidnapping, and break into the thieves’ hideout in order to retrieve my stolen chalice. I also had to pick up 3,200 worth of valuables, as well as retrieving my lockpicks.
Not much to report from the initial part of the forest. Got a sword in the hut so I could whack down the foliage north of the river (image below). This is not counted as property damage. Decided in the ghost discussion thread a little while back was to exclude natural, non-constructed objects as property. From here I needed to choose my path. In order to complete all the hidden objectives, I needed to manufacture some objects in the machine in the thieves’ hideout. The problem was, in order to make the wolfsbane grenade, I needed to obtain bloodroot, only found in the temple. Getting into the temple required lockpicks, which was only found in the thieves’ hideout. In conclusion, I had to make two trips to the hideout.
Inline Image:
https://www.klatremus.org/1MIL/1MIL_TurningOfTheLeaves_files/image001.jpgI went through the caves and reached the cabin, picking up some flowers along the way. Took the bolt cutters, but didn’t use them on the basement footlocker. It could be picked open using my lockpicks later, and I’d have to return here to cure Rebecca anyways. Headed south to the catacombs to get the coffinrot fungus. Also cleaned the church while I was here, primarily due to the shack key. I didn’t raid the cultist village now, but I did steal the two loot items from the northwest hut. I could take them by leaning in from the steps by the north entrance (image below). The patrolling cultist had to be in the hut and the stationary one facing away, but it wasn’t that tough.
Inline Image:
https://www.klatremus.org/1MIL/1MIL_TurningOfTheLeaves_files/image002.jpgHideoutI did not find a way past the entry gate to the hideout without breaking the padlock. This was discussed shortly after the release of this mission to be property damage. The padlock does end up looking the same as if you used lockpicks on it, but obviously bolt cutters would cause an irreversible change to the lock. There might be a way to clip through the gate, but I haven’t been able to. I honestly think the NewDark clipping maneuver (occasionally referred to as “gentle clip”) should be removed from the engine in a future update, as it completely breaks the game. And I honestly think it should be disallowed in the Ghost rules, despite being an engine exploit. Since Supreme doesn’t allow for such exploits regardless, I didn’t think any more of it. It was a bust, but as a result of design only, not from bad ghosting.
After gaining entry, I couldn’t close the gate without alerting the nearby frog. The door bumped into the padlock left on the ground, making a huge clang. The thief didn’t hear it if he was in the nearby shed. I could move the padlock with a water arrow, but the frog heard that as well. I’d try to find a different way and hopefully solve this problem later. I took the thief’s key instead of the one from the toolbox in the alley. The key had to be returned to the top of the box, which also made a loud clunk. This could be done without a bust, but only if the thief was in the shed at the same time as the frog was at the farthest point in its patrol. It was easier to just grab it off his belt.
I could not enter the hideout basement while the thieves were having their conversation. They didn’t alert at the time, but they would give settling remarks later, indicating they had indeed hear the door. One of them came upstairs and stood by the fire. I could sneak down at that time. Next the bar posed an issue. A patrolling thief had a short route between the nearby wine cellar and the bar counter. It’s one of those annoying patrols where he stopped for a few seconds at either end. It’s annoying because he doesn’t first alert while standing still, but will give a settling remark once he resumes his patrol, indicating he did alert. Kind of like the other guys in the first room, except they didn’t alert because they were in the middle of a conversation. What I had to do was block the door to the wine cellar as he opened it, then hide between the barrels in the next room after getting the loot in there ((
https://www.klatremus.org/1MIL/1MIL_TurningOfTheLeaves_files/image003.jpg) see image). Then I had to sneak out when he was by the table and close the door as he was coming out, so that he frobbed it open before it made noise. I had to do this while the other patrolling thief that walked between here and the kitchen was away.
Inline Image:
https://www.klatremus.org/1MIL/1MIL_TurningOfTheLeaves_files/image004.jpgTwo thieves in the barracks had a conversation that triggered a new objective, then they started patrolling. I waited with this as long as I could so that I had fewer patrollers to deal with. The next issue was the kitchen. One stationary thief in there had random pivots; east, south and west. I had to have him face east when I opened the door (image above). I also had to make it over to the pantry and grab the plate in the sink without him turning away from that position. It’s just one of those randomized moves that could be successful on the first or tenth try.
Inline Image:
https://www.klatremus.org/1MIL/1MIL_TurningOfTheLeaves_files/image005.jpgMargot’s bedroom was surprisingly easy. I could only open the door when she was stopped at the western end of the room, otherwise she first alerted. Again this was a situation where she only gave settling remarks if I alerted her when she didn’t patrol, but I’ve learnt the ways to anticipate and detect that. The northeast corner of her room was the best and only place to hide safely (image above). She didn’t hear her safe opening. The bedroom east of Margot’s chambers had another patroller. The biggest issue here was him not alerting to me using the doors. He stopped in three different locations. I could hide in the secret chamber behind the banner and wait for him to leave (image below). Once I realized this, it was simple enough. Cleaned the armory and returned the armory key to Margot’s safe afterwards. These last rooms would’ve been a pain with those two extra patrollers roaming around.
Inline Image:
https://www.klatremus.org/1MIL/1MIL_TurningOfTheLeaves_files/image006.jpgThen I went for the machine room to make myself some equipment. Getting through the archery range wasn’t that tough once I found I could hug the partition on the left side. The end of the range underneath the target was dark. Neither of the guys in here alerted to the secret panel opening. They did however alert to heavy items dropping out of the machine, like inert potions or mine bulbs, even if the secret panel was closed. Eavesdropping, I could hear them roaming around in hunt mode. I could muffle the drop with something soft to eliminate this problem. Flowers didn’t work, but the instruction manual from the table worked just fine.
Next I wanted to get the coins from the guard station further up the hall. The stationary thief in there alerted to the door, so I had to go in through the left window. He pivoted back and forth, always turning towards the window I was in. In order to get the coins without alerts, I had to wait for him to face south long enough, which of course is totally random. The only way to get them was to sneak along the eastern wall, crouch, then quickly lean around the corner and grab them (image below). If I held the lean too long, he alerted. There was only a few inches to spare, but I managed to sneak back with no comments before he turned back around. One of the guards from the upcoming conversation also stationed himself in there, which made it impossible to get the loot then. Unfortunately, both of these thieves alerted to picking open the door to the storeroom, which meant the loot in here had to be skipped for Supreme. Sad, but true.
Inline Image:
https://www.klatremus.org/1MIL/1MIL_TurningOfTheLeaves_files/image007.jpgBack outside I finally found a way to move the padlock enough for me to close the gate. I could simply use one of the flowers ((
https://www.klatremus.org/1MIL/1MIL_TurningOfTheLeaves_files/image008.jpg) see image), as they were completely silent! I even tried with a scouting orb I had made in the machine before realizing the baffling truth.
CultistsBefore robbing the temple, I needed the wand from the cultist village. I headed through the catacombs again, but took the southern route. I had to skip some loot for all ghost modes. Two hammers were hidden behind a banner and only cutting it was gonna let me pass (image below).
Inline Image:
https://www.klatremus.org/1MIL/1MIL_TurningOfTheLeaves_files/image009.jpgComing from the south, the cultist village wasn’t that bad except for the northeast hut. This was the one that held the required wand and also a coin pair. A stationary cultist heard the door open, so I had to use the window. There was one other hut too where the door couldn’t be used, but the goblet in there was easily accessible from the outside walkway. The northwestern hut was worse, but I found I could mantle up from the east side silently (first image below). There was a very convenient pillar here that blocked the light source further west. However, the stationary cultist could not face east after this point, as he would instantly catch me. He had three facing angles. If dropping onto the outer ledge of the walkway, I was able to lean over and grab the wand from here, but I could not reach the coins this way. To get those, I had to sneak along the extremely thin ledge on the north side of the hut. It was so thin I couldn’t even let go of the run button, as that would make me slide off within a second or two. Pushing along the wall like this and hoping the cultist wouldn’t turn east, I got over to the window and could grab the coins (second image below). Dropping into the water was silent. I had first tried getting the coins by leaping from the corner of the walkway where I reached and got the wand, but this I was never able to do without alerting the cultist to hunt mode. This was a pretty reliable alternative, plus Supreme clean.
Inline Image:
https://www.klatremus.org/1MIL/1MIL_TurningOfTheLeaves_files/image010.jpgInline Image:
https://www.klatremus.org/1MIL/1MIL_TurningOfTheLeaves_files/image011.jpgTempleThe exit to the east took me to the temple’s front entrance. Unfortunately, the first unavoidable enemy comment came when picking the lock on the temple door. There was another stationary cultist outside that heard the lockpicks (image below). I decided to clean the entire inside first, getting all the loot I could. The idea was to light the upstairs braziers with the wand in order to access the hidden switches downstairs. This spawned several patrolling ghosts, making it very difficult to sneak through successfully. Instead, I found I could light the braziers through the windows from the outside, then reenter via the open front doors. This was a lot easier, as I at most had to deal with one or two of the ghosts at a time.
Inline Image:
https://www.klatremus.org/1MIL/1MIL_TurningOfTheLeaves_files/image012.jpgThe innermost tomb brought more Supreme busts. I had to turn off the loud arrow traps by flipping the two levers; that it itself was not a bust. However, rearming them is required if possible, which would set off the traps instantly. I thus left them disarmed, which ended up being a Supreme bust. Furthermore, I had to drink the invisibility potion in order to get out of the tomb unseen (image below). The hideous skeleton monster would spot me immediately if not. I managed to get the idol, leave the tomb and get to the secret room by the front entrance before the potion wore off. I had to reflip the lever in here in order to close the gate to the bottom tomb. Then I timed the ghost in this room in order to leave safely. The outside cultist had to be facing away for me to get out. He gave another first alert when closing up the front doors though.
Inline Image:
https://www.klatremus.org/1MIL/1MIL_TurningOfTheLeaves_files/image013.jpgAll I had to do now was go back to the thieves’ hideout and make the wolfsbane grenade. Luckily, I could heal Rebecca from the dark doorway outside the cage ((
https://www.klatremus.org/1MIL/1MIL_TurningOfTheLeaves_files/image014.jpg) see image). I was worried I had to hit her dead on and thus getting an alert, but this could be done Supreme clean. The hidden objective of finding the entire map was not possible for Supreme, as you had to enter all the village huts in order to map them. The last objective was lighting the fire in the hut by the start, using the firewood, firelighters and flint & steel. I managed to do it and close the door before the mission ended, but there was less than 1 second to spare. The easier thing would’ve been to not take the frying pan at the start of the mission, and let that be the mission-ending trigger.
Notes:- Busted Ghost when breaking the padlock to the thieves’ hideout courtyard using the bolt cutters. This is considered property damage and not allowed for any mode.
- Had to skip all 372 loot in the thieves’ storeroom for Supreme. The nearby thieves heard my lockpicks.
- Skipped 200 worth of loot in the hidden tomb in the catacombs for all Ghost modes. Slashing the banner is property damage and not allowed.
- Triggered a first alert from the stationary cultist outside the temple’s main entrance. He heard the lockpicks. Got a second one leaving when closing the doors.
- Had to use an invisibility potion in order to obtain the Idol of Blood safely. Allowed for Ghost, but a bust to Supreme.
- Couldn’t rearm the two traps in the temple’s basement tomb. Supreme busts.
- You cannot get the hidden objective of mapping the whole forest for Supreme. Three of the village huts trigger first alerts when opening the doors, and these are required to enter in order to be mapped.
- During my let's play, the stats registered 1 kill, but no damage dealt. I have no clue what that kill is from, but I call Dromed shenanigans.
Galaer on 20/3/2022 at 19:37
DANCING WITH THE DEAD
MISSION 1 - A RIFT IN THE LOOT
Small city mission with a ghost bust at the end. Taking last vase trigger alarm and spawns Hammerites and they see us. I also skipped purse worth 45 loot behind window as it requires to break it.
STATS:
Time: 0:02:31; Loot: 157/203
Pockets Picked: 0/0; Locks Picked: 1
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 3/3
GHOST: IMPOSSIBLE
MISSION 2 - DEEP ANALYSIS
LEVEL 4
We start with 8 HP and we are forced to eat rat. In result we vomit lockpicks and lose 5 HP. This damage I decided to excuse for ghost run. Also eating rat triggers chemical ghost. Now you must sneak to guard post door and grab Red key from Hammerite through wall. Then get back your equipment and read note or looting vault objective. Go to room with dead bodies to get new objectives and go through wall. Avoid falling into water as the only way out is by breaking wooden planks. Because of that I'm skipping crystal worth 25 loot. Go to Level 3.
LEVEL 3
Put 4 crates near elevator with unfrobbable gate, then go to watch experiment. Lots of undead will spawn and kill Hammerites. Save and go to next lab. Here you must have luck and have undead leave this room via double door. Descend for Grey key from table and use ladder to descend to lava. Do jumps on pipes and push switch (he's in randomized location somewhere in this room. Go for 1st secret. Unfortunately you can't grab your reward as it's behind glass. Use ladder to return upstairs. You can't progress to double door as lab is watched by stationary zombie and patrolled by haunt. You must return to elevator where you put crates. Gate has opened. Bring 4 crates to higher level.
LEVEL 2
Here is stationary haunt and patrolling slowly skeleton. You need to bring 4 crates past hangar door with blue lamp under cables on ceiling. Intended way into vault requires cutting this cables, but there are holes on ceiling and it's possible to mantle through one of them with help of 4 crates. But first I need code for vault and it's randomized. To solve it you need 2 readables. Dodge haunt from left. Go downstairs for chest with 6 water arrows, then return to Level 2. Go north for 3 moss arrows, then go to neutral watcher. In church douse 4 torches. Here are Vault Instructions lying on floor. Go to library.
Near hammer wall is secret switch to animal prison. It's unnecessary to go there. Wait for haunt to go right and go behind him. Rope up to bookcase for Map. Then go behind haunt and grab 3 bottles. Hide in left niche and turn off light. Mantle on bookcase. Now you must fall quietly on floor (target lower part of bookcase, grab bottle in corner and quickly mantle back on bookcase before ghost will return. Drop on edge of table. Then go to stairs and loot 2nd floor of library.
LEVEL 1
Go to conference room. Here is Fairy Tale scroll needed for vault. It's location is randomized. It can be on haunt at the balcony (like in my test run) or on stage (like in my ghost run). Turn off light and shoot moss arrow at other light switch to loot audience seats. Go to overseer and quickly turn off light. Take 1 water arrow and all loot. Go to solve BATH puzzle and grab book. Return to corridor and go downstairs and then use other stairs to return to 1st floor.
Here I decided to douse 5 torches, so ghosting corridor with stationary haunt and 2 patrollers will be easier. Send elevator up and moss it. Your target is elevator at the end. You must send it up. It will fail and you must power up this elevator. You aren't safe here, so it's a good idea to open barracks door while running to this elevator. Return to stairs and run along left wall past hole. In storage is Electric Fuse and tunnel to upper ledge in church. Mantle over statue and go through secret wall to dining room for more loot. Then drop downstairs to Level 2.
ESCAPE
Dodge haunt and go to power room. Use fuse and go to crates under elevator. Do stack of 3 crates under hole near cables, take 4th crate and mantle on stack. While standing drop crate under you and jump on it. Mantle up and open vault. Loot vault and take secret purse from under elevator. Return to elevator on Level 1 and ride it up.
Open wall and quickly close door. Wait for skeleton to calm down, then go behind him to gate. Jump from lying part of wall to wall above gate. In tower is secret chest with slow fall potion and purse. Go to warehouse and rope up through hole in ceiling to find final secret. unfortunately to escape you must break 2 lower wooden planks, which alerts undead from warehouse and people from city (ghost bust). Luckily people are neutral to you. Slowly go on wooden beam and drop on torch and street. Mission will end now.
STATS:
Time: 1:15:11; Loot: 4925/5000
Pockets Picked: 3/6; Locks Picked: 5
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: 6/6
GHOST: IMPOSSIBLE
Galaer on 20/3/2022 at 19:38
DERELICT DOCK DISTRICT
Another city mission with undead. Mostly it's pretty easy to ghost. I don't turn on power in city until the end of mission. This makes city part easy to ghost. You can go to ship by mantling on metal fence near small spider from awning. You can return by mantling on wall corner and then on metal fence. When you power on city you will be forced to sneak through warehouse. In sewers you will need to jump over canal to avoid skeleton and picklock box behind barrels. There is bonus objective about killing bird, which I skipped. After killing it it explodes with power of explosive device, so you need to stay farther away from it. Because of that I was worrying that I will not hear alerts made by patrolling undead and spider. I also was really confused by escape boat not being frobbable after completing all objectives. I thought it was bug. It took me some time to realize that I must leave ship's vault open and then escape boat became frobbable.
STATS:
Time: 0:56:53; Loot: 2964/3279
Pockets Picked: 1/1; Locks Picked: 9
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 4/4
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE