klatremus on 1/5/2022 at 16:16
Nice work. I changed Vanguard's original report to be unsuccessful. I don't know why I marked it as successful in the first place, which I shouldn't have done. He clearly didn't finish even half of it. If you find other reports like that, please let me know. It's different if it was abandoned at the very end using ctrl-shift-alt-end if the end trigger is broken.
klatremus on 3/5/2022 at 00:08
Game:
Thief 2FM:
A Keeper of the Prophecies 4: Oracle of the ProphetsGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 1:25:37
Loot - 1000/1000
Pockets Picked - None
Secrets - None
Locks Picked - None
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - None
See the entire report with screenshots (
https://www.klatremus.org/KOTP/KOTP4.htm) here!
Loot list (
https://www.klatremus.org/KOTP/KOTP4_L.htm) here.
YouTube let's play (
https://youtu.be/_Y1CE2O0V3w) here!
Comments:The strangest mission in the campaign by far, and also among the oddest creations for Thief period. Although it definitely isn’t everyone’s cup of tea, it emits a sense of dread and isolation above most other missions I’ve played. Honestly, it depicts space beyond time in a very interesting, almost nightmarish manner. It links together the first trilogy with the missions to follow in an effective yet frightening way. A truly underrated gem this, in my opinion.
The only thing I had to do was find an antidote for my poisoned condition, while I had no information on how to accomplish that. I also couldn’t kill any of the lost hammerites, though I’m not sure how exactly one can do this, as all the hammerites I encountered were already dead. An additional optional objective triggered from a readable close to the starting location. This objective cannot be completed though, as it gets canceled later on and replaced by a required one. I don’t think I’ve ever seen a hidden, optional, unachievable objective before. Strange stuff, but it went with the territory I guess.
Luckily, I never needed to interact with the monsters atop the asteroid. They were already in severe hunt mode from hearing the initial guy getting blown to pieces. If you manage to catch a viewing of it, get ready to be amused. Arcelious’ journal wasn’t strictly speaking necessary, but I was able to get it while hiding behind hardcover. The outer edge of the asteroid had four different colored orbs that teleported me to different cave systems. It doesn’t matter what order you do them in, but story wise the red one makes sense to do first.
Inline Image:
https://www.klatremus.org/KOTP/KOTP4_files/image001.jpgRed/Green CavesEach cave system had loot on the top floor which was devoid of enemies, then a middle floor with patrollers, and a bottom floor with an orb I had to frob. The latter is what makes the mission a Supreme failure, as unavoidable traps start firing once the orb gets frobbed. Luckily, no enemy hears the impacts of the traps. The only way they would get alerted was if they saw me or got hit by the traps and furthermore alerted nearby enemies. In most of the caves I could simply wait for all the enemies to wander off to nearby caves and then frob the orb. A small orb had to be clicked first, in order to extend a magical bridge on which to travel. This was timed and the bridge went back after not too long. Most of the orb caves were dark along the side walls, but on top of the lava pool I was brightly lit. The red cave was a bit special, as there was a big charaka monster (I take that name from The Black Frog campaign) in the southeast corner guarding a particle wall (image above). Conveniently, it was directly behind a pillar, which made me able to angle my run and not get spotted.
Inline Image:
https://www.klatremus.org/KOTP/KOTP4_files/image002.jpgAnother issue in the red cave was Kelvin’s body and journal hidden behind the aforementioned monster (image above). Reading the journal canceled the optional tablet objective, but there was no way of getting past the guardian without at least a first alert. Instead, I had to use an alternate tunnel on the floor above and descend through a hole to the east (image below). I could get back up with a rope arrow, which means for Supreme (if you want to complete this objective) you have to pick up the rope arrows at the start of the mission. If you are real strict and only want to grab a single rope arrow (in place of a set of 2), then do the white or blue cave first, then pick up the lone rope arrow from the transporter room before you go to the red/green caves. From the same cave as the entrance to the room with Kelvin was also another exit up to the top level of the green cave system. As far as I know, this is the only place in the entire mission where two separate cave systems are interconnected. This meant I didn’t have to go down to the teleporter in the big lava cave in order to get to the green cave system. The orb in the green caves was easier, because there was no stationary enemy around. I just had to wait for the patrollers to go over towards the exit in the west and then frob the orb ((
https://www.klatremus.org/KOTP/KOTP4_files/image004.jpg) see image).
Inline Image:
https://www.klatremus.org/KOTP/KOTP4_files/image003.jpgBig Lava CaveThere was no need to venture near the top of the big lava rock, plus the fire elementals couldn’t see me dropping from the colored caves anyway. The only problem in this cave was entering the teleportation room (image below). This was the only way to reach the remaining two cave systems (white and blue). I made a healthy attempt at leaping up to the ledges from atop the central rock, but there was no way. With a speed potion I’d reckon I could do it, but that is against Supreme rules, so what’s the point. Entering the teleport room required frobbing a white button to raise the particle door. This triggered spitfire traps inside and outside the hallway. After experimenting, I think the outside trap triggers from touching the floor anywhere on the stairs or in the first ¾ of the hallway. Since I had to frob the door and wait for it to open, there was no way to reach the inner room without touching the floor, so that trap always got set off. With the reduced gravity, I could leap from below the stairs and frob the door open in mid-air, but I always landed before being able to continue. The hallway traps I believe triggered from the amount of time spent in there, so they didn’t always go off if I was quick. After the particle wall was raised, I could get in there without triggering any further traps by leaping, so it just ended up being the one bust. The door couldn’t be closed back up.
Inline Image:
https://www.klatremus.org/KOTP/KOTP4_files/image005.jpgWhite/Blue CavesThe white cave system was the hardest. There seemed to be more enemies than in the other caves. The middle floor was short, but difficult. The exit hole was in the same cave as where I entered, but two light orbs made the room difficult to navigate (image below). Three patrollers made it tough to gauge the descent from the top level, so I had to wait a bit and just hope for the best. I had to sneak across the entrance to the east tunnel and make it to the northern end, but this was slow as there was usually at least one patroller facing me. The jellyfishes I still have a hard time detecting alert levels from. There was also a stationary charaka down the east tunnel that could spot me crossing its line of sight.
Inline Image:
https://www.klatremus.org/KOTP/KOTP4_files/image006.jpgOnce on the lower level, it didn’t get much easier. The orb room was very lit, and I again had to wait for enemies to wander off, which meant down the western tunnel towards the exit. The biggest problem was the different speeds of the enemies. The jellyfishes (especially the smaller ones) were so slow they would take forever to circle the orb, but then the instant they had their backs turned, the fast club zombie would come pacing back out. Eventually it worked out to my benefit and I got the orb frobbed unseen. Next I had to make my way down the same tunnel all the enemies had congregated in (image below). This was the only way to the exit and another very difficult task. A light orb shone right in the middle of it, so patrollers either had to be gone or have their backs turned. Not only that, but there was another charaka positioned at the end of the tunnel to the right. Luckily there was some shade towards the end on the left hand side, so I snuck over the lip and found my way to the exit. Tight one that.
Inline Image:
https://www.klatremus.org/KOTP/KOTP4_files/image007.jpgTeleported over to the blue cave last. This one was easy apart from the orb situation. The types of traps were different in each cave, and this one had fireballs, which deals a lot of splash damage. Furthermore, some of the shots after the first batch were sent outside the main lava pool, standing the risk of damaging nearby enemies (image below). This would alert them, even if they were only in the outer fringe of the splash damage. I thus had to make sure they were all down the east passage, and far enough away to avoid any damage at that. This meant a lot of save scumming to get the right RNG situation. Tedious, but it was the only way to avoid the Ghost bust. Following, I had to wait for them all to leave that very cave so that I could sneak down. Another charaka at the end here, but a nice patch of shade covered his vision.
Inline Image:
https://www.klatremus.org/KOTP/KOTP4_files/image008.jpgFlipped all the stars and headed to the end. A long camvator sequence now took place, a good 8 minutes long. I was spotted by the asteroid dudes at the start of the sequence, but such busts don’t count, as I wasn’t able to move. Really looking forward to the rest of this series.
Notes:- Triggered traps in each of the four colored caves when frobbing the respective orbs. This didn’t alert any enemies, but you’re not allowed to trigger traps for Supreme.
- Triggered another trap when opening the particle wall to the transporter room in the big lava cave. Additional Supreme bust.
klatremus on 10/5/2022 at 04:34
Game:
Thief 2FM:
The Builder's Paradise [TMA 20th Anniversary Contest]Ghost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
SuccessTime - 2:11:53
Loot - 4771/4771
Pockets Picked - None
Secrets - 9/9
Locks Picked - 8
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - 1 Water Arrow
See the entire report with screenshots (
https://www.klatremus.org/TMA20AC/TMA20AC_BuildersParadise.htm) here!
Loot list (
https://www.klatremus.org/TMA20AC/TMA20AC_BuildersParadise_L.htm) here.
YouTube let's play (
https://youtu.be/tzVyV9sUaoI) here!
Comments:I have very mixed feelings about this mission. My first playthrough reached severe frustration levels, while the ghost run was surprisingly fun. Although it’s difficult, with some clever tweaking, it can actually be Perfect Supreme Ghosted. Heavily inspired by Sabotage at Soulforge, many players have called this the ending Thief 2 should’ve had. I’m not sure I agree with that statement.
I had to make my way to Karras’ utopia, The Builder’s Paradise, in order to stop his evil plans. This involved using his security machines in some way. I also had to shut down the production assembly in his factory. Furthermore, I need to find and steal the artifact that controlled his robotic children, before finally exiting the compound. The good thing was that fewer enemies were roaming about until I chose to start messing with Karras’ plans. This meant I could choose a route that prevented unnecessary robots from spawning early.
BasementThe control panel for the air shaft door couldn’t be operated once I was on the other side, so I had to leave it open. There was a hidden duct to the top floor which made me able to get the armory key early (image below). I thought I would be able to find a way to lower the crane or raise the floor and thus close the air shaft coming from above, but none of those seemed to be operational. I also tried to mantle up to the top floor from below, but I couldn’t find a way to do it. Only later would I realize that you can return to the starting location to end the mission, not just by using the nave’s main entrance. That fixed the whole issue, as I could just close the air shaft then. Problem solved.
Inline Image:
https://www.klatremus.org/TMA20AC/TMA20AC_BuildersParadise_files/image001.jpgOnce aboveground, there was another set of doors that couldn’t be reclosed. Those were sliding doors, so I guess I could’ve blocked them with something, but I found it easier to mantle up from one of the big crates in this area (image below). It was a tight mantle, but repeatable. Using items to block doors requires returning them for Supreme anyway, so this method was definitely cleaner.
Inline Image:
https://www.klatremus.org/TMA20AC/TMA20AC_BuildersParadise_files/image002.jpgWest WingThe biggest problem in the museum area was Kernel. He was a zombified robot that would spawn when crossing specific borders. He would always walk straight towards where I was, whether he had detected me or not. Then he would just stop and stare a few feet away (image below). As far as I know, only the secret gear arrows from the aboveground ruins can kill him. A few times he would just disappear, but that was always after being fully alerted. Once I realized what triggered his appearance, he got easier to deal with, but in general he was a huge pain in the arse. First, he would trigger when I entered the eastern storage room, so I skipped that at first. Next, he would trigger once you got close to the lab with the heads in the sink. Luckily, he appeared way back in the museum, so it would take a while for him to get to me. I had time to get the eye from the communications room in the meantime, then rush to the western storage room. Kernel appeared before not too long, but then I could just use the pipes to skip over to the east side and he would have to take the long trek around to reach me. Keep in mind that during all this time he never spotted me, it was just scripted for him to always know where I was and go straight there. Now I could easily head down to the engineer’s quarter, where Kernel couldn’t get to. Nothing to report from this section.
Inline Image:
https://www.klatremus.org/TMA20AC/TMA20AC_BuildersParadise_files/image003.jpgThe nave was easier than I thought. Mainly because the top of the stairs was too far away for the watcher to notice ((
https://www.klatremus.org/TMA20AC/TMA20AC_BuildersParadise_files/image004.jpg) see image). The robot’s patrol route was also long enough to easily dodge. Used the vent to reach the barracks and cleaned this area easily.
East WingThe biggest discovery in ghosting this mission came upon entering the assembling section. On my first playthrough, Karras gave his first monologue when crossing the doorway threshold. This time, he didn’t. Additionally, several of the upstairs doors that were locked last time were now wide open. The instant I got caught by an enemy or a camera however, all these doors locked up and Karras started talking. If I didn’t get caught, the doors would still lock up after a certain amount a time, about 1-2 minutes, but this was enough for me to exploit this gap in security. Most importantly was the double doors on the walkway just above the factory entrance (first image below). They yielded access to a whole section vital to my progress, not to mention the control room for Karras’ emergency doors (second image below). This was huge! Although the lever for the bay door in here was broken, I could open both doors on the south side. This meant I didn’t have to use the large elevator down the ramp to the east.
Inline Image:
https://www.klatremus.org/TMA20AC/TMA20AC_BuildersParadise_files/image005.jpgInline Image:
https://www.klatremus.org/TMA20AC/TMA20AC_BuildersParadise_files/image006.jpgI could now get to the break room and library area without having to go through Karras’ floor. This was hugely beneficial, as I could get the factory key, the museum key and the cold room key without triggering extra enemies. None of these areas were difficult. There was only one patrolling enemy, a robot in the council room area. I couldn’t leave via the council room’s main entrance, as the outside watcher hardly even pivoted. I could turn off any of the watchers in the security room, but that isn’t allowed for Supreme. Kernel would spawn again once I read Irina’s journal, so I skipped that part for now. It wasn’t necessary to progress, and I’d have to come back to return the factory key later anyway.
I double-checked that I could now enter Karras’ quarters and top floor without having to use the throne room elevator. That worked fine, so I started to plan proceedings. I knew I needed to close the emergency exit doors fully, and the only way to do that and still leave was to descend by way of the aforementioned elevator. However, at the end of the stairs was a worker bot (first image below). Normally, these robots can be snuck past as their periscope isn’t operational until alerted, but this one was different. It was already active and could both see and hear. I was a bit puzzled, as one time I had seen it in the same location facing south. I reloaded and did some experimenting, only to come to a startling discovery. Once Karras finished his first monologue, this robot is supposed to walk out of the big sliding doors with Karras’ face on it that opens up. It is supposed to stop in the middle of the large foyer. However, if you aren’t looking at this part of the factory just then, it instead remains stationary. It’s like an animation that only plays out if visible on screen. Furthermore, the robot’s end-of-animation direction was determined by where Garrett was relative to the robot. Thus, I could manipulate its facing angle by being in a certain location when it stopped its patrol. This was excellent news! I went back to a previous save and replayed my entrance to the factory. After opening the south emergency exit doors, I ran up to get the factory key. This forced Karras’ monologue to begin. Next, I headed down to the assembly area and watched the robot come out from the top walkway. I made sure to be towards its northwest, which is the direction it ended up facing (second image below). Excellent! The stage was now set to mess up Karras’ plans.
Inline Image:
https://www.klatremus.org/TMA20AC/TMA20AC_BuildersParadise_files/image007.jpgInline Image:
https://www.klatremus.org/TMA20AC/TMA20AC_BuildersParadise_files/image008.jpgExtraction SectionThis part of the factory was mostly about listening for alerts. Everything was metal, plus the machines muffled the sound of potential alerts. Two mechanist guards and one of the cyborgs roamed here, but they weren’t tough to dodge. I found a predictable way to get down from the manager’s office to the bottom floor by jumping from the roof (first image below). Mantling up the control panel next to the melting pot was the best method. Once I got the memory crystal, two angels were let loose. One in the factory and one in the staircases above. Atop each staircase was a small patch of shade perfect for hiding. I’m not sure if it was intended, but I could open the sliding gate from the inside, as the lever was easily reachable (second image below). Definitely not an exploit. Flipped Karras’ valve and switched out the crystals. All the angels would die from this, but that was an automatic consequence of completing the objective, so no bust.
Inline Image:
https://www.klatremus.org/TMA20AC/TMA20AC_BuildersParadise_files/image009.jpgInline Image:
https://www.klatremus.org/TMA20AC/TMA20AC_BuildersParadise_files/image010.jpgReturned both the manager’s key and the rare ores key next. Got the vibrating dust by dropping the boulder into the grinding machine. I used the explosive charge from the armory to stop Karras’ production. You can use mines also, but they get armed and can blow up later if anyone walks too close.
Exited through a vent in the extraction section’s northwest corner on the upper level. This took me to a ledge above the nave and furthermore to a back entrance to the engineer’s quarters. This required the factory key, which I had. I could now return the control room key and also get the special mask from the museum with the key from the break room. Next I cleaned the workers quarters, which was no issue. I could get the chaos egg from the cold room now, which is why I had waited to go here.
Inline Image:
https://www.klatremus.org/TMA20AC/TMA20AC_BuildersParadise_files/image011.jpgWhen returning to the factory, a cyborg had spawned just inside the entrance (image above). It pivoted, but there was no way to get through the hallway quickly enough. I was thus forced to go back and head through the vent system from the engineer’s quarters again (image below). It was a bit tricky getting down unscathed and retrieve the arrow. I ended up hopping onto the nearest light fixture, then furthermore onto the wall pipe below.
Inline Image:
https://www.klatremus.org/TMA20AC/TMA20AC_BuildersParadise_files/image012.jpgEndgameI headed up to see Karras’ death, in order to check off that objective. The remaining pieces of loot was on this floor also. I could now close all the emergency doors from up here and take the big elevator down. All the angels had fallen, so I was safe to leave. The outside robot was still facing northwest, so I snuck out on its left side.
Headed all the way up to the break room in order to return the museum key and the cold room key. I spent a long time figuring out how to reset the elevator to the middle level. I couldn’t leave via the hallway, as the council room watcher covered that area. The elevator buttons did not respond to any arrows or items thrown at it. I also couldn’t click the button and rush out before the gate slid shut. It seemed to seal off the doorway the instant the closing animation started, unlike regular sliding doors. I honestly thought I would be stuck and forced to bust this late in the mission, until I realized I could mantle out the small window in the hallway. If getting onto the sill fully, I could lean out the window and look up. Jumping would now enable me to mantle up to the level between the two floors (image below). The same method once again took me into the top floor window. Voila!
Inline Image:
https://www.klatremus.org/TMA20AC/TMA20AC_BuildersParadise_files/image013.jpgLastly I returned the factory key. Irina’s ledger was not even necessary to take if done in this order. All it did was spawn Kernel, which I happily skipped. I had previously lock-blocked the doors to the generator floor, so I headed down there next. Got the last two elemental powers in this area. Had to use a water arrow on the weird spider bot in the fixing room to get the nymph seed. Left via the warehouse and could now finally close the air shaft from the start of the mission. Awesome!
Notes:- The bodies discovered is as a result of the angels dying. It follows naturally from the main objective, so no bust. Nobody saw me in the process.
Galaer on 14/5/2022 at 07:29
I noticed another mistake on reported list. It states that it was me who reported Reverse Robbery. It was actually lordhern.
klatremus on 14/5/2022 at 15:40
*fixed*
I will get A Better Tomorrow, Lost In the Far Edges, and Cinder Notes done in the next few weeks. Two of them are all ready to be recorded. However, Heartcliff Islands I will probably not get to until August, as we are going away for the summer. So if anyone wants to give that a go and post a report, be my guest.
Galaer on 15/5/2022 at 14:28
SHADOW BUSINESS
Mission abandoned by Vanguard. He mentioned 3 causes of failure:
- Too many torches, way too few water arrows, none to be found.
- Dousing any torch makes that area pitch black. Can't see.
- Mission won't end.
All these are actually incorrect. First of all in his report Vanguard mentions lack of water arrows, which isn't true. Other than starting 8 water arrows there is chest with 4 water arrows and another chest with 1 gas arrow. And that's barely enough to ghost this mission. Second of all even though dousing all torches makes rooms pitch black, you aren't forced to do that. There are 2 optional rooms that you can make partially pitch black, but you can still see well in this mission. And lastly mission ends normally after going to street. This isn't starting point though. But this last statement illustrate pretty well that Vanguard wasn't making any test run, he was immediately making ghost run and report it.That's pretty crazy, but also a reason for some mistakes happening in his reports.
First 2 torches to douse are in foyer near stationary guard. Then I'm going to kitchen. Here is neutral female servant. This way I'm going to dining room on 2nd floor and then loot library. Afterwards I'm falling down to foyer and use right door on opposite side. Here are 2 corridors: forward and right. I'm going forward to loot 2 bedrooms and treasure room with Horn of Quintus. Right corridor leads outside. Here I squeeze behind guard and rope up to window. There I need to quickly douse torch to make room partially pitch black. Guard will make comment, but will not go into search mode. In next room is chest with 1 gas arrow and money. To get back just drop on guard below. Run to tower and douse another torch there, because upstairs is more money. Go to 2nd floor.
There is shadow on wooden floor near locked door. You can hide there from patroller. Also there is outside patroller who will not see you if you don't move while under door. Go to garden and drop on grass. Go behind patroller and take 4 water arrows from chest. Return on grass and open door to barracks. Here you must douse 2 torches and make room partially pitch black. You can still see where bunks and guards are thanks to some light at the middle of room. Just mantle on bunk and drop on the other side to grab money from table. Return to 2nd floor and unlock locked door.
Go through small dining room to stairs leading outside. Here I doused 2 torches near stairs. You must get to chest in guard room. And for that you must douse right torch inside, but guards are sensitive and will go into search mode whenever they will hear water arrow hitting wall. So just walk on grass until they will 1st alert, then quickly douse right torch. Barrel in corner isn't solid, so just slowly walk around right wall and mantle on bunk. You can't crouch yet. Luckily strafe running to next bunk allows you crouch. Drop on floor and slowly go to chest with grey key. Even though your light gem is yellow, enemies will not spot you. Return to corridor.
You must go to bedroom with guard standing in front of it. To do it you must douse 3 torches in corridor and left torch near guard without being seen by guard when holding bow. I'm using gas arrow on floor between 2 torches to douse them. Then slowly gon into room with guard and slowly go along left wall and behind guard. In bedroom is hidden chest behind banner. You can unlock it with grey key through banner and get Hand of Glory, but you don't see nor hear when chest gets opened. Afterwards mantle on balcony and jump on wall. Go to it's right side and mission will end.
STATS:
Time: 0:25:25; Loot: 2125/2125
Pockets Picked: 2/2; Locks Picked: 5
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
klatremus on 15/5/2022 at 16:05
Vanguard's report is over 20 years old, how crazy is that! And it was just the 11th fm ever to be reported. Funny to think that nobody else attempted a ghost run of it in all those years until now. This is really cool that you're going through those that are abandoned. I never thought about that when making the unreported list, but it makes sense. How many such missions do you have on your list? Or are you just reading the old reports in order and picking as you go along?
Galaer on 15/5/2022 at 19:09
I usually read causes of failure first and when I see that maybe there is possibility to avoid these failures, I read the rest of the report. How many I have mission with aborted ghost runs? Couple. I didn't just chose abandoned missions, but also there are other reasons. For example next old mission I want to report will be connected to Vanguard's report of Circle of Strain 1 and his ghost run was finished and successful.
klatremus on 17/5/2022 at 01:06
Game:
Thief 2FM:
GreenbayGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 45:40
Loot - 5159/5159 (Supreme: 4976)
Pockets Picked - 9/9
Secrets - 1/1
Locks Picked - 9
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - None
See the entire report with screenshots (
https://www.klatremus.org/Greenbay.htm) here!
Loot list (
https://www.klatremus.org/Greenbay_L.htm) here.
YouTube let's play (
https://youtu.be/tzVyV9sUaoI) here!
Comments:A short mission from 2008 by DrK. It has a nice, tight street layout crammed full of detail, typical of his other missions. By modern standards it is a bit bare boned, but offers an entertaining hour or so of gameplay. A Better Tomorrow uses this map as a base, which was the real reason for my playthrough.
My main task was to locate and silence a man about to testify against me, but who he was and where was yet unknown. I also had to obtain a golden skull found somewhere in the Greenbay quarter, in addition to 2,500 worth of valuables. That was it.
I wanted to hit the mechanist library early, so I headed to the southeast corner of the map. There was a pickable door to the library’s western courtyard, but a nearby guard heard the lockpicks, so this wasn’t a possible method for Supreme. I wanted to avoid as many lockpicks as possible anyway, and this one was most definitely avoidable. Another door by the southeast gate was also pickable, but yet again a nearby guard was too close to avoid the comment (image below). This house had 4 coin stacks which thus had to be skipped for Supreme. I could hop the fence to the library courtyard from a wooden pole nearby without the aforementioned guard seeing me.
Inline Image:
https://www.klatremus.org/Greenbay_files/image001.jpgThe inside of the library wasn’t that tough. I had to go slow due to the marble, but it was standard sneaking mostly. The tiara and necklace on top of the large bookshelf I took by using a rope arrow into the ceiling. I could just drop down to the floor unscathed and unnoticed. Got the yellow key from the top floor civilian. It was needed for the golden skull objective. Experimenting with how to return it, I found I could put it on top of the nearby book (image below). It was a few feet away from at his feet, but I figured that was ok. Borderline, but acceptable.
Inline Image:
https://www.klatremus.org/Greenbay_files/image002.jpgNavigating the streets wasn’t that difficult due to the number of alternate routes. Some areas had tight patrols, but it was just a matter of waiting. I could now enter the nobleman’s house in the west and get the storeroom key. I could not, however, take the shop key from the stationary guard in the northwest for Supreme (image below). Returning it was not possible without alerts. The 135 loot from the armory was thus skipped for that mode.
Inline Image:
https://www.klatremus.org/Greenbay_files/image003.jpgOver 2,200 loot was in the Easter Egg location. Obviously this got me to the loot goal. In Quince’s apartment I needed two more keys; the workshop key and the toolbox key. Neither of these could be returned without waking him up (image below). This was the ultimate bust to Supreme, as there was no way to finish the mission without them. The rest of the mission was easy. Returned the three remaining keys and ended back at the start.
Inline Image:
https://www.klatremus.org/Greenbay_files/image004.jpgNotes:- Skipped the coin stacks (48) in the house by the southeast gate for Supreme. Picking the lock alerted the nearby guard.
- Skipped the gold worth 135 in the armory for Supreme. The shop key couldn’t be returned without severe alerts.
- Couldn’t return Quince’s workshop key or toolbox key to their proper locations. Supreme busts.
downwinder on 17/5/2022 at 01:37
i seen your greenbay on you tube today good stuff,cant wait till you do other version in black and white with those hell hounds on map :) way scarier
also cool to know green bay is part of the map in next conell series :)