klatremus on 25/5/2022 at 19:07
Thank you, but credit to WheretIB2 for the strat. He has completed a lot of my ghost challenges so he's great with stuff like this. It's fun when the community together finds way to solve ghost problems. That's how it was back in the beginning and I wish it could be more like that now.
klatremus on 27/5/2022 at 05:23
Game:
Thief 2FM:
Lost In the Far Edges [10 Rooms Contest]Ghost -
FailedPerfect Thief -
FailedSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 51:05
Loot - 5600/5600 (Supreme: 5550)
Pockets Picked - 0/1
Secrets - 5/5
Locks Picked - 1
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/LostInTheFarEdges.htm) here!
Loot list (
https://www.klatremus.org/LostInTheFarEdges_L.htm) here.
YouTube let's play (
https://www.youtube.com/watch?v=F_-y1VMLmNY&lc=Ugx-LiP-gt4hOc3-0EJ4AaABAg) here, with small update (
https://youtu.be/IdTBq9C8I9A) here!
Comments:This is a mission I found very intriguing when I played it for the 10 Rooms Contest back in 2014. It's the only mission by Soul Tear I've played. I'm not sure if all of his missions are this difficult, but this one is definitely not for beginners. I challenge everyone to finish this ironman style. Not only is it tough to navigate without plunging to your death, but the puzzles are excruciatingly cryptic and loot deviously well-hidden. You have been warned!
I had to steal a magical crystal from Gerem Crestov. Apparently it was protected by a complicated security system, which a nearby engineer had information on. I also had to obtain 5,000 in valuables, which ended up being almost 90% of all the loot in the mission; a ridiculously high requirement, even for expert (or Garrett). Lastly, I was to end the mission on Hope Street.
“Streets”The only problem before reaching Crestov's was I had to break a boarded up window to a storage room just northeast of the starting building (image below). This was property damage and a Ghost bust. There was 1,250 worth of loot in there, and I could only skip 400 before missing the requirement. Tossing a crate at it was the intended method.
Inline Image:
https://www.klatremus.org/LostInTheFarEdges_files/image001.jpgIt was also a little bit tricky reaching Crestov's window without leaving any vine arrows behind. I used two, one in the top railing and another in the ventilation unit below (image below). I could leap from the first and grab the vine along the way. The second I had to grab looking up, then drop directly onto the sill. There wasn't enough space to really get a foothold, so I immediately pushed against the window in order to stay put. The glass would break on impact, so I tried to grab the arrow so that I landed on the lip to the side of the window instead. I got the hang of it after not too long.
Inline Image:
https://www.klatremus.org/LostInTheFarEdges_files/image002.jpgGerem CrestovEntering the building required breaking the window, another Ghost bust. All I had to do was walk into the glass and it shattered. The nearby guard died from this, but this was clearly a scripted event, plus it didn't show up in the stats, so no further bust. Three other guardians and a monkey alerted to the noise of the window and came running. Although I'm quite certain they heard the commotion, this was also at least partly scripted, as they never returned to their original location once they settled down. The monkey was on a walkway and thus stayed put. I could hide in the dark corners by the first gate. I had to make sure the guardians stopped facing towards the south, which took quite a few reloads (image below). I could then sneak into the next room undetected.
[WheretIB2 found you can avoid breaking this window by climbing the rooftops and dropping directly down to the second window described further down. This also avoids "killing" the guardian by the window, plus it doesn't alert the other 3 guardians at all; it only alerts the monkey. However, it makes it very difficult to reach the ventilation system and the loot in there, because one of the guardians is in the way. The way to get around it is to drop down on top of it from the walkway above, then drop a few of your starting potions on the ground and land on them as you slide off its head. You'll get a first alert when opening the hatch, plus you can't go back to close all the vent grates, but at least you can get the loot this way.]Inline Image:
https://www.klatremus.org/LostInTheFarEdges_files/image003.jpgI then headed into the ventilation system. None of the enemies above seemed to hear me running around down there, despite being all metal. Needed to flip four levers to reach the end. Once there, I had a similar situation as before. Two vine arrows were needed to reach another windowsill. The arrows were harder to retrieve than last time, but I managed to do to without taking damage. This window also had to be broken by walking into it, and yet again the guardians and monkey alerted to the noise. This time, all the torches in the main hallway also went out. I'm not really sure if the lights going out counts as an additional Supreme bust. I think the rules was meant to prevent the player from deliberately putting out lights to further progress, not to penalize the player for triggering inevitable, scripted events. I ruled it as ok, but would like a second opinion. I definitely benefited from the darkness, as I had to revisit the hallway to get to the security room and this would've been impossible without lights on. The guardians stopped in said hallway, but couldn't see me if I went slow (image below). I could now also get the diamond on the monkey's walkway by mantling up the torch.
Inline Image:
https://www.klatremus.org/LostInTheFarEdges_files/image004.jpgGetting into the security room involved climbing one of the gated walls. There was one missing a bar at the top, and that is what the player is supposed to notice. I remember needed a hint to get in there on my first playthrough 8 years back. Very cruel puzzle that, as there is no hint besides just having to notice the difference in the door texture, and it's not like doors commonly can be climbed. I had to drop down on the other side and couldn't crouch doing this, so the guardians heard it and alerted again. To avoid this I dropped some of my starting gear on the ground so I could land softly (image below). Used the same trick going back. Returned to the vent system to reset the levers from this side, then got the rest of the loot in the crystal room and teleported to the forest.
Inline Image:
https://www.klatremus.org/LostInTheFarEdges_files/image005.jpgForestJust for the record, this is the most beautiful and believable forest I've seen in any fan mission. It drew me right in. However, if you don't have at least 3,250 loot before getting there, you can't finish the mission. This is utter failure from a gameplay perspective and should've been fixed during testing. A portal that takes you back to the crystal room would've been the easiest solution, as you can go back to the start of the mission from there. I understand that the mission is supposed to be difficult, but that is just wrong. Additionally, a lot of the loot is very well hidden.
The only thing to report from this area was a nugget on a mushroom to the northwest (image below). An extremely well-camouflaged treebeast was stationed up against a tree just to the north, and it gave a growl when I got too close. It wasn't close enough to lean in for the grab, so this had to be skipped for Supreme. The only way I managed to get it without a second level alert was coming from the west. Any other direction and the treebeast woke up, which indicated hunt mode. The run was utterly failed already, but it would've been nice to get all the loot for Supreme. There were also two more nuggets in a hole up a sloped base of a tree just east of here that was tough. I had to tap the run button climbing the slope in order not to get another first alert from the same treebeast as before. As long as I didn't move too fast, I was ok.
Inline Image:
https://www.klatremus.org/LostInTheFarEdges_files/image006.jpgOnce I dropped into the final hole, unless I quickly moved into the deeper cave, the mission ended and the last new objective didn't check off and that is a Supreme bust. Any incomplete objectives fails that mode. This one was more fun on the first playthrough than when ghosting.
Notes:- Had to break a boarded up window using a crate in order to meet the loot requirement. Ghost bust.
- Had to break a window when entering Gerem Crestov's. This also alerted 4 enemies to hunt mode. More Ghost busts.
Can be avoided.- Broke a second window when entering the room with the crystal. The same 4 enemies again alerted to hunt mode. Even more busts.
3 of these alerts can be avoided, but the monkey always alerts.- Arguably, another Supreme bust occurred from the lights turning off when approaching the crystal. However, this is a scripted event from crossing an invisible line and not a result of Garrett's interacting with anything.
- Skipped a silver nugget on a glowing mushroom in the forest for Supreme. The nearby treebeast gave a first alert when I got too close.
marbleman on 29/5/2022 at 12:43
Game:
Thief 2FM:
RavensreachGhost -
SuccessPerfect Thief -
SuccessTime - 46:04
Loot - 3085/3085
Pockets Picked - 0/0
Secrets - 7/7
Locks Picked - 0
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 report in video format here: (
https://youtu.be/BsA5oezR8TA) https://youtu.be/BsA5oezR8TA
* * *
Game:
Thief 2FM:
Ominous BequestGhost -
FailedPerfect Thief -
FailedTime - 1:10:25
Loot - 8000/8000
Pockets Picked - 7/7
Secrets - 8/8
Locks Picked - 13
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 1
Consumables - 4 water arrows, 2 fire arrows
See the report in video format here: (
https://youtu.be/WmOikHjB4Uw) https://youtu.be/WmOikHjB4Uw
Notes- The two ultimate busts are cutting the wire to take the Horn of Dloren and using said horn to gain access to the Dawn Mages tomb, which alerts nearby burricks to combat mode. No way around either bust.
- The body discovered is something I always get. Don't know what causes it.
* * *
Game:
Thief 2FM:
Broken Triad, Part 1: ArkfordGhost -
SuccessPerfect Thief -
SuccessTime - 1:47:53
Loot - 2010/2010
Pockets Picked - 4/4
Secrets - 8/8
Locks Picked - 26
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 1
Consumables - 1 water arrow, 2 moss arrows
See the report in video format here: (
https://youtu.be/OYd1amksMhw) https://youtu.be/OYd1amksMhw
Notes- The body discovered is from people dying around town when you escape from the crematorium. It has nothing to do with me and is thus not a bust. It's even possible to avoid with a little save-scumming.
* * *
Game:
Thief 2FM:
Broken Triad, Part 2: Tempest IsleGhost -
SuccessPerfect Thief -
SuccessTime - 49:45
Loot - 2010/2010
Pockets Picked - 0/0
Secrets - 8/8
Locks Picked - 2
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - 1 spirit fire arrow
See the report in video format here: (
https://youtu.be/4L8fDrWhSiE) https://youtu.be/4L8fDrWhSiE
klatremus on 29/5/2022 at 15:40
I was gonna ask if you posted the results of these runs, so thank you! I was planning on watching your Broken Triad videos this summer. Been too busy with my own videos lately.
marbleman on 29/5/2022 at 17:03
I was gonna wait until I'm done with Godbreaker to post them all, but once I figured out that my LP of Impious Pilgrimage will be a failed ghost, I decided to do a separate, written report later since the bust there can be avoided.
klatremus on 2/6/2022 at 22:53
Game:
Thief 2FM:
The Ashen Age, Part 1Ghost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 1:07:14
Loot - 2412/2412 (Supreme: 2327)
Pockets Picked - 4/7
Secrets - 2/2
Locks Picked - 6
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - 1 explosive charge & 1 broadhead arrow
See the entire report with screenshots (
https://www.klatremus.org/AshenAge.htm) here!
Loot list (
https://www.klatremus.org/AshenAge_L.htm) here.
YouTube let's play (
https://youtu.be/Oh1lkqKCHEA) here!
Comments:I couldn’t really attempt a ghost run of DrK’s The Cinder Notes without playing the mission that started it all. Sliptip didn’t make many missions, but he is well known for the ones he did. Ashen Age is a beautiful daytime mission, set in a Venice-like cobblestoned city. It is incredible how a mission from the pre-NewDark era could look this stunning. Although on the shorter side, with clever gameplay and a solid story, this one still comes recommended.
My main task was to find information on the disappearance of four keepers, in addition to grabbing 1,500 in loot. On expert, it was also forbidden to knock out any of the city watch. Due to this, my blackjack run had been on hard, but I assumed there weren’t too many differences between difficulty levels.
StreetsAccessed the city watch station through the sewer canal. I could sneak in through the front door, but not without a first alert. Cleaned everything in here without issues. The stationary archer was practically deaf. He didn’t hear me picking the lock on the nearby door, nor making noise right behind him. Yet he did notice the slightest of speed enhancements way down the other end of the street.
Moved east to the hotel. I could take all the items while the manager was upstairs. Room 1 could be accessed from the outside later, and room 2 didn’t have any loot, only a vault code. The room 2 key was on a nobleman further west in town, and I couldn’t return the key without alerts, so I never took it. It’s a bit immersion breaking to avoid a bust by just reloading after reading the code, but hey.
Inline Image:
https://www.klatremus.org/AshenAge_files/image001.jpgCorrado’sHexameron’s report from 2008 mentioned three major trouble spots; one of them was a thief outside Corrado’s main entrance. On street level there was no way to avoid a Ghost bust, as there was no shade and the thief never moved. My thoughts immediately went to the rooftops. I could ascend the wall just east of the city watch station from the canal side (image above). It required a few mantles, but nothing too difficult. In OldDark without newmantle it would require a rope arrow into the top eave. I snuck along the ledges heading south, to just above the aforementioned thief (image below). I then had to drop onto one of the ledges below to the thief’s left in order to avoid damage. I always got a first alert from this, but no hunt mode. Occasionally the thief would turn around and attack, but I eventually found a predictable method that both avoided fall damage and the second level alert.
Inline Image:
https://www.klatremus.org/AshenAge_files/image002.jpgHexameron also wrote how he couldn’t dodge the thief outside Corrado’s office. I’m surprised he said that, as this one is quite easy to get by. I could stand in the hallway just outside the stairs and have the thief pass safely (image below). Then I just followed him and let him turn, and as he headed back I started picking the lock. This spawned a first alert, but that was ok for regular Ghost. I rushed back to the hiding spot halfway through the pick and waited for the next round. On the second pick, I got through. I think Hexameron maybe gave up a bit too quickly because of already busting to the first thief.
Inline Image:
https://www.klatremus.org/AshenAge_files/image003.jpgInside the office, another thief could see me through the bookshelf. This was a secret exit leading to the canal. I just waited for him to be gone and opened the bookshelf so I could monitor his whereabouts. Cleaned the office easily otherwise. In Corrado’s storage room, I got the next keeper painting. Had to skip the coins in the control room for Supreme. Corrado himself alerted to the door opening. The intended way to leave from here was via the canal to the north (first image below), but I couldn’t find a way to drop into the water quietly. I tried with potions and crates from multiple angles, but to no avail. Corrado and his henchman always second alerted to the splash. Hexameron didn’t even mention this problem in his report, so I suspect he just went back through the pub, since he had already knocked out the two thieves from earlier. I think he even killed one of them. My solution was the same, but I couldn’t climb back up to the rooftop outside the main entrance, so I resorted to pushing the thief down the sloped street (second image below). This was an engine exploit, but a last resort, and thus acceptable for Ghost.
Inline Image:
https://www.klatremus.org/AshenAge_files/image004.jpgInline Image:
https://www.klatremus.org/AshenAge_files/image005.jpgVaultsBack in the streets I couldn’t get all the coins in the fountain for Supreme. I managed to get the woman’s purse and three of the coins at the eastern end of the pool, but the remaining loot was unobtainable for that mode. In order to get the rest, I had to nudge the nobleman over to the western wall as well as the woman a tad in the same direction (image below). Again a last resort option, which is allowed following the rules.
Inline Image:
https://www.klatremus.org/AshenAge_files/image006.jpgEntered the vault station by climbing a rope to the bell tower. This eliminated the main entrance, which would’ve been impossible anyway. Once inputting each vault code, I went back down the rope and entered via the south gate (image below). This eliminated the need to pick the lock on the control room door on the top floor, plus it made dodging the camera in the vault room easier.
Inline Image:
https://www.klatremus.org/AshenAge_files/image007.jpgPump StationHexameron also reported that he busted by alerting the zombie in the pump station when using the explosive charge to clear the rubble. The trick to avoid this was to time the explosion when the zombie was in the control room atop the stairs (image below). If not, it heard the noise as there was an open access window in the canal further south through which the sound travelled. If it was in the control room with the door shut, it never alerted. I didn’t even need to have the other door closed, the one door up top was enough. Perfect Thief success! Awesome!!
Inline Image:
https://www.klatremus.org/AshenAge_files/image008.jpgNotes:- Got three first alerts from the thief outside Corrado’s main entrance. Once from dropping down next to him, a second from the door when entering, and a last from the door when leaving. All Supreme busts.
- Got a first alert from the thief outside Corrado’s office. He alerted to picking the lock on the door. Another Supreme bust.
- Skipped a coin stack worth 25 in the canal office at Corrado’s for Supreme. Corrado alerted to the door opening.
- Had to push the thief outside Corrado’s main entrance forward in order to leave. This is allowed as a last resort for Ghost, but not for Supreme. Another bust to that mode.
- Skipped 35 loot in the fountain outside the pump station for Supreme. The nobles caught me unless I nudged them, which I did for regular Ghost.
- Skipped the loot worth 25 in Renzo’s office for Supreme. He alerted to picking the lock on the safe.
- Got a final first alert from the noblewoman by the fountain when opening the door to the pump station. Yet another Supreme bust.
Galaer on 4/6/2022 at 18:52
THE DOCKS... ALL ABOARD (T1 VERSION)
Thief 2 version has been successfully ghosted by dafydd. Thief 1 version on the other hand has been abandoned by Vanguard, because it contains eternal darkness. So let's see how difficult mission becomes with pitch black shadows. Eternal darkness really doesn't affect gameplay. Vanguard gave up on this mission way too quickly. Also mission requires damage property, so I also quickly checked Thief 2 version and it also required damage property. Looks like dafydd wrongly classfied this mission as a success. Thief 1 version is harder to ghost. There is couple more enemies. Unfortunate thing is it's possible for AI to get stuck. Because of that I was forced to restart this mission couple of times.
At the start quickly mantle on barrel and crouch. Wait for patroller to go right, enter bar behind servant and dodge him from right. People here are friendly except merchant in small room, but it's easy to grab money from table in front of him. Storeroom is first place that I was forced to restart mission. In my first run spider for some reason was facing his back towards door and was in 2nd alert for some reason. Normally he's looking in other direction. Luckily after restarting mission this problem didn't occur.
Fountain area is first difference with Thief 2. Stationary guard near fountain is only in Thief 1 version. If you will get 1st alert in passage leading to fountain you will be forced to wait for him to calm down. Otherwise he will immediately spot you when trying to strafe run to shadow near fountain. Next step is strafe run to shadow on the right of fountain and taking ring from it. Crouch run and mantle on cart, then on barrel. Jump in place, crouch and drop near gear. From here you must jump and mantle on pier. Here is drunk guard, but he's easy to avoid. You can douse torch or quickly run to dark corner in passage. Here I had another restart as running into corner I noticed stuck in place archer (he should patrol). I quicksaved and that was a mistake. I didn't realize that drunk guard spot me and I was forced to restart mission again.
Tower is patrolled by guard and there is stationary archer on 2nd floor watching west docks. In Thief 2 version there is only archer and he patrols tower and occasionally stop to look through window. It's very easy to ghost this area. My next target is crane, so I'm running along west side near water when 3 patrollers are away. In Thief 1 there is also stationary guard near crane. Here is locked gate, but you can skip it by mantling to ladder. Lever opening it is in warehouse and the only difference in it is in Thief 1 version there is bugbeast in cage and frogbeast outside. In Thief 2 version is only frogbeast in cage and no bugbeast. Use crane to drop and mantle on deck of ship.
Deck is pretty easy to ghost. There are 2 patrollers, but archer can get stuck on crates. In Thief 2 patrollers don't get stuck on crates. In control room is stationary guard looking through window who isn't there in Thief 2 version. Under deck are 2 patrollers and here is the last reason why I needed to restart mission. If these patrollers walk near each other, then they will get stuck walking into each other in narrow corridor leading to bedroom. So you want patrollers to visit opposite corridors to avoid them getting stuck. In Thief 2 version this was fixed by erasing one of patrollers.
To ghost these patrollers you need to use small shadows near bunks. Luckily it's barely enough to not get spotted by them, because in narrow corridor leading to bedroom there isn't enough place to dodge guard from the side, so you must wait in shadow near bunk near entrance to corridor. When escaping from bedroom you need to use small shadow between bunks near ladder.
Bedroom in Thief 2 was troublesome, because sleeping guard is sensitive and wakes up looking in your direction. Dafydd used arrow to wake him up to look in certain direction. In Thief 1 version you can sneak behind him by mantling on cupboard and then jumping on chest and going behind him.
He wakes up, but always gonna look at door. He's frozen in place, so he can't nudged. Luckily he doesn't alert to picklocking of door. So this room is much easier than in Thief 2 version. To escape from ship just jump into water, climb ladder and hide behind tower. Go along east wall, skip warehouse and picklock left door.
Your last task is getting golden bone from Keffley's storage. This room is locked and key to it is only located in Thief 2 version inside storage in Keffley's possession. Technically you could be able to keyhole and grab key, but Keffley is right in front of door and there is no invisibility potions, so this path is a forced knockout. Left storage has in both versions hole in ceiling blocked by wooden planks. It's impossible to squeeze through planks, so you must destroy 2 of them (ghost bust #1). In Thief 1 version Keffley will 2nd alert to that and you will be forced to wait for him to calm down. In Thief 2 version Keffley is a bit deaf and he doesn't hear planks destruction.
Playing in Thief 1 version I roped down to Keffley's storage and mossed floor below. I also moved crate in different spot on moss to quickly lean for corner urn. After grabbing all loot and golden bone I returned to north docks near fountain and jumped into water to finish this mission.
STATS:
Time: 0:18:10; Loot: 1543/1543
Pockets Picked: 3/4; Locks Picked: 2
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
GHOST: IMPOSSIBLE (in both versions)
Galaer on 4/6/2022 at 18:54
ELEMENTAL EXCURSION
BLIND IRONMAN GHOST RUN
Time to try this challenge once again. Let's start from objectives. There is optional ghost objective, 550 loot to get, get canister and fire scroll, don't kill anyone and escape objective. In shop there is free scroll, which I forgot to read and there is Refinery key to buy for all money, which I do. I also remembered to quickly unbind quicksave and quickload buttons.
Mission started and I unlocked 2 double doors. After a while I noticed that city patroller goes to starting point. I panicked and entered Alchemy Workshop to hide. But then I noticed that guard from 2nd floor descending via stairs. I had option to hide under stairs, but I noticed crates there or in shadow on stairs. I chose 2nd option and unfortunately guard spot me. He alerted patroller and I must have to escape. Unfortunately I didn't know layout of mission. So I ran to elevators, because enemies stop when you stand on them. But not on these elevators. So guard hit me and I lost 6 HP. I ran through tavern to small garden, which alerted priest. He tried to shoot me, so I hid behind tree. There was no way out. I tried to dodge pursuing guard, but he killed me. This run ended embarrassingly fast.
STATS:
Time: 0:01:40; Loot: 0/700
Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 12; Healing Taken: 0
Innocents killed: 0; Others killed: 0
GHOST: FAILED
GHOST RUN
Here I learned couple of things. First of all city patroller, priest, barkeeper and woman near him are neutral. They only alert when they will see you enter room you shouldn't enter, if you use weapon or if they hear alert from other guard. Had I know that I wouldn't panic in my previous run. Still I doubt I could finish it. Without help on the forum I wouldn't find canister. Also there is surprising trap in priest's room in tavern - carpet floor change into lave when you step on it. There is hint about trap in free scroll bought in shop, but not what trap it is.
Also there is some scripting - woman will go to basement if you go to basement and barkeeper will also go to basement if you visit 2nd floor. So after roping up above portcullis with priest near it you can steal priest's and woman's keys, then go to basement to loot woman's room and go to 2nd floor to loot bar when barkeeper is away (if he sees you stealing from him, he will 2nd alert.
Guard from Alchemy Workshop will eventually end walking into wall at the bottom of stairs, which makes him easy to dodge. Guard from Alchemy refinery can sometimes trick you by not stopping by end of him short patrol route and just turn around and continue his patrol.
STATS:
Time: 0:13:19; Loot: 600/700
Pockets Picked: 4/4; Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
Galaer on 4/6/2022 at 18:57
THE WALL - ST EDGAR'S CATHEDRAL
Thief 2 mission released in 2014 and has been updated 3 times before author remove it and vanished annoyed by other people critique. This mission looks beautiful, but it's not polished. Some readables don't work, items behave weirdly, grabbing body makes you see some white texture, there is a lot of 4th wall breaks, switch hunt, key hunt some switches must pressed twice. Menu has barely visible options, intro movie has visible taskbar and it promotes other author's mission - Knight's Dream and Unreal Engine. Mission has a lot more weird stuff going on, but I suspect all of them are intentional. I mean falling into water and swimming don't make noise and apparently it's a feature mentioned in readme. Mission itself has a lot of forced ghost busts and by design it reminds me Elevator Mission.
At the very beginning you must break wooden planks to enter small tower (ghost bust #1) and drop into water. Then there is switch on wall near 2 spiders. You must jump in place to reach it, but it 2nd alert spiders. Luckily I found that 1st alerting spiders with rope arrows shot into wooden floor makes them ignore noise from jump on wooden floor. Drop into water and continue swimming. Before getting out of water take all water arrows placed on water surface.
Courtyard is very well lighten. First grab sword and steal key to armory from guard. Take all items from armory and climb ladder. Take 6 pieces of loot in front of archer and press switch. Be careful, top of ladder is well visible and other stationary archer can spot you. Go along left wall behind stationary guard and walk to barrel. Here you must douse 8 torches to ghost last 2 guards. Take key from last guard and use lever above wooden gate twice to open it. Rope up to metal gate, use key and press switch. Drop on edge of broken pillar and then on wall away from archer. Drop on torch. Return to stationary guard with gate behind. Now it's opened. High mask can be grabbed by mantling on chest, also there is tiara under bed and lever behind it. Return to wooden gate.
Tower is unlocked, so climb up to wall, but first grab flares from ground. There is 20 bottles behind archer. Drop into water and swim to park. There is switch on shield of Keeper's statue that moves other statue revealing wooden planks. There is another way in by mantling over metal fence, but you can't get back to park the same way. It's possible though to mantle on wall to get to clock tower.
You must climb to the top of clock tower. To do it you must rope up to wooden beam, but when you climb to it you will get spotted by guards below (ghost bust #2). There is no other way up. I tried roping up to wooden beams on the side, but rope arrow just vanished in them. Climbing clock tower is tricky, but also it's the most fun part of the mission. Look out for lower metal ledges - unlike metal railings, ledges aren't solid. At the very top is lever opening main gate of cathedral and also couple of slow fall potions. To drop down safely just drop and mantle on wall behind clock tower, then go to corner and jump on lower wall and on lamppost.
From wall you can mantle on top of portcullis of passage, then drop couple items and fall on them. Go around Hammerites and take key near gate. To get to cathedral you could try to stack items to mantle over portcullis, but area in front of gate and slightly above floor is well lighten, so Hammerites will spot you. I tried to mantle on metal fence and go on gate and then stack items, but I got stuck on portcullis and Hammerites were easily killing me. I can't use water to get out, so I needed to return to clock tower and use wall to return to park. For that you don't need to stack items - you can mantle on gate through portcullis and drop on the other side. Return to gate on courtyard with lever behind bed. Use left door.
Here is key to dining room and wooden planks on floor. There is no need to visit dining room, because archer inside will alert to you. Plus you would be forced to douse every torch there and there is better place to douse torches. So I'm skipping 850 loot from dining room. Use sword to destroy wooden planks, which will also alert many enemies (ghost bust #3). Drop down and mantle on wall made out of wooden planks. In catacombs are 4 haunts, but they aren't alerted, so it's easy to ghost them. In my test run haunts were alerted, so I have no idea if that's because I didn't destroy planks in park or I used sword instead of rock to destroy planks in castle. Use lever behind statue and swim to cathedral. Get out of water and strafe run to wall to avoid being spotted by Hammerites behind gate.
Here are darker statues that are deadly, so don't touch them. Instead crouch walk through statue and press switch opening gate. Then go closer to main gate and rope up. I never found key to Keeper doors, but there is a way past them. Rope up to wooden beam and do tricky jump on wooden planks. Here are arrows and key on floor. You can also do tricky mantle ot chest, which isn't solid, but inside is key that I don't know what is it for. So just drop down and quickly run to main gate. Here you need to stack items to mantle over another wall made out of wooden planks and open last gate to cathedral.
Here you are forced to run past Hammerite (ghost bust #4). He will spot you and other AI will also spot you and attack you. Just run right and drop into wall. rope up and travel all the way to church. Here is patroller and couple of stationary guards. It's a good place to use remaining water arrows to douse torches, but don't douse torches with AI near them if patroller is close to them. Otherwise they will go into search mode.
You must go along right wall first. You can't go throw pew, because priest will always spot you. Instead crouch walk to opposite wall while right in front of priest, but behind 2 guards placed in the same spot. Go along left wall to the end, take hammer from altar and go to other corner. Lean for switch near note and return to corner. Wait for patroller to pass. Go behind him and return the same way to water. On ramp you must strafe run along right wall. This way you will dodge ground and drop into water. Go to exit door you opened to finish this crazy mission. No idea why any body has been discovered as I didn't attack anyone.
STATS:
Time: 1:04:05; Loot: 2970/3870
Pockets Picked: 5/10; 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
Bodies Discovered by Enemies: 1
Secrets: 0/0
GHOST: IMPOSSIBLE
klatremus on 4/6/2022 at 20:27
Thank you for the reports, Galaer. I went ahead and changed The Enterprise (T1) and The Docks (T2) to failed in the list. I marked them with a * next to the link and then made a small note at the bottom of the post of what this means. There might be more you discover as you go along. It seems as if they didn't understand the property damage rule as well in the old days.
The Cinder Notes report and video will be out Monday, and then its Heartcliff Islands...:p I'm 3 hours into it and I can see why you abandoned it. I haven't needed any spoilers or walkthrough yet, but I doubt I will be able to finish it without direct help. Report and video for that won't be out until August though. Perhaps we will have other mission releases during the summer.