klatremus on 24/6/2019 at 10:37
Nice work there, marbleman. Nice to see you back in action ghostwise. I'll hopefully get some reports done at the end of the summer myself.
Galaer on 26/6/2019 at 19:27
PATRIOT CAMPAIGN
MISSION 4 - PARTNER
VICTORIA'S PATH
Getting into train
There are 2 ways into train station. Both intended. One is through main entrance. But in order to do that you need to use lever. Afterwards guard will search in place for enemy for 3 seconds, then use lever and return in front of main entrance. Inside you will be forced to turn off lights and get into train. You can also get a secret. But I had no idea how to interpret behaviour of the guard in front of main entrance. Is it supreme ghost bust or maybe it's regular ghost bust or maybe it's just scripted behaviour, which isn't bust at all. I have no idea. That's why I chose second entrance.
From the starting point go right until you see building with big windows (that's a train station) and platform with boxes above street. Opposite to train station is a house. Go upstairs and through window drop onto platform. Use the switch and stay under it for the whole ride. Inside train station send platform back with a switch and drop down. This way you can avoid any alert from Mechanist above. Go right and hide behind corner. Wait for information about finishing loading train. Go along wall and then run to ladder. And you are inside.
Gassing the Mechanists
Take bedroll with you and bring it together with gas mine to 2 Mechanists in front of train. Drop bedroll between them, crouch and drop gas mine on bedroll. Then back off to avoid gas. And that's it. You cleared the train. I had no idea what to do with breaks. I decided to put them on train. In order to do that before doing down on ladder, open metal door. This will give you enough space to drop a brake. Before leaving train, switch to Garrett.
GARRETT'S PATH
Getting into mine
From the starting point go to wall at west. There is hole in the wall. Mantle on rocks and go on the other side. You are in shadow behind house. Go along house to the stairs. Drop from wooden railing behind Mechanist and enter mine. East side of Level 1 is blocked by very sensitive Mechanist in front of elevator. Loot this place, then go to the bottom of the stairs and get a key. Now you have 2 paths: you can enter Level 2 or go through a rumble to Level 3 (but that's one way go). I chose to go into Level 2.
Level 2
Go left until you see lantern. Theoretically you don't need it, but it makes these very dark tunnels more enjoyable to go through. The problem is that if you will bring with you lantern through a crossroad, then guard in front of elevator shaft will spot you and go into search mode. But there is a solution - you need to throw the lantern into opposite tunnel. This operation doesn't make any alerts. Now use west tunnel to go south and drop lantern at the crossroad. Go north to elevator shaft. Stay under switches and ride to Level 1.
Level 1 (east side)
Wait for Mechanist with lantern and go behind him. Don't take a lantern. It's not needed. There will be tunnel left. Go blindly north until you see nugget. Then return south and wait for Mechanist. Remember to look up in the south direction. After you see the light, go behind it back to elevator shaft. Then slowly approach nugget behind coal. Return under switches on elevator and ride to Level 2. Take your lantern and go to Level 3.
Level 3
You need to use west tunnel. If Mechanist with lantern appear, drop lantern on main tunnel and hide yourself in shadow in one of dead ends. Go north to stairs. Go upstairs to rumble and take scroll. Go to Level 4 and drop the lantern in well lighted area. For this level you don't need a lantern.
Level 4
Open big gate. Hide under stairs and wait for new patrollers. Go behind them, then at crossroad go north, pass elevator shaft and turn right. You can see lamps on ceiling. Use it to find Ammunition Store. Take 2 explosive charges and 2 fire arrows from a secret. Go back and from elevator shaft go max north and turn left. Open big gate and return to stairs. You know the path back to Level 1, but you must avoid 2 tunnel with lava under rails on Level 2 and 3. Go through evacuation passage and go above train tunnel. Switch to Victoria.
Finishing touches
Grab bedroll and jump out of train. Funny thing - if you press up or down, you will almost in the same speed like train. Switch back to Garrett. Place 2 explosive charges and detonate them with 2 fire arrows. Then wait for train to explode.
Ghost busts:
1. and 2. Detonating explosive charges put Mechanists below into search mode.
3. Train explosion also put Mechanists below into search mode.
STATS:
Time: 39 min 01 s; Loot: 985/1500
Pockets Picked: 1/2; Locks Picked: 4
Back Stabs:0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 2
2 kills appear after train explosion. I'm guessing that they are these 2 Mechanists that Victoria gassed. I don't think they appear inside train on Garrett's path. I think these 2 kills are just scripted to add into stats. That's why I don't think it's a bust.
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 2/3
1 secret I avoided, because it's only available for ghosting if you turn off the lights in train station. I chose different entrance, so I couldn't do that.
GHOST: 3 BUSTS
PERFECT THIEF: IMPOSSIBLE. There are 2 loot pieces I was forced to skip:
1. On Level 1 - safe in Directorate office. Opening safe trigger alarm. There is switch disabling alarm under desk, but it only works after launching the alarm.
2. Elevator shaft area on Level 2. There is a loot piece on trolley, but Mechanist is staring in it's direction. His impossible to nudge (and I suspect that nudging will be impossible in this campaign, because it's not the first time). I didn't found any way to grab this nugget.
SUPREME GHOST: IMPOSSIBLE
Also out of curiosity question about Supreme Ghost:
1. Is Supreme Ghost rules allow grabbing extra equipment to complete the mission? In this case it would be 2 fire arrows and 1 gas mine.
2. Is Supreme Ghost rules allow grabbing equipment that trigger secret. I understand that if it's a food, I can drop it, if it's a mine, I can drop it and disarm. But what about arrows?
3. Is Supreme Ghost rules allow grabbing equipment through pickpocketing?
klatremus on 27/6/2019 at 14:33
Great to see you continue this ghost run Galaer, and good questions about Supreme Ghost. Here are my answers, but i encourage anyone else to chime in:
1. Yes, taking equipment in order to finish objectives are allowed. Of course, if you can finish it without equipment, you should.
2 & 3. These cover the same principle. Players differ in this regard. Personally, i dont take equipment that i can't return just to get secrets or pickpockets. I dont even take keys off someone's belt because i can't return it to the belt, only to the patrol route. Nobody would say you bust Supreme just because you accidentally pick up arrows from a chest and you didnt know, but i always have a habit of quicksaving first, then reloading if its something i don't need. If you take arrows from an archer to get the pickpocket count, then this technically constitutes an unnecessary pickup, but again, I dont think many would call it a bust. Make sure you always report it and explain your reasoning in the report, that's the idea. But strictly speaking, it is a bust. Rule #13: "dont pick up what you dont need".
marbleman on 27/6/2019 at 15:25
My stance is pretty much the same. If you need something to complete an objective, by all means pick it up. When it comes to secrets and pickpockets, I'd say it's more Supreme to ignore those that you don't need.
Galaer on 28/6/2019 at 18:36
Thanks for the answers, klatremus and marbleman.
PATRIOT CAMPAIGN
MISSION 5 - SABOTEUR
This mission is for most part linear. Ghosting is very standard. There is a lot of leeway and shadow. Most of the passages are the same as during normal playthrough. That's why I'm not gonna mention all of them. Also no loot.
BAD START
At the beginning there is Mechanist watching protection gate. You need to drop 5 explosive charges into hole. For that you need to use 1 moss arrow. But even if you do that, it's impossible to avoid him without spotting us. He's impossible to nudge - just touching puts him into search mode. I was forced to KO him (first ghost bust).
NORTH PART OF FACTORY
West Raw Material Storage - in order to enter you need to time camera behind door. I think it's quite unfair obstacle.
Getting into Armory may be problematic. Sometimes bot and engineer will walk into each other and block themselves. This will also block your progress. It happened to me once and the only solution was restart the mission. That's why I prioritize putting explosive charge into Fuel Storage as early as possible and unlocking door from Assembling (for exit from outside "X" area, where I will go later.
Speaking about the order of putting explosives, I prefer this order: Fuel Storage, outside area behind gate near Sorting, first Armory, Test Area (after beating giant bot) and second Armory. The reason that second Armory is last isn't just because it's exit route. After putting all explosive charges, in Assembly Line area wakes up unique factory bot. This order let me avoid confrontation with it.
WRENCH NO 5
From Armory go to Assembling first. In office you can find office key on desk. Even though I took it, you don't need it. Just drop on conveyor belt below. The easiest way to go to Soul Forge is to turn off the light in 2 enginners room, but I decided to avoid doing that. Instead I entered Soul Forge via conveyor belt, went behind enginner to left wall and around the room to another conveyor belt. Mantle onto it and entered Final Inspection. From there it's easy to get wrench on enginner's belt.
Return back is more tricky. You can't use conveyor belt, because Mechanist is going into second alert. Instead use nearby door and sneak to this Mechanist. Go slowly around him and run across lower conveyor belt and turn left. Surprisingly I could avoid with this second alert. Now just mantle on conveyor belt ( you need to time it with bots on conveyor belt) and drop into Assembling.
OTHER STUFF
Parts Storage key - you don't need it. To get out - stand on higher metal box and jump into ventilation.
To get further into Directorate, you need invisibility potion from right safe in Laboratory. Use it to avoid gaze of a watcher, then go down to disable it.
To get into outside "X" area go to the bridge leading to Designers (second floor) and jump from the railing to the North. You will travel rooftops. Be careful - noise from walking on roof can alert bot walking inside building (Sorting) below. You should see big gate. Drop onto it, then on lever. Use lever. Now you have access to outside "X" area. I couldn't leave this place without leaving gate open though.
DEALING WITH GIANT BOT
In Test Area our target is to destroy giant bot. While destroying it isn't objective, destroying giant bot will give us item that after using into machine will change into explosive charge. And getting 5 explosive charges is our objective. That's why I don't call destroying giant bot a bust.
Also one more thing. Whenever we enter any side passage, giant bot will go guarding this passage. These passages has some invisible triggers, there is no way to avoid it. I think it works like zone traps in Bonehoard (Thief 1). Also giant bot just walks to these passages and just stop in front of them without any comment. I'm not gonna call it a bust.
Before going down - check where is everything. There is light lever on North wall near passage. On the left of it is a giant bot. It may be invisible, so just wait couple seconds for him to reappear. On South you have a ladder down. Use it and slowly descend from metal slope. Then run right to the giant bot. Slowly approach it until he reappear. Use wrench to open his lid and drop it near South passage (that's where this bot will die. Go back to him and take his impulse source.
Enter West passage and leave. Do a big circle to light lever at North. I used that, but I don't think it's needed. Go through nearby North passage and go left to fuse machine. Take fuse and drop it. All lights will go off. Use impulse source in fuse place. The impulse from machine has huge range and it can go through walls, so there will be no need to use equipment or make noise to lure bot here.
Go through nearby West passage and go South. Wait for bot to arrive there and trigger South passage. Go to East passage and observe giant bot dying near South passage. This bot's death doesn't count in final stats. Take torpedo (this item is needed to make explosive charge).
BAD END
After you put final explosive charge in second Armory, go through ventilation. To descend - go fast through ladder and during your slide on ladder turn around to face ladder. That's how you stick to it.
In the end you need to press lever to trigger the explosion. Lever is behind 2 crates. Both pickable, but they can't be dropped and using them immediately breaks them in our hands and alerts Mechanist in next room. To avoid that mantle on metal box and drop on the right side of higher crate. Push it away, but don't let it drop on floor (this alerts Mechanist. Now drop into gap between lower crates and try to push lower crate until you highlight the lever. Use it.
Using the lever makes factory explode. This automatically destroys 2 crates in our room and second alert the Mechanist. While destruction of 2 crates isn't exactly our fault (I don't count it as a bust), second alerting Mechanist is. I checked and I know that factory explosion (without crates) is enough to alert him. So that's the second bust in the mission. Also just like at the end of previous mission, game adds 23 kills and 5 iron beasts gets destroyed.
STATS:
Time: 1 hour 05 min 19 s; Loot: 0/0
Pockets Picked: 1/1; Locks Picked: 2
Back Stabs:0; Knock Outs: 1
Damage Dealt: 1; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 23
Iron Beasts Destroyed: 5; Disabled: 0
Secrets: 7/7
Only one secret is triggered by using lever opening secret stash. The rest is triggered by getting equipment.
GHOST: 2 BUSTS:
1. I KO-ed the Mechanist at the very beginning of the mission.
2. After triggering factory explosion, nearby Mechanist second alert to it.
Not a bust - I used invisibility potion to avoid being spotted in Directorate.
SUPREME GHOST: IMPOSSIBLE
marbleman on 28/6/2019 at 22:01
Game:
Thief GoldFM:
MercenariesGhost -
FailedPerfect Thief -
FailedSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 26:15
Loot - 1293/1293 (Ghost: 1193; Supreme: 1113)
Pockets Picked - 10/16 (Supreme: 9/16)
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; 1 moss arrow
As of right now, Mercenaries is the last mission of the Gems of Provenance campaign. It is also the most difficult and thus the most interesting one to Ghost. Like in Widow's Ire, achieving Ghost is impossible, but this doesn't make the mission any less enjoyable.
The mission takes place in a small keeper abbey, which is now occupied by mercenaries. Our goals are to gain access to the keeper vaults below the abbey, steal the Staff of the Necromancer, and get 1000 loot.
Water and Fire KeysThe first part of the mission entails collecting four elemental keys to open the way to the vaults. The abbey is small, yet it can be confusing to navigate the first time due to numerous tight passages and twisty halls. One such hall connects the lower and the upper level of the abbey, but for Supreme, it is impossible to pass. Thus, I had to enter different parts of the abbey from the outside. There are also plenty of guards in strategic positions, circumventing whom almost feels like a puzzle at times.
Creep-crouched my way to the other side of the main entrance. Staying as close as possible to the outer wall allowed me to avoid any first alerts. Caught up with and pickpocketed a lantern guard. Next, dropped into the backyard well and picked up the water key. Luckily, dropping in here does not alert anybody. Crept past the cook and picked up some loot in the pantry. Next, I was ready to tackle the main hall.
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http://thumbs2.imagebam.com/c6/9f/02/d9da151263932224.jpg This is a tricky yet relatively easy room. It is well lit and overlooked by two stationary guards: one on each side. A few other guards also come through regularly. My goal here was to get inside the fireplace and take the fire key. At first, I was sure that I would inevitably take at least a few first alerts, but I soon found out that staying right in the middle of the room allowed me to go through without any alerts. The next problem was taking the key itself. For it to appear, I had to douse the fire, which was my first Supreme bust. However, using the water arrow (there is also a gas arrow in the mission, but using it to douse the fire does not reveal the key) can also first or even second alert nearby guards, and I didn't want that. Thus, I had to get into the fireplace as soon as one of the guards went through and then douse the fire from the inside so that I didn't have to draw on the string too much. I still got alerts 80% of the time, but eventually I managed to avoid them.
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http://thumbs2.imagebam.com/d0/bc/20/f9a9a91263932264.jpg My next goal was to get out of here. Obviously, I couldn't go up the well again, and the stairs in this room lead to the hall I mentioned earlier. The only option was to take one of the two main doors, which would lead me outside, pretty much to where I started. There are entrances to North and South, each guarded by a stationary mercenary. To get to either without first alerts, I could use pillars as hard cover. First, went to the southern one and pickpocketed the guard. However, I could not get through here as the window is too small. Thus, went to the northern entrance and crept out without much trouble.
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marbleman on 28/6/2019 at 22:03
Earth and Air KeysNow I was ready to tackle the upper level of the abbey. Went back to the backyard and entered the abbey through the back door. While the guards were having a conversation, looted the library on the upper floor. It is important to do this now since after the guards are done talking, one of them will start patrolling the library, and he might get stuck, making looting the library impossible. Next, looted the barracks without much trouble and went back outside the way I came.
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http://thumbs2.imagebam.com/fa/61/20/8bbb131263932314.jpg Climbed the outside of the building to get inside the mercenary leader's quarters. While doing this, had to be careful of the two guards on top of the watch tower as they could spot me. While we're here, I should talk about them. The archer has a purse, but the swordsman prevents taking it for Supreme. There is simply no way to avoid first alerts from him. It is still possible to take it for Ghost though.
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http://thumbs2.imagebam.com/a2/4c/32/f5bf361263932344.jpg Inside the leader's quarters, picked up the earth key and roped up to the attic. Behind the banner here are three pieces of loot worth 220. The catch is that they cannot be picked up until the banner is slashed. We cannot afford to skip this loot however, and I'll get back to why in a bit. And no, it is impossible to grab these loot pieces from the other side of the window. Slashed the banner, got the loot, and went back out the window.
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http://thumbs2.imagebam.com/1c/39/67/65efb31263932414.jpg Next, climbed the roof of the abbey by mantling one of the buttresses and went to the other side. The air key floats around the roof, and one of its stops is a gargoyle here. This is the easiest place to get it without being spotted, but before the key becomes frobbable, it needs to be shot with a moss arrow. Using a moss arrow to solve a puzzle element is not a bust, so I'm good here.
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http://thumbs2.imagebam.com/a0/dc/38/edab711263932454.jpg Went back to the buttresses, dropped down to the lower roof, and went around again. Descended to the ground using the doorframe below. Picked a purse off a stationary guard, and then entered the abbey again. Here is another piece of loot that requires property damage: the footlocker with a nugget worth 100 is unfrobbable until the banner is slashed. And this is why grabbing the loot cache in the attic is necessary. The mission has 1293 loot, the loot that requires property damage accumulates to 320, and the loot goal is 1000. At least one of these banners has to be destroyed, so I'd rather slash one that allows me to take more loot and skip another one. Pickpocketed two more guards, one on top of the stairs and another one behind the double doors leading out of the dining hall. Time to get down to the vaults.
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marbleman on 28/6/2019 at 22:07
The VaultsFirst of all, the way to the vaults has to be opened. Using four keys above four doors opens all of them at once, and then I can use a magical lift to descend. However, there is another issue. Two of the doors can be re-closed, but the other two cannot. Unfortunately, a guard patrolling outside will see this door open and react to it, which is another Supreme bust.
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http://thumbs2.imagebam.com/21/1b/8c/fef0071263932654.jpg The first hurdle is four elemental rooms. Their order is randomized on each playthrough, but it shouldn't matter for Ghosting. In this case, the order was water, air, fire, and then earth. The first and the last rooms pose no Ghosting challenges. The air room is occupied by the new enemy type: mage statues. Their behavior was easy to figure out. Unalerted, they are still, and when they notice me, they begin moving. The interesting thing about the statues in this particular room is that they are fully silent and deaf, so even if I had to go through this room first, I could have jumped in and avoided any alerts. The floor in the fire room is made exclusively out of pressure plates, each of which activates traps, and there is no way to avoid triggering them. The walls and pillars in this room are ropeable, but this doesn't allow me to not touch the floor at all. The best I could do is bunny-hop through the room, activating as few pressure plates as possible, but I can't tell how many I ended up touching. The good news is that this didn't alert the mage statues.
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http://thumbs2.imagebam.com/bd/14/13/d85fa41263932754.jpg After traversing the elemental rooms, solved a riddle, which can be different on different playthroughs, and got teleported to the next area. To open the door, had to remove two vases from the pedestals. For Supreme, I had to place them back, but it didn't make the door close again. Going through the door, had to dodge an unavoidable trap. Another Supreme bust. Closed the door behind me and entered the next room. A scroll lying on the table explains what needs to be done in this area, but reading it activates a trap, and this one I can avoid. What needs to be done is activating four glyphs around the area. This will open the cage containing the Staff of the Necromancer.
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http://thumbs2.imagebam.com/74/00/5c/53dda71263932834.jpg The first glyph can be seen in the stained glass window right as I enter the next area. To get to it, I have to use a jump pad: a moving piece of floor that can launch me flying. Now, it can be argued that these are also traps, but I wouldn't consider them such since, unlike traps, they are supposed to be used to traverse the area. What's definitely a trap is a statue rushing out of a door in the next room. To avoid it, had to use the jump pad and fly past the trigger area. The next glyph is behind a statue that never moves and always chants. I do not think this one is an AI. The third glyph is on a big statue in front of a jump pad. Using the latter, however, activates a trap, and I do not want that. Instead, jumped past the pad and used a rope arrow to reach the glyph. Finally, there are six more jump pads in this area, five of which launch me to my death. Taking the correct one, flown through the window, breaking it as I landed. Another Ghost bust.
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http://thumbs2.imagebam.com/2e/df/34/92f2ad1263932914.jpg The last glyph is behind the mage statue beneath the cage with the Staff. This statue is not deaf and it also constantly chants. I'm not sure that I was able to pass it without alerts, but I didn't notice any change in its behavior. Finally, crept into the cage and took the Staff. The side catwalks closed up, and the one leading outside has opened.
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marbleman on 28/6/2019 at 22:09
Back at the AbbeyHaving traversed a few corridors, arrived back at the abbey. To open the door leading into the second level of the main hall, had to frob a bust, which removed a light source from it and lit a torch on the opposite wall. I could douse this torch, which would relight the bust, but it would not close the door. I am not sure what is more Supreme here, but I decided not to bust it any more than it is already busted and left the torch burning. All that's left to do now is grab the loot I missed earlier as well as a piece that has spawned only now: the purse that can be picked off the mercenary leader, who is now occupying his quarters. Along with him, four more mercenaries have spawned, mostly in doorways, which makes traversing the abbey even more complicated. A few of these guys have pickpockets, and getting all of them is also an interesting challenge.
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http://thumbs2.imagebam.com/ab/73/40/eafb121263932974.jpg Pickpocketed both guards overlooking the main hall. Had to be careful since they could spot me through the stain glass window in the middle. Also picked a purse off the guard patrolling between the overlook rooms and cleared out the game room. Next, descended to the first floor and exited the building through the northern front door, just like before. Climbed the outside of the abbey again and picked the purse off the mercenary leader. Fortunately, I could reach it from the outside. Then, jumped over the outer wall, and the mission ended. Can't wait for the campaign finale!
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http://www.imagebam.com/image/c007411263933014)
Inline Image:
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Inline Image:
http://thumbs2.imagebam.com/1e/94/46/e09a911263933024.jpg Notes- Slashed a banner in the abbey's attic to get the loot necessary for meeting the loot goal. Ghost bust.
- Broke the window leading into the Staff room. Ghost bust.
- Doused the fire in the main hall of the abbey to get the fire key. A Supreme bust.
- A patrolling guard reacted to the water door being open. A Supreme bust.
- Activated a number of traps in the fire room. All Supreme busts.
- Activated a trap when entering the glyph area. A Supreme bust.
- Removed a light source to open the door back to the abbey. A Supreme bust.
- Used a number of jump pads in the glyph area. If they are considered traps, then I took even more Supreme busts.
- Might have taken a first alert or two from the statue in the Staff room. If so, more busts.
- Used a moss arrow to get the air key. Using moss arrows to solve puzzle elements is allowed, so this is not a bust.
- Skipped a purse worth 80 on an archer on top the watch tower. Could not avoid first alerts from his swordsman buddy.
- Skipped a nugget worth 100 in a footlocker near the dining hall. Taking it requires slashing a banner.
- The missing pickpockets are mostly potions. All of them are possible to get.
Galaer on 29/6/2019 at 09:46
PATRIOT CAMPAIGN
MISSION 6 - PATHFINDER
Again in this mission there is no loot. There is barely any story and barely any obstacle. So I decided to Supreme Ghost this mission.
You start in Forest. Here are 2 invisible Treebeasts. This area is huge, so it will be hard for them to spot you. There are 2 paths: to Valley and to Dark Forest. The problem with Valley is there are frogs. And they croak. I have no idea when they first alert to me. That's why I'm gonna prefer going through Dark Forest in this run.
Dark Forest is still easy place to ghost. There are spiders and confusion mushrooms to avoid. But also everywhere is shadow. Only finding paths can be difficult. Find the cave and walk inside while crouching to avoid first alert from spider. On beach go through quicksand, grab Major epaulet and after completing objective drop it. You can't drop it where it was, you can only drop it on sand under bridge. Go to west, take empty bottle from treasure chest and go to Valley.
Go to bridge and drop into water. No frogs should hear it. Be careful - in water there are frog eggs that can hatch when you get too close. That's why swim near bottom. Also while underwater drop bottle to fill it. Swim to the house and grab 1 water arrow near rocks. Talk with Pagan and return to water. Swim to the other end of river. This is the hardest part of this Supreme Ghost. You are observed by frog on one side of river. You must quietly mantle on rocks and jump on the other side. Also on this side there are 2 patrolling frogs. Stick to plant wall and go around them as far as possible. The reason I skip entrance to Forest via nearby tree is because I need to use a branch from beach.
Go to Forest via Dark Forest. Find the stump and climb there. It's not dark, so you need to use water arrow on fireflies. I don't call it a bust, because dark spot is mentioned in objective and that's the intended way to do it. Grow Lumine and put useless bottle on ground. Be careful to not throw it. You can break it. Use sword to cut Lumine. I don't think it's a bust. First you need to grab Lumine to complete objective, second sword's swing was mentioned in conversation. You are now fully visible. Go to Wood Temple.
Talking with Shaman is unavoidable and after conversation she doesn't react at all to you. The only weapon that work here is sword. Slash deal 10 damage and full swing - 30. Slash her once (objective complete) and take her head. Grab Lumine and get back to stump. Drop Lumine there. By the way, quicksaving can move Lumine position or sometimes our position here. Weird.
Grab bottle, go via Dark Forest to beach and put it inside treasure chest. Go to Valley, to bridge and drop into water. Swim to house and drop head inside. Head becomes unfrobbable. Pagan will guide you to the end of the mission.
STATS:
Time: 43 min 46 s; Loot: 0/0
Damage Dealt: 10; Damage Taken: 0; Healing Taken: 0
Innocents killed: 1; Others killed: 0
Secrets: 2/3
Skipped 1 secret, because it requires grabbing rope arrow.
GHOST: SUCCESS
SUPREME GHOST: SUCCESS
Also 1 question:
This mission's equipment transfer into next mission. I supremed this mission, so I have no arrow equipment.If I would ghost this mission, I would have for the next mission a rope arrow. Is it allowed in Supreme Ghost to get equipment from previous mission, because I was just regular ghosting it?