klatremus on 20/1/2018 at 21:45
Game:
Thief GoldFM:
Endless RainGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
Failed (but possible)
Time - 2:23:50
Loot - 4500/4500 (Supreme: 4240)
Pockets Picked - 4/5
Locks Picked - 3
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - 1 Holy Water Vial & 1 Water Arrow to enter keeper grotto (Supreme: None)
See the entire report with screenshots (
http://www.klatremus.org/EndlessRain.htm) here (FMs)!
Loot list (
http://www.klatremus.org/EndlessRain_L.htm) here!
YouTube let's play (
https://youtu.be/xBpSl6dGqM4) here!
Comments:Probably a top 10 mission of all time for me; definitely the best of the year so far. That statement should say a lot given the quality of missions released in the last half a decade. Funny thing is, it’s not customized textures or fancy scripts that make this one so good, it’s simply solid gameplay. Be prepared for the thieves’ highway on steroids. Took a long time for me to find all the loot, but that was only a good thing. My first mission by Skacky, but it won’t be the last.
I chose to Ghost this mission with the newest HD texture packs, despite Skacky’s recommendations for the vanilla experience. My blackjack run was without any texture updates, so I had gotten that satisfaction already. Mostly I think the texture updates makes missions look grittier, which is half of the Thief experience. Especially the new Necro Age mod is high on my list of favorites. I’ll tell you what though, this mission looks stunning regardless.
My main goal was to find and steal an opal from Lord Monsegur, the new warden. In addition, I was to locate some information about his friends and foes. First though, I’d have to find some rope arrows. Due to rushed circumstances, I hadn’t brought any. 2,500 loot and a pagan relic of some sort were also on my list of to-dos. Lastly, I was to pick up a ruby from the late Lord Felton. Sounded like enough trouble for one night; time to get started.
The initial streets had a few patrollers and a couple of stationary guards, but nothing a waiting attitude wouldn’t solve (see image below). I sucked up the atmosphere and started looting. Went for some rope arrows at the weaponsmith’s first. Found the entrance to the keeper’s compound in a corner behind a chair ((
http://www.klatremus.org/EndlessRain_files/image002.jpg) see image). A clever goblet lay under the lift in the elevator shaft. Seen that trick before, although it’s been a while now. Seems like authors have forgotten it. I read the letters down there but reloaded, as I knew this objective wouldn’t be possible for Supreme. It involved the triggering of traps, not allowed for that mode. Unless I missed a trick that is. Anyone? Took the loot down there and left.
Inline Image:
http://www.klatremus.org/EndlessRain_files/image001.jpgA Thief’s HighwayAt this point I had a decision to make. My goal when ghosting is always to
reduce the number of locks picked that cannot be relocked. To me that goes along with the spirit of the Supreme rules, leaving as few things unchanged as possible. The objectives and loot takes priority of course, but this is a mission where plenty of picked locks can be avoided. Given the plurality of access points to the various buildings, I wanted to move around the map in such a way as to minimize locks picked. No rule mentions picked locks except to say that they don’t count as busts.
So I started by climbing the east wall in the starting plaza. The wooden framework made it possible. If placed correctly, a single rope was enough to ascend. I had to watch all the patrollers, as well as guards up on the roofs once climbing. Especially the archer to the west was dangerous. Blocked sound propagation made it extra difficult. The statue had a dark spot by the inner wall ((
http://www.klatremus.org/EndlessRain_files/image003.jpg) see image). I could even retrieve my rope from here. Cleaned the manor to the south first, accessible through two wooden shutters and a trip through a vent (see images (
http://www.klatremus.org/EndlessRain_files/image004.jpg) here and (
http://www.klatremus.org/EndlessRain_files/image005.jpg) here).
Cleared the technician’s room to the east, grabbing the coin stacks by the coil. Didn’t want to go further east due to a locked door. As mentioned, I want to avoid picking them if possible. Crossed west to Fielding manor instead ((
http://www.klatremus.org/EndlessRain_files/image006.jpg) see image). Moved along the ledges westward unbothered. Found a few more coin stacks and a purse in a tucked-away windowsill south of the market (see image below). It could only be reached via a balcony at the top of a climbable gutter.
Inline Image:
http://www.klatremus.org/EndlessRain_files/image007.jpgHad a bit of trouble entering the power station through the window. The metal pipe was impossible to land on without wreaking havoc, so I jumped across and made a mantle directly into the window instead ((
http://www.klatremus.org/EndlessRain_files/image008.jpg) see image). Difficult but repeatable. Found some hidden coins on the metal beam in there as well. Scooted down to the basement and grabbed the nugget, dodging the mission’s only zombie. Didn’t exit into the sewers though, again due to the door having to be picked.
Dropped to the streets back at the market. There was a hard-to-reach balcony with loot north of the clocktower that took some time to figure out (see image below). A lone guard did an occasional pivot out there. Found it easiest to jump from the second fence post; any closer had me mantle the roof instead. Needed to enter and find shade quickly, or else the guard appeared again. I headed inside, scooted left and hid behind the nearest pillar. Two vases in there, then back out again. I thought about dropping to the canal, but instead managed to mantle back to street level. This was more difficult than getting down, but with the right angle and velocity I got it.
Inline Image:
http://www.klatremus.org/EndlessRain_files/image009.jpgAscended to the rooftops again back on Usher Street. Headed northeast this time, passing through Cribs’ gallery. Lady Valerius’ letter was a nice touch. Moving east, the guard quarters above the canal was difficult; especially the coin stacks on the patio table. Had to monitor both guards from the ladder, the stationary archer was visible from there ((
http://www.klatremus.org/EndlessRain_files/image010.jpg) see image). He had three facing angles: west, south and east. His pivots were frequent, even swinging north if turning from west to east. The patroller had a stop in the bedroom, but he still viewed the balcony through the open windows. The best scenario was when the archer faced east, as I could descend the stairs and approach the table crouching along the wall unnoticed. Then he had to shift position before the swordsman came outside for me to reach safety. The table or even the ledge on the east wall were good options (see image below). Returned in the same manner.
Inline Image:
http://www.klatremus.org/EndlessRain_files/image011.jpgDownstairs was another bedroom with a single patroller. Not as tricky as up above, but I still had to follow him to either end and duck into the shadows ((
http://www.klatremus.org/EndlessRain_files/image012.jpg) see image). The door in the basement was pickable and the ladder above the frobbable grate in the staircase wasn’t reachable from below. My only option if wanting to avoid the lockpick was to return upstairs and leave through the window. Took the plunge into the canal from here.
There And Back AgainNothing to report from the sewers. Every area had a maximum of one patroller, with plenty of shade or hardcover. No noisy flooring either. A breeze.
I soon realized the keeper grotto couldn’t be entered at all for Supreme. In order to access the passage below the sewer control room, one needs to use holy water on the statue. “Ye who seek entry must cleanse my heart first.” Well, as per Supreme rule #5 no potions are allowed at all for that mode, and holy water vials are considered potions. That meant 260 loot skipped for that mode. As mentioned earlier, taking The Seven Forbidden Doctrines triggers several spitfire traps, another bust for Supreme. However, that was only a hidden objective; skipping loot prevents Perfect Supreme Ghost and always leaves a bigger scar.
And just for the record: Lolth’s lair looks awesome in high definition! Can you find the bodies?
Inline Image:
http://www.klatremus.org/EndlessRain_files/image013.jpgBack in the streets I climbed one of the wooden rafters east on Wailing Way. Headed north to Castle Termay and followed a patrolling archer along the balcony. Found a spot on the railing where I was safe once he came back ((
http://www.klatremus.org/EndlessRain_files/image014.jpg) see image). Two coin stacks in a dark windowsill across the alley, and a goblet in another sill at the east end of Grime Street ((
http://www.klatremus.org/EndlessRain_files/image015.jpg) see image). The coins were easy to reach, but the chain was noisy and my light gem shone red. Once I managed to get onto the chain silently and even mantle into the windowsill itself, things got easier. That way I could time the street patrollers and the top archer and plan my return more carefully.
Had to make a couple of careful rope hops to make it to the diamond cutter’s. I was visible to the street guards on a few occasions as well, plus the rafters weren’t always that easy to mantle. The aforementioned goblet was only reachable from a rope. Only needed one arrow and retrieved it once I entered the window. Found a semi-hidden diamond on top of the cabinet, although it was hinted to in the readable.
Monsegur’s & BeyondEntered Monsegur’s through the ballroom window. All tile and one swordsman ((
http://www.klatremus.org/EndlessRain_files/image016.jpg) see image). No shade except for a few spots in the corners. Intimidating to say the least. For now, I only needed to reach the door on the north wall. As soon as the guard turned west, I dropped and closed the window. Tapped creep-crouch-run until he swung south, then switched to cc-strafe for a few seconds, then back to run. Reached the door without comments this way. I knew I’d have to come back here later. I’d deal with the loot then.
The rest of this floor was heavily patrolled, but still not that difficult. I had to be patient in certain areas, but every room had shadows, scattered carpets and brief periods with no guards. That was all I needed. Found Monsegur’s ring on the library couch. A hidden lever among the plants opened a ceiling panel and a back entry to the lord’s bedroom chamber. This room also seemed daunting at first, but Monsegur’s predictable patrols and some degree of shade (especially in the southwest corner, (
http://www.klatremus.org/EndlessRain_files/image017.jpg) see image) made it doable. Dropped his safe key anywhere on the carpet after taking the gemstone.
The hardest piece of loot so far was the diamond in the hall chandelier. I assumed I could reach it from Monsegur’s balcony railing, but nooooo. Realized I needed to take it from the walkway outside the bedroom door. But that was easier said than done. First you had Monsegur himself scouting from the balcony. Second, there was the archer patrolling the staircase with a stop staring straight at the chandelier. Then you had the swordsman passing through the downstairs foyer; the least of my worries really. I found it was reachable from the black metal railing. Problem was, mantling it made me land on the outer edge, nearly falling off. In order to lean in for the grab, I had to scoot back a tad to get proper footing. This made a clunk that busted even regular Ghost every time. I had to reconsider my method. A rope arrow was the solution (see image below). If I climbed a rope, I could lower myself on top of the railing, grab the rope and softly land without noise. The rope had to be attached far enough to the south so I could climb it, but close enough to the railing so I could swing around without dropping off when I retrieved the arrow. Provided Monsegur wasn’t stationed on the balcony, I could take the diamond and lurk back inside the fence. However, this wasn’t all. Heading back to the bedroom, two problems arose: 1) Monsegur was in plain view when I opened the door, and 2) the archer was headed back up the stairs. The only place with shade was the doorway itself, so I reloaded. Figured I’d have to wait a few cycles to see if their patrol times shifted, and they did. After about 3 cycles there was an opening where Monsegur wasn’t at his balcony when I grabbed the diamond and where he was at the west end of the bedroom when I opened the door. All that for 100 loot.
Inline Image:
http://www.klatremus.org/EndlessRain_files/image018.jpgBack in the ballroom were Monsegur’s last three pieces of loot. Since the guard circled the room counterclockwise, I had to follow suit. All four corners had shadows enough to evade his looks once he passed. The most difficult one to find was in the southwest nook ((
http://www.klatremus.org/EndlessRain_files/image019.jpg) see image). I had to bury myself in the sill there. The longest stretch came along the southern wall. I utilized the guard’s back being turned to move a little faster. Found my way to the window at last.
Burrows, Usher & FeltonBacktracked to Wailing Way and crossed the street to Burrows Estate. Used the wooden rafters amply. Found some more “hidden” coin stacks in a windowsill in the north tower ((
http://www.klatremus.org/EndlessRain_files/image020.jpg) see image). Accessed the main estate on the south side of the building. No problems cleaning house. Passed through Usher Palace on the way south. A bit troublesome getting the vases in there, but either end of the hallway had spots of shade. Exited through the living room window and mantled up the plateau on the east. Found a cleverly hidden purse and a scroll in a boarded up window at the north end ((
http://www.klatremus.org/EndlessRain_files/image021.jpg) see image). Gotta love being a thief!
Making my way eastward to Felton Manor proved somewhat difficult ((
http://www.klatremus.org/EndlessRain_files/image022.jpg) see image). Dodging the swordsman and the archer on the roofs was easy enough, as I could hear their comments. Both of them patrolled far enough to evade their gazes. The hammer in the streets was worse, as I couldn’t detect whether he saw me. “If a tree falls in the woods and nobody is there to hear it…” right? I deemed it ok, as there was no way of knowing. If you oppose, let me know.
No problems in the manor except the top floor and the ruby itself. An ingeniously designed room with a single patroller, many lights and tiled floor. The ruby itself was on a table on the far wall from the entrance. The alternate entrance through the ventilation system proved the correct approach. The rafters weren’t in perfect shade, but flickered, plus the beams served as hardcover. My only chance was to use a rope arrow and descend-ascend when the guard walked south (see image below). The rope had to be very close to the northern wall, that way I didn’t have to leave the rope to reach the ruby. I still had to lean forward when at the bottom of the rope to make the ruby highlight, but it was enough to grab it and rush up again. There wasn’t much in it, but definitely repeatable. Nice to keep Supreme from busting here.
Inline Image:
http://www.klatremus.org/EndlessRain_files/image023.jpgHeaded back to Usher Palace and dropped to the garden in the far southeast. Found a couple more pieces of loot in another windowsill on my way there ((
http://www.klatremus.org/EndlessRain_files/image024.jpg) see image). Robbed the butcher’s after picking the door. Heard a thief’s presence nearby while in there. Sounded like the thief from the hideout in the sewers. Figured maybe there was a secret back entrance to the place. Looked around for a hidden switch, but to no avail. Ended the mission by heading out the gate to the west. Closed in on my way out. What a fantastic mission!
Notes- Had to skip the keeper grotto and 260 loot for Supreme. Using a holy water potion goes against the rules.
[UPDATE: Due to updated rules, this loot can now be taken for Supreme. Holy water vials are no longer considered potions. Perfect Supreme is therefore possible.]- Skipped triggering the keeper objective for Supreme. Taking the book triggers traps and is not allowed. Skipping the objective circumvents the issue.
klatremus on 20/1/2018 at 21:50
The two recent reports were added in order to merge part 8 of the Ghost reports thread from Square Enix with this one. They were posted a few years back, but nobody posts reports or comments on them over there any longer. Due to the transfer from Eidos, the images had also vanished. Those have been updated with proper links. I have also added links to the previous 7 threads in the first post, some of which link to the old (or ancient) Eidos Forum reports back in the very early 2000s. This is in order to slowly but surely transfer the complete ghosting information that regards FMs to the forum where the collective minds of ghosters actually reside.
marbleman on 28/2/2018 at 19:25
Exactly half a year later, I have realized that I actually busted Supreme in one place during my
Disorientation run. Thus, that run is not a successful Supreme, only a successful Ghost. However, Supreme is still achievable there.
So, what did I miss? In the steel mill, the elevator starts at the third floor. However, after coming through the building, I left the elevator on the fourth floor and realized that only when replaying the mission today. Nevertheless, it is possible to reset it to the third floor, and you don't even need to go all the way around the map to do that. Since the top floor keypad only has buttons for level one and four, you can send the elevator all the way down, then lean into the shaft and shoot the third-level button on the third floor.
(
http://www.imagebam.com/image/5a768f765604563)
Inline Image:
http://thumbs2.imagebam.com/40/17/0c/5a768f765604563.jpgEdited my report. Don't really have a desire to redo the run though. It's enough for me to know that the mission is still supremeable :)
klatremus on 27/3/2018 at 23:38
Game:
Thief 1FM:
Working LateGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
SuccessTime - 44:30
Loot - 1111 out of 1111
Pockets Picked - 1/3
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 (
http://www.klatremus.org/WorkingLate.htm) here!
Loot list (
http://www.klatremus.org/WorkingLate_L.htm) here!
YouTube Let's Play (
http://youtu.be/YF_eIyIkONU) here!
Comments:An ok mission, but nothing more. I enjoyed AntiMatter_16's previous mission Precious more, which is why I wanted to try out this one. It's got a few nice areas and a cool city style to it, but leaves more to be desired. Still good enough to enjoy the first time through and quite fun to Ghost even.
There wasn't much information to go on in the readable nor in the objectives. I was to grab Lamaarz' note by Stoneheart Tavern, steal Dacksey's signet ring, and attempt to find a pagan gemstone. No loot requirement, but I had to leave once everything else was done. I assumed I would be getting more instructions later.
The thief guard by the pagan sanctuary was neutral, but he still gave settling remarks. Those have been deemed ok for Supreme by the general ghosting community. Found the required gemstone on a windowsill above him. Used two rope arrows to get it.
The first slight challenge came at the hammer foundry. Once the conversation ended, I rope arrowed up the ledge by the main entry. From here, I had direct access to the upstairs office. I had picked up Lamaarz' note, so the guard with the wall safe was present. I could slip past him on the right and hide among the footlockers in the southeast corner ((
http://www.klatremus.org/WorkingLate_files/image001.jpg) see image). His key disappeared upon use, so no way to return it for Supreme Ghost. I had to wait for him to patrol north before opening the safe also, otherwise he gave a first alert. Grabbed the loot and the survey and left.
Worse still was getting the nugget among the coal piles downstairs. I descended the stairs following the worker. There were three patrollers in total that had to be dodged. In the end it was just a matter of patience. Found a gap in their routes and slipped out from among the pillars in the southeast (see image below). I found it easiest to leave by going back upstairs. The main entrance was just too bright.
Inline Image:
http://www.klatremus.org/WorkingLate_files/image002.jpgThe next issue came when entering the mansion. There were three ways in: 1) the front doors requiring the mansion key (available from the patrolling civilian after reading a journal), 2) the library window, involving a rather difficult mantle from the nearby lamppost, and 3) mantling the fence above the main entrance double doors. The latter was possible from the adjacent apartment's window, which also held more loot and the required signet ring. Wanting to prevent unnecessary pickpockets (the mansion key), I opted for the third alternative.
I studied the courtyard's patroller from the nearby manhole (see image below). Timing his route and the guard in the window, I emerged and hid in the shade by the front doors. The open window's side was wood, and a perfect target for my rope arrows. Timing the guards again, I waited for the best time to climb the rope and mantle through. I can't imagine that one to be possible in OldDark though. The apartment guard had a short patrol back and forth from the bedroom, occasionally coming to a halt by the window. I could lean through the doorway and snag the ring behind the flower pot ((
http://www.klatremus.org/WorkingLate_files/image004.jpg) see image). Nothing else of interest in there. A couple of pieces of loot lay downstairs, but that whole floor was bereft of people.
Inline Image:
http://www.klatremus.org/WorkingLate_files/image003.jpgAfterwards I could drop down to street level, with a bit of accurate timing of the outside guard. From the aforeplaced rope, I then mantled the mansion fence. The only trouble on the top floor was dodging the two guards involved in a conversation. One of them started patrolling, while the other took his stand pivoting, overlooking the ground downstairs foyer. I snuck left towards the library without getting spotted. To get downstairs I ended up mantling the railing and dropped from there; the hallway route was too close to the sentry for comfort. No big deal though.
The lower floor had nothing to report. Only one guard with a rather lengthy patrol route. Entered the upstairs bedroom with the payment by rope arrowing up the balcony. That way I could leave the key in the auditorium alone. Grabbed the remaining pieces of loot and left through the alley exit in the basement.
klatremus on 28/3/2018 at 03:11
Game:
Thief 2FM:
Saving CarolineGhost -
FailedPerfect Thief -
FailedSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 1:41:38
Loot - 1556/1557 (Supreme: 982)
Pockets Picked - 1/9
Secrets - None
Locks Picked - 3
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - 1 water arrow (Perfect Thief only)
See the entire report with screenshots (
http://www.klatremus.org/SavingCaroline.htm) here!
Loot list (
http://www.klatremus.org/SavingCaroline_L.htm) here!
YouTube Let's Play (
https://youtu.be/Gh_uTH7cpa4) here!
Comments:My first mission in the Word Challenge Contest. Haven’t played event missions since the 10th Anniversary Contest back in 2008. The first part in the mansion looks nice, but you can tell the author got rushed towards the end. The forest textures are a bit strange, but I guess it makes sense if it’s a little girl’s creation. The mission seemed like a straight forward ghost, until a major obstacle surprised me towards the end.
I was to locate the missing daughter of a friend of Basso’s. Apparently, the curator of the National Hatterson Museum was involved, so I was to poke around there. I needed to escape with the girl and steal 500 in gold along the way. Nothing more to it.
Couldn’t take any of the loot in the museum foyer without dousing one of the lamps. The guards gave first alerts also when putting it out. Neither is allowed for Supreme, so this was all skipped for that mode. For regular Ghost I could take it all without any further alerts ((
http://www.klatremus.org/SavingCaroline_files/image001.jpg) see image). The tiara was the most difficult one, due to the patrolling swordsman. If dousing the northernmost lamp, the best spot from where to reach it was the northwest corner of the statue. I had to lean and jump, then grab it midair. The rest of the museum was a breeze. Had to be a little careful in the curator’s office not to get caught by the archer through the glass door.
Nothing much to report from the magical forest. The only place of difficulty was passing the treebeast by the locked cabin ((
http://www.klatremus.org/SavingCaroline_files/image002.jpg) see image). The light intensity seemed to change in that area as well. I swear first time there it was pitch black, then when I returned after stealing the red key, my light gem was suddenly yellow. Perhaps the will-o’-the-wisps had something to do with it, I’m not sure.
Didn’t have any trouble until I found the little girl. She was held in a cage with some sort of magical seal around it. To break it, I had to frob a nearby plant. This also killed the big spider guarding the cage (see image below), although it was totally out of my control and didn’t count as damage in the stats. Killing the spider before touching the plant did nothing to the cage, so I deduced the spider’s death to be a side effect of breaking the seal. Nevertheless, rule #2 of the regular Ghost rules is pretty clear: “no knockouts or kills of any kind are allowed, whether or not they show up in the final stats”; the only exception being if the kill is explicitly pointed to in the objectives, which of course was not the case here. So there I was…busted.
Inline Image:
http://www.klatremus.org/SavingCaroline_files/image003.jpgAs always, I was still adamant not to incur further busts. My ultimate goal when playing is to reduce the busts to an absolute minimum, not necessarily to achieve a Ghost success. Sometimes the latter is out of my hands, as was the case here.
My last challenge came by the mother’s cabin. Sneaking past the guards was easy enough, but the spiders in the tunnel beyond were worse. Three critters were positioned along the way towards the exit in the south. All of them were facing the way of the exit, so they didn’t see me until I tried to pass. The entire hall was lit, and there was no way to darken it. This would be another Supreme bust for sure, but I wanted to avoid the regular Ghost bust if I could. My thoughts went to crate nudging, a maneuver used with great success in Thief Gold’s ‘The Lost City’. But I couldn’t remember seeing any frobbable crates this side of the museum. Deciding to try something new, I brought along the girl’s mother’s corpse, to see if it could serve a similar purpose. Indeed it could!! Though a bit slower and somewhat more difficult to drop accurately, it moved the first spider up the hall, half a foot or so at a time (see image below). After about 10 minutes, it had passed the first corner and approached the second spider ((
http://www.klatremus.org/SavingCaroline_files/image005.jpg) see image). If pushed into either wall, they would bounce to the opposite side of the hall. If pushed into each other, one of them usually bounced back 3-4 feet, highly undesirable. It was crucial to keep them separated at all times. A good half-an-hour later, they met up with the last spider closer to the exit. This final portion took about 20 more minutes, as maneuvering them next to each other didn’t give me much room to work with. Eventually I got it and they all entered the garden (see second image below). It was a lot of work for very little, but I was happy to avoid the additional bust. I did however get one more first alert from each of them, probably from the corpse dropping. Put the body back in the cabin and closed the tunnel exit on my way out.
Inline Image:
http://www.klatremus.org/SavingCaroline_files/image004.jpgInline Image:
http://www.klatremus.org/SavingCaroline_files/image006.jpgThe rest was a breeze. Replaced the red key and relocked the cave entrance on my way back to the museum.
Notes- Had to skip the four pieces of loot (575) in the museum foyer for Supreme. At least one lamp had to be doused to get them for regular Ghost.
- The spider by the little girl’s cage died as a result of breaking the magical seal. Since it was my doing, and not explicitly allowed by any of the objectives, I counted it as a Ghost bust. This ended up being the only bust for the regular Ghost mode.
- Had to use the mother’s corpse to nudge the three spiders out of the caves. A Supreme bust, but allowed as a last resort for regular Ghost. Received one first alert from each of the spiders doing this.
klatremus on 28/3/2018 at 23:37
Game:
The Dark ModFM:
Training MissionGhost -
SuccessSupreme Ghost -
SuccessLoot - 3513 out of ... ??
Pockets Picked - 3/5
Locks Picked - No stats given (and I don't remember)
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - None
Since I couldn’t end the mission in normal fashion, no end stats were available. And since I don’t know the maximum loot count, Perfect Thief and Perfect Supreme Ghost verdicts have been omitted.
See the entire report with screenshots (
http://www.klatremus.org/TDM_Training.htm) here!
Loot list (
http://www.klatremus.org/TDM_Training_L.htm) here!
YouTube Let's Play (
http://youtu.be/-v1sz6VQydE) here!
Comments:A straightforward, but nice introduction to The Dark Mod. Its capabilities are advertised in a simple, yet rewarding way. It covers most aspects necessary for regular play, with enough handholding to avoid making it frustrating. Still, there are almost enough secrets to make it feel like its own mission. I look forward to other maps for this mod already.
The only discussion point before starting is the lack of proper objectives. Since it’s a training mission, with no proper way to finish, I considered the instructions given throughout the various sections a replacement for a regular task list. Anything directed in the in-game notes or books would supersede busts towards the ghost mode, as if it was explicitly stated in a given objective. That would excuse for example knockouts or use of weapons
if it was stated in a parchment for that section. If stated in a different section, it was
not excused. This was the only way to keep it fair, yet challenging.
1. Keys & LockpickingMy settings were on ‘hard’, but the whole lockpicking ordeal wasn’t that tough ((
http://www.klatremus.org/TDM_Training_files/image001.jpg) see image). The only thing that changed between the various settings was how long the pause lasted when I had to let go of the ‘use’ key. ‘Auto’ unlocks each tumbler at the end of the third round. The loot reward increased with increasing lock difficulty; the quadruple tumbler door yielded the biggest treasure ((
http://www.klatremus.org/TDM_Training_files/image002.jpg) see image). The most difficult thing was returning the keys while still locking all the doors. You can’t lock-block the doors like in the original games; instead you have to either lock the door when it’s closed, or use the key on the door when it’s open and wait for it to shut. If you frob the door as it shuts, despite having used the key, it remains unlocked. You can hear the locking sound as the door slams shut. For the three cages, I could throw the key back in place between the bars. For the door however, I had to throw the key against the back wall while it was closing. I double-checked a few times to see where the key had landed. As long as it was on the back counter I considered it ok. I never even bothered to unlock the machine room. I could pick the safe over the noise anyway. Threw the key back into the safe as it locked shut. I made sure to lock up the chest at the start of this section also.
2. Jumping & ClimbingNot much to report from this section. Very few ways to bust, besides breaking an arrow or taking damage. I didn’t do either. I wanted to find all the healing potions though, as that seemed to be another in-game pseudo-objective. As it turned out, there were 11 vials, not 10 ((
http://www.klatremus.org/TDM_Training_files/image003.jpg) see image). Check the loot list for their locations. Accessed the room above the canal as well (see image below). Found it tricky to return the footlocker key to the top of the door. Had to use a rope arrow to get the right angle.
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http://www.klatremus.org/TDM_Training_files/image004.jpg3. Melee & ArcheryHeaded for the archery range next. Picked up one broadhead so I could get the announcements for hitting the targets. It seemed to be the intended way through the mission, so why not? ‘Easy shot!’, ‘Not bad!’, ‘Nice shot!’ and ‘Excellent shot!’. The last one was
very tough from all the way behind the gate ((
http://www.klatremus.org/TDM_Training_files/image005.jpg) see image). Found the hidden alley and picked the swordsman’s purse there. Brought along one of the vine arrows from the tower also.
Entered the hand-to-hand combat section afterwards. I had cranked up combat difficulty to expert, which disabled the auto-parry option, but still managed to beat all 7 combat scenarios. For some reason, it seemed a lot harder in version 2.02 than in pre-standalone releases. I just did it to see if there’d be some kind of reward. There was none, so I reloaded and never even picked up the sword. Found two pieces of loot above the arena, which is what I needed the rope arrow for (see image below). Needed to descend using the rope also, to avoid falling damage. Found the contestants start throwing rocks if you’re out of combat range. Rather hilarious. Grabbed the last piece of loot behind the boxes at the bottom of the stairs before leaving this section. Made sure to reconfigure the boxes after moving them.
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http://www.klatremus.org/TDM_Training_files/image006.jpg4. Objects & HandlingNo worries here whatsoever. I only picked up the loot and left everything else intact. Much loot here, including two hidden rings under a red hat. Checked all the cups for valuable content also, but to no avail. Found the hidden gas arrow behind the loose brick ((
http://www.klatremus.org/TDM_Training_files/image007.jpg) see image). I think I managed to light all the torches in the last room but never got any confirmation. Couldn’t light the lamp that was toppled over in the corner. Don’t know if that’s even possible.
5. Stealth & ShadowsThe first problem in this area was getting the loot from the locked chest outside the guard post. The chest key was on the shelf on the back wall, so I needed the door key from the guard’s belt first. Had to monitor his positioning from a crouching position before going for the grab. It’s a lot more difficult to sneak up on guards in this mod compared to the old games. Even directly from behind they notice the slightest of movements. It’s all for the better though, as it forces you to be more cautious and produces a heightened sense of realism. With his key I could enter the room and get the old chest key from the shelf. Both keys had to be returned for Supreme, and therein lay the conundrum. The actual returning maneuver has been made
a lot easier in The Dark Mod. You can now manipulate the angle, drop height and distance from body of every inventory item in need of returning. No more letting keys fall from waist height, guaranteeing alerted guards. Thus, I could carefully place the chest key back on the shelf without as much as a pinhead’s worth of noise. The problem was the other key, since I had to replace it from the outside
after relocking the door. I could place it on the windowsill without trouble, but that wouldn’t follow Supreme rule 7’s wording of “at their feet”. In order to get this right, I found I had to do the entire move from a crouching position in the shade next to the chest. I was completely concealed from the guard’s view here. First, I clicked the ‘drop inv. item’ key. This put the key out into the air in front of me, ready to be dropped. Then I could hold the ‘manipulate’ key and rotate it so its flat side faced down towards the floor. The point was to be able to eliminate any sound when lowering it. ‘Mousewheel up’ moved the key away from me as far as possible. Once positioned the way I wanted, I swung Garrett’s body so the key went over the windowsill, down the other side to the left of the guard’s body. At this point I couldn’t see the key nor the guard. I had to estimate when the key was close enough to the floor to be silent when dropped. It took a few tries to learn the correct distance, but in the end I clicked ‘frob/interact’ and the key disappeared from my inventory without the guard noticing (see image below).
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http://www.klatremus.org/TDM_Training_files/image008.jpgIn the next hall I again had to return a key taken from a guard’s belt. Since he was patrolling, I could return it anywhere along his route. Guards do give comments on stuff missing from their belts in TDM, and this guy was no different. I consider this more part of the in-game atmosphere rather than an alert though. And unless you want to count every pickpocket in the game as a bust, I’d say these are excused. If I unlocked the door at the end, the guard extended his patrol out into the next hallway ((
http://www.klatremus.org/TDM_Training_files/image009.jpg) see image). I could therefore lock the door and drop the key out there, since that still was part of his assigned route. Again I had to be careful with the drop and rather “place” it on the floor instead of letting it fall.
Used two moss arrows in the next, tiled hallway. This was instructed in the note and therefore excused. As was the inevitable knockout. Managed to steal his key before using the blackjack. As instructed, I dropped the body in the storage room up the stairs (see image below).
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http://www.klatremus.org/TDM_Training_files/image010.jpgI also excused the use of one water arrow, one flash bomb and one noisemaker arrow in the last two sections. Again they were intended in the notes given. However, I realized I couldn’t return the exit key when leaving the final section. I don’t know whether this would’ve counted as a bust, as there is no way to return it when you can’t lock-block doors in this mod. I guess Supreme rule #7 talks about putting it in the “nearest logical place”, but that’s only when the engine prevents you from physically putting the item back to the original location. Due to TDM’s lack of lock-blocking, I think keys should have to be returned as close as possible, while still prioritizing relocking the door. I was able to circumvent the whole situation however, by instead backtracking through the entire section, skipping everything beyond the guard post with the trophy. There was nothing important for me to pick up back there anyway. If you want to complete this area instead, you’ll have to go back through the entire stealth course and replace the exit key. Then of course, you’ll have to avoid replacing the tiled passage key and the hall key on your first way through, then put them back as you backtrack through the course after having returned the exit key. I hope all that made sense. You’ll also have to use another two flash bombs to reenter and leave the storage room where the exit key is. I guess multiple flash bombs are allowed due to the explicit instructions. Not sure about this though.
Notes- Skipped the stealth and shadows course beyond the first guard post. It just involved too much damage and use of equipment for my liking, but the ultimate reason was the inability to return the exit key. If that had been possible, I would have completed this section.
klatremus on 28/3/2018 at 23:44
Game:
Thief 2FM:
Death's Cold Embrace - Act 1, Scene 3: Rendezvous At the HarlequinGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
FailedTime - 20:46
Loot - 485/485 (Supreme: 465)
Pockets Picked - None
Secrets - None
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 (
http://www.klatremus.org/DCE3.htm) here!
Loot list (
http://www.klatremus.org/DCE3_L.htm) here!
YouTube Let's Play (
https://youtu.be/R68B3FwpYG0) here!
Comments:Strictly speaking, this mission is highly unnecessary. I understand the desire to let the missions tell the entire story, but I do feel Garrett and Fairbank's meeting could and should've been handled as an end scene to ‘A Formula For Success'. Navigating through the same city streets is ok if given a very good reason. I don't think that is justified enough to make this mission worthwhile. I do like the music and the different lighting used, but all in all, this one was a bit of a letdown.
All we really had to do was meet Fairbanks in room #2 of the Harlequin Inn. Objectives would fail if we got spotted by the City Watch. Forced ghost, I guess. We also needed to end the night by the Southport gate.
Grabbed the bottle off the bum close to the starting point. Moved south and east after this, towards the guard station. This was the only difficult building. An extra guard was stationed on the balcony compared to the first mission. The female archer and the patrolling swordsman had identical routes. Again I had to pick the lock on the safe in order to get the loot in there. It took at least two patrol cycles to get it without comments. It mostly depended on how well their routes synchronized. Got the rope arrow from upstairs also. It was needed to get the loot in Greenwood Apartments. It was a little bit tricky dodging the guard outside Miller's flat going back. The flickering lights were tough to time properly. Got out alert-free eventually.
Back at the inn I again had to skip the loot behind the bar counter for Supreme, this time valued at 20 gold. For plain Ghost, I also had to turn off the hall and the bar lights. The male customer freaks out if not. The meeting with Fairbanks showed off a nicely scripted exchange of goods. Cool to see what NewDark makes possible these days.
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http://www.klatremus.org/DCE3_files/image001.jpgNotes- Skipped the coins at the inn for Supreme. Just like in mission 1, the bartender alerted to opening the back door.
<hr />
FM: Death's Cold Embrace - Act 1, Scenes 4-6: Fate IntervenesGhost -
N/APerfect Thief -
N/ASupreme Ghost -
N/APerfect Supreme -
N/ATime - 5:26
Loot - None
Pockets Picked - None
Secrets - None
Locks Picked - 0
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - None
YouTube Let's Play (
https://youtu.be/8FuXNiGCgwA) here!
The next three scenes in the campaign are all automatic, with no gameplay. You see a tragic event unfold as Act I comes to its conclusion. Ghost successes/failures don't apply, though I wanted to include the stats to be complete.
marbleman on 30/3/2018 at 23:02
Game:
Thief 2FM:
A Job Well DoneMission 1:
A Letter from your FenceGhost -
N/APerfect Thief -
N/ASupreme Ghost -
N/APerfect Supreme -
N/ATime - 02:39
Mission 2:
The Sceptre JobGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 39:36
Loot - 3032/3032 (Supreme: 2057)
Pockets Picked - 4/17
Locks Picked - 3
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - None
Well, it's time to Supreme another mission. I've chosen A Job Well Done by R Soul not only because it's an immensely fun city/rooftop mission but also because it's somewhat underrated in my opinion. The mission consists of two. A Letter from your Fence basically serves as a briefing where you meet your fence and get the objectives. Ghost rules aren't really applicable to it, but I dropped the letter back after reading it and closed all doors behind me in the spirit of Supreme. The Sceptre Job in the mission proper, and that's where we begin.
The mission can be completed without a single first alert; however, we have to take one small yet unavoidable bust near the end. Before we begin, I do want to note that the mission uses a very neat mechanic: bump responses. Whenever you bump into a guard or vice versa, he will second alert. This means that there is no such thing as a perfect shadow in this mission. If a guard gets too close, you will get caught. This little tweak makes sneaking much more interesting. Additionally, guards notice open doors and windows and react to that, so I needed to be extra careful.
I won't be going into plot details too much. My goals were to steal Lady Whinford's necklace from Lord Fonsbury's mansion, find proof that this necklace is worth more than her sceptre, find the thief named Baryn who stole this sceptre, and swap the two items. Afterwards, I needed to plant the sceptre back at Lord Fonsbury's. Thus, his mansion was my first destination. On Expert, I also needed to find 2000 loot.
Descended to the balcony across the street, waited for the patrollers to clear out, and took a somewhat hidden gap in the buildings into the next area. While we're here, I want to note something. The building across the plaza here is the jeweler's. It can only be accessed through a window, which is too brightly lit. The archer across the plaza always gives a first alert, no matter which of his three directions he is facing. Inside, there is 975 loot, all of which we have to skip. Considering that the mission only has 3032, there is barely enough left to meet the objective. Luckily, we can get it all within Supreme rules. Even if I did get into the room, I would only be able to take two candlesticks and a ring (worth 200 in total) for Supreme. The rest (775) is in the safe, opening which sets off a trap. You can turn it off though, so Perfect Thief is still intact.
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http://thumbs2.imagebam.com/ac/40/52/bbc25d802042353.jpg Looted a couple of uninhabited buildings while making my way to the alley with a ladder at the end. My next destination was the electrician's building accessible through a window. After coming through and picking up some loot, I arrived at the pub, where a couple of Baryn's men were hanging out. One of them had the key to Baryn's hideout, which I had to pick while his buddy was doing his small patrol loop.
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http://thumbs2.imagebam.com/f8/b6/d3/3812a1802042413.jpg Entered Lord Fonsbury's mansion through a secret passage from a neighboring building. Picked up a wine bottle in the room with the secret switch and Lady Whinford's necklace in Fonsbury's study. Exited the same way. I did need to get into his mansion through the balcony to get one piece of loot though. There are two guards, one of which has a purse. Getting it was not difficult; just needed to time their patrols.
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http://thumbs2.imagebam.com/e5/aa/c3/ed1220802042533.jpg Entered the brick building across the street next and went through it, ignoring the ladder to its attic. Arrived at some kind of church with a hammerite and a guard patrolling nearby. Bypassed them without much trouble and emerged outside of Lady Wimford's manor. There was a trail of loot (and blood) leading from it to Baryn's hideout, but we'll get there in a bit. Inside the manor, picked up a few pieces of loot and went to the top floor patrolled by a bluecoat.
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marbleman on 30/3/2018 at 23:04
This room has a cabinet with a few loot pieces and the letter from the jeweler, which is one of our objectives. The key to the cabinet is nearby, so I just had to pick it up, loot the cabinet, and drop the key back. The bluecoat didn't alert to that. I could exit the manor through the window right here, but the bluecoat in the alley always caught me when I tried to enter the apartment building nearby. Thus, had to go out the way I came and enter that place through another way, which was my next goal.
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http://thumbs2.imagebam.com/e1/b0/89/eb833f802042643.jpg Roped up a balcony to a fancy-looking room where I picked up a candlestick and some decorative plates. Then, traversed an extremely narrow ledge that led me to the apartment building I couldn't enter from the alley with a bluecoat.
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http://thumbs2.imagebam.com/57/04/6a/2ae2c2802042823.jpg This building has three rooms connected by a narrow corridor patrolled by a guard. Dodging him was really tough because of the bump mechanic, so I had to improvise a bit to get all three pieces of loot. Mantling into a window seemed to do the trick, but I could get down without a loud clank. Had to soften my fall with the three potions I was given at the start.
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http://thumbs2.imagebam.com/b7/90/93/893c4e802042903.jpg Entered Baryn's hideout next. This is where the key I picked off a thief is needed. There is another pickable door in this building, but since I could get there from the other side, that's what I did. Locked Baryn's door behind me and exited the way I came.
After the meeting with Baryn, some new guards spawn in the street, and some of the old ones start carrying lanterns. An archer near the front door of a building across the street wasn't there before. To pass him without a first alert, I roped up the wall and went around it until I could descend onto a small roof piece just above him. By the way, this is not the only dynamic guard change in the mission. If you go to Lady Whiford's before anything else, the bluecoats won't be there yet! I decided not to do that however to avoid backtracking.
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http://thumbs2.imagebam.com/68/77/d2/6cdb13802043033.jpg Now, it was time to loot the rest of the city. Past the Winford manor overlook, climbed into a room by mantling a pipe and picked up loot inside. This saved me the need to go in normally and pick the door. In the next area, climbed onto a roof with two openeable windows. The one on the right leads to building where Baryn's hideout is located. That's where that pickable door was. The one on the left eventually leads to the hammerite cathedral and loops back to the jeweler's (starting area). Both paths contain loot, but ultimately, I had to get back here after clearing them out.
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marbleman on 30/3/2018 at 23:06
From here, both the street and the ledge lead to the plaza with a posh mansion. Entered it through the front door since the balcony is occupied by an archer. Passing the foyer guard required shooting a rope arrow and climbing up behind him while he was stationed upstairs. Then, I had to follow him really slowly while he went down since otherwise, he saw me. After looting the foyer and upstairs room, took the door to the library.
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http://thumbs2.imagebam.com/92/9d/60/751d62802043303.jpg Had to make good use of the bookcases to loot the place and go further without any alerts. The window led me right next to the brick building that we entered after leaving Fonsbury's mansion. Went through a side building because there was a guard with a purse inside; emerged near the pub with Baryn's men. Now, here is our bust. I cannot return the thief's key to his feet. The only place I can drop it without alerts is on top of the scroll. Not the nearest logical place, but a nearest possible place, so I guess it's a bust even if it is a small one. Next, entered Fonsbury's study through the secret passage and placed the sceptre in the chest.
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http://thumbs2.imagebam.com/d1/ee/98/85bf4d802043453.jpg All that is left to do is to pick up two final pieces of loot and end the mission. Took the electrician's building back and descended near the wooden structure. Picked a purse off a guard and took a goblet up on a nearby balcony. Save from the jeweler's, this is all the loot in the mission. Before we end the mission, I should mention that our supply stash is nearby :) The key is given to you at the start, but since I don't need anything from there, I haven't even mentioned it until now. The same can be said about a few other places actually. I haven't gone to Fonsbury's basement or to a few other enterable buildings because they don't hold anything of value.
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- Couldn't return the thief's key to his feet, so put it on top of a scroll in the same room. A supreme bust.