T-Smith on 8/5/2006 at 19:39
Sure, there are a lot of Cradle threads already, but this one didn't really fit into any of the current ones, so I thought I'd post it.
Simple enough, is it possible to ghost "Robbing the Cradle" on Expert? I ask because there are two specific times where it seems next to impossible.
1. OK, I'm not sure about this one, I didn't try it out myself. However, there's a Puppet 'dead' on the ground in the morgue, near the area with the bag of golden teeth. However, he's RIGHT THERE by the gold teeth, and I couldn't see any way to sneak past him and get them. So I just holy watered him. However, has anyone managed to grab the gold teeth without Koo-Koo on the ground there jumping up and trying to give Garrett a nice mental patient hug?
2. The Staff tower. It's filled with staff members, and I couldn't find any way to sneak through there without using a noisemaker arrow. The light by the table meant I couldn't sneak through without all of them seeing me. Obviously noisemaker arrows go against ghosting rules (unless you're playing in a mission that involves Garrett sneaking through a noisemaker arrow factory...). It's not that I don't want to sit down and talk with the evil doctors. It's just I'd much rather throw myself out of a window. Without them noticing :p
Dussander on 8/5/2006 at 19:43
I used flashbombs for both events. I didn't alert the puppet in the main morgue and the staff didn't "react", they just died straight away. Then again I allow undead killing when ghosting just as long as it's stealthy.
tiger@sound.net on 9/5/2006 at 06:30
With the "Staff Tower" and that table full of staff members, you can flatten and then very carefully sneak around the backs of their chairs, even at the Expert level.
But with that Puppet "dead on the ground" in the morgue, I had to either Holy Water him, just a bit or simply Flash Grenade his "playing possum" butt to help him R.I.P! (And to me, I still "ghosted the Cradle", properly.)
Like hey. . .
Here's an "undead fellow" who is always "playing dead", anyway.
So what was the actual "bottom-line change" to be noticed, folks? :ebil:
242 on 9/5/2006 at 07:59
1. Yes, you can pass it if you precisely run+jump. IIRC, face to the puppet and runjump diagonally to the right and into the room. After several failed attempts you should do it successfully. Perhaps even jumping isn't necessary, but if i recall correctly I jumped. Then you can get to the other side of the room with your climbing gloves :)
2. What [email]tiger@sound.net[/email] said.
Old Man on 13/5/2006 at 10:52
The zombie in the morgue can be triggered and then avoided. I stick one foot into the section he's in which triggers him (boundary trigger?) to get up in alert mode. Boundary triggers are normally excepted from the Ghost mode rules as long as no other NPCs are alerted in the process. I'm not convinced he knows why he's been disturbed from his slumbers and there may be a way to trigger him and remain undetected but I've not found it yet. Anyhow, I immediately run out and around to the left under the stairs to darkness and he chases but can't seem to navigate the space between the stairway and wall so loses me and sooner or later wanders off. While he's patrolling his original space it's fairly easy to Ghost in and get the bag-o-teeth without his knowledge.
The staff meeting in the tower I've never figured how to Ghost past. I'll try the wall-hugging technique that tiger suggests which sounds encouraging. Normally I sneak down the left side outside the elevator and nudge one of the chairs there making enough noise to make them all come and investigate. It's possible, although random, to sneak past them and to the window while they're up and about. Then I wait for them to return to their original positions before jumping out. They never sit again but that's as close as I can get to their original positions.
I've had to use this noise distraction in several places in TDS and as unsettling as this is to a Ghoster I just can't bring myself to be so crass as to use noise arrows and flash bombs. I think of it as Lytha or no-damage mode. I rationalize to myself that if they didn't see me, and therefore the times caught statistic is undisturbed, I'm okay Ghost-wise. You can get completely through TDS without being caught. This is further proof that the NPC in the morgue didn't actually see Garrett and that it is a boundary trigger that alerts him.
tiger@sound.net on 13/5/2006 at 13:22
Thanks, Old Man. . . And using normal objects to create "acceptable noise" is one that I really like to use to save on noise-arrows and money, of course. (And, to me, it is just like the guards are always saying, "You have to expect a certain amount of noise in an old place like this.") :cool:
And with that wall-hugging in the Staff Tower, around the sitting-figure on the left side of the table, you might have one of them stand-up on the right-side. But he doesn't seem to do anything else, but stand there and that's curious?
(So, did I break a "ghosting rule", folks?) :confused:
And btw, he doesn't chase me, at anytime.
***
Btw, how do you see the current statistics during your T3 gameplay?
(This could be really handy to directly judge a ghost-like action, ASAP.) :thumb:
***
Old Man on 16/5/2006 at 09:15
IIRC, tiger, you have to complete the mission to see the statistics results. So leave the iffy stuff until last if possible and make a save just before so you can redo it until the stats are pretty. I had to do that in the first mission to get through that last room without being spotted. I think the "times caught" statistic is based on the "Fail on See" rules established in TMA so noise distractions don't seem to trigger it. Alas, we can't see the final statisitics since the endgame occurs in the city and the stats aren't shown when the final cutscene happens. It's possible Gamall sees Garrett but we'll never know.
tiger@sound.net on 21/5/2006 at 21:06
Hello Old Man.
While I was searching for some other stuff, I found this.
And I thought of our Ghosting Research and Teaching needs, here.
(
http://www.ttlg.com/forums/showthread.php?t=106048) T : DS Stats from game menu (PS, I haven't played with it, yet.)
But it looks like Geppanda might be onto something that we could use? :cool:
***
And wouldn't adding some sort of "hidden buttons" or keys, as new functions for something like this, be kind of nice within our T3 Pause menu?
***
Old Man on 26/5/2006 at 10:59
I'll have a look at that. Sounds interesting. And this way we can know the statistics right up to the final moments of the game. Terrific. I'll give it a whirl next time I get a computer that works for more than five minutes. :|
tiger@sound.net on 26/5/2006 at 23:25
Old Man, I had one that was ailing
so badly that I finally had to
bury the poor thing. (It's like after 5 or so years of constant usage, too much going wrong along with its other technical lackings will finally make its burial a
sad necessity.) :erm: But the VERY BEST of LUCK with her continued life-support and her final resurrection, I hope? :thumb:
But back to
Ghosting and spreading the faith there in T3! :cool:
Over-all, I probably need to work out a secondary menu for a lot of these new special T3 functions that I'm running into. (Like hey, I really like Geppanda's work, but we would be losing that pretty nice Faction game-menu in the very same instant.) :confused:
So I'll be replying to his message with ideas and findings as I progress along.
(
http://www.ttlg.com/forums/showthread.php?t=106048) TDS Stats from game menu