Galaer on 20/6/2019 at 13:20
Thanks, klatremus. Yes, this is my first ghost report, so I thought that I will do that in the walkthrough form. Well, thanks for the advice regarding secrets and loot. I will probably not edit my report, because I would be forced to change a lot of stuff. That's too much work, but I will remember this advise for future mission reports. Thanks again.
klatremus on 20/6/2019 at 14:10
No need to change anything. It wasnt meant as a complaint, more a suggestion. I appreciate all the reports we can get. Best of luck on upcoming endeavors, and i do hope you try Supreme one day. ;)
Galaer on 21/6/2019 at 18:50
PATRIOT CAMPAIGN
MISSION 2 - PRISONER
Mission 2 is more claustrophobic than mission 1. There is no randomness involved, but some places are actually even tougher to ghost. Also there are key rings wear by guards. They stack and I have no idea which one open what door. So I will get as many as possible.
At the beginning immediately hide in shadow. While green guy and talking guards ignore you, guards on the other side of double door will first alert to you. Wait for guards to leave and immediately make a trap. Then hide in shadow on the left from door. Save. When policeman walk touch his key ring and back off. He will touch cell door and die. Be careful, policeman can wait before opening door, it will launch the alarm. Also if guard is too close to alarm, he will launch alarm before dying. You want to avoid that, so reload previous save. Also you need to do that with first patrolling policeman. For some reason, even perfect death of every later policeman, puts nearby guards into search mode. You want to avoid that.
So, first explanation. Touching key ring puts policeman into search mode. It's unavoidable. There is no other way out of cell. That's the intended by author way out of cell and it's connected to "escape from cell" objective. That's why I don't count this second alert as a ghost bust. And the same story is with death of a guard. There is no way around it. But from now my stats will tell: "Other Kills: 1". As for going back after touching key ring. If you are too close to door, policeman will attack you before opening cell and eventually trigger the alarm.
Death of policeman triggers blackout and it will stay that way until you leave onto staircase. First take a key ring, then immediately hide a body. This will complete optional objective. If you do that fast enough, you will notice another policeman. Go behind him and lock the cell door. Now there is a rule - don't open double door by yourself. It will alert the guards. Don't go too close to policeman or you will alert him. Instead go behind him and catch door from closing. Double door close by itself, so you don't need to worry about them. You will do a circle on this cell block. When you see standing under wall policeman, open door to staircase.
Lock door behind you and... go upstairs. Not through door. Hide in shadow at the top and wait. Then go to the bottom of the staircase. You will ask why going upstairs first when my target is at the bottom of the staircase. Well for some unknown for me reason, going first to the bottom after some time triggers alarm. But if I go upstairs, wait in shadow and then go down, somehow I avoid triggering alarm.
Enter lower level. Take Repairer's key and use key ring to open door nearby to disable watcher in Property Room. Go back to staircase, close door, open barrier and grab a ladder. Slowly descend on it into water. Swim to hole on right side and get out from cell. Open door on opposite side. Go to a room you opened and grab Property Room key and a paper (paper is optional, it is used to draw a map). Now go back to staircase. You can fight the current by walking at the bottom. Open Property Room and take all items to complete "getting equipment" objective. Go to the top level.
Douse the gas torch and sneak to stairs leading upstairs. On your left is Repair Shop. There is absolutely necessary in ghost run item - oilcan. Then locate Maintenance Room and use Repairer's key to open it. You need to disable watchers in order to enter Main Building. Unfortunately it's just 1 minute. You must time it with guards on this floor (which is easy) and guards patrolling downstairs (this is harder). Also you will need to use 2 lockpicks to open door. You have barely enough time. Good luck. Open door, close them and hide in barely any shadow under door. Welcome in Main Building.
In the loud office to the right is invisible potion. I'm not gonna use it, but it's there. Near guard standing near door to Bureau of Military Intelligence is paper on wall with new objective. Then go to Archive and drop down. Your target is North Tower. Go through Archive door that leads between 2 guard rooms. Wait for patrolling guard to pass and go across to other guard room. By the way, don't let guard on the right to turn on the light, because it makes ghosting impossible. Use lever to turn off the light in guard room. Open door leading to North Tower and run across blinking light when it's dark. Close door behind you. Use oilcan on noisy gate and open it. Also if patrolling guard inside North Tower is too close, he can go into search mode.
Welcome in North Tower, the worst place to ghost. First there is really loud music. Since you spend here a lot of time waiting, I recommend reducing it's volume. We are no Level 2. Our first target is to go to top level. First there is a moving light that can reveal our hideout. Second - watcher on higher floor, you barely get spotted in it immediately go into yellow alert. Third - policeman standing at the middle of the floor and very often changing direction of looking. He seriously stays a second or two in one position. Four - patrolling guard on this floor. Five - patrolling guard on higher floor. He can spot you as well. Six - archer patrolling the staircase. By the way, on staircase there is barely any shadow. There is no way to hide from archer there. Seven - prisoners can also spot you if you decide to go around and stay too close to cells. You can hide in empty cells, but still this place is the worst. Backup saves needed.
I decided to not play with prisoners and attack the staircase. I waited for patroller to pass me. I ran to staircase, turn right and hid behind corner. Waited few seconds and ran into small shadow. Then I went down. Level 1 is a pretty safe place. I went to place where guard patrols bottom level and turn off moving light. Then I went under stairs and waited for archer. Then I sneaked to Level 3 to hide in dark corner near cell. I believe guard at the middle of Level 2 can barely see you and you don't need to worry about Level 4 guard. The only real obstacle is watcher and archer. After archer go downstairs, go up and hide into dark corner. Level 4 guard has lantern, but he barely watching his surroundings. Go to cell on one of his stops, wait for him and steal his key to North Pump. Now you just need to return to the bottom floor.
Wait for archer and hide on Level 3. I tried to hide on Level 2, but this place is tough to time from the upstairs. Wait for archer to go up, and patroller and watcher not be on your way. Quickly descend while hiding in small shadows and go to Level 1. Pass the patrolling guard. Be careful, he can see you through this type of door. North Pump is easy. After turning lever time to exit North Tower. Return under staircase and wait for archer. Now you just need to well time your entrance to Level 2 and leave North Tower.
Time the blinking light and hide in guard room doorway. Wait for patroller to go right. Then very slowly get inside Archive. Rope up to the ceiling and return to yours entrance to Main Building. From there avoid loud office and use stairs. Douse gas torch and go to it. Open metal hatch, use ladder, close hatch and drop down into water. Now go to the South Pump (room with Repairer). Repairer gone and I has a really crazy technique of quietly dropping into water. Return to Main Building to a guard with paper that gave you new objective and use BMI key to open door to Bureau of Military Intelligence. Douse gas torch and enter. That's the end of ghosting. Now it's time for busts.
GHOST BUSTS:
1. Group of super fast guards in the first escape run.
2. Stationary guard during first escape run.
3. Group of super fast guards in the second escape run.
4. Destroying web (damage property?) during second escape run.
I think you can actually use invisible potion to reduce bust count to 3, but this doesn't make big difference. I think you can avoid that way bust #2 or #3. Afterwards mission ends.
STATS:
Time: 49 min 17 s; Loot: 560/1000
Pockets Picked: 13/18; Locks Picked: 2
Back Stabs:0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 1
Secrets: 1/3
So I skipped 2 secrets. One is protected by watcher. The other one is behind loose brick. I couldn't put loose brick back into wall, so I assumed that this is damage property. That's why I skipped it.
GHOST: 4 BUSTS
PERFECT THIEF: NOT POSSIBLE
I was forced to skip Barracks and Prison Warden's office. Also guard on lower floor of South Tower has a purse. But to get it, you are forced to second alert prisoner.
SUPREME GHOST: IMPOSSIBLE
Other than 4 ghost busts, there is a case of dousing few gas torches, disabling few watchers, turning off light in guard room near North Tower and a bunch of fist alerts.
One more thing, I'm not gonna show my total stats, because game glitched. Right now my total stats show that I beat previous mission in 3 minutes with 15 loot. Weird.
Galaer on 23/6/2019 at 19:08
PATRIOT CAMPAIGN
MISSION 3 - SPY
Mission 3 is a ghosting mission. That's why there is a lot more leeway than in previous missions. Still it has some really tricky situations. Also this is the first mission with shorter range of pickups and no zooming while targeting with bow. No shop purchase is needed. First let's talk about optional objectives. There are 2 scrolls in Main Building that trigger "disable security" objective. If you complete this objective, then you will fail ghosting objective. So the best thing is to not trigger this optional objective at all. One of the levers disabling security is connected to another optional objective. Destroying prototype with 2 water arrows doesn't fail ghosting objective and can be excused for regular ghost run. But it leaves us with 1 Iron Beast Disabled in the Stats. That's why I'm not gonna trigger this objective either.
Infiltrate Cog Tower objective
The intended way is to go through sewers. I believe that destroying a wheel and raising water in Sewers can be excused by objective. That's the intended way after all. It leaves a bunch of Supreme Ghost though. But there is another way. From... roof access. By the way, I'm breaking a game right now. To do that: jump onto barrels on the right, mantle onto metal fence, go to wall, jump and mantle onto wall (you will mantle onto invisible barrier in front of wall). From there jump onto steep roof with cables, which isn't steep, but flat and drop onto cables. Travel them and drop onto roof.
Have in mind, this doesn't complete first objective yet. For that you need to go to the basement of Main Building and enter room with 2 Mechanists from west side. Opening door may trigger first alert or second alert. It's random. Also don't stay directly under door - Mechanists will spot you and go into hunt mode. After opening door, slowly step inside. First objective will get completed. Now slowly back off and close the door. The result of doing that is missing conversation and Mechanist will not patrol the basement.
Conservatorium switch
The intended way is to go to roof and use glasscutter on glass dome, then shoot the switch. But cutting glass leads to damage property. I can't do that. Luckily, there is another way. And no, I don't mean shooting arrow into switch from lower floor. It's probably possible, but I never succeeded. My way is climbing from lower floor onto balcony. It's possible. First you must realize that these stone looking pillars are made out of wood. Yes, you can rope up onto them. I found out about that by complete mistake.
Go into SE corner of Conservatorium and stand on the left side of plant. As close as possible to both plant and wall behind you. Shoot rope arrow into top of pillar, so the arrow will land under diagonal angle. Also while standing with bow, watcher can spot you, so be fast. No go into full shadow on the other side of plant. Now is the hardest part. Wait for watcher to go left (in your way) and jump onto rope. Climb to top and mantle onto edge. There is a chance to stick to the edge (this will help you a lot - in all my successful climbs, I was sticking to the edge). Now mantle onto little metal column of the railing and quickly run to switch. This way you will avoid watcher gaze. Have in mind that this room patrols Mechanist and you can get spot through door on balcony by other patrolling Mechanist. But Mechanists patrols are long, so they appear here rarely.
After pushing the switch go to the end of balcony and watch camera movements. If it's going the other way, jump on the railing, back off to crouch and quickly drop onto plant. Quickly hide in shadow.Don't forget rope arrow! When watcher move right, run to opened gate and hide behind corner. Go slowly along wall to double door. Wait for Mechanist and enter. If you supreme ghosting this mission, you need his key.
The problematic lever in front of the priest in the Temple
The intended way is to drop giant statue on priest. Even if it doesn't fail ghosting objective, it is still ghost bust. Actually 2 ghost busts, because statue kills him and it shows in the stats. So I can't do that. Nudging is also out of question. Priest is very sensitive and comments every touch. I'm sure that eventually he would go into search mode and spot me. So, what's left? There is actually a way to use lever from the other side in front of priest.
You need to return to Congress Hall Attic for the one and only crate. Transport it under lever. Open white double door and mantle onto them. Then mantle onto opposite ledge, put crate there and mantle onto it. Now the hardest part. You need to jump and mantle to ledge with lever in the way that you will see lever. Use it and immediately cancel mantle. You will drop on gas lamp quietly. Then drop to carpet. From experience I know that if priest first alert to your jump, then he will spot you during mantle. So you need to have jump without any alert, so he will just first alert to your mantle. It can be hard, but it's doable.
4 mistakes I made during ghost run which cost me few minutes
1. Info about Capellan. I thought that this objective is solved by reading paper in guard post. I was wrong. I needed more info and it took me few minutes to run around to read every scroll I missed, because I didn't thought it will be needed.
2. The easiest way to get out from right side of Living Quarters is roping up to ceiling of Power Station and mantling onto metal beam. And I forgot to take rope arrow from pillar in Conservatorium. It forced me to leave via door at lower floor of Power Station, which is harder route and return for rope arrow.
3. After leaving Vault is a conversation. Well, I quicksaved right after it and quickloaded, because for some reason I wanted to avoid first alert. After loading they stood in place and one of them blocked the doorway. Mechanist was sensitive to nudge, so I was forced to reload just before using Temple lever. And this time I had a lot of bad luck with priest.
4. I was at the end when I realized that I forgot one more item for Captives objective. It took me 6 minutes to take it and return to roof.
STATS:
Time: 1 hour 15 min 32 s; Loot: 1290/1500
Pockets Picked: 2/14; Locks Picked: 9
Back Stabs:0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 5/7
I skipped 2 secrets to avoid slashing banner.
GHOST: SUCCESS
PERFECT THIEF: I think it may be POSSIBLE. I didn't notice any loot blocked by damage property or second alert.
SUPREME GHOST: IMPOSSIBLE
I mentioned two first alerts, but there was more of it in my run. The major reason though is unavoidable first alert at the very beginning of the mission. The starting position is above ground, so after starting, you drop on the ground and make noise. This noise alerts a nearby guard.
klatremus on 23/6/2019 at 21:06
This is awseome work Galaer! Keep it up, surely :thumb:
This one was much easier to read, as you sectioned it into the different objectives. Im not sure i understood why the first optional objective failed ghost. Could you elaborate? The second you said was because the stats showed one killed bot, but anything specifically directed in the objectives will always excuse a bust, even kills. Perhaps it was just your personal preference not to do it, which is fine.
Again, really good work here.
marbleman on 23/6/2019 at 21:08
Nice to see this thread getting a revival. Time to contribute as well. There are still two missions from Gems of Provenance campaign to ghost.
(I'd do this more often, but writing a report takes too long: over five times longer than playing the mission, and I'm not even exaggerating).
Game:
Thief GoldFM:
City Public Water WorksGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 35:23
Loot - 1922/1922
Pockets Picked - 4/13
Locks Picked - 0
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - 3 water arrows
City Public Water Works is so far my favorite of the Gems of Provenance missions. I love the premise of a fully functioning water works building being partially converted into a museum for the nobles to come and look at valves and pipes. I love the level design even more. Combining undercover-like mechanics, smart security systems, and some spelunking, this mission is an absolute treat to play.
Our goal is to get the Emblem of N'Lahotep from a recently discovered precursor temple under the water works building. On Expert, we also have to get 1300 loot. One interesting item we could buy before the mission is the maintenance key, which can be nice to have but is unnecessary, and for Supreme, no purchases are allowed anyway. Here we go.
Water Works BuildingMost of the water works building is free to explore. Guards won't react to me unless I try to get into the restricted areas such as the offices. When they see me, they don't alert in the usual sense. Instead, they give unique remarks, such as “Look here” or “Look at this taff!” Usually, I even have a few seconds to get out of the restricted area, and then they continue their routine. If I don't get out, they alert properly and attack me. Of course, for Supreme, I could not allow any of these remarks.
My first goal was the Head Clerk's Office, which holds a very important item - Water Works Master Key. On the way, picked up loot around the lobby and a purse off a wandering noble. The Head Clerk's Office, apart from the door, has two windows leading into it. A guard stands in front of the first one and has the Head Clerk's Office Key, which is easy to pickpocket. The second window lets me get close to the safe, which can be opened with this key and holds the master key as well as some loot. There is a switch to turn off the lights here, but as long as the guard was facing away, I could clear out the safe with the light on.
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http://thumbs2.imagebam.com/35/af/e1/13cfdf1260235614.jpg My next goal was the museum, where the artifacts from the temple are displayed. First, picked up a silver gear from the maintenance room marked “No admittance.” Next, snuck into the Clerks' Offices and picked up a few coin stacks there. The door at the back of the office leads into the kitchen patrolled by a guard, and from there, I could get into the museum as well as the bar and some sitting rooms. Decided to loot the latter first. The woman sitting in a chair and the bartender are the only ones who could catch me, but with careful creep-crouching, they were not an issue. There are also two guys in the smoking room: whatever they are smoking, they should smoke less of as I was able to take both their purses without them caring about that whatsoever. :D
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http://thumbs2.imagebam.com/12/29/8a/426ef61260236104.jpg The museum itself is devoid of guards but has a few periscopes. First, entered a semi-secret room that has a lever to shut off the security, which I don't need, and a couple scrolls, which I do. One of the scrolls in particular contains hints to a puzzle later on. While I could memorize those and drop the scroll back right away, I actually need it for later. Getting the loot around the museum mostly requires dodging the periscopes, which can be hard but is certainly not impossible. Getting one piece in particular, the jeweled sword, required very precise timing and movement. There is something else however. On the top floor, there are two precursor cameras, which move around in a circular pattern. They make absolutely no sound, but if they see me, they stop, which I consider a bust. Thus, I had to keep an eye on them.
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marbleman on 23/6/2019 at 21:11
Getting UndergroundThere are multiple ways into the temple, but only one them ended up being viable for Supreme. First, I had to get down into the restricted area of the sewers. The most direct route is the stream at the bottom level of the museum. I could ride it no problem, but it ultimately leads into a room with a crayman and a spider, and I could not get through here without at least one first alert. Another way would be to go through a cistern, which can be accessed from here as well.
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http://thumbs2.imagebam.com/fd/ac/3b/f2222f1260235754.jpg Passing two nobles next to a caged crayman, entered the restricted portion of the sewers. Dodging the first couple of guards here was not an issue. Had to make use of the side tunnel to pass the archer on a wooden walkway and descend on the other side. The metal door over here was the way to proceed, but opening it could alert the archer, and the guard at the other end to the hall could spot me. Luckily, both of these alerts could be avoided. Opened the door when the archer was away, and creep-crouch-strafed my way in.
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http://thumbs2.imagebam.com/50/8b/99/8c98d31260235774.jpg Having traversed the cistern and a vacant machine room, dropped into a room with the metal rafters. Beyond it is a flooded cave, which leads directly into the temple, but getting through here would require dousing a few torches and taking some alerts. This is also the only way out of the temple, so I would need to go through here later anyway, but it felt more Supreme to me to wait with dousing the torches until I absolutely had to. Went through a side sewer with a spider. Creep-crouch-strafing past him, found myself in a sewer junction, where I would have ended up had I traversed the room with the crayman and the spider from earlier. From here, there are three ways into the temple, and once again, only one of them is viable for Supreme.
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http://thumbs2.imagebam.com/da/dc/7c/80cc611260235804.jpg Firstly, I could drop into a big hole, which led to a cave occupied by a crayman. There is no way to pass in front of him Supreme-clean, and there is too little space behind him to squeeze through. Opposite this cave, there is a collapsed temple room with a ropeable ceiling. However, the rope doesn't hang low enough, and I was never able to get up here.
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http://thumbs2.imagebam.com/a1/de/eb/fdcf0e1260235824.jpg Another way in led to a huge cave with a stationary mage. Getting down here without damage required jumping into a recess in the wall while he was turned away. Next, using his turning, slipped by him into the temple.
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marbleman on 23/6/2019 at 21:14
Getting into the TombA mage and a swordsman patrol the temple: remember these guys for later. Apart from loot, this area has two obelisks that can be carried. They are supposed to be used for a pressure plate further in the temple, but I had a better solution. Next, jumped over the collapsed room and found myself in front of the tomb entrance.
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http://thumbs2.imagebam.com/c4/17/39/dcf1491260235874.jpg Before entering though, took a detour into the crayman caves nearby. This is where passing that stationary crayman would have taken me. In here, there are two pieces of loot, one of which is particularly hard to get. There is a suspended building that I can rope up to. The issue is that going up the rope, I am really lit up, and there are three craymen around, the stationary one in the hole being the biggest problem. Had to wait until he turned away - which doesn't happen often or last long - and two others were away before climbing. To get back down, I had to grab a ledge below, but I couldn't gauge where any of the craymen were. Had to rely on luck here. Having managed that, I was finally ready to enter the tomb of N'Lahotep.
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http://thumbs2.imagebam.com/e0/50/74/8eb1021260235894.jpg Getting access to the tomb requires solving a button puzzle, the key to which I picked up in the museum's secret room, and using the pressure plate to remove the spikey floor and extend the bridge. This is where an obelisk can be used, but I also figured out that two scrolls - the one I picked up and another one I had from the start - are enough as well. Then, picked up all the gems around here and entered. The emblem lying in this room is a fake, and taking it sets off a trap, which I don't want to trigger. There is a weakened wall on the side. While I couldn't put the bricks back in, I could take as few bricks as possible out of the wall. Two ended up being enough for me to squeeze in. Inside, there is some loot and a lever, which can be used to open the room should the player activate the trap. I didn't need it however.
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http://thumbs2.imagebam.com/54/93/1e/8c1b431260235984.jpg This is where it gets real. The room with the real emblem is a small maze, which has four chambers with sarcophagi and some loot as well as a bunch of patrolling craymen. Two of them tend to get stuck in a doorway on the lower level, but they get themselves unstuck eventually. I found out that I could grab the emblem from the lower level, which was ideal for a quick escape: once I take the emblem, the sarcophagi start rattling, which can alert the craymen to hunt mode. Not a bust, but I had to make sure that they don't alert to me personally.
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marbleman on 23/6/2019 at 21:20
Strange Fiery FellowsHad to use a rope arrow to descend onto the metal bridge without making a loud clang. Picked up my scrolls and pressed the buttons in reverse order to close up the tomb again. Yet another surprise was waiting for me outside the tomb: a fiery skeleton, already in hunt mode, has spawned here, and there is lots of interesting stuff about him. Firstly, as soon as I damage him or he damages me, a new objective spawns to kill all of them, similarly to how a new objective triggers in Strange Bedfellows. However, as long as I didn't activate it, no other skeletons spawned, which was perfect as when they do spawn, they do so all around the map. I cannot stress enough how much I appreciate this design decision. Secondly, this objective could spawn on its own. I never figured out why it happens - my guess is that the skeleton dies on his own - but it's quite rare. All I had to do in such a case is reload. This arguably busts Supreme, but it wasn't long until I had to take a definite bust. Thirdly, this guy seems to make a lot of noise. The mage and the swordsman in the temple constantly alert to him. They can calm down but then alert again. Not a bust, but sneaking past them was suddenly very difficult due to their heightened senses. Finally, instead of making him attack me, sometimes alerting him made his head fly off, which I also took as a bust.
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http://thumbs2.imagebam.com/79/4d/5a/3f8dd71260251734.jpg It's hard to tell whether I managed to sneak by the fiery skeleton unnoticed. Due to him already being in hunt mode, he couldn't give me any additional alerts, and I haven't noticed any alteration in behavior from him either, so at least there's that. I am sure that I managed to pass the highly alert swordsman and mage though. Had to stay away from them as at this point, they alerted to me as soon as I was a few meters away no matter what. Luckily, the mage outside the temple wasn't alerted. Using his turning again, had to pass him and enter the metal pipe. This is the only way out of this area as all other ones are too high up to reach. Had to douse three torches and consequently take first alerts from the mage I evaded just now as well as both swordsmen inside the pipe. Next, had to wait for the swordsman guarding the entrance to the pipe to turn away and remain like that long enough for me to creep out of the pipe and into the water. Doing this, had to also dodge the guard patrolling the flooded cave. Found a good place to mantle out of the water and next, got onto the rafters by mantling the wall lantern. Notably, this is the only way out of here that is vable for Ghost. Taking the staircase to the left would require nudging or knocking out the guard blocking the door in the end of it, so thank goodness for this lantern and for new mantle!
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http://thumbs2.imagebam.com/e0/6a/b7/9a67eb1260251784.jpg Next, had to go all the way back I came here. I could have taken a sewer hatch in the side tunnel next to the archer walkway, but the guard was staring right at it, and I am not supposed to be there, so that's a bust. Had to ride the elevator up to the top floor. All I had to do is call it down, and then the servant would make the elevator move up. Pretty cool. Returned the scroll to museum's secret room, then returned the Water Works Master Key, and finally the Head Clerk's Office Key. Luckily, the guard didn't care about me dropping it at his feet. Then, left the building, and the mission ended. What a ride!
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http://thumbs2.imagebam.com/64/11/98/ff9b151260236094.jpg Notes- Craymen inside N'Lahotep's tomb can second alert to sarcophagi rattling. Nothing to do with me, so no bust.
- Fiery skeleton spawned in hunt mode. No bust.
- The mage and the swordsman inside the temple alerted to the fiery skeleton. No bust.
- Had to reload each time the objective to kill fiery skeletons appeared on its own. Arguably, a Supreme bust.
- Had to douse three torches to leave the temple area. Three Supreme busts.
- While dousing said torches, took three first alerts. Three more Supreme busts.
- The missing pickpockets are keys, healing potions, and a scroll, none of which I need.
Galaer on 23/6/2019 at 22:01
Quote Posted by klatremus
This is awseome work Galaer! Keep it up, surely :thumb:
This one was much easier to read, as you sectioned it into the different objectives. Im not sure i understood why the first optional objective failed ghost. Could you elaborate? The second you said was because the stats showed one killed bot, but anything specifically directed in the objectives will
always excuse a bust, even kills. Perhaps it was just your personal preference not to do it, which is fine.
Again, really good work here.
In this mission one of the objectives is to not hurt or alert any Mechanist (their machines included). I call that ghosting objective. The mission is build in the way that if you use 5 levers disabling security (optional objective), ghosting objective automatically fails, but the mission will continue and from now on you can KO enemies. Basically, if you trigger first optional objective, you are forced to fail one objective: ghosting objective or this optional objective. To prevent that I decided to not trigger this optional objective.
For Destroying bot optional objective - you are right. It was my personal preference. I wanted to keep my stats clean.