marbleman on 31/7/2019 at 22:32
The Lower CatacombsWith the four keys in hand, I was finally able to unlock the door to the Lower Catacombs. The first place I arrived at was the Tower of Runelight. Here, it makes sense to do things a little bit out of order. Avoiding the zombies around the area, first hopped over to the Tower of Silence and picked up the Eye of Knoss. Then, jumped back over and made my way to the lower levels where I got the Brain of Knoss. Finally, from the lowest level, entered the Tower of Silence again and read a scroll, triggering a whole bunch of new objectives. In addition to getting the two body parts I had already found, I also had to get Knoss's heart, liver, hand, and ashes. Dropped the scroll back right away. Of note here is another item for pick up: the Talisman of Atunement. It can be used from the inventory infinitely, and each time, it teleports the player back to the Tower of Runelight. It can be handy for backtracking, but it's not necessary to take it.
Now it's finally time to talk about the area proper. The central undercavern is a huge place with a bridge connecting a few of the towers, and an apparition patrolling it. He seems to have excellent vision, so I only moved when he was fully turned away or behind hard cover. Down below are a bunch more zombies and skeleton spiders, but they are not very good at looking up, so they were not much of an issue.
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http://thumbs2.imagebam.com/af/8d/9f/33f3c21289650664.jpg First, decided to tackle the Ziggurat of Elders. Had to solve a simple puzzle in the Tower of Doors to get there and jump over a pressure plate to avoid setting off a trap going in and out. The ziggurat is one of the tougher areas. It is patrolled by a bunch of carrion children, which act like bugbeasts but are much tougher, walk even slower, and have a new voice set. It was easy to detect second alerts, but the first ones were seemingly the same sounds as the idle chatter. Thus, I had to be extra attentive and patient while getting the Stomach and Liver of Knoss. The toughest part was passing the tight corridor on the middle level while the carrion child was turning around in a side room, but I ultimately managed to avoid any busts. At least, I think so.
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http://thumbs2.imagebam.com/ac/be/9d/fcdddf1289650674.jpg The Tower of Dead Thoughts was next. No issues here: four levels patrolled by a single, easy-to-avoid haunt. Frobbing a book on each level makes them float towards the center of the tower and then collapse into a bunch of pages, revealing the chest with the Heart of Knoss. Is this property damage to the books or just a cool particle effect? I'd say that it's the latter.
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http://thumbs2.imagebam.com/21/4e/1c/23740b1289650684.jpg Now that I was on the lowest level, it made sense to exit into the undercavern and head through the burrick colony towards the lowest vault. First, picked up a hard-to-get tiara. It's a tricky piece since the area around it is lit, gravel-floored, and uneven, making it hard to move without noise. Going through the burrick colony, I was able to get the purse on top of the bridge, since it's much safer to approach it from this side, but had to skip a purse in the lower part of the caverns. The area is well-lit, has a stationary burrick, and is patrolled by a few more. There was simply not enough time to creep-crouch in while the patrollers were away. An easy pickup for Ghost, but a no-go for Supreme.
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http://thumbs2.imagebam.com/ba/3b/29/807bab1289650714.jpg To gain access to the lowest vault, had to cross the River of Fire. What the player is supposed to do is use the stepping stones sticking out of the lava. However, they sink into it and never resurface, so I see them as traps. Luckily a good angled jump allowed me to get over to the other side without needing to touch any of them. In the next room, the player is supposed to shoot the button to extend the bridge, but once again, a good jump circumvents the need to do that. Picked up the Ashes of Knoss and teleported back to the undercavern.
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http://thumbs2.imagebam.com/fd/e2/f0/7fd8501289650734.jpg Entered the burrick colony once again, but this time took the opposite way and arrived at the Halls of Eternal Tranquility. Approaching them from here is by far the best option. Out of all the places in the lower Catacombs, this one is the biggest and, in my opinion, the toughest to Ghost. To gain access to the Hand of Knoss, I had to collect five golden bones and drop them into a casket on the top level. The toughest bit is the beginning. Entering the area triggers a continuous magic missile emitter similar to how it worked in the Bonehoard. While this in itself is not a bust, the missiles alert a nearby zombie to hunt mode, and he becomes quite bothersome to pass. Having waited for him to turn away long enough, plunged into the water below, which is the only way to progress. There is no telling whether I could have avoided a second alert from the splash were this zombie not already second alerted, but it's likely since the water is quite far below. To get the purse in the bone pile and not get alerts from sleeping zombies, had to begin to mantle out of the water, get the purse, and release the jump key so that Garrett would fall back in. The rest of the area went smoothly... and slowly. Along the way, there are a bunch of zombies to avoid, and the problem is that while there are a lot of dark shadows, very few of them are perfect ones, and some of the passages are pretty narrow. As a result, I had to stay away from the zombies most of the time and wait for them to pass. In the end, I got the hand and was also able to pick up the golden bones again, which now acted as loot and spawned a bonus objective.
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http://thumbs2.imagebam.com/d0/0b/1a/9ecdb31289650754.jpg The Tomb of KnossReturned to the undercavern, entered the Tower of Knoss, and placed each of his body parts into the corresponding collection plate. This activated a magic elevator, which I rode up to his tomb and sent it back once I was up there. Knoss's tomb is one of the easier areas of the mission. Knoss, the floating bleeding skull, is completely silent and upon alerting starts moving around. Additionally, there are two haunts patrolling the outer circle. Getting both the Grimoire floating above and the loot in Knoss's casket is no problem with a bit of patience. Next, opened up the secret exit, which deposited me in the starting area and allowed me to finish the mission.
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http://thumbs2.imagebam.com/ef/1f/9a/0b57df1289650764.jpg Alternate Route
It is possible to Ghost the mission by using an engine exploit. LostCitizen found out that the lever in the Tomb of Knoss, which opens the way back to the starting area, can be frobbed from the other side. Thus, it is possible to enter the tomb right away, circumventing the need to visit the Water Shrine. However, along with the Water Shrine, the entire Upper Catacombs section has to be skipped. As mentioned earlier, finding the key to open the door to the ossuary triggers the objective to gain access to the Lower Catacombs. The way to check it off is not to enter the area, however, but to get and use the four keys located in the Upper Catacombs, one of which is, obviously, the Water Shrine key. Therefore, to make this route work, a whopping 1602(!) loot has to be skipped, which leaves barely enough loot in the rest of the mission to fulfil the objective. From the Tomb of Knoss, it is possible to descend into the Lower Catacombs by jumping down and mantling one of the statues at the bottom to avoid taking damage. It is tricky but doable. Then, the Lower Catacombs section would go pretty much as I described above. The player would still need to collect all of Knoss's body parts to activate the magic elevator and ascend back to the tomb as well as gather enough loot. Notes- Triggered a trap opening the chest in the Water Shrine. A Supreme bust.
- Said trap alerted two haunts to hunt mode. Ghost bust.
- Left the Water Shrine chest open to avoid triggering the trap again. A Supreme bust.
- Took two first alerts from a sleeping zombie in the Nameless Ancients tomb. Two Supreme busts.
- Triggered two traps by opening the chest in the Nameless Ancients tomb. Two more Supreme busts.
- Left the Nameless Ancients chest open to avoid triggering the traps again. A Supreme bust.
- The ghost archers in the Hall of the Hundred Heroes spawned in hunt mode. No bust.
- The zombie in the Halls of Eternal Tranquility second alerted to the magic missile emitter. Nothing to do with me, so no bust.
- Skipped 365 loot in the Hall of the Hundred Heroes for Supreme. Opening each chest triggers a trap.
- Skipped a scepter worth 100 loot in the King of the Night Sun tomb for Supreme. It acts as a light source.
- Skipped a purse worth 100 in the burrick colony for Supreme. Could not get it without first alerts.
- Edit: It is possible to Ghost the mission by using an engine exploit. The way is described in the last section of the report. Personally though, it is not worth breaking the mission in half simply to adhere to Ghosting rules.
Galaer on 1/8/2019 at 07:58
Quote Posted by marbleman
Said trap alerted two haunts to hunt mode. Ghost bust.Wait, I thought that haunts gets summoned after trap makes noise and their hunt mode is scripted. I may be wrong though.
To klatremus: "The Keepers are Thirsty" FM is listed in Ghost reports list and unreported FMs list. I have checked the whole list and I think that's the only mistake.
marbleman on 1/8/2019 at 08:18
It's very hard to gauge what alerts the haunts. The trap definitely makes noise, and, while I might be wrong, it seems that the haunts start moving only once the missile hits the wall. If the haunts' response is scripted and the trap doesn't alert them, it would mean that the mission is ghostable.
klatremus on 1/8/2019 at 17:43
Galaer: Thank you for checking the list. Honestly, I'm surprised there aren't more mistakes. But the fact the same mission is on both lists, it's probably an error, unless two missions have the same name, in which case I should've denoted the author(s) for easy distinction. Will check when I get off work.
Marbleman: Definitely check with a dromeditor if the haunts trigger in hunt mode. If they do, it's no bust. Here it could make or break the ghost.
marbleman on 1/8/2019 at 18:39
Okay, I've decided that it was fine to check it myself since I was already done with the mission, and yeah, the haunts are not alerted normally. They definitely alert to the trap.
Galaer on 1/8/2019 at 19:10
ADMIRAL'S COMPASS
Admiral's Compass is one of these blocky missions that looks like someone's first mission. It's not very pleasant to look. Streets are long and wide and also very well lighted. There is usually 1 guard that patrols one street. Loot isn't very well hidden. I didn't have any problem with finding it.
So how does that look from ghosting experience? Surprisingly it's challenging. I decided to do regular ghost run. Also I bought 1 rope arrow. I will need it for beginning. There are few rope arrows at the end of mission, but I don't feel like returning back to the beginning of this mission is very fun. I also bought bunch of water arrows. Though I have no idea if I'm gonna use them.
BEGINNING
At the start above your head is wooden balcony. Roping there is easy. Looting it and grabbing key is also easy. Just lean forward to grab them. Return path is much harder. You need to descend on the rope from balcony. But there is no extra wooden beam, only wooden balcony you stand on. I leaned to the side and shoot rope arrow into balcony. If you try to normally descend on rope, you will get propelled to the statue, third alert a guard and lose some health. I found that dropping on rope from sharp angle helps to grab a rope. From rope drop down without any alert.
Time to start ghosting city. There are 2 guards on both sides and 1 guard patrolling further street on both sides. I went right behind guard and waited in street passage for darker street to be cleared. Be careful - going too fast can second alert guard you pass. Crouching in full shadow is safe here. Guard will walk onto you, and pass you without noticing you. Now I go to the street on the other side to grab purse and another key and return back to this dark street. Here is door opened by the key from balcony area.
GETTING INFO SCROLL
Here is the archer that turns in 3 directions. You need to rope up into passage above him. I did stupid mistake and put rope arrow on the side where he looks, so it was more tricky for me. Don't do the same mistake. Shoot to the side you enter.
Use left passage. Be careful of patrollers below you. Next is corridor with archer. Go east nad grab orange key from guard. In corner of street you have safe shadow. Return inside and open west door with orange key.
Go immediately into right corner. You can get some loot, but not everything. Also you can't grab scroll without third alert. And you need this scroll for objective. The only way to get it and rest of loot is by nudging right guard. It took me 25 min of nudging to grab scroll and all loot including purse on second guard and went back to street on the east.
GETTING TO DOCKS
Next is hatch area. There are 2 guards with loot patrolling it and third guard that visits this area with key that we obtained from him earlier. I need to go to SE street. In order to do that I needed to sneak behind third guard into west street and time my way into SE street. It can be a little tricky. The archer in this street has a very key to ship where Admiral's compass is located.
Now your target is using hatch to get into sewers. It can be tricky to time all 3 guards. Slowly descend on ladder and swim the tunnel. Just before docks is spider cave. There are 2 pieces of loot. Gold hammer can be obtained by crouching while having in front skeleton hand and leaning forward for a very short time. But silver nugget is impossible without spider attacking you. Maybe with moss arrow it would be possible, but I don't have it yet. It's very easy to silently drop into water. Swim to docks.
DOCKS
First let's check city part of docks. Some guards here have rings - a loot that easy to miss. There are 2 buildings. First building has archer and 2 stationary guards. Loot from tables is easy to get. There are 2 moss arrows on right table. Unfortunately they don't help in getting silver nugget from spider cave.
To get to other building you need to sneak behind guard to shadow. Second building is well patrolled. There is guard patrolling corridor on both sides and other 2 that makes circles around entrance door and the other near locked door on the other side. Sneaking through these patrollers is very tricky. Opening locked door is quite mean. On the opposite side of door is dark shadow with lock hidden in it. Very easy to miss. Use lockpicks, loot room and close door. Then return to starting point of docks.
Swim to first boat with spiders. From water you can grab a purse. Get to second boat and get 3 pieces of loot. Then get to ladder and enter ship.
SHIP
The first room is easy to sneak through. Also patrolling thief has ring. In the next room use ladder to go down. Use control panel twice to disable these annoying blinking lights. Go up. Time to go to back of ship. On both sides there are patrolling thieves and some shadow in the middle. Shadow isn't safe, but you can rope up on wooden wall to avoid alert. After thief will pass, descend and grab rope arrow. Back of the ship is only ghostable after disabling lights. It has 2 pieces of loot on both thieves. Return to ladders and go up.
Open door. Here is Captain Regalio. He's turning left and right randomly and stays in one position for random amount of time. He has a key for his loot chests. On left table is some loot, on right - compass you need. Be fast and lucky to succeed. Leave and go up. Here are 2 loot chest with last loot. Open them with Regalio's key. It's not over yet. Dropping on ladder is possible, but very tricky. Alternatively you can use rope arrow to descend and jump to ladder. By the way, you can find the only 3 rope arrows in this mission exactly in one of these blue chests. Go down and leave ship. Swim to pier to end this mission.
STATS:
Time: 1 hour 15 min 46 s; Loot: 2704/2754
Pockets Picked: 22/28; Locks Picked: 5
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
GHOST: SUCCESS
PERFECT THIEF: FAILED. I skipped silver nugget from spider cave. It was impossible to get it - spiders will always attack you before you get close enough to highlight it.
SUPREME GHOST: NOT POSSIBLE. One of the reasons is in order to get a scroll (which completes one of the objectives), you need to nudge a guard. But even before that - just entering this room means first alert from guards. I registered a bunch of first alerts too.
Galaer on 1/8/2019 at 20:22
4TH PLANET
This mission is mostly about story and atmosphere. Ghosting part starts at the end of mission. You have no light crystal, but mission gives so much leeway that it's not a problem. Also no loot.
I was forced by game to grab thermo suit and my equipment from Armory. Otherwise switches opening progress doors don't highlight. I needed also to grab teleport gem in order to get out of ruins after explosion. There is no other way out. I don't think any of these are supreme busts. For exit - just wait for Mechanists to kill all beasts first.
STATS:
Time: 23 min 29 s; Loot: 0/0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Enemies Killed: 0
Secrets: 0/0
GHOST: SUCCESS
SUPREME GHOST: SUCCESS
klatremus on 1/8/2019 at 20:41
Are you going through the unreported missions alphabetically? That would be awesome. Nice work!
marbleman on 1/8/2019 at 21:06
Here's something interesting about Catacombs of Knoss mission 2. Though it is clearly unintended, the Tomb of Knoss can be entered right away by frobbing the lever through the moving sarcophagus. Thus, it is actually possible to Ghost (and maybe even Supreme if this is not an engine exploit).
However, it's not my discovery; LostCitizen reported it in the thread and I've just verified that it works. I probably would not have found it out on my own, so I wouldn't be editing my report or making another one, but I can imagine how it would go:
- The key at the very beginning of the mission has to be skipped because it spawns the objective to get access to the Lower Catacombs. This objective gets checked off only upon using the four keys and not upon reaching the Lower Catacombs, so it must be avoided.
- As a result, the entire Upper Catacombs section has to be skipped, so all the busts taken in the Water Shrine and the Nameless Ancients tomb would also not be an issue. On the other hand, all the loot in it would be inaccessible as well. I should also note that I didn't count how much loot there is in the Upper Catacombs, but I'm pretty sure the rest of the mission has enough of it to meet the objective.
- It is possible to jump down into the undercavern from the Tomb of Knoss and mantle one of the statues below to survive. It's a very long drop!
- Then, going through the Lower Catacombs would go pretty much the same way. The player would still need to fulfil the loot objective and to activate the elevator to get back up.
I'd still prefer going through the mission the intended way since reaching that lever is too immersion-breaking, and I don't like skipping large chunks of any mission. :D
klatremus on 1/8/2019 at 22:20
Very interesting, marbleman! I agree with your reasoning that if it breaks immersion too much, it almost isn't worth it, even if it means a successful ghost. It would perhaps be nice if you tested this further (as in verified that the method works and that there indeed is enough loot to meet the objective) and then edited the report above to make this clear. You could even just link to the post you just made in the stats of the report, or whatever way you prefer.