Galaer on 27/10/2019 at 08:28
TTGM 7 - CHASM OF THE LAST PART 1
This is the first mission that I don't remember playing at all. It's about mages and their compound. The problem with mages is they don't make any footstep sound when they are walking. Like previous mission this one is big and also have a lot of items to collect. All doors automatically close. Also I decided to do run without collecting any key except one key given to me. Getting to compound requires only hiding from 2 burricks patrolling long path to compound.
WATER MAGES AREA
I'm avoiding 2 candlesticks from Dining room and I'm not entering 3rd Bedroom, because frog will first alert to door noise. In Arch Water Study I'm skipping gem behind banner. I returned to Entrance Hall and went upstairs. From Ingredients room I grabbed Honey Dew and Snakeman Blood. Then I went to ghost who gave me his key and papyrus. In Guards Study is hidden Talisman of Water In Guards Bedroom there is loot dagger. You don't need Water Mage key from bodies.
Don't go down. Go to corridor leading to Earth Mages. There is hidden switch on the side of door you entered. Go to treasure chest and wait for mage to enter and leave. Your only indicator is door sound. Then go behind barrels and open purple box with first Idol. Return to treasure chest and again wait for mage. After his leave go downstairs. Wait for earth mage. Go behind him and enter Earth Mages Area.
EARTH MAGES AREA
Go to Ingredients room and grab lower left ingredient (loot), Eye of Slug and Powdered Crayman Horn. Servant ignores your presence. Wait for earth mage to return to Water Mage Area and go to Office. Then go upstairs. I'm ignoring Arch Earth Mage Bedroom. While I can enter this room without any alert I can't leave this room without first alert. There is shadow on the side of door leading to Fire Mages Area. This corridor is patrolled by fire mage and arch mage on long patrol route. Wait for fire mage to go near stairs and run to Adept room to hide.
FIRE MAGES AREA
I skipped Lounge, because mage alert to door sound. Go to stairs and go downstairs. Go to Ingredients room. Rope up to wooden ceiling above water. Grab Arachnid Venom and return down. Use 5 ingredients to summon Talisman of Fire. Return upstairs and go to Office. Wait in shadow under stairs for mage to enter and leave Office. Then open safe with Talisman of Earth. Go to shadow. Wait for mage to enter Office and enter Air Mages Area. Quickly drop into hole and find shadow to hide.
AIR MAGES AREA
Air mage walking upstairs is a big problem. Go on stairs and drop down into crack. There is torch that opens secret room with lots of loot and second Idol. You only don't need to open last purple box. Climb dresser and mantle upstairs. Run to Dining room for 2 candlesticks. Wait for mage to walk back to destroyed stairs and run behind him to upside down table. There are 4 loot pieces under this wall. Then run to stairs leading down with white door on the side.
This place is visited by mage, there is mage patrolling upstairs. Also woman from Servant Bedrooms on 2nd Floor can randomly get into second alert. No idea why. There is good shadow at top of snow. Visit Air Adept Bedroom. Wait for mage and go with him into frog room. This way you will avoid frog first alert. Frog will see us and ignore us. Walk behind mage, grab vase and leave behind mage.
Now you need to rope up to higher floor. Servant Quarters have the woman that can randomly second alert and she can see you in Wash room. Also room is visited by air mage. In second Library Worker room is Cuckoo in metal box. In third room is purple box with loot behind crates. You will need to wait for mage, then lean forward and open purple box. Drop into hole and use door to enter Library.
LIBRARY
On 2nd Floor is Book of Bone Temple and map of Tricky Temple, which I'm not gonna collect, because it's not needed for any objective. Go to Attic. From stairs crouch and go left, then to wall. You need to rope up on beam and grab 3rd Idol. Rope to ceiling as low as you can. Drop on rope and on floor. Shoot rope arrow into lower part of beam and grab higher rope arrow. Descend on rope and grab it. Return to 2nd Floor and go north. to NE part of Air Mages Area.
FINISHING MISSION
Go to Meeting room. You need to open door, step forward and quickly close it. Enter shadow, then enter room. Use Cuckoo on clock, but don't touch it afterwards. Grab also all loot from table. Go as far in shadow of doorway, close door and leave this room. Use north stairs to go downstairs. There is secret room with Talisman of Air and loot. Leave and lean forward to use switch on shelf and close secret room. Quietly (there is earth mage on the other side of blocked door) go outside.
Rope up and mantle on roof. Leave rope here. Go on east side of roofs and drop on wall below, then on snow. Go to Water Mages Area to talk with ghost and get last Idol. He will also put papyrus with location of all Idols. A bit too late for that. After reloading this papyrus fall through desk. Leave outside and rope up on roof. Return to north part of compound, drop on rope, descend and grab it. Go to Mage Temple Sender, use 4 Idols and enter teleporter.
STATS:
Time: 59 min 57 s; Loot: 6301/7246
Pockets Picked: 0/7; Locks Picked: 8
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: 0/0
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE. During my test run my max loot in this mission increased to 7471. I guess some loot from rooms that I skipped for supreme ghost also increase max loot.
SUPREME GHOST: SUCCESS
PERFECT GHOST: IMPOSSIBLE
Galaer on 27/10/2019 at 08:30
TTGM 8 - CHASM OF THE LOST PART 2
This mission is weird to ghost, because after completing first objective optional objective says to kill 19 zombies. You don't really need to kill them. Backstabbing also works. There is 19 zombies walking in this area. I'm not counting lying zombies. 9 in Hammerite Compound, 5 in Canyon and 5 in the Grove. I'm gonna wait with backstabbing zombies until I will get an objective. Sometimes after backstabbing zombies they are wheezing. I'm gonna try to avoid that.
Mission itself is short. Loot is mostly in Hammerite Compound. Except to nuggets located in Earth Realm. I believe it's impossible to ghost it, but it's hard to tell based on certain situation. I'm gonna mention that later. Also I'm starting with Book of Bone Temple even though I didn't take it from previous mission.
At the beginning go to Hammerite Compound. Canyon is patrolled by zombies, there is some shadow too. Better walk behind one of them north. There is one zombie patrolling between starting point and Hammerite Compound. You can use him.
HAMMERITE COMPOUND
To chest blocked by lying zombie in Novice Quarters you can get by mantling into window. Also a bit later there will be 2 zombies walking into Novice Cloister and stopping there forever as stationary zombies. Book that completes the objective is in destroyed Library. Afterwards try to backstab zombies while they are on shadow to avoid other zombies noticing them and alerting.
Top of Bell Tower requires shooting rope arrows into 2 wooden beams. You will need to collect first rope and jump to another rope. But returning is more tricky. You need to drop+mantle on stairs below.
Crypt is also tricky. There are 2 zombies and 11 pieces of loot. Some of them are lying on floor. I decided to wait for one zombie to go right and another to the back of Crypt. I crouched and went to first sarcophagus, grabbed loot and went behind zombie crossing back of Crypt. There is plenty shadow there. Loot this area as much as possible. Wait for zombie and backstab it. Then try to backstab other zombie, who is more sensitive.
CANYON
Wait for zombie going from starting point to Compound. It will go closer to Compound. Backstab it. Check if you can avoid him and enter Compound without alerts. That's very important, because after visiting Bone Temple we will be forced to return to Hammerite Compound. You also need to pass north passage to Grove. Go south to big shadow.
This place is visited by 3 zombies. First one kill on further edge of shadow, second at middle and third at closer edge of shadow. Go north. Zombie patrols north passage and you need to backstab him close to passage to Grove before he turns around. Then go to Grove. Backstabbing zombies here isn't very hard, because lots of shadow. After completing optional objective enter the portal.
EARTH REALM
The hardest place to ghost. Spider caves for most part are easy, because spiders never look at us. At the end of spider caves choose to go right to spider. The slope is weird. You need to jump on it without making any noise. Then go to hole leading to Treebeasts Forest.
Go to edge of shadow, stand, do a side lean towards ledge above you. Mantle on it, cancel mantle. It will fix your position, so quickly mantle again. If you do it fast enough you will avoid alert from treebeast. Now you need to shoot rope arrow into wall of trees behind tree on the right and strafe jump to it. Grab rope arrow, go right along wall, then near fake treabeast turn to log passage. Go along it to Earth Lock. Use Talisman of Earth.
You may hear now treabeasts footsteps. Don't worry, it's not an alert. It's just their way of standing in place. Go behind lock, then along left side of next log passage until you will be lined with exit. Go there.
WATER REALM
After using Talisman on lock you need to fall from one water to another. Nearby is frog and few eyeball plants and while I can avoid being spotted by plants, I don't know if frog just first alert to it or second alert it. I don't hear any sound of frog hopping around. But I don't know. So this is a ghost bust/supreme bust. Or maybe it's not even a bust. I really don't know.
BONE TEMPLE
The rest of Realms is quite straight forward. The secret ledge on north will take you to Lich. Steal his key to complete objective. Then mantle on torch and to passage you entered. Portal back is in fire elemental area, but it's not hard to sneak there. There is full shadow near portal.
Time to go back to Compound and get to locked door in Crypt. In Canyon I needed to strafe run+jump to avoid alert from backstabbed zombie near the Grove. Hammerites in secret passage have last 2 purses. Don't enter last room until you get purser from second Hammerite.
STATS:
Time: 59 min 39 s; Loot: 4072/4072
Pockets Picked: 3/3; Locks Picked: 4
Back Stabs: 19; Knock Outs: 0
Damage Dealt: 1140; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 19
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: MAYBE SUCCESS
PERFECT GHOST: MAYBE SUCCESS
SUPREME GHOST: PROBABLY FAILED
SUPREME PERFECT: PROBABLY FAILED
FINAL NOTES
And that's the end of the series. That was a journey. Too bad last 4 missions were never released. It was really fun. All missions are really good. My favorite mission here was Errand Boy. Really challenging and so far the longest run I did. It was very challenging too. The least favorite was probably mission 3.
Galaer on 27/10/2019 at 08:32
MELANCHOLY IN PORTO
Exploratory campaign by Cardia. It's pretty fun to watch scenery. Music was a bit too loud for me though. The problem with it is very tight loot objective, so you need to check every nook and cranny. There are some ghosts here, but they don't react to you, so it's very easy to ghost it.
PART 1: CENTRE OF PORTO
General rule about loot is every room (except some exceptions) have at least one loot piece. Inside rooms you don't need to mantle to high places. If you think room has no loot, check carefully floor for scattered coins. This rule doesn't apply to outside areas and you will be forced to mantle to roofs for loot. So it can be tough. Other objectives are easy. Also Aunt freaks me out with her Ratman sounds.
STATS:
Time: 16 min 24 s; Loot: 7073/7238
Pockets Picked: 0/0; 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: 0/0
SUPREME GHOST: SUCCESS
PERFECT SUPREME: POSSIBLE
PART 2: PORTO - MATOSINHOS
It's funny that I managed to get enough loot pretty easily. I remember I couldn't get Normal loot requirement on my first playthrough few years ago. Loot in this mission is on lower parts of mission. Usually on floor, you don't need to mantle anywhere high. Fot the other hand - optional objective is tricky, because it is located very high. Also this "secret" doesn't count as secret in stats. Overall pretty fun mission.
STATS:
Time: 10 min 53 s; Loot: 3192/3217
Pockets Picked: 0/0; Locks Picked: 0
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: 0/0
SUPREME GHOST: SUCCESS
PERFECT SUPREME: POSSIBLE
klatremus on 30/10/2019 at 04:54
Game:
Thief 2FM:
Death's Cold Embrace - Act 3, Scene 2: The Wailing KeepGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
Success :)
Time - 55:15
Loot - 0/0
Pockets Picked - 0/0
Secrets - 0/0
Locks Picked - 0
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/DCE9.htm) here!
Loot list (
http://www.klatremus.org/DCE9_L.htm) here!
Comments:This is a very different mission from the previous eight, yet a fitting end to a marvelous campaign. Scary as crap on the first playthrough, but once you know the layout, it is actually quite easy. The beauty lies in exploring the castle ruins and its strange inhabitants, along with its desolate and eerie surroundings. Perhaps a few items of loot would’ve been in order, but hey, I’m not complaining.
All I had to do to begin with was find Mathien and destroy him, then return to the starting camp. Naturally, I’ve played enough fan missions to know it wasn’t going to be that simple.
Knowing the map quite well prior to ghosting, the route became fairly obvious. First I located Clara on the west side of the keep ((
http://www.klatremus.org/DCE9_files/image001.jpg) see image). There were both glow bugs and at least one large glow beast to dodge along the way, but most of the alcoves along the outer walls were shaded. I then got new objectives to light the four braziers using the wand. The middle level of the outer wall was the best method of reaching the tower, I found. The corridors were all dark, and you could spot the light bugs from far away. Said corridor was blocked between the northeast and the southeast tower though, so I started with the former and made my way around the perimeter counterclockwise. In the northwest, a fallen tree blocked the pathway going south from the middle level, so I had to drop from the top walkway instead (see image below).
Inline Image:
http://www.klatremus.org/DCE9_files/image002.jpgAfter lighting the final brazier, I could now enter the keep. Had to wait by the outer gate for all the glowies to leave before crossing the open terrain towards the raised keep portcullis. Grabbed the bronze key from the underground temple first ((
http://www.klatremus.org/DCE9_files/image003.jpg) see image). Received new objectives there as well.
Back in the keep I could now ascend the eastern tower, which eventually led me to some sort of alchemic lab. A cryptic parchment gave me another objective to return to Clara for translation. Problem was, the rope arrow used to reach the top floor of the lift shaft couldn’t be left behind for Supreme. I thus had to drop directly onto the second lift level (the button for the top level was broken). Unfortunately, this drop was too high to avoid taking damage. I honestly thought this would be the downfall for Supreme, as there wasn’t anything around to brace the fall. But then, eureka! Checking my inventory, I had started the mission carrying three healing fruits. Those could easily be dropped onto the lift creating a small stack, enough to avoid any falling damage (see image below). Brilliant!
Inline Image:
http://www.klatremus.org/DCE9_files/image004.jpgReturned the bronze key before leaving the keep. I figured that would be a lot easier now rather than when Mathien was loose. Clara gave me new instructions to destroy each of the four power sources atop the inner towers surrounding the keep. No issues there. This unleashed Mathien’s true nature down in the temple, as well as Julia and Robert’s zombie forms. After reopening the temple doors, the only thing left to do was destroy the power source behind Mathien’s altar. Two switches had to be flipped to reveal access points behind two murals. The problem for Supreme was these panel could be reclosed, but there was no way to return to do so once finishing the last objective. The mission ended before I could get to either switch. Again the fruits saved me. Placing one at the foot of either panel would prevent it from closing. Then once I picked it up, the panel would shut automatically. In the picture below you can see how the farthest panel has closed, while the closest is blocked open by the fruit. Of course, there was no way to leave afterwards, but who cares? The mission ended as Mathien met his demise.
Inline Image:
http://www.klatremus.org/DCE9_files/image005.jpg
Galaer on 3/11/2019 at 08:52
ULTIMATE BURGLARY
My favorite mission from Thief 1 Anniversary Contest. It's a city exploration. Map is really good, because on city map it also shows inside of major buildings. There is no rope arrows, so it makes an interesting problem how to get there with just mantling. There are also ladder fences and they also make an interesting problems.
During the contest I tried to ghost it, but I failed. Now with a bit more knowledge I'm gonna try to do successful ghost. As for supreme there are few places that makes it impossible. For example: to get Lord Bafford's Scepter you will be forced to douse torches. You will need to douse torches in order to nudge certain Hammerite. And you will also need to douse a lot of torches in Cathedral in order to do 5 switches run, which is impossible to do without dousing. You have only 2 min 30 s and I only pressed 3 switches without dousing torches. And also Ramirez Mansion can't be supreme ghosted, archer will spot you every time and in best case only first alert. I don't even know if loot objective is possible for supreme.
CENTRAL PART OF CITY
Getting to attic here may need tricky timing with archer on short patrol route, but during test run I found better way. From north passage I mantled on tree, then on red roof and higher red roof. On the other side of it is attic. To get down you can drop on patroller below. He will act as a cushion.
BAFFORD MANOR
Bafford Manor have very simply design: few corridors patrolled by 1 guard each. But still it makes it tricky. Rooms on the other side are easy to ghost. Most enemies look in different direction. And not only here, Ramirez Mansion and Hammerite Cathedral rooms work in the same way. I only douse torch in fire elemental room and to get to scepter.
SOUTH PART OF CITY
This part has some really tough loot to get. First mantle to little balcony above bridge, jump to ladder and climb up. Continue path by jumping on stone gargoyle and mantle on red roof. Go on the other side of it and go to flat red roof on the right. Drop on ladder fence and grab candlestick from high terrace. Now you need to jump to ledge with banner without making any noise. Guard in front of house nearby can second alert to it. Then drop on ladder fence of lower terrace, grab candlestick and quietly jump to ledge on the other side of canal.
To get to both houses here you need to nudge guard standing in front of door. The problem is we are to much on his side to do that. Picklock door behind guard. Lean towards inside and turn left towards guard's boots. This will let you nudge him out of the way. Enter house. If you go slow along wall with banner and then quickly behind corner of next room, you will sneak near guard without dousing torch.
After looting house return outside and nudge guard towards Gear Shop. Picklock it's door and nudge guard inside. Grab loot and get to next area.
GETTING INTO CEMETERY
Normal way is to get across wall into sewers. But after sewers is burrick and nudging him is slow and annoying. Instead go to singer. Mantle on statue and then on flat purple roof. It acts like ice. Mantle on higher purple roof with chimney and mantle on chimney. Jump to steep blue roof, strafe run on the other side, it will change color to pink. Strafe run along left roof to the building.
Go on it's right side without dropping down. Drop on little bush and on floor. Burrick can spot you, but it's small possibility (it is higher if you nudged him forward). Go along wall to get candlestick, then on the other side of locked gate to get another candlestick. Return, mantle on tomb and back to building.
Crypt is quite easy to ghost on the other side. It's populated with undeads. I only needed to douse 1 torch to get vase in ghost's room.
HAMMERITE CATHEDRAL
This place is harder. Right from the beginning I'm dousing torches between Kitchen at the east and locked room near Generator at the west. I needed to douse 2 torches on the left side of Kitchen to get golden plates. I also need to douse few torches in Church in order to get to lever. At the 2nd floor I'm dousing first 4 torches, then 4 torches near Hammerite guarding the room. This guy prevented me from successful ghosting the first time. He becomes sensitive, so instead I'm going east and dousing torches up to first room - Library. Novice here must be nudged forward in order to get candlestick.
Go to Church and mantle on ladder fence. Jump on another ladder fence and to another at west. This is also a way to get The Eye later. Enter west corridor. Stationary Hammerite is still sensitive. Very slowly go to him and stay there. After some time he will move to the side. Move closer to him and wait for him to move to the side. Repeat that until you will manage to get inside.
Dousing torches was for 5 levers run. You have very little time, not enough to ghost it without dousing torches. My preferable route is: Church, Kitchen, Generator room, Altar near it and in the end Library on 2nd floor. I think I was wrong before, time limit for 5 levers can be 1 min or something like that. If you see that you will be forced to walk behind patroller be ready to change your route. I needed to do Library lever before west side of 1st floor. Also don't bother closing door, you don't have time for that. This will deactivate barrier around The Eye.
RAMIREZ ESTATE
I left this mansion as last place. Mission will end after grabbing Ramirez Jewel. While inside you need to ghost archer above, 1 guard patrolling corridor under archer and another guard patrolling next corridor. I don't know if it's possible to ghost this corridor in the other way. It's a very tough spot.
You need to run and jump forward, then in the end quickly crouch. This way you will avoid second alert from archer. He can not give alert though, so just check if he's still standing on his spot. Try to go behind corner, there is good shadow there. Otherwise wait under left bookshelf for patroller and then time second guard.
STATS:
Time: 2 hour 4 min 32 s; Loot: 9216/9216
Locks Picked: 15
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
SUPREME GHOST: IMPOSSIBLE
Galaer on 3/11/2019 at 08:54
NOSFERATU
MISSION 2 - THE WEIRD SISTERS
This mission is much bigger than previous. Again not too much ghosting, but some places are really tricky. We are starting with lockpicks and Ethereal Gate key only. Getting guard outfit is easy, but you must be careful, because guards can hear you walking on snow. After getting guard outfit guards will ignore you. They can still alert to the noise of opening door.
From castle I don't need to grab Side Entrance key and Caretaker Master key (I don't even know what is this key for). I will need Silver Jar for optional objective, Unsent Message I can return to chest after reading. I'm also grabbing 1 rope arrow. It's not a supreme bust, because I will absolutely need 1 rope arrow to progress this mission. Though I will need it at the very end of the mission.
MILL
After getting to Devil's Porch go to Mill and get down. You don't need Mill key. Go to Rogue Camp. Most rogues have purses. Guy with lantern trying to picklock door may be a bit harder to steal purse. You don't need his Assignment. You can rope up above storage inside Mill, then rope up to top floor. In the Attic there will be huge noise, but I don't think anything is really falling. Go to little Office and grab Map. It will give you optional objective and you can't drop it.
Time to return. From top floor you can rope down to ledge you entered Mill. To survive fall drop on log on the right and then drop on snow. Returning back through camp was challenging. Rogues first alert a lot. I'm guessing it was because guy with lantern was picklocking the door and it was first alerting everyone nearby. I'm just surprised it didn't happen during my first visit at the camp.
SPIDER CAVES
Here is a problem. You can't use underwater tunnel, because you will destroy web. That's a damage property. So from lookout with spider stuck on web you must jump to vine. Go down and grab Ambronsius key. Go up. Here is spider on short patrol. Go right to a Shrine. Grab 3 stakes and return them to coffins. Use Silver Jar to collect Vampire Dust. Use 4 switches to go to Crypt.
Here you can only collect south cup, other cups will explode. There are diamonds under Nosferatu coffin. Then I just needed to throw brick into hole. It doesn't look pretty, but it will take many months for castle to clear out of guards and when thieves return and blow up wall, they may not get surprised by moved brick (it could be moved by explosion). Close passage, use 4 switches to close teleportation device.
Time to exit spider caves. And this is the hardest part of this mission. Like I said we can't cross web and spider is walking on short patrol. You need to shoot rope arrow into ground under spider stuck in web (the way you entered), wait for spider, mantle on fence and strafe jump to rope. Fence is in full light, so you don't have too much time to position yourself and jump. Also it is extremely difficult jump to perform. Even without spider it's very difficult to do.
Nevermind, looks like after crossing on the other side of web - this web vanish. So I can use underwater tunnel to return.
BACK TO CASTLE
After leaving cave look up and rope up to Igor's Hut. You will find note with optional objective. Return to castle. Igor's Stash key and Padlock key vanish after use. Other than Padlock key you also need to grab Map from Celtic room. You don't need notebook. In the Crypt is switch behind brick above coffin. Use it to get a loot. Then throw brick back into hole. It doesn't look pretty, but nobody will visit this place for many years. And when somebody will notice it, he will think it happened because castle is old. Just like few bricks felled out of a wall next room. Besides this room is dark and there is no candle.
BACK TO DEVIL PORCH
Go to Igor's Hut. There is werewolf here, but he's not a problem. Use Igor's Stash key. You completed objective. After getting scimitar - werewolf vanish from here, but objective got completed before obtaining it, so I'm gonna skip it. Rope down and enter Spider Caves. Jump down to vine and return Ambronsius key. Return back to castle.
FINISHING MISSION
Close passage in Alchemy Lab and go to Study to return Alchemy Lab key. Then descend to door near starting point. Use Padlock key, grab padlock and open door. I can't make padlock hang on metal bolt, so I'm gonna put it on it. I need to do it as far from door as possible without falling. Otherwise closing door may push padlock into snow (you will hear a sound). From close it will look like it levitates. Close door and go to mine. Here you absolutely need rope arrow to get to exit.
That's pretty much all. Except I remembered that I forgot to close secret stash in Crypt, so I returned there. On the way door pushed padlock into snow, so later I needed to put it back on bolt. All this took me 5 min more.
STATS:
Time: 1 hour 10 min 13 s; Loot: 8375/8375
Pockets Picked: 4/4; Locks Picked: 10
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: 0/0
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
SUPREME GHOST: SUCCESS
PERFECT SUPREME: SUCCESS
Sensut on 3/11/2019 at 20:37
Wow :thumb: I never thought about that style of gameplay but in the future I'll keep in mind. I was thinking of something like this when I was planning this "non-combat" mission, and almost succeeded :D Thanks for this perspective, it was useful for me :thumb:
klatremus on 4/11/2019 at 05:28
Game: Thief 2
FM: Death's Cold Embrace - Act 3, Scenes 4-5: The Ending... Is Just the Beginning
Ghost - Success
Perfect Thief - N/A
Supreme Ghost - Success
Perfect Supreme - N/A
Time - 7:09
Loot - 0/0
Pockets Picked - 0/0
Secrets - 0/0
Locks Picked - 0
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - None
Comments:
There’s only about a minute of gameplay in this one, so nothing much to talk about. Without giving it away, it provides a plot twist that puts all the other missions in perspective. There are no possible ways to bust any ghost mode that I can think of. I just wanted to include the stats here for completion sake.
Galaer on 8/11/2019 at 08:12
VADRIGAR'S PRISON
Killing mission by Cardia. Usually there is no shadow in them, but this time there is a lot of it. I need to kill 4 generals and Vadrigar. It's impossible to do in one hit. That's why all 5 of them is a ghost bust. To kill white haunt from 2nd floor I need to use fire arrows. They alert haunt guarding corridor leading to Dining room. For fire haunt from 3rd floor you can mantle on corner of pillar to be completely safe from him.
In corridor leading to Execution Chambers are 3 ghosts. They are the only ghosts that can alert to us, so go slowly along wall to avoid them.
Two human enemies just before Vadrigar you don't need to kill. Just steal their keys.
STATS:
Time: 33 min 39 s; Loot: 2000/2000
Pockets Picked: 7/12; Locks Picked: 2
Back Stabs: 1; Knock Outs: 0
Damage Dealt: 375; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 3 (weird, should be 5)
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
Only 3 kills instead of 5. I wonder if killing haunts with flash bombs and holy water arrows doesn't count into stats.
GHOST: 5 BUSTS
PERFECT GHOST: IMPOSSIBLE
Galaer on 8/11/2019 at 08:14
THE WAY OF THE SWORD
This is unique mission located in Dojo. Our enemies are Samurais. The biggest problem is paper doors and windows. I can't see through them or hear through them, but enemies can do that. So I'm gonna leave all doors open. There is also a lot of light and very few shadow in this mission. That's why I decided to do regular ghost run. Supreme ghost wouldn't be possible anyway, because there is no way to return to starting point and return Guard's key or return crate back to it's place.
There is one more reason. For some reason I can't complete optional objective. To complete it I need to KO novice and then new option will appear in my inventory. Well, this option doesn't appear. Problem with scripts probably. I'm also skipping triggering bonus objective for 2 reasons. First - it requires crates smashing (damage property). And second - this objective doesn't work for me either. No ingredients drop from crates. Not completing optional objective would be another supreme bust.
A note - you can't touch anybody or else they will go into search mode. So no nudging. This means that coins in fountains with guards in front of them aren't possible. By mantling on cage in Bath you can mantle to 2nd floor.
DOJO
Don't douse torches in entrance with training dummy. Guards will keep first alerting to it and very easily can go into search mode. Sneaking into Dormitories may be challenging. Lots of patrollers. Red hammer door in Dormitories can be opened with Guard key. There you find Brother key. Then go to staircase. Crouch while entering and go left to shadow. There is patroller above you and below you. Both are problematic.
First visit 2nd floor to get Abbot key. Then go down and drop to lowest floor while guard is walking on the other side of room and run to shadow. Here you need to get Unblessed Rosary and Blue Screw Driver, which you use on control panel near generator. This will disable fan in ventilation shaft (possible supreme bust). Go through it to Observatory and bless your rosary. You can open door to left side of Dojo by using Abbot key through wall on lock.
Loot this area and return to central part. Time to loot all other rooms. To get Manual you will be forced to disable alarm by using switch. If you reuse it after grabbing Manual, it will launch the alarm. So that would be another supreme bust.
If you have all 5 talismans, then it's time to do 4 levers run for Builder's Sword. I don't know if it's possible without disabling fan. It would be very hard with so many guards. I start from lever in Kitchen, then Boilers, then using vent to lever in Workshop and at the end run to Cellar through Library. Afterwards run to 2nd floor to get Builder's Sword. I ended with 1 min of leeway. Then I returned to Crypt, used 5 talismans and obtained Talisman of Death.
After all that I returned to Dining room, used Guard's key to get to starting point. No way to lock door and return key or use crate and return it. So that would be another supreme bust.
STATS:
Time: 49 min 1 s; Loot: 3667/3917
Locks Picked: 15; Back Stabs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Secrets: 3/3
GHOST: SUCCESS
PERFECT GHOST: NOT POSSIBLE. I skipped coins from both fountains.
SUPREME GHOST: NOT POSSIBLE