Galaer on 11/4/2020 at 18:34
PLOT
3 mission campaign. All missions are blocky, which means they are very square, big and well lighten. Missions use eternal darkness and are well patrolled. Unfortunately author loves to force player to sneak through rooms with loud floor patrolled by few guards and gives barely any water arrows. And also there are few areas with really annoying blinking light that hurts my eyes. It's really annoying level design. I'm not looking forward to it.
MISSION 1 - THE JEWELLED SWORD
First of all I'm starting this mission with 2000 loot. So to complete loot objective I need to collect just 500 loot instead of 2500 loot.
STREET
First use gate behind you. There is archer patrolling this place and 2 guards crossing bridge. One of them has a purse (this one that patrols left side). Return to starting point. There are 3 patrollers here and 4th guard visits this place. Run as quickly as possible along left wall to shadow on the other side of fountain. Here is 2 patrollers you want to steal grey key and purse.
Next street go left. Steal purses from 2 archers and hide in shadow. On the right is front entrance to mansion. There you can steal white key, but there is easier patroller to pickpocket later. You have another choice. Go left behind guard and pass him from left.
You need to mantle over wall. Here is something that I call UFO with 5 loot pieces to grab. There are 2 servants in corners, so walk while in shadow and lean for loot. Then return and go the other way. Left door is locked and you don't have a key. Right door needs picklocking. Go behind guard and pass him from left. Picklock door.
Now you need to enter, but be careful about patroller. Block his vision by hiding behind column, then go into safe shadow. Quickly grab both arrows and candlestick. Then you need to return into shadow, so you need to go to door when Hammerite is walking near stationary Hammerite. You also need luck with patrolling guard and archer. Go to the fountain and dive.
MANSION - BASEMENT
Mantle over wall, grab diamond and gem, wait for archer and grab his white key. You have access to basement and 1st floor and thanks to grey key also to 2nd floor.Open 2 chests in both dark rooms for 10 moss arrows and more loot. Go right for golden bottle behind boulder. Go the other way and steal another white key from patrolling archer. From now on this archer is gonna stop in front of every locked door. Open door, save and load game to make him move.
MANSION - THIRD FLOOR
You are on top floor now. Get into storage to grab moss arrow and loot from 1st and last chest. Then open next door for archer. You are at the entrance to third floor. Go behind new archer with purse and open north door to grab loot from purple box. Ignore west path for now and open next door for archer. You will go to 2nd floor.
MANSION - SECOND FLOOR
You are at the SE part of this floor. Your target is to get to shadow in NE. But first wait for archer that you were guiding to return and lock door leading upstairs, so he will not manage to surprise you. Now you need to time 3 patrollers, go behind archer and strafe jump to next carpet. Patroller has a purse. Hide in shadow and sneak to NE door hiding in darkness.
There is loud ramp, go along right wall and mantle. Now is time for ghost bust. Burrick is looking at you, shoot gas arrow into wall behind him to put him to sleep (ghost bust #1). This will also 2nd alert Bugbeast from left cave.
CAVE JUMPS
So now is the most annoying part of mission. You need to get to side caves over pit with water. But there are few problems. First - burrick's body is solid, so you have less space to do jumps. Second - 3 ladders close to each other that catch you and it's not like in Thief 2 where you can go around ladders. Oh no. So you will be forced to jump from them into caves. Super annoying.
Let's get done with the hardest stuff - right cave. You need to lean left and shoot rope arrow into right side of wall under right cave. Then jump to middle ladder and from there jump to rope, then mantle inside. Easier said than done. Blinking light. In wall is diamond. Go behind crayman, hide in corner. When he pass you grab tiara and loot from 2nd chest. You are safe behind pile of dirt.
Return to sleeping burrick, jump on ladder and jump to other cave. More blinking light. Bugbeast is in corner, so go on left side. Grab golden bottle and grab another grey key from locked chest. Go to burrick pit and jump to it. Try to not grab any ladder. Return to 2nd floor.
WEST SIDE OF SECOND FLOOR
On the right is door leading to 1st floor. Ignore it for now and go to shadow in NW part of this floor. Inside is patroller going around room, so I used 2 moss arrows to get to table, grab gem and purple box and return to shadow, then take purse from patroller. Go to south shadow. Again you need to time 3 patrollers. Patroller near SW door has binoculars. Go behind him and shoot moss arrow on loud floor in front of door. Pass him and open door.
Next part is easy. 2 archers with purses on carpet and 3 rooms to open. Left room has 9 coin stacks, middle room - gem + loot from left table and very important scroll on right table. Right room has 2 nuggets and chest on rock. Return to door leading to 1st floor.
FIRST FLOOR + OTHER SIDE OF BASEMENT
So this time you need to pass stationary guard for a change. This hall is patrolled by 2 guards on a really long patrol route. Next is side door leading to another entrance on the other side of bridge from start of this mission. Open gate and wait for 2 patrollers to go away and stationary guard to be turned away. Then lean and grab his ring. Go back to corridor. Go to red column and descend to basement.
Blinking light to the max. Go behind archer and when will be crossroad, don't go behind him. Next room is patrolled by 1 guard. He has golden bottle. On table is goblet and purple box with orange key to Hammerite House with some loot. If you complete all objectives, going on street will end this mission. But to be honest I don't like this mission and I don't like the idea of doing big detour for few pieces of loot. Sorry.
Return to 1st floor and enter side door of next corridor. It leads to front entrance. Douse torch, leave door open, so you will see where is exit. Use few moss arrows on loud floor up to red column. One of the patrollers here has a purse. Steal it. Afterwards you will be forced to return all the way to 3rd floor. Time to explore it's west side. On 2nd floor in front of SE door I used moss arrow to pass archer.
WEST SIDE OF THIRD FLOOR
2 guards to dodge. They are harder, because 2nd guard must be timed blindly, then you need to picklock door and prey that patroller on the other side is just passing you. Go behind him and prey for another patroller walking around red column wasn't in your way. The last patroller has purse. Go behind him to open left room with secret cash with lots of loot.
Middle room has plate, vase and candlestick. On the other side of wide window is burrick guarding Jewelled Sword. When he turns away, mantle on window, grab it and return to previous room. Open storage with key from cave. Grab all loot from there. All objectives completed. Right room has a purse. Now it's time to return all the way to the fountain and the street. By skipping Hammerite House I skipped 150 loot.
STATS:
Time: 1 hour 16 min 35 s; Loot: 5418/5822
Pockets Picked: 21/38; Locks Picked: 20
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Wait, does shooting gas arrow into enemy doesn't count as damage and knockout? Weird.
GHOST: IMPOSSIBLE
PERFECT GHOST: IMPOSSIBLE
SUPREME GHOST: IMPOSSIBLE
Galaer on 11/4/2020 at 18:36
PLOT
MISSION 2 - TO THE MEETING
Mission 2 is better. Still has some annoyances: super long corridors, mazes, well lighted places and lots of loud floor. We start with no money too, so this time I will need to get 2000 loot. Mission has very interesting feature - sleeping people actually don't sleep, they are stationary guards and they can spot you no matter how quietly you sneak. So some rooms will not be accessible.
STREET
Go a bit forward You are safe at the middle of street. Go east. Avoid 2 archers and hide in shadow. There is archer on south and north street. Both have purses. You can hide in shadow on ramp. Then return to starting point and go west. Avoid guard and go left to room with 2 archers with purses, 3rd chest has 3 flash bombs, 2 moss arrows, candlestick and golden bottle. Go into door on the other side.
BASEMENT
Go behind guard with white key, then go behind guard with purse going around well. Ignore well and left room. Middle room has trap near entrance, so jump over, grab 2 nuggets and jump back. Right is corridor leading to mansion. Avoid 2 guards. Hear are 3 passages: to 1st floor, to Garden and to 3 guards room. Go to guards room.
Impossible to ghost, because sleeping guard will spot us and alert his comrades (ghost bust #1). But you must enter for one of 3 keys in this room. So I just ran to guard, steal his key and run under door to Garden. Guards go into search mode, but they were too slow to turn around, so they didn't see me. Sleeping guard can't leave bed. Go to Garden. Guard with purse visits this entrance. Then go to door leading to 1st floor.
FIRST FLOOR
Go into corridor with few rooms patrolled by 1 guard and open next right door. 2 nobles are sleeping. You are safe in front of bed and from there grab vase, purple box and plate. Hide in doorway. Then go behind guard, pass him from left and enter last right door. On table are 5 moss arrows. Open secret passage in fireplace and lean for golden hammer and key. Next open opposite door and grab goblet. Return all the way to Garden.
Garden is empty and only has 2 patrollers in first part. Go west. Before using door go north. One of talking guards have golden bottle. Return to door leading to stairs. Go upstairs. Open secret door in bookcase, jump through window. Grab loot from left table and very important scroll. Return to stairs and go downstairs. In Library is 2 water arrows and tiara. Next door leads to real part of 1st floor.
Wait for guard to go left and go right. Run behind guard with coin stack and pass him from left. Go to next corridor and hide in shadow in side passage. You loot it this place from other side. Next is front entrance. It's patrolled by 2 guards with purses. Then go behind counter, grab woman's purse and open safe. Crouch and lean forward while behind her to grab 3 coin stacks and money from purple box. Continue south. You do that by waiting for guard to go outside. Then pass another guard to get to stairs to 2nd floor.
Go right to higher floor, open door and wait for patroller. He has a purse. And that's all for looting 2nd floor. Return downstairs and steal key from patroller. Use NW door and pass another guard in narrow corridor. Doors are opened by new key. You need to go west, but first enter north door and let guard to pass.
Here is 5 rooms, but you can ignore them. 2nd and 3rd are safe. 4th has loot, but it's impossible to ghost. Go to next corridor with 3 rooms. First has 2 guards, but they are turned away. Grab plate from left table and everything from right table. Second is Kitchen. Grab vase from table, go to pair of servants and grab their purses and golden bottle and goblet right in front of them. Third door has 2 guards and 2 tables of loot in front of them.
Go to next corridor and run all the way south to door leading 1st corridor in this section. When guard will walk left, return to stairs. Guard from narrow corridor is tricky. Wait at the other end of carpet for him and quickly sneak behind him and pass him from right. You will return to stairs to 2nd floor. Use SW door to go upstairs and get blown by the most amazing looking stairs I ever saw in my entire life. But instead going that way go upstairs to guard you loot it.
SECOND FLOOR
No loot. You need to go NW. Problem is NW corridor is that long that guard on the other side will move only if you are in corridor. So you will also need to time patroller you robbed. When he will go closer, go behind him and pass him. The same do with next patroller. Last door leads to Maze.
Maze is big and empty. No enemies either. Nearby door leads to 3rd floor, but this entrance is guarded by 2 guards. Impossible to ghost. Instead go through maze to 2nd entrance (secret door in wall, pretty easy to notice) at NW. Stairs will lead you to 3rd floor.
THIRD FLOOR
Definitely the best floor in the whole mansion. First you need to jump from one pressure plate to another over void. All pressure plates activate magic bolts that shoot from ceiling. Also be careful with jump acceleration, you don't want it here. Go south, grab goblet, jump on table and then go up.
Now it's getting interesting. You have only 2 rope arrows and I don't want to left any. You are high, shoot rope arrow closer to table on ceiling. Use it to descend. Stand under table and shoot 2nd rope arrow into it. Climb 1st rope, highlight it, then grab 1st rope while jumping to 2nd rope. Grab vase from table. Now you need to go as low as possible on rope to grab rope arrow, but while grabbing it you also need to descend. Thanks to this small descend you will not get hurt from fall. Rope up to next room.
You are high again. Shoot rope arrow right, but not too far. Descend. Shoot 2nd rope between table and chest. Grab loot from purple box and 3 rope arrows from chest. Shoot rope arrow between 2 ropes and another into table while standing under it. Jump from rope to rope to collect rope arrows stuck in ceiling. Then collect last while descending on rope.
Then there is return to normality. Guard at the end of super long corridor. He doesn't even go to the half of it. There is slight shadow on the right that is safe. You need to go left first. Inside is 2 patrollers, but they are easy to dodge. Door leads to balcony with guard with purse. Return and go to other door. It leads to 4th floor.
FOURTH FLOOR
Not too much to do. Prepare key from 3 guards room. In corridor is last archer, easy to dodge. Then use secret door. In last room grab goblet from left table and everything from right table. Finish mission by grabbing scroll. Luckily you don't need to return to the starting point.
STATS:
Time: 1 hour 1 min 34 s; Loot: 2558/3426
Pockets Picked: 21/34; Locks Picked: 21
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
GHOST: IMPOSSIBLE
PERFECT GHOST: IMPOSSIBLE
SUPREME GHOST: IMPOSSIBLE
Galaer on 11/4/2020 at 18:37
PLOT
MISSION 3 - THE KILL FOR LIFE
First of all, check if you play version 1.1 of the campaign. On 1.0 there is bizarre glitch of falling through floor, which prevents beating this mission. What's interesting non campaign version has no glitch like that. But it's the same like this one. With 2 exceptions. We have access to shop, but no money to buy anything. And max loot is 7057 while campaign version has only 4057 loot. But there is a catch - in non campaign version we are starting with 3000 loot, which means that ultimately there is the same number of loot in both versions.
There is no loot objective and thanks to that I don't need to explore this mission. And I'm not gonna explore it. Normally even if it's a bad mission, I try to challenge myself and get as much loot as possible. Here is different story, because not only the mission is bad and long, but it's also incredibly boring. I just don't want to stay in it. I know it's not a good attitude, but this mission broke me.
So in this mission I need to kill Walter. Unfortunately on Expert there is no blackjack and there is no gas arrow, so it will be really noisy death. And he can't be killed in one hit, which means this mission also can't be ghosted. It can be ghosted only on lower difficulties.
STREET
You are starting in the same place like in Mission 2, but this time there is guard walking in your direction, so quickly move right. Guard will first alert and destroy your chances for supreme ghost. Go all the way to shadow on the ramp. At the end of it is door you need to picklock. Inside are 2 guards quickly turning around. Your target is orange key from chest. Door for this key is on the other side of map and this mission is huge.
Again go to door leading to Mansion, but this time after entering building, go left. Then you will have another choise: left or right. I'm gonna ignore right path. It has 2 keys that are intended to collect, but I noticed that they are actually optional.
For Morgue key you need to blindly time 2 thieves walking randomly on not very long square on street. And in order to get to them you will need to pass archer on medium long street without any shadow. You need to be quick and return to pass previous patroller to get back to shadow. You can also try to go forward, but you will also need to have a lot of luck with next patroller who can also spot you when you grab the key. So it's very difficult to ghost situation. Probably possible, but I don't need to do that.
Later in Morgue are zombies in corridors without shadows. Last room though is guarded by 2 fast turning guards in well lighten room. Your target is Cemetery key from chest. Guards 2nd alert when you try to douse torch. I'm not saying it's impossible to ghost, but definitely it's very difficult and I don't need to do that.
That's why I'm going right. There is archer and I need to pass him and picklock door. But archer is on short patrol, so I will be forced to use 1 lockpick and run to archer to pass him and then pass him near door and use 2nd lockpick. After using 3rd lockpick, door will open. On the other side is archer on square street. You need to time him too.
Then go to Cemetery gate. It's locked and you don't have a key, but soon unfrobbable part of gate will get open by haunts. So hide in full shadow near the entrance to this street. First haunt will stay to patrol Cemetery gate. Other 2 will pass you. Then run to sneak through haunt and hide in shadow under wall. 5 other haunts will enter city.
CEMETERY
Unfortunately one stupid haunt refused to move from his starting point. Luckily I managed to very slowly sneak in front of him. Then just go to 2 fire shadows area and quickly turn to leftmost passage. There is long route to area with sleeping zombie on top of ramp, jump on top to not awake him. Then long path to big area with lying zombies, fire shadow and zombie walking around this area. Super easy to ghost. And lastly super long path single fire shadow and after him is gate opened by switch.
SHELTER
Street is big and empty. Basically just go north to big building with wall door. Inside is patrolling haunt. Go right. Next is 2 haunts in front of door opened by orange key. Douse 2 torches and enter Shelter. There are 2 floors and basement. 1st floor has a lot of haunts, fire shadows and ghosts. Possible to ghost some rooms. 2nd floor has haunts won loud floor. Also possible to ghost, but very difficult.
But you don't need to explore them. Walter is in basement and elevator to basement is in dark shadow at the entrance. Easy to miss. Basement has no enemies except Walter. There is some loot too. As for Walter, he's a mage with lots of health and like I said at the very beginning, he's impossible to kill in one hit. So I killed him with sword and he obviously attacked me (ghost bust #1). End of mission.
STATS:
Time: 21 min 58 s; Loot: 1061/4057
Pockets Picked: 3/15; Locks Picked: 4
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 200; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 1
GHOST: IMPOSSIBLE
PERFECT GHOST: IMPOSSIBLE
SUPREME GHOST: IMPOSSIBLE
Galaer on 11/4/2020 at 18:38
SHORT SEWER
Short japanese mission. Impossible to supreme ghost, because you are forced to disable gas from pipe by using panel. By using panel again, gas doesn't reappear. You also are forced to douse 2 torches. And even then you will get bunch of 1st alerts.
STATS:
Time: 6 min 15 s; Loot: 124/124
Pockets Picked: 1/1; Locks Picked: 0
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 12/4/2020 at 20:34
THE UPWARD SPIRAL
Weird stuff: glasses that creates separate loot stack (worth 150 loot). If you complete loot objective getting glasses will uncheck loot objective. To complete it again grab another loot piece. It sums properly in end stats. Also I got new objectives message twice, but after checking objective screen there was no new objectives.
Pretty short and for most of the time easy to ghost mission. City is almost empty, so loot all houses, then enter north house. I'm not gonna mention my specific route, but instead tell what passages I use to get on higher floors. I enter mansion through front door, to get to 2nd floor I use north stairs, 3rd floor - NW stairs, 4th floor - SW stairs (all loot is in 2 places on south side), 5th floor - south elevator, roof - elevator on top of the only stairs going up (loot this floor first).
Grab book and wait in place. Hammerites will attack this place and kill mage and monsters. Wait few minutes for them to calm down, Hammerites patrol in the same places like monsters, but there is also few new stationary Hammerites, some of them are also fast. Ignore white key and grab tiny key near diary to exit room. Also from now on every few minutes book will talk with you. That's really annoying.
Backtrack all the way to 1st floor and go west to water passage. Use it to go to well. City is patrolled by Hammerites. Because there is day, there is very little of shadow. Also north part is flooded with them. From well I went south, then behind patroller and went left. Quickly I passed turning Hammerite and dropped on ground near cart. I strafe jumped over canal and went left into little shadow. I went all the way south, then west, entered south house and avoided stationary Hammerite. I went west around house all the way to starting point.
STATS:
Time: 42 min 7 s; Loot: 7186/7386
Pockets Picked: 1/4; Locks Picked: 1
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: POSSIBLE
SUPREME GHOST: POSSIBLE? The biggest challenge is definitely city escape.
PERFECT SUPREME: POSSIBLE?
Galaer on 19/4/2020 at 17:40
THE VARYX OBELISK
Pretty fun mission that advertize ghosting. Annoying can only be long picklocking. Also few keys and important items are in randomized places. And Garrett can detect secret walls. Sometimes they slide when you are close, some other time you can go through them. Mission is divided into 4 areas. You are starting in Eldevir.
ELDEVIR
After conversation quickly move behind left guard. Otherwise you will not manage to sneak from starting point. On Expert there is no key for Store House, so you need to picklock door. Don't turn off light and quickly close door. Otherwise guard will enter room and turn on light. You don't need rope arrow to get to attic. You can stack 2 crates instead. Basement key is randomized. I found it in Control Room.
In Sub Basement (Queen Arachnia) spiders are patrolling and when they stop they can look like they are in search mode. Don't worry about that. Go through little tunnel, grab stone key, then mantle up. You have 2 roads. Under one path there is stationary spider. Douse torch near him. Then use other path, douse 2 torches visible from here. Drop into hole and use ladder to get out. Disable light mushroom and douse torch.
Enter room and go to shelf for Ward Room key. Stationary spider will enter room. Don't worry that's a scripted behavior. It always do that when you are near this shelf for the first time. Important - don't save/load while spider is walking. Wait for him to return to his spot. Otherwise he can stop in place and prevent your exit. Choose different path.
Cloud of flies explodes when you approach it. I consider it's a trap. It's possible to avoid damage by quickly going back when you hear explosion. Explosion doesn't alert any spider. Go to last room and hide in shadow under shelf. Open safe and grab Talisman of Air. And again - stationary spider will visit this room. That's a script. Don't save/load until he will return to his spot. Leave this place and use Talisman of Air in Ward Room. Then teleport to Daitilian.
DAITILIAN
In all areas you need to find stone key to return to portal hub, find Ward Room key and Talisman, then use it in Ward Room. Red book is randomized and I found it at the top of stairs. Then I picklocked gate and used lever to close it. Ignore 2nd lever and never use it. Fall in 1st hole, haunt has Ward Room key, nearby in niche is stone key. Near locked door is secret wall. Don't use lever inside. You can hide here when you picklocking door lock.
Hole is optional. It has Oubliette key and lever that opens exit hatch. Nearby is Ward Room, but that's for later. Closed gates has opened. Behind one of them is Talisman of Fire, behind other is long ladder leading to Oubliette. Near long ladder room at the bottom in next room is very well hidden goblet on floor in corner. Very easy to miss. Black Blade +2 is randomized and I found it in Oubliette.
After you use Talisman of Fire in Ward Room hide in shadow near hole and wait for Fire Shadow who will enter Ward Room. Then go to the place from he came. It leads back to portal. Go to Viowen this time.
VIOWEN
You start in basement of human mansion. This is also the easiest area. To get stone key in warehouse you don't need rope arrow. You can use 3 crates stack. You can mantle to attic from armchair in Dining Room without using rope arrow. Fly cloud can be tricky to pass. Weirdly enough I had no problem to do that on my test run on Hard difficulty. Also bugbeast is scripted to visit Ward Room if you go too deep, so turn off light to be safe. Afterwards go to last area - Anartillian.
ANARTILLIAN
The hardest area. First I go south. In room with fire elemental there is lever opening spider corridor with lever. Stone key is in secret wall nearby. Also grab yellow key from shelf. Use it to open gate near fire traps room. This trap doesn't alert anyone. Backtrack and go north. There is necklace under lever opening gate. Haunt below has Ward Room key. In south room don't use lever.
In east room is Water Talisman and lock on wall. Grabbing talisman results in fire traps. They will result in alerting haunt, so you need to disable trap. Open lock. Picklocking is very long, but you can use yellow key instead. Then go above haunt to new passage with lever disabling all traps (even from previous part of this area). Gently mantle out of loud floor and grab Water Talisman. Ward Room is near the start. Go to teleport hub and grab Treasure key from obelisk. Return to Eldevir.
FINISHING MISSION
Go to 1st locked door in Keeper's Compound. There are 2 paths: one leads to Treasure Room and other to nothing. Choose second path - there is fake wall leading to lever disabling fireball trap. If you don't disable it, opening Treasure Room will kill you. Return to Treasure Room and grab Mystic Soul and Mystic Heart.
STATS:
Time: 1 hour 2 min 27 s; Loot: 2152/2152
Pockets Picked: 3/3; Locks Picked: 19
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. 2 traps must be disabled. Also to get out from Air Ward Room key room you need to douse few torches. And it's impossible to avoid triggering flies explosion near this room.
Galaer on 19/4/2020 at 17:41
THE VIGIL
Another short, but fun mission. Tiara on sarcophagus in small guards observatory near Chapel can be grabbed by leaning from shadow. In Cemetery you are forced to throw boulder, water arrow and fire arrow into certain tombstones to get items for Embalmery. Unfortunately shooting fire arrow will 2nd alert 3 guards nearby (ghost bust #1).
Getting to Ducal Tomb may be tricky. You can go there from Residence through tomb and run into shadow. Picklock gate and when guard will turn away and patroller is also not looking in your direction, quickly enter and hide in shadow. Later you will get locked in main tomb. There is ring on sarcophagus with diary. Then shoot water arrow into keeper statue. You don't need to shoot fire arrow, pit can be beaten by doing strafe jump over pit.
In Sewers go right and steal Hammerite's key, then go other way. Don't step on middle part of wooden bridge. Otherwise it will fall. You must visit pit for loot. I doused fire near Ratman. Then just rope up and mantle on the other side. Back to Sewers to open gate and go around to ladder, then simple time Hammerite to enter Factory.
Factory has fun gimmick with Hammerites turning off and on lights frequently. Still it's easy to dodge. Then just jump to another building, loot it, go down. I doused 5 torches here, then go to backdoor. Last obstacle is entering Watch behind turning guard and steal key for exit gate.
STATS:
Time: 26 min 59 s; Loot: 1375/1525
Pockets Picked: 1/3; Locks Picked: 4
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
GHOST: IMPOSSIBLE
PERFECT GHOST: IMPOSSIBLE
SUPREME GHOST: IMPOSSIBLE
klatremus on 19/4/2020 at 18:25
Awesome work again, Galaer! These reports are so valuable for the ghosting community. So great that we have the collective works of 20 years of ghosting all in one place, and that reports (mostly by you) are still coming. I have one being published in not too long.
In the Varyx Obelisk, im not sure if disabling the traps are busts. The rule talks about "security systems" but doesnt mention traps. We might need to have a talk in the discussion thread on clarifying that rule. I was always under the impression it only included alarm systems or watchers, not traps. I havent played that mission btw.
Galaer on 19/4/2020 at 19:30
But traps are actually security systems. Well, traps activated by entering specific area, like for example fireball trap in Bonehoard, should be excused. But others shouldn't. Because they are protecting something. In Varyx Obelisk in first case getting Talisman of Water without disabling trap, trigger fireballs that 2nd alert nearby haunt. In 2nd case - using key to open Treasure Room results in activating deadly fireball trap. Impossible to survive without deactivating traps.
Also I would ask: if you don't feel that traps are security systems, then why you never disable gas floor trap on 3rd floor in Masks mission? That's also a trap, but you avoid doing that. It's simply because at the same time this trap is also security measure.
Oh, and since I made non report post, could you also get rid of City Conflict series in Unreported FMs list?
klatremus on 20/4/2020 at 03:54
I just don't feel like traps is what the rule was originally meant for. The rule is flat out vague, in my opinion. I'll start a discussion over in the proper thread.
I honestly don't remember the gas trap in Masks. Perhaps if I didn't need to disable nor trip it , I rather avoided it altogether.