Galaer on 24/4/2020 at 15:05
GOLDEN BOOK OF KEEPERS
3 mission campaign made by Zontik for Thief 1. Campaign includes 3 missions previously released with some changes, which I'm gonna list later. Missions have different names. Mission 1 was previously released under name - Golden Book of Keepers (on list it appears also as Golden Book). Mission 2 had name - Last Page and Mission 3 - Eternal Candle.
MISSION 1 - FIRE AND ICE / GOLDEN BOOK OF KEEPERS (GOLDEN BOOK)
ENTERING MANSION
There is switch at ceiling, then rope up on hedge and mantle on wall. Go on the other side of front entrance and rope down. Second guard near front entrance has Hatch key. Return on wall and backtrack. Drop on trees and open hatch to get to Basement.
There are 2 golden bottles on shelves. Drunk guard is holding golden bottle, which works like a healing potion and he has a Basement key. Enter Generator Room near him and close door. Press switch behind generator, then use powerful hits of your sword to disable it. Even though generator doesn't look to be destroyed, I used force and I will consider this damage property (ghost bust #1). It's necessary action. Thanks to that I will get to very important room on 2nd floor without any 2nd alerts. Use Basement key to get on 1st floor.
FIRST FLOOR
Open Kitchen door and douse fireplace. Go back and enter south corridor patrolled by a guard. Douse 2 torches. Third room has purse hidden under bucket. Near guard is entrance to Armoury, but I don't have a key yet, so sneak near him into Grand Hall. Douse 2 torches. Go near table and lean for golden bottle. Then go to guest watching statue and grab her Guest Room key. Go near table to grab plate, goblet and lean for another golden bottle. Grab purse from noble on the other side of table, then go to open door leading to north corridor.
Douse torch on the right. Enter Kitchen and grab plate from sink. Go back to corridor and go to open door. Turn off light, grab Armoury key through weapon display on the left, then go via beds to 1st chest having loot and 2nd chest containing book, which will complete an objective. Return to corridor. In next room only left chest has loot. Go to next room with sleeping servant and grab coin stack behind bed. Go to toilet to grab 1st Floor key from drown guard.
Return to corridor and douse torch on the other end, then use 1st Floor key to get to Front Entrance and douse 2 torches. Behind plant near stairs is ring on floor. Go upstairs.
SECOND FLOOR
1st room (stairs up) is locked, in 2nd is vase, in 3rd - purse and important letter. 4th room is tricky. Opening door will spawn plant on top of door, so immediately close it and block with your body. Grab plant and put on floor. From room take 2 coin stacks. 5th (important room) is locked. In corridor is goblet. Guard from north corridor has a purse.
6th room is stairs down, so ignore it for now. 7th room has only breath potion and water arrow, but has entrance to 8th room, which has ring in toilet. 9th room (opened by Guest Room key) has purple box and torc on bed post. 10th room has necklace under plant. 11th room is locked and it's another stairs up. Last room has flute on floor.
GETTING TO THIRD FLOOR
Return downstairs and go to Armoury (south corridor). Sneak very slowly past guard and enter Armoury. Inside press switch on bottom part of lamp and grab 5 fire arrows. Then go to fireplace in Kitchen. This will take you to roof. Mantle to SW tower and grab coin stack. Go downstairs via ladder and use stairs to go to 3rd floor.
THIRD FLOOR
1st of 3 patrollers squad has a purse. Close door you used to enter and press switch on it's side. It will open passage to room with tapestry on wardrobe. Return to Library and go to the bottom of other spiral stairs. There is goblet under stairs. Return to Library and go behind guards to Bath. Near speed potion is a ring. Enter Bedroom. Grab goblet and loot from chest, use switch under bed and get loot from safe. Balcony key is useless.
Go to small garden with sitting noble. He will greet us, grab golden bottle near his armchair, then go to next room. Turn off light. Woman here is very sensitive and 1st alerting her makes her run away, so dousing fireplace is impossible. First grab 2 coins from table and goblet and Spiral Staircase key from another table near her. Then you need to nudge her left towards fireplace and use switch near left vase on fireplace. Then slowly get in shadow.
Go top top of ladder and use another switch to get to Observatory. Here you will find key to Locked Room. Return to previous room and quickly run past woman. Otherwise she will alert to us. Go back to Library and go to SW spiral stairs. This will take you to 2nd floor. Sneak into locked room with guard in front. There is switch outside window. Go to the end of passage. There is guard not walking all the way. When he turns - run to him and pass him from right. Wait for him to walk away and shoot fire arrow into talisman holder nearby. This will open entrance to Temple of Knowledge, but also 2nd alert patrolling guard and most of guards inside (ghost bust #2).
TEMPLE OF KNOWLEDGE
Wait for everyone to calm down. So here is something. Archers on the right side can see you even if you are in full shadow. They can shoot you even if you are leaning forward from full shadow behind door, so I will need to KO them later to avoid too much ghost busts. So first I need to run right to dark corner and archer will see me, try to shoot and go into search mode (ghost bust #3). He also may alert other patrollers.
1st room on this side is locked. Go to shadow in pillar, then you need to go to next room, but there is turning guard, so be careful. Left chest and 1st right chest has loot. Go to metal door and climb ladder to KO both troublesome archers (ghost bust #4-5). Descend, time guard and go to side room. Close doors and use powerful sword hit on training dummy. This will open 1st room. If doors are closed, then nobody will hear anything. Go to next room with another turning guard. 2 chests on the right has loot.Go to Hall and get back to dark corner near entrance. Go to 1st room and shoot arrow into target, then grab golden bottle and Unknown key.
Time to go to dark corner on opposite side of entrance. Also you can grab purse from one of patrollers. Enter Lab and hide in corner near entrance. Just before novice will stop go right to table and lean forward for switch behind Map of Elements, then quickly get back into corner. When he moves, go into secret passage, grab loot from chest. In last room is guard looking in your direction and just beyond your reach is purple box with Temple key. There is no way to get it without KO-ing this guard (ghost bust #6).
Next is Library. Go to other end, use book switch and quickly get in secret room. Grab Clock Room key from chest. If you let secret passage close, you can get through fake wall to disposer switch. No idea what is it for. Maybe after summoning ice mage, switch will make him temporarily vanish from his room. I don't know. Anyway, go upstairs, go behind mage, grab feather from table and open Clock Room. Inside is Pocket Watch. Use switch on machine and use secret passage to drop into back corridor. Open room with sleeping guard and grab loot from chest. One of patrollers has a purse.
Time to visit Temple. Behind 1st door is novice looking at us and behind 2nd door is ice mage looking at us. Mage is deadly, so enter 1st room and quickly KO novice before he will alert (ghost bust #7). Hide his body and grab loot from chest. Go to shadow near other door. Open it. After mage's speech, save and load to make mage visible.
First shoot rope arrow to wooden beam above your head, then shoot arrow into switch at the middle of banner (shoot a little higher). It will turn off light. Behind closer statue is switch, go to mage and grab his Keeper's key and candlestick. Climb rope and jump to Golden Book of Keepers. Wait for mage to leave. By the way you may reset timer of darkness by saving and loading.
Battle is going outside. At this moment no kill objective will get cancelled. Climb on top of wooden beam and jump to chest with loot, but open it from side. Otherwise you will fall into hole. Use also lever. Run and mantle to statue below to avoid being hurt. Then go to Temple door you came. Outside should be fire mage in search mode. Avoid being spotted by him and run to corridor on the right. New passage under lamp at the middle of back corridor has opened.
WATER PASSAGE
Prepare Unknown key and drop into water. Swim to north gate and quickly open gate. Then swim to chest and prepare triangle lockpick. Also notice breath potion at the end of tunnel leading to room with chest. In chest you will find Keeper Talisman. Grab breath potion and use it. Return to entrance and grab ring from bones. Then take air.
Swim east for urn, then strafe swim west. At the middle of tunnel on the left is nugget. Swim for air. Swim to body for 3 coins, then swim into hole, grab coin from floor and swim to ice cave. Jump and use blackjack to break ice (ghost bust #8). Noise from jumping will alert burrick (ghost bust #9). Run into left tunnel, douse fire, grab 3 urns and Maze key from thief. Enter Maze.
MAZE
Go along left side. Open chest with loot behind pit. Then will be another chest with loot. Then pit, so rope down and use switch. It will spawn map, so climb up and take it. Go to the end for purse near skeleton. Return to entrance and go right. Just before pit go left for trapped chest with loot (you need to crouch to avoid arrow). Go over pit and find exit.
Grab urn and solve statue puzzle. Grab coin under Teacher statue. Then go up to hedge maze outside mansion. Rope up to outside wall and go all the way to hut. Inside use Keeper's key on metal door and go through cave to last room.
DIFFERENCES IN NON - CAMPAIGN VERSION (GOLDEN BOOK)
Door to Training Room in Temple are unfrobbable and fire mage doesn't spawn. Also on 3rd floor of mansion last guard of 3 patrollers has a purse.
STATS:
Time: 1 hour 2 min 12 s; Loot: 3817/3842
Pockets Picked: 10/12; Locks Picked: 9
Back Stabs: 0; Knock Outs: 4
Damage Dealt: 4; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Bodies Discovered by Enemies: 2. Not by me. I scored it during big battle between ice mage forces and fire mage forces.
GHOST: IMPOSSIBLE
PERFECT GHOST: IMPOSSIBLE
SUPREME GHOST: IMPOSSIBLE
Galaer on 24/4/2020 at 15:12
GOLDEN BOOK OF KEEPERS
MISSION 2 - CLOCKWISE / LAST PAGE
This is a ghosting mission with eternal darkness. We also can't steal anything yet. Much later ghosting objective and don't steal loot objective will get cancelled. So now I will focus on going through mansion as quickly as possible. Also this may be ghosting mission, but the first thing we do is destroying statue to enter mansion (ghost bust #1).
GHOSTING MANSION
You are in tunnel leading to Basement. Go forward and open wall with switch on ceiling. On the right is switch that will close walls. Thanks to that you will get access to Workshop, but that's for later. Go through gate near switch and steal Portcullis key from guard. Use it to open portcullis. Go upstairs to 1st floor.
Turn off light in Kitchen and open door to corridor. Wait for archer, then run past camera (observe it from Kitchen when it doesn't look in your way). Open door past camera, grab 2 water arrows and turn off camera. Return to corridor, turn left and go all the way to locked wooden door. You don't have a key, but archer and swordman open it. Wait for them on the left side of door. Leave door open and enter to Museum.
Second door is also locked, so get as close to mine as possible and wait for patroller, then quickly go behind him and leave door open. Go left and hide on the right side of door. If there is nobody, enter it, hide in shadow and go left to the Garden. Now you need to shoot rope arrow into green wall on the south side near bridge and mantle up there. Go south, douse torch, then open door behind stationary guard on top of stairs.
Stay at the entrance close to door you closed. Going further will activate crusher. From here grab 6 keys and lean forward to open all 6 grates. Then activate crusher and press all 6 switches. Take Tower key. Return to bridge and rope down to Garden. Open well with Tower key and drop into water (for some reason it doesn't make any noise). Grab water arrow from bucket. Go downstairs and meet with Lord of Time (he looks exactly like guy who greet us in previous mission). He will give us Puzzle key. Sometimes secret stash in desk doesn't open, so you will be forced to grab key through desk.
Go back up and shoot rope arrow into beam, then climb up to Garden. Now you need to rope up to north side of bridge. Go north, douse torch, on the left is Puzzle Area door. One more thing - don't use Puzzle key on any other door. Otherwise it will vanish. That's a bug.
PUZZLES
First puzzle is easy, just put goblets on plates to create 2:00 hour. For second puzzle grab arrows, then use part of grass behind plant to activate riddle on floor. Shoot T, I, M, E to progress. Then go to hole and rope down. In cave is 3rd puzzle and rope arrow. Correct answer is for some reason 4th clock. I don't understand this puzzle at all. Press switch, then another switch. Strafe run to the top, jump on rope, then run south, turn around and shoot arrow into switch on the opposite side. You need to have lower side of target on the place where wall touch ceiling. This will complete 3rd puzzle.
Take knight statue, stand on pressure plate, throw statue to block wall from closing, then go downstairs to talk with Lord of Time. He will send you to the past, to the Temple of Knowledge occupied by fire mage forces. Also no loot there.
PAST
You are between guards, so go behind 1st patroller and open storage. After 2nd guard will walk away, go in opposite direction and open 2nd storage. If you have time, use lamp to get Temple key. Hide in 2nd storage and wait for 2 guards. Then go fully in opposite direction to main hall and hide in shadow under pillar. Wait here for guard entering Barracks, leave this door open and go upstairs.
Here is 1 patroller. Go north and wait for patroller. You need to wait for him to go into tunnel to window on the south. Under both windows are switches and you need to be very fast after activating 1st switch under north window. Strafe run south, dodge guard from the left and quickly use switch under south window. If you succeed you will see red lamp staying near ladder. Return to main hall to shadow under pillar.
Now go to the Temple. Use switch behind statue, then rope up to place where Golden Book was hidden in previous mission. Jump there while grabbing rope arrow, press switch, drop on edge of lamp below and drop on floor. Use back door and put Pocket Watch on pedestal. Now you need to go all the way around to Library door just past Lab.
Strafe run in front of gate with fire mage behind it and open chest under stairs. Take Clock Room key and strafe run in front of gate again. Go all the way around to back corridor with 2 patrollers. Somewhere on ceiling close to other side is passage. Rope up and use lever to open wall. Use Clock Room key, crouch and grab Golden Book of Keepers. We were in Barracks already, so we don't need Barracks key.
Time to leave this area. Unfortunately escape pedestal is at the middle of fountain observed by 1 guard and patrolled by few guards. For now return to shadow under pillar in main hall. Then you need to nudge guard in front of fountain right past the pedestal. You are fairly safe from patrollers while under central pillar. But nudging will take a while. It took me almost 30 min. Then jump on fountain pedestal to return to mansion.
FIRST FLOOR
Take Versatile key and read note. You can steal loot and ghosting objective also get cancelled. Wait for Garrett's quote to finish. If you grab loot earlier, mission will fail. Stand on desk and lean behind TIME banner to grab nugget. At the bottom of stairs in darkness is shelf with candlestick. From top of stairs jump over pit and grab high placed nugget. It's possible to grab it easily after using secret switch in Forge, but I decided to do it now. Rope up from well and take rope arrow. I'm not gonna return to well anymore.
In Garden steal purse from archer, go to big south tree and grab 2 diamonds from it. Then rope up to small window on south side nad use switch on top side of window. This wall open passage to Casino. Then drop down while grabbing rope arrow. Go left. Grab goblet and hide in shadow on the left. Go behind patroller and pass him from left, then enter Library. Rope up on top of bookcase for diamond, then wait for noble to descend. Quickly go upstairs and rope up to lever at the top of bookcase. Inside secret stash is coin stack and Full Map, which you really don't need. Descend, grab candlestick from desk and run to shadow under stairs.
Leave Library and go behind guard to shadow. In corridor leading to Museum is necklace under stone head and urn behind blue banner. Funny thing about this banner is that after destroying it, you can grab it and it's called "Ex - Banner". Enter Museum, use clock and from secret stash grab tapestry and urn. You can close these door behind you, because right now you have key for them. Go to next corridor.
First door on the left lead to empty storage. 2nd room there has lever hidden near entrance. Go through opened wall and grab ring from plant. When corridor will clear mantle over plant and go in front of door, then quickly lean for tiara on statue. Return to previous corridor. Ignore going south and go all the way to the Kitchen. There is plate in sink. Go to Basement.
BASEMENT
Go to wine cellar and grab 2 golden bottles. Go to Generator Room and use panel to open gate to patrolling guard. In last room is chest with lever inside. It opens unfrobbable door near wine cellar. Inside is loot sword and water arrow. Go to Workshop. Grab 2 coins and drop or throw hammer on silver coin on anvil. It's quite precise. You will create Forge key. Time to get there, but first you need to open walls and you can't do that from here. Go back to 1st floor and go to south corridor you previously ignored.
Dark room on the left has chest. Inside of it you must frob diamond. Right room has goblet. Enter south corridor where previously you grabbed tiara from statue and open door on the right. Grab coin stack and go this way to front guard with Hall key. You don't need this key. Use switch to open front gate. You are at starting point.
Drop into river. Under bridge is a switch. Swim to opened stash and grab 3 water arrows and nugget. Then go to opened gate leading to Forest. You will get new objective to get light source. Get back to tunnel under statue and this time go left. Under elevator is nugget. Lean for switch, so elevator sarcophagus will ride down. Above it is golden skull. Avoid haunt and grab 4 loot pieces from sarcophagi: tiara, necklace, torc and goblet. Then return to beginning and open walls to get to Forge.
Behind bricks under stairs is nugget (you can't see bricks and nugget, because they are in shadow). Blacksmith has golden hammer. Douse fireplace and grab fire arrow. In fireplace there is switch to get easy access to high placed nugget in well. Ignore it. It's dark here, but you can mantle on higher ledge in fireplace and climb ladder. At the top of it is diamond. There is also passage to Casino, but in order to open it you must attack it with weapon and that 2nd alert Casino guard. Luckily I opened other way into Casino.
Descend and open hatch with little fireplace. You need to shoot fire arrow into it. It will spawn Sword of Light, but also 2nd alert blacksmith (ghost bust #2). So do it from shadow, then wait few minutes for blacksmith to calm down. Then sneak for Sword of Light. Leave Forge and go back to Kitchen.
SECOND FLOOR
Douse fireplace and go near locked door. Save. Use bell near door to summon servant from Dining. He will unlock door and talk with woman from Kitchen. Quickly enter staircase, turn off light and run upstairs to Dining Room. If noble woman is inside, then reload and wait a bit before using bell. You have a little time before servant will return to Dining Room. Grab goblet and plate from table and golden bottle from central plant. Then hide in shadow in doorway on the left. Sneak to double door leading to dark balcony.
Wait for noble woman to enter Dining Room. Next room is her bedroom. Grab torc from her clothes and vase from top of wardrobe. Hide in dark corner. Next is opened wall leading to Casino. Patroller can see you from upstairs. Grab 2 urns from table and 1 urn under table, then steal purse from upstairs patroller. I have no idea how to open 2nd wall in Casino. Return to corridor. Next room is opened by Versatile key and has loot on table and goblet on top of wardrobe. Go to corridor with patroller and camera.
Mantle over 1st window on the right and use lever on ceiling. Go to middle of corridor where wall opened. Wait for patroller to go left and steal his purse. Mantle back to corridor, grab vase. In passage where wall slide on the left is nugget. Enter Security Room. Grab nugget behind target and disable camera. Go behind training dummy.
First save. Shoot broadhead arrow in training dummy. It will transform it into guard without any alert. Be careful, sometimes guard will not appear. In that situation reload game. Grab key to Lord's Apartments and nudge guard closer to target. Broken sword on floor will eventually stop you, but that's far enough. Leave and go to door observed by camera. Use key and go to bedroom. There is vase in pillar on the left. Go to office for glasses and feather from desk and diamond on top of hourglass. Go to other door near camera and descend. From there open unlocked door leading to Museum and go all the way to starting room. Enter Forest.
LAST PAGE
In Forest you can mantle over cobweb, then you will hear sound of plant being thrown. This means one tree has vanish and another path is open. In 2nd path you can mantle over another cobweb. 3rd path has no cobwebs. Last path has cobweb to mantle over, then is cobweb in front of entrance to Hut. You are forced to cut it (ghost bust #3). Go inside and use Golden Book on Future Page and frob book to complete this mission.
DIFFERENCES IN NON - CAMPAIGN VERSION (LAST PAGE)
Starting point has more light and less shadow. Starting archer has no note. Museum door near mine is open, so no need to wait for guard. In well loot candlestick is in place of unfrobbable candlestick in campaign version on desk. There is no candlestick at the botom of well. In 3rd puzzle cave there is no rope arrow. There is a bug where gather all loot bonus objective trigger after you get 3550/4000 loot.
And the biggest change - green walls in Garden aren't ropeable. Still there is a way to get on bridge by mantling on lower tree under bridge, then jump on higher tree (or rope on it) and jump+mantle on bridge. To get back to Garden from bridge simple drop on lower tree while crouching. But you have no access to Casino while ghosting, so you will miss 250 loot from there.
STATS:
Time: 1 hour 48 min 14 s; Loot: 3700/4000
Pockets Picked: 7/8; Locks Picked: 8
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 24/4/2020 at 15:15
GOLDEN BOOK OF KEEPERS
MISSION 3 - EXTINGUISHER / ETERNAL CANDLE
Funny thing. Before ghosting this campaign I thought it is the best mission. The first time I played I was really annoyed by weird puzzles and confrontation with ice mage in Mission 1. I didn't like eternal darkness and I had no idea where to go while ghosting in Mission 2. But after ghosting previous mission, I realized that this is the weakest mission in campaign.
First of all, there is no challenging patrol routes. The gimmick of this mission is buying Old Gate key for 500 loot. Which means I need to collect it first and I'm gonna lose it in Locksmith Shop. But collecting will not be easy. Because each loot piece value is 10 or 20 loot. No more than that. And usually there can be only 1 loot piece per room. That's sad. More worth loot will be when we enter Downtown, but it will be still low in quantity. But only few places are tricky to do, so I'm not gonna do detailed ghost report like before. There is also a lot of going back and forth.
BEGINNING
You are in Silent Hills. First of all, avoid exploration. Just get out of this district. You will explore after visiting Locksmith. One of the houses on the right has well that will take you to Sewers. Panel will open path to Dark Side. There find keeper and try to steal purse. He will tell you to find Athropos. Sometimes keeper can fall into water. Don't worry, he's immortal, so just dive and talk to him. Then go north to Clearing to Athropos House and use switch on bathroom wall. Read book and leave house. There will be cutscene. Time to go back to Locksmith and grab Semi - Versatile key. With it you can finally start exploring and looting this whole city.
SUBURBS
To get coin from Fair Square you will need to nudge stationary guard left past it. In Dark Side there is few places where you need to be more careful. I'm not gonna mention them. But there is one very tricky place to get. Locate Embankment sign. There is 2 patrollers to worry. One needs to go back to canal and other leave in direction of Clearing District. Mantle on sign, then on higher ledge. From here you can get to few high places, but right now you are interested in east pipe. You need to strafe jump to it. Then you need to mantle behind right corner. You do that by jumping forward (east), quickly turning right and mantling. It's easier than it looks. Then just jump to balcony at north. And here you are.
In Ice Keeper location you need to grab Ice Axe and drop it on one of ice corners. This way I will collect Piece of Ice. But there is visible change in this room. Is cutting ice by dropping pickaxe on it damage property? I don't know. Dropping pickaxe doesn't feel like destroying something by applying force to it. And I can only to this with one certain corner of ice. So I decided to classify this as a puzzle instead.
Also from Post Office I'm grabbing Screwdriver from broken stairs. This way I will manage to get to Master Builder House easier through chimney.
GETTING TO DOWNTOWN
I collected 740 loot at this point, my objective of getting 500 loot is completed. At this point I can go to Locksmith, this will make completed objective to vanish. And if I open blue chest and get Old Gate key, I will lose 500 loot. I decided to not visit Locksmith and not buy this key.
Go to Fair Square, grab crate and put it on ground in front of market stand. Mantle on crate and go through market stand over crates. Grab both crates and put them on barrel closer to Old Gate. Mantle on them and do strafe jump to wall above Old Gate. Drop on red roof on the right. Right now you can't get back to Suburbs this way. There are 3 other ways: through Locksmith House (I'm not gonna use it), through Sewers and through Canal near Cathedral. You don't have access to crates either.
First go to right house. From blue chest near merchant frob and take Poison. In left house frob lamp to open secret passage to Locksmith to grab purse worth 500 loot. This money is from me buying Old Gate key. But wait, I didn't buy this key. So existence of this purse is a paradox. I'm not going to meet Locksmith. Before entering Clock Square - save.
DOWNTOWN
You will hear bells. Afterwards people will run away. Sometimes merchant and servant may get stuck on lamppost. This means approaching guard will kill them. This also means that loot objective will not get triggered. That's why it's a good idea to reload. Also after people will run away, go into shadow on the left, when guard will pass, go into shadow near Clock Tower behind him. Guard will laugh and this will trigger loot objective.
I'm gonna ignore SW house. Not only I need to nudge guard all the way to street leading to Old Gate, but also nudge woman inside to the corridor. And my reward for all that is coin stack hidden inside vase and breaking vases is a damage property. So for me there is nothing. In SE house is only main gate lever and main gate is very well protected, so this house I will also avoid. In NE house is lever behind painting, no idea how to open it properly. This way I get valuable painting.
ANDROMEDA INN
You can get into Andromeda Inn by going into hole inside Clock Tower. You can't use front entrance to leave, because grabbing key or attacking inn keeper will launch alarm and alert a lot of outside guards. Sleeping woman can actually see you, so enter and leave her room very quickly.
To get out go upstairs and enter 2nd room near last window with red roof on lower part of window. Wait for patrolling noble to go left and also patroller below to go left. Then do strafe jump over red roof into canal below. It's pretty tricky and you make some noise by stepping on red roof.
MASTER BUILDER'S HOUSE
And here is a surprise. Guard in front of Builder's Office has no key on Expert. And due blackjack being only on Hard and lower, I didn't knew that. There is another way to get there. Through Prison, which front entrance is very well protected. So you enter Prison through Canal. Screwdriver is useful to open grate, then mantle inside. Here is Athropos, but I don't want to mess with her just yet.
Rope up and I decided to release Lord of Time. He's not connected to any objective and he doesn't give any reward either. That's entirely optional. Then use passage to get to Builder's Office roof. Here go to chimney and again use screwdriver to open grate. You will enter kitchen. Don't use lamp. Go to corridor and moss middle between carpets. Go there and jump to the side. Go upstairs.
Loot this place first. There is no way to grab goblet in front of Study Room, because of guard in front of it and lack of shadow. Then read book under bed in bedroom. This will unlock servant room. There is loot chest there, but you need to be quick. Jump on moss, then to kitchen and use Poison on goblet. That will kill Master Builder. Time to leave.
Go to front entrance. You need to nudge front guard more into dark corners, then use front door and nudge outside guards to the walls on both sides. And because they are close to each other, you will need to nudge one a bit, then switch to second. Then just go over wall and leave.
ATHROPOS
Athropos is in Prison and after freeing her, she's going to run to her house. Luckily her death doesn't fail "no leaving dead bodies" objective. But I decided to give it a shot and escort her. First of all nudge guard in front of Builder's Office a bit to the left towards wall in front of him. Then enter Prison through Canal grate and rope upstairs. Use stairs to go down.
Enter room with guard near window, crouch and quickly go on his right side. Nudge him into left corner. Leave room and strafe run to wall near other guard. Nudge him right to the right side of exit door. Also lean into window near main gate to use lever. Servant inside will not react to you. OK, free Athropos.
Athropos easily left Prison, then ran across bridge to Clock Square behind stationary guard to the main gate. I saved near statue and after few tries I realized there is no way for her to survive. And there was no way for me to nudge 3 main gate guards. I played with her conversation resetting after every reload and just went to Sewers. And when I was running through Sewers, bonus objective of her returning home got triggered. Is it because I was far away and guards just despawn or froze while Athropos was keep running? I returned to her later and she was alive. Weird.
OLD CHAPEL
With Old Chapel key we can return to Silent Hill district and enter chapel. Unfortunately I am forced to destroy 4 wooden planks (ghost bust #1). Inside just ring bell and go to underground where you use Keeper Medallion and go through map to get key to Cathedral.
ETERNAL CANDLE
Cathedral is located in NE part of Downtown. Use Canal to swim there. Unlock Canal gate near side door to Cathedral if you didn't do it yet. Enter Cathedral and leave door open. Go to altar. From shadow near white doors douse fake candle. 2 guards will appear. Go to the back of Cathedral. New passage has opened. There is true eternal candle. Put Piece of Ice on it and wait. Use ice water to douse eternal candle. Earthquake will happen and will alert guards. I don't think it's a ghost bust, because it feels like a script. Run to side exit door, lock it and dive into Canal. Leave Downtown to finish this mission.
DIFFERENCES IN NON - CAMPAIGN VERSION (ETERNAL CANDLE)
First of all there is 20 loot less. At the beginning of Sewers there is no central ladder. In Sewers there is no gas trap and no Pump Station. But the biggest change is lack of alarm in Andromeda Inn, so you can just grab key from counter and unlock front door to leave.
STATS:
Time: 2 hour 35 min 7 s; Loot: 3140/3645
Pockets Picked: 1/3; 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: IMPOSSIBLE
PERFECT GHOST: IMPOSSIBLE
SUPREME GHOST: IMPOSSIBLE
Galaer on 24/4/2020 at 15:16
GUARDHOUSE 1
Thanks to Glypher for providing link to loader compatible version of this FM. It's a blocky mission, but rooms aren't oversized like in other blocky missions. It uses eternal darkness, but not overuse it. And it's pretty short and fun mission. That's why I decided to do supreme ghost run.
I entered through canal and grabbed 5 coin stacks. From well I used door on the opposite side than terrace above my head. Hear is dark room with 3 loot chests. I returned to well, opened other door and mantled on it. When upstairs guard went left, I mantled to him, stole his key and hid in dark corner of balcony. I waited for guard to go towards locked door and passed him from the right. Inside locked room was Golden Skull.
I waited for guard to go closer to balcony, locked door and dropped key near door. Then I quickly went behind him into dark corner of balcony. When guard went left towards door, I dropped to well. I went through opened door to stairs. Here is 2 patrollers and 1 patroller above I need to worry. I went behind 1st guard into statue room and hid in shadow on the right. When he left room, I quickly grabbed golden urn and 8 diamonds. This finished this mission.
STATS:
Time: 4 min 26 s; Loot: 1400/1400
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: SUCCESS
PERFECT SUPREME: SUCCESS
Galaer on 24/4/2020 at 15:18
GUARDHOUSE 2
Mission is bigger and harder. Unfortunately it's also impossible to ghost. Main gimmick is shopping. You start without equipment, but you can buy it in the shop. They are available in the mission, but I would need to backtrack. That's why I decided to buy 2 lockpicks. Thanks to that I can enter Locksmith and use 4 levers to open safe with key to Everything (everything except Warehouse where is nothing to collect). This means I don't need to collect any key in this mission.
From roof go to window of north house to get golden bracelet. I had a lot of problems to find this place. Also you need to go to Basement. Unfortunately it's guarded by stationary guard near table that turns from table to other Evidence room. Problem is he's turning left where door is located. I managed to nudge him a bit to left while he was turning, but it wasn't enough to pass him.
Then he turned right. I noticed this in other missions that sometimes stationary guards can surprise you in that way. They turn in your way even though they never do that normally. I realized why it happens. It happens, because I was very close to his right side, so it forced him to turn around from the right. This allowed me to quickly run around him to the left and to the door. That was tough.
In Basement Chipley is located in Cell #2 and with key to Everything you can open cell easily. Next part is tricky mostly because patroller on the right who stops and observe area. You need to go left with body. Guard in front of Vault will spot you, close gates and run away. He's scripted to do it every time he will 1st alert to you, but because of closing gates and no shadow, you need to get in his view range. He will ignore you unless you are too close to him and he will run away. But even if it's scripted, I still think it's a ghost bust.
Leave Chipley in shadow and bring elevator down. For some reason closed gates will open. I have no idea why. I didn't open them yet and when I'm outside of them, they don't open. Weird. Open Vault and loot it. Then you need to go past tricky patroller I mentioned earlier to 2nd Prison. On highest difficulty easy route is blocked and you can only go there via trapped floor. There is path, but unfortunately broken. From center of room I needed to jump to the end to avoid launching traps and alert crazy prisoner.
In 2nd Prison I doused 2 torches, then opened Cell #1. Inside I found note. Then I returned to Chipley and used elevator to leave. Exit is blocked by guard, but if you hug right wall, then you will avoid even 1st alert from him. Mission completed.
STATS:
Time: 18 min 23 s; Loot: 2433/2433
Pockets Picked: 3/3; 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: IMPOSSIBLE
PERFECT GHOST: IMPOSSIBLE
SUPREME GHOST: IMPOSSIBLE
klatremus on 24/4/2020 at 21:56
Game:
Thief 2FM:
Into the Odd [TMA 20th Anniversary Contest]Ghost -
SuccessPerfect Thief -
Chemical SuccessSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 2:54:04
Loot - 6593/6593 (Supreme: 6578)
Pockets Picked - 4/10
Locks Picked - 15
Secrets: 0/0
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 6 (Perfect Thief only)
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - 1 Invisibility Potion & 1 Speed Potion (Perfect Thief only)
See the original report (
http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd.htm) here!
Loot list (
http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_L.htm) here!
Comments:Like many other members of the forum, this mission started out being a mixed bag for me. It ended up, however, as one of the most mesmerizing experiences of my Thief career. I firmly have this in my top 10 missions of all-time, possibly even top 5. It is certainly not because of traditional Thief gameplay, but instead groundbreaking due to exactly that. The sanctuary I put as one of the most astonishing locations ever made in a fan mission. How can a map have such a place, and then pleasant, day-time streets going for it at the same time? Puzzling. But then again, I was going: into the odd.
Storywise, there wasn't much to go on at start. I was being chased by Bloody Polly's henchmen, for reasons unknown. Basically, I was to escape their hunt, find a blackjack and lockpicks, and then locate a hideout in Millhold. I knew from the info file there would be other objectives at some point. No purchase screen of any kind either. Not that it was admissible for Supreme.
EscapeThe opening streets were fairly limited in scope. A closed gate and a pivoting stationary watchman covered the entrance to Yeoman's Market (see image below). The streets moreover had three patrollers. A woman covered a stretch from Drowner's Dock up to the underpass just south of the pub. Then there was a swordsman with an eye-patch who walked from the treatment plant gate down to the alley south of the factory. They both stopped at predictable points, yet could head either way again afterwards. Highly unpredictable. The third enemy travelled all the way from the starting latrine, and in a straight shot south to the fishmonger stand. He was the least of my worries. After learning all the patrols, I found a few convenient dark spots and planned my route.
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http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/image002.jpgThe factory was my initial target, as I needed the replacement gear to get to the sewers. After taking the coins at the market, I leaped to the metal railing and entered the factory on the top floor. Another patrolling guard, an archer, covered this level and the outside alley. Luckily, I found a dark spot on a pipe before he appeared (see image above). I discovered he could even see me through the door window. Found two pieces of loot behind a brick above the desk here. I couldn't replace the brick, so I put it on the desk as close to the hole as possible (see image below). Putting it flat made more noise and alerted the outside archer, so I put it vertically instead. Exited via the bottom floor door, after getting what I needed. I never touched the gate.
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http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/image003.jpgFrom here, I basically had to get to the junction station without getting spotted, picking up a few pieces of loot along the way. I waited underneath the shade cover just north of the factory, timing the two patrollers here (see image below). Since their routes were somewhat random, an opening emerged soon enough. Only the swordsman ventured in the direction of the treatment plant, so that area was a lot easier. I decided to close the treatment plant gate behind me. That was required for Supreme, and I knew more enemies would spawn later. I just figured it was better to do it now. I required flipping the lever in the junction station, close the entrance door, and rush through the gate before it closed. Tough, but well doable.
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http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/image004.jpgSewersThe sewers had no enemies to bust from, but there were a few gates and hatches that had to be closed up due to Supreme rule #7. The easiest ones to forget were the gates by the cannibals. They were both operated by a lever on the inside of the lowest gate. I could flip the lever and rush out before that gate closed, but then the other gate was closed and I couldn't proceed (first image below). Instead I had to wait until after I got the mangled key. There was another gate there that only had a button to open it, but couldn't be reclosed (second image below). Then the Supreme rules allow leaving it open. If I had been able to mantle back up to the vent shaft above, then I wouldn't have had to open this gate at all, but it was too high up. There was nothing to stack to get elevated either. At least I avoided the bust by managing to close the two previous ones. From here on it was linear gameplay until the sanctuary.
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http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/image006.jpgThe only thing I needed to pick up here at this time was the old-looking key. The mission could be broken quite substantially by mantling up to the balcony in the southwest from the staircase statue (see image below). This way I could get most of the loot around the compound without having to deal with the patrollers that would spawn later on. However, I opted out of this skip, being pretty confident those loot items would still be accessible when I returned. It would pose an extra challenge, the way the mission was intended.
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http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/image007.jpgI arrived at the top floor of Balnebrich's. There was another “hidden” door that I had to close behind me, without the possibility of returning (see image below). I had a bad feeling that it was a poor choice, but I didn't see any reason I would need to return the opposite direction later. Hopefully that bullet wouldn't come back to bite me.
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http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/image008.jpgMaster BalnebrichBalnebrich's mansion actually wasn't that difficult. There were no stationary guards, only 3 patrollers and a sleeping guard downstairs. When that is the case, it's normally just a matter of waiting out the patrols until they're timed right. A few hallways were very lit, but plenty of pillars served well as hardcover. Little to no tile around also made things easier. The pool room was my favorite, by far. Some hidden loot on a ledge above the canopy (see image below). Also found a caged crayman down below ((
http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/image010.jpg) see image). There should've been a hidden objective to free him. That would've made my day.
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http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/image009.jpgTo the AqueductsReceived my updated objectives after overhearing the Marketmaster's conversation. My primary goal now, however, was getting Hoel's lockpicks. I needed to reach the aqueducts in the northeast, and that meant crossing through the eastern streets once more. They had changed since last time, and would change again after returning from Hoel's. I didn't think the Marketmaster's district would change at all, so I could safely return here later. My first task was thus to open the gate at Yeoman's Market. Luckily, this gate couldn't be reclosed. The lever stopped being frobbable, which means it is no bust to Supreme to leave it open. A
very frequently pivoting archer stood his ground behind the fishmonger's stand on that side (see image below). Two other patrolling guards also ventured over here. They had the same, predictable route, and they were fortunately walking only a few feet apart. It would've been a lot worse with those two spread apart.
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http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/image011.jpgThe only new building I could visit in this district (or so I thought) was the junction chief's apartment. Since I now had rope arrows, I could reach it through an open window above the pub. There was another stationary guard outside the factory gate. He had three facing angles; north, west and southwest. He didn't seem as alert as the other enemies in this district though. Several times where I thought he would comment, he remained silent. Only if I got close did he seem to alert normally. Perhaps his vision distance had been reduced, or something to that nature. Anyways, when he faced southwest, I could climb my rope to the apartment (see image below).
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http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/image012.jpgFrom here to the aqueducts was easy. I managed to close the access hatch as I dropped onto the ladder. I seemed to remember the hatch would close by itself later, but I mostly wanted to see if it could be done. Well, it could.
The aqueducts themselves were non-problematic. Also closed Hoel's door on my way out. There was no need to return here later. I now had the chance to reset the hatch operated by the mangled key, as well as return the key to the gear pit. This was possible because I now had the lockpicks that enabled me to open another gate to the boiler room. This gate couldn't be reclosed and therefore didn't bust Supreme. It seems a bit silly to reclose a hatch only to open another one, but hey.
klatremus on 24/4/2020 at 21:57
CandlehatsAnother pickable door took me to the toughest place in the mission so far; the sewer maintenance section. Two floors of metal walkways, two stationary guards, and two patrolling workers with candlehats. Yes, that's right. They were wearing hard hats with candles on them. Practical I guess, if you need both hands available. Anyways, they were by far the toughest to dodge. The whole area wasn't big, but they could see me from either floor, and they were vigilant. I think they had a similar patrol route, but were on opposite schedules. First, I rounded the corner north and aimed for the stationary thief's purse. He faced north, east, and south. Only the former position was beneficial. After grabbing it, I quickly dropped to the level below (see image below).
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http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/image013.jpgNext, there were two pickable storage rooms at the western end of this floor. Only one of them was interesting and had loot. The area outside the door was well lit, and both patrollers could see me from up above. The central office was the most difficult place to reach. Dodging the troops, I leapt from the broken ladder to the south, climbed up, and hopped furthermore onto a small ledge outside the office window (see image below). The thief from before was within view for part of this trip, but a large pillar helped me out some. I mantled inside and sought shelter in the back of the room.
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http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/image014.jpgA stationary guard covered the only door to this room. He never made any first alerts, as far as I could tell. Not even from the door opening two feet away. However, there wasn't enough room to leave without nudging him, and that is not allowed for Supreme. The window it was then. I decided to take the eastern one to get out. The thief again had to be turned north for this move to work. It was hard, as I was bright and in view of both candlehatters. Timing their routes, I jumped onto the staircase to the east (first image below). Most of the time I landed in a soft, cushioned crouch, without really trying to. The distance was just so I ended up on the stairs' silent edge. I got the purse from one of the patrollers from underneath the stairs here.
Snuck southeast and found another pickable door further south. This entire room was pitch black, but with two pieces of loot. That was it, so I continued west for the exit. The non-verbal stationary guard mentioned before had to be facing north for me to pass the hallway successfully (second image below). He also faced west and south.
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http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/image016.jpgSanctuary (What a Place This Is!)
Although this place was highly intimidating due to color scheme and atmosphere, there were only 3 enemies to worry about. The apparition with glowy eyes (the owner?) kept a fast pace between the central tower and the staircase in the east. He only stayed on the uppermost level. Then of course you had the eyeball beast roaming down below. It was even faster than the apparition, and had a randomized patrol route, but there were plenty of shade around to dodge him. Lastly, a masked, cleaver-carrying she-beast patrolled a two-floored building in the southwest. There was also a mummy tucked away close to the exit in the east, but it wasn't necessary to ever get in contact with. To reach that exit, I needed the sanctuary key from the top floor of the she-beast building, so I headed there first. A hellishly difficult metallic walkway took me there. I couldn't get a feel for its clipping border. Several times I got stuck along the rim, only to either fall to oblivion or hop onto it with a clang. The she-beast's patrol was predictable and simple. A few traps to worry about upstairs, but nothing too fancy. The bottom floor was tiled, but there was a convenient wooden beam by which a rope arrow enabled me to circumvent the stairs (first image below). A plate on the table down here was all of interest, but there were no shadows at all to speak of. The exit door was pickable, but couldn't be relocked, so I wanted to avoid it. I took the metal walkway back instead. Had to return here to return the key later on too.
Went back the way I came and lock-blocked the exit gate with the sanctuary key. A nice trick when you need to both lock the door and return the key. Some people ridicule that method, but I've never had an issue with it. It's no engine exploit in my book. On my way back I leapt from the open window across the garden below, mantling up a ledge with a sleeping corpse (literally, laying on a couch) (second image below).
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http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/image018.jpgThe eastern temple had our first real ghosting issue. A lab of some sort had a lever panel in the ceiling. Flipping it revealed a massive face-statue behind a bookshelf. Two pieces of loot was located in its forehead; a ring worth 100 and a blue gem worth 15. Once both of them were taken, the statue face disappeared and respawned alive and vigilant in the opening of the exit doorway (first image below). There seemed no way to get past it without getting spotted. For regular ghost, I downed an invisibility potion and tried squeezing by. It spawned slightly to the left of the middle, so the right was the best side to go for. I got partly through, but died as I fell beyond on its backside. It dealt instant damage by touch, so I didn't have more than a few seconds to work with. I even tried drinking healing potions and eating healing fruits during the process, to buy myself more time, but to no avail. It almost seemed like it had a lethal spot where I died instantaneously. I also tried experimenting with putting certain items in the spot where it spawned, thinking that this might push it further left, or something like that. Again, no Bueno. I remembered that trick working with a rubble piece on Markham's ghost in Precious Cargo. Then I thought perhaps a speed potion would help. After all, it seemed damage was dealt per second of me touching the statue. I bound speed potion to ‘s' and tried again. After only a few attempts, voila!! I got through! The first time I lost 8 health points. The next time I did it, I lost 6 (second image below). That was the best I could do. I don't see any way of getting through without taking damage, and drinking the two potions is an absolute must. For Ghost that meant Perfect Thief was still possible, albeit a chemical success. My priority is usually Supreme, where the use of potions aren't allowed. For that mode I skipped the gem worth 15 and left. Remembered to close the bookshelf panel on my way out.
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http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/image020.jpgNext I raided the shrine behind a pickable, slanted door further west. The eyeball beast had the outside room as part of its route, but it was dark enough to stay unnoticed. Lots of loot in there. Now I could finally return the old-looking key from my first visit here. I had to time the she-beast's patrol route upstairs. The pickable door to that area had an open window in it, so sound traveled much better through it. She had to be on the top floor not to hear it. Dropping metal on metal will be Garrett's downfall one of these days. Had to pick one of the five pickable locks upstairs in order to get a goblet, but I could leave the other four locked. Like I said before, I do my utmost to leave pickable doors untouched.
In order to avoid picking more locks, I mantled up from the statue to the pool balcony in the southwest. This was the route explained during my first visit to the sanctuary. From here I could easily access the two levels of the central tower. The lower floor lab was my favorite place in the entire compound ((
http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/dump001.jpg) see image). So much detail and mystery packed into a small space. Love it. Dodging the striding specter, I returned the sanctuary key to the bedroom. Since I had lock-blocked the gate to the west, I could close it behind me and leave Supreme clean.
Balnebrich RevisitedI now arrived in Balnebrich's basement. This was a wonderful way of looping back to the city, and now of course I had my lockpicks. This floor only had a spider bot and a watcher to worry about. The spider followed a golden child, but it was completely deaf. It only alerted to visual cues, but then went straight to attack mode. The watcher naturally was also deaf, so there was no need to worry about making noise down here at all. First, however, I went up the stairs and visited the pickable bedroom in the northeast. It had one piece of loot I wanted. There was now a guard in the small hallway outside the bedroom door, but he luckily didn't alert to the lockpicks. This floor moreover also had an extra maid in the dining area and a new smoking guard by the main (but unfrobbable) entrance in the south (see image below). Passing this area from any other direction than the basement was difficult, so I found this to be the best way to reach the bedroom safely. I could have also reached the now accessible servants' quarters, but that required picking a locked gate, and there was a way to avoid that. So I returned to the basement for now, closing the secret entrance behind me.
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http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/image021.jpgThe toughest spot was the tiled hallway just outside the pool room (see image below). I could approach it from either direction, but it involved timing the watcher quite well both ways. In the end I found the sweet spot and managed to rush in behind the middle pillar to the southwest. There was only a tiny spot where I was dark enough not to get seen by the passing spider bot, but also gave me hardcover for the panning camera. The candlestick in the pool was reachable while keeping the pillar between me and the watcher. Then I rushed further southeast to clean the rest of this floor.
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http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/image022.jpgI ascended by way of the rotunda next to the lab. A rope provided access to either of the upper floors (first image below). I went all the way to the top and looted another pickable bedroom there. From there I looted the pickable treasury in the northern hallway. Brilliant maneuver to tease the player in the open like this, knowing the lockpicks isn't available yet. Well, they were now. I could wait in the shadows to the east for patrollers to clear out (second image below). One guard and a guy with a strange, red hat came up the stairs further east of here. The only one that stayed was an archer alternating between the top of the stairs and the balcony above the garden to the northwest. He sometimes stayed at the end of the patrol, and sometimes he just turned around and headed back. When stationed on the balcony, I could pick the lock freely. I needed two full patrol cycles to get the lock open and retrieve the loot.
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http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/image024.jpg
klatremus on 24/4/2020 at 21:57
I now took the backway into the middle floor servants’ quarters. The gate to the pool control room was actually frobbable from the pool side (see image below). There was no need to lean through the gate even, you could reach it from the right end of the gate, just when the lever was slightly out of view. You could only reach it when you were in between crouching and standing, it seemed, so there wasn’t much in it. Anyway, it circumvented having to pick the main entrance door.
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http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/image025.jpgThe servant quarters itself was devoid of people. The guard and the servant that had previously blocked the entrance were now gone. The private court to the east was also quite easy. There was no loot at the astrologer’s, so I could skip that place entirely. When opening the gate to Chitterling Court, however, the door to the torturers’ basement that I thought was supposed to be open, was not. The purse down there was thus not available at this time. After inquiring about this issue on the forums, I was told to my amazement that the control box operated by the mangled key in the sewers also controls this door! That meant the last time I passed this area, the door had been open, I just failed to realize it. Now, because I had locked up that hatch and even returned the key, this door had closed up again. I therefore had to reload to before closing up the sanctuary door, go back through the sewers to reopen the mangled key hatch, redo Balnebrich’s and the Private Court, before finally getting the purse in the basement (see image below). Of course, this meant I had to return yet again to the sewers in order to close up the door + hatch and return the mangled key for the last time. Supreme Ghost can at times be extremely frustrating.
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http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/image026.jpgThe MarketmasterI went back through Balnebrich’s and tackled the streets to the west. Cleaned the smokehouse and the bastion easily enough. Although there were quite a few people at the market, I was able to open the entrance to the tomb without anyone seeing or hearing me. I thought the jump to get to the lever would be too noisy, but nobody said anything. I bounced across from the lookout tower to the nearest open window to the Marketmaster’s (see image below). From the other window, I could also mantle up the ledge further west and get the single coin up there.
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http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/image027.jpgThe only issue in this building was the top floor, but it was an utter nightmare. To begin with, I did manage to avoid picking the lock on the gate leading to the staircase. I could mantle up the painting (!) in the northwest corner of the hallway, then furthermore up the window frame on the northern wall (see image below). I needed to time the patrolling archer, but more importantly, the masked lady in red on the top floor. She had a short patrol in a room to the southeast of the window I mantled into. She stopped at either end of her patrol and waited for a while. She never said anything when stationary, no alerts, no idle chatter, nothing; just straight to attack mode. She did, however, alert as normal when walking between the end points of her small route. During her stops, she did make a scripted search maneuver a couple of times, but that wasn’t due to seeing me. The western stopping point sometimes pushed her onto the table by her window. The first time I thought she was stuck, but she always continued her patrol afterwards. I simply had to be lucky with the mantle and hope she wasn’t there at the window. The other end of her path was by the golden egg cage, staring straight at it.
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http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/image028.jpgThere was another girl on the top floor as well; a maid of some sort. She was carrying a candle, doing continual counter-clockwise rounds encircling the loot cage. A third female, a guard, was stationed behind a curtain in the southwest, a bit further away from the cage. She couldn’t see anything, but the entire floor was tiled, and she could definitely hear me. There were a few rugs on the west side of the cage, but they weren’t of much help. The two moving women were the issue, combined with the noisy floor and the servant’s candle. I soon got a good feel for how big the radius was on her light source. I gave it a good bit of distance and then could move in closer behind her. I basically had to follow her around the premise, staying at her back as much as possible. I couldn’t move as fast as her on the tile, so I had to wait in a few spots before she returned on her next cycle. I also had to be very wary of the madam to the northwest. Remember, she didn’t first alert when stationed, only when moving, but she could still give settling remarks upon resuming her patrol, which naturally was a bust all the same. Doing frequent hard saves up here was a smart idea.
The first spot I waited in was around the corner after heading down the hall on the cage’s south side. This was where I could enter the closed-off section with the third female guard. Right outside her tent was a patch of shade that kept me concealed as the maid passed (red arrow in image below). Next, I mantled the dining room table to the east and crawled over to the northeast corner. There was a penetrable curtain here, hiding a tiara on a statue. This was the last piece of loot I found when I played the mission the first time. Getting there involved close monitoring of the lady in red, as she could see me through the cage barriers. On the maid’s next round, I snuck out and crawled through the next permeable drapes to the north. These concealed the control box for the magical seal protecting the egg. I picked the lock to turn off the device and hid in the northwest corner of this area. From here, I could lean through the curtain and monitor both women, without getting caught by the candle lady (see image below). Once I found this spot, things went a little bit smoother.
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http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/image030.jpgMy next task was to pick the lock on the cage door itself. The lady in red had to be fully stationed at her northeastern spot in order not to hear it. The patrolling maid had to leave the room and enter the hallway to the south. There was just enough time to get the door open and return to my hiding spot before she emerged around the corner again. It took a while before their routes lined up so that this was possible. I think I waited 4-5 loops before the chips stacked correctly. If I picked the lock when the other woman was stationed by the cage, she didn’t give a first alert, but gave a settling remark a few minutes later. The first time around I was on my way back downstairs when she did this, and I didn’t understand until later that she had actually heard the lockpicks.
My final job was then to grab the egg itself. I wanted to do this and follow the servant back towards the staircase in one fell swoop. Again this required the other lady to be over by the window for the duration of the process, which took a few more patrol sequences. It worked after not too long. But then came the big blow. Both women alerted to the golden egg missing from the cage! These remarks are different from normal first alerts, and there are no settling remarks to follow. I do consider these as weaker busts to the Supreme mode than regular comments, mostly because they are not due to getting seen or heard. They can be compared to alerts given to spotting an open door, a hanging rope, or things of that nature. I even think this was more excusable, as it was a direct consequence of taking an objective. Most loot items will eventually be detected as missing anyway, it’s just that Garrett isn’t around to hear the reactions. But they were busts nonetheless. I was still happy to be able to loot the entire floor free of any “traditional” alerts.
On the way back down, I dropped from the window I had mantled up earlier. This time, the woman had to be stationed over by the (now empty) egg cage (see image below). I grabbed the cleverly placed diamond from the chandelier now as well. There was another one in the room further southwest too. Timing the archer below, I landed softly on the end table. The rest of the building was no chore. I exited via the bathroom drain pipe.
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http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/image031.jpgThe MarketAll that was remaining was loot, and all the rest was in or near the market. I got the coins from the arrowsmith’s and the vase from the apartment just southeast of here easy enough. Two city watch guards patrolled here, an archer and a swordswoman, but there was a patch of shade at the south end of the underpass where I was safe (first image below). I tried approaching the main market from here, but it was just too busy. Plus, this was against the circular patrol path of the aforementioned archer, so I was bound to run into him sooner from this direction. The western end was quieter, but there wasn’t a single patch of shade anywhere. The best way I found was to observe matters from the bastion above (second image below). I could lean around the corner from darkness and study all the patrols carefully. One of them was the marketmaster himself checking in on two salespersons at either end of the market. They luckily faced away most of the time, but the sir could easily spot me. The eastern end of the market was lower in topography, plus there was a semi wall on the east side of the bastion lookout that partly blocked his view. The other issue was a swordsman outside the mansion’s main entrance. He walked east-west patrols, with a brief stop at the east end. Luckily, there were archway pillars along the border of the building that provided hardcover. When the coast was clear, I dropped left and entered the open tomb entrance. The doorway here was also dark.
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http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/image032.jpgInline Image:
http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/image033.jpgThe tomb itself was free of enemies, so nothing to report there. Coming back up, I went for the most difficult piece of loot: a gold goblet in a windowsill in the mansion’s front patio (see image below). I had to time the guard so that he was heading east, just passing the goblet when I entered. The archer patrolling the streets had to be gone, and the marketmaster had to be by the lady at the eastern end during this play. I leapt from the wall to the right of the lookout tower over to the archway outside the goblet. With a bit of luck I would land on the edge, without making noise. I then had to sneak over, get the loot, and sneak back out the archway. During the last stretch the guard had stopped and was facing north, so creep-crouching was needed to avoid the first alert. Once I got to street level, the arches blocked his view, so I could actually run west back to the underpass outside the arrowsmith’s. The female guard patrolling here was fortunately nowhere to be seen.
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http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/image036.jpgI made my way back around to the bastion and closed the tomb entrance. I monitored the patrollers like before, and dropped heading east this time, grabbing the two remaining pieces of loot along the way. The lady by the stand here never first alerted to me, which made things easier.
The only thing left was getting to Millhold. One new guard had spawned in the control station in Yeoman’s Market, although he wasn’t the problem. Remember the swiftly pivoting archer east of the gate? Well, he was still there. Timing his rotation, I ran up to his right as he faced east. I then started creep-crouching towards the ledge (see image below). He also faced northwest and southwest. In the latter position, he caught me right away. He needed to face northwest or east until I got to the ledge. After that, he caught me if facing east only. On the plateau below, he could also catch me facing east just before I dropped. Beyond that, I was safe to leave and end the mission. What an incredible ride this was!!
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http://www.klatremus.org/TMA20AC/TMA20AC_IntoTheOdd_files/image037.jpgNotes- Skipped a blue gem worth 15 in the east temple at the sanctuary for Supreme. The spawned statue blocked my exit path, and the only way to get past it was by using an invisibility potion and a speed potion, and taking near lethal damage.
- Took two first alerts from the women on the top floor of the Marketmaster’s after having taken the golden egg. They alerted to the item missing from the cage. Supreme busts.
Galaer on 30/4/2020 at 17:29
THE GUARDMEN OF HADDUR
Another mission from Haddur series. This one is better than campaign I ghosted few months ago. It's still empty though. Only Normal (Haddur) difficulty is available. First you need to reach Crypt in Cemetery. Just after pair of people is red key. It's impossible to ghost it and only man can attack you. So I'm going behind man and I get spotted by woman who run away (ghost bust). I nudged man to get key. Then I went to Whorehouse.
Here is 3 pieces of loot. Easy to grab. Go to the attic. In room with dead body is key to Sewers. Use manhole outside Whorehouse. Go left into Sect Headquarters. Inside building is key on table. Go behind woman who looks like Lara Croft and hide in dark corner on top of stairs. Quickly run to shadow under stairs leading to top floor. Steal thief's key and 3 nuggets. Then go along left wall for rest of loot. Inside safe is book completing 1st objective. Never found a key for it, but you can take it through safe door.
Return to Sewers and use other manhole. Now you need to go at the top of central fortress and from there go to roof of Sect Headquarters. Rope up to it. Use one of white keys and enter top floor. Frob witch to free her. To get out from roof without leaving rope arrow, mantle on lamp, then on wooden beam, drop on wooden railing of small balcony on the other side and in the end drop on pipe.
2nd objective mention freeing guards and using them to kill all enemies, but not only it's long and annoying, but also completely unnecessary. Just return to starting point and meet with witch. Mission completed.
STATS:
Time: 19 min 13 s; Loot: 700/700
Pockets Picked: 3/3; 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
GHOST: IMPOSSIBLE
PERFECT GHOST: IMPOSSIBLE
SUPREME GHOST: IMPOSSIBLE
Galaer on 30/4/2020 at 17:31
WANTED: DEAD OR ALIVE
ENTRANCE
You get 30 water arrows, so it's easy to assume that there will be a lot of torches to douse. Oh, and I'm starting with 1 body discovered for some reason. First I douse torch on the right. Steal a key and go through door. Next guard is turning and he's under 2 torches. There is also patroller on the other side that you need to worry about. I managed to nudge guard without dousing torches. Then I went right to yellow guard, stole his key and entered house.
GETTING YELLOW KEY
Here is patroller easy to avoid. Next is room with patroller and archer on balcony. Hide in dark corridor near table. Then crouch and lean for 3 bottles. Then crouch and go behind patroller towards double door and open left part with a key (right part can't be opened). Next douse 2 torches. Guard on the left go stuck in the floor and he's turning like crazy. That's really unfortunate.
For now go straight. Choose left path and douse torch near metal door. Picklock door, you can hide in dark corner. Inside is patroller and servant on random patrol routes. Douse both torches, but be careful. Servant can very easily 2nd alert to shots, so be sure that he's as far away as possible. Go along left wall and open right door. Douse torch and mantle over bed. Grab yellow key from table and chest from corner.
Now wait for yellow guard to pass you and visit other metal door. Past Dining Room is Casino. Douse 3 torches and grab all loot from table (including 3 tiny rings). Ignore Barracks. There is purple box worth 100 loot, but sleeping guards wake up immediately and dousing torches don't make enough shadow to sneak to purple box.
KILLING BLAINE
Return all the way to stuck in floor guard. For me he's not stuck anymore. Pass him and other guard to metal door and open it with yellow key. Here is stationary Hammerite and 2 patrollers. Archer can stay in random spot and start turning around. He will not move from his position anymore. Other patroller may get stuck in floor. Go into room with 8 cells and douse 3 torches. Go to last door and douse 2 torches. For me archer stood there.
In last room is Blaine. Lean to door and shoot gas arrow into him, then kill him with a sword. Also grab his key. Return to door opened by yellow key. Guard that got unstuck ended being stuck in wall. KO-ing 1 guard alerts the second, so I decided to shoot gas arrow in floor between 2 guards to defeat them both (ghost bust #1). If other guard wouldn't get stuck in floor (he kept doing that whenever I was in the area after every reload), I could nudge guard looking at stairs. But with fast turning guard stuck in floor, it just wasn't possible.
KIDNAPPING SHERIFF
Quickly go in shadow at the end of the road and douse left torch. Next is corridor with 2 torches and yellow guard. Unfortunately both dousing left torch and running along wall, 2nd alert this guard (ghost bust #2). While he's searching for you go to Sheriff Area.
Douse 2 torches on columns when yellow guard is very far away from them. Then go to Ramirez. He's frobbable, which I believe is a bug. I prefer to KO him. Also grab loot from right chest and Ramirez has also a key.
Go forward to outside area. Douse 3 torches while crouching. Then drop down. Run to hole and fall there. Use Ramirez body as a cushion and go to exit.
STATS:
Time: 27 min 10 s; Loot: 950/1050
Pockets Picked: 3/6; Locks Picked: 2
Back Stabs: 0; Knock Outs: 1
Damage Dealt: 31; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 1
Bodies Discovered by Enemies: 1
GHOST: IMPOSSIBLE
PERFECT GHOST: IMPOSSIBLE
SUPREME GHOST: IMPOSSIBLE