klatremus on 8/5/2020 at 06:17
Game:
Thief 1FM:
Calendra's Cistern NDGhost -
SuccessPerfect Thief -
FailedSupreme Ghost -
Success :D
Perfect Supreme -
FailedTime - 1:20:23
Loot - 4577/4897
Pockets Picked - 7/9
Locks Picked - 6
Backstabs - 0, Knockouts - 1
Damage dealt - 1, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 2
Consumables - None
Loot list (
http://www.klatremus.org/CC_L.htm) here!
YouTube let's play (
https://youtu.be/IFowktMdmwQ) here!
Comments:In 2015, Calendra’s Cistern was re-released for NewDark by Antimatter_16, after consent by Purah. Included were many important fixes, as well as some potential improvements on my previous run. This report will only include descriptions of the differences to my last playthrough from 2013 found (
http://www.klatremus.org/CC.htm) here.
The first difference was in the observatory above the party. The spiders now patrol the way they are supposed to (see image below). I don’t think I ever saw them both in the right location before. One was always stationed outside the cage entrance, alerting to my lockpicks. This time, I could get the Summoner’s Stone without a bust! I could get caught a bit easier underneath the cage, but this was only a minor issue. Interestingly, included in the mission’s changelog was a note about the spiders no longer alerting when the chest is lockpicked. I’m not sure if this was done deliberately, or if it was just noted as a consequence of them now being farther away.
Inline Image:
http://www.klatremus.org/CC_ND_files/image001.jpgAnother significant fix was Adrius’ howl when taking his head from the chest at the party. I successfully timed the hatch behind the chest so that the sound didn’t travel up to the other guests. This was described in my last report, but the script was somehow broken in NewDark. Well, I’m happy to report it now works, but that it can still be ghosted, Supremed even. Furthermore, Antimatter also pointed out you can bring Adrius’ head back to Farkus’ shop and feed him the dried frog there (see image below), instead of buying it first. This was great news, as it meant I didn’t have to waste the 125 gold! It was a bit cumbersome dragging his head back through town though, as it didn’t register as an inventory item until after being fed.
Inline Image:
http://www.klatremus.org/CC_ND_files/image002.jpgAfter opening the shrine door with the key from Calendra’s house, the fight between her and Brimstone now runs the way it apparently was originally intended. Firstly, Calendra teleports to the shrine, instead of walking from the party area. Secondly, both the spawned zombie and fire elemental die as a result of their masters dying. This means there is no-one left to sneak past once the fight is over (see image below). I always had to lure Adrius down there and initiate the never ending fight between him and the zombie. That messy ordeal can now completely be avoided.
Inline Image:
http://www.klatremus.org/CC_ND_files/image003.jpgHeading back up from the caves after taking the cylix, I was always forced (or so I thought) to trigger the boulder trap in the winding staircase. I always saw this as the inevitable Supreme bust, despite maybe one day those pesky spiders would be fixed. Well, I’m happy to report that there is a way to avoid it! If you drop off the first layer of the ledge on the south side, about halfway up the ramp where you see the hole in the ceiling above you, you can safely travel along the outer rim of the staircase without triggering the trap (see image below). It’s not enough just to be physically dropped, you have to be almost falling completely off the stairs. I assume the engine detects where Garrett’s midpoint is, and thus thinks he is off the stairs. When inching up, you have to angle almost back towards the stairs 45 degrees, in order to climb in a straight line. It took a bit to find the right method, but it is easily repeatable.
Inline Image:
http://www.klatremus.org/CC_ND_files/image004.jpgThe last difference is at the art collector’s. I could never return his key to the little alcove behind the banner. Now, the physics of either the key or the alcove (or both) has been altered to make this return possible (see image below). The silver coins in this room and the diamond from downstairs can therefore be taken. That adds 112 more loot to the total.
Inline Image:
http://www.klatremus.org/CC_ND_files/image005.jpgNotes- Couldn’t enter Lord Wimple’s to steal his gold. Breaking the window is the only way in. 25 gold skipped.
- Had to skip all but one piece of loot in Calendra’s basement for Supreme. Anything more sets off the jumping skull. Taking a third piece spawns an alerted zombie. For normal Ghost the vase worth 100 can also be taken.
- Alerted the frog outside the old witch’s house when picking the door. Skipped the jar worth 50 in there for Supreme.
- The 2 bodies discovered are from the fights between Adrius’ haunt and the party guests. Not a bust.
- The knockout and damage dealt is from blackjacking Ragnor. This is explicitly directed in the objectives and therefore not a bust.
Galaer on 24/5/2020 at 10:09
3 DISTINCT ADVENTURES
3 mission campaign by Cardia. This one I tried to avoid. It has 3 completely different themes. First one is beat 'em up mission just like Playground of Doom. Kill every enemies and boss. They are impossible to ghost. Mostly they don't have shadow, though this one is easier, because we have allies. Still it's my least favorite mission. Mission 2 is temple with some fights, but main focus is on puzzles and platforming. Mission 3 is standard Thief mission and this one is the most fun. So this will be weird journey.
PART 1: CAPRICA'S OUTPOST
FIRST FLOOR
The key to ghost this floor is to have luck that Mechanists will win most of the fights and luring survivors to black haunts by abusing save/load and blocking them from going back. Unfortunate part is after starting the mission you must listen to long conversation. You need to wait few minutes for it to end and then check the result of fights. After few restarts I managed to lure Mechanists to kill almost every haunt on this floor. The only survivor was from room containing Golden Mechanist Mask, which is optional objective and because of him I couldn't get it.
Getting to bathroom after getting Mirror Locker key was tricky. I needed to wait couple minutes for haunt to calm down. Then I mantled up from crouching position and quickly ran to window, then I ran to bathroom to grab Remedy from mirror locker. To return I ran to vent and quickly crouched to drop quietly. Oh, one more thing. Vents may sound quiet, but running in them actually 2nd alerts enemies, so move slowly there. Then go to glass door in elevator shaft to get Kitchen Keycard and ride elevator upstairs.
SECOND FLOOR
First haunt must be avoided from right, then quickly enter metal corridor. You are pretty safe here, but crossing it is harder because of patrolling haunt. Go behind him to the middle of corridor and quietly climb slope on the right. Wait for haunt to pass. Quietly descend. You can do that by going against higher ledge and sneak to exit. You must be fast and quiet. It's hard. Close door.
Here is good shadow. Haunt is watching Kitchen. Open doors, so haunt will spot Mechanist and run to him. Mechanist is stuck on other side of table, so you will need to wait a minute for a fight. Mechanist must win, but that's not all. He and servant must go closer to Teleporter Room while you grab keycard from under table and open Teleporter rooms. When Mechanist will start battle with 3 haunts, use invisibility potion and run inside. Use panel and stand on teleporter. Pray for Mechanist and his servant to survive long enough, so you will manage to teleport out of this place.
ALIEN BASE
First haunt is easy to dodge. Just wait under painting for him to turn, then strafe run to him and dodge him from the right. Use code to unlock Talisman of Air, but don't grab it yet. Go to super fast haunt leader, backstab him and immediately use invisibility potion. Kill him. It's impossible to kill him in 1 hit, so that's a ghost bust. Luckily he can't see us, so he will not shoot any fireball, which alert other haunts. Grab talisman to be teleported close to portal.
You have speed potion and must do long jumps over pit to portal. It's possible to do strafe jumps, but it's hard. Still it's a good training for long jumps in next mission. There will be no speed potion to help us.
STATS:
Time: 33 min 56 s; Loot: 0/0
Pockets Picked: 0/0; Locks Picked: 2
Back Stabs: 1; Knock Outs: 0
Damage Dealt: 50; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 1
Iron Beasts Destroyed: 0; Disabled: 0
Bodies Discovered by Enemies: 3
Secrets: 0/0
GHOST: IMPOSSIBLE
PERFECT GHOST: IMPOSSIBLE
SUPREME GHOST: IMPOSSIBLE
PART 2: TALISMANS TEMPLE
You start with 60 water arrows and you will be forced to douse a lot of torches, so you need to use them as little as possible. After solving platforming challenges don't forget to unlock way back (usually a bridge). 2nd area has very loud music connected to normal sound volume instead to ambient sound. It's good to lower volume in this part. Luckily it's not hard to notice 2nd alert without any sound. Also loot objective says to get at least 585 loot, but there is only 585 loot in this mission. Luckily it's easy to spot it.
FIRST AREA
Take 12 fire arrows from under stairs and shoot 4 braziers. Next is easy lever puzzle. Then is first zombie standing in middle small room. You need to douse torch inside his room and 2 torches in next rooms. Then pass him. Wait for patrolling zombie to pass you and strafe jump to ladder on the left. Descend to rope below. From rope you need to jump on edge of ledge on the other side to avoid making too much noise. Use shaft with ladder going up to grab first Precious Mask.
Descend to 3 zombies. Douse 2 normal torches and grab golden urn. Then go behind zombie into next room. Hide in corner and douse 2 more torches. Grab 2 golden urns and jump to ladder. Climb to moving metal bridges section. You need to jump on the edge of last bridge to avoid making too much noise. Use lever to make way back bridge.
Next is corridor with 2 patrolling zombies and 4 pieces of loot. To cross it you need to douse 9 torches. Leave middle one on left. Then grab all loot and move to next room. Here douse 2 torches on both columns. Pass zombie and move to corner of the picture. You need to spot 7 differences and shoot arrow into far away painting. You can get more arrows from chest, but it requires dousing more torches. It's not necessary though. You have 40 arrows to shoot 7 differences on both pictures. Target much higher than you usually do, then move to other picture. When you complete this task, drop into water below.
SECOND AREA
Drop into lava and swim to strafe jumping challenge. Super loud music starts here and it will be present in the whole temple until 3rd Area. Douse 2 torches closer to pit, mantle on torch, then on ledge on the right. That way you can ignore the whole jumping challenge. This way you can also avoid dousing next 2 torches. Go to the end and douse 4 torches, then all 5 torches in next room. Use lever to crate way back bridge.
Not too much shadow there and there is 1 patroller. Grab 4 water arrows from chest and 8 water arrows from pool. On north beam is small switch. You must shoot water arrow to activate first bridge. Above north pool is hidden next switch. Then go up via metal bridges. Remember that dropping on them will be probably very loud, so drop on their edge. Go to skull and throw it into barely visible hole in corner near you. Go quietly to last room.
Next room has a puzzle, but I know the answer, so I'm gonna just use it. Otherwise there are tiny switches in pools that destroy banners. That's what I want to avoid. Just go behind one of patrollers and hide in dark corners. Your target is room on the other side. Douse 5 torches, use code and last lever to teleport to last area. And finally this annoying music will change.
THIRD AREA
There are 2 tiny switches: in corner on further right column and near left stairs. Then go through passage inside. Loud floor. Douse 4 torches, go quietly to the edge. It has different color and it's not loud floor. Stand in the middle of it and jump towards narrow invisible bridge. Go to the end and jump on invisible rope. Douse 2 torches below and then 2 torches on the right. Go to the edge and do a jumping puzzle. Use lever to disable invisible walls. Next will be last room.
Torches can't be doused. There are 3 last masks, which complete loot objective. There are 3 switches for cells. Your objective is to kill executioner below. It is good if fight will lure skeletons below. So I open passage to prison. Prisoners don't alert to us, they are our allies and they will kill executioner. You need to use at least 2 switches. I douse statue above thirsty torch and move to switch behind bar of further pool. Then I hid at the entrance and waited.
Executioner died together with further skeleton. Closer skeleton didn't hear anything. Use Air Talisman on unlocked place. Music change to loud one. Time to leave. So you need to return all the way to the beginning of this mission.
RETURN
In 3rd Area the only problem may be leaving passage, because skeleton can get stuck on hole. Luckily I still managed to mantle up without any alert. Then go to teleporter device. This time there is a lever to 2nd area.
2nd Area has 2 troublesome places. First is dropping on metal bridges. Drop on their edges. Second is dropping into lava. Enemy can easily hear it and it behave like haunt, so he can't be nudges. So I'm gonna use technique learned in TTGM Series. Drop on edge of lava pool. Now you need to drop into lava in the way that you will mantle to other edge and immediately cancel mantle. This way you may drop quietly. It took me just 10 tries to do that. There is ladder to get out from lava and near water pool is lever teleporting you up.
You start near hole, but it's safe area. Sneak to corridor with 2 zombie and pass it. Drop on edge of metal bridge and go on the other side. Above entrance is second Precious Mask that I forgot to get. Since I still have a lot of water arrows, I can douse 2 fires to get it without getting hurt. Then is ladder down and hard jump over water. It's possible to mantle without dropping into water. Climb up to the top.
I doused few other torches. Then timed my climb with patrolling zombie, doused fire and did strafe jump to ladder. I waited for zombie to turn around, then climbed up and went passed zombies. Rest is easy. When you are close to outside this annoying loud music will disappear. Oh, my ears. Outside Mechanist woman should talk with you, but I never managed to trigger conversation. Go to chest. Behind it is hidden key for it. Inside you find fruit, which completes this mission.
STATS:
Time: 54 min 15 s; Loot: 585/585
Pockets Picked: 0/0; Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: SUCCESS
PERFECT GHOST: FORCED SUCCESS. It was forced by loot objective.
SUPREME GHOST: IMPOSSIBLE. Too many first alerts and dousing torches.
PART 3: RESCUE
Normal city mission. Well, maybe not exactly. There are super loud victrolas in this city. Most of them you can turn off. But before getting to them you will need to listen to them. And again they are connected to Main Sound Volume. I'm gonna turning it to minimum, which means I will be forced to watch for 2nd alerts instead of trying to hear them. This is really unfortunate, but I have really sensitive ears and test run with this music was really painful for me.
Another thing is this mission can only be ghosted by using invisible potion. That's why I don't care about using 1 more invisibility potion beside this one forced use. This also means that I'm gonna use slow fall potions to fall from really high places instead of carrying body from Assassins Guild with me and using it as a cushion. So in this mission I can only achieve Chemical Ghost. Let's get started.
CITY
I can return down from high window in Caera Street by using rope arrow. To retrieve it I need to shoot rope arrow on gradually lower wood parts. From high balcony above Sobrenatural Shop I can strafe jump to slope of left column.
This way I will not get hurt. To return to street from Espirito Santo high window you need lean to the side and shoot rope arrow into wooden edge. Approach rope while going backwards towards it to grab it. Then you need to use 2 rope arrows to retrieve it.
In Cardoso Avelino the only hard part is shooting rope arrow into terrace with loud victrola, because civilians can spot that and alert guards. You must hide from their view. Stand under wall near yellow guard and shoot rope arrow from there.
Almacave is interesting. You must nudge guard to right side of tunnel. Then strafe run left. From balcony you can drop on street only on part closer to nudged guard. For very high window you will need to rope arrows to climb. To drop down I will use first slow fall potion while crouching.
In Muses Square it's impossible to grab 11 coins from fountain (worth 55) without making noise, which alerts 2 guards. To get to high window you need to rope arrows, but you can't retrieve them unless you grab them while climbing. That's where I use second slow fall potion.
Fafel Street starts with another guard that must be nudged. This time to the left side of gate. To safely drop down from balcony on the right, you can drop on slope of column below. To get to high window on the left, you need 2 rope arrows and mantle on roof to avoid making noise. Dropping down is easy. You just drop on top of stairs.
Ponte Street is last area of city. To drop from Pedro's balcony with unfrobbable super loud victrola, you must strafe jump into water while guards are away. You can get to archer's balcony without dousing any torch. In 3 locks house you must activate light switch. This spawns 2 thieves and opens secret passage to Assassins Guild. But first thief is in front of doorway. Even if you turn off light it's impossible to pass him. Even if it would be possible, then passage is closed and using light switch resets position of thieves. So nudging is pointless. I used my first invisibility potion.
ASSASSINS GUILD
This place is pretty easy to ghost. The only problem I had with killing leader. So I KO-ed him and brought him to his bathroom. Closed all doors and then killed him. Then I looted this place. To go downstairs, I doused torch at the top of stairs. To get out from this place I used second invisibility potion. I could nudge thief away, but I already used 3 potions, so it doesn't matter for me anymore. Then I returned to the starting point.
STATS:
Time: 1 hour 9 min 15 s; Loot: 7055/7350 (?)
Pockets Picked: 1/0 (?); Locks Picked: 14
Back Stabs: 0; Knock Outs: 1
Damage Dealt: 31; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 1
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
There are 2 weird things. Max loot at the beginning of the mission is 7400, after beating this mission it changes to 7350. I believe it's happening after grabbing golden dices from Alchemist Shop. It increases my loot by 50, but also lowers my max loot by 50. Weird. Also I got Pockets Picked: 1 out of 0. Huh?
GHOST: CHEMICAL SUCCESS. I used 2 slow fall potions and 2 invisibility potions.
PERFECT GHOST: IMPOSSIBLE. It's impossible to grab 11 coins (worth 55) from fountain in Muses Square. Dropping into fountain alerts 2 nearby guards.
SUPREME GHOST: IMPOSSIBLE
FINAL NOTES
I remember how much I was surprised when I managed to ghost another mission by Cardia called "A New Place for Ghosts". It was tough. And this campaign was also really tough. I was surprised it's possible to ghost the whole Mechanist Spaceship in Mission 1. And I only failed ghost, because alien leader has a lot of health and can't be killed in 1 hit. Who knows if this Cardia missions where you need to kill everything are possible to ghost. But I'm not eager to try it out.
Mission 2 has this hard quiet drop into fake lava. This is the second time this technique was useful. Very hard to pull it off. That's why I was really surprised when I succeed it pretty quickly. Mission 3 forced me into using potions, but I believe it's possible to do it with only 1 invisibility potion and no slow fall potions. Loud music connected to Main Sound Volume is really unfortunate design choice, which really drain my fun with this challenging ghost run.
Galaer on 24/5/2020 at 10:11
SECRET OF THE KEEPERS
A bit broken short mission. Sword is makes sound, but it's invincible and doesn't hit anything. Blackjack in the inventory looks like flare. And mission doesn't end. So I need to use skip mission cheat. Also I needed to create missflag.str to even launch this mission in FMSel.
Mission is very easy to ghost and even get all the loot. The only real enemy is patrolling zombie. You don't need last key, because you can mantle over portcullis. Supreme ghost is impossible, because you can't flip back lever from under table and go through unfrobbable door opened by it. This door has superior strength and can only be blocked by Garrett. Crates are useless.
STATS:
Time: 5 min 7 s; Loot: 3280/3280
Pockets Picked: 0/0; Locks Picked: 3
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
SUPREME GHOST: IMPOSSIBLE. Can't flip back lever from under table and go through door opened by it. Door can't be blocked by crates.
Galaer on 28/5/2020 at 20:40
SNOBS 2
First mission is just short camvator presenting second mission. It lasts 2 min 53 s and has 7 pickpockets (?). Second mission is the real mission. Here are objects that you can buy by frobbing them. They lower your loot, but also lower max loot in the stats. Max loot in this mission 8850, but in order to get even more loot I need to buy Cinema Ticket worth 250 loot, which will bring max loot to 8600. It's optional, but I'm gonna do it.
Also grabbing some loot will make some NPCs to start alerting to us. And also some talking NPCs will shortly vanish, but not entirely. They just get teleported into other place in this city. Like women talking in front of Lawyer's House. They vanish and teleport to nearby bar. And there are also some events when new people and enemies will appear in the city.
FIRST AREA
Climb ladder and grab 2 purses near generator. Go outside towards bridge to listen to conversation. Grab water arrow. Drop into water and grab 3 purses. Mantle out of water and go along edge of land and bridge to previous location. Facing bridge rope up to top of green wall on the right. Go to slopy fence and mantle on it. Go left on walls behind archers. You need to jump+mantle on invisible wall above visible wall. Drop to ladder and descend. Go to the fountain.
Avoid grabbing sausages, ice cream and upstairs cocktail. You will lose some money because of that. Behind bar owner is 4 plates and 4 goblets, but if you just grab them owner will attack you. First nudge him to the right. Then go outside his kitchen and wait. Very slowly lean to the side to grab all the loot and slowly leave.
From fountain grab another purse. Near ice cream is purple box with loot. If you grab it, NPC selling it will start alerting to you. Stay in shadow near girl and grab it. Go into alley leading to Cinema. It's closed, but you can mantle over gate. Grab Cinema Ticket (you lose 250 loot) and open metal box in Ticket Booth. That's it for now. Return to fountain and rope up to balcony of Periko's House. Grab note from wall to get new objectives, grab also Periko's CV from desk. Drop down and go upstairs to next area.
SECOND AREA
Wait for conversation to end and visit Lawyer. On the side of his bookcase is secret switch. It opens stash with 5 purses. Go outside and rope up on ledge. Sneak to balcony and grab purse on plant. Return to ledge and open window with man and woman fighting with each other. Lean forward from shadow abd shoot light switch with water arrow. Wait for these people to get closer to door, then jump over desk on carpet. Grab purse under desk.
Go to another window. Wait for guard to go upstairs and run right. Lean to turn off light, grab golden bottle from table. Return outside and use ledge to get to last window. Grab golden bottle, 2 goblets and purse under TV. Jump on window to leave quietly. Return to previous window and wait for guard. Go behind him to greenhouse with loud floor. Continue going behind him and dodge him from right side. Then turn around and grab 2 purses from money trees. Go through attic and go outside.
Nudge outside guard to the right. Pass him and wait for 2 patrollers. In my run they were patrolling together, so it was no problem dodging them. I have no idea how to dodge them when they are patrolling separately. Go behind them and hide in shadow on the left. Go to Hotel. Go to Manager's Office and read note. I have no idea if it trigger manager to show up in Shopping District, but I decided it's better to be safe than sorry. I'm not gonna loot Hotel right now. Instead go left to next area.
THIRD AREA
Steal from patroller Gate 2 key and go left. Climb vine and strafe run through light. Go to the end of wall and go on pipe, mantle to 2nd pipe and open fake window wall to Judge's House. There is purse under table. In bedroom is secret switch moving painting and revealing safe, but you don't have a key yet. Go downstairs. There is purse on plant near stairs and purse under sofa. In dining room read note on table (again I don't know if it's absolutely necessary), there are 3 golden bottles and 6 goblets on shelves and above them is purse. In kitchen is 6 plates on shelf. Return outside.
Drop on air space under window near pipe. If you drop on pipe, you will make a lot of noise. Then drop on metal fence and drop on street. Go to Shopping District. Enter Shoe Store and grab Manager's Office key from manager. Go to Jeweler. Grab purple gem (you need to be very close. Jeweler will alert to you if you frob left glass-case or frob Ankh. So don't do it.
Use your lockpicks to open right glass-case and grab 2 loot pieces. Avoid Ankh! Close glass-case and use lockpicks to open left glass-case. Grab another 2 loot pieces and 6 very tiny rings. You can't close this glass-case, because it means frobbing it and it will alert Jeweler. So leave it that way. Return to Judge. Mantle on metal fence, then on wall and return to vine. Time to go to Hotel.
HOTEL
Grab golden bottle under Reception's counter, go right, quietly through kitchen to Wine Cellar. There is Room 7 key under crates. Go back to Reception and use straight door to get to Manager's Office. Lean to turn off light and get to control room to disable cameras. Grab Lord G Letter and drop on desk Periko's CV. Go upstairs.
There is Hammerite walking between Room #1 and Room #4. Grab coin stack from Room #1. Quietly go into Room #5 and lean to turn off light. Grab rosary. Go to Room #7 and grab scroll from bedroom. Go to Room #8. Wait for Hammerite inside to go to bathroom, enter his room, turn off light and grab urn. Wait for him to return and wait for him to go to bathroom. Go outside.
This time go to Piano Bar. Grab 6 goblets and 3 golden bottles in high shelf above barkeeper. Use switch on fireplace to make fire. Drop Lord G Letter to destroy it. Go back to where patroller near Judge's House is walking. Wait for him to go to Judge's House and go to from where he appeared. There is drunk guard. Shoot 2 light mushrooms to go behind him and go through gate. Knight patrolling street has Gate 1 key, which will let you go to fountain. Go to Cinema. This time should be opened.
CINEMA
More people appeared. You need to nudge Mechanist all the way to Ticket Booth, but first you need to get in corner behind him. So nudge him a bit right, then nudge him all the way to Ticket Booth and strafe run inside. Slowly go upstairs and use your ticket to enter audience. Grab Judge's key from Judge. Return all the way to Judge's House and open his safe. Grab all 7 purses. Return to Periko's House. This time there is archer and guard near fountain, but they are hardly any problem. He will open passage to last area.
FOURTH AREA
Here is patrolling archer. Visit Naks. There is 3 golden bottles in cupboard and necklace in living room. Go outside, listen to conversation, then rope up to top of Library. Downstairs on the side of bookcase is last secret. Go through other door on 2nd floor to finish this mission.
STATS:
Time: 1 hour 1 min 25 s; Loot: 8600/8600
Pockets Picked: 11/20; Locks Picked: 9
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 4/4
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
SUPREME GHOST: IMPOSSIBLE. Entering some rooms with neutral NPCs will cause them to first alert. Also I don't think there is away to ghost Manager's Office without turning off light. And there is forced nudging in order to get to Hotel.
Galaer on 28/5/2020 at 20:42
SOULFORGE REVISITED
I didn't expect anyone to use this mission as a base. But that's what happened. The biggest change is loot. There is more watchers and turrets, but no bots. Unless you get spotted by watchers. Mechanists cooperate with Hammerites, thieves and city guards. That's weird. Mission is tricky, but fun.
SOUTH COMPLEX
Wait for Hammerite to pass. Read letter near Keeper. Go to Bay A. On window on left side are 2 bottles and 4 goblets. Near Bay C elevator is Report #1 on window, under Bay B elevator is coin. Ride to Bay B and go into dark passage between bays. Between generators is Report #2. There is 1 patroller with purse. Bay B has 6 urns on windows and nugget on circle high window. You need to jump from top of machine to get it. To drop down jump to gear. Bay C has 6 statuettes on window and nugget on circle high window. Return to starting point.
Go east and vine up. Go north and descend near storages. Here you will also find Report #4. In Storage #1 is coin on note. Go more north, behind thief and go visit N Apse. Douse torch near archer and steal purse from him. Sneak west, go behind thief and go around room with watcher. There is Report #3 near generator. Enter Bay D via window.
There is 3 Mechanists and engineer patrolling this place. On top of furnace on the left is tapestry, on top of machine is crystal. Sneak to other side. In Storage #3 is bottle on shelf, in empty bot bay are 2 bags of spices. Vine up to passage above water and use orange key to open both metal doors. In room with control panels there is bottle in corner. Return to entrance of Bay D. You need to strafe run to shadow when watcher is turned away. Then return back to starting point.
On my way to starting point I stole purse from Mechanist patrolling the whole South Complex. Vine up to ledge with scouting orb. There is secret passage to Bay E. Jump to higher vent to open it and get golden urn. Climb to metal beam and sneak on the other side. Turn off light and descend on floor. You will spot last Report #5 under lever. Go around Bay E to get to passage on the opposite side. There is small hole with secret scepter in it. Sneak to engineer and steal purse from him. Return to north passage near light switches and this time go to upstairs level of N Apse.
Jump quietly twice to another ledges, then crouch and strafe run to last ledge. Climb ladder, vine up and climb another ladder to secret vent with nugget inside. Then jump to room with entrance to signal tower and ride elevator down. It's time to enter North Complex.
NORTH COMPLEX
Go right through double door to dark room. Wait for thief to go right, turn on light, which will raise portcullis. Behind big machine are 2 purses and 2 coin stacks. Turn off light and go right. Take loot from metal box and visit Water Tanks. Go to passage on the left and through Church enter Turrets. Go left along wall, climb ladder and use metal bridge. There is hole behind vine. It leads to Control.
This place is hard. Descend on big machine and shoot vine arrow on far point of first yellow vent. Jump to vine, turn around, so you will turn backwards to metal bridge, drop and go backwards to stay on bridge. For some reason moss arrow goes through it. From metal bridge crouch and shoot vine arrows in other 2 vents. Climb on vents and mantle on top of Control Room. Open hatch and moss floor below. Drop and run south to avoid being spotted by zombie (undead Karras?).
Very slowly climb metal slope. In corner behind zombie is Dewdrop. It is necessary to collect it. In far corner is bottle and goblet. I have no idea what big lever or right lever does. Switch deactivates watcher and is mission objective. Left lever opens passage in front of zombie. Return to passage you entered and vine up. Return to metal bridge and go north. Use lever on the right to open garage below. Drop there to get invisibility potion and bottle in the corner. Return to zombie. Slowly approach him until you see you are in good shadow. Go around him on slope towards new passage. Go behind column and enter new passage. Go downstairs and use secret lever to enter Recycle Bay.
Use 2 big levers near entrance to another signal tower, then ride metal bridge to the other side. Climb ladder to lever unlocking Bomb Store. Go through it to rotating light camera room. Go towards Bunkroom and use elevator. Then use door and at the end of path take 2 bags. Return to Bunkroom. Thief patrolling it has a purse. Also from south 2nd chest contain loot, 4th - scroll (read it to get extra objective), 7th is locked and has a loot. Go to Water Tanks. In swim pool is crystal. Ride elevator up, vine to metal beam and grab tapestry. Go to other end and jump into pipe passage.
Go left to Turrets. Because you turned off security, all turrets are inactive. Jump to hole with 2 nuggets, then check purple box. Return to pipe passage and go other way to Data Store. Go right to passage between section. Grab 2 bags of spices. Use next pipe passage to go into passage between sections on the other side. Inside grab 4 coin stacks, tiara, necklace and torc. Drop down and steal purse from Mechanist. Use 2 levers to raise 2 portcullis and grab 2 coin stacks from empty bot bay. Time to return all the way to dark room with ramp going down.
LOWER LEVELS
Get to NE part of this hall.Behind small power collector near cistern is switch. It opens stash with Medallion. Ride elevator down. Go left to turn off light. Now use elevator on the right to get to loot chest. Through window drop in water and climb ladder. Use big lever, climb on generator to higher lever and descend on metal slope to big hatch. Use ladder to go down.
In the left corner behind generator is bottle and 2 goblets. On the right behind generator is another switch opening nearby grate. Enter passage to get new objectives. Above your head is secret switch opening other wall (it's a shortcut to higher floor with Medallion). Put Dewdrop on grate on floor and close wall in front of it. Time to escape, so return all the way to Bay A.
ESCAPE
Go along left side and strafe jump over lava into grass. Go into full shadow near 4 guards. Purple guard has a purse. Use invisibility potion to steal it and quickly go through double door to finish this mission. There is no other way. Guards 2nd alert to dousing the fire. Anyway, mission completed.
STATS:
Time: 1 hour 10 min 50 s; Loot: 5614/6589
Pockets Picked: 7/7; Locks Picked: 2
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 5/5
GHOST: CHEMICAL SUCCESS. I used invisibility potion to escape from Soulforge.
PERFECT GHOST: POSSIBLE, but only chemically.
SUPREME GHOST: IMPOSSIBLE
FINAL NOTES
Funny, I discovered that OM can be ghosted chemically with using invisibility potion at the very beginning. And this one based on OM can also only be ghosted with invisibility potion. But this time at the very end.
Galaer on 28/5/2020 at 20:43
A SMALL BLACKOUT
Short, but very dark mission. Lots of keys, some very well hidden. Like front door key is located above door. Mission can't be ghosted though. Scripted explosion of crate triggered by us entering room will 2nd alert fire skeleton in front of house.
Edit: Looks like this 2nd alert created by scripted crate's explosion isn't reason to fail regular ghost, but only a supreme bust.
STATS:
Time: 6 min 43 s; Loot: 2057/2057
Pockets Picked: 0/1; Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
SUPREME GHOST: IMPOSSIBLE
Galaer on 28/5/2020 at 20:45
STOWAWAY
I play without dml fix. On Tafferpatcher this fix work partially. Objective of stealing bag of spices from pirate's belt completes, but I don't get loot until I KO him. Without dml fix I get loot, but objective gets completed only if this will be my first loot piece. That's why I'm gonna skip all the previous loot until I collect this bag.
Edit: Looks like dml fix has been updated, so there is no need for these shenanigans.
SEWERS
Getting 2nd Prize Trophy from spider cave is tricky. You need to stay crouch and go right to get it, then get back without uncrouching. It may take few tries. Next is little spider blocking way forward. Wait behind corner and soon he will turn and fall into water. Shortly after it will die.
MANSION
I'm climbing to 2nd floor guarded by thief. Here I stole bag of spices from pirate. It completes objective, so I can start looting this place. I started from 2nd floor. Getting money from training room require nudging thief forward. Also you need to be careful, because this room is visited by pirate and it's well lighted. So you need to hide in shadow behind door few times.
To get to Gena Reemo you must douse torch in front of her room, then KO her. At the end of mission you will take her to the starting point. In order to get candlestick in room #5 you will need to douse torch inside. In room #6 you will be forced to nudge red lady forward in order to picklock purple box with safe key. Look out, she's sensitive, so don't nudge her from too much on the side.
Then I looted 1st floor. In Bar I can only get 1 bottle of fine wine, second bottle is too well lighten and thief on the other side of counter will definitely spot you. After getting another safe key and opening first safe, I move to 3rd floor, which is very easy. Just open another safe and time to take Gena through sewers back to ship. Just don't forget to grab urn from room on deck.
STATS:
Time: 35 min 47 s; Loot: 1215/1265
Pockets Picked: 1/2; Locks Picked: 4
Back Stabs: 0; Knock Outs: 1
Damage Dealt: 1; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: SUCCESS
PERFECT GHOST: IMPOSSIBLE. I must have skipped 1 bottle from Bar.
SUPREME GHOST: IMPOSSIBLE
klatremus on 28/5/2020 at 22:33
In 'A Small Blackout', if it's a scripted explosion necessary to finish the mission, then it doesn't sound like it should be a bust. If it acts like a trap from Garrett passing an invisible line, then I can see it busting Supreme perhaps, but not regular Ghost.
Galaer on 29/5/2020 at 07:23
Quote Posted by klatremus
In 'A Small Blackout', if it's a scripted explosion necessary to finish the mission, then it doesn't sound like it should be a bust. If it acts like a trap from Garrett passing an invisible line, then I can see it busting Supreme perhaps, but not regular Ghost.
Even if this traps 2nd alert already existing fire skeleton outside the house? I can excuse this damage property for ghost, because it wasn't made by me. But can I do the same with 2nd alert created from it?
klatremus on 29/5/2020 at 07:38
But you are not causing the 2nd alert, are you? You are simply walking into a necessary area, and the alert comes from a scripted event decided by the author. Am I understanding it correctly? I haven't played the mission.