klatremus on 1/2/2021 at 05:57
Game:
Thief 2FM:
T2X Mission 4: Shadowing the EnemyGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
FailedTime - 42:02
Loot - 894/894 (Supreme: 684)
Pockets Picked - 4/7
Locks Picked - 5
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - 1 Moss Arrow (regular Ghost only)
See the entire report with screenshots (
http://www.klatremus.org/T2X_4.htm) here!
Loot list (
http://www.klatremus.org/T2X_4L.htm) here!
YouTube let's play (
https://youtu.be/vCTSB7zB7gI) here!
Comments:Although a simple mission by premise, in terms of gameplay mechanics, Shadowing the Enemy is actually quite complex. Visiting a train station is something I haven’t seen done before, but both the location and the moving train itself are both quite believable. I love how all the missions so far seamlessly tie together Zaya’s story of vengeance. The Free Traders are effectively established as the main antagonistic group, although perhaps somewhat stereotypical. Two thumbs up for this one!
My main goal was to follow the smugglers to the train undetected. I had to get on board either by presenting a stolen ticket or sneaking on unseen. Once there, I was to wait for the carriage to start in the sitting room in the rear car. Only the smugglers would alert to my presence unless I was caught somewhere off limits.
Cog Carriage StationThe hardest piece of loot in the entire mission was in a footlocker in the control room to the north. First, this area was restricted, and I could bust if I got caught picking the entrance door. Two mechanists patrolled the foyer outside, but one of them was involved in a conversation to the south of the station, so I made sure not to trigger that until I was done with this area. The other patroller was easy to dodge by himself.
In the first control room was a patrolling iron beast. It had a predictable route and could be avoided fairly easily. It also entered the second control room where the loot was located. The loot was furthermore guarded by a pivoting camera at the eastern end. I could sneak around the corner a few inches before lighting up from the lamps, and prior to this point I was completely safe. Here I monitored the iron beast and planned a bit. LarryG (goldsla) way back in the day claimed he managed to run from this point to below the camera as it turned left, without triggering it to yellow (which is a second alert). He said the same move worked going back as well. I have never been close to making either of those moves, and this time was no different. I had to think of something else. Disabling the iron beast enabled me to experiment more freely, and I then discovered I could time the camera and get onto the control panels to the right (south) without any alerts (image below). The timing had to be near perfect, but it was well repeatable. From here I could wait for the next cycle and get underneath the camera’s blind spot. There were three grated tiles in the floor before the footlocker, and if I got onto the middle tile being crouched, I was safe from the watcher. I had to use the same two moves going back to the shade. The last stretch was by far the most difficult, because I was now closer to the watcher’s field of vision as it swung right. I found that it was necessary to start strafe-running a bit early, so that I emerged exposed with maximum momentum. I also couldn’t snag anything on the control panels or even slightly bump into the corner of the wall, as that would slow me down too much. It was a very hard move, but I repeated it Ghost clean. I couldn’t avoid a first alert from the camera though, where it made an audible alert indication, but stayed green and continued its regular movement.
Inline Image:
https://www.klatremus.org/T2X_4_files/image001.jpgNow for how to deal with the iron beast. Again referencing LarryG’s run, he said he had to block the robot in the western hallway using three crates. This is considered an engine exploitation and only allowed as a last resort, so I wanted to see if something else could be done. First, would there be enough time to get the loot while the robot was patrolling the room to the west? If so, I wouldn’t have to worry about the crates. For this to work though, I had to moss the control panels and the surrounding floor. If not, the leap onto the panels always alerted the robot. That crushed all hopes of getting the loot Supreme clean, so I skipped the whole control room for that mode. Once mossed, I waited in the shade for the iron beast to pass (image below), and on the first convenient camera cycle, I went for it. This time, the first three moves went smoothly, but the final stretch was a real test of patience. When I finally did it, I got no watcher first alert, and arrived about two seconds before the iron beast appeared in the doorway! Awesome!!
Inline Image:
https://www.klatremus.org/T2X_4_files/image002.jpgThe only way to sneak onto the train unseen was to use a hidden chute in the aforementioned control room and drop onto the train’s roof in the main depot. I figured for Supreme taking a ticket was strictly speaking an unnecessary pickup, if you could sneak on board without it. However, there was no way to get to the chute without triggering at least a first alert from the watcher. Thus, obtaining a ticket would be required. One was located on a passenger roaming around the downstairs waiting rooms. It wasn’t in his pocket, but rather in his hand, so the only way to get it was to blackjack him and get it off his unconscious body. That was obviously not allowed for any mode.
Inline Image:
https://www.klatremus.org/T2X_4_files/image003.jpgThe only other tickets were found on the ticket counter in the first foyer. A plaque in front of the counter said to stay away from the area behind it. There was an invisible line on either side that if crossed got me caught, but only if I had previously made my presence known to either the servant or the mechanist guard. They had seen me when I first entered the station, but since then had settled down. I don’t mean they had alerted and was looking for me, as they were both neutral, but enough time had passed where they would have forgotten my earlier visit. I found I could drop onto the ticket booth’s roof from either window above to the west (image above). Next I could slide down to the floor behind the servant. Both of these drops had to be silent, otherwise they gave alerts when I landed on the floor. Now they were unaware of my presence and I could lean in to take any of the tickets (image below). Weirdly, I could now sneak back out to the front without any reaction.
Inline Image:
https://www.klatremus.org/T2X_4_files/image004.jpgI could now trigger the conversation on the walkway to the south of the station. I had to enter this area to get the mission’s only secret and to collect the loot there. It required a vine arrow attached to a wooden ledge on the eastern wall of the lake ((
https://www.klatremus.org/T2X_4_files/image005.jpg) see image). I stayed concealed until the woman was gone and the hammerite guard faced away, otherwise they would alert to the shot. The secret study had an exit back down to the hallway outside the ticket foyer.
When showing the ticket to the depot guard, the mechanist arbalist on the east side of the train took a step forward, enough for me to pass by ((
https://www.klatremus.org/T2X_4_files/image006.jpg) see image). She also didn’t alert to my presence. If sneaking in, she is stationed farther back, blocking the entry. This requires a bit of nudging, which is only allowed as a last resort, so taking the ticket becomes the only viable option, even for regular Ghost. In NewDark, you can instead get past by mantling the railing.
This meant I could clean the back two cars in peace before the scene changed.
Choo Choo!I moved my way forward to the gambling car once the train started moving. A cleverly hidden gas arrow rested on the roof of the dining car ((
https://www.klatremus.org/T2X_4_files/image007.jpg) see image). Had to climb the ladder in the kitchen in order to reach it. Two stacks of coins on the first gambling table had to be skipped for Supreme (image below). The patron immediately went over and said “Hey, somebody must have stolen that!” Although it was clearly scripted, I took it as a first alert. His cue didn’t set off the other people in there, so I don’t think the game counts it as an alert. He never gave a settling remark either. However, if I took the coins right in front of him, he went to hunt mode and the mechanist guard started attacking. The goblet on the second table he didn’t care about, only the roulette money.
Inline Image:
https://www.klatremus.org/T2X_4_files/image008.jpgHad to skip grabbing the loot off the guard in the second left sleeping chamber in the next car (image below). He made a grumble entering from either side. I could take the purse through the balcony door, but that is an engine exploit and not allowed for Supreme. For Ghost it was just a first alert, so no big deal there. The two locked chambers in the rear of the car had to be entered from the outside if wanting to avoid picking the doors. Also, if you pick the doors, the keys worn by the passengers disappeared, which was strange. Same with the big chamber with the drunk nobleman. In order not to leave his door unlocked, I entered and left through the window. The last bedroom had to be picked open. I was able to get in by way of the window using a vine arrow and jumping from the adjacent window frame, but I couldn’t get back out that way. The rest was pretty straight forward. I reached the storage area below by frobbing the carpet in the last small sleeping chamber on the left ((
https://www.klatremus.org/T2X_4_files/image010.jpg) see image). Another gas arrow lay on a ledge on the roof of this car, reachable via one of the side ladders.
Inline Image:
https://www.klatremus.org/T2X_4_files/image009.jpgI then found the smugglers in the very front. The first time, I found one of them standing on the bench to the right. I then thought it was a glitch, but the next time he was sitting down. I realized that the first time I had been spotted with a first alert through the door. Since there is an open window in the door, the smugglers can see straight through it. If he saw me through the door, he would give the alert and stand up.
SunnyportOnce the train stopped, I followed the smugglers through the city streets. A couple of stationary guards caused some problems, especially the archer towards the end of the smugglers’ patrol, but I passed safely by crawling in the snow behind his back (image below). The last elusive piece of loot was hidden on the roof ledge of a ruined building just before the mission ends ((
https://www.klatremus.org/T2X_4_files/image012.jpg) see image). You can see the small statue from the ground. I mantled up from the broken wall section. That’s all!
Inline Image:
https://www.klatremus.org/T2X_4_files/image011.jpgNotes:- Had to skip the medallion worth 100 in the main security control room for Supreme. It necessitated using a moss arrow in order to avoid setting off the iron beast.
- Skipped two stacks of copper coins worth 10 on the roulette table in the gambling car for Supreme. The patron gave a verbal cue, and although it was scripted, I counted it as a first alert.
- Had to skip lifting the purse worth 100 off the guard in the nobleman’s sleeping car for Supreme. He made a comment opening either of the sleeping chamber’s doors.
Psych0sis on 1/2/2021 at 11:27
Game: Thief 2
FM: A Midsummer Night's Heist
Ghost - Success
Perfect Thief - Failed
Supreme Ghost - Failed
Perfect Supreme - Failed
Time - 1:00:30
Loot - 2867/3480
Pockets Picked - 1/4
Locks Picked - 8
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Secrets found - 1/6
You can watch my playthrough here: (
https://youtu.be/4ogAqHFxK5s)
CommentsAfter a year I've finally fulfilled my promise to Klatremus to record an attempted ghost playthrough after our discussion on the Inside at Last podcast. I was mainly inspired to tackle this particular mission after wanting to complete the "2 or less knock outs" objective, and halfway through I figured why not go the whole way and try to actually ghost the mission? I attempted to Supreme the mission as much as I possibly could, but I had to make concessions for disabling the security system (otherwise taking the main objective would set the alarms off and send out a 2nd alert to every guard in the damn building!) as well as one minor 1st alert mistake on my part. The mission can be completed, I think rather easily, with no 1st alerts at all by someone more used to the playstyle and better at managing their quicksaves. :p
I went into the mission believing it wouldn't be too difficult, but the patrols are tight and some rooms are very cruel with their allotted shadows and are often FILLED with tiles. Lots of quicksaving and quickloading on this one! A very cozy atmosphere on this mission and the premise is simple enough: Get in and steal the gem from this big snobby nobleman. I had a blast on this playthrough and I'm glad I finally tried it out!
marbleman on 1/2/2021 at 13:12
I guess I should post the reports on the three missions I only made videos for, just for completion's sake. :)
Game:
Thief GoldFM:
The Sound of a Burrick in a RoomGhost -
SuccessPerfect Thief -
SuccessTime - 1:00:17
Loot - 4553/4553
Pockets Picked - 11/11
Locks Picked - 14
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - 2 moss arrows
See the report in video format here: (
https://youtu.be/YP3ZAwh_GPA) https://youtu.be/YP3ZAwh_GPA
* * *
Game:
Thief GoldFM:
AlcazarGhost -
SuccessPerfect Thief -
SuccessTime - 10:18
Loot - 3425/3425
Pockets Picked - 1/1
Locks Picked - 0
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - none
See the report in video format here: (
https://youtu.be/C6EkzqwCAcA) https://youtu.be/C6EkzqwCAcA
* * *
Game:
Thief 2FM:
Compulsory EgressGhost -
SuccessPerfect Thief -
SuccessIron Ghost -
SuccessPerfect Iron Ghost -
Success :D
Time - 55:48
Loot - 10090/10090
Pockets Picked - 5/14
Locks Picked - 3
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - a number of water and moss arrows
See the report in video format here: (
https://youtu.be/FHs1MkrmzjU) https://youtu.be/FHs1MkrmzjU
* * *
Detailed reports will be back when I do more Supreme runs, I'm not abandoning those whatsoever. :D
klatremus on 1/2/2021 at 15:07
The amount of ghosting videos and reports these days is jaw dropping! What a community we have! :D
Galaer on 7/2/2021 at 18:29
INTO THE DARK FOREST
Huge mission. Unfortunately it's also quite empty. And it has some tricky parts. I think it's only possible to chemically ghost it. I need at least 2 breath potions and 1 invisibility potion. That's why I'm buying in shop 1 invisibility potion and 1 breath potion (though breath potions are easy to find). Also something I didn't realize when I first played this mission - you can rope to walls with small vines on them. They appear in most of this mission (in mines and forest). This will help you a lot in forest to grab extra loot, because loot objective is quite tight and loot is rare.
MINE - UPPER FLOOR
Go along wall to find gas arrow. Hide in shadow of blocked path and wait for patroller to pass. Run left and steal purse from Hammerite near fire. Enter mine. You are on highest floor. First go right, enter 1st cave and climb ladder up. In 1st room on the right is coin stack. Return to entrance and go left.You will pass ladder going down. I'm gonna use this place to change floors. Walk forward until you find door leading to storage patrolled by Hammerite. Go behind him to the end and from higher shelf take bottle. Return to corridor and enter next room, then go to priest's room. Here is secret book switch. It opens wall behind banner, but loot chest is a bit too far to open it. So I'm just triggering secret. Return to ladder going down and go to the lowest floor.
LOWER FLOOR
Go right and grab nugget near green spider. Go left into flooded part and turn right. Near lantern underwater is Prayer Book. Strafe swim into underwater tunnel and in last room is goblet. Return to surface. In next flooded room is golden hammer near bones and in last breath potion in chest. That's all for this floor, so go to middle floor.
MIDDLE FLOOR
First go left along wall and hide in shadow. Wait for patroller and steal his purse. Run inside corridor Hammerite came. In next room is worker that walks between storage part and well. If he's in storage you can drop into well, which is the only safe place in this room. You can only progress through this room if worker walks away from well and then quickly run to next corridor with shadow near rock. And you need to time all this with Hammerite.
Next you must go to kitchen. You are safe in shadow in front of door. Here is woman patrolling this room and waiting in one place a minute, then going into next place. In next room is priestess doing the same and she also can spot you. You can rope up to wooden beam above fireplace to grab breath potion. Drop on the other side and take goblet and bottle. Then sneak to priestess room and steal her purse. Return to entrance to this floor and this time go right.
Go along left wall and steal purse from archer. Next is diamond under fence. Continue to next archer. Archer on opposite side can patrol, but for me he froze in walking position. Also dousing torches will 2nd alert both archers. Luckily you can drop from this ledge right and only this way you can enter forest without using invisibility potion.
FOREST - ENTRANCE
First you need to avoid 2 patrolling frogs by going on barely darker sides of small rooms. Next sections has 3 paths: right (progress path), straight (leads to waterfalls area and frog near nugget, which isn't available from this side, because frog will always spot you) and left (leads to nugget near spider, but spider is looking towards us, there is also another entrance to waterfalls area). Go left and quickly enter waterfalls area. Here is gas arrow, jump on rock and rope up on bridge. Right path leads to burrick forest, which from this side is impossible to ghost. Go left and grab nugget near spider. Return to waterfalls area, jump on rock and then on ledge. Return to the start of this area.
This time go right. There is hole in wall, which leads to waterfalls area above frog. Time to get nugget near it, which is the hardest loot to grab in this mission. You need to shoot couple of rope arrows into ceiling and last rope arrow somewhere at the middle of wall directly behind frog. Jump to this last rope and drop behind frog. Lean for nugget. To return to rope you need to crouch under it and uncrouch. Return to hole in wall. Continue to the other side of burrick forest. There are 2 patrolling burricks, but also shadow under right wall. Go to south passage.
RATMEN FOREST
Go past dead caravan. There is ratman patrolling path to next dead caravan. He can get hurt by swarm of flies, but he doesn't go into search mode because of that. Go past 2nd dead caravan. There is 2nd patroller, but you can drop down on tree and grab nugget under it. Next area has ratman patrolling it around, stationary ratman on south and another ratman and bugbeast from west area can visited it.
First go west, avoid 2 patrollers and grab nugget under north tree. Return to previous area. Time to go south. From west side I jumped on ledges (they can't be mantled) while stationary ratman wasn't looking in my direction. Bridge can be visited by other patroller. Drop on lower tree to grab nugget under it. In water are 2 water arrows (you can't mantle on ledge where nugget was located, you must jump on it instead). Rope up on bridge, avoid patroller and go to village. Hide behind house.
VILLAGE
In house is breath potion. Go along right side and drop down. Here is patroller who can enter bigger house. Go to left entrance. Use ladder and behind rock is nugget. Go to room with sleeping ratman and in bones is tiny ring. Opening door will wake him up. Take Tokra's Skull and use other door to exit. Go behind stationary ratman to 1st door and go around the whole area to the bridge. Shoot rope arrow into wall to descend. Ignore cave for now. Here is patroller, stationary ratman and 2 torches to douse. In 1st house is goblet behind sleeping ratman. To 2nd house you go along right wall. Inside is diamond behind barrel. Return to cave.
CAVE
Walls and ceiling are made out of stone, so you can't shoot rope arrow into them. First go right to 2 spiders room and rope up to top ledge with stationary spider. Weird thing about it is it occasionally spins slowly in one direction and during this spin it can spot you. During this spin run past it from right side and grab nugget. During another spin return to edge of ledge and drop down. Return to start of cave and this time go straight, left, quickly along right wall to 1st cave, then right.
On the right you need to rope on right ledge (leave rope there) and grab goblet. Rope up to left ledge with gas arrow. Drop on 1st rope, descend on ground and shoot rope arrow into lower part of ledge to retrieve 1st rope arrow. Go into opposite direction. Go left and grab nugget behind barrel. Go right and dive into water. In bones at the bottom is bracelet. Keepers are neutral. In their house is another breath potion. In next passage go straight and drop into water. Strafe run to exit it, drop to gas arrow, go past water to underwater passage. Here you will need to use breath potion, because strafe swimming isn't enough, but first at the bottom is nugget. Near the end of tunnel is another nugget and 2 water arrows.
Get out of water and grab purse near skeleton. Last part of this area is burrick cave. There is 1 patrolling burrick. First go along right, then you need to run between 2 burricks along left side of stone column to left wall. Go along it past next burrick, then go along right side of column to get behind mentioned burrick to right wall. Go along it to avoid last stationary burrick and enter Mage Compound.
MAGE COMPOUND
Outside is just earth elemental flying around and stationary fire mage in front of entrance (go along left wall to enter). Mage Compound is split between 3 areas: Fire Mages Area, Earth Mages Area and Water Mages Area. Path is quite linear and in 1st area there is nothing to get right now, so climb to 2nd floor and go left to Earth Area.
This place has 2 fire shadows patrolling this area and couple of earth mages. Very little loot, but there are 2 invisibility potion, which I need. First go left, behind pew is secret switch, which opens wall with invisibility potion. In dining room is candlestick on table. Return to secret and go in opposite direction to sleeping servant. In room near him is mage looking at bookshelf with invisibility potion and breath potion. Now you need to go west and find ladder going down. At the end of outside area patrolled by another earth elemental is nugget. Return to ladder and go north from it to Water Area.
Here is servant looking at the entrance. To ghost it you must use invisibility potion. Go west and grab candlestick. In next room is goblet and plate, next is vase on big table. Continue to locked bedroom. Inside is the only key in this mission and purse on another table. Go to last room and use secret switch in fire. Drop into secret passage and in safe you will find Secret Connections Scroll. Use ladder to open banner passage. Now you need to return all the way to Fire Area. Since I have still 2 invisibility potions I'm gonna use invisibility potion to go past servant instead of nudging him forward.
Go straight and use key to open 2nd door with 5 loot pieces inside. Loot objective completed and that's all for Mage Compound. So return to underwater passage, use breath potion and then climb to the very top of cave. Go right, then left and go to 1st passage leading left. In water near bones is nugget. Swim underwater to ladder, jump to 2nd ladder. Wait at it's bottom for worker to go away, climb up and hide in shadow. Time worker and Hammerite inside factory to enter it and go right on wooden floor.
HAMMERITE FACTORY
Go behind patroller into priest's room and lean for candlestick. Go forward, skip ladder for now, go past novice and use door leading to water under house. Moving slowly get to diamond. Return to ladder. Wait for patroller and steal his purse. Go on left side of pier and shoot rope arrow into wall. Descend quietly into water and walk along left wall. Get out of water and choose path leading up. Go behind patroller and again rope down into water. On the other side of water is land with rope leading to mine.
ESCAPE
Use invisibility potion to go past worker and go north. In next area is worker walking between storage nearby and north storage. There is also patroller going through this area. When worker walks north you must go behind him, but look out for tracks (they act as gravel). Quickly go past north storage and continue path north to ladder passage between floors. Climb up and go west to exit from mine. Lastly you must go past outside patroller and return to the starting point.
STATS:
Time: 1:24:25; Loot: 2797/3272
Pockets Picked: 5/7; 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: 3/3
GHOST: CHEMICAL SUCCESS. Used 2 breath potions and 3 invisibility potions (only 1st use is absolutely necessary).
PERFECT GHOST: IMPOSSIBLE. Chest with 100 loot behind banner in mine is a bit too far to be opened without cutting banner.
Galaer on 7/2/2021 at 18:30
KINGSBRIDGE
Winter city mission. Quite easy to ghost, because there is lots of shadow. There are only 2 situations where you need to time your picklocking with patroller: in prison and in balcony in Church Quarter. There are 3 situations where you need to be fast: to get to Tavern's Basement and to get to balcony leading to Count Crane's Mansion in Well Quarter and to get into Church. There is also tricky guard in Count Bearsley's Mansion, but again there is enough shadow to slowly get past him. There are 2 icicles in Bridge Quarter that you are forced to destroy, but after discussion in ghosting thread, it was explained that destroying icicles isn't damage property. To get out of Count Beardsley's Mansion I shot rope arrow into wooden part under wall near bucket. Below there is part of icicles barely sticking out of wall. From rope you can drop on it without destroying it. That's the only way to retrieve rope arrow without taking damage.
Now let's talk about flare objective. You get objective of dropping flares in front of doors of plagued people. This can be really precise. Dionysus' Flare should go under door with lantern. Crawford's should go very close to door on top of bridge. Candles Shop is the worst - there is very tiny spot where flare can be dropped - north side of doorway. Also I noticed that patrollers can alert to this flares when they see them the first time.
Next are new potions that you need to use. There is Bugs potion, which must be used to cleanse plagued people in their houses. Second is RatMen potion. Description in Potion Shop mentions that this is potion that Garrett can drink to change into rat and grab some loot under sofa. But in reality you can only use this potions on certain rats and you magically get teleported on the other side of small grille. Since it's not being shown that Garrett physically drink potions, I think it doesn't count as chemical use. Also it's optional to use this potion - you just get purse and Information Map needed for optional objective.
There are 2 objectives that require visiting 2 shops. There is also ladder shop that sells ladder. But you don't need to buy anything. Potions can be find and ladder isn't needed. I also use stolen broadhead arrow to get secret in Crypt.
In the end you will get 4 Ampoules. You have 2 ways of using them:
1. Make Ampoule Arrows and use them to cure Wanderers. To get to workshop you must visit attic above house for a key. Normally you would need to buy ladder, but it's possible to mantle on torch and then to roof. Wanderers themselves don't alert to us, so you can shoot them easily. One of them normally requires using another RatMen potion, but I found he can be shot through a grille. Shooting all 4 Wanderers will rid of plague and complete objective. Now you need to just sneak to your room in Tavern, but there are new patrollers in the city. Also this is a bed ending - Garrett gets plagued. By the way, I didn't use this way to complete this mission.
2. Use Ampoules on 4 fireplaces in houses in each district. Every time you use Ampoule on fireplace you hear sound of breaking it. But since it leads to completing objective of ridding plague, I think this damage property is excused. Afterwards city gate is opened, no new patrollers have arrived. To get through gate you must rope to nearby tower and use ground floor exit door, then strafe run along right wall past last gate. This is a good ending and that's how I completed this mission.
STATS:
Time: 0:58:33; Loot: 1200/1200
Pockets Picked: 2/5; Locks Picked: 17
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: 7/7
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
Galaer on 7/2/2021 at 18:31
LIGHTHOUSE SHED
Small mansion mission, but you start without weapons, so you need to ghost it anyway. You also are forced to get all loot and there is eternal darkness gimmick, so finding all loot and switches was difficult.
At the beginning you must avoid spider walking on metal floor. You can walk safely on right side of corridor, but first gather 2 pieces of loot: lever above your head spawns diamond under your feet and there is golden hammer under left lamp. I don't use left stairs to get up, because it trigger conversation and archer will start patrolling 1st floor. Instead I'm using sewers to get to right ladder, then go into corridor and go left to bigger room with 3 holes (it's above starting point). On left side of left hole is switch opening secret passage to 1st floor.
Going left leads to laboratory. You will need to time archer and enter it. The problem is you don't hear him, guard's noise you hear belongs to completely different guard. There is bracelet on top of bookcase. One of objectives mention solving all puzzles. On of them requires you to read 5 identical books. One of them is in laboratory, other is at the end of nearby corridor - in gap, which I first thought it's just misaligned wall texture. You need archer to walk past door and quickly go for book and return into laboratory. To escape laboratory just unlock 2nd door. Going right will let you visit burrick cave with trophy. Burricks have really bad sight, so you can just go behind them to escape this cave.
Getting to 2nd floor is much harder, because of patroller using 1st floor door leading to stairs and other using 2nd floor entrance to stairs. So to enter you can wait behind 2nd floor door, but you must be aware that 1st floor patroller can spot you is he goes to window on stairs. You can also wait in front of 3rd floor door and when you hear patroller walking to window, you quickly descend to door. In corridor is another archer patrolling it. First loot left side. There is very hard to spot in darkness switch in corner of storage.
2nd library contains secret passage to 3rd floor. I have no idea where switch for it is other than lever inside passage. But there is a certain thing happening in this mission - guards patrolling corridors also open doors. This means that you just need to wait for 3rd floor patroller to open secret passage and use lever on ceiling inside it to prevent it from closing. From there you can sneak to window and steal goblet hidden on it's left side.
Roof is quite easy, because there is no guards. In one of storages you need to rope up to hole to grab Attic key from chest. After getting all loot, getting all keys, opening emergency roof entrance and reading book near it, you need to go to main entrance to 3rd floor. At the end of right corridor is secret passage you opened. The problem is there is marble floor everywhere and guard's patrol route end in doorway near secret wall. So it's impossible to sneak behind him. I used couple of moss arrows in 1st part of corridor leading to 1st door, then waited for guard to stop in front of window and quickly ran to secret passage. There I roped up and pushed barrel, so I could frob silver poker. Continue passage to roof.
Now go to 2nd floor to right corridor. In Workers Room there is hard to spot switch in corner on ceiling and book switch. Book switch unlocks passage to chest with fire arrow, but behind this chest is hidden urn. In 2nd room is bed that highlights. There is sack of potatoes later in this mission, but you can't use it, you can only drop it. Also it doesn't lead to any loot or puzzle, so I have no idea how to use potatoes. There is also book to read on lower bed. In last room is another book to read. Switch moves mat with hairpin lockpick and glasses. It's very difficult to frob glasses. You need crouch walk to highlight them and steal them.
Time to visit entrance to 1st floor and trigger conversation. Hide behind door. Above guard post is purple box. You need to rope up to it. Luckily guard will not turn in your direction. Open door to stairs and grab goblet. Use hairpin to open 1st door. To go through next door you need to get on pipe in corner. Don't mantle on it, it will make huge noise. Instead just jump on it and after opening door slowly descend. In secret passage you must solve 5 levers puzzle, then grab all loot. This is also last puzzle for objective. Use sewer hatch to escape.
STATS:
Time: 0:36:44; Loot: 4702/4702
Pockets Picked: 4/5; Locks Picked: 7
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: FORCED
Galaer on 7/2/2021 at 18:32
LORD G
Thief 1 Anniversary Contest mission. It's rather short mansion mission with really tight loot objective. I read in the thread there is unfrobbable goblet in hand of one of nobles at the party. It's worth 15 and it's not possible to be obtained. Therefore max loot for this mission is 4160 loot. Since loot objective requires collecting 4000 loot, you must visit most of the places. The hardest loot is at the party. To obtain 2 plates and 4 goblets behind guests you must turn off light and quickly run to grab it before female servant will turn lights on. In my run however she got stuck on nobles. Near fireplace are 3 goblets. To obtain them you must enter chimney from roof. Inside fall on south wall, which acts as ladder. Then douse fire below and quickly lean out of fireplace to grab 3 goblets before guests will spot you. The rest of loot is easy to grab.
STATS:
Time: 0:24:19; Loot: 4160/4175
Pockets Picked: 1/1; Locks Picked: 4
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
klatremus on 10/2/2021 at 23:38
Game:
Thief 2FM:
T2X Mission 5: The Redistribution GameGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
Success :cheeky:
Time - 21:42
Loot - 1394/1394
Pockets Picked - 2/2
Secrets: 1/1
Locks Picked - 6
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - None
See the entire report with screenshots (
www.klatremus.org/T2X_5.htm) here!
Loot list (
www.klatremus.org/T2X_5L.htm) here!
YouTube let's play (
https://youtu.be/2Ccv5SF85s4) here!
Comments:This mission has a very nice premise and a fairly good execution. Unfortunately, it suffers from being too small and easy. Forced ghosting objectives are never a good sign for a mission’s durability. Once you know the layout, the map becomes a walk in the park and most of the tension disappears. Architecturally, the smugglers’ hideout is impressive, but I wish it was a lot bigger.
My first task was to find out if the Free Traders had any obvious enemies. Next, I had to get the names of the smugglers’ boss and his next in line. I also had to obtain a map of the place, plus 750 worth of loot. An additional requirement was to avoid any kills, knockouts or detection, but the Ghost rules already enforced all that. It was time to get to it.
The CavesInterestingly, I didn’t start with any rope or vine arrows, which is quite rare, and although one was available for purchase, Supreme rules disallow any pre-mission transactions. There was one rope arrow available inside the hideout, but I had a feeling I would be able to ghost this mission without it. Two entrances to the hideout existed. The closest one to the starting location required picking the lock on the main gates. However, this entry could be avoided entirely, so I wanted to take the alternate (and tougher) way in, through a top floor door at the docks. As I’ve mentioned many times before, I don’t like picking locks that can be avoided, especially if they don’t have a key assigned to them and thus can’t be relocked. That was the case here.
Two smugglers had a conversation outside the main gates. However, I noticed it didn’t trigger until I approached the patrolling archer. I could see when I crossed the invisible trigger line, as the archer suddenly deviated from his normal patrol route and headed over towards his buddy. I could avoid this conversation by taking the side cave down to the docks. If so, the conversation would start here instead, with the archer walking all the way over to this cave. I don’t think I’ve ever seen that sort of setup for a conversation before, but it was quite intriguing. I used this to my advantage by triggering the conversation in the cave by the main gates, then running over to the docks via the side tunnel, thus having this entire cave all to myself (for at least 30 seconds). I could now traverse the rocky ledges up to the top floor entrance without worrying about the patrolling smuggler below seeing me (image below). He returned right after I reached the entry door. This conversation checked off one objective and added another one; I now had to find more information on the hammerites.
Inline Image:
https://www.klatremus.org/T2X_5_files/image001.jpgThe HideoutEntered the hideout above the great hall. I skipped Neeson’s quarters for now; I needed the square-toothed lockpick from downstairs first. Cleaned Grissam’s bedroom instead. He was the second in command after Neeson. Looted the secret under the stairs next and put the crates back as I found them (first image below). I then got to the most difficult section in the mission. A smuggler was stationed in the middle of a hallway, randomly turning to face east and south. I had to sneak along the north wall of the hallway to his east in order to get in behind his back and slip into the nearby engine room (second image below). It was just a matter of him facing south long enough, I’d say around 10-15 seconds. I guess it took me about 8-10 tries before I got it. Then during my recording for YouTube I got it on my first attempt. Luck of the draw, I guess.
Inline Image:
https://www.klatremus.org/T2X_5_files/image002.jpgInline Image:
https://www.klatremus.org/T2X_5_files/image003.jpgCleaned the dining hall and the kitchen across the hallway to the east next. Totally empty rooms those. Outside the kitchen’s southern exit I triggered another conversation. This initiated the patrol route of one more smuggler, while the other one headed for a stationary spot further south. The patroller did counterclockwise rounds in the southern part of the compound. I reloaded and utilized their conversation to sneak up the hallway to the west. This took me up the stairs approaching the smugglers from the south. I could now enter the barracks from this side, something that wouldn’t have been possible after their conversation was done. The stationary smuggler was then too close to the door and gave a first alert when it opened (image below).
Inline Image:
https://www.klatremus.org/T2X_5_files/image004.jpgThe barracks had lots of goodies, including the aforementioned rope arrow. I left it be for Supreme, as I realized I didn’t need it. More importantly, this room gave me information on the guy in charge, Neeson, and provided the square-toothed lockpick. Then took the same route back up to the second floor as I did coming down. Typically, this time I passed the stationary smuggler in the hall on the first try. Cleaned Neeson’s quarter as the last stop. There was a patrolling smuggler that covered the hallway outside, but his route was too long to be of worry. Nothing of what I had picked up along the way was droppable, and thus not possible to return for Supreme.
I headed back out to the docks and stole the purse off the patroller here. That was the last item to pick up, so I finished by heading back to the starting cave.
Galaer on 14/2/2021 at 18:38
MOUNTAIN MAYA
Tough mission, which sadly is impossible to ghost. There are some enemy encounters that are impossible to avoid. Also loot objective is really tight and 2 rooms with loot lead to ghost bust. But I need to visit one of them to get enough loot.
POLICE STATION
1st haunt is easy to avoid, but you aren't safe in corridor. And in next room is unavoidable encounter with haunt (ghost bust #1). In the same room is safe with note that gives optional objective to get Haunting Ring. I'm gonna skip it, because I will be too much occupied with running away from haunt, but also I don't think it's possible to get this ring without any bust. Ring appears in tunnels under Mechanists Area. Floor is gravel, there is good shadow, but ring is located behind ghost and fly swarm.
So I decided to run away from haunt outside. This also means that I will get spotted by next archer haunt (ghost bust #2), he will shoot an arrow, but miss or hit other haunt. I'm running outside. I had luck, because outside Police Station is patrolled by human guard and he was walking left, so he didn't get alerted. I ran north and left. I thought that haunt will not manage to descend, but he haven't any problem. So I mantled on statue and waited 2 min for haunt to calm down. Unfortunately it didn't happen, so I decided to jump and mantle on top of slope and run to the edge of shadow. I thought that haunt may have problems with ascending the slope, because I need to mantle on it. After few seconds he didn't show up, so I went to see what's happening. And he appeared, but he was just walking, returning to his room. Never saw this quick transition from haunt mode to no alert mode before. I waited couple of minutes, because I was worrying that reloading game will stop him from moving before returning to his room. On way back I noticed that haunt killed mentioned before human guard.
Normal path to 2nd floor of Police Station is blocked by haunt, but there is another way in. From main entrance go west and left to gate. You can frob lever through it.
MECHANISTS AREA
To enter higher floor you must nudge priest to right passage. Opening bathroom door near lockpicks room will usually 2nd alert engineer inside. You can avoid that by opening door, quickly closing and blocking it with your body. If done correctly engineer will not alert to it. Inside is silver drill. I didn't close door, because I was worrying that closing it will 2nd alert engineer.
Tunnels under Plumbing Room have mentioned before Haunting Ring and on opposite side - statuette. I also avoid for now entering Bar and picklocking Father Terrenas Room. Both of these situations lead to ghost bust, but I will need to visit one of them. I will wait with that until later. To get to Clients Area I need to go behind patroller and dodge her from left side. To get loot from Souvenirs Shop I'm forced to nudge guard forward. Next is 2nd exit out of Mechanists Area. Opening door no matter how will always 2nd alert Mechanist and because he's in the way I decided to KO him instead of nudging him (ghost bust #3).
REGULATOR
Next go behind patroller and stop under wall almost before lantern on opposite wall. This way you will not get spotted by either watcher and patroller. Go to opposite wall and along it go to golden plaque. Time watcher to go under it and hide under wall from another patroller. Go behind him and dodge him from left. Leave this door open and gates also leave open. Also soon you will need 2 moss arrows from entrance room of Mechanists Area. Grab Regulator.
3 haunts will spawn and last one will get attracted by noise of 4th haunt trying to destroy turret. For now you just need to dodge 2 haunts on metal bridge. Shoot 2 moss arrows on the side of haunts. 1st haunt is easier, because there is more shadow. You need to strafe jump above lava behind him. 2nd haunt is much harder. I went along left side, dropped on edge and tried to run forward while tapping right to not fall down and right after passing him I run right on metal bridge. This was very hard, it took me around 50+ tries, but it's possible.
You can't sneak past 2 haunts fighting with turret, but you can wait for human patroller to come. Weirdly enough he wasn't alerted to them yet. So he will engage battle with haunts, but because he's coming from direction haunts normally attack turret, most likely he will get killed. But there is small chance for guard to kill both haunts. And that's the only way forward. Afterwards wait few minutes for guard to return to his patrol route, move bodies away and enter vent. For sake of being safe I waited couple more minutes, then timed watcher to go under golden plaque. From here I waited for patroller who didn't spot me and went behind him into Mechanists Area.
GETTING LOOT AND ESCAPE
I tried to visit Father Terrenas, but he's hyper sensitive. He 2nd alerts to sound of opening/closing door, to my footsteps and he has also eyes behind his back, so I can't even enter his room without another 2nd alert. That's why I decided to go to Bar and because there is also more loot. Immediately barkeeper runs away, so I KO-ed him (ghost bust #4). Other drunkard completely ignores us. After looting this room I went to exit.
STATS:
Time: 1:02:11; Loot: 5501/5806
Pockets Picked: 2/2; Locks Picked: 6
Back Stabs: 0; Knock Outs: 2
Damage Dealt: 2; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Bodies Discovered by Enemies: 1
Secrets: 2/2
GHOST: IMPOSSIBLE