Galaer on 21/3/2021 at 12:05
THE SCARLET CASCABEL
MISSION 2 - THE SCARLET CASCABEL
VERSION 1
This is really challenging mission to ghost. Lots of AI walking in hotel, lots of light (lamps can be doused). There is no alarm objective - if AI will spot you, it will run to use gong and it will fail this mission. Also there is easter egg by collecting all chess pieces. I'm gonna skip it, because one of pieces is located in ballroom and protected by tracking Garrett Mister Jim Jim. Because of him I will be forced to skip loot from there and also skip bonus achievement regarding him. Unlike 1st mission, this one has bonuses and secrets just like in Version 2.
ENTRANCE
Beginning is quite easy. Just get to basement along right wall. This way you will not trigger conversation near entrance, so 2 AI will not patrol. Basement itself is short and straightforward. There is ladder leading to 1st floor. Don't go near front entrance to not trigger conversation. Rope up to terrace for Can of Grease. To descend - jump on chandelier and strafe run to drop on fireplace and bounce on carpet. Enter room with single guard. Wait for him to stop on left side of fireplace, picklock gate and grab 3 daggers from inside. Sometimes you are safe under lock, but sometimes guard may spot you. Return to previous area and use Can of Grease to open locked door. Also grab purse from servant when he stops in front of fireplace. Go to stairs.
FIRST FLOOR
Entrance area was also part of 1st floor, but I feel like real 1st floor starts from here. Here are 2 guests, but also 2 servants are using stairs. Wait for noble to go away to woman and steal nugget from fireplace. Go to courtyard for some money and water arrows. Plaque needs 3 stone tablets, but it doesn't give you any reward. Still I will try to collect them. Go to dining room. Here you must be extra careful. Dining room is visited by servant, but also is observed by couple of guests from above. They aren't always there, but they can spot you. When they gone, go along right wall, grab coins under and on last small table, then hide in toilet's doorway. Wait for servant to go away and if nobody is looking from 2nd floor, enter servants area.
SERVANTS AREA
Servants Area is big. On this floor there is only small kitchen visited by servant. Since she enters this place frequently, you will probably need 2 rounds to steal all loot. Then go downstairs to the basement. There is green woman walking upstairs with purse. Go left to small dining room to grab purse under table. Go along left wall to avoid being spotted. Under dumbwaiter is 1st secret. You must drop into water. In my run red servant got stuck with head on ceiling while walking into passage near dumbwaiter. Luckily he didn't hear splash of water. Quickly swim to other side and grab loot. Next is woman servant walking from table to fireplace. When she walks away from fireplace, go behind her, steal 3 plates from wall. When she stops and start turning, go behind her into south corner. Then go to stationary woman and lean for other plate.
Near storage is locked door leading to wine cellar. This is for useful for later. Go to laundry. It's visited by 2 servants. Sneak into corner behind stationary woman. Here you are also safe from patrolling servants. Behind cistern in front of stationary servant is gem. To get it moss floor and when you see that light starts getting darker, run for gem and quickly run back into corner. If you are lucky woman will just 1st alert.
Next area has 3 corridors. Go left to visit males quarters. Here is located Wine Cellar key. Since you are nearby you should loot this room. Then go right to women quarters. Here is Staff key, which will open many doors. Go straight and climb stairs to 1st floor. Vent will lead you to room #4 with few coins on floor. Next go to reception to read red book. Don't get spotted by servant. In next room is lots of loot and Diadem Display key. Leave and go to main stairs in hotel.
REST OF FIRST FLOOR
Not much left. Just couple of rooms and pool. At the end is ballroom, which I mentioned I'm gonna skip, because of tracking AI, which also damage me and change into item. There is goblet worth 25 loot and Queen Piece on chandelier. These items I must skip. Return to main stairs and this time climb to 2nd floor.
SECOND FLOOR
Go right to get to Diadem Display. You have a key, so you can rope down and take diadem. Go left and open door to Servant Area. Hide in doorway. Your target is terrace with glass door. It's good to leave it open, because noble can get stuck while walking into it. 2 servants are walking here and noble is entering this terrace. Go behind him and quickly steal purse from woman. Then visit rooms #5 and 6. Room #5 only has priest walking near fireplace easy to avoid. Use door in corridor and run to Chapel. Wait for guest to leave it and go down to Crypt for some loot. Then go south to other hotel rooms..
Go left. Here are 2 guards patrolling corridor. Stairs to 3rd floor are patrolled by thief. In room #10 is Nightingale. His key opens box with 1st Tablet. Near it is also his diary. In bathroom is bottle, but Nightingale is patrolling without stopping. Go behind him into bathroom and dodge him from left, grab bottle and quickly return to bedroom. In room #11 douse fireplace and quickly, but quietly enter bathroom along left wall. This way you will avoid alert from training guard. In front of room #12 is woman looking at suitcases. She's not a problem, but there is servant patrolling this part of corridor. Before going to Library go to stationary keeper in front of fireplace. Open glass door and go to balcony. On left ledge is coin. Go to Library.
LIBRARY
In my run keeper got stuck walking into door, so open it and quickly hide in corner. Library isn't very difficult to ghost. On the left side is purse on bookcase. Sometimes woman patrolling this part can start walking in circles. There isn't too much loot here. After looting this and higher floor go to balcony, jump on ledge and rope to window. Here is Proprietor's key. Use it to loot his apartment. Under his desk in office is switch revealing 4 stone keys and book. Leave to 3rd floor of Library, rope up to 4th floor and jump to statue. Use Mind key and use 2 rope arrows to pick up Journal. Look out, 3rd floor of Library is sometimes visited by other keeper. Use this door to enter 3rd floor.
THIRD FLOOR
Go to Lounge, douse 2 lamps in corridor. Inside Lounge douse fireplace and 4 candles on chandelier. This way you can loot this room easily. Corridor is patrolled by thief and servant. Go to attic. 1st vent leads to room #15. In room with walking noble and 2 women douse and moss fireplace, then rope up into it and jump to ladder. Grab rope arrow and jump to spider attic (don't mantle, you will fail and fall down). Wait for spider to go right and rope up for loot in cobweb. Wait for spider to return and go behind boxes for 2nd tablet. Return to ladder and drop on moss. Loot rest of this apartment and return to attic.
Above statue is chest with last tablet. Drop on wooden beam, on boxes and on floor. 1st shaft leads to haunted room #13. No enemies there, so just read scroll and take newly spawned ring from stand near bed. 2nd shaft leads to room #14, which belongs to thieves. You can't rope down, because 1st alerted keeper after you descend will attack you. Instead just drop down on carpet. Loot bathroom, wait for keeper to turn away and go to other door. Close it, take purse from thief and douse lamp. Very slowly go along right wall past thief. Next patrolling thief has tendency to get stuck walking in circles, so you will be forced to save/load couple of times to unstuck him. There is couple of chests with loot to open. Use door to leave to corridor.
Go visit Observatory to grab golden lens and use Spirit key to grab Necklace. Go back to Library. Time to return to lower floors. On 2nd floor visit Chapel to use Soul key and grab Rosary. On 1st floor go to Courtyard to use 3 tablets, so you will manage to read plaque. There is no other reward than that though. Visit Pool and use Body key to grab Clothing. Return to 2nd floor and on north side of terrace above Dining room behind statue is portal leading to Sealed Wing.
SEALED WING
Ironically this place is the easiest to sneak, but is impossible to ghost due to some damage property involved. Path is linear. You will get Blackwell Sword from skeleton. In long corridor you are forced to destroy training dummy (ghost bust #1). Next is 2 floors part patrolled by Scarlet Cascabel. She's easy to dodge, sometimes she can get stuck walking into training dummies. First go to tower and at the top you will find chest with Elisabeth's Bedroom key. Go to portal to talk with ghost.
MIRROR
Ghost asks Garrett to destroy mirror to free her and Garrett agrees. But this is just verbal request, so it doesn't appear on objective screen. I never had a situation where I got asked to do damage property in the mission, so I asked question in Ghost Discussion thread. Other ghosters immediately said it's a ghost bust, but when I asked klatremus about his understanding of objective rule in regards of his supreme run of Training Mission in TDM, he gave me this definition of objective:
"The rule does not say "objectives on objective screen" like you said. It just refers to objectives. So if you get objectives from somewhere else instead of the objective screen, then the rules can still apply to those."
Verbal request from ghost in Scarlet Cascabel pretty much fulfill requirements from klatremus' definition. Even so for him it's still a ghost bust despite of his understanding of this rule, so I find it this situation as very confusing. But let it be, mirror destruction is unavoidable ghost bust #2. This also means that this mission can't be ghosted in both versions.
DESTROYING SCARLET CASCABEL
Drop into blue hole and descend on vine. Drop on fireplace in dining room and rope down to lower floor. Leave rope arrow there. Now you need to crouch run to Bones while avoiding spinning blades. Escape is harder, because you need to strafe crouch run under blades. New door opened. Run between training dummies, turn left and crouch. Rope to vent for secret switch. Return to higher floor and go to Elisabeth's Bedroom located between 2 training dummies. Go to balcony and jump to top of structure in Conservatory.
Scarlet Cascabel is patrolling this place. So you aren't safe while always staying in one place. You must hide in opposite corners of pool and quietly drop 5 items without making splash. This way Scarlet Cascabel will get destroyed. Grab Quinicine Torc and drop in water. Find hole near tree and rope down to Crypt. In chest behind sarcophagus is Last Will.
ESCAPE
Not too much to do. Return to Proprietor's Office to leave Last Will on his desk. This way you will get Conscience Bonus. Afterwards you just need to return to the starting point.
STATS:
Time: 1:58:06; Loot: 6002/6377
Pockets Picked: 6/7; Locks Picked: 38
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Secrets: 4
Bonuses: 1 (Conscience)
GHOST: IMPOSSIBLE
VERSION 2
Much easier version of this mission with less changes than in precious mission. Design is pretty much the same, but some paths has changed. The same goes with keys and loot. Also there is less max loot, but also less loot pieces, which I don't like. Another change I don't like is lack of alarm objective and less AI. There is more shadow and you can frob douse lots of candles. Since chess pieces are possible to obtain I will try to collect them all and visit easter egg.
FIRST FLOOR
First in basement there is ledge with loot on the other side of pit. From lower side of wooden beam you must strafe run and drop on lower wooden beam and then jump over pit. Return is easy, because you only need to use rope arrow. Entrance Area of 1st floor is more tricky. Conversation happens near locked door and you better listen to the end or AI get stay in front of door. This part is patrolled by maid, front of reception is patrolled by another servant too. Reception book is on counter, so you can grab it now. But that's not over. After using Can of Grease you can still get spotted by servants from Entrance Area through windows, so be careful.
SERVANTS AREA
This time staff door near main stairs is open. Small kitchen is visited by 2 servants, but it's not hard to get all loot in one go. In bigger kitchen getting plate from table requires timing woman walking around fireplace to go near table and 2nd woman to go away to bells. When she's near bells you can also send dumbwaiter up, open secret passage to water and quickly mantle on shaft. When woman will go to table, drop down into water. Get on the other side. Now you only need to time 1 servant who goes away and grab sneaky Pawn #5 from rack hanging under ceiling and 3 plates.
Laundry is patrolled by 2 servants, but there is no stationary servant, so it's easy to get gem. In women quarters in 1st room you will need to douse fireplace to get to loot chest and Staff key. Then go to reception on 1st floor. To get to next room you must douse 2 lamps, so stationary servant from there will not spot you. Use nearby door to get to Ballroom, which isn't destroyed and isn't haunted by Mister Jim Jim. You can loot it and go through it to loot other places on your path to main stairs.
SECOND FLOOR
This place is much easier than in previous version. You must look out when grabbing flute from terrace and Pawn #2 from wooden beam above Dining room, because servant walking down there can spot you. In Chapel is Hand of Saint Faustin, which I'm gonna ignore. It's used to exorcise Mister Jim Jim, but grabbing him will hurt you. Nightingale is easier to dodge, because now he stops on ends of his patrol route. He has key for moneybox with Stone Tablet, which using is now an objective. Now guard patrolling corridor may visit room #12.
LIBRARY
This part is harder, because there is servant walking near balcony between bookcases and he can spot you. To get to higher floor for coin on terrace I roped up to it. Afterwards I dropped from edge of wooden railing to railing below. Then I used balcony to get to Proprietor. In his office is also located Diadem Display key, 4 stone keys and book. Collecting diadem will give you Temptable Taffer Bonus. I found it that it's easier to get to statue to use Mind key, by directly roping to it, using stone key, returning on carpet and grabbing rope arrow. Rope up to top floor. In side room is Knight #2. Go from left side to grab it and rope up to wooden beam. It will give you access to 3rd floor.
THIRD FLOOR
Use 2nd vent to grab Rook #2 from top of Lounge. Then return to previous vent, ignore Mister Jim Jim below and go through vent. There are 2 vents again. 1st vent leads to room #15, which is easy to ghost. You can't climb fireplace anymore. 2nd vent leads to attic. I have decided to do first Lounge and Observatory instead of exploring attic.
To get to Lounge douse 1 lamp, inside douse 4 candles on chandelier, fireplace and candlestick behind barkeeper. Then very slowly go behind barkeeper and slightly nudge him forward. Very slowly go past him and grab bag of spices behind small barrel and bottle from shelf. Visit Observatory. Here is the hardest chess piece to collect. Pawn #1 is located on top of telescope. To get to it you must shoot rope arrow into wooden beam on west side from it. Climb to the very top and jump on telescope. Grab chess piece, drop on edge of telescope to retrieve your rope arrow and drop on statue. Mantle on it, then cancel mantle and you will safely land on floor.
Return to attic and loot it. You will also get access to rooms #13 and #14. Room #14 has patrolling keeper, so you can safely rope down without alert. There is no stationary thief, so again it's easier and patrolling thief doesn't walk in circles anymore. After everything return to Proprietor and through it go to 2nd floor. Use stone keys in Chapel and Pool, also use tablet in Courtyard to obtain Location of 4 Aspects Scroll. Then go through portal to Sealed Wing.
SEALED WING
Once again collect Blackwell Sword. This time training dummies are indestructible, so in order to get past one who blocks your way, you must go to the end and activate black wall of doom. This trap actually reminds me title of other FM released for Thief 1 Anniversary Contest - Darkness Walks With Us. Black Wall is moving to crush you, luckily training dummy will move, so you can go past it and avoid trap.
Scarlet Cascabel is faster and aura surrounding it will kill you. That means that sometimes it can kill you through wall. There is once again mirror's destruction (ghost bust #1). Afterwards you need to descend to lower floor to grab in the same way Bones, but after grabbing them blades vanish. Curse destruction is the same, but there is small bug. In this version you need to drop 4 items instead of 5. 5th item vanish. I fixed that by dropping one of items on stone, then dropping 4 items into pool and lastly 5th item.
ESCAPE
Escape to Crypt is the same. In newly found room is Last Will in chest and in sarcophagus is last chess piece, which gives Tenacious Taffer Bonus. Return Last Will to Proprietor for Tenderhearted Taffer Bonus, then go under main stairs to see easter egg. After scoring 1 point on basketball field, you will get access to reward including Quotes Scroll. Time to get to starting point. I found it the easiest to enter Entrance Area via Ballroom and this time use front entrance to slowly go past servant looking at door.
STATS:
Time: 1:51:05; Loot: 5385/5650
Pockets Picked: 7/7; Locks Picked: 22
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Secrets: 5
Bonuses: 3 (Temptable Taffer, Tenacious Taffer, Tendearhearted Taffer)
GHOST: IMPOSSIBLE
Galaer on 21/3/2021 at 12:07
THORK
SACRED SPHERE
Go west and grab 3 water arrows, then go inside house. Take plate and in next room use switch in corner. Descend and drop into underground. Douse lamp in troll room and go left. Jump over water, go right, grab 4 urns and return to troll. Go into opposite direction to room with bat. Douse 2 torches and use wall passage. Go behind banner, take 2 water arrows, dodge zombie, go to lava room, do jumps over lava and go along left wall. Fire burrick shouldn't see you. Douse 2 torches in undead room, then 4 torches in Dracula room. Don't douse them when enemies are close. 2nd skeleton has Gate key, go past Dracula and grab Sacred Sphere and Church key. Return to gate above burrick and open it. Quietly jump on cart and ride it to the other side. Return to bat room and this time use passage to Cathedral.
CATHEDRAL
Open elevator gate and ride down. If you are making noise of dropping on metal while riding elevator down, stay on ground, send elevator down and quickly drop on it. Hide in corner and wait for bot to pass you. Go down and turn right to avoid patrollers. Go on the other side and go left to ladder. On top of it is gas arrow. Take it and descend. Douse 2 torches near passage on the left, so bat will not see you. There is small office. Douse right torch and grab 4 urns. Return to the entrance to underground and use other passage. Thief is patrolling corridor. Wait in hole near door, then go inside room. Use switch on right window to grab Ankh. Go up and open passage to house, Go east to cave.
FRIGID RIVER + DAM
Jump into river. On the other side is nugget. Run to shadow and go past Pagan. He has a key to Dam. Inside are 2 nuggets on table. Go left and mantle on right generator, then on ramp. Grab 3 drills on windows and Reservoir Gate key from Mechanist. Then drop down and go on the other side of river. Climb ladder and go to the end of shadow. On one of pillars spawned thief archer. He's impossible to ghost and I will be forced to return to Dam later. That's why I decided to gas him (ghost bust #1). New thieves has spawned, but they aren't any problem. Return to bat room in underground and go to Canyon.
RESERVOIR
On the other end is dwarf with purse. Return to start of Canyon and drop to ledges leading to the bottom. Go left to Reservoir. Grab 20 poison arrows from chest and douse all torches. To progress you must kill giant with 2 poison arrows. Unfortunately he can't be killed with just 1 poison arrow. Plus archer in front of him walks with the same speed as giant. So he will also hear giant's cry. That's a ghost bust #2. Go through gate to location with hole nad 3 crates. You must drop into hole on ladder and descend to teleporter room. Grab 2 statuettes and 6 coin stacks behind banner, then use corner switch to open door. Grab 3 moss arrows and enter Mine.
MINE
Grab 5 gems from table and go right. Next you need to nudge thief on gravel a bit forward, so you will grab nugget, then go right and grab key and 3 coins from table. In water below is Black Hammer. Use other ladder and go left to thief with Safe key. Open chest with 3 rope arrows. You can't climb normally on steps. You must quietly jump on their edges. Go to hole. You must descend from ladder to ladder to the bottom. It's tricky and it's very easy to fall to your doom. Grab gem from table, go to room with 2 bots and grab invisibility potion from shelf. Return up, but look out, there is new thief walking on gravel. Time her and hide in shadow. Now you just need to return to teleporter, crouch and use switch. Return to bat room.
FINISHING OTHER OBJECTIVES
Since there is thief in well lighten room leading to Cathedral, go to Canyon and go through cave near dwarf. Go to Cathedral and go right. Use invisibility potion 2 grab Crystal Skull in front of priest and priestess. Return to house and go north. Rope up to Jewelled Egg on branch and take it. Go to Dam and open save to get papyrus. Then return back to house, use Egg on pressure tile and go through new passage to exit.
STATS:
Time: 1:00:55; Loot: 3535/3735
Pockets Picked: 7/8; Locks Picked: 3
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 14; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 1
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 1/1
GHOST: IMPOSSIBLE
Galaer on 21/3/2021 at 12:08
THE HIDEOUT
Go behind guard and grab his key. Go inside, grab vase and 2 plates from table. On the left is kitchen. You must nudge stationary guard there. Problem is there is patroller going through this room, so you have around 30 seconds for nudging before you go to hide. In kitchen you can lean for plate, then mantle on left side of counter and lean for bottle. On the right are quarters with 2 loot chests. In bedroom is ring on table and purple box behind banner. Open office door, wait for Lord Robbenwood to turn and KO him. Get loot from chest, cut banner (ghost bust #1), bring lord into tunnel and kill him. Go to the end. In half of the tunnel there will be scripted sound of attacking bugbeast. Ignore it and go to the end. Go to table, douse torch and grab tiara and scepter. Fire shadow will spawn behind you. Sneak past him and go outside.
STATS:
Time: 0:27:05; Loot: 4625/4725
Pockets Picked: 1/1; Locks Picked: 2
Back Stabs: 1; Knock Outs: 1
Damage Dealt: 31; Damage Taken: 0; Healing Taken: 0
Innocents killed: 1; Others killed: 0
GHOST: IMPOSSIBLE
Galaer on 21/3/2021 at 12:09
UNKNOWN DANGER
Mission has 2 gimmicks. First there is a lot of eternal darkness, so it's good to use flares sometimes. Second is rocks hurt. Also try to get as many mini rocks as possible. Beginning is easy. After getting 1st key you need to go into NW part of library, mantle on bookcase and blindly jump to coffin room. There is storage with dynamite. Leave library and go to barricade. Save and throw dynamite into "X", then hide behind corner. If you are lucky you will manage to jump over rocks. Unfortunately it's pure RNG how rocks will move and they are unfrobbable, so you are forced to try. It took me around 100 reloads to finally get good RNG.
With 2nd key you can go to room after coffin room. Take plant to destroy 3 wooden planks (ghost bust #1). Go to hole, lean forward and drop all your mini rocks. Then fall on them and take them. This way you will safely descend to the bottom. In this part is zombie patrolling corridor. In this run for some reason he was trying to enter one of rooms and whenever he was closing door, he was going into search mode. I have no idea why. I had no such problems on my test run.
To descend from tower wait for zombie and drop on him. In corner is window with flare. You can mantle there for powder. After getting key from storage, you will be forced to visit upper door. You need to rope to it, but you only have grabbing hook. Go directly under door, so you will stand on wooden planks. Look up, jump and throw hook. It should hit wooden roof and rope will appear. But you need to time correctly your throw. Otherwise hook will not hit roof and will fall back on you.
STATS:
Time: 0:24:19; Loot: 0/0
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: IMPOSSIBLE
Galaer on 21/3/2021 at 12:12
HOLY HAMMER
Blocky mission with eternal darkness made by Dront. City part is quite easy. There are only 2 instances where you need to time more than 1 patroller on nearby streets/corridors. And it's not that hard. There are also 2 instances of nudging. In right house near starting point go along left wall behind left guard and nudge him forward to grab gas arrow and goblet. In casino room in mansion you must again nudge guard forward to get all loot from table.
Ghost dies in Temple though. 1st crayman is unavoidable, so I gassed him (ghost bust #1). Then I mossed doorway to enter Temple without getting spotted by 2nd crayman (which by the way didn't alert to 1st crayman getting gassed, weird). Entrance is well lighten and has 2 ratmen and 2 bugbeasts looking in other direction. Can't do anything about that, so I decided to KO all of them (ghost bust #2-5). Next are side corridors. Both of them leads to hammers you need to collect, but corridors are well lighten and filled with monsters. It's impossible to not get spotted, so that's 2 gigantic ghost busts #6-7. First do right corridor to grab giant loot hammer, then go to left corridor to grab hammer that you must carry like crate. 2nd hammer is also observed by frogs and crayman. Afterwards escape and return all the way to start (in sewers go to west side).
STATS:
Time: 0:56:45; Loot: 2253/2353
Pockets Picked: 14/20; Locks Picked: 4
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: 1
GHOST: IMPOSSIBLE
klatremus on 25/3/2021 at 03:57
Game:
Thief 2FM:
T2X Mission 8: The Art of DeceptionGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
SuccessTime - 1:11:10
Loot - 1000/1000
Pockets Picked - 2/2
Secrets: 2/2
Locks Picked - 14
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_8.htm) here!
Loot list (
www.klatremus.org/T2X_8L.htm) here!
YouTube let's play (
https://youtu.be/AIa7LwBH9io) here!
Comments:I like this mission. Although not as suspenseful as the previous one, it offers a nice change of pace. It has pockets of hostile guards, a nice city layout, and an intense finale in the priest compound. Some interesting readables and amusing conversations offer a welcome comedic relief. A successful Perfect Supreme Ghost usually means the mission is too easy, but that is not the case here. This campaign continues to impress.
First I had to make my way to the smugglers’ candy store and leave the Orb of St. Basmus among their merchandise. I couldn’t let them see me or attack them in any way. I was then to find my way to the hammerite priest compound via a secret passageway in the sewers. There I was to leave a note for brother Cavador, telling him about the smugglers and the Orb. 650 worth of loot was also required, plus making my way back home afterwards.
The Goodie BagThe district around the inn, the market and the cathedral streets posed no Ghost challenges whatsoever. Only a few hammers in this entire area even reacted to my presence. The only problem was scouring closely to find all the loot. The secret above the inn I liked ((
https://www.klatremus.org/T2X_8_files/image001.jpg) see image), it rewarded a consistently determined climber J. The gas arrows by the canal in the west seemed hard to obtain at first without the use of an ice arrow, but there are a couple of ways. I did an angled running jump from the ledge to the north (where the canal disappears), mantled into the middle alcove across the waterway (image below). From there I made another hop towards the arrows and caught them in mid-air (I could even get both in one leap). Imagine the grin on my face after those moves. You can also drop down from the rooftops, but I figured that as the least intended route. Big Willy’s abandoned apartment held another secret, a safe behind a shelf unit ((
https://www.klatremus.org/T2X_8_files/image003.jpg) see image).
Inline Image:
https://www.klatremus.org/T2X_8_files/image002.jpgI arrived at the smugglers’ store from the bedroom balcony just west. Leaped onto the wooden roof from here and slid down on the south side walkway. I picked the lock on the door to the shop and grabbed the loot from the box under the counter. I could keep in the dark while doing all of this, dodging both guards’ patrols. Entered the hallway next and headed downstairs. Placed my Orb and picked the loot. A very well-hidden rug behind the paintings here has probably slipped many a keen eye ((
https://www.klatremus.org/T2X_8_files/image004.jpg) see image). The streets in the back got far more crowded after this, as the members of the conversation now had started patrolling. The archer patrolled faster, so he kinda screwed up my runs a time or two. I tried with several ropes to reach the roof again, as one can’t even enter the yard in front of the shop without getting alerted. Finally settled on the wooden supporting block of the western building ((
https://www.klatremus.org/T2X_8_files/image005.jpg) see image). In NewDark, the roof of the candy store can easily be mantled from the walkway railing to the south. The big problem from here was to reach the train station area without alerting ANY of the 4 smugglers protecting its entrance. I quickly realized my only solution was the roofs. Luckily the designers have placed a tiny wooden rafter underneath the eave to the east of the shop, probably to help reach the open window here. However, one can also use it to mantle onto the roof of the east building (first image below). I was more worried about how to get back without being alerted though, so I started planning my return before even dropping down to street level. There is one window frame very close to the smuggler shop that can serve the purpose. As far as I know, it’s the only place where you can get back onto the roofs from the station side. But to keep Supreme intact I had to be able to retrieve my arrow. Thus fastening the rope from higher grounds and making the arrow tilt upwards was imperative (second image below). Every ledge has an invisible outer shelf; a very thin area seemingly existing in mid-air. It can be very useful for quiet sneaking, and in this case for reaching hard-to-get arrows. Perfect Supreme still intact! If wanting to get the gas arrow outside the train station, you need to bring along the first rope arrow.
Inline Image:
https://www.klatremus.org/T2X_8_files/image006.jpgInline Image:
https://www.klatremus.org/T2X_8_files/image007.jpgThe Lighthouse CathedralFound Big Willy’s purse in a closed-off section of the sewers. Was one more tricky piece of loot down here, in a power room protected by hammers. The stationary guard wasn’t troublesome, but the patrolling archer needed to be dealt with. Plus there was a stationary iron beast close to the entry door. The beast can be fooled by creep-crouching. I lurked forward as soon as the archer left, all the way in and grabbed the coins, then back out. I had plenty of time before she returned. (
https://www.klatremus.org/T2X_8_files/image008.jpg) This image is taken at the closest point without spawning comments. The door to the power room had a tendency to disappear also, so it was a juggling act making sure I got through the doorway without it being removed from existence.
Inside the cathedral, the main thing worth mentioning was getting upstairs. Without a single first alert it was quite difficult, however, doable. The trick was to reach the point in the lowest flight of stairs where Zaya is in total darkness (image below). From there I waited for the perfect moment and ran to the lounge in the northwest. The moment of running is different every time, and it depends on all five guards not looking. The bright light made it difficult. Once upstairs, spots by the walls on the pillared walkway made it easier to maneuver discretely.
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https://www.klatremus.org/T2X_8_files/image009.jpgThe only loot upstairs difficult to obtain was the spice bag from Brother Davis’ quarters. He had a weird patrol route where he stopped at random points for anywhere from 5-15 seconds. He had at least 4 different locations where he stopped, but the only one that kept him from hearing the lockpicks on his money box was when he stopped by the cabinet on the north wall (image below). When I ghosted this mission back in 2005, I didn’t find a way without him first alerting. This time I waited for over 5 minutes to double check for a settling remark, and I assure you he remained unalerted.
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https://www.klatremus.org/T2X_8_files/image010.jpgI could drop down on the west side of the balcony without alerts or damage. I noticed the secret entrance had been closed, probably an in-game script to boost the challenge. At one time I actually thought this would bust Supreme, as there was no way of closing the portcullis outside and still leave unnoticed. I scratched my head for long, and then almost got embarrassed when I realized the simple truth. Merely leave through the manhole in the courtyard and enter the cathedral once again through the bookcase door. Lower the gate and leave via the living room. Simple!
If planning ahead, you can even bring an item along with you to block the secret entrance from closing (image below). The concealment potion from the power station just south of the cathedral works nicely, as it can easily be returned for Supreme and doesn’t require picking any locks.
Inline Image:
https://www.klatremus.org/T2X_8_files/image011.jpg
Galaer on 28/3/2021 at 17:41
THE VIOLENT END OF DUNCAN MALVEINE
Huge mansion mission, it's really fun to play, but it has unfortunate flaw - long loading. Not very difficult ghost, because there is a lot of light switches, but on the other side enemies have ability to turn on light too. Also there is gimmick with watchers where in security rooms you can only disable half of watchers on each floor. You can disable all of them in vault and that would be my 1st target, but there are some random elements involved that complicate ghost. Code for opening vault is different in each playthrough, code placement is also random and clue for where is code placed is random as well. In my ghost run I found the code at the very end of my ghost run. Other than that floor of vault is electrified. Control panel to disable electricity is in one of towers on roof, but again it's randomized.
That's not all what is randomized. This is murder case and it's also different in each playthrough. Usually you just need to read autopsy report and find murder weapon. If it's poison, then you just recognize it by reading poison book in library. But in my ghost run these things didn't help, because Duncan Malveine has been KO-ed probably with hands and then drowned in barrel of wine. Nothing connects to murderer, so I had quite a problem. Luckily I solved it correctly.
There is also a lot of collectibles in this mission. There is 13 pages and 52 cards to find. Both gives bonus objectives. There is also other 3 bonus objectives easy to get on roof. To get Star of Seraphine you need something heavy to put on pressure pedestal, so trap will not get activated. Luckily there is sack of compost on roof above vault. Other than that there is 6011 max loot, but there is also objective to put 1000 loot into sack in starting point and frame somebody. This means that max loot lowers by 1000 to 5011 loot. I framed Captain, because he was the closest person to my starting point (sewers).
STATS:
Time: 2:06:56; Loot: 4871/5011 (actually: 5871/6011)
Pockets Picked: 1/1; Locks Picked: 2
Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Secrets: 11/11 + 5 bonus objectives
Killer Successfully Identified? Yes
You Accused Dorian Thornwood of Murder
You Framed Gilbert Harkwall for the Theft of the Diamond
Pages of Gregor's Missive Found: 13/13
Iron Playing Cards Found: 52/52
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
Galaer on 28/3/2021 at 17:44
WATERFRONT RACKET
NIGHT 1: MARLOWE TAKES THE CASE
Short mission with only one obstacle - cop near Treadwell's Office in Police Station. Still he's very easy to ghost. Mission is also easy to supreme ghost, because rest of AI is friendly and doors close on their own. Also no loot and no secrets in the whole campaign.
STATS:
Time: 0:09:06
Locks Picked: 2
Damage Taken: 0
SUPREME GHOST: SUCCESS
NIGHT 2: SCENE OF THE CRIME
This mission is a bit harder. You need to ghost Warehouse. First thing I noticed is crouch walk on marble is hard. I noticed that looking down helps to work it correctly. I went to elevator near Miles Office and ride it up. I waited in dark corner for Miles to steal his key, then went downstairs to enter office. I opened safe with Diamond Necklace and Miles Journal, which I read. I locked safe. I could return key right now or later to Miles dead body. I decided to do it now, returned to 2nd floor and dropped key on Miles path. I returned to office, frobbed book on right bookcase and read paper. Can't return book on bookcase, so I put it nearby.
After completing 3 objectives, shots happen. Open door, wait, when door start closing, open it again. Guy will run away. You quickly run to area with marble. I don't reset code for office, because code isn't visible, door locks on it's own and in order to open you must input code again. This means code may reset when door start closing.
Sneak quickly on sand and wait for cop to go away. Mantle over wooden fence and sneak to shadow near exit door. Wait for bronze cop to go away and escape Warehouse. Go to Shelby and then return to your office. Unlock door. Now is last hard part. When you enter your office you will get teleported to Shelby. So you need to lock your office and quickly enter. Unfortunately you have no chance to see if you didn't block door with your body. But I think I was far enough for door to close. So I will claim supreme ghost success.
STATS:
Time: 0:13:35
Locks Picked: 1
Damage Taken: 0
SUPREME GHOST: SUCCESS
NIGHT 3: DEAD END ANGEL
This mission is easy to ghost, but there is a lot of going back and forth between different locations. In warehouse I use ladder near broken elevator to travel upstairs. Near the end of mission I used crowbar to open box. Box itself is nailed, so raising box lid doesn't destroy anything. Plus it completes an objective. Box can't be closed. Afterwards I return crowbar and keys back. To my surprise Large key can be put back into drawer. Before entering Treadwell's office I went to return 2 other keys. Small key also can be returned into locker in evidence room. Coroner's key can't be returned directly on desk, so I put it near it.
STATS:
Time: 0:26:58
Locks Picked: 1
Damage Taken: 0
SUPREME GHOST: SUCCESS
Galaer on 28/3/2021 at 17:45
ACIDEUS SAGA 1 - ROOFS OF GOLD
Excellent series made by Terra. First mission is also my favorite mission in the whole series. There are 2 problems. First is getting loot from further 2 rooms in Hammerite Chapel. For that you must spawn 2 haunts by going to the attic. The best result will be haunts killing both Hammerites from corridor. When one haunt is fighting Hammerite, open door leading to room with single Hammerite and hide in shadow. When haunt will kill 2nd Hammerite from corridor, Hammerite from room will appear and he should kill him. Wait for him to calm down, so you can loot other rooms.
Second problem is the end. You must kill undead mage. First douse 3 torches and go right to sneak behind him. No matter what you do, there is no way to kill him in one hit, so that's a ghost bust #1. Afterwards return to starting point.
STATS:
Time: 0:28:26; Loot: 2650/3000
Pockets Picked: 3/3; Locks Picked: 12
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: 2
Secrets: 0/0
GHOST: IMPOSSIBLE
Galaer on 28/3/2021 at 17:47
ACIDEUS SAGA 2 - THE HEART OF GEMS: NIGHT OF THE RED MOON
Out of all missions in this series this one is the largest. So far. Because the fifth mission is planned to be 3 times bigger than this one. Once again you start without equipment, so my 1st target after getting to city will be getting lockpicks. There is also a lot of items to collect. Unfortunately mission can't be ghosted. Once again there is boss battle and this can't be completed in one hit. There is couple of other ghost busts. Also in this mission I had huge problem with quiet crouch walk on marble, so use creep and save often.
FOREST
First problem is in starting forest. You must get 4 gems to open path to the city. The only problem is getting gem in dryads village near small lake. Gem is stored in middle hut, entrance to it is positioned towards lake and in front of it is well lighten and guarded by dryads, who also emits light. Normally you can't drop into water without making noise, but looks like east part of lake doesn't have sound brush. Unfortunately you can't reach gem from water. You cannot frob it through hut's wall either. This means you must get spotted, take gem and quickly escape (ghost bust #1).
CITY
Just like I mentioned before my target is to get lockpicks first, then I'm gonna explore city. At the top of warehouse you will be forced to go behind archer and dodge him from left. Similar dodging will be when you try to use water crystal on lion head. After getting key run to archer, dodge him and return to ladder. You will also need to race with archer to get to window with Tomb key. Near window with Pan (blackjack) there is stationary guard who needs to be nudged. Also I leave Tomb for after I visit Order's Hideout.
There are 2 buildings with marble where you need to move very slowly. First place is terrace door in 3rd area. I did everything I could in this area first. After opening door to 2nd room, glass case on the other side of room will break and this will alert nearby guards. Since it's scripted I don't call it damage property. There is also no physical connection between door and glass case. Just grab Wine and loot and very slowly get out. If you do one step just reload game. Second spot is in 2nd area - door opened by 2 keys. I believe there are spiders above the room and they can hear you if you walk loudly on marble.
HIDEOUT
First I need to use slow fall potion to fall from wall without damaging myself. Also in one of rooms is invisibility potion. Second problem is very last Eye room. There is lots of shadow, so it's not hard, but you will be forced to drop on edge of platform with last eye, slowly walk in front of it and then jump a bit diagonally to last platform with chest. To get back just jump to platform just before platform with eye.
RETURN TO CITY
In Tomb I need to grab scepter from chest behind haunt, but corridor is well lighten. No way to douse purple crystals, so the only option is to drink invisibility potion and run to chest. Unfortunately picklocking takes too much time and you don't have 2nd invisibility potion, so getting out of this position is ghost bust #2. I decided to kill haunt, which also alerted other haunt above. After completing my run I realized I could just run to one of smoke powders chests, which requires to do some platforming over pit. There is also good shadow near chests to hide and wait for haunt to calm down.
With 4 candles I go to hourglass statue. There is shadow there, so it's not that hard. Statue vanish and portal shows up. It leads to ghost of Trickster. He's impossible to be killed in one hit, so that's a ghost bust #3. I used all my acid arrows, 2 flashbombs and use my sword to kill it and obtain Heart of Gems. Afterwards go to nearby gate protected by guard. Just go to nearby box. Even if your light gem is yellow and guard isn't very far, he shouldn't see you.
STATS:
Time: 1:52:48; Loot: 3730/4095
Pockets Picked: 5/8; Locks Picked: 24
Back Stabs: 1; Knock Outs: 0
Damage Dealt: 61; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 2
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: IMPOSSIBLE