klatremus on 3/4/2021 at 06:30
Game:
Thief 2FM:
T2X Mission 9: Into the FrayGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
SuccessTime - 36:17
Loot - 2250/2250
Pockets Picked - None
Secrets: None
Locks Picked - 2
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 2
Consumables - None
See the entire report with screenshots (
www.klatremus.org/T2X_9.htm) here!
Loot list (
www.klatremus.org/T2X_9L.htm) here!
YouTube let's play (
https://youtu.be/4690hxnmdog) here!
Comments:One of the weakest missions in the campaign for me this. Not only are we revisiting a previous map, but the gameplay is very unorthodox, with scripted fights going on at every corner. As a ghoster, the unpredictability makes unwinnable scenarios likely, and getting through tough spots relies more on luck than stealth. Sure, observing the brawls can be entertaining enough, but it gets old quite fast. Not one I normally look forward to this. The upcoming missions are miles ahead in my book.
First, I had to make sure both Neeson and Grissam were dead. I assume this meant the hammerites would need to kill them. If they didn’t, would the Ghost rules allow me to? I guess so. Next I had to loot the smugglers’ treasure cache, as well as find some important information.
OutsideThis mission was slightly different, as I had to dodge guards already involved in fights. This meant most AIs jumped directly to alert level 2, which is search mode. Fight scenarios could turn out differently every time, so my report might not fit other mission endeavors. The first problem occurred at the waterfall. The hammer here had fire arrows and always ended up killing the smuggler. After a heavy battle like this, I usually waited it out a couple of minutes, to let the ones involved get back to 1st alert mode and resume their patrols/stations. I crossed the river downstream and cleared the bank at the other side. The purse beside the floating corpse was possible to reach moving slow and sticking to the shadows. As the archer patrolled with his back turned, I snuck under the gush and across to the opposing mountainside; the single piece of loot on the deck was now within reach. Headed back the same way. As I crossed on the other side, the archer just stopped (image below). He never moved after this, although he had been patrolling uninterrupted up until this point. I’m not sure if this was intended or a glitch.
Inline Image:
https://www.klatremus.org/T2X_9_files/image001.jpgInsideWent inside the hideout from the stone walkway above the dock entrance. The hammers that blew up the gate fell dead to the 3 smugglers inside. The two doors in the north lead to another fight between a hammer and a smuggler. Strangely, when opening the closest entry, the hammer always won and started patrolling up and down the hallway, making it very tough to clean the area. Entering through the east door however, normally made the smuggler flee down to the others, and occasionally forcing the hammer to fight them all. This massive brawl can have various results, but one time the hammer won and resumed his patrols downstairs, totally out of my concern. The secret treasure room was located out the broken window close to Neeson’s office ((
https://www.klatremus.org/T2X_9_files/image002.jpg) see image). I could mantle back up without any trouble.
Another fight in the dining room further south. To loot the room I needed both individuals to leave. Played the fight over until one of them fled the room and the other followed. A huge brawl took place in the hallway afterwards involving two more participants. One hammer guard survived and started patrolling the flooded corridors. Moving slowly I robbed the kitchen and lurked upstairs. Had problems spotting the bottle in the window also ((
https://www.klatremus.org/T2X_9_files/image003.jpg) see image). I triggered another huge clash in the main lobby, attracting the hammer mentioned earlier. It didn’t really matter who won.
Emptied the barracks and entered the hallway again through the side door for the last fight. This spawned a smuggler and a hammerite right by the building’s last piece of loot, a crystal in a floor crack. It was very hard to get one of them to flee, as the hammerite usually won and the smuggler had very low hit points. Two strikes downed him. The winner eventually resumed a short patrol around the pillars in this hallway, making it near impossible to get the crystal without getting spotted. Interestingly, if I left the barracks via the western door and triggered this fight coming from the north, they would instead spawn in the small alcove to the east (image below). This was much better, as I could hide in the shadows to the west and observe the unfolding events. If whoever won was facing east, then I could rush over and grab the piece of loot while he did his post-victory search maneuver. I simply replayed the fight until that happened, which only took 2-3 attempts.
Inline Image:
https://www.klatremus.org/T2X_9_files/image004.jpgSnuck back through the whole compound afterwards. One surviving smuggler had positioned himself just west of the well at the bottom of the staircase. I think it was the archer from the dining hall earlier. Luckily, he was facing east and I could safely sneak up the stairs to his left.
LeavingEntered the docks through the hole above the locked portcullis. Didn’t even need the key. Neeson Feredoc was fighting a hammer at the pier, and my objective ticket off as he died. I jumped in the water to the left and cleaned the large ship from the port side ladder. Swam along the bottom to arrive at the small mining boat. As the hammer looked away I could mantle up and grab the nugget. Used a rope arrow on the starboard of my own ship to end the mission.
Notes:- The bodies discovered obviously result from the fights between the smugglers and the hammerites.
Galaer on 4/4/2021 at 17:13
ACIDEUS SAGA 3 - THE EYE OF THE GEMS: SHADOWS AND FOG
Haunted castle mission. There is lots of shadow and finally there is a lot of water arrows. Unfortunately mission can't be ghosted. To progress you must destroy cobweb. You do that by throwing Acid Mixture at it. When it breaks there is loud sound of glass breaking and it 2nd alerts nearby haunt (ghost bust #1). Just hide in dark corner on the left from locked door and wait for haunt to calm down.
STATS:
Time: 0:38:18; Loot: 2510/2510
Pockets Picked: 0/0; Locks Picked: 19
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 4/4/2021 at 17:13
ACIDEUS SAGA 4 - FIVE NIGHTS AT DAYPORT
5 missions campaign. It's the shortest part of the series and I would say the weakest. In first 4 missions there is a lot of shadow and a lot of marble. There are some enemies, but the don't hear us. They have poor sight too, so ghosting these missions is easy. Also they don't have any sounds for 1st alerts. That's why I classify as supreme bust only when they go into search mode. Mission 1 is the hardest for supreme, because you must remember to return broom. In mission 4 you don't need to grab key. You will have it in next mission anyway.
On the other hand last mission is impossible to ghost. There is barely any shadow. Enemies are positioned, so you can't sneak past them. But you don't need to fight them. Just run past them, open 2 portcullises and run to portal. 1st haunt is probably avoidable, but I didn't bother too much. After 2nd haunt I mantled over barrier and hid in shadow near pillar. When one of haunts left, I hid behind pillar and after other haunt going into search mode, I returned to shadow. 3rd haunt and 2 treebeasts are again impossible to ghost.
MISSION 1 STATS:
Time: 0:03:31; 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
SUPREME GHOST: SUCCESS
MISSION 2 STATS:
Time: 0:02:18; 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
SUPREME GHOST: SUCCESS
MISSION 3 STATS:
Time: 0:04:45; 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
SUPREME GHOST: SUCCESS
MISSION 4 STATS:
Time: 0:02:55; 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
SUPREME GHOST: SUCCESS
MISSION 5 STATS:
Time: 0:05:19; 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 4/4/2021 at 17:14
DEAD NIGHT SWEET DELIGHT (TG/T2)
Mission was released on both TG and T2. Mostly it's the same mission. The only difference other than graphic is objective of getting 10 secrets in T2 version is optional while in TG version isn't. But it doesn't matter, because I avoid triggering this objective. Also both versions don't show how many secrets you got in stats. By the way, I decided to ghost this mission on TG.
Mission is short. It's just small cemetery and caves under it. Lots of undead. In cemetery I douse every source of fire I can find and also shoot water arrow into swarm of flies in toilet. No enemy react to it. Cave system is very dark, so there is no problem avoiding enemies. To get letter near dead thief, I'm dropping through hole in wall. Getting back up is tricky, but possible. You can also rope up to cemetery.
In cave system there are 2 gimmicks. Taking loot other than purses from skeletons on ceiling will spawn fire skeletons, who will patrol corridors while looking like they are in search mode. So I'm leaving this loot for the end of mission. Second gimmick is destroying rocks with Pick Axe. Attacking rocks doesn't alert anyone, but from destroyed big rock will drop couple of smaller rocks and when they fall on stone floor, they will 2nd alert every enemy in cave and cemetery. These smaller rocks also need to be destroyed with Pick Axe.
Normally I would avoid smashing big rocks, but I'm forced to destroy one of them leading to lever, which reveals secret passage in ceiling to Gem of Lost Souls. So destroying this one big rock will alert everyone (ghost bust #1). Moss arrow doesn't help. After grabbing all loot available, I'm going after 3 loot pieces on skeletons on ceiling and after completing loot objective, I return to starting point.
STATS:
Time: 0:33:36; Loot: 5610/6710
Locks Picked: 1
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Secrets: 5/10
GHOST: IMPOSSIBLE
Galaer on 4/4/2021 at 17:15
THE DEADLY TRIANGLE
Mission based on Assassins. City is still pretty empty. From ghosting perspective there is only one situation that is really hard. I'm talking about boss battle at the Cemetery. There is friendly Hammerite walking and when you enter Webster will change into werewolf and try to kill you. Hammerite can't harm him and you can only kill it with Sword of St Marcus. Sword itself will illuminatew your position and werewolf takes multiple hits to kill. After burying him skeleton shows up and we need to kill him too. And he also can't be killed in one hit. Luckily this time Hammerite can kill him. If Hammerite will die, then one of objectives will fail. This means mission can't be ghosted, right?
To my surprise I managed to avoid triggering 2nd alert directly by myself. Before entering Cemetery douse all torches. Enter, gate behind you will close. Quickly steal Cemetery key from Hammerite and go to metal door. Wait behind Webster until he will change into werewolf. Then start hitting him. In this run for some reason werewolf stood still. I was hitting him, but he wasn't making any noise or he didn't even move. It's like he was frozen. Hammerite joined battle, but he was too weak to damage him. I needed to be careful to not damage him myself. After killing him, I buried him in newly opened grave.
This spawns skeleton. He's sleeping, so jump on grass to wake him up. Then crouch behind him and take out sword. This will let Hammerite spot him, skeleton will also go into search mode, but not because he seen you, it's because he heard Hammerite. Quickly hide sword and try to nudge skeleton out of grave while he's in search mode. He will not see you in this perfect darkness. And also until he's stuck in grave, he's unable to fight with Hammerite. At one point sword couldn't alert Hammerite, so I used flare from Prison to throw into Hammerite and finally skeleton managed to get out of grave.
Skeleton went into search mode around Cemetery. Now you need to manipulate his path, so he will end on Hammerite's patrol route. Unfortunately it's not enough to initiate fight. Wait for skeleton to calm down and sneak behind him. Not too close, because alerted skeleton will back off and notice you. When Hammerite will be close to skeleton, he should notice him. Quickly hide sword and back off. Hammerite will attack skeleton and with some luck will kill him.
STATS:
Time: 1:00:08; Loot: 3292/3442
Pockets Picked: 4/5; Locks Picked: 23
Back Stabs: 5; Knock Outs: 0
Damage Dealt: 1008; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 1
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 4/4 (one secret taken through painting)
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE? There is one nugget worth 100 loot that I skipped. It's located in pool behind burrick in Ramirez Mansion. Dropping into pool makes loud splash, so burrick will hear that. Maybe it's possible to nudge it, but there is servant at the top. I have no idea if he can be nudged while burrick is looking. And this servant also blocks way out of burricks area.
Galaer on 4/4/2021 at 17:16
FORTRESS VALTH
Hammerite mission. To avoid 1st Hammerite I doused 3 torches and slowly went along right wall. To get to outside nugget I was forced to nudge Hammerite forward. In Prison I needed to walk behind patroller and dodge him from left, take loot from chest, walk behind him and dodge him from left again. Hammerite at the top of stairs can be easily dodged by mantling on wooden railing and just crouch walking into next corridor. In Church I doused torch behind stationary Hammerite to easily grab 2 candlesticks.
On lower floor I first go straight and quickly run left into shadow before Hammerite from guard post will spot me. Next area has 3 rooms and patroller who after 1st round through corridor starts make smaller loops. To make him do full patrol route you must save/load game. Afterwards I return to start and go right to Crypt. Afterwards the last problem is getting to Warehouse. Douse torch near it, wait for patroller to enter Warehouse, wait for light to get darker, then run through metal tile on floor into right passage. If you are lucky Garrett will avoid making noise on metal. Then just rope up for loot chest and globe. Mission ends after completing all objectives and for me getting globe was last objective.
STATS:
Time: 0:22:28; Loot: 1334/1334
Pockets Picked: 0/0; Locks Picked: 4
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
Galaer on 4/4/2021 at 17:17
THE HAMMER SKULL
Mission is big and enjoyable to play, but easy to ghost. To get to archer's post near tower without turning off light you can jump and mantle on balcony from the side and quickly run under archer. To get to Sewers you need to douse torch, open gate and then quickly run inside. In Sewers you will need to avoid 2 craymen walking on ledges on both sides of canal. To get from one to another simply strafe run over canal and mantle to it.
STATS:
Time: 0:43:33; Loot: 17289/17289
Pockets Picked: 1/1; Locks Picked: 11
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
Galaer on 4/4/2021 at 17:18
HELL 2: THE LOST AGE
Demo made by JIS. It's clearly unfinished, because there is a lot of empty corridors and books are empty. Also there is a lot of haunts. Some of them has illuminating aura around them.
TAVERN
Go behind haunt. He will kill person, go for very short search mode and continue his patrol. Go behind him, but not too close. Wait on stairs until he will go past wooden fence. Then quickly run behind him, he will open door, don't let him close it. Afterwards run behind counter, press switch and go into vent. Wait for haunt to return and wait until he will go to stairs. Run to door leading to street. Also be careful, sometimes after loading game haunt will stop moving. It will make this building impossible to ghost. Also thanks to haunt opening door you can avoid impossible to ghost Sewers Area.
UNDERGROUNDS
After getting to them you and grabbing 2 keys, you enter gate #6. Wait for illuminating zombie to turn around and sneak behind him. While walking on gravel you must race to him and dodge him from left. Next is area with ghost and metal floor. No idea if it's necessary to visit place, but it was no problem to sneak to generator lever.
After using elevator you go to area with haunt and slide. It's impossible to not make noise on slide and I have no idea if nearby haunt 2nd alert to it, but haunt from next area definitely 2nd alerts to it (ghost bust #1). And since he's hyper sensitive, it's impossible to ghost him (ghost bust #2). So you must dodge him, run to book, read it, turn around and run to cave. It may be difficult to go through passage and haunt will try to get after you. Turn left, fall to spiders pit and quickly go left. Then just use control panel, return to street and use hatch to finish this mission.
STATS:
Time: 0:20:05; Loot: 0/0
Locks Picked: 4
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
GHOST: IMPOSSIBLE
Galaer on 4/4/2021 at 17:18
MINE SHOCK
Another Thief 1 mission made by JIS. In this mission the only weapon available to Garrett is infinite stock of mines and author encourages it's usage. First area is possible to ghost. Some crates will drop into water and alert everyone. Wait couple of minutes for everyone to calm down, then go outside, steal key from nearby patroller and go to shadow behind tower. Wait for patroller again and this time strafe run to ladder. Slowly descend into water and swim to other ladder. Climb up, use key to lower bridge and go to door.
That's where ghost run ends. In order to open doors to next area you need to kill haunt. With mines. This also alerts next haunt. Next area has illuminating haunts, luckily there is switch behind left statue, which opens nearby wall. After teleportation you will face woman looking at you and she will attacks you. And nearby thief will join her. There is also nearby room where you need to destroy wooden planks with hammer. This also alerts 3 spiders. And entrance to Church with Hammer Book is observed by haunt. I have no idea if it's all ghost busts, but I don't think I'm gonna do ghost run of this mission. It's impossible to ghost it.
GHOST: IMPOSSIBLE
Galaer on 7/4/2021 at 11:17
klatremus, was Tower of Illusion (T1) reported or not? I don't see it on any list. Also my report of Holy Hammer was for Thief 1. And for some reason my report of Tom's Fun Level is listed twice.
Edit: Other 2 T1 missions that aren't in unreported missions list are: Hammer Asylum and Haunted Church.