klatremus on 4/5/2021 at 02:28
Wow that campaign seems like a very tough ghost! Great work here Galaer. That first mission seemed especially insane. 16 ghost busts! :eek:
klatremus on 4/5/2021 at 04:50
Game:
Thief 2FM:
T2X Mission 10: ...of Ill ReputeGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
SuccessTime - 1:27:12
Loot - 2464/2464
Pockets Picked - 2/2
Secrets: 4/4
Locks Picked - 8
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - None
Consumables - 1 Ice Arrow to cross sewage river (OldDark only)
See the entire report with screenshots (
www.klatremus.org/T2X_10.htm) here!
Loot list (
www.klatremus.org/T2X_10L.htm) here!
YouTube let's play (
https://youtu.be/ac-rrq3cn3k) here!
Comments:This is one of my favorite missions in the whole campaign. Although the brothel itself doesn’t cover that much real estate, it compensates by having tons of entries on multiple levels, which also increases replayability. The streets have multiple fun places to visit, and the brothel is full of hidden goodies and fun surprises. A light-hearted, but well-built mission that stands the test of time.
I had to make my way into the brothel and locate Sheriff Truart’s diary. My main task was to find some information about Kedar’s possible whereabouts. This had to be done without disturbing Truart in any way. I also needed to read the guest book, and grab 1,400 worth of valuables, including madame Volari’s stash from her gambling den.
OutsideDecided to clean the whole outside area first. There was a secret room accessible from the sewers. It involved the watchman’s key found on the sleeping guard in the northwest, used to access the closed-off section of town. The double gates accessing the area couldn’t be relocked due to the key’s disappearance upon use, so I thought of a different way. The merchant (who I assume to be curator Limes) inside the northwest entrance to the brothel also had access to these gates. Once he finished his conversation with the lady, he exited the building and headed towards the gates. I followed him, creep-crawling past the front door guards, and stopping the gates from locking up. I made sure to leave them wide open, since the merchant returned here later on, and I didn’t want to be stuck in there. In NewDark, you can just mantle over the entire gate, which of course makes this whole scenario effortless. Crossing the sewage river required an ice arrow in OldDark. In NewDark, you can either push the floating barrel and mantle it to get across, or you can leap onto the drain pipe on the left and do a difficult mantle-hop over to the other side. During my stay in the sewers, the merchant on the surface headed back to the brothel and positioned himself outside the bar, close to where I appeared leaving the sewers the intended way. I was unable to sneak past the guards like this without comments, so I backtracked to my entry route to avoid the attention. If you avoid the merchant in NewDark, you can exit to the streets directly from the sewers, but it’s quite difficult to close the sewer door from the outside. You also have to avoid settling remarks from the front door guards, which I did by mantling the closest barrel and carefully crossing the northern wall.
With 3 crates and a well-placed vine arrow, I could enter Trixie’s room to the west of the brothel’s front doors ((
https://www.klatremus.org/T2X_10_files/image002.jpg) see image). It contained a broken bow upgrade! In NewDark, you can mantle the little ledge below her window, and therefore only need a vine arrow to get in.
The key for the Arch Store also vanished; hence I was unable to relock the door. There was a piece of loot inside a partly opened window in the south. Used a vine arrow on the sloped roof and mantled onto the metal pipe ((
https://www.klatremus.org/T2X_10_files/image003.jpg) see image). Could lean in and grab the auger from there.
The BrothelEntered the backyards and cleaned the security room beyond the burrick pits. Found the smelly gambling safe key in the beast’s droppings, yuck! Broke into the brothel by the well in the west courtyard. The basement and first floor didn’t cause any ghosting problems. Just dodging guards and picking up loot mostly. Found a secret switch in the boiler room that opened a panel by the back entrance ((
https://www.klatremus.org/T2X_10_files/image005.jpg) see image). It was abnormal for a secret to open something so far away. Flipped the switch again to close it. Both keys (safe- and office key) disappeared after use. Some easy to miss coins lay in the windowsill by a sleeping prostitute in the north ((
https://www.klatremus.org/T2X_10_files/image006.jpg) see image).
Inline Image:
https://www.klatremus.org/T2X_10_files/image004.jpgThe second floor posed a few problems. Found a secret hatch in the ceiling in the northwest. It led to a dirty library with some lucky coins. Some servant dressed in an ape costume was stationed in the north. I had to crawl quietly to grab the nugget from the plant, but managed to take it without any alerts ((
https://www.klatremus.org/T2X_10_files/image007.jpg) see image). If I leaned over from near the bed, he didn’t see me. Close to this area were two other bedrooms with prostitutes. In the northern one I had to traverse across the bed to steal the earrings from the closet. I could reach the loot without falling off the bed. That was important as it was difficult to get back onto the bed without a first alert. The next room had a girl staring straight at me. I thought at first the urn on the table had to be skipped for Supreme, as she always commented on me passing the doorway. There was a tiny strip of light in the middle, and no matter how fast or slow I crossed it, she saw me. I realized though, that I could lean around the door frame before reaching this strip of light and reach the loot like this (see image below). Alternately, I could open the door just a tad so that it blocked her view, but enough for me to pass the light strip.
Inline Image:
https://www.klatremus.org/T2X_10_files/image008.jpgEntered Truart’s room from the rafters above. Found an entryway via a ladder in the next door closet. Sweeping the stuff here was easy enough; all it took was a bit of patience. That was it!
Galaer on 4/5/2021 at 08:13
Just came to say that Secrets of the Old City belongs to Mystery of the Upper Quarter series and I reported it in the same post as first mission.
Galaer on 10/5/2021 at 18:33
LES PAOLIS
PART 1: LA DISCORDE
Cardia's attempt to make normal mission. There is lots of loot, very high loot objective. Short frob range doesn't help. Can't complete optional objective about getting all 6 secrets and bonus objective about turning off all victrolas, because one of them is behind banner. To trigger secret you need to cut it. Also there is lute worth 175 that I must skip for ghost.
Avoiding enemies is easy. The only problem are Embassy and City Watch, but with help of water arrows these places are easy. There is balcony in Embassy Area, which must be roped from left side and then doused fireplace. Atila Helmet requires awkward strafe jump+mantle into window.
Main gimmick of this campaign is figuring out how to descend from high places. Sometimes you need to rope down from the same wooden banner or wooden beam and abandon rope arrow. Other times you are dropping on lower wooden beams or jumping down, so you will safe yourself with mantle. Some other times you can drop into canal or even drop on patroller. And since loading isn't the fastest, this mission can be really annoying.
STATS:
Time: 1:46:52; Loot: 13836/15317
Pockets Picked: 7/11; Locks Picked: 10
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 5/6
GHOST: SUCCESS
PERFECT GHOST: IMPOSSIBLE. Secret lute worth 175 is located on balcony behind banner.
PART 2: REGLEMENT DE COMPTES
Even bigger city mission that can have slowdown or even occasionally crash. Gimmick is the same - finding way down. To my ways down I can count 2 more: mantle canceling and climbing to roof, so I will descend in other place. Mission can't be ghosted, because you have to kill 2 people and they are accompanied by woman, so I need to KO them before they will alert other guards. Also there is no gas arrows or gas mines and these 2 men are immune to blackjack.
There are few hard to get loot pieces. First on the right side is ledge going above street. Jumping from rope to it is already challenging. Then you need to drop on edge of this ledge and proceed to the end of it. There is low balcony above canal. To get to it you must strafe jump on stone railing and quickly jump+mantle on said balcony.
I visited Castle thinking I will kill Cocco, but looks like he spawns only after meeting with Hippolyte. This allowed me to nudge woman into bath, so after killing Cocco, she will not manage to leave this room. I needed moss arrow for this nudge. I also nudge guard in front of main entrance into corner, so that I will leave this way easily.
From 1st area I roped up top roof on the right side from high balcony. From roof I can easier get to very high places in next area to get hourglass and Dizzy. Also on roof above canal in 1st area is ruby, but to cross slippery roof you need to use speed potion. That's why I'm gonna skip this piece of loot worth 150 loot.
Cathedral is the hardest place to ghost. In church is hard to carefully sneak on marble. Garrett has hard time to walk quietly, but looking down helps. On right side of church i purse in front of novice. You need to nudge him left, then sneak along right wall and grab it. You also must be careful in side rooms of side corridors on 1st floor. Outside patrollers can spot you through windows. That's why I doused torch in kitchen.
Next I'm going to kill Nationalist. He's accompanied with woman. Kill him and quickly KO her before she will alert patrolling guards (ghost bust #1). Hide bodies in shadow. Then I'm going back to Castle to kill Cocco. I killed him with my sword when he stopped in front of fireplace and to my surprise woman stuck in bath didn't hear that. I guess I nudged her far enough. Also I failed "get all secrets" optional objective despite finding them all.
STATS:
Time: 2:25:53; Loot: 24858/26218
Pockets Picked: 2/2; Locks Picked: 11
Back Stabs: 1; Knock Outs: 1
Damage Dealt: 46; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 2
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 8/8
GHOST: IMPOSSIBLE
marbleman on 14/5/2021 at 12:01
Game:
Thief 2FM:
Hidden AgendaGhost -
SuccessPerfect Thief -
SuccessTime - 1:04:26
Loot - 3490/3490
Pockets Picked - 7/7
Secrets - 4/4
Locks Picked - 12
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/JWYLZN3kn3A)
* * *
Game:
Thief 2FM:
Heist SocietyGhost -
SuccessPerfect Thief -
SuccessTime - 49:41
Loot - 3340/3340
Pockets Picked - 14/14
Secrets - 6/6
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 report in video format here: (
https://youtu.be/WdnVZ1HnIgk)
klatremus on 15/5/2021 at 15:41
Game:
Thief 2FM:
T2X Mission 11: The Grand HotelGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 1:55:45
Loot - 3244/3244 (Supreme: 3194)
Pockets Picked - 7/16?
Secrets: 6/6
Locks Picked - 15
Backstabs - 0, Knockouts - 1
Damage dealt - 1, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - None
Consumables - 1 water arrow (to move the piece of loot in the lobby)
See the entire report with screenshots (
www.klatremus.org/T2X_11.htm) here!
Loot list (
www.klatremus.org/T2X_11L.htm) here!
YouTube let's play (
https://youtu.be/U8NhpwqlFwY) here!
Comments:This is an outstanding mission! It definitely rivals some of the very best from the original games. Very challenging, and with high replay value; it just can’t get better than that. It’s obvious that the mission authors were inspired by First City Bank and Trust, and that is certainly working in its favor. A non-linear map with lots of entry points and freedom to move around the compound in whatever way one chooses. Lots of loot spread around the map, and a solid story to back it up. A must play for all Thief fans this.
My task was simple: Break into the Grand Hotel and find out where Kedar was being kept. I would then have to knock him out and carry him with me off the premises. The only other objective was 1,500 in loot. Let’s go!
Inline Image:
https://www.klatremus.org/T2X_11_files/image001.jpgOutsideI started outside the main gates with nowhere to go but towards a swinging watcher. The pickable locker turned off the lights right inside the gates, but that busts Supreme. There was a black patch behind the right part of the gates, but this meant running through a very bright spot. I opened the gates easily and timed the watcher. As it turned left I ran out, closed the gates blocking the left part, and ran back inside. A small chirp from the camera is a first alert, so I had to do this quick. Now I stood well-hidden inside the gates, with only the left door open. This gave me time to slide right as the watcher turned east, swiftly crouching into the corner (image above). I then closed the gates fully. Around this time, the guards came by. I waited them out to avoid further obstacles. Next up was crossing the main path. Again as the viewer curved eastwards, I moved speedily in behind the west pillar. I could position myself right underneath the camera without getting detected at all. The front doors were pickable and led to the main foyer. Beyond was the lobby area, totally covered in cameras and people, absolutely Supreme impenetrable. The jar on the lobby table thus had to be skipped. To bring the artifact statue from the foyer I needed to relock the front doors, requiring the entrance key. Two guards outside the hotel were in possession of such a key, both quite possible to snag. I’d say the patrolling guard further east was the easiest. The other was stationed outside the double doors closer to the gardens, and he occasionally gave a comment. If wanting all the goodies, one needs to enter this area anyhow to snatch the moss arrow north of the hedges. Fortunately, no keys in this mission could be dropped back. I slipped into the entrance by the restaurant too to grab the golden plates (image below), but traversing the room was impossible so I had to go back outside.
Inline Image:
https://www.klatremus.org/T2X_11_files/image002.jpgInstead of using the entrance key to access the hotel on the ground floor, I ascended a wooden ledge just southeast of the garden ((
https://www.klatremus.org/T2X_11_files/image003.jpg) see image). The vine hung just low enough for me to climb to the roof. From here I could access a storage room in the far northwest of the compound ((
https://www.klatremus.org/T2X_11_files/image004.jpg) see image). There was a piece of loot in there next to a sleeping guard, plus a scroll with a security code. The intended exit from here was a pickable door leading to a second floor hallway. I knew of other ways in that didn’t require leaving a door unlocked, so I quickly returned to the roof beams. I instead entered the main compound by way of a hatch just east of here, arriving in a storage closet.
Inline Image:
https://www.klatremus.org/T2X_11_files/image005.jpgSecond Floor (brief)I only needed two items from this floor right now: the security door key from Cassagrande, and the blackmail note from the accounting office. The former patrolled outside the storage room in the northwest, after finish a conversation with a fellow guard. He was quite easy to pickpocket. To enter the accounting office I either had to pick the lock or pilfer the key (image above). Guess the lockpicking tactic is the most Supreme, as it evades an unnecessary pickup. However, both picking the door and closing it alerted the guard and busted Supreme. True, if you clean the office quickly, the guard won’t settle by the time you leave, so closing the door won’t technically trigger another alert. But then again, picking open the door causes the key to vanish, so it’s as if you took it. Using the key removed one first alert, but closing the door still spawned a comment, so I was back to square one. In conclusion, I think avoiding the pickpocket is probably the most Supreme way, but I’m honestly not sure. Grabbed the blackmail note and learned the security code for the watcher cameras again. Descended via a staircase west of the ballroom.
First FloorFirst up on this floor was the lobby, the most difficult area in the entire mission, by a long shot. It couldn’t be avoided either. The office key was needed to continue the mission, and the hotel room keys were required to relock the respective doors. There were two long hallways to the east and west of the lobby, plus a secret entrance from a recreation room just north of the ballroom. Every viable entry point spawned a first alert from the living room iron beast, there was no way to avoid that. I entered through the west doorway, rushing into the corner and coming to a quick halt. The key for rooms 6-10 and the master suites key were obtained by reaching from the west side of the counter, neither setting off the watchers nor the clerk. The office key was a different story. It had to be picked from the box on the small ledge inside the lobby counter. Dodging the clerk was the least of my problems, as he only alerted to the lockpicking, not to spotting me. The watchers were difficult. The one on the east side detected me if I was too close to the box and standing up, while the other could see me if I crouched. This called for very quick movement back and forth in between the closest watcher’s movements. As it turned away, I walked towards the box and started picking; after a few seconds I headed back and crouched. Did this three times; then had to leave for the dark corner inside the doorway to avoid the patrolling guard (image below). Once he left, the next picking session opened the box.
Inline Image:
https://www.klatremus.org/T2X_11_files/image006.jpgJust as I was about to leave the lobby area, I took a last long look at the jar on the table close to the main entrance. For Ghost, the intended way is to turn off the watchers in the security room. The clerk then leaves to turn them back on, leaving the lobby empty for a brief period. This obviously cannot be done for Supreme, due to rule #8. But then an interesting thought came to mind. Remember the goblet in the lava caves in Down Among Dead Men? I used water arrows to knock that piece of loot over to the other side, so that I would avoid triggering a moving wall trap. Could the same thing be done here? I quickly restarted and entered the main doors just to try. And it could!!! Oh sweet golden delight!! From the northwestern doorway, I could sneak over to the western wall and stay concealed from the watchers. Sneaking as far south as possible, I flung a water arrow into the jar slightly on the right hand side (first image below). That made it fly across the floor over towards the northeastern doorway. If I hit it too far to the right, it would bounce in behind the large vase next to the couch, totally out of reach. When I snuck around to the east, I could now reach the jar from the shade (second image below). Great stuff!
Inline Image:
https://www.klatremus.org/T2X_11_files/image008.jpgInline Image:
https://www.klatremus.org/T2X_11_files/image009.jpgBack in the lobby I could finally leave. I managed to avoid another first alert by exiting behind the painting. I snuck as far south as possible without getting lit up (image below), then rushed southeast around the corner without getting seen. When moving from darkness, there is a slight delay in the light gem, and this can be used to reach hardcover before you light up. It only works going from dark to light, not the other way.
Inline Image:
https://www.klatremus.org/T2X_11_files/image010.jpgThe hallway to the east of the lobby had the security office. The patrolling guard was covering this area extremely well. He didn’t walk into the east-west going hallway to the south at all; he just stopped for a few seconds and then returned. I followed him, but couldn’t sneak by both doorways fast enough without getting caught when he turned around. The iron beast from the lobby and the large woman in the restaurant first alerted if I sped up. I tried with vine arrows in the ceiling, but he always commented on at least one of them. I was ready to call it quits when I suddenly found a dark spot behind the pillar south of the lobby doorway (image below). It totally didn’t look like it, but it was enough to stay hidden!
Inline Image:
https://www.klatremus.org/T2X_11_files/image011.jpgThe eastern part of the floor was easier. The casino and bar had some loot, but it could all be taken without problems during the women’s conversation. Entered the library from the hidden passage in the south. The guard in there used both locked doors and I could have blocked them open to gain entry, but I felt using the secret was thiefier.
Passed suite 1 easy enough, just took a lot of sneaking. The executive suite was mostly the same, but I eventually had to accept skipping the woman’s purse for Supreme. Towards the south was the only direction that made sense, but once the light from the second gas lamp hit me, she saw me. The picture below shows the closest I could get while remaining dark. Attempted vine arrows in the ceiling, but that didn’t help at all. I didn’t try much more than this, as it was a pretty obvious skip. The lucky coins in the bedroom were hard to spot also. Couldn’t move further west than suite 2 because of the iron beast outside Finkle’s office ((
https://www.klatremus.org/T2X_11_files/image013.jpg) see image), so I headed to the top floor via the stairs in the south.
Inline Image:
https://www.klatremus.org/T2X_11_files/image012.jpgSecond Floor AgainI had genuine hopes of reaching the flute on the ballroom scene, but the two guests in the northeast corner just wouldn’t let me pass. The merchant blocked the west side. I tried using several vine arrows in the ceiling, leaping from shadow to shadow, but the nobleman noticed me every time. Then I tried again coming from the second floor and I finally found a way to do it! I shot a vine arrow into the overhang above the top floor railing (first image below). The vine had to hang as close to the southeast corner as possible, while still giving me enough space to descend. I first tried a foot or two further north, but then the woman downstairs saw me climb down. Plus, I then got too close to the lamp on one of the pillars below. With the correct placement, I could lower myself without detection, but I had to turn around on the vine once I got below the railing (second image below). If not, the woman commented, so the margin was very small. I snuck along the south wall across the chairs and grabbed the flute easily enough. Made a creep-walk-hop back onto the vine and climbed up. Excellent!
Inline Image:
https://www.klatremus.org/T2X_11_files/image014.jpgInline Image:
https://www.klatremus.org/T2X_11_files/image015.jpgHeaded back downstairs in the northwest, in order to reach the hotel safe room and Finkle’s office. I had to dodge the watcher and the iron beast in order to enter those rooms, but that wasn’t an issue. The living room in the northwest was supremable too. The small robots only alerted to sound and physical contact. I could therefore position myself underneath the watcher and grab the jar as it swung south. The merchant was hidden behind the pillar during these events and hence no worries ((
https://www.klatremus.org/T2X_11_files/image016.jpg) see image).
Went back upstairs and cleaned the rest of the rooms to the north and east on this floor unhindered. The only thing worth reporting was in room 7. I had to use the key to unlock the door, as the lockpicks alerted the nobleman inside. It was one of those weird situations where he was close enough to hear the lockpicks, but not close enough to hear the door closing. The grandma in there shifted around quite a bit, but I timed her turns and the patroller in the hallway when leaving.
BasementThe basement was even easier, posing no difficulties whatsoever. Had to knock out Kedar to bring him along, so no bust. Dodged the spider in the wine cellar by slipping into the barrel holes. Found the secret at the end and ran out. What an incredible mission!!
Notes:- Got an alert from the guard outside the accounting office on the second floor. He commented on picking open the door. Supreme bust.
- Entering the lobby through the western doorway spawned a first alert from the iron beast. Bust to Supreme. Avoided the extra alert when leaving through the secret passage though.
- First alerted the clerk when picking the lock on the box behind the lobby counter. Small Supreme bust.
- Had to skip the purse worth 50 in the executive suite for Supreme. The woman gave a first alert rounding the south corner.
- The damage dealt is Kedar’s blow to the head. Necessary to bring him along and follows the objective, so no bust.
Galaer on 16/5/2021 at 20:50
THE LEAGUE OF GRIM THIEVES
FOREST
To get to spider cave you must douse all light mushrooms. Last in cave you must shoot with arrow. Then go along left wall to grab 3 crystals. In village wait for frogs to go away, cross bridge and go to left side. While being hidden behind tree wait for frog to go towards bridge and quickly go into treehouse you are hiding behind. Climb up and take speed potion. Then jump on 1st vine and quickly on stone ledge. Jump on vines to single treehouse with hole. Don't jump there yet. Instead jump into lake for 2 coins near light mushroom and box from underwater cave. You can mantle on fence near torch. In treehouse is nugget in safe. Sadly I forgot to grab it in this run.
Jump into well. Current will push you into water, which will alert 2 spiders. To avoid that swim closer to exit tunnel, turn around, drink speed potion, swim backward until current will caught you, then quickly look down and swim down and a bit to left. If done correctly you will fall on ground instead of water. Your target though is to not even touch surface of water and after landing not to go too far and quickly crouch. This is very hard. Afterwards just douse torch to grab all loot.
Go behind treehouse and use 2 rope arrows to climb and mantle to bridge. You can fall into water for some loot and water arrows. Grab statuette near window. Rope up to wall and drop behind knight. Get his purse and get to city.
CITY
I'm grabbing loot from purple box behind banner. To get to Tavern you must wait for woman inside to turn around, then quickly turn off light and douse torch. Be careful, Tavern is visited by noble. To get 2 urns from frog's grave you must sneak to 3rd house along left wall. From doorway open metal door and return to shadow. Shoot arrow into light mushroom and go into shadow in front of metal door. Now is the hardest part. You must strafe jump over frog while it turns around. Light near grave will turn on, so quickly grab 2 urns and jump over frog again to exit.
I'm grabbing 2 loot pieces through banner in market stall. I was surprised to discover that well can also be tricky. That's because you must remove bricks while underwater. Bricks fall on ground and if there is patroller walking near street at the time, he will go into search mode. Bar is also tricky. You must wait in shadow in front of door for barkeeper to turn around, then quickly enter and douse gas torch. Mantle on door to other side of counter and drop on the other side to grab all loot.
CEMETERY
Here the only problem is getting loot from 1st tomb. Entrance is trapped. While you can enter tomb without activating broadhead arrows trap by strafe jumping, you can't exit by doing the same thing. So you must time zombie and haunt to be far away and also you must avoid being hurt. After getting all loot go to Cathedral to finish this mission. If only I didn't forget nugget from treehouse, I would get all loot.
STATS:
Time: 0:33:14; Loot: 5010/5110
Pockets Picked: 2/3; 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: 4/4
GHOST: CHEMICAL SUCCESS. I used speed potion to enter 2nd spider cave without falling into water and alerting them.
PERFECT GHOST: CHEMICALLY POSSIBLE. I could do it if I didn't forget to grab nugget from treehouse.
Galaer on 16/5/2021 at 20:53
TALES OF THE CLEFT: LADYTAKER
Painfully linear mission. If you do something out of order you can block your progress or not spawn some objectives. Mission is rather easy to ghost maybe except getting to the market square and escape from tavern. There is a lot of scripted behaviors that looks like enemies are in search mode. They aren't bust and I'm gonna mentioned them. Also some guards will appear or vanish after getting certain objectives. This includes new bodies and objects too. That's really annoying.
FREEING TIMMY
Loot docks and go through Upton Gate to Tavern. Talk with barkeeper to get new objective. Go to City Watch and use switch. Hide in shadow near door and wait for guard. Don't block door from closing and don't try to steal guard's key until he will start his patrol. He will go in very short scripted search mode and then start patrolling. Steal his key, open City Watch and use switch to get into Timmy's cell.
The door will close behind you and the intended way is to make short circuit with water arrow. But that's damage property. So I tried to run quickly to block closing door and I succeeded. The problem is it doesn't complete objective of saving Timmy, but short circuit do it, which is stupid. Since doing short circuit completes objective, it's not a bust. Move Timmy to Tavern and hide his body in full shadow under stairs. Take Plan from chest and read it.
CITY EXPLORATION
Cop in front of City Watch doesn't alert to us and previous metal helmet cop despawned. Go left and sneak to passage leading down. Wait for novice and steal his hammer. There are 16 red hammers on walls. You must use your hammer on them. It will teleport you to room with 2 fire elementals and loot and getting reward will teleport you to Hammerite Tomb. So now I'm gonna search for 15 of them in city. One of them is behind gate at the bottom of passage you are now. I'm not gonna mention where all of them is.
Get to Market Square. Stationary cop there will ignore you. There is couple of red hammers here. Go to locked gate, mantle on lamp and then on gate. Go on ledge leading to window. Go behind curtain and talk with mask. Glass will break on it's own and 2 guards at the back of Hotel will despawn. Drop into canal and swim to locked underwater portcullis. Picklock it to complete one of objectives. Swim to small cemetery. Go to doors and ghost will show up with obligatory request, which has absolutely nothing to do with Garrett's main objective.
Go to Apothecary and wait. Cop will explode, hide his body in shadow. Go to door and quickly picklock 2nd door. Hide in corner from another cop. Before that is scream of what happened, but I think it's just a sound. Take instruction and climb rope. This will take you to docks. Go to Lions Building and go to vent. Close metal box and use switch to send elevator down. Drop on it and open next vent. Leave it open. Now you need to return to elevator and ride down. Here is secret, you need to use water arrow on white square - wallpaper will roll. Ride elevator up and mantle into vent. Now you need to drop on door below, so you will slide out of it and drop on ground near spiders. They will go after you and that's unavoidable (ghost bust #1). Grab Pagan Doll and Vermin Buster and go to exit.
In start area where Pagan was is now secret portal. You can do nothing there other than trigger secret. Bonus ruby require to shoot broadhead arrow into it. Water arrow doesn't work and broadhead arrow will alert patrolling ape. So this bonus objective must be skipped.
HAMMERITE TOMB
Now you need to go to tree shop. At this moment you should have 15 red hammers activated. On tree near entrance is last red hammer, but don't activate it just yet. For now activate harpoon. This will put into search mode all Hammerites below, but I think it's actually scripted. Harpoon is actually quiet and woman on balcony who is close to Hammerites didn't alert. Go on chain to tomb's roof and use valve to complete another objective. If you are fast enough you can spot Hammerites inside standing still and after second or 2 going into search mode. I think that's also scripted.
Drop Vermin Buster and it will KO them. Is dropping it to KO Hammerites a ghost bust? I don't have any objective right now to do it, but getting Vermin Buster completed objective that was mentioning that Garrett needs chemical assistance to deal with Hammerite guards from tomb. This objective vanished from objective screen after getting to tomb, but I think it's still counts. So I decided that it will not be a ghost bust.
Return on chain to tree shop and activate last red hammer. Here are 4 hammers in corners of this place and Builder's Blessing at the center. there are 2 fire elementals easy to dodge. Take hammers first, then blessing. You will get teleported to tomb. Grab Mallet of Righteousness and use NE vent to escape. On the left underwater is body with key to Sewers. Use it.
SEWERS
Go after arrows to Bar. Ride elevator to the top. There is chest with water arrow and loot. Go back to elevator and douse further right torch. return to Sewers. At the bottom of cistern is body with necklace and key at the bottom. At the end of Sewers is ape. Before you go to it, you will hear footsteps. It doesn't hear you, it's just sounds. Ape waits really long in passage leading to ladder. You need to sneak behind it to ladder and hide at the top of it. Wait for ape to return, go to it's nest for more loot and return to ladder.
COMPLETING GHOST'S REQUEST
Climb on gate and go to Bank. You have key for safe, which also completes bonus objective. Go to opposite balcony. This will take you to the other side of Market Square. In place of cops are Hammerites. Go along left wall on back of Hotel. Use left door to grab Rosary from safe. Go outside and shoot water arrow into switch. Climb to Hotel. Steal key from Hammerite and enter left room. Open crate, red letter and put Rosary inside. Objective completed.
RETURN TO TAVERN
Now outside of Hotel is hyper sensitive archer. That's why you can't return that way and go to Tavern. Loot 3 rooms and ride elevator to the very bottom. Use valve to open secret passage. There are 2 white frogs to avoid. Wait for frog to go far away and when it turns, dodge it from left side. Sneak to ladder and mantle to garden. Enter Tavern.
ESCAPE
There is note. Don't read it just yet. Do backup save. Go upstairs and douse 4 torches. Read note, run upstairs and go around to double door. Cops will bash open both entrances to Tavern. Purple guard will come and also one of Hammerites. Now here's the problem. When upstairs cop will calm down, he will return in front of upstairs entrance to Tavern and we can't go outside, because of hyper sensitive archer at the back of Hotel. So you must pray for cop to fall out of ledge, then go outside. Purple guard is very sensitive now too. when he returns jump from one window to another to go past him. After dodging him the rest is simple. Just return to docks to finish this mission.
STATS:
Time: 1:05:09; Loot: 2536/2776
Pockets Picked: 4/5; Locks Picked: 18
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Secrets: 3/3
Station of the Hammer: 16
Opened the Upton Trust Vault
Received the Builder's Blessing
GHOST: IMPOSSIBLE
Galaer on 16/5/2021 at 20:54
LORD ALEXANDER'S MANSION
Very short mansion mission with lots of guards and tight loot objective. First go right, wait for patrollers to go away and mantle on terrace. Go to door and listen. You must picklock door to kitchen. Kitchen has 2 servants and they will 1st alert. This room is also visited by 2 knights. If they hear servants' 1st alert, they will go into search mode. In kitchen are 4 plates. Hide in shadow and go to bedroom. Sitting knight can spot you and he stops sitting only when he's at least in search mode. That's why you can't nudge him. Go to wall near bed and crouch walk to divider. Grab 2 coin stacks out of 4. Other 2 coin stacks are unavailable for ghost.
Return outside and this time go left to window. Rope up to upper part of window. Go downstairs and take chest. Go upstairs and picklock door. Here are 2 patrollers with keys and stationary knight. Go to right shadow and lean for trophy and 2 statuettes. Steal key from knight entering dining room. He can't continue his patrol, so he will stop. Take flute from dining room and go to bedroom. Take tiny ring from desk and read book. Go to stairs. Go to attic and rope up to wooden beam for purse. Use code panel to open wall in fountain room. Go downstairs and grab loot from purple box.
Fountain room has 2 patrolling knights checking left rooms and purple guard visiting this place from stairs. Sneak right to opened wall for scepter, then sneak to full shadow on seat on the left close to where knights patrol. There you are safe from there. When they are away grab 5 coins from fountain. When there will be one knight in bedroom and other will go into church, go into church and hide under left statue. When he leave go to other statue for tiara, then go after candlestick on altar. Hide in shadow at the center of room and wait for 2nd knight. Go back to stairs.
Go to attic to reset code, then go to bottom floor metal door and open it. Wait for patroller to go left and go to corner of house. You must rope up to wooden beam and mantle into corner of 2nd floor terrace. Here is purse on table near archer, so lean for it. Mission will end.
STATS:
Time: 0:18:35; Loot: 975/1025
Pockets Picked: 2/5; Locks Picked: 3
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: SUCCESS
PERFECT GHOST: IMPOSSIBLE. 2 coin stacks on desk in bedroom on 1st floor must be skipped, because they are too far in well lighten part of room and observed by sitting knight.
Galaer on 16/5/2021 at 20:54
LORD OF THE THIEVES: ATTACK OF THE ORCS
Pretty easy mission to ghost. In prison you must douse torches to not get spotted by stationary Orc. In Sealed Section don't read book. It will spawn the whole army of Orcs in front of entrance.
STATS:
Time: 0:38:15; Loot: 4485/4785
Pockets Picked: 7/15; 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: 0/0
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE