Galaer on 24/5/2021 at 07:13
SABOTAGE IN EASTPORT
Latest One Million Contest mission. There is small city with Mechanist Workshop at the middle. Ghost for most of the part isn't difficult to do. Since places where enemies patrol are small, they can often get stuck. And for some reason it never happens to me the first time after installing mission, but when I do ghost run on 2nd playthrough, it always happens. When you roping to lower window near Lady Valeria's Mansion, you need to look out to not get spotted by watcher.
There is Job Offer to buy, this gives new objective and also spawns switch in painting. But it's useful to wait with activating it, because enemies can get stuck in random places. In Lady Valeria's one of patrollers got somehow stuck on top of stairs on 2nd floor and blocked path for another patroller and lady Valeria. This helped me complete this objective easier. But it's possible for this guard to get unstuck and continue patrol or patroller can get stuck near top of stairs somehow. This may complicate ghost run.
At the end of run you must destroy bot. It's impossible to use 2 water arrows. I found it's possible to douse gas torch near elevator, place 2 crate in passage near it, so bot will get stuck under elevator and then move elevator down. Once it touch bot, it will immediately destroy it. It worked for me in casual ghost run during contest, but not now. In this ghost run I get 2nd alert from patrolling Mechanist, small bot on 2nd floor and priest also on 2nd floor (ghost bust #1). It didn't happen before, so I checked version of this mission, but it's the same 1.0. I remember that in my casual ghost run patroller got stuck under stairs and couldn't move and somehow thanks to that nobody could hear bot destruction. Who would have thought that one stuck patroller may make so big difference?
STATS:
Time: 0:40:19; Loot: 1212/1287
Pockets Picked: 9/12; Locks Picked: 8
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: FAILED, but I think it's POSSIBLE if Mechanist patroller on 1st floor will get stuck under stairs.
Galaer on 24/5/2021 at 07:14
A SHORT NIGHT'S WORK
Long, but not very hard city mission. Lots of loot and secrets.
STATS:
Time: 1:16:13; Loot: 14889/14989
Pockets Picked: 2/2; Locks Picked: 14
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: 15/15
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
Galaer on 24/5/2021 at 07:15
A SINISTER NIGHT
One of the weakest entries from One Million Contest. Flickering ground can be distracting. Under entrance to dungeon is crate. If you attempt to go down, it will break on it's own. To avoid interacting with it I just drop and immediately mantle up. Next is usage of crowbar on stuck door. Normally using crowbar would be damage property, but this door is stuck. That means that lock is already damaged. That's why I don't think that using crowbar to make it unstuck counts as damage property. After taking artifact 2 zombies spawn in well lighten room. It's impossible to avoid them (ghost bust #1).
STATS:
Time: 0:27:46; Loot: 2127/2267
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 24/5/2021 at 07:15
SHOW OFF
My favorite mission from Thief 2 Anniversary Contest. While city may be empty, museum looks very interesting, though it's not very difficult mission to ghost. There is couple of stationary guards that may be tricky. If you are going to side entrance of museum from marketplace side you will need to run quickly in front of stationary cop. To get to Curator's house you need to time patroller and one of 2 stationary guards on left (pub) or right (warehouse). I'm also collecting 8 moon rings for bonus objective. The hardest is from statue room. I wait with getting it until I disable watchers. Also bonus objective for opening safe requires leaving it open.
STATS:
Time: 0:43:26; Loot: 3970/4126
Pockets Picked: 8/12; Locks Picked: 8
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 3/3
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
Galaer on 24/5/2021 at 14:51
@lordhern: finally found the second brick you mentioned. So brick can be thrown into hole, but at different angle. It doesn't cover the whole hole and because you can't rotate brick you can't throw it at the correct angle. And put back brick doesn't look pretty, but it's there. The question is: is putting brick in that way is good for supreme ghost or not?
lordhern on 24/5/2021 at 20:32
Quote Posted by Galaer
@lordhern: finally found the second brick you mentioned. So brick can be thrown into hole, but at different angle. It doesn't cover the whole hole and because you can't rotate brick you can't throw it at the correct angle. And put back brick doesn't look pretty, but it's there. The question is: is putting brick in that way is good for supreme ghost or not?
I really do not know. For supreme we should put it back as CLOSE to where we get it from and restore things to original state. I'll mark it as a still open question.
klatremus on 26/5/2021 at 23:03
You put it as close as you can. If you can do that without alerts then you are fine for Supreme. As long as nobody is alerted, that is.
klatremus on 27/5/2021 at 00:04
Game:
Thief 2FM:
T2X Mission 12: The CureGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
SuccessTime - 1:21:17
Loot - 1574/1574
Pockets Picked - None
Secrets: 2/2
Locks Picked - 3
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - None
Consumables - None
See the entire report with screenshots (
www.klatremus.org/T2X_12.htm) here!
Loot list (
www.klatremus.org/T2X_12L.htm) here!
YouTube let's play (
https://youtu.be/_1umi70a5lg) here!
Comments:A well-designed, spooky mission with an interesting location and backstory. Unfortunately, like several other missions in this campaign, it’s too easy to offer much replay value. Patrols are few and far between, and although there are plenty of zombies around, they’re too slow to be a real threat. I love the premise of the soul elementals waking up sleeping zombies, but those too are easy to sneak around. Certainly a good step above average, but not enough to compete with this campaign’s best.
My task was simple: Get the Scales of Amaris and the two precious gemstones belonging to the healer priest and priestess. No loot goal, but I did have to return to the starting grounds once all was done.
I had no real problems outside the hospital. The hammerite apparitions attacking the main gates alerted the ghost in the wall hallway unless timed correctly. This was an alert not caused by Zaya, so I don’t know whether it would count as a bust. It was avoided nonetheless. I entered the hospital compound by climbing a rope arrow to the east side roof (see image below). The eave underside was wood. Turning the wheel to the main entrance illuminated the torches and spawned more AIs. The arrow needed a perfect hit and was hard to retrieve. I had to drop onto the outer edge of the eave to reach it. Fell onto one of the balconies to get inside.
Inline Image:
https://www.klatremus.org/T2X_12_files/image001.jpgAn apparition (the priestess?) in the west awoke a sleeping zombie nearby. It started patrolling without alerting, but the extra enemy wasn’t desirable. I simply avoided the area, as it was not needed to enter the bedroom for any reason. I could reach the book on the sill coming from the plateau above. A hidden lever operated the safe in the east garden ((
https://www.klatremus.org/T2X_12_files/image002.jpg) see image). Quite a nifty little secret that unfortunately didn’t count as one. The diamond inside the safe was one of the stones mentioned in the objectives. The other stone was in the priestess’ tower. Here was also the last part of Alinya’s diary.
The rest of the mission was straight forward; mostly a lot of sneaking. A couple of hidden loot items though. A golden goblet in a ruined building to the northeast, and a statue behind one of the bookshelves in the west main hallway ((
https://www.klatremus.org/T2X_12_files/image003.jpg) see image). Grabbing the Scales of Amaris let out two patrolling haunts. They appeared in a completely restful state, and I was not seen at any point during the escape. Escaping the temple wasn’t that hard once I figured out the haunts’ patrol routes. A wheel in the canal reopened the exit gate. I could hide in the water and wait for a break in the patrols (see image below).
Inline Image:
https://www.klatremus.org/T2X_12_files/image004.jpgReturned to the main building via the noble wing. Then used the gate in the southwest to leave the hospital compound. From there it was easy.
Galaer on 1/6/2021 at 05:43
THE MASK OF AGAMEMNON
FIRST AREA
Mission about adventures of Lara Croft. Our main enemies are small monkeys. For that I buy all water arrows and also 8 flares (maybe they will cheese last puzzle). Mission is challenging. At the beginning take nugget in dead end and use secret switch. Grab all loot, then mantle on torch, on rock and then on top canal. Jump over it for 2 tapestries and 3 diamonds on small ledge. Now you must drop quietly into canal. To do that you must cancel mantle on ledge above water. You can grab 2 urns closer to canal. For other 2 urns swim to the end and mantle at the end of ledge with 2 monkeys. Take urn and wait for 1st monkey to stop moving. Then go behind 2nd monkey and dodge it from left. Take last urn and go on ledge above canal. Again you must silently drop into canal. Reemerge at the beginning of canal and jump to lever.
Check if after pulling lever monkeys from top canal 2nd alerted. For me the first time they did and I was forced to restart this mission. Go into corridor below. Only one monkey patrols this place. Dodge it from left and use torch switch above right rock. Dodge monkey from left again and go to next corridor.
SECOND AREA
Make one jump over pit, look up and use tile on ceiling to drop down. Activated trap doesn't alert enemies. Swim to the swim pool with 2 nuggets in water and lots of loot on ledges. Use lever to get out. Sneak to NE hole on ceiling for tapestry. Go to last area with lever patrolled by monkey. Go behind it and use lever. Go near hole and lean up for secret torc. Drop and mantle on the other side and climb ladder. Wait for monkey to go right and open 2nd chest. To open 1st chest you must hit it with sword. Not only it will alert monkey, it is also damage property. So I'm skipping this loot worth 125. When monkey will go left, go into right tunnel and use ladder to fall down on stone. Take nugget and open gate. Now fall into unlocked hole.
THIRD AREA
There are 2 urns under right statue. Go left to corridor patrolled by 2 fire elementals. Be careful to not get spotted by fire elemental at the top. Douse 4 torches in this room. Wait for fire elemental to fly right and go left. Take 2 urns and climb up. If elemental didn't see you it will go left, otherwise it will very slowly go towards you. When it will go left, run right to the end. Then take all loot, press switch and go to right platform for secret medkit. Drop on slope. This time you need to go right. I went behind elemental and dodged him from left. Quickly press switch (it's timed) and take urn.
Pillar got broke. I don't count that as damage property, because it happened by pressing switch and there was no explosives. There was no explosion and no noise. Broken pillar got teleported and not broken pillar teleported out. I count that as a script. Fire elementals patrol this room now. There is nugget under broken pillar. Return up and do platforming on the other side. There is necklace under rubble, next are 2 nuggets in wall and in dead end. In cave is secret chest and nugget in wall. Go to waterfall and jump on the other side. There are 3 urns and hole leading to 2nd area.
FOURTH AREA
Go to trapped corridor and strafe jump through it. Go to single monkey and enter gate opened at the very beginning of mission. Here douse 3 torches and then torch in corridor. In last room you need to push block on all 5 tiles. It's long and annoying and can't be cheesed with flares. After highlighting all tiles move block out of tile and douse all torches and braziers in this room. Take Mask of Agamemnon. Haunts will wake up and go into scripted search mode. Look out with holding forward during cutscene. You still move forward, so you can accidentally step on marble tile and alert haunts. Exit this room. Lots of monkeys appeared. Dodge them from left and go to exit.
STATS:
Time: 0:25:34; Loot: 4820/4945
Damage Dealt: 0
Damage Taken: 0
Healing Taken: 0
Enemies Killed: 0
Secrets: 5/5
GHOST: SUCCESS
PERFECT GHOST: IMPOSSIBLE. Chest with 125 loot must be smashed with your sword and that's damage property.
Galaer on 1/6/2021 at 05:44
MECHANISTS FACILITY
Another "kill them all" mission by Cardia. Unlike John Dosio's Compound, here ghost run ends almost immediately. There is no shadow and from starting point you have metal stairs patrolled by 1 Mechanist. On top of stairs are 2 more patrollers, who will see you. Gate is guarded by 2 stationary Mechanists and you can't even avoid this Mechanist patrolling stairs. So the whole situation is changing in one big chase after player. So mission just can't be ghosted.
GHOST: IMPOSSIBLE