Galaer on 7/6/2021 at 05:52
First of all, I didn't claim success, I claimed that I most likely failed. As for how I know he woke up, it's simple, you can unlock return path, but it takes around couple of minutes to return, so it's possible for guard to calm down.
klatremus on 7/6/2021 at 07:31
I understand now. Yes, I was simply confirming what you did as the right course of action. The principle is to not claim success unless 100%. Reporting it as you did was clear. :thumb:
klatremus on 7/6/2021 at 23:45
Game:
Thief 2FM:
T2X Mission 13: BetrayalGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 25:43
Loot - 1689/1689
Pockets Picked - None
Secrets:None
Locks Picked - None
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - None
Consumables - 1 water arrow & 1 fire arrow
See the entire report with screenshots (
www.klatremus.org/T2X_13.htm) here!
Loot list (
www.klatremus.org/T2X_13L.htm) here!
YouTube let's play (
https://youtu.be/dMOs6-pw6g8) here!
Comments:A pretty poor mission to an overall magnificent campaign. The story shift seems extremely forced to me, as do the readables that desperately try to justify it. The glade and the caves are decently atmospheric, but the mission is too short and linear to have any lasting impact. Bar dousing one torch, this mission can be Perfect Supremed. I'm not sure why it's so difficult to make a good final mission, but this one definitely falls short.
All we really had to go on for now was killing Malak and his conjured beast. We would get the additional task of also destroying the scales in not too long. Straight forward stuff.
Had to inch along the fence of Truart's mansion to avoid detection from the guards below. The female swordsman was already on the lookout, but not from detecting me. Her comments signified she hadn't been alerted at all. I found I could mantle the wall to the west high up above what seemed possible (see image below). Not sure if you're supposed to do that, but it worked. I could hop directly into the canal from here unseen. There were some hard to spot lucky coins in the well across the bridge. The water seemed to have low visibility all through the mission, thus the loot was tough to locate.
Inline Image:
https://www.klatremus.org/T2X_13_files/image001.jpgThrough the glade and the caves the only real problem occurred in the cave with the waterfall and the stationary ratman. I tried following the patrolling one and sneak past him as he turned, but one of them always caught me. The only way to get past was by dousing the torch in the corner. Instead I looked for a way to climb the rocky pathway along the northern part of the cliff. There were some large trees, and although they were rope attacheable, it was tough to get a proper leap from the rope. It was as if I was partly stuck to the tree, and instead of hopping I just fell to the ground. I found a semi-repeatable spot just east of the cave opening where I first emerged (see image below). Timing the two ratmen nearby, I jumped and successfully mantled up the rocky slope. I managed to grab the rope in the act also. I next had to inch out to the very edge of the path in order to avoid the patroller coming by.
Inline Image:
https://www.klatremus.org/T2X_13_files/image002.jpgA bit further up was another stationary beast. He shifted between three facing angles, all generally towards the east. I waited at the top as close as I could without getting spotted (see image below). Another patroller came out of the cave up ahead and we he turned around, I snuck into the dark corner ahead. I could wait here and follow said patroller the next time he left. With a bit of luck, the following cave's patroller was walking away and I could doge both, dropping to a rocky outcropping below the main walkway ((
https://www.klatremus.org/T2X_13_files/image004.jpg) see image). Here I was safe and could plan proceedings.
Inline Image:
https://www.klatremus.org/T2X_13_files/image003.jpgFrom here I leapt back onto the main path once both ratmen were gone. I dropped to the northeast and mantled up a small cave with a bonfire and some loot (see image below). Here I was safe from any alerts, despite being lit up. I then had to time the patrollers again in order to proceed to the exit cave. I had to wait 4 or 5 patrol loops before they were correctly synchronized. As long as two patrollers have slightly different route lengths, waiting them out long enough usually gives you an opening, and so it did here. Malak's house at the top of the slope posed no problem.
Inline Image:
https://www.klatremus.org/T2X_13_files/image005.jpgIn Malak's lair, I could get all the way to the end of the river before getting caught. The two torches outside the shrine were too bright to avoid the gaze of the stationary ratman. I ended up dousing the closest one around the corner (see image below). Now I could sneak unseen all the way over to the corner just outside the shrine. Neither Malak nor the large beast seemed to have any sort of first alert remarks. Only the wandering ratman was the issue now. With good timing I could sneak over and grab the scales. Taking them removed a light source, but since the objective said to destroy them, that should be ok. The beast killed everyone and I could successfully toss the scales into the lava without getting seen. As the beast was dying I relit the torch with the fire arrow I started the mission with.
Inline Image:
https://www.klatremus.org/T2X_13_files/image006.jpgNotes:- Used one water arrow to put out the closest torch outside the shrine with the scales. Used a fire arrow to light it up again after everyone was dead. Removing light sources is a bust to Supreme.
Edit: In my segmented run, which you can see (https://youtu.be/BwkmHK4MLUY) here, when I reloaded after dousing the torch, it remained doused. This is obviously a game bug and has been reported by other players. Although it does avoid having to use a water arrow for the current playthrough, it cannot happen unless you first douse the torch, so it does require a bust followed by a reload. I'm on the fence as to whether this is a bust or not for Supreme, so I'll leave it up to the viewer to decide. I've left the above stats as they were.
marbleman on 12/6/2021 at 19:20
Game:
The Dark ModFM:
Full Moon FeverGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
Success Perfect Supreme -
Success :D
Time - 41:56
Times saved - 58
Damage dealt - 0, Damage received - 0
Health restored - 0
Pockets picked - 1
Loot - 11196/11196
Killed by the player - 0
KOed by the player - 0
Bodies found by AI - 0
Alerts - 0 suspicious, 0 searches, 0 sightings
Stealth score - 0
Consumables - none
I'll be honest, I didn't like the Dark Mod all that much when I first tried it. The movement and controls aren't nearly as robust as in Thief, and overall it felt way too slow. Once I got into this rhythm though, I started appreciating it more and discovering things about TDM that I now wish were in Thief. Full Moon Fever is the mission that got me hooked on TDM, so it feels appropriate for this to be my first Supreme run for it.
Lord Kinbote has recently expanded his basement and stumbled onto an ancient crypt. Whatever he found there drove him into madness. He locked himself in a study and hasn't been seen for a week, which means he's probably dead in there by now. Any taffer worth his salt knows that a discovery like this is not something to stay away from but rather a lucrative opportunity, and there must be something valuable in those crypts. Thus our goals are to find that something and sack the Kinbote manor (7500 loot on Difficult).
All the outside manor doors were locked save for the second floor balcony one, which made it my preferred way in. I could have pickpocketed the guard in front of the manor and got the front door key or even picked any of the locked doors, but the balcony felt the most Supreme. Got one rope arrow from a shack in the southeast, roped up, and got in.
My first order of business inside the manor was to hunt down the captain of the guard who has the key to his room. Just like the front door, the door to the captain's room is pickable, but the existence of the key means I had to re-lock it. The good news is the captain was right in front of me when I opened the door. The bad news is that there was another guard in the alcove to the left, which meant I couldn't just catch up to the captain. I had to learn where he goes and get there before him. Eventually, I nabbed his key in the central courtyard, which provides enough shade. All the keys in this mission are not droppable, which meant I didn't have to worry about returning them.
(
https://www.imagebam.com/view/ME10CYK)
Inline Image:
https://thumbs4.imagebam.com/14/9a/fb/ME10CYK_t.jpgThe second hurdle was getting into the study where the lord's body is found. The only way to do this is through a ventilation shaft, but the vent gratings in this mission do not open and close; no, they behave like junk objects, which one then has to put on the ground. Since I couldn't replace them exactly, I figured it was fine to lay them near for Supreme. The closest place to the study to get into the vents was the music room. However, I had to take out two grates there, so instead, I entered the ventilation from the guest rooms on the opposite side of the manor. It takes a bit longer, but I only has to take out one grate this way.
(
https://www.imagebam.com/view/ME10CYL)
Inline Image:
https://thumbs4.imagebam.com/ee/56/d9/ME10CYL_t.jpgTo access the study, I couldn't pull the grate back into the vent; it just made too much noise, Thus, I had to drop it into the room, which I still think constitutes a nearest logical place. To avoid making a lot of noise after picking the grate up, I jolted the camera up so that the grating would go above me and I would land on my feet. In the study, I could take the study door key and leave that way, but I could also rope back up into the vents, avoiding the unnecessary pickup. Thus, all I took was the loot and the bedroom key off the lord's corpse. On my way to the bedroom, I looted the rest of the second floor. Yeah, this mission is chock full of loot, but all of it is very easy to get, so it's just something I do along the way.
(
https://www.imagebam.com/view/ME10CYN)
Inline Image:
https://thumbs4.imagebam.com/8d/78/0e/ME10CYN_t.jpgUnlocking the bedroom doors, I let a glowing rat out. See, if you read various notes throughout the manor, you learn a bit more about the lord's descent into madness. One readable in particular mentions an “animal” that he found in the crypt and caged in his bedroom. If that wasn't strange enough, once we get the mysterious key in the bedroom and leave, all the humans in the manor turn into zombies. I have to say, I wasn't expecting to encounter the undead before making it down to the crypt, so this moment genuinely surprised me on my first playthrough.
(
https://www.imagebam.com/view/ME10CYP)
Inline Image:
https://thumbs4.imagebam.com/e1/35/71/ME10CYP_t.jpgWith the mysterious key, I could now unlock the door in the basement leading into the crypts. On the way, I looted the first floor, which is actually a lot easier to do once everyone is zombiefied. In particular, it's impossible to get the loot in the kitchen before this as the maid is standing right near the sink with gold plates and never moves.
(
https://www.imagebam.com/view/ME10CYQ)
Inline Image:
https://thumbs4.imagebam.com/1a/df/4e/ME10CYQ_t.jpgThe crypt is entirely devoid of AIs to begin with. Of course, those who played fan missions before know that once they take whatever evil McGuffin the objective tells them to steal, things will change, and sure enough, taking the book reanimates a bunch of skeletons who begin to patrol the crypt, making getting out of it a challenge. With this knowledge, I grabbed all the loot in the crypt before taking the book and then snuck out using the shortest route possible. After that, I just had to head back to the second floor and use the balcony to exit the manor.
klatremus on 12/6/2021 at 23:17
Very cool report, marbleman! I'm interested on hearing how well you think the Ghost/Supreme rules match with TDM. Do you think a new rule set is needed? Or perhaps just a small addendum that highlight differences? I don't feel I've played it enough to have a proper say.
Would love to see a let's play of this. :cheeky:
marbleman on 13/6/2021 at 08:44
I haven't played TDM too much either, but I think the rules apply quite well. A whole new ruleset is unnecessary, but perhaps a small addendum could be good.
Alerts work a little differently in TDM, and you're given a stealth score in the end. I would specify that both Ghost and Supreme require it to be 0 but that Ghost could allow first alerts. I would also specify setting AI vision and hearing to Hardcore, though I must admit, I noticed barely any difference here from the default settings. There might be a few more additions, but it's all I can think of now.
A let's play is coming. ;)
Galaer on 14/6/2021 at 20:36
HAMMERED
To ghost this mission you must first complete Pagans objective. Their gift are 2 invisibility potions and Pagan Mask. You must use explosive device to blow rock, but no Hammerites will hear explosion. With invisibility potion you can go to priest in church, steal loot, his Vault key, Staff of Balance and Golden Plate. In Vault are magic bolts shooting and you can activate very silent explosion by walking on red tile, but Hammerites will not hear that. Since disabling barrier by using Screwdriver is directly connected to objective of getting Bloodstone Hammer, I don't count that as damage property.
STATS:
Time: 0:43:20; Loot: 7285/7440
Pockets Picked: 34/36; Locks Picked: 6
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
Special Loot Hard/Expert Only: 7/7
GHOST: CHEMICAL SUCCESS
PERFECT GHOST: CHEMICALLY POSSIBLE
Galaer on 14/6/2021 at 20:36
HAVING A BALL
Front Door key to the Castle is located in small house and the only way in is by breaking window (ghost bust #1). This also alerts nearby skeletons and 2 bats will self destruct. In Castle is another bat, but after shenanigans in basement (a lot of stuff breaks when you approach, this reminds me Cryptic Realms), another bat will self destruct. Skeletons can get stuck in corridor at the bottom of stairs. Luckily for me they managed to get unstuck.
After grabbing ball you need to drop quietly into water or else 3 spiders will go into search mode. First jump quietly right over water and then do cancel mantle technique to drop quietly into water. In front of main entrance to the Castle appeared scarecrow and it will spot you. To avoid alert you must bring rock from trap in basement to the attic and use it to mantle on roof (there is one spot that will let you mantle up). From there you must drop on steep slope and drop on one of 4 patrolling scarecrows below (on it's back, so it will not spot you).
STATS:
Time: 0:27:26; Loot: 2310/2310
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: 1/1
GHOST: IMPOSSIBLE
Galaer on 14/6/2021 at 20:37
KEEPER'S MEDALLION
Very short mission with just 2 small buildings. Dodging guards without dousing torches requires fast speed and taking distance. Other than that it's pretty easy mission.
STATS:
Time: 0:07:30; Loot: 1049/1339
Pockets Picked: 2/2; 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: SUCCESS
PERFECT GHOST: POSSIBLE
Galaer on 14/6/2021 at 20:38
LEGEND OF THE FOUR ELEMENTS 2: THE LAST HOPE
I have a feeling that enemies can hear and see through closed doors. To get to 2nd area of the city I'm forced to mantle on right statue on bridge and then mantle on right roof. Climb on steep roof and from there douse small candle near tomb near gate. You need to use artifact here to grab Hand of Truth, then jump to hammer statue and slowly go past guard.
I'm using secret passage to enter Factory. I can drop into 1st room without 2nd alerting engineer thanks to that and grab money from shelf. Return to water, climb on pipe and jump again to secret passage. In next room is safe with scroll, but you can't return to secret passage, because you don't have any rope arrow. Luckily it's not that hard to sneak through corridor in front of stationary Mechanist even if you are well lighten.
Unfortunately shooting tombstone with holy water arrow will 2nd alert noble in house (ghost bust #1). I tried to nudge him far away, but that didn't help. In order to get Hand of Lies you are forced to shoot fire arrow into bell. This 2nd alerts all guards (ghost bust #2). In Temple you must destroy icicle with fire arrow. This spawns ice golem who is alerted because of explosion (ghost bust #3). And it's impossible to kill him in one hit, so that's ghost bust #4.
STATS:
Time: 0:31:29; Loot: 2241/2636
Pockets Picked: 0/1; Locks Picked: 3
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 204; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 1
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: IMPOSSIBLE
LEGEND OF THE FOUR ELEMENTS 3
Very short and linear mission without any enemies. But you are forced to break 2 windows to progress (ghost bust #1-2).
STATS:
Time: 0:18:14; 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