Galaer on 14/6/2021 at 20:39
MERCHANT'S MANOR
There is no objectives showing up on Expert, so I'm playing mission on Hard difficulty. Game has bug that change chosen difficulty to Normal, though in newest version Hard has the same objectives as Normal (in first version I believe Hard had harder loot objective and one more objective). You can grab coin stacks from table in front of knight on 2nd floor of Barracks by going very slowly along wall and leaning for money whenever it's possible.
The hardest is definitely timing watcher on 3rd floor. That's why I'm skipping loot from bed and around it. It's possible to get loot with invisibility potion. For loot near watcher you must go under watcher. Also there is good shadow on stairs near top of stairs near watcher. Noble will not spot you there. I'm skipping also chest with loot behind 2nd banner in Dining Room, because chest is too far behind banner.
Also in my stats shows up Bodies Discovery stat. I don't know who died, but it wasn't made by me.
STATS:
Time: 0:34:23; Loot: 2849/3469
Pockets Picked: 1/0; 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
Bodies Discovered by Enemies: 1 (?)
Secrets: 0/0
GHOST: SUCCESS
PERFECT GHOST: IMPOSSIBLE. You must skip loot chest behind banner in Dining Room.
Galaer on 14/6/2021 at 20:42
MIGHTY JOE YOUNG
START
Really large mission with lots of ghost busts. At the start is locked portcullis. You can frob lever through it and then open 2 more portcullis. This is necessary to avoid one of busts near end of mission. You can also get Talisman of Darkness earlier. Return to start and descend into water for Front Door key. The rest of city is easy until you go to Jail.
JAIL
In Upper Jail wait for engineer to turn away, then go right under his wall and go to chests. In grab loot, then rope up to 2nd floor. Go on stone floor and lean for rope arrow, then grab loot and drop on 1st floor. To get to Lower Jail I decided to enter differently than author wanted. I'm not gonna free apes. Instead I'm mantling on fence where Garrett says there is nothing there. From right side of fence I jumped and mantled on other fence and quietly dropped on the other side. I descended on ladder and nudged closer Hammerite a bit to the left, then I slowly sneaked to table to read book and take key. To get out I mantled on fence and dropped on patroller. I went to grab gas arrow from lower Jail.
Next is scene with freeing Mighty Joe. Ignore that and grab 2 keys from nearby house, then go to Tombstone Company. I'm going to basement for 2 moss arrows. For that I need to shoot 2 light mushrooms.
LIBRARY
Douse 2 pedestals on 2nd floor, so you will grab key from altar. Go to elevator. Pressing switch to ride up will summon 2 archers on 3rd floor. To prevent that shoot moss arrow into left switch on 3rd floor ledge above elevator. It's also switch for riding elevator up, but this one will not summon archers. Go to top of Library and get Talisman of Eternity. Then go to Cave.
CAVE
In treebeast part you must douse torch. If I could climb on rocks I could do that. Unfortunately I am forced to progress through intended way. 2 spiders can't be ghosted (ghost bust #1). In bigger cave douse 2 torches, then strafe jump on left slope. You can jump again to go up the slope and mantle to green spider cave. Far away small spiders shouldn't see you and apes below aren't problem either. But entering cave will alert green spider. So I shot 2 rope arrows into bridge above my head and jumped to vines. Unfortunately green spider will see me anyway (ghost bust #2). By jumping quickly on vines I can avoid alert from ape on bridge.
To get to Sewers you must drop on rock with slope. To do that crouch and drop while holding jump[ button, so Garrett will mantle on slope. Fall to Sewers, use light lever and go to spider caves.
SPIDER CAVES
On the left is passage to Elec Room. There is purse, key and metal box with loot. But you are forced to break wooden plank. Since it's optional I'm gonna skip it and move to cave with 5 small spiders. At first I thought it's impossible to ghost this section, but I was wrong. So 3 small spiders will slide down, but only 2 of them will slide into water and die. One more thing, this mission has modified spiders. Normal spiders look with their back and when they turn for short time, their direction of looking doesn't change. Not in this mission. If spiders turn for short time, they look in different direction. This means this section can be ghosted and I realized that maybe previous encounters with spiders could also be ghosted.
First wait for 2 spiders to slide into water. Now you must time 2 spiders to look at you and go past left spider along left wall only when you notice it turns. Stop in the corner. You can't go in front of 3rd spider, because 1st spider will spot you. Wait for 3rd spider to turn and quickly strafe run behind him into small shadow in passage (you must run close to him instead of running close to wall, otherwise he will go into search mode.
Next cave has 3 green spiders, so wait for 1st spider to turn and strafe run in front of further right spider. Wait for him to turn and run into darker corner in passage leading to cave. If done correctly no spider will alert. Go to apes village.
VILLAGE
Go to right post for rope arrow, then go to water and rope down into it. Go behind apes for Talisman of Force. Now you need to nudge 2 apes into corners near water. I noticed that nudging apes is much easier than nudging anyone else. Then you need to shoot rope arrow into ceiling and descend into water. Sadly you are forced this rope arrow here. Rope up to house near water, grab 4 statuettes and go to west cave.
ESCAPE FROM CAVES
You are forced to destroy lower wooden plank (ghost bust #3). Jump over middle of bridge or else it will vanish. Now is lava part with 2 apes. Strafe run left, crouch and go to shadow under left ape. Now you can stand. Ape will not notice you. Moss gravel on the other side of lava. Now you need to wait for 2nd ape to turn towards wall and quietly jump to moss, then quickly run to shadow before 2 spiders will go into search mode. Shoot 2 moss arrows on both sides of spiders and when they turn jump over them and hide in shadow. Climb right side of ladder and wait for top ape to turn around. Then jump+mantle on top of the ladder, go right and quickly do platforming to exit cave.
CASTLE
Wait for patroller and quickly go behind him. Jump+mantle to window on left side, use lever and then strafe jump+mantle back on the other side of canal. Quickly go on bridge and go right. Rope up to ladder for loot, key and some equipment. Return down and wait for archer to go left. Go right, nudge guard a bit, so you will manage to sneak through secret passage into mansion.
MANSION
Ignore basement and douse 3 torches. Nudge guard forward, so later you will manage to get into right door. If nudged correctly you will manage to stand in light in front of fireplace and lean for 2 bottles. I needed to mantle over table to go forward. Douse torch above stairs and 2 corner torches can be doused with 1 water arrow. Go to 2nd floor and loot it. You will also get Den key. Return to 1st floor door and quickly sneak to it. Inside be silent and open passage to Vault.
In Vault are 3 small spiders, floor is metal and opening Vault will also turn on light. First of all frob light mushroom and moss floor near door. Stand in front of door. You need to unlock door, block it and quickly lock it with key. Now you need to jump over spiders on edge of shelf. Don't climb on shelf, just move on edge and grab all loot and Chapel key, then jump over spider to moss. Go to 2nd floor Chapel.
Douse 2 pedestals, then nudge left Hammerite forward and then right Hammerite right. This way you can get Cemetery key and barely lean forward for Talisman of Light. Before leaving you can visit also door on wooden ledge outside for gas arrow. Return to the secret entrance to mansion and nudge guard left towards to wall, then open Cemetery gate.
CEMETERY
This place is easy to ghost. You can use 2 switches behind statues and reveal secret that way. In secret you can descend on side of ladder, close door, descend more, open it and grab water arrow and haunt's key. But you can't grab loot, because haunt will see you. In other wall are 4 bags of spices. Take Main Gate key and check storage for water arrow and 20 masks. This completed loot objective for me. Return to the Castle's bridge and go right to Main Gate.
RETURN TO START
Main Gate is protected by stationary guard and there is no way to ghost him, so I just gassed him and hid his body in shadow (ghost bust #4). If you strafe run quickly into guard post you can grab gas arrow from chest. Douse 2 torches and then steal Switch Room key. Douse torch and nudge archer a bit. Use lever and you will enter area with 1 patroller and 2 archers above. The intended way to go through this room is by getting Tower key from room behind archer, but archer will attack us. Luckily we opened portcullis to next area at the beginning of the mission.
Mantle on Temple's roof. You need to put 4 talismans in correct flames. After every correct placement, gong sound will be heard. This sound may alert patroller at the start of mission. He doesn't alert when he's walking away for some reason. So you will need couple hard saves to make. Also quicksave only when gong sound will end to check the condition with guard. Otherwise after loading gong will launch again and you will be forced to check guard again. After placing last talisman light turns on and bunch of alerted haunts spawn. They will kill patroller. Also they are very sensitive, so I couldn't ghost them and just run past them to start of mission (ghost bust #5).
STATS:
Time: 1:56:15; Loot: 7505/8695
Pockets Picked: 11/26; Locks Picked: 7
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
marbleman on 17/6/2021 at 22:40
Game:
The Dark ModFM:
Perilous RefugeGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
Success Perfect Supreme -
FailedTime - 49:48
Times saved - 76
Damage dealt - 0, Damage received - 0
Health restored - 0
Pockets picked - 0
Loot - 3586/3586 (Supreme: 3536)
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
If Full Moon Fever was the mission that got me hooked on TDM, Perilous Refuge is the one that solidified my love for it. This mission is amazing. Port towns are rarely seen in FMs, and even rarer then do they feel so atmospheric. Wrecker's Reach might be my favorite depiction of a port town in any Thief fan mission ever, and it even has an entire ship to plunder. It is also a healthy challenge, with engaging but never frustrating sneaking. The ship in particular is a highlight: while it has many AIs on board, they have long patrol routes with pause points on the way, so it never feels like a slog to get through.
Our goals are to make it aboard the merchant ship that recently came into the docks and find something of value, in addition to looting the waterfront in general (2000 on Difficult). The map can be divided into three main sections: the waterfront in the northeast with a few residential buildings and an inn, the ship in the middle, and a big warehouse in the southwest. Going through the map counter-clockwise, this was the order I tackled these in.
The TownGoing up the ladder from my hideout, I immediately entered the astronomer's tower and crossed the tightrope into the condemned building. Both windows I had to open were ajar to begin with, but luckily TDM has a great degree of control over the opening and closing of doors, so I was able to leave both windows in the exact same state after coming through. Nothing particularly tricky here. Had to pick a key off a thief's corpse to enter the cellar, but none of the keys in the mission are droppable, so there was no need to return it. Next was a small residential building. A staircase patrolled by a thug and two rooms on the second floor. Nothing difficult here either; just had to wait for the thug to come downstairs, pick both doors, and take the loot inside.
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https://thumbs4.imagebam.com/82/81/41/ME153AV_t.jpgThe inn is where it gets a bit more interesting. The building has four entrances, and all of them are useful for successfully ghosting the place. Sometimes it's a lot easier to exit the building and re-enter it elsewhere instead of trying to get through. Entering through the cellar and up through a hatch allowed me to get behind the bar and pick the cashbox, which is by far the easiest way to reach it. I could then exit the inn and pick the outside door on the northern side leading to all the rooms and loot those. Unfortunately, this was all I could do for Supreme. There is one more piece of loot, a purse worth 50 in an alcove above the bar area. A thug patrols between the alcove and a nearby window, but never stands there for more than a few seconds. Given how well-lit this place is, there is nearly not enough time to get that purse and get back to safety while the thug is standing near the window. For Ghost, I could get in and pinch out the candle on the table so that I could hide inside the alcove and leave as the thug was leaving, but for Supreme, I couldn't do it. Playing the mission for this report, I also noticed that something was different. There is an unlocked door leading to the rooms opposite the alcove, and the reason I chose to pick the outside door leading there is that my first two times through the mission, there was a thug standing right near it, and I could never sneak by him without first alerts. This time, to my surprise, he was patrolling. However, I decided not to reload a save and try to avoid picking that lock as I would have to cross this whole place, dodging two thugs and a barmaid below, twice. I'm not saying it's impossible, but it would certainly be the most difficult move in the mission, and there is really no reason to do it.
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https://thumbs4.imagebam.com/3f/80/83/ME153AX_t.jpgThe store with an apartment above it was my last stop. The store itself is easy to get in by picking the front door while nobody is around. Inside, there is another door leading to the apartment, but there is also an open window above the store entrance, which is what I took. For Ghost, this entrance is especially convenient since the lamp on the table near the window can be switched off, creating plenty of darkness. Even without switching it off for Supreme, it's still quite easy to get in and hide. Looted everything there is to loot, exited the apartment, and headed for the ship.
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https://thumbs4.imagebam.com/ba/63/25/ME153AY_t.jpgThe ShipAlthough it's the main target, sneaking around the ship is quite easy. First, made my way to the stern, looted the dining room, and entered the captain's quarters. Inside one of the drawers of the captain's table is the ship's log, which mentions that a certain dowry chest is on board and adds a key (was it tucked inside the log?) to the inventory. This changes the objective to find something valuable to specifically find this dowry. As mentioned, the keys are not droppable, but the ship's log is, so I placed it back in the drawer. Looting a couple cabins on my way, entered the main cargo hold. There are several chests to raid here, including the one that contains the dowry... or does it? Taking everything from this chest triggers a new objective, “Is this really it? Maybe the real dowry is somewhere around here,” prompting the player to explore further. I almost wish the mission didn't have this objective, fooling the player into thinking they've stolen everything while there's more treasure on board. So, where is the real dowry? The ship's log also mentions that nobody is allowed in the kitchen, which is... odd. In the kitchen, there is a hatch leading down to the food storage, which is the only way to get in there. Under the floorboards there is, indeed, another chest, with far more treasure. Also worth noting is that finding the real dowry before the decoy one prevents the new objective from being added. For ghosting, the only difficulty in all this is getting out of the food storage as it's hard to gauge where the cook is. However, I've found that staying as far left on the ladder as possible gave me both a better view angle and a darker light gem. Finally done with the ship, I carefully descended into the water on its western side and swam towards my last big goal for the night.
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https://thumbs4.imagebam.com/68/84/ca/ME153B0_t.jpgThe WarehouseThe warehouse is the biggest building in the mission. Most of it is quite easy to ghost and comes down to waiting out the patrols. The boss's room, however, is tough. For regular Ghost, I could turn off the lamp on the table, making this place much easier, but for Supreme, I had to do something different and rely quite heavily on luck. In TDM, AIs often turn their heads, which - big surprise - affects their field of view. To sneak in and get to a dark area on the bed, I had to wait for the boss to stand in her bathroom not turning her head towards me. I could then pick the key from the flowerpot and open the chest. While the boss was in the bathroom again, I could grab all the loot from it. To sneak out, I had to go while she was in the bathroom again, once again relying on her not turning her head towards me.
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https://thumbs4.imagebam.com/1c/b9/80/ME153B1_t.jpgBack in the hideout, I had to board-up my door just like it was at the beginning of the mission. Luckily, the end mission trigger is a few steps into the hideout, so I had plenty of time to place the board where it belongs. I would have been real mad if this was my only Supreme bust.
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https://thumbs4.imagebam.com/c1/9a/43/ME153B2_t.jpgNotes- Had to skip a purse worth 50 at the inn for Supreme. Could not get it without either pinching out a candle or taking at least one first alert from the thug.
marbleman on 20/6/2021 at 12:51
Game:
The Dark ModFM:
King of the MountainGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
SuccessTime - 20:08
Times saved - 30
Damage dealt - 0, Damage received - 0
Health restored - 0
Pockets picked - 1
Loot - 6499/6499
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
King of the Mountain won't be everyone's cup of tea. The mission starts you off without any weapons, including the blackjack, which is one of the easiest ways to alienate the player. Its plot is also as simple as it gets: the only objective here is to escape the prison, and no new ones are added during the course of the mission. Besides, completing this objective doesn't involve solving any puzzles or doing anything convoluted, it's just pickpocketing a Builder (TDM's analog of Hammerites) guard for a key and using it on a door not far from the starting cell.
However, I fell in love with this mission, and it resonated with me in a way I might not even be able to put into words. As a ghoster, I never really cared about starting with no weapons, and while the plot is indeed simple, what the mission does have going for it is a really engaging backstory. I became utterly fascinated by Bluerock Prison and its inhabitants, and while I don't want to go into specifics, as I think you'd be better off learning its story for yourself, I will say that it made perfect sense to me in the end why prisoners were freely roaming about the place and were seemingly on good terms with the Builders. This is not a place that could ever exist in real life, but within this fantasy universe, it's believable.
The one and only hurdle for Supreme comes into play immediately and has nothing to do with sneaking around. The back wall of the starting cell has several loose bricks with a stash of loot worth 760 behind. I only needed to take out two bricks to reach every piece of loot, but placing them back afterwards is akin to threading a needle, and any collision would alert nearby guards. After about 30 attempts I finally got it, and while it's not perfect, it will have to do.
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https://thumbs4.imagebam.com/1d/72/37/ME177J7_t.jpgThe rest of my escape was really easy. Of course, before leaving I had to grab all the valuables with me, and this prison sure has a lot of them, mostly on the top floor. The guard I had to pickpocket has a really long patrol route, but it feels like I am bound to come across him every time I play. He might be a bit hard to identify as he looks almost exactly like all other Builders but wears black chest armor, and I think the mission would have benefitted from him looking a bit more conspicuous. The key can't be dropped, so I didn't have to worry about that.
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https://thumbs4.imagebam.com/b0/8e/b8/ME177J9_t.jpgOtherwise, there's not much to report. This is a small and simple mission, but its brilliance is in its simplicity, and I highly recommend trying it out and sticking with it even if it doesn't make a great first impression. The fact that my mini-review came out longer than the actual report should reaffirm that.
Galaer on 20/6/2021 at 20:28
NIGHTWALK
My favorite mission in One Million Contest. Very short and easy mission to ghost, but it's fun to play.
STATS:
Time: 0:11:03; Loot: 2973/2973
Locks Picked: 0
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 20/6/2021 at 20:28
A PIRATE'S DOWNFALL
Mansion mission with annoying gimmick of going back and forth. First of all, in mission there is event triggered by launching alarm by opening chest in Master Bedroom. It allows you to go to roof and enter Pirate Base, it also changes place to escape. Since it's turning alarm on I will consider that ghost bust. Luckily there is another way to the roof. Not intended way. By mantling on window shutter above Glasshouse, then mantling on invisible ledge and then on metal beam and finally on roof, you can get on roof without triggering event.
In Pirate Base I can grab chest with Compass from water through hole. On ship under deck you must move couple of crates on deck. Otherwise spiders will 2nd alert. And you dodge small spider near ladder by strafe running on the side of ship. Then I return to mansion to 2nd floor. Patrollers enter rooms, but you can hide inside them behind opened doors.
1st floor is easier. To get bag of spices you need to enter Kitchen from Drawing Room, quickly take it and leave it. You can't douse anything or knight will go into search mode. To get to other side of Kitchen you must go via Dining Room under window. There is no shadow and this room can be visited by guard. In basement you will find body and you will be forced to take it to Entrance to Forest (intended exit). Despite body being unconscious it can't drown. I also completed bonus objective by collecting 7 parts of golden skeleton. Afterwards all I need is to return to the starting point and mission will end. It feels like author predicted that this mission may be broken in future and that's why this exit works.
STATS:
Time: 1:06:18; Loot: 3384/3784
Pockets Picked: 3/9; Locks Picked: 5
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: 5/5
GHOST: SUCCESS
PERFECT GHOST: IMPOSSIBLE. There is no way to grab tiara (worth 125) in Bedroom near Gallery, because noble is always looking at the entrance and room is well lighten. You can't get secret medallion (worth 100) from Cemetery, because note spawning medallion is also spawning skeleton and it's impossible to not get spotted. This room is also well lighten.
Galaer on 20/6/2021 at 20:30
RELIGIOUS CONFLICT 1: CITY ATTACKS
There are 2 requests that forces damage property: 5 jars destruction and market stall destruction. They are loud and alert nearby guards (ghost bust #1-2). In Castle there are 3 stones (under stairs, armory and kitchen), which will alert other golems or guard in front of Castle (ghost bust #3-5). There is no way to kill ghost in Mansion in one hit (ghost bust #6). There is no way to kill sahagin from Keeper's Compound in one hit (ghost bust #7).
STATS:
Time: 0:44:51; Loot: 9270/9745
Pockets Picked: 4/4; Locks Picked: 6
Back Stabs: 2; Knock Outs: 0
Damage Dealt: 86; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 2
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: IMPOSSIBLE
RELIGIOUS CONFLICT 2: MONASTERY ATTACKS
This mission has objective to kill every hostile enemy. There is also huge amount of collectives. Switches are stupidly well hidden. Killing haunts is silent, so there is a lot of leeway. Unfortunately one of books to collect is behind banner, which must be cut (ghost bust #1). 7 monks in Horsemen of Apocalypse Tomb can't be killed in one hit and their deaths are louder, so this alert nearby monks (ghost bust #2-8).
STATS:
Time: 2:22:57; Loot: 5850/6300
Pockets Picked: 2/3; Locks Picked: 9
Back Stabs: 17; Knock Outs: 0
Damage Dealt: 170; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 19
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: IMPOSSIBLE
Galaer on 20/6/2021 at 20:30
THE SISTER
On Owner's Floor I nudged guard near safe left and very slowly entered room. In right room I shot moss arrow into light switch. Also if you save/load after conversation of cooks, they will stop moving. Entrance Hall is the hardest to ghost, because there is many patollers visiting this area. Other than that it's a pretty easy mission to ghost. I also completed bonus objective of finding earring in bird nest.
STATS:
Time: 0:48:14; Loot: 5857/6037
Pockets Picked: 2/4; Locks Picked: 13
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: 2/2
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
Galaer on 20/6/2021 at 20:31
TALISMAN OF THE KEEPERS
I had problem with dousing torch above entrance in church on 2nd floor. Patrollers alert to that. Luckily after reloading few times, torch failed to load burning. It's funny, because recently it happened to klatremus during his segmented run of last mission of T2X. All my saves got modified, so loading save from before entering Cathedral still had not burning torch in church. I wonder if restart of mission would help.
In Prison I must time 2 stationary guards to get key and loot. Luckily I can douse torch in 1st room. In Crypt there is diamond behind haunt. You must trigger trap to open cell, lean forward and turn towards cell to grab this loot without alerting haunt. In Ruins you must weight 2 pedestals. Intended way is to use rock, but it's possible to do that without it. For red and green door you can just use yourself and then run to door. For red door you must run to top of stairs and from there frob door, for green door you just need to lean from window and frob it. Blue door opens to inside, so I weight it's pedestal with 5 keys and 2 healing potions.
STATS:
Time: 0:42:02; Loot: 5365/5365
Pockets Picked: 1/1; Locks Picked: 14
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 27/6/2021 at 19:42
UNDERNEATH
First of all you need to douse fire with 2 stationary apes, then grab blackjack and sword. Afterwards return to pond and strafe run on top of west rock. From there you just need to move rocks away. Above west rock are 2 patrolling apes. One of them patrols on route with 2 fires and eventually it will die. Other patrolling ape will spot that, which will result in body discovery stat.
Doused fire is needed to get to area with controls for wooden gate. Here is valve that opens hidden stash with bag of spices. There is only 6 of them and you have objective for getting them all. But one of them is unfrobbable. Since nobody had this kind of problem on the forum, I'm guessing that's a fault of dml fix I installed. There is bag of spices (behind statue) later in mission that is unfrobbable and from what I noticed it wasn't necessary to get it somehow. As for bag of spices opened by valve, you must leave stash opened. Only that way game will think that you got this one bag. This is something that confused me a lot during my ghost run and something I learned when reading forum.
To get to electric switches you just need to jump on pipe and then on wall. To get it back mantle on red door and return to wall. Thanks to switches you can get purse from stationary guard, but to enter you need to return to log and from there jump on stone wall and drop and mantle on wooden wall and then drop on gravel.
To get to Mechanists after mine you must cross well lighten bridge patrolled by Mechanist. Go behind him, mantle on right lamp, then on metal wall and drop on it's right edge and move forward. Vault is necessary and sadly it can't be ghosted, because there is servant and no shadow. So after he noticed me I KO-ed him (ghost bust #1). To escape you can go through Site 7 and rope up on wooden wall.
STATS:
Time: 0:50:05; Loot: 4738/4778
Pockets Picked: 8/8; Locks Picked: 15
Back Stabs: 0; Knock Outs: 1
Damage Dealt: 1; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Bodies Discovered by Enemies: 1
Secrets: 0/0
GHOST: IMPOSSIBLE