Galaer on 27/6/2021 at 19:43
UNNECESSARY RISK
To get out of starting point you must time yourself with light mushroom (the light that it emits gradually becomes weaker and then gets stronger). In outside area you must be careful of sensitive archers. To avoid them I crouch ran and doused couple of torches. In Basement there are bonus bottles of wine that you can grab through banner. Another secret room with lots of loot is behind banner and you can jump through it. I failed optional objective about getting all loot, but I think it's possible to complete it.
STATS:
Time: 0:19:24; Loot: 2636/2991
Pockets Picked: 1/9; 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: POSSIBLE
Galaer on 27/6/2021 at 19:44
WAY HOME
Really small mansion mission with many patrollers. In basement the hardest is room with 3 guards. I nudged right guard to get all loot from table, then I nudged left guard right and run to dice on floor to get coin. To get out I needed to strafe run.
On 2nd floor is gallery. There is woman entering it and stationary guard who can turn towards it and lighting is blue gem from Lost City, so it can't be disabled. Sometimes woman can get stuck walking in circles around archer. Just save and reload to fix that. Go behind her, grab as many loot as possible, dodge her from right, get loot at the end and hide behind corner. Woman will return and she can spot you through window, so move closer to the corner and when she gets closer, slowly back off. Then go behind her (only if archer is looking away), take rest loot and return to shadow.
On 1st floor there are 3 patrollers walking different routes through narrow corridor. You must get to dining room, blindly time archer behind glass door and turn off light. Another hard spot is getting coin under stationary servant in courtyard. There is torch, which you can't douse. If you do that patrollers will keep 1st alerting, which will lead to 2nd alerting everyone else who will hear this 1st alert. I went from staircase door through entrance, turned off light and when 3 patrollers were away, quietly sneaked for coin and returned to shadow. I completed also 3 bonus objectives: getting Jewelled Sword, Bafford's Scepter and square lockpick.
STATS:
Time: 0:41:18; Loot: 1891/2002
Pockets Picked: 0/1; 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: 0/0
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
Galaer on 27/6/2021 at 19:45
A NEW JOB (TDM)
First introductory mission in TDM. I'm surprised that nobody reported it yet. I played that mission 4 times on different sensitivity settings to learn a bit about alerts. In the end I didn't learn too much. In 1st run I wanted to explore this mission just like in Thief games and decided to KO everyone. I played on lowest sensitivity level, so I thought it will be easy. Very quickly I learned that 4th alert is still easy to achieve and very dangerous. Enemies keep running around, it's hard to KO them and when they spot you and you are out of reach, they start throwing stones at you. Also this 4th alert messed with script on 2nd floor of inn. Corbin (protagonist) should comment about eye patch guard, but it didn't happen. Probably due to this 4th alert I mentioned earlier. So that was really messed up 1st run.
Next runs I decided to ghost. I learned that while running is fast, it's better to not run on wooden surface and creep while being very close to AI. If AI didn't alert at all, you can crouch in shadow close to them without being spot. But standing in shadow it can 2nd or 3rd alert them. It's hard to tell, because these 2 alerts look exactly the same and despite definition I don't really understand what exactly is different in both alerts (visually they look the same).
And there is also another problem with noticing these alerts. In my final runs I was more careful, but still couple of 2nd and 3rd alerts sneak in my stats. I absolutely didn't notice them. Part of the problem is low volume of enemies voices. Even when they shout, it isn't loud (unlike in Thief games). I didn't notice any option to increase their volume unfortunately. That's why in my 5th run I decided to use script to see stealth stats during mission provided by marbleman.
GHOST RUN
Looks like being seen by neutral AI doesn't count to stealth score. Also I was worried that using moss arrow or dousing torches can 2nd alert enemies, but looks like I was wrong. Also looks like you are being ignored during conversation. For street part I just crouch ran, because it's the fastest and also safe way to move. Also you need to run to jump or drop further. There is gem in nest on top of pipe. To get back you need to drop on pipe and it's noisy even if it doesn't sound noisy. Enemies has long range of hearing, so they can go into search mode (3rd alert). If they are behind corner you may not notice that they went into search mode and they are too far for you to hear their comment. I actually scored 4 1st alerts by dropping on this pipe. I was testing stealth stat, so I let these alerts to stay.
Inside inn I went into my setting and disabled option of always running. Here the hardest part is crouch walk behind counter. I got 2 1st alerts from guests. You are safe in corner under counter only if woman didn't alert to you earlier. Moving towards safe in innkeeper room was the only part where I used creep.
On 2nd floor there is eye patch guard. Never open door when he's looking at it, because he will enter room to check the situation (2nd alert). This can be quite annoying and you will waste some time. The problem is that you don't know where he is when you are inside room. Leaning towards room doesn't make you hear what's going on the other side, so you just need to blindly time him. In 4th room is sleeping lord and he's 1st alerting to sound of opening wardrobe in small cabinet. Cabinet must be opened. This way I scored the rest of 1st alerts. Didn't need to score that many (5), but I did that for testing. What's interesting is that sleeping guest didn't alert to the sound of picking the lock of chest or opening/closing chest.
After leaving inn I changed my settings to always run. I really wish there was option to toggle run. This way I wouldn't need to visit control settings during gameplay. Crouch run in shadow on cobblestone didn't alert any guards. Then I just jumped to window for last loot and went to my contact.
STATS:
Time: 0:24:11; Loot: 703/703
Damage Dealt: 0; Received: 0; Health Restored: 0
Pockets Picked: 0
AI Killed: 0; AI KOed: 0; Bodies Found by AI: 0
Stealth Score: 0 (Alert 1 = 11; Alert 2 = 0; Alert 3 = 0; Alert 4 = 0; Alert 5 = 0)
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
Galaer on 27/6/2021 at 19:45
ABYSSES
Very easy forest mission with lots of shadow and light mushrooms that can be frobbed. Mosquitoes, squirrels and bats are neutral.
STATS:
Time: 0:27:51; Loot: 7682/9012
Pockets Picked: 2/3; 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: 3/3
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
Galaer on 27/6/2021 at 19:46
BLOODMIST TOWER
Pretty easy to ghost mission. Problems starts in forest. At the beginning there is rabbit and 2 light mushrooms. This rabbit can spot us, it runs away and alert other rabbits. That's why I shot 2 light mushrooms to pass. To enter tower I shot rope arrow into window from ritual side. To escape I roped down. Later I noticed that nearby vine is climbable. On 3rd floor is a lot of frogs. Most of them is neutral except frog at the center. For it you must douse 2 torches. For Cursed Horn of Dancing I crouched and lean from north side. This way I could easily avoid zombies and escape to water. Also in prison don't open cells or prisoners will go into search mode.
STATS:
Time: 0:36:33; Loot: 8091/8603
Pockets Picked: 5/6; Locks Picked: 1
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 27/6/2021 at 19:49
THE TEARS OF ST LUCIA (TDM)
Before I start talking about this mission I want to talk about DARKMOD.cfg. This file has some interesting functions. First of all, I found toggle run there. It's not perfect, because after every reload, game resets speed to walk, but it's better changing speed in menu. Another interesting function was door control. While you can't quietly open door, you can quietly close it. Unfortunately later I found out that thanks to this option you can open locked door without using lockpicks and keys. It's broken, so it can't be used.
Next is show alerts. Thanks to that you can learn quickly when enemy alerted and with what alert and how fast he can alert. Thanks to that I learned that one small 1st alert from guard can be actually equal of 4 1st alerts. That's pretty crazy. Also for further alerts you will need spyglass. The problem with this option is you can see everyone level of alert at once through walls. So this can be immersion breaking, but also slowdown the mission. So i disabled this setting. Lastly there are show enemy visibility and show conversation state. I believe they are setting for enemy vision and hearing. Unfortunately it only shows 4th (green arrow) and 5th alerts (red arrow). So it's not that useful. In the end the only setting I enabled was toggle run.
GHOST RUN
City part is quite easy. Moving wooden planks instead of breaking them. No enemies. Also I have problems with descending on ladders. Most of the time I fail grabbing them and fall down. Sewers are also empty, but there is golden plate (worth 50) protected by spider. I think it's possible to grab it without alerting spider, but stealing this loot will spawn 2 spiders in narrow tunnel and they can't be ghosted. So I must skip this plate.
PRIEST (I HATE HIM)
So I quickly climbed ladder into bathroom, but priest heard me. Looks like my climbing ladder can be heard by other people. So I went slowly to top of ladder and he spot me again. How? Well, in trapdoor there is small gap and somehow he noticed me through it. Oh, hardcore sensitivity is just crazy. Priest has key and you can hide in dark corner in corridor and sometimes you are safe and sometimes you aren't. It's random. Pickpocketing him will make him to check his pockets and then he will continue. It doesn't add points to stealth score. Nothing special.
So I went to his room, looted and priest returned to the room. He went to desk, noticed lack of golden hammer and suddenly went into 4th alert, gathered other guards in room and they all went into 4th alert. I reloaded. I decided to check if doused torch can prevent him from noticing lack of loot. And I waited and waited and waited even more. Priest never returned to this room. He just walks all around Cathedral and his patrol route is random. So I just had bad luck. While waiting I opened door and guard went inside to check what's going on. When he left I checked stealth stats and to my huge surprise I noticed that he didn't alert. Usually opening door results in 2nd alert.
I reloaded previous save, doused torch and waited for priest. He came inside, went to portrait, looked at it and left without any alert. I thought that it worked, but noticed that he didn't walk all the way to desk. So I reloaded and didn't douse the torch. Priest went to portrait and left again. Desk isn't that far and yet he didn't notice lack of loot. To notice it he must go all the way to desk, so I tried to recreate this situation, but I failed. All next times he went to portrait and left. I have no idea if dousing torch helps, but I decided to leave torch doused and just go.
DOUSED TORCHES CAN BE RELIGHTEN
This lesson I learned in basement. Though enemies don't light it immediately. They wait couple of min with that. This makes looting basement a really long task. There are 2 patrollers: one enters through door and check one of corridors, other check corridors. Both guards patrol route is random, but 1st guard has shorter patrol route and he always is leaving room. Also I have rant about water arrows. Many times they just go through torch without dousing it. It's really annoying.
YOU CAN DOUSE CANDLE BY SHOOTING ABOVE IT
This I learned in scribe's room. Only that way you can grab golden hammer from shelf in front of him. Then I needed to creep very slowly to grab it without leaning towards it. I had also a situation in front of Dining Room. I was in shadow, guard went very close to me and raised weapon (4th alert), but he didn't attack me. When priest entered this corridor he also spot me, but did nothing with that. I checked my stealth stats and to my huge surprise I didn't notice any alert from them in my stats. TDM is super weird.
LESSON ABOUT VANISHED LOOT
In church there is golden goblet on altar. Grabbing it will 4th alert 2 patrollers no matter if torches and candlestick are doused. Besides it wouldn't work for long, because guards have ability to relight torches. Both actions (noticing lack of loot and relighting torches) takes them couple of minutes to realize. Yup, they went close to altar 3 times, but only noticed lack of goblet on their 4th time. That's annoying, but I decided to skip this loot. Otherwise I would need to wait really long.
I stole another key and waited for them to both go to the other side of church. Here I waited for them to return to altar, doused candlesticks and quickly grabbed both plates. I also moved candlesticks to different spots, so maybe it will prevent from relighting them. To enter room with statue I needed to use right door and blindly time it with stationary guard (he must look away or else he will go to close door). Also a little discovery - if guards will spot us and go into hunt mode immediately, somehow it doesn't add points to stealth score. I have no idea why.
I'M TIRED OF THIS VANISHED LOOT ALERT
In this room taking any loot from well lighten part near statue will result in this annoying 4th alert. So I decided to ignore this loot and go to darker part on the right. Patroller has 2 keys. On statues are valuable jars. For statue near candlestick you need to have stationary guard to look towards door. Also I learned that there is a difference between grabbing ladder while standing and while crouching. When you are crouching you move slower, but also you are less visible.
MAKING THE ACCIDENT HAPPEN
I climbed ladder to walkway and climbed to giant stone hammer. To complete objective with sabotaging statue in the way that it will look as accident, I need to push this giant hammer. This will create huge noise and all enemies will go into 4th alert. It also doesn't count to stealth score. But in Thief games I would classify this as a ghost bust and I think I will do it here as well. So alerting guards in statue room by destroying statue I count as ghost bust #1. And when we are talking about ghost busts, by now priest probably noticed lack of loot on desk in his room and gathered all guards in his room, so that's a possible ghost bust #2.
Now that all objectives are finished time to leave through small balcony leading to cemetery. The only challenge is avoiding lantern guard and closing one door at front entrance. Then you just need to run to starting point.
STATS:
Time: 1:04:54; Loot: 2210/2830
Damage Dealt: 1 (?); Received: 0; Health Restored: 0
Pockets Picked: 0
AI Killed: 0; AI KOed: 0; Bodies Found by AI: 0
Stealth Score: 0 (Alert 1 = 23; Alert 2 = 0; Alert 3 = 0; Alert 4 = 0; Alert 5 = 0)
GHOST: IMPOSSIBLE
FINAL NOTES
For 2nd introductory mission this is huge difficulty spike. Though the whole challenge is in 2nd part of mission. I'm guessing this kind of difficulty will be normal for the rest of FMs. I have no idea what's with this 1 damage dealt in stats. I didn't hurt anyone and yet I have this one point. Is it because I damaged the statue? Or maybe falling hammer bounce out of statue and earthquake effect hit a guard. I really have no idea. This game is really unclear for me and looks like stealth stat with all these hunt modes not adding to stealth score, is far from perfect. Still I was reloading when this happened.
Galaer on 27/6/2021 at 19:52
DOOM (T1)
At the beginning you lose 7 HP due to fall damage. It's unavoidable, because you start high midair. That's why I don't count that as a ghost bust. This is a maze mission, but you just need to go up. Woman can be tricky to get, because you need to strafe run along right wall and then climb to her and go to shadow near archer. Wait for him to turn away of wall and go past him. Wait for him to look away and enter corridor.
The challenge is to sneak up while carrying body. Killing wizard is easy, but it alerts some guards below (ghost bust #1). If you reload game guards will return quietly to their positions, so maybe their alert is scripted. For more chance to succeed you need to wait for guards to come to wizard's body, then drop down and use woman's body as a cushion (you need to stand while dropping, if you drop in crouch position, dropping girl will still kill you). Exit is past guards. There is archer, so I jump twice in place to 2nd alert guards (ghost bust #2), run past them and mantle behind pillars. This means that guards will go into hunt mode (ghost bust #3). Wait for them to calm down and again use girl as a cushion. Sneak to exit.
STATS:
Time: 0:13:46; Loot: 2305/2705
Locks Picked: 0
Back Stabs: 1; Knock Outs: 0
Damage Dealt: 30; Damage Taken: 7; Healing Taken: 0
Innocents killed: 0; Others killed: 1
GHOST: IMPOSSIBLE
marbleman on 3/7/2021 at 17:20
Game:
Thief GoldFM:
The Scarlet Cascabel: Meeting at the Salty Strumpet (V2)Ghost -
FailedPerfect Thief -
FailedTime - 58:13
Loot - 2604/2604
Pockets Picked - 1/1
Locks Picked - 20
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - 1 water arrow, 4 moss arrows
See the report in video format here: (
https://youtu.be/ZVaVwsgy8jo)
Notes- The ultimate bust is blowing up the barricade to the haunted mine, which is required to complete one of the objectives.
- The Lash Lobotomy bonus basically incapacitates an AI. Might be a bust, but doesn't matter in the grand scheme.
* * *
Game:
Thief GoldFM:
The Scarlet Cascabel (V2)Ghost -
FailedPerfect Thief -
FailedTime - 1:33:24
Loot - 5650/5650
Pockets Picked - 7/7
Locks Picked - 20
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - 5 water arrows
See the report in video format here: (
https://youtu.be/UVA9-9kElxs)
Notes- The ultimate bust is destroying the mirror to free Elizabeth.
* * *
Game:
Thief GoldFM:
Catacombs of Knoss Remastered: Part 1Ghost -
SuccessPerfect Thief -
SuccessTime - 42:34
Loot - 4172/4172
Pockets Picked - 4/4
Locks Picked - 2
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - 1 water arrow, 1 moss arrow
See the report in video format here: (
https://youtu.be/p8QsL7eZAIU)
* * *
Game:
Thief GoldFM:
Catacombs of Knoss Remastered: Part 2Ghost -
SuccessPerfect Thief -
SuccessTime - 43:12
Loot - 4973/4973
Locks Picked - 0
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - 1 broadhead arrow, 1 water arrow
See the report in video format here: (
https://youtu.be/wkKIvNSiAPU)
Galaer on 4/7/2021 at 17:20
CATACLYSMIC REVELATIONS
4 mission campaign based on OMs. Author must really love RotC, because he uses this map 3 times (twice in Mission 1 and third time in Mission 2). 3rd mission is using Into the Maw of Chaos as a base. This is surprising knowing how small number of people like this mission. Last mission is just watching Builder's dance. There is no ghosting challenge there at all.
MISSION 1 - CATACLYSMIC REVELATIONS
At the beginning is Hammerite under right hammer statue. To get his purse you must lean along hammer statue and wait for him to slightly move his body towards you during one of his idle animations. Dropping into chute in St Tennor may be a bit tricky. In St Vale is annoying sister who starts patrolling only after 1st alerting to us. St Yora's 2nd floor is the hardest to ghost. There are 4 patrollers in these narrow corridors. It's really tough.
Teleportation to undead version of Cathedral is weird. Priest will cast as there by trying to shoot us. When his projectile will hit space between statues, we will get teleported. Priest gets 3rd alerted, but since his alert is needed for script to work, I'm gonna excuse this unavoidable alert.
Undead version of Cathedral is much harder. Light switches gone and bind of water arrows doesn't work anymore, so you need to move through all weapons manually. In Sewers you only have access to St Tennor and St Vale. Zombie is blocking way to other buildings. St Vale has 2 haunts patrollers and patrolling archer on 2nd floor and stationary zombie. You must douse all torches and fire on tables. There is one of Scrolls of Virtue on table. Getting to chest isn't that hard, because archer may not see us. But there is secret flash mine on 2nd floor above entrance and it's much harder. It's possible for lightning to stun enemies, but if you stay too long, lightning will stop appearing. To fix that save and load game. Go to corner and rope up. You must time 3 patrollers and have luck with lightning to stun archer and haunt, run to flash mine, take it and run down to shadow.
St Tennor is much easier place. i forge 3 frag bombs cores. Dropping on chute is easier due to moss. Can't get to Cemetery yet. Next is St Jenel. You will be forced to break chain with staff to spawn one of Scrolls of Virtue (needed for objective, so it's excused damage property). Also visit small building with pool of blood for water arrow and lab for more loot.
St Yora is much harder due to hunts having lanterns. You will also need to douse all fire at the entrance. 2nd floor just like before is the hardest part of mission. There is just a lot of haunts with lanterns. At the beginning is stationary haunt with lantern. He can get hurt by fire, but most likely he will not die. Douse all fire possible. I learned that I can douse lanterns carried by haunts by shooting water arrow in haunts (into part of their body near lantern). This way you will also douse fire near haunt. In 2nd room is spider, leave door open and lean for urn. Thanks to dousing lanterns I can more easily grab water arrow from courtyard.
Cathedral isn't too hard place. There is ring behind zombie in basement that can't be grabbed, because zombie will spot you. To enter last room on 2nd floor you must do stack of 2 crates and climb them from church. In pit you just go behind executioner. There is optional objective to kill him, but it's impossible to do it in one hit, so I skip it. Outside you must douse all torches. 2 torches on the side can be shot from behind haunts. For right torch you must stand and shoot lightly into torch. Haunts can go forward when they stunned by lightning. If this will not happen you need to strafe jump over small part of light.
Return to lab and create 3 frag bombs, then go to Cemetery for last Scrolls of Virtue. Entrance to Cemetery is tricky. You must douse torches inside. For right torch near entrance you must lean towards left part when you close it, so it will not close entirely and you will manage to douse torch. Douse all torches, because opening side coffins will spawn zombies. Escape quickly to shadow. In Sewers is new skeleton walking near secret passage. Wait for him to go right and go to Inquisitor's Room. Another bizzare teleportation will happen.
Put scrolls and go to Cemetery. Frob yours body. This will end mission. 4 optional objectives will fail (loot objective, history of Four Saints and 2 objectives about holy bombs). Also ultimate secret objective and escape objective will fail. And obviously slaying beast objective will fail. But it doesn't fail the mission.
STATS:
Time: 2:23:22; Loot: 10888/12663
Pockets Picked: 18/18; Locks Picked: 35
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: 4/7
GHOST: SUCCESS
PERFECT GHOST: IMPOSSIBLE. Ring behind zombie in basement of Cathedral isn't obtainable, because zombie will spot you if you try to enter toilet.
MISSION 2 - THE MISSION
At the beginning I do the race to each red sign. When bell tolls demon shows up together with Scroll of Virtue. Beginning is tricky, because enemies at Cloister are more sensitive due to explosion that happened at the beginning of mission. And to get to Cemetery you must jump on part of wall that has fallen. Patrolling spider has no problem with stepping on it. St Jenel can be tricky to enter, because spider has tendency to get blocked on door. Luckily there is hole on the side, but it's tricky to jump through it quietly. Cathedral and St Yora points are easy, though sign #5 is in secret passage, so it may be hard to find. St Tennor and Cloister signs are also easy. Afterwards I'm looting this place, which is easy due to a lot of shadow.
The proper ghost run start after leaving Cathedral. You must use explosive device on rock and explode it. Explosion itself doesn't alert anyone, but if you use fire arrow, enemies will hear it. Just throw flare at it. Due to ratman patrolling nearby you must lean right while behind wall to throw it. Then go to lamppost by jump from left side or mantling on building and dropping there. Here is stationary zombie looking at you, but if you use speed potion you can end with just 1st alert. Then just strafe run to passage leading to Keepers.
Zombie exploded for some reason. Even though I scored no 2nd alerts from anyone. To get nugget near smoking rock near 2 baby burricks, you can douse smoking rock. To open passage to Keepers stand on metal keyhole sign and throw flares at torches, then jump to ladder and to passage to get 2 Keeper keys. To go to next area of city, first douse torches near statue, then descend to water and swim to light post. From here shoot rope arrow at wooden building above bridge (you can't shoot it from the front, because baby burrick will go into search mode). Go to edge and strafe run to bridge. Then jump to rope for more loot.
South part of ruins are easy to ghost. For west part you need to have collected 4 flares, 4 food chests and 4 water bottles. I couldn't get to 2nd house without alert from zombie. Because of that I'm skipping diamond (worth 100 loot) from there. Rope up to roof of 1st house and get to building above street. Here is last bottle of water. Climb on wall above chest and drop+mantle on building behind zombie. Drop near crates and get last food chest from house. Douse rock and go along wall to opened door. Here you just need to dodge fire shadow and use 2 Keeper keys to finish mission.
STATS:
Time: 0:59:22; Loot: 5425/6750
Pockets Picked: 0/0; 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: 4/8
GHOST: CHEMICAL SUCCESS
PERFECT GHOST: IMPOSSIBLE. Couldn't grab diamond (worth 100) in 2nd house on west street, because stationary zombie spot me every time.
MISSION 3 - SALVATION
When first time reaching lava you must fall on lower ledge, but it's observed by skeleton. You must moss lower ledge and strafe run to it. Unfortunately later is a well lighten hole watched by haunts and it can't be ghosted (ghost bust #1). I have objective to kill "all seeing eyes". That's eyeballs enemies. When they die, shattering glass sound will happen, but it doesn't alert anyone. Also most of them leave behind small spiders, so you need to back off quickly.
At ritual place you must kill 3 demons. Since each death gives keys for Hammerites cell and we have objective to free Hammerites, I excused this murder. But it's impossible to kill demon without alerting other 2 demons (ghost bust #2). Smaller enemies appearing after killing demons don't react to us killing demons, also we don't need to kill them. All enemies alert though to Trickster shooting projectile into bell. After freeing Hammerites small enemies will also alert when cursed Hammerites fall in lava and their bones will hit ceiling. Because it's easy to get stuck at cursed Hammerites cell, I decided to kill demon while in front of Hammerites cell. After freeing Hammerites you need to wait 10 min before mission will complete. Also I failed objective about collecting weapons. I still could continue mission though.
STATS:
Time: 1:01:55; Loot: 0/0
Pockets Picked: 0/0; Locks Picked: 27
Back Stabs: 9 (?); Knock Outs: 0
Damage Dealt: 345; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 7
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 5/9
No idea why game shows so many back stabs. I used sword to kill eyeballs. But there was no 9 of them. For demons I used holy knife. Maybe killing enemies with knives add to the back stabs.
GHOST: IMPOSSIBLE
MISSION 4 - SHINE ON YOU
Builder congratulates you. Rest is dancing. No ghosting here.
STATS:
Time: 0:00:39; Loot: 0/0
Pockets Picked: 0/0; Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
SUPREME GHOST: SUCCESS
Galaer on 4/7/2021 at 17:21
SOUND ALERT AND BLACKJACK TRAINER (TDM)
Another training mission made by TDM Team. Based on name I thought it will be display of all sound alerts of all enemies in TDM. Also I thought it will be impossible to hurt player. Instead there are only 2 kinds of enemies: normal city guards and Hammerites. They are in rooms with different surfaces. That's all. Also they can attack you. So this mission is a bit disappointing for me and definitely not very helpful.
From ghosting perspective mission has no loot, no way to finish it, you only can restarted by hitting lever. This means that ghost of this mission is completely pointless.