klatremus on 11/9/2021 at 05:52
Game:
Thief 2FM:
The Keeper of the Prophecies, Mission 1: The EnterprisePart 1Ghost -
SuccessPerfect Thief -
N/ASupreme Ghost -
SuccessPerfect Supreme -
N/ATime - 6:14
Loot - None
Pockets Picked - None
Secrets - 1 out of 1
Locks Picked - 1
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - None
Part 2Ghost -
FailedPerfect Thief -
FailedSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 1:51:03
Loot - 2576 out of 2576 (Supreme: 2511)
Pockets Picked - 23 out of 23
Secrets - 3 out of 3
Locks Picked - 4
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - None
See the entire report with screenshots (
https://www.klatremus.org/KOTP/KOTP1.htm) here!
Loot list (
https://www.klatremus.org/KOTP/KOTP1_L.htm) here!
YouTube let's play (
https://youtu.be/dpghef1R4lc) here!
Comments:This mission has important nostalgic value to me, which probably elevates it higher than it deserves. It is a good mission, don’t get me wrong, but it suffers quite a bit from boxy design and a confusing layout. Once you push through those barriers however, you’ll discover a rich story with weird, yet interesting characters. I absolutely love the combination of fog, rain and thunder, one of the first times I can remember a mission implementing those elements in an effective way. Ghosting it is challenging, but enjoyable, and of course highly recommended.
After finding out my mechanical eye had been brought to Solustice Industries in Part 1, my task was simply to retrieve it in Part 2. I was to pick up 1,500 in loot along the way, before making my way out of the enterprise.
Before the Master’s KeyNothing to report until I got the master’s key objective. I knew this key would unlock every locked door in the mission, so it was my task to obtain it as quickly as possible. I thus refrained from picking the locks in Squintas’ and Franticious’ offices for now. I think it is fun to try to minimize that count as much as possible, and I knew it wouldn’t be a problem later on. However, I also knew that taking the master key would spawn no less than 7 stationary archers in the northern part of the compound, so this area should be cleaned as much as possible first.
Inline Image:
https://www.klatremus.org/KOTP/KOTP1_files/image001.jpgBoth the area surrounding the master suite, as well as the part marked ‘security’ on the map, went without issues. There were guards around, but they all had fairly long patrol routes. The biggest problem was getting into the northern part of the enterprise. Four entries existed: 1) A passageway in the ceiling of one of the cubbies close to the entrance to torture chamber 2 (image above); 2) An underground tunnel beneath a rubble piece in the yard (first image below); 3) A passage behind a barrel in one of the north storehouses (second image below); 4) A cave system on the eastern cliff-face (third image below). All four options were feasible, though only the latter yielded loot, so that’s the one I chose.
Inline Image:
https://www.klatremus.org/KOTP/KOTP1_files/image002.jpgInline Image:
https://www.klatremus.org/KOTP/KOTP1_files/image003.jpgInline Image:
https://www.klatremus.org/KOTP/KOTP1_files/image004.jpgI’d actually claim this way of entry to be the most difficult one, as I arrived in some sort of prison test chamber. It had metal-grated flooring, with two enemies staring in through windows to the north. A door to their room spawned first alerts, so I had to use the ventilation access in the southwest corner instead. The room where these enemies were stationed had loot, plus a second entry door, but opening this one also triggered a first alert from Faustice (image below). Thus, a gold plate and a goblet in there had to be skipped for Supreme.
Inline Image:
https://www.klatremus.org/KOTP/KOTP1_files/image005.jpgThe rest of the compound was pretty straight forward. There were a lot of patrollers, but plenty of shadows around. The biggest problem was making sense of the layout, which was very confusing at times. I kept going through the same hallways multiple times before finding a good route. I skipped Incitus and Yolandis’ offices for now. I didn’t want to pick Incitus’ door in order to get the safe key, as the master’s key would open them both. A worker named Mizarus was stationed in a cubicle not far from Yolandis’ office. I feared he could be a problem later, but I kept my hopes up. The only other challenging area was by an older lady in the Electrics Division (image below). She stared straight at the doorway to the north, so I had to approach from the south and follow the shade in order to get the wine and goblet in the nearby office. Returned the same way. No big deal, except for no less than four patrollers who decided to walk straight through this area at that time.
Inline Image:
https://www.klatremus.org/KOTP/KOTP1_files/image006.jpgThe Master’s KeyThe only way to get underground from inside the enterprise was through the auditorium, which key was in Yolandis’ safe. Since the master’s key opened both the safe and the auditorium doors, I skipped them for now and instead went straight for the alternate route to said key. I’m not sure if it was intended by Frobber to reach it this way or not, but that doesn’t really matter. By the north freight elevator there was an entrance to the cave underneath (left image below). It was tough to reach, not because of attaching the rope arrow, but because of how difficult it was to get onto the rope successfully. I first tried to inch backwards, but that only flung me off the rope into oblivion. I ended up having to approach it from the side, sliding in from the northeast. It was hit or miss whether I actually caught hold of the line, but it was a repeatable move and that was enough.
Inline Image:
https://www.klatremus.org/KOTP/KOTP1_files/image007.jpgReaching the master’s key in the basement was no problem, except for the boards blocking the entrance (image below). Two of the boards had to be broken in order to gain access; a bust to all ghost modes.
Inline Image:
https://www.klatremus.org/KOTP/KOTP1_files/image008.jpgAfter getting the key, I emerged yet again in the northern part of the compound, quite close to the storage rooms below the barracks. The only problem at this point was getting to Yolandis’ safe. I had previously observed Mizarus as a potential problem, and he was even a bigger problem now. During my escapades underground, he had slid forward and was now stationed on top of the table in his cubicle (image below). This was horrible news, as he reacted with normal first alerts, something he hadn’t done before. I had noticed before that he had been doing a lot of special movements towards his table, almost simulating the act of money counting. If the engine treated this as a scripted sequence, comparable to a conversation, then he wouldn’t give first or second alerts during this activity. Those movements, however, I had noticed kept pushing him forward into the table, enough for him to eventually slide onto it. I assume this is a common result if spending a long time elsewhere in the mission. As seen in the image below to the left, I could get onto the desk close to the exit doorway, but beyond this point he without fail first alerted.
Inline Image:
https://www.klatremus.org/KOTP/KOTP1_files/image009.jpgI was thus forced to reload to before getting the master’s key, when he was still stationed on the floor. Moving onto the desk like before, I could quickly scoot over the shelving unit and hurry around the corner (image below). One in ten times or so, he didn’t say anything. When he spotted me, it was always directly to alarm mode, never a first alert or hunt mode. This proved my earlier point, that his sequenced movements were part of a looped script. Going back, I could slowly move in behind the shelving unit, then mantle and creep-crouch-strafe onto the desk. If I got that far without alerts, I was safe. It didn’t take many tries before I was clear.
Inline Image:
https://www.klatremus.org/KOTP/KOTP1_files/image010.jpgThe rest of the mission didn’t pose any problems. The additional archers spread around the compound meant I had to take a longer route going back to the master suite, but nothing that involved difficult moves. I didn’t actually end up descending to the cave in order to get the contract. I went back up after getting the mechanical eye and left the way I had entered earlier. Remembered to lock up the door behind the vines on my way out. Easy to forget that one.
Notes- Had to skip a plate and a goblet worth 65 in the torture viewing room for Supreme. Faustice commented on either door opening.
- Had to break two wooden boards in order to obtain the master key. Ghost bust.
Galaer on 26/9/2021 at 19:44
BEHIND CLOSED DOORS
Pretty big city mission. It's not very difficult to ghost, but you are forced to go back and forth. Also it's hard to crouch walk on marble floor, because you do occasionally loud step. Enemies alert to you touching them, so nudging is impossible. Luckily it's not needed.
Beginning of this mission is rather simple. To get to 2nd area of city you must strafe jump to the other side of canal when bridge guard is looking away, guard checking market stand is walking through bridge towards gate and other guard is on the left. Small spider patrolling room with rope arrows sees with his back, so get rope arrows while he's walking towards you. There is hard to get gem in nest above closed gate leading to next area. You must time patroller and turning guard plus 2nd ledge is loud, so you need to have luck. You are safe only on crates. To get to 3rd area I mossed balcony floor and strafe jumped to it.
In 3rd area I'm visiting Inn first for objective with Spirits, then go to Gastrule's Office for Courthouse key. I'm looting other areas and then return to mossed balcony. There are 2 ways back to 1st area of city: through Lady Miranda's House (available later) or tricky jump from balcony to ledge. I do that to get Spirit from Estate Agents and loot Lady Miranda earlier and open canal valve. I had luck with jump and dropped on crates below without getting hurt. This glitch of falling down without getting hurt suddenly happens more and more often.
After 1st area I used canal to return to 3rd area and again returned to mossed balcony. From there I went to Power Station to disable power and use roof to get on higher ledge leading to next area with Courthouse. This place is rather simple to ghost and here is also another entrance to Lady Miranda. I will visit it later. Open portcullis and rope up to wooden ledge above Shops. Above gate is storage, which leads to last area. This way you can go left to Church or right to Factory. Go to Factory first and create Lady Miranda's key, then go to Church.
First go up. You can use Cotton Wool on bells, so Hammerites will not alert when you use them. Get mask and last Spirit. Church is harder, because one of patrollers can randomly sit on pew looking at altar with loot. Luckily after taking candlesticks you will create shadow behind altar. You can't get treasure yet, because you need last mask from Spirit objective. Go to Sewers and grab Sewer Hatch opener and Castle Davenish Tower key. Get out.
Now visit Stag Inn to get last mask, grab golden statue from Castle Davenish and visit Lady Miranda through dark house and get necklace. Getting back is tricky jump from slopey roof to rope. Go to sewer entrance near Courthouse and get Valve. Go to Crypt, use 4 masks and douse 3 torches to get all treasure. Then use valve to raise bridge in Sewers. Next room can be tricky. If rat walks, then it's fine. You can go behind him, hide in corner and go to bones. The problem is that sometimes rat may get stuck forcing you to use invisibility potion. Taking Urn of St Tannis will summon hostile rats in Sewers. They will even kill guard searching for key. The easiest way to get out is by using teleportation necklace. The problem is that sometimes you can end with Faramund walking right into you and since he's frozen in another area, waiting will not help. You must quickly go around him.
Other than that, ghosting Faramund is easy. Now you need to go to 1st area through Lady Miranda's House. To get out without leaving rope arrow you can: from vine jump to metal fence and drop on market stand and on street or jump on City Watch ledge since you have business there. After leaving evidences in offices simply return to starting point.
STATS:
Time: 2:32:36; Loot: 7510/7882
Pockets Picked: 4/5; 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: 0/0
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
Galaer on 26/9/2021 at 19:46
NAMELESS
BLIND IRONMAN GHOST RUN
Since this is the newest mission and I never played it, I decided to do blind ironman ghost run. In other words I'm ghosting it during my first playthrough without saving and loading. In this run I had no idea where is every piece of loot, how to sneak through mission, how to complete objectives and what is sensitivity level for guards. Unfortunately I failed it and survived almost 30 min.
Beginning is easy to ghost, but I was focused on finding way to go through Sealed Gate without exploding it (there is indication that this is intended solution in readable). First I tried to mantle above starting point. So I did stack of 6 crates, but this area leads nowhere. I actually accidentally fell down. Luckily I dropped on gap between crates and wall, so I didn't took any damage. Next I tried wall near Barry's House, but low sky box ceiling blocked my progress. I missed my drop on stack of crates and lost 2 HP. I decided to abandon my search for alternate exit as it wasn't safe.
Next I went through gate to area with bridge and river under it. On the other side of bridge is servant. I was worry that he can spot me when going through bridge, so I went left. No path forward, so I looked down at river. It was hard for me to estimate if water is deep enough, but I decided to risk it. Unfortunately water was shallow and I lost 7 HP.
I swam to Coast and climbed to pier, then I went behind 2 guards and tried to enter Warehouse. To do that I nudged stationary guard and looked inside. Unfortunately there was archer on right wooden ledge. He immediately spotted me, so that's a ghost bust. I quickly decided to run under him and that was mistake. On the other side there was another archer. He spotted me and immediately killed me.
On this run I learned that observation is very important, take your time, zoom in if necessary and try to gauge danger. Don't risk as it can end tragically. And if you are spotted, run away instead of rushing forward like an idiot.
STATS:
Time: 0:29:19; Loot: 480/8135
Pockets Picked: 1/4; Locks Picked: 2
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 13; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/1
STATUS: DEAD, NO OBJECTIVES COMPLETED
REGULAR GHOST RUN
Mission itself isn't very hard and my route isn't much different from my blind run. To get to river safely you need to shoot rope arrow into wood near bridge, slide from bridge and catch rope. I mantled on pier to get coins from fountain and then roped down back into water. Swim to cave. Here you need to douse some torches and braziers. Be careful to not 1st alert patrollers as this alert will 2nd alert nearby guards, then shoot water arrow into upper switch and nudge archer away.
On 1st floor you must nudge George in Game Room towards counter, so you will manage to grab 2 bottles from shelf. To get loot from Ballroom I mossed floor and doused torches, then quickly run for it. Also climbing on wooden beam above bar may be tricky. To get to Supply Room you must douse torch and crouch run to door. On 2nd floor don't wake up sleeping woman or she will start patrolling and spot you.
To exit you must use explosive device on Sealed Gate (ghost bust #1). I tried to make stack of crates to mantle above it, but due to low sky box ceiling it wasn't possible. Next is fight with Barry. You get teleported to well visible area and he spots you immediately (ghost bust #2). You must kill him. I found that it's possible to run under him, look up, use normal slash of sword and jump to hit him. Unfortunately you must slash from right side. Since I have no idea how to manipulate slashes from certain side, I was turning around and hoped for luck. Luckily boss can't hit you when you are under him. After kill throw mask into lava, read note and escape.
STATS:
Time: 0:58:58; Loot: 8025/8135
Pockets Picked: 4/4; Locks Picked: 10
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 30; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 1
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 1/1
GHOST: IMPOSSIBLE
Galaer on 26/9/2021 at 19:47
BETRAYAL: VOICES
You must kill every enemy in this mission. There is 20 of them and most of them can't be killed in one hit. Only thief from gamble room and 2 outside archers can be killed in one hit. But killing thief from gamble room alert his companion and killing one of archers alert other one. Luckily after killing everyone it's possible to kill him without alerting anyone else (because they are all dead). So that's ghost bust #1-19. While dropping one of dead bodies from top of tower stairs, it became unfrobable. After killing them new thief spawn and he also must be killed. Luckily there is no problem to kill him in one hit.
You also need to smash statue (excused by objective) and explore cellar. To do that you use crowbar on 3 wooden planks, but it doesn't destroy them, so that's not a damage property. In cellar you must stand on wooden plank on floor and it gets destroyed (ghost bust #20). It's impossible to trigger destruction by jumping above plank. In cave is letter you need and giant purse behind wooden planks. To get it you must destroy 2 top wooden planks, but there is no objective requiring you to collect it, so I skip it.
STATS:
Time: 1:00:32; Loot: 1676/1676
Pockets Picked: 6/6; Locks Picked: 5
Back Stabs: 14; Knock Outs: 0
Damage Dealt: 786; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 21
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: IMPOSSIBLE
Galaer on 26/9/2021 at 19:49
THE BLACKHEART'S RECORDING
OUTSIDE
Mansion mission with varied sensitivity of enemies. Some guards are normal, others can 2nd alert to the smallest noise and others can alert if you are close enough to them. Right at the beginning is window with invisibility potion on table. You can jump for it and grab it, but noise of falling on grass will 2nd alert nearby stationary guard. Behind right door is guard who alert to the sound of opening door and other small noises. To avoid him you must mantle on hedge and go along right side.
BASEMENT
In Basement you must douse torch and go slowly along left side. Steal knight's key. Here you can nudge him or return outside. I returned outside, roped up to roof above ladder and climbed to roof with windows on left side. Stay away from left side. There are 2 patrollers inside and they can 2nd alert to you if you are too close to wall (even if you are on the other side of wall and they can't see you). Drop on the other side and use key on door. Use elevator to get to basement and go to sleeping guard. I picklocked 2 chests with moss arrow and gas arrow. This wakes up guard and he's looking at us, but he's not a problem to dodge. I also grabbed secret and visited easter egg room, which gave me Safe key earlier.
JOHN HAMPTON'S HOUSE PART
Be careful for guard in dark room. I saved badly while standing and he went into search mode after every reload. No idea why, but I was forced to restart this mission. In corridor go behind 1st patroller into room with noble to loot it. Turn off light and hide in corner near door. From here you must go through next door leading to another corridor patrolled by guard and there is guard with red key walking through Music Room. You need to go behind guard from 2nd corridor and dodge him from left.
Next room is easy and it has only goblet. 2nd floor has hyper guard (he's proximity guard who can also alert for every little noise. When walking towards top of stairs he's making small loop, so don't get surprised. Go along left side to chests. Picklocking one of them can alert guard if he's too close. Go into left room for purse. Now you need to go to Music Room. To do that you need to go behind patroller and dodge him from right. You also need to have luck with other 2 patrollers. Here are 2 loot chests. Check Theater too for more loot. Go into next corridor.
EDWARD HAMPTON'S HOUSE PART
Corridor is patrolled by hyper guard and my target is left door. You are safe in doorways and in order to get to left door you need moss floor leading to carpet and floor in front of left door. Inside is dining room with another key. Enter right door and douse gas torch near left door. You do that because woman inside can spot you. Even though there is conversation, after it woman will mention that she saw someone. And you need to visit this room, because cop here has key for right door. I also use secret hook in fireplace to open secret bookshelf, but woman is in my way. Maybe I could nudge her, but with how sensitive are all guards in this mission I decided to skip secret loot (worth 125 loot).
Go right. Here are 2 normal patrollers. Easy to dodge. Enter 2nd door and steal key from servant. Then go to 1st door, go to side door and wait for another normal patroller to leave room and enter it. In 1st room is water arrow, in 2nd - Office key. Go on 2nd floor. Here is another hyper sensitive guard in front of fireplace. You must douse fireplace to enter bedroom, but usually servant alert and guard goes into search mode. To douse fire you must shoot gas arrow slightly above fireplace. Inside is more loot and balcony. Drop and mantle on well and use secret torch in corner. There is no need to drop into well, but there is a way to rope up and mantle back on balcony. Also don't make noise here. Hyper guard near fireplace has super good hearing and can hear all noise happening here.
END
Return to corridor with hyper guard and sneak to Guest Room for more loot. Then open double door to Main Hall. All guard are hyper sensitive, so be careful. There is nothing on 2nd floor, so just go along right wall and grab all 4 goblets. Afterwards you must return to John Hampton's Office (near entrance to basement). Here is secret book switch, which opens passage to safe. Be careful, because passage will quickly close and there is no switch opening it, so you will be stuck. Put healing potion on floor to block bookshelf from closing. Open safe to get recording. Get back office, mantle on clock and take letter from purple box. This will finish this mission.
STATS:
Time: 0:36:30; Loot: 1905/2230
Pockets Picked: 7/15; 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
Secrets: 4/4
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE? Skipped secret purple box in small library worth 125 loot, because woman was blocking entrance to secret passage and cop was right in front of her. Because of random sensitivity of enemies I didn't even try to nudge her, so I don't know if getting this loot is really impossible.
Galaer on 26/9/2021 at 19:50
BONDS OF MINE
Very easy mission to ghost. It's good to collect 3 ingredients before you get Onyx Crown. This way you will not need to interact with wraights too much. After taking crown wait for teleportation and go through Garrison back to Tower. This way you will need to avoid only 1 wraith. You can use flare to light brazier instead of fire arrow, then put 3 ingredients on it and return to start. I used Chasm to return to spider cave as a shortcut. Also completed extra objective in Library Attic.
STATS:
Time: 0:25:13; Loot: 1020/1050
Pockets Picked: 2/2; 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
klatremus on 27/9/2021 at 02:44
Game:
Thief 1FM:
The Whistling of the Gears [TDP20AC]Ghost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
FailedTime - 2:09:21
Loot - 3181/3181 (Supreme: 2956/3056)
Pockets Picked - 4/4
Locks Picked - 9
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - 1 Holy Water Vial & 1 Water Arrow
See the entire report with screenshots (
https://www.klatremus.org/TDP20AC/TDP20AC_WhistlingOfTheGears.htm) here!
Loot list (
https://www.klatremus.org/TDP20AC/TDP20AC_WhistlingOfTheGears_L.htm) here!
YouTube let's play (
https://youtu.be/EZvxuJ9dbec) here!
Comments:Although I had played The Chalice of Souls before, which Firemage co-authored, this was my first time playing any of his solo creations. To be honest, it started out a bit tedious, but has grown into one of my favorite missions, mostly due to how fun this mission is to ghost. It definitely could have benefited from a few more weeks of testing, as some of the objective choices in my opinion hamper the gameplay. It has tons of Easter eggs and hidden stuff, rewarding thorough completionists like myself. Along the lines of Into the Odd, the reviews for this did split the community some, though I’m definitely in the camp of two thumbs up.
I was tasked by Lord Morel to sabotage Lord Tudor’s entry into some inventor’s contest, in addition to stealing one of his blueprints. Furthermore, I needed to obtain some incriminating information about Tudor, as well as 1,750 in loot. A different, yet intriguing backstory to a mission, which is always welcome.
The ChurchI knew damaging Tudor’s core would send me across town retrieving the shards later, so I wanted to head straight for his factory, in order to avoid lengthy backtracking. However, I also knew I needed a holy item in order to damage it. There was a hammer in Tudor’s armory that would do the trick, but that required an unnecessary lockpick on the armory gate. The only other viable option was using a holy water vial. Only two were available in the mission that I knew of, the closest of which was in the hammerite church. That was thus my initial target.
The archer right above the starting area had a purse, and although I managed to take it without alerts, I couldn’t quite figure out his alerts. Sometimes he saw me when I was in the streets below, but then wouldn’t even flinch if I was on the pipe directly outside his window. Oh well, he never uttered a word, so I was good. I climbed the roofs by the abandoned factory and made my way east. Dodging a patrolling archer, I planned my church entry. I actually found entering via the ground floor double doors to be the easiest. The outside stationary guard and the patroller that went in and out often ended up both facing west, which is when I made my entry (image below). Guards rarely alert to doors opening in Thief 1, so this was a fairly safe method.
Inline Image:
https://www.klatremus.org/TDP20AC/TDP20AC_WhistlingOfTheGears_files/image001.jpgSince there was no reason to return to the church later, I cleaned the whole compound at this time. The building wasn’t that big and there was only one patroller, a hammerite priest wandering between the floors. I brought along the holy water vial from the bedroom attic and left via the upstairs balcony.
I next leapt across north and approached the water tower. There was a hidden coin stack in the corner below, plus a piece of loot in the tower itself. Unfortunately, that item had to be skipped for Supreme. It was a valuable lantern that counted as a light source, which goes against the Supreme rules to remove (image below). The Perfect status busted early for that mode.
Inline Image:
https://www.klatremus.org/TDP20AC/TDP20AC_WhistlingOfTheGears_files/image002.jpgTudor’s FactoryMy initial plan was to enter Tudor’s via the balcony just northwest of the water tower, but that got cut short by a stationary archer inside who heard the sliding door. He was stationed in a reception booth just inside the entry. So I scratched that idea and instead entered by way of a window further north, just above the factory delivery entrance. From here, my first goal was to reach the basement factory. I needed a copy of the security key in order to safely reach Tudor’s top floor chambers. I could pick the lock on his entrance door, but that necessitated the Tudor’s Quarters Key in order to relock. Said key was only found in one location, namely directly behind the aforementioned reception booth archer. Even if I would have been able to retrieve that key, there was no chance of returning it to its original location without alerts. The security key, however, would gain access to the security office, which contained a secret passage to Tudor’s top floor. There were a total of eight (!) copies of this key, though six of them were on the wall behind the same archer as before. The seventh was found in a room with a sleeping archer in the barracks, and returning that copy would wake him up. The last copy was on another archer patrolling in the basement factory, thus the reason for my getting there first.
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https://www.klatremus.org/TDP20AC/TDP20AC_WhistlingOfTheGears_files/image003.jpgHowever, the same archer as before again spoiled the party. There was a small flight of stairs down towards basement where he caught me. I honestly thought I would be able to get low enough and have the top of the stairs block his view, but that was not the case. I think I got fooled by his awkward posture. He didn’t stand per se, but leaned nonchalantly against a table, which made it seem like his head was lower than it actually was. His cone of vision was still that of a normal, standing archer. Try as I might, I was not able to sneak or rush down the stairs without at least a first alert (image above). This was a huge blow, as I honestly thought this was the only way down to the factory. In desperation, my thoughts next went to the delivery entrance gate. There was another stationary archer there, but he acted very differently. He never alerted like a normal enemy, not even if I was brightly lit directly in front of him. Instead, he gave scripted comments as I approached the gate itself. The first time, he gave a comment and a frustration shrug. The second time, he got angry and did a hunt maneuver posture in place. The final reaction was full alarm with attack. I’m not sure if any of these situations definitely would count as busts, but I suspect they do. Supreme rule #4 says: “All AI and devices must remain in their normal state and not react to anything you do or initiate in the game.” Although this was a scripted maneuver, it was directly caused by my presence. Luckily though, he pivoted north, northeast, and east. This was my saving grace. It meant I could drop onto the wooden plateau as he faced north and pick the lock on the gate without triggering a reaction (image below). He neither alerted to the lockpicks, nor the gate opening. As long as he stayed either north or northeast, I could also leave this plateau and reach street level safely. From here, I snuck over to the gate’s north side and waited for him to face east. The second screen capture below shows the closest I could go without triggering his first scripted response. What I could do though, was rush through the gate and into the first room without said response. It seemed not only was the script proximity dependent, but also time dependent. Unless you spent more than a second directly in front of or underneath the gate, the archer remained silent. Perfect!!
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https://www.klatremus.org/TDP20AC/TDP20AC_WhistlingOfTheGears_files/image004.jpgInline Image:
https://www.klatremus.org/TDP20AC/TDP20AC_WhistlingOfTheGears_files/image005.jpgThe next gate could also be picked open, but there was another guard beyond it that could alert to the lockpicks, so I waited for him to leave. Both these gates could be relocked with the security key or manually closed with levers later. The only thing worth noting in the factory was a crate that fell off the top shelf once I passed a certain line. It acted like a trap, so I avoided it. Fortunately, there was a different gate into the work station that took me to the other side of that gate, so I could get all the loot in here for Supreme. Picked up the security key and the lost key also; I would return both of them later. When leaving, I could again rush out and avoid any remarks from the guard.
I reentered Tudor’s via the window I talked about earlier. Since I would return here to replace the core later, I headed straight for the security office. The hidden passage took me to Tudor’s bedroom (image below). The only thing worth mentioning on this floor was getting the diamond by the plant camera on the floor below. I had to take that coming from above, as it was on the inside of the pickable door that responded to the quarter’s key. I simply used one of the pillars in the staircase to get hardcover from the camera. No big deal.
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https://www.klatremus.org/TDP20AC/TDP20AC_WhistlingOfTheGears_files/image006.jpgInstead of shooting a holy water arrow at the portal to destroy the core, I manually dropped the vial into it. This was a bit tricky to do without taking damage, but it reduced the use of consumables by one, which is something. Got teleported to the abandoned factory next.
The ShardsMoved east from this location, through the old mansion with the arguing couple. It was very difficult to properly detect alerts with them. Usually they only gave settling remarks, but they were definitely hostile. I moved in a clockwise fashion around the room, crossing the fireplace towards the desk, then onto the bed. I sought hardcover from the fireplace behind the bed posts. From here I had to wait for both of them to head up the stairs in order to pick the chest without comments (image below). They moved around a lot, so it didn’t take too long. Took a similar route out of the room. If they saw me, a guard spawned in the adjacent hallway, but he never showed up when ghosting.
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https://www.klatremus.org/TDP20AC/TDP20AC_WhistlingOfTheGears_files/image007.jpgMoved through the museum to the easternmost street. Found the first core shard in an apartment here. I had to cool it off with a water arrow in order to pick it up. I could do it without putting out the fireplace, which would’ve been a Supreme bust. Cleaned the alchemist’s next without issues. His patrol was somewhat random, but nothing too difficult. Left via the vent shaft in the lab. It was difficult to close the vent behind me when emerging in the rooftop storage room, but I got it in the end.
Moved my way through town heading west. No issues to report. Took the air shard close to the starting point. Picked up the maintenance key before hitting the shops. It was needed to reach the pottery store, which had tons of loot. None of the other establishments had anything to report besides the pub. I was seen coming through the window, so I had to come through the vent shaft. From the shadows of the tunnel I could reach over and grab the coins on the table without alerts (image below). If I moved into the light, the bartender commented. I could move over towards the bar counter, but couldn’t pass it without a Supreme bust. There was another panel that connected to an adjacent room, but they also alerted to this panel opening. I eventually found a method of getting upstairs by use of 2 rope arrows, but one can easily leave and approach the scrappers from above as well. The scrappers’ floors were not difficult. I used the ventilation system to get to the top floor, where I found more loot and the earth shard. The metal around the iron vats was loud, but each side had storage rooms where I could hide. Had to grab the nugget from one of the vats from the rope as I ascended to the exit vent.
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https://www.klatremus.org/TDP20AC/TDP20AC_WhistlingOfTheGears_files/image008.jpgBack to Tudor’sLooting the rest of Tudor’s facility wasn’t too difficult. The only piece of loot that was outright tough was the ring on the shelf beside the key rack archer. I had to lean around the corner from the bottom of the stairs (image below). I managed to get it without dousing the torch though, which I’m happy about. The armory had no loot, so I left it be. Used the security passage to get to the top floor machine room to pick up the final shard. Then headed down to the factory by way of the delivery entrance and fixed it in the machine there. Returned the lost key also before leaving. I had to close both gates by using the levers, then rush out as they shut behind me ((
https://www.klatremus.org/TDP20AC/TDP20AC_WhistlingOfTheGears_files/image010.jpg) see image).
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https://www.klatremus.org/TDP20AC/TDP20AC_WhistlingOfTheGears_files/image009.jpgFrom here, I yet again returned to Tudor’s machine room to replace the core. I had previously grabbed a second copy of security key from the control room, so I returned that before leaving Tudor’s for the last time. Took the streets west and returned the maintenance key, before ending the mission in the south. Supreme success!
Notes:- Had to skip a valuable lantern worth 100 in the water tower for Supreme. It emitted light and thus not allowed to remove for that mode.
Galaer on 3/10/2021 at 19:12
DARK MESSIAH
In Basement of Haunted Cathedral zombie is blocking way to flooded room. It's impossible to dodge him and there is no other way out of flooded room. Plus I only have 1 invisibility potion. To not worry about zombie during my return path I lured him to stairs and use sword to KO him (ghost bust #1). Interestingly enough this counts as 1 kill in stats even though technically zombie can still wake up.
Can't get blue gem in right room from flooded room in Basement of Haunted Church, because you drop loudly into water and there is nearby zombie that hear it. This way I skip 15 loot.
In Catacombs is room with ambient sound of crying people. It only activate when you are inside this room. This 2nd alert zombie, but isn't ghost bust.
In Master Armando Crypt I must skip diamond worth 100 loot. Taking it blocks secret passage leading to room with crying people. The other way is through door, but at the middle of stairs fireball trap activates and this alert outside spider.
In Catacombs there is room with 2 goblets near walking shadow. Entering this room activates magic bolts trap, which can alert shadow if he's nearby. To take loot wait for shadow to go in opposite direction, run to room, crouch run inside, grab goblets and leave.
When you return to City you will notice new enemies killing citizens. Because of that I have Bodies Discovered count in my stats. Because of sensitive enemies to escape Church I needed to moss marble floor and use invisibility potion.
STATS:
Time: 0:53:14; Loot: 3130/3820
Pockets Picked: 4/7; Locks Picked: 4
Back Stabs: 1; Knock Outs: 0
Damage Dealt: 30; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 1
Iron Beasts Destroyed: 0; Disabled: 0
Bodies Discovered by Enemies: 1
Secrets: 0/0
GHOST: IMPOSSIBLE
Galaer on 3/10/2021 at 19:13
DEATH'S TURBID VEIL
Mansion mission with lots of patrollers and lots of marble, but it's really not that hard. Due to framerate it's harder to crouch walk on loud floors. Also there are 2 secret pieces of loot spawn by using piano in Study. These loot pieces increase max loot by 275 loot. In Vault you can acquire Flint & Steel without getting locked in there by leaning forward. This way I can complete ritual without need to return to mansion after zombie invasion.
In Mine there is some loot near zombies and it requires you to turn off your lantern. The last stretch to elevator require you to walk to it blindly in pitch black darkness. Despite the fact that zombie is looking at wall, he can still spot you. In Lair you must douse couple of candles near Marianne and hide in shadow during reading book to avoid Lord Pavoni. Also leave at least 3 water arrows for Crypt. By the way, holy water arrows don't alert enemies.
After escaping Crypt you will be forced to get to Well. But zombie invasion has started and some enemies changed into zombies while others are normal, so there will be fights. Zombies are indestructible, but for couple of minutes they will stay sensitive. I went back to start and along right wall to Well. Zombie woman near fountain can end in random place. Wait for enemies to calm down and enter Well. Also due to fights there is Body Discovery stat.
To get back to Lair you must go through Mine, which is empty. Lord Pavoni will alert whenever you go close to him and it's unavoidable (ghost bust #1). Killing him will spawn zombie and this zombie will go into hunt mode (ghost bust #2). The reason for that may be body explosion of previous body or maybe he can alert, because you are close to him. Whatever it is, it's also unavoidable. Then you must make choice to kill or save Marianne. I chose to save her, so killing objective will fail.
STATS:
Time: 1:28:10; Loot: 3967/4012
Pockets Picked: 0/2; Locks Picked: 3
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 1605; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 2
Iron Beasts Destroyed: 0; Disabled: 0
Bodies Discovered by Enemies: 2
Secrets: 6/6
GHOST: IMPOSSIBLE
Galaer on 3/10/2021 at 19:14
THE ABANDONED CASTLE
Quite easy castle mission. There are only 2 haunt corridors that are hard to ghost: first, because you need to walk behind fast haunt and when he do small turn left, run to wooden planks. Other corridor is on 2nd floor. Part that confused me is secret tunnel on 2nd floor. Closing secret passage will close metal gate in passage. Mission can't be ghosted, because final enemy - girl is right in front of us in well lighten room (ghost bust #1). You must kill her, but she changes into stone and it doesn't count as kill in stats.
STATS:
Time: 0:43:13; Loot: 4536/4861
Pockets Picked: 3/3; Locks Picked: 7
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 6; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: IMPOSSIBLE