Galaer on 3/10/2021 at 19:14
ARAC ATTACK
Spider mission that can't be ghosted. I'm not even gonna try. Mission has tendency to put enemies right in your face without any chance to dodge them. Also it's hard to escape, because passages are blocked by cobwebs, which you need to cut. Also mission starts with "Body Discovery: 1" stat. It's because there are 2 fights between spiders and other enemies. First fight probably can be avoided as it is fight between 3 spiders and 3 haunts. Just jump into hole.
Second encounter is fight between 3 spiders and Mechanist, priest and bot. Bot is shooting skulls instead of cannonballs, so it can't be harmed by them. Mechanist may die in fight, but priest and bot will survive and it's impossible to dodge them. Plus there are 2 gems that must be collected and next passage is blocked by couple of cobwebs. And both enemies can go after you and enter passage.
Third encounter are couple of spiders including 2 fireball spiders. Because of torches near entrance and your lack of water arrows, they spot you immediately. Plus there are priest and bot behind you.
Fourth encounter are 3 spiders in narrow passage. Impossible to avoid. A bit after them is hole in ceiling. From there falls another spider and immediately attacks us.
Fifth encounter is egg room with couple spiders including 2 fireball spiders. Impossible to avoid. Plus you need to explode eggs, which is noisy and spawn couple more spiders. And also it bugs sound. For some reason, while in this room, I don't register enemies sound, ambient sound or any of my footsteps. Weird.
Sixth encounter is fight with queen. She must be killed. Being very close to her may look safe at first as her attacks go above us, but she spawns 20 fireball spiders all around her and 2 fireball spiders at the top. She can't be killed in 1 hit either. Strategy to beat her is to shoot arrow into her from the top and quickly back off. Kill 2 summoned spiders and then shoot queen to death. Of course all attacks alert other spiders.
Last encounter is at exit. It's well lighten and there are 2 fireball spiders that will spot you immediately.
GHOST: IMPOSSIBLE
Galaer on 3/10/2021 at 19:16
BREAKOUT FROM APOCALYPSE PRISON
I get earlier Blade of Semet by using code before learning it. This sword makes me invisible until I bump into front of enemies or attack them. In this mission I need to kill 4 Horsemen of Apocalypse. Pestilence (frog) is easy. Just slash it with sword.
War (bot) is more tricky. To open safe with 2 switches operating elevator on which is bot, you must use panel opening gates with 3 Mechanists and 3 Hammerites on both sides. They will start fight and bot will join it. You can avoid alert by operating control panel from ground level, run behind to use lever and quickly run to operate panel again. This way you may avoid alerting all enemies. Then just shoot water arrow into down switch and War will die.
To kill Famine (zombie) you must shoot water arrow at red lady (Angela). She will teleport to zombie and kill him. This alerts all Pagans and Death (haunt), but since it wasn't done directly by me, it's not a bust. But this alert makes Death impossible to kill in one hit and he's so sensitive that he spots us whenever we swing sword at him. And killing Death before Famine will 2nd alert Pagan at the top of stairs plus 2nd alert neutral prisoners. So whatever you do, killing haunt leads to ghost bust #1.
I have dml fix installed, but my escape objective doesn't complete. I read on forum that it supposed to end in crawl space near bot, but it's not happening. So I went there and used cheat to skip mission.
STATS:
Time: 0:13:45; Loot: 1046/1046
Pockets Picked: 2/2; Locks Picked: 3
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 108; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 2
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: IMPOSSIBLE
klatremus on 7/10/2021 at 02:55
Game:
Thief 1FM:
Dirty Money [72 Hour Contest]
Ghost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
FailedTime - 1:11:37
Loot - 3000/3000 (Supreme: 2940)
Pockets Picked - 5/6
Locks Picked - 16
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/DirtyMoney.htm) here!
Loot list (
https://www.klatremus.org/DirtyMoney_L.htm) here!
YouTube let's play (
https://youtu.be/rXmXq0cic40) here!
Comments:This is probably my least favorite DrK mission so far, although that says more about his other creations. It’s very impressive to think about this being made in less than 3 days. It’s very good looking, and The Pit is plain awesome, though it does suffer from very confusing navigation in the sewers and city section of Knavesbury. If those areas had been simpler, this would’ve jumped from a good to a stellar mission. Rest assured, I will continue to play DrK’s releases until the sun swallows the moon.
I mainly had to find my way to The Pit in Knavesbury and procure a holy hammer stolen from a local chapel, as well as obtain some reports on the Ivory Rose Casino. My loot goal was 1,700, before needing to make my way back to Aberstreet, the initial part of town.
AberstreetThe area surrounding Aberstreet wasn’t difficult. At first I thought I had to wait to trigger the extra patroller involved in the bridge conversation, but this wasn’t necessary. The streets had enough dark spots to dodge them all. The only slightly tough area to ghost was to the east, surrounding a street with a patrolling archer on a patio above. There were a few coin stacks on the rafter in the staircase that I had to grab from a rope. He didn’t hear me drop to the ground afterwards. Just west of this was another stack of coins in a windowsill. I had to grab it from a beam and then quickly jump to dark statue nearby before the aforementioned archer emerged. This took a few tries to get right, but quite repeatable. Another windowsill had loot above the canal. I couldn’t get to it from below, so I utilized the wooden beams sticking out from the top (image below). I couldn’t retrieve the rope safely, so I returned to the roof and approached the bridge again from the south.
Inline Image:
https://www.klatremus.org/DirtyMoney_files/image001.jpgI didn’t have any big issues west of the guardhouse. A sleeping lady in an apartment owned some loot that I stole. Getting back down took timing of the patrolling swordsman. I grabbed the rope and fell to the street. It was loud, but if he was at the eastern end of his patrol, he didn’t say anything.
Snuck along the left side to pass the bridge guards alert free. There was a ladder here that brought me safely down to the canal (image below). Got a few more loot pieces at the far eastern end before entering the sewer section.
Inline Image:
https://www.klatremus.org/DirtyMoney_files/image002.jpgKnavesburyThe streets and sewers of Knavesbury were my least favorite parts of the mission. It seemed to have been made with no other purpose than to confuse the player. Most areas had 3-4 different ways in, but without much point, as the streets alone had easy ways to dodge enemies. This was one of those rare cases where making a section of town non-linear made it less fun.
The only difficult area was surrounding a thief’s hideout in the west (image below). I could pick the lock on the back door coming directly from the sewers to the south, but this was not necessary. A gate to the east could also be used, but this was very difficult due to a stationary thief on the nearby overlook. The third entry from the north was the easy choice.
Inline Image:
https://www.klatremus.org/DirtyMoney_files/image003.jpgInline Image:
https://www.klatremus.org/DirtyMoney_files/image004.jpgThe PitI entered via the front doors. Needed Roderick’s key in order to get Herwin’s key, in order to clean the bottom floor, so this seemed like the most logical entry point. It was very difficult (or near impossible) to pass the restaurant from west to east. Instead I lowered myself by way of a rope in the northwest corner (image above). I found the best rope placement to stay hidden from the barmaid’s view when descending. She had three facing angles, the same as Roderick; east, north and west. I timed the patroller and leaned in to grab his key. Climbed back up the rope and approached the eastern part of the bar by using the lift. I traditionally don’t like using loud machinery, but I caved in this time. Nobody alerted to it regardless. From this end I could grab the rest of the loot. A door directly to the barmaid’s south was perfect for grabbing the goodies on or behind the bar counter (image below). Since neither she nor Roderick faced south, I could fairly easily get everything from this location.
Inline Image:
https://www.klatremus.org/DirtyMoney_files/image005.jpgFrom here, I used the vent system to access the western living quarters. There was a door leading there from the restaurant also, but it required lockpicking, which I don’t do if I can avoid it. Triggered a conversation here and stole a key off the guard’s belt. Next I cleaned Roderick’s bedroom and his treasure pit without issues.
Used what I assume to be a well to reach Herwin’s quarters, where I found the Ivory Rose documents. A bit disappointed it wasn’t readable. I could now approach the four other guards’ bedrooms on this floor from the south. They were all guarded by a lone stationary thief archer (image below) and an unimportant wandering servant. The archer pivoted south, east and north. Waiting for his angle to be convenient, I could quite easily move past him in either direction, staying on his west side. I could not, however, enter the bedrooms to his southwest or northwest for Supreme, so I skipped the loot in there for that mode. He didn’t alert to picking the locks, but rather to either door opening, which I don’t think I’ve ever experienced before. The lockpicking sounds were very faded, so I assume something to be off with the sound propagation. The opening/closing sounds were normal and that’s what triggered him.
Inline Image:
https://www.klatremus.org/DirtyMoney_files/image006.jpgThe final challenge was the casino, which I approached via a ventilation shaft to the south. Five coin stacks on the tables and a goblet on the floor were my targets. I went for the goblet first. It was placed directly underneath a lit torch. The goblet could not be reached without getting hit by the torch’s light. The only gambler that consistently alerted to the torch lighting me up was facing south by the gambling table to the far west. He was, however, involved in a conversation, and if using that to my advantage, I could avoid his comment. The two thieves could also comment, but one of them was patrolling and the other on a rotational pivot. Both of them could be timed. After not long, I leaned in and grabbed the piece of loot with no busts. Nice!
Inline Image:
https://www.klatremus.org/DirtyMoney_files/image007.jpgThe only other items worth mentioning were two coin stacks in the far northwest. I could use the ceiling rafters to move around the room easily enough; the problem was safely descending to obtain the loot. The eastern stack I ended up taking from the east side of the table (image above). I dropped onto the mantelpiece and slid off into the shadow next to the fireplace to get to the floor. I couldn’t sneak all the way over to the table, but had to lean in from the slightly more shaded area a foot or two away. The lamp directly above the table was the light source in question, and one of the gamblers by the northeast table could easily catch me. Had to mantle back up the fireplace and the rafter and approach the final coin stack from the west. Here I used a rope arrow into the north wall and dropped onto the top of it. It had to be fastened at the very top for two reasons: 1) Only the top portion was dark enough to avoid comments when dropping, and 2) I had to be able to retrieve it from the top rafter afterwards. Climbing down a tad kept me concealed enough to avoid any alerts, but low enough to grab the coins (image below). The final piece of loot was in the elevator shaft, but it wasn’t hard to get at all.
Inline Image:
https://www.klatremus.org/DirtyMoney_files/image008.jpgBefore leaving the compound I returned Herwin’s key, the guard’s yellow key, and finally Roderick’s key, in that order. I originally had planned on dropping Roderick’s key from high up on the ceiling rafter, but he gave a comment from the drop, even if it landed on the rug. Instead I had to again use a rope arrow and time everyone’s angles in order to drop it back manually. Although this wasn’t difficult, it did require some patience.
On my way back, the only thing worth mentioning was I couldn’t use the chain to cross the canal emerging at Aberstreet. The bridge guards saw me immediately, so I used the sewer entrance to the east instead.
Notes- Skipped four coin stacks worth 60 in the two bedrooms closest to the stationary thief in the living quarters at The Pit for Supreme. He commented on either door opening.
Galaer on 7/10/2021 at 07:00
Quote Posted by klatremus
This is probably my least favorite DrK mission so far, although that says more about his other creations. It's very impressive to think about this being made in less than 3 days.
Actually all participants have 1 week for planning mission and 3 weeks for building it, but in total they could work only 72 hours on it. Rules for contest are (
https://www.ttlg.com/forums/showthread.php?t=145961&p=2301242&viewfull=1#post2301242) here.
Edit: I just noticed that you copied yours The Tower report into A Tough Night too.
Galaer on 10/10/2021 at 18:26
BREAKING THE STONE
MISSION 1 - BREAKING THE STONE
A bit tricky mission, but can be quite easily ghosted. I suspect that author made this mission with supreme ghost in mind. You must be careful of 2 cameras, because they have huge range of view and disable them. In Inn are hard to collect 2 bottles behind counter. To grab them you must enter Inn through hole. For that I mossed floor inside. After you use Pagan Eye you will get to basement with relic and bones. Bones create skeletons unless you use holy water on them. You can avoid that by leaning for relic and just sneaking behind skeletons.
STATS:
Time: 1:15:07; Loot: 3815/4089
Pockets Picked: 10/12; Locks Picked: 8
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 4/4
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
MISSION 2 - IN DREAMS
Short mission. In Mine there is glowing patrolling zombie and ghost lady. Ghost lady is in search mode, but not because of us. She ignores us, she's isn't even physical. Zombie can alert to her and will start attacking her. This leads to blocking path. You must avoid that and go quickly, but quietly though this area. Museum has haunt and 3 bones to collect. Haunt is easy to avoid.
STATS:
Time: 0:12:20; Loot: 0/0
Pockets Picked: 0/0; Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: SUCCESS
MISSION 3 - THE ROSE
It's return to city from Mission 1. No loot, more shadow, less enemies and no cameras. This mission is easier than Mission 1 and honestly I didn't have too much problem to ghost it. The biggest fear was about using Elder Vine on poison crystal as crystal fall into water, but enemies don't react to that. And I'm destroying Shadow Dream Elixir in lava in cave near exit gate. Also I chose non lethal way to deal with Valeria.
STATS:
Time: 0:34:49; Loot: 0/0
Pockets Picked: 5/5; Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: SUCCESS
Galaer on 10/10/2021 at 18:27
CRACKS IN THE GLASS
Easy to ghost city mission. Some city areas have different gravity just like some rooms in The Sword. The hardest challenge is just walking behind patrollers while on marble.
STATS:
Time: 0:56:10; Loot: 3140/3600
Pockets Picked: 15/16; Locks Picked: 22
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 10/10/2021 at 18:28
THE CRYPT OF ST LUCIAN
On objective screen this mission is called "An Old Friend". Small city mission with small crypt. The only problems are during leaving from Crypt. You need to time 4 zombies walking around braziers. 3 of them walks around it in one direction. Last zombie can patrol randomly. But the biggest problem is near broken stairs. There is stationary zombie in narrow passage blocking our way. To go past him you must prepare earlier stack of 2 crates and put it under torch. Douse this torch, climb stack of crates and strafe jump to broken stairs. Also under these stairs is area with 650 loot, but in order to get it you must destroy at least 2 lower wooden planks. So you must skip this loot for ghost.
STATS:
Time: 0:23:42; Loot: 3967/4617
Pockets Picked: 2/4; Locks Picked: 4
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: IMPOSSIBLE. 650 loot behind wooden planks in Crypt must be skipped.
Galaer on 10/10/2021 at 18:30
DARKNESS WALK WITH US!
Pretty tough to ghost Thief 1 Anniversary Contest mission. It has some shenanigans I didn't learn during my test run, so my ghost run was chaotic. I did some pointless stuff. I'm gonna talk about that later.
HOTEL
First of all I'm checking where Ramirez is located in this mission. He can appear in 5 different places: Library, Church, Game Room, Swim Pool and Garden. I don't want him to appear in Game Room and Garden, because it leads to nudging. In case of Game Room I need to nudge him forward to grab 2 coins under table. In case of Garden you must nudge stationary guard more to the right. It's long and you must hide on pipe from patroller. It's possible for him to drop into swim pool and die. It happened for me during my casual ghost run during contest. It's also long nudging. I want to avoid all nudging. That's why I restarted mission until he appeared in other places. For this run he appeared in Swim Pool, so I could steal his key easily.
Another confusing part is switch in closet leading to Painter's Room. It only appears after reading guest book. I never had problem with this part, so I thought I need to play on 1.26a version of TFix, but it's not available anymore. So I searched thread and found my old post that revealed this secret. Thank you, myself from the past.
Last part is about getting to elevator in basement. The intended way is to send elevator down by shooting arrow into down switch and then turn off generator, but I managed to find another way. On the right side are 2 electric machines. You can strafe jump and mantle to higher one and then strafe drop to elevator without disabling electricity.
CRYPT - ENTRANCE
When you enter Crypt you drop from rope. It's possible to get back up by stacking objects, so I decided to escape that way after completing all objectives. So I brought with me 4 potted plants and ball from Hotel. Unfortunately at the end of my run I learned that there is invisible ceiling under rope blocking my escape. I can catch rope, but I can't climb up. By going to save from entering the Crypt, I learned that this invisible barrier appears after picklocking door, which leads to obtaining new objectives.
FIRST ROOM
Here is couple of things you need to know. First you can rope up to obtain Candle. But taking Candle makes 3 magic bolts activate. It's easy to avoid, but bolts hitting walls 2nd alert haunt. To avoid that I catch all missiles. This leads me to losing 9 HP on purpose to avoid alerting haunt. That's why I'm gonna allow this damage and play the rest of this mission with only 1 HP, which for some reason is more stressful.
Second thing is you must drop into water. It's impossible to do it quietly, so haunt must be far away for you to do it. If done correctly, haunt will only 1st alert. You get to next room and there is stone head here. You need it to put on pedestal and you can get to room with pedestal right now. Return to 1st room and go to water. When haunt walks away, jump on gargoyle above water, back off to wall and jump in place while holding jump to mantle on bridge. Go left to room with pedestals. This will open room in 2nd room. This way you can get 4 urns and Void key earlier. It can be tricky to get urns as you must worry about haunt walking on ledge around room and below is walking ghost and zombie.
LAVA CAVE
In Phlogiston Wand's Room there is platforming on lowering into lava tiles. Since they just sink and vanish under lava I don't count that as damage property. Plus since I have shortcut on bridge from 1st room, this platforming for wand is optional.
The hardest challenge is room with fire elemental. You can't really use magic bridge without getting spotted by elemental, so you need to find another way. You can mantle on rock and hide under wall. When elemental will fly away, you must strafe crouch run on top of rock. Sometimes standing works. It's tricky. Don't drop on edge or else you will drop into lava. On top of rock just drop to chest. Wait for elemental to fly away and run to marble ramp. Save and reload. This will make flames to be better synchronized. Just run up, elemental shouldn't hear you. On top is just ghost to avoid. You have a choice. Go left.
LEFT SIDE
Here is corridor with rooms with urns. It's patrolled by haunts who must be avoided by hiding in rooms or in corner behind statues. Unfortunately in this run 1st haunt is stuck on statue. Because of that I must douse torch and crouch walk very slowly along right wall. 2nd haunt patrols normally. Here are also 2 guardian gates. They open only after killing guardians, but there is no objective to kill them, so I want to avoid killing them as much as possible. This passage leads to intended escape. I mantled through last window. Inside is Ring and shortcut to braziers.
RIGHT SIDE
Here problem starts only after reaching Pillar Room. Floor where haunt walks is marble, but floor under pillars is fine. You must walk behind haunt, use Ring on hand, grab right vase and hide behind broken pillar. Go inside for 2nd Void key. if you just drop from ladder, you will drop on metal and make huge noise. You must jump on cold/hot tile when it's black. Next room is room opened by stone head. Just go behind haunt to the next place.
GUARDIAN FROM SPIKE TRAP ROOM
Let me explain how this room work. At the center of room is spike trap. You pretty much must strafe jump to last left tile Here is also barrier and lever deactivating trap. This lever will also turn on light above spike trap as a side effect. Your objective is to steal Liber Tenebrarum book. This closes entrance portcullis and the only way to escape is by double door, but double door is closed and unfrobbable. It only opens after killing guardian who appears only when you return on marble past spike trap and the only way to kill him is by luring him to spike trap and activating it.
I found a way to avoid that by blocking portcullis with 2 potted plants and 2 healing potions. Weirdly enough I can only squeeze through passage after removing potions. Also I doused torch near portcullis to not be bothered by haunts, then I mossed floor under portcullis inside spike trap room and doused right torch. I grabbed book and while on spike trap, I activated trap. This turned off light above it, then just did platforming to last safe tile and slowly went to blocked portcullis and easily mantled up there. I closed portcullis and this was a mistake, because I was forced to redo 20 min of my playthrough due to invisible ceiling at Crypt's entrance.
So I'm forced to kill guardian, so there is no need to douse torches and moss floor anymore, no need to block portcullis either. I still doused torch outside portcullis, because it's convenient whenever I want to use this shortcut. I took book and run to spawn guardian while trap is deactivated, then quickly run to activate trap and guardian dies (ghost bust #1). Sadly it's impossible to kill him without getting spotted by him. You can't nudge him. At least I managed to avoid alerting haunt on the other side of double door. During my casual ghost run, no matter what I did, haunt would always go into search mode.
GUARDIAN FROM LEVERS ROOM
So this is the 1st instance where freezing AI has been used. Guardian freezes in place whenever you look at him. There is no shadow in this room and floor is marble. When you enter it, lever will lower down and your target is to use 5 levers. This activates crusher, which is the only way to kill guardian. This will also open last portcullis leading to Keeper Book needed for objective and 2 pieces of loot needed for me to complete loot objective. So this kill is unavoidable.
I decided to use 3 moss arrows on floor. Guardian can hurt you when you are too close to him, also he has random path and after reloading while looking towards him, he may do 1 step forward. Walking behind him while looking towards him and using levers is hard especially if you don't use moss. But this moss is necessary for quick escape to portcullis before crusher will smash us. Also we don't want to get spotted by guardian when we try to escape to safe place. Anyway, kill of this guardian is ghost bust #2. At least I managed to achieve that without being spotted by guardian.
ESCAPE
To escape you must destroy portal. To do it you must use gas arrow and fire arrow. Fire arrow is loud, so it will alert frogs, bugbeast, ratmen, spider and burrick from nearby caves plus haunts from Crypt (ghost bust #3). I suspect that portal destruction removes invisible ceiling at Crypt's entrance. To shoot fire arrow I wait near water orb and after explosion I run to portal. Wait here for enemies to calm down. It's possible to manipulate them to drop into pond. They will not drown, because lake is shallow. Wait for occasion and climb to exit. In Garden the last obstacle is stationary guard. Wait for him to turn right and strafe run along left side.
STATS:
Time: 1:30:36; Loot: 8149/8704
Locks: 11
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
GHOST: IMPOSSIBLE
Galaer on 10/10/2021 at 18:32
DEFENSE ASSASSINATION 2
Tricky mission. Patrollers and stationary guards are placed strategically and you need to time them. You need to be careful with entrance to base. Guards near campfire can spot you when you enter inside and it may sound at first as only 1st alert, but it's possible that archer will go into search mode. You can also douse fire, but only when you are in full shadow. Otherwise guards will 2nd alert. The same way you must douse torch near guards in Barracks Room #3 - crouch while on top of bunk on the right, shoot water arrow and quickly hide bow.
You also need to douse torch to open shortcut to basement and douse torch to pass apes area. You will be forced to moss hole in boat, because one of objectives requires you to put inside explosive charge and boat is made out of metal. Also later in the mission you will get kill objective. No problems here and I hide body behind Communications door.
The hardest challenge though is at the beginning of 1st floor of actual base. There is stationary archer on the left, no shadow to hide and patroller. Archer doesn't turn. Wait for patroller to go right and quickly strafe run behind archer, quickly nudge him, so you will go on the other side and strafe run to the other side. You don't have too much time, because patroller's loop isn't long. You also need to have luck with stationary guard on the left to be turned away and another patroller at the end of corridor to be away. You are only safe in dark corner at the end of corridor.
STATS:
Time: 0:44:06; Loot: 2808/3098
Pockets Picked: 15/20; Locks Picked: 7
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
Secrets: 0/0
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
Galaer on 17/10/2021 at 18:35
THE DRYMIAN CODEX
SEWERS
Drunkard at the beginning will fall unconscious always when you approach door to Sewers. Since it's a script I don't count that as a ghost bust. Engineer in Sewers makes comments like he would go into search mode or hunt mode or even got hurt even though he's not alerted. Just like in Behind Closed Doors here too patrolling spiders can see you with their back instead of front. So be careful. In secret in Sewers to open chest in Crayman Area you will need to hide behind pillar from crayman. In Spider Area to get back to water you can shoot rope arrow into ground and descend slowly into water.
CRYPT
You are unable to douse torches in Crypt. Both patrolling and stationary spider see differently than Sewers spiders - from the front. I think. This room is weird. I think when stationary spider turns for short time away from door, he can spot you, because he looks forward towards you. Invisible ghost may be neutral, but he can still hurt you if you are too close to middle of corridors.
MONASTERY
Lots of patrollers. The hardest place is in Basement - Brewmaster's Room. Purple box on the side of desk is well lighten and there is spider nearby. Jump on desk and go as close as possible to barrel. Here is shadow. You can picklock purple box from here. After completing all objectives except Drymian Codex, I'm using secret exit from Barracks Kitchen and go to Pagan Area in Sewers.
TEMPLE
To enter Temple Area from Sewers you must first drop into water quietly. I doused torch for that and then dropped to the other side of water, mantled and quickly cancelled mantle. Hammerites appearance and their fight with Pagan only happen if you enter Drymian Codex Room through secret passage. But you can get there from outside too. From waterfall area rope up to higher level and from broken sarcophagus you can mantle to hole above Drymian Codex.
The intended way to get out from this area is by triggering fight by opening secret passage, stealing Pagan's key and returning to Monastery. This triggers big fight in Monastery between Hammerites and Pagans. This also cancels no kill objective.
But there is another way out - the entrance way. Go back to waterfall. You can mantle to top of waterfall, but to stay there you must hold forward while looking down. Strafe swim and mantle to Pagan Area. Then just go back to starting point. There is no fight in Monastery and everyone is happy.
STATS:
Time: 1:26:33; Loot: 8629/9359
Pockets Picked: 7/10; Locks Picked: 23
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: 8/8
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE