klatremus on 23/7/2022 at 13:01
Nice work and good to have you back, Galaer! I will add these when I get home tonight. I will also change Vanguard's Great Tree report to T1. Nice catch that.
My report for Heartcliff Islands is done, but I'll release it when the recording is done. Then the unreported list will finally be gone, bar any new releases in the interim.
*Edit: Ok, I added the new reports. I also changed Vanguard's Great Tree report to Thief 1. I realized I had accidentally entered it as a ghost success, although it clearly says "failed" in the report.
klatremus on 28/7/2022 at 02:44
Game:
Thief 2FM:
A Keeper of the Prophecies 5: The Other Side of TimeGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
Success :cheeky:
Time - 36:18
Loot - 1147/1147
Pockets Picked - None
Secrets - None
Locks Picked - 2
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 2
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - None
See the entire report with screenshots (
https://www.klatremus.org/KOTP/KOTP5.htm) here!
Loot list (
https://www.klatremus.org/KOTP/KOTP5_L.htm) here.
YouTube let's play (
https://youtu.be/l-tjDKNlWTA) here!
Comments:A low point in the campaign for me this. Nothing new, except for the time travel aspect. I think the whole mission’s premise is supposed to be building up to the time travel reveal, but for me it doesn’t work. The cathedral grounds are massive, but with nothing to do. There’s absolutely no tension. If the guards had been hostile and plentiful and had a loot objective been present, this one would’ve been a lot more fun.
I was back at the cathedral and had to figure out why. I also had to find a way to leave the cathedral area back to town. This was a very uneventful mission, borderline boring. The map was exactly the same as in insurrection, minus the catacombs. None of the hammerites were hostile and loot was sparse. There were still quite a bit of equipment scattered in the towers and outside ledges, though I’m not sure how one would ever need to use it.
The biggest problem came at the east end of the nave. Two pieces of loot were located on altars protected by hammerites; a regular guard and an acolyte. They would greet me if I got too close, but this also meant they would come chasing if they saw the loot being taken. The plate on the northern altar I could take by sneaking in unseen from the north. The large goblet to the south was worse. Even if I wasn’t seen taking it, the acolyte still alerted to it being gone, probably because it was in his line of sight. He started looking around, clearly second alerted. The way to avoid this was to nudge him forward a few feet, then he no longer said anything when the goblet was gone (image below). It was probably now in his peripheral vision only, which meant he reacted only with a first alert, but since he was set to neutral, he didn’t even give such an alert. This method was an engine exploit and not allowed for Supreme, so I skipped this loot item for that mode.
However, on my second playthrough of this mission, while doing the YouTube recording, I was suddenly able to take this piece of loot without any reaction from the acolyte. I came from the north, sneaking slowly up to the first altar to take the golden plate. Then I crept across the nave much further west, fully out of view of the acolyte. When approaching again from the south, I leaned in from the southeast corner of the closest altar and grabbed the chalice that way. No alerts this time. I originally thought it was a scripted change of alertness from him seeing the loot being gone, but it probably only triggers once the acolyte physically sees Garrett.
Inline Image:
https://www.klatremus.org/KOTP/KOTP5_files/image001.jpgThe other area of concern was the high priest chapel. Two gold candlesticks were on the altar in there, but there were also tons of enemies having a meeting. Once I stepped inside, the sermon started. When finished, all the participants came out and started patrolling (image below). Some of them occasionally returned, but this was random. I rushed inside and took the loot when no-one was looking. Nobody alerted to this loot being gone, even if they patrolled through the chapel later.
After this I went to the chapel of the vicar and listened to the Alisha objective. It was deliberately the last thing I did, because if she left the cathedral grounds without me, I got an additional objective. This objective was on a timer and would fail after only a few minutes. It was no problem following her out if this was the last thing I did. An additional objective that is easily missed only appears if you read the notice by the cathedral gates before ever seeing Alisha.
Inline Image:
https://www.klatremus.org/KOTP/KOTP5_files/image002.jpg
Galaer on 31/7/2022 at 15:09
BENNY'S DEAD
Vanguard scored successful ghost of this mission, but to do it he used blackjack on Benny. Benny can't be KO-ed, so blackjack was used to make him back off and lure him into different area. In the past it was allowed, but it's not allowed anymore. So it's time to check if this situation can be ghosted without luring him away. Also Vanguard's report focus mainly on situation with Benny, it also mentions situation with nearby guard and 2 drownings. And that's all. But I noticed that there are several tricky situations in this mission.
FIRST PART OF CITY
In weapon shop you must nudge merchant forward to get loot from safe. You can't progress to Mechanists Church and apartment on roof via street. There are 2 ways. On left street you can use vertical wooden beam to rope up to roof. On right street you can jump from metal ledge or window to opposite ledge, then mantle to opposite roof and mantle again to roof. To return from roof you must strafe jump and mantle on wall right from church and use vertical beam to rope down. Now that I think you could use sewers as well and that's probably more intended way. Via roof you can return to starting area and jump into water.
SEWERS
Here are 2 problematic spots. First is Bogeys hideout. Sitting girl has Sewer Gate key, which I need. So I need to douse 3 fires and go to couple of girls. On ground is shadow and unfortunately this shadow stops being shadow when you get closer to pipes, though it looks like shadow visually is still there. Instead just crouch walk slowly on light part and past bones lean for key.
Second spot is pool with sewer gate. At lower level is Bogey with another Sewer Gate key, which I also need, but room is well lighten and ladder is also well lighten, so you can't use it to descend. I dropped and mantled on ledge near Bogey and stole her key, then I mantled on ledge with ladder. And I realized that I'm stuck here. Sewer gates are underwater, ledge I'm standing is too high to use cancel mantle technique to quietly descend into it and like I mentioned earlier ladder is out of question. So I tried to go up. I can't use ladder and higher ledge is right above my head, so I can't stack items to get up. I can't go into other corner of ledge I'm standing, because on one side is Bogey observing room and on the other side is ladder blocking my way.
I could reload game from before falling on lower ledge and find way to drop quietly on farther corner of room into water, but I need Bogey's key to progress. Nudging this girl into water would cause suicide, so I can't use it. I could use invisibility potion, but I needed it for Benny and guard near him and there are only 2 invisibility potions in this mission. So to ghost this mission I need to somehow deal with this Bogey without it. But what to do?
And then I remembered that in Vanguard's report this girl fell into water on her own. But this girl is stationary, so she shouldn't drop into water. Unless she actually slowly moving her body forward. And that's what she does. If she fall down into water on her own without me nudging her, then it's the same situation like with small spider from Song of the Cavern moving to his doom. It took it 30 minutes, but she finally fell down. Due to drowning damage she went for short search mode before she died. But this have nothing to do with me.
SECOND PART OF CITY
Here the only problem is getting to small window at the end of street. And the problem is stationary guard in front of hotel entrance. You need to strafe run there and it's easy to get spotted. Exit is even harder and you better wait extra minute or two before you attempt it. Going into hotel is easy. Just run along left wall to gate, then run under guard's tower and wait a minute for him to calm down, then strafe run into hotel.
HOTEL
I use code I know from my test run to get into vault in one of shops in mall, so I will not need to return to this place. After mall is stationary knight on marble. I mossed floor and nudged him right near lamp. Maybe I should nudge him left, so he will face wall, but I didn't do it. This means that at the top of ramp I needed to moss floor again and strafe jump on moss to quickly hide under stairs, so knight will only 1st alert. There is 2nd guard on stairs and while climbing stairs he can randomly turn around, so hide behind pillar until he's on top.
Now you are in actual hotel and there are only 2 problems. First is knight guarding entrance to top floor. He's in front of door in room with lamp that you can't turn off. So you are forced to use invisibility potion and then quickly nudge him left and pray to not be discovered after invisibility effect will end. To exit you must nudge him forward. I start by nudging him right and when I have space to go behind him I nudge him left closer to left window.
Benny's situation has been explained in Vanguard's report already. Basically if you enter room Benny spawns in corridor. If he spot you brick wall appear in doorway and Benny will enter through it to kill you. In order to complete "who killed Benny" objective you must kill him. In order to do it I drank 2nd invisibility potion and killed him with overhead attack of my sword. Unlike Vanguard I had no problems with nearby guard alerting to Benny's death. Maybe Vanguard nudged him closer to door or door vanished for him (which happens in this mission if you stay in it for longer).
There is one more nuance - in order to complete objective you must stay inside room after killing Benny, so when dying he must fall forward, so you will catch his body and hide him inside room. Leaving room completes objective. But if you would stay in corridor this objective will never complete. And here this mission should end. It ends here on lower difficulty, but not on Expert. I even returned to the starting point and nothing happened. I guess the problem on Expert are 2 extra ghosting objectives. They never got checked off, so mission can't be finished. I used skip mission cheat to end it.
STATS:
Time: 1:28:10; Loot: 2169/2209
Pockets Picked: 2/2; 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
Bodies Discovered by Enemies: 1
Secrets: 0/0
GHOST: CHEMICAL SUCCESS. Used 2 invisibility potions to ghost Benny and his friend from next room.
PERFECT GHOST: CHEMICALLY POSSIBLE
FINAL NOTE
Body Discovery stat stumbled me a little. It's in my stats even before killing Benny. So it must be something else and I'm sure I have nothing with it. When thinking about that I remember in area where Bogey fell into water there was 2nd body of dead Bogey. Maybe search mode from drowing Bogey wasn't initiated by drowning damage, but due to body discovery. Body is in water when I enter room, so I thought that it's just a body placed by author that enemies will ignore. But maybe I was wrong and Bogey starts at high ledge and quickly drops into water and drowns.
Galaer on 31/7/2022 at 15:12
TOWER OF ILLUSION
Another mission where Vanguard decided to drop ghost run in favor of blackjack run. He mentioned these causes of failure:
- You MUST slash a banner to get into the passage to the chapel.
- A guard got stuck on the stairs overlooking the hallway to some required loot (you MUST get it to make the loot objective).
- The crypts are impossible to ghost. Moving past the door gets you getting spotted.
What makes this mission interesting is complete lack of water and moss arrows. Starting area (not mentioned in Vanguard's report) is interesting. There are guards behind gate and you fall on other side. Despite the noise they don't even 1st alert. If you walk forward they will see you, but if you crouch and walk to wall and then slowly move forward, after couple of steps you can crouch run forward and despite running under torch they will not see you.
Time for Crypt. Like Vanguard mentioned this place looks impossible to ghost. Around entrance are 2 torches. Near 3rd sarcophagus is zombie looking at entrance and he's the main problem. Under passages on the side are other 2 zombies and there is zombie at the back. Also from entrance there are 3 steps going downwards.
Despite everything entering and leaving Crypt is possible, but luck dependent. You must strafe run inside and quickly strafe jump and mantle on 2nd sarcophagus. It's possible to do it with only 1st alert from entrance zombie, but you will probably fail 50 times before you will succeed. Exit is even harder. From 2nd sarcophagus you must strafe jump on edge of 1st step (this will nullify the noise of falling on stairs) and then quickly jump again outside. Due to difference in height 2nd jump will be quiet. This way you will not alert zombies on the sides. But most of the time entrance zombie will spot you, so be patient.
For me nobody got stuck on stairs, so I could get all loot that was blocked for Vanguard. Worth noting is corridor with stationary priest. You must enter next room and to my surprise he didn't see me. I was sure I will be forced to nudge him, but no. But the problem is banner. In Newdark you must slash it (ghost bust #1) in order to get to church (where necessary loot for tight loot objective and necessary key are located. In Olddark it could be possible with banner transmigration technique as ceiling is ropeable.
STATS:
Time: 0:28:28; Loot: 691/691
Pockets Picked: 3/3; Locks Picked: 15
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
GHOST: IMPOSSIBLE in Newdark, but with banner transmigration technique it could be possible in Olddark.
Galaer on 31/7/2022 at 15:14
TRIAL BY NIGHT
Very tough to ghost city mission. Originally reported by Vanguard who after busting ghost abandoned it for blackjack run, but still failed mission as loot objective is very tight. You need to get 3800 loot out of 3825. There is no need to bash any door or window though. Also Vanguard has mantling issues, but I play with new mantle, so hopefully I will have no such problems. Mission has a cheese, which I don't know if I don't use. I'm going to mention it later, but this cheese allows to skip some the hardest spot to ghost. I plan to not use it and if that part can't be ghosted, I'm going to replay this mission and use cheese. In shop I bought all water, rope and moss arrows.
MEETING POINT
First go through east gate. Lever is on thew other side, but you can reach it. Open small metal door and take crate without getting spotted by woman from kitchen. Use right street, ignore ramp going down and go left. Here is archer in front of metal gate. There is barely any shadow on street, but it's enough. You must shoot rope arrow into small wooden beam with lamp. Then you must get to lamppost, because this is where "meeting with Drannor" objective completes. But mantling on ledge with lamppost will alert archer. So I need crate to jump from it on ledge. From here I need to jump on rope, but archer will see you on rope. So you need to jump on rope and then quickly jump again and mantle on ledge. To get rope back climb it and jump on window sill, take rope arrow and drop on ledge. Here in secret stash is purse, square lockpick and letter from Drannor with map.
Now wait a moment. We are approaching mentioned by me cheese. Drannor's letter gives couple of objectives, but you don't need to read it, because you completed meeting objective below. Why would you want to skip this letter? because of one single objective of freeing Drannor from Hammerite Chapel and bringing him to starting point. It's not connected to any loot objective. Getting to his cell with getting detected is already extremely difficult, but the real problem is escaping chapel, because Drannor can drown. This means that my entrance route is out of question. There is short canal near front entrance, but it has strong current and even swimming on surface will kill Drannor. So you can only escape via front entrance and this one is heavily guarded. I have no idea if it's possible. Though I have some idea how to do it.
TRIANGLE LOCKPICK
Drop down on street and return to ramp. Go left. Use left pipe to climb to balcony. Here is patroller visiting all floors. Go up and observe stationary guard. If he's looking away go upstairs and hide in shadow. Wait for patroller and for guard to turn away and steal his purse. Loot also room on 1st floor and exit to street. There is archer walking on street. Quickly climb pipe and jump to another pipe, then when archer is away jump on roof and to window. Be quiet, because archer can hear you. Loot this place and return on roof. Near edge you can get spotted by archer. You need to go to edge, open window and then jump on edge of window sill to not make any noise. Inside go to stairs and mantle over wooden railing. On 1st floor is stationary guard near shelf. When he's looking away mantle on barrel and lean for triangle lockpick on shelf. Then you just need to return to window and drop on street.
Return to ramp and this time go right. Strafe jump through street to get to shadow before 2 patrollers. Wait under gate for patroller to steal his purse, then run to pair of patrollers and go behind them. At the end mantle on stone railing near metal ramp and go to shadow at it's end. After patrollers will go away return to starting point. On your way back leave sewer hatch opened
BUILDING NEAR START
Above banner is wooden beam, so you can rope up there and loot bedroom. Unlock door to 2nd floor corridor and when patroller is away douse right torch. Then press light switch. Stationary guard will go to use light switch. When he's close to it you can run to toilet or just go behind him there. Visit attic and then visit next room. Here you will find key for this building and window. Use it to drop on small wooden roof. Douse torch near stationary guard. Now you need to quickly run though light spots to shadow near back door, open it with a key and quickly strafe run on it's other side. When patroller is away quickly enter building.
Rooms here have loot, but no enemies. Kitchen has one wooman, so douse torch to hide near front door and loot it. Go outside, rope up to 2nd floor and return all the way to small wooden roof. There is window above it, but you can't use it. Inside is sleeping guard, but he can spot you, because he looks in direction of his legs, so he actually looks at window. You must rope up to other window near gate guard. He can still spot you while on rope, so wait for him to turn away and climb up to window. Now you are on 2nd floor of Bridge Inn.
BRIDGE INN
Loot this place and take orange key from stool. Check also fireplace for purple box. Key opens some doors in this place. On this floor is patroller and stationary guard in corner near stairs, also there is marble floor with carpets. Douse torch and strafe run and jump on carpet. Use torch to open secret passage. There is some secret loot inside. Rooms and attic require timing with patroller. Only hard room is room near stationary guard. Moss floor where he stands and shoot another moss arrow near locked door. Nudge guard closer to carpet. Now go to door, unlock it an quickly run inside. Turn off light. and loot this place. Here is torc in chest that will complete one of objectives. Return to corridor. I tried to mantle on wooden railing behind stationary guard, but I was getting stuck on it. So instead I shot rope into ceiling and jumped on it's edge, then dropped on lamp and stairs.
Douse torch, then lean left for short time and douse 2nd torch. Run right to avoid being spotted by stationary guard and mantle over counter. When patroller is away douse 2 torches near archer. Visit kitchen and basement for loot. Here also is sewer hatch, but to get there I would need to break wooden planks and that's damage property. Dodge stationary guard from left and take goblet from wooden pillar's table. Then go closer to torch near right table. Strafe run to right room for 2 goblets and then strafe run back to table and slowly go to left table to run to torch. Go to left room and unlock door. It leads to canal. Go behind patroller, dodge him from left and when he's far away jump into canal and swim to Hammerite Chapel.
CHANGE OF PLANS
Wait for novice to go to sink and go to corridor. Here is stationary Hammerite who I don't remember. I tried to nudge him forward, but soon realized that he was waiting for patroller. They had conversation and then moved away. Left door is trapped and it's impossible to go inside. I looted barracks and went right. Here I realized that mentioned before stationary Hammerite went to church in basement and stopped there. So I reloaded, quickly ended conversation by saving and loading game, then went behind Hammerites to church. I don't have a key for it yet and I will need to get there for Chisel. I could nudge him forward, but that's long due to 2 patrollers. So I decided to enter to chapel via canal near front entrance. For that I reloaded my save from 1st floor of inn.
Go to 2nd floor. Shoot rope arrow into wooden part of wall and this time you can mantle on wooden railing without any problem. I need to get back to my room with orange key. For that I need to shoot moss arrow into marble and strafe run to it. I can't use window as it's too high, but I can unlock next room and douse torch inside. Then quickly strafe run inside. Here is mentioned before lightly sleeping guard, but thanks to doused torch you can escape room via window. Also here is chest with moss arrow. In front of Clock Tower is Hammerite, but if you quickly strafe run along wall he will just 1st alert. Go to sewer hatch and use it to go to area past inn. Douse torch above stationary guard and go to canal. Mantle over left metal fence and shoot rope arrow into grass on the other side of canal. Jump on it to quietly drop into canal. Swim to it's end and mantle up. You need to unlock 2 portcullis and douse torch. Go to the basement. Before it is lever on passageway to secret stash and inside under shelf is invisible lever to loot stash. Go to basement.
HAMMERITE CHAPEL
Douse torch and you need to wait for stationary Hammerite to turn left. Go into corner behind him. He turns only into 2 directions, so you need to nudge him forward and sneak east when Hammerite will turn north. Go to priest's room. Priest turns into 2 direction and it's possible that after his 1st alert woman will wake up and run away. There is ring on cupboard and chest. Plus key on desk. But also behind right statue is lever for secret stash with goblet and bottle. Afterwards leave and return to 1st floor.
First stairs are trapped. Ignore it and open church. There are 2 patrollers and archer on balcony, but they are easy to ghost. Take golden hammer from altar, which is one of objectives. Then rope up to balcony. Archer turns around along left side, so dodge him from right and go to left corridor. Use control panel and take loot from chest. Loot objective completed. Go to lower floor and go along right wall (you don't need to jump on benches) and sneak into office. Here is Builder's Scripture and key for basement church. Frob window to get to outside archer and return that way to 1st floor and basement. Sneak to basement church and take Chisel. Go to barracks to grab last piece of loot. This triggers conversation. Then return near stairs and go to Prison.
FREEING DRANNOR
This is it. The hardest part of mission. There are 2 guard stations and patroller walking around them. You are safe in shadow under stations and you need to walk behind patroller to corridor. Here is a trap and there is lever in wooden beam deactivating it. Don't play with it, because very weird things can happen. Once while standing away from trap I died randomly, other time I failed no kill objective. Time to reach prison.
Go behind patroller and douse torch on stairs. Stand on middle of 1st stairs and observe both Hammerites in their stations. When they are looking away run to stairs, crouch and strafe run to almost top step with shadow. It's very hard to time both Hammerites and you also need to worry about patroller. You can hide in cell from patroller. Sneaking to this dark step is very difficult. On my test run I spend around 15 min trying to climb up without 2nd alert. In my ghost run it took me only couple of tries, but it's very difficult. Then just run to shadow on the right and take Drannor's body from cell. To drop down simply go to station's outside corner and drop down. Bring Drannor to front entrance.
SMUGGLING DRANNOR OUT OF CHAPEL
So my idea was to nudge balcony archer forward to make him fall on metal floor, then moss metal floor and nudge him to wall on left from 2 gates. This would take a lot of time plus you need to worry about 1st floor patrollers. Then you need to open 2 gates. On both sides are turning Hammerites. I don't think it's possible to sneak behind them and there is only shadow in passage. My idea was about throwing body in front of them, then drop into canal quietly and retrieve it on the other side.
But then I decided to try to take body via canal near front entrance. I placed body on right edge of canal and moved on balcony. I mantled on window to drop on the other side of archer and drop on grass. To fall into canal quietly you must shoot rope arrow into grass on the other side and jump on it. Swim to underwater passage, take body and strafe swim to grass outside chapel. You have around 3-5 seconds for Drannor to drown, so you must be very fast with mantling out of water. Return to sewer hatch and use it to get back to hatch near starting point. Then just go to starting point and mission will end. What a mission.
STATS:
Time: 1:26:26; Loot: 3825/3825
Pockets Picked: 3/5; Locks Picked: 25
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
Galaer on 31/7/2022 at 15:16
THE ENTERPRISE
Original Thief 1 version of Enterprise from Keeper of Prophesies. Reported by Vanguard as a success even though you are forced to break wooden planks protecting Master key. There are some differences, other route through this huge building. 2 parts are connected and there are huge ugly looking textures that are representing mountains. There is also less loot - there is only 14 loot pieces in the whole mission. Since I supreme ghosted Thief 2 version of this mission, I'm going to do the same here.
MASTER SUITE
You start in Garrett's House. Take rope arrow from equipment stash (it counts as 2) and go to guard post. Use lever to open gate and then close it and quickly run on the other side. I have escape objective, but it completes outside Solstice at the bottom of secret elevator. Go to Master Suite and use wooden stairs to go to 2nd floor. Go to bedroom to grab tiny ring near note, return to previous room for bottle, plate and goblet on table and visit bathroom for goblet behind bathtub. Go to corridor and go to terrace. It's visited by patrollers from Master Suite and is heavily patrolled. I went right to corner to trigger patrollers and returned to Master Suite. Here I waited and then went quickly to dark corner in farther part of terrace. Here I waited to go downstairs. Use door leading to Reception.
GETTING MASTER KEY
In Reception are 2 patrollers walking through door and go to front door. They alert if they hear sound of opening or closing door. There is also another pair of patrollers (luckily they walk together) and they patrol corridor. You must enter this corridor and go north and for that you will need to time all 4 patrollers. Afterwards there are 2 patrollers on another corridor and your target is Test Chamber 2. Picklock door while patrollers are away.
Go along right wall to trapdoor leading to pyramid shape room. Drop quietly on metal and go via underground passage to elevator. Ride up and send elevator down. Climb to door and quietly go to another door. Find metal door leading outside that are open. Stationary guard don't alert to door, but you must go very slowly along wall to get behind him. Visit Caves behind him first. Near well is nugget, then return up and go through higher barely visible hole and there is 2nd nugget under ladder. Return to stationary guard and go along right side, dodge archer and go to wooden pier on the right in hangars area.
You need to shoot rope arrow into it's left side, drop on rope and jump into right side of passage. Luckily you need to be very close to mine to trigger it. Leave rope. Descend into water and swim through underwater tunnel. Here you need to climb wooden beam tower. Shoot first into middle beam and then into highest beam. And here are wooden planks covering hole in floor. You must destroy 2 wooden planks, but this also alerts enemies above. I tried to time it when they are away, but it was impossible for me. I wonder why Vanguard didn't reported it. Maybe ambient sound of waves muffled alert. Anyway that's ghost bust #1. Take purse and Master key from purple box. Return all the way to stationary guard and slowly enter Solstice. You must unlock wooden door with Master key, lock it and leave it open. That's your shortcut here.
GETTING MECHANICAL EYE
Return to reception and this time you need to time 4 patrollers to go south. You must leave metal door opened while being locked. Go to 1st floor rooms and use Master key on locks. You will get 2 purses from side rooms and middle room will give you Mechanical Eye. You don't need to continue downwards, there is contract, but I don't need it.
FINISHING TOUCHES
But there are still 4 pieces of loot that I want to get. And at the end I will need to return Master key into purple box near thief's body. There is no objective to get Master key in this version and this key can be dropped. Return in front of Test Chamber 2 and go west. You must go left through corridor heavily patrolled by many guards and thieves. Near wooden stairs is entrance to Auditorium. You can unlock it with Master key. Take goblet from there and go to 2nd floor. In 1st room is 1st left chest with loot. Be careful unlocking it may alert enemies below. Go to warehouse and go left. In offices on both sides are coin stacks. That's it for loot. There will come patroller and stop at middle of crossroad, so I can't return the same way. But I can go via bathroom to side corridor and open last door to go safely to the end and go through barracks to wooden stairs.
Then just go and return Master key. On the road to it I learned that I can get spotted by guards walking above wooden beam tower when climbing on ropes. You can't return key inside purple box, so I put it on top of it. Return back to secret elevator in Master Suite while closing 2 doors you left open and go outside to finish this mission.
STATS:
Time: 1:18:37; Loot: 1717/1717
Locks Picked: 4
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 31/7/2022 at 15:17
THE BRAINCHILD
Mission reported by Vanguard as success, but he changed lighting in Dromed. Darkness cover door at the beginning and some spiders, but it's not too hard to see. There is something weird with water. It pushes you down and if your breath will end you die immediately instead of losing health. Mission is a giant maze full of metal floor, but barely any enemy.
At the beginning are spiders in dark room, but you don't need to enter it. 2nd spider is on dark ledge in area where you need to do long swim underwater, but if you swim quietly it will not spot you. Then you need to be quiet in room with 4 giant tubs of water and go into 1st hole and left to do crouch strafe jump and mantle on opposite platform. Then do some platforming. Stay high to get to area with pipe camera. It doesn't make any noise even if it spot you. In warehouse is key and compass. Open nearby door and drop into hole. This leads past green spider. Go to portcullis and open it to get to cave. Dropping into water will 1st alert green spider from cave. Climb it along left side and then climb to top. Now the only problem is lying zombie and 2 fly swarms that you need to dodge. Go to the end and mission will end. There is no stats. At the end I didn't find any loot and played around 13 minutes.
GHOST: SUCCESS
klatremus on 31/7/2022 at 16:47
Thanks, great work!
For Benny's Dead, you say "In the past it was allowed, but it's not allowed anymore." I assume you mean alerting Benny is not allowed anymore even though there is an objective to kill him. It seems Vanguard spent a lot of time avoiding alerting other AI, but didn't care about alerting Benny.
Also, for Tower of Illusion, I think perhaps banner transmigration works in NewDark if you turn off new_mantle in cam_ext.cfg (remove ";" in front of command), in case you want to give it a go. Would be cool to get a success.
Galaer on 31/7/2022 at 17:30
Quote Posted by klatremus
Also, for Tower of Illusion, I think perhaps banner transmigration works in NewDark if you turn off new_mantle in cam_ext.cfg (remove ";" in front of command), in case you want to give it a go. Would be cool to get a success.
To be honest I only heard about this technique. I have no idea how to perform it. Would be nice to see video tutorial for this technique. And for keyholing too.
Galaer on 31/7/2022 at 17:32
Quote Posted by klatremus
Also, for Tower of Illusion, I think perhaps banner transmigration works in NewDark if you turn off new_mantle in cam_ext.cfg (remove ";" in front of command), in case you want to give it a go. Would be cool to get a success.
To be honest I only heard about this technique. I have no idea how to perform it. Would be nice to see video tutorial for this technique. And for keyholing too.