klatremus on 20/9/2022 at 00:11
Game:
Thief 1FM:
Gems of Provenance, Mission 2: The Widow's IreGhost -
FailedPerfect Thief -
FailedSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 51:09
Loot - 2299/2299
Pockets Picked - 5/8
Locks Picked - None
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/GemsOfProvenance2.htm) here!
Loot list (
https://www.klatremus.org/GemsOfProvenance2_L.htm) here!
YouTube let's play (
https://youtu.be/csNNJz7orkg) here!
Comments:A nice continuation of StinkyKitty’s campaign. Probably not as ambitious as the first mission, but this one is more fun to ghost than casual play, as it has some very clever challenging areas. The classic Dark Project style continues, which will probably be the trend for the remaining missions also. Highly recommended mission for fans of that game.
My objectives were essentially the same as in the first mission; get the gemstone called The Widow’s Ire somewhere in Gyllus’ mansion. I had to leave via the mountains, not by returning to the starting location. I also had to find 1,800 worth of valuables.
CourtyardThe opening courtyard was quite the challenge. Two patrollers and two stationary guards. The first piece of loot was a purse on the patrolling archer. He had a predictable figure-eight route, but it was all out in the open, in view of both stationary guards. I tried first to the east of the stairs. There was a hidden patch in the corner hugging the staircase, but I couldn’t get out quick enough to get the loot before getting spotted by the guard to the north. He always gave a first alert. Next I tried from the western side. There was an equally dark patch here, plus I was out of view of the aforementioned guard to the north. Timing the patrolling swordsman, I waited for the archer to come close, then turn around (image below). At that time, I sprinted out a few steps and leaned in for the steal. Nice!
Inline Image:
https://www.klatremus.org/GemsOfProvenance2_files/image001.jpgThere were essentially two ways into the manor. I could either jump from the southwest corner of the aqueduct onto the top walkway with a second patrolling archer. From here I could get another purse and enter the manor through a top floor window. Instead I wanted to use the waterway and enter through the basement, which seemed to be the intended method. The problem was for Supreme I had to close a sliding door operated by a valve in a shed below. Such sliding doors can always be blocked by potions and I conveniently had a healing potion in my starting inventory. Once reflipping the valve, the potion prevented the door from shutting and I could grab it on my way through (image below).
Inline Image:
https://www.klatremus.org/GemsOfProvenance2_files/image002.jpgMansionUpon entering the basement, a thief was scripted to attack a keeper in a locked room. If the keeper got killed, upon leaving the room, other AI reacted to the thief. This was not desirable, as their senses were heightened to my presence as well. Sometimes, however, the thief would just give a first alert and leave the room. If so, he would head all the way to Gyllus’ chambers and remain there, with everybody else indifferent about his presence. Naturally, I went with that.
I couldn’t head upstairs from the pantry. Some servants were in the kitchen starting a conversation, but the woman always gave a first alert before they started to chat. To the far east I could instead ascend into the main foyer. Although this wasn’t very stealth-like, it gave easy access to the other rooms on this floor. The rest of the mansion wasn’t very tough. The hardest part was crossing the marbled area behind the archer south of the foyer (image below). However, there were corners with perfect shadows where I could time the four patrollers in this section.
Inline Image:
https://www.klatremus.org/GemsOfProvenance2_files/image003.jpgMisteriaThe only area that was tricky in the ruins was towards the end. There was a patrolling archer that headed down a ramp to the right, only to walk up the same ramp to the left again. He kept making circles like that endlessly. On top of a statue-like structure above the exit doorway was a gold nugget. A long ladder on the left side took me up there, but this was very exposed and the archer would always have his side towards me, never his back. Luckily, I found a dark spot on the ground just next to the ladder (image below). From here I waited until the archer started to head up the ramp and had his side directly to me. I could now walk up the ramp without any alerts. When he started on the downward slope, he would face away enough for me to sprint up to the top undetected. At the very top of the ladder I could grab the nugget and stay unseen even when he walked towards me. I guess his superior peripheral vision was somewhat limited. I could use a similar method going down. I started walking down when he started heading up the ramp, then I could run down when he went towards the opposite corner. This method took quite a few tries, but is definitely repeatable.
Inline Image:
https://www.klatremus.org/GemsOfProvenance2_files/image004.jpgCavesI eventually found who I assume to be Gyllus and her personal guards in front of a water absorbing ceiling cave. I could sneak slowly to their right undetected. I tried using one of the closest water tubes to get to the top cave, but they were too bright. Instead I had to head down the slope and swim through one of the tubes on the opposite side. I had to stay on the south side of this tube with my head out of the water to avoid alerts, as they could see me from the other side (image below).
Inline Image:
https://www.klatremus.org/GemsOfProvenance2_files/image005.jpgIn the top cave came the strangest situation in the mission. The gemstone was in a grassy cave with four mushrooms (image below). These mushrooms acted like enemies, alerting to my presence by moving after me. They never gave any audible alerts and they never attacked me. They would only pivot my way or slide in my direction. Since they reacted to my presence like this, I considered it the same as a second alert, which is hunt mode and a Ghost bust. Experimenting a bit, I could fairly easily mantle into the cave and get the gemstone without any reaction. The problem was getting back out. They all alerted to me splashing into the water, so my only solution was a rope arrow. I found I had to use a rope into the ceiling, hanging so far down that I could reach it when floating in the water. That way I wouldn’t make any noise grabbing it, and I would only need to focus on diving under silently. The one mushroom that always gave me a hard time was the one to the right. It would always slide over to the water hole after I went under, despite me staying completely silent. I suspect it saw me when I first mantled up, but since it couldn’t attack, it just stared at me. This was confirmed when I moved to the other side of the cave and it pivoted to face the other way. When I headed under water, since it could no longer see me, it started looking and usually dropped into the water after me. Coming up to check, I never encountered a situation where that mushroom was in the same position as when I first entered the cave. Thus, a bust.
Inline Image:
https://www.klatremus.org/GemsOfProvenance2_files/image006.jpgNotes- Got (at least) a second level alert from one of the mushrooms in the final cave with the gemstone. Ghost bust.
Galaer on 25/9/2022 at 11:09
REMINISCENCES
MISSION 1 - THE ATTACK OF THE 50 FT CRAYMAN
BLIND IRONMAN GHOST RUN
From looking at readme I can see that this is campaign of 6-7 missions. First mission has 2 nonsense objectives, but they are pretty much escape objectives (which I learned at the end of this run). I have no weapons, only compass. Building is weirdly empty. I stopped closing door to know where I was. Fire on stairs is first obstacle. Then is dead body and dead end. I tried to go forward and almost got stuck in rocks. I have no idea where to go, so not knowing what objectives say I brought body to starting point, but it didn't do anything.
I found elevator shaft. Here I need to crouch drop from ledge at the top of ladder to lower ladder and climb on ledge again by repeatable crouching to get out of ladder. There is couple ladders like that. Then is alarm area. I opened left door and it was a mistake. Super fast crayman spot me and went after me (ghost bust #1). When I tried to open double door he hit me for 7 HP and in next room when trying to open door I fell to lower lever (-1 HP). I lost crayman and soon after found exit point. And mission got completed.
STATS:
Time: 0:11:14; Loot: 0/0
Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 8; Healing Taken: 0
Innocents killed: 0; Others killed: 0
STATUS: ALIVE, MISSION COMPLETED, FAILED GHOST RUN
REGULAR GHOST RUN
Later I tried to ironman this mission. In my previous run I missed seeing giant crayman. He's alerted, but not by me. I didn't see any other opponent, so he must fight with building. I tried to not free fast crayman, but he normally opens door and patrol both levels. This made my decision to start using saves. I also used hole I fell in my 1st run to drop without taking damage to lower floor.
STATS:
Time: 0:04:19; Loot: 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
GHOST: SUCCESS
MISSION 2 - THE DOLDRUMS
BLIND IRONMAN GHOST RUN
After beating mission I saved on stat screen, so I can start next mission without any spoilers. This time objective is pirate story, so I have no idea how to complete it. I have only compass again. I am on ship and there are thieves. There is locked gate. Going to top of stairs thief turned towards me, but luckily he didn't spot me. I sneaked to him to open chest and inside was hammer. Oh no! I went downstairs and dropped hammer near gate. Nobody alerted.
Then I tried to sneak to door at the top of stairs, but stationary thief spot me (ghost bust #1). This was like domin effect. I tried to stop thief by blocking door with my body, but thief in this room spot me (ghost bust #2). Soon after every thief got alerted and I was trying to get to top of ship as soon as possible. Unfortunately they killed me.
STATS:
Time: 0:04:26; Loot: 0/0
Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 10; Healing Taken: 0
Innocents killed: 0; Others killed: 0
STATUS: DEAD, NO OBJECTIVES COMPLETED
REGULAR GHOST RUN
This turning thief at the top of stairs is hard to time, because he can suddenly turn towards you and spot you. Thief with key can do small loop at the end of his patrol route. On deck you must mantle to archer and jump on side of ship to get to ladder of center stork's nest. Then jump on rope to grab a key from body and body vanish. You fall down with some 1st alerts from thieves and just before dying from fall damage mission ends.
STATS:
Time: 0:06:59; Loot: 0/0
Pockets Picked: 1/1; Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
GHOST: SUCCESS
MISSION 3 - DOG DAYS
BLIND IRONMAN GHOST RUN
My objective is to find Tony and bring him home. Finally some normal objective. I have compass and Tony's favorite toy - meat. It makes weird noises when used. There is black texture as transition to forest. Looks like this forest is a maze. I can hear guards, but I don't see them. Otherwise forest is empty and I can't find Tony. After 34 min of running around I decided to abandon this mission.
STATUS: ABANDONED
REGULAR GHOST RUN
First of all, mission is broken and requires dark.cfg to work. I downloaded Bracelet of Melody and took this file from there. Thanks to that objects and AIs load normally. There is barely any AI here and only sleeping servant can alert to us if we wake him up. Finding Tony was the biggest problem as I didn't realize his identity for a very long time.
STATS:
Time: 0:03:50; Loot: 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
GHOST: SUCCESS
MISSION 4 - SHIVER ME TIMBERS!
BLIND IRONMAN GHOST RUN
It's continuation of Mission 2, so objective is again just a story. Very little I know what to do. This time I have grey key and compass. It's the same ship like in Mission 2, but it's destroyed. Gate has 3 matches and 2 explosive barrels. No idea if it's needed. Some thieves are dead, so it's easier to sneak to deck. On deck I touched big blue rock and lost 5 HP. Next I tried to jump to area with 2 rocks that makes sound sound of opening and closing metal hatches. I landed on rock and died.
STATS:
Time: 0:06:14; Loot: 0/0
Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 10; Healing Taken: 0
Innocents killed: 0; Others killed: 0
STATUS: DEAD, NO OBJECTIVES COMPLETED
REGULAR GHOST RUN
You must be careful when returning to water at starting point. Loud drop alerts thief, so you must drop on side part of floor. To get to red cave you must first drop on anchor. And you also need to take explosive barrel with you. Objective doesn't say anything, but you must explode big blue crystal. This means that explosive barrel will get destroyed, which is damage property (ghost bust #1). Blue crystal isn't affected, but this triggers exit point in different area.
STATS:
Time: 0:15:30; Loot: 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
GHOST: IMPOSSIBLE
MISSION 5 - CHILDHOOD'S END
BLIND IRONMAN GHOST RUN
Finally I get normal objectives: steal golden hammer and escape. I only have compass and later on I get sword. It's a mansion mission with 2 patrolling guard and one walking noble. They are easy to dodge. There is also fake loot: golden bottle and golden plates. The rest of loot though is real. Unfortunately entering Hammerite's room alerts every guard in mansion (ghost bust #1). At one point Hammerite also spot me and went for attack (ghost bust #2). I left and got attacked by guards (ghost bust #3). I went to last room to find golden hammer, but only got final loot. And then guards killed me.
STATS:
Time: 0:12:14; Loot: 995/995
Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 10; Healing Taken: 0
Innocents killed: 0; Others killed: 0
STATUS: DEAD, NO OBJECTIVES COMPLETED
REGULAR GHOST RUN
Golden hammer is in Hammerite's hands and he must be killed. The problem is from opening door any noise Hammerite will do will alert noble. Even if you managed to quickly close door. So that's ghost bust #1. To not get spotted by Hammerite you must jump on bed and then kill him with sword. Since objective doesn't mention killing anyone this is ghost bust #2. Take golden hammer, loot from chest and move body to shadow. Then hide in shadow. Noble and his wife are scripted to run into room. Then woman will fall unconscious and noble will run away. It's possible for him to alert other guards. If he does that open partially door and hide in doorway, which is good shadow. Guards will be unable to open door and see you and weirdly enough after enough time mission will just end. If guards are unalerted leave through window and return to starting point.
STATS:
Time: 0:07:18; Loot: 995/995
Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 6; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 1
GHOST: IMPOSSIBLE
MISSION 6 - THE GLOW
BLIND IRONMAN GHOST RUN
Back to pirate story. Objective is quite normal again - just reach shore and go to alehouse. I have only compass again and I swim to island, which looks empty. I noticed small bits of eternal darkness. And finally I get abducted by UFO.
STATS:
Time: 0:04:53; Loot: 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
STATUS: ALIVE, GHOST RUN SUCCESSFUL
MISSION 7 - THE END OF THE LINE
BLIND IRONMAN GHOST RUN
Again there is story objective and small information to get some money. Again I have only compass. At the bottom of well is frog, so I tried to jump from rope to edge of ground, but I bumped into ceiling and fell all way down.
STATS:
Time: 0:01:34; Loot: 0/31
Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 324; Healing Taken: 0
Innocents killed: 0; Others killed: 0
STATUS: DEAD, NO OBJECTIVES COMPLETED
REGULAR GHOST RUN
You need to go to the bottom of pit where I died in previous run. Then get couple of coins (I found only 30, no idea where is the other one), new objective will show up (return to starting point, but written in confusing way) and old objective will get cancelled. Now you need to go back to city while avoiding couple of enemies. The only tricky enemy is 2nd fire shadow, because he goes forward, turn around, backtrack a bit and then goes forward a bit further. And this happens couple of times on his patrol route.
STATS:
Time: 0:31:20; Loot: 30/31
Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
Galaer on 25/9/2022 at 11:11
BAFFORD'S LAST STAND
Big castle mission reported by Nebs as failure. He had problem killing priestess without alerting her. For me it was no problem - I just dropped on edge of bridge, gassed her and killed her with sword. Nobody alerts to arrow trap in royal access area. To douse torches in casino room I needed to 1st alert them. Otherwise they go into search mode. The scariest part was sneaking between 2 knights in lord Bafford's bedroom.
Also there is situation with guardian of the hand - statue situated in corridor. After getting into room with Hand of Heart it teleports there blocking exit. To make it disappear you must shoot water arrow at it. I don't count that as damage property, because water arrow doesn't normally destroys statues (I tried that when statue was still in corridor and it didn't make it vanish). It's possible to get everything without making statue to appear and block exit, but then urn that was under statue in corridor is unavailable.
STATS:
Time: 1:02:01; Loot: 6034/6534
Pockets Picked: 30/36; 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
Secrets: 10/10
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
Galaer on 25/9/2022 at 11:12
THE FIEND
Mission reported by Vanguard as a failure. He was forced to KO thief in front of side doors. This stationary thief turns around and it's trickier to nudge him, but it's possible. You must douse torch and then nudge him away when he's turning around (I got best result when he was turning towards me). Thanks to full shadow you can crouch in front of him and he will not see you. Then slowly enter mansion. Don't go too fast behind him, because he can still go into search mode.
In this mission you get a lot of water arrows, so you can douse a lot of torches. Also don't douse a torch when there are patrollers nearby, because they will go into 1st alert and other person will hear it and go into search mode. Thieves from other floors can hear alerts through ceiling and go into search mode as well. And the same thing about picking the lock - don't let anyone 1st alert to it.
To enter library you need to douse 2 torches and slowly sneak behind stationary thief. There are some patrollers that can get stuck between door and stationary thief, so reload game to avoid that. There is a case of 400 loot vanishing out of mission when you highlight it (max loot is also lowered by 400).. This loot is located in one of 2 rooms: in Master's office or in room opposite to dining room, both on 2nd floor.
Basement has no torches, instead it uses electrical light, so water arrows are useless. That's why it's impossible to enter wine cellar where bottle (50 loot) is located. There is drunken thief looking towards door and it's impossible to avoid him. Vanguard mentioned that thief walking long stairs got stuck while walking up. This means it was impossible for him to return back to mansion after dropping down. But return isn't necessary as there is no escape objective.
In cemetery there is big statue with water around it. Behind it is grass slope. When you get closer 4 zombies spawn around statue and they look towards statue. It's impossible to avoid that by mantling on wall, because of low ceiling. I'm surprised that Vanguard didn't mention this part as for me this is the biggest challenge. I found out that if you go to right side of further sarcophagus you can use strafe jump acceleration to bunny hop between statue and slope (one jump above water) until you reach sarcophagus on the other side. Don't mantle on it, because most likely you will make noise and alert nearby zombie. This way you can avoid alerting zombie who spawn behind you. And by the way, normal bunny hopping doesn't work, it must strafe jump bunny hopping. Otherwise zombie behind you will go into search mode. The rest of mission is easy to ghost.
STATS:
Time: 0:34:15; Loot: 1184/1834
Pockets Picked: 2/2; Locks Picked: 6
Back Stabs: 1; Knock Outs: 0
Damage Dealt: 30; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 1
GHOST: SUCCESS
PERFECT GHOST: IMPOSSIBLE. 400 loot vanish when you highlight it and bottle (50 loot) from wine cellar is impossible to obtain due to no way to turn off light and thief looking at entrance.
Galaer on 8/10/2022 at 21:01
LORD MATT
Mission reported by Vanguard as failed ghost run. He had problem with entering Elec room and needed to KO archer near door. My run was very similar to his. Don't use lever to open gate for Hammerites. Unlike Vanguard I brought lord Matt and prince Mikus to Hammerites area where I killed them. I didn't need to nudge servant in lord Matt's house, you can douse 2 torches outside and lean from shadow to table. With Newdark I don't need to use crates to mantle into windows and there is one window absolutely necessary to use to get to power plant. Normal way isn't possible, because lever opening gate is behind stationary guard in narrow street. Plus opened gate is at the end of alley blocked by many guards.
Generator room is very loud. I needed to lower general sound setting to almost minimum. Unlike what Vanguard said all generators must be turned off, only switch above hole leading outside doesn't need to be pushed. Also I need is to nudge engineer forward to lever opening banner while being on metal floor. For that I changed controls from run forward to walk forward. Thanks to that I don't need to use moss arrows to nudge engineer.
To get to room with Elec room I used dark passage with treasury. There is stationary guard, but with 3 rope arrows you can just jump over him. Then nudge him forward and open door. This room is problematic. Archer stands in front of wall near Elec room in place of broom. There is no shadow and patroller has pretty short route. Vanguard mentioned that he nudged archer towards wall, but archer is already in front of wall, so I guess he can end in different position. On my test run I think he was closer to workshop. Maybe he can nudge himself. There is also archer from tower, but he can only see us if we go very close to window.
I had couple of ideas. I could block patroller with crates, but on my end archer is too close and on other there is lab door that I'm going to use it later. The other idea was to nudge archer into Elec room. Because of patroller it would be long and tedious. When I tested possibilities I noticed that it's possible for me to strafe run along left side into Elec room without nudging archer. That's what I did, which took me couple of tries. Then I crouched, closed door and quickly went to stationary guard, because door is see through for enemies and patroller could see me. Being close to stationary guard I was safe from patroller. Then just nudged him forward to get to dark corner and reach 2 levers on the right to turn off light. Mantle on wooden panel to lean for lab key behind glass and then use all other levers to complete objective. Lastly you need to wait for patroller to go towards lab, open door, wait for patroller to go left and strafe run to him. Go behind him to lab to get Karras Juice and return to dark passage. Here I needed to disable auto equip, because stationary guard could see me equipping rope arrow after jumping over him.
STATS:
Time: 1:15:07; Loot: 25421/25421
Pockets Picked: 5/11; Locks Picked: 11
Back Stabs: 2; Knock Outs: 2
Damage Dealt: 62; Damage Taken: 0; Healing Taken: 0
Innocents killed: 1; Others killed: 1
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
Galaer on 8/10/2022 at 21:02
PRISONER'S REVENGE
Mission reported by Vanguard as ghost failure. He failed to ghost spiders in basement, which is one of 2 major problems. Other is killing traitor. Vanguard used flashbomb to kill him, but that's a ghost bust. Though he didn't reported this kill as a bust. Let's talk about differences between my and Vanguard's runs. I didn't need to nudge kitchen servant or haunt. In haunt's cave I just used water arrow to activate switch. Also I didn't need to block 1st floor patroller.
First let's deal with kill objective. 1st floor patroller has randomized patrol route. His full path is from entrance room through corridor to kitchen, but he often turns around. Luckily you can crouch in corner at the end of corridor near traitor's room. There is no shadow and no way to kill him with arrow. No gas equipment either. So first I open partially door and hide back in corner. When guard will walk away through corridor I go to door, raise blackjack (hold attack button), open door and KO traitor. Here are 3 possible reactions: thief will immediately attack you and KO will fail, thief will get surprised and soon after get KO-ed or his reaction will be so late that he will not manage to react and get KO-ed. The most desired is last option as no reaction means no alert. After knockout close door and bring body to bridge in basement where you kill traitor and toss his body into pit.
Second problem are big green spiders. Vanguard used crate to nudge them, but you can just stand on their heads. I tried to nudge 1st spider into cave with pit and switch, but he was nudged forward. So I nudged it past entrance to cave, but not to the very end. Then I leaned right towards spider to shoot water arrow at switch. 2nd spider was a bit harder. I managed to nudge him a bit right, but eventually it pushed itself from wall and then it's impossible to get closer to it. I needed to hide behind corner, wait 15 seconds and then run quickly to shadow in front of gate. Afterwards quick run to lantern with only 1st alert from spider and then go along right wall to Hammerites church.
STATS:
Time: 0:30:38; Loot: 574/574
Pockets Picked: 4/8; Locks Picked: 10
Back Stabs: 0; Knock Outs: 1
Damage Dealt: 31; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 1
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
Galaer on 8/10/2022 at 21:03
LUCRATIVE OPPORTUNITY
Another mission reported by Vanguard as failure. He couldn't ghost zombies in mine and enter house without alerting noble. He also skipped bag of loot in spiders room, which is absolutely necessary to complete tight loot objective. He also skipped loot from bar, because of drunkard. This loot is also necessary.
No need to douse torch near watcher looking at alchemist house. But when you start picklock door noble will walk towards you and you will be forced to move under watcher. In alchemist's house is patroller on marble floor. Go behind him to safe. You are safe while crouching in nearby corner. This way you get square lockpick. Potions from next room aren't necessary.
Now let's deal with bar. Here are gas torches, but AI will turn on doused torches. There is drunkard and he must be nudged into left corner. Luckily he moves through stool. Also nudging while standing is the most effective, because his upper part of body moves the most. Afterwards mantle over counter, open cupboard and take loot. Then try pushing stuck noble into stairs from right side. In basement is chest with loot. Lastly You will need to go past stuck again noble from right side, mantle over counter and leave.
Next I'm going to watcher control room near art gallery. This way I disable watcher at market and near alchemist's house, but not in gallery. To get all masks you must sneak along right wall to left watcher. Also after loading both watchers start to rotate right even if they were turning left. Cultivator requires only leaning from shadow. From here I take 2 crates and bring them to police station. Here very important notice - don't activate conversation near angel statue. It brings AI to stairs in police station and will mess up ghost run.
To get to police station I need to go through window, but I can't mantle inside or jump inside, because window shutter is too low. I need to crates to enter. One crate I drop under window and other next to it, so I will mantle on crate, crouch and go on crate under window and enter it. Here is switch disabling alarm. Next room is front entrance. Room is visited by patroller who afterwards goes to basement, then to top floor and returns here. In front of counter is stationary cop. You must nudge him forward to try to lean forward and run forward in order to get to his other side. Then nudge him right to double door. Patroller will be annoying obstacle. When she enters you should be in NE corner of room and then slowly walk right.
Go behind patroller to top floor and grab loot from crate and key ring from chest under crates. Then wait for her on top of stairs and drop down behind her. Before going to basement I went through window and opened house near police station to get 2 moss arrows. They aren't needed, but there is objective to break into 8 houses, so I will not need to return here later. In basement I'm forced to douse torch and use torch switch to drop into water. I checked with crate and I know that dropping into water doesn't alert prisoners.
Next is mine with zombies. In order to ghost them I needed to douse most torches and slowly sneak past them. 2nd corridor was easier as 2 zombies are more on the side. In Mechanists church we visit 3 spiders room. Inside is bag of loot, but small spiders are a problem. They see with their butts, but in this mission when they turn their point of view is also changing. So even if they normally don't look towards you, when they turn they will spot you. You aren't safe even at the beginning of tunnel leading to spiders. So I ran forward to middle of tunnel and spiders only 1st alerted, so I continues to the bottom, took bag and quickly ran away. This took me couple of times, but I managed to ghost spiders.
Before going to angel statue you should have completed all objectives except breaking into 8 houses objective and loot objective (you should have 2641 loot). Trigger conversation and wait for people to go away. Don't load as they are going to restart conversation. Rope up to window. Key for house is on the other side of window on shelf, but this shelf is a bit too far away from window. If I could lean through window it would be possible, but not this time. Intended method is to break window, which will alert noble and he will open door for us. But instead of that you can crouch on marble near window and jump. This too will alert noble (ghost bust #1). No need to KO noble as mission ends after completing both objectives inside house.
STATS:
Time: 1:15:40; Loot: 2841/2841
Pockets Picked: 4/5; Locks Picked: 12
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: IMPOSSIBLE
klatremus on 9/10/2022 at 01:37
Game:
Thief 2FM:
The Seven Sisters: Night TwoGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 2:39:50
Loot - 6009/6009 (Supreme: 4964)
Pockets Picked - 3/20
Secrets - 2/3
Locks Picked - 24
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 1
Consumables - 6 Holy Water Vials & 8 Water Arrows
See the entire report with screenshots (
https://www.klatremus.org/SS3.htm) here!
Loot list (
https://www.klatremus.org/SS3_L.htm) here.
YouTube let's play (
https://youtu.be/fimasTqig80) here!
Comments:This is the cream of the crop, the best mission of the campaign, and one of the best missions of all time. This is peak Lady Rowena and oh how we miss her creations. She manages to take a virtually identical map and kick it up one serious notch. The new areas are some of the best locations in fan mission history. Three more sisters and lots more fun. Here we go!
This report has been updated for NewDark, as there are several moves now possible that previously led to Supreme busts. I had to find and neutralize three more sisters, while also obtaining three more stone keys. Additionally, I had to steal 4,500 in loot and again heal all the infected in the area, plus getting two holy seeds ahead of the third mission. I soon also learned I had to meet Basso by West Gate to end the mission.
Night two started similar to the first. Even though I didn’t pick up the blackjack the night before, it was in my inventory now. So were 2 water arrows, 4 moss arrows and 2 rope arrows. There were a total of 9 zombies in need of healing. I had a hope of only requiring 6 vials, plus the additional 7 water arrows. The key ring couldn’t be taken until having read Basso’s note. It was also stuck to my inventory.
EastGrabbed the secret purse on the dead guy in the sewer and went for the mechanist lab. The patrollers were easy to dodge, but the iron beast commented on opening the access grate (image below). Thus I skipped the nugget in there for Supreme. Exited to Marked Square and healed the dairy store owner in the streets. She stopped patrolling but didn’t alert to me. If I came close though, she ran into her store and closed the door, still without alerting. If I opened the door now to loot the place, she commented, so I took the money before curing her. The guy on the balcony (Robert) saw me a couple of times, but all in all the streets were empty compared to the night before.
Inline Image:
https://www.klatremus.org/SS3_files/image002.jpgHad to loot Basil’s from the sewer, as the door here was unlocked. Dodged Basil in the tunnel as he did his route. Brought four water arrows from Conor’s. This night he didn’t mind me. The streets south of the police station were completely empty. An officer sat sleeping by a table on the east side. I could thus grab the candlestick on the hanging roof with a rope arrow. The zombie baker alerted to me picking his door. This busted Supreme, as it cannot be skipped due to the optional objective. He started patrolling the streets after that. I opened the canal gate in the maintenance room and fetched the holy vial from the underground alley. Managed to heal the station roof archer, the baker and the guy locked in the upper library with the same vial. They were all easily accessible from the roof up the ladder from sewer maintenance 1 ((
https://www.klatremus.org/SS3_files/image003.jpg) see image). The archer resumed his normal patrol. The baker acted similarly to the dairy store owner; he stopped, but ran home as I came close. The man in the library became stationary and highly alert.
The police station moreover wasn’t hard. Used the small dark spot in the northwest corner by the gambling table to grab the coins and the cell key. The latter disappeared upon use. Opened the front doors for Keef (the prisoner), otherwise he would get killed by the patrolling guard. East End was very crowded, so I dropped into the canal from the top floor window and headed for Minerva’s Place.
Next up was Mrs. Peacock’s through the inn. Nothing much to report, except for the lady furthest down the hall gave a comment when opening the door (image below). Although this sounded like a normal first alert, I realized it actually wasn’t. Instead, it was a scripted response to the door opening, but she didn’t actually hear the door open. Such alerts always take a few minutes for enemies to settle down from, but this lady never did. Furthermore, enemies are in a constant first alert state until they give the settling remark, but this lady wasn’t. If I made a jump further down the hall with the door open, she gave a first alert, which proved she was previously unalerted. As she patrolled away from the door, if I closed it, she likewise gave a first alert. Scripted responses such as these are difficult to interpret. Due to this comment clearly intending to be an alert, I skipped the loot in here for Supreme. It was a necklace worth 200.
Inline Image:
https://www.klatremus.org/SS3_files/image004.jpgSouthwestEntered the canal afterwards and ascended at north end of Archway’s Walk. Snuck along the western walls of St. Tenor Square and mantled the pipe in the corner. The three guards had to be timed to avoid alerts. I encountered a problem inside the mayor’s house. Zoraide and the zombie (Angelica) didn’t react to one another, but after I cured the girl, Zoraide ended up killing her, and that failed the ‘do not let innocents die’-objective. I could cure her in the dark, but then she ended up seeing Zoraide and went looking, again getting killed. The closest I got was curing Angelica in the dark doorway to the ballroom. When Zoraide came from behind though, she got blocked by Angelica standing there ((
https://www.klatremus.org/SS3_files/image005.jpg) see image). The problem now was she would nudge Angelica forward until she entered the light, and I was back at square one. I decided instead to leave her uncured and return later after I had neutralized Zoraide. The rest of the house was looted first. The safe with the stone key was tough to pick. It took two changes of lockpicks. Zoraide had the bedroom as part of her patrol and there were no shadows whatsoever (for Supreme you cannot turn off lights). I had to stop picking halfway through and hide in the dark nook outside her door. On the second picking round I got the key. Both enemies alerted easily to doors opening and closing, making the process more tedious.
Next I entered the plaza in front of Sir Giles Deville. In NewDark I could get in without picking any door or gate, by mantling up from the lamp south on Archway Walk. I did not take the holy water vial in the room with the dead guy up here, as it involved picking two locks. I could pass north on Manor Street if both archers in the towers faced away long enough. Just a matter of waiting. Got to the secret apartment to the north with a rope arrow. I had to jump to the lamp across the road and retrieve the arrow in midair ((
https://www.klatremus.org/SS3_files/image006.jpg) see image).
A big problem during my run back in 2008 was the brothel’s ground floor. I had to turn off three lights in order to get the loot there plus the key to the butcher’s plaza. This time I wanted to avoid that by reaching the butcher’s backyard by way of the rooftops. I also had to get to the brothel’s upper levels this way in order to avoid the ground floor altogether. The best way I found to do this was on Manor Street, on a ledge south of the small garden with basement access (image below). I needed a stack of three vials in order to leap high enough.
Inline Image:
https://www.klatremus.org/SS3_files/image007.jpgI had planned on getting the sister hearts from the brothel first, but realized that there was no way to get back up to the roof without picking the lock to the top floor apartment. This was avoidable, so instead I took the rooftops further north and approached butcher Lynch’s backyard from the northeast.
Inline Image:
https://www.klatremus.org/SS3_files/image008.jpgNorthwestI could drop from a tall fence on the north side into the walkway by the back gate (image above). I had to hit the side ledge to avoid damage, but that was easily repeatable. I could not enter the butcher shop through the back door. Mr. Lynch was stationary right inside, facing the door. Instead I used the side gate to enter Pigeon Court. Rope arrowed up to the balcony with loot in the northeast. Dropped down on the southwest corner. This was the only way to reach the butcher’s front door without first alerts. There was a small ledge that softened the fall, enough to avoid getting hurt. If landing in the dark spot (image below), it could be done without getting seen also. The door was reached by inching from top of the ramp. Inside, I realized something I never knew from my first run. The butcher actually alerts to picking the money box, though he doesn’t say anything, he just gives a settling remark much later. This is very easy to miss for anyone ghosting. I noticed it when I triggered his patrol route by approaching the open door to the back room. This started an audio playback of him killing a burrick, then he started on his route. After that, he gave an audible alert to picking the box, and it didn’t matter where he was on his route. What I had to do was frob the back door just before he got there, in order to get him to close it. Then I could pick the box alert free and take the loot. Finally, I blocked it open when he came through again. I didn’t find a predictable way to leave via the back door, so I used Pigeon Court to reenter the side gate.
Inline Image:
https://www.klatremus.org/SS3_files/image009.jpgWhichever side I picked the barn door from, the stationary burrick outside gave a grunt, so I had to skip the Mrs. Dowson loot for Supreme, a total of 400. Pinky found the way home by herself. She did not leave, however, if I hadn’t gotten the butcher’s key and opened the gate to Westgate Wharf, but this was no problem to do for regular Ghost. Could fairly easily traverse the pen to Argan’s back entrance after all of this.
Cleaned Argan’s museum without issues, then headed for the thieves’ den. Had to use the thief’s opening of the doors to go in and out. If I opened or closed them, the bartender or the drunk lady would comment. I also had to lighten my footsteps hugging the thief’s back. Running while tapping the crouch key was a good method of keeping quiet while still moving reasonably fast. In the basement, the stationary thief alerted to me opening the hidden grate (image below). The den beyond had 835 loot. Skipping it meant I wouldn’t make the loot goal for Supreme, so I had to accept the extra bust. Ghosting the treasure rooms took a bit of extra patience, but nothing more than normal sneaking. Three of the corners in the first room had shadows, plus the hallway beyond. The hardest thing was getting past the stationary thief’s back. He had to turn conveniently while the others were gone.
Inline Image:
https://www.klatremus.org/SS3_files/image010.jpgLeaving Hobb’s Fine Wines was tough without spawning any more comments. There was an unarmed thief doing a short patrol across from the pub’s main entrance. He was gone for 13 seconds. I blocked the door when the pub thief headed downstairs. I then waited outside until the outside patroller left down the small alley so he couldn’t see me. I now had to wait until they were aligned so that the alley thief was gone when the pub thief came back up. I had to wait outside and frob the door so that the thief blocked it before it shut (image below). It the meantime I scooted into the shadows before the other thief returned. It took 3 rounds for me to get this to work, but it was a reliable method.
Inline Image:
https://www.klatremus.org/SS3_files/image011.jpgBrothelI didn’t want to pick Argan’s front door heading back for the brothel, so I used a rope arrow to ascend the butcher’s back porch and got onto the city walls again that way. I could now approach the brothel balconies, this time from the north.
I could enter Violet’s room from the balcony without alerts, as long as Scarlet wasn’t in there. She also patrolled out into the hallway, so I eavesdropped to hear her leave. Surprisingly, I could also pick Scarlet’s safe and get her key without alerts. However, Violet’s safe was too close to avoid the first alert. I left it locked and would come back after they were neutralized. I got Violet’s heart by blocking the door as Scarlet left, then leaned in and used the door to block her vision (image below). This was quite predictable and safe. I know I got it without using the door back in 2008, but I couldn’t figure out how. I had to time Scarlet and the thief to enter the hall. An alternate method was to use the balcony and go through Baby Jane’s room to the north. The hall leading to the lift was very useful to wait out patrols. Blanche’s room to the south was easy. I went downstairs just to check things out, but I couldn’t even enter this floor without alerts. The gambler facing south was the ultimate problem, otherwise I might’ve been able to get the purse behind the double doors. When turning off the lights, it was easy to get all the loot for regular Ghost. Had to skip this for Supreme, which I already knew from my last run.
Inline Image:
https://www.klatremus.org/SS3_files/image012.jpgI left through Baby Jane’s room and entered Ophelia’s from the southern balcony. This avoided the need to pick her hall door. Leaping across the balconies was tricky, as the rooftop patroller reacted to every little clunk like the heavens were raining fire. The middle balcony also had a flickering light that made the street patrollers see me occasionally. I could leap from either the north or the south balcony down to safety. I found mantling the statues around the fountain was a nice way to get down undamaged.
NeutralizationI had planned on heading to the cathedral via Westgate Wharf, but the area was too brightly lit ((
https://www.klatremus.org/SS3_files/image013.jpg) see image). It was possible to get there Supreme clean, but not without tons of reloads and perfect luck on the pivoting guard. This wasn’t predictable enough to rely on. I instead snuck to Stonebridge and looted the manor and the public library without issues.
There was nothing to worry about in the northeast. The pivoting archer on Cathedral Street was easy to dodge, as he always turned the same way. I had enough holy water vials, so I didn’t need to visit the apartment with the dead guy east in St. Yora Square. At the cathedral, the two women were patrolling close enough together to be healed with a single arrow ((
https://www.klatremus.org/SS3_files/image014.jpg) see image). This I remembered from my last run, so I had deliberately picked up one arrow less for now. I cured them in the northwest corner with their backs turned. That way they were of no concern going forward. This checked off the mandatory healing objective. Since I hadn’t taken all three sister keys yet, Basso still hadn’t spawned at Westgate Wharf. I thus headed back southeast and dropped into the canal outside the library. I went back to Judge Fowley’s basement and got the secret necklace. Made sure to close all the canal gates on my way back. Finally, I went back to the mayor’s to heal Angelica. Zoraide had been killed in the ballroom, but since Angelica became stationary once cured, I could heal her in the doorway before she spotted the body.
Sir Giles DevilleI continued through sewer maintenance 2 to Deville’s manor. Had to lighten the string tension on the bow when ascending the well, to avoid alerting the guards in the yard. Striking the arrow with full force upset them. I also had to mantle the floating barrel to shoot the rope; it could not be done from the water. And the barrel slowly sank, so I had to shoot quickly.
There were four patrollers and one stationary guard in the yard. The stationary one was the toughest by far. He only had two angles; south and east. To reach Deville’s bedroom balcony I jumped across from the top of the well. I had to time the archer and the swordsman on the walkway, and the stationary guard had to face south. The drop back down again to the grass was too high, but I found a sneaky way to break my fall. Inching off the balcony’s northwest corner, I could time the patrollers and drop directly onto the edge of the basement railing (image below). If I inched off slowly enough, by the time I reached higher velocity, I was already out of view of the torch. Thus I didn’t get any alerts and didn’t take any damage. Great!
Inline Image:
https://www.klatremus.org/SS3_files/image015.jpgThe next task was to get the basement key. Luckily, it couldn’t be dropped back, so I only needed one trip to the bedroom. The fence of the lower walkway had shadows just behind the last pillar before the doorway. I stood there and awaited my chance. I studied the woman and the swordsman for a long time, probably 10 rounds. The woman walked faster, and caught up with the swordsman about every third or fourth round. The best time to go was when they were leaving the hallway and passing my pillar at the same time. With a bit of luck, the patrollers on the upper walkway was not in direct view of where I had to walk. The biggest problem was getting unseen to the doorway without the woman catching me on her way back. Once inside, I rushed around the corner to the bedroom. On my way out, I could monitor the situation from behind the outcropping in the hallway ((
https://www.klatremus.org/SS3_files/image016.jpg) see image). I left at the same time, when the woman and the swordsman patrolled together, preferable the man a bit in front.
In order to save Ophelia, I had to open both the side- and the front gates. They had operating levers in the side yard and the east guard tower, respectively. It was a little troublesome passing the bright area between the statues to get to the side gate. The problem was again the stationary guard. He had to be turned south for the entire move. Creep-crouch-strafing was again the fastest way. The front yard contained two guards. One was stationed, randomly facing east and north. The other mostly patrolled, although he stopped at one point. The stationary guard had to face north while I slowly followed the patroller east. I could just sneak around the right corner before he turned and headed west. Used the same method back. The guards in the basement were the most wary I have ever seen. I could barely crouch-run anywhere without getting a remark, even from the drunk. There were lots of shadows though, and ghosting is all about patience, so I reached Ophelia in the end. As I cured and approached her, she ran back to the brothel. Nobody alerted to her, so I was clean. Made it upstairs and closed the front gates like before.
I could not drop down the well without alerting every guard in the yard, so I had to figure something else out. Whether I landed with a crack on the barrel or a splash in the water, I could hear Deville’s grumpy people looking for me. I turned my attention to the guard towers instead. Both archers turned 180 degrees randomly, plus the windows were big enough to enter. However, the archers always swung to the east, so I had to enter either window on their west side. There wasn’t enough room to squeeze past the archer in the east tower. I would have to nudge, and that is not allowed (only as a last resort for regular Ghost). The west tower also didn’t work, as the stationary guard in the grass gave a first alert to the door opening. My last option then came to climbing the walls. Although a difficult move, I found I could hop from the torch in the northwest courtyard to the ledge above the side gate ((
https://www.klatremus.org/SS3_files/image017.jpg) see image). It was very easy to do if the gate was open, but I had to leave it closed for Supreme. From here I could make it to the balcony via the closest windowsill. From the next sill on the east side, I had to hop onto the ledge by the fence further east (image below). This was tough to do without getting a comment from the aforementioned stationary guard. I had to land in a mantle on the far southern end, and hope he didn’t say anything. I did this move at least four times, so it was far from impossible. Then I had to mantle up the fence itself without the archer in the tower hearing me. I made a running jump up the sloped corner of the wall to the south. That normally got me firmly on top of the fence without any clang. Home free!
Inline Image:
https://www.klatremus.org/SS3_files/image018.jpgWrapping UpClimbed the vent shaft on Desolation Row like before and entered the brothel. I managed to loot the top apartment from the balcony without picking the lock in there. It was difficult to leave without a first alert and also close the door, but I managed to time his and the woman’s patrols accurately. Downstairs, Brunhilde now patrolled the hallway, but the thief was gone. Both previous customers were gone as well. Scarlett and Violet lay dead on the floor (image below), a result of me destroying their hearts. This made Brunhilde very jumpy, and she occasionally remarked when seeing Scarlett’s body. This is not a bust in any mode, as it is an unavoidable consequence of the objective (classic comparison is the alarm in ‘Undercover’) and perfectly follows the intended storyline. I guess you can be lucky and destroy the heart while Scarlett is in her room, but that would be hard to estimate. I imagine you could save while in the holy pit and destroy one heart at a time. In between each heart you could run to the brothel and check, then adjust it accordingly. Took Brunhilde’s loot easy enough. Left the brothel from Baby Jane’s room.
Inline Image:
https://www.klatremus.org/SS3_files/image019.jpgCircumnavigated the city once again and met Basso from the cathedral side. I got his sewer maintenance 3 key. I could mantle up the street and grab the final piece of loot. I could not, however, enter the maintenance door without a grumble from the stationary swordsman ((
https://www.klatremus.org/SS3_files/image020.jpg) see image). Although Supreme was busted, I wanted to avoid this first alert also. So I (yet again!) headed back through town all the way to Manor Street. Ascended the vent shaft one final time, closing it behind me. Then I headed across the rooftops towards the butcher, but instead took a northeast turn along the west side of Westgate Wharf. When directly above the canal, I could make a leap southwest and mantle up the maintenance station roof (image below). I could then safely drop to the street along the western wall and enter the station unseen. Awesome! I could easily close the canal gate and also close the lower station gate and still end the mission.
Inline Image:
https://www.klatremus.org/SS3_files/image022.jpgNotes:- Had to skip the silver nugget (50) in the mechanist safe in the southeast. The iron beast made a comment when opening the grate.
- The zombie baker commented on me picking his lock. A requirement to finish the optional objective. Supreme busted early.
- A lady at the inn gave a scripted response “Is that you Kevel?” when opening her door. She never gave a settling remark and was clearly in an unalerted state. However, due to the nature of her comment, I skipped the necklace worth 200 in there for Supreme.
- Had to skip releasing Pinky and hence not getting the 400 loot available for Supreme. The nearby stationary burrick grunted from the lockpicks.
- Got a first alert from the stationary thief below Hobb’s Fine Wines when opening the ceiling vent. I had to loot this place in order to meet the loot goal. Supreme bust.
- Skipped 395 gold on the brothel’s ground floor for Supreme. It cannot be obtained without turning off up to 3 lights.
- The body discovered is Brunhilde finding Scarlett’s body at the brothel. Avoidable if you’re lucky, but no bust.
klatremus on 9/10/2022 at 17:29
Game:
The Dark ModFM:
Penny Dreadful 1: The Grail of RegretsGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
SuccessTime - 33:33
Times saved - 86
Times loaded - 36
Damage Dealt: 0 Damage Received: 0
Health Restored - 0
Pockets Picked - 1
Loot Acquired - 875/875
Killed by the Player - 0
KOed by the Player - 0
Bodies found by AI - 0
Alerts - 0 Suspicious, 0 Searches, 0 Sightings
Stealth Score - 0
Consumables - None
See the entire report with screenshots (
https://www.klatremus.org/TDM_PennyDreadful1.htm) here!
Loot list (
https://www.klatremus.org/TDM_PennyDreadful1_L.htm) here!
Comments:Another campaign by Melan. One I've had on my radar for a while, plus I got a couple of viewers recommending it. A solid mission, but nothing spectacular. I assume the two sequels will be of a slightly different character. A standard tomb-below-a-building style mission, and a nice introduction to the undeads of The Dark Mod.
All I had to do was obtain 500 in loot and find whatever Morgan found below the power station. Nothing more to it, besides returning to the starting street corner.
Nothing to do in the streets besides getting into the power station. Used the stool from the shed to climb the roof. Would have to put it back before ending the mission. The entire power station was easy. All the zombies were patrolling, so I could just wait them out. The tomb was a bit harder, but likewise all the skeletons patrolled, and there were plenty of dark spots. The throne room was the hardest. There were three ways of getting to the grail. Next to the throne was a button that lowered the chandelier. That was way too exposed. Alternately, there was a quiver of rope arrows that could get me up a wooden board in the southwest corner. However, the easiest way was to mantle up from the urn on the west side of the throne staircase (image below). I could stay dark through the entire move.
Inline Image:
https://www.klatremus.org/TDM_PennyDreadful1_files/image001.jpgSneaking through the spider hallway was easier than I thought. The critters had randomized routes, so I could just wait them out. In the emerging streets, I found a hidden purse on a windowsill high up (image below). It was a bit tricky dropping back down without alerting the street guard, but I managed to in the end. Another archer had spawned in the initial streets once I returned there. Put back the stool and ended the mission.
Inline Image:
https://www.klatremus.org/TDM_PennyDreadful1_files/image002.jpg
Galaer on 16/10/2022 at 18:25
STRONGHOLD
Mission reported by Vanguard as failed ghost run. My run is mostly similar to his. Instead of running through door from cabin I used window leading to shadow and then to tunnel. To avoid 2nd alert from apes you must quickly jump into right tunnel. Then you can nudge spider forward for crystal and gas arrow. Then is fight between Mechanists and 2 haunts. Haunts are friendly to us. Since you need Stronghold key from priestess, the best outcome is for haunts to win. Next is banner. There is no wooden ceiling and you don't have any vine arrows yet. So banner transmigration isn't possible. I thought i may find alternate route, but despite map this mission is very linear. So cutting banner is the only option (ghost bust #1).
Next corridor has watcher and stationary bot. Behind bot is locked door for which you need Stronghold key and next to it is chest. What I prefer to do is to drop key, save, use invisibility potion, grab key and go to door. Also grab vine arrows from chest. After opening door sneak inside. If you move too fast bot will freak out. Close door and try to descend quietly down. Be careful, bot from previous room can still hear you. Then drop on treebeast, so you will bounce behind it. Elevator in tree requires 2 slow fall potions. Then you need to use 2nd invisibility potion to ghost treebeast after water.
Entrance to stronghold is easy - just go along right wall while dousing torches. I don't go on towers to not spawn haunts to fight Mechanists. To drop on roof I used 2 slow fall potions. Inside building moss floor, drop couple of potions and drop on them. Moss floor to sword, use invisibility potion and grab it. Instead of going through building you can rope up to ceiling and mantle on roof. Then you can descend to outside ground. Go to edge, look forward and drop 4-5 potions, then drop on them. Repeat couple of times. This way you skip the whole building and avoid using couple of invisibility potions. Before entering portal use invisibility potion to ghost final golden child. Afterwards meet with Pagans and finish this mission.
During my test run I learned 2 things. First - if you save and load while invisibility effect from potion is active, your light gem will reset to normal and for enemies you will be visible even though your hand with weapon will stay invisible. Second is about metal vents. You can run through them quietly by quickly tapping jump button.
STATS:
Time: 0:29:21; Loot: 1405/1405
Pockets Picked: 0/4; Locks Picked: 5
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: IMPOSSIBLE