marbleman on 4/11/2022 at 14:29
Game:
Thief 2FM:
EclipsedGhost -
SuccessPerfect Thief -
SuccessTime - 44:56
Loot - 2970/2970
Pockets Picked - 0/0
Secrets - 0/0
Locks Picked - 14
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - none
See the report in video format here: (
https://youtu.be/RR_6oBzwqmw) https://youtu.be/BsA5oezR8TA
* * *
Game:
Thief 2FM:
A Midsummer Night's HeistGhost -
SuccessPerfect Thief -
SuccessTime - 22:35
Loot - 3480/3480
Pockets Picked - 4/4
Secrets - 6/6
Locks Picked - 10
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - 2 water arrows
See the report in video format here: (
https://youtu.be/eSppmCCxOoE) https://youtu.be/eSppmCCxOoE
* * *
Game:
Thief 2FM:
Watery GraveGhost -
SuccessPerfect Thief -
SuccessTime - 16:19
Loot - 1666/1666
Pockets Picked - 2/2
Secrets - 0/0
Locks Picked - 1
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - none
See the report in video format here: (
https://youtu.be/_S0aiT3hqPs) https://youtu.be/_S0aiT3hqPs
klatremus on 15/11/2022 at 02:40
Game:
Thief 2FM:
Ruins of Originia, Mission 3: Fire and IceGhost -
FailedPerfect Thief -
FailedSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 52:45
Loot - 17006/17006
Pockets Picked - None
Secrets - None
Locks Picked - 2
Backstabs - 19, Knockouts - 0
Damage dealt - 943, Damage taken - 0
Innocents Killed: 0, Other Kills - 31
Consumables - 6 Mines, 10 Water Arrows
See the entire report with screenshots (
https://www.klatremus.org/RuinsOfOriginia3.htm) here!
Loot list (
https://www.klatremus.org/RuinsOfOriginia3_L.htm) here.
YouTube let's play (
https://youtu.be/7-tZ8dp6bpw) here!
Comments:Definitely the weakest mission in the campaign so far, but probably not as bad as I’ve heard some players describe it. It’s repetitive and confusing yes, but I still find it enjoyable. It’s not often you have a mandatory objective to kill every enemy in the mission, but that’s the case on expert difficulty. For me who is a consistent ghoster, it offers a nice changeup. I’d say give it a chance, but I understand those who choose to skip it.
I basically had to kill all 33 burricks and then head for the exit to the east. That was it. My motivation really wasn’t there to try to avoid alerts from the burricks, when they were all going to die anyway. It’s one of those rules I disagree with, especially when no other enemies exist in the mission. However, I was gonna give it a shot. None of them could be blackjacked or gassed. Most of them died from an unalerted overhead swing. The lava burricks also perished (or solidified) from a direct water arrow shot.
Ice CavesThe opening cave was a foregone conclusion. A bust no matter how you look at it. The normal burricks to the west were the hardest. They heard every little sound, plus they took more than the usual damage to kill. I found mines to be the best. I could toss four of them across the river, two at each of their feet. Then one more mine over to the frost burrick. With a bit of luck, none of them started a hunt maneuver before they got killed, plus all of them died less than one second apart (image below). That seemed the most concealed and undetected way to get out of the first room to me. Of course, if you haven’t brought along the mines from either of the first missions, you’re out of luck. In that case, pull out your sword and get to work.
Inline Image:
https://www.klatremus.org/RuinsOfOriginia3_files/image001.jpgFrom here, I first headed down towards the large ice cave. On my way I took out another frost burrick using a mine. That was the only way I found to one-shot it. It was the only small frost burrick that didn’t die with a single overhead swing. Down below were three huge frost burricks. They had different amount of hit points. One of them needed two overhead swings. I couldn’t use mines here, as the other burricks would hear it. Then there was a tall, but shortened frost burrick. It looked like an oversized frog. It only needed a single swing. The final one in this cave needed four overheard swings. I had to chase him around after the first two, which felt very unstealthy. Oh well.
The rest of the ice caves was just about finding the remaining 14 frost burricks and killing them without alerting anybody else. Four burricks patrolled in two pairs, which was the toughest to deal with. One of the pairs I had to inch closer to and use the engine’s distance shut-off to trigger only one to patrol. That way they got separated and could be dealt with. The other pair I blocked the backmost burrick on a narrow ledge above the big ice cave below. I think Galaer reported using a similar method. If reloading, the burrick ended up patrolling into the wall until I saved/reloaded again, so I could use that to create distance.
PrisonI had to pick at least two locks to get through the prison. On the western side, the northern cell was the only one that didn’t trigger an alert from the nearby shadow burrick. I had to climb the east side of the coal piles in order to approach the burrick from behind (image below). Coming from the flooded caves to the south was pointless; shadow burricks can see you in the dark. Luckily, one overhead swing was enough to down it.
Inline Image:
https://www.klatremus.org/RuinsOfOriginia3_files/image002.jpgLava CavesThe lava burricks was easier to deal with for two reasons. One, they died from a single water arrow. Two, they turned to stone, but didn’t register as a dead body to any of the other burricks. The problems were they illuminated a certain radius around them and were thus difficult to hide from in narrow caves, plus they easily heard the splash of the water arrow if close by. The first three burricks I encountered by themselves, so they were easy to take out. The last three in the upper caves patrolled together. In order to split them up, I first killed two burricks in the same tunnel right next to each other. It was close to a four-way junction in the northeast. This made the three patrolling ones have a difficult time getting past the stone carcasses. One usually got through quite fast, leaving the other two behind (first image below). After it got away, it was easily dealt with. To split up the other two, I made a longer loop around and approached them from behind. With some distance, there was a good chance the engine shut off their patrol, and when they resumed again as I got closer, one had usually already gotten past. The other one was left behind and both could be doused (second image below).
Inline Image:
https://www.klatremus.org/RuinsOfOriginia3_files/image003.jpgInline Image:
https://www.klatremus.org/RuinsOfOriginia3_files/image004.jpgThe lower caves with the lava pools was much easier. All the remaining four burricks patrolled separately and had different routes it seemed. I killed two of them in the lava, which destroyed the stone cadaver after a few seconds. This made some noise, but I didn’t notice any burricks alerting. Galaer had a similar experience in his report. From here, the door to the end was close.
Notes:- Alerted two of the burricks in the opening cave once the mines that killed the first one detonated. They were all killed as part of the objective, but alerting them in the process is still a Ghost bust.
- Alerted two of the large frost burricks in the deepest ice cave. They needed more than one overhead swing to kill, so the first one alerted them. More Ghost busts.
- Blocked one of the burricks patrolling in a pair in order to kill them while separated. Engine exploit and Supreme bust.
Galaer on 20/11/2022 at 22:45
APACHE 1: RAMIREZ'S REVENGE
Mission reported by both Vanguard and Old Man as failed ghost. At the beginning of mission skull drops on floor. Sometimes it can 2nd alert Hammerites in prison. In my ghost run I managed to avoid that. Then you need to steal key from stationary Hammertie to get 2 water arrows and douse 2 torches near Hammerite. Reaching lever behind banner was hard. I tried to nudge turning Hammerite right, because he could hear me dropping crate on floor. I needed stack of 2 crates and then lean for lever. But I could place them a bit too far. I nopticed that by crouching and looking down when dropping crate I can drop it a bit closer to banner. I did stack that way, but it was still a bit too far. Then by accident I pushed top crate and it slid and dropped on floor closer to banner. Hammerite didn't alert. This way I was able to do new stack and lean forward for lever.
On top floor is Hammerite on short, but random patrol. And you need to picklock left door. So you picklock a bit and then run to Hammerite and repeat that couple of times. That was annoying.
Next problem is trap passage leading to ruins. Since I wanted to reach chest with rope arrow I took crate from zombie room, then roped up to wooden beam while avoiding triggering trap and mantled left. Took arrows and put crate on chest, so I could mantle back up, drop on rope and jump to entrance to ruins. Here I only needed to avoid being shot by cannon. Nobody heard that, so I continued.
Undead room on 3rd floor of central building in ruins is the main reason why mission can't be ghosted. Before progressing though you need to unlock portcullis on 1st floor leading to burrick room. Undead room is well lighten. There is turning zombie under ladder you need to use. There is zombie patrolling marble floor area and there is floating diamond, which I'm going to skip. Main problem is stationary haunt at the top of small stairs. I tried to ghost from left, but haunt could see me. I tried to go along right wall behind patrolling zombie. Haunt could see me. Lastly I tried to use rope arrows and jump as quickly as possible, but again haunt seen me (ghost bust #1). So I gave up. At least I avoided killing them.
After taking chisel you need to use right lever to get teleported to burrick room. Here you need to douse 4 torches, but don't douse them when you see patrolling burrick. You can see it, so it can see you. Even if you are in shadow. Then sneak to ladder, go to top and rope up (my last rope arrow) to wooden beam above ruins. Mission will end.
STATS:
Time: 0:43:47; Loot: 2529/2629
Pockets Picked: 5/5; Locks Picked: 6
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 20/11/2022 at 22:46
DREAD
Mission reported by Vanguard and Old Man as failed ghost. The reason for that is 2nd small spider. It's located in small narrow corridor. You can't sneak past it, because floor is slightly to well lighten. I tried to use bone from starting point to nudge it forward, but small spider doesn't turn, so it can't be nudged. It's probably because it was placed in too small area and it's stuck. So my next idea is to quickly jump over it. I mossed floor past spider and also doused fire in haunts room (though I doubt it was useful). Then I couched and strafe ran along left wall to jump on the other side of spider. Most of the time spider could alert to me, but eventually I succeeded and spider didn't alert to me. Miracles happen sometimes. The rest of the mission is pretty easy.
STATS:
Time: 0:29:34; Loot: 1604/1604
Pockets Picked: 3/3; Locks Picked: 5
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
WheretIB on 21/11/2022 at 22:50
Game:
Thief 2FM:
Legacy of KnossGhost -
SuccessPerfect Thief -
FailedSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 2:03:36
Loot - 6399/6749
Pockets Picked - 2/2
Secrets - 7/8
Locks Picked - 6
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Innocents Killed: 0, Other Kills - 0
Video of the playthrough available on YouTube (
https://www.youtube.com/watch?v=kmEr2i5bGUI) here
Comments:Perfect Thief wasn't achieved because there's a silver nugget worth 50 behind a banner (also the last secret) and since property damage is not allowed for any mode, I didn't take it.
Other loot was skipped for Supreme Ghost, there are 3 vases in an upside-down house worth 200 gold total, triggering a trap is a bust.
Remaining 100 missing loot is a bug in the mission, author is going to fix it in a future release.
Supreme Ghost was busted 5 times:
- Door to the theater couldn't be closed as it causes a first alert from the guard. I decided to keep the mission alert free, so I left the door locked, but opened.
- Another 4 busts come from the underground area. When statues are activated by reading a message, zombies spawn and it seems to be a trap. I would also note that the door that is opened by lighting the candles cannot be clipped using engine exploits and even if it was possible, I don't enjoy using this bug.
It may be possible to reduce the number of lockpicks by taking the route back through the underground city.
klatremus on 22/11/2022 at 22:57
Game:
Thief 1FM:
Gems of Provenance, Mission 3: City Public Water WorksGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 57:57
Loot - 1922/1922
Pockets Picked - 4/13
Locks Picked - None
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - 1 Water Arrow
See the entire report with screenshots (
https://www.klatremus.org/GemsOfProvenance3.htm) here!
Loot list (
https://www.klatremus.org/GemsOfProvenance3_L.htm) here!
YouTube let's play (
https://youtu.be/3gSmCj4LDyc) here!
Comments:A very nice mission with a quite unique premise. I like the fact that you are allowed to roam freely in part of the museum, before heading into hostile territory. This campaign continue to grow on me and I’m starting to really appreciate StinkyKitty’s style. This one might be my favorite in the series so far, and I’m very much looking forward to the finale.
TopsideI basically had to find the emblem of N’Lahotep in the precursor temple below the water works station, along with 1,300 in loot. Most of the workers in the museum were indifferent to my activities unless I found myself in forbidden areas or was caught stealing stuff. Lots of doors were locked and I had no lockpicks, so the master key in the head clerk’s office was paramount. Stole the head clerk’s key off the guard from outside the window (image below). Then I could unlock the safe and get the master key. He pivoted and as long as he faced away, I was fine. Could drop the key back at his feet from the outside without any reaction.
Inline Image:
https://www.klatremus.org/GemsOfProvenance3_files/image001.jpgThe precursor section was a little difficult with all the periscopes. I exploited their blind spots directly below to my benefit. The floating cameras upstairs were odd. They stopped when spotting me it seemed, so I kept an eye out for that. I climbed up a hole above a monolith statue instead of using the staircase (image below); that way I basically skipped the cameras altogether.
Inline Image:
https://www.klatremus.org/GemsOfProvenance3_files/image002.jpgUndergroundDescended the elevator and passed the sewers unbothered. The only viable way I found to proceed was via a polluted cistern after dodging an archer on a walkway. I arrived in a flooded grotto with the ruins’ main entrance. It was heavily guarded, so I used a nearby tunnel, passing a small spider. There were two viable ways into the temple from here. I chose to drop down a broken pipe in the north (first image below). I emerged on a big ledge, with a stationary mage across the cave. I could drop down unscathed on the northern side, but it had to be an extremely slow drop (second image below). An alternate way was to land in a mantle further south. I could already see there was no apparent way back up to the surface except via the main entrance, which would most likely lead to Supreme busts.
Inline Image:
https://www.klatremus.org/GemsOfProvenance3_files/image003.jpgInline Image:
https://www.klatremus.org/GemsOfProvenance3_files/image004.jpgRuinsHad no problem navigating the lost city section. Approached the crayman caves from the temple side. The front cave was too well guarded. Stole a rug from one of the holes easily enough. The other piece of loot was an artifact in a tiny room embedded in the cave ceiling. There was a rope-attachable beam up there. I used it to get up when the nearby stationary crayman faced away. There was also another patrolling one that had to be away while I was climbing. To get back down and also retrieve the rope, I had to drop into the side of the hole below (image below). I didn’t manage to drop in a mantle, but an easier option was to land so I bounced off the edge just before I landed. That way I didn’t take any damage. This hole was dark as well.
Inline Image:
https://www.klatremus.org/GemsOfProvenance3_files/image005.jpgTo enter the temple I had planned on using one of the two stone monolith’s from a nearby cave, but remembering one of marbleman’s screenshots, I realized two scrolls could be used as well. This was a lot easier, as I was already carrying one from Dorcas Goodfellow. The inner temple was no issue. Luckily, I could grab the real emblem from the lower level just above the lava. Couldn’t replace the two stones needed to reach this area on my way out. I put them on the ledge as close as possible.
On my way out, a skeletal fire shadow had spawned on the temple balcony. It had a peculiar flaw where it reacted to its own bones bumping into nearby barriers. It starting hunting around, even alerting the mage and swordsman in the adjacent building. Occasionally it even flung its own skull across the room, dying in the process. This triggered a new objective to kill all the apparitions, but this meant four other such beings also got spawned around the map. Thus I immediately reloaded if this objective appeared. After hunting around for a bit, it settled down again on the balcony, facing north (image below). I thus could sneak out on the south side unseen. From here I found my way back out of the ruins the way I came.
Inline Image:
https://www.klatremus.org/GemsOfProvenance3_files/image006.jpgReturningUnfortunately, there was no way to leave up the hole I descended from the sewers. Even if I could make a stack to get back up, there was no way to return the stacked items. Instead, I was forced to leave via the main entrance. This meant I had to douse a torch on the inside of the double doors (first image below). This also triggered a first alert from the stationary swordsman here. Sad, but true. I could use the double doors to block his view once the outside guard was facing away, in order to avoid dousing the next torch. Then I had to wait for this guard to turn around and hope he stayed facing west long enough for me to get in the water undetected. After about 4-5 tries, it happened. From here, the only way back up was via the pipe above the metal rafters (second image below).
Inline Image:
https://www.klatremus.org/GemsOfProvenance3_files/image007.jpgInline Image:
https://www.klatremus.org/GemsOfProvenance3_files/image008.jpgEmerging from the sewer manhole was a bit of a crapshoot due to the patrolling guards. If I was quick, they normally didn’t alert. Reentered the main doors and returned the two keys, before ending the mission. Great one this!
Notes- Doused a torch and got a first alert in the process when leaving the precursor ruins via the main entrance. There was no way to go back up the pipe I came down when entering the ruins.
- The fiery skeleton caused itself to go into hunt mode, as well as alerting the nearby mage and swordsman. Nothing to do with me, so no bust.
- Reloaded a few times in order to avoid the objective to kill all the apparitions. Acceptable, since the objective is not supposed to appear until you deliberately kill the first one.
klatremus on 9/12/2022 at 00:00
Game:
Thief 2FM:
Hidden AgendaGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 1:49:34
Loot - 3490/3490 (Supreme: 3090)
Pockets Picked - 5/7
Secrets - 4/4
Locks Picked - 12
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Innocents Killed: 0, Other Kills - 0
Consumables - None
See the entire report with screenshots (
https://www.klatremus.org/HiddenAgenda.htm) here!
Loot list (
https://www.klatremus.org/HiddenAgenda_L.htm) here.
YouTube let's play (
https://youtu.be/3hueleTo0hY) here!
Comments:A mission I just had to play when it beat Calendra’s Legacy in the first 2002 poll. Although I don’t agree with those votes whatsoever, it is a nice and very cleanly built mechanist map. It includes an intricate, aboveground seminary, and some old hammerite cave systems. It’s a bit of a keyhunt in places, but not enough to take away from an enjoyable introduction to AsyluM’s work.
I’ll try to keep this write-up a bit more condensed, as three written reports and one let’s play have already been done. Sneak himself even wrote a thorough Supreme report on it. I was tasked with obtaining information on the mechanist activities in their seminary, along with some blueprints of their creations. I also had to steal 2,600 worth of valuable, including breaking into their vault. I was to end by a gate to the east.
SeminaryAccess to keys substantially directed my movements in this mission. I needed a metal gear key in order to get underground, where more keys were found that would access most of the mandatory objectives aboveground. In order to obtain this metal gear, I first needed a copy of the acolytes key, three of which were found in the seminary. Two copies were located on patrolling mechanists belts and one in a pickable footlocker above the cathedral. Wanting to avoid unnecessary lockpicks, I went for one of the pickpockets. Although this was all that was needed topside, I cleaned what I could of the seminary while I was there.
The gallery wasn’t tough, just tedious. The guard switched between north, west and southwest angles, which meant the green artifact north of the fireplace was most difficult (image below). Just had to wait for him to stay southwest long enough. A purse on a nobleman north of here was also tricky. The woman faced the direction I was coming from, and I had to inch my way forward ever so slowly until the purse lit up ((
https://www.klatremus.org/HiddenAgenda_files/image002.jpg) see image). Leaning spawned a comment, so that wasn’t an option.
Inline Image:
https://www.klatremus.org/HiddenAgenda_files/image001.jpgThe cathedral was not possible to rob without shutting off the lights. I could enter by dropping down in the northwest corner. I could even grab the cups on the altar and the ring in the cloak room, but I couldn’t find a way to get back out without a Supreme bust. I tried all sorts of maneuvers, even using a rope arrow that I would obtain later, but to no avail. That was a further 150 skipped for that mode already, giving me only 535 more before I dipped down below the loot goal. Hopefully it wouldn’t come to that. I knew the mission couldn’t be Supreme ghosted, but I didn’t want to take more busts than necessary.
Since I couldn’t enter the cathedral for Supreme, I also couldn’t enter the eastern hallway leading to the factory and chapel. I thus had to go back into the main courtyard and get to that wing from the kitchen. I reached the factory via the double doors in the chapel. I emerged in an underpass right by a stationary mechanist. Oddly, this mechanist only first alerted to the southern door being operated, but not the northern one (image below). I guess he was positioned close enough to hear one door, but not the other. The first time I have experienced that, I think. After this, I used the metal gear and headed underground.
Inline Image:
https://www.klatremus.org/HiddenAgenda_files/image003.jpgUndergroundSince I couldn’t turn off the watcher nor the lights in the temple, I couldn’t reach the locker rooms the way I anticipated. The problem was the large combat bot in the southeast corner. It gave a first alert the instant I snuck around the drilling machine to the northeast. I also tried dropping from above and crawl along the ledge above the doorway leading to the catacombs. I got closer this way, but it still alerted right before I reached the shade along the southern wall (image below). I knew I would get a rope arrow later on, so I planned on returning then. There were two pieces of loot in the locker room that I wasn’t going to give up that easily. Cleaned the catacombs without issues. The artifact hammer was a light source, but due to clarified rules, that is now allowed to remove since it was a mandatory objective. Yes, I know the objective is optional, but for Supreme that is the same as mandatory, plus you can’t finish the mission without triggering it.
Inline Image:
https://www.klatremus.org/HiddenAgenda_files/image004.jpgI was not able to cross the hammerite building courtyard heading east without turning off the watchers (image below). Even creeping along the northern wall made them do first alert clicks. This cave led to the magnetic seal switch for the vault, a necessary location to visit, so I’d have to find a different way in. The loot item in the courtyard’s west end I was able to reach by timing both watchers.
Inline Image:
https://www.klatremus.org/HiddenAgenda_files/image005.jpgIn order to get the silver gear for the vault, I had to visit the plans room in the living area. However, this wasn’t possible without getting spotted by the hallway watcher (image below). That is, I was able to get in unseen, but leaving was impossible, at least to my knowledge. Turning off the lights was thus required. My first mandatory Supreme bust, unfortunately.
Inline Image:
https://www.klatremus.org/HiddenAgenda_files/image006.jpgNorth of this, I could use the elevator shaft to descend to the bottom level (image below). I couldn’t lower the elevator itself, so I had to drop onto the ledges to avoid taking damage. The switch for the magnetic seal was necessary to turn off, otherwise I couldn’t make it into the vault. Unfortunately, flipping the switch turned off the lights emitted by the machine, thus a second Supreme bust. This one was by design though, so a bit easier to handle.
Inline Image:
https://www.klatremus.org/HiddenAgenda_files/image007.jpgThe prison area was virtually inaccessible for Supreme (image below). Two mechanists started a conversation upon entering, and I could rush past and into the back room while they were talking. However, opening the back door spawned a first alert from the closest guard. The only thing of interest in there was the sewerman’s key, but skipping it would force me to miss more loot later. Returning it would also yield more busts, so I left it be. The hidden objective of bringing the hammerite along was also skipped for Supreme. Cleaned the vault without issues afterwards. Turned on the magnetic seal again after that.
Inline Image:
https://www.klatremus.org/HiddenAgenda_files/image009.jpgI had picked up the mission’s only rope arrow in the storage room and that gave me hope of reaching the loot items in the locker room back in the temple. I found a pretty good spot to observe my surroundings from a ledge in the southeast corner on the middle floor (image below). I tried dropping down quietly and without taking damage, but the latter was unpredictable. Instead, I used my rope arrow into the wooden beams above. It needed to hang down just a few feet behind the combat bot. From my location, I had to time the watcher perfectly. When it swung north, I hopped onto the rope and quickly descended behind the bot. This was a perfect shadow and didn’t yield any watcher chirps when it swung back. I could sneak in behind the bot and monitor the watcher from here. On the next cycle, I crouch-ran west and into the locker room. Used the same method going back, but getting back up the rope had to be timed even better. In fact, I had to leap onto the rope and then turn to watch the camera while still being dark. In order to do this I had to stay far down on the rope. Anywhere higher and I would hit the lights from the lamp atop the drilling machine. Timing the watcher yet again, I hurried up the rope and mantled the ledge. If my rope was placed properly, the mantle would take me in behind the closest pillar, with hardcover between me and the watcher. From here, the next few section westward were easy. I could grab the rope from the top floor ramp ledge. I could now also get the nugget from the secret cave above.
Inline Image:
https://www.klatremus.org/HiddenAgenda_files/image010.jpgTopside AgainI couldn’t reach the plans room in the seminary without getting caught by the hallway watcher (first image below). No chance even. I felt turning off the camera to be a better and stealthier solution than dousing the lamps. There were two copies of the security key on expert. One was in a locked chest in the south gatehouse. Not only did this leave it unlocked, but the lockpicks triggered a first alert from the nearby guard. The other one was on a guard’s belt in the east guard house (second image below). This also triggered a first alert from the door opening, but at least it didn’t require picking a lock unnecessarily. Whichever key I took, I wouldn’t be able to return it to its original location either. I figured I’d leave it outside the door instead.
Inline Image:
https://www.klatremus.org/HiddenAgenda_files/image011.jpgInline Image:
https://www.klatremus.org/HiddenAgenda_files/image012.jpgTo flip the camera switch I had to wait in the priest’s bedroom doorway for both guards to be away and the security room camera to swing west. I needed two runs; one to unlock the switch and one to flip it. I reset it on my way out.
Headed back down to the hammerite temple and returned the priest’s and the rusty key. Then visited the west tower to get the blueprints. Finally I returned the acolyte and the security key before looking for a way out. Using the intended sewer exit would leave the manhole open, as there was no way to close it from street level. In order to avoid this Supreme bust, I found a method in the east courtyard to climb over the wall and skip the sewers altogether. I suspect this method not to be possible in OldDark though. I mantled the archway leading to the underpass south of the factory, then furthermore up onto the metal ledge circumnavigating the whole yard (first image below). I timed the robot so it was heading back south when I reached the top ledge. I then had to rush around and reach the dark corner above the kitchen door before it came back (second image below). Above the gatehouse I could mantle the fenced wall and get across to the other side. Great!
Inline Image:
https://www.klatremus.org/HiddenAgenda_files/image014.jpgInline Image:
https://www.klatremus.org/HiddenAgenda_files/image015.jpgI really enjoyed this mission and can clearly see why it remains beloved by fans, but compared to the behemoth that is Calendra’s Legacy, I don’t think it stands a chance. The sheer scope and ambition of the Calendra missions elevate it beyond even most successful NewDark missions, in my opinion. Hidden Agenda has solid design and gameplay, but very few wow-moments. It has made me want to play AsyluM’s other mission though: Heist Society.
Notes:- Skipped a purse worth 45 on the stationary mechanist outside the gallery entrance for Supreme. He alerted to closing the doors and there was no way to approach him from the front unseen.
- Skipped a ring worth 60 in a bedroom northwest on floor 2. Picking open the footlocker woke the nearby nobleman.
- Skipped two more pieces of loot worth 100 in a bedroom on the upper floor of the library for Supreme. Opening the door woke the priestess.
- Skipped four pieces of loot worth 150 in the cathedral for Supreme. I couldn’t find a way to leave without alerts, and turning off the lights is also a bust to that mode.
- Skipped a statue worth 15 in office upstairs in hammerite building for Supreme. A stationary mechanist first alerted to the door opening.
- Had to turn off the lights in the underground living area dining hall, and it’s a Supreme bust to remove light sources. The watcher in the hallway caught me heading back unless the lights were out.
- Shutting off the magnetic lock for the vault removed a light source. This is against Supreme rules and since it wasn’t an explicit objective, it was a bust.
- Couldn’t obtain the sewerman’s key for Supreme, so I had to skip 30 worth of loot in the sewerman’s bedroom.
- Received a first alert when obtaining the security key from the east guard house. The guard hear the door opening. Also couldn’t return the key to his feet, so I left it on the ground outside the door instead. Supreme busts.
- Turned off the watcher outside the plans room. There was no way to traverse the hallway without getting caught. Supreme bust.
klatremus on 14/12/2022 at 00:55
Game:
Thief 2FM:
The Violent End of Duncan MalveineGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 2:31:30
Loot - 5011/5011
Pockets Picked - 1/1
Secrets - 11/11
Locks Picked - 2
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Innocents Killed: 0, Other Kills - 0
Killer Successfully Identified: Yes
You accused Dorian Thornwood of the murder.
You accused Dorian Thornwood for the theft of the diamond.
Pages of Gregor’s missive found: 13 out of 13
Iron Playing Cards found: 52 out of 52
Consumables - 2 Broadhead Arrows
See the entire report with screenshots (
https://www.klatremus.org/1MIL/DuncanMalveine.htm) here!
Loot list (
https://www.klatremus.org/1MIL/DuncanMalveine_L.htm) here.
YouTube let's play (
https://youtu.be/Czvvi3jO7pw) here!
Comments:This mission was chosen by DirkBogan as the winner of the third Thief Ambience Competition. It was selected as a changeup from my traditional predictable romps. This is a highly variable, but superbly crafted detective story set in a Victorian mansion. Most of the essential plot details are randomly determined upon starting the mission. I absolutely loved The Turning of the Leaves, my previous endeavor by nicked, and this one is up there on the same level. Top tier stuff!
Before being given any objectives, I had to choose my point of entry into the Malveine proper. There wasn’t any real gameplay difference between them. I chose the default service entrance in the southwest. Once spawning on the property, I received all my objectives. At this point, all the randomized elements of the mission got set. My main task was stealing the Star or Seraphine from the main vault. However, I was to frame someone else for the crime, meaning I had to sacrifice 1,000 of my loot and leave it in their quarters. Additionally, I had to find out who killed Duncan Malveine and identify that person by turning on his or her portrait light in the Armour Gallery. Whether this was the correct person wouldn’t be revealed until after I finished the mission. However, even if I got it wrong, the objective remained checked off as successful, so it wouldn’t be a bust to any mode regardless. Furthermore, I had to find out who hired me to do this job, probably in a readable somewhere. Lastly, in addition to the 1,000 loot used for framing, I had to procure 3,300 more in valuables.
Bottom FloorsIn climbed into the southwestern part of the garden immediately and cleaned the entire outside. There would be no need to return here later, so it was better to get it out of the way. I reentered via the northwestern basement entrance, arriving at the bottom of the foyer staircase. The entire basement was easy, except for perhaps the kitchen. The cook had a predictable route and there were a couple of dark spots. Nothing worth reporting. Found the murder scene in the wine cellar. This was different from my first playthrough, so I had no clue who the murderer was at this time. Climbed the ladder in the southeast to the ground floor.
On this level, the entrance hall to the west was difficult, though I didn’t really need to deal with that area. The art gallery to the north was horrible (image below). Tiled floors, bright lights, and two cameras pivoting asynchronously. Not to mention two guards who patrolled through here. The three pieces of loot in the gallery were all located close to exit doors, so I used the adjacent areas to visit the gallery from multiple angles, relieving me of the need to pass through the room.
Inline Image:
https://www.klatremus.org/DuncanMalveine_files/image001.jpgThe first floor was worse, especially the areas to the east. A lot of patrollers occupying multiple hallways made it tough to anticipate safe areas. The tiled room above the downstairs pool had a difficult piece of loot on an end table (first image below). I didn’t find a way to pass this room without getting caught by the watcher. I could stay hidden behind the fencing on the north and south ends, but not along the eastern rim. There was also a guard going through here at times. Instead I had to ascend to the roof through Duncan Malveine’s quarters. Up there I got a few pieces of loot, including the hidden chest from shooting the targets (second image below).
Inline Image:
https://www.klatremus.org/DuncanMalveine_files/image002.jpgInline Image:
https://www.klatremus.org/DuncanMalveine_files/image003.jpgFurther south I could climb down to the upper level of the Armoury Gallery. In this room, the only safe spot was at the top of the ladder I was coming down from (image below). From here I could time the watcher and grab the four masks. I didn’t need to drop to the lower level yet. I would return once I knew the murderer for certain. I already had a pretty good idea.
Inline Image:
https://www.klatremus.org/DuncanMalveine_files/image004.jpgRooftopsCircumnavigated the second floor clockwise and ascended to the roof via the north tower. Had gotten all the cards by now and made the keys in order to get the idol later. This objective really wasn’t in the spirit of Supreme to complete, as it required a lot of extra pickups and necessitated multiple irreversible changes. I knew the mission couldn’t be Supreme ghosted up front, but if it had been, I probably would’ve left the playing cards be and skipped this objective altogether. It isn’t a bust if you choose to finish it though.
The biggest problem so far for Supreme came in the northwest tower. A stationary guard on the balcony had a purse worth 100. However, he commented on both doors, and first alerts aren’t allowed for that mode. I hadn’t skipped any loot as of yet, and I wasn’t about to start now. I was really surprised he alerted to the door to the bottom floor, as none of the other tower guards did. If he hadn’t, I could’ve mantled the door and taken his purse by leaning towards the railing. Instead, I fetched the security manual from Duncan’s bedroom and jumped on top of it on the railing next to the telescope (image below). From there I could lean over and grab the purse. Luckily, nothing else of importance was located in this tower. If the electrified floor switch had been here, it would’ve forced a Supreme bust.
Inline Image:
https://www.klatremus.org/DuncanMalveine_files/image005.jpgThe southwest tower had a similar, yet much worse, problem. Another archer guarded the top balcony. He didn’t alert to the bottom floor door, only to the top one. There was a piece of loot in a toolbox on said balcony, not reachable from anywhere below. I would have to get onto the balcony unseen if I wanted the loot for Supreme. I first tried jumping from on top of the door. Although I managed to mantle up, it was smack in front of the archer and he went to full alarm mode every time. I would have to make a stack, but a bigger one than just the security manual. I tested a bit and found I needed two more books. Any of the books with hints to the card locations would do. I grabbed the book of spades from the clocktower and the book of clubs from Duncan’s quarters. I would have to return the security manual to his quarters anyway, so it seemed the most logical. The ledge northwest of the tower door was best, as it was dark (first image below). I had to time the other guard patrolling the balcony, but he stopped and faced away at several points during his route. There was also a patroller on top of the vault roof to the east that could see me. I had to leap towards the west and mantle up as far away from the balcony guard as possible. After just a few tries, I got it. Getting back down was also a bit tricky. I had to drop to the same ledge I ascended from, but I had to reduce my velocity to a minimum. I couldn’t run, jump or generate any speed whatsoever. I inched along the balcony railing until I was right above the westernmost edge of the fence below (second image below). As slowly as possible, I slid off the edge. If done perfectly, I would land between the stack and the wall, bumping into the books some. Still no alerts! Awesome!
Inline Image:
https://www.klatremus.org/DuncanMalveine_files/image006.jpgInline Image:
https://www.klatremus.org/DuncanMalveine_files/image007.jpgThe vault security room door was nearby, so I tackled that next. Unfortunately, the whole vault situation was an inevitable Supreme nightmare. I had already turned off the electrified floor. There was no way of setting foot in the vault without that being off, though I don’t consider that a bust. However, the vault camera or the outside lights also had to be taken out. I chose to temporarily switch off the camera; it seemed the less severe. I also realized the first time around that the vault guard springs the alarm if he finds the vault door open (image above). I thus had to time his movements and punch in the code the instant he left his stationary spot. He had a fairly long route, so there was enough time to do my deed in between his rounds. Luckily, the outside camera couldn’t see anything on the floor outside the vault door, only up by the controls. I had brought the bag of compost from the vault roof as a counterweight to the diamond. Since the bag could be picked up again, it was a Supreme bust to leave it there. Two busts in total for Supreme.
Inline Image:
https://www.klatremus.org/DuncanMalveine_files/image008.jpgCleanupI returned the book to the clocktower and robbed Raymond and Lucy Malveine’s quarters. Picked up his key so I could visit his dungeon. Disappointed not to find loot there. Leon Malveine’s chambers was in the same hallway as the dungeon, and it was quite tough to rob. I had to block his bedroom door open and hide behind it to stay concealed (image below). The door blocked the light source and actually made my light gem darker. Don’t think I’ve seen that before, to be honest. He stayed with his back turned in his bedroom, so I could loot the chest without worries.
Inline Image:
https://www.klatremus.org/DuncanMalveine_files/image009.jpgReturned Raymond’s key and went back to the roof. One bonus objective was jumping into the courtyard pool from the vault roof (image below). It could easily be done without alerts. This was a great way to get back to the lower levels quickly. Returned the books to Duncan’s quarters and went to the Armour Gallery. It seemed like Dorian Thornwood had falsified the testament in order to inherit the vineyard. However, there were not a lot of hints to this. The biggest clue was a half-burned document in the fireplace in his bedroom, but this could easily be missed. There was no murder weapon either, as he was drowned in a wine barrel.
Inline Image:
https://www.klatremus.org/DuncanMalveine_files/image010.jpgNext I reset the electrified floor switch and grabbed the sack of loot from my starting location. Since the lawyer wasn’t a member of the family, he could also be framed for the diamond theft. I felt this was the most honorable thing, as framing an innocent person for my actions seemed harsh, especially when it led to hanging. The lawyer was already corrupt and had himself killed someone. The last thing I did was grab the idol from the basement vault. Again disappointed there was no loot in there either; it seemed a lot of work for not very much gain. Finished the mission in the sewers.
Notes:- Had to turn off the watcher in the vault in order to obtain the Star of Seraphine. Supreme bust.
- Also had to leave an item on the pedestal when taking the diamond in order not to trip the alarms. Since this item can be retrieved and returned, it was another Supreme bust to leave it behind.
Galaer on 7/1/2023 at 09:41
THE TIME THAT HAS PASSED
NEW MANTLE RUN
Hard to ghost city mission. Fortuni in his Brief Summaries of FMs thread mentioned that this mission can't be ghosted. Goldsla tried to ghosted, but quickly abandoned it. Mission has enemies in strategic positions and after certain tasks new enemies spawn and they are the biggest problem. There is also a lot of torches to douse. Goldsla mentioned he couldn't enter to clock building, because stationary guard could always see him. Funnily enough I managed to ghost my entrance during test run, but no idea if it's possible without new mantle. Because with new mantle you can bypass a lot of challenge by mantling to rooftops, though this climbing is still very tricky. Some gas torches can be frobbed to relight and some can't. Also there are smart rats. When they see you try to use weapon they will escape. Luckily they don't alert any guard, but still I'm going to try to avoid this reaction. Also guards go into search mode if they hear us killing rats.
LOOTING CITY
Take equipment from Garrett's stash and read readables. Go outside and go left. Take purses from drunkards and water and moss arrow from this area, then go right. Wait for patroller to go towards guard post and steal money from another drunkard. Go back and climb on roof near Garrett's window, then strafe jump+mantle on wall and go left. Jump on gas torch and quietly descend. Take purse from guard and moss arrow. Now you need to nudge him towards rat near barrels and look out for patrolling cop. Afterwards go into NW corner and wait for patroller. Go behind him. Here is stationary guard on top of stairs. He can be ghosted without dousing any torch or nudging - just jump on top of stairs behind him, crouch and quietly drop. Open safehouse's door and go to roof. Steal loot from window and return on roof.
Time for some roof climbing. There is very narrow metal ledge leading west. You can stand on it and jump on gargoyle. Mantle on roof and strafe jump+mantle on north roof. Now you need to go all way around city to boarded alley, which normally is accessible by breaking wooden planks. Jump orange roof, which actually is falt and made out of marble. Drop on metal fence, then on wall and lastly on street. take 4 moss arrows and 3 secret coin stacks in corner behind small barrels. Small barrels aren't high enough to return on wall, but you can strafe jump+mantle from normal size barrels. Return the same way on roof.
Now your target is window near fountain. Drop on it and take bottle from inside, then drop on street. You must douse 2 torches: one on the right and one on far left. Patrolling cop should notice doused torches, but only once and this doesn't alert woman near fountain. This means that mission doesn't feature patrollers constantly 1st alerting to torches, which leads to 2nd alert from other AI. Sneak to sleeping guard for purse, then climb on fountain and grab 2 water arrows. There are 3 coins in water, but you must fall into it to grab them and fall into it is loud. So you need to cancel mantle to drop into water quietly and take 3 coins. Rope up to window and climb to roof.
Go north to terrace with steam pipes below. Drop on window. Here you are safe from patrollers, but when you drop on ledge they will be able to see you. Take 2 gas arrows. Go to other end of terrace for loot, then drop on street and climb to balcony. Listen under door for patrolling knight inside. When he go right go to left office and tkae 2 nuggets. Return on balcony and wait for knight to enter office. Go to other balcony and drop down. Rope up to tower's window and mantle inside. Take 3 secret coin stacks from wooden beam. To escape you must strafe run to drop from window.while crouching. If you do it slower woman will spot you. Go south to another window for chest. Then go to the nd. Near tavern is cop with purse. Just neak closer and lean forward for it. Mantle on gear sign, then on metal ledge and go to balcony. Moss metal railing and go into door. This is Keepers place where you need to drop book. For now take loot from metal box, drop on street and enter City Watch.
CITY WATCH
Hide near sleeping guard, climb on counter and on wooden beam. Now you need to run to side rooms for loot. 2nd half of this floor is harder, because side beams are smaller. 2nd right room has secret switch in closet to lever disabling watcher on 2nd floor. Go to the end and drop right. On 2nd floor run behind corner and climb to wooden beam. In right room is code and coin near turret. In left room avoid dropping on glass to not break it and use code to open vault and loot it. This time go to basement and douse 1st torch. Go left to locker room. In 1st locker is coin. Go behind cop with torch behind him. No need to douse it, just nudge guard forward and strafe run into room. There is coin under table. Go to bathroom for 2 water arrows and to torture room to use secret switch behind iron maiden and take more equipment. Go to lower level and douse 1st torch again. Picklock door, which will wake up sleeping cop. Lean inside to turn off light. Use big lever and lever #4. Also douse 1st torch near cells and take agent.
AGENT ESCORT
New guards have spawned. Take agent to upper floor. There is new cop near training area looking towards stairs. No need to nudge him. Just strafe run from corridor with nudged earlier cop. Getting through wooden beams is harder, because you need to strafe run on them. Go outside. There is very problematic knight looking at crossroad near tower and guard under metal gate near gear sign. You need to go to gear sign and there is small part of light on street in front of new guard, so you can't use it. But you can squeeze behind him by leaning forward and going forward.
Mantle on gear sign and go to opened door. mantle on it and then on higher metal ledge, which is smaller. Go right and you will be above guard again. Dropping on angled roof should 1st alert him. Strafe run upward, turn around and jump+mantle on pipes. Here I tried to use body as cushion to drop on street. It worked on my test run with unconscious body, but looks like it doesn't work with agent's body, so I will need to do it the hard way. Under angled window in small ledge. Jump on it. You should quietly slide down on bricks surrounding window and from here you can gently drop on street and hide in shadow near pipe.
Climb on cistern to balcony and through apartments go to another balcony. Wait for patroller to go left and drop on crates. From here you need to strafe jump+mantle on lower steam pipe. On top of it it's easy to get stuck. Your target is to position yourself to jump in place and mantle to higher window. From there strafe jump+mantle on roof. Leave body on roof near safehouse. Time to steal clock.
CLOCK AREA
You need to go south. On the path are 2 roof windows. Through this glass you can get spotted by watcher that will activate gas trap, so be careful. Go between windows and continue to SE corner of the map. Drop on window and then on ledge below. Here you need to be fast. Once you drop on ledge patrolling cop will enter this area. Lean towards table to grab goblet, then drop on edge of metal roof and on pipe. Here is good shadow. Jump on top of stairs and nudge stationary Mechanist right to gas torch above plants. It's not easy as it's hard to mantle on top of stairs without being pushed back. First you need to nudge Mechanist slightly left, so you will manage to get on her other side and nudge her right. Also cop will visit this area until you will descend on street at the bottom of stairs. I find it weird that going slightly closer in her long patrol route makes her to freeze at the end.
Before going to bank we need to do small detour and go to other area, which we skipped. Strafe run past nudged Mechanist and go to area where cop froze. Stationary Mechanist can be dodged from either side. Strafe run along wall behind bot and then go behind another stationary Mechanist to Mechanist Office. Here is very easy loot on table to grab. Return under bank.
Rope up behind stationary guard to bank's balcony. You need to nudge him left into bank, but opposite balcony is visited by Mechanist and he can spot you, so hide inside bank. After nudging you can grab loot from balcony and safe, then jump to Mechanist's balcony. Moss marble floor, Mechanist will make 1st alert to it. Douse gas torch inside and wait for Mechanist to enter balcony. Sneak inside and hide under desk. Picklock door and enter. Watcher can't see you when you are near door. Rope up to wooden beam and steal clock. Return to balcony, mantle on pipe and then on roof. Return to safehouse, drop agent's body on conveyor belt and use clock on pedestal.
GOING TO MANSION
Climb to roof and drop behind 2 drunkards near Garrett's house. Inside is Pumphouse key. and letter. You can go to roof by jumping above gate near 2 drunkards, backing off slightly and jumping+mantling on roof and then on higher roof. Return to SE corner of the map and go west. Drop on angled roof of pumphouse, then on bricked part of window and on torch. Open door to pumphouse. Before continuing you need to douse 5 torches near pumphouse, because after stealing book new guard looking at entrance to pumphouse spawns and you need some darkness to get out. There are 2 torches on both levels of terrace, one near pumphouse's door, one on opposite side and last behind woken up servant.
Mansion is super easy to ghost. In basement is locked chest. Picklocking it will wake up archer, but he will not spot you and quickly turn around. On 2nd floor is bedroom on the left. Opening door will wake up woman. Just wait for her to turn around to easily enter and steal goblet. After stealing book and getting 4 secrets and looting this place (you should get max loot and max secrets at this point) return to pumphouse.
FINISHING MISSION
With doused torches you can exit and hide under tower. You need to get to Keeper's place again. To do that you must to rope up to wooden beam of tower, but not the one with window. Left from it is another beam and you need to move more right to shoot it on it's side to climb and mantle on it. Then jump in place and mantle on roof. From here you must jump+mantle on bricked part above window, then mantle on small ledge and do very hard jump between angled roof and pipes. The problem is that during jump you need to turn left and mantle on angled roof above your head. It's very tricky. When done drop on metal ledge go drop book into chute in Keeper's place. Afterwards return on angled roof. From metal ledge you can drop on brick instead on angled roof directly, which is quiet. Then mantle on pipe and jump+mantle on tower's roof. Drop on beam on the other side and then on metal wall, then on ledge on south side of tower and on street. Go on cistern and back to balcony. Use steam pipe again to climb to roof and return to Garrett's house. Read book to complete this mission.
STATS:
Time: 2:15:13; Loot: 3150/3150
Pockets Picked: 13/19; 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: 8/8
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
Galaer on 7/1/2023 at 09:43
THE TIME THAT HAS PASSED
OLD MANTLE RUN
I finished previous run with 11 water arrows, 3 gas arrows and 1 invisibility potion. I ghosted this mission, but only thanks to climbing to rooftops with new mantle. But this mission is from Olddark. Old mantle doesn't allow to climb on rooftops. Is it really impossible to ghost this mission? I found Daffydd's post about his ghosting experience and I know he managed to ghost streets and City Watch, but failed in clock area. So I decided to disable new mantle and try to ghost this mission again. Let's see if it's really impossible.
LOOTING EAST AREA
First I loot 3 drunkards in east area and also grab water arrow like in previous run. I also douse 2 torches near drunkard to run to safehouse safely later. Return to Garrett's house and open window. To go through it you need to lean forward and move forward. From here you can strafe jump on wall. Mantling still works, but I learned it's also possible to land on top of wall. So I get purse from guard on the other side the same way. Also I learned that you don't need to nudge him, so from corner I run to another corner and jump behind next stationary guard. Wait under wall for patroller to pass and sneak to safehouse for more loot. Here is interesting thing. Route to rooftops from safehouse's roof is available. Highest roofs are perfectly mantleable, which surprises me a lot. I'm not going to abuse this path, so goblet from terrace (15 loot) in clock area and all loot from bank (200 loot in total) I'm going to skip. Also by using roof it's possible to get to boarded alley and take 3 secret coin stacks, but it's impossible to mantle on wall anymore, so this loot (75 in total) must be skipped no matter what.
CLOCK AREA
Since I'm close to it I can go for clock first. Go into guard post by going along left wall (if you do shortcut drunkard will see you). Lean right and use lever to open portcullis. Here is turning Mechanist. You need to sneak in corner behind him, but here you are well visible, so you must look out for patroller to not see you. Then go to Mechanist Office and sneak to next area.
Here is the problem. I can't rope up behind bank's guard, because of stationary Mechanist and from here I can't sneak to her either. Bank's guard is looking at clock building's balcony, which is visited by another Mechanist. So you need to douse gas torch on left terrace and one on balcony. Wait for Mechanist to go inside, because he can see rope and sometimes it leads to bank's guard relighting doused gas torches. Then shoot rope arrow into wood above bank's balcony and behind stone pillar. This way bank's guard will not spot you. From rope jump to balcony (possible to mantle, but it's often fails). Douse another gas torch on bank's balcony and drop on ledge leading to terrace. Go there and douse gas torch on opposite side of terrace. Run to another side and quickly run on terrace, so stationary Mechanist will not see you.
At this point I realized that it may be possible to get all loot from this area. Take goblet first and drop on street. Getting behind Mechanist in order to nudge her is really tricky, because you can't mantle on stairs anymore. You must go to her side, jump on stairs and then quickly strafe run left to avoid being spotted. Also I learned that patrolling cop only visits this area if you stand above street level, if you are always on street she will freeze at the other end of her patrol route. That's weird. I changed direction of nudging Mechanist. This time I pushed her left. It's shorter nudge, but getting behind bank's guard is much harder. Wait for mechanist to go inside and rope up behind east piller, then jump on small metal ledge and keep pressing forward to not fall. Afterwards go left and slowly drop behind bank's guard. Then nudge him inside and take all loot.
Next jump to other balcony, open door and douse gas torch. I decided to not use moss arrows in this run, so drop down quietly and run under desk. Because of doused gas torches outside this room is darker than in previous run. Mantling on wooden beams is no problem. So clock is obtained and new Mechanists spawn. One of them is under balcony. Crouch jump out of balcony on ledge to avoid making noise. Dropping from right ledge will force you to nudge him, so it's better to drop from left ledge and slowly go into passage. In next area is new patroller who never enters other area. Sneak behind stationary Mechanist and close portcullis. Time to visit west area.
LOOTING WEST AREA
Getting coins from fountain is different, because it's possible to mantle on fountain from water, but you need to stand a bit further from outer side of fountain and mantle is delayed. So mantle cancel technique will not work. So my idea is to drop into water loudly, but for that I need to nudge woman in front of fountain into SE corner near shop. When I nudged her to pipe I tried to drop on west die of fountain and realized that I can mantle on gargoyle, so I tried that, but mantle is delayed and when it works it quickly push Garrett upward, so again I can't use mantle cancel. But I managed to drop into water quietly by sliding from water stream flowing from gargoyle. I reloaded to find out if I can recreate it and after a lot of tries I succeeded. I still don't know what exactly I did. I crouched and run into stream. This makes me stuck in it. I also pressed jump button couple of times and hold forward and somehow I managed to quietly slide down into water. This also works in new mantle run. This water stream is weird.
Sneaking past 2 guards is easy, but then knight in well lighten alcove appears. You need to douse torch to make enough darkness to pass, but he's too close and always see you. So you must nudge him away, but you can't sneak behind him or to his side. He's slightly too deep inside alcove. So I found out that hugging wall and leaning forward, then looking right and then left will let you push against him from the front without knight realizing it. This allows you to nudge him deeper into alcove. After each small nudge you must progress further along wall to nudge him more. Also it's possible for him to see you if during leaning and nudging your upper side will move too drastically forward. Finally though you should be able to slowly sneak right in front of him.
Going to terrace is also different, because mantling on wooden beam immediately gets cancelled. Instead rope up to side of wooden beam (and don't wake up sleeping servant) and from rope mantle on roof. You can't mantle on stone railing of terrace, so jump on it and take loot. Also grab 2 gas arrows. You can't mantle on lower crates and you can mantle on upper crate only from terrace's side. You can mantle on balcony from outside, but not from standing on it. Go through apartments. Mantling on tower's window is possible, but woman see you more often, so after mantling move quickly forward. Escape is the same. Getting to Keeper's place requires to rope up on wooden beam. Do crouch jumping to avoid making noise and from metal railing open door and drop on bricks near it. Go to city watch.
AGENT ESCORT
The only difference in this run is that you can't mantle on wooden beams. So instead you must rope up to ceiling and jump on beams quietly. When outside with agent go left to terrace. There is new knight observing crossroad. Douse 2 torches on terrace and strafe run to it's other end without getting stuck on torches. Jump on wooden railing and go to tower's door. In order to return to balcony. you must rope up to wooden railing on top terrace from here (if you rope up from under terrace floor will stop you from climbing). Mantle on railing, jump betwen pipes and on balcony. There is new archer in SE corner of fountain near the place where I nudged woman. Now she has some companion. He's not a problem. Near safe house is new cop, but it's dark enough to sneak inside without dousing torch.
Place agent on conveyor belt and use clock on pedestal. Clock? Where do I have it? That's the problem. It's not in my inventory anymore. I remember hearing Garrett's comment after stealing it and I dodged Mechanist who spawned after taking it. So what happened with clock? I should have put clock immediately on pedestal when I had couple of backup saves. Now I don't have them and I don't want to restart this mission.I went to rooftops and found clock back on it's place in watcher's room. How and why? Since there is Mechanist under clock balcony who I didn't nudged I can't get back for clock from street. So if game is cheating I'm going to use rooftop route and return to clock building that way. Inside Mechanist got stuck on top of desk looking at wall above stairs, so he's not a problem anymore. I returned to safehouse and noticed that agent's body can clip through riding elevator, which 2nd alert outside cop.
FINISHING MISSION
Getting to pumphouse (I end using all my water arrows) and looting mansion is the same. After return to city I used balcony to return to Garrett's house. After knight you must douse torch behind new stationary guard. There is new patrolling woman on street and new woman standing on the other side of fountain. Easy to dodge. I went to Gerrett's house, but there is no book. Why? Because I completely forgot that I need to drop book into chute in Keeper's place. So back to save from leaving mansion.
To return to Keeper's place and I need to return on terrace near tower. Mantle on wooden railing gets quickly cancelled, so rope up to wooden ceiling above it and jump on railing. Strafe run to the other side. Getting to Keeper's place is harder as there is new cop patrolling this area and there is problematic guard under wooden beam. Shoot rope arrow into left side of wooden beam, go behind guard and jump on rope, climb up and mantle on beam. Then do crouch jumps to chute and leave book. To avoid patroller you can hide in front of city watch entrance. Afterwards return to terrace near pumphouse and this way return home to read final book.
STATS:
Time: 2:10:05; Loot: 3075/3150
Pockets Picked: 17/19; 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: 7/8
GHOST: SUCCESS
PERFECT GHOST: IMPOSSIBLE. 3 coin stacks (75 loot in total) from boarded alley must be skipped. While it's possible to get to this area by using rooftop route, it's impossible to get out from it.
CONCLUSION
I finished this run with 1 water arrow, 3 gas arrows and 1 invisibility potion. So I used 10 extra water arrows compared to new mantle run. It was really fun challenge and I found new optimizations to my previous run. In the end this mission is and was possible to ghost.