Galaer on 27/3/2023 at 13:49
CATACOMBS OF KNOSS - PART 2
This is contest version of this mission. Marbleman failed to ghost this mission, but mentioned it's possible:
"It is possible to Ghost the mission by using an engine exploit. LostCitizen found out that the lever in the Tomb of Knoss, which opens the way back to the starting area, can be frobbed from the other side. Thus, it is possible to enter the tomb right away, circumventing the need to visit the Water Shrine. However, along with the Water Shrine, the entire Upper Catacombs section has to be skipped. As mentioned earlier, finding the key to open the door to the ossuary triggers the objective to gain access to the Lower Catacombs. The way to check it off is not to enter the area, however, but to get and use the four keys located in the Upper Catacombs, one of which is, obviously, the Water Shrine key. Therefore, to make this route work, a whopping 1602(!) loot has to be skipped, which leaves barely enough loot in the rest of the mission to fulfil the objective. From the Tomb of Knoss, it is possible to descend into the Lower Catacombs by jumping down and mantling one of the statues at the bottom to avoid taking damage. It is tricky but doable. Then, the Lower Catacombs section would go pretty much as I described above. The player would still need to collect all of Knoss's body parts to activate the magic elevator and ascend back to the tomb as well as gather enough loot."
And that's what I did. This way I skip 1602 loot from upper crypts, which gives me 171 loot of leeway to complete loot objective. I also skip bonus objective of getting chisel from mathematician's tomb. On the bright side I skip water talisman, which is a ghost bust and also earth talisman, which spawns alerted ghosts.
STATS:
Time: 0:53:08; Loot: 3371/4973
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: IMPOSSIBLE. Must skip all loot (1602) from upper crypts.
Galaer on 27/3/2023 at 13:50
CHASING SERGEANT CHASE
Vanguard failed ghosting this mission, because:
- No place to sneak around the guard watching at the front door of the residence. Had to lure him into shadows to quietly blackjack him.
- The guy at a desk inside the front doors watching the front doors. Again no way to sneak by. Ran in and blackjacked him.
Problem #1 is tricky if you don't have luck. There is no objects to stack to mantle on walls, there is no way to sneak past mentioned guard. I noticed that there is a way to climb on something near small toilet window if window is closed, but I need to be high enough. I teoritised that maybe by climbing on patrolling bot I could jump from it and mantle up there. It's possible to climb on bot's corpse, but unfortunately you bounce out of patrolling bot. When starting ghost run I accidentally got stuck on lamppost at the starting point. This way I discovered it's climbable, so that's a way on walls and from there is secret passage to library.
Problem #2 is easier. It's possible to enter mansion via front door by having one part of doors closed, then you can douse fireplace and light switch and run inside. Then lean from behind noble to turn off desk lamp. But by entering mansion through library ghosting entrance is much easier. You just need to wait for woman to go to kitchen, douse fireplace, turn off light switch and lean to turn off desk lamp. Easy.
STATS:
Time: 0:23:23; Loot: 2443/2443
Pockets Picked: 9/14; Locks Picked: 2
Back Stabs: 1; Knock Outs: 1
Damage Dealt: 31; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 1
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 6/6
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
Galaer on 27/3/2023 at 13:51
DECEPTIVE SCEPTER
Mission reported by Vanguard as a failure. He reported that it's impossible to sneak past any guard. First guard is the hardest. From 2nd floor you need to drop and mantle on armchair, go quietly on table and on marble floor. Then you need to nudge guard forward, so you will leave this house. Second guard is easy - just jump over canal. Next 2 guards must be dodged while they turn. This way you get to scepter without any bust. But there is a problem - there is objective to kill guard protecting scepter and his death is heard by other patroller (ghost bust #1).
STATS:
Time: 0:06:11; Loot: 100/100
Locks Picked: 0
Back Stabs: 1; Knock Outs: 0
Damage Dealt: 30; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 1
GHOST: IMPOSSIBLE
Galaer on 27/3/2023 at 13:53
CURSE OF THE ANCIENTS
Vanguard reported this mission as a failure, because:
- Several hardwired triggers (based on Garret's position and nothing he interacts with) force AIs to go on full alert.
CITY
These invisible triggers are in cemetery and tomb area. Cemetery can be excused as they aren't really traps, but lightning and thunder events that only happens once. In Newdark you can skip most of these by climbing on walls. Only sound of thunder gets played, but it doesn't alert any zombie. City is rather easy to ghost. The only problem is dropping back from 2nd floor of church - I drop on patrolling haunt. To tombs I take with me carrots from bakery and 2 potted plants from church house. Carrots and also deer legs work in this mission a bit like flares. If you have more than one of these, look down and drop, it will fly above ground. Then you jump once, turn around and you can jump towards wall behind you. I will use it once in tomb of Saldic. Potted plants are a bit bigger than normal and thanks to that it's easy to mantle on them. Plus dropping them on ground is quiet compared to dropping rocks. Also all 4 moss arrows from weaponsmith are absolutely necessary for dealing with magic projectile traps in tomb area.
TOMB OF RAMISES
In tombs you need to drop 2 golden skulls into lava and then 2 walls will open. In one of them are 2 rocks, which gives me access to tomb of Ramises. By the way, even though Vanguard didn't mention that in causes of failure, he actually failed ghosting this tomb. So first let's talk about it. You start on upper floor and drop down. Here are neutral haunts. Here is lever opening trapdoor in ceiling revealing wood (our exit). But trying to use rope arrow or any other weapon results with haunts going after you. You aren't safe even in full shadow. In order to safely shoot rope arrow into wooden ceiling you need to not see any haunt, but that's impossible from below. But that's not all, walking to talisman on yellow carpet and on floors on it's sides triggers 2 traps. They are quiet traps, but they hurt 2 haunts and these haunts become hostile towards us.
So now, the solution. From upper floor you can lean forward from edge and jump to barely frob trapdoor in ceiling, then back off and crouch to shoot rope arrow into wooden part of ceiling. This way haunts will not see you. Drop down and nudge 2 haunts to the side, so they will not get hit by traps and that's all.
TOMB OF SALDIC
Here on marble floor is invisible trigger in corridor leading to wooden beam. So let's talk about it. Invisible trigger is triggers magic missile trap and when it will hit wall undead below wooden beam will go into search mode. It's possible to avoid triggering trap, but only once. You can strafe jump over it, but you will need to moss floor on the other side. When you return later there will be no way to not trigger trap, so I strafe jump on edge of moss and crouch run to the end of corridor. One missile got shot, but I know that getting hurt by it is more quiet than letting it to hit a wall. So that's what I did and because of that I lost 3 HP. Center of wooden beam is fake - walking on it makes it disappear instead of falling down. This means it was illusion all this time and that's not damage property.
This is another tomb that busted Vanguard. One patrolling haunt isn't any problem, but there are 2 haunts in guard posts nad no shadow between them. Vanguard KO-ed them, but you can nudge them far away and because you need moss arrows later on, you need to use walk forward instead of running forward to push them. Then you can strafe run past them. Return is much easier though.
Next is room with talisman. Here you need to shoot fire arrow into torch to make bridge to talisman. But it's loud and alerts haunts. Vanguard had no idea why haunts are alerted. To avoid that I use carrot to mantle up and get talisman.
TOMB OF AILMAR
The only problem is longer corridor with 2 magic missiles shot into wall, which alerts haunts. There is no way to jump over it, so I need to make projectiles hit something earlier. To do that I made stack of 2 rocks and stack of 2 potted plants on top of stairs. This way missiles hit these objects and not alert haunts below. Before tomb there are magic projectile traps, but enemies are far away, so they don't hear it. Tomb itself is easy to ghost. You need to shoot holy water arrow into sarcophagus, which doesn't alert anyone. This opens wall to talisman and spawns Ailmar. Harming him seals the room, but in ghost run you don't do that. When he's looking towards stairs you need to exit.
TOMB OF SALAMAR
Here is short corridor with 2 magic missiles traps and patrolling zombie. I will need 2 potted plants, so first I throw them on the other side and then jump over corridor with only 1st alert from zombie. Return is possible. You will trigger 2 magic missiles, but if zombie is far away in one of rooms, he will not hear projectiles hitting walls. Then I go on marble floor above haunts. There is one fake part of floor that vanish after steeping on it, so that's not damage property, but illusion instead.
If you fall down you land on pressure tile and it activates wall that will seal tomb. Unlike what Vanguard said sliding wall doesn't 2nd alert zombies. What alerts them is magic projectile trap covering corridor where wall slides. In short there are 2 traps in one spot. And in corners of next room are 2 stationary zombies. The intended way to exit tomb is by cutting 2 banners. Vanguard doesn't mention that, but he definitely did that to escape.
I can drop one potted plant on pressure tile - it's not heavy enough to trigger and not loud to alert zombies. Then I take another plant, crouch and strafe run below. This way i don't trigger pressure tile. Move plants away of it. Here I moss floor between pressure tile and corridor and on the other side of corridor. Now I need to strafe jump over pressure tile and quickly jump again to continue on the other side of corridor. This way I avoid magic projectile. Talisman is mine. I mossed floor near stairs and strafe jump on moss to return to pressure tile. One magic missile gets fired, so once again I touch it to avoid hitting wall (-3 HP). Now I can activate wall. This 1st alert zombies. Then I put on pressure tile potted plant, so it will cip through it and touch floor (only then it's solid). Next put another potted plant on top of it and climb to higher floor. Return to starting point and that's successful ghost run of this mission with only 6 HP lost due to magic projectiles.
STATS:
Time: 1:32:02; Loot: 2919/3044
Locks Picked: 6
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 6; Healing Taken: 0
Innocents killed: 0; Others killed: 0
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
Galaer on 15/4/2023 at 09:43
I noticed same small mistakes. My report of Lucrative Opportunity is shown on list as a success even though I failed it and link takes to part 4 of ghost reports. Also Old Comrades, Old Debts - Vanguard claimed success even though he exploded wall in basement. Dafydd and goldsla who also reported this mission counted that as a ghost bust. And lastly yours report of Weekend Get Away campaign is shown on list as a success even though you failed 3rd mission.
Galaer on 16/4/2023 at 18:43
CHON MIGOROSHI
It's unfinished japanese mission. Mission reported by Hexameron as failed ghost, because:
1. Cannot sneak by any AI
2. Mission is incomplete and/or objectives do not work
Thanks to dml fix this mission is finally completable and thanks to that I know it's possible to sneak past AI pretty easily. People near sewer hatch on opposite side of mission alert to you, cops too and also servant in guard post. You can easily abuse new mantle to beat this mission, but I decided to ghost it without mantling. So you need to run along building behind cops and then strafe run to left corner of servant's guard post. Crouch and sneak behind along right side. Now you need to jump on space between car and wall and jump behind 2nd car. Everyone inside house are neutral, so open wooden door to complete this short mission.
STATS:
Time: 0:01:29; Loot: 0/0
Pockets Picked: 0/0; Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: SUCCESS
Galaer on 16/4/2023 at 18:44
CLOSE ENCOUNTERS
Hexameron failed this mission, because:
1. Could not sneak by large spider at bottom of ladder
2. Could not sneak by tiny green spider at sewer bend
First problem is easy. There is other entrance to sewers, which can be entered, but you can leave it only with new mantle, which I use. Second problem is also easy - you just need to drop into water and slowly go past spider.
STATS:
Time: 0:15:30; Loot: 8350/8350
Pockets Picked: 0/0; Locks Picked: 3
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
Galaer on 16/4/2023 at 18:44
CURSE OF THE CARNIVAL
Hexameron failed this mission, because:
1. Cannot reach required puzzle piece without triggering a script that alerts multiple AI in monster house.
(2). I had trouble figuring out the green light puzzle and gave up my ghost run. I looked on TTLG and learned that my version Beta 1.3 doesn't have a clue about solving it.
(3). Even after consulting a TTLG thread for clues and solving the puzzle, I could not proceed and finish my last objective of putting the cursed vase back after falling into the room below the wagon.
First problem is the hardest. When you approach 2 wooden planks will destroy on it's own and spider will get free and go into search mode. Luckily you can douse torch inside it's cage and there is barely enough shadow to hide in front of cage. spider will go to burrick's cage, so I quickly run into spider's cage to take puzzle piece and wait for spider to go to burrick again, so I will escape. Later I realized that there is another puzzle piece near cage with servant, so I need to strafe run to it with only 1st alerts from servant and spider.
Green light puzzle is hard, but doable. At the end you need to fall into wagon and it's possible to not get hurt. After using switch uncrouch and get stuck on slope, crouch and strafe run towards one of poles with talismans. You will bounce from them and not get hurt. Thanks to dml fix you can continue this mission to raft puzzle. Took me a while what levers do, but afterwards you put cursed vase and get teleported to starting point where mission ends. Also mission stats show extra secret obtained, but it's just a bug. Mission starts with it.
STATS:
Time: 0:40:38; Loot: 305/305
Pockets Picked: 0/0; Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 2/1
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
Galaer on 16/4/2023 at 18:45
EVENTS IN HIGHROCK
Vanguard failed this mission, because:
- The mission starts out with a forced storyline of having a haunt bash down your apartment door. You can hide so it never spots you but there is no escape from your apartment except by smashing out a window.
- Cannot get the temple key (required since no other route into the temple) from the mage quarters at the Hammerite chapel without being seen by 2 guards. You also cannot exit without the guards hearing the bellyflop splash on entering the well.
- An objective (to find Cunny's smuggled stash) forces you to blow up some powder kegs in a warehouse. This alerts 2 street guards even when they are 2 houses away and the warehouse doors are closed.
- Dousing a torch at the front of the temple alerts at least 1 guard. Opening the doors alerts all nearby guards.
- A mage watches is only a few feet away and watches over the alter which is also the only route to get to the dark castle. He will always spot you.
- Tunnel nearest the dark castle gets so small that Garret can barely make it through, so it is impossible to ghost the little green spider in there.
- On approaching the dark castle doors, 2 haunts appear out of thin air and on full alert.
- Your need to be quick and lucky with your battle with the dark mage. If he fires off a fly swarm or fireballs, a nearby haunt outside the dining room will alert and come in.
Problem #1 is tricky. You need to get all your equipment very quickly and hide near table. Then by using saves and loads you need to manipulate haunt to search behind opened door. When haunt will calm down he doesn't return to his initial position, instead he just stops in place. The perfect position for him to stop is behind door. This way you can easily leave and at the end of mission return via door without breaking window.
Problem #2 is about 2 stationary Hammerites. It's possible to run behind them and I suspect it would be possible to nudge them forward past door. Though it would take a really long time. Problem #3 can't be solved, but i want to mention that you need to also smash window to obtain Warehouse key. It would be possible to get this key through closed window if key was visible (there is nearby house where you can frob key through window to enter it). This activity Vanguard didn't count as bust, because he was able to do it without alerting guards. But this is damage property.
Problem #4 is about entering grand temple. You can run behind Hammerites in front of gate and probably you could even nudge them really far forward, but this would took a really long time especially since there is patrolling cop nearby. Then you can douse torches. Opening gate usually 2nd alert 2 Hammerites inside temple. Only once by accidentally blocking gate I managed to open it without 2nd alerting them. But they seen me entering temple (I didn't douse torches back then in my test run) and afterwards I was unable to recreate that. So that's really rare, but possible.
Problem #5 is about priest looking at altar and there are 2 patrolling Hamerites on side corridors. I guess that priest could be nudged, though because of patrollers and no shadow it would take a long time. Problem #6 I doubt it can be ghosted, but maybe with very slow movements it would be possible. Problem #7 is possible to avoid. 2 haunts only spawn when you go to middle of outside area in castle. You can go around it. Big gate is strong enough to push you, but there is spot far enough to open it without triggering haunts. Oh and by the way, these haunts are only on full alert, because they see you. After you kill mage this area become dark and haunts will not see you and only 1st alert to raising bridge. Control lever is behind one of haunts, so you really want to avoid spawning haunt. Last problem is impossible to avoid. Mage can't be killed in one hit and he can see you in full darkness.
That's a lot of hard situations, but if you scroll down you will notice that i mention successfully ghosting this mission. So why is that? That's because you only have to get enough loot, visit Switcher's house and steal loot from Cunny's house. You don't need to trigger any other objective. So I skip warehouse, both Hammerite temples and the whole mountains area with spider tunnels and dark castle. There is no need to trigger any kill objective. In other words I skip 2nd half of this mission. There is barely enough loot to complete loot objective. There are 3 times when I nudge guards to get to light panel. And also one tricky diamond in downtown in front of guard protecting light panel. You need to turn off light, bring 2 crates to make stack and mantle on gate in front of guard, moss it and jump for diamond.
STATS:
Time: 0:45:06; Loot: 2771/3583
Pockets Picked: 5/5; Locks Picked: 8
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: IMPOSSIBLE. There is a lot of loot in grand temple, caves and dark castle that you need to skip.
Galaer on 16/4/2023 at 18:47
EMILIE VICTOR
Mission reported by dafydd and goldsla as impossible to ghost, because of damage property: couple banners and one statue necessary to destroy. Mission itself has similar flaw like Events in Highrock. You don't need to read any readables triggering new objectives. This way I can skip objectives of getting Deloret's key (this one is easy to complete), meet Emile (requires destroying statue in Emilie's world) and burn title deed (key for it is given by Emilie). So 2 objectives from the same paper must be skipped. There is one more objective about getting Deloret's Journal and it's easy to complete, but impossible to trigger. I didn't find any way to Lady Cunegonde's Suite without slashing banner covering secret passage, which can be opened by frobbing switch behind banner. No wooden ceiling, so there is no way for banner transmigration and this is the intended way to 2nd part of the mission. And I need to get to Deloret's House to complete loot objective.
So getting there is 1st major problem. There is outside gate, which is unfrobbable and lever is too far on the other side. Climbing on walls above it gets me nowhere. There is door on 2nd floor, which leads to Deloret's House, but key opening it is inaccessible for me. Lastly there is unfrobbable metal door leading to theater with lever on the other side. This route however I can use. From the highest step a bit away from door I can lean through it, turn left and frob lever to open this door. This way I can get to Deloret's House, but I can't go to Lady Cunegonde's Suite, because there is glass door in my way and switch for it is too far inside. Plus I can't lean though this glass door. So I'm forced to skip 350 loot from Lady Cunegonde's Suite.
There is another banner in prison that leads to church, but you don't need to use this route. You can enter church from outside. You only need to 1st alert guards to douse fire in front of them. Secret in there can be obtained by mantling on double door and climbing on stone beams. In Olddark you would need to use crates and plants to climb there. Though it's not necessary, because secrets only give equipment and not loot.
One secret in main house must be skipped, because it's secret chest in passage behind banner. There are 2 pieces of loot guarded by 2 watchers that are the hardest loot to get. From NW part of watcher's room watching stairs you need to time 2 watchers (other one blindly, but it's synchronized with 1st watcher) and 2 patrollers, then strafe run along right wall into room near Lady Cunegonde's Suite. There is ring. Go to corridor and hide in shadow. Save when watcher above guards is on the left. Wait a bit and strafe run for urn and then return to 1st watcher. It's very hard run, but it's possible to do it.
Despite not having objective I can still go to Emilie's world for rest of secrets and loot. For loot you must go to 2nd floor to room with lady McCoy and Burke. Lady alerts if you open door, but you can go through other room and sneak along left wall to goblets. Exit room has 3 eyeball plants. If they go into 3rd alert, they will launch alarm in this room and I want to avoid that, because it may alert Deloret. So first I go to shadow in front of 1st eyeball plant and then run right to 2nd plant and then to metal door. Use switch to return to normal world. Then you just need to return to main gate to finish this mission.
STATS:
Time: 0:55:29; Loot: 2934/3284
Pockets Picked: 7/17; Locks Picked: 8
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 6/7
GHOST: SUCCESS
PERFECT GHOST: IMPOSSIBLE. 350 loot from Lady Cunegonde's Suite must be skipped.