Galaer on 16/4/2023 at 18:48
DYERS' EVE
Mission reported by Vanguard and Peter Smith as ghost failed. To get Air Talisman you need to damage yourself with Sacred Blade, but this doesn't show in stats. To get Earth Talisman you need to explode explode boulders in cemetery with can of flour, which pretty much acts as explosive device. Peter Smith managed to somehow timed explosion to not alert enemies, but for me shooting fire arrow anywhere in cemetery alert both undead there and flying rocks into stone walls will alert undead walking around house. I have no idea how he did that. I climbed to top of walls and put can above boulders, but in place where there is no sound. This means that fire arrow will not make any noise and fireballs from explosion will only damage upper part of boulders minimizing the noise. Thanks to that I can get Earth Talisman without any alerts.
Peter Smith wrote something about canceling 1st objective by killing undead. He probably not realized that it happens after reading scroll near Keeper's body. Objective completed this time has no sound, so that's probably the reason.
Ultimately they both failed on opening portal. You can do it by substituting fire arrow with flare. Then you must moss floor. There is no shadow in portal room and there is 4 female zombies walking randomly and stopping in center and 4 corners also randomly. The worst position is center. You need to have them walking towards corners, the best would be corners near portal as it's easy to check them for alerts. Then strafe run to portal to finish this mission.
STATS:
Time: 0:43:43; Loot: 1805/1805
Pockets Picked: 1/2; 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: 1/2
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
Galaer on 16/4/2023 at 18:49
FEBRUARY
Mission reported by Hexameron as failed ghost, because:
- Cannot kill Ramford's ghost (obj) without alerting him.
I realized that I can combine overhead swing and flashbomb to kill him without any alert. I threw flashbomb on carpet, so it will make less noise. Afterwards all undead die. Also there is optional objective of avoiding directly killing other undead, but it only completes if you kill undead and fails if you avoid it. I suspect it's a bug. I also completed bonus objective of putting Eleanor in Garrett's bed.
STATS:
Time: 0:04:23; Loot: 0/0
Pockets Picked: 1/1; Locks Picked: 0
Back Stabs: 1; Knock Outs: 0
Damage Dealt: 39; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 1
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: SUCCESS
klatremus on 17/4/2023 at 01:41
Awesome work again, Galaer! I have updated your new reports and made the fixes you mentioned in post 735. The reason I claimed success in A Weekend Getaway was that the first two parts were successful. I split it into three now, and claimed failure on part 3 only.
When I saw the success on your run of Events In Highrock I just had to read that full report. I always wanted to try a ghost run, but figured it would be too hard. It's nice to see all the work your put in trying to ghost those tough situations, but sad you had to skip those major areas. I might go back and ghost this one too soon.
klatremus on 18/4/2023 at 00:19
Game:
Thief 2FM:
Behind Closed DoorsGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
FailedTime - 4:09:30
Loot - 7882/7882 (Supreme: 6942)
Pockets Picked - 5/5
Secrets - None
Locks Picked - 5
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Innocents Killed: 0, Other Kills - 0
Consumables - 3 Water Arrows (Supreme: None)
See the entire report with screenshots (
https://www.klatremus.org/BehindClosedDoors.htm) here!
Loot list (
https://www.klatremus.org/BehindClosedDoors_L.htm) here.
YouTube let's play (
https://youtu.be/3Wp3qscINRc) here!
Comments:This is a highly recommended mission from who is growing to be one of my favorite Thief creators. A vast, daytime city map with tons of objectives up front, and more given throughout. Lots of establishments to visit, but not all of them are accessible right away. Clever design with objectives that lead you in certain directions, but still allow you the freedom to decide your own route. Just a solid map through and through.
My list of objectives was long, and it would get much more plentiful as the night wore on. For now I first had to meet Letchie in a building close by. My main objectives were then to steal the Codex of Alavash, as well as the Urn of St. Tannis from the local hammerite church. I also had to find my fence's case file in the prosecutor's office, while also acquire some dirt on the prosecutor himself. After realizing Letchie had been killed, I was directed to find information on the Highmarket killer at the watch station, in addition to stealing some valuable on display in Lord Davenish's castle.
WestAt the watch station, it was a bit tricky getting the loot from the prison cell. However, one of the guards in the conversation pivoted and the other started patrolling. The prisoner in the nearest cell didn't first alert, so I could sneak in on the right and operate the cell door levers undetected (first image below). I then had to proceed through the north hallway and approach the prison again from the east. I ended up having to open cell 4 also, just to get a break in traversing the hallway. The pivoting guard never seemed to face west long enough for me to walk the whole stretch. I could monitor the patroller and the sentry from inside this cell, then scoot over to cell 2 when the coast was clear (second image below).
Inline Image:
https://www.klatremus.org/BehindClosedDoors_files/image001.jpgInline Image:
https://www.klatremus.org/BehindClosedDoors_files/image002.jpgThe only way to proceed from the southwest was picking the lock on the gatehouse door (first image below). I had to cross a very exposed part of the streets in order to do so, and the lock was not the easiest of picks. Didn't open the gate, as that would require closing it up later on. Instead I traversed across some ledges to Taker's Rise. Got a rope arrow in a basement with a spider. It was extremely alert and detected the tiniest light flickers or missteps. The loot in the apartment above was also tough to get. The nobleman had a predictable route, but there was an annoying archer on the outside balcony. Luckily, I found a dark spot in the western windowsill (second image below). The guy inside would still first alert here when heading back towards the bookshelf, but I could use this spot to wait for the right moment to steal the valuables, plus hide from the archer's view. I was only a fraction of the way through the mission, but already had to use some serious moves to avoid detection.
Inline Image:
https://www.klatremus.org/BehindClosedDoors_files/image003.jpgInline Image:
https://www.klatremus.org/BehindClosedDoors_files/image004.jpgHowever, the most difficult piece of loot in this part of town by far was a yellow gem on a ledge north on Boltgrime Lane. There was a street lamp just below and the ledge wasn't deep enough to hide me, so that the entire area was super bright. Two guards had a conversation, before one of them started patrolling while the other pivoted north, east and south. I climbed up the large crates and observed from the darkness (first image below). The first ledge going north was stone, so I could run across without getting heard. The problem was the next one, which was marbled. If I reached this one when the patroller came to a halt by the gate, that was the best timing. The stationary guard had to be turned south at this point and stay there until I got back. However, once I did, a different guard emerged on a balcony above to the east. He caught me every time before I reached the crates. I could have reloaded and done the whole move again on the next round, but instead I dropped to the lamppost and used the street ledge to pass the stationary guard once he pivoted (second image below). This definitely felt less stealthy, but I had to improvise given the circumstances.
Inline Image:
https://www.klatremus.org/BehindClosedDoors_files/image005.jpgInline Image:
https://www.klatremus.org/BehindClosedDoors_files/image006.jpgAt this point, I had three ways to proceed. Since I now had a rope arrow, I could go back to the starting plaza and ascend into Lady Miranda's courtyard and pass through her house to the courthouse plaza. However, this forced a first alert from a stationary guard when I closed her front door. It also left that door unlocked, since Letchie's key disappeared upon use. The remaining two options both required mantling up the east balcony on Boltgrime Lane (image below). From here, I could either head through this balcony's apartment and emerge on Truckle Row, or go through a window to the south, arriving on a roof above Sinner's Walk. Since I wanted to complete as many objectives as possible for Supreme, and since the spirits required by the inn owner didn't become frobbable until I talked to him, I chose to head east to Truckle Row.
Inline Image:
https://www.klatremus.org/BehindClosedDoors_files/image007.jpgEastThis part of town wasn't that difficult, mostly due to streets being wider and patrollers less frequent. I realized something that pertained to Supreme late in this area that caused me to replay a good chunk and reevaluate my route. A footlocker on a roof east of The Stag inn contained both loot and a rope arrow (image below). Since Supreme discourages picking up weapons unnecessarily, and because this mission only required a single rope arrow, I reloaded and skipped the arrow previously taken in the basement with the spider. In order to get to this newly discovered rope arrow without the use of one, I had to travel via the rooftop ledges outside Gastrule's. This was no issue, though I did have to move slowly through the openly lit areas. The archer in the building just below said arrow was the most difficult one. I had to time when he was patrolling behind hard cover to make my moves safely. I then dropped down to the inn and got the spirits objective. Eldridge Estate and Gastrule's offices were looted next, also with no issues. The patroller in Gastrule's hallway had to be timed when opening the door. Only when he was farthest away did he not alert.
Inline Image:
https://www.klatremus.org/BehindClosedDoors_files/image008.jpgI now went back to the starting plaza via the sewer canal from Taker's Rise in order to get the spirits from the Estate Agent, as well as some loot from Miranda's roof and courtyard. The coin on the windowsill here I had to get from atop the fence. It was brightly lit for most of the way, but if I went slow, nobody alerted. Could drop back safely using the ledge outside the tower to the southwest.
Back on Boltgrime Lane I again leaped across to the east balcony, but this time I headed south through the window. This took me to a balcony with a generator controlling the electrical fence in this area. I am unsure if this should be considered a “security system” and thus covered by Supreme rule #8. I think the systems referred to in the rules are supposed to mean alarm systems that alert others of your presence, or systems that alert like enemies (watchers), and not just protective devices meant to hurt you. However, this system couldn't be turned back on, so it was in my best interest to leave it untouched no matter the interpretation. It was tough navigating this balcony without alerts, as the patroller heard the door and I wasn't perfectly dark anywhere. The inside patroller could also easily see me through the windows. I managed to climb the roof and get the gem without alerts also, but it required some quick movements. I tried jumping east from here to the bank ledge. I managed to avoid the fence, but not without making noise and getting alerts. A more predictable and concealed way was to jump from atop the door frame onto the frame of the vent shaft to the south (image below). I sometimes took damage from this, but not always. Luckily, I could reach the door from below afterwards.
Inline Image:
https://www.klatremus.org/BehindClosedDoors_files/image009.jpgThe purse on the hanging corpse was a bit fiddly to obtain also. I used a rope arrow, but also needed to mantle the wooden pulley assembly. It was mostly a matter of timing the guards below, as well as the pivoting archer above.
I skipped the whole Lady Miranda area for now; I didn't have her key yet anyway. The rest of this plaza was not a problem to Supreme. Was a bit tricky traversing the ladders and the west ledge of the bank unseen. Robbed both vaults and used the castle ledges to continue moving east. The loot in the east guardhouse was somewhat tricky. I waited in the patch of shade outside and timed the archer (image below). The back of the room was dark. Moved through the storage room to the church plaza next.
Inline Image:
https://www.klatremus.org/BehindClosedDoors_files/image010.jpg
klatremus on 18/4/2023 at 00:20
Church and BeyondNothing much to report from the areas outside or inside the church. The bronze mask I could obtain only if I used the cotton wool on at least two of the bells. Otherwise, multiple hammerites normally alerted. The rest of the building was fairly easy to ghost. Had to skip two gold candlesticks in the chapel for Supreme (image below). They were light sources and those are not allowed to remove for that mode.
Inline Image:
https://www.klatremus.org/BehindClosedDoors_files/image011.jpgIn the crypts I had to skip Killian’s treasure for now, as I didn’t have the copper mask yet. In the sewers I picked up the hatch key and Davenish’s key, before emerging via the Fellows Lane manhole. Both of those keys would have to be returned later.
Davenish’s castle was small, but difficult. I found it best to arrive via the northern window; this reduced the amount of backtracking. It was easier to dodge the patroller archer going down also. The ramp in the treasure room had a convenient dark spot behind the small pillars (first image below). The guard down here only stayed in this room, but his route was predictable. To go back up I found it easiest to use a rope from atop the large crate and wait for the archer to head east (second image below). It was possible to use the other door on this balcony also, but that involved perfect timing from both guards on this level, and it was unnecessary with the aforementioned method. I dropped into the canal via the toilet to leave.
Inline Image:
https://www.klatremus.org/BehindClosedDoors_files/image012.jpgInline Image:
https://www.klatremus.org/BehindClosedDoors_files/image013.jpgSwam back south to get the loot in the canal pourout. Didn’t find a way up to the streets here, so I had to go back north and go up to the generator station, then jump across like before. Now I could hit Lady Miranda’s. I had to get the control room key (which disappeared upon use), plus also pick a lock to the bottom level of Miranda’s staircase, but that was inevitable. The only problematic piece of loot in there was a gold plate in a footlocker in the living area (image below). A guard walked in and out, while another one was pivoting west, south and east on a small balcony. He had to be facing west for me to get the loot. Just waited them out, really.
Inline Image:
https://www.klatremus.org/BehindClosedDoors_files/image014.jpgCrypt, Rats and MagicGot the last mask from the sick nobleman and reentered the sewers via the Judgement Street access. Now I could get the wheel that would open the enclosed area to the north. Returned the sewer hatch key and Davenish’s key before revisiting the crypts. I could use all the masks and get that objective checked off for Supreme, but I couldn’t get much of the loot in Killian’s chamber for that mode. A haunt spawned once the casket opened, and it caught me immediately. I tried blocking the casket door with a potion, but the haunt could see me straight through it, so that was pointless to pursue. I had to grab piles from the north and quickly mantle up, that was the only way. The haunt spawned facing south, before turning west towards the treasure. That gave me about 1.5 seconds on the north side. With normal button frobbing, I could only get four coin piles for Supreme. However, if putting the use button to ‘mousewheel down’, I managed to get nine (first image below)! Big thanks to kar ras and WheretIB2 for this method! It might be possible to get more than nine, but the problem is you don’t have more piles highlight before you have to move your view. Plus, it all has to be done with one roll of the mousewheel. Doing a second roll takes too long and the haunt catches you. I had also pre-placed the rope towards the eastern end of the chute so that the haunt didn’t see me leave (second image below). For regular Ghost, all I had to do was douse all three torches and then grab the entire treasure cache, which spawned a bonus objective.
Inline Image:
https://www.klatremus.org/BehindClosedDoors_files/image015.jpgInline Image:
https://www.klatremus.org/BehindClosedDoors_files/image016.jpgIn the rat chamber, I could sneak in on the right hand side without alerts, as long as I went slow. The real problem was the small scurrying rats. These rodents weren’t behaving like normal ones. They had clear alert sounds and came running for me almost like spiders. Two of the rats were stationary, seemingly stuck. The last one had random paths around the central electrical device. If it came to the northeast corner, it spotted me every time. I basically had to sneak past the first pipe and along the northern wall to the northwest corner. If I got there undetected, I was safe. One of the rats was stuck in the middle of the room, but seemed to slide west over time (first image below). I had to sneak over to the corner with the bones before it got that far, which was no problem if I went right away. From here I could steal the rest of the valuables, including the urn (second image below). By this time, the rat had slid over to the wall, with no way for me to leave. This is why Miranda’s necklace was so important; it teleported me directly to Faramund’s workshop!
Inline Image:
https://www.klatremus.org/BehindClosedDoors_files/image017.jpgInline Image:
https://www.klatremus.org/BehindClosedDoors_files/image018.jpgThe workshop was easy. The first time I teleported there, Faramund’s ghost was right in my face and alerted. Upon a retry, however, I could dart out of the way quite easily. On later attempts, he was farther away. I guess it depends on luck more than anything else. The frog was totally unbothered by my presence, except when I had to return Faramund’s key. It heard the key drop, so I put it on the paper instead (image below). As long as it was on the table, it was fine. I chose to return Miranda’s painting to the lower floor also. It was the only item that could be moved back, so it felt like the most Supreme-like approach.
Inline Image:
https://www.klatremus.org/BehindClosedDoors_files/image019.jpgWhen leaving, I had to pass a window with a servant preparing some food (image below). She sometimes alerted and sometimes not. I realized she didn’t alert when she did her cooking maneuver, though occasionally she gave a settling remark afterwards. To be safe, I rope arrowed up the railing from the alley below instead.
Inline Image:
https://www.klatremus.org/BehindClosedDoors_files/image020.jpgBack in the courthouse plaza I used the canal to head north, then headed through the building to the west one last time. Dropped from the balcony and took the canal pipe back to the starting location. I closed the gate behind me as I swam through. Delivered Winterbottom’s journal and Gastrule’s evidence to the watch station and finished the mission. Supreme success!
Notes:- Had to skip two candlesticks worth 100 in the church for Supreme. They were light sources.
- Had to skip 840 worth of Killian’s treasure in the crypt for Supreme. There wasn’t time enough to grab more than nine coin piles before the haunt caught me.
klatremus on 4/5/2023 at 00:27
Game:
Thief 1FM:
Ascend the Dim ValleyGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
FailedTime - 1:34:54
Loot - 5800/5800 (Supreme: 5750)
Pockets Picked - 3/3
Locks Picked - 4
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/AscendTheDimValley.htm) here!
Loot list (
https://www.klatremus.org/AscendTheDimValley_L.htm) here.
YouTube let's play (
https://youtu.be/Hig8krC0LOs) here!
Comments:Another excellent mission by DirkBogan. This one even tops Compulsory Egress in my book. Probably the most vertical map I have ever seen, yet cleverly constructed in order to lead the player in a predictable direction. This mission is all about first time exploration and discovery. Perhaps a bit on the easy side though, which made my ghost run a bit less interesting that I had expected. Still a must play, especially for fans of The Dark Project.
I had to find The Iron Façade somewhere in Craggenmense, a big rift in the mountain. It was reportedly kept by one of two rivaling clans, but which one was unknown. I was also to acquire 3,500 worth of loot before returning to the starting location.
Inline Image:
https://www.klatremus.org/AscendTheDimValley_files/image001.jpgThis mission was pretty basic to Ghost, almost too easy. The vizier’s posed no challenges. The factory I couldn’t enter via the vent on the lower level for Supreme (image above). There was a lamp on the right that was too bright to avoid a first alert. Instead I used the main entrance at the topmost level and emerged via a different vent shaft from the smelting room (image below). There was only one piece of loot to get down here.
Inline Image:
https://www.klatremus.org/AscendTheDimValley_files/image002.jpgThe wine cellar connected by a vent shaft to the supraward’s basement presented an odd problem. A woman with a key on her belt spawned at some point in the cellar while I was in the basement. This key was required to get some more loot later on. However, triggering her appearance also removed a gold plate on the table in the cellar (first image below). I wasn’t aware of that until I descended from the vent, ready to take both the key and the loot (second image below). I instead had to reload and visit the cellar prior to the woman spawning, then come down from above to get the key later. I have never seen loot disappearing like that before.
Inline Image:
https://www.klatremus.org/AscendTheDimValley_files/image003.jpgInline Image:
https://www.klatremus.org/AscendTheDimValley_files/image004.jpgThe supraward’s building was fairly straight forward. Had to skip a lit candlestick in the third floor drawing room for Supreme. Removing light sources isn’t allowed for that mode. The only other issue came outside the west wing vault. The patrolling guard here had gotten stuck facing north (image below). Both timed I have played this mission he has been stuck that way. I know he is supposed to be patrolling, because I lured him off the ledge by letting him see me once, then I escaped and he settled down by resuming his patrol route. Galaer also encountered him stuck when ghosting, but for him he was facing the wall and was easy to sneak around. For me, I couldn’t sneak in via the northern doorway, and he gave a first alert when I opened the southern door. I could rush into the vault and take the skull for regular Ghost, but not for Supreme. The solution was simply not to read the armistice and avoid triggering the objective to steal it. Of course, even if you have triggered it, stealing neither it nor the iron façade is still legal, as those objectives get canceled if using the “alternate” ending.
Inline Image:
https://www.klatremus.org/AscendTheDimValley_files/image005.jpgI didn’t end up taking the west gate key, as I could mantle over the wall easily enough. The only difficult part remaining was getting to the doors leading to the vizier’s top level. A stationary guard covering the outside gates started straight at my location. Luckily, there was an archway that provided a solution. With a leap I made a mantle up on its left side (image below). Then from the archway’s lamp I could make a long jump across and mantle up the wall by the plants. He occasionally saw this last jump, but not always. I’d say this was the only semi-difficult move the mission had to offer. The rest of the vizier’s was no trouble. I ended up taking the iron façade, but didn’t read the armistice, thus avoiding the skull objective entirely. Returned the supraward keeper’s key also before finishing.
Inline Image:
https://www.klatremus.org/AscendTheDimValley_files/image006.jpgNotes:- Skipped a lit candlestick worth 50 at the supraward’s for Supreme. Removing light sources isn’t allowed for that mode.
Galaer on 8/5/2023 at 19:02
LORD BINCLAIR
Vanguard failed this mission, because:
- Phony instant teleport of sleeping guard to an awakened position that block the only exit. He hears the safe lockpicking that the patrolling guards do not.
- Servant is triggered to alert when crossing a door threshold.
- Bellyflop splash when stepping down into shallow water fully alerts the red sewer spider.
Problem #1 is easy to avoid. You can mantle on bunks, but I'm also pretty sure you can douse torch and sneak in front of guard. Problem #2 is servant looking at door leading to corridor. He's not triggered to alert, he just sees us. That's why you need to nudge him all the way to corridor. Problem #3 is impossible to ghost, but there is no need to go to sewers. I'm suspecting that Vanguard mentioned this as a problem, because it's one of ways to enter Binclair Family Tomb, but you can go through cemetery. There are spiders, but they are pretty blind, so it's possible to run to zombies area. Other than that there is Observatory key on stationary guard and you need to douse torch. To do that you need to 1st alert him first. In basement in room with 2 guards is 2 lab fires that can be doused. For first you need to lean left while crouching on crate and do light shot of water arrow into lab fire on table. For second just shoot gas arrow into wall under window.
STATS:
Time: 1:13:21; Loot: 2951/3001
Pockets Picked: 4/5; Locks Picked: 21
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 8/5/2023 at 19:03
LORGAN'S WEB
Mission based on Assassins. Ghost run failed by Vanguard, because:
- The mission is hardwired to put a Hammerite and guard on alert. They bash into your apartment. A guard in the back is alerted by their noise.
Well, I don't think this scripted ambush should count as a ghost bust. Opening Cudget's cell completes "find Cudget" objective, so you don't need to read scroll to get new objectives. You can still place Cudget in Garrett's bed to complete his objective, which later makes easier to open north gate as Cudget will just KO everyone and open it himself (which didn't happen in my test run, because I KO-ed everyone). Also his knockouts count to my stats as backstabs (19).
I decided to skip Lorgan's objective, because it forces me to throw his body into spider pit. To do that I need to gas Lorgan (he's immune to KOs) and move him to sewers. Here is spider pit. Throwing his body from small height will result only green spider attacking him, but doesn't complete objective and spider can't reach him, because body is positioned too low on ground. So you need to drop him from higher height, so he will receive damage, wakes up, this alert all spiders and completes objective. But this causes infighting. Alternative is to kill Lorgan (objective says to kidnap him, but maybe killing is excusable if Lorgan will die anyway) and then throw his body into pit. And this completes objective and doesn't alert spiders.
So because of this dilemma I decided to skip objective. Unfortunately Cudget doesn't wake up until you complete Lorgan's objective, so I was forced to read scroll and to my surprise I got different objective to just kill Lorgan. I guess if you don't open spider pit in sewers you don't get objective to throw Lorgan's body there. That's good, because that's much easier to do.
One more thing, Vanguard skipped 2 diamonds, because it summons fully alerted fire elementals. But that's not true, it summons elementals that patrol upper ledge. If you crouch you can first grab north gem and then go to passage and grab south gem and leave without alerting elementals.
STATS:
Time: 1:14:20; Loot: 3794/4294
Pockets Picked: 5/6; Locks Picked: 21
Back Stabs: 20 (19 belongs to Cudget); Knock Outs: 0
Damage Dealt: 30; Damage Taken: 0; Healing Taken: 0
Innocents killed: 1; Others killed: 0
Bodies Discovered by Enemies: 2
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
Galaer on 8/5/2023 at 19:04
FORTUNE AND GLORY
Mission failed by Vanguard, because:
- You MUST slash 2 banners to get in and out of the room where the skeletons change to zombies when you approach a huge gold nugget.
- Reentering the water in a spider room (with a secret panel to reveal a mask which is an objective) makes noise and alerts all the spiders.
Problem #1 unfortunately forces you to slash 1st banner (ghost bust #1), but it's possible to avoid cutting other banner. You simply block sliding wall with healing potion. Then you need to open secret exit. It's important to open wall behind other banner as it also opens wall to next area. You can get giant nugget without transforming skeletons into zombies. Use entrance to exit. Problem #2 requires using mantle cancel to drop silently into water. There is also other pool of water in room with green spiders that Vanguard didn't mention in his report. You can shoot rope arrow into ground and jump on it to descend quietly into water.
STATS:
Time: 0:21:46; Loot: 2500/2500
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: IMPOSSIBLE
Galaer on 8/5/2023 at 19:04
GARRETT TO THE RESCUE
Mission reported by Peter Smith and Vanguard as a failure, because:
- Glass breakage required to get the Auction House key from the display case. There is no other way to get the key; the key is under the pylon in the display case which slides over when you smash the rightside glass panel
This mission has a flaw - it doesn't start with escape objective (it tells to get Auction House key). This objective is triggered by book on 3rd floor that also completes objective to find what happened with Tabitha. So all you need to do is to grab Study key from 3rd floor, return to vents below house for Auction Log and then return to 3rd floor to read book. Mission will end with escape objective unchecked.
STATS:
Time: 0:14:39; Loot: 895/895
Pockets Picked: 1/1; 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: 1/1
GHOST: SUCCESS
PERFECT GHOST: SUCCESS