Galaer on 29/10/2023 at 21:06
ORTHODOX WEDDING
Mission failed by Hexameron, because:
1. Must destroy rock wall behind Sorrow Springs.
(2.) If the player has not yet been to the Church/Sorrow Springs area and drops the photo on Marta's bed, it is impossible to sneak by the newly spawned hypersensitive guards patrolling the path up to the church.
First of all this rock wall that must be destroyed is actually boulder blocking passage. Therefore it's not property damage. That means that Hexameron's run was successful. Hexameron had problem with banner. Lever to open is is hidden under wooden planks. You can also go through it by crouching, but you will not manage to return through it that easily. Hexameron used banner transmigration, but there is easier way by opening 2 portculli with levers on their other sides. To safely kill Sava vampire bat must be far away.
If you get Hidden Treasure before you trigger it's objective you get bonus objective for that, but after triggering regular objective you lose bonus objective and Hidden Treasure vanish from yours inventory.
Also during marriage in church it's possible to mantle over invisible wall and quickly loot church and complete tasks in Sorrow Springs. Returning to church will teleport you to starting point in city. This way you don't need to return to these 2 areas.
STATS:
Time: 0:21:32; Loot: 1221/1496
Pockets Picked: 3/9; Locks Picked: 3
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 5000; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 1
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 2/2
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
Galaer on 29/10/2023 at 21:08
SHINING STANDARDS
2 mission campaign. Only first mission was reported by Vanguard. Second was just briefly mentioned.
MISSION 1: LORD VERNSTIEN'S MANOR
Mission failed by Vanguard, because:
- Cannot get 120 loot from the secret chamber in the chapel. Requires breaking a plank and blasting the panel out of wall (property damage and AI alerts). Cannot get 180 loot in small bathing room with roving gal; moss arrows don't work in this FM, electic lights cannot be turned off, and she roams around too quick. So max loot obtainable in ghost mode is 2252 max - 300 impossible = 1952, which is under the 2000 loot objective. I got 1882; last 70 might be in the last 3 secrets that I cannot find (even when in normal mode with all AIs knocked out).
- Although the objective says "take wine crate to backgate with you", that's not exactly correct. Getting to the backgate checks off that objective but not the wine objective. You must drop the wine crate at the backgate to get that objective checked off. Because it is extremely heavy, it makes a big noise and alerts the guards there.
First of all, this mission is a bit buggy. Moss arrows not create moss and broadhead arrows can be retrieved after shooting into enemies or none ropable surfaces. Also I ghosted this mission twice, because after a while I realized that dml fix blocks frobbing switch through banner. During my 2nd run I also noticed that dml fix also lowered sensitivity of sleeping AI, so they didn't wake up after picking the lock or opening doors near them.
This mission can't be ghosted, because there are 2 secrets blocked by property damage. One of them is mentioned by Vanguard fall. Here without dml you can frob secret switch behind banner. Instead of slow fall potion I strafe ran to other side of hole and then shot rope arrow into wooden floor to descend and when I was low enough I retrieved rope. I ended in sealed room in basement. Here is 165 loot, but to escape you must brake middle wooden plank. Sadly that's damage property (ghost bust #1). Vanguard allowed that, because it doesn't alert anyone. Also to get out with only this plank destroyed you must leave crate on the other side of door, so you will use it to go through gap.
I was forced to douse torches in kitchen to get loot, because female servant is doing very small loop. On 1st floor is room with goblet. Corridor is well lighten, moss arrows don't work and there is marble floor. Inside is sitting noble. I found out that it's possible to enter/leave room by very slow crouch walk. The same way I get golden hammer in church. Bathroom wasn't too hard to ghost though. There is good shadow under bath unless woman will go exactly to this corner. Then you mantle on bath. Because there is shallow water you will not land loudly in water. Quickly go into corner to be perfectly safe from woman. From here get all loot and get out the same way.
Getting wine crate to back gate is tricky. You need moss arrow, but they don't work. But during my 2nd run I noticed that there is a way to fix them. I do that by shooting away 3 starting moss arrows. Now if I collect new moss arrows they will work correctly. There are 2 moss arrows on 2nd floor and one of them is used for wine crate and the other to retrieve rope arrow after getting equipment secret from guard post near starting point.
STATS:
Time: 1:04:34; Loot: 2092/2252
Pockets Picked: 12/22; Locks Picked: 18
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: 12/13
GHOST: IMPOSSIBLE
MISSION 2 - THE PROMETHEUS
Very short ship mission. Easy to do and also has some bugs. Some KO-ed bodies remove your weapons and items. Luckily during ghost run I will not encounter that. One thief and captain get stuck on pillar, which is convenient for me. Loot from previous mission transfers here, so we immediately complete loot objective and getting all loot objective by getting 1st piece of loot. Other than that mission is easy to ghost.
STATS:
Time: 0:14:47; Loot: 3497/3497
Pockets Picked: 2/8; 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: 2/4
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
Galaer on 29/10/2023 at 21:09
SLUGGS FM PACK
MISSION 3: LOCKED-IN
Vanguard gave up on this mission, because of poison damage from green clouds and red water. Green clouds works by invisible ON/OFF switch - there are moments when they hurt and every time after loading you will get hurt. But if you wait 2-3 seconds you will not get hurt. Save between all clouds.
At the beginning you must turn off generator, because it makes secret lever frobbable and this secret is necessary to complete mission. You can lean for lever without crossing 1st cloud, then turn power on and send elevator up.
Red water can't be beaten without damage, because there is key in it. It deals damage very quickly and it's 4 damage per hit. By crouching and dropping on edge, then slow drop in water I managed to get hit, frob key , turn around and mantle before scoring 2nd hit. Damage excused as last resort. Then you go through cloud to secret for exit key. And lastly final 3 clouds to exit door.
STATS:
Time: 0:02:44; Loot: 0/0
Pockets Picked: 0/0; Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 4; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 1/1
GHOST: SUCCESS
Galaer on 29/10/2023 at 21:10
ANNIVERSAIRE DE JOELLE
Mission failed by Hexameron, because:
1. Cannot sneak by haunts on ledges
2. Jumping across ledges alerts spiders in maze and zombies in key room
3. Cannot sneak into zombie key room
Problem #1: 1st haunt requires strafe jumping in front of him and mantling on ledge right of him. Douse torch inside zombie room by hitting wall on it's other side. For ledge jump (problem #2) just jump on edge of ledge. Problem #3 is the hardest. You need speed potion to jump and mantle to back window of zombie room. Then quickly back off to not fall on floor. The biggest problem is that most of the time haunt will go into search mode. Even if you succeed you are stuck on window. To quietly drop down I needed to drop other 2 potions and flares to hope to bump into them and slide on floor. After taking ruby mantle on right window, angle a bit left, drop and mantle on lower floor. Then simply return to starting point and use ruby on left part of gate.
STATS:
Time: 0:12:37; 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: CHEMICAL SUCCESS. Used speed potion to jump into zombie room.
klatremus on 3/11/2023 at 18:46
Game:
Thief 2FM:
Patriot, Mission 6: PathfinderGhost -
SuccessPerfect Thief - N/A
Supreme Ghost -
SuccessPerfect Supreme - N/A
Time - 42:37
Loot - None
Pockets Picked - None
Secrets - 3/3
Locks Picked - 0
Backstabs - 0, Knockouts - 0
Damage dealt - 10, Damage taken - 0
Innocents Killed: 1, and others Killed: 0
Consumables - 1 Water Arrow
See the entire report with screenshots (
https://www.klatremus.org/Patriot6.htm) here!
Loot list (
https://www.klatremus.org/Patriot6_L.htm) here.
YouTube let's play (
https://youtu.be/U-IuITP-SKI?si=aRJl92s48EwjX6qV) here!
Comments:A very weak entry in the campaign. Yes, the first five missions were stellar, but this is so far below in quality that it actually leaves a bad taste in my mouth. The locations are uninteresting, the plot incomprehensible, the distances unbearable, and not to mention clues to cryptic puzzles being completely non-existent. I just want to forget about this mission and move on to a (hopefully) better continuation. To be honest, I wish this one had been deleted during beta.
I had to locate evidence that the major had been taken, along with finding a guide to take me across the quicksands. That was it.
Not much to mention other than I never used the westernmost tree in the starting forest. It required the taking of a tree branch to get back, which was unnecessary for Supreme. I used the dark forest route instead. It was a longer trek, but eliminated the pickup. Snuck through the valley with the frogs carefully. It was the only area that required any kind of sneaking. They didn't hear me dropping into the water close to the bridge.
Saw the pagan and went all the way back to grow the lupine. I don't think dousing the firefly swarm should be a Supreme bust, despite it removing a light source (image below). The objective mentions growing the plant in a dark spot, so it obviously implies the necessary preparations. I tossed the glowing lupine across the forest a few times, in order to more easily avoid the treebeasts' gaze.
Inline Image:
https://www.klatremus.org/Patriot6_files/image001.jpgThe shaman didn't see me at any point, as her hut was dark. Killing her and dealing damage directly followed the objective. Returned the lupine and the useless bottle on my way back, then followed the pagan to the end. Easy.
Notes:- The water arrow was used to remove the light source where the lupine grows. This is heavily implied by the objective, so I argue no Supreme bust.
- The kill and damage dealt is from downing the shaman. This follows the objective directly, so no bust. She was not alerted in the process.
Galaer on 19/11/2023 at 22:08
THE AWAKENING
Mission failed by Vanguard, because:
- Fat boy in bank will spot me leaping over the teller wall even at the far end.
Funny thing, I had no problem with him. Fat guy looks at left wall, he has no angled position for me. A bit harder to ghost was teller, but a bit of waiting after 1st alert and it was easy. Unlike Vanguard I didn't notice any need to nudge anyone. I mossed floor in corner to rope up to higher balcony and to descend later I dropped on patrolling Hammerite. I had some problem with getting to church. There is no shadow. Luckily it was possible to quickly jump to door to avoid alerts.
There are 3 areas where it's possible to bust ghost if patroller on other side od door will hear us picklocking it. That's prison, outside of bank (it's actually only about dousing torches here) and tower (Vanguard called this place archery practice area). That's because patroller's 1st alert is hear by stationary guard who goes into search mode. The same problem is with dousing torches in these areas. If one of guards will 1st alert, then other will go into search mode unless you will shoot water arrow while in shadow and patroller is walking towards you. In that case all AI will just 1st alert.
In church there is Hammerite protecting red key. You must go into doorway and lean left to target torch hidden behind door. I had also bug - patroller from 2nd floor of circullar room fell down and started walking in place very close to exit door almost blocking it. There is also very well lighten room that is also too well guarded to be looted. Because of that I skipped 125 loot.
STATS:
Time: 0:53:16; Loot: 2709/2834
Locks Picked: 59
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. 125 loot from well lighten guards room skipped.
Galaer on 19/11/2023 at 22:09
BLOODSTONE PRISON
Mission failed by Vanguard, because:
- Cannot ghost lil green spiders in sewers.
Sewers are impossible to ghost, but it's possible to skip them thanks to new mantle. You can climb through chimney to roof by putting in fireplace holy water and on it crate. Then you need to very slowly approach it and mantle on it, which is very hard. Sometimes when mantling game teleports me in front of fireplace, which is weird. From crate you can jump and mantle on top, but during mantle you need to hold forward to not get stuck on edge. Also bring with you another crate and douse 4 torches near front door. Go to right corner near door, put crate and from it mantle on wall. Here is door leading to area past sewers. To exit simply drop on grass near crate.
Sewers contain Bloodstone key, which opens front door, gate to 1st area of prison and door out of sewers. This means it's impossible to enter sewers from side of wall near front entrance without key and it means that loot from chest past spiders (worth 100) must be skipped. As for frogs protecting holy hammer - they alert to undead and shortly after my entrance to prison they explode and aren't any problem.
STATS:
Time: 0:28:47; Loot: 1679/1879
Pockets Picked: 4/5; 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: IMPOSSIBLE. 100 loot from sewer chest must be skipped, because sewers can't be ghosted.
Galaer on 19/11/2023 at 22:10
THE DEATH OF GARRETT
Mission failed by Vanguard, because:
- On one route of the caverns, there's a frogbeast on the small ledge you have to jump on to take the ladder to go out. On the only other route, jumping onto a ledge alerts a spider spinning in the tunnel right by that ledge.
- Opening the "sword blender" room's door will set off the guard standing near it. This is a hardwired trigger: any AI within a specific section of the hallway with the door will alert even when looking the other way
1st problem is easy in Newdark. You can jump on slope part of rock under frog's ledge and quickly mantle on it. This way you climb up while being behind frog. For 2nd problem are 2 solutions. First is dousing 2 torches in corridor and mossing floor in front of sword room. Then you must open door, quickly enter and close it. You have only 2-3 seconds before guard will go into alert and turn on alarm. And for exit you must do the same. Also guard shouldn't look at door, because he may alert immediately. 2nd solution is much easier - actually you can frob lever in safe without opening it, so you can skip entirely going to sword room.
Also about 2 backstabs in stats: it's because after 1st backstab of Lord Thayer I backstabbed him again to make sure he's dead.
STATS:
Time: 0:26:20; Loot: 2035/2035
Pockets Picked: 8/11; Locks Picked: 1
Back Stabs: 2; Knock Outs: 1
Damage Dealt: 31; Damage Taken: 0; Healing Taken: 0
Innocents killed: 1; Others killed: 0
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
Galaer on 19/11/2023 at 22:12
DOCK LAND
This mission became later base for TTGM 2: Shore Leave. Vanguard failed it, because:
- Forced to blackjack a Hammerite & archer watching over alley on dockside route to get to Custom House.
- The behavior of the 2nd floor guard pacing in and out of the office in Rameriz's warehouse (#3) is really phony. His eyesight extends behind his ears. His hearing is so sensitive that a pin drop must sound like an exploding grenade. And he is hardwired with a proximity trigger; get too close even from behind and he goes on full alert. Even when on a mossed floor while crouched and approaching him from the rear, he'll go off when you get a couple feet from him, but this is the technique of trailing him and passing him on his backside as he turns that is needed to get past him. The office is fully lit. There is a torch in there but dousing it is useless; the light level change is insignificant. The guard will spot you wherever you are crouched in this anteroom to the office whether the torch is doused or not. With his pacing, the guard is out of the anteroom for only 18 seconds. I can pre-moss some of the noisy tile floor before going in and moss more as I go in to get to the farthest corner, then I have to pick the office door (there's no key for it). This takes 30+ seconds, so obviously you will never have enough time to get the door picked to duck into and hide in the office before the guard returns. You won't have enough time to get to the office door, pick it a little, and run back out, either; by the time you're running back out the guard has turned and he will spot you because of his overly keen eyesight. Obviously this guard was deliberately made a mutant with excessively sensitive hearing, an overranged view for eyesight, and a very unrealistic proximity trigger. I was forced to tap this guard.
Just like Vanguard said in his report you need to buy 1 rope arrow. You will also need 2 moss arrows, but these can be found. About problem #1 - I could swear that in my test run archer was on wooden ledge inside building and he wasn't any problem and I noticed that Hammerite sometimes turn around only to return to turn again towards window. This could give me 1-2 seconds to pass him while strafe running. And that was my plan, but in my ghost run I noticed that archer is positioned above passage. Even nudging him wouldn't help me. Luckily I knew about alternate route that can only be used, because of new mantle.
Go to docks with zombie and climb fallen crane to top of passage patrolled by 2 Hammerites. Jump on pipe and now you need to crouch and go forward to mantle on middle window. Then uncrouch and run to other side. If Hammerites are walking together it shouldn't be a problem, if they are far away you will need to be very quick. Return path requires you to drop on edge of window and lean to the side towards window, but not too close to wall, because then mantling will cause you to fall. While leaning jump forward and mantle on top of passage. Then jump quietly on crane and quietly walk backwards down. And with new mantle you can enter Custom House without dousing torch - just mantle on pipe and then on walls.
Before going to problem #2 in warehouse #3 there is problematic purple box to picklock. Around boxes is walking 1st patroller. Near elevator is 2nd patroller to watch and he can spot you when he walks towards elevator. There are 2 patrollers walking through box room and sometimes they can block on 1st patroller near purple box. That's a lot already, but there is also hyper sensitive patroller on 2nd floor. When you hear door opening you need to stop picklocking purple box and hide, because there is no shadow near purple box. That's a lot to worry and this picklock isn't short.
Now let's talk about problem #2. It's not on Vanguard;s failure list, so when ghosting this mission I thought he figured out how to deal with this guard and I didn't want to check his report. I wanted to figure it out on my own. So hyper sensitive guard alerts in 3 ways: proximity alert when you are too close to him, by seeing you even from far away and by hearing even smallest sound made by you. He walks on wooden ledge towards elevator and then enters room with marble floor, electrical light and single torch, which dousing doesn't make any difference. There is also door that you need to picklock and there isn't enough time to even get close to it. I tried to steal key from his belt from shadow near edge of wooden ledge (edge is actually well lighten unfortunately) and I could do it without triggering proximity alert, but second later guard would move closer and alert to me. Since these are perfect shadows he would walk into me in search mode without noticing me. I had problem how to deal with him.
I only managed to find out how to leave door open. There is good shadow on box near blue chest near door. I saved when guard was in doorway, then I quietly dropped on edge of wooden ledge and lean right to frob door before it would close. Then I returned to shadow near chest. I needed to moss floor to door and on it's other side and wait for guard to be closer to elevator to enter and close door behind me. I couldn't get to locked door and there is no place to hide, so after entering the room guard would immediately run to me. I could block him while standing behind door, which prevents all forms of alert, but I can't do anything with that. Even if I could it would be impossible to leave. I tried to walk behind him into room, but when he turns he immediately see me, so again that's impossible. There was possibility to block his path with vrates, but there isn't many crates in this mission and this method isn't very reliable and is tedious. At the end I was defeated. Just before going to sleep I remembered a possible method only available in old FMs. Basically if door is locked and I will steal AI's key for it, then save and load AI will stop it's patrol and stand in place. Maybe it's possible. After all this also is an old mission. But this needed to wait until next day.
Next day I tried to do this method. I tried already to steal key during previous day and failed, but maybe if I try harder I will find a way. And I found. First I loaded save with opened door with locked lock, because I want guard to still patrol after stealing his key. For hiding spot I chose small shadow near elevator and near edge of wooden ledge. It's not close enough toguard's end of patrol, but I was safe from his proximity alert. I only needed to worry for 2 guards below. To get to guard I needed to moss f wooden floor between my hiding spot and his end of patrol. I waited for him to turn around and then I walked forward and hold lean forward in this order (opposite order - lean forward and move forward will cancel leaning). After frobbing key back off to shadow and go to shadow near blue chest. Once again I mossed floor leading to door and when guard was near elevator I went to close door and quickly saved and loaded game. I did that slightly before door completely closed, but it still worked - guard stood in place looking towards elevator. Unlock door, enter and lock it behind you, then loot this place and drop to 1st floor. I was worrying a bit that I will not manage to leave warehouse through front entrance, because it's well lighten and in front of hyper sensitive guard, though it's on 1st floor, but he didn't see me even though I saw his head. Alternative would be to go through docks orunlock door to restart guard's patrol route.
The only thing I needed to do was acrobatics to get back to Custom House. It was easier this time, because Hammerites were walking together. So finishing this mission now was easy. And then I read Vanguard's report to check his solution only to find out he just KO-ed guard and forgot to mention that as cause of failure.
STATS:
Time: 1:15:01; Loot: 3295/3720
Pockets Picked: 4/5; Locks Picked: 19
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 19/11/2023 at 22:13
FISHMONGER
Vanguard failed this mission, because:
- Spider closest to gate in mine-like room in caverns (between the lava and the underground igloos) is set onto alert by a positional trigger having nothing to do with Garret's ability to affect anything (sight, sound, touch).
- Golem spots you taking the scepter. The room dims and brightens but doesn't get dim enough for you to snatch the scepter without being seen. You have to close to the scepter before it illuminates, so you get lit and the Golem sees you.
- The red spider is setup to alert when you are on the floor halfway in its room even when you are completely hidden at the base of the building on which it is atop. You cannot get to the next cavern without the spider alerting - although you're never seen.
FIRST RUN
This mission is tough. Hammerites in temple are sensitive, especially Hammerite walking around whole 1st floor. At the beginning it's easy - just get key for Fishmonger. 1st floor isn't very hard. To get to spider room on 2nd floor go to garden, open door under balcony, mantle on it and then on balcony. 2nd floor has corridor patroller and dining room patroller. The problem is guy from dining room. Near door he can randomly turn around and that's really annoying and if he see church door open he may stop his patrol. No alert, but I can't return to dining room and I can't hide from other patroller in chuch, so it's impossible for me to use other entrance to church to get out. And I need to press switch from there.
Also in this mission I skip 2 objectives: investigate mine and destroy gate with holy water. Both objective leads to area with craymen fighting friendly thieves, but to enter this arena you must throw rock in order to destroy gate. There is no other way and that's damage property. Vanguard didn't listed this as cause of failure probably because it doesn't lead to alerting anyone.
Before leaving Fishmonger take basketball to you on street and open front door to temple. Throw basketball through window and listen if it alerted anyone. It's possible that most sensitive Hammerite walking around this floor may 2nd alert to that, so wait for him to get away. You can't enter from here. You must use corridors and that's a lot of waiting. Also you need 1 mine in this mission, so if you didn't buy there is 1 mine in chest on path to basement. Avoid patrollers and go to mine. Here I realized that I forgot to kill golem. I will deal with him later.
Time for problem #1. Douse 2 torches and put basketball on 1st spider, then back off to entrance, because spider will be moved in your direction. One push was enough for me to go along right wall to 2nd spider and dodge it from right side. After looting this area go left and more left to ruins. Here is fire talisman. For red pider go along left wall to dodge him. There is urn on roof, so mantle to it, take it and quickly drop down. Near gate that I avoid to destroy is urn. You can take it by leaning forward and turning towards it behind corner. Time to return and go left to problem #3.
How to deal with red spider? Just nudge it to right tunnel. Go to barrel and mantle on roof near wall to take 2 goblets. Then go to hole in roof and douse 4 torches and take urn. Don't open door. You found Sam, now you need to avenge him. In my test run I didn't find any way to destroy them in one hit and I'm guessing that Vanguard excused alert from them as killing them is objective. In my ghost run however I noticed that near pedestal with Sam is perfect shadow, so I went close to it and back off a little, so zombies will block on me, then to get out from in front of them lean towards pedestal and sloly turn right, so zombies will walk over you. Now that they are gathered in one group I can throw mine, so middle zombie will activate it and all zombies will die in one hit. This also damages Sam, he wakes up and immediately freeze. But objective strongly suggests that Sam is dead, so I'm going to excuse this situation.
At this point I was happy. I figured out every problem from Vanguard's list and more. Now I just need to return to starting point the way I came and kill golem, which is very easy. I was happy too early, because entrance to mine is blocked with 2 boulders. The only other way is to shoot fire arrow to destroy big crate to open path to well where mission ends. But that's damage property and nudged red spider hears it (ghost bust #1).
Problem #2 is about golem. I have no idea why Vanguard went after scepter instead of killing golem, but even though he looks like bunch of rocks on ground he still can be killed with 1 holy water arrow. That was easy. I took loot and mission ended.
STATS:
Time: 0:38:36; Loot: 1430/1530
Locks Picked: 3
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 58; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 3
GHOST: FAILED
SECOND RUN
My previous run ended in golem's room even though esape area is in well. This led me to do quick run to check if it's possible to end mission without destroying big crate if I visit well at the start of mission. It failed plus escape objective didn't work. Just like in Vanguard's report something broke. I decided to do 2nd ghost run anyway. This time I killed golem early. I also noticed that it's possible to avoid triggering boulders by mantling to left side and going along left wall. This allowed me to return to starting point, though I had bad encounter with very sensitive Hammerite from temple who would see me trying to get out from basement and no matter how fast I would hide behind wall he would always go into search mode. So he screwed my quicksave and last save was from before nudging red spider. So I repeated again killing zombies and went outside through mine. This time I did hard save before getting out of basement. I returned to street and mission didn't end. So i was forced to use cheat to skip mission.
STATS:
Time: 0:37:05; Loot: 1430/1530
Locks Picked: 4
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 61; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 3
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
After this run I had another thought. In my 1st run I finished mission by killing golem and then taking loot. So I was wondering what will happen if I complete all objectives and then take loot. Will the mission end. I loaded my save from after nudging red spider, skipped 2 goblets on roof and killed 3 zombies. Then I grabbed 2 goblets and mission ended properly.
STATS:
Time: 0:30:25; Loot: 1430/1530
Locks Picked: 4
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 53; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 3
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE