klatremus on 20/11/2023 at 01:46
Thanks for all these reports, Galaer. It's crazy how many of the old ones missions that were reported as failures that can be ghosted after all. Though I noticed at least 1 or 2 of them were only ghostable due to newmantle. Thank you for including that information. I wondered if we should mark those that can only be ghosted in NewDark with a symbol, but I think that will be too much work. Writing it in the report should be enough.
Galaer on 20/11/2023 at 06:46
You said it's only 1 or 2 instances, but I think it could be the case of 4 missions. Awakening was pretty flat and didn't require any mantling. Like in Fishmonger I needed to mantle on roof with red spider and it could be possible only with new mantle. Checking every mission if it's possible with old mantle would be too long as I prefer playing with new mantle, so just take into account that most of the old missions I report is possible only thanks to new mantle.
Galaer on 21/11/2023 at 21:09
I played Widow's Ire (2 mission campaign) today and I spotted some differences that make supreme ghost runs harder, klatremus. I wonder if you would be interested in playing this version. I think I will skip them, but if you are interested I will list some major differences.
MISSION 1 - VALLEY OF THE BURNED
Before I start with major differences a note about your video report of this mission. You mentioned that moving statues can't hurt you. In my casual run one of them crushed me and killed me, so I think it's a matter of being right in front of them rather than more to the side. Also for guard riding elevator and stops there - just save and load, after archer push elevator switch again, guard will continue his path. Though once I managed to see guard immediately continue path after ride.
So now differences. In the whole campaign there is no conversations, so first guard is just patroller. No archer operating elevator, so you should shoot elevator switches to get up. Luckily I found 2 other ways up there. Entrance to gardens is much harder, though it's possible without supreme busts, but you have choice of cistern or narrow cave with light mushrooms and burrick looking at you. Garden is the most different area out of every areas in this campaign. The rest of the mission is similar, though there are some small differences. The most interesting are 2 golden bones that you couldn't take before they count as loot, though one of them hurt you. Also no fast zombies. Lastly there is no Keep key objective, but on the other side is tight loot objective.
MISSION 2 - WIDOW'S IRE
Again note about your video report. No idea if you not noticed or forgot about it, but in starting courtyard there are 2 AI mushrooms in it's SE part near plants. You can recognize them, because they are darker than other mushrooms and you can bump into them. Also stone bridge in this area is operetable by gate lever.
And now differences: mostly small things, but windows to mansion are too narrow to go through them. In basement if you open guard room guard will run to 1st floor guard post alerting everyone on his path instead of running to bathroom. In ruins instead of staircase you must rope up on small wooden ledges. I didn't notice any fight between archer and spider. And just before Widow's Ire you can see starting area from previous mission down below (one with elevator and waterfall). You can actually see this bridge you walk in mission 1 too if you look up. There is no way to go to ice slope without some nudging, because second guard is on right side of lady. Also no idea if nudging will succeed here.AI mushrooms are still in this mission, so it's not possible to ghost it. Also loot objective is the same, but there is less loot available.
WheretIB on 22/11/2023 at 19:05
Game: Thief
FM: The Scholar's Hand
Ghost - Success
Perfect Thief - Possible
Supreme Ghost - Success
Perfect Supreme - Possible
Time - 1:41:48
Loot - 5095/5220 (125 skipped)
Pockets Picked - 1/3
Secrets - 0/0
Locks Picked - 2
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Innocents Killed: 0, Other Kills - 0Video of the playthrough available on YouTube (
https://www.youtube.com/watch?v=-3Seq4ytq1A) here.
Comments:I skipped Perfect Supreme in this mission because that requires being seen by a friendly NPC.
While that's not against the rules of supreme, I wanted to keep the spirit of 'nobody knew you were around'.
I put the part of getting it separately at the end of the video.
As an extra challenge, my playthrough is completed with only a small amount of saves (12).
This was also used to raise the difficulty of the mission as it is a simpler one to supreme.
I think that Iron Man Ghost playthrough is very achievable, but there are enough randomly rotating enemies and randomly wandering zombies to make it nearly impossible for supreme (and a few AI glitches).
Inn is a hard area as you come up close to two rotating guards.
After that you have a break with an easy area before the church. Church has a very tricky outside are with many zombie priests that are at unknown points in their routes.
Then we move to a hardest area in the mission - crypt and mine. Seven randomly patrolling zombies and ground made up from gravel will give you a tough time.
After the mine we have the keep. Guards patrolling on top of the walls have very far visibility and it's easy to get spotted down on the ground. Had to move with slowest speed possible.
It's also tricky to time right the moment to go between the towers, the guard on the opposite side can easily spot you. Go slow enough and another guard will return and get you.
While other routes from the ground are possible, I needed a loot item in one of the towers, so might as well take this path.
The 'boss' room in the keep is also tricky, especially getting in without jumping right into the boss face.
After the keep, we have the multi-floor library.
The hardest part here was coming from AI glitches:
- guard on level 1 that comes into the kitchen can get stuck on the doors
- archer on level 3 can get stuck going in circles or get stuck on one of the doors
Circle loop can be unstuck by save-reload, but guards stuck on doors can't be fixed.
And as I learned, guards getting stuck in doors are not happening because of save reload at a wrong time.
Still, I really enjoyed going through as many levels as possible in one go.
After the library, you just have to escape through the open area with no enemies.
klatremus on 8/12/2023 at 01:01
Game:
The Dark ModFM:
Seeking Lady LeicesterGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
FailedTime - 3:06:00
Times saved - 307
Times loaded - 130
Damage Dealt: 0 Damage Received: 0
Health Restored - 0
Pockets Picked - 4 out of 4
Loot Acquired - 9109/9109 (Supreme: 8159)
Killed by the Player - 0
KOed by the Player - 0
Bodies found by AI - 0
Alerts - 0 Suspicious, 0 Searches, 0 Sightings
Stealth Score - 0
Consumables - None
See the entire report with screenshots (
https://www.klatremus.org/TDM_SeekingLadyLeicester.htm) here!
Loot list (
https://www.klatremus.org/TDM_SeekingLadyLeicester_L.htm) here!
YouTube let's play (
https://youtu.be/FK9UVXG9Pw0) here!
Comments:As soon as I saw WellingtonCrab’s stamp on this, I didn’t hesitate for a second. It was created by Grayman, but due to his recent passing, it was finished and release by a small group of other authors as a tribute to his contribution to the dark mod community. It’s a brilliant map that starts out as a normal city/manor mission, but eventually transitions into a mesmerizing and eerie, mystical journey. This is not one to skip, guys.
I had to sneak into the Leicester manor and find out what had happened to Lady Kamila and, if possible, locate her whereabouts. I also had to steal 2,500 in loot and find my way back to 21 Dockside.
CityThe streets outside the manor only brought a few minor issues. The first one was obtaining a dagger from a killed guard in the canal to the north (first image below). Water splashing sounds carry a lot farther in the Dark Mod than it ever did in Thief, so I had to find a way of lowering myself into the water quietly. Conveniently, a crate was located just east of here, and it could be placed in the water with no sound (second image below). Stepping onto the crate made it sink slowly and take me with it, avoiding any noise whatsoever.
Inline Image:
https://www.klatremus.org/TDM_SeekingLadyLeceister_files/image001.jpgInline Image:
https://www.klatremus.org/TDM_SeekingLadyLeceister_files/image002.jpgFurther southwest, another piece of loot was difficult to obtain; a coin in a nest on a canal divider (image below). The tough part was getting to this ledge without triggering any suspicions. Emerging from the southern building, I needed to mantle onto the top beam of the nearby roof. Landing on the tiles just made me slide down to the streets, so I had to make a quiet mantle. This was difficult to do without said alerts. I realized that if you push the creep button mid-air, the mantle becomes quieter. This helped me get to the rooftop successfully. Problem was, this area was brightly lit from a nearby floodlight, so I quickly jumped onto the next planter box further west. From here the ledge could be reached easily. Dropping back down wasn’t nearly that tough; I just utilized the various ledged on the west side of the slanted roof. During my video recording, I realized the red banners on the wall here could be climbed. I wish I had known that a bit earlier…
Inline Image:
https://www.klatremus.org/TDM_SeekingLadyLeceister_files/image003.jpgI used the first floor entrance from the western guard tower to enter Leicester’s manor. First, it was unlocked, thus eliminating the need to pick a lock unnecessarily. Second, it was easily accessible from the City Watch Precinct’s main floor. Inside the manor, the only issue was obtaining the coins from the basement gamblers unseen (image above). I had to keep leaning forward through the entire move, as this kept me darker. Not sure how the engine calculates that exactly, as leaning forward technically meant I was closer to the candle on the table. But hey, I’m not complaining.
Inline Image:
https://www.klatremus.org/TDM_SeekingLadyLeceister_files/image004.jpgWorldspringThe biggest problem in the netherworld was illuminating loot. A total of eight items had to be skipped this way. Several of these were glowing emeralds (image below). Two of these emeralds also released valuable stone rods when taken, thus forcing a few more skips for Supreme. The total value of these items were 950.
Inline Image:
https://www.klatremus.org/TDM_SeekingLadyLeceister_files/image005.jpgI could access the bookstore in town using the equivalent tower in this world. The problem was getting to the top floor in order to use the astralux teleporter. I found a way to mantle the lamp outside the ground floor entrance, then furthermore up to the broken wall on the third floor (image below). This eliminated the need to pick the front door to the bookstore back in the city, which to me is a big deal when it can’t be relocked. I ended up feeding the well and releasing Leicester’s soul. These might be looked at as unnecessary pickups, but the bonus objective prevailed in my book. I had to avoid any of the ghosts on my way back, as they would die if I got too close.
Inline Image:
https://www.klatremus.org/TDM_SeekingLadyLeceister_files/image006.jpgI absolutely loved the mysterious vibe of this precursor world. I have so many questions that I almost don’t dare to ask. This place is up there along with the sanctuary in Into the Odd as one of the most atmospheric and immersive locations in fan mission history.
City AgainBack in the city, the final problem was looting the gallery. I had saved this for last because the tenants alert to the loot missing in several of the glass cases (image below). I managed to get all the loot and lock it back up and leave before anybody went in there. I figured that was good enough. I bolted immediately after this.
Inline Image:
https://www.klatremus.org/TDM_SeekingLadyLeceister_files/image007.jpgBefore ending the mission I had to put my own key on the table before I lost control. Silly, I know. I couldn’t return the gallery key, the teller’s key, or the deposit box key for Supreme. They were stuck to my inventory. The last two strictly speaking aren’t necessary, but otherwise I wouldn’t have known the vault combination and it broke immersion too much for me to reload.
Notes:- Skipped 8 pieces of loot worth 950 in the netherworld for Supreme. They all were light sources or items protected by such loot.
muzboz on 10/12/2023 at 01:39
Thanks for playing!
I loved reading your description of your experiences playing through my mission. :D
Ahhh, the game that keeps on giving.
Hope you're doing great.
Murray
(
https://www.muzboz.com/) MUZBOZ Games
Quote Posted by Galaer
LADY LOMAT'S FLUTEThis is short mansion mission based on Lord Lomat's Flute FM. There is a very high loot requirement to achieve, but on the other hand whole loot is only inside house. And this is a small house.
For me first guard was the hardest to ghost. You need to sneak to left wall and wait for him to turn. Then walk to generator, wait for him to turn and go into shadow behind him. Guard has 6 rope arrows and you don't need them. Open gate, time it with guard on the other side and enter. Go right, jump into water and climb ladder on the other side. Wait for patroller. He has Guard's key you need. Back door are the hardest to enter. The easiest is side door. I used front door though.
Mansion has some tricky loot. There is coin on window with wooden shutters, bag of spices in storage. Then you open first left door on second floor. Inside is Flute on wardrobe, There is Master key on cupboard together with ring. Fun fact: there is another Master key on red lady, but only after you KO her. Of course I'm gonna avoid that.
In Master's Office are 2 coins behind armchair. In Master's Bedroom is coin stack under bed and ring behind wardrobe. Then return to red lady room. Lock door and block them. You need to return Master key, but putting it back on cupboard or on floor wakes Lady Lomat. So instead I put it on her bed and left.
Then I went to Attic. I stood on balcony, then mantled on metal rod sticked to the wall on the left. From there I jumped to wooden beam and then jumped to Attic. Inside are last 2 pieces of loot. To return I ran+mantled on wooden beam and then I just jumped into water. I climbed the ladder and put Guard's key on the end of the guard's patrol.
Then returned to water and swam right to the ladder on the other side. Then along wall to bridge and right to gate. Behind of the gate is end of the mission. Don't forget to close it behind you.
STATS:
Time: 19 min 10 s; Loot: 1905/1905
Pockets Picked: 2/5; Locks Picked: 2
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
SUPREME GHOST: SUCCESS
PERFECT SUPREME: SUCCESS
Galaer on 10/12/2023 at 15:52
THE GAUNTLET
Vanguard failed this mission, because:
- An enforced bellyflop splash noise into the lava "water" past the stone hopping fire bomb trial alerts the haunt past the drawgate.
I thought I will be forced to use mantle cancel to drop into lava, but no. You can shoot rope arrow into left corner of wooden ceiling and get into lava and out that way I had problem with zombie near lever. Unlike Vanguard I was unable to nudge zombie, I didn't even knew it's possible to do it. Luckily you can lean forward and frob lever from sarcophagus without 2nd alerting zombie. Unfortunately I needed to skip all loot from this room (150 loot).
STATS:
Time: 0:12:33; Loot: 715/965
Locks Picked: 1
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. Loot from zombie room (150) must be skipped.
Galaer on 10/12/2023 at 15:54
THE IMMORAL IMMORTAL
Vanguard failed this mission, because:
- Killing the burrick (an objective) makes it wail which alerts the bowman in the same small cave.
To enter room with burrick wait in well lighten corridor until you will see burrick and descend until you will see torch. Douse it and return up. Wait to see burrick and then strafe run along right wall into shadow. Now you need to nudge archer into light in corridor. The problem is that shadow is pitch black, so when nudging archer from right side, which is the most effective) you will have problem to see archer. So you need to nudge him near lighted area near burrick's path. When you get to corridor - it's well lighten and burrick has short patrol route, so you have time to nudge archer during one pose and it can only couple seconds before you need to run back into shadow. This nudge took me 30 min. Once it's done you can KO burrick, which kills it, because it has only 1 HP. Unfortunately archer blocks your way from room, so you need to nudge him to left corner near door (10 min) and then open door, so it will go through middle of his head. This way you can return to corridor without nudging archer past door.
STATS:
Time: 0:53:01; Loot: 1135/1622
Locks Picked: 0
Back Stabs: 0; Knock Outs: 1
Damage Dealt: 1; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 1
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
Galaer on 10/12/2023 at 15:56
OBLIVION
Vanguard gave up in this mission, because:
- The first trial that I got into was for trial #4. This requires you to drop down a hole but this incurs damage. You have to press the 4 buttons in that room to open another grate to drop down another hole and that also incurs damage. This busts the ghost.
- The author does not freeze the splatballs shooting across this room when you get away from it. The splatballs keeps running for the rest of the mission and make the gameplay overly jerky so you might want to do this trial last.
- Because of the inability to create sufficient shadows (not enough water arrows) and the jerkiness from trial #4 constantly running (I played it first since it became available first), I gave up on ghosting. In normal play style, the mission is fun albeit jerky
This mission is really broken. That broken that I thought that dml fix doesn't work, but it actually only makes mission possible to complete. In other words it allows me to enter Trial #3, it fixes objectives (Vanguard mentioned not working torc objective) and also allows invasion to happen. Still it has a lot of bugs. For example I occasionally can't shoot arrows (they freeze in air). It helps to save and load game. There is also many others that I will mention in this report.
HAMMERITE TEMPLE - SECOND FLOOR
1st cave is easy - just wait for spider to descend into water and drown. I also go to 2nd cave to see 2 spiders on the west to drown. Unfortunately 2 spiders (on west and east don't drop into water). Go into 1st cave and use underwater passage to go Hammerite Temple. Here is nugget near deaf spider and Hammerites conversation. One of Hammerites walks in this corridor, goes to storage and kitchen. The other will go to stairs above foyer. But you can save and load game for him to stop here. Since I forgot diamond from underwater tunnel I went for it. Meanwhile this Hammerite moved to kitchen and he's turning there. Also once you leave well room green spider spawns there and looks towards entrance. Go to storage for Peters key.
You need to enter kitchen. Here is couple problems: turning guard, Hammerite, walking novice and priest patrolling kitchen, another storage and dining room. You aren't safe in shadow near kitchen if patroller will leave it, so you need to hide in corridor leading to well. You can also hear that priest is going into 2nd alert. Because of that he's more sensitive. He has kitchen key that I want to get. His alert happens when he goes to storage and door hits barrel. So in order to ghost kitchen patrolling Hammerite must be in storage, priest should be in dining room, novice near sink and turning Hammerite (who I can also grab like unconscious body and I can put him only with "drop" button) must be looking left. Go to storage and leave door open, so priest will eventually calm down. Climb into corner behind door, so you will manage to steal kitchen key when priest will turn around. When priest will go to kitchen, go to dining room.
Now you need to sneak to shadow under pillar in foyer. Vanguard said there is no water arrows in this mission. He was wrong, there is 4 here in pool. The problem is this area is really well populated. 3 patroller go via stairs to 2nd floor and visit front door. There is also 2 or 3 patrollers walking through trials area. One of them stop near pool and after 15 second turns towards pillars and then after 30 seconds he continues his patrol. It's really hard to get these water arrows. Go behind patrollers to 2nd floor.
Use door in wall to mantle into corridor. Here are 3 patrollers visiting this corridor and also patrolling corridor leading to kitchen, Shadow is only safe from Hammerites walking from other corridor, but it's not safe after they return. If it's single guard you can dodge him by emerging from corner before he turns. If it's 2 patrollers you are screwed, so you need to picklock quickly door. Alternative is returning on stairs and going to 3rd floor, which is small and nobody goes there. In room is switch behind banner and purple box on bookshelf. Picklock also 2nd door for switch in fireplace and speed potion in chest. Metal door requires Abbot key. Go to corridor leading to kitchen.
First of all, I'm going to skip 2 rooms with loot. One has sleeping Hammerite who actually look towards chest, so I'm forced to douse 2 torches and I don't know if I will need water arrows somewhere alse. Another room blonged to Peter. Going there will spawn new patrolling hammerite. Here it's worth to mention something about newly spawned enemies - they are non solid until they will see you and try attacking you. I don't want extra 4th patroller in this corridor. Room with sleeping merchant has chest and there close to kitchen has chest and vase partially in cupboard. Time to go to stairs and looks like turning Hammrite from kitchen moved here, so you wall doors to get to west corridors.
2 corridors have 3 patrolling Hammerites, one enters bathroom, which will be important much later. Left corridor has room with goblet. Also there is room with healing potion in chest. However going there spawns new patroller. For whatever reason going fast into room will Hammerite to spot you, but if you walk backwards into room he will just walk like nothing happened. Weird. Then near bathroom is chest, nugget and switch behind skull. Right corridor has room with bottle and room with lying priest with Abbot key.
Time to visit Abbot. Closely after entering room priest will walk into his bedroom, turn right and then turn towards desk. You can hide from him on top of door, but you can get to purple box with Trial #4 key without getting spotted. Dousing torch and candlestick doesn't crate good enough shadow and you can't nudge priest, because he's non solid. Luckily there is bug that if AI has no key to door and door is locked, AI will stand in place instead of walking. So lock door behind you and take key and goblet. Then unlock door and leave it unlocked, strafe run to chest and then to armchair behind priest. Save and load and priest after some time will move into bedroom. Lock him there. Time to go to lower levels through foyer. I went via east stairs, but it's better to go through west.
LOWER LEVELS
Ignore trials area and go down. This floor isn't patrolled, Hammerites only use stairs to get to lowest floor, 2 patrollers are near shrine and there are 2 turning guards. Go behind one of them and nudge him forward, so you manage to sneak into shadow. Go into tortuare area. Close door and you are safe. On left skeleton is ring, but due to burrick in cell you must be quick to obtain it and return behind oven. Then strafe run to gate. Burrick can see you, but if you are fast it will not. Go up and use 3rd lever. Go to prison and strafe run to shadow, then crouch and move to opposite cells to get Trial #3 key. Time to return to stairs. Only west door to library is open, so I need to go via lowest level to it. Library has priest with Trial #2 key and candlestick. Then you need to go to trials area and open 3 gates while avoiding patroller and turning guard.
Trial #2 has mving planks with weird hit boxes. I was waling to the other side of pit when something invisible stopped me and then pushed me to the pit. After pit is chest and you need to return to trails area. Trial #3 is also easy. Just lean for skulls without activating trap and place them on pedestal (one of them needs 2 skulls). Take speed potion and move to trials area. Here is 2nd turning guard, so I need to time him too.
Trial #4 is the hardest. Fall requires mantle cancel to not get hurt. Then is marble floor and fairly well lighten room except NW corner where is good shadow. In corners are switches. They activate magic missile traps and also summons non solid ratmen in opposite corners. Activate 4 switches and grate opens and non solid green spider shows. All enemies face south an there is no way to sneak to hole without being spotted. NE and SW switches only shoot 1-2 magic missiles and stop, other 2 switches never stop traps. And these traps alert ratmen.
So I start from SW switch and then do NE switch and press NW switch, which alerts SW ratman who to my surprise walks into solid wall and vanish (ghost bust #1). So now I need to shoot water arrow into SE switch (I wasted 3 extra water arrows for this task). This alerts other 3 ratmen and newly spawned spider (ghost bust #2). I want 3 ratmen to enter walls and vanish. Spider can't vanish. It calmed down a bit, but I failed to go into hole. I waited a bit and noticed that trpas alerted it again, so it went south towards souce of noise. Because of that it doesn't noticing me near hole (yellow gem). Now I need to drop 2 speed potion and drop on them (healing potions are non solid in this mission). I busted ghost, but at least beated without being seen or heard. Go to shrine.
Pressure tiles on stairs will lock you in shrine, so just jump over them. In spider room is torc. Go down. If you go too close to throne new undead will spawn and 2 of them will attack you. Luckily you can barely lean to scepter without triggering this trap. You can't go to catacombs, because zombie is looking towards entrance. There is no loot there, only zombies protecting switches. From readable I get they supposed to open some doors, but I didn't see any doors here. Unless it's talking about walls triggered by pressure tile on stairs I jumped over. Also to ghost zombies you need a lot of water arrows and I only have 4. Even with 7 would be hard. Anyway go to 1st floor. Here I decided to go for 2 loot rooms, which means 2 more water used and new patroller.
ESCAPE
Here I have choice: go to exit now or bless scepter and then exit. I decided to do exit now and go to kitchen. No turning Hammerite, but I need to douse torch near well room to slowly sneak past green spider. The rest is easy.
STATS:
Time: 1:29:22; Loot: 1172/1172
Pockets Picked: 2/2; Locks Picked: 16
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
GHOST: IMPOSSIBLE
So now I decided to try to bless scepter and then escape. No idea if 2 water arrows will be enough. I loaded save from after getting final piece of loot. The safest way to lower levels is still through kitchen and dining room, so I go there and use stairs to go to lowest floor to grotto. After blessing invasion happens. I can only go west and I want to go west. In this run there 2 2 dead ratmen in trials area. This is probably the reason why I have Body Discovery stats - ratmen probably died due buring fire in the middle of area. I quickly hid bodies, but patrolling ratman probably saw bodies.
Also there is way less patrollers. There is still one patrolling Hammerite, I guess author forgot about him. As for reason to use west stairs is because I need to escape via bathroom, but in front of front gate is Trickster with long range of view. You can't sneak to west stairs from east and on top of stairs is very annoying turning ratman. You aren't safe on 3rd floor - there is red spider looking at stairs. You also can't sneak to kitchen through dining room, because of 2 ratman standing on both sides of table and corridor to kitchen has stationary ratman in front of Peter's room, another in front of kitchen door and bugbeast standing in front of door leading to corridor with well. That's too many torches to douse.
You need to go tobathroom via west stairs. You are safe in wall doorway. Go left behind ratman, watch turning ratman and then strafe run to left corridor's shadow. Wait for patroller to go to right corridor and go to bathroom. Grate is open and leads to 2nd cave and that's out last obstacle. Go along west wall, then into water to get in front of SW spider. Slowly sneak to passage and when you are close to it strafe run into it. SE east spider shouldn't spot you. Then go to exit.
STATS:
Time: 1:39:02; Loot: 1172/1172
Pockets Picked: 2/2; Locks Picked: 16
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Bodies Discovered by Enemies: 1
GHOST: IMPOSSIBLE
Galaer on 10/12/2023 at 15:59
THE NIGHT FALCON
7 mission campaign reported by Nebs. In his report he mentions that he failed ghost in 3 missions: Hammerite Monastery, Mysterious Tower and Brotherhood of Falcon. No idea how many busts he made and what they were. He only put total campaign stats. Because of that I'm going to rport the whole campaign. Also I play older version, because newest version (from 2021) lowers sensitivity of enemies. They don't alert to opening doors and sleeping AIs don't wake up to sound of picklocking.
MISSION 1 - A SHOPPING WALK
Very easy mission. Lots of shadow. I skip 560 loot from crypt, because getting key to crypt is impossible without using invisibility potion. But first you need to open door and that's also hard. In room are 2 Hammerites close to each other and one of them 1st alert to opening door and afterwards 2nd Hammerite goes into search mode. So I need to somehow 1st alert them in other way. And I found a way. Hug door, crouch, lean towards door and jump. This way Hammerites will barely hear jump and 1st alert. This will allow you to open door, but it's too well lighten inside and Hammerites always 2nd alert to dousing torch. You can't use tricky jump, because door is open, so the only way is to use invisibility potion.
STATS:
Time: 0:44:04; Loot: 7404/8809
Pockets Picked: 8/11; Locks Picked: 14
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: CHEMICALLY POSSIBLE
MISSION 2 - LORD WELLHOFER
There is lots of patrollers in mansion, but the hardest part is getting loot from armory. Key to is is in training room and training guards make a lot of noise, which alerts 2 guards: stationary guard in corridor and stationary prison guard from guard post. Prison guard need to be nudged to corridor with cells and corridor guard must be nudged to generator room. Now you can open door. Armory key is inside chest between training guards. I was forced to douse 3 torches and then run to chest and then to door. After couple of tries I succeeded.
STATS:
Time: 1:13:14; Loot: 7878/8915
Pockets Picked: 8/8; Locks Picked: 2
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: POSSIBLE
MISSION 3 - THE HAMMERITE MONASTERY
Lots of patrollers, very little shadow. In crypt is first instance where alert to picking locks is problematic - vampires can hear it from far away and 2nd alert to it. In shop buy all 5 potions and around 6 flares. Potions will be used to close city gate and get through it. As for flares you will need for King Gerhard's Stone. You are at the top of blood waterfall. Below is stone island with stone. It's surrounded by blood lake. There are 2 vampire bats in blood stuck on island. On e of bats got unstuck after I doused stone and started flying above island. Jumping into water alerts bats. Jumping on island is too loud and hurts. You can't do strafe jump after drinking speed potion to the other side of lake. Moss when split falls inot blood and makes a lot of noise. I found out that you can strafe run and drop on edge of island silently and without getting hurt, but you must hold all the time "run forward" and "strafe left" buttons until you land. Also bats can spot you, so you need to drink invisibility potion before drop. But that's not all. You also need to quietly descend into blood lake while invisibility potion still works. So after drop you need to grab stone and then drop couple flares into one spot on lake to drop on it. Grab flares to quietly descend into water and swim to the bottom. Then along bottom swim to the end of lake and observe if bats moved from their positions. If not you can congratulate yourself - you succesfully ghosted this hard situation.
STATS:
Time: 0:54:45; Loot: 7549/8514
Pockets Picked: 7/7; 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: 0/0
GHOST: CHEMICAL SUCCESS
PERFECT GHOST: CHEMICALLY POSSIBLE
MISSION 4 - THE CATHEDRAL
The easiest mission so far. Sure cathedral has a lot of marble and I suspect that taking loot from crypt spawns more zombies. But there is really nothing to worry about.
STATS:
Time: 0:27:10; Loot: 6302/6527
Pockets Picked: 2/2; Locks Picked: 7
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: POSSIBLE
MISSION 5 - THE MYSTERIOUS TOWER
Another city mission. It's a bit harder than previous mission, but our sword that makes us darker will help us. There is one very sensitive cop patrolling outside of church. Vampire bats in tower require slow movement with sword equipped. Be careful of dousing torches when patroller is near stationary guard - 1st alert from stationary guard will 2nd alert patroller. Haunts are less sensitive towards picklocking than vampires from mission 3. Frogs in sewers can be only ghosted with invisibility potion. Inside inn it's possible to lean for cop's purse from entrance and for lying bottle from stairs. You can't get loot from shelf without dousing torches and this 2nd alerts drunk cops. Since I already have chemical ghost I decided to drink another invisibility potion.
STATS:
Time: 0:57:35; Loot: 5075/6165
Pockets Picked: 10/11; Locks Picked: 11
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
PERFECT GHOST: CHEMICALLY POSSIBLE
MISSION 6 - CHRISTMAS PRESENTS
Another easy mission. Museum has a lot of marble and 3 patrollers, so there will be a lot of waiting to have chance to loot one room. Other than that you have a lot of water arrows to douse any lamps and torches.
STATS:
Time: 0:46:57; Loot: 6261/6781
Pockets Picked: 7/7; Locks Picked: 13
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: POSSIBLE
MISSION 7 - THE BROTHERHOOD OF THE FALCON
At the beginning of this mission passage further is covered by many wooden planks. You have no rope arrows and no objects to stack to climb up and even if you have I don't think you can go over planks. Gap is too small. You can't go over passage, because it's the end of area. So you are forced to break 3 lower wooden planks, which also alerts burricks (ghost bust #1). The rest of the mission is easy.
STATS:
Time: 0:32:07; Loot: 4102/5101
Pockets Picked: 0/0; Locks Picked: 2
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
TOTAL STATS:
Time: 5:35:55; Loot: 44571/50812
Damage Dealt: 0; Damage Taken: 0