ultravioletu on 7/5/2025 at 20:04
Game:
Thief GoldFM:
Winds of MisfortuneGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
Failed (or perhaps not?)
Time - 1:37:10
Loot - 4582/4582 (Supreme: 4562)
Pockets Picked - 2/3
Locks Picked - 3
Damage dealt - 0, Damage taken - 0
Consumables - none
Lootlist (
https://1drv.ms/x/c/4757427096854658/EWqqQYvhfmdInVZ6ZXA8FmIB5ARYlfFC5V5KDdc_UVYFtQ?e=peIFyg) here.
Nice
skacky and
Prinxellier mission, submission to 1st Speedmapping Jam, with definite 'With the Snow as Sole Witness' vibes attached to it. Or 'Endless Rain' (but without snow/rain :)). Not very difficult (which my playing style appreciates!!), but challenging enough to be enjoyable.
Inline Image:
https://i.imgur.com/fxezD1g.pngInline Image:
https://i.imgur.com/mKByQnh.pngInline Image:
https://i.imgur.com/8dKNI0l.pngThe arguable supreme bust occured while taking a purse located on a ledge, that I could only reach with two crates (stack). The area was patrolled, and I could not replace both crates in one go before the patrolling archer came back. I left one temporarily behind, in his plain sight (he did not comment, though). So the question is whether this sole crate counts as stack and violates rule #7. The formulation is: "
You cannot stack boxes to gain access to an area when your stack is on the patrol path of an AI. If it can be done in a shadowed area off a patrol path or even in direct light where no one is patrolling, that is fine".
Inline Image:
https://i.imgur.com/MRkr5B6.pngNot much to say about the playthrough. Ignored the inn (unpickable safe meant I must come back later anyway), then followed the street up to Dame Harcourt's house, went past it (patience required) and took thieves' highway to stumble, on the N side of the neighbourhood, upon a key stolen by a bird. Continued westward until reaching keeper's place, which conventiently had objective located in a room locked with the bird key!
Westside provided two accesses to Wexler's house, but after finishing it I decided to go back to Madame first, which afterwards led me very conveniently to the third entrance to Wex. Jackpot! Inside, lots of tiled floors, but patrol openings were just enough to negotiate all rooms w/o much headache. Happened to go up first into Wexlar's bedroom, finding thus one necessary key before stumbling upon the room that needed it. Basement offered two useful ways out to streets (and back in, to return the keys). Inn and its basement posed no problems. Creepy patroller was ... creepy, but easy to dodge.
Slightly challenging areas: passage to church (aforementiond purse), front of Madame's house (crouch-shift-strafing in front of the stationary guard, which alerted to the littlest speed bump, so a good opening in the other patrollers' routes had to be found), waiting for the right opening to jump unto that damn chimney, closing
that secret door after keeper spawned, even Wexler's bedroom (get out to balcony and back in in one 'go'). And generally avoiding being spotted by guards while travelling on roofs (they could very well see me if careless).
Some loot was devilishly placed (my blind run was about 500 gold short of max, and accounting for all took quite a while). Easy to miss:
vase behind opened door, statue behind cogwheel, statue in attic, wine on top of shelves, goblet under dumbwaiter, purse in guardhouse, even the supreme-busting purse.
ultravioletu on 11/5/2025 at 13:39
Game:
Thief IIFM:
At Lapstone HouseGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
Success (initially
failed)
Time - 0:48:01
Loot - 2682/2682
Pockets Picked - 4/9 (3/9 without the triggered 'evidence' objective)
Locks Picked - 4
Secrets found - 4/4
Damage dealt - 0, Damage taken - 0 etc.
Consumables - 2 fire arrows to lit torches for unlocking a secret, 2 water arrows to douse them (allowed - and required - for Supreme)
Lootlist (
https://1drv.ms/x/c/4757427096854658/EUZwFtZrclVCn9vfDnc9yAUBsejDsvX8z87rLm2XhCeIXw?e=cgO7jm) here.
Excellent mission from Random Taffer! Again, perhaps on the lighter / easier side (which suits me very well - I could blind ghost it w/o headaches), but enjoyable nonetheless. I liked the nod towards Markham's Isle ;)
The (free, thus allowed for Supreme) contract provides optional objectives for loot items which I intend to take anyway. Also, worth mentioning: skipping the 'evidences' objective by not taking the items reduces the amount of necessary pickpockets.
Outside, barracks and warehouse were routine. Warehouse key is useless (wakes up a sleeping guard when used) so I did not bother with the pickpocket and used the vent to reach storage. All four manor keys can be ignored too, since Master Willy's key is better (and must be taken anyway, for relocking three locks that cannot be avoided for maximising loot).
Entered the manor via vents, and headed into Master Bedroom, but not before roping down to Theater and cleaning up the E part of the ground floor:
Inline Image:
https://i.imgur.com/FTNG26O.pngIn the bedroom, two pivoting guard could spot me, if careless. Three, if we count the archer patrolling outside, and four if we count Master Willy, who patrols randomly the complete house.
Inline Image:
https://i.imgur.com/mmoDQus.pngThe main objective can be completed immediately (actually, by not reading the contract and not caring about max loot or secret count, the mission can be finished quite fast - the loot requirement can be met by stealing valuables easily accessible, in plain sight). For the "full experience", I needed to pick up Master Willy's key, and the next stop was the office for a further key. In my blind run, wanting to avoid picking the door lock, I sneaked inside when the bedroom guard faced east - no longer needed with Master Willy's key.
From the games room, I took the western vents for a more convenient access to ground floor rooms, and to the hideout with the old key. I went back outside for the hedge maze area, then roped down into the cave after taking with me two fire arrows (from kitchen and gazebo). Had to skip collecting Captain's Sea Map, since it triggers a trap, but the other bonus objective could be taken w/o problems - the plaque behind captain was crucial in figuring out how to reach the secret area.
I went back in, returned old key and dealt with the second upper floor. Used master key to unlock and relock Miriam's room (...same for Lady's bedroom and dice display on first floor). This inner 'garden' ruined my Perfect Supreme efforts: I could not find an opening to reach the loot hidden well behind plants by the left (W) wall. I tried coming from the right. The guard pivoted too often, and a maid did not stay too long at the ends of her patrol through this room:
Inline Image:
https://i.imgur.com/nDjAj6z.png[Update]: by patiently waiting a few rounds for the perfect opening, I managed to grab the coins while the archer kept his back turned. Barely...
Finally, I went back to Master Bedroom to use the safe key and return master key. Grabbed the last pieces of loot, including a "contract" objective, went once more to the office to return the safe key, then headed straight back to the starting area. Supreme success!
ultravioletu on 12/5/2025 at 12:12
Well, I felt challenged by own remark:
Quote Posted by ultravioletu
[...]The main objective can be completed immediately -
actually, by not reading the contract and not caring about max loot or secret count, the mission can be finished quite fast[...]
Actually, it did not turned out
much faster - to meet the loot goal, almost the complete manor had to be visited, after all. Without master key, there were a few tedious detours (plus: I had to get into and out of the office 'the hard way').
Therefore, for some
one-time fun:
FM:
At Lapstone HouseWhacky Ghost -
SuccessTime - 0:31:19
Loot - 1560/2682
Pockets Picked -
0/9
Locks Picked -
0Secrets found - 1/4
Damage dealt - 0, Damage taken - 0 etc.
Consumables - none
"Whacky ghost" is a self-invented supreme ghost who (1) plays it safely, by not risking any pick pocket, under no excuse, and (2) takes too literally the rule "
do not circumvent security systems" by considering locks as security systems too - so not lockpicks at all, nor stealing and using keys, no excuses here either (so, 'strict' application of rules).
Of course, a lot of loot and some secrets had to be skipped. "Perfect" is when all loot obtainable under these constraits is collected.
Under these rules, I reckon that >90% of the missions cannot be completed... many will even fail after one minute or so. As such, I don't expect whacky ghost to become the next "big thing"! :D
klatremus on 30/5/2025 at 15:14
Nice work, uv! My video for Winds of Misfortune is right around the corner. I got the purse you mentioned from atop a stack also, but i managed to put the crates in a perfect shadow very close to the patrol routes. I deemed this ok. It was a tough jump, but repeatable. This rule is tough to interpret and leaves it up to player's discretion sometimes.
klatremus on 8/6/2025 at 19:33
Game:
Thief 1FM:
Winds of MisfortuneGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
SuccessTime - 1:49:49
Loot - 4582/4582
Pockets Picked - 3/3
Locks Picked - 2
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Consumables - None
See the entire report with screenshots (
https://www.klatremus.org/WindsOfMisfortune.htm) here!
Loot list (
https://www.klatremus.org/WindsOfMisfortune_L.htm) here.
YouTube let's play (
https://youtu.be/UbHstlO0TFw) here!
Comments:This is a cool, yet differently constructed city mission, made for the Speedmapping Jam from 2024. A spiraling street layout that slowly takes you higher in elevation. Classic Thief 1 style, but with an interesting, semi-linear progression, which I rather enjoyed this time around. Follow the trail of a break-in gone wrong, and reap the benefits of its aftermath. Highly recommended this.
Mainly, I had to find Wexler’s stolen gemstone. To do that, I had to first find the captured thief in Wexler’s manor. I also had to steal 2,500 in loot along the way. Darla’s free contracts added further objects: Harcourt’s vase collection, the Caerulean Dagger, and Kareidas’ invitation, which I had to destroy. Free readables have been deemed acceptable to get from the loadout screen for Supreme, since they are not purchases, per se.
Early StreetsThe first challenge came in the street east of the bazaar. A purse lay atop some boxes on a plateau. There was no easy way to get up there that I could find without a crate stack. I was able to mantle the lamp to the south, but I couldn’t jump far enough from there. Conveniently, three crates were located in the plaza to the west. I hauled them over and made a stack in the dark alley close by (image below). Supreme prohibits stacks on patrol routes. My stack was very close, but not on it, plus the crates were all dark. The patrollers didn’t detect me if I stood there, so I figured that was ok. The jump was still tough, but doable. Two patrollers used this alley, as far as I could tell. Tricky challenge early on this.
Inline Image:
https://www.klatremus.org/WindsOfMisfortune_files/image002.jpgAnother challenge for Supreme came close to Van Luchmann’s shop. Three coin stacks were located inside a window. I couldn’t get into that building, but had to take the items from the outside chimney. Problem was, it was in view of the guards on Wexler’s bridge. Eliminating a first alert here was very tough. I was not able to jump directly from the balcony to the chimney without being seen. Neither could I get on top of the lamp, which would’ve been another place to take the loot. Instead, I had to make a very small hop from the edge of the balcony fence to the tiny ledge directly outside the window (image below). I had to stay a minimal amount of time in the air before mantling, otherwise the closest guard would alert. Once the mantle mechanic kicks in, the game no longer counts it as movement, and thus nobody will alert at that point. Turning back slightly towards the balcony in the jump seemed to trigger the mantle sooner. Now I could inch over so that the chimney pipe served as hardcover, then I hopped over to it. Got the loot from here and slid down onto the red roof below. Then mantled back onto the first balcony and left. Nice move!
Inline Image:
https://www.klatremus.org/WindsOfMisfortune_files/image004.jpgWexler’sEntered Wexler’s from the southwest, by dropping and mantling one of the trees in the garden. This was a one-way trip. On the third floor was a guard with a purse. Using the door alerted him (or so I assumed), so I had to take it from the stairs. It was tricky to approach him without lighting up, but I found a predictable method. Jumping and mantling the railing directly in front of him could be done without a first alert. Surprising, as I had a yellow light gem through most of the maneuver. I had to end the mantle quite far to the right, so turning right mid-air and mantling close to the turquoise central pillar was key (image below). Inching off the railing, I could stay dark while grabbing his coins. Dropping back down was actually important to do fast, so the light gem didn’t have time to change until I was out of his view. Another nice challenge this.
Inline Image:
https://www.klatremus.org/WindsOfMisfortune_files/image005.jpgDuring my recording for YouTube, I realized this guard doesn’t alert to the door after all, so the entire previous paragraph was nothing but a waste, albeit a nice challenge.
Wexler’s bedroom was also tough. I ascended via the ventilation shaft. Both the northeast and southeast corners were dark, but getting there was tougher. In the end it was mostly a matter of waiting out both the sir and the pup. On top of the dresser was the most convenient spot (image below). Getting the bottle on the balcony was a bit tedious, but again a matter of good timing.
Inline Image:
https://www.klatremus.org/WindsOfMisfortune_files/image007.jpgHeaded down to the basement and then through the streets to the thieves’ hideout to get the Cursed Gem. No issues there. On my way back I returned the thief’s key and the machine room key. The latter I had to put onto the letter on the desk not to alert the dog to hunt mode. There is a small, silent spot in the center of papers that can be utilized to return keys quietly (image below).
Inline Image:
https://www.klatremus.org/WindsOfMisfortune_files/image008.jpgThe final challenge was to get the purse in the guard station outside the front doors without having to pick the lock on the doors. The best way to get there was to drop into a mantle onto the fence from the chain off the second floor balcony (image below). I did this after cleaning Harcourt Estate, which didn’t pose any issues. To get back to the streets, I first dropped onto the ledge outside the fence, furthermore onto the armory sign below, then safely to the cobblestone. Lastly, I returned the key found in a bird’s nest and ended the mission.
Inline Image:
https://www.klatremus.org/WindsOfMisfortune_files/image009.jpg
klatremus on 24/6/2025 at 03:17
Game:
Thief 2FM:
Godbreaker, Mission 1: Slipping AwayGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
SuccessTime - 31:47
Loot - 1862/1862
Pockets Picked - 5/5
Secrets - 1/1
Locks Picked - None
Damage dealt - 0, Damage taken - 0
Consumables - None
See the entire report with screenshots (
https://www.klatremus.org/Godbreaker1.htm) here!
Loot list (
https://www.klatremus.org/Godbreaker1_L.htm) here.
YouTube let's play (
https://youtu.be/CZQnoPKbKFc) here!
Comments:A nicely packed, medium-sized city mission to start off this campaign. It isn’t directly connected to the main plot, but offers a nice introduction to Conall and his escapades. Although the campaign doesn’t really shine until mission 2, this is still a fun romp.
I was being hunted in the streets and my apartment had been seized. Still, I had to break in and retrieve my maps. I also had to pick up 10 pieces of food and 1,500 worth of valuables in the city. Sounded like enough trouble for one night.
A problem I had to deal with early came in the hammerite priest’s apartment. He was supposed to patrol both floors, coming to halts on both levels. Problem was, if I accidentally saved while he was at the end of his patrol upstairs, upon reloading, his route got messed up. Instead of going back downstairs, he went over to his desk and kept bumping into the railing. Then on the next save/reload, he just stopped and remained there for the rest of the mission (image below). This is how I encountered him on my first playthrough, and I have heard multiple other players with same experiences. I could get to the entire map without ever going through this building, but I couldn’t get the two pieces of loot upstairs for Supreme if he was stationed like this. For regular Ghost I could turn off the lights with a water arrow and take them coming through the window. To fix this, I had to hit this building first, without reloads. I could now dodge him upstairs as he turned around and went downstairs. Eventually, however, he would end up in the position shown in the screenshot below.
Inline Image:
https://www.klatremus.org/Godbreaker1_files/image001.jpgFrom this window I could reach Trundle gate and get the items there. However, due to the thief guarding the bridge outside my apartment, I could not move east from here, getting a first alert dropping down to the windows. I thus headed back and instead cleaned my apartment. The thief inside had 4 locations where he stopped and did a scripted search maneuver. The best time for me to move was when he was in the central hallway staring north. Another thief came in from the bridge and stopped in the doorway, but he usually faced away. No issues getting my stash. Remembered to close up the secret entrance afterwards.
Inline Image:
https://www.klatremus.org/Godbreaker1_files/image002.jpgAccessed Lord Frederic’s estate by jumping across from the wooden beams in the southeast. Fortunately, the front door guards were neutral. I couldn’t get to Lord Wimple’s from Frederic’s north window, however. Hopping across the small gap alerted the stationary thief on the bridge (image above), the same thief as earlier preventing my progress from Trundle Gate. Only a first alert, so regular Ghost was fine, but for Supreme I’d have to find a different way in. The north tower was also inaccessible from street level for Supreme, due to the thief at the bottom level. The most reliable way I could find was jumping from the fence post just east of the bridge over to the lamp by Wimple’s garden (image below). It was a tough leap, but definitely repeatable. From here I could access the ledge and furthermore Wimple’s balcony. I was careful of Wimple’s guard, as he didn’t utter any alerts if stationed on said balcony. This was also out of view of the thief on the bridge. The rest of the mission was straight forward.
Inline Image:
https://www.klatremus.org/Godbreaker1_files/image003.jpgNotes:- The street guards occasionally first alerted or gave settling remarks to the thieves in my apartment, and vice versa. Nothing to do with me, so no bust
ultravioletu on 12/8/2025 at 17:10
Game:
Thief 1FM:
IntertheftNot knowing that
galaer had the courage to (
https://www.ttlg.com/forums/showthread.php?t=150710&p=2493307#post2493307) ironman ghost this mission (wow!), I went for my regular "blind supreme", thinking naively that I would be the first... (Edit:
lordhern too (
https://www.ttlg.com/forums/showthread.php?t=151906&p=2491891#post2491891) reported a blind ghost on this one...) No screenshots because I was frustrated by this level (see below).
Ghost -
SuccessPerfect Thief -
FailedSupreme Ghost -
SuccessPerfect Supreme -
FailedTime - 1:18:21
Loot - 6945/6960
Pockets Picked - 4/4
Locks Picked - 6
Backstabs - 0, Knockouts - 0, Damage dealt - 0, Damage taken - 0, Consumables - None
Loot list (
https://1drv.ms/x/c/4757427096854658/EXdMcMqwkEVLoI-q0_oBBbwBxBuffDSgpuif1MuIN6v54g) here.
It drove me crazy that I could not find the last 15gp, I used up all previous hard saves to scour the level. No luck. I initially gave up completely, but next day, with a less-then-hot head I reloaded the last hard save, returned the keys and completed the Supreme run.
Quite interesting take on Thieves' Guild, alternating - as galaer also mentioned - easy areas with very tightly packed ones.
Some lockpicks can be avoided, for added difficulty: 1 = restaurant back door - relocked with restaurant key, it can be bypassed by frobbing the front door while being closed by guard, but it'd be tedious to smuggle the crates needed for getting a loot piece outside / 2 = Thom's office room - left unlocked, it can be easily bypassed by using the stairs to access the casino / 3 = basement room at Reubens - left unlocked, it can be bypassed by reaching Reuben's coming from Thom's house, but this approach triggers a conversation, which releases an extra guard with a very short patrol, which increases difficulty of looting the living room). The other three lockpicks were needed to get loot.
LE: silly me, both lockpicks in Overlord Fancy can be easily avoided:
1 = backdoor can be unlocked too with the Restaurant Key, which can be obtained by entering via upper floor window (and the restauraunt key MUST be taken & used for Supreme, to lock another door, which was picked for loot); 2 = the casino can be accessed, admitedly convoluted, via two secret passages, one of which I found afterwards based on a semi-spoiler from another thread (taking - and returning - the Casino Key is therefore no longer needed). I tried this, and it works. The flip-side: entering via backdoor givestime to loot the ground floor calmly, w/o Sutton, still involved in conversation. With the rogue inside, with his tight patrol, it is more difficult...
Avoiding third lockpick is a bit more difficult to me, probably not impossible, but a lot of waiting (and possibly some save-scumming) is required.
(still no trace of the missing 15gp, and I really do not want to draw my BJ... could it be out-of-reach? it wouldn't be the first...)
ultravioletu on 17/8/2025 at 18:02
Loot mystery solved, the following DML file places a gold coin stack, worth 15, back where it belongs (original X-position mistyped by one unit, ending up in the wall).
Code:
DML1
ObjProp 2396 "Position" { "Location" -75.30, -153.06, 14.21 }
I restarted the mission, avoided the unnecessary lockpicks (Reuben's was indeed more difficult, but not by much, knowing now the guards' patrolling patterns) and thus:
Game:
Thief 1FM:
IntertheftGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
SuccessTime - 1:06:52
Loot - 6960/6960
Pockets Picked - 4/4
Locks Picked - 3
Backstabs - 0, Knockouts - 0, Damage dealt - 0, Damage taken - 0, Consumables - None
(
https://1drv.ms/x/c/4757427096854658/EXdMcMqwkEVLoI-q0_oBBbwBxBuffDSgpuif1MuIN6v54g) Lootlist was updated.
klatremus on 20/8/2025 at 20:44
Game:
Thief 2FM:
Godbreaker, Mission 2: Impious PilgrimageGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 2:15:15
Loot - 5230/5230 (Supreme: 5130)
Pockets Picked - 2/2
Secrets - 6/6
Locks Picked - 8
Damage dealt - 0, Damage taken - 0
Consumables - 2 Water Arrows
See the entire report with screenshots (
https://www.klatremus.org/Godbreaker2_.htm) here!
Loot list (
https://www.klatremus.org/Godbreaker2_L.htm) here.
YouTube let's play (
https://www.youtube.com/watch?v=cGWuX1vIWIk) here!
Comments:This is one of those epic missions that I will remember vividly for years to come. A very unique location, lots of characters and story, tons of optional side-quests, and interesting new enemies. Tomb raiding missions can easily become repetitive, but this is a fresh take on an old tale. Well done!
To start with I had to locate the tomb of Sir Eldin and obtain his sword The Godbreaker, in addition to finding 3,000 worth of valuables.
NilbogThis mission was riddled with new enemies, several of which were quite difficult to assess in terms of alert levels. In Nilbog was no less than 3 of them; snakes, bug swarms, and pitcher plants. Snakes were the easiest to deal with, as they gave fairly normal alerts. The bug swarms made no noise, but instead altered their paths and followed me, which I took as a bust. The pitcher plants, however, I didn’t interpret as AI at all. Marbleman argued something similar in his let’s play of this mission. They acted more like gas traps that triggered by proximity. They could be “disabled” with a few broadhead shots. This didn’t actually trigger the trap, as the gas arrow was left behind to be taken, but it did “kill” the plant. Though this didn’t count as a kill in the stat, nor did it count as any damage dealt. Neither was this a case of property damage; I compared it more to the slashing of foliage, which has also been deemed ok for Ghost in the past. The pitcher plants didn’t come into play on more than one occasion in this mission, in the southern part of Nilbog. A plant had to be disabled in order to enter a basement with a piece of loot (image below).
Inline Image:
https://www.klatremus.org/Godbreaker2_files/image001.jpgAnother issue came in the prison. When approaching the pagan prisoner Grimroot, a new optional objective spawned to release him. If completed, this would greatly ease my travels through Glimmer Grove, plus grant me extra objectives and loot. The problem was I had to relock the cell door for Supreme, and this triggered a first alert from the nearby crayman. I could release the crayman first to avoid this, but that would get him into a fight with the patrolling monkeyman, and this isn’t allowed as per Ghost rule #5b: “Garrett must also not cause enemy infighting, where AI start attacking each other”. Even if timing the release so that they would miss each other, the crayman would start fighting with the stationary monkeymen outside. The nugget in the crayman’s cage thus also had to be skipped for Supreme, but not for regular Ghost. With two crates I could block the crayman before leaving the room (image below), preventing him from ever reaching the monkeymen. The closest frobbable crates were in the swamp grove by the thieves’ cabin.
Inline Image:
https://www.klatremus.org/Godbreaker2_files/image002.jpgFor Supreme, I now had to sneak into Glimmer Grove by dodging the archer sentry. This was possible to do without first alerts by scaling the wall. However, the only required item in the village, a vial of blessed water, was found in the chapel basement. Since brother Embry was now hostile, he first alerted to picking the hatch leading down to said basement (image below). Thus, I was back to square one. Since taking a first alert was seemingly unavoidable, I decided to instead free Grimroot and get access to more objectives and loot. An alert from a caged crayman is perhaps more honorable than one from a human priest anyhow. I also wasn’t able to drop the cell key back like normal. It was droppable and left my inventory, but it didn’t actually go anywhere. Furthermore, after dropping it, I kept walking into it and made key dropping noises as I progressed, even to the point of alerted surrounding enemies. I figured something was wrong with the item, as it strangely didn’t count as a pickpocket in the stats either. Since it wasn’t possible to return, I hung onto it instead.
Inline Image:
https://www.klatremus.org/Godbreaker2_files/image003.jpgThe caves and swamp with the thieves were uneventful. I could enter the cabin when the thief was stationed on the balcony; he didn’t hear the door from there. Took the next set of caves to Glimmer Grove and did all my stuff there. Another enemy that was tricky to dodge was the gas shooting plants. They pivoted like a camera, so I could wait them out, but if they stopped and stared, I counted that as a bust.
TempleIn Glimmer Grove I triggered all the objectives except for Cypress the shaman’s. She wanted me to get rid of all the enemies in the temple; craymen, undeads, elementals, the whole lot. These types of objectives are ok to complete if you can do it undetected and without breaking any other rules. It was impossible to kill any of the craymen inside the temple without alerting several others. Even when blackjacking them, they scream like a stuck pig, triggering every other creature in the vicinity at least to hunt mode. The shaman’s intended way of dealing with them, however, was spawning fire elementals to kill them for us. Although this was a viable method and would avoid any detection, it goes against rule #5 mentioned earlier, prohibiting the setup of infighting in order to complete an objective. This was an easy skip. We would have to see if the temple was ghostable with all the enemies still around. The objective to kill the moth hive triggered by reading Embry’s journal specifically directed us to use an explosive charge to blow it up. Such an explicitly worded task excuses the bust, as long as we are not detected in the process or break any other rule.
In the temple I first grabbed the ancient key and dropped from above. I entered on the left to get a piece of loot, but couldn’t continue here without a first alert from the stationary crayman facing north. If entering to the right I could follow a path along the angled shadowline and make it to the dark area at the end of the hallway without alerts ((
https://www.klatremus.org/Godbreaker2_files/image004.jpg) see image). I had to hit the crayman’s view when I was farthest away from both torches in order not to get spotted. Surprisingly, I could drop to the area below and get the thief’s vase without issues. I chose not to destroy the eggs for the bonus objective. I counted it as property damage and it didn’t yield extra loot. Headed up via a hole in the ceiling to get the peculiar key and some more loot, then dropped back down in another hole to the east.
In the throne room came a problem. Five enemies spawned when I opened the throne room gate. To get the loot in there I had to trigger two burning braziers when getting close. Since my presence caused the braziers to light up, it is actually allowed to douse these for Supreme, and it might actually be in the best interest for that mode to do so. Supreme rule #6b says in part: “Removing light sources directly created by the player […] is allowed.” However, the patrolling enemies heard the water arrows, so I just doused them before they spawned to avoid this. I had three water arrows in my starting inventory. Now I could get all the loot without any busts. In order to leave, I had to sneak in between two of the stationary enemies (image below). I crouched between them, close to the masked witch as she was facing north. I had to wait by the archway corner on the upper step until all three stationary enemies faced away, either east or south, and the patrollers didn’t see me sneak out ((
https://www.klatremus.org/Godbreaker2_files/image006.jpg) see image). It took a bit of waiting for that situation to arise, but it was highly repeatable. The whole temple was thus Supremed!
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https://www.klatremus.org/Godbreaker2_files/image005.jpgGodbreakerI exited via the northwest caves on the upper level of the temple. This accessed the lost expedition site, Eldin’s tomb, as well as the moth hive. I could both place the explosives and light the fuse from darkness (image below). The only difficult part was exiting the moth hive with Twig before it blew up without getting seen. I had to time it so I could head out of the hive pretty much in a straight shot. All the moths and bugbeasts died at the same time, so no other busts were incurred in the process.
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https://www.klatremus.org/Godbreaker2_files/image007.jpgBrought Twig back to Glimmer Grove to get Hawthorne’s gemstone. Also sold the final book to Embry and returned the rosary. Next I blessed the last knight ghost and returned the ancient key. I had picked up all the bugs, so I then returned to the thief swamp to return the flint & steel as well as the rogue’s key. He sometimes alerted to the latter, and if so, always to hunt mode. I left as soon as I had dropped it and waited in the shadows next to the wooden patio ((
https://www.klatremus.org/Godbreaker2_files/image008.jpg) see image). If the thief inside the hut had normal footsteps when resuming his patrol, he was unalerted. This was a very good spot to maneuver in and out of the cabin from. I was shielded from all light sources, including the roaming lantern-thief.
Next I placed the bug jar on the stump and got teleported to the final piece of loot. The exit took me back to the temple, and from here I returned to Eldin’s tomb to final get the Godbreaker sword. All that remained was returning to Nilbog to end the mission. I rechecked the prison to see if the crayman had loosened from the crates, but he had not.
Notes:- Took a first alert from the crayman in Nilbog prison when relocking Grimroot’s cell door. It was either this or take a first alert from brother Embry in Glimmer Grove, plus skip a whole bunch of objectives. I chose the former. Supreme bust.
- Couldn’t return the cell key for Supreme. Although it left my inventory, something was wrong with its properties, and it wasn’t possible to place it anywhere. I didn’t count this as a Supreme bust.
- Had to skip a gold nugget worth 100 in the crayman’s prison cell in Nilbog for Supreme. Releasing it would cause enemy infighting, disallowed by rule 5b. The option to block it with crates was also not allowed for that mode.