klatremus on 4/8/2018 at 21:56
I will take that recommendation to heart for sure. Thanks!
downwinder on 5/8/2018 at 03:23
i got a question, i noticed over many years of playing thief if you save a game,then reload sometimes the a.i. is stuck/not moving,where it can be done in times for a massive advantage,is that allowed?
klatremus on 5/8/2018 at 04:13
If you do it in order to construct a scenario to be taken advantage of, it would be allowed in Ghost but not for Supreme. Ghost allows engine exploits as a last resort, but not Supreme. If it just happens as a random occurrence outside your control, then you are ok to continue, but it should be reported and described. Even then it could be argued as a bust for Supreme, as methods should technically be repeatable to be accepted.
I should say though that I've never heard of players trying to get AI stuck through saving/reloading. I would not have the conscience to do so and report it as ok.
downwinder on 5/8/2018 at 04:57
sometimes closing game and restarting it can happen easier
also same thing for hostile guards,some sometimes i got a save before they were hostile,so say i mess up and they get alerted and i go back to load a game before they were hostile,sometime they hostile after that load,its rare but does happen.
and thank you i figured that was the case
marbleman on 11/8/2018 at 17:22
Game:
Thief GoldFM:
The Widow's IreGhost -
Failed :tsktsk:
Perfect Thief -
FailedSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 33:46
Loot - 2299/2299 (Supreme: 2149)
Pockets Picked - 4/8
Locks Picked - 0
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - None
The second Gems of Provenance mission is another surreal marvel. Gyllus mansion still remains a mystery to me: an underground manor, which used to be a hammerite monastery, which was built near the ruins of the ancient city of Misteria, another precursor city but not the same type as Karath-Din. On Expert, apart from stealing the Widow's Ire, we also have to nab 1800 loot and find another way out, which basically means getting to the other end of the map.
Getting InThe mission starts with us dropping into the aqueduct above the mansion's courtyard. The aqueduct leads further into the mansion, but it is closed off at the start. The intended way in would be to drop into the courtyard and, in a nearby shed, turn the wheel that opens the aqueduct. However, for Supreme, it would need to be closed again, so this option is not viable. Surprisingly, a more direct approach ends up being the stealthiest.
There is also a piece of loot down below that I haven't found a way to take Supreme-clean. The patrolling archer has a purse worth 50 to pick, but the courtyard is too well-lit, and there are four more guards around: another patroller, two stationary guards on different sides of the courtyard, and an archer on the walkway above the gate. Getting this purse is easy for Ghost, but for Supreme, there is no way to avoid at least a few first alerts.
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http://thumbs2.imagebam.com/ca/d4/72/43ce81942723364.jpg Slowly crouched along the aqueduct to the main gate. Waited for the archer to start moving away, as well as for the other patrollers to clear out, and jumped over to the walkway. From there, had to duck into the shadow under the stairs quick enough not to be spotted by the archer when he turns around but slow enough to avoid a first alert from the guard near the front door. Next, creep-crouch-strafed to the opposite side of the room and got the purse from the other end of the archer walkway, which was easy enough. Then, roped up the wooden platform, picked up a vase through the bottom window, and roped up to the top one. Inside at last.
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http://thumbs2.imagebam.com/0a/6a/78/b7faa3942723434.jpg The MansionBefore getting into the details of my route through the mansion, I need to note something. A scripted event occurs at a random point in the mission: Lady Gyllus's personal guard kills a keeper agent hiding in the basement, which can alert a few people around. Then, he heads to the Lady's quarters, and on the way, he can alert a few other AIs. These alerts have nothing to do with me, so I don't count them as busts. However, the guards with heightened senses can make some areas tougher to sneak through.
The foyer is covered pretty well by the stationary archer and the patroller, as well as a few other people who come in here occasionally. However, there is plenty of hard cover, such as the ramps and pillars, so this area is not that tough. My first task was to get all the way up to the Lady's quarters. Dropped onto the ramp to avoid taking damage, waited for the patrollers to pass, and entered the staircase leading up. Along the way, picked the purse off the balcony archer.
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http://thumbs2.imagebam.com/8e/2f/12/0f4117942723474.jpg Picked up a rug, a statue, and a pair of opera glasses inside the Lady's quarters. Also picked up a guardroom key, which is the main reason I went here first. The Widow's Ire Gem is not here though, as according to an anonymous letter, it was taken back to a nearby cave where it belongs. We will go there later, but first, we have a house to rob.
Went back to the foyer and ducked into the mansion's west wing. Avoiding the patrolling servant and swordsman, cleared out several rooms: picked up a vase, a wine bottle, and a ring in the fireplace room as well as three goblets, four vases, and eleven coinstacks from two small studies. Then, dropped down to the chapel on the lower floor and picked up a single coin. At this point, heard the Lady's personal guard tell someone to “stay alert,” which meant that he had already killed the keeper.
Picked up two gold candlesticks from the library and made my way to the foyer to get a vase from a small side room on the east. To pass the window guard, creep-crouched along the wall. Then, moved to the other end of the west wing to pick up a statue from the servants' quarters and a candlestick from the dining room. Had to time the patrollers to get the latter without first alerts. Next, entered the kitchen.
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http://thumbs2.imagebam.com/d1/6e/a8/b4660c942723524.jpg Waited for the servants to finish their conversation, picked up four goblets from the shelf and a purse off the woman, and entered the foyer once again from the west side to pick up the last vase. Creep-crouching allowed me to avoid any first alerts. Then, went back into the kitchen and took the stairs down into the storage, avoiding the patrolling servant along the way. Picked up four wine bottles and two spice bags and entered the wine cellar. Found the corpse of another thief who tried to get the Widow's Ire, and took a gold plate near him. Then, entered the basement proper.
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marbleman on 11/8/2018 at 17:25
The BasementFirst, entered the main sewer pipe. This is where I would have appeared had I chosen the aqueduct route. I would also have a chance to actually see Lady's guard killing the keeper. Picked up a nugget above the main cistern and then, sneaked past the angry hammerite into the vents. This guy is so preoccupied with hammering the malfunctioning control panel that he doesn't even care about thieves sneaking by.
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http://thumbs2.imagebam.com/b3/7c/7a/2a36af942723654.jpg Having traversed the vent, listened to another conversation between the two hammerites. Once they left, exited the dark room into the corridor. Once again, creep-crouching allowed me to avoid any first alerts while going through a well-lit area. Picked up a gold hammer from the priest's room and a coinstack from the moneybox in the alcove below the armory. The armory itself holds a bunch of weapons but nothing of interest to me. Sneaked further and eventually, emerged in a corridor patrolled by an archer. On the other end is the door to the guardroom that responds to the key found in the Lady's quarters. Upon unlocking the door, a bunch of guards run out into the nearby toilet. This episode sure gave me a good chuckle the first time I saw it. Inside the room, picked up three coinstacks, and then, took the ramp leading back to the foyer. Made my way back to the Lady's quarters, dropped the guardroom key back and went to the upper floor. Picked up three wine bottles and two goblets and exited into the ruins.
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http://thumbs2.imagebam.com/1a/89/79/9ad721942723684.jpg MisteriaThe second half of the mission is a stark contrast to the first one. Misteria is a huge daylight ruin, though story-wise, the daylight is just an illusion created by mysterious forces, and the city is actually far underground. While sneaking through Misteria is more challenging, there is also almost nothing to do or pick up along the way. All we need to do is to get to the other end of the ruins.
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http://thumbs2.imagebam.com/28/a6/85/74a942942723734.jpg Took a left, and after a bit of climbing, emerged in a small yard with a tree. Waited for the patrollers to clear out and then, climbed the tower on the other end of the street. Had to wait for another opening before moving into the window leading further.
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http://thumbs2.imagebam.com/18/f4/20/aff5ac942723864.jpg After traversing a small linear section, found myself under the wall that I had to climb. Up top is a small yard patrolled by an archer, and a spider den. Sometimes, the archer spots one of the spiders, and a small fight happens. This time, he didn't however. Picked a purse off the archer's belt and another purse inside the spider den. Then, took the spiral staircase up. At the top, roped even further up and eventually, emerged on another promenade leading into a courtyard with a chalice emblem.
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http://thumbs2.imagebam.com/e6/93/60/59c863942723994.jpg On top of the emblem is a nugget worth 100 which I have to skip for Supreme. This area is too well-lit, and no matter where on patrol the archer is, he alerts as soon as I touch the ladder. Therefore, moved into the next area, picked a purse off a patroller, and exited the ruins.
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marbleman on 11/8/2018 at 17:28
Sentient MushroomsSo here's where the Widow's Ire originates from: a huge floating geode that draws the water from nearby underground rivers. Apparently, Lady Gyllus and two of her guards came here to reclaim the gem but do not know how to do it. To avoid first alerts from them, climbed the fence on the right and entered one of the water tunnels. From here, it is impossible to enter the geode, so had to swim all the way around and emerge from another tunnel. It's very difficult to tell which areas are lit here, so by trial and error, moved closer and closer in. Finally, managed to swim in without any alerts.
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http://thumbs2.imagebam.com/15/85/bf/1d8b4b942724204.jpg Unfortunately, this is as far as I could make it for Supreme, and for Ghost as well. The chamber with the gem is occupied by four mushrooms that act as AIs. If they see or hear me, they become dimmer and start chasing me around, though they can't attack. I was able to emerge from the water and get the gem with no visible reaction from the mushrooms, but I also had to drop back into the water, which normally alerts them all. The solution came to mind quickly: shooting a rope arrow above the pool of water and slowly descending in. However, having managed that, I decided to swim up again and make sure that none of the mushrooms changed their behavior, and unfortunately, one of them did. I replayed this bit several times but soon figured out that this mushroom must be facing the water pool, so there is no way to fool him. He doesn't do anything while I'm still in the chamber, but as soon as I leave, he always starts searching. Therefore, I cannot report this run as a successful Ghost.
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http://thumbs2.imagebam.com/7a/c8/67/bca51b942724374.jpg All that was left to do was exit the geode on the other side and exit into the mountains. However, the Lady and her guards could still spot me, so I had to move extremely slowly along the surface of the water. Upon exiting the water tunnel, took the narrow passage out into the mountains, and the mission ended.
Notes- Got a second or a third (hard to tell, really) alert from a mushroom in the Widow's Ire chamber. Ghost bust.
- Skipped a purse worth 50 in the mansion courtyard for Supreme. No way to take it without first alerts.
- Skipped a nugget worth 100 on top of the chalice mold in Misteria for Supreme. No way to take it without first alerts.
- The four missing pickpockets are either keys or potions that I don't need.
klatremus on 21/2/2019 at 23:59
Game:
Thief 2FM:
Death's Cold Embrace - Act 2, Scene 1: Seeking Counsel With ShadowsGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
FailedTime - 2:04:18
Loot - 4127/4127 (Supreme: 3462)
Pockets Picked - 4/4
Secrets - 4/4
Locks Picked - 8
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - None
See the entire report with screenshots (
http://www.klatremus.org/DCE5.htm) here!
Loot list (
http://www.klatremus.org/DCE5_L.htm) here!
YouTube Let's Play (
https://youtu.be/xgkAsEdjzwA) here.
Comments:A pretty good romp this, although not as exciting as the first two. It's the third time we visit the same cityscape, although most of the locations used in this mission are new. The hammerite chapel is an especially atmospheric place. The map has a lot of guards, but Supreme is still fairly easy to accomplish, bar the skipped loot that is. The story now shifts from family feud to loss and despair, albeit with a sense of distant hope, or perhaps desperation. It will be interesting to see where this ends up, regardless.
My initial tasks were short and sweet. Sneak into Fairbanks' manor undetected and meet the Sir in the library. Further direction would be given then, I assumed. It all seemed highly secretive, as I couldn't even be spotted by the manor guards.
FairbanksThere were two ways into Fairbanks' residence; both involved using the basement dumbwaiter. The obvious way was to use the replacement button from the shed outside the electric station to lower the lift. The other approach involved applying an arrow to the second floor lift button through the window from the lookout on Maple Road. Problem was, the lookout had two stationed guards, both of which alerted to me opening the balcony door. The replacement button method it was. To reach the basement without an alert, I had to sneak super slowly over the ledge leading to the steep stairs. The male guard on the balcony was peeking over the parapet and would catch me at the slightest speed enhancement. At the top of the lift I had to listen for Fairbanks' guards through the shutters. The instant I opened them, the light turned on and I was a sitting duck. The Supreme rules do allow turning on lights, just not switching off ones that Garrett hasn't caused.
I needed to pilfer the library key from the upstairs guard in order to meet Fairbanks. He revealed his rather ludicrous intentions of bringing Julia back to life, and gave me instructions to find information on an applicable ritual. I ended up leaving down the lift again afterwards, mainly to trigger the manor guards' disappearance. I could have left through the front door, but not without taking the key off the other guard's belt, and I don't like picking pockets unnecessarily. When ascending the lift once again, an extra manor key spawned back in the library. I also found a hidden purse on the rafter in here ((
http://www.klatremus.org/DCE5_files/image001.jpg) see image). Moreover, I had to skip three lit candlesticks in the manor for Supreme, for a combined value of 150 gold. Snuffing the flames before taking the loot is not allowed for that mode. I wanted to leave through the main entrance due to the difficult area by the lamppost across from the basement access. The aforementioned balcony sentry made that spot very tough, not to mention the 5-10 patrollers that all ventured through here (see image below).
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http://www.klatremus.org/DCE5_files/image002.jpgHammerite ChapelAlthough there were a lot of patrollers in the streets, most of them had long routes. One wandering hammer even carried an electric light. The south side of the high priest's residence was tricky. Had to pick a difficult lock on the chapel door to get inside. I realized later that the lantern guard entered the chapel for a brief period during his patrol route, so I technically didn't have to pick the lock on the front door. However, I could relock it using the chapel key later, so no big deal.
The ground floor was heavily guarded, but plenty of shade and long patrol paths lessened the difficulty. Overall, the entire compound had very few stationary guards; those are normally the trickiest ones. The hidden loot on top of the hammer statue was the most difficult item to get in the chapel itself. An archer was stationed at the base of it for the longest time, before finally wandering off ((
http://www.klatremus.org/DCE5_files/image003.jpg) see image). A rope arrow was needed, but I had to place it so that when I retrieved it, I would drop onto the silent edge of the closest pew. Once I figured out the method, it wasn't a big deal.
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http://www.klatremus.org/DCE5_files/image004.jpgThe upstairs library was gorgeous. Found the Book of Shadows atop one of the bookcases there (see image above). This was the ritual I need and checked off that objective. The room was divided into six study halls, four of which contained objects of interest. All patrollers could see through the bookcases, which was a bit misleading. One bookshelf in the west had loot on top of it, but I couldn't climb the ladder due to a nearby acolyte staring straight at it. Instead I had to mantle the dividing walls and leap across to get it.
Two of the hammer priest bedroom's on this floor had more lit candlesticks needing to be skipped for Supreme. The bedroom with the wandering priest also had a very well-hidden ring behind a skull along the wall (see image below). This was one of the last pieces of loot I found when playing the mission the first time around. This bedroom's door doesn't need to be picked to gain entry. The priest regularly takes a trip into the library, at which point I could block the door and avoid the lockpick. Cleaned the dining hall and kitchen on my way back down. I remember one of the servants being stuck on top of the kitchen counter once, making it impossible to descend into the basement alert-free. They were both roaming free this time around.
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http://www.klatremus.org/DCE5_files/image005.jpgFound a secret pleasure retreat in the basement barracks. The switch was small and well-hidden in the corner of the rafter ((
http://www.klatremus.org/DCE5_files/image006.jpg) see image). Took a while before I found it, even though I always check sleeping quarters well for secrets. From the basement I could also reach the chapel's back entrance. This took me to Greenwood Apartments by the East Gate ((
http://www.klatremus.org/DCE5_files/image007.jpg) see image). There was no loot in the apartments, only two readables and one secret. From what I could assess, you can't get past the sentry in the alley without at least a first alert, so if you want all the secrets for Supreme, you have to approach the apartments from the chapel's rear.
I went back through the chapel and left through the main entrance. Counted myself lucky not to run into any street patrollers. Remembered to lock-block the door and drop back the chapel key before leaving.
Thaddeus & General LootingBack at Fairbanks I received further instructions to go see High Priest Thaddeus. He gave me his key even. I could now safely leave both the library and the manor key behind for Supreme. If I for some reason needed to return, I could always use the less desirable dumbwaiter. At Thaddeus' I got a letter to give to Robert Highwater, some information on the needed keystones, and his rosary beads. Then I was free to end the mission at any time by the East Gate.
I still had some places left to loot, however. The inn was a troublesome spot for Supreme, as it already had been in missions 1 and 3. Entering by way of the second floor window triggered a trap left by another thief, Jill Black. I found no way to circumvent it besides heading up the stairs from the ground floor. Then the window was open and she had left. Problem was, entering via the front door spawned a comment from the innkeeper. He had two facing angles in the middle of the restaurant, north and east. If facing east, he gave a first alert the instant I opened the door. If facing north (see image below), he gave no remark, but still gave a settling remark about 2 minutes later. Of course, this still indicated he was alerted and busted Supreme. I'm not sure why he didn't alert as normal in this position, but it was the only way to enter for plain Ghost. Alas, all the 415 loot at the inn had to be skipped for Supreme. That brought the total amount skipped to 665.
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http://www.klatremus.org/DCE5_files/image008.jpgThe only other area remaining was beyond North Gate. Only a few establishments existed here. There were a few patrollers, but they all ventured to the southern part of town also. I was pretty much free to loot as I pleased. There was a semi-hidden purse on a windowsill above the northernmost alley, just east of the mechanist facility ((
http://www.klatremus.org/DCE5_files/image009.jpg) see image). The warehouse in the northwest wasn't hard to loot, but an odd situation occurred if blackjacking the patrolling guard upstairs. Afterwards, heading for the cubicle triggered the appearance of another guard out the northwestern door. I tried gunning for the door to rush in behind him as he appeared, but I could tell it wasn't a real room. Seemed only like a black wall behind it; disappointing. I couldn't have gotten there for Ghost regardless. I also found the corpse in the freezer talked about in the diary ((
http://www.klatremus.org/DCE5_files/image010.jpg) see image). I assumed both the freezer, the mechanist research center and the paper store would be accessible in later missions.
Notes- Skipped 3 lit candlesticks worth 50 each in Fairbanks' manor for Supreme. You cannot remove light sources for that mode.
- Skipped 2 more such candlesticks in the upstairs priest bedrooms in the hammerite chapel for Supreme, for the same reason as above.
- Had to skip the entire inn for Supreme. The owner gives a first alert when opening the front door. All the valuables in there amounted to 415 worth of loot.
Galaer on 20/6/2019 at 08:45
PATRIOT CAMPAIGN
First of all, I'm not good in finding all loot. That's why I will just try to complete all objectives. Second this will be Ghost attempt. I'm not gonna try to Supreme Ghost the missions. I will leave that for more dedicated ghosters. I believe most of the missions aren't possible to Supreme Ghost and some of them cannot be fully ghosted. Obviously I'm playing on Expert difficulty. I will try my best.
MISSION 1 - MARAUDER
In this mission you get only 1 objective: get 3000 loot out of 3499. There is 6 loot pieces worth 500 and the rest is small loot here and there. So, on Expert you are forced to get all 500 pieces of loot. Unfortunately 2 of them force player to damage property. Also there is 1 loot on guard's belt that is problematic. Because guard is participant in big battle near locked gate. In order to get this loot, you will need to have a lot of luck. Battle ends around 55 minute in the mission, so you may be forced to restart the mission after this late time. That's quite annoying. Yes, the battles are annoying. Sometimes participants of the battles venture farther away into streets. This also can be annoying. There is also locked gate, which needs to be exploded and there is no objective related to it. Luckily, there is another way in. But you need to perform extremely difficult jump. In the end this is very annoying and random mission to ghost. That being said, let's start the mission.
After cutscene I land in alley. There is 1 man running around with purse worth 15 loot. Unfortunately, purse can't be grabbed without KO-ing this guy. And that's forbidden during ghost. There is also 1 bot walking. There is a chance that this bot will join battle in front of church and get destroyed. But even if it not happen, this bot isn't really a problem. I went left. Where bot stops is a window above. It's possible to shot rope arrow into end of underside of window, climb at the top of rope and jump inside. Pretty tricky, but doable. This way it's possible to avoid damage property in the attic. You are in first "X" location. Solve chess puzzle to get first loot - trophy (500). Now drop and quickly approach lion head gate.
There is ladder on the other side. Climb it, mantle up and hide. Archer at the top of tower should just first alert. But there can be explosions meaning that a bot joined one of big battles. This can put archer into search mode. Be careful. Get coin stack (15) near cards. Now jump across into attic. On the floor is hatch, go to the end and look up. Rope up, climb ladder and get golden bottle (20)(SECRET #1). Return to the attic, go to the other window and drop onto steep roof. Go north. Near bot stop there is wooden roof. Rope onto it, then jump onto wall and enter apartment. Go to wooden hatch in wall and under stairs, you notice chest with candlestick (10) (SECRET #2). Return down on the street and go north.
You will see a fight between Hammerites and Mechanists. Don't get too close or they will spot you. Go into storage. Behind desk is a passage with coin stack (20) inside purple box (SECRET #3). Return to bot stop and look up. You will notice another wood part. Rope up and get into Gardener's house. Don't worry, fighting people shouldn't notice you. There is a coin stack (15) and little switch with Brother's key to Weapon shop. Leave the house, but don't drop down yet. Mantle onto metal fence and jump across into storage attic. There is a chest with golden ring (20) (SECRET #4).. Now drop onto steep roof on your right. Return to the starting point.
I went behind bot and hid in corner before wooden house above street. Running guy stopped running and walked pass me. He can be really easily alerted, but if you walk while crouching behind him, you can get his purse (15). On the window of wooden house above street is purple goblet (15). Also don't let bot joined the battle near the church, because you will have a problem to sneak bot in front of Doctor's house.
And that's where I'm going. Go across the street and mantle inside Doctor's house. Here is a code for Captain's safe and glasses (15). Leave behind bot and go on top of stairs to dead body with a purse (15). By the way, bot can join the battle near locked gate and get destroyed, which can help to avoid first alerts from him. But that's random. Now go back to narrow staircase and get into street leading to Klaus Shmidt house. This place is alternate entrance to the locked zone of city. Now go to the end of street. You will notice a big fight in front of church. If fighters aren't too close to donation box and you will go along right wall, you can steal donation money (14). Go back to "X" area. Under a ramp there are 2 wooden planks. You are forced to destroy them (ghost bust). In the basement there is golden bottle (15) under stairs and switch leading upstairs. Under wardrobe is a purse (500). Now, it's time to go back and enter WEAPON shop area.
There is a purse (15) on searching guard. In WEAPON shop is coin stack (15) in purple box. There is also explosive charge in the basement, but I don't need it. Now let's go to the canal. I went over wall on the left. Now is really tough spot. On right there are 2 stationary guards that often change direction of looking. On left is 1 stationary guard changing direction normally. My target is Captain's key in boat and Captain's house. It's really hard to deal with 3 guards at the same time blindly. I waited for left guard to turn east. I went behind him, diagonally ran over canal and mantled. I hid in shadow under tree. From there I ran to boat, get a key and returned back to shadow. Now I just needed to enter Captain's house.
Inside I went upstairs and took purple goblet (15) from desk. I opened all door to safe room, Captain first alerted. From now I can safely run behind him without any alerts. I took diamond (500) from safe and went outside. I sneaked left and entered passage above 2 guards. There is coin (10) on the window. I went back into shadow and waited for 2 guards to turn back, so I could return to entrance to this area. Again, I waited for left guard to turn east, ran to him, used lever and entered RNG area. Now I will find out if I will be forced to restart this annoying mission or not.
Above catapult is silver drill (15). On the other side is small building with bag of spices (15). Fight went completely different than other times. Guard with purse fought with 1 Mechanist. After 10 min, Mechanist went close to fire and died. Guard with purse went through locked gate where the other fighters were. Of course, I couldn't get through the locked gate. I went to it and blindly frobbed the purse (500).. You need to be very careful, even in shadow and behind locked gate you can still get spotted and attacked by a guard. I went back under Klaus Shmidt house.
Now is time for the most annoying jump. You need to position yourself at the highest part of floor under broken lantern. Now you need to perform run+strafe jump, move camera towards window sill and mantle onto it. It's possible, but extremely difficult. I think looking up helps. Inside there is purple goblet (15) on the table and silver diadem (500) on bed. Have in mind that right now I'm breaking the mission just to avoid one property damage. From now on there are fights in the locked zone too. Normally there would be just guard patrols and later fights. Also this path may not be one way go right now, but if you progress it will become. So check if you have above 2500 loot, because there may not be return to the west part of the city without second alert. That being said, welcome in the east side of town.
On my test run this area was deserted - patrolling guards joined the battles. Unfortunately on my actual ghost run this didn't happen. East side of town can be really easy place or a RNG nightmare, And unfortunately in this run it was a nightmare. I spend in this area 2 hours. So make few backup saves. I Descended from stairs and went under balcony. You can get a key to apartment by roping to left beam and taking it from a man. But I didn't found any loot in apartment and passing nobles alert them. While under balcony run and jump onto metal fence and stay on it. You have 2 options: go on little roof below, get glued to the middle and quietly descend or shoot rope arrow on wooden wall on your right and descend. Go quickly into shadow under door on your left. By the way, this is one way go.
If there are guards, they will get alerted. Why? I have no idea, it's probably scripted. Have in mind, if there will be a guard standing on top of stairs, then he will spot you going across the street to locked door. You need to go to door and hide behind corner while guards are alerted and they are turned away from you. Then use your lockpicks on door and get quickly inside. You are in Traverse Wall. Servant that walks here is probably dead near the fountain. When you see stairs, on your left is niche with golden goblet (15). Do some backup saves and go to main entrance to Traverse Wall.
Here should be a fight. This fight is random. Sometimes Mechanists win and stay here. I saw once a Mechanist falling into water and drowning. Above your head walks archer and he will be alerted for most time. On the left far away is a guard in secluded area. He can't attack anyone and he can't join the battle. He can't be hurt either. What you want is these fighters move to big battle at the fountain. So this place will have archer and a guard to the left. Unfortunately it's random. You will need to reload backup saves few times to achieve that. For now don't leave Traverse Wall and continue to the end of it. Be careful, alerted guard can spot you through last window. On the wall you spot Treebeast mask (15) and on balcony at the end purple goblet (15).
Now drop from balcony and go left to the house with big lever inside. This lever opens canal gate leading to Captain's house, but you can't use it. There is guard under Floodgate window and guard on the other side of wall. If you drop into water, you will alert one of them. Ignore lever and go right and upstairs. There is a coin stack (15) in little room. Go back to big gear on the wall outside. Oh, and you can ignore green guy. He doesn't react. He vanish when you enter this part of city through locked gate or you KO him. But on ghost this is forbidden. Instead just mantle onto right side of big gear and run towards balcony and mantle. Then go to Traverse Wall main entrance. You need this place to be empty. Otherwise just reload backup save.
Above your head is most likely alerted archer. On your left far away is most likely alerted guard, who stay alerted until the end of big battle at the fountain. He also can spot you when getting on the other side of bridge. First you need to go right. If archer is above left wall, you can still pass it by jumping from bridge towards metal canal gate on your right. Be careful of guard on your left, he can still spot you. From there jump onto land under wall and then run+strafe jump on the other side of canal. Here in dark alley is hole leading to a house with green goblet (20) (SECRET #5). Now go back to the shadow.
Now you need to get to secluded area. You can run along wall, around tree on the edge and get to shadow. But you need to time both archer and guard from secluded area. On my winning run archer fell down on the other side of locked gate and stayed there meaning he stopped to be a problem. While in shadow you are forced to do another damage property on a window. It will alert nearby guard. So that's 2 more ghost busts. I shot arrow into window. It's possible to attack it with a sword while jumping, but it makes harder to escape quietly. Shoot rope arrow into wooden beam above broken window. Wait for guard to turn his back and quickly jump on rope and mantle inside. It took me 30 tries to do that. On a side note I will say that can can be nudged a little, but after some time he will get into search mode and attack. Now you just need to obtain silver gear (500) and the mission will end.
STATS:
Time: 1 hour 7 min 32 s; Loot: 3369/3499
Pockets Picked: 3/10; 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
Bodies Discovered by Enemies: 1 (How?)
Secrets: 5/5
So, here I'm surprised with number of bodies discovered. Only 1? In this mission enemies dies a lot in the fights, so I'm really surprised they only spot 1 body. I thought this stat will be around 20 or 30.
GHOST: FAILED (3 BUSTS: destroying planks to get into north "X" location, destroying Floodgate window and alerting guard under a this window)
SUPREME GHOST: IMPOSSIBLE
PERFECT THIEF: Since ghost is impossible, then perfect thief is also IMPOSSIBLE. If you ignore ghost busts, then I believe getting all loot is possible. Yes, I missed somewhere 130 loot, but still I think it's possible. My main concern was first purse on running guy, but it's possible to obtain. Also some unfavorable results of the random fights can block you from getting some pieces of loot.
This mission is really random and is a nightmare to ghost.
klatremus on 20/6/2019 at 12:27
Nice work, Galaer! I believe this is your first report, so welcome. :D
I have yet to play Patriot, so i didnt read it all in detail. Regarding the bodies discovered, i think the game only counts it if it's an individual discovering and alerting from a rested state to a body of an ally. If the individual already is alerted, as from a fight, the resulting bodies wouldnt increase the count, if that makes sense. If discovering an enemy, they also won't alert, like a swordsman finding a killed spider.
It would ne nice if you at the end list the 3 ghost busts, especially when your report is that lengthy. That way if people only want to know the violations to the rules, they can. Also, it isnt necessary to list all the secrets and loot, with each item's value. In fact, this might be advised against doing, as it is information that someone reading the report might not need or want to know in detail.