MorbusG on 9/6/2006 at 10:41
Jeshibu: You can get around the guys at the first bridge by simply going to left before crossing the bridge, and follow the cliff to a cave. Much easier that way.
Jeshibu on 9/6/2006 at 11:40
Are we talking about the same (
http://img164.imageshack.us/my.php?image=bridgelikething3vf.jpg) area?
FAKE EDIT: I just realized you were talking about the glowing cave. I just waited that one out. One guard left, and the other was facing left (blocking the exit you indicated). I just crossed the bridge. I'd never been that way before. If I ever do a speedrun, I'll remember to take that left. ;)
MorbusG on 9/6/2006 at 14:44
You might want to check out the link on first page if you get stuck, or are wondering alternate ways or something. It was gone for a while for some reason, but it's back again. :)
Jeshibu on 9/6/2006 at 15:12
Odd. I tried that (climbing onto the little steel-plated roof, OCPing the light and jumping up), but they saw still me.
Oh well. I got past them anyway.
Their behavior seems erratic. Another try had them going into full alert because I OCPed the light there.
Oh, and the guide in the second post is useful, but discouraging. :o
Seems like the only thing original to do with SC3 would be a KILL EVERYONE runthrough now.
ToolFan2007 on 10/6/2006 at 11:36
Agreed. SC is easily the best stealth series besides Thief.
Jeshibu on 10/6/2006 at 12:57
You're agreeing with who exactly?
Well, I finished the second mission, though I kinda botched it. I couldn't get the distraction techique to work on the sleeping guard in the chair. The OCPed light would always come back on too soon, so I would have to jump behind the searching guard with a flare. His buddies see me, GAME OVER.
Sigh. So I kicked him in the gut, and hid his body in the shadows.
I shot out the lights at the bilgepump too, so the guards there got alerted (stage 2 I believe Malleus called this). One of them said something like "Well, lights break by themselves too, you know".
Past the corridor, sneaked through the engine room without OCPing anything, browsed through some files. Went up the stairs to the bridge, interrogated the captain and knocked him out (woops, walkthrough says I didn't need to do that), then grabbed, interrogated and killed
Lacerda and hid the body. Then I just went for the exit. Found 3 out of 6 weapon crates, so no 100%. All in all, shit sux. I may retry this one.
(
http://img98.imageshack.us/my.php?image=mission23yf.jpg)
MorbusG on 10/6/2006 at 15:03
Quote Posted by Jeshibu
I couldn't get the distraction techique to work on the sleeping guard in the chair. The OCPed light would always come back on too soon, so I would have to jump behind the searching guard with a flare. His buddies see me, GAME OVER.
Yes, this is one of the most difficult places. You must make sure you don't make too much noice coming to this place. Also, you could go first halfway down the stairs, _then_ OCP the light, and only after that, whistle. Also the dropping behind him after he comes to check can take a few tries so that he doesn't hear you.
Quote Posted by Jeshibu
(stage 2 I believe Malleus called this)
Please note that Malleus & poroshin are playing the original Splinter Cell -- a task much harder than the third installment which is clearly developed with more sneaking aspect in mind.
[spoiler]
Also, my current ghost-guide has quite a bit of flaws in it which needs correcting (I'll be doing those somewhere in near future), and also it isn't complete (kokubo susho is still missing, because it's ridiculously hard on expert). There are most probably also parts where things could be done better (a good example is the lighthouse bridge: you don't need to drop down at all -- just OCP the lights and EEV the crate). Also, I'm missing some bonus objectives from atleast Battery (interrogating of the general).
[/spoiler]
Actually, there isn't a speedrun of this game yet. I think this game would prove to be an exellent candidate for that. Maybe even speed+ghost. :)
Jeshibu on 10/6/2006 at 15:19
I got it now. OCPed from the stairs, walked back up, then OCPed the light again, then I jumped down. I'm going through it again, and this time managed to only OCP the light near the bilge pump instead of shoot it out, and got the server to give me lacerda's location (how you get out of the server room is near glitch-exploitation though). Now I'm looking for the last two weapon crates, because I've completed all other objectives.
And yeah, I realize the first two games are harder to do this way (hey, I never did this before, gotta start somewhere, right?). Malleus sent me his ghosting rules, and they noted that stage of alert as stage 2 (walking away from their normal patrol routes). That's what I meant.
edit: found 'em.
Malleus on 10/6/2006 at 17:06
Good work Jeshibu. Here are my stats (for the first two missions ... but I will update this post with further stats as Jeshibu proceeds):
SCCT Ghosting Stats:
[SPOILER]Lighthouse
--Bonus objecive incomplete (destroy radio)
1 KO, 0 shots fired, no alerts
Cargo Ship
--Got only 4 crates out of 6
0 KO, 1 Kill, 0 shots fired, 1 alert
1 "suspicion" alert (the sleeping guard before the cargo holds, had to make him patrol)
Bank
0 KO, 0 shots fired, no alerts
[/SPOILER]
So basically, on the ship level, the only guard who was alerted was the sleeping guy in front of the cargo holds. Others didn't have a clue.
Malleus on 10/6/2006 at 17:12
Here are my ghosting rules, for everyone to know what we're (I'm? :)) talking about:
SCCT Ghosting Rules (according to me):
--------
A few definitions first.
The type of alerts:
Level 1 alert:
The guard mumbles, or stops for a second, but he _doesn't leave his patrol route, or leave his post_. This type of alert is allowed, and is not needed to mention in stats.
Level 2 alerts:
Suspicion alert: A guard strays off his patrol route, or leaves his post to check out the noise/disturbance you've made. After that he returns to the patrol route/post _as if nothing had happened_.
Search alert: A guard strays off his patrol route, or leaves his post to check out the noise/disturbance you've made. After that he returns to the patrol route/post _being cautios and paranoid_. So this type of alert changes the guard's idle behaviour.
Level 3 alerts: Whenever a guard opens fire at you, or at your direction because of your actions (being noisy, or such) - I won't go into details, since these type of alerts are not allowed.
Distraction = anything above level 1 alerts.
-
The rules:
You must complete all primary objectives (obviously :))
You must not kill, KO, _or even distract_ anybody, unless it is absolutely nececcary for you to proceed.
The enemies must not get above level 2 alert except for scripted combat sequences and such.
If a secondary, opportunity, or bonus objective requires you to kill, KO, _or even to distract_ a guard, that objective MUST NOT be completed (you won't get 100% on all the levels this way...)
All of the above rules about guards also applies to civilians too.
-
Well, that's it. My advice is to write a short summary of each level, to be able to compare your stats to mine, like this:
Level name
objecitves NOT completed (bonus objectives too)
number of kills, KOs, shots fired(this should be 0 on all levels :)), and number of alerts/distractions
and then a small description of all the distractions you've made (type of alert (according to my definitions), and that which guard was it, or which event caused it)