klatremus on 20/1/2024 at 16:33
It's in mission 4 as an optional side quest.
R_G on 20/1/2024 at 16:36
Quote Posted by klatremus
It's in
mission 4 as an optional side quest.Thanks.
It would have come in handy in mission 5.
ultravioletu on 20/1/2024 at 20:13
Quote Posted by klatremus
Probably some coins laying around.
I am still at the moat, facing the manor at the gates (and dreading what's in there), but I think I have a suspicion. Did you get those supreme-busting coins? (They bust supreme because the nearby sleeper lies majestically higher than them - high enough so that you can't reach the coins from a potential "crate-bridge", but low enough so that it reacts to the player creeping on the floor).
That was the only supreme bust I had to take in this half. I expect that it'll get more difficult to keep it within this mode's constraints. I can handle patrollers, but the sleepers drive me crazy. I just managed to grab a goblet lying close to another one, luckily I could approach it from slightly above it.
klatremus on 21/1/2024 at 04:28
Yeah I found the coins, only to realize they probably won't be able to be taken for Supreme. I had already dismembered the sleeper lol, so I couldn't test it. I want to play the next mission before I get going on ghosting this one. I don't think the manor should be that hard to ghost.
ultravioletu on 21/1/2024 at 15:46
Quote Posted by klatremus
I don't think the manor should be that hard to ghost.
Yes, you were right, ghosting the manor wasn't very difficult. Keeping my pants dry and clean - hmmm, that was a different league. Playing well after midnight did not help, either (had to finish the mission during daylight and with someone around, other than cats :) ...)
After unlocking the box in the music room, and hearing the voice, I reloaded, thinking "I'd better get all loot and portraits before unleashing unknown horror here". Turned out it wouldn't have made much difference. One piece of loot can be after branding only, and collecting all others before the 'bombshell' is still a good idea. That diamond too should be kept for desert...
As for ghosting (possibly spoilers?):
The starting area of the mission was quite difficult for Supreme Ghosting, at least for a blind run. The two archers were very inconvenient, and one must do
some trekking in areas susceptible to alerts from them. At least they're on patrol and thus offer openings. I also wasted quite some time to realise that I have no chance for marbleman's purse when approaching from the wrong direction.
I took one definite bust to Supreme (groan from the said sleeping zombie to take the coins). And two questionable situations await their trial in the "Ghost Rules Discussion" courthouse. If they're okay, then I'll keep at least the Perfect Thief.
Also, the lock picked to get into alchemist's place turned out to be unnecessary too, the loot could have been postponed to the very end. The same for Glendower's key: in retrospect: one doesn't really need it (and I could've spared returning it, luckily not very difficult).
Time reported in the endgame stats was 1:50:29 - but that is
highly misleading because: after I explore a bigger area, and figure out the 'locally optimized way' to tackle it, I realod from a hard save to do it cleanly, then hard save, then go to 10 for the next area. Those exploration runs, while still ghosted, have occasionally first alerts, therefore, from the perspective of "blind supreming" that I do, they feel a bit like cheating. In any case, they're much longer than the executed moves that end up in the official time. Also: the time wasted looking for loot, and finding none, in rooms/ares that I will therefore skip in the "hard-saved" run doesn't come up in stats. So, to be honest, it would have been well over 10 hours of game-time (spread over four days/two weekends).
All four pickpockets were purses, from the four locks I picked, one can definitely be avoided, one is questionable (may be avoided if there is another way into the manor,) and the last two are chests with loot.
dr_zoidberg590 on 22/1/2024 at 00:55
Need serious help please on The Brand mission
I'm trying to navigate in the early sections of the mission and I just don't understand where I'm supposed to be going to progress. I have the 'find a way past the barricades' achievement, but I am often finding myself right back at the start of the level.
tried following 2 youtube guides without success. seems you can barely walk 20 feet in this mission without encountering a deathly drop with no visible way down
Any chance at all of a written walkthrough or someone who knows the level well to talk to me on discord? username solarpunk1379
Also: what's with the random question 'What studio inspired this site?' in order to post. It says the answer is 3 letters. How is ttlg or through the looking glass 3 letters?
ultravioletu on 22/1/2024 at 08:50
There are several ways in:
[1] Via western walled-off area, which can be reach in three ways:
a. through locked door in Glendower's kitchen, key is hidden upstairs,
b. by dropping from Glendower NE balcony,
c. by dropping from the battlements with the archer.
Once in it, go to the W end, and you can either rope up and go through an apartment leading you to the W side of the canal area, or you can use the sewers to reach the eastern haunted area (see next)
[2] Via eastern haunted area (south of "industrial tennements"), which can be reached:
a. from the room past the noble sleeping in a garten, look for a switch above the bookshelves
b. through prison then through sewers, past the patrolling crayman, always heading eastwards.
From there, you can either "go around" and use the E end to rope up to a house, through which you end up on the E side of the canal area, OR use immediately after reaching it an underground passage going N, which will lead to the basement of a house on the W side of the canal area, OR drop into the sewers
One additional way OUT is via canal -> underwater passage heading W -> sewers, emerging in the big round hole with sleeping zombies. I could not use this path as way IN, because once cannot ascend from the moat. Unless one already reached this area differently and left a rope arrow that can be reached from water. At any time, the sewers can be used to travel to/fro: the W walled-off area, the E haunted area, and the prison.
demagogue on 22/1/2024 at 20:00
Quote Posted by dr_zoidberg590
Also: what's with the random question 'What studio inspired this site?' in order to post. It says the answer is 3 letters. How is ttlg or through the looking glass 3 letters?
The first thing this site says right at the top of (
www.ttlg.com) is "Welcome to Through the Looking Glass. Originally created to follow Looking Glass Studios and their games". The name of the studio is three words, so there's where you get the three letters.
dr_zoidberg590 on 22/1/2024 at 21:07
Thanks both! Useful info
fantazm on 4/2/2024 at 09:13
Superb mission. Atmospheric and demanding in terms of exploration skills and climbing shenanigans. I still have plenty of loot to find, but I did find something else...
Namely, 666 fire arrows on the gargoyle above the main entrance to the mansion along the note that I am real taffer :D As for the question on that note, asking me how do I get down now... In fact I did manage to jump down, if somebody is interested I can share my method for climbing up there and going down there :P.
Now I am trying some stuff with ritual circle and the idol. I found an gas arrow so perhaps there is some kind of elemental ritual where all arrows are needed... Have not any specific idea now though.
Overall, yeah, all missions were cool but this one is just marvelous. It just invites a player to look for more and more secrets.