FMs - Ghost/Perfect Thief Results (Part 6)

 

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1.            11th Feb 2008, 16:42 #176

Klatremus

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I agree with you Peter, and thank you for that input.

 

In my defense, I was fairly new to the ghosting community back when T2X was released. I haven't checked the reports since then, but I agree that this was an overlooked bust. I seriously doubt I would have made the same mistake today. At least I hope not

 

I have edited the previous post. Thanks again!

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2.            12th Feb 2008, 00:27 #177

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T2X: Shadows of the Metal Age 4-6

Mission 4 - Shadowing the Enemy

 

Ghost - Success

Perfect Thief - Failed (but possible)

Supreme Ghost - Success (with a little help)

Perfect Supreme - Failed

Time - 46:04

Loot - 794/894 (Supreme: 694)

Pockets Picked - 5/7

Locks Picked - 5

Backstabs - 0, Knockouts - 0

Damage dealt - 0, Damage taken - 0

Healing taken - 0, Kills - 0, Bodies Discovered - 0

Secrets Found - 1/1

Consumables - None

 

 

Comments:

 

Found a secret before even entering the station; turned out it was the only one. Vine arrowed up to a wooden ledge from the stone wall in the sewer/waterway section (see image). The area lay just south of the main entrance. There was some loot on the desk in the bedroom here, and a hatch in the floor led me back down to the station.

 

Thanks to LarryG I realized you can grab all the counter tickets sneaking along the wall from the left. I had only attempted it from the right. I had to make sure to stay out of the mechanist’s view though. He could be kind of tricky, as he walked back and forth conversing with the nearby ladies. There was also a secret entrance to the train area through a tiny passage behind some crates in the security control rooms. However, the watcher here went yellow too easy; I couldn’t reach the tunnel before it alerted to my presence. The piece of loot in the main control room had to be skipped because of the watcher as well. LarryG also said he found a way to get this piece of loot for Ghost. Taking turns following the robot, steal three of the crates up the small staircase and bring them back to the hallway one by one. Place them across the hall where the robot makes his loop. This will block his patrol and render him harmless. Then sneak into the control room as far as possible without getting spotted. As the watcher swings left, rush straight for the area underneath it and come to a halt. LarryG made this move several times without turning the watcher yellow; I have not yet been able to. Apparently there is a critical sweet spot exactly when you should start the run. The same method works going back.

 

When I showed the ticket to the station guard, this archer by the train took a step forward to grant access (see image). She didn’t alert anymore either, so the ramp was safe to walk on and the food cart ok to enter.

 

I moved my way forward to the gambling car once the train started moving. Cleaned the loot in here and continued. The sleeping car for the nobles was more difficult. Had to skip grabbing the loot off the guard in the second left sleeping chamber. He made a grumble entering from either side. The rest was pretty straight forward. I reached the storage area below by frobbing the carpet in the last small sleeping chamber on the left. I then found the smugglers in the front and headed back to my room.

 

Once the train stopped, I followed the smugglers through the city streets. A couple of stationary guards caused some problems, especially the archer towards the end of the smugglers’ patrol, but I passed safely by crawling in the snow behind his back. The last elusive piece of loot was hidden on the roof ledge of a ruined building just before the mission ends (see image). You can see the small statue from the ground. I mantled up from the broken wall section. That’s all!

 

 

Summary:

 

- Had to skip the piece of loot in the main security control room. It was too hard to obtain without alerting the watcher.

- Had to skip lifting the purse off the guard in the noblemen’s sleeping car for Supreme. He made a comment opening either of the sleeping chamber’s doors.

 

 

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Mission 5 - The Redistribution Game

 

Ghost - Success

Perfect Thief - Success

Supreme Ghost - Success

Perfect Supreme - Success

Time - 34:37

Loot - 1394/1394

Pockets Picked - 2/2

Locks Picked - 7

Backstabs - 0, Knockouts - 0

Damage dealt - 0, Damage taken - 0

Healing taken - 0, Kills - 0, Bodies Discovered - 0

Secrets Found - 1/1

Consumables - None

 

 

Comments:

 

Overheard the thugs, got my new objective, and picked the lock on the main gate. This area was heavily covered and hard to move around in without getting comments. I went up the stairs to pilfer the purse off the mumbling guard. Realized I couldn’t enter the barracks from here without alerting him, so I had to go back down to the main entry and use a rope arrow to ascend the balcony. The patrolling thug had a good view of most of the hallways, and he was a pain to dodge efficiently. The guard I pilfered earlier had to turn away for me to enter the barracks. Now I could clean both the bedroom without any disturbances.

 

Snuck down the hall north and looted the kitchen ahead. No worries here except the two bags of spice that I found hard to spot. Left through the western exit and continued across the hall to the dining room. This stationed guard seemed easier to fool than the others. Took all of value here and snuck past the guard from the engine room further north. Looted the secret under the stairs and put the crates back as I found them. I then headed up the staircase.

 

Quickly lurked down to Grissam’s hideout and cleaned the place. He’s the second in command after Neeson. Back out and approached the great hall. Only one swordsman and an archer in this area, so no big problems lay ahead. Had to fetch the flat-toothed lockpick from the tower to enter Neeson’s office. Once there, all my objectives were accomplished and I left the hideout via the ledges and rock plateaus to the north of the docks. The rest was painless, grabbing the valuable stones off the ledges here, and lifting the purse off the guard. Also grabbed the loot from the chest further west before heading back to the cave entrance.

 

 

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Mission 6 - A Question of Knowledge

 

Ghost - Success

Perfect Thief - Success

Supreme Ghost - Failed

Perfect Supreme - Failed

Time - 1:12:16

Loot - 1986/1986

Pockets Picked - 4/4

Locks Picked - 11

Backstabs - 0, Knockouts - 0

Damage dealt - 0, Damage taken - 0

Healing taken - 0, Kills - 0, Bodies Discovered - 0

Secrets Found - None

Consumables - None

 

 

Comments:

 

Had to enter through the small apartment in the west. Using the doors requires unnecessary key pickups. Lurked myself through the side window, looted the place, and crossed the metal pipes to the damaged sanctuary roof. The hole took me to the 2nd floor. A couple of loot items here were easy to obtain, two plates and a statue to be exact. Dodging the archer on the walkway wasn’t a problem at all. To reach the golden hammer near the bell tower, I needed the inner chapel key, either from the mentioned archer or the patrolling hammer downstairs. The key is also used to reach deeper into the hammer complex, and since needed to be dropped back on the guard’s patrol route, the key from the downstairs is better. I headed down the stairs on the west side and waited by the door. Soon the guard strolled close enough for me to pick his pocket. I fetched the bell tower loot, relocked the door and went downstairs again. I held on to the key a while longer though. The urn from the altar in the room just north was one out of two pieces of loot in the sanctuary itself. From this room I went back south and crossed the chapel hall behind both guards’ backs. The locked door in the room with the artifact statue took me to the inner chapel area. Using the famous lock-‘n-block tactic, the door could be relocked while still dropping the key along the patrol route.

 

I slipped west and grabbed the urn from the office, then followed the patrolling hammer east, past the side entrance, to the kitchen. I hid in the doorway, observing the various patrol patterns. After finishing his convo, the chef walks back and forth between the kitchen and the pantry, halting at regular intervals. Once he entered the pantry, I slipped out the northeast doorway. Listening for the chef making comments, I cleaned the mess hall empty. Headed out east and picked the lock to the chef’s bedroom door. Grabbed the loot and went back to the mess hall. Left the mess hall via the north door. Robbed the small library just north, and snatched the two artifacts from the atrium. Two guards had a triggered convo in the foyer; I made sure not to trigger this until absolutely necessary, to avoid more patrolling people. Cleaned the barracks next. No fuzz. Then picked the last piece of loot from the small library northeast of the foyer, after the chatters had left. Used the foyer elevator to ascend to the second floor.

 

I remained dark on the elevator going upstairs. The stationary archer here couldn’t see me on the south side. I leaned over and grabbed the urn and both goblets from the shelves. Then snuck over to the door in the northeast when the guard wasn’t looking. Looted this room also and walked around the entire complex to appear on the archer’s west side. From here I could pick the high priest’s chamber door. I made sure to read the door plaque to check the objective box. Grabbed the loot, the key and read the book to get new objectives. Looted my way back through the museum and the cozy living room, to appear in the noisy/carpeted hallways further east. Ran through the greenhouse and plundered the sitting room just south. Left through the other door leading to the hallways again. Looted the observatory accessible from this hallway. Next up was Onam’s office. From here I could reach the stone halls to the east and loot all the connected rooms; remembered the vase on the hallway table also. Only one archer patrolled in this area, he was no hassle. One of the smaller studies had a valuable ring, while the last pieces of loot were in the larger room at the end of the western hall. I left through the southern window here, sneaking along the noisy roof. Crossed the courtyard, entered the double doors and continued through the hallways west, only to appear with clear sight of the library door. Crawling across the snowfield, I was able to enter without detection.

 

The library depended on the hammer’s patrol route and fast movement. Three pieces of loot were spread around. No big deal in here, but success took time mostly. Had to frob the button on the desk through the office window to open the door. Unfortunately Supreme got busted as I had to turn off the lights to retrieve the map. Left the same way I got in.

 

Put the library key back on Cavador’s desk afterwards. Stayed on the 2nd floor and entered the upper sanctuary level through the lever controlled door in the southwest. I departed through the damaged roof onto the metal pipes.

 

 

Summary:

 

- Had to turn off the lights in the library office to obtain the Mausoleum Map. Busted Supreme Ghost.

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3.            12th Feb 2008, 05:40 #178

goldsla

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Bad Debts (Bad_Debts.zip)

FM: Bad Debts (Bad_Debts.zip)

 

Ghost - Success

Perfect Thief - Failed

Time - 5:57:11

Loot - 3407/3682 (ghosting) 3582/3682 (with 2? alerts)

Pockets Picked - 10/19

Locks Picked - 7

Backstabs - 0, Knockouts - 0

Damage dealt - 0, Damage taken - 0

Healing taken - 0, Kills - 0, Bodies Discovered - 0

Secrets Found - None

Consumables - 2 water arrows, 1 moss arrow

 

Comments:

 

I saw Peter's report a month ago, so I downloaded this mission and promptly forgot about it and Peter's report. Then four days ago, I was looking for a mission in GarrettLoader, and this was the first in the list that I had not yet tried. Needless to say, almost six hours of mission time later I was done with it. I was just too exhausted to go looking for the last 100 in loot. In reality, it was more like 12 hours playing time, what with the restarts, backtracking, figuring out how the map related to what I was seeing, etc.. This was another mission that I decided merited a full LootList. So a lot of my time was spent flipping back and forth to Excel to note what and where I found things. So there I am all ready to report on this mission, and just to see what's what, I do a search and rediscover Peter's report. Once I saw it I remembered it. I'm surprised the mission did not bring the memory back, must be my "oldtimer's" acting up. Anyhow, since Peter already did a full report, I'll just share a couple of things about this mission that he did not mention.

 

1) While there are no "official" secrets in the mission, there are no end of tricky bits. One is a 100g ring that is hidden on a rooftop such that to get to it you literally have to run off into space and make a last minute grab. You can't jump because you are already so high up that you hit the sky if you try. But that isn't the bad part. The bad part is that as soon as you grab the ring a haunt appears and, if it sees you, immediately attacks. My approach was to stand in the spot where the haunt appears, lean, grab, and jump away. When I looked back, the haunt was dead. I guess I scared him. I did not claim this loot in my stats since I had watched the haunt from a dark corner after grabbing the loot earlier, and every time I came close to the exit he alerted. So even though I did not see him alert that last time, I have to assume that he did so before dieing. Restart.

 

2) There is a dead Hammer sorcerer named Scarmengades (I kid you not), who has a gold hammer on his person. Unfortunately the only way to get it is to wake him up. I shot a broadhead arrow at his head through a grating, and he obligingly appeared nearby, looking cross. This was clearly a bust. So the 75g hammer is not ghostable. Restart.

 

3) The key to the gate to end the mission has been stolen by a cat. I eventually found it. It was on the ledge of a window that you can only reach as you are falling by. There is no way to jump to it from below. You have to be jumping someplace else and notice it as you fly by. I don't know how many times I made that jump before I thought I saw something odd on the ledge. Dozens at least. Reload. Rejump. Frob in the air. And there was the key. So I trundle over to the gate, expecting to end the game, and there are now two archers overlooking the gate who were not there before. The square is illuminated with two or three lampposts. So ending the game that way was not for ghosting. There is another gate, not as well guarded and not as well lit, so I go off looking for another key. Eventually, I go through a door that I had been through (and looted) earlier in the mission, and the mission ends. I'm still not certain what happened. Looking at Peter's report now, it appears that he had similar problems finding an exit. I don't know if there is another key that I missed which would have let me out the other gate. I found a total of 12 keys (one I bought at the start of the game).

 

4) There are a couple of places where thieves have placed mines to "discourage" snooping. One of them is at a narrow juncture as you climb over crates filled with metal. After picking pieces of myself off the wall, I reloaded, and tried to edge up to the mines to disarm them. There were three in a tight grouping, slightly below where I was crawling. I could not find a way to get close enough to disarm them or pass them by, and in the end had to lob a bottle on them. Kaboom! Does blowing up land mines constitute property damage? The mines themselves were clearly altered after the bottle hit them. If so, then a lot of loot (250g or so) and one of the better jumping puzzles in the game is not ghostable since you have to pass the mines to get to it. A tossed crate sets them off as well, but gets destroyed in the process. So I used a bottle since it does not get harmed at all by the mines.

 

If you like climbing and jumping, this mission is for you. It is not hard to ghost (except for certain loot items that are not possible to ghost), especially if you miss the primary objective until after you have looted most of the mission. For some reason I did not find the entry into the Usurer's residence until very late in the mission. This resulted in my being able to wander unmolested through most of the mission, as it is only after you read a note there that the guards start taking an interest in you.

 

If you want a clearly understandable story, map, and set of mission goals, this is probably not for you. I had a great time wandering and exploring, but after about several hours of not finding the "Letter of Debt" I began to think that I didn't have a clue as to what I was supposed to be doing. Fortunately I kept finding loot, and that kept me going.

 

I believe this was the first FM by Melan (Gabor Lux). In the FM notes it states "Build Time: 10 months from initial concept and starting to learn Dromed." If I read that right, it is one heck of a first effort!

 

Oh! For Peter: I was able to get the Landlord's Key via the front entrance. There is a bit of shadow in the entryway. The patrolling guard does not see you there. If you wait until the Landlord comes as close as he ever gets, you can dash out, snag the key when he turns away, and dash back to the shadows before the patrolling guard returns from outside. The stationary guard next to the lamppost is zonked on something and never alerts. I accidentaly jumped on him from above one time and he didn't bat an eye!

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4.            12th Feb 2008, 16:17 #179

Klatremus

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T2X: Shadows of the Metal Age 7-9

Mission 7 - Down Among Dead Men

 

Ghost - Success

Perfect Thief - Success

Supreme Ghost - Failed

Perfect Supreme - Failed

Time - 1:05:02

Loot - 1835/1835

Pockets Picked - None

Locks Picked - 6

Backstabs - 0, Knockouts - 0

Damage dealt - 0, Damage taken - 0

Healing taken - 0, Kills - 0, Bodies Discovered - 0

Secrets Found - 4/4

Consumables - 1 Moss Arrow & 1 Water Arrow (Crypt of the Forgotten King)

 

 

Comments:

 

This was a tough mission to Ghost as things had to be done in a certain order, with a lot of back and forth. The biggest problem I realized way towards the end, which made me have to replay it all. When entering the top floor of the Mausoleum, Mausoleus’ apparition appears and flings three skulls at you. This alerts both of the haunts downstairs, and not just to a grunt but to a second level search mode. I went down to look several times and they were both waving their swords looking (see image). This meant I either had to grab the Orb coming through the window or I had to kill all the undeads by burning Mausoleus’ corpse. Coming through the window meant I would need the Ward for protection against the Orb’s flame balls. Killing the haunts required Mausoleus’ head from the top floor anyway, so I was stuck with the same solution. However, obtaining the Ward to get to the Orb busts Supreme instantly, as it requires the use of a moss arrow. Either way, that mode was a goner. I focused on plain Ghost instead.

 

Supreme rule #2 states that all objectives must be completed, referring to optional ones as well. Such a commandment is not found among the official Ghost rules, meaning Mausoleus’ body does NOT have to be burned in order to successfully Ghost this mission. This was very good news, as both fire elementals in the big lava pit got alerted to second level when all the zombies exploded (probably from the sleeping zombie outside the Crypt of the Forgotten King). The eradication of the zombies itself does not break any rule, but alerting other AIs in the process does. So one can NOT take the easy way out and rid oneself of every opponent and then ghost through the mission home free.

 

Ok, so the first task was to get hold of the Ward. Before that however, I cleaned the surface for goodies, the burrick caves, the Deadman’s Gully and the graveyard. The cemetery required a bit of sneaking but no hassle. Entered the tombs through the church, arriving in the torture chamber. There was a hammer in one of the boxes there I found hard to spot. A green diamond was constantly teleporting itself between three different locations, and set off a skull noise trap when taken, so I had to make sure no zombies were around at the time of grabbing. The northwest wing on the lower levels had two patrolling zombies and a sleeping one. Cleaning that area took some time, but relied mostly on dark patches and timed enemy patrols. A small statue easily missed sat on a coffin ledge outside the Forgotten King’s crypt.

 

The spiders beyond the Mausoleum gate caused no trouble either. Snuck in and out of their cave, keeping in mind the butt-vision. A fairly clever put pair of lucky coins rested in a broken coffin on my way to Basmus’ tomb (see image). They almost slipped my eyes going past. Another well-hidden piece of loot was situated on top of Basmus’ overhang. I had to drop down from a rope arrow onto the standing torch to avoid falling damage.

 

Inside the Mausoleum grabbing all the loot was worse. The third floor was by far the hardest since there was a stationary haunt guarding all the pieces. I lurked in to the right and timed his turning and the other haunt’s patrols to travel the coffins around the room. Same tactic back.

 

Now for the Orb itself. Had to backtrack to the torture chamber and bring along the three crates from the storeroom. Brought them to the Mausoleum courtyard and mantled up the first ledge. The zombie nearby caused no trouble at all. I used the healing potion to elevate one of the crates, at least enough to grab it while standing on the other two (see image). I then used a rope arrow to grab the floating objective. This way I never even triggered the skull-throwing incident and thus not alerting the haunts. Put the crates back after use just to be tidy.

 

 

Summary:

 

- Supreme was skipped totally, as burning Mausoleus’ remains alerts the fire elementals. Obtaining the right arm requires setting off a trap too, further complicating things.

- The optional objective of ridding the world of Mausoleus’ undeads is not required for normal Ghost mode, so fortunately no bust.

 

 

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Mission 8 - The Art of Deception

 

Ghost - Success

Perfect Thief - Success

Supreme Ghost - Success

Perfect Supreme - Failed

Time - 1:37:11

Loot - 1000/1000 (Supreme: 960)

Pockets Picked - 1/2

Locks Picked - 16

Backstabs - 0, Knockouts - 0

Damage dealt - 0, Damage taken - 0

Healing taken - 0, Kills - 0, Bodies Discovered - 0

Secrets Found - 2/2

Consumables - None

 

 

Comments:

 

The district around the inn, the market and the cathedral streets posed no Ghost challenges whatsoever. Only a few hammers in this entire area even reacted to my presence. The only problem was scouring closely to find all the loot. Big Willy’s abandoned apartment also held a secret, a safe behind a shelf unit.

 

I arrived at the smugglers’ store from the bedroom balcony just west. Leaped onto the wooden roof from here and slid down on the south side walkway. I picked the lock on the door to the shop and grabbed the loot from the box under the counter. I could keep in the dark while doing all of this, dodging both guards’ patrols. Entered the side-door next and headed downstairs. Placed my Orb and picked the loot. A very well-hidden rug behind the paintings here has probably slipped many a keen eye (see image). The streets in the back got far more crowded after this, as the members of the convo now had started patrolling. The archer patrolled faster, so he kinda screwed up my runs a time or two. I tried with several ropes to reach the roof again, as one can’t even enter the yard in front of the shop without getting alerted. Finally settled on the wooden supporting block of the western building (see image). The big problem from here was to reach the train station area without alerting ANY of the 4 smugglers protecting its entrance. I quickly realized my only solution was the roofs. Luckily the designers have placed a tiny wooden rafter underneath the eave to the east of the shop, probably to help reach the open window here. However, one can also use it to mantle onto the roof of the east building (see image). I was more worried about how to get back without being alerted though, so I started planning my return before even dropping down to street level. There is one window frame very close to the smuggler shop that can serve the purpose. As far as I know, it’s the only place where you can get back onto the roofs from the station side. But to keep Supreme intact I had to be able to retrieve my arrow. Thus fastening the rope from higher grounds and making the arrow tilt upwards was imperative (see image). Every ledge has an invisible outer shelf; a very thin area seemingly existing in mid-air. It can be very useful for quiet sneaking, and in this case for reaching hard-to-get arrows. Perfect Supreme still intact!

 

Found Big Willy’s purse in a closed-off section of the sewers. Was one more tricky piece of loot down here, in a power room protected by hammers. The stationary guard wasn’t troublesome, but the patrolling archer needed to be dealt with. Plus there was a stationary iron beast close to the entry door. The beast can be fooled by creep-crouching. I lurked forward as soon as the archer left, all the way in and grabbed the coins, then back out. I had plenty of time before she returned.

 

Inside the cathedral, the only thing worth mentioning is getting upstairs. Without a single first alert it was almost impossible; however, doable. The trick was to reach the point in the lowest flight of stairs where Zaya is in total darkness (see image). From there I waited for the perfect moment and ran to the lounge in the northwest. The moment of running is different every time, and it depends on all five guards not looking. The bright light made it difficult. Once upstairs, spots by the walls on the pillared walkways made it easier to maneuver discretely. Brother Davis busted Perfect Supreme in the end, protecting his bag of goods too well. He made comments traversing the room and picking the lock. Simply skipped it for Supreme.

 

I could drop down on the west side of the balcony without alerts or damage. I noticed the secret entrance had been closed, probably an in-game script to boost the challenge. At one time I actually thought this would bust Supreme, as there was no way of closing the portcullis outside and still leave unnoticed. I scratched my head for long, and then almost got embarrassed when I realized the simple truth. Merely leave through the manhole in the courtyard and enter the cathedral once again through the bookcase door. Lower the gate and leave via the living room. Simple!

 

 

Summary:

 

- Received two first alerts from Brother Davis when going for the bag of goods under his desk. One from traversing the room and one from picking the lock. Skipped this loot for Supreme.

 

 

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Mission 9 - Into the Fray

 

Ghost - Success

Perfect Thief - Success

Supreme Ghost - Success

Perfect Supreme - Success

Time - 1:05:12

Loot - 2250/2250

Pockets Picked - None

Locks Picked - 2

Backstabs - 0, Knockouts - 0

Damage dealt - 0, Damage taken - 0

Healing taken - 0, Kills - 0, Bodies Discovered - 4

Secrets Found - None

Consumables - None

 

 

Comments:

 

This mission was slightly different, as I had to dodge guards already involved in fights. This meant most AIs jumped directly to alert level 2, which is search mode. Fight scenarios could turn out differently every time, so my report might not fit other mission endeavors. The first problem occurred at the waterfall. The hammer here had fire arrows and always ended up killing the smuggler. After a heavy battle like this, I usually waited it out a couple of minutes, to let the ones involved get back to 1st alert mode and resume their patrols/stations. I crossed the river downstream and cleared the bank at the other side. The purse beside the floating corpse was possible to reach moving slow and sticking to the shadows. As the archer patrolled with his back turned, I snuck under the gush and across to the opposing mountainside; the single piece of loot on the deck was now within reach. Headed back the same way.

 

Went inside the hideout from the stone walkway above the dock entrance. The hammers that blew up the gate fell dead to the 3 smugglers inside. The two doors in the north lead to another fight between a hammer and a smuggler. Strangely, when opening the closest entry, the hammer always won and started patrolling up and down the hallway, making it very tough to clean the area. Entering through the east door however, normally made the smuggler flee down to the others, and occasionally forcing the hammer to fight them all. This massive brawl can have various results, but one time the hammer won and resumed his patrols downstairs, totally out of my concern. The secret treasure room was located out the broken window close to Neeson’s office. I could mantle back up without any trouble.

 

Another fight in the dining room further south. To loot the room I needed both individuals to leave. Played the fight over until one of them fled the room and the other followed. A huge brawl took place in the hallway afterwards involving two more participants. One hammer guard survived and started patrolling the flooded corridors. Moving slowly I robbed the kitchen and lurked upstairs. Had problems spotting the bottle in the window also. I triggered another huge clash in the main lobby, attracting the hammer mentioned earlier. It didn’t really matter who won. Emptied the barracks and entered the hallway again through the side door for the last fight. A piece of crystal lay in the broken floor here so it was preferable if both partakers ran away. When done, I snuck back through the entire complex.

 

Entered the docks through the hole above the locked portcullis. Didn’t even need the key. Neeson Feredoc was fighting a hammer at the pier, and my objective ticket off as he died. I jumped in the water to the left and cleaned the large ship from the port side ladder. Swam along the bottom to arrive at the small mining boat. As the hammer looked away I could mantle up and grab the nugget. Used a rope arrow on the starboard of my own ship to end the mission.

 

 

Summary:

 

- The bodies discovered obviously result from the fights between the smugglers and the hammers.

Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports

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5.            12th Feb 2008, 20:38 #180

goldsla

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The Book of Prophecy - Part 1

FM: The Book of Prophecy - Part 1 (BookofProphecy,The_pt1_DeadLetterBox.zip)

 

Ghost - Success

Perfect Thief - Failed

Time - 0:43:47

Loot - 180/310

Pockets Picked - 2/2

Locks Picked - 8

Backstabs - 0, Knockouts - 0

Damage dealt - 0, Damage taken - 0

Healing taken - 0, Kills - 0, Bodies Discovered - 6

Secrets Found - 0/0

Consumables - 1 moss arrow

 

Comments:

This mission is as entirely unlike Bad Debts as it is possible to get. Where Bad Debts was extremely multi-dimensional, Book of Prophecy is as linear as Half-Life. In fact it seemed to resemble Half-Life more than it resembled a Thief mission, despite the fact that it is set in the Mechanist universe. The mission is to meet your contact at a specific location. During the mission, Mechanists go bonkers and attack every non-mechanist they see. The non-mechanists are your allies, and do not alert to you. So your goal is to get from point A to point B. Not bad. The ghosting isn't that hard, but at three or four spots along the route you have to take (and there is only one route), a script causes Mechanists to appear and start slaughtering everyone they see. These are clearly triggered by just your presence at these locations, and not by your alerting anyone who was in the area. One of the trigger spots I was able to avoid by jumping a wall instead of walking around it. In general, the only way to ghost these spots is to know of them in advance and run through the area to the next safe location. The Mechanists are so busy attacking the townsfolk and Hammers that there is absolutely no way to know if anyone alerts to you specifically, unless you dawdle. If you dawdle, you rapidly become a pin cushion.

 

In all this was an interesting bit of froth, but not a fully fleshed mission. It played like the intro to a much larger mission (perhaps the "Part 1" bit is intended to indicate this). If so, I have not yet seen that mission.

________________________________________

6.            13th Feb 2008, 05:13 #181

Klatremus

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T2X: Shadows of the Metal Age 10-11

Mission 10 - ...of Ill Repute

 

Ghost - Success

Perfect Thief - Success

Supreme Ghost - Success

Perfect Supreme - Failed

Time - 1:27:12

Loot - 2464/2464 (Supreme: 2394)

Pockets Picked - 2/2

Locks Picked - 8

Backstabs - 0, Knockouts - 0

Damage dealt - 0, Damage taken - 0

Healing taken - 0, Kills - 0, Bodies Discovered - 0

Secrets Found - 4/4

Consumables - 1 Ice Arrow to cross sewage river (plain Ghost only)

 

 

Comments:

 

Decided to clean the whole outside area first. There was a secret room accessible from the sewers. It involved the watchman’s key found on the sleeping guard in the northwest, used to access the closed-off section of town. The double gates accessing the area couldn’t be relocked due to the key’s disappearance upon use, so I thought of a different way. The merchant inside the northwest entrance to the brothel also had access to these gates. Once he finished his convo with the lady, he exited the building and headed towards the gates. I followed him, creep-crawling past the front door guards, and stopping the gates from locking up. I made sure to leave them wide open, since the merchant returned here later on, and I didn’t want to be stuck in there. Crossing the sewage river required an ice arrow, busting Perfect Supreme already. Thus the candlestick worth 50 gold had to be skipped, meaning this entire section of town is irrelevant for strict supremers. However, I always want to be as Supreme as possible playing even normal Ghost. During my stay in the sewers, the merchant on the surface headed back to the brothel and positioned himself outside the bar, close to where I appeared leaving the sewers the intended way. I was unable to sneak past the guards like this without comments, so I backtracked to my entry route to avoid the attention.

 

The key for the Arch Store also vanished; hence I was unable to relock the door. There was a piece of loot inside a partly opened window in the south. Used a vine arrow on the sloped roof and mantled onto the metal pipe (see image). Could lean in and grab the auger from there.

 

Entered the backyards and cleaned the security room beyond the burrick pits. Found the smelly gambling safe key in the beast’s droppings (see image), yuck! Broke into the brothel by the side door to the west. The basement and 1st floor didn’t cause any Ghosting problems. Just dodging guards and picking up loot mostly. Found a secret switch in the boiler room that opened a panel by the back entry. Flipped the switch again to close it. Both keys (safe- and office key) disappeared after use. Some easy to miss coins lay in the windowsill by a sleeping prostitute (see image).

 

The 2nd floor posed a few problems. Found a secret hatch in the ceiling in the northwest. It led to a dirty library with some lucky coins. Some servant dressed in an ape costume was stationed in the north. I had to crawl quietly to grab the nugget from the plant, but managed to take it without any alerts. Close to this area were two other bedrooms with prostitutes. The closest I had to traverse across the bed to steal the earrings from the closet. Needed classy stealth to hop onto the bed again unseen, but it was possible. The next room had a girl staring straight at me. Could lean over to take the urn, but not without a comment. Had to skip this piece of loot for Supreme. Entered Truart’s room from the rafters above. Found an entryway via a ladder in the next door closet. Sweeping the stuff here was easy enough; all it took was a bit of patience.

 

PS: With 3 crates and a well-placed vine arrow, one can enter Trixie’s room to the west of the brothel’s front doors. It contains a broken bow upgrade (see image)!

 

 

Summary:

 

- Had to skip the first secret (50 gold) for Supreme. Need an ice arrow to cross the sewer.

- A lady gave a first alert reaching for the urn in the 2nd floor bedroom. Had to skip this piece of loot for Supreme.

 

 

--------------------------------------------------------------------------

 

 

Mission 11 - The Grand Hotel

 

Ghost - Success

Perfect Thief - Success

Supreme Ghost - Failed

Perfect Supreme - Failed

Time - 3:30:59

Loot - 3244/3244 (Supreme: 2984)

Pockets Picked - 8/16

Locks Picked - 18

Backstabs - 0, Knockouts - 1

Damage dealt - 1, Damage taken - 0

Healing taken - 0, Kills - 0, Bodies Discovered - 0

Secrets Found - 6/6

Consumables - None

 

 

Comments:

 

Before Entry

This mission had so many ghostly challenges I don’t know where to begin. Guess it comes natural to explain them chronologically. I started outside the main gates with nowhere to go but towards the swinging watcher. The pickable locker turned off the lights right inside the gates, but that busts Supreme. There was a black patch behind the right part of the gates, but this meant running through a very bright spot. I opened the gates easily and timed the watcher. As it turned left I ran out, closed the gates blocking the left part, and ran back inside. A small chirp from the camera is a first alert, so I had to do this quick. Now I stood well-hidden inside the gates, with only the left door open. This gave me time to slide right as the watcher turned east, swiftly crouching into the corner (see image). I then closed the gates fully. Around this time, the guards came by. I waited them out to avoid further obstacles. Next up was crossing the main path. Again as the viewer curved eastwards, I moved speedily in behind the west pillar. I could position myself right underneath the camera without getting detected at all. The front doors were pickable and led to the main foyer. Beyond was the lobby area, totally covered in cameras and people, absolutely Supreme impenetrable. The jar on the lobby table thus had to be skipped (see image). To bring the artifact statue from the foyer I needed to relock the front doors, requiring the entrance key. Two guards outside the hotel were in possession of such a key, both quite possible to snag. I’d say the patrolling guard further east was the easiest. The other was stationed outside the double doors closer to the gardens, and he occasionally gave a comment. Fortunately, no keys in this mission could be dropped back. I slipped into the entrance by the restaurant too (Roland’s dining) to grab the golden plates, but traversing the room was impossible so I had to go back outside. I finally entered the hotel building via the east side door, dodging the big iron beast.

 

1st Floor

Soon inside, the Ghost trials started again. Some hard to see lucky coins sat on a roulette table to the north. The real troublesome loot however was located inside the bar to the east. A bottle of fine wine on the counter (see image) and a nobleman carrying a purse. Two female servants had a conversation; one of them took off and started patrolling in a clockwise pattern around the gambling rooms. I noticed the stationary woman turned away from the wine bottle during the talk. That gave me the idea of snatching it in their chat, as there was no chance of obtaining the loot with the woman staring straight at me. I could sneak up to the second bookcase and wait for her to turn. I quietly crept over and picked it, then headed back. By now the younger girl had started walking. The nobleman was up next. I had to wait by the doorway for the girl to come by, as I had little time before she returned. Creep-crouched as daringly fast as possible without setting off the woman by the counter. The nobleman himself seemed to be lost on another planet, never uttering a word. I found a comfortable area where I wasn’t too bright from the fire. Snuck back to the hallway swiftly.

 

Passed suite 1 easy enough, just took a lot of sneaking. [The suite 1 bedroom had an inaccessible ring worth 100 gold in version 1.0. The patch fixes this, so in version 1.1 it’s there on the nightstand.] The executive suite was mostly the same, but I eventually had to accept skipping the woman’s purse for Supreme. She gives comments rounding the corner both back and forth. Perfect Supreme was already busted from the lobby jar anyway, so no big loss. The lucky coins in the bedroom were hard to spot as well. The suite doors could only be relocked with the key from the lobby counter, so I left them unlocked for now. [If you want to keep strictly to the Supreme rules (like me), you shouldn’t unlock the door to suite 3 on the 2nd floor yet, as this will make the key from the lobby vanish. Relock the suites downstairs first, then clean the upper one. Challenge: There is actually a way to Supreme suite 3 entirely, without ever using the front door.] Couldn’t move further west than suite 2 because of the iron beast outside the main office; had to traverse counterclockwise around the floor.

 

I had genuine hopes of reaching the flute on the ballroom scene, but the two guests in the northeast corner just wouldn’t let me pass. The merchant blocked the west side. I tried using several vine arrows in the ceiling, leaping from shadow to shadow, but the nobleman noticed me every time. Another piece of loot then had to be skipped for Supreme. Turned off the lights for normal Ghost, as this is the least shameful approach.

 

The living room in the northwest was supremable too. The small robots only alerted to sound and physical contact. I could therefore position myself underneath the watcher and grab the jar as it swung south. The merchant was hidden behind the pillar during these events and hence no worries.

 

2nd Floor (brief):

Quickly slipped upstairs and fetched the security door key from Cassagrande. He patrolled outside the storage room in the northwest. Also headed towards the accounting office. To enter the door I either had to pick the lock or pilfer the key (right image). Guess the lockpicking tactic is the most Supreme, as it evades an unnecessary pickup. However, both picking the door and closing it alerted the guard and busted Supreme L. Using the key removed one first alert, but closing the door still spawned a comment. Needed the blackmail note for downstairs. Learned the security code for the mech cameras also.

 

1st Floor Wrap-Up:

Ok. There were two different ways of handling the lobby situation, depending on the mode of play:

 

- For Supreme, the three keys were the only objects of interest. The loot was out of reach. The office key was needed to continue the mission, and the hotel room keys were required to relock the respective doors. There were two long hallways to the east and west of the lobby, respectively. I was incapable of traversing the eastern one to the end without spawning a 1st alert from the patrolling guard. Consequently, the loot in the security office got passed. My only alternatives were approaching from the secret corridor or from the west doorway; both options produced one alert. I chose the former, as it is also the easiest. The key for rooms 6-10 and the master suite key were obtained by reaching from the west side of the counter, neither setting off the watchers nor the clerk. The office key was a different story. It had to be picked from the box on the small ledge inside the lobby counter. Dodging the clerk was the least of my problems, as he only alerted to the lockpicking, not to spotting me. The watchers were difficult. The one on the east side detected me if I was too close to the box and standing up, while the other could see me if I crouched. This called for very quick movement back and forth in between the closest watcher’s movements (see image). As he turned away, I walked towards the box and started picking; after a few seconds I headed back and crouched. Did this three times; then had to leave for the dark corner inside the doorway to avoid the patrolling guard (see image). Once he left, the next picking session opened the box. Crawled back out through the hidden corridor. Phew!

 

- For Ghost, the two pieces of loot also had to be considered. The one in front of the iron beast was well within reach, although causing a mechanical comment from the robot. To get the other one, the cameras had to be switched off. This caused the clerk to leave his post and head for the security office to turn them back on. The first time I saw this, he just kept bumping into the door, as I always close/lock them after use. I guess it is a glitch from the designers not giving this guy total access to the security room, but it gains to my advantage nevertheless. As he was permanently gone from the lobby, I entered through the secret corridor and wiped it clean. Went back to let the clerk in and eventually back to the counter, just to be tidy.

 

Relocked the suite doors and went for the safe room. Ran in as the watcher turned away and cleaned the room quietly. Could sneak into Finkle’s office without alerting the iron beast. The office key disappeared upon use. Got basement access and the location of Kedar.

 

2nd Floor Again:

The upper floor was a piece of cake except for room 11. Picking the lock alerted the nobleman, so I had to use the key. Grandma in there turned every which way very frequently. I was throwing awfully nasty lines to my computer at one point. There was also a guard patrolling outside and a slave through a doorway, in addition to the hag; not a pleasant situation. But in the end I got the coins from the trunk and went on with my pilfering business. The two mirrored rooms in the southeast and southwest were also a bit tricky. However, I could crouch in at either end in both rooms without getting caught. The rest of this floor was no boggle.

 

Basement:

The basement was even easier, posing no difficulties whatsoever. Had to knock out Kedar to bring him along, no bust. Dodged the spider in the wine cellar by slipping into the barrel holes. Found the secret at the end and ran out. What a mission!!

 

 

Summary:

 

- Had to skip the purse in suite 2 for Supreme. The woman gave 1st alerts rounding the corner.

- Also needed to skip the flute in the ball room for Supreme. The room is too bright to traverse along the walls approaching the scene.

- Got an alert from the guard outside the accounting office on the 2nd floor. He comments on closing the door. Supreme bust.

- Had to skip the piece of loot in the lobby. Turning off the security cameras is forbidden in Supreme mode.

- Alerted the clerk when picking the lock on the box behind the lobby counter for Supreme. Small Supreme bust.

- Skipped the jar in the room south of the lobby also. The iron beast saw me reaching for the table. Could bring it for normal Ghost though.

- Entering and exiting the lobby through the secret corridor spawned 1st alerts from the iron beast. Bust Supreme.

- Skipped the stack of coins in the security room for Supreme. Couldn’t traverse the hallway without getting seen.

- The damage dealt is Kedar’s blow to the head. Necessary to bring him along and follows the objective, so no bust.

Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports

________________________________________

7.            13th Feb 2008, 19:47 #182

Klatremus

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T2X: Shadows of the Metal Age 12-13

Mission 12 - The Cure

 

Ghost - Success

Perfect Thief - Success

Supreme Ghost - Success

Perfect Supreme - Success

Time - 1:21:17

Loot - 1574/1574

Pockets Picked - None

Locks Picked - 3

Backstabs - 0, Knockouts - 0

Damage dealt - 0, Damage taken - 0

Healing taken - 0, Kills - 0, Bodies Discovered - 0

Secrets Found - 2/1

Consumables - None

 

 

Comments:

 

I had no real problems outside the hospital. The hammerite apparitions attacking the main gates alerted the ghost in the wall hallway unless timed correctly. This was an alert not caused by Zaya, so I don’t know whether it would count as a bust. It was avoided nonetheless. I entered the hospital compound by climbing a rope arrow to the east side roof (see image). The eave underside was wood. Turning the wheel to the main entrance illuminated the torches and spawned more AIs. The arrow needed a perfect hit and was hard to retrieve. I had to drop onto the outer edge of the eave to reach it. Hopped onto the balcony and further onto the ground. Fires are lit all around the building upon entering. Originally I saw this as a bust, but looking back I guess it is not. Supreme rule #6 only refers to the removal of light sources, the essence being you shouldn’t darken an area to make it easier.

 

An apparition in the west awoke the sleeping zombie nearby. The beast went right into chase mode so I considered this a bust. I simply avoided the area, as it was not needed to enter the bedroom for any reason. I could reach the book on the sill and climb to the top without setting off the trigger. Brought the statue from the pool in the lower staircase also. A hidden lever operated the safe in the east garden. Quite nifty little secret that unfortunately didn’t count as one. The diamond inside the safe is one of the stones mentioned in the objectives. The other stone was in the priestess’ tower. Here was also the last part of Alinya’s diary (optional objective).

 

The rest of the mission was straight forward; mostly a lot of sneaking. A couple of hidden loot items though. A golden goblet in a ruined building to the northeast, and a statue behind one of the bookshelves in the west main hallway. Grabbing the Scales of Amaris let out two patrolling haunts. This doesn’t really conflict with any rule. It can be compared to the alarm situation in ‘Undercover’ and occurs directly from taking an objective. I was not seen at any point during this. Escaping the temple wasn’t that hard once I figured out the haunts’ patrol routes. Leaving the hospital compound was harder. In the end I had to rope arrow onto the roof, then with a well-timed jump mantle onto the entrance gate structure. From there it was easy...

 

 

--------------------------------------------------------------------------

 

 

Mission 13 - Betrayal

 

Ghost - Success

Perfect Thief - Success

Supreme Ghost - N/A

Perfect Supreme - N/A

Time - 33:03

Loot - 1689/1689

Pockets Picked - None

Locks Picked - None

Backstabs - 0, Knockouts - 0

Damage dealt - 0, Damage taken - 0

Healing taken - 0, Kills - 0, Bodies Discovered - 0

Secrets Found - None

Consumables - 3 Water Arrows

 

 

Comments:

 

I only went for normal Ghost in this one. Supreme Thief is impossible to detect with all the noisy waterfalls; most probably it’s unachievable too.

 

Had to inch along the fence of Truart’s mansion to avoid detection from the guards below. The female swordsman was already on the lookout, but not from detecting me. Her comments signified she hadn’t been alerted at all. I could drop down onto the sloping staircase fundament without taking damage. Then dodged the searching woman and the stationary archer and snuck out the main exit. She eventually headed up the stairs to investigate; that was the best time to escape. There were some hard to spot lucky coins in the well across the bridge. The water seemed to have low visibility all through the mission, thus the loot was tough to locate.

 

Through the glade and the caves the only real problem occurred in the cave with the waterfall and the stationary ratman. I tried following the patrolling one and sneak past him as he turned, but one of them always caught me. Had to douse the torch in the corner in the end. Either that or using a concealment potion, whichever you choose. However, the potion has to be bought before ‘the Cure’ and brought along to this mission, plus the stats then call it ‘Chemical Ghost’; not so honorable. The last piece of loot lay in a small cave in an area with another waterfall and a lava pit (see image). The hatch entrance to Malak’s final lair could be unlocked with the key from his house.

 

Had to douse the two torches outside the cave with the scales also. Once the fight started, they were too bright to keep me hidden. I dropped down from the nearby ledge and pilfered the scales from there. Waited until the beastie had killed everyone and threw the scales in the lava. Had to give it a running boost to fling it across the field without the beast’s detection.

 

 

Summary:

 

- Skipped Supreme entirely. The waterfall noises made it impossible to detect 1st alerts.

- Used one water arrow to pass the cave with the stationary ratman and the waterfall. Doused the torch in the corner and waited for the patrolling rat to pass by.

- Also used two arrows to put out the torches outside the cave with the scales. Once the fight starts, the torches are too bright to avoid being detected.

________________________________________

8.            14th Feb 2008, 03:00 #183

Peter_Smith

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Bad Debts reprise

Originally Posted by goldsla

FM: Bad Debts

 

Oh! For Peter: I was able to get the Landlord's Key via the front entrance. There is a bit of shadow in the entryway. The patrolling guard does not see you there. If you wait until the Landlord comes as close as he ever gets, you can dash out, snag the key when he turns away, and dash back to the shadows before the patrolling guard returns from outside. The stationary guard next to the lamppost is zonked on something and never alerts. I accidentaly jumped on him from above one time and he didn't bat an eye!

I agree that the guard at the entrance to the inn was no problem. The shadow is sufficient. The landlord himself is no problem because he changes direction. But in my case the main ghosting problem was a guy with a purse standing in the far corner of the main floor, next to a table, facing directly at the front door. You did not mention him. He always alerted when he saw me enter the room from the front door. It was also impossible to get his purse from the back wall, on his side - not enough time between guard and landlord patrols. Maybe in my case he was stuck in the corner, but he freed himself easily and ran out when alerted. Maybe in your case he went on patrol and caused no difficulty. Another possibility is that you could have alerted him unknowingly, because on alert he runs for the door and ends up in the courtyard, as I recall. In any case, if he was not there for you, then you missed out on some ghosting fun. I'd be curious to know how you handled that purse guy.

 

I did not describe the route to the Keywell (past the mines in the box) in detail because I didn't want to spoil it. I think that was a great route finding puzzle. A good way to get past the mines is to put a drop crate on them and then run over the crate. The mines do not not blow up, and the crate keeps you above them. Then remove the crate and disarm the mines from the room. No question about property damage interpretation that way.

 

Your method of not killing the haunt (or taking damage) was interesting. I believe that happens if you are standing directly at the spawn point of an AI. I agree that it is a bust no matter what.

 

As for the ghostable exit, that is the thieves' warehouse, near the entrance to the seminary, in a small square with the large statue. I think there is a note somewhere about that being a way out. If not, it is posted at TTLG, which I used as a crutch to find that place again, after visiting it once on my own. Anyway, the msssion ends when you go down the passage to the back door of the warehouse, which takes you out of the city. But you can never get there - the back door is locked.

 

I didn't find the exit gate key that you have to snag on the way down in a jump, the sorceror, or the haunt, plus several other things, until after I completed the mission in ghost mode, so I did not put them in my report. In my BJ-kill-loot-hunt, phase, I extended my game time to 15 hours, and I got all of the loot, needing hints for two items, including the haunt's haunt. I have a good list that states where things are, if you are interested. The author's list, contained in the mission zip file, is hard to follow.

 

I enjoyed reading your report and comparing experiences.

________________________________________

9.            15th Feb 2008, 00:02 #184

goldsla

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Originally Posted by Peter Smith

But in my case the main ghosting problem was a guy with a purse standing in the far corner of the main floor, next to a table, facing directly at the front door. You did not mention him. He always alerted when he saw me enter the room from the front door. It was also impossible to get his purse from the back wall, on his side - not enough time between guard and landlord patrols. Maybe in my case he was stuck in the corner, but he freed himself easily and ran out when alerted. Maybe in your case he went on patrol and caused no difficulty. Another possibility is that you could have alerted him unknowingly, because on alert he runs for the door and ends up in the courtyard, as I recall. In any case, if he was not there for you, then you missed out on some ghosting fun. I'd be curious to know how you handled that purse guy.

He wasn't a problem for me. I hit the Coronet Pub early on in the game, and so he did not alert when I walked up behind him. I then waited for him to forget I was there and I lifted his purse. When I came back to get the Landlord's key, he was still there, but did not alert when I dashed in and picked the Landlord's pocket and dashed back out to the shadows. Hmmm.

 

UPDATE >>>>> I went back to the pub and did it again. No problems. Here is a shot just after dashing back to the shadows after lifting the Landlord's key. You can see both of the pub patrons are not on alert.

 

<<<<<<END UPDATE

Originally Posted by Peter Smith

A good way to get past the mines is to put a drop crate on them and then run over the crate. The mines do not not blow up, and the crate keeps you above them. Then remove the crate and disarm the mines from the room. No question about property damage interpretation that way.

Every time I put a crate over them they exploded. Maybe I was too rough. I'll reload and try that and let you know.

 

UPDATE>>>>> Yep that was it. I was too rough. Now that you tell me it's possible, I can do it. But it did take me 20 or so reloads to get the technique. Not only do you need to place the crate carefully, but you need to stand up and run over it to the corner. I found that if I walked or crouched and ran, the mines exploded anyhow. Thanks for the tip!

<<<<<<END UPDATE

Originally Posted by Peter Smith

Your method of not killing the haunt (or taking damage) was interesting. I believe that happens if you are standing directly at the spawn point of an AI. I agree that it is a bust no matter what.

It was weird, I'll tell you that! I was hoping I could make it out and see it standing there not on alert. To find it dead was a bit of a shock!

Originally Posted by Peter Smith

I didn't find the exit gate key that you have to snag on the way down in a jump, the sorceror, or the haunt, plus several other things, until after I completed the mission in ghost mode, so I did not put them in my report. In my BJ-kill-loot-hunt, phase, I extended my game time to 15 hours, and I got all of the loot, needing hints for two items, including the haunt's haunt. I have a good list that states where things are, if you are interested. The author's list, contained in the mission zip file, is hard to follow.

Here is my list. It's 100 short.

 

If you could tell me where that last 100 is, I would appreciate it. ---Never mind, the author, Gabor Lux (aka Melan) tipped me to where it is. Loot list updated---

 

This was all found while ghosting, though I did save before and reload after waking the sorceror.

HTML Code:

                Loot & Collectables        Value    Running Total    Notes

1              Powerstation Note                         0              Pick / Powerstation Key 1st door on right after start; note outside guards and pedestrians do not alert to your presence; inside guards do sometimes

2              6 flares                 0             

3                                              0              NOTE: LOCKED DOOR on way to Stoll Court is a shortcut to Lower locks; Opens with Powerstation key

4              1 Purse 50           50           Stoll Court guard overlook / barracks; in chest

5              5 Broadhead arrows                       50           in chest in guard tower

6              1 Flash bomb                     50           in chest in guard tower

7              2 5g coins            10           60           under small table in guard quarters

8              Guard note                         60           on small table in guard quarters; take all crates to square to make more accessable

9              1 bread loaf                        60           unlocked apartment

10           2 cheese wedges                             60           NOTE: LOCKED DOOR in apt bldg to Landlord's appt

11           1 Gold goblet     25           85           On 2nd roof ledge of house opposite starting point; use crate to get up there

12           1 Purse 100         185         In the Coronet Pub

13           1 Gold bottle     50           235        

14           2 moss arrows                   235         In Coronet Pub sub-basement

15           1 Vase   50           285         Through broken floor from sub-basement

16           Bow upgrade placard                     285         Through 2nd broken floor and out through west window; use box to climb to next door building / tower

17           1 Gas arrow                        285         In chimney

18           1 ring @ 100g     100         385         Run to next red brick from N end of tower w/ gas arrow; mantle up; Hammer Haunt appears when you take ring; bring crate for fast exit. Not for ghosting

19           1 necklace           200         585         Use 7 crates to get to ledge from ladder

20           1 Pub Key                            585         Pickpocket guard through west-most north-facing window

21           2 Gold goblets @ 25g     50           635         SW corner pub rafters

22           1 Gold plate       50           685        

23           1 Mine                  685         Access through NE pub rafters; in chest

24           2 Gold candlesticks @ 50g            100         785         Move giant crate & rope down 2 flights

25           1 Gold plate       50           835        

26           1 Rope arrow                     835         On barrel 1 flight down from giant crate

27           1 Gold hammer @ 75g   75           910         On Hammer sorceror Scarmengades after disturbing with a broadhead arrow beside the head; not for ghosting

28           1 Ring    100         1010       Defenestrate above the small marketplace and run down 1 ledge; ring on window ledge; jump mantle back and refenestrate.

29           1 Gold Bottle     50           1060       Beside drunken guard (Blunt)

30           3 Double gold coins @ 5g             15           1075       Jump onto ladder west of drunken guard; pick lock on gate; in small fountain on wall below Blunt

31           Highgate Note                  1075       In guard station east of fountain

32           1 Gold bottle     50           1125       Next to potted pink; climb large crate to ladder & then rope up

33           Moriarty's Journal                           1125       Cross bridge; enter 1st power station door; take ladder up;

34           8 flares                 1125       In Moriarty's toolbox

35           Public Works Key                             1125       On Moriarty's east windowsill (open window)

36           1 Purse 40           1165       In Moriarty's chest

37           1 Blue crystal     25           1190       Return to ground floor; west; south; climb between 2 southmost turbines & open vent & go through; climb to work room; open tool box

38           1 Flash bomb                     1190       Sneak past 2 white spiders; climb 3 ladders to top; jump counter clockwise to next statue (turn to face edge to mantle while in air); open secret door to Blunt; jump counterclockwise to next statue; down ladder; proceed to end; in chest

39           Keywell Note                    1190       Head W then N up crates; dismantle mines (if you can; Peter Smith suggests placing a crate on top of them & running over) or detonate with bottle (not crate - crate gets destoyed); ledge to red roof to tower to place rope in center beam to ladder to jump to rope to jump to ledge with loot & note

40           1 Jeweled dagger            25           1215      

41           1 gold necklace 200         1415      

42           1 jeweled crown              125         1540      

43           1 gold sphynx urn            75           1615      

44           2 copper stacks @ 5g      10           1625      

45           2 silver stacks @ 12g       24           1649      

46           1 gold stack        25           1674       Retrace; abandoning rope

47           3 Broadhead arrows                       1674       jump counterclockwise to next statue; down ladder; up ladder to black spider; past passage on R (S); return all the way to bridge, R (S), climb ladder & pickpocket bowman

48           1 Goblet               25           1699       L (E) at Downlock Seminary; up  on statue base to barrel to ledge & around to windowsill

49           1 Collectable plate          10           1709       rope to balcony; over door

50           1 Vase   50           1759       On red drop-leaf table

51           1 Silver bracelet               100         1859       Behind painting in secret room; open door with switch at bottom of armoire in nearby room (thanks Melan!)

52           1 Usurer's Key                   1859       in wall niche next to dead usurer

53           1 Pawnshop Key                               1859       S end of desk, near desk chair legs

54           3 Broadhead arrows                       1859       On archer on balcony

55           1 Usurer's Key                   1859       on small table in guard quarters

56           1 Sliver stack      10           1869      

57           2 Copper stacks @ 5g     10           1879      

58           2 Gold candlesticks @ 50g            100         1979       In pawnshop

59           1 Tapestry           150         2129      

60           1 Silver coin stack            12           2141       On window ledge S of Downlock Seminary; east side of street; rope arrow up

61           1 Copper coin stack         5              2146      

62           1 Quiver or 10 broadhead arrows                             2146       Ladder to High voltage metal walkway; mantle up; jump to ledge; mantle up to stone walkway

63           1 Deer leg                           2146      

64           1 Mine                  2146       Hop over to next ledge, open vent & go through; rope down above counter door; go part way down; open door; drop onto door edge; mine on counter

65           2 Moss arrows                   2146       Do NOT pick open door!

66           1 Rope arrow                     2146      

67           5 Broadhead arrows                       2146      

68           1 Flash bomb                     2146       Under counter

69           1 Speed potion                 2146      

70           1 Cheese                             2146      

71           1 Carrot                                2146      

72           2 Cucumbers                      2146      

73                                           2146      

74           1 Purse 20           2166       On sleeping guard in bed

75           1 Vase   100         2266       On 2nd floor checkered table

76           1 Armourer's Key                             2266      

77           1 Silver nugget  25           2291       On top of stairwell beams

78           1 Gold nugget    50           2341      

79           1 Armourer's Key                             2341       On inside window ledge top floor

80           The Book of Smesh                         2341       In locked crate

81           1 Pointy thing    40           2381       enter "W" building coal cellar door; wind way to thieve's hideout; in wooden crate

82           3 Silver coin stacks @ 12g             36           2417      

83           2 Gold coin stacks @ 25g               50           2467      

84           1 Thieves' Key                   2467       On table with coins

85           1 Letter                                2467      

86           1 Speed potion                 2467       On table with letter

87           1 Diamond          100         2567       Rope down to alter cavern; next to broken chest

88           1 Rope arrow                     2567       Next to diamond

89           1 Fire arrow                        2567       In fire

90           4 Red apples                      2567       Return up rope; use crate to enter coal chimney & climb ladder

91           1 Golden bottle                25           2592      

92           1 Collectable plate          10           2602      

93           1 Bridge Note                    2602       Out window; jump to gargoyle to ledge to bridge; drop crates; Take note

94           2 Double gold coins @ 5g             10           2612       Drop onto lamp post; W to statue in wall; in bowl

95           3 Double gold coins @ 5g             15           2627       Back to "W" building; climb ladder in niche NW of coal cellar door

96           3 Moss arrows                   2627       SE to mossy steps; pick gate to garden; in plant

97           1 diamond          75           2702       In NE corner

98           1 Gold candlestick           50           2752       Return to Usurer balcony area; Open door to the S with Thieve's Key

99           1 Healing potion                              2752      

100         2 Gold hammers @ 75g 150         2902      

101         2 Holy water                      2902      

102         1 Timms's Key                   2902       Return to Usurer balcony area; rope up; return to dead usurer; read note; trail guard downstairs; exit from pawnshop door; take route above Seeing Square via large black spider; jump twice clockwise to exit near drunk; take ladder down to Timms back door; key is now on the stoop!!

103         1 Mine                  2902       Disarm mine near bottom step

104         1 Mine                  2902       Disarm mine 4th from top step

105         7 Decorative plates @ 10g           70           2972      

106         2 Gold candlesticks @ 50g            100         3072      

107         4 goblets @ 15g                60           3132      

108         4 Water arrows                 3132       in Timms' closet

109         1 Purse 20           3152       On patrolling guard in Seeing Square

110         1 Purse 20           3172       On archer at Almgate

111         1 Gold hammer @ 75g   75           3247       Drop book of Smesh in hammerite drop box at seminary; pickpocket priest

112         1 Hightown Key                                3247       Return to Timms' courtyard; Return to area above square with giant crate; jump at high window in SW corner and frob Hightown key; continue past Mage tower & reurn to  the Coronet Pub

113         1 Landlord's Key                               3247       On Landlord

114         2 Water arrows                 3247       In Powerstation near the Coronet Pub

115         1 Gold bottle     50           3297       in Landlord's apt shrine room

116         1 Goblet               15           3312      

117         1 Firepoker         200         3512      

118         1 Vase   20           3532       on fireplace mantle

119         1 Tapestry           150         3682       in bedroom chest

                                                               

                Ghosting Penalty             175         3507       Available while ghosting

Gabor Lux has an interesting argument about the two pieces of loot that I called as "not for ghosting"

You flagged two pieces of loot as 'not for ghosting'. I had a philosophical argument with Dafydd (the ghost-tester) on this issue, but I am on the opinion that these may be viewed as non-busts. First, the ring and the haunt: you can "exorcise" the bones with holy water. In this case, the haunt will be dead when it appears! Dafydd argued that this counts as a slain AI; my opinion was that it was a preventive action and didn't actually kill an opponent from Garrett's perspective. Take this as you will. In the second scase (that of the sorceror Scarmengades), merely hurling a flash bomb into the underfoot chamber will awaken the zombified maestro. If you stand at a correct angle, it will fail to spot you, and you can swiftly dart back to the entrance chamber of the tower without being seen! Afterwards, removing the holy symbol from its belt is easy money. Dafydd didn't count this instance as breaking ghosting.

For me both are still ghost busts. In the first case, I agree with Dafydd. A slain AI is a slain AI. In the second case, everytime I "woke" the sorceror, he appeared and was in search mode, peering about and clearly looking. I tend to be a bit of a ghosting literalist. So when the rules state: “No second level alerts, that is recognition or hunting alerts, of human or non-humans AI are allowed.” I call it a bust if I cause a hunting behavior. After a bit of not finding me, he starts a normal patrol. But he starts by hunting. If he had appeared and just began patrolling, I would agree with Gabor and Dafydd, but he didn't, so I call it a bust.

________________________________________

10.          15th Feb 2008, 00:36 #185

goldsla

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Elizabeth Bathory - Chapter I

FM: Elizabeth Bathory - Chapter I (bathory_part1_v2final.zip)

 

Ghost - Success

Perfect Thief - Success

Time - 3:1:37

Loot - 2500/2500

Pockets Picked - 8/16

Locks Picked - 10

Backstabs - 0, Knockouts - 0

Damage dealt - 0, Damage taken - 0

Healing taken - 0, Kills - 0, Bodies Discovered - 0

Secrets Found - 0/0

Consumables - None

 

 

Comments:

This is a lovely gothic romp. It is very linear in nature. The only tricky bits are recognizing which wood you can plunk an arrow into and which will eat them. Fortunately you are given 15 (!!) rope arrows throughout the mission. I was expecting LOTS of climbing when I frobbed on what I thought was one rope arrow and saw 10 of the things show up! No such luck. If you don't abandon your ropes, only one is really necessary.

 

The mission starts with the scripted killing of your local "guide" by the guards outside the town. The town itself is locked down with no one permitted in or out until a couple of murders are solved. Your task is to meet with an actress who has information about the inheritance of the estate of a Polish/Transylvanian noblewoman who was rumored to be a vampyre.

 

Ghosting the mission wasn't hard at all. Serious nudging was required to get one guard away from an alley entrance. (I took him kitty-cornered across the street and tucked him in a corner where he would not trouble me.) It took maybe 10 or 15 minutes of patient nudging. Nothing else I tried let me past him.

 

Oh. Most of the doors are unpickable. You either need the right key (which disappears after use) or you need the special "lock breaking" crowbar (I kid you not!) to open these doors. I'm not certain why the crowbar was introduced, except to prevent you from opening those doors too soon. That was one way that the author enforced linearity. If we had been allowed to pick the doors, I don't think there would have been any harm. There didn't seem to be any reason to keep you from doing so except to enforce the linear script that the author had in mind.

 

Most of the loot was out in the open or in obvious places. Just walking about and trying all the normal things resulted in finding all the loot.

 

The only mission troubles I had were two: the wood at the base of an antenna which you have to rope arrow is really hard to see. I had to be standing at the right spot to think "Is that wood?" and try it. In the secret tunnels below the castle, finding just the right spots to mantle up on a series of walls was annoying. The heights all along the walls seem to be the same, but if you don't pick the right spots to try, you can't mantle up. I wouldn't be surprised if a bunch of folk think they are trapped down there when all they have to do is mantle at the right spots.

 

I would place this between Bad Debts and The Book of Prophecy - Part 1 in terms of complexity and linearity. It was fun, but not particularly challenging. The atmosphere was great. I just wish that it had not been so linear. I would have enjoyed exploring the area more.

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11.          15th Feb 2008, 04:51 #186

Klatremus

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This report has been updated for NewDark, and with a much better Supreme run at that! Below is the old and inferior report. Read the new and updated report HERE.

 

FM: Calendra's Legacy - Act 1: A Meeting With Basso

 

Ghost - Success

Perfect Thief - Success

Supreme Ghost - Success

Perfect Supreme - Failed

Time - 1:07:03

Loot - 1605/1605 (Supreme: 270)

Pockets Picked - 6/16

Locks Picked - 10

Backstabs - 0, Knockouts - 0

Damage dealt - 0, Damage taken - 0

Healing taken - 0, Kills - 0, Bodies Discovered - 0

Secrets Found - None

Consumables - 1 Fire Arrow to open Arkhyn’s Tomb (plain Ghost only)

 

 

Comments:

 

Decided to take this mission pack for a Ghost/Supreme run. Played it through a couple of times in the past, but that was before being bitten by the Ghost bug. The story is top shelf and the design is nothing but spectacular. Some of the best fan missions to date.

I made a pickup list some years back so most of it the loot was known to me. While there was no requirement for valuables, I wanted to get my hands on as much riches as possible, staying within the rules of course. The purchase screen contained a very tempting invisibility potion, but I managed to resist. If needed, moss- and water arrows would be readily available throughout the mission. The free word-on-the-street was useless.

 

Loren’s flat was locked. The key was reachable through the open window and disappeared upon use. Inside I found readables with background story on Arkhyn’s tomb and clues for evading its traps. Normal Ghost rules don’t require putting anything back, and Arkhyn’s traps aren’t busts, so I brought along the tome for that mode. Skipped the entire place for Supreme. Picked the loot off the drunk at the pier and snatched the garden gate key from the patrolling noblewoman. Used this to enter the garden by the main gate and grabbed the goblet. The AIs around the district were weird. They didn’t react to my presence, but sometimes gave settling remarks indicating 1st alerts. When passing through an area with guards, I thus waited out of sight for a while to hear if they made comments. If I was at all in doubt, I reloaded. Fortunately, only an archer and a swordswoman were patrolling. I reached the ring on the stony plateau by an angled running jump from top of the rock by the staircase. The rock extended farther out than it seemed, so that helped. Must’ve been the highest mantle I’ve ever done.

 

 

Arkhyn’s Tomb

 

The fire arrow in the corner was necessary if wanting to open the tomb entrance. Contrary to what I first assumed, this is not a bust toward Supreme. The rules only refer to the removal of light sources. The lantern on the ground below the torch got destroyed unless I aimed high and lightened the string tension on the blow. This was imperative to prevent, and a clear example of property damage and violation of the rules. The entrance could not be shut by dousing the torch. In fact, the only way to close it was by stepping on a pressure plate in the tomb’s first hallway. Lowering the plate triggered the mechanism to keep it open (which it already was), but when it rose back to normal, the boulder closed and trapped me inside. I had to leave a brick on there to make it stay open once triggered, but then I might as well leap over it entirely. So the entrance was closeable per se, but not without springing a trap, moving a brick or using a speed potion, further busting Supreme. Therefore, Arkhyn’s Tomb was skipped for that mode. Normal Ghost rules consequently apply for the next section.

 

I could leap across both plates before the color puzzle. Followed the tome’s instructions and pushed yellow-red-blue-blue to make the mist fade. Didn’t have to enter the arch, but teleported automatically to the room with four doors. Could fetch the silver key through the north door without using a zombie part or the speed potion. Just ran off the pedestal and hopped up the ledges to lurk under the wall before it closed. This was repeated several times, so it’s more than possible. Remember to strafe-run! Turned the bone on my way to the web-trap room. Frobbed the fake crown and quickly jerked back to avoid the webs. Took the practically worthless loot from the crypt and closed the secret entrance.

 

Stayed on the side to avoid shooting flames in the next hall. Followed the tome and chose the truth-telling archway. Had to use the silver key (which disappeared) up the stairs and open the wooden door to spawn the spider before backtracking. This spider was just like the rest, with eyes on its butt. Too bad for him he had none in the front. I could thus pass him on the southwestern side. He still covered the west part of the lit-up archway leading back to the former truth-or-false room. Exited on the east side to avoid his looks. The opposite archway no longer led to death, but to a room with three chests. The right held a ring and the leftmost my golden key. Ignored the middle. Had to crossed the spider’s path going back, but fooled him with a quick run past the archway. Lowering the time of AI exposure can be a nifty trick. The golden key also disappeared.

 

Rain was dripping down the hole in the inner tomb, gotta love those details. The skull functioned as an AI, rising in the air if disturbed. He definitely had a proximity trigger a certain distance from the casket, and in the southeast corner with the frobbable rock. I could grab all the valuables by inching closer and closer until they highlighted. The hardest was the diamond in its left eye. There was an infinitesimal fine line between stealing it and getting caught. I held crouch+creep and tapped the walk-key, every time leaning for the grab. This only worked coming directly from the north. Got it all in the end (see image). The blue gem on the backside was easy to forget. The left red diamond had its own loot count of 200, weird. Got bounced back to the desktop if caught after stealing the eyes. That’s a common problem. Just took the eyes last and immediately backtracked to the Lampfire exit.

 

Met with Basso by the gate and checked my objectives. Took a quick trip up the vines onto the gate walls to grab the nugget in the stairway chest. The swordsman from outside came looking, but I think this was an in-game script. I was in total darkness and he didn’t utter any remarks. Remembered to drop back the garden gate key also.

 

 

Flat 2A

 

Next up was Mercedes’ house and the coins behind the closet. Picked the nobleman in this district and went for flat 2A. The guard downstairs commented on the lockpicks, and there is no key for this door. Unfortunately this meant more skipped loot for Supreme. Good thing it wasn’t a requirement. He made a small patrol upon entering, did a fake hunt maneuver, and then remained in a stationary position. A few minutes later he settled from the 1st alert. I believe this walk was another in-game script impossible to avoid and not resulting from bad thieving. If I closed the outside door now, he made another comment. Snagged his key and went upstairs (see image). Took the stack of coins by the sleeping dude and entered the flat.

 

Good idea to lean towards the door and listen for the guard inside. He made a turn just past the carpet and halted in the doorway going back. That’s when I made my move. The key disappeared upon use. I discovered by accident the swordsman downstairs detected me jumping onto the windowsill; the marble makes too much noise for him, although the black guard in here couldn’t care less. Two ways: drop onto the sill from the desk, or drop a quiet object onto the ground and jump through the window from there. The latter was the best option. I used the paper scrap in the alley outside the flat entrance. It had sufficient height and didn’t make a sound. My route was then as follows: listen for guard, open door, grab plate, stack paper, through window, across ledge, through second window, get coins, back through second window (and close it), through first window and drop onto the paper. This was all doable while the black guard made his stand. I could have left for Murkbell through the attic, but this called for a key pick from the guard down the tiny hallway. There are other ways into Murkbell that don’t require any snatching. Besides, Supreme needed another way in. [Oh, if anyone ever wondered where the mission’s last pickpocket is, check out this image. His arrows can be obtained but it leaves you trapped. Designer’s glitch I guess.]

 

Next challenge was the ring on the balcony fence. Pretty easy, although the random lightning busted me on several occasions. I waited behind the guard and followed him to the end. I kept close to his back left and slipped past when he made his turn. Then took the ring and dropped down onto the barrel below. Flat 2A done!

 

Used the sewers to enter Murkbell. I emerged behind some barrels close to the main gate. A guard instantly came looking (see image); another one of those scripts I believe. He turned and left without comments. Picked the noblewoman in this district and fetched the loot from the nearby barn. Two stationary swordsmen guarded the entrance to the cemetery with Arkhyn’s grave and the silver nugget. They functioned like the guards west of the gate, not reacting to me, but settling from alerts here and there. I decided to try and stand in their faces for a while then move off and wait. And wouldn’t you believe, after a couple of minutes they both said something like “guess it was nothing” or “all quiet now”. So even though they’re not supposed to alert, they still do. Hence, the nugget couldn’t be gotten for Supreme and lowered the final amount an additional 50. I could still approach the fort without alerts, but the lightning spawned settling remarks a time or two.

 

 

The Fort

 

Entered through the eastern door. The lucky coin in one of the cells had to be skipped for Supreme. I needed the key-chain from the sleeping guard, and putting it back woke him. Only 1 gold so not a big deal. Grabbed the fort key from the chair on my way up; needed this for later. Turned left at the top and fetched the coins in the attic. Went back to the stairs and approached the bedroom from the south. Tried to time it so that the guard would turn off the lights while I snuck through, much easier this way. Snatched the loot from the chest here and unlocked the office door. The archer in the adjacent room started his patrols just about now. I hid behind the statue and waited for him to leave. The safe contained loot and a scroll that I put back. Figured on top of the safe was the nearest logical place. The safe key disappeared upon use. Snuck out behind the archer’s back when he made his second patrol; this way grabbing the nugget from the storeroom chest was a piece of cake. The rest relied on luck and tricky sneaking. Needed the coins from the box on the ledge and from the chest in the dining area. Then moved down the stairs. Locked the main door and frobbed it open, still locked though. Placed back the key onto the chair and left.

 

Made sure to place back the room key also before finishing the mission.

 

 

Summary:

 

- Used a fire arrow to open Arkhyn’s Tomb for plain Ghost. Did not alert anyone in the process, so no bust.

- Skipped Arkhyn’s Tomb for Supreme. Impossible to obtain loot or close the entrance without springing a trap, which is against rule #9.

- Had to skip flat 2A for Supreme also. The guard inside gave a first alert when attempting to pick the basement door.

- Also skipped the nugget below Arkhyn’s grave for Supreme. The guards gave settling comments indicating 1st alerts, even though they’re not supposed to.

- Skipped the lucky coin in the fort cell for Supreme. The key chain required had to be put back by the sleeping guard’s feet. This alerted him.

Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports

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12.          21st Feb 2008, 08:29 #187

Klatremus

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FM: The Order of the Vine (T1)

 

Ghost - Success

Perfect Thief - Success

Supreme Ghost - Failed substantially

Perfect Supreme - Failed

Time - 2:24:25

Loot - 2089/2089 (Supreme: 1719)

Pockets Picked - 4/5

Locks Picked - 10

Backstabs - 0, Knockouts - 0

Damage dealt - 0, Damage taken - 0

Healing taken - 0, Kills - 0, Bodies Discovered - 0

Secrets: N/A

Consumables - 1 Moss Arrow (to enter the treasury)

 

 

Comments:

 

The objectives told me to enter the order compound, grab the seal from the treasury, find some other rare item in the east wing, fetch 1,700 in loot, and get out. No more than 8 knockouts were allowed; fairly irrelevant, since I went for Ghost. I noticed the new sand arrows in the purchase screen. Although they looked tempting, my arsenal was big enough.

 

I started in the canal. Nothing to do but follow the strong current. The sides were too high to mantle at any point. I noticed a boarded up hole on the right quite early in the ride. Could that be a way out for later? By the bridge stationary archers watched the above gardens, easily alerting to my swimming. Had to duck and dive along the bottom to avoid the splashes. The current and the canal stopped by the power wheel in the northwest. Nowhere else to go but inside.

 

1st floor

The power room. A stationary swordsman and an unarmed operator. Both enemies faced away, so I slowly crept up the metal ramp and entered the hallway. Lurked along the west wall and approached the swordsmen guarding the double doors. Garrett suggested sticking to the walls. A servant seemed to have a looping convo with the swordsmen, don’t think I’ve seen that before. Something about sleeping on duty. Could filch the guard’s treasury key from here, but I worried about having to put it back. The concrete floor would surely alert them both. Perhaps there would be another key elsewhere. Doubtful, but worth a try. Thus I waited and snuck east. Ccc past the torches to avoid comments. Snagged a scepter from a desk in the north records room. The writer instantly noticed it was gone, but no body movements or settling remarks indicated a proper alert.

 

Went northwest from here and got the fire-poker from the theatre stage. Entered the library through the main hall, as the archer covered the western hall too well. Had to skip the candlesticks in there for Supreme. Snuffing them went against rule #6. The hall west of here had plenty of shadows. Found the secret portal in the basement. If the library book was right, I would need Ciollfir’s head (or hand) to activate it, plus two keys it seemed. Back up. Crossed the carpet to the garden. A white noble gave me a little trouble exiting the double-doors. He was quite wary but turned west occasionally. Stole his ring from the table and left.

 

Crossed the hallway again, southeast this time. This big living room had more loot. The wall cabinets were cool, first time I’ve seen those. Their transparency flickered on and off though. From wide angles they turned opaque, which looked rather odd. The lavatories northeast of here had a hidden entrance to the sewers. From here I found the boarded exit I saw running down the canal in the beginning. In the same spot was the first portal key made of bronze. Also from the sewers I could enter the bar area, but it left me too exposed, so I backtracked to the north hallway and approached it from there.

One customer was more than a little tipsy and had recurring visits to the toilet. I could enter without alerts as he went (see image). A servant and a swordsman kept bumping into closed doors on either side of the bar counter. This wasn’t just a one time error; neither of these could open any doors on their routes. Strange that this wasn’t fixed during playtesting. I let the swordsman through to get the loot on the south side. Two more candlesticks here were skipped for Supreme. I could enter the area between the bar counters, but the back room was too bright. One of the drunks always saw me. An elevator shaft seemed to emerge from the basement though, and if I could find the lower enrance, I might get my hands on the loot in there after all.

 

The entire kitchen/dining area to the north only had a single piece of loot. Found the basement entrance in the storage room to the east. Two drunken guards randomly limped around the room. Patiently, I snatched the loot in here and ascended the shaft in the corner. Now I could steal the quality wines here undetected.

 

The armoury was easy if using the key, but that required dropping it back also. As this alerted both guards in the area, I wanted to enter through the unlocked door. It was well-protected by a swordsman circling a dummy, but sliding along the west wall I could enter unseen. I took the battlements key, not knowing whether it was necessary or not. Figured I could put it back alert-free later anyway. I left the armoury eastward to the gambling area, again dodging the practicing guard. I had to creep the last part, not to alert the shooting archer. The silver coins I stole from behind the sitting guard. Had to circle the table along the wall to grab the other stack (see image). Left southward and headed upstairs.

 

2nd floor

Found loot and a key in the first bedroom. Figured I would need it, so brought it along. Dodged the spinning archer in the next hallway and headed north. He turned regularly, but never faced south. Snuck along the western wall as it was darker. Had to skip the coins in the left barracks for Supreme, as picking the chest alerted the sleeping blokes. The last three rooms were easy enough.

 

I backtracked and passed the stationary archer westward. Found my way to the master bedroom and unlocked the doors. Took the ancient key from the safe and left. Found the dining hall in the center of the 2nd floor. I noticed an Arabic shape on one of the displayed items there. When I tried my recently found ancient key on it, Ciollfir’s head popped out. That had to be the way to access the portal. Cleaned the guest rooms in the northwest afterwards. No trouble, besides having to skip another candle for Supreme.

 

There were two guards protecting alarm buttons in the servants’ quarters and guards’ quarters; together they sealed off the southern part of the second floor. I could not get past them from the north without dousing torches. This area was thus only accessible from the southwest staircase on the 1st floor or the main hall walkway (which was very well protected). Using the southwest stairs forced me to deal with a very inconveniently placed swordsman, so I chose the latter option. The walkway was easily ascended by placing a rope arrow into the top part of the southwestern support pillar (see image). I had to land on the railing to retrieve the arrow afterwards.

 

Reached the southeastern guest rooms via the battlements area. Guess my key from the armoury came to use after all. Found a note about a lost ring in the theatre. Couldn’t remember having seen one down there, so I would be sure to check that later. One of the rooms was locked, and the door didn’t respond to any key or lockpick. Found the entryway across a tiny ledge from the neighboring room’s balcony. Had to skip the candlesticks in both rooms for Supreme. This lowered the total amount to below 1,700, which was the objective requirement. This wouldn’t be the only bust for that mode it’d turn out, so no tragedy. The rare item also caused a bust, as picking the blue chest alerted the sleeping noble.

 

The last area yet to be explored on the 2nd floor was the servants’ quarters in the southwest. The first three bedrooms were easy. One of the female servants was a light sleeper, so I had to skip more loot for Supreme. The problems came when approaching Giblen’s double doors. A stationary swordsman at the end of the hall randomly faced east and south. I could not enter Giblen’s lair without spawning a comment. I managed to leave once without a grumble, but this was not repeated. Giblen himself had turned into some bug-magnetized beastie. He protected the final ancient key located behind him. Two vines from the mossy ceiling hinted on how to traverse the room unseen. I shot one arrow into the soft part just after the transition from brick to moss. The other I placed into the northern part of the upside-down table (see image).

 

 

 

Especially the leap from the first to the second vine was troublesome. I had to get over the pointy wood structure growing from the corner. Traversing the lines in the opposite direction was easier. I had to grab the last arrow from top of the double doors (not the doorframe, but the door itself), then slide down to ground level from there. This was all done without any comments from Giblen. Quite a challenge!

 

Getting down to business

Found the ring worth 30 on one of the seats in the theatre. Then set up the portal in the basement and went through. The spider in the opening cave was a little tricky to figure out. Spiders in general have a hard time maintaining proper body angles it seems. This one was stationary but far from normal acting. It seemed to be walking, but was still frozen in place. Occasionally, it would turn 180 and continue its walking behavior. What it really dud was spinning. For example, when it turned to face the portal, then that was its real angle. As it kept moving its legs, its vision spun counterclockwise away from the portal, while the body angle stayed the same. When it turned 180 again to face the tunnel opposite the portal, only then had the body angle “caught up” with the vision. If this made any sense at all, I could actually read which way the spider was facing at any point, and circle it accordingly, totally alert-free.

 

From here I made my way through the tunnels to the bottom pit. Found the last two pieces of loot on the way. The four beasts circling the seal seemed oblivious to most of my actions. Only the wandering mage alerted normally. The others would jump straight to hunt mode, but only in plain view and bright light. An additional objective to bring Horten back to his bedroom triggered upon entering. I took turns hiding beside the big pillars, coming out to grab the objectives as I saw it fit. Got a couple of comments from the mage now and then, but nothing I couldn’t avoid. I gotta say Garrett truly is an athlete, and a brave one at that. I would like to see any mortal man carry a grown man on his back, fling from vine to vine 200 feet aboveground and not utter a single complaint.

 

Back in the manor I still needed to break into the treasury, despite having obtained the seal. During my escapades throughout the manor, the guard with the key had shifted position, now facing the door. So I had to use a moss arrow to enter safely (see image). The key couldn’t be dropped back anywhere close without alerting the guards, so I held on to it instead.

 

The archer in the training grounds had slid around as well, now facing the practice dummy. The battlements key therefore also couldn’t be replaced.

 

I took two of the library candles to fulfill the loot requirement. I considered this a smaller bust than 1st alerts.

 

Brought Horten to his room and replaced the master bedroom key and Giblen’s key.

 

Exited the compound through the main gates from the main hall walkway. Could inch over and lower the bridge without alerts, then leap across the canal in the dark and mantle the other side. Snuck unseen to right below the archer with the fire arrows. If fast, I could run around the corner before anyone went into hunt mode. Think all 4 guards gave comments though. Naturally, I couldn’t lower the gate or raise the bridge for Supreme.

 

 

Summary:

 

- Three candlesticks in the library were skipped for Supreme. Dousing them is not allowed. (I ended up taking two of them to fulfill the loot objective)

- Two more candlesticks were also skipped in the southern bar area, for the same reason as above.

- The copper coins in the guards’ quarters on the 2nd floor were skipped for Supreme. Picking the chest alerted the sleepers.

- The northwest guest pool on the 2nd floor had another candlestick that was skipped for Supreme.

- Two more burning candlesticks had to be skipped in the guest rooms to the southwest. Unfortunately, this meant fulfilling the loot requirement was impossible without busting Supreme.

- Stealing the rare item spawned a 1st alert from the sleeping noble. Inevitable, but another Supreme bust.

- A necklace in the southwest servants’ quarters was skipped for Supreme. Picking the chest alerted the lady sleeping nearby.

- Two 1st alerts couldn’t be avoided entering and leaving Giblen’s lair. Supreme busts. The lair itself was cleaned without further alerts.

- Due to the treasury guard’s shifting of position, I had to use a moss arrow to enter the double doors. Supreme bust.

- Couldn’t drop back the treasury key without alerting the guards, so I kept it. Supreme bust.

- The battlements key was necessary to leave, but couldn’t be dropped back because the practicing archer had changed facing angle. Supreme bust.

- Got comments from all guards by the main entrance when leaving. 1st alerts.

- Couldn’t lower the bridge and close the main gate for Supreme.

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13.          29th Feb 2008, 05:20 #188

Klatremus

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This report has been updated for NewDark, and with a successful Ghost run at that! Below is the old and inferior report. Read the new and updated report HERE.

 

 

FM: Calendra's Cistern (T1)

 

Ghost - Failed

Perfect Thief - Failed

Supreme Ghost - Failed (but without a single 1st alert)

Perfect Supreme - Failed

Time - 3:09:37

Loot - 4592/4897 (Supreme: 4330)

Pockets Picked - 6/9

Locks Picked - 8

Backstabs - 0, Knockouts - 1 (should be 2)

Damage dealt - 2, Damage taken - 0

Healing taken - 0, Kills - 0, Bodies Discovered - 3

Secrets: N/A

Consumables - 1 Dried Frog (Adrius) & 1 Gas Arrow (Tommyrot)

 

 

Streets

 

I was meeting an old acquaintance, Mercedes, in the wine cellar of the Weeping Angel tavern by midnight. She sent me a letter regarding an ancient relic that sounded interesting. A secondary objective was to steal a rare vase from the art collector Lord Alharzad. I also needed to deposit Ragnor, captain of the city watch, inside Alharzad’s mansion. The mandatory loot requirement was 2,000 gold. I could feel this night would get busy, so I got to it.

 

Started with 3 ropes and 1 water arrow. There was no normal purchase screen. Instead I could buy necessary equipment at Farkus’ Outfitters. A credit of 500 was given upon entry. He even had an invisibility potion! It was too expensive as of now, but I could return at any point during the night and purchase more. Only gold though, no goods or gems were accepted. The clerk, Dibbler, didn’t alert to my presence. An old beggar to the east didn’t alert either, he just wanted alms.

 

Decided to clean the art collecor’s first. The front door guard told me to leave the property if I entered the staircase. After that he would attack. I never even bothered him. The back door was pickable. Alharzad was stationed in his bedroom upstairs; one false move and he would hear. Took my time and stole the loot. Found a key in a tiny alcove behind a banner upstairs, which opened both the chest in the corner and the chest behind the secret panel downstairs. Dropping it back alerted Alharzad, so I skipped that 112 loot for Supreme. For Ghost I fell onto the bed edge without alerts. From here I could reach the chest. The safe upstairs was hard. The lock reset after a limited number of attempts, and each time the combination changed. The five lights in the middle signified right or wrong digits. Mine was 2-2-4-4-5, and that only required two changes from the initial numbers. Lucky break I guess. I reset the digits afterwards. The gate to the southwest of the mansion had a switch on the opposite side, but it wasn’t reachable from here.

 

The map said Lord Wimple’s had been hit twice in the last six months. The only way to enter his place was to break the window, which made him faint. I tried getting through by keyholing and using a rope arrow, but to no avail. I didn’t find signs of a backdoor or a secret entrance either, and climbing the roof didn’t lead me anywhere. It was only a stack of gold coins, so no major deal. Still, Perfect Thief got an early exit.

 

Found a well-hidden bottle on a tower ledge in northwest River District (see image). Another bottle sat on a windowsill just east of this (see image).

 

The gate by Lord Wimple’s could only be opened from the south. This meant I had to pass through the old abbey south of the River District. Picking the door on the River District side alerted the guard inside. You can’t eavesdrop through doors in T1, but turning up the volume I could clearly hear his comment. His utterances traveled through the open window by the stairs (see image). To avoid this Supreme bust, I looked to the southeastern roofs (study this image). I tried climbing the south wall directly, with a rope arrow into the eave underside of the southeast corner, but the swordsman spotted any mantle or leap. For the record, he faced north, east and south randomly. So I followed the path in the screen capture instead. Needed a rope arrow to reach the roof with the hidden gas arrow (2). There was a stretch of shadow along the top rim of the eastern roof (4). I slowly traversed it, clasping the map’s border. For some reason, the abbey guard was oblivious to most sounds. Finally, I could squeeze between the spire and the brick wall (5).

 

 

Tavern

 

Met Mercedes in the tavern cellar without further trouble. Had to move a wine barrel to reach a hidden piece of loot above the party area. The barrel couldn’t be pushed back to its original location. A little rope gymnastics was necessary to pick the chest on the ledge above the party entrance also, but nothing too hard.

 

The party itself was pure terror. I couldn’t move west further than to sign the guest book. In order to have any chance on Supreme, I would have to assemble Adrius’ body and let him kill most/all of the guests. I wasn’t sure how that would affect the objective of keeping Lady Calendra alive until having gotten the shrine key, because I absolutely could not obtain that or the cylix before letting Adrius do his deed. If he killed her and it counted against my objective, I was screwed. Nevertheless, it was a chance I had to take. I knew the killings were definitely not a bust on my part, in reference to Supreme rule #12. Adrius is set loose as a direct consequence of completing a mandatory objective. Nobody alerts to Garrett and no damage shows up in the stats. The entire tavern, with the exception of a goblet worth 15 in the northeast, can be plain Ghosted without Adrius’ help, so if you feel this approach is too “messy”, go ahead and skip it. For Supreme however, rule #2 enforces it.

 

Many of the guests stopped randomly and engaged in dull one-liners with fellow customers. Some of them reminded me of alerts, but they were easily distinguishable. One of the guests (Lord Whitman) even started whacking his sword in the middle of conversations, to imitate the hammers. Once he hit one of the cathedral benches and alerted everyone, even himself! I guess times like that remind you Thief is still only a game. Two of the patrollers rang a bell to enter the portcullis in the northeast. I followed them in and hid in the shadows to the left. A swordsman here controlled the lever. He occasionally went to inspect the area by the gate, so I could safely enter the doorway to the left. The stationary swordsman in this next great hall covered the grounds well, so I had to rope up the rafters in the southeast. Figured it would be most natural to fetch the summoner’s stone right away then. I think the one spider outside the observatory gate is supposed to patrol alongside the other. Its legs were moving, but the body remained locked it place. If it saw me and gave up, it started to patrol. It could be a Dromed issue. I entered using the intended route, mantling the metallic structures and headed through the tunnel. I was worried picking the chest would set off the outside spider, but it didn’t.

 

I exited through the cathedral attic and overheard Lady Calendra and the thief’s conversation from the stairs. Could easily pilfer her key. I reached the cathedral ground floor through the basement factory. Adrius’ head gave a loud howl when taken. This alerted Ragnor and the hammer couple upstairs. Ragnor could be knocked out following the objectives. I tried various maneuvers dropping the head into the hatch, but with no luck. I even tried frobbing the chest through the hatch from the underside; not possible. Then I got the idea to open the chest as the hatch was shutting (see image below).

 

The screen capture is taken as the hatch is on its way down, at the last moment where the chest still lights up. Timing it correctly, I managed to prevent the scream from travelling anywhere. It also helped to drop the head immediately. I double-checked conditions by instantly roping up the second floor benches; both hammers remained still.

 

Only two places in the mission I could get dried frog: Farkus’ shop or Calendra’s basement. The latter was not an option for Supreme, so it had to be the shop. This meant 125 less gold. Supreme rule #5 prohibits purchases from the loadout screen only, so I argued this deal to be ok. Besides, the incentive for the rule is so not to risk getting seen. Well, Farkus knows me, he even left a note! So I headed back to get the dried frog and Adrius’ body parts. I brought Ragnor with me to drop off at Alharzad’s. Neither the beggar nor the guard at the art collector’s minded me carrying an unconscious body around. The most hidden body part lay among some rubble in the far northeast. Found another piece of loot on my way back. A stack of coins inside a semi-shut window just north of the beggar (see image).

 

Time to let loose the ghost of Adrius. One of his parts (I think the arm) made more sound and alerted the spiders. Had to muffle it with the head to avoid problems. Oh and now both spiders was stationed outside the gates in the same spot, legs moving yet frozen. Definitely an engine bug. The haunt ended up killing everything, except Lady Calendra and the swordsman down the sewage tunnel. Perfect! I collected all the loot (including a new hard-to-find ring in the attic) and headed for Calendra’s house.

 

 

Calendra’s

 

I knew about the infamous frog screwing up Ghost runs in the past. There were two ways to Calendra’s mission, but the flooded pipe room was a one-way ticket, which forces you past the frog in the room with the glowing ‘shrooms...or does it? I wasn’t so sure from the start to be honest. The chute into the water was metal yes, but the area beneath and the ledge on top were both dirt, hence rope attachable. The first rope would have to be shot from the top (the reason for planning ahead). I inched out as far as humanly possible, leaned out, turned, and flung an arrow into the grassy edge (see image below).

 

The rope fell into the dirt below, but I had hope of reaching it from underneath with another arrow down there. It could be shot from the small pipe you jump onto from the ladder. Both ropes were easily ascended like this, so I could safely head for Calendra’s.

 

Not much to report from her house. Two ways in, either could be used without busting any mode. The patrolling guard sounded the alarm if I left the bedroom door open. He didn’t notice any of the loot gone though. The loot in the tomb set off a jumping skull. If taking two pieces the torch went out and a zombie spawned in search mode. I figured the skull as a trap, so I guess the tall vase worth 100 should be taken for normal Ghost. Supreme prohibits traps altogether, so I skipped all the loot for that mode. Circumstances like these are open for interpretation, so whether you take any loot or not I guess is up to you. Met with Mercedes a second time and headed back for the shrine.

 

Brimstone and Calendra’s fight attracted the haunt’s attention. He ended up fighting the zombie in a never-ending battle. The zombie turned and headed my way if alerted, so I snuck past when he had his back turned. The boulder-trap in the catacombs ended up being a Supreme bust. Managed to leap past it going down, but after grabbing the cylix I couldn’t make it back up without springing it. Somewhat anticlimactic after all the work preventing busts so far. Had to accept it and move on. The haunt and the zombie were fighting their way up to the party area when I returned. I snuck past them easily up there. Returned the shrine key at Calendra’s. Found another tiny ring in a floor crack in the tomb area beneath her house (see image). It was so small I had a hard time spotting it even when I knew where it was.

 

 

Mercedes’

 

The gate to Feegrim’s Court was now open, so I met with Mercedes there and followed her. The old witch’s house nearby had a piece of loot in it. Unfortunately, the frog outside heard the lockpicks, so I skipped it for Supreme.

 

The final challenge was the ambush by Tommyrot and Wormwood. There were no specific objective directing to hurt or kill them, but something had to be done. The only argument imaginable is the objective that says “keep Marcedes alive and well”, but this is far too vague to justify knockouts and/or damage. Without my involvement Tommyrot died from Mercedes’ blasts, but the archer killed her eventually and the mission failed. She waited at the top of the stairs before heading into the fray, and I could drop down on the left without triggering anything. Wormwood could not be gassed period. Immunity? If I knocked him out, Mercedes wouldn’t come down until I had taken care of Tommyrot as well. I also couldn’t pass Tommyrot in the alley with an invisibility potion. There wasn’t enough room and he alerted when I touched his front. That wouldn’t have done any good anyhow as Mercedes needs to enter the apartment for the mission to finish. After the attack started Wormwood needed 5-10 blows to the head before going down, so they’d have to be dealt with on beforehand. I ended up knocking Wormwood from the shadows to the left, and gassing Tommyrot with the arrow from the roof by the abbey. This meant even plain Ghost was busted.

 

Regardless of failure, this mission was a blast to Ghost. The entire mission can be completed without a single first alert, and I recommend every ghoster to give it a shot.

 

 

Summary:

 

- Couldn’t enter Lord Wimple’s to steal his gold. Breaking the window is the only way in.

- Skipped the loot from the two locked chests at Alharzad’s for Supreme. Dropping the key back alerts him.

- Had to buy dried frog worth 125g from Farkus’ Outfitters in order to complete the Adrius-objective. Supreme rule #5 only prohibits purchases at the loadout screen, not from in-game shops. This can be avoided for plain Ghost, instead getting the dried frog from Calendra’s basement. That method was not applied here though (since Perfect Thief was already busted).

- Had to skip all the loot in Calendra’s basement for Supreme. Taking any piece sets off the jumping skull. Taking a second piece spawns an alerted zombie. For normal Ghost only the vase worth 100 was taken.

- Couldn’t avoid setting off the boulder trap in the shrine catacombs. This is against Supreme rules and busts that mode.

- Alerted the frog outside the old witch’s house when picking the door lock. Skipped the jar worth 50 in there for Supreme.

- Had to knock out Wormwood and gas Tommyrot to keep Mercedes alive. This is against all modes and doesn’t follow any objective. The damage on Wormwood showed in the stats, but not his knockout.

- The last 25 loot is confirmed unobtainable, hence the final amount has been reduced.

- The 3 bodies discovered are from the fights between Adrius’ haunt and the party guests. Not a bust.

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14.          29th Feb 2008, 19:38 #189

Klatremus

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FM: All For a Night's Sleep v1.0 (T2)

 

Ghost - Success

Perfect Thief - Success

Supreme Ghost - Success

Perfect Supreme - Success

Time - 30:13

Loot - 1022/1022

Pockets Picked - 4/6 (classic T2 bug)

Locks Picked - 7

Backstabs - 0, Knockouts - 0

Damage dealt - 0, Damage taken - 0

Healing taken - 0, Kills - 0, Bodies Discovered - 0

Secrets: 2/2

Consumables - None

 

 

Comments:

 

Decided to take this little gem for a Supreme spin. The objectives were clear; kill the chime and get 800 in loot. I started with nothing but my compass. Skipped everything in my room except the lockpicks behind the shelf, they are always needed.

 

Since I didn’t bring any ropes, I needed two crates to reach the wooden attic window. Used the two crates by the large box at the bottom of the stairs to my apartment. The woman in the bath house heard me picking the lock when walking through the main office. She had a stop on her patrol though, so I had plenty of time in between her loops. A secret ring lay in one of the tubs (see image). Entered the inn from the patio. Neither the drunk nor the wandering nobleman alerted to my presence. The lady barkeeper also didn’t mind me. Dodged the basement guard by hiding in the corner study. The shiny key worked on one of the rooms downstairs. Returned the red key afterwards. Figured on top of the money box was the nearest logical place.

 

The streets surrounding the river and the bridge were the only tough area to ghost. I leapt across the canal on the south side, landing in a mantle. Both sides were dark there so it was a convenient spot. Cleaned the building with the elevator and hopped to the windchime balcony. The owner had a hidden purse on a rafter (see image) that spawned a bonus objective. I dropped the chime in the river by the water wheel. The last two posters in the northwest were a little tricky, mostly because of a wary female archer in the north, but no more than normal stealth work was needed. Forgot to lower the elevator in the southwest, so I had to go back once more. Dropped the shiny key on the nobleman’s route and returned to my room.

 

Home sweet home!

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15.          3rd Mar 2008, 01:54 #190

Yandros

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Originally Posted by Klatremus

Since I didn’t bring any ropes, I needed two crates to reach the wooden attic window.

The crates are not needed for the attic window - if you stand in the right spot on the wall, you can actually mantle up onto the ledge, and thankfully the shutters open inwards.

 

I also ghosted this one, but missed the purse on the rafter so didn't perfect it.

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16.          3rd Mar 2008, 02:43 #191

Klatremus

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Originally Posted by Yandros

The crates are not needed for the attic window - if you stand in the right spot on the wall, you can actually mantle up onto the ledge

I must not have found that sweet spot then. Tried it at least 10 times cause it looked doable, but gave up and went for the boxes.

 

Yeah I found all the loot the first time through, which rarely happens.

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17.          6th Mar 2008, 20:15 #192

Klatremus

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This report has been updated for NewDark, and with a much better Supreme run at that! Below is the old and inferior report. Read the new and updated report HERE.

 

FM: Calendra's Legacy - Act 2: Midnight In Murkbell

 

Ghost - Success

Perfect Thief - Success

Supreme Ghost - Failed

Perfect Supreme - Failed

Time - 2:32:53

Loot - 5130/5230 (the last 100 is unobtainable)

Pockets Picked - 7/27

Locks Picked - 7

Backstabs - 0, Knockouts - 0

Damage dealt - 0, Damage taken - 0

Healing taken - 0, Kills - 0, Bodies Discovered - 4

Secrets Found - None

Consumables - 2 Water Arrows (Vilrath’s Garden, retrieved; Murkbell Police Station, retrieved)

 

 

This mission is probably my all time favorite. Purah has created something I thought I’d never see from a fan mission. There are practically no flaws except for minor details. Any Ghost mode is a challenge for such a huge and diverse mission, but I was up for it. I will mention the hardest pieces of loot, but for general valuables or equipment please consult the loot list.

My schedule for the night involved stealing two priced items from the local museum; the Baerulian Diamond and a painting called the Red Arrow. Selling the cylix was the night’s main purpose, but still wasn’t listed as a separate objective. Again no loot requirement was specified, which is quite unusual for back-to-back missions. My starting arsenal was stripped for everything except a couple of rope arrows. The loadout screen contained a black lotus potion with continuous healing, prized in at 3,000 gold. Even with full loot from the previous night (plus the 100 extra for tonight) it was too expensive. Moss arrows were noticeably absent. No trip to the shop for Supreme meant no tip and no objective of stealing Kharras Drahg. It was still available in the mission though, so plain Ghosters could easily save the 100 loot for something else. In fact, that magic sword ended up being a savior for Supreme, as explained in a bit.

 

St. Trinett’s

I started at the Black Die pub, about to sell the cylix to one ugly duchess. The objectives soon changed to instead delivering the cylix to Cardinal Alcandor at St. Trinett’s within 10 minutes. I was released from captivity at game time of 1:43. I attempted a pure Supreme run about a year ago, but stopped when failing to pass a stationary priest after delivering the cylix. Subsequently Kharras Drahg (see image) had entered my mind as a possible solution. Among the sword’s magic powers is the ability to make you darker. If I could manage to fetch it before visiting the cathedral, I might be able to pass the priest without busting Supreme. Several arguments favored this approach. First, the streets were practically empty prior to the delivery. Second, the few existing guards didn’t alert yet, which would make the detour quite fast. I took the route through the canal from the pub’s balcony, opening the gate at the water pump. I mantled up at Peabody Street and headed for Falstaff. There was only one wizard on the upper walkway. I took his loot and frobbed the torch in the side room. The gate to the sword disappeared, which made it impossible to close. I quickly left and went for Lara Croft’s loft. Grabbed the loot around the cathedral and entered through the side window. Time equaled 5:31, over 6 minutes till deadline.

 

The candlesticks on either side of the downstairs foyer were protected by noisy tiles and regular patrols. The most efficient way of moving was crouching while tapping the run-key. This was fast and quiet, but could generate sudden clunks. I used the method of taking 4 or 5 steps forward, then quicksaving. There was a small, dark portion beside one of the fonts where I stood watching the guards and timed my runs (see image). Naturally, I had Kharras drawn at all times. Both candlesticks were possible to obtain this way. From here I moved into the cardinal’s bedroom, took the loot there and dropped the cylix. Clocked in at 8:45, plenty of time! Outside guards heard the drop a few times so I had to wait for them to move off. I frobbed the cup and quickly jumped outside before the secret passage closed. Some of the guards outside were running around, seemingly alerted. However, they didn’t react to my presence more readily than normal. Guess this was a timed event triggered when the alarm went off. Those are allowed. The priest in the right picture was the one I couldn’t pass without a comment last time. Now, equipped with the sword, I could inch past the mosaic window undetected. YES!! That is one good piece of Ghosting if I may say so! The capture below is taken from the brightest spot. The exit door was just beyond this priest.

 

 

 

The Streets of Murkbell

Assembling the complete Zjilich amulet is not required or even remotely necessary for any mode of Ghosting. Other write-ups have reported tedious maneuvers trying to obtain the various parts, six altogether. I gladly skipped them. Thus, the canal gate key in the cathedral was not needed (to get the unfinished amulet from the grotto). As a result, I was forced eastward upon exiting the cathedral grounds. Brought along a water arrow from the canal bottom, to get into Vilrath’s garden. When I opened the gate from afar however, something very odd happened. The water arrow got stuck in the button! The end was sticking out just like a broadhead! I could even pick it up as if nothing had happened. I know the crystal splashed because I remember being worried whether the lantern guy had heard it. I was so confused I forgot about taking a screenshot, and I was unable to repeat it. Still it would save me from getting another one later. Only a 5 gold purse in return but every penny counts. The gate couldn’t be closed up.

 

Meepwood bridge seemed to be designed with Ghosting in mind. The guard with the key turned away now and then. It disappeared upon use; I just love that! Found the tiniest ring on the wagon by the cemetery gates (see image). I knew I probably would have to come back here later, but wanted to get this done in case anything out of the ordinary should happen. Once the undeads were loose, the bridge key could end up just about anywhere. Better safe than sorry! That was far from the worst piece of loot to find though. Usually, valuables are located in places you are somewhat likely (or perhaps expected) to look. Well, not in Murkbell! A pair of lucky coins lay in the canal just southwest of the bridge between the psychic and Hollows Lane (see image). I guess it can be argued some kid dropped his weekly savings while balancing on the bridge fence. Or perhaps the psychic threw them in for good luck, who knows?

 

There was another pair of hard-to-see lucky coins on the ground at the market, northeast corner. To reach Dr. Provost’s balcony I needed to think of something clever. The intended route involved picking a locked gate, but the tools alerted a nearby female archer. I could have waited to see if the zombies cleared the road, but I saw another option. East of his balcony was a sloped street, ending with the canal to the north. With one crate I was able to mantle the southern part of the marbled fence (see image). I used the crate from outside Falstaff; put it right back afterwards. The invitation was only helpful for plain Ghost mode; it was useless for Supreme. All three guards inside the museum still did 1st alerts even though they weren’t supposed to, just like the street guards in act 1. They didn’t have alerting comments like “did I just see something?” or “that better not be the sergeant checking up on me” but settling remarks like “I need a nap” or “probably one of them grubbers again” were still present.

 

The Museum

So I skipped the invitation (unnecessary pickup) and ended up hard ghosting the museum, which wasn’t a pleasant experience. Tiles, random patrols and a wandering lantern drained my quota of curse words for a whole year. The front door guard luckily didn’t react, with or without the invitation. Downstairs I used the carpets and the display cases to move around, hopping from box to box grabbing loot along the way. Managed to steal the vault key around one of the pillars. Also used the staircase railing, basically anything I could find that wasn’t tile or marble. Crept behind the archer on the 4th floor as slowly as possible. The key disappeared upon use, and the gate was unclosable. I had taken the ultraviolet lens before entrance, so I could dodge the beams. The second beam had an invisible hole on the left, discovered by Nightwalker. It meant the vault could be ghosted without mossing the floor. I left through the side window of the 3rd floor, skipping the Baerulian Diamond. Turning off the security system busted Supreme, and I wanted to see if there would be a solution after the undeads roamed the streets. I am wondering though, is raising the alarm a bust? It has been deemed allowed in ‘Undercover’, why not here? It is the same circumstance; the alarm goes off from taking an objective, not from getting seen or heard. The only difference is you have a chance to turn off the alarm in advance. But had there been a button to turn off the alarm in ‘Undercover’ would that suddenly have illegalized tripping it? I always follow the rules and bust when in doubt, so I had a feeling this would be it for Supreme. I hoped my feelings were wrong though. Returned the lens afterwards. The front door guard was now on high alert.

 

Found more lucky coins in a shed near Gallan Bridge, and a goblet on a balcony fence closer to Cloaca Court. In sum, there were only three pieces of loot I left until after triggering the undead scenario; the coins at the fishmonger’s woke up the owner when picking the box, the glasses at the police station I would get later, and the area around the windmill was just too crowded with guards to attempt getting the rare coin at this point.

 

Night of the Living Dead

To complete all objectives I had to pick Mercedes’ pocket and read her diary. I was to leave it at the police station. How convenient my room was at Whore Court btw... Dropped into the canal in the far northeast. When I reached the police station bridge, all the guards protecting the forge had been killed. This was great news, as it meant I could destroy the cylix undetected later! YES!! I remember it always made too much noise throwing it into the cauldron. Both guards inside would be in hunt mode as the mission ended successfully. It could be done alert-free with the use of a moss arrow, but that isn’t allowed in Supreme mode.

 

Now I could fetch the coin in the mill without trouble. The purse on the vampire at the market was worse. The invisible beast from ‘Calendra’s Cistern’ found me now and then. I don’t know if Kharras Drahg attracted it or what. Most haunts and zombies in the area were on high alert from all the killings, so I stood in the dark waiting in between each move.

 

Back at the Black Die the killings continued. The stationary guard just north of this heard commotion and ended up getting killed at the fishmonger’s. I think a zombie had spawned in there and he heard the thief’s whacking from a distance. Two noblewomen came along and got killed also, the two patrolling zombies made sure of that. Fish and corpses lay scattered; it was not a pretty sight (see image). One of the zombies even had a fish (?!) on its “belt”. It only got weirder, as another one carried a cat! This turned out to be Bob Grenadine's lost pet, and if returned would yield the reward of a holy vial. The zombie that usually patrolled the fish store was sleeping, probably from the thief’s swordplay, but it didn’t react to me picking the box. I even stayed there for 5 minutes to see if it gave a settling remark (indicating a 1st alert), which they sometimes do from the lockpicks. No growl came; I was off the hook.

 

Alcandor and His Pets

Entered the cathedral again through the loft and continued to the side window. The place was full of zombies now, but they were a lot easier to dodge than the priests. Found a very cleverly hidden basement key under the desk in the study (see image). It must have spawned along with the zombies. I loved how the entire city changed when the undead scenario triggered; almost like playing two different missions. The catacomb hallways had 4 enemies. The first skeleton was very unreliable. I never saw it turn, but every time it was positioned differently. Regardless, with Kharras drawn I could pass it despite the flickering torch. Passed the wandering mage by hiding in the power station. Reached Alcandor’s lair up the slope and could easily snatch the cylix (see image). Nice!

 

Initially, I had thought of approaching the caretaker’s manor via Meepwood Bridge, but I decided to attempt a shorter route; by ascending through the hole in the ceiling. There was a wooden rafter I tried shooting a rope into from behind the pillar with the throne, but the pace of the arrow was too high and it ended up alerting the mummies. Equipped with Kharras Drahg I could traverse the room clockwise. The southern end was impossible to pass as the torches were too close. From the east side I could lower the pace of the arrow significantly, enough to avoid any alerts. I know I probably could have entered the manor through the secret door up the ramp, but sneaking through the cemetery was not my preference. Plus I actually found the hole to be easier. After fetching the statue in the side room I waited for the perfect moment when all the mummies would be away or at least patrolling with their backs turned. Then I ran out from behind the northern pillar (see screenshot below), leapt for the rope and mantled up. I did it twice just to be sure I got it right. I seem to remember Alcandor facing differently last time I played, more toward the center of the room. In that case, I would definitely have used the secret side entrance and passed the cemetery. The situation being as it was however, I used the aforementioned method.

 

The caretaker’s manor was so dark I didn’t even have to draw the sword. Most was tiled though, so slow movement was necessary. Some hard loot in here: lucky coins by the harp on the ground floor (see image), and not to mention a minuscule ring in the baby’s room upstairs (see image). Afterwards I could drop back into Alcandor’s lair and enter the cemetery frobbing the secret skull. Had to drop from the rafter not to get hurt. The last piece of loot in the area was another ring by a stone in the center of the graveyard (see image). I got scared for a second thinking I couldn’t unlock the main gates from inside, but the mechanism was reachable through the bars. I guess purists who strive to pick up only what is absolutely necessary, the bridge key isn’t really needed. I didn’t know that at the time, and it disappeared upon use, so obviously no bust.

 

Wrapping It Up

Stole the purse off the vampire at Hollows Lane and went for the police station. Had to approach from the western side, dodging the partially patrolling swordsman. Opened the gate with a water arrow. The same bug appeared here as in Vilrath’s garden where the arrow got stuck in the button. The rest of the station was a piece of cake.

 

The museum was harder than I thought with the mummies around, even if the lights were dimmed compared to last time. The invisible beast was also poking around, making life much harder. I reached the 3rd floor eventually. I have experienced the archer on the top floor dying, but not this time. I think she sometimes alerts to the commotion downstairs, then ends up walking into the vault beams. I found her in there once at least. I don’t see any other way she could die, unless mummies suddenly learned how to use elevators. I ended up having to turn off the security system, but I finished it the other way as well, by triggering the alarm. Just in case one of them is deemed legal for Supreme, nobody can say I haven’t Ghosted it.

 

Returned to Peabody’s forge and destroyed the cylix. As mentioned before, nobody was there to hear the clunk. Mission accomplished! All the loot gotten without a single 1st alert!!

 

After finishing my ghost-run I stand by my initial opinion: The Best Mission Ever !

 

 

Summary:

 

- Used one water arrow to enter Vilrath’s Garden. Oddly, the arrow got stuck in the button and was retrievable.

- Had to use another water arrow (or the same one it turned out) to open the gate at Murkbell Police Station. This too got stuck in the button and was thus retrieved.

- Had to turn off the security system to get the Baerulian Diamond. I completed the mission by triggering the alarm also, in case this is legal. I think it should be allowed, comparing to the similar situation in ‘Undercover’, but I followed the rules and treated it as a bust still.

- The 4 bodies discovered are from the fights around the city. I am surprised this count wasn’t higher.

Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports

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18.          8th Mar 2008, 16:17 #193

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FM: UnMasked

 

Ghost - Success

Perfect Thief - Success

Supreme Ghost - Failed

Perfect Supreme - Failed

Time - 31:51

Loot - 1800/1800

Pockets Picked - 1/2

Locks Picked - 4

Backstabs - 0, Knockouts - 0

Damage dealt - 0, Damage taken - 0

Healing taken - 0, Kills - 0, Bodies Discovered - 0

Secrets Found - 2/2

Consumables - None

 

 

Comments:

 

Needed to steal all 8 antique masks and 1,600 in loot. The highest difficulty was called ‘ghost’, whatever that is... Oh yeah I remember, that’s the mode losers play, while winners go for Supreme. Haha, just kidding!

 

Found a locked toolbox in a secret room at the weaponsmith’s (see image). It was unpickable, so I assumed I would find the key later. The gates outside were also locked and unpickable.

The entire residence was no problem to Ghost. Only the foyer was tiled, but the guard there was sleeping. Two small rings in the bathroom, the one on the tub was hardest to spot. Three pairs of lucky coins worth 6 gold in the living room with the sleeping bloke upstairs. Two were on the floor by the table and hard to see (see image). Found the toolbox key here also, brought it back afterwards. Had to put it onto the book corner not to wake Brian, but figured this was close enough.

 

Found the safe in a secret room at the top of the stairs. The switch was just above the doorframe (see image). Took the house key from the sleeping couple’s bedroom and left through the side gate. I could have picked the front door but would have had to relock it with a key anyways, due to Supreme rules. Had to put the house key back onto the carpet, so that is a Supreme bust I guess. Putting it on the nightstand made a clunk and woke the couple. Unavoidable as you have to leave to the western streets. The sleeping guard also had a house key, but dropping it made just as much noise, and there were no carpet around either.

 

Found the Easter egg in the alley just east of the starting point. Rope arrowed up the wooden wall and leapt for the mantle (see image). It added 100 to the loot count.

 

The author Nielsen74 directed me to the final piece of loot, a grey canister in the kitchen next to the dining room door. It looks like junk, which is probably why I missed it. Thanks!

 

 

Summary:

 

- Couldn’t put the house key back onto the nightstand of the old couple; left it on the carpet instead. Busted Supreme.

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19.          14th Mar 2008, 03:44 #194

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FM: Bad Debts

 

Ghost - Success

Perfect Thief - Failed

Supreme Ghost - Failed

Perfect Supreme - Failed

Time - 1:58:29

Loot - 3582/3682 (Supreme: 3507)

Pockets Picked - 7/19

Locks Picked - 11

Backstabs - 0, Knockouts - 0

Damage dealt - 0, Damage taken - 0

Healing taken - 0, Kills - 0, Bodies Discovered - 0

Secrets Found - None

Consumables - 1 Water Arrow (to wake Scarmengades)

 

 

Comments:

 

Normal Ghost reports for this mission have already been posted by Peter Smith and goldsla, so I will not duplicate their work. I will point out areas where my approach differed from theirs, and where Supreme posed additional challenges. Bringing crates and keys back to their original locations added an extra dimension to the gameplay.

 

Calm Wanderings

The streets of Downlock automatically returned me to the Thief 1 frame of mind. Not so much texture detail but vertical exploration and hidden loot en mass. The story is perhaps a bit thin, but then again we have been spoiled with amazing creations lately. This is also a first time effort from Melan, so my criticism really is unprecedented. 2,400 in loot were required on expert, plus the letter of debt.

 

Again I had done a blackjack-run prior to Ghosting, to locate loot and equipment. I know some players don’t like that approach, but that is my way of playing. Sometimes it is even necessary to have a plan in order to Supreme. Anyways, I wanted to clean as much as possible before the change of objectives. Street guards were unwary prior to this point, which made Ghosting a walk in the park.

 

First challenge was in the guards’ quarters at Stoll Court. Two stationary swordsmen guarded a pickable chest with a purse upstairs. I couldn’t get to it without passing both their views. In the end I found a line in the middle of the path where I was concealed from all light sources (see image). It didn’t seem to exist, but either guard kept quiet all the way through. I snatched my loot and left.

 

As mentioned in other reports, the ring in the tower west of the Coronet had to be skipped. A haunt appeared and it could not be evaded. It can be killed by preventatively drenching the skeleton with holy water, but that is considered a kill even though it doesn’t show up in the stats.

 

I don’t regard waking Scarmengades as a bust. It could be done from darkness and without him ever entering hunt mode. He gave a growl as he appeared, but that was not from seeing or hearing me. I assume it is a script triggered upon awakening and could debatably be called a 1st alert, so I skipped the whole scenario for Supreme.

 

Getting the loot and the thieves’ key from their hideout was a little tricky, but nothing more than standard Ghosting. Unfortunately I couldn’t return the key to the desk, had to put it on the carpet. Even tried to muffle the drop with a speed potion, but the clunk was still too loud. The book didn’t help either; the key fell through it and made just as much noise. Anywhere on the desk would be ok I assume, but that wasn’t possible, so it was a Supreme bust.

 

Entered Tolminson’s through the upper grate. Dropped to the banner and further onto the counter to avoid health loss. Left through the side door and replaced the armourer’s key on the table. Easy.

 

To reach Keywell I entered the power tunnels by the usurer’s. The entrance there had to be relocked with the power works key from Moriarty’s place. I bypassed the smaller spiders by mantling up the broken staircase with a crate. The larger green spider was easy to dodge. Some people passed the armed mines with a crate; I used a rope arrow into the corner of the large box (see image). I simply swung around and hopped off toward the opposite corner. The rope had to be accurately placed, but other than that no big deal.

 

Sudden Changes

After the double-cross, I was forced back through the power tunnels. Since I didn’t have a crate available this time, I had to pass the small spiders after all. It wasn’t that hard. Emerged at Timms’ and cleaned his place. Used the dark back room to time the trips inside. He kept quiet through it all.

 

Over by the Coronet the landlord was the only one alerting, except for the 3 patrollers outside, but they all had fairly long routes. He generally stopped at three fixed spots. When he was at the spot nearest the stairs I got ready. As he turned and headed back I rushed in and stole his key. His place was no problem to Ghost. Dropped his key back in the same manner.

 

I had to approach the hammer seminary from the south, meaning I was forced to pass the wary archer at Almsgate. With a bit of fiddling I managed to snatch his purse alert-free. At the right side of the top incline was a dark portion where he couldn’t spot me (see image). He noticed the smallest flickers in the light gem though, so it certainly took time to find the right path. The alley going north toward the seminary was too bright though. He saw me from a distance rounding the corner. At first I thought I was clear, but cranking up the volume revealed the comment. The light was the decisive factor, the speed didn’t matter, so it was an inevitable Supreme bust.

 

The priest by the seminary doors was no problem. Crouching against the north side of the door kept me hidden, and with a few steps out I could grab the hammer. The guard by the lower door seemed drugged and hardly reacted to anything, so I could exit peacefully. I had previously locked the thieves’ door in an open state, so I didn’t need any key at this point.

 

 

Summary:

 

- Skipped the ring in the tower west of the Coronet. The haunt that appeared could not be evaded.

- Scarmengades gave a growl when awoken, so I skipped his hammer for Supreme.

- Had to leave the thieves’ key on the carpet instead of the desk. Supreme bust.

- Could not avoid a 1st alert from the archer at Almsgate when exiting Downlock. Another Supreme bust.

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20.          2nd Apr 2008, 20:49 #195

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FM: We Miss You, Bob!

 

Ghost - Success

Perfect Thief - Success

Supreme Ghost - Success

Perfect Supreme - Success

Time - 14:54

Loot - 8610/8610

Pockets Picked - 0/2

Locks Picked - None

Backstabs - 0, Knockouts - 0

Damage dealt - 0, Damage taken - 0

Healing taken - 0, Kills - 0, Bodies Discovered - 0

Secrets Found - None

Consumables - None

 

 

Comments:

 

Decided to take this little gem for a Ghost run. Monastiri’s first attempt, and I hope there will be more. Bob, Lady Agutt’s baby son, has fallen into the hands of Lord Marboby. My goal was to find him and bring him back. I could keep the ransom money of 8,000 gold as a reward, if I could find it. Had to make it back outside also.

 

The starting yard had two swordsmen patrolling the main path. To start with, they were synchronized so that one would always spot me as I went for the manhole. After a few loops however, the archer down the path had bumped into them enough to leave a few seconds where they both had their backs turned. I could thus enter the basement safely.

 

The only tough spot inside was traversing the main hallway, but in return it was very tough. All guards alerted easily to sound and vision, so it was not pleasant. A new guard spawned when taking the blue key from the dungeon, and when grabbing Bob. Therefore, I finished as much as I could before going to the dungeon. This included looting the hallway closet and returning the red key to the servants’ bedroom. This left only the loot in the office, and Bob, for later, plus returning the blue key and closing the dungeon door. There were just enough dark spots so that moving around was hard but not hopeless; kudos to the author there! A thing I noticed was that the female archer that spawned when taking the blue key reset her patrol when dropping it back onto the torture table (perhaps she respawned outside, I don’t know). This lowered the hallway traffic somewhat when emerging from the dungeon, which was nice. One clever move I made was returning the office key before taking the baby, meaning I left Marboby’s office door open but locked (I’m sure most of you are familiar with that technique). Then I could return the key and lock up the dungeon (flipping back the master bedroom lever) before spawning the helmeted swordsman. This way I only had to pass all 4 patrollers once, when leaving. The worst part was the last stretch from the dining hall to the kitchen. I exploited a window of opportunity of a few seconds where everybody had their backs turned.

 

Outside the guards had shifted, now patrolling only a few steps apart. I could easily end the mission unseen.

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21.          15th Apr 2008, 16:05 #196

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FM: Calendra's Legacy - Act 3: A Winter's Eve

 

Ghost - Success

Perfect Thief - Failed

Supreme Ghost - Failed

Perfect Supreme - Failed

Time - 1:38:28

Loot - 6563/6658 (Supreme: 5912)

Pockets Picked - 16/35

Locks Picked - 1

Backstabs - 0, Knockouts - 0 (should be 1)

Damage dealt - 14, Damage taken - 0

Healing taken - 0, Kills - 1, Bodies Discovered - 3

Secrets Found - None

Consumables - 2 Gas Arrows (to kill Gaston without alerts; and to douse the fireplace in the sanctuary parlor [plain Ghost only])

 

 

Comments:

 

I like how all three missions in this pack each has their distinct feel, while still keeping to the main story. Act 3 is perhaps the most out-of-place mission, but I love it regardless. The first mission I ever played with snow, and every snowy mission since has sort of been compared, most of them failing short. The ropeable icy ledges provide an additional element to gameplay. I also installed the object-, texture- and sound enhancement packs. Interesting to see whether the effects would be noticeable.

 

My initial objectives were 5,500 in loot, rob Dayport Bank and kill Gaston the Red. I suspected meeting Mercedes at the bridge would yield additional directions. Again a note in the purchase screen spawned a new objective in-game, this time stealing a diamond called The Night Jewel. As in act 2 I skipped the shop altogether. The skeleton key could be handy, but not necessary to finish the game. My inventory included Kharras Drahg plus the assembled Zjilich Amulet. I assume Mercedes worked on putting it together over the last couple of months. She used all the charges experimenting on her own. My beloved rope arrows were also present, so I was set to go.

 

Slick City Brawls

The huge clash in the beginning could have different outcomes. It all depended on whether the thieves left their hiding spots before the fight started. If they didn’t, they usually won. I played it over several times to see the various consequences. I never intended to orchestrate the outcome, so when the following scenario occurred, I stayed with it. Two thieves survived the clash. They spotted a hammer mage in the upper streets and flew up to fight. They killed him and continued east, where one got killed from a second mage. The last thief kept killing eastward, slaying the hammer utside the seminary entrance. Having cleaned the streets utterly, the final thief returned to the gutters below. This result was very convenient, as I could freely roam the streets from now on. Both thieves with purses were killed and I could grab their loot unnoticed (see image).

 

Two of the killed hammers in the upper streets also had loot. The decorative hammers above the seminary door were up for grabs as well, oddly valued at 51 gold each. Out of nothing a thief appeared from the alley east of the seminary. I think he is supposed to steal the loot off the hammer and run away. Since the guard was dead he just ran past. He ended up by the two fellow thieves in the far west. Linked with this event was another patrolling hammer emerging from the ground floor of a warehouse. He followed the thief’s tracks and picked a fight with them in the alley. I have seen him kill them all, in which he resumes a patrol back and forth from the warehouse. This time he managed to down two before dropping. The thieves luckily doused the bonfire, so I could steal their wine unalerted. The remaining thief stood his ground in the snow (see image). I had stopped the warehouse door from locking up earlier (as the hammer appeared) so I could freely take the coins at the top of the stairs.

 

Without the skeleton key, the only way to enter the pawnshop was by stealing the front door key through the attic window. A couple of nicely placed ropes took me up there. The candlestick on the desk doused when opening the window, which was a nice little touch. Though highlighting the candle without opening the window would also put it out. Fortunately I could grab the key through the glass as well, although it had to be done without extinguishing the light. Supreme rules prohibit extinguishing light sources. Retrieved the arrow while suspended and dropped to street level unharmed. The shop itself was free of enemies. The pawnshop key disappeared upon use. Had to skip another candlestick by the upstairs bed for Supreme. It was of the same kind as the latter; extinguished when highlighted. Mantled the stair fence to avoid the spitfire trap. Noticed the locking mechanism and the elevator behind the statue. Knew there was an alternate way to enter the shop from last time playing, but also remembered it was near impossible to reach for Ghost. I would have to check that out later.

 

I could reach the top floor of the warehouse west of the seminary via a metal walkway and ladder system. The peaked roof at the bottom could be mantled with a rope arrow. Stole the coins from the chest in there and left through the broken window. Was a little tricky getting onto the rafters, but a rope arrow from the large crate did the trick, and the hammer didn’t say a peep. This escape route was the only way for Supreme, as unlocking the door with the guard’s key spawned a comment. The warehouse to the north of this had to be skipped. It contained 95 loot and the ultimate Easter egg, but breaking the side window was the only means of entrance. Perfect Thief was therefore unachievable, but I knew that from before.

 

De Zabrus Textiles

Decided to finish off Gaston next. The order of things didn’t really matter, but to avoid backtracking, it came natural. Entered via the secret entrance. Entering the upper door included spawning more AIs in the streets, which was highly unwanted. This way I also didn’t need to worry about the tripwire in the stairs. Five thieves down there, two archers and three swordsmen, one of which was Gaston. The archers took me for just another thief and didn’t alert. If I went for their arrows, they turned around and started shooting though. Kept my sword drawn at all times. This made a significant difference as many places were dark but not black, which often spawned comments.

 

Two of the patrollers (not Gaston) had the same route. They did a round over by the treasure table, then headed east either to the archer or down the hall to the secret exit. I don’t think they were random patrols, so I learned their timing quite easily. Gaston had frequent visits to his chamber, either doing a quick pivot or stopping to examine the safe. Two out of three times he just turned and left. The blackjack didn’t work on him; well it worked but he didn’t go down. I could have kept on hitting him with the club until he dropped, but I don’t think this is allowed. Objectives prevail unless you break any other rule, which includes alerts, as well as the person being clubbed. I could whack him with the sword, but this alerted people outside. Sneak reported using a broadhead unalerted, and kudos to him, but alas I was not able to. I whacked/shot Gaston as he finished inspecting the safe and immediately leaned against the door to check. Even though I managed to avoid the patrollers’ attention, the nearby archer always came looking. Since he was stationary I figured there was no way to fool him like this. Gas then became the final option. Both a gas mine and two gas arrows were easily accessible in the pawnshop, the latter sounding far more controllable. I reloaded, fetched an arrow from the secret compartment under the bed, and headed for Gaston’s guild once more. Shot the arrow from the door, so I could time the outsiders concurrently (yes you can eavesdrop on a door while facing the opposite direction). This picture was taken from the corner for illustrative reasons. Undetected I sent Red to dreamland, but he’d be crossing the river Styx soon enough. I had to target the floor not to douse the candle on the nightstand. Then moved Gaston to the bed and clubbed him to death there, fourteen blows total. Dropped him in the corner by the footlocker. Grabbed the loot, including the hidden stash behind the grate, and left.

 

The rest was fairly straight forward and certainly much easier now that Red was gone. The archers still didn’t alert so I only had to watch the two swordsmen. Picking the big safe yielded a golden nugget, but alerted the thieves a few times before I got it right. Most of the loot was in chests or on the table. One commonly missed pair of lucky coins lay in a corner behind some barrels (see image). I’ve seen time and time again people missing 20 or 40 gold short of full loot; this pair and the one in the warehouse earlier are easy to overlook.

 

Grindle & Boggs

Went to meet Mercedes under the bridge. She cursed the weather and told me to get her into the factory, then toasted one of the hammers downriver. The objectives now disregarded the bank. I entered through the cracked window above Mercedes. One rope arrow into the snow pile there was enough. I have heard many stories about the spiders inside, but in truth, I have always seen them in the same spots. Occasionally, the brawls outside have alerted them, but they have always returned to their resting positions. I presume if you save while they are looking they might get screwed up on a reload, but then you are already busted so go figure. Undoubtedly they were red and extremely swift, but not more alert than normal. For sake of clarity I will describe their positions. The closest, Powdy, was placed by the powder keg in the sloping tunnel facing south. The other, Disty, past the corner to the north also facing south. I assume most of you know stationary spiders see with their butts.

 

 

 

This was my approach. Watch the image above carefully. I could pass Powdy’s north side up to the corner. Disty covered the east hallway with her keen eyes, so I needed to figure something out. The light source was a partly covered bulb directly above. The metal covering formed a cross-shaped shadow in the tunnel, as seen in the screen capture. As seen on the south wall of the ramped tunnel, the light only covered the bottom foot of the tunnel. My immediate thought went to the keg and whether I could get on it. I tried using the regular crate from the pawnshop at one point, but the angled floor and low ceiling made it impossible to get fully onto. Then I tried leaping directly for the powder keg. I noticed that if I landed exactly on the northern tip of the barrel, Powdy didn’t mind. I was also dark here, and I was outside Disty’s field of vision. The next step was to inch clockwise along the rim of the keg until at the east side. If this didn’t work, I either roused Powdy’s temper, fell into Disty’s wrath, or simply got stuck in the frame of the barrel. After some tries and foul words, it all came together. I had to be in a crouching position to quietly land on the floor again from the east side. Sometimes this isn’t possible from the edge of an object, so I had to climb onto the keg fully for the crouch-function to respond.

 

I let Mercedes in and she opened the floor panel. Had to skip the loot from Hannibal in the cellar for Supreme. I didn’t have the skeleton key and opening the vat gate spawned a comment. Could take it for plain Ghost and simply pick his key to leave.

 

The Sanctuary

After descending the stairs I snuck around grabbing all patrollers’ daggers, just so I wouldn’t forget. Think there were 4 total. Also took the interpreter’s key. One goblet stood on a reading desk by the ramp down to the pool area. The study room had lots of loot and was easy to Ghost. Nothing to report there. There was a hallway with several railed lookout points down to the study area. The entrance was located close to the stairs heading for the parlor. Two keepers protected the halls in there. Both had daggers. The first couldn’t be passed without a little nudge, so I skipped the furthest for Supreme. Only 2 loot so it didn’t risk failing the objective in any way. The nudge was a last resort option so Ghost was good.

 

Next was the dining area, which ended up being much easier than foreseen. The closest keeper had another dagger; simple enough. The three plates in the fireplace were the real problem. The keeper and the woman faced opposite directions, which was kinda good cause I could approach them directly from the side without getting spotted. I never heard any comments from them; they seemed to go straight into hunt (and furthermore invisible) mode. But this didn’t really matter. The rules refer to comments as alerts. If they didn’t move I was clean. If they didn’t make noise I was also clean. Fair and square. The first two plates were reachable with a lean-in from the keeper’s back. I made sure not to stand too close as a nudge would’ve been a bust. To get the last plate I inched towards the lady and leaned forward for every new step. Sword drawn (dunno if that really mattered). It was a very close call but it could be taken without any commotion from the two (see image).

 

On to the parlor. The most intimidating room ever designed? Might be, but oh so tempting. One sentry, three guests, loads of tile, two lamps, a lit fireplace and a glowing chandelier. Oh and let’s not forget, ten pieces of loot. Another important piece of information is that the loot in here can be knocked around. Yes, that’s right, arrows and objects will make them fly across the room. Landing on them with enough force will even break them. It is the only place in Thief history where I have seen this kind of loot behavior.

 

The only thing I could do in here for Supreme was stealing the female sentry’s weapon. To me there is more humor than realism in being able to steal a woman’s long sword right out of her hand. I know Garrett has special abilities, but seriously. Had it been sheathed I guess I could have accepted it. No other loot was accessible for Supreme. I couldn’t even enter the room without getting a comment from the sitting acolyte. Normal guards have one set of comments for idle chatter and a completely different set for first alerts. The sanctuary acolytes however used both sets for first alerts, meaning upon entering the parlor the acolyte could say: “Always those hammers banging away up there, using their heads as anvils”, a comment also used as idle chatter, or he could say: “That was weird”, a comment only used as a first alert. Sneak reported being able to creep past the guard, ascend the ladder and enter the attic without anyone noticing, but that I have a hard time understanding. Crouching, Kharras drawn, creep-walking with the sentry facing away still spawned a comment the instant the light from the right lamp hit me. I am not saying Sneak was lying, but I don’t see how our experiences could have been that different. I was moving in absolutely the most concealed way allowed by the Thief engine, and still there was no doubt he saw me. I wish with all my heart I could say otherwise, but I would get busted for not fulfilling the loot requirement. Skipping the rest of the parlor and the purse worth 1,000 in the attic would put me at max 4,912 for Supreme, a good 688 away from the required objective. If I had access to crates I might have been able to enter the attic from the library side, but the Grindle & Boggs grate locked up after entering the sanctuary, leaving no way to return them. Ironically, the only crates available in the sanctuary are located in the attic. In fact, the only stackable items down here were 10 holy water vials in the grotto, but they didn’t get me high enough. So accepting the acolyte’s alert to bump the loot count past 5,500 was unfortunately necessary.

 

Turned attach ladders to ‘touch’ in the options menu first. Had to enter while the lady was turned west. More often than not she swung north when turning, which was good. As she faced the main entrance I started climbing. Passing the halfway line the acolyte finally settled from his alert state. “Well maybe it’s just these old foundations settling.” From the top I could reach and flip the book to open the secret attic entrance. Then waited for the female guard to turn west again. I assume there are several ways to reach the painting ledge. I couldn’t jump straight from the ladder; the speed and light made the acolyte comment again (and I still wanted to limit the number of alerts). I used the bookshelf ridge as an intermediate spot. It was reachable from the ladder quite easily. From there the next jump was more hidden, spawning no comments. To enter the secret passage I had to take a step back and do a small hop into the tunnel. Flipped the book again and entered the attic space.

 

The 1,000 gold from the grey chest completed the loot objective for plain Ghost. I also brought the gas arrow from the footlocker for that mode. I tried various ways of getting to the walkway by the interpreter’s tower. The lowest fall was onto the metal railing, but I lost health and the nearby sentry came hunting. There were boxes in the attic space but they would have to be returned somehow and then I was back to square one. Then I spotted the massive ladder on the south side of the walkway extending from the library beneath (see image). Standing on the railing of the southmost window I lurked out so I fell onto the outer edge. Garrett’s boots create a loud clunk kicking off metal, so this was not to alert the guard directly below. I won’t repeat Sneak’s imaginative description of the ride through the air. Let’s just say it was a rush. I caught on to the ladder’s side well below the walkway. Dark enough not to get seen by the library patrollers.

 

Does this mean I would have to skip the walkway sentry’s dagger for Supreme? I knew the hallway to his front was too bright, even for creep-crouching with Kharras drawn. Instead I noticed two ledges protruding from the walkway to either wall. Wide enough to traverse? Could well be. Leaping from the steps got me nowhere close. Ladders normally aren’t good for those kinds of maneuvers. Rope arrows wouldn’t attach to the southern wall, they just disappeared, but they worked fine on the northern wall. I wonder if this was intentional or a glitch. Anyhow, I had to clean the ground floor first. This basically involved waiting for the two keepers to head west. With a little luck they would stay behind the large blocks long enough for me to snatch the bottle and the goblet off the end table. Coming from the ladder I could leap across the gap between the carpets and stay quiet. I turned after getting the loot and rounded the corner northeast into darkness. From here I could start placing my ropes. I needed three to reach the floor level. A nice trick when creating a series of ropes is making them overlap so they seemingly melt into one long rope. That way when you’re at the top of the lowest rope simply grab the arrow from the wall and you will drop down an inch or two but automatically catch hold of the next. No fuzz. The topmost I retrieved from the ledge itself. I stole the dagger worth an amazing 2 gold, and dropped onto the tall ladder again from the walkway railing. Waited for the librarians to head west again and left up the stairs.

 

Back to the parlor. Lowering the difficulty to plain Ghost mode I saw a couple of opportunities. I could grab two more items without dousing the fireplace or flipping the light switch. The two end tables closest to the sentry held a vase and a goblet; both could be snatched from the ladder area unseen. The gas arrow took care of the fireplace. Sometimes the guests heard and started searching, but more often than not they didn’t mind. With the flames out I could reach as far as in this image. From there I could frob the light switch and go to work. Old Man proposed use of the basketball from the pawnshop to bounce the vases off the upper ledge. That was possible but very hard. Gas- and water arrows were also possible. I suggest a different method however. I realized that for every time I flipped the switch the sorceress ended up a step or two closer to the southern wall. That meant traversing past the ladder got harder. After about three flips it was near impossible. But I had an idea on how to grab the upper vases while the room was still dark, thereby cleaning the entire parlor in two flips only. It was possible to save when she kept looking around then reload and she would start it over, but that to me was an engine exploit. Instead, as soon as hitting the lights I crouched to the carpet, went between the couch and Loren, turned right and lurked toward the ladder. From a crouching position I could make a silent jump onto the lower steps and fly up to the ledge by the painting. Had to find the perfect height on the ladder from where to jump, otherwise I clunked and alerted the sentry. Furthermore I could hop onto the next ledge silently and take the vases. Back the same way just in time for the lights to turn on (see image).

 

Five items remained. I closed the secret passage and dropped back onto the tiles. Last trip past the sentry and toward the light switch again. Exactly the same maneuver but this time I took a left after passing Loren and drew Kharras. The sorceress got exceedingly wary as I entered the northern part of the carpet. She was already looking from turning off the lights and the windows on the furthest wall slightly increased my gem. It was hard to notice cause she never said a word and turned invisible in real hunt mode. The biggest problem was getting between her and the acolyte. Found the perfect path in the end crouch-running with Kharras drawn. Managed to grab the remaining loot and even head back to the top of the ladder without getting spotted (see image). Altogether I got a few comments from the acolyte but that is allowed in Ghost. Pretty happy with that turnout, not needing to reenter the pawnshop. I’m no good at basketball anyways.

 

The south grotto was standard sneaking but with no real challenges. Took some determination to get Thumper’s masks in the cave, but all in all quite straight forward. The grotto key disappeared when used. Relocked the double doors with the amulet once inside. Took the last loot and ended the mission.

 

I would like to thank Purah one final time for making this mission pack. It stands out for me as perhaps the best gaming experience ever. Considering the unpaid effort and amount of work behind, it simply is a crowning achievement.

 

 

Summary:

 

- Had to skip the two candlesticks worth 50 each in the pawnshop for Supreme. They both get extinguished when highlighted, and this is not allowed.

- An artifact statue and a pair of lucky coins (95 total) in the warehouse northwest of the seminary had to be skipped for all modes. Breaking the window to enter is considered property damage.

- The gas arrow used (from the pawnshop) and the 14 damage dealt is from killing Gaston. This is the only way to kill him while also avoiding alerts from the other thieves. Objective prevails here so no bust.

- Had to skip another burning candlestick worth 50 in Gaston’s bedroom for Supreme.

- Had to skip 2 more gold for Supreme in Grindle & Boggs’ basement. I didn’t have the skeleton key and Hannibal commented on opening the vat gate.

- Also skipped the dagger worth 2 gold on a keeper by the study room lookouts in the sanctuary. The keeper further up the hall couldn’t be passed without a nudge, and that is not allowed in Supreme mode.

- Got an inevitable comment from the acolyte upon entrance to the sanctuary parlor. He settled when reaching the top part of the ladder. Could not be avoided in order to reach the loot requirement, so Supreme got busted.

- A total of 497 worth of loot had to be skipped in the sanctuary parlor for Supreme. These items included: a dagger (2), a wine bottle (50), four vases (400), two goblets (30) and a statue (15).

- The three bodies discovered are from the street brawls in the beginning and has nothing to do with me.

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22.          21st Apr 2008, 05:26 #197

Peter_Smith

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FM: Five Tigers: Eye of the Tiger

 

Ghost - Success

Perfect Thief - Failed

Time - 08:38:34

Loot - 3812/4094

Pockets Picked - 5/7

Locks Picked 24

Backstabs - 0, Knockouts - 0

Damage dealt - 0, Damage taken - 0

Healing taken - 0, Kills - 0

Secrets Found - 3/10 (!!)

Consumables used - none

 

Comments

 

I know Klatremus is about to post a report on this mission. I'm not intending to take the wind out of his sails. I was ghosting it anyway. I'll keep it brief and let Klatremus fill in the details.

 

This is a large and somewhat confusing mission. Large in two ways: there are many passages and areas, including a network of not-so-secret tunnels and attic routes. You can go almost everywhere without using the tunnels, but there are a few places such as at the end where tunnel travel is essential. It is also large in the sense that the main building is really huge, with large rooms. All in all, this mission is fun to explore, and the story is pretty decent, too.

 

I ghosted it the first time through and played most of it without using a map. Later I got into the map because of a hassle with switches. You have to flip eight switches in correct order to get to the area with the eye. I played for more than 6 hours before I found the clue about the need for an order. It was right in plain sight, but bear in mind that exploring the place in ghost mode takes time, and it just so happens that I did things in the wrong order to find the clue early. So then I had to go back and flip them in order. The clues for the order were not straightforward, so I had to seek help for a couple of them -- mainly because by that time I just wanted to finish it.

 

I found only two places where the ghosting was really interesting. The rest was a walk in the park. One was the cell area, where (like a dolt) I lock-picked every door, in the wrong order, even though I later realized I had a cell key. That took some timing with the combat bots who were patrolling.

 

The second place was the haunts with the eye. That was not difficult at all, but there may be a question of interpretation. You sneak in and grab the eye. That part is easy. The issue is, there is a silent, scripted alarm where the act of taking the eye alerts two of the haunts. But they did not see me. This is exactly the same principle as taking the eye in Return to the Cathedral. The haunts alert, but they do not see you. That RTC event has been ruled a success and is justified by the scripted event rule.

 

It was interesting that the haunts went searching with swords raised but did not see me. Quite soon after the silent alarm, they became frozen in place with swords raised, although the third haunt, who wasn't alerted, was shifting in place as usual. I made a quick save at that point and took a screen shot. Then, when I reloaded the quick save later, the haunts appeared unalerted and were just standing there as if nothing had happened. The pictures are shown below.

 

Haunts frozen in alert position before quick save

 

 

Haunts stationary after load from quick save

 

 

As for the loot, it could be contained in the secrets I missed. As for the secrets, I am not about to spend another 8 hours ghosting to find them. Maybe a little BJ run later. I like to do the BJ run after the ghost run to see what I missed. Starting from a fairly well stripped mission at the end of the ghost run, I can see where I have been, I know where the problems are, and I can move fast.

 

Right now, I have a mission to test.

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23.          24th Apr 2008, 01:53 #198

Yandros

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Originally Posted by Peter Smith

Right now, I have a mission to test.

Actually, two! Check the other forum you're testing in... I think you missed the start of testing because the author didn't send an email.

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24.          7th May 2008, 02:50 #199

Klatremus

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Originally Posted by Peter Smith

I know Klatremus is about to post a report on this mission. I'm not intending to take the wind out of his sails. I was ghosting it anyway. I'll keep it brief and let Klatremus fill in the details.

Not exactly, Peter. I did play it, but decided against Ghosting. As you already know I like to do blackjack runs first, but the quality wasn't high enough for me to play it over. I have to prioritize if I am ever to get through all the amazing missions I've missed; such as Gäetane's campaign and all the old classics. Honestly, I have only ever played 30-40 FMs, if you can believe that!

 

Your report surely covered everything regardless. Nice job!

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25.          14th May 2008, 02:13 #200

Klatremus

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FM: Sir William's Keep

 

Ghost - Success

Perfect Thief - Success

Supreme Ghost - Failed

Perfect Supreme - Failed

Time - 47:55

Loot - 2600/2600 (Supreme: 2500)

Pockets Picked - 4/11

Locks Picked - 4

Backstabs - 0, Knockouts - 0

Damage dealt - 0, Damage taken - 0

Healing taken - 0, Kills - 0, Bodies Discovered - 0

Secrets Found - 2/2

Consumables - None

 

 

Comments:

 

Next up was a new mansion mission by Wille. Although rather small, the mission design is innovative and level of detail exquisite, along the lines of recent releases such as ‘All for a Night’s Sleep’ and ‘We Miss You, Bob!’ Definite Ghosting material! For the first time I was running 1440x900 using Timeslip’s ddfix, as well as 512x512 textures, high-res objects and enhanced sound effects. Gaming just cannot get better!

 

Simple snatch and grab objectives; steal the Golden Book of Stone from Sir William and gather 2,300 in loot. Needed to exit through the sewers also.

 

As always I had done a blackjack run first, so I knew my way around. Looted the workshop to the east and brought the sewer key from the rack downstairs. The owners on the top floor whistled their merry tunes as I stole their coins (see image). Lots of doors in this mission responded to both lockpicks and keys. They still all needed to be relocked for Supreme. Entered the sewers through the courtyard door. Found the workshop owner’s ring in the water below the well (see image). Approaching the tower from here triggered a conversation between two guards, one of which ended up patrolling the staircases. I avoided it altogether and headed west toward the keep basement instead.

 

Unlocked the old sewer entrance right away. It would serve as my final exit later. Returned the sewer key to the workshop immediately. Left the two corresponding doors locked but ajar, just in case, although I didn’t plan on returning to the courtyard at all. Entered the keep through the basement barracks. Getting the spice from the kitchen was the only issue worth noting. A servant circled the room clockwise, but I had no trouble cleaning the room unseen. A patch of shadow near the fireplace served as a nice hiding spot.

 

Continued up the stairs to the main floor. Tiled flooring with sporadic carpeting. Could hide in the doorway incline in the south hallway and watch the patrolling guard pass me by. Snatched his key from this location. As he left I unlocked the door here, which opened up towards the main gate lookout. The archer there was angled so that I could steal the stack of coins from the table. Re-entered the keep and locked the door. Three doors led to the chapel. The priest inside wore the only key needed to later obtain the main objective. Unfortunately, it couldn’t be taken without busting Supreme. I had to accept a comment opening either of the side doors. AIs alerting from doors opening or closing for some reason take longer to settle, so I waited in the doorway a couple of minutes for the mage to calm down. “It was only rats, in truth.” Got another comment as crept into the corner by his side. Took the golden hammer from the altar and his key, then left the same way, spawning yet another grumble. Didn’t close the door entirely, as I needed to return to drop the key back later.

 

One floor up I found an exit to a walkway connecting the keep with the eastern tower. Realized this was the only way to enter the tower Supreme-style. A stationary guard protected the entrance from the courtyard and the basement, and I could have passed him dousing the torch nearby, but that is not allowed for Supreme. The walkway was covered by a patrolling archer. I could easily snatch his tower key from the dark doorway (see image). Watching for the patroller walking this floor of the keep, I followed the archer across the roof and evaded his looks as he turned. Then quickly unlocked the tower and went inside.

 

The study room one floor down contained quite a bit of loot, some of which was hidden behind a painting. Frobbing one of the books in the shelf revealed the secret alcove (see image). The door in here took me to the mentioned sentry. I loved the variety of ways in which you could approach the different buildings. Despite being a small mission, it still contained the elements to provide a fun Ghosting experience. I turned my back on the stationed guard and looted my way upwards. Not much to report other than I mistook the reading guard on the top floor for sleeping. Discovered a minute later the snoring came from a hammer in the nearby bedroom. I had to ccc past the fireplace not to get caught. The safe on the wall was a little tricky to spot as it blended in with the texture and the lighting (see image). The attic contained nothing of interest so I made my way back down and crossed the walkway to the keep like before. Locked both doors behind me and dropped the tower key onto the archer’s route. Nice!

 

The next two floors (3rd and 4th) had one patrolling guard. His route was rather lengthy, which gave me plenty of time to loot the various rooms. I stood in the hallway with the floor cabinet and grabbed his purse as he passed, then headed upstairs. Sir William was asleep in his bedroom up here, or at least I think it was him. The chest in the corner could be picked, but this created too much noise and woke the Sir. It was only a first alert so plain Ghost was still intact. However, the red key on the dresser also unlocked the chest, with no sound. I chose this method in the end, but had to skip the chest entirely for Supreme. Dropping the key back was even louder than picking the lock. Tried muffling the sound with a potion, to no avail. Supreme was already failed so no tragedy.

 

The top floor was free of enemies. The last piece of loot was a hard-to-see ring on the nightstand (see image). The Golden Book of Stone was in a safe in the bathroom, of all places. It could be frobbed through the banner, so no property damage was necessary. Locked it up and headed back downstairs. Placed Kendrick’s key back by his feet in the chapel. There was a convenient piece of carpet sticking out from underneath the altar which quieted the drop (see image). Spawned a couple of more comments coming and leaving, but that was inevitable.

 

Finally dropped the keep key along the guard’s patrol route and descended to the basement. Remembered to close both the courtyard door and the sewer gate before exiting the mission by the old hatch. Thanks Wille for a very enjoyable mission!

 

 

Summary:

 

- Spawned a total of six comments stealing and returning Kendrick’s key in the keep chapel. Supreme violations.

- Skipped the ring in William’s bedroom for Supreme. Both picking the lock and dropping the key back onto the dresser woke him up.