Ruins of Originia

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Mission 2: Guilded Rivalry

 

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While not nearly as epic or memorable as Mines of Margroth, Guilded Rivalry still showcases YcatX’s immense talent as a fan mission maker. We delve into the deeper ruins of Margroth and encounter trapped deities, a thieves’ guild, and more of Bantar’s creatures. Though it is an acquired taste, it is easy to see why this campaign is on many players’ all-time favorite list.

 

 

My main goal was to get through the mirror room in order to find Bantar’s lab. It was apparently located beyond a theives’ guild run by Guildmaster Zilfin. I had to steal four weapons and a contact book from Zilfin, while the lab held the Book of Darkness. My loot goal would be met upon taking the first loot item, since it all carried over from the previous mission. Finally, I was to leave through an Eastern Passage. Most of my inventory items remained from Mines of Margroth, so I already had quite a few objects in my arsenal that could be useful.

 

Mirror Room Area

Getting through the mirror room was easy once I knew how. I experimented for a long time during playtesting to understand how all the different paintings worked. I thought they had a link to the map with all the same symbols, but I was wrong. It literally took 2 seconds once I realized the solution. Beyond it, the painting on the wall worked like a ladder, which took me a while to realize. I tried with stackables and ropes before grasping the simple truth.

 

My first problem came in the upcoming hallways. Three ways led to the main cave, two of which went through hallways with blue crystals and some enemies. It was the same crystals from the previous mission that deal damage on impact. I could easily get past it as there were gaps along the wall where I could stay safely on the stone floor. A blue fiend was stationed close to either entrance to the exit staircase, both facing south. A wisp was located just at the foot of the staircase. It always alerted when I came from the southern hallway, so I figured it was also facing south. There is no visible front or back to wisps, so I couldn’t tell until actually alerted. Coming from the north didn’t alert the wisp, but I got spotted by the fiend. I could use an invisibility potion and get through clean (left image below), but this was way too early to accept my first Supreme bust. Luckily, there was another way through.

 

 

 

The third way took me through a rushing, underground river system. The current was extremely strong and swept me all the way to the end in a matter of seconds. About halfway through was a dangling rope from a dry cave above leading to some more loot. It wasn’t necessary to go to, but I always want to get all the loot I can for Supreme. I managed to get up there first using my speed potion carried over from mission 1. Then I read on the forum that you can get up there without using a potion at all. After a lot of trial and error, I found a fairly predictable method. You have to stay close to the bottom in order to fight the current better. Pushing against the water I managed to get into an air filled cave underneath the river. There was a fire down there that I had to stay away from. The aforementioned rope hung down into this cave also, and I could grab it close to the surface and climb it all the way up (right image above). This was a very difficult move, but it avoided the use of a speed potion and has been reported by several players, so it’s definitely repeatable.

 

On this floor, the only thing worth reporting was a trap room with a diamond in the ceiling. The trap got triggered by ten ropes being shot into some wooden pegs by the diamond, followed by fireballs being shot from the floor. I managed to avoid triggering it by silently mantling from the side and not by way of the main entrance. I had to use a rope of my own to climb up there and could grab the rope and land softly on the metal frame.

 

In order to get to the main exit cave, I had to keep following the river to the end. A tomb here had sliding door panels, controlled by a lever behind one of the pillars. I couldn’t flip the lever to close the panels and run out before they shut, so I had to use two potions to block the panels to keep Supreme intact (left image below). If you don’t pick up any unnecessary items in mission 1, which strictly speaking is the most Supreme-like approach, you only start with one speed potion. In that case, you’ll have to pick up a different potion later, then come back to close the panels before returning the potion to its original location. I had plenty of potions in my inventory as it was. Busts from previous missions don’t carry over, so I was still good for Supreme.

 

 

 

The whole system of talisman caves wasn’t difficult. There were 3 shadow burricks in the south that were impossible to pass, but I could navigate around them by coming from the northeast to obtain the earth talisman. There were also 3 patrolling thieves in the northwest, but they were easy to circumvent. The talismans were all protected by an elemental cloud, each of which had to be shot by their respective elemental arrow (right image above). The talismans didn’t spawn until you did so and they were 100% necessary to complete the mission. Unfortunately, putting out the clouds meant removing light sources, evident from each room going dark. Although this is a design choice by the author and nothing to do with my ghosting ability, it ended up being 4 unavoidable Supreme busts. Sad but true.

 

Thieves’ Guild

Worked my way around the floor clockwise. Cleaned Residences A and B without issues. It was very tedious picking all the locks for the loot. There was no point to them either, as no enemy ever came into the bedrooms. Zilfin was in his own quarters in the northwest. I had to sneak in through the northern entrance (left image below), otherwise he caught me. The hidden rooms behind him had no enemies.

 

 

 

I skipped the prison and the flooded area of the guild halls. They involved potential busts, so I’d tackle them later. After using the elemental talismans, I had to return downstairs and get the deity stones, which was no problem. They were used in the cave beyond in order to proceed. When using the stones, the crystal monolith on top of the red support structure broke (right image above). This seemed like a pretty clear example of property damage, which is not allowed for any mode. However, it was a bust forced by the mission’s design and completely unavoidable, and thus easier to accept.

 

Had to descend to the caves yet again, this time in order to obtain the two mystic eyes from the tombs of Ov and Silvesta. I had to use a fire arrow in each tomb to clear the path. In both cases I checked nearby to see if anyone heard the blasts; neither the thieves nor the shadow burricks even flinched. Both eyes could be obtained without leaving a rope behind, but I had to make some unorthodox jumps and land in a mantle to avoid taking damage. Fully repeatable, so no issues.

 

Finally I could ascend all the way back to the snow cave entrance. Used my sword to hack away the icicles, which has been deemed allowed due to recent rule clarifications. Only objects made by intelligent creatures are now considered property, not natural objects like ice or rocks. Also had to use a broadhead on what I assume was a flat ice layer blocking the entrance hole. If it is supposed to be glass, then that was property damage and another bust. I couldn’t tell, but it seemed most logical it was ice.

 

Bantar, Bantar... and Bantar!!

Lots of challenges in the lab area. The first came upon entry, where Bantar stared at his cloning device, but could spot me coming from the hallway (left image below). Luckily, the lights within flickered and I could use that to dart in to where the first red assembly line archway provided hardcover. There were 4 patrolling fiends in the distance also, but they couldn’t see me from here. Now I could time the light gem and scoot over to the next hardcover. After the third one, I was permanently dark.

 

I could sneak over behind Bantar and whack him with my sword, but that didn’t kill him, so I needed two hits. Problem was, this always alerted the fiends. They heard the sounds from the sword or his squeal, I couldn’t tell which. After downing him, I got the lovely objective to kill his clones, all six of them! They appeared on the conveyor belt inside the cloning machine, spawning in hunt mode. I tried releasing both mystic eyes to take care of the clones. They did well for the most part, pelting holy water arrows at him, but they always attracted the fiends, to which they had no offensive power. The fiends didn’t take damage from the arrows. To them it was like getting hit by regular water arrows. The fiends also distracted the eyes, to the point where Bantar would get a few shots in and destroy them. I replayed the scenario like this probably 20 times, and not once did the mystic eyes finish the job. That was thus a lost cause. Plus, this was only attempting to kill the clones; I needed them to take care of the initial Bantar also. I had to find a different method.

 

 

 

I moved on to the inner chamber. I could follow the fiends counterclockwise around the central pillar without getting spotted. Two more fiends patrolled the area over by the lab room itself. Here was also a haunted fireball-shooting mask on the wall. It alerted with regular haunt gasps for first alerts, then started turning on the wall if second alerted. I found a route where I could traverse from underneath the first table over to the long table on the south wall without alerts (right image above). However, when emerging in the southwest corner, I got spotted. The light from the burner on the table hit me before I could hide underneath the final table. The screen capture above to the right was the farthest I could get without Supreme busts. I thus retraced my steps and looked for a different solution.

 

Turning on the iron beasts to fight on my side was now a necessity, if wanting to stay undetected. Getting through the lab without a Ghost bust was impossible, so completing the objectives while staying concealed was now my primary goal. The bots did a great job at keeping it so. They had very accurate shots, much better than archers. I found a nice spot to hide along the eastern wall while monitoring proceedings (left image below). The biggest problem was that the bots’ bombs could ricochet off the wall and end up back at their feet. Two bombs like this and they were out of commission. It took a bit of saving and reloading, but that isn’t against any of the rules. One time, the surviving bot found its way over to the lab and started attacking the mask guardian. Although I was hoping it would destroy it, all it did was set off a chain reaction and blowing up all the explosives in there, while the mask still lived on to see another day. Instead, the most preferable scenario was for the bots to kill all the fiends, which they did after not too many attempts, but also lure over Bantar himself. The best scenario I achieved was the last iron beast killing Bantar plus one of his clones. After this I had to release the mystic eyes. Without the fiends to distract them, they efficiently killed the remaining clones (right image below). They often ended up inside the cloning machine killing the final two or three copies. In that case, the Bantars didn’t stand a chance. I thus ended up getting rid of all the enemies in here without ever getting spotted or dealing damage. Nice! The only bust the way I see it, was destroying the fiends and possibly also alerting the mask.

 

 

 

Back in the lab, the mask was now in a constant first alert state. I could thus travel underneath the tables without further remarks. I could also grab all the goodies I wanted while hiding in the shadows cast by the tables. The Book of Darkness only appeared if I first took the other six books. None of them could be dropped back.

 

Guild Halls

Since releasing Loknara, all the spiders were now allies of mine. I could thus safely release them from the cage holding the Dagger of Power. They positioned themselves in the northwest hallway of the prison area, attacking the first thieves that came along. The spiders ended up dying quite quickly, but usually downed at least one thief before they perished (left image below). I know Ghost rule #5 says: “Garrett must not cause suicides of AI or melees that intentionally cause AI to attack each other.” However, I would claim that is not what was taking place here. First, I did not have the intention, nor did I draw any benefit from the spiders getting killed. Second, opening the gate shouldn’t have caused any fight, as no thief ever patrolled past the cages in the first place. It was only due to an apparent change in the spiders’ patrol route that they ended up in the same vicinity as the thieves. Since there is no way to enter the cage without changing the spiders’ placement like this, I’d say it is due to the mission’s script that the spiders died. I thus take no blame for their demise.

 

 

 

The final obstacle came back in the guild halls, but it was a big one at that. I had to blow up the two boulders that blocked the path to the flooded cave in the southwest (right image above). This was quite close to the kitchen, where a stationary fire elemental was placed in the stove. It alerted to hunt mode, along with at least one thief, as well as a mechanist worker bot. I tried using a mine under the water to muffle the blow, but the explosion still took place above the surface. A coal crystal or an explosive charge yielded the same result. I actually think those were louder than just a fire arrow. I accepted yet another bust and finished the mission from there.

 

UPDATE November 12th, 2021: With much help from Galaer on the TTLG forums, I’ve been able to avoid the vast majority of the Ghost busts in this mission. First, the boulders blocking the entrance to Zilfin’s contact book can be silently destroyed with a lit flare (left image below). The worker bot can still alert to this, but only if it is nearby, which is easy to prevent.

 

Furthermore, Bantar’s lab can be approached from the back by blocking the rolling boulders from reaching the bottom of the ramp (right image below). The mask guardian second alerts to hearing the boulders, but this isn’t considered a bust. The boulders trigger as a script when getting close to this area, much like triggering a conversation, not by setting off a trap. If bringing along 3 rubble pieces and a geode, after a few attempts they create a barrier providing enough room to squeeze past the boulders. Up above, you have to douse the torch by the first fiend, getting a first alert in the process. The rest of this floor is easy. This method of reaching the lab also eliminates the need to get the mystic eyes from the tombs, as well as skips the objectives to kill Bantar and his clones, plus destroying his cloning machine.

 

 

 

Lastly, you can prevent the spider-thieves fight when opening the cage to get the Dagger of Power. If the thieves are patrolling together, something they normally do when returning from Bantar’s lab, you can time their patrol and release the spiders just after the thieves pass the western hallway. That way after grabbing the dagger, you can quickly leave through the teleporter and cause the engine to shut off the thieves’ patrol due to lack of proximity. If the stats say no bodies discovered, you know you prevented the fight successfully.

 

 

Statistics:

 

Time: 2:09:04

Loot: 14666 out of 14666 (Supreme: 13566 out of 13566)

Pickpockets: 9 out of 9

Secrets: None

Locks Picked: 44

Damage Dealt: 0 Damage Taken: 0

Bodies Discovered by Enemies: 0

Consumables: 1 water arrow, 1 fire arrow, 2 moss arrow, 2 gas arrows, 1 broadhead arrow, and 1 flare.

Ghost: Failed!

Perfect Thief: Failed!

Supreme Thief: Failed!

Perfect Supreme Thief: Failed!

 

Notes:

-          Had to remove light sources to obtain each of the four elemental talismans. An author design choice, but Supreme busts nonetheless.

-          Using the deity stones broke the crystal monolith guarding the entrance to Bantar’s lair. I interpret this as property damage and a Ghost bust.

-          Mossed the ground when throwing the rubble pieces in order to block the big boulders. Supreme bust.

-          Doused a torch when entering Bantar’s lair via the back entrance. Also got a first alert from the stationary fiend in the process. Supreme busts.

-          Had to release 4 spiders in order to get Zilfin’s Dagger of Power. They normally end up fighting the patrolling thieves, but I left through the teleporter before they met, thus forcing the engine to shut off their patrol. Possibly an engine exploit and thus a bust to Supreme, but not a bust to plain Ghost.