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Author |
Topic: FMs - Ghost/Perfect Thief Results (Part 1)
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Vanguard
Member
Posts: 1816
From: Minnesota USA
Registered: DEC 1999
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posted 10-30-2001 08:46 PM
This thread will
be used to post the results of players' attempts at ghosting
fan missions (FMs) whether wholly successful or not. Rules regarding
Ghost and Perfect Thief play modes can be found in the Thief
archive.
Recorded in each message is the
FM name, the user's play mode (Ghost or Perfect Thief), the
end-mission statistics, and any notes regarding the ghosting
of the fan mission.
WARNING: Discussions regarding
how some or all of the mission was ghosted means there may be
spoilers contained herein.
If you want to simply know if a mission was
ghosted successfully or not, just read the statistics portion of a
message.
To prevent this thread from becoming
excessively long and forcing readers to span many pages to read
the results, this thread should be closed when its length reaches
5 pages (or maybe 10) whereupon a new "Part n+1" thread is
started. The moderator(s) will then be requested to move the
old thread into the Thief archive to close it and make it read-only
so it is retained as a lookup reference.
Replying to a reported result herein
is appropriate; hurrah messages should be eliminated or kept
to a minimum. Discussing how to ghost something in a mission
not yet tried and not yet reported here should be contained in
a separate thread. The idea is to report successful ghost attempts
and perhaps discuss failures and possible solutions but not
to incur a lot of fluff within this thread.
[This message has been edited by
Vanguard (edited 11-15-2001).]
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Vanguard
Member
Posts: 1816
From: Minnesota USA
Registered: DEC 1999
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posted 10-30-2001 08:50 PM
Fan Mission: A Secret
Affair
Mode: Ghost
Ghosted: Yes Failed - due to mission design
Time: 43 minutes (almost all because of stand-and-spin gal)
Loot: 1667 of 1917 (1500 required)
Damage: dealt = 0, taken = 0, healing = 0
Killed: 0 innocent, 0 others
Causes of failed ghost:
- Banner slashing is mandatory to get at an objective.
Comments:
- Can't get through secret panel in 1st floor fireplace room;
partially covered by banner that you cannot walk through or
crouch under. Had to slash banner to get at the "Locate evidence"
objective that is in this secret room.
- Gal in 2nd floor bedroom sporatically snaps 90 degrees
left and right. Pretty phony behavior. Could only make a dash
in for one action at a time. Took 7 single-task dashes and 2
moss arrows. Jumping on bed only provides shortcut to get key
on cabinet but speed gets severely slowed while atop the bed.
Cannot crouch when on bed so could not reach lever to secret
floor compartment, but could crouch and dash between her and
bed (she'll notice if you're standing when you dash by).
- No way to ghost the spider that circles around the gemstone
in the outside storage room. Spider is too close, spider and
gem are behind barrels, no way to turn off the electric light.
Had to abandon that loot. Not required to make the loot objective.
- Loot purse from archer on rear balcony can be ghosted by
using water arrows. But once the loot objective is complete,
I quit hunting for more loot and just pickup what I happen
to find along the way. Thieves target. Burglars ransack.
[This message has been edited by
Vanguard (edited 12-14-2001).]
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Vanguard
Member
Posts: 1816
From: Minnesota USA
Registered: DEC 1999
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posted 10-30-2001 09:27 PM
Fan Mission: Rameriz's
Revenge
Multiple mission file (apacheT1.zip)
Play mode: Ghost (incomplete
failed - partly by accident*, also by mission
design)
Time: 2 hr 34 min
Loot: 2629 of 2629 (2000 required*)
Pockets picked: 5 of 6
Knockouts: 2 (haunt to chisel, guard to Montrose's bedroom)
Cause(s) of failure:
- Slashed a banner. Avoidable but already performed a quicksave
afterward over my prior quicksave. Didn't have a prior save.
(And the ghost gets busted later, anyway).
- Cannot get up ladder into "hammer select teleport" room
(needed to get at the chisel objective). A zombie was planted
right at the bottom and against the ladder to the only entrance
to this room.
- Cannot get into burrick room from chimney ladder without
having to jump and make noise, could not drop into room or
exit (to ladder) since that end of room is constantly watched
by a stationary burrick. No way to create shadows. Once you
get the chisel objective, you are forced to end your teleport
travels in the burrick room.
- The pacing & spinning guard at in the tiny anteroom
makes single-clicking to pick a door (required to get the rosary)
that would take an hour or more to open exceeds my patience.
Opening the door is more luck than skill.
Comments:
- * After exiting the cell at the start, cutting
the banner in the basement hallway puts the guard on quick alert
indefinitely i.e., he notices the slashed banner and reacts,
staying on quick alert and acting like he has super-human hearing
and 270-degree vision). The loot there has to be abandoned to
prevent this alert. However, I unfortunately already did a quicksave
after grabbing it and didn't have a prior save, so I continued
knowing that the mission could be replayed without slashing
the banner. But even without it, I was way over the required
loot objective. Another player noted that this loot can
be obtained by coming in the other way into this tunnel by pushing
past the powder kegs, but when I played the kegs would not
move.
- The chisel is in a room up a ladder which is watched by
a standing zombie. This zombie and the room it's in is also
overlooked by a haunt. No way to ghost getting to the "hammer
select" room that gets you to the chisel (a required objective);
can't darken room and no shadows. Had to tap haunt (although I
suppose I could've left him alerted but he might alert other
haunts); the 2 zombies are easy to run around. If you end up in
the burrick room, there's no way to get to the exit ladder without
being noticed; room too small, one burrick roams quickly while
other watches the exit side of the room, and no way to darken
the room (i.e., electric lights again). Also cannot take chimney
down into burrick room; have to jump off ladder (noisy) and
in full light and view of burricks.
- There's a portal in a small cave at the back of the caverns
(gotten to using the elevator that also goes sideways past the
crypts). It does nothing but lure you over there.
- In the shaft room under the elevator (past the crypts),
cannot ghost the zombie down there to get to ladder to the goodie
chests. The ladder is watched. Had to skip the goodies.
- In the approx. 10-ft. octagonal anteroom for Montrose's
and other bedrooms, a guard paces around pretty quick, sometimes
spinning instantly 360 degrees. I can use the key to open Montrose's
bedroom without getting noticed (by trailing the guard and with
luck that he doesn't spin in place). However, there's a door
here that must be picked (the rosary objective is in there)
but there's no time. You can dash in and get in 1 click of a
pick and dash back but you have to wait for the right route for
the guard; i.e., you have to get lucky - many times! It might
be possible if you're willing to wait a couple minutes for each
chance to perform a 1-click pick for maybe a total of 30 picks
to get the door opened. But I didn't want to spend an hour or more
on this, gave up after about 20 attempts, the ghost was already
busted, so I tapped the guard. I really don't like ghosting that
relies primarily on luck rather than skill.
- After getting the gate key, cannot exit (to end mission)
without being seen by guard outside that is near and watching
the door. I can manage to douse the torch over the door but
there's another one nearby that I can't get to aim at without
being seen. Guard does not move. I did once manage to scoot
out and around the corner and only got a first alert but this
was pure luck. You can't peek out to see when the guard is facing
away. You can sneak up to the edge of the door to see he shoulder.
He doesn't face away but does sometimes look askance away from
the door, but by the time you rotate to change from looking at
his shoulder past the door and face toward where you need to run,
your opportunity is gone, so you have to keep retrying to dash
out and around the corner and hope that on one attempt he happens
to be looking askance. Another player reported he gets
out 3 in 5 attempts, but mine was more like 1 in 8 and I don't
like ghosting based more on luck than skill.
[This message has been edited by
Vanguard (edited 12-14-2001).]
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Vanguard
Member
Posts: 1816
From: Minnesota USA
Registered: DEC 1999
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posted 10-30-2001 09:34 PM
Fan Mission: Stowaway
Multiple mission file (apacheT1.zip)
Play mode: Ghost (success)
Time: 37 min
Loot: 1390 of 1590 (1300 required)
Pockets picked: 5 of 5
Comments:
- If you go onto the boat first, you can't get back to the
docks, so mission cannot be completed (no sword).
- Getting through the church door (to the sword) is tough.
Garret peculiarly gets instantly obese and has a tough time
squeezing through the opening of one of the large metal doors.
The other door didn't open.
- Snudged the guard forward in the captain's ship room to
get at loot on table in front of him. Might not be required
if you get enough loot elsewhere.
- Forced to snudge guard forward against wall to get down
the stairs to get below deck. You have to get below deck and
this guard is in the way.
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Vanguard
Member
Posts: 1816
From: Minnesota USA
Registered: DEC 1999
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posted 10-30-2001 09:45 PM
Fan Mission: Hunt
for Montrose
Multiple mission file (apacheT1.zip)
Play mode: Ghost (success
failed)
Time: 49 min
Loot: 2095 of 2940 (2000 required)
Pockets picked: 2 of 4
Back stabs: 33
Damage dealt: 2219 Taken: 0 Healing: 0
Killed: 44
Cause(s) of failure:
- Little green spiders in room with talisman cannot be ghosted.
- Clanging made by jumping across metal platforms to get
the fire talisman alerts haunts in room above. No moss arrows
available.
Comments:
- This is one of those missions where the author forces you
to kill; an objective is to kill all moving undead. The only
living AIs are spiders.
- Cannot ghost spiders in basement of weapons shop (for loot
and water arrows). They can't get up the stairs so you can pick
them off easy. Had to skip loot and arrows since no way to
ghost these spiders.
- Cannot ghost spiders in tower room with earth talisman.
Can't kill a minimal number of spiders; the wail of one dying
alerts the others. They won't come out of the room so you can
lure them to the door sill and pick them off. The talisman in
that room is a required objective so you have to go in that room,
so these spiders got skewered (was able to perforate the lil
green spiders and leave big green spider unalerted).
- Getting the fire talisman requires jumping across metallic
platforms that make a loud clang. No moss arrows; no loadout
screen (to buy any), none found in the mission. The sound alerts
the haunts in the next room up.
- Eventually found Montrose but had to pick up lots of bodies
before finding him (but status says "Montrose BedChambers" when
I pick him up). This was an anti-climax since I expected to
duel with him, sneak up on him, or have some fun with him. Nope,
just an unconcious lump on the floor.
[This message has been edited by
Vanguard (edited 12-14-2001).]
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Vanguard
Member
Posts: 1816
From: Minnesota USA
Registered: DEC 1999
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posted 10-30-2001 10:05 PM
Fan Mission: The
Keep
Multiple mission file (apacheT1.zip)
Play mode: Ghost (success)
Time: 1 hr 16 min
Loot: 2269 of 2753 (2000 required)
Pockets picked: 5 of 6
Damage dealt: 208 Taken: 0 Healing: 0
Killed: 7
Comments:
- Killing Rameriz and his henchmen are required objectives.
Rather than battle with Rameriz - and lose since I'm a poor
sword player - I gassed him and hacked him while he was unconcious.
Hey, I'm never fair when it comes to dealing death. I originally
had ghosted all his henchmen because I didn't know those master
guards (black hooded chainmail) were his henchmen. I had expected
them to be farther into The Keep or to be more dangerous. I
had to restart the whole mission and nail them the next time
through; after you pass the gate where you use the shield stone and
jump down into the pool, there's no way back (and I almost
exclusively use just quicksave and didn't have a save prior to the
jump into the pool).
- Snudged a servant against the wall in Rameriz's kitchen
to get the loot on the table and chimney shelf in front of him.
- After finding "Remeriz's Secret" and sneaking past the
ghostie zombies, found the spiders in the left tunnel. Easy
enough to get down to grab the blue jewel loot and get back out but
no way to ghost the multitude of lil green spiders down there
which also have unusually excellent sight. Got the blue gem
at the top of the shaft and the one in the cubby along the vertical
shaft, but had to abandon the rest down amongst the spiders.
Whew, 4 missions in one file. That
kept me busy for awhile. Nothing like ghosting to get infuriated
at Garret's clumsiness. Onto another FM.
[This message has been edited by
Vanguard (edited 12-14-2001).]
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Vanguard
Member
Posts: 1816
From: Minnesota USA
Registered: DEC 1999
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posted 10-31-2001 01:26 PM
Fan Mission: The
Assassin at Lord Garnish
Play mode: Ghost (success)
Time: 49 min
Loot: 1140 of 1255 (700 required)
Damage dealt: 28 Taken: 0 Healing: 0
Killed: 1
Comments:
- The kill (of the tattling assassin) is a required objective.
- Tough to navigate some spots. When a torch is doused, the
area becomes absolute black; can't see a thing. Cell 3 is black;
jumped to make noise to lure out the assassin after opening
the door so I could take aim with broadheads to kill (I never
use the sword when another method is available to kill; I always
take damage with sword play). Sliding game gamma to max didn't
help, nor turning up monitor brightness and contrast (it's black
in the game so no amount of increase will make it brighter).
Ambient light level needs to be raised. Very likely a difference in
video drivers handling game gamma values. However, torches far
away shed way too much light on Garret; after dousing near torch
(to create shadows for hiding), torch 80 feet away still lit
me up at top end of yellow range in light gem (and dousing both
torches left the hallway completely black; couldn't even see
the guards brushing past my face).
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Old Man
Member
Posts: 1223
From: London, Ontario, Canada
Registered: AUG 2000
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posted 10-31-2001 03:25 PM
Fan Mission: A Smuggler's
Request
Terrific mission! No bugs of consequence
that I noticed. Expansive.
In the beginning, if you conserve
the water arrows until you've gotten into the weapons room in
the guard house things will go a lot smoother. Even so, I think
I needed to use them all, save one, maybe, to get to that point.
I elected to ignore the sword and
tavern key in the sewer by the spiders. This may be Ghostable
but I didn't really check into that. I tried a few times without
success. My previous blackjack run through had shown me that
they weren't needed to complete the mission. Getting into this
section of the sewers was a Ghosting surprise. I ran and jumped
into the manhole while the lady cop was running toward the doused
torch. I expected the remaining, stationary cop to blow a fuse
when the lightning flashed but he didn't see me! I didn't take
Ash this way.
Rather than trying to stack boxes
(if there are even enough) to get into the bedroom above the
tavern I Snudged the one robber enough to fit through the doorway.
Worthy of note is that he was Snudgeable from his front, pushing
him backward. I don't believe there is room for Garrett to fit
through this doorway with the robber standing there. Perhaps
while the two robbers are talking?
The deal breaker came at a surprising
spot. The stationary guard in the room beside the room with
the elevator going down to the torture area is keen of hearing.
He'll spook at the sound of the broadhead arrow hitting the elevator
up button. In fact, I had to Snudge him all the way across the
room, through the door, and then all the way down the first
flight of stairs before he didn't hear that sound any more.
You'll also need to wait until the large child is in the far
corner of the courtyard or it'll hear the sound too. In retrospect
I could have used the slowfall potion here. It wouldn't surprise
me the author provided it for just this.
The ship was less trouble than
I expected. I was able to ghost everything except the final
two buttons without dousing any torches on the ship. It may be
possible to time this too but I finally just doused about all
the torches -- could run right by the patrolling archers on
the ramps with the lights out without comment.
Several days of great Ghosting
fun -- recommended.
Statistics:
Ghost: success
Time: 3:57:37
Loot: 3,562 of 3,977
Pockets: 20 of 23
Locks: 26
Knockouts: 2 (Ash and ship captain, required)
Dammage Dealt: 2 (required knockouts)
Secrets: 6 of 11
Comsummables: many water arrows (7 remaining at the end)
Exceptions: two Snudges
If memory serves there is one spot
with loot behind a banner that would require banner slashing
for Perfect Thief. Also, for those who may know how Davidson's
banners were Ghosted, there is no rope arrow leverage spot to
use to transmigrate this banner.
Bravo! Richard Cull. And a first
effort too!
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Vanguard
Member
Posts: 1816
From: Minnesota USA
Registered: DEC 1999
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posted 11-01-2001 12:39 PM
FM: Virtual Asylum
Play mode: Ghost (success - but
incomplete)
Time: 15 min
Loot: 0 of 0 (no fun here at all)
Damage dealt: 0 Taken: 0 Healing: 0
Killed: 0
Comments:
- This mission had to be abandoned. The author screwed up
and one of the "arena" areas has no usable exit. Other users
have also commented that this room is the same spot where they
get stuck. I ghosted successfully up to this room. See below for
description.
- I get to the arena where a servant patrols and there is
a guard standing 3 feet away from the double exit doors which
are fully lit. I have to douse all torches (4), 2 each side of
the door and 2 back above the entry gate so I can get to and through
the exit doors unnoticed. This makes the room pitch black, a defect
noted by other players (some have used dromed to up the ambient
light level so they don't become completely blinded). Since
there is no sense of touch available, vision must make up for
the loss of the sense of touch, so the ambient light level should
never be zero.
- The next room after this one is where there is no exit.
After exiting through the double doors mentioned above, there is an
elevated wooden hallway to stairs going down to the room. I can
manage to sneak down to the bottom of the stairs but it takes
a lot of patience. Lighting is very fakey in this mission. I
can dash over to behind some barrels and only get a 1st alert
from the exit gate guards. I can also crouch and sneak along
some ore crates but apparently the guards have been given superhuman
vision as they can see through the nearest 2 crates (piled 2
high and I'm well below below). When behind the barrels and crates,
I'm still at the top end of the yellow range for the light gem;
I'm out of the direct line with the light but there's no shadows
to find (i.e., lighting is screwed up and not sourced correctly).
Lighting is electric; it cannot be doused and there is no switch.
The gate lever is in the middle right of the room and impossible
to get to without getting easily noticed by the guards. However,
the gate lever doesn't work; flip it and the gate doesn't open,
flip it over a dozen fore and aft throws and the gate still
doesn't open. There is a window opening at the backside of the
room by the barrels; I moved a barrel over to under the window
but the bottom ledge of the window is too high and Garret cannot
mantle out. I played tag with the guards while searching for
switches or other triggers but there aren't any. Other players
have remarked that they, too, have never been able to complete
this mission because there is no usable exit from this room.
Because the author screwed up this
room so it has no usable exit, and because lighting is very
poor (total black when torches are doused, or highly lit when
out of direct light path), this mission had to be abandoned.
I'll just delete it and go onto another good FM.
[This message has been edited by
Vanguard (edited 12-14-2001).]
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Vanguard
Member
Posts: 1816
From: Minnesota USA
Registered: DEC 1999
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posted 11-01-2001 04:56 PM
FM: The Awakening
Play mode: Ghost (incomplete
failed)
Time: 2 hr 39 min
Loot: 2709 of 2839 (2000 required)
Killed: 0
Cause(s) of failure:
- Fat boy in bank will spot me leaping over the teller wall
even at the far end.
Comments:
- There was only one AI that I could not ghost: the portly
gent in the bank. He sees me leap the teller wall next to him
and can even see me leap the wall on the opposite end of the room.
His point of view is slightly angled toward the opposite side so
I figured I'd move him over there. I couldn't snudge him much
out of the way. He's against a chair and the only direction
to snudge him is toward the teller wall. I then jumped atop
the table and attempted to snudge him across the room but that
lit me up by the electric light and the teller on the other
side of the half wall spotted me. So I went to the opposite
end of the room, mossed both tables each side of the half wall
(to silence my jump) and tried to leap over the wall. The portly
gent still spotted me as I was in mid-air and illuminated by
the electric light. This guy reacts damn quick. When the portly
gent alerted, he'd lean forward, turn sideways, and then resume
his stance and say "Don't know what it was." I still think this
was a 2nd level alert and not a 1st alert, like "Did you see
that?" or "I thought I saw/heard something. Must've been rats."
The teller was ghostable, though.
- Had to waste moss arrows on tile floor near St. Augustine
statue. Kept flying off the rope used to get into the room with
the balcony guard (and where is the generator and gate switch).
Had to leap onto the rope, fly up (and often off of it sideways),
and hope I snagged it on the fall. Had time for a few climb
attempts before the Hammer would turn around on his circular
trek and the moss eliminated getting busted by the fly-offs
and hitting the tile floor.
- Had to snudge a couple guards to get them out of the way.
At start, there's a guard at the top of the stairs which is
lit by an undousable candle. Used a rope to come up from behind.
Couldn't use rope to go down; have to jump off which makes noise
(and didn't want to waste a moss arrow but don't remember if
I had any yet). Snudged the guard past the top of the stairs
and against the wall to take the stairs back down. Know I snudged
one or a couple more guards after that but don't remember where.
- After opening the gate and going through it, the next room
(after the small bridge) is an archery practice area where there
are 2 guards. The mission is hardwired to trigger one of the
guards when the door opens. He's not even facing the door.
Since no other opening doors trigger AIs, I consider this a
cheat to artificially put a guard on 2nd alert - so I discount
it. Only the high-strung portly gent in the bank I consider
prevented a 100% ghost.
[This message has been edited by
Vanguard (edited 12-14-2001).]
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Vanguard
Member
Posts: 1816
From: Minnesota USA
Registered: DEC 1999
|
posted 11-02-2001 06:31 PM
FM: Bloodstone Prison
Play mode: Ghost (incomplete
failed)
Time: 1 hr 22 min
Loot: 1767 of 1879 (1400 required)
Pockets picked: 5 of 6
Damage dealt: 0 Taken: 4 Healing: 0
Killed: 4
Cause(s) of failure:
- Could not get holy hammer in cell yard populated by bouncing
frogbeasts.
- Cannot ghost lil green spiders in sewers.
Comments:
- At the bottom level of the 2nd set of cells are 4 hyperactive
frogbeasts that continually leap and cover the entire floor
area. Apparently they also have rudders on their butts to redirect
their farts since they can change course in mid-air. No way
to get to holy hammer in there (which is required later) without
killing the frogs. Their explosions do not alert the guards
or the remaining frogs. It's tough and take many retries to hit
leaping frogs; I found a spot they all seem to land and would
release when I'd see them heading toward it on their downward flight
to land.
- Once past the Dome of Death room, the double doors won't
open; can't be picked, don't have the key yet. Left the holy
hammer on the toilet and jumped down the broken seat into the
sewers. Oh, what fun we thiefsies have. I cannot ghost the red
spider nor the lil green ones down there. I can make it past the red
spider okay but there's 3 lil greenies at the end that see
me. The red spider comes back too quick to time when the greenies
will be facing away. So instead of wasting arrows, I just ran
past the greenies to the exit ladder and left. The red spider
didn't see me, and usually one of the lil greenies spot me.
So that busted my ghost.
- While the holy hammer can also be used to dispatch the
warden, the warden explodes and kills you, too. I can toss the holy
hammer while leaning at the warden (when he's atop the holy tile
inlay on the floor) and release the lean when I toss the hammer
to slide back behind the wall next to the inside door (in the
room leading to the vault room). Lean around, toss, release
to shield, boom. Surprisingly, his explosion doesn't alert nearby
guards or even the zombie patrolling the adjacent hallway.
- You can't get out the front door to leave out the front
gate; even with all 4 torches doused in the front courtyard,
the area by the front door in the courtyard is way too well
lit (by absolutely no light sources so it's phoney). Don't bother
going back through the prison; you won't get back up the chimney
you took to get inside at the start of the mission - unless
maybe you want to do a ton of running around to grab some crates
and see if stacking them inside the chimney will get you out.
After dousing the courtyard torches, I squeaked by one of the
haunts overlooking the small courtyard (the one by the door)
and dropped to the courtyard below. You dark while squeaking by the
haunt, during your fall, and on landing so you won't get busted.
You can then sneak out the front gate.
Oops. I made an error when ghosting
this mission. I thought I needed the holy hammer so I could
dispatch the warden near the end of the mission (rather than
use the holy sword which ends up getting me killed when the warden
blows up). This meant I had to dispatch the sploder frogs to
get at the holy hammer back at the bottom of the 2nd set of
cells. However, I noticed the objectives don't say that I have
to kill the warden. Don't know where I got the idea that he
had to die other than he really deserved it. So I replayed from a
save, didn't bother with the holy hammer and the frogs, and left the
warden alive (or whatever is his animated state). That cut 29
minutes off my time but I also got a little less loot (must've
missed some along the way; I think I forgot the wood chest behind
the 2 haunts guarding the stairs by the moat after getting past
the sewer spiders). My better ghost stats (still a failure because
of the sewer spiders) are:
Play mode: Ghost (still
incomplete failed)
Time: 53 min
Loot: 1667 of 1879 (1400 required)
Pockets picked: 5 of 6
Damage dealt: 0 Taken: 4 Healing: 0
Killed: 0
Cause(s) of failure:
- Cannot ghost lil green spiders in sewers.
Okay, I feel better at the no kill stat. But after this long
of solid ghosting, I then went back in non-ghost mode and dispatched
the warden and every haunt, zombie, and spider just to appease
my frustration. Couldn't get at the zombies in the cells since
there's no way to open them up, and they didn't volunteer to
come out to "play."
[This message has been edited by
Vanguard (edited 12-14-2001).]
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Vanguard
Member
Posts: 1816
From: Minnesota USA
Registered: DEC 1999
|
posted 11-02-2001 08:34 PM
FM: Shadow Business
Play mode: Ghost (failed - abandoned
ghosting, also bugs in this FM)
Cause(s) for failure:
- Too many torches, way too few water arrows, none to be
found.
- Dousing any torch makes that area pitch black. Can't see.
- Mission won't end.
Comments:
- This FM suffers ambient light defects. Douse a torch and
the room becomes pitch black. Might as well turn off the monitor
and play Blind Thief mode.
- Sound is also screwed up several places. A servant girl
walks down stairs and makes not a footfall sound, so you'll
never know when she's headed up or down. Let's play Deaf Thief
mode.
- Climb a ladder to get to a walkway but you'll get stuck
at the top of the ladder; i.e., can't climb up and off the ladder.
Choices are to climb back down to where you started or jump
off at the top or somewhere along the ladder. Pointless.
- This mission has torches everywhere! You start with only
8 water arrows. There are NO water arrows to find in the mission.
The mission is likely to be impossible because of all the torch
lighting and the dearth of water arrows. For example, at the
back is a shed with 3 guards. You'll have to douse 4 torches just
here to get down to and into the shed but you'll only have 1 or 2,
if any, by the time you get here. And when you douse a torch
on the inside of the shed, the guards go on 2nd level alert.
Phoney, especially since they didn't react at all to the outside
torches, not even a 1st alert. There's a blue key in a wood chest
in there which I presume I'll need for something; I haven't ran
across an FM yet that provided a key that didn't open something.
Because it'll be impossible to
continue without more water arrows, ghosting became impossible.
And dousing the torches made it pitch black. The author forgot
that there is no sense of touch available and that lighting
is to be provided to Garret in lieu of touch. There may be a
possibility that this mission could be ghosted but I found it
a waste of time when so many better FMs are out there. For now,
I'll scrap this FM for ghosting, revert to blackjack-em-all mode,
and lure them into the dark.
Went blackjacking and found
yet another bug. Tap the servant girl, she keels over, but won't
go down. She'll make the comments "What's that" followed by
"Nothing here now" as she continues on her way unalerted. Tap
her too many times and she dies and the mission ends because
of the no-kill objective. That's one strong lady that reacts
to a blackjack whack like it was a fly buzzing by her ear.
Can't get the mission to
end. Last objective is to get to the street. Apparently that
is NOT from where you started the mission. Can't find a street.
No key for front door so I bashed it down with the sword and
found a star field (i.e., undefined boundary of design block)
and pressing against it like I was trying to exit to the street
didn't work. Oh well, game's Quit menu works just fine.
[This message has been edited by
Vanguard (edited 12-14-2001).]
|
Old Man
Member
Posts: 1223
From: London, Ontario, Canada
Registered: AUG 2000
|
posted 11-03-2001 01:45 PM
Fan Mission: Ramirez'
Revenge
Ghost: failure
Time 1:35:03
Loot: 2,129 of 2,629
Pockets: 5 of 6 (probably the dead Hammer's key is the sixth
one and I got that)
Locks: 10
Bodies Discovered by Enemies: 1 (the other zombie)
Consumables: 4 water arrows (2 for jail, 2 for burricks)
Exceptions: One haunt and two zombies hammered to death(from
the weapons room.) Solitary guard outside Montrose's bedroom
also.
It still my be possible to Ghost
the haunt/zombies room. I tried a few times and I found a position
on the stairs near the tile floor that neither the haunt standing
above or the patrolling zombie seemed too concerned about. Alas,
I didn't try more than a few times beyond this and without luck.
The burricks can be ghosted by
going down the ladder and dousing the two torches nearest the
ladder when the patrolling burrick is furthest away.
BTW, the dead Hammerite down with
the burricks had a key on his belt. I never did find anything
that this key opened. Any suggestions?
I didn't Ghost the zombie below
the elevator. I did try a while to access the alcoves above
him from the lowered beam near the elevator without success.
The spiders are also Ghostable.
In fact the rest of the mission is Ghostable.
No banners need be slashed. The
switch for the loot room below the jail is frobbable through
the banner and the tunnel behind the banner in the hallway just
outside the jail can be gotten to by going up the nearby stairs
and sliding between the powderkegs above the chapel. The boards
blocking the other tunnel can be left unbroken by similarly
going up the stairs. There's nothing there though.
I was able most times (4 of 6 or
so) to exit and to end the mission without arousing the two guards
there.
|
Old Man
Member
Posts: 1223
From: London, Ontario, Canada
Registered: AUG 2000
|
posted 11-03-2001 04:29 PM
Fan Mission: Stowaway
Time: 24:07
Loot: 1,390 of 1,590
Pockets: 5 of 5
Locks: 7
Consumables: 3 water arrows in the church, 1 on the ship's main
deck
Exceptions: the same two snudges as Vanguard
Where's the other 200 loot?
Also the same key that opens the
door to the church hallway also opens the other church door
so Garrett can fit through. I had to lock this door behind me
or the guard patrolling the hallway just outside would try to
enter the church and get stuck. Just closing it wasn't good enough.
He'd still come in. Had to be locked to keep him out. You could
also get into the church by roping up from outside above the
stationary hammer guard.
What's the secret book-button in
the cabin belowdeck for? I pushed it then jumped into the water
and swam completely around the ship but didn't notice anything.
There are two windows below the
waterline aft but I couldn't work them. They looked like maybe
they had handles on them but it was dark so I wasn't sure. Can
hear the burricks but never saw them. Can Garrett frob stuff
while in/under the water?
|
Vanguard
Member
Posts: 1816
From: Minnesota USA
Registered: DEC 1999
|
posted 11-03-2001 06:24 PM
See you're having
some fun, Old Man.
Rameriz's Revenge:
I slashed the banner to the tunnel
near start of mission because the powder kegs at the other end
wouldn't move for me even when I'd run at them. But if you
don't need the bootie in there to make the loot objective then
you can just skip it altogether. I simply had forgotten to
do a save before I slashed and accidently hit F11 (save) instead
of F12 (reload) afterward to continue without having slashed.
In T2, I move these key definitions so they're far apart.
I didn't bother taking the tunnel
behind a crypt that has the spiders (couple lil greenies and
a big one, too) to get into the cavern. I just opened the gate
where the elevator stops (it's not locked) and hugged the wall
on entering to prevent getting splattered by the boulder cannon.
Since that tunnel is narrow and you'd have to step on or over
the spiders, they must be pretty blind not to see you.
I couldn't ghost the zombie room
(in the big building down in the caverns) because one zombie
stood right in front of the ladder (to go up to the hammer icons
to the chisel) and spins in place there. I did saves and reloads
but it was still right at the ladder. I think the haunt overlooking
the room can be ghosted by slithering along the right and back
walls but then there's the other zombie that paces back and
forth. Didn't find the sweet spot you mentioned.
Couldn't ghost the burricks. If
I popped into the back cell from getting the chisel, the metal
floor is noisy and too well lit on that end of the room. Didn't
have a moss arrow. Couldn't fall off the ladder coming down
the chimney; jumping made too much noise and still didn't have
any moss arrows. Don't remember what the dead Hammerite's key
opened. Too many authors just label it "key" rather than a descriptive
title, but then there's no labels on my keys, either.
Did you manage to ghost the fast
moving Hammerite pacing about in the 10-foot octagonal room
that has 2 accolade's bedrooms and Montrose's bedroom? You can
walk behind him to open Montrose's room with a key but there's
no time to pick the lock to the leftside accolade's quarters
(but don't recall if there is anything in there that you need,
so maybe it can be skipped without detriment).
Stowaway:
On the ship, the burricks are 2
decks down and below the "office room". Don't remember if you
click on the rug or need to find a switch. Don't recall a "book
button" but there is a switch that opens a near-floor wall panel
in a corner to some secret loot.
I don't think the below waterline
windows on the ship will open. But what a cool way to ditch
the ship in a hurry.
I got into the church by taking
the elevator on the side of the building (on the same ramp that
goes into the ship). Although this puts you right next to a
lamp and you are fully lit, you'll only get a 1st alert from
the guards on the ship.
I remember having a tough time
trying to squeeze through the church door (the inner one that
is to the church area itself) and almost got spotted by the
roving guard. Opening the other door makes it easier but I wasn't
sure about lighting. Sometimes Garret acts like he's a overly
wide in the middle, but I'd suspect the townsfolk might suspect
a thief jogging at 2AM. Didn't experience the bug where the roving
guard enters the church when I left the door open, but there's
lots of Hammerites and a mage in the church already so another
wouldn't be much change. I used the door to get into the church
but recall that I roped to the ceiling beams to get out.
|
Vanguard
Member
Posts: 1816
From: Minnesota USA
Registered: DEC 1999
|
posted 11-03-2001 07:15 PM
FM: Business At Midnight
Play mode: Ghost (success)
Time: 1 hr 37 min
Loot: 1585 of 1675 (1500 required)
Pockets picked: 2 of 2
Damage dealt: 0 Taken: 0 Healing: 0
Killed: 0
Comments:
- After getting into the evidence room, you must close the
door and do the same when you leave. Otherwise the guard that
visits this area will alert if he sees the door is open.
- Ghosting the guards in the watch room overlooking the highly
lit door to Sgt Billings quarters is tough (you need the key
in there to turn off the floodlights to the gate for the 2nd
half of the compound). Crept from the kitchen door and got to
Sgt. Billings door to pick it with just a first alert but couldn't
sneak back out without getting spotted. However, jumping while
dark from the door sill onto the grass minimizes the time you're
visible and you'll only get a 1st alert.
- I turned off the floodlights but while waiting for the
guard down there to turn away another then came in and turned
the lights back on. Another time I got out quick and was sneaking
toward the courtyard with the floodlights when they came back
on. Surprise! The guard made it down to the switch room before
I could sneak past the courtyard and through the gate. Nothing like
being in the middle of a courtyard when the lights come on. "Hey,
guys, you didn't happen to see a big white rabbit go through
here, did you? Hey, look over there! (you point and dash off)."
This mission has a bug that it
will not end even when all objectives have been met and you
get to where it says to end the mission. You'll have to hit Ctrl-Alt-Shift-End
to force the end of the mission.
[This message has been edited by
Vanguard (edited 12-14-2001).]
|
Old Man
Member
Posts: 1223
From: London, Ontario, Canada
Registered: AUG 2000
|
posted 11-05-2001 05:11 PM
Fan Mission: Dread
Ghost: Failure
Time: 1:50:01
Loot: 1,604 of 1,604
Pockets: 3 of 3
Locks: 13
Consumables: numerous water arrows, moss arrows for flaming
haunt around zombie pit.
I'd thought I'd Ghosted this one
but while I was retracing my steps looking for the "way out"
I came across that second spider on the way in. He was facing
the wrong way. So, I restarted and tried a bunch of times to
Ghost him again with no joy. This spider is odd. He doesn't
pivot but remains facing the same way until Garrett passes. If
you rush by him and don't look back there's no evidence you've
been busted. He sometimes makes no sounds. However, he seems
consistently to swivel to face Garrett as he passes. Without
exception. Plus every time I tried and looked back he had his front
legs up in search mode even though he didn't move from his spot.
Dread is a nice change of pace.
Very different architecture. Some of the AI can get stuck trying
to slide by corners and bumps in walls. One of the few times
I've gotten all the loot the first pass through.
Thanks, amievil!
[This message has been edited by
Old Man (edited 11-06-2001).]
|
Vanguard
Member
Posts: 1816
From: Minnesota USA
Registered: DEC 1999
|
posted 11-05-2001 08:58 PM
There's an FM called Dread? Where'd you get it?
I downloaded 124 FMs and this wasn't included. I just checked
at the Keep of Metal and Gold; not listed. Can't check at Thief-TheCircle
since it's down (won't paint it's home page). Never heard of
this FM before. New?
|
Old Man
Member
Posts: 1223
From: London, Ontario, Canada
Registered: AUG 2000
|
posted 11-06-2001 12:13 AM
Try
Cheap Theif Mission Downloads
.
|
clayman
Moderator
Posts: 5175
From: Knoxville, TN
Registered: JUN 1999
|
posted 11-06-2001 08:16 AM
FM : Waterlogged(Thief
2)
Ghost : Successful
Time : 1:04:36
Loot : 1985/2355
Secrets : 2/3
This is the first time I have tried
to Ghost an entire mission in months, and I must say that this
old Ghosting curmudgeon is a bit rusty.
Actually it was fun, and it had
some surprises. The Ghosts here who are all warmed up would
think this mission is a bit ho-hum(anyone who would actually
want and try to Ghost Calendra's or The Keep has definitely moved
on to the next level).
The minor problem areas are the
pool dressing room areas(all tile), the short hallway immediately
outside them leading to the main hall, and the accountant's
office.
1.) The dressing rooms just require
a lot of CCCing and using the benches as hiding places. Also,
I found that to jump through the opening to get the loot in
the storage areas is preferable to going out into the hall and
back in through the second door behind the counter. See #2.
2.) I didn't pay attention to the
patrol pattern in the short hallway with the female guard, and
it cost me doing this mission in one continuous run. The guard
hugs the walls a bit on each patrol circuit, so you just can't
run into the dark corner and wait, she'll bump into you.
3.) Getting upstairs via the main
stairs requires finding the eyesight limitation of the female
counter girl in green to see where to climb the steps at. I
guessed right the first time, then went back for fun and tried
walking the steps like the patrolling guard does, and got busted
by the girl in the green dress.
4.) The accountant's office is
just timing. You have to use that old Ghosting technique of
walking in the footsteps of the accountant and hugging her right
hip as she pivots left to look at the safe. She's an idiot though;
I left the safe open after robbing it and she didn't raise the
alarm. I thought I was busted there for sure. The secret pit
with the dead Hammer is just timing as well; partially climb
the rope until you can hear and position her footsteps properly,
then exit.
I drew a temporary blank on who
had the key to the boardroom, but recovered quickly and finished
out by getting the 3rd Prize. The little patrol bot upstairs
nearly busted me on the way out...like I said, I'm really rusty.
I used no moss at all, and only
1 or 2 water arrows I think. Call me the Frugal Ghost.
An excellent mission for Ghosting,
and it would be a good attempt for someone who has never tried
this method of play before.
|
Vanguard
Member
Posts: 1816
From: Minnesota USA
Registered: DEC 1999
|
posted 11-06-2001 09:55 AM
FM: Lord Binclair
Play mode: Ghost (incomplete
failed)
Time: 3 hr 32 m
Loot: 2839 of 3001 (2600 required)
Pockets picked: 5 of 5
Knockouts: 2 (goofy guard by safe, servant)
Damage dealt: 17 Taken: 0 Healing: 0
Killed: 0
Cause(s) of failure:
- Phony instant teleport of sleeping guard to an awakened
position that block the only exit. He hears the safe lockpicking
that the patrolling guards do not.
- Servant is triggered to alert when crossing a door threshold.
- Bellyflop splash when stepping down into shallow water
fully alerts the red sewer spider.
Comments:
- Had to use snudging several times in this mission. Dove
into the well at start of mission and came up behind a guard
overlooking the stairs and the tunnel below it, so had to snudge him
into the corner so both were out of his view. Didn't have any
water arrows yet to darken the area. You could get into Binclair's
mansion by going around to the other end and coming in through
the garden and balcony. Inside I had to snudge a guard forward
against the wall to get coins and a gem in a room near Binclair's
bedroom that had a large bath pool and gambling tables. Snudged
the guard in the basement to get a fire arrow in a recess he
was overlooking (didn't need it but I try to get everything I
find).
- I got into the barricks and opened the safe. This pops
up a sleeping guard and sticks him right between the bunk beds
on the only path to exit that room. He faces my direction so
there's no way to snudge him nor could I crouch and creep by;
he sees me when I get close even when he goes back to snoring
while still standing there. Tried quicksave and quickload several
times to see if he'd pop up at a different spot or face a different
direction but no luck. Had to tap him to prevent him from alerting
the other patrolling guards that pass him. This busted my ghosting.
The beds are not defined to let Garret slip through between
the upper and lower berth or mantle over them. None of the other
guards, even the awake patrolling ones, alert when I'm in the
captain's room with the safe and open it, so this is a hardwired
trigger defined in the mission and makes it rather fakey. The
guard should awaken but not instantly teleport to this particular
spot.
- In the safe is the living area key where there is a servant
standing facing a painting on the wall with a wood chest in
front. There's also some cheese in the opposite corner with a
plaque noting it's for a mouse (no trap so it must be a pet). I
snudged the servant against the wall to open the chest and hopefully
get out the door to the next hallway to his left. I can manage
to creep and sneak to the door threshold although while at the
top end of the yellow alert for the light gem but only get a
1st alert from the servant. There a 100% dark spot on the door
threshold where the servant will eventually go off alert (as
I wait for the hall guard to go away). I've tried jumping from
total dark from the door sill onto the hall mat and going sideways
so I go out of view quickly but the servant still alerts. I've
tried creeping extremely slowly from the dark spot on the door
sill to around the door side; I'm no more lit than when I approached
the door sill but the servant still alerts. I mossed the floor
to the side of the door and crouched and scooted around the
door side but still got busted. I think it's another triggered
event in the mission. To prevent him from alerting others, had
to tap him so that also busted my ghost. Also, if I leave him
alerted (but no other guard is around so he doesn't alert anyone
else) and come back to this room later, he has turned 90 degrees
and is stuck facing the door making it even more impossible to
get through the door.
- Fact is, many door thresholds are poorly defined. They
are not perfectly level with the floor. When creeping or even
walking (on the tile floors that plague this place), Garret
often gets stuck at a door threshold. I have to back him up
and try again, sometimes using some added speed to get him
over the 1/16-inch difference.
- Cannot ghost the red spider in the upper recess above the
hub of the sewers. Garret doesn't know how to slide into water
quietly and instead makes a belly flop splash. I've tried crouching
and creeping at an angle to slow his rate of descent when he
steps into the 3 inches of water but he still makes a huge splash.
This puts the red spider on 2nd alert. Since it's stuck there
and alerts nothing else, you can just leave it pissed off up
there. I know in other missions that Garret sometimes makes
no noise when stepping into water so I think the author either
made this deliberate or forgot to remove or attenuate the sound
attribute. For example, when I get up on the well at the start
of the mission and crouch, sliding into the water makes no sound.
- When walking down the sewer tunnels (walking, not crouched),
I can hear a zombie groan above (at the same level as the red
spider). I move quick so it doesn't wake but I haven't yet found
how to get to wherever is the access to that zombie (and the
spider).
- Finding Romeo probably consumed 40 minutes of sneaking
around throughout the entire mission. I had played this mission
twice before and had abandoned it when I couldn't find Romeo. Hint:
Find the "clock" room (near Binclair's observatory).
- Finding the medallion consumed probably another hour. I
finally got tired of sneaking around trying to find it, did
a save, and went blackjacking all AIs to make searching easier.
Found a little piece of the red button to open a secret panel.
Looks like the author used a pushbutton control as the trigger
but layered it wrong so most of it is submerged under the surface
of another object. Hint: Dine in style.
- One ladder from the sewers leads into a shed by Ceaner's
place. I hauled Romeo to the Ceaner's front gate, over the fence and
onto the front steps, in the hallway by the front door, in the
2nd floor hallway, but the objective to return Romeo to Ceaner's
did not get checked off. Then I notice it was checked off when
I was in the shed but if I drop him there then the objective
gets unchecked. Found out later this objective is linked with
the another that says to inconspicuously return some evidence
to Ceaner. The only evidence that shows Binclair kidnapped
or abetted is the letter in the "clock" room in his mansion.
But you can't take that letter with you, so apparently you
are the evidence. Without Romeo, and after reading this letter,
me getting into Ceaner's checked off the "get evidence to Ceaner's"
objective but previously the "return Romeo" objective only
got checked off when I was carrying him and was in the shed.
Turns out that after reading the letter that the "return Romeo"
objective will then get checked off when I'm inside Ceaner's
along with the "give evidence" objective, so now both get checked
off concurrently at the same spot and the mission can end.
- A later [new] objective is to get Binclair's quilt; must
be expensive otherwise why would Garret want it? Figured it'd
be on his bed, hanging on a wall, draped somewhere, or in a
drawer. Nope. Look for a simple looking plain bedroll. When
you pick it up, the status line says it's "Binclair's blanket".
A quilt is a blanket but a blanket isn't always a quilt. But
on checking the objectives list, picking up the bed roll "blanket"
satisfied the "quilt" objective.
A fun mission except when I spent
a long time hunting around for Romeo and the medallion but then
it got fun again. Don't appreciate the phony triggers that
wakes a sleeping guard for no reason (and dumps him right in
the only exit path and looking my way), or the servant that
can see perfectly at 90 degrees, or the 3-inch step into water
in the sewer hub that creates a huge bellyflop splash noise
to alert the spider.
[This message has been edited by
Vanguard (edited 12-14-2001).]
|
Vanguard
Member
Posts: 1816
From: Minnesota USA
Registered: DEC 1999
|
posted 11-07-2001 09:14 AM
FM: Calendra's Cistern
Play mode: Ghost (success - up
to the forced abort)
Time: 4 hr 0 min
Loot: 2237 of 4922 (2000 required)
Pockets picked: 8 of 9
Knockouts: 1 (Ragnor objective)
Damage dealt: 1 Taken: 0 Healing: 0
Killed: 0
NOTE: I had to abandon this mission.
Mercedes gets stuck continually walking into a gate (near the
weapons shop and by Alharazad's where you deposit Ragnor). She
won't flip the gate switch behind her. Have tried reloads, starting
a new game in both Expert and Normal modes, flipping none and
all levers in the furnace room, and many other actions. Don't
know dromed so can't go into the mission to delete the gate
or force it always open. This is the patched version of the
FM. I've previously played the unpatched version and did not
encounter this bug. (See http://www.eidosgames.com/ubb/Forum24/HTML/008434.html
discussing the problem in a separate thread.)
Comments:
- Unless you have a photographic memory (and read the first
version of the objectives before starting to play the mission),
you won't be able to find Ragnor. He doesn't identify himself,
no AI addresses him by name, and there's nothing unique that
will identify him - unless you remember the first version of
the objectives. You'll have to save, go blackjacking so you can pick
up the bodies and see which one gets identified as Ragnor, then
reload and go tap just him. The first set of objectives, those
that display when you load a new game and before you click Continue
to start playing the FM, tells you that Ragnor wears gold armor.
So I kept trying to find an AI wearing armor. The extent of
his "armor" is a gold helmet; his sleeves are also golden but
it's cloth, not armor.
- In Alharazad's house is something you need behind a banner.
You can frob through it; no slashing required.
- Even with the roving AIs at their max distance away, getting
the severed head out of the chest behind the altar usually ends
up alerting the guards up on the inside balcony overlooking
the church or will cause Calendra to come over to investigate
(although she's no longer in the next room and can't be found
anywhere; she's past the shrine door). The head screams when
the chest is opened, and you can't feed it a frog egg before
opening the chest. You can't flip the chest cover open and close
real quick because opening it immediately puts it in your inventory.
I opened the trap door behind the chest and tossed the head down
there as soon as I grabbed it and slammed the door shut. Took
several times of practicing this before it looked like no AI
got alerted. Sometimes the trap door would fly off into the
wall and disappear and the AIs would alert from the howl coming
out of the shaft. I think I managed to ghost this action after a
couple dozen different style attempts but I can't see the balcony
guards to be sure; by the time I get them in view, their not
hunting around (but I could swear the red Hammer with the sword
moved from his standing spot).
- Found a sunburst device (i.e., big bomb) near Calendra's
house. Breaking the window to get it will always trigger the
alarm to go off at Calendra's house. The guards don't get alerted
to the breakage noise; the window is hooked into the alarm (and
the alarm will alert the guards). Even if I wasn't ghosting,
what would I need this for? The creature in the shrine pit?
Nah, I can simply run away after plucking the celix (or use the
inviso potion). When ghosting, I haven't yet found a use for this
big bomb.
- After sneaking into Calendra's bedroom, opening the door
with the guard there (with his back to you) will set him off -
if you let the door opened fully. You can quickly flip the door open
and close to see if he's there, but just don't let it come to
a stop when opening it. The guards will notice the jewel box
and/or secret wall recess open, so close them when you leave.
I think the vase in the dining room is rigged; if I took it,
the alarm went off.
- In the crypt under Calendra's house, taking any loot will
bust your ghost job. Taking one item will set off the bouncing
skull. Taking 2 or more makes the zombie appear out of nowhere.
Had to abandon the 255 in loot that is there. So make sure you
won't need these goodies to make the loot objective. This hardwired
trigger will make Perfect Thief impossible.
- There's no way to purely ghost your way to and through
the shrine door. A guard watches over the door from only a
couple feet away and the room is completely lit with undousable
unsourced lights. Completing the "reassemble Brother Adrius"
objective will let you sort of ghost your way into the shrine -
because it kills off the guards and party guests for. Hey, it
wasn't *me* they spotted and they won't see me - because they're
now dead. So I can also now get at loot that was impossible
to ghost before.
- When reassembling Brother Adrius, you'll hear a hammer
ting noise when you get close. When you get closer, you'll hear his
voice. The wine cellar in the tavern drove me nuts for awhile
because you'll hear the ting noise in there, but that's just mood
noise and you get faked out.
- Finding the torso was tough because the clues are a bit
misleading. "It's so high, I hope you can fly" and "Wind whistling
through my chest" kept leading me back to the bell tower but
the torso wasn't there. Turns out the torso wasn't so high afterall
and had nothing to do with jumping (to be in the air to "fly").
- Had to moss up the red dish in the observatory where the
body parts are reassembled. There's a lil green spider right
at the ironbar door. I could drop most parts on the rim of
the dish to minimize their fall height so they made no noise,
but one of the body parts always made too much noise and put
the spider on full alert.
- The reassembled haunt is an even match for the zombie.
I had to wait until they "danced" their way somewhere where
the zombie wouldn't spot me going down to the shrine. The haunt
bounces all over and often backsteps. Eventually he'll bounce
his way up and out of the shrine tunnel and he's dancing with
zombie somewhere in another party room. The zombie will alert
if he spots you, stop fighting the haunt, and hunt you despite
the haunt still "playing" with him. So I had to wait until they
moved somewhere so I could sneak past the zombie unnoticed. I can
relock the shrine door to keep the haunt from coming down to
partake of the "games" between Calendra and Brimstone and their
pals. The zombie that's left is highly sensitized, however,
in that it has 270-degree vision (I'm behind it and it spots
me). So letting the haunt and zombie eventually dance out of
the way works well.
- Tried to snatch the celix without having to use the invisibility
potion received upon reassembling Brother Adrius. I mossed the
crunchy ground but the creature circles too quickly for me
to get in and out without being lit up and spotted, even if
I scoot up and trail right behind the creature. Had to use the
inviso potion.
- Just for curiousity, I decided to tail Mercedes when she
left the wine cellar from the first meeting. She goes down
the stairs, turns left, passes the well, goes into the open
room (maybe for dining since there are tables, bottles, and
glasses), stops, and then - poof - just disappears. Wow, tricky
little vixen, or maybe she downed a invisibility potion.
[This message has been edited by
Vanguard (edited 12-14-2001).]
|
Vanguard
Member
Posts: 1816
From: Minnesota USA
Registered: DEC 1999
|
posted 11-07-2001 11:56 AM
FM: The Living City
Play mode: Ghost (failed)
Time: 28 min
Loot: 225 of 875 (0 required)
Pockets picked: 1 of 1
Knockouts: 3
Damage dealt: 3 Taken: 0 Healing: 0
Killed: 0
Cause(s) of failure:
- Recess behind openable painting in shed is too far away
to get medallion (a required objective). Shed is highly lit
and the Hammerite in there constantly faces the only entrace
into the shed.
Comments:
- FM needs work. Stair steps are too high or have edges atop
them making walking up them very difficult. Chest tangs don't
wobble when picking their lock. Several doors open (by picking
or bashing) but lead nowhere. Fat men have overly exceptional visual
side motion detection no matter how slowly you creep, so lots
of loot had to be abandoned. Never found a use for the key lifted
from a Hammerite's belt. Second stonewall door in tunnel behind
church doesn't open; switch in Hammerite's shed opens the 1st
door but couldn't find the trigger to open the 2nd door (and
using the switch in the tunnel to close the 1st door didn't
open the second). But nothing is required in there since the
only 2 remaining objectives were completed elsewhere.
- Unable to ghost the Hammerite in the shed behind the church.
I can crouch and sneak up against the outside Hammerite next
to the door and snudge him out of the way. The mage paces a
short walk between the inside of the shed to the front door of
the church. I can lean and hook while dark into the shed to
move the painting and open the secret panel, but the panel opens
towards you and gets in the way of trying to highlight the medallion
(to snatch it). The medallion is probably too far away from
this lean & hook around the door to reach it. The inside of
the shed is highly lit up but there are absolutely no light sources.
Real fakey. Unable to lean in far enough while dark to tap the
Hammerite inside and drag him out before the mage returned and
spotted his body (so as to minimize my knockout count to only
1); he's too far in and alerts immediately no matter how fast
I run in to tap him. Had to make noise to lure him out, which
alerts the outside Hammerite and the mage. Tapped all 3.
- Getting the hand of glory is tough to ghost but doable.
There are 2 guards each side of the door, one at a slight angle
towards the door. You can sneak up close enough to the door
while still dark to pick it open but getting in unnoticed is
iffy. You get fully light by an electric floodlight over the
door. Dashing in while crouched works best but you'll have to
make several tries; the guards might not say anything but you're
busted if they move their feet as though to perform a quick
search. The guard looking a bit towards the door also might
freeze in an attack position when alerted; no sound but his sword is
up and he's leaning forward a bit as though he started to go
into hunt mode but got frozen in place. It took me 4 tries before
I got in without an alert, without them shuffling their feet,
and without the one guard turning into a statue in startup hunt
mode.
- Inside there's a switch that is almost impossible to see.
Back off from it and lean forward to highlight, or just click
it through the object that it's mounted under.
This is a short mission and very
probably someone's first or second attempt. Needs work on stairs,
locks, etc., but even then it'd still be too small for much
fun whether ghosting or not. There's only 2 objectives so there's
not much to do, either.
[This message has been edited by Vanguard (edited 11-07-2001).]
[This message has been edited by
Vanguard (edited 12-14-2001).]
|
Vanguard
Member
Posts: 1816
From: Minnesota USA
Registered: DEC 1999
|
posted 11-07-2001 12:51 PM
FM: Circle of Strain
Play mode: Ghost (probably impossible)
Time: FM aborted
Loot: Don't care.
Comments:
- I can sneak past the guards at the front door by snudging
the left one (no key) over to get behind him. Now I'm directly
behind the guards. The front door cannot be picked. Lifting
the key from the right guard's belt puts him on full alert.
Apparently Garret has amnesia and has forgotten much of his skills
as a thief, but then why is he thieving if he doesn't remember it
anymore? Authors sometimes forget that Garret has no sense of
touch; ambient lighting should be elevated enough so he can still
see while totally black or can see to some degree into very
dark areas to compensate for his lack of touch.
- This is one of those FMs where there's either light or
there's pitch black darkness and you can't see a thing. While
totally hidden in the black, guards still alert when they approach
rather than walk by. Walk into a darkened sleeping room (although
there's a torch right across the hall from the opened door)
with 2 snoring guards and you haven't a clue what's in there,
how close you are, if there's another exit, or anything.
I play Ghost mode in Thief. I do
not play Blind Thief. In much of this mission, you might as
well as turn off the monitor. Yeah, like that's fun. No thanks,
time to dump this FM and move on.
[This message has been edited by
Vanguard (edited 11-07-2001).]
|
Vanguard
Member
Posts: 1816
From: Minnesota USA
Registered: DEC 1999
|
posted 11-07-2001 02:29 PM
FM: Circle of Strain
2
Play mode: Ghost (success)
Time: 58 min
Loot: 1253 of 1278 (1200 required - way too much)
Pockets Picked: 3 of 5
Damage dealt: 1 Taken: 0 Healing: 0
Killed: 1 (required)
Comments:
- The 1200 loot required almost forces gameplay into Perfect
Thief mode. I think only one more snatch remained for the 25
loot left.
- Rather than using the sword or arrows to kill Lord Jacob
and risk the guards getting alerted right outside of his chambers,
I tapped him and tossed him off his balcony to drown in the
waters below.
- Ghosting the spiders in the caverns was real tricky. Swam
low toward where tunnel exits from cavern and mantled up in
the dark along the shore. Then crept around staying to the rightside
of the tunnel (and as far up the wall as I could go) to stay
dark. Thought for sure the glowing mushroom was going to make
the tunnel too bright and I'd get busted there, but creeping and
edging up the sloped side of the tunnel worked.
|
Vanguard
Member
Posts: 1816
From: Minnesota USA
Registered: DEC 1999
|
posted 11-07-2001 05:26 PM
FM: Circle of Strain
3
Play mode: Ghost (failed)
Time: 1 hr 10 min
Loot: 1645 of 1745 (1300 required)
Pockets picked: 1 of 4
Knockouts: 0
Damage dealt: 0 Taken: 0 Healing: 0
Killed: 0
Cause(s) of failure:
- Stationery fire elemental across broken bridge had to be
doused, and is in the only route to chapel to get holy grail
(an objective).
Comments:
- Although the Killed stat says zero, I did have to douse
a fire elemental. On entering the chapel to get the holy grail,
there is a fire elemental that hovers right at one of the ends
of the broken stone bridge. There is no other way to get across
to the chapel and there are no dark spots. Had to douse the fire
elemental since I'd have to run right through it to make the jump.
The other fire elemental on the other side (near the chapel)
starts to wander in a square shaped route but settles after
3 or 4 passes, so it might've gotten alerted, too, but went back
to rest pretty quick, or maybe it just gets triggered to start
moving. After dousing the first one and jumping over into the
shadows, the second one was not making any noises (as if on
alert).
- Mossed up the other side of the broken stone bridge, jumped,
and ran into the dark without getting spotted by the other fire
elemental. Managed to ghost around that fire elemental going
into and out of the chapel and it didn't alert when I jumped
back over the stone bridge. Probably is facing the chapel and
didn't see me when I got fully lit jumping over the bridge.
[This message has been edited by
Vanguard (edited 12-14-2001).]
|
Vanguard
Member
Posts: 1816
From: Minnesota USA
Registered: DEC 1999
|
posted 11-07-2001 09:52 PM
FM: Cult of the Resurrection
Play mode: Ghost (failed)
Time: 1 hr 46 min
Loot: 2173 of 2238 (1918 required, 1308 gold + 610 gems)
Pockets picked: 3 of 5
Knockouts: 3 (female leader required, 2 kitchen servants)
Damage dealt: 423 Taken: 0 Healing: 0
Killed: 2 (female leader & mummified Constantine, required)
Cause(s) of failure:
- Cannot get through kitchen; 2 servants have it under full
view, candle keeps kitchen lit up. Tapping one causes other
to keel over, too, forcing tap of both.
- Could not ghost past the caged zombies. They constantly
watch the entrance to the statue room where you are required
to bring body parts to open another door in their view.
Comments:
- If you get up on the west outside wall along the design
boundary and behind a building, you'll find a plaque that asks
how the hell you got there.
- You can take roofs to get around the archer at the front
entrance without having to waste any water arrows. To get down,
follow the roofs along the west side and slide against the
west wall down into the open area; there's a ledge there that'll
slow your fall so you won't incur damage. Be careful not to
get too high on the roofs. This mission has a bug that it'll
crash back to the Windows desktop if your head hits the sky
in some places or if you get texture "flutter" when rotating
your view.
- In the kitchen are 2 servants. They never leave the small
kitchen and manage to maintain a view over all of it. Torches
can be doused but there's an undousable candle so you'll be way too
lit when trying to sneak through. I tried to tap only one of the
servants and drag him out to minimize how many knockouts I'd
get stuck with in my busted ghost job. However, the other servant
also bent her head as if I also hit her at the exact moment
I hit the male servant and she alerted, so I had to tap both.
They must be empathically linked. Yeah, right.
- Couldn't ghost past the caged zombies when trying to get
into the room with the statue and where you deposit the body
parts to open the door (that leads to the necromancer). Choices
are to leave them agitated and noisy in their caged cell or
drop in from behind and whack each with the sword and leave
them behind (since they're no more dead than before but would
be much quieter) but quiet. Either way this busted my ghost job
(along with the kitchen servants).
- Killing Constantine, a required objective, requires you
take him to where you can "cook" him royal.
- Killing the leader (to look like an accident), another
objective, was way too easy once I found her.
[This message has been edited by
Vanguard (edited 12-14-2001).]
|
Vanguard
Member
Posts: 1816
From: Minnesota USA
Registered: DEC 1999
|
posted 11-08-2001 04:43 PM
FM: Curse of the
Ancients
Play mode: Ghost (failed - due
to hardwired triggers)
Time: 3 hr 5 min
Loot: 2919 of 3044 (2500 required)
Knockouts: 2 (watch guards to Saldic tomb)
Damage dealt: 2 Taken: 0 Healing: 0
Killed: 0
Cause(s) of failure:
- Several hardwired triggers (based on Garret's position
and nothing he interacts with) force AIs to go on full alert.
Comments:
- The author has implemented triggers within this FM which
are *not* activated by anything Garret touches or steps on.
They are positional triggers; i.e., you *have* to take a certain
path and along that path the author activates splatballs that will
alert AIs when they smack against the far wall, or simply puts
the zombies on full alert (with accompanying thunder and lightning)
as when entering the graveyard. If you discount these impossible
to avoid triggers (and the AIs they alert) then I "conditionally"
ghosted this mission; otherwise, ghosting of this mission is
impossible.
- In the town and in the thief's quarters is a fireplace.
The author either forgot to allow room so Garret can waddle
thus you cannot exit from the fireplace, or maybe this was done
deliberately to make the fireplace a trap. Once in the fireplace
you can't get out, so lean in.
- When you enter the graveyard but only for the first time,
lightning goes off along with thunder and the zombies patrolling
outside the gate get alerted. Thinking it was because I was
lit when I entered (although all of the zombies were facing away),
I managed to douse the torch on the inside of the graveyard gate
but still got the thunder and flash on entering. This is a fakey
trigger defined within the mission that cannot be avoided. Again,
if you discount the forced triggered events and AI alerts they
cause that are defined within this FM, I ghosted it.
- Got to entrance to Ramesis tomb and opened the passages
to other tombs by the lava pool. On the way to Ailmar's tomb,
you have to pass through a hallway that fires off splatballs.
Their collision with the far wall above the stairs sets off the
guards down in that room whether you are entering or exiting
Ailmar's tomb. There are no floor panels to avoid nor can you use
rope arrows. The forced trigger is positional; once within the
hallway the splatballs fire. Just wait until the AIs go off
alert to ghost your way out.
- On the route to the Tomb of Salimar, you get up to a balcony
surrounding the room with the 3 standing and 2 patrolling guards
with a statue in a red pool in the middle of the room. In front
of another statue up on the balcony, you must step on a floorplate
that falls to let you continue. Below that is another floorplate
that you cannot avoid landing on; you cannot run into the opening
to land off of the bottom floorplate. You can crouch to land
softly so as to not alert the zombies in the next room, but the
bottom floorplate will start a wall to slide over to close off the
hallway to the next room, and this also triggers the zombies in
the next room to go on full alert. Whether you make it to the
next room or not, the trigger puts the zombies on full alert.
If you don't scoot into the next room, you'll get forever trapped
in the first room. There's no wood anywhere to use a rope arrow
to get back out, the bottom floorplate only works once, and
there's no way to open the now sealed off hallway. These zombies
are blessed in that they can walk through the stone wall that
seals off the hallway; they may come visiting while you're permanently
trapped in the first room.
- After getting the Talisman of Salimar, the next chamber
is for the Mabus family in which a lone servant paces back and
forth. There are 2 stories of crypts along each of 3 walls; the 4th
wall is where you entered through a banner and has the passage
that leads back to the lava pool near the entrance to Ramesis'
tomb. I got the tiara and necklace from a 2nd story crypt, came
down okay, and was crouched and fully hidden behind a crypt
next to the ladder to go up and into the next room. But this
servant has the unusually ability to see right through the stone
crypt that I was hiding behind. I could get next to this crypt
while on the floor without being detected (although just as
lit as when I was farther away hiding behind the crypt), and
when the servant turned around I'd mantle up and jump up the
ladder before he turned around. But all that sneaking was in
vain, anyway. On entering the hallway to the next room (that
has a wood beam across it in which a trap section falls out),
splatballs start firing off again. They are generated out of
thin air at the other end of the wood beam, and again is real
fakey; no floor plate and nothing Garret touches is the trigger,
just his position within the hallway. The collision of these
splatballs sets off the servant I just ghosted in the last room
along with the zombies down in the next pit room.
- After the wood beam is Saldic's tomb where 2 guards face
each other watching over the only path while another guard
paces along the path. There are no light sources in this area
yet the path is fully lit so there's no way to ghost past either
of these guards. Had to tap both guards since both would spot
me trying to sneak down the path, thus the knockout=2 statistic.
- That left just the roving guard that walks along the path
and bridge to the talisman. He can be ghosted going in or out
but getting the talisman will force him on alert. Oh, joy. Even
with the roving guard the farthest away possible (60 paces)
from the torch that I'm forced to light up, he goes on full alert
when you are required to use a fire arrow. Don't know if it's
the light of the torch he spots (although he doesn't spot me
standing in front of it) or the noise. The fire arrow must be used;
Garret doesn't know how to use a lighter or flint. The inside wall
by the talisman cannot be mantled even if you tote in and stack
the 2 boulders (used to enter Ramesis' tomb). The top of the
wall is at brow height (and lower when you jump) but Garret
still cannot jump on or mantle the wall although he'll grunt
like he's trying to mantle. The author provides almost nothing
for stacking so I couldn't get higher than the wall's edge to
simply walk or jump over onto it. I waited for the guard to
go off alert and ghosted back out.
- While you can ghost into Ramesis' tomb, even down to where
are the guards (by crouching and sliding off a far corner),
you can't ghost back out. The rope arrow you need to use hangs right
in the middle of the well lit room (although there are no light
sources anywhere) and smack in the middle of the gauntlet of guards.
If not ghosting, each guard can be tapped but be sure to pick
it up immediately to prevent a nearby guard from seeing the
body. When ghosting, the guards will end up dead, anyway. To
get to the talisman, you cannot sneak between the guards facing
each other because the middle of the room is well lit. But if
you sneak behind them and when you get into either corner by
the alcove with the talisman, a barrage of broadheads continually
fire along the line of leftside guards. The guards hover in
that area and eventually get perforated enough times to kill
them all off. The arrows originate out of thin air; I can stand
between the wall and the first pillar (nearest the talisman)
along the firing line and never get damaged while watching the
arrows appear in front of me.
- After returning to the lava pool to exit the tombs, there
are 2 archer guards on each side of where the force field used
to be. Perhaps you can snudge one of the guards out of the way
enough to let you ghost your way out. Instead I reused the
2 boulders to stack them up to jump back up to the ladder that
I used to get in.
Again, there are lots of fakey
positionally triggered actions that will cause AIs to go on
alert and which cannot be avoided because Garret has no alternate
route. It's nothing that Garret touches, it's just his location.
If these events are discounted (along with the AIs that they
alert) then the mission can be ghosted; otherwise, ghosting is
impossible because the author designed it that way.
[This message has been edited by
Vanguard (edited 12-14-2001).]
|
Old Man
Member
Posts: 1223
From: London, Ontario, Canada
Registered: AUG 2000
|
posted 11-08-2001 05:40 PM
The Master Willie and Lady van Vernon archers
of Life of the Party start their argument and resulting fight
based on Garret's proximity. This is deemed "part of the game"
and as such exempt from Ghost rules. I take it this applies
to Curse of the Ancients also. I don't recall the situations
you refer to. If anyone feels these are Ghost busts please speak
up.
|
Vanguard
Member
Posts: 1816
From: Minnesota USA
Registered: DEC 1999
|
posted 11-08-2001 09:10 PM
I figure in these circumstances that stating
the result as a "conditional success" would suffice as long
as you enumerate what conditions you are discounting from a bust
of your ghost attempt. So there'd be "success", "conditional
success" (which would also equate to "conditional failure"),
and "failure".
|
Vanguard
Member
Posts: 1816
From: Minnesota USA
Registered: DEC 1999
|
posted 11-08-2001 09:50 PM
FM: Darkwalker (although
it says "Thieves Guild" in objectives screen)
Play mode: Ghost (aborted)
Time: 0
Loot: 0
Comments:
- Yet another FM in which the author chose to make darkened
areas totally black. Douse a torch in a room and you're blind.
Yet the AIs will spot you. Run around in a totally black room
and your light gem flashes into the yellow light range. Yeah, right.
The author forgot that there is no sense of touch and must
compensate by upping the ambient light level. Might as well as turn
off the monitor to play this FM.
- Won't bother with this FM. Too many other good ones, and
even crappy ones, that are better than this one. I don't play
in Blind Thief mode.
|
Vanguard
Member
Posts: 1816
From: Minnesota USA
Registered: DEC 1999
|
posted 11-08-2001 10:17 PM
FM: Deceptive Scepter
(says "Thieves Guild" in objectives screen)
Play mode: Ghost (failed, and is
impossible)
Time: 9 min
Loot: 100 of 100
Backstabs: 1
Damage dealt: 68 Taken: 0 Healing: 0
Killed: 3 Innocents: some (1)
Comments:
- No way to ghost past any of the guards. You start in a
highly lit room (no light sources, however), come down an ridiculously
highly inclined ramp which obviates trying to creep down it,
and a guard that watches the ramp that never rotates and stands
in one place. You have to kill him (and servant) to prevent
alerting others. There's no blackjack in this mission, another
reason to delete this design trainer mission.
- Where there are torches, dousing them is useless as the
light level is still very high and you'll get spotted. Don't
know why the author bothered adding torches if they're completely
irrelevant to the lighting - which, by the way, is real fakey
in that there are no other sources for all the light in this
mission.
- I've played short missions. This one had no fun in it,
and there's nothing deceptive about a sceptre lying on a table
in a room that doesn't even require picking its lock. Won't
waste time on this FM again. Deleted it.
[This message has been edited by
Vanguard (edited 11-08-2001).]
|
Vanguard
Member
Posts: 1816
From: Minnesota USA
Registered: DEC 1999
|
posted 11-09-2001 08:48 PM
FM: The Docks ...
All Aboard
Play mode: Ghost (aborted)
Time: 0
Loot: 0
Comment:
- Yet another FM where you get to play in Blind Thief mode.
Douse a torch, like the first room right at the start of this
FM where inside there is a spider, and you're completely blind; the
room becomes totally black. Another author who forgets that this
is a *video* game and that Garret has no sense of touch so the
ambient light level must be raised to compensate. I don't play
video games and then turn off my monitor to play them.
Too many more FMs out there to
play. I don't waste time on Blind Thief mode FMs.
|
Vanguard
Member
Posts: 1816
From: Minnesota USA
Registered: DEC 1999
|
posted 11-13-2001 05:39 PM
FM: Death of Garret
Play mode: Ghost (failed)
Time: 2 hr 2 min
Loot: 1870 of 2035 (1800 required)
Backstabs: 3 (wrong count, should be 1)
Knockouts: 2 (wrong count, should be 1)
Killed: 1
Cause(s) of failure:
- On one route of the caverns, there's a frogbeast on the
small ledge you have to jump on to take the ladder to go out.
On the only other route, jumping onto a ledge alerts a spider
spinning in the tunnel right by that ledge.
- Opening the "sword blender" room's door will set off the
guard standing near it. This is a hardwired trigger: any AI
within a specific section of the hallway with the door will
alert even when looking the other way.
Comments:
- The "others killed" (1) was a required objective (Lord
Thayer). I knocked him out and then whacked him with the sword,
so the backstab count should've been 1. I re-checked the mansion
and all other AIs were still alive.
- From the start, going to the right requires you pass a
frogbeast (which is ghostable) and a cavern with 2 big green
spiders and a red spider (also ghostable). However, I could
not manage to jump up the ledge steps in the spider cavern
without making noise, and the ledge step on which I made noise
when jumped on also had another tunnel with a big green spider
that would go on alert because of the noise. Going to the left
from the start takes you to a cavern with a waterfall and a
frogbeast; you can't get to the ladder above the ledge that
the frogbeast is on without alerting it (you have to jump onto the
same small ledge on which is the frogbeast). Since either way causes
one AI to go on alert, my ghost job got busted. That was the
only 2nd level alert I got.
- The only AI knocked out was the guard standing by the "sword
blender" room with the key to the magical chalice. The mission
is defined with a phoney trigger: Any guard within the stretch
of the hallway between the arches will get alerted. Even if
their back is turned, they go on 2nd alert when the door is opened
and if they are between the arches. For the roving guards, you
can simply wait until they pass an arch after which opening the
door won't alert them although they turn around and should be
able to spot the open door. However, one guard remains stationary
in this stretch of the hallway so opening the door automatically
puts him on alert. He usually run over to set off the alarm
but once he ran over and back but didn't set off the alarm (but
he also remains on high alert thereafter). Since this guard is
"hardwired" to alert (due to his position in the "hot" zone), his
alert when the door is opened is discounted from busting your ghost
job (as long as he also doesn't spot you).
- The "sword blender" room is the one with the above mentioned
door where a pedestal with the "different silver key" is needed
but is surrounded by spinning swords hovering all around the
pedestal. I used crates to form a bridge over the swords to
get the key. Wish I had found the rope arrow in the same closet
where I grabbed the crates; would've only taken one trip to get
the rope arrow and use it to climb above the swords and jump
onto the pedestal.
- Took awhile to figure out how to get to the chalice. When
I approached it, it flew to the opposite side of the room across
the deep pit. Rope arrow is useless here. No way to get to it
- unless you read the books/scrolls that mention its
windy property (reminiscent of the leap of faith for Indiana
Jones to get at the chalice). I think I spent over 20
minutes trying to figure that one out.
Hmm, come to think of it, maybe
the knockouts=2 is accurate. Besides the triggered guard by
the door, I did knockout Lord Thayer before killing him with
the sword. I noticed that just raising the blackjack, although
I was dark, triggered Lord Thayer into 2nd alert and he'd run
over to the alarm switch. Tapping him after he had alerted only
resulted in a "oooh" sound from him but he wouldn't go down.
I could've whacked him with the sword but figured he'd make more
noise and the guards outside in the hallway might notice. So I
tapped him using the airborne trick: jump at him and during the jump
raise and release the blackjack so it hits him before your feet
hit the ground. Then I dragged his body to the other end of the
room to ensure that he'd make the least amount of noise out
in the hallway, then I whacked him with the sword.
[This message has been edited by
Vanguard (edited 12-14-2001).]
|
Old Man
Member
Posts: 1223
From: London, Ontario, Canada
Registered: AUG 2000
|
posted 11-13-2001 06:25 PM
Fan Mission:
The Seventh Crystal
Ghost: Success
Time: 2:22
Loot: 1,528 of 1,993
Pockets: 5 of 11
Locks: 7
Consumables: none
Version: 1.01 (patched)
Since Acts I, III, and IV are pretty
simple and straightforward, I've posted my statistics for Act
II, the substance of the mission.
Depending on the Ghosting rulings
regarding awakening AI, this mission may not be Perfect Thiefable.
I left the footlocker with loot in the guards' quarters and
the footlocker with loot in the servants' quarters untouched
since unlocking these awakens the nearby AI. It can be argued
that they awaken in either alert level 0 or 1 which might not
be a Ghost bust.
Since this is a brand new fan mission,
I'll leave the Ghosting details for others to find for themselves.
Nothing special required -- all straight Ghosting.
Excellent work, Saturnine!
Encore!
[This message has been edited by
Old Man (edited 11-13-2001).]
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