Hexameron said: 25th May 2010 01:58
Hi Peter - I
tend to get swamped during my graduate school semesters, so I have to take a
break from Thief for a few months at a time . I'm glad to see that you and Klatremus contributed some reports. Reading them last week
actually inspired me to post again.
Hexameron said: 31st May 2010 05:29
FM: Snobs part 1
File: snobs-part1_fixed.zip
Ghost - Failed
Time - 00:47:55
Loot - 15285/26755
Pockets Picked - 6/24
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 0
Secrets Found - 1/1
Cause of Failure:
-Cannot sneak by frogbeasts in sewer near mission
end.
Comments - Several of the
guards in this mission are hypersensitive, but not all of them; indeed there
was a randomness to the AI sensitivity that made this mission an unpleasant
experience. The two guards outside of the mansion are quirky and dousing the
torches above their heads can put them on 2nd alert. One guard inside of the
mansion also has super keen ears; even picking a lock a floor below him sets
him off. In addition, the guard patrolling the walkway towards the mansion is
hypersensitive to 1st alert material: open a door near him or run too fast and
expose yourself to light and he starts charging in 3rd alert fashion.
In all of the above instances, I was able to persevere and reload dozens of
times to finally avoid alerts. For example, I doused the torches outside of the
mansion only when the guard upstairs closed the door to the balcony. Also, I
made sure to pick the moneybox behind the trophy only when he was patrolling on
the balcony with the door closed. However, I could not safely get inside the
shop with secret room and purple diamond worth 10,000 without upsetting one
particular guard. As soon as I stepped inside the shop (with absolutely no
shadows whatsoever inside), one or both of the patrolling guards outside
started charging me in 3rd alert mode. I wonder if this might have been
scripted or if the AI are tweaked to the highest sensitivity to provocation.
Just look at the bottom screenshot - I moved silently into the shop while this
guard's back faced me and he still turns around and starts
charging from a long distance away:
And getting inside was necessary for that purple diamond worth 10,000 - if I
was going to meet my loot requirement, I would need it. Fortunately, I had one invis potion, so I downed it and went in quickly and into
the secret room without stirring up that guard. I couldn't get in, grab the
diamond, and get out while my invisibility stayed in effect, though. What's odd
and for reasons I can't explain is that I could sneak out of
the shop while the guard's back was turned.
-If I could have snuck past the spiders using the lightfeather
key I found in the fountain behind my house, I could have reached the pub from
its basement. But there are two patrolling spiders and one spider guarding a
door - a light mushroom illuminates the area and I couldn't sneak by. The only
reason I would have to visit the pub is to get another 10,000 purple diamond.
Either way, the player must collect at least one of these purple diamonds to
meet the loot requirement. I suppose I could have used my invis
potion to sneak by the spiders, but by comparison, the secret shop room seemed
the better alternative.
-I had to avoid one new objective which would have me go into the jail and free
the thieves. One glance of that jail and I thought to myself, "forget
it" - it screamed unghostable.
Interestingly, I ghosted with much effort 99% of the mission. But I knew I was
busted when I saw this appalling scene:
Not even a sporting chance to sneak by here . Those frogbeasts
guard the crawlspace that leads to a sewer gate and the mission end. I'm
literally five yards away from completing the mission, but those two frogbeasts are impossible. I could not avoid being seen
whether I climbed up the ladder or mantled out of the water. So I swam close
enough to the edge until they saw me and exploded in aggression.
Hexameron said: 31st May 2010 18:31
FM: Treason and Plot
File: treason.zip
Perfect Thief - Success
Time - 00:40:11
Loot - 944/944
Pockets Picked - 1/2
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 0
Comments - This little
mission is a bit tedious to ghost owing to the many marble floors and surplus
of patrolling thieves; indeed, the thief hideout is a very busy place. This
main hallway of which the player must traverse many times is a case in point of
the dense traffic of patrollers:
There is a tricky situation of having to enter a room with a thief who pivots,
but more often than not stands facing the door. The solution to entering safely
is to open the door and watch the thief's shoulder:
When he turns, I could then move into the shadowy patch of the doorframe and
then proceed at my discretion into the room and onto the bed:
-Dousing the gas light around the thief in the cafeteria puts him on 2nd alert.
-I had to trail the guard-looking thief in the office as there are no shadows
in the room and the guard continously makes a
circular patrol around the perimeter of the room.
-Although the darkloader mission text begins with a
complete loot list, I tried not to look at it. Much of the loot is hidden in
pitch black shadows, such as the gold cup on the floor next to the large ramp.
One needs a flare to even see it.
-There is a blue gem behind a banner that can be frobbed
without slashing the banner.
-The gambling room has one piece of loot that is a little difficult to reach.
The floors are mostly marble with a thief who pivots very frequently and in a
random manner. In addition, another thief enters the gambling room from time to
time and the only safe place to hide is against the walls. I had to moss the
marble floor, wait for the pivotting guard to turn
away, and then run and jump onto the moss against the wall. Then I could lean
forward and get the loot glasses:
Hexameron said: 31st May 2010 18:42
FM: The Auldale Chess
Tournament
File: chess.zip
Perfect Thief - Success
Time - 00:40:46
Loot - 5692/5692
Pockets Picked - 3/5
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 0
Comments - This is a breezy
little hotel mission with no trouble spots. I doused a couple gas lights in the
room with pivotting archer so I could get all of the
masks on the wall using a rope arrow.
It doesn't look like the pivotting archer turns away
from the wall very often, but when he does, that gives the player time to rope
up and grab the masks:
To sneak through the large suite with the chess pieces (obj),
I had to douse a number of gas lights. Without dousing the gas lights, I would
always be seen near the chessboard by the sentinel nobleman:
-I found the information book (obj) under the
nobleman's bed, and wow - this must be the longest readable I've ever
encountered in an FM: it's a 20+ page technical treatise on chess. Reading just
a couple of pages made my head hurt.
Hexameron said: 31st May 2010 19:14
FM: Complications
File: complications.zip
Ghost - Success
Perfect Thief - Failed
Time - 00:34:09
Loot - 2374/2489
Pockets Picked - 1/2
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 0
Secrets Found - 1/1
Comments - Even though the
third difficulty is named "N/A", the objectives are the same as
normal, and I selected it so I would get the expert number of health shields.
The AI in this mission have typically very short circuitous patrols that get
annoying after a while. For example, lots of houses have one AI that just walks
back and forth from one side of the room to the other. This challenged me a
bit, especially in the undead dimension.
What's original about this mission is that the player first encounters the town
in its normal state with human inhabitants. When you enter a magician's house,
the door locks behind you and you must return to the town in another dimension
in which the town is overrun by undead. This undead dimension allows the player
to access areas that were blocked off in the normal dimension, but the undead
dimension is harder to sneak through: the streets are illuminated by unnatural
light sources and bonfires; a hustling and bustling contingent of haunts,
zombies, and apparitions doesn't help either. It's quite a bear sneaking
through this mess, especially around the town center.
-I got the loot in the house with the back-and-forth patrolling lady (across
from Garrett's house) by circling around her flank as she turns.
-I couldn't get the copper coin stacks on the shelf behind bar; the barkeep has
a very short back-and-forth patrol and the interior is bright as can be. I was
able to get the wine bottles and purse on the table, but I couldn't get behind
the counter:
In the other dimension, the barkeep is absent and I can sneak into the pub, but
the copper coin stacks do not exist in this dimension, so perfect thief is
impossible:
-Much of the mission involves lots of retracing of one's steps. One has to keep
going back to each dimension to figure out what to do next. I used the shed key
on the locked door behind Garrett's house. Under a bucket in the shed is
Raphael's key, which is used on the door that locks you into the magician's
house and keeps you from returning to the normal dimension. Once you open the
door and return, a male nobleman holding a sword spawns in front of Garrett's
house. A new objective is triggered to find a key that was apparently hidden by
this guy. So I picked the box key off of his belt and then went back to the
undead dimension. The key would unlock a moneybox in the pub containing another
key. Now I could go to Garrett's house and open the locked door. It's a
dizzying procedure
Raphael still blocks the door way, but once the door is unlocked, the mission
ends. If I had to actually enter Garrett's house, I would be busted since
Raphael bars the way.
-Interestingly, after I tried causing a ruckus and killed any undead, the
dimensions got screwed up. After alerting all of the undead and killing some, I
went back to the normal dimension and saw that wherever I had slain or disabled
some zombies, their corpses would somehow teleport over to the normal
dimension.
Hexameron said: 31st May 2010 19:20
FM: February
File: february.zip
Ghost - Failed
Time - 00:13:36
Loot - 0/0
Pockets Picked - 1/2
Backstabs - 1 Knockouts - 0
Damage dealt - 34 Damage taken - 0
Healing taken - 0 Kills - 1
Cause of Failure:
- Cannot kill Ramford's ghost (obj)
without alerting him.
Comments - There is no loot
in this mission - just a few readables to find and a
few trivial tasks to perform. I had to kill Ramford,
the patrolling apparition upstairs, but I couldn't destroy him in one stroke. I
only had a sword at my disposal, but an overhead slash didn't kill him
instantly. One overhead strike and then another horizontal cut did the job. I
couldn't tell if attacking Ramford alerted any haunts
outside, but once Ramford's ghost vanishes, all the
haunts disappear.
Hexameron said: 31st May 2010 19:39
FM: Choose Your Own Adventure: Taffyski
File: cyoa.zip
Ghost - Failed
Time - 00:00:17
Loot - 0/0
Pockets Picked - 0/1
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 0
Cause of Failure:
- Cannot maneuver through ski posts without being seen by all three guards
Comments - This Choose Your
Own Adventure campaign includes three difficulty levels that are actually three
different missions. Normal difficulty is called "Taffyski"
and the hard and expert are "HauntGemA" and
"HauntGemB" respectively. I decided to play
Taffyski and the HauntGemB.
In Taffyski, the player is dropped into a bright
snowy slope. Two archers overlook the slope and a guard immediately alerts to
the player's presence:
The objective is to maneuver through all three ski posts and jump over the
ramp. Doing so without taking damage from the archers is I suppose the
challenge here, but I did it after a few reloads. Once you get through all
three pairs of ski posts, a button spawns and pressing it ends the mission.
FM: Choose Your Own Adventure: HauntGemB
File: cyoa.zip
Ghost - Failed and incomplete
Time - 00:02:55
Loot - 0/0
Pockets Picked - 0/1
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 12
Healing taken - 0 Kills - 0
Cause of Failure:
- Cannot obtain precious diamond (obj) without being
seen by haunts.
Comments - This mission is
no better than the ski mission. The player must move through a maze of
curtained chambers. Entering one curtained path might be a dead end and
teleports you back to the beginning. It can be an endless labyrinth, but there
is one way to defeat the whole thing: lean forward into the curtains and see
where it leads. If there is a dead-end stone wall, the player should avoid
stepping through it or else be teleported back. I kept leaning forward until I
got to the last room with the precious diamond:
Looting the diamond spawns two haunts which immediately see the player:
What's worse is that there is another flock of haunts that spawn in the
curtained maze. I tried many times to exit, but having five haunts in chase
while trying to navigate that ridiculous maze left me enervated. I just
couldn't get out without being killed. Here's my last sight as I fall dead from
the swarm of haunts:
Hexameron said: 31st May 2010 19:48
FM: The Fever
File: Fever.zip
Ghost - Failed
Time - 00:10:16
Loot - 0/50
Pockets Picked - 1/3
Backstabs - 0 Knockouts - 0
Damage dealt - 46 Damage taken - 0
Healing taken - 0 Kills - 4
Cause of Failure:
- Cannot proceed through portal and cure Christine's fever without killing
three apebeasts and a little pagan girl.
Comments - This is a weird
but well-done nightmarish mission. The hall of frozen zombies that don't alert
to the player is chilling. Curing the fever of the little girl involves
entering her dreams. There is one stage in which the player encounters a pagan
sacrificial altar and a portal. The only way to proceed is to eliminate the apebeasts and pagan girl that step out of the portal:
Once they're all dead, the objective to cure Christine's fever is completed.
Back at the house, the mission ends when you read a note on the wall:
Reading it causes two apebeasts and the little girl
to spawn behind you. What I did to avoid being seen was to just hide in shadow
and then read the note. That way they would just spawn and stand there - the
mission ends a few seconds later:
Hexameron said: 31st May 2010 20:02
FM: The Night Shift
File: thenightshiftv1.1.zip
Perfect Thief - Success
Time - 00:43:11
Loot - 3474/3474
Pockets Picked - 1/3
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 0
Secrets Found - 5/6
Comments - This is an easy
mission to ghost because virtually every light can be turned off. There are a
number of materials that can be combined together to make things: the spring in
the basement can make a gas bomb; the monkey's head in attic is used to make a
scouting orb; the tool from Benny's toolbox repairs the broken arrows into
assassin arrows.
-I was able to crouch and move through the room with the moving blue beams
without tripping the alarm.
-There is a very well-hidden signet ring on the wooden structure that houses
the lamp above the book of shadows; you need rope arrow to get up there:
Although I said the mission was easy to ghost, ghosting may only be possible by
tricking the mission to end before it really should. When you complete all
objectives and enter the storage room, the lights turn on and the door closes
behind you. A note is left by the closed door and in about 5-10 seconds, two
bluecoats rush into the room (although they are running, they are not alerted):
After the 5-10 second timer, a new objective appears to find the "real
book"; apparently, the one I looted is a fake. However, I had already been
in the storage room and I picked the little lockbox that opens the grate
leading into the sewer. Therefore, I was able to finish all my objectives,
enter the storage room, and move as fast as I could into the sewers, which is
where the mission exit is. In short, I tricked the mission to end before a new
objective was about to trigger because I had completed all other objectives:
This may be cheating the game, but hey, I completed it legitimately, even if I
didn't do what the author intends. Also, it doesn't look very feasible to ghost
the mission if you take on that new objective. Not only do you have to deal
with those two bluecoats that run into the storage room, but also at least six
more that spawn in the museum (and are alerted because the alarm trips after
the new objective triggers). Sneaking around the museum with permanently 2nd
alerted AI didn't appeal to me, so I'm fine with the cheating short cut I took.
Hexameron said: 31st May 2010 21:26
FM: Sneaking Through Venice
File: WC_SneakingthroughVenice.zip
Ghost - Failed
Time - 00:32:28
Loot - 1245/1320
Pockets Picked - 3/12
Backstabs - 0 Knockouts - 3
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 1
Secrets Found - 3/3
Causes of Failure:
1. Cannot kill Negretto (obj)
without alerting him and two other thieves.
2. Cannot drop down into secret grotto with treasure chest (obj)
without alerting a number of AI.
Comments - I encountered a
lot of sound propagation issues in this mission; AI in different buildings or
on other floors often heard me and went on 2nd alert.
-I couldn't pick the vault door from beneath the apartment at mission start
without alerting the two thieves, so I had to enter the apartment through its
window using a rope arrow. There is a hard-to-see switch above the door frame
in this house that opens a compartment near the curtain.
-I entered the casino via the window at the bottom of the canal. To get in
without being seen by the gamblers, I had to douse both gas lights inside. Even
then, I had to drop down and dart quickly under the counter because of the lamp
that still illuminates the room:
Then I hugged the wall and zipped past, making sure to hit the light switch to
the lamp. I also needed to douse two gas lights on the upper floor of the
casino so I could lean forward and nab the purse from the nobleman by the
gambling table. I couldn't move into the room any further to reach the coin
stacks without being seen by the other gamblers.
-I had to use two moss arrows on the tile hallway that connects the gambling
den with the kitchen. I couldn't sneak across in time before the patrolling
female thief would have me in her sights; running was necessary.
-In the kitchen, I was able to get 2 of the plates on the wall near the
servant; to reach the other, I would have to douse one of the gas lights; I
didn't do this in case I would need to save my water arrows for a greater purpose.
-To get into the lady's room without being seen by the thieves guarding the
landing, I could either nudge one or mantle onto the electric light. I opted
for the latter:
-There is a switch on the window frame in the lady's room that moves the
pedestal revealing a secret hideout. I couldn't land on the vault door (in
order to reach it with a picklock) without making metal foot noise, so in order
to pick it, I CCCed to the very edge of the corner
without falling onto it.
-In the secret hideout is where my ghost bust occurs. Before I get to that, I
must say that picking the door down here tends to alert least one thief on the
upper floor; I actually reloaded a bunch of times and did manage
to pick it and get only first alerts, but it took so many reloads that the
probability of success is low.
-Next is the chest surrounded by a fence. The floor looks like stucco, but has
a metal texture:
Opening the chest causes the floor to disappear and the player to fall into a pool
of water, which alerts three newly spawned thieves. It is possible, though, to
wiggle your way in between the chest and the light above. It's a delicate
action because of the metal floor, but if you crouch next to the chest and
jump, you'll stay stuck on the edge:
Then, after opening the chest, the floor disappears and you won't fall into the
water, but remain on the very edge:
Now I could safely avoid the pool of water - it's a nice trick, but it didn't
help me ghost this one. There are three thieves including Negretto
(whom I must kill per an objective) that spawn in a nearby room and I could not
sneak in there without being seen - the electric lights foiled me:
So I lured them towards me and knocked each one out. I dropped Negretto into the pool of water and went down there myself
to get the treasure chest. Falling into the water makes a splash that alerts
the two thieves and noblewoman on the floor above. If the sound propagation
wasn't screwed up, they shouldn't have heard me.
Hexameron said: 31st May 2010 21:36
FM: A. K. A. Noah
File: WC_akaNoah.zip
Perfect Thief - Success
Time - 00:21:01
Loot - 1999/1999
Pockets Picked - 3/4
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 0
Secrets Found - 1/1
Comments - Nice and short
atmospheric mission that takes place in a stormy seaside mansion.
-The two guards in the mansion are easy to sneak by, although one occasionally
gets stuck on the banister at the top floor.
-Much of the loot consists of unusual items that looked like junk, so I got in
the habit of frobbing everything.
-I had a choice of either throwing a bucket of water or using a water arrow on
the elemental plate in Noah's study (frobbing book in
the library moves the painting to reveal the plate). Throwing the bucket makes
enough noise to alert the guards, so I opted for the water arrow alternative.
-I heard some crayman noises in the subterranean
cavern, but never found the source. Instead, there are two bluecoats down
there. All there is to do in this cavern is go into the room with the water
elementals, read the diary on the table, and move to the unfrobabble
gate a few meters away (it's apparently an exit).
-There is an optional objective to free the elementals, but I couldn't figure
out how to do it. Plus, the water elementals are aggressive (they are reskinned
fire elementals), so I didn't want to take the chance of alerting them.
Hexameron said: 4th Jun 2010 00:43
FM: In These Enlightened Times...
File: WC_InTheseEnlightenedTimes.zip
Ghost - Success (Chemical) or Failed;
I need a second opinion
Perfect Thief - Failed
Time - 00:38:52
Loot - 855/1025
Pockets Picked - 7/7
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 0
Secrets Found - 2/4
Hidden Objectives - 3/3
Comments - I can't be sure
if I can claim a ghost success on this one or not. After taking the staff
(objective), three ghosts spawn in the ruins and patrol unalerted.
In addition, a visible energy barrier is created that prevents the player from
returning to the mission start. The only way to remove the barrier is to
dispatch the ghosts. These ghosts carry ankhs on their belts, which can be pick
pocketed:
The ankhs can be picked without even drawing a first alert from them, and once
the ankhs are frobbed, the ghosts vanish in a puff of
smoke without even a death cry:
I was able to pick the ankhs of all three ghosts without one first alert, and
when all three ghosts are gone, a voiceover that sounds like The Eye moans
something and the barrier disappears. No damage or kills are reported in the
stats, but since there is no explicit objective to "destroy the spirits",
I am unsure if dispatching them (even when it's necessary to eliminate the
barrier and get back to the starting point) is an acceptable action for
ghosting. Thoughts anyone?
Other Notes
-I could only access the ruins by jumping into the water at the mission start
and swimming there; making a splash anywhere else tends to alert the patrolling
thief.
-To get around the two thieves next to the Cthulhu statue, I had to carefully
jump onto the horizontal beams and move across to the wall with the torch. Then
I could land on the torch and subsequently the wooden platform:
-Frobbing the sword in the archaelogist's
corpse causes his spirit (a patrolling apparition that does not alert to player)
to dissipate and a new objective to release his soul simultaneously triggers
and checks off.
-I used a few water arrows around the place, but one is absolutely necesary above the submerged staircase. Since the
patrolling spider invariably has the staircase in his view, one cannot move
down there without being in darkness.
-I could not take a step down into the submerged staircase without making a
splash noise. This almost always alerts the patrolling spider. There is,
however, a way to enter the water unheard: wait for the patrolling spider to
make his way into the room on the left. He must be at the very end of his
patrol inside the room so that the sound propagation works in your favor. In my
experience, if the spider is at any other point in his patrol, he will hear the
water splash. This screenshot is murky, I know, but the arrow points to where
the spider has completely entered the room and I have safely lowered myself
into the water:
-I needed to use two breath potions during my swimming expedition through the
submerged part of the chapel. One was quaffed so I could have enough air to
pick the locked door to the room with the staff. One more breath potion was
downed so that I could get the staff and swim all the way back to the surface.
Hexameron said: 11th Jun 2010 01:33
FM: Strange Meeting
File: SeltsameBegegnungV2.zip
Ghost - Failed
Time - 00:22:08
Loot - 0/0
Pockets Picked - 0/1
Backstabs - 0 Knockouts - 0
Damage dealt - 7992 Damage taken - 5
Healing taken - 0 Kills - 6
Causes of Failure:
1. Cannot sneak by hammerite in library.
2. Cannot sneak by two thieves beyond the library.
3. Cannot sneak by pagan in grassy area.
4. Cannot sneak by combat bot in bright room.
5. Cannot sneak by zombie outside of cell.
6. Cannot kill treebeast or Garrett clone (killing
one of them becomes an objective depending upon the player's actions) without
alerting them.
Comments - This may be the
worst FM I've ever played . It's one of those missions that not only
mocks your attempts at stealth with rudely-placed AI that must be confronted,
but it features the most complicated puzzle I have ever encountered in any
mission. I have no compunction in admitting that I had to search TTLG for
answers to this puzzle, which I'll explain in a moment.
There is perhaps only one AI that the player can actually avoid alerting and
that's the pagan woman standing in the white chamber with marble floors. All
others will be alerted by the time the player makes it to the end. There is no
sword, BJ, or any useful equipment except for some flash bombs, and they
instantly kill AI when dropped, so I averted the inevitable frontal assaults by
killing every AI in this fashion. I don't know if it's possible to sneak beyond
the mechanist bot without taking damage: it patrols in a compact, bright, and
marble-floored room that can only be entered and exited by mantling onto open
slit windows. I purposefully alerted the bot and caused it to continuously
shoot bombs into the wall until it disabled itself from the explosions.
Once in the prison, I was stuck. I also couldn't help but alert a zombie facing
the cell that the player teleports into:
There is no conventional way out of this cell. The puzzle of getting out is so
insanely difficult, especially when there are no in-game hints or readables about it, that I cannot imagine anyone figuring
it out unless they consult the TTLG thread.
Here is the sequence of actions the player must have the instinct to perform:
1) Pick up the wooden chair and the spoon that functions like a key when used;
2) Use the spoon on the little burrow in the ground and pick up the dead hand;
3) Drop the wooden chair on the planks of the camp fire;
4) Pick up the electrical device situated outside of the cell that is close
enough to the bars;
5) Drop the electrical device next to the chair so that when you frob the device, it makes a clicking sound;
6) Pick up the boulder and throw it at the gas light on the wall! ()
7) The gas light is now frobbable (makes sense ) and you can drop the gas light bottle onto
the chair and then you get a lit camp fire;
8) Then drop the dead hand onto the fire and you get a hand bone; but wait!
There's more!
9) Now throw the boulder at the hand bone and it turns into a finger bone! (Of
course, isn't that obvious? )
10) Finally, use the finger bone as a lockpick to
unlock the cell door.
I would have never gotten past step 6 without help from the forums. I am
stunned that the author expected the average player to know to do all of the
above without a single clue.
There's one more difficult puzzle once the player gets out -- oh, and there is
no equipment to deal with the zombie, so one just keeps it in chase while
exploring. The ritual chamber looked like a dead end to me, but the player must
either drop the body of the pagan girl (found in a nearby cell) on the fire
until the girl is killed, or step into the fire and take damage himself. Again,
there are no readables to suggest this. How hard
would it have been to create a book that details or implies that some kind of
sacrifice or shedding of blood is needed to activate the portal? I opted to
damage myself and even that worked only after I took multiple health-shield
damage from the fire.
By now I had found all of the sword parts (parry guard is at the top of the
white chamber; blade of hate is on the pagan stone; sword knob is available
after escaping the ritual chamber). Dropping all parts into the blood water in
the forge makes a spike appear; frobbing that
teleports the player to a place with two doors. Only one of the doors will be
accessible owing to the choice the player made back in the ritual chamber of
either taking damage or dropping the girl onto the fire. So what's my final
objective beyond this door? Kill a treebeast standing
by a dead thief on a small ledge above some lava...
Hexameron said: 11th Jun 2010 02:03
FM: Dangerous Conditions
File: WC_DangerousConditions.zip
Ghost - Success
Perfect Thief - Failed
Time - 00:11:24
Loot - 180/270
Pockets Picked - 2/2
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 0
Comments - This is a short
mission with one scripted event that could conceptually be a ghost bust. After dropping
the powder A and G on a contraption in the lab, an explosive device appears.
One of the objectives is to place it in the storage room and get out without
being seen. Once I placed the device in the storage room and left the tunnel
leading to the lab, a scripted explosion (not a real one that would alert AI)
occurs with impressive visual smoke and debris flowing out of the tunnel:
Afterwards, a bluecoat and the chemist from a nearby shack run over and begin a
scripted conversation about the accident. "This isn't standard
procedure" the guard says; a clever sequence of original Thief 2 sound
files create a genuine conversation between the guard and chemist, and judging
from their remarks, they don't suspect foul play:
When the conversation is over, they walk away unalerted:
One could argue philosophically that this is a bust since AI are seen to be
reacting to a noise and deviate from their normal positions, but I saw no
evidence of technical alerts. The explosion is not a real one or else the
nobleman outside of the hut would have heard it, and the alert level of all AI
remains at zero as if nothing happened.
What's weird is that there is an optional objective to not alert anyone before
placing the explosive device in the storage room. If you fail that, a new
objective appears to put everyone into the storage room before using the
explosive device. I guess the author intends the player to KO everyone and drop
their bodies in there so that no witnesses are left behind. But if you don't
alert anyone and then place the explosive box in the storage room, a different
new objective triggers that states that I really can't alert
or harm anyone now that the bomb is in place - this new objective will be
checked off when the game is finished, but the aforementioned optional one is
cancelled out. At any rate, I didn't technically alert them -- even the new
objective proves I didn't, but I'm open to disagreement.
Hexameron said: 11th Jun 2010 03:30
FM: Relics
File: Relics.zip
Ghost - Failed
Time - 00:32:15
Loot - 1875/1875
Pockets Picked - 1/3
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 0
Bodies Discovered by Enemies - 3
Causes of Failure:
1. Must break wood planks blocking door to crypt; doing so alerts a haunt.
2. Cannot retrieve loot in sarcophagi hall without alerting at least one haunt.
3. Cannot get Brother Aaron's hammer (objective) without alerting four
skeletons.
4. Must kill and alert ten zombies in order to collect all loot (objective).
Comments - This mission can
be an annoyance if one doesn't inspect every room closely since on expert
difficulty there is an objective to collect all loot. So at
the starting point, I made sure to rope up to the rafters in the chapel and my
hunch was rewarded: there is a lootable mask up
there.
I encountered a ghost bust very early in the game; the wood planks blocking a
door must be destroyed. Incidentally, the noise alerts a haunt beyond the door:
I waited for the haunt to calm down and proceeded to ghost the rest of the
mission. I had to douse the torches in this corridor or else the observing
skeleton would see me moving by:
I found it impossible to move about stealthily in the tiled-floor sarcophagi
hall. I had enough moss to carpet the area, but the problem is that this room
is illuminated by an unnatural glowing light source that brightens the room at
quick intervals. With one idle skeleton observing the entrance and two
patrolling haunts, it was a challenging area to get through. I managed it only
by entering the hall via the upper balcony. I shot some moss down to the
sarcophagus and surrounding floor and placed a rope arrow above the hall:
Even though I could get down quietly and quickly backpedal away from the haunts
with a 1st alert, I wouldn't be able to sneak to all four corners of the hall
to retrieve the LC jars. When one haunt is patrolling away, the other is moving
in an opposite direction, so I knew this was a no-go. I decided to leave the
loot for later.
-I got the rosary without disturbing the apparitions; I just roped up to the
far left balcony and jumped quietly onto the wooden railing.
-I got the hilt with no problems. Once the hilt is taken, a stream of traps are
set off and a number of fire and magic projectiles continuously fill the room,
but I just crouched and moved by without being hit.
-Then there is the chamber where Brother Aaron's hammer is kept. Four skeletons
guard a bright area with a checkered board of pressure plates that must be
stepped on in a specific order. The skeletons do not initially alert to the
player:
It's only after taking the hammer that one skeleton is scripted to go on 2nd
alert. It and the others will now recognize and alert to the player's presence:
There is no way to get out now without being seen by all four skeletons, so I
had to run with them in tow. I took the opportunity to go back to the hall and
get those LC jars and consequently alerted two haunts and another skeleton.
The last bit of loot must be generated into existence by destroying the ten
zombies in a dark dungeon pit:
I've never come across this before where loot is spawned by killing foes. There
is a panel of red buttons and pushing them activates a series of traps in the
pit that eventually kill the zombies. After each zombie is slain or knocked
down, a piece of loot appears on the table in the pit:
Each zombie must therefore be taken out so that all loot will be manifested on
the table.
Hexameron said: 12th Jun 2010 00:22
FM: A Winter Holiday
File: ferie_en.zip
Ghost - Failed
Time - 00:25:38
Loot - 3420/3425
Pockets Picked - 0/1
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 0
Causes of Failure:
1. Cannot enter crypt below lighthouse without alerting haunt.
2. Must break icicle to retrieve scepter (objective)
Comments - This Polish
mission takes place in a frozen swamp with a cabin and an old lighthouse.
Entering the water of the frozen pond does damage to the player and there is
only one AI in the mission. The objectives are to "ensure that my
instructions have been carried out" (I never knew what that means, but I
imagine there is something lost in translation) and find "as much loot as
I can."
Reading a book in the cabin satisfies the "instructions" objective,
but triggers a few more to get a keeper medallion, a scepter, an antique angel,
and food. The key to the larder is on the floor in the old lighthouse.
Underneath the lighthouse is a secret room with the requisite loot (3000), but
I was stumped for a while on how to actually gain entry beneath. There is a lighter-colored
wood panel in the floor that looks like a secret door, but I searched and frobbed manically until my right-clicking finger hurt; I
could find no switch in the lighthouse:
The only solution to opening the panel that I discovered was throwing a nearby
boulder at it. As soon as the boulder makes an impact, the panel slides away.
Unfortunately, the noise from the boulder hitting the floor alerts the haunt
patrolling below:
As for the medallion, it's located in a niche beneath the larder on an ice floe
surrounding the cabin's foundation. Finding the scepter is more complex. There is
a section of icicles hanging off the roof of the cabin that highlights when the
player approaches; Garrett then says "Hmm."
Breaking the icicle causes the scepter to manifest and drop to an ice floe.
Although breaking ice is one of the more absurd examples of "property
damage", it is a bust nonetheless.
Hexameron said: 12th Jun 2010 00:43
FM: Mann Mansion
File: MannMansionV.1.1.zip
Perfect Thief - Success
Time - 00:07:23
Loot - 880/880
Pockets Picked - 0/1
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 0
Comments - A very small
mission - although there are little to no shadows, ghosting it is a mindless
exercise. All idle AI face the walls and the one patrolling guard in the dining
room is easy to get around.
The only slightly challenging aspect of the FM is getting 860 loot per the
objective on expert. There is one well-hidden piece of loot: a ring underneath
a potted plant on the dining room table:
Hexameron said: 12th Jun 2010 00:56
FM: A Wedding at the Bar
File: tnh-watb.zip
Perfect Thief - Success
Time - 00:10:49
Loot - 4229/4229
Pockets Picked - 0/15
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 0
Comments - This FM is more
like a demo of scripted AI behavior. The objectives are to swap the wine and
water labels on their respective casks located in the backroom of the pub. That
way when the guests are served water, they'll actually drink wine and fall
unconscious from intoxication. I could only enter the backroom of the pub when
the idle bluecoat looks away; otherwise, he would go on 2nd alert. Even then,
the servant girl inside stands close to the casks, but I could lean forward
enough to frob the labels. After this, one must
simply wait for the scripted events to unfold. It takes a while - about 8
minutes of waiting and watching. First, the guests attend a music recital.
Then the bluecoat leaves the building and the guests gather in the pub and
start drinking. One guest even sits down at a chair and plays a horn. Shortly after,
the guests fall unconscious. The purses on their belts, which were previously unfrobbable when they were in the concert hall, can now be
looted with impunity.
Tannar said: 12th Jun 2010 05:35
Nice reports,
Hex! I agree that Strange Meeting is a little frustrating. I was determined to
figure out the puzzle in the cell for myself but finally had to give up and
look for a hint on the forum.
Hexameron said: 12th Jun 2010 17:26
FM: The Dream of Tyrus
File: TheDreamOfTyrus.zip
Ghost - Failed
Time - 00:53:13
Loot - 1145/1200
Pockets Picked - 10/18
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 0
Cause of Failure:
- Cannot reach rooftops without being seen by at least one archer in the watch
towers.
Comments - This is a bizarre
mission with huge open areas, inaccessible places, and a confusing plot: the
player is tasked with helping a woman have an abortion! I never thought I would
see that in Thief. The only objective in this mission (other than not harming
innocents) entails three steps: find an abortion arrow, use it on a woman named
Julia, and go back to the starting point to pick up a "package." By
the way, this mission can only be played on Normal difficulty.
I was able to ghost almost all of the mission, but the ultimate bust was
getting to the roof. Here's the situation: I only found one way to access the
top of the buildings and that involves ascending the tall clocktower
with a drunk guard at the bottom. If anyone knows of another way, even if it
involves climbing, I'd like to know. At the top of the clocktower
is an opening with a horizontal bronze pipe that functions as a bridge between
the clocktower and the rooftops. But as soon as I
stepped onto the pipe, one or both of the two archers who patrol in their
watchtowers immediately saw me and started firing:
This isn't natural. Those archers are so far away that they shouldn't even
utter a first alert to my presence. I noticed this also back at the hospital
with the thief standing on the balcony. There is a potential to be seen by the
nearby archer in his watchtower. I swear these archers can see in the dark. I
even waited on the edge of the roof of the building with two inclines and everytime the archer made his round, he muttered a 1st
alert even though my light gem was at its darkest.
Back at the clocktower, I reloaded a handful of times
and tried to get across unseen, but never had any success. It may be possible
to do this and if there is another way to get onto the roof, this mission could
be safely ghosted.
Other than this one situation with the archers, I had no other major ghosting
issues:
-In the large marble-floored chapel, I had to maneuver over the balcony and use
a rope arrow to get back because the main entryway into the pew area is too
bright and observed by two guards.
-The building with the two inclines across from the hospital with a thief on
the balcony already presented a challenge with that archer who has infravision. But dealing with the thief himself is tough as
well. I found that I could not run across the banner signpost without being
seen by the thief. Instead, I used a rope arrow on the wooden ledge under the
window with the telescope. I could then jump across and land on the rope and
climb up with only a first alert from the thief.
-The drunk green guard at the bottom of the clocktower
doesn't seem to alert to the player.
-I could sneak across the pipe leading to the sanatorium without being seen by
the drunk archer (who is even closer to the pipe than the aforementioned ones).
-The apparition in the attic of the sanatorium isn't a problem as long as his
back is turned. But he does seem to be hypersensitive.
-Once down in the sanatorium, I carefully searched one of the inmate rooms and
found the abortion arrows on the floor under the table:
-I then proceeded to a large garden with apparitions and a very frightening
child zombie in a shed. I only discovered how to reach Julia on the balcony by
getting a scare from the child zombie. I opened the shed door and was startled
by the 3rd alerted child with such unnatural speed that she could outrun a
haunt. I turned towards the wall and started jumping to avoid being hit. To my
great surprise, I stuck to the wall instead. It turns out that the vine, which
doesn't look out of the ordinary, can be climbed. Obviously, I reloaded and
avoided the shed entirely. But through that careless bust, I figured out how to
reach Julia on the balcony.
Shooting her with the abortion arrow is like shooting an AI with a water arrow.
It doesn't alert or cause damage. In this case, the result is a little
disturbing: I shoot the woman with the abortion arrow and a bizarre scene
unfolds with a baby cradle falling from the balcony to the ground:
Hexameron said: 12th Jun 2010 17:51
FM: Annihilated
File: annihilated.zip
Ghost - Failed
Time - 00:03:24
Loot - 0/0
Pockets Picked - 1/2
Backstabs - 0 Knockouts - 0
Damage dealt - 82 Damage taken - 0
Healing taken - 0 Kills - 6
Cause of Failure:
- Cannot destroy the zombies (objective) without causing multiple alerts.
Comments - The mission
starts with a noblewoman being slain in a hallway and a few zombies becoming
2nd alerted:
I was able to sneak by the zombie after he calms down. I could even slink into the
foyer and get the footlocker key without upsetting the zombie with the blue
lightsaber (yes, I believe it really is a lightsaber ). The locked footlocker contains an arsenal
of fire arrows and this is the only means of disposing the zombies in this
mission. So what could have been an interesting undead mission with
considerable ghosting challenges ended in a first-person shoot-em-up with fire arrows. Once all zombies are destroyed, the
mission ends.
I just have to say that I'm disappointed and baffled by this enforced melee
fest, especially when the mission design itself is superb. The interior
architecture is gorgeous; the ceiling dome with a small bird flying in the sky
is breathtaking; the textures, the meticulous attention to decor, and the light
fixtures are all top-notch. But what does this very talented author have the
player do? Kill zombies... That just seems so degrading to the quality of the dromeding here.
Hexameron said: 13th Jun 2010 17:15
FM: Citadel of Wrath-Amon
File: cytadela_en.zip
Perfect Thief - Success
Time - 00:27:35
Loot - 7000/7000
Pockets Picked - 0/8
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 0
Comments - No ghosting
problems - this is a fun little fantasy mission with an orc fortress for the
setting. Although I wasn't challenged very much, the thick orc patrols in the
narrow corridors necessitated a lot of darting around and moving from room to
room. The orc downstairs gave me the most trouble because of his patrol up the
long winding staircase which offered no space for hiding. Whether I wanted to
ascend or descend the stairs, I had to either wait at the bottom or top of the
staircase and wait for him to walk by.
It also took me a while to finally discover the money in the guards quarters
(objective). It's found behind a secret wall that opens from frobbing a small lever. The lever is barely visible for
being ensconced in the wall above the bunkbed at the end of the room:
After reading a scroll in the officer's quarters, I knew to look for a vital key
on the pyre at the top of the fort. The key is used on a lockbox that reveals a
lever buried behind a wall of crates in the storage room. Switching the lever
opens a wall in the chapel on the second floor. Beyond this wall is a chamber
with Wrath-Amon's helmet (objective). A floor panel in front of the helmet
reads "be quick or be dead", but when I expected a volley of fire
arrows or some other deadly trap, I later discovered that the wall in the
chapel had closed, thereby sealing me inside the chamber. So the warning
actually alludes to the fact that the wall in the chapel slowly closes after
the helmet is taken. This may be even worse than physical traps because if you quicksave after taking the helmet and don't rush back, the
wall closes and you're trapped. If you don't have any other saved games, you
would have to restart the mission:
I never tried to find out, but I wonder if there is a way to open the wall
again if the player doesn't make it out in time. From what I saw, I doubt it,
and thus reloading or restarting is the only option. At any rate, I didn't quicksave after taking the helmet. So when I didn't make it
back through the closing wall in time, all I had to do was reload and know to
rush out of the chamber after nabbing the helmet.
Hexameron said: 13th Jun 2010 18:10
TDM FM: The Builder's Influence
Ghost - Success
Perfect Thief - Failed
Time - 01:21:14
Loot - 3750/4515
Pockets Picked - 0
Damage dealt - 0 Damage taken - 0
Kills - 0 Knockouts - 0
Stealth Score - 7
Comments - I had only one
difficult spot in this mission, but my main concern while sneaking through the
building with predominantly marble floors was to keep my stealth score high. I
would have had a score of 9 if I hadn't decided to get the loot from two
footlockers with AI sitting a few inches away. The problem was the marble
floors; I couldn't get close enough to the footlockers without making foot
noise. In hindsight I didn't need to get the loot in these footlockers, but I
chose to since there is a 3500 loot requirement and I didn't know how much loot
was available in the mission (one of my wishes for improvements to TDM would be
to allow the player to view his statistics after he dies or fails the mission,
much like in the original Thief games. At present, the player has to wait until
he legitimately finishes the mission until he can learn how much loot exists).
My only ghosting issue was in the office with Gerrard's tax records. There is
an idle guard who stands close by the cabinet containing the records. Since I
was trying for a high stealth score, I had to ensure that he would never be 1st
alerted. What's odd is that he will stand in place permanently unless and until
he is 1st alerted. In essence, 1st alerts break him free and causes him to
carry out his routine patrol in the room, which would have made ghosting
easier. I didn't know about this until much later.
I didn't dare move any closer to the guard without dousing the light to the
left. Then I was able to sneak up to the chair around the corner and mantle
onto the bookshelf. I couldn't get down quietly to the floor, though, without
using a moss arrow:
I took the tax records (objective) without disturbing him. I was even able to
mantle onto the bookshelf behind him and get the two pieces of loot on the
small table in between the bookshelf and the wall.
Finally, I hopped back onto the bookshelves and made my way back, but I needed
to use yet another moss arrow (my last one) on the floor so I could drop down
unheard:
As I said earlier, it turns out that a 1st alert will make the guard start his
normal patrol of moving to each corner of the room and even sitting down in a
chair. But even when I had instigated some 1st alerts earlier, I always assumed
that he was moving because it was a deviating investigation - that is, an alert
level between 1st and 2nd. I insantly reloaded
without giving it another thought. It never occurred to me to watch him
carefully after he was 1st alerted, which I did do eventually.
Bottom line: I didn't end up disturbing him or initiating his patrol because I
stuck to the bookshelves that surround the room and used moss to soften my drop
to the floor.
Hexameron said: 15th Aug 2010 21:15
FM: CZSK Council
File: czskcouncil.zip
Ghost - Failed
Time - 00:17:10
Loot - 0/0
Pockets Picked - 0/1
Backstabs - 2 Knockouts - 0
Damage dealt - 109 Damage taken - 0
Healing taken - 0 Kills - 4
Cause of Failure:
- Cannot kill Rogue Keeper (objective) without alerting him in the process
Comments - This mission was
made by the same author who gave us the WaterWay
Tunnel series. What's involved here is a lot of puzzles and assassinations.
Four AI have to be killed and in a slightly specific order owing to the lack of
equipment and weapons.
Killing the rogue keeper and maintaining ghost mode is not possible. Two fire
arrows are conveniently located outside of his locked room; the key to this
door is actually spawned by pressing the Ramirez button (the key appears in the
water tunnels). Even with the keeper unalerted at a
long distance away, a single fire arrow does not instantly kill him:
One more fire arrow shot did, but there is my only ghost bust in the mission.
One of the more enigmatic aspects of this mission is that a particular apple
must be frobbed to open a shaft with a secret button.
Since I rarely loot apples for any reason and they looked so innocuously
displayed on the fruit stand, I didn't give it a second thought. It's only when
I got stuck and then re-investigated every room that I finally noticed one
apple opens a wall panel. I couldn't crouch and get into the tunnel to reach
the button, so I fired a broadhead at it:
Once that's done, another secret area opens up where Aspirin, a male thief
stands. I was able to slink to his right profile and kill him instantly with a
backstab. Later, I dispatched Norbik (the hammerite) with a single broadhead
without problems. In one room of the wealthy house is an empty chest; inside it
is a button that opens a way to Karras. Per the
objective, I killed him instantly with an overhead slash.
Getting to Yohny (haunt wearing thief apparel) is not
intuitive. I just happened to notice after jumping onto a wagon behind the
fruit store that part of the black sky texture below the brown fence is a
crawlspace; it's not visible unless standing on the wagon. The passage leads to
a maze where Yohny resides at one dead end:
Yohny cannot be killed instantly by any means. A
will-o-wisp floats above him making a frontal approach impossible. I was able
to lean around the corner and remain in darkness, but even firing a holy water
arrow at him only hurts him. Fortunately, I discovered that Yohny
does not need to be killed to complete the objective. Rather, pressing the
small button inside Yohny's alcove is what transports
the player back to the fruit store and ticks off the objective. But to reach
the button, I had to carefully lean around the alcove entrance and continue frobbing until I touched it:
Hexameron said: 15th Aug 2010 21:36
FM: The Creepy Temple
File: TheCreepyTemple.zip
Ghost - Failed
Time - 00:26:50
Loot - 1150/1300
Pockets Picked - 0/1
Backstabs - 2 Knockouts - 0
Damage dealt - 96 Damage taken - 9
Healing taken - 4 Kills - 4
Cause of Failure:
1. Cannot sneak past apparition at top of staircase.
2. Cannot sneak to the masks on the wall at top of tower because of an
invisible apparition.
3. Cannot sneak by invisible apparitions in the chapel in order to get the
masks, eye, and key.
4. Cannot sneak by spider in tunnel leading to horn.
5. Cannot sneak by treebeast in crypt.
Comments - There is no
reason to expand much further upon my experiences in this FM. It is a virtually
a reskinned version of The Mechanist Cathedral,
which was not very pleasant to play: huge open spaces, sloppy AI placement, and
very little consideration for stealthy options.
I had to use a healing potion because I took a lot of damage from gas plants
blocking the way to the horn (objective). There is not enough room to get over
the gas plants or wiggle through them. Towards the end, I gave up trying to
sneak around and ended up killing a lot of AI. I have to say that the invisible
apparitions may be one of the most challenging and frustrating AI I've yet
encountered. Trying to sneak by something that you can't see and which doesn't move
or make a sound is pretty hopeless...