FMs - Ghost/Perfect Thief Results (Part 7)
This is the seventh thread
in the series of Ghost/Perfect Thief results for FM's.
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This thread will be used to post the results of players' attempts at ghosting
fan missions (FMs) whether wholly successful or not. The Official Rules for
Ghost and Perfect Thief modes of play can be found here.
Each post of ghost results should record the FM name, the FM's game (T1 or TG,
T2), the user's play mode (Ghost or Perfect or Supreme), the end-mission
statistics, and any comments regarding the ghosting of the fan mission. Well
written comments are appreciated. Examples of the format may be found in
previous Parts.
WARNING: Discussions regarding how the mission was ghosted (or not) probably
contain spoilers. Please do NOT use spoiler alerts in this thread. Everyone
reading should be aware of that fact. If you want to simply know if a mission
was ghosted successfully or not, just read the statistics portion of a post.
Occasionally, when these treads becoms excessively
long, by whatever standards prevail at the time, the moderator(s) may be
requested to move the old thread into the Thief archive to close it so it is
retained as a lookup reference.
Replying to a reported ghost result is appropriate, but hurrah messages should
be kept to a minimum. Discussing how to ghost a mission not yet reported here
should be done in a separate thread. The idea is to report ghost attempts and
perhaps to discuss failures and possible solutions but not to produce a lot of
fluff within this thread. Off topic posts will be deleted.
Please note that nobody requires a mission to be ghostable.
Ghostable missions are not necessarily a good thing.
When made so deliberatly, they tend to be too easy.
Comments about whether or not a mission is ghostable
do not reflect negatively on the mission. Ghosting is just a means of raising
the level of difficulty in the play.
Hexameron
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330
FM: First City College
File: T2GP-FCCollege-1.0.zip
Ghost - Success
Perfect Thief - Failed
Time - 01:23:27
Loot - 2005/2595
Pockets Picked - 10/12
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 0
Secrets Found - 0/0
Comments - The author of this FM states that it is loosely "based on the
unfinished Thief 2 Gold Museum mission," but I haven't looked at this in Dromed to say how much the author was inspired. Regardless,
the mission and the AI behavior were confusing. The outside of the college is
reminiscent of First City Bank and Trust, but inside is replete with
brightly-lit and gigantic empty rooms, excessively long corridors, and a
mixture of friendly and hostile AI. This latter AI aspect confused me. All of
the human guards and nobles on the bottom floor did not alert to Garrett's (or
Darius, the protagonist's) presence. However, some guards on the top floor and
nobles in their bedrooms did. Mechanist guards and bots were also aggressive.
-The objectives in this mission are to find out what happened to Alun, "a fellow agent," and acquire 2000 loot. On
expert there is an optional objective to find a special loot item. This item is
just a Rosary on the floor in the training room upstairs.
-A number of guards and nobles carry papyri with them that can be pick
pocketed. A couple of the papyri have valuable hints about progressing in the
mission, one specifically told of a secret door in the gallery. There is a
switch under the desk in the headmaster's room that opens a bookcase leading to
a necessary key.
-Getting the scroll from the corpse of Alun in the
annexed mechanist building outside of the college can be done in two ways.
First, if one is fortunate enough to have found the bundle of 5 moss arrows by
the nearby tree, one can enter from the outside and moss the metal floor around
Alun. The mechanist guard patrols in a rectangular
pattern around Alun and from this route of entry, it
is impossible to sneak fast enough on the metal and snatch the scroll. The
second way is to enter the mechanist building through the back via the college.
From the back of the room with Alun, it is possible
to get the scroll without the use of moss. I opted for the second method
because I needed moss for a later situation.
-Finding 2000 loot ended up being a desperate affair and one that nearly
crushed my chances of ghosting this FM. Here are the reasons why: (1) There is
around 255 of loot in the pub upstairs, but sneaking through it is impossible.
The room is so bright that even entering it immediately alerts the servant
behind the counter. (2) There are two brightly-lit guest rooms each with 200
loot that cannot be ghosted either; each room contains a noble facing the door
and both rooms are too bright for sneaking. So that is 455 unobtainable loot
out of 2595 total when 2000 is needed to complete the mission.
-I barely found a tiny gold ring next to the gold wine bottle outside (on the
white banister separating the archer and noble lady). I also needed to use 2
moss arrows in the mechanist chapel next to the priestess for reasons of
grabbing loot. There are two statues behind her altar and one needs to jump
onto the altar to get it, but the metal floors necessitate using moss.
-The greatest threat to failing the mission is this large and bright room (look
at my light gem) with 700 worth of gold plates, which are required to complete
the mission:
I tried so many ways of hugging the walls, creeping, or running and jumping,
and there's no way to get all of the plates without alerting the female servant.
So thank Sneak for nudging because that's what I had to resort to in order to
satisfy the loot requirement and claim a successful ghost:
Hexameron
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FM: Bloody Flounder's Inn
File: BloodyFloundersInn.zip
Ghost - Success
Perfect Thief - Success
Time - 00:24:12
Loot - 1500/1500
Pockets Picked - 1/2
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing Taken - 0 Kills - 0
Secrets Found - 0/0
Comments - A small mission with little to no challenges.
-The objectives are to find the valuable crystal, special cheese, 1300 loot,
and escape to the sewers.
-There are two routes one can take to get into the inn and I happened to
initially choose the wrong one. I gained entry via the secret passageway into
the nobleman's room. This guy has an erratic patrol, but fortunately it
involved him standing idle at a few spots. But once I got out of the bedroom, I
realized that I would have to go all the way back to the mission start because
I failed to shut off the lights inside the inn. Only by entering the front door
of the inn and moving to the left, could I avoid being seen and then descend
into the basement to shut off the lights.
-It took me a while to figure out (after reading the innkeeper's journal) that
the key to the vault was on the female servant upstairs. However, the key was
not on her belt but in her hand. I've never tried picking a key
from someone's hand before, but it worked.
-There is a lever in the inn's fireplace that opens up a secret wall behind the
bar. This is where the special cheese (objective) is kept.
-To achieve Perfect Thief, it's necessary to grab a purse floating in the river
outside of the inn. There is a ladder that helps facilitate quiet submersion
into the water without making a splash, which would have alerted the two
guards.
-There are some pieces of loot that can be mistaken as junk and are hard to
see. First is a wax cylinder recorder lying on and blending in(!) with the
metal pipes in the basement. Second is a small bronze piece of junk (almost
looks like a Mechanist gear key) lying on the frobbable
electrical box that shuts off the inn's lights.
-Reading the hammerite's journal in the guest room
creates a New Objective to find "Master Edmund's deck of cards." This
is easily accomplished. The deck is in the same room behind a frobbable banner above the sleeping thief.
Hexameron
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FM: Defense Assassination
File: Defense_V2.zip
Ghost - Success
Perfect Thief - Success
Time - 00:56:27
Loot - 2006/2006
Pockets Picked - 9/10
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing Taken - 0 Kills - 0 Others killed - 1 (Defense Minister)
Secrets Found - 0/0
Comments - Another straightforward mission for the ghoster
with a few minor troubles.
-The objectives are to kill the defense minister, avoid killing his wife and
guards, acquiring the battle plans, and finding 2000 loot.
-There are two options for entering the fort. Both involve using a rope arrow
on the thin vertical wood beams built into the two towers. Scaling the tower
closest to the mission start was beneficial because of a footlocker containing
some loot. Getting down was tough because I kept getting SHAS when trying to
drop onto a well-placed rope arrow. Eventually I landed on an angle of the rope
which violently propelled me against the nearby boulders, but I received no
damage.
-I found and picked a lot of keys from guards, but I never used them. There
were only two doors I could not pick and that was the armory and the war room
containing the battle plans.
-The Defense Minister is the bluecoat patrolling the two tiled-floor rooms at
the top of the manor. I used a gas arrow on him and dropped his body into a
nearby bathtub causing him to drown.
-The greatest challenge of the mission was finding all of the loot, which is
required to even finish the mission on expert: I searched for almost an hour in
another game. What eluded me was a small hole in the ceiling next to the double
doors leading into the tiled-floor rooms at the top of the manor. This hole is
inconspicuous and leads to an attic with 150 loot and three tiny spiders. I was
able to sneak by the one spider in the corridor without any trouble. Had he
been facing the other way, I doubt I could get by him and the mission would be unghostable.
Hexameron
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FM: The Obligatory Prison
Mission
File: ObligatoryPrisonMission.zip
Ghost - Success
Perfect Thief - Success (Chemical)
Time - 01:35:37
Loot - 1624/1624
Pockets Picked - 6/7
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing Taken - 0 Kills - 0
Secrets Found - 1/1
Comments - This is not a large mission, but it requires taking one's time:
there are plenty of mechanist guards, bots, and watchers all patrolling in a
cramped renovated Cragscleft Prison.
-The main objectives are to destroy Cragscleft
Mountain, get 1000 loot, and escape from Cragscleft
Prison. There is an optional objective to recover Garrett's equipment from the
armory, which is easy enough.
-Some of the mechanist guards patrolling the cell blocks would spot prison
inmates and vice versa; both the mechanists and prisoners would go on second
alert but never find each other.
-A bizarre incident occurred in which I backtracked to Cell Block C (starting
point) and spotted a pagan girl's corpse in a corridor that I had previously
explored. I later noticed that another pagan girl spawned next to the entrance
of Cell Block C and just stood there safely in the shadows. I don't know what
this is about, but it explains why I found the dead pagan girl's body: the
mechanist guards obviously found and killed her, but does she continuously
respawn?
-The haunted mines were not as dangerous as the mechanists let on. Initially
there were no AI at all, but I was still unsettled by the eerie silence and
ambient haunt whispers. In fact, there was nothing down there, which subtly
suggests a "haunted" atmosphere better than a cavern full of zombies.
-Further through the mines is a network of metal catwalks above a subterranean
sea of lava. One of the catwalks was destroyed and severed. I was able to get
across to the other side of this catwalk because the landing, although slanted,
was within jumping distance. However, once I landed, I had to continuously jump
and mantle until I was able to get off of the slanted portion and onto the catwalk
proper. This catwalk leads to the one secret area with loot, vine arrows, and a
speed potion. I could not get back to other side of the severed catwalk because
the slanted end could not be run on; therefore, I needed to use a speed potion
to boost my jump.
-Destroying Cragscleft Mountain is completed by
turning on both power generators in the haunted mine. Once the final power
generator is on, a haunt spawns above the generator chamber next to the metal
hatch. It was no doubt prudent to snuff out all of the frobbable
light mushrooms next to the hatch before turning the power generator on. All I
needed to do was wait for the haunt to walk across the hatch, dash up the
ladder, and then follow him as his back turns.
Hexameron
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FM: Niggsters
Erste FM (Niggster's First
FM)
File: Niggsters_erste_FM.zip
Ghost - Success
Perfect Thief - Success
Time - 00:14:49
Loot - 7447/7447
Pockets Picked - 0/1
Backstabs - 0 Knockouts - 0
Damage dealt - 20 Damage taken - 0
Healing Taken - 0 Innocents Killed - Some (Nobleman)
Comments - This is a German FM and a product of a layman dromeder.
The mission is extremely short, the architecture and design technically unimpressive,
and frankly plain. The author even admits this is a training mission.
-I guess studying German for a year paid off, as I could make sense of some of
the readables and especially the objectives, which
are all in German: find a sword, 7000 loot, kill the nobleman, and return to
the mission start.
-The guard at the starting point does not alert to Garrett's presence.
-7000 loot sounds like a lot, but there is 6250 worth of loot in the footlocker
next to the sword. This author loves to place loot literally on the floor in
corners. There is a tiny gold ring on the ground in the corner to the left of
the guard at the beginning. A single silver stack of coins can be found in
another corner; there's also a blue crystal jutting out the side of a wall under
an electrical light. How'd that happen?
-I waited for the nobleman to enter his bathroom and then assassinated him with
a single broadhead. This way the patrolling guard who
frequently enters the nobleman's bedroom wouldn't see the corpse.
Hexameron
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FM: Off the Record
File: OffRec_v10.zip
Ghost - Success
Perfect Thief - Success
Time - 00:44:03
Loot - 1895/1895
Pockets Picked - 3/4
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing Taken - 0 Kills - 0
Secrets Found - 3/3
Comments - This is a fantastic gem of a mission; small but visually stunning.
There are only four AI to deal with, but it was an engaging ghosting experience
because the four guards have such a sophisticated and unpredictable patrol
pattern. Each floor has a single patrolling guard and I think their patrolling
pattern was one of the most complicated I've seen in an FM; they wandered
through multiple areas, stopped, entered rooms, all in random order. This is a
refreshing change from the typical and linear back-and-forth patrols I most
often encounter in FM's.
-All of the guards did not like having the lights tampered with and often went
on second alert if they noticed a light turned off.
-The objectives are to obtain Garrett's file, the Feldstone
Art Museum Plans, the "minutes" to the city council meeting, 1500
loot, and gain access to the confidential records room. All of this is
straightforward, but requires a heightened snooping sense. Checking for frobbable cabinets and reading all parchments and notes is
necessary. There is an optional objective to ghost the mission, too.
-Perhaps more difficult than anything else in the mission is finding loot. I
wanted it all so I really had to investigate every inch of every room. The
author clearly prefers placing small loose or gold coins under couches, tables,
chairs, and in-between crates. Many of the bookcases often conceal a purse or
statuette and there is a small ring in the basement under the lift.
-The three secrets:
1. In the basement: button in the corner beside the workshop table causes the
nearby painting to slide away, revealing a purse.
2. On the third level: in one of the offices, a button on the wall bookshelf
reveals a locked box behind the desk.
3. On the second level: button on Ducat's desk reveals a locked safe.
Hexameron
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FM: DarkStone
Mine
File: darkstonemine.zip
Ghost - Failed
Time - 00:31:18
Loot - 650/650
Pockets Picked - 0/1
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 0
Causes of Failure:
1. Must destroy large boulder using a powder keg and a fire arrow to get to
Cecil's body.
2. Cannot get the fire arrow without alerting big spider.
Comments - This was not a pleasant mission to play let alone ghost and I almost
quit because the mission has virtually no light sources at all and I got tired
of not being able to see. As Vanguard would say, "Might as well turn off
the monitor and play Blind Thief mode." To be fair, the mission is totally
dark for a reason and the author at least makes the player appreciate flares,
which were provided in abundance both at the purchase screen and in the mines.
-The objectives are to acquire Cecil's mining equipment, discover information
about Cecil, obtain 550 loot and food, and proceed to the mine exit.
-There are only two AI in the mission: a tiny and large spider. To even move
through the mines, I often needed to throw a bunch of flares around and then
light some of the torches that were away from the spiders. The only good thing
about total darkness was that I could bump right into the spiders and not alert
them.
-I managed to find the caved-in ceiling by the first tiny spider and was able
to crawl up and find a shack with the food (objective) and locate the mission
exit.
-Once I read Cecil's diary, I realized my so-far-successful ghosting would be
busted because it hinted at blowing up boulders. By this time I had reached a
dead end in the mission anyway and guessed that the boulders were blocking my
path.
-I found a key on a large rock ensconced into the wall; I had to use a rope
arrow on a nearby wood beam to grab it because it could only be reached by
falling into the water below, which alerted the big spider. As it turns out, I
didn't need the key...
-The large drill on the ground near the big spider is actually an item that
satisfies the objective of acquiring Cecil's mining equipment.
-I noticed a fire arrow on another rock and had trouble getting into the water
without alerting the big spider. I could drop into the water, but each time I
leapt out, making a big splash sound, it alerted the big spider.
-Alerting the big spider was inevitable, though, since I knew I was going to
use a fire arrow on the boulder right next to him. Sure enough: using a fire arrow
on a powder keg alerted both spiders. The large boulder was reduced to small frobbable ones and cleared a path to find Cecil's body,
some loot, and a note (which I didn't bother to read) that satisfied the last
objective. I didn't try to make a dignified escape: I scurried back to the lift
and towards the mine exit.
Hexameron
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FM: Mine Affairs
File: MineaffairsEngIt.zip
Ghost - Success
Perfect Thief - Success
Time - 00:25:28
Loot - 850/850
Pockets Picked - 4/4
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 0
Secrets Found - 2/2
Comments - This is the sequel to the DarkStone Mines
FM and much more enjoyable to play. Like its predecessor, there are only a
handful of AI, but the mission's atmosphere was surprisingly immersive and
compelling.
-The main objectives are to find Cecil's ledger and a composition from Rebecca.
-Rebecca's composition is behind a curtain in the music room.
-Upon entering certain rooms of the manor, a strange disembodied voice
communicates with Garrett. Besides being a tad eerie, the voice, in Cecil's
study, informs the player of a secret switch nearby. The switch opens a wall
panel behind the red curtains over the desk. The curtains belie a regular
window, but there is actually a secret compartment behind them with a safe
containing the ledger and a crawl space leading up to the attic.
-Peppered throughout the mission are four elemental essences: earth looks like
a small boulder; air a breath potion; water a holy water vial, and fire a fire
arrow. A book in the library explains how to use these essences to exorcise a
restless spirit (which I presume is the source of the voices).
-In one part of the attic is a body lying on a mattress. If the player moves to
the right of the bed, a ghost spawns and initiates a New Objective to release
him from his imprisonment. It is in this case that one would need to drop all
of the essences onto the mattress (like dropping the golden bones into the
sarcophagus in T1's "Bonehoard"). As I mentioned,
the fire essence is not an item but a fire arrow. Shooting the fire arrow into
the mattress completes the sequence, but alerts all AI, even the nude female
servant in the shower (yes, I said nude).
However, it's not necessary to trigger this New Objective whether ghosting or
even perfect thieving. There is a large chest of loot near the mattress,
but it's possible to move to the left through the crates, jump onto the
mattress, and lean forward to open the chest without spawning the ghost. It may
be cheating to avoid a scripted part of the mission, even if it's only to
receive a New Objective, but I wanted a perfect thief and had no desire to use
a fire arrow to alert nearby AI; in my opinion, fire arrows are the most
ridiculous weapon in the Thief series and a professional like Garrett should
never need to use them.
-The two secrets:
1. Switch in trophy room reveals a niche of loot behind the burrick
head.
2. Switch in the back of the library opens a small compartment with loot.
Hexameron
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FM: Jenivere
De Ja Vu
File: jenivere.zip
Ghost - Success
Perfect Thief - Failed
Time - 02:39:08
Loot - 2009/2539
Pockets Picked - 10/16
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 0
Secrets Found - 2/2
Comments - A few years ago over at the TTLG forums, Dafydd
claimed that this FM was "definitely not ghostable,"
citing necessary property damage and a troublesome watcher as the reasons. But
these two issues were the least of my problems here. I had a very
difficult time with this mission, which was both challenging and tedious.
Finding loot to complete the 2000 objective and generally progressing through
areas is what frustrated me. I don't want to make a list of grievances, but
rather illustrate what made this FM so difficult.
First, there are a lot of locked and false doors that remind me of the early
Silent Hill games where 90% of the doors were locked or had broken locks.
Second, loot and keys are often concealed from Garrett's view. For instance,
the armory key was under a couch in the police station lounge, but you couldn't
see it unless you were blindly frobbing everywhere.
Similarly, I found the master key copy by chance while checking for loot under
the conference room table. It's interesting that there are so many empty and
pointless rooms where one expects to find loot, and yet many of the loot items
are not in rooms, but inconspicuous ledges and corners.
Third, there is no obvious linear path and I ended up taking unconventional
routes that had me scratching my head and asking, "Is this really what the
author intended players to do?" Probably
not. At one point I had climbed to the highest building and scaled the rooftops
a la "Life of the Party." From the rooftops, I found an alternative
route to the sewer entrance outside of Bafford's
manor. I didn't try the conventional path through the manor, but that might not
have even worked, as those archers overlooking Bafford's
compound had superhuman sight. I even had to douse the pagan torches near the
sewer hatch so they wouldn't see me. I doubt the author had scaling the
perimeter of Bafford's walls in mind because where I
was walking had no sound propagation and accidentally falling would damage or
trap the player in an unfinished area. Incidentally, I had to drop onto the
metal fence and then to the grass so I wouldn't take damage.
Ghosting Problems or a Proposal for Thief 4 Equipment: the Potted Plant
1. Right near the start of the mission is a trouble spot that could have busted
my ghost completely or caused me to use the invis
potion from Garrett's apartment. Without rope arrows at this point there is no
other route to take but through the street with three guards and a patrolling
servant. I tried countless times to sneak by them and almost made it, but the
bright area emitting from the electrical lights foiled me each time. My
solution was a simple one: use the potted plant from Garrett's apartment like a
crate to leap over the metal fences and sneak behind the three guards; moss was
used to help soften loud landings:
2. Dafydd encountered problems with the single
watcher in the interior foyer of the police station and I did, too. I assumed
getting through the area was impossible, but I had reached a dead end at the
station. I even thought that the author intended players to alert the guards on
the second floor so that they would open the locked doors barring the way. At
one point, I heard a guard walking on a metal floor above me; it sounded so
close and when I looked up I realized that the ceiling was in fact a metal
bridge on the second floor. Then I noticed the ceiling did not end at the walls
and that I could perhaps climb up. There is a metal shelf that afforded me
leverage, but not quite enough, so I went to the lounge and retrieved a potted
plant. Once again, the potted plant helped me overcome an obstacle:
However, dealing with that watcher was inevitable, but the foyer is
brightly-lit with two pagan torches. In addition, the watcher had a limited
view and pivoted quickly:
I almost resigned to using an invis potion and
thought that dousing the torches was impossible... and I was wrong; it is
possible. At first, I could only douse the right-side torch with a water arrow
and it required careful aiming at just the right spot on the wall; the splash
of the water was enough to douse the torch. Yet I couldn't repeat the procedure
for the torch on the left. So I brainstormed for a bit and loaded my single gas
arrow thinking its particles upon impact would be larger. I actually tried
firing the gas arrow directly into the wood wall in front of me and the torch
on the other side sputtered out. Now I could CCC around the wood wall with only
a few chirps. Thankfully, the room to the right contained a lever to shut off
that pesky watcher for good.
3. Rescuing Jenivere is not as straightforward as it
sounds. She isn't even in the police station and some readables
in Truart's office mentioned she was relocated to the
"Auxiliary Holding Cells." Great... now what? It turns out that the master key copy I found opens
nearly every locked door in the mission (even a locked footlocker in the
kitchen). I eventually found the auxiliary cells and randomly opened prison
doors until I found her. However, if she notices Garrett she will go on second
alert!
So much for being cooperative like in T2's "Running
Interference." The objectives state to find and release her. Well, I
released her by opening the door and she just stood there. Apparently, I needed
to physically be in the cell, but it was well-lit. I was about to begrudgingly
pull out an invis potion yet again, but instead tried
to dart into the dark patch of the door frame and it worked. I was then able to
CCC until I was a few inches into the room and hit the objective completed
trigger:
Fulfilling the last objective of escaping through the police station main gate
was irksome. I had to go all the way back, but least I didn't have to literally
walk through that gate with three guards watching; I just needed to circle
around and walk in the general proximity of the gate to check the objective off
and, at last, finish the mission.
Loot Notes
I never did find all of the loot, but I know I couldn't get about 350 in the
store with the glass displays. It was possible to frob
all of the items in the display except the gold ring, the gem, and a gem ring.
If I wanted those I would have to break the glass, the property damage Dafydd lamented. There is also 25 loot in a safe next to
the sleeping nobleman in Bafford's office. Picking
the safe wakes him up and the room has no shadows. I also couldn't get a gold
coin behind a banner in the police station kitchen. But even without this loot,
I found just barely enough elsewhere in the mission to satisfy the 2000
objective:
-Two statues resting on the slit windows of the aforementioned store.
-A purse on the guard sleeping in the locker room of the police station; had to
be careful not to wake him while being quick enough to avoid the patrolling
archer.
-A silver nugget on the window sill in the attic of the police station near the
pesky watcher.
-One small gold coin lying on the large hole in the wood wall near the pesky
watcher.
-Ramirez poker behind vines on a window sill of the apartment with large deck.
-Purse lying on the ground under a window near the river (between tower and
wood
catwalk).
-Statue on rafters above conference room table.
-Blue crystal near two tiny spiders in the sewers.
The two secrets:
1. Button on crib in house at the beginning moves the dresser, revealing a hole
in the wall.
2. Secret passage under tall awkward bed in the police station storage
basement.
Hexameron
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FM: Orthodox Wedding
File: Ortwed.zip
Ghost - Failed
Time - 01:12:20
Loot - 1371/1496
Pockets Picked - 6/16
Backstabs - 0 Knockouts - 0
Damage dealt - 5000 Damage taken - 0
Healing taken - 0 Kills - 1
Secrets Found - 2/2
Causes of Failure:
1. Must destroy rock wall behind Sorrow Springs.
(2.) If the player has not yet been to the Church/Sorrow Springs area and drops
the photo on Marta's bed, it is impossible to sneak by the newly spawned
hypersensitive guards patrolling the path up to the church.
Comments - This is one of those FM's that depicts a fantasy world quite alien
to the Thief universe: a village redolent of Transylvania and a Byzantinesque church. In my opinion, this FM is a difficult
one because of the fluctuating objectives and puzzles. By puzzles, I mean that
there are hidden items and unconventional routes that took me hours to find.
If it hadn't been for the property damage to the rock wall behind the spring, I
could have claimed a successful ghost and perhaps perfect thief. Or perhaps
not... I indicated a second cause of failure in parentheses because if the
property damage was a non-issue, the mission would only be ghostable
if the player saved the Marta objective for last. I actually did not do this at
first and reloaded an earlier saved game after I saw the consequences.
Dropping the wedding photo onto Marta's bed (main objective) creates a New
Objective to find and place the marriage certificate onto Marta's nightstand.
The certificate is at the church and if the player already went there and
grabbed it, he/she could complete this new objective in a few seconds.
The major consequence that I mentioned when the photo is dropped on the bed is
that two new guards spawn in different locations. The first spawns near the inn
and follows the other two guards from the stables to the inn and back. The
second spawns near the path up to the church and follows the two guards there.
These guards are hypersensitive to Garrett's presence and what would normally
put an AI on first alert triggers a second even third alert with these guys.
This is clearly intentional and along the guards' patrol there is a scripted
sound file of Garrett expressing confusion.
In essence, one must Supreme Ghost them to avoid any alerts. I was able to
sneak by the first contingent between the stables and the inn, but not
the three guards on the path towards the church. I deem it impossible because
if any of them make a first alert, the hypersensitive one always goes to second
or third alert. To avoid this, I reloaded an earlier game before I dropped the
photo on Marta's bed and spawned the new guards. Ultimately, it didn't matter
since I would fail to ghost anyway.
-After fulfilling the objective to find information about the village's
history, there is a new objective to investigate the Sorrow Springs and
discover the figure named Sava. I looked everywhere around the church and the
supposed Sorrow Springs, but had no clue what to do. It was only by frustration
that I used my sword first on the boulders and then the wall. I was stunned
when part of the wall vanished instantly from a sword strike. I don't know how
the author expected the player to know to do this and I was lucky.
-Reading the note in one of the dilapidated houses creates a new objective to
find a Hawthorn Stake and kill (the vampire?) Sava, who has just spawned
nearby. It took me a good thirty minutes of scrounging to finally bump into one
of the leafless trees and begin climbing it like a ladder. Whether or not it
makes sense for wooden stakes to be at the top of a tree, I did not expect to
be able to climb it. There are a total of 11 stakes and they function like
projectiles. I fired one at Sava and it instantly killed him; there was no
corpse, no alert, no animated death; just erasure. A gentle and anti-climactic
death for 5000 damage!
-I must note that there is a false banner seemingly blocking a required pathway
and it cannot be slashed. Perhaps the author meant for the player to jump through
it because I could easily jump into it from the house. However, getting back
proved troublesome and required quasi banner transmigration techniques of
leaning and jumping. I almost gave up because it took me over ten minutes to
finally wiggle my way out of that banner.
-Assuming there was loot upstairs in the vampire manor, I once again
accidentally discovered a new path. Crouching along the upstairs bedroom wall,
I suddenly walked through the painting on the ground into a tunnel! This tunnel
led to a place with four vampires and the "Hidden Treasure" required
for one of the new objectives.
-The two secrets:
1. Frobbable ceiling panel in one of the houses that
can only be accessed via an open window using crates.
2. Switch near two sleeping nobles opens a banner revealing loot.
Hexameron
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FM: Unbidden Guest
File: Unbidden_Guest.zip
Ghost - Success
Perfect Thief - Success
Time - 01:54:49
Loot - 2991/2991
Pockets Picked - 1/2
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 0
Comments - One of the best short FM's I've ever played; a veritable mini
"Life of the Party" with a brilliant rooftop level design. I really
enjoyed the atmosphere of this mission, which tipped its hat to some T2
cultural elements. I thought the two dead archers between Master Willey's and
Lady van Vernon's houses a funny touch. I encountered only a few ghosting
challenges, mostly on the street with numerous hammerite
watchers (as in T1's "Cragscleft Prison").
Finding all of the loot took a separate blackjack run and there are some secret
areas of loot that really test the player's skill at examining rooms.
-The objectives are to sabotage the iron machines in the mechanist seminary,
find 2200 loot, don't trigger alarms, and as an option, acquire the old hammerite book.
-Reading the tome in the necromancer's lab spawns a patrolling zombie. It can
be stealthily bypassed, but I reloaded before reading the book because I would
have to use a fire arrow nearby, which would surely alert the zombie.
-There is another zombie in a flooded basement. This basement is accessible
only from one side of a building next to a large horizontal wooden beam. I was
on the street when I noticed it and had to climb two separate rope arrows to
compensate for the distance. The zombie is scripted to attack what looks like a
damaged wall, trying to claw its way out, but it can still notice the player.
However, it faces away from the loot in the basement and is not difficult to
avoid alerting.
-Getting into the wax merchant or candle maker's apartment is absolutely
required, but difficult because of the two watchers that are not visible from
across the apartment. I relied purely on chance in my blind leaps towards the
window, hoping both watchers would be looking away at the moment. There is a
very necessary workshop key in the cradle and a chisel on the table. Both are
needed to complete the mission. Jumping back without alerting the watchers
proved easier because I could see them all from this vantage point.
-There is an optional objective to find the special hammerite
tome. It is located in a secret cavern accessible from the crypt. One has to
stand on a pedestal and then run to avoid a barrage of fire traps. Standing on
the pedestal opens the door to the cavern. Inside the cavern is a
strange-looking creature that utters burrick sounds.
All it takes is time and patience to carefully move behind him while he makes
his rounds. The tome counts as loot and can be obtained by using a rope arrow.
Escaping the area can only be done by opening both gates and entering the red
mist. Walking into the mist transports the player to the necromancer lab where
a bizarre AI made up of skeletal remains and two hands of glory spawns. Like
the zombie, it can be stealthily avoided.
-The workshop key opens one of the locked mechanist seminary doors leading to
the machines that must be sabotaged. I thought the "machines" looked
like 1950s sci-fi movie robots. One of the machines has a vault door on its
chest that can only be opened with the chisel.
Loot
-In Lady van Vernon's room: an invisible switch behind the dresser opens a
compartment behind a painting. The switch is impossible to notice unless the
player constantly frobs, which I just happen to make
a habit of whenever I enter any room in any FM.
-In the Necromancer's Lab: a silver nugget behind an inverted door high up
against the
wall a la T1's "The Sword." Had to use a rope arrow to retrieve it.
-In the crypt there is a barred off room with a floor tile that reads "Pazar." To the left in the interior of the room is a
gong, barely perceptible, that can be frobbed. Doing
so opens a nearby secret wall with 200 loot.
goldsla
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Awesome work! Esp. Jenivere De Ja Vu.
LarryG (aka goldsla)
Hexameron
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Thanks goldsla.
Have you been ghosting anything lately?
goldsla
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Just the missions I have
been beta testing. I'm primarily spending my time working on my own mission
instead.
LarryG (aka goldsla)
Hexameron
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Excellent. I look forward to
playing your finished mission some day!
Hexameron
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FM: Heist Society
File: HeistSociety_v10.zip
Ghost - Success
Perfect Thief - Success
Time - 02:42:04
Loot - 3340/3340
Pockets Picked - 13/15
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 0
Secrets Found - 6/6
Comments - A large-scale and non-linear mission with virtually no substantial
ghosting challenges. Once I found the security key in the room with the
sleeping mechanist priest, I could turn off most electric lights and watchers.
The swimming pool room was valuable because of the multiple windows, accessible
from the rafters, that lead to various parts of the mansion; getting into Horath's room behind the watcher's view was particularly
easy thanks to this access point.
-I frobbed an electric box in the basement kitchen
and a blue light turned on, but I don't know what this indicated.
-The six secrets:
1. In upstairs room with pedestal displays and sleeping nobleman: switch
behind pedestal with blue vase opens a crawl space with loot.
2. Lever under nightstand in Captain Horath's bedroom
opens a secret floor compartment.
3. In basement kitchen: frobbable unlit torch in
darkened alcove where servant wanders and stands idle opens a secret wine
cellar.
4. Hall of statues near small library on bottom floor: lockbox and lever open
Geller's secret recording room.
5. Outside of Lord Geller's room: frobbable ceiling
panel accessible with a rope arrow leads to the attic.
6. Geller's private library: frobbable painting of
child in red clothing opens the secret passageway (objective).
Hard-to-find loot:
-Purse on floor in the front foyer with the recording device.
-Blue/gold vase on wall above Lord Geller's bed.
-Gold wine bottle under the glass table in upstairs sitting room (outside is
the balcony with a watcher and idle archer).
Hexameron
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FM: Mysterious Invitation [Version
2]
File: invitationv2.0.zip
Ghost - Success
Perfect Thief - Failed
Time - 02:00:27
Loot - 2805/3245
Pockets Picked - 8/10
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 0
Comments - On expert difficulty, the author seems to enforce ghost mode or at
least the spirit of ghosting. After meeting Cripplewood
and being transported to a prison, Garrett loses his blackjack and lock picks
and can never recover them. One of the objectives after being transported to the
prison is to avoid being noticed; essentially, the player needs to ghost the
mission now.
However, there may be one technical ghost bust as part of the mission design,
but I managed to circumvent it. Throughout various parts of the mansion are readables that hint at an important key (the captain's key)
being lost. One note in the servants quarters mentions that a strange animal on
the balcony ate it. Another note outside of the entrance to the balcony warns
the unwary to stay away from the beast. This "beast" is no more than
a patrolling frogbeast and killing it with a broadhead does not make it explode, but rather disappear
after visible blood splatter, leaving behind the lost key necessary to finish
the mission.
Killing the frogbeast would be a ghost bust, but I
discovered that one does not need this key at all to get into the captain's
office. I managed to avoid killing the frogbeast by
simply following one of the servants who occasionally enters the captain's
room. Letting them open the locked door and frobbing
it before they close it behind them is how I gained entry. In the captain's
rooms are two vital keys. One is lying under the staircase and is easy
to miss.
-This mission relies heavily on scripted objective changes and a great deal of
backtracking. I cased the entire place first, floor by floor, but often had to
visit the same floor at least three times.
-With the key from under the captain's staircase, I could enter the security
room on the third floor and shut off the watchers guarding the three galleries.
The "personal asset" of Lord Duncan is a heart-shaped trinket behind
a portcullis in one of these galleries. There is a secret switch near one of
the pillars that opens the portcullis.
-I entered the mechanist priest, Nestor's, guest room window with the key I
found on the third floor and could access all of the adjacent guest rooms by
finding the hidden switches and secret doors in each room. One of these rooms
has five rope arrows, which are required to complete the mission.
-Once I finished all of my objectives, I was rather confused on what to do
next. I remembered after escaping from the prison that I came across a few
collapsed bridges in the caverns below the mansion. Above the bridges are
horizontal wooden beams and when I first saw them, I thought how nice it would
be to have a rope arrow then. Now that I found them, I went back to the
underground area and used them to get across the collapsed section. Oddly
enough, I received a text message on the screen that said I hadn't finished all
of my objectives, which is incorrect; I had. I proceeded across the bridge and
ultimately did escape and complete the mission; I guess I encountered a bug
with the text message.
-Getting through the submerged cavern without taking damage or using a breath
potion is tough, but it can be done. I took advantage of the momentum of my
fall into the pool of water and was able to swim through the cavern, foregoing
the two silver nuggets at the bottom, and make it to the surface with about
four or five little bubbles of air left.
-There were a lot of areas I missed or didn't inspect thoroughly. I thought I
searched meticulously for loot, but I missed a good 400 worth. Without a
blackjack or ability to alert anyone, I didn't have the option to go on a
blackjack run and search for the remaining loot. There are two invis potions, but I had no reason to use them.
Hexameron
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FM: Ultima
Ratio
File: UltimaRatio.zip
Ghost - Failed
Time - 04:24:53
Loot - 6075/7780
Pockets Picked - 7/11
Backstabs - 0 Knockouts - 0
Damage dealt - 90 Damage taken - 0
Healing taken - 0 Kills - 2
Secrets Found - 5/9
Causes of Failure:
1. Must kill the demonic sorcerer at the top of the undead tower to remove the forcefield surrounding the holy crown; doing this alerts
two haunts.
2. Must kill Nestor, which alerts two other AI.
Comments - This FM is a large-scale city mission and sequel to "Mysterious
Invitation." Like its prequel, new objectives are frequently added,
original objectives change, and a lot of backtracking is required. While the
mission can't be ghosted, I did have some fun with this one and enjoyed the
various challenges. After having now played two missions from this author, I
really appreciate his ambitious mission designs and challenging loot placement.
Indeed, the author is merciless in hiding loot and keys under stairs, on
obscure ledges and shelves, and in places I generally wouldn't think to look. I
missed a hefty 1700+ worth even though I thought I explored the mission
thoroughly. Apparently I missed half of the secrets, too.
-The city section beyond the hotel near the beginning can be dangerous because
some of the bluecoats are scripted to go on second alert and chase a female
thief. Waiting until all of them calm down is necessary, but I learned the hard
way the perils of saving and reloading at this juncture. If one reloads here,
the patrolling guards stand in place wherever they were walking and do not move
again. Considering they are a little more sensitive after having been on second
alert and the streets are bright, it's best not to save here at all and quickly
get into the graveyard.
-Although I explored the hammerite factory, I forgot
to set the explosive charges during my first visit. But I had great need of the
two explosives (sunburst devices) as stacking material in later parts of the
mission.
The Undead Fortress
After descending into the tunnels below the construction site, I found an
underground castle surrounded by a moat of lava. I don't believe there is any
other way to get down except by using the small cliff formations attached to
the walls. The player has to drop down onto each cliff to get to the bottom.
However, the distance between one of the cliffs is too great and falling to it
causes damage. Using a rope arrow initially seemed impossible as the cliffs had
no sides; they are cone-shaped with flat surfaces. But with a precise shot onto
the dirt surface, one can get a rope to extend if the arrow sticks to
the far edge:
For the life of me I could not figure out how to get into the tower at the
center of the fort. There is a locked door and I assumed I either missed a
well-concealed key up in the city, or the door couldn't be opened. I noticed
three crates on one of the fort walls and that with leverage, perhaps I could
mantle up onto the top of the outer walls and get to the tower.
With two archer haunts circling the outer walls, there isn't a lot of time to
stack. But I managed to use the three crates and various items from my
inventory including an explosive device to help me mantle onto the top of the
fort:
That gray stone appendage to the left looks like it could easily be mantled,
but there is actually an invisible barrier with a height measuring about two crate
sizes. The water arrow splash demonstrates where the translucent barrier is:
Nevertheless, I kept stacking and finally got onto the top of the outer walls.
From there I could walk on the invisible barrier above the gray stone appendage
connected to the tower; the tower can then be infiltrated with a rope arrow:
I inevitably learned that the strange demonic wizard in the tower would need to
be killed to dispel the damaging forcefield
surrounding the crown. I threw all of my flashbombs
at him and hacked him four times with my sword until he died. Consequently, my
ruckus alerted the two regular haunts on the ground.
During one more search of the fort, I went back to where I retrieved the three
crates and look what I saw!
The key I needed to get into the tower had actually been under the very crates
I had picked up in my zeal to climb onto the fort.
-After finding Gustav's key, I needed to return to the hotel at the beginning,
but I had trouble getting through the abandoned building on the rooftops. Once
again I needed to stack all of my inventory and explosives to get back into the
broken window.
-To kill Nestor without drawing third alerts, I doused all candles upstairs in
the cafe with the piano player. It's not possible to kill Nestor without
alerting the bluecoat and barkeep. I even tried knocking out Nestor, but his
body cannot be picked up. I used a broadhead arrow to
finish him.
-After the objective to kill Nestor was checked off, I noticed the bluecoats in
the main sector of the city preceding the clocktower
were no longer aggressive and passed by without attacking. This makes retracing
one's steps much easier. If the mission could be ghosted, I imagine I would
have spent more time looking for loot.
Hexameron
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The Hammerite
Imperium Mission 1
FM: The Seven Shades of
Mercury
File: 7SoM_v11.zip
Ghost - Success
Perfect Thief - Success
Time - 03:49:03
Loot - 9634/9634
Pockets Picked - 13/13
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 0
Secrets Found - 5/6
Comments - Before I get to the ghosting details, I feel compelled to write a
mini review of this mission.
Like most FM enthusiasts, I eagerly anticipated this mission when it was first
announced back in 2002. I put off playing it until I had ample time, although
it turns out the mission did not take as long to complete as I thought it
would. Neverthless, this FM was well worth the wait
and surely raises the bar for the DromEd community.
Like Calendra's Legacy, T2X, and CoSaS,
nearly every aspect of this mission is on an epic scale. Everything appears new
and unique to its environment; new textures, objects, animations, and voices
for AI. While the story is totally remote from the Thief world as we know it
(no Garrett or relatable timeline), the Hammerite
environment convinces me I'm actually witnessing the apex of Hammerite power and decadence in some long ago past before
the events of Thief 1. Textures and objects are reskinned to feature Hammerite insignias and symbols; innumerable readables and new AI mutterings ("I am brick, I am
mortar, I shall bring to the heathens slaughter") achieve the flavor of Hammerite culture. In short, this mission gets everything
right about them.
Of all the FM's I've played, this one is surely the most aesthetically
astonishing. Entering parts of the cathedral is like walking into Westminster
Abbey: I often had trouble concentrating on stealth because I wanted to stop
and view the gorgeous architecture, art, and resplendent textures. Indeed, so
many of this mission produces visual sensory overload that one must stop
to take in all of the details.
Despite the above praise, I found the whole color-schemed team concept rather
confusing and out of place. Incidentally, the only break in the nearly
impeccable Hammerite atmosphere is this team concept.
It seems so uncharacteristic of the Hammerite faction
to pit rival graduation teams against each other, which apparently leads to
countless deaths of team members. And why colors to designate teams? I realize
these are Hammerite students, but "Red
Team" suggests dodge ball tournaments in elementary school gym class. As I
watched the intro movie, I found it difficult to take the story seriously when
my enemies are dubbed "Gold Team" and "Purple Team." I half
expected a Thievery UT or multiplayer game where I see various encounters
between teams and must defeat them, but thankfully it didn't turn out this way.
Another small gripe I have is with the first alert voice acting. Many of the AI
use impassioned and provocative statements that are simply first alerts. For
example, upon encountering the Silver Team, I noticed after briefly stepping
into the light, which by all indications triggered a first alert, that a Silver
responded loudly with "There is a Thief in the building" and
continued his patrol. The Reds and Blues also did this. It took much
familiarizing with each teams' sound files until I could distinguish between
first and second alert phrases.
Ghosting Problems
It didn't bode well for my ghosting efforts when I started the game and
triggered a scripted battle between a couple Gold and Blue members. It took
many reloads until I could sneak through the room where the battle occurs. The
Gold team invariably wins against the Blue. The problem here is that once they
kill the Blues, they are hypersensitive and what would cause a first alert ends
up instigating a second or third. I thought I was permanently busted until I
found the light switch above the tool box. Even with the light off, though, it
is difficult to move down the corridor without alerting them. The only solution
I saw was reloading and retriggering the battle until the surviving Gold duo
stand with their backs facing the corridor. It took several reloads to get them
where I wanted so I could enter the well-lit corridor behind me and not upset
them:
-To avoid the trip wire gas trap in the basement, I waited until the patrolling
Blue was furthest away and merely jumped over the wire.
-From the looks of it, I thought getting the Blue icon from the water near the
two Blues with erratic patrols would be tricky if not impossible. One needs to
make a large splash sound and the proximity of these two Blues was precarious,
but I did it in one attempt without any trouble.
-I'm embarrassed by how long it took me to figure out where to progress from
here. I read the scroll about the rope arrows being thrown into the waterfall,
but I assumed they were somewhere at the bottom. Facing out of the opened sewer
pipe, I had difficulty jumping to the left into the water basin below. But it
was there that I found some rope arrows required to escape the sewers.
-I needed to use my one single water arrow found under the ice floes at
the beginning to sneak by the Blue guarding the entrance into the academic
grounds. I could see no other way to sneak by him since he was so close to the
door and the light emitting from the torch behind me was too great:
Hours of exploration later, I noticed that I could have bypassed this guard by
using a rope arrow to ascend through an opening in the ceiling near the
surviving Golds.
-In the upstairs hallway of the academic grounds (near the staircase and small
library with secret passage leading down to the kitchen), there are two Golds
that make sneaking around the hallways difficult. It is necessary to either
douse all torches in the hallways or use a moss arrow to facilitate speedy
sneaking. Not knowing how vital water arrows would be later, I used one moss
arrow and quickly darted from room to room until I retrieved all of the loot.
-Having later acquired over 30 water arrows, I had no compunction about using
them liberally throughout the Silver Team catacombs. I doused all torches in
the room with the Silver icon and around the large vertical vault with ramps.
One needs to be careful dousing these, though. Sometimes near the bottom of the
vault, a few Black Team members would go on second alert after I doused a
torch. Hearing let alone seeing these Blacks is problematic and it's easy to
alert them without knowing it.
-The shadowy appearance of the Black Team members is executed marvelously.
They're reminiscent of but surpass the stealthy keepers from the T2 FM
"Equilibrium" in that they appear almost invisible in the shadows.
Gradations of their visibility change depending on the amount of light they're
walking through.
From my experience, the Blacks weren't too bright and had trouble surviving in their own hideout.
After entering the room with the pool of water, I saw one Black stuck in a
circular patrol around the edge of the pool until he fell into it and drown. I witnessed
another walk right through a tunnel and trigger a gas arrow trap:
-I had a terrible time figuring out where the Black Team icon was. I searched
for over an hour until I finally doused that purplish torch in the side-room,
thinking maybe it would be frobbable if unlit.
Imagine my surprise when I immediately saw the black hand icon appear on the
sarcophagus. I never douse torches unless I need to, so this puzzled me that
dousing a torch causes the hand to spawn when there are no readables
mentioning this.
-There is a section of the Silver-controlled catacombs that look just like the
golden bone sarcophagus room in T1's "Bonehoard."
Before even getting into the cathedral, I had already found the secret Excantium Innocenti tomb in the
graveyard that hinted at dropping a body into a sarcophagus and firing an arrow
at something. So with memories of T1's "Bonehoard,"
I dropped the nearby corpse into the gold coffin just as I would the golden
bones and heard a wall open behind me:
I had to use a moss arrow on the metal steps that connected the metal catwalk
to this room with the gold coffin. The steps and floor are not aligned evenly
and any amount of moving onto them instantly produces a loud
dropping-onto-metal sound. I remembered the text about firing an arrow
somewhere and tried shooting a water arrow into the wall indentation across the
pool of lava; doing so made a satisfying click sound.
I later went back to the graveyard with the text and read that there should be
a secret room somewhere on the second floor of the cathedral. It took some time
to find (above the carpeted strips surrounding the hammer altar on the first
floor) and contains the preserved body of St. Excantium
Innocenti and well over 700 loot.
Obscure Loot and Secrets
-Courtyard of the Gold Team academic quarters: small coins in the large metal
hammer fountain.
-Outside of the Red Team cathedral: purse on snowy ledge next to the waterfall.
-Blue Team basement with thin corridors: silver nugget behind small metal gate.
-Purple Team tower: gold hammer on top of hammer crate next to the desk.
-Black Team catacombs: silver nugget between wall and pillar in room with idle
Black member.
And two more that really baffled me:
-Blue Team basement with thin corridors: loose coins on ground near the chasm
down to the bottom of the basement.
-Outside of Gold Team academic quarters in the snow: loose coins.
I thought I found all of the secrets, but my stats only mention five.
1. Magister's office: frobbable
book opens stained-glass window panel leading to two gold coin stacks.
2. Father Bangor's office: switch near desk lamp opens panel behind desk.
3. Switch behind St. Mari tombstone leads to small crypt with the Excantium text and loot.
4. Room above the hammer-shaped pressure plates in the Silver catacombs above
gold coffin; must use a rope arrow to get up there, but the single gas arrow up
there is not worth the effort.
5. Dropping corpse in the gold coffin opens secret cavern nearby.
Hexameron
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FM: Disorientation
File: Disorientation.zip
Ghost - Success
Perfect Thief - Failed
Time - 03:06:22
Loot - 3320/3500
Pockets Picked - 3/12
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 0
Comments - Released in the last month, this T2 FM may be new, but it plays and
looks like a T1 mission. Most if not all of the textures, objects, and AI look
as if they came from DromEd 1. The author clearly
adores the classic TDP atmosphere and even reskinned the AI for authenticity.
Like a T1 "Life of the Party," this FM is very non-linear and the
areas are infiltrated via the rooftops. There is an abundance of secret areas
and hidden levers, not tallied as literal secrets in the stats (there are 0
secrets), all of which require imaginative exploration and a bold use of rope
arrows to discover.
I encountered no substantial ghosting issues to contend with except for the
increased range of sight that each AI possesses. At times I would be so far
away that I couldn't hear a guard up ahead, but he could see me keenly.
I don't think I used a single water arrow, but I used nearly all of my moss
arrows to prevent loud sounds when walking onto certain metal surfaces not
aligned evenly.
-Sneaking by the big spider near the lift for the first time can be difficult
and I accomplished it only by chance. The problem is the room's electric light
flickers off and on for a few seconds at a time while the spider patrols
(randomly?) in a small T-shaped room. The player starts out at the bottom of
the T and must pick lock a door to the left. It took about five reloads until I
was fast enough and lucky enough to pick the door in time before the spider
walked in my direction.
-I never figured out what to do with the four valves and the big red lever.
They can be frobbed and perhaps turning them in
correct sequence solves a puzzle leading to more loot. I tried various
combinations for a good ten minutes and never figured this thing out or came
across any hints about it.
-The instructions in my starting inventory mention having to find a corpse and
dropping it on a bed in a specified pub. The directions stated that once this
was done, I was to rendezvous with someone at St. Tennor's
statue. I never found a corpse and these intructions
had nothing to do with my two main objectives: find Lady Azamlarg's
scepter and 2400 loot. I don't know...
-Moving on the horizontal chains connected to various buildings can be hazardous;
it's easy to fall off or make a loud sound when merging onto them.
-Some of the vines in this mission can be climbed like ladders and one in
particular (in the park near Bafford's estate) is
essential to get over the fence and into Lady Azamlarg's
palace. However, the drop into the palace courtyard is too far and it seems
impossible to get down without taking damage:
There is only one trick I discovered to get down without a scratch. First, I
needed to be on the large building facing the fence:
Second, I ran and dropped onto the thin edge where the fence meets the wall; one
can't stay on here without holding the forward key and letting go will cause
the player to fall:
Third, I positioned myself directly above the statue below and simply fell onto
its head:
Loot and Secret Areas
Finding loot is the only major challenge in this mission. I gave up my quest
for perfect thief after spending an additional three hours, in a separate
blackjack run, searching for loot. I have no doubt this mission can be perfect
thieved since most areas with guard activity can be stealthily traversed, but I
lost steam towards the end and still wonder what I missed.
-Remove loose stone from wall in one of the shops to find Alchemist's key.
-Two large gold/purple vases on top of the gargoyle heads protruding from the
ceiling inside a storage room.
-Serpentile torc on
pedestal can be retrieved without taking damage from the energy traps. Simply
take the torc and face the diagonal edge of the door
frame. There is enough space between the barrage of energy darts to crouch and
avoid being struck.
-Small green/gold vase on ledge outside of the attic and across from the serpentile torc room.
-In Lady Azamlarg's chambers: frobbable
gargoyle head on bookshelf opens secret door.
-Lever behind gargoyle head on bookshelf in Lady Azamlarg's
scepter room.
-Top of bell tower: diamonds in birds nest.
-Generator building with thin wood platforms resting on metal framework: frobbable orange wall plate leading to secret area; need a
crate or stackables to get inside. In this secret
area, there is another frobbable orange wall plate
leading to more obscure and isolated areas with loot.
-Above the walled-in yard with dead woman: cup and wine bottle on the
horizontal wood beam accessible with rope arrow. Towards the end of the beam
one can mantle to another secret area on the rooftop.
To get to the Keeper's compound, one needs the Tarnished Key and access to what
appears to be the sewers (the area before the big spider). A small lever in the
room with the four valves slides open the mattress on the floor. Using the
Tarnished Key on the lockbox opens the Keeper library (which is really well
done, I might add; looks similar to the prophecy cutscene
in T2).
It took me quite some time to notice a break in the fence on one of the
rooftops and realizing I could get there with a well-placed rope arrow. Of
course, there's a cache of loot here:
There is a Thief's hideout that is quite difficult to find, let alone get into.
The hideout can only be entered by jumping onto the tiled-roof of a house.
Jumping and landing didn't seem to bother the two guards nearby:
Once on the roof, I had to move slowly and steadily so I wouldn't fall from the
incline. A frobbable window is visible only from the
other side of the roof:
Note the gem ring adorning a hand of glory mounted on the wall of the hideout:
There are serpentile torcs
dangling like door knockers from the mouths of several gargoyles in one
building. They are easy to miss and the author intended the player to retrieve
them by ascending to a higher area (note the square-shaped panels behind the
gargoyles). Getting here is more trouble than it's worth, so I saved time by
stacking all of my scrolls and some fruit under the gargoyles until I was high
enough to nab the torcs:
Hexameron
Gamer
Join Date
Oct 2007
Posts
330
FM: The Tower
File: TAC_Tower,The.zip
Perfect Thief - Success
Time - 01:02:05
Loot - 3844/3844
Pockets Picked - 5/6
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 0
Secrets Found - 4/4
Comments - This is one of the better contest FM's available and it's a real
gem. The author packs quite a lot into a 64x64x64 cube and my time stamp is no
indication of how long I actually played this mission. I went on a BJ run to
find loot and secrets and spent an additional hour doing so.
I got a scare when I first started the mission and heard what sounded like
multiple second alerts: a few guards and thieves shouting. Seeing as how none
of the nearby AI were in search mode, I realized that this was just a scripted
audio file and wasn't even voiced by the AI themselves. Ghosting was a
challenge because it seems no matter where the player is in this mission,
making a noise will alert at least one AI in the vicinity. Without moss arrows,
I might not have been successful: jumping to ledges and back again is
precarious and I made liberal use of my moss supply.
-There is nothing of importance in the pregnant lady's apartment; it's not even
necessary to enter it, but the author saw fit to trigger a new objective not to
harm the pregnant AI in anyway. I found that peculiar. Are we players really so
sadistic that Garrett needs to be told to stay his cruel hand?
-Getting (quietly) onto the balcony with the sleeping female noble is difficult
and not feasible with rope arrows or dropping from above. I got there from the
sloped base of the tower. From here, I was able to jump and hold (so I could
mantle) onto the balcony. The balcony ledge proper is too thin to be mantled
onto, but aiming for the edge of the L section of the [ shaped balcony makes
mantling work.
-Sneaking through the apartment where Blaine, the neanderthal-looking
guard patrols, takes trial and error. Marble floors, cramped hallways, and
little shadow caused me a lot of reloads. Getting the loot in the bedroom
cannot be done fast enough before Blaine enters the room, and there are no
shadows to hide in. So I stayed parallel with Blaine's profile and took
advantage of his absent peripheral vision:
-The "Master" at the top of the tower appears to be a sitting haunt.
Indeed, one can cause a first alert and hear a haunt gasp, but when that occurs,
an apparition appears and stands still. It is this guy and not the
sitting haunt who can see and hear. I don't consider it a bust causing him to
spawn after triggering a first alert; it's just like someone waking up from a
sleep state only to stand still:
-Once I had access to Leonora's body, I carried her to the second floor of the
tower and safely dropped down from an open window (not the balcony). I stowed
her body in a patch of darkness and came back when I completed all other
objectives.
-To get the box of loot in the rafters of the guard tower, I simply used a rope
arrow and stayed close to the ceiling; the patrolling archer couldn't see me up
there.
-Some items in this mission look like junk but actually count as loot: glasses
on the notary's table and frobbing a tin can adds
loose coins to inventory.
Secrets:
1. In Alf's apartment; switch on metal shaft opens wall compartment behind
banner.
2. Basement of the shop; switch opens gate blocking area with barrels and coin
stacks.
3. Notary's building; frobbable wall under lift.
4. Top of guard tower; locked box in the rafters.
Hexameron
Gamer
Join Date
Oct 2007
Posts
330
FM: Greenbay
File: Greenbay.zip
Perfect Thief - Success
Time - 01:30:55
Loot - 5159/5159
Pockets Picked - 9/10
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 0
Secrets Found - 1/0
Comments - A nice medium-sized city mission with no major ghosting problems.
Here is an interesting room, replete with a birthday cake and balloons, in
celebration of the release of Thief Gold. The male thief, I assume to be
Garrett, is in a drunk state and ignores the player. Each Thief Gold box is
worth 400 loot, so the loot count in this mission is deceiving. Essentially,
this secret room contains about 2200 loot.
This one(?) secret area is accessible with a well-placed rope arrow on the
wooden exterior of Flint's house. The placement of the rope arrow is important.
If it's too low, one can't jump to the metal balcony; if it's too high, the
player will make a loud foot noise on metal, which alerts multiple AI on the
streets. I relied on trial and error until I could jump onto the metal balcony
without making a noise. Exploration from the rooftops in this FM tends to crash
the game, but it's only necessary to be up there for the secret room.
Loot
-A tiara and necklace on top of the large bookshelf-textured wall in the
Mechanist library.
-Purse under one of the lifts in Mechanist library.
-Coin stacks on interior beam of the house near the cafe overlooking water.
-Gold cup on a window sill overlooking the streets.
-Gold mask on desk in a room above the streets; need a rope arrow to climb up;
it's possible to mantle over the fence of the balcony while still on the rope.
-There is a cache of loot behind a banner next to the sleeping thief (Zack).
All loot can be frobbed without slashing the banner.
Hexameron
Gamer
Join Date
Oct 2007
Posts
330
FM: From Beneath the Sands
File: FromBeneathTheSands.zip
Ghost - Failed
Time - 01:24:25
Loot - 2140/2240
Pockets Picked - 0/1
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 0 Bodies Discovered - 2
Secrets Found - 4/4
Causes of Failure:
1. Cannot sneak by two haunts after taking Staff of Nyar.
2. Dropping Emperor Daihotep's remains in lava kills
all haunts; nearby mummies notice the haunt corpses.
Comments - I have mixed feelings about this FM. It was more Indiana Jones/Tomb
Raider than Thief and there are some difficult if not enigmatic puzzles that
took me an additional hour of playing time to solve. On the other hand, the
tomb is interesting and full of surprising challenges and situations; the whole
place is like an Egyptian version of the Bonehoard.
-In the High Priest tomb there is a vast shaft with a sunburst device at the
bottom. Exploding the device will destroy the bottom of the shaft, which
reveals a submerged area with two loot statues. Although the author intended
the player to destroy this sunburst device, I got down there by cheating: I was
able to frob the lever on the other side of the
secret passage where one returns to the High Priest tomb. The lever is of
course not visible from outside of the passage, but it's close enough near the
bottom of the secret wall indentation that it can be frobbed.
-Picking up some of the levitating levers on the pedestals leads to an annoying
maze that can't be ghosted. The area doesn't appear to be a maze at all, but
there is an enforced linear path and deviating from it will transport the
player back to the beginning. It's not possible to follow this path and avoid
alerting the mummies. Once alerted, these mummies rush forward at a super speed
and then disappear. I avoided this dreadful place by taking only the correct
lever:
-At the Shrine of Rahotep, the author probably meant
for the player to use a fire arrow to light the torch, but I tossed a flare up
and achieved the same results. Using a fire arrow would have alerted at least
one of the nearby mummies. However, for some reason, using the flare can still
alert them. The Shrine is some distance from the pool of lava, but I noticed
that if any mummies were lingering around the lava when the torch is lighted,
they go on second alert. I waited for them to be at other locations before
lighting the torch. And even then I checked up on them to see if they were
alerted and they were not. Perhaps a loud sound occurs when the lava is
transformed into water.
-Getting to the Book of the Dead looks precarious. Indeed, the author places
two haunts in front of burning pyres. Notice that the haunts emit their own
light source:
Dousing the flames will kill the haunts and the area is very bright beyond the
two rectangular slates. However, it's possible to inch up to the furthest patch
of darkness next to a slate, and then run quickly in between both haunts.
Strafing to the right while running seemed to help my chances of getting by:
-I was pleased that I ghosted everything up to the Staff of Nyar,
but the author (or Emperor Daihotep?) wasn't going to
let me off with a success. Stealing the Staff of Nyar
(objective) turns on all of the lights in the tomb, spawns several haunts
throughout both levels, but most irritatingly, opens these false walls in the
corridor leading to the staff:
Needless to say, it is impossible to sneak through here, although I was able
to run quickly back into the crawl space without taking damage:
-I continued back to the upper levels trying to avoid the newly spawned haunts,
but it took me at least 45 minutes of exploring until I realized how to destroy
Emperor Daihotep's remains. I had hoped for some
hints about destroying the remains, but none of my readables
describe what to do. I tried destroying the Emperor's remains with a fire arrow
and dropping it into the pit. It was only when I looked at the map that I
noticed a strange "symbol of death" demarcated in the hall of kings.
This symbol is carved into the floor above visible lava; lightbulbs went off in
my head. So I got behind the haunt guarding the symbol and chucked the
Emperor's remains into the lava. I was shocked when I saw the haunt fall and an
"Objective Complete" message.
-Solving the eight-lever puzzle was a pain. Frobbing
the levers adjusts two rows of pillars blocking the doorway. The object is to
remove enough pillars to squeeze through the doorway. I can't even explain how
I managed to do this; just a lot of random frobbing
and it took about 20 minutes!
I was hoping it would lead to an area allowing me to destroy the Emperor's
remains. All I found was a chest with some loot, but I was still happy because
it satisfied my 2000 loot requirement.
Secrets:
1. Entrance Hall: purse near dead thief in an alcove; need a rope arrow to
retrieve.
2. Chamber with eletrical-box that needs lever: use
rope arrow on ceiling to climb onto the passage; gold candlestick in alcove
near rafters.
3. Passage up to the levers on the pedestals: frobbable
torch near stairs opens sarcophagus.
4. Vault with ramps leading down to lower levels: diamond in vents accessible
with rope arrow.
Hexameron
Gamer
Join Date
Oct 2007
Posts
330
FM: Whispers in the Desert [Version
1.2]
File: WhispersInTheDesert_v12.zip
Ghost - Success
Perfect Thief - Failed
Time - 01:22:48
Loot - 2355/2540
Pockets Picked - 0/1
Backstabs - 0 Knockouts - 0
Damage dealt - 0 Damage taken - 0
Healing taken - 0 Kills - 0
Relics Found - 3/5
Comments - The author calls this FM a "sequel/complete remake of [his]
earlier mission From Beneath the Sands." Indeed, the story,
characters, and objectives in this FM are nearly identical with its
predecessor. The only major change is the tomb layout, puzzles, and AI. Having
recently played From Beneath the Sands, I knew to expect traps,
unconventional puzzles, and an ambush from Daihotep's
minions at some point.
-There is no expert difficulty, only "Easy," "Normal," and
"Hard."
-I encountered a very problematic area that any potential ghoster
should be aware of and it's right near the beginning at the entrance hall.
Below the room with the required gear key is a pitch black labyrinth with a
bizarre and totally hypersensitive AI. He has the physical model of a
translucent male thief and makes no sound except footsteps; not even an alert
vocalism. This shadow is unbelievably sensitive and outclasses AI altered from
the Ultimate Difficulty Mod. He would frustrate any ghoster
since his only audible indication of a second alert is slow footsteps. He can
only be stealthily defeated with CCCing. Walking
slowly on the stone floor above the labyrinth is enough to put him on
second alert . Therefore, I have a feeling anyone who has played
this mission invariably alerted the shadow. I avoided the labyrinth entirely by
reloading and CCCing through the gear room; I leaned
forward to grab the gear so I wouldn't fall into the labyrinth.
-Scattered throughout the mission are five relics (a nifty substitute for
secrets). It is not possible to get all five without a ghost bust. One of the
relics is beneath Daihotep's sarcophagus in the
Burial Chamber. Below the sarcophagus are two thin corridors with sleeping
mummies. Their bodies block the width of these corridors and it is impossible
to sneak or even physically move by without waking them and triggering a third
alert. I tried using moss near their bodies and leaping over them but to no avail.
-Like the author's earlier mission, the player must deal with two flaming
haunts, or flaming skeletons in this FM, to get the Book of the Dead:
Although in From Beneath the Sands, I could merely sneak by the haunts,
in the present FM, the skeletons must ultimately and indirectly be dispersed.
Dousing both of the flames behind them causes them to vanish and lowers the
invisible barrier protecting the book. When I doused the flames, these
skeletons simply disappeared with no death animation or damage dealt; they just
vanished. It is a required procedure to remove the barrier blocking the book.
So this is a difficult call for the ghoster. Did I
kill them or did they simply disappear because I doused the flames? If the
reader thinks it's a bust, I will change my outcome as a failure.
-I knew the author wasn't going to let me take the Staff of Nyar
without spawning an ambush, but I'm glad I didn't have to deal with two haunts
in a bright corridor again (see previous post). Instead, the author gives the
player a sporting chance to sneak by unscathed. After taking the Staff, a slew
of weird undead creatures with AI properties comparable to the treebeast spawn throughout the mission. The thickest
cluster of these creatures occurs in the throne room where I had to deal with
about nine of them.
They frequently pivot in a couple directions and dousing nearby flames is
vital, especially in the throne room. CCCing slowly
along the scarab's path is how I got by undetected. Beyond the throne room is a
false floor that can be avoided by using a rope arrow on a beam and jumping
across. Otherwise, one has to work their way through a maze below the false
floor and take a longer route to escape.
-Having played From Beneath the Sands and knowing how to deal with Daihotep, I immediately went for the area on my map marked
with the "symbol of death." Placing Daihotep's
heart on the pedestal in the Hammerite room makes all
of the undead creatures collapse to a zombie sleep state. They can still awake
and be alerted if one walks too close to them, but other patrolling mummies
will not notice them as slain corpses.
-I failed to perfect thief this FM simply because of a lack of desire to search
for loot, but I'm sure it can be done. It's possible to grab the cup in the
labyrinth with the hypersensitive shadow, but I never figured out how to get
out of the labyrinth. All I found was a lever that turned on the lights... and
why would I want the challenge of making no foot noise in absolute brightness
with a fast hypersensitive AI? I'll leave that to the supreme ghosters.