Thread: FMs - Ghost/Perfect Thief Results (Part 3)

FMs - Ghost/Perfect Thief Results (Part 3)

  1. #26
    Join Date
    Feb 2000
    Posts
    2,704
    Good work RiCh. Boy, you are a fast ghoster. Are you doing multiple run speed trials, or are you just naturally speedy?

    As for killing that one guy, if it is an explicit objective of the mission it is OK -- not a bust. If you alert someone or do some damage that is secondary to an objective, but not required explicitly in itself, then that is a bust, even if there is no other way to do it. By carrying the guy elsewhere and killing him without an alert, you avoided the secondary bust.

  2. #27

    Thumbs Up

    Hi Peter, and thanks, I don’t know how you personally ghost? But I do often revert back to previous saved games, so my times do look short. But in reality I do spend much more time in the FM. The Temple of Forgers may have, in real time taken me 2hours? But That was 2hours well spent

  3. #28
    Fan Mission – The Monastery of St Fera
    Game – Thief The Dark Project
    Play mode – Ghost: SUCCESS Perfect Thief: SUCCESS
    Time – 43 min. 18 seconds
    Loot - 1629/1629
    Pockets Picked - 4/4
    Locks picked - 10
    Backstabs - 0 Knockouts - 0
    Damage dealt - 0 Taken - 0 Healing - 0
    Kills – 0
    Secrets found - 0/0
    Ghosting difficulty level – Hard
    Mission size – Med/large
    Adversaries - Hammerites, spiders, fire elements and Cray beasts.
    Consumables – 2 water arrows used to steal the Morning Stone. 2 moss arrows used to help ghost past the spiders near the entrance to the Morning Stone area. One further Moss arrow used to retrieve the rosary beads. Also 2 rope arrows used and retrieved in the same area.

    Mission description:

    Fairly large Hammerite Monastery, which also contains underground sections too.

    Ghost Report:

    This is an excellent ghosting mission, I loved it! Tough in places and generally a hard FM to ghost. Lots of Hammers make their rounds in tight but fair patrols, which makes for tense and exciting ghosting. Most stationary guards turn often, which again heightens the ghosting experience (just keep looking the other way ). Loot placement is fair, and most is either on show or in containers. I found only two instances where this wasn’t the case, one set of loot was behind a banner which could be frobbed without slashing the banner. The other was a hard to spot ring, which was under a ribcage in the caverns below the Monastery.

    Tricky sections:

    To be fair you have to be on your toes the whole time in this mission one problem of note, a certain Hammerite taffer who insists on having the machines turned on. This makes it really hard to hear footsteps and the guard’s comments in certain places of the FM.

    The hardest section to get in and then back out of again was the entrance to the underground area where the Morning star is hidden. Going down the spiralling stairs wasn’t too difficult, but actually ghosting past the spiders at the bottom was. I could frob the lever to open the door to the next section but couldn’t ghost past the door (as it opened outwards) every time I left the shadows next to the wall the spiders were alerted. I could even reach the door but I couldn’t open it as I already mentioned, it opened outwards instead of inwards. In one ghost run, out of frustration I was casually flipping the up/down lever back and forth while I was leaning against the door. To my amazement the door, instead of opening outwards opened inwards and disappeared? A bug? I think so (anyone else seen this? I wasn’t complaining, I saved the game and proceeded onwards with a smile on my face

    Getting back out and back up the steps proved to be challenging, you get back into the spider room from a different higher exit. I used a moss arrow to silence my drop down. I couldn’t go to the right (too light, the spiders would see me) So I tried the left route. Using the shadows I fired another moss arrow on the floor and ran past and spiders and jumped and mantled back up on to the steps above them. Failed the first time, succeeded the second. Got to the top of the stairs without a single alert, there comes that smile again

    The Morning Stone didn’t prove to difficult; I just used 2 water arrows and silently crept past the patrolling fire elements

    In order to steal the Rosary beads I used my last moss arrow on the floor, and used two rope arrows (which I retrieved). This wasn’t too hard it was all down to timing.

  4. #29

    My First Ghost!!!

    Fan Mission Name: Airship
    Game: Thief 2 - TMA
    Ghost: Success!
    Perfect: Success!
    Time: 22 minutes 11 seconds
    Loot: 849 out of 849
    Secrets: 0 out of 0
    Pockets Picked: 3 out of 4 (perfect because of the bug)
    Backstabs/KOs/Kills: 0 (duh)
    Damage Delt/Recieved: 0 (duh, again)
    Locks Picked: 2 (Bed room door and sea chest)
    Water Arrows used: 2, main deck area

    Trouble spots:
    -Figuring out how to get the scuba diver's pouch. He's self lit and I didn't knwo how to get near him without him or the other gaurd seeing me.
    My solution was getting to the edge of the walk, waiting until he passed, jumped up, grabbed, and squatted. No bust.

    WOOOHOOOOOOO! My first ghost! I'm off to try Night @ the Theatre again. I would have ghosted it if 1)Had been playing on Expert (did all the required for Expert) 2) Hadn't fallen off that rope and gotten 1 damage.

  5. #30

    Curiosity

    FM: Curiosity
    File: curiosityv2.zip

    Play mode: Ghost (failed)
    Time: 52 min
    Loot: 2364 of 3034 (2800 required)
    Pockets picked: 5 of 7
    Backstabs: 0 Knockouts: 0
    Damage dealt: 0 Taken: 0 Healing: 0
    Killed: 0
    Secrets: 0 of 0

    Cause(s) of failure:
    -- Cannot find enough loot.
    -- Proximity triggers put AIs on full alert although I'm not seen nor heard.

    Comments:
    -- At the very start, grabbing the puse on the bed endtable that is worth only 100 in loots results in the 2800 loot objective getting checked off. I never found 2800 in loot. Best I got was 2364.
    -- Picked every purse on a belt and all arrows from quivers. Still only got 5 of 7 (possibly a counting bug).
    -- Quite the arsenal that is hidden in his room at the very start.
    -- Rather than add a physical barrier, like a wall or gate, to prevent the player from wandering into certain areas, the author put in invisible walls. For example, at the outdoor stage after the drawbridge, you get blocked from entering the park area and from walking down the side street. However, you can use crates to get up and over the fence to get into the park and outdoor stage. None of the AI folk react, and the actors on the stage are frobbable because they are corpses (that's what the status says when you pick them up). You can then frob the crates through the fence and reuse them to stack up in the corner along the side street to get up and over the fence and beyond the invisible wall that blocks you on the side street. Interesting back there but nothing to find for loot.
    -- You need to swim the moat to find more loot.
    -- At the small dock end of the moat, I mossed up the area to keep my jumping quiet. I could not get back into the water without making a splash that alerted one or both of the AIs there. However, although you get almost in the face of one AI (the one standing in the boat), you can get back onto the dock ladder, go down until you are underwater, and then jump off the ladder. Since you are underwater when you jump, there is no surface splash noise.
    -- When approaching the ship, and even when keeping the ship between you and the AIs so they can never see you (by swimming underwater towards the bow), an AI is forced by a proximity trigger to make verbalizations like he went on 2nd alert. He never saw me, never heard me.
    -- The museum/observatory/theatre also has a proximity trigger to put the guard on alert, or the author has the guard falsely trigger on the mech bots on display. Approach the locked doors and just wait and you'll hear the guard say something about seeing something, being mistaken, things shouldn't be like "this", and then declare a thief has gotten into the place - and you are still outside the locked doors! A ghost bust but I wasn't even inside the building yet!
    -- I found the secret Keeper's entrance, flipped the torch, the wall didn't move and nothing happened other than the game ended (although I was short of the 2800 loot objective that was checked off, anyway).
    -- From a save just before opening the secret entrance (that ends the game), I continued in nonghost mode and blackjacked or killed every guard (yep, although there is an Expert mode, you can still kill on Expert). I then went hunting around for more loot but didn't find any.
    -- I don't know what the vine arrows are good for. There are few places you can use them, the author doesn't expect you to get up there (since there was no sound brushing), and I didn't find any more loot where I could use them.
    -- There is a window in the building right next to the pottery shop but it is unbreakable and I didn't have enough stackables to get up there (and the vine arrow won't work there).
    -- There's a lot of eye candy but I get the impression that this FM is not yet finished. Lots of doors, windows, and recesses where I can see a hollow behind it but you can't get in there.
    -- I bashed in the robot shop (that has a pile of junk outside its front door and broken gates). Although it has the skin of a metal door, it sounds and acts like a wood door and can be bashed in. Just an empty recess, however.

  6. #31
    Originally posted by Lytha
    Vanguard,

    the pickpocket bug has been around since Thief II was released. This is not a bug of the FMs alone, so no need to repeat it for every of the missions.
    I thought I saw this earlier. Oh, and I just realized that the way I said some things, could have been read as if I was sort of rude, so if it does I'm sorry, I didn't mean to sound like that.

  7. #32
    Yep, the pickpocket bug is in all Thief 2 missions, be it OMs or FMs. I have never seen a Thief 2 mission not have this bug, although I've heard that it's possible to hack it away with some dirty (and probably object intense methods) at the start of the mission.

    Expecting a FM not to have this bug, or to report it as if it is the FM author's fault is like asking the FM designers to debug the dark engine, and while they are at it, also the OS of the players...

  8. #33
    So should I put "3/4 with bug" or "3/3"?

  9. #34
    I am sorry that I sounded rude in my previous posting. But it makes me depressed (seriously) to imagine what a FM designer might think when he reads a review of his mission in which he's blamed for engine bugs (like the PP bug). At least, I will be depressed (and so not read any reviews, I guess).


    I'd suggest you put in "3/4 (PP Bug - complete)"

  10. #35
    Join Date
    Feb 2000
    Posts
    2,704
    I agree with Lytha, I don't recall any Thief 2 mission that did not have the off-by-one pickpocket bug. I believe Danventry has them all. That is the way I post it, too.

  11. #36
    Lytha, if you were talking about what I said, that was me apologizing, I wasn't talking about you, but me. I don't think what you said was rude at all! Anyways, thanks for the answer, but I'll have to skip over a few of the FM's I'm trying to ghost. Not only am I having problems finding loot, but the gaurds are way overly smart. They sense me 10 feet away.

  12. #37

    Back to the ghost reports :-)

    Fan Mission – The Library
    Game – Thief The Dark Project
    Play mode – Ghost: SUCCESS Perfect Thief: SUCCESS
    Time - 37min. 16seconds.
    Loot - 925/925
    Pockets Picked - 6/6
    Locks picked - Backstabs - 0 Knockouts - 0
    Damage dealt - 0 Taken - 0 Healing - 0
    Kills - 0
    Secrets found - 0/0
    Ghosting difficulty level –medium
    Mission size – medium
    Adversaries – Hammers
    Consumables – 2 water arrows used in dinning room to help ghost past patrolling hammers 2 more used for the entrance to the main library and 1 more in the corridor outside the room where the chisel is located. One moss arrow used in the chapel to silence my landing while retrieving the skull.

    Mission description:

    A medium sized Hammerite complex with a fairly large library.

    Ghost Report:

    I wouldn’t say this mission was hard to ghost, but it wasn’t easy either. Some of the guards have random patrol routes, as do some of the stationary guard whose turns and timing are random. The main time waster in this FM is searching for the loot, as there’s not much! But the loot total needed is quite high (800 from 925 available) The only other thing to mention is that the main library all looks the same so you could become confused if you’re too busy trying to ghost and could lose your sense of direction.

    Tricky sections

    Retrieving the skull from the chapel was fun. Using 7!! Rope arrows attached to the chapel roof (all retrieved) and 1-moss arrows for a silent landing I ghosted the 3 guards below by rope jumping over their heads from one rope to the next until I grabbed the skull. I did the same going back, grabbing each rope arrow as I went.

    There’s a hard to spot wine bottle (near a corpse) in a lower section of the library. You need to use a rope arrow on the wooden walkway in order to get down to it and steal it.

    There’s also a hard to spot silver nugget in the water outside the chapel.

    There’s a hard to spot ring on a shelf in the same room where the chisel in the chest is located. There’s also another ring that could be miss on a table in the main library.

    A secret entrance is quite hard to spot in the 2nd of the 2 small rooms located on the ground floor. I missed it the first time, I read the scroll and stole the loot from the cabinet but didn’t bother searching the room. (My own fault for being careless) The secret entrance is located to the right of the door as you go inside the room. the Secret passageway contains a chest with 200 loot inside!

  13. #38

    Lord Alan's Basement (converted from T1 to T2)

    FM: Lord Alan's Basement (v2)
    File: basement2.zip

    Play mode: Ghost (success)
    Time: 1 hr 16 min
    Loot: 4616 of 5178 (3500 required)
    Pockets picked: 17 of 18
    Backstabs: 0 Knockouts: 0
    Damage dealt: 0 Taken: 0 Healing: 0
    Killed: 0
    Secrets: 0 of 0

    Comments:
    -- Although this FM converted to T2 is highly similar to the T1 version, there have been some changes. For example, now it is ghostable because of a change at the well.
    -- I've already reported on ghosting (and failing) the T1 version at http://forums.eidosgames.com/old-ubb...ts_Part1_3.htm so I'll just comment on the changes in the T2 version.
    -- The nugget that was behind a spider in the first set of tunnels is now in front of the spider so it can be frobbed without alerting the spider.
    -- A slope was added the last drop from the spider tunnel (to the drop into the loo in the basement) so you won't get hurt. Previously you had to get tricky and lucky in trying to fall down without taking damage.
    -- The buttons on the generators were moved to a wall plate. Previously I gave up on figuring out how to use the buttons and levers and just stacked crates under the drawgates to keep them from closing. This time I managed to use the buttons and levers to get both sets of drawgates open at the same time.
    -- The fidgety gal near the well now wanders about a bit more and so you don't get stuck in the crawl space room through the shutters waiting indefinitely for her to move (and so she isn't looking in your direction).
    -- The workshop key (for the smelting room) now appears on a table in a back room in the basement with a bunch of crates and a keyhole-shaped doorway. On Expert, I don't recall finding that key before so this is new. Previously the only way I could get into the workshop was from the attic tunnels (where the attic is the top level of the "basement").
    -- Ah, a ledge is now around the well in the waterways so you can ghost through here. Previously this was an unghostable area because you would always splash in the water and alert the fidgety gal, archer, and maybe the sword guard, too. This was the spot that busted my ghost in the T1 version of this FM.
    -- There is now a secret switch to open the secret place to find the secret correspondence (an objective).
    -- Hey, the attic tunnels changed. Some tunnels are gone. You will still find the hole in the floor that looks down into the room with the purple book on a table and the next room has the door to the workshop. There used to be 2 tunnels to this spot but now there is only one. I went hunting around but didn't find how to get into the now sealed off other section of the attic tunnels. I remember those other tunnels had floor drops where you could fall into the waterways, so I'll have to recheck the waterways while looking up to see if I enter from that end of these tunnels.
    -- More clues were added as to which statues are the teleporter pads in the mausoleum. A scroll mentions a servant whose hand disappeared within a statue as he was cleaning it, and you can see that one statue is a bit transparent. The zombie level is pretty easy to figure out: you arrive on one pad devoid of a chest and you leave on the other pad devoid of a chest. The servant-as-mage level uses banners to identify the teleport pads although I think there is one extra banner that is not a teleporter pad. I also recall hearing a tinkle chime sound when nearing the teleport pads.

    <font transparency=100>This was a fun FM to play even the 2nd time around. There were some small changes that made game play a bit different.</font>

  14. #39

    Dreamslide

    FM: Dreamslide
    File: 64dream.zip

    No AIs so the only way not to succeed at ghosting is to incur damage from falling off the slide. Very small FM. Took under a minute to complete. Just wanted to report it so I could check it off in Darkloader (which I use to track FMs ghosting using the Finished checkbox).

  15. #40

    Smile

    WOW ! My first time to this thread....congrats to all the Ghosters !

    I like the offhand, casual nature of Vanguard's last post......just so he could put another notch in his belt...(hitches up his Vanguard-ian western pants and spits tobacco juice on the ground defiiantly).....YAR !

    I'm still struggling with "Curse of the Ancients", and all you Ghosters just keep on keepin' on, oh well...I'm gettin' older and slower.........

  16. #41

    Alchemic Allusions

    FM: Alchemic Allusions
    File: alch11.zip

    Play mode: Ghost (success)
    Time: 34 min
    Pockets picked: 0 of 1 (actually 0 of 0)
    Backstabs: 0 Knockouts: 0
    Damage dealt: 40 Taken: 0 Healing: 0
    Killed: 2 (required)

    Comments:
    -- The 2 kills were required: the alchemist and his test subject (Godzilla Burrick).
    -- This was a very frustrating FM to play because you're always getting stuck. You are 2 stories tall but cannot walk over bodies, get stuck between building, get stuck in doors (that are double wide), get stuck against walls, get stuck going up stairs. Even the AIs get stuck walking into each other although they are on opposite sides of the street; they have a "personal bubble" of about 5 feet around them. This one took a LOT of reloads.
    -- This is definitely not an FM for those that dislike mazes. This is a multiple level maze for the streets with another maze for the sewers. It is a very complicated layout.

  17. #42

    Awaken!

    FM: Awaken!
    File: awaken!.zip

    <b><u>Part 1</u></b>
    Play mode: Ghost (success)
    Time: 9 min
    Loot: 0 of 0
    Pockets picked: 1 of 1
    Backstabs: 0 Knockouts: 0
    Damage dealt: 0 Taken: 0 Healing: 0
    Killed: 0

    <b><u>Part 2</u></b>
    Play mode: Ghost (success)
    Time: 4 min
    Loot: 0 of 0
    Pockets picked: 0 of 0
    Backstabs: 0 Knockouts: 0
    Damage dealt: 0 Taken: 0 Healing: 0
    Killed: 0

    <b><u>Part 3</u></b>
    Play mode: Ghost (failed - impossible)
    Time: 9 min
    Loot: 0 of 0
    Pockets picked: 1 of 1
    Backstabs: 0 Knockouts: 0
    Damage dealt: 0 Taken: 0 Healing: 0
    Killed: 0

    Comments:
    -- Part 3 is impossible to ghost. The key for the lever lock to open the exit gate is on the altar surrounded by Hammerites that watch the only door to the building. You're guaranteed a bust here.

  18. #43

    Brainchild

    FM: Brainchild
    File: brainchild.zip

    Play mode: Ghost (success)

    Other stats cannot be reported as the game would report them - because the game doesn't report end-mission stats. The author has severely modified the user interface.

    Comments:
    -- This is a huge multilevel and complicated maze.
    -- Avoiding AIs is easy. The only place I remember with humanoid AIs was a room after climbing up a shaft - but you don't need to go there since the exit is elsewhere.
    -- This FM requires you to load it in dromed, enter "ambient 25" to lighten it up, portalize, save, and copy the .mis file back into the .zip file. Otherwise, you're playing in Near Blind Thief mode.

  19. #44

    Circle of Strain

    FM: Circle of Strain
    File: cos.zip

    Play mode: Ghost (success)
    Time: 29 min
    Loot: 1952 of 2052 (1800 required)
    Pockets picked: 5 of 6
    Backstabs: 0 Knockouts: 0
    Damage dealt: 0 Taken: 0 Healing: 0
    Killed: 0

    Comments:
    -- This is one of those FMs that goes absolutely black when the light source is removed, like dousing a torch. I had to skip this FM before because I won't play in Blind Thief mode. I've since learned how to load the mission in dromed, enter "ambient 20", portalize, and save the mission so I can see in it.
    -- The hardest part was getting the torc. I only had 1 water arrow left and there are 4 torches in the area plus the entrance is light by an unsourced light (i.e., it's just lit up there with no light source). I went to the 1st floor where I could edge up to the door but remain crouched and out of sight of the guards patrolling the halls and the inside front door guard. When the front door guard turned away, I would lean enough to see which way the guard inside the courtyard with the torc was facing. When both were faced away, I would scoot up behind the courtyard guard and close the doors behind me. I would NOT try to move along the wall since that area was lit up and the elevated guards would spot me. So I would circle around the courtyard guard as he turned to stay in the middle and scooted down the middle. Did the same to get back out.

  20. #45
    Join Date
    Feb 2000
    Posts
    2,704

    The Fireshadow's Barrow

    FM: The Fireshadow's Barrow
    File: c3fireshadowsbarrow.zip

    Play mode: Perfect Thief (success)
    Time 17:16
    Loot: 1655 of 1655
    Pockets: 1 of 2 (all)
    Backstabs: 0 Knockouts: 0
    Damage dealt: 0 Taken: 0
    Secrets: 0 of 0

    Comments:

    Vanguard seems to have missed this one. Maybe he got discouraged and quit. This is possible, because there is a bug in this mission that may prevent passing a door made of three triangles. A variety of behaviors are possible including (a) the center piece gets stuck, (b) the side pieces spin, and when you stop them they are impassible, and (c) the door opens completely. At TTLG Nightwalker said it can be fixed by restarting the mission. Well, sometimes. I restarted seven times, and the door worked twice. Both times that I got it to work I was standing as far away from the door as possible, completely outside the alcove. This procedure also failed once. I also was able to get past the spinning pieces with great difficulty by stopping them in just the right positions and climbing over (not under).

    OK, back to topic. Assuming that you can get past that door, there is only one challenge to ghosting this mission. There is a dead spider who comes back to life with a vengance. He can be bypassed by sliding down carefully and skirting around him on the slope.

    There is also a minor problem with loot. There is a clue in one of the letters about chipping gold off an urn. That solves it, if you can figure out how to chip off the gold.

    Fireshadow's Barrow is a fun little mission with some nice special effects and custom objects. Too bad it has than one little problem. Maybe the author will fix it.

  21. #46

    Hammerite’s Brutality

    Fan Mission – Hammerite’s Brutality
    Game – Thief 2 The Metal Age
    Play mode – Ghost: FAILED Perfect Thief: FAILED
    Time - 28 min. 44seconds.
    Loot -1175 /1305
    Pockets Picked - 4/6
    Locks picked -2 Backstabs - 0 Knockouts - 0
    Damage dealt - 0 Taken - 0 Healing - 0
    Kills - 0
    Secrets found - 0/0
    Ghosting difficulty level – N/A
    Mission size – small/med
    Adversaries – Hammerites, normal guards
    Consumables – 1 water arrow

    Cause(s) of failure:

    - Need to bash a door down, which alerts the nearby AI.
    - Extinguishing a torch alerts AI, no other way around the problem.

    Mission description: Smallish Hammerite complex with a small prison.

    Ghost Report:

    I had a bad feeling about this mission the second it started. You start the FM inside a cell (for a master Thief, Garrett don’t half get captured often ) The problem is you don’t quite start on the floor, and the noise of your feet hitting the ground almost alerts the patrolling guards.....almost. Ghosting the rest of the prison and retrieving your weapons isn’t difficult. Once escaping the prison through a trap door above a large box you find yourself in a small chapel, if I’d decided to go right at this point, I would of found the 1st of 2 busts in this level. I didn’t, I decided to go the other way! The rest of the level isn’t too hard to ghost just slow going, as most areas are stone floor! Not many guards though and most loot can be found easily enough.

    The first bust of the ghost comes when you go through the right door (when you 1st enter) inside the chapel, going up the ladder to the next level you find a ghost…AND a wooden door which can’t be opened by either a key or a hidden lever! So unfortunately the only way through is by bashing it down! This alerts the ghost who promptly disappears! The second bust occurs shortly afterwards. You need to grab a key off a guard’s belt inside a small room. Too well lit to creep inside you need to use a water arrow on a torch above the guard’s head. Doing this either alerts him or the female who's standing infront of him!

    2 busts down I decided to still carry on the ghost, and the only other problem encountered was escaping with the prisoner (a small child) the key off the guards belt opens up the locked door in the chapel. In this room behind a banner (which disappears when frobbed?) is a switch, which opens up the door to the cells where the child is being held. Ghosting past the 2 patrolling guards while carrying the child proved problematic and took a few reloads to finally ghost them and eventually escape and finish the level. Oh well, you can’t win them all!

  22. #47

    Hammerite Brutality

    FM: Hammerite Brutality
    File: hambrt1eng.zip

    Play mode: Ghost (failed)
    Time: 48 minutes
    Loot: 1125 of 1305
    Pockets picked: 4 of 6
    Backstabs: 0 Knockouts: 1 (prisoner)
    Damage dealt: 1 (prisoner) Taken: 0 Healing: 0
    Killed: 0

    Cause(s) for failure:
    -- Door bashing required. Also alerts ghost.
    -- Torch doused to get into room with Hammerite and female results in one or both going on alert.

    Comments:
    -- I had the same problems ghosting this FM as RiCH. Had to bash in a door in the attic to get a key. This alerted a ghost - which is ineffectual (he can't harm you).
    -- Tried several ways of dousing the torch in the room with the Hammerite and female that constantly stand in one place and face to face. No luck. Another bust.
    -- The objective says "Free one prisoner". I did that. I took the prisoner in the cell next to me at the start. He doesn't follow and AIs cannot go up/down ropes, anyway. So I blackjacked him and toted his butt all the way out. No joy. Apparently the "one" prisoner is a very specific prisoner, the little girl. Okay, so I toted her out, too, so now I actually have freed TWO prisoners!
    -- Oh, by the way, after toting the unconscious prisoner up the rope and dumping him that first storage room, when I got back (after a reload of a saved game), he was gone! I found him back in his cell, standing and awake, and humming away. TAP! I said you are coming with me whether you want to be freed or not! (I hadn't found the little girl prisoner yet and, hey, this guy counts as a prisoner, too).
    - RiCH got the same pickpocket stat so it looks like the stat bug isn't just off by one but it is off by two. I didn't find any more stuff to lift from the AIs.
    -- I did spend a long time trying to figure out how to open the frobbable door in the dissection area. You find a key next to a corpse on a table (and just before that you find a servant collapsed in a processing cell. In that area is a frobbable door (i.e., it lights up when approached) but it cannot be picked and I never found a key for it.

  23. #48
    FM Title: Stiff Competition
    Game: Thief II - TMA
    Ghost: Success!
    Perfect: Success!
    Time: 5 min 34 sec
    Loot: 1785/1785
    Locks Picked: 4
    Pockets Picked: 0/1 (PP bug - complete)

    Coments:
    -I know this is a stupid ghost since there aren't AI, but I've only done 2 others, so the more the merrier. Plus, you can still fail by falling damage or property damage.

    I'm off to find another FM to ghost!

    PS Vangaurd: I know the PP bug is not off by two, but I could see logic if there was a pp in a blue room or something. Also, you may want to try some more with the light in the room with the lady and gaurd. I did it and only the lady was alerted, so maybe you can get it without both alerting? I leaned in (but I don't think that helps, because you've probably already done it).
    Plus, I didn't see anything in that room afterI tapped them (I wasn't ghosting). As for the ghost, I dunno, but you might find SOME way to bypass him later.

  24. #49

    Quick Cash

    Fan Mission – Quick Cash
    Game – Thief 2 The Metal Age
    Play mode – Ghost: Failed Perfect Thief: Failed
    Time - 4 min. 39 seconds.
    Loot - 502 /502
    Pockets Picked - 0/1
    Locks picked - Backstabs - 0 Knockouts - 0
    Damage dealt - 0 Taken - 0 Healing - 0
    Kills - 0
    Secrets found - 0/0
    Ghosting difficulty level – N/A
    Mission size – Very Small
    Adversaries – Hammerites, Haunts and zombies
    Consumables – 2 water arrows

    Cause(s) of failure:
    Extinguishing the torches in the chapel alerts nearby AI.
    Corridor too well lit to sneak down and AI in cemetery one or more AI spot you.

    Mission description:

    A very small Hammerite complex with a chapel and small cemetery.

    Ghost Report:

    Not really much to report as this is really a small mission. Amazingly it can’t be ghosted. 2 Busts in fact, one in the chapel in order to steal the 2 candle sticks off the alter. You need to extinguish the 2 torches, this immediately alerts one or more of the Hammers located in there. The other bust occurs down the corridor to the cemetery, too well lit, I couldn't sneak in without alerting one of the zombies.

    Only thing to note is that the loot in the containers is not actually linked to them, so you need to search inside the containers to steal the loot.

  25. #50

    Your Last Breath

    Fan Mission – Your Last Breath
    Game – Thief 2 The Metal Age
    Play mode – Ghost: SUCCESS Perfect Thief: SUCCESS
    Time - 17 min. 29 seconds.
    Loot - 1365 /1365
    Pockets Picked - 0/1
    Locks picked - Backstabs - 0 Knockouts - 0
    Damage dealt - 0 Taken - 0 Healing - 0
    Kills - 0
    Secrets found - 0/0
    Ghosting difficulty level – Easy (ish)
    Mission size –Small/Med
    Adversaries – Mechanists
    Consumables – 0

    Mission description:

    A Smallish Mechanist Underwater complex

    Ghost Report:

    I thought I had no chance of ghosting this one, from the same author as ‘Quick Cash’; his 2nd FM is a much better effort than his 1st. You start the FM on a raft in the middle of the ocean above an underwater complex. Thankfully the author has designed the FM so you can just reach the base and other areas with just enough breath. So you don’t have to resort to using one of the breath potions you’re given.....Nice One! Inside the base there’s quite abundance of metal floors that makes ghosting that little bit harder. Loots all on show or in containers and the base has a simple layout so you shouldn’t get lost easily. Not too difficult, but an enjoyable and rewarding FM to ghost.

    Tricky sections:

    In the chapel with a patrolling mech inside, there’s a room at the back with some loot. The Mech's patrol is short and the floors metal, but you just have enough time to reach the door and get inside if you use the side door to the chapel, and not the other door from the Priestess’s room.

    500 in loot is actually outside the main complex near the guard tower structure. To get this, dive down to the guard tower and catch your breath inside then head directly East, quickly grab the loot (purses) and head straight to the surface, you just have enough breath

    The raft is slightly hard to see on the surface (you need to get back on it to finish the mission) So try to remember where it was…West of the guard tower!

    Each doorway has a metal floor, so don’t get caught out
    cheaply

    Oh yes, I nearly forgot, in the servants chamber you’ll find Mechanist servants locked up in cells. Don’t bother going in through the door. Go back out into the water and find the trapdoor, which leads to the back room and enter this way…much easier and a quicker way to the loot inside.

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