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

FMs - Ghost/Perfect Thief Results (Part 3)

  1. #1

    FMs - Ghost/Perfect Thief Results (Part 3)

    This is the third thread in the series of Ghost/Perfect Thief results for FM's. The prior threads have been archived at:<br><br>Part 1: http://forums.eidosgames.com/old-ubb...ts_Part1_1.htm<br>Part 2: http://forums.eidosgames.com/old-ubb...ts_Part2_1.htm<br>
    <hr>
    This thread will be used to post the results of players' attempts at ghosting fan missions (FMs) whether wholly successful or not. Rules regarding Ghost and Perfect Thief play modes can be found in the Thief archive.

    Recorded in each message is the FM name, the user's play mode (Ghost or Perfect Thief), the end-mission statistics, and any comments regarding the ghosting of the fan mission.

    <blockquote><b>WARNING: Discussions regarding how some or all of the mission was ghosted means there may be spoilers contained herein.</b><br>
    <small>If you want to simply know if a mission was ghosted successfully or not, just read the statistics portion of a message.</small></blockquote>
    To prevent this thread from becoming excessively long and forcing readers to span many pages to read the results, this thread should be closed when its length reaches 5 pages whereupon a new "Part n+1" thread is started. The moderator(s) will then be requested to move the old thread into the Thief archive to close it so it is retained as a lookup reference.

    Replying to a reported result herein is appropriate but hurrah messages should be eliminated or kept to a minimum. Discussing how to ghost something in a mission not yet reported here should be opened in a separate thread. The idea is to report successful ghost attempts and perhaps discuss failures and possible solutions but not to incur a lot of fluff within this thread.

    Please note that nobody requires a mission to be ghostable, and comments herein about whether or not a mission is ghostable do not reflect negatively on the mission. No mission is required to be ghostable. Ghosting is just a means of raising the level of difficulty in playing the mission.

  2. #2

    FM: Airship

    FM: Airship
    File: 64airsh.zip

    Play mode: Ghost (successful - and Perfect Thief'ed, too)
    Time: 8 min
    Loot: 849 of 849 (700 required)
    Pockets picked: 3 of 4
    Backstabs: 0 Knockouts: 0
    Damage dealt: 0 Taken: 0 Healing: 0
    Killed: 0
    Secrets: 0 of 0

    Comments:
    -- This was a small and straight forward ghosting mission.
    -- The hardest part was trying to get back into the crate where you started to end the mission. I kept getting snagged at the bottom edge of the large crate when trying to waddle on in. I had to stand, walk at the crate's opening until I collided with it top edge, then crouch and waddle in.
    -- I think the pickpocket stat is wrong. There was nothing left on any of the guards to snatch. And I got all the loot.
    -- When I grabbed the last purse, the 700 loot objective checked off but then I had 849 in loot which is the max, so I suspect that the loot objective actually requires that you Perfect Thief this FM.

  3. #3

    5-minute Thieve's Guild

    FM: 5-minute Thieve's Guild
    File: 64five.zip

    Play mode: Ghost (success)
    Time: 25 min
    Loot: 295 of 300 (200 required)
    Pockets picked: 2 of 2
    Backstabs: 0 Knockouts: 0
    Damage dealt: 0 Taken: 0 Healing: 0
    Killed: 0

    Comments:
    -- I had to nudge a guard away from the fireplace.
    -- Could not get off the ladder without jumping although it reaches all the way to the ground. Fortunately the clayman didn't hear me land.
    -- Plucking the glowing mushrooms is necessary when you get close to the clayman, but don't pick any others. The author didn't set any ambient light level so you'll end up completely in the black if you pluck all the mushrooms.
    -- Getting past the clayman was tricky because the last light emanates from a pylon that you cannot darken. I had to crouch and sneak very, very slowly past the clayman. Got a first alert going past both ways.
    - Couldn't find the last 5 in loot. I had plucked the glowing mushrooms and everywhere was completely black in the tunnels.

  4. #4

    The Turtle

    FM: The Turtle
    File: 64turtl.zip

    Play mode: Ghost (failed)
    Time: 25 min
    Loot: 1115 of 1195 (1000 required)
    Pockets picked: 1 of 3
    Backstabs: 0 Knockouts: 0
    Damage dealt: 0 Taken: 7 Healing: 0
    Killed: 0
    Secrets: 0 of 0

    Cause(s) of failure:
    -- Guard at bottom sees behind his back, full alerts, and damages you.

    Comments:
    -- The pickpocket stat is wrong. Items were placed on dead bodies but the game engine doesn't count lifting items off dead (or unconcious) bodies as pickpocketing.
    -- Down a level from where you start are completely submerged passageways where an archer guard patrols. There is a closet room with a gas mine against the back wall that will damage you if you get to close to the chest (unless you stay against the front or passageway side wall). However, this same gas mine will damage you *through* the wall if you go into the room on the other side and get near the wall.
    -- Where you use the cog key to get to the bottom level is a guard that is always on full alert. You didn't put him on alert. He was configured to always be on full alert. He will never go off full alert.
    -- The author also made it nearly impossible to get past this last guard. Often when swimming behind him, he still sees behind his back and so he hits you with arrows. I did manage once in over a dozen tries to get into the backroom and past this guy but the limited air supply in this completely submerged room never gave me enough time to manage to get past him while trying to get back out (again, he sees a lot more than 180 degrees or triggers on your "swimming noise").
    -- There are a lot of "sharp" edges in this bottom room with the always fully alert guard. You get snagged in LOTS of places. Just getting through the entrance to this room proves difficult and delayed because of excessive snagging. I'd be sufficiently below the ceiling (which was the floor in this overturned ship) and still couldn't swim through the entrance. I suspect that some boundaries are farther than visually shown and spots are overly tight. I'd be away from all walls and still had difficulty in dropping the sunburst bomb that I managed sneak away from the active land mine; I'd get that ploonk sound when you try to drop something but it would stay in inventory because you were too close to a design boundary.
    -- All weapons are usless against this last guard (when not ghosting the mission). You can't use the fire arrow; can't draw the bow when in water and fire arrows extinguish in water. I had to press against the floor in order to be able to toss the sunburst bomb at this guard's feet. I could toss the land mine right at his feet, you'd hear it buzz and then set, but it would never explode. I tried several times but could never get the land mine to trigger from this guard. The flash mines sitting and set at his feet also would not trigger. Even when not ghosting, there's no way to take this guy out.
    -- There was an unpickable door down here at the bottom (which is the top of the overturned boat) that I could not open. I found a key on a dead Mechanist on the ocean bottom but that only opened an unpickable plain wood chest. I did not find another key to open this other door. Since I was short of the max loot, it's probably behind this door.

  5. #5

    After the Party (Komag's Contest 3)

    FM: After the Party
    File: c3aftertheparty.zip

    Play mode: Ghost (success) - Perfect Thief, too (forced by objective)
    Time: 18 min
    Loot: 1135 of 1135 (1135 required)
    Pockets picked: 2 of 3
    Backstabs: 0 Knockouts: 0
    Damage dealt: 0 Taken: 0 Healing: 0
    Killed: 0
    Secrets: 0 of 0

    Comments:
    -- Normal is the only difficulty available.
    -- You are required to get ALL loot. The hardest to find was a ring behind a chair.
    -- You find a water arrow but the only place it is usable is on the fireplace (and I didn't need it there). You cannot douse candles.
    -- In the upper floor bedroom, picking the lockbox or opening the closet door with its key sets off the sleeping AIs. You need to press against the sliding closet door when using the key so you can slide into the closet and out of sight of the AIs that wake up. Both AIs will turn away from you so you can open the lockbox and get back out.
    -- I tried getting out the front doors because they would like up when approached (i.e., they were frobbable). But they could not be picked nor is there a key for them. Turns out you're supposed to returned close to where you started to complete the mission.
    -- The pickpocket stat is wrong. There was nothing left on any AI when I finished the game.

  6. #6

    Akhenten's Tomb

    FM: Akhenten's Tomb
    File: c3akhentenstomb.zip

    Play mode: Ghost (success)
    Time: 7 min
    Loot: 950 of 950 (700 required)
    Pockets picked: 1 of 2
    Backstabs: 0 Knockouts: 0
    Damage dealt: 0 Taken: 0 Healing: 0
    Killed: 0
    Secrets: 0 of 0

    Comments:
    -- There are no objectives when you start the mission. They appear after you start playing.
    -- There are coins atop one casket and a ring atop another that are very hard to see.
    -- There is a bug cloud. You may need to repeat running through it to get past without damage.
    -- The pickpocket stat must be wrong. The only AIs in this mission are the zombies and spiders. The only AI carrying anything was the one toting the earth talisman.
    -- The mission will not end although all objectives are checked off. Going back to where I started did not end it, either. So I had to hit Ctrl-Shift-Alt-End to force the mission to end.

  7. #7

    Breaking and Entering

    FM: Breaking and Entering
    File: c3breakingandentering.zip

    Play mode: Ghost (success)
    Time: 9 min
    Loot: 0 of 0 (0 required)
    Pockets picked: 0 of 2
    Backstabs: 0 Knockouts: 0
    Damage dealt: 0 Taken: 0 Healing: 0
    Killed: 0
    Secrets: 0 of 0

    Comments:
    -- Fairly straightforward ghosting. I got the key off the corpse but it took longer to find the bronze gear (didn't see it on the other side of the corpse since I was crouching to sneak behind the apebeast.
    -- The pickpocket stat is wrong. The apebeasts aren't carrying anything. You cannot pickpocket from a corpse. There are no other AIs.

  8. #8

    Deceptive Perception

    FM Deceptive Perception
    File: c3deceptiveperception.zip

    Play mode: Ghost (failed)


    The only difficulty level is Easy.

    The stats are of no value. This one has poltergeists trashing the place as you wander around. The last paper scrap has zombies spawn all around you (so there is no way to ghost this) and the game ends (so you can't even try to jump on the desk and break the window to escape the zombies).

    I got stuck in this FM for awhile because it uses a trigger spot that I would rarely traverse. You need to walk over the corpse to trigger the rest of the AIs to spawn (the big green spider and the living AI at the office). I rarely walk over corpses since they might pop up as zombies; zombies usually groan when you get near them as they awaken but sometimes the customized ones don't do anything until you're atop of them.

    The music is way, WAY too loud. At the beginning, I had to turn down the volume. However, at the end, it is so loud that I had to hit the mute button on my multimedia keyboard to save my ears.

  9. #9

    Dedicated to TTLG

    FM: Dedicated to TTLG
    File: c3dedicatedtothepeopleofttlg.zip

    Play mode: Doesn't matter
    Other stats: Unimportant

    Comments:
    -- There are no objectives.
    -- This is NOT a Thief mission. You wander around to read a bunch of books that show a list of words for each character in a TTLG forum member's name (actually their handle at TTLG).

  10. #10

    Eastwater Bank

    FM: Eastwater Bank
    File: c3eastwaterbank.zip

    Play mode: Ghost (success)
    Time: 46 min
    Loot: 2010 of 2085 (2000 required)
    Pockets picked: 4 of 5
    Backstabs: 0 Knockouts: 0
    Damage dealt: 0 Taken: 0 Healing: 0
    Killed: 0
    Secrets: 7 of 7

    Comments:
    -- There is only one difficulty level: Normal.
    -- Many of the pushbutton switches for the secrets are not just hard to see because they are very small but some require you to contort to see it, like around a desk and over a chair.
    -- Pretty straightforward ghosting. Turning off the lights is required to move around. Guards will bump into you and walk around if you are completely dark and crouched.

  11. #11

    First City Bank & Trust Annex

    FM: First City Bank & Trust & Annex
    File: c3firstcitybanktrustannex.zip

    Play mode: Ghost (success)
    Time: 21 min
    Loot: 5066 of 5126 (5000 required)
    Pockets picked: 1 of 2
    Backstabs: 0 Knockouts: 0
    Damage dealt: 0 Taken: 0 Healing: 0
    Killed: 0
    Secrets: 0 of 0

    Comments:
    -- Most of my time was spent trying to figure out the combination to lower the safe door bolt. There are no scrolls, books, or paper to read in this FM so you have to guess at the combination. Combination: middle in, bottom in and then top in (or other way around), and then middle out.
    -- Getting past the sword guard was tough. You have to follow on his tail as he goes up the stairs. But he turns both ways when he stops: sometimes he turns to the left, sometimes to the right. So you'll have to save and try several times until you happen to pick the side that he will turn away from. Turns out the only thing up there is an office with a switch to turn off the watcher. But then I can get into the vault with the watcher left on.
    -- The pickpocket stat is wrong. There are only 2 guards, and only one has a key to lift.

  12. #12

    The Golden Skull of Lord Frobb

    FM: The Golden Skull of Lord Frobb
    File: c3goldenskulloflordfrobb.zip

    I won't bother reporting stats. This mission is way to small to bother. You run down some stairs to one room to snatch a gold skull and go back up the stairs. That's it.

    There are 2 checkboxes in the objectives neither of which have any text to describe them. Taking the skull checks off the first undescribed objective. Getting back to the top of the stairs checks off the 2nd undescribed objective.

    There is an area in the corner of the room with the haunt in the corner where shearing (i.e., the fluttering hall-o-mirrors effect) is severe when leaning around the pillar or just when looking past it. In fact, in can get so severe that the game will freeze and you will need to reboot your computer.

    Lighting is far less than what is indicated by the light gem; i.e., the mission is very dark but you are not. Sometimes I will use dromed to up the lighting level but this mission is too small FM to bother. I couldn't ghost the mission. I don't know if it was because if was overly bright in an almost black area and the haunts spotted me, or if I hit a boundary trigger that sets them off. Doesn't matter, though; if you're not ghosting, the haunts are absolutely of no threat. They will not move from their positions even when fully alerted. Only if you deliberately get close enough could they reach you with their hammers.

    You must play in Ironman mode. Reloads of saved games will crash Thief and dump you back to the Windows desktop.

  13. #13
    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.

  14. #14

    The Keepers Are Thirsty

    FM: The Keepers Are Thirsty
    File: c3keepersarethirsty.zip

    Play mode: Ghost (success)
    Time 29 min
    Loot: 350 of 750
    Picked pockets: 2 of 3
    Backstabs: 0 Knockouts: 0
    Damage dealt: 0 Taken: 0 Healing: 0
    Killed: 0
    Secrets: 0 of 0

    Comments:
    -- The pickpocket stat is wrong. I want back and found no other guards had anything to lift. Probably why the loot stat is off, too.
    -- Lots of guards. But crouching while completely dark has them bump into you and go around you.

  15. #15

    Mind Master

    FM: Mind Master
    File: c3mindmaster.zip

    Play mode: Doesn't matter

    This is NOT a *Thief* mission. You cannot move (other than to rotate in place) and play a game to get 4 colors selected in the right order. Even when you get a match and win, the mission doesn't end; you have to lift the cover plate to end the mission (which results in an abort rather than a win).

  16. #16

    Night's Recourse

    FM: Night's Recourse
    File: c3nightsrecourse.zip

    Play mode: Normal

    This is a fight FM. You cannot ghost it - except, I suppose, that the objectives say that you are supposed to take on the intruders. However, touching one of them in the living room alerts a whole bunch of them so you cannot take them out one at a time without alerting the others.

  17. #17

    Old Comrades, Old Debts

    FM: Old Comrades, Old Debts
    File: c3oldcomradesolddebts.zip

    Play mode: Ghost (success) - Perfect Thief'ed, too
    Time: 34 min
    Loot: 140 of 140 (none required)
    Pockets picked: 3 of 4
    Backstabs: 0 Knockouts: 0
    Damage dealt: 0 Taken: 0 Healing: 0
    Killed: 0
    Secrets: 0 of 0

    Comments:
    -- The only difficulty level is Normal.
    -- Starts with a glowing spider at your feet. I kept trying to dodge it until I realized that the spiders don't attack. They just affect the lighting by their glow.
    -- The ringleader's key was hard to find. I kept looking where a key might be left but turns out it was dropped by the fountain.
    -- Trying to get out into the tunnels proved very hard to do without incurring damage. You flip an electrical switch that is sparking to ignite some powder kegs, and after a short pause then the powder kegs on the other side of the basement room explode. I downed the speed potion, flipped the switch, ran away from the switch so the blast on that side of the room didn't hurt me, then I'd run to that side of the room so the powder kegs on my side didn't hurt me when they exploded. With all this exploding going on, the basement guard still does not go on alert

  18. #18

    Police Station

    FM: Police Station
    File: c3policestation.zip

    Play mode: Ghost (success)
    Time: 6 min
    Loot: 0 of 0
    Backstabs: 0 Knockouts: 0
    Damage dealt: 0 Taken: 0 Healing: 0
    Killed: 0
    Secrets: 0 of 0

    Comments:
    -- The author forgot to set an ambient light level. When you douse the torches, you go blind.
    -- There is a 2nd level to the jail cells but nothing to find up there.

  19. #19

    Thief2 - CTF

    FM: Thief2 - CTF
    File: c3thief2ctf.zip

    Play mode: Ghost (success)
    Time: &lt;2 min
    Loot: 0 of 1612 (none required)
    Pockets picked: 2 of 5
    Backstabs: 0 Knockouts: 0
    Damage dealt: 0 Taken: 0 Healing: 0
    Killed: 0
    Secrets: 0 of 1

    Comments:
    -- When I first played, I thought the objective was to get the [teddy] bear which is upstairs. Turns out that I'm supposed to get the beer.
    -- Tis easy 'nuff. Snatch the front door key from the archer. Follow behind the patrolling guard (so he's gone the longest), open the front door, and watch for when the inside guard patrols up the stairs. Dash behind him and hide under the stairs until he is on the last flight up. Then dash around into the den while avoiding the servant gal. This guard comes back down and stands near the fireplace. Tail him when he goes back up and slip out the front door and back to your "home" spot to end the game. You really don't get to see much playing in this dash style.
    -- You are supposedly given 5 minutes. Don't worry if you take longer than that. The time limit is not enforced. You'll need your own stopwatch to enforce this time limit objective. On another play, I took the back way in, bashed in some boards, and wandered about for 12 minutes before returning to "home".

  20. #20

    Underground Escape

    FM: Underground Escape
    File: c3undergroundescape.zip

    Play mode: Ghost (failed)
    Time: 14 min
    Loot: 1210 of 1460 (1000 required)
    Pockets picked: 0 of 2
    Backstabs: 1 Knockouts: 0 (actually 1)
    Damage dealt: 106 Taken: 7 (from initial forced fall) Healing: 0
    Killed: 6
    Secrets: 0 of 0

    Comments:
    -- You are forced to incur a health hit at the start where you fall and hit hard the ground.
    -- You are almost immediately blocked by boards that you have to smash (i.e., property damage) to continue the mission.
    -- You MUST slash banners to continue playing the mission.
    -- At the end, a black clad Hammerite always faces the door so you cannot get in to sneak past him. I used the gas mine to take him out.

    Almost appears we have an anti-ghost author; almost every Ghost rule had to be broken. Had to give up on trying to recover into ghost mode when I got blocked by the boards. It's a fun mission in normal style, however.

  21. #21

    Revenge

    FM: Revenge
    File: rache.zip

    Play mode: Ghost (failed)
    Time: 1 hr 32 min
    Loot: 6838 of 7058 (6000)
    Pockets picked: 3 of 6
    Backstabs: 0 Knockouts: 4
    Damage dealt: 24 Taken: 0 Healing: 0
    Killed: 1 (required)
    Secrets: 0 of 0

    Cause(s) for failure:
    -- Cannot get Lady Helena's front door gate key from guy in hotel casino room without getting spotted.
    -- Opening the drawgate before Lady Helena's front door gate requires using an arrow to hit the switch. This makes noise that alerts guards and burricks.
    -- You MUST break glass to get enough loot to satisfy the loot objective.

    Comments:
    -- The key to Lady Helena's front door gate is on a guy in the gambling room at the hotel. The room is fully lit with electric lightrs that cannot be turned off, there are no shadows, and the AIs in the room see very well. This guy never walks out of this room. I have to blackjack the 4 AIs in this room (and hide their bodies) to prevent them from alerting the guards. Ghost bust!
    -- To open the drawgate before Lady Helena's front door gate, you have to hit a switch by firing an arrow throught he drawgate. There are no moss arrows (until after you get into Lady Helena's). So you have to use a broadhead arrow but the impact noise alerts the guards and burricks. Another ghost bust.
    -- In the burrick area is a secret door to get into the tower. There is nothing in the tower so I don't know why the door was hidden.
    -- The max loot reported by the stats is 7058. 1134 of it is behind glass that you have to break to get it. That means there is only 5924 loot elsewhere in this mission. The loot objective says you must get 6000. So it impossible to satisfy the loot objective without breaking glass. Another ghost bust. Since I had to break glass, I broke it all and took all the loot from the display cases.
    -- Lady Helena can be killed without alerting the fire elemental in the same room. I used a broadhead when she was unalerted and she went down quick. You can also sneak around the room to snatch the loot with only a 1st alert from the fire elemental.

  22. #22
    Fan Mission – The Restored Cathedral
    Game – Thief The Dark Project
    Play mode - Ghost & Perfect Thief SUCCESS?
    Time - 18min. 59 seconds
    Loot - 386/386
    Pockets Picked - 0/0
    Locks picked - 4
    Backstabs - 0 Knockouts - 0
    Damage dealt - 0 Taken - 0 Healing - 0
    Kills - 0
    Secrets found - 0/0
    Ghosting difficulty level – Easy
    Mission size – small/med
    Adversaries - Hammerites
    Consumables – 1 water arrow and holy water potion to solve the Eye puzzle.

    Mission description:

    Anyone who’s familiar with the original Thief will recognise this level, as it’s the cathedral form the level ‘Return to the Cathedral’ restored, hence the name of the FM.

    Ghost Report:

    Already being familiar with the layout of the cathedral, this FM doesn’t prove hard to complete. With only two objectives and only a small amount of guards and loot to collect, I’d say it’s an easy but enjoyable level to ghost. All the stationary AI seems to be in prefect position for the ghost, they may mutter, but never alert fully. The only troublesome spot encountered was the patrolling guard above the lift at the front of the cathedral. He always seems to be able to hear me on the lift as I ascend. To solve this minor problem I let the lift go up on its own, went through the main doors back into the main part of the cathedral, waited for the guard to turn in his patrol and then just jumped and mantled up to the level he was patrolling. Then quickly but quietly sneaked around the corner before he turned back around.

    The only thing I’m not sure about is the use of the Holy water potion? For the Eye objective, does this bust the ghost? A little harsh if it does, but rules are rules let me know if this is a true ghost or not?

  23. #23
    Fan Mission – The Assassin at Lord Ganish
    Game – Thief The Dark Project
    Play mode - Ghost & Perfect Thief SUCCESS?
    Time - 23min. 18 seconds
    Loot - 1255/1255
    Pockets Picked - 0/0
    Locks picked - 10
    Backstabs - 0 Knockouts - 1
    Damage dealt - 31 Taken - 0 Healing - 0
    Kills - 1
    Secrets found - 0/0
    Ghosting difficulty level – Easy
    Mission size – small/med
    Adversaries – Normal guards and servants
    Consumables – 1 water arrow for prison guard 3 Broad head arrows used to assassinate Thief.

    Mission description:

    A smallish mansion level, which also contains a small church, cemetery and prison.

    Ghost Report:

    This is a straightforward mission, that’s pretty easy to ghost. Stationary guards are no cause for concern, and the patrolling guards aren’t numerous, so can be comfortable ghosted around. Other AI like servants etc are also sensible placed and won’t trouble the ghost attempt. All the loot is also in plain sight so a perfect Thief can be achieved.

    Troublesome spots:

    Purse on a pew in the church is hard to spot, missed it the first time.

    A stationary guard near the entrance to the prison will spot you unless you douse the touch on the far wall.

    Killing the Thief in his cell will alert the other inmates, and will ultimately break the ghost. I personally haven’t been able to kill the thief in his cell without alert the others. BUT I have been able to sneak inside the cell without alerting him, and then slowly edging closer I then blackjacked him. This method didn’t alert anyone, I then took the unconscious body to a safer location and then killed him with 3 arrows in the butt! I’m unsure if this DOES break the ghosting rules, but I had fun anyway

  24. #24
    Fan Mission – Awaken!
    Game – Thief The Dark Project
    Play mode - Ghost FAILED
    Time - 12min. 2 seconds
    Loot - 0/0
    Pockets Picked - 0/0
    Locks picked – 0
    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
    Consumables – 0

    Mission description:

    3 small missions based around the same map containing a small crypt and a small Hammerite complex above ground. Not quite sure if you’re Garrett in this one?

    Ghost Report:

    The first 2 levels can be ghosted with no problem at all. Unfortunately the Third (as far as I can tell) can’t. A patrolling guard comes into the room when you start the level, he raises his arms and searches as part of a script, but even if this doesn’t break the ghost! The key needed to escape is in a room with numerous hammers inside it, there’s no way in without alerting them all. I thought I may have cracked it by finding a secret passageway in the crypt that wasn’t available in the first 2 missions, but this doesn’t seem to lead anywhere important? I thought I could object stack but none of the boxes can be frobbed or moved. So I can’t see anyway over the gate barring the exit.

  25. #25
    Fan Mission – The Temple of Forgers
    Game – Thief The Dark Project
    Play mode – Ghost: SUCCESS Perfect Thief: FAILED (impossible)
    Time – 27 min. 30 seconds
    Loot - 1249/2074
    Pockets Picked - 4/4
    Locks picked - 2
    Backstabs - 1 Knockouts - 0
    Damage dealt - 30 Taken - 0 Healing - 0
    Kills – 1 (objective)
    Secrets found - 0/0
    Ghosting difficulty level – Hard
    Mission size – Med
    Adversaries - Hammers
    Consumables – 4 water arrows 2 used near the entrance of temple, and another near the locked gate around the next corner. The other was used on afireplace so I could get the fire poker. One moss arrow used on the railing near the temple entrance.

    Mission description:

    You start the level in a balloon, which is above some derelict buildings, one of which leads to an underground Hammerite complex.

    Ghost Report:

    I must say this was a very enjoyable and challenging FM to ghost. Perfect Thief unfortunately is impossible due to the fact that 800 in loot is behind a banner, which needs to be slashed. All the AI patrols seem to be well thought out and offer a challenging test to your ghosting skills. Loot placement is also spot on apart from the 800 worth of gold coins behind said banner. Many shadows make the ghost enjoyable, which’s just as well, you don’t get many water arrows. I recommend you buy all water arrows and one moss arrow at the start of the game.

    Challenging areas:

    Inside the building that leads to the underground temple there’s a patrolling female. She’s not hard to ghost past initially, but there are two switches that need to be frobbed in order for the lift (which is under the fireplace) to descend. It’s only hard if you choose not to extinguish the fire, I didn’t, as you only have a very limited supply of water arrows. Its possible but you need to be quick as her patrols are short.

    Just inside the temple is the most challenging part of this FM. I’ll try and explain how I ghosted it. Ahead of you is a Hammerite guard who’s back is turn as you approach him. He’s guarding a T Junction, which over looks a lower part of the level. I ghosted past the Hammerite guards right (left is impossible I think) then Extinguish the two touches either side of him. You can’t just then ghost past him, as there’s still a permanent light directly above him. So instead placed a moss arrow on top of the railing, in front of the guard, which blocks your way down to the lower level. And take a running jump at the railing, with a little practice you can land on top of the railing, crouch down and quickly but quietly jump down to the next level. There’s a dark patch directly ahead, with some luck and good timing the guard (and two others in the area) didn’t see me.

    Just around the corner there’s a locked portcullis (the key near by, and again I needed a bit of luck and good timing to retrieve it, but it’s not too hard ) When I opened the portcullis and started descending down the steps a servant appears and starts making his way up…I used a precious water arrow on one of the near by touches and let him go past, pick pocketing him for the trouble he caused me

    Later in the level (just past the past the area where Garrett mentions about staying in the shadows near the walls) there’s a lady in a bath who’s facing the door you most open to get inside. Standing in the doorway you get seen, so I opened the door from the side and was able to sneak past her into the room without alerting her.

    In order to retrieve the fire poker in one of the rooms I needed to douse the fire with my remaining water arrow (you don’t get many) so the Hammerite prist didn’t see me. There’s also a secret switch on the table, which is hard to spot once the touch is extinguished.

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