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Posted

Completed on Expert including loot objective with no knockouts and difficulty set to hardcore/hardcore

Not easy but one odd thing happened

When I left the jail to use the key to get into the pawnbrokers something must have alerted the guards as when I returned to the jail they were in full alert mode which made it difficult to sneak in

The odd thing is that when I returned to the cell to open it the prisoner had already been killed presumably by the guards

Posted

Finished all objectives but I can't find the exit. Nevermind though, I want to download new version and try it again, and since it is such great mission, I don't mind replaying it right away. Reminds me of comment on one of the older missions, that playing Melan's fan missions is like making love to beautiful women. And mission by Melan and Bikerdude? Well, I'll let your fantasy to work it out!!! :)

 

Anyway, it seems that there are loads of areas I did not explore. Truly great design.

Posted
I don't want to get in to a ghost discussion with you because I take the term pretty lightly. For me its, "They didn't see me" coupled with, "I didn't knock any of them out". So in essense, they never knew I was there. Castles have all kinds of odd sounds, wind blowing out torches, etc. so that is a bit strict for even my German upbringing. :)

The standard ghosting rules, which evolved from the earlier, slightly different Lytha style, are mostly in agreemen. Under ghosting, first level alerts (which don't trigger recognition or searching behaviour) don't count as busts, even if you use equipment. The much more challenging supreme ghost style disallows equipment use, dousing lights and almost everything else.

 

HAL-Fan: Thanks!

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Posted (edited)

This is a screen shot

 

 

post-8491-0-37514600-1406028982_thumb.jpg

 

 

One thing I just tried

I could shoot broadheads through the bars of the cell door so even if the guards couldn't get through they could possibly have thrown things at him until he was dead

Edited by Oldjim
Posted

Hurm. Unintended consequences -- door was solid until the last possible moment, so that aspect might have been untested.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Posted

The standard ghosting rules, which evolved from the earlier, slightly different Lytha style, are mostly in agreemen. Under ghosting, first level alerts (which don't trigger recognition or searching behaviour) don't count as busts, even if you use equipment. The much more challenging supreme ghost style disallows equipment use, dousing lights and almost everything else.

 

Thanks for linking this. I've never read anything on ghosting so it was helpful.

 

So when a sound happens in an adjoining room (possibly by a rat knocking something over) a guard goes in to a search state, yeah? He goes to investigate. Not because he saw the player, but this isn't allowed under the simplest of "ghost" rules? A first level alert is when the guard comments but doesn't move post.

 

It maybe possible to open the door along the left wall approaching that guard, then back up. Then after he comments, slip through behind him. I haven't tested it but there could likely be room to squeeze through behind him. Otherwise, distraction is the only means to get him to move so you can get through the doorway.

Posted

id3839315:

 

1) You will need to engineer a prison break - the Bailiff holds the only key.

2) It does not open a regular door.

 

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Posted
Thanks Melan,I got it but the mission doesn't end when I reach the gate.

Are you running the latest version? make a copy of your save game, then delete and redownload the mission and paste back your save game.

bhm_banner.jpg

Posted (edited)

How is that as I just noclipped into it and couldn't see any way in at all

 

Sorry wasn't being clear, there is another key that will open that door

 

 

Look in the locksmiths

 

Edited by esme
Posted (edited)

Re the armoury key

I only found two keys in the locksmiths neither of which open that door

 

In the locksmiths

did you find the secret room

and the crypt

 

 

Edited by esme
Posted

For all that the levers and buttons are bigger than in Thief DP & MA, they can be very hard to find I've found, Melan & Bikerdude seem to have a talent for putting the things in plain view and stopping you recognising the things

Posted
I would agree with that - when I first played it I had a real problem finding the way over the portcullis and then I had the Duh!! moment

Specially when there two ways up there from the south side :laugh:

bhm_banner.jpg

Posted

Are you running the latest version? make a copy of your save game, then delete and redownload the mission and paste back your save game.

Yep, I've done that but there's no change. I've tried the gate next to the place of execution and Tallow Gate.

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