Starting a quest with stealth begins from the very moment you materialize at the quest entrance. It's important to remember that:
MovementAs said before, never make a step unless you are in Sneak mode. You can spin in place without generating sound. However, you should practice any actions while always in Sneak so you can condition yourself as a player. If you happen to have other characters that aren't stealth-trained, it's very easy to forget yourself in stealth mode, making one footfall too many that could jeopardize an entire stealth operation. Here are several rules you should consider in stealth operations. Some of these rules you might bend or even break to suit your mission:
Interacting with ObjectsIn most cases, using levers, switches, speaking with NPCs and opening doors will pull you from Sneak mode and invisibility. There are a several important exceptions that you can interact and not lose stealth.
The Shadowdancer epic destiny offers an important ability. Improved Invisibility allows Shadowdancers to interact with any object without losing their invisibility for a brief time. All that's required is to return to Sneak to continue other actions, else, you'll likely be heard. Being attacked does not remove the invisibility effect. Improved Invisibility allows clever uses of detonation packs and traps in areas where enemies are close and evaded by Sneak but far away enough for Invisibility to protect you in that brief moment after using or placing an item. See the chapter "Meld Into the Gloom" for other special talents to use items while under some level of cloak. You can take advantage of these exceptions to clear areas without detection, provided enemies aren't too close or can otherwise detect you (the annoying oozes). A great example of using puzzle wheels can be found in quest 8 of the "Assault on Splinterskull" chain: "Doom of the Witch-doctor: Zulkash, Herald of Woe." After traversing through the initial halls of Splinterskull to the inner keep to start this quest, you're at the now-lowered bridge. An experienced stealth master could:
After the quest is complete, you can slay the few undead and hobgoblin guards without affecting your Devious bonus. If you killed everything between quest start and end, you'd have 75 kills, rather than only two. An advanced quest, designed for stealth completion, is "Blockade Buster." This quest favors a talented Rogue (probably Assassin) with perhaps additional Assassins and Ninja Spies in party. Here, an experienced party should be able to:
The Ninja Spy has attacks that can freeze kobolds in place or make them unable to activate the alarm, as well as becoming invisible at will, which can make an Assassin's job easier. Even without the Assassinate skill trained, a solid Rogue should be able to sneak attack or use Bluff to pull enemies for a quick and silent end. Video TrainingSeveral quests have been recorded for you to review to show how stealth tactics can be used. How you and your party complete these adventures will depend on your overall party size, class levels, natural stealth acumen and gear. |