CALENDRA’S CISTERN

 

LOOT LIST

VIDEO REPORT

 

One of the best missions ever made for Thief 1. It’s a follow-up to ‘Autumn In Lampfire Hills’, Purah’s first creation in the Calendra universe. I was never able to successfully ghost it back in the day, but NewDark and the release of the HD texture mod were jut the excuses I needed to reattempt. A timeless classic that looks stunning, some 13 years on.

 

 

I was meeting an old acquaintance, Mercedes, in the wine cellar of the Weeping Angel tavern by midnight. She sent me a letter regarding an ancient relic that sounded interesting. A secondary objective was to steal a rare vase from the art collector Lord Alharzad. I also needed to deposit Ragnor, captain of the city watch, inside Alharzad’s mansion. The mandatory loot requirement was 2,000 gold. I could feel this night would get busy, so I got to it.

 

Started with 3 ropes and 1 water arrow. There was no normal purchase screen. Instead I could buy necessary equipment at Farkus’ Outfitters (left image below). A credit of 500 was given upon entry. He even had an invisibility potion! It was too expensive as of now, but I could return at any point during the night and purchase more. Only gold though, no goods or gems were accepted. The clerk, Dibbler, didn’t alert to my presence.

 

In the past I always looted Alharzad first, but NewDark presented me with a conundrum. The outside guard gave settling remarks without first alerting (right image below), a consistent problem with the Thief 2 engine. This is not a bust towards the Supreme rules, but still something I try to avoid. I therefore planned to bring Ragnor in through the back later. I’d just loot the place then.

 

 

 

An old beggar to the east didn’t alert besides his scripted monologue. The map said Lord Wimple’s had been hit twice in the last six months. The only way to enter his place was to break the window, which made him faint. I tried getting through by keyholing and using a rope arrow, but to no avail. I didn’t find signs of a backdoor or a secret entrance either, and climbing the roof didn’t lead me anywhere. It was only a stack of gold coins, so no major deal. Still, Perfect Thief got an early exit.

 

Found a well-hidden bottle on a tower ledge in northwest River District (left image below). Another bottle sat on a windowsill just east of this (right image below).

 

 

 

The gate by Lord Wimple’s could only be opened from the south. This meant I had to pass through the chapel south of the River District. Picking the door on the River District side alerted the guard (left image below). His comment was clear if eavesdropped at the door. To avoid the bust to Supreme, I looked to the southeastern roofs (right image below). I tried climbing the south wall directly, with a rope arrow into the eave underside of the southeast corner, but the swordsman spotted any mantle or leap. For the record, he faced north, east and south randomly. So I followed the path in the screen capture instead. Needed a rope arrow to reach the roof with the hidden gas arrow (2). There was a stretch of shadow along the top rim of the eastern roof (4). I slowly traversed it, clasping the map’s border. For some reason, the swordsman was oblivious to most outside sounds, despite the open window. Finally, I could squeeze between the spire and the brick wall (5).

 

 

 

The Weeping Angel

Took the tavern key from Bartholomew’s flat, but didn’t pick the lock on any of the doors there. I like to keep picked locks to a minimum, especially if they can’t be relocked. Met Mercedes in the cellar without further trouble. Skipped the bottle above the party area for now (left image below). Moving the barrel seemed unnecessary, considering I would probably be able to access that piece of loot from below later. A little rope gymnastics was necessary to pick the chest on the ledge above the party entrance also, but nothing too difficult.

 

 

 

The party itself was pure terror. I couldn’t move west further than to sign the guest book. In order to have any chance on Supreme, I would have to assemble Adrius’ body and let him kill most/all of the guests. I wasn’t sure how that would affect the objective of keeping Lady Calendra alive until having gotten the shrine key, because I absolutely could not obtain that or the cylix before letting Adrius do his deed. If he killed her or Ragnor and it counted against any of my objectives, I was screwed. Nevertheless, it was a chance I had to take. I knew the killings were definitely not a bust on my part, in reference to Supreme rule #12. Adrius is set loose as a direct consequence of completing an objective. Nobody alerts to Garrett and no damage shows up in the stats. The entire tavern, with the exception of a goblet worth 15 in the northeast, could be plain Ghosted without Adrius’ help. If you feel using Adrius is too “messy”, go ahead and skip it. For Supreme however, I really didn’t have a choice.

 

Many of the guests stopped randomly and engaged in dull one-liners with fellow customers. Some of them reminded me of alerts, but they were easily distinguishable. One of the guests (Lord Whitman) even started whacking his sword in the middle of conversations, to imitate the hammers. Once he hit one of the cathedral benches and alerted everyone, even himself! I guess times like that remind you Thief is still only a game. Two of the patrollers rang a bell to enter the portcullis in the northeast. I followed them in and hid in the shadows to the left (right image above). A swordsman here controlled the lever. He occasionally went to inspect the area by the gate, and I used that to slip through the door in the northwest corner. The stationary swordsman in this next great hall covered the grounds well, so I had to rope up the rafters in the southeast. Figured it would be most natural to fetch the summoner’s stone right away. I think the one spider outside the observatory gate is supposed to patrol alongside the other. Its legs were moving, but the body remained locked in place. If it saw me and gave up, it started to patrol. It could be a Dromed issue. I entered using the intended route, mantling the metallic structures and headed through the tunnel (left image below). Picking the observatory chest unfortunately prompted a first alert from said spider. It was inevitable, but probably wouldn’t have happened had its patrol route been fully functional.

 

 

 

I exited through the cathedral attic and overheard Lady Calendra and the Dillon’s conversation from the stairs. Could easily pilfer her key. I reached the cathedral ground floor through the basement factory. Adrius’ head never gave a howl like it used to in OldDark. This would’ve alerted Ragnor and the hammer couple upstairs to hunt mode. In the past I had to open the chest as the hatch was shutting (see right image above). The screen capture was taken as the hatch was on its way down, at the last moment where the chest still lit up. Timing it correctly, I managed to prevent the scream from travelling anywhere. It also helped to drop the head immediately. I double-checked conditions by instantly roping up the second floor benches; both hammers remained still. As the situation prevented itself, none of this fiddling around was needed. I took the head and moved on.

 

Only two places in the mission I could get dried frog: Farkus’ shop or Calendra’s basement. The latter was not an option for Supreme, so it had to be the shop. This meant 125 less gold. Supreme rule #5 prohibits purchases from the loadout screen only, so I argued this deal to be ok. Besides, the incentive for the rule is so not to risk getting seen. Well, Farkus knows me, he even left a note! So I headed back to get the dried frog and Adrius’ body parts. The most hidden one lay among some rubble in the far northeast. Found another piece of loot on my way back. A stack of coins inside a semi-shut window just north of the beggar (left image below).

 

Time to let loose the ghost of Adrius. One of his parts (I think the arm) made more sound and alerted the spiders. Had to muffle it with the head to avoid problems. Oh and now both spiders was stationed outside the gates in the same spot, legs moving yet frozen. Definitely an engine bug. The haunt ended up killing everyone except Ragnor, one of the Whitman brothers, Lady Calendra and the swordsman down the sewage tunnel. Perfect! The remaining pieces of loot were now easy to grab. Had to use a crate from the attic to get the bottle on the ledge above the well. As mentioned before, I wanted to avoid moving the barrel in the wine cellar. A simple jump and I could grab it from below. Returned the crate immediately. Blackjacked Ragnor and deposited him by the cemetery gate (right image below). That way he’d be accessible from the streets later.

 

 

 

Creedleton Way

I knew about the infamous frog screwing up Ghost runs in the past. There were two ways to Calendra’s mission, but the flooded pipe room was a one-way ticket, which forces you past the frog in the room with the glowing mushrooms...or does it? I wasn’t so sure from the start to be honest. The chute into the water was metal yes, but the area beneath and the ledge on top were both dirt, hence rope attachable. The first rope would have to be shot from the top (the reason for planning ahead). I inched out as far as humanly possible, leaned out, turned, and flung an arrow into the grassy edge. The rope fell into the dirt below, but I had hope of reaching it from underneath with another arrow down there. It could be shot from the small pipe you jump onto from the ladder. Both ropes were easily ascended like this (left image below), so I could safely head for Calendra’s.

 

 

 

Not much to report from her house. Two ways in, either could be used without busting any mode. The patrolling guard sounded the alarm if I left the bedroom door open. He didn’t notice any of the loot gone though. Could safely grab an artifact worth 10 gold in the underground tomb. Taking anything else set off a jumping skull. If taking a third piece, the torch went out and a zombie spawned in search mode. I figured the skull as a trap, so I guess the tall vase worth 100 should be taken for normal Ghost. Supreme prohibits traps altogether, so I skipped all but the single artifact for that mode. Circumstances like these are open for interpretation, so whether you take more loot or not I guess is up to you. Met with Mercedes a second time (right image above) and headed back for the shrine.

 

 

 

Brimstone and Calendra’s fight attracted the haunt’s attention. He ended up fighting the zombie in a never-ending battle. They eventually made their way up the ramp to the party area (left image above). That’s when I made a run for it, locking the shrine door behind me. The boulder-trap in the catacombs ended up being a second Supreme bust. Managed to leap past it going down, but after grabbing the cylix I couldn’t make it back up without springing it. Somewhat anticlimactic after all the work preventing busts so far. Had to accept it and move on. The cylix was easy to steal once I realized how. Move around the cave clockwise and use the shade in the north corner for recognizance (right image above). The beast didn’t notice a thing. Returned the shrine key to Calendra’s afterwards. Found another tiny ring in a floor crack in the tomb area beneath her house (left image below). It was so small I had a hard time spotting it even when I knew where it was.

 

 

 

Mercedes’

The gate to Feegrim’s Court was now open, so I met with Mercedes there and followed her. The old witch’s house nearby had a piece of loot in it. Unfortunately, the frog outside heard the lockpicks, so I skipped it for Supreme. Picked up Ragnor on my way to Highwatch Gate. I wanted to loot the collector’s before triggering the end fight, so I dropped into the alley and mantled up the stairs in the northeast (right image above). This prevented Mercedes from starting her patrol down the ramp.

 

Alharzad’s back door was pickable. The collector himself was stationed in his bedroom upstairs; one false move and he would hear. Took my time and stole the loot. Found a key in a tiny alcove behind a banner upstairs (left image below), which opened both the chest in the corner and the chest behind the secret panel downstairs. Supreme rule #7 refers to the replacing of items to the “nearest logical place”. I figured that to be on the stairs below the banner. Dropping it there alerted Alharzad, so I skipped that 112 loot for Supreme. For Ghost I fell onto the bed edge without alerts. From here I could reach the chest. The safe upstairs was hard. The lock reset after a limited number of attempts, and each time the combination changed. The five lights in the middle signified right or wrong digits. Mine was 1-3-4-5-5, and that only required three changes from the initial numbers. I reset the numbers afterwards.

 

 

 

The final challenge was the ambush by Tommyrot and Wormwood. There was no specific objective directing to hurt or kill them. The only argument imaginable is the objective that says “keep Marcedes alive and well”, but this is far too vague to justify knockouts and/or damage. I always assumed this meant a bust even to regular Ghost, but I wanted to try something else this time. Occasionally, Mercedes would kill Tommyrot on the ramp, only to get killed by the arrows of Wormwood not long after. Wormwood’s advantage was shade and speed of attack. However, once in a while Mercedes would back up to the top of the ramp before killing Tommyrot, therefore luring Wormwood into the light. She would normally be so low on health at this point that it didn’t take more than a few arrows to down her. I replayed the scenario enough times to learn that if she was pushed all the way into the corner, she would fire her shots despite getting hit by arrows. Also, the farther back she was standing, the more visible Wormwood would have to be in order to have a clear line of shot. Eventually I realized it wasn’t farfetched for her to survive without my interference. After about 10-12 minutes of trial and error, she finally managed to get two shots on both thieves (right image above). Ghost success!!

 

 

Statistics:

Time: 2:17:05

Loot: 4602 out of 4897 (Supreme: 4340)

Pickpockets: 7 out of 9

Locks Picked: 6

Damage Dealt: 1 Damage Taken: 0

Knock Outs: 1

Bodies Discovered by Enemies: 3

Consumables: 1 Dried Frog (Adrius)

Ghost: Success!

Perfect Thief: Failed!

Supreme Thief: Failed!

Perfect Supreme Thief: Failed!

 

Notes:

-          Couldn’t enter Lord Wimple’s to steal his gold. Breaking the window is the only way in. 25 gold skipped.

-          The spider outside the observatory gate first alerted when picking the lock on the chest to the Summoner’s Stone. Supreme bust.

-          Had to buy dried frog worth 125g from Farkus’ Outfitters in order to complete the Adrius-objective. Supreme rule #5 only prohibits purchases at the loadout screen, not from in-game shops. This can be avoided for plain Ghost, instead getting the dried frog from Calendra’s basement. That method was not applied here though (since Perfect Thief was already busted).

-          Had to skip all but one piece of loot in Calendra’s basement for Supreme. Anything more sets off the jumping skull. Taking a third piece spawns an alerted zombie. For normal Ghost the vase worth 100 was also taken.

-          Couldn’t avoid setting off the boulder trap in the shrine catacombs. This is against Supreme rules and busts that mode.

-          Alerted the frog outside the old witch’s house when picking the door. Skipped the jar worth 50 in there for Supreme.

-          Skipped the loot from the two locked chests at Alharzad’s for Supreme. Dropping the key back alerts him.

-          The last 25 loot is confirmed unobtainable, hence the final amount has been reduced.

-          The 3 bodies discovered are from the fights between Adrius’ haunt and the party guests. Not a bust.

 

 

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