THE CHALICE OF SOULS

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Mission 1: With the Snow As Sole Witness

 

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The first mission released for the Summer 2015 FM Challenge contest. And when I heard it was a sequel (albeit a loose one) to the classic Endless Rain, there was no turning back. It was a two-mission pack at that, where FireMage and Squadafroin join skacky as coauthors. The first mission, ‘With the Snow As Sole Witness’, takes place in a strange, but mesmerizingly wintered city called Fidgewick’s Hollow, and the tunnels below. I knew Ghosting this would be fun, but difficult. The latter only fueled my motivation.

 

 

My main goal was to find the brothel called The Dark Hollow. Along the way I had to pick up 2,500 in loot, a precious stone from the diamond dealer, and a magical cup from Messer Yharnam. As always, I hoped for a successful Supreme run. If unsuccessful, I’d still limit busts to an absolute minimum. Time to get started.

 

 

PART 1

 

Balancing Acts

The winter atmosphere struck me immediately. I could tell this was gonna be good. Climbed the first set of pipes I could find. It led me to Theedsblot’s balcony in the southeast (left image below). I love the fact that quite a few recent missions make effective use of NewDark’s mantle mechanics. It leads to more vertical missions, which this one was certain proof of.

 

 

 

Theedsblot manor gave me no trouble. The Sir himself was the only patroller, alternating between the two floors. Snagged his key to enter the bedroom, and flipped two hidden switches to open the safe (right image above). It gave me the required tunnels key, which I knew would have to be returned later. I relocked the bedroom door and left the key on the carpet for Supreme on my way out.

 

Found a well-hidden coin stack on a windowsill just south of Theedsblot’s (left image below). This roof was a dead end, however, so I started to circumvent the city counterclockwise, along the northeastern rim heading west.

 

 

 

Had to cross the streets below at Goldenbaum Castle. Entered the uppermost window into an empty storage area (right image above). The gallery here had a mesmerizingly eerie feel to it. The lack of explanation to go along with the paintings also added to the horror. Sometimes less is more, I guess. The door at the end of the gallery was locked, but pickable. I don’t like picking locks if I don’t have to, so I wanted to find a different way down to the lower floors. There was another open window below the one I entered earlier. I could rope arrow down to it, but not without leaving the arrow behind. Instead I dropped onto the window itself and entered the floor that way (left image below). A tough move, but repeatable. It circumvented picking the aforementioned lock.

 

 

 

The main floor held a few intricate rooms protecting an inner vault with a valuable stone. It involved picking a few locks and disabling two security systems (right image above). The latter is not allowed for Supreme due to rule #8, so I skipped the item worth 75 for that mode. The rule is a little vague in specifying what constitutes a “security system”, but I imagine the aforementioned mechanisms apply.

 

Entered Pr. Walstrand’s Grandhouse through an open window. Why are so many windows left open on a cold winter night? One of the trickiest places in the mission coming up. I had to enter Messer Yharnam’s inner study by dodging a patrolling guard and a roaming female servant (left image below). One of the main objectives was in there. Evading the patrollers wasn’t that bad, but picking the lock on the study door without triggering a first alert was. The woman alternated between an upper walkway and the laboratory below. She even entered the small hallway going straight past the door in question. I also couldn’t avoid the swordsman’s gaze while picking the lock, plus they both came close enough to hear the lockpicks and give a comment. The best idea was to wait until their patrols synchronized enough to give a longer window of opportunity. Still, the servant gave comments even when stationed on the walkway above. This proved to be one of those situations where if you play regular Ghost, you can get through in 2 minutes; playing Supreme, well, let’s just say it’s a tad more difficult. I got there in the end and could check off my first objective when stealing the magical cup. Going back out was a breeze in comparison, as I didn’t have to pick the lock this time.

 

 

 

Made my way south along the city’s western wall. Passed through what I believe to be the Grinning Boar, an inn of some sort, without any problems. Made a difficult jump from the inn’s attic to a patrolled walkway above the canal (right image above). There were plenty of guards in the streets below also, and their potential alerts were tough to notice. A split in my path forced me to reenter Goldenbaum Castle. Descended a rope arrow from a conveniently placed beam on the south side (left image below). Tough to get inside without alerting a guard there also, plus you had at least one patrolling hammer across the canal to the southeast who occasionally commented. Hid on a box to the left immediately upon entry (right image below). This floor was somewhat tricky, due to tiled floors and little shade. Left through a ceiling panel and looted an empty attic space across a pair of pipes. Returned to the aforementioned canal overpass afterwards.

 

 

 

Two buildings with loot in the far southwest. Both were easy to loot. One had a single patroller, while the other had a pickable balcony door, but no enemies inside. Nothing to report except smooth sailing.

 

The last place to visit up here was the hammer priest’s tower in the southeast. I could maneuver along the ledges in this area, but not without monitoring the patrolling archer from before. I imagine he could give first alerts from quite a distance. There was a ruthlessly difficult piece of loot in a windowsill just outside the tower (left image below). I remember missing that one first time through this mission. I ended up placing a rope arrow from above, leaning out from the icy ledge. I had to place it so I could reach the loot from the rope, without bumping into the outcropping statue. However, I could only reach the rope from the tower window.

 

 

 

The tower itself had a wandering hammer priest, with a rather obnoxious head piece (right image above). A funny book in the bedroom too. Some loot, including some hidden wine on the rafters. Found a hidden attic space, but no loot in there, only an arrow. Left the tower and descended to the streets by use of some pipes and a slanting roof. Had to dodge another patrolling hammer in the snow down there.

 

Middle Ground

Next I hit the old clockworks manufactory. A single roamer on the lower floors. A tough-to-find necklace in one of the control rooms (left image below). Although it was just lying there, I had a tough time spotting it. There was a gas arrow on the metal beams above this room also. On the top floor there were a few gamblers and more loot (right image below). A pulsating light made me able to get the purse from the footlocker quite easily. There was a hidden area behind one of the bookshelves too. Had to mantle up when the light was off to avoid detection. The top of the shelving units were permanently dark; that helped a lot. Got the method down pretty quickly and could leave without any comments from the two. Supreme still intact. Nice!

 

 

 

Passed through the southeastern part of the cardinal’s townhouse, picking up some more loot along the way. Used a rope arrow to enter a gallery with a single coin further east. Some nice new artwork from the mission designers here. (Look to the screen capture below for my favorite piece). This area was a dead end, however, so I made my way down to the streets instead. Had to use a few sills and pipes to lighten the drops, plus time a walking hammerite below. One more hammerite was stationed outside the chapel south of here. He had a purse that proved more difficult to obtain that I expected. Remember, I play Supreme Ghost, which requires the elimination of all first alerts in order to be successful. He had to face south for me to accomplish this, as seen in the picture below. Then you had the aforesaid patroller who provided me with little time to work with. I basically had to reload until he turned south within the first 10 seconds.

 

 

 

Slick Street Swipin

There were a total of six patrollers and a few stationary guards on the street level. Luckily, the city provided enough shade to move around quite freely. I looted the apothecary and the dungeons below next. No enemies except for the trap in the tomb (left image below). It was easily avoided once I knew how. Just loved the sounds and the atmosphere down there. It gave me chills without anything even happening. Just how it should be.

 

 

 

Back up in the streets I dodged a few guards and made my way northeast. A purse on a patrolling guard and some coins behind a lockpicker (right image above) were all of interest. Don’t think I’ve ever seen head turning quite like that lol. Great little scenario that. Moved west and dropped into the canal. Difficult to do without taking damage, but I managed to half-mantle up the wooden walkway on the opposite side. Followed the canal to the northeast and readied myself to leave the city.

 

 

PART 2

 

Into the Depths

The junction station gave access to the tunnels using, well, the tunnels access key. This had to be returned for Supreme. I did that after lock-blocking the tunnels door, knowing there was no need to return to the city later. Remember, relocking all doors while also returning all items is required for the Supreme Ghost mode. Lock-blocking is sometimes the only way to accomplish this, thus the reasons for my aforementioned actions. This is not considered an engine exploit, and therefore does not break rule #11.

 

The underground tunnels provided a very different atmosphere than the city streets. So much so that it almost looked like a different mission, and perhaps it should have been. Regardless, finding my way around this maze-like compound was the first challenge. I somewhat remembered the layout from my first playthrough, although planning my route for a Ghost run is a vastly different animal. I took a left after the power station (dodging a few guards along the way) and opened the first door to the sewers. A pivoting archer overlooked the main bridge ahead. I could monitor his positioning from a shadow behind the left door frame (left image below).

 

 

 

Mantling into the window on the right I could circumnavigate the bridge room and approach the archer from the south (right image above). This was a tricky hallway as he had to stay facing west long enough for me to sneak down the steps and into the shadows past him and to the right. He turned quite frequently and more often than not pivoted towards the stairs. It took 10-15 tries or so before I could reach safety undetected.

 

The next rooms were even rougher. First there was a guarded control room of some sort. One camera and two stationary guards (an archer and a swordsman) watched the middle of the room. There was a floodlight, but it wasn’t strong enough to illuminate a path down the middle and in the back corner (left image below). Beyond the next door, however, it was very bright. Enough for one of the guards from before to give a comment the instant I passed the doorway. I was out of his view not more than a foot inside the next room though, and this gave me an idea. The less amount of time you spend in an enemy’s field of view, the lower the chance of detection. Reduce the time visible to but a fraction of a second, and you can even avoid first alerts. Scuttling in, hugging the open door, I managed to avoid the comment.

 

A similar approach had to be taken with the people in the following room (right image below). The partially blocked entrance to the tombs was in the southeast corner . Two workers were facing a bloody generator; one slightly more with his back turned than the other. The guy in brown commented when I tried to round the corner of the room. It almost seemed as if the author had done this on purpose, as it was literally a matter of inches. Again, I could rush into the room and come to an immediate halt and prevent the alert. However, this was more difficult than with the previous guard. Probably not more than a 10% success rate.

 

 

 

The tombs were easy enough. The shadow monsters could be evaded by heading up the stairs before they entered the room. Coming back to the generator room yielded the same problem as before. Again I avoided any and all alerts by rushing past the doorway corner. Nice to get all the loot here without any Supreme busts. I left through the sewer hatch in here. Stole a tiny coin in one of the drainage rooms next (left image below). I remember this was the last piece of loot I found during my first playthrough. From here I climbed some ladders in a drainage room and emerged through a back door to the engine area.

 

 

 

Downwinders

Dodged a few guards on my way to the thieves’ hideout, but nothing worth reporting. Found two coin stacks on a walkway with a stationary thief (right image above). The easiest way to get them was by use of a rope arrow from below. Previously I had climbed the back of the walkway from a furnace room, but this usually alerted the guard. Next I entered the thieves’ main hideout. It was a large machine room with no less than three stationary rogues (left image below). One of them was on an upper walkway, pivoting quite frequently. I needed to reach two pickable chests in the back corner for some more loot. The best way was to mantle and cross the large metal structure on the left. It was noisy, but traversing slowly kept me silent. Getting back up was the more difficult move. Using the chair and slightly strafe-running got me up there unnoticed. I expected to get a first alert when leaving through the door on the north wall, but nobody said a peep.

 

 

 

Found a dead guard with a key in some sort of interrogation room not long after this. His key unlocked a door at the end of this section that took me closer to the brothel and the end of the mission. Problem was, you needed to pass a room with two guards and a flooded sewer to proceed (right image above). Getting into the water always alerted at least one of the guards. It was only a comment, so plain Ghost was in the clear. But for Supreme, I needed to figure something else out. I knew there was a back door to the brothel area, but it required some backtracking. I didn’t know whether that area was Supreme ghostable, but I’d give it a try. Also, I don’t like picking unnecessary locks, and this would prevent me from having to open the door to the interrogation room with the dead guard. So I reloaded and never even entered that area.

 

 

 

The last piece of loot was hidden in the so-called “hallucinations” room. Its “mysterious” key was found on a metal walkway just past the thief machinery room (left image above). I was able to unlock the door without alerts from the nearby worker. He commented occasionally, but not always. I couldn’t find a consistent pattern though. Anyways, taking the golden skull in the inner chamber triggered a fire trap. This is against Supreme rules and prevented me from taking the loot for that mode. Also, the noise from the fireballs alerted three miniature keeper apparitions to hunt mode. I’m not sure whether this would count as a Ghost bust or not, as they didn’t attack me or detect me before taking the loot. They did, however, alert normally to the use of a regular fire arrow. I simply treated them as blind enemies and skipped the loot for plain Ghost as well. Too bad, as this meant Perfect Thief busted on the final piece of loot. I guess you could argue these creatures merely to be Garrett’s visions and therefore shouldn’t count. I think that would be stretching the Ghost rules a bit too far.

 

Headed back to the upper levels to approach the brothel from behind. The door by the main bridge had disappeared since last time. This meant I couldn’t close it. Annoying, but obviously not a bust. Overheard the conversation between the guards in the barracks and snuck through the bedroom (right image above). Caught the two readables in here as well before finishing the mission Supreme clean. Nice one!

 

 

Statistics:

 

Time: 2:51:29

Loot: 3900 out of 4000 (Supreme: 3825)

Pickpockets: 3 out of 3

Locks Picked: 14

Damage Dealt: 0 Damage Taken: 0

Consumables: None

Ghost: Success!

Perfect Thief: Failed!

Supreme Ghost: Success!

Perfect Supreme Ghost: Failed!

 

Notes:

-          Skipped the valuable stone (75) in the vault at Goldenbaum Castle for Supreme. Disabling the security system to enter the vault isn’t allowed.

-          Skipped the golden skull (100) in the hallucinations room in the sewers. Taking the skull triggers a trap, which isn’t allowed for Supreme, and the trap’s noise alerts the three mini-apparitions to hunt mode, forcing a Ghost bust.

-          Couldn’t close the bridge gate when returning the final time. It had disappeared due to a glitch, so no bust.

 

 

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