THE CHALICE OF SOULS

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Mission 2: Beyond the Secluded Passage

 

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The second mission in the Chalice of Souls campaign is another masterpiece. The brothel underneath Fidgewick’s Hollow is certainly a place to remember, for more than one reason. It’s highly welcoming to see such quality missions are still made for Thief Gold. There’s a certain simplicity to the brilliance too, which I enjoy more than most. I appreciate the variation in tone once you leave the brothel also; a healthy change of pace if you will, similar to the break between the city streets and the sewers in the first mission.

 

 

My ultimate goal was of course the Chalice of Souls. Rumored to be in the brothel itself, it was probably going to be more challenging than that. I also had to obtain a ledger with some information on the rich clientele. Besides that, I needed 2,000 in loot and to find a way out.

 

Brothel, Main Floor

 

 

The picture above says it all. The first story of the brothel was one of the most intimidating areas I’ve ever had the pleasure of ghosting. Imagine the parlor in A Winter’s Eve, except an entire floor of it. The brothel foyer was my first challenge. There were no less than ten people in, patrolling through or situated near enough to alert. Behind me was a patrolling swordsman from the starting entryway. He only made loops in the outside hallway, so not much to worry about. You likewise had two swordsmen patrolling either hall up the stairs to the east and west. One can be seen to the left in the picture. Then there was a pivoting archer facing north, east and west. North meant he stared straight into the foyer. Yet another swordsman (also in the picture) had a longer patrol route coming down the stairs to the left and leaving towards the north. Two noblemen and two girls also passed through the foyer on a regular basis, one of the girls and both men coming to a short halt close to where I’m standing. The second girl stopped in the east hall before returning. Lastly, you had a stationary nobleman with loot in the sitting area in the back right corner. Not enough to make you scared? Does a bright chandelier and tons of candles boost the fear factor? Hardly any shadows either except for the area where the capture is taken.

 

Before tackling this room, however, I stole the loot from the bedroom in the southwest. The door was pickable, but I don’t like to pick locks unnecessarily. An alternate access through a vent and an attic space enabled me to circumvent the main entry altogether (left image below). The woman went back and forth between the bed and the fireplace. I could descend and hide by the door if need be. There wasn’t much time to spare, but I got all the loot Supreme clean. I headed back to the foyer and continued to plan my route.

 

 

 

I stood in the foyer entrance watching the patrollers for a while. When I thought the coast was clear, I made a run for the nobleman’s purse. I found any time two patrollers were leaving to the north simultaneously, usually a 5-10 second window of calm followed. Sneaking was not at option, so I ran. I grabbed the purse and barely got up the stairs to the east before the nobleman in gold emerged from the western hall. Close, but good enough.

 

Timing the patrols, I could enter both bedrooms in this hall alert-free. One of the doors was pickable, and the swordsman heard the lockpicks if too close. Inside were three women and two pieces of loot (right image above). Had to skip the flute on the desk for Supreme. One girl was stationed in the back corner and the only way to avoid her gaze was by dousing the fireplace flames, only allowed in regular Ghost. Using the water arrow also spawned first alerts.

 

[UPDATE: When re-ghosting this mission for my YouTube let’s play, I realized at least three of the women on this floor are chosen a randomly selected facing angle at start. The girl in this room is one of those three. On my second playthrough, she faced east, which meant I could obtain the flute without busts of any kind (see image). That meant Perfect Supreme was still intact!]

 

The east hall was impassable to the north. A woman facing south by the pool commented every time. [UPDATE: This is the second girl that randomly change angle. If facing east, you can easily enter the bath area without getting spotted.] In order to proceed, I had to return to the foyer and take the west exit. Again, this took a long time, basically waiting for a break in the patrols. At least the stairs and the floor to the south was rock and not tiled. It meant I didn’t need more than a 5 second window to make it. Even more difficult was getting up the western staircase. An extra swordsman covered that hall, plus a blue-coated guest roaming between first and second level came by from time to time. As if that wasn’t enough, the stationary nobleman in the foyer commented if I headed up the stairs too fast. There was a pillar that blocked his view for a part of it, but I essentially had to creep-crouch-strafe my way to safety. The initial safe spot was a few feet into the hall and to the right (green area in the left image below). Between the doorway and the next window was a dark spot. I could stay here until the man in gold came along. His patrol went right along that wall, where he jumped to third level alarm mode. Nobody else would catch me here, but I had to get across the hall to the door on the west side to be completely safe (left image below).

 

 

 

Brothel, Upper Floor

Looted the bedroom here. Next, I aimed for the top floor. In order to avoid needless backtracking, I wanted to hit the two glyphs accessible from upstairs first, before getting the keeper key from the kitchen. At least the upper floor was less crowded. Two patrolling guards, Lady Demetra and the nobleman in blue occasionally visiting from downstairs. More shade to work with also. The swordsman coming down from the nearest walkway was the hardest. He could see me through a window atop the stairs in Demetra’s study. Plus he alerted to every little shoe tap. I managed to reach the bathroom without detection first (right image above).

 

To move around further, the smartest thing proved to be using the pillars as hardcover. Getting the rest of the objects in Demetra’s quarters this way didn’t prove to be that grueling. As long as there’s only one patroller to worry about, most situations can be Supreme ghosted with a bit of tact and patience. Found a dark area in the corner to the left in her bedroom. The lever on top of the mantelpiece opened the sanctuary access passage. Another lever under the armoire revealed her ledger. I quickly scooted down to the sanctuary entrance to frob the first glyph there. Then sprinted back to Demetra’s. Nothing to report in between.

 

I entered the hallway to the north by mantling past the fenced window up the small flight of stairs. It was a difficult move to repeat consistently, especially dodging both patrollers on the other side. I got to the dark corner beyond after a few tries. The main reason to be here was to loot the bedrooms to the northwest. The entry door was pickable, but could be circumvented by using the shaft directly above (left image below). I told you I don’t like picking those locks! Watching the guards complete their loops a few times, they ended up patrolling conveniently enough for me to slip out and climb up unnoticed. Got the loot and returned.

 

 

 

Next, I had to try a bold move. The second glyph required to obtain the keeper key was located behind an ornamental statue in the foyer north of Demetra’s bedroom. A woman in the small foyer downstairs gave unavoidable first alerts if jumping from her balcony (the intended method, by the way). [UPDATE: This is the third woman that could change angle. If she faces west instead of south, you can’t use the methods described below. Instead, you have to descend/ascend by use of a rope arrow into the wooden beam sticking out from Demetra’s balcony.] My only remaining possibility was from the archer’s balcony across the room. There was some shade to the left, but the archer caught me every time when restarting his patrol after a little stance. He always turned to his left, right into my corner. It took me quite some time to figure out the somewhat easy solution. Mantle the northern fence post and wait there (right image above). Once he turned his back, hoping for no keen eyes below, I leapt for the window on the wall, then hopped and mantled up the ledge by the statue (left image below). Piece of cake! Well…not really. It took me a staggering long time to figure out these moves. But it was fun!

 

From here, the most convenient (though not the easiest) way to get downstairs was a direct jump to the northern side of the stairs, preferably landing in a half-mantle. Testing it out a bit, I realized the perfect jump made me bounce back somewhat upon impact, landing on the nearby carpet (no sound), yet absorbing the impact enough to prevent damage. From here, I could scurry into the dark corner directly to the north (right image below). I needed a good 8-10 second break in all the patrols below to make it work. The biggest problem actually turned out to be the archer and Lady Demetra on the upper floor. Every time the archer turned his back and Demetra was elsewhere, I leapt down and observed my surroundings. When the coast seemed clear, I reloaded and retried until I got it. Once grounded, the swordsman patrolling the pool saw me from across the way unless I creep-crouched across the rug. It took a while to get this right, but not nearly as long as it would’ve taken to go back the same way as before.

 

 

 

Wrapping Up the Cathouse

My next goal was to get the service key from the servant. This proved more difficult than anticipated, as he had an awkward patrol route on the bright side of the hallway, in clear view of the entire foyer. The swordsman alternating between this hall and the dining room didn’t help the situation. I ended up having to go into the kitchen to get it. There was only one spot of shade in there that I could find; to the right of the fireplace. However, the servant caught me when about to leave. Instead I waited in the opposite corner, behind the shelving unit, wherefrom I snuck out and stole his key as he waited (left image below). The bedroom next door and the basement posed no challenges whatsoever. Had to reenter the kitchen to get the keeper key (right image below). Made sure to leave the panel open, as I’d have to return the key later (ugh). Snuck west in the hall and prepared to tackle the dining room.

 

 

 

The right corner atop the stairs was safest. The dining hall had a few new enemies. First, there was a stationary woman over by the fireplace; no big deal. Second, the swordsman from before came up the same flight of stairs as me. He waited at the top for a bit, only to turn around and leave. Third, the servant from the kitchen also came up and positioned himself by the dining table. Fourth, the two patrolling guards from the upper level walkways could easily spot me. One other guard and three civilians also patrolled through here with regular intervals. Needless to say, this room was a pickle. Coming from the north was easier than leaving out the southern exit. Both benches along the walls had spots of shade. This was my first area of rest (left image below). Three pieces of loot could be snagged from the north side, two were on the mantelpiece, and the last three from the south. I used the pillars as hardcover where possible, and after all was taken, hid atop the bench on the south wall. From here, I could monitor the swordsman that patrolled the hallway going down the next set of stairs (right image below). Every time he turned, I emerged and scoped the territory. After a few loops, the coast was clear. Sneaking my way back to Demetra’s was the same as before.

 

 

 

The Sanctuary

Opened the sanctuary doors, but then came the conundrum. I needed to relock the door due to Supreme rule #7, yet I also had to return the keeper key for the same reason. The doors weren’t frobbable, so I couldn’t lock-block either of them. If I stood in the way, the doors just went straight through me. I was just about to give up when I (for some reason) thought back on my Supreme run of Kidnap. There was a strange situation there where you have to separate Cavador from his entourage by using the patrol route of a mech bot. Long story short, bots get blocked by single crates while human enemies don’t. I was hoping perhaps this situation would be similar. Perhaps the doors would be blocked by objects, even though I didn’t. I first went looking for boulders or crates. They would have to be on the sanctuary side, as I’d have to return whatever I ended up using. I didn’t find what I was looking for close by, at least. Then, merely as a fluke, I decided to try the keeper papyrus just beyond the sanctuary entrance. Voila! It worked!! That insignificant piece of paper kept the door from budging as if Superman himself was holding it (left image below). That of course meant Perfect Supreme was still intact! I still had to return the keeper key though, which was a pain all in its own right. It alone added probably a whole hour to my playtime. The kitchen panel could be closed up from above easily enough. Returned to the sanctuary, grabbed the papyrus, and saw the door lock up behind me. Wonderful!

 

 

 

The sanctuary itself was a nice change of pace. It was almost too easy to sneak through compared to the first half of the mission. A few craymen wandered around, but everything could be taken without any trouble. One piece of loot, a gold goblet, was cleverly hidden outside a railing in one of the two story towers (right image above). Another piece of loot towards the south was hidden on a high ledge above a stationary crayman (left image below). I could get up by use of a rope arrow, but getting back down was tougher. I found dropping onto the statue while the crayman was facing the wall didn’t spawn any first alerts. From there I could fall onto the slanted metal grate.

 

I didn’t find anything of value in the multi-floored tower except for a gas arrow at the bottom. I really thought climbing to the very top would yield something, but no such luck. Several times though, one of the craymen alerted on the floor above or below without me making a peep. There must be an error in the transparency of some of the structures there; unless he alerted to the dead crayman at the base level and came looking automatically.

 

 

 

Jumped into the water next. I could feel the chalice getting closer. None of the blue floating orbs in the grotto gave first alerts, as far as I could tell. They reacted differently to spotting me though. Two of them sunk to the bottom, while the last two started to inflate. Unless I saw a change in their behavior, I considered myself undetected. Found the chalice and the final nugget in the innermost grotto (right image above).

 

After taking the main objective, more swordsmen spawned back at the sanctuary entrance. It made me wonder how they got there, as the doors were still shut and the key sealed beneath the kitchen. Regardless, one of them carried a scroll with an interesting read. This was the last pickpocket too, for those prioritizing that stat count.

 

 

 

An alternate underwater cave took me to the exit. I had to pass an engine room with a patrolling thief. He carried the key for the exit door. Was slightly tricky to get the final loot here without him commenting. Got it eventually. Lock-blocked the door and dropped the key atop the staircase before escaping back to the snowy streets (right image above). Thank you dear authors for a wonderful campaign!

 

 

Statistics:

 

Time: 2:21:14

Loot: 2500 out of 2500

Pickpockets: 6 out of 7

Locks Picked: 4

Damage Dealt: 0 Damage Taken: 0

Consumables: None

Ghost: Success!

Perfect Thief: Success!

Supreme Ghost: Success!

Perfect Supreme Ghost: Success! J

 

Notes:

-          If the woman in the bedroom in the southeast on the first floor of the brothel faces south, you have to skip the flute in there for Supreme. Her angle is chosen randomly upon starting the mission. The second time I ghosted it, I got lucky.

 

 

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