Death’s Cold Embrace

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Act 1: Prologue

Scene 1: Murder Most Foul

 

LOOT LIST

VIDEO REPORT

 

 

After 14+ years in the making, the long awaited campaign by Yandros & Co. was finally here. Needless to say, it interrupted everything else Thief related, including my reghosting of Thief Gold. I was at least going to play a few missions, to get into the story. Though I suspected I wasn’t going to be able to limit it to only a few. The first mission is absolutely top notch. Classic thieving, but with a solid, yet unique story as a foundation. What more could one ask?

 

 

The story was cleverly set between the events of The Dark Project and The Metal Age, during the steep rise of Karras. I had accepted a job from Lord Richard Fairbanks to break into a basement workshop to retrieve information on a formula for the production of synthetic emeralds. Apparently, Fairbanks was in a feud with the competing family head Alan Highwater, whose like interest in said formula complicated matters. I was to meet Fairbanks at the Trickster’s Tail Inn when returning from the workshop. 7,000 in loot was also needed, besides ending by the South Gate.

 

It was rare to start with nothing but a sword, blackjack, compass and compass. Plenty of equipment was available at the purchase screen, but that would bust Supreme up front; not a desirable outcome. I would need at least one rope arrow. Possibly a water arrow as well. I took my chances and got going.

 

 

 

Establishments

Climbed the roofs early and entered Linda’s Luxury Apparel. I knew the main entrance was locked and unpickable, so I used the attic shutters instead. Got my obligatory rope arrow there (left image above). Descended into the bedroom and started looting. Well over one thousand worth was found in this establishment alone. Linda herself had at least four patrol end points. Only one of those was upstairs, so she mostly kept to the floor below. Never took her key, as it only worked on the front door. I don’t like picking up unneeded stuff, plus the Supreme Ghost mode discourages it. Found another secret by flipping a switch in one of the staircase bookshelves (right image above). I exited back onto the adjacent roof.

 

Jumped across to Harlequin Inn and looted one of the bedrooms there. Descending to the restaurant spawned a comment from the bartender (left image below). This is a bust to Supreme and unavoidable. The front door was open, but the candles were too bright to avoid the comment there also. I couldn’t even avoid a regular Ghost bust without removing at least one light source. The purse was thus skipped for Supreme. Sad, but true.

 

 

 

Cleaned the electric station to the east next. Only one patroller, an archer upstairs. He alternated between the bedroom and the outside balcony. You need at least two full cycles if you want to get all the goodies in there. The lock on one of the footlockers was rather lengthy. Some interesting readables around the city so far. They give much information on rather trivial, but realistic matters. The sound stopped once I reached the secret attic space. I had to monitor the archer from above in order to descend safely (right image above). Found three pieces of loot in windowsills in the near vicinity. One of them had to be taken from a neighboring lamppost. Dropped back to street level afterwards.

 

Cleaned the bakery with no issues. I actually felt bad stealing anything after reading his diary. Hopefully he makes it to his mum in the spring. Redleaf Square had some bright portions, but patrollers were few and far between. Picking the door to the artist studio wasn’t too troublesome. There was nobody in there, so I could loot in peace. Found a small ring next to the couch by the elevator (left image below). Had to skip the candlestick in the bedroom upstairs for Supreme. It’s one of those that has to be snuffed to be taken. Though in recent years I’ve started to go back on my opinion of counting these as busts at all. It seems more silly than realistic. The rule was obviously created in order to avoid removing light sources for easier sneaking past guards or through exposed territory. Naturally, that wasn’t the case here. I definitely encourage a discussion on the topic.

 

 

 

Got the key to the basement next. Fun to see both antagonists from the original games in the same room, canvas notwithstanding (right image above). Got the loot down there, including the small coin under the stairs. Remembered to return the metal key to the mantelpiece also.

 

Jewelry!

Found another piece of windowsill loot outside; a ring above the jewelry store (left image below). Went for this establishment next. Had to listen for the guard inside when picking the main entry door. He commented if coming too close. Lots of valuables once inside, but not much was accessible at this point. Found the secret under the counter and the key behind the statue. The guard came down at this point. I followed him upstairs and analyzed his patrol. He stopped in two spots, by the fireplace and the bookshelf. Both times with his back turned, which gave me the chance to act. However, without turning off lights I was still quite limited. I couldn’t find a single spot of shade in the entire room. I could safely wait to the guard’s right when he was stationed by the bookshelf (right image below). He turned and headed down the stairs without further comments. I grabbed the loot and found the hidden attic entrance by frobbing one of the books.

 

 

 

The now open ceiling hatch concealed what I assume to be the jeweler himself. His bedroom was simple in design, but with absolutely no shade. He had a locked safe on one side of the bed and a nightstand with a key on the other. A big, fat alarm button was located directly above said nightstand. The jeweler had an odd patrol route, if that’s what you’d call it. I’ll try to explain. He walks from the foot of the bed over to the cabinet in the northwest corner, just to the left of the access hatch. He eventually does a scripted search maneuver, walks back and stations himself by the foot of the bed again, facing south. After a little while, he turns around, facing north. Then he might resume the patrol to the cabinet directly from this position, or he could turn around south again. If he turns, then he will always head to the cabinet next, and that completes the loop. While stationed by the bed, he will always turn towards the east. This was very good as it meant I could position myself on his west side and stay undetected. I could however not stay there when he started walking back to the cabinet; then he’d catch me every time. He ran for the alarm button immediately, then drew a dagger and started whacking me. Very unpleasant, to say the least. This meant I had to do what I could, then leave down the hatch before he resumed his mini-patrol. Easier said than done. The key from the bottom floor unlocked the safe in here, so optimally I’d want to clear the contents of the safe and take the key on the nightstand before leaving. The best time to arrive from below was when he was heading back from the cabinet towards the bed. If this happened right as the guard walked down the stairs, the timing was perfect. I could unlock the safe as the jeweler faced south, steal the valuables and the key when he faced north, then hope he turned back south so I could leave down the hatch. If I was quick enough, the swordsman was now on his way up the stairs. If so, I could mantle the partition above the desk and silently drop down behind the guard before he emerged around the corner. No need to worry about closing the ceiling hatch, as I’d have to return the heavy key anyway.

 

 

 

Took all the loot below, valued at well over 1,000. Then came the job of returning the key. Amazingly, the jeweler didn’t hear the sound of the key dropping. Occasionally he alerted, but more often than not he didn’t even give a comment. I could use the same method as before, timing the guard below. The screen capture above and to the left shows the key returned, the jeweler calm and the loot from downstairs taken. Afterwards I had to refrob the book to close the hatch on my way down.

 

Ornate Keys

Listened to a conversation by the gate to Farpoint Alley, then proceeded east past The Trickster’s Tail. No need to go there yet. Dayport Lighting and one of the apartments in the eastern section were connected by a banner beam on Maple Road. If I could find a way to get up there from the streets, then I wouldn’t have to pick the lock to either establishment. As you maybe know, I don’t like picking doors that can’t be relocked. Not that it’s a bust, but I feel it goes against the spirit of the Supreme rules, if it can be avoided. The sloped corner roof directly to the east served as the perfect attachment point (right image above). Snowy roofs always work well for rope arrows. I had to pick up the rope (since I only carried one) and reuse it on the topmost part. This was tough as I had to shoot it while sliding backwards. It worked eventually, but took some practice. From here I could enter either of the aforementioned buildings via windows. I chose the residential apartment for now.

 

 

 

Clara, the fencing master, protected her house well. She patrolled through every room bar the bathroom. Nowhere else was dark either, besides her study, though she turned on the light when entering. I waited in the bathroom doorway until she left to head downstairs, snagging her key along the way (left image above). I knew I would need it for an upcoming objective. I cleaned her office, then followed her down below. She was stationed long enough by the window for me to grab the three remaining pieces of loot (right image above), but there was nowhere to hide and avoid a first alert down there. I had to be swift and quickly withdrew to the stairs.

 

Dropped back to the street, again by use of a rope into the small corner roof. Otherwise I’d take damage in the fall. Moved slightly south to the east side of Fairbanks Manor. That estate wasn’t accessible, at least not in this mission. However, there was an open window to apartment #2 directly to the east, through a backyard gate. It led to Boris Davidov’s retreat, with his body scattered on the floor. The door to the office was open, and one of the thieves mentioned in a readable at Clara’s was stationed outside. He pivoted north, west and south, with random intervals. I could mantle the window without alerts, and even get onto the floor with no busts, but only if I inched ever so slightly (left image below). I was bright red, so even the smallest of speed enhancements triggered a comment. To get out of this room, the thief had to be facing north long enough for me to creep-crouch down the hall and around the corner by the fireplace. From here I could gather the remaining pieces of loot while the thief kept his back turned.

 

 

 

The patrolling thief also covered the dining hall as part of his route, but seemed to spend most of his time upstairs. The stairs and both hallways were pitch black, a relieving changeup from the buildings so far. The thief made scripted search movements throughout his route, as if looking for something. I had a hunch of what for. Found his sought after key behind a flower pot in the locked office (right image above). Looted the rest of the place without trouble. Leaving through the office window was easier than getting in. Mantling isn’t registered as a speed enhancement and doesn’t affect the light gem. As long as the thief faced north, I was good.

 

Headed For Miller’s

Moved south along Maple Road, turning east by the high priest’s residence. The hammerite chapel wasn’t accessible, but there was a piece of loot up there I wanted (left image below). The outside guard didn’t alert unless I attacked, but he did give settling remarks as if he had alerted. This is a common bug when it comes to neutral guards. Such remarks are not considered Supreme busts, but I always try to avoid them if I can. I climbed the fence to the guard’s left and mantled the statue behind him. Going back down I had to drop onto the statue’s side to avoid any noise, then furthermore onto the snowy steps by the front door.

 

 

 

The guard station further north was no issue. Only the safe with the key and loot to worry about. One swordsman patrolled all the way to north gate, while the female archer stationed herself on the upper balcony for a bit. Plenty of time for me to do my deed. Cleaned Greenwood Apartments also without real trouble. Dodging the lantern guy wasn’t much of an issue as the entire flat was dark. Using the ornate keys on the chest revealed the keystone and triggered a hidden objective. Hid in the southwest corner for the bum to pass on my way out (right image above).

 

Closing in on Miller’s apartment now. The stationary swordsman outside pivoted west and east. I could move in on his right side when he had his back turned (left image below). Luckily, he always swung south for me to inch by either direction. Unlocking the door didn’t cause any alerts, but closing it back up did. Instead I blocked it and left it ajar for now. At least then the bust could be postponed for a bit. Bittersweet, I guess. The apartment itself was a watering mouthful of spine-chilling atmosphere and creepy ambiance (right image below). None of the evidence had been cleaned up yet, and I could hear Delilah’s metallic squeals in the distance. Not to mention her clunking footsteps. Rarely have I felt a better buildup of tension towards a reveal. First overhearing the guards, then reading the diaries, now seeing the scene and hearing the perpetrator, knowing I had to face whatever was down there. Absolutely terrifying, in the best possible way.

 

 

 

Cleaned the loot on both floors and activated the elevator. Down to the basement I went. Delilah spent most of her time in the dining hall, “tending” to Miller (left image below). She walked around the table, switching off the light on her way out. She then crossed the basement floor to the safe room and headed back to Miller again. All in, all she was easy to dodge once I knew her route. Got his key and the loot when she was out. There was a furnace room also, but I didn’t find anything worthwhile in there. The real problem came with the golden child in the safe room. It seemed to be rendered inactive due to some electrical inhibitor in the floor. As soon as I unlocked the safe though, the green charge disappeared and it went active, spotting me immediately. I was never able to leave the room without it chasing me even. I could short circuit it before opening the safe with a water arrow to the wiring between the barrels. This didn’t show up as damage or a kill in the stats, but still goes against Ghost rule #2. After the safe was open, it couldn’t be killed like this any longer. Apparently the safe staying locked maintained the electrical charge that kept the robot at bay. The lamp above the safe was really the problem. It flickered intensely, going dark only for a fraction of a second. To keep Supreme intact I’d have to unlock the safe, get the notes, close the safe and get out of the room without any alerts. That scenario just wasn’t feasible. Fortunately, the lamp could be doused for about 10 seconds with a water arrow, leaving at least regular Ghost unbroken (right image below). A Supreme bust, but what can you do? Miller’s key disappeared upon use.

 

 

 

Returned the elevator to the first floor and reset the switch. Got an inevitable first alert from the outside guard when leaving. The mission’s second Supreme bust. Returned the key to the guard station safe next. No issues. The key could be returned silently on top of the letter. The only place left to visit before meeting Fairbanks was Dayport Lighting. Entered by climbing the beam like I had done earlier. No individuals in there, so I cleared it without difficulties. There was a hidden key for the safe in the upstairs bookcase (left image below). Used the vent shaft to travel to the Trickster’s Tail and delivered Miller’s notes. Got more information on my next assignment. Took the last three pieces of loot in this building before ending by the South Gate. I can’t tell you how excited I am for the upcoming nine missions!!

 

 

Statistics:

 

Time: 1:44:55

Loot: 9425 out of 9425 (Supreme: 9235)

Pickpockets: 2 out of 2

Secrets: 5 out of 5

Locks Picked: 11

Damage Dealt: 0 Damage Taken: 0

Consumables: 1 Water Arrow

Ghost: Success!

Perfect Thief: Success!

Supreme Thief: Failed!

Perfect Supreme Thief: Failed!

 

Notes:

-          Skipped a purse (140) at the Harlequin Inn for Supreme. The back door spawned a comment from the bartender, and the front door area was too bright.

-          Skipped a candlestick worth 50 upstairs at the artist’s for Supreme. Removing light sources is not allowed for that mode.

-          Used one water arrow to temporarily put out the lamp above the safe in Miller’s basement. Supreme violation.

-          Got a first alert when leaving Miller’s apartment. The outside guard heard the door closing. Another Supreme bust.

 

LOOT LIST