Death’s Cold Embrace

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Act 1, Scene 2: A Formula For Success

 

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It’s always tough to follow up on a solid first mission. Although ‘A Formula For Success’ doesn’t reach the same level as its forerunner, it’s still a very good attempt. Here we are confined to one property, which increases the tension, but reduces the scope. Overall, I had more fun ghosting this one than playing with no restrictions. Take away the element of patrolling guards, and the pressure completely disappears. I’m also happy to report Supreme Ghost being achievable, but not for a lack of challenging locations, especially when you can’t switch off electric lights for that mode.

 

 

A good day or so after our escapades in Miller’s basement, we were headed for the Highwater Estate. This time our goal was to steal the formula itself, supposedly kept in a safe in the second floor office. We were also tasked with retrieving Fairbank’s stolen sword, providing us with a nice monetary bonus. An additional loot goal of 6,000 existed, as well as procuring some incriminating material on the Sir. We needed to end the night at the northeast gate also.

 

Getting Inside

Right off the bat I had to walk up the road a bit and hide in the shadows to the left. One patrolling guard covered the outside grounds and this was the only way to avoid a first alert. The only mode of entry into the mansion proper was through a pickable window into the north guard station. It was a difficult pick, and I was in view of a nearby stationary guard while working it (left image below). He needed to face north or northeast for me to enter Supreme clean. It took a few tries, but well doable.

 

 

 

Next was getting into the mansion itself. I always try to avoid picking locks that can’t be relocked, which meant the double doors to the storage bay were undesirable, for now. The front doors were furthermore locked shut. The two gates that connected the three gardens were open though, so I could access the kitchen entry dodging the patrollers.

 

I tried to plan my route from here on carefully. I didn’t want to enter the dining hall yet, to avoid triggering the patrols of the servants in there. In fact, I figured that would be one of the last rooms I’d cover. I found a dark spot in the northwest corner where I could observe the chef. He alternated between facing the fireplace and the middle island. After a while he headed downstairs to the pantry. At this time, Captain Ellinsworth coincidentally entered from the hallway. He had a rather lengthy patrol, with random destinations on all floors of the manor. For now he exited to the front yard, but before long returned to resume his trip to the hallway (right image above). He could instead have headed into the dining hall with the servants, in which case he would’ve caught me standing in the corner. Since he didn’t, I grabbed his key and purse, along with the kitchen loot.

 

Now I could safely clean the barracks and the captain’s safe within. Found Highwater’s combination in the locked safe behind the painting. I made note of the code and dropped the scroll back immediately. I figured on top of the safe was the nearest logical place. Also dropped the captain’s key back in the snow along his patrol route.

 

 

 

Climbing

Followed the captain into the hallway from the kitchen. Across the way was the exit to the inner courtyard. My target was a goblet in the snow dropped by a drunk guard on the balcony. Despite his intoxicated state, he could still alert to my presence. He either gave a “Heayyyy!” or “Whoshh there?!” I found the best predictable path as shown in the image above and to the left. At least two patrollers had the courtyard as part of their route, plus many of the surrounding windows left me exposed to other guards inside. Difficult, but manageable. The crypt door was locked and inaccessible for now. There was another, easier way in there anyway.

 

Back in the hall I headed south, following the patrollers’ direction (always the safest bet). Many of the guards had purses, so I snagged those when I had the chance. Due to the many lights and candles around, and since those can’t be eliminated for Supreme, I didn’t pass the ballroom going east. I found a spot in the shade, safe from everyone passing (right image above). From here I grabbed the ballroom guard’s purse, then headed for the southwest staircase. Had a tough time dodging the swordsman upstairs, until I realized the doorway was pitch black (left image below). I took the coin purse off the desk while he was downstairs.

 

 

 

Despite the many patrollers, the third floor wasn’t that difficult. The bedrooms served as good hiding spots to let the guards pass. One swordsman had a key hidden underneath his purse, very clever. I missed it the first time through. Cleaned the entire floor clockwise. Captain Ellinsworth was the only one who walked the opposite direction. One of the guards entered Philip’s bedroom and turned on the light. He often gave an alert when leaving, without me being anywhere near. Not sure what that was about, as it didn’t always happen. It was almost as if he alerted to the light being on. Other than that, all the bedrooms were unoccupied. Brought the stool from Philip’s room for the library secret. Had to leave it on the rugs in order to avoid spawning comments. The cache behind the burrick head was nicely concealed (right image above). It was the last loot I found in my practice run.

 

 

 

Into the Depths

The second floor was much more difficult. Both side halls were in view of the balcony drunk, plus it was tough to hear his alerts. Since I was carrying the stool, I did the east hallway first, cleaning the library (left image above). The captain actually had the library as a tiny part of his route. Seemed like he went all over the place. Don’t think I ever saw him in the basement though. Next came the most difficult piece of loot in the mission; a purse on a patrolling guard above the foyer. He strolled back and forth along the northernmost walkway, doing a scripted search maneuver at each end of his route. Both floors of the foyer were brightly lit, and removing light sources is not allowed for the Supreme Ghost mode. I found I could hide in the northeast corner of the hall, leaning in through the drapes to observe said guard (right image above). Here I was also safe from passing patrollers, with the exception of the captain, who occasionally arrived from the floor below. Good thing was most of the patrol routes were random, so upon a reload most enemies would take a different path.

 

As soon as the guard started to head west, I went for it. I could crouch-run and catch up with him just past the halfway point (left image below). I turned on a dime and headed back. Though irrelevant, the foyer guards had started their little chat by now. When turning the corner to head back south, the swordsman had stationed himself the same direction. If I moved too fast now, he could give a comment from across the room. Also, depending on coincidence, other patrollers might come up the stairs or down the hall and catch me. I creep-crouch-strafed into the aforementioned corner, just in time for no less than three patrollers, a swordsman, a servant and a nobleman, pass by from the south. Safe! It was nice to get this purse without any Supreme busts.

 

 

 

Lastly on this floor, I needed to reach Highwater’s office, accessible from the western hall. It held my main objective and quite a bit of loot, over 500 worth, in fact. A lone guard did a short loop from the receptionist room outside the office door and the decorated hallway beyond. The double-doors leading to this hall concealed me from all patrollers, except if they bumped into me. Almost a perfect shadow. I could observe the aforementioned guard from safety along the left wall, leaning out from behind the unlit night light (right image above). This spot did not hide me from any patrollers though. The rest of the hall was too bright for comfort, except for a tiny spot in the middle of the runner. That being said, the problem wasn’t the guard or any of the patrollers; instead it was the drunk on the courtyard balcony. I tried to hear for alerts sneaking down the hall, even by leaning into the window, but I couldn’t tell. I had a feeling he did though. Just to make sure, I went ahead and left the double-doors to the hallway open, and I also opened the sliding balcony doors. This spawned an expected comment from the drunk. Next I waited for a few minutes to make sure he settled, although I don’t think he actually indicated this by a remark of any kind. Nevertheless, this made me able to hear him as I snuck for the office. And sure enough, creeping between the statues triggered a comment. This first alert wasn’t allowed for Supreme, so I’d have to figure something out. I noticed, however, that his view didn’t extend much further back than the edge of the closest statue. The southern side of the window frame blocked his view somewhere in that vicinity. That’s when I got the idea to try traversing along the statue pedestal. Those extra few inches might just hide me enough to avoid the comment. Fortunately, this worked! Inching along the marbled base I never got an alert. I probably did the move a good 10 times, and the result remained the same. The picture below is taken from atop the pedestal at the northernmost point. Notice how half of the guard’s body is out of view. I’m not sure what point determines his field of sight, but it must be further back than what is shown. Although I had to reload and leave the doors closed when I did this move for real, I knew with 100% certainty that it wouldn’t bust Supreme. Getting into the office and stealing the stuff there was a cakewalk, relatively speaking.

 

 

 

Descended via the southeast staircase, arriving again by the ballroom. Had to skip the burning candlestick for Supreme. There was a discussion on the forums recently regarding whether or not taking loot items emitting light should be allowed for that mode. The suggestion to allow it was vetoed by the majority of the active ghosting community. No need to think about it then, was there? Cleaned the game room and the parlour to the east effortlessly.

 

The purse on the foyer guard wasn’t difficult, but I had to get close enough not to highlight his front door key (right image above). It was the only one of its kind, I believe. From here I moved through the storage room towards the basement.

 

 

 

Both the crypt and the basement was easy. No point in reporting anything from either area. The locations were beautiful, with an especially nice use of color. No tension, but it served as a welcomed contrast to the upper parts of the manor. Lots of loot scattered about, including a tough-to-find coin in the small sewer section (left image above). Accessed the servants’ quarters through a ventilation shaft (right image above). Had to skip another burning candlestick here for Supreme.

 

Wrap-Up

Retraced my steps all the way to the third floor, remembering to bring the stool left outside the library. Returned it and the three stolen keys to their original locations. The bedrooms key I dropped outside Lord Highwater’s quarters. This time I noticed that several of the bedrooms were visited by guards, not just Philip’s. I must have just been lucky on my first visit to this floor. Headed back down to the kitchen the same way as before. Now I could finally trigger the conversation in the dining room, in order to get the last pieces of loot in there. I hid next to the fireplace and waited for the ladies to leave. It was trickier to leave through the back exit now that the extra servant was in the kitchen, but she stayed in the dining room from time to time, enough for me to sneak out undetected.

 

Since I didn’t want to pick up the gate key, I left through the barracks window the way I got in. Again I had to time the guard to the east and his pivoting. If facing northeast, I could drop out and rush in behind his back (image below). Once facing northwest, I snuck over to the gate and ended the mission Supreme clean.

 

 

 

Statistics:

 

Time: 1:36:19

Loot: 9134 out of 9134 (Supreme: 9034)

Pickpockets: 16 out of 17

Secrets: 5 out of 5

Locks Picked: 13

Damage Dealt: 0 Damage Taken: 0

Consumables: None

Ghost: Success!

Perfect Thief: Success!

Supreme Thief: Success!

Perfect Supreme Thief: Failed!

 

Notes:

-          Skipped a lit candlestick in the ballroom on the first floor for Supreme. Can’t put out lights for that mode.

-          Skipped another such candlestick outside the servants’ quarters in the basement, for the same reason as above.

 

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