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Mission 10: Song of the Caverns

 

LOOT LIST

VIDEO REPORT (Narrated Run)

VIDEO REPORT (Segmented Run)

MAPS

 

[This walkthrough has recently been updated for TFix, running NewDark 1.26. Although the original text for OldDark has been preserved, situations affected by these patches have been inserted in green. All screenshots have been updated, and many new ones have been added. Keep in mind that there is a difference between playing the game in NewDark with or without TFix. TFix updates the core mission files, as well as applies .dml files that tweak the environment in numerous ways. These changes aren’t supposed to have a significant impact on gameplay, but when ghosting, slight changes could occur. If wanting as close to the “vanilla” experience as possible, install just NewDark, without any further patches. I have ghosted the game 1) in OldDark, 2) in plain NewDark, and 3) in NewDark with TFix. This walkthrough will discuss differences between all varieties.]

 

I very much like this mission! The fact that it’s about an opera house intrigues me. The sound design is remarkable and the interior layout fascinating. It’s also a long mission, a factor that usually adds to the enjoyment. The first third is rather linear, but then it opens up and provides freedom of path choice, with many hidden passageways as options. Perfect Thief is a blast, and Supreme Ghost is only beaten by the smallest margin. Among Thief Gold’s top 3 in my opinion!

 

Overall score: 9.4/10

 

Intro

Street Tower

Caves

Underneath the Opera House

Basement

first Floor

Lady V. & the Talisman

East Wing

second Floor

third Floor

Statistics & Notes

 

--- Intro ---

Continuing my run for the sacred stones, the path has led me to the Talisman of Water. Apparently, the Keepers have hidden it deep inside a set of caverns. I need to use my rather vague map to retrieve it, and reading it correctly the place seems to be trapped. My informant Giry might have useful information, so the opening task will be to find him, then grab the talisman and get out of there. I should manage to scrape together 200 loot while in there, and avoid casualties should I find any humans. I’m up for some sneaking and looting, so let’s go!

 

--- Street Tower ---

My starting equipment includes three rope arrows and a healing potion. This is probably the only mission where you can bust Supreme with the opening click of the mouse. An archer scouting from a nearby tower will detect any fast movement in the streets. Fortunately, his vision is blocked by the window frame. I tiptoe forward to the roofed entrance ahead, safe here. Ghosters not interested in some free arrows can skip the next part and head straight for the sewers. The thorough guy that I am, I cannot miss such an opportunity; the archer even has a pickpocket! The door at the base is locked and the archer is in the possession of the only key. There’s an accessible window on the north wall of the tower. To enter the adjacent roof I need at least two crates. There are a total of three crates scattered around the streets. I take the two in the closest alley and bring them over to the ledge on the east side of the tower, directly underneath the lookout. From the top of them I mantle onto the large roof to the east, turn around and leap across the gap to the next rooftop. In NewDark (with newmantle), you can easily mantle up the street lamp, then the wall statue, and furthermore onto the roof ledge. No crates are needed. For those interested, there’s a moss arrow lying on the roof up here. I now have two options. The easy way is to pilfer the archer’s key [1], return to the streets and enter the tower through the door. The tougher option requires a bit more stealth, but is quicker. After grabbing the key, I need to hop onto the windowsill in order to steal the remaining objects from inside the tower. To get as far away from the archer’s peripheral vision as possible, I position myself an inch or two out from the west corner of the window. Then I do a crouch-walk-jump (do NOT press the run-key) landing on the edge of the window. This is a tricky move, but shouldn’t alert the archer at all. I lean right and grab the 6 broadhead arrows and the cheese from the corner (left image below). Well thieved! I drop to the street level, replace the crates and enter the double-doors leading to the sewers.

 

 

 

--- Caves ---

I follow the unlocked hatch down the metal hallway. The well leads me to an old water reservoir, seemingly out of use. I continue into the rocky caves beyond. Approaching the sharp corner deeper into the caves, I hear the familiar sound of spiders. To my left lies a cocooned corpse and a journal explaining it’s my friend Giry (right image above). Wow these spiders mean business! There’s a healing potion next to him. As unlucky as this Giry-situation is, it’s nothing compared to the spiders at the end of the next cave. Let’s stop and observe for a minute. First, we have a cylinder shaped sloping cave, fairly well-lit by an undousable mushroom. There’s another mushroom beside Giry’s body, but that one is unimportant for now. At the end, the cave opens up; it gets taller, wider and the ground flattens. It ends in another bigger flooded cave with exits to the southeast and southwest. Two more mushrooms are situated by the edge of the water on the right side. This means I’ll be bright red the entire last half of the cave. There are two spiders of concern. One is stationed in the center, right above the water’s edge, staring southeast. The other is patrolling right above the first, in a northwest-southeast pattern. His route lasts for about 2.5 seconds. Paying close attention I notice he turns sometimes left and sometimes right. The most desirable for me would be for him to always turn to his left, but that seems to be pretty random (I would say 3 out of 4 times he ends up turning left). Actually, what decides which way he turns, is the other spider. Remember the lone spider on top of the cave waterfall in the Lost City? How it seemed to slide down the small fissure, enough for me to sneak by undetected? Well, the same thing happens to this one. In fact, every spider stationed on sloped ground seems to give in to gravity. And yes, inevitably this spider is cursed to drown. I’ve read on some forums that the other spider ends up killing him, and that’s the reason he drowns, but I don’t support that theory. These spiders are not enemies, they’re simply indifferent. When the first one finally ducks under (after about 4.5 minutes), the patrolling spider keeps on walking his happy trail, seemingly unaffected. But back to my initial point. As the stationary spider slides, the other will slightly bump into him, occasionally shifting his patrol route. This is what causes him to change which way he turns. Perhaps some will disagree, but I do not consider the spider’s death a bust. It’s the critter’s own fault, and Garrett does nothing particular to trigger it. Ghost rule #5 states: “Garrett must not cause suicides of AI…” I do not feel waiting the spider out for something inevitable to happen goes against what this rule intends to prevent.

 

Ok, the cave is mapped, and I’m ready for action. The stationary spider is now dead, and the patrolling one turns exclusively to his left. The safest time to move is when he patrols southeast. The most effective way of moving is strafing in a crouched position. I inch along the left side, quicksaving for every new step. When the spider gives a first alert chirp, I know I’m too close to the mushroom so I reload. The left image below is the absolute lowest point I could stay undetected. Notice I have a bright yellow gem. The series of moves coming up were discovered and developed by Sneak, so I won’t take any credit whatsoever. You can read his full report here. As the spider turns and starts walking northwest, he reaches a point where his vision no longer covers the northern cave. This is when I make a run for it. He reaches this point approximately halfway through the walk. In theory, I should be able to stand up and run down the cave without alerting the spider. I can almost bump into him without getting caught. The only thing I can’t do is cross his line of sight, i.e. pass in front of him. But since he turns left and continues his patrol facing southeast, this shouldn’t happen. The red arrows in the images below roughly show the proper path. He will give a chirp though, indicating a first alert. I have not been able to make this run without busting Supreme, but the way I see it, keeping normal ghost intact is good enough here.

 

 

 

[NOTE]: I had many problems receiving proper alerts from this spider. I realized that if I saved anywhere near him, I could not reload and trigger a first alert. Said differently, if I did a quicksave in the tunnel and got caught, reloading meant that I wouldn’t hear his chirps after that, he would go straight to hunt mode (second alert). First after settling from hunt mode he could continue with normal first alerts, but then he was so much more sensitive that I had to reload anyway. I have no idea why this occurs, but I suspect it’s an engine problem. If anyone else has similar or different experiences with this creature, please let me know. Therefore, I needed a way to know whether he gave a first alert or not. What I did was I had a quicksave in the cave after coming down the ladder, then I had to make the entire set of moves without reloading at all. This was extremely time-consuming as I had to wait for the other spider to die every time. I quickly realized though, that running down the sloped cave approaching the water was absolutely impossible without the spider giving a little chirp. The only reason I didn’t hear it after reloading is because of the engine failure. So I conclude that Supreme is busted, without actually having heard the alert. The following moves are therefore on normal ghost premises only. In NewDark, the spider’s first alerts work normally. It’s easy to confirm that the spider will bust Supreme every time when heading down the sloped cave. The instant I stand up and make my move, he chirps. Then only after heading around the corner to the west does he settle. Supreme is definitely busted.

 

Starting my run accurately, the spider should be about halfway due southeast when I reach the end of the cave. This is when the hardest move comes. I need to jump across the water and hit the wall on the other side (left image above). Doing it correctly should allow me to slide quietly into the water. The problem is pressing jump before getting my feet wet but without bumping my head into the rocks above. A good place to land is if I turn around and the corner with the two mushrooms is in the center of the screen or even to the right. Much further left than that and the last move could be tough. The spider should now have turned once more, being on his way northwest. When he turns south again, I’m caught, it’s as simple as that. By that time I either need to be outside his field of vision, or somehow find darkness. The best way of moving knee-deep in water is crouching while tapping the run-key; this is both fast and quiet. I turn west (right), do a couple of taps along the wall and leap into the opposite wall across the gap, again sliding into the water silently (right image above). The dark patch here leaves me completely safe. The next part can also be a little tricky. I need to slide into the deep water without being spotted. Looking closely, the crack forms a V-shape in the ground. From the bottom of the V along the southwest side is a dark patch that could serve as my ticket out of here. Watching the spider carefully, as he disappears behind the rock wall to the left I quickly inch my way into the water. Too much speed will create a splash, but I have to do the whole move by the time he comes back around the corner. It’s not a lengthy process, but requires good timing and accuracy. Finally into the water I follow the dark part southwest and then straight south until I’m out of the spider’s sight. I still have to be a little careful swimming, as the splashes can be heard around corners.

 

[UPDATE Sep 9th, 2018: Should the spider be turning right consistently, it’s actually a lot easier to get by with Ghost intact. You can then run down the cave on the left side and sneak around the spider’s back as he turns right to head back up the cave. At this time, you can crouch and strafe-sneak around the corner by the two mushrooms and reach the shade before the spider gets back to the bottom of his patrol. He will then turn right and stare straight at that corner, but if you’re hidden, you’re safe. I have never encountered the spider turning right when ghosting, but the method is shown in Travis Whitsitt’s video here.]

 

 

 

Done with the spider, I can finally continue my mission. I swim south and come to an underwater grotto on the southeast wall. To the north around the bend is a water arrow on the underground sea floor. There are also three weird bricks in the ceiling that will drop if I get too close (left image above). I guess they can be considered traps but are no problem avoiding. I enter the grotto due southeast. There’s another water arrow on the ground just inside. The grotto turns westwards and emerges in a softer dirt cave. I hear craymen! Better stop and navigate. Lurking out I immediately spot one guarding a water hole to the southeast. No point in going that way. I disappear southwest instead. There’s another waterhole up ahead but also a path going southeast. I try the latter and walk to the end. Peeking around the corner I see the crayman from before to my left, to the right a third waterhole and a patrolling crayman in the distance. This looks too tough so I turn around. I hear yet another crayman rounding the bend to the northwest. He patrols by the west waterhole, disappearing down a path to the south. I sneak in after him as it’s the only route I haven’t taken. Wow there’s a fourth stationary crayman down the end of this path, and I can see rocky caves beyond him, that’s probably where I wanna go. The waterholes are dead ends.

 

Ok so the patrolling guy has a circular counterclockwise pattern with a total time of about 40 seconds. I see a possibility in following him down the darkest cave and sneaking in behind the stationary crayman. There’s a mushroom right at his feet so it won’t be easy. He has two facing angles, north and northeast. His turning seems to be random. However, it might be infrequent enough for me to pass by undetected. Follow the image above to the right for my coming moves. I can creep-crouch to the end of arrow 1 without being spotted. Before starting move 2 however, the crayman needs to turn northeast, and he needs to stay in that position until I’m done with move 4. This is out of anyone’s control, and if he turns north, I simply have to reload. Let’s assume that he faces northeast and I have to finish my moves in say 25-30 seconds. I cannot continue to creep-crouch in the direction of arrow 1, because the mushroom lights up the entire cave and the crayman is angled too far north. He gives a first alert as soon as I pass the bottom of the small V-shaped fissure. So I have to get up the steep dark hill at arrow 2. There is a small ledge by the ground that makes me unable to crouch up it. I actually have to run-strafe up the first part. This might sound like a move destined to fail, but in fact it works. The hill is just dark enough not to be too revealing, and steep enough so that I don’t get too much speed. Between 2 and 3 I crouch-walk (not creep) until getting over the tip, then I have to tap the walk-key to prevent sliding down the next hill. This is the point when the crayman usually turns north and catches me. If he doesn’t, all that’s left is to creep-crouch along arrow 4 in behind his back. Path 5’s only challenge is to avoid getting caught by the patrolling crayman probably on his way down the north cave by now. The rocky hallway has a dark spot up the sloped wall to the east. My goodness Supreme Ghosting is fun!!

 

Sorry if I get a bit carried away. The areas where you really fear a bust, then after planning, sneaking and lots of reloading you finally make it, are the ones most rewarding. There’s nothing quite like it I’ll tell you. J These caves are much easier if playing for normal Ghost, but the path described above is the only Supreme way in, at least to my knowledge.

 

This next cave is a cakewalk in comparison. The only crayman has a short patrol in and out a dark cave to the east. The final waterhole is my way out. There lies a pile of 4 moss arrows on the bank beside it. To make sure my dive won’t be heard, I wait until the crayman is at the end of the cave before plunging in. Submerged, I take the first left and surface in a hidden grotto, where a grim sight awaits me. Here lies a long since perished member of an expedition (left image below). His diary tells of the haunting fear closing in on him. His breath potion is here for my taking. I take the other pool out of here and make a left in the tunnel. I follow the water until I come to a horizontal split in the mountain.

 

 

 

--- Underneath the Opera House ---

I take the upper way for now to get some air. No wonder the expedition lost some members here, these caverns are rough! I dive in again to check out the lowest cave first. After some swimming, I end up in what seems to be a dugout pool. Even though I’m under water I can still hear the clicking of a crayman nearby. I’m running out of air quickly so I need a place to emerge unseen. I swim around to the west and slowly surface in the northern corner (left image). Close call! The crayman seems unconcerned. Hmm...there doesn’t seem to be any good place to mantle up, but do I really need to? Turning north I notice a silver nugget (50) on the ledge, and it’s within reach from the water (right image above). Nice! My situation looks grim in terms of getting up, so I duck under and head back the way I came, trying the upper cave. Another flooded grotto so I tread carefully not to alert the crayman nearby. I peek out the doorway and see him to my right. He faces two directions, northwest and northeast, with random turning (think I’ve seen his brothers somewhere J). I need to use one of the two staircases, but there’s a torch on the top of either one. If he stays northeast for a while, I might be able to sneak up these stairs right here. Naah, he catches me before I leave his sight, even if he is positioned northeast. Then I guess it’s the other staircase. The area between the stairs is fairly dark and easy to pass undetected. I’m behind his back now, staring up the stairs. I sneak in beside him and wait for him to turn northwest. When he does, I make a run for it. I sprint up the first 5-6 steps, but then have to creep-crouch the rest. I would say around 9 out of 10 times he turns back before I reach the top. That crucial 10th time, however, I’m ready. The torch on the wall is blocked by a very convenient stalactite. This creates a blind spot where I am totally hidden (left image below). Now all I have to do is wait for him to turn northwest once again and creep-crouch into safety. After about 4 or 5 takes I manage to lurk my way out of his sight. NewDark shifts this crayman’s position away from the staircase, enough for Garrett not to fit between it and the wall. The only way to get past him going east is by nudging, not allowed in Supreme and only allowed as a last resort for regular Ghost. To avoid this problem, you have to head up the western staircase. The first six steps are dark enough to avoid any alerts. From the sixth step, make a gentle leap and mantle up the southern ledge. This normally won’t spawn even a first alert. From here, you have to make another leap towards the top of the stairs, in order not to spring any of the arrow traps in this room. With a bit of luck, you’ll land on one of the soft edges and not make any noise. This entire room is trapped so I leave quickly, but not before grabbing the 2 broadhead arrows from Colliard’s body. Obviously, the talisman is stolen, so I need to find another way to obtain it. I follow the one-way route, through some more water tunnels.

 

 

 

Finally, I come to what appears to be dry land. Hmm...singing, what is this? There’s a bum here that clearly has been alone too long (right image above). He says, or sings rather, that Lady Valerius of the Opera House found the talisman and has it in her chamber. He also gives me a papyrus (a map of the Opera House) and a key that he claims will be useful. The papyrus I guess is an unnecessary pick-up, and the mission can be completed without it, so I leave it be for Supreme. While he has his long talk I sneak inside the hut and grab his cheese. I am evil I know! Ok at least I have a plan... I head up the rope. On top of Raoul’s “house” are 2 more moss arrows. New objectives: The amount of loot has ten folded (now 2,000 including the cash box in the ticket office), I need to fetch the opera director’s silver flute, and escape to the streets. Yessiree! I continue and soon reach the sewers. At the t-junction I remember what Raoul told me and head left. A scroll here reveals Valerius’ cruel attitude towards her workers. I end up in the Opera House basement. Let’s get started...

 

---Basement ---

I emerge in a room full of stage props, most probably for the operas upstairs. Creepy ambient sounds, but no guards around so far. I head into the main hallway to the south. A swordsman is walking away in the distance to the east. I quickly run up behind him to check his patrol. He eventually turns right into what seems to be a practice room for the opera performers. There are four of them inside rehearsing right now. A stationary swordsman is positioned in a smaller room further to the east; I can barely see him from here. I stop against the wall opposite the doorway and let the guard continue his patrol. I can spot several chests inside the practice room. Goodies! But the area between the doorway and where I’m standing is well-lit. The stationary guard has three angles: north, west and southwest. Only in the former position will I be able to sneak over undetected. However, he switches position often, so it’s gonna be tight. Then there is the singer just inside the doorway, who turns south and east regularly. The doorframe might block at least part of her view though. From where I’m sneaking, the swordsman is very touchy. He triggers to some speeds but not to others. For instance, normal crouch-walking (cw) sets him off with a grumble, but creep-crouching (cc) does not. The latter is, however, so slow that by the time I reach the doorway he has turned my way again. But there is a speed in between the two: creep-crouch-strafing (ccs). I always thought this was the same as crouch-walking but I was mistaken. When faced north, the swordsman has never alerted to me ccs-ing, and it is just quick enough for me to land in the doorway’s darkness before being spotted (left image below). I can now inspect the two chests here and find a cozy cheese in the western one. Aaah, that lump of dairy was well worth the wait (try to say that three times fast!). This huge room has two more chests at the other side and fortunately lots of shadows to hide in. One of these chests holds a healing potion. I dodge the patrolling swordsman on my way back and sneak out the same way I came. The other rooms to the northeast contain more props and ornaments, but nothing of interest. I head west and try the main hallway in the opposite direction. Passing the corner I spot another swordsman walking in this direction. Luckily he turns left and disappears. I try the door to my right. It’s locked but pickable. Also, the silver key from the archer in the tower unlocks it?! That’s very strange... Is that a mistake from the mission designers or does the archer have a part-time job at the Opera House? Anyway, this seems to be the armory. I find a gas mine, 3 flash bombs and 2 fire arrows on the various shelves. I hurry back out and lock the door.

 

 

 

This area is full of patrols so I sprint back east until I find an opening to my right. I make a south into the pool chambers. Hidden in the pool water are 2 water arrows. I continue straight south and enter the next main hallway (on my way is one of several empty chests in this mission). I hear footsteps but see no-one. I make a right (west) and turn at the corner. A swordsman appears from the right, turns west, then strolls on whistling his merry tune. As he turns right again, another swordsman comes out beside him, does a 180, and disappears back through the same doorway. The coast is clear! Quickly I enter the green-framed doorway to the left. In the first hallway ramps lead up either side; I’ll check those out in a bit. I go straight, into what seems to be the wine cellar. There are a total of five entrances. I start at the leftmost one. Well, it’s wine storage all right, but they seem to have drunk it all. Wait, there’s one bottle of fine wine (100) left for me, in the middle hole on the lower rack. The next three doorways connect to the same wine “cave”. In the southeast corner is another bottle of fine wine (150). The westernmost doorway leads to another racked wine cellar, with a third bottle of fine wine (200) in the middle hole on the top rack. The last bottle is up the western ramp I saw earlier. There is a servant patrolling counterclockwise that very route, so I wait for him to pass, then sneak upstairs behind him. He enters a little alcove on the left for a couple of seconds. The bottle of fine wine (250) is hidden behind a crate in that very alcove. That’s all the loot from the basement so I leave the wine cellar entirely. Back out in the main hallway I evade the swordsmen and make a right, back to where I emerged from the communal pool. Straight across the hall from the pool is the dining area with a single servant roaming about. He has a very predictable patrol route and is easily dodged. I wait in the shadows and follow him into the kitchen. On the counter: a deer leg, carrots, a loaf and a cucumber. No supper tonight ya’ll! I quickly crawl into the fireplace and head up the hidden ladder.

 

--- First Floor ---

This is one of Raoul’s hidden areas marked with a red X on the map. From this secret room I can enter either side of the opera stage. As I drop down on the east side, two performers start to complain about Cribs’ latest play (right image above). I can watch them from a small peephole in the wall. There is also a secret entrance further down the wall. One of the tables in here has tiara (375), and I can easily grab it from the shadows. A healing potion sits on the same table. I can sneak out the doorway undetected, but I can’t get back in, so I’ll wait with that area. Back through the secret door and to the other side of the fireplace. This empty parlor exits into a tiled hallway. I hear loud footsteps not far away. Soon a swordsman comes by from the left. I pick his red key [2] from the doorway. He turns at the end of the hall and strolls back westward. I follow him around the corner and wait in the nearest patch of shadow. Hmm...a servant prepares a meal to the south. Suddenly another servant comes by from behind me. He enters the kitchen and heads down the stairs to the basement. This guy has a very long and intricate patrol route, spanning from the basement all the way to the third floor. He cycles between fetching wine from the cellar and refilling various cups around the Opera House. You probably won’t bump into him the same places I do; his pattern is marked with a dashed blue line on the map. Anyway, as he disappears downstairs I grab the two golden goblets (425) and the two golden plates (525), along with the loaf and the cheese by the cook. I watch out for the patrolling swordsman and round the corner in the hallway going east. This time I continue to the end and enter the opening to the left leading to the large opera stage.

 

 

 

I should remind everyone playing Supreme that many of the doors in this mission need a key to open but are also pickable. This means that if you pick open one you also need to get the key and relock it, due to rule #7. However, if this necessitates an avoidable pick-up, it goes against rule #13 saying: “Keep a clean inventory: don’t pick up what you don’t need...” Since pickpocketed keys cannot be put back other than dropping it along someone’s route, I would say this constitutes a bust if it is used just to take an easier path through a mission. However, if the only way to i.e. get a piece of loot is to open a door that requires a key to re-lock, it is ok; then it’s no longer unnecessary per se. This interpretation for me only concerns lifted keys, as other items can be put back to their exact location and therefore wouldn’t leave a trace (although these walkthroughs will touch the least amount of items possible, even if they can be put back, the obvious exception being Norwegian Thief marked in blue which on the contrary intends to pick up everything J). With this in mind, I hope you understand why I steer clear of the doors accessing the east wing of floors 1 and 2. It is possible to finish the mission (and even get the all the loot in these areas) without ever using them, hence avoiding picking up any of the four red keys in the mission (that are all attached to belts). I know I am strict, and I don’t blame anyone who chooses to see the rules differently. This for me makes Supreme a pinch more challenging, in addition to letting me keep a clean conscience for following the rules accurately (I’m like that, don’t ask me why). The point is to enjoy the missions and the mode you’re playing.

 

This is the audience section of the opera stage. I assume the large open area in front of the stage will be packed with guests later on. There are a total of 9 boxes overlooking the stage. In the north quarter, a lady is stationed in the second floor booth closest to the stage, while there’s a gentleman in the third floor booth a bit further away. A guest couple is talking in the larger middle stand, while the last guest watches from the lower booth to the south, seen in the image above to the right. Even though there’s a huge chandelier in the ceiling, the room isn’t that well-lit. I can easily cc along the walls and the stage without getting spotted, although any fast movements will cause growling among the guests. The red arrows in the screen capture illustrate the easiest way to move around. I can get onto the stage itself in between any of the 5 spotlights directed at the carped. However, I can only get backstage around the south corner. Looking closely, the carpet to the north is hanging further out than on the south side. This is enough to prevent sneaking past the spotlight here. The southernmost spotlight lights me up some, but well within acceptable limits. I won’t go backstage just yet, but I’m presenting the most convenient path now if such is intended. Instead I sneak along the stage to the north and cc out the opening here. I stand in the darkness and absorb more information from my surroundings. There’s another hallway here similar to the one on the south side. And if I’m not mistaken, a guard will stroll by soon enough. Yup, here he comes, and he has another red key [3] for me. I follow him west, past a locked closet, around the bend north and then west again.

 

 

 

The door to the north is the barracks, containing some nice goodies for those interested. However, the hallway is bright, there are two guards staring straight at the door from the inside, and two torches keep the barracks lit. Naturally, it’s impossible to get inside without busting Supreme, but I might be able to keep Ghost intact. I can open the door without alerting either the swordsman or the archer inside. I can even spot the two torches alert-free. With a couple of well-aimed shots I douse them to check the reactions. Both guards grumbled intensely, but I’m surprised they didn’t give more than first alerts. The entire room is totally black now, so all I need to figure out is how to get inside. I might try dousing just one torch though. Most of the items inside are to the left, so I’ll extinguish that one. The image to the left above shows where I stood to make the exact shot. Notice I am just outside the swordsman’s view. It also shows the placement of the inevitable moss arrow. It has to be this close to the doorway to cover the entire tiled area beyond the door. The image also shows the annoying disappearing-door bug. Thus, a total of one water arrow and one moss arrow are necessary for this set of moves. Next up I have to enter the room without getting seen, which turns out to be more than a trifle. I have to hop from the carpet onto the mossed area, open the door, run inside and crouch in the darkened doorway. All this while avoiding the patrolling swordsman, dealing with the door bug (closing it before it completely opens) and hoping for no more than first alerts from the guards inside. It sounds impossible, but believe me, I have repeated it and then some. There seems to be at least three factors deciding an AI’s response level based on vision only: a) brightness (light gem), b) distance from AI, and c) length of time visible. The latter factor can sometimes be used to pass areas that might seem hopeless, as long as it’s done quickly. Well inside, I close the door fully and start creep-crouching. That is the only way of moving about in here without causing further remarks. I sneak left, but have to leap onto the chair to traverse any further unnoticed (right image above). From there onto the table, and drop gently to the floor just west of the guard. On my way I grab the 2 gas arrows and the healing potion from the table. I sneak past the next chair and snatch the 6 broadhead arrows and the speed potion from the north table (left image below). Back I use the same method except getting onto the table from the south is tricky. I find pressing jump and run simultaneously gives me a small forward skip onto the table edge. From here on to the doorway it’s easy. Back out I have to rely on the same skills as going in. A little luck, swift key-strokes and determination leaves me be with another set of grumbles from the guards. One would think they would stop blaming the rats by now and finally get the picture.

 

 

 

The door to the south is unlocked, so I slip inside. The room holds a jar (575) and 3 golden plates (725). As the guard outside walks east, I enter the hallway and travel further west. There are two doors at the end; I enter the one to the front. It’s also unlocked. I quickly creep-crouch inside before the swordsman comes around again. The map says this is the ticket office. There’s a clerk selling tickets in the booth to the left; luckily he has his back turned. There are a total of four booths, but the others are empty for now. The middle two is exposed to a patrolling swordsman through a doorway to the south. Gotta be careful. I can spot two safes in the back counter. The closest holds a stack of gold coins (750) in a cash-box. Is that all?! Yeah it seems so, as the other safe is empty. What a downer! The door on the west wall leads straight to a stationary archer protecting the basement staircase. I’ll leave him be. The floor here is tiled, and I have to leave through one of the booths furthest to the west. I can either do a walk-jump or a gentle run-jump to climb over the booth ledge. Inching down the other side I enter the next tiled hallway. The opposite doorway is black, but the following room is well-lit from the powerful chandelier. The swordsman has a rather long walk going north-south. There are three tiled rooms in succession going south. I pass the first one easily. In the distance I spot a girl facing north; I might wanna watch out for her too. The next room is more difficult, with few dark corners to hide. The space behind the statue to my right serves as the only hiding spot for now. I snag the tiara (875) from the statue’s head while waiting (right image above). I notice a passage going directly east from here as well. As the guard passes from right to left, I move out from behind the statue. From this side I grab the 2 water arrows from the fountain. Those playing for Supreme can skip the entire next paragraph, and instead get ready to move upstairs.

 

For Ghost I sneak south. This room has fairly dark sides, at least enough to avoid the patroller. I wait in the shadows by the opposite doorway for him to come back and turn around. I then cc out but cannot prevent a comment from the girl across the hall. My light gem only flickers dark yellow, but that is enough to set her off. An option is to come in from the east, but that would also spawn a comment. A third alternative involves using a secret passage from the third floor, but that entails property damage or banner transmigration, a last resort at best. No, I will have to deal with the situation from here, in order to have a shot at Perfect Thief. She protects a single piece of loot in the room behind. A guard in the basement refers to her as the cloak-check girl. The problem is all the lamps combined with loud flooring. There is, however, a very convenient dark area on the carpet right in front of her. It stretches a few feet to the left. The green area in the image below tries to illustrate where Garrett is pretty safe from comments, if creep-crouching. The easiest way to get past the girl is to follow arrow 1, and simply jump through the counter window. Remember to not release the run-key until hitting the wall behind her. Most of the times she will respond with a “who’s there?” but Ghosting allows that. Once there, I turn around to check the patrolling swordsman. Making sure he walks away I cc through the door. I bring along a purse (975) from one of the right shelves.

 

 

That’s all worth looking for, so I prepare for the trip back past the lady. Opening the door I yet again have to look out for the guard walking the rooms to the north. Unfortunately, I cannot take the same way back to the carpet as I did in. The lamp on the south wall is too bright on my back I suppose. No, I have to use the door and come in from the west instead. Out in the hallway I can just sneak onto the southwest corner of the carpet and still be outside the view of the girl. However, jumping from there gives me too little speed to fool her. Initially, I thought I could do the entire set of moves without using any equipment, but I had to put up with mossing the tiles at the end of the hall to get more speed jumping. The jump has to be quite accurate landing in the darkest spot on the carpet (see image above). It’s very important to release the run-key when entering the girl’s view, to more effectively come to a full stop in a crouching position. The image should show all the moves and areas in full, also proving I took the purse without alarming her. She gives another comment when I sneak back through the north doorway. I time the swordsman to move further north, and swing east towards the doorway I noticed earlier.

 

--- Lady V ---

Through this set of doorways I reach staircases leading to the second floor. A swordsman covers the ground between the floors very thoroughly, although his patrol takes up to 80 seconds. My best bet as it happens is taking the south stairway. The stairs themselves are marbled, but the edge along either wall is wood and quite dark (with alternating floor illumination). The swordsman patrols counterclockwise and will soon pass me from behind. He turns left and disappears down a different set of stairs further east. This area is tricky and needs planning. I wish to leave through the south doorway, but there are two stationary guards on the third floor covering that area. There is also a patrolling swordsman in the great halls to the west that could catch me. Then we have the deal with the servant occasionally roaming about. If you study my drawn maps, you can get an idea of the various patrols; they’re all signified by colored dashed lines. I can quite easily sneak across the marble to the south wall. From here I approach the doorway to the east by inching along the wall (left image below). Soon I can spot the two guards upstairs. They alert with a comment if I move too fast. I creep-crouch around the doorframe, into the hall, and make a left. Phew! This entire area is safe from any patrols. I take the first right and follow this hall around the bend. The only opening on the right reveals a circular room with a central pillar. Studying the pillar more closely, I find a hidden passage on the lower west side. I duck under and climb the winding stairs. The hatch at the top is locked and unpickable, but will unlock with Raoul’s key. I guess that crazy guy was telling the truth after all! In the set of shelves is a blue key inside a small box. It unlocks the magical chest in here containing the Talisman of Earth. I re-lock the chest and drop the key back onto the shelf for Supreme. On Valerius’ desk is another box with a valuable ring (1075), plus a scroll from Cribs explaining the location of his silver flute. The yellow key conveniently opens Cribs’ safe, so I bring it along. The scroll I replace. That’s it for now. The double-doors lead straight to Lady V.’s personal guards, so I head back down the secret passage and lock the hatch on my way out. Furthermore, I backtrack to the doorway with the two guards stationed upstairs. The patrolling swordsman needs to pass, then I can move. This time I turn right and inch along the south and east wall, finally sliding downstairs.

 

 

 

--- East Wing ---

The reason I didn’t enter the east wing before is that I needed the yellow key to steal the silver flute. I didn’t want to go back and forth excessively. Now it’s the right time however. I turn right at the end of the stairs and enter the stage area once again. I follow the south wall and angle towards the stage when closing in. The lady right above me to the south grumbles quite easily, and that can only be prevented by creep-crouching. The image from before shows where I mantle onto the stage itself, and how I sneak between the spotlight and the carpet to get backstage. The east wing area is symmetrical, with two floors on the south and on the north side. The middle room has a total of 4 AIs. They’re not too hard to avoid, but worthy a notice nonetheless. The patrolling archer upstairs is the one that catches me most often. His clunking boots eventually become background noise, so I tend to forget about him, to my own demise. Anyways, when the coast is clear, I approach the southern doorway from the west. There is one item on the first floor south side just for purists. It’s a scroll from Lord Bafford to Carmella. He wants to meet her on the promenade later and promises her a precious gift. It’s located in the small, dark room next to the stairs (the scroll, not the gift J). I assume avoidance of the guards in the middle section from now on.

 

To get to the second floor I have to use the ladder leading up to the metal walkway. From the ladder I can reach the ledge to the south directly. A jump and a mantle will do the trick. The first two doors in this hallway are both pickable and lead to the same storeroom. Inside are a rug (1225) and two golden candlesticks (1325). Everything else in here is junk so I leave quickly. Another purist item is located through the door furthest down the hall. The swordsman in here has a key on his belt; a nice addition to the pickpocket count. He faces west and north, turning quite frequently. He is, however, unable to see me facing west, if I creep along the eastern wall. To gain a small time advantage, I creep to the dark portion of the doorway first. The next time he turns west, I move. As with the situation in the basement, creep-crouch-strafing is the most efficient. I get busted a few times before sliding successfully in behind his back (left image below). From here, I pilfer his red key [4]. I use the same method back, stopping in the doorway (right image below). I descend the ladder back by the metal walkway and traverse the room north.

 

 

 

Making sure the archer has left I enter the first floor hall. I also grab his key [5] as he passes. The two unlocked doors in here lead to another storeroom with more loot, two vases (1525) to be exact. I grab them and leave. I return to the entry and ascend the next ladder in front of me. Before reaching the top I turn around and hop across the gap to the ledge here. This floor has blue metal door not responding to any key. I pick it and enter Cribs’ study. Two singers immediately start quarreling in the neighboring room (from the conversation it seems to be Cribs and the leading lady for his new play). They leave me enough time to do what I need. First, I lean forward and grab the scroll from the desk. It’s a letter from Valerius revealing their plans to uncover the power of the talisman. On the west wall is a safe, and it unlocks with the yellow key from Lady V.’s study. Inside is the precious flute (1675). I quickly re-lock the safe and sneak out, before the woman starts patrolling. I backtrack to the backstage area with the harp. For some reason, I can’t for the life of me sneak by the same spotlight as I did coming in. Instead, I have to make a special leap past the light on the far north side. Since the carpet sticks further out over there, I can’t even enter the lighted area. I have to hop onto the spotlight itself by the stage wall, without making noise on the metal. Luckily, the area outside the spot’s light is pitch black; I can even stand up straight and do a running jump. The landing has to be perfect though. Too far east and I alert the whole audience with a loud clunk. Too far west and I fall off the stage entirely. This “sweet spot” is right on the top of the spotlight, and from there I can inch forward sliding off on the northwest side. I can furthermore glide down the stage onto the floor. From here, I sneak back to the door on the west wall and up the stairs to the left.

 

--- Second Floor ---

Before reaching the top of the stairs, I turn around and look up. By the foot of the statue in the alcove above I see a cleverly hidden piece of loot. Fortunately, rope arrows can attach to the walls here, so I fling one in and climb up. I can just reach and grab the golden nugget (1775) from here. I climb back down and retrieve my arrow before the swordsman returns (left image below). After that ordeal I continue upstairs and approach the same doorway as before. At this point, the roaming servant comes down from the top floor and enters this very doorway. He soon returns and heads downstairs towards the stage area, the same time the swordsman comes around for his next trip. I carefully cross the doorway light and draw closer to the west doorway. Another swordsman regularly patrols here, and my best option is to wait for him to come. He turns around in the doorway and resumes his patrol in the opposite direction. That’s when I follow. I filch the speed potion [6] from his belt when I get the chance. The three consecutive rooms here all have a huge carpet in the middle for easy traversing. That’s a particularly good thing here since I need to stay on the guard’s butt until halfway through the second room. There are a couple of guests stationed in the room to the far north, but they cannot see me as long as I stay to the west. He continues north but I turn left and start sneaking, fast! Frobbing the star formation thing on the wall here will open a hidden door on the wall behind me (another one of Raoul’s secrets). I lean forward, push it and hurry east. Halfway onto the carpet the woman in the next room will spot me, so I switch to creep-crouching. I barely reach the door before the guard returns. I hastily slip inside and close it. Aha, so this is Raoul’s hidden chamber (right image below). He’s a sneak just like me. I grab the two golden candlesticks (1875) from the table and the rug (2025) from the floor. Flipping through his journal I read that he is a man without revenge. Not like me after all... I have to leave the same way and that includes timing the guard outside. Fortunately, I don’t have to frob the button in the star this time as the door locks itself. I cc to the south doorway and sneak around the corner when I am outside the woman’s view. Soon, the guard comes by, turns and heads north again.

 

 

 

I enter the foyer like before and leave through the south doorway. In the hall I turn right and enter the door on the left. This is a carpeted area with three connected sitting rooms. The middle one has a table with two golden goblets (2075). I leave through the same door. I continue east and make a right back to the rotunda. I enter the secret passage and head upstairs to replace the yellow key for Supreme. The rotunda moreover contains three goblets (2120) and three golden plates (2270). Leaving I take a left, round the bend and make a right approaching the doorway ahead. I wait in the shadows for an archer to come by and follow him down the carpet. The openings along this hallway are entrances to the boxes overlooking the opera stage. The first one takes me to a lady holding a pair of binoculars (2320) [7]. I can easily sneak up beside her and grab them. The other stall is empty. I wait for the archer to come around again and follow him to the next, larger box. A couple then starts a conversation about Cribs and Valerius’ latest play (left image below). From the shadows I lean forward and grab the man’s purse (2420) [8]. Piece of cake! I reenter the hallway and continue north. The last side-hall takes me to two more boxes. The lady in the northernmost one has another pair of binoculars (2470) [9] on her belt. I return to the archer’s patrol ground and exit to the north. The last lady I picked can spot me unless I creep-crouch out the last opening.

 

The next hallway is long, very long. A single swordsman covers the entire stretch, and at the moment he is nowhere to be seen. As I sneak westwards, he appears from around the bend at the end of the hall. There is an opening to the north with a dark patch where I reside for the time being. The swordsman comes by, turns at the end, and starts walking back. I follow him to the doorway on the left and enter the foyer like before, now from the opposite side. On the right is a huge vase. I inch between that and the wall, approaching the parlor with the two stationary guests I saw earlier. The woman has a piece of loot that I very much want, but it could be tricky. The chandelier seems very bright, almost too bright if you ask me. As seen in the picture below and to the right, the best approach is coming from the northeast. Sneaking from the southeast is possible (perpendicular to their angle), but I cannot get close enough to snatch the glasses. To the northeast there is shadow, but that stupid chair blocks part of my way along the wall. Inching around it spawns a comment from the gentleman. Argh!! Rope arrows in the ceiling could help, but the chandelier is too intense. Nope, I must accept a first alert. Naturally, this implies skipping this loot for Supreme. For Ghost I can get close enough to snag the binoculars (2520) [10] from the shadows directly to the north of the lady. I backtrack to the main hallway in the north.

 

 

 

The last piece of loot on this floor lies due west. I follow the patrolling swordsman until the turn and let him slip by me heading back (the living rooms to the north are empty). The next area is the promenade Lord Bafford spoke so preciously about, and rest assured, he has brought his favorite singer Carmella along for the ride. They are enjoying a nice moonlit night. Bafford is quite wary, and Carmella seems nervous for the occasion. I better tread carefully. I need to reach his belt, but rounding the northeast corner is a no-no. The staircase hinders me of approaching from the southwest, but what about something in between. I can hop onto the northern part of the east railing without any comments from either. Now, I have to reach the north railing silently. There is a nifty way of doing it. Most players think mantling involves holding the jump-key from a standing position. However, one can press jump while in mid-air and still mantle normally. That’s the solution to my problem. Study the arrows in the image to the left below. I run from the east ledge into mid-air, towards the north railing. If I hold the jump-key after letting go of the edge, I will mantle onto the railing provided I reach it high enough. From here, Bafford’s necklace (2720) [11] is mine! Sorry Carmella. The same method works the other way as well. Inching down from the ledge I return to the east hallway. The swordsman soon comes around once more, and I tag along. I follow him past the right doorway and enter the next hall to the left. Around the corner there’s a single pickable door to the left. The library. I take the stairs to the third floor.

 

--- Third Floor ---

Cribs’ opera lies on a table here in all its glory. What a piece of filth! I exit through the only door. I strongly advise everyone to study the map of the third floor thoroughly before barking on any trip around these halls. One swordsman travels all over the floor. Another one traverses between the two spectator wings in the east. However, there are two stationary guards in the middle, protecting a set of stairs that pose the biggest threat. There are three pieces of loot and one item (pickpocket) left in the mission. They are possible, but require immense sneaking. From the library door I peek into the hallway. For now, nobody is to be seen, so I go south and enter the carpeted area to the left. The cozy sitting area to my immediate left has a jar (2770) on one of the tables. In the spectator stall directly across is a male guest viewer. From the shadow in the corner I snag his purse (2870) [12]. I leave, reenter the main hallway and continue south. Up ahead there is a large patch of shadow, but beyond lies trouble. Two consecutive swordsmen patrol by. One of them disappears at the corner behind me (by the library), while the other enters the north guest wing. He comes back after a little while. In the opening to the west are the two stationary swordsmen I talked about earlier. They turn frequently and could end up staring in my direction. I need to creep-crouch following the guard further south; with some luck the men to the west won’t spot me. They don’t this time, so I enter the shadowed area further south. The guard checks the south wing, comes back and heads north again. In the meantime, I spot an archer patrolling the south hallway. I enter the guest wing myself and take the stairs to the left. The man I robbed before can actually spot me from here, so I make sure to tread softly leaning for the binoculars (2920) resting on the stall railing. I wait in the shadows outside the box for the guard to return, only to follow him back out.

 

 

 

The archer to the south holds the last pickpocket of the mission; in fact it’s the last item completely. The hallway here is very bright and the archer doesn’t give me much of an opportunity. He mainly patrols the south hallway, but enters the north-south going hall very briefly. As seen in the right image above, he walks a few feet in, but turns before reaching the carpet. At this moment, I have to leap across the tiled gap and land on the red carpet. Before he walks too far off I have to lean and grab his healing potion [13]. I must not land farther west than the middle of the carpet, as one of swordsmen guarding Valerius’ chamber to the southeast can spot me. I have repeated this move 4 or 5 times, so it is well within sneak boundaries.

 

[UPDATE September 26th, 2018: If wanting to reach the third floor without picking the two library doors (which cannot be relocked), you have to ascend via the second floor central stairs. The two stationary guards at the top pivot quite frequently; one east-west and the other north-southwest. This leaves the northeastern pillar slightly less protected, thus making the best approach the eastern wall of the north set of stairs. From here, you can safely monitor the rotating guards (left image below). The obvious goal is the hallway to the east, despite more patrollers vacating the eastern half of the third floor. Quicksave at the uppermost portion of the pillar’s shadow, and creep-crouch-strafe around the corner. With a bit of luck, neither patroller will turn around by the time you reach shade (right image below). Exactly the same method must be used to descend back to the second floor. This means only one lock has to be picked to ghost this mission, or two if you want to maximize loot.]

 

 

 

The only task left is reaching the streets. Since I have to replace Raoul’s key for Supreme, I make my way down to the basement exactly the way I came up (yes that includes using the fireplace passage from the first floor). From the sewers I use the manhole to finish the mission. La-dee-da!

 

 

STATISTICS:

 

Time: 1:51:58

Loot: 2920 out of 2920 (Supreme: 2770)

Pickpockets: 13 out of 13

Locks Picked: 4

Damage Dealt: 0 Damage Taken: 0

Consumables: 1 Water Arrow & 2 Moss Arrows

Ghost: Success!

Perfect Thief: Success!

Supreme Thief: Failed!

Perfect Supreme Thief: Failed!

Norwegian Thief: Failed!

 

Notes:

-          The stationary spider at the end of the sloped cave slides downwards because of idle turning. His drowning is outside my control and hence not a bust.

-          Had to accept a first alert from the patrolling spider at the end of the sloped cave coming down. He sees me starting the run because of the glowing mushroom, impossible to avoid. Supreme bust.

-          Got three sets of first alerts (six total) from the guards in the barracks going in to steal their stuff. One set from dousing the torch, another one going in, and the last one leaving. These cannot be prevented if wanting the potions and arrows inside. Norwegian busts.

-          I had to skip the purse behind the hat-check girl on the first floor for Supreme. This reduces the total loot amount by 100 gold for that mode. For Ghost I got four first alerts and used one moss arrow to retrieve the purse.

-          I also had to skip the glasses on the lady in the second floor parlor for Supreme, worth another 50 gold. The light along the wall was too intense to avoid a comment from the man.

 

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