PREVIOUS MISSION                                                                          THIEF GOLD                                                                                  NEXT MISSION

Mission 11: Undercover

 

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.]

 

This is a very different mission from the rest, seeing as most of the time you are, naturally, undercover. There are, however, many factors to consider if wanting to Supreme this mission. The order of events is important, as is triggering of scripted conversations. Overall, the mission’s quality is par for the course, but nothing more. As a stealth game, removing that aspect from any mission can only hurt it. The same is to be said here. Although short lived, the frantic post-talisman atmosphere is somewhat redeeming, but not enough to save this from being fairly mediocre.

 

Overall score: 7.1/10

 

Intro

Entry

Quick-Looting

The Talisman

Leaving

Statistics & Notes

 

--- Intro ---

So I need to steal the Talisman of Air from the hammerite temple. I have gotten hold of some novice credentials from an associate, so I can walk around the grounds undetected. I have to stay clear of forbidden areas however, and avoid getting caught looting of course. I should bring along 2,400 worth of gold and their holy First Hammer from the reliquary, as well as the talisman. I start the mission without anything useful, except for the hammer education credentials. 6 water arrows could come in handy if things get rough, but I’ll hope for otherwise, namely a smooth day at work.

 

I won’t describe my endeavors as detailed as in other mission, especially not before triggering the alarm. There is hardly any sneaking prior to this point, and if there is, I will point it out. This mission is critical when it comes to the order of sequences though. There are three hammer conversations that should be triggered rather late, or not triggered at all, mostly due to the dangerous halls by the forbidden doors on the lower floor. For this very reason, the best way to enter the Hammer temple is not by means of the front gate. Instead, I will climb the walls to the east, quietly entering the garden.

 

--- Entry ---

I start off just southwest of the temple entrance. To enter the hammer compound, I need to make a difficult mantle onto the doorframe of a nearby building. It’s located around the street corner to the east of the main gates. I’m not quite sure what makes the mantle difficult, other than the fact that sometimes it works and sometimes it doesn’t. Garrett has to be positioned in the exact middle of the flat part of the top frame. Also, he has to take a small step back to mantle successfully, not by hugging the doorway completely. In NewDark, the door can easily be mantled from either side. From there I hop onto the north ledge, and further onto the temple roof like (left  image below). Here I can spot the front entrance guard, totally oblivious to my presence. The right image below shows how I need to make a long jump and land in another mantle to reach the garden beyond. It’s just a matter of jumping at the right time. Although it looks very spectacular, there’s nothing more to it. TFix adds a slanted roof to the left, from where you can safely drop onto the plateau south of the balcony.

 

 

 

--- Quick-Looting ---

There are a total of 5 loot items that, if stolen, will be detected by patrolling hammers (see loot list). They will, in turn, sound the alarm. At least to me this constitutes a bust for all ghost modes. These 5 items combined has a value of 450 gold. Deducted from the total loot count, I’m left with 2,308 gold, 92 below the required amount for expert. This means that after stealing the talisman (and consequently setting the alarm), but before leaving, I will have to steal at least one more item of value. 3 of these 5 items have a value of 100 gold; the 2 remaining ones are 75 each. The required First Hammer will also get noticed if stolen, so I will have to pick that up along with the remaining loot. For Supreme I also have to replace a certain scroll that I will come to later. All remaining loot and items I will bring along now, prior to my main objective. Stealing the talisman follows directly from the mission requirements, so raising the alarm this way naturally does not cause a bust. We will come to all of this later. I just wanted to elucidate for safe measures.

 

I drop to the garden level and round the northwest corner, past the barracks and into the sparring room. I avoid the doorways and descend the staircase in the corner to the underground tomb. At the t-junction I make a right, then left and a right again. Around this next corner is a stationary hammer facing west. One of the 5 tougher loot items is placed on one of the coffins up a small slope directly in his view. I will eventually have to come back for that later. There is, however, another piece of loot right behind his back. Even though the AIs don’t react negatively to my presence, they have the same alert levels engine-wise. Thus, I cannot run past him from the front and steal the loot. He’ll notice the event and start whacking. If I sneak up the slope from the corner and stay undetected, then I can take the vase (100) and leave the scene unbothered (left image below). And that’s exactly what I do. There’s another vase (200) on the coffin in the hall further up the same slope. I take thereafter the hall the guard is facing, turn the corner and head down the next left. A tipped vase (300) lies beside the coffin to my right. To the front at the end of the hall is another coffin with a vase (400) resting on top. The tomb is done for now, so I head north, make a right and fly up the stairs to the south. Arriving in the basement, I take the next set of stairs past the barrels, to the tiled hallways of the lower floor.

 

 

 

The halls here are patrol-free, simply because I have avoided triggering the conversations of any of the five hammers that normally walk here. Even if you don’t have to sneak, doing a thorough research of the map before starting the Ghost run can be the difference between a failed and a successful mission. I walk straight and make a left into the dining hall. 3 bottles of fine wine (550) are placed on the table. I then pass through the kitchen to the west. I bring along 2 cheeses from the table and carrots and 3 apples from the counter. In the hallway I walk straight and stop by the first door marked with a hammer symbol on my left. This indicated the room is off-limits to novices, hence me. But do I care? Naah. Two hammers are stationed in the foyer to the north. They will start a conversation if I enter the doorway, but I won’t, at least not now. The forbidden door here is visible to the hammer facing west, but if I sneak slow enough, he won’t react. Inside I grab the golden goblet (575) on the cabinet. There is also a silver key on the same shelf, and a cheese in the unlocked chest. Sneaking out the same way is safe. I run back south all the way to the kitchen doorway, make a left and turn left again at the corner. Through the first door on the right I find a silver key, an apple and a healing potion in a chest. The first door on the west side of the hall leads to the High Priest Chamber. Obviously this is another one of those forbidden rooms marked with a red hammer. The High Priest is in there right now, walking about. He stops (although somewhat randomly) in his study and in his confession chamber. Conveniently there’s a window, so I can watch his movements while planning my acts. As he walks from right to left towards his study, I open the door and slip inside. Quickly I grab the bottle of fine wine (625) and the loaf from the shelf. Furthermore I open the chest in the corner and steal the diamond (725) inside, as well as the hammer from the pedestal. The priest is still in his study, so I hop onto the chest and wait for him to leave (right image above). As he heads past the bed I enter his study and grab the stuff from the table; another bottle of fine wine (775), a golden hammer (850) and a grey key. He usually stays in his confession chamber long enough for me to leave the chamber altogether. I normally eavesdrop outside the window for a little while afterwards, to check for remarks. Funny enough, he won’t alert to the missing loot. The next forbidden room on the east side contains a tiara (975), and a bottle of fine wine (1025) in a chest.

 

If not playing for Supreme, I would suggest cleaning the last two forbidden rooms now. This involves triggering the conversation of the two guards I saw earlier, but two patrolling guards are better than five right? I’ll describe the way around for Supreme, since that includes normal Ghost as well. It’s a little bit trickier, as I have to replace the two keys from this floor. I leave this floor the way I came: down the steps to the basement and further on through the tomb. I arrive in the sparring room to the lower floor. From here I enter the east garden and backtrack to where I entered from the streets. I can mantle onto this wall with an angled jump from the flower patch to the right. It’s not that hard but might take a try or two if you’re new to Thief.

 

 

 

On the balcony I take the south exit. This small chapel has a table with a scroll resting on top of it. It is the Prayer of the Wallbuilder, and I carry it with me. I make sure not to enter the foyer through the doorway to the west. This will trigger a conversation and send one of the hammers downstairs (left image above). Instead I take the door in the southwest corner of this room, pass this entire hallway, and enter the next two doors in front of me. I’m now on the west side balcony, above the cemetery below. Here I have to make sure not to enter the concrete part of the balcony, but stay on the inner tiled area. There is another potential conversation trigger below that might screw things up later. Instead I enter the door leading to the library. Nothing of interest in here except for a locked door, and it’s forbidden. It unlocks with my silver key. By taking this route through the upper floor I should have triggered one conversation in the northeast, and the patrolling guard involved could come through here, so I re-lock the door once inside. On the shelf are 2 precious bottles of fine wine (1125). The chest contains a scroll describing the procedures on how to obtain the talisman, and the location of all the switches involved (right image above). I suggest bringing it along for Ghost, but for Supreme just write down the message and reload. I leave and re-lock. Then I retrace my steps to where I picked up the silver key on the lower floor using exactly the same route. I sneak inside (once again making sure not to alert the hammer waiting to converse) and place the key back onto the cabinet shelf. Nice!

 

Out in the hallway I walk north to finally trigger the conversation between the two hammers here. It is inevitable in order to enter the last forbidden rooms. As they walk off I quickly run inside the door here and grab the purse (1225) and the loaf inside. Out again I walk straight across the foyer and enter the marked door on the opposite side. The room holds a chest with another purse (1325) and the last silver key.

 

 

 

--- The Talisman ---

As explained in the scroll from the library chamber, five switches need to be flipped in no particular order to get to the talisman. They are initially set to ‘OFF’, and 5 minutes after flipping the first, they will all reset to ‘OFF’ again. They are hidden around the hammer complex. The first switch is in the garden cemetery, situated west from the sparring room. As I enter the garden, two more hammers start talking nearby. While they chat I can grab the vase (1425) from the northernmost crypt. The two next crypts also contain loot, but they will be detected if missing. When the guards leave I grab the 2 vases (1625) from the two southern graves. The switch is hidden in the ceiling inside the grave of Brother Mason. I flip it and hurry on towards the other four. The next is in the garden on the east side, back through the sparring room. On the east side is a ledge about a foot above eye-level. The underside of that ledge close to one of the trees conceals the second switch (left image above). Next I hop up to the balcony like before. The door to the north leads to the reliquary. A switch is hidden on the backside of the pedestal holding the Skull of St. Yora in the corner. The stationary guard will alert if he sees me flip it, but I can easily do it undetected. The hammer on the middle pedestal is the one I need to grab later. I hurry out the same way, drop to the garden and re-enter the sparring room. I descend to the tombs and make a right at the junction. Turn left at the corner, go straight and right when hitting the wall. Up the slope and left, then left again at the intersection. I arrive in the inquisitor’s torture chamber. Gritty! I tread carefully as the inquisitor is asleep next door. To the west is a torture bench, and behind it the fourth switch (right image above). Flipped. The doorway to the north leads to his bedroom, and luckily parts are carpeted. A desk to the east holds a stack of silver coins (1637). Out into the stony hall I make a right and follow the turns twice. To my left is a locked door to the kitchen/treasury. It unlocks with my grey key. The patrolling hammer will alert if he sees it open, so I re-lock it once inside. The last switch is on the wall in the south kitchen area. As I flip it, a weird sound indicates the talisman now being accessible. This also means the switches will no longer reset once the timer reaches 5 minutes. Strictly speaking, Supreme would require the switches to be reset manually, to remove any traces of a thief’s passing. On the floor to the north I find lots of loot: 2 purses (1837) and a diamond (1937) in the chests, and on the floor 8 stacks of gold coins (2137), 8 stacks of silver coins (2233) and 15 stacks of copper coins (2308). I leave, re-lock the door, and head to the High Priest Chamber on the upper floor. Like before, I watch him from outside before entering to replace the grey key. I also have to watch out for the four patrolling guards outside. When done, I turn south and make a left at the dining hall.

 

 

 

Instead of going downstairs I turn right and follow this path through a doorway on the left. I am now on the upper level of the talisman chamber. If having taken the hammer from the High Priest Chamber, a red bridge will extend granting easy access to the other side. If not (like me), I have to make an angled running-jump to cross the gap. It is possible, and with a nice mantle I pull myself up on the ledge. The left gate got opened from flipping the switches. It cannot be closed so no bust. The switch inside opens the talisman cage. The talisman itself is protected by some magical seal, and like the note said I have to rephrase the wallbuilder’s prayer to break it. I fling out the scroll and recite the words. In doing that, the entire compound goes crazy! The alarm is set and I’m still in the heart of the temple!

 

--- Leaving ---

I grab the Talisman of Air and close the cage gate. I can cross the gap again, but that would not be preferable. Instead I should get down to the lower level safely. Can I jump towards the door and let the doorframe break my fall? Yes, nice leap! I enter the doorway and take the slope down to the tombs again. Believe it or not, I love this part of the mission. The situation going on is what I would expect every other mission to look like after I have left for the night. Picture Bafford coming home in the morning, discovering his entire house being robbed, and in panic raises every alarm imaginable. This is a peek into those conditions. Circumstances that you normally don’t get to witness, but now have to move around in. And what a scene it is! Baffled guards running everywhich way, screaming irrationally. Hilarious!

 

Anyways, at the bottom of the slope I come to a halt. There are two guards in the tomb and I need to try and map their movements. The situation in general is very unpredictable after sounding the alarm. Some guards run everywhere, some walk in a small area around where they were when the alarm went off, and some just stand still taking small patrols, sometimes going to hunt mode. In effect, it is hard for me to explain what you should do, but I will to the best of my ability explain what I happen to do. After waiting here for about 10 seconds, a guard runs past me in the hallway without even flinching. Phew, I thought that was the end of me! I walk straight, ignoring the slope on the right, and steal the vase (2408) around the corner up ahead. At least now I have the loot requirement! I pass the coffin and make a right. Left, left again, then right and up the slope. The upcoming area is the hardest by far, as it is required to pass in order to leave the compound. Ascending the stairs, I can hear hammers screaming and shouting above. Looking up I spot one guard covering the west doorway to the foyer. I need to get to the east garden for now. As the voices barely fade I make a run for it. I get caught a couple of times before finally reaching the east exit undetected. The best thing to assure successful Ghosting is to be extremely careful and reload if uncertain. Hammers will spot me on what would be equivalent to a 1st alert under normal circumstances, and they do so on much longer distances than anticipated. I know there are two pieces of loot in the cemetery, so I will make an attempt to reach them. Luckily the east garden is free of guards. There is a small dark portion right outside the entrance where I can plan a possible run. In the left image below I’m leaning out studying the mentioned guard. He stays like that for a few seconds, disappears through the left doorway, then comes out in hunt mode after a little while, say 10-20 seconds. He covers a tiny area, so this will be tight. As he turns around, I run. I strafe along the railing observing the doorways as I pass, so I can be sure whether I’m seen or not. Fortunately he has his back turned and I can pass unseen. In the cemetery I grab the 2 vases (2608) I had to skip before. There is a corresponding dark portion right outside this doorway also, so I use the same method heading back to the east garden. All right, only 150 gold to go for Perfect Thief!

 

 

 

All of my remaining activities lie upstairs, so I mantle onto the wall and enter the balcony. The reliquary to the north is empty, so I can easily sneak inside and grab the Stone Hammer. The door in the northwest corner leads to a small tiled hallway. The door across leads to the main chapel with loot. I can open the door from here, but still have to traverse visible across the tiles. There are no less than six (!) hammer guards in the large hall to the south. Only two of them can see me in here though. The door to the reliquary fortunately swings out and to the left, so I can move in behind it and stay hidden a few feet into the hallway. I turn south, hold creep and strafe right to make sure no-one sees me. After 4-5 tries I’m good. Both guards that originally stayed in the chapel are gone as well. I grab the hammer (2683) from the altar and leave the same way traversing the hallway again. I exit the reliquary to the south and move towards the next door. This is the small chapel where I grabbed the scroll earlier. I have on occasion experienced a hammer entering the northwest doorway after the alarm, however most of them seem to stick to the main foyer. My task is to place the builder’s prayer back on the table. Unfortunately, it’s in plain view of the heavily guarded foyer, so I will have to make the most of my inching and leaning skills. I suggest approaching from the southwest of the table. Like I said, there is usually one guard having a small hunt patrol right outside (and occasionally inside) the doorway. When he turns to hunt westward, that’s when I sneak northeast, lean forward and drop the scroll; then edge back (right image above). As long as it’s on the corner of the table, I’m good. Sometimes even the hammers further to the west (or in the staircase) spot me, but with patience it is possible to clear this area unseen.

 

 

 

The last loot item is by the main entrance, but I cannot imagine it ever being possible to obtain. The six guards in the foyer plus two by the front gates are all mad as bulls, and there are no shadows to hide in. This is an easy skip. [UPDATE 3/7/12: Seeing Tarvis79 being able to steal this hammer seemingly alert-free, I wanted to go back and attempt it myself. The first trouble spot was getting to and from the front foyer from the brightly lit stone hallway. There was a pitch black spot just inside the door and I had to rush in, come to a halt and hope for the best. There was one guard close to the hammer that came down the side of that room on occasion. He disappeared behind the stone monument from time to time, and that’s when I went for it. I did it without verbal or visual cues from any of the six roaming guards to the north (left image above). The next problem was reaching the actual hammer. There was a proximity trigger that spawned the comment from the east guard about novices not being allowed in there. I took that as a Supreme bust. I did manage to grab the hammer (2758) without triggering it though. I couldn’t reach it from the shadows behind the wall, but an inch or two around the corner would do it. Both guards had to face south and sort of standing still (right image above). Upon a quickload they would occasionally freeze for a few seconds, easily exploitable. I managed to get the loot without alerts, and I am 99% sure Supreme was left intact. I have also repeated these moves on subsequent playthroughs. Huge thanks to Tarvis79!]

 

From the outside balcony I can drop to the streets and end the mission.

 

 

STATISTICS:

 

Time: 44:34

Loot: 2758 out of 2758 (Supreme: 2683 or 2758)

Pickpockets: None

Locks Picked: None

Damage Dealt: 0 Damage Taken: 0

Consumables: None

Ghost: Success!

Perfect Thief: Success!

Supreme Thief: Success!

Perfect Supreme Thief: Success!

Norwegian Thief: Success!

 

Notes:

-          Raising the alarm by stealing the talisman is not considered a bust. It is an inevitable (and intended) occurrence from directly attaining an objective.

 

PREVIOUS MISSION                                                                                                                                                                                  NEXT MISSION