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Mission 12: Return to the Cathedral

 

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.]

 

The fourth best mission in Thief Gold. In my opinion, it’s among the best missions ever made, equaled only by the likes of ‘Break from Cragscleft Prison’, T2’s ‘Life of the Party’ and ‘Calendra’s Legacy: Midnight in Murkbell’. Undeads, side quests, story, ambience and design bring one word to mind: perfection. It’s also very fun to ghost. Along with being among the best, it’s also one of the scariest. An element that unfortunately got lost in Thief 2. So let’s plunge into the world of the afterlife and reminisce the early days of Looking Glass Studios. Huge thanks to Randy Smith & Mark Lizotte for giving us this gem!

 

Overall score: 9.2/10

 

Entering the Cathedral

The Cathedral Proper

St. Yora’s

St. Jenel’s

St. Vale’s

St. Tennor’s

Cemetery

Loot Collection

Leaving

Statistics & Notes

 

--- Entering the Cathedral ---

The objectives are simple. Enter the cathedral, grab the Eye and leave. I start outside the main gates, carrying the usual gear and the four talismans. My rope arrows could easily come in handy, and I brought two potions for stacking. It’s time to start looting the dead!

 

One could hardly call using the four talismans a bust. I spent the last four missions obtaining them for this exact reason, so it couldn’t follow the storyline any better. Rules vs. common sense I guess. In The Dark Project you could prevent the double doors from closing by blocking them with a skull. This has been fixed in Thief Gold, so leaving through the back door and bumping into Murus is absolutely necessary. Theoretically, I guess you can work your way around Murus, but then you would skip objectives and bust Supreme. I like Brother Murus anyways, so I don’t mind. All the doors and gates in this mission close by themselves. This adds to the creepiness factor, and makes life a little easier for Supreme ghosters (it actually turned out to be more annoying than helpful), although that mode unfortunately is doomed to fail regardless. To leave the cathedral area you either have to blow open the cloister gates (property damage), or stack your way over the compound walls (against Supreme rule #7). However sad this is, I won’t let it lower the enjoyment of attempting to Supreme. Most of the times, the journey through a mission far supersedes whether I’m successful or not. More on that later.

 

As the first talisman slips into its slot, the Eye starts talking. So you didn’t think I would make it huh? Well guess again. The remaining stones fit perfectly and the double doors swing open. I enter and close the doors behind me.

 

--- The Cathedral Proper ---

As of yet, there are no patrols in the ground floor hallways. Even though the noises and atmosphere are creepy, I’m not too worried. Nothing threatening happens until actually grabbing the Eye, so I’ll finish everything else before taking my objective. A journal on the floor describes the dying moments of a former inhabitant. At one point in time something terrible must have happened here. I’d hate to experience the same. The door to the east is unlocked. It leads to another hall with an elevator out of function at the moment. The flooring is loud here, so I tread carefully through the door to the north. Further on I pick the lock on the door to the right. It opens to the bottom level of a clock tower. A goblet (15) rests on the floor. A sheet of paper in the corner tells of mystical surroundings regarding the location of the Eye. Apparently it moves from the vault in the cellar to the altar by itself! I will keep that in mind, but I remember seeing it floating above the altar some missions ago. There is also a nifty piece of loot in this room. On the ledge in the northeast corner I find a hidden necklace (215). Unfortunately, it is too high to reach normally. I have two potions in my inventory, but even they won’t generate enough height. The skull outside the entrance to the bell tower do the trick. Stacking the 3 objects gets me high enough to jump up and steal it. I replace the skull afterwards. In NewDark (with newmantle enabled), you can mantle the open door to reach the ledge above, eliminating the need for stackables to get the necklace. From the bell tower I travel north, into the main foyer.

 

 

 

The foyer is scattered with various elements of danger. Two haunts roam the area close to the front doors. A stationary haunt is standing closer to the altar, facing south mostly (left image above). Besides the haunts, there are also three sleeping zombies surrounding the altar. I creep through the dark portion in front of the standing haunt. Watching out not to wake the nearby zombie, I walk over to the larger piece of wood on the floor. The room to the northeast from here contains a goodie I wish to get my hands on. I can lurk my way between the standing haunt and the sleeping zombie in the corner behind the altar without alerts. This room has a healing font and in the corner a holy water vial. I grab it and return to the wooden structure in the foyer. The easiest way to get upstairs from here is to fling a rope arrow into the side of the floor to the southwest. A zombie patrols up there, but shouldn’t be too much of a problem. I climb up the rope halfway and wait for it to pass. It eventually leaves through the door to the south. I mantle up, grab the jar (265) on the floor and enter the door the zombie disappeared through. It’s patrolling away from me down the corridor now, so I quickly slip through the door to the right. The flooring in here is noisy. Nothing of interest except a readable letter on the desk, so I head down the ladder in the corner. Safe here! Two golden candlesticks (365) are everything of value, thus I climb back up the ladder, but only partly. Obtaining the candlesticks this way prevents me from having to pick the door to this room, hence avoiding leaving it unlocked as there is no key for it. Might be a bit strict and not against any rules, but that’s me. Getting back up I wait for the zombie to enter the room and leave, I then mantle up the east side and head for the door quietly. The zombie will pass right to left and when it’s gone I run right.

 

The next hall has a hammer (440) resting on a windowsill on the far wall. I leave through the eastern door. The doorway across this open area is barred shut; I’ll have to reach higher ground to travel further. I fling another rope arrow into the beam above and ascend the line. The east door on this floor is unlocked. The next two halls are empty, except for a chest holding two water arrows in the bell tower. Further on yet another beam awaits passing, this one a bit more tricky. The diamond (540) is reachable from the shadows, but the area ahead is very bright. Watching the stationary haunt below, I time my travel so that he is facing west. Luckily I can pick the lock quite hidden. Inside this chamber I find another jar (590). On the floor lies a dead priest, Brother Martello (right image above). I will need his body later, so I might as well bring it along now, to avoid a rather lengthy trip back. Balancing my way across the beam again (left image below). I pass the bell tower and round the corner westward. Traverse the next beam a tad carefully, as there are bright portions toward the western side. The next two halls contain chests with a golden goblet (615) and a ring (715) respectively. Crossing the beam to the north is the easiest so far, and the room beyond is quite uninteresting. The door leads to the armory, appealing only if you are looking for equipment, in which case you have to come back much later. The chest contains a moss arrow. Instead I utilize the other door and take the winding staircase down two floors (still carrying dead Martello).

 

 

 

I always try to take the easiest and most efficient route through a mission, while keeping all the rules intact. This is why I won’t go for the Eye just yet. I want to clean the basement first, but this requires a small trip outside. The door to one of the storerooms down there needs to be relocked, and the key has to be molded using the apparatus in a nearby building. Again to avoid lengthy backtracking, I’m gonna mold the key before visiting the basement in the first place. So let’s take that trip now. I use the back door to exit the cathedral entirely. Apparently, the Eye doesn’t like me leaving. The portion right outside is dark, but also heavily patrolled by two zombies, a haunt and an apparition. My exit is through a hole and down a set of broken steps to the right. Down there I drop Martello past the corner ahead, he should be safe in the shadows. The plaque on the wall reads ‘Cloister’, beside the archway I wish to take. The area beyond, however, are covered by no less than seven enemies, so stick to the shadows from here on! Fortunately, the entrance to the old factory is just to the left, and quite unexposed. Inside, I enter the first doorway and make a left into the molting room (right image above). Patrollers won’t enter this room directly, however they will walk the hallway outside, and could sneak a peek occasionally. Six molds hug the southern wall. Two of them are interesting to me. I will only need one for the basement door, but I might as well finish this room while I am here and do both. The molds I need are on either side of the lower row. I first place the mold on the pegs in front of the melting cauldron, then push the left lever to close it. Pulling the right lever fills the mold with hot iron. The gauge in the background signifies when the mold is filled, so I push the right lever back. I open the cast and retrieve my wine cellar key. Doing exactly the same using the other mold creates a holy symbol, which will come in handy a little later. I then put the molds back in place like they were before, and backtrack to the broken staircase. One can actually mantle up the ledge to the top of the stairs, although it requires accurate positioning. I then reenter the cathedral by the back door, and head down to the basement.

 

The entire basement is easy (unless you flip the switch to the left), so I’ll be quick about it. A zombie and an apparition patrol these halls in a circular pattern, but there are plenty of places to hide. Wading into the shallow water I make a left and left again to the wine cellar (left image below). I unlock it with the newly molted key and take the 3 bottles of fine wine (865) from the racks inside. I also grab Brother Renault from the floor (I’ll let you know where to drop him). Back out, lock the door and make a left into a storeroom. A small alcove to my immediate left holds a golden candlestick (915) (watch out for the pressure plate). Between the barrels to the right I find 2 water arrows. Within the small fenced-off kitchen area is another golden candlestick (965). I continue south around the bends and make a left at the junction. There is some light up ahead, but the patrollers won’t enter this area. Two silver nuggets (1065) on the shelf to the right, and 5 stacks of copper coins (1090) and 3 stacks of silver coins (1126) to the left. I have never been able to figure out the construction in here, although I suppose it is some kind of safe. That’s it for the cellar, so I return to the ascending staircase. On a side note, the switch to the elevators is situated in the southwest room in the basement, although I wouldn’t recommend flipping it for Supreme. Getting back down to turn it off is a real pain. One last thing remains before grabbing my elusive prize. I need two crates to leave the cathedral ground in the least illegal way possible. I’ll get back to that later, for now just trust me. There is no need to grab these crates in NewDark (with newmantle enabled), as I will explain later. Therefore, I ride the staircase to the very top and bring two of the crates here down to where I dropped Martello. This is also where I drop Brother Renault.

 

 

 

Finally, the Eye. I return to the room inside the cathedral back door. A journal resting on the floor tells of ghastly visions in the local cemetery, and a late Brother Murus and his living friend Martello (whom I know is not living anymore). The door on the east wall leads directly to the hammer altar. I have never heard of this method being used before, but I found it easiest to obtain ‘the precious’ by flinging a rope arrow into the wall behind me (west). It’s got to be placed high enough to reach the top of the hammer statue, but low enough not to get hurt or make too much noise when retrieving it and dropping to the ground. The jump onto the statue also needs to be done from the perfect height. My feet clunk if I hit the top, so I need to land on the infamous silent edge, without falling down of course. This can be done with a little practice, and the easiest method is to aim for the hammer statue’s backmost (northern) egde. In NewDark, you can easily mantle the hammer statue from any side. Now, grabbing the Eye will wake up all the sleeping zombies, set all the haunts and zombies to patrol the entire cathedral, as well as spawn one additional hammer spirit to patrol the same route. This is a triggered event similar to the alarm in ‘Undercover’, and as I discussed then, it is generally accepted not to constitute a bust. However, if AIs alert after the fact, it is most definitely considered a bust. The easiest way to detect this is whether the haunts or the zombies make alert noises. The toughest one to evade is the sleeping zombie beside the altar. The most concealed way to grab the Eye is while leaping back onto the rope on the wall. If I turn back towards the wall quickly enough, Garrett will grab ahold of the rope at the same instant as everyone is made aware the Eye is gone (right image above). This will probably take a couple of tries, but is far from the hardest move in the game. I can monitor my enemies from atop the rope and wait for them to leave. Doing it this way, a few of the haunts run towards the altar, and I can hear some of the zombies make alert noises, but nobody enters hunt mode, as in changing their movement pattern. That means I triggered the script, but was never actually seen. When the time is ripe, I climb down, grab my arrow and leave the cathedral for good. The Eye has sealed the front doors, so I will have to find another way out.

 

[UPDATE 10/14/2020: My latest attempt at getting the eye yielded the best result I have ever had, and must be the ultimate outcome for Supreme. All three sleeping zombie awoke, but didn’t start walking, never made alert sounds, and remained standing for the remainder of the game. The screen capture below shows all three zombies in an unalerted state. Interestingly, if any of them now noticed me (as to what would constitute a first alert) they started patrolling, but quickly gave a settling remark. This indicated to me that if the zombies start patrolling when taking the eye, you have indeed been alerted to what would signify a Supreme bust.]

 

 

--- St. Yora’s ---

Immediately upon exit, I run into the ghost from the previous journal, Brother Murus (left image below). For now, all he says is he’ll assist me if need be, and that he can be found down by the entrance to the Cloister. Before going there, I need to loot the garden for some equipment. The southern part has a fountain with a single water arrow. Dodging the enemies can be a little tricky. The apparition is the only one that patrols the garden exclusively, so I wait for the others to leave. Murus positions himself close to where I dropped the crates and the bodies. He says he wants to help, but that I need to gather some items for him first. Every time he is stationed here to collect, giving new instructions. Additional objective is to ‘aid Murus in order to escape’. The first item he asks for is his rosary, which he left in his room. He hints to it overlooking the fountain in the garden. Well, checking the map I know that has to be in St. Yora’s, the old hammer dormitory. I mantle back up the broken stairs and enter through the door to the northwest.

 

 

 

Remember, two zombies and a haunt has a rather lengthy patrol route between the outside garden and the first floor of the dormitory. It is one of those random routes with no prediction as to when they suddenly turn around and head the other way, but they all have the same route as far as I know. My drawn map of the area should outline it quite precisely. There are no additional patrollers on the first floor, so you only (if such a word can be used) have to worry about the three. I duck into the shadows to my instant left. From here I can calmly watch them go by undetected. The ideal situation is to get them all outside, but this rarely happens. When the hallway to the south is open I slip into the office on the right corner. There is a vase (1226) sitting on a darkened shelf here. I hide beside the desk and wait for the haunt to pass outside due east. Quicksave. Slipping outside in the opposite direction as the haunt, I take the second passage to the right, and stop halfway up the stairs to the 2nd floor.

 

The lower part is covered in shadows, so I can calmly study the patrollers passing by. Only zombies this time, three of them. Examining the map before moving is the best bet here. There are plenty of tight rooms, most of which are checked by enemies on a regular basis. Two zombies in succession head east. I follow when the coast seems clear. Looking down this hallway I see two exits to the right before the open area in the distance. I enter the first doorway following the two patrollers. Often that is the best bet, at least you know where they are. Through a room with two bunk beds and into a tiny hallway. The door across leads me to yet another bedroom, with a chest in the corner. The window provides a view to the fountain, so this must be Murus’ old room. Both zombies leave through the other door, so I quickly pick the chest. Indeed, the rosary beads. The other door leads to the main hallway, north of the blockade to the left. To the right, through an open area is another set of bedrooms on either side. Lots of zombies surrounding me now. The jammed doorway to my right has a pitch black area where I can stay hidden and observe. I can also reach through the junk and open the chest across the room (right image above), yielding a purse (1326). The other reachable chest only contains a bowl. This completes the required pickups for this floor; only thing left is to get downstairs again. I sneak after the zombies through the door across the hall, then the door on the right wall and through the cracked wall ahead. Phew, safe! 3 water arrows can be gotten from the edge of the altar. The stairs in the corner leads back down to the 1st floor.

 

 

 

To the right is the entrance to the dining area. There is a healing potion on the table just within reach of two stationary zombies’ view (left image above). The book tells of an explosive device that can blow up the main gates…nice! The north doorway leads to the kitchen. I should be quick, as patrollers could come around any minute. Behind the table lies a golden plate (1376) and in the stove a golden goblet (1401). On top of the wooden beam under the ceiling is a niftily hidden fire arrow (right image above). Use a rope arrow to reach it. I take a left exiting the kitchen and leave through the door here. Delivering the beads to Murus I get another assignment, retrieving the Prayer of Consecration. Murus also delivers one of the best outbursts in the whole game: “Confound it!”

 

--- St. Jenel’s ---

The order of items brought back to Murus is irrelevant, which is why I won’t head for the prayer book just yet. Normally he asks for a holy symbol after the rosary beads, but since I already carry that, he conveniently skips that dialogue altogether. Entering the cloister I head for the building directly to the front, St. Jenel’s, the old meditation center and observatory. Fortunately, all the patrollers are busy in the northeast part of town, so the coast is clear to enter. The door to the left opens to a room with a stack of gold coins (1426). Nothing else, so I leave this room. Among the cadaverous debris in the foyer lies a well-hidden hammer (1501). I approach the doorway to the east when a haunt opens the main door behind me. I quickly crouch-drop to the lower level and wait for him to leave. None of the elevators work because the power isn’t on. I shoot a rope arrow into the wall to get back up, but I mantle onto the north ledge instead, then retake my arrow. I hear a zombie nearby, but I can’t see him. Yeah ok, he is stationed behind the lowest staircase pillar, facing east (left image below). I can maneuver down to the ground floor off the main stage. The chest holds the cemetery key, which will come in great need later. On the table is a jar (1551) for me. I retrace to higher ground and fall back to the lower level by the elevator.

 

 

 

This floor is a strange one. There are five doors to the right, all leading to tiny rooms resembling study chambers or confession booths. The fourth one down also contains a zombie. Also, the door to this chamber will open automatically if I get close to it from either side. If I hug the left wall and approach it from the direct front, it will remain shut (this effect is a little unreliable). What’s even stranger, if I open the door manually, the zombie, even though facing me, will only alert with grunts, but not move in place. His grunts signify 1st and 2nd alerts, but he will stay hanging his head regardless. I don’t really know what to make of this, other than it could be an engine glitch. There is probably a script saying he is to take a small patrol after the door opens automatically (which he does), but when that never happens, he somehow freezes. I’ll come back to this one later; perhaps I’ll figure something out. Beside the altar on the floor are 3 moss arrows. The locked but pickable door leads to the observatory. In the steps I find a fire arrow and another moss arrow. At the top, a book explains how the Lunar Pool will bless holy symbols. Again to avoid backtracking later, I drop my holy hammer into the tub and retrieve it blessed (left image above). Ok, time to leave. Down the tower, past the chambers and up the elevator chute with a rope arrow once again, this time into the foyer. As I leave dodging the haunts, I take a left through the portcullis ahead. The next door to the right leads to the public bath house and 3 more water arrows. The path continues east through a narrow passage behind St. Jenel’s, but it’s a dark and enemy-free path. I stop and observe once reaching the light.

 

--- St. Vale’s ---

Entering the library relies mostly on patience. The seven patrollers have quite a big area to cover, so the time should come when nobody is around. Otherwise, following one of the haunts inside and hiding in the dark nook to the immediate left is also a clever tactic (right image above). Once indoors, sticking to the shadows below the upper walkway is a good idea. All the haunts come to a halt in the southern part of the building before continuing their patrol; the apparition and the zombies do not. I keep this in mind as I round the left corner. The prayer book is located on the upper level, but it’s reachable from the ground floor. I suggest roping up first and memorize its location, then reload and attempt the grasp from below. The separate room to the north has a healing potion on the floor, that’s all. The scroll on the table in the east end talks about Brother Renault’s blessing ability in the observatory. I like how the designers always leave clues around for new players. I leave St. Vale’s and head back to Murus, using the same route behind Jenel’s. Next he requires the candle from the night he died. Needy character, isn’t he?

 

 

 

--- St. Tennor’s ---

Back to the factory then; I know the way by now. Where I made a left earlier to get to the melting pot, I now head right to the workshop. At the end, a staircase ascends to a long metal walkway. A wrong step will alert whoever is downstairs, so crouch-tapping is absolutely necessary. It can be a tedious crawl, but needs to be done. Once on the upper concrete, I look to the south for a mechanical device. Under one of its legs lies a silver nugget (1601, left image above). Directly to the west of this device is another room with an altar. On the left side of it are two more fire arrows. The west side of this floor has a metal tunnel leading to what used to be a conveyor belt for waste products. At the end of it is a slide leading to the outside workyard. I quietly drop into that, watching for patrollers below. The only thing of interest here is an old shed. The shed itself carries useless mining equipment, but on its roof I find Murus’ candle and a purse (1701, right image above). In the northern end of the yard is a ladder taking me back to the streets. I sprint back to Murus as soon as the streets are empty. We now have everything he needs, so he tells me to meet him at his grave in the cemetery. Now would be a good opportunity to bring along one of the dead bodies from the alley here. I bring Brother Renault first. So I take the walk back to the cemetery entrance, dodging whoever comes in my way.

 

--- Cemetery ---

I have to unlock the cemetery gates, enter with the body, and avoid the looks of any of the four zombies walking the graves. I also have the seven patrollers in the streets to worry about. I know it sounds hard, but patience is virtue. I relock the entrance for safe measures. The zombies patrol all over the place, but are not really that tough to maneuver. There are walls separating the cemetery into four quarters, providing plenty of cover. The only area of danger is by the main gates. I head to the quarter east of here and drop the body in the southeast corner. There is a hammer (1776) in front of a grave here also. The north archway leads to the largest quarter, with yet another hammer (1851) by a grave to the northwest. Directly south of this our friend Murus is waiting. He starts giving directions in order to perform the proper ritual of consecration. It is all self-explanatory. When done, he directs me to go get Brother Renault and place him in his grave. I therefore head back to the southeast quarter and bring him to his plot. He thanks me and lets me in on a secret about the winter tunnels in return. Next up is Martello. Without further explanation, I go back to the cloister entrance and bring his body to the northwest area of the cemetery. As before, I put him to rest. The last assignment Murus puts me up to is to take care of all the haunts; in other words, kill them! This can obviously be done in countless ways, but Supreme rule #5 eliminate the use of weapons “that would leave a trace or remnant of evidence”. Although the definition of this wording could be discussed more closely, I will only use my sword. One overhead swing to an unalerted haunt is enough to bring it to the ground. Yes I know some players talk about damage showing up in the stats and therefore fling hammers at them instead. The reason is that since you don’t carry a hammer as a weapon per se, the game doesn’t recognize Garrett as the one inflicting the damage. I am not a fan of this method, however irrelevant my opinion is. Damage has still been dealt, even though it is not counted in the normal fashion. This follows quite logically from the haunts actually dying. They all have a certain amount of hit points (<30), and damage is the only thing that can reduce it. Supreme rule #12 even specifies this by equaling hammers and normal weapons “whether they show up in the stats or not”. But people are entitled to their own interpretations, so if you see things differently, be my guest and throw hammers till your elbows fall off.

 

There are nine haunts in total: four in the cloister, one in the winter tunnels (yet to be seen), one in the dormitory (St. Yora’s), and three in the cathedral. I usually kill them in that order, without going into details. Remember that it’s illegal to alert a haunt before killing it, or to alert any other enemy (including haunts) from the victim’s dying scream. No other rule than killing an enemy and dealing damage can be broken. A small hymn will signify the death of the final haunt. I enter the winter tunnels by the ladder in the basement of St. Jenel’s. I watch out not to trigger the scripted chamber as I pass. I follow the tunnels and go straight at the first junction, watching out for the single patrolling zombie. At the next junction, I can hear the haunt rattling his chains. To the right lies the laboratory mentioned in one of the journals from before. The haunt has a crisscross pattern between the various shelves and counters. Whacking him from behind at any point is good. The laboratory moreover contains a silver nugget (1901) and a diamond (2001) in the shelves, and a healing potion and a holy water vial on the back counter. I leave the way I came and make a left. Choosing the left path at the next crossroad eventually takes me to the room with the mural pointed out by Brother Renault. On the northern wall in this room there is a cleverly put button in the upper right hand corner (left image below). When pushed, it opens a secret passage to a weapons cache containing a holy water vial, a moss arrow, a mine and 4 water arrows. I then make my way back to the ladder leading to St. Jenel’s.

 

 

 

--- Loot Collection ---

Ok, for the last two pieces of loot. The first is the one up the ladder and around the corner to the left. After experimenting with this chamber, I realize that the zombie’s patrol is somewhat dependent on where I stand as the door automatically opens. I assume the trigger sets off at a certain proximity to the door. Approaching from either side makes the zombie appear and head to whichever side I’m on, usually catching me instantly. Approaching from the front however makes him take a straight patrol, turn around if he doesn’t see me, and head back inside to a standstill. This should be the desired situation. But there is more to the story than that. If approaching from the front, and before letting the zombie see me I sprint to say the right side, he sometimes limits the patrol to only a step or two, and ends up well inside the doorway, hanging his head. This is the perfect situation, and having managed this, I am already halfway to my goal. As you may already know, it is not possible to grab the loot from outside the chamber; Garrett’s hands just aren’t long enough. And entering the chamber itself puts me right in the lion’s den. But there is a way to make the zombie move without causing a 2nd alert. No, stationary zombies don’t fidget by themselves at all, but nice try. This zombie is special (well, not that special, as we shall see in a bit). If I lean in and cause a grunt (1st alert), then lean back out of his view, he suddenly turns around only to slide back to face the door, as if he is uncomfortable and fixing his position. A most peculiar behavior for a zombie. Perhaps his joints are stiff, who knows. I suggest you try it a couple of times to observe his movements. It can be done several times in succession with the same result. As he turns like this, I can rush in, grab the hammer (2076) and sprint back out without causing any further alerts. I assure you the turning is not from relaxation after hunt mode (2nd alert). I have played enough Thief to know that with the current light gem he won’t alert that much. In fact I was surprised he even gave a growl.

 

[Update January 15th, 2019: The piece of loot above can be taken for Supreme after all. After the door is open with the zombie stationed halfway inside, I can close the door, then rush in to block it before it fully closes. The zombie will give a first alert if it actually shuts, but leaving it ajar triggers no alert. I can then inch my way closer by opening the door little by little, blocking it every time. I manage to open it without getting spotted as much as seen in the right image above. Here I can lean forward and grab the hammer unseen. I can’t actually see the hammer, but when the door no longer highlights, I know it’s because the hammer is highlighted instead. I also make sure to leave the door in the fully opened position before leaving.]

 

The other piece of loot is very similar, although perhaps a tad tougher, as I also have to dodge two patrolling zombies. 1st floor St. Yora’s, beside where I made my first trip upstairs there is another passage going north, approaching the dining area from the south. Two stationary zombies are positioned in two alcoves to either side upon entrance. The left alcove also contains loot. Same procedure as last time. Lean in from the left (left image below), relax and wait for the zombie to do his turn (middle image below), then rush in to grab the golden plate (2126) (right image below). Congratulations, full loot! It all has to be done from the southern side of the alcove, both the leaning and the exiting, to avoid the view of the other zombie. In NewDark, this piece of loot has to be skipped for all modes. Stationary zombies no longer do their little pivot as a result of a first alert. Unfortunately, this means Perfect Thief is unattainable in NewDark.

 

zombie1    zombie2    zombie3

 

--- Leaving ---

When returning to Murus in the cemetery, he gives you his gratitude and hands you an armory key (leave it for Supreme). Notice the objective to aid the ghost now is checked. He says there should be something in the armory I could use to leave. Yes there is, but unfortunately it busts all modes. It involves explosives to blow open the cloister gates, the worst case of property damage by far. I consider it the same way as whacking a wooden door with your sword until it opens. No objective prevails here to allow breakage of rules, and there is only one other way to leave the compound. It saves Ghost but busts Supreme. Before all that, I return the cemetery key and the rosary for Supreme. Several weird issues have popped up by now during my escapades through the cathedral proper. The apparition by the garden fountain has totally vanished, and one of the zombies on the cathedral ground floor has turned stationary?! The thief world never ceases to amaze. For Norwegian mode I need to fetch the stuff from the armory in the cathedral attic (2nd floor). I found the best way to get there was by the way of rope arrows like before, as the stairs are too packed. Inside the armory are 2 fire arrows, the explosive charge and a scroll explaining how to use it. Dropping to ground level is easy enough on my way back.

 

 

 

To exit the compound I need to stack my way out of the garden area (left image above). The overhead roof of the stony walkway can be reached with the two crates I brought out earlier. I can only get a proper mantle at the location of the support pillars. Sadly, the crates cannot be put back; however I can bring one along in the mantle (pressing jump and use at the same time as I ascend). The second crate is needed to mantle the western wall from the top of the walkway. I bring this along too for completion. Strangely, dropping to right outside the cathedral’s main entrance isn’t recognized as leaving the area. I only need to follow the thin wall of the fountain garden all the way to the end. The Eye then has a comment and the mission ends!

 

In NewDark, you can quite easily pass beyond Cloister Gate without using the explosive device. A nicely timed leap from St. Vale’s southern ledge gets you across more often than not (right image above). Of course, this also eliminates the need for crates and avoids the previously inevitable Supreme bust of leaving one of them behind. Only one crate is needed in NewDark anyway to climb the garden at St. Yora’s, since the tree now also can be mantled. The needed crate can be brought along like before, which still is an arguable bust, as you are technically not returning it.

 

 

STATISTICS:

 

Time: 1:38:59

Loot: 2126 out of 2126 [NewDark: 2076 out of 2126] (Supreme: 2076)

Pickpockets: None

Locks Picked: 5

Back Stabs: 9 Knock Outs: 0

Damage Dealt: 270 Damage Taken: 0

Innocents Killed: None, and others Killed: 9

Consumables: None

Ghost: Success!

Perfect Thief: Success! [NewDark: Failed!]

Supreme Thief: Failed! [NewDark: Success!]

Perfect Supreme Thief: Failed!

Norwegian Thief: Failed!

 

Notes:

-          Grabbing the Eye triggers all cathedral AIs to start patrolling. Some of the zombies alert, but this is part of a preset script. Hence, no bust.

-          Killing the 9 haunts directly follows the mission objectives and is allowed.

-          Skipped the gold plate valued at 50 gold in the zombie-protected alcove at St. Yora’s for Supreme. The zombie makes a first alert pivot when spotting you.  Also has to be skipped for regular Ghost in NewDark. The zombie no longer does a pivot along with the first alert, which means there is no way to get into the alcove and get the loot without busting Ghost.

-          Exiting the compound required leaving a stacked crate in a patrolled area. A second crate also wasn’t returned. Busts Supreme rule #7. In NewDark, you can mantle over the cloister gate with a nicely timed jump from the ledge across the street to the west. This avoids busting Supreme.

 

 

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