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Mission 13: Escape!

 

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.]

 

One of the hardest missions to ghost, along with ‘Thieves’ Guild’. I know many players hate it, mostly because of the many patrolling enemies and confusing cave systems. Well, I don’t think it’s that bad. Although I don’t care much for the new monsters (especially the frogs), the level design is quite innovative and unique. Again the mission authors dare to go new ways, and I admire them for that. The best part is to revisit Constantine’s mansion and observe the changes taking place. In total, my score is well above average.

 

Overall score: 8.6/10

 

Introduction

Caves...

...& Spiders

Random Looting

More Spiders

Basement

Statistics & Notes

 

--- Introduction ---

So, Viktoria and Constantine turned on me. He happened to be the Trickster himself, and she didn’t look too good either. After taking my eye and leaving me for dead, all hope was lost. Fortunately, the Keepers helped me out one last time, but I still need to get out of here. I seem to be stuck somewhere below Constantine’s mansion. I’d love to get my hands on his plans too, so I can stop him once and for all. They took my equipment stash, but it should be around here somewhere. Constantine, you should have killed me when you had the chance!

 

For the second time in this campaign, there’s no point in going for Supreme. To have any chance of a successful Ghost, both moss arrows and water arrows have to be used. As always though, I will try to limit consumables to a minimum. Initially, I wasn’t going to draw maps, but figured out they were an absolute necessity. On the maps I have even marked the locations of useful ghosting equipment. Remember, gas arrows can also be used to douse torches! Whether following this walkthrough closely or not, I strongly recommend planning ahead. Make an image in your head of the route you wish to take and stick to it. In many areas, just getting through a normal tunnel takes lots of time because of heavy patrols and undousable mushrooms, so you do not want to backtrack for missed objects. The objective about getting my stuff back is gone, although it was visible before loading, so that is not a requirement. No purchase screen (obviously), even though I do have my sword at start. My trustworthy compass is also intact. Just imagine the cruelty of depriving me of essential navigational instruments! An additional recommendation is to save often, and I’m not talking about quicksaves, but hard-saving in a new slot every time. Some patrols tend to get stuck (or even turn stationary), rendering normal bypass impossible. Not having to reload 10 minutes of playtime (which could end up being 2 hours real time!) is highly preferable. I will point out these areas as I go along.

 

That should be enough preparations, so let’s go.

 

--- Caves... ---

I recognize the starting room as one of Constantine’s ceremonial chambers from mission 6. The double doors behind me are tightly shut, but the locked door from back then is now open on the southern wall. I find part of my stash behind the altar to the front: 2 rope arrows, 3 noisemaker arrows and my beloved blackjack. I recommend bringing along all the rope arrows, water arrows, gas arrows and moss arrows possible, although some of them are quite hard to obtain. Using them is not against ghosting rules. This walkthrough will direct to every piece of pick-up in the mission, but the equipment not necessary for Ghosters will be marked in blue and can easily be skipped. I continue through the mentioned doorway to the right.

 

 

 

I emerge on the upper level of a larger cave, with slopes leading down on either side. Three patrollers cover the ground below, introducing two new enemy types: monkeymen and insect-beasts. I position myself in the shadows on top of the northern slope, studying the patrols. Then I slide down to where the burning fence post casts a pitch black shadow. I snatch the moss arrow from the ground here. A fire arrow is also hidden in the flames. Standing up peering southwest I can make out a grey, unnatural cave high on the wall (left image above). A rope arrow seems like the perfect plan to reach it, and the ceiling portion above the window is wood. I fling one up there! The large tree trunk directly east has a dark area south of it, convenient for me to hide in. From this dark portion I can lean into the cave to the east and grab a fruit. Fruits give a small health boost, but are also excellent for stacking. I suggest bringing along the first four if wanting to obtain an extra moss arrow. When no enemies are around, I climb the rope and leap into the cave (right image above). The inside is bright, but the outer ledge covers me quite well. An unlucky adventurer found his demise here long ago. Among his remains lies a gold nugget (100). I grab the floating gas arrow by leaning right. Moreover, the cave contains 2 noisemaker arrows, 6 broadhead arrows, 2 flash bombs, 2 gas mines, and one regular mine. Dropping to ground level is a bigger problem. I wish to travel south, so most or all of the beasts should be heading to the right. I choose to retrieve my rope arrow first, as it is not needed to avoid falling damage. Not only do I have to creep slowly over the edge, but I have to hide before anyone comes around. This is one of many times in this mission where one simply has to wait for the perfect opportunity, and even then the risk is high of getting caught. With a little luck, I manage to reach the cave to the south.

 

This place is not safe for long, so I grab the water arrow and the fruit, and head through the small opening to the south. I continue south, but stop before the next drop. Two more monkeymen patrol these tunnels, and some green spiders are off to the southwest. Again, timing is the trick. I want to reach the cave on the left corner, the one high on the wall (left image below). The noisy gravel and the flickering lights add to the suspense. As both monkeymen turn around, I hop down, grab the moss arrow off the floor and quickly mantle into the cave. I follow this tunnel until well out of vision of any patrollers.

 

 

 

The tunnel emerges on the wooden walkway of a tree-trunk cabin. The grassy cave below is among the most heavily patrolled areas in the mission. The cabin itself contains a noisemaker arrow, 2 gas mines, a flash bomb, a rope arrow and 10 broadhead arrows. Waiting for the area to clear, I drop to ground level and grab the silver nugget (150) and the fruit off the ground. There is a handy dark nook in the northeast corner; a nice place to lower my pulse. I realize these methods of stop-and-go can be gruesomely frustrating at times. I chose to finish this treehouse cave early, as patrollers have a tendency of getting stuck in the tunnel further south. And believe me, that is even more frustrating. But if you wanna skip this cave altogether, clearing the north spider caves first is probably a smarter option. Anyhow, I need to get my bum further north. I suggest examining my maps to plan the moves. The cave up the graveled slope has a single monkeyman, fortunately with a predictable patrol path. On the red tunnel floor just to the left lies another moss arrow that I bring along. I run up the right side of the path not to make noise on the pebbles. The best spot to hide before the monkeyman returns is behind the tree trunk to the northeast (right image above). This cave also contains a fruit and a fire arrow. As he rounds westward I slip into the cave on the east wall and head past the next corner. The skeletal remains on the ground hide a moss arrow, and the weird-looking puddle on the wall has 4 floating water arrows.

 

--- ...& Spiders ---

The area to the south of here is more a challenge than anything else. The spider in the first cave has to be nudged to enter the tunnel. In the next cave I first have to douse the flame on the tunnel wall, then the four fires making out the star, then lastly the torch in the distance to the west (it adds too much intensity to the already emitting light from the mushrooms). Only then can I retrieve the fire arrow on the south tip of the star, the 2 water arrows on the northern rock, and the gas arrow underneath the ceiling, without alerting the stationary fire elemental. So in sum, you are spending 4 water arrows to obtain a gas arrow and a fire arrow. Pointless if you ask me, so I skip it, but worth the challenge nonetheless.

 

The upcoming caves are very hard, but oh so fun! Spiders are by far the most amusing challenge for Ghosting, and it gives such a rewarding feel when you wiggle out of a tough spot successfully. Timing the monkeyman to the west, I enter the small, red tunnel in a crouching position. I have to hug the left wall to avoid getting caught by a spider further up the slope. The north wall in the next, perpendicular tunnel is safe. Ok, there’s one patrolling spider, but she is covering the area to the northwest of here. For now I keep her in the back of my mind. To the right is a grey cave with a stationary spider and loot. Rounding the corner sets her off immediately, so I extinguish the torch on the east wall. Initially, the splash produces a squeal from the spider, but reloading and pulling the bowstring very gently lightens the impact enough to not bother the critter. I have not been able to avoid a first alert from the spider when dousing this torch in NewDark, whether it be from water or gas arrows.

 

 

 

I suggest practicing various maneuvers on the tunnel slopes before venturing into areas like these. Combining the crouch, creep and walk/run forward keys can generate the perfect speed at which enemies won’t catch you. Playing with the strafe buttons and learning proper mouse turning will expand your movement repertoire even more. Among the most effective moves is walking on top of the slopes that exist on either side of any tunnel like these. Getting a foot or two further away from a glowing mushroom can make all the difference in the world. Thus, passing the corner, I crawl to the top of the left slope and move toward the cave entrance (right image above). This spawns a chirp from miss spider, but I am still in the clear. This exact spot is special though. If I enter in a crouching position from the top of the slope, the spider catches me. If I stand up and enter in the same manner, she stays utterly silent. Check out the left image above if you don’t take my word for it. Perhaps I hit a blind spot in her view, or rising gets me a tad further away from the mushroom. Regardless, I stroll in behind her and grab the gold nugget (250) and the water arrow. The same method can not be used to get back out. She raises full alarm whichever way I go. This is a good time to learn about spider-nudging. Every time she does her beauty-turn, I push against her side and she jerks away. Sometimes just an inch, sometimes all the way to the wall. The best situation is to make her end up where the angle in the wall shifts, just north of the mushroom (right image above). I could move her all the way to the doused torch, but since nudging is a last resort option, I wish to keep it to a minimum. Leaving the cave spawns two more chirps, one by the cave entrance, and one rounding the corner.

 

The next area is the toughest in all the spider caves. I studied the map and memorized the various locations and dark/bright spots before planning my approach. I suggest you do the same. On top of this hill is what I refer to as the ‘five-way junction’. The road I come from is already covered. The way up to the east is uninteresting. That leaves three paths to go. The one straight ahead going down to the north is now under the gun. Study the image below to the left. There is a tiny spot where I am totally hidden and where the patrolling spider can pass undetected. It helped me a lot to find this spot. Her patrol is unpredictable, meaning she has no set route but can turn around randomly at various points. It is a huge advantage to analyze her pattern and memorize these key points. That makes it able to predict her destinations early enough to pass the tunnels successfully. Sometimes you have to guess and hope where she is headed, and that she won’t come around before you reach your desired spot. If it fails, all you have to do is reload and try again. Patience and determination. But I must admit, before you know whether a move is possible, it is hard to get motivated to try again for the 13th time. You have to love Ghosting to attempt it willingly.

 

 

 

So, notice where the spider is coming from in the image above? That tunnel is where she stays for the longest amount of time. She can turn around at the first bend (where it turns grey), but with a little luck she will extend the patrol out west for a few more precious seconds. When she starts on the red part of that tunnel, I crouch-walk up the slope and grab the moss arrow. On the flatter part I have to creep to prevent chirps from both stationary spiders (you should know where they are by now). When the hill slopes down again, I have to turn around to avoid generating speed. The mushroom at the top puts my gem to strong yellow, but inching downhill I still avoid any alerts. The image above to the right shows how I utilized the tunnel’s sloping side to circumvent the next mushroom’s glow. No alerts thus far. The grey cave at the end of the red tunnel is very bright, too bright in fact. The spider is nicely positioned for a pass, but not without extinguishing the torch. This also generates a first alert, from which the spider takes several minutes to settle. Don’t know why that is. In NewDark I can sneak by this spider without needing to douse the torch. I still trigger a first alert though, but dousing the torch would also have done that. Passing the opposite direction later can be done without dousing the torch with TFix, only spawning a first alert, but without TFix (vanilla NewDark), you have to douse the torch.

 

Passing the spider, I reach a corner with a burning torch and a ledge above. There is an arrow up there, only reachable if I get on top of that torch. Remember my nifty move from the Bonehoard? If you do, you’ll know that burning torches don’t hurt. 4 fruits are enough to reach it. Skulls, rubble and the likes can also be used. From the torch, I can mantle to the top (left image below). I then grab the moss arrow and slide back down.

 

To the north is the end cave containing my objective, but it is heavily fortified. I can sneak a peek around the corner and observe the activities. Two more of those insect-beasts, and two frogs. Frogs have a high pitched whistle as a 1st alert, be sure to recognize it. The insect-beasts patrol while the others are stationed in the grass. Plenty of mushrooms and two torches do a good job of lighting the cave. I cannot even exit the tunnel before the nearest frog goes berserk. I douse the torch on my right. In NewDark, I have only been able to douse this torch with no first alerts using a gas arrow, and even then it requires luck and good timing of the insect beasts. Wow that helped a lot! I foresee it might be enough to reach the cabin, but I’ll need a rope too. My suggestion is to fasten one as far to the south as possible (right image below), right by the tree root. I can hop onto the root in the south corner and attempt a rope grab from there. As the hindmost beast turns its back, I climb the line gently and mantle to the top. No remarks from the frogs either. I retrieve the rope and crawl into the hut. The book beside the chair tells about the Trickster’s plans for the eye(s). Objective check! I bring along 3 silver nuggets (400), a gas arrow, a flash bomb, a mine and a rope arrow. To leave the cave I need to slide down onto the tree base at exactly the same spot where my rope arrow was stuck. The enemy most alert to this is the northern frog, as it’s angled more to the south than the other. With a little wiggling and inching, I’m out. I inch past the spider again and up the slope to the five-way junction.

 

 

 

Two paths remain to be examined. The one straight west is up next. When the patrolling spider moves into the cave to the northwest, I inch up the slope and across to the small alcove. My gem is still soft yellow, but normally she won’t catch me going by (about 1 out of 5 times she will). She returns from the grey tunnel, goes wherever, then heads back northwest. I then creep-crouch down the red tunnel to the west, toward the stationary spider, sticking to the right side. If the patrolling spider comes by while I am in here, I can crawl up the northern side of the tunnel and stay hidden until she turns around. Considering butt-vision, this one faces south. I can easily reach the water arrow to her north. Staying in the dark spot of this red tunnel, this time I wait for the spider to leave the tunnel to the northwest, so I can enter. She sometimes heads up a slope to the east; this is a good time to go. The fastest way of moving without alerting the stationary spider behind me is creep-crouch-strafing. Along the mentioned tunnel I grab a water arrow and a gold nugget (500), in that order. I then halt in the shadows at the end.

 

I’m back by the two monkeymen and the insect-beast from the beginning, this time on the north side. I can monitor them through an opening to the south. To the north is another red tunnel with 2 water arrows in another one of those weird vertical puddles. Back south and through the opening when clear. I turn west, through the hole ahead and quickly duck into a small cave to the right. Actually, it is more like a chute, with another cave higher up. There is a small wooden branch in the ceiling where I can fasten a rope arrow and ascend. Being careful not to alert the outsides from the top, I head down this new cave and pick up a water arrow along the way. In the corner at the very end is a diamond (600). I backtrack this cave and drop to ground level.

 

 

 

--- Random Looting ---

I call this next section random because the situations arising are highly dependent on the location of enemies. I will quickly go through it, highlighting in blue areas only objects interesting for purists. Using the concrete balcony to traverse southward, I enter the next cave through the opening at the bottom of the slope. I take the small entrance at the tree base like before, and pass the next red cave. I wait for the monkeymen to leave and drop down beside the gravel. There are two hard to spot silver nuggets (700) in the ceiling of the grey opening to the right (left image below). I grab them, watching out for patrolling spiders beyond. I ignore this tunnel for now, and follow the monkeymen east into another grassy cave. Immediately to the left is the third and last wall-puddle with two more water arrows. This is a cute one, because you can hide from the patrolling monkeys at the “bottom” of the puddle, or in the far corner rather (right image below). As both enemies stroll west, I run south, grab a purse (800) from the ground and enter the rocky caves ahead. In here is a moss arrow and another silver nugget (850). Timing the monkeys yet again, I leave these caves and head southeast. Immediately to the right I duck into a small alcove (left image below). The next section has a pulsating light emitting from the ceiling. The previous monkeys’ routes do extend to just outside this alcove, but I am safe crouching here as long as they don’t reach the end of their patrol right as the light is at its strongest. As the brightness weakens, I make my way east and claim a diamond (950) in the grass. A little further up this tunnel is another water arrow.

 

The area beyond this tunnel has no less than seven patrollers; five monkeymen, a fire elemental, and a bugbeast. I wait for the right moment and slip south toward the treehouse. This tunnel is shadowed, but there is nowhere to fully avoid first alerts. However, to my immediate right in the emerging cave is another one of those dark nooks ideal for hiding. The outside patrollers walk awfully close, but in the western corner, I am safe. I reach out and grab a fruit. Two of the monkeymen are particularly attracted to the caves southwest of here. I listen for them as I empty the rest of the cave for goodies, namely a moss arrow and another fruit. I return to my previous hiding spot. Next, when the coast is clear, I make my way east and in behind the big root. This area is dark and out of the way of patrollers. I can rope up safely and monitor the traffic from a convenient patch of shade behind a large branch (right image below). The cabin entrance is super bright and in direct view of all the adjacent caves and tunnels. Although it’s only a few feet away, it is very difficult to reach and at the same time avoid everyone’s gaze. Finally, I enter the hut undetected and grab a mine, a gas arrow, a flash bomb and a rope arrow. Constantine’s diary is one of my favorite reads in the entire game. After a lengthy wait for the patrollers to clear, I drop back to ground level, exit to the north, and quickly reenter the grassy tunnel to the west. Somewhat southwest of here is a graveled path that I wish to take. There are enemies surrounding me from at least three directions, so it takes a few tries to avoid any nasty looks. I overlook the entrance to the left and walk straight, grabbing the moss arrow from the ground, into a circular rock-strewn cave with a fire arrow.

 

 

 

--- Spiders Again ---

This is the south spider caves, not nearly as tough as the north ones. Up the graveled path to the north I can observe two patrolling spiders make their rounds. They walk the same path, as indicated on my drawn map. Their route extends to the northwest, at which is the best time to move. I grab the water arrow in this sloping tunnel and slow down the pace once at the top. There is a trigger-happy spider facing south in a cave to the east. This is a four-way junction with the exit to the north. The two caves to the east both contain goodies. They are both covered in fair amounts of darkness, and not too hard to loot. It mostly depends on dodging the patrollers. The southern one has another water arrow. The northern has a gold nugget (1050) in the corner behind the spider. I suggest doing them in that order. Leaving requires following both patrollers down the tunnel to the northwest. They should preferably be fairly close together. At the start of that tunnel is another moss arrow. I need to inch down the top part to avoid alerts from the stationary spider. At the next t-junction they should both turn left. Either may turn around instead, requiring a reload. I stop in a tiny pitch black spot right before meeting the perpendicular tunnel (left image below). As they come back, they will pass undetected. I enter the tunnel they came from, watching east for monkeymen. I ignore the path to the north and crawl past the gravel around the bends. Up a small slope is a circular cave with a hole and another cave beneath. The latter has a stationary spider. I creep along either side and continue west. Right before the next corner I stop and wait.

 

There is one spider left before reaching the mansion basement. Leaning around the corner I see it appearing from the west. It turns and I follow. It eventually enters a metallic room with patrolling monkeymen. I can follow and crouch in the left nook around the corner. If the monkeymen keep catching you, I suggest waiting in the red tunnel outside for the spider to head back, then enter when it has cleared up. On the metal floor are a water arrow and 10 broadhead arrows.

 

 

 

--- Basement ---

I move into the south hall to check the territory. It splits in two, going west and south. The south path takes me back towards the south spider caves. Along the way I can gather a moss arrow and a fruit, but reaching them might require waiting out the three patrollers for extended lengths of time. The biggest problem is the sloped metal ramp, and worst is heading back up, as you can’t see or hear exactly where the monkeymen are located. Plus, crouching and tapping the run key is impossible to do uphill without making noise. The west ramp is what interests me. The three patrollers have a small extension of their route going southwest, out of sight. If two of them move that way, I should be able to follow the last westward and evade him there. A moss arrow on the ramp is inevitable though, so I shoot one on there in between patrols (right image above). I return to my spot to the north and wait for the spider to come around again. Since the monkeymen’s patrol is random, I’ll just have to move and hope for the best. Have heard many players with grueling stories about this area, but I find it to be rather hassle-free. The last patroller turns to his left when reaching the exit door. Keeping this in mind, I dodge him to the right. Behind some barrels close to here is another fruit. I quickly open the door and enter the mansion ground floor.

 

[Update February 4th, 2019: I have recently been able to avoid using a moss arrow and therefore prevent the Supreme bust when traversing the sloping metal ramp shown above. It simply requires waiting for the perfect scenario where all three patrollers are heading in beneficial directions. I found camping in the alcove just south of the ramp to be the best spot. The perfect time to go would be if all three heads east down to the lower level at approximately the same time. Problem is, this will basically never happen. I was successful when one monkeyman headed east, one north towards the spider, and the last headed up the ramp going west. I crept up the ramp following the latter as fast as possible. The biggest challenge was not to make noise on the metal and trigger first alerts. I found if hugging the southern wall of the metal ramp while doing crouching strafe-run taps, I could generate enough speed to get a fair bit up before having to stop. At this time the patroller that was heading north earlier was returning. If he turned west to head up the ramp, I was screwed. So I reloaded until he either pivoted 180, or continued further south past the ramp. Either way, the south wall of the ramp was dark enough to avoid a comment. There was a small outcropping further upslope that blocked the torch beyond it. Next, the monkeyman I had followed was reappearing around the corner up the hallway. He absolutely needed to do a 180 and head back where he came from, out of sight. If so, I could inch a bit further up and do a crouch-leap onto the carpeted part of the hall. Then I sprinted into the alcove to the north where I could hide as he came by from the west. With a bit of luck, none of the other two patrollers were on their way up the ramp at this time, and I could dart around the corner and leave the basement. It is definitely not a method I will try again anytime soon, but it was undoubtedly worth avoiding the Supreme bust.]

 

--- Back in the Mansion ---

For some reason, the designers decided to put two barrels right in the path of five patrolling monkeymen. This can cause great frustration when emerging from the basement. Normally, one patroller is bumping into the northern side of the larger barrel. If so, save your game, and attempt to push the barrels to the eastern side of the room. If more monkeymen appear, reload and try again. I push the smaller barrel first to approach the big one from the front.

 

 

 

Let’s roam the area a little. I recognize Constantine’s mansion, but there are severe changes going on to the interior. Many halls are blocked by dense foliage and most of the rooms are taken over by thick vegetation. Up the stairs to the 2nd floor I find a gold nugget (1150) among the trees and bushes. The path is obstructed here so I go back down. Around where the barrels were is another fruit. Other than the two staircases, this wing has two exits. Both take me right into the view of frogs. The northern exit is irrelevant, as there is nothing of interesting in that general direction. From the west exit I can reach a moss arrow in the hallway. I notice the pulsating light in the ceiling. Timing this properly could help my travels hereon. Dousing the torch on the opposite wall is a must though (except for Supreme, in which case you can’t go south at all and should just sprint across the hall to the bar, taking a first alert from the frog). Leaning into the hall peering south, I notice the frog beyond a doorway on the left side. With the light at its weakest, I run out and come to a quick crouching halt in the shadows. Only a soft squeak from the frog. I am hidden enough to creep-crouch down the hall and into the door on the frog’s left. Remember, there are five monkeymen that frequently utilize these parts of the halls, but fortunately their patrols are rather lengthy. Through the door I can hide behind the plant in the left corner, watching the enemies as they pass (left image above). I peek into the hallway and sweat pearls start appearing. This place is packed!! A frog across the hall, covering the entrance to the east guard tower. At least two insect-beasts in the main hall, and what sounds like more frogs by the main door. Windows cover the hall in bright light. The guard tower might still be  possible to reach though, after mossing those tiles. The portion by the opposite wall looks dark. Yep, that did the trick! Running into the hall now only spawns 1st alerts from frog and the nearest insect-beast. They settle down quickly. I am so dark in fact, that even the monkeymen pass me unbothered. Now how to enter that doorway? I definitely need to extinguish the torch inside first. Done. The ceiling is lower than in the main hall. I can try climbing onto a rope arrow and leap over the frog. Nope! He explodes even before I land. Will a normal jump work? No again. I wonder how close I can get. Hmm I am almost in the doorway and still no explosion. What?!?! I can creep-crouch past without him noticing?! That’s more than I ever hoped for! I was certain he blocked the entire doorway. Notice in the right picture above how the frog is positioned a tad(pole) to the left. Well then the case is settled. And there is loot in the guard tower also; a diamond (1250) on the steps. There is also a fire arrow by the torch I put out. The same procedures work going back all the way to the east hall (left image below). The frog here gives an extra alert this time appearing from the door. Back in the east wing I run across the hallway into the bar, spawning yet another comment from the frog.

 

 

 

The next sections are easier. I quickly loot the counter and shelves. A vase (1350) on the floor behind the counter, 2 bottles of fine wine (1450) and a goblet (1465) in the racks. One more goblet (1480) on the floor in the corner. Another fruit sits on the counter itself. Westward is the main foyer. An insect-beast covers its ground. I can slowly sneak around the corner and in behind its back, being on the lookout for monkeymen. The beast gave a howl, but quickly settled. I suddenly spot a purse by its feet. From behind I can barely reach it. Aha! This must be my loot from the previous mission! The purse (3606) contains however much I got from the cathedral. I then sprint up the stairs and grab the gas arrow and the fruit from the top floor. Downstairs again, I realize I must take another first alert in order to get further west. I have to hop onto the plant even, to not trigger hunt mode from the green beast. I then move on to the dining area. Except for the monkeymen coming through here occasionally, there is an additional stationary one in the kitchen to the north. He turns heavily, and with his back to me I pass the dining table. Underneath it I find another diamond (3706, right image above). I exit through the door on the west side (not the doorway). Upon exit, I notice another one of those annoying frogs further south. In order to be able to move out here at all I have to extinguish the last torch of the mission. The entire northern part of this hall is now more or less dark. I go north and carefully pass the doorway to my right. On the left hand side is an overgrown section with some bushes. At the end of it I find a diamond (3806) in the grass. The monkeyman from the kitchen can see me through the trees, so I tread slowly. Further north around the corner is another entrance to the kitchen. From right inside the doorway I can pluck a fruit to the left when the monkey has his back turned. I return to the main hall afterwards.

 

I pass the kitchen doorway once again and approach the frog to the south. On the right is an opening to the west wing. I can barely reach the first corner without spawning any alerts from the frog ahead. There is a torch in the staircase going down to a locked door. When the light of this torch hits me, the frog goes bananas. There is a slight delay in the light gem however, so standing up and running inside sometimes prevent the frog from alerting. On the floor inside is a moss arrow. Up the stairs I find another diamond (3906) and a fruit among the plants. The mentioned stairs going down is a dead end. I can do a quick-step into the hallway shadows again and fool the frog once more.

 

 

 

In order to leave the mansion, I must pass the frog to the south. A bush is blocking the hall and a mushroom sits beside it. A good thing about mushrooms is they seem brighter than they really are. Right beside a mushroom the light gem will go red, but a few feet away the power quickly diminishes. The floor level of the hall is thus bright, but higher up the conditions might be different. I fling a rope arrow into the ceiling to check the state. Yep, quite much darker there. I could have a plan going. I still have to avoid the torches from the wing to the west. Luckily that doorway doesn’t go all the way to the ceiling. I will need multiple arrows though, three at minimum. See the portion covered with foliage? It’s where there was a hole to the upper level back in mission 6. I fling one arrow into the wood just north of that area. The second I shoot into the middle of it, where it slightly bulges out. The third I put into the southern edge. It ends up hanging right onto the shrubbery (left image above). You might think rope jumping from the doorway further south is easier, but mushrooms on the table in there make that impossible. Therefore, I hop onto the first, causing a grumble from the frog. I’m almost completely dark up here, so no chance of getting caught. From the first to the second I get no remark. I swing around and retrieve my first arrow. On to the third I get another remark, but I am also very bright. I am right above the bush now and can climb down unseen. The last two ropes are obtainable from here. From top of the bush I can inch down to the tiled floor (right image above). Luckily no monkeymen seem to have an interest for this side of the mansion any longer. I can creep past the frog and reach safety through the doorway on the right. In sum, one can pass the western hall with the use of three ropes and a single water arrow. That’s right, not a single moss arrow used! J

 

[Update February 8th, 2019: You can get through this hallway only using 2 rope arrows; the first (northernmost) one isn’t really needed. Instead, jump directly onto the middle one from the western doorway, out of view of the frog. This spawns an alert, but you can get to the top without triggering hunt mode. You take the second alert hopping to the final rope, unless you jump to it before the frog settles from the initial alert, in which case you’re technically only spotted once.]

 

This room is viewable from the main hall to the south, so I watch my back as I traverse southwest. One of the lockers in here contains 5 broadhead arrows. The lower floor of the southwest tower has a stationary insect-beast. I can easily reach the ladder past the barrel, but as I climb up and swing off to the north, the insect-beast makes a howl. I reload and try again, but he still makes an uneasy remark. The clue is to walk off it inch by inch as far north as possible. When done, I scope out the room to the north. A single patrolling monkeyman and the final pieces of loot. Aha, I almost missed the golden nugget (4006) in the tower itself, opposite the ladder. The monkeyman has a predictable route. When he turns north and heads for the balcony, I slip in and grab the 2 silver nuggets (4106) in the far end of the room. I exit through the balcony when he comes back. Immediately over the fence to the left is a small ledge where I safely drop to the outside garden. All done, with Perfect Thief intact!

 

 

STATISTICS:

Time: 1:00:53

Loot: 4106 out of 4106 (Supreme: 3856 out of 4056)

Pickpockets: None

Locks Picked: None

Damage Dealt: 0 Damage Taken: 0

Consumables: 6 Water Arrows & 1 Moss Arrow

Ghost: Success!

Perfect Thief: Success!

Supreme Thief: Failed!

Perfect Supreme Thief: Failed!

Norwegian Thief: Failed!

 

Notes:

-          Skipped the equipment by the stationary fire elemental in the grassy cave area. Obtaining it is possible but requires using six water arrows. Not worth the trouble.

-          Had to douse the torch by the cave with stationary spider east in the north spider caves. She still gave 3 squeaks going in and out. Skipped the gold nugget worth 100 in there for Supreme.

-          Had to douse another torch on my way to the information cabin. The spider there also gave a chirp from the splash. I did not need to use this water arrow in NewDark, but I took one first alert each way. I saw this as a more stealthy approach.

-          Had to douse a third torch on the south wall of the large cave by the cabin with Constantine’s plans. Avoided any alerts in this cave. To avoid alerts in NewDark, use a gas arrow to douse this torch.

-          Moved the “magnetic” barrels in the east wing of the ground floor to avoid lock-ups with the patrolling monkeymen. Not a Supreme bust.

-          Doused the torch in the east hallway of the ground floor. Needed to move past the frog to the south. He gave a total of 4 squeaks. For Supreme, since I didn’t need to head south, I took a first alert from the frog when crossing the hall instead of dousing the torch.

-          Mossed the hall outside the guard tower in the southeast to fool the guards in the area. Also extinguished the torch inside to sneak past the frog and the bugbeast. In sum they gave 2 alerts each. Skipped the entire guard tower and the diamond inside (100) for Supreme.

-          Took two first alerts passing the insect beast in the main foyer. Could sneak by both corners without dousing any torches though.

-          Had to douse the torch in the west hallway to pass the frog. It gave 2 alerts when rope jumping.

 

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