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Mission 14: Strange Bedfellows

 

LOOT LIST

VIDEO REPORT (Narrated Run)

VIDEO REPORT (Segmented Run)

MAPS

 

[This walkthrough has recently been updated for TFix, running NewDark 1.27. No changes exist between OldDark and NewDark for this mission, as far as ghosting is concerned. 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.]

 

‘Strange Bedfellows’ is the second successive mission where you revisit familiar ground, this time the hammer temple from ‘Undercover’. The mission objectives quickly change and the style becomes similar to that of ‘Escape!’. The design seems a little sloppy, with only a few exciting areas to explore. Straight forward ghosting, with a couple of tough spots along the way. Overall, one of those missions that gets you going but quickly leaves your head when finished. Personally, I think it should have been replaced with one of the gold missions for the TDP release. It feels superfluous and out of place.

 

Overall score: 5.5/10

 

Prologue

New Discoveries

Cave System

Statistics & Notes

 

--- Prologue ---

Having escaped the clutches of Constantine, I need an edge to bring him down. The Hammers could serve as the perfect advantage. They are believers of the old gods and could provide valued information on his possible downfall. I must sneak in and warn the high priest. Only one moss arrow to start with, and no ropes. Could be a problem but I’ll stay away from the arms dealer once more.

 

Since most of the mission is simple enemy dodging and moving from shadow to shadow, I won’t describe my escapades in as great detail as before, except for the harder areas. I will also skip listing every pickup; for that I refer to the loot list. We’re mostly talking about unusable weapons anyhow. I have recently drawn new maps for this mission, covering both the cathedral grounds as well as the caves below.

 

 

 

--- New Discoveries ---

The streets outside the temple hold nothing, except for suspicious looking corpses. I enter through the main gates, but quickly realize something serious is up. I must figure out what has happened to the Hammers before thinking about the trickster. The place looks deserted so far. I clean the barracks to the right and left and head north toward the main foyer. Aha, Constantine beat me to it! His servants are here patrolling (left image above). An insect-beast roaming the room ahead, plus a new red spider I haven’t seen before. If attacking or getting attacked by insect-beasts in this mission, a new objective will spawn to get rid of them all. Supreme rule #2 says to complete all objectives, also referring to optional and hidden ones. However, to receive the objective to kill the insect-beasts you have to deal damage or get caught, hence breaking another rule first. So I figure this objective not to be required after all.

 

After observing their patrols, I sneak right and pass the small chapel here. From the east balcony I loot the reliquary and then hop over the fence to the garden below. There is only a single piece of loot in this mission, in one of the priest quarters on the lower level of the temple. Without it I wouldn’t even have to come down here. Two monkeymen and a frog cover the tiled halls. I monitor them from the dark shadow outside the east entrance to the sparring room. The loot is on the east side, but due to an inconveniently positioned spider I have to approach it from the south. I therefore have to traverse the long noisy hall in the west. I pass the sparring room when clear and enter the tiled halls south through the westernmost doorway. All 5 doors in these halls are locked and pickable, though some are tougher than others. A few of them have dark doorways great for hiding. There are also nice shadows at either side of the main stairs where I can observe the passing enemies. I loot the two northwestern quarters and the storage room down the hall to the left. There’s a hard to spot healing potion under the counter in the storage room, and a mine behind the boxes. Further south is a hard challenge. A pipe-room to the west is protected by a crazily hopping frog. He has three positions around the room, one being in the doorway facing the hall. There are shadows along the wall opposite the doorway (right image above), but reaching them has to be timed against the frog’s jumping. Entering the shadows from the north isn’t too bad. Leaving them southward is more unpleasant. Crouch-walking is the most efficient way of moving on tiled floors, and as the frog leaves his spot in the doorway, I make an attempt. No noises to indicate an alert, so I continue. From the nearby stair I can get the only pickup from the basement, a flash bomb.

 

 

 

No enemies enter the kitchen or the dining area, so I traverse these rooms eastward. I can peek out the farthest doorway down the east hall to check for patrollers. I move north and approach the door on the right. Spiders can be heard nearby. I can easily pick the door open with no fuzz, but as I try to enter, the closest spider across the hall spots me through a small gap. He gives a chirp, but sometimes even goes full alarm. Trying over, I realize speed and angle determine much of how the spider will alert. Standing very close to the carpet inside, I can leap in without making noise and without alerting the spider at all. I grab the purse (100) by the potted plant (left image above). Full loot! J I use the same method out again. That seems easier somehow. I then backtrack the same way as before, through the western hall dodging the frog, and mantle the balcony fence to the upper floor.

 

I have to enter the main foyer to loot the western chapel and balcony. I empty the library chamber and head east to the main chapel. I grab the arrows on the floor and descend the ladder beneath the altar (right image below).

 

--- Cave System ---

All parts of the caves are very easy to ghost. There are lots of shadows in most areas and few patrollers with long routes. The only serious problem that unfortunately busts Supreme is the cave to the far east on the upper level. It is a small circular cave with one green and one red spider. In the middle by the far wall is the sacred Hammer chisel, given as an extra objective after having talked to the Hammers in the lower caves. The entrance to the cave is lit by two mushrooms, one in the ceiling outside and the second on the ground to the right just beyond the opening. I cannot enter or leave the cave without alerting both spiders to first alerts at least twice. To avoid hunt modes I do a running jump as indicated in the left picture below. I have to land on the ground just to the north of the green spider. This area is dark and quiet. I can then move around the spider southwest and grab for the chisel. Leaving the cave can be done in the same way.

 

 

 

Following the caves to the lower level, I soon reach a pit with a patrolling monkeyman on an overhanging wooden walkway. Staying on the middle of the walkway prevents me from alerting the creatures below. The middle is so dark that I can watch the monkey pass before heading west. I loot the elemental chambers and head down the stairs. The Hammers have been besieged and need my help. They instruct me to get their High Priest who has been captured. The mentioned Builder’s Chisel also becomes a new objective. They give me a key and a papyrus. The map is not necessary for purists. After the talk, the Hammers start fighting some enemies beyond the window. The monkeyman from the walkway is thus gone heading back upstairs. The metal door at the top unlocks to the key I just got.

 

The next set of cave can seem like a maze at first, but there is only one entry and one exit. The exit doorway is just to the east of the entry. The only tricky part is dodging the view of a red spider, but there are plenty of shadows. I finally reach the monkeymen hideout. They are all stationary, positioned in duos and trios around the caverns. Most of them are located by bonfires, but despite the flames, there is much darkness. I can easily find my way clockwise around the cave and lurk in behind the only turning monkeyman to snag the High Priest from atop some plants (right image above). For Supreme I want to return the blue key, so I backtrack to the pit area for that mode. For normal Ghost I can unlock the western door from the caverns and end the mission by the underground river.

 

 

STATISTICS:

Time: 31:51

Loot: 100 out of 100

Pickpockets: None

Locks Picked: 4

Damage Dealt: 0 Damage Taken: 0

Bodies Discovered by Enemies: 1

Consumables: None

Ghost: Success!

Perfect Thief: Success!

Supreme Thief: Failed!

Perfect Supreme Thief: Failed!

Norwegian Thief: Failed!

 

Notes:

-          Skipped the water arrow in the pipe room on the lower floor of the temple. The hopping frog and the bright lights made it impossible to obtain.

-          Skipped all the equipment in the high priest’s chamber. The green spider protecting the entrance stares straight out the doorway.

-          Alerted both spiders protecting the chisel twice in order to enter and leave the cave. Busts Supreme Ghost.

-          The body discovered by enemies is probably linked to the Hammer fight in the lower caverns. It has nothing to do with me.

 

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