PREVIOUS MISSION THIEF
2 NEXT MISSION Mission 1: Running Interference [This
report has recently been verified with TFix/NewDark 1.27. Although the
original text for OldDark has been preserved, any situations affected by
these patches are discussed in green. 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 main game’s
introductory mission for me leaves more to be desired. It’s a standard
mansion map that serves more as training than anything else. The textures are
beautiful and a huge step up from the original game, but the layout is boring
and tension virtually non-existent. The storyline also has no connection with
the following missions. I can’t see the replay value for anyone other than
ghosters here. Overall score: 5.8/10 My main objective was
simple: leave with Basso and Jenivere after giving him the birdcall signal. I
also needed to pick up at least 600 in loot, including 200 in gems. An
additional goal, which made things very interesting for Supreme, was scoring
at least 8 knockouts. Any violations explicitly stated in the objectives are
allowed for all modes. This was a clear example of that. No purchase screen, and my
inventory was essentially empty; even the lockpicks were gone. Fifteen water
arrows were all of interest, except for my blackjack this time. My only
option was to enter via the side door. I was forced upstairs instantly, due
to two stationary guards covering the basement hall. I would have to get a
key to open the door to their chamber, or approach from the opposite side and
put them to sleep. I would count my knockouts carefully and make them as
strategic as possible. The first one came in the eastern end of the first
floor. A swordsman had a very short patrol route right on top of the stairs
coming from the butler’s (left image below). The entire hall was lit except
for a portion to the west. I got my blackjack ready and sprinted up the
stairs as he pivoted away. I couldn’t reach him before he turned around
again, and I had to slow down or else he commented. The only way to knock him
out was to lean forward from a tiny portion along either wall, just past the
door on the right (green area in the right image below). Any other area would
only be pitch black when crouching. Garrett automatically stands up when
going for the blackjack strike, again spawning a comment, so I had to reach
this “magic” area shown in the picture. If he bumped into me, he alerted, so
I had to lean forward and strike as soon as possible. It was a tough set of
moves, but highly doable. For now, I cleaned what I
could on this floor. Found a hidden pair of rings in the wall of the great hall
fireplace (left image below). It spawned a hidden objective. Some very tough
lucky coins lay on top of a ledge leading down to the kitchen (right image
below). The servant roaming around here was my next knockout victim for two
reasons. His patrol path was randomized and the kitchen was part of Basso’s
escape route. It also made traversing the basement a lot easier. The
patrolling archer west of the kitchen tasted my blackjack as well. I needed to get ahold of a
yellow key. There were six of them spread about the compound, five of which
were located behind doors needing that very key to open. The sixth was on a
swordsman doing tiny loops back and forth in the dining hall. I could steal
his key riding the dumbwaiter, but I couldn’t replace it for Supreme without
alerting him. There was no way to blackjack him either. Instead I decided to
climb the front yard gates. There were half a million boxes in the basement
anyway. A patrolling archer with a key had spawned outside during my
escapades in the manor. Three crates were enough to climb either pillar by
the entrance (left image below). In NewDark, you don’t need any
crates, as you can easily mantle the gate itself. The opposite side was dark enough
for me to observe the archer passing. From behind the westernmost one I could
safely inch forward and grab his belongings. This move
seems a lot harder in NewDark. In general, I have found sneaking fast on
marble or tile a lot more difficult to accomplish on the new engine. The two basement guards
were now approachable via the locked door to the south (right image below).
This circumvented dousing the outside torch and busting Supreme. I returned the boxes and
looted the remaining parts of the mansion. The only tricky bit was stealing
the loot from the front yard lawn. The front guards were the last two on my
knockout list. I had to take them one by one and hide them inside the main
entrance. The patroller noticed the bodies and started searching. The middle
lamppost actually helped me stay hidden from the orbiting archer. His route
wasn’t entirely circular, and I exploited a few moments where he had his back
turned. I dropped the key along his path for Supreme. I could now safely return
out front and give Basso the whistle. He fetched Jenivere and the mission
ended as I went outside. Perfect Supremed this one! J Statistics: Time: 48:56 Loot: 1285 out of 1285 Pickpockets: 9 out of 10 Locks Picked: None Secrets: 3 out of 3 Knock Outs: 8 Damage Dealt: 8 Damage
Taken: 0 Consumables: None Ghost: Success! Perfect Thief: Success! Supreme Ghost: Success! Perfect Supreme Ghost:
Success! (Norwegian
Thief: Success) Notes: -
Knockouts: Swordsman patrolling
small route outside the parlor on the first floor, kitchen servant, archer
west of kitchen, three stationary guards to the east in the basement, and two
stationary guards outside the mansion’s main entrance. No busts, due to the
explicit instructions in the objectives. |
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