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Mission 2: Shipping ... And Receiving

 

LOOT LIST

VIDEO REPORT (Narrated Run)

VIDEO REPORT (Segmented Run)

 

[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.]

 

One of the best missions in the game. A warehouse map hasn’t been done before and it stands out as a unique, memorable creation. Interesting dialogues and readables introduce the game’s new faction, the mechanists. This also jump starts the main storyline regarding their influence in the city. The map is highly non-linear and contain a variety of ways to move around, both high and low.

 

Overall score: 7.9/10

 

 

Down to the docks I was headed, to interrupt smugglers and loot warehouses. I needed 850 worth of gold, including 5 spice bags. The only special objective was to redirect Gilver’s shipment with a new label. I would have to snoop around to find the label first. Even though the briefing said few guards were likely, that wasn’t the case at all. The alleys surrounding the warehouse buildings were filled with swordsmen and archers. Even some civilians were roaming about. I would have to utilize all my skills to Ghost this one. As always, Supreme was the ultimate goal, and I figured I was in for a challenge. Much equipment was scattered about, posing extra challenges for purists. Eighteen pickpockets, only one of which was loot, added more fun to the mix. I was really looking forward to this one!

 

I fetched the rope arrow on the west side of building A first. The only practical way to reach it was by way of a difficult mantle up the adjacent shed. The southwest corner of the crate was dark, so I hung out there waiting to drop back into the alley. I entered building A via the ceiling window above the main offices (left image below). I stole the few pieces of loot here and the key from the control room. Despite the abundance of guards, the building wasn’t hard to traverse, due to ample amounts of shade. I left through the side door in the east. Used the control panel in the nearby shed to unlock the warehouses in this vicinity. Got a bunch of pickpockets from the top floor of building A and the patrollers in the surrounding alleys. Two conversations on the south end of the building produced more patrollers. It’s smart to wait with triggering these, or avoid them altogether.

 

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I started by the north entrance and worked my way clockwise. At first I thought Kilgor’s Weapon Smithing would be tough, as I knew there was loot inside. But the merchant/hammerite behaved in a peculiar manner. After their lengthy conversation, they entered the warehouse. Upon entry however, they were nowhere to be found. I replayed the scanario and discovered to my astonishment that they disappear after coming to a halt just inside the door (right image above). Playing the sequence several times produced the same result. This was most puzzling. Researching on the forums, I found they are supposed to act like this. Initially, there was an error where they remained outside indefinitely. This was later fixed in a patch by Winter Cat. I recently installed DJ Riff’s Tafferpatcher pack; it might have been included there. Well, if this is their intended bahavior, then I was in the clear for Ghost. Most of the warehouse entrances had windows, causing tricky situations for Supreme Ghosters. On more than one occasion, I realized I had been seen by outside patrollers through the door. Even when crouching they had the ability to spot me. That happened a time or two at Kilgor’s.

 

The next warehouse was not any easier: Mynell Steaks. A large green spider was held captive inside a cage with loot, but the real problem was his three little brothers spread around the storage room. All of them were stationary, pivoting with their famous butt-vision. X-ray butt-vision at that! I figured the boxes would help me out, but these critters could see straight through them. A tiny statue worth 15 gold was situated smack in the middle of two of the spiders. The third was way over in the corner. I could traverse the southeast corner and along the southern wall without trouble. One spider was staring straight into the wall and the other was too far away. But the last was looking directly south, right in between those two wooden containers. Two lifts as well, in opposite corners. I focused on the loot in the cage first. I could dodge the looks of the patrolling spider by hiding behind the nearest pillar. I could even reach the lever and raise the gate. There was a patch of shade just inside doorframe on the south side (left image below). Alas, I couldn’t reach it without a chirp from the small spider further north. It didn’t matter how slow I went. I was creep-crouch-inching my way against the pillar, but still spawned a sound. There was no other way into the cage, so I kissed the nugget goodbye for Supreme. I could Ghost in and pick it up easy enough. No offense to plain ghosters, but there is more than a subtle difference.

 

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To access the loot upstairs, I first needed the safe key from top of the storage locker. The locker itself had another angry little spider. The key drops from a ceiling hatch by pushing a button just inside the door, but that alerts the spider to hunt mode. It was much easier to climb the outside of the chamber and grab the key from on top of the hatch. The spider still alerted to clunky footsteps, so I had to traverse carefully. I flung a rope arrow into the ceiling and used it to ascend silently. If the rope hung close enough to the edge, I could swing around from the top, climb back down and grab the rope while standing on the chamber sort of. That method is absolutely silent. To slide down the slope after taking the key I just tapped the walk-key while crouching. Another jumpy archer patrolled the outside hallway. The only way to reach the safe across the hall was by unlocking the door from the outside. Yes that’s right, you can unlock many of the doors in this mission from the outside, despite the locking mechanism being situated on the wall inside the room you’re trying to reach. In this case I could even unlock the safe and grab the valuable recipe from outside the door (right image above). This method is considered an engine exploitation, as it goes against all laws of physics. But exploits are allowed in plain Ghost as a last resort. The north elevator was too protected by the critters, so this was definitely a last resort. Supreme thus had another two pieces of loot skipped. The last statue could be reached riding the north elevator down to the backside of the small spiders.

 

Cleaned T.M. Blackheart, Cid Capezza, Lady Angelica’s Experimental Apothecary, and E.B. Bramrich’s accountant office without trouble. One piece of loot at Lord Porter’s had to be skipped for Supreme. Rule #5 states: “Use nothing that would leave a trace or remnant of evidence. [...] Rope Arrows and Scouting Orbs can be used but they must be retrieved.” I reason it to refer to any non-retrievable equipment, regardless of any visible remains. An arrow had to be struck into a specific spot of a painting in order to reveal a hidden alcove behind it (left image below). What happens to the arrow upon impact? Does it get stuck? Does it shatter into a hundred pieces? Whatever the answer, it would bust Supreme, so I moved along without it. [UPDATE 10/12/11: Old Man pointed me to a trick I wasn’t aware of. Apparently, hidden buttons can be triggered by the use of scouting orbs. These of course can be retrieved and are perfectly legal for Supreme. They’re also silent as can be. I went back and tried it and sure enough, the painting swung open. This means the total available loot for that mode is 1405. A small, yet important boost.] I could ascend the elevator despite the button being broken. The ceiling was wood so I used a rope arrow (another broadhead was intended but unnecessary).

 

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Building B was hassle free except for one piece of loot. It’s in a closed off section on the first floor, southeast corner. A spice bag is found inside a sideways container, but it’s inaccessible without some serious intervention. The first obvious entry point is the outside door, but the locking mechanism is found on the inside and the wall is too thick to allow outside frobbing. The second way in is through the ceiling window, but breaking it is deemed property damage and not allowed in any Ghost mode. The third is past a footlocker up high on the south wall. It’s not intended for passing, but Sneak, Old Man and Peter Smith way back in the day came up with a clever way to do it (right image above). I won’t attempt to claim any honor for the method, but it actually isn’t too difficult. You need two rope arrows for the job, so make sure to pick up the first one west of building A. The other one is in the pickable footlocker right here. Climb up by fastening one arrow into the ceiling and pick open the footlocker from the edge. Fling the second arrow into the ceiling so the rope hangs down just off the back end of the chest. You shouldn’t see any of the rope transmigrating into the wood of the footlocker, then it’s too close. But just so you can spot a tiny opening between the rope and the back end. I couldn’t reach this line in any other way than to jump onto it from the initial rope. That is, I managed once directly from the edge but wasn’t able to recreate it. The safe way to attach to it is to jump from a foot or so down on the first rope, since the jump angles upward. Chances are the hop will reach the second rope at the very top. Then climb as high as possible and swing around by moving the mouse so you see directly west. The engine will attempt to force Garrett’s body through part of the chest by pivoting around the line. You might have to wiggle arround a little to get fully over on the east side of the rope. The trick now is to look down and open the chest. I think this forces you through the footlocker just a little more and solidifies your positioning. To get off, press the back button and jump. Then all you have to do it strafe back and to the right and slip between the chest and the crate to the north. Voila! I have repeated this set of moves many times and it really isn’t that hard. The trick is to have motivation enough to try persistently, like the aforementioned taffers so zealously did. Astonishingly, this situation completely pales in comparison to the events unfolding further below.

 

The abovementioned footlocker has in T2Fix been shifted a considerable distance to the north (left image below), enough to easily pass between the footlocker and the wall by use of a single rope arrow. This of course renders the above description a moot point, though it does remove the gameplay element of coming through the skylight, which was the obvious intention from the authors. This is where fan-made patches should tread carefully. To me it is ok to use such patches to fix errors, technically, aesthetically, or otherwise, but once you alter elements in gameplay due to meer preference, you cross a line that is very difficult to either define or defend. I can confirm that the technique described above does work in NewDark. The sad thing is that very few players will ever get to try it, as probably 95% of new players will implement T2Fix by default. ‘Nuff said.

 

 

 

The Cargo Ship

Davidson’s ship contained eight pieces of loot, all but one of which had some degree of challenge to them. I entered the boat via the ladder in the aft, that is the backend. Five enemies to consider, three thieves and two spiders. Two of the thieves had long routes involving the nearby building B, so they could pretty much be disregarded. The last thief was stationed on the deck, shifting between three directions. Strangely, he covered all angles besides the one facing the deck entrance. The spice bag on his belt was the first target, although it wasn’t too difficult to obtain. I slid down the northern slope coming from the stern (again, the backend) while the thief was facing away.

 

The next piece of loot was the spice bag on deck. The two spiders in the shed were already alerted to full alarm (third level). I could hear them clearly from the outside. I also realized the door to their shed somehow was transparent to the critters. They saw me the instant I passed in front of it. I restarted the mission to see if they were alerted from the beginning, and surely, I was never able to encounter them in a restful state. They have a high pitched, elongated chirp when in this state, easily recognizable. I figured they had spotted the stationary thief as he was lit up quite well from the surrounding flames. Had they been in hunt mode they would’ve searched around the inside of the shed making footstep sounds. Since they were unable to open the door to attack, they instead stood frozen in alarm mode, similar to a guard waving his sword if Garrett mantles onto an unreachable plateau. Opening the shed door out of view solidified this hypothesis, as they went straight for the thief and caused a fight. This door was special in other ways too. In fact, I’ve never seen any other door behave this way. First, it gave an unlocking sound when opened, even though I frobbed it without the use of a key. Second, it couldn’t be closed, although it lit up as if frobbable. Third, I could penetrate it from the front just by regular leaning. That’s when my previous theory got confirmed. I could see the critters had their pedipalps raised, doing small leaps as if viewing an enemy from afar. So if I could transmigrate the door, couldn’t I just grab the loot from outside, you ask? Well, this is considered an engine exploitation, and only allowed as a last resort. And there was another non-exploitive way to obtain the loot. Dousing the three torches closest to the thief lowered the spiders’ alert level to rest mode (left image below). This was proven by opening the shed door and seeing no spiders leave to attack. The sounds they made were different as well, more like the regular soft hissing noises. Leaning through the door at this point revealed them facing south. Of course, they still have their butt-vision so in effect their orientation was unchanged. This meant Supreme had to skip whatever was in the shed. Neither dousing torches nor transmigrating doors are allowed for that mode. Dousing the first torch spawned a comment from the stationary thief anyway. It was one of those comments that takes a few minutes to produce a settling remark, similar to enemies alerting to the opening of doors or picking of locks. Ok, so the door could be opened, but reaching the spice bag inside still wasn’t that easy. I couldn’t cross the view of the door, so instead I had to climb the top. With the stationary thief turned I mantled up, quickly traversed to the east side of the door and slid off the edge quietly. With the three aforementioned torches out, the thief only commented when pivoting south. I opened the door and spotted the spice bag (right image below). The spiders couldn’t see me from around the doorframe corner, so I grabbed the bag and mantled back over the shed.

 

Two of the three fruits in the shed could also be obtained within plain Ghost rules. The rightmost apple and the cucumber could be taken while grabbing the spice bag. The cucumber wasn’t in view, but could be taken around the doorframe corner. I always keep an inventory object active and when it shrinks in size I know something is highlighting. I grabbed the cucumber without alerting the spiders using this method. The apple in the nearest corner was out of reach, though it can still be reached by leaning through the door while it is closed. As mentioned, most of the objects can be obtained this way but due to it being an engine exploit it is only allowed as a last resort. Norwegian Thief aims to obtain every possible pickup within Perfect Supreme rules. I see that mode as the ultimate challenge in Thief; stripping a mission utterly clean without a single enemy comment, without using any consumables, returning everything to its original state and leaving no traces of my presence. As an example, only two missions in Thief Gold were successfully Norwegian Thieved.

 

T2Fix has made the shed door work as it should, which makes the situation regarding the spiders quite different. They are no longer alerted while inside the shed, only if the door is opened, where they first alert to the opening and third alert to the thief, given the torches haven’t been put out. The door is no longer see-through, and it can be closed like any other door. Getting the spice bag can no longer be done by leaning through it. Instead, you can push up against the door while opening it. This makes you able to take any item inside the shed, while still being hidden from the view of the spiders (right image above). This isn’t an engine exploit, as the door technically is open. It can even be done without dousing any torches, though it is very difficult if you want all the items (spice bag + apples + cucumber). You basically have to rely on the thief facing north long enough to get everything. And it is a bit of a guessing game on where the fruits are located in there, since you can’t see them. The only way to tell they are highlighting is by seeing the door not highlighting any longer.

 

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The spiders now started behaving peculiarly. Upon the first reload to a save state after having opened the shed door, the spiders did a patrol route out of the shed, about halfway across the deck just past the first mast, turned around and headed back for the inside of the shed (left image below). They gave several settling remarks as they came to a halt and returned to a complete resting state. This small patrol did not repeat and I was never able to spawn it any other way than by reloading after the shed door was open. I had to time the reload to a state when a) the stationary thief had his back turned and b) none of the patrollers were anywhere in sight. Either of those conditions would spawn a brawl. From this point on, all three thieves gave comments when facing the shed, then settled with another remark like “I’m getting too jumpy” when turning away. The spiders never alerted again. They were however much more sensitive to movement on deck from me. I had to slowly sneak in and out the cabin doorway, but dousing the last torch was not necessary. Of course, none of this applies to Supreme, as the shed loot for that mode was skipped entirely.

 

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The focus ahead now lay on Davidson’s cabin. It held five pieces of loot, only two of which needs reporting, located in chests behind banners. Again I redirect all honor and glory to Sneak, Old Man and Peter Smith and their endless work towards perfecting this mission. Both banners can be transmigrated, thanks to them. The northern one is by far the toughest, so I suggest going for the other first. The methods below are very close to the original instructions, developed by the aforementioned taffers. They have recently been revamped and confirmed by Sneak and myself. You can view Travis Whitsitt’s video of them here.

 

Here’s how to reach the loot behind the southern (starboard) banner without property damage:

1.       Crouch hugging the middle of the banner and shoot a rope arrow straight into the ceiling as close to the banner as possible.

2.       Release the crouch to grab onto the rope.

3.       Climb to the top, turn around 180 degrees and jump. [You should now be attached to the banner and unable to walk away]

4.       Retrieve the arrow.

5.       Crouch, hold back and jump. [You should now penetrate the first layer of the banner and if crouching, the chest should highlight]

6.       Unlock the chest and grab the contents (right image above). Quicksave.

7.       Slide to the right with your back to the banner and position yourself so that the vertical line of shade on the wall is in the middle of the screen. Then crouch, lean forward and jump. [You should be propelled to the front side and be completely free of the banner. If not, reload and try again.]

 

Here’s how to reach the loot behind the northern (port) banner without property damage:

1.       Crouch hugging the middle of the banner and shoot a rope arrow straight into the ceiling as close to the banner as possible.

2.       Release the crouch to grab onto the rope.

8.       Climb to the top, turn around 180 degrees and jump. [You should now be attached to the banner and unable to walk away]

3.       Retrieve the arrow

4.       Crouch, hold back and jump. [You should now penetrate the first layer of the banner, but the chest won’t highlight yet]

5.       Face the chest, crouch, lean forward and jump. [The banner’s second layer has been penetrated and the chest should highlight]

6.       Unlock the chest and grab the contents (left image below).

7.       Crouch, push back and jump. [The chest should not highlight anymore]

9.       Slide to the left with your back to the banner and position yourself so that the vertical line of shade on the wall is in the middle of the screen. Then crouch, lean forward and jump. [Although no visible change is apparent, the force from the wall has pushed you through to one of the front layers]

10.   Move a little bit to the right, crouch facing the chest, push back and jump. [You should bounce back to the front side of the banner, seemingly a foot or so away, although still attached]

11.   Walk all the way to the door end, crouch, move so the right side of the bed is in the middle of the screen, lean left and jump. [You should now be completely free of the banner]

 

Throughout the entire process I turned up the volume to listen for alerts from the deck guards. They regularly commented on spotting the spiders, but that never resulted in hunt modes. My maneuvers inside the cabin occasionally had them start searching, which indicated a bust. Mossing the bottom of each banner takes care of the problem ahead of time, but I wanted to avoid consumables. The right image below shows Garrett after having retrieved both pieces of loot, with both banners still intact and no alerts.

 

Neither banner can be transmigrated in NewDark. At least I haven’t been able to. Both pieces of loot thus need to be skipped for all modes.

 

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Snuck off the ship by creep-crawling out the cabin doorway and climbing the aft ladder. Ventured along the east wall of building B, back to Noah Jerm’s warehouse, replacing the various keys for Supreme along the way. They were all taken from patrollers, so no alerts were risked in the drops. Used the control panel in the middle shed to open the bay door. Grabbed the loot and headed for Gilver’s. Switched the packaging label there and stole the final pieces of loot. A diamond in the office could be taken through the banner. T2Fix changes this diamond to not be frobbable through the banner. According to Jax64 on TTLG, the diamond now gets transported there only when you slash the banner, which apparently was the intended implementation. Alas, Perfect Thief busted in NewDark then. Exited through the second floor door.

 

Put the yellow key back in the main office control room for Supreme and reset the code to ‘0000’. Returned to the starting corner via the metal catwalk, dropping silently onto the barrels below.

 

Statistics:

Time: 2:19:25

Loot: 1665 out of 1665 [NewDark: 1440] (Supreme: 1405 [NewDark: 1305])

Pickpockets: 17 out of 18

Locks Picked: 3

Secrets: 12 out of 13

Damage Dealt: 0 Damage Taken: 0

Consumables: 3 water arrows on ship deck (plain Ghost only) [NewDark: None]

Ghost: Success!

Perfect Thief: Success! [NewDark: Failed!]

Supreme Thief: Success!

Perfect Supreme Thief: Failed!

(Norwegian Thief: Failed!)

 

Notes:

-          Skipped a silver nugget (50) in the spider cage at Mynell Steaks for Supreme. The small spider nearby gave a chirp when crossing the gateway.

-          Couldn’t reach the valuable recipe (50) in the safe at Mynell Steaks for Supreme. The only way was by exploiting a hole in the doors highlight perimeter. Engine exploits are not allowed in Supreme Ghost mode. The small statue (15) in the north end of the first floor was thus also skipped for that mode.

-          Skipped the spice bag (20) in the small shed on Davidson’s ship for Supreme. Had to douse three torches on the deck to avoid a fight between the spiders and the stationary guard. Putting out light sources is not allowed for Supreme mode, plus the water arrow spawned a comment from the nearby thief. With T2Fix you don’t have to put out any torches, but the spiders first alert to the door opening, so the loot still has to be skipped for Supreme.

-          The three pieces of fruit in the shed were also skipped for Norwegian Thief mode for the same reason as above.

-          Skipped two pieces of loot (125) behind the banners in Davidson’s cabin for Supreme. Obtaining them requires banner transmigration, an engine exploit not allowed for that mode. In NewDark, these also have to be skipped for regular Ghost.

-          Had to skip the diamond (100) behind the banner at Gilver’s for all Ghost modes. T2Fix renders this diamond unobtainable, and correctly so. The only way to take it is to slash the banner, which is property damage.