THE BLACK FROG

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Mission 2

The Portrait

 

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This is where the mission pack really gets started. We finally see Gaëtane’s true talent at work. Yes, it’s your standard break-and-enter map with something precious to steal in a difficult location, but this time it’s done with style. A highly non-linear mansion with plenty of secrets rewarding the thorough player. I also like when readables (actually reading them) constantly provide worthwhile hints. Kudos to the testers and translators for helping Gaëtane out in that department. I can’t wait for the upcoming missions!

 

 

Per request of Belmont, I was to steal ‘The Lady of the Shadows’ from collector Lord Vincenzo Garivaldi. I knew the portrait was protected by elaborate security systems and I would have to circumvent them to obtain my prize. Unfortunately, it sounded like Supreme was in for a tough time. On my own personal agenda was the task of finding out why Belmont was interested in the portrait, despite its low value. In addition, I needed to find out more about the situation as a whole, perhaps the vaguest objective of the bunch. The ‘Breath of Karras’ plus 2,000 in loot were also on my list of to-dos. Lastly, I had to find an alternate way to escape the proper. That sounded like enough trouble for one night, so I got started.

 

Security Systems

My arsenal contained nothing of use except the compass and lockpicks. I found a rope arrow in the shed near the beginning outhouse. This was a highly necessary pickup and no bust for Supreme. That mode enforces (at least in spirit) the idea of picking up as little as possible, except for loot and direct objectives. I am very much a stickler for rules and always try to keep pickups to a minimum. I had already done an exhaustive blackjack run, so I knew what items I absolutely had to get.

 

Supreme has a few rules that made this mission considerably more difficult than regular Ghost. “No turning off of watchers, or other security systems” was the most significant one. It meant I couldn’t turn off the electric floor or the camera in the portrait vault (left image below). If I could somehow circumvent having to shut those off, then I would not only avoid the busts, but I wouldn’t have to deal with the stationary swordsman in the garden either. He protected the key for the camera switch and would almost certainly require a first alert. Using that key also required cutting open a corpse with a hatchet, and not to mention short circuiting a second camera in the basement using a water arrow. Both situations were at least arguable Supreme busts and highly desirable skips. So I decided to enter the vault and scope the territory. Hopefully it would give me some clues to a possible solution.

 

The side shaft proved an excellent spot for recognizance (right image below). Luckily, the grate didn’t make any noise. The watcher had a pivot angle of 180 degrees. There was a guard outside the main gate, facing away. Another guard patrolled the outside rooms, coming to a halt in front of the entrance with regular intervals. The floor was glass, but made metal sounds. The small outcropping from the shaft was metal as well. The floor only caused damage straight out from the portrait cage. Either side was safe. I couldn’t mantle the portrait ledge without taking at least one point of damage. I must have done that jump a hundred times, seeing if there was a chance the damage wouldn’t kick in fast enough, but it always did. All hope wasn’t lost though, as I found a neat little “safe spot” just to the left of the shaft ledge. Inching down I could hide from the watcher before it swung back. There wasn’t much in it, as I occasionally had to lean towards the wall not to get a chirp. As soon as the watcher went yellow, the guard would start looking. It didn’t matter, as I had to avoid both. I practiced getting back into the vent from here also. It required a walk-jump onto the ledge and further taps of the walk-key to lurk inside. Garrett sometimes has a hard time entering crawlspaces, and leaning forward into the chute was the key.

 

            

 

I realized I had to attempt some acrobatics from the upper floor railing to reach the portrait. With an angled strafe-run, I could be able to land inside the cage without taking damage from the fall or the electrical floor. There were quite a few factors to consider though. I needed to find the proper position, angle, velocity and landing spot. I had to consider the roaming robot, the pivoting watcher below and the patrolling swordsman outside the vault gates. I also couldn’t make noise on the railing or during the drop. I used the western railing, but assume it could equally well be performed from the opposite side. There was a split in the railing’s top frame about one third of the way from the north wall. This was my starting position. I first mossed the vault’s northwest corner, to make the escape quiet, if the jump proved to be successful. I waited for all patrollers to be gone and for the watcher to be on its way east. The latter was more trial and error, quicksaving and checking its position, then quicksaving again half a second later until it no longer chirped when I dropped. Coming from the west side I had to land in the right (east) corner; that allowed for more headroom and prevented me from bouncing off the ceiling and onto the floor. I don’t know how many quickloads until I got the hang of it. A few times I would land on the edge, only to slowly slide down from lack of forward momentum. Once I got in there with taking damage, alerting the front guard to my grunt. That’s when I knew it was possible. Dozens of jumps later I finally got it! I hit escape as fast as humanly possible and did a hardsave. Now I had to worry about grabbing the portrait and getting back to the corner by the shaft before the watcher caught me. It didn’t take hardly as many tries. The main problem was bumping into the cage corner, which slowed me down to the point of not making it in time. It was just a matter of the right keystrokes in quick succession. Eventually I was safe.

 

Now that I knew it was possible, my thoughts went to removing the Supreme bust, mossing the vault floor. Any use of moss arrows is disallowed in that mode and there was another option. If I could make a crate-bridge to travel across from the portrait cage to the wall, I might get away with a clean Supreme steal. That might even make the entire mission Supremable, which would be awesome! It was definitely worth a try. Three crates should do it, and there was a trio of such in the attic accessible from the southern hall on the upper floor (left image below). The entry door was partly hidden behind drapes. I brought them down to the vault one by one, via a rope arrow into the collections room (right image below). The use of crates is perfectly allowed for Supreme, as long as they are returned and not stacked on an enemy’s patrol route. Crouch-dropping the crates proved to be silent enough to avoid comments from the vault guard. I made a straight line of crates starting a few feet out from the safe corner. They were pretty much flush with each other, the furthermost placed just before the floor’s damage area started. If placing a crate onto this portion, it broke into a million pieces and alerted the whole neighborhood. It seemed wood suddenly was electrically conductive. Once happy with my placements I made my way up to the second floor to redo my leap.

 

            

 

At first I had a hard time finding the spot from before. I was actually too close to the northern wall without realizing it. Once I found the proper range it didn’t take too long to nail the jump again (left image below). Leaving the cage took between 10 and 15 tries. A few times one of the crates would shatter. That is property damage and not allowed for any Ghost mode. It leaves you unable to return the crate too, for obvious reasons. The image to the right below shows the portrait in hand, my successful crate-bridge and the watcher not alerting to Garrett in the corner. Now all I had to do was return the crates and continue my mission. I remembered to touch one of the buttons in the code panel to close up the vault cage. There was no way to close the gate to the code chamber itself. Supreme intact!

 

            

 

As I returned to loot the rest of the collection rooms, I found to my disappointment that the guard who was supposed to be asleep in the northwest was wide awake and stuck in his chair. I reloaded previous savegames to see where I alerted him and deduced that it had to be during the crate-placing ordeal. I might have stepped on the tile when ascending the rope but not heard the comment. At any rate, I had to restart and do the entire set of moves over to save Supreme. This time it went much smoother. I think I stole the portrait in less than 40 minutes. That verified this method to be highly repeatable, it was just the experimentation that took an awfully long time.

 

It was wonderful to loot all the collection rooms and peek into the vault from the outside. Everything was left intact except for the missing portrait. I’d love to hear them explain that one in the morning.

 

General Looting

From here, much of the remaining mission was a breeze. There were a few tense spots in areas with heavy patrols, such as the main hallways on either floor. Other than that it was fine. I did Lady Garivaldi’s first. Found her secret under the desk and tested to see if the chapel key could be returned. Her feet were resting on the carpet, so that would be sufficient. Grabbed the vase outside Sir Garivaldi’s and entered the west tower through the passage behind the drape. Climbed a rope and grabbed the tiara up top (left image below). Dropped to the bottom and started looting the main floor. Spied on Gilles and saw him run away. This would trigger his body in the bath. Grabbed the items in the kitchen when the servant left. He had a fairly big loop so there was plenty of time. Crossed the main hall and took the statue there on the way. Back around through the dining room towards the patio. Entered the library and cleaned Sir Garivaldi’s through the secret entrance. This way I didn’t have to pick the doors and could leave his main key alone. Grabbed the garden key and went back downstairs. I locked the garden door but blocked it open. That way I could return the key right away. I would get back here later but was a little unsure of the method as of yet.

 

            

 

Moving north I stole Gilles key from the pool. The splash didn’t alert anyone upstairs if I waited for them to clear out. The roaming bot was around but it never indicated any sounds for first alerts. I don’t know if it even had any. Took the ring from the secret passageway and returned to the hall outside the library. The guy studying to the south was now standing (right image above). This meant I had alerted him somewhere during my recent endeavors. I reloaded and found him to alert to me roaming around the pool. This was tricky to spot due to the closed door. He saw me through the glass if I moved too fast. I stayed on the pool’s north side this time to avoid his gaze.

 

Dodged the front yard guard and entered the chapel. Locked the doors from the inside as I wouldn’t get out that way. Got the code scroll from the east tower. That was an objective and couldn’t be returned. Lock-blocked the tower door and returned the key to the middle floor desk. Crossed the hall and descended to the basement. Took the Sir’s journal from the workshop and left. That was another objective and also couldn’t be dropped back. The secret switch in the wine cellar was a tough one to find (left image below). Thanks to Gäetane for letting me in on her secrets! Went up to the second floor and returned the chapel key to Lady Garivaldi’s carpet (right image below). I had to go into the actual pool to return the workshop key without alerts. The splash from the high drop seemed to carry for miles, but from surface level it was quieter. The key eventually found its way to the bottom.

 

            

 

The Garden Coins

The only items remaining were the coins in the garden fountain and Karras’ Breath. The latter I was a little unsure of how to handle, so I decided to go for the loot first. It couldn’t be taken in conventional fashion by any stretch of the imagination. I’ll explain. The ‘Garden of the Muses’ was divided in half. The west part contained a patrolling swordsman and the “secret” exit. No problems there. Another swordsman, stationary this time, guarded the entrance to the eastern half. He faced west, but could easily spot anyone coming via the entrance path. The area was lit up by mushrooms and a lamp on the far wall. For plain Ghost I could climb the grassy side and rush past the east corner, coming to a halt in the shadows. This spawned a comment though, which is not allowed for Supreme. It wasn’t possible to eliminate that alert by sneaking or running. There simply wasn’t enough shade and the guard was too inconveniently placed. It was only a matter of a few feet rounding the corner though, and Perfect Supreme sounded too tempting to give up just yet. What to do...? Could I enter that part of the garden in a different way perhaps? After a lot of searching, I finally found a way using the shed in the front yard. It could be ascended with a rope arrow, and this gave me access to the eastern wall (left image below). I couldn’t reach the muses garden directly, but the chapel took me to the manor’s main roof. Circling north I could reach the library. From there, the garden was in view. I could drop onto the spiked fence, luckily without taking damage. Despite being in plain view of the mentioned guard, I received no alerts if creep-crouching along the rim. Maybe his field of vision didn’t extend that high. Regardless, I ended up on the eastern wall behind his back. With accuracy, I could fling a rope arrow into the grassy wall below and catch it jumping down. Voila!

 

The coins were in the backmost pool. Sliding into the water still alerted the guard, so I had to utilize the rope arrow again to descend quietly (right image below). The corpse on the altar had the key for the basement switch. Due to my circumventing the security systems, I didn’t have to deal with any of that. Instead, the problem ahead was leaving this part of the garden. There was no orthodox way of getting back onto the upper walls. No attachment sites for rope arrows were feasible, so the only obvious way to exit was past the corner to the north. I could get closer coming from this side, but rounding the corner always triggered an alert. Again, plain Ghosters don’t have to go through any of this. First alert comments are allowed for that mode. Eliminating first alerts for Supreme, however, is a whole different ballgame.

 

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I soon realized drastic measures had to be taken. My thoughts drifted toward crate-stacking as my only possible means of success. Luckily I had a savegame from the end of my blackjack run to test things out. Eight crates total were needed to reach the proper height. Six crates to make the main stack, and the other two to elevate the last ones to make them reachable. I had to ascend the wall as close to the exit corner as possible, in order to reach the crates from the north side to replace them afterwards. Everything had to be returned to their original location for Supreme, otherwise there was no point in doing any of this. That meant I had to reload and set up the crates close to the corner first, then climb the walls and roof like before, grab the loot, and finally stack the crates that would be reachable from the east side. Supreme rule #7 states in part: “You cannot stack boxes to gain access to an area when your stack is on the patrol path of an AI. If it can be done in a shadowed area off a patrol path or even in direct light where no one is patrolling, that is fine.” The ledges surrounding the gardens were of the latter kind, so no busts to Supreme in stacking crates here. The east tower conveniently had eight boxes spread across the three floors. It was pretty much a straight shot from there to the garden. The only slow area was getting through the patio. It took time, but eventually all the crates were set up as in the image to the left below. I couldn’t stack any more crates onto the southernomost one, as this alerted the guard. The tall stack was beneficial because it would help me reach more crates when building my stack from the other side. It seemed the wall corner marked the border for the guard’s field of hearing, as I could stack crates north of this completely unalerted. The corner in the far northeast was a good spot to wait for the patrolling swordsman in between placing each crate. Once all this was done I took the trip over the roof like before, stole the loot and was ready to commence my project.

 

My hope was short-lived however, as I realized stacking boxes on top of each other alerted the swordsman to hunt mode. What was alert-free on the north side of the corner, busted even plain Ghost on the gazebo side. My plan needed further adjustments. What I needed were soft objects that could be placed in between each box pair. If I needed six boxes to climb the wall, five soft objects were required to cushion all the box drops. Experimenting using my blackjack-run savegame, I actually found only five boxes to be necessary, since the extra objects added to the stack’s height. That meant a maximum of four soft objects had to be brought along. The best ones to use were 1) the chapel invisibility potion, 2) the fruit from the basement workshop, 3) another piece of fruit from the southeast bedroom upstairs, and finally 4) the crumbled piece of paper in the trashcan east of the patio. All of these could be taken and replaced later without busts. The deer leg in the north servant’s quarters might also have been useful, but picking the door alerted the fireplace guard. This meant, of course, that the hatchet used to obtain the key for the basement camera switch also couldn’t be taken without busting Supreme. My circumventing the security systems earlier was therefore confirmed necessary for that mode. Grabbing the objects entailed retaking the workshop key. Making my way across the roof for the third time, hopefully the last.

 

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The order of objects in my stack was as follows: Crate, potion, crate, fruit, crate, fruit, crate, crate (right image above). Notice I didn’t end up using the scroll at all. I was high enough at this point not to alert the guard from the last two crates touching. Also, stacking the scroll elevated me too much to reach the fourth crate in the stack around the corner. From the top, the guard’s head was hidden underneath the gazebo eave, so mantling the top wall wasn’t too difficult. Phew! What work for a measly few coins! But that was it; full loot all within Supreme rules.

 

I returned all 8 crates, the tower key, the invisibility potion, the 2 fruits, the scroll, the chapel key and the workshop key.

 

The Breath of Karras

The final problem was Karras’ Breath. When taken, it closed the gate and triggered the alarm due to the weight sensitive pedestal. I argue this situation to be similar, though not identical, to the alarm situation in TDP’s ‘Undercover’. Since it has been deemed acceptable by the ghosting community to trigger that alarm, why not this one? The only difference is the existing option to avoid triggering the alarm, by placing the little bag from the secret chamber upstairs on the pedestal first. Does the mere existence of this alternate method cause triggering the alarm to be a bust? To me, no, but I know other players will have a different opinion. I see the alarm as an inevitable occurrence, no matter what method is chosen. When Lady Garivaldi awakens in the morning, she’s bound to raise whatever alarm she can get her hands on. By letting Garrett trigger the alarm, you’re simply forcing the inevitable fate. I know that seems like an argument made purely to justify the Supreme success, and it might well be. Instead of having the debate with myself, I’ll leave the stats as a ‘possible’ success. That way, readers can feel free to chip in with comments. Notwithstanding, this mission was at least Perfect Thieved without a single first alert, without deactivating any security systems, without using any water or moss arrows, with no unnecessary pickups and with everything returned to its original state or location.

 

Some of the guards were on high alert after raising the alarm, but nothing I couldn’t sneak past. I utilized the rope arrow up to the stone window directly above the collections room like before. It was an efficient means of escape. Managed to drop the secret exit key on the swordsman’s patrol path before it locked shut. Done deal!

 

 

Statistics:

Time: 3:18:25

Loot: 2370 out of 2370

Pickpockets: 3 out of 3

Secrets: 6 out of 6

Locks Picked: 6

Damage Dealt: 0 Damage Taken: 0

Consumables: None

Ghost: Success!

Perfect Thief: Success!

Supreme Ghost: Possibly (see notes)

Perfect Supreme Ghost: Possibly (see notes)

 

 

Notes:

-          Taking the Breath of Karras closed the gate and triggered the alarm. I am unsure whether this is a bust. It is highly comparable to the classic ‘Undercover’ situation where the alarm is set off as a direct result of stealing an objective. The only difference is that you can prevent it, by placing the little bag on the pedestal. Of course, the bag can’t be returned and that is a definite Supreme bust, so I chose the alarm alternative, in case it is accepted. I finished the mission the “intended” way also, to get the definite plain Ghost/Perfect Thief success.

 

 

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