CALENDRA’S LEGACY

 

Act 2: Midnight In Murkbell

 

LOOT LIST

VIDEO REPORT

 

 

This mission is one of my all-time favorites. Purah created something I thought I’d never see from a fan mission. There are practically no flaws except for minor details. Any Ghost mode is a challenge for such a huge and diverse mission, but I was up for it. I will mention the hardest pieces of loot, but for general valuables or equipment please consult the loot list.

 

 

My schedule for the night involved stealing two prized items from the local museum; the Baerulian Diamond and a painting called the Red Arrow. Selling the cylix was the night’s main purpose, but still wasn’t listed as a separate objective. Again no loot requirement was specified, which is quite unusual for back-to-back missions. My starting arsenal was stripped for everything except a couple of rope arrows. The loadout screen contained a black lotus potion with continuous healing, prized in at 3,000 gold. Even with full loot from the previous night (plus the 100 extra for tonight) it was too expensive. Moss arrows were noticeably absent. No trip to the shop for Supreme meant no tip and no objective of stealing Kharras Drahg. It was still available in the mission though, so plain Ghosters could easily save the 100 loot for something else. In fact, that magic sword ended up being a savior for Supreme, as explained in a bit.

 

 

St. Trinett’s

I started at the Black Die pub, about to sell the cylix to one ugly duchess. The objectives soon changed to instead delivering the cylix to Cardinal Alcandor at St. Trinett’s within 10 minutes. I was released from captivity at game time of 1:43. I attempted a pure Supreme run in the past, but stopped when failing to pass a stationary priest after delivering the cylix. Subsequently Kharras Drahg (left image below) had entered my mind as a possible solution. Among the sword’s magic powers is the ability to make you darker. If I could manage to fetch it before visiting the cathedral, I might be able to pass the priest without busting Supreme. Several arguments favored this approach. First, the streets were practically empty prior to the delivery. Second, the few existing guards didn’t alert yet, which would make the detour quite fast. I took the route through the canal from the pub’s balcony, opening the gate at the water pump. I mantled up at Peabody Street and headed for Falstaff. There was only one wizard on the upper walkway. I took his loot and frobbed the torch in the side room. The gate to the sword disappeared, which made it impossible to close. I quickly left and went for Croft’s loft. Grabbed the loot around the cathedral and entered through the side window (right image below). Time equaled 5:31, over 6 minutes till deadline.

 

 

 

The candlesticks on either side of the downstairs foyer were protected by noisy tiles and regular patrols. The most efficient way of moving was crouching while tapping the run-key. This was fast and quiet, but could generate sudden clunks. I used the method of taking 4 or 5 steps forward, then quicksaving. There was a small, dark portion beside one of the fonts where I stood watching the guards and timed my runs (left image below). Naturally, I had Kharras drawn at all times. Both candlesticks were possible to obtain this way. From here I moved into the cardinal’s bedroom, took the loot there and dropped the cylix. Clocked in at 8:45, plenty of time! Outside guards heard the drop a few times so I had to wait for them to move off. I frobbed the cup and quickly jumped outside before the secret passage closed. Some of the guards outside were running around, seemingly alerted. However, they didn’t react to my presence more readily than normal. Guess this was a timed event triggered when the alarm went off. Those are allowed. The priest in the right picture below was the one I couldn’t pass without a comment last time. Now, equipped with the sword, I could inch past the mosaic window undetected. YES!! That is one good piece of Ghosting if I may say so! The capture below is taken from the brightest spot. I had to dodge all the running guards, but that was just a matter of waiting. The exit door was just beyond this point.

 

 

 

The Streets of Murkbell

Assembling the complete Zjilich amulet is not required or even remotely necessary for any mode of Ghosting. Other write-ups have reported tedious maneuvers trying to obtain the various parts, six altogether. I gladly skipped them. Thus, the canal gate key in the cathedral was not needed (to get the unfinished amulet from the grotto). As a result, I was forced eastward upon exiting the cathedral grounds. Brought along a water arrow from the canal bottom, to get into Vilrath’s garden (left image below). Only a 5 gold purse in return but every penny counts. The gate couldn’t be closed up. Picked up the loot from Meepwood Bridge, but skipped the key. I knew I’d be able to access the other side from the cemetery later and wanted to avoid the unnecessary pickup.

 

 

 

Usually, valuables are located in places you are somewhat likely (or perhaps expected) to look. Well, not in Murkbell! A pair of coins lay in the canal just southwest of the bridge between the psychic and Hollows Lane (right image above). I guess it can be argued some kid dropped his weekly savings while balancing on the bridge fence. Or perhaps the psychic threw them in for good luck, who knows? There was another pair of hard-to-see lucky coins on the ground at the market, northeast corner (left image below).

 

To reach Dr. Provost’s balcony I needed to think of something clever. The intended route involved picking a locked gate, but the tools alerted a nearby female archer. I could have waited to see if the zombies cleared the road, but I saw another option. East of his balcony was a sloped street, ending with the canal to the north. With one crate I was able to mantle the southern part of the marbled fence (right image below). I used the crate from outside Falstaff; put it right back afterwards. The invitation was only helpful for plain Ghost mode; it was useless for Supreme. All three guards inside the museum still did 1st alerts even though they weren’t supposed to, just like the street guards in act 1. They didn’t have alerting comments like “did I just see something?” or “that better not be the sergeant checking up on me” but settling remarks like “I need a nap” or “probably one of them grubbers again” were still present.

 

 

 

The Museum

So I skipped the invitation and ended up hard ghosting the museum, which wasn’t a pleasant experience. Tiles, random patrols and a wandering lantern made things extremely difficult. The front door guard luckily didn’t react, with or without the invitation. Downstairs I used the carpets and the display cases to move around, hopping from box to box grabbing loot along the way. The staircase railings were stone and I could monitor upstairs patrols hidden from behind either one (left image below). This is ultimately how I stole the red key as the lantern guy passed by. Crept behind the archer on the 4th floor as slowly as possible. The key disappeared upon use, and the gate was not closable. I had taken the ultraviolet lens before entrance, so the beams were visible. In OldDark the second beam had an invisible hole on the left, discovered by Nightwalker. It meant the vault could be ghosted without mossing the floor. This hole isn’t present in NewDark, so instead I had to find a way to leap over the beam silently. The only way to do that is to drop an item on the other side, in order to land on it when you make the jump. Any potion or common food item would do. I used the fruit from the canal ledge south of the water pump. It took about 15-20 tries heading into the vault, but only a couple going back. The vault was thus cleared without any Supreme busts (right image below).

 

I left through the bottom floor main entrance, skipping the Baerulian Diamond. Turning off the security system busted Supreme, and I wanted to see if there would be a solution after the undeads roamed the streets. I am wondering though, is raising the alarm a bust? It has been deemed allowed in ‘Undercover’, why not here? It is the same circumstance; the alarm goes off from taking an objective, not from getting seen or heard. The only difference is you have a chance to turn off the alarm in advance. But had there been a button to turn off the alarm in ‘Undercover’ would that suddenly have illegalized tripping it? I always follow the rules and bust when in doubt, so I had a feeling this would be it for Supreme. I hoped my feelings were wrong though. Returned the lens and the fruit afterwards.

 

 

 

Night of the Living Dead

Found more coins in a shed near Gallan Bridge, and a goblet on a balcony fence closer to Cloaca Court. In sum, there were only three pieces of loot I left until after triggering the undead scenario; the coins at the fishmonger’s woke up the owner when picking the box, the glasses at the police station I would get later, and the area around the windmill was just too crowded with guards to attempt getting the coin there at this point.

 

Picked Mercedes’ pocket and read her diary. I was to leave it at the police station. How convenient my room was at Whore Court by the way. Dropped into the canal in the far northeast. When I reached the police station bridge the last time I played, all the guards protecting the forge had been killed. This was great news, as it meant I could destroy the cylix undetected later. Alas, I was unable to replicate that scenario this time around. In all honesty, I think it was a complete fluke the one time the guards were killed. This meant, of course, I’d have to bring along a moss arrow for the destruction of the cylix. But all that for later. I could now fetch the coin in the mill without trouble. The purse on the vampire at the market was worse. The invisible beast from ‘Calendra’s Cistern’ found me now and then. I don’t know if Kharras Drahg attracted it or what. Most haunts and zombies in the area were on high alert from all the killings, so I stood in the dark waiting in between each move.

 

Back at the Black Die the killings continued. The stationary guard just north of this heard commotion and ended up getting killed at the fishmonger’s. I think a zombie had spawned in there and he heard the thief’s whacking from a distance. Two noblewomen came along and got killed also, the two patrolling zombies made sure of that. Fish and corpses lay scattered; it was not a pretty sight. One of the zombies even had a fish on its “belt”. It only got weirder, as another one carried a cat! This turned out to be Bob Grenadine's lost pet, and if returned would yield the reward of a holy water vial. One zombie patrolled in and out of the fish store; probably Pete, the guy mentioned in the readable. He seemed to have a fish up his butt at least. The top of the counter by the door was a safe place to wait for him to leave (left image below). I picked the box and took the coins while he was out.

 

 

 

Alcandor and His Pets

Entered the cathedral again through the loft and continued to the side window. The place was full of zombies now, but they were a lot easier to dodge than the priests. Found a very cleverly hidden basement key under the desk in the study (right image above). It must have spawned along with the zombies. I loved how the entire city changed when the undead scenario triggered; almost like playing two different missions. The catacomb hallways had four enemies. The first skeleton was very unreliable. I never saw it turn, but every time it was positioned differently. With Kharras drawn I could pass it despite the flickering torch. Bypassed the wandering mage by hiding in the power station. Reached Alcandor’s lair up the slope and could easily snatch the cylix. Nice!

 

 

 

Last time I played I remember Alcandor facing the throne. I could therefore rope arrow up the hole and enter the caretaker’s manor that way. This time he was angled northeast (left image above), the way I assume he is supposed to be facing. The ramp to the east then became my only option. I circled the room clockwise and waited for all the zombies to move away. Easy enough. Closed up the tomb from the inside, as I knew I wasn’t headed back that way. I don’t think there is an outside switch for that door. Took the ring by one of the graves at this point also (right image above). I then had to sneak through the cemetery to the back yard along the southern wall. Not a desired option, but necessary nonetheless. The vampire mist was the most difficult enemy to dodge, as it didn’t give much noise before suddenly being upon me.

 

 

 

The caretaker’s manor was so dark I didn’t even have to draw the sword. Most was tiled though, so slow movement was necessary. Some hard loot in here: a coin pair by the harp on the ground floor (left image above), and not to mention the minuscule ring in the baby’s room upstairs (right image above). Took the same route back through the cemetery afterwards. Got scared for a second thinking I couldn’t unlock the entry gates from inside, but the mechanism was reachable through the bars. Two zombies were patrolling outside. The third was sleeping while standing on top of a dead guard. Took the ring on the carriage (left image below) and dropped back into the canal at the west end.

 

Wrapping It Up

Stole the purse off the vampire at Hollows Lane and went for the police station. Had to approach from the western side, dodging the partially patrolling swordsman. Opened the gate with a water arrow. Had to hit it dead on not to get a comment from the guard. The rest of the station was a piece of cake.

 

 

 

The museum was harder than I thought with the mummies around, even if the lights were dimmed compared to last time. The invisible beast was also poking around, making life much harder. I reached the third floor eventually. I have experienced the archer on the top floor dying, but not this time. I think she sometimes alerts to the commotion downstairs, then ends up walking into the vault beams. I found her in there once at least. I don’t see any other way she could die, unless mummies suddenly learned how to use elevators. I ended up having to turn off the security system, but I finished it the other way as well, by triggering the alarm. Just in case one of them is deemed legal for Supreme, nobody can say I haven’t Ghosted it.

 

Returned to Peabody’s forge. With the two guards present all I could do to destroy the cylix was place it on the edge and shoot it with a moss arrow from afar. This goes against Supreme rule #6. Busted again.

 

After finishing my ghost-run I stand by my initial opinion: Best Mission Ever !

 

 

STATISTICS:

 

Time: 2:32:53

Loot: 5130 out of 5230 (the last 100 is unobtainable unless you apply the recent .dml fix)

Pickpockets: 7 out of 27

Secrets: None

Locks Picked: 7

Damage Dealt: 0 Damage Taken: 0

Bodies Discovered by Enemies: 4

Consumables: 2 Water Arrows (Vilrath’s Garden and Murkbell Police Station), 1 Moss Arrow (Peabody’s Forge)

Ghost: Success!

Perfect Thief: Success!

Supreme Thief: Failed!

Perfect Supreme Thief: Failed!

 

Notes:

-          Had to turn off the security system to get the Baerulian Diamond. Supreme bust. The alternative is setting off the alarm, which alerts the guards and busts even regular Ghost.

-          Used a moss arrow to deaden the noise from destroying the Cylix in Peabody’s forge. Another Supreme bust.

-          The 4 bodies discovered are from the fights around the city. I am surprised this count wasn’t higher.

 

 

LOOT LIST

VIDEO REPORT