CALENDRA’S LEGACY

 

Act 3: A Winter’s Eve

 

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I like how all three missions in this pack each has their distinct feel, while still keeping to the main story. Act 3 is perhaps the most out-of-place mission, but I love it regardless. The first mission I ever played with snow, and ever since has been the source for comparison to other snowy maps, most of them falling short. The ropeable icy ledges provided an additional element to the gameplay.

 

My initial objectives were 5,500 in loot, rob Dayport Bank and kill Gaston the Red. I suspected meeting Mercedes at the bridge would yield additional directions. Again a note in the purchase screen spawned a new objective in-game, this time stealing a diamond called The Night Jewel. As in act 2 I skipped the shop altogether. The skeleton key could be handy, but not necessary to finish the game. My inventory included Kharras Drahg plus the assembled Zjilich Amulet. Mercedes worked on putting it together over the last couple of months. She used all the charges experimenting on her own. My beloved rope arrows were also present. I was set to go.

 

Slick City Brawls

The huge clash in the beginning could have different outcomes. It all depended on whether the thieves left their hiding spots before the fight started. If they didn’t, they usually won. I never intended to orchestrate the outcome, but when all five thieves survived on the first attempt, I stayed with it (left image below). One of them fell to two hammers descending from the streets above a little bit later. The remaining thieves killed a final hammer mage on the above plateau before returning to the initial alley. This was very convenient.

 

 

 

East of the seminary a thief appeared from an alley to steal loot off a stationary hammerite. I grabbed both the hammer and the thief’s dagger without getting noticed. With a little luck, the hammerite would chase after the thief long enough for me to grab the decorations above the seminary door, oddly valued at 51 gold each. The pursuer soon gave up and returned. In the meantime, yet another hammerite had emerged from a warehouse close by. I knew of his existence, so I waited to prevent the door from shutting. If it did, and the hammerite died, there was no way to reenter. He followed the thief’s tracks and picked a fight with them in the alley. I have seen him kill them all, in which he resumes a patrol back and forth from the warehouse. This time he fell in 5 seconds. The thieves luckily doused the bonfire, so I could steal their wine unalerted. The remaining thieves stood their ground in the snow (right image above).

 

 

 

Without the skeleton key, the only way to enter the pawnshop was by stealing the front door key through the attic window (left image above). A couple of nicely placed ropes took me up there. The candlestick on the desk doused when opening the window, which was a nice little touch. Though highlighting the candle without opening the window would also put it out. Fortunately I could grab the key through the glass as well, although it had to be done without extinguishing the light. Supreme rules prohibit extinguishing light sources. I guess you could argue taking an object through a window as an engine exploit. However, this extension of items’ frobbable distance is normally an accepted part of the engine’s functionality, especially when the barrier is a window, grate or banner. Taking items or hitting switches through solid walls or doors is different, though this really is up to each individual player. I had no problem with the aforementioned situation. Retrieved the arrow while suspended and dropped to street level unharmed. The pawnshop key disappeared upon use. The shop itself was free of enemies. Had to skip another candlestick by the upstairs bed for Supreme. It was of the same kind as the latter; extinguished when highlighted. Noticed the locking mechanism and the elevator behind the statue. Knew there was an alternate way to enter the shop from last time playing, but also remembered it was near impossible to reach for Ghost. I would have to check that out later. Found the hidden stash underneath the bed also (right image above), though I only needed the purse (at least for now).

 

I could reach the top floor of the warehouse west of the seminary via a metal walkway and ladder system. The peaked roof at the bottom could be mantled with a rope arrow. Stole the coins from the chest in there and left through the broken window. Was a little tricky getting onto the rafters, but a rope arrow from the large crate did the trick, and the hammer didn’t say a peep. This escape route was the only way for Supreme, as unlocking the door with the guard’s key spawned a comment. The warehouse to the north of this had to be skipped (see images below). It contained 95 loot and the ultimate Easter egg, but breaking the side window was the only means of entrance. Perfect Thief was therefore unachievable, but I knew that from before.

 

 

 

De Zabrus Textiles

Decided to finish off Gaston next. The order of things didn’t really matter, but to avoid backtracking, it came natural. Entered via the secret entrance. Entering the upper door included spawning more AIs in the streets, which was highly unwanted. This way I also didn’t need to worry about the tripwire in the stairs. Five thieves down there, two archers and three swordsmen, one of which was Gaston. The archers took me for just another thief and didn’t alert. If I went for their arrows, they turned around and started shooting though. Kept my sword drawn at all times. This made a significant difference as many places were dark but not black, which often spawned comments.

 

Two of the patrollers (not Gaston) had the same route. They did a round over by the treasure table, then headed east either to the archer or down the hall to the secret exit. I don’t think they were random patrols, so I learned their timing quite easily. Gaston had frequent visits to his chamber, either doing a quick pivot or stopping to examine the safe. Two out of three times he just turned and left. The blackjack didn’t work on him; well it worked but he didn’t go down. I could have kept on hitting him with the club until he dropped, but I don’t think this is allowed. Objectives prevail unless you break any other rule, which includes alerts, as well as the person being clubbed. I could whack him with the sword, but this alerted people outside. Sneak reported using a broadhead arrow unalerted, and kudos to him, but alas I was not able to. I whacked/shot Gaston as he finished inspecting the safe and immediately leaned against the door to check. Even though I managed to avoid the patrollers’ attention, the nearby archer always came looking. Since he was stationary I figured there was no way to fool him like this. Gas then became the final option. Both a gas mine and two gas arrows were easily accessible in the pawnshop, the latter sounding far more controllable. I reloaded, fetched an arrow from the secret compartment under the bed, and headed for Gaston’s guild once more. Shot the arrow from the door, so I could time the outsiders concurrently (yes you can eavesdrop on a door while facing the opposite direction). The picture was taken from the corner for illustrative reasons. Undetected I sent Red to dreamland, but he’d be crossing the river Styx soon enough. I had to target the floor not to douse the candle on the nightstand. Then moved Gaston to the bed and clubbed him to death there, fourteen blows total. Dropped him in the corner by the footlocker. Grabbed the loot, including the hidden stash behind the grate, and left.

 

 

 

The rest was fairly straight forward and certainly much easier now that Red was gone. The archers still didn’t alert so I only had to watch the two swordsmen. Picking the big safe yielded a golden nugget, but alerted the thieves a few times before I got it right. Most of the loot was in chests or on the table. One commonly missed pair of lucky coins lay in a corner behind some barrels (right image above). I’ve seen time and time again people missing 20 or 40 gold short of full loot; this pair and the one in the warehouse earlier are easy to overlook.

 

Grindle & Boggs

Went to meet Mercedes under the bridge. She cursed the weather and told me to get her into the factory, then toasted one of the hammers downriver. The objectives now disregarded the bank. I entered through the cracked window above Mercedes. One rope arrow into the snow pile there was enough. I have heard many stories about the spiders inside, but in truth, I have always seen them in the same spots. Occasionally, the brawls outside have alerted them, but they have always returned to their resting positions. I presume if you save while they are looking they might get screwed up on a reload. Undoubtedly they were red and extremely swift, but not more alert than normal. For sake of clarity I will describe their positions. The closest, Powdy, was placed by the powder keg in the sloping tunnel facing south. The other, Disty, past the corner to the north also facing south. I assume most of you know stationary spiders see with their butts.

 

 

This was my approach. Watch the image above carefully. I could pass Powdy’s north side up to the corner. Disty covered the east hallway with her keen eyes, so I needed to figure something out. The light source was a partly covered bulb directly above. The metal covering formed a cross-shaped shadow in the tunnel, as seen in the screen capture. As seen on the south wall of the ramped tunnel, the light only covered the bottom foot of the tunnel. My immediate thought went to the keg and whether I could get on it. I tried using the regular crate from the pawnshop at one point, but the angled floor and low ceiling made it impossible to get fully onto. Then I tried leaping directly for the powder keg. I noticed that if I landed exactly on the northern tip of the barrel, Powdy didn’t mind. I was also dark here, and I was outside Disty’s field of vision. The next step was to inch clockwise along the rim of the keg until at the east side. If this didn’t work, I either roused Powdy’s temper, fell into Disty’s wrath, or simply got stuck in the frame of the barrel. After some trials and frustrations, it all came together. I had to be in a crouching position to quietly land on the floor again from the east side. Sometimes this isn’t possible from the edge of an object, so I had to climb onto the keg fully for the crouch-function to respond.

 

I let Mercedes in and she opened the floor panel. Had to skip the loot from Hannibal in the cellar for Supreme. I didn’t have the skeleton key and opening the vat gate spawned a comment. Could take it for plain Ghost and simply pick his key to leave.

 

The Sanctuary

After descending the stairs I snuck around grabbing all patrollers’ daggers, just so I wouldn’t forget. Think there were 4 in total. One goblet stood on a reading desk by the ramp down to the pool area. The study room had lots of loot and was easy to Ghost. Nothing to report there. There was a hallway with several railed lookout points down to the study area. The entrance was located close to the stairs leading to the parlor. Two keepers protected the halls in there. Both had daggers. The first couldn’t be passed without a little nudge (left image below), so I skipped the furthest for now.

 

 

 

Next was the dining area. The closest keeper had another dagger; simple enough. The three plates in the fireplace were the real problem. The keeper and the woman faced opposite directions, which was kind of good because I could approach them directly from the side without getting spotted. I never heard any comments from them; they seemed to go straight into hunt (and furthermore invisible) mode. But this didn’t really matter. The rules refer to comments as alerts. If they didn’t move I was clean. If they didn’t make noise I was also clean. Fair and square. The first two plates were reachable with a lean-in from the keeper’s back. I made sure not to stand too close as a nudge would’ve been a bust. To get the last plate I had to rope down from the rafter above (left image below). It hung so close that the plate would highlight when I descended (right image below). It took a few shots, but once I knew the method it wasn’t that big of a deal.

 

Using the dining room’s beams I could reach the window on the eastern wall. From the back yard I could pick the lock on a door and grab the dagger from the second keeper guarding the study (right image above), the one I’d skipped earlier.

 

 

 

On to the parlor (left image below). The most intimidating room ever designed? Might be, but oh so tempting. One sentry, three guests, loads of tile, two lamps, a lit fireplace and a glowing chandelier. Oh and let’s not forget, ten pieces of loot. Another important piece of information is that the loot in here can be knocked around. Yes, that’s right, arrows and objects will make them fly across the room. Landing on them with enough force will even break them. It is the only place in Thief history where I have seen this kind of loot behavior.

 

The only thing I could do in here for Supreme was stealing the female sentry’s weapon. To me there is more humor than realism in being able to steal a woman’s long sword right out of her hand. I know Garrett has special abilities, but seriously. Had it been sheathed I guess I could have accepted it. No other loot was seemingly accessible for Supreme. I couldn’t even enter the room without getting a comment from the sitting acolyte. Normal guards have one set of comments for idle chatter and a completely different set for first alerts. The sanctuary acolytes however used both sets for first alerts, meaning upon entering the parlor the acolyte could say: “Always those hammers banging away up there, using their heads as anvils”, a comment also used as idle chatter, or he could say: “That was weird”, a comment only used as a first alert. Sneak reported being able to creep past the guard, ascend the ladder and enter the attic without anyone noticing. That might have been due to a blockage in the sound propagation at the left hand side when entering, directly under the archway there (left image below). Crouching, Kharras drawn, creep-walking with the sentry facing away still spawned a comment the instant the light from the right lamp hit me. I am not saying Sneak was lying, but I don’t see how our experiences could have been that different. I was moving in absolutely the most concealed way allowed by the Thief engine, and still there was no doubt he saw me. I wish with all my heart I could say otherwise, but I would get busted for not fulfilling the loot requirement. Skipping the rest of the parlor and the purse worth 1,000 in the attic would put me at a maximum of 4,912 gold for Supreme, a good 688 away from the required objective.

 

 

 

So I started to look for a different way into the attic. The window in the southwest corner caught my attention. It was positioned directly above the library walkway. Although the drop was high, a tall stack might do the trick. First, there were 10 holy water vials in the grotto. They would have to make up the bulk of the stack. In addition, I was carrying Mercedes’ note, and I knew of two other papers in the study. I would need more. Although unpredictable when it comes to stacking, plenty of food items were found in the kitchen (right image above). The three deer legs were safe, the rest iffy at best. However, any inventory item is better than junk, as you can’t access those from the top of a stack. But the amount of remaining inventory items were wearing thin and my stack was nowhere near tall enough. The only junk items around were a drill bit in the grotto and a skull in the keeper study. At least one of those would be necessary. After scouting, I resumed my Supreme run and started collecting items.

 

First I needed the grotto key from the interpreter’s tower. I could take the other copy off the patrolling interpreter, but it disappeared upon use and then I would have to get this copy to relock the door anyway. But how would I get to the library walkway without a comment from the keeper guard? I knew the hallway to his front was too bright, even for creep-crouching with Kharras drawn. Instead I noticed two ledges protruding from the walkway to either side. Wide enough to traverse? Could well be, and if so, I might be able to reach them from the library. Leaping from any of the ladders got me nowhere close. Ladders normally aren’t good for those kinds of maneuvers. Rope arrows wouldn’t attach to the southern wall, they just disappeared, but they worked fine on the northern wall. I wonder if this was intentional or a glitch? Anyhow, I had to clean the ground floor first. This basically involved waiting for the two keepers to head west. With a little luck they would stay behind the large blocks long enough for me to snatch the bottle and the goblet off the end table. I turned after getting the loot and rounded the corner northeast into darkness. From here I could start placing my ropes. I needed three to get the proper height. A nice trick when creating a series of ropes is making them overlap, so they seemingly melt into one. That way when you’re at the top of the lowest rope, simply grab the arrow from the wall and you’ll drop down an inch or two but automatically catch hold of the next. No fuzz. The topmost I retrieved from the ledge itself. I could finally steal the keeper’s dagger worth a whopping 2 gold. Nice! Grabbed the grotto key and dropped back onto the ladder on the south side of the railing. From there I could time the patrollers below and head for the stairs (left image below).

 

 

 

Getting to the grotto didn’t involve anything special. The stationary keeper by the entrance turned quite frequently. I crept across the bridge not to risk getting seen without being able to hear the alert. Stole the vials and returned. Lock-blocked the gate as I headed back. That way I could return the grotto key and still be able to leave the gate locked as I finished the mission. Happy I thought ahead instead of having to redo it later.

 

I experimented some with stacking of food items next and found, to my astonishment, something I’ve never realized before. Apples, cheeses, cucumbers, carrots and breads can all be stacked like any other stackable item, but only if you have one item of each in your inventory count. The instant I picked up a second cheese, for example, I was unable to hop onto either. Apples are pretty much useless, as they elevate you but a smidgeon. Instead I brought along 1 cheese, 1 cucumber and 2 loaves of bread, in addition to the normal-behaving deer legs. Yes I know I said breads can’t be stacked if you carry multiple, but I wanted to try something.

 

Since I could carry one junk item, I brought the skull from the study. Hopped onto it directly underneath the window, next to the northernmost fence post. The keeper didn’t mind at all. Not even a first alert. Next I placed one of the breads in front of the stack. That way I had one left in my inventory and I could jump onto that on top of the skull. Then I grabbed the first bread and continued stacking. Using this method I could use both breads in the stack, contrary to their regular behavior. In total, 21 items got me to around the top of the archway (right image above). With a carefully aimed jump, I mantled up the fence successfully. YES!!!! What a relief! I wasn’t out of the woods yet though. Getting off the fence up there was difficult without alerting the keeper. Found the best way was to hop to the chest in the corner. Grabbed the purse and reached the loot requirement (left image below). Could actually use the stack to break the fall dropping back down. It prevented falling damage and softened the landing so as to avoid an alert. Returned the grotto key and all the items bar the vials afterwards. Tedious, but not problematic.

 

 

 

Back to the parlor then. Found I could take one more item for Supreme. The golden vase on the east table was reachable from outside the fence (right image above). I could mantle up there with an angled run from the top of the hallway ramp (left image below). Had to draw the sword mid-air, otherwise I got alerts from the guests. I couldn’t have it drawn before, as that weighed me down too much to get the proper elevation. Imagine this mantle only to be possible with NewDark’s mantle mechanics, though I never even tried it in the original version. I had to watch the female sentry before getting up there. She most certainly commented if turned east. Dropping back to ground level was only possible with a cushioned landing. Used the holy water vials to dampen the impact and avoid the comments. Nice to get the extra 100 loot for Supreme.

 

 

 

Lowering the difficulty to plain Ghost mode, I saw a couple of opportunities to get the remaining parlor loot pieces. I could grab two more items without dousing the fireplace or flipping the light switch. The two end tables closest to the sentry held a vase and a goblet; both could be snatched from the ladder area unseen. Sneaking through the southwest corner, I could reach as far as in the right image above. From there I could frob the light switch and go to work. Old Man proposed use of the basketball from the pawnshop to bounce the vases off the upper ledge. That was possible but very hard. Gas- and water arrows were also possible. I suggest a different method however. I realized that for every time I flipped the switch, the sorceress would eventually turn it back on and end up a step or two closer to the southern wall. That meant traversing past the ladder got harder. After about three flips it was near impossible. But I had an idea on how to grab the upper vases while the room was still dark, thereby cleaning the entire parlor in two flips only. It was possible to save when she kept looking around then reload and she would start it over, but that to me was an engine exploit. Instead, as soon as hitting the lights I crouched to the carpet, went between the couch and Loren, turned right and lurked toward the ladder. From a crouching position I could make a silent jump onto the lower steps and fly up to the ledge by the painting. Had to find the perfect height on the ladder from where to jump, otherwise I clunked and alerted the sentry. Furthermore I could hop onto the next ledge silently and take the vases. Back the same way just in time for the lights to turn on (left image below).

 

 

 

Four items remained. Used the gas arrow from the secret passage to douse the fireplace. Closed the secret passage afterwards and dropped back onto the tiles. Last trip past the sentry and toward the light switch again. Exactly the same maneuver but this time I took a left after passing Loren and drew Kharras. The sorceress got exceedingly wary as I entered the northern part of the carpet. She was already looking from turning off the lights and the windows on the furthest wall slightly increased my gem. It was hard to notice cause she never said a word and turned invisible in real hunt mode. The biggest problem was getting between her and the acolyte. Found the perfect path in the end crouch-running with Kharras drawn. Managed to grab the remaining loot and even head back to the top of the ladder without getting spotted (right image above). Altogether I got a few comments from the acolyte but that is allowed in Ghost. Pretty happy with that turnout, not needing to reenter the pawnshop. I’m no good at basketball anyways.

 

Finished by returning the vials to the grotto and frobbed the wall-plaque to end the mission.

 

I would like to thank Purah one final time for making this mission pack. It stands out for me as perhaps the best gaming experience ever. Considering the unpaid effort and amount of work involved, it simply is a crowning achievement.

 

 

STATISTICS:

 

Time: 2:09:04

Loot: 6563 out of 6658 (Supreme: 6014)

Pickpockets: 14 out of 34

Secrets Found: None

Locks Picked: 2

Damage Dealt: 14 Damage Taken: 0

Innocents Killed: None, and Others Killed: 1

Bodies Discovered by Enemies: 1

Consumables: 2 Gas Arrows (to kill Gaston without alerts; and to douse the fireplace in the sanctuary parlor [plain Ghost only])

Ghost: Success!

Perfect Thief: Failed!

Supreme Thief: Success!

Perfect Supreme Thief: Failed!

 

Notes:

-          Had to skip the two candlesticks worth 50 each in the pawnshop for Supreme. They both get extinguished when highlighted, and this is not allowed.

-          An artifact statue and a pair of lucky coins (95 total) in the warehouse northwest of the seminary had to be skipped for all modes. Breaking the window to enter is considered property damage.

-          The gas arrow used (from the pawnshop) and the 14 damage dealt is from killing Gaston. This is the only way to kill him while also avoiding alerts from the other thieves. Objective prevails here so no bust.

-          Had to skip another burning candlestick worth 50 in Gaston’s bedroom for Supreme.

-          Had to skip 2 more gold for Supreme in Grindle & Boggs’ basement. I didn’t have the skeleton key and Hannibal commented on opening the vat gate.

-          A total of 397 worth of loot had to be skipped in the sanctuary parlor for Supreme. The sitting acolyte commented upon entering. These items included: a dagger (2), a wine bottle (50), three vases (300), two goblets (30) and a statue (15).

-          The body discovered is from the street brawls in the beginning and has nothing to do with me.

 

 

LOOT LIST

VIDEO REPORT