ELEVATOR MISSION T2

Mission 2

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A Doubtful Corridor

 

LOOT LIST

VIDEO REPORT

 

This is the mission that’s based on the T1 version from 2000. Although a superior looking mission, I think it is less interesting. Gone is all the loot and most of the challenging enemy encounters. Plus, if you have played the original, none of the gameplay is any different. Keys, buttons, and order of events are pretty much all the same. There are some interesting changes to the mission’s ghosting aspect, but overall, this was a bit of a disappointment.

 

 

I had to find two items, the Masamune sword and Pyonchan’s book. I also needed to report my findings to the keepers, which basically meant making my way to the end point of the map.

 

Kitchen Area

The guard at start was odd. Sometimes he alerted from a distance, even to hunt mode. Other times he didn’t utter a peep. I’m not sure if it was from seeing me or from all the items in the mission hitting the floor and making noise. No matter, I backed up and went right when he didn’t alert. Got a first alert from the kitchen lady when exiting the fireplace door. Nothing to do about it.

 

At the bottom of the lift there were two spiders. The green one could be passed without issues, but the small yellow one would catch me going through the gate. There is no way to nudge small spiders with your body, neither were there any items up to this point that could do it. I even tried pushing one of the barrels from the kitchen all the way down here, but the spider always heard it bumping along the ground. Then I remembered something from Sabotage at Soulforge, how in the original version, in order to get rid of a potentially stuck spider bot, I had to wait for a different bot to patrol the same path and only then would the first bot move. There is a built-in fail safe in the engine for enemies to move away from each other. This applies both to patrolling and stationary enemies. Thus, I tried nudging the green spider over to the yellow one. And voila! When the green spider was close enough, the yellow one would now move whenever it twisted around. Its body had to be almost on top of the small spider, and the smaller one would always move in the opposite direction. After some experimentation, I got the yellow spider flung across to the left wall (left image below). I then nudged the green spider over to the same wall, and the small spider moved a little bit more forward. It was now directly underneath the gate control lever, just a tad closer to the gate itself. Next I worked on getting the green spider into the elevator shaft. That wasn’t too hard, comparatively speaking. When getting it into one of the closest corners, I could ride the lift down without further alerts. I quickly tested if I could go back up, and if I rushed out of the elevator opening, I only got a first alert from the yellow spider. The image below to the right shows the final setup. Excellent!

 

 

 

The next area getting the kitchen key didn’t cause any issues. I’m still not sure how to detect bats’ first alerts. If fully alerted, it started moving and hovering around me, but it never attacked or alerted anyone else. I made sure it stayed put over by the elevator nonetheless.

 

Garbage Pit Area

To reach the refuse pit I had to pass a room with two hammerites (left image below). Putting out the torches triggered first alerts only, but it didn’t allow me to get through the room without full alarm. I tried both sides, fast and slow; nothing worked. I had to resort to knocking them out. I ran up to the guard and bonked him, then hid back in the previous room. As the priest switched to hunt mode and got close enough, I knocked him out also. Huge busts there. In the refuse pit I could get the lockpick and head back up the ladder without issues. I’m not sure if I was lucky or what, but I was able to do it multiple times exactly the same way.

 

When going for the square lockpick I had to dodge a camera and a stationary swordsman (right image below). I couldn’t avoid a first alert from the guard, but that was from picking the chest open, which was inevitable and thus easier to accept. I was able to pick it in 3 rounds by timing the camera and avoid any clicks from it. Once the guard alerted, he was in a long first alert state, which is normal when detecting lockpicks, so he didn’t alert any further.

 

    

 

To get the sword key, I had to pass the long hallway with a guard at the end that caused the first ghost bust in the T1 version. This time, there was enough shade to get through with only first alerts. The next room, however, had more lights up front. So much that I had to douse the two closest torches in order to reach the pedestal without hunt modes. Just like in the previous version, stepping on the pedestal would turn on the lights, but leaving would turn them back off after a couple of seconds. I could wait a moment after doing so and rush over to the closing door in time to scoot under it (left image below). Fortunately, the floor was stone down the middle. It took only 3 attempts and I got it with only first alerts.

 

Cathedral Area

To get to the pub, I had to pass the first city section. The main problem was the singer in the window (right image below). I couldn’t drop to the ground with the guard without at least a first alert, so I started working on getting through the upper door without the opera dude seeing me. I could rush through the door with only a comment, but I wanted to eliminate that also. Without explaining all my experimentation, I found a semi-predictable way to do it. Crouching, facing the open doorway, leaning right, I strafed left until just before getting spotted. The idea was that my body was now clear of the door frame, though my view was leaned away from the door to avoid the alert. I then quickly switched to lean forward and turned my view towards the window. Then I strafed left until my body reached the shadow of the doorway. This last move was the unpredictable portion, but I managed to do this entire move alert free four times. It was thus a repeatable, non-exploitative maneuver.

 

 

 

Had to ride the elevator up and drop onto the lamppost in order to avoid the worker in the next room. In the tavern I couldn’t avoid a first alert from the bartender. There were just too many lights. The fireplace could be doused, but that didn’t help; the electric lights were the problem. I managed to get upstairs without further alerts though, with some nifty creep-leaning around the pillar.

 

Outside the cathedral I had to sneak along the closest wall in order to avoid first alerts (left image below). The civilian behind the window in the far room caught me if I went along the other side. I had to time the guard’s pivoting. He had to face the stairs until I got over to the dark area next to him, then he had to face away from the stairs for the last portion. Trial and error really.

 

Getting the bronze gear from here wasn’t difficult at all. A breeze compared to the Thief 1 version. I was able to return the cathedral key when back at the tavern. Took another first alert from the bartender going out. Then dropped down to the street to get the Masamune sword. I could mantle through the window and avoid picking the lock. Pretty sure that isn’t possible in OldDark. In order to leave this area, I had to pass through the hallway with the worker behind the window from before. I could mantle the torch and the window frame in order to avoid his gaze (right image below). I couldn’t relock the double doors up top, so I blocked one of them from opening. That seemed the most Supreme-like alternative.

 

 

 

Church Area

Managed to enter the prison area without a first alert from the spider if going in on the left side. I was not able to avoid such a chirp reaching the locking mechanism, however. I tried mantling the open doors to avoid it even, but the lights were too strong. Got another first alert when unlocking the cell, and two more from the green spider entering and picking the lock inside. The inmate next door also heard the lockpicks. I managed to avoid hunt mode from the yellow spider by rushing in on the left side and coming to a quick halt in the shade (left image below).

 

In the church I had to grab and use the rope arrows in the first room. I needed four arrows in order to predictably climb to the rafters without alerts, and also go back to close up the gate later, while still recovering the ropes (right image below). The hardest was jumping back and land in a mantle while grabbing the last rope. I used the arrow circled in red in the image for this hop. Jumping at this height also arced me above the window with the pivoting mage. No busts in the church whatsoever.

 

 

 

There was a book on the church altar that spawned a new optional objective. I have never heard of anyone being able to finish this. I used Google Translate to read the Japanese text and I think the message (and possibly also the objective) is a joke by JIS. I could sense some frustration in his message too. There was also a weird city section available from this area that served absolutely no purpose. I wonder why he put so much effort into building portions of the mission that doesn’t contain anything, although it looks nice and finished.

 

On my way back I could now unlock the double doors in the foyer. A super sensitive haunt prevented me from entering without first dousing the two torches, however (image below). This meant I had to return to the prison and get the water arrows in the other cell also. This triggered an extra alert from the inmate there. I was able to leave after flipping the pillar switch without getting spotted by the haunts behind the tapestries. Sneaking in the middle kept me dark enough.

 

Returned the devilish key before approaching the newly opened doors back in the city. Running inside spawned a comment from the archer here. The rest was easy.

 

 

Statistics:

 

Time: 1:38:20

Loot: None

Pickpockets: 4 out of 7

Secrets: None

Locks Picked: 14

Back Stabs: 0 Knock Outs: 2

Damage Dealt: 2 Damage Taken: 0 Healing Taken: 0

Innocents Killed: None, and others Killed: 0

Consumables: 4 Water Arrows

Ghost: Failed!

Perfect Thief: N/A

Supreme Thief: Failed!

Perfect Supreme Thief: N/A

 

Notes:

-        Got a first alert from the lady in the kitchen when opening the door after descending the fireplace chimney. Early Supreme bust.

-        Nudged both spiders at the bottom of the first elevator enough for me to be able to pass undetected. Engine exploits. They also gave first alerts in the process. Supreme busts.

-        Didn’t flip the big lever in the kitchen back for Supreme. Doing it was possible, but it yielded more first alerts.

-        Had to knock out the two hammerites upstairs from the refuse pit. One of them gave a first alert and the other alarm mode. Ghost busts.

-        Got a first alert from a stationary guard when picking the lock on the chest to get the square lockpick. Supreme bust.

-        Got a total of 3 first alerts from a mace guard outside the entrance to the sword’s key area. Supreme busts.

-        Doused 2 torches and took 4 first alerts when opening the cave door to the sword’s key area. Supreme busts.

-        Got a first alert from the cave monster when picking the lock on the sword’s key chest. Supreme bust.

-        Got 2 first alerts from the tavern bartender when going through this room, 1 each way. Supreme busts.

-        Got 4 first alerts from the spiders, and 1 from the adjacent inmate in the prison when entering to pick the lockbox. Supreme busts.

-        Doused 2 torches in order to pass a haunt close to the prison. Supreme busts.

-        Got a first alert from an archer when entering the final building. Supreme bust.

-        I did not return the kitchen and sword’s keys, nor the key of an open space or the key to hell for Supreme, as that would incur additional busts.