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GODBREAKER - Mission 4: The Final
Thread This is my favorite type
of mission; a non-linear, vast city with lots to do at every corner. It
starts out very tough, but if you get through the initial section, you’ll be
surprised by some very clever city design that rivals the best I’ve ever
seen. There is some back and forth, but that only gives you an excuse to
revisit each part of the city several times. What a fantastic end to a
stellar campaign! Dennison’s Initially, all I had to do
was obtain Dennison’s guard’s necklace in order to drink the antidote.
Although it was a potion, it was explicitly stated in the objective and thus
ok. During the initial conversation I took damage 4 times, losing 1 or 2
points of health each time. The guard healed me 3 points, and then I coughed
one more time right after being freed, which usually left me with 5 or 6
health shields to go. This meant I could go with 3-4 more coughs before dying
without taking any healing. Healing fruits were ok to eat for both Ghost and
Supreme, though perhaps in the spirit to avoid for the latter, due to them being
unnecessary pickups. When arriving from the basement, normally the coast was
clear to head straight to the second floor, and if lucky, the guard outside
Lady Dennison’s bedroom was on his way north. I could wait in the cubby to
the right and slip into the bedroom when he returned. One more cough in
there. Listened for him to walk away and then I scooted in behind him at the
top of the stairs (left image below). This last part was most difficult; I
had to head down and take the next cough at the bottom of the stairs. At the
northern end of the hall the kitchen servant didn’t hear me take damage. Then
I hurried back to the basement. I managed to bring back the necklace and
drink the antidote with 3 health shields remaining. I don’t think much better
than that is possible.
With heavily updated
objectives, I could loot the rest of the manor. The only tricky spot was
getting into the Dennison’s quarters upstairs. I had to pick the lock on the
door when the patrolling guard was at the far western end of the patrol
route. When he reached the end of the rug, right before stopping, I could
start picking (right image above), otherwise he gave a first alert.
Patrolling guards never give first alerts when stopped, but I made sure
afterwards that he wasn’t in a constant alert state and that this lockpick
was safe for Supreme. I needed three patrol rounds to get in. Left Dennison’s through
the dining room shutters; it just seemed stealthier than the front doors. I
was not able to mantle over the fence in the little front garden. Chapel The southwestern part of
town wasn’t that hard, as there were a lot of alternate ways to move around.
I entered the chapel compound via the castle rampart, as this circumnavigated
obtaining the gate key. I had previously not triggered
Merek’s conversation at the watch station, as this would start his patrol
towards the chapel. He ended up in the east library, making getting the loot
in there more difficult. I could not find a way to
reach the high priest office without at least a first alert. There was no way
to reach the high priest’s balcony from either floor. Picking the door also
didn’t work, as the nearby guard heard the lockpicks. The nave was also too
lit up to avoid comments from the singers. The most reliable way I found was
to enter via the second floor western window and creep along the wall.
However, about 10 feet before the doorway, the aforementioned sentry gave a
first alert (left image below). There was a section along the wall where I
hit a light source on the opposite side of the nave. This torch was enough to
slightly increase my gem, and I was too close to said guard to avoid being
spotted. I did manage to get to the corner by the guard’s right once by
traversing across the wooden beam above the nave, but from there I didn’t
find a way to reach the staircase unseen. To cross the downstairs library I
had to cross the small table with the candle, otherwise I usually got spotted
by the members of the choir. Had to return the same way, so I took a second
first alert in the upstairs hallway from the same guy as before.
The other problem for
Supreme was getting the loot in the eastern library on the ground floor. I
couldn’t use the back door as the nearby guard commented, so I had to go
through the nave. It was impossible to mantle the pews without a loud clunk.
Instead, I did a slow walk-jump onto its edge in order to reach the room with
St. Ives’ statue. Timing the two patrollers here took a bit of patience, but
not too bad. I was not, however, able to get the goblet and bottle in the
pulpit for Supreme (right image above). One of the members of the choir
always settled with a remark once I was out of view, and the same going back.
Skipped it for that mode. Watch Station I entered the watch
station via the southwest middle floor window (left image below). This was
risky due to multiple nearby patrollers and a very dangerous guard in the top floor window, but it avoided any
lockpicking. I also did not pick the elevator lockbox that accessed the third
floor. A rope arrow did the trick instead. There was no reason to visit the
prison level at all that I could find, other than a hint to the location of
the diamonds. Exited via the open top floor window while the guard was away. Had to loot the building
to the east of the watch station coming from the west. I used the south
shutters in the grassy courtyard to enter, otherwise I’d have to pick an
extra lock on one of the bedroom doors. There was a very tough piece of loot
to get inside an open window south of the mages that I could only get coming
from this building (right image below). The alley below was covered by both a
stationary and a patrolling mage. The stationary one was furthermore highly
alert. It took some snaillike creeping to climb the slanting roof and get the
candlestick. It was even tougher to get back down. The alley was impossible
to pass due east, so I went back through the western building and reemerged
in the courtyard east of the watch station.
Mage’s This place was quite
tough, and minimizing lockpicks didn’t make it easier. A total of 6 doors
existed, 5 of which were pickable. The unpickable one responded to the mage’s
key from the top floor and was required to get all the loot in this place.
This key also worked on 4 of the 5 other doors. The only one it didn’t work on
was necessary to pick open to reach the top floor where the key was found.
However, there was an alternate way up to this level, by leap frogging across
some statues and making an angled jump to mantle up the roof outside the
balcony (left image below). Now, problem was this key had to be returned and
I still wanted to avoid picking the aforementioned door. I thus had to drop
back outside the balcony and circumnavigate the building to the eastern
window. Alternately, I could have used the street level doors, but there was
no way to monitor the stationary guard down there from the outside. The
scroll of dispersal in the library wasn’t necessary to get for any mode, plus
it triggered a first alert from the thief once taken anyway. Then I leap
frogged my way to the top floor to drop the key back onto the carpet. Quite a
bit of extra work just to leave one door locked, but worth it.
Street Work Worked my way north and
east from here, without many issues. Plenty of routes along the rooftops,
which was splendid. Some difficult maneuvering occasionally, so definitely
not for newbies this one. An archer had a scripted response to a training
dummy in the watchpost, uttering alert-like remarks. Caught me by surprise a
few times. A prostitute nearby this was neutral, but still made a remark if I
got close enough. I stayed away. Above the Dancing Cray I
found a rooftop bar with some thieves. Although they were neutral, two of
them still alerted to me picking the footlocker with the only piece of loot
up here (right image above). Had to skip that for Supreme, sadly. Close to
this was a locked apartment with a conversing couple. They didn’t say
anything, but gesticulated to simulate a dialogue. The only way to get his
purse was to come through the western window (left image below). Although he
was neutral, if he was aware of me when pickpocketing him, he went to alarm
mode.
A very tough piece of loot
came in Priscilla’s house in the far north. In the bedroom she roamed between
two stopping points, staying for about 10-15 seconds in each spot. As always,
patrollers don’t utter first alerts while stopped, but that doesn’t mean they
don’t alert. If stationed closest to the door, she heard it open, so I
eavesdropped to time her. The tough part was picking the safe without a
comment. Fortunately, I found I could hide on top of her wardrobe and most of
the time be safe from detection (right image above). When stopping farthest
away from the safe, she didn’t hear the lockpicks. However, if she pivoted
south when heading back, she would always catch me. It was a bit of a
guessing game whether she would turn this way or not. I needed two rounds of
her patrol to get the safe open and retrieve the loot. There was also the
lanternguard patrolling the hallway, but he was much less of a problem. Got
the diamond in the end. The last piece of tough
loot was in the courtyard outside the warehouse, which was inaccessible by
the way. I had to drop from the sloping roof to the south onto the stairs
(image below). Cleaned the inn next and headed back to Dennison's to end the
mission. This was one stellar city mission if I've ever played one!
Statistics: Time: 2:55:44 Loot: 6918 out of 6918 (Supreme: 6803) Pickpockets: 26 out of 26 Locks Picked: 17 Damage Dealt: 0 Damage Taken: 10 Healing Taken: 3 Secrets: 3 out of 3 Consumables: None Ghost: Success! Perfect Thief: Success! Supreme Thief: Failed! Perfect Supreme Thief: Failed! Notes: -
The damage and healing taken were scripted and out of my
control. No busts. -
Took two first alerts getting to and from the high
priest’s office. The stationary guard in the upstairs hallway saw the creep
along the wall. Supreme busts. -
Skipped the loot worth 65 on the pulpit in the chapel for
Supreme. I was not able to avoid a comment from the choir members. -
Skipped a mask worth 50 in the thieves’ bar for Supreme.
The bartender and guest heard the lockpicks. |