HEARTCLIFF ISLANDS

 

LOOT LIST

VIDEO REPORT

 

 

By many said to be the hardest fan mission ever made. I agree that puzzle-wise on a first playthrough, it can be very difficult. But gameplay and ghosting once you know what to do, isn’t that bad. Moreover, it is an extremely well-made mission, with a unique, but clever story, plus eerie, tense places to visit. It reminds me a bit of Into the Odd, where surreal, dreamlike locations are mixed with more realistic areas. If you give it the attention it deserves, Heartcliff Islands could easily become one of the most complex, yet intriguing experiences of your Thief career. Don’t let this one slip you by.

 

 

I had deliberately been thrown into Lord Edward’s prison on the Heartcliff Islands, mainly in order to obtain a family heirloom known as the Foreseer. That was my only mandatory objective besides leaving the prison and escaping the islands. Optional objectives included getting my equipment back, finding Captain Heartcliff’s pirate treasure, and acquiring 4,000 in loot. It’s not often obtaining loot is optional. Of course, Supreme requires all objectives to be accomplished, even optional ones.

 

Prison

I didn’t end up removing the metal rod from the cell door. It would be necessary in order to complete an optional objective that would spawn later. However, this seemed like clear property damage to me, not allowed by any Ghost mode. I could bend the rod after using the file on it, but then bend it back after escaping. This maintained the integrity of the door and nothing was actually damaged (left image below). I knew this would be a Supreme bust by not fulfilling the objective, but property damage is a more serious offense. [UPDATE: As a response to the reaction of the ghosting community, I have counted the small cut to this rod as property damage, and thus a bust to Ghost. I found you can even flip the lever in the cell block to make the door unfrobbable and thus permanently locked, but that wasn’t enough to convince them this wasn’t damage. I reluctantly agree.]

 

 

 

There were three ways out of the prison area. The western one was only possible to do for regular Ghost, but not for Supreme. I had to open the door to the control room and the guard inside heard the door and commented. I couldn’t reach the lever to the main door from outside the window. If taking this exit for Ghost, you have to block one of the doors with a potion in order to escape, since the lever operates two doors simultaneously. I still wanted to take the confiscated goods key from this guard for Supreme and that I could take from outside (right image above). Getting to this position without triggering the watcher was difficult, but I eventually found a discrepancy in the nature of the cameras that made it possible. The cameras were the old style ones from Thief 1, but they still made sounds like the mechanists watchers from Thief 2. However, their viewing angle wasn’t following the light colored patch that you would expect from Thief 1. Instead it was almost 90 degrees to the right of this patch. This meant if the camera seemed to be looking straight towards me, it was actually facing somewhat to the right. Getting past this weird bug, it wasn’t that tough to dodge any of them. This one by the main entrance was the hardest though, as there was only a small opening when it pivoted “north”.

 

There wasn’t much loot in the prison overall, so it was basically just a matter of escaping. I found the Foreseer on the lower levels, controlling three haunts by magical beams. If I got close enough to it, my controls reversed; highly annoying, but a cool effect nonetheless. Each haunt had a small hammer (not loot) attached to its upper back. If I took it, a few seconds later, the haunt passed out and turned (back) into a regular guard. There was a readable outside one of the prison entrances that talked about this effect being known by the warden. For each haunt I did this to, the Foreseer dropped one level down, until eventually disappearing into the bottom lava pool. I was hoping there would be a way around this, as causing these “knockouts” to the haunts were obvious busts. I couldn’t find any way into the cage with the Foreseer either, although there were three non-frobbable locks on the lowermost level. So I left the haunts patrolling for now.

 

I realized afterwards that I didn’t need to take the confiscated goods key at all. I could instead leave via the sewers and fairly easily reach the west end of the basement after a small swim. In the sewers I also didn’t need to get the key from the patroller. It worked on three of the doors here, but I wanted to leave through the drain to get the loot by the eel. In order to fool the electric eels, I had to use dried burrick pee (yeah, that’s right!), but although this caused them not to attack, it still triggered a reaction. The eel hid under a wooden board until the effect wore off, then it came out looking for me. Once I realized this I understood using the burrick pee couldn’t be done without busting Ghost, so I skipped the coins in the compost. I could still leave without it seeing me, I just couldn’t dive down to the grate to get the loot. I only counted a bust if the eels turned or moved directly towards me, or started emitting electricity, which seemed to be more proximity based. A grotto just to the east of where I emerged took me back to the southeast staircase (left image below). Here I could access most of the floors on the east side.

 

 

 

Compound

The upper floors to the east were easy to ghost. I got the armory key from the guard captain so I could obtain my gear and especially the lockpicks. Cleaned the hospital floor and the warden’s afterwards. I had to reach the warden’s quarters from the balcony. A roof to the northwest was close enough to jump from (right image above). There was a pivoting archer on a roof further north, but he wasn’t a problem to avoid. Generally, there were many archers outside the grounds to the north and east, but there were also many patches of perfect shadows.

 

One of the parts for the pirate key was in a locked attic above the kitchen. It could only be accessed by breaking open the shutters from the outside, using either fire arrows of the sword. This was a clear example of property damage. Sadly, not only did this mean the pair of coins in the attic had to be skipped, but also the entire pirate treasure worth 1,527 gold. Of course, I would try to find a way around it, but my hopes were not high. [UPDATE: Huge news!! The SJS told me there is a button in the fireplace room that opens the window without having to break it (left image below).]

 

 

 

Not too far from here was a room with two sleeping maids. The loot in there also had to be skipped for Supreme, as picking the lock on the door alerted not the sleeping maids, but the awake ones in the upstairs kitchen. [UPDATE: WheretIB2 discovered you can open this door without any alerts using the Hand of Glory. That adds 17 to the Supreme run.]

 

Once I visited the holy font below the guard floor chapel, I could obtain and drink the holy blood potion. This would render the status a ‘chemical success’ for regular ghost, but was not allowed for Supreme. Luckily, drinking this potion only accessed a few extra loot items and some more convenient passageways, but to my knowledge is not necessary to finish the mission. Thus it was skipped for Supreme for now.

 

Prison Again

I now revisited the ventilation shafts in order to finish up a few things in the prison. One secret in cell block 1 was not possible to get for Supreme. I had to open up a specific cell with loose bricks in it, but I couldn’t reach the cell without the control room guard seeing me. First I had to blind frob the levers through the outside window to find the right one. I could go through the back door instead but that yielded a first alert. However, I got a first alert regardless when creeping along the western wall to reach the cell (right image above). There was no way to avoid this, as the torch on the wall was too bright.

 

With the lucky hand of glory I could also now visit the scary cell on the bottom level of the prison. It turned out I didn’t need it, however, as there was nothing but hints to more obscure puzzles later on, but nothing vital to pick up. I couldn’t pass the weird female zombie in the back room in order to access the loot beyond anyway. In order to do that I used two vine arrows from the metal railings above (left image below). I realized later I could’ve done it with only one, directly from the top railing. Then I could hop into the back doorway and access the purse by her feet from behind (right image below). Since I hadn’t drunk the holy blood for Supreme, I couldn’t frob the glyph down here for that mode and thus not obtain the secret horn. I could easily get it for regular Ghost.

 

 

 

Next I accessed the hidden section on the prison’s fourth level by shooting a water arrow through a grated wall. This lowered a drawbridge that gave me access to a key and furthermore some secret loot. I could’ve skipped the key for Supreme, but then I’d have to pick up an extra water arrow to reclose the drawbridge, so that canceled itself out. This was it for the prison, so I exited via the cave to the east where I had entered before.

 

Outside

None of the underwater caves were really that difficult. The eels I could gauge and just enter semi-blind without the lantern on. If they couldn’t see me, they never reacted. I tried clipping through the entrance to the pirate treasure lair with the NewDark sword-blocking maneuver, but couldn’t do it. I was actually quite relieved, as this technique feels like cheating. [UPDATE: All the pirate key parts can be taken for Supreme, so the lair can be entered and most of the loot gotten. The diamonds behind the banner cannot be obtained, as they don’t spawn until you have slashed it.] Entered the lighthouse where I needed to call the ferry. Thomas the lighthouse keeper had gotten himself stuck in the hallway, and no amount of reloads seemed to fix the issue (left image below). This wasn’t a problem, except I couldn’t return the fuse for Supreme. Technically, this was a bust, though I know the early days of the community excused such busts if due directly to a dark engine glitch. Supreme was already gone, so I didn’t spend any more time thinking about it.

 

 

 

Western Island

The most convenient way of getting to the western island was by traveling inside the coffin. This also gave me access to the cross once the coffin got burned in the crematorium, which ultimately yielded more loot. I didn’t count this as property damage, since it was a scripted event triggered by the female guard and not by me. I soon, however, realized something quite game changing. The intended way to enter the underground cave system was by removing some boulders using an explosive charge (right image above). Unfortunately, this alerted both stationary guards on the top level. There was no variation to this result, meaning they both alerted to hunt mode every single time. I thus had to find a different way into the caves. The only way to do this was by frobbing a glyph below the compound’s southern well. This accessed a teleportation pool that took me straight into the caves (left image below). However, I had to drink the holy blood in order to see this glyph, which meant Supreme was now forced into drinking this potion. That was another bust for that mode, but it meant the Horn of Quintus in the prison now could be taken for that mode after all, which was a nice bonus.

 

The rest of the buildings on the western island were easy. The crematorium master key was not necessary to pick up for Supreme. I remembered to send the ferry back to the eastern island using the button in the control room. I could get all the loot in the holy water font cave, but I couldn’t ascend via the well. Instead I had to take the elevator back up and slide into the water, then emerge in the room with the rowboat and sneak out that way. Then I headed for the flute and entered the red caves from there.

 

 

 

Caves

I could now reach the tomb beyond the blocked path I was supposed to blow up earlier by using a teleporter in the room with the sleeping mummy. There was a glyph on the wall behind a casket, and if I frobbed it and quickly ran into the pool, I would appear in the cave above. It was interesting that the rubble could not be blown up from this side. It was difficult to get back down and still close the casket. I had to use the rat’s blood potion to block the lid, then grab it as I fell down (right image above). One of the artifacts from the room with the sleeping mummy was also tough, because the mummy was too close and always gave a growl. I had to go get a crate from the sewers in order to get high enough to grab it (left image below). There was a very convenient portal in the room to the north that took me directly to the old sewers.

 

Beyond the colored gem puzzle door there were some more loot that had to be skipped for Supreme. I had to trigger a trap in order to get covered with a white mist (right image below). This was the only way to make a door in that area frobbable and access the loot. The only way to get rid of that mist afterwards was to drink a healing potion, although that wasn’t necessary to do.

 

 

 

When I finally reached the cave with the Foreseer, since I hadn’t released it from the grasp of the haunts, it wasn’t there. I would have to go back to the prison and try something else. Instead I brought back Dewdrop and the small mummy and burned the latter in the crematorium. From this I could get the blood ash vial, which I was hoping would be able to release the Foreseer without interacting with the haunts. The vial turned my water arrows into blood ash arrows for 30 seconds. Back at the prison, to my astonishment, all of the grated walls leading to the lava chamber with the Foreseer were penetrable to arrows (left image below). And when I used a blood ash arrow on it, it disappeared!! This triggered a first alert from the top level haunt, but that was only a Supreme bust. All the haunts kept patrolling too. Back on the western island, the Foreseer had teleported to the area behind the dormitory. If I now used the green Dewdrop on the pool of tears, the Foreseer fell to the ground and completed the objective. Awesome!!!

 

 

 

Endings

The stats below are from the “normal” G-ending. The I-ending is also possible to complete Supreme clean. It requires the collection of a few extra items, but none of those would bust Supreme to obtain. The remaining S-, R- and Y-endings cannot be completed without Supreme busts, because they all require items from the Heart Realm. Once you enter that realm, upon leaving the first flooded chamber, you have to take a first alert from the closest haunt (right image above). I think you have to take several more as you obtain the two Dewdrops, since each doorway is brightly lit and in view of enemies. The S-ending is perhaps the most honorable, but requires you to set up a fight between the two Genowefa witches, which goes against rule #5. However, they only end up merging into a new green witch, thanking us in the process, so I’m not sure if that counts as “attacking” each other. The R-ending forces us to kill both witches individually, so that’s totally out of the question. The Y-ending is in my opinion the coolest conclusion to the story. It is possible to complete for regular Ghost, as it only involves an alternate ritual and no further enemy interaction. But it does require the red Dewdrop from the Heart Realm, so it cannot be completed for Supreme.

 

In summary, two endings can be completed for Supreme (G and I) and one more for Ghost (Y). Two endings (S and R) cannot be completed for either mode. Please let me know if anyone finds ways to improve on this. Thanks to qolelis for this amazing mission. I am sad to hear he has retired as a mission author.

 

 

Statistics:

Time: 4:30:43

Loot: 3652 out of 7014 (Possible for Ghost: 6814. Possible for Supreme: 6149)

Pickpockets: 25 out of 27

Secrets: 13 out of 14

Locks Picked: 12

Damage Dealt: N/A Damage Taken: N/A

Consumables: 3 Water Arrows, 1 Blood Ash Vial, 1 Holy Blood Vial

Ghost: Failed!

Perfect Thief: Failed!

Supreme Thief: Failed!

Perfect Supreme Thief: Failed!

 

Notes:

-          Due to the reaction of other players, I have ruled (reluctantly) that cutting the metal bar in the first cell is property damage, thus this busts Ghost and makes the run a failure.

-          Obtaining the metal rod from the jail cell door is property damage, so I skipped it. This meant I couldn’t complete the sabotaging vital equipment objective on the western island, which was a Supreme bust.

-          Removed a light source when taking the lantern in the prison. It was needed to navigate the vent shafts. Supreme bust.

-          Skipped three coins (15) in the compost. The eel reacted to my presence whether I used the burrick pee or not. Others have reported being able to take this without getting a reaction from the eel, so this might be possible to obtain after all.

-          The diamonds worth 200 behind the flag in the pirate lair have to be skipped. They can’t be taken until you cut the flag.

-          Skipped a purse worth 17 on a sleeping maid on the laundry floor for Supreme. Picking the lock on the door alerted one of the upstairs servants. This can be avoided if using the Hand of Glory on the bedroom door. Thanks to WheretIB2!

-          Skipped the golden bone worth 225 in the prison for Supreme. I couldn’t reach the cell without a first alert from the closest prison guard.

-          Couldn’t return the lighthouse fuse to the room where I found it. Thomas had gotten stuck just outside the doorway and heard the noise. Supreme bust?

-          I had to drink the holy blood in order to avoid the a Ghost bust on the western island. This is not allowed for Supreme and thus another bust for that mode.

-          Triggered a first alert from the nearest haunt when shooting the Foreseer with a blood ash arrow. Supreme bust.

-          Skipped 440 worth of loot behind the gem puzzle door in the red caves for Supreme. I had to trigger a trap in order to access this room.

-          The remaining deducted loot are those items I didn’t find during my initial run, instead I used a loot list to locate them. Since loot lists aren’t allowed for any Ghost mode, I lowered the total to reflect this difference.

-          The damage dealt/taken stats are omitted because they are not shown in the in-game end stats, along with several other ones. However, I didn’t deal damage at any point, and naturally didn’t incur any knockouts or kills.