KEEPER OF THE PROPHECIES

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Mission 4: Oracle of the Prophets

 

LOOT LIST

VIDEO REPORT (Narrated run)

VIDEO REPORT (Segmented run)

 

 

The strangest mission in the campaign by far, and also among the oddest creations for Thief period. Although it definitely isn’t everyone’s cup of tea, it emits a sense of dread and isolation above most other missions I’ve played. Honestly, it depicts space beyond time in a very interesting, almost nightmarish manner. It links together the first trilogy with the missions to follow in an effective yet frightening way. A truly underrated gem this, in my opinion.

 

 

The only thing I had to do was find an antidote for my poisoned condition, while I had no information on how to accomplish that. I also couldn’t kill any of the lost hammerites, though I’m not sure how exactly one can do this, as all the hammerites I encountered were already dead. An additional optional objective triggered from a readable close to the starting location. This objective cannot be completed though, as it gets canceled later on and replaced by a required one. I don’t think I’ve ever seen a hidden, optional, unachievable objective before. Strange stuff, but it went with the territory I guess.

 

Luckily, I never needed to interact with the monsters atop the asteroid. They were already in severe hunt mode from hearing the initial guy getting blown to pieces. If you manage to catch a viewing of it, get ready to be amused. Arcelious’ journal wasn’t strictly speaking necessary, but I was able to get it while hiding behind hardcover. The outer edge of the asteroid had four different colored orbs that teleported me to different cave systems. It doesn’t matter what order you do them in, but story wise the red one makes sense to do first.

 

 

 

Red/Green Caves

Each cave system had loot on the top floor which was devoid of enemies, then a middle floor with patrollers, and a bottom floor with an orb I had to frob. The latter is what makes the mission a Supreme failure, as unavoidable traps start firing once the orb gets frobbed. Luckily, no enemy hears the impacts of the traps. The only way they would get alerted was if they saw me or got hit by the traps and furthermore alerted nearby enemies. In most of the caves I could simply wait for all the enemies to wander off to nearby caves and then frob the orb. A small orb had to be clicked first, in order to extend a magical bridge on which to travel. This was timed and the bridge went back after not too long. Most of the orb caves were dark along the side walls, but on top of the lava pool I was brightly lit. The red cave was a bit special, as there was a big charaka monster (I take that name from The Black Frog campaign) in the southeast corner guarding a particle wall (left image above). Conveniently, it was directly behind a pillar, which made me able to angle my run and not get spotted.

 

Another issue in the red cave was Kelvin’s body and journal hidden behind the aforementioned monster (right image above). Reading the journal canceled the optional tablet objective, but there was no way of getting past the guardian without at least a first alert. Instead, I had to use an alternate tunnel on the floor above and descend through a hole to the east (left image below). I could get back up with a rope arrow, which means for Supreme (if you want to complete this objective) you have to pick up the rope arrows at the start of the mission. If you are real strict and only want to grab a single rope arrow (in place of a set of 2), then do the white or blue cave first, then pick up the lone rope arrow from the transporter room before you go to the red/green caves. From the same cave as the entrance to the room with Kelvin was also another exit up to the top level of the green cave system. As far as I know, this is the only place in the entire mission where two separate cave systems are interconnected. This meant I didn’t have to go down to the teleporter in the big lava cave in order to get to the green cave system. The orb in the green caves was easier, because there was no stationary enemy around. I just had to wait for the patrollers to go over towards the exit in the west and then frob the orb (right image below).

 

 

 

Big Lava Cave

There was no need to venture near the top of the big lava rock, plus the fire elementals couldn’t see me dropping from the colored caves anyway. The only problem in this cave was entering the teleportation room (left image below). This was the only way to reach the remaining two cave systems (white and blue). I made a healthy attempt at leaping up to the ledges from atop the central rock, but there was no way. With a speed potion I’d reckon I could do it, but that is against Supreme rules, so what’s the point. Entering the teleport room required frobbing a white button to raise the particle door. This triggered spitfire traps inside and outside the hallway. After experimenting, I think the outside trap triggers from touching the floor anywhere on the stairs or in the first ¾ of the hallway. Since I had to frob the door and wait for it to open, there was no way to reach the inner room without touching the floor, so that trap always got set off. With the reduced gravity, I could leap from below the stairs and frob the door open in mid-air, but I always landed before being able to continue. The hallway traps I believe triggered from the amount of time spent in there, so they didn’t always go off if I was quick. After the particle wall was raised, I could get in there without triggering any further traps by leaping, so it just ended up being the one bust. The door couldn’t be closed back up.

 

 

 

White/Blue Caves

The white cave system was the hardest. There seemed to be more enemies than in the other caves. The middle floor was short, but difficult. The exit hole was in the same cave as where I entered, but two light orbs made the room difficult to navigate (right image above). Three patrollers made it tough to gauge the descent from the top level, so I had to wait a bit and just hope for the best. I had to sneak across the entrance to the east tunnel and make it to the northern end, but this was slow as there was usually at least one patroller facing me. The jellyfishes I still have a hard time detecting alert levels from. There was also a stationary charaka down the east tunnel that could spot me crossing its line of sight.

 

Once on the lower level, it didn’t get much easier. The orb room was very lit, and I again had to wait for enemies to wander off, which meant down the western tunnel towards the exit. The biggest problem was the different speeds of the enemies. The jellyfishes (especially the smaller ones) were so slow they would take forever to circle the orb, but then the instant they had their backs turned, the fast club zombie would come pacing back out. Eventually it worked out to my benefit and I got the orb frobbed unseen. Next I had to make my way down the same tunnel all the enemies had congregated in (left image below). This was the only way to the exit and another very difficult task. A light orb shone right in the middle of it, so patrollers either had to be gone or have their backs turned. Not only that, but there was another charaka positioned at the end of the tunnel to the right. Luckily there was some shade towards the end on the left hand side, so I snuck over the lip and found my way to the exit. Tight one that.

 

 

 

Teleported over to the blue cave last. This one was easy apart from the orb situation. The types of traps were different in each cave, and this one had fireballs, which deals a lot of splash damage. Furthermore, some of the shots after the first batch were sent outside the main lava pool, standing the risk of damaging nearby enemies (right image above). This would alert them, even if they were only in the outer fringe of the splash damage. I thus had to make sure they were all down the east passage, and far enough away to avoid any damage at that. This meant a lot of save scumming to get the right RNG situation. Tedious, but it was the only way to avoid the Ghost bust. Following, I had to wait for them all to leave that very cave so that I could sneak down. Another charaka at the end here, but a nice patch of shade covered his vision.

 

Flipped all the stars and headed to the end. A long camvator sequence now took place, a good 8 minutes long. I was spotted by the asteroid dudes at the start of the sequence, but such busts don’t count, as I wasn’t able to move. Really looking forward to the rest of this series.

 

 

Statistics:

 

Time: 1:25:37

Loot: 1000 out of 1000

Pickpockets: None

Secrets: None

Locks Picked: None

Damage Dealt: 0 Damage Taken: 0

Consumables: None

Ghost: Success!

Perfect Thief: Success!

Supreme Thief: Failed!

Perfect Supreme Thief: Failed!

 

Notes:

-          Triggered traps in each of the four colored caves when frobbing the respective orbs. This didn’t alert any enemies, but you’re not allowed to trigger traps for Supreme.

-          Triggered another trap when opening the particle wall to the transporter room in the big lava cave. Additional Supreme bust.