PREVIOUS MISSION                                                                          THIEF GOLD                                                                                   NEXT MISSION

Mission 1: Lord Bafford’s Manor

 

LOOT LIST

VIDEO REPORT (Narrated Run)

VIDEO REPORT (Segmented Run)

MAPS

 

 

[This walkthrough has recently been updated for TFix 1.23, running NewDark 1.24. Although the original text for OldDark has been preserved, situations affected by these patches have been inserted in green. All screenshots have been updated, and many new ones have been added. Keep in mind that there is a difference between playing the game in NewDark with or without TFix. TFix updates the core mission files, as well as applies .dml files that tweak the environment in numerous ways. These changes aren’t supposed to have a significant impact on gameplay, but when ghosting, slight changes could occur. If wanting as close to the “vanilla” experience as possible, install just NewDark, without any further patches. I have ghosted the game 1) in OldDark, 2) in plain NewDark, and 3) in NewDark with TFix. This walkthrough will discuss differences between all varieties.]

 

Compared to the quality of many of the other missions in Thief Gold, Lord Bafford’s Manor just doesn’t cut it. Its low difficulty level, bare-boned design, and replay value solely based on nostalgia, for me puts it among the bottom five missions in the game. On its own, however, it’s a pretty good introduction to The City and its inhabitants. You get to experience several different gameplay settings (streets, underground, manor) with fairly intriguing story elements. At first glance, Bafford seems to be an important character and somewhat integral to the game’s plot. Alas, he won’t show up in person until mission 10, and was completely omitted from the original release, The Dark Project. With one exception, Lord Bafford’s Manor can be Perfect Supreme Ghosted without much difficulty.

 

Overall score: 6.6/10

 

Outside the Manor

Underneath the Manor

The Manor Basement

1st Floor

2nd Floor

Statistics & Notes

 

 

--- Outside the Manor ---

I have a simple task tonight. Break into Lord Bafford’s manor and steal his valued scepter. The front gate is heavily guarded, but supposedly there’s a less conspicuous side entrance. I need to gather 700 in loot, return to the streets and avoid any kills. I’m ghosting, so the latter objective is already booked. Since the time is ripe for a bit of burglary, I think I’ll begin.

 

I start outside the Bafford manor, just north of the main entrance. I always check my inventory right away. 36 broadheads, 8 water arrows and a healing potion. Could have been better I guess. Two swordsmen and an archer protect the main gate, impossible to get in that way for a ghoster. They’re in the middle of a chatter also, so I’ll leave them be. Since NewDark forces Thief Gold to be run using the Thief 2 engine, neutral guards will give settling remarks without giving the initial first alert. For example, if you sneak past Bafford’s main entrance after the guards finish their conversation, a few seconds later one or more of them might say: “Guess it was nothing”, or something of that nature. This is not considered a bust as per the Supreme Ghosting rules for a few reasons. First, these guards aren’t supposed to alert and never did so in the original release. Second, guards that display this behavior never actually progress beyond the settling remark to a second level alert or open hostility. However, if you still wish to avoid this glitch, simply sneak past the entrance during their conversation. I head south through the archway and hide in the dark spot by an old clock. A servant strolls by, and even though he doesn’t pose a threat, I won't let him see me. He’ll eventually enter the manor compound. I once killed all the guards outside the main entrance and examined his route. He ends up in the servants’ quarters in the bedroom with the pair. I also got to overhear the pair’s easily missed conversation (something about a drought and the river being record low). I never knew these two even had a triggered dialogue until I experimented with this servant. TFix corrects this mistake and now lets you hear this conversation when arriving from the manor basement. Anyway, once he's out of sight, I continue south around the corner and get the 12 broadheads and 4 water arrows from the niche to the left. Up the ramp, turn right, then left and enter the manhole up ahead. There's a swordsman patrolling the streets in the well area, but fortunately he won't come this far west. Once in the sewers I take a right at the 1st t-junction, then continue straight ahead and enter the door on my right. Someone has quite kindly dropped a necklace (200) here for me to pick up. I pull the lever on the wall to open the gate around the corner. Rule #7 says everything must be put back to its original state. This refers to levers, doors, gates, boxes and so forth. I can frob this gate manually, which relocks it, but the lever in the adjacent room will still be left in the down position. Instead, I push the lever back up and rush out the door to duck under the gate before it locks shut behind me (left image below). This move isn’t easy and takes a couple of tries to get right.

 

 

 

Through the sewer gate I continue along the tunnel and climb up the ladder at the end, being careful of the patrolling swordsman as I emerge. He’ll address me with “How’s it going?” so I’ll know. I close the manhole and sneak up behind the drunk. I quickly snatch his key [1] and use it to unlock the door to the well behind me. Supremers would want to drop the key back by the drunk. However, Supreme rules also require locking the door. The trick is to block the door when locking it, drop the key, go inside the well and close the door (right image above). See? It’s locked...strange but true. Dropping the key this close to a stationary guard normally puts him in 2nd alert mode. Garrett is unable to drop keys quietly; he has to let them fall from the waist down. The same goes for other inventory objects, but not all of them make this much noise. Anyhow, the guard is drunk and doesn’t alert to me anyhow, so it’s not a big deal. The patrolling swordsman will salute me if he hears the commotion. Anyways, I plunge into the depths below...

 

 

--- Underneath the Manor ---

Well, now we’re talking! I swim following the stream to an open circular area with dripping water. Ducking under the surface I notice an underwater grotto to my left. I decide to follow it to the end. I resurface in a cave pool with some floating barrels. Nearby I can hear some pesky spiders; they’re guarding a chest it seems. I mantle up to the left (don’t worry, safe here), making sure not to make too much noise, as the spiders easily give a grunt, indicating a 1st alert.

 

Now, let’s talk about spiders. Believe it or not, but they actually see with their rear ends! I’ll illustrate it here for those who don’t know what I mean. Take a good look at them (you can without fear approach the first). You’ll notice they have 2 facing angles. They stay in position 1 (right image below) for 4-6 seconds, then turn clockwise about 150˚ to position 2 (left image below), raising their pedipalps, where they stay only for a very brief moment. Occasionally they turn to a third position about 20˚ counter clockwise from position 1 for a brief moment. Position 2 is their actual angle. The left image shows in red their “natural” vision; the vision you would expect. Moving to position 1 does not alter their vision, as you see from the image to the right. Since they stay longer in position 1, many are easily (and understandably) fooled by their “fake” vision. Spiders are however EXTREMELY sensitive in the red zone, and their eyesight seem to have nearly unlimited reach. Only pitch black will evade them when you are near.

 

 

 

The biggest problem now will be to reach the chest in the corner without getting seen. Hugging the wall to my left puts me completely in the dark. This might be a possibility. Save. Sneaking along the wall I can get partly between the two spiders before getting seen, but then a high-pitched “chooooo” tells me I’m caught. Reload. Trying again, I was so close! I tap the walk-key while creep crouching along the wall. Nope. I get caught while leaning towards the chest. Hmm… What to do? I’ll try approaching from the other side. No way, even brighter over there, so I head back. Perhaps it’s not reliant on how bright I am; I might in fact be too close to spider-John over there, actually bumping into him. Jumping past them busts me, but I saw my indicator go yellow, and that’s a no-no among spiders. If I had a rope arrow or two, that might provide a solution. But rope arrows unfortunately don’t pop up until mission 3. Boxes could do it (thanks Old Man), to traverse on top of I mean. I may not need more than two either. It’s impossible to reach the chest from the water also; have to mantle up in order to lean, and then the spiders are all over me (Clayman actually did this move keeping Supreme intact). Well, no boxes in here, so I’ll have to come back later. I slide into the pool in the small crack opposite from the critters, to avoid getting heard.

 

 

 

Back in the circular sewer pool I continue downstream, eventually arriving at a grassy slope. “Inside at last!” Yeah, you got that right. Hey, a storeroom with four crates! I don’t need that many for sure. What I usually do when picking up boxes (since I have to put them back in the same position) is to take a screen capture (F10) of them from a corner (left image above). Then I can easily compare later. I take the two separate boxes with me to the grotto. Remember to be careful, wouldn’t want no broken crates you know. Hey spiderboys, I’m back! Missed me? Well, last shot within the rules to get whatever is in that chest. The first crate I put between John and Harry. The second behind the first and push it a little to avoid any gap. Here we go. I jump up on the nearest. Duck, creep, crawl. So far, so good! I’m past the first crate and still no sound (right image above). Leaning...not enough. A little more...no...YES!! Got it!!! A diamond ring (300) worth 100 gold! Who might have put that there? John is still unaware of me. Going back takes a couple of tries, but finally mission accomplished...well not exactly. Still got a scepter & 400 more loot to grab, right? Saying thanks and goodbye to John & Co, I bring the boxes back to the storeroom, lining them up like before.

 

 

--- The Manor Basement ---

Ok, next room. Saving. What a surprise, another storeroom, with more boxes and barrels. As I enter, some guards start to chat nearby, I sneak up to the doorway and have a listen. I spot two swordsmen conversing in the hall. Need more defenses outside, huh? Yeah, obviously, I’m living proof of that. I got Stupido and Smartass here. Well, I’ll get back to them a bit later. Got to look around in here first; they’re walking off anyway. I find a chest with a healing potion, but that’s it. Smartass patrols down a hall to the right, turns around and then back again. Some empty rooms down that way, but nothing important. Stupido walks straight ahead, through a hall to the right and into a set of larger rooms. He turns left, crosses some metal grating and halts in a doorway up ahead. This looks like the way to go. There’s nothing interesting around here anyway, except for some canisters and bowls. Is there enough space to get past him? Yes, on both sides. A chest is sitting in front of him, plus there’s an apple next to some bottles. Leaning around him to his right...argh...can almost reach that chest...erghh...there! 2 flash bombs. But that apple is out of reach from this side, that’s for sure. How about from the other side?...nope. But that light source is partly hidden behind an outcropping in the wall. Reaching for the apple from the left might actually do the trick. I’ll try. I creep-crouch to the left past the small corner without a sound from Stupido (he surely lives up to that name). I turn dark and crouching on to the right. Moving as close to the apple as possible while still in the dark. Leaning for it, but no good. This will be a challenge, especially without a Norwegian bust (read about Norwegian Thief in the ‘About Site’-page from the drop-down menu). It seems quite hopeless in fact. I can think of a couple of solutions though:

1)      Sneak past Stupido while he’s walking to his post

2)      Nudge him forward enough for me to grab the apple

3)      Wait for him to fidget away from his position

Only the first will avoid busting Norwegian, so I’m hoping for that. Reloading. See four ways past him as for now:

a) Sneak past him in the dark hall. Nope, won’t work. I get too close to avoid a 3rd alert, which means getting down to no alert would be impossible.

b) Run past him when he’s on the metal grating by using the open doorway with the torch to the right. No luck. I get the same result, a 3rd alert.

c) Sneak past Smartass when he does his turn at the end of the hall and enter the grassy area from this side. I am able to get Smartass down to a 1st alert, but I am too

    late for Stupido. He’s already on the grating.

d) Which leaves me with the last option. Save the game when Stupido is in the dark hall, then reload. A failure in the engine causes the guards to stop and start their conversation over. I can, during the talking, sneak past him by means of crouching. This method is, however, considered both a Supreme and Norwegian bust. Oh well, at least I got Perfect Thief intact. Nudging, as in 2), obviously works, but is in my opinion the worst kind of engine exploitation. No man would fail to notice being pushed forward, not even Stupido. To me the 3rd alternative is one of the mildest violations of the Supreme mode. I mean, for a guard to stand 12 hours in the same spot without having a bite to eat or leave for other natural causes is as stupid as moving a little from your station over time. It’s a bust nevertheless, but let’s hope. I’ll just keep Thief running for some hours...

...

...

Ok, back. The guard moves back and to the right. It doesn’t seem like he’ll make it out the doorway though. Bad news is most likely he’ll end up in the corner. Spotting me from there will be easy. Can I lead him to that door in some way? How about putting some boxes to his right...? Down the hall under the stairs leading to 1st floor there are 4 more boxes. It would be smartest to use those, as the others are back by the sewer entrance. Maybe they put them here for that exact reason, hehe...I doubt it. I’m able to cc (creep-crawl) down the hall and fetch two boxes with no alerts. I inch the first crate between the guard and the wall (on his right), then the second behind slightly to the right, to prevent him from getting stuck in between. Going to bed now, will have to check back in the morning...

...zzz...zzzzz

What!?! Stupido moved THROUGH the crates and ended up in the corner! So crates don’t affect AIs, huh? Hmm...I didn’t know that. What about barrels? I’ll let Stupido chase me and check it out. Ok, barrels do stop him. There are a couple of smaller barrels in the SE storeroom. Darn, won’t fit between Stupido and the wall, I’ll have to nudge him, but then I might as well nudge him forward like in 2). There’s nothing else useful on this floor (some canisters and a shovel only). I’ll move on and come back here later; I might find usable stuff on the other floors. I realize that this might be a Norwegian bust no matter what I do. I venture down the hall to the left of Stupido, slowing down in some of the brighter areas. Finally, I exit out the doorway and move up the stairs.

 

With TFix, this apple can easily be taken by passing the guard just after their conversation. He now patrols more to the right in the hallway with the small flight of stairs going down (left image below). Dodge him on the left and pass through the next bright hallway before he rounds the corner (right image below). Pass the metal and run through the doorway to grab the flash bombs and the apple long before he ever gets there.

 

 

  

--- 1st Floor ---

Two chests rest at the top of the stairway. There’s a stack of copper coins (305) in the right. I ignore the left one, as it only contains a worthless vase. Can hear someone snoring nearby, will have to be careful. It seems like I’m in the barracks. Out the doorway I make a right, past the room with the sleeping bloke, then right again after that. I’m in the servants’ quarters. I traverse to the end of the hall, go right yet again and open the door on my left. I’ve found the kitchen, with some guy about to prepare a meal; fortunately he has his back turned (left image below). A golden vase (405) sits on the shelf immediately to the right. I grab it. 5 apples & 2 cheese-bits lie on the bench by the servant. I manage to lean over and snatch them without him noticing. One carrot and a loaf sit on the table in front of the fire; they’re both easy to take. There’s a note on the wall from Lord Bafford. He’s apparently displeased with the food these days, and tells Cedric (the servant) to pass word to the cook. That spoiled pig! There are also a deer leg and 2 cheeses on a table next to some crates. But those seem to be in Cedric’s view. Well, the deer-leg I can just lean over and grab, but not the cheese. They certainly protect their food around here! Maybe by traversing on top of the sink...? Wow, he’s really easy to alert this Cedric, no wonder they put him to guard. After many tries, I realize that holding down the crouch-, creep- and walk forward key while jumping, I’m actually able to get onto the sink right by the water pipe. I can do it on the back table also, but that pipe blocks the path to the sink. I have to cc via the water. It’s surprisingly easy to jump up the table with the food also. See the picture below to the right? This is the farthest I can reach without getting caught. Notice that my indicator is bright red. Leaning over and grabbing the cheese. Great!! Back I take the same route, but getting down on the floor without an “Oh, who’s there?” is a nightmare. But it is doable, it has to be. Can’t give up now! There!! By creeping and quickly pressing against the sink I fall about halfway; I can then fall further down more easily. Phew! That was some work, but worth it undoubtedly!

 

 

  

I head back out from the kitchen the way I came in (there are some food-storing rooms in the back, but nothing interesting), closing the door as I leave. I turn right and walk down to the end, right again and approach a door. I open it. Footsteps...I’ll wait here and see. Lighter now...yes of course, the carpet, he’s probably headed in my direction. Yup, here he is; a swordsman. He turns around right in front of me and heads back. I’ll follow him and take a look. He turns right to some brick-floored area and enters a doorway on the opposite side onto some noisy marble. Let’s hope I won’t have to venture in there. I rush out, take a hard left and head to the bottom of some stairs next to this exit. This is safe for now. The guard is on his way back; he apparently has a small route. Here’s another one coming from the left. He disappears to the right only to come back again after a short while, I can hear him all the way so he ended his patrol not far away. I’ll wait here until he comes back to check the length of his patrol. … Oh, took quite a while that. His route is definitely longer; his footsteps disappeared for long. I can hear someone else patrolling right above me I think. I’ll be on the lookout if these stairs lead up there; no they don’t. They lead to a circular room with nothing of interest. Well, back down then. I take a left and sneak on to another dark hall to the left with another flight of stairs. Let’s head up it. Here’s one more golden vase (505), a loaf and a cheese. This area has an exit up to some higher level, but I’ll finish this floor first. The scepter is on the top floor anyways, so that should come last. Down the stairs the guard with the longest route just came out a door in front of me. When he’s off, I take a small look at the note on one of the pillars. It says nothing I don’t know. It’s just a message to the men that the master will be eating out tonight (and that I do know). I hurry through the door behind me. No guards here, only a goblet (520) on a bench. Back out then, but oops...right into the arms of the swordsman. Oh well, reload. Through the door I can hear him enter the room I saw him coming out from earlier. I’ll have to act quickly now. I swiftly head out the door. Avoiding the other guard further down the hall, I go into the door to the east. I can see him at the other end, still walking away. I’m in some kind of gallery. I search the room fast. A golden plate (570) and a carafe (620) sit on a shelf at the far end. Let’s follow that guard some more. Aha, this place seems to be symmetrical, and the room with the loot just now is in the middle. There should be another door to the left then...oh yes. Quickly I fly in there. This room contains a stack of silver coins (632) worth 12.

  

Ok, breathe a little. Let’s try the other door in this room. Oh my, a lantern right in front of me, and I can spot an archer up above to the left. This is the front end of the manor, and I can see some of the guards that were outside talking about the Bear Pits in the start of the mission. This area seems too dangerous for now, and doesn’t seem to hold any treasures neither (only two worthless vases), so I’ll leave this place fast. Back out to Mr. Patrol. I’ll check out this area while he’s away. Another flight of stairs to the left like I suspected; I’ll try that later. Now there should be another guard around here somewhere, down and to the left. But I can’t hear any footsteps. I found the reason: he’s drunk. But he still saw me! “Whooshe therehh?” No good to be caught by a drunk. Loading... Alright!! Here’s the street exit also, in the carpeted area between the drunk and the stairs I saw. A lever on the right wall opens it. This is vital information. There’s one last flight of stairs to check out next to the drunk’s area. I find 2 apples and a loaf, but no exit. Back down, watching out for the guard, I take a right past two double-doorways (to the street exit) and then up to the right. There’s another guard carrying a sword up here. Fortunately he’s walking away. A chest with a bottle of fine wine (682) also. Party tonight! 1st floor is done, so I’ll follow him upstairs.

 

 

 

--- 2nd Floor ---

He continues down another staircase to the right and turns west down a hall. I’ll slip out east and take the door ahead of me. The library. A necklace (882) sits on the far table against the wall; a papyrus on the nearest table. It’s a note from Dominic to the lord about Dreckboun and Victoria. A book on the table gives detailed information about the scepter. Saving my game now! I leave through the other exit. Marbled floor with intervals of carpet, and 2 captains roaming the area. Both are carrying keys on their belts. They seem to be patrolling in a circular pattern. I can pick both pockets [2 & 3] without them noticing (for Supreme only one of these is necessary). When the last has moved off, I hurry through the door to the left. It’s Bafford’s bedroom (left image above). I find 4 stacks of silver coins (930) and a tiara (1055) in here. Leave the way I came and take a right, being careful not to alert the captains. Now comes a dangerous part. I have to cross the hall left to the other side, then take another left and walk on until I find a doorway to the right. This is hard because I can’t move too fast or too slow since another man patrols behind me. Safe! I take the long stairway down to the basement, and eventually enter a room with a chest to my right and another key on the wall (right image above). The chest holds a bottle of fine wine (1105). A book on the table tells about Bafford’s income and Ginny coming up short at the Dreckboun location lately. It seems like this guy is walking on thin ice. Back at the top I sneak into the bathroom just opposite, and crouch around the tub. There’s a similar doorway on this side opposite the hall; I’ll try that. Two locked doors here, one on either side. Let’s try one of the keys. Oh yes! Inside is some darkness straight ahead. (I usually take the leftmost door. Somehow the captain in here never faces north, but I don’t know if this is coincidental) The trickiest part of the mission comes here, in terms of ghosting. Making sure he’s turned facing the right, I jump to the next carpeted area (left image below), and crawl over to lift his key [4]. Then quickly (hoping that he won’t turn yet) I continue to sneak behind his back and into the throne room, finally hiding behind the left wall. This might take a couple of tries, but isn’t that bad once you get the hang of it. I grab the scepter on the wall. Being a thief is lovely! Back out poses exactly the same problem, but seems noticeably more difficult. Cc out behind him, otherwise he’ll see me. Then I rely on luck to get back into shadow. Phew, took about 10 reloads!

 

 

 

I leave entering the circular room again, remembering to lock the door. Back out in the hallway. (I drop the key on the floor here for Supreme) I’ll go for that door on my left now. Ok, inside the dining room. There are 2 bottles of fine wine (1205) in here on the bench. That seems like all. Open the door and wait for one of the guards to walk by. “It didn’t look like that this morning!” I get from the captain. Smart guy! Try again. I open the door and see him walk off to the right, sneak out (closing the door) and move left, taking this next door on the right. Safe for now it seems. I find a well-hidden ring (1305) on a small bookshelf next to a candle (right image above). Out the other door here is a guard. He walks towards this door, then turns and walks away entering a garden area. When he comes back, he takes a right to move off down the other way, only to end his patrol and take the same route back. I leave when he’s walking with his back turned, and run up some stairs to the left, ignoring the garden. Up here is a golden vase (1405). Down again. Not much more to do now. I turn left and walk around the corner. To the left is a doorway. The guard to the right will barely enter this room, but he might see me so I’ll watch out. He patrols in a smaller room with a stationary archer overlooking the foyer (probably the one I saw earlier from downstairs). I head up the stairs on the left. Behind some crates is a chest with a stack of silver coins (1417). Nothing else. Down and out in the hallway once again. I continue to the left ignoring the flight of stairs, and enter a dining area similar to the previous room. The stairs are on the right side, leading up to the guards’ barracks (also downstairs is a guard that turns in the doorway). The chests hold a carrot, a loaf and a stack of silver coins (1429). That’s it! Full loot, and all other objectives complete except for escaping. I haven’t killed anybody either! Ok, back down into the hall. I slip around the corner to the left (watch out for the patrolling swordsman who alternates between the 1st and 2nd floor) and take the stairs a bit further down and to the left. I continue down to the 1st floor.

 

 

 

No, I haven’t forgotten about that apple in the basement. Looks like I have to nudge my way into getting it. At least I didn’t find any useful stuff on my trip around the manor. I can’t quite see what that right tool could be neither. Oh well, that’s it for Norwegian Thief. I make my way down to the basement and position myself behind the guard. Running forward will move him without his notice. Have pushed him about 2½ bricks (check the floor) forward now and will try to reach the apple. There it is! I bet that fruit will taste bittersweet though. The screen capture above is taken after the nudge. I creep back out and make my way to the stairs by which I came down from the 2nd floor. Right beside this doorway to the east is the gate to the streets I saw earlier (right image above). I pull the lever to open it. Then pull the lever again, and sprint out (by jumping) to duck under the gate as it closes behind me. End of mission!

 

 

STATISTICS:

 

Time: 1:17:00

Loot: 1429 out of 1429

Pickpockets: 4 out of 4

Damage dealt: 0 Damage taken: 0

Consumables: None

Ghost: Success!

Perfect Thief: Success!

Supreme Thief: Success!

Perfect Supreme Thief: Success!

Norwegian Thief: Success!

 

Notes:

-          I had to nudge the guard in the basement forward about 2½ bricks in order to get my hands on the apple beside the chest. There might be objects that will prevent that guard from ending up in the corner (by fidgeting), but rather lead him out the open doorway. I haven’t had time to check this out yet, and it will most probably stay that way, unless someone can point me to a possible solution. Anyway, this is what causes the bust for Norwegian Thief.

-          As previously mentioned, the apple can be taken with TFix and no nudging is required. All items in the mission are therefore obtainable within the Supreme rules.

 

PREVIOUS MISSION                                                                                                                                                                                     NEXT MISSION