PREVIOUS MISSION THIEF GOLD NEXT MISSION Mission 14: Strange Bedfellows [This
walkthrough has recently been updated for TFix, running NewDark 1.27. No
changes exist between OldDark and NewDark for this mission, as far as
ghosting is concerned. 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.] ‘Strange Bedfellows’ is the second successive mission where you revisit familiar ground, this time the hammer temple from ‘Undercover’. The mission objectives quickly change and the style becomes similar to that of ‘Escape!’. The design seems a little sloppy, with only a few exciting areas to explore. Straight forward ghosting, with a couple of tough spots along the way. Overall, one of those missions that gets you going but quickly leaves your head when finished. Personally, I think it should have been replaced with one of the gold missions for the TDP release. It feels superfluous and out of place. Overall score: 5.5/10 Having escaped the clutches
of Since most of the mission
is simple enemy dodging and moving from shadow to shadow, I won’t describe my
escapades in as great detail as before, except for the harder areas. I will
also skip listing every pickup; for that I refer to the loot list. We’re
mostly talking about unusable weapons anyhow. I have recently drawn new maps
for this mission, covering both the cathedral grounds as well as the caves
below.
The streets outside the
temple hold nothing, except for suspicious looking corpses. I enter through
the main gates, but quickly realize something serious is up. I must figure
out what has happened to the Hammers before thinking about the trickster. The
place looks deserted so far. I clean the barracks to the right and left and
head north toward the main foyer. Aha, After observing their
patrols, I sneak right and pass the small chapel here. From the east balcony
I loot the reliquary and then hop over the fence to the garden below. There
is only a single piece of loot in this mission, in one of the priest quarters
on the lower level of the temple. Without it I wouldn’t even have to come
down here. Two monkeymen and a frog cover the tiled halls. I monitor them
from the dark shadow outside the east entrance to the sparring room. The loot
is on the east side, but due to an inconveniently positioned spider I have to
approach it from the south. I therefore have to traverse the long noisy hall
in the west. I pass the sparring room when clear and enter the tiled halls
south through the westernmost doorway. All 5 doors in these halls are locked
and pickable, though some are tougher than others. A few of them have dark
doorways great for hiding. There are also nice shadows at either side of the
main stairs where I can observe the passing enemies. I loot the two northwestern
quarters and the storage room down the hall to the left. There’s a hard to spot healing potion under the counter
in the storage room, and a mine behind the boxes. Further south is a
hard challenge. A pipe-room to the west is protected by a crazily hopping
frog. He has three positions around the room, one being in the doorway facing
the hall. There are shadows along the wall opposite the doorway (right image
above), but reaching them has to be timed against the frog’s jumping.
Entering the shadows from the north isn’t too bad. Leaving them southward is
more unpleasant. Crouch-walking is the most efficient way of moving on tiled
floors, and as the frog leaves his spot in the doorway, I make an attempt. No
noises to indicate an alert, so I continue. From the
nearby stair I can get the only pickup from the basement, a flash bomb.
No enemies enter the
kitchen or the dining area, so I traverse these rooms eastward. I can peek
out the farthest doorway down the east hall to check for patrollers. I move
north and approach the door on the right. Spiders can be heard nearby. I can
easily pick the door open with no fuzz, but as I try to enter, the closest
spider across the hall spots me through a small gap. He gives a chirp, but
sometimes even goes full alarm. Trying over, I realize speed and angle
determine much of how the spider will alert. Standing very close to the carpet
inside, I can leap in without making noise and without alerting the spider at
all. I grab the purse (100) by the
potted plant (left image above). Full loot! J I use the same method out again. That seems
easier somehow. I then backtrack the same way as before, through the western
hall dodging the frog, and mantle the balcony fence to the upper floor. I have to enter the main
foyer to loot the western chapel and balcony. I empty the library chamber and
head east to the main chapel. I grab the arrows on the floor and descend the
ladder beneath the altar (right image below). All parts of the caves are
very easy to ghost. There are lots of shadows in most areas and few patrollers
with long routes. The only serious problem that unfortunately busts Supreme
is the cave to the far east on the upper level. It is a small circular cave
with one green and one red spider. In the middle by the far wall is the
sacred Hammer chisel, given as an extra objective after having talked to the
Hammers in the lower caves. The entrance to the cave is lit by two mushrooms,
one in the ceiling outside and the second on the ground to the right just
beyond the opening. I cannot enter or leave the cave without alerting both
spiders to first alerts at least twice. To avoid hunt modes I do a running
jump as indicated in the left picture below. I have to land on the ground
just to the north of the green spider. This area is dark and quiet. I can
then move around the spider southwest and grab for the chisel. Leaving the cave can be done in the same way.
Following the caves to the
lower level, I soon reach a pit with a patrolling monkeyman on an overhanging
wooden walkway. Staying on the middle of the walkway prevents me from
alerting the creatures below. The middle is so dark that I can watch the
monkey pass before heading west. I loot the elemental chambers and head down
the stairs. The Hammers have been besieged and need my help. They instruct me
to get their High Priest who has been captured. The mentioned Builder’s
Chisel also becomes a new objective. They give me a key and a papyrus. The
map is not necessary for purists. After the talk, the Hammers start fighting
some enemies beyond the window. The monkeyman from the walkway is thus gone
heading back upstairs. The metal door at the top unlocks to the key I just
got. The next set of cave can
seem like a maze at first, but there is only one entry and one exit. The exit
doorway is just to the east of the entry. The only tricky part is dodging the
view of a red spider, but there are plenty of shadows. I finally reach the
monkeymen hideout. They are all stationary, positioned in duos and trios
around the caverns. Most of them are located by bonfires, but despite the
flames, there is much darkness. I can easily find my way clockwise around the
cave and lurk in behind the only turning monkeyman to snag the High Priest
from atop some plants (right image above). For Supreme I want to return the
blue key, so I backtrack to the pit area for that mode. For normal Ghost I
can unlock the western door from the caverns and end the mission by the
underground river. Time: 31:51 Loot: 100 out of 100 Pickpockets: None Locks Picked: 4 Damage Dealt: 0 Damage
Taken: 0 Bodies Discovered by
Enemies: 1 Consumables: None Ghost: Success! Perfect Thief: Success! Supreme Thief: Failed! Perfect Supreme Thief:
Failed! Norwegian
Thief: Failed! Notes: -
Skipped the water arrow in the pipe room on the lower
floor of the temple. The hopping frog and the bright lights made it
impossible to obtain. -
Skipped all the equipment in the high priest’s chamber.
The green spider protecting the entrance stares straight out the doorway. -
Alerted both spiders protecting the chisel twice in order to enter
and leave the cave. Busts Supreme Ghost. -
The body discovered by enemies is probably linked to the Hammer fight
in the lower caverns. It has nothing to do with me. |