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Mission 8: The Mage Towers

 

LOOT LIST

VIDEO REPORT (Narrated Run)

VIDEO REPORT (Segmented Run)

MAPS

 

[This walkthrough has recently been updated for TFix, running NewDark 1.25. 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.]

 

Ironically, I enjoy both of the talisman missions exclusive to Thief Gold better than either of the ones released in the Dark Project. This one, being the first of only two missions to feature mages, is solid, and I’d venture to say fairly underrated. It’s a sizeable step up from The Haunted Cathedral, offering plenty of unique and often times tense locations. The vanilla release was scattered with bugs, most of which have been fixed through patches. I wish a couple of locations, especially the elemental towers, had been designed a bit less monotonously. I’m happy to report this one can be Perfect Supreme Ghosted, which is always a plus.

 

Overall score: 8.4/10

 

Introduction

The Tower of Water

The Tower of Earth

The Tower of Air

The Tower of Fire

Dungeon

1st Floor

2nd Floor

3rd Floor

Central Tower

Leaving

Statistics

 

--- Introduction ---

Ok, so I need to gather four talismans that collectively open the cathedral doors. First up is the earth talisman, found within the compounds of the Hand Brotherhood. They are a sect of learning mages residing in a set of large towers. I need to find information on the whereabouts of the talisman first, then find a way to retrieve it. Most likely it is well-protected within the four locked elemental towers. I also need a pair of jeweled reading glasses from the Central Library, and the Medallion of St. Burringden from Regalio, Captain of the Guards. I’ll have to find 1,800 worth of loot and escape through the sewers. Avoid hand to hand combat at all costs, as the mages run unfair battles with magic as their source of energy. Since `sneak´ is my middle name, I guess I’ll get started.

 

A couple of important issues before getting underway. Unfortunately, the game engine again could cause trouble, removing the guarantee of a joyful first run. First, the Tower of Air could have a major bug appearance, a bug that forces any player to restart the mission. To avoid spoiled gameplay, I suggest cleaning the towers early. Hopefully this lessens the chance of the bug appearing. Second, some of the guards/mages shift considerably in position during the course of the mission. Like in ‘the Haunted Cathedral’, due to the purposeful shut-off of AI patrol routes, opponents have a tendency to “fall” off ledges or change orientation. I will mention the specific areas as they appear. Also, I could mention that you should not enter the sewer area before intending to leave. The archer that patrols there eventually comes to a halt, facing the sewage river, making it impossible to ghost (at least Supreme) the mission. Kind of annoying to bust so close to the end.

 

Both the air tower bug and the sewer archer patrol have been corrected in TFix. Hence, there is no longer a need to consider those errors when planning your route.

 

It is actually possible to enter the top floor of the fire tower from the outside, without ever having entered the other towers. It involves transmigration of the door (an engine exploit) and is therefore illegal in both Supreme and Ghost (only legal as a last resort in the latter). Using Lytha’s penetration method, one can easily get halfway through the metal door. Lean to the left while holding this position and you can reach the inside lever. Quickly move away and the door will open after a second. This might be interesting for players looking to improve their best time for the mission, or players with custom Ghosting rules. It is also a way past the infamous bug in the Air Tower. This trick is not possible to perform in NewDark. Transmigration of doors is no longer doable.

 

 

 

--- The Tower of Water ---

My arsenal includes a rope arrow; the loadout screen incorrectly stated none. Also one healing potion for Supreme stacking. The first tower to enter is the one dedicated to the element of water, found in the southeast. The door to the right takes me to a garden area. Two mages roam around the grassy hedges, wearing two keys [1 & 2].  The air tower is locked, so I head through the door on the southern wall. Lots of thumping footsteps around, so I hide in the shadows to the left for a while. An archer comes by entering the gardens I came from (left image above); he’s carrying another silver key [3]. I bring the purse (100) on the table and head out the door on the opposite wall (ignore the stairs). After descending the steps, a swordsman carrying another key [4] comes out the same door. I wait for him to pass me by. To Perfect Supreme this mission, I need to bring a silver key [5], and the earth mage roaming around these gardens carries a copy. The water mage has a gold key [6]. Moving southwest I soon stumble upon another conversation concerning two guards outside the tower entrance. They both move off, but one will soon return and station himself permanently, so I quickly enter the tower. The lock here is fortunately broken, granting free access to the place. No hindrance in grabbing the Earth Key from the flooded room on the top floor (right image above). I head back downstairs after pickup. The guard has now returned but he’s not angled straight at the door. I sneak west behind his back and approach the border to the earth tower garden. An archer is stationed right outside a wooden door. He angles east, northeast and north, either of the two latter being sufficient to sneak inside concealed. I’ve now entered a small storage room with 8 stacks of silver coins (196) on various shelves. Another swordsman will eventually walk through here (left image below); a perfect opportunity for me to snatch his key [7].

 

 

 

--- The Tower of Earth ---

The west side of this shack is symmetrical to the east, with an archer guarding the door. He faces west, northwest and north, and same as last I can sneak past along the south wall. Soon two more mages come by with two more keys [8 & 9]. I find the entrance to the earth tower in the southwest corner, and the earth key rightfully unlocks it (the locking mechanism is on the wall beside the door). An earth mage walks the lowest level, but the room is dark and the floor quiet. A healing potion and 2 moss arrows lie on a table to the west. Up the stairs to the next floor. There are two earth mages to watch out for, but where to expect them is hard to say. I have seen one or both on the upper walkway, and even both mages on the ground floor. I guess the latter would be preferred. To reach the upper walkway, I mantle onto the doorway roof (right image above). The shadows are numerous and the floor mostly rock. 2 moss arrows reside in the light to the west. I guess it’s intended to reach the upper exit via the floating elevators, but they are too exposed to risk. A nicely flung rope arrow into the dirt ceiling is a perfect way to ascend to the next level. I grab the rope leaving. The 3rd level is next. Another mage could enter the room here, so I quickly head for the shadows in the hallway. North by the t-junction takes me to an area with 2 more moss arrows. The south route leads me to a sloping incline to the 4th floor. Almost directly west is another staircase going up. The fourth level also contains an earth mage and a larger room with boxes, a rope arrow and 2 moss arrows. The fifth has two mages patrolling in a counterclockwise pattern. I head northwest and enter the right opening around the corners. Following this hallway I reach the set of stairs to the next level. 4 moss arrows lie on the various tables leading up to the stairs. The last patrolled floor is also the hardest. It has two earth mages, one carrying a healing potion [10], walking randomly around a set of thick supporting pillars. There are very few dark spots and the exit is somewhat to the south. After a few minutes, the coast seems clear and I head out of hiding. I couldn’t hear any comments, so I guess I’m ok. The highest floor has no AIs to worry about, only caves and goodies. Altogether, there are 5 rope arrows and 8 moss arrows. The Air Key lies in a chest in the final pit (left image below). I then backtrack all 7 floors arriving yet again in the garden. This time I exit through the door to the north, grabbing the purse (296) on the table, and enter the garden to the fire tower. I wait in the shadows for a fire mage with another key [11]. Then exit east back to the starting courtyard. Further east from here is the air tower.

 

 

 

--- The Tower of Air ---

The first floor is brighter than in the earth tower, but otherwise just as easy. A gas arrow available for pickup on a nearby table. The second floor is where the fun starts. The bug I talked about earlier will now (if present) reveal itself. This grotto has a lower marbled ground level and an upper walkway. Two air mages patrol both levels. On the south side there is a vertical chute with an automatic floating elevator. However, sometimes the elevator just isn’t there. All the walls are solid ice/rock, so without the lift there is no way of ascending the tower; you have to restart the mission. The reason for this bug is unknown, but if this tower is visited at the earliest possible time (like now), it should have a lesser chance of occurring. Luckily, the lift is there this time! The mages also patrol inches apart, making the whole job a lot simpler. The ground is very noisy so I have to move slowly. Using the staircase, I approach the lift and ascend to the second floor. A single mage patrols this level (right image above), consisting of two circular hallways, one inside the other. A speed potion is situated on a table to the east. The following caves are all filled with floating elevators, making them easy to pass. The final floor contains a floating chest with the Fire Key. Two telescopes operate the elevation power, and frobbing them lowers the chest for about ten seconds. I have to pick the lock to retrieve the key (left image below). Voila! I once again backtrack to the bottom.

 

 

 

--- The Tower of Fire ---

I tread westward to the fire tower. The bottom floor is yet again similar in appearance, with an unimportant papyrus resting on the table and a single harmless mage walking about. Wow, the second floor looks bad though! Metal walkways and burning lava, plus blocks of pulsating heat tiles. I can sneak up the stairs without any commotion. I can even inch along the upper walkway and reach for the fire arrow. I sit still and watch the mage patrol for a minute. He walks the right walkway, heads down the stairs an roams around in the lava. I could jump onto the walkway directly south, then hop and mantle onto the opposite side (right image above). I get onto the metal path quietly and run for the long jump. Nah...the mage goes on full alert, gotta try to be more quiet. There! I don’t need to run for long to make the jump, I merely have to tap the run key and hop to reach the other side. Nice! Have to be patient with the heat tiles, they slow my movement considerably, but patience is what Ghosting is all about. Reach the next floor in the dark. A mage enters and turns around right in front of my nose. I tiptoe after him halfway through the metal hallway, watching out for more searing floorboards. He passes me on his way back and I enter the next room. A small nook in the northeast has a chest with a fire arrow. The next set of stairs is in the southeast corner. I wait for the mage to return and do one last round, I then head up. The fourth level finally has some normal concrete floor. A mage eventually enters the first room and roams around for a bit, then heads out. I follow. Cc along the metal and wait in the next dark patch to the left for him to return. 2 fire arrows lie on the ground in this alcove. I continue down the hall and stop in the last dark area before the stairs; another small incline here has a box with a healing potion. The mage yet again comes by, heads up and down the stairs and passes me for the last time. Next floor.

 

 

 

This is by far the hardest area in any of the towers. Two fire mages are on patrol, and I think they are supposed to guard the upper walkways. However, I have always encountered one or both lost in the east end of the lava pit, close to the lowest staircase. He/they then keep(s) bumping into the side edging, seemingly looking for a way out. One of them also fell down from the top walkway once, and just ended up patrolling in a small circle after that. Whatever happens, it doesn’t change the approached way of ghosting, however hard it may be. I have to move quickly, as the mage from downstairs will be returning to the stairs any minute, and that means I’m screwed. Crouching keeps me hidden from whoever exists inside the lava pool. Moving north towards the next set of stairs is risky business, as both mages check it regularly. The safest bet looks to be straight up, as illustrated in the figure above. Mantle up the lava pit railing, turn around, then do another mantle onto the walkway. Once there, the worst part is actually over, as the rest involves moving when the mages aren’t looking. I take the route marked red in the figure. A chest with another healing potion rests to the north on the topmost walkway. The top floor has a chest protected by 4 burning tiles (right image above). Have to pick the lock in small intervals, but finally the treasure key is mine. Yes! The exit towards the central tower seen in the lower left part of the figure is useless, at least for Supreme. The door to the stairway going to the treasure room is pickable, but needs to be relocked with the gold key carried by numerous guards around the premises. This calls for an unnecessary pickup, as the key (which also works on the library doors) isn’t needed to complete the mission. I therefore have to go all the way down to the bottom exit and leave the tower the same way I got in. From here I head back to the garden outside the water tower. Amongst the various hedges is a secret panel leading to the house basement (left image below). In I go!

 

--- Dungeon ---

The left chest holds a diamond (396), and the right a water arrow. On the shelves I find two stacks of silver coins (420) and a silver nugget (470). The backside of a secret door is further down the hallway. The area beyond is guarded by two patrollers; an archer and a swordsman. They could be just about anywhere, but due to frequent intervals of shadows along the halls, they are easy to pass undetected. I notice the door to the central staircase on my left and continue around the corner to the middle hall. The two doors here are locked and require the silver key. The southern storage room contains a water arrow on the table, and 10 broadhead arrows, a purse (570), a silver nugget (620) and a stack of silver coins (632) on the shelves (right image below). Watching for the passing guards, I clean the north room as well. It has a gold nugget (732) and a purse (832), each worth 100 gold. I relock both doors after use. The north part of the dungeon leads to the sewers, which at the moment is closed for access. I take the western door to the central staircase, and head up to the first floor entry.

 

 

 

--- 1st Floor ---

The first floor of the mage keep contains one room of interest, with three pieces of loot. The library has to be entered from the floor above, to avoid picking the gold key. I emerge in a heavily patrolled storage room. A total of 4 people walk through here, 2 servants, 1 swordsman (with a gold key [12]) and an archer. Check the map for their routes. The male servant walks back and forth between this room and the pantry further east; the three others also head upstairs. When the coast is clear, I sprint out and turn right. On the tables are a papyrus and a scroll with uninteresting information. I head out the northeast door to the hallway. A swordsman is walking away in the distance to the north. I follow him and wait by the corner in the shadows. The male servant walks past me the opposite way and soon the archer comes by also. The swordsman heads down the south hall and eventually enters a door to the right. That’s the pantry where the loot is. I wait for him to leave and sneak in to snatch the 3 bottles of fine wine (982) from the shelf. I abscond before the servant returns. This floor is done already so I head back to the central stairs and continue up.

 

--- 2nd Floor ---

Through the first empty room I open the door to the keep. A mage patrols with his back turned, walks up a small incline, then returns past me to the northeast. I slip out and look around. Wow, not many hiding places here! The door to the west unlocks with the silver key. Through it another archer is stationed, with another silver key [13] on his belt (left image below). This area is otherwise uninteresting, so I go back and relock the door. The north doorway has some shadow; I wait there to gather my thoughts. A purse (1082) rests on the table in front of me. The eastern door leads to the main foyer, much too risky to cross. Instead I head back south. The broad east hallway has some more shadow. This large dining area has two patrolling and one stationary guard protecting the library entrance. Hugging the left wall I can reach the shade without getting spotted. I then make a south turn straight across the room. I pilfer the healing potion [14] and the key [15] off the patrollers. Also grab the loaf, healing potion and unexciting papyrus off the tables. The stationary archer turns east and I move into the corner by the door. As he turns back, I grab his key [16]. This is the only unlocked door to the library and thus the sole way in for a supremer.

 

 

 

Inside I just get time to spot two mages on their way downstairs. Quickly search the room before they come back. 3 water arrows on a shelf in the northeast. I find information on the earth talisman in a papyrus roll on one of the tables. Great! So the treasure key I found in the fire tower must work on a door in the central tower! I’m closing in!! Drop the paper back for Supreme. Wait what’s this?? A frobbable book in the western bookshelf opens a secret door in the wall (right image above). The mages are on their way back so I slip in. One desk with goodies. A golden goblet (1107), a water arrow and the reading glasses (1307). The objectives are checking off like crazy now! The wizards descend the staircase and I follow, remembering to close the secret doorway. They carry a key [17] and a healing potion [18] that I pilfer. No pick-ups whatsoever on this floor of the library, so I continue down to the lower level. Many bookshelves to hide behind, and two more patrolling mages. They are over on the west side, so I walk east to the right of the stairs down. On a table in the northwest corner is a valuable vase (1407). A table directly south holds 2 water arrows. The mages then head down the stairs and disappear through a door. I grab the 2 water arrows from the table east of the staircase. I wait for them to return and sneak down the stairs to enter the right door. The chest here holds a rope arrow. I’ve gotten all of interest from the library. I head all the way upstairs and leave through the unlocked door.

 

There’s one area I haven’t checked on this floor, and I have a feeling it contains something valuable. I’m talking about the lookout east of the foyer. The western one held a purse. I sneak across the room and wait by the east doorway for a swordsman to appear. Once he does I softly tread through, without drawing the archer’s attention. I was right! There is a piece of loot on the table behind the archer, but it’s impossible to reach from here. Ghosters can douse the torch, but for Supreme I have to think of something else. I would have to grab it from outside the booth. The guard switches position very frequently from southwest to northwest. I open the door and crawl through. There’s a very bright portion halfway through where I get spotted a couple of times, but finally he is faced north long enough for me to leave safely. Another archer is stationed outside facing north, not turning. I see the torch from inside the lookout lights up an area just outside the window. I would have to move west of that part, past the window and then approach the booth from the north corner. I can’t move too far north though, due to a lamp beyond the next pillar. Let’s go for it. I creep-crouch along the route shown in the left image below. I have to go pretty fast, as the swordsman covering the foyer returns quite quickly. I make sure not to approach the booth too far south, in the light of the torch inside. I lean forward, squeeze halfway through the window, turn left and reach for the purse (1507). YES!! Nice move! I hurry back exactly the same way (right image below). Not even a comment, all within Supreme laws, wonderful! I head back to the central stairway, as this floor is finally done.

 

 

 

The purse can be taken in a different, perhaps easier, manner. The two archers guarding it have a conversation triggered upon entrance of the mage keep. After this chat, the outside archer walks downstairs, turns at the bottom of the ramp and enters the large square dining hall upstairs. He then returns to his spot outside the lookout and stays put for the remainder of the mission. Taking advantage of this, one can grab the loot while the archer is on the move. However, the only entry close enough to successfully retrieve it in time is the front doors, at least while still keeping Supreme intact. I would suggest doing this maneuver as soon as possible, preferably when starting the mission in the main courtyard.

 

Playing with TFix, this conversation can now also be heard coming from the central staircase, as it only triggers within close proximity of the archers. Using the time when the outside archer is patrolling to steal the purse is therefore a lot easier. However, in NewDark the archer now also faces the window (east) during and after the conversation (left image below), instead of north. This makes approaching the purse from the outside somewhat simpler, even with both archers present.

 

 

 

--- 3rd Floor ---

I arrive at the next door and open up. This seems to be the main hallway with 3 patrolling guards. Brilliant... Only one guard here now, so I go for the door to the south. It’s pickable but takes a looong time to unlock. Most certainly purposefully done from the mission designers. I get it unlocked as an archer is headed my way in the north distance, but luckily I’m done just in time. I slip inside. This must be Captain Regalio’s office, with the sir himself snoring in bed. There’s an uncut diamond (1707) in the nice looking chest. On the desk sits the Medallion of St. Burringden (1857). Nobody holds out on me! I also grab the silver nugget (1957). The 2 water arrows from the shelf unit further east I have to snatch from on top of the desk (right image above). Moving too close to Mr. E. F. Regalio will wake him. Leaving the room the main hallway is empty. The door to the right unlocks with the silver key. Another sleeping dude. The two unlocked chests contain 6 water arrows and a stack of gold coins (2007). I wait in the open door for the patrollers to bypass one by one. I make sure to snatch the purse (2157) [19] off one of the swordsmen.

 

When the coast seems clear, I lock the door and enter the first room on the left. Wow! Caught instantaneously! Try again. I sneak up from the north side, that way I can enter the dark patch in the doorway unseen. A stationary servant holds a purse (2232) [20], I can snatch that from here. I can even bend over and grab the stack of gold coins (2257) from the chest. The goblet on the shelf to the left seems harder. Normal ghosters can just douse the torch or settle for a 1st alert, but supremers have a real problem here. The woman has three facing angles: southeast, straight south and southwest. Could I sneak over and reach the loot while she’s angled southwest? I can sneak pretty far over, but as I lean, she comments. Hmm...that was pretty sad. What to do? If I could get onto the bunk bed and slide down west of her... I need some crates; remember some down in the dungeon room underneath the gardens. Two ought to do it. I take the tedious journey downstairs and bring them up. She has to face southwest for me to even sneak over to the northeast corner. I have to be real quiet not to alert her with the crates. Crouch, drop and hop; got onto both crates, but I’m still not tall enough to walk onto the bed. How about that healing potion? Yes, that elevates me enough to move quietly onto the bed. Great! I stand in the southwest corner and watch the servant’s positioning (figure 1). As she turns southeast I creep down. Nah...I can’t get onto the chest without making noise, and I can’t reach for the goblet either. What if I make a dropping maneuver straight onto the chest from the bed? Yes! That actually worked! I have to land on the edge of the chest, otherwise I’ll make a revealing stepping noise. I reach for the golden goblet (2282). While on the chest, the lady has to stay turned towards the southeast until I am back on the floor (figure 2). Then she can turn to the south without seeing me. However, if she turns southwest, I am screwed. This means I have to get off the bed, grab the goblet, and get back onto the bed without her ever turning southwest. Staying as close to the bed as possible, I grab the two crates and move onto the bed. Phew! This time I didn’t need the healing potion to get high enough. The potion fell to the ground, but it is soft enough not to cause any alert. This also means I can slide down from the bed on top of the healing vial, and not make any noise. Perfect! This room is clear (figure 3)! I can’t set the crates in the hallway because of patrols, so I bring them back to the central staircase one by one.

 

In NewDark, this room can be cleaned and the loot taken without the use of crates, as the bed can now be mantled. In fact, using crates will alert the woman to hunt mode if using TFix, busting even regular Ghost.

 

  

 

Next I approach the second door on the east side of the hall. It also needs the silver key to open. Inside are two chests; the right holding another purse (2382). Leave and relock the door. I now need to check the two side rooms at the end of the hall (the double doors only lead to an empty balcony lookout). There is a dark spot to the left where the wall angles northwest. Timing the various patrols, I sneak into the west room. A purse (2482) lies on a desk in here. The room opposite the hall is empty. Ok, guess I’m done. But going back down the hall, I notice something lying on top of the wooden beam in the south end. I’ll wait until people have cleared and check it out. Using a rope arrow, I find a golden nugget (2582) on the rafter (left image below). Nice! I head back to the central stairs for the last trip up.

 

 

 

--- Central Tower ---

I leave my crates here for the way down. The entrance to the central tower is pickable and leads me to a marbled hall. On a pedestal to the immediate left is a papyrus giving a hint to the location of the earth talisman. I start sneaking up the winding stairs. Almost at the top I hear someone patrolling. Waiting in a dark corner, a fire mage comes by, soon disappearing down the multitude of steps. I continue all the way to the top, and unlock the final door with my treasure key (remember, the unlocking mechanism is on the wall to the side of the door). Upon entering, two mages start a conversation nearby. When they finish, they starting patrolling in a clockwise pattern, checking the various pedestals. Directly west of the door I find an artifact (2602) displayed. Hey wait, both mages come to a halt and check the westernmost pedestal more thoroughly than the others (right image above). That has got to be the genuine one! It sure is; the earth talisman is mine! On the north side I find 2 more artifacts (2642) and 2 statues (2792). Finishing my clockwise run around the central dome, I pick up the last piece of loot east of the exit door, another artifact (2812). I then leave the way I came.

 

--- Leaving ---

I bring the crates back to their original positions. Then drop the silver key in the gardens above, along the earth mage’s patrol route. I then snatch the 2 keys [21 & 22] off the guards in the dungeon. I follow the archer to the north side of the dungeon and slip into the torture chamber behind his back. This way I don’t have to lift his key for Supreme. In the back room is another secret passage leading to the sewers. This last patrolling archer eventually comes to a halt on the west side of the sewage river, as mentioned in the introduction. Before that, I can slip into the water and wade around the south corner. 1 talisman down, 3 to go!

 

 

STATISTICS:

 

Time: 2:11:50

Loot: 2812 out of 2812

Pickpockets: 22 out of 22

Locks Picked: 4

Damage Dealt: 0  Damage Taken: 0

Consumables: None

Ghost: Success!

Perfect Thief: Success!

Supreme Thief: Success!

Perfect Supreme Thief: Success!

Norwegian Thief: Success!

 

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