PRECIOUS

 

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A brand new mission this time, by AntiMatter_16. I had heard good things about it from my fellow taffers at TTLG, so I decided to give it a go. It’s a great mission with tons of fun gameplay crammed into a small area. Quite frankly, I wish more missions like this were released. For me, quality beats quantity any day of the week.

 

This was my first report after installing version 1.19 of the Dark engine, also known as NewDark; a fantastic update that fixes a lot of the problems with running Thief on newer systems. The graphics are vastly better, the game runs faster and the menus are smoother. Seeing Thief today, 15 years after its initial release, it’s tough to convince myself it’s the same game.

 

 

I had to recover Ariel from Lord Everett, find Captain Cassius’ sea charts, and steal 950 worth of loot. The initial objectives gave my approval to gas Ariel in order to bring her back to the starting position. This meant blackjacking her was ok as well. Remember, I was going for supreme, where no loadout screen purchases are allowed. There was no gas arrow available in the mission either, so my club would have to do.

 

Accessing the warehouse was my first task. The only point of entry was up the ladder in the alley with the patrolling thief. The thief was jumpy once I reached the grated walkway. He heard the slightest clunk, and his comments were tough to catch in the heavy rain. I had already done a blackjack sweep of the mission, but I remember it took a while before I realized there were two levers you could reach through the window; one for the gate below and another for the door. I had to inch forward carefully in order to reach the latter without comments from the thief, as the northernmost half of the walkway was lit up. The image below shows me leaning right, facing the window. As you can see, the lever is highlighted and my light gem is dark. I didn’t end up taking the warehouse key, but instead left back through the balcony door. That way I could stay as Supreme as possible in not altering the location of the key. Dropping back to the streets was possible alert-free when the thief had his brief halt in the north corner.

 

            

 

Next was Captain Cassius’ and his sea charts. He was found in the apartment right above the starting position. The most practical entry point was through the window in the northwest courtyard. A rope arrow into the top eave did the trick. Most of his bedroom was dark, plus he pivoted to face the back wall, which is when I made my approach. I could lean in and steal the charts like this (right image above). I was worried he’d alert to the chest closing, but he stayed quiet. Getting back out was tricky, not due to Cassius, but because of a sleeping swordsman in the garden further north. He was stationed beyond a locked gate I couldn’t access just yet. I didn’t see the guard, but could hear him if I leaned into the gate. It was a complete fluke when I noticed he commented on me falling back the streets when grabbing the rope. But sure enough, whenever I headed over to the gate after dropping, he’d give a settling remark. A clear indication of a first alert. In order to fix this I had to get the rope arrow without dropping to the ground and making noise. I ended up using the opened grate to the underground hideout. From on top of it, I slid down onto its silent edge, then jumped to retrieve the arrow. I then crouch-slid off the grate and closed it.

 

I had to make my way through the sewers in order to proceed. Again I had to time the street thief by opening of the manhole when he had his halt by the window. Only way to avoid a comment. There was another thief down below, though he was less of an issue. Using the pillars as hardcover, I leapt across the canal and continued over to the door when he patrolled the bridge.

 

I was able to get the purse above the wine barrel and all three coin pairs on the casino gambling table without alerts. The table’s northeast corner could be approached by creep-crouch-walking (left image below). All the loot was reachable from here. Leaning spawned comments, but that wasn’t necessary. Alas, I couldn’t reach the door to the basement without causing a grumble from the bartender. The lamp was just too bright. He would leave if I switched off the sewer lights upstairs, but that isn’t allowed following Supreme rules [#6]. Regardless, that didn’t really matter, as the closest gambler also gave a mumble to the door opening. I skipped the basement for now and headed upstairs. Perhaps a solution would come to me, but I doubted it. The light in the stairs flickered and needed proper timing to prevent a comment from the guy in the barstool.

 

            

 

Headed west and passed the spider by wading through the canal (right image above). As long as I crouched along the west side, I was fine. There was a tiny gem in the water here also. Mantled up to the east as the spider was behind cover.

 

The entire apartment above was ghostable without much effort. The aforementioned guard was asleep in the back yard. There was a tiny coin in the fountain and two pieces of loot inside. Left the garden gate key untouched and headed back down through the sewers. This time I ventured east and emerged in Everett’s closet. During my first playthrough it took a long time before I noticed the grate in the sewers leading to his apartment. I guess I should have read the tip a bit closer, as this is the mission’s only hint to this entry

 

Everett’s place didn’t end up being a difficult as first anticipated. It helped that I could hide undetected at the top and bottom of the stairs while the patroller passed (right image below). He was the only real worry. The kitchen servant downstairs was a joke, and I stole all the loot from this floor unbothered. Everett did loops between the upstairs living room and his study. He had a halt at both ends of his route. I stole his key and used the secret room in his study to time further moves (left image below). Grabbed his ledger and got the bonus objective. No real problem entering Ariel’s bedroom behind his back. Clubbed her in order to bring her along, and dropped Everett’s key back onto the living room carpet. Opted out of taking the guard’s back door key, but instead brought Ariel back down through the sewers. I still had to hit the catacombs anyway.

 

            

 

Ended up having to take the busts from the casino people when entering the basement. No way around it. Disarmed the flash mine in the stairs to prevent its setting off. No real problems getting all the loot from down there. The haunt was immaterial and no worry. Thought the corpse would be a zombie at first, but no; just a regular stiff. Brought Ariel back through the manhole, remembering to relock the sewer door. Returned the sewer key and reset the street gate by reflipping the lever. Had a hard time duplicating the descent down the ladder without comments from the thief this time. Ended up having to drop onto the large crate from the walkway fence. Carried Ariel back to the alley and ended the mission. Highly enjoyable!

 

 

Statistics:

Time: 37:21

Loot: 1100 out of 1100

Pickpockets: 2 out of 4

Secrets: 1 out of 1

Locks Picked: 0

Damage Dealt: 1 Damage Taken: 0

Consumables: None

Ghost: Success!

Perfect Thief: Success!

Supreme Ghost: Failed!

Perfect Supreme Ghost: Failed!

 

 

Notes:

-          Took a couple of comments crossing the casino floor entering the sewer basement. The bartender saw me and the gambler heard door noise. Supreme busts.

-          Dealt 1 damage when blackjacking Ariel. This is excused due to the explicit objective to bring her back.

 

 

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