THE SCARLET CASCABEL

Mission 2

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The Scarlet Cascabel

 

LOOT LIST

VIDEO REPORT

 

 

This stellar campaign finishes at our final destination, Blackwell Hotel. Discover the dark secrets surrounding the hotel’s former inhabitants, and the curse of the Scarlet Cascabel. The hotel can get a bit repetitive at times, but the tension never fades, and ghosting this mission is an absolute blast. I am sorry I put this off for so long, but now that it’s done, it was well worth the wait.

 

 

My main objective was to find and obtain the Scarlet Cascabel. I also had to find out some information about it from the hotel proprietor. Then there was a Mr. Nightingale who possessed a stone tablet I needed to find, in addition to discovering its purpose. No loot requirement for this one.

 

Ground Floor

I avoided picking the lock on the basement door and instead entered by one of the gallery windows. It seemed the most stealthy. Couldn’t move far without triggering the lobby conversation. I tried to use the hatch and go through the basement, but all the doors were locked there too, so I couldn’t proceed. Said hatch annoyingly disappeared on me also, which made it very tough to get back up to the salon. Once I got the can of grease and entered the hallway, things opened up.

 

All enemies could see me through the windows, which was to be expected. However, they could also see me through all the double-wide pocket doors, which I don’t think was intended. This made things a lot more challenging, as roles weren’t reversed; I couldn’t see them. My first task was getting the staff key; the hotel was just impossible to properly navigate without it. The easiest copy (or should I say ‘least tough’) to get was in the lobby office. The clerk in there patrolled around a bit, but stopped in two spots. I made sure to use the doors when he was on the move, to check for real alerts, since patrolling enemies never give first alert comments when stationary. Once in there, on top of the service counter was the only safe spot (left image below). I double checked that the key could be returned safely also. Although I couldn’t put it on the desk itself, on top of the book worked, and that is allowed for Supreme.

 

 

 

Basement

This was the toughest floor in the hotel. All the servants made almost every room tough to sneak through. The head of housekeeping was stationed just inside the door, yet she didn’t alert to the lockpicks. In order to get the coins in this room I had to climb over the mantelpiece (right image above). Going back I had to jump to the rug by the door.

 

The kitchen was the most difficult place down here. Three servants patrolled two rooms, and due to the windows they could all see into both room. The western wall was dark, so I planned my moves here. I used the dumbwaiter secret to get the loot below the well, though I struggled to find a way to get up and also close the grate behind me. I couldn’t climb back up the dumbwaiter, so I used a rope arrow above the well instead (left image below). Pulling the lever and quickly attaching to the rope gave me a vertical boost so that I could mantle out before the grate shut. It didn’t always work, but often enough to be a good move to use.

 

 

 

Upper Floors

The library was challenging, but not extremely tough. Just had to be careful not to be seen while the servants were stopped so they didn’t give settling remarks when patrolling again. Used the balcony to reach the proprietor’s office and get updated objectives. Now I had to find access to the sealed wing and obtain the Quinicine Torc instead of the Cascabel. I also got ahold of the 4 stone keys that could be used on the hotel statues. The upper level of the library had one of those. From this area I could also access the attic. This was highly useful to avoid the third floor hallways. It was also crucial in order to loot the lounge Supreme clean.

 

The lounge was probably the toughest room in the mission. The drunk lady didn’t alert, which was nice. The bartender faced northeast permanently, while the servant roamed between the window and the fireplace. I could drop from the southwest beam onto the barrel unseen and unharmed (right image above). When the servant was by the window, I could now slide down to the floor and creep along the western wall behind the bartender. Fortunately, I didn’t have to resort to nudging, which would’ve been a Supreme bust. In the far, dark corner I could grab both the spice bag and the bottle of wine (left image below). An extra rope arrow was needed to ascend back to the beam from the barrel. Nice.

 

 

 

From the attic I could also access rooms 13 and 14. In the former, a pair of double doors locked up once I read a letter in the bathtub. In order to avoid picking these open, I dropped the chess book on the ground first (right image above). It was easy to return later anyways. I had to read the scroll to spawn a ring on the nightstand. An invisible entity started patrolling the bedroom too at this point, but I don’t think it was anything but sounds. Nothing ever alerted to me at least.

 

Sealed Wing

The only issue in the sealed area, besides not getting hurt by the “training dummies”, was the breaking of Elizabeth’s mirror. Both Galaer and marbleman reported this as a ghost bust due to property damage, following some posts in the ghost discussion thread with yours truly. I had not played this mission at that time, so I argued Elizabeth’s direction to break the mirror not as an additional objective, since it didn’t show up in the task list. That argument I stand by. However, I did not know the details surrounding the mirror at that time. Although the storyline and the sound given when hitting the mirror with the sword indicate it is broken, there is no visible proof that it is. Rather, there is proof of the opposite, that it is NOT damaged. The screenshot below is taken immediately after hitting it with the sword, but before the screen goes white. All that really happens after hitting the mirror is the cut to white and the player getting teleported back to the previous room. It is an entirely scripted sequence, where no item is visibly damaged. In the interpretation section of Ghost rule #3 it says: “"No property damage" means no visible damage. Visible damage is when the object is destroyed or appears to be in a different condition than before.” Visible damage is the main indicator to determine whether this rule has been broken. This situation has resulted in nothing of the sort, regardless of whether the situation implies it or not.

 

 

Following this sequence I skipped taking Elizabeth’s balcony key, as it disappeared upon use and left the doors permanently unlocked. Instead I approached the moonlit pool from below and dropped the items in one at a time, timing the specter’s patrol route.

 

Back in the manor I placed Myron’s scroll on the proprietor’s desk and returned his key. Also put Nightingale’s diary in the mailbox and returned the staff key. The front desk clerk had now stopped moving and was only facing west. It didn’t matter. I ended up being able to return all 16 chess pieces for Supreme. They all teleported directly to the chess board, so it didn’t go against the principle of Supreme rule #13 to keep a clean inventory. Plus it gave me an extra bonus objective chime. The only such objective that couldn’t be finished for Supreme was taking Mr. Jim Jim. I took damage when frobbing it the first time. This is allowed as a last resort for regular Ghost, but I skipped it since it was avoidable.

 

 

Statistics:

Time: 3:04:08

Loot: 5650 out of 5650

Pickpockets: 7 out of 7

Locks Picked: 21

Damage Dealt: 0 Damage Taken: 0

Consumables: None

Ghost: Success!

Perfect Thief: Success!

Supreme Thief: Success!

Perfect Supreme Thief: Success!