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THE DARK MOD - Penny Dreadful 3: Erasing the Trail This
is one of the best city missions I have played in The Dark Mod, or in any stealth
game period. The alleys of Cinder’s End offer a network of passageway that
almost seems limitless, yet there is clear purpose in its design, leading the
player along towards the end of the Penny Dreadful saga. There is so much
hidden stuff here that will take up several days of playtime. Pure class from
Melan and Bikerdude this. This
mission had two kill objectives up front; Grunt and Almsmaster
Quandt. The latter I had to bring to the coffin at
Penury gate once completed. Fortunately, both of these had non-lethal
alternatives, which I would definitely make use of. In addition, I had to
steal 2,000 worth of valuables, and end by Woolmark
Gate close to the starting position. This mission also had a lot of keys, all
of which could be returned. It was in my best interest to minimize these,
both to avoid unnecessary pickups, but also to limit backtracking. Western Streets For
Supreme, the necessary first path was through the tenements for two reasons.
First, I couldn’t enter The Stone Head via the furnace, as I got hurt from
the flames. Second, although I could safely drop to the streets, I didn’t
find a feasible way up again. I thus stole the tenements key from the
patroller and entered the back courtyard. This was the only way to the locked
room with the enigma book. There was a hidden shrine underneath the
floorboards here. I only removed the two backmost boards, but I couldn’t
return them 100%. I had to farthest one stick up a tad, but it was hardly
noticeable (left image below). The tobacconist’s was imperative for me to
access to avoid having to kill Grunt. I quickly retrieved the lily dust from Armond’s apartment, then returned to mix it in with the
tobacco to check off the Grunt objective early. I didn’t return either of
these keys yet, in case I needed to use the route back through the tenements
later.
Powell’s
key behaved strangely. It wasn’t a problem taking it to loot his oil shop,
but returning it was odd. First, it simply floated in the air without
dropping. Second, I couldn’t bring up any other inventory item or even clear
my inventory until I got a fair distance away. It seemed like the key was
actively in my possession until the engine forced me to let it go due to lack
of proximity. Regardless, the nearest logical place was to return it “above”
the table inside the window, which is what I did. I
couldn’t enter the blacksmith’s shop on Dipper’s Walk for Supreme. Although I
could take the key through the window bars, I couldn’t return it from
outside, and there wasn’t enough time to lock the door and also put the key
back where it belonged (right image above). It was another one of those
strangely behaving keys, where it stayed suspended in the air wherever it got
put. Skipped the purse in here for Supreme then. Had
to pick up the heavy silver key from Bellingcourt
mansion before heading to the eastern part of town. Climbed the awnings on
Canon Street to get up there. Also got the purse from the old arsenal this
way. Used the canal to get to the eastern end of Dipper’s Walk. This bypassed
the guards’ conversation and thus two extra patrollers in the streets. There
were only two pieces of loot in the section by those guards anyway, so I
could get those on my way back later. Dipper’s Walk was thus quite easy to
cover. Grunt Entered
Grunt’s mansion from the third floor balcony. I needed his key and I could
also access the hidden passageway beside the desk. In order to enter the red
room I had to reflip the lever and block it from
closing. I’d still have to close it back up fully later, but I could do that
when returning the key. The plate in the kitchen was somewhat tricky, until I
realized the maid occasionally left the room entirely. On my first playthrough I never saw her do that. Took a small detour
out to Bindle Street directly from Grunt’s. I had to get the loot at the weaponsmith’s using the key from the canal for Supreme.
It wasn’t possible to go up the furnace without taking damage. I then
returned to Grunt’s and looted the rest unhindered.
I
managed to drop into the tombs without anyone hearing it. The undead had a
longer route, but they couldn’t be monitored from above. The only way to
leave the tombs after getting the loot was up to the power station. There was
a gate that only could be operated from the inside; it had been sealed off
deliberately by the locals. However, I still needed to close it behind me. I
could stand on the third step from the bottom and reach the lever, then run
up through the doorway (left image above). I always ended up bumping into the
door though, until I realized jumping up the stairs sometimes generated a
quick boost. It wasn’t a reliable method, but definitely repeatable. Usually
I’d end up hitting my head on the top doorframe and instead slow down, but
about 1 in 10 times I got the needed boost. I still had to angle the jump
correctly and slip out without hitting the door. I managed to do it 4 times
successfully, so I deemed it a consistent move. In
the power station there was a key for the door, but this also had to be
returned. However, it hung on the wall and had to be tossed back as I slipped
out. Fortunately, I discovered an additional key on a patroller in the
streets. In order to not have to tamper with the first key, I reloaded and
grabbed the key on the patrolled before heading into the tombs. That seemed a
lot cleaner for Supreme. The
rest of the mission wasn’t too difficult. Managed to avoid both the almsmaster’s key and the smuggler’s key by entering the
former via an open window on the canal side. From the basement engine room I
could use a hidden switch to reach the smuggler’s wine cellar and thus avoid
that key also (right image above). Here I brought along Grunt’s orders that
would complete the final objective non-lethally. Returned a bunch of keys on
my way back through the streets, five to be exact. Remembered to move back
the vase outside Grunt’s secret panel also. Finished the mission Supreme
clean! Statistics: Ghost
– Success! Perfect
Thief – Success! Supreme
Ghost – Success! Perfect
Supreme – Failed! Time
– 2:56:26 Times
saved – 284 Times
loaded – 148 Damage
Dealt: 0 Damage Received: 0 Health
Restored - 0 Pockets
Picked – 2 out of 7 Loot
Acquired – 3197 out of 3197 (Supreme: 3147) Killed
by the Player - 0 KOed by
the Player - 0 Bodies
found by AI - 0 Alerts
- 0 Suspicious, 0 Searches, 0 Sightings Stealth
Score - 0 Consumables
– None Notes: -
Skipped a purse
worth 50 in the blacksmith’s shop for Supreme. I couldn’t properly return the
key without leaving the door unlocked. |
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