THE DARK MOD

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Penny Dreadful 3: Erasing the Trail

 

LOOT LIST

VIDEO REPORT

 

 

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.