THE DARK MOD

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Mission 2: Tears of St. Lucia

 

LOOT LIST

VIDEO REPORT

 

 

This is definitely a much more fleshed out mission compared to A New Job, but also a lot tougher. Part city, part church mission, although the latter is where all the action takes place. The streets are mainly for show, but enjoyable enough. I especially like all the work put into the readables, making the hammerite church and its inner workings seem believable and alive. I’m realizing that The Dark Mod is in principle more challenging than Thief ever was, especially on the highest difficulties. I’m still a newbie to the mod though, and still learning as I go along, but I can definitely recommend this as a solid challenge.

 

 

I had to find a way into St. Roderic’s Church and steal the relic, supposedly kept in an ornate box, that had made the statue of St. Lucia weep. Secondly, I had to damage the statue and make it look like an accident. 1,750 worth of valuables was my loot goal, plus making my way back to the starting alley.

 

Streets

The initial streets only had two issues. First, the (chamber?) pot with the padlock key couldn’t be replaced to the correct windowsill. Frobbing the pot automatically put the key into my inventory, but it also made me pick up the pot. Dropping it without moving it even an inch made it fall to the streets below. In fact, anywhere along that sill made it fall. It was almost as if the pot originally was suspended in thin air, but when picked up now needed solid surface to rest on. That sill seemed to have no clipping surface at all. Supreme only requires you to put items back in the nearest logical place if you cannot physically return it to its original location, so the adjacent sill would have to do (left image below). It behaved the way a normal windowsill should.

 

 

 

The next issue came on the enclosed floor with the dead “squatter” above the sewer entrance hatch (right image above). It had four boards protecting it. I could reach them all from below and move them out of the way, but it easily triggered alerts. Remember, I use Dragofer’s Stealth Statistic tool found here. It is almost essential if wanting to reduce the amount of triggered alerts. I will use it for every mission I ghost, I can guarantee you that. The first time I moved the boards I didn’t bother to check the stealth tool even, as there are only neutral homeless people around the streets, but no guards. Then when I reached the sewers I suddenly had 10 alerts! I then realized the guy in the boarded up shelter just north of the sewer entrance building triggered these alerts. If you enter his place and he sees you, he’ll say “I don’t want any trouble”. I guess he’s not fully neutral after all. I eventually managed to both remove and replace the boards to the upper floor, as well as the debris on top of the sewer entrance, without triggering any alerts from him. It was difficult, but good practice in object manipulation.

 

Sewers

The only issue underground was in a small closed-off section with a single spider (left image below). It was guarding a dead end tunnel with a piece of loot. I’m not sure if all spiders are equally sensitive, but it could hear me and trigger alerts even before ascending the ladder that led to the adjacent tunnel. I could get as far as in the picture without any modification to the stealth score, but beyond this was impossible. The spider’s patrol route was completely random; it didn’t even seem to have set boundaries. It would just randomly stop at any point in its path, turn around, continue, or keep staying there. I found no way to drop to the lowest level without busting Ghost. I never got the spider to trigger only an alert 1, the minimum was a suspicious alert (called alert #2), where it stopped because it heard something. In TDM, there seems to be no way to drop silently off an edge, unless you’re landing on grass, carpet, or other soft material. Here there was only rock or wood. In Thief you can always drop a distance like this and hold crouch in order to avoid falling noise. Not in the Dark Mod. Also, there is no silent outer edge of objects to land on, which could’ve taken me quietly onto the lower level of barrels. If using a moss arrow (which you have to buy ahead of the mission), I could get to the bottom level undetected, but as soon as I crept into the tunnel out of view of the bright mushroom, the spider usually detected me and turned around. A couple of times I managed to creep into the far corner beyond the tunnel, but I would then bump into some debris on the floor and make noise. If not, I would be too close to the spider as it patrolled back and once it bumped into me, I was caught. As if this wasn’t enough, once you take this piece of loot, two more like spiders spawn in the previous area, making it absolutely impossible to return. Long story short, this piece of loot must be skipped for all modes of ghosting.

 

 

 

St. Roderic’s Church

I emerged in the lavatory. Reverend Brenard was the only one who visited this room. He could spot me through the toilet lid, I assume via the tiny slit on the side. He had a rather lengthy, though random patrol route around the premises, but he often visited both the restroom and his private chambers. I could quite easily take his key from the outside hallway. Even though he unlocked the door to his room, you can’t block doors in TDM like you can in Thief. Enemies will turn around and wait until the door is fully closed before continuing. If you frob the door at any time before it fully shuts, they will start the door-closing process all over again, and usually give a verbal remark in the process. Although the ghost rules for the dark mod still is a work in progress, the current rules does not allow scripted alerts to open doors, even if they don’t show up in the stats. Thus, taking his key was 100% necessary, as his chambers contained a mandatory objective and the door was not pickable. I knew from Galaer’s report that there was a loot item in there that he would detect missing and alert to, so although I had his key, I didn’t enter his room yet. Alerts to missing loot are currently deemed allowed for all ghost modes, as long as you are not seen or heard in the process. We have reasoned that loot is such an integral element to gameplay that ghosting shouldn’t discourage taking it, unless enemies see or hear you in the process. These alerts do not count towards the stat score. Such items would therefore be beneficial to take as late as possible.

 

I also stole a guard’s key patrolling in this area, and looted his quarters. Nobody else went in there. Cleaned the southwest area of this floor easily. The meeting hall was just a matter of waiting for it to be empty. I think the reverend and two guards came through here at some point. Hilariously, on top of the table was the best place to hide. The gems in the portrait were tough to find. Tougher still was the scriptorum further south. A lone scribe was sitting in there, facing away from the entrance (right image above). Two loot items were on shelves along the western wall. The key to snatching both items was using the variability in the vision of stationary enemies. All of them turn their heads either direction from time to time. At first I thought this was just idle movement, and it is, but it actually changes their viewing angle. This can be frustrating if you get caught when you don’t expect it, but it can also be exploited in order to access areas that would otherwise be covered. The rightmost shelf wasn’t too difficult to approach. Here, as long as the scribe didn’t turn north, I could lean in for the steal. The left shelf was tougher. If I snuck up next to him, he had to look south like in the picture for me to steal it successfully. I got all the loot in this room with perfect stealth score intact.

 

Crypt

The crypt was extremely tough. I could have doused a few of the torches/candles, but I wanted to try to fully Supreme Ghost it. There were two entrances, the elevator shaft to the east being the best approach by far. The door was frequently used by one of the two patrollers, and enemies very easily detect doors being open in TDM. The crypt had a central foyer and three side halls with caskets; all of these locations had loot, and plenty of it. The patroller who utilized the door also went down the western and southern halls. The second patroller went back and forth between the eastern and western halls, but he could also stop in the foyer, facing south. The latter patroller had an eye patch and thus couldn’t see to his left. This was very helpful.

 

 

 

I took the loot in the east hall easily, since it was dark and this was where the lift dropped me off. TDM keeps you on alert even in perfect shadows (if there even is such a term in this mod), as all enemies will catch you if they bump into you. This was a point of contention by many players in Thief, so I’m happy this has been corrected. As the eye patch guy headed west and the other guard left through the door, I followed, grabbed the loot on the pedestal in the foyer, and headed down the south hall. This was a very risky place to be, as both guards could see me from the foyer, and as mentioned, one of the guards occasionally came down here. I could hide behind the broken casket, but I couldn’t hide here if the guard came by. Then I completely by accident found a weird “glitch”. If you crouch in the southwest corner of this hall, lean right and move your mouse slightly west, the light gem suddenly goes a lot darker (left image above). This trick did work in other areas around the map too, but nowhere was its effect as apparent as here. I think that when you are leaning, if you move the mouse, you are actually tilting your head sideways, almost like putting your ear to the ground. If the game this way detects that you are even lower to the ground, then you might take on the light properties of the floor, where it might be considerably darker. I don’t see any other reason why this would affect your light gem this tremendously. I went from being spotted all the way from the foyer, to not even getting an alert 1 if the patrolling guard came down this hall. If this is a universal trick in TDM, it could be a crucial find for the ghosting community.

 

From this corner, I could time both patrollers and head back to the foyer. There wasn’t enough time to go down either of the other hallways from here, so I quickly mantled the top shelf in the southwest corner (right image above). Here I was safe from anyone passing. With one out the door and the other close to the elevator, I dropped and looted the western hall. It was pitch black all across, so no worries there. Then I could quietly follow the eye patch guard back to the lift and dodge him as he patrolled back. Still perfect stealth stats!

 

Statue of St. Lucia

Next up was the chapel. The altar was mostly dark, yet the only piece of loot there, a chalice next to the pulpit, was noticed by either passing patroller. They literally raised havoc once noticing its absence and scoped me out quite quickly. I skipped it and would look for a way to get it later. Instead I followed both patrollers (who were not far apart) down the carpeted aisle to the east end. Here I grabbed the vestibule key from one of them and hid in the back room.

 

The vestibule was the second highly challenging area, rivaling the crypt in difficulty. I entered via the southern door. Two guards; one stationed in the north, pivoting west-southeast, and a patroller with three random stops. All the loot in the northern end of the room could be noticed by at least one guard. Instead I started by grabbing the items in the south. There was a very tough to find ruby on a shelf by the large statue here (left image below). It was the last piece of loot I found during playtesting. The vase in the arms of the statue in the southeast corner was tough to get. Both enemies in this room had to be facing away and I still had to creep-crouch around the corner of the scaffolding not to trigger any first alerts. You can instead drop from atop the huge statue if you want, but you still have to sneak back along the ground.

 

 

 

Getting the loot in the north involved proper planning and some luck. Missing loot isn’t always noticed by enemies on the first passthrough, and that can give you precious time to get out before they start searching. After having searched and given up, in TDM enemies walk around with their weapon drawn, indicating that they are a lot more aware of their surroundings than normal. Another reason why taking this loot last was smart. If the stationary guard was facing west, I could sneak around on the back of the large crate and grab all the loot unseen. I also took the walkway key from the table here. The patrolling guard also carried a copy of it, and although the verbal remarks enemies give to missing keys are allowed for Supreme, I wanted to avoid it if I could. None of the keys were returnable in this mission anyway. With a bit of luck, I could now sneak over and leave through the southern door (the same one I used to enter) before anyone noticed the loot being gone. The sentry also had to be facing east not to notice the door being open.

 

The final piece of loot was a plate on a table with a candle directly in front of St. Lucia’s statue. This one I had to take coming through the northern door, and again the guard here had to be facing east (right image above). I did this move about five times and only once did he not alert to the loot missing. Most often, he would comment instantly and start searching, quickly encouraging the other guard to join in. Checking my stealth score, however, it still said zero across the board. The last time he didn’t alert right away and I was able to get back out to the chapel unseen. I could then hear both guards starting to search through the door.

 

The only thing left to do was destroying the statue. I went in through the western walkway door this time, accessible from a ladder northeast in the chapel. The idea was to drop the large stone hammer onto the statue from above by pushing it. I got up there by mantling from the walkway railing. At first I tried from the crate, but it dropped a few inches once my weight got on it and that alerted both guards downstairs. After completing the objective, all the guards from the courtyard and the chapel entered the vestibule, fully alerted. There were six guards searching in total. I’m not sure if this is a scripted response or from them hearing the drop. Either way, it didn’t count towards the stat score. I still considered this a bust, as it was a direct consequence of my doing. Destroying the statue didn’t count as property damage though, since it was explicitly directed in the objective.

 

While the guards were searching, I could easily go back to the chapel and grab the gold chalice. I also headed back to the reverend’s room to steal all the gold and the relic behind the secret panel. From there, the way out was next door. Headed all the way back to the initial entrance, where I replaced the debris as best I could. Ended the mission in the starting streets.

 

 

Statistics:

Ghost – Failed!

Perfect Thief – Failed!

Supreme Ghost – Failed!

Perfect Supreme – Failed!

Time – 1:07:47

Times saved – 103

Damage Dealt – 0 Damage Received – 0

Health Restored – 0

Pockets Picked – 5

Loot Acquired – 2780 out of 2830

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 gold plate worth 50 in the sewer tunnels. The patrolling spider was impossible to fool for any ghost mode.

-          While damaging the statue of St. Lucia isn’t a bust, as it is explicitly stated in the objectives, the guards got alerted in the process. Although these alerts didn’t count towards the stealth score, I still counted them as busts.