THE DARK MOD

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Thief’s Den 3: The Heart of Lone Salvation

 

LOOT LIST

VIDEO REPORT

 

 

The best Dark Mod mission I have played so far, by a long shot. It still doesn’t reach the heights of some of the absolute best Thief missions, but I’ll be fair and say it comes close. The story, difficulty and non-linearity are its strong points. It lacks a bit in mansion layout, especially on the ground floor, but that isn’t enough to take away from a crowning achievement courtesy Fidcal & Co. It’s possible to Supreme ghost, but not without some hefty challenges.

 

 

I was tasked to steal the gemstone called The Heart of Lone Salvation along with some information about it from Eldridge Hall. I also needed to obtain Lord Eldridge’s Book of Rogues, in addition to 6,000 worth of valuables. Two optional ghostlike objectives were also present: 1) Not to start a major alert, and 2) not to let anyone know I was there, which I assume would be considered a ‘minor’ alert. Another optional objective was to find 8 out of 13 secrets. Of course, all optional objectives are required following the Supreme Ghost rules.

 

Ground Floor, West

I entered the compound by way of the well, arriving in the basement. I could’ve gotten over the parapet without alerts, but it was more time consuming and a lot riskier. I would have to return to loot the courtyard later anyway. In planning a specific route for this mission, I was limited by a few factors. 1) This mission had a lot of keys, most of which weren’t necessary to pick up for two reasons. One, there were easy ways to circumvent the doors they opened. Two, there were other keys that replaced their use. For example, both Hink’s footlocker key in the front gate control room, as well as a key stuck in a footlocker in the southeast barracks on the ground floor, operated trunks that could be unlocked by the ‘master footlocker key’. Similarly, there was a ‘master bedroom key’ that worked on multiple chambers on the upper floor, removing the need to obtain other keys for these rooms. 2) Quite a few doors were pickable, but didn’t have any key assigned. It isn’t against the Supreme rules to leave these unlocked, but for obvious reasons, I wanted to minimize picking those types of doors. If the Supreme rules require you to relock doors that are relockable, then it seems in the spirit of that mode to also avoid picking doors unnecessarily.

 

 

 

With those boundaries in mind, I started cleaning the southern part of the ground floor. Found the first master footlocker key on a sleeping guard in the barracks (left image above). This was a crucial early pickpocket, as it opened every footlocker in the staff rooms. Moved my way west and rounded the corner north without issues, picking up loot along the way.

 

A weird situation occurred outside the interrogation room. I didn’t have the key for this gate yet, but a corpse in a cage in there was rattling around. This made so much noise that any enemy patrolling near here would alert and start searching (right image above). It didn’t count towards the stealth score and didn’t bust any ghost mode, but it was impossible to sneak by this area once it happened, plus the alerted guards would be patrolling around with their weapons raised and be highly sensitive for the rest of the mission. The only way to avoid it was to wait in the far southwest corner of the floor for all patrollers to pass by. The engine seemed to shut off this animation if far enough away. I was hoping this wouldn’t lead to other problems later on. Strange that this issue hadn’t been picked up during beta testing.

 

My first real ghosting challenge came in the front entrance hall to the north. Two guards were stationed by the front door for some time, before patrolling the side hallways, east then west. Four other enemies also patrolled through this area from time to time, but they had longer and less worrisome routes. Two lion statues worth 175 each were placed on top of the front door frame. The only way to get them was by jumping, but that always alerted the guards, even if they were at the far end of their patrols. A useful trick I recently discovered is to use a droppable readable to cushion a jump on noisy surfaces, sort of like a makeshift removable moss arrow. The only readable in my possession was Sam’s message, but that fit the bill perfectly; small, flat and silent. I waited just south of the door until both guards walked away (left image below). If their routes were mistimed, luckily one of the guards patrolled faster than the other, so sooner or later they would always synchronize. Creeping out from the shadows, I walked over to about one tile’s length away from the loot, then stood up, looked straight down and dropped the note. Then I could lean and jump to grab the statue. I had to wait for the next loop to get the second one, but it worked like a charm just the same as the first.

 

 

 

The ceiling light fixture in the front hall also had loot; four gemstones to be exact. They were easy to get once I knew how. I didn’t realize until very late that I could climb the chandelier chains. Again waiting for the guards to leave, I mantled up the chandelier, climbed the chain and leaned in to grab the loot (right image below). Yes that’s right, you can lean while climbing in The Dark Mod. Perfect!

 

Upper Floor

Grabbed the old key from Lord Edridge’s bedroom first. I needed it to proceed with the main objectives. I’d have to return here later to relock the door with the master bedroom key. Skipped Lady Helena’s bedroom, but instead picked the lock on her personal suite. There were at least two other ways into this area of the mansion, but both required picking up unnecessary keys, so this was my chosen route in order to stick to the Supreme rules as closely as possible. Exited out her window to get the secret loot from the garden (left image below). This skipped any need for either of the garden keys. The spiders could easily be dodged.

 

In Helena’s suite I did come across something strange. A lit candlestick couldn’t be operated in normal fashion. Usually, you can move the candle piece off the base and then take the valuable part without problems. Here, the light extinguished whenever the loot was taken, no matter what. If I moved the wax part to the opposite end of the room, then went back to take the gold, it still extinguished. I could light it back up with my match just fine, but this didn’t seem good enough for Supreme.  Rule 6a says “no removal of light sources”. Even stranger was if I put out the light before taking the base, the candle turned back on again! This told me there was a script to alter the light property of the wax part when frobbing the loot item. This seemed like an author oversight, so I decided to put out the light and immediately frob the candlestick part in order to get the loot and leave the candle lit. Although the light was only off for a mere fraction of a second, this was technically a Supreme bust, so I skipped the loot for that mode.

 

Got the chapel key from the chambermaid’s quarters and looted the office further south next. I discovered that pickable doors used by patrolling enemies get relocked the next time they use it. This is great for Supreme, as doors that would normally remain unlocked due to my action now won’t. Finally I headed up to deal with Martha.

 

 

 

Martha alerted like a hostile civilian. She would even fail the optional objectives if seeing me. Luckily, part of her route included the treasure cache room to the north. While she was in her bedroom area, I could grab the painting and the gemstone. Then when she headed over to the treasures, I took her bracelet and exposed the floor hatch. I had to move things out of the way silently, but also so that she didn’t bump into things during her normal route (right image above). The western wall was for the most part dark. I’d have to come up to reset her “furniture” later, but then again I had to bring the holy healing potion regardless.

 

The library posed no issues. Found two more candlesticks with the weird light extinguishing script here. I grabbed them using the same method as in Helena’s suite for Ghost, but skipped them for Supreme. Had to take either the spare library key or the disused room key to proceed; I chose the former, as it somewhat reduced backtracking.

 

Courtyard

Left the rear hall via the window. I didn’t want to pick the lock to the guest bedroom hallway, and I also wanted to avoid taking the balcony key, so the window was the only other option. I used a couple of rope arrows to climb the balcony roof and furthermore get onto the roof of the tower west of the parapet (left image below). There was loot up here that was tough to reach from below with the lantern guard present. I then dropped onto a preplaced rope from the east tower. Used Sam’s message like before in order to retrieve the arrow undetected.

 

 

 

Used the master footlocker key to get the loot from the east tower. This skipped the need to get Hink’s key from downstairs. Had to use Sam’s note yet again in order to descend to ground level. Dropped it from the canopy onto the barrel on the west side (right image above). I could have used the west parapet door, but this was very difficult dodging both patrollers plus the lantern guard.

 

A better method once on ground level was to head back in through the door. The Dark Mod rules do allow for the use of doors to block light sources, and that was the method applied here. If opening the door about halfway, it would cast a shadow along the foot of the door, enough not to get spotted by the bald guard across the yard (left image below). After taking the loot inside, I used a similar method heading back out. Sneaking across the courtyard due northeast, I mantled through a window, emerging in the ground floor’s southeast section.

 

 

 

Ground Floor, East

The dining hall was a tough place. A lone guest sat with his back towards the double doors on the north wall. Another door was in the eastern corner next to the fireplace. There was a lamp right by this door, which made it problematic to enter this way. However, if using the leaning technique described in previous reports, I could approach the fireplace unseen. All I had to do was lean right and creep-crouch along the perimeter of the fireplace (right image above). You can walk or run while leaning in TDM. If holding lean while reloading, you will even spawn in a leaning position. With a standing hop, I could furthermore climb the mantelpiece. Here were two candlesticks. The ring on the bust in the southeast corner I wasn’t able to reach for Supreme. I could drop to the ground on the south side of the fireplace if placing a paper on the ground first. I managed to land a few times without getting comments from the guest, but I could never get the loot, let alone climb back up the fireplace without severe busts. I tried using rope arrows in the ceiling also, but I was even brighter doing this. The rest of the room wasn’t difficult to loot, but I had to douse the fireplace in order to reach the ring for regular Ghost (left image below).

 

The living quarters with Lord Edridge wasn’t hard. I could move around the room counterclockwise coming from the west. I could even mantle the fireplace and move right in front of his face (right image below). Got all the loot and the Book of Rogues this way.

 

 

 

Only needed the master bedroom key and the pump room key from the housekeeper’s, plus the loot of course. Then circled around to the western hallway again.

 

The Heart

Accessed the maintenance room behind the crates in the pump room. Replaced the floor tile and the crates hiding the key also. In the boarded up display room was a spider that could hear me in the nearby flooded section. Had to use Sam’s note again to drop from the pipe into the water. Carefully removed the bricks and entered. The room was dark, so as long as I crept slowly, I was fine. To open the cage, I had to flip a switch in the ceiling. Used the note again in order to reach it by jumping (left image below). That trick quickly became my new saving grace in this mission. Used it again when dropping to the ground. Lowered the pedestal and opened it by lighting the top brazier with one of my matches. It is not against the Supreme rules to create light sources, however, you are supposed to reset everything to its original configuration, so I had to use a water arrow to put out the light afterwards. That is ok, as long as the light source wasn’t there to begin with. The spider didn’t hear this at all. Needed the note yet again to get back to ground level. Although I couldn’t close up the gate or lift back up the pedestal, I reset both switched just for good measure.

 

Couldn’t replace the bricks perfectly when returning to the flooded section. I did the best I could and that’s all the Supreme rules require (right image below).

 

 

 

Went to the interrogation room next. I bumped the loud corpse out of the cage, in order to avoid alerting the outside guards. I figured that was ok for Supreme. When I played the mission the first time, the corpse had found its way out of the cage on its own, so it’s not like this result was inconceivable. After finding Sam, I had to drag him through the tunnels to the storage room. This was a bit tedious, as the hallway patrollers above could hear his bones rattling. I had to pay very close attention to the stealth stats, since I couldn’t really hear the guards’ mutterings if alerted. It was easier once I could pick him up instead of dragging him. Left him on the floor in the chapel. There was another candlestick I had to skip for Supreme in here.

 

Upper Floor Again

I could now revisit the upper floor, by way of the front entrance hall. Relocked Lord Edridge’s bedroom door and looted the guest rooms to the east. No issues here really. Eleanor’s chest key was the only one in the mission that could be replaced, but when I did, I couldn’t manipulate it at all. It just stuck in place wherever I put it, even in mid-air. I managed to put it an inch or so above her neck, but couldn’t get it closer than that (left image below). Yet another candlestick with the light bug had to be skipped in here for Supreme.

 

 

 

Andrew’s room seemed difficult at first, but didn’t prove to be. He sat on a chair with his back against the entry door. He was turned slightly to the left, but there was a pillar and some drapes in that end of the room that actually blocked his line of sight. It’s not like in Thief where enemies can see through anything made of fabric. The toughest loot item to get was a goblet inside a pot from the armoire in the northwest corner. I had to inch out from behind the nearest pillar and silently maneuver the pot out of the shelf (right image above). Since enemies randomly pivot their heads, I got caught a few times before being able to replace it. Object manipulation practice is never a bad thing.

 

Conrad’s room was devoid of enemies, but had the final lit candlestick that needed to be skipped for Supreme. That made six in total. Cleaned Lady Helena’s chambers also on my way back through the front entrance hall. Finally I returned to Martha’s cell and rearranged her furniture back to how it was before, which the Supreme mode required. No issues there. Also left the holy healing potion to check off the optional objective.

 

From there I left via the underground water supply, destroying the Heart of Lone Salvation on my way. Returned to the start by way of the streets and finished the mission Supreme clean. What a ride this was!

 

 

Statistics:

Ghost – Success!

Perfect Thief – Success!

Supreme Ghost – Success!

Perfect Supreme – Failed!

Time – 3:00:19

Times saved – 345

Damage Dealt – 7 Damage Received – 0

Health Restored – 0

Pockets Picked – 5

Loot Acquired – 9097 out of 9097 (Supreme: 8797)

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 – 2 water arrow (Supreme: 1 water arrow)

 

Notes:

-          Skipped a total of six gold candlesticks worth 40 each for Supreme; in Lady Helena’s personal suite, the library, Lord Edridge’s hidden library chamber, the chapel, Eleanor’s bedroom, and Conrad’s bedroom. The flame went out once taking the loot, and although they could quickly be relit, Supreme doesn’t allow any removal of light sources.

-          Skipped a ring worth 60 in the ground floor dining hall for Supreme. The sitting guest saw me approach the bust unless I first doused the fireplace.

-          I have no idea where the damage dealt comes from. Could it be from destroying the Heart? If so, that is excused per the objective.