The Sound of a Burrick In a Room

 

[Thief: The Dark Project 20th Anniversary Contest]

 

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VIDEO REPORT

 

 

This is one of the best designed missions ever for Thief 1. Although perhaps not as universally loved as Skacky’s 2014 masterpiece ‘Endless Rain’, I claim the city’s layout is more accommodating to the player. I especially like the canal and how many places you can safely emerge, making the map almost overwhelmingly non-linear. Lore-wise it’s also a very important step in the path towards The Black Parade, with several important references to prior noteworthy fan missions.

 

 

Our main task was to obtain a prayer book via the burrick caves below Blexham Manor. Second, we were commissioned to steal Lord Reynesford’s statuette collection. Third, we had to locate and procure an antique scepter, though its whereabouts were unknown. In addition, 2,000 worth of valuables were required, before making our way back to the starting point.

 

After playing this mission not long after its release, I watched about 10 minutes of marbleman’s YouTube let’s play. I didn’t want to watch more, as I hadn’t ghosted it yet, but during those 10 minutes I learned something very important. If you avoid triggering Sutter’s cue outside the Overlord’s Fancy at the start of the mission, none of the thieves around the city will spawn, greatly easing our passage through the city. The streets were still packed with regular guards, but this made travel go a lot smoother.

 

To Blexham

It was difficult to figure out the most efficient way around town at first. I knew I needed the gear from the blacksmith in the north before heading to the southern part of town, so that was my starting plan. Cleaned out the grocer’s in the northwest and most of Lydecker Avenue first. The streets here had patrollers, but no area was without hiding spots. The blacksmith had a vent access to the fishmonger’s (left image below), but I went back and left from the blacksmith’s afterwards, to avoid picking open the extra door. Didn’t move further east from this, as the plaza here was quite exposed. Instead I headed back west and ascended a rope arrow to some hidden loot far above the canal. There was an attic with a very well hidden silver nugget up there. Dropped directly into the start of the canal and mantled up once a guard here had left. Then accessed the stonecutter’s via a ledge and a panel close to Lydecker bridge (right image below).

 

 

 

I’m not sure what direction is the easiest to approach the stonecutter, but arriving from the fireplace vent was quite the challenge (left image below). He had a very short patrol route, stopping at either table, facing south or west. The first problem was sneaking out of the vent grate without making noise. Due to limitations in the engine, Garrett always makes a clunk sneaking off a ledge after a crawlspace mantle, so I tried to land on the edge of the boxes and quickly sneak east into the dark corner. It was possible to do without alerts, but it was annoyingly unpredictable. From here, I had to jump into the window of the appraiser’s next door (left image below). The only time to go was when the stonecutter stood by the western table. I had to wait several cycles for the timing to be convenient, as a guard in the appraiser’s courtyard would occasionally see me make the leap. Other times the stonecutter would start patrolling again too quickly and would spot me in the appraiser’s windowsill before I could get into hiding. Mantling the table and the first windowsill also had to be done silently and slowly, otherwise he’d make a settling remark after resuming his patrol. This scenario was more frustrating than enjoyable.

 

The appraiser’s building itself wasn’t difficult. The sir patrolled both floors, but he had gotten stuck in the ceiling (!) downstairs. Luckily, he didn’t see me do anything so I could roam about freely. Used the front entrance in order to leave. Lockblocked the door so I could return the key to the top floor. Worked my way southeast from the courtyard without issues. Passed through the magistrate’s place and arrived on a balcony north of Blexham Manor. There was a necklace on a statue high on the wall here. I could get it and the rope arrow by dropping onto the edge below. If landing on an incline, no damage is taken. Approached the main manor through a tower just to the south (right image below).

 

 

 

Although a difficult task, I could cross the pipe east and enter a building closer to the hammerite church. From there, it was possible to continue traversing the map southeast. However, that area could easily be climbed from the streets later on, and right now I wanted to aim at reaching the burrick tunnels.

 

Surprisingly, I have nothing to report from Blexham manor. Patrols were tight and I had to visit most of the rooms to get all the loot, but many of the hallways were stone and patrol routes fairly long. There were also plenty of open windows and climbable railings that gave me extra options for moving around. The biggest problem was comprehending the manor’s layout. I counted three totally separate winding staircases, and some of the floors were weirdly layered, almost abstractly so. Regardless, I found my way to the basement where I waited for the servant to leave. I had to frob the back wall three times in order to access the burrick tunnels (left image below). This has been agreed upon before in the ghost discussion thread as not being considered property damage and thus no Ghost bust. Since you are not using equipment and no visible damage is shown on the piece of wall removed, this event functions more like opening a door that cannot be reclosed. Readables elsewhere already talked about the wall’s integrity being compromised due to the burricks. Frobbing it indicated all Garrett was doing was pushing on the wall, much like a hidden panel. If the wall had split up into individual bricks, it would probably have been a rule violation.

 

 

 

Caves and Beyond

The burrick caves posed no issues. I ascended the steep climb to the butcher shop first. Had to grab his key in order to relock the picked door from the meat locker, but I dropped it back and went down the tunnels again once I’d gotten the loot there. The other part of the caves led to the tomb below the hammerite church. It had a bunch of loot and the prayer book, none of which was difficult to get. The circling haunt in the inner chamber was tricky, but there were shadows from where I could lean in to steal the items. The problem was getting out. I wanted to climb the ladder up to the chapel, but getting onto the altar framework proved more difficult than first anticipated. The best place I found to wait was southeast of the casket (right image above). Here I could stay concealed of all light sources and watch both haunts patrol. As the circling haunt turned west, I crept over to the casket’s east side and mantled up. By now, the haunt was walking south. Before it turned east I had to mantle the upper railing, but I had to back up to the very edge of the casket in order to do this. Otherwise I’d just bounce back to the floor. Once I found the method, it was easily repeatable. Luckily, the chapel entrance could be closed as I mantled up the ladder.

 

Just like Blexham Manor, the church overall wasn’t that difficult. Although there were quite a few patrollers, they all visited multiple rooms and there were hiding spots in most locations. I jumped from the walkway on the top floor to father Quentyn’s courtyard (left image below). That way I didn’t have to pick the door to his chambers. Found two of the hidden magpie treasures on the church roofs. Dropped into the canal to the east and ascended the staircase on Bulwark Street (right image below). The current was strong, but I could just manage to avoid its pull.

 

 

 

Reynesford & Chancey

The Bulwark and Lydecker crossroads was definitely the most trafficated spot in the mission. I counted 6-7 patrollers that ventured through or in view of this area. I managed to grab both purses from the swordsmen here, but not without applying some patience. I used the top floor balcony to enter Reynesford’s. Both lower floors had access doors but they were unnecessary to pick open. A conversation triggered two patrolling guards. One headed downstairs and activated a servant who had spawned in the foyer. The guard ended up patrolling the entire mansion vertically, while the servant went up to clean up the bodies and making loops on this floor. At this point I got the loot downstairs and headed all the way up to Reynesford’s chamber.

 

His quarter was the most difficult place in the building, but his patrol was predictable and there were safe spots. The doorway was dark enough to conceal me from both him and the guard who came all the way up here. I snuck into his bedroom behind his back (left image below). Here I could pick open the chest and get one of the documents. Went back out to the dark doorway as he was staring at his safe. The next time he went to the bedroom, I could pick it open and grab the contents. Nothing to it. Dropped back to the street level by the main entrance once the archer there had wandered off.

 

 

 

Moved south and cleaned the sommelier’s place with no trouble. Dropped into the canal next so I could enter Chancey & Co. via the grate above the beams. I anticipated the warehouse to be quite difficult, but it didn’t prove to be. Only two patrollers, and the worker spent some time out of view in the office. I left the old gear on the floor below the machinery. If it hadn’t been a junk item I would’ve brought it along. Perhaps I should’ve dropped it in the canal or something. Nobody alerted to the vault remaining wide open, which definitely broke immersion some. No matter.

 

Going Home

Snuck west on Church Way next. Didn’t pick open Jeremy’s door as there was a different way in. I instead climbed up a planter box atop the hill (right image above). This took me to some ledges that led to Jeremy’s chimney. Outside his window I found the third and last magpie treasure (left image below). Returned up the chimney and all the way to Duke Leonard’s balcony. Crazy scene up there. Luckily the drunks didn’t react to me.

 

Further north I made an insane jump northeast across the canal, mantling up the church bridge (right image above). That was just to avoid backtracking and dodging all the patrollers in the streets. I had to drop the two documents in the donation box for the extra objective. I still had to sneak back across the bridge, but at least this was just one way.

 

 

 

After this, all I had to do was loot Rowe Street, including the bailiff’s estate and surrounding buildings. I didn’t take the bailiff’s key from the patrolling guard’s belt, as there was another copy inside. Remembered to take the coins in the Rowe Street underpass as well. From there I snuck back to the beginning and ended the mission.

 

 

Statistics:

 

Time: 2:09:16

Loot: 4553 out of 4553

Pickpockets: 6 out of 11

Locks Picked: 14

Damage Dealt: 0 Damage Taken: 0

Consumables: None

Ghost: Success!

Perfect Thief: Success!

Supreme Ghost: Success!

Perfect Supreme Ghost: Success!