The Black Parade - Mission 5: The Brand Another
stellar mission in this masterful campaign. This a throwback to The Haunted
Cathedral, but again the mission is better than the original. A nicely laid
out map balancing safe streets with infected ruins and a haunted mansion.
It’s perhaps on the easier side, but also extremely atmospheric and
immersive. I
had to find my way across the barricades and into the sealed section of Old
Quarter. Once there, I had to locate the Hawtrey manor and steal 7 family
portraits, along with the amethyst laid harp. During the night I also had to
pick up 1,500 in loot, plus make it back to the starting point. Streets Nothing
to report from the southwest streets. The guards didn’t alert to me, except
for the ones on the rooftops. I didn’t loot the alchemist yet, as this would
require multiple extra picked locks. I knew of a way back that would
circumvent those later. I entered the sealed section by dropping from
Glendower’s balcony. There were multiple other ways in also. The
first issue came in an abandoned house east of the small bridge by the
barricades. A sleeping zombie in the bed gave a growl when I snuck in to
steal two small coins on the floor (left image below). Normally, you can grab
a rock or a crate to stand on to avoid such busts, but this zombie was
already elevated in the bed. For regular Ghost I could rush in to grab the
loot with only a first alert, but Supreme had to skip these. Manor No
further issues until I got to the manor. Both the back door and the cellar
entrance were pickable. I wanted to avoid those. Luckily, I found I could
rope up the tree just east of the main entrance (right image above). One of
the doors up there was unlocked, so that became my entry. I
looted all the floors before getting branded. Along the way the only item of
concern was a diamond on a semi-hidden attic balcony. When taken, several
bones went flying and made an awful lot of noise. I didn’t consider this
property damage and I don’t think any enemy got alerted in the process.
However, a stationary apparition spawned in the ground floor ballroom to the
east, though it didn’t impact my progress. I considered the whole scenario
acceptable for all ghost modes. The rest of the manor was easy to sneak
through, so nothing to report. Left the building the same way I got in, by
sliding down the branches of the tree. Took
the sewers heading back. This way I could loot the prison without having to
pick the front door. There was a hidden way into the alchemist from the
sewers also, which enabled me to circumvent that door too. After getting
branded, a glyph gave access to a disgusting cellar with a back gate into his
premises (image below). The deadbolt on his front door could also be
relocked, so I could reset everything the way Supreme requires. Statistics: Time:
1:48:27 Loot:
3128 out of 3128 (Supreme: 3126) Pickpockets:
4 out of 4 Locks
Picked: 4 Damage
Dealt: 0 Damage Taken: 0 Consumables:
None Ghost:
Success! Perfect
Thief: Success! Supreme
Thief: Success! Perfect
Supreme Thief: Failed! |
Notes: -
Skipped two coins worth 2 in an abandoned house just past the
barricades for Supreme. I couldn’t avoid the growl from the sleeping zombie. |