WINDS OF MISFORTUNE This is a cool, yet
differently constructed city mission, made for the Speedmapping
Jam from 2024. A spiraling street layout that slowly takes you higher in
elevation. Classic Thief 1 style, but with an interesting, semi-linear
progression, which I rather enjoyed this time around. Follow the trail of a
break-in gone wrong, and reap the benefits of its aftermath. Highly
recommended this. Mainly, I had to find
Wexler’s stolen gemstone. To do that, I had to first find the captured thief
in Wexler’s manor. I also had to steal 2,500 in loot along the way. Darla’s
free contracts added further objects: Harcourt’s vase collection, the Caerulean Dagger, and Kareidas’
invitation, which I had to destroy. Free readables
have been deemed acceptable to get from the loadout
screen for Supreme, since they are not purchases, per se. Early Streets The first challenge came
in the street east of the bazaar. A purse lay atop some boxes on a plateau.
There was no easy way to get up there that I could find without a crate
stack. I was able to mantle the lamp to the south, but I couldn’t jump far
enough from there. Conveniently, three crates were located in the plaza to
the west. I hauled them over and made a stack in the dark alley close by
(left image below). Supreme prohibits stacks on patrol routes. My stack was very close, but not on it, plus the
crates were all dark. The patrollers didn’t detect me if I stood there, so I
figured that was ok. The jump was still tough, but doable. Two patrollers
used this alley, as far as I could tell. Tricky challenge early on this.
Another challenge for
Supreme came close to Van Luchmann’s shop. Three
coin stacks were located inside a window. I couldn’t get into that building,
but had to take the items from the outside chimney. Problem was, it was in
view of the guards on Wexler’s bridge. Eliminating a first alert here was
very tough. I was not able to jump directly from the balcony to the chimney
without being seen. Neither could I get on top of the lamp, which would’ve
been another place to take the loot. Instead, I had to make a very small hop
from the edge of the balcony fence to the tiny ledge directly outside the
window (right image above). I had to stay a minimal amount of time in the air
before mantling, otherwise the closest guard would alert. Once the mantle
mechanic kicks in, the game no longer counts it as movement, and thus nobody
will alert at that point. Turning back slightly towards the balcony in the
jump seemed to trigger the mantle sooner. Now I could inch over so that the
chimney pipe served as hardcover, then I hopped over to it. Got the loot from
here and slid down onto the red roof below. Then mantled back onto the first
balcony and left. Nice move! Wexler’s Entered Wexler’s from the
southwest, by dropping and mantling one of the trees in the garden. This was
a one-way trip. On the third floor was a guard with a purse. Using the door
alerted him (or so I assumed), so I had to take it from the stairs. It was
tricky to approach him without lighting up, but I found a predictable method.
Jumping and mantling the railing directly in front of him could be done
without a first alert. Surprising, as I had a yellow light gem through most
of the maneuver. I had to end the mantle quite far to the right, so turning
right mid-air and mantling close to the turquoise central pillar was key
(left image below). Inching off the railing, I could stay dark while grabbing
his coins (right image below). Dropping back down was actually important to
do fast, so the light gem didn’t have time to change until I was out of his
view. Another nice challenge this. During my recording for YouTube,
I realized this guard doesn’t alert to the door after all, so the entire
previous paragraph was nothing but a waste, albeit a nice challenge.
Wexler’s bedroom was also
tough. I ascended via the ventilation shaft. Both the northeast and southeast
corners were dark, but getting there was tougher. In the end it was mostly a
matter of waiting out both the sir and the pup. On top of the dresser was the
most convenient spot (left image below). Getting the bottle on the balcony
was a bit tedious, but again a matter of good timing. Headed down to the
basement and then through the streets to the thieves’ hideout to get the
Cursed Gem. No issues there. On my way back I returned the thief’s key and
the machine room key. The latter I had to put onto the letter on the desk not
to alert the dog to hunt mode. There is a small, silent spot in the center of
papers that can be utilized to return keys quietly (right image below).
The final challenge was to
get the purse in the guard station outside the front doors without having to
pick the lock on the doors. The best way to get there was to drop into a
mantle onto the fence from the chain off the second floor balcony (left image
below). I did this after cleaning Harcourt Estate, which didn’t pose any
issues. To get back to the streets, I first dropped onto the ledge outside
the fence, furthermore onto the armory sign below, then safely to the
cobblestone. Lastly, I returned the key found in a bird’s nest and ended the
mission. Statistics: Time: 1:49:49 Loot: 4582 out of 4582 Pickpockets: 3 out of 3 Locks Picked: 2 Damage Dealt: 0 Damage Taken: 0 Consumables: None Ghost: Success! Perfect Thief: Success! Supreme Thief: Success! Perfect Supreme Thief: Success! |