PREVIOUS MISSION                                                                             THIEF 2                                                                                     NEXT MISSION

Mission 12: Kidnap

 

LOOT LIST

VIDEO REPORT (Narrated Run)

VIDEO REPORT (Segmented Run)

 

[This report has recently been verified with TFix/NewDark 1.27. No changes exist between OldDark and NewDark for this mission, as far as ghosting is concerned. Keep in mind that there is a difference between playing the game in NewDark with or without TFix. TFix updates the core mission files, as well as applies .dml files that tweak the environment in numerous ways. These changes aren’t supposed to have a significant impact on gameplay, but when ghosting, slight changes could occur. If wanting as close to the “vanilla” experience as possible, install just NewDark, without any further patches. I have ghosted the game 1) in OldDark, 2) in plain NewDark, and 3) in NewDark with TFix.]

 

Believe it or not, Kidnap is one of my favorite missions in the game. I rank it in the top 5, along with ‘Precious Cargo’, ‘First City Bank and Trust’, ‘Life of the Party’ and ‘Sabotage at Soulforge’. It is very hard, especially if going for all the loot and gear, and even more so if Supreme Ghosting. But as I’ve alluded to before, many missions in Thief 2 are just too easy, which in my eyes make them boring. Kidnap also has one of the niftiest Ghost moves in history. I’m of course talking about Sneak’s ‘Unhooking the Caboose’. I can’t even imagine how much experimentation lies behind that endeavor. Situations like such make missions memorable, and that’s exactly what Kidnap is.

 

Overall score: 8.7/10

 

 

Not much had changed objective-wise since the start of Precious Cargo. The instructions said to “find and kidnap Brother Cavador, and take him with you when you escape”. Kidnapping implies blackjacking, and I obviously couldn’t take him with me unless he was unconscious. The 1 damage was therefore excused, but no other busts could be incurred in the process. As of now, the only other important objective was to find a sample of Karras’ New Scripture.

 

I am happy I read Sneak’s archived report of this mission before I started my Ghost run. I had failed to realize that Cavador’s trio doesn’t start patrolling until you read the papyrus revealing his route. I thought they started patrolling as you enter the K.D. site, or even at the start of the mission. The fact that you can control their patrol like this makes the entire mission a lot more attractive. I absolutely hate (with extreme and utter passion) timed video games. I enjoy doing things at my own pace, being as thorough as I can, until I feel comfortable moving on. If I would’ve had to find Cavador within a certain amount of time, this mission would have plunged to the bottom of my list. I know that wouldn’t have done the mission justice, but that simply reflects my revulsion of time requirements. I’ll take Yoshi’s Island over Super Mario World any day of the week. This also meant my way through the mission changed. I planned on clearing the sites first and then unhook Cavador towards the end. The main reason being the green lights that turn on at each site as the trio passes through. Not having to deal with those would make eliminating first alerts easier, or should I say less excruciating. Although I knew Supreme would be busted during the kidnapping (due to engine exploits), I was determined to reduce other busts (first alerts and consumables) to an absolute minimum.

 

The main base was simple. Nothing to report there. I dropped the papyrus map back for Supreme right away. The site numbers remained on my map. Brought Cavador’s itinerary with me without reading it. Garrett gave a verbal acknowledgement if doing so, indicating the start of his patrol. As mentioned, I wanted to delay that until everything was ready. I couldn’t close the bay door leading to the K.D. site. My first Supreme bust. There should’ve been a lever to close it on the other side. Are guards entering just to leave it open like that? Seemed strange for a place with such tight security. And what about people needing to leave?

 

Site 8

I always go for all the equipment in addition to loot. I don’t bring it with me due to the Supreme rules (unnecessary pickups are busts), but I like the added challenge seeing if it’s possible. My first such challenge came from the southeast building at Site 8. The gear was in the second, slanted building (a potion and two mines), protected by two guards and a camera (left image below). There was a third guard in the room across the site, but he was irrelevant for now. I could drop straight down and run into the doorway timing only the patroller and the watcher. The female arbalist in the building underneath was out of my view. Her range was blocked by the window frames. Getting back to the roof was the real problem. The patroller walked a fair bit past the camera before he pivoted. If the watcher swung away during the last stretch of his patrol, I could make a run for it. The woman easily made comments when stepping on the exit ramp. Both ramps had metal sides, so I had to stay off those. The timing had to be perfect, plus the mantle onto the roof had to be out of view of the woman inside the window (right image below). I did need to climb the ramp some, to even be close enough for the mantle. Tough move this, but I came clean without any alerts.

 

            

 

I moved along the rooftops and reached the building with the loot in the northeast corner. Unfortunately it had to be skipped for Supreme. Picking the lock to the chest alerted the stationary guard downstairs. There is no need to fiddle with those sorts of busts. You just take it and move along. Plain Ghost mode was in the clear to take the nugget, as it was only a first alert. The patroller could also alert from this, so I picked it when he was further away, just to eliminate the extra comment.

 

Site 7

Entering Site 7 from the east involved dodging two watchers and a patroller. I could rush across the street and hide in the shadows along the wall. I inched up towards the lamp and found the sweet spot (left image below). At the perfect moment, I could swing around the corner and into the dark house there. No chirps from either watcher in the process.

 

            

 

I could reach the loot and the equipment from the south building in the main courtyard without any trouble. All it took was a hop through the broken wall. There was another piece of loot in the northeast building, a well-hidden stack of coins behind a bucket (right image above). The last piece was an artifact on the outside table. I didn’t find any way to obtain this keeping Supreme intact, so I had to make another skip for that mode. The stationary mechanist by the ramp on the west side always gave a comment when I leaned in for the grab. I could wait for the gap in the watcher’s view like in the picture, but as soon as I rounded the corner, he alerted. There was no shade around and no way to turn off the lights (which would’ve busted Supreme anyway).

 

            

 

I gave getting the gear inside the west control room a real shot. There was no real point in getting it, but it was fun trying. The guy inside had his back turned the entire time. The closest I got was hunt mode from the female by the outside control box. That was after mossing the ramp and doing a running jump from the south roof (right image above). I avoided chirps from both watchers, and only received a comment from the ramp guard. The southwest corner beside the ramp was dark, but there was no way to reach it as the guard was too close to the wall. I even tried squeezing in there from directly above, but I bounced off his head into the courtyard. I figured I might have been able to wait out the first alerts from those shadows and then quickly mantle up the ramp and sprint inside before getting busted. I could have tried to wait him out to see if he idled/fidgeted away from the wall, but I decided not to bother. I managed to enter, grab the items and leave, only spawning a first alert from the ramp guard, but it required the use of an invisibility potion. So if you value the gear over the potion, go right ahead.

 

Site 2

The only viable entry point was from the east. Plenty of patrollers in this area. Picked three purses here, at least. Read the master builder scripture and grabbed the gold plate. Not much more to report. The gear in the arena again couldn’t be taken without the use of an invisibility potion (left image below). Then it was reachable without as much as a first alert. As before, it’s up to the individual player. Flares are pure junk, so I left them be. There were some arrows too, but still wasn’t worth it.

 

            

 

Site 4

Nothing to report. Piece of cake, except for the equipment. Three water arrows, one gas arrow and an orb lay in one of the eastern ruins (right image above). I could drop down alert-free east of the female archer up top, then sneak behind the buildings and peek out from the front corner of the ruin. Despite rushing, I couldn’t enter the doorway leading to the gear without raising havoc. Yet again, an invisibility potion made it available within Supreme rules (except the potion being a bust of course).

 

Site 6

The only piece of loot here was the drill bit on top of the lift. It was an objective, but not mandatory since the objective wasn’t in the task list yet. I could reach it easily enough, by roping up a hole in the south ruins and dropping to a slope behind a lava pool. Getting back without alerts was the problem. Sliding down east of the lift was safe, but sneaking behind the bot into the aforementioned ruins ticked off the female sentry. I could jump onto and past the robot with only a first alert, but I wanted to keep Supreme intact for this one. I reloaded and brought a crate from close to site 3 to experiment. I found it was possible to mantle back up the ruin wall despite the ground being sloped. I couldn’t leave the crate though, so I had to grab it during the mantle. Garrett can actually grab the crate, then quickly jump and still make the mantle successfully (left image below). It was a little tricky to find the correct placement and angle, but also well worth it. No comments from the guard at all.

 

            

 

Site 1

The only objects in here worth mentioning were weapons. A mine and two fire arrows on the ground in the deep pit. There were more arrows and a piece of loot on the upper walkways, but they were all reachable without much trouble. I thought long and hard about how to approach the pit before I realized one of the switch mechanisms down there was operational. Most of the sites had similar machines either nonfunctional or just setting off the alarm. Operating the lights would obviously go against Supreme, but getting the gear within those rules wasn’t reasonable anyway. Reaching the switch from the dark tunnel proved difficult, so I thought of a different maneuver. The two closest guards have a conversation early on. One is muttering about extra work and the other is adjusting his attitude. They didn’t talk that long, but it was enough. From the high ledge to the west I could drop onto the alarm lights, and further onto the antenna machine underneath. From the corner on its south side I could reach the light switch out of view of the mech priest still talking (right image above). This enabled me to move around a lot more freely. Timing the female patroller I could sneak along the wall where the light was now off and grab the mine. Totally without comments. The fire arrows were tougher, as they were still lit up by the spot lights east of the big engine. I dropped onto it from the big silo above and this luckily kept me away from said lights. Inching to the engine’s west margin I could drop to the ground, snag the arrows and mantle back up directly. I got chatter from the whole bunch, but all within plain Ghost rules. I put auto-equip to ‘off’ first just to be sure. I could mantle back up via the lights and the pipe. Although it wasn’t necessary, I like to return everything to how it was, so I turned the lights back on. Received some more comments in the process. On my way out I heard another settling remark from the southeastern guard down below. I realized he must have alerted from the sound of the switch being operated. Sometimes they give delayed settling remarks from those alerts.

 

            

 

Unhooking the Caboose

Ok, it was time for the big move. For those of you unfamiliar with the problem, I’ll quickly break it down for you. Cavador and his two buddies don’t patrol in the traditional fashion. In fact, the only one with the “normal” patrol is the guy in the front. He is vulnerable to knockouts of any kind. Cavador’s patrol is linked to his. He follows him wherever he goes. Cavador can be blackjacked but not gassed. The backmost guard has Cavador as his lead, following him in the same fashion as the two in front. He is susceptible to gas arrows but not the blackjack. In addition, blackjacking Cavador makes a lot of noise, enough to alert anyone within a 10 meter distance or so. That whole setup makes for a very difficult kidnap. There is thus a dire need to separate the three of them, and therein lies the conundrum. Sneak found the best place to do so at the northern end of site 3. There is a small hole in the wall directly above a gas lamp. Close to this location is an earthen ramp. This is the perfect place to block the patrolling iron beast and consequently the Cavador-trio. It was necessary to douse the lamp from the ledge of the hole first. There was no way to complete the “unhooking” without that lamp being out.

 

With that light source gone, it was possible to get the equipment from the footlockers below without any alerts. I had to time all the patrollers and both watchers, but I could drop to the alarm machine below via the various ledges on the north side (right image above). The eastern wall down there was fairly dark, although it could set off the watcher on the level above. I mantled the engine and dropped onto the footlocker on the opposite side. From here I snuck over to the ladder and waited at the top. When the coast was clear I rushed and hid in the corner to the east of this next footlocker, grabbing the gas mines on the way. I was safe from any alerts here if crouching (left image below). The male patroller came close, but his route was just far enough away not to notice. I could escape by encircling counterclockwise, but that always spawned a first alert from the female patroller. She never had her back fully turned, and the east wall was very bright. Instead I waited until they both headed north like in the picture. With a little luck, the iron beast was also facing away. Timing the watcher I then climbed the ladder in the southwest corner and rushed along the south wall to exit. Not a single peep from anyone. Great!

 

            

 

I hauled three boxes from the site 4 train tracks and one from the site 2 storage room. They were the closest I could find. What made this entire upcoming set of moves a lot easier is when I found you could mantle the aforesaid gas lamp directly from the ground. Then I could mantle up the hole while staying completely dark. This meant I didn’t have to think about running around the room or making a box-staircase once the opportunity to blackjack Cavador presented itself. I could wait on top of the lamp and observe their movements. To prep the stage I placed a stack of two boxes a good crate-length out from the corner, right at the top of the ramp. I needed two because, although the iron beast only needed one to be blocked, human enemies passes straight through single boxes and needs a double stack to get jammed. This was a very safe obstruction for the robot. I didn’t ever see him budge and squeeze through. The third box was placed by his left foot close to the wall. This was to force the patrollers around the bot so they didn’t get stuck in the corner by his furnace. The box didn’t block them, but AIs do attempt to move around objects of this kind. Anyway, this was enough to lead them around on the right. The fourth and last was put at an angle out from the robots right leg. This was only to prevent him from moving around and letting the trio through too easily when they came back. This was the hooking juncture, so I didn’t want the setup to give them too much of an opportunity to wedge between him and the corner. The image above to the right shows my final system. This would prove to be the successful one.

 

            

 

Cavador and his team came strolling about 7.5 minutes after reading the papyrus. The lead guard (Sneak calls him the Engine) pushed past the robot on his way back fairly easily. It didn’t take more than 20 seconds or so for him to continue his patrol. Cavador started running once the lead got a fair bit away. I quicksaved, and every time 10 seconds or so passed by without Cavador getting through, I saved again. Occasionally he would get through on the south side, around the two-box stack. As the lead passed in the tunnel behind me, Cavador finally crammed past the robot and kept running around the site (left image above). The hind guard (the Caboose) was still stuck. I saved here and waited for Cavador to come by. He did and then conveniently stopped in the sloping cave to the west (right image above). This wasn’t a fluke as replaying the scenario several times generated the same outcome. I happily clobbered him. The Caboose had gotten through at this point, but too late to hear the thump. He stopped in the site’s southern ramp once Cavador was out of commission (left image below). I deposited Cavador’s body in the empty ruins to the west of the path leading to site 5. I had to go rob his quarters before the lead guard returned.

 

            

 

[Update May 9th, 2021: Huge news!! Cavador’s kidnapping situation has had a major breakthrough! If triggering his patrol from the north side of the hallway just outside his quarters, you can block his patrol in order to distance him from the lead. This is a perfect shadow, so Garrett will not get caught in the process. With a bit of luck, the door will shut behind Cavador and the caboose will not hear the knockout (right image above), however it can be done even if the door remains open, as long as the caboose opens the door after the knockout blow. Furthermore, the caboose will station himself facing southwest just inside the bedroom door, so you can approach the quarters from the north in order to get the candlesticks and Cavador’s diary (left image below). It is a bit difficult to get Cavador out of Site 5 undetected, but it can be done by dropping to the lower level between the watcher and the pivoting guard, timing the downstairs patroller. Although blocking Cavador in the doorway is an engine exploit and still a Supreme bust, this is a massive improvement on Sneak’s original method. It eliminates the need to douse the gas lamp, stacking boxes on a patrol route, or getting a first alert from the lead if he spots the lamp being out. Big thanks to noname for discovering this!]

 

            

 

Site 5

The only real issue was getting to the upper floor unseen. I couldn’t fool the watcher and had to rope up the beam in the hall to its west. There was a stationary guard and a watcher upstairs. The guard turned frequently, but I could safely monitor him from downstairs. I managed to avoid a comment by keeping a loose drawstring and placing the arrow as horizontally as possible. If it hung straight down, the guard would see it and say something like: “This is not the work of a mechanist!” Those comments don’t have settling remarks, but counts as first alerts nonetheless. Climbing the line I could hide from the guard’s view behind the beam (right image above). Timing the watcher I then hopped northwest and hid behind the pillars.

 

Cavador’s room had a single patroller, but she was no problem to deal with. I could follow her and stop at the end of her patrol as she turned. Took the loot from this floor and headed downstairs. The purse and the flash bomb in the southeast bedroom were inaccessible for Supreme. The sleeping guard awoke when picking the footlocker. I could still avoid hunt mode by picking it from on top of the other chest (left image below). Had to backtrack upstairs, through Cavador’s, and slip down from the north side behind the camera.

 

            

 

Went back to site 3 and returned all the crates to their original location. Relit the gas lamp as I mantled up the hole for the last time. The iron beast was happily back at his patrol. I replaced Cavador’s key and the itinerary papyrus for Supreme. Picked up his body back at the ruins and headed for the exit.

 

[Update May 9th, 2021: WheretIB2 discovered a very neat method for blocking the bay door from shutting, thus eliminating the Supreme bust! You can toss a crate into the south corner from atop the ramp on the door’s west side (right image above). It has to be sitting up straight and not at an angle, and it has to be as far south as possible. As the bay door closes, the crate snags on the metal frame and starts spinning, and thus slows down the door’s closing mechanism (left image below). The door should still be on its way down once you get there, if you are quick after flipping the switch, enough for Garrett to squeeze underneath it before it closes. When the door shuts, the crate will fall to the ground so you can return it.]

 

            

 

Site 9

The watcher at the entrance proved difficult until I found the right method, then it was a walk in the park. I simply sprinted from the left opening as the watcher started to swing away (right image above). It turned all the way to the back wall, giving plenty of time for me to enter the room around the left corner. I spent a long time trying to hide directly underneath the watcher and run straight along the wall here, but could never get that to work. The first method proved better.

 

Finished the mission upstairs. Supreme failed, but without a single first alert!

 

 

Statistics:

Time: 2:28:24

Loot: 2988 out of 2988 [Supreme: 2738 out of 2958]

Pickpockets: 10 out of 11

Locks Picked: 7

Secrets: 1 out of 1

Back Stabs: 0 Knockouts: 1

Damage Dealt: 1 Damage Taken: 0

Consumables: None

Ghost: Success!

Perfect Thief: Success!

Supreme Thief: Failed!

Perfect Supreme Thief: Failed!

(Norwegian Thief: Failed!)

 

 

Notes:

-          Had to skip the gold nugget (100) in the chest at Site 8 for Supreme. The stationary mechanist on the floor below alerted from the lockpicks.

-          Skipped another piece of loot (20) on the outside table at Site 7 for Supreme. The stationary mechanist in the yard commented, and I wasn’t able to find a way around it.

-          Skipped the equipment (noisemaker, flash bomb and healing potion) inside the western control room at Site 7. It busted even plain Ghost trying to get in there.

-          Skipped 4 flares and 3 broadheads in the arena at site 2. There was no way to get it without a bust.

-          More gear was skipped at site 4 (water arrows, gas arrow and scouting orb) for the same reasons as above.

-          Site 1 had one mine and two fire arrows that couldn’t be taken within Supreme rules. I had to turn off the light to reach either, and received first alerts from all four stationary guards when taking the fire arrows. Received further first alerts when turning the lights back on, although this isn’t required following plain Ghost rules.

-          (Had to stack four boxes on the patrol route of the site 3 iron beast to “unhook” Cavador and the Caboose and thus complete the kidnapping objective. This is a Supreme bust. It is also considered an engine exploit, but that is allowed as a last resort for plain Ghost. One water arrow was needed to douse the gas lamp nearby. Another Supreme bust. All the crates were returned and the lamp relit.) Update May 9th, 2021: The above note is now obsolete! The only Supreme bust from kidnapping Cavador is blocking him when he comes out of his quarters at Site 5. This is an engine exploit, but allowed as a last resort for Ghost. This method has been verified to work both in NewDark and OldDark.

-          Knocking out Cavador is implied by the objective. No bust of any kind.

-          Skipped a purse (100) and a flash bomb in the southwest bedroom at site 5 for Supreme. The sleeping guard alerted from the lockpicks.

-          Couldn’t close the bay door to the K.D. site. Supreme bust. Update May 9th, 2021: WheretIB2 discovered you can block the bay door with a crate, as shown in the images above. The Supreme bust is thus avoided!

-          Supreme Ghost’s loot total is 30 less, since I skipped a purse worth 30 in Precious Cargo.