PREVIOUS MISSION THIEF
2 NEXT MISSION Mission 14: Masks [This
report has recently been verified with TFix/NewDark 1.27. Although the
original text for OldDark has been preserved, any situations affected by
these patches are discussed in green. 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.] Definitely
an upgrade from ‘Casing the Joint’, but still far from a great mission. The
map regurgitation automatically makes it dull, but on its own it’s fairly
interesting. I especially like the third floor. I feel a scary basement is
needed though, or at least a changeup from the monotonous wooden
surroundings. At this point, my mind was already in Soulforge Cathedral,
though I enjoyed my time through ‘Masks’ as much as I was able to. Overall score: 6.7/10 Back to Gervasius’ to grab
the three masks. Finding the correspondence objective was already checked
off. I needed a cultivator and 2,800 in loot also. That was it. I’ll keep the
report rather brief, only pointing out areas of interest for Ghosters. Refer
to the loot list for secrets and hidden items. First Floor Venturing east on the
first floor I needed to pass through the workshop. A camera prevented the
hall from being utilized past this point. The door to the control room was
pickable, but the area beyond the doorway was lit up. The woman by the bed
was facing the door and alerted if I snuck out. The image below shows the
sweet spot before hitting the light. From here I had to crouch, then rush out
and come to a halt. This normally kept her silent. There is a slight delay
before the light gem kicks in. If you’re out of sight by that time, enemies
won’t see you. That was the case here. The most challenging difference between this mission and ‘Casing the
Joint’ was that most doors were locked, and picking them usually took a long
time. I therefore saw the offices close to the foyer on the second floor as
potential busts. Before getting that far I stole the torc from the safe in
the northernmost of these offices through the window (right image above). The
hall below was heavily patrolled, but I found a gap in the routes and managed
to get the loot safely. There was one more purse in each of these offices out
of reach from the windows. They would have to be skipped if I couldn’t dodge
the cameras upstairs. I’d have to wait and see. Just like in Casing the Joint, both of these offices can
be fully entered in NewDark (with newmantle on) by using a vine arrow and
mantling through the windows. The descriptions further down entering from the
hallway thus primarily apply to OldDark. The ballroom was quite tricky. I screen captured the map and filled
in walls, loot locations and enemies with patrols. The arrow shows the only
point of entry for Supreme. I never tried vine arrowing from the upper floor.
The stationary archers covered the ground well upon entry. Both faced east. Then
you had the dangerous patrolling archer on the upstairs catwalk. I had to
creep-crouch-strafe into the northeastern cubby and steal the loot here
first. The circling swordsman had an interesting route, quite challenging in
fact. I made my way behind the middle wall in the west before he completed a
full loop. The black dots show safe locations. Once I saw a fifth enemy
patrol in the south end, but I never saw him return so I don’t know if it was
a fluke. I couldn’t get to the barracks in the northeast without alerting the
guard in the lookout room. I could sneak up to the corner of the archway, but
not beyond (left image below). There were 70 gold in there that had to be
skipped for Supreme. Received a total of three comments. Managed to avoid
alerts from both patrollers. If wanting the
stationary guard’s key, I had to accept three additional first alerts.
Amazingly, I could take it leaning
around the corner to the front (right image below). Supreme required lifting one of the patrollers’ yellow keys. They
worked on a variety of doors spread around the first floor. In particular the
following: -
Door
to control room in the northwest -
Door
to kitchen -
Door
to servants’ quarters -
Double
doors to marbled staircase in the northeast -
Door
from hall to control room in the southeast -
Door
connecting control room with workshop -
Door
from hall to chapel More doors than these responded to the yellow key, but they were all
unlocked at the start of the mission, hence no need to relock them for
Supreme. Second Floor The bedroom in the northwest was a real pickle. It contained two
pieces of loot and a sleeping guest. The door was pickable, but a camera was
stationed directly outside the entrance. It was placed on the south wall,
swinging 90˚ west and about 60˚ east. A latch on the inside of the
hall archway opened a hidden entrance that took me to the watcher’s east
side. The door was more approachable from here. There was a dark nook just
east of the camera where I could monitor the patrolling swordsman (left image
below). His route was limited to this hallway with one exception. He took a
small stroll down the side hall towards the staircase to the first floor.
This was my saving grace. Keep in mind that this is Supreme Ghost, so turning
off the watcher wasn’t allowed. As the guard headed down the hallway I could
time the swings and pick the door for about one second before having to
return to the shade. Usually I had to wait one extra swing cycle after he
swooped through the arch to go for the pick. Otherwise he would comment when
I stepped on the tiles by the door. If he was further away he didn’t hear.
Occasionally I got two picks like this in before he returned. Normally though
I had to wait until he did his entire round before doing the next second’s
worth of picking. This was very tedious, taking about 8 patrol rounds before
I finally got the lock open. Now I had to enter the room without waking the guest or alerting the
guard. To do that I leapt over the tiles and land at the foot of the west
door jamb (right image above). Timing of the watcher had to be perfect, but
eventually I got inside and out of view safely. Alternately, you can shoot a
vine arrow into the underside of the door frame, then leap onto it and
quickly hide in the shadow of the doorway. This is probably a more reliable
method. After taking the loot, I dodged the camera westward. The next problem was accessing the office in the far east of this
hall. As mentioned, I had already taken the torc from the safe by the use of
a vine arrow. There was one more piece of loot in there though. This hall
also had a watcher, in the far northeast corner. It had a more acute angle
than the one described above, giving me less time to work with. However,
there was a convenient rafter blocking its view under the ceiling. I
exploited this by placing a vine arrow on the rafter’s west side, as high up
as possible (left image below). I then struck a second into the wall directly
above the office door. Both of these were shot from the dark portion of the
dining room doorway. The patroller didn’t alert to the vines placed like
this, but I did hear him comment on other configurations. I suggest you check
and wait until he passes before saving. By timing the watcher perfectly, I
could now climb the first vine and stay out of its view. I lowered myself a
tad and hopped onto the second. Here I was able to pick the lock while
attached to the vine (right image below). It was important the vine was
attached to the wall and not the ceiling, otherwise Garrett would hang too
far out to reach the lock. The door would only open partly once it unlocked.
I thus had to leap back to the first vine, turn around, retrieve the second
arrow, open the door fully and finally drop to the floor by grabbing the
first arrow. This last drop had to be done as the camera turned to the far
south. That way I could dash into the office before getting caught. I’m not going to lie, this was a highly satisfying set of moves to
keep within Supreme rules. It took quite a number of reloads and much
experimentation to get right. Once having cleared the office I could leap
into the window and descend using another vine arrow. I then had to return
upstairs to close the dining room door. I found the easiest way to the south part of the second floor via the
south storage room. That also took me through the ballroom where I picked up
the loot from the rafter and the broadheads
from the patrolling archer.
No issues until I reached the guard station in the southeast. I think the guy
in there is involved in a conversation and then turns east to face the door.
He was embedded in his chair and couldn’t move, but he still alerted like
normal. He commented on the door opening and saw me entering the doorway. His
window could be passed both ways without alerts by crouch-hugging the frame.
I had to find a way to land on the windowsill in order to get the loot inside
without busts. I tried with a vine arrow, but there wasn’t enough room to
swing onto the ledge. I could partly jump onto it, but not with enough of a
foothold to enable crouching. In the end, I sought to stacking. Two healing
potions, one slow-fall potion, a deer leg and a horn did the job (left image
below). Check the loot list for their respective locations. I had to back out
from the window a few inches before starting the stack, otherwise I’d bounce
away from the wall when jumping onto the first item. The stack took me an
inch or so above the ledge and I could slip inside silently. I used the desk
to leave in similar fashion. I could just inch my way off the edge and back
into the hallway without making noise. Returned all the objects for Supreme. In NewDark, this guard correctly faces north, which makes
it impossible to reach the loot through the window. Since he also alerts to
the door, the purse must be skipped for that mode. The last room on this floor was the office southwest of the foyer. Again
a camera protected the hall and the entry door had to be picked. The
difference was the door across from it was further away. This called for the
use of all three arrows. A good thing was the door frame kept me out of view
of the camera, so I could close the door and hide while placing my arrows.
Similar to before I shot one arrow into the wall above the door and another
into the north-south going rafter above the edge of the carpet. The last one
I placed in the ceiling just beyond the east-west going rafter. The image
above shows my successful configuration. As the guard strolled west I made a
leap for arrow 1. This was an easier move than the equivalent one outside the
north office. I could hop to arrow 2 without alerts and turn around to
retrieve my first arrow, no use for that anymore. From here I picked the lock
and closed the door once done. I leapt to arrow 3, turned around and opened
the door again. Jumped back to arrow 2, turned around to grab arrow 3 and
took the final arrow to enter the office. Like before, this last drop
depended on timing the camera. I couldn’t see its pivots from above the door,
so it ended up being a lucky shot. Every time I reloaded I simply waited a
fraction of a second longer before dropping; eventually I found the opening. Third Floor Not much to report from the top floor. Used the rafters to grab all
the loot and the masks. The arrows in the
terrarium was a tricky challenge, but got them without any comments from the
servant. The most difficult part was getting the cultivator.
I had to wait for the archer to cycle through twice before he and the robot
synchronized beneficially. As the iron beast patrolled north I jumped across
the marble and grabbed the objective. Statistics: Time: 2:07:52 Loot: 3667 out of 3667 [Supreme: 3597 NewDark: 3497] Pickpockets: 11 out of 11 Locks Picked: 20 Secrets: 3 out of 3 Damage Dealt: 0 Damage Taken: 0 Consumables: None Ghost: Success! Perfect Thief: Success! Supreme Thief: Success! Perfect Supreme Thief:
Failed! (Norwegian
Thief: Failed!) Notes: -
Received three comments going for
the loot in the first floor barracks. This had to be skipped for Supreme, as
first alerts are not allowed for that mode. Needed
to take three more comments if wanting his key. -
In NewDark I had to
skip the purse worth 100 in the southeast guard station on the second floor
for Supreme also. The guard faces north and catches you climbing through the
window or alerts to the door. |
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