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Mission 3: Framed

 

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.]

 

Thief 2 simply has too many of these missions. Another standard “one-building” map with something to steal on the top floor. I guess the whole framing situation is new, but it offers little creativity in terms of design or feel. It is also among the easiest OMs I’ve ever played, which isn’t a good thing.

 

Overall score: 6.3/10

 

 

This time I was to break into Shoalsgate police station to frame a certain Lt. Hagen for robbing the evidence vault. Apparently, he was on some important people’s least wanted list. Leaving a personal item of his in the vault would take care of business. To make matters worse, I was to steal the strongbox from the vault and leave it in his office. All without alerting the guards or sounding the alarm. Knockouts and kills were also prohibited; forced Ghosting, in other words. This usually means guards are at a minimum and ‘Framed’ was no exception.

 

I entered Shoalsgate by way of the canal system. The entrance hatch was a little tricky to close for Supreme. There was a delay after frobbing the crank, barely enough for me to hop in with the hatch closing behind me. The cave system and basement were utterly empty, so nothing to report. I had expected more from the prison cells. The inmates and haunt ghost were interesting enough, but this could’ve been expanded. I wasn’t able to access the interrogation room, but I assume that was the point.

 

As mentioned, the guards were few and far between. I reached the front desk on the main floor without trouble, but left the security camera switch untouched. Supreme rule #8 specifically mentions watchers. Instead I robbed the coins in the floor panel under the control desk. I also avoided the triggering of a nearby conversation. It added an extra patroller to the otherwise empty halls.

 

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I utilized the secret in the training room to get to the second floor. A torch opened a passageway on the above walkway, leading to sheriff Truart’s chamber. The toughest spot in the mission lay in the hallway outside. Not that it was particularly difficult, but a tad more challenging than the rest of the compound. A female guard patrolled the nearest east-west hallway, while two male guards took care of the other halls. I could easily skip from office to office as I ventured northward. There was a tiny ring on one of the desks in robbery/homicide (right image above); I missed it first time around. Mosley’s key gave access to the secure records room with the vault code. It had to be accessed through a grate in the main office downstairs. The regular entry by way of the stairs involved dousing a torch or nudging a guard, either busting Supreme.

 

The vault code meant I could head for the third floor. Again the stairs wasn’t an option, as it took me straight to a room with a security camera. The stationary guard was on high alert and couldn’t be ghosted without dousing the nearby lamp. Luckily another hidden entrance was located in the office to the southeast on the second floor. A book in the shelf caused a banner to swing open revealing the passageway (right image below). Reaching the office was a bit troublesome as it involved dodging a female guard in a brightly lit hallway. I followed her to the end and crouched to the side as she pivoted left (left image below).

 

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The last hurdle was the vault itself. It had a keypad to unlock the door, responding to the code from the secure records room. However, this also stopped the camera inside, violating Supreme rule #8. I could easily push any of the numbers and slip in before the door closed and ghost the room with the camera back on. A lever operated the door from the inside. Is this a bust? I did stop the camera, yes, but only as a result of opening the door. If I had a choice, I would have opened the door and left the camera on, as it is perfectly ghostable. I made sure to turn the camera back on as soon as possible, not drawing any benefit from it being off for two seconds. I believe the rule was made to prevent shutting off security systems to traverse difficult areas. A similar situation was described in Broken Triad: Arkford, where you have to signal a friend across the street by extinguishing a light source. The light was turned back on immediately, similar to here. I normally rule against myself if in doubt, but I also try applying common sense. In my opinion, the latter is more important in this scenario.

 

Dropped the strongbox in Hagen’s office and returned Mosley’s key for Supreme. Descended through Truart’s office and exited by plummeting into the well.

 

 

Statistics:

Time: 40:50

Loot: 1378 out of 1378

Pickpockets: 1 out of 3

Locks Picked: 4

Secrets: 9 out of 9

Damage Dealt: 0 Damage Taken: 0

Consumables: None

Ghost: Success!

Perfect Thief: Success!

Supreme Thief: Success!

Perfect Supreme Thief: Success!

(Norwegian Thief: Success!)

 

Notes:

-          The vault security camera was turned off in the process of opening the door. It was turned back on immediately, in order to fully Ghost the vault. This has been discussed and considered ok for Supreme by the ghosting community.