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PREVIOUS MISSION THIEF
2 NEXT MISSION Mission 6: First City Bank and Trust [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.] ‘First
City Bank and Trust’ is an excellent mission. To me, it ranks in the top five
as far as OMs are concerned. The bank itself is massive and you are looking
at a solid 2-4 hours worth of gameplay. It is vastly challenging, which makes
it all the more entertaining. There are at least six ways into the bank from
the outside, plus the interior layout in highly non-linear. I wish Thief 2
offered more maps like this. Great stuff! Overall score: 9.5/10 Introduction Having stolen Karras’
deposit-box key, my next logical step was heading for the bank to use it. I
needed to find out which box belonged to the mechanists and then somehow find
my way into the vault. The bank was filled with guards and, more annoyingly,
cameras. Again there was no loot objective, just the mandatory no-kill and
get-back-to-where-you-started requirements. I knew Supreme was
impossible up front. Rule #8 states: “No turning off of watchers, or other
security systems.” There is a watcher aimed directly at the vault door, with
an off-switch nearby. Also, to enter the southwest region of the first floor,
you have to pass through the lobby. The lobby is filled with security
cameras, the switch of which is found on the top floor of the compound. An
alternate way into the vault area is through the guard room, but that is a
marble-filled nightmare. My secondary goal for Supreme was thus to avoid
busting any other rules. That meant no first alerts, no removal of light
sources and no use of moss arrows. That was a challenge in itself, given the
amount of lit rooms and noisy flooring. The cameras give a tiny chirp
indicating a first alert. The light doesn’t go yellow and the turning
mechanism doesn’t stop, but you can still hear the sound. Several places
cameras could catch you through windows, sometimes leaving me oblivious to
the fact that I was spotted. I made sure to double-check my tracks carefully.
A loophole in the watchers’ maneuverability is that they can’t spot anything
directly underneath. Occasionally I’d also forget they can’t hear, spending
extra time inching through a tiled room with no guards around. Anyway,
watchers add an extra dimension to the game, which I appreciate and don’t
think have been utilized enough in third-party missions. I’m not a huge fan,
but I value their addition to the gameplay. An
additional challenge for equipment purists is to get all 18 pickpocket
counts. I knew of a few that would be very
tough. You can actually finish the mission without picking any pockets, a different challenge
altogether. There were several ways to
enter the bank. I chose the basement window in the east. The basement was
filled with small robots, but they were easy enough to pass. I found the
vault locking mechanism in a closed-off section beyond a watcher. I could
unlock the sliding gate and avoid its gaze without having to turn it off. I
noted the initial setting of the button combination, as I knew I’d have to
come back to reset it for Supreme. Second Floor Upon arriving on the main
floors the action got more intense. Watchers, robots and guards were all over
the place, so I stuck to the few carpeted and wooded surfaces I could find. I
headed to the second floor and immediately went for the library in the
northeast. The entrance was in a dark, depressed staircase, where I could wait
out the watcher for further moves (left image below). Found the deposit-box
information in a library scroll. In order to leave I had to hide below the
watcher and run out from there as it swung north. It worked to my benefit as
there was a piece of loot in that end of the room. Further west was a
trickier piece of loot. A marbled hallway south of the Great Hall below had
two ceiling cameras and an occasional wandering robot (right image above).
The loot was a blue vase on an end table. The key to success was noticing the
two watchers had unequal spinning speeds. Eventually the faster would catch
up to the slower and they would swing away at the same time, as in the image
above. Given the robot was away and the downstairs patrollers were gone, I
could sprint up and steal the vase. This is one of the few
missions where I made ample use of the map’s notetaking ability. Marking all
the loot locations gave me a good idea of the most efficient route to travel.
For this reason, the rest of the second floor didn’t pose many problems. It
took time to dodge all the patrols, but in the end it was standard sneaking. The northwest part of the
floor actually ended up being easier than first anticipated. One of the
swordsmen was hung up on the railing above the Great Hall (left image above).
I saw him there during my blackjack run as well, so it must be a common
error. I couldn’t nudge him across the edge either. It didn’t impact my
travels, so I let him be. Third Floor As mentioned, I had to
ascend to the third floor to shut down the lobby cameras. The only other way
into the vault area on the first floor was through the guard room (right
image above). It had no less than three guards, an iron beast, a watcher and
the entire room covered in marble. Initially, I thought the door on the upper
walkway behind the robot would be my saving grace, since it was pickable.
Alas, the nearby guard gave a first alert to my lockpicks, so this was only
an alternate way in for regular ghost. I chose to disable the lobby cameras
for Supreme. I figured that was a cleaner way than the first alert, since the
cameras could be turned back on and leave no trace or hint of my presence. If
it hadn’t been for the camera or that walkway swordsman though, the guard
room would have been Supremable. Alas, the vault entrance watcher would bust
that mode regardless. The third floor was no big
issue, I just couldn’t use the staircases due to the stationary archer on the
top floor. I rope arrowed up one of the side walls instead. His arrows were reachable from the front, bending
around the corner from the shade. I circled the floor clockwise,
passing the Hall of Statues, ending up in the security office to the southwest. The only real tough spot on
the third floor was going for the office in the northeast. The nearby hallway
was tiled, had two watchers and a patrolling swordsman (left image below).
Luckily, the guard’s long route made him unable to hear me traversing the
tile. I timed it so both cameras swung away and rushed around the corner. The
Hall of Statues had a secret lever behind one of the sculptures, revealing a
hidden torture chamber in said office (right image below). The skeletal
remains inside had a tiny piece of loot. First Floor Considering the activity
level on the first floor, I can’t imagine anyone successfully Ghosting this
mission on the first try, at least not if desiring all the loot. A blackjack
run to map the grounds is invaluable, if not for anything but to play such a
quality mission twice. With the lobby watchers out of commission, the office
directly to the north was somewhat easier. I only had to dodge the big iron
beast doing rounds between here and the library (left image below). There was
a door in the middle, keeping him out of view for at least a few seconds.
Each cubbyhole had a pickable safe, and I returned to my hiding spot after
robbing each one. The smaller robots had routes all over the place, and I
still don’t have them all mapped. They were the least of my worries though,
as they don’t see until they have heard you first. A way of conserving energy
I assume. Distinguishing first alert comments from mechanical chatter was trickier
still, but I think I got it figured out. The large office to the
southeast had a tough piece of loot (right image below). There was a vase in
the far corner, with a watcher right by the entry door. An archer
occasionally swung by, but his route was extensive. Timing the watcher I
could enter and jump around the corner up the ramp. From the spot in the
figure below, I could use the same maneuver leaving. I had to leap over a few
desks and chairs in the process. It was a tough call, but doable. The most intense portion
of the mission came in the vault region to the southwest. I entered this area
by passing the unguarded lobby westward. The initial office had a watcher and
a patrolling archer, but nothing too bad. Next, there was a randomly placed
coin pair on the lower walkway by the staircases further west (left image
below). Someone must have dropped it on their way to the vault. They were in
plain view of the pivoting camera to the right in the image. Directly above
was the only entry to the office in the southwest of the second floor. It
involved a leap from the walkway to a tiled hall. It was preferential to land
in a mantle, as that makes less noise than a firm landing. I now had in my possession
the red key that unlocks all the doors in the southwest region of the bank.
Returning to the first floor I made my way towards the vault. In my quest to steal all consumables within Supreme
rules (aka Norwegian Thief, my personal creation), the final two pickpockets
were coming up. Both were found in the guard room, on a stationary swordsman
and a patrolling archer, respectively. Those were the same guards involved in
a conversation overheard earlier. The closest I could get to the sentry was
at the dome entrance, from a small marbled portion separating two darker,
wooden halls (left image below). His silver key was my target. However, there
were multiple factors to consider. First, the sentry kept pivoting east-west
at a fairly frequent rate. Second, the patrolling archer had four visiting
spots around the guard room, two of which were safely out of view. Third, the
watcher around the north corner needed to be angled east the moment I went
for the forward-lean-grab. Fourth, I also needed to be on the watch for the
other patrolling archer, who made trips down to the vault as a result of me
previously stealing his key. I basically had to wait for the perfect moment,
sneak around the corner, pray the swordsman faced east long enough, and time
the watcher as I leaned in for the lift. I managed to retrieve the key
multiple times, but more often than not the swordsman caught me on my way
back to the shade. After about 15 tries, the key was mine. One down, one to
go. [Old Man’s
archived report from long ago (Nov 4, 2000!) said it was easier to steal this
key before their conversation. I don’t see how that is possible, as the
archer is facing the dome before and during their chat, and the swordsman
actually walks down to meet him, not the other way around.] [UPDATE
10/15/11: In a reply from Old Man I realised I was mistaken about the guard’s
placement! I went back to the area and managed to sneak up to the first
corner (south side) without triggering their conversation. Once you cross the
threshold of that corner though and step onto the marble, the guard walks
down the ramp and the conversation starts. In that case it is too late.
Before that, the guard is placed a good foot closer to the doorway. His feet
are almost touching the end of the first tile. Leaning from behind the corner
and out into the guard room makes it very clear how much closer you are. The
key is still out of reach if the guard faces east, since the key is on his
left side. As he pivots west though, the key is just within reach if dead
center. I took a screen capture shown here. Notice how the key is highlighted but the light gem
is pitch black. I was confused on how the key could be stolen like this with
that archer facing straight at me, but since the guard is closer the solution
was simple. Thanks to Old Man for this valuable input!] The archer’s
pickpocket was easier, once I knew how. I ascended the vault stairs and
exited through the locked door to the east (it responded to the red key). I
was now on the upper walkway directly above the stationary iron beast (right
image above). From here I could quietly drop onto the marble without taking
damage. I made sure to do it when the archer was in the south end. Just to
the south of the pillar behind the robot there was a dark path where I could
lean in and grab the arrows as the archer came to a halt (left image below).
I set auto-equip to ‘off’ in the game menu first, otherwise the bow would
make the archer comment. I used a rope arrow to get back to the upper
walkway. I had to loosen the drawstring to reduce the sound on impact or else
the robot commented. Two for two. I had to turn off the
camera guarding the vault door to enter. It didn’t turn away from the door at
all and the entire entrance was well-lit. Supreme was already busted so it wasn’t
a huge deal. The two watchers inside was tricky to dodge, especially on the
ground level. I made good use of the pillars and stuck to the corners. The
lift was dark enough to take me up unseen. I was disappointed to see that
none of the other deposit boxes could be picked. Wrap-up Took the long haul back up
to the third floor to reset the lobby cameras. Supreme Ghost requires
everything to be put back to its original state. I also dropped the silver
key back to the swordsman’s patrol route in the northwest. I then descended
to the basement to relock the vault door. I was surprised to see the door
couldn’t relock, so all I could do was reset the buttons to the original
configuration. The vault remained unlocked though and the light stayed green.
Had I known this I would’ve reset it in the beginning of the mission,
preventing the extra trip. There were also a few offices in the east on the
first floor that had to be relocked with the red key; easy to miss those.
Lastly I replaced the red key to the office on the second floor and exited
via the side balcony. I had already lock-blocked it and could end the mission
safely. Statistics: Time: 1:46:45 Loot: 2284 out of 2284 Pickpockets: 18 out of 18 Locks Picked: 11 Secrets: 2 out of 2 Damage Dealt: 0 Damage
Taken: 0 Consumables: None Ghost: Success! Perfect Thief: Success! Supreme Thief: Failed! Perfect Supreme Thief:
Failed! (Norwegian
Thief: Failed!) Notes: -
Had to turn off the lobby
watchers in the third floor security office to reach the vault. This is necessary
to get the recording, but it violates Supreme Ghost rule #8. Alternately, you
can enter the vault area via the
door on the western wall of the guard room. Picking the lock does triggers a
first alert from the nearby guard, but at least this avoids turning off the
cameras. However, you then can’t get the coin stacks under the counter in the
main lobby. -
Also had to turn off the watcher
guarding the vault door. Another violation of rule #8. |