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PREVIOUS MISSION THIEF
2 NEXT MISSION Mission 9: Trail of Blood [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.] A
step up from Trace the Courier, but not a huge one. The mystical forest
atmosphere sort of got me engaged. Some new enemies also, which I always
embrace. The linear style of gameplay doesn’t really fit into the Thief
universe though. Overall it’s a nice attempt, but compared to the following
mission, it simply doesn’t stand a chance. Overall score: 6.2/10 I was to keep following
the letter by way of the blood trail. I needed to find a map of the area and avoid
any kills. Not much to go on, but that’s life. The entire pagan section
was trouble-free. A few items were somewhat hidden, but in terms of Ghosting
it wasn’t much of a challenge. I missed the third pair of lucky coins in the
hut on the north side the first time around (left image below). There was also a moss arrow tucked away on the river
bank in between two large trees. Rounding the entrance corner to the barn was
the only spot requiring some patience, as the stationary mechanist did random
pivots (right image below). Only one hut was necessary to enter for
Supreme; the other items were either on patrollers’ belts or hidden among the
foliage. The deal with the ruby stones and the portal was fairly
self-explanatory. The eye plants beyond the
portal have been accepted by the ghosting community as no busts. They fall in
the same category as rats I guess. It was impossible to pass the caves
without them turning anyway. An excellent
challenge for equipment purists was to retrieve the fire arrows from the lake
pillars without taking damage. The first one was to the left when entering
the main cave. The arrow could be seen from the main walkway, sitting in the
northwest opening of the pillar. The lake itself was poisonous, but didn’t do
damage on impact. Instead, the damage seemed to come in small waves,
sometimes as much as a few seconds apart. Occasionally you’d lose as much as
4-5 bars in one cough, other times you’d be fine. This randomness could be
exploited to a certain extent. I had to drop from the walkway above, onto the
pillar’s west side (left image below). The base was more slanted here, enough
for me to climb up and stay clear of the fumes. I could reach the arrow from
here and plan my next move. I needed to rush into the water and quickly
mantle up the walkway. This was a longer stretch, but fortunately I could
start with a jump. Again, the randomness made me successful after not too
long. The second
arrow was worse still. It was in a similar pillar in the west end of the
lake. There was a rock next to it, but on the opposite side of the arrow.
Reaching the rock was no problem, but retrieving the arrow from here was more
difficult. I inched out as far west as I could, but a plain lean wasn’t enough.
First I tried grabbing the arrow in mid-air, then rush to the shoreline, but
I took damage every time. For some reason, the mantle success rate here was
very low. My only successful method came instead by quickly turning around
and mantling back up the rock (right image above). I didn’t jump all the way
over to the arrow, but sort of guess-frobbed by anticipating Garrett’s reach.
The rock was much easier to mantle than the walkway, and from here I could
jump back to solid ground. A tough piece of loot was
found in a remote area off to the west. It could only be seen from the high
walkway leading to the tree village. There were four rocks unevenly spaced in
the lake; probably the route the designers intended. I could reach the area
easy enough, by dropping into the lake from high up and quickly mantling up
the shore. For some reason, liquid prevents all falling damage, even at two
feet deep. Other players have reported the need of a slow-fall potion. That
is not only a waste, but it busts Supreme and leaves normal Ghost with a
‘chemical’ success, a less honorable way to beat the mode. The real problem,
however, was getting back without taking damage. It is possible to quicksave
in the water before the damage kicks in, then reload and be given another few
seconds to get to safety, but that is a clear engine exploit and only allowed
as a last resort (plus it busts Supreme). You can use this method to traverse
the entire lake, if so desired. I rather needed to stay within non-exploitive
boundaries. I could easily rush out to the first rock. No damage so far. The
longest stretch came next though, reaching the rock further out. The image
below shows the area in question. I needed to start with a run-strafe jump.
Running and strafing at the same time generates a small momentum boost,
crucial in situations like these. When landing, I could repress the jump-key
at the perfect instant and increase my momentum a tad more (still
strafe-running). The next landing took me almost to the rock, and with a
little luck I could mantle up without damage. I experimented for quite a
while to get the movements right. There wasn’t much in it, but it is
definitely a repeatable move. I’d say I nailed it after about 15-20 tries.
The remaining leaps were simple in comparison. The toughest area of the
mission by far was by the entrance to the tree village. Two stationary
beastmen guarded the main entrance, and another patrolled a loop further out.
His movements were predictable, giving me a certain timeline to work with.
First I had to head west to pick up a piece of loot on the cliff edge. Alas,
I couldn’t traverse the tunnel without a comment from the nearest sentry.
There were torches by the beastmen and a gem in a tunnel alcove, both
creating too much illumination. I even tried squeezing south between their
light radiuses, but they overlapped too much. Inching along the north wall at
the slowest possible speed still spawned a first alert. He settled a few feet
further up. The image above is taken at the “sweet spot”, as far west as
possible without an alert. So close
but yet so far. I even tried reaching the loot by mantling up from the lake
level using the long sloped rock outcropping. I got nearly all the way to the
top, but the mantle was just too high. I also tried the same move using a
speed potion, but with no different result. I had serious hope for that
mantle and fiddled for a long time with it, but even perfecting the move and
generating quite a bit of speed ascending didn’t seem to help. I knew Supreme
(and even plain Ghost) would bust eventually, but I would’ve really liked to
get all the loot for that mode. Sadly, I had to skip the crystal worth 25. Entering the tree village
posed more problems. This time I had to approach from the east. Waiting for
the patroller to come by, I made my move towards the entrance. I could
crouch-walk a fair ways up before the closest beastman uttered a comment.
From that point on I had to hold the creep-key to slow my movement. There was
one point along the wall (shown by the arrow in the image below to the left)
where he seemed to comment most of the time, but not always. The light gem
definitely got noticeably brighter, so the detection made sense. However, he
didn’t always alert; highly uncharacteristic behavior. Normally, stationary
enemies are very predictable when alerting like this. The way to avoid an
alert I found was to face the wall, angle slightly west, look up and tap the
walk key. Doing this for a few feet seemed to get me out of his trigger view.
I then returned to direct forward creep-crouch-walk to increase my speed. The
issue was the returning patroller; I’d run out of time before reaching the
doorway. Another problem was when I got to the corner Garrett tended to get
stuck to the wall. Jumping got me freed, but obviously resulting in alerts.
It was basically fifty-fifty whether I got stuck or not, but eventually I
rounded the corner successfully. I wasn’t out of the woods yet, for I had to
avoid said patroller. I switched to creep-crouch-strafe for the remainder of
the stretch, and sprinted to the stairs as soon as I was safely behind the
beastmen. I had a few seconds to spare before the patroller emerged from the
east. It was definitely a tense few minutes, but rewardingly, Supreme was
still intact. Getting
past these monkeymen without first alerts can no longer be done in NewDark. I
no longer get embedded in the wall, which seems to be what concealed me
enough to avoid the alerts in OldDark. In fact, sneaking slowly along the
wall set off the closest beast to full alarm mode. The only way to pass them
both was by running, which spawned a first alert from each. Emerging in the spring
village posed further problems, though a tad easier to deal with. Two
beastmen had a conversation, whereupon one of them started patrolling. I
found no way to sneak in either direction and avoid alerts, so I reverted to
a vine arrow into the first large tree on the left (right image above). I had
to put it high enough to be able to reach the railing on the wooden walkway,
but low enough so that the end of the vine was reachable from ground level. I
also had to watch out for the patroller up top, plus the floating star (or
whatever it was) illuminating everything around it. The hop onto the railing
was usually silent, and I could turn around to quickly retrieve the arrow.
Alternately, you can rush out of the spring village entrance during their
conversation and avoid the alerts that way. The hut to the north had some
shadows next to the sleeper. From here, getting back to ground level to steal
the loot was mostly standard sneaking. In general, a vine arrow
had to be used to jump the railings in most of the villages to avoid
comments. The summer village had a tree hut with a nugget beyond it that I
needed to get to. Had to creep-crouch past the stationary beastman to reach
it. I couldn’t exit through the doorway here due to another enemy, so I
backtracked to this village’s entrance. I climbed over the south side,
flinging a vine arrow into the tree across from it (left image below). That
way I could gather the loot and the items
from the ground unscathed, then use another vine up to the exit in the
northwest (right image below). The fall village had one
trouble spot. The intended exit to ground level was guarded by two stationary
beastmen. I couldn’t avoid a comment, so again I had to apply a vine arrow
from the walkway. The east railing upon entry served its purpose. I left the
vine attached until I had cleaned the ground level, as I needed to ascend in
the same place to exit this village. Sneaking by the stationary beastman in
the hut up ahead wasn’t too bad. The winter village was
totally devoid of enemies. In the past, breaking the icicles has been
considered property damage and thus a Ghost bust. However, clarifications in
the rules now define only manufactured objects to be considered property. Breaking
the icicles is therefore allowed for all modes. The tree beasts alerted like
normal enemies, but not many of them were active. Found a path to the left
that circumvented them all. No sweat finishing the mission from here. Statistics: Time: 1:01:11 Loot: 2330 out of 2330 (Supreme: 2305) Pickpockets: 3 out of 4 Locks Picked: None Secrets: None Damage Dealt: 0 Damage Taken: 0 Consumables: None Ghost: Success! Perfect Thief: Success! Supreme Thief: Success! [NewDark: Failed!] Perfect Supreme Thief:
Failed! (Norwegian
Thief: Failed!) Notes: -
Had to skip the crystal and the noisemaker arrow west of the tree
village entrance for Supreme. The westernmost beastman commented once when
traversing the tunnel. -
Got two first alerts from the
beastmen guarding the exit from the maw in NewDark. Supreme busts. -
Impossible to get the
fire arrow in the fall village. The two nearby beastmen covered all the
angles. |