Galaer on 14/2/2021 at 18:39
A NIGHT'S PROFIT
Pretty easy to ghost warehouse mission. There is interesting gimmick with adding values of gold in exchanging labels objective. There is only one code panel in Security Room, which can be annoying. When crossing corridors you need to worry about servant from Depot #12 and Rampone visiting his office. I only doused 2 torches leading to Docks. And you need to worry to not 1st alert patroller near Garrett's house when he's walking near stationary guard. Otherwise stationary guard will go into search mode.
STATS:
Time: 0:45:59; Loot: 2562/2562
Pockets Picked: 13/15; Locks Picked: 14
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 10/10
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
Galaer on 14/2/2021 at 18:40
THE PRISON OF GARRETT
Prison mission with very tight loot objective. First problem is stealing key to power room from knight in room patrolled by 7 guards and no shadow. Luckily it's not that hard. After turning off light I can visit Temple to grab 1500 loot from chest. I avoid Armory secret, because it requires shooting switch on ceiling at the middle of corridor patrolled by 4 guards. You can shoot this switch only with broadhead arrows or throw a skull from cell with small Pagan girl. Unfortunately both methods 2nd alert patrollers, so I'm gonna skip this room, skip equipment, elevator key and also 2 goblets worth 100 loot.
Luckily elevator key isn't necessary, you can picklock elevator door. Ride up and wait for patrollers to walk away. Then open door and nudge knight away. Mantle through one of windows and climb to office at the middle. Inside sleeping guard has purse, there are 3 vases, goblet and coin on carpet between chair and lever. Under desk is key for big lever. Use it and escape prison.
STATS:
Time: 0:23:14; Loot: 2000/2100
Pockets Picked: 7/10; Locks Picked: 5
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 2/3
GHOST: SUCCESS
PERFECT GHOST: IMPOSSIBLE. You must skip Armory secret with 2 goblets worth 100 loot.
Galaer on 14/2/2021 at 18:41
RETREIVAL
Very short city mission where most of AI is neutral. When you pick up items in these neutral areas (marketplace, SPCF room, Hammerite Church) you will get a lot of 1st alerts. There are 2 tricky places to loot. First is 2nd floor office. You need to douse 2 torches and it's tricky to douse right torch without getting spotted. To do that I shot water arrow into right side of doorway. Second place is museum under Bakery. You must use big lever, so thieves will KO guard (they are friendly, by the way). But if guard has stopped too close to big lever, then he will spot you. In my run I was lucky and he was standing near cells. You also need to be careful of marketplace. Purple guards 1st alert a lot, but I think they will go into search mode if we get spotted by purple customer with purse.
STATS:
Time: 0:14:28; Loot: 2495/2495
Pockets Picked: 4/7; Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
Galaer on 14/2/2021 at 18:42
RETURN TO THE LOST CITY
Mission uses the same city part from Night's Profit, but that's all. City and sewers are easy. Real challenge starts in cave system. First I have 2 underwater routes. For now I'm choosing NE tunnel. There is spider in tunnel. You can go past him slowly along right side, fall down and go to left wall. There is nugget near crayman, I waited for him to turn right, took it and slowly descend into water. I looted burrick ruins and went left. Next part is small spider cave with 2 spiders and medallion. Go along right wall to the edge of shadow and lean for medallion.
In temple there is another medallion and couple of loose bricks to remove from wall. In secret I'm going past rocks, then go along left side of ramp. Scarabs will go down and then return up. This is my time to loot tomb. I also douse 2 braziers near big door. To exit I'm just running to right side, mantling on ledge with statue and go along it past scarabs, then I'm going down on path.
Afterwards I'm going out via west path. There is stationary spider, but he has ability to turn (the same like spiders from Into the Dark Forest FM). You can ponly pass him along right wall and only when he's starting to slowly turn.
Next I visited 2nd passage above lava. It leads to Keepers Area. To open door you must shoot keyhole symbol above door. Water arrow just bounce out of it, but shooting moss arrow works. Inside are 2 pressure tiles easy to jump over. After reading Keepers book and getting Keeper key, I'm returning to 1st passage and move rocks away. It's possible to destroy them by throwing them into lava. Apparently it's not a damage property. But I just move them away. In lava room there is small race to exit before fire elemental will spot us. In ice cave you can destroy 3 large icicles (still not a damage property) to get 3 crystals (worth 5 loot each). Path leads to Water Temple.
Looting temple is easy, I'm also taking gear. Then I go to SW path leading to submarine for more loot, Karras - Din Transcriptions and 2 medallions. Then I'm going to south passage leading to craymen area for more loot and last medallion. Lastly I visit SE area and lean for nugget near flies. At the end of this path is spider and again pass him from right while he's slowly turning. Using gear is optional, because I'm jumping quickly left on braziers, then roping down to mine.
Mine is easy to ghost. Hard part is getting to loot near crystal below bridge on lava river. From bridge look down, equip compass and turn so gray triangle on compass showing NW position is looking up when you are facing crystal below. Crouch, and drop+mantle on crystal. This method avoids rock destruction with fire arrow, because I'm not sure is explosion alerts zombies from mine. Then just drop on swimming rock and walk with it to ledge. Return up. and go to big lava room.
Temple on the left is where Mask of Va - Taraq lies, but it triggers fireballs shooting out of lava. So instead I'm going right for loot. The problem is platforming over lava with 2 fire elementals and no shadow. But it's much easier than it looks and there is really no problem of getting any loot on road. The last one is urn in house in another lava area. Then go to temple, take mask and 3 gems. Then go through mine, turn on power (you need Wire found in chest near broken elevator in another part of mine). Then slowly go up to last spider and he's also last challenge.
Thanks to this spider I noticed what's the point of their slow turning. They change their stationary position that way. It starts with slow turning, then spider stops in new position, slowly turns again and return to initial position of looking. So wait for him to look towards you (stationary spiders are looking with their back, so it will actually look in different direction and sneak to shadow on the right and then to bricks. Quietly remove them. Now is the hardest part. You must strafe jump on crate floating on water without falling into water. Otherwise spider will hear you. It's really hard. I managed to jump on the edge of crate, then strafe jumped to ladder. On the street is patroller with purse and exit.
STATS:
Time: 1:17:49; Loot: 2010/2140
Pockets Picked: 4/4; Locks Picked: 1
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 2/2
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
klatremus on 14/2/2021 at 20:42
Great work again, Galaer! You ever tempted to do Supreme on any of these? As a practice for Shipping & Receiving? ;)
Galaer on 14/2/2021 at 21:03
Sometimes, I think to do supreme ghost. But then I see how many missions are unreported.
Galaer on 21/2/2021 at 19:02
THE SCARLET CASCABEL
Winner of Thief 1 Anniversary Contest. It's a 2 mission campaign and it also got released in 2 versions. Version 1 is contest version while Version 2 has been released 1,5 year later. From what I noticed new version has less loot in both missions. in Version 2 Mission 1 has new areas and new objectives. On the other hand Mission 2 is mostly the same. Also in Version 1: Mission 1 can be ghosted while Mission 2 can't. In Version 2 it's pretty much opposite: Mission 1 can't be ghosted (though with new explanation of damage property rule maybe it can), Mission 2 on the other hand can be ghosted, because it removed the only bust from previous mission. But also it removed most of AI and don't raise alarm objective. So Mission 2 in Version 2 will feel less interesting than in Version 1.
MISSION 1 - MEETING AT THE SALTY STRUMPET
VERSION 1
First problem is getting to Village. Main entrance stairs are observed by stationary thief. It's possible to go past it by using jump acceleration with only 1st alert. It's also possible to mantle on big bush on the right from bridge. For that you actually need to shoot rope arrow high above bush, because it's hitbox is much bigger. So you are roping and mantling to air. I'm choosing first path.
Next challenge is getting purse from safe in Bank. Problem is it's possible for banker to get stuck walking into cabinet and if he does that you can't get purse. So you need to act fast, picklock safe, grab purse and return to shadow before he will return to his office.
The hardest loot to get is valuable book in glass case on 2nd floor of Library. From shadow you must go behind librarian upstairs, dodge him from right, quickly take a book, mantle on wooden railing, quietly drop on cabinet with books and on floor and quickly get back to shadow before librarian will turn around.
There is also cash box in Mining Shop. I needed to wait for merchant to turn right, sneak to other side of room, mantle over counter and hide there. From there I waited for merchant to turn again, picklocked cash box and left room. Also thief on terrace can be annoying just like couple of villagers walking on street, but some of them are neutral. Also there is passage on attic to room with valuable painting and 2 spiders. Dropping into this room quietly will take couple of tries. And you need to be careful to not get spotted by Lash patrolling his house.
STATS:
Time: 0:44:08; Loot: 3443/4120
Pockets Picked: 1/1; Locks Picked: 24
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
VERSION 2
There is many changes to this mission. There is map. Max loot is smaller, but it means that there is many loot pieces that is just less worth, so mission feels less empty. There are secrets, but they don't appear in stats. There are bonuses, but they don't appear on objectives screen. There is less villagers on streets. Some AI are in new places and patrolling differently. Some areas are new or they have added new rooms. There are also places that vanished like house on top of hill. Exit path starts in different place. Placement of book needed for Hotel objective is different. Also some houses require finding different path. For example: to enter Mill you must go through mine instead enter directly through window. You can also frob douse candles.
Mentioned ghosting problems from previous version aren't problem anymore. Both paths into Village are more accessible. Banker doesn't get stuck on cabinet, because there is no cabinet. Librarian stays on 2nd floor and you can easily frob douse candlesticks. Mining Shop is empty. Lash stays in his bedroom. There is no thief on terrace of Inn.
So what are the problems now? First there is cash box under counter in Milk Shop. You must mantle over right side of counter while woman is looking away and picklock box. Second is getting to Psychic Shop. It requires entering basement. You must very slowly descend on gravel. Otherwise black spider will go into search mode. Then go right and hide in further corner of corridor. Wait for slow spider to go right, quickly go closer other spider and lean for purse. Then quickly return to dark corner.
Objective of getting Hotel Map is forcing you to enter Mill via Mine. To do that you will be forced to initiate explosion of barricade built out of boulder, wagon, 2 powder kegs, fallen wooden beams and 1 lantern. All this stuff will actually get teleported to different place and traces of explosion will teleport in. Author of this FM probably wanted to make explosion that doesn't alert the whole Village. That's why it still counts as damage property (ghost bust #1) and is unavoidable.
After getting Hotel Map you can leave through front door, which were open by air elemental (probably when I initiated explosion in Mine). Air elemental patrols outside, but also comes to ladder in Mill. To leave wait on top of ladder for elemental, go behind him outside and go left around Mill. Wait for elemental to enter Mill, then jump over river and leave this area.
STATS:
Time: 1:10:38; Loot: 2377/2604
Pockets Picked: 1/1; Locks Picked: 21
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Secrets: 4
Bonuses: 2 (Lash's Lobotomy and Daring Dwarf Discovery)
GHOST: IMPOSSIBLE
klatremus on 6/3/2021 at 05:17
Game:
Thief 2FM:
T2X Mission 6: A Question of KnowledgeGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 1:12:16
Loot - 1986/1986
Pockets Picked - 4/4
Secrets: None
Locks Picked - 11
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - None
See the entire report with screenshots (
www.klatremus.org/T2X_6.htm) here!
Loot list (
www.klatremus.org/T2X_6L.htm) here!
YouTube let's play (
https://youtu.be/P-W-PaVA900) here!
Comments:This is probably my least favorite mission so far in the campaign. A hammerite compound has been done many times before, so this needed to be something special if it was to impress. Unfortunately, it doesn't. It is very easy, no hidden loot, no secrets, and several virtually empty outdoor areas. And how can this otherwise rule-driven faction ignore a gaping hole in the roof? The conversations and readables do a fair bit to redeem its replay value, but it's not enough to save a mission that could've been so much more.
I was following the lead I got at the smugglers and breaking into Sunnyport's hammerite temple. I had to identify and locate the high priest, as well as find out whether they were able to aid me in getting rid of my enemies. I was also to snag 1,300 loot along the way and make it back to the streets.
Had to enter through the small apartment in the west. Using the cathedral doors requires unnecessary key pickups ((
https://www.klatremus.org/T2X_6_files/image001.jpg) see image). Lurked myself through the side window, looted the place, and crossed the metal pipes to the damaged sanctuary roof (see image below). The hole took me to the second floor. A couple of loot items here were easy to obtain, two plates and a statue to be exact. Dodging the archer on the walkway wasn't a problem at all. To reach the golden hammer near the bell tower, I needed the inner chapel key, either from the mentioned archer or the patrolling hammer downstairs. I headed down the stairs on the west side and waited by the door. Soon the guard strolled close enough for me to pick his pocket. I fetched the bell tower loot, relocked the door and went downstairs again. The urn from the altar in the room just north was one out of two pieces of loot in the sanctuary itself. From this room I went back south and crossed the chapel hall behind both guards' backs. The locked door in the room with the artifact statue took me to the inner chapel area. The inner chapel key stuck to my inventory and couldn't be dropped back. Not sure what I feel about that really. It feels more in the spirit of Supreme to return it.
Inline Image:
https://www.klatremus.org/T2X_6_files/image002.jpgI slipped west and grabbed the urn from the office, then followed the patrolling hammer east, past the side entrance, to the kitchen. I hid in the doorway, observing the various patrol patterns. After finishing his convo, the chef walks back and forth between the kitchen and the pantry, halting at regular intervals. Once he entered the pantry, I slipped out the northeast doorway. Listening for the chef making comments, I cleaned the mess hall empty. Headed out east and picked the lock to the chef's bedroom door. Grabbed the loot and went back to the mess hall. Left the mess hall via the north door. Robbed the small library just north, and snatched the two artifacts from the atrium. Two guards had a triggered convo in the foyer; I made sure not to trigger this until absolutely necessary, to avoid more patrolling people. Cleaned the barracks next. No fuzz. Then picked the last piece of loot from the small library northeast of the foyer, after the chatters had left. Used the foyer elevator to ascend to the second floor.
I remained dark on the elevator going upstairs. The stationary archer here couldn't see me on the south side. I leaned over and grabbed the urn and both goblets from the shelves. Then snuck over to the door in the northeast when the guard wasn't looking (see image below). Looted this room also and walked around the entire complex to appear on the archer's west side. From here I could pick the high priest's chamber door. I made sure to read the plaque outside the door to check off the objective. Grabbed the loot, the key and read the book to get new objectives. Looted my way back through the museum and the cozy living room, to appear in the noisy/carpeted hallways further east. Ran through the greenhouse and plundered the sitting room just south. Left through the other door leading to the hallways again. Looted the observatory accessible from this hallway. Next up was Onam's office. From here I could reach the stone halls to the east and loot all the connected rooms; remembered the vase on the hallway table also. Only one archer patrolled in this area, he was no hassle. One of the smaller studies had a valuable ring, while the last pieces of loot were in the larger room at the end of the western hall. I left through the southern window here, sneaking along the noisy roof. Crossed the courtyard, entered the double doors and continued through the hallways west, only to appear with clear sight of the library door. Crawling across the snowfield, I was able to enter without detection.
Inline Image:
https://www.klatremus.org/T2X_6_files/image003.jpgThe library depended on the hammer's patrol route and fast movement. Three pieces of loot were spread around. No big deal in here, but success took time mostly. Had to frob the button on the desk through the office window to open the door (see image below). I tried to enter via the closest door without setting off Araphax, but it wasn't to be. He started a muttering monologue when entering the room, and I could trigger it without getting a first alert, but there was no way to get over to the desk without him starting to attack. Enemies don't give first alerts during a conversation, and this counted as such, but the room was too bright to avoid the bust. The door on the other side had a convenient light switch by the door, though it is a Supreme bust to remove light sources. Alas, I had to use it. When his monologue finished, occasionally he did a small pivot, similar to one of the hammerite guards in the Cragscleft mission. This could perhaps be used to get in behind him unseen, but there would be no way to get back out regardless. I also realized that when closing the western door, he gives a first alert. I never noticed this the first time I played the mission, because he was still talking to himself as I left. This time I listened at the door for a few minutes and sure enough he gave a settling remark not much later. Two Supreme busts then.
Inline Image:
https://www.klatremus.org/T2X_6_files/image004.jpgThe library key also stuck to my inventory, so I just used the other exit from the library and emerged by the chapel pulpit. From here I headed upstairs and left through the hole in the roof. Done deal!
Notes:- Had to turn off the lights in the library office to obtain the Mausoleum Map. Busted Supreme Ghost.
- Araphax gave a first alert when closing the door to the library office after getting the map. Another Supreme bust.
marbleman on 12/3/2021 at 11:14
Game:
Thief GoldFM:
Endless RainGhost -
SuccessPerfect Thief -
SuccessTime - 50:02
Loot - 4500/4500
Pockets Picked - 5/5
Locks Picked - 6
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - 1 holy water vial and 1 water arrow
See the report in video format here: (
https://youtu.be/CdJjXdy02EE) https://youtu.be/CdJjXdy02EE
* * *
Game:
Thief GoldFM:
The Chalice of Souls: With the Snow as Sole WitnessGhost -
SuccessPerfect Thief -
SuccessTime - 1:00:29
Loot - 4000/4000
Pockets Picked - 3/3
Locks Picked - 12
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - 1 moss arrow
See the report in video format here: (
https://youtu.be/jVZnUl5Wpi8) https://youtu.be/jVZnUl5Wpi8
Notes- Taking the gold skull in the hallucinations room may be a bust to Ghost, in which case the mission is not possible to Perfect Thief. I've taken it in my run, but it can easily be skipped.
* * *
Game:
Thief GoldFM:
The Chalice of Souls: Beyond the Secluded PassageGhost -
SuccessPerfect Thief -
SuccessTime - 46:42
Loot - 2500/2500
Pockets Picked - 7/7
Locks Picked - 5
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - 2 water arrows and 2 moss arrows
See the report in video format here: (
https://youtu.be/gL16DP6xqjM) https://youtu.be/gL16DP6xqjM
klatremus on 21/3/2021 at 02:28
Game:
Thief 2FM:
T2X Mission 7: Down Among Dead MenGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
FailedTime - 1:16:14
Loot - 1835/1835 (Supreme: 1710)
Pockets Picked - None
Secrets: 4/4
Locks Picked - 5
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - 4 Water Arrows (3 to move a goblet in the lower halls, and 1 to open the casket in Crypt of the Forgotten King)
See the entire report with screenshots (
www.klatremus.org/T2X_7.htm) here!
Loot list (
www.klatremus.org/T2X_7L.htm) here!
YouTube let's play (
https://youtu.be/8IUKnJ8N7RI) here!
Comments:This is a great mission, and in my opinion the best so far in the campaign. Story wise, it naturally follows the events in the hammerite seminary. In terms of gameplay, it hits home on every level. It strikes a nice balance between triggering the nostalgic feeling of Down In the Bonehoard and Return to the Cathedral, while also managing to stay fresh and innovative, yet without overdoing it. The sense of dread and isolation is captured near perfectly in one of T2X’s standout missions. Top notch!
Mainly, I had to break into the mausoleum and find the Orb of St. Basmus. I also had to locate another elemental crystal, presumed to be stored down there. 900 worth of valuables were also required, plus procuring some useful information from the Onam expedition. Finally, I was to return to the starting caves.
PlanningNothing to report until I got to the church. The double doors were pickable, but in NewDark you can avoid them by mantling the gravestone in the northeast (see image below). From there I could cross the roof and enter the building via a broken window, or drop to ground level and approach the graveyard to the west. From the church courtyard I could instead head east to find the mausoleum façade. Although some of the mausoleum windows were broken, only one on the top story could be entered, though it required some stackables. I’d keep that in mind for later.
Inline Image:
https://www.klatremus.org/T2X_7_files/image001.jpgThe mausoleum courtyard also had a path down to the underground tombs, which posed the first main problem. Upon arriving in what I call the foyer, a scripted event occurred where you witness a gruesome double murder ((
https://www.klatremus.org/T2X_7_files/image002.jpg) see image). It culminated in a cave-in as a result of an explosion, caused by Mausoleus himself. Problem was, the sounds from the explosion alerted two zombies that had this room as part of their patrol route. Luckily, both of them left the foyer for most of their route, and if I waited until they were gone before triggering the explosion, they remained unalerted. I ran to check after the script had finished and they were then patrolling like normal. The bigger issue however were the zombies in the tombs to the southwest. There was no door separating them from the sounds of the explosion, and every time I checked, they were alerted to hunt mode (see image below). Scripted events like these are normally excused for all ghost modes, since they are deliberate gameplay elements implemented by the mission author and ordinarily unavoidable. But following the new Supreme rule #15, if there are ways to avoid such scripts, especially if they inescapably lead to what would otherwise be Ghost busts, one should. The foyer was divided into two plateaus. Entering the upper plateau to the east triggered the script, but not the lower one. Fortunately, both the torture chamber to the north and the tombs to the southwest could be entered from the church and the cemetery, respectively. This meant that if I planned my route carefully, there would never be a need to enter the upper part of the foyer, thus avoiding the scripted explosion entirely.
Inline Image:
https://www.klatremus.org/T2X_7_files/image003.jpgTombsMy first stop was thus the graveyard. It had a few patrolling zombies, but nothing that couldn’t be snuck by with ease. The northwest tomb held my first objective, the elemental crystal. It counted as a light source, but due to recent clarification of Supreme rule #14, this is an unavoidable consequence of completing a mandatory objective, and thus no longer considered a bust. From the southwestern tomb I could make my way underground, but this required picking open the door. Instead I decided to return later, if I couldn’t find another way past the aforementioned script explosion.
I backtracked a bit and cleaned out the church. Nothing to report there. Headed underground to the area surrounding the torture chamber. There was a readable in a hidden library study that triggered a new, optional objective to destroy Mausoleus’ remains. I skipped the entire readable for all modes. I knew it was impossible to complete without alerting the two fire elementals in the lava cave. Although that is a direct consequence of completing an objective, since it was avoidable (and optional for regular Ghost), it was in my best interest to skip it. When following the patrolling zombie out of the torture chamber’s double door, I realized I could sneak right without triggering the explosive script. As long as I stayed between the wall and the pillar, I was good, plus it kept me hidden from both zombies ((
https://www.klatremus.org/T2X_7_files/image004.jpg) see image)
Inline Image:
https://www.klatremus.org/T2X_7_files/image005.jpgThe royal grave chamber had the first loot skip for Supreme. Seven lit candles were on a shelf in a hidden tomb (see image above). The middle candlestick was loot, but also a light source. I tested it by dousing all the other candles, and then watched my light gem as I took the middle one. Those must be skipped following rule 6a. Only objectives are excused, and this piece wasn’t. It was only valued at 25, but it meant Perfect Supreme went bye-bye. Just southwest of this chamber I found a green, teleporting diamond (see image below). It also emitted light, and since it wasn’t an objective, I skipped it too for Supreme. It also spawned three falling skulls when taken, potentially alerting nearby enemies. I would probably count this as a noise trap, further complicating things for Supreme. Easy skip this.
Inline Image:
https://www.klatremus.org/T2X_7_files/image006.jpgDescended to the lower halls via a chute in one of the grave chambers. Had to leave a rope arrow behind, but I’d pick it up on the way back. The entire lower level was unproblematic. Just dodging patrolling zombies really. I needed the mausoleum key in order to proceed, and luckily the glowing skull didn’t illuminate. If so, that would’ve been a Supreme bust. At the eastern end of this level I came upon another issue however. A long, straight hallway concealed a sliding wall trap. It was proximity bound and completely impossible to avoid if wanting to pass. I could get to the other side by a different route, but I wanted a gold goblet on a ledge by one of the murals. It was too far away from either end to obtain by leaning, so I’d have to think of something else. It was just as a fluke I decided to shoot it with an arrow ((
https://www.klatremus.org/T2X_7_files/image007.jpg) see image), discovering that it could be moved! After much experimentation I found a method to successfully push it to the other end of the tunnel using 3 water arrows. At first I thought shooting the initial arrow in behind the goblet would push it out from the wall, but that wasn’t the case. It always ended up in the opposite corner and never budged after that. Instead I had to shoot the goblet into the wall so it bounced out again. It wouldn’t fall to the ground this way, but at least it was much closer to the edge. The second arrow could now be shot behind it and push it fully off the edge. The third was just a straight shot to the end, pretty close to the ladder in the distance (see image below). It would now be easy to take from the other side later. I know spending 3 water crystals to obtain a goblet worth 25 doesn’t really make sense, but it was fun figuring out how to do this.
Inline Image:
https://www.klatremus.org/T2X_7_files/image008.jpgI now had to backpedal and use a crawlspace in one of the circular vaults. It emerged in the far south, close to the Crypt of the Forgotten King. There were no enemies here, so nothing much to report. I opted out of taking both the crystal scepter and the heart ward. The scepter was only used to open the casket with the ward, and it disappeared upon use. I also knew the Orb of St. Basmus probably could be taken without the ward. If not, I could always return to retrieve it later. Getting the scepter required using a moss arrow, which, although not a bust to Supreme if used to solve a puzzle, still left patches of moss behind and didn’t feel very Supreme-like. Furthermore, using the scepter to open the casket sounded like breaking glass. I assume the scepter just functions like a key, because the casket could be opened and closed at will afterwards, but that audio cue just didn’t sound right. I probably wouldn’t have deemed it a bust if I ended up having to take the ward, but I happily skipped it for now.
Snuck through the lava cave by the fire elementals without problems. Descended the ladder here and finally took the goblet from earlier. Climbed back up and entered the mausoleum without issues.
The MausoleumThe initial halls and the spider cave had nothing worth reporting. A well-hidden pair of coins lay in the corner of a broken casket ((
https://www.klatremus.org/T2X_7_files/image009.jpg) see image). Once I entered the upper levels however, things got real interesting. First, the intended way to escape the tower was by way of a broken window on the top floor. Thus, the authors put in a mechanism where the entry gate both closed and relocked automatically. That coupled with the fact that the mausoleum key disappeared when used meant there was no way to leave once inside. I solved that by dropping my healing oil flask at the base of one of the doors as it was about to shut (see image below). Funny how such a little thing can block the largest door known to man.
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https://www.klatremus.org/T2X_7_files/image010.jpgThe tower itself had four floors. Each floor consisted of a circular room with caskets along the edges. In the middle of each floor was a statue. Since I didn’t have the king’s ward, each statue had a misty halo above its head. Once taking the ward, all the halos disappeared. After some experimentation, I realized the halos functioned like cameras. It was tough to tell, but I think they scanned the room 360 degrees. It was near impossible to know exactly what direction each was looking at any given point in time. If I got caught, I just reloaded and waited a few seconds before going. I don’t think they had first alerts, but they did make turret-like sounds if second alerting, then started shooting fire balls on a third alert. Generally, they seemed a lot less jumpy than normal cameras, and for that I was happy. Each room also had windows, but they usually only lit up the nearest casket. Worse still were the wall candles, which light penetrated a farther distance into the room.
The first floor was easy. I just circled the room left and grabbed the one piece of loot from the shade. Two skeleton guardians patrolled between the first two floors. One of them stopped at each end of its route, while the other one just turned around and headed back. The second floor was worse, but still not that bad. If I went slow, I could cross straight through the middle of the room from east to west ((
https://www.klatremus.org/T2X_7_files/image011.jpg) see image). Then I could sneak in behind the pillar in the northwest corner to get the difficult artifact statue in there. Snuck out the same way.
The third floor was the worst, mostly due to the stationary skeleton. Two pieces of loot were situated along the western wall, where it was stationed, plus you also had two wall candles on this side. There was another skeleton in here too, but it patrolled between this level and the top floor. Although the shadow patterns on the floor didn’t reveal it, I could actually sneak straight over from the eastern corner with a completely black light gem (see image below). I tried climbing the caskets along the east wall first, but once I got close to the northern candle, I wasn’t able to progress. Getting into the middle of the room made it a walk in the park. I still had to time the pivoting skeleton, but I could grab both vases from close to the center statue. No noises from the mist halo either. Nice!
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https://www.klatremus.org/T2X_7_files/image012.jpgThe top floor had a big problem. Crossing the doorway boundary triggered Mausoleus’ ghost flinging three skulls at me (see image below). Although it was easy to dodge his shots, their impact made an awful lot of noise. I’m not sure if the event counts as a trap or not. It seemed more like a scripted animation to me. There was no pressure plate or detection that triggered the shots. There was a mist halo on this floor too, but it didn’t see me enter the room, at least I didn’t hear the turret noise. There was no way to avoid this event at all, it seemed. I went back and picked up the ward too just to see, but it didn’t change matters. Next I waited for the skeleton to head downstairs to see if they alerted to the shots. When I headed back down, they were both in hunt mode ((
https://www.klatremus.org/T2X_7_files/image014.jpg) see image). Replaying the scenario a few times always yielded the same results. There was nothing to do but descend and find a different way in.
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https://www.klatremus.org/T2X_7_files/image013.jpgI headed all the way back and started looking for stackables. I found three convenient crates in a storeroom close to the torture chamber beneath the church (first image below). There was another crate in the torture chamber itself, but the zombie from before patrolled through this room. I brought the crates along and headed up to the mausoleum façade. An open window was on the top level, southeast corner. I could mantle up the first ledge, but needed all three crates to reach the top. In NewDark, newmantle reduces the required amount to two crates and a healing oil (second image below).
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https://www.klatremus.org/T2X_7_files/image015.jpgInline Image:
https://www.klatremus.org/T2X_7_files/image016.jpgThe biggest problem now was getting through the window. The mist camera was still active and the window opening was super bright. I really just had to rush in and hope for the best. I dropped to the floor to the left; that was the spot farthest away from either of the lit candles. From here, the rest was very straight forward. I could climb a rope straight up to the ceiling rafters with the light gem totally black (image below). I retrieved my rope and shot another one closer to the center by the floating Orb. When taking it, I realized it too emits light, just like the elemental crystal from earlier. Like with the crystal though, the new rules allow such objectives to be taken.
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https://www.klatremus.org/T2X_7_files/image017.jpgI dropped onto the large casket from the upper rafters. With a bit of luck, the camera wouldn’t see me and I could hide behind it. From here it was just another swift move out of the window. Again, it was hit or miss. The last piece of loot was in Deadman’s Gully. No issues there. Returned the crates afterwards and ended the mission in the starting cave. What a fantastic ride this was!
Notes:- Skipped a gold candlestick worth 25 in the royal grave chamber for Supreme. It was a light source, and removing those is not allowed for that mode.
- Skipped a teleporting green diamond worth 100 in the upper tombs for Supreme; it was also a light source.