klatremus on 22/9/2025 at 03:17
Game:
Thief 2FM:
Godbreaker, Mission 4: The Final ThreadGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 2:55:44
Loot - 6918/6918 (Supreme: 6803)
Pockets Picked - 26/26
Secrets - 3/3
Locks Picked - 17
Damage dealt - 0, Damage taken - 10, Healing Taken: 3
Consumables - None
See the entire report with screenshots (
https://www.klatremus.org/Godbreaker3.htm) here!
Loot list (
https://www.klatremus.org/Godbreaker4_L.htm) here.
YouTube let's play (
https://youtu.be/vFkkpbEu_lE) here!
Comments:This is my favorite type of mission; a non-linear, vast city with lots to do at every corner. It starts out very tough, but if you get through the initial section, you’ll be surprised by some very clever city design that rivals the best I’ve ever seen. There is some back and forth, but that only gives you an excuse to revisit each part of the city several times. What a fantastic end to a stellar campaign!
Dennison’sInitially, all I had to do was obtain Dennison’s guard’s necklace in order to drink the antidote. Although it was a potion, it was explicitly stated in the objective and thus ok. During the initial conversation I took damage 4 times, losing 1 or 2 points of health each time. The guard healed me 3 points, and then I coughed one more time right after being freed, which usually left me with 5 or 6 health shields to go. This meant I could go with 3-4 more coughs before dying without taking any healing. Healing fruits were ok to eat for both Ghost and Supreme, though perhaps in the spirit to avoid for the latter, due to them being unnecessary pickups. When arriving from the basement, normally the coast was clear to head straight to the second floor, and if lucky, the guard outside Lady Dennison’s bedroom was on his way north. I could wait in the cubby to the right and slip into the bedroom when he returned. One more cough in there. Listened for him to walk away and then I scooted in behind him at the top of the stairs (image below). This last part was most difficult; I had to head down and take the next cough at the bottom of the stairs. At the northern end of the hall the kitchen servant didn’t hear me take damage. Then I hurried back to the basement. I managed to bring back the necklace and drink the antidote with 3 health shields remaining. I don’t think much better than that is possible.
Inline Image:
https://www.klatremus.org/Godbreaker4_files/image001.jpgWith heavily updated objectives, I could loot the rest of the manor. The only tricky spot was getting into the Dennison’s quarters upstairs. I had to pick the lock on the door when the patrolling guard was at the far western end of the patrol route. When he reached the end of the rug, right before stopping, I could start picking (image below), otherwise he gave a first alert. Patrolling guards never give first alerts when stopped, but I made sure afterwards that he wasn’t in a constant alert state and that this lockpick was safe for Supreme. I needed three patrol rounds to get in.
Inline Image:
https://www.klatremus.org/Godbreaker4_files/image002.jpgLeft Dennison’s through the dining room shutters; it just seemed stealthier than the front doors. I was not able to mantle over the fence in the little front garden.
ChapelThe southwestern part of town wasn’t that hard, as there were a lot of alternate ways to move around. I entered the chapel compound via the castle rampart, as this circumnavigated obtaining the gate key. I had previously not triggered Merek’s conversation at the watch station, as this would start his patrol towards the chapel. He ended up in the east library, making getting the loot in there more difficult.
I could not find a way to reach the high priest office without at least a first alert. There was no way to reach the high priest’s balcony from either floor. Picking the door also didn’t work, as the nearby guard heard the lockpicks. The nave was also too lit up to avoid comments from the singers. The most reliable way I found was to enter via the second floor western window and creep along the wall. However, about 10 feet before the doorway, the aforementioned sentry gave a first alert (image below). There was a section along the wall where I hit a light source on the opposite side of the nave. This torch was enough to slightly increase my gem, and I was too close to said guard to avoid being spotted. I did manage to get to the corner by the guard’s right once by traversing across the wooden beam above the nave, but from there I didn’t find a way to reach the staircase unseen. To cross the downstairs library I had to cross the small table with the candle, otherwise I usually got spotted by the members of the choir. Had to return the same way, so I took a second first alert in the upstairs hallway from the same guy as before.
Inline Image:
https://www.klatremus.org/Godbreaker4_files/image003.jpgThe other problem for Supreme was getting the loot in the eastern library on the ground floor. I couldn’t use the back door as the nearby guard commented, so I had to go through the nave. It was impossible to mantle the pews without a loud clunk. Instead, I did a slow walk-jump onto its edge in order to reach the room with St. Ives’ statue. Timing the two patrollers here took a bit of patience, but not too bad. I was not, however, able to get the goblet and bottle in the pulpit for Supreme (image below). One of the members of the choir always settled with a remark once I was out of view, and the same going back. Skipped it for that mode.
Inline Image:
https://www.klatremus.org/Godbreaker4_files/image004.jpgWatch StationI entered the watch station via the southwest middle floor window (image below). This was risky due to multiple nearby patrollers and a very dangerous guard in the top floor window, but it avoided any lockpicking. I also did not pick the elevator lockbox that accessed the third floor. A rope arrow did the trick instead. There was no reason to visit the prison level at all that I could find, other than a hint to the location of the diamonds. Exited via the open top floor window while the guard was away.
Inline Image:
https://www.klatremus.org/Godbreaker4_files/image005.jpgHad to loot the building to the east of the watch station coming from the west. I used the south shutters in the grassy courtyard to enter, otherwise I’d have to pick an extra lock on one of the bedroom doors. There was a very tough piece of loot to get inside an open window south of the mages that I could only get coming from this building (image below). The alley below was covered by both a stationary and a patrolling mage. The stationary one was furthermore highly alert. It took some snaillike creeping to climb the slanting roof and get the candlestick. It was even tougher to get back down. The alley was impossible to pass due east, so I went back through the western building and reemerged in the courtyard east of the watch station.
Inline Image:
https://www.klatremus.org/Godbreaker4_files/image006.jpgMages'This place was quite tough, and minimizing lockpicks didn’t make it easier. A total of 6 doors existed, 5 of which were pickable. The unpickable one responded to the mage’s key from the top floor and was required to get all the loot in this place. This key also worked on 4 of the 5 other doors. The only one it didn’t work on was necessary to pick open to reach the top floor where the key was found. However, there was an alternate way up to this level, by leap frogging across some statues and making an angled jump to mantle up the roof outside the balcony (image below). Now, problem was this key had to be returned and I still wanted to avoid picking the aforementioned door. I thus had to drop back outside the balcony and circumnavigate the building to the eastern window. Alternately, I could have used the street level doors, but there was no way to monitor the stationary guard down there from the outside. The scroll of dispersal in the library wasn’t necessary to get for any mode, plus it triggered a first alert from the thief once taken anyway. Then I leap frogged my way to the top floor to drop the key back onto the carpet. Quite a bit of extra work just to leave one door locked, but worth it.
Inline Image:
https://www.klatremus.org/Godbreaker4_files/image007.jpgStreet WorkWorked my way north and east from here, without many issues. Plenty of routes along the rooftops, which was splendid. Some difficult maneuvering occasionally, so definitely not for newbies this one. An archer had a scripted response to a training dummy in the watchpost, uttering alert-like remarks. Caught me by surprise a few times. A prostitute nearby this was neutral, but still made a remark if I got close enough. I stayed away.
Above the Dancing Cray I found a rooftop bar with some thieves. Although they were neutral, two of them still alerted to me picking the footlocker with the only piece of loot up here (image below). Had to skip that for Supreme, sadly. Close to this was a locked apartment with a conversing couple. They didn’t say anything, but gesticulated to simulate a dialogue. The only way to get his purse was to come through the western window ((
https://www.klatremus.org/Godbreaker4_files/image009.jpg) see image). Although he was neutral, if he was aware of me when pickpocketing him, he went to alarm mode.
Inline Image:
https://www.klatremus.org/Godbreaker4_files/image008.jpgA very tough piece of loot came in Priscilla’s house in the far north. In the bedroom she roamed between two stopping points, staying for about 10-15 seconds in each spot. As always, patrollers don’t utter first alerts while stopped, but that doesn’t mean they don’t alert. If stationed closest to the door, she heard it open, so I eavesdropped to time her. The tough part was picking the safe without a comment. Fortunately, I found I could hide on top of her wardrobe and most of the time be safe from detection (image below). When stopping farthest away from the safe, she didn’t hear the lockpicks. However, if she pivoted south when heading back, she would always catch me. It was a bit of a guessing game whether she would turn this way or not. I needed two rounds of her patrol to get the safe open and retrieve the loot. There was also the lanternguard patrolling the hallway, but he was much less of a problem. Got the diamond in the end.
Inline Image:
https://www.klatremus.org/Godbreaker4_files/image010.jpgThe last piece of tough loot was in the courtyard outside the warehouse, which was inaccessible by the way. I had to drop from the sloping roof to the south onto the stairs (image below). Cleaned the inn next and headed back to Dennison's to end the mission. This was one stellar city mission if I've ever played one!
Inline Image:
https://www.klatremus.org/Godbreaker4_files/image011.jpgNotes:- The damage and healing taken were scripted and out of my control. No busts.
- Took two first alerts getting to and from the high priest’s office. The stationary guard in the upstairs hallway saw the creep along the wall. Supreme busts.
- Skipped the loot worth 65 on the pulpit in the chapel for Supreme. I was not able to avoid a comment from the choir members.
- Skipped a mask worth 50 in the thieves’ bar for Supreme. The bartender and guest heard the lockpicks.
klatremus on 30/9/2025 at 17:37
Reported by thebigh over at The Dark Mod forums. He asked me to post it here.
Game: The Dark Mod
FM: Special Delivery
Ghost - Success
Perfect Thief - Success
Supreme Ghost - Success
Perfect Supreme - Success
Time - 32:54
Damage dealt - 0, Damage received - 0
Health restored - 0
Pockets picked - 3/3
Loot - 2315/2315
Killed by the player - 0
KOed by the player - 0
Bodies found by AI - 0
Alerts - 0 suspicious, 0 searches, 0 sightings
Stealth score - 0
Consumables - none
This is a small mission that looks pretty simple and linear, but there's a couple of quite tricky spots.
The first non-trivial bit was dodging the guy in the tavern on the approach. He patrols his bedroom and the tavern room; trying to duck around him in the brightly lit tavern was not feasible, and the bedroom is pretty tightly confined. Luckily the civilian steps off to the side to open and close the door and I found that hugging the wall let me approach the door without bumping into him. I used the same trick getting back.
Entering the factory was very easy. There's just one guard patrolling outside and he's easily dodged. After crawling through a vent I emerged onto a catwalk overlooking some kind of factory. The catwalk is made of metal, the whole area is brightly lit with only a few mediocre shadows to hide in, and there's two guards. One walks up and down the catwalk, the other patrols randomly on the ground floor. The catwalk leads to a room containing loot but it is *very* difficult to reach and I left it until the end. Another door on the ground level leads to the warehouse, so I carefully made my way down there. A nearby table has a scroll which, in principle, I could have taken and used to muffle my footfalls when dropping but I didn't end up needing it.
The warehouse has a couple of trivial rooms that are easily looted, a locked office to the east that you need to enter, and to the south is a guard circling around a strange metal pit with a floodlight at the bottom. Two other guards patrol the area, but they're easily avoided. I found them annoying at times when I was trying to deal with the pit room. There's two other passages leading off this room: the east one leads nowhere and the west one goes to a small room containing the office key. It also has three guards lazing about in there, as well as a lamp illuminating the doorway. I couldn't enter without some commentary from the Three Amigos. The only other way to get the key is to go down the pit and clamber into some vents that let you grab it through a grate. I had to time this very precisely, but it's quite doable. Getting back up is about twice as hard. I think in the end I got lucky with the pit guard's random head turns and was able to rush down the west passage without causing a murmur. From there it was a piece of cake to get the objective loot item, lock up behind me, and head back to the factory. The key's not droppable so at least I was spared the ordeal of navigating the pit a second time.
And now for the piece-de-resistance, my greatest supreme ghosting triumph to date: getting to that side room on the factory catwalk. It is *very* difficult and the solution I found seems counterintuitive. Sticking to the catwalk is not an option. I could get as far as the corner, he'd walk past me without bumping into me, but that was as far as I could go. There's not enough time to rush to the door after he passes me: we either collide or he spots me at the end of his patrol route. Climbing onto the handrail let me pass him without bumping into him, if I clung to the very edge of it and leaned out, but the handrail is so tall it takes me way too close to the electric lamps and I was lit up like Christmas. I even tried wedging myself between the bars of the handrail- this got me the shadows I needed but the guard still bumped into me. So the catwalk is a bust.
There's a strange metal box on some scaffolding within jumping distance of the handrail. I climbed up on the handrail after going up the ladder, crept almost up to the three vertical pipes, and then jumped across to the box. By deliberately dropping a bit short I could grab hold and mantle onto it without making a sound. The last few TDM updates have made mantling quicker and smoother; I doubt if I could have done it previously. Now, the metal box *looks* like it's too bright but if I hung right on the edge and leaned out into space it's barely shadowy enough that catwalk guard didn't notice me. Then I mantled onto the horizontal pipe sticking out of the wall- the central beam of the skylight above casts just barely enough shadow there as well, and the goal is in sight. One more short jump-and-mantle onto the catwalk handrail while the guard was walking away and I had made it! Those chunky gold statuettes are mine! All mine! Muahahaha! Getting back was easy because I could just creep behind the guard, no more need for daring aerial acrobatics, and returning to the starting area caused no problems either.
klatremus on 31/10/2025 at 01:16
Game:
The Dark ModFM:
Penny Dreadful 2: All the Way UpGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 1:35:44
Times saved - 248
Times loaded - 126
Damage Dealt: 0 Damage Received: 0
Health Restored - 0
Pockets Picked - 1/3
Loot Acquired - 1388/1388
Killed by the Player - 0
KOed by the Player - 0
Bodies found by AI - 0
Alerts - 0 Suspicious, 0 Searches, 0 Sightings
Stealth Score - 0
Consumables - 2 Water Arrows
See the entire report with screenshots (
https://www.klatremus.org/TDM_PennyDreadful2.htm) here!
Loot list (
https://www.klatremus.org/TDM_PennyDreadful2_L.htm) here!
YouTube let's play (
https://youtu.be/e7LQuzkqjjw) here!
Comments:A huge step up from the first entry in the Penny Dreadful series. A vertical, city mission, along the lines of what we have come to know from Melan in his Thief missions. After being betrayed by buyers, Gerald Foxley is tossed off a bridge and needs to not only reclaim the Grail of Regrets, but also deal with the people who crossed him. Crawl through the murky streets below Willett’s Bridge to salvage your pride. Do not miss this one!
I had been ambushed by Montrose’s men and tossed off a bridge, near dead. My goal was to either discredit or kill both Messer Montrose and co-conspirator, the Bailiff. I then had to reclaim the Grail of Regrets, or find evidence of its whereabouts, in addition to stealing 750 worth of valuables. The latter was optional, but for Supreme that still meant mandatory.
Inline Image:
https://www.klatremus.org/TDM_PennyDreadful2_files/image001.jpgStreetsThe most important item to get ahold of for Supreme was the skeleton key at the locksmith’s. Thus, I skipped any other key (and all doors requiring such) until I got there. On the way I stole what I could from accessible buildings. No issues until I got to the infamous wine cellar. It had loot, but was boarded up from the inside. I could move the board through the open window, but not without dealing with two pesky red spiders. I had to slowly lower the board until it rested quietly on the ground, yet didn’t block the door as I opened it. I managed to get the door open a tad, enough to grab the board from the outside and keep moving it away (image above). No alerts so far. The spiders had totally random routes; they even went outside if I left the door open. They bumped into the board from time to time. Not sure if that is a Supreme bust or what: I don’t think so. It’s not like I used it to my advantage or anything. I got the loot, and then started on trying to board up the door again. I figured I had to leave the board so I could grab it and rotate it from the outside. The best way was to lean it semi-vertically against the window, maybe with the tip of it sticking out (image below). Then I could go out the door and maneuver it from there. Occasionally the spiders bumped into the board so it fell down, out of reach. Once I had ahold of it and off the ground, it was just a matter of saving and rotating until I got it where I wanted. Wine cellar Supremed!
Inline Image:
https://www.klatremus.org/TDM_PennyDreadful2_files/image002.jpgWhen entering the locksmith via the attic shutter, I couldn’t put the shutter back, there was no place for it to sit. In those situations, returning it to “the nearest logical place” is accepted. I put it flat in the windowsill.
Montrose & The BailiffThe only remaining problem was in Messer Montrose’s sitting room where he was meeting the Bailiff. The regular entrance was protected by a stationary guard (first image below). Going in this way was possible, but it was stealthier to descend via the fireplace (second image below). I passed the aforementioned guard by mantling across the boxes, then went up the stairs. Had to put out both fireplaces, but I’d have to put out at least two lights going in the other way also, possibly more. I could grab the evidence and the jail key with no alerts this way. There was a slow match in the armory I could use to relight any fire. However, the downstairs fireplace wouldn’t light up again, only the top one would; not sure why. I tried killing both Montrose and the Bailiff with one shot, since it was instructed and thus allowed in the objectives, but I never managed to without being alerted, and without alerting other guards nearby. Kind of sad to bust Supreme this late on, but what can you do.
Inline Image:
https://www.klatremus.org/TDM_PennyDreadful2_files/image003.jpgInline Image:
https://www.klatremus.org/TDM_PennyDreadful2_files/image004.jpgNotes:- Used two water arrows to douse the fireplaces in Messer Montrose’s quarters. This also triggered first alerts from both of them. Additionally, I wasn’t able to relight the lower floor fireplace with the slow match. Supreme busts.
klatremus on 2/11/2025 at 21:46
Game:
Thief 1FM:
A Thief's TrainingGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
FailedTime - 1:18:12
Loot - 3174/3174 (Supreme: 3049)
Pockets Picked - 2/2
Locks Picked - 7
Secrets - 9/9
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Consumables - None
See the entire report with screenshots (
https://www.klatremus.org/AThiefsTraining.htm) here!
Loot list (
https://www.klatremus.org/AThiefsTraining_L.htm) here.
YouTube let's play (
https://youtu.be/ND5ghKGygUU) here!
Comments:This is an excellent first creation by Snake. It’s also a rare tie-in with the first game’s training mission. Follow some thieves to a keeper compound in Chapelshade. Then raid your former “employers” for a few trinkets, loot and some earned information. A well-designed map with great readables make this one of the best missions from the last couple of years. It is a bit on the easier side though, but perfectly on par with most of the original missions.
My initial tasks were simple: Follow the trail of Sigurd and Radbod in the Chapelshade district, picking up at least 1,400 worth of loot along the way. I would soon obtain additional objectives to steal a golden book and a medallion from the nearby keeper compound.
The first problem came in Aelfwine’s crypt below the chapel. It was in a secret chamber close to the tomb of Saint Tetbert (first image below). Aelfwine’s sarcophagus was lit upon entry, but once opening the chest, that light went out and a new light appeared around the spawned haunt, whom I assume was supposed to be Aelfwine himself (second image below). Either way, removing the first light source was a Supreme violation, so I skipped the tiara for that mode.
Inline Image:
https://www.klatremus.org/AThiefsTraining_files/image001.jpgInline Image:
https://www.klatremus.org/AThiefsTraining_files/image002.jpgThe next issue was entering the elder’s office in the keeper compound. The elder had two stopping locations; one closer to his main desk up the ramp, and one near the entry door. His door had to be picked open. I could eavesdrop to hear where he was located. I know he didn’t hear the lockpicks when stationed up the ramp, as several times he alerted as he was walking back to the closer position. I thus picked the lock only when he was positioned farthest away (image below). However, after getting the door open, I tried to deliberately trigger a first alert, but I was unable to, indicating that he might have indeed alerted to the door and was in a constant first alert state. The problem is when enemies that patrol have stopping points along their routes, they don’t utter first alert remarks while in this position, but they can still give a settling remark later on. I never heard this latter remark though, so I deemed the situation Supreme clean.
Inline Image:
https://www.klatremus.org/AThiefsTraining_files/image003.jpgIn order to return the key safely after visiting the chapter house, I had to drop it onto the silent part of the letter on the desk (image below). All open papers have this spot, but it is very narrow and difficult to find. After my recording, the live chat of course brought out that I never needed to take any of the chapter house keys at all, as I could just access it from the crypts and leave the same way. Doh!
Inline Image:
https://www.klatremus.org/AThiefsTraining_files/image004.jpgThe restricted library was tougher than the rest of the complex, as there were several patrollers that could see me from a distance. This coupled with tiled floors and some brightness meant I had to go slower and time the patrols well. I did not take the alternate exit from the crypt back to the chapter house. Instead I returned to the library entrance and reset the skull puzzle. Dropped to the courtyard and left through the front courtyard.
Notes:- Had to skip a tiara worth 125 in Aelfwine’s tomb for Supreme. Taking it removed a light source.
klatremus on 14/11/2025 at 21:04
Game:
The Dark ModFM:
Penny Dreadful 3: Erasing the TrailGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
FailedTime - 2:56:26
Times saved - 284
Times loaded - 148
Damage Dealt: 0 Damage Received: 0
Health Restored - 0
Pockets Picked - 2/7
Loot Acquired - 3197/3197 (Supreme: 3147)
Killed by the Player - 0
KOed by the Player - 0
Bodies found by AI - 0
Alerts - 0 Suspicious, 0 Searches, 0 Sightings
Stealth Score - 0
Consumables - None
See the entire report with screenshots (
https://www.klatremus.org/TDM_PennyDreadful3.htm) here!
Loot list (
https://www.klatremus.org/TDM_PennyDreadful3_L.htm) here!
YouTube let's play (
https://youtu.be/w40zfFwxGUU) here!
Comments:This is one of the best city missions I have played in The Dark Mod, or in any stealth game period. The alleys of Cinder’s End offer a network of passageway that almost seems limitless, yet there is clear purpose in its design, leading the player along towards the end of the Penny Dreadful saga. There is so much hidden stuff here that will take up several days of playtime. Pure class from Melan and Bikerdude this.
This mission had two kill objectives up front; Grunt and Almsmaster Quandt. The latter I had to bring to the coffin at Penury gate once completed. Fortunately, both of these had non-lethal alternatives, which I would definitely make use of. In addition, I had to steal 2,000 worth of valuables, and end by Woolmark Gate close to the starting position. This mission also had a lot of keys, all of which could be returned. It was in my best interest to minimize these, both to avoid unnecessary pickups, but also to limit backtracking.
Western StreetsFor Supreme, the necessary first path was through the tenements for two reasons. First, I couldn’t enter The Stone Head via the furnace, as I got hurt from the flames. Second, although I could safely drop to the streets, I didn’t find a feasible way up again. I thus stole the tenements key from the patroller and entered the back courtyard. This was the only way to the locked room with the enigma book. There was a hidden shrine underneath the floorboards here. I only removed the two backmost boards. The tobacconist’s was imperative for me to access to avoid having to kill Grunt. I quickly retrieved the lily dust from Armond’s apartment, then returned to mix it in with the tobacco to check off the Grunt objective early. I didn’t return either of these keys yet, in case I needed to use the route back through the tenements later.
Powell’s key behaved strangely. It wasn’t a problem taking it to loot his oil shop, but returning it was odd. First, it simply floated in the air without dropping. Second, I couldn’t bring up any other inventory item or even clear my inventory until I got a fair distance away. It seemed like the key was actively in my possession until the engine forced me to let it go due to lack of proximity. Regardless, the nearest logical place was to return it “above” the table inside the window, which is what I did.
I couldn’t enter the blacksmith’s shop on Dipper’s Walk for Supreme. Although I could take the key through the window bars, I couldn’t return it from outside, and there wasn’t enough time to lock the door and also put the key back where it belonged (image below). It was another one of those strangely behaving keys, where it stayed suspended in the air wherever it got put. Skipped the purse in here for Supreme then.
Inline Image:
https://www.klatremus.org/TDM_PennyDreadful3_files/image002.jpgHad to pick up the heavy silver key from Bellingcourt mansion before heading to the eastern part of town. Climbed the awnings on Canon Street to get up there. Also got the purse from the old arsenal this way. Used the canal to get to the eastern end of Dipper’s Walk. This bypassed the guards’ conversation and thus two extra patrollers in the streets. There were only two pieces of loot in the section by those guards anyway, so I could get those on my way back later. Dipper’s Walk was thus quite easy to cover.
GruntEntered Grunt’s mansion from the third floor balcony. I needed his key and I could also access the hidden passageway beside the desk. In order to enter the red room I had to reflip the lever and block it from closing. I’d still have to close it back up fully later, but I could do that when returning the key. The plate in the kitchen was somewhat tricky, until I realized the maid occasionally left the room entirely. On my first playthrough I never saw her do that. Took a small detour out to Bindle Street directly from Grunt’s. I had to get the loot at the weaponsmith’s using the key from the canal for Supreme. It wasn’t possible to go up the furnace without taking damage. I then returned to Grunt’s and looted the rest unhindered.
I managed to drop into the tombs without anyone hearing it. The undead had a longer route, but they couldn’t be monitored from above. The only way to leave the tombs after getting the loot was up to the power station. There was a gate that only could be operated from the inside; it had been sealed off deliberately by the locals. However, I still needed to close it behind me. I could stand on the third step from the bottom and reach the lever, then run up through the doorway (image below). I always ended up bumping into the door though, until I realized jumping up the stairs sometimes generated a quick boost. It wasn’t a reliable method, but definitely repeatable. Usually I’d end up hitting my head on the top doorframe and instead slow down, but about 1 in 10 times I got the needed boost. I still had to angle the jump correctly and slip out without hitting the door. I managed to do it 4 times successfully, so I deemed it a consistent move.
Inline Image:
https://www.klatremus.org/TDM_PennyDreadful3_files/image003.jpgIn the power station there was a key for the door, but this also had to be returned. However, it hung on the wall and had to be tossed back as I slipped out. Fortunately, I discovered an additional key on a patroller in the streets. In order to not have to tamper with the first key, I reloaded and grabbed the key on the patrolled before heading into the tombs. That seemed a lot cleaner for Supreme.
The rest of the mission wasn’t too difficult. Managed to avoid both the almsmaster’s key and the smuggler’s key by entering the former via an open window on the canal side. From the basement engine room I could use a hidden switch to reach the smuggler’s wine cellar and thus avoid that key also (image below). Here I brought along Grunt’s orders that would complete the final objective non-lethally. Returned a bunch of keys on my way back through the streets, five to be exact. Remembered to move back the vase outside Grunt’s secret panel also. Finished the mission Supreme clean!
Inline Image:
https://www.klatremus.org/TDM_PennyDreadful3_files/image004.jpgNotes:- Skipped a purse worth 50 in the blacksmith’s shop for Supreme. I couldn’t properly return the key without leaving the door unlocked.
klatremus on 23/11/2025 at 03:58
Game:
Thief 1FM:
Catacombs of Knoss, Part 1 (Remastered)
Ghost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
SuccessTime - 1:18:57
Loot - 4172/4172
Pockets Picked - 4/4
Locks Picked - 2
Damage dealt - 0, Damage taken - 0
Consumables - None
See the entire report with screenshots (
https://www.klatremus.org/CatacombsOfKnoss1.htm) here!
Loot list (
https://www.klatremus.org/CatacombsOfKnoss1_L.htm) here.
YouTube let's play (
https://www.youtube.com/watch?v=h5ephncNeDc) here!
Comments:Been wanting to play this mission by Nicked for a long time. This was the remastered version of the original release for the Thief 1 Anniversary Contest back in 2018. A very nice, medium sized city mission. Break into a hammerite cathedral in order to access the catacombs found in mission 2. Some clever design and interconnected buildings make this an enjoyable, yet unique experience. Two thumbs up!
I mainly had to find the key to the hammerite catacombs and break in, while stealing at least 2,300 from the locals. Additionally, I needed to leave some coins by the statue above the marketplace, along with breaking into Karthman’s armory. I didn’t need to steal anything in said armory, just enter.
StreetsThe initial streets were actually quite hard to navigate. The opening plaza had a lookout archer to the east, so I went west along the walls and climbed the cemetery fence on this side (image below). No street lamps in this area made it possible to mantle without the nearby guard seeing me. Stationary guards always make life tougher for ghosters. Exited the cemetery over the walls in the northeast.
Inline Image:
https://www.klatremus.org/CatacombsOfKnoss1_files/image001.jpgClimbed the ladder in the northeast and started looting my way around town clockwise. Didn’t loot the bottom floors of the east apartments coming from above for Supreme, as this required picking an extra lock on the door to the staircase. I’d have to rob those floors from the streets later. Had a similar issue at Gristwood’s. Both balcony doors were pickable, yet they also responded to the house key carried by a patrolling swordsman. I don’t like picking pockets if I can avoid it either, since keys can’t be returned to belts. Fortunately, one of the guards used the western balcony double doors, so I could just block them as he came back inside.
Inline Image:
https://www.klatremus.org/CatacombsOfKnoss1_files/image002.jpgThe only issue in Karthman’s estate was entering the armory. A super annoying practicing archer made small loops right outside the entrance, only having his back turned for a couple of seconds. I basically had to keep trying until he remained in his stationary position (image above) long enough for me to creep-crouch over to the door. Same thing going out. This took a lot longer than I anticipated. I couldn’t get the loot in the attic from here, so I mantled up from a beam above the apartment windows to get it (image below).
Inline Image:
https://www.klatremus.org/CatacombsOfKnoss1_files/image003.jpgCouldn’t reach the shops by going through the law firm; the main entrance was too bright, even though the guard pivoted left and right. Thus, I had to pick the lock on the baker’s to enter.
Hammerite CathedralThe cathedral was easier to ghost than the streets. The nave was the toughest place, but I didn’t need to go there. Stayed in the northern end of the ground floor. Most of the rooms had dark spots in the corners, and few stationary guards. The toughest room was the high priest’s quarters (image below). But even that wasn’t too hard, once I studied his route. As he headed away from his desk I could jump in and land on the rug, then quickly grab the key. He stared at the bookcase for a moment, before heading over to the opposite side. This was enough time for me to leave the same way I came. Fortunately, the key wasn’t droppable, so no way to return it.
Inline Image:
https://www.klatremus.org/CatacombsOfKnoss1_files/image004.jpgFound a well-hidden hammer on a ledge above the nave (image below). Luckily I could grab it from the top walkway without getting spotted. The front door area was impossible approach, so I took the eastern vent shaft back to the streets. Dropped Karthman’s key in the graveyard before exiting to the catacombs.
Inline Image:
https://www.klatremus.org/CatacombsOfKnoss1_files/image005.jpg