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A Keeper’s Training

 

LOOT LIST

VIDEO REPORT (Narrated Run)

VIDEO REPORT (Segmented Run)

 

 

Decided to ghost this one as the start of my NewDark Supreme run. I never saw the point before, but I guess the one piece of loot adds to the campaign total, making it worth a shot. The map is quite well made, for an obstacle course. I was also enjoying the recently updated high resolution texture packs. This game never ceases to amaze.

 

 

My only objective was to follow the directions given by the instructor. “Do as you’re told”, in other words. I took that as everything verbal or written. This meant if I was instructed to do something that went against the Ghost rules, I was excused. Nice!

 

The first couple of rooms were easy (left image below). Toyed around a bit to see how many different comments Artemus would give. He just did the initial speech, plus one for the first failed attempt. The keepers at the top of the stairs never gave alerts until I accomplished my tasks.

 

 

 

Problems arose in the courtyard. Picking up both the sword and the bow was necessary to continue. Artemus directly instructed me to “get my weapons”. Frobbing the bow would also pick up the arrows, and vice versa. Niether could be put back of course. Also picked up the one arrow after shooting the target. The practice dummy was likewise required to proceed, again directly instructed by my teacher. The slashes do count as damage (right image above), though excused for the aforementioned reason. It doesn’t show up until the stats screen after mission 2, in the campaign totals section. It deals a varying amount of damage, normally between 10 and 20. This time it clocked in at 18.

 

The following event is more debatable. Quoting Artemus, his words are: “You’re ready for a live opponent.” Although he doesn’t explicitly tell you to fight the guard, it’s at least strongly implied. You are required to either deal or take damage, or both. I chose to give him five swings, for another 10 damage points (left image below). Leaving the sparring area then, ends the session. This is the only way to spawn the key on the table.

 

 

 

Visited the basketball court also, just to read the quotes. Locked the door on my way out. The gate by the guard shut as I reentered the sparring area. To lock the exit door while also returning the key to the table, I just stood underneath it as I locked it with my key (right image above). It stopped on my head, then I cleared my inventory and frobbed the door normally. This opened it again without unlocking it. Almost like lock-blocking a regular door, though a little tougher. Closing the door behind me left no chance of returning, but that of course was the point.

 

 

Statistics:

 

Time: 12:24

Loot: 50 out of 50

Pickpockets: None

Locks Picked: None

Damage Dealt: 28 Damage Taken: 0

Consumables: None

Ghost: Success!

Perfect Thief: Success!

Supreme Thief: Success!

Perfect Supreme Thief: Success!

 

Notes:

-          Dealt 18 damage to the training dummy. This is excused due to Artemus’ explicit orders.

-          Dealt 10 more damage to my sparring partner. This isn’t directly instructed, but heavily implied and required to continue, so I ruled in favor of no bust.

 

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