THIEF
GOLD NEXT MISSION A Keeper’s Training 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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