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Mission 7: The Haunted Cathedral

 

LOOT LIST

VIDEO REPORT (Narrated Run)

VIDEO REPORT (Segmented Run)

MAPS

 

 

[This walkthrough has recently been updated for TFix, running NewDark 1.25. Although the original text for OldDark has been preserved, situations affected by these patches have been inserted in green. All screenshots have been updated, and many new ones have been added. 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. This walkthrough will discuss differences between all varieties.]

 

Although a decent mission, ‘The Haunted Cathedral’ doesn’t quite satisfy my needs. An undead fan like myself should grant it extra marks, but the lack of variation I guess is too immense. I remember having disappointing comments the first time through this mission years ago, and unfortunately the same still applies. It sets up the following quests nicely, but in itself it doesn’t belong among the previous six. The mission seems like a ruin maze to me, and the fact that engine flaws seriously get on a Ghoster’s nerves doesn’t help. This is the first mission I’ve been unable to ghost in any mode.

 

Overall score: 7.0/10

 

Prologue

Burrick Dealings

The Keeper’s Compound

Market Street Area

De Perrin Street Area

Starting Area & Underground

Finishing

Statistics & Notes

 

 

--- Prologue ---

I need to break into an old cathedral in the abandoned part of the city to retrieve Constantine’s precious artifact. Except for the Eye, I have to get my hands on 2,000 worth of loot, plus an item called the Serpentyle Torc. Coin delivery to the Watchman’s Grave is also necessary; good luck always comes in handy. Plenty of equipment to start off with, so no need for any purchases. The tip explains two different ways of handling zombies, none of which applies to me. Garrett goes to work.

 

Let’s set things straight immediately. In order to minimize busts, you need to precisely follow my order of actions in the beginning. I’ll explain. 5 burricks patrol between Auldale and Market Street. A lamppost set at the end of Auldale Street blocks their path and obstructs their strolls on random occasions. This event is partly correlated with saving/loading and closing/leaving their immediate proximity. The thief engine intentionally “turns off” patrols to increase computer performance when Garrett’s distance to the AI is large enough. When Garrett is away, the AI freezes and this might cause it to change orientation or slide in certain directions away from its set path. Upon awakening, the creature could be destined to walk straight into an object (like a lamppost) and get stuck…for the remainder of the mission. Clever, eh? It is possible to sneak past the burricks if the unfortunate event happens, but it complicates matters considerably. AIs might also fall off cliffs if frozen too close to the edge. It happens to these burricks at the bridge in the same area; they unexpectedly plunge into the river and drown, alerting every other AI in the vicinity to maximum level. These brainless animals can accomplish pretty much anything. The only way around it is to approach this area directly after start. If you’re lucky, nothing has happened yet. If you’re unlucky...restart and try again. As a result, saving too often might not be a good idea; reliable ghosting skills are preferred. Don’t worry; it’s not that hard, as long as you do as I say.   ...Ready?

 

 

 

--- Burrick Dealings ---

I enter the ruins in the far southwest corner. I grab the papyrus on the ground in front of me. It simply explains the fact that the power grid control box on Rubin Street should be located in a public workstation and not in a residence. Only one zombie roams in this area of the map, nothing to worry about. I run straight and turn left at the corner. I follow the path further northwest until I reach a sloped pavement. Ascend it and walk straight, on the lookout for possible zombies and spirits. Most of the AI patrols probably haven’t triggered yet, so too many critters shouldn’t be around. Around the corner to the east is a heavy patrolled area; a total of 5 zombies and 2 spirits walk through this narrow passage. I check my map to stay clear. Directly north of the nearest pillar a burrick guards a sewer entrance. The waterway will eventually lead me to the other side of town closer to the cathedral. The burrick has a short patrol, but I should be able to fool it. As it walks away I enter the small dark gap to the left. I sneak up behind him and plunge into the sewer canal, making sure the burrick didn’t notice the splash. Note that you can also mantle back up to the streets from here. This is what I like about ‘The Haunted Cathedral’, plenty of alternative routes around the city. At the first turn downstream I enter the underwater system going east. A small air pocket helps me get through the entire system without losing health.

 

I emerge in an old ruined building, with one patrolling crayman (left image above). Fortunately the light isn’t too bright and I’m in no danger of being spotted yet. The critter is basically walking in circles around an old fallen table. I mantle onto the small “island” and look around. A rope arrow flung into one of those rafters would be nice. I ascend the line and retrieve the arrow. Up here the light is stronger, so I may want to dodge the crayman’s patrols a little. Inching along the east wall I make my way to the secure part of the floor, out of sight. The next opening guides me to a locked metal door. Picky picky...open sesame! Ohoi!! The main streets are crawling with zombies (right image above)! No fear, there are heaps of ways around them. The easiest is through the first doorway to the right and into the fireplace here. In the back halls I keep going straight until the end, then turn left and open a wooden door. Watching for zombies I sneak across a rusty metal grate and around the southern corner. Aha...burricks, good old belching burricks. Five of those and one green spider are my next worries. I’m not going to describe my encounters; most probably you’ll find them different anyway. Check with the maps provided if you’re uncertain of the terrain, they show the patrol areas as well. I proceed down the southeast path past a grassy knoll and a house foundation. Across the bridge beyond the spider’s area and north onto Auldale Street. Past the puddle by the fallen building and further north through the next opening. East by another ruin and onwards approaching the infamous lamppost. Hopefully, nothing horrible has happened this early, and one can continue through the doorway up ahead. I follow the only way towards the cathedral entrance.

 

 

 

Two apparitions protect the gates; one stationary on a high ledge, the other patrolling at ground level. I sneak past them through the gate and up the stairs. Ah, this seems like a heartwarming place (left image above)! A plaque says the doors are sealed. Hmm...perhaps there’s a different way inside. Somehow I have the feeling it won’t be that easy. I’ll check out the eastern side of the cathedral. Scattered among the bones I find 2 fire arrows at least. I follow the yard all the way to the back. Some climbable ledges take me to a small window. Peeking inside I can see THE EYE (right image above)!! It talks?! Very much so! New instructions. Gotta find the Keeper’s compound and learn how to fetch some talismans that protects the front entrance. Thought I saw some statues there waiting for something. Ah well, guess I’ll leave then, back to the apparitions.

 

Now could be a good time to check whether any burricks are stuck to the light post. If none are, I’d quicksave, then return to the patrolling spirit for some pick-ups. Once there I sneak to the far end of the alley along the west wall. Creep-crouching hides me good enough. Down by the collapsed building are 2 more fire arrows in one of the windows and a diamond (100) resting beside a wrecked lantern. I find another uncut diamond (200) on the ground in the tipped structure back by the burrick post. Out the south opening from here and to the left a chest is situated behind a pillar among some stone rubble. Picking it yields a golden ring (300). Once again I’ll have to deal with the five burricks and the spider in the bridge area. A good place to hide is in the southeast corner on the edge of the canal. None of the AIs patrol in this part. From here I wish to shoot a rope arrow into the top edge of the window overhanging the wooden bridge to the west. When that’s done and the coast is clear, I climb the line and enter the small compartment (left image below). Some unfortunate events must have happened here, bones and ancient graves are scattered all over. The important object however is the necklace (500) belonging to one of the deceased. I retrieve the rope and drop down.

 

 

 

--- The Keeper’s Compound ---

The next area of interest is the spider’s den beyond the bridge. I can easily creep in behind his back. The eye talked about a grotto and illumination of a statue. That metal keyhole structure resembles a pedestal, doesn’t it? I leap over onto the middle island. There’s a vial of holy water in a pickable chest here and a healing potion lying beside it. I step onto the keyhole-shaped structure. My presence won’t alert the green critter even if he enters the grotto, although my light indicator shows yellow. Save. I take aim for the statue and fire. Both torches lit up and a secret door opens to my left (right image above). Nice! Ooh...the spider got very angry. That’s no good. Perhaps I can time the shot so that he won’t hear anything. Reload. When the spider travels west across the bridge I’ll go for it. Zap! I’ll check him out this time. Nope, he’s out looking for me again. Darn it! ... Peter Smith at Eidos’ Forums claims to have made this shot without alerting anyone. Sneak has a report on a successful perfect thief run in the old archives, and he directs to other people having done it as well. TheBlackman used the method of waiting for the spider to commit suicide by drowning, but I personally think that’s a bust. Rule #5 which states that Garrett cannot cause suicides of AI seems pretty clear to me, no matter if all you do is wait. Anyway, I have never been able to make this shot without alerting the spider to at least 2nd level. If it’s possible (and people say it is), it has got to rely on perfect timing or sheer coincidence. The shot in itself is not a bust since you follow the new objective. You are supposed to follow the Eye’s instructions and this includes illuminating the torches. The door cannot be re-shut and is thus not a Supreme bust. I guess Supreme rules demand dousing the torches afterwards to minimize traces of Garrett’s presence. So the use of 2 water arrows is allowed. Behind the secret door I eventually reach an entrance closed by both a gate and a metal door (left image below). Two pressure plates on either side open them, but they must be held down. The trick is to open the gate, jam it with one of the stone rubble pieces, then step onto the other plate and run through the door before it closes. A lever directly to the right will open the entire entrance from the other side. I pick up the rubble piece and place it back; home free!

 

This next hallway is stacked with more pressure plates, this time triggering arrow traps. A line straight through the middle is the safest way to proceed. Down the stairs and around the corner. Another plate will trigger a trap just in front of the pickable door up ahead. Hurl a rope arrow into the ceiling and jump past the wall...easy. The left door leads to the library. Documents on the table tell about elemental talismans hidden away in case of a catastrophe. I pick up the portal key and the red metal key from the table. The latter unlocks the door opposite the library. A book in this study chamber tells of the exact locations of the talismans. The talisman of earth is kept by the Hand Brotherhood. The Hammerites have got their hands on the talisman of water. The fire talisman is hidden somewhere in the lost city. And finally, the caverns deep below the city conceal the talisman of air. New objectives too! Screw the cathedral for now. The portal key is already in my possession so that box is checked. Leave and relock the door. Place the red key back on the library table and leave the entire compound, remembering to push the lever by the entrance.

 

 

 

--- Market Street Area ---

The rest of the mission is pretty straightforward; lots of pick-ups and sneaking. I work my way back to the grassy knoll just west of the spider bridge. From here I take the alley further west past some open doors. Make a full turn at the left corner and approach the pit. I shoot a rope arrow into the beam above and climb down. Follow this tunnel to the first circular area. In the left lantern niche lies a golden plate (550) worth 50. It’s quite hard to see and one has to hop to reach it. Once it’s in my possession I head back up the rope. From the top of the pit I mantle onto the high wall directly north. Jump across the street to the opposite rooftop. Mantle into the left window and grab the 3 fire arrows in the corner. Some nice info on the Torc as well. Drop down and pick the lock on the northwest door in this area. It reveals a tiny room with a single breath potion. Back to the grassy knoll. On top of it is a burrow that leads to an underground lair. Another patrolling green spider protects it. The lair consists of two compartments, each with loot. Directly to the left lies a jar (600). There is plenty of room to work around the spider. The other part has a goblet (615) and a healing potion.

 

Exit this grotto through the north opening. Ignore the path to the left (it leads to a barred doorway) and climb the ladder up ahead. Another underground cave system; could have been a food cellar in earlier times. I end up in a bigger square room with a patrolling flame spirit (right image above). There’s a rope arrow in the opposite corner. Quickly up the ladder before he catches me. I take the open doorway west and follow the hall north. The opening to the right takes me right onto Market Street, so I better watch out for zombies. There are six of them in total. I want to reach the open doorway to the butcher’s across the road. Once there, a chest to the left holds another ring (715). Turn around and wait in the doorway. From here I fling a rope arrow into one of the wooden rafters in the southwest building, preferably the left. Jump onto it and climb to the top, but don’t jump into the window. I angle my leap to reach the red wall straight south. Up here I locate a vase (815) and 12 broadhead arrows. Back to the rope and through the window. Grab the arrow. Behind a chair is another fire arrow. I drop through the hole and descend the stairs. Downstairs in a niche on the opposite wall lies a mine. I leave through the fireplace like before. A wooden chest here has a purse (915).

 

 

 

I monitor the streets from here. Wow...zombie highway! Well, I need to get across that bridge and around the corner. If you’re having trouble, just wait. The opportunity will come. I slide down the slope and mantle onto the small wall above the drawbridge mechanism. From here I can mantle even further up onto the bridge wall itself. There’s a secret door on the opposite side that leads to an enclosed section of the ruin city (left image above). See the image to the left below. I pick the door, follow the path and end up at an abandoned residence. The door is locked and unpickable. Aha! The doormat hides a silver key...clever. Patrolling haunts inside; two of them. The left room contains a jar (965) and 2 moss arrows in a chest. This house is pretty terrifying, with haunts walking around making those awful noises. I follow their patrols upstairs. Two pickable chests in the bedroom. One contains the Serpentyle Torc (1315, right image above), the other a holy water vial. That’s all! I make my way back down and out of the residence. Lock the door and put the key back under the mat, then head back to the drawbridge. I need to drop down to the other side from the top. If I jump into the lamppost there, it might slow my fall enough to avoid getting hurt. Hah! Great jump!

 

--- De Perrin Street Area ---

Through the southwest doorway is another pickable metal entry. It conceals remnants of an old dwelling, long since abandoned. There’s also a diamond (1415) here for me. Back out and continue south. As mentioned, 2 apparitions and 5 zombies have relatively long routes all through this area, but fortunately shadows are plentiful. Just past a narrow passage I encounter a bunch of wooden beams connecting some buildings. Situated on one of the rafters running along the stone wall is another valuable jar (1465, left image below). I walk around the angled wall further south and make a hard right. There’s a window here that I mantle up to, just north of the half-tipped tower. I walk through this room into another hallway and emerge on the top floor of the adjacent house. Ignore the ladder and walk left onto the stone beam. Here lies a golden plate (1515). Mantle onto the wall and look around. This is a difficult task, but I want to leap across the street and mantle into the window with the vase (right image below). The door to this building is pickable, but takes far too long considering the ground level activity. The vase (1615) is worth 100 gold. Just inside lie 10 broadhead arrows, and on the far wooden rafter 2 water arrows. I go down to the bottom floor and pick the door from the inside. Outside I make a right and yet another right onto Cathedral Street. This is the portion that is sealed off due to the large fallen building in front of the cathedral gates. On the northeastern side is a small ruined house with a vase (1715) resting in an old stove. Leave this alley and make a left. Straight ahead is a small dark area suitable for observing. There’s a doorway here that leads to a higher floor containing a papyrus. It tells about where to find the key for the Market Street light box. Yet another excursion yields a breath potion. Make a north and walk to the far end of Rubin Street. Left through the opening here and enter the first doorway to my right. Shoot a rope arrow into the upper floor wall and climb up partway. The potion is just to the west. I then go back to the dark area on Rubin. I take the road south and descend the slope.

 

 

 

--- Starting Area & Underground ---

I enter the doorway to the right and pass this room to the opposite corner. Directly outside and to the right is a fallen rafter. On the ledge by its top is a well-hidden moss arrow. I cross the road to the next building. The hole in the floor leads to the underground caves; I drop down. Walk straight and ignore the turn for now. I stumble across a golden goblet (1740) among some scattered utensils in the room up ahead (left image below). I walk on and follow the gray caves to a huge grotto. Oops...more burricks; I better tread softly. Behind the closest stalactite-stalagmite column I find a yellow key, a rope arrow and a noisemaker arrow. Strewn around the grotto in the various corners are a purse (1840), a goblet (1855), a vase (1955) and a golden goblet (1980). I leave through the north exit. The next part contains heavy burrick patrols, but several dark side-caves make for perfect hideouts. I eventually reach a circular water-filled sewer compartment. Close to one of the grates here is another goblet (1995). I then travel all the way back to the turn I ignored at the beginning. This is in the middle of a crayman’s patrol area, but usually he doesn’t start walking until one enters his pool grotto. He’s pretty easy to avoid anyway. Just north is a small storage room containing some barrels and 2 water arrows. I follow this tunnel and wait for the beast to leave his lair. Quickly run around the pool and grab the hammer (2070) among the skeletal remains (right image below). Other items of interest in here: a water arrow and a moss arrow on land, and 2 more water arrows on the pool bottom. That’s it down here, back up to surface level.

 

 

 

I climb to the top of the rafters using a rope arrow. A golden goblet (2085) rests on a windowsill, while a diamond (2185) lies in the opposite corner. The north exit leads to another room with more rafter loot, this time a regular goblet (2210). I return to the other room and take the remaining exit. Climb the sloped board and turn left at the top. Underneath the fallen steam pipe is a jar (2260) worth 50 gold. On the edge of this wooden floor sits another healing potion. I drop down on the western side. This pickable door leads to the weapons dealer. Downstairs I find 12 more broadhead arrows; upstairs 2 flash bombs and 2 mines, the latter in a pickable chest. Back out and shut the door. Around the west corner and behind this big stone block is a well-hidden piece of loot. I bend down and peek under this big structure; a golden plate (2310) is just within my reach (left image below). I then take the same stroll as in the start of the mission, up the sloped pavement to de Perrin Street.

 

 

 

--- Finishing ---

In the wagon shed to the right I can reach the top floor by flinging a rope arrow into one of the wooden beams. In the tower across the road are another vase (2410) and a noisemaker arrow. Drop back down by retrieving the arrow in mid-air. The path west takes me to a different part of the city, yet unexamined. Directly right beside some barrels is a healing potion. The western house is protected by a pickable door and a live mine. I can sneak past the bomb on the left side. The room otherwise contains 3 flash bombs and 3 noisemaker arrows on the floor, and 3 mines and 3 rope arrows in each of the unlocked chests. I then leave. In the far northwestern corner of the map lies a tiara (2535). It is situated between two grassy hills hidden among the leaves. Directly east from here is the alchemist’s. Inside are a breath potion in a chest and 3 fire arrows in a niche in the left wall. Leave. I then make my way back to the sewer entrance by the burrick. Seems like I’m going in circles, literally. Well, I’ll take a slightly different approach this time. Instead of plunging into the waterway, I jump onto the ledge above the two openings. A lever here operates a hidden maintenance room to the east (right image above). I climb the ladder and enter. Inside: 2 fire arrows, 2 water arrows and a breath potion. Climb down the ladder and close the door. I enter the sewer system like earlier and follow the same underwater tunnels. Along the way among some human remains I find the last piece of loot, a purse (2635). Suspended in the water column in the same long-stretched tunnel is also a moss arrow!? Back in the crayman cave I mantle onto the middle rock as before. Hop over to the side and grab the yellow key here. Rope arrow up top and return to Market Street. Watching for zombies I enter the bakery to the right, through the fireplace and up the stairs to the left. This time I leave through the left window to the ledge across the road. Here’s one last door to pick. Through yet another wooden door and out onto the plank. Drop down and approach the Watchman’s Grave. Dropping the coins into the bowl is an objective and won’t be considered a bust. The spiders nearby are easily dodged. The mission ends after that.

 

UPDATE:

In NewDark, it is now possible to successfully Ghost this mission, but it does require a heavy engine exploit. With newmantle turned on, you can use a lean-block-jump technique in the left corner of the secret panel (left image below). Done correctly, it will cause you to penetrate to the inside of the panel, where you can see (but not move) beyond it. If you then move to the right side and use the same technique there, you should pass through the panel fully, and be able to freely move on the other side (right image below). This circumvents ever having to use the fire arrow (and thus alert the spider) in the first place. I do show this technique performed after the segmented run of this mission here.

 

 

 

There are no other changes to this mission as far as ghosting issues are concerned. However, I have encountered the spider outside the keeper grotto drowned in the canal below the stone bridge in NewDark (image below), and others have done so in OldDark. Although it’s not allowed to construct a situation where the spider dies, or even to wait around for it to happen, should the spider be dead upon arriving at the grotto, nobody would call it a bust. I wasn’t ghosting when I encountered it dead, and I haven’t been able to replicate the scenario. I’m simply including the information to let my readers know that it is possible to Ghost this mission in OldDark, if the aforementioned situation happens to occur.

 

 

 

STATISTICS:

 

Time: 1:12:09

Loot: 2635 out of 2635

Pickpockets: 0 out of 0

Locks Picked: 14

Damage Dealt: 0 Damage Taken: 0

Consumables: 1 Fire Arrow & 2 Water Arrows

Ghost: Failed!

Perfect Thief: Failed!

Supreme Thief: Failed!

Perfect Supreme Thief: Failed!

Norwegian Thief: Failed!

 

Notes:

-          One fire arrow was used to open the secret passage to the Keeper’s Compound. Follows directly from the objective so not a bust.

-          The green spider protecting the grotto was alerted to 2nd level when lighting up the torches. Inevitable it seems, but still a Ghost bust.

-          Used two water arrows to put out the lights by the statue after illumination, done to covers tracks. No bust.

 

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