|                                                                                                                   THIEF
  2X                                                                                     NEXT MISSION Mission 1: Unexpected
  Shelter [This walkthrough has recently been
  updated for TFix/NewDark 1.27.
  Situations affected by these patches and differences between them and OldDark have been inserted in green. All screenshots have
  been updated, and many new ones have been added.] I enjoy this simple
  introductory mission more than I do several missions in Thief 2. For a
  campaign this size, it was a very bold move to go with a different
  protagonist than Garret, and a female one at that. I’m also impressed by the
  decision to have the first mission set before Zaya
  starts her training. You almost feel like you are a part of her journey, both
  emotionally and physically. Two thumbs up! The Streets The only thing I was directed to do was to find Kedar somewhere in the dock area. Once meeting him, I was
  given further instructions to follow him back to his shop. I really liked the
  ambiance and sense of desolation in the streets. Zaya
  even made a mention of it once. Though to me, it didn’t feel like a friendly
  place. Once we got to what Kedar
  referred to as the day gate just east of his shop, three members of the
  smuggling organization known as the Freetraders
  ambushed us. They ended up killing Kedar and came
  running for me. Since Zaya's gem was
  non-functional, they caught me quite fast. In order to avoid a seemingly
  inevitable Ghost bust, I needed to dodge their view altogether. I noticed
  there was a point at the top of the slope leading toward the ambush, where if
  I crossed it, a second smuggler appeared out the door to the armory behind
  me. As long as I stayed east of that line, Kedar
  wouldn’t get killed. This meant I had time to experiment. Alas, in OldDark there was no way to get past the gate without
  getting spotted by one or more of the smugglers. My best bet was to rush
  through the gate as Kedar got killed. This
  sometimes avoided the gaze of the armory smuggler. Then, the first smuggler
  might be caught up in the fight too much to care at first, then he would lose
  track quicker when chasing me. The archer always caught me and got a few
  shots off before I rounded the corner towards the manor.  In NewDark
  (with ‘newmantle’ turned on), I could mantle the weaponsmith’s sign in the southwest corner of this alley,
  but this triggered said smuggler. Before he appeared though, I was able to
  mantle the roof to the south. Alas, the red tiles were too steep and slippery
  to move around on and I fell back to the streets immediately. Next I instead
  tried mantling the armorer’s sign, above which there was a convenient ledge
  surrounding the eastern side of this alley. This was directly in view of the
  stationary smuggler waiting to attack Kedar, but he
  didn’t seem to care about me yet. They must’ve been set to neutral until I
  passed that aforementioned invisible line. From up here, I found I could
  access the grey roof to the north, and this (unlike the red tiles to the
  south) was easier to move around on (left image below). This was a tough
  mantle to make however, as the ledge below was quite narrow. I had to inch
  out a bit and quickly make an angled jump, again before the smuggler appeared
  out the door. While my cousin was getting mauled in the underpass below, I
  could hide out of sight on the north side of this very tower. With a bit of
  luck, no smuggler would see me before settling down. They did look around for
  a bit, but they mostly stayed in the immediate vicinity of the gate. There
  was a third smuggler also, an archer that came from the plaza to the west.
  More often than not, they all stationed themselves in the underpass or in the
  alley outside the armory, facing east (right image below). Occasionally one
  or more of them stopped in the west plaza. This warranted a reload, as there
  was no way to get through that area with them there. 
 The next problem was getting back
  down safely. I first tried mantling the surrounding roofs, but to no avail.
  Then I attempted a cushioned drop onto the small staircase railing further
  north. I got close, but I couldn’t quite reach it. Every time I lost quite a
  bit of health and made enough noise to lure all three smugglers out of the
  underpass. Next I realized I could squeeze between the eave and the tower in
  the far southwest corner of the roof. It was almost as if I got wedged
  between the two facades, enough for me to inch down a bit before finally
  dropping (right image above). This still hurt, but I took far less damage
  than dropping from anywhere else. Then I remembered the two healing oils in
  my inventory. Placing them exactly where I would drop yielded enough height
  to avoid falling damage altogether. In the screen capture above, although
  difficult to see, the two flasks are still on the ground where I landed.
  Notice the full health bar and all the unalerted
  smugglers. Ghost bust avoided. Fantastic! The Mansion Although I could sneak past or shake the smugglers’
  tail, they still showed up outside the manor’s front doors. They never seemed
  to alert to my presence after this point though. I was free to explore and
  there were practically no ways to bust on the top two floors. Once I accessed
  the basement, however, things changed. The basement key disappeared upon use
  and thus couldn’t be returned. If so, it’s no bust to Supreme. 
 After this, the Supreme busts would come thick and
  fast. The first was in a hallway that only a moron would think was safe (left
  image above). Ten spears emerged from holes in the floor if I got too close.
  I could trigger them without getting hurt, but there was no way to get past
  without taking damage. A small touch and I’d lose health. Stacking objects in
  order to get past was a lost cause, as the trap was sprung by a proximity trigger.
  Even if you could get past without taking damage, the trigger itself busted
  Supreme. The only way was to flip the nearby lever in order to disable it.
  This lever couldn’t be flipped back if wanting to proceed, and that was the
  inevitable bust of Supreme rule #7. It might also be considered disabling a
  security system, as mentioned in rule #8. Not certain about that one though. The next room involved waiting for a wisp to show
  the way across a poisoned pit. It left a trail of magic dust on which to walk.
  Unfortunately, entering the room triggered spitball traps from three heads on
  the northern wall (right image above). These didn’t stop firing until I left
  the room, so a clear Supreme bust again. Then in the very next hallway, I had
  to duck to avoid getting hit by what looked like flying saw blades. I
  couldn’t avoid triggering them as I passed the statues on the opposite wall.
  These were the final busts to the Supreme Ghost mode. STATISTICS: Time: 28:09 Loot: None Pickpockets: None Secrets Found: 1 out of 1 Locks Picked: None Damage Dealt: 0 Damage Taken: 0 Consumables: None Ghost: Failed [NewDark:
  Success!] Perfect Thief: N/A Supreme Thief: Failed Perfect Supreme Thief: N/A Norwegian Thief: Failed! Notes: -         
  When Kedar gets attacked, there
  is no way to avoid being spotted by the smugglers. This busts Ghost. In NewDark, this can be avoided by climbing the roof to the north and
  dropping down on the other side. -         
  Unable to flip back the red lever in the secret area
  below the basement. Busts Supreme. -         
  Spitball traps triggered as I entered the room with the
  poisoned pit. Again busts Supreme. -         
  Triggered more traps as I passed three statues in the
  last hallway before the caves. More Supreme busts. |