Thief II: The Metal Age -- Life of the Party


This is the mission Looking Glass chose to make a free, downloadable demo from. They made an excellent choice. This one is a blast. And for we Ghosters it was a real challenge. Several of the AI needed to be Snudged to get loot. The mission had only been Perfect Thiefed by use of Invisibility Potion. The stationary guard at the front door to Angelwatch was only Ghostable from outside which had never been done before. I have done it!

Master Willy and Lady Van Vernon

Just shortly after starting this mission, Garrett comes across four archers who get into an argument which leads to a fight. The outcome is not scripted and I've had anywhere from none to two survivors of this fight. It is always a goal of mine to get all the pickpockets. Unfortunately, pickpockets only count if they're done to conscious AI. Once any of these archers is killed or knocked out it doesn't count anymore. So, how to get these four pickpockets before these guys slaughter each other? Turns out it's not that difficult. When Garrett gets close enough they begin their argument and just enough time passes before they start fighting for Garrett to rush up and pickpocket the two guards in the tower, jump over to the balcony behind the other two, wait for them to relax, pick their pockets and exit. While the archers are arguing they will not attack Garrett unless he gets too close to them. However, those that do see Garrett, and there's no way to pick their pockets without the two archers on the other side seeing Garrett, cannot be pickpocketed until they stand down from the alert they go on when they spy Garrett. So, I just stand behind the second two, tapping the use key, until I've got their arrows and then dash over the nearest wall.

I discovered a very interesting thing while checking into this situation. The argument and resulting fight can be avoided altogether and the four pockets picked so that all four archers survive. Alas, this requires approaching them from the opposite direction. The only way to do this is to break the boards blocking access to the Astonomer's Loft and going around that way. Anyhow, coming from the opposite direction and getting up onto the tower via the room beside the archers with shuttered windows does not trigger the argument and fight. Neither do the archers alert. I guess they're idling waiting for the argument to start and won't be distracted. Don't wander into their "personal space", though. They attack if you do. Breaking these boards is classified as "property damage", and a no-no, by Ghost rules so in my final Perfect Thief run I just let them go ahead and fight. It may be possible to "transmigrate" the boards blocking access to the archers from the opposite direction but I had my focus on the front doors at this point. Someday perhaps. As it is the archers killed don't affect the Statistics display at completion of the mission so it's no big deal for now.

None of this works if you've got FailOnSee set. The mission fails when any of these archers spot Garrett even though they don't react. This is similar to any "welcome" area in the game akin to picking a pocket off an AI while the AI is in a conversation and sees Garrett but doesn't react.

Angelwatch Front Door

Well, this took a fair bit of work. On the fourth floor, in the northeast corner of Angelwatch, is an open window. This window leads to a ledge that goes around the corner to the front of the building. It had always bothered me that this window and ledge seemed to have no purpose in the mission save possibly as an alternative entrance to Angelwatch which works but is very difficult to use. That is probably why it stuck in the back of my mind until I returned to work this out. There is a "flying buttress" feature that blocks movement along the ledge from the open window to the front of the building. I played around with stacking boxes and was finally able to jump over this block. During my development of methods to get at the front door I had to make this trip along the ledge and past the block many times and ultimately managed to be able to simply jump over the block without stacking boxes. From there I walked around the corner to the front of the building. The winged statue there is huge!

The front entrance foyer has its own roof that the statue is standing on. Dropping down from the fourth floor ledge to the third floor ledge is no problem but getting down onto the entranceway roof and then to the cobblestones just outside the front door seemed, at first, to be unlikely. The fall from the third floor ledge was at least a 16 point damage taken drop and the fall from this roof to the cobblestones a 20 point damage taken drop. From the fourth floor ledge, I tried quite a while to stack some boxes on the roof for Garrett to drop onto. They always broke when dropped directly onto the roof. By bouncing them off the third floor ledge I managed without breaking any. The bounce sent them out into the centre of the roof which was too far away for Garrett to jump to from the third floor ledge. The problem is that once Garrett drops down to the third floor ledge he cannot backtrack. He must proceed down onto the roof then. The "flying buttress" blocks movement on the third floor ledge I could never navigate. Garrett just doesn't jump very well off of an angled surface. I tried all manner of boxes, potion vials, and moss without luck. I even dragged all the bottles, goblets, plates, etc. available in Angelwatch to see if I could build a rubbish "heap" to drop down onto but most of these are insubstantial or two dimensional and didn't help. The statue itself is an apparition and doesn't support Garrett. In the end dropping the potion vials so they stood vertically in a bunch and then dropping a box into them so the box sits corner point up worked. Even then it took tons of trials to get Garrett to land on the point of the box and slide off with no damage. I won't be attempting any Ironman version here! In fact, although I didn't keep any actual numbers, my impression is that only 1 in 10 drops resulted in any sort of reduction in damage taken so Garrett survived and probably around 50 drops until one of these kinder drops resulted in no damage taken. As a bonus, the box I dropped onto here did not break in the final, no damage, fall. Most of the roof is noiseless.

The drop from the roof to the cobblestones, although more damaging, I was able to navigate with a lot fewer attempts. In the end, I'd slide over the beveled edge of the roof and drop the box in front of me while looking down and falling. At least half of these drops Garrett survived and probably it only took 15 or 20 until I had a damage free drop. The entranceway corner showing in this second screenshot is noiseless.

It turns out the cobblestones around the front door are exempt from the "Stay to the rooftops" objective so Garrett doesn't die on this "street" like elsewhere in the mission. Don't stray too far east away from the doors, though, or Garret will die. Now, the front doors are locked as anyone who has checked them out knows. There's even a scripted audio explaining this which triggers when the doors are frobbed. Most doors can be opened by whacking them with the sword a few times. This works here too except the guard standing just inside the doors alerts at the noise. I had noticed that except right around the doors there was no sound. I wondered if the guard mightn't hear if the doors could be smacked while standing on these silent spots. Alas, Garrett can't reach the doors with his sword from here. Fortunately, I had figured all this out before by opening the doors from the inside so I had brought the hammer from the chest in the second floor barracks along. Throwing this hammer at the doors while standing on the silent cobblestones doesn't alert the guard! Does it make a sound? I couldn't hear anything!

Grabbing the loot and Snudging the guard up against the far wall to the right so Garret can sneak back into Angelwatch past him is anticlimactic compared to the dropping. Turns out, while Snudging the guard, the first sounds of the patrolling large bot returning leave just enough time to scurry back to the darkness of the doorway to wait for the bot to turn and start back toward the main first floor room. Take care when Snudging the guard you don't push him into the couch. The AI's lower legs are insubstantial and don't clip the seating portion of the couch. It was difficult to get him back out again to get him around the far armrest side where he needs to be so he can't see you escape. Even there he mumbles about something being amiss. Another detail I've observed when Snudging. If you leave an AI Snudged facing up against a wall, over time it will rotate counter-clockwise. The first time I Snudged Lady Louisa she had rotated and was again looking directly at the window I had to pass through when I returned from Angelwatch! So, make sure you get the loot so you don't need to return here later when this guard may have turned facing into the room. Or perhaps Snudge him into the left corner.

I am most proud of having discovered and developed this front door access to Angelwatch. This is the final key to unlocking the Perfect Thieving of this mission without the use of Invisibility Potions. I'm not aware of anyone else having Perfect Thiefed "Life of the Party" without "snake oil!"

The Golden Child

Credit for discovery and development of Ghosting the Golden Child goes to Sneak of the EIDOS Thief Forum. Sneak noticed that the Golden Child fidgets and that this motion results in his moving forward and to his right. This is very slow movement. Sneak says it took 18 hours for the Golden Child to move all the way to the other end of the room. The problem is that he gets hung up on the left hand side of the windows so I'm placing stuff in the window area to prevent him from sliding in and getting caught. He can't see Garrett all the way into the far corner. It so happens that there is a period after tossing the orb and before it flashes white and gives a picture, that Garrett can be moved with the straffe keys. So, after throwing the orb, move Garrett by straffing right until the light gem shows dark. That's when Garrett has moved back into a dark corner of the room where the Golden Child won't spot him as he shuffles by. Once the Golden Child is all the way down, Garrett can sneak out of the shadow and out of the room without the Golden Child spotting him.

The Golden Child does not clip Potion Vials. A stack of two Mines on the window sill deflects him out to his left and around the sticking window edge. I only waited about thirteen and a half hours until he was just short of the centre of the third window not too long after the second shot and was able to slow crouch-creep out and away. I've left my Golden Child working papers up for reference of the work.

Statistics

Perfect: Yes
Time: 18:50:14
Loot: 2,853 of 2,853
Pockets: 24 of 25
Locks: 17
Secrets: 7 of 7
Consumables: none!

I believe I have found all loot and items in this mission. I suppose I should add an Items Picked Up list here too. Will see.

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Copyright © 2001, 700425 Ontario Limited. Last modified on Friday, April 6th, 2001.