Really great mission. I always loved the Hammerites as a faction, and the objectives were very clever. I also loved how many different routes are possible once your in the Abbey proper. You can even sneak right past the guards and through the open gate at the beginning, though you have to turn off the lights to avoid getting caught.
As someone who likewise adores Hammerites and doesn't cope well with scary missions, I can see myself going through Where Old Faces Fade just to play this mission! I love the design of the whole cathedral, and places like the sparring area and corridors felt just like parts of Undercover, which is very nostalgic. Watching this is also where I realised just how good the voice work is for the whole campaign! Some of the voices sound so similar to official ones, it's crazy! The poor Hammerite attempting to instruct that taffer novice is hilarious and the whole mission is peppered with similar humourous situations, the letter telling about the gluttony of the priests, that one guy drinking the wine, the acolyte holding the wire. These moments not only elevated the mission but also dispelled the eerie, haunting mood of the previous ones in a natural way, like a breath of fresh air. Enjoyed your playthrough and the mission tremendously!
Gaiters are a real kind of clothing, basically a splash cover for the lower leg that aligns with the boot or shoe (similar to spats). They were also some kind of related medieval clothing, but idk the details.
I don't quite get the negative reviews that I've read about this mission online. I personally found it to be one of my favourites in the campaign (my favourite being Mission 7: The Long Shadow Falls), with loads of ways to sneak and explore the Hammerite structure. I enjoyed the banter in the notes around the place, which also contained more tips about objectives than a lot of the other notes that I read throughout the campaign that I felt were overlong and focused a bit too much on the background of the game world but didn't assist me as much in completing the objectives. Thank you for another video and for continuing to spread the Thief love, @Klatremus.
Appreciate the kind words. Yes most reviews I saw were around 7/10. I think it's much higher. The Long Shadow falls was very good, but I haven't ghosted it yet. Would be quite difficult I presume.
I'll take Hammerites over Mechanists any day of the week, at least the former don't have any robots... (amazing that ghosting is even achievable in TBP, I usually just blackjack everyone on the map and loot as I go) Subbed!
3:36:20 Why couldn't you rope up directly to the balcony? Dark Hollow is indeed the brothel you're thinking of. Madame Demetra's ledger even has an entry on Halleford.
I think I explain why later in the video. You have to jump from the scriptorium balcony, and the guard on the ground always gives a first alert then. Definitely didn't remember that ledger, but if so, that is excellent continuation.
Nice mission, very well crafted and traditional for a hammerite heist. I liked it even if there wasn’t much spooky content aside from the tomb, I hope we see more scary and exotic environments like the previous one soon.
0:30:21 "Gaol" is just the old timey English spelling for the word jail, it's pronounced the same as "jail" is nowadays (a soft G for gaol = jail). I know that's not really relevant to the content of the video just thought you might want to know. :D
About the sealed coffin in the crypt at 2:55:12 , the message found in the cardinals room at 1:02:32 seems to explain what happened there - someone botched the consecration of Brother Rainier's corpse, and so Rainier became some kind of undead, and was sealed in his coffin.
This is also one of my favourite missions from the campaign, I was surprised that it was one of the lower reviewed missions. Some observations - I think the prisoner is actually the “miscreant” mentioned in the readable in the Treasurer’s room as it says he gnawed at someone’s face and that the inquisitor was conducting enquiries with him. When you release him he says something about not chomping your face. The readable in the gaol about Tom Byles references 831 which is two years before The Black Parade and it seems he’s already been sent to Cragscleft. Also in the readable in Where Old Faces Fade that mentions a legendary broadsword, I assumed this was referencing the Broadsword of Sheol by Sperry. I know the Black Parade authors like to throw in references to Sperry missions.
Nice points there, Snake. You might be right about the inmate. Not sure about the Sperry reference; I don't think I've played any of his missions actually.
Gaiters are weird little sleeves worn on top of boots or shoes, either as a kind of fancy garment or as a watertight seal, like small overalls that just go up to the knee.
3:36:35 It's definitely possible to get up to that top balcony by using a rope arrow on the wooden overhang, I did so on my playthrough. That said, I don't know if it's possible to do so without getting any first alerts from the guards below.
It is not, because the closest guard only faces east and south and you are brightly lit and very exposed when doing a running jump from the balcony onto the rope. Definitely possible to get up there that way, but not for Supreme.
Not sure what you mean. My last upload was 11 days ago. I never post new videos more than once every few weeks. Death's Dominion should be out Saturday. Everything is all right. 🙂
In the Tale of the Stone, the description of the placement of the statue of the Builder is oddly specific. I'm curious if it's pointing to something specific, in the next mission or in some other FM. Similarly, I believe high cardinal Bellarmine is mentioned in some other FM, though I can't place it atm. Can we determine who S is from the note at about 2:45:30 ? It seems to be someone within the abbey, other than the treasurer, inquisitor, or the cardinal himself. Just adding on notes as I encounter 'em; hypocras is a spiced wine, presumably the stash we saw the treasurer repeatedly returning to! I believe the legendary broadsword mentioned in mission 2 is from some other FM, but no clue which. The mission 2 play text, along with the weird red plant imagery associated with the pagans in cutscenes and the material in the very bottom of the manor, all appears related but even having finished the campaign I can't tell what it refers to.
Not sure who S is and i have not heard of Bellarmine before. Hypocras I remember looking up when playing the first time. The sword is possibly the Broadsword of Sheol, one of Sperrys mission in Shadow of Doubt campaign.
This campaign is fire! My favourite fan made campaign since Death's Cold Embrace. I may want to try to perform it on regular ghost mode, supreme is a bit too difficult for my taste. Btw have you played dishonored? I've just finished sequel and there is one mission which I think you would enjoy - The Clockwork Mansion.
Ive seen people talk about the inaccessible room at 3:01:10, implying that there is some kind of subtle, scary thing that happens there when you look inside, but I didnt notice anything in my game on my initial playthrough, or when I loaded the game back to check, nor with your video either. Maybe its really subtle?? or maybe its glitched? There is also a pretty spooky room tone in that whole area.
I have never seen anything happen in there, but at least one comment on ttlg claimed there was a shadowy figure running off, or something to that extent.
ttlg mentions someone looked at the code and it's set to have an ape beast peer at you through the crack from some angle, disappearing upon being spotted.
Did not get the glitch in my runs, the guards kept patrolling (which made traversing the garten easier, and the playthrough shorter... since I was forced to pick the lock, not a tragedy in my book, that's why I did not even try avoiding it, even though I had known - from marbleman's and galaer's comments on TTLG thread - that it could be bypassed)
Yeah if you don't approach the gate, then the guards interact and then keep doing their patrols (return to their posts), but I think interrupting that by walking through the gate sometimes causes the glitch.
Awesome mission, But question... how does the whole "moving the banner to the side" works? its triggered by proximity and it moves on its own both opening and closing or you open it using the use?? because at 03:22:05 one opens to your left and i dont know if it was you pressing the use or it was automatically. Other than that, yea, glad to see the hammerites a little more fleshed out in their every day.
Klatremus, about the book The Tale of the Stone, you mentioned there are three possible places but you only seen it in one. How did you learn about the other two places? Do you check the game files on the dromed editor? Or was it through discussions with other players?
Skacky and DirkBogan commented in the mission thread and mentioned three locations. I had only ever found it in Cruciger's room until this playthrough.
In the abbey take the southeast staircase all the way to the top floor. There's a helmeted guard outside the cardinal's quarters. You can get in via a vent shaft also. Let me know if you need a timestamp.
There's a link in the video description to the Official Ghost Rules where you can read all the details. The short version is that Supreme Ghost disallows first alerts, removal of light sources, use of moss arrows to deaden noise, triggering of traps, and any engine exploitations/quirks. Additionally, you have to return everything to its original state/location (doors, keys, items, etc).
One of the weaker missions in the campaign in my opinion. It's still great, but I found there to be lots of empty spaces that don't really make sense. And it's pretty small in size compared to other missions in the campaign, not saying that that's a downside some missions should be short but I feel like this mission could've had much more added to it.
I disagree, I think it's very nicely sized. But it's cool to hear different takes on it. The problem with big missions for Supreme is the potential backtracking.
It's interesting to see again how our tastes differ. To me this was clearly the weakest of the first three missions. I like the abbey setting, I just don't think they did anything particularly interesting with it (other games and fiction have done very evocative abbeys/monasteries). This mission was also almost entirely lacking of surprising/intriguing moments (one was in the sewer with the quickly walking away Ratman, and that sealed tomb in the crypts). Even the first mission had more interesting little nooks and crannies. I found the architecture of the level quite rectangular and novice-like compared to the previous levels which winded around themselves quite organically and in a non-conventional way. Difficulty wise I find it's around the second one, but it was a lot easier to get more loot, I only missed 152 on my first run, which is the smallest amount compared to the previous missions, and I don't think I found any secrets or particularly well hidden loot. I also didn't ever feel the need to use the new bombs they give you. So yeah, this mission felt more like a polished up first timer's mission. Good but nothing special, surprising or memorable.
Interesting take. I totally see your points. I tend to not care as much about crude appearances but rather gameplay, and I really liked the layout of the whole compound. Ghosting wise it was also much more challenging. Interesting I never saw any ratman walking away. From which side did you see it?
@@klatre It's down in the sewer after the section you have to swim underwater. There is a health potion on a chair I think, and down the corridor the is one more item (I forgot what type exactly), next to which is something of a jail. If you look immediately inside the cell when you approach, there is a Ratman going inside a cave.
Ghost Challenge #74 at 2:09:20.
0:00 - Intro
9:45 - Entering compound
36:12 - First floor
45:50 - Second and third floors
1:20:05 - Priests' quarters
1:42:02 - Sciptorium
1:55:40 - Astronomy
2:03:45 - Warehouse
2:08:24 - Factory
2:28:08 - Cloister & barracks
2:49:40 - Basement & sewers
3:12:35 - Getting chalice and returning keys
3:30:25 - Leaving
3:45:58 - Revisiting mission 2
3:53:40 - Ending
Really great mission. I always loved the Hammerites as a faction, and the objectives were very clever. I also loved how many different routes are possible once your in the Abbey proper.
You can even sneak right past the guards and through the open gate at the beginning, though you have to turn off the lights to avoid getting caught.
Whoa! Black Parade continues! I loved the first part of this mission getting into the gate, humour and thievery go together very well
The humor throughout this entire mission is stellar.
I LOVED the music for this mission, especially the chanting in the cathedral. It made me feel like I was in an actual chapel during evening prayers.
Agreed, I loved the ambience and sound design in this one a lot.
RAISE UP THE GATE!
I really liked this mission, now to enjoy Klatremus dissecting it
Yeah I take a rather unorthodox route in this mission. Hope you enjoy it.
As someone who likewise adores Hammerites and doesn't cope well with scary missions, I can see myself going through Where Old Faces Fade just to play this mission! I love the design of the whole cathedral, and places like the sparring area and corridors felt just like parts of Undercover, which is very nostalgic. Watching this is also where I realised just how good the voice work is for the whole campaign! Some of the voices sound so similar to official ones, it's crazy! The poor Hammerite attempting to instruct that taffer novice is hilarious and the whole mission is peppered with similar humourous situations, the letter telling about the gluttony of the priests, that one guy drinking the wine, the acolyte holding the wire. These moments not only elevated the mission but also dispelled the eerie, haunting mood of the previous ones in a natural way, like a breath of fresh air. Enjoyed your playthrough and the mission tremendously!
Yeah this remains one of my favorite in the campaign, and I also love the hammerites. Ever since Cragscleft, they've been my favorite faction.
Gaiters are a real kind of clothing, basically a splash cover for the lower leg that aligns with the boot or shoe (similar to spats). They were also some kind of related medieval clothing, but idk the details.
Wow several people commented on this. I must not be well versed in shoe related clothing lol
I don't quite get the negative reviews that I've read about this mission online. I personally found it to be one of my favourites in the campaign (my favourite being Mission 7: The Long Shadow Falls), with loads of ways to sneak and explore the Hammerite structure. I enjoyed the banter in the notes around the place, which also contained more tips about objectives than a lot of the other notes that I read throughout the campaign that I felt were overlong and focused a bit too much on the background of the game world but didn't assist me as much in completing the objectives. Thank you for another video and for continuing to spread the Thief love, @Klatremus.
Appreciate the kind words. Yes most reviews I saw were around 7/10. I think it's much higher. The Long Shadow falls was very good, but I haven't ghosted it yet. Would be quite difficult I presume.
@@klatre I bet that'll be a tough one to ghost! The campaign was great fun overall. I'm currently playing Sir Talbot's Collateral on The Dark Mod.
I'll take Hammerites over Mechanists any day of the week, at least the former don't have any robots... (amazing that ghosting is even achievable in TBP, I usually just blackjack everyone on the map and loot as I go) Subbed!
Thanks! Ghosting is actually quite easy in TBP. It's the older fan missions that usually are harder to ghost.
"Rrraise up the gate !"
Can't believe that supreme ghost worked either😈
Wonderful run, enjoyed it very much. Good to be watching your vids, and you are right, gotta love the Hammerites.
Happy you enjoyed it!
3:36:20 Why couldn't you rope up directly to the balcony?
Dark Hollow is indeed the brothel you're thinking of. Madame Demetra's ledger even has an entry on Halleford.
I think I explain why later in the video. You have to jump from the scriptorium balcony, and the guard on the ground always gives a first alert then. Definitely didn't remember that ledger, but if so, that is excellent continuation.
Nice mission, very well crafted and traditional for a hammerite heist. I liked it even if there wasn’t much spooky content aside from the tomb, I hope we see more scary and exotic environments like the previous one soon.
The next in this campaign is the best out of all of them in my opinion, though I haven't played missions 9-10 yet.
0:30:21 "Gaol" is just the old timey English spelling for the word jail, it's pronounced the same as "jail" is nowadays (a soft G for gaol = jail). I know that's not really relevant to the content of the video just thought you might want to know. :D
That's very nice to know, thanks for that!
About the sealed coffin in the crypt at 2:55:12 , the message found in the cardinals room at 1:02:32 seems to explain what happened there - someone botched the consecration of Brother Rainier's corpse, and so Rainier became some kind of undead, and was sealed in his coffin.
Aha, that explains the extra metal barriers to his coffin. Nice catch!
This is also one of my favourite missions from the campaign, I was surprised that it was one of the lower reviewed missions.
Some observations - I think the prisoner is actually the “miscreant” mentioned in the readable in the Treasurer’s room as it says he gnawed at someone’s face and that the inquisitor was conducting enquiries with him. When you release him he says something about not chomping your face. The readable in the gaol about Tom Byles references 831 which is two years before The Black Parade and it seems he’s already been sent to Cragscleft.
Also in the readable in Where Old Faces Fade that mentions a legendary broadsword, I assumed this was referencing the Broadsword of Sheol by Sperry. I know the Black Parade authors like to throw in references to Sperry missions.
Nice points there, Snake. You might be right about the inmate. Not sure about the Sperry reference; I don't think I've played any of his missions actually.
Gaiters are weird little sleeves worn on top of boots or shoes, either as a kind of fancy garment or as a watertight seal, like small overalls that just go up to the knee.
Awesome, nice to know! I'm not fashionable enough to have owned gaiters I guess lol.
1:36:19 nice lil dance ha
3:36:35 It's definitely possible to get up to that top balcony by using a rope arrow on the wooden overhang, I did so on my playthrough. That said, I don't know if it's possible to do so without getting any first alerts from the guards below.
It is not, because the closest guard only faces east and south and you are brightly lit and very exposed when doing a running jump from the balcony onto the rope. Definitely possible to get up there that way, but not for Supreme.
@@klatre Gotcha, wasn't sure if him facing East would've made the difference.
You havene't posted in a while, hope you're alright, I really wanna see you play missions The Brand & Kept away from view!
Not sure what you mean. My last upload was 11 days ago. I never post new videos more than once every few weeks. Death's Dominion should be out Saturday. Everything is all right. 🙂
In the Tale of the Stone, the description of the placement of the statue of the Builder is oddly specific. I'm curious if it's pointing to something specific, in the next mission or in some other FM.
Similarly, I believe high cardinal Bellarmine is mentioned in some other FM, though I can't place it atm.
Can we determine who S is from the note at about 2:45:30 ? It seems to be someone within the abbey, other than the treasurer, inquisitor, or the cardinal himself.
Just adding on notes as I encounter 'em; hypocras is a spiced wine, presumably the stash we saw the treasurer repeatedly returning to!
I believe the legendary broadsword mentioned in mission 2 is from some other FM, but no clue which.
The mission 2 play text, along with the weird red plant imagery associated with the pagans in cutscenes and the material in the very bottom of the manor, all appears related but even having finished the campaign I can't tell what it refers to.
Not sure who S is and i have not heard of Bellarmine before. Hypocras I remember looking up when playing the first time. The sword is possibly the Broadsword of Sheol, one of Sperrys mission in Shadow of Doubt campaign.
I must have had a lot of coincidence on my side, as I managed to somehow ghost through the main gate on the first attempt.
If I had been more patient on my first attempt and waited out the patroller, I could've done it too.
This campaign is fire! My favourite fan made campaign since Death's Cold Embrace. I may want to try to perform it on regular ghost mode, supreme is a bit too difficult for my taste.
Btw have you played dishonored? I've just finished sequel and there is one mission which I think you would enjoy - The Clockwork Mansion.
I have not played Dishonored no, though I have seen clips of it. Seems a bit too violent for me.
Klatremus
Will you complete all missions? Black Parade all loots ?
I'm having trouble finding all of the Dominion of Death loot on Expert 🤔
Yes in the next few months I will. Deaths dominion out tomorrow.
Ive seen people talk about the inaccessible room at 3:01:10, implying that there is some kind of subtle, scary thing that happens there when you look inside, but I didnt notice anything in my game on my initial playthrough, or when I loaded the game back to check, nor with your video either. Maybe its really subtle?? or maybe its glitched? There is also a pretty spooky room tone in that whole area.
I have never seen anything happen in there, but at least one comment on ttlg claimed there was a shadowy figure running off, or something to that extent.
I think you can actually see into this room from somewhere else, maybe thats when you see it, and not from that secret area?@@klatre
You can see it from the power station, but I've never seen anything supernatural from that angle either.
ttlg mentions someone looked at the code and it's set to have an ape beast peer at you through the crack from some angle, disappearing upon being spotted.
I show the beast at the start of the next mission.
Did not get the glitch in my runs, the guards kept patrolling (which made traversing the garten easier, and the playthrough shorter... since I was forced to pick the lock, not a tragedy in my book, that's why I did not even try avoiding it, even though I had known - from marbleman's and galaer's comments on TTLG thread - that it could be bypassed)
Yeah if you don't approach the gate, then the guards interact and then keep doing their patrols (return to their posts), but I think interrupting that by walking through the gate sometimes causes the glitch.
Awesome mission, But question... how does the whole "moving the banner to the side" works? its triggered by proximity and it moves on its own both opening and closing or you open it using the use?? because at 03:22:05 one opens to your left and i dont know if it was you pressing the use or it was automatically.
Other than that, yea, glad to see the hammerites a little more fleshed out in their every day.
You just touch it and it moves, but you have to be flush up against it straight on. If the banner is too high, it won't work. No use key needed.
2:42:39 didnt close that curtain.
@@KairosObj Curtains close automatically. It opens when you come close enough, no frobbing involved.
Klatremus, about the book The Tale of the Stone, you mentioned there are three possible places but you only seen it in one. How did you learn about the other two places? Do you check the game files on the dromed editor? Or was it through discussions with other players?
Skacky and DirkBogan commented in the mission thread and mentioned three locations. I had only ever found it in Cruciger's room until this playthrough.
I'm a little lost. I can't seem to find the Cardinals quarters.
In the abbey take the southeast staircase all the way to the top floor. There's a helmeted guard outside the cardinal's quarters. You can get in via a vent shaft also. Let me know if you need a timestamp.
@@klatre I realised that i had already found it. And been through the entire room. I just didnt realise i was the room i was looking for!
What is the difference between a Supreme Run and a Ghost run?
There's a link in the video description to the Official Ghost Rules where you can read all the details. The short version is that Supreme Ghost disallows first alerts, removal of light sources, use of moss arrows to deaden noise, triggering of traps, and any engine exploitations/quirks. Additionally, you have to return everything to its original state/location (doors, keys, items, etc).
One of the weaker missions in the campaign in my opinion. It's still great, but I found there to be lots of empty spaces that don't really make sense. And it's pretty small in size compared to other missions in the campaign, not saying that that's a downside some missions should be short but I feel like this mission could've had much more added to it.
I disagree, I think it's very nicely sized. But it's cool to hear different takes on it. The problem with big missions for Supreme is the potential backtracking.
It's interesting to see again how our tastes differ. To me this was clearly the weakest of the first three missions. I like the abbey setting, I just don't think they did anything particularly interesting with it (other games and fiction have done very evocative abbeys/monasteries). This mission was also almost entirely lacking of surprising/intriguing moments (one was in the sewer with the quickly walking away Ratman, and that sealed tomb in the crypts). Even the first mission had more interesting little nooks and crannies. I found the architecture of the level quite rectangular and novice-like compared to the previous levels which winded around themselves quite organically and in a non-conventional way. Difficulty wise I find it's around the second one, but it was a lot easier to get more loot, I only missed 152 on my first run, which is the smallest amount compared to the previous missions, and I don't think I found any secrets or particularly well hidden loot. I also didn't ever feel the need to use the new bombs they give you.
So yeah, this mission felt more like a polished up first timer's mission. Good but nothing special, surprising or memorable.
Interesting take. I totally see your points. I tend to not care as much about crude appearances but rather gameplay, and I really liked the layout of the whole compound. Ghosting wise it was also much more challenging. Interesting I never saw any ratman walking away. From which side did you see it?
@@klatre It's down in the sewer after the section you have to swim underwater. There is a health potion on a chair I think, and down the corridor the is one more item (I forgot what type exactly), next to which is something of a jail. If you look immediately inside the cell when you approach, there is a Ratman going inside a cave.
Yeah I've been there multiple times but never saw the ratman. There's a mine on a ledge there I think. Interesting, I'll check it out
☺️ promo sm