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Mission Return to the Cathedral. 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. This walkthrough will discuss differences between all varieties. The fourth best mission in Thief Gold. Undeads , side quests, story, ambience and design bring one word to mind: perfection.
An element that unfortunately got lost in Thief 2. Overall score: 9. Entering the Cathedral. The Cathedral Proper. Loot Collection. The objectives are simple. Enter the cathedral, grab the Eye and leave. I start outside the main gates, carrying the usual gear and the four talismans. My rope arrows could easily come in handy, and I brought two potions for stacking. One could hardly call using the four talismans a bust. Rules vs. In The Dark Project you could prevent the double doors from closing by blocking them with a skull.
This has been fixed in Thief Gold, so leaving through the back door and bumping into Murus is absolutely necessary. Theoretically, I guess you can work your way around Murus, but then you would skip objectives and bust Supreme. All the doors and gates in this mission close by themselves. This adds to the creepiness factor, and makes life a little easier for Supreme ghosters it actually turned out to be more annoying than helpful , although that mode unfortunately is doomed to fail regardless.
To leave the cathedral area you either have to blow open the cloister gates property damage , or stack your way over the compound walls against Supreme rule 7. More on that later. As the first talisman slips into its slot, the Eye starts talking. Well guess again. The remaining stones fit perfectly and the double doors swing open. I enter and close the doors behind me. As of yet, there are no patrols in the ground floor hallways. A journal on the floor describes the dying moments of a former inhabitant.
At one point in time something terrible must have happened here. The door to the east is unlocked. It leads to another hall with an elevator out of function at the moment. The flooring is loud here, so I tread carefully through the door to the north. Further on I pick the lock on the door to the right.