MIME-Version: 1.0 Content-Type: multipart/related; boundary="----=_NextPart_01C924DE.AB032720" This document is a Single File Web Page, also known as a Web Archive file. If you are seeing this message, your browser or editor doesn't support Web Archive files. Please download a browser that supports Web Archive, such as Microsoft Internet Explorer. ------=_NextPart_01C924DE.AB032720 Content-Location: file:///C:/D7596148/MXWalkthrough.htm Content-Transfer-Encoding: quoted-printable Content-Type: text/html; charset="us-ascii" An Introduction to Mission X

Circle of Stone and Shadow 2: Mission X ~ Walkthrough

by Pavlovscat  10/02/2008

 

An Introduction to Playing Mission X

Mission X gives you many options for completing the mission successfully which made= it difficult to do a traditional walkthrough from start to finish. This walkthrough will guide you through completing the various objectives, both required and optional. Because Mission X is based around team interaction, there will be some times when you are waiting for your team members to comp= lete their tasks. During these times, you are free to explore the Ivory Rose, lo= ot, and/or work on your optional secondary objectives. This walkthrough is desi= gned so that you will be able to work on each section independently or while completing other objectives. It is your choice. There is no loot objective though there is plenty of loot to be found. Because of that, loot locations will not be detailed in this walkthrough. However, there is a detailed loot list available which is organized by floors and rooms to work with this walkthrough.

 

Mission X utilizes captioning for all agents’ spoken lines. It is important to pay attention to what the members of your team say, so this helps if you ar= e in a noisy area when someone else is speaking. The captions are color-coded by speaker to help with clarity. Mission X also utilizes the Key Ring feature = used previously in CoSaS1: Gathering at the Inn. When you take a key, it will be identified on your Key Notes page. The name will appear briefly at the top of the playing screen when you get the key.<= span style=3D'mso-spacerun:yes'>  If you try and fail to pickpocket = a key, the name of the key will also appear briefly on screen though not on the No= tes page until you actually acquire the key.

 

Once you’ve loaded the mission, familiarize yourself with the auto-map. Se= lect the map and scroll through the pages. You have important information about = the mission, your team members and instructions for using your gear, especially your lock picks which are not the traditional ones and work a bit different= ly. You should thoroughly read all your mission notes. As the mission progresse= s, notes will be written in your mission notes and accessed through the Map ke= y. You will hear the sound of writing as Dante scribbles a note to himself whi= ch will appear on the map pages or in inventory. So, if you hear scribbling, you’ve found or heard something important. Also, it is important to m= ake sure auto-equip is turned on, otherwise you may miss masks or other importa= nt things because they don’t move to the top of your inventory.

 

Anarchic Fox summed up the differences in the structure of Mission X as compared to other FMs:

Actually, there is a subtle point about the mission's structure that is easy to miss. MX has sev= eral central "hub" areas connecting to many locations, most notably the Mahogany Hall (spanning the top three stories)... but unlike many missions, where you use a convenient central hub as a place to stage forays into dangerous locations at the edges, in MX the hubs are the most dangerous pla= ces in the level. They're convenient for the AI too! In MX the peripheral areas= of the map tend to be the safest, and if you adopt the strategy of keeping to = them (with the help of the vent key), while traversing the central areas only wh= en forced, you'll find that you'll rarely have to deal with more than one AI a= t a time.

 

 Of course, once you get the lightswitch key, you have the run of the place.<= /o:p>

 

I couldn’t have said it any better. Keeping this in mind will make play= ing Mission X much less confrontational.

 

Why It’s Call= ed Impossible

There are three difficulty levels: Expert, Professional and Impossible. The most immediate difference you will notice is the number of health shields: Exper= t - 10, Professional - 8, Impossible - 6.  There is one less Dagger KO Drops bottle in your starting gear on Impossible. The gear you will find during the mission changes between all difficulties. There also will be more AI on harder difficulties. The biggest difference is probably the light switch key which does not exist on Impossi= ble. As the mission progresses, you will find various clues and have the opportu= nity to ask questions of your team members. On Expert all information is written= on your notes pages, indicated by the appearance of the quill pen (Last Note selector) in your inventory and the sound of writing. Also, your team membe= rs will be mostly helpful in their answers. On Professional, you get less help= ful answers and fewer notes are written down for you. On Impossible, your teamm= ates are not especially helpful, and you will have to figure out most things on = your own. This mission is designed to be harder than the average mission, so be ready for an extreme challenge if you choose Impossible the first time arou= nd.

 

Pav’s Playing= Tips for Maximum Fun & Enjoyment

  • Save often, an= d not just quicksaves. Make a good hard save eve= ry time you complete a major task. I typically use around 9 slots for hard saves.
  • Turn on auto-e= quip. Go to the options menu, select GAME and make sure it is on. This will = make playing much smoother and make it easier to know when you’ve fou= nd something important.
  • Ring the front= desk bell. Wait for the clerk to finish speaking, and then ring it again. Repeat. Repeat. Repeat. Repeat and listen closely.
  • Looting is fun= when the victims think you’re one of them.
  • See those guys= in black? Whack every one of them. They run for the alarm buttons at the slightest disturbance.
  • Yellow light switches are pickable. Blue ones are not.<= o:p>
  • All the victro= las can be turned off if you are having trouble hearing things.=
  • Leave a vine a= rrow hanging on the rafter above the Mahogany Hall balcony. This is a fast and easy= way to go between floors.
  • When on the th= ird floor, be sure to stop and listen at the door of Room 303.<= /span>
  • Someone should= tell Mr. Gibbons that Fish do not belong in Accounting!
  • The sap works = only on guards with chain mail cowls and other non-guard AI. It will only a= nger guards with helmets.
  • Check the kitc= hen areas for arrows.
  • Check the bath= rooms and sub-basement for water arrows.
  • Check the upper vents for gas arrows.
  • Check lockers = for loot and equipment.
  • There is an ex= tra vine arrow in the HR office.
  • Vine arrows wi= ll attach to metal grates and other textured surfaces as well as to wood.=
  • Most electric = lights can be extinguished with two water arrows.
  • Dust bombs aren’t just for marking doors and keypads.
  • Remember you c= an break down wooden doors, but it’s noisy.
  • If you are stu= ck, take a break, look at the maps and think about it. Try another approac= h. Mission X is not linear. There are multiple ways to get just about anywhere.
  • If you do not = accept Rubber’s chores, then you will not be able to complete all Optio= nal Objectives. It will also be much harder to explore the entire Ivory Ro= se.
  • Do not knock o= ut Sgt. Dendrington. He is Raputo’s man in the red and silver unifo= rm patrolling the hall outside the Monarch Suite. You will need him later!
  • If any AI wear= ing a purse leaves the map before you pick his pocket, the amount of that lo= ot is subtracted from the total.
  • There is no De= wdrop, but there is Lil Milly. See if you can fig= ure out what to do with her.
  • Read everythin= g and listen to the team.
  • The speed at w= hich you finish your various tasks will affect the ending conversation of t= he mission. If the team doesn’t mention your agent name at the end, then you can do better! Try again!
  • Can you finish= the mission with ZERO loot? You don’t get an award for it, but it’s not that easy.
  • Have fun!!!

 

What Do All Those C= olors Mean?

Alternate paths – Red text will direct you for alternate paths, optional tasks and tell you to skip ahead in the walkthrough when you either do that portion at another time or don’t do it at all.

Impossible Difficulty – The yellow highlighted text alerts you to major differences in game play or too= ls that apply only to the Impossible or Hard difficulty levels.<= /p>

(Key = Locations) R= 11; Keys are your friends! Introduce yourself to as many as possible.

Key N= ames R= 11; Reference to keys you may or may not have on your ring.

(Import= ant Documents) –= ; Any information to help Master Nightfall gain an advantage over his enemies sho= uld be copied.

Impor= tant StuffRubbe= r’s Chores – Items you will need to complete Rubber’s list.=

Mistr= ess Hints

 

 

 

NOW ON TO PLAY MISSION= X!!

 

 

Noble Clothes Fit R= ight In…and They Are So Becoming!

You begin the mission dressed as a noble, so you can wander freely outside and throughout the first floor. You will see your clothing in inventory until y= ou don your gear. Go exploring before you get your gear. Pay a visit to the Fr= ont Desk clerk and ring her bell (and keep ringing it). Once you enter the hall= S of the Front Lobby, you will trigger an important conversation in the Ivory Hall between Mr. Cloud, Lord Raputo and Lady Antonette. One of your objecti= ves is not to disturb them, so do not enter the Ivory Hall until they have left= it. If you do not care to listen to the entire conversation, you can enter the Staff Only door to the S and walk around them through that hall.=

 

Familiarize yourself with the area, especially the Pearl Gambling Hall & Bar. The b= ar area has a couple interesting things to read. You can find a key (Minister’s Suite1) on one of the = gaming tables. When you are ready, your gear is located in the Men’s Restroo= m in the SW corner of the map. There is a guard patrolling this area wearing a chain-mail cowl. Once you don your gear and the Communications Mask, all AI will become hostile, so be careful if he is in or near the restroom when you pick up your gear. Enter the “Out of Order” bathroom stall. Pic= k up your mask, clothing and dagger sitting on the toilet lid. The screen will go dark briefly as you “change clothes”. Grab your satchel full of gear. You now have your new lock picks, a sap (mini-blackjack), and other g= ear. You will find Copy Kit 1in your starting gear. You have arrows, but you must find a= bow somewhere in the Ivory Rose before you can use them. Either find the patrol= ling guard and hit him with the sap or just avoid him. The guards with the chain-mail cowls are the only ones that can be knocked out with the sap bec= ause they are not wearing helmets. The rest of the guards are immune. Now, find a quiet place to stop. The S hall at the bottom of the steps has a nice dark = area which is also a good place to hide the guard’s body.  Now you are ready to use the Communications Mask to contact Sheam.

 

How to Use That Ugl= y Mask Thing on Your Face

Now it is time to make your first major decision directing the course of the mission. Scroll through your inventory and find the Mask. Select it. Listen= to what Sheam says. She will ask if you understand how to use the Mask. You wi= ll need to respond by selecting the Mask in your inventory with the proper res= ponse. If you understand how the Mask works select “Yes.” If not, sele= ct “No, I don’t think so,” and the instruction page will com= e on screen. Review the instructions and return to the game. You will have sever= al chances to view the instructions until you either select “Yes,”= or get the “I guess I’m just that stupid.” option that tells= you the mission will end once you select it. You will be using the Mask through= out the mission, so make sure you understand how it works. You will see “= 1 of 2” and “2 of 2” when you have two answers from which to choose. Otherwise, the mask will appear and you can select it to ask a ques= tion of your team mates. Most of the single masks are not required but will give= you more information to help accomplish your tasks. These single masks will disappear from your inventory if they become irrelevant because you’ve completed the associated task.

 

Once you select the “Yes” Mask, Sheam will give you the option to pi= ck which task you want to complete, either turning off the power to the elevat= or, or shutting off the security cameras. Once Steel has picked up his gear and reported in to Sheam, he will be assigned the other task. Once you have pic= ked your task, you cannot change your mind. While working on your task, you will have various Masks available to ask your team members to provide more information. You should use them. Now, select your Main Objective. If you c= hose to turn off the elevator power, go to Turning Off the Power to the Elevator without Electrocut= ing Yourself. If you chose to disable the cameras, go to You are Smarter than Upgraded Old Hammerite Technology Cameras. Now, go find your bow.

 

You Must Find a Bow=

Detailed instructions on finding a bow are given while completing both objectives, b= ut here are all the general locations for you adventurous souls:

  • On Expert and Professional; Second Floor Office, Guard Barracks, Security, Old Stormcloud’s Clubhouse Lounge
  • On Impossible; Security, Old Stormcloud’s Clubhouse Lounge (Yes, there are only= 2 on Impossible!)

 

Turning Off the Pow= er to the Elevator without Electrocuting Yourself

The first thing you will need to do is find the Foreman’s Office. Startin= g in the S hall, follow it W until you are back to the hall between the Front Lo= bby and the Ivory Hall. On the N side of that hall is a locked Staff Only door. Pick the lock and enter the staff area. There is a female staff member patrolling the area. Pick her key (Casino= Service 1) and sap her. You can stash her body in the Staff Locker Room. Read the note in there.  Hmm…you should have the Minister’s Suite key already. Ch= eck the lockers. Go N to the intersection in the hall and head W. The W door le= ads to the Front Desk area. You can grab a key (Arbitration Room 2) from the board. You= will also find a Step Stool in Julie’s mailbox. Take it and head back to the sta= ff hall. The door to the SE is the foreman’s bed room. You will find a Speed P= otion in the cabinet. You will need the stool to access the loot. Go back to the Front Desk area. Pick the yellow light switch W of the window to turn off t= he lights in the Staff Area. Read the hotel register on the Front Desk for Mistres= s Hint 1.Through the W door is the Foreman’s Office and the Front Desk clerk. Sap her = and check the floor next to the couch. Rubber has left you a key (Baseme= nt 1) and a bottle of Dagger KO Drops. You will also find Copy Kit 2 on a desk. Go N to the Storage Area.  Another female staff me= mber patrols through the Kitchen, Storage Area and Orchid Dining Hall. Pick her = key (Casino= Service 2) and sap her. Go back E of the Storage Area to the Kitchen. Check the freezer for gear and the counter for= a Health = Potion (Expert only)= and read the note. Go W through the Storage Area to the N open area where you w= ill see a toolbox. Pick up the Wiring Diagram and unlock the box with t= he Basemen= t key and get a Bad Fuse.

 

The S window in the Storage Area leads to the Basement as does the W door in the Foreman’s Office. Both unlock with the Basement key, so you can c= hoose either way. If you choose the door, then go down the stairs and through the= W door into the hall. Hide in the S end of the hall. There are two patrolling guards with helmets. This is the perfect time to try out the Dagger KO Drop= s. Select them then use the bottle. The number of KOs is cumulative so you can use them all at once if you want. Select the dagger and stab each guard once. Unlock the Wine Cellar door to the SW and put the bodies in there. The second room has a key (Hotel Service 1) on the floor behind the storage chest. Back out to the hall to pick the metal door to the NW and en= ter the Electric Utility Room. Pick the other door and loot the Barracks. You w= ill find a key (Basement 2) and Mistress Hint 2. On Expert and Professio= nal, you will find your Bow. Put out the torches in the hall. If you are playing on Impossible, you will not be able to extinguish the torches, but will have to sneak around them.

 

Head back to the Electric Utility Room. The second switch from the left controls the elevator. Flip it. Now run to the hallway, open the right hand power box and remove the fuse. Replace it with= the Bad = Fuse you found in the Storage Room toolbox. Pomok w= ill turn the switch back on and blow the lights in the Basement. You can now se= lect the “Success” mask. If you choose the wrong switch, you will ha= ve a chance to try the other one. Keep in mind that the more times you flip a switch, the more guards will come out from the Security Area. If you decide= to use KO drops on them all, this can be an advantage. If you flip too many levers, the alarm will sound, and you fail the mission.

 

Once the Basement is dark, go to the double doors W of the fuse boxes. Through h= ere is the Vault and Security Office. If you are playing on Impossible, your Bow is in the Security are= a. Sneak in and copy Important Document 1(Mechanist Plans) an= d grab some loot. If Steel has already disabled the cameras, go to the Storage Roo= m to get Steel’s spare gear.  If he hasn’t, you can explore bit or wait for him. He will leave you a key<= span style=3D'color:#993366'> (Vents), the = Vent Map and some gear once he has disabled the cameras. Look for a note under a des= k in the Storage Room and read it. Frob the desk and the armoire behind it and unblock an entrance to the vent system. Climb up the ladder for the key and Steel’s gear.

 

You are Smarter than Upgraded Old Hammerite Technology Cameras

You will need to find the gear that Rubber left in the second floor Utility Room.  Go up the square stairc= ase in the NW to the second floor. Enter the doors and go into the first door on y= our right. Take your gear which includes a key (Vents), vine arrows and a= Vent Ma= p. On Expert, Rubber will suggest the entrance to the vents in the second floo= r Public Bath. You could sneak down the = hall to the bath, but there is an easier way. Go back downstairs to the Storage Room. Look for a note under a desk. Frob the desk and the armoire behind it= and unblock an entrance to the vent system. Entering the vents from here is eas= y. It is also the easiest way to get your bow on all difficulties. =

 

Climb the ladder, open the vent and follow that duct N. Once you get to the ladde= r, climb down one level. Follow that vent (S-E-S-E) until you reach another ladder. Climb up to the second platform and open the vent at the E end.  Carefully drop down into Old Stormcloud’s Clubhouse Lounge.  Take Old Stormcloud’s Bow from= above the fireplace. Shoot a vine arrow into the vent and climb back into the ven= t. Don’t forget to take your vine arrow with you. Go back to the ladder = and go all the way back down, go back through the vent where you entered (W-N-W= -N) back to the first ladder. Take that ladder all the way down to the water le= vel. Check for arrows. Head E through another vent then S and climb that ladder.= Go S, and you will be right above the camera room.

 

Sheam will now give you further instructions, and you will find an amusing note f= rom the head of security. Open both vents and lean forward to shoot a moss arrow onto the floor. Now shoot a vine arrow into the grate above and carefully descend until you see two buttons and two lights.

 

Use the buttons to synchronize the timing of the cameras by pressing one button twice and the other button once as quickly as possible. This will give you = 15 seconds at the keypad. Go almost to the bottom of the vine and throw a dust bomb at the keypad.  Dust will= be stuck on four keys:  3, 6, 7, = 0. The code is a combination of these four numbers. On Ex= pert and Professional, Rubber will give you part of the combination. On Impossib= le, you will not get any numbers. The combination is 3760. You should be able to jump down and enter the combination within 15 seconds. You will hear a bell, and the success mask will appear. Select the “Success” mask.  

 

If Steel has not cut the power to the elevators yet, you can either wait there= for him to finish or arrow up to follow the other vent to explore the Mechanic’s hideaway for Camera Schematics and Mistress Hint 5. Head back= to the camera room and wait for Steel to finish.

 

After Steel blows the lights in the basement the guards will be running around so= you can sneak out of the camera room into the darkness. You will find Important= Document 1 (Mechanist Plans) and some loot. Sneak out of the door and head through the double doors. Go into the Guard Barracks for a key (Basement) and Mist= ress Hint 2. Head back into the hall and follow it to the Wine Cellar. Pick that door and go into the second room. There is a key (Hotel Service 1) on the floor behind the chest. Visit the ladies= in the Kitchen for a few arrows, and head up the stairs to the Foreman’s Office. You will find Copy Kit 2 on a desk. Go to the front de= sk area. You will find a key (Arbitration 1) and Mistress Hint 1. You can = pick the light switch there to darken the service hall area. Pick the key (Casino= Service 1) from the girl wandering = the hall. Check the Foreman’s bedroom off the E hall for loot and a Speed P= otion. Go into the small Kitchen area and check the freezer for arrows and the cou= nter for a Health Potion (E= xpert only). There is a second girl wandering through the area and into the Orchid Dining Hall. Pick her key <= span style=3D'color:#993366'>(Casino Service 2). Head S to the Staff = Locker Room and check the lockers. Read the note. It mentions the Minister’s Suite. I hope you got that key earlier. Go back through the hall into the Storage Room and find Steel’s gear in the vent you opened earlier.

 

Meeting Up in the M= iddle

You have now completed the main objective of the mission. Whichever objective y= ou picked, you should be in the first floor Storage Room. You should have found all the same keys, hints and gear. The remainder of the mission will be rou= ghly the same.

 

What Does an Agent = Do to Pass the Time?

Your main objective is complete, but you must stay in the Ivory Rose. So what do= you do? You are now free to explore.  Climb up into the vents from the Storage Room and head N. When you g= et to the ladder, if you go up, you will find bathroom access vents on the sec= ond and third floors. Go into the second floor Public Bath. Check the lockers a= nd get the = Health Potion near the bath (Expert only). You’ll explore the rest of those floors later. For now, we are heading to the fourth floor. Climb down one level. If you did the camera objective skip to the black text. If you did the elevator objective, there is one thing to do first. Climb down = the ladder to the bottom. Check the sub-basement area for water arrows, and then follow the passageway until you reach a ladder. The ladder takes you above = the camera room. There is a saucy letter from Cyrano up there that you may want= to read. Retrace your step back to the ladder you came down. Now climb up one level. 

Follow that vent (S-E-S-E) until you reach another ladder. Climb all the way to the top. This is why these things are called Talls! Jump over to the platform a= nd enter the vent. You can listen to the negotiations between Mr. Cloud, Lord Raputo and Lady Antonette through the first vent if you wish.  Follow the vent (E-N-E-N). There i= s a recessed vent on the E side. Open the vent, vine arrow the grate and carefu= lly lower your self into the Head Accountant’s Office. Copy Impo= rtant Document 2 (Ledger) on his desk. Look under the desk for a lever. Grab the key (Head Accountant) from behind the pictur= e. Head back up the vine into the vents. Take your arrow. Continue through the vent (N-E-S) until you find an upright grate on the W side. Open it and walk out onto the beams above the Mahogany Hall. If you are playing on Impossible, there is no key so skip ahead to the next section. On the W side of the hall, you will see four small windows in the center. Shoo= t a vine into the beam so that is hangs in front of one of the S windows. Climb= down, open the window and carefully jump into the Executive Aid’s office. Y= ou will find a key (Light Switch) in that office.  Turn off the lights in that office= . Jump back out of the window and climb back up to the beams.

 

Offices are Great P= laces to Find Useful Information

You will likely be interrupted by the team while exploring. If y= ou are, do what you need to then come back to this section. None of it is time sensitive. Go to the S wall by the balcony. Shoot a moss arrow down on the balcony and a = vine into the beam just N of the balcony. Jump over to the vine and onto the balcony. Unlock and turn off the lights in the Mahogany Hall. Open the balc= ony doors and unlock and turn off the switch directly across the hall. Also use water arrows to put out the light at the W end of the hall. It takes two ar= rows per light to extinguish them. If you are playing on Impossible or if you couldn’t get through the Executive Aid’s window, then you will = need to put out the lights in that hallway with water arrows. Now sneak down to = the W end of the hall and pick the key (Upper Offices 1) from a female guard. O= n the opposite end of this hall is a male guard with a key (Upper Offices 2), which y= ou can pick pocket once the lights are off. Open the Chief Bookkeepers door to the= S and turn out the lights. Go through the E door to the Records Room and out = onto the balcony to the S to turn off the Theater lights. Head back into Records= and open the door to the hallway. Head E down the hall until you see Cloud̵= 7;s Office. Pick the lock and find a key (Owner’s 1). Head out the N door a= nd across the hall to the Human Resources Office. There is a vine arrow and an amusing letter about some misbehaving casino staff. There is a light switch= a short way down the N hall on the S wall. Go into the Procurement Office and= put out the light. Sneak into the Accounting Office and grab Copy Kit 3 on the desk. Cl= imb onto that desk and move forward until you can reach the light switch. Now y= ou can get the Mistress Hint 3 off the desk near the girl.  On Impossible, either put out both lights or gas arrow the man facing you. He is there on Hard, but not Expert. Run in and sap the girl and grab Mistress Hint 3. Head back throug= h to Cloud’s Office, stop to copy Important Document 3 (Cloud’s Letter to Mistr= ess) on his desk, then go to the S hall and unlock Cloud’s Apartment. There is loot here and Mistress Hint 4 on the desk in his bedro= om. If you went to the Mechanic’s Hideout while waiti= ng for Steel to finish his task, skip ahead to the next section. Go back to= the balcony and up into the Mahogany Hall vent again. Turn S and follow the vent (E-N-E) to another Tall. You will find a Slow Fall Potion (Expert and Professional only). Go down a seri= es of 3 ladders to water level and head through the S vent. You will find the Mechanics Hideout at the corner. Search it for Camera Schematics and Mistres= s Hint 5. Head back the way you came, all the way up abov= e the fourth floor.

 

Something’s <= span class=3DGramE>Happened to Rubber!!

At some point during your explorations, Stone will have swapped the bonds and = is ready to drop off the key for Rubber to return to Cloud’s Room. When Rubber doesn’t answer, Sheam asks you to return the key. After some persuasion, you agree, and Stone leaves the key for you to find. Depending = on how close you are to the Theater, Stone will either leave it on top of the stage curtain rod or slip it between the elevator doors on the third floor. While near the Theater, if you want to loot the Monarch Suite later, you wi= ll need the Invisibility Potion behind a cabinet in the Theater dressing room. This potion does not exist= on Hard or Impossible. You can get one in Old Stormcloud’s Clubhouse Off= ice, and go back for the Monarch key later. You have to get Cloud’s= key and return it to the drawer in Cloud’s bedsi= de table. Steel’s Challenge: Return the key to Cloud’s belt. It is possible to pick Cloud’s purse = and return his key to the ring on his belt. As this is not a requirement, I’ll let you find a way to do it. Once you = have Cloud’s key, it is easier to finish the previous section before you s= tart doing Rubber’s chores. To get the Monarch’s Suite key,= you need to go back to the Garden where the meeting is. Hide in the NE corner. Shoot a moss arrow on the garden edge in front of you. Drink the invisibili= ty Potion and dash over to grab the key (Monarch’s Suite) off Raputo’= ;s personal guard’s belt.

 

Are You Really a Te= am Player?

Rubber will get back in contact with the team, but he’s in trouble. He canno= t finish his nightly duties. This will blow his cover as an Ivory Rose employee ruin= ing months of undercover work. He will ask you to finish the chores for him. Th= is is an optional choice. If you are having problems returning Cloud’s k= ey, you can say no, and, once the key is returned you are free to leave the Ivo= ry Rose having done what was required of you. If you= said, “No”, select the “I’m leaving the Ivory Rose,” mask and skip ahead to the last section. If you are a real team play= er, you will agree to do Rubber’s chores for him so he will be able to re= sume his undercover position as Simon at the Ivory Rose. Remember, if you say ye= s, you must complete all five tasks. Try and leave before all the tasks are do= ne and see what happens!

 

Rubber’s Drud= ge Work

Once you’ve accepted the chores, Rubber will leave several very useful keys for you at the front desk. Check his mailbox as well for Dagger KO Drops. You will = need to visit the closet at the W end of the N hall on the third floor. You will find a list of five chores.

  • Return the red= suit to room 304.
  • Bring a fresh bar of Ivory Rose soap to room 209.<= /o:p>
  • Drop off a loc= king scroll case on the table outside the Monarch Suite.<= /li>
  • Carry the drunk guard from the Pearl Gambling Hall bar to t= he Foreman’s office.
  • Lock the balco= ny doors of Old Stormcloud’s Clubhouse.

If you have the light switch key, turn off every switch you can find, and Rubber’s chores will be relatively easy. If you are playing Impossible, you will need to figure out what lights need to be shorted out and sneak around the guards to compl= ete the chores. Good Luck! Grab a fresh Bar of Soap from the box on the closet f= loor. The = Red Suit is on the rack near the closet. Grab the suit and bring it down the hall and hang it on the door of 304. Take a detour through the Pine Lounge. You will find some things behind the bar including a Health Potion, loot, a not= e and a key (Duke’s Suite 1). Next head down to= the second floor and put the soap on the table in Room 209. While you are here, check room 208 for loot and Mistress Hint 6. Make sure you turn on t= he light. After that you need to get a Scroll Case from one of these locations:=

  • Second floor o= ffice
  • Procurement
  • Records

You will pass right by the second floor office, so just grab that Scroll = Case. You should have that key, but the door can be picked. On your way to the Fr= ont Desk, stop in the Coral Dining Hall and ring the gong signaling the Cashier= to go off duty. Get what Rubber left for you: a bottle of Dagger KO Drops and severa= l keys (Hot= el Service 2, Ambassador’s Suite, Minister’s Suite 2, Duke’s Suite 2, Owner’s 2). Now you can open the cashier’s cage and grab Copy Kit 4. The next chor= e is the locking scroll case. Before you leave it on the table, go to the Men’s bath at the W end of the N hall. Open the door and shoot a moss arrow in the doorway. Shoot a second one on the tile floor of the short N-S hallway. Now you can place the scroll case on the table by the Monarch Suit= e. Sgt. Dendrington, Raputo’s guard that walks the hall in front of the Monarch Suite will take the case. You need to follow him. First he will go = up to the Garden where the big meeting is taking place. You should still have a vine arrow to go to the balcony over the Mahogany hall. You should be able = to jump on it and climb back to the fourth floor. Head down the dark hallway to the Arbitration Room. Dendrington will come to the Garden and stand there f= or a while. This is a perfect chance to pick Cloud’s purse and return his = key to his belt. Raputo suspects something, so he pens a letter and gives it to Dendrington to deliver. You need to follow him again. Watch from Cloud̵= 7;s office until you see him pass. You can either follow him down the stairs or= go back to the third floor from the balcony. He will come down to the third fl= oor and – remember the moss arrows – head to the restroom. Follow h= im down the hall. Once he goes into the stall, you can dash into the bathroom, unlock the case, copy the Important Document 4 (Raputo’s Letter)= and hide in the Duke’s Suite until Dendrington finishes his business. Continue to follow Dendrington. He will wander around and eventually head to the Pearl Hall Bar. As written in his note on the bar, all four of Raputo’s guards in the Hall will leave with him to deliver RaputoR= 17;s letter.

Now you will be able to get the Drunk Guard, who will have passed out be= hind the bar by this time, and carry him to the Foreman’s Office. 

If you want to get another Important Document and a lot of loot,= you can skip locking the balcony doors for now and go to the next section which will tell you how to get to the doors from inside. Otherwise, continue in t= his section.

You should head outside of the Ivory Rose to complete the last chore. Shoot a v= ine arrow into the carved balcony railing above the entrance. Climb up and go o= pen the double doors. There is a small dark spot you can stand in to watch the guards. You will need to pick pocket the key and lock the Balcony Doors with it. Congratulations! You have finished all of Rubber’s chores. You may now leave the Ivory Rose. Select the “I’m leaving the Ivory Rose.” mask. Skip ahead to the last section.=

 

Who’s Behind = Door Number

Cloud left a letter to his Mistress on his desk which is information Master Night= fall can use. Unfortunately, it doesn’t help us find the Mistress. It does prove her existence though, so it is Important Document 3 for Master Nightfal= l. You have gathered all six Mistress Hints from various places. Now,= you should be able to figure out which room she is in.

  1. Rooms with wom= en; 204, 205, 209, 302, 303
  2. Smaller room v= isible from back stairs; a room off one of the N halls, 201-207 or 301-305
  3. Blond hair, bl= ue eyes, room visible from Mahogany Hall; possible 203, 204, 205
  4. Sketch and nam= e, Patty;  eliminates 209, 3= 02, 303 – possible 204, 205
  5. Loud ticking i= n the room; possible 205, 209
  6. Painting of Pa= tty; person in sketch with blond hair, blue eyes; with 3, possible 203, 204,= 205

 

Taking Raputo’= ;s Cold Hard Gold

You have the key to the Monarch Suite. Go to the Theater. Enter the Monarch Sui= te through the E door. There is a floor lamp in the middle of the open area. S= hort it out with water arrows. It is now dark enough that you can sneak over to = the bar and turn off the light switch. Grab everything you can find. Don’t forget the bath and the closet. Open the window near the closet, climb out = and grab Copy Kit 5. Now jump back inside and go downstairs to the Pearl Gambl= ing Hall Bar.

 

Tweaking CyranoR= 17;s Nose

Go to the Pearl Gambling Hall Bar.  Open the v= ent in the floor. Follow it S-E-S until you get to a Tall that is in disrepair. Cl= imb the ladder on the N wall to the very top. Slide to the W as far as you can, then run and jump onto the platform. Head N through the vent until you see a fancy grate to the W. Open the vent and carefull= y drop down into Cyrano’s Office. Grab the key= (Guard Captain) and look f= or a book switch. Also, note the number 2814 written on a scrap of paper. Ah, co= uld it be the combination to the safe in the cashier’s cage? Maybe. Go try it! Look around to see what else you can= find in Cyrano’s office, then head through the secret passage way.  Follow the vent and climb the ladd= er. Follow the long vent to the outside roof. Climb through the window to the N. You will find a key (Lounge Office), an Invisibility Potion, and Importa= nt Document 5 (Cyrano’s Letter).  Open the door and check out Old Stormcloud’s Clubhouse. There are two guards patrolling. Both have ke= ys (Clubhous= e) which will lock the balcony door completing the last of Rubber’s chores. You can leave by the balcony and lock the door behind you. You are done. Select= the “I’m leaving the Ivory Rose.” mask.

 

It Took You Long En= ough!

You did it, and nobody messed up too badly! The mission is a success. But just = how good an agent are you? You will get different responses depending on how we= ll you do. To receive top honors and get your MC name, you have to be really, really good. Did you…

  1. Finish the ini= tial objective before Steel?
  2. Either return Cloud’s key before Steel got Rubber out of the Ivory Rose OR at any time return the key to Cloud̵= 7;s belt?
  3. Accept Rubber’s Chores?
  4. Mark the corre= ct Mistress door?
  5. Copy three Imp= ortant Documents, including Raputo’s letter?

If you did, then Congratulations, you are now Agent Glass. If you didn’t quite make it, then try harder next time!!

Thanks for playing CoSaS 2: Mission X!!

 

 

 

 

 

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