pukey brunster on 2/5/2017 at 15:35
Wow, you're finished! Thanks for playing/posting, klatremus.. especially a mission this buggy (and oft too difficult in areas) LOL. Curious to see your ghosting take on it, and look forward to reading/watching after work. :D
marbleman on 2/5/2017 at 23:31
Excellent run! :D
It was interesting to see various changes to the mission since I only played V1.0. For instance, Garrett's room at the inn is now accessible normally and not only through vents, which was odd :D
But what's more interesting is that you were able to descend into water without second alerting everybody around. I never managed to do that near the gallery and behind the butcher's shop. I wonder if that was changed in a patch...
klatremus on 3/5/2017 at 01:28
Hmm...could you not even drop down through the vent outside the gallery main door? If so, you could get to the thieves from the canal, get their loot and leave through the butchers basement door. You could get the loot from the bookseller before getting to the thieves. Would be interesting to try.
pukey brunster on 3/5/2017 at 02:52
@marbleman - yes, the hypersensitive hearing on certain guards was one of the things I took into account upon 1.2 and finally 1.3 versions. It may have been your suggestions, come to think of it. So, thanks for the good feedback! :thumb: There are still issues I would like to fix, but for me it would likely become a case of chasing the dragon, hah. I'll let it rest for now.
marbleman on 3/5/2017 at 11:20
Nice, that's an excellent change! :)
Yeah, such run would have been impossible on 1.0. Now the mission is much more ghost-friendly even though ghost is still unachievable.
I should probably replay it myself :D
marbleman on 18/8/2017 at 20:41
So I was thinking of finally trying out Supreme Ghosting, and
Disorientation seems like a great mission to attempt the mode.
But I have a question. Spoliers ahead.
What is more Supreme? Actually completing the quest of dragging the body to the pub or using an alternate way in as shown here by DarkMax: (https://www.youtube.com/watch?v=fWkt3CNSBJg)? Since the latter does not seem to be an engine exploit, does it mean that doing the former is not necessary? Besides, since there is no objective to drag the body, wouldn't moving it to a different location already be a bust to Supreme no matter what?
klatremus on 19/8/2017 at 04:43
Hmm...I want to be careful reading too much. I have played Bad Debts but not the sequel, Disorientation. It's on my list of to-dos.
marbleman on 19/8/2017 at 07:47
Oh man, you gotta play it! It's an absolute masterpiece and one of the very best city missions ever made for Thief.
Well, I decided to go with the latter and am currently making my way through the mission. I definitely see a successful Supreme run, but not a Perfect Supreme one. Stay tuned for the report :D
marbleman on 20/8/2017 at 00:25
Done! Man, this was a blast. I am very happy I tried out Supreme with this mission. I even found out some things I never knew about it!
This is my first ever Supreme Ghost report, so let me know how it turned out :D
Game:
Thief 2FM:
DisorientationGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
Failed but possible
Perfect Supreme -
FailedTime - 1:05:23
Loot - 3500/3500 (Supreme: 2815)
Pockets Picked - 3/5
Locks Picked - 6
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - None
Well, I finally decided to give Supreme Ghosting a go, and if there's any mission I'd like to Supreme, it is Disorientation. It is a masterpiece and one of the best city missions ever made. It is all about exploration, but even after you know it like the back of your hand, it is still immensely fun to play. I do not know how many times I replayed it already, but I know that I will replay it a bunch more times.
Our objectives are very straightforward. We must break into Lady Azamlarg Palace, steal her scepter, and sweep the district for loot (2400 on Expert). Sounds simple enough.
An acquaintance of ours offers some help. If we take the dead body of Issin the Exchanger from the Lady's gallows and place it in the cellar of the Old Bell tavern, he will give us the palace key. However, there is another way into the palace that does not require a key. I have thought for a while as to which way would be more Supreme and decided that the latter is. There is no objective to move the body, and Supreme rules state that everything should be left in the exact same state as it was before the mission. Thus, it is technically a Supreme bust. I have never tried taking the body to the tavern, getting my key, and then dragging the body all the way back to the gallows. It might be possible, but it would ruin the immersion for me too much. In addition, the existence of the alternate way in means that I do not need to pick up that key, so I do not even want to spawn it in by completing this quest. While bringing the body to the cellar is one of the most difficult things to do, especially for Supreme, trust me, we will have plenty of other challenges. So let us begin!
The main limitation of Supreme, which is taking no first alerts, comes into play rather quickly. Whereas there are three different ways to take at the beginning, we can only take one. If we go down the street, we will soon reach the courthouse with a swordsman guarding the front door. There is no way to pass him without getting a first alert. Another way would be through the watch station. However, we cannot enter it either. The front door is out of the question, but even if I go through the vent, the guard will give a first alert. Therefore, we can only go through Beaurigard estate. I rope up the attic of the building bordering it, pick up 3 coins from the ledge of the Cragscleft Gate, and enter the Beaurigard estate through a secret passage.
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http://thumbs.imagebam.com/68/ac/15/c0a17a581606893.jpg Inside, there are a few items of interest. Firstly, there is a Beaurigard estate key, which we do not need. Secondly, there is a gold goblet in the bedroom, which we do need and can take easily. Thirdly, there is a vault at the top floor holding a torc worth whopping 250 loot. The top floor is patrolled by a guard with a lantern, and the door to the vault is a long pick. I can open it Supreme-clean, but taking the torc sets off a trap, which makes it unobtainable for Supreme. Thus, I skip the vault and go through the window instead. I pick up a green vase from the windowsill and jump over to the courthouse ledge, carefully listening for first alerts. Cannot hear any. Good. This is our only possible way to progress.
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http://thumbs.imagebam.com/78/97/7a/a93f55581606903.jpg We do need to descend to the streets at some point. First, however, I enter the top floor of the Mercantile Guild through an open window. There is one patroller here, but he is no problem to dodge. I pick up 2 goblets and 2 vases. There are also 3 torcs hanging from gargoyles. To get those, I mantle the open door and then one of the gargoyles. After stealing all three torcs, I descend back to the door, close it, and leave through another open window. I make my way over to the other end of the plaza to pick up a harp. Then, I prepare for one of the trickier moves. The way to descend here is to jump down and mantle the lamppost below. However, the area is very bright, and there are several patrollers around. I wait for an opening and jump down. Now, we are down on the streets again.
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http://thumbs.imagebam.com/00/0c/60/cb1677581606953.jpg It is time to loot the shops below the Mercantile Guild: the sculptor's, the greengrocer's, the butcher's, and the alchemist's. Before we do it however, it is important to explain how the area is set up. The butcher's does not hold anything of value, just the food. The doors to the sculptor's and the greengrocer's are pickable, but the greengrocer himself is in the area. He goes in and out of his shop, so we can lock-block his door, thus avoiding the need to pick it. The door to the alchemist's is not pickable, but the key to it can be found inside the sculptor's (virtually). First, I pick the sculptor's door, pick up 5 statuettes inside, and make my way to his attic. There, I find a loose brick in the wall separating his shop from the alchemist's. I take the brick out of the wall and pick up the alchemist's key through the hole. Then, I place the brick as close to the wall as I can since I cannot place it back inside of it. I exit the shop and see that the greengrocer is right on time. I lock-block the door to his shop as he opens it and follow him inside. There is plenty of shade to hide here. I wait for him to leave and then pick up a spice bag. I leave and close the door, which remains locked. Now, I can enter the alchemist's. I unlock his door and lock-block it right away. In his attic, I drop the key right where I picked it through the hole in the wall. I also pick up a gold skull. Then, I leave and close his door, leaving it locked. Shops are looted.
marbleman on 20/8/2017 at 00:25
Now, it is time to head for the palace! I make my way back down the street and enter the underpass leading east. The plaza here is patrolled by a swordsman and an archer that comes here once in a while. Dodging them with no real issues, I make my way down to the jetty and rope up. I want to take some loot inside the attic of the building to my left, but all the rooftops here are tiled. I have to wait until nobody is around and jump over without clacking loudly. Then, I make my way to the other side of the roof, enter the attic, and pick up 2 gold vases and a ring. Afterwards, I climb back out and jump to the balcony across the canal. This can be tricky to do without taking damage. Next, I jump over to the garden patrolled by the archer and pick up 2 spice bags. Then I wait for him to leave and make my way over the wall as shown in the video ((
https://www.youtube.com/watch?v=fWkt3CNSBJg)), but instead of landing in the water, I jump and mantle the statue standing above the pool. We are on the palace grounds now!
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http://thumbs.imagebam.com/d5/d3/68/001611581607093.jpg A little side note while we are here. If we do not enter the palace and go further along the canal, we can enter Brosius estate and reach St. Tennor's Priory this way. There are two things of interest here. Firstly, the street leading to the priory is very well lit, and the guard looking down here is stationed too far away to hear any alerts. I do not want to risk an undetected alert, so I will not be using this street at all. Secondly, there is some loot in a room guarded by a thief. He patrols here and constantly checks if the door is still locked. But here is a twist. If we pick it and close it, he will notice that and run in. If we pick it and leave it open, he will simply close it and continue his routine. Both of these variants seem like a Supreme bust to me. We either trigger a scripted response as a result of our action (not an alert, but I count it as such) or we take advantage of a breach in scripting (which might be counted as an engine exploit). In any way, I skip this loot (worth 135 in total) for Supreme. I have not found any other way to take it. It is possible to pick the door without any first alerts and take it if you feel that it is okay. Therefore, I will not be entering Brosius estate at all.(
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http://thumbs.imagebam.com/8f/65/6f/34efd8581607203.jpg Next, I rope up to her ladyship's quarters. Inside, there are 3 plates, a goblet, a pocket watch, and a gold candlestick. There is also palace grounds key, which we do not need. Traversing this place is tricky. It is well lit and marble-floored, and the Lady herself is highly sensitive. Now, here is where the real fun begins. Right here is the door leading to the Lady's vault, where our main objective is found. The door can be opened by picking a lockbox next to it, but it cannot be re-locked or even closed. Besides, there is a way to get inside her vault without ever having to pick this lock, which is what we are going to do. Frobbing the second gargoyle on the left atop the bookshelf opens a secret passage. Inside, there is an elevator leading down to the Old Bell's cellar. I re-close the passage, send the elevator back up, and pick up the escape route key. This one we need!
We have to enter the Lady's vault through another escape route. Getting to it is our next objective. After picking a purse off the bouncer inside the Old Bell, I wait for both him and the bartender to look away and slip out. The drunkard outside does not alert to us. Next, I make my way back to the plaza where I landed on a lamppost and from there, to the jetty where I was at not long ago. I rope back up, but this time, I follow the ledge leading up the canal. I also pick up a purple vase from a window across the canal and 2 more vases from the gargoyles inside the building whose ledge I am following. Next, I jump over into the yellow building and pick up 2 gold plates and 2 gold goblets inside. From the balcony, I can rope up to the ledge above. There are a few guards that can catch us here, but sound propagation works great (at least, I hear them whistling), and I do not hear any alerts. I climb further and end up in some kind of machine room. I go down the ladder, pick a door and turn left. There is a tunnel there, which leads to where we started the mission. The reason why we had to go all this way around is because this is the only way to avoid first alerts. The quickest way to get where we need would be to pick up Beaurigard estate key beforehand and enter it through the front door. The courthouse guard makes that impossible however. I close the gate behind me, but this is not the only time we will use this tunnel.
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http://thumbs.imagebam.com/3e/17/c9/dd4148581607153.jpg Next, we need to make our way back into Beaurigard estate and from there, to the Mercantile Guild. This time however, instead of dropping down to the streets, we will first enter the clock tower and pick up 5 gems from the nest at the top of it and then, enter the palace through the second escape route. Finally, I reach the room bordering the vault. I pick up a tiara and a light gem (!) and then open a secret passage to the vault. The Lady's scepter is mine! I can also open a door to her chambers, but I cannot close it, so I will leave it be. I leave the place the way I came. Now, I need to return the escape route key to the Old Bell's cellar.
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