THE CIRCLE OF STONE AND SHADOW 4 - SWITCHING RAILS (PROTOTYPE) VIDEO REPORT (Narrated Run) VIDEO REPORT (Segmented Run) Anarchic Fox was kind enough to release this
unfinished prototype (pre-alpha) version of CoSaS
mission 4. The 9 Year Sleep was supposed to be bridging this and Mission X,
but it unfortunately never moved past the planning stages. Due to the quality
of Mission X, this project was very tempting to check out, despite its
incomplete state. Despite quite a few bugs, with a bit of manipulation, this
mission is possible to complete and well worth the playthrough. Despite
no real info file, I knew we were playing as Byron, an enemy of Dante and his
team. The story was taking place concurrently with the events in Mission X,
where The 9 Year Sleep had planned on being a prequel, ending where Mission X
started. Byron had been arrested, gassed and thrown in jail. This is where
our mission picked up. The only objective was to figure out what had
happened. After overhearing two conversations pre-gameplay, I received new
instructions to escape the prison, find my equipment, and obtain a map. Once
done, I was released from my cinematic hold and was free to roam. Police Station I
think the interaction with the guard in the beginning was neat; I don’t think
I’ve seen it done that way before. How Byron managed to pick the lock on a
metal cell door with a wooden spoon is another question entirely. Once
leaving the prison cell area, all members of the city watch ran upstairs to
sound the alarm (left image below). I could avoid their gaze, only to see
them return to their original locations not long after. Their senses didn’t
seem to be heightened beyond the expected, which told me their earlier
reactions were all script based. Problem was, if I reloaded after this point,
one or both of the original conversations from outside my cell replayed. I
found it annoying, but quickly learned to ignore it. However, I soon realized
the detrimental impact of this bug. Upon completion of the second
conversation, I received my updated objectives. Well, in a nearby laboratory,
reading a journal (right image below) further updated my objectives to also
include finding the thief that stole my equipment, not kill anyone, not be
seen by the local police, and infiltrate the circle. The objective of simply
finding my gear had been removed, and therein lay the conundrum. You see, the
next time I reloaded, the updated objectives resulting from the looped
conversations readded the finding-my-gear task to
my list. This objective can actually never be completed, since it’s supposed
to be removed by reading the journal in the lab. Well, reading the journal
again didn’t remove it. I assume it’s only a first-time-event styled script.
Furthermore, this objective being present made an important lever unfrobbable much later in the mission, rendering the
whole thing impossible to finish. I thus needed to find a way to stop their
looped conversation from ever taking place. Quite the pickle. After
much experimentation, I found a semi-predictable solution. After breaking out
of my cell, upon a reload, their second conversation restarted. If I
deliberately initiated this chat right before triggering the alarm script,
that conversation would get interrupted before it ever reached the
updating-my-objectives stage. Upon returning from setting off the alarm, when
using the save-reload technique, the guards would start the first
conversation, but more often than not skip the second. The game would
therefore never run the script to add the finding-my-gear objective, and I
was home free. Strange, but true. The
rest of the station wasn’t that hard. I ascended to the offices via the
secret ladder, though the stairs wouldn’t have been that risky. Found the map
there and some information on the local gang called The Bandidos.
I like how facts from key readables end up in the
notes. Instead of all the information, only a summary of Byron’s thoughts are
kept there. Overheard the conversation about the courtyard explosion before I
left the building. The
courtyard spotlights were excellent. The lamps on the roof actually moved
too! The two guards here triggered to hunt mode from time to time. You could
actually hear the button click as if to say “start script”. It somewhat broke
the immersion. Those alerts are not busts to the ghost mode. They are
inevitable, and totally outside the player’s control. It happened every few
minutes or so. Getting to the exit door was a bit of a problem. Although the
guards settled from the scripted alerts, they were still more jumpy than
normal, and normally went straight to alarm mode if detecting me. Their
patrol extended behind hardcover, and that when I could enter the gate
control room. There was another patrolling guard there, but he kept bumping
into a stationary guard in the east side room. I could easily steal his purse
and leave without problems. There was no way to shut the main gate behind me
from the front courtyard, so I mantled the wall to the west and hopped into
the outside canal. My objective to escape successfully ticked off. Streets The
map layout was divided into three main section. The southwest quarter was
practically empty. There were only three patrolling guards, but they were
easy to dodge. The first had a conversation with a lady on her doorstep,
ordering her to stay inside. She ended up stationing in the doorway of the
main entrance. I entered via the back and looted her apartment with ease. Further
north I found a power station of some sort. Outside was a stationary archer
with a lantern, and along the same street patrolled a swordsman. Both had
purses. Inside the station I spotted two crystal shards and a flash bomb
below the walkway ramp (left image below). I could lean through the grate and
grab one of the crystals, but the other items eluded me. I searched long and
hard, but I couldn’t locate a hidden passage into that area either. I figured
it was meant to be accessible, just not yet implemented. Upon leaving, both
guards outside had been triggered to hunt mode. It was another one of those
scripted ‘clicks’. They soon settled down, but it was a bit tough to steal
their loot bags while this was going on. Entering
the northwest quarter, I looted an empty, multi-floored apartment with ease.
The key was under the door mat, but I could skip it and instead enter an
upstairs window via the second floor ledges outside. Just north of this, a
gate towards the east was guarded by a swordsman. Two more patrolling
swordsmen protected this area. Down a slope to the west was yet another gate
with two more swordsmen, one of which had a purse. They were staring down
either entry, which made it impossible to approach on street level. I did
find a way to mantle the roof to their southeast though. I could mantle an
outcropping from the icy ledges in this area (right image above). Then, from
this building’s northwest corner, I could make a running jump and mantle a
lamp behind the guards’ backs (left image below). I was now able to steal the
purse, but there was no way to leave this part of town without getting
caught. The gate behind them could be penetrated on the lower left side, but
the back alley was a dead end. The only way to get out was by nudging both of
these guards towards the south. I had to sneak east in order to leave, and I
needed the guards to be blocked by the corner of the closest building. The
image below to the right shows how far I had to push them without getting even
a first alert. Alas, nudging is considered an engine exploit and therefore
not allowed for Supreme. This purse worth a measly 6 gold was thus skipped
for that mode. Moved
through what I assume to be the janitor’s apartment in order to proceed
northeast. Jumped across from an open window to a flooded construction site
next. The only way to advance was going east. There was a window to an empty
apartment above a guarded gate in this area also. It was a back way into the
building I had used earlier. There was the janitor’s key and a few cryptic
messages on some statues in the snow outside, but I never could figure out
what it meant. Never discovered a use for that key either. The whole area
wasn’t possible to enter for Supreme anyway, as the guard would always see
me. I
then snuck by a guard at the start of what the map called the Northeastern
Quarter. A flickering light had to be timed in order to pass him unseen. The
only thing of interest in this part of town was the train station. There were
two conventional ways in, but the underground passageway (which was by far
the stealthier option) couldn’t be closed up from the inside. I took that way
first just to hear the thieves’ conversation, but then headed back so I could
close the secret panel, and instead approached the main entry doors in the
streets (left image below). Here the main problem was crossing the road
slowly enough not to get spotted by the stationary swordsman to the west, but
also dodge the patrolling guard. I had to creep-crouch-strafe my way across
and at the eastern end of the double-doors to avoid a comment. I made it just
in time before the patroller turned around to see me. Inside I could finally
take a breath. Train Station The
only issue in the station was getting the two pieces of loot behind the three
gang members by the campfire on the main floor (right image above). The
closest thief alerted to the door opening. I could wait for one of the
patrollers who entered this room, blocking the door before it closed, but
this still didn’t let me get close enough to the loot in there. I could get
the ring on the crate with only a first alert from the lady, but I wasn’t
able to get to her tiara. I don’t think I’ve ever seen such a large piece of
loot on someone’s belt before either. I found the best way was dropping
through the hole in the ceiling. Then I could land on the crate with the ring
directly. This still spawned an alert from the guy, but now I could drop to
the ground and get the tiara without further alerts. Mantling back up above
this room spawned several more alerts, so these loot pieces definitely has to
be skipped for Supreme. Happy I could get them without needing to douse the
fire though. The
rest was smooth sailing. Although I had done all the work at the beginning of
the mission preventing the wrong objective from appearing, the lever in the
train car was still unfrobbable. The only way to
end the mission was to ctrl+alt+shift+end it. I
assumed this was ok, since the mission was utterly broken. Anarchic Fox even
admitted this in one of his posts. Although this mission is littered with
bugs, I still enjoyed my way through it. Statistics: Time: 1:11:21 Loot: 1269 out of 1294 (Supreme: 1078) Pickpockets: 10 out of 10 Secrets: 1 out of 3? Locks Picked: 1 Damage Dealt: 0 Damage Taken: 0 Consumables: None Ghost: Success! Perfect Thief: Success! Supreme Thief: Success! Perfect Supreme Thief: Failed Notes: -
A purse worth 6 gold by the west gate was skipped for
Supreme. Getting it required nudging both swordsmen in this area out of the
way. -
Skipped a ring worth 60 and a tiara worth 125 by
campfire at the train station for Supreme. The gang members gave first alerts
when dropping down from above. -
The last 25 loot has been confirmed unobtainable by
Psych0sis, so Perfect Thief was indeed achieved. -
I couldn’t flip the lever in the train at the end
during my ghost run, so I ctrl+shift+alt+ended my
way out of the mission. I figured this was ok, as the mission was broken. I
have only ever been able to properly finish the mission on the lowest
difficulty, and then only once. |
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