Thief 2

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BAD DEBTS

 

LOOT LIST

VIDEO REPORT

 

 

I played this mission for the first time back in early 2008. Little did I know then what an important author Melan would prove to be for the community. With later creations of epic proportions such as Disorientation and Rose Garden, Bad Debts takes you back to the beginning, when even Melan was just a rookie. However, this is a stellar city mission with vertical exploration galore. The story is a bit cryptic, but very comprehensive once you take the time to read some of the lengthy diaries.

 

 

I had been hired by Timms to obtain his letter of debt from a wealthy usurer called Markus. I simply had to find a way into his place and steal the letter. I also needed to grab 2,400 worth of loot before leaving Downlock. That was all.

 

Calm Wanderings

The streets were filled with guards, but only a fraction of them reacted to my presence at this point. Only breaking into private property or visibly using weapons would cause any alerts. There would be a crucial point later in the mission that would change all that, even adding new enemies around town. It was thus my goal to do as much as possible before the objectives changed. Prior to that, ghosting was quite straightforward.

 

First challenge was in the guards’ quarters at Stoll Court. Two stationary swordsmen guarded a pickable chest with a purse upstairs. I couldn’t get to it without passing both their views. In the end I found a line in the middle of the path where I was concealed from all light sources (left image below). It didn’t seem to exist, but either guard kept quiet all the way through. There were three light sources, but this path kept me concealed from all of them. I snatched my loot and left.

 

 

 

As mentioned in previous reports of this mission, the ring in the tower west of the Coronet had to be skipped. A haunt appeared and it could not be evaded. I could take the ring without getting seen (right image above), but I couldn’t leave undetected, not even by regular Ghost rules. It can be killed by preventatively drenching the skeleton with holy water, but that is considered a kill even though it doesn’t show up in the stats.

 

Getting the purse from the nobleman at the Coronet could be done by rushing in behind him and waiting. Although he was neutral, he still had alert levels in case he detected me doing something inappropriate. If fast, about one minute of waiting was enough.

 

I don’t regard waking Scarmengades a Ghost bust. It could be done from darkness and without him ever entering hunt mode. He gave a growl as he appeared, but that was not from seeing me. It could be from hearing the water arrow, as he gave a settling remark a few minutes later. Using a gas arrow spawned the same reactions. It could also be from a script triggered upon awakening and would also then be called a first alert, albeit debatably, so I skipped the whole scenario for Supreme. That felt the safest.

 

Getting the loot and the thieves’ key from their hideout was a little tricky, but nothing more than standard ghosting. The thief didn’t seem to be able to give first alerts, but I don’t think I would’ve triggered any regardless. His key was needed in order to safely end the mission later, but it also had to be returned for Supreme. During my initial ghost run back in 2008, I didn’t find any way to return it without alerting the thief. However, I recently found you can drop it onto the northern part of the book on the table (left image below). The southern half drops the key straight through and it makes a loud wooden sound, but the other half is silent, almost carpet-like. Dropping it anywhere on the table would be considered close enough for Supreme, so this was a happy discovery.

 

Entered Tomlinson’s through the upper grate. Dropped to the banner and further onto the counter to avoid health loss. Nobody inside was awake, so as long as I snuck carefully on the tiles, I was good. Left through the side door and replaced the armourer’s key on the table.

 

 

 

Sudden Changes

After the double-cross, I was forced to leave through the power tunnels. The entrance there had to be relocked with the power works key from Moriarty’s place, but the key I realized had to be returned before triggering the kill event inside the usurer’s manor. If not, the outside guards heard the key dropping onto the windowsill. So I had to reload to a previous save and lockblock the power station door before finishing at the usurer’s. A bit tedious to have to redo all that, but oh well.

 

From the power tunnels I could visit Keywell and find the hidden loot stash there. In order to return, I had to pass three armed mines in a storage room. The most Supreme-like way to get past was to hop onto a preplaced rope above the mines, but that was difficult to do (right image above). The easier option is to disarm the mines with the lockpicks and replace them afterwards from above. Nothing in the rules forbids disarming mines or traps. Emerged at Timms’ and cleaned his place next. Used the dark back room to time the trips inside. He kept quiet through it all. I couldn’t close the secret entrance to the walkway above Timms’ place from the outside, so I had to go back through that way later in order to reset it for Supreme.

 

Over by the Coronet the landlord was the only one alerting, except for the 3 patrollers outside, but they all had fairly long routes. The landlord generally stopped at three fixed spots. When he was at the spot nearest the stairs I got ready (left image below). As he turned and headed back I rushed in and stole his key. His place was no problem to Ghost. Dropped his key back in the same manner.

 

  Description: dump001

 

I had to approach the hammer seminary coming from the south, meaning I was forced to pass the wary archer at Almsgate. In my original 2008 run, he was always stationed just west of the gate itself (right image above). I was then barely able to steal his purse unseen, but could never sneak through the alley northeast undetected. This time, however, he was patrolling east-west outside Tomlinson’s (left image below). Checking with other forum members, Fortuni confirmed the archer is indeed supposed to patrol both in versions 1.0 and 1.1, while marbleman reported him stationed in the same spot as in the image above. Well, with the archer patrolling, I can happily report it is no longer an issue passing towards the seminary without first alerts.

 

The priest by the seminary doors was no problem. Crouching against the north side of the door kept me hidden, and with a few steps out I could grab the hammer. The guard by the lower door seemed drugged and hardly reacted to anything, so I could exit peacefully. I had previously locked the thieves’ door in an open state, so I didn’t need any key at this point.

 

 

Statistics:

Time: 2:27:18

Loot: 3582 out of 3682 (Supreme: 3507)

Pickpockets: 11 out of 12

Locks Picked: 4

Damage Dealt: 0 Damage Taken: 0

Consumables: 1 Water Arrow (to wake Scarmengades)

Ghost: Success!

Perfect Thief: Failed!

Supreme Thief: Success!

Perfect Supreme Thief: Failed!

 

Notes:

-          Skipped the ring worth 100 in the tower west of the Coronet for all modes. The haunt that appeared could not be evaded.

-          Scarmengades gave a growl when awoken, so I skipped his hammer worth 75 for Supreme.