Thief: The Dark Project Gold
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佚名 |
March 1, 2000
"Ye shall not rob from the house I have built, or commit any theft or unrighteousness,
lest ye be struck down and driven into the earth forthwith, and the land of the heathen
consume you."
-- The Book of the Stone
"The paths of thief and god are worn as one in the earth."
"Thief wanted for the theft of the gems of Sarnoth."
"Woe be to him that defies the tree, for he shall be cast out into the world through
the veils of pain and fire."
Table of Contents
=================
Section 0: Cast Your Vote Now!
Section 1: Version History
Section 2: Opening Notes Regarding This FAQ
2.1: Thief: The Dark Project Gold
2.2: Best Times
2.3: Contacting the Author
2.3.1: Contact Through Email
2.3.2: Contact Through ICQ
2.3.3: Identity Changed
2.3.4: Mailing List
2.4: Experimentation
2.5: Mission Objectives
2.5.1: Changing Objectives
2.6: Recommended Purchases
2.7: Just What The Heck Is A Taffer Anyway?
2.7.1: The True Meaning Of "Taffer"
2.8: Victoria vs. Viktoria
2.9: Personal Note Regarding The Next Release
2.10: Thief II: The Metal Age FAQ
Section 3: Game Notes
3.1: Patrols
3.2: Bloodstains and Bodies
3.3: Doors
3.4: Water
3.5: Hard Surfaces
3.6: Compass
3.7: Jumping
3.8: Enemies
3.8.1: Human Guards
3.8.2: Spiders
3.8.3: Fly Swarms
3.8.4: Zombies
3.8.5: Burricks
3.8.6: Flaming Spirits
3.8.7: Restless Dead
3.8.8: Craymen
3.8.9: Hammer Spirits
3.8.10: Mages
3.8.11: Fire Elementals
3.8.12: Sleepers
3.8.13: Non-Combatants
3.9: Arsenal
3.9.1: Sword
3.9.2: Blackjack
3.9.3: Broadhead Arrows
3.9.4: Water Arrows
3.9.5: Fire Arrows
3.9.6: Moss Arrows
3.9.7: Gas Arrows
3.9.8: Rope Arrows
3.9.9: Noisemaker Arrows
3.9.10: Flash Bombs
3.9.11: Explosive Mines
3.9.12: Gas Mines
3.10: Cheats
Section 4: A Keeper's Training (Training Mission)
4.1: Introduction
4.2: Objectives
4.3: Before The Mission
4.4: Walkthrough
Section 5: Lord Bafford's Manor (Mission 1)
5.1: Introduction
5.2: Objectives on Normal level
5.3: Objectives on Hard level
5.4: Objectives on Expert level
5.5: Simplified Objectives
5.6: Before The Mission
5.7: Notes Regarding This Mission
5.8: Walkthrough
Section 6: Break From Cragscleft Prison (Mission 2)
6.1: Introduction
6.2: Objectives on Normal level
6.3: Objectives on Hard level
6.4: Objectives on Expert level
6.5: Simplified Objectives
6.6: Before The Mission
6.7: Notes Regarding This Mission
6.8: Walkthrough
Section 7: Down In The Bonehoard (Mission 3)
7.1: Introduction
7.2: Objectives on Normal level
7.3: Objectives on Hard level
7.4: Objectives on Expert level
7.5: Simplified Objectives
7.6: Before The Mission
7.7: Notes Regarding This Mission
7.8: Walkthrough
Section 8: Assassins (Mission 4)
8.1: Introduction
8.2: Objectives on Normal and Hard levels
8.3: Objectives on Expert level
8.4: Simplified Objectives
8.5: Before The Mission
8.6: Notes Regarding This Mission
8.7: Walkthrough
Section 9: Thieves' Guild (Mission 5)
9.1: Introduction
9.2: Objectives on Normal level
9.3: Objectives on Hard level
9.4: Objectives on Expert level
9.5: Simplified Objectives
9.6: Before The Mission
9.7: Notes Regarding This Mission
9.8: Walkthrough
Section 10: The Sword (Mission 6)
10.1: Introduction
10.2: Objectives on Normal and Hard levels
10.3: Objectives on Expert level
10.4: Simplified Objectives
10.5: Before The Mission
10.6: Notes Regarding This Mission
10.7: Walkthrough
Section 11: Cutscene - Victoria
Section 12: The Haunted Cathedral (Mission 7)
12.1: Introduction
12.2: Objectives on Normal level
12.3: Objectives on Hard level
12.4: Objectives on Expert level
12.5: Simplified Objectives
12.6: Before The Mission
12.7: Notes Regarding This Mission
12.8: Walkthrough
Section 13: The Mage Towers (Mission 8)
13.1: Introduction
13.2: Objectives on Normal level
13.3: Objectives on Hard level
13.4: Objectives on Expert level
13.5: Simplified Objectives
13.6: Before The Mission
13.7: Notes Regarding This Mission
13.8: Walkthrough
Section 14: The Lost City (Mission 9)
14.1: Introduction
14.2: Objectives on Normal
14.3: Objectives on Hard and Expert levels
14.4: Simplified Objectives
14.5: Before The Mission
14.6: Notes Regarding This Mission
14.7: Walkthrough
Section 15: Input From Other Thieves
Section 16: Thief Sites on the Internet
Section 17: Thief 2 News
Section 18: Endnotes and Copyright Notice
Section 0: Cast Your Vote Now!
==============================
I recently received an email from someone, with a criticism. Here is the relevant
part of the email, describing the problem:
"...the only criticism...is that its hard to suss out where you're up to if you arent
following the guide word for word. I like to play myself until I get stuck then check
the guide, but this is quite difficult when the way you write is like 'turn left,
go forward' etc. Not quite sure how you'd get round this though! Maybe if you made
more mention of big landmarks?..."
I thought about this, and realized he was right. If you don't follow the walkthroughs
as they are, it can be difficult to find where you're going. So, I've made a (possibly
temporary) change to the walkthrough for Mission 1 (Lord Bafford's Manor). Throughout
the walkthrough at various points, I've included a header describing the most relevant
part of that section of the walkthrough. And preceding the walkthrough is a list of
the section headers. You will be able to look at the list, decide what part you need,
and move through the walkthrough quickly to find the header you want.
I've only done this with Mission 1, and it is only a preliminary release. I may decide
to include more, or simply different, headers.
Now here's the part where you come in. Go over to Mission 1 and take a look at what's
been done. There's really not much to see, but it may make things much easier. Once
you've had a good look, email me with a vote on whether you like the new format or
not (only email votes will count...ICQ ones will not!). If the "I like it!" side has
the most votes, I will go through the other missions and insert headers there as well.
If the "I don't like it!" side has the most, then I'll return Mission 1 to the state
it was in originally. Also, let me know what you think about HOW MANY headers should
be included. Lord Bafford's Manor is rather small, so I figured the five I put in
would suffice. Any more would clutter it, I felt. If you want to see more though...well,
this FAQ is done for you, so let me know!
Of course, if you think you have a better idea than this, by all means let me know!
Anything that makes this a better FAQ for you can only be good! :)
Also, if anyone has suggestions for Headers, please send them along as well.
(FYI, this will also give me an idea of how many people actually pay attention to
the pre-walkthrough sections of the FAQ, and how many just drop down to the
walkthroughs. )
Section 1: Version History
==========================
NOTE: All references in the version history to specific section numbers are referring
to sections numbers AT THAT TIME! In many cases, these section numbers have changes
with further releases.
0.1 -- First release of this FAQ. Included only the first mission
(Lord Bafford's Manor).
0.2 -- Fixed a few spelling and grammatical errors.
0.7 -- Added "Input From Other Thieves" section; Included "Before the
Mission" and "Introduction" sections, as well as others; Some
not-quite-minor-but-not-very-major cosmetic changes made (ie:
version history, section numbers, etc.).
1.0 -- Added walkthrough for the Training Mission (A Keeper's
Training).
1.1 -- Added walkthrough for Mission 2 (Break From Cragscleft Prison).
1.11 -- Fixed some spelling, grammar, and formatting mistakes.
1.2 -- Added Cheats section.
1.4 -- Put in monster descriptions & strategies.
1.6 -- Put in weapon descriptions and strategies.
2.0 -- Added walkthrough for Mission 3 (Down in the Bonehoard).
2.2 -- Fixed some grammar and spelling mistakes, fixed up the
walkthroughs for the training mission, the first three missions
(minor changes only), and expanded some entries in the Weapons
section.
2.6 -- Added walkthrough for Mission 4 (Assassins).
2.8 -- Added "Thief Sites on the Internet" section; Expanded the FAQ
slightly in a few areas, including a "Notes Regarding" section
on some missions; added Fly Swarms to the Enemies section;
Fixed some spelling, grammer, formatting, and continuity
errors.
3.0 -- Added "Thief 2 News" section.
3.4 -- Added walkthrough for Mission 5 (The Sword).
3.6 -- Added entry for the first cutscene (Victoria).
3.7 -- Minor adjustments, including a "First Appearance" section for
each monster.
4.0 -- Included information on Flash Bombs and Mines, and new
monsters, as well as updated information on several weapons and
monsters.
4.3 -- Did some tweaking here and there, revising and improving
entries. "Input From Other Thieves" section revised, and a
"Recommended Purchases" and "What You'll Encounter" section was
added for each mission; also added the Mailing List section at
the end; new cheat added to cheats section; added "What The
Heck Is A Taffer Anyway?" section.
*** NEW EMAIL/CREDITTING POLICY!!!!! ***
4.7 -- Added walkthrough for Mission 6 (The Haunted Cathedral).
4.8 -- Slight ammendment to weapons section introduction, some
spelling mistakes corrected, added "Taffer" information.
4.9 -- Expanded the "Contact" section to include ICQ information.
5.0 -- First version of the FAQ using Thief: The Dark Project Gold.
Included a section regarding the changeover (section 2.1).
5.1 -- Reworked the walkthrough for "Lord Bafford's Manor" (very minor
changes).
5.3 -- Reworked the walkthrough for "Break From Cragscleft Prison".
5.5 -- Reworked the walkthrough for "Down In The Bonehoard".
5.6 -- Reworked the walkthrough for "Assassins" (minor changes only).
6.0 -- Added walkthrough for Thief Gold Mission 5 (Thieves' Guild).
6.1 -- Changed name and email address! (Was formerly "The Brigdadier",
am now "Taffer"); ICQ contact information included.
*** PLEASE NOTE NEW EMAIL ADDRESS!!!!! ***
6.4 -- Reworked the walkthrough for "The Sword" (major rewrite!).
6.5 -- Reworked the walkthrough for "The Haunted Cathedral" (minor
changes only).
7.5 -- Nearly evey section of the walkthrough tweaked, expanded,
corrected, and/or improved...some slightly, and some in great
detail; Mailing List section changed to section 2.3.3; added
new "cheats" to the cheats section; added "Compass" section
(section 3.6); added "Changing Objectives" section (section
2.5.1); added "Victoria" section (section 2.8); added
"Jumping" section (section 3.7); added Flaming Spirits,
Sleepers, and Non-Combatants to the Monster list.
7.9 -- Added walkthrough for Thief Gold Mission 8 (The Mage Towers).
8.1 -- Added Gas Arrows to the weapons section; Fire Arrow section
expanded slightly; added Mages of the Hand Brotherhood to the
Monster list; expanded Non-Combatants entry; slight
modifications to "The Sword"; added "Identity Changed" section
(section 2.3.3); added the 12th item to pickpocket in "Break
From Cragscleft Prison"; fixed some slight formatting errors;
included info regarding Thief II demo and Thief II movie.
8.5 -- Added walkthrough for Mission 9 (The Lost City).
9.0 -- Made some very slight cosmetic changes; Updated Thief 2 news
section; added Fire Elementals to the Monster list; included
more information regarding the bug when playing Mission 8 (The
Mage Towers); added further information to the Mailing List and
Thief II FAQ sections (Sections 2.3.4 and 2.10); added "The True
Meaning Of "Taffer"" (Section 2.7.1); Mages of the Hand
Brotherhood monster renamed to simply Mages; updated "Mailing
List" section (policy regarding bounced emails); Section 3.9
renamed (was "Weapons", is now "Arsenal"); nearly all sections
expanded, tweaked, improved, or modified; slight update to
Mission 8 (The Mage Towers); changed the appearance of the
walkthrough for Mission 1 (Lord Bafford's Manor); added
Section 0: Cast Your Vote Now!
Not all versions of this FAQ have been made available to the public. The only versions
to have ever been released are: 0.1, 1.1, 2.0, 3.6, 4.7, 7.5, 8.1 and 9.0.
Section 2: Opening Notes Regarding This FAQ
===========================================
Once again, there are people out there who are owed an apology. I lost several emails
again (some of them requesting addition to the mailing list). So if you're reading
this, my sincerest apologies to you. Send me another email, and I'll add you right
away.
In case you somehow managed to skip right by without seeing it, there is now a Section
0 to this FAQ, up near the top. It's a voting section, that's being included for...well,
why not go up there and read it to find out? :)
This FAQ is aimed towards finishing in each mission quickly, so any "interesting
sidetrips" are ignored, or glossed over briefly. For example, in Mission 3, "Down
in the Bonehoard", there are several places where you can find members of a lost
expedition and read their journals. But since you need to go out of your way to get
to them, they are not mentioned in the FAQ. If you find you want to see what's in
a direction the FAQ does not cover, by all means, take a look! Save your game at the
point you're at, go take a look, then reload and continue on. The people who made
this game did some fantastic work in some of those "sidetrek" areas, and it would
be a shame to miss it!
This FAQ does NOT cover the entire game at the moment. I do intend to continue this
FAQ so that it does. HOWEVER, I am a University student, and have personally only
finished the first eight missions completely. So you may have a bit of a wait ahead
of you. :(
Unlike other FAQs I have seen for this game, this one is geared towards having you
complete each mission with the maximum amount of treasure possible, on top of
completing all of your quests. Each mission is done at the EXPERT level, and all
statistics are given for that difficulty setting (ie: what you find, where, how much,
etc.). I have not tried playing these on the lower levels, but I have heard there
ARE differences. (For example, on Mission 2, "Break From Cragscleft Prison", you find
a Holy Water Font on the lower level of the mines on the Normal level, and it is gone
on Expert, as well as there being different treasures found in different areas.)
This FAQ/Walkthrough is based on the PC version of the game. Does another version
exist? I don't know.
2.1: Thief: The Dark Project Gold
=================================
On November 3rd, 1999, my local computer store finally got their shipment of Thief:
The Dark Project Gold (from here on referred to only as Thief Gold). Needless to say,
I purchased the first one out on the shelf! I sold them my original Thief game (at
a substantial loss, but I didn't need the original anymore, and I got some money to
help pay for the new one!), and as a result, a word regarding this FAQ needs to be
said.
Those who have been following this FAQ will have received the original first six
missions (Lord Bafford's Manor, Break from Cragscleft Prison, Down in the Bonehoard,
Assassins, The Sword, and The Haunted Cathedral) while I was still playing my original
copy. Now that I no longer have the original, all missions which come after "The
Haunted Cathedral" will be done solely from the Thief Gold game. I have replayed all
the previous missions, and noted any differences I spotted between the two games in
the appropriate sections. However, once you hit Mission Eight ("The Mage Towers"),
there will be no further notes on differences...everything will be pure Thief Gold.
From this point on, any references to "Thief Gold" refer specifically to that game.
References simply to "Thief" will most likely be a generic reference which can apply
to either the original or the Gold release. Any references that are specific to the
original will be so noted, probably with "Original Thief".
NOTE: Thief Gold does have higher recommended system requirements than the original
game. There has been a few points while playing where I have noticed some "slowdown".
Unfortunately, my plans to upgrade my computer have hit a wall (lack of
funds...donations gladly accepted! )
2.2: Best Times
===============
For those missions that have been included, I have also included my best time in
completing that mission. This is for various reasons, but mostly to do with ego. :)
(Note that my best time for a mission does NOT necessarily reflect this walkthrough.
For example, my best time for Lord Bafford's Manor was done with mostly running, no
body hiding, no door closing, etc. Each one was finished, however, with ALL possible
treasure, unless otherwise noted.)
All best times recorded are for Thief Gold. In every case, I was able to beat my best
times from the original game whilst playing the new one. (The exception to this was
for the Training Mission, which has a note explaining the best time there.)
2.3: Contacting the Author
==========================
You can contact me either through email, or through ICQ.
2.3.1 Contact Through Email
===========================
My email address is: fatman@yeah.net
Some of the emails are asking for help on missions beyond the ones I have included
here, or asking if I intend to do the FAQ to include later missions. If you've managed
to read this far, you know that the answers to these questions are already provided
in the FAQ. Any questions sent to me that are already answered in this FAQ will be
ignored.
2.3.2 Contact Through ICQ
=========================
If you want to contact me through ICQ (all ladies welcome! ), my ICQ number is:
1314504. My handle is currently "Fatman".
Note that the same rules for email apply to ICQ as well. Also, if you have a lengthy
amount of information to send me, I would appreciate it if you would do so using email.
Please Note: I do not use the "Chat" mode on ICQ. I only use the messaging feature.
My ICQ settings are currently set up to automatically decline any chat requests.
Section 2.3.3: Identity Changed
===============================
Those of you who have seen versions of this FAQ prior to v7.5 may have noticed a change
in the author's name. A few people have commented on it, and in at least one place
online I've found where this could cause some confusion, so I am putting in this
explanatory section.
Previously, my handle online was "The Brigadier". Why? Because I am a huge Doctor
Who fan, but the handles "Master" and "Doctor" were already taken at my server, so
I had to find another favourite character to use as my email address. Then I started
doing this FAQ, and after a long time, it struck me that "Taffer" would be a good
name to use. (I have no idea WHY it took so long to sink in.) So I called my server
up and found, surprisingly, that the name was still available. So I grabbed it.
That's the story. Previous versions of this FAQ were written by "The Brigadier"
(brigadier@sprint.ca). The FAQ is now being written by "Taffer" (taffer@sprint.ca).
These are the same person!
For those who previously had access to me via ICQ, the name changed there also. Before
I was "Taffer" there, I was "Rahvin" (yes, I'm a big Robert Jordan fan as well!),
and before that I was "The Master". Again, these are all the same person.
Did I just clear things up or muddy the waters more? Just remember that "The Brigadier"
and "Taffer" are the same person, and you should be fine. :)
Section 2.3.4: Thief FAQ Mailing List
=====================================
If you want to receive (via a zipped email attachment) the latest version of this
FAQ... AS IT COMES OUT ... send me an email stating so. When the new FAQ is produced,
I will email everyone on the mailing list a copy FIRST, and then upload it to the
regular carrier(s). This is so my faithful readers will not be in dark when help is
already available. :)
Likewise, if you want to be removed from the mailing list, you'll need to send me
an email stating so.
Anyone who is put on the mailing list will also be put on my mailing list for the
Thief II FAQ, if and when it comes out. (For more details, see Section 2.10: Thief
II: The Metal Age FAQ.)
I have no intention of now or ever selling or giving out these email addresses to
anyone, nor will they be used by me for advertising or "spamming". It is simply to
get the FAQ out to those who are waiting for it.
NOTE: The last time I sent out the FAQ to those on the mailing list, one of the emails
bounced back. Apparently, someone changed their email address and didn't inform me.
This is not good. I have a slow internet connection, and every email that bounces
back I have to download with the attachment. If more than one person does it, well,
that would be a long wait. Fortunately, it was only one person.
What's my point? Oh yes...from this point on, anyone who's email account bounces back
to me will be removed from the mailing list. Seems fair, since they aren't getting
the attachment anyways.
2.4: Experimentation
====================
Occasionally, I will note an area where some more experimentation could be done. In
some cases, circumstances did not permit further experimentation (for one reason or
another), and some experiments were thought of in hindsight, long after I was past
the point of no return for that area. If anyone cares to experiment in the noted areas,
I would be interested in hearing the results.
EXAMPLE: In Lord Bafford's Manor, I used to take out a certain guard as a precaution
against a future endeavor. However, I was not sure that this was actually necessary,
and had not tried to complete the mission without doing so. Upon replaying the mission,
I left that guard alone, and found it was unnecesarry to take him out, and was able
to make the walkthrough for that mission that much better (and improve my best time
for that mission by about a minute or more!).
2.5: Mission Objectives
=======================
Although each mission shows the objectives for Normal, Hard, and Expert levels, the
walkthrough itself covers ONLY the Expert level.
The Simplified Objectives contain the mission objectives as viewed from within the
mission. They are less verbose, and more to the point than the wordy objectives given
before the mission begins. Although the only ones shown are from the Expert level,
you should be able to pick out which ones apply to your game if you are playing on
Normal or Hard instead.
2.5.1: Changing Objectives
==========================
During some missions which you will undertake, your mission objectives will deviate
from those which you started with as you progress through the mission. This can be
due to changing situations, the gaining of further information, receiving new
instructions, and perhaps other reasons as well. You are informed in the game when
your mission objectives change, and this walkthrough also reflects this. When your
objectives change, this walkthrough will give you a list of your changed objectives.
Note that when your objectives list is displayed inside a mission's walkthrough, it
will also indicate which ones you have completed so far. If your list differs from
the one given within, it means that you have not followed the walkthrough as it is
laid out. For example, if you need 1500 in treasure to complete a mission objective,
and the walkthrough says you have done so but your mission objectives do not, then
you have not picked up all the treasures I have indicated up to that point.
2.6: Recommended Purchases
==========================
At the end of each "Before The Mission" section, I've listed the equipment that I
personally use and/or recommend to complete that mission. In most cases, these
purchases will NOT eat up all of your funds. Use whatever you have left over as you
see fit.
Note that my recommended purchases are not always what is NECESSARY to complete the
mission. In some cases, it will make the mission easier for you, in others it may
simply be that there is NOTHING to buy to help you, but what I've recommended is (in
my opinion) the best you can do.
2.7: Just What The Heck Is A Taffer Anyway?
===========================================
This is a question I am sure many Thief fans have asked countless times. I received
a few emails regarding this, and here is what I've derived from them:
There is a Mother Goose nursery rhyme that contains the line(s), "Taffy was a Welshman,
Taffy was a thief". "Taffy" is a slang name for a Welshman.
At least one other person has suggested to me that "Taffer" is a dilution of
"Trickster", much like in modern English "Darn" is a dilution of "Damn", and "Heck"
is a dilution of "Hell".
Someone wrote in to suggest that "Taffer" was merely a censoring word, that could
be replaced with any appropriate expletive. (Or perhaps more likely, a sort of
"medieval cuss-word", as he put it.)
Apparently there is some point in the game (which I have either missed or not yet
gotten to), where a Hammerite makes reference to the fact that "Taffer" and
"Trickster" are synonymous.
If anyone can clarify, expand, or suggest another meaning, please contact me! I seem
to recall having once seen a definition online (on a message board somewhere) that
made much more sense.
2.7.1: The True Meaning Of "Taffer"
===================================
Lastly, someone sent me an email with the following information:
"I got this one from PC Accelerator. They interviewed Steve Pearsall,
project designer of Thief. The question, "What is a Taffer and where did it come from?"
The Answer, "One of our level designers, Laura Baldwin, made it up. Taffer was meant
to be a slang word that meant a common criminal, but has evolved into meaning any
sort of low life." So basically it is a fictitious word. Hey, maybe it will become
real if we use it enough."
So there you have it. I'll bet the people over at Looking Glass Studios have been
having a nice chuckle watching everyone go crazy and coming up with these (admittedly
inventive) possible meanings/origins of a word they made up! :)
Be sure you all use this word everyday! I want to see it in the next edition of Webster's
Dictionary! :)
2.8: Victoria vs. Viktoria
==========================
This is only a very minor point, but I thought it deserved mention here.
The character known as "Victoria" in the game has had some (albeit minor) debate on
the spelling of her name. Most often, I have seen people spelling it with a "k", and
less commonly I see it spelled with a "c".
In your first mission (Lord Bafford's Manor), there is a scroll in the library where
someone has reported to Lord Bafford that he has been unable to find any information
regarding a woman named "Victoria". They spell it with a "c".
I was just fine with this, up until playing the new Mission Five in Thief Gold,
"Thieves' Guild". In there you find a ledger belonging to one of the thieves, and
there it is spelled with a "k".
So now we have conflict in the game. Damn. I was so sure it was "Victoria," thanks
to Lord Bafford. Now it seems some upstart taffer has messed with my reasoning! However,
to the best of my knowledge "Lord Bafford's Manor" predates "Thieves' Guild", so
unless and until I get something more difinitive, I am going to stick with spelling
it with a "c" throughout this walkthrough.
2.9: Personal Notes Regarding The Next Release
==============================================
To those waiting for more of this FAQ. I am currently playing Mission 10, "Song of
the Caverns". Alas, I still have my studies to keep up with (such as my Greek) so
the work may be slow...especially with mid-terms any day now and finals about a month
away. But I intend to pick away at it as best I can when I can. I've also finally
gotten custody of my son , and so some time must be set aside
for him as well. :)
2.10: Thief II: The Metal Age FAQ
=================================
I have had a couple of emails asking if I plan to do a FAQ on Thief II when it is
released. I've thought about this. Writing this FAQ for Thief (as far as it has gotten)
has taken a lot of time, but I have thoroughly enjoyed the process. One of the reasons
I started writing this FAQ, apart from the fact that I could not find anything else
out there at the time, was that the game so thoroughly GRABBED me. Just sorta reached
through the monitor and sucked me into it. I don't want to make any promises here,
but if Thief II is anything at all like Thief, then I think it's safe to say that
Yes, I fully intend to write a FAQ for Thief II as well.
Before you get all excited, a word of caution. I play games in a sort of funny way.
If a sequel to a game comes out that I like, I will buy it. However, I won't actually
play it until I've finished the previous game(s) first. This is why Tomb Raider III
and IV are sitting on the shelf gathering dust while I play Tomb Raider II, and Might
and Magic VII waits patiently for me to finish Might and Magic VI, and Lands of Lore
II and III pine for attention while I merrily play the first game, and Zork Grand
Inquisitor....well, you get the idea.
So if Thief II is released before I've finished Thief...well, there will be a wait
before I start playing the game. Bottom line is this: even if the FAQ is coming...don't
hold your breath. :(
NOTE: If you are on my mailing list for this FAQ (Thief Gold), you will automatically
be put on the mailing list for the Thief II FAQ (should I do it). If you do not want
to receive a FAQ for Thief II, then send me an email stating so, and I will remove
you from the mailing list. (You will still continue to receive Thief Gold FAQ updates!)
Section 3: Game Notes
=====================
3.1: Patrols
============
Some areas have guards (of one sort or another) moving around in them, and sometimes
moving from one area to another. This makes it difficult to say for sure when a certain
task you may be told to perform should be done, as it is unlikely that you will arrive
at the area at the exact same time during the mission that I did. In these areas,
it's a good idea to save your game. (This will be noted at the proper areas.)
3.2: Bloodstains and Bodies
===========================
According to the manual, leaving bodies out in the open where they can be seen, or
not cleaning up telltale bloodstains (by shooting a Water Arrow at them) is inviting
discovery. While there are certain points in the game where just leaving your victims
where they fall may be all right (and, in some cases, unavoidable), for the most part,
you should tidy up after yourself. After telling you to take out someone, this FAQ
is going to assume that you have the prudence to hide your handiwork.
3.3: Doors
==========
This FAQ also assumes that you will know enough to try to open doors before walking
through them, and to close them behind you. (An open door can also be a telltale sign
to patrols that something is amiss...namely, you.)
Note that in this walkthrough, most of the time when I refer to a door, there is an
actual, physical door. If there is not, the opening is generally referred to as a
doorway, or an archway.
3.4: Water
==========
Water is loud when you splash around in it. This occurs when you try to swim quickly,
or jump into the water. Try not to do it too often. Swim slowly (using your WALK key).
Also note that, while you can swim carrying someone you have to rescue (ie: Basso
in Mission Two), on the missions where you are told not to kill anyone, you cannot
dump bodies in the water to "hide" them. They drown, and that counts as you killing
them. (If they follow you into the water and drown however, that does not count against
you...that's just idiots trying to swim while wearing armour.)
An important note regarding your weapons and water: if the water is deep enough, even
if you are simply wading (ie: walking, not swimming), you will still be unable to
use most of your weapons.
On a final note, whatever you do, do NOT try to swim in lava. It's not water. You'll
die.
3.5: Hard Surfaces
==================
Hard surfaces include any sort of surface that makes a very loud or noticeable noise
when you're walking on it. Things like tile, metal, and even wood can fall into this
category. While Moss Arrows will allow you to walk over the covered area silently,
you never really have enough of them to go wantonly shooting them everywhere you want
to walk.
SNEAKING is the key. You have three movements available to you...walking, running,
and sneaking. The sneak key defaults to the SHIFT key, and makes you move slower,
though quieter. In some areas, I have noted that when you move normally in the shadows,
you are slightly more visible, but sneaking keeps you hidden.
There is another way to sneak...CROUCH SNEAKING. This is is walking when you are
CROUCHED, either with the sneak key pressed or not. You make less noise (although
it is sometimes still very audible). You can minimize this even further, however,
by using the stop-and-go method. Move forward a SHORT distance, and stop. You will
probably have made no noise whatsoever. Now, move forward another short distance,
and stop. Keep this up until you get to quieter ground, and you should be able to
get through just about any terrain silently.
3.6: Compass
============
You have a compass in your inventory. Most of the time in this FAQ, I will attempt
to give you instructions without needing to resort to referring to the compass. For
example, I will say something like "On your left, as you face the idol," or "Turn
so the door is to your back." From time to time, however, it may be necessary for
me to refer to compass directions.
Your compass is in the shape of an eight-pointed star. The larger points indicate
the major compass directions (North, East, South, and West), whereas the smaller
points refer to the in-between directions (Northeast, Southeast, Southwest,
Northwest). One of the larger points is red in colour. This point is your reference
point. It will always be pointing towards the north. The direction which you are
currently facing will be indicated by the point which is directed in (more or less)
the direction you're facing. So if I tell you to face east, look at your compass,
and orient it so that the red arrow is pointing (more or less) towards the left side
of the screen.
An interesting note regarding your compass...if you spin around while it is open in
your inventory, you can watch the star spin with you. However, if you change your
vertical facing (ie: looking up and down), the star will also rotate on that axis
with you!
3.7: Jumping
============
While jumping should be pretty self-explanatory, there IS an additional feature to
the game which bears mentioning.
Garrett's fastest mode of travel is not running...it's continuous jumping. Find a
long stretch of ground, start running, and jump. As soon as Garrett hits the ground,
jump again, so that the game doesn't register him walking. Continue this process,
and you'll soon see a noticeable improvement in his speed. It takes a bit of timing
to get right, and it only works in a relatively straight line, but if you get it right,
Garrett can go VERY fast. Unfortunately, once you stop jumping, you're back to your
regular speed.
After the sixth or seventh consecutive jump, assuming the timing is right for jumping,
you can apparently kill Garrett by hitting a wall at that speed!
3.8: Enemies
============
You face off against a number of different types of enemies. Here's some basic
information on the ones I've encountered so far. Note that the names I've given to
some of them are NOT necessarily official. They are just what I've called them when
I've had no official name to give them.
3.8.1: Human Guards
===================
First Appearance: Training Mission or Mission One (Lord Bafford's Manor)
This includes your standard Guard (such as in Lord Bafford's Manor), Captains,
Hammerites, etc. These guys fall easily to your blackjack attacks, so long as 1) you
hit their head area, and 2) they aren't expecting it. If they are looking around
searching for you, you can sometimes manage to club them, but it doesn't always work.
In these circumstances, aim is the most important factor (go for the head!), and light
plays a close second. The more of you that can be seen (ie: check your light-
indicator!), the harder it is to successfully put the guards to sleep.
Most of the time, these guys are armed with some sort of hand-to-hand weapon (a sword
or hammer). Occasionally, one will have a bow instead (and don't think that they can
only fire Broadheads at you!). The guys in red, however, are Priests and spell casters.
Also, there is one type that doesn't seem to fight at all, he just calls for help.
He is the one in gray.
Occasionally, these guys will have a key, purse, or other item on their belt that
you can either lift off (ie: pick their pocket), or grab after you've knocked them
out. I prefer the pickpocket method.
NOTE: One time, I knocked out a guard, and because another was coming, picked up the
body and ran BEFORE getting the purse off him. After dropping the body, however, the
purse was gone. :( This, however, was while playing the original Thief game. In Thief
Gold, I have picked up bodies, then dropped them and been able to get the loot from
their waistband.
I have been informed now that sometimes in Thief Gold, this problem still occurs.
One suggested method of avoiding this is to knock out the victim, and pick his pocket
AS HE'S FALLING. This apparently works, and you still get the credit for picking the
pocket.
3.8.2: Spiders
==============
First Appearance: Mission One (Lord Bafford's Manor)
Spiders are small and annoying, and that's about it. They can bite you for a bit of
damage, but not much. They die easily too...a single Broadhead Arrow usually does
the trick. These things are VERY difficult to kill using your sword. I suggest using
Broadhead Arrows whenever possible. (It's not that they are particularly resistant
to the sword...it's just that they are so small and move so fast that you usually
can't HIT them!)
There are at least two sizes of spiders. There are the small ones that are very
difficult to hit when they start moving, and the much larger version. The larger
version takes two Broadheads to kill. They are easier to hit with your sword however,
and a single downwards stroke takes care of them.
3.8.3: Fly Swarms
=================
First Appearance: Mission Two (Break from Cragscleft Prison)
These are not really dangerous, just annoying. Fly swarms find a corpse (or sometimes
a Corpse-Zombie) and hover over it. They don't move, they just swarm around the body.
Occasionally, you may find a swarm where there is no body, but they still don't move.
Moving through a swarm subjects yourself to their bites, which do not always strike.
You take minimal damage from a swarm bite. (Note: When you find a Zombie with a Fly
Swarm surrounding it, the swarm DOES move, but it sticks with the Zombie.)
To disperse a Fly Swarm, shoot a Fire Arrow into it (although personally I feel this
is a waste of a good Fire Arrow). Note also that you can disperse a Swarm from around
a Zombie simply by hitting it with a Water Arrow.
3.8.4: Zombies
==============
First Appearance: Mission Two (Break from Cragscleft Prison)
I hate Zombies. Don't ask why, I don't really have a rational explanation. But when
I'm playing the game, and Zombies start getting involved, my interest level tends
to drop dramatically. (I also can't play the game after dark when playing a Zombie
level. Yeah, I know...I'm a wimp.)
"Sleeping" Zombies are pretty much indistinguishable from corpses, until you get
close enough to one to awaken it. When you do, it makes a noise, and you have a brief
amount of time (variable, sometimes maybe as much as 2 seconds) to react before it
stands up and moves to attack. (Throughout this FAQ, a corpse that can "become" a
Zombie is referred to as a Corpse-Zombie.)
Once awake, you can't kill them by conventional means. Hacking them with your sword
will make them drop, only to stand right back up again. Arrows are a little better,
as when you cause them to drop with arrows, the don't always stand up again unless
you are close enough to "awaken" them. However, Zombies are very SLOW. You can run
circles around them. If you run away from them, they will pursue, but not for long.
(This will become evident when you do Mission 3, "Down in the Bonehoard".)
Note that ANY human corpse can be a Zombie, not just the gray, decaying ones. I believe
that mission 3 ("Down in the Bonehoard") even has a headless Zombie, so don't ever
assume that a corpse is just a corpse!
Weapons that are useful against Zombies include Fire Arrows, Holy Water Arrows (your
Water Arrows dipped in Holy Water), Flash Bombs, and Explosive Mines. With regards
to the Fire Arrows, I've noted that, if you shoot the Zombie from behind, it takes
only one Fire Arrow to destroy it. If they see it coming though, it usually takes
two...although I am told that a Fire Arrow to the "gut" will take them out whether
they are aware of you or not.
3.8.5: Burricks
===============
First Appearance: Mission Three (Down in the Bonehoard)
These are big lizards with VERY bad morning breath. Best to avoid them if possible.
Engaging in melee with them is NOT a good idea, especially if there is more than one
around...while you cut into one, the other ones back off and breathe at you. If you
want/need to take them out, your arrows are your best bet. How quickly they die seems
to depend on where your arrows hit, and whether or not they are surprised. The average
seems to be about 5 or so arrows to fell one of these beasts, although I have managed
to bring them down with only two arrows (I have done this twice now). On one occasion,
I somehow succeeded in slaying one using a single Broadhead Arrow!
Melee CAN be done successfully with Burricks. First of all, it's best if there is
only one around. Then you can get close enough so that the beast cannot breathe on
you, and you can hack merrily away at it. (Although they do tend to run away once
the damage starts to get serious. They whimper too. ) The BEST way to deal with
a lone Burrick is to take it by surprise...run right up behind it and slice downwards
with your sword. If you do it right, you've just done a backstab, and killed the critter
with one blow!
Note that Burricks HATE Zombies, and will attack them in preference to you. If you
can get Zombies and Burricks engaged in combat together, you can sit back and watch
as half your problems are taken care of. Since the Zombies cannot be killed by the
Burricks though, you always know which side will come out the victor. (NOTE: A friend
of mine told me about this hint...I have not tested it myself, so don't hold me to
it!)
I've also seen Burricks fight against Fire Elementals. However, I am unsure as to
which of the two combatants started the fight. Also, it appears that Burricks can
extinguish a Fire Elemental! (See the note regarding this in Section 3.8.11: Fire
Elementals.)
If you try to use Explosive Mines against Burricks, you should be aware that one is
NOT enough to kill one!
Also, it appears that Flash Bombs will temporarily blind these creatures.
Another interesting thing about Burricks...apparently, you can use your blackjack
on them and knock them out!
3.8.6: Flaming Spirits
======================
First Appearance: Mission Three (Down in the Bonehoard)
This creature is (as far as I know) new to Thief Gold. Undead spirits whose bodies
are afire. They appear like Hammerite Priests, except that they are burning. My
encounters with them so far indicate that they must close to melee with you...they
don't appear to have a missile attack.
Fire Arrows are useless against these creatures, and it appears that Explosive Mines
are equally useless. I've been told that you can "kill" them with your sword, but
it takes a lot of damage (about 5 or 6 overhead swings). Water Arrows do damage
them...it seems that four Water Arrows will kill it. If you use Holy Water Arrows,
then two seem to suffice (although one time it took three). Broadhead Arrows appear
to damage and eventually "kill" them, although it took a lot of Arrows when I tried.
(Under the circumstances though, I am not sure that all of my arrows struck home.)
I have not tried Flash Bombs or any other weapon against them as of yet.
Once this creature is sufficiently damaged, it will run away, leaving behind a Fire
Arrow. It runs and disappears, sometimes through a solid wall. However, he reappears
again shortly to resume his patrol.
I have been told that this monster is, in fact, unkillable. It was put into the missions
where Fire Arrows are required for something (such as the Fire Arrow puzzle in the
Bonehoard). They were apparently introduced so that players who used up all the Fire
Arrows before getting to the point where they were needed would not have to restart
the mission from the beginning.
3.8.7: Restless Dead
====================
First Appearance: Mission Three (Down in the Bonehoard)
These undead are the animated remains of Hammerite Guards, and they retain their
swordsmanship skills beyond the grave. They are VERY good swordsmen, and they are
also extremely fast runners...impossible to outrun. As with Hammer Spirits, Flash
Bombs and Explosive Mines work well with them (two Flash Bombs take one out, and one
Mine will do the same). I have not yet tried the Holy Water Arrows or Fire Arrows
against them.
3.8.8: Craymen
==============
First Appearance: Mission Seven (The Haunted Cathedral)
Picture a humanoid Crayfish, and that's pretty much what a Crayman looks like. If
you catch them by surprise, a single Broadhead will fell one of these crustacean
monstrosities. Otherwise, it takes about five Broadheads. Two Fire Arrows also seem
to do the trick against these guys.
Melee with a Crayman can be interesting. They can survive at least two downswings,
and their claws can be used to parry your attacks just like you use your sword to
block. Note that Flash Bombs will blind them, and that you can knock them out with
your Blackjack.
3.8.9: Hammer Spirits
=====================
First Appearance: Mission Seven (The Haunted Cathedral)
These creatures are the undead spirits of Hammerite spellcasters. They, too, look
like the Hammerite Priests, except that they are semi-transparent. They hurl ghostly
skulls at you, sometimes as many as three at a time. If you can catch one by surprise,
I've found the quickest way to dispatch one is to sneak up behind them and deliver
a downswing swordstroke. After that, a single sidestroke with your sword causes them
to disappear in a puff of smoke. If you can't take them by surprise, however, they
are difficult to kill. In one battle, I hit one with three downswings, and it still
took a couple of sideswings to finish the job. In melee, constant side-to-side
slashing seems to keep them from casting their spells at you.
Flash Bombs and Explosive Mines are also useful against them. While I have not tried
the Flash Bombs myself, I have seen a Hammer Spirit live through TWO Mine explosions.
Using Fire Arrows, I have not been able to kill one with less than three Arrows. I
have not killed one with Holy Water Arrows yet, but they survive at least two shots
of them. An interesting note is that they do NOT appear to be very good shots when
they are not at close range.
3.8.10: Mages
=============
First Appearance: Mission Eight (The Mage Towers)
Mages are, as their name implies, magic-wielding foes. There are four different types
of Mages, one for each element: Air, Earth, Fire, and Water.
Each type of Mage has a spell attack they use on you, and each one is relevant to
that Mage's area of study:
Fire Mages: These shoot fire at you, much like the Hammerite Priest does. Nothing
special about this.
Air Mages: They wield some sort of a hard-hitting air-attack. It comes at you like
a missile, which you can try to dodge. The only problem with that is that, if it misses
you, it starts looking for you, and keeps going until it either hits you or "pops"
out of existence! (I am assuming these are small Air Elementals which the Air Mages
are summoning attack you, and that they disappear when the spell duration expires.)
Earth Mages: A curious attack, but effective. They cast a spell that surrounds you
with vines, which constrict until you die. This can be devastating, as the spell does
not wear off. However, every time you "attack" (press the left mouse button) while
covered by the capricious creepers, it weakens them, until they are gone.
Water Mages: While you don't encounter any of these inside the Water Tower itself,
there are some Mages wandering around which wield an attack that makes me believe
they are Water Mages. Their attack is a piercing bolt of ice projected at you.
It is also prudent to note that each Mage is immune to the element that they study.
Fire Mages cannot be harmed by Fire Arrows. Air Mages are immune to the effects of
Gas Arrows. I'm not sure how an Earth Mage would be made immune to Moss Arrows, or
a Water Mage to Water Arrows, though.
Something else I've noticed. When I've failed to club Mages in the darkness, they
sometimes will "plant" some sort of a light device, which illuminates a small area
around it! These devices also seem to be colour-coded to the Mages area of study...I've
seen a Fire Mage plant an orange one, and a Water Mage plant a blue one.
Aside from the above, they are just like any other human foes: easy to blackjack,
and subject to the same attacks and damage from you as the others.
3.8.11: Fire Elementals
=======================
First Appearance: Mission Nine (The Lost City)
Floating balls of fire that roam around. They do have a "front" and a "back" side,
although it is sometimes difficult to tell which is which. They have a trail which
follows behind them (sort of like a comet), which will indicate their back side (no
pun intended). If you approach one of them from the back, it will not see you. Thus
it is possible for you to sneak past them.
Their method of combat is simple. They hurl small fireballs (smaller Fire Elementals
perhaps?) at their target. I am unsure of the damage that they do, but when I was
struck by one, I had only four hit points left, and it killed me.
Obviously, don't even THINK about using Fire Arrows against them...it will just alerts
them to your presence. The best weapon you have against these pyrotechnic terrors
is your Water Arrows. A single Water Arrow will extinguish the Elemental for good.
Fire Elementals will fight against other creatures. I've personally only seen them
fight against Burricks. Saved me the trouble of dealing with the overgrown iguanas!
(Although I am not sure which one of the two instigated the confrontation.) Although
I have not witnessed it directly, Burricks ARE capable of extinguishing Fire
Elementals...I was sitting listening to them fight it out, and when the fight was
over, went to deal with the two Elementals, only to find that one was now missing!
Although untried, I am assuming the following weapons are useless against these
creatures: Sword (nothing solid to hit!), Blackjack (no head!), Broadhead Arrows
(nothing to hit!), Explosive and Gas Mines (they fly!), Flash Bombs (no eyes!). Since
Gas Arrows CAN be used to extinguish normal fires, you may think that they can also
extinguish Fire Elementals. THIS IS NOT THE CASE!
3.8.12: Sleepers
================
First Appearance: Mission One (Lord Bafford's Manor)
Sleepers are what I call the people who are asleep when you find them. They are not
dangerous while asleep, and if killing is allowed on the level, a single Broadhead
Arrow deals with them. Don't get too close to one of them, however, or else they will
wake up and either attack you (if the are capable of doing so), or run away screaming
(if they are non-combatants). In the latter case, there is a chance that the alarm
will be raised. Unless there is a good reason to get near them (such as a chest at
the foot of their bed), I suggest you just steer clear of them altogether.
3.8.13: Non-Combatants
======================
First Appearance: Mission One (Lord Bafford's Manor)
This category includes anyone that doesn't fight against you in the game: Servants,
Civilians, Prisoners, etc. They are weak, falling easily to just about any attack.
In most cases with other human opponents, once they are alert to you, they are
difficult to blackjack. This is not necessarily true of the Non-Combatants. In some
cases, they can be running right towards you, screaming for help, with you in bright
light, and you can knock them senseless.
3.9: Arsenal
============
While your chosen lifestyle usually involves you hiding from foes rather than fighting,
it is sometimes necessary to make use of some of your weapons...and some have more
uses than the obvious.
Note that you are more easily seen if you have a weapon drawn than if you are
empty-handed (except for the blackjack and, after mission six, your sword). Also,
having a weapon out (except the blackjack) can slow you down. So if you are in a hurry,
put your weapons away!
3.9.1: Sword
============
Your basic hack-n-slash weapon. Your sword does either a left cut, a right cut, or
an overhead smashing blow. To get the smashing blow, you need to hold your attack
button without releasing it for a short time. While it takes longer to deliver, it
does more damage than the simple cuts. Also, if your enemy is not expecting an attack
(ie: he doesn't know you're there), the sword delivers more damage than standard
(usually killing with one blow).
Your sword is also good for cutting down banners that may hide secret areas behind
them.
If you are trying to hide in the shadows, having your sword drawn will make you easier
to spot. However, if you put your weapon in the Block position, it seems to lessen
your visibility somewhat.
NOTE: After Mission 6 (The Sword), your regular sword is replaced with Constantine's
Sword. I've noticed that you can have this weapon drawn and still remain fully hidden
in darkness, without needed to "block".
3.9.2: Blackjack
================
There's not much about the blackjack that isn't obvious. It's got a short reach, so
you have to be pretty close to use it effectively. Interestingly enough, when you
knock out your victims, if you examine their faces, their eyes are wide open. Curious
that...
While most other weapons make you more visible, having this one at the ready does
not affect your visibility.
Two things worth noting about this weapon. First, it IS possible to kill someone with
it. If they know you're there and are attacking you, a few solid clouts with this
does send them to The Builder. Also, sometimes non-combatants (ie: Servants,
Prisoners, etc.) are so weak that a single blow from this weapon kills them, even
if you were just going for a knock-out.
Another interesting thing. If you knock someone out while you are in the middle of
a jump, when you look at your stats screen later, you will have an additional entry
for the number of "airborne" knockouts. :)
Sometimes there is a problem with knocking out a person, and picking up the body BEFORE
getting any goodies (like a purse or key) off their belt. When you drop the body and
look, the item sometimes disappears. One method of avoiding this (assuming you are
in a hurry for some reason) is to knock your victim out and then pick his pocket before
he hits the ground. You will get the item and, apparently, the credit for picking
his pocket as well.
NOTE: Previously, this section noted that you had to hit a creature on the head in
order to induce sleep. This is what was said in the manual (page 16, about halfway
down). This is, in fact, not true. Someone emailed me saying that everytime he uses
his blackjack on someone's ass, they fall. I tried it, and it's true. (Although I
prefer to think you are whacking them in the kidneys, stunning them.)
One final word, which should be obvious: Don't try to knock out the undead.
3.9.3: Broadhead Arrows
=======================
Their use as a weapon is obvious. These weapons, like the sword, do much more damage
to your enemies when they are not expecting your attack (usually killing human enemies
with one shot).
You may think these arrows are useless on missions where you can't kill anyone, but
that's not entirely true. They are great "distractions". Fire one off against a nearby
wall, and you attract the attention of nearby enemies. And if you're hiding in shadows,
instead of raising the alarm, they (usually) look around for you. Lead your enemies
into an ambush, and blackjack them. :)
Note that if you fire your Broadhead Arrows into soft surfaces, you can sometimes
retrieve them! (I'm afraid your target's body does not count as a soft surface.)
3.9.4: Water Arrows
===================
Very useful for putting out unwanted torches, and also for cleaning up any bloodstains
you leave behind. If you find a Holy Water font, or use a vial of Holy Water, you
turn your mundane Water Arrows into Holy Water Arrows...very useful against Zombies
and other undead monsters. When trying to kill Zombies with these, it takes a minimum
of two arrows to kill one. In groups however, nearby Zombies can take "splash damage".
Note that it only takes one Holy Water Arrow to dispatch a Corpse-Zombie (while it's
still "feigning death"). Water Arrows will also extinguish Fire Elementals.
As an interesting side note, Water Arrows are ignored by human enemies when fired
at them. I've fired a Water Arrow right in the face of a Hammerite, and he didn't
even flinch!
NOTE: When extinguishing torches, it is not necessary to hit the torch dead-on...or
in some cases, even to hit it! A close hit will still put the torch out. I am assuming
this is some sort of "splash damage".
3.9.5: Fire Arrows
==================
These little beauties are devastating. They can kill a Zombie with a single shot (and
he DOESN'T come back to life), although sometimes it takes two. Some human guards
which normally take several arrows to bring down will sometimes fall with a single
Fire Arrow. They can also be shot into a cloud of flies, dispersing them (burning
them?). They are also useful for relighting torches, should you decide you need a
little more light in your life.
If your Fire Arrow detonates too close to you, you will take some damage, so be careful!
A word about trajectory: When you fire most arrows, you need to take into account
gravity. That is, once the arrow leaves your bow, it starts to fall, losing altitude.
You need to aim high if you're aiming at a target that's a long way off. This is NOT
true with the Fire Arrows. It's like a mini-rocket. Aim, fire, and it keeps going
IN A STRAIGHT LINE, until it strikes something. Keep this in mind when using them.
It is interesting to note that, while a Fire Arrow will continue on in a straight
line until it hits something, how far back you pull the bowstring will determine how
fast it flies. Try it out for yourself...it's like watching its flight in slow motion.
3.9.6: Moss Arrows
==================
You fire a Moss Arrow at some loud sound-generating ground (tile, grating,etc.), and
it gets covered with moss. When you walk on it, you no longer make any noise at all.
So far, that's the only use I've found for them.
Firing Moss Arrows at items, people, or even the walls or ceiling, will cause the
initial clump of moss to fall to the ground at that point, and then the remaining
moss will shoot out.
3.9.7: Gas Arrows
=================
These are very nice to have on those levels where you can't kill anyone. It allows
you to knock out someone (or sometimes a few someones) at a distance. If you use one
of these in a crowd, there is a radius effect which knocks out the primary target
as well as those in the immediate vicinity. (I have personally witnessed a single
Gas Arrow take down three Burricks.)
While you won't be knocked unconscious if your Gas Arrow "detonates" too close to
you, you will take some damage from the shattering glass.
Trajectory with Gas Arrows is the same as with Fire Arrows: they keep going in a
straight line, never falling, until they hit something.
I discovered this completely by accident...I aimed my Gas Arrow at a Fire Mage, and
not only was he knocked unconscious, but a nearby brazier was also extinguished!
Apparently, in a pinch, Gas Arrows can be used to put out unwanted fires! (Although
NOT Fire Elementals.)
3.9.8: Rope Arrows
==================
Very handy items, if you happen to have no way into or out of an area, and there is
a wooden (or similarly "soft") surface neraby. Fire one of these, and you have instant
access.
A word of caution: While these arrows are very useful to you in many situations, it
should be pointed out that there is a maximum length to the rope. You could shoot
a Rope Arrow at a ceiling very high up, and watch with dismay as the rope tumbles
down to stop several feet higher than your highest jump.
Note that these arrows are re-usable. Once you've finished with the rope, retrieve
the arrow.
A useful manouevre for any Thief is what I call a "jump-n-snatch" manouevre. Basically,
when you are ready to abandon your rope, position yourself in some way to that your
Rope Arrow is highlighted, then jump off the rope AT THE SAME TIME THAT YOU GRAB THE
ARROW! This retrieves your Rope Arrow for re-use later, and accomplishes your goal
of getting to where you wanted to go. (In some cases, it is enough to just hang on
the rope and grab the arrow, allow yourself to fall.)
WARNING! Do not face a wall, standing directly against it, then look straight up and
fire one of these into a secure material! Yes, it will stick, but the rope will be
too close to the wall, and you will be unable to use it!
3.9.9: Noisemaker Arrows
========================
An arrow that makes a noise as it flies. When it strikes a surface, it emits a "cricket"
sound for a short while. In most cases, I've found this completely useless, although
I have made use of it successfully in "Thieves' Guild". I'm sure there are other
instances that I am just not seeing where these devices would prove useful.
These weapons are also retrieveable, like the Rope Arrows.
3.9.10: Flash Bombs
===================
These devices are quite useful against undead monsters. A Zombie takes about two of
these to take him out permanently. They are useful against other types of undead as
well. Note that they work best against groups...one Flash Bomb damages all nearby
undead!
A word of caution: If you use these against Zombies, sometimes they explode, and
sometimes they just fall to the ground. If one falls, it is not out of action, it's
just a Corpse-Zombie now. Approaching it will wake it up again. (In cases like this,
another Flash Bomb usually dismembers the fiend...although you are free to use other
methods to permanently disable these guys.)
These devices also appear to blind Burricks for a short period of time.
3.9.11: Explosive Mines
=======================
These mines are small, and sometimes hard to see when they are lying around waiting
to be picked up (or set off). These items are also useful against undead creatures.
A note about setting mines: You set a mine just like you "use" most items in Thief...you
call it up in your inventory, and right click. Unfortunately, when you set the mine,
you tend to "throw" it a distance from yourself, and it bounces and slides around
for a short time before finally stopping and arming itself. Unless you are VERY good
at predicting where it will land, your best bet for setting a mine precisely is this:
Look down until you are looking STRAIGHT down, as far as you can, then right click.
The mine falls at your feet, and stays there. A word of caution: Once you've set a
mine, you CAN trigger it yourself. BE CAREFUL!
(Someone sent me an email recently reminding me of an even better way to set
Mines...use the DROP KEY! It will fall straight down at your feet! I feel SOOOOO
stupid....)
Another interesting point about these items. If there is one set, you can trigger
them without going near. I've fired Broadhead Arrows at them and had them go off,
although you have to actually HIT the mine...the motion of the arrow flying by is
not sufficient to alert the Mine's motion detectors.
3.9.12: Gas Mines
=================
No information as of yet. (I haven't found any so far.)
3.10: Cheats
===========
What? You want to CHEAT?? You want to deprive yourself of the experience of playing
and winning this game on your own??? WHY?!?!?!
The following cheats are known (note that I have only tried two of them personally):
To skip the current mission and move on to the next one, press CTRL-ALT-SHIFT-END.
(I have tried this one, and it works.)
To start a new game at a mission other than Lord Bafford's Manor, put the line
"starting_mission X" in your dark.cfg file, where X is the mission number you wish
to start at.
For extra money, add the line "cash_bonus" to your dark.cfg file. If set to an integer,
that value will be added to your loot total for loadout purposes (the before-mission
screen where you buy equipment is the loadout screen).
This next one isn't really a cheat, per se. In your dark.cfg file, you抣l see the
following lines:
vismeter_zoom 110 ; zoom vis meter in
hpbar_zoom 110 ; zoom hp bar in
Changing the 110 to a 90 shrinks the size of the gem and health shields and gives
you more visible area on the screen.
NOTE: Regarding the last one (vismeter_zoom and hpbar_zoom). When I went to experiment
with this in Thief Gold, the values for these two variables were not 110, they were
60. I do not know why. Perhaps this is affected by the resolution you are playing
the game at, or perhaps they made a change in the conversion to Thief Gold. However,
when I changed the 60 to a 30, the size of my shield's and gem INCREASED. Changing
these values to 110 DECREASED their size.
Thief Gold Secret Missions: Please note that I have not tried either of these ones
myself yet, and have not confirmed that they work.
1st Secret Mission: Install DROMED from the first Thief Gold CD. Start it, and open
mission 18. After it loads, press ALT+G to enter the game.
2nd Secret Mission: Use a text editor to edit the game's user.cfg file, found in the
Thief Gold root directory. Add the lines:
play
starting_mission 16
With that done, run Thief Gold and start a new mission. This will launch the secret
bloopers mission.
Section 4: A Keeper's Training (Training Mission)
=================================================
My best time on Expert: 2 minutes, 46 seconds
Maximum Possible Treasure: 50
Note: I have played this particular "mission" on all three difficulties, and the only
difference I know of is the Secret Area: It is only available on the Expert setting.
Also, my best time here is actually the same best time for the original Thief game.
I managed a tie, but haven't beaten it yet. :(
4.1: Introduction
=================
"The essence of balance is detachment. To embrace a cause, to grow fond or spiteful,
is to lose one's balance, after which, no action can be trusted. Our burden is not
for the dependent of spirit."
-- Mayar, Third Keeper
I was a kid. No parents, no home. Running messages and picking pockets to keep my
ribs from meeting my spine. One night I saw a man...folks just passed him by like
he wasn't there. I thought he must have something valuable, so I snuck up on him and
made a grab.
"Ugh!"
"That's not for you."
"Please, sir, I'm hungry. Don't tell the Hammers, I promise..."
"What is your name, boy?"
"Garrett."
"You have talent, lad."
"Let go of me, old man!"
"To see a Keeper is not an easy thing. Especially one who does not wish to be seen.
We have a need for those as gifted as yourself. If you've grown tired of how you live,
then follow me, and we will show you a different way."
"Leave me alone!"
"As you wish."
I caught up with him just before he vanished into the crowd. It was the beginning
of a very long education....
4.2: Objectives
===============
Your objectives for this mission do not change based on your difficulty level.
1. Follow the directions of your instructor in order to pass the
training tests.
NOTE: The in-mission objectives appear identical to the pre-mission objectives. There
is no simplified version.
4.3: Before The Mission
=======================
What You'll Encounter: Human Guard (Swordsman).
You start this mission with nothing but your shadowy clothing, and no opportunity
to purchase anything.
4.4: Walkthrough
================
A walkthrough is not really necessary for this mission. Instead, I will point out
a few things of interest.
1: Dark Room - This is the room where you have to make it to the other side without
being seen. It is not actually necessary to wait for your instructor to stop speaking
before beginning this section. If you stand on the bottom step, you can successfully
jump over the short wall keeping you from entering the room. Jump off to the right,
where it is darkest.
2: Quiet Room - This is the room where you have to make it to the other side without
being heard. Again, it is not necessary to wait for your instructor. Jump over the
barrier, but this time jump to the left (while not actually necessary, jumping to
the left will keep you from having to turn and backtrack, thus allowing you to shave
some time off your final clock score). Note that it is much more difficult to
successfully jump here then in the Dark Room.
When you get near the end of the room, instead of turning right to avoid the metal
grating, try jumping over it and landing on the stairs. They are carpeted, and you
can manage this without attracting your trainer's attention.
3: Sparring Room - This is the room with the targets, the dummy, and the sparring
area. Try to pick up your sword first, then your bow, so that the bow is readied
automatically. Move down to the targets, and shoot off an arrow. Then, turn 180 degrees,
draw your sword, and attack the dummy. You will have to keep attacking it until you
have successfully connected with a left swing, a right swing, and an overhead swing.
(If you're interested in taking another second or two off of your final clock score,
try approaching the dummy with an overhead swing at the ready.) Once this is done,
you will spar with a guard. (Note that in this combat, you cannot kill the guard,
nor can he injure you.) Once you've sparred a bit, you can leave the circle, and pick
up the items off the table. (Note that, even though your instructor tells you to pick
up ALL the items, it is not required...you can simply pick up the key alone and proceed
from there.)
This part was a bit tricky for me, when I was trying to get through with the shortest
time possible. I would spar for a bit, then go to the table, but the items were not
there. Go back and spar, check the table again. I suspect this was a problem because
the instructor was still talking to me about shooting the bow or attacking the dummy.
I am not entirely sure what criteria need to be met before the items appear on the
table, but it seems like you have to keep hitting the guard until you get his attention
(ie: he starts fighting back).
NOTE: Although unnecessary, you CAN get into the target range area. Simply walk along
the wall which parallels the stairscase, aim yourself at the target area, run and
jump. You should land in the grassy area with no trouble. In here, you can pick up
your arrows that you've shot.
Another unnecessary-to-get-to-but-fun-nonetheless area is the balcony. Using a
running jump, jump onto the window ledge to the right of the table where you find
your sword and bow. Once there, do another running jump towards the ledge you can
see out a distance. Hold down your mantle key, and you will pull yourself up onto
this ledge. Sometimes, you will land on the tree instead of completing your jump.
Simply jump again from there, and you should have no trouble.
4: The Basketball Court - This is a secret area. Once you have finished sparring with
the guard, go to the table and pick up the key. Then, follow the guard out (or run
past him) before the exit is blocked off. You may need to fire an arrow at the guard
to slow him down in order to do this. Keep going until you come to a door. Unlock
it with your key, and you will find the basketball court. Try shooting the ball through
a basket. As far as I know, you don't get anything for doing so, but it's a fun
diversion. :)
Also, in the far corner is a bedroll. Pick it up and examine it, and you will get
to read some of the quotations overheard while the game was being programmed ("Quotes
from the Dark Team during the development of Thief: The Dark Project"). Some of it
is quite amusing. :)
Note that it is not necessary to get to this area. There are no bonuses that affect
the game whatsoever, as far as I can tell.
5: Mantle Room - This "room" is outdoors. Once you've done your running jump across
the gap over the river, you have to pull yourself up (mantle) onto a block. In this
room, you can manage to get yourself onto the roof. At the end of the path you are
walking on, instead of falling, jump forward and LAND on the red beam which the rope
descends from. From here, take a running jump, and you'll land on the roof. The only
problem is, you can't stay there...you fall off in a few seconds.
There is no reason to do this, other than for your own personal edification. It
contributes nothing to your game that I know of. Note that the same method can be
used in the other rope-room (the jump-across-the-gap room) to get on the roof there.
6: Final Room - This is the room beyond the red door. After entering, you will hear
yourself (Garrett) thinking about his (your) plans. Run down to the end of the hall,
and you will find a table with a golden vase on it. Pick it up. It will give you another
50 gold pieces with which to purchase items for the next (first) mission.
Game Bug: You are supposed to start the next (first) mission with 300 gold, or 350
if you picked up the vase. HOWEVER, if you do this little trick, you can start with
more. Save your game just before the end of the training mission. Now, finish the
mission, but instead of continuing, reload and finish again. Each time you do this,
the game apparently adds 300 (or 350, if you grabbed the vase) to the total amount
you had PREVIOUSLY. So, go in, grab the vase, and you start with 350. Reload, go in,
grab the vase, and instead of starting with 350, you get 350 ADDED to the previous
350...700. Reload again, you start with 1,050. Keep doing this as much as you feel
like it. (Note that once you have 1,200 or more, you can buy everything available
for the next mission.)
Section 5: Lord Bafford's Manor (Mission 1)
===========================================
My best time on Expert: 13 minutes, 25 seconds
Maximum Possible Treasure: 1429
5.1: Introduction
=================
"The most promising acolyte left us, not out of the lesser folly of sentiment, but
the greater folly of anger. His heart was clouded, and his balance was lost, but his
abilities were unmatched. Even then, we knew to watch him most carefully."
-- Keeper Annals
I have a simple job planned for this evening. Break into a guarded mansion, steal
another fat nobleman's priceless trinket, and leave quietly. Lord Bafford is out of
town, and rumour has it that the captain of his house guard went with him, as a
bodyguard. The time is ripe for a bit of burglary.
The front gate of Lord Bafford's manor is always guarded, and the main street is far
too exposed. But Cutty tells me there's a better way in....around to the side, more
out of the way. One guard, and likely no witnesses to...complicate matters.
The piece Cutty wants is a scepter...silver, jewels, the usual adornments. It should
command a high price. Bafford, like most of his kind, probably keeps his treasures
on the top floor of the place. Close to his heart...and far from his servants.
No point in waiting. I have Cutty's old sketches of the place, and everyone who's
going to be asleep inside already is. It's time to begin....
5.2: Objectives: Normal
=======================
1. Sneak into Lord Bafford's Manor and case the place. The well house
in back is your best bet, if you can get the key from the guard --
blackjacking or pickpocketing him would be quietest.
2. Find Lord Bafford's prized jeweled scepter, and redistribute it...to
yourself. Try to do it without causing too much commotion.
5.3: Objectives: Hard
=====================
1. Sneak into Lord Bafford's Manor and case the place. The well house
in back is your best bet, if you can get the key from the guard --
blackjacking or pickpocketing him would be quietest.
2. Find Lord Bafford's prized jeweled scepter, and redistribute it...to
yourself. Try to do it without causing too much commotion.
3. In addition to pinching the scepter, steal 350 worth of valuables
while you're in the manor.
4. Don't kill any of the servants; they're harmless.
5. Once you've achieved your other objectives, get out of the manor
house and back to the city streets.
5.4: Objectives: Expert
=======================
1. Sneak into Lord Bafford's Manor and case the place. The well house
in back is your best bet, if you can get the key from the guard --
blackjacking or pickpocketing him would be quietest.
2. Find Lord Bafford's prized jeweled scepter, and redistribute it...to
yourself. Try to do it without causing too much commotion.
3. In addition to pinching the scepter, steal 700 worth of valuables
while you're in the manor.
4. Don't kill anyone while you do the job. No servants, no guards, no
pets...no one.
5. Once you've achieved your other objectives, get out of the manor
house and back to the city streets.
5.5: Simplified Objectives
==========================
1. Sneak into Lord Bafford's Manor, ideally by blackjacking or
pickpocketing the well house guard, for his key and case the place.
2. Steal the jewelled scepter with as little notice as possible.
3. Grab 700 in loot while you're in the manor.
4. Don't kill anyone.
5. Return to the city streets.
5.6: Before The Mission
=======================
What You'll Encounter: Human Guards (Swordsmen and Archers), Spiders.
Starting Funds: 300, or 350 if you grabbed the vase at the end of the training mission.
(Also, see the note at the end of Section 4.4.) If you did not do the training mission,
your starting funds are 300.
Starting Gear:
1 Sword
1 Blackjack
36 Broadhead Arrows
8 Water Arrows
1 Healing Potion
Items for Sale:
20 Broadhead Arrows (Cost: 25 each)
4 Water Arrows (Cost: 50 each)
2 Healing Potions (Cost: 250 each)
Since it is entirely possible to finish this mission using nothing but your blackjack
and a Flash Bomb (or your blackjack and four or five Water Arrows), you can get away
with buying NOTHING. You start with everything you need (except Flash Bombs, which
you find inside the Manor). Since you can't kill anyone, you will not be getting into
any fights, so buying Healing Potions is useless, unless you plan to submerge yourself
for too long under water, or stick around when the Spiders are biting you. (Also,
you find one almost immediately after entering the Manor.) However, if you wish to
spend your money (remember, it doesn't carry over to the next mission), you may want
to spend it on Water Arrows, to maximize your chances of hiding in certain areas.
Recommended Purchases: 4 Water Arrows. Total Cost: 200
5.7: Notes Regarding This Mission
=================================
While this mission is pretty straightforward, there are some things worth mentioning.
Most notably, in the beginning section, unless you have a weapon bared, everyone seems
to ignore you. You can run all the way to where you want to go, and not worry about
hiding in shadows. This includes the drunk guard outside the wellhouse. You can run
right up behind him and no one seems to care.
At the top level of the Manor, there are two entrances into a garden area, with stairs
up to some stone walkways. On this upper level, there are banners hanging in the
corners. If you follow this walkthrough, then you want to enter the garden from the
entrance on the OPPOSITE side from where you come into this level (ie: you climb the
stairs after clubbing a guard, enter the hallway, and turn left...on your right is
a garden entrance...you want the other one). Climb the stairs, and there should be
a banner facing you. Ignore it, turn right around, and move to the banner at the far
end. Whip out your sword and cut this banner down to reveal a secret passage. Follow
it to the end, and you will find yourself in the room just outside the throne room,
with the lone guard standing there. From here, you can jump down and club him with
your blackjack (a difficult procedure). I do NOT recommend this method however, as
doing so can attract the patrolling guards outside this room, unless you've dealt
with them already. And without Rope Arrows, you will have to leave the room into the
hallway where the guards patrol, with them still moving about!
When playing Thief Gold, I discovered that using the secret entrance mentioned above,
I could take out all the torches in the room below, then fall down onto the carpet
and not be noticed. I do not know if this also works in the original Thief or not.
5.8: Walkthrough
================
A. Outside the Manor
B. 1st Level of the Manor
C. 2nd Level of the Manor
D. 3rd Level of the Manor
E. Escaping from the Manor
A. Outside the Manor
====================
You start off facing the house you plan to burgle. However, this entrance is guarded
too well for you to attempt entry. Turn to your right, until you are facing down the
street, and move ahead. Ignore your first turning to the left...continue on ahead.
Follow this path for a while. Pass by the clock...now, just past the lamppost, the
street starts to rise. Once you are on the rise, turn to your left, and you'll see
a little alcove. Hidden inside this alcove are some arrows: 12 Broadheads and 4 Water
Arrows (you will have to look down or back up to see the Water Arrows). [NOTE: You
can probably ignore these arrows...I find that I get through the entire mission with
only using at most 5 Water Arrows, and none of the Broadheads.]
[NOTE: At some point around here, a servant will come walking down the street. Hide
from him, or don't, or blackjack him if you like. I have never found that doing ANYTHING
with this particular individual changes the game.]
Continue up the street. Shortly you will find a sewer entrance. Climb down the ladder
into the sewer. Move forward, and take the first right. When you reach the four-
way junction, continue straight ahead. There will be a left-hand turn. Once you've
taken that turn, stop before reaching the next intersection (which is just ahead).
Turn right, and you'll see a door. Go through it, turn to the right. There is a lever
in the wall here. Go up to it and pull it. Turn around, but before you leave, look
down and search the floor. Someone dropped some treasure here for you. Pick it up,
it's worth 200 to you (Treasure Count: 200). Now, leave the way you came.
Once out in the sewer again, turn right and proceed ahead. Now, turn right, and follow
this tunnel. Climb up this ladder, and exit the sewers.
Turn left once you're out. This is the way you want to go, but be careful....there
is a patrolling guard in the area as well as the drunken lout attempting to sing.
(You'll want to start walking here, if you've been running up until now.) Sneak behind
Sinatra, and filch the key from his belt. Turn around, and use the key on this door
to unlock it. Go through, and you're in the wellhouse. Jump up onto the edge, and
then dive in.
Once you surface, turn to face the direction that the water flow is moving you in.
Move forward (you can still run), until you enter a circular room with water dripping
down. Turn to your left, nearly 180 degrees, and swim down to the opening below. Swim
through the tunnel, then surface. You're in a small pool with some floating barrels.
Turn until you see a chest guarded by some spiders. Now, turn again, and climb out
of the pool on a side with no spiders on it. Look down, then run over to the chest.
Open it, get the ring out of it (100, Treasure Count: 300), and then get back in the
water fast before the spiders start attacking. Once in the pool, swim back out the
way you came.
[Note: You can kill these spiders without penalty. Broadheads work best, although
after killing some of them, the others start coming after you, and you pretty much
have to rely on your sword, which is hard to use against them. Alternatively, I've
been told that by standing on the sloping side of the area, and jumping up and down,
you can lure the spiders into drowning themselves. All in all, if you're after the
best possible time, the run-through-them method is fastest.]
Back in the circular room with dripping water, continue following the flow until you
see a climbable area on your right (quite a ways down the tunnel). It will be better
lit than the other areas down here. Climb into the room with the barrels, and you've
entered Lord Bafford's basement. Go through the door. (I'd start walking now if I
were you.)
B. 1st Level of the Manor
=========================
Once you open the door, there is a chest partway across the room, almost directly
ahead. It contains a healing potion. Once you have that, turn left, and head towards
the exit. Uh oh! Voices! Hug the wall, and listen until the guards move away.
After about two seconds, ease yourself out of the exit by moving sideways, and sneak
forward after the guard ahead (the other guard will not be able to see your cross
the lighted area). Once you're close enough, use your blackjack against his skull.
[Note: Since this area is pretty dark, you SHOULD be able to leave the body here without
anyone noticing it.] Now, move forward, turn right up ahead, and follow this passage
into the Manor proper.
You should now be walking on carpet. Turn left, and walk forward, towards a lighted
archway you can see up ahead. You will hear your footsteps become quite loud as you
walk over some metal grating, but it appears that no one can hear you when you do
so.
[If you find that someone DOES hear you (although it has not happened to me), try
the following instead: Instead of turning left upon entering this room, head towards
the doorway that has a lit torch in it. Once you go through it, turn to your left,
and move through the exit you see ahead.]
Just inside this corridor is a chest. Inside you'll find two Flash Bombs. Now, turn
left, and head down this corridor to the stairs, and take the stairs all the way to
the top.
C. 2nd Level of the Manor
=========================
At the top, you should see an exit. However, in this room, directly across from the
exit, are two more chests for you. One is flat on the floor, the other propped against
the wall. Open the propped one to find a stack of coins (5, Treasure Count: 305).
Ignore the other one, it contains a vase that makes a LOUD noise when you drop it.
Turn around and exit the room. Then turn right, and move forward, past the first
hallway on your right, past the room with sleeping beauty, and turn at the next right.
At the end of this hallway, you can turn either left or right. Take the right, and
enter the dead end.
Turn to your left, and there's a door to the kitchen here. Enter, and you should see
some shelves in front of you. On the top one is a golden vase (100, Treasure Count:
405). Be careful in here! There is a servant preparing a meal. Leave the way you came.
Once you're back out through the door, turn right and follow the corridor all the
way, and turn right. As before, this should end at a darkened area with a door.
SAVE YOUR GAME! This is a patrol area. There is a guard SOMEWHERE behind this door,
walking his rounds. We want to give to him the gift of slumber.
Open the door. With luck, your timing will be such that he is just ahead of you, walking
away. (If he's walking towards you, he may just see you and attack....I hope you saved
your game!) If he's not there, then wait for him. You'll see him before he sees you.
Once you see him coming around the corner ahead, wait for him to approach and turn
around. As long as you are hidden in the shadows, you will not need to shut the door
while you wait. Once he's turned, sneak up behind him and send him to dreamland. Now,
go forward into the next room, turn left, and take the SECOND left you see...it should
lead into a carpeted area. Head down to the end of this area just BEFORE the doorway.
This is where we wait for the next guard. (You may want to save here, too.)
If you're feeling daring, you can peer around the corner and watch for him. Note that
it is possible to position yourself so that when the guard makes his turn, you catch
just a glimpse of him. (Be careful here...there's a servant that sometimes walks
through this area.) The guard you're waiting for will be coming through the door
directly across from you. When it opens, jump back, and wait. Listen to his footsteps.
Once they start receding, you can sneak out, and bruise this guard's ego with your
blackjack. (Alternatively, instead of relying on your ears, which I find is not always
accurate, turn around and head back so you're looking out of the room from the entrance
you came in from. This way, you'll see the guard walking away from you, and you can
sneak up on him then.)
Okay, I'm a bit turned around here now, and you might be too. So use your compass.
You want to be in the room where you KO'd the last guard, and you want to head west.
At the end of this room you should find a set of stairs leading up into a small, circular
room. Take them. In this room on a bookshelf is another gold vase (100, Treasure Count:
505).
Ignore the other set of stairs. Turn around and go out the way you came. Once you're
back in the other room, you should see two metal doors: one across from you, and one
in the wall to your left. Go through the left one. In this room, turn to your right,
and at the end there will be a bench, with a goblet sitting on it. Take the goblet.
(15, Treasure Count: 520). Leave the room the way you came, and now head through the
other metal door you noted previously. (You may wish to save your game again, to avoid
the roaming servant.)
Head to the other exit of this room, but before you reach it, turn to the right and
examine the items on the shelf...there are two you are interested in. A gold plate
(50, Treasure Count: 570) and a gold carafe (50, Treasure Count: 620). Now, leave
through the new exit, and you will find yourself in another large room like the
patrolled one before.
There is a door in the wall to your left. Go through it, and head down to the end.
On a table to your left, you will find a stack of coins (12, Treasure Count: 632).
SAVE YOUR GAME! This is another patrol area, and it could get interesting here. Leave
this room the way you came in. In large room your in now, you should see an exit on
your left with some stairs. Take this. Before getting to the top of these stairs though,
stop. Pull out your bow and extinguish the torch with a water arrow. Now, enter the
room, hugging the right wall, until you come to the opening with the stairs leading
up. Wait here. (Be sure you are waiting on the RIGHT hand side (as you're facing the
staircase)....while I've successfully done this on the left hand side, it only worked
once.) Eventually, a guard will come down the stairs. Consider him blackjack practice.
Once the guard is unconscious, head to the opposite end of the room, between two tables,
where you'll find a chest. Inside is a bottle of wine (50, Treasure Count: 682).
Note: If you're fast enough, you MIGHT be able to knock the guard above out without
extinguishing the torch first. (I have done so once.)
SAVE YOUR GAME! You may want to start saving your game at regular intervals now, if
you haven't already. The uppermost floor here is patrolled, in several areas.
D. 3rd Level of the Manor
=========================
Go up the staircase, then turn right and go down the smaller stairs into a hallway.
Turn left, and go through door at the end into the library.
In here there are a few items of interest, but most can be ignored. The one that you
are interested in is on a table against the wall, the furthest one from where you
entered (200, Treasure Count: 882). Now, go through the door opposite the one you
entered, and be ready for some fancy legerdemain.
[NOTE: In the library, you can find a scroll which is a report to Lord Bafford from
one of his underlings. It mentions that the person was unable to find any information
regarding someone named Victoria. You will meet her later in the game.]
SAVE YOUR GAME! In this hallway, there are two Captains patrolling. If you see one
approaching, just wait...he can't see you. As he gets closer, he'll turn and go down
another corrider. Watch him...when he turns again, that's about the time the next
guard enters this hallway at the far end. NOW is when you want to move.
Move forward, towards the lighted doorway, and hide in the shadows to one side. Now
wait. When this Captain comes through, remove the key from his belt. Now wait. The
second one will be coming along shortly. Remove the key from HIS belt. Wait again.
When the next one (actually the first Captain who's key you lifted) comes around,
club him. After you've hidden the body (be quick about it!) return to your hiding
spot, and take out the second returning Captain when he returns.
[NOTE: If you want to speed things up a bit, and don't care about picking pockets,
you can simply club these two the first time through, then get their keys while they're
unconscious. But I like to be thorough. :) ]
Okay, time for some more pilfering. Turn back the way you came...you may have noted
a door in the wall as you came down here. Open it, and step inside. Against the left
hand wall is a table, upon which sits a bracelet (125, Treasure Count: 1007), and
four stacks of coins (12, 12, 12, 12, Treasure Count: 1019, 1031, 1043, 1055). Now,
leave this room.
Remember when you watched the first guard approach, then turn? Well, you want to go
down that corridor now. When you reach the end, turn left, and stop when you come
to two doorways, one on either side of you. Take the one on the right. This is a fairly
long trip with a few turns, but no choices. So just continue on down until you come
to a doorway through which you can see a tile floor. Move into that room. Turn to
your right, and you should see a key on the wall. Grab it. Now look down, and open
the chest at your feet. You should find a bottle of wine (50, Treasure Count: 1105).
There's also a book on the table if you'd like to peruse it, but it's not necessary.
Leave the way you came, taking that long journey back.
At the top, enter the corridor again, but go through the next door into the bathing
room. Move around the bath (either side, it doesn't matter), and exit the room through
the door opposite the one you entered. Across from you, you should see a small,
circular area at the bottom of a few steps, with two doors. Enter that area.
SAVE YOUR GAME! Open one of the doors (you will need one of the keys you picked from
the wandering guards). It doesn't matter which door you open. Sneak inside, and look
into the next room. There is a lone Captain on guard in there. From your position
here, use water arrows to take out two of the torches. Now, leave the way you came,
and go through the other door you DIDN'T go through the first time. Take out the
remaining two torches with two more water arrows. Now that the room is in darkness,
sneak up behind the Captain. The floor is alternatively carpet and tile, so he may
hear you a couple of times. Just wait until he stops looking for you before continuing.
Once you're close enough to him, lift the key from his belt. You should also be close
enough, or just about, to use your blackjack on him. Do so. [NOTE: One time, for some
reason, I could not get close enough to blackjack him. He always heard me and called
for help. If that happens to you, wait until he's facing off to the side, and throw
a flashbomb there. Then you can send him off to sleep with your blackjack.
Alternatively, leaning may also bring you within range to club him.]
[NOTE: An alternative method to the above is, instead of using water arrows to douse
the flames, just throw a flashbomb into the room. Be sure he's looking toward you
when you do it. While he's disoriented, run up and club him. While faster, and uses
fewer arrows, you don't get the "honourable mention" of picking his pocket.]
With the Captain properly dispatched, go through the door he was guarding. To the
left, on a shelf, is the object of your quest: Lord Bafford's prized jeweled scepter.
Liberate it.
Go back to the circular room with the two doors, and climb up the steps back into
the corridor. Turn left, and move forward until you find a door on your left. Go through
it. Inside, to your right, is a table against the wall. In the centre of this table
you should find two bottles of wine (50, 50, Treasure Count: 1155, 1205). Now leave
the room, turn left, and go forward until you find the door on your right. Go through
it.
In this room, there is a door directly opposite the one you entered. To your left,
against the wall that contains that door, is a shelving unit with a candle on top.
Go there, and you will find what is probably the hardest treasure to find on this
mission: a ring (100, Treasure Count: 1305).
SAVE YOUR GAME! Another patrol area. Sometimes when you open this door, there is a
guard right outside.
Open the door, and if you don't see the guard, wait until you do. If he is moving
away from you, sneak up behnd him and club him. If he starts moving towards you, close
the door. Save your game at that point, and try opening the door periodically to see
if he's turned around yet. When he does, put him to sleep.
Once the guard is taken care of, move down this hallway. Take the first left (stairs
flanked by statues). On the table in this room you will find another gold vase (100,
Treasure Count: 1405). Turn around, and go back down the stairs you entered by. Turn
left, follow the corridor to the end, then turn right. Walk forward until you find
the first opening on the left.
SAVE YOUR GAME! There is a guard past this opening that patrols between two rooms.
Once he's out of sight, enter the room, turn left, and take the stairs up. Work your
way around the debris to a chest at the far side. Inside you'll find a stack of coins
(12, Treasure Count: 1417). Go down the stairs, watching out for the guard, and exit
the way you came in.
SAVE YOUR GAME! Turn left, head down the hallway. Ignore the first opening on your
left. Go instead to the second one. This is like the previous room, with a guard
patrolling. When he's out of sight, enter the room, and climb the stairs on the right.
Up here are some bunkbeds, with a chest for each. You want the far chest on your right
hand side. It holds another stack of coins (12, Treasure Count: 1429). Go down the
stairs, watching out for the guard, and exit the way you entered.
E. Escaping from the Manor
==========================
In the hallway you've just entered, turn left. Move forward, and take the right turn.
Continue forward until you can turn left, and then do so. Up these stairs, turn left,
and go down the flight of stairs here. (These are the ones you entered the upper level
by.) In the room at the bottom, turn left, go down the stairs into the large room
below, and turn left again.
Enter the first room on your left here. There are two paths to take here...one goes
back into the manor again, the other leads out. If you can see it, you want to head
towards a lever in the wall, right next to a torch. Pull the lever, then continue
on in the same direction. The lever has opened an exit to the street. Once you're
on the street, you've completed all your tasks. Congratulations!
Section 6: Break from Cragscleft Prison (Mission 2)
===================================================
My best time on Expert: 45 minutes, 44 seconds
Maximum Possible Treasure: 1688
6.1: Introduction
=================
"Before death came, the liars were made to feast upon the hands of the thieves, and
the thieves were made to ingest the tongues of their liar brothers, and we praised
the Master Builder for his judgements."
-- The Hammer Book of Tenets
I went to Cutty's place to deliver the scepter, but Cutty wasn't there. He'd been
arrested by the Hammerites. Apparently they didn't approve of his occupation, and
I doubt they approve of mine. So hopefully they'll never catch sight of me when I
break him out of their prison. Which is what I'm going to do.
Their holding Cutty in a mining complex carved out of a quarry. The quarry's flooded,
but the Hammers still work the top level mines, and have converted part of the complex
into a penitentiary for those who..."violate" their tenets.
An associate of mine was confined there, and has provided me with a map. It would
be difficult to get in by way of the main gate, but there is another option. The mines
break the surface of a hill south of the quarry. I'll drop into the mines and head
for the prison, which will be found somewhere uphill and to the north. The Hammers
don't venture into these lower mine levels because they're reputed to be haunted.
I'd rather not have to do this job, but Cutty's a reliable fence, and I don't appreciate
the Hammerites abducting him. And he owes me money for the Bafford job....
6.2: Objectives: Normal
=======================
1. Your map doesn't show the way through the mines, so you're going to
have to scout around to make your way to where they hold the
prisoners.
2. Cutty still owes you for the Bafford job. Break him out, and you'll
get your cash.
6.3: Objectives: Hard
=====================
1. Your map doesn't show the way through the mines, so you're going to
have to scout around to make your way to where they hold the
prisoners.
2. Cutty still owes you for the Bafford job. Break him out, and you'll
get your cash.
3. Issyt the Beggar borrowed your lucky hand of glory and, knowing him,
probably hid it from the Hammers' body search in ways you'd rather
not think about. Get it back!
4. There's bound to be some pricy religious icons in any Hammer
complex. Try to come out with at least 500 worth of their stuff.
5. Escape from the prison with Cutty.
6.4: Objectives: Expert
=======================
1. Your map doesn't show the way through the mines, so you're going to
have to scout around to make your way to where they hold the
prisoners.
2. Cutty still owes you for the Bafford job. Break him out, and you'll
get your cash.
3. You've had your eye on Basso the Boxman's sister for a while now. If
you break him out of Cragscleft, she'll probably be VERY grateful.
4. Issyt the Beggar borrowed your lucky hand of glory and, knowing him,
probably hid it from the Hammers' body search in ways you'd rather
not think about. Get it back!
5. There's bound to be some pricy religious icons in any Hammer
complex. Try to come out with at least 1000 worth of their stuff.
6. Escape from the prison with Cutty and Basso the Boxman.
7. A true professional doesn't leave a mess. Don't kill anyone!
6.5: Simplified Objectives
==========================
1. Sneak through the mines and factory to the Hammer prison.
2. Locate and release Cutty.
3. Locate and release Basso the Boxman.
4. Locate Issyt the Beggar and get your lucky hand of glory back.
5. Loot the complex for valuables. Need 1,000 total loot.
6. Escape from the prison with Cutty and Basso the Boxman.
7. Don't kill anyone!
NOTE: The objective of "Don't Kill Anyone" only seems to apply to humans (ie:
Hammerites, Prisoners, etc.). It does NOT apply to Spiders or Zombies.
6.6: Before The Mission
=======================
What You'll Encounter: Zombies, Fly Swarms, Spiders, Hammerite Guards (including
Swordsmen, Hammer-Wielders, and Priests).
Starting Funds: Whatever you managed to steal from Lord Bafford's Manor. (Maximum
possible: 1429.)
Starting Gear:
20 Broadhead Arrows
5 Water Arrows
1 Noisemaker Arrow
Items for Sale:
20 Broadhead Arrows (Cost: 25 each)
15 Water Arrows (Cost: 50 each)
2 Moss Arrows (Cost: 125 each)
2 Healing Potions (Cost: 250 each)
2 Speed Potions (Cost: 500 each)
1 Tip (Cost: 100)
1 Hot Tip (Cost: 300)
NOTE: I do not know why your sword and blackjack are not shown under the "Starting
Gear" for this mission. Fear not, you DO have them both.
The Hot Tip is useless...it gives you information that you will eventually find on
your own during the mission. The Tip, while nice to know, is also useless to you,
because I'm going to tell you what BOTH of them say anyways! :)
Tip: Word on the street is that the Hammers are eager to take back the top level of
the haunted mines, because there's a specially-blessed holy water font there.
Hot Tip: According to Dikket, a "heretic" who was recently let out of Cragscleft,
Cutty's being held in cell block four.
For this mission, you will almost certainly want at least one Moss Arrow (although
you can find some in the mines). Depending on how you handle the Zombies on this mission,
you may also want to buy more Water Arrows. If, instead of destroying the Zombies,
you plan to run past them, perhaps a Speed Potion or two would be in order.
Recommended Purchases: 2 Moss Arrows, 15 Water Arrows. Total Cost: 1000
6.7: Notes Regarding This Mission
=================================
The walkthrough for this mission has been redone, for two reasons: 1) The original
walkthrough contained some areas which were rather difficult to do, and were taken
out and replaced with easier methods; 2) There were a few changes made to this mission
in Thief Gold.
The final pickpocket-able guard has been found! Someone wrote to me and told me that
one of the two guards near an alternate entrance (a staircase which connected to both
the mines and the pools of water) has a Healing Potion which can be lifted. Thank
you for pointing this out!
A note regarding your stats at the end of the mission: When I completed the mission,
I had the following confusing stats shown:
"Innocents Killed: None, and Others Killed: 1"
After some experimentation, I concluded that the one enemy it says I "killed" was
the rotating sensor in one of the guardrooms!
6.8: Walkthrough
================
You start facing an entrance into the mines that is below the waterline. Enter the
water, and head for the tunnel. Once you are completely submerged, stop, look down,
and move towards the floor. You will find a diamond there (35, Treasure Count: 35).
Fix your view so you are looking forward again, and push on ahead. The tunnel turns
to the right, and you will need to look down again to continue on your way. From here
on, follow the tunnel until you emerge from the water into a dark mine area. Ahead
of you, you should see a small swarm of flies in a dimly lit area. Move forward, towards
the flies (which you will now see are circling over a corpse).
There are two ways that you can proceed here. The first way is suggested to you only
if you're interested in obtaining a few more Moss Arrows. If you are not interested
in that, then skip down to the paragraph that starts "Head towards the corpse...".
Get on the track to the left of the corpse, and move forward. Take the first left
you come to. Follow this path all the way, until you can go either left or right.
Turn right, and you should be facing a large hole with some sort of an elevator platform
in it. Move forward...you want to get to the edge of the hole, but not fall the entire
way. Standing on this semi-ledge, looking down, you should see a spider. From up here,
you can take aim with your bow and skewer him with a single shot. (Save your game
if you like to preserve your arrows, just in case your first shot miss...I usually
need three or so before I get the aim right.) Once the spider is dead, fix your view
ahead again. Hop onto the platform. There is a box with buttons on it right in front
of you. Push the bottom button, and the lift will take you down to where the spider
was. Turn until you are facing a tunnel that goes downwards. Follow it to the end,
where you will find 2 Moss Arrows. Turn around, go back to the platform, get on, and
push the second button from the bottom. This will take you back up to the previous
level.
Once the lift has stopped, turn so that the box is directly behind you. Facing the
track, move forward, and jump so you are back on solid ground again. Now, move forward
and take the left turn. Follow this tunnel until you can turn either left or right.
Turn right, and move forward. You should now be back in the entrance area with the
flies and corpse.
Head towards the corpse, but take the tunnel to the right of it. Move past the crate,
and underneath the next lamp, look down. On the ground you should find a silver nugget
(50, Treasure Count: 85) and a gold nugget (100, Treasure Count: 185). Now, continue
moving forward, and you will come to a rise. Continue until you top the rise. You
should find yourself on some tracks, at a crossroads. Turn to your right, and move
forward into the next room.
SAVE YOUR GAME! That's a Corpse-Zombie on the floor, but will not awaken if you don't
get too close. To your right is an opening in the wall. Hug the wall until you can
get into the opening. Once in, follow the tunnel, and you will come to a room with
three corpses in it. Again, be careful...one of them is a Corpse-Zombie. To your left
you should see a lighted area above. This is where you want to go. Hug the wall, moving
forward (the funny-looking corpse dead ahead is NOT the Corpse-Zombie). Once you're
at the end, hold down the spacebar to climb up onto the ledge. Now, ahead, you will
see an area straight ahead, and one to your left. It is to the left that you want
to go. Jump up, move forward, until you are in this area.
Long way down, isn't it? But you need to get across, and the bridge is out. Turn to
the left, and you should see a room of sorts, and a ledge. You want to jump onto this
ledge. Once you've done that, move carefully into the room. There's a big hole here,
so be careful.
Looking across the hole, you should see a silver nugget. Leap across the hole to get
it (you may want to slide over to an area where the whole is not quite so wide). (50,
Treasure Count: 235.) Then, turn around, facing the direction you just came. There
is a large square hole in the wall, next to the entrance you used to get here. Jump
across to his opening, and pull yourself up into it. Turn to the right, and move forward,
so that you are standing on another portion of the bridge.
SAVE YOUR GAME! I've taken the plunge here on more than one occassion. You want to
jump up onto one of the rails. As you face across to the other side of what was once
a bridge, it is the left rail you want. (NOTE: You want the rail on the section you
are currently on, NOT the one across from you!) Face the rail you want, then back
up until the other rail blocks your progress. Then, move forward, and jump onto the
rail. Now, turn to your left, and climb up onto the outcropping. Move forward, and
the ground will start to rise up.
SAVE YOUR GAME! This is a patrol area of Zombies! There are at least four Zombies
roaming this area. You can do this area a number of ways:
1: You can sneak through the area, hiding when you need to. While this will probably
take less time, it is not recommended, as you will have to come back this way later,
and you will not be in much of a condition to run, hide, jump, etc. while being chased
by Zombies.
2: From the position where you are, run forward, past the hole (we'll come back to
the hole), and take the first left. This area is an old church, and there is a Holy
Water Font here.
3: If you can lure the Zombies into the water area, and can get the Zombies to follow
you INTO the water, about halfway across the distance, they collapse and die. I don't
know why this is. (When I did this, I was playing version 1.14. Apparently, it was
a bug, and has been fixed in the upgraded versions.) If you want to try this method,
to get to the water area from the church, do the following: head down the hall leaving
the church, then turn right. In the elevator room, turn left, and follow this passage
until you can turn left. Take this left turn, and follow the tunnel, and take the
first right. This passage will end in a small underground lake.
My method of choice is #2, and that is the one I am describing here.
[Note: In the tunnel directly opposite the hole in the floor, there is a corpse lying
on the ground. It is NOT a Corpse-Zombie.]
Run forward, past the hole in the floor (we'll get to the hole again later), and take
the first left. If you attract the attention of a Zombie along the way, so much the
better, let him follow you. (And if you take the left and find a Zombie in the corridor
ahead, just run past him.) You will find yourself in a church. In the left hand side
of the room, in the furthest corner area, is a holy water font. Use it, and it will
turn all of your Water Arrows into Holy Water Arrows, but only for 30 seconds. You
can use these to kill off the Zombies (each Zombie requires 2 Holy Water Arrows to
kill it). Once you have lured all of the Zombies in and dealt with them, you should
be free to explore the area more completely.
Directly underneath the Holy Water Font is a bottle of Holy Water. Pick it up. Now,
on the same side of the room as the font, but in the other corner area, you can find
a single Water Arrow (this is in front of the fallen font). Also in this room, directly
across from the entrance, you will find a candlestick (50, Treasure Count: 285) and
a golden hammer (75, Treasure Count: 360). Turn around now, and leave the church.
At the end of the hall, turn right, back into the room with the hole in the floor
(where you entered the Zombie area from).
This hole in the floor is the elevator shaft. Go over to the box that you should be
able to see, and press the top button to call up the elevator. (You will have to get
close to the box, and then lean over to hit the button without falling down the shaft.)
While the elevator comes up, turn to the left, and walk down this hall to the end
(where there is a cart underneath a lamp). Turn left here. Walk down this hall, but
hug the wall...when you get close enough, the skeleton there will shoot his skull
at you. Follow this track to the end, then turn left, and walk forward. You should
see a latter up ahead. Climb up the ladder, and then jump off to the area on the right.
Move through the opening you see ahead, and look down. Take the gold nugget (100,
Treasure Count: 460) and the silver nugget (50, Treasure Count: 510). Turn around,
and leave the way you came in. You will have to drop down to the ground from here.
[Note: Apparently, I am incredibly inept in the art of ladder climbing. I've been
told that simply jumping towards the ladder will allow you to use it to climb down
again. For some reason, I just can't seem to do it.]
Once you're back on the floor level, turn right and move into this area. Turn left,
and you now have two choices. You can either enter the factory from one of two ways.
If you take the left path, you will have to deal with two guards before climbing the
stairs into the factory. This also puts you in a more difficult position (I think)
with one of the other guards. Instead, I suggest the right hand path.
SAVE YOUR GAME! You may need to reload after this point. Turn right. Use your holy
water to make Holy Water Arrows, and shoot the Corpse-Zombie while it's still lying
there. Turn right, and walk forward until you find a door on the lefthand wall. Turn
to face it.
[NOTE: Destroying the Corpse-Zombie like this draws the attention of some Hammerites
in another nearby section and, if he's close enough, may also draw the attention of
the Hammerite patrolling behind this door.]
SAVE YOUR GAME! This is a patrol area. There is a Hammerite behind this door, and
he can be annoying. Open the door, and move inside, keeping in the shadows. If he
is in this room already, then he's most likely spotted you. Reload, and wait for him
to leave.
It is very difficult to sneak up and blackjack this Hammerite while he's in the same
room with you. Instead, wait until he's left, then move over near the exit he took,
and wait. He will come back shortly, and when he pokes his ugly hammer through into
the room, club him.
Once he's down, continue on, following the path until it ends at a ladder. Climb up
it, then jump off to the right. There should be an elevator box in here. Push the
lower button, wait for the elevator, then climb on and push the top button. The
elevator will take you up to the factory level.
Get off the elevator and go through the door up ahead. Turn left, down the stairs,
and you're in a room where you can keep going straight, or turn left. Take the left
turn, but be careful. Although you are walking above the Hammerites working below,
if you make too much noise or leave the shadows, they can spot you! Walk forward,
and continue straight on until you can go straight no further. Turn right here, and
again walk forward until you cannot anymore. Turn right again. Walk forward, staying
in the shadows, to the end of the walkway. You should now be at a dead-end on the
catwalk, the only way to go being a stairway down to your right.
SAVE YOUR GAME! This part can be very tricky. You should still be facing forward (the
direction you were moving), so the staircase should be on your right. Move forward
and jump up onto the railing in front of you. Once there, look straight down to the
floor far beneath you, and shoot a Moss Arrow there. Once the time is appropriate
(ie: no guards looking in your direction, no one directly beneath you, etc.), FALL
down onto the moss (FALL, do not JUMP!). If you did not change your facing at all,
you should be facing the direction you want to go. Move forward, turn left, and follow
the path to the top of some stairs.
EXPERIMENT AREA: Although I have yet to try it, it seems that perhaps using your
Noisemaker Arrow here to clear the Hammerites out of the room below you might be an
excellent way to accomplish your goal.
Hide in the shadows, and sneak over to the exit ACROSS from the two Hammerites, and
listen to their conversation! AHA! Cutty is in cell block four! Once they are done
chatting, one of them will turn, and head out the exit you are near. As he passes,
lift the key from his belt (you may need to follow him for a little in order to get
close enough). Once you have the key, club him. Now, return to the other room. While
the second Hammerite's back is turned, sneak up to him. Lift the key from his belt,
then use your blackjack on him. Even though he's in the next room, your blackjack
will reach him. Now that the Hammer's are all asleep, turn around and move through
the exit directly opposite from you. (This will be the exit where you were hiding,
listening to the Hammers' conversation.)
EXPERIMENT! If you stick to the shadows, it may be possible to do this mission without
taking out the second Hammerite.
[Note: James Sterrett had this to say regarding the experiment:
You can do this without knocking either of these guys out. (Lifting the
key is helpful. The one outside the guard room will patrol back and forth, on a long
patrol. I saw him in the entrance to cell blocks 3 & 4, and when I was moving back
out, he was yapping with his buddy again.]
Follow the hallway you're in, up some stairs, and you will come to a sign. Cell blocks
3 and 4 to the left, 1 and 2 to the right. Well, we know that Cutty's in cell block
four, so turn left. Follow this hall, and you will come to an opening in the right
hand wall, across from which it a torch. Douse the torch with a Water Arrow.
SAVE YOUR GAME! While this part is relatively easy, if it goes wrong you don't have
to start again from too far back.
You may have noticed some sort of a rotating light on the ceiling in this room. It
is some sort of sensor. It seems that, as long as you are hidden (ie: in the shadows),
you can move freely about with no penalty. However, once you move into the light,
the sensor spots you, and the alarm sounds. Best to avoid that if at all possible.
Fortunately, these sensors have a weakness. Shoot it with a Broadhead, and you disable
it! Do so now.
Uh-oh...the sensor may be disabled, but that guard isn't! He'll come out of the small
room and start hunting for you. Once his back is turned, sneak up on him, lift the
key off his belt, and then wish him a good-night's sleep with your blackjack.
Across from the opening you used to enter this room is an exit. Move forward, climb
the stairs, and follow the sign towards cell block four. Follow this hallway, and
you will come to an area with an opening in the wall to your right, and a closed door
across from you.
SAVE YOUR GAME! This is a Patrol Area! There are at least three guards that patrol
around the prison level, moving between cell blocks and between the upper and lower
levels. When you get an opportunity to remove one of these guards from their patrol
routes, do so. Note that one of these patrolling Hammerites has a key you can
pickpocket. [As far as I can tell, these patrolling guards are unique to Thief Gold.]
Sneak into the opening on your right...this is cell block four. Across from you and
up on the next level, you can see a Hammerite that occasionally is looking in your
direction. So sneak through this room by sticking to the shadows. As you sneak through,
you may want to note the cell numbers. Cutty is in cell six. But you can't get to
him just yet.
Once you're through the room, follow the hallway and stairs up to level two. At the
top of the stairs, turn left, and then stop just before the next left.
SAVE YOUR GAME! You are going to need to sneak through here. Take the left, but go
slowly. Watch the Hammerite at the far end. When his back is turned, move forward,
and stop in the next shadowy area. He may hear you, so once you're safe, wait for
him to stop looking for you again. He will eventually turn around again, and you'll
be able to move forward. Keep moving until you are safely out of his view.
Now, press yourself against the wall, FACING the wall, so that you can lean to the
right, and lift the key off of the Hammerite's belt. Once you have it, turn to your
left, and move forward. You should only go a few steps before you hit the wall. Now
turn to your right, not quite 180 degrees. You should see a locking mechanism on
the wall light up. You will need to use one of your keys to unlock (and open
automatically) the door on your left.
SAVE YOUR GAME! Sometimes when you open this door, the Hammerite is looking in your
direction. You need him to be looking away.
Open the door, then rush in behind the Hammerite and club him. Once that is done,
turn to face the wall opposite the door. Hmmm...a bunch of levers. Highlight the lever
at the bottom of the leftmost column, and use it. This will open Cutty's cell door.
Now turn around and leave this room (the door has probably closed again...use your
key to open it). Make your way back down to the first floor, and as soon as you enter
the cell area, turn to your left, and go into Cutty's cell.
Cutty's not doing so well, is he? Not only can he not pay you, but it looks like he's
not going to make it out of here alive. Just before he dies though, he will impart
some information to you which will lead to your next mission.
[NOTE: At this point, your mission objectives change to the following:
1. Sneak through the mines and factory to the Hammer prison. (This one
should be checked).
2. Locate and release Cutty. (This one will have a mark in the box,
indicating its irrelevance.)
3. Locate and release Basso the Boxman.
4. Locate Issyt the Beggar and get your lucky hand of glory back.
5. Find the evidence locker and retrieve Felix's map.
6. Loot the complex for valuables. Need 1,000 total loot.
7. Escape from the prison with Basso the Boxman.
8. Don't kill anyone! ]
Leave Cutty's cell, turn left, and move out of the cell block. Turn left, and follow
this passage, and continue straight on past the sign (Cell Block 3, Cell Block 4).
Keep going until you reach an area like before, with an opening into the cell block
(this time on your left), and a door directly across from you. Welcome to cell block
three.
Enter the cell block. Once again, move through the room, keeping to the shadows, and
make your way up to the second level. (If you are interested, look at the cell
numbers...Basso in is cell four.) At the top of the stairs, turn to your right, and
move forward, stopping before you reach the next right.
NOTE: The following section (enclosed between square brackets) is for players of the
original Thief. While playing Thief Gold, I did not have two Hammerites to deal with
here, only the only in the guardroom.
[ SAVE YOUR GAME! There's a bit of a problem here. Two Hammerites to deal with instead
of one. The first is in an alcove up ahead, to the left. Fortunately, with patience,
he can be dealth with.
If you are fortunate, he will be facing away from you, in which case you can deal
with him normally. Usually, however, he is facing in your direction, and does NOT
turn around. (I have only ever found him facing away once.) In order to take care
of him, you will need to move PAST him. See that sliver of shadow on the ground in
front of him. You have to sneak THROUGH that, into the deep shadows beyond, before
you can club him with your blackjack. Be sure to crouch down while you move through,
to maximize your chances. Once you've taken care of laughing boy, you can work on
freeing Basso. ]
SAVE YOUR GAME! To free Basso, do this part just like you did to free Cutty...sneak,
wait, sneak, get the key, open the door, and club the Hammerite. Note: The prisoner
at the end of the hall (closest to the guard) will panic when he sees you, and start
calling for help. Ignore him...the Hammerites seem to.
Point of Interest: If you look in the book in this cell block, not only will you see
that Basso is in cell four, but Dikket WAS in cell one, released when he recanted
and informed. (Dikket was the man mentioned in the Hot Tip above.) Kudo's to the Thief
team for this little bit of continuity! :)
To open the door to Basso's cell, activate the middle lever in the centre row. Then
work your way back down to the first level. Basso's cell is number four...the second
one on your left as you re-enter the cell block.
Oh dear...here is Basso, but he's unconscious. You're going to have to carry him out.
Pick him, leave the cell, and turn left. Move forward, out of the room, and turn left
again. You should be facing a door. Drop Basso here (he'll be fine, don't worry),
and unlock this door with one of your keys (the locking mechanism in on the wall on
your right). Enter the room, and move through the door directly across from you. (Again,
the locking mechanism is on the wall to your right.) Welcome to cell block one.
[ NOTE: Once again, we have a difference between Thief and Thief Gold. The original
Thief had a stationary guard in this room. If you're playing the original, then move
up behind the Hammerite, and lift the key from his belt, then club him. Once that
is done, move through the door mentioned above and continue with the walkthrough. ]
The first turn on your left leads into the cell block. Once again, you will need to
sneak through, hiding in shadows. Unlike the other cell blocks, this one has a second
exit, leading to the barracks. Ignore that for now. Once you've moved past the cells,
take the first left, and make your way up to the second level. At the top of the stairs,
turn left, and move forward. The first left is the way you want to go.
SAVE YOUR GAME! This is another of those move forward, hide, steal the key, open the
door areas. Do this part exactly like before. Once you have the Hammerite unconscious,
turn to the levers on the wall. Issyt is in cell nine. The lever to open this cell
is the second one from the bottom, on the right hand side. Once activated, leave the
room, turn left, and enter the second cell on the right.
Poor Issyt. Looks like the Hammerites were too much for him. Look down at the body.
One of the hands attached to the skeleton is your Lucky Hand of Glory. Grab it, and
then work your way back down to the first level. Stop when you come to the sign pointing
the way you came, saying "Level Two".
SAVE YOUR GAME! This part CAN be tricky, depending on how you want to do it. Move
forward, and turn left, and you should see the sign pointing to the Barracks. Follow
the sign, but stop before entering the room. There is a Hammerite Priest in this room.
Pull out your bow, and douse the torch at the far end of the room. Once the room is
in darkness, you have two options. 1) Sneak up on the Hammerite and blackjack him.
This is DIFFICULT. You have to move close to him, but not within blackjack range (once
you're close enough to blackjack him, he sees you). Once you are close, LEAN OVER
and strike him down. 2) Arm a Broadhead Arrow, and shoot it towards the far end of
the room. The noise distracts the Hammerite, and he moves TOWARDS THE NOISE. While
he's poking around for you over there, now you can sneak up on him and blackjack him.
Once he's taken care of, take the stairs ahead all the way to the top.
SAVE YOUR GAME! This next area is a patrol area. There are two Hammerites wandering
about up here. At the top of the stairs, turn left, and then take the next left.You
should now be in a semi-opulent room, and Garrett is making a comment about how they
spend their money. Directly across from you is a stained glass window. There is a
passageway on either wall, ahead of you, and this is where the first patrolling
Hammerite will come through. He doesn't turn towards you, he just keeps walking
straight, so it's pretty easy to knock him out. Once he's asleep, turn back to the
entrance you came in, and move to the left side as you face it (staying in the room!),
and wait.
[ NOTE: In the original Thief game, the guard you just knocked out was carrying a
Healing Potion which you could pick off his belt. In Thief Gold, this has apparently
been removed.]
Another Hammerite will be patrolling the hallway you came in from. Wait for him, and
when he passes...well, I'm sure you know by now what to do. :)
Once he's out, move into that hallway, turn left, and follow the corridor until you
come to a door on the right. Enter, and open the chest. You'll find a small pouch
of gold (100, Treasure Count: 610). Now, leave, and return to the semi-opulent room.
[NOTE: For those who are interested. Instead of returning right away, turn right,
and keep going to the next door. Inside you'll find another chest, with 10 Broadhead
Arrows inside. Leave that room, turn right, then take the next left into the dining
room. Across the room is the door to the kitchen. Inside, you will find a Water Arrow
on the righthand counter. Once you've done that, work your way back to the semi-
opulent room.]
Standing in the entrance to this room, facing the stained-glass window, you should
see ahead some sort of table on either side of you. On top of each one is a golden
hammer. Take them (75, 75, Treasure Count: 685, 760). On the ledge just beneath the
stained-glass window is a pair of candlesticks. Take both of them as well (50, 50,
Treasure Count: 810, 860). Turn to your right, and move out of the room. At the end
of this short hall, on your right, is a stairway going up. Take it. Take it all the
way up, and continue on ahead until you come to a left-right turning, with a Hammer
insignia on the wall in front of you.
SAVE YOUR GAME! There is a Hammerite patrolling nearby, and you don't want him to
hear you! Turn left, and go through the door ahead on your right. You should now be
in some sort of a study, with a large hammer on the desk in front of you. As soon
as you enter the room, go through the door on your right. Follow the passage until
you come to a door on the right. Go through it. Now, turn left, and move forward,
but do not go around the corner. Instead, try to position yourself so that, without
leaning, you are looking partway around the corner. Wait here, until you see the
Hammerite turn around. Once he does, you can sneak up behind him, get the key from
his belt, and blackjack him.
Now, return to the study (the room with the hammer on the desk). Once you've entered
the room, move forward, and turn left. At the end of this small area, on the wall
to your left, is a safe. The key you just got from the guard outside will open it.
Inside you will find a diamond and a crown (100, 125, Treasure Count: 960, 1085).
Now, leave this room through the other door.
[Note: In one bookcase in this room, you can pick up a scroll and read the story about
a man named Nammon who made off with some items from the evidence box. This explains
WHY you didn't find what you were looking for there, but other than that, there's
nothing special about it. It is also interesting to note that in Cell Block 2, the
only one you don't need to enter, the book lists Nammon as one of the prisoners, and
that he died under questioning.]
Back in the hall now, move to the other end, and go through the door on your left.
Upon entering, turn to your right. You should see ahead of you a banner to your left,
and another safe to your right. Open the safe using the same key you used for the
previous one, and you will find another diamond and a tiara (100, 200, Treasure Count:
1185, 1385). Now, go over to the banner that you saw beside the safe. Take out your
sword, and cut it down. Beyond is a secret drinking room. Move into it. On a table
to your left you will find three bottles of wine (50, 50, 50, Treasure Count: 1435,
1485, 1535). That's everything from up here, so leave the room, and make your way
back down to the bottom of the stairs. Once there, continue straight ahead, turn right,
and enter the large room ahead, but stay in the shadows.
SAVE YOUR GAME! You should be on the other side of the stained-glass window. Across
from it are some stairs leading up to another room. Inside, you should be able to
overhear two men speaking. (NOTE: If you moved close enough to the stained-glass
window when you picked up the candlesticks, you may have triggered their conversation
already, and won't hear it now.)
Hide in the shadows. There is a treasure inside the room with the two men, but you
can't get in without at least one of them spotting you. Stand near the staircase
leading into that room, and jump. When you land, the noise will attract their attention,
and they will come looking. When one of them is close enough, you can blackjack him.
Then you can work more freely on the other one. Note that one of them has a key that
you can pickpocket from him. If they stop looking for you, simply jump again to remind
them of their duty.
[NOTE: The above can get very tedious, as it can take a long time to finish. The
treasure inside is not worth all that much, and if you don't mind having a slightly
less-than-perfect score, you can ignore this entire area.]
[Another NOTE: One time, I was very fortunate...jumping brought them out, and I was
able to club the Priest almost immediately. The gray Hammerite went back inside, and
had his back turned. I was able to sneak up behind him inside the room and blackjack
him.]
Once the two Hammerites have been disposed of, go up the stairs and on the table you'll
find another golden hammer (75, Treasure Count: 1610). You're now finished on this
level, so it's time to return for Basso. Go back downstairs the way you came up, through
the cell block, and turn right. Go through this door (unlock it with your key), and
then go through the door directly ahead of you in the next room (again, use your key).
You should now be just outside of cell block three, where you dropped Basso. Look
around on the ground until you find him, and pick him up. Then, continue on forward.
When you reach the sign showing which way to go for cell blocks three and four, turn
to the left and go down the stairs. Remember to watch out for the sensor!
In the room at the bottom of the stairs, drop Basso near the closed door, then continue
through the room, but don't exit it. At the end of the room, turn left, and move forward.
There is a hole in the wall in front of you. To get through, crouch and then move
forward. Once through, go down the stairs to the water level.
Move forward, wading through the water, until you have to turn to the left. Turn,
and move forward to the end, and up onto the dry area. This is a small shelter of
some sort, and there is a dead thief here. There are a number of items to take here
(you may need to move the body out of the way first), including Felix's note.
Apparently this is Nammon, the guy who stole from the evidence locker. Also, you'll
find a stack of copper coins (5, 1615), a stack of gold coins (25, 1640), and four
stacks of silver coins (12, 12, 12, 12, Treasure Count: 1652, 1664, 1676, 1688). There
are also 3 Water Arrows and 4 Moss Arrows.
Time to get Basso again. Go back through the water and up the stairs, and crouch to
go through the hole again. Now, go to the closed door, and open it (you should not
need to use your key). Then pick up Basso, go through the door, and jump into the
water. Follow the current until the flow drops you into a pool of water. (While
following the current, try to keep your facing in the direction you're going.) Once
you've landed in the pool, head through the tunnel directly ahead (assuming you've
kept your facing as suggested). You'll be in another pool area. Directly across from
where you entered is a tunnel to another cave, but this one is underwater. Dive, and
follow the tunnel. When you emerge, come up for some air. Again, directly across from
where you enter is another underwater tunnel. Once you've got your air supply full,
dive and follow the new tunnel. This time, you'll exit into a pool with a ledge at
the far end.
Climbing onto the ledge can be tricky here, since you've got Basso with you. On the
right hand side of the ledge, you should be able to find a sort of "crease" in the
rock, where two edges meet. Aim yourself for this, and press forward. Once you're
on the ledge, enter the tunnel and follow it back into the mines.
Take the first left you come to, and then the next right. Ahead, you should be able
to see the lift which you called up earlier. Move forward, and get on the lift. Drop
Basso (make sure he's on the lift with you!), turn to face the call button box, and
push the second button from the top. The lift will take you down.
Once you stop moving, pick up Basso again, and look around. Once you find a direction
you can move in, do so (you may need to jump off the lift first). Keep following this
tunnel all the way...there are no choices to make (you can even climb down the ladder
you find while carrying Basso). Once you emerge into the daylight, you will be
overlooking the area where you first started the mission. Congratulations! You've
rescued Basso from the Hammerite prison!
Section 7: Down in the Bonehoard (Mission 3)
============================================
My best time on Expert: 22 minutes, 44 seconds
Maximum Possible Treasure: 2450
7.1: Introduction
=================
"...And the manfools piled rocks on rocks and raised a treesie roof, hammers saws
tear the skin of goodsie wood... ...and laughs at the Woodsie Lord. ...And when learns
the Lord of this, He sends His beastesses to the manfools... ...who attacks and hammers
saws their useless fleshes, and build him a house of they rotting skins."
-- Unattributed Trickster song
I was pissed at Cutty for a good while after the...prison debacle. But hey, you can't
blame him for what the Hammers did to him. So I decided to go after that horn Felix
talked about. Not like I had a whole lot of choice, really...the rent is due...and
my landlord's even tougher than the Hammers.
The map's pretty specific about where the entrance is. Too bad it's not as clear about
where the HORN is. Felix did some scrounging before he left, and his notes say the
horn is in the tomb of some nobles...the Quintus family. Guess I'll just have to
explore.
Felix, always helpful, also said that the catacombs are supposed to be haunted. Think
I'll go make some inquiries about where a "heretic" like me can get some holy water.
Always go prepared....
7.2: Objectives: Normal
=======================
1. Search through the ancient bonehoard and procure the legendary Horn
of Quintus.
7.3: Objectives: Hard
=====================
1. Search through the ancient Bonehoard and procure the legendary Horn
of Quintus.
2. What use do the dead have for their treasures, anyhow? Relieve them
of at least 1000 worth of valuables.
3. In addition to garnering the Horn of Quintus, find and steal the
fabled gemstone, "The Mystic's Soul."
4. Once you have what you came for, get back to the surface.
7.4: Objectives: Expert
=======================
1. Search through the ancient Bonehoard and procure the legendary Horn
of Quintus.
2. In addition to garnering the Horn of Quintus, find and steal the
fabled gemstone, "The Mystic's Soul."
3. What use do the dead have for their treasures, anyhow? Relieve them
of at least 2000 worth of valuables.
4. The Mystic's Soul had a sister stone, called "The Mystic's Heart,"
also thought to be in the Bonehoard. Find it. Make it yours.
5. Once you have what you came for, get back to the surface.
7.5: Simplified Objectives
==========================
1. Find the Horn of Quintus.
2. Steal the gemstone "The Mystic's Soul."
3. Rob the dead. Need 2000 total loot.
4. Steal the gemstone "The Mystic's Heart."
5. Once you have what you came for, get back to the surface.
While the objective of 2000 in loot may seem a bit daunting, what you HAVEN'T been
told is that both the Mystic's Soul and the Mystic's Heart contribute to your final
Treasure Count (a total of 1500).
7.6: Before The Mission
=======================
What You'll Encounter: Zombies, Burricks, Flaming Spirit, Restless Dead.
Starting Funds: Whatever you managed to steal from Cragscleft Prison. (Maximum:
1688.)
Starting Gear:
1 Sword
1 Blackjack
50 Broadhead Arrows
12 Water Arrows
8 Rope Arrows
3 Healing Potions
3 Holy Water
Items for Sale:
12 Water Arrows (Cost: 50 each)
6 Rope Arrows (Cost: 200 each)
6 Noisemaker Arrows (Cost: 250 each)
3 Healing Potions (Cost: 250 each)
3 Holy Waters (Cost: 200 each)
It is unnecessary to purchase any Rope Arrows, as your eight will be more than enough
to finish this mission. (Likewise, I didn't need to use any Noisemaker Arrows either.)
If you plan on destroying the undead that you come across (as opposed to simply running
around them), then buy up all the Holy Water and the Water Arrows. Although you start
with three already, an extra Healing Potion or two may not be a bad idea either.
Recommended Purchases: 12 Water Arrows, 3 Holy Waters. Total Cost: 1200
7.7: Notes Regarding This Mission
=================================
This mission introduces you to a new aspect of Thief: Traps.
While most of the "puzzles" on this mission are no real problem, there is one that
is VERY unforgiving. To obtain the Mystic's Soul, you need to have at least FIVE Fire
Arrows. If you have less than five, then you've either missed some along the way,
or expended too many already. You'll have to reload at an earlier (usually a MUCH
earlier) part of the mission. If you are playing Thief Gold, you will also need a
few Water Arrows and/or some Holy Water. Note that in Thief Gold, defeating the
Guardian for this puzzle gives you another Fire Arrow, so you can come here with only
four and acquire the fifth that you need.
There are a few areas of this mission where you can find the remains of the members
of Felix's doomed expedition. Beside each is a notebook which you can read. These
are interesting, but most of the time you will not find them if you follow this
walkthrough...they are scattered about in other areas. If you want to find them,
you'll have to do some exploring on your own.
There is a secondary objective in this mission that you can perform, if you choose
to. Scattered throughout the Halls of Echoing Repose will be some golden bones you
can find. While they don't count towards treasure, if you find them all and place
them all in a specific coffin, you are rewarded with more Holy Water, Fire Arrows,
etc. While this walkthrough will not attempt to complete this (as it is unnecessary
to complete the mission), it will be noted where these bones can be found and where
to bury them. [NOTE: I have not tried this objective in Thief Gold yet...I do not
know if the effect is different or not.]
Once I completed this mission, my stats screen showed: "Innocents Killed: None, and
Others Killed: 1". I presume that the one it thinks I killed was the Flaming Spirit,
as the only other things I "killed" were Zombies.
7.8: Walkthrough
================
You start facing the entrance into the Bonehoard. There is a Corpse-Zombie lying on
the ground in front of the entrance. Above it and to the left, you should see a faint
light (not the light from the lantern...above and to the left of that). You want to
get up there. Turn left to face the hill, and RUN (walking won't work) to climb the
hill, and make your way over to the dimly lit area. It's a crypt. On the floor to
the right of the bier is a goblet (15, Treasure Count: 15). Now turn, leave this room,
and make your way onto the stone "roof" you can see ahead. Once you're on top, turn
right (facing the Corpse-Zombie), and let yourself drop down, turn 180 degrees, and
move forward into the Bonehoard.
Directly across from you, across a large hole with some planks across it, you should
see a rope hanging down into the room below you, and beyond that, another room through
a hole in the wall. Ignore the rope, and move into the next room.
Yes, it's a long way down. However, the ceiling just above you is made of wood. Shoot
a Rope Arrow into the ceiling, then use the rope to descend into the room below. The
rope does not reach the floor, but don't worry, the fall is not far enough to damage
you.
Once you've landed, turn so that your back is to the wall with the ugly faces on it.
You now have a choice. The apparent exit to the far right is nothing more than a dark
alcove. The exit to the room is to the far left. However, going straight ahead between
to two pillars will take you quite quickly into a dead-end room, but on the floor
at the far end (in the rubble area, behind the "ALARUS" sign) is a healing potion.
Considering the problems you'll be facing, I recommend grabbing it. Now, go back to
the room you just left, and turn right, and then take the right-hand turn ahead. You
should now be facing a stairway up.
[For those of you who want to get a few more water arrows for this mission (and that's
probably not a bad idea), this next part is for you. If you'd rather just press on,
skip the next paragraph.]
Turn left, and follow this dark passage up some stairs, until you are on a ledge
overlooking the first room, with the three ledges, the rope, and the Zombie. Turn
right, facing the south wall, and crouch. See that hole in the wall? Beyond it is
a chest. Open it, and you'll get 8 Water Arrows. Now, turn around, and take the same
passage back down to the other set of stairs.
Take these stairs up, and follow the passage. Ignore the first turning on your
left...while it leads to a holy water font, you really don't need it. Once you enter
the next room, with a set of stairs and some coffins set into the wall ahead, turn
right.
SAVE YOUR GAME! There's a trap here that you'll want to avoid. Look over at the far
end of the room, near the coffins. A section of the floor is slightly recessed. It's
a pressure plate. Stepping on it will set off the trap, and you'll be riddled with
arrows. Unfortunately, there is a golden vase guarded by that trap. There are two
ways to avoid this trap. Either walk onto it when you're crouched down, stand after
the arrows have fired, look up and grab the vase, and then move off. Alternatively,
walk AROUND the pressure plate, and when you're close enough, jump up, and grab the
vase before you come down again (100, Treasure Count: 115).
Once you've got the vase, take the stairs out of the room. (Note: if you used the
crouch method to avoid the trap, be sure you move OFF the plate before heading towards
the stairs...otherwise, you may set the trap off again and turn yourself into swiss
cheese.)
In the next room, stop as soon as you've entered. That corpse ahead is another
Corpse-Zombie. Turn to your left, and you'll see a rope descending from the ceiling.
Grab it, and climb down. At the bottom, turn left, and move into the next room.
SAVE YOUR GAME! That's another Corpse-Zombie you can see. Ahead of you, to the left
of the Corpse-Zombie (past the passage to your left) is a hole in the wall. Inside
it is a chest, containing a treasure. You can either use your holy water to make some
Holy Water Arrows to take out the Zombie (a waste, in my opinion), or you can run
up, grab the treasure, and run out of the room with the Zombie following you (I have
not been able to do this without waking him up). Pick your method, and grab the small
diamond from the chest (100, Treasure Count: 215). Leave this room from the same
entrance you used, and push forward into the room with the pool. Dive into the pool,
and swim forward (ignore the turning to the right), and when you surface, turn 180
degrees and pull yourself out of the water.
Hmm...those two chests look tempting don't they? And unguarded, too. That should be
your first clue there's more here than meets the eye. Each one of these chests in
trapped. Once opened, an arrow shoots out from just beneath the chest, directly ahead
of it. So, when you open these chests, be sure you're not standing directly in front.
The left chest holds a Speed potion, and the right one contains 6 Fire Arrows.
Turn around, move past the pool, and turn right. Yes, that is a long drop down, but
someone has kindly provided you with a ladder to climb safely. Once you've reached
the bottom of the ladder, MOVE forward quickly...you've stepped on a pressure plate,
releasing a boulder from above. If you're still standing there when it hits...well,
you get the idea.
Ahead of you is a tunnel leading to the right. Take it. When you reach the red tunnel
area, turn right, and then left. Ahead you should see an opening back into gray
tunnels.
SAVE YOUR GAME! There is a Burrick patrolling in the tunnel ahead. You can do this
one of two ways...the fast way and the safe way. The safe way involves you staying
here, and firing Arrows at the Burrick as he passes by, until you've killed him. As
you do this though, he will be breathing his deadly gas at you, so you may have to
crouch in the low area with the boulders from time to time. The fast method is to
watch, and when he's moved out of your sight to your RIGHT, jump down into the tunnel.
Whichever method you use, after you're in the tunnel, turn left, and go through the
hole in the wall ahead. Once you're down in the next tunnel, turn right, move forward,
and let yourself fall down into the water below. (This part can be tricky, as once
you fall into the next tunnel, it gets a little disorienting. Just fall, turn right
until you see a way to go forward, and do so. If you wind up in a gray cavern with
roaming Burricks, you went the wrong way.)
Once you've come back to the surface of the water, turn right slightly, and you should
see an opening in the cave wall. Move towards it, and climb out of the water when
you reach it. Head up the stairs.
SAVE YOUR GAME! See all those recessed floor panels? Each one is a pressure plate
that shoots an arrow out towards whomever happens to be standing on the plate. In
this case, that's you. To avoid an untimely demise, crouch as you walk through this
room, and the arrows will fly over your head instead of through your heart. Move
towards the lighted area with the corpse on the floor. Don't worry, he's not a
Corpse-Zombie this time. [Note: One time while doing this room, I somehow got hit
by an arrow while still crouched. This was a one time occurrance that I have not been
able to repeat.]
In this small room, there is another trap. Right in front of the ledge with the Fire
Arrows on it is another pressure plate. You can get close enough to the ledge to grab
the Arrows without setting off the trap (there are six Fire Arrows in all). [If you
want to do it the hard way, crouch, and WALK (don't run) forward onto the plate. The
arrow will fly past you. Then you can stand up and take the Arrows from the ledge.
Note that, in order for this to work properly, you have to crouch and walk DIRECTLY
towards the ledge, ie: not on an angle. To play it safe, you may want to inch forward
until you hear the trap spring, then wait for the arrow to fly before proceeding.]
On the floor next to the body is a small purse (100, Treasure Count: 315). There is
also a papyrus which, if you read, will give you a clue regarding how to obtain the
Mystic's Soul.
Turn around, and leave the way you came (don't forget to crouch). Back in the water
room, at the far end across from you, you should see another tunnel. Swim over there,
and pull yourself up. Follow these tunnels (you can run safely here) until you reach
the end, where you are overlooking a gray cavern filled with roaming Burricks. [Note:
In the tunnels leading up to this point, there is never any choice of which direction
to go, although in one point you need to pull yourself up into the next tunnel.] Take
a look around. Note that when you enter the cavern, you can go left, or you can go
right slightly, where the tunnel then turns to head in the direction you are (currently)
facing. That is the area you will want.
SAVE YOUR GAME! These Burricks do not like trespassers. Drop down into the cavern,
turn right, then left. Just after making this turn, turn to your right and there will
be a hole in the wall. Enter it, turn left, and follow the tunnel to the crossroads.
Turn left, and follow this tunnel as far as you can. (Note: At one point, you may
think you're at a dead end. Look up and to your left, and you should see the passage
continuing.)
This is a spot where Thief differs from Thief Gold. If you're playing Thief, you should
come to a T-Section, with the two other tunnels being somewhat dark. Turn to your
right, but don't go forward. Instead, look down, and inch forward somewhat, until
you find the uncut diamond (50, Treasure Count: 365). If you are playing Thief Gold,
then the tunnel will eventually dead-end, near the remains of another unfortunate
adventurer. Near his skull you'll find the uncut diamond (50, Treasure Count: 365).
Now, make your way back to those crossroads (there should be no problem, as there
were no other turns you could take on your way here), and turn right. Follow the tunnel
until you've returned to the opening which leads back into the Burrick caves.
SAVE YOUR GAME! While you should have no trouble bypassing the Burricks here, it's
best to be safe. Exit the tunnel you are currently in. While you could probably take
any of the three possible passages here, for the sake of this walkthrough, take the
left passage...it's darker, and you can possibly hide if you need to. Follow this
passage as far as you can, hugging the left wall. When you cannot move forward anymore,
turn to the right. See that lighted tunnel up near the ceiling? That's where you want
to go. Press forward, hugging the left wall again, and you should climb the wall at
the same time. Soon, you'll get the mouth of the tunnel. Pull yourself up into it.
[Note: Alternatively, there is a rope hanging from the ceiling that you can grab and
climb up, then jump into the tunnel mouth. Whichever method you prefer, use it.]
Move forward, following the tunnel until it opens into another white-gray underground
cavern, with a rope hanging down at the mouth of your tunnel. Hop down onto the ledge
below, turn left, and follow the ledge all the way over to the red tunnel you can
see. Climb into that tunnel, and follow it up.
SAVE YOUR GAME! You are about to enter what is referred to on your map as the "Halls
of Echoing Repose". This area is heavily populated with Zombies, and they patrol the
area. You may want to take a few of them out to make this area a little more bearable.
[Note that, if you are doing this part of the mission simply by avoiding the Zombies,
then you may have to move very fast. This is a good way to get yourself turned around
and disoriented. Whenever you find a chance to stop for a moment, if you've made any
progress whatsoever, I suggest saving your game.]
When you climb out of the tunnel into the Halls of Echoing Repose, Garrett will make
a comment about "tombs with piped-in music". That's the Horn of Quintus you're hearing.
Move straight ahead, so that the large pillar in the centre of the room passes by
on your left. Ahead, you should see a stack of alcoves flanked by an exit on either
side. Take the right hand one. Move forward, ignoring the hallway to your right, and
instead enter the room ahead on your right. There should be a few Corpse-Zombies lying
on the floor, in front of a small ramp with a jewelled urn at the top. Grab it (100,
Treasure Count: 465), and leave. [Deal with the Corpse-Zombies as you see fit. I
usually kill two as they lie there, using Holy Water Arrows. Note that this room
contains one of the golden bones mentioned previously.]
[NOTE: The above room is an ideal ambush point. When I played the last time (using
Thief Gold), I sat in here and just pumped Zombies full of Holy Water Arrows as they
came in the door. Took out about ten or so.]
Exit the room, and turn right. Hug the right wall, until you find a shadowy alcove
on the left side of the hall. Go into that area, and you'll find a door. Open it,
and go in. The two corpses on the floor are Corpse-Zombies. Directly across from the
door is an alcove which contains a gold vase (100, Treasure Count: 565). (You'll have
to move at least one boulder, and crouch to get into the alcove.)
Leave the room the way you came in, and turn right. Head down this corridor, until
you can see (ahead and to the right slightly) a white stonework "wall". Head towards
that area. Once you're there, turn left and move forward (the white "wall" should
be on your right). Note that at just about this point is another of those golden bones.
Once you've passed the "wall", turn right and move forward (again, the "wall" should
be on your right). On the wall on your left, up above your head-level, you should
see some sort of engraving. There's a ledge there with another uncut diamond (50,
Treasure Count: 615). Keep moving ahead, and go through the passage on the leftmost
side of the wall ahead. [Note: The white "wall" is a sort of guard rail for a staircase
leading down. At the bottom is a hole leading into a flooded area. If you go down
here, and follow the water into the next chamber, you'll find another golden bone
floating in the water.]
Keep following this passage until you find a turn in the right hand wall. Go in. You
should be looking at a room with no floor, and a walkway across. Go across the walkway,
but be careful...it's trapped in the centre. Jump across the depression in the centre
to avoid setting off the trap. Behold, a ladder! Take the ladder all the way to the
top, and turn to your right. Grab the vase (50, Treasure Count: 665).
SAVE YOUR GAME! This part is a bit tricky. While still on the ladder (make sure you're
as far up as you can get), turn to face the bier opposite the one which had the treasure
on it. Hop onto it (jump while holding the WALK button, not the RUN button). Now,
ahead and down somewhat you should see an opening in the wall, that you could never
reach if you were beneath it. Now that you are above it though, run and jump towards
it, and you should land safely in the opening. [This is really tricky. The secret
is to not run right to the edge and jump. Try jumping from about the centre of the
coffin you're standing on.]
[NOTE: At least one person has said that the jump I just described is very difficult
to accomplish, and suggested re-writing the walkthrough for this level to include
a different way to get there. I tested this jump, and except for one or two fumbles,
I was able to make the jump time and time again with no difficulty, so I've decided
to leave it as is. Comments?]
Directly ahead of you is a passageway. Move down there, and when you come near the
end you'll see a chamber with a hammer-shaped light on the floor. DO NOT ENTER THE
LIGHT! The lighted floor sections are pressure plates, which cause some sort of acid
to rain down on you. Instead, move off to either the right or the left side of the
light. On either side, is a recessed coffin, with a skull sitting on top. Behind each
skull is a golden goblet (15, 15, Treasure Count: 680, 695). Also, at the end of the
room is another small chamber. Inside is another goblet (15, Treasure Count: 710).
[NOTE: At the far end of this room, flanking the entrance to the far chamber, are
two ladders descending into the room below. Down in that room you will find the last
two golden bones, plus a holy water font. Also in this room is the coffin where you
"bury" the bones. Drop each one into the coffin (they will disappear), and when all
five are put in, six areas around the coffin light up, highlighting your rewards for
putting this poor soul to rest.] Leave the way you came in, and turn right.
SAVE YOUR GAME! Thief Gold has made this portion more difficult with a new monster!
(If you are playing the original Thief, ignore everything regarding the Flaming Spirit.
The rest of the puzzle is the same.)
Follow this passage until you can turn right again, and do so. Inside the room ahead,
far off, you should see what appears to be someone on fire moving around. This is
a Flaming Spirit. Take him out (using either Water or Holy Water Arrows), then move
forward (pick up the Fire Arrow he leaves behind, if you are so inclined). Ignore
the heavy breathing you hear from some nearby Zombies...they are trapped at the moment
and cannot reach you. In the centre of the room ahead, on the floor, is some sort
of locking mechanism. Try though you might, you cannot unlock it. Also in the room,
are five doors, which you cannot open. There are also five unlit torches on the walls.
Move forward, very close to the locking mechanism. Now, pull out your Fire Arrows,
and light each torch above the doors. This will open the locking mechanism, revealing
a well of water. It also unlocks the five doors, releasing five Zombies into the room.
Dive into the well, and swim to the other end. When you surface, climb out of the
water.
SAVE YOUR GAME! This room is heavily trapped. Arrows will be shooting out of the stairs,
and purple energy out of other holes around the room, so this must be done carefully.
Move forward, until you are between the first two opposite pillars. Move either left
or right, so you are lined up with the EDGE of the stairs (not the stairs
themselves...the "banisters", if you like). Now, run forward, jump and land on the
banister. You might hear some activity behind you as the traps are going off, although
sometimes you can manage this without hitting the pressure plate. Move to the top
of the banister, towards the pedestal. Before you get any bright ideas though, look
down. Hmmm...a skull. Remember "Raiders of the Lost Ark"? Pick up the skull. Now,
place it on the pedestal, in the recessed area with the gem. Once it's there, you
can pick up The Mystic's Soul (500, Treasure Count: 1210). When you pick it up, there
should be no activity whatsoever...the skull is weighing down the trap trigger.
Congratulations, Indiana! If you misplaced the skull, well...aren't you glad you
saved your game? (It can be a little tricky to place the skull properly.)
[NOTE: For those playing the original Thief game, it has been suggested to me that
balancing the skull on the pedestal is not exactly necessary. You should be able to
just grab the gem while standing on the left side of the stairs (NOT on the stairs
proper, but the "railing" area. (I am assuming that this is the left side of the stairs
as you face the pedestal.) This doesn't appear to be possible anymore in Thief Gold,
however. They've redesigned the staircase so you can't reach the gem while on the
railing.]
Those traps are still active, so if you want to get out with your prize, work your
way back down the same way you got up. Head back to the hole in the ground that you
used to enter this room. See that ladder above the waterhole? Get on that, climb up,
and move forward in the resulting tunnel until you find another ladder.
SAVE YOUR GAME! Thief Gold players have an additional problem to deal with here. If
you're playing the original Thief, skip down to the next paragraph. That Flaming
Spirit that you dealt with earlier is back, and on patrol. I have only done this part
once myself, and as soon as I got off the ladder I RAN for the exit...he never caught
me. However, it MAY be possible for him to do so. If so, keep watch while you're on
the ladder as he moves around down there, and when you think he is sufficiently far
enough away to give you your chance at escape, take it. We now return you to our
regularly scheduled walkthrough....
Grab onto that ladder, and move down. Before jumping off the ladder, make sure you
are facing the wall that the ladder is attached to. Jump off, and you'll fall back
down into the entryway before the "well room". Those Zombies are still roaming, but
fortunately, you are facing the way out, so as soon as your feet hit the ground, move
forward and out of the room. Turn left when you exit, and keep going straight, ignoring
any turns, until you find a long wooden ramp. Turn right onto the ramp, and move forward
through the tunnel it connects to. At the end, be sure you're still running and jump
across that abyss. Turn left, climb the stairs, go through that doorway, and climb
to the top of the ramp.
SAVE YOUR GAME! I don't know WHAT those purple balls of energy are, but they can kill.
Turn to your left, and follow this ledge (being wary of the purple energy). About
halfway across, stop and turn to your right. Aha! Once it's safe to cross the path
of the shooting energy, move into this room. Take the first right, move forward, and
then turn right into a natural cavern.
You've just entered an area with quite a few Burricks in it. However, the sound of
the Horn of Quintus has lulled them into peace, and you can move through here without
worry (unless you attack one). So, move forward, then turn left. At the bottom of
this tunnel is a chamber. Through the one exit you can see some Burricks. Through
the other, nothing. Take the second one (it's on your right). Move through that opening,
then turn left when the opportunity presents itself. Move forward from there into
a dark cavern, and turn right. You should see two Burricks guarding the passage there.
Move between and behind them. You should now see, to your right, a passage that does
NOT look natural. Move through there, and you'll be in a room with statues and coffins.
Move ahead, and turn left. Once you've entered the next room, Garrett will make a
comment like, "Good thing I'm not afraid of heights." As his comment suggests, you
have to climb here. From the entrace, you should be able to see, to your left, a ladder.
Go there, climb up, and get off at the next level. Now, move around the walkway to
the opposite end of the chamber, and you should soon find another ladder going up.
Climb up and get off at the next level. While facing AWAY from the ladder you just
got off of, turn to your right, and move around the walkway to not quite the opposite
end. Again, you'll find another ladder. This one is rather difficult to see, so look
carefully. Climb up.
SAVE YOUR GAME! This ladder is a little tricky to disembark correctly. You want to
face towards the right (as you're looking at the centre of the room). Jump off, then
move around until you come to an opening in the pillar in the centre of the room.
Move inside, jump across and grab the ladder. Climb up to the top. Once you climb
off the ladder, move forward. Garrett will remark that you've found the Horn. Grab
it.
Oh dear. That haunting music stopped. I wonder why? Turn around, move forward, and
work your way around the pillar until you are at the opposite end from the one you
climbed up. Jump forward off the pillar and land on the ledge below. Turn around,
and walk of the ledge to another below on the left (if your back is against the wall).
Once more, walk off, and land on the walkway below. You should be near the ladder
that brought you up here. Get on it, and work your way down back to the ground floor
the same way you got up. Once down there, take the tunnel back out, and through the
room with the coffins, which opens onto the Burrick caverns.
SAVE YOUR GAME! Uh-oh...something seems to have agitated them. Since you've grabbed
the Horn, it is no longer playing its soothing song, and the Burricks are just a wee
bit upset about this. Get out the same way you came in...run through the two Burricks,
turn left, then right, then climb the tunnel to your left, turn right, then turn left,
then left again. That should take you back to the room with the shooting purple energy.
Don't hang around sightseeing...those Burricks just may be following you. Work your
way back to the top of the ramp, then down it. In the next room, follow the stairwell
all the way around, and go through the exit. Move forward until you can't anymore,
and turn left. Move out onto the catwalk, stopping where it joins another walkway.
Turn so you are exactly facing the ledge you see across from you.
SAVE YOUR GAME! If this doesn't work, you're one dead Thief. You have to time this
just right. Run and jump across to the ledge. You won't land on it, so you'll have
to pull yourself up onto it.
[NOTE: If you are having difficulty making this jump, try drinking the Speed potion
that you picked up earlier in the mission. It will make your jump easier to
accomplish.]
Once you're on solid ground again, move forward into the burial chamber, move past
the first set of alcoves. At the second set, turn to your left, and in this burial
alcove you will find another goblet (15, Treasure Count: 1225). That's all that's
in here, so turn around, climb up, and head back out onto the ledge. Turn right, and
move as far forward as you can. Then, turn left, line yourself up with the walkway
below and move forward, falling onto it (RUN, don't walk).
Turn right, and move down this corridor. Be careful, as there is a trap that you will
want to avoid. Keep moving until you find an opening to your left. From out of this
opening, you should see small fireballs hitting the wall opposite the entrance. Well,
you need to go in there, so wait until a fireball smacks the wall, then push forward
into the room, keeping to the right of the fireball stream once you're in. Move towards
the wall opposite the entrance, and you'll see a hold in the floor, with a ladder
sticking out.
SAVE YOUR GAME! This part isn't really dangerous, just annoying if you do it at the
wrong time. You want to climb down the ladder into the room below. There is a
Corpse-Zombie in the centre of the room. Once you are down, turn around so that the
ladder you just descended is to your back. You want to head for the ladder that leads
up the wall on your left. At the top of this ladder, turn left, and grab the golden
cup (25, Treasure Count: 1250). Climb back down, and back up the ladder you originally
used to get down here. Turn left, and jump onto the bier at the top of the ladder.
Then, turn to face the interior of the room, and pull yourself up.
Once again, you have to get past that fireball trap. Wait for the right moment, then
move through the doorway, and turn left. When you get to the ramp that leads down,
turn left (AWAY from the ramp, facing the wall). Be careful, as there is a
Corpse-Zombie nearby. There is a ladder here. Climb it all the way to the top. Once
there, turn all the way around, and jump into the next room. Move around the hole
in the floor to the opposite end, where you'll find an exit. Move through here, and
follow this hall to the next chamber.
SAVE YOUR GAME! There is a Burrick on guard in the next room, and you have to either
get past it, or kill it. To get past, take either the left or the right path, it doesn't
matter which, and move up the ramp, and down the next one into the next room. At the
far end (directly across from the Burrick) is another doorway. Move through it, to
the end.
[NOTE: While moving around the ramps to get past Mr. Morning Breath, you don't need
to sneak...I was able to run the entire way without attracting attention.]
SAVE YOUR GAME! This part is very tricky, and a wrong step could be your last. You
may want to save your game a couple of times through this. You have to work your way
down to the room below, without falling, and without getting killed by those purple
energy streams. Move across the top beam to the centre, then step off on your left
side (be careful, there are purple streams shooting along its length). Move to the
end of that beam, and hop off the side (to your left) onto the ledge below. Turn so
your back is to the wall...you want to jump over to the beam on your right now. Once
you've done that, move to its centre, and hop down onto the beam below (again, be
careful of the purple streams!). Move to the centre, hop down to the next beam, and
move off of it and onto the floor. You should be close enough now to do so with no
damage, or minimal damage. Turn to the exit, and leave the room.
SAVE YOUR GAME! There is a warning plaque on the ground before entering this next
room: "He upon whom the gaze of the Guardians falls, he shall be destroyed." This
room is filled with statues and pillars. The statues are the Guardians. If your path
crosses the gaze of one of these statues, you're fried.
Move into the room, and turn right. Go past the first statue, and pass the first pillar
with it being on your right. Move across to the next pillar you see, walking around
it with it being on your left. You should now be in a slightly darker area, with two
statues nearby, and directly ahead and to your left another pillar. Walk forward,
and hug that next pillar, keeping it on your right. Hug the next one as well, this
time keeping it on your left. Hug this last pillar, keeping it on your right. Now
that you're past all the Guardians, move forward to the door to the next room.
SAVE YOUR GAME! As soon as you set foot in the next room, a bright light appears in
the centre, and another guardian appears (a Restless Dead). At the opposite end of
the room, past the guardian, is a chest containing the Mystic's Heart, beyond which
is a teleporter.
You can handle this section in one of four ways. I find that the first way is the
fastest and simplest:
1) Run into the room. When the guardian appears, just ignore him. Run right past him,
and as you pass the chest (DON'T stop!), grab the Mystic's Heart. Keep running into
the teleporter. The guardian will not follow you. (This method takes me about 10
seconds.)
2) The long way. As soon as the light comes on, rush over to one of the dark sides
of the room, crouch, and wait for him to stop looking for you. Sneak quietly around
to the other side of the room, pausing occasionally to wait while he looks around
for you. (This method takes me about 4 minutes.)
3) The intermediate way. Before stepping into the room, arm your sword. Prepare for
a smashing blow as you step into the room, then run forward and deliver it. After
that, it should only take two sideswings to deal with this guardian permanently. (This
method takes me about 20 seconds.)
4) If you can trigger the Guardian WITHOUT alerting him a single Fire Arrow shot will
kill him. (This method also takes me about 20 seconds.)
After using your method of choice, move to the box at the end of the room, and open
it to get the Mystic's Heart (1000, Treasure Count: 2250). Move into the teleporter
behind the chest, and you'll be teleported back to the start of this area, up at the
top with the shooting purple streams.
Turn so you are facing away from the room with the streams. Move to the end of the
hall. In the next chamber, you need to sneak by the Burrick again. Do so in the same
way as you did before. Once you reach the other exit, use it, and find the ladder
that brought you up here. You need to climb back down again. Once you're at the bottom
of the ladder, turn left (if you're facing the ladder), and head down this passage
again. You'll need to time yourself to avoid the fireball again. Once you are past
it, follow the path into the next room, then cross to the opposite end of the chamber.
Climb the ramp up, and turn right. Follow this path to the foot of another ramp. Climb
this ramp up, and enter the room at the top.
SAVE YOUR GAME! This part can be tricky and deadly. You need to get into the pit at
the bottom. You can either fall in, or use a Rope Arrow to create a more subtle entrance.
However, if you use a Rope Arrow, make sure you do NOT make it too close to the north
end of the pit.
Once you are in the pit, turn to face the... okay, turn to face the face. Move to
either the left or the right side of it, and then move forward. The eyes in the face
are diamonds. Once you are close enough, you can grab one of the eyes (you may need
to LEAN over to do so) (100, Treasure Count: 2350). Then, move AWAY from the face,
and once the fireworks have stopped, move to the other side, and repeat (100, Treasure
Count: 2450). [For those of you who like completeness, behind the pillar directly
across from the face is a chest containing 4 more Rope Arrows.] Once you have the
eyes, climb back out of the pit (use your Rope Arrow now if you didn't use it to climb
down). [Once more, for those who like completeness, remember that your Rope Arrows
are retrievable.]
Once you are out of the pit, leave the room the way you came in. Climb down the ramp.
At the foot of the ramp is a passageway. Go through it. Follow it as far as you can.
When you get to the point where you can either go right or move forward a few more
feet and THEN turn right, take the first right. (I hope that made sense!) At the end
of that hall (you should be facing a barrel in front of an opening in the wall), turn
left. See that hold near the floor in the left wall? Crouch down and go in there.
Follow this passage all the way to the end. Exit out onto the top of the Bonehoard.
Congratulations! You're a successful grave robber!
Section 8: Assassins (Mission 4)
================================
My best time on Expert: 15 minutes, 20 seconds
Maximum Possible Treasure: 2705
8.1: Introduction
=================
"The ancient corruption was again contained. To do more would have upset the balance,
but we knew to remain ever vigilant lest it resurface. Neither the Hammers nor the
pagans could be trusted not to meddle."
-- Keeper Annals
I had some money to spare after disposing of the Horn, so it seemed time to invest
in some new..."tools". Farkus is one of the few merchants willing to risk selling
to an idependent like me, and his prices are steep...but the other choice is to let
one of the so-called "City Wardens" give me orders...AND take a cut of my profits.
They'd been after me for years to join one of their stables, but I'm not interested.
Maybe they'll get the idea and give up. More likely they'll just ramp up the threats.
Nothing I can't handle if I'm careful. AND lucky. And my luck seems to have finally
turned for the better....
8.2: Objectives: Normal and Hard
================================
1. Now that you've got the finest in lockpicks, you can go after more
challenging -- and lucrative -- targets. How about the local Hammer
Temple? Get at least 1,000 loot.
8.3: Objectives: Expert
=======================
1. Now that you've got the finest in lockpicks, you can go after more
challenging -- and lucrative -- targets. How about the local Hammer
Temple? Get at least 1,000 loot.
2. A true professional doesn't leave a mess. Don't kill anyone!
8.4: Simplified Objectives
==========================
1. Loot the Hammer Temple for at least 1,000.
2. Don't kill anyone.
NOTE: Your mission objectives will be changing VERY fast once you start the mission.
8.5: Before The Mission
=======================
What You'll Encounter: Human Guards (including Archers and Swordsmen), Burricks.
Starting Funds: Whatever you managed to acquire in the Bonehoard. (Maximum: 2450.)
Starting Gear:
40 Broadhead Arrows
4 Water Arrows
2 Moss Arrows
1 Set of Lock Picks
1 Lockpicking Instructions
Items for Sale:
20 Broadhead Arrows (Cost: 25 each)
11 Water Arrows (Cost: 50 each)
2 Fire Arrows (Cost: 300 each)
8 Moss Arrows (Cost: 125 each)
3 Healing Potions (Cost: 250 each)
NOTE: Once again, your sword and blackjack are not shown under the "Starting Gear"
for this mission. However, you DO have them both.
Fire Arrows and Broadhead Arrows are pretty much useless in this mission, since you
can't kill anyone. Since your supply of Water Arrows starts so small, you should buy
a few more, to take care of any torches that will reveal your presence inside. Also,
at the start of your mission you will have an opportunity to pick up a few items (see
below)...so check what you will be getting and decide what you'll need then.
REMEMBER: Despite what your mission objectives tell you at the start of the mission,
you will NOT be entering the Hammer Temple, but home of a man named Ramirez. Prepare
for THAT.
Recommended Purchases: 11 Water Arrows. Total Cost: 550
8.6: Notes Regarding This Mission
=================================
This is another mission that introduces a new aspect to Thief, and this time it's
one that I enjoy far more than the traps: Lockpicking. [Note: A few times in this
walkthrough I will tell you to pick a lock. You are carrying a set of lockpicking
instructions. Read them.]
The beginning of this mission is a follow-the-leader type of mission. Unfortunately,
the ones you are following sometimes take a different route back. I have only
personally witnessed one, which is the one detailed below. If anyone knows of any
additional features that should be noted on other routes, I would appreciate knowing
about them.
While you are working through this mission, there are a lot of guards you may encounter.
While the walkthrough does not specify when to take any out, feel free to do so at
your discretion. In some cases (such as leaping onto the roof), you may want to make
sure no nearby patrols can hear you by removing the patrol. Inside, many of the guards
(and at least one servant) have keys you can pickpocket.
If the guards become aware of you during your mission, then you get another mission
objective: Get back to your own area of the city. I have seen this once, and when
you leave the mansion area, the streets are crawling with Ramirez' men. Basically,
all you need to do is retrace your steps back to the area where you started, Farkus'
shop (I think...I haven't actually made it back successfully yet, but this is what
I've been told). Anyone who cares to clarify this, I would appreciate it.
The first time I went through this mission, it took me over an hour. Why? Because
I like to be thorough the first time through...I took out every guard I could outside
the house, so I could have free run if I needed to. But when I came back OUT of the
house, there were new guards posted (they looked something like thieves), in slightly
different areas. Since no alarm was raised, I can only assume that at some point in
the game there is a "changing of the guard". Also, one of these new guards was
positioned in a spot as to make the exit from the manor that I propose very difficult.
As noted above, my best time is under half an hour...I assume that this "changing
of the guard" takes place at a specified time like half an hour or one hour into the
mission. (As an interesting tidbit, while exploring the grounds with the new guards
in position, I noted that one of them was practically standing on the body of a guard
I had hidden in shadows!) (All of this was noted while playing the original Thief
game.)
There seem to be several differences between the original Thief and Thief Gold with
this mission's guards...both in number, location, and where and when they patrol.
For this reason, most references in this walkthrough to such things are either left
out, or refer to Thief Gold if they are mentioned.
8.7: Walkthrough
================
You start off in Farkus' store, having just purchased your new lock picks. As soon
as you take a step though, and arrow comes slicing through the window and puts an
end to Farkus's mercantile days. If you stop and listen, you'll hear the two assassins
discussing the murder. That arrow was meant for you! How rude!
[NOTE: At this point, your mission objectives change to the following:
1. Loot the Hammer Temple for at least 1,000. (This one will have a
mark in the box, indicating its irrelevance.)
2. Trail the thugs who just tried to assassinate you, without being
detected.
3. Don't kill anyone. ]
Move around the store, and pick up the following items:
2 Water Arrows (beneath the shelf holding the Fire Arrows)
3 Fire Arrows (one on the counter, two more on a shelf near the window)
2 Moss Arrows (on the same shelf with the Water Arrows)
3 Rope Arrows (underneath the counter)
2 Noisemaker Arrows (underneath the counter)
3 Flash Bombs (one on the counter, two more underneath the counter)
[NOTE: Be VERY CAREFUL when picking up the items in the store. The first few times
I did it, I was in such a rush I accidentally set off one of the flash bombs, alerting
the assassins to my presence and prematurely ending the mission.]
You have to do this quickly, so the assassins don't get too far ahead and you lose
their trail! [Note: I suggest that you do this WHILE they are discussing their sloppy
handiwork. It saves time. Alternatively, if you are not that concerned with getting
the best possible time, you can come back here and pick up the items AFTER you have
followed the Assassins to their lair.]
Exit the shop, and turn right. Try to stick to the shadows as you move. Move forward,
past the first turning on your left, and take the next left. Keep going, until you
come to a point where You can move on or through a lighted archway. Continue forward.
At this point, if not before, you should have the assassins in sight. Since you have
to follow them, I'm not going to walk you through their route back. Instead, I'll
point out some highlights [Note that it would be wise to save your game a few times
as you follow them]:
1: The lighted archway (mentioned above). At this point, no matter how careful you've
been, the assassins stop for a moment to make sure no one is following them.
2: The metal bridge. You have two choices here. Use a Moss Arrow to cover the sound
you make crossing, or wait until they are too far ahead to hear you. [Note: After
crossing the bridge, the assassins turn left. ONCE, I saw them turn right. I didn't
get a chance to follow them, as they heard me cross the bridge.] Once past the bridge
and out of sight, they appear to pause and check to see if anyone is following again.
3: Stone ramp. For some reason, they can hear you at this point. Hang back, and wait
for them to turn.
4: The wooden bridge. Sometimes, they hear you here, either on the bridge itself,
or on the metal steps leading up to it. Tread softly. Also, their path at this point
puts them in a position to see you if you're following far enough behind. Either stay
close, or hang back.
5: Streetlamps. Just up past the wooden bridge is a street with lit streetlamps. Wait
in the shadows here. At the far end of the road, they assassins turn to once again
check to see if they're being followed. [Note: I have, on occassion, seen them skip
checking here. I have no idea why.]
6: Ramp with three overhead lights (not streetlamps). Sometimes (again, I don't know
why they do or don't) the assassins stop at the top to check behind them.
7: The Ramirez Mansion. This is where your journey ends. As Garrett is talking to
himself about what to do, one of the assassins turns to take a last look behind.
[NOTE: At this point, your mission objectives change to the following:
1. Trail the thugs who just tried to assassinate you, without being
detected. (This one should be checked).
2. Time to show Ramirez who the real criminal mastermind is. Break into
his mansion and take what he values most -- his wealth. The purse
from his belt should make the point.
3. Loot the mansion for valuables. You need at least 2,000 worth.
4. Locate his prized silver fire-poker. It's worth quite a bit.
5. Get out of the mansion.
6. Don't kill anyone.]
ADDITIONAL FEATURES: On other routes that the Assassins can take, you may note the
following:
8: Long metal ramp. If the Assassins move down a long metal ramp, DO NOT FOLLOW THEM
DOWN IT! Instead, walk along the left and fire a Moss Arrow down at the base of the
ramp. Then drop onto the moss, and continue.
Once the last assassin as gone inside, move up to the entrance, and listen to the
conversation the guards are having. Hmm...I wonder if that has anything to do with
you?
SAVE YOUR GAME! It would be a shame to go through that whole follow-the-leader routine
again. Once you hear the guards start to move off, move almost immediately forward.
However, don't go too far. Stay in the shadows.
In the original game, one of the guards comes back very quickly, and you'll be able
to club him with your blackjack. [Note: There is a dark area across and to the left
of the mansion (as you face away from it), which you can hide bodies in.] In Thief
Gold however, it takes the guard about two minutes to return.
You can either go forward into the mansion through the main entrance (careful, there's
a guard right inside that might be facing your way!), or down one of the gravel paths,
left or right, onto the mansion grounds. While any of these directions will get you
inside, my preferred way is going left. So, go left, being sure to walk carefully
on the gravel path (use a Moss Arrow if you need to...there's a guard on a walkway
right above you!).
[NOTE: A third route into the grounds is available. If you go around the mansion on
the outside, you will eventually find a sewer/waterway system. You can push against
the flow under the wall and pull yourself up onto the grounds inside.]
SAVE YOUR GAME! The entire outer grounds area is a Patrol Area. Move forward onto
the grass, and turn left. Stay in the shadows. Move all the way to the end, and turn
right. You should see a guard walking away from you, and a very large shadowy area.
Move into that area, and stay there. There should be a guard walking towards this
area very soon, if he's not already. (If you've seen him before this point, you weren't
moving fast enough, and were probably seen by him.) Knock him out, grab his body,
and move forward. There's a narrow space between the outer wall and the mansion up
ahead, with a door in the outer wall. You'll need to pick the lock to get in, but
don't worry, you have time. Once you get the door open, go inside. It's safe to hide
the body in here. There is also a flash bomb and two mines on the floor near the ladder.
Climb up the ladder. Once at the top, turn right. You should be looking out a "window"
at a low roof portion of the mansion.
SAVE YOUR GAME! You might be heard when you try this. Jump out the window and land
on the roof portion. Turn left, and mantle up onto the balcony. Go inside.
Congratulations, you've made it into the mansion proper!
Immediately upon entering, turn to your right, and go through the door there. Nice
bathroom, isn't it? Plenty of stuff for a taffer like you. Unfortunately, to get
everything in here you're going to have to mantle up onto the edge. (When you're
finished on one side, you can do a balancing act on the edge of the bathtub to get
to the other side.) Start collecting treasures. You will get the following: four
Golden Candlesticks (50, 50, 50, 50, Treasure Count: 50, 100, 150, 200), two fancy
goblets (15, 15, Treasure Count: 215, 230), a bottle of fine wine (50, Treasure Count:
280), and a jewelled bracelet (125, Treasure Count: 405). Hop out of the tub, and
go back into the main bedroom.
Okay, time to pick up some more loot. In front of the fireplace, pick up two more
bottles of wine (50, 50, Treasure Count: 455, 505), two gold goblets (25, 25, Treasure
Count: 530, 555), and a golden dinner plate (50, Treasure Count: 605). Now, see the
bed? Go over to the far side, and there will be a chest against the wall. If you like,
go ahead and pick the lock on the chest. All that is inside is a key to the basement,
which you won't need (you can pick that lock, too). However, look straight down onto
the carpet. It may be difficult to see, but there is a ring on the floor here (100,
Treasure Count: 705). Now, turn back and go to the fireplace again. Look up on the
mantle, and grab the vase (100, Treasure Count: 805). Put out the fire with a Water
Arrow, crouch down, and move into the fireplace. First, turn right, and look down.
Someone carelessly dropped a diamond in here (100, Treasure Count: 905). Turn around
180 degrees, and look up (if you're still crouched). Pull the lever, and a secret
door to your right will open. Move through (you need to be crouched to fit through),
and almost immediately to your right, on the wall, is Ramirez' prized silver
fire-poker (200, Treasure Count: 1105). Move forward, and turn left.
SAVE YOUR GAME! It's possible for you to be overheard in here. Walk forward, and open
the chest to get a small sack of gold (100, Treasure Count: 1205). Now work your way
back through the fireplace into Ramirez' bedroom again, turn to the right, and move
over to the door.
SAVE YOUR GAME! This door opens into a small, dark hallway, and there is a guard out
there patrolling the main hallway. If the guard is nearby and sees or hears you, you'll
be glad you saved. If you get the chance, take care of him. [Note: He has a key on
his belt you can pickpocket, if you like.] Also tread slowly up hear, as there are
windows that open into a courtyard outside, where two guards can hear you.
Move to the end of this small dark hallway, and turn right. Go into the first door
on your right (you'll need to pick the lock). Take the vase off of the fireplace mantle
(50, Treasure Count: 1255), and leave the room. Turn right in the hallway, and enter
the next room on your right (again, pick the lock). Take the ring off of the table
in the far corner (100, Treasure Count: 1355), and the golden vase off of the fireplace
mantle (100, Treasure Count: 1455). Leave the room, turn right, and take the next
LEFT turn.
SAVE YOUR GAME! You're walking through an area now where there is a guard below you.
That large opening to your right opens down onto the main entrance. Hug the left wall
(if you want to feel safer, crouch, but it's not necessary), and walk all the way
down to the end of this hall. Stop before entering the next hallway though. Move
forward slightly until you can open the door across the hall from you. Open it, and
rush into the next room. There are two servants down the hall a ways, and they may
see you if you dally in the hallway.
Turn left in this room, and go over to the other door. Open it. Now turn left, and
lean out into the hallway. You should see the two servants. Shoot a Water Arrow at
the torch behind them. Once the coast is clear, open the door across the hall from
you, and move in.
[Note: For those of you that like completeness, when you turn left after opening the
second door in the room above, you'll see a chest on the ground. Pick the lock, and
you'll get a speed potion.]
Time to add to your collection of Ramirez Originals. Turn to your right, and grab
everything in sight: two bottles of wine (50, 50, Treasure Count: 1505, 1555), two
golden goblets (25, 25, Treasure Count: 1580, 1605), a golden dinner plate (50,
Treasure Count: 1655), and five more fancy goblets (15, 15, 15, 15, 15, Treasure Count:
1670, 1685, 1700, 1715, 1730).
While you are helping yourself to Ramirez' best, listen to the conversation that the
servants in the hall are having...hmmm, so Ramirez is in the basement, is he?
[Note: On more than one occassion (in the original Thief game), the door to the room
where you just picked up all that treasure just disappeared. I couldn't see it, and
there was no way to close it. I don't know why this happened.]
Once the servants have ended their conversation and you can hear the their footsteps,
enter the hall again and turn left. Go through the door directly ahead.
You may wish to move carefully through this room...the floor makes your footsteps
particularly loud. As soon as you've entered, turn left, then take the first right,
then left again. Turn left and climb the stairs. Once upstairs, move all the way down
to the desk at the end, and take the two golden candlesticks (50, 50, Treasure Count:
1780, 1830). Then turn left (as you're facing the desk), and move into the shadowy
alcove ahead. Turn right, look down, and pick the lock on this chest to get another
ring (100, Treasure Count: 1930). Make your way back down the stairs, turn right,
then left, then left again.
Move forward a step or two. You should now be in the library, facing a pair of double
doors, with a roaring fireplace to your right. Turn to your right, and to the right
of the fireplace you should see a dark area surrounded on three sides by bookshelves.
Enter that area, and face the wall of books on the same wall as the fireplace (if
I've confused you, use your compass...it's the southern bookcase). Look around until
one of the books is highlighted...it will be on the third shelf from the top, second
shelf over, first book. Pull on the book, and you'll open another secret door. Turn
right, and move forward...go through the secret door you've opened, and move to the
end of the passage, where you'll find a ladder leading down.
SAVE YOUR GAME! There are a few guards at the bottom of this ladder. Sit here and
listen for a bit...they're talking about the men who tried to assassinate you tonight.
(You may need to jump onto the ladder in front of you before they start their
conversation.) Once they leave (listen until you hear the door close behind them),
climb down the ladder. With the ladder at your back, move ahead into the next room.
If you want to open the chest, go ahead. It contains two flash bombs, which you won't
need. The gold on the table, however, is a different story. Take all six stacks of
coins (25, 25, 25, 25, 25, 25, Treasure Count: 1955, 1980, 2005, 2030, 2055, 2080).
Turn left, move forward, and turn left again. Open the chest in front of you to get
another stack of gold coins (25, Treasure Count: 2105). Turn left. You should be able
to see two doors, one in the wall opposite you, and one in the wall to your right.
Head for the one opposite you. (Just for information's sake, the two guards you heard
talking left through the other door.)
[NOTE: Apparently, it is possible to get into the room below with the guards still
in it, without them noticing you. Someone wrote to me saying they accidentally fell
off the ladder into the room, and the guards never noticed at all! I myself fell halfway
down the ladder before stopping, and had a clear view of the two, and one of them
could not fail to see me...but did!]
SAVE YOUR GAME! The hallway you are about to enter is a patrol area. If necessary,
deal with any guards you come across appropriately. [Note that some of them have keys
you can lift off their belts.]
Go through the door, step out into the hall, and turn right. Step into the next hall,
and turn right again. Go through the first door on your left. On the table on the
right side of the room you'll find a necklace (200, Treasure Count 2305). Beside the
table is another door. Go through it, and turn right. Ahead of you is another door.
Head for it, but before going through it, turn right, and pick up the bottle of wine
(50, Treasure Count: 2355) and the golden goblet (25, Treasure Count: 2380).
SAVE YOUR GAME! You're going back into the hallway, which is still a patrol area.
Go through the door, turn left, and go through the door directly ahead of you (pick
the lock). Turn right, and then left. Follow this hall to the end, where you'll find
a door on the left. Pick it, and go through it into the basement.
In the room at the bottom of the stairs, turn right, and follow the hall until you
can turn left. Do so, and then take the very first left, directly in front of you.
Follow this corridor all the way to the end, ignoring the turning to the right, and
you'll be stopped by a door.
SAVE YOUR GAME! Pick this lock, go through, and turn left. You want to go into the
first left turn, but be careful about it. Crouch, hide in shadows, edge forward
slightly.
This is Ramirez himself. You can either knock him out and take the purse off his belt,
or lift it off and then knock him out. Either way the result is the same (250, Treasure
Count: 2630).
[Note: If Ramirez pulled the bell-pull, wait around in the shadows. A servant is coming
to leave a tray for him. Either take him out when you get the chance, or simply let
him go through...he will put the tray down and leave. Also, I've been told that if
the alarm has been sounded, there will be a guard in this room with Ramirez. Apparently,
you can blackjack him and pick up the body before Ramirez turns around to see.]
On the table in the dark area, there are 6 Water Arrows and 4 Moss Arrows. On a shelf
opposite from the bellpull you'll find two stacks of gold coins (25, 25, Treasure
Count: 2655, 2680). On the shelf at the back of the room is a speed potion, a flash
bomb, and a key. The key is needed to open the two chests in this room...their locks
cannot be picked. You can ignore the chest on the floor...it only contains some
documents of Ramirez'. The chest on the back counter, however, holds another stack
of gold coins (25, Treasure Count: 2705).
Okay Garrett, time for you to leave! Exit the room the way you came in, turn right,
and go through the first door on your right. Follow this hallway all the way to the
end, and turn right, and immediately turn right again. Move forward into the next
room, turn left, and climb the stairs.
SAVE YOUR GAME! You're entering the ground floor again, and the halls are still patrol
areas. Go through the door, turn right, and at the end of the hall turn right again.
Go through the door on your left, and then go through the next door on your left.
You should now be back in the guard room with the ladder. Take the ladder up, and
follow the passage back to the library. Once there turn left, move forward until you
have a set of double doors on your right. Turn and face them.
SAVE YOUR GAME! You might accidentally attract some attention outside. You need to
pick the lock on one of these doors (either one, your choice). Once that is done,
go through it.
From here, you can end the mission one of two ways:
1) The safe way. Turn left, and hop onto the roofing you see ahead of you. Turn right,
so you're facing a door across a gap. Look down, and you'll see a ladder beneath the
door. Line yourself up with the ladder, move forward until you fall, and catch the
ladder. Climb the ladder down to the water level (once you reach it, you won't be
able to go any down any further), then jump off the ladder into the water (don't
worry...you're so close, you won't make a big splash). Swim under the water, following
the current. Turn left up ahead, and let the current flush you out the rest of the
way.
2) The fast way. Turn slightly to the right, then run and jump OVER the balcony. You
should land (with quite a splash) in the water below. Follow the current, turning
left up ahead, and let it flush you out the rest of the way. (This method runs the
risk of attracting the guards' attention.)
[NOTE: One time while using method two, as I was falling through the air towards the
water, I saw a guard just turning the corner. Somehow, he failed to notice me at all!
The splash didn't attract his attention, nor did my body flying through the air!]
Congratulations! You've shown Ramirez who's the REAL criminal mastermind!
Section 9: Thieves' Guild (Mission 5)
=====================================
My best time on Expert: 36 minutes, 35 seconds
Maximum Possible Treasure: 2716
9.1: Introduction
=================
"In the beginning we lived as thieves, Stealing fur and fang of beasts for survival.
Then came the Builder who brought us the Hammer, And with it we forged a new way of
life. To reject the Hammer is to denounce the Builder."
-- The Hammer Book of Tenets
I was going to pay Lord Randall and his vase collection a visit, but the Downwind
Thieves' Guild beat me to the score. Word is that they haven't divvied the booty yet.
Apparently their leaders...Donal and Rueben...are arguing over the prized sapphire
vase. Sounds like they could use a third party to settle their disagreement. Since
I'm no mediator, I'll just steal the vase from them. They'll be so busy blaming each
other no one will suspect an outsider.
The Downwinders run a gambling den called the "Overlord's Fancy," which operates under
a nearby restaurant. The guild's hideout is beneath the casino. I have a rough map
of the complex I got from..."sources" from the inside. Once I'm in the "Overlord's
Fancy" I'll have to search for the secret entrance to the hideout. Have to be
careful...the Downwinder's know me all too well. If they catch sight of me they'll
KNOW who took the vase. Assuming they don't just kill me for trespassing.
Finding the vase may prove difficult, since I have no idea where it is. Should be
a hot topic of conversation among the Downwinders. Maybe I'll be lucky enough to
overhear where they're stashing it. Time to make a living....
9.2: Objectives on Normal level
===============================
1. Break into the Downwind Thieves' Guild by breaking into the gambling
den the Overlord's Fancy.
2. Retrieve Lord Randall's sapphire vase.
3. The Guild made stealing the vase more difficult -- make them pay.
Don't leave with less than 1000 in loot.
4. Get out of the Guild and back to the streets when you are done.
9.3: Objectives on Hard level
=============================
1. Break into the Downwind Thieves' Guild by breaking into the gambling
den the Overlord's Fancy.
2. Retrieve Lord Randall's sapphire vase.
3. The Guild made stealing the vase more difficult -- make them pay.
Don't leave with less than 1500 in loot.
4. They also stole Lord Randall's prized bracelet. It'll fetch a good
price on the market.
5. Violence is the mark of the amateur. Don't kill anyone who is
unarmed.
6. Get out of the Guild and back to the streets when you are done.
9.4: Objectives on Expert level
===============================
1. Break into the Downwind Thieves' Guild by breaking into the gambling
den the Overlord's Fancy.
2. Retrieve Lord Randall's sapphire vase.
3. The Guild made stealing the vase more difficult -- make them pay.
Don't leave with less than 2000 in loot.
4. They also stole Lord Randall's prized bracelet. It'll fetch a good
price on the market.
5. Violence is the mark of the amateur. Don't kill anyone.
6. Get out of the Guild and back to the streets when you are done.
9.5: Simplified Objectives
==========================
1. Get into the Downwind Thieves' Guild.
2. Steal Lord Randall's sapphire vase.
3. Steal at least 2000 loot.
4. Retrieve Lord Randall's bracelet.
5. Don't kill anyone.
6. Get back to the streets when you are done.
Once again, this is another mission where some of your mission objectives (in
particular, the vase and the bracelet) contribute to your loot total. The vase adds
500, and the bracelet adds
9.6: Before The Mission
=======================
What You'll Encounter: Thieves (Archers and Swordsmen), Spiders.
Starting Funds: Whatever you managed to acquire from Ramirez. (Maximum: 2705.)
Starting Gear:
1 Sword
1 Blackjack
30 Broadhead Arrows
7 Water Arrows
2 Moss Arrows
3 Rope Arrows
1 Set of Lockpicks
Items for Sale:
30 Broadhead Arrows (Cost: 25 each)
20 Water Arrows (Cost: 50 each)
5 Fire Arrows (Cost: 300 each)
8 Moss Arrows (Cost: 125 each)
5 Rope Arrows (Cost: 200 each)
10 Noisemaker Arrows (Cost: 250 each)
3 Flash Bombs (Cost: 200 each)
6 Mines (Cost: 350 each)
4 Healing Potions (Cost: 250 each)
3 Speed Potions (Cost: 500 each)
Once again, this mission requires that you kill no one, so Broadhead and Fire Arrows
are useless to you on this level, as are Mines. You also start with enough Rope Arrows
to complete the mission successfully (I can only recall using a single one!), so
purchasing more are unnecessary. And with Healing Potions scattered about all over
the place, your money is best spent elsewhere. You will be dousing a LOT of torches,
so buy up all the Water Arrows. A Flash Bomb or two might also prove useful. A
Noisemaker Arrow will definitely come in handy later. Speed Potions...I've yet to
find a real use for them. A couple of extra Moss Arrows may prove useful to you, but
I found I didn't require any.
Recommended Purchases: 20 Water Arrows, 1 Noisemaker Arrow, 3 Flash Bombs. Total Cost:
1850
9.7: Notes Regarding This Mission
=================================
One of my favourite pieces of science fiction humour is a masterpiece called "The
Hitchhiker's Guide to the Galaxy," by Douglas Adams. In one portion of the radio series,
the following quotation is given about just how large space is:
"Space is BIG. I mean, REALLY BIG! You just won't believe how vastly, hugely,
mind-bogglingly big it is! I mean, you may think it's a long way down the street to
the chemist, but that's just PEANUTS to space!"
That's how I feel about this mission. Big. Huge. Sometimes confusing, and sometimes
DEFINITELY frustrating. And a LOT of FUN!
The treasures on this level are, for the most part, very small in value, so there
are a LOT of them, and sometimes hidden quite well. (I suppose that that can be said
for ANY mission in Thief, but for some reason I particularly noticed it here.) Be
aware that a few of the treasures you find are purses which you have to take off of
someone's belt.
There are a LOT of people in this level which you need to knock out. (My first time
through, when I finished I had a total of 69 knockouts!) In some areas, I have found
people stationed close together, nearly side by side, but which you are able to knock
out one by one without alerting the others. I do not know why this works, but it does.
It shocked the heck out of me at first. Other areas are patrolled with such frequency
that you sometimes have very little time to do much with the guards. You have to time
it so that you can take one out and have enough time to hide the evidence before the
next one approaches. I've been spotted on more than one occassion. Thank the Builder
for saved games! There are so many people moving between areas that you can pretty
much consider this entire level a Patrol Area, so save your game often. There are
also a lot of pockets to pick...18 in total.
There are machines scattered about the sewer/waterway areas, with level attachments.
Some of these open portals and doorways that I've been able to find. Some, I have
not found the correspondingly numbered panels that they (presumably) operate. #48
has me especially baffled...if it exists, I want to find that portal! :)
The most difficult part of this mission I had was finding Lord Randall's bracelet.
I eventually had to contact Looking Glass themselves and ask them where they had put
it! :(
9.8: Walkthrough
================
You'll start the mission around the corner from the front entrance of the restaraunt.
You should also see someone standing there. Move into the shadows to avoid being seen,
and listen to their conversation. You can lean over if you would like to see them
as well as hear them, but be careful...if you're spotted, they come after you.
After their amusing conversation (they really are breeding them from the shallow end
of the gene pool, aren't they?), one of two things will happen: either all three of
them will go inside, or two of them will go inside, and the third will patrol around
outside. In either case, once you are no longer in danger of being spotted, move
forward to the spot where they were chatting, and turn left. Move down this street,
and continue following it until you have the choice of either continuing forward (you
should see a blue sign beyong a barrel ahead), or turning right. Turn right, and move
forward. Once you hit the wall, turn right. You want to go through this door, but
you'll have to pick the lock.
[NOTE: At some point, you may notice a guard (of the regular type you found in Lord
Bafford's) wandering around outside. Unless you threaten him, he pretty much leaves
you alone.]
Once you're inside, move over to the only other exit from this room. If you look inside,
you'll see a servant preparing food. You may also see a guard patrolling between this
room and the next. You'll want to knock out both of them. Take out the servant first.
See that fireplace directly across from where you entered? To the left of it (as you
face it) is a nice dark patch, ideal for hiding bodies, and for waiting for that guard
to come back on his rounds.
On the other side of the fireplace is an exit leading into the next room. There's
another patrolling guard moving between the next room and the one after that. If you're
lucky, you'll get to him so you can see him with his back turned...run up and club
him. If you can't see him though, that means he's in the next room, but will be coming
in soon. Move into the room, and sidestep to your left. You will find yourself in
a darkened corner beside the fireplace, safe from being seen. Then you can watch for
the guard to turn, and club him at your leisure.
Now that this level is clear of guards, move into the next room, across from the
fireplace in this room. Upon entering, turn right. Aha! Your first bit of loot! Not
much granted, but it's something. Pick up the two stacks of copper coins (5, 5,
Treasure Count: 5, 10), and open the box to get some silver coins (15, Treasure Count:
25). Also grab the key on the table.
Turn right around, and move through the exit across the room from you. Turn right,
and unlock the door you find using the key you just picked up. Go up these stairs,
but wait until you enter the next room. There is someone moving around up here between
rooms, and this is one of them. If you don't hear any nearby footsteps, then it is
probably safe to move into the next room. Once you do, hide in one of the shadowy
areas and wait. Once he comes into your area, make sure he doesn't leave again.
Now, turn to face the two doors on the opposite wall. You want to the one on the left.
Go through it. This next room has two chests you can open. The first one holds only
a Rope Arrow. The other one though (the one closest to the Sleeper) holds some gold
coins (25, Treasure Count: 50). Gather your findings, and move through the door at
the other end of the room (be careful not to wake up the Sleeper!)
In the next room, there are two Broadhead Arrows lying on the ground immediately to
your right upon entering (you will have to move around the door, or close it, to get
to them). If you want them, take them. Across from the door you just came through
you will see a what looks like a well in near the wall. This is your access to the
casino below. Shoot a Rope Arrow into the ceiling above it, then grab on and climb
down!
Move out and to the right. Near the fireplace, you should see two exits...one ahead,
and one to the left. You want to be over there. Move ahead, and go through the opening,
but do not go into the hallway! There is a patrolling guard you want to take out.
Stay here near the entrance to the hall, and wait for him. You may need to crouch
to make sure he avoids seeing you. If you've got the time, you may want to lean out
and shoot a Water Arrow at the torch you'll be able to see.
Once you've clubbed the guard, turn around and head back the way you came. Go all
the way down to the end of the hall, and move through the door you'll find on the
right. Ignore the opening on your right for now, just keep moving until you reach
the first door on your right.
SAVE YOUR GAME! The guard in here is sometimes facing your direction, and when you
open the door he blows the whistle on you. Open the door, and move in behind the guard.
Take the key from his belt, then knock him out. Once he's unconscious, you can move
forward to the window ahead (opposite the door). On the table on the other side, you
can pick up two stacks of copper coins (5, 5, Treasure Count: 55, 60). This might
also be a good time to use a Water Arrow on that torch far ahead and to your right.
Now turn around and leave the way you came in. Turn left, and move into the room through
the opening on your left. Immediately to your right you should find a stack of silver
coins on the table (12, Treasure Count: 72).
Turn again so that that table is again on your right. Move ahead, and you should soon
come to a sort of guardrail. Turn left, and move forward towards the next room. Before
going in there though, shoot a Water Arrow at that torch down the hall.
SAVE YOUR GAME! If this part doesn't work the way you want it to, things might get
messy. With the torches out, the next room is in relative darkness. There are four
people to deal with. We'll take care of two now, and the other two later.
Move forward until you are standing behind the man at the table. Knock him out. Leave
his body where it falls...instead, turn and run back the way you came in, but stop
at the intersection between this room and the previous one. The woman who was at the
table with the man should have discovered his body, and started running. But, she's
running THIS way, and you've just blocked her escape. Turn around, and when she's
close enough, give her a whack with your blackjack. (Okay all you dirty-minded
people...that is NOT what I meant!)
[NOTE: Sometimes it is easier to finish the other two guards off now, instead of
waiting until later. If you'd rather take the remaining two out now, skip the next
seven paragraphs to find how to take them out now, then come back up here.]
Once the two non-combatants are taken care of, you can move into the room and take
the four stacks of coins off the table: three copper and one gold (5, 5, 5, 25, Treasure
Count: 77, 83, 87, 112). Then turn right. See that light that keeps flickering off
and on? Well, you want to go through that area. Wait until the light is out, then
RUN through it, and turn right. Keep moving until you are out of the light's radius,
but stop before entering the next area. Shoot a Water Arrow at the torch ahead of
you.
SAVE YOUR GAME! It's possible you may be seen here. Move into the next room, but don't
go too far. Once you're in a bit, turn around...there's a torch behind you to your
right. Shoot a Water Arrow at it.
Once all the light's are out in this area, you've got other problems...there are four
more people to deal with in this room, but they aren't as easy to handle as the last
two were! Before we tackle them though, turn around again, so your back is to the
entrance you came in from. There's a roulette table up ahead, with a stack of silver
coins on it (12, Treasure Count: 124).
SAVE YOUR GAME! You may need to do this part several times before you get things the
way you want them. While you're standing at the far end of this room, shoot a Noisemaker
Arrow down the hall towards the crowd. Everyone will start searching for you. Whenever
the opportunity presents itself, knock someone out. Note that the two guards that
search for you have keys you can lift. Eventually, everyone may stop looking for you
before you can knock everyone out. If so, just get their attention again and continue
as before until everyone's taken care of. (Remember, your Noisemaker Arrow's are
retrievable!)
Once you've got this section all to yourself, move to the table in front of the "window",
and take the two stacks of copper coins off it (5, 5, Treasure Count: 129, 134). Then
open the door to the guardroom with your Casino Key. Inside, you will find shelves
on either side. To the left, you'll find a Healing Potion on the top shelf, and two
Water Arrows on the bottom shelf. To the right is a purse on the top shelf (50, Treasure
Count: 184).
Exit this guardroom, and turn left. Go through the archway ahead, then stop. On the
shelf to your right you will find two Water Arrows. Now continue ahead, turn right
and move forward. Once you reach a doorway on your right (across from a fireplace),
turn right through the doorway, and continue forward through this first room, stopping
at the intersection leading into the next one.
SAVE YOUR GAME! This next part is described under IDEAL CONDITIONS. If the two guards
from this area were attracted by your activities on the other side of the room though,
things may not be ideal. If the guards have left their customary posts, you may need
to improvise this part a bit.
Move forward into this room, staying in the shadows. The flickering light at the far
end is still flickering, so wait until it's dark, then move through that area quickly,
turning left. You should be in front of a metal door. Crouch down, making sure you're
in shadows. Use your Casino Key on the door to open in. Move in very carefully. You
will be in full light, but the guards won't see you. Move behind the first one, lift
the key from his belt, then stand up and knock him out. Crouch again, and repeat this
process on the second guard.
Once these two are asleep, turn around. You should now be facing a door with iron
bars protecting it. Use your Casino Key to raise the bars, and then use it again to
open the door. Move through the door carefully...you might be heard. Congratulations!
You've made it into the Downwind Thieves' Guild!
[NOTE: There is another way down, this is just my preferred method. Back in the casino,
if you spin the roulette wheel on the table where you found the coins, a secret door
will open up, leading down to an area further along this walkthrough. I will note
the area when we come to it.]
SAVE YOUR GAME! This doesn't always work. At the end of the tunnel, stop and listen
to the conversation the two thieves are having. You can (sometimes) douse that torch
as they are talking, then move forward slowly (while crouched), and get the purse
from the one guy's (the non-guard) belt (25, Treasure Count: 209). Once the two are
finished, they will go their separate ways. Follow the guard to the left. He's got
a key on his belt you can lift. Knock him out (preferably in the dark tunnel you move
through). After he's sleeping, move ahead out of this tunnel and into the next room,
but stay in the shadows. There's another guard patrolling. Once he's got his back
turned to you, move in behind him, grab the Healing Potion from his belt, then knock
him out.
If you want to put the fire out in the fireplace to do this, go ahead, but it's not
necessary. Behind the fire is a secret panel (you may need to crouch to do this).
Open it, and grab the golden goblet you find inside (50, Treasure Count: 259). Then
turn so that the fireplace is on your left, and move into the next room, but stop
almost immediately inside. Turn left. Sneak behind that guy, lift his purse (100,
Treasure Count: 359), and knock him out. Then grab the stack of silver coins on the
table (15, Treasure Count: 374), and the jeweled vase and the fancy goblet from the
bookcase shelf near the table (20, 15, Treasure Count: 394, 409). Also in this room,
on the other bookshelf, is a scroll you can read. It tells you of a way between the
two feuding guild halves: the number 47 is your clue. Doesn't mean much yet, but it
will later. I recommend you also grab the two Water Arrows in the chest.
Exit this room the way you came in. Once out, turn left, move forward, turn left again,
move forward, then turn right. Move ahead until you come out of the tunnel. Then turn
right and move forward a little. Once you've got the opening to your right, turn,
move in, and look down near the fireplace. Grab that silver nugget (25, Treasure Count:
434).
Turn right around. Move forward, directly across the room towards a small shelving
unit, upon which sits a Speed Potion. Grab it if you like. Turn left, and move ahead
through the opening in the wall. Walk forward carefully, across the room. Shortly,
you'll reach a doorway in the wall on your righthand side. Move up to it, but stay
on this side of it. Crouch, and wait for a guard to come through. (Watch your light
monitor...to close to the doorway and you're visible to him!) He'll turn around real
quick and head back again, so grab his purse as soon as you can (25, Treasure Count:
459). If you feel more comfortable leaving no witnesses, knock him out. In either
case, once the coast is clear, turn right around and head for the door you came in
through.
SAVE YOUR GAME! There are two men that patrol through this next area, so you'll need
to be careful! Now, move through the door ahead of you, and immediately turn left.
Move ahead into the next room, hugging the wall to your left, and move all the way
forward until you are standing beneath that lamp. Now, turn right, but don't move
forward. Now we wait. Eventually, there will be two men who come through. Keep waiting
after the first man comes through, until the second one appears. Once he comes in,
make sure that first man can't see you, then move in behind him (the second man) and
knock him out. Then go after the first man, and club him. [Note: When you first entered
this area from the casino, if you did not pick the purse from the man's belt, it will
be on one of these two gentlemen...the one who is not a guard.]
Okay, now that both men are sleeping peacefully, turn your attention to the banner
in this room. (If you had to leave the room to club either of these men, return there
now.) Pull out your sword, and cut down the banner. Behind it you'll find a Healing
Potion and a diamond (25, Treasure Count: 484). [Note: It's important to take out
those two patrollers before cutting down the banner. Otherwise, they notice it.] Also,
if you are interested, behind you you'll find a single Broadhead Arrow on the rug.
SAVE YOUR GAME! While unlikely, you could be noticed here. Now, remember the doorway
that those two men came into this room from when you were hiding under that lamp?
You want to go through that doorway and immediately turn to your left. Walk forward,
hugging the left wall. Do not go into the next room though. Once you're near the doorway,
turn to your right, and crouch. You should see some treasure highlighted in a hole
in the wall. If you don't, move your view around a little until you do. There are
two stacks of copper coins in there (5, 5, Treasure Count: 489, 494). Also, if you
are interested, you can lean into the next room and open the chest. Inside it you'll
find three Moss Arrows. Turn around so you're facing the way you came, and move forward,
staying in the shadows. Stop before you go to far. Then turn left, but don't move
forward. Lean over to the right, so that you can see down into the next room. (If
you can't do it, you didn't move forward enough...or you're still crouched.)
Soon, a woman will come into the next room, head in your direction, then turn around.
Once she turns, you run down there and put her to sleep. Now that you are in this
room, continue ahead, keeping the pit to your right. Once you are able to turn right,
do so (do not go through the archway ahead just yet...we'll get there soon enough).
Ahead you should see a small ramp leading into a well-lit room. Go into that room.
Directly ahead you should see some sort of stone shelves. Move forward, and on the
bottom shelf you'll be able to grab a fancy goblet (15, Treasure Count: 509). Now
turn left, and move through the archway you see on your right. Immediately upon moving
through it, turn right again. The bottom shelf on this side contains a Broadhead Arrow
and two Water Arrows, plus a scroll of no importance. The top shelf contains a
Noisemaker Arrow and a Fire Arrow. Take any of these you wish, although you'll probably
only need the Water Arrows. At the far end of the room (the opposite side from which
you came in), look down in the shadows near the wall with the shelves, and you'll
find another fancy goblet lying on the floor (15, Treasure Count: 524). Now move
through the archway next to the goblet you just found. In the next room (the one you
just left actually), leave through the door in the wall you're facing. (This would
be the one you originally came through.) Keep moving forward in the next room, and
turn right when you can. Turn right again, and head down this ramp. When you're at
the bottom, get into the shadows, and turn left.
SAVE YOUR GAME! Another area where you could be found out, albeit not likely, if you're
careful. Move cautiously into the next room. There's a guard at the far end, but like
the idiot he tries to be, he's facing the wrong way. (Who guards a room like this???)
Sneak up behind him. You can club him or not, as you see fit, but I recommend it.
On the floor next to him is a purse (20, Treasure Count: 544). Once you've got that,
turn around and leave this room the way you came in. Keep walking forward. In the
next room, keep going past the hallway up that small ramp on your left, and move through
the shadowy opening ahead. Go through this small, narrow hallway into the shadowy
room ahead.
Loud in here, isn't it? Move ahead to the far side of the room, and you'll find a
large machine with six levers on it. Written above these levers are the numbers 37
and 38, and each one has three corresponding levers. Operate the leftmost lever under
number 38. You should hear a loud CLANG! behind you. Ignore it, and operate the
leftmost lever under number 37. You should hear the sound of a door sliding open.
Now turn around, and move forward. Don't leave the room, but turn left, and you should
see a small ramp leading down and to the left. Follow the ramp into the next room.
You'll find another Fire Arrow on the floor, and next to it two stacks of silver coins
(10, 10, Treasure Count: 554, 564). Leave this room the way you came in. Once you're
at the top of the ramp, turn until you see the exit you originally used to enter this
room, and go through it.
Ahead, you should see a large iron door which was once closed is now open. Ignore
it...it's for much later. Instead turn right so you're facing down the long hallway,
where you can see a guard at the end, and possibly (if you're far enough to the one
side) a lit torch.
[Incidentally, I was able to take that torch out from in this room, with the floor
grating about even with me on the left. It was a fantastic shot, if I do say so
myself. :) ]
SAVE YOUR GAME! There are two guards at the end of this hall, and sometimes they spot
you if you aren't careful enough. Move forward down this corridor, hugging the right
wall. Keep going until you can move right. Sidestep to the right, and douse the torch
with a Water Arrow. Then, sticking to the shadows, move in behind the two thieves
as they talk about Donal and Rueben. Their conversation should give you some more
information about where the vase is, as well as some interesting bits about the turmoil
the guild is currently undergoing. Lift the purse off the one thief's belt while
they're chatting (10, Treasure Count: 574). Then head back into the shadows, and wait
for them to finish their conversation. When they do, one will head into your dark
area. Knock him out. The other one will be heading into a room beside this one, but
emerge again quite soon, and then move down a corridor which you can look down from
this room. If you were fast enough with the first thief, you should be able to run
down there and knock the other guy out before he turns around. If not, just wait for
him here...he'll move back into the room next door, then come out and move down the
corridor again. Club him then if you have to wait.
If you want to go into the room down the hall from here, you'll find an Explosive
Mine and a Flash Bomb on the floor near the wagon. There's also a parchment on the
floor near the back, a letter to another thief about paying tribute to the heads of
the Guild. You shouldn't need to go in this room, however.
If you go into the room beside the one where the two thieves were talking (where the
second thief made part of his patrol), you'll find two Moss Arrows on a shelf, and
a ramp leading up to a door. Pulling the lever opens the door, and leads back into
the casino. (This is the door that opens when you spin the roulette wheel in the casino.)
Again, you should not need to go into this room, it is merely mentioned for the sake
of completeness.
So, now that those two thieves are sleeping peacefully, time to move on. Directly
across from the door leading into the room where the second thief did part of his
patrol is a ramp leading up. Take it to the top, but don't move out just yet.
SAVE YOUR GAME! You don't want to be spotted. Peek out, and see if there's a guard
coming in your direction. If there is, just wait for him to turn...if he's far enough
away, he'll turn down a side corridor partway down the hall. If he's closer, he'll
turn to your right quite close to you. Note that this guard has a Healing Potion you
can lift from his belt.
If you saw the guard and he turned while close to you, then now you can just emerge
and club him. If this is not the case however, then slip into the room, and immediately
turn left. You should be facing a corner. Get into that corner, and hide in the shadows
there, and wait. Eventually, the guard mentioned above will make his appearance. When
he does, take him out.
While all this is going on, you should have heard and/or seen another guard patrolling.
This one, you want to get far at the other end. Facing down the corridor where the
guard was approaching you from, once the second guard turns so he can't see you, race
down the corridor, and take the same turn he did. Then move up behind him and say
nighty-night.
[Alternatively, if you are feeling daring, you can try this: when he turns the corner
so that he is walking away from you on the level below, drop down behind him and club
him. While I've tried this several times, I was only ever successful once.]
That taken care of, continue down this hall, and you'll come to a door in the left-hand
wall. Go through it, turn right, and open the door at the end of this short hall.
But don't go through it yet.
SAVE YOUR GAME! Once again, someone's roaming around that might see you. Move through
the door (don't close this one). There will be a room on your left, which you can
ignore...there are two chests in it, but one is empty, and the other contains only
two Moss Arrows. The room on your immediate right is the one you have to be careful
of. There is a patrolling servant that sometimes moves into that room. You can watch
from behind the open door. If he does go into that room, then wait until he turns
around, then run up behind him and knock him out.
If the servant does not go into that room (I have no idea why he sometimes does and
sometimes doesn't, it just is that way), you may have to go into the room BEYOND that
one, and knock him out. From the first room (not the one with the door, the one with
the rug) you can knock out the fire in the fireplace and the torch on the wall in
the next room in order to improve your chances of remaining undetected.
Once the servant is taken care of, the room with the rug contains an Explosive Mine
at the foot of the bed, if you want it. From this room, move into the room with the
fireplace mentioned above. Move towards the fireplace, and then go through the opening
you'll see ahead on your right. Another bedroom, but see that shelf on the wall to
your left? If you jump up, you'll be able to see (and grab) another golden goblet
(25, Treasure Count: 599).
Turn around and leave the room. In the next room, you should be able to see two separate
exits on your left. Move to the far one, but do not go through the archway!
SAVE YOUR GAME! This has to be done a certain way in order for it to work properly.
Inch your way through the archway very slowly, but don't actually go through. You
are trying to trigger the conversation between two thieve's at the other end of this
hallway. Once they start talking, back up a bit. Then turn so you are facing in the
direction that the thieves are in, lean out, and shoot a Water Arrow at the torch.
Once it's out, whip out your blackjack and move up closer to the two men.
While they are still talking, knock out the one closest to you. For some reason, the
other thief does not find this odd...he just acts as if the conversation is over.
Move in behind him and knock him out as well.
[NOTE: If you want to listen to the conversation, it's about the Bafford job you pulled
earlier on in your career. :) ]
Now that the coast is clear, move across the room towards the door on the wall opposite
the entrance you came in from. Open the door, and move into the next room, turning
left immediately, and moving down to the end of the room. Turn right, and move forward
to the end of the shelves. Look down, and on the bottom shelf you'll find a golden
candlestick (50, Treasure Count: 649). Turn and face the way you came, and move forward
to the end, and turn left. Move forward through the archway ahead of you, and move
past the first shelving unit on your left. Turn left, and move forward to the door
ahead of you. Don't open the door. Instead, turn right, and look at the top shelf
to find a necklace (50, Treasure Count: 699). Turn so your back is to the door, and
move forward. Turn right, move through the archway ahead, and up to the door ahead
on the left wall, and move through it. Immediately turn right, move through the archway
then turn left and move through the door ahead of you. Turn right.
SAVE YOUR GAME! This area can be tricky, and there are a couple of guards to worry
about. Move through the doorway you can see ahead, and turn left. Move forward and
get into the corner, and turn right. Use your Water Arrows on the two torches you
can see in this hallway. Now move forward, hugging the left wall, until a door in
that wall lights up. Open it, and lean over to see when the guard walks by. Once he
does, move in behind him and knock him out.
Move into the room and turn right. A little ways down, there is a chest against the
left-hand wall. Pick the lock to get silver nugget (50, Treasure Count: 749). You
can pick the lock on the other chest if you want, but it only contains an Explosive
Mine.
Continue down to the end of the room. There is a door in the right hand wall. Be sure
you are not standing in view when you open it. There is a guard in here with a very
short patrol. You will need to knock him out. Edge over a bit so you can see the end
of his patrol. Watch it for a while to time your shot, then run up behind him and
knock him out. You may want to lean over and take out the two torches in the next
room to maximize your odds.
Crouch down, and open the door ahead of you. Sneak your way into the room, pausing
any time the woman thinks she hears you. Despite the way things look, you can sneak
right up behind her and pick her pocket (30, Treasure Count: 779). There are also
two chests in the room, which you can ignore. The one on the left (as you face them)
has a Healing Potion. The other has a Flash Bomb.
Leave the way you came in. In the next room, near the far wall there is a sliding
half-door on the wall to your left. Open it, then move forward and turn left. Move
into the hallway ahead, and go to the end. When you enter the next room, turn right
and move through the dark doorway you see. Move into the lighted area, and turn right
again. Go down that ramp you see. At the bottom, look at the left of the wall opposite
the ramp, and you should see a small metal covering. Move over to it, and open it.
Crouch, move through it, and go down the ramp into the sewers. Turn right, and move
forward. Ignore all turnings, just keep going forward until you have reached a large
metal portal.
SAVE YOUR GAME! While I've never alerted the guards with this, best to play it safe.
Open the portal, and move through it. Turn right, and move forward, up the ramp ahead.
Stop when you reach the top, and try to stay in the shadows. Turn left so you can
see a door. There is a guard that patrols in this area, and he moves through that
door. Wait for him, and when he shows up (either coming out of the door or moving
to it), get him.
Move forward. If the guard opened the door and it is still open, close it. Now turn
right. Move down to the end of the hall, and open the door on your left.
Move carefully into this room, and knock out the big guy standing by the firepit.
Once that is done, turn your attention to the table. The document on it is just a
threat to Rueben's number one man, and the box is empty. But underneath the table
you'll find a stack of gold coins (25, Treasure Count: 804). You need to be quiet
in here, as there is another guard just outside the other door in here. Walk around
the firepit (keeping it on your left) and move to the bookshelves. Just below the
centre of the bookshelf, there is a hollow between the books. Look there, and you'll
find a key.
Now turn around and examine the firepit. Move around it so that, as you face it, the
bookshelves are on your left. A metal grate should highlight. Open it, and inside
you'll find Lord Randall's bracelet (75, Treasure Count: 879).
SAVE YOUR GAME! This next part is a little bit tricky. Leave this room from the door
you came in through. Once in the hall, turn right and move forward a bit, then turn
left and walk up the ramp, but don't enter the hall. Stay here in the shadows. There
is a patrolling guard out there. If he's near, you may hear his footsteps rather loudly.
Lean around and see if you can spot him...he patrols the whole area outside this hall,
so he may not be near.
You probably noticed the guard standing on a small porch, with two torches lit up
for him. Well, you're going to need to take those torches out. However, if that
patrolling guard is near them when you do, he will be alerted to your presence and
start looking for you. So if the guard is nowhere near the torches, its safe to
extinguish them. If he is, wait.
You need to take out the patrolling guard, and the torches. Do them in whichever order
is most expedient to you. The best way to take out the patrol is to wait for him to
walk by, then move in behind him. The other guard may see you, so you may need to
pause while he decides it was nothing. Try to knock the guard out when he is behind
the wall, so the other guard can't see him.
SAVE YOUR GAME! It would be a shame to fumble now. Once the guard and the torches
are taken care of, head towards the porch. You should be on the walkway to the left
of the porch, as you face it, hugging the left wall, for maximum cover. When you are
able to turn right and move onto the porch, do so cautiously, and once you're close
enough to club the guard, do so. Then turn to the door, and unlock it with the House
Key you just found. Move inside.
SAVE YOUR GAME! A couple of servants are sometimes on patrol in the next room. The
wall that you're facing has a door on the right. Open it, and from in here you will
be able to knock out the torch on the inner wall to your right. This will put most
of the next room in shadows, enough for you to walk in. You can then put out the torch
on the opposite wall from the previous one, if you wish, although it is probably
unnecessary.
The two servants will wander around in this room, the hallway beyond, and another
room (which we won't get to, as there is nothing worthwhile in there). When you get
the chance, knock them both out. Assuming you are still in the large room where you
extinguished the torches, then go forward into the hallway (the entrance is directly
opposite the way you entered this room), turn left, and move down this hall to the
end. Turn right and move to the end of this room.
This is a cell area. In the far cell on the left (as you face with your back to the
entrance you used) is a large spider. You don't have to worry about it, as it can't
get to you. There is an opening in the wall opposite the entrance you used, but it
is also useless to you. That room only contains an Explosive Mine (which, if you are
feeling violent, will do wonders to that trapped spider). What you want is the door
directly opposite the spider's cell. Go through the door and up the stairs. Enter
the next room cautiously, and stay in the shadows.
SAVE YOUR GAME! There are two guards who will patrol into this room. Take out the
fire in the fireplace to give you more shadows to work with. (You can lean over and
just hit the inside of the fireplace with a Water Arrow...the splash will do the rest.)
There is a secret panel inside the fireplace. If you open it, you will find another
fire burning in the opposite fireplace. Opening the panel while the other fire is
lit does NOT increase the illumination in this room, but putting out the other fire
will improve your cover in this room.
Now wait for the guards. I have seen them come in nearly together, so that you cannot
blackjack them immediately. But most of the time, just wait and one will come in.
Take him out, wait for the other, and knock him out as well.
There are three exits in this room (not counting the portal in the fireplace). Turn
so that the exits are all in sight...one on your left, another ahead, the last to
your right. Move forward and go through the exit on the left. Turn right once you're
inside, and move to the end of the room. On the floor near the makeshift bed you'll
find a stack of copper coins (5, Treasure Count: 884). Now leave this room the way
you came in, and turn left into the next room. Near the makeshift bed in here you'll
find another golden goblet (25, Treasure Count: 909). Leave the way you came in. Keep
walking forward, and turn left when you can. In the next room, turn right and move
ahead, turning left again through the doorway there. Ahead of you is a fireplace,
beside which is an entrance to a kitchen area. Don't go forward just yet...we'll come
back here later. Instead, turn right again, and move over to the bookcase in the corner.
Look at the top shelf, and a book should highlight. This is a switch to activate a
secret door. Do so, then turn right again and go up the stairs that have now been
revealed to you.
SAVE YOUR GAME! Things can get very tricky up here. At the top of the stairs, move
through the doorway. To your right will be two sleeping guards. If you want to, you
can ignore the two chests in the room. The closest one contains a Flash Bomb, and
the other a Healing Potion. Turn your attention to the two doors in the room. There's
one directly across from you, and another in the wall to your left. The latter is
the one we want.
Move to the door, and open it carefully. There is a guard who's patrol takes him very
close to this door. Move out into the hall, and stay in the shadows. Wait for the
guard to come around, then club him. (Lift the Healing Potion from his belt if you
can.)
From this point, you should be able to see a large gap in the floor. Directly across
from you, across that gap, is a hallway. In the far corner of the room is another
door. There are two more guards you want to take care of, and they have the same patrol.
Unfortunately, they also usually patrol close together, so you have to generally wait
for the first one to pass and take out the second one first. They will come out that
door I mentioned, and then move towards the hallway across from you, head down it,
and disappear through a door. Also, each one carries a key you can lift. Another
cautionary note...there are two guards on the level below who patrol around, and they
may hear you up here, or even see you through the gap in the floor. Exercise caution!
Once these two guards are taken care of, turn your attention to the door they both
came through to get in here. Move through it, and inside on a table you'll find a
gilded vase (25, Treasure Count: 934).
There are two exits from this room. Go through the one opposite the door you entered
by. In this new room, you'll find another fancy goblet on a table (15, Treasure Count:
949). Leave through the only other exit in this room. Across the hall you'll see a
pair of double doors. Move through them.
Across from the door you entered by are two other doors. This room also contains a
few tables. On the table on the far right side of the room (as you face the two other
exits) are two golden goblets (25, 25, Treasure Count: 974, 999). Now turn to the
exit directly opposite from the way you came in. Use one of the keys that you lifted
from the guards up here, and go inside. Directly across from the entrance in a small
table, underneath which is another key. (You can ignore this, you don't need it.)
The far corner of the room contains a ledger you can read, and another Healing Potion.
The real treasure in this room is behind a secret panel. Beside the door you used
to enter this room is a small picture. Face it. Two panels over to the right is the
secret compartment, inside which is a gold nugget (60, Treasure Count: 1059), a silver
nugget (25, Treasure Count: 1084), and a box containing a safe key. This is what you
will need to get to Lord Randall's vase.
There is another exit from this room. Open the door and move inside. Careful, the
floor is tile in here! Immediately turn left, and on one of the tiers to the bathtub
is a bottle of wine (50, Treasure Count: 1134).
You can either leave the way you came, or turn right and unlock the door ahead (use
the same key as you used to get into the room with the secret panel). Once you are
in the large room with four tables again, leave it via the double doors. In the hallway
beyond, turn right, and continue forward until you enter the room with the large gap
in the floor again. Turn left, move forward as far as you can, then turn right and
move forward. You will see some double-doors ahead. Go through them into the library,
and continue forward. At the end turn right.
SAVE YOUR GAME! Once again, this can be tricky. There are two guards patrolling the
area you're about to enter. If you can see or hear either of them, then you may want
to wait until they are gone before doing this bit.
Go down the ramp ahead, and at the bottom turn right. On a long table in this room
are three candlesticks. The one in the centre is a golden candlestick (50, Treasure
Count: 1184).
There is a door in this room. Turn to face it. Now, sidestep over to the left side
of the room, and wait for the guards. If you position yourself right, you'll be able
to see a doorway far off through the archway you entered, in the direction you're
facing. This is the door the guards will come through. Watch for them there, then
get ready.
These guards, like the ones above, sometimes travel together. If this is the case
here, you will need to let the first one go by, and deal with the second one first.
The guard will enter this room using the same archway you did. If you are hugging
the left wall (as you face the door ahead), you can actually be quite close to the
archway and not be seen. When you get the opportunity, club him. (You may need to
follow him into the next room to do so.) Note that one of these guards has a Healing
Potion you can filch.
Once the two roaming guards are taken care of, you should have free reign to move
about, at least for a while. Now, from the position where you were waiting for the
two guards to come in, you want to turn left through the archway that you originally
entered here from, then turn right immediately. Go through the door you see at the
far end. In the next room is a door in the left hand wall. Open it, and go through
it. Again, you may want to be careful...it's another tile floor.
Upon entering, make a half-turn (about 45 degrees) to the left, and head for the table
in the centre of the left hand wall. There is another golden candlestick on it (50,
Treasure Count: 1234). Then turn around so you are facing a door directly opposite
this table. Go through it. Directly across from the door you just entered by is a
torch. To the right of the torch is a table, containing two fancy goblets (10, 10,
Treasure Count: 1244, 1254) and a bottle wine (50, Treasure Count: 1304). Directly
opposite the table is another, containing a gilded vase (25, Treasure Count: 1329).
To the left of this table (as you face it) is another door. Go through it, turn left,
and go through the door ahead. This new room contains nothing but two mines...one
underneath the table closest the door you entered, and one on the shelving unit
opposite your entrance. Beside that shelving unit is another door. Go through it,
into the night air.
See that large banner on the wall to your left? Well, almost directly opposite it
is a door that you want to go through. In the next room, turn about 45 degrees right,
angling for the opposite corner of the room, and go through the door there. Once
through, you should see light spilling in through an archway on the opposite wall.
Go through that archway. Then turn right, and go through the door ahead into a
bathroom.
SAVE YOUR GAME! Although it's never happened to me, you just may be noticed here.
Turn left, and open the door. The room beyond is part of another guard's patrol. If
he's not in here, then there are two torches near the other door which you may want
to douse before he arrives. When he comes, knock him out.
From the point which you entered the room, turn either left or right. In both cases,
you'll find a stack of copper coins (5, 5, Treasure Count: 1334, 1339) Then at the
far end of the room, directly opposite the door you entered by, is a chest. Pick the
lock and you'll find some silver coins (12, Treasure Count: 1351).
Now turn to the door which the guard used to enter this room, and go through it.
Continue straight ahead until there is a door on your right. Go through it, turn right,
and go through the door ahead. Inside, turn left, and open the box underneath the
desk to get a jewelled bracelet (60, Treasure Count: 1411). Turn around, go forward,
turn right, go forward, turn left, and move back into the hallway. Turn right. Take
out the two torches in the next hallway with your Water Arrows, and move ahead. If
you like, you can pick the lock on the next door, but there are only two Water Arrows
in that room, on a shelf. Personally, I ignore that room, and continue ahead. Hug
the right wall as you move forward. Pick the lock on the next door.
SAVE YOUR GAME! It's possible that the servant in the kitchen will see you as you
enter this room. Once the lock is picked, move into the room, and turn right. On the
shelf ahead is a small diamond (80, Treasure Count: 1491). If you like, on the opposite
shelf is a Fire Arrow.
Leave the room the way you came in, turn left, and head down the corridor. Ignore
the first right turn (which leads into the kitchen), and try to be quick about it
to avoid being seen. Take the next right, and move forward. In the next room, head
for the exit in the wall opposite you. (If you left the secret door open earlier,
you will see two exits...take the one on the right.) Turn right, move forward, turn
left, and move into the next room. At the far end there is an exit on the left wall.
Take it, and go down the stairs. At the bottom, go out the door and immediately turn
left. Go through the exit in the wall you are facing, turn left, and move forward.
Ignore the first opening on your right, and go through the second one. Move forward
through the exit ahead, and in the next room go through the exit you can see. You
should now be back outside of the house.
Turn right, and move off the porch. Then turn left, move forward, and take the first
right. Move down this small ramp, and at the foot, turn left. Turn left again, then
right, and move down this long ramp. At the bottom you should see a large grating...if
you didn't close it when you were here before, it should still be open. If it's not,
open it and move into it...you're back in the sewers.
Turn right, and move straight ahead. Ignore the first right. Keep moving forward.
When you can either go forward or turn left, take the turn. Keep following the tunnel,
and you'll come to a small ramp leading out of the water. At the top, turn right and
open the sewer grating. Open it, and move forward...you'll splash down into a small
pool of water. Turn right, and mantle up onto dry land again. Move forward, turn left,
and move up the ramp. At the top, go through the door to your right. Keep moving forward
until you have to turn, and turn right. Move forward again, moving through the archway
on your left. When you come across a door (either open or closed, depending on what
you did earlier), turn left and move through it.
Once in the next room, turn about 45 degrees to the left, and move forward. When you
find the hallway, enter it and move down it. At the end, turn right, move into the
next hallway, turn left, and move through the door (either open or closed again) you
see at the end of the hall. Turn left, and move through the door (open or closed).
Keep moving forward in the new room, until you reach the end, and turn right. Again,
move forward to the end, then turn left. Move forward, turn left, and move down the
ramp. At the bottom, turn right. Move forward, turn left, then turn right, and move
forward down this long hallway, until you enter the room with a large open sewer grate
in it.
SAVE YOUR GAME! You will encounter at least one nasty in here. Move into the room
past the grate. Then move to the opposite corner of this room, and go through the
opening you find there. In this new room, again move through the exit in the opposite
corner of the room. (Note: There is a grate in the ceiling in this room. Just beneath
it you will find another Explosive Mine.)
When you can choose to turn either left or right, turn right. It is about now that
you will start having to worry about the nasties. There are two spiders down here
(not big ones like the one in Rueben's, but small ones...but still nasty). If you
are lucky, then at some point before you arrive the two spiders down here will have
had a bit of a scuffle, and there will be only one left. (You'll find the corpse of
the other one.) This scenario is the most common I have found. I suggest you catch
this last one when it is moving away from you down the corridor. Shoot it with a
Broadhead Arrow. Alternatively, if you've picked up a Mine, you might want to launch
it into the critter's path. This, however, might alert others to your presence in
the sewers.
Move down this tunnel, until you have to make a turn. Turn left. On the floor in this
small chamber you'll find a Water Arrow and a small diamond (50, Treasure Count: 1541).
Now turn around, and move down the tunnel. Turn left at the junction. At the next
turn (you won't have a choice, the tunnel will just turn) you will find another Water
Arrow and a Moss Arrow on the ground...grab them if you want. Then continue down this
tunnel until it ends.
SAVE YOUR GAME! If you do this just right, you will have no problems. Open the hatchway
on your right, and move through it. Move forward through the opening ahead, and then
immediately turn left. It may be difficult to see, but there's a ladder there. Take
the ladder up. By now you have probably triggered the conversation between two nearby
guards. We want to finish this part before they finish talking, if possible. When
you get off the ladder, fall into the water. Turn right, and move forward until you
can turn right again. Once you have, dive, and swim for the pipehole you will now
see. Swimm through the tunnels down here until you can go no further and must surface
(don't worry...you'll have plenty of air to do this in one swim). Climb out of the
water, and you will see two machines in front of you, one for #47 and another for
#48. Operate #47, then turn around, dive back into the water, and swim through the
tunnels again until you are back in the large pool you started in. Surface, and turn
left so you are facing a brick wall you can mantle up on. Do so, then turn right.
Walk forward, and get on the wood plankings that form a makeshift bridge. Now, see
the window to your right? You need to jump through it. Do so.
[NOTE: Across from this window, if you look, you'll see two more windows, close
together, lit up. This is where there is a patrolling guard, one of the talkers
mentioned above. The windowsill on the right (as you face it from this window) contains
a Fire Arrow, a Water Arrow, and a Moss Arrow.]
Turn left, and follow this short, curving corridor until you can turn left again,
and do so. Move forward a little, then turn right. You should be facing a pool of
water, with a tunnel almost directly ahead of you. Jump into the water, and follow
the tunnel. At the top turn left (your only choice). Garrett will talk about finding
a "back door". Look on the right hand wall for an opening, with a barred door protecting
it. Open the door (as you would any other door).
SAVE YOUR GAME! Due to the proximity of the guards in this area, you may goof up the
first time trying this. Move through the door you just opened, and stop. You'll be
at the bottom of a small ramp, and you should hear voices. Instead of climbing up
the ramp, turn left, and mantle up into the darkness. You've just entered the lower
level of Donal's home. Now arrange yourself in the darkness so you'll be close enough
to whack someone when he walks by. Wait for the two thieves to finish their amusing
conversation. One of them will come walking by you soon. Unfortunately, you aren't
close enough to whack him in the darkness, so you'll have to move out into the open
slightly to do so when he passes. You'll have to be quick though. There's a guard
down the hall that can see down the hallway (somewhat). Once you've taken care of
this guy, turn so you are facing the ramp you decided not to climb, and move forward
into the room where the two were chatting. Hug the left wall as you do so...the guard
down the hall can't really see you that well then.
In this room, turn left. Ah, another corridor! Instead of moving down it though, move
over to the right and wait. The other thief that was doing the chatting will be coming
back shortly. When he does, club him. Then move into the corridor he came down, and
go through a door you'll find on the right. In this room is a chest at the foot of
the bed, which only contains an Explosive Mine. However, if you hop onto the bed,
and look between the wall and its long side, you'll find another golden nugget (50,
Treasure Count: 1591). Leave the way you came in, turn right, and take the left turn
ahead. Move forward, and at the top of the ramp, turn right. Move ahead and take the
left turn right in front of you. Move ahead, and when you reach the end go through
the door on your left. Move through this dark room and go through the door at the
opposite end. Turn right, and pick the lock on this door. Inside, you'll find two
chests. The first one (to the left of the door) is empty. The second one contains
a necklace (50, Treasure Count: 1641). Leave the room, turn right and move back into
the room you used to get here. Move through the door at the end, and continue ahead
until you have to turn right. Take the ramp up and stop at the top.
[NOTE: Before you entered the dark room, there was another door at the end of the
corridor. Inside, if you would like, are three chests. Two are empty, but the one
closest to the door contains a Speed Potion.]
SAVE YOUR GAME! Another patrolling guard is around here somewhere. If you can't hear
him walking around inside, then you may have enough time to rush in and knock out
that serving girl. If you're caught while doing so however...well, aren't you glad
you just saved?
Once the serving girl is taken care of, return to the point just outside the room
and wait. Once the guard comes around, sneak up behind him and put him to sleep.
Across from the entrance you used is a sink containing two golden goblets (25, 25,
Treasure Count: 1666, 1691). Now, move over to the door which the guard used to enter
this room, and go through it. Move down this small hallway, turn right, and move
through the door you see across the hall (be careful...the floor in the hall is tile!).
On a table across from you is a gilded vase (50, Treasure Count: 1741). Once you have
that, turn left, and move through the door ahead.
SAVE YOUR GAME! It is very possible to get caught doing this next part. In the next
room, open the double doors across from you. Inside is a guard standing in the middle
of a tile floor. You have to sneak up on him. Before you knock him out, be sure to
pick his pocket (50, Treasure Count: 1791). Once he's sleeping peacefully, move over
to the table opposite the doors you entered by, and grab the golden vase (100, Treasure
Count: 1891). Leave the room the way you came, and turn right. Across the tiled hallway
you will see another carpeted area. Move over to it (jump over the tile if you don't
want to make any noise), and turn left. Move over to the stairs you see and climb
up them, but stop before moving out into the hallway above.
SAVE YOUR GAME! There are two guards who patrol up here. Wait here in the shadows,
and watch. Knock them out as they come by. Sometimes, they patrol very close to each
other. If it sounds like there are more than one set of footsteps approaching, wait
for the first one to go by, knock out the second one, then go get the first one.
You should now have the upper level all to yourself. From the top of the stairs (if
you're not there now, go back and orient yourself so they are to your back), move
forward and go through the door on your left. You are in Donal's "Banner Room". Whip
out your sword, and chop down the large blue banner you can see from the doorway.
You've exposed Donal's safe. Use the Safe Key which you purloined from Rueben's to
open it, and grab Lord Randall's Sapphire Vase (500, Treasure Count: 2391).
To the right of the safe is a red banner. Cut it down and get the golden goblet from
within (200, Treasure Count: 2591). Turn around, and move forward to the far end of
the room. Turn right, and move through the door ahead on your left.
In this room, there is a small shelving unit to your left, upon which sits a golden
nugget. Take it (100, 2691), then turn around and move through the door directly
opposite the shelves. Grab the Front Door Key from the table (the book is simply a
ledger detailing the thieves' activities of late), and continue forward. Go through
the door on your right, and turn left immediately. Move down this hall, and go through
the door on your left. Just inside, on your immediate left, is a gilded vase (25,
Treasure Count: 2716).
Leave the room the way you entered. In the hall, turn right, and move forward, taking
the left turn at the end. Move forward, and turn left at the end. Move down these
stairs. At the bottom, turn left, and move towards the door ahead. Unlock it with
the Front Door Key you grabbed upstairs, and move outside. Congratulations! You've
pulled off a caper against the Downwind Thieves' Guild!
Section 10: The Sword (Mission 6)
=================================
My best time on Expert: 22 minutes, 29 seconds
Maximum Possible Treasure: 2656 or 2636
Note: In the original game, the Maximum Possible Treasure on this level was only 2636.
Treasures which are unique to Thief Gold are indicated as such.
10.1: Introduction
==================
"Builds your roofs of dead wood. Builds your walls of dead stone. Builds your dreams
of dead thoughts. Comes crying laughing singing back to life, takes what you steal,
and pulls the skins from your dead bones shrieking."
-- Clay tablet in an abandoned Trickster temple
I was contacted by a woman named Victoria. She claims to represent a client who was
impressed by the way I took care of Ramirez, and now wants me to steal something for
him. The target is a magical sword, owned by a nobleman and collector named Constantine.
Little is known about Constantine except that he is an eccentric new face in this
city, and mostly keeps to himself. Victoria says the sword will probably be on display,
but it will be well protected by guards and security systems. She also mentioned that
the guards are tough and organized, and the mansion is confusing to navigate in.
The house was constructed recently, so I've had to piece together my own map, from
observation and hearsay. Sounds like the place is a bit of a maze. I guess if you're
rich enough you can build any sort of madhouse to live in.
This is going to be a challenging job, but it will pay better than the last few I've
taken. As usual, the front entrance is heavily guarded, but I've managed to find
another way in. 'Course once I've picked up the sword I'll still have to worry about
getting back out....
10.2: Objectives: Normal and Hard
=================================
1. Find and obtain the sword. It's probably on an upper level of the
mansion.
2. Take the opportunity to steal other valuables.
3. Leave the mansion with the sword.
10.3: Objectives: Expert
========================
1. Find and obtain the sword. It's probably on an upper level of the
mansion.
2. Take the opportunity to steal other valuables.
3. Pull off the job without having to kill anyone.
4. While you're in the mansion, see if you can dig up any valuable
informatin about Constantine.
5. Leave the mansion with the sword.
10.4: Simplified Objectives
===========================
1. Find and obtain the sword by searching upstairs.
2. Pick up 1,500 in additional loot while you're in here.
3. Don't kill any of the guards.
4. Find some incriminating information on Constantine.
5. Get out of the mansion.
10.5: Before The Mission
========================
What You'll Encounter: Human Guards (Swordsmen), Fly Swarms.
Starting Funds: Whatever you managed to acquire from the Downwinders. (Maximum:
2716.)
Starting Gear:
25 Broadhead Arrows
4 Water Arrows
4 Fire Arrows
2 Moss Arrows
3 Rope Arrows
3 Noisemaker Arrows
2 Flash Bombs
1 Set of Lockpicks
Items for Sale:
30 Broadhead Arrows (Cost: 25 each)
20 Water Arrows (Cost: 50 each)
8 Fire Arrows (Cost: 300 each)
8 Moss Arrows (Cost: 125 each)
5 Rope Arrows (Cost: 200 each)
8 Noisemaker Arrows (Cost: 250 each)
5 Flash Bombs (Cost: 200 each)
7 Mines (Cost: 350 each)
3 Healing Potions (Cost: 250 each)
NOTE: I do not know why your sword and blackjack are not shown under the "Starting
Gear" for this mission, but you DO start with them.
Ignore the Broadheads, the Fire Arrows, and the Mines...you can't kill anyone, so
they are all but useless. On the other hand, you will find plenty of torches to douse,
and you'll need to, so stock up on Water Arrows. Likewise, Moss Arrows will be a great
asset in this mission. Recall that your Rope Arrows are RE-USABLE! One you've finished
using one, collect it so you can use it again. There are no areas where you will NOT
be able to collect your spent arrow, so you don't need to waste your money there.
Flash Bombs are noisy, and unnecessary in this mission. Finally, healing potions won't
be needed unless you fall prey to some of the traps in Constantine's mansion...and
this walkthrough is to help you AVOID those traps! However, there is nothing else
to spend your money on, and you never know what might happen, so go ahead and buy
one or two.
Recommended Purchases: 20 Water Arrows, 8 Moss Arrows. Total Cost: 2000
10.6: Notes Regarding This Mission
==================================
This is a VERY difficult mission. It is nearly impossible to move around on the first
level of the mansion due to the heavy traffic of guards and the tile flooring. Consider
the entire first level a patrol area. Take out ANY guard, ANY chance you get. (Note
that, on tile flooring, you are the most quiet when you walk while crouching.)
Be aware that some of the treasures you find are purses on the belts of guards. There
are four in total...three worth 100 each, and a fourth worth 50.
Also, the place can be somewhat disorienting...some areas of the house look like a
cross between Alice in Wonderland and Winchester Mansion. (For those unfamiliar with
Winchester Mansion, check out http://www.ghosts.org/faq/3-8.html and
http://www.ghosts.org/haunted/haunted.html)
Take note that there are some strange, mystical traps on this level. You may notice
some sort of protrusion coming out of a wall with a strange symbol on it. If you examine
it too closely, the symbol will "fly out at you", and the trap will be set off.
Also note that the locations of the guards as noted in this walkthrough may very well
be dependent on timing. For example, in one instance, I opened a door and there was
a guard RIGHT THERE. I was able to pick his pocket and club him immediately, and it
was just luck I was in the right place at the right time. If something doesn't work
for you, and you find an alternate method, I would very much appreciate hearing about
it.
This mission is the first time you really have to deal with a lot of unavoidable hard
surfaces. For help on getting through those areas, look at Section 3.5 above.
10.7: Walkthrough
=================
You start this mission over the wall, inside the grounds of Constantine's mansion.
Before going into the mansion itself, however, turn right, and move forward. The spot
you want to hide in is in the shadow of the balcony above, where you can see the gate
and a stone walkway. Wait in these shadows, and listen to the guards' conversation
for a moment. Shortly after that, one of them will come into your view. Watch him,
he'll walk towards your area, though not too close at first. When he turns around
to head back, he'll be close enough. He's got a purse on his belt (100, Treasure Count:
100). Once you've lifted it, knock him out QUICK...he's good at spotting you. Even
if he starts to give some sort of shout, you should be able to take him out with your
blackjack. [Note: For those of you who are uninterested in the honourable mention
of picking pockets, you can try to knock him out BEFORE getting the purse...it may
be less risky.]
[An alternative is to wait in the shadows ACROSS from the balcony instead of beneath.
You'll have to watch the guard's turns though, as he doesn't come near you...you'll
need to watch to know when to move in on him.]
Once you've got this guard safely tucked away, return to where you started, and go
in the other direction (the one you started facing in). Move forward until you are
in the next shadowy area. Now, turn to face the mansion, and look up. See that small
wooden area up above? Shoot a Rope Arrow at it (try to get it as close to the outer
edge [i.e.: edge furthest from the house] as you can). Then climb up. Jump off onto
the balcony to your left. [Note: You may find it easier to jump off on the ledge beside
the balcony, and then turn left and jumping/mantling up onto the balcony itself.]
[A note regarding this entry into the mansion. For some reason, once the Rope Arrow
is lodged in the beams above, I sometimes have great difficulty in getting myself
on the rope to climb up if I'm facing the house. I assume this has something to do
with the slope you run up. Instead, try moving up to the top of the slope, and THEN
turning and jumping onto the rope. I find this much easier.]
[To retrieve your Rope Arrow, climb up onto the balcony's ledge, look up so you're
facing the arrow, and jump straight up (NOT forward!). The arrow should highlight,
at which point you can grab it. However, you will also be exiting the house from this
point later. If you wish to leave the Rope Arrow in place to make an easier egress,
then do so.]
Move over to the balcony doors, open, and enter. Immediately to your left will be
some bunk beds. Beside the closest one, on the ground, are three stacks of silver
coins (12, 12, 12, Treasure Count: 112, 124, 136). The door immediately across from
the one you entered by is locked, and cannot be picked. Move to the right (as you
are facing said door), into the next small area. There's a hole in the floor, with
a ladder. Make your way down to the next level. Once down, turn left (as you're facing
the ladder), and go through the opening ahead. Turn right, and you should be facing
a door. [Note: There are some wooden alcoves along the left side of this room, as
you face down it with the door to your right. In the furthest one is a Flash Bomb,
and the one beside it has an Explosive Mine on the floor.]
SAVE YOUR GAME! This is where things start to get interesting and dangerous. The door
in front of you opens onto a hallway with some patrolling guards. The hallway's floors
are hard tile (very loud), and are carpetted at intervals, but not enough to make
your job easy. Also, the guards like to go in and out of the rooms. [Note: This room
you are currently in is not part of any guard's patrol, so it is a good place to hide
bodies.]
Open the door in front of you, and if it is safe to do so, move through the door across
the hall. (If it's not safe, wait for it to be safe.) Move to the second pillar in
this room, and look down. Pick the lock on the safe and inside you'll find a Healing
Potion and a gold plate (50, Treasure Count: 186). Turn, and move to the other exit
from this room (the one you didn't use.)
SAVE YOUR GAME! You might be seen here. Open the door, and wait for the guard to walk
by. You may want to stand a bit back to minimize the chance of him seeing you. Once
he walks by, in either direction, move out, lift the key from his belt, and knock
him out. [Note: A Moss Arrow on the tile floor just near the door might prove helpful.]
SAVE YOUR GAME! Another risky bit here. In the hall where you sent that guard to sleep,
turn so you are facing west. Move to the end of the hall, and turn right. Watch down
this hall (try staying out of sight and leaning into it for maximum protection against
being seen). You should soon see a guard come out of one of the doors down the hall,
come towards you, then exit the hall through a different door. Once he has left the
hall, move onto the carpet, then run down this hall, jumping over the tile sections
so that you land on the carpet. When you reach the fourth door on your right, move
through it.
You have very little time at this point, as that patrolling guard will be coming in
here through the doorway on the right side of the room. You may have time to douse
a torch if you wish. When the guard approaches, keep the column in this room between
the two of you, so that he can't see you. Once he's in a position for you to knock
him out, sneak up behind him, lift his purse (50, Treasure Count: 236) and put him
to sleep. Also in this room, on the wall opposite the doorway, you will find a
gold-gilded vase on one of the counters (50, Treasure Count: 286).
SAVE YOUR GAME! Another tricky part here. Move into the doorway which the guard
entered this room through. In the next room, there will be a torch burning on the
right-hand wall. Douse it. (Note that you will have to walk on some tile to do this
part, so tread carefully.)
At the far end of the room (from where you are), a patrolling guard will walk into
the room, up to the door on his end, turn around, and walk back out. When it is safe
to do so, move over to the end of the room. On your way there, note the candlesticks
on the table. The one in the centre is a golden candlestick (50, Treasure Count: 336).
When you reach door where the guard makes his turn, crouch and wait for him. Make
sure that you are crouching on carpet. When he comes close enough, lift the key off
his belt, and after he's turned, move forward and then club him. (Note that if you
are waiting for the guard while crouching on tile, when you move forward to club him,
he will most likely hear you...the tiniest move seems to alert him to your presence.)
SAVE YOUR GAME! This part can be dangerous for you, if there is a guard in the wrong
position. Move over to the table where you grabbed the candlestick, and jump up onto
it. At about the centre of the table, look up. A door in the ceiling? Why not? Open
it, and shoot a Rope Arrow into the ceiling above. Climb up the rope into the next
room.
There is a single guard on this level, and he patrols through this room. If he's in
here and didn't notice your activities, then keep yourself low on the rope until he's
past seeing, then disengage from the rope, run up behind him, and knock him out.
If the guard is NOT in here however, he's on patrol, which will bring him through
here eventually. You may want to douse the torches in here. There are five total exits
from this room...the door in the floor you came through, a secret door in the ceiling,
two doorways, and one regualr door. With your back to the regular door, the two
doorways are ahead of you and to your right. The guard's patrol brings him into this
room through the door ahead, and he exits from the one on your right. When you get
the opportunity, take this guard out, and you'll have (more or less) free reign on
the second level.
Once you're ready to proceed, take your Rope Arrow out of the ceiling. On the table
in this room is a gilded vase (50, Treasure Count: 386). Once you've taken that, look
over to the left side of the ceiling (with the table to your back). A secret door
in the ceiling? Why not? Open it, and shoot another Rope Arrow up into the next room.
SAVE YOUR GAME! This part presents some risk again. Climb up into the next room. Be
careful where you hop off the rope, as several of the tiles on the floor here are
pressure plates, which set off a shooting face (although it appears that only the
one face takes offense...the one on the right, as you face them). The chest on the
left (with the face to your back) contains a diamond (100, Treasure Count: 486), and
the one on the right holds a ring (100, Treasure Count: 586). There is also a Land
Mine at on the floor between the two chests.
Turn around, grab your Rope Arrow (you may need to jump up to do so), and let yourself
fall back down to the next level. In the room below, move over to the only normal
door. Open it, but do not move through it yet. It's trapped. When the trap is sprung,
a purple energy ball will shoot over to the doorway. Once it dissipates, move into
the room, and look to your left. Beneath that face carving is a gold nugget (100,
Treasure Count: 686). Once you've grabbed it, turn around and leave through the door
you came in. In the next room, leave through the doorway on the right side of the
room. Across a large expanse of tile floor, you will see a greenish room with a torch
burning in it. That's where we want to go. So head over there.
Inside the room, turn to your left. Another face carving, set into a sloping wall.
There is a treasure sitting on top of the carving. Climb up the wall (you will need
to run up it to do this), and grab the silver nugget (50, Treasure Count: 736).
SAVE YOUR GAME! Some more danger here. Move towards the door opposite the face, but
do NOT stand in front of it. Open the door. The face behind you will shoot out a single
purple energy ball, and you'll also be able to see three blasting past you in the
hallway beyond the door. Once those three have gone by, move into the hall and turn
left. Once you hit the tiled floor, turn right, move up the ramp and into the next
room. A couple of repeating energy traps should be going off.
SAVE YOUR GAME! These energy blasts hurt! Move towards the chest in the corner...upon
entry, turn left, and time it so you can move past the energy blasts. Then turn towards
the chest, and move as close as you can. You can open it without getting hit by the
blasts, but you'll have to pick the lock. Inside is a diamond (100, Treasure Count:
836). Now, leave the room (timing the energy blasts again), go down then ramp, and
turn left back into the hallway.
[Note: While you are performing the above procedure, you may hear a guard calling
out to you. This is one of the ones on the lower level, and you shouldn't worry about
it.]
Back in the hallway, move forward past two sets of double-doors on your left. (If
you hear the sound of energy balls shooting, move over to the side of the hallway
and wait for three of them to pass by...you've managed to trigger the trap again.)
Stop at the next door on your right (it will be the last door in this hall on that
side). Turn, pick the lock, and go inside.
You should see a bed at the other end of the room. On the wall to the right of it
is another face on the wall. Move towards it, but stay on the right side of the face
(as you face it), and not to close. Then, inch your way forward until you can grab
the two rough diamonds (50, 50, Treasure Count: 886, 936). (The trap should go off
when you've got the diamonds within reach, ie: one of them is highlighted).
At this point, the game differs slightly between the Original Thief and Thief Gold.
If you are playing the original game, then turn around, and move past the bed (keeping
it on your right). Then turn right, and move up onto the dais that the bed rests upon.
Look at the ground here, carefully. Hidden in the pattern on the carpet is a key.
Once you've got the key, leave this room the way you came in, returning to the hallway.
If you're playing Thief Gold however, they've moved the key on you. There is another
door in this room. From the face on the wall, turn 180 degrees, and it will be in
the far wall on the left side. Go through it, turn right, and the key will be on the
table. (There is a papyrus on the floor beneath the table, which you can ignore.)
Once you have it, leave this room the way you came in, move forwards through the next
room, and turn right, leaving the room and returning to the hallway.
The game is now the same for both versions. Back in the hallway, turn right. Move
forward, and go through the next door on your left. Ignore the door in the room across
from you, it just opens onto a wall section with a face carved into it. Turn right.
There are two tables in front of you. On the left table you'll find two goblets (15,
15, Treasure Count: 951, 966). One is slightly hidden behind the potted plant, so
move far back into the room to get to it. On the right table is another papyrus, which
you can also ignore.
Leave the room, turning left in the hallway. Move forward and enter the next room
on your left (this will be the last room in this hallway). It should be fairly dark
with a roaring fireplace. This next part can be done with the fire still roaring,
but a Water Arrow would not be remiss. Face the fireplace, crouch, and move into the
fireplace (stick to the left side). Once you're in the back of the fireplace, turn
left, and pull yourself up onto the ledge back there. Grab the gold nugget (100,
Treasure Count: 1066). Now, make your way back out of the fireplace.
In the corner to your left, you should now see a chest. This chest is trapped...when
you open it, the faces in the walls shoot purple energy balls out of their mouths
at you. So, face the chest at an angle, stay back, and open it. You should avoid the
traps, and get another gold nuggest (100, Treasure Count: 1166). Go back out into
the hall, and turn right.
[Note: While unnecessary to do this, you may feel you need another Healing Potion.
If so, when you are out in the hall, turn left instead of right, then turn right at
the corner. Go down this hall and take the first left, into a dark guardroom. There
are two chests in here, both locked. The one on the left contains a Healing Potion,
the one on the right contains a deer's leg. Be careful moving down the hallway, as
there is an opening down to the first level, and a guard can hear you moving about
up here in this area. When you're done, make your way back to just outside the fireplace
room.]
Move down the hall again, stopping at the first set of double doors. Open them.
SAVE YOUR GAME! You're about to re-enter the first level, which still has a couple
of guards here and there.
Move down the stairs in the next room, but stop before the first turn. You want to
move so you're in a position to see down the stairs and through the archway at the
bottom into a tiled hallway with a rug. There is a spot just near the torch in the
wall where you are completely hidden. While you wait, you might want to shoot a Moss
Arrow at the tile floor between the wooden one and the rug. It may be necessary to
move across that section.
Eventually, a guard will walk past. He will either come through the room with the
wooden floor beneath and turn into the hallway, or he will be in the hallway, moving
either to the left or the right. If he's moving towards the right, he'll turn and
enter the room with the wooden flooring, then make a turn moving away from you. No
matter which way he's moving, once you can move without him spotting you, move in,
pick his pocket (a key), and knock him out.
With that guard taken care of, this section of the mansion is clear, except for one
other. He's not too close, so for now, you don't need to worry about the tile. Across
the hall from the stairs is a door. Open it, and step into a bar. Move behind the
bar itself. On the far shelf (at the end of the bar, as you move down it), you'll
find two bottles of wine (50, 50, Treasure Count: 1216, 1266). Now, turn around, so
you are facing the bar, and look down...you'll find a secret panel in the bar. Open
it, and collect the three golden goblets (25, 25, 25, Treasure Count: 1291, 1316,
1341). You may have to do a bit of hunting for them, but they're there. Once you've
got them, move back to the door you used before, and go into the hallway. Turn right,
and go through the first door you come to on your left. Once inside, turn right, and
go pick up the vase off the table (100, Treasure Count: 1441). Go back into the hall,
turn left, and go through the first door on your right. Pick up the two goblets from
the coffin-shaped table (15, 15, Treasure Count: 1456, 1471).
[There is one more guard in the mansion proper on this level, and he's close. While
unnecessary, if you wish to do this part, here's how: SAVE YOUR GAME! Now, there is
another door in this room besides the one you entered through. Open it, and move
carefully into the hall. See the doorway across from you, leading into a room with
cavern-like walls? You want to go in there. Before you do though, you may want to
use a Water Arrow to put out the torch. Once you've done that, you can enter the short
hall, and take the turn on your right. Don't be too anxious...that guard is VERY close.
It's also possible to douse the one in the room with the guard, but the torch is in
a difficult spot. As you face the small stairway down, it is on the same wall as the
staircase, on the left. You have to angle yourself and lean so you can just see the
bottom of the torch, then shoot a Water Arrow near it. Splash damage does the rest.
Now, see the guard walking his patrol down there? It's not a very large patrol, so
you'll have to time your move just right. When you've got it, go down there and send
him to bed. The chest holds another Healing Potion. Then turn around, go up the stairs
and turn left, moving into the hallway. If you want another Fire Arrow, turn left,
and move forward until you have the fire-fountain on your right. There's a Fire Arrow
in the fire. Now head back the way you came, and return to the room with the
coffin-shaped table.]
Leave this room the way you came in (if you did the extra bit above, then leave this
room from the other door.) Once you're back in the hallway, turn left, and follow
the corridor. Keep moving forward until you come to an opening on your right with
wooden flooring (this is the room across from the bar). Turn into there, and then
turn left almost immediately. Move forward to the tile floor, and stop.
SAVE YOUR GAME! Hard tile will give you away every time. Sneak into the hallway, turn
right, and move forward, turning left at the corner. (Before you do take that left
turn, you may want to consider using a Water Arrow on that torch in the corner, and
perhaps a couple of Moss Arrows on the tile.) You should see a grassy area ahead.
There is a guard patrolling through there, so tread carefully.
NOTE: This next part is described under ideal conditions. However, that may not be
the case. Read a bit ahead if you normally do not, to find out what to do in other
situations.
As soon as you hit grass, turn slightly to the left and move into the dark patch ahead,
just to the left of the canal. This is a very good place to hide, both for yourself
and anybody you put to sleep. Turn around so that you are facing the opening you came
through, and wait. Soon, you'll see a guard approaching from an area to the left.
Wait until he's turned around, then run up behind him, lift the purse off his belt
(100, Treasure Count: 1571), and knock him out. (If you needed to put out the torch
because a guard was noticing you, this will be the same guard.)
If, however, after waiting for a while, no guard shows, then you have the "less-
than-ideal" condition. Remember when you were upstairs, and you could hear a guard
downstairs searching for you? Well, it was the guy you're waiting for now. If he hasn't
shown, it means that you managed to stop his patrol. He's standing motionless in
another room. Go and find him. When you do, I'm afraid you'll have to move in behind
him and take him out, probably adding a good minute or more to your time. I tried
making him move again with Noisemaker Arrows and other means, but then I was unable
to knock him out...he just kept coming.
[Note: In any of the rooms with water, if you look into it, you may spot a Water Arrow
at the bottom. If you like, once all the guards are taken care of you can swim around
these waterways collecting them.]
Once the guard is taken care of, this section of the garden will be clear of guards.
Move to the entrance you used to come into the garden, and move past it (keeping it
on your right). Turn right at the next opening, and move across through the next room,
into an odd looking room with water floating near the ceiling. Move to the end of
the room, and turn left. Hidden in a small patch of dark here are two stacks of gold
coins (25, 25, Treasure Count: 1596, 1621). Now, move to stand beneath the water.
SAVE YOUR GAME! This next part can be a little bit tricky. Look up, through the water.
Shoot a Rope Arrow up and through the water, grabbing a hold of the wooden area above.
Climb up into the next room. On a table in this room is a golden-gilded vase (50,
Treasure Count: 1671).
[Note: If you look up, you'll see the wooden beams in this room all meet in the centre.
If you use a Rope Arrow to get up there, in the centre you'll find a Moss Arrow, a
Fire Arrow, and a Water Arrow.]
Once you've grabbed everything you intend to get, go back to the water and grab the
rope dangling down into it. While holding the rope, retrieve the Rope Arrow attached
to it. You should fall into the water, which will slow your descent slightly, and
you'll land again in the room below.
Once down there, exit the room. In the next room, take the first path on the right.
Take it until you can see the gilded vase, and grab it (50, Treasure Count: 1721).
Now, turn left, move forward, and take the exit on the right. Move through the next
room, into a nursery of sorts (a plant nursery). Move to the end of the room opposite
from the doorway, and turn left. Take the stairs down.
This door is locked, and cannot be picked. However, the key you picked up upstairs
will unlock it. Move through the door, and follow the path. At the first T-junction,
turn right (left is a dead end). At the next T-junction, turn either left or right,
it doesn't matter. Move until you come to an opening (on your right or left, depending
on which side you followed), and move in. There should be a chair and a couple of
tables in this room. Pick up the bottle of wine (50, Treasure Count: 1771) and the
goblet (15, Treasure Count: 1786) off of the one table. Look underneath that table,
and you'll find a papyrus. Get it, and read it. This is the incriminating evidence
against Constantine you've been looking for. (If you'd like, you can read throught
the book of magic on the next table as well.) That's all you need down here, so leave
this area the way you came in. Once you're back at the top of the stairway, turn right,
and leave the nursery.
In the next room, turn right, and you should see a door. It's locked. You can pick
this lock if you like, or use one of the keys you pilfered from the guards earlier.
Inside, on the floor on the right, you'll find two golden vases (100, 100, Treasure
Count: 1886, 1986). Exit this room, turn left, and move into the grassy area.
SAVE YOUR GAME! There are still three guards on patrol down here, and this next
manouevre will put you in a position to be sighted by two of them. If you are, just
reload your game, and wait a little before trying it.
Turn left, and move forward. Move past the large pool/canal in the next room, and
continue into the room beyond, where there is a well. Turn right, and move forward,
keeping to the right. Take the next right down a small slope, into an indoor garden
style room.
In this room, you may want to move quietly and crouched, as you need to move into
position to whack a guard. Turn left, and move over the bridge ahead. Then turn right,
and move into the archway ahead, but don't go all the way through. In this archway,
you can position yourself so you are completely hidden. Now, wait for the guard to
walk past you, then sneak out, grab his purse (100, Treasure Count: 2086), and whack
him.
Facing the waterway in this room, there should be an exit in the wall on your left.
Go through it.
[Note: In this room, the overhang has a Moss Arrow on top of it. To get it, move to
the opposite end of the room {directly opposite from the door you entered), turn around,
jump, and mantle up onto the overhang. Grab the Moss Arrow, then fall back down to
floor level.]
There is another in this room, to your left. Go through it, turn right, and at the
T-junction, turn right again. Follow this passage until you can turn left. Do so,
and move forward, stopping in front of the flower on the ground in front of you.
This is the most insidiously hidden treasure I've encountered (with the ring on the
carpet in "Assassins" a close second). Look down at the plant. The stamen is a gold
nugget (100, Treasure Count: 2186).
EXPERIMENT AREA: If you move just a little further from this point and turn left,
you'll find a tunnel with a glowing mushroom at the end. If you try to pick this
mushroom up, it disappears from the ground, and the lights go out in here, but it
does not appear in your inventory. Does anyone know what this is all about?
[If you want to get another Moss Arrow, then from this plant, move forward and take
the very first left. Continue down this tunnel until you can't move forward anymore.
Turn right, then turn left, and then take the next right. At the end of this darkened
tunnel you'll find a Moss Arrow on the ground. In Thief Gold, it is partially hidden
beneath a plant. I cannot remember if it was also hidden like that in the original
game. Work your way back to the intersection plant you de-flowered.]
Turn right around, and move forward. Turn right, push forward, and take the next left.
Move forward and take the next left again. You will be facing the room with the overhang.
Enter it, and the leave it through the other exit. In this room (the one where you
whacked the guard), make a half turn to the right, and move past the stump in the
centre. Ahead you should see an exit (the one you originally used to come in here).
Move through it into the next room. From the entrance, move straight across to the
other side of the room, past the bridge.
Turn left and look down. See that canal? Dive in, then turn right. Push forward (you'll
be swimming against the current), and surface for air when you can. When you do, you
should still be in a dark enclosed area, so no one can see you, with another room
up ahead.
SAVE YOUR GAME! It's quite easy for you to be caught here, if you time this wrong.
Swim forward into the next room. On the right you will see a wooden staircase. (At
this point, if you look down, you should be able to get another Water Arrow.) Turn
right to face the staircase, and pull yourself up. Climb up the stairs, and push
forward, following the corridor until you come to a set of doors. Use the key you
found upstairs on this door to unlock it. Then move into the room, and go all the
way down to the other end. Pick up the four golden goblets on the altar (25, 25, 25,
25, Treasure Count: 2211, 2236, 2261, 2286). (Ignore the door on the right side of
the room...it's lock cannot be picked, and there is no key for it.) Leave the room
the way you came in, follow the tunnel back to the stairs.
[NOTE: This walkthrough is leaving out a small area on the ground floor. It contains
a few items that you might like, but nothing that you need. If you wish to explore,
there are a total of two guards left, one with a key on his belt. The items you can
find are a Flash Bomb (on a shelf in a large room with grass), an Explosive Mine (same
room, opposite shelf), a Moss Arrow (atop a strange ramp-like structure that leads
nowhere), a Water Arrow (in the room with a tile well), and a Fire Arrow (in a
torch-like niche in a hallway). You can get to these areas by jumping from the stairs
over the canal, and going down the passage immediately ahead. You'll need to take
out one of those two guards in that hall, however.]
NOTE: THE LARGE SECTION AFTER THE NEXT PARAGRAPH IS FOR THIEF GOLD ONLY! IT DOES NOT
EXIST IN THE ORIGINAL GAME! Original Thief players should do the following instead:
[Stay hidden in the shadows up here. Look around the corner, and take out that torch
you see. Then wait for the guard to come by. Once he leaves again, move down the stairs,
jump over the canal, and move into the corridor. Turn left, move up behind the guard,
and whack him. Then move forward again. Turn right, and move forward slight. Don't
leave this little alcove, and stay in the shadows. Wait for the next guard to come
by, and when his patrol takes him past you, move in, lift the key from his belt, and
knock him out. In the wall directly across from the alcove you waited in are two exits.
Take the one on the right (as you face it), move forward, turn right again, and move
down to the end. Turn right, and move into the room you see ahead, with a door in
the ceiling. Open the door. Now, move to the wall which has the torch on it, and turn
so your back is to it. Now look up. There is a stained glass window on the ceiling
in the room above. You want to shoot a Rope Arrow in the red area just beneath it.
When you do, grab the rope, climb up, and jump off in the new room. Turn around and
look for an exit. When you find it, crouch and move through it. At the far end of
the room, you'll find a golden candlestick (50, Treasure Count: 2336). NOW SKIP DOWN
TO THE SECTION WHICH SAYS "ORIGINAL THIEF PLAYERS START AGAIN HERE!"]
SAVE YOUR GAME! Once again, if you time it wrong, you're caught. Move down the stairs
and jump across the canal. Move just past the pillars, and turn right. Look at the
side of the pillar that faces away from the water, and you will find a switch hidden
in the carven face. Operate the switch. Then turn so you're facing the canal, and
dive in again. Turn left, and move through into the tunnel, stopping before the sloping
passage downwards that you can see.
SAVE YOUR GAME! If you're low on health at this point, you might want to consider
taking a Healing Potion. You've got some swimming to do, against a strong current.
While it is possible to make the trip without running out of air, you cut it very
close.
Turn so you're facing the downwards passage mentioned above, take a deep breath, and
dive. Follow the passage as best you can, turn right inside the red passage, and move
forward. Follow this passage, and you'll come to a spot where you have to go straight
down. Do so.
It's a bit hard to orient down here. While you are travelling downwards, check your
compass. You want it to show north pointing to the left side of the screen. When it
does, orient your view so you can swim forwards again, and swim underneath the wall
ahead. As soon as you have done so, surface for some more air.
SAVE YOUR GAME! Phew! Okay, turn so you are facing in the only direction you can go
in (while still breathing, that is), and push forward. Follow this tunnel to a
waterfall, and drop down. There is a guard that will be patrolling in this section,
but its unlikely he'll be in a position to see or hear you at this point. Keep your
eyes peeled for him, and when you find him, lift the Healing Potion off his belt,
and knock him out.
A note about this guard: This is not your average, everyday guard. This guard was
apparently bitten by the same radioactive spider that turned Peter Parker into
Spider-Man. One time this guard caught me, and I tried running for him. He climbed
the bloody walls! But I digress....
[Although unnecessary, there is a Breath Potion in this room. Find a little circle
of stones, and look inside for it, if you want to get it.]
With the waterfall to your back, move forward, down the pathway into a very small
town setting. Feel like Gulliver yet? In here, turn left, and head for the stone wall
you see. Mantle up, and dive into the water. Ahead, you should see what looks like
a sewer drain. Enter it. Follow the tunnel into a room where you have to dive, and
do so. Once you're down, swim into the underwater tunnel, and move down it. When it
ends, turn yourself upwards and swim up into the air. (Don't ask me what that golden
ring is, I haven't the faintest idea.)
What's this? First Gulliver, now Alice? You're currently swimming around in a giant
sink. Position yourself so that you're facing west. Now swim over to the edge, and
pull yourself up.
NOTE: This bizarre area has three guards in it, two of which patrol in this area.
However, they patrol a very large area here. If there's one nearby (you can see
movement on the carpetted area below), you may want to wait before leaving the sink
area. If not...then proceed.
This room is a veritable stockpile of weaponry. I'm not going to give specific
directions on how to get all the items in here, but here is an inventory of what I've
been able to find:
1 Rope Arrow - Stuck upright in the rug near the tub of water.
3 Rope Arrows - Stuck into a giant pincushion, top left shelf
4 Fire Arrows - Matchheads in giant matchbox, top right shelf
3 Water Arrows - In the tub of water (NOT the sink!)
2 Moss Arrows - Disguised as mould on the cheese
2 Water Arrows - Inkwell on the desk
1 Speed Potion - Mousetrap
3 Noisemaker Arrows - In the chest
2 Rope Arrows - In the chest
2 Moss Arrows - On the bed
SAVE YOUR GAME! This manouevre can be difficult, and if you don't do it correctly
it will cost you your life. Turn left, and move to the corner of the sink. Look down,
and shoot a Rope Arrow into the leg of the table. Don't shoot it too high, aim low.
Then, run off of the edge you're standing on. Don't jump, just fall. If you positioned
the Rope Arrow correctly, it will break your fall for you, and you won't take any
damage. And if you aimed low enough, you'll be able to retrieve it as well. :)
Now turn right. Move towards the table sitting in front of the couch. When you get
close, shoot a Rope Arrow into the table, near the left leg. Climb up, and mantle
onto the coffee table. Turn left, and jump across the gap to the couch. Move forward
to the back end of the couch, and drop down (if you do it properly, you won't take
any damage...but if you do take damage, it's only a single point). Turn right, move
forward, and grab the two coins (10, 10, Treasure Count: 2296, 2306). Now turn around,
and move forward to the die that someone lost down here. Hop onto it, turn left, and
mantle up. Mantle up again to get back on top of the couch. Move forward until you're
at the front edge of the couch.
SAVE YOUR GAME! Doing this wrong will hurt! Look down, and you should see your Rope
Arrow. Run off the edge of the couch towards the rope, just like last time. The rope
will slow your fall enough for you to land safely (and possibly retrieve your arrow
as well).
Now, turn so your back is to the table, and move forward. When the couch has passed
by on your right, turn right and move to the end of the couch. Turn right again, and
move down near to the end of the couch again.
SAVE YOUR GAME! Patrol area again. Same two guards. If they are on the other side
of the couch from you, that's great. If not, and you can see them, then wait for them
to pass. If you can't see them, then you may have a LOOOOONG wait. You can try chancing
it though. If you happen to cross their path in the dark shadowy area you will pass
through, they shouldn't see you.
Turn left, and move forward until you are able to turn left again. After doing so,
move forward a little, and turn left again. Move forward to the end of this dark area,
and turn right. Move forward all the way to the end, and turn right. Move forward
to the end, and you'll find an exit in the wall that looks like a mousehole. Go inside.
SAVE YOUR GAME! Doing this wrong could mean a nasty fall. Look up. You will need to
shoot your Rope Arrows into the ledges one by one. Shoot a Rope Arrow into the ledge,
climb up, then turn around, shoot another into the next ledge, etc. It will take a
total of three Rope Arrows (but you can retrieve each one once you're no longer using
the rope).
When you've reached the top, turn so the wall is on your left, and move forward. To
your left will be an opening. Move into it, and follow this tunnel until you reach
a tiled area. You will see a red button on the wall. Push it to open the exit. Move
onto the tile, and turn so your back is to the button. Move forward towards the exit.
Before jumping out though, look down, and grab the golden candlestick (50, Treasure
Count: 2356). Now move into the next room, falling into it.
ORIGINAL THIEF PLAYERS START AGAIN HERE!
[Note: From this point on, there will be a slight discrepency in the Treasure Count
between Thief Gold and the original game. This FAQ is keeping track of treasure using
Thief Gold. Original Thief players will have a treasure count of 20 less from this
point on.]
Now look up at the hole in the ceiling. Although it is hard to see, there is a table
on its side up in the next room. You want to shoot a Rope Arrow into the table (its
a narrow target, but quite easy to hit). Once you've done that, climb up into that
room, and hop off the rope.
My goodness...the whole ROOM is on its side! Retrieve your arrow if you like, then
look around for the only other exit in the room. Move over to the pillar beneath it,
and mantle onto it (jumping onto it causes problems). Then mantle up through the window,
and move forward through this room and into the next. You should see a door ahead
and on your left, where you can see red through it. Move over there, and go through
it. In this small area, you will be able to see tile floor ahead. Move up to it, but
don't step on it. Now look slightly to your left. There's a sort of cave-like opening.
You can do a running jump across the tile and land on the grass. Do so.
SAVE YOUR GAME! The guards get very numerous hereabouts. Follow this grassy tunnel
up, and you'll soon find a vine dangling down. From here, you should be able to see
up into a hallway, with some torches burning. Position yourself so that you can take
out the torches from down here. As you're facing the hole, you want to take out two
to the left, and one to the right. Now climb up through the hole. Don't use the vine
to do so, just scramble up the incline. Careful, you're back on tile floor again!
If you've been saving up your Moss Arrows, this would be a good place to start using
them. If you made the recommended purchases at the start of this mission, that should
give you about 10 Moss Arrows, which should be enough for here. Whether you use them
or not though, start creeping forward. A guard will come through eventually. Knock
him out. Move past the first opening on your right, and take out the next torch ahead.
A little further along, the passage forks. Take out both torches brightening the halls,
one down each fork.
SAVE YOUR GAME! There is a guard which patrols down each fork. The one down the
left-hand fork moves into this intersection. What you want to do is move in behind
that guard after he turns, and club him. However, you don't want the guard down the
other fork to see you do it. Your best bet is to wait a second or two after this guard
has moved back down his fork before rushing in and putting him to sleep.
Move forward a little. See that vine dangling down? Grab onto it, and climb up a ways.
From here, you have two holes you can jump to. If you're still facing the direction
you were when moving down the hall, the hole you want is on your right. Jump into
it, and follow this tunnel until it ends, emptying onto a tiled hallway. Enter the
hallway, turn right, and move forward. Ahead, you'll see a small ramp. Climb up the
ramp into the next room, and turn left.
You should be looking down a tunnel that looks like it comes right out of a funhouse.
Follow that tunnel to the end. Step onto the grass, and move forward. Ignore the
turning on your right, and take the left turn ahead. You should be standing on a stone
walkway in outer space. Move to the the end of it, and look down at the walkway. There
is a diamond there (100, Treasure Count: 2456). Now, turn left, and across a gap,
you should see another stone walkway. Run and jump the gap to land on it. On the first
step is a gold nugget (100, Treasure Count: 2556). Now run forward into the grassy
area. At the end of the tunnel, turn left, crouch, and move into the tiled hallway.
Immediately, turn right, and follow this tunnel up as far as you can. It will take
you back to the hanging vine. Jump onto the vine, and drop back down into the corridor
below. Turn left, and move down to the intersection ahead, but don't enter it.
SAVE YOUR GAME! Another guard to take out now. Make sure you're hidden well, and lean
out to watch when the guard patrolling the other fork is coming and going. Moss Arrows
will really help you here, so take the opportunity to use one or two on the tile ahead.
When the guard comes up the ramp, he will almost immediately turn around and head
back down. Move in behind him now and knock him out.
At the top of the ramp in question, turn right (as you face down it). Take out the
torch ahead, and move into this small hallway. Turn left, and take out the torch down
the hall. Move forward, but don't actually enter the next hallway. There are two guards
down there.
SAVE YOUR GAME! These two guards, while stationary now, will start a patrol once you
sneak almost out into their corridor. When they start talking, sneak back into your
dark hallway. You want to be positioned near the hall where the two guards are chatting.
Once they start their patrol, the first guard will come around the corner. Blackjack
him (you may need to wait for him to actually start walking down your corridor). Just
leave him where he falls, and wait...the second guard is close behind. Give him the
same treatment.
Now, move forward into the corridor they came from, and turn right. Move ahead, and
take the first right.
SAVE YOUR GAME! This part can be dangerous if you screw it up. If you have any Healing
Potions and your health is low, you may want to take one now.
Once you are just inside this room, move over to the left. Stay in the shadows. Look
up. Ah, the object of your quest!
This part is a little hard to describe, but I'll do my best. The sword is suspended
above, and the construct which it hangs over is in something of a circular "room".
At the base of this (the part which is closest to this room) is what appears to be
a band of metal running around the circle. But above it, the material is soft enough
for you to shoot a Rope Arrow into. That's what the plan is. Also, note the pattern
the lights make on the floor around the construct.
Move forward, but stick to the left of the room. Turn about 45 degrees to the right.
You want to be in a position so that when you're facing this direction, your view
is exactly across the second shaft of light. Now look up at the area you want to shoot
into. Basically, if you don't change your facing, you will just have to look up and
shoot your Rope Arrow into the area just above the metal band.
[I hope that was not too confusing for anyone. If anyone can provide a better
description for this, by all means, please let me know!]
Keeping to the shadows, make your way over to the rope. Get on it, and climb up. Note
that a lot of the time, you will be in shadows.
At this point, it doesn't really matter if the guards see you or not. However, you
should know that there are three of them patrolling around the room you're in, and
at least one has a bow. [Also, at least one of them has a Healing Potion you can lift
off his belt.]
Move high up onto the rope, and turn around. You will now need to jump off the rope
and land on one of those thin rails around the sword. However, if you jump and fail
to land, try to grab the sword anyways...sometimes you will succeed, and the fall
may not kill you.
Once you're on the rail, turn and grab the sword, then fall down into the circular
construct. After you've landed, crouch, turn to face north, and walk off the platform
you landed on. Move out the doorway ahead, and turn left. Move down this hall, and
fall through the hole ahead. From here there will be about three passages you can
follow. Head down the one where you can see tile floor beyond. At the bottom of the
slope (at the edge of the tile), turn slightly left, and move forward through the
doorway onto wooden flooring. (You may want to jump across the tile.) Push forward
into the next room, turn left, move forward a bit and take the next right, move forward,
and then turn left. Move into the green area. Follow this pathway as far as you can
(there aren't any real deviations), and you'll come to a long slope downwards, covered
in tile. Move down to the bottom, staying on the left side of the slope.
Once you're at the bottom, turn left. Move ahead until you reach a four-way junction.
Turn right, and move into that open doorway you see ahead.
[Note: If you're interested, follow this hall instead until it ends at a door. Go
through it and in the next room, in a dark corner to the right of the bed you'll find
a Water Arrow. Read the book on the table if you like, then go through the door opposite
the one you entered. Look down into the bathtub, grab the Water Arrow at the bottom,
and then work your way back to the open doorway mentioned above, and move inside the
next room.]
Inside this upside-down room are two Fly Swarms. Attached to the ceiling between them
is a chest.
Move to the right side of the room, and walk forward, until you can angle yourself
so you are facing the chest BETWEEN the two swarms. Look up towards the chest, and
edge yourself forward until you can open it. Doing so drops a diamond on the floor.
Grab it (you may need to edge forward a bit more to do so, and/or crouch, but you
can still do it without getting bitten by the Swarms) (100, Treasure Count: 2656).
Now, turn so you're facing away from the door you entered by. Open this new door.
Run through the Swarm and into the hall beyond.
There are now two ways you can do this. See that hole in the floor ahead?
1) You can leap across it, unlock the first door on your right, and move through the
open door ahead in the next room, then leap off the balcony and onto the grounds below.
This will HURT though, and you may not survive it.
2) Fall through the hole in the floor, and continue down the corridor. Follow it,
taking the left at the end, and continue moving forward, until you have a large opening
on your right. Turn into that opening, and run out onto the grounds.
No matter how you do this final part, congratulations! You've proven yourself an
exemplary Thief!
Section 11: Cutscene - Victoria
===============================
[Note: Anything placed between square brackets is my addition.]
[Scene: Garrett's apartment. Soft knocking on the door. When no reply comes, knocking
repeats.]
"Garrett? It's Victoria. I trust you made it back alive? You've done well, Garrett.
Come with me, and bring the sword. There is someone you have to meet. It's time for
the payment you've been promised."
[Garrett opens the door.]
"Yes."
[Scene changes. Garrett, lounging in a chair before a fireplace, Victoria and another
man standing in front of him.]
"A refreshment, Mister Garrett? I'm in the possession of a superior brandy, that has
the most...restorative...effect."
"I prefer my payment in CASH...not liquor, Mister...ahh..."
"My apologies. I've been watching you, Mister Garrett. So closely, in fact, that I'm
afraid I'd forgotten we haven't actually met yet. I am...Constantine."
"All this time I thought you were going to pay me. You've brought me here to kill
me?"
"But you have it all wrong, Mister Garrett. Would it surprise you to know that it
was I who hired you to steal my own sword. Yes. You see, Victoria and I are..."
[Victoria interrupts.]
"Old associates."
"Yes. You were being tested. Do you understand? And I must say, you more than live
up to your reputation. You are quite an extraordinary Thief."
"Testing me? What is it you want from me, Constantine?"
"I am a collector, Mister Garrett. But there are some...items, that are not available
for purchase. They must be acquired using other means. In this case the item in
question would be best acquired by thieving. Not simple thieving...no. I need an
artist. Like yourself."
"What exactly IS this...item?"
"It is the gemstone called The Eye, for it's unusual..."
[Victoria interrupts again.]
"Appearance."
"Yes. Kept hidden in the sealed cathedral deep inside the halls of the scum Hammerites.
Oh, but forgive me. You are, possibly...friendly...with the Order of the Hammer?"
"No. Fanatics make unreliable friends."
"Excellent. I am prepared to offer you quite a sum. A hundred thousand, upon receipt
of The Eye."
"I don't see how I can refuse such an offer."
"Marvelous. Victoria can fill you in on all the particulars. And Mister Garrett...the
sword. Keep it. You have earned it. But also...I believe you'll find it useful in
your quest...."
Section 12: The Haunted Cathedral (Mission 7)
=============================================
My best time on Expert: 36 minutes, 10 seconds
Maximum Possible Treasure: 2635
12.1: Introduction
==================
"Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst
us. Our bands of iron and hammers of stone prevailed not, and some did doubt the
Builder's plan. But the seals held strong, and the few did triumph, and the doubters
were lain into the foundations of the new sanctum."
-- Collected letters of the smith-in-exile
The Eye that Constantine wants is in the abandoned cathedral of the Hammerites. The
cathedral is located in the section of the city that was deserted years ago, after
some kind of catastrophe. I've heard stories of the incident...most are wild rumours
about hordes of zombies and raging fires. Now that part of the city is walled off...no
one's allowed to go in. Not that many people would dare to in the first place.
Maps of the area are easy to find...in attics, and old trunks...but, like all of them,
the one I've got is over fifty years old. I'll make my way through the ruins to the
Hammerite cathedral, and find a way inside. Once I get inside the cathedral, I'll
have to locate The Eye.
Something tells me that this is not going to be easy. But for the amount I'm getting
paid...I'm willing to take some serious risks....
12.2: Objectives: Normal
========================
1. Find the Cathedral.
2. Find a way to get inside the Cathedral, and steal the Eye.
3. Take the opportunity to steal other valuables.
4. Exit the ruins.
12.3: Objectives: Hard
======================
1. Find the Cathedral.
2. Find a way to get inside the Cathedral, and steal the Eye.
3. Take the opportunity to steal other valuables.
4. A valuable item called the Serpentyle Torc is reputed to be
somewhere in these ruins. Find it.
5. Exit the ruins.
12.4: Objectives: Expert
========================
1. Find the Cathedral.
2. Find a way to get inside the Cathedral, and steal the Eye.
3. Take the opportunity to steal other valuables.
4. A valuable item called the Serpentyle Torc is reputed to be
somewhere in these ruins. Find it.
5. There used to be a monument in this part of town called the
Watchman's Grave that thieves would leave coins on for good luck.
You have brough some coins, just in case.
6. Exit the ruins.
12.5: Simplified Objectives
===========================
1. Find the Cathedral.
2. Find a way to get inside the Cathedral, and steal the Eye.
3. Grab 2000 in loot.
4. Locate and steal the Serpentyle Torc.
5. Leave some coins on the Watchman's Grave for good luck.
6. Exit the ruins.
12.6: Before The Mission
========================
What You'll Encounter: Zombies, Burricks, Restless Dead, Hammer Spirits, Craymen,
Spiders, Flaming Spirit.
Starting Funds: Whatever you managed to acquire from Constantine's. (Maximum: 2656
or 2636...see the note at the start of Section 10 for the explanation.)
Starting Gear:
1 Constantine's Sword
50 Broadhead Arrows
5 Water Arrows
4 Fire Arrows
5 Rope Arrows
5 Noisemaker Arrows
3 Flash Bombs
2 Holy Waters
1 Set of Lock Picks
1 Pair of Coins
Items for Sale:
6 Water Arrows (Cost: 50 each)
4 Fire Arrows (Cost: 300 each)
5 Moss Arrows (Cost: 125 each)
5 Rope Arrows (Cost: 200 each)
5 Noisemaker Arrows (Cost: 250 each)
6 Flash Bombs (Cost: 200 each)
8 Explosive Mines (Cost: 350 each)
2 Healing Potions (Cost: 250 each)
2 Holy Waters (Cost: 200 each)
1 Tip (Cost: 200)
NOTE: Once again, your blackjack is not shown under the "Starting Gear" for this
mission. However, you DO have it in your possession.
Save your money...don't buy the tip. Here is what it says:
"Those who fight undead fall into two groups -- the resourceful, and the slain. The
well-prepared knight will arm himself well with holy water. However, a more convenient
tactic, as well as one much less taxing on the purse, is to take advantage of the
zombie's antipathy for all living creatures, and look for other convenient targets
to divert a pursuer.
-- excerpt from the Journals of Morgan, declared anathema by the
Smith-in-Exile."
You start with 5 Rope Arrows, and there is no place on this level you will be using
one where you cannot retrieve it, so don't bother buying anymore. Moss Arrows and
Noisemaker Arrows are likewise (in my opinion) a waste of money here. Concentrate
on buying undead-harming equipment: Water Arrows, Fire Arrows, Flash Bombs, Mines,
and Holy Water. Flash Bombs are scattered about on this level, as are a few Holy Waters
and Explosive Mines. While Fire Arrows are also plentiful, they are also very NICE!
Try to buy all you can. Also, be sure to pick up a few more Water Arrows...you ARE
going against Zombies, and the five you start with won't go far.
Recommended Purchases: 6 Water Arrows, 4 Fire Arrows, 3 Flash Bombs, 1 Holy Water.
Total Cost: 2300
12.7: Notes Regarding This Mission
==================================
Instead of introducing a new element to the game, this mission brings you new monsters
to fight: the Hammer Spirits and the Restless Dead (although you have already met
a Restless Dead in the Bonehoard, this mission introduces them properly, I think).
While the undead can be annoying, they are fortunately few and far between (except
for one area, noted in the walkthrough). Basically, any time you come across one,
kill him. (Aren't they dead already? Apparently not....) While this is a must when
dealing with Restless Dead and Hammer Spirits, with Zombies it just makes your travels
a little easier when you don't have to watch out for these shuffling creatures. When
you do take them out though, try not to use your Flash Bombs unless there's a group
of them...they are wonderful little multi-target weapons! This walkthrough ignores
(for the most part) patrolling monsters that will get in your way, assuming you will
take care of them as you see fit.
It should be noted that this walkthrough is done in a manner so that you can get as
much ammunition to use against your undead adversaries as possible. Whereas in other
missions I have stated something like: "For those who like completeness, if you go
this way you'll find these things...", this mission's walkthrough does not do it that
way. If you are doing this mission without killing every Zombie that crosses your
path (ie: running from them), then many of these areas could be bypassed. Read ahead
a bit to find these areas that you might want to skip. However, do be sure to pick
up at least two Explosive Mines on your travels.
This mission reinforces a very important lesson for any thief...LOOK EVERYWHERE! And
that doesn't mean open every chest and check the floor wherever you go...it means
that if there is a way...ANY WAY...to get to an area, then do so! This level puts
items in obscure, unlikely, and in a few cases insidious places!
Due to the nature of the undead on this level, until you've cleaned an area out,
consider EVERY area a patrol area! Aside from Zombies, there are also at least two
Hammer Spirits that are walking around the level and, in some areas, Burricks, so
be careful! I suggest saving your game whenever you've made some progress.
Near the end of the mission, there are two Hammer Spirits you'll need to deal with.
I find the easiest way is with Fire Arrows. Try to save about six for this.
NOTE: This mission contains a lot of areas in darkness. This can be alleviated by
operating the various generators scattered on the level. When you are in a darkened
area, this walkthrough will take you to the generator as soon as possible, to make
the area easier to deal with. (For example, in one area, you need to shoot a Rope
Arrow into some beams overhead, which are nearly impossible to see with the lights
off.)
12.8: Walkthrough
=================
You will start off just over the wall inside the ruins. Immediately in front of you
is a scroll. You can ignore it...it is simply giving you information on how to turn
the lights on in the darkened areas. We'll take care of this section right away. Move
through the opening on your left, and turn right. Directly ahead is a generator.
Operate it, and the lights in this part of the ruins will turn on. Move back outside,
and turn left.
Move forward, over the pile of leaves. Once over, turn right, and you'll see another
pile (actually an extension of the same one). Move forward and go over it as well.
Turn right, and move over THIS pile as well. Then, crouch and look under the fallen
tower, and you will see a golden plate hidden there (50, Treasure Count: 50). Now,
turn around, and go back over the last two leaf piles you climbed.
Turn right, and move forward, until you can see a door to your right. Pick the lock
on this door, then go through. Immediately on the floor in front of you there will
be 12 Broadhead Arrows (which you can take or leave, as you see fit). Turn left, move
forward, and climb partway up this area, then turn around so you're looking both down
into the room you were just in, and in the room above that one. Jump foward, and mantle
up into the new room. There are two chests in here. The first one contains two Flash
Bombs. The second one is locked, and contains two Explosive Mines. Once you've gotten
the goodies, work your way back down and out the door you came in.
Once you're back outside, move forward, past the street lamp you can see ahead. When
you come to the intersection, turn left. Turn right at the first opportunity, and
move forward until you have to turn either left or right. Turn right, and follow this
path to an upwards-sloping ramp. Take the ramp up, and continue forward (you'll move
past another upwards-sloping ramp to your left) until you cannot move forward anymore.
Turn right.
SAVE YOUR GAME! Not only are you currently in a Zombie patrol area, but there's a
Burrick nearby as well. (If you're lucky, you'll get to see the Burrick scrap it out
with a Zombie. )
Move forward, and you should see a small pillar ahead after a short while. On the
right side of this pillar should be a light, and a fallen street sign for "de Perrin"
street. Move forward to the LEFT of that pillar. (You're now entering the area with
the Burrick.)
Straight ahead and slightly to your left, you should now be able to see the generator
for this area. Move over to it and shed some light on your situation. Now turn left
(facing down a somewhat long walkway) and move forward. You'll hear running water
soon, and see a couple of holes in the wall you're moving towards. Now, turn right
when you're able to, and move towards that machine you see. Jump onto it, then turn
left, and jump onto the ledge on the wall (you'll have to mantle up). Once you're
on the ledge, turn left, and walk along it until you reach the lever. Pull it down,
then turn right around. If you're fast enough, you should be able to watch the door
up above finish opening.
Walk over to the end of the ledge, just underneath that door. AHA! A ladder! Climb
the ladder up into the room you've just opened. Inside, you'll find two Fire Arrows,
two Water arrows, and a Breath Potion. Now, climb back down the ladder, and hop back
to the ground. Head back the way you came, turning right to go back to the area with
the two ramps. Once there, turn right and go up the ramp. At the top, turn right and
move forward. Turn left, and move forward. To your left should be an entranceway into
what's left of a house. Go into it, and ahead you will see a door. Pick the lock.
SAVE YOUR GAME! There is a live mine waiting on the other side of this door! Go
carefully into the room. On the floor by the bed you will find 3 Noisemaker Arrows
and 3 Flash Bombs. The chest closest to the bed holds 3 Explosive Mines and the other
chest has 3 Rope Arrows.
[NOTE: One time, I tried an experiment. I led a Zombie into this room so that the
live Mine on the floor would take him out. Apparently, this particular mine is tuned
to ignore undead...the Zombie walked right over it without triggering it!]
Leave this room the way you came in, and keep walking forward through an archway,
and you should see a small incline ahead, leading up to a door. Pick the lock on that
door, and go inside this building. At the far end is a chest containing another Breath
Potion. Standing in front of the chest (with your back to the entrance to this
building), turn left and move towards a niche in the wall. It contains 3 Fire Arrows.
Now, leave the building the way you came in.
As you exit, you should see ahead of you two large piles of leaves. They meet at the
back of the wall in the centre, in a sort of "dip". Move up to the dip, and look down
at the leaves. Hidden here is a tiara (125, Treasure Count: 175). Once you've got
that, go back to the ramp that brought you up here, and take it down. Across from
the foot of this ramp is an old, upturned wagon. Move towards it, and to your left
you should find an entranceway into a dark room. Go inside, look up, and shoot a Rope
Arrow at the beams overhead. Climb up and hop off at the next level.
Up here, take the only exit down a small hallway. At the end, you'll find a golden
vase (100, Treasure Count: 275). On the floor in the same room you'll also find a
Noisemaker Arrow. There's nothing else up here, so, go back to the hole you climbed
up, and go back down.
Back at ground level, leave this room, and go down the ramp ahead. Move straight ahead,
to the left of the building. Past the building, you'll have to turn right. Move forward,
and almost immediately turn left again. Move forward until you can do so no longer,
and turn left. Move forward until you come to a door. Pick the lock, and go through.
In this room, climb the fallen beam up to the platform (you'll probably have to run
and jump over the lip at the top). Up on this platform, turn right, and look down
to get a ornate vase which has fallen on its side (50, Treasure Count: 325). Turn
back so you are facing away from the beam you climbed, and move forward to the end
of the platform. Look down and to your right, and you will find a Healing Potion.
Go back to the fallen beam and climb down to the room below. There is an exit to your
right. Go through it into the next room, which has a large hole in the ground.
Ignore the hole for now. Cross the room and go through the doorway across from the
one you entered. Turn left, move forward, turn left again, and enter this enclosed
room. Move all the way to the back, on top of that small pile of leaves. Now, look
up at the beam above, and you'll find a goblet resting there (15, Treasure Count:
340).
Work your way back to the room with the hold in the floor. Move across to the exit
you originally entered this room from, but don't go through. Instead, turn right,
and move forward into the corner. Turn right again (so you have a wall to your back
and your left), and look up. See that broken beam? Shoot a Rope Arrow into it. Climb
up as high as you can. Once you've done that, fix your view so you're looking straight
again, then turn so you're back is to the beam your arrow is in. Jump towards that
very small beam (actually another part of this broken one) and mantle up onto it.
SAVE YOUR GAME! Beam-hopping can be monotonous if you have to do it over and over
again. Turn right around, and jump over to the beam your arrow is in. Then turn left,
look down, and you'll find a golden goblet on a window ledge (25, Treasure Count:
365).
Turn around. You should now see two more long beams up here. The furthest one (the
one that looks like it's on an angle) holds another treasure, but we have to hop over
there to find it. So, hop onto the beam next to yours, and then hop onto the final
beam. Turn left, and work your way down the beam to the end. Look down, and you'll
find a diamond (100, Treasure Count: 465).
From up here on the beam, you can look down into the hole. There's a Crayman down
there, and this is an ideal vantage to shoot some Broadheads into him. After four
hits, he'll take off down the tunnel. (If you're fast enough, you can get a fifth
arrow into him and kill him right here.)
[NOTE: In Thief Gold, it seemed to take about six arrows to kill the Crayman. Did
they make these guys more powerful in Thief Gold, or was I just sloppy with my arrows?]
Drop down to the floor, and from there drop into the hole. Move down the tunnel from
here, turn right when you get the chance, and move forward into an old storage room
filled with barrels. Move to the end of this room, and turn left. On the floor here
are two more Water Arrows. Move back to the front of this room, and take the exit
on the right. Turn right when you can, and move into an underground pool area.
There are a couple of items scattered in this room. Across the pool from you, you
should be able to see the remains of some poor guy. If you think of the pool as a
clock, with the remains at 12 o'clock, then you can find a Moss Arrow at 3 o'clock,
and another one at 9 o'clock. Amongst the fellow's remains you will a small golden
hammer (75, Treasure Count: 540). Also, in the centre of the pool are two more Water
Arrows. Leave this grotto the way you entered, move through the old storage room,
and down the tunnel you followed to get here. When you come to the decision point
(left takes you back to where you shot at the Crayman), turn right, and follow this
tunnel. When you see a light coming from an exit ahead, stop.
SAVE YOUR GAME! Move into the room. If you didn't kill the Crayman with your arrows,
he's fled into this room. If you got four of your Broadheads into him, then a single
downward stroke with your sword will do him in. [Thief Gold users, see the note above
about the Crayman and arrows, about 3 paragraphs up.]
EXPERIMENT AREA! Will a sidestroke do as well?
On the floor in this room you will find another golden goblet (25, Treasure Count:
565). Move through the room and out the next exit, into a long tunnel. Turn right
and follow this tunnel straight ahead until you enter a large cavern.
SAVE YOUR GAME! There are Burricks nearby. I've never seen them this far from the
sewer, but that doesn't mean they don't come here. There are a total of three.
There are four treasures scattered about this room. Basically, there is one in each
"corner" of the room. From where you enter, in the left corner you'll find another
golden goblet (25, Treasure Count: 590), and in the right corner is a purse (100,
Treasure Count: 690). (The purse is difficult to see, but it's there.)
On the floor in between the two large stone columns in the "centre" of the room, you'll
also find a Noisemaker Arrow, a Rope Arrow, and a key.
At the opposite end of the cave from where you entered, you'll find the entrance to
another tunnel. Right beside it on the floor to the left is a goblet (15, Treasure
Count: 705). Directly across from this opening on the far side of the cave is a golden
vase (100, Treasure Count: 805).
Gather all the items from this cave, then move to the new exit (with the goblet beside
the entrance).
SAVE YOUR GAME! If you didn't find the Burrick's there, you may find them here.
Move forward into the tunnel. There are a few holes in the side of the tunnel, but
they are nothing more than deep recesses. While they don't lead anywhere, they are
useful for hiding in if there are any Burricks to avoid. Keep following the tunnel
until it opens into a long cavern. If there are no Burricks present, then move in.
This cavern also has two of the hiding holes. At the far end of the cavern, there's
a hole that goes into the sewer system.
SAVE YOUR GAME! If you meet the Burricks in the deeper sewers, it can be a problem...you
can't use your weapons! Move into the sewers, and go to the wall opposite and just
to the right of the entrance (if you look up a touch, you'll see an inoperative light
on the wall). Look down. In the water by a grating, you will find another goblet (15,
Treasure Count: 820). Now, turn around, and follow the water down the tunnel. Soon,
you'll come to an incline with water spilling down it. Climb up here, and at the top,
turn right. The water ends at another upwards incline. Climb up.
SAVE YOUR GAME! Any Burricks you haven't dealt with will be dealt with here! Move
forward, then turn right. Ahead, turn left down this dark tunnel. Once you enter a
sort of chamber, move to the centre of the chamber and stop. Turn right. See that
lamp in the wall? It may be difficult to see, but if you've turned about 90 degrees,
you should be facing it directly. Move over to it. Now, jump straight up, and grab
the gold plate on the ledge (50, Treasure Count: 870). (This procedure is easier if
you look down before you jump.)
Time to leave. Head back down the tunnel you came in from, and then turn right. Move
into the next chamber, and directly opposite you you should be able to see a ladder.
Hop on, climb up, and turn to the right. Activate the generator. Hop off the ladder
onto the steel platform (if you have any Moss Arrows, you may want to quiet your
landing). Now turn, and you should see a short hallway ending at a small portcullis.
Jump across the gap into that hallway.
SAVE YOUR GAME! You're going back into Zombie patrol areas! There's a lever on the
wall which opens the portcullis. Operate it, and go through. Turn right, and move
forward into the street. Turn left, move forward. At the next left, note the street
sign saying you're on "Cathedral" street. Take the left, and continue down this street
until you come to a large hole in the wall to your left. Go through, turn right, look
down, and pick up the gilded vase (100, Treasure Count: 970). Go back through the
hole, turn right, and work your way back to the street sign.
Move forward, back onto the street, and turn left. Move forward, to the door that
you will see in the wall to your left. Pick the lock and go inside. Climb the fallen
timber up to the next level. Once you're at the top, there is a window to your right
holding another gilded vase (100, Treasure Count: 1070).
For those of you who like completeness, turn around so your back is to the window.
On the far beam rests two Water Arrows that you can get by jumping and mantling. Once
you've retreived them, return to the window.
SAVE YOUR GAME! You're about to make a tricky jump. Move yourself into the window
where you picked up the vase. Face the building across the street, then do a quick
run and jump across. DON'T LET GO OF THE JUMP BUTTON! The jump is too big for you,
but by holding the jump button, you'll grab the edge and mantle up onto the top of
the wall. Also, when you do the run, don't hold it until the last moment and then
jump...you want to press run and then jump almost at the same time.
Look down. There's a gold plate resting in the rafters beneath. Aim yourself so you
can fall safely onto one of them, and grab the plate (50, Treasure Count: 1120). Then
move across the rafters to the safer wooden floor ahead.
Ahead to your right is an exit from this room. Go through it. At the end of this hall,
drop down into the next room. Turn right, move forward, and fall to the street below.
Turn left, move forward, turn left again. Move forward, through that tiny crack ahead.
Once through, turn left. You should be in an area with a lamp up on the wall, and
some wooden beams. Move under the first beam, so you hit the second. Now, turn right
and look up. On a ledge you should now be able to see a jewelled vase (50, Treasure
Count: 1170).
Now turn right a little more, so you're facing into a fairly well-lit area with a
pile of leaves. Move forward. As you do, you should see a doorway just beyond and
to the left of the leaves. Go through that doorway. Almost immediately inside, there
will be a door on the left. Pick the lock and go inside. On the right wall will be
two niches. The one farthest from the door contains a diamond (100, Treasure Count:
1270). Now exit the room, and move through the doorway in the wall directly opposite
this room. Once through, turn left, and you should see a raised drawbridge, in front
of which is a flow of water. Dive in the water.
Follow the flow of the water. When you reach the corner ahead, turn left. At the next
corner, however, stop. Turn to your left (facing the wall), and dive under. Go into
this tunnel here, move to the end, turn right, push forward just a little, and
immediately surface for air.
SAVE YOUR GAME! This next part can cause you a bit of damage if not done correctly,
and if you've taken any so far, that might kill you. Dive again, and move forward.
Take the left turn ahead, continue on, and take the next left as well. Push forward
to the dead end, and look down. Someone else tried to swim here, and wasn't as smart
as you. Pick up his purse (100, Treasure Count: 1370). You're probably running short
on air by this point, so take a Breath Potion. Now, turn 180 degrees, and press forward.
(Note: On your way down this tunnel, suspended in the water is a Moss Arrow, if you'd
like to grab it.) Near the end of this tunnel, turn left into another one, and surface.
Try to surface quietly and as far back as you can.
SAVE YOUR GAME! Not only do you not want to go through the Olympic Freestyle again,
but there's another Crayman nearby. Swim slowly into the next area. In the middle
of the pool there will be a stone "island" you can mantle up onto.
[NOTE: While playing the original Thief game, when I arrived here, the Crayman was
stationary. In Thief Gold, however, it has a small patrol area in this room.]
There are a number of ways to deal with this situation. First, you can deal with the
Crayman from here. You could kill him using any method you prefer. He can't reach
you while you're on the island, so take your time and enjoy yourself. :) Or, you could
simply leave him alone. The next part can be done without the Crayman ever being a
danger to you.
You can jump to the edge of the pool to get to a larger space of land, but it's not
really necessary. Look up, and shoot a Rope Arrow into the beam above. (Note: You
have to shoot the arrow at the SIDE of a beam, NOT directly beneath it!) Climb up,
and mantle yourself up onto the beam. (You may need to jump from this beam to another
in order to do this.) Once you're standing safely on the beam, look around you for
a larger wooden platform and a doorway. Head for it, and go through the doorway. Turn
left, move forward, turn right, and move into a small room. Turn right, and you'll
see a door.
SAVE YOUR GAME! Once you pick the lock on this door, you are going to be facing a
horde of Zombies (at least seven, if I recall correctly)! They may not all be out
there at the same time, but they are there. (The first time I did this, as I opened
the door, FIVE were waiting for me!) This is the perfect time to use your Flash Bombs.
NOTE: There is a bridge over some water to your left that you cannot see right when
you step out. There may be more Zombies hiding over that way that you're not aware
of, so be careful!
Pick the lock on the door, and deal with the Zombies as you see fit. Once they're
all scattered in pieces, move forward (your back should be to the door you entered
this area from) and turn left. Cross the bridge, and when you can turn left again
do so. Move down the hill until you come to a wall that you can jump onto. Once you've
done that, turn left, walk along the wall until you're pressed up against the larger
one, and mantle up. Turn right, and go across this wall (you'll actually be walking
on the lip of the drawbridge in the middle!) towards the hole in the wall across from
you. When you're able, jump across into the hole. In here there is a locked door.
NOTE: At this point in both the original Thief game and in Thief Gold, the sound on
my game acted up here. Trying the door makes no noise, nor does trying the wrong
lockpick. Picking the lock is rather silent as well. If your game is similar, don't
panic when you don't hear sounds you're used to. Everything's fine, you haven't done
anything wrong.
Pick the lock. Move into and across the room, to an opening ahead. Drop down, and
drop down again, and again to the ground level. Move ahead, and you should see some
lights far down a long path. Go on up to the lights. They are outside a large home.
Face the home, walk up the steps, and look down. Move the welcome mat to reveal a
small hole in the porch containing the key to the front door. (You may have to crouch
to get the key).
SAVE YOUR GAME! This part is tricky, dangerous, and needs to be timed right. There
are two Restless Dead inside, but they are easy to take care of with a couple of
Explosive Mines. Unfortunately, they are patrolling, so you need to get this done
when they're away from you and can't see you.
Open the door. Directly inside there will be a door on your left, and a doorway on
your right. Move into the doorway, and plant a mine there. Quickly move back to the
front door, and plant a mine there as well. Now, move outside.
The first explosion will kill the first Restless Dead, and bring the other one looking.
Be sure you're in his line of sight, so he'll see you and come after you outside.
Once he blows up, you'll have free reign of the house.
[NOTE: The above procedure was done before I realized how easy these creatures are
to kill using Flash Bombs. If you've got enough of them to spare, then by all means
use them. (The procedure above was left in because I rather like using it, even when
I have enough Flash Bombs.)]
Move inside the house, and go through the door on your left (the key you found under
the mat works here too). Turn left. In the chest you'll find 2 Moss Arrows. While
you're in here, grab that vase on the table as well (50, Treasure Count: 1420). Now
exit this room through the door you entered, and head through the doorway across from
it (where you planted the first Mine). Once through, turn left. Go over to the stairs
(ramps, really), and climb the stairs all the way to the top. At the top, turn left,
and go into a very large bedroom.
Immediately to your left is a locked chest which contains a vial of Holy Water. At
the opposite end of the room, next to the bed, is another locked chest, which contains
the Serpentyle Torc (350, Treasure Count: 1770). That's all you want from this house
(all the levers you see in here just operate the lights), so exit this room the way
you came in, go down the stairs (ramps), turn left, forward, turn right through the
doorway, then turn left and go out the front door.
Back on leafy ground, turn right and head back the way you entered this area. When
you come to the wall, mantle up a couple of times (the first time you'll have to do
a running jump) and move through the hole in the wall. Walk through this room and
out the door at the far end.
SAVE YOUR GAME! To get down safely, you have to jump over to the thin wall that contains
the drawbridge. One small miscalculation and you'll either be in a world of hurt,
or swimming back the hard way.
Jump onto the wall with the drawbridge. Once you're safely on, move forward some until
you can jump safely from the wall onto the hill. Move forward, and turn right. You
should now be facing the bridge and the area where you met the Zombie Horde. Cross
the bridge, and move towards the doorway with the shining light above it. The key
you found in the Burrick cavern will open this portcullis. Once it is raised, go inside,
and operate the generator. Turn around and exit the way you came in.
Once you're in the street again, turn left, move forward a bit, and then turn left
again. There's a doorway here. Move through it. Once inside, immediately turn left,
and look down. Open the chest to get another purse (100, Treasure Count: 1870). Turn
right again, facing the hole in the wall. Crouch and move through that passage. You'll
emerge in a room with two other passages leading out (you've just entered through
a fireplace!). Move into the room a bit, and turn right. You should see a niche with
an Explosive Mine in it. Take it, then turn about 180 degrees and take the left passage.
Inside, you'll find flights of stairs. Take them all the way to the top. Once there,
look up and shoot a Rope Arrow into the ceiling. Climb up and hop off on the next
level.
In the corner opposite the hole you just came up through is a Fire Arrow on the floor.
Once you've grabbed that, turn around to face the windows in here. You want the one
on the left.
SAVE YOUR GAME! If you make a mistake here, you fall down to the street. Do a running
jump out the window to land on the ledge across the street with the door on it. Pick
the lock on the door, and go inside. Follow the hall to another door. Go through it.
Balance yourself on the beam up here. Down below there are two Spiders. Use your
Broadheads from here to safely deal with them. Once they are pincushions, jump across
to the next beam, and then fall down onto the sloping beam beyond that. Your fall
should carry you off the beam onto the ground, but if it doesn't, move forward so
you fall to the ground.
The large structure in here is the Watchman's Grave. (If you don't believe me, there's
a tiny plaque at the base you can read that will confirm it.) Take your coins and
put them in the dish on the Grave.
Now to leave. The fastest way out of this area is to shoot a Rope Arrow at the beams
above, climb up, mantle onto the beam, and go through the door. Keep moving down the
hall, and stop at the ledge outside.
SAVE YOUR GAME! Another death-defying jump here. Look across the street at the
building to your right. There are two wooden rafters you can see. Aim a Rope Arrow
at the left one. Now, do a running jump across, and grab the rope on your way down.
Climb up, and turn to face the flat, dark, brink area to your left. Jump onto that
area. Here, turn to your right, and move forward. Look down to get the gilded vase
(100, Treasure Count: 1970). Now turn right around, and move to the other end to pick
up another 12 Broadhead Arrows.
Turn back so you are facing the rope, and jump onto it. We're going to abandon this
Rope Arrow. Climb all the way down to street level. Now, turn so you are facing the
doorway in the greenish wall. Go through it, turn left, and open the chest to get
a ring (100, Treasure Count: 2070).
Turn around, and move forward, taking the left turn ahead. Step into the next room,
and take the first right (almost immediately upon entering). Walk down the passage
to a hole in the floor.
SAVE YOUR GAME! You're about the enter a Spider Lair. While there's only one Spider,
and I've always found it in the same place, I'm not 100% sure it will always be that
way.
Drop down into the hole. Move through the opening in front of you, down to the end.
Turn left and hop onto the ladder there. Climb ALL the way up, then turn right around,
jump off the ladder, pull out your Broadhead Arrows, and wait. Eventually, you should
see a Spider crawling around ahead. When you do, deal with it accordingly. Once that's
done, move ahead through the hole ahead. Once through, turn left and move to the end.
Look down on the floor to find a Healing Potion and a goblet (15, Treasure Count:
2085). Now turn around and head back the way you came, past the hole you climbed in
through, and search the floor in the darker areas for another vase (50, Treasure Count:
2135). Now turn around 180 degrees.
NOTE: At this point, if you go through the hole on your right, you will need to pull
yourself up onto street level again. Unfortunately, this is a patrol area of Burricks
(I've seen up to four at once!) and a Spider. This hole is, however, ideal for throwing
Mines and Flash Bombs in their area without endangering yourself. Just remember that
it takes more than one Mine to kill a Burrick. (It might also be a good idea to attract
the Burricks' attention, and lead them to the Zombies instead of fighting them
yourself...then the Zombies can kill the Burricks for you!) Deal with the Burricks
as you see fit.
NOTE: This next bit is, once more, a touch more difficult for Thief Gold players than
for those with the original game. The room mentioned below that has the Rope Arrow
and the ladder in it also has an occupant: a Flaming Spirit. Otherwise, it is the
same. Deal with him as you see fit.
Move through the hole on your left (you may need to jump), and move forward, dropping
down the hole ahead (you may catch on the ladder, and have to climb the rest of the
way down). Once at the bottom, turn and move into the next room, and go across the
room through the next doorway. Follow the tunnel to a large room. On the floor in
the far corner is a Rope Arrow. Now, turn to face the ladder, and climb up into the
next room, jumping off the ladder once you reach the top.
Turn to face the closed door in this room, and go through it. Turn left, move forward,
turn right, move forward. Move past (probably OVER) the large pile of
leaves/grass/straw/whatever on your left, and go forward through a small crack. You
should now have a bridge on your left. Turn to face it, and walk about halfway across
it. Then turn to the right, and do a running jump into the generator building ahead.
Turn to the right, and operate the generator. Turn right again, and do another running
jump out of here, landing on the bridge again.
This next section is only if you're short on Fire Arrows or if you like to find
everything. On the bridge, turn left, and move forward. Ahead you should see a small
crate. Pick it up. Now, turn right and move back through the crack, and over the refuse
pile again. Turn left, and move forward, following the left wall to its end. There,
you want to place the crate you're carrying against the wall. Jump up onto it, then
mantle yourself up onto the wall. Now, turn to face the building across from the wall,
and jump over to the roof. Turn left again, and mantle yourself up into the enclosed
area. Turn left, move forward, and pick up three Fire Arrows on the floor. (Read the
book too, if you're interested.) Make you're way back down to the ground level, then
turn to face away from the direction you entered this area in. You should see another
door. Pick the lock, and inside you'll find another Breath Potion. Now, exit this
tiny room the way you entered, and make your way back to the bridge.
On the bridge, make sure you are facing so that the generator room is on your right.
Move forward towards the lighted area ahead and to the left. Once inside, move through
the shallow pool and turn right. Go forward, and you'll find a box. Pick the lock
on it to find another ring (100, Treasure Count: 2235). Turn around and head back
towards the shallow pool. On your way, turn right and move through the opening in
the wall. Directly ahead should be another opening in a fallen building.
SAVE YOUR GAME! There is usually at least one Burrick in this area, and one time I
saw two. Go through that opening (you will have to crouch). Turn left, and in the
far corner you will find another diamond (100, Treasure Count: 2335). Turn so you
are facing up the slope, and climb it, all the way. Once you're on natural ground
again, move forward, go through the door ahead, and turn left.
SAVE YOUR GAME! You're near the end, but there are still two Hammer Spirits to deal
with. I'm going to describe the method how I deal with them. If you have a different
method that works well for you, then by all means, use it.
Move forward through the hole ahead, and turn right. Walk up the street, keeping to
shadows when you can. As you walk, there will be a total of two alcoves you can hide
in on the right side. When the patrolling Hammer Spirit gives you the opportunity,
move into the second one (the one closest to him). Hide in the darkest corner (this
will be the one closest to the patrol). Ready your Fire Arrows, and LEAN out, and
wait. When the patrol comes back, wait until he's stopped, then let loose with your
Arrows. Three should take care of the patrol. Once he's taken care of, you can shoot
at the one above the entranceway. Again, three will take care of it. Note that since
you're leaning, it's very easy to dodge in and out of hiding, which can be very useful
here.
Once those two guards are taken care of, you should be able to move freely about here.
Exit your hiding place, and turn right. Move forward into the large area, and turn
right again. Move to the fallen streetlamp at the end, and behind it you'll find
another diamond (100, Treasure Count: 2435). Now, turn around to face the Cathedral.
Move forward, into the Cathedral, and climb the stairs. Continue forward, until you
can go either left or right. Trying the Cathedral doors won't help. They're sealed.
There's a plaque above the door whiche reads:
"Warning: Great evil resides in this place, and it is no longer fit for men. The doors
are sealed, to protect us from that which lies within. Do not remain here."
Turn right, and move forward. Circle your way all the way around the Cathedral, until
you come to an area where you can mantle up onto a ledge. (Along the way, study the
ground...you'll find two Fire Arrows.)
Mantle up onto the ledge. Mantle up to the next ledge. Move over to the opening here,
and listen to what The Eye says:
"Comes a man to rescue me...poor man, the Keepers have sealed the door, and only they
know how to open them. Cross you the bridge to the grotto of the Keeper Sentinel.
Stand you on the pedestal...and illuminate the statue with fire. Then can you
discover...the secret of the Talisman."
Cryptic instructions, but we can decipher them. Incidentally, your mission objectives
have changed now:
1. Find the Cathedral. (Checked)
2. Follow the Eye's directions in order to learn how to get inside the
Cathedral.
3. Grab 2000 in loot. (Checked)
4. Locate and steal the Serpentyle Torc. (Checked)
5. Leave some coins on the Watchman's Grave for good luck. (Checked)
6. Exit the ruins.
Note: Inside the Cathedral you can see some undead wandering around. Leave them
alone...you can't get inside the Cathedral yet, and any you kill now will not affect
how many there are when you return here in "Return to the Cathedral".
NOTE: You do not have to hang around watching the spinning crown while The Eye tells
you what to do. You can start heading towards where it's telling you to go AS it tells
you, without penalty. :)
Okay, climb back down to ground level, and circle all the way back to the entrance.
Leave the Cathedral, climb down the stairs, and at the bottom, turn right. Move down
the street, and at the end turn left and move through the hole ahead. Go through the
door ahead and to the right, and move forward to the starting edge of the fallen
building. Turn left, move forward, turn right, move forward, and turn left and go
through the hole in the wall. Turn right, move forward, turn left, and move forward
through the shallow pool of water and out into the street. Turn right, and move forward,
stopping at the foot of the bridge. Look up, and shoot a Rope Arrow into the wooden
structure above. Climb the rope up, and jump in. Turn right, move to the end, and
look down. Get the necklace someone lost here (200, Treasure Count: 2635). Turn around
and drop back down to the bridge.
Move forward off the bridge, and turn right. You should see a stone bridge leading
into another area. Go in there, using a running jump to get across the water (you'll
have to mantle up onto the island). Stand on the metal structure shaped like a keyhole,
then turn to face the statue in the alcove on almost the opposite side of the grotto
from where you entered. Shoot a Fire Arrow AT THE STATUE. The resulting explosion
will light both torches on either side of it. Now turn left, and you'll see a panel
opening. Jump across (you shouldn't have to mantle this time), and climb into the
new opening.
[Incidentally, if you're interested...the locked chest here contains a vial of Holy
Water. There's also a Healing Potion on the ground between the metal protrusion and
the chest.]
Turn left, and follow this tunnel into a new, open area. On the right side (as you
face the building), is a shattered statue. Pick up the two heaviest pieces (ie: not
the head), one at a time, and place them on the pedestal on the right. This will open
the door into the building. Then, jump onto the pedestal on the left. This will open
the portcullis into the new place. Face the opening, and run into it. The portcullis
will close behind you.
SAVE YOUR GAME! This room is trapped. Look at the floor, and notice the oddly outlined
floor panels. They are weight-sensitive triggers. Stepping on them releases arrows.
There is a safe path, right down the middle between them. Go that way, and down the
stairs at the end. Turn right, and move forward to the door ahead, being careful not
to step on the weight-trigger in front of the door (again, it's a large,
conspicuous-looking tile).
Pick the lock on the door. Once it is opened, move into the room beyond. You can step
on the trigger at this point, as there is no danger to you. The trigger causes the
far wall (behind you) to move closer, eventually crushing you if you haven't gotten
into the next room yet.
In this room, turn left, climb the stairs, and go through the door ahead. Inside,
climb down the stair, get the key lying on the table, and get the oddly-shaped device
as well. (Read the books if you'd like...it's not important to the game, but it does
reveal more about the game's story.)
Now turn around, and go back through the door. Move straight across the room, to
another door, and unlock it with the key you found in the previous room. Go through
the door.
On the table in this room is a book. First, look at the table. Then, read the book.
After you do, your mission objectives change again:
1. Find the Cathedral. (Checked)
2. Find a way to get inside the Cathedral, and steal the Eye. (This one
will have a mark in the box, indicating its irrelevance.)
3. Grab 2000 in loot. (Checked)
4. Locate and steal the Serpentyle Torc. (Checked)
5. Leave some coins on the Watchman's Grave for good luck. (Checked)
6. Exit the ruins. (This one will have a mark in the box, indicating
its irrelevance.)
7. Get the Portal Key out of the Keeper's Library. (Checked)
You may notice that everything that you need to do has been done. Congratulations!
You've discovered what you need to proceed to the next mission!
Section 13: The Mage Towers (Mission 8)
=======================================
My best time on Expert: 47 minutes, 54 seconds
Maximum Possible Treasure: 2812
13.1: Introduction
==================
"From unknown origins they came
They live isolated beyond the city
The extent of their arcane power is unknown
We must be very cautious in dealing with them
Close observation must continue"
-- Keeper Xavier, Treatise on Mages
The Talisman of Earth is guarded by a foreign mages' sect known as the "Hand
Brotherhood". They reside in a compound of huge towers, where they practice their
arts of Earth, Air, Fire, and Water. The Talisman is likely kept in the Earth
tower...but there's little chance it'll be that simple. No doubt the Talisman is
heavily guarded and probably protected by magic. But mages love to write everything
down...I should "stumble" on something useful about their precious trinket.
I bribed some servants to get me a map of the common grounds...the best I could do
since only the mages are allowed in the towers. I'll enter the courtyard just outside
the central keep entrance. Once inside I'll need to move quickly to find the Talisman.
I wouldn't last long in a fight against the mages....
13.2: Objectives: Normal
========================
1. Seek out the MageKeep Library for clues to the location of the Earth
Talisman.
2. Find where the mages of the Hand Brotherhood have hidden the Earth
Talisman.
3. Steal the Earth Talisman from the Hand Brotherhood.
4. While you're hunting through MageKeep you may as well enrich
yourself. Pick up 400 loot along the way.
5. Underneath the Mage Towers there is a hidden entrance to the sewers.
Find it and escape alive.
13.3: Objectives: Hard
======================
1. Find where the mages of the Hand Brotherhood have hidden the Earth
Talisman.
2. Steal the Earth Talisman from the Hand Brotherhood.
3. The Central Library of the High Council contains a pair of jeweled
reading glasses that belonged to some esteemed member of their
order. You'll need to discover where the mages have tucked it away
and snag it.
4. The mages are a wealthy bunch and there's plenty of gold to be had.
Practice your skills as you wander through MageKeep. Steal 800 loot.
5. Don't kill any of the servants; they're harmless.
6. Underneath the Mage Towers there is a hidden entrance to the sewers.
Find it and escape alive.
13.4: Objectives: Expert
========================
1. Find where the mages of the Hand Brotherhood have hidden the Earth
Talisman.
2. Steal the Earth Talisman from the Hand Brotherhood.
3. The Central Library of the High Council contains a pair of jeweled
reading glasses that belonged to some esteemed member of their
order. You'll need to discover where the mages have tucked it away
and snag it.
4. Regalio, the Captain of the Guard, has been leading a crusade to
retrieve the Talismans. One of your contacts says that he's returned
with a valuable amulet. Steal the Medallion of St. Burringden from
the Captain.
5. The mages wealth is well rumored. Caravans from their homelands to
the east bring treasure. Steal 1800 loot.
6. A master thief should be proficient enough to avoid murder.
Slaughtering guards and mages will soon alert the Inner Circle to
your presence. Be discreet, avoid contact where possible, and don't
kill anyone.
7. Underneath the Mage Towers there is a hidden entrance to the sewers.
Find it and escape alive.
13.5: Simplified Objectives
===========================
1. Discover the location of the Earth Talisman.
2. Steal the Earth Talisman.
3. Steal the jeweled reading glasses from the Central Library.
4. Steal the Medallion of St. Burringden from the captain's quarters.
5. Steal 1800 loot.
6. Don't kill anyone.
7. Escape from the Mage Towers.
13.6: Before The Mission
========================
What You'll Encounter: Mages (Air, Earth, Fire, Water), Human Guards (Archers,
Swordsmen).
Starting Funds: Whatever you managed to find in the area around the Cathedral.
(Maximum: 2635.)
Starting Gear:
50 Broadhead Arrows
8 Water Arrows
1 Fire Arrow
4 Moss Arrows
1 Healing Potion
1 Set of Lock Picks
Items for Sale:
40 Broadhead Arrows (Cost: 25 each)
25 Water Arrows (Cost: 50 each)
4 Fire Arrows (Cost: 300 each)
15 Moss Arrows (Cost: 125 each)
5 Rope Arrows (Cost: 200 each)
1 Noisemaker Arrow (Cost: 250 each)
2 Flash Bombs (Cost: 200 each)
4 Explosive Mines (Cost: 350 each)
3 Breath Potions (Cost: 125 each)
2 Healing Potions (Cost: 250 each)
NOTE: Inexplicably, your blackjack and your sword are both absent once again from
your Starting Gear. You do have them during the mission, however.
Broadheads and Fire Arrows are useless to you, as you can't kill anyone. Likewise
for the Mines. The Breath Potions are unnecessary, as you never swim underwater for
a great length of time. While you might want to grab an extra Healing Potion or two,
there are a few scattered throughout the mission. You will want at least one Rope
Arrow, possibly more, although one is all that is really "required".
Your money is best spent here on Moss Arrows and some Water Arrows. There are several
places to pick up Moss Arrows, but also lots of places to use them. Likewise with
the Water Arrows.
Recommended Purchases: 10 Water Arrows, 10 Moss Arrows, 3 Rope Arrows. Total Cost:
2350
13.7: Notes Regarding This Mission
==================================
This is another large mission, with lots of enemies to deal with. One of these enemies
is new: the Mages. (These are fully detailed in the appropriate section of the Monsters
list.)
This is also another mission where there are a great many Patrol areas.
There is a room in this mission (which is not detailed in the walkthrough) which I
refer to as the Oracle Room. It's a small room with four statues inside it. When you
activate the statues, each one gives Garrett some advice. While interesting and eerie,
it does not seem important to the game at all.
There is another new element to the game introduced here: puzzles. While not abundant
(I believe there are only really two), they make the game a little more interesting.
A note regarding the Talisman of Earth puzzle: I found it to be slightly obscure (yes,
I know it's a riddle!) and also to be erroneous:
Eight old men up in a tower
Eight old men, only one with power
Turn away from the hand with the sword
count seven and find your reward
There are several Healing Potions scattered about. I suggest that you grab every one
that you can. There are several places within the Tower of Fire where you can get
seriously hurt!
There is one cryptic point at the end of the mission. When you find the exit after
completing all of your objectives, Garrett will say "Hmmm...This looks like the way
out. That'll come in useful later." What later is he referring to? Does he plan to
return here some day? Or did the programmers just miss something? (My vote is the
latter.)
A final note regarding this mission: It appears that some things change in this mission
each time you play it. For instance, the first time I played it, there were two Fire
Mages wandering around the lava pit in the upper level of the Fire Tower...the third
time, they were patrolling outside the lava. The first time through, I found two Mages
wandering around the lower level of the Air Tower, the second time, only one...and
the third time the second was back again. The final guard in the mission was stationary
the first time I played, and on patrol the third. And one time while playing, there
was an elevator in the Air Tower that simply was not there the next time! Whether
all of these discrepencies are due to programming bugs or something else, you should
note that there may be times when you will encounter something different from what
this walkthrough says should be. This "bug" is probably the reason for it.
NOTE: I have been contacted by at least one other person who had a similar problem
in the Air Tower. She was missing an elevator platform. While her missing platform
was not the same as the one I had been missing, the result was the same: she was unable
to complete the mission.
To get around this, I suggest you do this: At the end of "The Haunted Cathedral",
after you get the victory conditions, SAVE YOUR GAME! Then leave that saved game alone.
If, when you play "The Mage Towers", you encounter a problem which keeps you from
finishing the mission, reload the saved game for "The Haunted Cathedral". This forces
the program to reset all the parameters when you start "The Mage Towers" over, and
it may just fix the problem. (It did for me.) Note that you cannot simply load in
a saved game from earlier within this mission...the parameters appear to have already
been set and saved there. You must reload.
13.8: Walkthrough
=================
You will start out in the open, rather exposed, in front of the entrance to the Keep.
Since the front door ahead is the obvious way in, we won't use it. Turn right, and
go through the door you see ahead. Once through, turn right and head towards the
darkened corner ahead. Stay here in the dark, and turn right around so your back is
to the corner.
SAVE YOUR GAME! Yes, it's rather early to do so, but better safe than sorry. Very
shortly after concealing yourself here, a Mage will walk by. Blackjack him, then
return to your corner. Wait a little longer, and another mage will come by. Lift the
key from his belt, and send him to sleep as well. Now, turn so you are facing with
the wall with the door in it to your left, and move ahead. Keep moving forward, into
the dark area. Ahead you will see an illuminated patch of ground. As soon as you enter
the light, turn right. Move forward, and you'll notice the "wall" on your left getting
lower and lower. Once you can turn left, do so...turn right around while still moving
forward, and you should find yourself facing a stone staircase.
SAVE YOUR GAME! Although it is unlikely at this point, sometimes there are guards
that move through the next area. If you are caught here, then reload and wait (in
the darkness). (The guards will be discussed in further detail later.)
Move to the top of the stairs, open the door, and move into the Keep. Turn left. On
the table ahead, you'll find a purse (100, Treasure Count: 100). Then turn so you
are facing away from the table, and take another stairway up. When you reach the top
of this portion, you'll have to make another 180 degree turn and continue following
it up. Do so, but stay hidden in the shadows. Stop when you reach the top.
SAVE YOUR GAME! See that guard standing down there? Well, you need to take him out,
but he never changes his facing. Move forward, hugging the right wall. The shadows
on that side extend far enough for you get past him unseen. (Alternatively, just take
out the torch behind him.) Then turn around, move in behind him, and lift the key
off his belt before knocking him out. When that's done, turn to face the door he was
guarding.
SAVE YOUR GAME! The room beyond this door is a major patrol area! Before opening this
door, you may want to douse the torch in this room, just in case. Open the door. Before
moving through though, turn left, then lean out the doorway. Douse the torch
immediately in front of you, sending the room beyond in total darkness (or nearly
so). Now, move into it.
With this room now dark, you will have more room to work to take out the patrollers.
You will see the following come through here:
1 Mage (has a gold key to pickpocket)
1 Female Servant
1 Swordsman Guard (has a Healing Potion to pickpocket)
Once you've dealt with the three above, there are two more to deal with. They don't
come in here though, but they come close.
With your back to the door which you entered by, turn left. Shoot a Water Arrow at
the torch in the next small room. Then wait. There are two guards who will come in
through a door into that room, walk to the end, then come back and leave through the
same door. When the first one comes in, move in and knock him out. Then come back
to this room, and wait for the second one. Repeat the process on him. (Note: One of
these is an archer, the other a swordsman. The swordsman has another gold key to
pickpocket.)
NOTE: Both of these guards have lengthy patrols...if you miss one, you'll have a long
wait before he returns.
Once the two guards are taken care of, move into that room down to the end. On the
table you find there is another purse (100, Treasure Count: 200). Turn around, and
exit this room the way you entered.
In this room, turn so you have the hall you just left on your left. Ahead, you should
see an opening into a much larger room. The wall right beside this opening (on the
right) has a door in it. Move through it, then move through the door you find in the
next room.
Ah, decisions, decisions. Do we go up, or down? We go down. Move forward to the end
of the hall, turn right, and follow the staircase before you down. Go down three
flights of steps, then move through door you find.
SAVE YOUR GAME! You're about to enter another patrol area, although you only have
a Servant to worry about...knock him out when you get the chance. Turn left, and move
through the door ahead. Turn right, move forward, and turn right around the corner.
Move through this door. Be careful! If you did not meet the servant in this room,
it is most likely he'll be in this hallway!
Move forward down this hallway until you have to turn right, then do so. Move forward
again, and once you've moved past the first to set of wooden supports, turn right
and move through the door in front of you. On the lower back shelf in this room are
three bottles of wine (50, 50, 50, Treasure Count: 250, 300, 350). There is nothing
on the top shelf. Turn around and leave the way you came in. Back in the hall, turn
right, and follow this hall to the end.
SAVE YOUR GAME! You're about to enter the Mage's Library. You guessed it...it's
patrolled by Mages! Fortunately, only two of them. Take them out as soon as you're
able. (Note that one has a Healing Potion to pickpocket, the other has a gold key.)
Turn left and go through the door in front of you (you'll need one of the golden keys
to open it, if you don't want to pick the lock). Note: immediately across from this
door is the Oracle Room mentioned in the notes above. Ignore it, and turn right. Ahead
you should see both a staircase leading up, and a small hallway just to the left of
it. Move down the hallway, and then turn right when you're able. Move forward a bit
and turn right again, and you'll be facing down another staircase. Take out the torch
at the bottom with a Water Arrow.
SAVE YOUR GAME! Another Mage patrol area, again with two Mages. These ones have empty
pockets, however. Move down the stairs and turn right. Move into this next room, and
wait. This is the ideal spot to knock out the two Mages. When they are no longer a
concern, move forward out of this area, so you are facing down yet another staircase,
leading to a lower section of the library. (There is nothing down there of interest
to you, except the room on the right has a Rope Arrow in it.) Turn right, and move
forward until you can no longer do so. You should be in a darkened area, with a table
on your right. Look down at it, and grab the golden vase (100, Treasure Count: 450).
[NOTE: If you want to get some more Water Arrows, there are two more in here. Turn
so your this table is to your back, and move to the end of the room where you'll find
another table. It has one of the Water Arrows. From the point where you were facing
down the staircase, if you turn left instead of right, you'll find another table with
a Water Arrow on it.]
Turn around and go back the way you came. When the staircase is on your right, turn
left and move through the area where you knocked out the Mages. Turn left, and take
the stairs back up. At the top, turn right around and move forward to the area where
you entered this room originally (with the Oracle Room entrance). Again, turn right
around, and move up the stairs.
At the top of these stairs, turn slightly left, and look at the bookshelf in front
of you. More precisely, look at the third book from the right on the shelf at eye-level
(when your view is centred). This book is a trigger for a secret door. Activate it,
and a portion of the wall to your right will open. Move inside, and pick up the golden
goblet (25, Treasure Count: 475) and the jewelled reading glasses (200, Treasure Count:
675). There's also another Water Arrow on the table you can grab.
Now turn right around. The door to this room closes behind you shortly after opening.
If you are fast enough to grab everything you want before it closes, then move through
the opening while it's still open. If not, however, don't panic...there's a lever
to the left of the door which will open it again. Activate it, and move back into
the previous room.
Ahead and to your right, you should see a stone "circle". Move towards it, and once
you're there, turn so it is on your left. Across the gap on a small table you should
now be able to see a scroll. Move over to the table, pick up the scroll, and read
it. THIS IS IMPORTANT! Reading this scroll tells you how to find the Talisman of Earth,
and also fulfills one of your mission objectives!
Turn so that the stone circle is now on your right. Follow it until you have the
guardrail for the stairs down on your left. Ahead you will see a small flight of steps
leading up. Take them, and turn left.
[NOTE: Another Water Arrow can be had here. There is a small "hall" to the right of
the steps, at the end of which is a small shelving unit. The Water Arrow is in that.]
SAVE YOUR GAME! The door you're about to open will put you in sight of a guard, unless
his back is turned. You may want to douse the torch beside you before opening this
door, to maximize your hiding area.
Open the door in front of you. That guard just ahead has another gold key to pickpocket.
Once you've done that, knock him out.
Across the room, directly opposite the door you just came through, you should see
another doorway, through which you can see another guard. We need to get past him.
[NOTE: There is another guard on this level, that I believe is supposed to patrol.
However, whether by design or by a bug, he doesn't do it very well. I have only ever
seen him do his patrol once, after which he stands outside the guardroom ahead. If
your game has him patrolling, then his patrol takes him out of the doorway ahead,
walking towards you, then turning around again and walking back out. After that, you
should have a reasonable amount of time to deal with the other guard, as the remainder
of his patrol takes some time.]
Turn to your left, and move into the darkened area next to the support pillar. Now
turn right, facing across the room again. Move forward to the other end. As you pass
between the two tables, you may want to grab the Healing Potion on the one to your
right...it's near the end nearest you when you're by the pillar.
Once you've reached the far end, turn right, and edge your way closer to the entrance
to the guard's area.
SAVE YOUR GAME! You can be caught here if you do it while the guard is facing your
direction! Lean over so you can see into the guardroom, and douse the torch inside
with a Water Arrow. Then crouch and creep into the room. When you're close enough
to the guard (and he's facing away from you), knock him out. Then continue forward,
and grab the purse that's sitting on the table at the end of the room (100, Treasure
Count: 775).
[NOTE: Remember that last patrolling guard I mentioned earlier? Well, you are
presently in the guardroom which he stands outside of when NOT on his patrol, so do
the above with caution!]
Turn right around, and leave this room. Back in the large room, proceed forward about
halfway through, then turn left to face another door.
SAVE YOUR GAME! This door opens into a room which will sometimes have up to three
patrolling guards in it. (These are the same guards mentioned earlier, at the point
where you first entered the Keep...see below for more information.)
Go through the door (you will either have to pick the lock, or use one of your iron
keys on it) and move forward, down the stairs ahead. Turn right at the bottom and
go down the next set of stairs. In the room at the bottom, across from you will be
a small table. Move over to it and grab the purse resting on top of it (100, Treasure
Count: 875).
SAVE YOUR GAME! If those patrolling guards have not shown up yet, you may just open
a door in their faces! You're also about to enter another Mage patrol area.
Turn right around, so you're facing the stairs again. In the wall on your right is
a door. Go through it. Turn left, and go down the stairs.
In this area, there are several opportunities to practice your sleep-inducing skills.
In particular, you will find:
1 Swordsman (patrols, has a key to pickpocket)
2 Mages (both patrol, each has a key to pickpocket)
There are also two other guards near the entrance to the Water Tower...when you get
close to them, you'll trigger their conversation, after which they also start
patrolling. Neither of these guards have anything to pickpocket.
There is a final guard positioned at a door which leads into another section of the
grounds. He never goes on a patrol.
Finally, there are two guards that patrol in this area, which have a very large patrol
route. These two are two of the guards that were mentioned just above, and also when
you first entered the Keep. Their patrol takes them through the grounds around the
Water Tower, and the Eart Tower. It also takes them inside the Keep in the areas between
the tower grounds (the two positions marked "Stairs" on your first map). One of these
has a key to pickpocket, the other has nothing.
Okay, back to the game. When you have taken out the three original patrollers (they
all have their patrols near the staircase you came down, so you can stay in that general
area and just wait, if you wish), make your way back to the staircase and stand with
it to your back. From here, if you turn right, you should be able to see the Water
Tower straight ahead, with no obstructions (the Water Tower is the blue building).
You do NOT want to go that way. Instead, move forward slightly (remember, back to
the staircase!) and take the next right hand turn. Follow this until you can no longer
go straight, and turn left. By now, you should be hearing the guards' conversation.
Move ahead until you are right up against the brick wall. Once you stop moving, you
should be sufficiently hidden to avoid notice. Turn left, and watch the two guards.
Once they're finished chatting, they will both turn to leave, moving away from you.
Move in on them at your leisure and knock them out. [NOTE: One of these two will return
here after he's patrolled, and just stand under the light...the other's patrol takes
him into the Earth Tower grounds. I have not followed his patrol as of yet.]
Once the two guards protecting the Water Tower are dispatched, head back over to the
Water Tower, and climb up the stairs to the door. If you actually read that scroll
you picked up earlier, you will know that there was some sort of accident recently
in the Water Tower. As a result, the door is not protected like the doors to the other
towers, and it is empty of adversaries.
Open the door, and move in. Move forward straight across the flooded floor, to the
flow of water coming down some stairs. Climb these stairs all the way to the top,
and open the door you find there.
Take a deep breath, and move into the flooded room. Swim up, and when you surface,
turn so you are facing the island. Move towards it, and pull yourself up. On this
island there are two small spurts of water coming up through it. Move to the one in
the centre, and you'll find the Earth Key. Now, jump back into the water, swim down,
and go through the exit. Follow the stairs all the way down, and move across the room
once again, and exit the tower.
[NOTE: You can, if you feel so inclined, allow guards to see you and lead them to
the submerged room. They will follow you in, but won't swim up to get you. They will
shortly drown, and it won't count against you.]
SAVE YOUR GAME! If you haven't dispatched the two patrolling guards who move between
areas, you may come across them now. Move down the stairs and back onto the grounds.
Turn left, and move forward. When you can see the lamppost ahead, move towards it.
When you reach it, turn to the right. Ahead, you'll see another part of the hedge-maze.
Move forward and to the right, so that the hedge will pass by on your left side. When
you pass it, you'll be in the area with the last guard in this section, standing by
a door underneath a light.
SAVE YOUR GAME! Not only can you get caught by this guard, but this door is the one
the two wandering guards will come through! When this guard is not looking, knock
him out, then move through the door. Inside this room, turn right, and move into the
small enclosed space. The shelves on your left hold three stacks of silver coins (12,
12, 12, Treasure Count: 887, 899, 911), and the ones on your right hold five stacks
(12, 12, 12, 12, 12, Treasure Count: 923, 935, 947, 959, 971). When you've grabbed
all the treasure, turn so your back is to the wall (with shelves on either side of
you).
SAVE YOUR GAME! It is very possible to get caught here. Move forward, and open the
door on your right. Move through it (carefully...there is a guard on the other side
of this door!), and move forward and to your left, over into the shadows.
SAVE YOUR GAME! One obstacle overcome, but there are a few others in here. Aside from
the stationary guard you just passed, and the two patrolling guards who move through
the areas, there are also two Mages patrolling (both of whom have keys to pickpocket).
This next part is dangerous due to the fact that you will be crossing well-lit grounds.
Keep facing your current direction...you should see a large building made of some
sort of stone ahead. (If you don't, move over slightly to the left.) What you want
to do is move towards it, and keep it on your right side. Keep moving forwards until
you see signs of the hedge maze again. When you do, you should see (ahead of you)
the hedge on the right, a stone "block" on the left, and a space in between the two,
through which you can see a stone wall. (I apologize if this description is
confusing...I'm afraid I can't think of a better way to describe it though.) Move
between the hedge and the block, then turn left so you are facing the block. Aha!
This is the entrance to the Earth Tower. Move up the stairs, and use your Earth key
to unlock this door. (You have to use the key on the contraption beside the door,
as opposed to the door itself.)
SAVE YOUR GAME! Unlike the Water Tower, this tower has Mages in it. There is one
patrolling the room just beyond this door. Move so you are just inside the door...it
is possible to position yourself in a small "crack" of shadow here so that you are
completely undetectable. Watch the Mage make his patrol, and when he passes by heading
to your right, move in behind him and put him to sleep. If you'd like to pick up a
couple of things, there is a table in the shadows of the right side of the room (as
you face in with your back to the door) which has a Moss Arrow and a Healing Potion
on it.
Almost directly across from the door you entered through is a staircase. Move up the
staircase all the way to the top.
SAVE YOUR GAME! There is another Mage in the room through this door. You don't want
to open the door in his face. Open the door.
Impressive, isn't it? Beware of those large floating masses. If you're standing
beneath one when it descends...well, it won't be pretty. Also, while you work in this
room, be aware that there is a second mage on the next level, wandering around.
Look around for the Mage in here, and knock him out. Then, you'll need to find platform
to ride around on. I'm going to tell you how I do this...if you find or prefer another
way, then by all means use it (and tell me!).
SAVE YOUR GAME! Platform hopping can be dangerous, especially when there's a Mage
still at large in the room. If you are standing at the entrance you used to come into
this room, with your back to the door, turn left 90 degrees. While facing this way,
to your left you should see a platfrom that simply rises and falls. When it is low
enough for you to jump onto it (and you do have to JUMP onto it), do so. When the
platform rises high enough for you to jump off onto the next level, do so.
SAVE YOUR GAME! I always find having to re-do platform hopping a pain in the butt.
First of all, find the other Mage that is wandering around up here, and deal with
him. Then, turn around until you can see what looks like a balcony, high up on another
level. (If you can't find it, that probably means you are standing right underneath
it!) While you could find the right platform to take you up there, a much simpler
way is to simply use a Rope Arrow. Move along this small walkway (in either direction,
it doesn't matter) until you are close to the balcony. Shoot a Rope Arrow into the
ceiling, climb up, and jump off.
Whichever side you have chosen, once you're on the balcony, do a little exploring
(if necessary) to find the staircase leading up. (Don't worry, it's rather obvious.)
SAVE YOUR GAME! The room you are about to enter is part of a Mage's patrol. Climb
up the staircase, and turn left. If the Mage is not here, then move into the small
hallway you can see ahead, and stay in the dark areas. When the Mage comes by, he'll
either turn down this passage, or walk by it. In either case, take him down. He's
the only one on this level, so once he's dealt with, you can roam freely.
Leave this hallway. You can turn either left or right. You want to turn left, but
if you want another Moss Arrow, then turn right, and follow the hall to the end. You'll
find one on the ground near a glowing mushroom. Then make your way back and take the
left passage. Follow this passage until you are standing at the foot of a ramp.
SAVE YOUR GAME! Another level, another patrol. Once again, there is only one Mage
on this level. At the top of the ramp, you will be able to look down a small hall.
You may not be able to discern this just yet, but the end of the hall is a T-junction.
If you wait here long enough, the Mage on this level will walk by. Then you can move
in and knock him out.
From the top of the ramp, move forward, into the next hall, and turn right. If you
want another Moss Arrow, there is one on the floor in the dark area just ahead. Grab
it or not, but from this point, move forward a touch, and turn right.
See that stairway? You want to go up it. However, if you want yet another Moss Arrow,
move past it into a room with some crates. There will be a Moss Arrow on the floor,
beside a glowing mushroom. Whether you go for the extra arrow or not, move over to
the staircase.
SAVE YOUR GAME! More Mages to deal with, two this time. Deal with them as you come
across them. Move up the stairs, then at the top, turn right around. You'll see some
light coming in through an opening ahead and to the right. There is also another
opening to your left. If you take the one ahead, it gives you a better chance to deal
with the two Mages. The one on the left is a faster route, and gives you a better
chance to avoid at least one of the Mages.
No matter which passage you take, follow it until you come to another one branching
off. Turn down this new passage. Follow it until you reach a room, which has a table
in it. On this table is another Moss Arrow. This room also has another exit. Go through
it, and follow the passage until you reach yet another room, with another table, upon
which is another Moss Arrow. This room also has a ramp up to the next level.
SAVE YOUR GAME! The two Mages on the next level have patrols which put them close
together, leaving almost no time for body-hiding. Move up the ramp, and immediately
ahead on the next level you should see a small area where you can hide in. Move into
it, and turn right around. From here, you can lean out and watch the two Mages when
they come by, and move out to take care of them when the opportunity presents itself.
(Note that one of them carries a Healing Potion you can pickpocket.)
Once they are taken care of, stand at the top of the ramp again, facing so it is to
your left. (Face so that you have the stone block to your left, not in front of you.)
Move forward until you are up against another stone block. Turn right, move forward
until this stone block is behind you, then turn left. You should now be facing a
stairway. Move forward, and climb the stairs all the way to the top. Once there, turn
left. Move towards the table. There is a Rope Arrow on the table. Take it or leave
it, then turn left again. Move to the end of the room, and turn right. Move forward
into the next room.
Lots of jumping and rope climbing ahead now. There are no more Mages to worry about
now, just some physical exertion. Note that, if you do not collect your Rope Arrows
after using them here, this section will take a total of four Rope Arrows. This part
of the walkthrough does not mention retrieving arrows, so if you want to do so at
your convenience. Whether you want to collect them all again, or just leave them behind
to get your best time a little better, be sure that when you leave this area you still
have at least one...you'll need it later.
Look up to the ceiling, and shoot a Rope Arrow into it. Climb up your rope, and fix
your facing so you are looking at a hole in the wall.
This next section is only for those who want to find a few extras...those who want
to just go right on with the mission, skip the next paragraph.
There is a ledge to your left, and one to your right. There is a Moss Arrow on the
right ledge. On the other side of this ledge is another sunken room, within which
you will find another Rope Arrow. Across that room is another ledge (you'll need to
use another Rope Arrow to get to it), upon which is another Moss Arrow. Ignore the
opening in the sunken room...it leads to a window where you can see into another room,
but you obtain nothing. When you've done all you wish to do, go back to hanging on
the rope from the first Rope Arrow you shot in this area.
Facing the hole, jump into it. Once you land, take a look. Immediately in front of
you is a hole in the ground (within which you'll find a Rope Arrow, should you wish
to explore it). To the left of this hole is the path you wish to take. From here,
it is possible to simply jump over the hole and land there. Do so. (Note: On the floor
near where you land is another Moss Arrow.)
Once past the hole, turn so that it is to your right, and move ahead, then turn right.
Drop into the hole in front of you. Turn right, and move forward. (Note: Once again,
you'll find a Rope Arrow on the floor in this area.) Look up and shoot a Rope Arrow
into the ceiling above. Climb up, turn right, and jump off the rope. Move forward,
and turn right so you are facing another hole in the ground. Drop through it.
In this room, you will find both a Rope Arrow and a Moss Arrow on the floor. The chest
holds the key to the Air Tower. Once you have what you came for, it's back through
the maze of ropes you've made, and out of the tower.
Stand under the hole you came down through, and shoot a Rope Arrow up through it.
Climb the rope, and jump off (be sure you're facing towards the opening, and not a
wall!). Turn left, and drop down into the hole. Turn left again, and move forward.
Shoot another Rope Arrow up at the ceiling, climb up the rope, turn right, and jump
off. Turn left, move forward, and turn left again. Once again, you should be able
to jump over this hole with no trouble. Do so, then turn so the hole in the ground
is to your back, and fall down into the room below.
Move forward through this room, and drop through the hole in floor in front of you
in the next room. (This is actually the staircase you took to come up here.) Turn
right around, and move forward and slightly right, moving between those two blocks
ahead. When you've passed them, keep moving forward, and slightly left this time,
so the block ahead passes on your right. When you've passed it, turn right, and move
down the ramp in front of you.
In this room, turn right, and move through the exit you see. Follow the tunnels, and
when you enter another room, the other exit is in the opposite corner to the one you
entered through. Go through the exit, and follow the tunnel again. When you have a
choice of which direction to go, turn left. Follow the tunnel until you come to a
room with a hole in the ground. This hole is the top a staircase. Take the stairs
down.
At the bottom of these stairs, turn right, move forward, turn left, and move forward
just a bit. Then turn left again, and move ahead, and go down the ramp you will come
to. At the bottom, move through the opening on your right and follow the tunnel until
you can turn right (there will be an alcove along the tunnel on your right...that
is NOT the turn I am referring to!). Turn right, and move forward. In the next room,
keep moving forward, and drop down onto the stairs ahead.
Turn right, and take the stairs the rest of the way down. At the bottom of the stairs,
keep moving forward, falling down to the walkway below. (If there is a floating island
in your way, you can wait for it to pass before doing so.) Once down on the walkway,
you can either fall down into the large room below (and taking a little damage doing
so), or run around the walkway to the other end, falling off onto the stone outcropping,
then falling off that into the large room below (and taking no damage). Whichever
method you choose, once you are in the large room, look around until you find the
only exit from it. Go through the exit, and follow the stairs all the way to the bottom.
At the bottom, move across the room to the door you can see ahead, at the top of a
small flight of steps. Stop before you go through the door.
SAVE YOUR GAME! You're about to leave the Earth Tower, and if there are any patrols
outside you didn't take care of, you may run into them now. If you do...well, I'm
sure you know what to do. :)
Go out the door, and down the stairs. Move forward, past the first hedge ahead, and
then turn right. Move forward a bit and turn left. Move forward nearly all the way,
turning right at the first opportunity. Move forward...there should now be a "wall"
on your left. These are the stairs leading back into the Keep. Keep moving forward
until you can turn left, and then do so, turning right around. Climb up the stairs,
open the door on your right, and move back into the Keep.
SAVE YOUR GAME! Remember several times earlier I mentioned patrolling guards moving
through areas? Well, there's one left...an archer. This guard moves between the Air
and Fire Tower areas, as well as the two "side" areas of the Keep (the two areas marked
"Stairs" on your main map). You're about to go into his patrol area. (Note that he
is carrying a key that you can pickpocket.)
Climb up the stairs, open the door on your right, and move back into the Keep. Turn
to your right...you should be able to see another door, in the wall opposite the one
with the door you just used. Go through this new door. Turn left, and move down the
stairs. At the bottom, turn right, move forward a touch, then turn right again and
move forward, so that the stairs you just came down are passing by on your right side.
When you reach the wall, turn left again, and move forward. You will eventually come
to a door in the wall to your right. Go thorugh it. Push forward through this new
area (actually the area you started the mission in!) all the way until you find another
door directly opposite the one you just used.
SAVE YOUR GAME! Another patrol area...not only the Archer mentioned above, but two
Mages (each one with a key to steal!). Open the door, and move through it. Turn right,
move forward, and take the first left ahead. Move forward as far as you can...you
may need to turn slightly here and there to avoid hitting the edges of things. When
you are against the brownish rock wall, turn right, and move forward until you can
turn left. Do so, and turn left again. You should now be facing the stairs leading
to the Air Tower. Move up the stairs.
SAVE YOUR GAME! There is an Air Mage patrolling the room beyond. When you have an
opportune moment, rush in and knock him out.
Unlock the door (again, use the key on the device on the wall, not the door itself).
Move into the next room (after taking care of the Mage). With your back to the door
you entered, you should be looking across the room at a stairway going up. Move forward,
but about halfway across the room, turn left. See that smoking thing on the table?
Go grab it. It's your very first Gas Arrow. DO NOT USE IT YET! You will need this
for a certain area in the Fire Tower, which I will point out at the appropriate time.
Now, go up the stairs you noted earlier. At the top is another door.
SAVE YOUR GAME! You don't want to get caught when you open this door!
Open the door. The floor in the room beyond (and in most of the Tower!) is very loud
to walk on. There are also two Mages patrolling in here, one of which sometimes patrols
on the walkway above.
I have found that the best way to deal with these Mages (on your level)is to enter
the room, turn left, move forward until you can turn left again. Do so, and move forward
into a small crack where you can hide. Then shoot some Moss Arrows on the ground down
the path you just took, then crouch and wait. The Mages' patrols will both eventually
bring them here. When they walk by, knock them out one by one. Note that sometimes,
they walk very close to one another, and it is more difficult to get them both without
leaving the moss-covered floor.
Once the Mages are dealt with, return to the door you entered here by. Turn so it
is to your right, then move forward. When you can turn right, do so, and climb up
the stairs ahead. At the top, turn left, and follow the walkway until you are near
an elevator-platform.
SAVE YOUR GAME! There is another guard patrolling up on the next level. Hop onto the
elevator, and when you reach the next level, hop off.
The Mage who patrols up here seem to always do so in a counter-clockwise pattern.
(At least, that's all I've ever seen!) So if you follow the same way, you'll be able
to sneak up behind him and knock him out. If he's not in the outer area however, he
will be in the inner area (again, he moves in a counter-clockwise pattern).
Okay...after hopping off the elevator, start circling the area in a counter-clockwise
pattern. When you pass the table with the Speed Potion on it, grab it if you wish.
When you come to a point where you can turn left, do so. Inside this area, you can
turn either left or right. Turn in the direction of your choice (if the Mage is in
here, he's moving counter-clockwise still), and follow the inner wall until you come
to an opening in it. Turn into the opening. Inside, you'll find another elevator.
Wait for it, and jump on when it reaches you.
When it takes you to the top, step off onto solid ground again. There's a lot more
platform hopping to do, I'm afraid. When the next platform comes by, get on it. If
it's taking you down, then you'll have a small wait ahead of you. If it's taking you
up however, look around until you find another area where you can step off, and do
so. Move into the next "room", and wait for the elevator here. Get on it, and when
it takes you down to the ground, get off. Look around for the exit, and move through
it into the next area.
When the platform in this room comes to the ground, hop on. In this area, it will
take you to two different spots where you can get off. Ignore the first one, and get
off at the second. Move forward into the next room, where you'll find yet another
elevator. When it's near enough to get on, do so, and ride it to the bottom. Once
there, get off, and move into the nook in this room, but just step in close enough
to avoid getting squashed should the lift you took down here come back before you
can leave.
Another elevator platform will come down here. When it does, get on it, and ride it
to the top. At the top, you will find yourself pushed off the elevator by the sloped
ceiling. Turn so you are facing the exit, and move through it. Turn either left or
right (it doesn't matter which), move forward, and when you are able to turn, do so,
and move forward.
Hmm....impressive scene, don't you think? How ARE you going to get to that chest
floating up there? Turn around until you find the ramp leading up. Take it to the
top, and turn either left or right. You are on a circular walkway which runs the entire
circumference of the chamber. See those two telescope-like devices opposite each
other? They are they key (pardon the pun) to getting to the chest. Move around the
walkway to one of them, and activate it. It will lower it's top end to let you know
you've done so. Now move around to the other device, and activate it. Once both
telescopes have been activated, the chest will slowly sink down to the pedestal
beneath it. Fall off of the walkway and move over to the pedestal so that you are
there when the chest arrives.
Unfortunately, this chest is locked, and you'll need to pick the lock. Start with
your triangular lockpick, and when that one finishes, switch to the other one.
Unfortunately, you will be unable to finish picking the lock before the chest rudely
rises again, out of your reach. Turn and climb the ramp, and move about the walkway,
repeating the process with the telescopes. Fall off again, move over to the chest,
and finish the job you started. When the second lockpick is finished, you will be
able to open the chest and get the Fire Key. (You should be able to finish picking
the lock before it rises up again, but if not, just repeat the process again until
you do manage it.)
With the Fire Key in your possession, it's time to leave. Turn until you are facing
the ramp. Move forward, and pass by the ramp, moving behind it. Turn, and find the
alcove you arrived in. Wait for the elevator to come up, and start going down again,
before you move forward. Once it has started down again, move forward onto the platform,
and wait for it to take you down. Once you arrive, step off the elevator, and move
into the next room. Wait for the elevator here, jump on, and ride it up. Step off
when you reach the level above.
Move forward into the next room, and wait for the elevator. When it comes by, move
onto it, and take it all the way down (again, ignore the alternate landing). At the
bottom, move into the next area, wait for the elevator to come down, and jump onto
it when it arrives. Take it to the top, and step off onto the landing above. Move
into the next room (are you sensing a pattern here?), wait for the elevator, step
onto it, and take it down. DO NOT TAKE IT ALL THE WAY DOWN! Look for another landing
not far down from the one you came in the room on, and get off there. Move into the
next room, wait for the elevator, take it down to the bottom, and get off.
SAVE YOUR GAME! If you didn't take care of the patrolling Mage here, you may run into
him. Turn around and look for the exit from this room, and take it. Turn either left
or right (left is recommended if the Mage is still patrolling) and move ahead until
you find the exit. Take the exit, and turn either left or right (again, left is
recommended if the Mage is still patrolling...or if he is not, and you missed the
Speed Potion earlier, you may want to turn right). When you reach the hole in the
floor with the rising and falling platform, hop onto the platform and ride it down.
When you reach the next level, jump off the platform. Now, either fall off this level
down to the next, or work your way around to the staircase and take it down. Either
way, once you're on the lower level, turn and find the exit. Move through it, take
the stairs all the way down, then move across the room to the door you see at the
far side.
SAVE YOUR GAME! You're about to leave the Air Tower, and if there are still patrollers
out on the grounds, you could meet them when you exit.
Move forward through the door, and go down the stairs. Turn right and move forward
a touch, then turn right about 45 degrees. Move forward, with the brownish wall on
your right, until there is a break in the hedge on the left. Turn, and move forward
through the break, and keep going until you reach the brick wall far ahead. Turn right,
and move ahead to the door in this wall.
SAVE YOUR GAME! If you didn't take care of the patrolling Archer yet, you may find
him beyond this door! Turn left and move through the door, and keep moving forward
until you come to another door. Move through it and turn left. Ahead to the right,
you should see a space between the hedge and another brownish wall. Move forward,
then turn right and move ahead through that space. Keep the brownish wall on your
left and you will soon come to a point where you can see a glowing crystal on a wall
ahead. Move towards that crystal. When you have it on your right, turn right, and
you'll see an opening with stairs leading up into the Fire Tower. Climb these stairs.
SAVE YOUR GAME! You're about to enter the Fire Tower, and there is a patrolling Mage
in the room immediately beyond this door. Use your Fire Key to unlock the door (once
again, on the strange locking mechanism beside the door, not the door itself). When
the opportunity presents itself, move in and knock out the Fire Mage on patrol in
here.
With your back to the door you entered by, you should see another glowing crystal
in the wall ahead. To the left of this crystal (your left, not the crystal's) is a
stairway up. Follow these stairs all the way up.
SAVE YOUR GAME! Not only is there a patrolling Mage in the next room, but at this
point a few words of caution need to be said. The Fire Tower is DANGEROUS! It is not
only the Mages that you need to contend with. There are pools of lava, as well as
heat traps which alternate between hot and...well, and not-so-hot (these will be
referred to merely as "glowtraps" hereafter). The glowtraps are timed, they are not
activated by touching them, so you can walk across them safely when they are "cold",
and shooting them with a Water Arrow disables them for a short while (about two or
three cycles). All of these things can prove hazardous to your health. You will
probably need to imbibe a few Healing Potions while in here. Finally, a lot of the
flooring in this place is metal grating, which will quickly call attention to yourself.
You will probably need many Moss Arrows in here as well.
Open the door, and move into the next room. There is a Fire Mage patrolling the area.
He does not, however, come to the "landing" where you are. He instead patrols the
upper level, and also patrols down here IN THE LAVA ITSELF! I've found the best way
to deal with him is to wait in one of the two corners which extend into the lava,
and when he walks by, club him. The areas are sufficiently dark to hide you from his
probing eyes. (Do not worry about killing any of these Mages with the lava...conscious
or not, the lava does not hurt them, and they apparently cannot drown in it either.)
Note that you can also climb onto the railing here, but to do so you must NOT be pushed
up right against it. Move up against the railing, tap backwards a small step, then
mantle up.
Once the Mage is taken care of, you need to proceed upstairs. Do not even THINK about
trying to jump across the lava to the stairs descending into it...although you will
come very close, you will hit the lava and die instantly.
From the door where you entered this room, turn so the door is to your back, then
face left. Move forward, turn left again, and climb the stairs up. Watch you don't
fall off them at the top...the very top is just another stair, and the drop leaves
you in the lava. Turn left and you'll see another small staircase leading up. Move
forward so that it is on your right. Then turn LEFT, and move to the edge of the landing.
Look across, and you will see a sort of walkway that you can get to from here. It's
at about eye-level, so you'll need to jump-grab-mantle up. Also note that there are
two glowtraps on the floor you need to hop onto. There is a space between the two
of them which you should aim for. To do so properly, you will need to be positioned
approximately in the right corner of this landing (with your back to the second set
of stairs). You may also want to Moss Arrow the floor ahead, as you could draw attention
to yourself when you pull yourself up onto the walkway.
Position yourself as described, and jump-mantle your way up/across. When you are
settled, you'll want to jump across the gap ahead and mantle up to the next area.
There's no glowtrap where you'll be landing, but again, you may want to Moss Arrow
the floor before leaping.
SAVE YOUR GAME! There is a Mage who's patrol takes him close to your position here.
Once you are across the second gap, move forward across the glowtrap ahead of you
and turn left when you get the chance. Move forward slightly, turn left again, and
climb the stairs ahead into the next room.
The Mage just mentioned has a patrol which brings him to the top of these stairs.
I suggest waiting for him, and knocking him out when he arrives.
The exit from this room was rather difficult for me to find. If you stand so that
you are facing a torch in the opposite wall, and you can see the stairs you took up
here on your left, there will be four glowtraps which you can see. If you think of
them as #1, #2, #3, #4, with #1 being the furthest from you, then proceed towards
#2. When you have it on your right side, turn towards it, and step across it and turn
right...you should then see the exit.
So, find the appropriate glowtrap, walk over it, then turn right. Move forward,
following the corridor straight ahead and being wary of the glowtraps on the floor.
Eventually you will come to a large room with metal arches and more glowtraps.
If you want to find everything, then directly across from the entrance you came through
is an exit, which leads to a small alcove. Inside is a chest which contains a single
Fire Arrow. You don't need this, but if you want it, there it is.
From the entrance you used, you should see the glowtraps ahead to the right. You need
to work your way through these to the other end of the room. There, turn right and
you'll see another exit, guarding by a glowtrap. When it is safe to do so, move through
the exit and turn right.
SAVE YOUR GAME! You will be entering another patrol area in a moment! Take these stairs
up to the next level. In the large room at the top, find a spot in the darkness to
hide and wait. When the patrolling Mage comes in, make sure he doesn't leave again.
There is another exit from this room directly opposite the way you came in. Take that
exit, then turn right and follow the hall. At one point you will find an alcove which
appears to hold a Fire Arrow on the floor. Pick it up if you wish...it is actually
two Fire Arrows. A second alcove (near a point where grating turns into stone floor)
holds a box which is difficult to see. Inside you will find another Healing Potion.
Stop when you reach another set of stairs going up.
SAVE YOUR GAME! Another patrol area, and a difficult one to set up a proper ambush
in! Climb these stairs, and when you get near the top, crouch. There's a sort of railing
to your right, and when you're ducked you can't be seen. When you're sure the
patrolling Mages won't see you, stand up, and look around. (Also, take note of the
door nearby...you'll be coming back to it later.)
The Mages are difficult to sneak up on due to all the metal grating in the area. This
is the point where I suggest you use your Gas Arrow. Take out one of the Mages when
he's down on the same level as you.
Now, from a point near the door exiting this room, turn so your back is to the door.
Move forward, keeping near the right "railing" near the stairs you took up here. When
you reach the end of the railing, you'll find a darkened alcove. Perfect for hiding
that body, and yourself. The other Mage's patrol comes by here as well, so pepper
the floor area nearby with Moss Arrows. Now hide and wait. When he comes through,
sneak up behind him and put him to sleep.
There should be a staircase leading up nearby. Take it up, and at the top, turn right.
Follow this catwalk all the way around the room, until you come to another set of
stairs going up. Take them, and then turn right around to find another set going up.
Take them up as well. Turn right, and you'll see that there are a series of catwalks
that all meet in the centre of the room. Move to the centre part, and turn left. At
the end of this catwalk is a door. Go through it. Directly opposite you will be a
set of stairs. Take these stairs all the way to the top, then turn left.
This room is the final room, which contains the key you are searching for. However,
it's rather well protected. You have to cross that lava pool using the walkway provided.
However, two ends are missing, so you will need to jump onto and off of it.
SAVE YOUR GAME! A slip here and it's goodbye Garrett. Move over to the walkway, and
hop onto it. Then walk across, jumping over the small gap in it.
The chest before you holds the key. It will take you a while to pick the lock, and
those glowtraps surrounding the pedestal are timed so that you cannot safely pick
the lock while standing in one place for two long. I suggest you use a Water Arrow
to deactivate one, then stand on it while you pick the lock. Alternatively, you could
just sidestep between glowtraps as they brighten and fade.
Whichever method you choose, pick the lock on the chest (start with the square
lockpick), and open it to get the Treasure Key.
As Garrett says, "Time for the Talisman." So, turn around, and take the bridge back
to the other side. Turn left, move forward, and turn right around when you get a chance
to turn right. Take the stairs all the way down, and go through the door ahead back
into the room with the catwalks.
You can get back down one of two ways. Either follow the catwalks and stairs until
you are back on the ground again, or simply drop off the catwalks one level at a time
until you have to follow the catwalks and stairs down. Either way, when you are finally
down, turn so you are facing that door we noted earlier. Move over to it.
SAVE YOUR GAME! There are two guards on patrol beyond this door. There is a lever
on your left which operates this door. Do so. It will open facing a long corridor.
This is the best place to bushwhack the guards, if you can arrange it. Take out the
torches giving light, and wait for them to come through.
Once the guards are taken care of, move to the end of the corridor to the door.
SAVE YOUR GAME! It starts getting dangerous again. Move through the door ahead, and
follow the hallway ahead to where it opens into a circular corridor. Turn right. Note
that you may want to douse the torches you come across, as there are several more
guards who come into this area on occassion.
Follow the hall until you come to a door on the lefthand side.
SAVE YOUR GAME! There is a single Mage patrolling beyond this door, and there is a
chance of opening the door on him. Open this door using one of your gold keys. Before
going through it however, you will want to spread some Moss Arrows on the ground ahead,
and take out the torch lighting the area. (To take out the torch, move towards the
door, then turn left, and lean right so you are leaning into the room, and shoot your
Water Arrow at it.)
With the area properly secured, step through, and wait for the Mage. When he comes
by, knock him out. Once he's sleeping peacefully, turn to find the stairs leading
up. Take them, and follow them all the way to the top. There, you'll find a door.
This door is locked, and you need the Treasure Key to open it.
[NOTE: This door has caused problems for more than one person, so I'm
expanding the advice here. When you face the door, back up from it so that you can
also see the door frame on either side. Then look to your right. One of those weird
doohickey's that protect the other towers should highlight. You need to use the key
on THIS device, not the door itself.]
SAVE YOUR GAME! There are two Mages are in the next room. To unlock this door, you
need to use the Treasure Key on a device which is situated on a wall beside the doorway.
Back up from the door, and you should see it to the right. Use the Treasure Key on
it, and the door will open.
Step inside, and immediately turn left. While the Mages are talking, you should be
able to hide before they start their patrols. Move forward, then turn left. Move
forward a bit, and you'll see an alcove on your left which you can safely hide in.
Move into it, and wait. When the Mages come by, take them out one by one. (It may
be helpful to shoot a Moss Arrow at the ground inside the alcove, so you can step
out without worrying about making noise.)
Okay, with the Mages taken care of, let's get the Talisman of Earth. If you have been
examining the scrolls and parchments you found throughout this mission, you will have
come across this rhyme:
"Eight old men up in a tower
Eight old men, only one with power
Turn away from the hand with the sword
count seven and find your reward"
Around the outer edge of this circular room you will find eight Earth Talismans ("Eight
old men up in a tower"). Only one of them is real ("Eight old men, only one with power").
Trying to grab one of the fakes will result in a nasty punch to the face (taking away
three of your health points)!
Return the door you entered this room from, and turn so your back is to it. Now pull
out your sword. See that it is in your right hand? Turn left ("Turn away from the
hand with the sword"), and move around the room, counting off the Talisman's you pass
until you come to the seventh one ("Count seven and find your reward").
OUCH! Nasty punch, that. Unless I am misinterpreting something about the riddle, then
it is erroneous. You are only supposed to count to SIX to find the real Earth Talisman.
Go ahead and grab it now. (No, really...it's safe this time.)
Well, it's been a long time since you've gotten any treasure, so let's get some. Return
to the door you entered this room by. If you face the door and back up, you will see
a treasure on either side of it...on the left, a tall gold vase (20, Treasure Count:
991), and on the right, a shorter one (20, Treasure Count: 1011).
Now make your way around the room to the opposite side, and you'll find a mantle which
holds two slim gold vases (20, 20, Treasure Count: 1031, 1051), and two golden idols
(75, 75, Treasure Count: 1126, 1201).
That's all that's up here, I'm afraid. Work your way back to the door you came in
through, and go through it again. Take these stairs all the way down (past the area
you bushwhacked the Mage in). When you reach the bottom, pick the lock on the door
you find and go through it. Then turn left, and take the stairs down one level. At
the bottom, turn left.
SAVE YOUR GAME! This door you are facing opens onto a hallway where there are three
patrolling guards!
Open the door, and lean through it to see where the guards are. If the coast is clear,
then move in and take out the torches in the hall. Then, when the guards come by,
knock them out. Note that one of the has a purse you can pickpocket (150, Treasure
Count: 1351).
Once they are all slumbering, it's time to collect some more treasure. Return to the
door you came into this hall through. With it to your back, turn right, and you'll
see another door. You'll have to pick the lock on this one. Do so.
SAVE YOUR GAME! There is a slumbering guard in here, happily snoring away. If you
get too close to the bed, you'll wake him. Move into the room. Directly across from
the door is a table, upon which sits a gold nugget (100, Treasure Count: 1451), a
ledger, and the Medallion of St. Burringden (150, Treasure Count: 1601). Now turn
right, and open the chest on the floor to get a diamond (200, Treasure Count: 1801).
If you want to find other items for completeness, there are two Water Arrows in a
small shelving unit on the other side of the desk. However, getting them may be
difficult, as you may wake up the captain.
Leave the room the way you came in. Immediately outside the room, look up. See that
wooden rafter? Shoot a Rope Arrow into it, near the right side. Then climb up the
rope, and you will find yourself another gold nugget (100, Treasure Count: 1901).
Now climb down.
With your back to the door of the captain's quarters, turn right. Just underneath
this rafter is a door in the wall. This door can be opened with an iron key. Inside
is another sleeping guard, and two chests. The one beside the bed has 6 Broadhead
Arrows in it. The one at the foot of the bed has a stack of gold coins (50, Treasure
Count: 1951). You may want to use a Moss Arrow on the floor in here before trying
to go for the chests.
Leave the room the way you came in, and turn right. Partway down this hall you will
find another door on your right, which also requires an iron key to open. Inside is
another sleeper, again with two chests. With your back to the door, the one on the
left is empty, and the one on the right holds a purse (100, Treasure Count: 2051).
Again, a Moss Arrow may prove useful.
Turn around, and leave the way you came in. Directly across from this door is another
one. Move over to it.
SAVE YOUR GAME! The person in this room is NOT asleep. You just may open the door
while she's looking at you.
There are two ways to deal with this woman. You can either rush right in and club
her...even if she sees you, it won't matter, since she's a servant-type who will fall
anyways. The other method is to use a Moss Arrow on the floor and sneak over to her,
then club her. (It may also be useful to knock out the torch inside the room, if you
can manage it.)
Open the door, and use whichever method you like. If you use the sneak method, be
sure to pick her pocket before clubbing her...she is carrying a purse (75, Treasure
Count: 2126). There's also a small shelving unit in here which holds a golden goblet
(25, Treasure Count: 2151), and a chest which contains another stack of gold coins
(25, Treasure Count: 2176).
Turn around and leave the room the way you came in. In the hall, turn left. Down the
hall in the lighted section, you should see a set of double doors. On either of the
other walls you will also see a door. Move forward, and go through the door on the
left. Inside, on a table, you'll find yet another purse (100, Treasure Count: 2276).
Now turn around and leave the room the way you came in.
In the hall, turn right and head back down the hall until you reach the end. (Ignore
those other two doors mentioned above...the rooms are empty.) At the end of the hall,
turn right, and go through the door in front of you. You'll be on a landing between
staircases, one going up, the other going down. Take the stairs going down, and follow
them all the way to the bottom. Once there, continue forward to the end of the room,
and turn left.
SAVE YOUR GAME! You're about to enter a patrol area. There are two guards that move
around these tunnels. Deal with them when you get the chance to. (Note that each has
a blue key to pickpocket.)
Go through the door in front of you. Continue forward, and follow the corridor a short
ways. Soon, you will be able to see a section of the wall on your right which is
discoloured from the rest. When you reach it, turn to face it, and "use" it...it is
a secret door. Move into the next room, and turn left.
At the far end of the room you should see two chests on the floor. The left one contains
a small diamond (100, Treasure Count: 2376), and the one on the right holds a Water
Arrow. The shelf on your right has two stacks of silver coins (12, 12, Treasure Count:
2388, 2400) on it. Finally, the top shelf of this room holds a silver nugget (50,
Treasure Count: 2450).
The silver nugget is not visible from the floor. There is an alcove off to the side
with a ladder going up to a small area above. From there, you can look down on the
shelf and see the nugget. You could even walk off of the landing and land on the shelf
itself to get the nugget. Also from up here, if you look up you will find a secret
door in the ceiling. It leads to the maze-area of the outdoors near the Water Tower.
Leave this room the way you came in. Back in the tunnel, turn right and continue to
follow it until you can turn left, then do so. Move down this hall until you come
to two doors, directly opposite each other. Each one needs an iron key to open. (Note:
You should probably take out the torch in this hallway, as this is the most likely
spot to ambush the two patrolling guards.)
Go through the door on your left. Inside you'll find a Water Arrow on the table near
the door. On the shelves opposite the door you'll find another silver nugget (50,
Treasure Count: 2500), a stack of silver coins (12, Treasure Count: 2512), another
purse (100, Treasure Count: 2612), and 10 Broadhead Arrows.
Leave the way you came in, and go through the door opposite this one. Inside this
room you will find a gold nugget on the table (100, Treasure Count: 2712) and a purse
on the shelves (100, Treasure Count: 2812).
That's the lot. Time to leave. Turn around and leave the way you came in. In the hall,
turn right, and follow the tunnel to the next intersection, where you should turn
right again. Continue down the tunnel until you can turn left, then do so. Move forward,
go down the stairs, turn right, and move forward to the end of the hall.
SAVE YOUR GAME! If you haven't found the two guards down here yet, it is very likely
they are behind this door. (One time I had them coming out the same time I was trying
to go in!)
Turn right and open the door ahead of you (it requires one of the blue keys you found
on the patrollers...if you don't have one, pick the lock). Move into the next room,
turn left, and move to the end of the room. Turn right, and move forward into the
next room. Turn right again. The far wall should have a darkened area. Move over to
it and "use" it...another secret door! Move through the door, and down the stairs.
SAVE YOUR GAME! One last guard to deal with. He patrols around the next area. Keep
out of his way, don't let him hear you, and you'll be fine.
There are two ways to handle this situation. The first is most likely the way it was
intended: Move into the next room, and turn left. Move past the pillar, then turn
right. Take the stairs in front of you all the way down. Turn right, move forward
a little, and turn right again. Move over to the water, and dive in.
The second method is the faster way...simply find a point where you can jump into
the water from up here, and do so.
Whichever method you use, once you're in the water turn in the only direction you
can follow it, and do so. You will soon find some iron bars blocking your path. Move
towards them. Congratulations! You've bested the Mages and stolen the Talisman of
Earth!
Section 14: The Lost City (Mission 9)
=====================================
My best time on Expert: 35 minutes, 50 seconds
Maximum Possible Treasure: 2845 or 3205 (see below)
14.1: Introduction
==================
"The knowledge of those who came before could neither be disseminated or destroyed.
Its power would be a dangerous tool in the wrong hands, but would also insure against
future cataclysm. At that time we chose to maintain it with writings preserved in
extant locations."
-- Keeper Annals
The Keepers have hidden the Talisman of Fire in a place they call "The Lost City".
Some kind of cataclysm buried the place underground ages ago. The Keepers have sealed
the access to the city: a cleft in the river bottom near the east side. If the materials
in the library are right, the strange stone I found can be used to open that seal.
I've also got a map...it's so old the edges crumble in my hands. It shows the city...or
at least how it was back then. I hope the old place hasn't changed much....
14.2: Objectives: Normal
========================
1. The sealed entrance to the Lost City is supposed to be at the bottom
of the river around here somewhere. Getting past that is the first
step.
2. The Talisman of Fire was hidden in the Lost City long ago. Time for
it to go.
3. Finding the Talisman is well and good, but you'll have to get back
out for it to be worth it.
14.3: Objectives: Hard and Expert
=================================
1. The sealed entrance to the Lost City is supposed to be at the bottom
of the river around here somewhere. Getting past that is the first
step.
2. The Lost City must have a lot of lost treasure in it. Pick up some.
3. An expedition the Keepers sent once to map the Lost City never
returned. They'll owe you a favor if you can recover the medallions
from the remains.
4. The Talisman of Fire was hidden in the Lost City long ago. Time for
it to go.
5. Finding the Talisman is well and good, but you'll have to get back
out for it to be worth it.
14.4: Simplified Objectives
===========================
1. Find an entrance to the Lost City.
2. Get 2000 in loot including 500 in gems.
3. Recover the Keeper medallions from the lost expedition.
4. Obtain the Talisman of Fire.
5. Leave the Lost City.
14.5: Before The Mission
========================
What You'll Encounter: Spiders, Burricks, Fire Elementals, Mages (Air, Earth, Fire,
Water).
Starting Funds: Whatever you steal from the Mages of the Hand Brotherhood. (Maximum:
2812.)
Starting Gear:
20 Broadhead Arrows
5 Water Arrows
1 Rope Arrow
1 Set of Lock Picks
1 Key
Items for Sale:
20 Broadhead Arrows (Cost: 25 each)
20 Water Arrows (Cost: 50 each)
5 Gas Arrows (Cost: 500 each)
5 Rope Arrows (Cost: 200 each)
2 Flash Bombs (Cost: 200 each)
2 Breath Potions (Cost: 125 each)
2 Healing Potions (Cost: 250 each)
1 Papyrus (Cost: 150)
NOTE: Guess what? Once again, your sword and blackjack are not shown with your starting
gear, yet magically appear in your possession when the mission starts!
The key you start with is the stone object you took from the library in "The Haunted
Cathedral".
The Papyrus is described thusly: "An acquaintance will sell you a commission he has
to pick up some antiquities which you may be able to find around the Lost City."
Purchasing this item increases the total value of the treasure you can find during
this mission by 360. Those of you who rely heavily on your purchases for each mission
may want to buy this item so that you have that much extra during the next mission.
The walkthrough for this mission is done reflecting the fact that you purchase this
commission.
For those who choose NOT to purchase this, however, the Papyrus is reprinted here
for your edification:
"Sangar --
Let me know if you ever come across any good antiquities in your, ah, explorations.
I'd be particularly interested in any ritual headresses and masks. The gold and enamel
work from Cyric is increasingly rare, and I needn't point out that if you ever found
something dating back to the Precursors, I'd make you a rich man.
-- Bram Gervaisius"
Strangely enough, purchasing this commission does NOT change the amount of loot you
need to advance to the next mission, only the total amount that you can find during
this one. Also, it does not seem to affect how many treasure items you find, but only
the value of these items. There are three masks you can find, that are apparently
worthless if you do not purchase the commission. Each one is worth 120.
As far as purchasing Breath Potions is concerned, there is only one place where you
may need one, and it is near the beginning. You have a long underwater tunnel to
traverse. While I have been unable to move from one end to the other unharmed, I have
done so taking only 3 points of damage. If you don't mind running around the mission
lacking a few health points, then the Breath Potion is probably a waste of money for
you. If you like having all your health points however, note that they are half the
cost of a Healing Potion.
With all the Fire Elementals around, not to mention several places where you will
want darkness, a plethora of Water Arrows would certainly be prudent. However, you
will be able to pick up several during the mission, so I suggest you only buy about
fifteen. Also, at least one Gas Arrow, preferably two or three. You may prefer Flash
Bombs over Gas Arrows, as they're cheaper, but I like the Gas Arrow's long-distance
option. :) Also, there is only one Healing Potion to be found on this mission. If
you want any, buy them now. Finally, there are one or two areas where Rope Arrows
are essential...and a point early on where you can lose one. If you're not confident
with your "jump and grab" ability, you may want to buy one or two extras.
Recommended Purchases: 15 Water Arrows, 3 Gas Arrows, 1 Flash Bomb, 1 Papyrus. Total
Cost: 2600
NOTE: This walkthrough is assuming, for the most part, that you have made some of
the recommended purchases!
14.6: Notes Regarding This Mission
==================================
Apparently, this mission has been redesigned rather heavily from the one found in
the original Thief game (at least in content, and to a lesser extent, geography).
While browsing online, I've found references to Craymen in this mission, which I did
not find, and NO mention of Mages, which are rather abundant. I'm afraid if you're
playing the original Thief game, this walkthrough may not be much help to you. :( (All
the treasure locations seem to be the same though, from what I've found.)
At various points in this mission, you'll find dark rooms that when you enter, light
up. There is a blue sensor device on the ceiling that detects your presence. While
this can be annoying, as it keeps you from hiding, it can also be used by you to tell
when others are moving in and out of rooms. Sometimes you move between rooms that
each have these sensors, but you can fool them by standing in the doorway between
the rooms. Then both sensors go dark, and you're hidden. :)
The Keeper Medallions which you are supposed to retrieve are not, in fact, both in
the same location. You'll have to find both in order to get the credit for the Mission
Objective.
WATER ARROWS ARE PRECIOUS FOR THIS MISSION! You need LOTS, and then some! If you are
trying to extinguish Fire Elementals with them, and you miss one, I highly suggest
reloading your game. While you will probably NOT need all you find and purchase, it
is best not to tempt fate. The last thing you want is to have to get past a Fire
Elemental after you've run out of Water Arrows!
Likewise Rope Arrows. There is a point where you will want to have three Rope Arrows
to proceed. (Although one IS sufficient, the more you have the better.) Just shortly
before that point you will have the opportunity to pick up one, and there is an area
in the beginning where you can pick up another. However, if you lose any of these,
unless you have purchased extras, you process will be more difficult.
While playing this mission, I got a big surprise when the Mages became involved...I
was not expecting them. Quite a few of them are rather difficult to blackjack. I was
wracking my brains trying to figure this problem out when I suddenly realized, "Hey!
I'm allowed to kill!" Out came the Broadheads and whatever other lethal items were
in my arsenal, and a bloodbath ensued! It felt good to kill something for a change.
Hmmm...what does that say about me? :)
14.7: Walkthrough
=================
You start off in town, in a rather enclosed area...there are not many options of where
to go. Move forward, and follow the turn ahead. You'll come to an area with a couple
of options, but just keep moving forward. When you hit the entrance to the water,
stop, and turn left. Move forward, up that small flight of stairs, and towards that
wall ahead.
Turn so you are facing left, and look up. See the top part of the wall, with the
criss-cross pattern? You're Rope Arrow will stick in that. Aim high, and somewhat
close to the right. You'll need to jump off the rope and land on the roof nearby which
slopes away from you.
NOTE: There are two jumps from Rope Arrows in this small section. Try very hard to
retrieve your Arrows as you jump...you will want them later! (See the Notes Regarding
This Mission, above.)
When your arrow is secured, hop onto the rope, climb up, then turn right. You want
to jump off the rope now, and if possible, grab the arrow when you do so. If you don't
land properly, you may take some damage or, even worse, fall off the wrong side and
have to do it all over again.
Once you've landed on the proper side, take a look around. In one corner of this small
enclosed area is an old cart. Move over behind it, and on the ground you'll find two
Broadhead Arrows and another Rope Arrow. Take what you like. Then move over to the
stack of crates, and look behind them. Someone must use this place for their own
private drinking parties. Take the golden goblet (25, Treasure Count: 25) and the
gold plate (50, Treasure Count: 75).
SAVE YOUR GAME! This next part is rather tricky, and you can lose your Rope Arrows
here. Turn so the stack of crates is to your back, and look up. Again, that criss-cross
pattern will hold your Rope Arrow, but for some reason only certain sections of it.
The others will just break your arrow.
Look closely at the criss-cross pattern near the top. See a part over to your right
where the pattern looks a little off? That's the dividing line. Anything that high
to the right of that line will hold your arrow. Anything to the left that high will
break it.
Aim your arrow high again. When it's secure, climb the rope, turn right, and jump
off. Try to land on the roof below, sloping away from you, to minimize the damage
you take when you fall (I've been unable to do this part without taking damage...anyone
do it?). Also, try to get your arrow back again (with another jump-n-snatch
manouevre).
One you're safely on the other side, turn to face the wall you just jumped across.
To your right is a hole, with a ladder leading down into the water. Use the ladder,
and when you're underwater, turn around so the ladder is to your back. Ahead to the
left, you should see an odd design on the wall. This is the seal you need to use the
key on. Swim over to it, and use the seal.
When the wall has pushed in enough to allow you to swim past it, do so. Inside this
new tunnel, surface to replenish your air supply. Turn left, and move down this tunnel.
When you get to the point where you have to go underwater, stop.
SAVE YOUR GAME! As I've said before, this part is a long underwater trek, and if you
get lost down here, it could cost you your life.
Take a deep breath and dive. Follow the tunnel. It will eventually open up into an
area where you have to swim downwards to continue. Do so, swimming down past that
dark object (it looks sort of like an underwater shelf). Once past it, fix your view
forward again, and swim ahead. In the next area you'll see what appears to be two
pillar-like rock formations. Swim between them, and look down. Another hole to swim
through. Dive deeper and swim through it. Near the bottom of this hole you'll see
one side appears brighter than the others. Turn that way and swim ahead. You'll finally
see the point where you can surface. Do so, and grab a lungful of that sweet air.
Figure out which way the current is pulling you. Then turn so you're facing that
direction, and hug the wall that is now on your right. The current will soon pull
you past that wall, where it turns into a sort of ledge. Turn to face the ledge, and
pull yourself up onto it.
SAVE YOUR GAME! This next part is a little dangerous. With your back to the water,
push forward and turn left. There are three spiders on this ledge with you, so move
fast so they don't bite you! Move forward until you're near the edge of a drop, then
turn left again. Run forward and jump over the river, landing in that hole you spotted.
You're not save yet though, there's a spider in here too! Move forward until you exit
the tunnel, and turn right. Move forward and down somewhat, turn right again, and
exit the small cavern. Turn left, keep hugging the wall on your left, and move forward.
Allow yourself to fall onto the ledge below.
SAVE YOUR GAME! You're safe for now. No spider will reach you here. However, the ledge
below you there should be two small spiders roaming around. Pull out your Broadhead
Arrows, and kill them. There is a third spider down there, a larger one. Wait if you
wish to and kill it with arrows. Or, if you don't wish to wait, drop down onto the
ledge below and turn left. You should see the spider now. Deal with it.
Once you've taken care of your arachnid problems, move into the tunnel the larger
spider was in, and follow it to the end. When you exit, you can turn either left or
right...ignore the right passage. It's filled with more spiders and leads to a dead
end.
Turn left and move forward. There will be an opening on your right, but just ignore
it and keep moving forward. (It may appear there's no tunnel there, but there is,
it's just dark.) Follow this tunnel until you are standing in front of two sets of
"sparks" shooting towards each other in the tunnel.
SAVE YOUR GAME! These sparks can hurt you. Wait for the spark activity to calm down,
then rush through the small area. Ahead, an opening to the right drops into lava.
There's another tunnel right across from it, to your left. Go into that tunnel. It
has a few turns, but no choices, so follow it until you reach the end. (The end will
be a paved area, obviously man-made.)
Move onto the paved area, and turn left (so the guard-rail is on your right). Move
forward, and turn left when you get the chance. Move forward again, and soon you'll
see an opening in the floor on your right.
SAVE YOUR GAME! You might meet a Burrick right away, which you would probably rather
avoid. Turn to face the hole, and drop down into the building. This was once the library
of the city. Depending on how you dropped down, your facing might be different than
mine was. Turn around until you can see the blue sensor device in this room. Then
turn so it is on your right. Ahead of you in this direction is a doorway. Go through
it. (Considering the rubble in the way, you may have to duck to get through the door.)
Across from the entrance to this room are two windows, each containing two drinking
cups. The ones in the window on your left are the valuable ones, so go grab them (15,
15, Treasure Count: 90, 105). Now turn and go back to the entrance you used, stand
in the doorway so the sensors go out, and wait.
SAVE YOUR GAME! It's time to take care of the Burrick wandering around up here. Turn
so you've got either room on your left or right, so you can lean out right and look
down the passage out of the next room. Eventually you will see a Burrick come into
view, approach the room, then turn and walk away. When happens, jump out from this
room (literally, you'll have to jump because of the rubble), run up behind the Burrick,
and surprise him with a downstroke of your sword.
You probably needed to follow the Burrick through a couple of rooms before you got
him, but that's okay...he follows a path you wanted to take. Assuming you are still
facing the direction it was heading, keep moving forward through the rooms, ignoring
any side trips that you could make. Soon (if you haven't already) you'll enter a room
with lots of rubble, and the remains of a campfire. You'll have to turn right in order
to keep going, so do so, and leave this room to enter another one filled with rubble.
Turn right again, and go through the door ahead.
SAVE YOUR GAME! While not dangerous, you'd like to do this part only once. You should
now be facing three "windows" or "slits" in the wall ahead, which look down onto the
room below. Move over to the rightmost window, and hop into it. Look down, and you'll
see the slanted top of some sort of support. Now wait, and a patrolling Burrick will
come by. After he passes through the room below, fall down onto the support, then
run up behind the creature and kill it.
[Alternatively, instead of moving to the rightmost window, move to the leftmost window,
and turn to face the slit, and wait for the Burrick. When he comes into view, get
him with a Broadhead. Keep firing until he falls.]
If you used the alternate method, one you've finished move over to the rightmost window
and fall into the room below. If you used the method first described, then backtrack
to the room you fell down into. Move through the doorway that the Burrick entered
that room by, then turn right. Move forward and take the stairs down. Turn right.
SAVE YOUR GAME! This next part can be very dangerous, and if not done properly can
kill you. There are FOUR Burricks you will have to deal with here.
Move forward, dropping down to the room below. Move forward towards the doorway ahead
on your left, but stop before you get there. Then, turn right and lean left so you
can see into the next room. If there are no Burricks present, then move into the room.
In this room, on either side of the door you entered by, are two recessed areas. With
your back to the door, you want the one on your right. Move over into the recessed
area, then turn so you're facing out into the room again, and duck.
Eventually, a roaming Burrick will enter the area. He will enter the room, look around,
then leave. Wait until he's started to leave, then run up and kill him. Then turn
around and move out of the room through the way you came in, turn left, and hide here.
You'll want to lean out to keep an eye on the room, as now three Burricks will enter
to investigate.
[Note: Sometimes, they take a long time to come, and sometimes they don't seem to
come at all. It would therefore be a good idea to save your game after you've killed
the first and hidden yourself, so you can load the game in again if they don't come.
Unfortunately, sometimes they get REALLY stubborn and won't come in at all. In that
case...you'll just have to hunt them down. :( ]
This is a good time to use one of your Gas Arrows. Try to aim it so it takes at least
two Burricks out at the same time. Three is even better. Take these Burricks out as
you see fit. (Note: Try not to use more than one Gas Arrow...you will probably want
to use one or two later on.)
Once they are all taken care of, it is time for the reason you came down here. From
the doorway where you hid, move across the room, and turn left. Move forward until
you no longer can do so, then turn left and follow the corridor to the end. Enter
the room there, and inside you will find a diamond (50, Treasure Count: 155), a
necklace (175, Treasure Count: 330), and another drinking cup (15, Treasure Count:
345).
Leave this room the way you came in, and turn right. Move forward as far as you can,
then turn right again. Move forward, past the openings on your left and right, until
you re-enter the main room. Turn right, move to the end and through the door up the
ramp. Turn left, move forward, and mantle up to the next level. Turn left and move
forward. When you can, turn left again. Move into the next room, and turn left again.
Up the ramp ahead is an exit that appears to split in two. It does not matter which
way you go. Climb the ramp, take the turn of your choice, and follow it around to
another exit. Take the new exit into another room. You should now be facing another
doorway partially filled with rubble.
SAVE YOUR GAME! This next part can be fatal if you slip. Go through the exit...watch
out for the lava! Turn right and move forward. In the far corner on your right you'll
find another diamond (50, Treasure Count: 395). Then turn right around and move
forward, bypassing the doorway you used. Once you are past the lava, hug the wall
on your right, until you can look into another area of the city. Move back a bit so
you have to lean to look.
SAVE YOUR GAME! There's a wandering Burrick in there. Wait here for him to come into
sight. Watch him, and when he disappears to the left, quickly move forward. You'll
climb up a small incline. Move over to the left as far as you can on that incline,
and stop. You should be completely hidden in the shadows now. Wait for the Burrick
to come back (he went down a short deadend), and when he does, kill him with a
downswing.
Once the Burrick is dead, from the incline move forward past the turn it had taken.
Now turn to face the wall on your left. You want to mantle up, but you have to move
over near the right side before you can. Once you've mantled up, turn right and look
up. There's the tip of a Fire Arrow peeking over the edge. Grab it if you want it.
Then turn left, and move forward to the window you see ahead. Look inside the next
room on the ground, and you'll find a golden goblet (25, Treasure Count: 420). Turn
right around, and move forward, falling down to the ground again. Turn left, move
forward, then turn right. Move forward until you are at the entrance you see ahead
into the building on your right. (Not the rubble-strewn entrance...the one past that.)
Turn right and use the entrance.
Climb the stairs here, then turn right. Move forward, turn right again, move forward,
and turn left. In the next room, you should see a gold plate on the ground. Move in
and grab it (50, Treasure Count: 470). Then turn around, move forward, turn right
in the next room, move forward, turn left, move forward, turn left again, and move
down the stairs and exit the building.
[NOTE: If you want some more Fire Arrows, instead of turning right at the next part,
turn left. Move forward, and turn right when you see an incline moving down in that
direction. At the bottom of the incline, continue forward, moving past the large
building. When you emerge in an open area with a lava lake, turn left. You are going
to want to climb that steep incline. Move over to the base of it, and turn so the
lava is to your back. Move forward, all the way up, and angle yourself slighlty so
you move towards the right. You should then fall onto the landing above. Turn right
until you see a doorway, and go through it. Inside this room, take the stairs down,
and across that small pool of lava you'll find three Fire Arrows. Turn around and
climb the stairs again, then leave this room through the only other exit. Turn left,
and fall off the wall and down the incline (keep moving forward as you fall.) When
you stop falling, turn right. Move forward, past the large building, up the incline,
then turn right. Move forward.]
SAVE YOUR GAME! This next part you're going to be tricky. The next section has three
Burricks in it...one is a patroller, the other two are stationary.
Turn right, move forward, then turn right again. Move forward into the next section
of the city. Up ahead, you will be able to see a corner where the street bends. Move
close to that, but not too close. A Burrick will be coming by, and turning around.
You want to be close enough to see it do so, but not so close that it sees you. When
it does turn around, move in behind and kill him. [Note: Sometimes, the patroller
is not here...he has been killed earlier by the nearby Fire Elementals. If, after
waiting a while, there are no signs of the patrolling Burrick, assume he's dead, and
continue on with the rest of the mission.]
You've just alerted the other two Burricks in the area, and they will be coming to
investigate. If you've moved past the corner, turn around and go back to it. Turn
left, and move forward. On your right, you should see a wall that looks climbable.
It is. Turn right, and mantle up. Then turn right around, and jump across to the next
building (you'll have to jump and then mantle up). Ahead of you, you should see a
series of rooftops, with one raised one at the end. Head for it. When you reach it,
mantle up to it. Turn left, and jump across to the next building. Move forward, but
instead of jumping this time, fall between the buildings.
When you land, turn right, move forward into the tunnel, then turn right again. Move
forward down this long tunnel, until it opens into a small chamber. At the far end
there's an opening to your left. Take that opening. Ahead of you, you'll see an opening
into another lava area. Move forward. The opening is actually a broken wall. Move
towards it, but stay in the shadows.
SAVE YOUR GAME! Beyond this opening are as many as three Fire Elementals on patrol.
(They are not all always there...I am not sure why.) You may have already seen them
on your approach. Stay in the shadows, and when you get the chance, kill each one
with a Water Arrow.
[NOTE: I described my missing Fire Elemental problem to a friend. She told me the
same thing happened to her, and then the bloody thing snuck up on her and fried her
when she wasn't expecting it! So if you're missing an Elemental from this point, keep
an eye out for it!]
Once they are gone, move through the crack in the wall ahead, and stop. Turn right.
You want to mantle over that wall in front of you, but you have to run and jump in
order to do it.
When you're standing on the wall, jump forward off it onto the rubble across the lava.
Climb the rubble to the slope above.
There are three buildings on this slope that you can visit. The one you are closest
two has 11 Moss Arrows sitting just outside the entranceway on the right (10 are
clumped together in one, the last one is separate). Inside it is a case of 10 Broadhead
Arrows. The second building contains a necklace (150, Treasure Count: 620). The third
has a single Fire Arrow sitting in the doorway. Grab whatever you want from here.
At the far end of this slope (the highest point), there is another building off to
the side. Move up the slope to that point, and turn left and move onto the building's
roof.
SAVE YOUR GAME! Unfortunately, you cannot return the way you came, so you have to
try getting back by this precarious path. You need to jump from here onto the wall
ahead, then jump off of the wall onto the ground on the other side. I suggest you
aim yourself at the pointed adornment on the wall which is closest to the iron gate.
My best successes here have always been aiming there, then running and jumping, and
as soon as I hit the wall, jumping again. You should land on the other side, across
the lava pool on a small outcropping of rock.
Once you've landed, turn so your back is to the iron gate. You should be able to see
a tunnel leading away. (If you just see a blank wall, shuffle over to the left a bit.)
Take this tunnel into another open area. Move into the area, and move past the obelisk
in the centre. There is a house with an entrance here. Move past it, then turn right.
You will see a hole in the wall ahead. Move through it, then turn right and move down
the incline. Stop before you cross through the opening at the bottom.
SAVE YOUR GAME! This next area can be dangerous. There's a huge pool of lava nearby,
with three Fire Elementals floating around looking for trouble. You're going to take
care of them now, but you won't reap any benefit from it until much later in the game.
Move through the opening ahead, then turn left. Inch forward, but be careful...the
lip here is inclined, and may drop you into the lava.
The three Elementals in here come from different directions. If you are facing out
across the lava, then one will come towards you from between the two buildings you
see there. The other two will be coming from your right. Those two are best taken
care of by leaning out from here and shooting them down with your Water Arrows. The
solitary Elemental never really seems to come close enough to get a really good shot,
so you'll have to aim carefully to get it.
When you've extinguished the three, turn around, move forward, turn right, and climb
the incline again. Turn left, and move through the hole in the wall again. Ahead of
you, your path is split by a rock column. Turn down the right path. Continue ahead,
keeping to the wall on your right, until ahead of you you see an opening through the
wall that does not lead into lava. From here, you should be able to make out another
obelisk. Head for the obelisk, trying to keep it between you and the room beyond it.
Stop when you've reached it.
SAVE YOUR GAME! The room beyond contains two Fire Elementals that you'll need to deal
with. Lean to the right, and when the coast is clear, sidestep right, then move forward
towards the opening into the next area. However, do NOT move through the opening!
Instead, move to the wall on the right of the opening. From here, position yourself
so you can lean out and shoot Water Arrows at the Elementals.
When the two of them are gone, move into the area they were patrolling. See those
round, blue objects decorating the walls? They are gems. You'll want to grab them
all. Also note that, directly across from you is a doorway that's blocked by rubble.
On the floor in that doorway is another gem. Work your way around the room collecting
them all (there are a total of 22 on the wall, and the one on the floor) (15, 15,
15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15,
Treasure Count: 635, 650, 665, 680, 695, 710, 725, 740, 755, 770, 785, 800, 815, 830,
845, 860, 875, 890, 905, 920, 935, 950, 965). You should be back at this entrance
when you are finished. When you reach that point, turn so your back is to it (the
entrance).
If you want a few extra Fire Arrows, then turn left, and move through the exit you
can see in the wall ahead. (You should not be able to see both, but if you can, then
you want the leftmost.) In the next room turn left, move forward, then turn right.
Enter the next room, then immediately turn left. There's a hole here that you need
to crouch to get through. Do so. Follow the tunnel and at the end, you'll find two
more Fire Arrows. Grab them, then follow the tunnel back. When you are standing up
again, turn right, move into the next room, then turn left, move forward, and take
the first right. You will exit back into the room with all those gems. Go back over
to your original entrance to this room.
If you don't want the extra Fire Arrows, then turn right (those of you who got them
will already be facing this way). Move through the exit in the wall ahead. (You
shouldn't be able to see both of them, but if you can, you want the rightmost opening.)
In the next room, move forward towards the dais directly ahead. Sitting on it you
will find two masks (120, 120, Treasure Count: 1085, 1205). Once you've got them,
turn right around. The entrance you used is built into a step-type wall. Turn slightly
to the right, and climb this wall (no mantling is needed, just move forward). At the
top allow yourself to fall slightly onto the walkway, then turn right. Move forward
through the opening ahead, then turn right again. Move forward, and when you come
to a break in the wall on your left, move through it.
In this new area, turn left, and follow this tunnel all the way up. At the top, turn
left, and mantle up onto the paved area. Follow this new tunnel. When you come to
a room with a large square hole in the floor, just ignore it. It leads back to the
gem room. Just continue following the tunnel (it continues across the room from you).
It will eventually drop you into a circular room with a normal dirt/ash floor again.
Find the exit, and follow the tunnel. You will emerge into a larger area, with another
obelisk and some stone buildings. Keep moving past these buildings, moving all the
way to the end of this part. There will be a break between the last two buildings
that you can turn down. Instead of doing that though, move past the break, then turn
to face the last building. Move up to it, and mantle up to the top.
SAVE YOUR GAME! You've got some jumping to do here, failure to do so properly meaning
you may become a crispy critter. Jump over to the next building, and then the next.
Turn left. Jump to the next building, and again to the next. Turn right, and jump
to the next building, and then to the next. Turn right again. Jump across to the next
building, then the next, then the next.
SAVE YOUR GAME! You are about to encounter your first Mage, and he can be rather
difficult. You should be able to see him from this building by now. The next building
you want to get to has a lower elevation than the one you're standing on now, so you
can just walk off this one and fall onto the next one (keep walking though...if you
just fall off and stop, you may fall into the lava instead!). From this point on,
you can just run off onto the next buildings, as long as you don't stop!
Move over to the next building. Wait until the Mage ahead has his back to you, then
run across to the last building. Then walk off of it onto the ground again. Move ahead
to that small pile of rubble...you don't even need to crouch here, just stand by the
rubble and you'll be hidden. When the Mage walks by again, then blackjack him. (Or,
if you prefer, backstab him.)
Once he's taken care of, there are a few items of interest scattered about. The
skeleton lying there has a purse still attached to it (70, Treasure Count: 1275).
Also, if you look at the neck of the skeleton (where the skull SHOULD be), you'll
find the first of the two Keeper Medallions. There is also a Fire Arrow and a Rope
Arrow near the campfire. Finally, if you want some interesting reading, there's a
Keeper's Journal and a scroll on the ground.
When you've finished robbing the dead, turn to face the lava. There's a fallen pillar
within. If you look to the left, you'll see that there is something of an inclined
ledge running around the pit.
SAVE YOUR GAME! It is quite easy to misstep and fall into the lava here. Move over
to the ledge, and walk onto it. Circle around to the other side of the pillar. There
you will find a Gas Arrow, and a silver nugget (50, Treasure Count: 1325). Then turn
and make your way back to the start of the ledge, and get back onto safer ground.
SAVE YOUR GAME! This next part can be tricky. Turn right. In the next chamber there
is a Fire Mage and an Air Mage talking to each other, at the far end of the chamber.
If you don't do anything to draw attention to yourself, you can keep them ignorant
of your presence.
Move forward. When you pass that first wall, turn left, and move down the stairs.
Then turn right. There are two burning braziers here. The one on your right has a
Fire Arrow in it. (You can get it without extinguishing the fire.)
Whether or not you retrieve the Fire Arrow, you will need to proceed down the stairs
here. When you are far enough down that you can see the burning torch on the wall,
take it out with a Water Arrow. Then crouch, hug one of the walls, and move forward
cautiously.
There is a Mage down here who will be approaching sometime soon. When he does, wait
for him to pass you, then turn and take care of him as you see fit.
When he's taken care of, turn back and continue down. When you reach the lava pit,
stop.
SAVE YOUR GAME! This part can kill you. You have to cross that lava pit. Look up,
and you'll see three wooden beams spaced apart across the pit. You will need Rope
Arrows to cross here...how many depends on you. If you only have one, shoot at the
centre beam. If you have two, shoot them into the closest and the farthest beams.
If you have three or more, shoot one into each beam. Then play Tarzan, swinging from
rope to rope, until you reach the other side. Be sure you are not too high up the
rope when you jump, otherwise you may find your progress stopped by a beam, and you
will fall to a fiery death. (Note: Do NOT try to retrieve your Arrows as you leap
from them...you will need them here again when you return.)
Once you are safely across, move into the next room, then turn left and move into
the corner. Then turn right, and move forward slowly. There is a hole in the ground
in the far corner, with a ladder going down. Make your way down.
Once down, turn so you are facing the only other direction you can go. There are some
torches lighting this hallway. You can get away with leaving them burning, but you
may want to take out the furthest one, just in case.
Proceed down the hall. When you reach the second torch, stop.
SAVE YOUR GAME! There's a killer trap here. (At least, I think it's a killer. I only
had four hit points at this point, so it does at LEAST that much damage.) In order
to proceed through the next area, you will need to crouch. Move forward into the next
room (where you can see a body on the ground). A loud clanging noise will let you
know the trap has been sprung. Stay crouched though...standing up while the "slapper"
is still down will kill you as well.
Underneath the body in this room is two Water Arrows. Also, in the far right corner
you will find a third.
SAVE YOUR GAME! There are four Mages in the next area...two Fire, two Air. First,
move into the doorway, but don't enter the room. Stay here in the shadows. Ahead of
you, you'll see a Mage walking back and forth. Fortunately, he's a Fire Mage, so you
can use one your Gas Arrows on him. Note that you could use Broadheads here, but you
will alert the other Mages of your presence, and you'll have to deal with them all
at once. (If you have no more Gas Arrows, read the note below.)
When he's out, move into the room, turn left, and move forward. Turn right, move
forward, and ignore that first exit. The second one is the one you want. However,
it contains an Air Mage.
SAVE YOUR GAME! You don't want to get caught here. Move into the shadows in the doorway.
[NOTE: If you don't have any Gas Arrows left, then you'll have to take out the two
torches in this room. While standing in the doorway, first turn left, lean out right,
and extinguish the torch. Then turn right again, and enter the room. Stop just inside,
turn right, and move forward. Turn left, and extinguish the other torch you see. Then
move forward until you are close to the other side, but do not go past the last
pillar...keep it in your sight. When the Mage walks by, wait for him to turn and resume
his patrol. Then walk behind him and club him. Then move across the room to the other
side, hide in the shadows at the entrance. ]
Now, watch this Mage's patrol. When he moves by going from the right to the left,
passing just in front of the door, move into the room, and club him.
Inside this room is a stand with a strange object on it. Pick it up, and you'll discover
it is a lever. Now turn around, and leave this room.
SAVE YOUR GAME! Once again, you're taking on Mages. The last two are together. From
this point, you can see there is another, sunken area to this room. You can also see,
across from you in that area, another doorway. From here, move down into the sunken
area, and go into the doorway. The two Mages are in here, nice and close together.
Throw a Flash Bomb at them. While they are disoriented, knock them out with your
blackjack.
Once these Mages are taken care of, there's nothing else to do but collect your loot.
In this room you'll find a tall urn (20, Treasure Count: 1345), a small urn (20,
Treasure Count: 1365), and a rolled up tapestry (150, Treasure Count: 1515). Now turn
around and leave the way you came in.
Back in the sunken room, ignore the sarcophagus. Instead, move across the room to
the deep alcove, where you'll find a statuette (100, Treasure Count: 1615). (Note
that this room has two burning braziers, each with a Fire Arrow in it.)
That's it for down here. Turn away from the alcove, and move over to the stairs leading
up. Face them, and move forward. Go through the exit at the far end (be sure you either
crouch or RUN through...if you walk through, the "slammer" will hit you). Keep moving
forward, all the way to the ladder leading up. Climb the ladder (you'll have to jump
onto it), and keep moving forward until you hit a wall. Turn left, move forward, and
turn right when you get the chance.
SAVE YOUR GAME! No sense in taking unnecessary risks. Tarzan your way across the lava
pit again. Once you're across, move forward all the way, and when you exit the tunnel,
take the left stairway up. (Remember, there are still two Mages in this area! Tread
softly!)
At the top of the stairs, turn right, and move forward through the opening ahead,
leaving behind the Mage's area.
SAVE YOUR GAME! It's time to go building hopping again. Move across this area towards
the buildings that you came in on. There is one low enough for you to run onto it.
Then jump across to the next, then the next. Then leap up and mantle your way to the
top of the next one. From here, jump across to the next building, then the next, then
the next. Turn left, and jump across to the next building. Then the next. Now you
can simply walk off the edge of this building and land on solid ground again.
Once you've landed, turn left and move forward until you no longer can, then turn
right. Move to the end of the row of houses, and turn left. Move ahead until you pass
the obelisk, and turn right. Continue following the cavern, and you will soon reach
a tunnel (at the end of the cavern, to your left). Enter it, and follow it as far
as you can. When you reach the circular cavern, turn left, and run up into the next
tunnel (you don't need to mantle here). Follow it as far as you can (remember, ignore
that hole in the floor...just keep going past it). When you come to an area where
you have to drop down, do so. Then turn right, and move forward. At the bottom of
the incline, turn right and move through the hole in the wall. Turn right, and move
forward. Take the first left you come to. When you do, just go a little forward, then
stop. Turn left, and jump ahead over the railing. Work your way down to the bottom,
and turn right. Move forward, and take the right turn when you can. Move forward into
the next chamber.
From here, you should see an exit on the wall to your left. Move through it. Move
around the obelisk in the next room, and continue through it and through the exit
across from the one you used. Ahead you will see a man-made wall. Do not go through
the opening. Instead, turn left, and move forward up the incline ahead. Turn left,
and continue up the incline until you reach a tunnel. Follow the tunnel until it opens
onto another chamber with lava in it. Turn left, and move forward, following this
next tunnel. It will open into another area, this time with a house directly across
from you. Ignore it, and turn left.
[NOTE: There is a second house in this area, right next to the one in front of you.
If you go into this second house, you will find three more Fire Arrows.]
Move forward into the next area. Ignore the buildings, and keep following the path.
(Note: One of these buildings has an accessible roof, upon which you will find two
Water Arrows.)
Soon you will come to a cavern with a deep lava pit. Across this pit is a very narrow
stone bridge (natural, not man-made). You can cross one of two ways. The bridge, or
turn left and work your way around to the other side on a small ledge. While the bridge
is safe, and probably faster and safer, the ledge contains four more Water Arrows.
However you choose to cross, do so. Move through the exit and continue along the path.
It will enter a cavern where you have to move around a lava pit, then jump across
it onto a "stepping stone" of sorts. Do so, then turn right, move forward, and turn
left. Move through the opening in front of you, then turn left. Move forward, up the
dark staircase. At the top, turn right. Move forward, ignoring any turns until you
can no longer do so, then turn right.
[NOTE: You should at this point have one Gas Arrow left. You will be getting another
one. For the purpose of this walkthrough I am saving them for a later point, to deal
with two Burricks, if necessary. I have discovered, however, that it may not be
necessary to save them...the Burricks later don't appear to be a problem. If anyone
can shed more light on this (whether the Burricks never are a problem or if I had
a flukey game setup this time) please do so. In any event, I will point out two
instances nearby where using a Gas Arrow would be beneficial, should you not want
to save them. One of them is here.]
SAVE YOUR GAME! That was a long trip, and I'm sure you don't want to repeat it any
more than I do!
If you choose to use your Gas Arrow now, this is what you should do. From this point,
you should have a lava pit on your right, with a sort of protrusion that looks man-made.
Across from this protrusion is a doorway, with a slit underneath it. Aim your Gas
Arrow at the doorway. If you do it properly, the Mage standing guard there will be
knocked out.
Move forward. Soon you will find a doorway ahead of you. Move through it, and turn
right. Move through the next doorway, and turn left. Move forward and take the first
left. Move into the next room and turn left. Go over to the farthest window slit,
and resting there you will find a tiara (100, Treasure Count: 1715). Turn around and
move forward, passing the exit on your right. In the next room, directly ahead of
you on the floor, you'll find a large urn (20, Treasure Count: 1735), a small urn
(20, Treasure Count: 1755), and a pointed urn (20, Treasure Count: 1775). Now turn
right and move forward, then turn left and move forward. Move through the doorway
across from yours. Inside this room, immediately turn to your right and pick up another
large urn (20, Treasure Count: 1795) and two more small urns (20, 20, Treasure Count:
1815, 1835). Turn left again, and move to the end of the room. Turn right, crouch,
and move through the small hole in the floor. Turn right, and move into the small
room. Go down the ladder through the hole in the floor. In this hidden chamber, pick
up three more pointed urns (20, 20, 20, Treasure Count: 1855, 1875, 1895), and a rolled
up tapestry (150, Treasure Count: 2045). Open the chest to get a small ring (50,
Treasure Count: 2095). Climb back up the ladder to leave this room.
Once out, crouch and move through the hole in the wall. Turn left, and move into the
next room. Stand up again. Turn left, and move out into the hallway. Turn left, and
move forward. Go past the burning brazier ahead on your left, and then move into the
next room on your right. Inside, grab another large urn (20, Treasure Count: 2115),
two more small urns (20, 20, Treasure Count: 2135, 2155), and another rolled up
tapestry (150, Treasure Count: 2305).
Leave the room the way you came in, and turn left. Move all the way down this hallway.
When you enter a room that lights up, turn right and move forward and down the stairs.
When the stairs turn, turn to face the direction they continue in, but don't go down
them.
SAVE YOUR GAME! This part needs to be handled carefully. There are two Mages down
here...one Fire, and one Air. Also, there is an Earth Mage up top (unless you Gassed
him earlier) that can be alerted by your activities down here. Any killing down here
will alert him to your presence, as will using a Flash Bomb.
Unfortunately, this part cannot always be predicted accurately. The Air Mage patrols,
but does not always keep the same patrol. Sometimes he comes into the room you are
currently looking down into, and sometimes he doesn't. Therefore, there are two
methods of taking him out.
First, seed the floor below with Moss Arrows. Then, if the Air Mage comes through,
you can run up behind him and knock him out without alerting anyone. Don't be worried
if you have to come into view of the other Mage. He's standing behind a burning brazier
and can't see you through the smoke. (Note: Although rare, he does sometimes see you,
somehow. You may want to take him out with a Gas Arrow. See below on how to get another.)
If the Air Mage doesn't come in, then you'll have to take him out at another point.
Whether he comes or not, move into the the room below. Move over to the other exit,
and peek around the corner. If the Air Mage is not there, then move into the hall
so the light in this room goes out. Once it does, shoot a Water Arrow at the burning
brazier. Then move into that room, using all the stealth at your command, and knock
out the Fire Mage. If the Air Mage was being stubborn, he'll eventually come into
this room briefly as well. When he does, knock him out as well.
This is some sort of machinery room. With the lights out now, you should be able to
see, somewhere behind where the Fire Mage was standing, a slot of some sort. Find
the lever you are carrying, and use it on the slot. It fits! Now, operate the lever,
and the machinery will start working. (Oddly though, there's no sound.)
[NOTE: If you are feeling particularly adventurous, it is entirely possible to operate
the machinery without taking either Mage down.]
Turn around, and move forward down the hall. Before entering the room you seeded with
moss, turn left and crouch. Move foward and you'll pass through a small hole in the
wall. Turn left, and go examine the remains of some poor fellow. Here you will find
a Healing Potion, a Gas Arrow, and a Fire Arrow.
(Note: This is the last Gas Arrow. If you wish to use it now instead of saving it
for later, you can use it on the Fire Mage. It will knock him out AND put out the
Brazier. Of course, you'll need to sneak into this hole first to do it.)
Leave this room the way you came in. Back in the hall, turn left and move into the
next room. Then turn right and exit the room, climbing the staircase all the way to
the top. At the top, turn right, and move forward, climbing those stairs ahead. Then
turn right and move forward.
SAVE YOUR GAME! One last Mage to deal with (unless you Gassed him earlier). Move ahead
down those stairs near you, turn left and move forward, turning left again as soon
as possible.
See that Mage at the end of the hall? Sneak up behind him and deal with him. Then
cross the bridge, jumping over the lip ahead. Move to the end of this raised area.
Climb over the rubble to the right, turning slightly to the right as you do so. Walk
along this small section. When you have to turn, turn left, and move forward along
another thin section. At the end, move up onto the more stable brickwork.
Turn right, and move forward until you're past the lavaflow on your right. Then drop
down to the floor and continue forward until you have to turn, then turn right and
move down the stairs ahead. At the bottom turn left.
Move forward, and drop down onto a small ledge below. Then turn left and move forward,
mantling up when you reach the end. Move forward, turn right, move forward again,
and take the first right you come to. Follow these stairs all the way down. At the
bottom, turn right and move forward into the cavern ahead, then turn left.
Ahead you should see another skeleton. Move towards it, but stop before the broken
wall before you. At the base of it is a Water Arrow. If you turn right and move into
the shadows, in a dark corner you'll find four more. Now go over to the skeleton.
Scattered about it you will find the second Keeper Medallion, some more interesting
reading, and three Rope Arrows. These last are over by the natural rock wall. (If
you are out of Rope Arrows, grab these. You'll need at least one, possibly two.)
Once you're finished desecrating this man's final resting place, move past the
skeleton and into the next chamber. Turn right and move forward to the end, where
you will turn left. Follow this incline down and enter another cavern.
Move into this cavern. There are three buildings here, plus a rather large statue.
Face the statue. You want the building on your right, furthest from the statue. Move
into it, and look up through a hole in the ceiling. Shoot a Rope Arrow into the rafter
above (try to aim more towards the entrance to this domicile, so the rope doesn't
get in your way when you're jumping later).
Climb up the rope, and jump off onto the next level. (Leave the Rope Arrow here for
now, if you can. You'll need it again later.) Now look around until you find another
hole, this time in one of the walls. Run and jump through the hole. You should now
be standing on the roof of the other house on this side of the cavern.
Keeping your back to the hole you just leaped through, and move forward. Look down
at the rock and rubble below, and the lava. You need to fall off here. Aim for the
rubble. When you land, follow this shelf all the way up to the next building. Mantle
up through the window, and jump across to what remains of the floor on this level.
When you land, mantle up through the window on this side as well. (If you are feeling
bold, you can actually try leaping from here to the window across from you.) Move
forward across this open stretch, and fall down into the next room. (If your fall
is stopped partway down, just move forward to continue falling.)
Move through the exit from this room. Across from you is a large building, with an
entrance on this side. (If you are wondering, this is the area where you destroyed
three Fire Elementals earlier.) Go forward throught the entrance. Once inside, there
will be a staircase ahead on your right. Take it up. At the top, turn left, move forward,
turn left again, and climb these stairs all the way to the top. Ahead of you is another
staircase, but unfortunately, it's partially destroyed. Move towards it, but partway
there stop and turn right. You should be facing a window.
SAVE YOUR GAME! This next part is treacherous. Jump into the window, then cautiously
step out onto the ledge. Turn left, and follow the ledge. Go past the first two corners,
and when you reach the third corner, move out onto it, then turn to face left, and
look up. You will see a window, and above it are the protruding ends of three rafters.
Shoot a Rope Arrow into the centre one. Then move along the ledge to the rope, and
jump onto it. Climb the rope up, and jump in through the window.
Inside, turn left and move forward. Turn right, and move forward, turning right into
the next room. Ahead is the object of your quest: The Talisman of Fire. Run up to
it and grab it.
Turn around, and leave the room. Turn right, move forward, turn right again, and move
forward, allowing yourself to fall down to the next level. Then turn right and move
forward, towards the chest in the far corner. Beside the chest on the floor is another
golden goblet (25, Treasure Count: 2330). Turn left, and pick up another rolled up
tapestry (150, Treasure Count: 2480). Now move across the room towards the window,
turning right when you reach it. Follow these stairs all the way down. At the bottom,
turn right, move forward, and turn right, so you are facing down the last stairway.
SAVE YOUR GAME! Although you don't know it yet, when you grabbed the Talisman of Fire,
it conjured up a few more Fire Elementals to make your departure that much more
enjoyable. Move down these stairs, all the way to the bottom, and move towards the
exit. Stay to one side, and lean out to watch for them.
There are two Fire Elementals now patrolling this area. It is possible to sneak past
them, but probably safer to wait and snuff them out.
When the coast is clear, move out of the tower, and go across to the opening in the
building ahead. Once inside, turn left, and mantle up. Then turn right, and push
forward until you climb a bit. Look up, make sure you're under the window above, and
mantle up again.
Once you're up, turn right and look around. Sometimes there's another Fire Elemental
waiting for you in this area. If so, take him out from here. If not, thank The Builder
and drop down to the area below.
Now, those two houses across from where you fell from. You need to get into the leftmost
one (as you face them). Move over to the doorway, position yourself properly, and
jump over the lave and inside. Inside, in the corner opposite the doorway, are two
silver nuggets (50, 50, Treasure Count: 2530, 2580). Once you've gotten them, leave
the building. (The lava can be tricky to avoid, but it is possible.) One you are out,
go into the other building.
If your Rope Arrow is not still here, shoot another one up. Climb up to the next level,
and jump off. Then turn to face the hole in the wall, and leap across and through
it. Now turn around so you are facing the hole. You need to get up to the roof of
that building. Sidestep right until you have a good piece of wall in front of you
(watch you don't fall back down!), and mantle up. Up here you will find two Fire Arrows
and a diamond (50, Treasure Count: 2630). Once you have them, turn so your back is
to the wall you mantled up, and walk off the edge.
When you land, move forward up the incline ahead. Follow it all the way to the top,
then turn right. Move all the way through this passage, and turn left through the
opening ahead. Follow this cavern, turning right through the exit ahead. Move forward
onto the stairs, turn left, and climb these stairs all the way up. At the top, turn
left and move forward to the wall. Then turn left again, and move forward, allowing
yourself to fall onto the ledge below. Move over so you are beneath the window, and
mantle up.
Move forward, turn right, and climb the stairs to the top. Then turn left, and move
forward until you reach the lavaflow, then turn right and climb onto the broken wall.
Turn left, and move forward a short way, until you have an opening in the cavern wall
on your left.
Turn to face the opening, and jump across into it. Follow the tunnel to the end. When
you emerge into the new cavern, keep moving forward, climbing the slope up as high
as you can (keeping the manmade building on your right). At the top, turn to face
the building, and mantle up. There's a hole in the roof here. Drop down through it.
SAVE YOUR GAME! You will need to pass through an area here where an elemental can
see you. Find the nearest exit from this room and take it. Then turn left, and move
forward until you enter another room. You should be able to look out some windows
and see the patrolling Elemental outside. Turn right (crouching may help to avoid
detection here) and move forward. Slightly past the first brazier you will find a
third mask on the the ground (120, Treasure Count: 2750). Continue forwards through
this room. When you get to the other end, turn right and move forward into the corridor.
Once in the corridor, continue forward, and take the first left. Move down this hall
until you have to turn. Turn left, and move forward into the next room. In here you
will find another large urn (20, Treasure Count: 2770), another small urn (20,
Treasure Count: 2790), and one more rolled up tapestry (150, Treasure Count: 2940).
Leave this room the way you came in. Move forward all the way down the hall, then
turn right into the next room. Here you can get yet another large urn (20, Treasure
Count: 2960), yet another small urn (20, Treasure Count: 2980), and a tiara (125,
Treasure Count: 3105). (The tiara is a little difficult to spot. It is by the door.)
Leave this room, and turn left. Move forward and take the first left. Keep pushing
forward until you are in a room with a large hole in the floor with a wooden beam
across it. Jump into the hole down to the next level.
You should now be in the room where you went across the bridge guarded by a Mage.
Turn so your back is to the bridge, and move forward. Turn right when you can, move
forward, turn right again, and climb the stairs in front of you. Then move forward
again, through a doorway and down a set of stairs.
Turn left, and move forward. Keep moving forward until the burning brazier is on your
left. Then turn right, and move forward all the way to the end. Turn right, move into
the next room. Then turn left, and exit the room. Move forward to the end, and turn
left. Climb these stairs to the top, and then continue forward as far as you can.
Then turn left, and move down the stairs. Stop before you get to the opening on your
right.
SAVE YOUR GAME! There's another Fire Elemental patrolling out there. Move over to
the door, then turn so you can lean out. When it comes by, extinguish it.
Once the Elemental is dealt with, move through the opening. Turn right and move forward
until you are in front of those stepping stones again. Turn left, and run and jump
across the stones to the other side. Follow this path until you come back to the natural
bridge across the lava pit.
SAVE YOUR GAME! Once you cross this bridge, the next chamber holds another Fire
Elemental! Move across the bridge, and deal with the Elemental as soon as you can.
Once he's gone, move through this room, following the path until you have to turn.
Then turn right, move forward, then turn left, and move forward until you're about
the exit this dark tunnel for a brighter one.
SAVE YOUR GAME! Yet another Elemental is waiting for you here. Use the "lean and shoot"
method described thus far to deal with him, and then continue forward, turning right
when you can. Move forward, turn left, and follow this tunnel until you emerge to
an area where it slopes steeply and you can see man-made structures again (most notably,
a wall). Move down the slope so you fall on this side of the wall, and move towards
it.
SAVE YOUR GAME! Another Elemental is roaming through the areas you're about to
traverse. When you find it, destory it. Move to the opening in the wall, and go through
it. Move forward, passing the rock wall on your left. Keep moving forward, turning
now so the next rock wall passes on your right. You should now be facing one of those
obelisks. Move past it, then turn left. You should see a tunnel ahead. Move forward
through it, and you'll emerge near the iron gate you found so long ago. Turn right,
and move forward through the hole in the wall. Keep moving forward, and follow this
tunnel until it emerges back into the part of the city with lots of buildings.
SAVE YOUR GAME! Okay, you have one more treasure to get, and it's in the building
across from you. We left it until now because sometimes, the last two Burricks will
draw the attention of the two (now three) Fire Elementals in the next chamber, and
duel it out. Usually, the Burricks lose. If, however, they are still here...well,
this is what we save the Gas Arrows for. HOWEVER...usually when you jump down to the
street, you do NOT attract their attention. Let's hope it stays that way.
Ready your Gas Arrows, and jump down onto the street. If you hear Burricks coming,
turn right, draw back, and wait. When they come into view, let your arrow fly. There
are as many as two Burricks left, so get your second arrow ready if you only fell
the first one.
When you are able to, move into the building across the street, and pick up the tiara
(100, Treasure Count: 3205).
[NOTE: If you did NOT save your Gas Arrows, and the Burricks seem to be noticing you,
you can try this. Instead of jumping down to the street, turn left, and mantle up.
Then turn right, run, and jump across to the roof of the building across the street.
The noise should attract the Burricks' attention. Turn right and jump to the next
building, then move into that little corner and hide. Soon, the Burricks should draw
the Fire Elementals' attention, and a battle will ensue. When the battle does start,
it should be safe for you to climb down and grab the treasure. If you would rather
wait for the end of the battle, it is possible the Burricks will win and come back.
Or the Fire Elementals will win and come here. (I have seen them roam these streets
on occassion.) Note that this does not ALWAYS cause an Elemental/Burrick battle. If
it doesn't, simply reload and try again. It should eventually work. Once you've got
the treasure, whether you wait or not, continue with the walkthrough.]
Now exit this building the only way you can, and turn right. Follow the street until
you have to turn right again, and do so. Continue down the street until you have to
turn left, and do so. Move forward and take the first left. Keep moving forward, and
when you have to turn, turn right.
SAVE YOUR GAME! One last Fire Elemental to deal with. Move forward, keeping to the
right. When you reach the natural rock wall, lean out so you can see the lava pool.
When the Elemental comes into view, use your Water Arrow on him.
Once he's gone, move into the chamber, and stick close to the left wall. Follow it
around until you see a doorway to the right, then move over to it and go through it.
Inside, move forward through the archway. Now take the turn of your choice, and follow
it around to another exit. Move through that exit, and move forward down the ramp
in the next room until you have to turn. Turn left, and move into the next room. Turn
left again, and move into the next room. There will be a staircase in this room. Take
it up. At the top, turn right, and take that staircase all the way up to the top.
At the top, turn left, and move forward until you have to turn, then turn right. Move
forward until you enter a rubble-strewn room. Look around at the ceiling, and you'll
find a hole in it. Work your way around the rubble until you are under it. Mantle
up onto the roof.
Turn and move around the hole you just climbed through. Turn so you are facing across
the roof towards a railing of sorts. Move forward, and turn right when you can. Move
forward, and when you see a passage ahead and to the right, move into it. Follow this
twisting, winding passage as far as you can, until it emerges into a lava area. Turn
right, and ahead you will see two jets of sparks shooting towards each other across
your intended path. Wait for the sparks to calm down a bit, then push forward past
them. Once past, continue following the path. When you have a chance to turn right,
do so, and continue forward until you are standing on an outcropping overlooking an
underground lake, with a waterfall across from you. Congratulations! You've just
plundered the Lost City!
Section 15: Input from Other Thieves
====================================
Since the first posting, I have received some emails from readers of this FAQ. Some
offering encouragement for continuation, others with questions, and the occassional
one with advice or further information. This is the spot where I will be acknowledging
their input (sort of a "Contributors" section).
Anyone who has seen previous versions of this FAQ will note that this section has
undergone a change. Previously, I was listing each individual's advice seperately
here, and giving them the credit immediately following. There have been many who have
contributed so much, however, that it would be impossible to continue maintaining
this section in that manner.
Instead, each person's information is incorporated directly into the FAQ, in the
relevant position. That person will be credited here, and a BRIEF note (as opposed
to the entire email) on what they contributed will be listed.
Section 16: Thief Sites on the Internet
=======================================
The following sites are what I have found on the Internet for Thief: The Dark Project.
If your site is included here and you want it removed, simply contact me via email
stating your wish to have the site removed, and WHICH site it is you are referring
to. If you would like your Thief site mentioned here, please email me (at
fatman@yeah.net) with the pertinent information.
NOTE: This information is sorely out of date and needs adding to. I have not had the
time to search the net for more sites, so if anyone out there can send me any addresses
they have, it would be greatly appreciated.
Thief-DarkProject.com: This is THE place to go for anything Thief related. News,
desktop themes, wallpaper, fanworks, and more!
http://www.thief-darkproject.com/
The Mission Log: This is the place I go to when I'm having trouble. It's got a very
nice format for what treasures you need to find, and where they are located. VERY
useful!
http://www.sundial.net/~ghostboy/walkthru.html
Thief 2 Facts and Rumours Page: Need I say more? :)
http://www.thief-darkproject.com/thief2/index.html
Section 17: Thief 2 News
========================
Yes, there WILL be a Thief 2! Whenever I hear some news about it, I will share it
with you in this section. Note that most of the time, these rumours are just that:
rumours. Do NOT take anything I say here as canon!
A recent issue of PC Gamer magazine listed the release date of Thief 2 as being March
17! I checked with my local Electronics Boutique, and they told me their release date
for it was March 23! It seems my original report of "last quarter of 2000" was a tad
off the mark. The EB also told me that their price for the game was going to be about
$64.99. (Remember folks, I'm in Canada...that's Canadian dollars.)
Aside from the fact that there is a Thief 2 on the way, the happiest news I've heard
is that there will be few, if any, Zombies or Zombie-type creatures in the game.
Apparently, I am not the only one that dislikes our anti-social, asthmatic friends. :)
For more, try the Thief 2 Facts and Rumours page!
http://www.thief-darkproject.com/thief2/index.html
Note that I am sorely out of touch with things regarding Thief II lately. Any
information that you can provide me with would be greatly appreciated. :)