Thief: The Dark Project Gold
神偷

佚名

另有一篇V9.0,点这里

Thief: The Dark Project Gold (v1.37)
FAQ v10.0

  
Thief: The Dark Project Gold (v1.37)
FAQ v10.0
March 14, 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!
   0.1: Voting Update
Section 1: Updates Since Last Release
Section 2: Opening Notes Regarding This FAQ
   2.1: Thief: The Dark Project Gold
   2.2: Reading This FAQ
   2.3: The Walkthroughs
   2.4: Best Times
   2.5: Contacting the Author
      2.5.1: Contact Through Email
      2.5.2: Contact Through ICQ
      2.5.3: Identity Changed
      2.5.4: Mailing List
   2.6: Experimentation
   2.7: Mission Objectives
      2.7.1: Changing Objectives
   2.8: Recommended Purchases
   2.9: Just What The Heck Is A Fatman Anyway?
      2.9.1: The True Meaning Of "Fatman"
   2.10: Victoria vs. Viktoria
   2.11: Personal Note Regarding The Next Release
   2.12: 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: Leaning
   3.9: Enemies
      3.9.1: Human Guards
      3.9.2: Spiders
      3.9.3: Fly Swarms
      3.9.4: Zombies
      3.9.5: Burricks
      3.9.6: Flaming Spirits
      3.9.7: Restless Dead
      3.9.8: Craymen
      3.9.9: Hammer Spirits
      3.9.10: Mages
      3.9.11: Fire Elementals
      3.9.12: Sleepers
      3.9.13: Non-Combatants
   3.10: Arsenal
      3.10.1: Sword
      3.10.2: Blackjack
      3.10.3: Broadhead Arrows
      3.10.4: Water Arrows
      3.10.5: Fire Arrows
      3.10.6: Moss Arrows
      3.10.7: Gas Arrows
      3.10.8: Rope Arrows
      3.10.9: Noisemaker Arrows
      3.10.10: Flash Bombs
      3.10.11: Explosive Mines
      3.10.12: Gas Mines
   3.11: 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 - Viktoria
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 level
   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: Song of the Caverns (Mission 10)
   15.1: Introduction
   15.2: Objectives on Normal and Hard levels
   15.3: Objectives on Expert levels
   15.4: Simplified Objectives
   15.5: Before The Mission
   15.6: Notes Regarding This Mission
   15.7: Walkthrough
Section 16: Version History


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. )

0.1: Voting Update
==================
Well, the voting's been going on for just about two weeks now. I've decided 
to let it go a little longer, although if the current response is anything 
to go by, I've learned two things:

1) Everyone's in favour of the headers...so far there hasn't bee a
   single vote against them;
2) Almost nobody reads this FAQ. There are a total seven votes so far.

Oh well. At least I know you seven appreciate this FAQ. :) Based on the 
positive response however, I am anticipating a landslide vote for keeping 
the headers, and have done the next mission (Song of the Caverns) using 
them. Let me know what you think!

Also, let me know what you think about my having moved the Version History 
to the end instead of having it at the beginning.


Section 1: Updates Since Last Release
=====================================
9.4  -- Added walkthrough for Thief Gold Mission 10 (Song of the
        Caverns).
9.7  -- Several sections expanded and/or improved upon; fixed up a small
        problem in the sections for Mission 8 (The Mage Towers); made
        some minor corrections/changes to Mission 6 (The Sword), Mission
        9 (The Lost City), Mission 4 (Assassins), Mission 1 (Lord
        Bafford's Manor), Mission 2 (Break from Cragscleft Prison) and
        the Training Mission (A Keeper's Training); expanded Contact
        Through Email section (Section 2.3.1); inserted Section 3.8
        (Leaning); "Victoria" changed to "Viktoria" throughout the FAQ; 
        expanded Gas Mines section (Section 3.10.12); inserted Section
        2.2 (Reading this FAQ) and 2.3 (The Walkthroughs); parts from
        "Opening Notes" section moved to the new Section 2.3; added
        Section 0.1 (Voting Update); inserted Section 20 (Disclaimer).
9.9  -- Reworked the walkthrough for "A Keeper's Training" (minor
        changes only); Viktoria's Cutscene expanded to include more
        detailed descriptions of the scene (Section 11).
10.0 -- Moved Version History to near the end (Section 19); Section 1
        changed from "Version History" to "Updates Since Last Release".


For a complete version history, see Section 19.


Section 2: Opening Notes Regarding This FAQ
===========================================
It seems that I am plagued by computer gremlins. Something is going wrong 
with my computer again...either my hard drive controller, or one of the hard 
drives themselves. In either case, I am expecting to lose my computer very 
soon. I hope it doesn't happen until I can afford repairs. But if there is 
another lengthy pause in the release of the next version of the FAQ, you'll 
know why.

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? :)

Someone recently sent me an email pointing out a couple of things regarding 
the training mission. I went through it again to try and verify the 
information, and then realized that I had not reworked that mission's 
walkthrough for Thief Gold! AIIIEEEE! I am getting careless in my old age! 
So that mission has been reworked, even though very minor changes were made.

Extra special thanks go out to a friend of mine, known only as MooShell. She 
has been a tremendous help to me on the first two new missions provided in 
Thief Gold. Thank you, my friend! :)


This is my first FAQ/Walkthrough. All input is appreciated, especially 
regarding what you liked, and how I can improve it. Please send comments, 
suggestions, etc., to fatman@yeah.net

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 ten missions completely. So you may 
have a bit of a wait ahead of you. :(

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: Reading This FAQ
=====================
I have had a few people email me saying that they are having trouble reading 
this FAQ through certain programs (such as Internet Explorer). They say they 
can't read it through their standard viewing programs, as the lines run off 
the screen. This has so far only come from people who are on my mailing 
list.

When I type up the FAQ, I use the WordPad program which came with Windows 
95. I have the View/Options set to "Wrap to ruler". Then I type merrily 
away, without having to worry about hitting the "Enter" key. Unfortunately, 
when the document is later viewed in certain other programs, it prints the 
entire line of text until the end, sometimes continuing off the screen (as 
described above).

If you are having this problem viewing the FAQ, then I suggest you do one of 
two things:

1) Use WordPad to view it, with the View/Options set to "Wrap to ruler",
2) Go to www.gamefaqs.com and download the FAQ from there.

Apparently (and I don't know how), when the webmaster puts the FAQ up on his 
site, this problem of lines not wrapping disappears. 

I'm afraid that's all I can suggest at this time.

2.3: The Walkthroughs
=====================
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.)

Each mission walkthrough is presented in the following manner:

1) it allows you to find all the treasure that is available;
2) it attempts to give you the most expedient path through the mission,
   with a minimal amount of backtracking, thus giving you a better
   finishing time;
3) it attempts to present the SAFEST method of doing things.

A few words regarding numbers two and three:

The most expedient path means the fastest way through the mission while 
still keeping numbers one and three in mind. Most missions have several 
"sidetrek" areas, where there is nothing for you to do or to acquire. 
However, a lot of these areas are just plain interesting...the designers 
have put a lot of time, effort, and planning into some of these, and it 
would be a shame for you to miss it all. So I suggest that when you are 
using the walkthrough, if you come across a "sidetrek" area, save your game, 
and go and investigate it. A lot of times, it is well worth your time. 
(Note: The Complete Loot Walkthrough webpage noted in Section 17: Thief 
Sites on the Internet, contains information on these various sidetrek areas. 
If you are interested, I recommend visiting the webpage.)

[A good example of these sidetreks: 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.]

The SAFEST method of doing something is not always the fastest way. There 
are some areas where there is a more risky way of doing something, but doing 
so is faster. Sometimes it's not just a matter of risk, but of timing as 
well, since a lot of the guards patrol. So if you've been wondering why you 
can't beat my best times no matter HOW closely you follow the 
walkthroughs...well, that's your answer. (See Section 2.3: Best Times, for 
more details.)

2.4: 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. 

2.5: Contacting the Author
==========================
You can contact me either through email, or through ICQ.

2.5.1 Contact Through Email
===========================
My email address is: fatman@yeah.net

Please note the new email address. It was changed early afternoon on 
November 23rd, 1999. My apologies to anyone who has attempted to email me at 
the previous address since then.

That being said...I am seriously considering getting a cable connection for 
the Internet. When I do, the above email address will cease to exist. This 
is not planned until at least July though, so nothing to panic about just 
yet.

I have received several emails since posting this FAQ...thank you for your 
kind words and your input, everyone!

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.

NOTE: DO NOT SEND ANY QUESTIONS REGARDING MISSIONS NOT COVERED IN THIS 
FAQ!!! There is a very simply reason why I ignore these emails. I don't read 
them. These missions are not included in the FAQ yet because I have not 
PLAYED them yet. And a lot of the emails I used to get like this would say 
things like "How do I do X on Mission Y? I've done A, B, C and D, and found 
that J and K are hidden here, but X is still eluding me!" Congratulations, 
you've just ruined some surprises for me on that mission. Because of this, I 
now delete a message as soon as I see it is heading in that direction.

I hate having something ruined for me...I like playing the game and finding 
things out for myself. So do not waste your time sending in questions for 
missions not yet covered...they will not even be read.

2.5.2 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.

2.5.3: 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 "Fatman" 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 "Fatman" 
(fatman@yeah.net). These are the same person!

For those who previously had access to me via ICQ, the name changed there 
also. Before I was "Fatman" 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 "Fatman" are the same person, and you should be fine. :)

2.5.4: 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.

2.6: 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!).

The experiment areas appear mostly in the earlier missions. As I got further 
along in the game, I started to do my own experimentations.

2.7: 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.

2.7.1: 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.

2.8: 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.

2.9: Just What The Heck Is A Fatman 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 "Fatman" 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 "Fatman" 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 
"Fatman" 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.

2.9.1: The True Meaning Of "Fatman"
===================================
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 Fatman and where did it 
come from?" The Answer, "One of our level designers, Laura Baldwin, made it 
up. Fatman 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! :)

2.10: Victoria vs. Viktoria
===========================
This is only a very minor point, but I thought it deserved mention here.

The character known as "Viktoria" 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 Fatman has messed with my 
reasoning!

It seems that in almost every other place her name is mentioned in the game 
(and perhaps all other places), her name is spelled "Viktoria". So, despite 
my preference for "Victoria", I have conceded, and renamed her "Viktoria" 
throughout this FAQ.


2.11: Personal Notes Regarding The Next Release
===============================================
To those waiting for more of this FAQ. I am currently playing Mission 11, 
"Undercover". Alas, I still have my studies to keep up with (such as my 
Greek) so the work may be slow...especially with 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. :)

As mentioned above, my computer problems continue to plague me, so despite 
my best efforts, the next release may be a while in coming.

2.12: 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.

When the water is deep enough, you can dive underwater. This is useful for 
finding underwater passages, searching the bottom of a lake for treasures, 
and possibly even for hiding from enemies. You do have a limited supply of 
air however (represented by a "bubble bar" in the lower right of the 
screen), and when that runs out, you'll start to take damage. You'll take 
three hit points of damage, get a small reprieve (you get a few bubbles 
added to your bubble bar), and then take another three hits. This will 
continue until you surface, take a Breath Potion, or die.

On a final note, whatever you do, do NOT try to swim in lava. It's not 
water. You'll die. Instantly.

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: Leaning
============
Leaning is a very important part of your pilfering profession. Leaning 
around a corner will allow you, for example, to look into a brightly lit 
room while still remaining unseen. In some cases, it will allow you to knock 
out a patrolling guard when he walks by, when you can't move up behind him 
because of the hard floor surface.

There are three types of leanings you can do. There is the left lean, the 
right lean, and the forward lean. While I don't recall seeing the forward 
lean documented in the manual, it does exist. Go to the main menu and choose 
Options, then Controls, then Customize Controls. Move to the bottom of the 
list and you'll find the key combination to do a forward lean. (The default 
is Alt+Shift+W.) The forward lean can be very useful for picking pockets or 
knocking out guards when there's an obstruction in the way, such as a small 
wall.

It wasn't until I was playing Mission 10 (Song of the Caverns) that I 
discovered the forward lean. I wonder how much easier some of the earlier 
missions might have been if I had known about it then! I can already see 
uses for it in Cragscleft, the Mage Towers, perhaps even Constantine's Home 
in "The Sword"....

3.9: Enemies
============
"Enemies" is a general term used to describe anyone or anything you might 
encounter during the game that would make your pilfering expeditions more 
dangerous, either by attacking you or by raising the alarm and alerting 
others to your presence. Not all "enemies" can attack you, but all are 
against your best interests.

You face off against a number of different types of enemies. Here is 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.

3.9.1: 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.

3.9.2: 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 generally takes two Broadheads to kill, but it is 
possible to dispatch them with just one. They are much easier to hit with 
your sword than the smaller spiders however, and a single downwards stroke 
takes care of them.

3.9.3: 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.

3.9.4: 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.

3.9.5: 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!

3.9.6: 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.

3.9.7: 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.

3.9.8: 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. They are also 
susceptible to Gas Arrows as well.

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.

3.9.9: 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.

3.9.10: 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.

3.9.11: 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!

I've been told that a single Broadhead Arrow is also enough to take down one 
of these creatures, and that your sword is also good against them, although 
you tend to take a lot of damage before dispatching the fiery devil. (I have 
not tried either of these methods, so any more information on this would be 
appreciated.)

Although untried personally, I am assuming the following weapons are useless 
against these creatures: Blackjack (no head!), 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!

3.9.12: 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.

I should mention that, in some rare instances, I have been able to sneak up 
to a Sleeper and blackjack them. When this happens, they stand right up as 
if you had awakened them, then fall down unconscious.

3.9.13: 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. Some, however, will still not fall, although they are rare.

3.10: 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!

3.10.1: 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, tapestries, or other types 
of wall-hangings 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".

3.10.2: 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 of 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.

3.10.3: 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.)

Oddly enough, these appear to be effective against Fire Elementals as well 
as your more mundane foes.

3.10.4: 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".

3.10.5: 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. (Just for fun, I've been told that if 
you fire your Fire Arrow slowly enough, it is entirely possible for you to 
run after it, past it, then turn around and watch it hit you! I assume the 
same can be said for Gas Arrows.)

3.10.6: 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.

It is important to note that the moss from one of these arrows covers an 
entire square area, even though some patches may look "bare" in this area. 
These bare patches are still considered "mossed", and you can walk silently 
on them.

3.10.7: 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.)

Like Fire Arrows, if you only pull back on your bowstring briefly, the arrow 
will travel much more slowly. (And I assume that you can chase it and hit 
yourself with it, like the Fire Arrows.) 

3.10.8: 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!

3.10.9: 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.

3.10.10: 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.

3.10.11: 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.

3.10.12: Gas Mines
==================
A Gas Mine is like a Gas Arrow, as far as effect is concened. When trod 
upon, they release the same knockout gas as the Gas Arrow, putting the 
victim to sleep. Also like the Gas Arrow, it has an area effect, so if 
several persons are nearby when it goes off, more than one will likely fall 
asleep.

Since it is still a mine, it share a few characteristics with the Explosive 
Mine. They are set the same way, and you can set them off yourself if you 
move to close to it once it is primed. Also, you can set it off from a 
distance with a Broadhead Arrow, just like the Explosive Mine. Finally, they 
do make a rather audible noise when they go off, so anyone nearby has a 
chance to hear it.

3.11: 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, 6 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.

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 will 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...your Instructor 
will walk you through it himself. 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. Otherwise, 
you'll land in the light and be seen immediately.

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 Instructor'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. (Not only will you not have to ready it, but 
having your sword out slows your movements.) Move down to the targets, and 
shoot off an arrow. Then, turn right around, 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. Someone 
emailed me and told me that the items will not appear until you have hit the 
guard a minimum of five times with your sword. I have confirmed this. So go 
find the guard as soon as possible and whack him five times to minimize your 
time. (I shaved about 40 seconds off my best time this way!)

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 your (his) plans. Run down to 
the end of the hall, and you will find a table with a golden vase on it. 
Pick it up. (50, Treasure Count: 50.) 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 to purchase all the items available for the next mission, you 
only need to have 1,200.)

Congratulations! You've completed the Keeper's Training!


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.

Someone has written in with a suggestion for an alternate method of entering 
the Manor: go in through the main gate! What you need to do is to get the 
three guards at the gate to chase you. Then run down to the alley where you 
find the cache of arrows. Keep moving forward and then turn left. This loops 
back around to the main gate. The three guards will still be looking for 
you, so you can just open the gate with the lever located on the right, and 
walk right in! (While this creates problems with getting some of the 
treasures, such as the one guarded by the spiders, it is still a very 
original way of getting inside!)


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. This is probably a 
reference to Viktoria, whom 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.

They're 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!

At one point in the mines, where there are Zombies roaming around, there is 
a corpse lying on the floor in one of the passages. I have stated in the 
walkthrough that this is NOT a Corpse-Zombie. I have had at least one person 
write in and tell me that it is, in fact, a Restless Dead corpse, which 
animates and attacks you. From personal experience, I have found that this 
is simply a corpse. I have even picked it up on occasion (although that was 
in the Original Thief, and not Thief Gold). However, I have moved close to 
and past this corpse several times in Thief Gold, most notably when 
finishing the mission carrying Basso, and have never had it animate. I am 
not sure what circumstances are required to get it to do so.


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. However, see the note 
in "Notes Regarding This Mission", above.]

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 (the two paragraphs 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 (Archers, 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 Fatman 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 the REAL criminal mastermind is!


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 Viktoria. 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. 
Viktoria 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), Spiders, 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. (The third is stationary, and he's standing on the table in front of 
the couch.) 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

[Note: The two Moss Arrows on the bed are not alone...there are some spiders 
up there as well!]

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. (Note: The stationary guard is on this 
table, but he's at the other end.) 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.

Exit the place using whichever method you prefer. Congratulations! You've 
proven yourself to be an exemplary Thief!


Section 11: Cutscene - Viktoria
===============================
[Note: Anything placed between square brackets is not spoken dialogue...it 
is my addition to describe what is happening.]


[Scene: View of the city. View pans downwards towards the window to 
Garrett's apartment, a lamp flickering on the windowsill. View then moves 
inwards, still focused on the lamp. There is soft knocking on the door. When 
no reply comes, it repeats.]

Viktoria: "Garrett? It's Viktoria. I trust you made it back alive? You've 
done well, Garrett. Come with me, and bring the sword."

[As she speaks, the scene pans to the right, to show Garret, face hidden, 
holding the Sword. View continues towards the closed door, then stops.]

Viktoria: "There is someone you have to meet. It's time for the payment 
you've been promised."

[As she speaks, Garrett moves into the view and opens the door. A woman is 
silhouetted in the light from the hallway.]

Garrett: "Yes."

[Scene changes. View pans down past a stained glass window depicting a 
hanging man, then past a rafter with vines twined around it. The view 
settles on Garrett, lounging in a chair before a fireplace, Viktoria and 
another man standing in front of him, all shown as silhouettes.]

Man: "A refreshment, Mister Garrett? I'm in the possession of a superior 
brandy, that has the most...restorative...effect."

Garrett: "I prefer my payment in CASH...not liquor, Mister...ahh..."

[View switches to Garret, lounging in the chair. No longer a simple 
silhouette, his face is still partially shrouded in shadows. The unknown man 
is silhouetted in front of him, only partially shown.]

Man: "My apologies."

[The stranger reaches down and lifts up a bottle.]

Man: "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."

[As he speaks, the view changes to the wall behind him, which has what 
appear to be cave drawing on it, depicting both people and animals running 
in the same direction. It is unclear if the animals are chasing the people 
or simply running as well. The sound of a drink being poured is heard, as 
well as that of a fly buzzing around. The view settles on the face of the 
stranger, an elderly, balding man, who smiles and offers Garrett a drink.]

Garrett: "All this time I thought you were going to pay me."

[View returns to silhouettes of the three. Constantine extends the drink to 
Garret.]

Garrett: "You've brought me here to kill me?"

Constantine: "But you have it all wrong, Mister Garrett."

[Garrett reaches up and accepts the glass from him.]

Constantine: "Would it surprise you to know that it was I who hired you to 
steal my own sword?"

[As he speaks, the view changes to the table, where Constantine places the 
bottle. A few drops of the liquor fall to the table, green in colour, and 
settle.]

[View changes to Garrett, still seated, Constantine still a partial 
silhouette, then switches to the face of the beautiful Viktoria.]

Constantine: "Yes. You see, Viktoria and I are..."

Viktoria: [Interrupting, eyes moving to look at Constantine.] "Old 
associates."

[View returns to the lounging Garrett, Constantine still a partial 
silhouette.]

Constantine: "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."

[As he speaks, the view moves forward towards Garrett slightly, then changes 
to the floor, focused on one of the legs of Garrett's chair. There are small 
vines growing out of the floor, beginning to twine around the chair leg. 
Garrett moves his leg just as the vines reach it. The view then returns to 
the silhouettes of all three of them.]

Garrett: "Testing me? What is it you want from me, Constantine?"

Constantine: "I am a collector, Mister Garrett."

[He gestures towards a mantle behind him. The view switches to that mantle.]

Constantine: "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."

[As he speaks, the view moves slowly down the mantle, which displays several 
odd and curious objects, one of which appears to be a shrunken head. The 
wall behind these objects seems to have more "cave drawings" on it, but 
cannot be made out. Strangely, the sound of a pig can be heard. The view 
settles on an object at the end, which shows the reflection of both 
Garrett's and Constantine's silhouettes.]

Garrett: "What exactly IS this...item?"

[The view changes to the three silhouettes again.]

Constantine: "It is the gemstone called The Eye, for it's unusual..."

[The view moves again to Viktoria's face.]

Viktoria: [Interrupts again.] "Appearance."

[She turns her eyes towards Garrett. Then the view returns to the three 
silhouettes.]

Constantine: "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?"

Garrett: "No. Fanatics make unreliable friends."

[The view moves to Garrett, still lounging, with Constantine still only a 
partial silhouette. The view moves slowly towards the right.]

Constantine: "Excellent. I am prepared to offer you quite a sum. A hundred 
thousand, upon receipt of The Eye."

[The view returns to show the three of them as silhouettes.]

Garrett: "I don't see how I can refuse such an offer."

[As he speaks, Viktoria turns towards the right, and starts to move slowly 
in that direction.]

Constantine: "Marvelous. Viktoria can fill you in on all the particulars. 
And Mister Garrett...the sword. Keep it."

[As he speaks, Garrett stands, and the two of them shake hands. The view 
changes to the table where Constantine spilled some drops of liquor. The 
view focuses on these drops.]

Constantine: "You have earned it. But also...I believe you'll find it useful 
in your quest...."

[Some small growth, like grass, appears to have sprouted from these drops. 
Soon, the same growth appears in the other drops, and grow quickly. Then 
thicker growth, like small branches, are shown growing out of them as well. 
The scene then fades to black.]


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. I will go 
into more detail about this at the appropriate point in the walkthrough.

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 punch to the face from the fake (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.

[NOTE: I am told that, if you swim between the two pillar-like rock 
formations and look/swim upwards instead of downwards, there is a small 
pocket of air there where you can catch your breath. I have also been told 
that it IS possible to swim the entire distance without stopping, and emerge 
with full health. I have not yet verified either of these.]

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 acquired the Talisman of Fire, and plundered the 
Lost City!


Section 15: Song of the Caverns (Mission 10)
============================================
My best time on Expert: 22 minutes, 15 seconds
Maximum Possible Treasure: 2920

15.1: Introduction
==================
"Blindness is the manfools theys gathers up treasures and greeders 
themselves on gold rocks and fetters
The Woodsie One wreaks thems with lilacs and nettles and gathers theys bones 
for His porridge and feathers."
     -- Text Unattributed, Sumac on Parchment


The Keepers stashed the Talisman of Water in a series of hidden caverns 
located deep below the city. According to their map I'll find it in a shrine 
located in the lowest cavern. I don't expect to run into anything too 
threatening other than a few venemous spiders, however the map does contain 
this note: "Stand not against us, lest you feel the sting of ignorance's 
barbs." Heh...sounds like Keeper talk for "We've rigged the place".

An informant of mine, Giry, made a home for himself in these caverns after 
he lost his job tending the ticket counter of a nearby opera house. He 
should know these caverns better than anyone, so I'll pay him a visit, to 
see if he has any useful information for me....


15.2: Objectives: Normal and Hard
=================================
1. Locate your informant Giry. He may have valuable information about
   the caverns for you.
2. Use the Keeper's map to find the Talisman of Water. Remember they've
   probably rigged the place, so be careful.
3. Escape from the caverns after you've taken the Talisman, it may not
   be as easy as you think.
4. Loot may be scarce down in the caverns, but an expert thief such as
   yourself should be able to find at least 200 worth.

15.3: Objectives: Expert
========================
1. Locate your informant Giry. He may have valuable information about
   the caverns for you.
2. Use the Keeper's map to find the Talisman of Water. Remember they've
   probably rigged the place, so be careful.
3. Escape from the caverns after you've taken the Talisman, it may not
   be as easy as you think.
4. Loot may be scarce down in the caverns, but an expert thief such as
   yourself should be able to find at least 200 worth.
5. Humans will be as scarce in the caverns as loot, so if you find your
   informant Giry, or any people, don't kill them.

15.4: Simplified Objectives
===========================
1. Locate Giry and see if he has information for you.
2. Find and steal the Talisman of Water.
3. Find your way out of the caverns.
4. Grab 200 worth of loot.
5. Don't kill anyone you find in the caverns.

15.5: Before The Mission
========================
What You'll Encounter: Craymen, Spiders, Humans (Archers, Swordsmen).

Starting Funds: Whatever you managed to plunder from the Lost City. 
(Maximum: 3205.)

Starting Gear:

 1 Constantine's Sword
 1 Blackjack
10 Broadhead Arrows
 6 Water Arrows
 3 Moss Arrows
 3 Rope Arrows
 1 Healing Potion
 1 Set of Lock Picks

Items for Sale:

20 Broadhead Arrows (Cost: 25 each)
10 Water Arrows (Cost: 50 each)
 1 Fire Arrow (Cost: 300)
 4 Moss Arrows (Cost: 125 each)
 2 Gas Arrows (Cost: 500 each)
 3 Rope Arrows (Cost: 200 each)
 2 Noisemaker Arrows (Cost: 250 each)
 2 Flash Bombs (Cost: 200 each)
 2 Healing Potions (Cost: 250 each)
 1 Explosive Mine (Cost: 350)

If you went through the Lost City and found all possible treasure (and you 
purchased the commission), then you are quite well set up for making 
purchases here.

A short distance into the mission, you will be getting new mission 
objectives and be going to an area other than the caverns, so it is best for 
you to prepare for that as well as your spelunking expedition.

Once you enter the new area (the Opera House), you will get the 
all-too-familiar mission objective "Don't Kill Anyone"(tm). You really don't 
have much to handle before you get to the Opera House, so your purchases of 
lethal items should be limited. Ignore the Fire Arrow and the Explosive 
Mine...you won't get your money's worth. In fact, down in the Caverns, you 
can pretty much rely simply on Broadheads and your Sword. There's even a 
point early on where you find MORE Broadheads, so I would suggest not buying 
any of them either.

Don't buy any Healing Potions, unless you anticipate a hard time in the 
Caverns. Once you arrive at the Opera House, there are several scattered 
about the place. You have enough Rope Arrows to get you through the mission, 
so you can skip purchasing them as well. If you find you can use them 
effectively, a Noisemaker or two might be nice to have. As always, Water 
Arrows are a must, although I generally finish the mission with quite a few 
left over. You will also find a few places where you will want Moss Arrows. 
The Flash Bombs will come in very handy, and those Gas Arrows are just plain 
NICE! :)

Recommended Purchases: 10 Water Arrows, 4 Moss Arrows, 2 Gas Arrows, 2 Flash 
Bombs. Total Cost: 2400

15.6: Notes Regarding This Mission
==================================
Another large, thoroughly enjoyable mission. Although movement inside the 
Opera House can sometimes be even more of a nightmare than it was on the 
first level on Constantine's in "The Sword"!

This mission does introduce you to one new element: you get your first Gas 
Mine in this mission. (It's not available for purchase, you have to find it 
first.) Although not as good as a Gas Arrow (in my opinion), it's still 
another long-distance knock-out device, and you can never have too many of 
these!

Aside from the Gas Mine, there are no new features (like puzzles, traps, 
etc.) or monsters introduced in this mission, so you can mentally lean back 
and simply enjoy yourself. And there is a LOT to enjoy here. The designers 
went all out on this one...the little incidental extras (such as 
conversations you eavesdrop on, background items, etc.) are quite simply 
extraordinary. A wonderful job all around!

There are a lot of hard surfaces you will have to walk on in this mission, 
and also a lot of non-extinguishable lights to brighten things for you. On 
top of that, there are a few places you can move into view of a person who 
is in a different room (via "windows", basically holes in the walls). Bottom 
line here: Be careful!

There are also a few secret areas (hidden passages, secret panels, etc.) to 
look out for.

Just a note...since I do a lot of saving and loading while doing these 
walkthroughs, I've noticed that, sometimes after loading the game, the first 
door you open will "disappear", making it so you cannot close it again. 
While it does not affect the game all that much, you should be aware of it. 
(I've also noticed that sometimes there are doorways where there were once 
doors, for no reason whatsoever.)

As I said in the beginning, this is a rather large mission, and with so many 
multiple paths and accesses, there is bound to be more than one "right" way 
to do a walkthrough. The way I've chosen is the one that I have found to be 
the most expedient and safest. As always, I'm eager to hear from others 
about their opinions on this, and how they do things differently.


15.7: Walkthrough
=================
   A. The City
   B. Beneath the City
   C. The Opera House, Basement
   D. The Opera House, Ground Floor
   E. The Opera House, 2nd Floor
   F. The Opera House, 3rd Floor
   G. Escaping 


               ***************
               * A. The City *
               ***************

You start in a small section of the city. If you turn left and look up, 
you'll be able to see a window with a guard silhouetted within. While 
completely unnecessary for the mission, if you would like some extra arrows 
for your arsenal you will find 6 on the floor in the room with the guard, 
and a single Moss Arrow on the rooftop just outside the window. The guard 
also has a key to pickpocket, so if you are going for the "honourable 
mention" of picking all pockets, you'll need to pick his.

Note that your objectives state not to kill anyone you find IN THE CAVERNS. 
This guard is killable, and you can do it from here with a single Broadhead 
Arrow. (Ah, but then you don't get to pick his pocket....)

Whether or not you kill him, here's how you get up there. (Be careful, he's 
got good ears!) From your starting position, turn so the guard is on your 
left. Move forward and mantle up onto the wall in front of you. Then turn 
left, and you'll be facing a sort of rounded piece of wall (it's actually an 
archway). You may need to step back a bit for this to work. Run up and jump, 
mantling up onto the arch. Then move forward so you're on the flat part of 
the arch (i.e.: no slope), and turn right. You'll have to jump across to the 
ledge ahead, but I've never been able to jump and mantle up, so be sure you 
land on the ledge itself. Once you're there, move forward into the shadows, 
and wait for the guard to calm down. Then turn left. Move forward, and when 
you reach the small gap jump across.

You should now be on a rooftop just outside the guardroom. Immediately to 
your right, in one corner of the depressed area, you'll find the Moss Arrow. 
Now move forward to the window and turn left so you are looking in. (Note: 
Instead, you may want to turn left and face the WALL, then lean right to 
look in first.)

If you're picking the guard's pocket, lean forward and do so. If you want 
the extra Broadheads, you'll have to enter the room to do so. You can either 
kill the guard after picking his pocket (using arrows, or leaping in and 
using your sword). It's also possible to jump in and blackjack him. The key 
you took from him opens the door on the street that leads into this 
building...if you prefer, you can climb up here that way to blackjack him as 
well. (The key serves no other purpose in the game that I've been able to 
determine.) However you get in, the arrows are lying on the floor in the 
corner with a chunk of cheese. (Note: Sometimes this Archer will shoot 
arrows at you down on the street, but instead they stick in the wall. While 
very odd, it nonetheless can provide you with even more Broadheads should 
you decide you want them. I was able to get an extra four out of the wall!)

Once you've got what you came for, work your way back down to street level 
by whatever means takes your fancy. Remember that small wall you first 
mantled up onto at the start? Well, make sure that you are on the opposite 
side of the wall from the one you started this mission on. Find the double 
doors, and open them, then stand in front of them and face them. (Skip the 
next paragraph...it is for those who want to jump right into the caverns. 
Pick up the walkthrough at the paragraph following.)

Now, for those of you who DON'T want anything to do with that guard...from 
your starting position, move forward and mantle up onto the wall. Then move 
forward, allowing yourself to fall off the wall. Turn left, and open the 
double doors you see in the wall to your right. Move towards them, then turn 
to face them.

Move forward into the room ahead...there's metal grating for the floor, but 
you don't have to worry about attracting attention just now. Directly in 
front of you is a large round metal door (like the ones from the sewer areas 
in the Downwind Thieves' Guild). Open it, and move forward, down the ramp to 
the bottom. (Note: There is another large metal door in the same room with 
the other, but you cannot open it.)

At the bottom, turn right. More metal grating, but still not a problem. Move 
forward and jump into the well ahead. You may catch yourself on the ladder 
descending into the well...if so, just climb down. If not...you won't take 
any damage.


               ***********************
               * B. Beneath the City *
               ***********************

At the bottom of the well, turn around until you find a glowing mushroom 
growing in the rocky floor. Move towards it, and you'll shortly spot a 
tunnel leading away. Follow the tunnel to the end...it curves ahead towards 
the right, and opens into another tunnel with a burning torch on the wall 
opposite this tunnel. Stop before you exit this tunnel into this new one.

SAVE YOUR GAME! There are two small spiders nearby. Instead of entering the 
new tunnel, turn to the right, and sidestep left until you can lean out and 
peer down the new tunnel. You should see two spiders cavorting at the end, 
near the waterline. From here you can shoot them easily with your Broadhead 
Arrows. (Alternatively, when the time comes, you can simply run right past 
them if you choose.)

When the spiders are dealt with, move into the new tunnel. If you turn left, 
you'll see what's left of your friend Giry. (Crouch down to get a good look 
at his face...nice touch!) If you want a Healing Potion now, there is one 
among poor Giry's personal affects.

When you've finished with Giry, turn so your back is to him, and move 
forward down the slope. (NOTE: If you ignore Giry completely and just move 
down the tunnel, make sure you hear Garrett make a comment about him. 
Otherwise, you've missed your Mission Objective to locate Giry!) When you 
reach the water, move into it, turn right, and move forward into the deep 
end. (If you reach the wall without falling into the water, turn left and 
move forward a bit.)

If you didn't need to turn left to get into the deep end, do so now. Swim 
forward, following the waterway. (Although it can be a little confusing, the 
way is pretty obvious.) When you reach a point where you can continue 
forward or turn left, you have a choice. If you turn left, partway through 
swim to the bottom and you'll find a Water Arrow. Be careful 
though...there's some loose masonry above that will try to land on your 
head! If you go for the arrow, turn around and return to the junction, 
turning left.

[Note: The turn to the left can be difficult to spot. Just watch the water 
on your left, and when it looks like it's not blocked by a wall anymore, 
that's the turn.]

Whether you get the arrow or not, swim forward now, once again following the 
tunnel. Eventually, you will spot a lit opening in the tunnel ahead, 
underneath the water. Take this tunnel and follow it until it opens up into 
another cavern. (Note: Along this new tunnel, there is another Water Arrow 
on the floor.)

When you emerge, continue forward, moving so the stone obstacle (just what 
DO you call a merged stalactite/stalagmite anyways?) passes by on your left. 
Keep going forward until you reach the far wall. By that time, you should be 
able to see the way out of this room. Move forward and climb out of the 
water.

SAVE YOUR GAME! You are about to enter the Craymen area. There are four of 
them in this area. The first one can be dealt with quite easily.

Move forward until you spot a tunnel opening ahead on your left. Move up to 
it, but stay on this side of it. Tthen turn left, and lean over so you can 
look through. That Crayman you see is unaware of you. A single Broadhead 
Arrow should take him down nicely. Unfortunately, doing so seems to alert 
the other three that you're here.

There are no real strategies to use here against the other three, aside from 
the obvious (hide in shadows, backstab, blackjack, etc.). Don't be afraid to 
use your Broadhead Arrows to hit them from a distance. While there is one 
more place where you can use them, it is easy to bypass the need to. Deal 
with the remaining three Craymen as you see fit. Once you've done so, you're 
ready to move on.

The directions I'm about to give to get to the next area start in the cavern 
where you pulled yourself out of the water, facing so your back is to the 
water. From that point, move forward, then take the first left. Move into 
the chamber ahead, then turn right. Move forward, continuing until you enter 
another chamber with a pool ahead and to your left. Move past the pool, and 
turn left down the rocky tunnel. Continue until you come to the remains of 
someone (probably one of the four Keepers mentioned on the map). Near to 
these remains you'll find 4 Moss Arrows. To the left of these remains 
(straight ahead as you come out of the tunnel) you'll find a hole, at the 
bottom of which is a pool of water. Dive into this hole.

[NOTE: If you are concerned about either getting a good time or about 
conserving your weapons, it is entirely possible to just run past all of the 
Craymen in this area, and dive in the hole. It may be difficult, but it can 
be done...I've gotten from the point of emerging from the water, to diving 
into the hole, and to exiting the water, in about 30 seconds! {And I even 
picked up the Moss Arrows along the way!)]

Once you are in the water, turn so you are facing the only accessible exit 
for you. Dive underwater and swim through the exit. Ahead will be three 
tunnels you can take.

If you want to find everything, then take the left tunnel. It will open into 
a room with the remains of another Keeper. There's journal nearby, as well 
as a Breath Potion, which you don't really need. The right tunnel dead-ends, 
but if you need more air you can surface there to get some. The tunnel ahead 
is the one you want. (If you go for the Breath Potion area, when you're done 
return here, and turn to face down the centre tunnel.)

Move forward through the tunnel ahead. It shortly branches, one path leading 
leftwards, the other towards the right. Keep moving forward, down the right 
branch. This tunnel will eventually turn left, and ahead you will see what 
looks like a smaller tunnel (the same tunnel you're in now, with sort of a 
"lip" over it, making it smaller). Partway towards it, if you look up, 
you'll find another passage leading up. It's a dead-end, but again, you can 
replenish your air supply if you need to.

At this point, there are two ways you can go. Ahead where the tunnel has the 
"lip" mentioned above, it branches...but not left and right. It's a sort of 
"vertical branch", where you can take the upper or lower. Both lead to the 
same place, however.

If you take the lower branch, follow the tunnel and it will eventually lead 
to a chamber where you can surface. You'll hear the sound of a Crayman 
nearby, and he will have spotted you. Look around to find him. Once you 
have, turn right around and swim towards a ledge. Mantle up onto it. The 
Crayman cannot reach you here, and you can merrily make a pincushion out of 
him.

If you take the upper branch, however, it quickly brings you to the surface. 
(Once you surface, you may want to save your game.) Move quietly in this 
area...move forwards out of the water and towards the chamber ahead. It is 
the same chamber where the Crayman is, but this time you are on the same 
side as it. Lean out and you should be able to bring him down with a single 
Broadhead. Then when he's dealt with, turn so you are looking across the 
pool in here, and jump across it to the ledge. (You will probably fall into 
the water...if so, just mantle up onto the ledge.)

[NOTE: An alternative method to dealing with the Crayman is to trick him 
into the room above, where there is a trap that can kill him. This is 
explained more below.]

No matter which method you choose, you should now be on that ledge. (By now, 
you should be able to hear some singing.) Look around on the floor until you 
find a silver nugget (50, Treasure Count: 50). Then face the pool, jump in 
again, swim across, and pull yourself out.

On either side of the room is a staircase leading up. Both lead to the same 
room, so turn either left or right, and take the staircase of your choice.

The room above is the one in which the Keeper's enshrined the Talisman of 
Water. To get to the chest, you'll have to move across the room, and the 
floor is one big trap. Moving across it will cause arrows to shoot out of 
the walls, and even crouched they will sometimes strike you. The body in the 
centre of the room has two Broadhead Arrows protruding from its body, which 
you can retrieve (but I wouldn't bother, you won't need them). Also on the 
floor near the body is a message from a Lady Valeria, regarding the Talisman 
of Water. (Note: It is not only moving across the floor that triggers the 
trap. If you are in the right spot, simply leaning will also cause the 
arrows to shoot out.)

All of that being said...don't bother with this room. The Talisman is no 
longer here. Instead, directly across the room from the chest the Talisman 
used to be in is another exit. Move through it. Follow this tunnel and 
you'll eventually find another pool of water to dive into. Do so, and follow 
the tunnel until you surface. When you do, you'll have to mantle up out of 
the water. It's kind of tricky here...turn either left or right to do it.

When you're out of the water, turn so you are facing the cavern. Move into 
it, and move through it, down the slope to the hut below, and the singing 
Hermit.

The Hermit is named Raoul. He will give you a rather long and semi-musical 
story, explaining about Lady Valerius, the Opera House, and the Talisman. At 
some point, he will offer you a map of the Opera House, and a key. (He will 
put these on the ground for you to pick up.) Once he steps back, look 
upwards, and you'll see a rope dangling from above. (For some reason, this 
rope disappears when you're not looking upwards. I don't know why...it 
reappears when you do look upwards however.)

NOTE: You can speed this part up slightly. Once Raoul puts the map and key 
on the ground, you really have no more use for him. Blackjack him, then grab 
the items. (Unfortunately, if you want to move on quickly, you WILL have to 
blackjack him...you can't jump onto the rope while he's chatting with you, 
as he is standing too close to it.)

Grab the items, then jump onto the rope and climb upwards. Near the top, 
your mission objectives will change to the following:

1. Find and steal the Talisman of Water.
2. The strange Hermit's ravings are your best clue that the Talisman has
   been moved to the Opera House above the caverns. Find the Opera House
   and break in.
3. The Opera House is filled with precious adornments and attracts the
   city's wealthiest patrons, so don't leave without at least 2000 worth
   of loot.
4. When he was alive, your informant Giry often bragged about the cash
   take in just a single evening at the opera house. Find out if he was
   telling the truth -- get to the ticket office and steal the contents
   of the cash box.
5. You read last week that the music director at the Opera House was
   just presented with a silver flute. An item like that could fetch a
   pretty penny on the market. Find it.
6. Littering the opera house with blood and corpses is not worthy of a
   master thief such as yourself. So pickpocket, rob, steal, hide, and
   even run if you have to, but don't kill anyone.
7. After you get what you came for, get to the city streets outside the
   Opera House.

Near the top, turn around until you find a tunnel leading away, then jump 
off the rope into it. Follow this tunnel to the end, where it drops off into 
water below, with a rope dangling into it. Take the rope down, then turn 
until you find the other exit from this point. Take it, and follow this 
tunnel (now obviously man-made) until you emerge into a larger area. Move 
forward until you strike the "wall" ahead of you, and mantle up. Then turn 
left. Move forward and take the right turn ahead. Move down this tunnel, and 
at the end drop down into the next room. Turn left, facing a small hole in 
the wall ahead.


               ********************************
               * C. The Opera House, Basement *
               ********************************

SAVE YOUR GAME! You're about to enter the Opera House (as Garrett's comment 
should hint at). You'll need to crouch here. Do so, and move forward through 
the hole ahead of you, then straighten up. There's a large opening in the 
wall on your right. Move through it.

[Note: The walkthrough is about to tell you to turn right. Instead of simply 
turning right however, you may want to turn left. If you see a guard moving 
away from you, you can quickly go and take him out now, if you prefer. Then 
return to this position and continue with the walkthrough.]

In this hallway, turn right. Ahead you'll see where the hallway "bends", 
then continues on the same direction. Move forward, around that bend, and 
continue ahead to the end. Before reaching the end, use a Water Arrow on the 
torch up ahead.

[NOTE: On the way, you'll pass a door. It is locked, so you'll need to pick 
it open. While completely unnecessary, there are some items in there you may 
want. 2 Fire Arrows, 3 Flash Bombs, and a Gas Mine. Gather up what you want, 
and then continue with the walkthrough.]

There are actually two ways to do this next part. Since your game saved 
nearby, you can decide which is the most expedient for you. [Note: There's a 
room which is shared by two guards' patrol routes. Be quiet when you take 
any guards out in that room...there's another nearby guard, but you should 
be safe from him.]

1) Instead of moving to the end of the corridor right now, wait for a 
patrolling guard to come by ahead. When he does, wait until he leaves this 
hallway, then walk up behind him and knock him out. There is also a nearby 
servant who may be disturbed by your activities. Find him and knock him out 
as well. Then return to the hallway where you doused the torch, turn left, 
and wait for another guard to come around. He'll enter the hallway, quickly 
do an about-face, and leave. When he does, move in behind him and knock him 
out.

2) Move down to the end of the hallway, keeping to the right. At the end, 
hide yourself in the dark corner on your right, then turn left and watch the 
guards. You may only see one right now...that's okay, the other is nearby. 
When you one comes near enough, knock him out and hide his body here in the 
darkness with you. Then you can either run up and knock the other one out, 
or wait for him to come by and then knock him out.

[Note: The area where the servant patrols, mentioned in the first method 
above, has a large furnace in it, with a fire burning in it. If you 
extinguish the fire (it may take a couple of Water Arrows to do so), there's 
a ladder which you can use to climb up to the next level.]

No matter which method you use, move so that you are just inside the room 
where you could watch the two guards moving around. It should be long, with 
pillars, and made of gray stonework. There should also be a staircase 
leading up on your right, although you may not see it just yet.

Move forward across this room. At the far end, you should notice a dark area 
across the exit. Move into this dark area, and hide in the shadows.

SAVE YOUR GAME! You are currently looking into three hallways which cross 
your view. In the second one, you will soon see a servant come into view on 
the left, cross your view, and disappear to the right. When he does this, 
move up behind him and take him out.

[Note: There is also another servant, who sometimes wanders through the 
first hallway. I am not sure where he comes from. (I originally thought it 
was the kitchen areas, but I was apparently wrong.) I believe he may also 
comes by this way, although perhaps not far enough to see you if you move 
across his view.]

Once he's dealt with, continue forward, climbing up the ahead slope. At the 
top, turn left, and move up the ramp ahead. At the top, turn left again. 
Move down this hall, and about halfway down you'll find an alcove. Turn into 
the alcove. Inside you'll find a crate, and on one side of the crate you'll 
find a bottle of wine (50, Treasure Count: 100).

Leave the alcove. Turn left, and move to the end of the hall. Turn left 
again, and move down the ramp ahead. At the bottom, turn left, and move down 
this ramp as well. Keep moving forward until you have a choice of 
directions, then turn left. Move ahead, through the next hall, and continue 
into the area with the decorated stonework. At the end of the hall, turn 
left, and move forward until you are at a dead-end. Look at the ground, and 
you'll find another wine bottle (50, Treasure Count: 150).

Turn right around, move forward, and take the first right. Move forward, 
through an archway and into the next hall. Turn right, move forward, and 
then turn left. Move into the room ahead of you.

This is a wine room. The centre niche of the bottom row holds another bottle 
of valuable wine (50, Treasure Count: 200). The rest are either empty or 
contain worthless cheap wine.

Once you've taken the wine, turn around and leave the room. Turn left, and 
move down this hallway. Take the LAST left turn you come to, and enter 
another wine room.

This time, it's the centre niche of the top row that holds the wine bottle 
you want. Move forward, looking up at that niche. You should be able to see 
it highlight from here. If you have trouble, there's a crate in this room 
which you can move over here, hop onto, and then jump up again to look into 
this niche. However you manage it, grab the wine bottle (50, Treasure Count: 
250). Then turn right around and leave the room. Turn right, and move 
forward. When you reach an opening in the left wall, turn left. 

SAVE YOUR GAME! There is still another servant you may need to contend with, 
as well as a guard. Move forward, through the first hallway and into the 
second. Then turn right. Move down this hall until it turns...this is 
another "bend". Turn right. Move foward, then turn left.

You'll want to be careful here, as there is a nearby servant in the kitchens 
who can sometimes hear you, and there is also a point ahead where you may 
meet a guard. (Note: In the centre kitchen, if you douse the fire in the 
fireplace, you can find another secret entrance up to the next level.) Move 
forward. Count the openings on the left that you find. The one you want is 
the fourth. (Note: When you start down this hall to count the exits, there 
is one very close to your starting point...don't forget to count it!)

If you see the guard ahead on your way to this turning, wait for him to turn 
down it before proceeding, then move behind him and knock him out. If you 
don't see him, then he's either on his way, or passed by already.

Your best bet to get this guard is to move over to the archway ahead, and 
wait for the guard to come through, then knock him out. (Note: He comes out 
of a room ahead on the left. If you move over to that exit and look in, 
you'll see some performers practicing their singing. There are two chests by 
each exit in this room. The only one that contains anything worthwhile is at 
this exit, on the left (as you face in)...it contains a Healing Potion.)

Once he's taken care of, return to the exit mentioned above (the fourth on 
the left...now the first on your right). Turn down this hall, and follow it 
all the way to the end. Then turn right.

SAVE YOUR GAME! You want to go to the room at the far end. Unfortunately, 
there is a guard in there who is very difficult to sneak up on. And there is 
a nearby room with several people in it, so trying to draw him out or using 
a Flash Bomb will alert the others. From here, try shooting one of your Gas 
Arrows into that room. Aim just above and just to the left of the red barrel 
in that room. It should knock the guard it. (If it doesn't...well, that's 
why you saved the game.)

Move forward into that room. Turn left, and you'll see a panel on the wall 
to your left. It operates a mechanical lift directly ahead. Step onto the 
lift, and turn to face the panel.

SAVE YOUR GAME! This lift will take you to the next level. However, it is 
entirely possible that it will bring you into the next room when there are 
guards in it or nearby. You may want to have a Water Arrow ready to douse a 
nearby torch or two, just in case. Press the upper button on the panel to 
bring you to the next level, and turn left, so you're facing the direction 
you need to when the lift stops.


               ************************************
               * D. The Opera House, Ground Floor *
               ************************************

Douse the torch in front of you, then move forward slightly, and turn right. 
Douse the next torch. This should create sufficient darkness for you to hide 
in while in this part of this hallway. If you have the opportunity to take 
down any patrolling guards while you're in here, do so. (I've only found one 
guard who actually comes into this hallway, and he has a key to pickpocket.)

Once you're secure in this area, turn so you're facing down the corridor, 
towards a closed door. Move forward, and move through the second door on 
your right. Inside, turn left, and in the cubbyholes you'll find two gilded 
vases (100, 100, Treasure Count: 350, 450). Leave the way you came in. On 
the wall in front of you there should be another torch. Douse it, and turn 
right. Move over to the door in front of you.

SAVE YOUR GAME! You're going to try to take out another guard, which may be 
right behind this door! Unlock the door with the key you took from the 
previous guard. If the coast is clear beyond, shoot a Moss Arrow at the 
floor ahead, so you can move from this area to the carpet without being 
heard. Now wait for the guard to come by. When he does, wait for him to turn 
around, then move in behind him, lift the key from his belt, and knock him 
out. (Note: You may have a long wait for this guard, as his patrol is 
somewhat large.)

Once he's taken care of, move forward down the hall. Ignore the door on your 
right (it's just an old storage room), and turn right at the corner. Ahead 
you will see another door.

SAVE YOUR GAME! This next part can be difficult to do, but it nets you two 
more Gas Arrows. The room beyond the door ahead contains two guards. You 
need to open the door, and throw in a Flash Bomb to blind both guards, then 
knock them both out before they recover. Once that is accomplished, move 
around the room, gathering the goodies from the tables. All told, there are 
2 Gas Arrows, 6 Broadhead Arrows, a Healing Potion, and a Speed Potion. Take 
what you like, then leave the room the way you came in.

[Note: The above can be very frustrating, as many times when I tried it, my 
Flash Bomb only blinded one of the guards.]

In the hallway, turn right. Move forward, and go through the first door on 
your left. Inside this room turn left. You'll see three golden plates lining 
the wall on a shelf here. Pick them up (50, 50,50, Treasure Count: 500, 550, 
600). Then move to the shelf directly across from the door, and grab the 
vase (50, Treasure Count: 650). Then turn right around and leave the room 
through the door ahead.

Back in the hallway, turn left, and move forward to the door you can see 
down the hall. Stop before you open it.

SAVE YOUR GAME! This next area can be highly dangerous, as there are several 
nearby personages who may hear you on the tile floor. Open the door, and 
tread carefully. Inside there are a series of alcoves (actually, ticket 
booths). Turn left into the first one, sneak up on that servant, and 
blackjack him. Then turn around, and move out of the alcove. Turn left, and 
move forward slightly. On the right, the lower part of the wall has a 
depression in it. It's a safe. Open the safe, and then open the box within 
to get the Opera House receipts (25, Treasure Count: 675). (Note: There are 
actually two safes in here, but one is empty. You want the one closest to 
the door you came in through.) Then turn right and go back into the hallway. 
Turn right, and move forward. Turn right again, facing the door.

SAVE YOUR GAME! Once again, you could be caught here. Open the door, and 
move carefully (tile flooring again) into the next room. Ahead is a turning 
to the left. Before taking it, lean out and see if the guard is anywhere 
near, or approaching. When the coast is clear, take the turn, and move into 
the next room.

There is a large circle of light in this room. Stick to the shadows. Move to 
the other side of the room, staying in the shadows. (Note that this room has 
a carpet trim all along the edges, which is not as loud to walk on. 
Unfortunately, your path along the carpet is blocked in some places.) Hide 
in the shadows near the door. The guard will make his patrol back into this 
room. Either as he enters or as he leaves, lean forward and put him to 
sleep.

SAVE YOUR GAME! Now that this guard is taken care of, you're going to take 
care of a couple more. Leave through the exit this guard came through. Note 
the fountain in the centre of the room...if you want to pick up a few more 
Water Arrows, there are two within. Turn left, and go through the exit you 
see there. (Note that this room has the same carpet trim along the edges 
that the last one did.) Keep moving into the darker area ahead. If you hear 
a guard's footsteps, you may want to wait, or perhaps use a Moss Arrow or 
two in this section. If you wait, a guard will walk past your view, going 
left to right. You'll want to take him out. The floor in here makes sneaking 
up on him difficult, so use either Moss Arrows, or move across to the 
opposite side from the doorway you came through, hiding in the shadows, and 
wait. When he comes by again, lean out and knock him out.

You may be a bit turned around now...locate the doorway you entered this 
area through. Turn left, and move up the ramp. Ahead and to the left is a 
doorway you will want to go through. Be careful though, there's a guard 
patrolling through the room, as well as two singers.

Move up to the doorway on the left, and lean over to look in. Listen for the 
guard's footsteps. If you can hear them coming closer, then wait for his 
patrol to take him close to you, then blackjack him. (You may need to lean 
forward to do this.) (Note: He has a Speed Potion for you to pickpocket.)

Move into the doorway once he's taken care of. Now, the two singers at the 
far end CAN be taken down with the blackjack, but it is time-consuming, and 
dangerous, considering you have to move into the light to do it. I suggest 
you use one of your Gas Arrows to take them down. (Note: The woman has an 
item on her belt for you to pickpocket...using your Gas Arrow will keep you 
from getting all the pickpockets at the end.)

Once they're down, move in, and get the opera glasses from the woman's belt 
(50, Treasure Count: 725). Now, there are two exits from this room. Find the 
one you haven't used yet, and move through it.

This next room is a little strange. See that sunburst pattern on the wall to 
your right? Move over to it, and "operate" the centre of the sunburst. Then 
turn right around, and you'll see a secret door has opened. Move through the 
secret door and into the room ahead with the desk. Grab the two gold 
candlesticks off the desk (50, 50, Treasure Count: 775, 825). On the floor 
on the far side of the room, beside the desk, is a rolled up tapestry (150, 
Treasure Count: 975).

[Note: There is a tapestry hanging on the wall across from the entrance you 
used to get in here. If you cut it down with your sword, you will find a 
secret tunnel which leads back down to the basement. It empties through the 
large furnace mentioned previously.]

Leave this room the way you came in, and turn left. Move into the next room, 
and turn left. Move over to the exit you can see, but stop before actually 
moving into the next area.

SAVE YOUR GAME! This next part is very dangerous! Ahead, you will see a ramp 
leading down to your left, ahead of which is another way off to the left and 
a way to the right across from that. Ahead of these two is another path to 
the left. That last one is the one you want. However, crossing at this point 
will put you in view of at least two guards.

Look at the floor near the centre left passage. You should note that it 
seems to be a difference material. It is wooden, and makes less noise. The 
trick here is to move over to that wooden flooring, then cross directly over 
to the next point of wooden flooring. This minimizes your risk of being seen 
or heard.

So, move across to the wooden flooring, then move across to the next section 
of wooden flooring. Once you've done that, turn around the corner here to 
your left, trying to stay on the wood.

At this point, you will see a statue in the area ahead, above the ramp. 
There's a treasure near the statue's base. Shoot a Rope Arrow into the wood, 
then climb up and retrieve the gold nugget (100, Treasure Count: 1075). 
Climb back down to the floor (don't jump or fall...there may be nearby 
servants who can hear you!) Turn so you are facing the wall from which you 
moved to this spot, and move back against the wall, onto the wood.

SAVE YOUR GAME! After doing that, you still need to get back around to the 
other side. Turn left, so you are facing down the ramp you're on. Move 
forward all the way to the top of the next ramp, and turn left. Move forward 
across the tile floor to the next point where the floor becomes wood. Then 
move forward and turn left. Move down this ramp, and at the bottom you'll 
find a doorway on the right side of the hall. Move through that doorway. You 
should be back in the room with the fountain.

Across the room from the door you just used is a statue. Move over to it and 
look up at the statue's head. She's wearing a tiara (125, Treasure Count: 
1200). Now turn left and move to the exit in that direction. 

SAVE YOUR GAME! The danger here is being spotted by the servant across the 
hall in the next room. You will want to move through the exit across from 
the one you just used. Directly opposite that exit however is a servant, and 
she is looking right in your direction. There are insufficient shadows for 
you to hide from her by the door, so your best bet to dealing with her is, 
instead of stealth, rush up to her and club her. You can jump across the 
ledge she is standing behind, or go open the door to the right of the window 
(as you face it), or wait for her to come running out in a panic.

However you choose to deal with her, once she is down, if you have not 
already moved into her area via one of the methods described above, do so 
now. Inside there is another door, which she was standing in front of. Open 
it, and move into the next room.

Ah, more cubbyholes. Only one interests you this time. The lower one on the 
far right (as you face them) contains a purse (100, Treasure Count: 1300). 
Once you've got it, leave the way you came.

(Note: There is another exit from this room. If you take it, crouch, and 
look to the left, you'll find a secret panel which leads to a series of 
ladders. These will take you to a tunnel, which ends at a tapestry. Cut it 
down, and you'll find yourself on the topmost floor of the Opera House.)

Back in the room where you clubbed the girl, move back into the hallway 
(either through the door or through the window, your choice). Once there, 
turn right. Move down the hall to where it turns to the right, but don't 
cross into that area yet.

SAVE YOUR GAME! There is a guard who's patrol enters this next hallway. From 
here, you can lean out and look down the hall. There is a carpet that runs 
down the hall. The hall turns to the left (as you look down it.) What you 
want to do is to shoot a Moss Arrow down the hall onto the floor, past the 
carpet, but so the moss itself will also fall on the floor past your view 
down the next hall. This should give you sufficient coverage so that you can 
walk on the moss all the way (or very nearly all the way) up to the carpet 
in the hall beyond.

That being done, watch and wait for the guard. When he comes through, wait 
for him to turn and move back into the next hall. Now comes the tricky part. 
You want to jump from the carpet you are standing on to land on the one in 
the next hall. Once that is accomplished, move down this hall, and when you 
reach your moss, turn, sneak up on the guard, and knock him out. Don't 
forget to lift the key from his belt also. (Note: If your moss did not quite 
make it to the next carpet, you'll have to jump from the moss to the 
carpet.)

With this guard safely out of the way, move forward down the hall to the 
first doorway on your right (ignore the one on your left). Through this 
doorway is a food preparation room, with a servant making someone's dinner. 
Move into the room and knock him out. Then, turn left. The table in front of 
you has two golden goblets (25, 25, Treasure Count: 1325, 1350) and two 
golden plates (50, 50, Treasure Count: 1400, 1450). Turn left now, and leave 
the room the way you came in.

Move down this hallway, turning right. Down this hall you will find a door 
on your right, a doorway on your left, and a door in front of you at the 
hallway's end. You want the door at the end. (Note: The door to the right 
leads to a room with a fireplace, which has a secret area behind it...you 
can use it to either bypass the door at the end of the hall (not really 
necessary at all), or to go back down to the basement into the kitchen 
area.)

Move down to the hallway's end. Unlock the door with one of the ornate keys 
you've managed to acquire so far.

SAVE YOUR GAME! This next part can be tricky. What you are going to want to 
do is this: Move through this door (now doorway) ahead, and in the hallway 
beyond go into the first doorway on your right. Inside on the table is a 
treasure and a Healing Potion. Unfortunately, there are also two singers 
having a conversation. They are easy to knock out if you are fast enough. 
However, you may prefer to sneak inside to get the items. Across from the 
doorway which leads into that room is a torch. If you take it out with a 
Water Arrow, your chances of sneaking are MUCH better.

Decide on your course of action. Then move ahead, taking out the torch if 
you choose to, and go through the first doorway on your right. Either knock 
the singers out or sneak into the room. On the table to the left of the 
doorway is a Healing Potion and another tiara (125, Treasure Count: 1575). 
(Note: At the back of this room is a secret door, which opens into a secret 
area. This is the same area that the previous fireplace I mentioned leads 
to, and you can take the ladder in this room down to the kitchen in the 
basement.)

SAVE YOUR GAME! You are about to embark upon another dangerous part of this 
mission. Leave this room the way you came in, and turn right. Move all the 
way down to the end of the hall, stopping just before the ramp leading up to 
the left.

In the next room, unless you took care of them both when you first arrived 
on this level, there are a couple of patrolling guards. You should have 
taken care of at least one when you first arrived on this level, so there is 
only one more patrolling on the lower level of this room. Your best hope of 
taking care of him is this: position yourself so you can see into the room. 
Inside the room, on the wall to the left, is a torch. Take it out, then move 
into the room, turn left, and move into the shadows (you should be near a 
ramp which leads to the back end of the stage). Turn so you can see when a 
guard is approaching, and knock him out when he does. (Note: There is also a 
guard patrolling on a metal walkway above, and another stationary guard up 
there.)

When the coast is clear, turn so your back is to the stage area. Ahead you 
should see a ladder. Move forward past it, and there will be another ladder 
ahead. Turn to face the ladder (so you are between the ladder and the wall 
nearby), and jump onto it. Climb the ladder upwards, stopping before your 
head clears the walkway above, then turn right around. Jump off the ladder 
and onto the landing. (Note: There is a sandbag near the edge that may 
inhibit your jump.) Once you're on the landing, you should see an exit to 
your right. Move through the exit.

SAVE YOUR GAME! Now that you're safely out of the guard's view, you won't 
want to repeat all of that.


               *********************************
               * E. The Opera House, 2nd Floor *
               *********************************

Down this hall are several doors. Move down the hall, and go through the 
second door you find (you'll  have to pick the lock). Move to the end of the 
room, and turn right. Move forward and jump into the alcove ahead. Move 
forward, and at the other side look down. There is another rolled up 
tapestry here (150, Treasure Count: 1725). Now turn right around, and move 
back into the room you just left, falling to the floor. Directly across from 
you are some candlesticks on the mantle. Two of them are golden (50, 50, 
Treasure Count: 1775, 1825). Now turn right, and move through the door 
ahead, back into the hallway.

Turn right, and move to the end of the hall. There is a door at the end, in 
the wall on your left. Stop before getting to close to it. There is another 
guard inside.

SAVE YOUR GAME! Open the door...make sure you do so so that when it opens 
you cannot be seen by the guard within. Ready your Water Arrows, then lean 
over and douse the torch behind the guard. Once that is done, crouch and 
move into the room. When you are behind the guard, pick his pocket, and 
knock him out.

[Note: It may be easier for you to sneak into this room if you take out the 
torch nearby in the hallway before you enter this room.]

Once he's out, turn and find the other door in this room. Unlock it with one 
of your ornate keys.

SAVE YOUR GAME! The area you are about to enter in is treacherous...lots of 
tile floor for you to announce yourself on. Fortunately, there are carpets 
laid out on the floor, most of which are spaced close enough to make a 
running jump from one to the other possible.

Move forward down this hallway. As soon as you reach the first lighted area, 
turn left, and you will see a doorway through which is a small room. Move 
into the room. BE QUIET! There are nearby guards who can hear you!

Directly ahead is a table upon which sits three goblets for you to take (15, 
15, 15, Treasure Count: 1840, 1855, 1870). Now turn left and move around the 
room. At the opposite end you'll find another table, this time sporting 
three golden plates (50, 50, 50, Treasure Count: 1920, 1970, 2020). Now 
continue around the room in the same direction, but stop about halway 
around.

Turn to face the central column in this room, and crouch. A secret panel 
should highlight. Open it, and move into "the secret passage". Climb the 
stairs ahead all the way to the top, where another secret panel will 
highlight. To open this one, turn to the left (as you face the panel), and 
you'll find the keyhole. The key that Raoul gave you down in the caverns 
opens this panel.

[Note: There are small holes in the walls from here, where you can shoot Gas 
Arrows at the two guards guarding the room, if you like. However, it is 
quite easy to simply blackjack them, and I recommend saving your Gas Arrows 
for the top floor guards.]

Once the panel is open, move through it. Directly ahead is a bookcase. The 
bottom left niche has a box. Open it and you'll get a blue key. Now turn 
left, and move carefully through the doorway there.

The desk in front of you has a gold key on it, as well as a box. Open the 
box to get a ring (100, Treasure Count: 2120), then get the key. If you 
didn't use a Gas Arrow on the guard, knock him out now. Then continue 
forward.

Go past the set of double doors. In the next section of this room is another 
guard. Knock him out if you haven't done so already. Use the blue key you 
just recently found on the chest in front of you to unlock it, then open it 
to get the Talisman of Water.

Continue around the room until you are back to the section with the secret 
panel. Crouch and move through the panel, then follow the stairs to the 
bottom again (stay crouched!). Exit this secret passage, then stand up, turn 
right, and move around the room until you come to the exit again. Move 
through the exit into the hall beyond.

Back in the hallway, turn left. Ahead, the corridor turns right. Follow the 
turn. Ahead, you can turn either left or right. While you ultimately want to 
go right, for now, turn left. (Note: Be careful...there is a guard who's 
patrol takes him briefly into this corridor, and he might see you. This 
guard is to the right instead of the left.)

After you turn left, ahead you'll see a section of the corridor is 
illuminated from the right. There is a doorway there, and through it are two 
guards who can see down here, so be careful. (I have never been seen by them 
at this point, but I am assuming they can do so.)

Move forward past that opening on the right, and continue forward. You'll 
shortly come to a door on your left. Move through it. 

[Note: This door is one of the ones I've noticed is sometimes just a 
doorway.]

Inside this room, turn right and move through the doorway ahead into the 
next room. At the far end of this room is a table on the right, which holds 
two more golden goblets (25, 25, Treasure Count: 2145, 2170). For a change, 
the fireplace in this room is just a fireplace.

Once you've got the treasures, turn around and leave this room the way you 
came in. In the next room, go through the door on the wall to your left, and 
you'll find yourself back in the hall. Turn right. You'll have to move 
through the light ahead again (the guards in the area to the left are still 
there!). Move down this hall as far as you can, staying on the carpet. When 
you reach the end, make sure you're still hidden in the shadows.

SAVE YOUR GAME! That patrolling guard is still somewhere around here, and 
you don't want him seeing you! Position yourself so that you can look down 
the hallway ahead and to your left. If the guard is coming, then return to 
the shadows, wait for him to come by and turn around again, then leap from 
your carpet to the carpet in the next hall, and take him out.

Continue forward until you come to a hallway leading off to your right. Turn 
down this hall and move to the end. There's an opera box here with someone 
inside. Lean into the box, and lift the opera glasses from her belt (50, 
Treasure Count: 2220). Then turn around and make your way back to the main 
hall (the one fully carpeted in red). Once there, turn right, and move 
forward again until you find another area off to your right. Move into this 
area, and into the opera box, where there are two occupants, having a 
discussion. (If you stick around and listen, the discussion is rather 
interesting.) Lean forward to lift the purse from the man's belt (100, 
Treasure Count: 2320). Turn around and leave, making your way back to the 
main hallway again. Turn right once again, and move forward. Go past the 
next opening on your right (it just leads back to the two having the 
conversation again), and then turn down the next hallway leading off to your 
right. Move forward to the end. In this opera box, lean forward to 
pickpocket the opera glasses from this woman as well (50, Treasure Count: 
2370). Turn around, and move back into the main hallway. Turn right.

SAVE YOUR GAME! The next area has another patrolling guard in it, and his 
patrol can take him to a point where he can see you here. Move forward to 
the end of the carpeted hall you are in. To take out the guard in the next 
area, I suggest using a Moss Arrow on the tile floor ahead. Then move into 
the shadows to your left, lean out right, and wait. When the guard comes by, 
turns, and departs, then move out into the hall, and knock him out.

You should now be facing down the hall which the guard patrolled. Move all 
the way down this hall, carpet hopping as necessary, until you can go 
forward no further. Then turn right. (You should be aware that you will be 
passing an opening through which two guards can possibly see you.)

[Note: You will pass a hallway on your right, and then a doorway on the same 
side. This doorway leads to a room with a fireplace, which has a secret area 
beside it. It connects to the fireplace in the next room off the right of 
the hallway you're currently following.]

SAVE YOUR GAME! This next part can draw some serious attention to yourself 
if you're caught. Move forward, then turn left. Crouch, and move into this 
well-lit section. Turn right, and move forward until you can turn left, then 
do so. You should now be in a dark section. Sneak up on the man and woman 
ahead, and pickpocket the man. For some reason, he has a necklace on his 
belt (200, Treasure Count: 2570). (Note: Sometimes, it is necessary to knock 
these two out so that they don't see you leave. They are quite easily dealt 
with using your blackjack.) Turn around, move forward, turn right, move 
forward, turn left again, and move back into the hallway when you get the 
chance. Turn right and move forward. Once you're back in the shadows, stand 
up again.

[Note: The section above has the added difficulty that there is at least one 
guard whose patrol stometimes brings him into this room. Keep this in mind 
when performing the above tasks.]

Turn left, and move down this hall again. Ignore the doorways again, and 
when you reach a turn to the left down another hall, take it. Move forward, 
and turn right when you can. Move forward, and when you reach the first 
wall-lamp (on your right), turn left.

This door will require you to pick the lock. Do so, and move into the room 
beyond. Inside, turn left and follow the room around until you find the 
staircase in the centre column leading upwards. Enter the stairwell, and 
climb the stairs to the top.


               *********************************
               * F. The Opera House, 3rd Floor *
               *********************************

SAVE YOUR GAME! There are three patrolling guards on this level, two of 
which patrol nearby. One of them has a Healing Potion you can pickpocket. 
However, following this walkthrough will avoid that guard.

When you exit the stairwell, there will be a door directly in front of you. 
Pick the lock, and go through the door. One or two of the patrols may be 
nearby, so tread carefully.

[Note: Up here, the most expedient method of dealing with the guards is your 
Gas Arrows. If you think of the layout of the main areas of this level as a 
square, then you enter in the lower left corner, a guard patrols along the 
left edge, another along the top edge (he's the one with the Potion), and 
another around the entire square. Keep this in mind when using your Gas 
Arrows.]

Move forward onto the carpet, and turn right. Move forward, and take the 
first left. Continue forward, and take the first left again. Move down this 
hallway until there are some stairs on your right. (Note: The guard who 
patrols the left side of the square moves into this area, so be careful!)

Turn left, move forward, and grab the gilded vase (50, Treasure Count: 
2620). Then turn right around, and move forward down the stairs to another 
opera box. Lean forward into the box, and steal the man's purse (100, 
Treasure Count: 2720). Turn around, and climb the stairs back to the top. 
Turn left, and move forward back into the main hallway.

Turn left, and move forward. Ahead is a large tiled area. Use a Moss Arrow 
or two (or three!) to soften your footsteps, and proceed forward. (Be 
wary...there are two guards down a side passage to your right that may see 
you!) Try to stay to the left side of the carpet, as there are some 
stationary guards up ahead who may see you moving down this hallway. (Also, 
the guard who patrols the top side of the square comes into this hall 
briefly).

When you find a turn to the left, take it. (I recommend jumping from one 
carpet to the other, to avoid detection.) Move forward, and turn left when 
you get the chance. Climb down these stairs to another opera box. There's no 
one it this one, but someone has left some opera glasses on the ledge. Move 
forward and grab them (50, Treasure Count: 2770). Then turn around, and 
climb the stairs to the top again.

SAVE YOUR GAME! You're almost finished now. Move forward, and re-enter the 
main hall. (Once again, try jumping.) Turn right, and move down this hallway 
all the way to the end. Once you reach the end, you should be able to see 
some stairs leading up ahead and to your right. Move over there aand climb 
the stairs. Go through the door and in the next room, continue forward onto 
the stairwell, and take the stairs back down to the previous level.

Exit the stairwell, turn left, and move around the room. You will shortly 
find the door leading out into the hall. Go through the door, and turn left. 
Follow this corridor to the end, and turn right when it does. Move forward 
into the darker area, keeping to the left, and ahead of you a door will 
highlight. Open the door (use one of your jewelled keys).

Move through the open door, and turn left. Move forward until you come to a 
door in the wall to your left. Pick the lock on this door.

SAVE YOUR GAME! There are two performers in here, but you should be able to 
get through this without alerting them. Move into the room, and step onto 
the carpet ahead. Once on the carpet, turn left. There is a safe in the wall 
ahead. Use the gold key you picked up in the Talisman room to open the safe, 
then get the silver flute (150, Treasure Count: 2920). Then turn left, and 
leave through the open door ahead.


               ***************
               * G. Escaping *
               ***************

SAVE YOUR GAME! It's time to leave the Opera House. Turn left, and move all 
the way down the hall. At the end is a doorway in front of you. Move through 
it, and when the wall to your right opens up, turn right.

Being careful of nearby patrolling guards, jump from your spot here to the 
ladder ahead of you, then climb down the ladder to the ground. Then turn 
right around, and move forward into the next room, down the ramp ahead. Turn 
left, and move forward all the way down the hall, and go through the door at 
the end.

Continue forward. When the corridor turns, follow it. Ignore all doors, 
until the hallway ends. Then turn right, and move forward through the door 
ahead of you.

In this room, move forward, and turn left. Move into the next room, and then 
turn right. Ahead of you you should see to large pillars. Move into the 
darkness between them, and a pair of double doors will highlight.

SAVE YOUR GAME! Through this doors there are guards on patrol! Open these 
doors, and move forward. Cross the room to the exit opposite the doors you 
just came through. Move down the stairs ahead of you. Once you hit the 
street, you may want to keep moving, just to avoid being caught or wounded. 
However, you can simply stand there if you prefer, because the mission is 
over. Congratulations! You've robbed the Opera House and acquired the 
Talisman of Water!



Section 16: 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 Fatman 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 "Fatman" 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 "Fatman"); 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 "Fatman"" (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!
9.4  -- Added walkthrough for Thief Gold Mission 10 (Song of the
        Caverns).
9.7  -- Several sections expanded and/or improved upon; fixed up a small
        problem in the sections for Mission 8 (The Mage Towers); made
        some minor corrections/changes to Mission 6 (The Sword), Mission
        9 (The Lost City), Mission 4 (Assassins), Mission 1 (Lord
        Bafford's Manor), Mission 2 (Break from Cragscleft Prison) and
        the Training Mission (A Keeper's Training); expanded Contact
        Through Email section (Section 2.3.1); inserted Section 3.8
        (Leaning); "Victoria" changed to "Viktoria" throughout the FAQ; 
        expanded Gas Mines section (Section 3.10.12); inserted Section
        2.2 (Reading this FAQ) and 2.3 (The Walkthroughs); parts from
        "Opening Notes" section moved to the new Section 2.3; added
        Section 0.1 (Voting Update); inserted Section 20 (Disclaimer).
9.9  -- Reworked the walkthrough for "A Keeper's Training" (minor
        changes only); Viktoria's Cutscene expanded to include more
        detailed descriptions of the scene (Section 11).
10.0 -- Moved Version History to near the end (Section 19); Section 1
        changed from "Version History" to "Updates Since Last Release".

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, 9.0, and 10.0.

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