Thief the Dark Project Gold FAQ and Walkthrough

 

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Thief the Dark Project Gold FAQ and Walkthrough

by

    Table of Contents

  1. Introduction
  2. Section 1: Version History
  3. Section 2: Opening Notes Regarding This FAQ
  4. 2.1: Thief: The Dark Project Gold
  5. 2.2: Best Times
  6. 2.3: Contacting the Author
  7. 2.3.1: Contact Through Email
  8. 2.3.2: Contact Through ICQ
  9. 2.3.3: Identity Changed
  10. 2.3.4: Mailing List
  11. 2.4: Experimentation
  12. 2.5: Mission Objectives
  13. 2.5.1: Changing Objectives
  14. 2.6: Recommended Purchases
  15. 2.7: Just What The Heck Is A Taffer Anyway?
  16. 2.8: Victoria vs. Viktoria
  17. 2.9: Personal Note Regarding The Next Release
  18. 10: Thief II: The Metal Age FAQ
  19. Section 3: Game Notes
  20. 3.1: Patrols
  21. 3.2: Bloodstains and Bodies
  22. 3.3: Doors
  23. 3.4: Water
  24. 3.5: Hard Surfaces
  25. 3.6: Compass
  26. 3.7: Jumping
  27. 3.8: Enemies
  28. 3.8.1: Human Guards
  29. 3.8.2: Spiders
  30. 3.8.3: Zombies
  31. 3.8.4: Burricks
  32. 3.8.5: Fly Swarms
  33. 3.8.6: Flaming Spirits
  34. 3.8.7: Hammer Spirits
  35. 3.8.8: Restless Dead
  36. 3.8.9: Craymen
  37. 3.8.10: Mages of the Hand Brotherhood
  38. 3.8.11: Sleepers
  39. 3.8.12: Non-Combatants
  40. 3.9: Weapons
  41. 3.9.1: Sword
  42. 3.9.2: Blackjack
  43. 3.9.3: Broadhead Arrows
  44. 3.9.4: Water Arrows
  45. 3.9.5: Fire Arrows
  46. 3.9.6: Moss Arrows
  47. 3.9.7: Gas Arrows
  48. 3.9.8: Rope Arrows
  49. 3.9.9: Noisemaker Arrows
  50. 3.9.10: Flash Bombs
  51. 3.9.11: Explosive Mines
  52. 3.9.12: Gas Mines
  53. 3.10: Cheats
  54. Section 4: A Keeper's Training (Training Mission)
  55. 4.1: Introduction
  56. 4.2: Objectives
  57. 4.3: Before The Mission
  58. 4.4: Walkthrough
  59. Section 5: Lord Bafford's Manor (Mission 1)
  60. 5.1: Introduction
  61. 5.2: Objectives on Normal level
  62. 5.3: Objectives on Hard level
  63. 5.4: Objectives on Expert level
  64. 5.5: Simplified Objectives
  65. 5.6: Before The Mission
  66. 5.8: Walkthrough
  67. Section 6: Break From Cragscleft Prison (Mission 2)
  68. 6.1: Introduction
  69. 6.2: Objectives on Normal level
  70. 6.3: Objectives on Hard level
  71. 6.4: Objectives on Expert level
  72. 6.5: Simplified Objectives
  73. 6.6: Before The Mission
  74. 6.7: Notes Regarding This Mission
  75. 6.8: Walkthrough
  76. Section 7: Down In The Bonehoard (Mission 3)
  77. 7.1: Introduction
  78. 7.2: Objectives on Normal level
  79. 7.3: Objectives on Hard level
  80. 7.4: Objectives on Expert level
  81. 7.5: Simplified Objectives
  82. 7.6: Before The Mission
  83. 7.7: Notes Regarding This Mission
  84. 7.8: Walkthrough
  85. Section 8: Assassins (Mission 4)
  86. 8.1: Introduction
  87. 8.2: Objectives on Normal and Hard levels
  88. 8.3: Objectives on Expert level
  89. 8.4: Simplified Objectives
  90. 8.5: Before The Mission
  91. 8.6: Notes Regarding This Mission
  92. 8.7: Walkthrough
  93. Section 9: Thieves' Guild (Mission 5)
  94. 9.1: Introduction
  95. 9.2: Objectives on Normal level
  96. 9.3: Objectives on Hard level
  97. 9.4: Objectives on Expert level
  98. 9.5: Simplified Objectives
  99. 9.6: Before The Mission
  100. 9.7: Notes Regarding This Mission
  101. 9.8: Walkthrough
  102. Section 10: The Sword (Mission 6)
  103. 10.1: Introduction
  104. 10.2: Objectives on Normal and Hard levels
  105. 10.3: Objectives on Expert level
  106. 10.4: Simplified Objectives
  107. 10.5: Before The Mission
  108. 10.6: Notes Regarding This Mission
  109. 10.7: Walkthrough
  110. Section 11: Cutscene - Victoria
  111. Section 12: The Haunted Cathedral (Mission 7)
  112. 12.1: Introduction
  113. 12.2: Objectives on Normal level
  114. 12.3: Objectives on Hard level
  115. 12.4: Objectives on Expert level
  116. 12.5: Simplified Objectives
  117. 12.6: Before The Mission
  118. 12.7: Notes Regarding This Mission
  119. 12.8: Walkthrough
  120. Section 13: The Mage Towers (Mission 8)
  121. 13.1: Introduction
  122. 13.2: Objectives on Normal level
  123. 13.3: Objectives on Hard level
  124. 13.4: Objectives on Expert level
  125. 13.5: Simplified Objectives
  126. 13.6: Before The Mission
  127. 13.7: Notes Regarding This Mission
  128. 13.8: Walkthrough
  129. Section 14: Input From Other Thieves
  130. Section 15: Thief Sites on the Internet
  131. Section 16: Thief 2 News
  132. Section 17: Endnotes and Copyright Notice
  133. References
  134. Letters

    General Advise Thief: The Dark Project Gold (v1.37) FAQ v8.1 by Taffer (taffer@sprint.ca) Feb 12, 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." Section 1: Version History ==========================

    NOTE: All references in the version history to specific section numbers are referring to sections numbers AT THAT TIME! In many cases, these section numbers have changes with further releases.

  1. 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.
  2. 2nd Secret Mission: Use a text editor to edit the game's user.cfg file, found in the Thief Gold root directory. Add the lines:
    play
    starting_mission 16
    With that done, run Thief Gold and start a new mission. This will launch the secret bloopers mission.
    Section 4: A Keeper's Training (Training Mission) =================================================

    My best time on Expert: 2 minutes, 46 seconds Maximum Possible Treasure: 50

    Note: I have played this particular "mission" on all three difficulties, and the only difference I know of is the Secret Area: It is only available on the Expert setting. Also, my best time here is actually the same best time for the original Thief game. I managed a tie, but haven't beaten it yet. :( 4.1: Introduction =================

    "The essence of balance is detachment. To embrace a cause, to grow fond or spiteful, is to lose one's balance, after which, no action can be trusted. Our burden is not for the dependent of spirit." -- Mayar, Third Keeper

    I was a kid. No parents, no home. Running messages and picking pockets to keep my ribs from meeting my spine. One night I saw a man...folks just passed him by like he wasn't there. I thought he must have something valuable, so I snuck up on him and made a grab.
    "Ugh!"
    "That's not for you."
    "Please, sir, I'm hungry. Don't tell the Hammers, I promise..."
    "What is your name, boy?"
    "Garrett."
    "You have talent, lad."
    "Let go of me, old man!"
    "To see a Keeper is not an easy thing. Especially one who does not wish to be seen. We have a need for those as gifted as yourself. If you've grown tired of how you live, then follow me, and we will show you a different way."
    "Leave me alone!"
    "As you wish."

    I caught up with him just before he vanished into the crowd. It was the beginning of a very long education.... 4.2: Objectives ===============

    Your objectives for this mission do not change based on your difficulty level.

    1. Follow the directions of your instructor in order to pass the training tests.

    NOTE: The in-mission objectives appear identical to the pre-mission objectives. There is no simplified version. 4.3: Before The Mission =======================

    What You'll Encounter: Human Guard (Swordsman).

    You start this mission with nothing but your shadowy clothing, and no opportunity to purchase anything. 4.4: Walkthrough ================

    A walkthrough is not really necessary for this mission. Instead, I will point out a few things of interest.

  1. Dark Room - This is the room where you have to make it to the other side without being seen. It is not actually necessary to wait for your instructor to stop speaking before beginning this section. If you stand on the bottom step, you can successfully jump over the short wall keeping you from entering the room. Jump off to the right, where it is darkest.
  2. Quiet Room - This is the room where you have to make it to the other side without being heard. Again, it is not necessary to wait for your instructor. Jump over the barrier, but this time jump to the left (while not actually necessary, jumping to the left will keep you from having to turn and backtrack, thus allowing you to shave some time off your final clock score). Note that it is much more difficult to successfully jump here then in the Dark Room. When you get near the end of the room, instead of turning right to avoid the metal grating, try jumping over it and landing on the stairs. They are carpeted, and you can manage this without attracting your trainer's attention.
  3. Sparring Room - This is the room with the targets, the dummy, and the sparring area. Try to pick up your sword first, then your bow, so that the bow is readied automatically. Move down to the targets, and shoot off an arrow. Then, turn 180 degrees, draw your sword, and attack the dummy. You will have to keep attacking it until you have successfully connected with a left swing, a right swing, and an overhead swing. (If you're interested in taking another second or two off of your final clock score, try approaching the dummy with an overhead swing at the ready.) Once this is done, you will spar with a guard. (Note that in this combat, you cannot kill the guard, nor can he injure you.) Once you've sparred a bit, you can leave the circle, and pick up the items off the table. (Note that, even though your instructor tells you to pick up ALL the items, it is not required...you can simply pick up the key alone and proceed from there.)
  4. This part was a bit tricky for me, when I was trying to get through with the shortest time possible. I would spar for a bit, then go to the table, but the items were not there. Go back and spar, check the table again. I suspect this was a problem because the instructor was still talking to me about shooting the bow or attacking the dummy. I am not entirely sure what criteria need to be met before the items appear on the table, but it seems like you have to keep hitting the guard until you get his attention (ie: he starts fighting back).
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. Final Room - This is the room beyond the red door. After entering, you will hear yourself (Garrett) thinking about his (your) plans. Run down to the end of the hall, and you will find a table with a golden vase on it. Pick it up. It will give you another 50 gold pieces with which to purchase items for the next (first) mission.

Game Bug: You are supposed to start the next (first) mission with 300 gold, or 350 if you picked up the vase. HOWEVER, if you do this little trick, you can start with more. Save your game just before the end of the training mission. Now, finish the mission, but instead of continuing, reload and finish again. Each time you do this, the game apparently adds 300 (or 350, if you grabbed the vase) to the total amount you had PREVIOUSLY. So, go in, grab the vase, and you start with 350. Reload, go in, grab the vase, and instead of starting with 350, you get 350 ADDED to the previous 350...700. Reload again, you start with 1,050. Keep doing this as much as you feel like it. (Note that once you have 1,200 or more, you can buy everything available for the next mission.) Section 5: Lord Bafford's Manor (Mission 1) ===========================================

My best time on expert: 13 minutes, 25 seconds Maximum Possible Treasure: 1429 5.1: Introduction =================

"The most promising acolyte left us, not out of the lesser folly of sentiment, but the greater folly of anger. His heart was clouded, and his balance was lost, but his abilities were unmatched. Even then, we knew to watch him most carefully." -- Keeper Annals

I have a simple job planned for this evening. Break into a guarded mansion, steal another fat nobleman's priceless trinket, and leave quietly. Lord Bafford is out of town, and rumour has it that the captain of his house guard went with him, as a bodyguard. The time is ripe for a bit of burglary.

The front gate of Lord Bafford's manor is always guarded, and the main street is far too exposed. But Cutty tells me there's a better way in....around to the side, more out of the way. One guard, and likely no witnesses to...complicate matters.

The piece Cutty wants is a scepter...silver, jewels, the usual adornments. It should command a high price. Bafford, like most of his kind, probably keeps his treasures on the top floor of the place. Close to his heart...and far from his servants.

No point in waiting. I have Cutty's old sketches of the place, and everyone who's going to be asleep inside already is. It's time to begin.... 5.2: Objectives: Normal =======================

  1. Sneak into Lord Bafford's Manor and case the place. The well house in back is your best bet, if you can get the key from the guard -- blackjacking or pickpocketing him would be quietest.
  2. Find Lord Bafford's prized jeweled scepter, and redistribute it...to yourself. Try to do it without causing too much commotion.
5.3: Objectives: Hard =====================
  1. Sneak into Lord Bafford's Manor and case the place. The well house in back is your best bet, if you can get the key from the guard -- blackjacking or pickpocketing him would be quietest.
  2. Find Lord Bafford's prized jeweled scepter, and redistribute it...to yourself. Try to do it without causing too much commotion.
  3. In addition to pinching the scepter, steal 350 worth of valuables while you're in the manor.
  4. Don't kill any of the servants; they're harmless.
  5. Once you've achieved your other objectives, get out of the manor house and back to the city streets.
5.4: Objectives: Expert =======================
  1. Sneak into Lord Bafford's Manor and case the place. The well house in back is your best bet, if you can get the key from the guard -- blackjacking or pickpocketing him would be quietest.
  2. Find Lord Bafford's prized jeweled scepter, and redistribute it...to yourself. Try to do it without causing too much commotion.
  3. In addition to pinching the scepter, steal 700 worth of valuables while you're in the manor.
  4. Don't kill anyone while you do the job. No servants, no guards, no pets...no one.
  5. Once you've achieved your other objectives, get out of the manor house and back to the city streets.
5.5: Simplified Objectives ==========================
  1. Sneak into Lord Bafford's Manor, ideally by blackjacking or pickpocketing the well house guard, for his key and case the place.
  2. Steal the jewelled scepter with as little notice as possible.
  3. Grab 700 in loot while you're in the manor.
  4. Don't kill anyone.
  5. Return to the city streets.
5.6: Before The Mission =======================

What You'll Encounter: Human Guards (Swordsmen and Archers), Spiders.

Starting Funds: 300, or 350 if you grabbed the vase at the end of the training mission. (Also, see the note at the end of Section 4.3.) 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 game or not. 5.8: Walkthrough ================

  1. 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.]
  2. [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.]
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. [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.]
  8. 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.)
  9. 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.
  10. 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.
  11. 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.
  12. [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.]
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.)
  19. 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.)
  20. 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).
  21. 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.)
  22. 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.
  23. 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).
  24. 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.
  25. 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).
  26. 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.)
  27. 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.
  28. 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.
  29. 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.
  30. [NOTE: In the library, you can find a scroll which is a report to Lord Bafford from one of his underlings. It mentions that the person was unable to find any information regarding someone named Victoria. You will meet her later in the game.]
  31. 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.
  32. 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.
  33. [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. :) ]
  34. 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.
  35. 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.
  36. 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.
  37. 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.]
  38. [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.]
  39. 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.
  40. 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.
  41. 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).
  42. SAVE YOUR GAME! Another patrol area. Sometimes when you open this door, there is a guard right outside.
  43. 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.
  44. 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.
  45. 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.
  46. 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.
  47. 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.
  48. Enter the first room on your left here. There are two paths to take here...one goes back into the manor again, the other leads out. If you can see it, you want to head towards a lever in the wall, right next to a torch. Pull the lever, then continue on in the same direction. The lever has opened an exit to the street. Once you're on the street, you've completed all your tasks. Congratulations! Section 6: Break from Cragscleft Prison (Mission 2) ===================================================

    My best time on expert: 45 minutes, 44 seconds Maximum Possible Treasure: 1688 6.1: Introduction =================

    "Before death came, the liars were made to feast upon the hands of the thieves, and the thieves were made to ingest the tongues of their liar brothers, and we praised the Master Builder for his judgements." -- The Hammer Book of Tenets

    I went to Cutty's place to deliver the scepter, but Cutty wasn't there. He'd been arrested by the Hammerites. Apparently they didn't approve of his occupation, and I doubt they approve of mine. So hopefully they'll never catch sight of me when I break him out of their prison. Which is what I'm going to do.

    Their holding Cutty in a mining complex carved out of a quarry. The quarry's flooded, but the Hammers still work the top level mines, and have converted part of the complex into a penitentiary for those who..."violate" their tenets.

    An associate of mine was confined there, and has provided me with a map. It would be difficult to get in by way of the main gate, but there is another option. The mines break the surface of a hill south of the quarry. I'll drop into the mines and head for the prison, which will be found somewhere uphill and to the north. The Hammers don't venture into these lower mine levels because they're reputed to be haunted.

    I'd rather not have to do this job, but Cutty's a reliable fence, and I don't appreciate the Hammerites abducting him. And he owes me money for the Bafford job.... 6.2: Objectives: Normal =======================

  1. Your map doesn't show the way through the mines, so you're going to have to scout around to make your way to where they hold the prisoners.
  2. Cutty still owes you for the Bafford job. Break him out, and you'll get your cash.
Cutty still owes you for the Bafford job. Break him out, and you'll get your cash.
  • 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!
  • 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.
  • Escape from the prison with Cutty. 6.4: Objectives: Expert =======================
    1. Your map doesn't show the way through the mines, so you're going to have to scout around to make your way to where they hold the prisoners.
    2. Cutty still owes you for the Bafford job. Break him out, and you'll get your cash.
    3. You've had your eye on Basso the Boxman's sister for a while now. If you break him out of Cragscleft, she'll probably be VERY grateful.
    4. Issyt the Beggar borrowed your lucky hand of glory and, knowing him, probably hid it from the Hammers' body search in ways you'd rather not think about. Get it back!
    5. There's bound to be some pricy religious icons in any Hammer complex. Try to come out with at least 1000 worth of their stuff.
    6. Escape from the prison with Cutty and Basso the Boxman.
    7. A true professional doesn't leave a mess. Don't kill anyone!
    6.5: Simplified Objectives ==========================
    1. Sneak through the mines and factory to the Hammer prison.
    2. Locate and release Cutty.
    3. Locate and release Basso the Boxman.
    4. Locate Issyt the Beggar and get your lucky hand of glory back.
    5. Loot the complex for valuables. Need 1,000 total loot.
    6. Escape from the prison with Cutty and Basso the Boxman.
    7. Don't kill anyone! NOTE: The objective of "Don't Kill Anyone" only seems to apply to humans (ie: Hammerites, Prisoners, etc.). It does NOT apply to Spiders or Zombies.
    6.6: Before The Mission =======================

    What You'll Encounter: Zombies, Fly Swarms, Spiders, Hammerite Guards (including Swordsmen, Hammer-Wielders, and Priests).

    Starting Funds: Whatever you managed to steal from Lord Bafford's Manor. (Maximum possible: 1429.)

    Starting Gear: 20 Broadhead Arrows 5 Water Arrows 1 Noisemaker Arrow

    Items for Sale: 20 Broadhead Arrows (Cost: 25 each) 15 Water Arrows (Cost: 50 each) 2 Moss Arrows (Cost: 125 each) 2 Healing Potions (Cost: 250 each) 2 Speed Potions (Cost: 500 each) 1 Tip (Cost: 100) 1 Hot Tip (Cost: 300)

    NOTE: I do not know why your sword and blackjack are not shown under the "Starting Gear" for this mission. Fear not, you DO have them both.

    The Hot Tip is useless...it gives you information that you will eventually find on your own during the mission. The Tip, while nice to know, is also useless to you, because I'm going to tell you what BOTH of them say anyways! :)

    Tip: Word on the street is that the Hammers are eager to take back the top level of the haunted mines, because there's a specially-blessed holy water font there.

    Hot Tip: According to Dikket, a "heretic" who was recently let out of Cragscleft, Cutty's being held in cell block four.

    For this mission, you will almost certainly want at least one Moss Arrow (although you can find some in the mines). Depending on how you handle the Zombies on this mission, you may also want to buy more Water Arrows. If, instead of destroying the Zombies, you plan to run past them, perhaps a Speed Potion or two would be in order.

    Recommended Purchases: 2 Moss Arrows, 15 Water Arrows. Total Cost: 1000 6.7: Notes Regarding This Mission =================================

    The walkthrough for this mission has been redone, for two reasons: 1) The original walkthrough contained some areas which were rather difficult to do, and were taken out and replaced with easier methods; 2) There were a few changes made to this mission in Thief Gold.

    The final pickpocket-able guard has been found! Someone wrote to me and told me that one of the two guards near an alternate entrance (a staircase which connected to both the mines and the pools of water) has a Healing Potion which can be lifted. Thank you for pointing this out!

    A note regarding your stats at the end of the mission: When I completed the mission, I had the following confusing stats shown:

    "Innocents Killed: None, and Others Killed: 1"

    After some experimentation, I concluded that the one enemy it says I "killed" was the rotating sensor in one of the guardrooms! 6.8: Walkthrough ================

    1. 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).
    2. 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...".
    3. 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.
    4. 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.
    5. 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.
    6. 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.
    7. 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.
    8. 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.
    9. 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.
    10. 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:
      • 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.
      • 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.
      • 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.
    11. [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.]
    12. 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.
    13. 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).
    14. 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.
    15. [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.]
    16. 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.
    17. 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.
    18. [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.]
    19. 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.
    20. 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.
    21. 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.
    22. 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.
    23. 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.
    24. 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.
    25. 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.)
    26. EXPERIMENT! If you stick to the shadows, it may be possible to do this mission without taking out the second Hammerite.
    27. [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.]
    28. 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.
    29. SAVE YOUR GAME! While this part is relatively easy, if it goes wrong you don't have to start again from too far back.
    30. 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.
    31. 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.
    32. 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.
    33. 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.]
    34. 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.
    35. 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.
    36. 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.
    37. 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.
    38. SAVE YOUR GAME! Sometimes when you open this door, the Hammerite is looking in your direction. You need him to be looking away.
    39. 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.
    40. 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.
    41. [NOTE: At this point, your mission objectives change to the following:
      • Sneak through the mines and factory to the Hammer prison. (This one should be checked).
      • Locate and release Cutty. (This one will have a mark in the box, indicating its irrelevance.)
      • Locate and release Basso the Boxman.
      • Locate Issyt the Beggar and get your lucky hand of glory back.
      • Find the evidence locker and retrieve Felix's map.
      • Loot the complex for valuables. Need 1,000 total loot.
      • Escape from the prison with Basso the Boxman.
      • Don't kill anyone! ]
    42. 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.
    43. 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.
    44. NOTE: The following section (enclosed between square brackets) is for players of the original Thief. While playing Thief Gold, I did not have two Hammerites to deal with here, only the only in the guardroom.
    45. [ 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.
    46. 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. ]
    47. 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.
    48. 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! :)
    49. 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.
    50. 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.
    51. [ 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. ]
    52. 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.
    53. 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.
    54. 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".
    55. 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.
    56. 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.
    57. [ 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.]
    58. 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. :)
    59. 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.
    60. [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.]
    61. 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.
    62. 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.
    63. 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.
    64. [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.]
    65. 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.
    66. 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.)
    67. 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.
    68. [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.]
    69. [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.]
    70. 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!
    71. 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.
    72. 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.
    73. 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.
    74. 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.
    75. 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.
    76. 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.
    6. 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 running around them), then buy up the Holy Waters 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:
  • After using your method of choice, move to the box at the end of the room, and open it to get the Mystic's Heart (1000, Treasure Count: 2250). Move into the teleporter behind the chest, and you'll be teleported back to the start of this area, up at the top with the shooting purple streams.
  • Turn so you are facing away from the room with the streams. Move to the end of the hall. In the next chamber, you need to sneak by the Burrick again. Do so in the same way as you did before. Once you reach the other exit, use it, and find the ladder that brought you up here. You need to climb back down again. Once you're at the bottom of the ladder, turn left (if you're facing the ladder), and head down this passage again. You'll need to time yourself to avoid the fireball again. Once you are past it, follow the path into the next room, then cross to the opposite end of the chamber. Climb the ramp up, and turn right. Follow this path to the foot of another ramp. Climb this ramp up, and enter the room at the top.
  • SAVE YOUR GAME! This part can be tricky and deadly. You need to get into the pit at the bottom. You can either fall in, or use a Rope Arrow to create a more subtle entrance. However, if you use a Rope Arrow, make sure you do NOT make it too close to the north end of the pit.
  • Once you are in the pit, turn to face the... okay, turn to face the face. Move to either the left or the right side of it, and then move forward. The eyes in the face are diamonds. Once you are close enough, you can grab one of the eyes (you may need to LEAN over to do so) (100, Treasure Count: 2350). Then, move AWAY from the face, and once the fireworks have stopped, move to the other side, and repeat (100, Treasure Count: 2450). [For those of you who like completeness, behind the pillar directly across from the face is a chest containing 4 more Rope Arrows.] Once you have the eyes, climb back out of the pit (use your Rope Arrow now if you didn't use it to climb down). [Once more, for those who like completeness, remember that your Rope Arrows are retrievable.]
  • Once you are out of the pit, leave the room the way you came in. Climb down the ramp. At the foot of the ramp is a passageway. Go through it. Follow it as far as you can. When you get to the point where you can either go right or move forward a few more feet and THEN turn right, take the first right. (I hope that made sense!) At the end of that hall (you should be facing a barrel in front of an opening in the wall), turn left. See that hold near the floor in the left wall? Crouch down and go in there. Follow this passage all the way to the end. Exit out onto the top of the Bonehoard. Congratulations! You're a successful grave robber! Section 8: Assassins (Mission 4) ================================

    My best time on expert: 15 minutes, 20 seconds Maximum Possible Treasure: 2705 8.1: Introduction =================

    "The ancient corruption was again contained. To do more would have upset the balance, but we knew to remain ever vigilant lest it resurface. Neither the Hammers nor the pagans could be trusted not to meddle." -- Keeper Annals

    I had some money to spare after disposing of the Horn, so it seemed time to invest in some new..."tools". Farkus is one of the few merchants willing to risk selling to an idependent like me, and his prices are steep...but the other choice is to let one of the so-called "City Wardens" give me orders...AND take a cut of my profits. They'd been after me for years to join one of their stables, but I'm not interested. Maybe they'll get the idea and give up. More likely they'll just ramp up the threats. Nothing I can't handle if I'm careful. AND lucky. And my luck seems to have finally turned for the better.... 8.2: Objectives: Normal and Hard ================================

    1. Now that you've got the finest in lockpicks, you can go after more challenging -- and lucrative -- targets. How about the local Hammer Temple? Get at least 1,000 loot.
    8.3: Objectives: Expert =======================
    1. Now that you've got the finest in lockpicks, you can go after more challenging -- and lucrative -- targets. How about the local Hammer Temple? Get at least 1,000 loot.
    2. A true professional doesn't leave a mess. Don't kill anyone!
    8.4: Simplified Objectives ==========================
    1. Loot the Hammer Temple for at least 1,000.
    2. Don't kill anyone. NOTE: Your mission objectives will be changing VERY fast once you start the mission. 8.5: Before The Mission =======================

      What You'll Encounter: Human Guards (including Archers and Swordsmen), Burricks.

      Starting Funds: Whatever you managed to acquire in the Bonehoard. (Maximum: 2450.)

      Starting Gear: 40 Broadhead Arrows 4 Water Arrows 2 Moss Arrows 1 Set of Lock Picks 1 Lockpicking Instructions

      Items for Sale: 20 Broadhead Arrows (Cost: 25 each) 11 Water Arrows (Cost: 50 each) 2 Fire Arrows (Cost: 300 each) 8 Moss Arrows (Cost: 125 each) 3 Healing Potions (Cost: 250 each)

      NOTE: Once again, your sword and blackjack are not shown under the "Starting Gear" for this mission. However, you DO have them both.

      Fire Arrows and Broadhead Arrows are pretty much useless in this mission, since you can't kill anyone. Since your supply of Water Arrows starts so small, you should buy a few more, to take care of any torches that will reveal your presence inside. Also, at the start of your mission you will have an opportunity to pick up a few items (see below)...so check what you will be getting and decide what you'll need then.

      REMEMBER: Despite what your mission objectives tell you at the start of the mission, you will NOT be entering the Hammer Temple, but home of a man named Ramirez. Prepare for THAT.

      Recommended Purchases: 11 Water Arrows. Total Cost: 550 8.6: Notes Regarding This Mission =================================

      This is another mission that introduces a new aspect to Thief, and this time it's one that I enjoy far more than the traps: Lockpicking. [Note: A few times in this walkthrough I will tell you to pick a lock. You are carrying a set of lockpicking instructions. Read them.]

      The beginning of this mission is a follow-the-leader type of mission. Unfortunately, the ones you are following sometimes take a different route back. I have only personally witnessed one, which is the one detailed below. If anyone knows of any additional features that should be noted on other routes, I would appreciate knowing about them.

      While you are working through this mission, there are a lot of guards you may encounter. While the walkthrough does not specify when to take any out, feel free to do so at your discretion. In some cases (such as leaping onto the roof), you may want to make sure no nearby patrols can hear you by removing the patrol. Inside, many of the guards (and at least one servant) have keys you can pickpocket.

      If the guards become aware of you during your mission, then you get another mission objective: Get back to your own area of the city. I have seen this once, and when you leave the mansion area, the streets are crawling with Ramirez' men. Basically, all you need to do is retrace your steps back to the area where you started, Farkus' shop (I think...I haven't actually made it back successfully yet, but this is what I've been told). Anyone who cares to clarify this, I would appreciate it.

      The first time I went through this mission, it took me over an hour. Why? Because I like to be thorough the first time through...I took out every guard I could outside the house, so I could have free run if I needed to. But when I came back OUT of the house, there were new guards posted (they looked something like thieves), in slightly different areas. Since no alarm was raised, I can only assume that at some point in the game there is a "changing of the guard". Also, one of these new guards was positioned in a spot as to make the exit from the manor that I propose very difficult. As noted above, my best time is under half an hour...I assume that this "changing of the guard" takes place at a specified time like half an hour or one hour into the mission. (As an interesting tidbit, while exploring the grounds with the new guards in position, I noted that one of them was practically standing on the body of a guard I had hidden in shadows!) (All of this was noted while playing the original Thief game.)

      There seem to be several differences between the original Thief and Thief Gold with this mission's guards...both in number, location, and where and when they patrol. For this reason, most references in this walkthrough to such things are either left out, or refer to Thief Gold if they are mentioned. 8.7: Walkthrough ================

    1. 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!
    2. [NOTE: At this point, your mission objectives change to the following:
      • Loot the Hammer Temple for at least 1,000. (This one will have a mark in the box, indicating its irrelevance.)
      • Trail the thugs who just tried to assassinate you, without being detected.
      • Don't kill anyone. ]
    3. 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)
    4. [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.]
    5. 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.]
    6. 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.
    7. 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]:
    8. 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.
    9. 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.
    10. 3: Stone ramp. For some reason, they can hear you at this point. Hang back, and wait for them to turn.
    11. 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.
    12. 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.]
    13. 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.
    14. 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.
    15. [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.]
    16. ADDITIONAL FEATURES: On other routes that the Assassins can take, you may note the following:
    17. 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.
    18. 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?
    19. 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.
    20. 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.
    21. 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!).
    22. [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.]
    23. 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.
    24. 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!
    25. Immediately upon entering, turn to your right, and go through the door there. Nice bathroom, isn't it? Plenty of stuff for a taffer like you. Unfortunately, to get everything in here you're going to have to mantle up onto the edge. (When you're finished on one side, you can do a balancing act on the edge of the bathtub to get to the other side.) Start collecting treasures. You will get the following: four Golden Candlesticks (50, 50, 50, 50, Treasure Count: 50, 100, 150, 200), two fancy goblets (15, 15, Treasure Count: 215, 230), a bottle of fine wine (50, Treasure Count: 280), and a jewelled bracelet (125, Treasure Count: 405). Hop out of the tub, and go back into the main bedroom.
    26. 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.
    27. 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.
    28. 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.
    29. 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.
    30. 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.
    31. 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.
    32. [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.]
    33. 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).
    34. 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?
    35. [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.]
    36. 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.
    37. 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.
    38. 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.
    39. 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.)
    40. [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!]
    41. 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.]
    42. 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).
    43. SAVE YOUR GAME! You're going back into the hallway, which is still a patrol area.
    44. 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.
    45. 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.
    46. 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.
    47. 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).
    48. [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.]
    49. 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).
    50. 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.
    51. 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.
    52. 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.
    53. 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.)
    54. [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!]
    55. Congratulations! You've shown Ramirez who's the REAL criminal mastermind! Section 9: Thieves' Guild (Mission 5) =====================================

      My best time on expert: 36 minutes, 35 seconds Maximum Possible Treasure: 2716 9.1: Introduction =================

      "In the beginning we lived as thieves, Stealing fur and fang of beasts for survival. Then came the Builder who brought us the Hammer, And with it we forged a new way of life. To reject the Hammer is to denounce the Builder." -- The Hammer Book of Tenets

      I was going to pay Lord Randall and his vase collection a visit, but the Downwind Thieves' Guild beat me to the score. Word is that they haven't divvied the booty yet. Apparently their leaders...Donal and Rueben...are arguing over the prized sapphire vase. Sounds like they could use a third party to settle their disagreement. Since I'm no mediator, I'll just steal the vase from them. They'll be so busy blaming each other no one will suspect an outsider.

      The Downwinders run a gambling den called the "Overlord's Fancy," which operates under a nearby restaurant. The guild's hideout is beneath the casino. I have a rough map of the complex I got from..."sources" from the inside. Once I'm in the "Overlord's Fancy" I'll have to search for the secret entrance to the hideout. Have to be careful...the Downwinder's know me all too well. If they catch sight of me they'll KNOW who took the vase. Assuming they don't just kill me for trespassing.

      Finding the vase may prove difficult, since I have no idea where it is. Should be a hot topic of conversation among the Downwinders. Maybe I'll be lucky enough to overhear where they're stashing it. Time to make a living....

      9.2: Objectives on Normal level ===============================

    1. Break into the Downwind Thieves' Guild by breaking into the gambling den the Overlord's Fancy.
    2. Retrieve Lord Randall's sapphire vase.
    3. The Guild made stealing the vase more difficult -- make them pay. Don't leave with less than 1000 in loot.
    4. Get out of the Guild and back to the streets when you are done.
    9.3: Objectives on Hard level =============================
    1. Break into the Downwind Thieves' Guild by breaking into the gambling den the Overlord's Fancy.
    2. Retrieve Lord Randall's sapphire vase.
    3. The Guild made stealing the vase more difficult -- make them pay. Don't leave with less than 1500 in loot.
    4. They also stole Lord Randall's prized bracelet. It'll fetch a good price on the market.
    5. Violence is the mark of the amateur. Don't kill anyone who is unarmed.
    6. Get out of the Guild and back to the streets when you are done.

    9.4: Objectives on Expert level ===============================

    1. Break into the Downwind Thieves' Guild by breaking into the gambling den the Overlord's Fancy.
    2. Retrieve Lord Randall's sapphire vase.
    3. The Guild made stealing the vase more difficult -- make them pay. Don't leave with less than 2000 in loot.
    4. They also stole Lord Randall's prized bracelet. It'll fetch a good price on the market.
    5. Violence is the mark of the amateur. Don't kill anyone.
    6. Get out of the Guild and back to the streets when you are done.

    9.5: Simplified Objectives ==========================

    1. Get into the Downwind Thieves' Guild.
    2. Steal Lord Randall's sapphire vase.
    3. Steal at least 2000 loot.
    4. Retrieve Lord Randall's bracelet.
    5. Don't kill anyone.
    6. Get back to the streets when you are done.
    7. 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 ================

    1. 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.
    2. 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.
    3. [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.]
    4. 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.
    5. 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.
    6. 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.
    7. 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.
    8. 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.
    9. 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!)
    10. 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!
    11. 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.
    12. 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.
    13. 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).
    14. 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.
    15. 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.
    16. 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!)
    17. [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.]
    18. 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.
    19. 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.
    20. 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).
    21. 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!)
    22. 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).
    23. 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.
    24. 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.
    25. 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.
    26. 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!
    27. [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.]
    28. 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.
    29. 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.
    30. 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).
    31. 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.
    32. 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.]
    33. 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.
    34. 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.)
    35. 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.
    36. 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.
    37. 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.
    38. 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.
    39. 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.
    40. [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. :) ]
    41. 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.
    42. 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.
    43. 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.
    44. 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.
    45. 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.
    46. 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.
    47. 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.
    48. [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.]
    49. 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.
    50. 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.
    51. 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.
    52. 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).
    53. 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!
    54. 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.
    55. 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.
    56. [NOTE: If you want to listen to the conversation, it's about the Bafford job you pulled earlier on in your career. :) ]
    57. 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.
    58. 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.
    59. 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.
    60. 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.
    61. 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.
    62. 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.
    63. 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.
    64. 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.
    65. 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.
    66. 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).
    67. 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.
    68. 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.
    69. 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.
    70. 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.
    71. 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.
    72. 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.
    73. 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.
    74. 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.
    75. 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.
    76. 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.
    77. 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.
    78. 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.)
    79. 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!
    80. 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).
    81. 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.
    82. 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.
    83. 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.
    84. 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).
    85. 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.
    86. 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.
    87. 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).
    88. 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.
    89. 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.
    90. 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.
    91. 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.
    92. 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).
    93. 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.
    94. 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.
    95. 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.
    96. 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).
    97. 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.
    98. 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.
    99. 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.
    100. 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.
    101. 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.
    102. 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.
    103. 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.)
    104. 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.
    105. 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.
    106. 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.
    107. [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.]
    108. 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).
    109. 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.
    110. 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.
    111. [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.]
    112. 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?
    113. 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.
    114. 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.
    115. 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.
    116. 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.
    117. 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).
    118. 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.
    119. 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).
    120. Leave the room the way you entered. In the hall, turn right, and move forward, taking the left turn at the end. Move forward, and turn left at the end. Move down these stairs. At the bottom, turn left, and move towards the door ahead. Unlock it with the Front Door Key you grabbed upstairs, and move outside. Congratulations! You've pulled off a caper against the Downwind Thieves' Guild!

    Section 10: The Sword (Mission 6) =================================

    My best time on expert: 22 minutes, 29 seconds Maximum Possible Treasure: 2656 or 2636

    Note: In the original game, the Maximum Possible Treasure on this level was only 2636. Treasures which are unique to Thief Gold are indicated as such.

    10.1: Introduction ==================

    "Builds your roofs of dead wood. Builds your walls of dead stone. Builds your dreams of dead thoughts. Comes crying laughing singing back to life, takes what you steal, and pulls the skins from your dead bones shrieking." -- Clay tablet in an abandoned Trickster temple

    I was contacted by a woman named Victoria. She claims to represent a client who was impressed by the way I took care of Ramirez, and now wants me to steal something for him. The target is a magical sword, owned by a nobleman and collector named Constantine. Little is known about Constantine except that he is an eccentric new face in this city, and mostly keeps to himself. Victoria says the sword will probably be on display, but it will be well protected by guards and security systems. She also mentioned that the guards are tough and organized, and the mansion is confusing to navigate in.

    The house was constructed recently, so I've had to piece together my own map, from observation and hearsay. Sounds like the place is a bit of a maze. I guess if you're rich enough you can build any sort of madhouse to live in.

    This is going to be a challenging job, but it will pay better than the last few I've taken. As usual, the front entrance is heavily guarded, but I've managed to find another way in. 'Course once I've picked up the sword I'll still have to worry about getting back out....

    10.2: Objectives: Normal and Hard =================================

    1. Find and obtain the sword. It's probably on an upper level of the mansion.
    2. Take the opportunity to steal other valuables.
    3. Leave the mansion with the sword.

    10.3: Objectives: Expert ========================

    1. Find and obtain the sword. It's probably on an upper level of the mansion.
    2. Take the opportunity to steal other valuables.
    3. Pull off the job without having to kill anyone.
    4. While you're in the mansion, see if you can dig up any valuable informatin about Constantine.
    5. Leave the mansion with the sword.

    10.4: Simplified Objectives ===========================

    1. Find and obtain the sword by searching upstairs.
    2. Pick up 1,500 in additional loot while you're in here.
    3. Don't kill any of the guards.
    4. Find some incriminating information on Constantine.
    5. Get out of the mansion.

    10.5: Before The Mission ========================

    What You'll Encounter: Human Guards (Swordsmen), Fly Swarms.

    Starting Funds: Whatever you managed to acquire from the Downwinders. (Maximum: 2716.)

    Starting Gear: 25 Broadhead Arrows 4 Water Arrows 4 Fire Arrows 2 Moss Arrows 3 Rope Arrows 3 Noisemaker Arrows 2 Flash Bombs 1 Set of Lockpicks

    Items for Sale: 30 Broadhead Arrows (Cost: 25 each) 20 Water Arrows (Cost: 50 each) 8 Fire Arrows (Cost: 300 each) 8 Moss Arrows (Cost: 125 each) 5 Rope Arrows (Cost: 200 each) 8 Noisemaker Arrows (Cost: 250 each) 5 Flash Bombs (Cost: 200 each) 7 Mines (Cost: 350 each) 3 Healing Potions (Cost: 250 each)

    NOTE: I do not know why your sword and blackjack are not shown under the "Starting Gear" for this mission, but you DO start with them.

    Ignore the Broadheads, the Fire Arrows, and the Mines...you can't kill anyone, so they are all but useless. On the other hand, you will find plenty of torches to douse, and you'll need to, so stock up on Water Arrows. Likewise, Moss Arrows will be a great asset in this mission. Recall that your Rope Arrows are RE-USABLE! One you've finished using one, collect it so you can use it again. There are no areas where you will NOT be able to collect your spent arrow, so you don't need to waste your money there. Flash Bombs are noisy, and unnecessary in this mission. Finally, healing potions won't be needed unless you fall prey to some of the traps in Constantine's mansion...and this walkthrough is to help you AVOID those traps! However, there is nothing else to spend your money on, and you never know what might happen, so go ahead and buy one or two.

    Recommended Purchases: 20 Water Arrows, 8 Moss Arrows. Total Cost: 2000

    10.6: Notes Regarding This Mission ==================================

    This is a VERY difficult mission. It is nearly impossible to move around on the first level of the mansion due to the heavy traffic of guards and the tile flooring. Consider the entire first level a patrol area. Take out ANY guard, ANY chance you get. (Note that, on tile flooring, you are the most quiet when you walk while crouching.)

    Be aware that some of the treasures you find are purses on guards belts. 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 =================

    1. 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.]
    2. [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.]
    3. 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.]
    4. [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.]
    5. [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.]
    6. 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.]
    7. 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.]
    8. 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.)
    9. 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.]
    10. 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.
    11. 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).
    12. 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.)
    13. 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.)
    14. 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.
    15. 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.
    16. 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.
    17. 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.
    18. 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.
    19. 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.
    20. 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).
    21. 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.
    22. 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.
    23. [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.]
    24. 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.
    25. 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).
    26. 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.
    27. 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.
    28. 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.
    29. 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.
    30. 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.
    31. [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.]
    32. Move down the hall again, stopping at the first set of double doors. Open them.
    33. SAVE YOUR GAME! You're about to re-enter the first level, which still has a couple of guards here and there.
    34. 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.
    35. 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.
    36. 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).
    37. [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.]
    38. 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.
    39. 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.
    40. 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.
    41. 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.)
    42. 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.
    43. [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.]
    44. 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.
    45. 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).
    46. [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.]
    47. 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.
    48. 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.
    49. 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.
    50. 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.
    51. 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.
    52. 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.
    53. 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.
    54. Facing the waterway in this room, there should be an exit in the wall on your left. Go through it.
    55. [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.]
    56. 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.
    57. 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).
    58. 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?
    59. [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.]
    60. 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.
    61. 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.
    62. 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.
    63. [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.]
    64. 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:
    65. [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!"]
    66. 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.
    67. 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.
    68. 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.
    69. 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.
    70. 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.
    71. 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....
    72. [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.]
    73. 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.)
    74. 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.
    75. NOTE: This bizarre area has three guards in it, two of which patrol in this area. However, they patrol a very large area here. If there's one nearby (you can see movement on the carpetted area below), you may want to wait before leaving the sink area. If not...then proceed.
    76. 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
    77. 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. :)
    78. Now turn right. Move towards the table sitting in front of the couch. When you get close, shoot a Rope Arrow into the table, near the left leg. Climb up, and mantle onto the coffee table. Turn left, and jump across the gap to the couch. Move forward to the back end of the couch, and drop down (if you do it properly, you won't take any damage...but if you do take damage, it's only a single point). Turn right, move forward, and grab the two coins (10, 10, Treasure Count: 2296, 2306). Now turn around, and move forward to the die that someone lost down here. Hop onto it, turn left, and mantle up. Mantle up again to get back on top of the couch. Move forward until you're at the front edge of the couch.
    79. 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).
    80. 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.
    81. 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.
    82. 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.
    83. 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).
    84. 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!

    85. [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.]
    86. 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.
    87. 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.
    88. 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!
    89. 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.
    90. 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.
    91. 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.
    92. 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.
    93. 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.
    94. 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.
    95. 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.
    96. Now, move forward into the corridor they came from, and turn right. Move ahead, and take the first right.
    97. 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.
    98. Once you are just inside this room, move over to the left. Stay in the shadows. Look up. Ah, the object of your quest!
    99. 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.
    100. 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.
    101. [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!]
    102. 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.
    103. 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.]
    104. 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.
    105. 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.
    106. 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.
    107. [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.]
    108. Inside this upside-down room are two Fly Swarms. Attached to the ceiling between them is a chest.
    109. 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.
    110. 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.
    111. No matter how you do this final part, congratulations! You've proven yourself an exemplary Thief!

      Section 11: Cutscene - Victoria ===============================

      [Note: Anything placed between square brackets is my addition.]

      [Scene: Garrett's apartment. Soft knocking on the door. When no reply comes, knocking repeats.]

      "Garrett? It's Victoria. I trust you made it back alive? You've done well, Garrett. Come with me, and bring the sword. There is someone you have to meet. It's time for the payment you've been promised."

      [Garrett opens the door.]

      "Yes."

      [Scene changes. Garrett, lounging in a chair before a fireplace, Victoria and another man standing in front of him.]

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

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

      "My apologies. I've been watching you, Mister Garrett. So closely, in fact, that I'm afraid I'd forgotten we haven't actually met yet. I am...Constantine."

      "All this time I thought you were going to pay me. You've brought me here to kill me?"

      "But you have it all wrong, Mister Garrett. Would it surprise you to know that it was I who hired you to steal my own sword. Yes. You see, Victoria and I are..."

      [Victoria interrupts.]

      "Old associates."

      "Yes. You were being tested. Do you understand? And I must say, you more than live up to your reputation. You are quite an extraordinary Thief."

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

      "I am a collector, Mister Garrett. But there are some...items, that are not available for purchase. They must be acquired using other means. In this case the item in question would be best acquired by thieving. Not simple thieving...no. I need an artist. Like yourself."

      "What exactly IS this...item?"

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

      [Victoria interrupts again.]

      "Appearance."

      "Yes. Kept hidden in the sealed cathedral deep inside the halls of the scum Hammerites. Oh, but forgive me. You are, possibly...friendly...with the Order of the Hammer?"

      "No. Fanatics make unreliable friends."

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

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

      "Marvelous. Victoria can fill you in on all the particulars. And Mister Garrett...the sword. Keep it. You have earned it. But also...I believe you'll find it useful in your quest...."

      Section 12: The Haunted Cathedral (Mission 7) =============================================

      My best time on expert: 36 minutes, 10 seconds Maximum Possible Treasure: 2635

      12.1: Introduction ==================

      "Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum." -- Collected letters of the smith-in-exile

      The Eye that Constantine wants is in the abandoned cathedral of the Hammerites. The cathedral is located in the section of the city that was deserted years ago, after some kind of catastrophe. I've heard stories of the incident...most are wild rumours about hordes of zombies and raging fires. Now that part of the city is walled off...no one's allowed to go in. Not that many people would dare to in the first place.

      Maps of the area are easy to find...in attics, and old trunks...but, like all of them, the one I've got is over fifty years old. I'll make my way through the ruins to the Hammerite cathedral, and find a way inside. Once I get inside the cathedral, I'll have to locate The Eye.

      Something tells me that this is not going to be easy. But for the amount I'm getting paid...I'm willing to take some serious risks....

      12.2: Objectives: Normal ========================

    1. Find the Cathedral.
    2. Find a way to get inside the Cathedral, and steal the Eye.
    3. Take the opportunity to steal other valuables.
    4. Exit the ruins.
    12.3: Objectives: Hard ======================
    1. Find the Cathedral.
    2. Find a way to get inside the Cathedral, and steal the Eye.
    3. Take the opportunity to steal other valuables.
    4. A valuable item called the Serpentyle Torc is reputed to be somewhere in these ruins. Find it.
    5. Exit the ruins. 12.4: Objectives: Expert ========================
    1. Find the Cathedral.
    2. Find a way to get inside the Cathedral, and steal the Eye.
    3. Take the opportunity to steal other valuables.
    4. A valuable item called the Serpentyle Torc is reputed to be somewhere in these ruins. Find it.
    5. There used to be a monument in this part of town called the Watchman's Grave that thieves would leave coins on for good luck. You have brough some coins, just in case.
    6. Exit the ruins. 12.5: Simplified Objectives ===========================
    1. Find the Cathedral.
    2. Find a way to get inside the Cathedral, and steal the Eye.
    3. Grab 2000 in loot.
    4. Locate and steal the Serpentyle Torc.
    5. Leave some coins on the Watchman's Grave for good luck.
    6. Exit the ruins.

    12.6: Before The Mission ========================

    What You'll Encounter: Zombies, Burricks, Restless Dead, Hammer Spirits, Craymen, Spiders, Flaming Spirit.

    Starting Funds: Whatever you managed to acquire from Constantine's. (Maximum: 2656 or 2636...see the note at the start of Section 10 for the explanation.)

    Starting Gear: 1 Constantine's Sword 50 Broadhead Arrows 5 Water Arrows 4 Fire Arrows 5 Rope Arrows 5 Noisemaker Arrows 3 Flash Bombs 2 Holy Waters 1 Set of Lock Picks 1 Pair of Coins

    Items for Sale: 6 Water Arrows (Cost: 50 each) 4 Fire Arrows (Cost: 300 each) 5 Moss Arrows (Cost: 125 each) 5 Rope Arrows (Cost: 200 each) 5 Noisemaker Arrows (Cost: 250 each) 6 Flash Bombs (Cost: 200 each) 8 Explosive Mines (Cost: 350 each) 2 Healing Potions (Cost: 250 each) 2 Holy Waters (Cost: 200 each) 1 Tip (Cost: 200)

    NOTE: Once again, your blackjack is not shown under the "Starting Gear" for this mission. However, you DO have it in your possession.

    Save your money...don't buy the tip. Here is what it says:

    "Those who fight undead fall into two groups -- the resourceful, and the slain. The well-prepared knight will arm himself well with holy water. However, a more convenient tactic, as well as one much less taxing on the purse, is to take advantage of the zombie's antipathy for all living creatures, and look for other convenient targets to divert a pursuer. -- excerpt from the Journals of Morgan, declared anathema by the Smith-in-Exile."

    You start with 5 Rope Arrows, and there is no place on this level you will be using one where you cannot retrieve it, so don't bother buying anymore. Moss Arrows and Noisemaker Arrows are likewise (in my opinion) a waste of money here. Concentrate on buying undead-harming equipment: Water Arrows, Fire Arrows, Flash Bombs, Mines, and Holy Water. Flash Bombs are scattered about on this level, as are a few Holy Waters and Explosive Mines. While Fire Arrows are also plentiful, they are also very NICE! Try to buy all you can. Also, be sure to pick up a few more Water Arrows...you ARE going against Zombies, and the five you start with won't go far.

    Recommended Purchases: 6 Water Arrows, 4 Fire Arrows, 3 Flash Bombs, 1 Holy Water. Total Cost: 2300

    12.7: Notes Regarding This Mission ==================================

    Instead of introducing a new element to the game, this mission brings you new monsters to fight: the Hammer Spirits and the Restless Dead. Although you have already met a Restless Dead in the Bonehoard, he was a wimp compared to the ones you'll meet here!

    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 =================

    1. 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.
    2. 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.
    3. 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.
    4. 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.
    5. 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. )
    6. 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.)
    7. 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.
    8. 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.
    9. 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.
    10. [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!]
    11. 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.
    12. 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.
    13. 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.
    14. 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.
    15. 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.
    16. 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).
    17. 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.
    18. 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).
    19. 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).
    20. 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.)
    21. [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?]
    22. 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.
    23. 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.
    24. 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.]
    25. EXPERIMENT AREA! Will a sidestroke do as well?
    26. 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.
    27. 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.
    28. 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.)
    29. 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.
    30. 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).
    31. Gather all the items from this cave, then move to the new exit (with the goblet beside the entrance).
    32. SAVE YOUR GAME! If you didn't find the Burrick's there, you may find them here.
    33. 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.
    34. 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.
    35. 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.)
    36. 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.
    37. 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.
    38. 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).
    39. 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.
    40. 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.
    41. 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.
    42. 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).
    43. 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.
    44. 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.
    45. 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.
    46. 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.
    47. [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.]
    48. 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.
    49. 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.
    50. 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!
    51. 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.
    52. 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.
    53. 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.
    54. 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).
    55. 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.
    56. 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.
    57. 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.
    58. [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.)]
    59. 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.
    60. 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.
    61. 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.
    62. 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.
    63. 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.
    64. 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.
    65. 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.
    66. 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.
    67. 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.
    68. 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.
    69. 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.
    70. 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).
    71. 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.
    72. 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.
    73. 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.
    74. 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.
    75. 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.
    76. 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.
    77. 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.
    78. 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.
    79. 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.
    80. 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.
    81. 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.
    82. 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.
    83. 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.
    84. 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:
    85. "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."
    86. 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.)
    87. Mantle up onto the ledge. Mantle up to the next ledge. Move over to the opening here, and listen to what The Eye says:
    88. "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."
    89. 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.
    90. EXPERIMENT AREA: Inside the Cathedral you can see some undead wandering around. If you kill any of them now, are they still dead when you return here in "Return to the Cathedral"? [Answer: No!]
    91. 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. :)
    92. 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.
    93. 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.
    94. [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.]
    95. 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.
    96. 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).
    97. 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.
    98. 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.)
    99. 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.
    100. 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)
    101. 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, 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 of the Hand Brotherhood. (These are fully detailed in the appropriate section of the Monsters list.)

    This is also another mission where there are a great many Patrol areas.

    There is a room in this mission (which is not detailed in the walkthrough) which I refer to as the Oracle Room. It's a small room with four statues inside it. When you activate the statues, each one gives Garrett some advice. While interesting and eerie, it does not seem important to the game at all.

    There is another new element to the game introduced here: puzzles. While not abundant (I believe there are only really two), they make the game a little more interesting.

    A note regarding the Talisman of Earth puzzle: I found it to be slightly obscure (yes, I know it's a riddle!) and also to be erroneous:

    Eight old men up in a tower
    Eight old men, only one with power
    Turn away from the hand with the sword
    count seven and find your reward

    There are several Healing Potions scattered about. I suggest that you grab every one that you can. There are several places within the Tower of Fire where you can get seriously hurt!

    There is one cryptic point at the end of the mission. When you find the exit after completing all of your objectives, Garrett will say "Hmmm...This looks like the way out. That'll come in useful later." What later is he referring to? Does he plan to return here some day? Or did the programmers just miss something? (My vote is the latter.)

    A final note regarding this mission: It appears that some things change in this mission each time you play it. For instance, the first time I played it, there were two Fire Mages wandering around the lava pit in the upper level of the Fire Tower...the third time, they were patrolling outside the lava. The first time through, I found two Mages wandering around the lower level of the Air Tower, the second time, only one...and the third time the second was back again. The final guard in the mission was stationary the first time I played, and on patrol the third. And one time while playing, there was an elevator in the Air Tower that simply was not there the next time! Whether all of these discrepencies are due to programming bugs or something else, you should note that there may be times when you will encounter something different from what this walkthrough says should be. This "bug" is probably the reason for it.

    13.8: Walkthrough =================

    1. 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.
    2. 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.
    3. 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.)
    4. 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.
    5. 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.
    6. 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.
    7. 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)
    8. 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.
    9. 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.)
    10. NOTE: Both of these guards have lengthy patrols...if you miss one, you'll have a long wait before he returns.
    11. 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.
    12. 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.
    13. 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.
    14. 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!
    15. 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.
    16. 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.)
    17. 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.
    18. 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).
    19. [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.]
    20. 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.
    21. 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.
    22. 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.
    23. 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!
    24. 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.
    25. [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.]
    26. 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.
    27. 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.
    28. 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.
    29. [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.]
    30. 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.
    31. Once you've reached the far end, turn right, and edge your way closer to the entrance to the guard's area.
    32. 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).
    33. [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!]
    34. Turn right around, and leave this room. Back in the large room, proceed forward about halfway through, then turn left to face another door.
    35. 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.)
    36. 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).
    37. 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.
    38. 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.
    39. 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)
    40. 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.
    41. There is a final guard positioned at a door which leads into another section of the grounds. He never goes on a patrol.
    42. 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.
    43. 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.]
    44. 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.
    45. 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.
    46. 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.
    47. [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.]
    48. 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.
    49. 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).
    50. 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.
    51. 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).
    52. 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.)
    53. 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.
    54. Almost directly across from the door you entered through is a staircase. Move up the staircase all the way to the top.
    55. 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.
    56. 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.
    57. 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!).
    58. 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.
    59. 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.
    60. 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.)
    61. 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.
    62. 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.
    63. 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.
    64. 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.
    65. 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.
    66. 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.
    67. 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.
    68. 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.)
    69. 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.
    70. 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.
    71. 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.
    72. 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.
    73. 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.
    74. 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.)
    75. 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.
    76. 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.
    77. 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.
    78. 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.
    79. 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.
    80. 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.
    81. 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.
    82. 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. :)
    83. 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.
    84. 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.)
    85. 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.
    86. 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.
    87. SAVE YOUR GAME! There is an Air Mage patrolling the room beyond. When you have an opportune moment, rush in and knock him out.
    88. 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.
    89. Now, go up the stairs you noted earlier. At the top is another door.
    90. SAVE YOUR GAME! You don't want to get caught when you open this door!
    91. 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.
    92. 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.
    93. 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.
    94. 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.
    95. 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).
    96. 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.
    97. 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.
    98. 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.
    99. 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.
    100. 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.
    101. 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.)
    102. 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.
    103. 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.
    104. 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.
    105. 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.
    106. 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.
    107. 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.
    108. 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.
    109. 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.
    110. 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.
    111. 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.
    112. 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.
    113. 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.
    114. 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.
    115. 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.
    116. 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.
    117. 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.
    118. 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.
    119. 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.
    120. 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.
    121. 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.
    122. 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.
    123. 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.)
    124. 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.
    125. 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.
    126. 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.
    127. 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.
    128. 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.
    129. 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.
    130. Whichever method you choose, pick the lock on the chest (start with the square lockpick), and open it to get the Treasure Key.
    131. 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.
    132. 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.
    133. 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.
    134. Once the guards are taken care of, move to the end of the corridor to the door.
    135. 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.
    136. Follow the hall until you come to a door on the lefthand side.
    137. 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.)
    138. 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.
    139. 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.
    140. 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.)
    141. 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"

    142. Around the outer edge of this circular room you will find eight Earth Talismans ("Eight old men up in a tower"). Only one of them is real ("Eight old men, only one with power"). Trying to grab one of the fakes will result in a nasty punch to the face (taking away three of your health points)!
    143. 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").
    144. 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.)
    145. 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).
    146. 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).
    147. 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.
    148. SAVE YOUR GAME! This door you are facing opens onto a hallway where there are three patrolling guards!
    149. 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).
    150. 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.
    151. 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.
    152. 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.
    153. 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.
    154. 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.
    155. Turn around, and leave the way you came in. Directly across from this door is another one. Move over to it.
    156. SAVE YOUR GAME! The person in this room is NOT asleep. You just may open the door while she's looking at you.
    157. 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.)
    158. 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).
    159. 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.
    160. 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.
    161. 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.)
    162. 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.
    163. 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).
    164. 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.
    165. 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.)
    166. 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.
    167. 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).
    168. 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.
    169. 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!)
    170. 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.
    171. 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.
    172. 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.
    173. The second method is the faster way...simply find a point where you can jump into the water from up here, and do so.
    174. 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: Input from Other Thieves ====================================

      Since the first posting, I have received some emails from readers of this FAQ. Some offering encouragement for continuation, others with questions, and the occassional one with advice or further information. This is the spot where I will be acknowledging their input (sort of a "Contributors" section).

      Anyone who has seen previous versions of this FAQ will note that this section has undergone a change. Previously, I was listing each individual's advice seperately here, and giving them the credit immediately following. There have been many who have contributed so much, however, that it would be impossible to continue maintaining this section in that manner.

      Instead, each person's information is incorporated directly into the FAQ, in the relevant position. That person will be credited here, and a BRIEF note (as opposed to the entire email) on what they contributed will be listed.

      If you send me any information that you feel might be included in this FAQ, to save time please include the following information with your tidbit of knowledge:

    175. Due to the great number of emails I receive with suggestions/help/etc., I am instituting a new policy regarding this: any email that contains something which obviously has a good chance of being incorporated into the FAQ which does NOT have the above information will be assumed to have answered "No" to question #1. (Due to this new policy, the FIRST person I receive an email from with new information will receive the credit...this is in cases of more than one person sending me the same information.)

      That's all until next time. Ignore what the guards and Hammers tell you, and keep taffing!

      References

      Letters

    1. From: Shawn, Sent: Tuesday, February 29, 2000 12:48 AM Subject: theif gold, I have beaten theif the dark project and just recently purchased theif gold. I need a walthrough for the three new missions. If you can help me it would be much appreciated. Thanks Shawn

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