Mission 1. Running Interference
Once you're ready for Basso to go, give the signal using the birdcall he gave
you. You have to be close enough for him to hear it!
Get Basso and Jenivere out of the mansion together with you.
Get 60 loot, including 200 gems.
Don't kill anyone.
Score at least 8 knockouts.
elcome back taffer, lets get to work. Move off your right until you find a
lit doorway for the basement. Enter and head straight to the small table on the
right and grab the coin stacks (total: 34). Head to the next room and take the
butler's key sitting atop the wall trim to the right of the door on your left.
Use it to unlock the door. Go through and take the passage until you reach a
corner lit by a torch. Take care not to disturb the male and female guards while
you douse the torch with a water arrow. Move past and down the hall. Bonk the
guard at the end. Don't forget to grab his purse. (Total: 59)
Continue on into the storeroom. Find the door on your right to enter the
kitchen. The servant in here is a bit tricky but he seems to periodically leave
the kitchen for a few seconds, long enough to run in and hide behind the pillars
on your left our right. Knockout the servant when he comes back and take his
purse (Total: 75). Facing the fireplace, turn right and go down a small hall to
dumbwaiter. Take the dumbwaiter up and grab some of the nice dinnerware (Total:
225) as well as a key from the patrolling guard.
Head back down to the kitchen and proceed straight across and through the
door on the other side. Proceed through the small storeroom to the other door,
take care not to alert the patrolling guard in the small hallway. When the
opportunity presents itself, knock the guard out. Take the short hallway out to
the main hallway and turn right. Follow the passage to the first door on your
right. Try opening the door. Continue following the passage until it turns
Find the last door on your left and enter a small dinning room. Turn right and
open the door in the corner, climb the stairs and let the patrolling guard have
taste of blackjack. Just to rub it in, relieve him of his coin purse (Total:
The First Floor
Using the greenish key you grabbed from the patrolling guard while in the
dumbwaiter, open the door on your left. Take care, a guard patrols this floor
the one above, when you're ready give him the blunt end of your mighty jack.
upstairs and go through the door in the corner to the bedroom. Open secret #3 to
get a very lovely crown (Total: 440). Head back to the first floor hallway.
Continue down the hall and cross the ballroom to the next hallway. Near the end
of this hallway are two guards on patrol, with care you should be able to club
both of them. Then, head off the end of the hallway into the parlor and up the
stairs to the third floor bedroom. Grab the ring (Total: 480) from the
then turn around grab the tiara (Total: 600) on the small table in the adjoining
Go back downstairs to the first floor, exit the parlor then turn right and
down another flight of stairs. Use the butler's key to unlock the door and
find yourself back at the butler's room. Before we can use signal Bosso one more
objective needs to be completed and that's getting eight knockouts. At this
you should have seven but getting number eight is tricky. You can either try to
knock out one of the two guards where the doused torch is located, or my
preference is to go past them, down the hall to the storeroom but skip past the
kitchen to the one guard standing duty. Using a nearby box, through it near him
and back away to a nice dark area. He'll look around but eventually head back to
his post. When he does his back will be turned to you briefly, club him and you
will have completed another objective.
The Maid, The Thief, His Life, and the Money
I know, bad title, but were almost finished. After clubbing your last guard
scamper back outside to the place where the mission first started. Use the
birdcall in your inventory and watch Basso scamper off after his one true love.
Follow him around just in case and eventually you will be back out side with a
grateful Basso and Jenivere.
Mission 2 - Shipping... and Receiving
Find a shipping label and redirect Gilver's shipment by placing a new label on
the big crate outside of his office.
Find 5 spice bags.
Steal 850 loot.
Don't kill anyone.
Get back to the stack of crates where you first entered the warehouse district.
On The Waterfront....in the shadows
kulking about the docks is pretty simple, especially once you know the
of the joint. Of course, a thief that thinks he/she is untouchable is caught as
easily as a clumsy thief. Speaking of which, when you start this map atop some
crates, take care when reaching the ground, its not that hard to take a fall.
Head south to the stack of crates and crouch through the opening, as you
emerge turn left to face a crate. Open the top and grab the goodies including a
silver statue (Total: 15). Resume heading south past the green door shack on the
right until you see a crate beneath a ladder on your left. Mantle the box, climb
the ladder and follow the fire escape north. Jump from the fire escape to the
building ledge and follow it around the corner. Continue along the ledge until
you see another fire escape. Jump onto it and open the door on your right. You
are now in the main office. Turn right, open the door, and blackjack dude face.
Take the jeweled vase (Total: 65) from the nearby table. Leave the office and
turn right. Walk up to the mailboxes and open the small chest atop them for some
easy money (Total: 140). Turn left and go through the door into the main lock
control room. Grab the key sitting below the numbered buttons. Leave the room,
turn right, then right again you should be heading east now. Grab the red key
from atop the wooden L-shaped desk on your left, you'll find it handy later.
Continue east through the door and down the corridor. Careful of the guards
but don't worry about hiding the bodies, nobody patrols this part of the
building. At the corner turn right, at the next turn right. You should be
west until you hit the next corner when you'll turn left to head south. Next
corner make a left, then a right, then another left and right and hopefully
you'll be at the bottom of a flight of stairs. One guard on patrol should be
simple to take care of. Head up the stairs but be careful of the face.
A face is like a security camera, if it sees you the green light tube will
turn yellow indicating a potential threat. Taff long enough and it will turn
signaling the alarm. If you hide from its sight, the face will revert to green
and resume its normal rotation. Hiding can be done two ways, either by moving to
a spot where the face is not looking, or by finding shadows and hiding in plain
sight. Veterans of System Shock 2 may experience some deja vu here, sadly
whacking the face only sets the alarms off rather than disabling the face.
Ignore the face, turn left and head down two flights of stairs to the second
floor of Building B. One guard patrols this floor, dispatch him to a better
and take his key. Go back to the stairwell in the northeast corner and go down
two more flights to the first floor. Move south in the warehouse, club the two
guards on patrol, one has a key (Davidson's Key) you'll need later. Continue
south outside the warehouse and club the archer and the patrolling swordsman.
With all four guards out of the way, go back into the warehouse, use the lift in
the northeast corner to get back to the second floor.
He Who Controls The Spice...
There are many offices on the 2nd floor but only two are of interest right
now, the first is in the southwest corner, the supervisor office. Use the
Davidson's key picked up from one of the guards to unlock it, inside is a locked
crate. Use the same key on it and claim spice bag #1 (Total: 160). The other
office is to the north, the foreman's office. In side on a the wall behind the
desk are four switches, throw 'em all then start heading towards the lift in the
northeast corner. Before you use it turn right and enter the Rare Artifact Bay.
Grab two green tubes (Total: 200) from rack one, and a gold urn (Total: 225)
rack number two. In between them is a golden vase (Total: 245). On the opposite
wall is some kind of green spike (Total: 265) sitting atop a small table.
Leave the artifact bay and enter any of the offices on the 2nd floor. Each
office has a rear exit leading to a balcony. On the balcony are skylights, six
total, three for each side of the building. Find a skylight that appears to have
crates close below, shatter it with your sword and fall through. Somewhere
will be a crate with a spice bag in it, each crate is locked and can be opened
using Davidson's key. If it looks like you are trapped, just look for one of the
red doors and use the red Building B key in the lock on the wall next to it to
get out. Once you have collected three bags (Total: 325) head to the first floor
and go south to the ship at dock.
The last spice bag you're after is hanging from the belt of the guard
standing aboard the ship. There are probably several ways of accomplishing this,
I prefer my method as no equipment is needed. Simply run down the pier like a
complete taffer, pay no attention to the guard as he starts yelling. Turn left
and fall down the opening into the hold. Don't worry about the spider noises,
there not down here. Wait the guard to calm down then work your way back to the
ladder to climb out. Once the guard has resumed his normal station he will have
his back turned to you. Mash 'im in the 'ead and spice bag #5 (Total: 345) is
...and Behind Door Number 2...
Leave the dock and head northeast up the eastern side of Building B. When
reach the crates turn right heading west. Wait for the couple to finish speaking
then when one leaves mash the other and hall his carcass into a nice dark
Resume heading northeast until you reach the eastern side of Building A. You'll
run into a lock green shack, there are several of these shacks all around
Building A. Use the greenish key you got earlier to open them. Inside are
numbered buttons that can be used to open any of the storage bays in Building A.
Use the numbers on your map to open up a bay on the eastern side where you are
located, such an area might by Myne Steaks, T. N. Blackheart, or Gilver
Company. Once inside a storage bay you can use the red key to unlock the red
doors permitting access later since the only one of the main green doors can be
open at a time. Here is a list of what loot each vault can offer (secrets not
Myne Steaks (6013)
Jump atop the crates to be safe from the spiders until you can kill them
your bow. Nearby is a silver statue (Total: 360) and inside the spider cage lies
something valuable (Total: 410).
Gilver Exporting Company (7933)
The 2nd floor has many nice things, on a set of shelves are eight fine
(Total: 490). Also, if you look at the stack of crates facing west, there is a
box you can mantle, then face north and run/jump to the next stack. Head south
mantling up until you are atop a metal support beam. Keep going west then jog
left to drop down into a hidden area. There are two boxes here one has a gold
ring (Total: 540) and the other a gold goblet (Total: 565). Be sure you leave a
door open hear, you'll be coming back later.
Lucky Selentura (0260)
Some coin stacks (Total: 575) on the table and in the back right corner next
to the bed a gold candlestick (Total: 625).
Noah Jerm, Lensgrinder (0928)
On the middle and top shelves of the rack are two crystals (Total: 675) and
in his office are the best looking spectacles (Total: 725) I've ever seen.
Lord Porter's Fine Art for sale (6937)
As you enter turn left and go behind the L-shaped desk. On the shelves are
three silver statues (Total: 770). Crouch behind the desk to find another silver
statue (Total: 770) and box containing a gold plates (Total: 835). Continue
further back into the art gallery, shoot an arrow into the crystal ball held by
the figure in the last painting. From the open compartment grab the expensive
statue (Total: 850).
E. B. Bramrich, Accountant (7732)
On the desk is the shipping label you need.
Cid Capezza (0457)
Some thiefy goodies and two crystals.
Kilger Weapon Smithing (0590)
Assorted thiefy weapons and what not.
Once you have the shipping label and as much loot as you want, head back to
the Gilver Exporting Company and stick the label on the box, its the big one on
your left as you enter the storage bay. Then head northwest to reach the crates
where you began.
Mission 3 - Framed
Don't let guards or mechanical eyes sound the alarm.
Don't knockout or kill anyone.
Obtain a personal item of Lt. Hagen's in his office.
Drop the personal item in the third floor vault.
Steal the strongbox and leave it in Lt. Hagan's office.
Leave Shoalgate station.
...and so he asks me, "Is evil a word in your book?"
o knockouts, taffer. Not a one. Scared? Proceed ahead, pick open the first
door on your right. Turn left, spin the wheel, and dive in. Follow the
until you reach a dead end, look down and open the drain cover. Continue until
you surface in a small pool within a cavern. Two passageways exit from this
cavern, use the one that takes you east. At the end of the passage use the empty
torch holder to gain access to Maintenance. Pass through and up the stairs to
I won't elaborate too much on how to get past the guards in this building but
here are some general tips:
Use the shadows, make some by dousing torches if needed but there is no need to
put all of them out, it's a waste of water arrows.
Crouching really does help in making you less visible in some places.
Use your lean keys to check corners so avoid blundering into a guard.
Use your creep key to be even more stealthy, though you will also move slower.
The guards on this map mostly patrol hallways and don't stray into the rooms,
hide in these rooms until the guard(s) has passed you.
If you must risk exposure, make it quick by running and do it when you have the
most distance between you and the guard.
After opening a door, closing it helps, guards can't see through solid doors,
though doors with glass panes won't help closed or open.
After reaching the first floor, open the door, turn right, open the next door
and proceed ahead through the Conference Rooms. Crouch past the last one to
Go through the door after the last conference room and stay crouched until
reach the corner where the desk meets the wall. Let the conversation finish and
after all parties have left the room slide over to the control panel. Throw main
gate switch to open it and the alarm switch to shut off the system. Those
some quick cash crouch and push the button underneath the panel to open a small
section of floor. Before leaving the Front Desk spin around and visit the water
color, grab all six water arrows. Exit out the door heading east.
...and I say to him, "Yeah baby, yeah! Yeah!"
Turn left then a quick right, go up the stairs. Don't worry about the guard
triggering the alarm, he can't, but don't taff he may come looking for. Atop the
stairs douse the gas lamp, actually I would suggest dousing all the gas lamps on
this floor, to me if there is a place to get caught it will be here. Check your
map, there are two offices we need to visit. In Lt. Hagan's office take the
handkerchief from his desk and in Lt. Mosley's office grab the key and the water
arrow from in front of her plant if you want it. When you are down, take the
stairs back down to the first floor. Turn right and go down the hall to the
intersect. Turn right again and proceed through the mess hall and down the
corridor until you reach a room with a torch and a stationary guard. On your map
this will be marked as the entrance to the Records Room in the upper right
Douse the torch and use your creep key to sneak in the shadows hugging the
walls until you reach the door. Take the key from the guard and open it. Head up
the stairs to the Secured Records area, its the first door on your left. The
secured records/vault key you grabbed in Lt. Mosely's office will open it. Read
the book and make a note of the vault code. Then, use whatever means you choose
to get back to the second floor, read up on the secrets for ideas, or just
backtrack your way to the staircase.
Once on the second floor, head to the room in the north east corner, labeled
on your map as leading to Evidence Storage. Pick the lock and go up the stairs,
at the top crouch and crawl forward until you are under the lip of the desk.
Douse the gas lamp, then make your way to the vault. The greenish key you
of the stationary guard will open the first door, the vault code will open the
second, and finally the secured records/vault key will open the third. Help
yourself to the goodies just be sure that you grab the strongbox and that you
drop the handkerchief in the room. Dropping the handkerchief is done by
it in your inventory and pressing the drop key. Drop key? Yeah, you heard me, if
you don't know what it is press esc, select Options->Controls->Customize
Controls... and look it up, you may have to bind it to something. With the
handkerchief planted, get back down to the second floor and drop the strongbox
Lt. Hagan's Office.
"An Object in Motion, Cannot be Stopped"
The home stretch, thief. With the evidence planted, head back down to the
first floor. Proceed to the front office and continue straight on through the
closed door, then the double doors, and out into the night. If you should have
guards pursuing you at this point it doesn't matter, in fact it makes the escape
more exciting. :-)
Mission 4 - Ambush!
Escape the ambush and return to your home in the Northwest.
Don't kill anyone.
"Alright, this duck walks into a pub and..."
un! Up the stairs, spin around, then run down the street and hang a right at
the corner. Relax. Next, head north but jog left 'til you see a box. Jump atop
it, mantle the wall, then drop off the corner on the other side near the torch.
Run east away from the guards until you can turn north to the marketplace. Once
there, hug the west wall 'til you can turn left. Douse the torch and carefully
approach the gate on your right with the three guards standing in front of it.
Put out both torches by the gate then crouch and carefully approach it from the
left. Just before you bump into the guards you'll find a door on your left. Go
through it, up the stairs, and turn left. Head down the passage, through the
door, then another, and continue until you reach a dead end next to an open
window. Take a few seconds to admire the view, then make a running jump out of
and into the water. Behind you is a low spot you can use to mantle your way out.
If you miss no problem, you'll be hurt ... but you can still taff.
Proceed north then cross the bridge heading west. Knock out as many guards as
you can, it helps to simplify things, and it feels damn good after not being
to club those idiots in the previous mission.
Tip: Do not, I repeat, do not hide the bodies of anyone you club in the water.
Though they don't move, these unconscious bodies are technically still alive,
throw one in deep enough water and the person will drown to death ending your
mission and humiliating you in front of your friends and loved ones.
As you continue west, make a right turn when you can and proceed north to
home and some new objectives.
New Mission Objectives:
Several members of the City Watch are waiting for you in your apartment. You
to find shelter elsewhere and there's no better place than Shalebridge. The only
snag - you have to sneak into your home and get the key you keep hidden in the
secret compartment in your bedroom close.
After you get the gate key, proceed to Shalebridge. Between the Sheriff's
and the guard post at the Main Gate, it's not going to be as easy as it sounds.
Go around to the back of your apartment and use a rope arrow to climb the
escape to the third floor. Climbing into the third floor window is a bitch! It
seems to involve a combination of jumping early, crouching, leaning forward, and
asking the patrolling guard inside for help. *seesh* Once inside, put out that
light and mash some guards. In your closet use the first coat hook, on the left,
to open the compartment. Get the key and whatever else looks useful.
Backtrack outside and continue 'til you reach the bridge you crossed earlier.
Go back across it and proceed east until you hit water. On your right is a
with one guard on it, to his right is a door. When you're ready, get through
door and turn right. Go up the stairs, turn right and proceed down the passage
until you reach a door. Open it and continue across the gate top, down the
and continue east, and a bit south, until you reach the marketplace again.
The Hard Stuff Rules
Head east across the marketplace to the other side. Check your map, notice
buildings on the east side of the marketplace, and that one of them, sandwiched
between two others, is drawn as an outline. The north side of this building has
ladder. Climb it, go east then turn left to head north, then right to head east
again. Warning: many guards are protecting this area, blackjacking your way
through will be tricky, but it can be done with patience, planning, and speed.
If you take care to note the number of patrolling and stationary guards, and
reload the level a few times when you discover those guards you didn't see
earlier, its possible to breakthrough. The path I would use involves knocking
the three patrolling guards on your left as they turn the corner. Pull their
bodies back to a corner. Then, head north, knocking out the two stationary
guards, next wait for the two patrolling guards and take them down when they
north away from your position. Do not follow them east or you may run into the
other two guards on patrol. Take these jokers out after everyone has found la-la
land and its a clear path to the city gate. Alternate approach: Ready your gate
key, check your map and run for it. Only the archers can give you trouble. Good
Mission 5 - Eavesdropping
Be in position to overhear the Sheriff's conversation when the church bells toll
midnight. You'll need to stay close to the door to ensure you hear every word.
Steal at least 1200 in loot from the Mechanists.
Don't kill anyone.
When you're done, return to the Front Gates.
First things first. Get off the metal plates and stay off 'em whenever possible.
Walk ahead and turn right at the corner. Hide as you listen to the conversation
and note the "child" that comes lumbering towards you.
The Children of Karras come in several flavors, this one is rather nasty and
will fire detonation delayed explosives at you. There are several ways of
disabling a child, one is to use a fire arrow but that only works well against
the small gold ones. Water arrows shot into the furnace vent on the rear will
disable any size child. The small ones only require one arrow, larger ones like
this need two.
Use two water arrows to cease its prattle. After the conversation in the
has ended, move west and around the corner until you see two guards. Let them
finish talking then wait for one to walk towards your area and club him before
can leave. Continue forward, if possible, try waiting for the other guard to
emerge from the door on your left so you may cease his patrol, otherwise
forward down the metal path until it ends between two doors. Open the door on
your right and find the chest with the ornate hammer (Total: 75) then crossover
to the other crypt pausing long enough to grab three stacks of coins (Total:
124). Climb down the ladder behind the crypt, don't worry about the chain
rattling that you here, its just a couple of haunts, your worst nightmare come
Don't be afraid....be terrified.
When you reach the bottom exit the room heading east. If you look at your map
you are currently located in the the lower left corner heading to the right. In
the second crypt you pass through look to your right for a chest with an antique
hammer (Total: 199). Proceed east to the next crypt, turn left to head north.
When it becomes possible to turn right, do so and go all the way to the last
crypt. Find the chest and walk away with a gold goblet (Total: 224). Head west,
then north, then west again until you reach a darkened torture chamber. Pick the
locked chest for a health potion then exit north. In the next room, look right
for a chest with a jeweled tiara (Total: 424). Go north to the next crypt and
grab the shiny statue (Total: 439) from atop the table. Find you best path to
northwest part of the catacombs, check your map for help. Once there you'll be
front of a door. Pick it, then up the stairs, and open the next door. Not so
fast, a guard is standing next to the doorway. Dispose of him before you enter
Sneak across to the rear of the chapel. Approach the altar, shoot a moss
to dampen your noise as you walk across the metal plates. Take the key from the
altar along with a fine glass, a nice vase, and two gold candle sticks (Total:
604). Go back to the rear of the chapel and leave it heading east. Go through
doorway and down the hall, club the one guard on patrol, then turn left and go
the stairs into the Acolyte's Quarters. Walk to the rear of the room and on your
right is a bookshelf with three beautiful glasses (Total: 649) resting atop it.
Down the nearby flight of stairs, to the rear of the room again, then crouch
through the narrow passage. Don't forget to look for the small box on your right
containing a stash of gold coins (Total: 749). Once out the other side grab the
fine vase (Total: 799) from the small table. Up the stairs, and out the door. As
you walk down the stairs outside the Guards Barracks head northeast to the
and lean against the door.
Find the deposit box key and make an impression of it in wax.
If you check your inventory, you'll notice that the key you picked up in the
chapel has renamed itself to safety-deposit box key. Walk away from the door
heading south but turn left at the first opening. Walk down the stairs and use
two water arrows to put out the two oil lamps. Let the guards finish talking
take your time in sending them to happy-fun-land. Go into the room they walked
out of and use a water arrow to shutdown the chatty golden child. On the
workbench are two water arrows if you need them. Proceed into the back area of
the workshop where you'll find a wax press. Use the safety-deposit box key on
Take the wax impression with you. You can make a copy later, after you leave the
seminary. Using the putty knife on your left to remove the wax impression of the
Bring the original key back to the place you found it so the Mechanists don't
realize you've stolen it.
Leave the workshop and retrace your steps to the chapel. Drop the key in the
altar then make your way outside the seminary back to were you started the
mission. You're almost done but there is still a loot requirement to settle.
Shoot a rope arrow up to the west tower, dousing the torch up there first
would be good as there is a guard that patrols this area. Once yer up, cross
to the east tower and club the guard. Though stationary, she will turn around
periodically, kiss her goodnight when her back is turned. Go down the other
ladder to the first floor. Open the crate and take the gold coins (Table: 909)
from within, climb up and exit the tower heading south.
As you approach the corner grab the ornate statue (Total: 924) from atop the
bookcase on your right. Then turn right at the corner and into the darkened
office. As you enter take both bottles of fine vintage (Total: 1024) from the
small table on your left. Climb the ladder to the bedroom. Open the box at the
foot of the bed and claim the jeweled tiara (Total: 1224). *sigh* Take whatever
route you wish out of the seminary and exit by returning to the start of the
Mision 6 - First City Bank and Trust
Get inside bank.
Break into the Hall of Records and learn the number of the safety deposit box in
which the Mechanists stored the recording.
Steal the recording from the vault.
When the rest of your goals are accomplished, exit the bank.
Kill no humans.
Start off by heading east, when you reach the front entrance walk up to it and
open the doors. Don't go in, we're just setting up an exit for later. Its a lot
easier to exit a bank on the run when you don't have to stop to pick the locks
Continue east, pay no heed to the patrolling trio, keep going until you reach
a wall. Look left and find the basement window. Pick it open, and you're in.
west down the ramp, keep going forward, turning the corner to head north, then
west again. One guard patrols here so don't get cocky. Once he's out for the
count continue west through a storage area, turn left, then left again. You
should see a notice warning of maintenance bots. Walk down the passage and
Beware the children of Karras, they are many, they are...stupid. You can
quite literally jump over them and aside from some hesitation they don't always
know you're there. Move forward through the passage, pushing towards the right
whenever you can. At some point you should hit a main passage, turn right and
walk across the metal floor and down the steps. Turn left and go into the area
marked "Keep Out". Follow the passage and hug the right wall to stay in darkness
as you pass the big kid. Around the corner is a face and two grate closed areas.
Each grate can be opened with a switch. One area has a power control for the
lights near the face, the other contains a strange contraption.
(or why it ain't secure if it resembles a puzzle game)
The contraption is the mechanism that operates the security bar that prevents
the safe from being opened. Open the panel on its side and push the buttons
you can get all six to stay in. The red light should shift to green and the
security bar will lower. Leave this room and work your way back to room where
first entered the basement. Proceed east across the room and down the ramp. Take
the ladder up and turn the light out so you won't be noticed.
Check your map, you should be in the room on the lower right corner of the
first floor, the area labeled "To Basement". The place you need to get to is the
staircase directly north of your position. My suggested route is to head east
of the office and continue east out of the next room turning north and taking a
right down the hall. The patrolling archer should be dealt with before you run
into the two guards.
Whether you listen to them talk or not, take the door on the right and hide
the end of the hall, when the guard passes show him whose boss. Go through the
double-doors into the Great Hall and exit it heading west. Turn right and as you
open the door, look left for the light switch. Continue moving forward and when
the timing is right climb up the staircase.
The Hall of Records
(or yet another place that hath too many
CobbleStreet Lads wax cylinders)
Go east to the Hall of Records. Douse both the torch by the first door, and
then the other next to Hall of Records door itself. Run over to the double-doors
and enter. Find and read the parchment that tells you the location of the safe-
deposit box. Leave and get back to the staircase. Don't go down it just yet.
Head west and take the first left turn you can find, use the light switch.
areas ahead are patrolled by an archer and a large child who has the benefit of
glass window from which he can spot you. When you cannot see the child is the
time to dart across the "bridge" taking care to jump over the floor trigger.
on the other side wait for the archer and make him see stars. Then find the room
the child patrols and use two water arrows to shut it down. Enter the room and
head past the window and keep going until you see a room on your left with a
staircase. Every time I play there are always two children that appear to be
stuck in here, but they're not much of a problem. Using a broadhead arrow, shoot
the light switch. Once the room is in darkness proceed up the staircase, pay no
heed to the kids, we'll build'em a sandbox when they're older.
Now that we've reached the third floor take a right around the corner. When
you reach the tiled hallway wait a few moments to make sure the guard on patrol
is not in fact patrolling at this time. Also check the face positions, there are
two but as long as one is looking away run across to hallway on the other side.
When you reach the Hall of Statues lay down a soft path using 2-3 moss arrows.
One guard patrols between the hall and the security office, where you take
doesn't matter as long as you do. Cross the hall taking care to stay in the
middle as you cross otherwise you'll trip some floor plates. On the other side,
take a left and go through the door. Follow the connecting hallways and
rooms 'til you reach the double-doors of the security office. Enter and and
follow the golden pipe to the switch. Use it to turn off the faces monitoring
lobby. Backtrack to the staircase and take it down to the second floor. From
there, backtrack to the other staircase and go down to the first floor.
(or what I do that makes it all worth while)
Check the map, the lobby is the circular room near the middle of the bottom.
Take whatever path you need to get there, I would suggest back stepping through
the areas you visited earlier. Once in the lobby take care when crossing. Some
guards may see you from the balconies overlooking the lobby as they are a part
their patrol routes. Stay crouched, otherwise some of the patrolling critters in
the rooms behind the desk may see you. After crossing follow the only route
available until you find a lit room with a face. The switch to turn off the face
is found behind it. From there, head west through the door, turn right and go
through the next door. Beware one archer and a golden child patrol around here.
Proceed north, use a moss arrow on the tile. Lean across the corner to check
which way the guard is facing. When his back is turned cross into the vault
The door on your left has the switch to turn the face off. Open the vault and
shut the door behind you just in case the noise we make gets heard. Hug the
wall and follow it around until you come up to the face. Nearby is a switch to
summon the lift, take it up to the second floor. Now hug the left wall until you
are under the face. Wait until it is facing away from the ladder, then run for
it. On the third floor jump off the left side of the ladder and walk around to
Vault #11. Use the key and take the recording. Exiting the bank is simple,
backtrace your steps to the lobby and walk out. *whew*
Mission 7 - Blackmail
Break into Sheriff's Bedroom Suite.
Confront the Sheriff with the recording.
Get 1100 loot.
Exit the Sheriff's Estate
Do not kill anyone.
"Oooooohhh, my beloved ice cream bar...."
he west wall of the Truart Estate is lined with houses ripe for picking.
your start position turn left and mantle over the wall. Enter the house through
the back entrance, grab the nice vase (Total: 50) then stroll into the kitchen
for a bottle of wine (Total: 100). Upstairs you'll find two rope arrows though I
couldn't find any use for them. Leave the house and cross back over the wall.
Enter the next house through the window, its tricky but running and jumping up
seems to work best. Once inside, turn right and take the shiny vase (Total: 125)
from underneath the table. Next, go upstairs and take the gold candlestick
(Total: 175) but close the shutter first or you'll set off the face just
Now its back down the stairs to the sleeping man's room. Take the ring (Total:
275) from the jewel chest atop the desk and climb out the window. Mantle the
wall and enter the next house. Find the room with the snoring man and score two
coin stacks and a statue (Total: 300). Upstairs near a corner you will find
another statue (Total: 315) of equal worth. Exit the house but do not mantle the
wall. Walk to the front, club the guard, and shut down the power. Then open the
south gate, club the patrolling archer if you wish, then head to the back of the
last house. Once inside, climb the stairs and find the squatter. Send him to
nap land and take the gold candlestick (Total: 365). Go back outside and head
east to the bushes. Find the crack in the wall and follow the wall until you
to water. Dive in, swim left, and climb out on the other side.
One guard patrols the rear of the estate, take him down and grab his key.
Approach the estate, climb the stairs, and enter through the door on your right.
Take shelter in the shadows by the small pool. Two guards will pass, dispatch
both of them, relieve one of his steel gear. Walk down the hallway from which
guards came and take the first door on your left. In the Guard's Quarters make
sure the sleeping guard enters deep sleep before raiding the place. You'll find
gold candlestick (Total: 415), a healing potion, a piece of silver (Total: 465),
a mine, and some broadhead arrows.
Leave the barracks and turn left. Take the hall all the way to the Ballroom,
make note of the white door you pass for later. Turn left and continue, staying
on the carpet as much as possible before turning left into the Mess Hall. Use it
to approach the kitchen when the servants begin to speak. After they finish,
the male servant that walks away an early dismissal. Take his estate key, it
opens many doors.
Use the key to enter the Ballroom. Grab the three nice dinner plates (Total:
495) scattered about the table. Go back to the kitchen and give the dishwasher
the night off. (Just run right up, its easy) Take the two dinner plates (Total:
515) she was working on and exit out the door heading north. Retrace your steps
through the Back Foyer past the Guard's Quarters until you find the white locked
door again. Use the gear you got from the guard to open it and walk down the
until you hear two guards talking.
When the one guard heads for the kitchen let him taste some blackjack, then
go up the stairs and turn right. Crouch past the one guard on station and
continue to the end of the hall. Take the statue (Total: 530) from the table and
wait for the patrolling guard to pass. Take her down then proceed through the
hall from which she came. First door on your right is a nice bedroom with an
nicer vase (Total: 630). Stroll back down the hall into the Game Room. Hide in
the shadows near the fireplace.
"They Don't Call Me Stupid For Nothin"
Club the patrolling guard, swat the child, and take down the bartender and
Benny while you're on a roll. Now its time to clean up. Grab Benny's purse
(Total: 680), the bottle of wine (Total: 730) on the bar, all the coins (Total:
840) on the tables, and lastly the empty glass (Total: 850) on the carpet before
the fireplace. Leave the Game Room heading south across tiled floor. Turn right,
run down the hall, jog right and you should find a power room on your right.
down the power to the security system. Enter the Weapons Room and choose from an
assortment of broadhead, noisemaker, moss, water, and fire arrows. While here
check out the hammer collection, one of them is a collectable (Total: 900). With
security down go back to the Pool area and take all the vases (Total: 1100)
with the silver gear laying at the bottom of the pool. Gear in hand, go back to
the security power room and unlock the white door. Calmly walk in and hide when
the yelling starts.
"Deth you eediot, you know what deth is?!"
Search the murder site for evidence about who killed the Sheriff.
Wait for the guards to pass, then climb the stairs and creep your way to the
left through the double-doors. Some loot is atop the fireplace if you like,
otherwise, turn right, go down the hall and through the door. Turn right again
and use the balcony key to open the double-doors, cross over through the next
of doors and you're on the scene. Look to your left for the evidence you need.
interesting conversation can be heard by going through the last door on your
right and creeping slightly out the other end of the bathroom.
Escaping is quite simple. Walk back to the Bedroom Suite, open the door to
the attic. In the attic find the chest with the slowfall potion. Use it to fall
from the balconies to the ground. Backtrace your earlier route to the crack in
the wall to finish.
Mission 8 - Trace the Courier
Trace the message to its final destination without being caught by the courier.
Somehow find out the contents of that message.
Pick six pockets.
Don't kill anyone.
"What is that smell?"
Those of you that played the original Thief, this is nothing new, just think
of it as Assassins times five. There isn't much point in me trying to document
every part of this level as it can be very easy, some general tips include:
Don't worry about picking the six pockets right now, you'll have plenty of time
for that later.
Leave some distance between you and the person you are tailing.
Always look where the messenger walks for dark areas, you will be hiding in them
when you move forward.
When the messenger turns a corner run up to that corner but lean from it before
Don't be afraid to run, in fact use it a lot to dart between shadows.
When the messenger stops, you should probably do so as well.
Don't club anyone right now, you don't have time to hide any bodies.
Be ready to improvise.
As the mission begins just follow Lt. Mosely as best you can. The first
section that arises is when you find an area with a patrolling archer on your
right and an approaching swordsman on your left. Hug the right wall and crouch
while you run to the shadows in the distance. At another point you'll pass
through the marketplace. As you leave I recommend putting out the torch Lt.
Mosely passes to keep the guards behind you from getting suspicious. Lastly,
at the picture below.
My strategy for this area is to wait for Lt. Mosely to pass out of sight.
into the water and follow it under the bridge. Continue until you reach the
steps to climb out. Hide in the shadows once more and hopefully all is well.
You'll reach a point where Lt. Mosely drops the letter she was carrying. Pick it
up, read it, then drop it back in place. Spin around, in the shadows on your
right is a door. Enter and go behind the counter on your right. Pick up the
invisibility potion then stand in the doorway.
"Smells like old meat."
Following the pagan is not that much different from pursuing Lt. Mosely just
beware that he's been drinking his coffee and reading conspiracy scrolls so he
will check for tails more frequently. Like Mosely, the pagan has a few tricky
areas. The first one occurs when he crosses a bridge. Between you and him are
guards moving in your direction. This is were the invisibility potion works its
magic. Quaff it and run past them without a care. The next tricky section is the
market. What works for me is to actually run ahead of the pagan on his left,
blackjack the stationary archer; hiding his body in the fruit stands. Then I
swing around and crouch next to a cart on the right side of the bridge. By this
time the pagan has crossed the bridge but a guard crossing the other way
passage. Just after the guard crosses and starts to turn left run across the
bridge and catch up with the pagan. Finally, when the pagan reaches the cemetery
entrance keep your distance or you'll be caught up in the scuffle.
"Can't be me....washed a few days ago."
At this point, you don't have to worry about pursuing the pagan anymore. I'd
recommend taking down all three of the Hammerites and then work on completing
your "pick six pockets" objective. The path I choose was to head east from the
cemetery turning south and revisiting some of the areas seen when following Lt.
Mosely and a few that were not. Two guards I recommend looking for are the one
that was with Lt. Mosely at the beginning of the mission, he has a health
Also look for the archer you crouched past and take his purse.
Once you've gotten six pockets picked head back to the cemetery and follow it
until Garrett is puzzled. Open the nearby crypt for a surprise and your exit.
Mission 9 - Trail of Blood
Follow the trail of blood to find the destination of the wounded pagan.
Find a map or some information about where you are.
Don't kill any humans.
"But I like my hands bloody."
our first hint of trouble should be the distinction of not killing any
humans. Fortunately, this level plays a lot like Trace the Courier only easier.
Start by following the trail of blood to a stream. On your left lies the body of
a mechanist, take the scroll next to him. Not the best of maps, but it'll do.
Jump into the stream and follow the current under the first bridge. Before you
reach the second bridge you should find on your right a ruby stone. Grab it then
climb out of the water at the second bridge. Spin around and head south. When
see the barn and silo, run around to the back where you will find the second
stone. Walk back to the front and douse the torch lighting the front part of the
barn. From the extinguished torch you can spy on the mechanist inside the barn.
When he faces away from the barn entrance run in and make him feel comfortable.
Of the various things to find in the barn the important one is a speed potion
located at the top of the stairs in the silo.
Feel free to explore the various huts, some will trigger "ghosts", after
images of what has passed. There are also mechanist patrols, luckily they are
sparse and easily defeated. When you are done exploring turn north, crossing the
second bridge and on to the Gathering Place. At the first torch look to your
right for two flash bombs. The Gathering place is patrolled by two guards. The
lady with the crossbow can be dealt with but the servant should be left alone
unless your difficulty setting allows you to kill. Inside the Gathering Place is
a large stone likeness of the Trickster, our friend from the first Thief. Use
ruby stones in the Trickster's eyes. Jump into the portal that has appeared in
"If I'm going to miss getting into heaven... why miss it by inches?!"
Continue following the blood trail. You'll see some unusual things...... and
some unusual things will see you. When you enter the weird, red, swamp cavern
start to prepare for opposition. Though I still prefer the blackjack, you'll
body disposal is easier now that I don't have to worry whether they live or not.
You'll reach a point in the cavern where you cross a small rock bridge into
an opening in a wall of rock. This is also where you might meet the first of the
man-apes. Instead of turning left to cross the rock bridge, head forward, down
and around to the edge of the red lake. The white smoke you see is not just some
volcanic vent, that's a gas arrow, a thief's best friend next to shadows. Take
and continue your journey.
When you approach a guarded entrance pull out those water arrows. I prefer
use three starting with the torch on the right and working left, creating a nice
dark patch. Clubsie both of the man-apes and cross the magical bridge into the
first season, Spring. Before leaving the safety of the hollow tree, look down
on your left for a letter to read. You don't need it to finish the mission but
its worth reading. When the man-apes finish talking douse the torch on your
near the entrance. Don't worry about the floating "wind chimes", the only threat
it poses is one of bright light. Follow the blood to the wooden spiral stairs.
Wait near the top for the patrolling map-ape so you can blackjacksie him.
"Come out, come out........ whatever you are."
Follow the trail, moving through the tree houses. You'll be passing through
four sections, each one encapsulates a season. We start in Spring and work our
way to Winter. Though you do not have to drop out of the tree houses to complete
the mission, there are quite a few pieces of loot to be found by doing so.
The next tricky area occurs shortly after Spring, in Fall. After the two
apes finish talking you have to get past the one stationary ape while evading
detection from the one on patrol. Further complicating things are two more man-
apes out of sight on your left. Make enough noise and they'll come running.
bombs,the gas arrow, there are several ways of crossing. The one that seems
easiest to me is to shoot a noisemaker arrow in the hollow tree behind the
stationary man-ape. He'll turn to find the sound which gives you the time needed
to club the patrolling map-ape and move on to Fall.
In Fall, only one ape presents a problem. When he faces away, sneak behind
him and bonksie the creature on the head. Before you leave, look for his small
wooden seat, behind it is an interesting letter.
Next comes Winter. In one tree house on the floor to your right are three
fishes, behind them is the last letter to read. When you reach a wall of ice
your way through it with your sword, its about the only thing it seems to be
for in expert play. As you approach the forest grove pause for a second to hear
the strange noises. These are bad things and are why we are about to run like a
taffer out of hell.
"Well, I've wrestled with reality for 35 years doctor, and I'm happy to state I
finally won out over it."
Walk up to the first mushroom you find. Turn to right to find the next light
source. Quaff that speed potion and make a run for it. When you reach the light
turn left and make an arc as you keep running forward while jogging left. In no
time you should find the body of the pagan. Many other paths exist, experiment
until you find one that works. Should you hear growling or the sound of
large pursuing you: Don't turn around. Don't stop. There are some things you are
better off not knowing.
Mission 10 - Life of the Party
Travel via the rooftops and stay off the streets.
Spy on Karras to learn why he's throwing the party.
Break into Karras' office and find some information on the Cetus Project.
Find and read Karras' latest entry into the New Scripture of the Master Builder.
Steal 1550 worth of loot.
Don't kill anybody.
When your objectives have been completed, get out of Angelwatch and back to the
safety of the bell tower.
uge!! This mission is huge. Better make sure you have about one to two hours
before you start this. It'll take that long with this walkthrough to finish.
Without a walkthrough, well let's just say that I spent over four hours
around looking at everything. I hope you're not afraid of heights thief, its the
thieves highway from here.
Go west across the metal pipes, keep going until you reach the open window on
your left. Wait for the guard then climb in and introduce him to le club. Grab
the golden vase (Total: 100) then climb the stairs and grab the healing potion
behind the plant. Walk halfway down the stairs and climb out the window. Jog
and move forward carefully until you can hear the guards arguing.
When the commotion settles cross over the Castle Van Vernon side, on your
and drop off the other side. Do not club any guard that remains standing, it
could kill him ending your mission. Climb up the wooden stairs and take the
golden goblet (Total: 125) from the table. Walk down, turn right, and head west.
Turn right when you reach the patrolling guard and mantle your way up to the
of the Fieldstone Estate. Two guards patrol the roof in opposite directions.
both guards to a slumber party, grab the key from the swordsman and open the
entrance. After you take care of the indoor patrol acquire the golden vase
(Total: 225) as well as the 3 coin stacks (Total: 261) in the last room behind
the door. Go back out side and head to the east wall.
To the left is a wooden ledge, drop onto it from the wall then cross to the
roof with the hole using the metal pipe. The thief keeping warm inside will
likely hear you, just run forward and drop into the big hole. While you are
waiting for dudeface to give up the search, take time to grab the moss arrow
the roof beam, the 2 vine arrows in the chest, and a gold ring (Total: 286)
laying on the floor in the northwest corner. Use a vine arrow to climb out and
enter the building through the broken window. Show the thief whose boss and
his stash of 3 pairs of poker chips, 3 coin stacks, and a purse (Total: 376).
other room has a box of flares if you find those things useful.
Walk outside and climb back onto the wooden ledge you fell from earlier using
a vine arrow. Turn right, walking along the ledge, and climb the ladder. Follow
the metal passage, drop into the water, spin the small metal wheel and climb out
through the big pressure door. Turn left, jump across to the other building then
turn right and follow the ledge until you hear Mr. Rothechild throwing a fit.
When you're done laughing lean forward into the open window and take the purse
(Total: 476) from the table.
Turn around and follow the ledge in the opposite direction to the
Necromancer's Spire. Hop in and take the two golden candlesticks (Total: 576)
from the table. Do not read the book. (Saying "Klathu barradda niktu" doesn't
help either. :-) Jump out, turn left and head up the stone steps. Oh, did I
mention there is an archer that patrols here? Anyway, once inside turn left go
through some doors and from the table on the left take the golden vase (Total:
676). Club the other guard and exit out the window heading north.
For those who must go the Carlysle Armory, cross the giant banner heading north,
drop onto the greenhouse and look up and to the right. The open window is where
you need to go. The armory door can be opened by shooting fire arrows at it,
detonating the sunburst (check the secrets of this mission for details), or by
getting the key from Lord Carlysle at Angelwatch (a.k.a. The Hard Way).
Turn right and climb in the open window. Cross the room, turn left, and climb
out the other side. Follow the ledge to the next open window be careful when you
drop in the entire floor is marbled. Welcome to the Dayport Trader's Bank. Club
the patrolling guard, take his key and use it to open the supervisor's office.
Behind the desk is a wall safe. Pick open the lock and use the switch inside.
Exit the office and walk straight ahead into the next room. Directly in front of
you is the main safe and much goodness. Pick up the purse, 8 diamonds, and four
coin stacks (Total: 1003). Turn right and creep up to the double-doors. Jog to
the left before opening them. When the guard settles down run outside, turn
and quickly mantle up the wall and onto the nearby roof. The archer has yet to
catch me doing this so you should be alright. Cross the roof and fall off the
other side. Enter the next building, Lady Louisa's Suite.
Take the golden vase (Total: 1103) from atop the fireplace and relieve Lady
Louisa of her heavy purse (Total: 1203). Climb out the other window and proceed
straight ahead. Don't worry about the drunk guard, turn left, up the ladder and
then down the other side. Enter Angelwatch through the access hatch underneath
the big metal statue.
Take the metal tunnel south until you can exit onto the second floor. When
open the door stand aside and wait for the patrolling mechanist to pass before
showing her the light. Go north past the fireplace, turn left down the darkened
passage and wait at the corner for the child. Shut it down using two water
arrows. Backtrack your steps and enter the chapel on your right. Stay to the
right of the priest as you approach. By creeping up closely, you can blackjack
him by leaning forward thereby avoiding the metal plates. (Check your key
bindings for leaning forward, default: alt-w) Take the gold candlesticks (Total:
1303) from the altar and use the key from the priest to open the door on your
left. A scouting orb sits atop a workbench. Pick the metal door at its base and
take the golden goblets (Total: 1353). Go back to the chapel and play the
recording in the corner.
Activate all the voice machines to hear Karras' messages.
Exit the chapel going north, turn right then left past the fire place and
into the next room. Raid all the wooden chests, critical items include a flash
bomb and a locked chest containing some poker chips (Total: 1373). Use the door
to the east to access a small room with a chest containing a nice statue (Total:
1388). The other door, leading north is the storeroom. A connecting door brings
you to the wine rack. Pick open the wooden door at its base for two gold cups
two bottles of fine vintage (Total: 1538). Move south back to where you first
entered the floor and take the lift down to the first floor.
Play Karras' recording then take the lift back to the second floor. Move in a
northwesterly direction to find the stairs. Take them to the third floor, turn
right at the second opening and walk down the hall. Wait just before the
entrance, on your left, to the metal room. You'll want to send two guards to the
stars before proceeding. Follow the hall south until you reach the library. Club
the bookworm, then walk up the stairs and club the guest and servant. Play
Karras' recording then head back down stairs. Creep your way across the metal
floor to the door on your right. Give the guest a nightcap, then exit the room
through the other door. Follow the hall to the left until you find the only
occupied room. Give the guest a time-out then pick open the blue chest for gold
coins (Total: 1658). Head back to the metal floor room and play the Karras
recording in it. Be wary. I ran into a third patrolling guard while I did this
even when I thought I had found them all. Exit heading southwest to find the
lift. Take it to the fifth floor.
Note: Although there is much more loot to be found I will not mention them as
loot objective has been met. Don't think for a second that I have not noticed
many goodies to be found, including the entire fourth floor of Angelwatch.
Be cautious when you leave the lift. A guard patrols the hallway in front of
you and any noise you make on the lift (like jumping on it) will be heard by the
guards on the floor above. Turn right, cross the kitchen clubbing both servants
and exit the other side. Enter through the double-doors on your right and listen
to the Karras recording. Go back to the lift and turn right to go down the hall.
If you haven't blackjacked the patrolling guard already do so and take his key
and use it to unlock the door at the end of the hall. The second support has a
small safe, pick it open and read the new scripture. Behind you in a corner is a
box with a healing potion. Exit the room an- what the hell is that?
just don't bother with it. Its just as afraid of you as you are of it. Where was
I? Oh, leave the room, turn left and go down the hall. One guard patrols the
ahead while another remains stationary in front of the double-doors to Karras'
office. Club the patrolling guard, you'll probably wanna nail the one guest in
the room opposite the office. Finally, take the guard down in front of the
office, my preference is to use a flash bomb though you may choose whatever
Last Exit for the Lost
Head northeast to find your way to the stairs leading up to the ballroom.
Before you enter it flip the switch next to the door to turn off most of the
lights. The ballroom is edged by wooden paneling, use this to work your way
around the room. Turn left and follow the paneling until you run into a couch.
Shoot two moss arrows to make a path to the nice rich people who probably
better than a blackjack to the head but what that would be I can't think of
now. Throw down one more moss arrow so that you can approach Friend Vilnia and
the guard to overhear their conversation. Vilnia has the office key that you
need. Several approaches can be used. My two favorites are to head back to the
entrance of the ballroom and club her as she passes. The other is to make a loud
noise then try out the frogbeast eggs. When you have the key don't forget to
listen to the last Karras recording before heading back down to the fifth floor.
Use the office key to open the double office doors.
Oddly, a Karras recording is here despite this room not being part of the
tour. The Cetus Project plans are behind the picture of the lighthouse. Use the
button under the desk to open it. Should you do this your journey back to the
Bell Tower will be difficult. Alternately, check out secret #6 it will make the
trip back easier. Plans in hand, find the lift and take it the second floor. Go
back through the metal shaft and out of Angelwatch. Retrace your steps across
rooftops but when your reach the Necromancer's Spire turn right and climb the
ladder up the nearby tower. Mantle atop it and jump to the nearby roof. You can
use this to reach the Fieldstone Estate. If you have the time, before heading to
the Fieldstone Estate turn right and walk to the roof edge to find some of
today's enterprising young people hard at work.
When you finally reach the Bell Tower its all over. *sigh* Oh, bonus points
anyone who got the meaning behind my walkthrough titles. Coincidentally, it's
what I was listening to when I wrote this.
Mission 11 - Precious Cargo
Kidnap Cavador and return with him to your rowboat.
Find and read another passage from the New Scripture of the Master Builder.
Retrieve the antique navigation globe from the Old House.
Find the long lost pirate treasure of Captain Markham.
Don't kill any Mechanists.
If you think you're gonna leave in the rowboat...
his may seem like a simple mission when it starts but things get complicated
later on. Club the patrolling guard and follow the tunnels. As you pass the
drilling machine look to your left for an old wooden shack with two fire arrows
and two water arrows. At the end of the tunnels is a very long climb. Do not use
the lift. Mantle the rocks on your right, find a vine, and start climbing. At a
halfway point you'll encounter a face and one guard on duty. Drop off here and
show the guard your appreciation. Throw the switch for the Workshop to open it
up. If you look in a south to southeast direction you'll find a small opening
illuminated by a mushroom. Work your way over to that opening and follow the
passage. It will take you to the top of the beam on which the face is mounted.
Open the switch here, it will disable this face and the one in the Workshop.
Go back to the vines, note that one of them ends near a gas fissure which is
in fact a gas arrow, definitely get this before reaching the top. Enter the room
in front of you and follow it around to a small watery cavern. Look up and grab
the well rope, use it to climb out of the well. Head northwest to the door near
the metal plates. Be slow when opening it, a guard is on the other side looking
in your direction. Use a water arrow to put out the torch on the right side of
the porch. Move around to the back of the Old House and club the patrolling
for safety. Then return to the porch to deal with the other guard. Enter the
house and climb the stairs. Take the first right as you walk down the hall.
Listen to the conversation in the next room but pull back when they finish. Club
the guard that comes out. Next, go back to the hall, turn right, and stroll to
its end. Look up. Use a vine arrow to climb up to the third floor, beware the
stationary guard. Cross to the other half of the attic through the door and use
the switch on the floor behind the boxes. Return to the second floor and walk to
its end near the stairs. Open the door and enter the dankness that is the
crawlspace. On your left is a passage that has opened up. Take the goodies and
the antique navigation globe.
Return to the first floor. When you reach the door you entered the house
through, turn right, then take the first door on your left. Walk down the stairs
and enter the Lighthouse. Reach an agreement with the patrolling guard then
the stairs to the top. From atop of the ladder grab the cold storage key from
mechanist. There is no reason to blackjack the mechanist. But then, I can't
of a reason not to. Go back to the first floor of the Lighthouse and exit using
the east entrance. Sneak to Cold Storage and enter. Talk with Lotus, he is in
....get ready for a rude awakening.
If you want to end Lotus' suffering you may do so without penalty. Take the
wooden peg next to him and return to the Lighthouse. On the bottom floor, find
the nautical museum of sorts. Use the wooden peg on the wheel and give it a
After you hit bottom run west and give the guard a big wet one. Use the switch.
Suddenly, this mission just got a lot bigger.
Board the Cetus Amicus.
Run down the other passage past the face. Take care of the patrolling guard.
As you enter the cargo area hug the left wall and follow it around. You'll be
safe behind these crates, in fact, one of them is open so grab the scouting orb
and three water arrows. Use two of them on the big kid to disable it, then walk
up the metal ramp in front of you. Dive in the water and swim to the underside
the Cetus Amicus. Open the south underside hatch to enter. Walk to the north end
of the ship, listen to the conversation, open the pressure hatch if you can't
hear it but close it when they finish. Climb the ladder to the next deck and
the place. Be sure to read the captain's log and get the two water arrows from
the sink in the broom closet. Great, now we have more objectives.
Steal a sample of the rust gas to bring back to Viktoria.
Find the missing key to cargo locker 5.
When you've done everything else, stow away in the Cetus Amicus in Cargo Locker
5. It's time to hitch a ride and see what Cavador's up to.
Exit out the bottom of the ship and head west. Follow the underside of the
dock, turn left at the T in the passage. Turn left again and surface in a nice
dark area. Climb onto the dock and enter the Old Pirate Shanty. Climb the first
flight of stairs, grab the fire and water arrow from the wooden railing at its
top. Next, go up the second flight and club the stationary guard. Grab all four
keys then proceed down to the bottom floor, below where you entered. Turn right
down the metal passage then left. This part is tricky. Either use a gas arrow on
the stationary guard or run past him and do a quick spin around to the right.
Atop the shelf are three flash bombs and four flares. I usually use one on the
guard and then one on his friend should he arrive. Either way, use the lever to
open pressure hatch to leave Subaquatic Post #2. Follow the passage to the left
and up the ramp. Disable the gold chat box with a water arrow then pull the
to open the pressure hatch to Subaquatic Post #1.
Wait for the guard to pass before entering. If he's heading to your right
enter, turn left, and follow the passage to Watcher Control. Watch the guard go
down from impact with a blunt object and use the switch. Climb the nearby ladder
to the second floor, turn right and go down the stairs. Turn around and fall
the small watery opening. Follow the passage until you reach a large lit room.
Take the key for cargo container #5 then climb out the opening in the northeast
corner. Raid the lockers for everything, in particular you want to grab the two
flash bombs. Jump back into the bilge water exiting out the other end near the
stairs. Take a left and open the floor hatch. Time to take a swim.
A Pirate's Life for Me
Look south and you should see a rocky opening partially covered by rocks.
Enter and follow it to its end near what's left of Captain Markham's ship. Don't
worry about the dead bodies laying about, I'm sure it was natural causes. Get
treasure but don't dally as you leave, Capt. Markham is kinda sensitive about
loot. Run away and jump into the water.
Surface anywhere and climb onto the nearest shack in the Main Pirate Base.
Head over to the northern most shack and climb the stairs to the top. Several
guard are on patrol, blackjack them as opportunities arise. Next, take care of
the two stationary guards, timing is critical but it is possible to take them
both out without using anything. Turn right and enter the cave. Swim to the end,
take a left to what's left of Karras' Office. Read the New Scripture then
Go back to the northern most shack and take the stairs all the way down to
Subaquatic Post #2. Take whatever route you wish to return to the Old Pirate
Shanty indicated on your map. Move north down the dock and take the turns to
Main Cargo Storage. A flash bomb is the quickest way of dealing with the one
guard, grab his key and use it to enter Main Cargo Storage. Take everything, in
particular you'll want the Rust Gas Container. Get back to the Vessel Pen and
board the Cetus Amicus through the underwater hatch. Raid cargo lockers one
through four for everything before entering five. You're gonna need this stuff
where you're heading. :-)
Mission 12 - Kidnap
Kidnap Brother Cavador.
Don't let Brother Cavador die.
Find and read a sample of Karras' New Scripture.
Don't kill anyone.
"I ... uh ... I gotta get a grip on myself."
ome missions can be a bit harsh. First City Bank and Trust comes to mind, so
does this one. Though I found the walkthrough easier to write than expected,
can be a hard mission when you don't know what to expect. Fortunately, you had
the opportunity to grab a lot of stuff from the last mission. You're gonna need
it. Walk ahead, turn right, and head north to the large temple like building.
Since you've been to the Lost City before you know there's another route out.
it to leave.
Those of you who didn't play the original Thief, a mission entitle The Lost
City had Garrett dodging Burricks while tracking down a lost artifacts.
Thankfully, the fire elementals are gone.
When the guards finish talking enter the building through some open areas
the right side, then turn left and enter the large area on your right. Use two
water arrows to shut down the kid. If you're quick you might club the one guard
that enters after the conversation, if not she will be dealt with. The inside
layout of this building is pretty simple. Only two guards to worry about, the
guard on the second floor carries the key that opens the locked door on one end
of the metal crosswalk. Explore all the rooms, there are many good things to be
found including loot, water arrows, , mines, flash mines, and behind the locked
door two gas arrows! A few important things to cover are in the nicer rooms on
the first floor towards the northwest side of the temple.
In this area you'll wanna grab some scrolls, one is a proper map identifying
all the sites as well as where the exit is located (north of site #9). Another
gives you Brother Cavador's schedule, he's a busy guy so don't taff about. Thief
2 has three schedules programmed into it, I've only seen one mentioned but I'll
try to work things out so that whatever you have you won't have to wait too long
to claim your objective. Lastly, in the southern half of this area are two wall
switches. One turns on the lights, the other one opens up access to the K.D.
which is where we are going next. Exit the temple but this time turn right and
fall off the other side. Hug the cavern walls as you run south. Head southwest
and enter the dig.
After the two guards finish their chat walk down the wooden ramp and hang a
right to the ramp labeled for sites #7 and #8. Follow the path but do not
actually enter the site. Mantle the building on your right and work your way
around the edges of the site to the golden bomb tosser. The last building will
require a running jump to climb atop it. Don't worry too much about the guards,
after you clear the last building run west past the lava. Take a left when you
can and run into the shadows before you. After the face settles run towards it
and make a quick left. Use a rope arrow to climb through the opening above in
next room. Move north from here, when you reach a point where you find sand (or
is dirt? whatever the gray non-rock stuff is) on the floor follow it to the
into another passage. You'll exit looking down on site #1. If thou are quick,
continue running around the top and catch up with the patrolling guard. Make
he doesn't finish his patrol.
Return to site #1 and prepare to clean it. Actually cleaning the site is not
necessary but if you gotta have control over an area, this is the one I like to
do, besides its fun. One guard patrols from the base of site #1 to one end of
wooden bridge on the upper area where you stand. Club her first before you do
anything. Next, ready a noisemaker arrow and a gas mine. Shoot the noisemaker at
a wall near the middle of site #1. As everyone gathers around throw the gas mine
in. Typically 2-3 guards go down when it detonates, then its a simple matter of
using gas arrows, a flash mine, or flash bombs to mop up but you must save at
least 1 gas arrow and 1 flash bomb for later. Lastly, I fire arrow the face on
the other end of the site to disable it permanently. Clean up entails stacking
the bodies, reclaiming the noisemaker arrow, grabbing the two fire arrows by the
generator, the two water arrows near the metal storage tank on level two, and
some blueprints in the northeast corner on upper part of the site. Using the
control switch shuts down the lights putting most of site #1 in darkness. If you
have a Cavador schedule with site #1 as his second visit consider waiting here
for him to arrive.
Again, let me say that cleaning site #1 is not necessary, but I include it
a demonstration of just what a thief can do, and also to provide a safety area
snare Cavador should other areas be too nasty. If you feel confident in your
skills, consider this an exercise or skip it entirely.
"Gotcha didn't I, you little sucker!"
When you've had enough of site #1, go top side behind the sentry and take
passage south. Let me mention at this point that you should have a ton of water
arrows. Don't be afraid to use them. I typically douse about ten of the oils
lamps, especially in the connecting passages where you have the best chance of
getting total darkness.
The passage leads to a large cavern with the remains of something like a
city gate. Before you pass through it, make a right down the tunnel that should
set you on a path to site #6. Upon reaching the entrance to site #6 you might
consider waiting here for Brother Cavador, for two of his three possible
schedules site #6 is not the first site. However, if you have time a better
exists. Follow the sign for site #4, at the stone stairs turn left down the
tunnel. Run past the entrance of site #5, ignoring the face for now. When you
reach the intersection with signs giving directions for sites #2, #3, #5, and #6
start dousing every oil lamp you can find to darken the area. Then pick a spot
facing up the tunnel to site #3 and wait. Club any guards that pass by your
Soon, Brother Cavador will come to you.
Brother Cavador is not alone. His escort is tricky if you are unprepared. In
the lead is your basic mechanist guard. In the middle is Brother Cavador wearing
a gas mask. Yup, gas arrows and mines have no effect on him. Completing the
entourage is a servant. You cannot blackjack the servant, it will just annoy
There are several approaches to this, more if you are not playing the expert
setting but what I prefer to do is this:
Let Cavador and company pass so you may attack from behind.. Gas arrow the
servant, then BJ Cavador (no, noooooo not that kind of BJ :-), finally throw
a flash bomb to handle the remaining guard with the blackjack.
"That's right ... whose laughing now?"
But wait, its not over. Head back to site #5. At this point fire arrow the
face, I'm tired of playing their games. Use the key Cavador was carrying to open
the double-doors. Run ahead past the face and up the steps. The first room on
your left has a book of scripture. Read it, then return to pick up Cavador's
body. Trace your steps back through the areas you have already seen. When you
close site #7 you'll need to drop down in order to enter the passage to site #9.
By now you know how much I hate those faces, when you hear one plant a fire
arrow in its noggin. Move ahead, turn left, then head south through a room to
stairs. Go up and resume your walk north. Don't worry about the kid just keep
going until the mission is over.
Mission 13 - Casing the Joint
Find and operate the door to the secret stairway.
Find and read the correspondence from the Mechanists to Gervaisius. (optional)
Find at least seven secrets.
Map out at least half of the mansion.
Get out to the streets.
Don't get into any confrontations with the locals.
Sneaky, Sneaky, Sneaky
found this mission to be a bit disappointing. At times it felt like an
unfinished mission, that mission being Masks which comes right after this one.
Though it has different objectives you'll be seeing a lot of the same stuff.
Admittedly the same thing was done with Ambush! and Trace the Courier but those
missions were spaced apart so you didn't find yourself playing them back to
Start by moving northwest to some boxes. Climb atop the small roof and
operate the tiny switch to enter the Chapel. Exit the chapel heading east then
leave the next room going north into the hall. Some quick tips: Always lean into
the hall to check it. Avoid running on the marble. Jump across strips of carpet,
its quieter landing on carpet than walking on marble.
Proceed east through the double-doors and enter the first room on your
Operate the small switch behind the desk to open a secret door in one of the
closets. Use it to enter the Workshop. Use the east door to enter the security
office. Turn off all security systems.
Security Controls: The two on/off switches control the faces. The smaller middle
switch operates the light over your head. The two knife switches are used to set
the turrets on automatic. Leave those switch open unless you like trouble.
Automatic turrets react to even the slightest noise with deadly force. I still
haven't the foggiest how they know who to shoot at.
Leave the security office and return to the hall. Head east down it and
the last door on your left before you reach the corner. Move north and enter the
double-doors on your right.
Hide in the shadows and let the conversation finish. Carefully follow the
mechanist into the Ballroom. Make your way to its west end and see if there is a
metal toolbox sitting atop a workbench. If so, open it and take the cuckoo, if
not we'll look for it elsewhere. Return to the Foyer and head north all the to
the end. Take out your sword and chop the tapestry down. Use the switch to open
secret passage. Visit all the rooms on this passage, if its money you like there
are loose coins to be found just about everywhere on this mission. When you have
finished with all the rooms exit on the west end of the passage. Continue west
the last door and head up stairs.
Sneak, Sneak, *Squish* "Eww..what's this?"
Entering the north hall of the second floor is tricky. At least it was until
someone pointed out to me the switch that opens the secret door. Approach the
arch to the main hall, look down and to the left for a switch on the edge of the
marble arch. It will open up the secret passage behind you. Take time to visit
all the rooms the passage connects to. In particular, make the first room the
security station by taking the first right, and then the next right through the
secret door. (Thanksie mervin) After you visit all the rooms the secret passage
connects to, return to the Trophy Room and exit heading south. Cross the hall
jog left a little to the next door. Follow the short passage to the Ballroom.
Walk south then turn left through the double-doors. Turn right and approach
the south door to the Foyer. If you don't have the cuckoo look for a toolchest
around here. Do not open the south door of the foyer. It would be bad. Return to
the Ballroom and continue south out the other side. Keep going across the hall
and into the next room. Use the security station to turn everything off. Take
east door to the next room. Enter the second closet and look near the floor for
switch. This will open access to another secret passage. Explore all the rooms
that connect to this passage, save the Library on the east end for last.
Hush, Hush, Sweet Lorna
It should be pretty obvious this library is haunted. Listen for the voices,
as they get louder it is a hint that an object is nearby that you need to look
at. In total, there are four books to read and a secret passage hiding evidence.
You have to enter the hidden passage before the spirits are satisfied. When they
are, go up to the second floor to the southeast corner. Find both scrolls and
read them. One scroll is the correspondence needed for an objective, the other
completes the sad story of Lorna and Giles. Return to the first floor of the
library and exit out the door in the northeast corner.
Use the cuckoo on the clock. Set its hands to 12 o'clock. Take whatever
you wish to the Foyer on the first floor. Before you do you might want to listen
in on a conversation by the south door to the Foyer on the second floor. Don't
worry, it's safe now.
When you reach the Foyer on the first floor make sure the double-doors
leading to the Ballroom entrances are open. Shoot a noisemake arrow through
As the guard goes to investigate ready your lockpicks. When he crosses the half-
way point in the Foyer walk over to the east doors. Pick them open and run away
into the night.
Mission 14 -
Steal all three Precursor masks.
Discover the contents of the letter from Karras to Gervaisius. (completed
Get a Cultivator.
Get 2800 loot.
Don't kill anybody.
Get out to the streets.
ame as last time, but with more guards, and a steep loot requirement. Move
northwest to the small roof. Mantle atop it, use the switch and enter the
When you enter, look to your left for marble steps connecting an adjoining room.
Grab a health potion then come back to the chapel and exit out the east door.
Leave the next room through the north door to the hallway. Turn right, pass
through the double-doors, and enter the first room on the right. Use the small
switch on the wall behind the desk to open a hidden door in one of the closets.
Find it and enter the Workshop using the secret passage. Open the chest on route
to get a purse (Total: 75). Give the mechanist the night off. Guard patrols are
more complicated this time around, hide your bodies in closets or secret
as they are not checked. Before leaving raid the chest in the last closet to get
a jewel (Total: 175). Continue east through the next door to the security
station. Shut down all security measures. (Read walkthrough for Casing the Joint
for description of security station.)
Exit north and go down the hall heading east. Take the last door on your
before the corner. Two guards patrol this area, definitely worth the time to
bonk 'em on the 'ead.
Next stop is the Ballroom and all its pricey artifacts, some of which
got back in the Thief mission The Lost City. So, it'll be worth it just to have
the pleasure of selling them back to Gervaisius again. There are two entrances
from this room to the Ballroom, my preference is the second one, the one
north. Use a water arrow on the nearby gas lamb to provide some darkness before
you open the door. The Ballroom is guarded by two stationary archers on either
end, a patrolling swordsman, and a patrolling archer in the balcony. After
opening the double doors run forward to the wall of the first cubicle. The small
patch of darkness will completely hide you. Club the patrolling swordsman, but
mindful of the archer in the balcony. He's been eating his carrots. Now work
way up the middle of the exhibits and around the sides of the Ballroom to take
care of the two stationary archers. Clean out the exhibits of their assorted
artifacts (Total: 500), you should find four in total.
"... and for you my son .... bonk to the head."
Exit the ballroom and head north to the next hallway. Enter the bathroom and
use the switch to access the hidden passage. Use it to visit Servant's Quarters
though be sure to stop and grab the slow-fall potion in the chest. It will come
in handy later. As much as I hate to do this, blackjack the sleeping servants by
leaning over them and striking the air. (Yes, cheap move, exploit holes in the
dark engine, I know but then nobody said being a Thief meant playing by the
either. :-) Check the crates in the servant area for gold coins (Total: 550).
Return to the hidden passage and exit out the west end. Continue west to the
door and go upstairs.
Head east then turn right. Before you enter the hallway look down and to the
left. Mounted on the marble arch is a switch. Use it and enter the hidden
behind you. Take the first right and open the wooden chest for a valuable ring
(Total: 650). Open the hidden door on your right and head over to the security
station. Shut everything down then enter the adjoining room. Take the purse
(Total: 670) from the table. Move east into the Trophy Room. Get the silver coin
stack (Total: 690) from the small table and the noisemaker arrow from the nice
wooden chest. Enter the closet. Look up. Use the switch to open a hidden door
enter the Dining Room. Take all three gold candlesticks (Total: 840).
"... and to my dearest aunt ... bonk to the head."
Head west down the hidden passage back to the stairs. Turn left down the
to the main hallway. Turn left again and pick open the first door on your left.
Grab the coin stack from the table and the jewel (Total: 965) from the chest in
Return to the hall, turn left. Pass through the double-doors and enter the
first room on your right. Open the next door but beware. This is where the
patrolling archer walks that guards the Ballroom, and he will do some strange
patterns near this door. Once you have taken care of him cross the Ballroom and
exit out the south door to the next hallway. Continue south into the next room
and disable the security systems. Check both couches for some loose coins and a
ring (Total: 1045). Walk east to the next room and check all of the closets for
health potion, and gold nuggets (Total: 1245). Enter the middle closet, look
but just above the chest for a switch. Use it to access the hidden passage.
" ... and to my cheating brother ... bonk to the head."
Take the passage west to the Conservatory. Grab the purse (Total: 1270) from
the stage, then return to the passage and continue west to the Bar. In the Bar
get the purse from the bar top and the stack of silver coins (Total: 1307) on
opposite side. Leave the Bar through the double-doors heading east. Make a quick
left up the wooden steps and cross part of the Ballroom to the one of the
storerooms. Get both gold candlesticks (Total: 1407) from atop the box as well
the nice plates (Total: 1507) from wooden chest downstairs. Get back up the
stairs and into the hidden passage. Take it east to the Library and exit out the
door in the northeast corner. Set the hands on the clock to 12 o'clock to access
the hidden staircase. Climb up to the third floor.
Follow the hall around the turn. Grab the coin stack (Total: 1567) from the
guard station then use two waters arrows for both oil lamps where this hall
connects with the bigger hall. Disable the guard with two water arrows and
blackjack the roaming child. Err... maybe that should be the other way around?
Whatever. Take the door north into the Foyer and flash bomb the one patrolling
guard so that he takes the blackjack easier.
The third floor of the estate is composed to two main hallways. These
hallways are patrolled in the manner you just saw getting here. An archer and
child combined in patrolling one end of the hall to another. Each hallway has
three Exhibition rooms, six total, plus one additional we'll get to later. The
exhibition rooms are in serious need of thieving however the floor beneath the
artifact displays is a pressure sensitive gas trap. There are two ways of
with this. One is to unlock the switches in the Foyer and use them to disable
traps. Problem is that you can only disable the traps in two rooms at a time.
colored light that you turn off corresponds to the two rooms of the same color
which the traps are disabled. My preference is to go topside.
Shoot a vine arrow into the roof beam and mantle up. Walk across the roof
beam to the south hall and visit all three Exhibition rooms. Clean out all masks
by reusing the vine arrow to lower yourself from the ceiling. Once you are low
enough grab the mask, then climb back up, shoot the next beam and repeat until
all rooms are cleared. The south hallway should net you two precursor masks and
several artifact masks (Total: 1917).
Keep to the roof beams as you cross the Foyer into the north wall. A similar
raid of these rooms will get you the third precursor masks and more of the
artifact masks (Total: 2317). When you reach the last room, on the west end,
back out to hallway. Douse the oil lamp using a water arrow then fire off a vine
arrow so that you may descend to the floor without breaking anything. Pick open
the double-doors. In the last Exhibition room is the cultivator guarded by one
patrolling archer and a child. Again, double water arrow the kid and knock out
the archer. Cultivator in hand, get back to the Foyer. My suggestion is to
reenter one of the three Exhibition rooms and shoot a vine arrow in there to get
back to the roof beams. Or, if you have enough water arrows, fight your way
"Bonk to the head ... yeah, yeah ... bonk to the head ... yeah, yeah"
Now that we've returned to the Foyer time to check out the two double door
rooms opposite each other on the west end. In the South study go up the marble
steps to the bed. Get the tiara atop the bed and the purse (Total: 2592) from
chest. Walk over to the north Study and up the marble stairs there. Get the
finely crafted glasses (Total: 2592) from behind the desk. Then look down and
the switch. Return to the south Study. On your left a hidden door has swung out
revealing a small office. Get the purse (Total: 2842) from the chest. Head back
out to the Foyer and jump into one of the east end window frames. Break the
with the sword and jump out. About halfway to the cobblestones gulp the
potion to arrive without a scratch. How's that for an exit?!
Mission 15 - Sabotage at Soulforge
Learn how to use the Guiding Beacon to draw the Servants to the Mechanist
Don't let Karras find out what you are up to, or he won't trigger the Servants.
When the rest of your goals are accomplished, get outside before Karras seals up
the cathedral and detonates the Servants.
I'll swallow you soul, I'll swallow your soul.
oulforge can be a long and tedious mission. Lowered frame rates and long
times don't help very much. Don't get me wrong, its a big and epic sized
certainly a fitting end to the game I just wish it didn't carry all this
computing baggage with it.
Let's play. While Karras prattles (get use to it) run north. The machine you
pass on your left has a ladder attached behind it. Climb it and then the next to
get the frogbeast egg from atop the platform. Get back to the ground continue
running north. Follow the vine. Along the way you might wanna grab the two vine
arrows and definitely pick up the frogbeast egg where the vine ends. Continue
ahead following the curve as it turns you northward through an archway. Turn
at the spinning metal thing then turn right at the end of the tall hallway. The
next hall takes you past Bay D, we'll be coming back here later. Exit through
double doors at the end and turn right at the corner. Walk cautiously across the
metal plates and the child should remain stationary. Continue east across the
marble floor of the North Apse to the other side. Turn the corner and open the
double doors on your left.
Upon entering the Plans Room turn right and find the servant. This mission
has no restrictions on killing. It doesn't help much but you are free to use
sword if you wish. (Personally, it creeps me out hearing the servant sometimes
crying out "Thank you" when I slay it.) Return to the center of the room and
everything from the table.
Follow the Guiding Beacon blueprints to manufacture one for yourself.
Connect the Guiding Beacon you made to Signal Slot B.
Adjust at least 7 of the 8 Signal Towers to use Signal B, the Guiding Beacon,
instead of Signal A, Karras' instructions.
Ever notice how evil masterminds leave everything laying around when they
about to execute their master plan? Anyway, use the key to open the safes, take
whatever you want just be sure you don't leave the room without the plans for
Guiding Beacon and the Regulating Round.
When you exit the Plans Room you might run into one of Karras' new kids in
the cathedral. Its small, quiet, and resembles a spider. These new children can
be killed by standard methods though I think using two water arrows on the
still works best, its just harder to hit on these models.
From the Plans Room entrance you'll see part of a vine on the right. Grab
two water arrows hidden beneath it then pick one of the two doors to exit south.
In the next room, open both storage rooms on your right and take everything.
thing you'll wanna run into is being short a piece during the construction of
Guiding Beacon, also the mine (more than one on easier difficulty settings) will
be useful later. Now we need to get to Bay C. You could either back over the
you took getting here or try this shortcut. If you continue south from the
storage rooms you'll encounter a patrolling child and a face. You might also see
a servant and some other stuff but the one child and face will remain when the
others have left. As the child moves south its back will be to you. Run under
face, it may notice but you can wait a few seconds for it to revert to normal.
When it does, run for the opening to the east across the metal ramp. You might
noticed by the face again but you should be able to escape.
Walk south down the hall and turn right, around the curve. Suddenly things
start to look familiar again. Continue south then turn left and take the lift up
to Bay C. Definitely consider using some water arrows on spider lad who patrols
the middle area between Bays C and B. Make the Stage 1 Piece by dropping (using
your drop key) a signal bolt and a steel plate into the Bellows Machine. Grab
Stage 1 Piece from the water and take the lift down. Bay A, where you started,
should have two children patrolling it. At this point, I like to throw a mine to
one of them to play with. The noise attracts it, making it easy to shutdown at
least one. Into the Rolling Machine in Bay A, drop the Stage 1 Piece into the
and a steel plate into the side chute. Push the button and out drops the Stage 2
Piece. Grab it and follow the vine out again.
Shop smart, shop S-Mart
Let the curved room guide you to the north exit. Turn left again at the
spinning metal thing and cross the tall hallway. When you turn right stop in the
shadows. To your right is the entrance to Bay D. Toss two frogbeast eggs at the
exposed stationary child. About 85% of the this should disable it. The bad news
is that there is a second child that will freak out and start running around. If
its safe, move north past the Bay D entrance to the metal floor grate. Jump on
a few times, when the kid takes the hint and moves in your direction (i.e. -
from his post guarding Bay D) mantle up the nearby opening on your right and
off the other side. Run straight ahead; under the metal arched opening. Now,
quick right to darkness, mantle up the brick structure and Wait. Nothing will
find you here. Once everything settles get back to the floor. Don't worry about
the little gold children, they are blind and only respond to sound and touch.
Move north and drop a gauge and bantom node into the the Linking Machine. If
you look up and to the north you'll see a ledge, on the ceiling near it is a
rusty metal grate. Shoot a vine arrow at the grate. Before you climb it you'll
find a pool of water below it. Get the water arrow from its depths. From the
ledge is a passage that leads to a key and a locked door. Get the key, use it to
unlock the door. Turn right and find the next door, use the key to unlock it.
Follow the passage to the controls and press the button for the Linking Machine.
Take the nearby lift down but before you leave it look up and shoot a vine
arrow into the grate overhead. Get the regulating round from the Linking Machine
and place it along with the Stage 2 Piece into the Sealing Machine. Climb back
to the control area and push the button for the Sealing Machine. Go back down
again, grab the Stage 3 Piece then up the vine arrow to the control area once
Exit out the passage, turn right and take the next right into a stone
passage. Follow it to Bay E. You'll see some of the gold children patrolling but
these are not the problem. Occasionally a bigger kid will pass through but the
real threat are the two faces. Use a fire arrow on the one closest to you. Then
climb down the ladder and run south to the Fusing Machine which is on your
Toss in the Stage 3 Piece, pull the lever and out comes the guiding beacon. Take
it and go to the back, right of the machine. Use the switch to open a metal
and slide on through. Head north through familiar territory to the North Apse.
Cross it heading north instead of east and take the lift on your right to the
You're going down!
Behind the steel grate is the machine you need to insert the guiding beacon
into. Getting to it is kinda nuts. As you took the lift up you should have seen
an opening halfway up. Take the lift down and keep moving forward so that you
fall into this opening. Move out to the ledge, look left, and fall onto the
nearby ledge. Enter the room, climb the ladder up, and move to the next ledge.
Look up and right to find the rusty metal grate in the ceiling. Shoot a vine
arrow into it and climb up to the next ledge. Enter the room, climb the ladder,
and follow the metal tube around until you are dropped into another room. Walk
the ledge again, and jump to the ledge on your left. Insert the guiding beacon
into Signal Slot B. Open the door on the left to access the first Signal Tower.
Switch it from A to B then use the lift to get back to the ground floor.
Tip: One of the odd things suggested to me is to use the lift to squish thy
enemy. As they draw near, jump on the metal lift to attract them. Look down into
the crack made by the lift and the wall to see if they prey is underneath. Send
the lift down and you'll be rewarded with a crunchy noise. After a few bots are
crunched you'll need to go down and bash the wreckage into small pieces to make
room for more. (Thanksie Hemlock)
Exit the North Apse heading north. At the corner turn right and pick open
double doors on your left. It is possible to open these doors without disabling
the child, but if you have extra water arrows this isn't a bad place to use
When you've opened the doors, take the ramps in the middle of the floor to the
rooms down below. Shuffle to the right and hide in the shadows to get a feel for
the room. Club (or kill) both servants and use some water arrows on the big
patrolling child. Move to the northwest corner and push the down button to
the lift. Take it up to the Signal Tower and switch it. Return to the room and
move to its east end. Take the lift down.
Take the passage to the split, turn left and run up the ramp. Follow the
turns to the end. Open the knife switch to shut off the lights in the nearby
room. Trace your steps back to the split and take the other passage north to the
face. The door on the right leads to two ladders. Ladder up gives you a vine
arrow, ladder down dumps you into a water filled pipe which also has some water
arrows. Continue past the face, watch the floor for metal plates. Keep going
until you reach the edge, then look to the left for a servant. Shoot a moss
into the metal plates about two feet away from the servant. Drop onto the moss
covered plates, sneak up and bonk the servant on the head. A direct approach
doesn't work here since the servant stands next to an alarm button. Shut the
down if you wish, the switch underneath it does the job. Head over to the turret
and climb the ladders behind it to the next Signal Tower. When done, head all
way back to the lift, then take the ramps back up to the first floor of
Come get some!
Leave the room heading east until you reach a huge room with two metal
storage tanks on your left and a stationary child on your right. The child
a lift to the next Signal Tower. Fire a noisemaker arrow across the nose of the
kid, as he starts to look around you should be able to lob some water arrows up
its furnace. Once the kid is offline, grab the noisemaker for reuse. Take the
lift up and switch over your fourth Signal Tower. When you come back down run
towards the water tanks and enter the second passage on your right.
Yes, this next room is gonna be tough, but at least I'm not making you
the Turret Room. What you have here are two rooms, each room has three rows,
row has a large blue child clomping up and down it. The Signal Tower is to your
left but there are two metal grates you need to open. Switches for them are in
the middle rows, one per room. Rather than try to disable six children, my
strategy is to use the shadows between rows for hiding then darting around
the children's backs. I will recommend using your water arrows on the child that
patrols the middle row closest to the Signal Tower. Time everything right and
can throw the second switch without disabling the child in the next room south
your position. Once you've opened the grates approach the Signal Tower lift by
walking a straight line to it. Do not drift to far to the left or right of
unless you wanna reload the mission. :-)
Leave the accursed area heading west between the two water tanks. Enter the
next hallway and turn left, then right. Walk past the empty barracks, beware the
face. Go past the patrolling servant and stationary child then turn right to
approach the weird green light room. Time it right and crossing to the north
should be a snap without setting off the two faces.
Hail to the king, baby.
Sick and sadistic are two words that come to mind in describing this next
room. Three children patrol it and the only way around them is to play dodge
power tools. My preference is to sneak up the middle behind a child then jog
and dodge the saw blades that move up and down. The corners of this room provide
total darkness for hiding and you can move between the saw blades while waiting
for the blades to shift without get sliced apart. After you pass the saws run
ahead and around the corner to the next Signal Tower.
When you return from the sixth tower look to the right for a lever. Use it
open a shortcut to the last tower. Cross the metal bridge to the other side. Use
a fire arrow on the face and toss two frogbeast eggs for the patrolling child to
play with. Run south and set the switch on the final Signal Tower. A vine on
right hides a frogbeast egg and nearby are two moss arrows.
Getting out is a bit of a pain. The exit is through the double doors on the
south end of Bay A where you started the mission. Yup, all the way back there.
One way that kinda shortens the path is to push the button on the east end of
metal bridge. Then move out to a halfway point and shoot a fire arrow at the
in the southeast. Jump across to that area and exit out the southeast corner.
Use the shadows and the small pools of water to hug the edges of the furnace
room. When you exit out the northeast end you'll be back in the weird green
room. Turn right, then right again. Water arrow the stationary child, handle the
servant however you wish and head south down the passage. Turn left, then right
into the North Apse. Keep going until you've reached Bay A then its out the
double doors on the south end.
Sit back and enjoy the ending, though it does seem a bit abrupt to me. (No,
downloading the patch won't make it any better.)