Brief Solution of the Most Difficult Parts
The First Floor
You must sneak toward the kitchen. Open the door, wait outside for the servant's
footsteps to recede toward the west, and then dash in and hide in the shadow of
one of the pillars to the east. Sneak up behind him and knock him out when he
comes back by. Dump him in the storage room on the east side of the kitchen and
then take a look at the wine rack inside for loot. Leave the wine cellar through
the narrow hallway to the north of it that looks like it dead-ends.
Blow it up!
Crouch to enter the dumbwaiter and then turn around so that you can flick the
switch that activates it.
Once the dumbwaiter rises, you must turn to face its opening on the other side.
You get a great view of a guard, plus loot you can snag when his back's turned.
He's also got a key at his waist, so grab that as well. Once you're finished,
return to the first floor.
The West Wing
At the head of the stairs, a guard patrols north/south along the darkened hall.
Wait for him to turn his back, then knock him out as he heads north. Be warned--
these wooden floors make more noise when you walk on them than the floors
downstairs. Dump him in a dark corner and move north. There's no loot in either
of the first two doors to the west. The music room is across from the lamp
farther north up the hall, though, and it is filled with goodies.
Now return to the steel door at the south end of the hall. The key you lifted
the fellow courtesy of the dumbwaiter opens it for you.
A guard with another key patrols the parlor and the stairs to the third floor.
has a key on him. Crouch in the door and wait for him to march south again, then
knock him out and take his key. Drop him in the shadows and head up the stairs.
There's a suite of rooms at the top of the stairs. Go through the door to the
west, which opens into a bedroom. Search the room thoroughly. Look on the
to find a key.
Once you're through with the third floor, return to the second floor. Head
the great hall. Open the doors with the key you took upstairs, then ready a
bomb. There are three guards outside. Two are stationed just outside the double
doors and one patrols below.
Save the game. Wait for the patrolling guard to head into the distance, then
out onto the balcony and jump up and down until the guards stationed to either
side notice you. Run back inside, turn, and, when they rush in, throw your flash
bomb at their feet. Knock them out, take their keys, and drag them into the
Now wait for the guard below to pass the doors, then move down the west ramp and
knock him out from behind. Try to time it so that he's near the end of the ramp
when you run down, or he's liable to hear you. He, too, has a key and it opens
the main gates. Check around for loot.
At the top of the stairs a door leads into the main office, where the key to
building A sits on a counter. If you're playing in expert mode, there's also a
guard standing here. He changes the way he faces every few moments, so plan on
opening the door, sneaking through at a crouch, then hanging in the shadows and
watching him until you get a chance to take him out. Pick up the key after you
Two regular guards and an archer patrol the second floor, and often make their
way through the office. Find a dark shadow in one of the hallways to hide in
until each passes by, then knock them out and drag them into the darkness.
Head through the opening to the left of the main office counter. Ignore the
doors and go, instead, to the wooden door. A placard beside it reads Vice
President Rampone. Walk into his office.
Blow it up!
Before you do anything else, advance cautiously around the corner, where Vice
President Rampone sits at his desk, working on some paperwork. Knock him out.
Take a look around and then leave the office.
Around the corner is the mail room for the tenants and another door. Check it
The door next to the mail room houses the main warehouse bay door opening
Use it, or the other three keypad locks outside, to open any of the bay doors.
The key on the desk inside Lt. Mosely's room opens the outer vault door. Explore
Lt. Hagen has a handkerchief on his desk--the evidence you need.
Return to the main office area where there's a lever hidden near the grille just
under the ceiling on the room's east side, near the middle. Fire a rope arrow at
the wood beam above the grill, then climb up and right-click the lever. The
grille slides aside. If your arrow stuck in the beam so that you're facing the
middle of the grille, you can jump into the opening beyond. There's a switch
shuts the secret door behind you and a ladder leading up.
You arrive at a secret entrance to the record vaults. Right-click the switch on
the left and you emerge into the records area. On the bookshelf beside the
opening, (on the southwest wall), is a book that you can touch to close the
opening. Do so.
Head north. You come to a short hallway. At the end of it a door leads to the
stairs and the guard from whom you stole the key a few minutes before. You want
the door on the west wall. The key you took from Lt. Mosely's quarters opens it.
Inside, two letters and a book rest on a table. The book lists the code number
needed for opening the vault: 4026. Now head back to Sheriff Truart's office on
the second floor.
Drop into your apartment and head to the closed door, the one to the north.
open the other door, because a guard stands right outside it. Your closet seems
empty, but if you right-click the hanger on the far left, you open a hidden
compartment. Within it lies a stash of items including a large number of various
arrows and potions, and most importantly, the key to the Shalebridge gate.
Return to the windowsill. Jump back across the way and head down the stairs to a
door in the west wall. Retrace your steps, including the swim, so that you end
back at the manhole cover. You might well be chased all the way back to the
When you find yourself in a short hallway with one torch, extinguish it. Beyond
the door at the end of the hallway is a small storage room. Extinguish the torch
and the fire and then look around.
Once you've extinguished the lights, open the shutters. You can see the
patrolling back and forth. Wait for them to head south, then jump up on the
shelf, crouch, and crawl through the window.
Now you need only dash north and west and you arrive at the Shalebridge gate.
Have that key handy in case you're being chased! Key open the gate, run right,
and the mission is complete.
Before you enter the catacombs, get your flash bombs ready, because you may come
under attack as soon as you walk in. When you first enter the catacombs, wait
the haunt to appear and then use two flashbombs to get rid of him. You will find
the other haunt wandering the catacombs if you travel north and enter the
chamber. Throw two flashbombs in succession at his feet and you will be rid of
Search the catacombs. They may seem confusing at first, but by watching your
compass and remembering landmarks you can find your way around. There's nothing
down here but tombs and loot once you vanquish the ghosts and, after you search
through enough chests, you'll meet your monetary objective.
Copying the Key
Once you have the safety deposit box key, you need to make a copy of it in the
workroom north of the catacombs--west of the door you entered by. There's a
complex of rooms, each opening onto the next, and the room to the north has a
First read the poster on the wall for information. Next, pick up the putty knife
that is sitting on the counter. Select the safety deposit box key and use it on
the wax tablet. Select the putty knife and use it on the tablet to cut out the
impression of the key. Now that you have the key impression, you will need to
return to the location where you originally picked up the key and drop the key
where you found it.
In the laboratory, you will find water arrows and a scouting orb. There is a
worker on the table; you can shoot the water arrows into the boiler vent on the
back of the mech to disable it.
A Final Surprise
On your way out, exit through the door by which you first entered the complex
stop at the steel door northeast of it. Pick it open with your triangular
lockpick, then your square lockpick. Inside is a chamber with a masked servant
and two bodies. Knock out the servant and look around.
Go through the tunnels until a sign on the wall to the south notifies you that
only authorized personnel are allowed back here. Beside the sign is a tunnel.
Follow its winding course. It opens into a large room and you can hear a mech-
guard patrolling nearby. Toss a mine toward it. It will investigate and then
itself up when it walks across it.
Be warned--a recessed panel opens to reveal a turret and, should it open while
you're not in the shadows, it will blast you into the boneyard. Around the
northwest corner of the room is an electric eye. Lean around the side to get a
feel for how long it takes to swing from side to side. When it looks away, run
forward and flick the switch, then stand beneath as the door opens.
Wait for the electric eye to turn back the other way and then race around the
corner and into the newly opened room. There seems to be nothing here other than
a boiler but, on the boiler's east side, there is a panel you can right-click
open. On the panel is a set of buttons. Select the top two and bottom two
and the light above the buttons shifts from red to green.
Retrace your steps to the room with two chests that led out of the basement.
next stop--the records department. When you come up out of the basement, pause a
moment and shoot out the torch, plunging the room in darkness. Head up through
the wooden door in the east wall and you arrive at a room with a tile floor
dominated by a wooden staircase. A guard patrols up and down the stairs and
briefly outside and, from time to time, two mech-servants wander through.
Stick to the wooden edge of the floor and don't walk on the mosaic tile, because
it will give you away. When the mech-servants move out of the way, get to the
stairs and move on up. Once at the top, look south, to the lantern, and
extinguish it with a water arrow. Now move toward it. Circle the stairwell and
move east--you may want to drop some moss on part of the tile floor to get
To the east is a metal door and a torch burns beside it. Extinguish the torch
with a water arrow, then open the door and peer inside. Within is a mechanical
eye and a turret. A lantern burns beside double doors at the bottom of a ramp to
your north. If you lean to your left, you can launch a water arrow at the
lantern, providing you with almost enough shadows to get to the doors. Watch the
electric eye to learn its pattern and then wait until it has swung past you
before dashing for the double doors. You have enough time to reach them and
in the darkness. Wait for the electric eye to sweep past again before opening
Close the doors behind you. You have arrived at the record vaults. The
information about the safety deposit box is on a desk accessible by a ramp on
west wall. Pick it up and read it to achieve your first objective. Now exit the
room and head west, beyond the stairs through the archway until you reach the
carpeted floor. Rather than heading west through the steel door, head south
through the door into a room where four lights hang from the ceiling.
Head up the stairs and turn right (east). Extinguish the lamp to the south and
then head into the short hallway to your east. It ends in a door that the estate
key opens. Explore the room.
There's a guard on duty in a little room farther south. Lure him out with a
noise, then retreat north, staying in the shadows. When he turns around,
all's well, knock him out, take his key, and drag him into a dark shadow.
Continue throughout the level, grabbing water and fire arrows, as well as loot
everywhere you find it. Watch out for electric eyes and patrolling guards, using
shadows wherever you can. Also use moss on the floor to keep you from being
Also watch out for the guard that patrols the upper floor--if you see her in the
game room, retreat to the bedroom door and hide in the shadows. Conk her out and
take balcony key number two from her. Drop her in the bedroom.
At one point, you reach a pool guarded by an electric eye and some turrets. Fire
some moss on the floor to get in without alerting anyone.
Wait until the electric eye is looking away from the door and then dash under
where it can't see you. Once you're inside, douse the lamps to either side of
doorway and sneak north. The electric eye doesn't actually swing over the pool
the north, which is where you need to go. Once inside you can walk over the tile
without anyone hearing.
Jump in the pool and swim to the bottom. There's a silver key inside. Check out
the rest of the room. Now leave the pool room the way you came in and head north
down the hall.
The hallway ends at an intersection with another hall. To your west is a single
door. Lean over from one side to open it and then lean away. This is the weapons
room. An electric eye hangs over a turret here and a dark shadow occupies the
east corner. Close the door behind you and run for it while the electric eye is
looking away. Dart out and grab the water, moss, and fire arrows on that counter
a few at a time, then retreat back to your shadow when you hear the distinctive
whir of the camera stopping (it's sure to see you--just don't stay in sight long
enough for it to sound the alert). When you can hear it moving again, use one of
the fire arrows to lean around the corner and take it out.
When that is done, explore the room.
When the mission begins Mosely heads south, followed by a guard on patrol.
Instead of dogging their heels, go east, then south, around the side of the
building, and make for a dark doorway to the extreme south. There you can hide
until a guard passes; slink out to pick his pocket. Now dash west, into another
shadow, and wait for the guard who was behind Mosely to walk past. Pick his
pocket and grab the healing potion he carries.
Now head the way the guard came from, around the building and, when you reach
intersection, start west. Pause in the doorway and wait for a guard to patrol
past to the north. Watch out for the guard patrolling on the wooden platform to
your west, and watch out for Mosely, who stops to look around before turning the
corner to the east. There are a few shadows to hide in here, though the
invisibility potion's your best option.
From here she turns a corner and goes south again. Dash into the shadows. A
peasant strolls by after Mosely heads west. Pick her pocket, then follow Mosely
to the marketplace, keeping your distance. The marketplace is actually well-lit,
but there's a doorway in the south you can duck into. Some guards wander around.
Just keep your distance and follow. This is a good place to swig an invisibility
Keep following her to the drop point.
Just beyond a lantern is a dark doorway to hide in, so follow, then duck into
doorway. Mosely drops her letter. Wait for her to turn the corner, then pick it
up, read it, and set it back.
Once you replace the note, duck back into the doorway and open the door. You
to wait a long while, but eventually a guard wanders by. Wait for her to turn
back and then pick her pocket and retreat into the building.
Eventually the pagan shows up and takes the letter. Follow him. Stay on your
toes, stick to the shadows, and don't be afraid to hang back sometimes and then
dash after him when he's rounded a corner.
Be wary of the mechanist priestess marching back and forth across a bridge to
north. Knock her out, drop her in the shadows, and continue across the bridge.
Hide in the shadows of the trees just northeast of the body of a mechanist.
Before long a live mechanist wanders by. Whomp him and drag him into the shadows
to the south. Take his flare.
Follow the trail north, to the Gathering Place. Two guards patrol it. One is a
female crossbowman who patrols only one side of the Gathering Place, and the
other is a guard with a mask who circles the entire perimeter. He can't be
knocked out, so you have to sneak past him. Have a ruby selected.
Once within the Gathering Place, climb up onto the stone face in the middle of
the floor and place a ruby in each eye by right-clicking it. Each eye requires a
specific ruby, so you may have to try both on the first one before one stays in
place. Once both rubies are set, jump into the face's mouth. It transports you
a strange new world.
From the dining room, go to the south hall and extinguish the fire. Hide inside
the fireplace and wait for the guard to stroll by. Knock him out and drag him
into the broom closet across from the fireplace. Be sure you take his key--it
opens Karras's quarters.
Use the key to open Karras's quarters and pick up the key beneath his desk. Now
turn and place a mine between the door and the desk. Head on around the corner
and help yourself to the loot you find, then use the triangular and square
lockpicks to open the safe and read the new scripture of the Master Builder.
Look around the corner. There's a weird little golden servant there and, the
moment you draw a bead on him, he runs. Fortunately, he runs right into your
Keep going, checking for loot and secret compartments.
Advance to the bedroom on the northwest side of the floor, open the door, and
walk inside. Knock out the man standing before a fireplace and pull him out of
the hearth before he catches fire.
Now use one of those gas arrows on the guard in front of the office. Another
guard patrols the hallway nearby, walking in and out of the sitting room. Try to
get them both with the same arrow. If not, use two. Drag them into the bedroom
where you dropped the nobleman and close the door. Now advance to the stairs.
At the top of the stairs is a light switch. Right-click it--this dims all of the
lights on the sixth floor. Open the door, crouch, and sneak west and then south
around the edge of the room, past the mech-servant playing the harp, and
the speaking machine. You've now heard all six messages. Now creep around the
corner and eavesdrop on the conversation taking place between Vilnia and a
Be ready with a gas arrow, but listen closely to what they say. Use either a gas
mine or gas arrow on Vilnia as she leaves. When the guard she was talking to
starts to come after, either gas him or stun him with a flash bomb, then knock
him out. Grab Vilnia's key and take the elevator down to the fifth floor.
Once on the fifth floor, return to the office via the route through the kitchen.
Vilnia's key opens it. Inside is a speaking machine. Quickly move to the desk
press the button closest to the wall behind it. An alarm sounds, but the
on the wall slides aside and you can grab the Mechanist schematics--information
on the Cetus project.
Board the Cetus Amicus from the south, after you hear the guard on her outside
heading in the other direction. While moving across the hull, be sure to spread
moss to avoid alerting every guard on the ship. You're liable to be spotted by
the guard as you make your way through the hatch and lower yourself into the
ship, so you might want to hit her quickly with a gas arrow before she can get
close. Knock her out.
Enter the Amicus's aft hatch. Inside, the hatch leads down into the ship. Listen
for the guard to patrol through the area below, by waiting for the sound of
hatches opening and closing. Wait for him to head back north, and then drop down
into the Cetus Amicus. Go into the room on the east, the captain's cabin. It
contains a logbook discussing life aboard the Cetus Amicus. Read it.
The guard will return on his rounds soon and can see you through the cabin
window, so crouch beside the door as close to the desk as you can get.
Search the rooms around the captain's cabin for loot.
When you are done, head through the door that leads north from the hallway to a
small chamber with a pillar. Explore all areas for loot.
Finally, you reach the forward ladder. Descend to the lower level of the
submarine, but step off of the ladder gently or you'll alert the nearby guard.
To the north is the control booth where two mechanists sit and you don't need to
head in there. Go aft. You arrive outside the first batch of cargo bays, 1, 2,
and 3. Cargo bays 4 and 5 are through the hatch to the south. Each bay has
The last hatch south heads to the engine room and a hatch in the deck you can
open to swim out of the submarine. You can also use it to swim back inside once
you complete your objectives.
When you reach site 5, the first thing you have to do is avoid the camera at the
entrance. As usual, wait until it's looking the other way, then run beneath it.
It doesn't look toward the double doors, so you can walk up toward them
Once in front of the double doors, use the key you took from the guard in the
temple to open them. First, though, lean toward the door and listen at it,
because there's a guard whose rounds take him toward the door. If you happen to
open the door while he's on patrol, you have to take him out with a flash bomb.
Once inside, ignore the hall on your right. A camera hangs over the stairwell to
the south, but you have enough time to run under it before it can sound the
alarm. There's a short dark dead-end on the left if you need to duck into the
Further south is a hallway with several doorways. Explore them.
You pass a torch on the wall and come to a metal door on the east. There are two
chests and a sleeping guard inside. Creep over in a crouch and knock the guard
out before looting the chests.
Head up the stairs, wary of guards, looking for loot, and dousing torches to
provide shadow cover.
When you have knocked out the guards, gathered the loot, and doused the torches,
make your way to the end of the hallway, as close to the guard there as you can
Wait until the camera is looking away and the guard's back is turned, then slug
him and drop immediately back into the shadows, leaving the guard where he lies.
Retreat farther down the hall, ready your gas arrow, and look at the scroll you
found in the temple. It reveals Cavador's route and is the trigger that gets him
out of site 5. The guards will come out, with Cavador. When they're all headed
you, launch the gas arrow. Make your shot count.
One guard wears a special helmet that protects him from being knocked out--only
gas works. Cavador is wearing a gas mask and he'll run. Chase him and thump him
with your blackjack. At this point you've knocked out almost every guard in the
building. Only one remains.
There's a single guard inside Cavador's quarters, unless the alarm has sounded,
in which case she rushes out with Cavador and the other guards. Use a flash bomb
on her. Enter Cavador's quarters and loot it.
Head east to the fireplace, where a purple book sits on a table. Look at it. The
footsteps you hear are those of ghosts.
To gather more information, look on the sides of bookshelves, where the letters
of the book section are displayed. Look in sections T, N, and Y (Y is in the
window, and N is in the western N section, not the one by the door) on the
bookshelves on the library's first floor.
Sooner or later you're going to come under attack by a ghost, who fires ghostly
blasts at you. Dodge him and quaff your healing potion if you must. Once you
learn the whole story, dash to the P section and look on the west side of it,
where you spot a book to select. The moment you select it, a passage opens to
show where Ashton must have hidden the bodies of the two lovers after he killed
them. Go to the second floor of the library, in the southeasternmost aisle,
there are two scrolls.
The Secret Staircase
Return to the first floor and to the northeasternmost aisle, where a door opens
onto a hallway. Take the cuckoo and use it on the clock standing in the hall.
Select the clock hands until they move to 12 o'clock, and a secret stair opens.
This is the staircase you've been looking for. Don't bother going all the way up
yet--this is as far as you need to go. Hit the door switch inside the secret
passage and dart out before the door closes. Now head back into the library and
exit through the secret door to the west. Close it behind you.
By this point you have probably mapped more than fifty percent of the mansion,
meeting your objective. If not, carefully explore a little more. The rooms
connected to this secret passage are all relatively safe to enter, if you're
Retrace your route through the third floor. You face a few more guards,
mechanists, and servants along the way, but there is also some more loot hidden
in the corners.
Once you've returned to the staircase and gone up the stairs, follow the passage
around past an empty guard station and west, looking for loot as you go. Put out
the torch before you go. A mech-guard and an archer guard patrol the end of the
hall. Avoid the mech-guard, extinguish flames, and fire moss arrows on the floor
so you can wait to KO the archer guard when he swings by and drag him into the
Eventually, you need to return to the room with the alarms and head up the
to the northeast. The door at the top opens into a terrarium. Head through and
the stairs on the far side, then keep to the west side of the door and open it.
Fire moss arrows out the door on the tiled floor and then run past. The electric
eye may see you, but if you run fast you can get to the door to its north--in
west wall--before it sounds the alarm. The room you enter through this door is
the main security control room. Switch all the cameras to off, then return to
Three sets of three lights sit in three corners of the room. By lock-picking the
controls (and then turning them off) beneath each set of lights, you disable the
alarm in the similarly colored exhibition room. You can't have more than one
alarm shut off at the same time so, after you shut off one set, head on out.
A rafter hangs above the north and south doors to the alarm room; fire a vine
arrow into it to scale up to it. These rafters lead out and into each of the
exhibition rooms. Refer to the map of the third floor to see which room has
of which color. You must journey to each set of rooms, return, turn the alarm
back on for the rooms you visited, and then turn the alarm off for the next set
of rooms and visit them.
Getting to the large exhibition room at the third floor's northwest end is
another challenge. Head as far northwest as you can on the rafters and shoot
at any lanterns near the double doors at the hall's west end. Wait for the
to move away from those doors, fire a vine arrow into them so you can get back
up, and then drop down and lock-pick the double doors.
On the other side is an archer guard, so ready a flash bomb and your blackjack.
mech-guard wanders around inside the room with the cultivator, so plan on
dropping a mine to get past him. Now grab that cultivator and skedaddle back to
the first floor and out the front door!
Constructing the Guiding Beacon
When you reach bay C, step on the elevator platform and ride it to the floor
above and the bellowing machine. Climb the ladder on the machine's north side
drop in one of the items you found, a signal bolt. When it drops out of the end,
it has been transformed into a stage 1 piece. Ride the lift back down to the
lower floor and the room you entered by, bay A.
Two mech-guards patrol in here now. Use some frogbeasts or a mine and stick to
the shadows. You need to reach the machine on the southeast side of bay A--the
rolling machine. Drop a steel plate into the slot on its north side, then climb
the ladder and drop the stage 1 piece in the hole up top. Now head to the south
side and press the button. Pick up the stage 2 piece from the conveyor on the
machine's west side.
Now go to the pulpit and, from there, go west toward bay D. You may encounter a
wandering mechanist or two. When you arrive at bay D, two mech-guards await.
north of the entrance, in the shadows, and fire a noisemaker arrow. When they
come to investigate, climb through onto one of the windows and drop some mines
frogbeasts on them.
You want the east side of bay D. Head through to the melting machine. Climb the
ladder on its east side and drop the bantam node inside. Drop a gauge in, as
well. Now go to the pool of water on the room's north side and fire a vine arrow
at the grate in the ceiling. Scale the vine, drop onto the ledge, and follow the
little passage east, grabbing the key on the wall as you go.
The key opens a door to the east; then head south and open another door. The
passage beyond it takes you to the top of an elevator platform with two control
panels up above. You want the northernmost one, the linking machine. Press the
button there. A regulating round drops out of the bottom of the machine. Ride
elevator down and then fire another vine arrow into the grate above the elevator
shaft so that you can scale back up later.
Now go to the sealing machine on the room's east side. Throw the stage 2 piece
into one slot on its north side and the regulating round in the other and then
climb the vine up to the elevator platform. When you return to the sealing
machine, you have the stage 3 piece. Return to the west side of bay D and break
into the storage room, which houses more mechanist components.
Return to the room above bay D that you passed through on your way to the
elevator platform. If you go north along it, you see a chamber that opens to the
south. Inside you spot a fountain; select it and you're completely healed! The
water stops, but the font regenerates every few minutes should you need to
Leave the font's chamber via a southern door and wind around until you emerge on
a metal platform overlooking another huge area. This is bay E. Climb the ladder
in the northeast up to another metal platform. Get yourself noticed by the first
electric eye by stepping into a patch of light; Karras needs to see you again.
Quickly blast the eye with a fire arrow, then drop a mine for the incoming mech-
guard and step into the shadows.
Once the mech-guard is taken care of, head to the ground floor and drop the
3 device. Click the lever beside it to get the Guiding Beacon. Pick it up and
head around the north side of the machine, where there's a lever on the wall. It
opens a secret passage through to the passage west of bay E. Head north and look
at your map. You want to reach the fluid vapor interchange, but you don't want
head in through the main door. Go as far north as you can in the hall outside,
and then look at the archway to your east.