GENERAL STRATEGY TRAINING MISSION LORD BAFFORD'S MANOR BREAK FROM CRAGSCLEFT PRISON DOWN IN THE BONEHOARD ASSASSINS THE SWORD THE HAUNTED CATHEDRAL THE LOST CITY UNDERCOVER RETURN TO THE CATHEDRAL ESCAPE! STRANGE BEDFELLOWS INTO THE MAW OF CHAOS GENERAL STRATEGY Stealth The best way to avoid combat is to use stealth, period. If your enemies never hear you coming, they won't know to turn around and look for you. This is especially true if your enemy currently has his back turned. Sound carries, and walking on a tile or metal surface makes considerable noise. Your moss arrows will come in very handy for helping you stay quiet on otherwise noisy surfaces. Surprise The natural accompaniment to stealth is surprise. Attacking from surprise is a tremendous benefit to you. If your enemies don't know you're in the area and their guard is down, they will often fall to a single strike of your sword, a well-placed arrow, or one shot with your blackjack. Height Rope arrows are more than simply a method of climbing up to hard-to-reach places. One of the real benefits of these arrows is that they allow you to get above your enemies. Whenever you can, attack your enemies from above. Most of the time, enemies alerted to your presence by an attack or noise will look on the same level that they're on. They don't tend to look up. Because of this, even alerted enemies are easy to kill by sniping. Darkness Like stealth, you can use darkness in several important ways. Staying in the shadows and using your ability to hide will keep you out of almost as many fights as moving quietly. If an enemy hears you but can't see you, there is no way he can attack. Unless an area is brightly lit, try to stick to the shadows as much as possible, even when there are no apparent enemies around. One of the more useful items you carry on virtually every mission is your water arrows. Using them to douse torches allows you to set up ambushes in areas that would otherwise be bright, making you easy to spot. Thieving Strategies Skillful theft, and not combat, is the main goal of Thief. In many of your missions, you'll be required not only to achieve a major goal but also to steal other items of worth. Even when you've met your goals in terms of your objectives of stealing, grabbing additional loot is always worthwhile. The more money you can collect, the more you can equip yourself for subsequent missions. Often, all that stands between having an extra healing potion in the next mission and having to go without that backup is 50 gold in treasure. Equipping Strategies If you start with a couple of healing potions, you probably don't need to buy additional ones. Try to carry at least two on every mission. You shouldn't need more than a couple of rope arrows on any mission, especially since you can re-use them. TRAINING MISSION Your first task is to use shadows to move unseen. Walk around a little in the room, and keep your eye on the meter at the lower center of the screen. The brighter this becomes, the more visible you are. To make it to the other side, you need only hug the left wall until you make it to the stairs. The next task is similar but involves moving silently. Before stepping out, take a look at the floor. The carpeted areas are naturally much quieter than those covered in metal. Step on the metal a few times just to get an idea of the sound it makes and how loud it is. Then follow the carpet to the stairs and go up. Now it's time to get your weapons. At the end of a long corridor, you'll find a sword and a bow and quiver of arrows. Get these and arm the bow, then walk into the compound. The targets for the arrows are off to your left. Take a few practice shots. You'll notice that you need to aim a little high on your shots--if you aim directly at one of the bull's-eyes, your arrow will hit well below it. When you're satisfied with your ability using the bow, draw the sword and take a few swings at the dummy behind you. It will drop as soon as you connect with a right slash, a left slash, and an overhead strike. Your next challenge is sparring. Don't sweat this too much. Get in a few good swings and, if possible, practice blocking your opponent's attacks. Once you get a few hits in, you can stop sparring or continue until your life-meter is down to three. In either case, grab everything from the table and use the key to open the locked door. Next come your movement skills. Climb up the rope and leap onto the platform, then run forward and jump the gap over to the other side. You'll also get some practice in mantling (pulling yourself up on higher ledges) here. Stick around to practice if you like, because the next time you use these skills, you'll be doing so when a single mis-step could be your last. Once you go through the red door at the end, the mission will end quickly. However, if you're fast, you can make it down the hall and grab the item on the right side of the table. It will give you an extra 50 gold to spend on your first mission. LORD BAFFORD'S MANOR Using the Sewers to Get In From the start of the mission, walk forward. You'll soon be in an open area with a large building ahead and to the right. That's the house you'll be breaking into. If you continue walking straight ahead, you'll see the front entrance and the three guards stationed there. To find the sewers, though, turn to the right and walk around the house. You'll see an entrance to the sewer, which appears as a hole in the ground with a ladder leading down. Pass up this entrance and the one in the distance ahead. When you pass the first sewer entrance, keep an eye out for the next left turn. Take it and continue walking forward. You'll pass through a gateway, and to your right will be a third ladder leading down. This is the one you want. At the bottom of the ladder, turn right. You'll see several corridors in front of you. You want the one on the right. As you turn right, you'll see a door almost immediately. Open it and walk in. Flip the switch on the back wall and leave this small room. Walk out and turn right, and turn right again. The switch just opened the grate that was here. Walk through to the ladder and climb up. There is a guard stationed here. You need to get the key hanging on his left hip. This will open the door he's guarding. Once the door is open, walk in and jump down the well. The Well and the Basement Swim until you come to the large round area with water trickling down from the ceiling. Continue until you come to an area off to the right with dry land. Walk up and into the basement of Bafford's Manor. You'll be in a storeroom. Go to the door, open it and proceed into the next area. It's another storeroom. Walk cautiously in here, because there's a guard close by. Move in and very carefully approach the window slit at the far side of the room. You'll eventually see a guard walking past on his rounds. When he walks by headed toward your right, he's going away from your path, and it's safe to move. Go through the opening and turn right, walking all the way to the end of the corridor. Take another right turn, and eventually you'll find yourself in another group of storage rooms. If you look to the left as you enter the first room, you'll see a guard standing watch over an exit in the distance. You need to get through that doorway. Walk around in these storerooms and line up a good close shot on the guard. An arrow to the neck will put him out of commission permanently and allow you access to the stairs leading up to the main floor of Bafford's Manor. On the First Floor There are no guards near this first area on the ground floor, but there are a few servants. Walk out the door and turn right. Go past the first branch off to your right and keep walking past the room with the sleeping servant. Take the right turn just after this room and walk all the way to the end of the hall. Once here, turn left and follow the hallway until it ends in a reddish door. Head into this next area carefully. You want to walk out the opposite end of this oddly shaped corridor and take a quick left. There's an open hallway here, with a set of stairs to your immediate left. Ignore these and walk forward until you reach another set of stairs to the left. Take these up to the next room, and take the next flight of stairs up as well. This will take you to a tower room over the second level. Walk down the other staircase from this room to reach the second floor of the Manor. On the Second Floor Walk through the covered corridor to the door at the end. It will be to your right as you exit the tower. The room beyond is a library. Scout around for trinkets, then open the door opposite the one you entered and step very carefully into the hallway beyond. Two guards are patrolling this hallway, both walking in a counter-clockwise pattern. You've entered the hallway from a door that they don't see as they make their normal rounds. Sit and wait quietly as the guards pass. Just as the first guard gets to the end of the hallway and turns left, the second guard will appear. You need the key he is carrying on his belt. Whether you get it by killing him or by cautiously picking his pocket is immaterial. When he is dead or when he has turned the corner at the end of the hall, move forward to the alcove on your right. Pass by the door. There's a set of stairs leading down to a small room with a door on each side. Open either one. In the next room, there is a single guard. Drop him with a well-placed shot. The scepter is hanging on a pair of hooks behind the throne in this treasury. Getting Out You'll leave a different way. Walk out of the throne room and back into the hallway. Turn right and take another right at the next door. This is Bafford's bedroom. When you've collected all the trinkets, go back to the hallway and turn right again. This time, go past the corridor branch to the left and open the door in the left wall at the end of the corridor. Walk to the other end of the library. Take the first staircase to your right. Go up, then head down the other staircase once you get there. Head down the next staircase back to level one. Sneak out of the stairwell and turn left. Take the next left you can, and walk until you see the switch sitting against one of the pillars. Throw the switch to open the nearby gate back to the outside and leave. BREAK FROM CRAGSCLEFT PRISON The Mines Walk over to the large depression in the ground and jump in. There's really only one path you can swim, so take it. This will take you into the mines themselves. You'll be starting on the level next to the bottom. Crawl out of the water and walk forward, following the mine cart tracks. Walk around the dead-fall and into the mines proper. Ahead of you is a corpse surrounded by a cloud of insects. Avoid both and continue to walk straight ahead down the tracks. After you take a few steps, the corridor will branch. Take the short right branch, and when it stops, head to the left. This corridor opens into a larger area with a pair of corridors running left and right. Take the closest one on the right. You'll soon come to an open area with a device at the back of the room. Move in and, avoiding the zombie, jump onto the ledge in the wall on the right. Crawl up this incline until you reach the end. It opens up into a small room with three bodies, one of which is a zombie. Come out of the tube and go straight ahead, hugging the left wall. In the corner, there is another ledge to jump onto and crawl up. This will lead you eventually to a high room with a destroyed bridge. There's no way to repair the bridge, so you need to find another way across. Look to the left and jump down onto the narrow ledge. Follow it around the area to the other side of the broken bridge. Climb up onto the other half of the destroyed bridge, then get on the railing. From here, mantle up to the corridor that lies above this bridge. Walk up the incline and take a quick look around. To your left is a device for calling up an elevator. To your right is a zombie surrounded by another cloud of insects. Click on the top button of the device to call the elevator up to this level, then run past the zombie down the corridor to the right. If you're quick, it won't get a shot in on you and it won't be able to keep up with you after you get past it. Run straight ahead until this corridor ends, then turn right. Follow the tracks around. Keep going straight ahead until you come to an open area with a ladder on the right side. Go through the nearby doorway. Jump up on the small rise. Walk to the left of the fallen beam and onto the paved area. The first right leads to the stairway up to the factory, but it's guarded by a pair of Hammerite guards. Slay them with arrows while hiding. You must be very careful moving through this area, because a few active zombies are still on this level. Sneaking through the Factory Start through the factory by walking forward to the two doors. Move through the door on the right, through the machine room. Sneak by the guard and go through the machine room to the corridor beyond. Once you get there, follow the hallway to the right and take the first branch to the right. Take this into the factory itself. You'll enter the factory from a catwalk above the factory. Follow the wooden catwalk all the way around to the end and take the stairs down. Sneak past the Hammerite that is manufacturing weapons here. Be patient and move very slowly, and he won't catch sight of you. Beyond him and to the right is the entrance to the prison level. The Prison Level and Cutty As you come to the prison level, you'll hear a pair of Hammerites talking about Cutty in cell block 4. Crouch down and sneak in, staying in the shadows. After a few moments, one of the guards will walk past you, giving you the opportunity to steal the key on his belt. Do so, and let him walk on. When he is gone, carefully sneak past the guard that is still here and move into the prison proper. Follow the sign toward cell blocks 3 and 4. You'll come to another guard. Again, by staying crouched in the shadows and moving very carefully, you should be able to get past him and up the stairs. Go left here toward cell block 4. You're on the bottom floor of the cell block and must make it inside to get to the top. Kill the guard with an arrow, then go through the cell block into the corridor beyond. Hide in the shadows here and wait for the Hammerite to pass, then run in and go all the way to the back of the top floor. Flip the bottom left switch to open the door to Cutty's cell. Now get back down the stairs, again hiding in the shadows to avoid being seen by the Hammerites. As you leave the corridor, Cutty will be in the first cell on your left. Unfortunately for you, Cutty is in no shape to travel. As a way of paying you for the Bafford job, he'll tell you that another thief, Felix, has made plans to find and steal the Horn of Quintus. The Hammerites have taken his notes and put them in their evidence box in the officers' quarters. Cutty then dies, and your objectives change. You must get those plans to get out successfully. Issyt and Getting to the Officers' Quarters You now need to get to the barracks, located the next level up. From the bottom floor of cell block 4, look to the right. There's an open area here with a Hammerite guard. Use a noisemaker arrow to distract him, and when he goes away, go diagonally through the room and over to the ground floor of cell block 1. Kill the guard at the back of this cell block to gain entrance. Issyt's remains are on the second floor, in the second cell from the back. Flip the switch next to the bottom one on the right to open the cell door and look in. One of Issyt's hands is your Hand of Glory, so grab it. Then return to the first level and walk back as if you were going to head back down the cell block. Instead, turn left and follow the sign up to the barracks level. The stairway is unguarded, so you shouldn't have much trouble getting there. Finding the Map At the top of the stairs, you'll find a large open room with a guard patrolling it. Avoid this for now, instead going straight down the hallway. There are two doors to the right worth investigating. Behind each is a chest. The first holds 100 gold worth of treasure, while the second holds 10 arrows. Collect both, then hide in the room to the left to avoid detection from the patrolling guard. Sneak back the way you came in, toward the main room. Move in and sit tight, waiting for the patrolling guard to wander past. When he does, move forward and take the corridor to the right, going up the stairs on the right. At the top are the officers' quarters. Move straight ahead until the corridor ends, then turn left. Go to the door here and open it, and open the door to the immediate right. Follow this corridor to the door at the end, open it, and walk through. Now crouch down. There is a wandering guard here who shouldn't see you. He's walking up and down the path to the left. You want to steal the key off his belt when he gets close. Grab it, then head back the way you came. Now look around. Explore this office until you find the cabinet. Use the key you just stole to open it and grab the treasure here as well as Felix's notes. Then go back down to the prison level. Getting Out Follow the signs back to the factory. Use your map to keep yourself on course. You'll be sneaking past several guards as you head out of the prison level. In the factory, you'll simply be retracing the steps that you made going through the other way. Your objective is to get back to the top level of the mines, then to get back to the elevator you called up when you first came by this way. Follow your original path back to the mines, and move past the zombie to get to the elevator. Hit the second button from the top to drop the elevator down to the third level of the mines. Now turn left. There's only one path to follow, so wander down the hallway until you reach the ladder. Climb down the ladder and jump down to the next level. Follow the corridor here until you spot the switch on the wall. Flip it, and it will open a grating to your right. Walk through this opening, and you'll be back outside, on a plateau just above where you started this level. DOWN IN THE BONEHOARD The First Catacombs You start outside the Bonehoard with the entrance in front of you. The dead body on the ground is a zombie that will rise up and attack if you get too close, so avoid it entirely as you walk to the opening. Climb down here and follow the tunnel to the open area with the rope hanging down. You'll have to jump to this rope and start shinnying down, but don't go too fast. There is a very active, very angry zombie waiting for you on the ground floor, although it doesn't see you yet. If you look around, you'll see some ledges against one of the walls. Jump from the rope to the middle ledge, then hop down to the next one and turn to face the room. You'll notice a passage on the left side of the room. When the zombie has its back turned, jump down and run through that opening, make a hard turn to the left, and run up the stairs. At the top of the stairs, turn right and follow the hallway around. It ends in a short ramp that will drop you down to a lower floor. Slide down the ramp and turn left when you reach the bottom. Walk forward into the large room and head to the right, going out the other passage here. Take the first set of stairs up that you find. Continue following the passage at the top of the stairs. It branches to the left at one point. Continue forward until you come to the crypt area. Get the urn by crouching and crawling forward so the spears that come shooting out of the wall will go over your head. Now go up the short staircase here and into the next room. Shinny down the rope into a hallway and head to the left. Look into the alcove and open the chest. Then head back toward the rope. Go past it and jump into the pool of water. Swim down and straight ahead until you can surface again, then turn around and climb out. Open the chests, but stand next to them when you open them up. Now walk back around the pool to the other side and turn to the right. Take the ladder down into the hole. At the bottom is a large pressure plate that releases a boulder from overhead when stepped on. Once down the ladder, you must move quickly to get out of the way of this rock. Enter the large opening on the right side of the room. This leads to the burrick caves. The Burrick Caves Enter the cave and head through it. The first section is pretty linear, so don't worry about getting lost. When you come to a T-intersection, hold up for a second and wait. It's likely that a burrick is patrolling the area. Wait until it moves off to your right, then enter the tunnel and head to the left. Continue following this tunnel around until it opens up into a large cavern. There are many burricks here, but they shouldn't be a problem. Hug the left wall and walk around the room. Eventually, you'll spot an opening up the wall. This is where you want to climb up. You'll recognize this opening by its greenish tint. Climb and mantle up until you can stand, then walk forward until you reach a huge cavern with a ledge running on your side of the wall. Step down onto the ledge and turn left. Follow the ledge until you come to the large, reddish opening on your left. Looking through it, you'll see several tombs in the distance. The two gems and the Horn of Quintus lie through this opening. The Horn of Quintus Walk forward into the catacombs. Take the right-hand corridor every time you have a choice. Use your holy water and water arrows if you need to take out some of the zombies, but don't use your fire arrows since you'll need them later. Keep heading down these right-hand corridors until you come to an open room with a lot of zombies. Run over to and head the long ramp in the center of the room. At the top of the ramp, kill the zombie and walk past the ladder and around to the other corridor. There are fireballs being launched into the hallway from the room here, so wait patiently, timing your passage past the room so that you aren't hit. Move down the hallway, heading right whenever possible. You'll come to a circular room with a set of stairs going up. Take them, then walk up the huge ramp that you come to. At the top of the ramp, there are more of those purple magic missiles to deal with. The four posts on the platform fire their missiles at regular intervals, so timing your passage is not difficult. Make your way around the platform to the single exit from this area and follow the hall until it ends. Go into the burrick caves and bear to your right through the first opening. Head left then, but keep your eyes trained toward the right side. You should spot a pair of burricks guarding a passageway to a crypt. Kill them with your bow, then run through when the way is clear. Climb up to the third level of platforms. Take the ladder heading up to the first platform. Look for a ladder set against the wall. Jump to it and climb again, jumping down to the second-tier platform from the top. From the second platform, walk around again until you see yet another ladder leading up. Jump over to it and climb again, leaping down to the third tier from the top. From here, walk around until you see the catwalk leading through the center of the room. At the far side is the Horn of Quintus, the object of your quest. ASSASSINS A pair of men will be lurking in the street. One is confident that the person he just killed with an arrow was you. Naturally, you have to follow them to find out who sent them to kill you. Stick close enough to see where they're going but remain far enough back so they won't see you if they look back or hear you crossing some of the noisier ground. From the store, follow the men straight through the opening to the left. They'll cross the metal bridge next, and you have to be very careful when you follow them here. Wait a second before you attempt to follow, because they'll hear you if you're too close. Keep your eyes and ears open and cross the bridge as quickly as possible. Chances are good they'll head to the right after crossing the bridge, but sometimes they do go to the left. The two assassins eventually will come to a wharf area with a large wooden walkway going through it. They'll go up this and continue on. Don't get too close here because this is a noisy walkway, and following too closely will get you killed. Continue all the way up to the top of this wooden platform and take a right at the top. Your path is basically straight from here, with a slight jog to the right at one point. You'll end up just outside the mansion of the crime boss Ramirez. When you get here, your objectives will change. The problem now is actually breaking into Ramirez's house without getting caught. The front gate is heavily guarded. Find a nice place in the shadows and sit tight until the guards that are patrolling the area continue on their rounds. Breaking In Ramirez's grounds are heavily guarded in places, so you'll have to trick the guards to get in. Once the guards have cleared out, move through the gate and check the area to make sure no guards are approaching. There are some good shadowy areas here to hide in, so if guards approach, just sit tight and let them pass. When the way is clear, head down the path on the right. The gravel on this path is very noisy, but for once, the noise will work to your advantage. Directly above you on the wooden platform is a guard armed with a bow. As you walk down the path, you'll make enough noise for him to hear you. Listen carefully, and when he runs off, high-tail it off the path and run to the right. Get to the corner of the yard and stop. Go through the door in the outer wall at the corner here. Head up the stairs and through the door at the top to the ledge on the outer wall. Go up the short staircase and open the door, then open the door to your immediate left. This will put you in the same spot you would have reached if you had climbed up the ladder from the pool below. Jump to the roof and slide over to the balcony. The Top Floor From the balcony, open the door and walk into the library. Find the loose book in the dark corner to the right of the fireplace. It opens a secret panel on the other side of the fireplace. Walk through, and you'll hear a conversation between some guards about the failed hit on you tonight. Then go back to the library and head through the door into the hall. You'll scare a couple of people, so wait until they leave. Take the first door on your right and grab everything in the room. Go through the other door in this room and turn right in the hallway. Follow this hallway around two turns to the left. After you turn the second corner, take a right down the next hallway and open the door at the end. This is Ramirez's bedroom. Make sure you open the chest to get the bronze-colored key. Now fire a water arrow into the fireplace to douse the fire. Crouch and crawl in. To your left is a switch on the wall. Flip it to reveal another hidden passage. There is a door on each side of the fireplace. Investigate both. Head back out into the hallway and turn right at the end. Go into the next two doors to your right and steal all the worthwhile valuables in these two rooms as well. Return to the hallway and go right again. The next door leads to what looks like a Hammerite shrine. Walk through it and go through the door on the other side. Take the set of stairs down to the first floor of the house. The First Floor Wait on the stairs. The bottom floor of the house is heavily patrolled. You must be very careful and stay tight in the shadows when the guard passes. When the coast is clear, go down the stairs, ignoring the door to the left, and out into the hallway. Head left. Go through the first door on the right and into Ramirez's trophy room. Keep the door open and wait. Eventually, a guard will pass, headed toward the left. This is your cue to leave. From the door you came in, take the door on the left back into the hallway. Go straight until the hall ends and turn left. Take the stairs down and into the basement. The Basement and Ramirez Go straight, following the corridor around until you come to a T-intersection. Turn right and you'll see a long ramp with a door at the end. Use the bronze-colored key to get you through. Go left. The first opening to your left is the room you're looking for. Ramirez is here. If you're quiet and careful, he won't hear or see you, and you should be able to put an arrow in him without much trouble. Grab the key off the shelf and the one from his belt and use them to open the two chests in the room. Now it's time to get out. Escape Head up the basement the way you came in, going up the long ramp and turning left at the top. Keep following the hallway until you get to the stairs. Make sure there aren't any guards around, then head up, turn left, and continue up the stairs all the way to the top. Back on the top floor, walk clockwise around the hallway until you come back to the library where you entered the house. Go straight through and jump off the balcony and into the water. Let the current carry you out. The current will carry you back to the area with the long wooden platform that you crossed on your way to Ramirez's house. There will be guards around, so you'll need to be careful. Launch a noisemaker arrow to distract the guards, then climb up the ladder. Now start running. Follow the general path you followed at the start of the mission, but when you get to the store, keep going, following the streets to get back to your own neck of the woods. Use the map, and keep moving. If you run, the guards shouldn't be able to draw a bead on you or get close enough to hit you with their swords. THE SWORD Getting In To start, head all the way around to the corner. Arm a rope arrow and shoot is straight up into the wooden roof. Climb up and jump onto the balcony. Head through the doorway to your right. Climb down the ladder and walk carefully into the next room. Carefully open the door into the main hallway and look around. Several guards patrol this outer hallway, but you'll have time to sneak down the hall when the coast is clear. Head into the hallway, go left, and enter the first door on the right. Walk toward the back of the room you've entered and pick the safe in the lower part of the pillar. Now go back into the hallway and head right, pass through the opening to your left, and go up the stairs. At the top of the stairs, you'll notice that the floor in front of you is missing. Jump into the corridor on the right, head around the corner to the left and take the first door that you come to on the left. Look under the odd wall hanging at the back of the room. Open the door to the left (the one on the opposite end of the room if you entered from the hall) and stand back to avoid the trap. Walk into the next room, grab the loot off the table, and leave, closing the door behind you. Then head back into the hallway. Take the next door on your right and open the two chests. Then go back into the hall and turn right. The floor in front of you is trapped. Get a running start and leap over it, landing on the other side. Skip the next door on the left and walk forward around the corner. Investigate all of the doors you find, picking up loot and being very wary of any wall coverings. Many of the chests and items are trapped so that opening them releases a cloud of magic at you. Make sure that you're out of the line of fire when you open any chests. When you come to the first set of double doors on the right, open them and head down. There are two torches burning on the first landing. Snuff the one on the right and continue down the stairs to the bottom. Snuff both of the torches here and wait. A guard will wander by soon, and he's carrying a key you need. Wait until he walks past, then snag the key. Wait until he disappears to your left before heading back up the stairs to the second floor. Back here, go out in the hall and one door to the right. Open it with the key and head up to the top level. Nabbing the Sword From the staircase, turn left and go around the corner. Head through the tunnel directly in front of you and walk straight, bearing right as the corridor bends. Walk out into the void room and pick up the two gems on the floor here. You'll need to jump across the void to the other platform. Leave the void room now and crawl to your left. Take the tunnel leading up. When it ends, you'll be above a hallway with a patrolling guard. There is a rope hanging from the ceiling and another tunnel beyond on the opposite wall. Jump across to the rope and then jump into the next tunnel. Follow it up and to the left, where it ends, opening into a large area. There are also two guards standing here. Kill the guards with your arrows, then walk into the hallway. Walk to the edge of the platform. It overlooks a large, octagonal room. In front of you, floating in the air, is Constantine's sword. Crouch and look up. Shoot a rope arrow into the greenish ceiling around the top of the room, fairly close to the skylight in the center. Jump over to the rope and grab on, inching down a little. Reach over and grab the sword. Jump back to the top floor where you just came from, duck back under the low wall you crawled from, and head back down. Crawl back to where you left the void room. As you did on your way up, you'll have to use the rope in the hallway to get across to the other tunnel as you work your way down. When you're out of the green tunnels and back in the tiled hallway, stand up. Bear right, then head up the short ramp to your left. Keep moving toward your left now until you spot a room that looks like it came from a carnival fun-house, with the floor tilting at various insane angles. Walk through it and straight ahead, taking the next right. The tunnel here leads back to the stairs you climbed to get to the third floor. Head back to the second floor and walk around the hallway to get to the open spot in the floor next to the stairs back down to the first floor, and head back to where you came in. Jump back to your rope and climb down to the ground to finish the mission. THE HAUNTED CATHEDRAL Finding the Cathedral You begin in the southwest corner of the map. Move forward over the hill, and turn to the right. Jump over the hill here and work your way to the back corner. Duck down to find the plate under the ruined building. Now head back toward where you started, but instead of turning left to get back to your beginning location, walk straight ahead from the hill. Take the next left, then follow the road around the next right corner. Walk forward toward the light on the ground, and bear to the right when you get to it. Go around the next corner to the left, and you'll see a large ramp. There are a couple of zombies in this area, so you'll want to move quickly now. Head up the ramp, and move forward all the way to the wall. Turn right and go through the passage here. Keep moving forward until you come to the street sign for De Perrin Street. It has been knocked to the ground. Make a very quick left. You'll be facing a strange console, and a very angry burrick will be coming toward you. Run past the burrick and through one of the two openings on the back wall, jumping into the water. Turn to the right. Swim down through the underwater opening. Head through the tunnel, turning right, then left. Take another right up the long tunnel, then go left at the end and break the surface. Swim over to the pedestal in the middle of the pool and climb up. The walkway around the pool is a good distance from where you're standing, but there is one spot that jags out a little closer. Jump to it, then look down and grab the key sitting here. Now walk into the main part of the room. Look up. You'll see a number of crossbeams above you. Arm a rope arrow and shoot it into one of the beams, then climb up. When you're at the top, mantle all the way up. Walk along the beams to the more solid platform in the back corner, then head through the ruined house to the door at the back side. You'll have to use your lock-picks to open this portal as quickly as possible. Several zombies are outside here. Kill them all. Once the way is clear, take a look at your map. You'll find yourself on Market Street now, and you'll be heading to the far end. Walk past the bridge to your immediate left. Search through the buildings as you go down Market Street for valuables. Keep heading down Market Street until you come to a large built-up hill. Climb up the hill and jump down the hole at the top. Kill the spider inside. Mantle back out and continue forward down the street until you come to the wooden bridge to your left. Run over the bridge, flying past the burricks that guard it. Take the first left, running through the small puddle around the destroyed building, then keep following the only open path ahead of you. Enter the destroyed building through the open end that used to be the base and crawl to the back for some additional loot. Then move out and head to the left. Again, go straight until you see the door way across the street. Go through and keep walking forward until you find yourself back on the street. From here, run straight ahead and take the first left. The spirits of a couple of dead Hammers are guarding the area, but you should be able to run past them. Head up the huge staircase to the outside of the cathedral. Following The Eye When you get to the temple, turn to the right and run all the way around. Keep your ears open because you'll be getting a ghostly message from The Eye itself. It will tell you that to rescue it, you must unlock the way into the cathedral. The Keepers have sealed the way. To enter, you must find the Keepers' grotto and, while standing on the pedestal there, re-light the torches by the statue. Now it's time to leave. Go back to the main entrance to the cathedral and run back down the stairs to the street below. Turn right and move into the ruined building you climbed through to get here. Follow your path all the way back to the wooden bridge. Before you get to it, you'll see another bridge to your left. This leads directly to the Keepers' grotto. Move in. Make sure the burricks aren't around, or they will slaughter you. The spider is easy to deal with if you need to kill it. In the grotto, fire a rope arrow into one of the beams along the ceiling. Climb up, then jump over to the pedestal. Look down and grab the healing potion and the holy water here. Make sure you're standing on the key-shaped area, then turn and look at the statue. Arm your fire arrows and light the two torches. This will open one of the panels on the wall. Jump back to the area around the pedestal and mantle into the new opening. Keep walking until you come to a barred door. There are a couple of pedestals here with ruined statues next to them. Jumping onto the right pedestal opens the door, while standing on the left pedestal opens the bars. Unfortunately, neither stays open long enough to allow you to jump across and have both doors open at once. To get them open, pick up some of the statue pieces and place them on the right pedestal. When the door opens up, run and jump onto the other pedestal to release the bars. When the bars open, run through and flip the switch on the right just inside the door. These doors will stay open now. Move forward, and quickly go down the stairs and around the corner to the right. A few arrow traps will fire behind you but they won't hit you if you run. When you come to the door, use your lock-picks and quickly get the door open. The wall behind you has started moving in, and if you don't get the door opened in time, you'll be crushed. With the door open, move forward into the room beyond. There is a door on each side of this room, but the one on the right is locked and cannot be opened yet. Go instead to the one on the left and open it. Read the two parchments and grab the stone key off the table. Look around the table as well, and get the gold key from the floor. Beyond this door is a strange, octagonal table and a book. Read the book, then look at the table. Your mission objectives will change again, this time requiring you to find the Keepers' key. This, as it turns out, is the stone key you took from the last room. Your tasks are now done as long as you have been diligent at picking up the treasure you find. THE LOST CITY Finding the Lost City Before you start the mission, you might want to purchase a breath potion and as many water arrows as you can get your hands on. At the start of the mission, walk forward and go around the corner to the right. Jump into the narrow waterway and swim down, going through the opening on the right. Surface on the other side and take a minute to get your breath back. The next swim is long and difficult, and a breath potion will be a huge help. Let the current carry you along a little, then swim down and forward. Swim around the corner to the right, then head down around the obstruction. Ahead of you is an opening on your left. Take it, and swim down and to the right. Then break the surface. The current here is swift, so swim to the right side and climb up on the ledge quickly. Walk forward on the ledge, avoiding the spiders. Jump over the waterfall to the other side, and again walk around the spider. Go through the opening and drop down to the next lower ledge. Continue down to the next ledge and go through the opening to your left. Walk forward to the T-intersection. Take the left branch and go through the fire trap ahead of you. Follow the tunnels until they open up on the roof of a large building. You are now standing on the roof of the library in the Lost City. On your map, this is in the top right corner. Walk around the roof until you come to the opening. Drop down and go through the middle door. Pass through the first room to the next one and drop through one of the windows. Walk out the large door and turn left, then right at the obelisk. You are now standing just outside the residential district of the Lost City. The Residential District This area is heavily patrolled by burricks, so you need to get out of the way immediately. Move in when the burrick is off patrolling other areas and mantle onto the building immediately to your left. Again, wait for the burrick to walk past and leave around the corner, then follow it. Instead of going around the corner, though, mantle onto the low roof of the last building on the right. Turn and face the street and jump across, mantling onto the next roof. Hop from roof to roof until you come to the end. When the burrick isn't around, jump down and turn to your right. Move forward down the street and mantle up onto the first roof on your left past the arch. Again, jump across the street and mantle onto the roof here. Follow these roofs all the way to the back of the cave and turn left. Keep following the roofs until you find a balcony with an opening to the right. Drop down onto the balcony. The path leads back and down and tends to bear toward the left. When it splits off to the left, move forward and get a look at the town square. There will probably be a fire elemental or two moving around here, so if you're confident of your ability with the bow, douse them with water arrows. Then go back and take the branching passage. Keep following it through left turns, jumping over a small lava stream at one point, until you come to the roof of a large building. Jump down, making sure to clear the lava. Now head through the gateway to your left. Ahead of you is a large obelisk with what looks like scales of justice carved onto it. Arm yourself with water arrows and step forward into the Civic Center. The Talisman of Water In the front hall of the Civic Center, you'll encounter two fire elementals. Douse them both. Now take the first opening on the right from the way you came in. Go up the stairs and through the doorway on the right. Head to the right in the hallway here, then shinny through the hole in the side of the building. Follow the path here all the way to the next giant obelisk. Walk between the mausoleums until the first turn to the right, then mantle up onto one of them. Jump from crypt to crypt over the lava. You'll come eventually to a spot where the crypts are much lower. Keep going, and jump across to the plateau and the ruined campsite. Explore this area. The decapitated skeleton has a medallion near it. You'll also find a journal worth reading. When you're done, walk forward to the large crypt. The Crypt This crypt houses the Talisman of Water. Walk down the steep staircase and keep going until you find the gap in the floor. Put a rope arrow into the beam across the middle of the gap and swing across. Continue down the stairs, but go slowly. Crouch down, and stay crouched. Below the first staircase is a pressure plate that will cause a huge spiked plate to swing down. Past the trap, move into the room beyond and drop down the hole in the back left corner. Go into the room beyond. Go through the last door on the left before the stairs and nab the lever off the pedestal. Head back to the main room and down the stairs. Jump into the water at the back of the room and swim through. The Talisman of Water is here. Get it and go back, all the way to the outside of the crypt. Some craymen will be waiting for you on the way out, but don't worry about fighting them. Just run right by. Back outside the crypt, follow your path all the way back to the Civic Center. Once there, leave through the main entrance and step just outside the gateway past the obelisk. The Talisman of Fire Head over to the arena area. Past the Civic Center, take the first left up the large ramp. Continue going down the road ahead of you. Investigate any buildings you can for additional arrows, and when you cross over the narrow lava bridge, scoot out along the ledge and get the four water arrows. When you jump over the lava stream using the stepping stones, you will be at the arena. There are several angry craymen in this area. Kill them off with your fire arrows. Walk down the long ramp and around to the right. Pass by the risers and enter the doorway. From here, step out the next doorway into the hall. Take the first left here and get the loot from the window sill, then go through the doorway into the next room. Cross the hallway to the room opposite and go through the low passage. Drop down to the secret treasure area and collect everything of value. Climb back up and return to the hall. Take a right and make another immediate right and go down the stairs. At the bottom of the stairs, follow the corridor around to the large machine. Walk up to the vertical slit here and insert the lever you grabbed back in the crypt. Then flip the lever to the up position. This drops the bridge from the arena back to the main part of the Lost City. Go back up the stairs and take the next short staircase to the right. This leads to an equally short staircase down. Take it, then make a hard left and enter the main arena hallway. Ahead of you is the bridge you just dropped, but you aren't leaving quite yet. Shoot a rope arrow into the beam crossing this hallway and climb up, mantling onto the beam itself. Shoot arrows into the two craymen here, then shinny across the beam to the main floor. Hunt around for the third mask and take it with you, as well as any other good valuables you find. When you're done, go back down the ladder, collect the rope arrow, and head across the bridge. The Elemental Tower Past the bridge, walk forward, using the railing to cross over the lava flow. Jump up the broken brick pieces to the next building and go all the way through to the staircase leading down on the right. At the bottom of the stairs, step through the window to the ledge below, then head left along the ledge. Mantle up to the next plateau, then walk to the right, taking the first staircase you see. Walk out the opening at the bottom, then move left to the ruined campsite. Loot the area, then keep following the path. Just beyond the campsite, make a very hard right and continue on, walking by the discarded spinal column lying on the ground. Head down the slope. Next you'll come to an area with a large statue that looks like it might be sinking slowly into the lava. Jump across the pool to the far side and scramble up to the top. Edge in through the window and get to the near platform. Jump across the room to the opposite platform and drop down to the ground. Walk through the door and across the open area to the Elemental Tower. Go in. All you need to do at first is run up the two staircases to the third floor of the tower. Edge through a window and lower yourself onto the ledge just outside. Now walk around the building on the ledge. Keep your eyes trained up. You're looking for a wooden crossbeam that is directly above a window. When you spot this, fire a rope arrow into the wood and climb up. You need to jump toward the right to land on the upper part of the ruined stairway. Take it up to the top and move forward into the room with the Talisman of Fire. Grab the talisman, then head to the bottom of the tower. Getting Out The safest, albeit slowest, way to get back to safety is to follow your path from the Elemental Tower back through the arena all the way to the Civic Center. It takes some time to do this and will require that you mantle up on a lot of walls. Still, you already know what lies this way, and there will be no surprises if you use this route for your return trip. When you get back to the Civic Center, take a left, heading through the large opening. Walk straight ahead. This will take you right past the huge obelisk for the market area (it has three pieces of wheat carved on the far side). Walk straight ahead again, bearing right. Through this passage you'll see a ruined gate ahead to your left. Jump through the hole in the wall to your right. Ignore the first passage to your right and walk forward. When this path ends, you'll be back on a balcony in the residential district. Mantle up on the building on your left and retrace your steps over the buildings back to the library. Once here, head in through the main entrance. Bear left, and when you can't go forward any more, make a left and then another left. Take the stairs all the way to the top floor. From the stairs, head right, all the way to the room with the rubble piled in it. Mantle up to the roof. Now all you need to do is follow this pathway all the way back to the waterfall. Once here, you've left the Lost City, and the mission ends. UNDERCOVER First Steps You start out in the streets near the Hammer temple. Walk forward, bearing left around the corner and then right. When you spot the large archway to your left, go through it and walk boldly up to the Hammerite at the gate. Hand him the scroll in your possession (and take a moment to read it as well) and he will allow you access into the temple. What you will discover from the scroll is that any area marked with an inverted red hammer is off-limits to you. Once inside the Hammer temple, walk around the gigantic hammer statue in the center of the room and open the door opposite your entrance point. This takes you into the main part of the temple. You'll notice a long staircase leading down, but you aren't going to take it yet. From where you entered this room, take the closest door on the right. Directly ahead of you, in the next room, are a scroll and a book on the table. Grab the scroll, which will appear in your inventory as a piece of papyrus. This is the Wall Builder's Prayer, which you will need to get the Talismans from where they are lying. Continue along through this room and out the door on the left. This will take you to a balcony. Walk down the balcony and into the Reliquary, where artifacts important to the Hammer faith are kept. You can ignore the conversation, but you should take a look at the three items on the stands. The one in the middle is the First Hammer. Don't grab it yet, though. Instead, return to the large staircase and head down to the next lower level. Finding the Five Switches A number of Hammer guards are in the area, and you need to make sure you aren't spotted. From the bottom of the staircase, make a right followed by another right and walk down the hallway here. When the coast is clear, duck into the first door on the right. It's one of those rooms with an inverted red hammer, so you must be careful. There is a very angry priest inside the room, and he is tough to kill. Instead, knock him out with a gas arrow and close the door behind you. With a little luck, he will not have raised much of a fuss and the Hammer guards are still unaware that you aren't really a novice. Explore his room, and grab the key off his back table and the hammer on the small shrine. Then carefully go back out into the hallway and to the left. Run back up the staircase to the top floor. Return to the Reliquary, and this time, go out the door near the artifacts. Continue going through the doors ahead of you until you reach a locked door. The key you stole from the priest's room is a master key and will open everything in the entire temple. When there are no guards nearby, open the door and go in, closing it behind you. Use the key on the chest here, which will contain a scroll. Reading the scroll will tell you what you must do to get the Talismans. In short, you must find and flip five hidden switches that are dispersed around the temple. One is in the old kitchen, another in the Inquisitor's torture chamber, the third in the garden, the fourth in the graveyard, and the fifth in the Reliquary. It's time to go flip some switches. The Old Kitchen and the Inquisitor's Room Get back to the large staircase and take it down. Return to the hallway outside the priest's room, but pass it by, continuing all the way to the end of the hall. Take the first corridor to the left and take the staircase here all the way down to the storage room. Now sit and wait. A guard is patrolling the hallway outside this room, walking counterclockwise. Wait for him to pass, then walk out into the hall. Follow him from a safe distance, and keep going around the corners behind him. Eventually, you'll see a door on your left leading into the central area of this hall. When the guard turns the next corner, open the door with the key and go in, closing it behind you. This is the old kitchen, which is currently being converted into a treasure room. Open the three chests and get all the coins from the floor. Look around the broken wall and hit the switch on the back wall. With the switch flipped, go back to the door and return to the hallway, but be careful that the guard doesn't spot you leaving. Go around the hallway again, staying behind the guard. On the opposite side of the hall is a doorway to your right. Head in, being as quiet as possible. The Inquisitor is currently asleep on his bed, and if you stay on the carpet, he won't wake up. Go across the room and into the torture chamber. Look right and walk over to the rack. On the wall behind it is the second switch. Flip it, then walk past the iron maiden and take the corridor to the right. This leads down into the crypt area. Down in the crypt are two guards. You should be able to snag a couple of urns here without getting caught, and a little exploration will reveal a staircase up. This leads back to the storage rooms around the old kitchen. Head up, and take a look around for another staircase leading back up. The Garden and the Graveyard From the stairs, return to the main hallway and get back to the large staircase. Go through one of the two openings across from the staircase and head to the right. Don't worry about being accosted by the Hammers here because this is a place where you're allowed to be. However, you want to make sure that you are alone here when you flip the switch. When no one is in the garden with you, walk to the wall across from the entrance and turn right. Move behind the trees and look up. The switch you want is above you, under the eaves. Flip it, then return inside. Walk straight through the training rooms here all the way to the other side. This is the Hammers' graveyard. Walk in, and follow the path. Go all the way to the back. Again, you're allowed to be here, although you can't get too close to the two tombs in the back. When the coast is clear, enter the second tomb from the back and look up. The fourth switch is here. Flip it, and on your way out, get the five urns from the tombs as long as it's safe. Return to the large staircase and go back to the top floor. The Reliquary Go back to the Reliquary. A guard is standing here, but he won't take notice of what you're doing. Make sure that you and this stationary guard are the only ones in the room, and walk over to the pedestal on the right. The fifth and final switch is on the back of this pedestal with a skull on it. Flipping this final switch should reward you with an odd noise that indicates that all of the switches have been flipped. The way to the Talismans is now clear. Return to the large staircase and go down. Nabbing the Talismans Go back to the stairs that lead down to the basement, but this time take the corridor to the side and follow it all the way around. At the back, there is an opening to the outside. Step through, and you'll be in a large chamber holding the Talismans on the far side. If you're carrying the hammer from the priest's room, when you step onto the platform, a bridge will appear from the opposite side of the room. Walk across and enter the cell on the left. Flip the switch here to open the bars leading to the Talismans. Enter this cell now. You'll notice that the Talismans have a strange glow around them. This force field will strip away your health if it is active when you attempt to pick up either Talisman. To get rid of the force field, stand in the cell with the Talismans and read the Wall Builder's Prayer that you nabbed at the start of the mission. This counters the spell but will also set off the alarm. All of that sneaking has brought you this far, but you'll now have to run for the exit. Escaping Go back across the bridge and out into the hallway. Take a left and follow the hall around. The guards are on full alert at this point, so there may be a few of them in the halls ahead of you. Run through and get to the large staircase. Run up and go to the left. Get out to the balcony and jump over the wall onto the low roof below. From here, drop down to the streets, and the mission will end. RETURN TO THE CATHEDRAL Getting The Eye Use the four Talismans on the appropriate statues around the doorway and go in. Turn right and go through the door, then through the other door in this small room. Move forward into the long, narrow room and pick the lock on the door to the right. Get the loot from inside and return to the entrance to the cathedral. Avoid the double doors to your right and open the door across from you. Again, go through the other door in this room and into the long, narrow room beyond. Pick the lock on the door to the left and get the loot. Return to the long room and walk to the door on your left. Prepare your flash bombs and get ready to move. Open the door and sneak in. There are three or four zombies and three haunts in this room. Creep forward to the haunt in the center of the room and get his attention. Hopefully, you'll also attract the attention of the other two haunts and most of the zombies. When they get close, use three flash bombs to wipe them out. When your vision returns, run up to the altar (The Eye is floating about 15 feet above you) and go through the door on the right. Get the water arrow off the fountain and the holy water from the corner. Get a vial of holy water ready and arm your water arrows. Open the door back to the main altar area and look around. Quickly dispatch any un-dead with holy water arrows. From the room with the fountain, walk past the altar and open the door on the other side. Run in, past the apparition and open the door. Go up the stairs, all the way and open the door at the top. Open the door on the right and walk out across the beam. Follow the beams and rooms here, getting any loot and opening all the chests that you find. Keep going across the beams until you come to a locked door. Pick the lock and move in carefully, grabbing the loot and the fire arrows from the table. Then walk back out on the beam and drop down to the platform below. Pick the lock to the door and enter the room. Walk out onto the balcony to your left and you'll see The Eye at your level. You must now jump over to the top of the hammer pedestal and take The Eye. When you have it, drop down to the bottom floor. The Spirit of Murus You have The Eye now, and a look at your map will show you that you must get out the back of the cathedral to find the cloister gate. Go through the door that led to the stairs to the top floor of the temple. This time, though, you aren't going to take these stairs. Inside the door, turn right and run directly past the apparition. Open the door and enter the garden. In front of you is a spirit that looks somewhat different from the normal apparition. This is the spirit of Murus. He will welcome you to the area and will offer to help you if you help him. Walk past him and take the first right. Drop down the broken staircase to the ground below. Murus will appear down here. He'll tell you that if you want his help in leaving, you must help him as well. To start, you must locate his rosary, which is somewhere in St. Yora's. Take the left path from Murus and walk up the staircase. Inside St. Yora's Open the door into St. Yora's and walk in. Turn right and head up the staircase. Walk forward and get to the large sarcophagus. Snag the water arrows, then go through the hole in the wall. Be very careful now because there are a couple of active zombies up here. Walk through this small chamber to the door. Open it, and head right through the next door and out into the hallway. Turn left and walk around the hallway to the first doorway on the right. Duck inside and walk to the back room. Open the chest to get Murus' rosary. Turn around and run back through the hallway. Drop down the large crevice to the ground floor. Steal the healing potion off the table and run out of the room through the exit to the left of where you came down. The door ahead of you is where you entered St. Yora's. Go out the same way and return to the last place you spoke with Murus. He's there waiting for you again, and he will congratulate you on recovering his rosary. He tells you next that you'll need a holy symbol. With the number of undead creatures running around here and the extent of the desecration, the chance of finding a good holy symbol is next to nothing. Murus suggests you use the machinery in St. Tennor's to create a new holy symbol. Around St. Tennor's Go through the opening at the bottom of the broken staircase and into the cloister area. Make sure there are no undead walking around, and go left. The first door on your left is the entrance to St. Tennor's. Go in, and walk through the open doorway to the corridor beyond. Turn left in the corridor and follow it around to the room at the end. Inside is the machinery that Murus spoke of. Grab the mold on the bottom right from the floor; it should look like a hammer. Place it under the machine and pull the left lever. This will close the mold and prepare it for use. Then flip the lever on the right to pour the molten metal into the mold. When the holy symbol is ready, use the left lever again to open the mold and take the holy symbol. Go back to the hallway and walk through St. Tennor's. Take the staircase at the end up to the second floor and jump across to the ledge on the other side of the room. From here, jump over to the metal chute and slide down to the small courtyard outside. Take a look at the small shed here. Put a rope arrow into the shed and climb up, then mantle to the roof. Get the candle, then crouch and retrieve your rope arrow. Now, jump back to the chute and climb up. Leave St. Tennor's by the entrance you came in, returning to the cloister area. Before going back to Murus, you'll take a short trip through St. Vale's. Go forward from St. Tennor's to the corner and open the gate. Walk through and turn to the right. The large doors ahead of you are the cloister gates, where you'll be going when you've finished helping Murus. Walk around the corner and through the door on the left into St. Vale's. Shoot a rope arrow into the balcony on the left and climb up, mantling up to the top floor. Walk around the balcony and get the prayer book, then go retrieve your rope arrow. Drop back down to the ground floor and leave. Return to the broken staircase outside St. Yora's and speak with Murus again. Through St. Jenel's Murus will tell you that you have everything you need to do the favor for him, and that he will meet you in the graveyard next to his grave. However, to finish the mission, you have a couple of things to do in St. Jenel's first. Go back through the archway to the cloister and into the building directly across from you. Walk forward inside the building and drop down to the basement level. Press the button to get the elevator back to the top floor and walk out toward the staircase. Don't take the stairs. Instead, hug the left wall to the overhanging balcony. Drop down and open the blue chest here to nab the cemetery key. Snag the loot off the table and run past the zombie up the stairs. Get back on the elevator and press the button to go to the lower floor. Step off the elevator and into the room beyond. Go forward toward the table and take a hard left. Pick the lock on the door here and go in, taking the long staircase all the way to the observatory at the top. If you read the book on the table, you'll discover that the Hammers have determined that the moon has mystical properties. Throw the holy symbol you created into the small pool here, then retrieve it. The water in the pool has blessed the holy symbol, making it ready for use. Go back down the stairs now and to the elevator. Take it to the top floor and leave St. Jenel's the way you came in. The Graveyard When you leave St. Jenel's, take a right and walk to the gate. Open the gate and walk through. Ahead of you and slightly to the right, you'll see the locked gates of the cemetery. Use the key on the gates and go through. Arm yourself with fire arrows and use a couple on the zombie you find skulking around in here. Wander through the graveyard until you find Murus standing by an old grave. He'll tell you exactly what to do. You must touch his tombstone with the rosary, then place the candle on the stone and read the prayer. Touch the gravestone with the blessed holy symbol, and Murus' grave will have been blessed. With his soul finally at peace, he can rest easily now. Unfortunately, Murus doesn't have a key to the cloister gate. Instead, he gives you a key to the old armory on the top floor of the cathedral. You'll have to go back to the cathedral if you want to leave in one piece. Getting Out Leave the cemetery and go back to the broken staircase by St. Yora's. Re-enter St. Yora's and get ready to move. Walk straight forward into the room where you grabbed the healing potion and go left through the other doorway. Follow the hallway here all the way around to the left until it ends in a large room. The doorway to your right leads back into the garden between St. Yora's and the cathedral. Leave by this door, and get your holy water ready to use. The garden is home to both an apparition and a haunt. Since you really don't want these creatures following you, use a holy water vial and destroy them. When the way is clear, go back through the door leading into the cathedral. Run around the apparition and go to the right, taking the door to the staircase. Return again to the third floor and open the door at the top. In this room, use the armory key you got from Murus on the left door. Inside, you'll find a parchment, an explosive device, and a few fire arrows. Read the parchment and get the explosive and the arrows. Once you have these, return to the garden and drop down the broken staircase again. Run out now to the cloister gates near St. Vale's. Drop the explosive device by the gates and back up to the shadow area across from it. Launch one of your fire arrows into the device and the gates will be blown open. Run out, and the mission will end. ESCAPE! Into the Maze You start in the altar area outside Constantine's garden. Chances are good that you looted this area during the mission to steal Constantine's sword. When you were here last, there was a door in the room that you could not open. It's open now, though. Before going through it, check around the altar area and get the useful items here. You won't get any broad-head arrows, but you'll find your blackjack and some noisemakers and rope arrows. Then head out the door. Check the fire is burning here and grab any fire arrows you see. Head down the stairs and go either right or left. You should crouch down at this point because there are some nasty creatures below you, including a bugbeast and a couple of ratmen. There is a good chance they'll spot you if you're standing, and you're in no condition for direct combat. While crouched down, fire a rope arrow into the ceiling and jump off the balcony onto the rope. Climb up and jump across to the small alcove above the floor. Get all the goodies here, and lean out and snag the gas arrow next to the niche you're in. Use the gas arrow on as many of the creatures below as possible. Regardless of how many creatures you use the gas arrow on, you should use it on the bugbeast without hesitation. Slay the ratmen with broad-head arrows if you don't catch them in the gas cloud. Then drop down to the floor and get your rope arrow back. Now go through the left-most exit from the stairs down and take left passages until you come to a dead end with a vertical pool. Step into the pool and grab the water arrow, then return to the stairs. On your way back, make sure you get the gas arrow, and drop the patrolling ratman. Getting to the Basement Now that you're back at the stairs, it's time to get serious about getting through the basement and finding some help for dealing with Constantine. This time, you're going to go through the right-most exit from the stairs. Go left in the room beyond and through the tunnel, getting the arrows off the ground. When this path ends in a T-intersection, turn right. Make sure the bugbeast and ratmen in this area aren't around, then shoot a rope arrow into the canopy above and climb up. Jump over to the platform and explore. You'll find some ammunition and supplies up here, which should help you out. While up here, snipe at the ratmen and drop the bugbeast with the gas arrow you grabbed earlier. Go through the tunnel. There is a gas arrow at the end that is definitely worth having. When you've got everything, drop back down to the ground, and retrieve the rope arrow. Go back to the T-intersection and go forward into the next room. Head to the right here, and go through the long tunnel. As you go through this tunnel, you can grab a few water arrows. You'll also have to kill off a spider or two on your way to the next large area. This path will end on a platform overlooking some sort of shrine on the ground. Fire a water arrow into the fire elemental and take a look around. Use a rope arrow to get over to the higher platform on the left and snag the gas arrows here. You can also put another rope arrow into the ceiling by the platform on the other side and get the water arrows here. A few more ratmen patrol this area, and hitting them from above will keep you out of range. If you didn't drop the bugbeast earlier, there's a good chance it will appear now. When the ratmen are dead or unconscious, drop down to the ground and walk into the large, open area. Take the tunnel on the left until you get to the next large room dominated by the tree at its center. Use another rope arrow to get up to the platform and take a look around. Don't miss going through the opening and into the tree. Get the arrows here and read the book. It's a journal of Constantine's and it suggests that either he is a highly placed agent of The Trickster, or he is The Trickster himself. When the ratmen in this area are taken care of, drop back to the ground. Head up the ramp here and go left at the T-intersection. You'll see a room ahead that looks like it belongs in a normal basement and there's carpeting on the floor. Slay the ratman with an arrow and move in carefully. Three other ratmen patrol this area. Into the Basement Although your map has shown you to be in Constantine's basement this whole time, you're now in something that actually resembles a real basement and not some evil forest. When there are no ratmen around, move through the room and into the corridor beyond. Douse the torch with a water arrow and wait. Eventually, the three ratmen in this area will come this way. If you can, hit them with arrows when they're still unaware of your presence. When you have killed them all, walk forward down the hallway and go right at the end of the hall. Walk forward now until you get to the wall, then go right, followed by an immediate left. You'll have to walk across a metal floor here, but with the ratmen out of the way, this shouldn't be much of a problem. Take the first left on this floor and go up the ramp. You'll still be on a metal floor, but there aren't any enemies close by. When you get back to the carpeting, turn right, then take the next left. You'll be spending a long time in this hallway because there are a few more ratmen to deal with here. Extinguish the torches as you go down the hall, then duck into the alcove to the left. Again, ratmen will walk past on patrols, but if you've been careful, they shouldn't know that you're around. Drop all three of them however you can, but make sure you still have a few gas arrows in your inventory for the next floor. You can use your broad-head arrows without much fear at this point because you won't have much use for them on the top floor. With these ratmen out of the way, go back to the hall and all the way to the corner on your left. Continue around the corner, and take the first left, running past the spider here. Take the next two rights until you get to the door. Open it, and you're at a set of stairs. Climb up them to the first level of Constantine's house. Getting Out Unfortunately, the top floors of the house are completely closed off. You'll have to get through the front door to get out. Go right from the stairs and into the hallway. Go left then, and follow the hallway all the way around to the kitchen area. You will likely run across a ratman, so drop him. You'll also have a run-in with an exploding frog creature, which will probably strip away some of your hit points. At the kitchen, shoot a gas arrow at the ratman standing guard, then enter the room. From here, go left into the dining room and get the fire arrows off the table. Again, there is probably a ratman patrolling through this room. If you still have two gas arrows, use one on him. If not, kill him with fire arrows, broad-head arrows, or whatever else you have in your arsenal. In a worst-case scenario, blind this ratman with a flash bomb and run through the room into the hallway. In the hallway, arm yourself with a gas arrow and go left. Follow the corridor around the corner, and start aiming at the bugbeast standing in your way. Launch the arrow at it, then run past, taking the first door on the right, which leads outside. You should have a jump on the other bugbeast and the ratmen on the other side of the hallway, so you should get to the door before they can react and hit you. Watch out for the exploding frog by the door. Once you're outside, the mission will end. STRANGE BEDFELLOWS The Destroyed Temple You begin in the same place where you began the Undercover mission, out in the streets near the Hammer temple. Everything seems to have changed. Death and destruction are everywhere. Bodies litter the streets, and everything appears to be destroyed. The doors of the Hammer temple have been ripped off the hinges, and no other living soul seems to be in the area. Enter the temple, and explore the two rooms to the side. Grab the broad head arrows on the floor. You'll notice that your objectives change as soon as you enter the temple. Rather than finding someone in charge, you must now find whether the Hammers have survived the assault at all. Open the door into the temple proper and look in. A few enemies are patrolling the area beyond. Step carefully into the corridor and grab the arrows, then head right and open the door at the end of the corridor. Grab some more arrows and move through the door across from where you entered, back to the balcony. Now walk through the ruined Reliquary and move carefully into the hall beyond. You'll have to pick the lock on the door here, so keep a watch for the patrolling bugbeast in the room with the large stairs leading down. Enter the chapel area and again grab the arrows from the floor. Walk up to the remains of the altar and climb down the ladder into the sub-basement of the temple. Finding the Hammers The sub-basement is heavily patrolled by ratmen. You can kill them if you want to, but with care and patience, you can just avoid them all. If you stick to the shadows and move quickly across the brightly lit areas, you should have no trouble picking your way past them. The carnage in the sub-basement is almost total. The bodies of dead Hammers and ratmen, and even an occasional bugbeast, litter the floors. To get to where you need to go, you'll be taking left passages for the most part. When there are no ratmen in the area, move away from the ladder and through the opening ahead of you and into the tunnel beyond. The Hammers have carved out a few rooms in this tunnel complex, but you don't have the luxury of hiding behind closed doors. A few barrels here can serve as an impromptu hiding place, and you'll often find a good number of deep shadows behind the columns holding up the ceiling. Take every left-most passage until you find the dead Hammer under a cloud of insects. If you look beyond him, you'll see a fountain of holy water that has been toppled. There's nothing of value in that room, and a spider is lurking there, so avoid it. Instead, take the next passage to the right from there and continue moving forward. As you exit the room and look down the tunnel, you'll see a set of stairs leading down in the distance. Again, wait for the ratmen to finish their patrols in the area, then make a run for the stairs. At the bottom of the stairs, you'll emerge into a large, circular area with three levels. You'll be on the top level along with the bodies of two dead Hammers. The next level down has a cross-shaped wooden walkway spanning the center. All the way at the bottom, you can see a couple of creatures, including another bugbeast, walking about. Around to the right of where you entered this area is a locked door. You can't open this door with your lock-picks, so you'll have to get the key. Walk around the upper walkway to the opening on the other side and go through. This leads to a ramp heading down to the next level. You emerge on the middle level in a small alcove with two tiny rooms off from it. In the right one, you can get a few moss arrows, while the one on the left holds some fire arrows. Get them, then lean out so that you can look at the walkway. The ratman patrolling the walkway must be dealt with. When he is dead, walk straight across the walkway, avoiding both the left and right crosspieces. On the far side is another alcove with two rooms. The right room is a water area. Jump in and get the water arrows in the central dry area. The left room looks much like the void room back in the mission to retrieve Constantine's sword. Don't worry about entering, the floor is simply invisible. Snag the gas arrows here and leave, going through the tunnel that leads to a long spiral staircase heading down. At the bottom of the stairs, you'll find yourself face-to-face with a Hammer guard. He recognizes you and tells you of the current plight of the temple. The high priest has been captured by the Trickster's creatures. The Hammers dare not risk an attack because the ratmen would kill the priest as soon as they were threatened. However, someone with your talents seems well suited to the task of rescuing the man. The guard will give you a key and a map and send you on your way. Finding the Priest After you have the key and the map, you need to get back to the top level of the circular area. Re-trace your steps all the way up to the locked door at the top and use your new key to open it. As soon as you do, back up just in case a ratman is patrolling in the area. This next area is quite dangerous and requires a lot of precision, timing, and patience. Walk forward through the door and then through the opening ahead. Take an immediate left into the corridor beyond. A number of ratmen and bugbeasts are shuffling around in this area, so you must move carefully. When there is nothing in the immediate vicinity, shoot a water arrow to douse the torch on the left wall, and put the bow away. You're going to stick to the corridor here, avoiding the rooms in the middle so you don't have to worry about the bulk of the creatures. Each time you approach a torch, use one of your water arrows to douse it and darken the area. As you walk, you'll frequently run across the patrolling ratmen. You can get into a fight with them if you wish, but there is no need. Fortunately, there are a number of privies along the left side of the corridor where you can hide when one of the ratmen gets close. Follow this corridor all the way to the end. Take the ramp down. The Priest There are three exits from the room at the bottom of the ramp. Go through the exit on the left. This room holds two ratmen. Fortunately, they are currently standing with their backs to you, facing a fire. Move in and hug the left wall, going as slowly as you can to make as little noise as possible. Keep going all the way to the opposite side of the room and go through the exit here. The next room also contains a pair of ratmen. You want the exit to the immediate right as you enter the room. You'll be heading into a room that has a cloud of insects in it. The room to the right here, through the insects, has a bugbeast in it. Avoid an encounter by going straight through the room to the exit directly across from where you entered. You'll walk into a room with a skeleton on the floor. Turn left and go through the doorway in front of you again. This room, like many of the others, holds two ratmen around a fire. They're over in the left corner. You need to go all the way to the back and out the doorway on the right. You're now on the opposite side of the room with the priest. Duck in and hug the left wall. Slide around until you get up close to the priest. Crouch down next to him and keep your eyes on the closest ratman. He'll regularly turn and face the fire, then turn back and look toward you. When he turns away, arm a gas arrow and drop him with it. Immediately start readying another gas arrow and aim for the area between the other two ratmen. They'll be alerted to your presence, but they won't know where you are. As they start searching for you, they'll get close to each other. When they are near each other, launch your second gas arrow and take them both out. With the ratmen out of the way, pick up the priest and walk through the exit opposite the one you entered. This puts you back into the first room on this level. Rather than going across the room to the long ramp up, take an immediate left and go up the ramp here. You'll emerge in a room that has a sort of makeshift dock area. Drop the priest on the raft here and climb aboard. When you're ready, hit the lever, and the raft will launch and start floating downstream with the current. Pick up the unconscious priest again and wait. The raft will follow the stream along, eventually dropping down a very gentle waterfall. Let it carry you and the priest all the way to shore, then disembark and carry the priest over to the hammer-shaped window slit. Drop him here, and the mission will end successfully. INTO THE MAW OF CHAOS Down the Slope Start running down the paved path in front of you, and follow the stairs down. When the floor turns from the lighter colored paving to the stone of the cave walls, take a sharp left turn and keep running past your enemies. Eventually, you'll come to what looks like a room carved out of the rock. Go through the doorway on the left and into the next area. Run to the left and drop down to the lower platform immediately below. Follow the platforms down to the next opening and go through. Keep going forward, but don't move too fast. There's a sudden drop-off ahead of you that leads straight into a lava pit. You'll want to skirt this along the ledge to the right. Move ahead until you start seeing the large blue crystals sticking up from the floor. The Ice Fields The blue crystals that jut from the rocks here are nasty. Just touching them will strip away your hit points. Worse, you'll often need to negotiate your way around them while walking on slippery ice. Your first test here isn't very difficult. Step carefully onto the ice and collect the water arrows near the crystals. Follow the ice field down until you get your feet on solid ground again, then go forward. The next area is quite daunting. You're confronted by a large, steep slope of ice with blue crystals jutting from it. Step lightly onto the ice and immediately start back-pedaling. You'll shoot down this ramp at high speed, and the narrow strip of rock at the bottom is covered with the deadly blue ice crystals. Only by running backwards as fast as possible can you prevent yourself from getting impaled. At the bottom, turn to the right. Arm yourself with a water crystal. There is a fire elemental in the next room, and there aren't many good places to hide. Move in carefully and stand in a shadowy area, then dowse the elemental when it gets within range. Check the fire for some fire arrows, and walk carefully over the lava bridge. Past the bridge, head right through the next cave, then left down a very steep ramp. Keep going until the path appears to vanish. When you're ready, drop down. This ramp is effectively a slalom course. The first part is stone, but it quickly changes to ice. Use your left and right movement to skid out of the way of the blue ice crystals, and run backwards to control your speed as best you can. At the bottom, turn right and move forward. Entering Constantine's Lair Walk over to the backward waterfall and jump in. After a few seconds, you'll break the surface and will be moving along at a fair clip. The current is very swift through most of this area, so you'll have to be quick to get where you need to go. Continue swimming forward, ducking down into the water when you run out of head room. Again, break the surface as quickly as possible and let the current carry you. The next part of this is the most dangerous. You'll be forced underwater again, and the current will carry you up and around a large bend. You must rotate around so that you're facing in the right direction. Let the current carry you, and swim forward as well. Around a couple more tight bends, keep your eyes to the left. You should be just about out of air, when there appears to be a break in the water to the left side. Move carefully out of the current into this small alcove. When you get your breath back, jump back into the current and let it carry you along. After a few seconds, the waterway will deposit you in a large pool of water that is somehow suspended above the ground. If you look down, you'll see the top of the blue ice pedestal. Position yourself directly over the center and swim down. You'll fall out of the pool, directly into the top of the pedestal and into the water below. Let the current carry you up to the surface, and get back onto dry land. The Tree and the Gorge Go forward into the large area dominated by the biggest tree you've ever seen. Go around to the right, being as cautious as possible. You'll need to deal with a couple of ratmen here. Take them down, and continue walking around the tree until you come to the large, gaping entrance leading into the trunk. There are several spiders here. Run around them and mantle up onto the ledge, then mantle up to the next higher ledge. Fire a rope arrow into the ledge across from you and jump over to it, climbing up. You'll have to mantle and climb up the ledges above you to get to the top. It's sometimes helpful to fire a rope arrow into the next higher ledge and use that to pull yourself up rather than trying to jump and mantle. At the top, climb through the opening and keep walking. You'll come to a large, long room with purple lights along the sides. These purple lights fire purple magic missiles at you when you step in front of them, so you'll need to move quickly through this next area. Start running, and take out the ratman standing guard at the end. Stopping for too long here is fatal, so be very careful about where you take a break to kill the ratman. Across the Lava Fields On the other side of the large room, you'll come to a series of caves. All or most of these caves are large, and the floors are filled with deadly lava. You'll need to stick to the ledges that run along the left walls to avoid falling to your death. This path is also guarded by a number of ratmen. Take them out as you see them, preferably with arrows or fire arrows. Move carefully, because early in this series of ledges and tunnels there is a sudden drop-off where you'll need to jump across the lava to reach the other side. There really is only one way to go through these caves. The general rule is to move swiftly after the jump and when there are no ratmen in the vicinity. Move slowly only when your path is blocked by a ratman. Around one corner, you'll glimpse some blue crystals on a distant platform. Be careful here because that platform holds a bugbeast. Get by the bugbeast without being spotted, and continue on. You'll come to what looks like a dead end, with a high rock wall in front of you. Look up. Some vines are hanging down here. Climb up one and jump over to the wall. From here, leap to a vine on the other side and climb down. This will put you just outside the area where Constantine is. Replacing The Eye Ahead of you is a massive seven-pointed star drawn on the ground. Constantine, in his form as the Trickster, is currently casting spells on each of the pedestals at the points of the star. The Eye stands on an eighth pedestal in the center of the platform. You must get to The Eye and swap it with the false gem you carry before Constantine has finished his enchanting. Watch Constantine. When he starts walking to a pedestal that is turned away from you, you'll have a minute to get to The Eye. Walk carefully because the sound here will carry. You may want to use a few moss arrows to help you move more silently. Once at The Eye, switch it with the false gem, and carefully get back to cover. Hide in the shadows so that Constantine can't see you, and wait. The Trickster's Demise All you need to do is wait. When Constantine finishes his spell, he'll realize that he has been tricked, the false gem will lash out and kill him, and the mission will end.