Thief II: The Metal Age (v1.18)

                  FAQ v5.0 by Taffer ([email protected])

                                July 19, 2001


"It is not a question about what the Law is, but rather what it is not. The Law
is neither noble, nor an end in itself. It is not for the weak-minded or the
squeamish. The Law is simply a means for those who control it, namely me, to
acquire that which I want. One with your wealth and connections, who is
prepared to sacrifice to have a troubling problem resolved, need only describe
to me in detail the favor you are requesting."
     -- Gorman Truart, correspondence

"The Master Builder came unto us. He built for us a new house, and the house
was like His house. And he gifted us with knowledge, and we learned to use
Boiler and Gear. That unto us would come His Paradise, and there would be no
pain."
     -- from Mechanist Rote Texts for Novices

"Twice moons face darks us showed
 Twice thems jackals singsie
 Thrice Him harvest failsy blights
 Thrice we weeps and chillsing..."
     -- Unattributed, Ink on Parchment

"Our focus shifted to those who presented two faces: one manifest yet false,
the other hidden yet true. To interfere directly would bring ruin, still, the
glyph warnings were absolute."
     -- Keepers Annals

"He poured his children's eyes from glass and from steel wrought their hands
that none could escape his judgement."
     -- The New Scripture of the Master Builder


Table of Contents
=================
Section 1: The Latest From Taffer
   1.1: Personal Notes Regarding The Next Release
Section 2: Updates Since Last Release
Section 3: Opening Notes Regarding This FAQ
   3.1: Patches Available
   3.2: Reading This FAQ
   3.3: Best Times
   3.4: Mission Objectives
      3.4.1: Changing Objectives
      3.4.2: Bonus Objectives
   3.5: Recommended Purchases
   3.6: The Walkthroughs
   3.7: Headers
   3.8: Just What The Heck Is A Taffer Anyway?
      3.8.1: The True Meaning Of "Taffer"
   3.9: Contacting the Author
      3.9.1: Contact Through Email
      3.9.2: Contact Through ICQ
         3.9.2.1: Unauthorized Adding On ICQ
      3.9.3: Thief FAQ Mailing Lists
         3.9.3.1: Bounced Emails
   3.10: Other FAQs By The Author
Section 4: Game Notes
   4.1: Patrols
   4.2: Bloodstains and Bodies
   4.3: Doors
   4.4: Hard Surfaces
   4.5: Water
   4.6: Food
   4.7: Gas Lamps
   4.8: Compass
   4.9: Jumping and Mantling
   4.10: Leaning
   4.11: Zooming
   4.12: Falling
   4.13: Enemies
      4.13.1: Human Guards
      4.13.2: Watchers
      4.13.3: Spiders
      4.13.4: Cannons
      4.13.5: Rats
      4.13.6: Fly Swarms
      4.13.7: Servants
      4.13.8: Iron Beasts
      4.13.9: Hammer Haunts
      4.13.10: Non-Combatants
   4.14: Arsenal
      4.14.1: Sword
      4.14.2: Blackjack
      4.14.3: Broadhead Arrows
      4.14.4: Water Arrows
      4.14.5: Fire Arrows
      4.14.6: Moss Arrows
      4.14.7: Gas Arrows
      4.14.8: Rope Arrows
      4.14.9: Noisemaker Arrows
      4.14.10: Flash Bombs
      4.14.11: Flares
      4.14.12: Explosive Mines
      4.14.13: Gas Mines
      4.14.14: Potions
      4.14.15: Scouting Orbs
   4.15: Cheats
Section 5: Running Interference (Mission 1)
   5.1: Introduction
   5.2: Objectives: Normal
   5.3: Objectives: Hard
   5.4: Objectives: Expert
   5.5: Simplified Objectives
   5.6: Before The Mission
   5.7: Notes Regarding This Mission
   5.8: Walkthrough
Section 6: Shipping ... and Receiving (Mission 2)
   6.1: Introduction
   6.2: Objectives: Normal
   6.3: Objectives: Hard
   6.4: Objectives: Expert
   6.5: Simplified Objectives
   6.6: Before The Mission
   6.7: Notes Regarding This Mission
   6.8: Walkthrough
Section 7: Framed (Mission 3)
   7.1: Introduction
   7.2: Objectives: Normal
   7.3: Objectives: Hard
   7.4: Objectives: Expert
   7.5: Simplified Objectives
   7.6: Before The Mission
   7.7: Notes Regarding This Mission
   7.8: Walkthrough
Section 8: Ambush! (Mission 4)
   8.1: Introduction
   8.2: Objectives: Normal and Hard
   8.3: Objectives: Expert
   8.4: Before The Mission
   8.5: Notes Regarding This Mission
   8.6: Walkthrough
Section 9: Cutscene - "Revelations"
   9.1: The Prophecy
Section 10: Eavesdropping (Mission 5)
   10.1: Introduction
   10.2: Objectives: Normal
   10.3: Objectives: Hard
   10.4: Objectives: Expert
   10.5: Simplified Objectives
   10.6: Before The Mission
   10.7: Notes Regarding This Mission
   10.8: Walkthrough
Section 11: Input From Other Taffers
Section 12: Thief II Sites On The Internet
Section 13: Version History
Section 14: Disclaimer
Section 15: Endnotes And Copyright Notice


Section 1: The Latest From Taffer
=================================
Well! Only a two month interval between releases this time! (Last time was a
five-month break). Seems I'm getting better!

Yes, I've succumbed to the addiction that is EverQuest, but it's not as bad as
it used to be. The game's getting tougher without grouping, and grouping is
difficult at times.

Having said that though, if anyone else out there also plays EverQuest...say hi
to me. :) I'm on the Vazaelle server, playing a (currently) 35th level Halfling
Druid named Larn Lobos.

******************************

Just a reminder to everyone. As stated in the FAQ (since nearly the very first
release of my first FAQ), any questions sent to me that are already answered
within the FAQ WILL NOT BE ANSWERED! I've received a LOT of email with
questions that have their answers somewhere within the FAQ. So if you send in a
question for me and don't get a reply, that could very well be the reason.

******************************

Thanks to a reader of my this FAQ (thanks Sergey!), I now have the complete
prophecy recited in the first cutscene. The first cutscene as been amended to
include this new material, and a sub-section had been added which lists just
the lines reciting the prophecy, for anyone who is interested in just that part
of it.

There is ONE part of the prophecy though that is slightly confusing to me.
According to the notes sent to me, one of the lines is:

My pulse is mercurial sickened, it slows.

This doesn't quite ring right to me. I think the word "sickened" should be
replaced with "quickened". But, I have nothing official on this, and could not
for the life of me hear this line in the recitation. (All the others I was able
to more or less confirm, once I knew what I was listening for.)

******************************

Regarding my ICQ account. Yes, it's still there, but I don't use ICQ as much as
I used to. (This problem isn't EverQuest related...I cut back on ICQ long
before EverQuest.) When I do log on, I tend to spend most of my time invisible
so I'm not paged by 50 people while I'm trying to have a conversation with one
person. But I am still there. Feel free to send me offline messages, and I'll
reply to them as soon as possible.

******************************

And speaking of Thief III (Were we? If we weren't, we should! {g}) I have a new
link for you. It leads to someplace called "Thief Underground". While there
doesn't appear to be much solid information there at the moment, this seems
like a good place to keep an eye on for future news. Of course, if anyone out
there has more information on the next Thief game, please don't hesitate to
email me with it. :)

     http://www.3dactionplanet.com/thief/games/t3/index.asp

******************************

By now, everyone has heard the news that Looking Glass Studios has closed its
doors permanently. Here is a link with a very thorough, in-depth and unbiased
explanation of what happened. For the story, go to:

http://www.ttlg.com/articles/lgsclosing1.asp

******************************

My computer has taken to crashing when I played the game while working on the
FAQ and, on several occasions now, spontaneously rebooting! I have no
explanation for it...I will be typing merrily away, and the computer will just
crash, or reboot! Never while in Thief II though...always while in Wordpad. And
sometimes the speakers emit a loud, steady, high-pitched whine when it crashes
that just drives me batty! And almost everytime, I can only get at most 10 or
15 minutes of work done before it crashes. It's getting very frustrating.

******************************

As always, feedback is greatly appreciated, both positive and negative. And
please let me know if there's some way you think I can improve this FAQ. I am
always open to your suggestions, comments, criticisms, etc....after all, this
is for you!


1.1: Personal Notes Regarding The Next Release
==============================================
I've played a bit of the next mission...it's quite difficult. Lots of loud
floor and mechanist devices. It's going to be one heck of a ride though! :)
Fortunately, there doesn't seem to be a random element in this next mission. To
think, Garrett's lowering himself to bank jobs....

The next release will have the walkthrough for mission six, "First City Bank
And Trust", as well as information on any new enemies and/or items found
therein.


Section 2: Updates Since Last Release
=====================================
4.3  -- Added walkthrough for Missing Five (Eavesdropping).
4.8  -- Added Fly Swarms, Iron Beasts, Servants, and Hammer Haunts to
        the Enemies section; Updated the entry on Watchers (4.13.2)
        and Fire Arrows (4.14.5).
5.0  -- Completed the prophecy in the first cutscene; added Section
        9.1: The Prophecy.

For a complete version history, see Section 13.


Section 3: Opening Notes Regarding This FAQ
===========================================
This is my second FAQ/Walkthrough. All input is appreciated, especially
regarding what you liked, and how I can improve it. Please send comments,
suggestions, etc., to [email protected]

NOTE: This FAQ covers the PATCHED version of the game ONLY (v1.18). That means
if you are playing the unpatched version (v1.07), while there will be many
similarites, there will also be many differences. (For example, in the patched
second mission there are more guards, more items to find, a higher loot count
and different treasures, sometimes in different locations, as well as some
secrets being changed.)

This FAQ does not cover the entire game at the moment. It only covers up to the
fifth mission, "Eavesdropping". Other missions will be added every now and
then, at irregular intervals.

This game is the sequel to both Thief: The Dark Project, and Thief: The Dark
Project Gold (hereafter referred to as Thief Gold...this is an "enhanced"
version of the first game). Despite this, most of the FAQ will assume you have
NOT played either of the previous games. I will, however, point out items of
interest for those who HAVE played one or both of them. (For example, in the
first mission, you are helping Basso...whom you rescued from prison in the
previous game.)

This FAQ is based on the PC version of the game. Does another version exist? I
don't know.

3.1: Patches Available
======================
There are a couple of patches available for this wonderful game. Not all of
them are necessary however.

There is a large (30+ megs) patch called "thf2v118" which patches your Thief II
game to v1.18, the version which this FAQ is based on.

There is a much smaller (3 meg) patch for the Thief II mission editor DromED,
which you WILL need if you want to make your own missions and have patched the
game to v1.18. This file is called "dromed118".

Finally, since the game patch to v1.18 makes a LOT of changes throughout many
of the missions, you can download the v1.18 versions of these missions for
DromEd, either seperately or all together in one big file. All together, the
fifteen files total about 50 megs when compressed together.

The first patch (the game patch) is available from the Eidos website.

The new DromEd and patched mission files can be found at
http://www.lglass.com/thief2/editor/dromed.html

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

When I type up the FAQ, I use the WordPad program which came with Windows 98. I
have the View/Options set to "Wrap to ruler". Then I type merrily away, without
having to worry about hitting the "Enter" key. Unfortunately, when the document
is later viewed in certain other programs, it prints the entire line of text
until the end, sometimes continuing off the screen (as described above).

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

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

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

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

3.3: Best Times
===============
For those missions that have been completed, I have also included my best time
for completing that mission. This is for various reasons, but mostly to do with
ego. :) Note that my best time for a mission does NOT necessarily reflect this
walkthrough. For example, I may take a more risky path, or I may run on metal
grating...or I may not bother hiding bodies, closing doors, cleaning up
bloodstains, etc.. Each mission was finished, however, with both the maximum
possible loot and all secrets found, unless otherwise noted.

For those who may be interested, I've collected all my best times here:

Mission  1: Running Interference -- 6 minutes, 48 seconds
Mission  2: Shipping ... And Receiving -- 20 minutes, 16 seconds
Mission  3: Framed -- 9 minutes, 36 seconds
Mission  4: Ambush! -- 5 minutes, 59 seconds
Mission  5: Eavesdropping -- 13 minutes, 41 seconds
Mission  6: First City Bank And Trust -- (Haven't played it yet)
Mission  7: Blackmail -- (Haven't played it yet)
Mission  8: Trace The Courier -- (Haven't played it yet)
Mission  9: Blood Trail -- (Haven't played it yet)
Mission 10: Life Of The Party -- (Haven't played it yet)
Mission 11: Precious Cargo -- (Haven't played it yet)
Mission 12: Kidnap -- (Haven't played it yet)
Mission 13: Casing The Joint -- (Haven't played it yet)
Mission 14: Masks -- (Haven't played it yet)
Mission 15: Sabotage At Soul Forge -- (Haven't played it yet)


Campaign Totals (to date):

Time So Far: 56 minutes, 24 seconds
Loot So Far: 8417
Total Damage Dealt: 100 and Received: 1

3.4: Mission Objectives
=======================
Although each mission walkthrough shows the objectives for Normal, Hard, and
Expert levels, the walkthrough itself covers ONLY the Expert level.

The Simplified Objectives contain the mission objectives as viewed from within
the mission. They are less verbose, and more to the point than the wordy
objectives given before the mission begins. Although the only ones shown are
from the Expert level, you should be able to pick out which ones apply to your
game if you are playing on Normal or Hard instead.

3.4.1: Changing Objectives
==========================
During some missions which you will undertake, your mission objectives will
deviate from those which you started with as you progress through the mission.
This can be due to changing situations, the gaining of further information,
receiving new instructions, and perhaps other reasons as well. You are informed
in the game when your mission objectives change, and the mission's walkthrough
also reflects this. When your objectives change, the walkthrough will give you
a list of your new objectives.

Note that when your objectives list is displayed inside a mission's
walkthrough, it will also indicate which ones you have completed so far. If
your list differs from the one given within, it means that you have not
followed the walkthrough as it is laid out. For example, if you need 1500 in
treasure to complete a mission objective, and the walkthrough says you have
done so but your mission objectives do not, then you have not picked up all the
treasures indicated up to that point.

3.4.2: Bonus Objectives
=======================
Some missions also have Bonus Objectives. These are mission objectives that you
don't find out about until AFTER you've completed them. Your very first
mission, "Running Interference", has one of these.

When you receive a Bonus Objective, if you have Goal Notification turned on,
you will be informed just as if you had completed a normal objective. If you
look at your objectives however, you will see one has been added, and that it
is already checked. Just as with changing objectives, whenever you receive a
bonus objective the walkthrough will give you a list of what your current
objectives are, including the new, Bonus Objective.

Note: You don't find out about the bonus objectives until AFTER you've found
them. That being the case, each mission walkthrough documents the bonus
objectives which I have FOUND. I will do my best to find them all, but I can't
guarantee there are no more than the ones shown. If anyone finds others I miss,
please let me know.

3.5: Recommended Purchases
==========================
At the end of each "Before The Mission" section, I've listed the equipment that
I personally use and/or recommend to complete that mission. In most cases,
these purchases will NOT eat up all of your funds. Use whatever you have left
over as you see fit.

Note that my recommended purchases are not always what is NECESSARY to complete
the mission. In some cases, it will make the mission easier for you, in others
it may simply be that there is NOTHING to buy to help you, but what I've
recommended is (in my opinion) the best you can do.

3.6: The Walkthroughs
=====================
This FAQ is geared towards having you complete each mission with the maximum
amount of treasure possible, on top of completing all of your quests. Each
mission is done at the EXPERT level, and all statistics are given for that
difficulty setting (ie: what you find, where, how much, etc.). I have not tried
playing these missions on the lower difficulty levels.

Each mission walkthrough is presented in the following manner:

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

A few words regarding numbers three and four:

The most expedient path means the fastest way through the mission while still
keeping the other three goals in mind. Most missions have several "sidetrek"
areas, where there is nothing for you to do or to acquire. However, a lot of
these areas are just plain interesting...the designers have put a lot of time,
effort, and planning into some of these, and it would be a shame for you to
miss it all. So I suggest that when you are using the walkthrough, if you come
across a "sidetrek" area, save your game, and go and investigate it. A lot of
times, it is well worth it.

[A good example of these sidetreks: In Mission 3 of Thief Gold, "Down in the
Bonehoard", there are several places where you can find members of a lost
expedition and read their journals. But since you need to go out of your way to
get to them, they are not mentioned in that FAQ.]

The SAFEST method of doing something is not always the fastest way. There are
some areas where there is a more risky way of doing something, but doing so is
faster. Sometimes it's not just a matter of risk, but of timing as well, since
a lot of the guards patrol. So if you've been wondering why you can't beat my
best times no matter HOW closely you follow the walkthroughs...well, that's
your answer. (See Section 3.3: Best Times, for more details.)

3.7: Headers
============
The mission headers were a late addition to the Thief Gold FAQ. They were
included when a few people wrote in to say that they had trouble finding a
specific area of a mission that they were looking for when they needed help in
a single area. Since their inclusion, no one has written in with this problem.

The beginning of each mission's walkthrough will have a list of "headers".
These are distributed throughout each walkthrough, in an effort to make it
easier for people to find a certain section that they are looking for.

Note that these headers are NOT always entirely accurate. A section may change
before the header does, or one section may contain a brief "side trip" into
another section. The walkthrough may move you through a bit of a new section
before changing the header.

An example of this is in the first mission (Running Interference). There is a
brief sidestrip from the basement kitchen up into the entry hall, and then
you're brought right back down into the kitchen again.

I hope you all like the headers and find them useful! Enjoy! :)

3.8: Just What The Heck Is A Taffer Anyway?
===========================================
This is a question that many Thief fans have asked countless times. I received
a few emails regarding this, and here is what I've derived from them:

There is a Mother Goose nursery rhyme that contains the line(s), "Taffy was a
Welshman, Taffy was a thief". "Taffy" is a slang name for a Welshman.

At least one other person has suggested to me that "Taffer" is a dilution of
"Trickster", much like in modern English "Darn" is a dilution of "Damn", and
"Heck" is a dilution of "Hell".

Someone wrote in to suggest that "Taffer" was merely a censoring word, that
could be replaced with any appropriate expletive. (Or perhaps more likely, a
sort of "medieval cuss-word", as he put it.)

I've been informed that in Suffolk, England, there is a verb, "to taff", which
means "to spit". So a Taffer would be a Spitter.

Apparently there is some point in the game (which I have either missed or not
yet gotten to), where a Hammerite makes reference to the fact that "Taffer" and
"Trickster" are synonymous.


If anyone can clarify, expand, or suggest another meaning, please contact me! I
seem to recall having once seen a definition online (on a message board
somewhere) that made much more sense.

3.8.1: The True Meaning Of "Taffer"
===================================
Lastly, someone sent me an email with the following information:

"I got this one from PC Accelerator. They interviewed Steve Pearsall,
project designer of Thief. The question, "What is a Taffer and where did it
come from?" The Answer, "One of our level designers, Laura Baldwin, made it up.
Taffer was meant to be a slang word that meant a common criminal, but has
evolved into meaning any sort of low life." So basically it is a fictitious
word. Hey, maybe it will become real if we use it enough."

So there you have it. I'll bet the people over at Looking Glass Studios have
been having a nice chuckle watching everyone go crazy and coming up with these
(admittedly inventive) possible meanings/origins of a word they made up! :)

Be sure you all use this word everyday! I want to see it in the next edition of
Webster's Dictionary! :)

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

3.9.1 Contact Through Email
===========================
My email address is: [email protected]

Please note that this is a new email address, which I acquired July 3rd. My old
email address was discontinued on July 9th. My apologies to anyone who tried to
reach me at the old address after that date.

Why taffer-six? Well, first of all, underscores are not allowed on my server
(can you believe that?). And "taffer" was already taken. I didn't want to
simply move to the next logical handle (taffer2), and changing to something
like "garrett" or "taffer-garrett" seemed somehow inappropriate. I finally
decided on "taffer-six" as a sort of homage to a great television show from the
late sixties called "The Prisoner", starring Patrick McGoohan. A man who once
worked as a spy of some sort is kidnapped by forces unknown and then placed in
a surreal community, called simply "The Village". He spends episode after
episode trying to either escape, or to find the person in charge of things. The
main character was only referred to as "Number Six". It was a fantastic show
that sadly lasted only about seventeen episodes. I love it and wish I had the
episodes on tape. :(

I do read all your emails (except for a few...see the next paragraph for
details), and I try to reply to every one of them. Sometimes I am unable to
reply, simply due to the great number I receive, time constraints, and any
number of other reasons. However, any questions sent to me that are already
answered in this FAQ will be ignored.

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

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

3.9.2 Contact Through ICQ
=========================
If you want to contact me through ICQ (all single ladies welcome! {g}), my ICQ
number is: 82595656. My handle is "Taffer". Please note that this is a NEW ICQ
number...the old one is gone. Do not try to contact me at the old one, as I no
longer access it.

Note that the same rules for email apply to ICQ as well. Also, if you have a
lengthy amount of information to send me, I would appreciate it if you would do
so using email.

Please Note: I do not use the "Chat" mode on ICQ. I only use the messaging
feature. My ICQ settings are currently set up to automatically decline any chat
requests.

3.9.2.1: Unauthorized Adding On ICQ
===================================
This refers to people who add me to their contact list using some sort of a
hack or crack program, without receiving my authorization first.

WARNING! Do not, I repeat, DO NOT add me to your contact list WITHOUT receiving
my authorization first! Several people appear to think it's a real laugh to do
this. Well, the first time someone did that to me, they erased my hard drive.
So consider this your first and only warning: Do NOT add me in this
manner...request authorization like everyone else. ANYONE who adds me without
requesting my authorization will IMMEDIATELY get placed on my ignore list. I
will not even bother reading any messages that person may have sent. (This may
seem harsh...but if you had had YOUR hard drive erased, I'm sure you would
understand completely.)

3.9.3: Thief II FAQ Mailing Lists
=================================
There are TWO mailing lists for those who wish to be notified of updates: a
"Zipped" list, and a "Notify" list.

Anyone who wishes to be put on a mailing list will have to tell me which one
they wish to be on. One list of people will receive a zipped email attachment
of the FAQ (the "Zipped" list). The other list of people (the "Notify" list)
will only be receiving an email stating that the FAQ has been sent up to
www.gamefaqs.com (and ONLY to www.gamefaqs.com ...anyone else posting the FAQ
does not necessarily have the most up to date version, but I always send the
latest release to the address given above!). Anyone requesting to be put on a
mailing list without stating which one will default to the "Notify" list.

Please note that this does not mean that the FAQ has been POSTED there
yet...only that I have sent it up to BE posted. There may sometimes be a delay
in the posting.

Emails will be sent out AS THE FAQ IS UPDATED AND RELEASED.

Anyone who is on a mailing list that would like to be switched over to the
other list will have to send me an email stating so. Likewise, if you want to
be removed from either mailing list, you'll need to send me an email stating
so.

Anyone who is on the "Zipped" list for this FAQ automatically receives, at no
extra cost, the Thief II Companion Guide that I am attempting to create.

Anyone who was put on one of my mailing lists for my Thief Gold FAQ has
automatically been put on a similar mailing list (either "Zipped" or "Notify")
for this FAQ, unless they requested otherwise.

PLEASE NOTE: Since I now have more than one mailing list (Thief Gold and Thief
II), if you wish to be removed, please tell me WHICH mailing list you wish to
be removed from when you make your request. Simply saying "Take me off your
mailing list" will result in me asking myself "Which one does (s)he mean?", and
the result will be nothing being done. Even simply putting the game's title in
the subject heading is sufficient.

I have no intention, now or ever, of distributing these email addresses to
anyone, nor will they be used by me for advertising or "spamming". It is simply
to get the FAQ out to those who are waiting for it.

3.9.3.1: Bounced Emails
=======================
Once when I sent out a FAQ to those on the mailing list, one of the emails
bounced back. Apparently, someone changed their email address and didn't inform
me. This is not good. Fortunately, it was only one person.

What's my point? Oh yes...from this point on, anyone who's email account
bounces back to me will be removed from the mailing list. Seems fair, since
they aren't getting the attachment anyway.

3.10: Other FAQs By The Author
==============================
This is my second FAQ. I have two others at present, one of which is being
written concurrently with this one.

The Thief Gold FAQ, which is now nearly complete, and covers all the missions
in the game. Thief Gold is the precursor to Thief II, and I highly recommend it
to anyone who hasn't played it yet.

The other FAQ I am working on is a Companion Guide to this one, which will
contain (should I keep it up) the text of every document, scroll, parchment,
plaque, letter, report, announcement and palimpsest that I have been able to
find in the game. It is not necessary for either playing Thief II or for using
this FAQ, it is simply included as a "bonus supplement".

All of these documents, including this one, can be found at www.gamefaqs.com


Section 4: Game Notes
=====================

4.1: Patrols
============
Some areas have guards (of one sort or another) moving around in them, and
sometimes moving from one area to another. This makes it difficult to say for
sure when a certain task you may be told to perform should be done, as it is
unlikely that you will arrive at the area at the exact same time during the
mission that I did. In these areas, it's a good idea to save your game. (This
will be noted at the proper areas.)

4.2: Bloodstains and Bodies
===========================
Leaving bodies out in the open where they can be seen, or not cleaning up
telltale bloodstains (by shooting a Water Arrow at them) is inviting discovery.
While there are certain points in the game where just leaving your victims
where they fall may be all right (and, in some cases, unavoidable), for the
most part, you should tidy up after yourself. After telling you to take out
someone, this FAQ is going to assume that you have the prudence to hide your
handiwork.

Any bloodstains you leave behind that you don't clean up yourself seem to
disappear over time. I guess they "soak" into the carpet, stone, ground, etc..

A note of macabre interest, regarding the various corpses of people you will
find and/or create. If you pick them up, then drop them again, their heads will
be at unnatural angles (probably indicating that their necks are broken), or
sometimes their heads just disappear! The latter, however, is most probably
caused by "clipping".

4.3: Doors
==========
This FAQ also assumes that you will know enough to try to open doors before
walking through them, and to close them behind you. (An open door can also be a
telltale sign to patrols that something is amiss...namely, you.)

Note that in this walkthrough, most of the time when I refer to a door, there
is an actual, physical door. If there is not, the opening is generally referred
to as a doorway, opening, or an archway.

4.4: Hard Surfaces
==================
Hard surfaces include any sort of surface that makes a very loud or noticeable
noise when you're walking on it. Things like tile, metal, and even wood can
fall into this category. While Moss Arrows will allow you to walk over the
covered area silently, you never really have enough of them to go wantonly
shooting them everywhere you want to walk.

SNEAKING is the key. You have three movements available to you...walking,
running, and sneaking. The sneak key defaults to the SHIFT key, and makes you
move slower, though quieter. In some areas, I have noted that when you move
normally in the shadows, you are slightly more visible, but sneaking seems to
keep you hidden.

There is another way to sneak...CROUCH SNEAKING. This is walking when you are
CROUCHED, either with the sneak key pressed or not. You make less noise
(although it is sometimes still very audible). You can minimize this even
further, however, by using a "stop-and-go" method. Move forward a SHORT
distance, and stop. You will probably have made no noise whatsoever. Now, move
forward another short distance, and stop. Keep this up until you get to quieter
ground, and you should be able to get through just about any terrain silently.

4.5: Water
==========
Water is loud when you splash around in it. This occurs when you try to swim
quickly, or jump into the water. Try not to do it too often. Swim slowly (using
your WALK key). Also note that, while you can swim carrying someone on your
shoulder, on the missions where you are told not to kill anyone, you cannot
dump bodies in the water to "hide" them. They drown, and that counts as you
killing them. (If they follow you into the water and drown however, that does
not count against you...that's just idiots trying to swim while wearing
armour.)

An important note regarding your weapons and water: if the water is deep
enough, even if you are simply wading (ie: walking, not swimming), you will
still be unable to use most of your weapons.

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

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

4.6: Food
=========
Throughout the various missions, you will come across a variety of different
sorts of food. While in the previous games this was basically just to make the
game more realistic and to provide some atmosphere, food plays a bigger role in
Thief II.

Occasionally when you eat something, it will restore a single point of health
to you. This seems to be a random occurence, but I have seen it happen while
eating a slice of cheese. So if you're running low on health, start collecting
food items. You may be lucky enough to restore enough health points to finish
the mission (or find a Healing Potion!).

4.7: Gas Lamps
==============
When you find a light source in the game, it is most likely to be either a
torch or a gas lamp. While torches are pretty straightforward, gas lamps are a
little more tricky.

Gas lamps can be extinguished with a Water Arrow, just like a torch can.
However, once it is out, you may notice sometimes that they "highlight" just
like items you can take or use. If you try to "use" a gas lamp while it's
highlighted, you can turn them on again, and it will operate just as if you had
never doused it. Unfortunately, you cannot turn them OFF as easily...you must
douse it just like you would a torch.

When you stand close to a gas lamp, you will hear a slight hissing noise. This
is, I presume, the gas used to fuel the lamp. It can be quite distracting if
you're trying to listen to or for something in particular. Until I figured out
what this noise was, I thought the game had been made to include snakes! (I
hate snakes.)

4.8: Compass
============
You have a compass in your inventory. Most of the time in this FAQ, I will
attempt to give you instructions without needing to resort to referring to the
compass. For example, I will say something like "On your left, as you face the
idol," or "Turn so the door is to your back." From time to time, however, it
may be necessary for me to refer to compass directions.

Your compass is in the shape of an eight-pointed star. The larger points
indicate the major compass directions (North, East, South, and West), whereas
the smaller points refer to the in-between directions (Northeast, Southeast,
Southwest, Northwest). One of the larger points is red in colour. This point is
your reference point. It will always be pointing towards the north. The
direction which you are currently facing will be indicated by the point which
is directed in (more or less) the direction you're facing. So if I tell you to
face east, look at your compass, and orient it so that the red arrow is
pointing (more or less) towards the left side of the screen.

An interesting note regarding your compass...if you spin around while it is
open in your inventory, you can watch the star spin with you. However, if you
change your vertical facing (ie: looking up and down), the star will also
rotate on that axis with you!

4.9: Jumping and Mantling
=========================
For those who remember Garrett's "continuous jumping" trick from the previous
games, it appears to have been removed from Thief II. Either that, or I'm
incredibly inept at the procedure. I prefer to think the former. :)

Mantling is pulling yourself up onto a ledge of some sort, be it a railing,
fireplace mantle, or just a block of stone. To mantle, you press up against the
object you wish to climb, and jump. You will grab the object in question, pull
yourself up, and stand up on top of it.

It is important to note that some objects are just a touch too high to mantle
up onto in this manner. In these cases, you have to do a running jump/mantle
manouevre. Basically, you step back from the object, then run towards it and
jump before you reach it. Do not release the jump button, and when Garrett
strikes the object, he will grab onto it and mantle up.

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

There are three types of leanings you can do. There is the left lean, the right
lean, and the forward lean. The forward lean can be very useful for picking
pockets or knocking out guards when there's an obstruction in the way, such as
a small wall. Also, leaning forward will allow you to knock out a guard who is
approaching you in the dark before he gets close enough to notice you.

4.11: Zooming
=============
In the game, you play Garrett, a master thief who has a mechanical eye. And
that's not a clever play on words, or a cute name for a device. He literally
has a mechanical eye in place of a real one. (To find out how this happened,
play the previous game.)

One of the benefits of this device is that you have a sort of "telescopic view"
that you can access. You use your Zoom In and Zoom Out keys (defaults are ] and
[, respectively) to increase or decrease your view's range. You can increase
your view to the same sort you get when you are pulling back on an arrow (if
you have Bow Zoom turned on). That is your maximum. Your MINIMUM view is the
one you default to. You cannot "Zoom Back" to a smaller view than this.

The benefits of this Zoom mode is that, unlike the Bow Zoom, you can hold your
Zoom In view indefinitely. The Bow Zoom only lasts as long as the strength in
your arm does. Once you let loose your grip on the bowstring, your view returns
to normal.

4.12: Falling
=============
Yes, I've included a section on falling. I know it seems pretty obvious, but
there are a couple of interesting things to note.

When you fall, after a short time you will pass a "point of no return", where
you will take damage when you finally stop. Sometimes, enough damage to kill
you. This point of no return can be bypassed sometimes. Grabbing a nearby rope
while falling will stop your descent without injuring you. However, you pretty
much need to know that the rope is there and aim yourself at it before you
jump/fall. Also, if you are falling close to a wall or similar structure, and
you pass by a section that is "mantle-able", you can grab it and mantle up
without damaging yourself. While a little more likely to happen by accident
than the rope trick, it's still pretty unlikely to occur without your prior
knowledge and deliberateness of action. Thirdly, falling into water will
prevent you from taking damage from your fall. This is the most likely to
happen "by accident", but most of the time you'll know about the water
beforehand.

There is a final note to say on falling, and it's much more useful to you. If
you crouch while you are standing on sturdy ground, then move forward and fall
off (NOT jumping, just falling), you will land on the ground without making the
noise you normally do when falling. However, if you fall far enough to take
damage, you WILL make noise. This is a handy trick from dropping in behind
guards and sneaking past them. When I refer to this manouevre within the
walkthroughs, I will generally call it a "crouch-drop". Note that when you land
from a crouch-drop, you stand up again.

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

You face off against a number of different types of enemies. Here is some basic
information on the ones I've encountered so far. Note that the names I've given
to some of them are NOT necessarily official. They are just what I've called
them when I've had no official name to give them.

4.13.1: Human Guards
====================
First Appearance: Mission One (Running Interference)

This includes your standard Guards (Swordsmen and Archers), and other more
specific types, such as Hammerites or Mechanists. Unlike the previous game,
Thief II includes females as well as males among the ranks of guardsmen
(guardspersons?).

These guys fall easily to your Blackjack attacks, so long as they aren't
expecting it. If they are looking around searching for you, you can sometimes
manage to club them, but it doesn't always work. In these circumstances, your
best bet is to lean forward to knock them out. They don't seem to see you as
well then. Also, light plays an important role. The more of you that can be
seen (ie: check your light-indicator!), the harder it is to successfully put
the guards to sleep.

Some guards have special head protection which keeps them from being knocked
out by your blackjack attacks. This is quite noticeable, as when your blackjack
bounces off their cranium, you hear a loud, metallic clang instead of the
satisfying "thump" you would normally hear. Needless to say, the guard then
becomes alert and begins looking around for you. Unfortunately, these guards
are indistinguishable from the type you can knock out...although so far, they
always appear to be wearing a full metal helm. (This isn't enough of a clue
though, since sometimes those guards can be knocked out as well!) If I refer to
these guards specifically within the walkthrough's, I will call them
"clangers'. (No reason, just a name I made up for them.)

Most of the time, these guys are armed with some sort of hand-to-hand weapon (a
sword or hammer). Occasionally, one will have a bow instead (and don't think
that they can only fire Broadheads at you!). The guys in red, however, are
Priests and spell casters.

Occasionally, a guard will have a key, purse, or other item on their person
that you can either lift off (ie: pick their pocket), or grab after you've
knocked them out. I prefer the pickpocket method. (Note: There are entries in
the game manual that seem to indicate a person can have more than one item to
pickpocket!)

NOTE: One time, I knocked out a guard, and because another was coming, picked
up the body and ran BEFORE getting the purse off him. After dropping the body,
however, the purse was gone. :( This, however, was while playing the original
Thief game. In Thief II, I have picked up bodies, then dropped them and been
able to get the item from their belt.

I need to experiment more with this to see if this still occurs in Thief II.
However, one suggested method of avoiding this is to knock out the victim, and
pick his pocket AS HE'S FALLING. This apparently works, and you still get the
credit for picking the pocket.

4.13.2: Watchers
================
First Appearance: Mission Two (Shipping ... and Receiving)

These are not really "enemies" per se...more like the games version of our
security cameras. A Watcher is a metal face which protrudes down from the
ceiling. It slowly swivels back and forth, keeping an eye out for intruders,
and sounding an alarm when one is spotted.

The Watchers have a pretty good range of sight. However, they don't seem to see
very well in poor light. In fact, you can remain hidden from a Watcher in
rather good light, as long as you aren't moving.

If you're close enough to a Watcher to be detected, but not too close to be
identified, the Watcher will pause it's searching, watching you, trying to
decide what to do about it. It will eventually determine that you're an enemy
and sound the alarm, unless you manage to hide yourself again. Sometimes
however, if you're too close or in very good light, the Watcher will sound the
alarm right away.

If you have Fire Arrows to spare, a single Fire Arrow will terminate a Watcher.

It is important to remember that the Watcher's vision is NOT like human vision.
That is, just because it's looking away from you, don't think it can't spot
you! Fortunately, they can be fooled by Invisibility Potions.

4.13.3: Spiders
===============
First Appearance: Small Spider - Mission Two (Shipping ... and Receiving);
Large Spider - Mission Two (Shipping ... and Receiving)

Spiders come in two varieties: small and annoying, and large and annoying.

The small ones are annoying, and that's about it. They can bite you for a bit
of damage, but not much. They die easily too...a single Broadhead Arrow usually
does the trick. These things are VERY difficult to kill using your Sword. I
suggest you use Broadheads whenever possible. (It's not that they are
particularly resistant to your Sword...it's just that they are so small and
move so fast that you usually can't HIT them!) Also, if you can do it, a single
blow from your Blackjack takes them down.

The larger ones are a different matter. While unsuspecting, a single Broadhead
or a single sideswipe with your Sword will kill it. If it knows you're there
though, then it takes about five sideswipes to kill it, or at least three
Broadheads. Their bite does more damage than the smaller ones. They are
susceptible to your Gas Arrows and Gas Mines as well, and a Flash Bomb seems to
paralyze them temporarily.

Both types of Spider move very quickly, and are nearly impossible to get away
from simply by backing away. Both varieties are also able to jump, which can
make them difficult to hit and hard to get away from. Their jumps don't seem to
be for any sort of damage-dealing or increased-movement reason...it just gets
them out of the way of your attacks.

Interestingly enough, I've actually seen the larger version BLOCK sideswipes
from the Sword!

I find Spiders more annoying than a real threat. Personally, whenever I know I
need to get by one that can't be dealth with by a single Broadhead Arrow, I
tend to use a Gas Arrow instead. (But that's just me, and only if I know I can
spare the Gas Arrow.)

4.13.4: Cannons
===============
First Appearance: Mission Three (Framed)

Cannons are inventions of the Mechanists that fire cannonballs at you for
devastating effect. They are usually dormant until triggered by certain events,
such as opening a door they are guarding, or being alerted by a Watcher. They
can swivel around to get the best line of sight on you before firing as well.

At this time, I have found no effective way of dealing with cannons, except to
not be in their line of fire.

If you can figure out a way to bypass their triggering mechanism, then the
cannons become nothing but large decorations. For example, in mission three,
there is a switch which turns off the Watcher. With the Watcher disabled, the
cannons can't be alerted to your presence, and just ignore you.

4.13.5: Rats
============
First Appearance: Mission Three (Framed)

Tiny little rodents that scurry around underfoot. So far, I have not had a
single one attack me, so I consider them harmless. They don't take a lot of
damage to kill...a single Broadhead Arrow does the trick (although it takes two
sideswipes with your sword...curious, that). Despite their lack of
constitution, they are extremely hard to hit at long ranges with the bow, and
even with the sword they are hard to hit. Crouching while swinging helps a lot
though.

4.13.6: Fly Swarms
==================
First Appearance: Mission Five (Eavesdropping)

These are not really dangerous, just annoying. Fly Swarms find a corpse and
hover over it. They don't move, they just swarm around the body. Occasionally,
you may find a Swarm where there is no body, but they still don't move. Moving
through a Swarm subjects yourself to their bites, which do not always strike.
You take minimal damage from a Swarm bite.

To disperse a Fly Swarm, shoot a Fire Arrow into it (although personally I feel
this is a waste of a good Fire Arrow).

A word of caution: when a Fly Swarm disperses, if you are too close to it, you
may take some damage.

4.13.7: Servants
================
First Appearance: Mission Five (Eavesdropping)

There really isn't much to say about the Servants. They appear to be human
beings wearing masks. They also appear to be blind...the one I've encountered
so far was completely unable to find me, despite my best efforts to draw
attention to myself. The only way I could get a reaction out of him was to
either make noise (which made him look for me, and be unable to see me in the
brightest of lights), or attack him (which sent him off running for help).
Standing directly under a bright light, with the Servant directly in front of
me, I was able to hit him with my Blackjack and knock him out. From their
behaviour and ease of defeat, I am almost tempted to classify them in the
"Non-Combatant" category. (Incidentally, four sideswipes with your Sword seems
to be enough to drop one of these foes.)

In Mission Five (Eavesdropping), you will hear Karras and Truart discussing the
Servants. Try as I might, I was unable to get the Servant to react to me the
way they described.

4.13.8: Iron Beasts
===================
First Appearance: Defunct: Mission Two (Shipping ... and Receiving); Active:
Mission Five (Eavesdropping)

These are the first real mechanized threat you meet in the game. They come in
two sizes.

The smaller version of this mechanized monstrosity is quite small...perhaps the
height of a dog. It also seems to be quite harmless. So far, it seems to ignore
you unless you do something to attract it's attention, such as attacking it.
However, when it senses a threat to itself, it's reaction is to run away.

The larger version is more dangerous. It doesn't ignore you. Once it senses
your presence, it starts lobbing bombs at you, much like the Cannon does. These
are quite devastating.

So far, the only defence I've been able to find against them are Water Arrows.
The Iron Beasts have a boiler in their aft (rear) section, so if it's got it's
back to you, shoot a Water Arrow into the boiler (it's the glowing red area).
The smaller version will deactivate with a single shot. The larger version
requires two. Fortunately, getting shot with a Water Arrow doesn't really seem
to attract it's attention all that much. It will pause briefly (usually with
its back to you, making the second shot much easier!), but then continue on
it's patrol, instead of turning around to find you the way a sentient opponent
would.

Once an Iron Beast has been disabled by Water Arrows, you can use your Sword to
break it apart. Both versions require three downswings to break them apart.
Then the larger centre piece can be picked up as a corpse and carried off to
the shadows. The smaller pieces left behind, while you can't pick them up to
hide them, seem to "disappear" on their own eventually, much the way
bloodstains do.

The larger version is so big and heavy that, unlike other enemies, it can walk
across Moss covered ground and still be heard walking. Blackjacks do nothing
but let the creature know you are there.

Invisibility Potions seem to work against the Iron Beasts. I was able to run
right past one without it detecting me.

4.13.9: Hammer Haunts
=====================
First Appearance: Mission Five (Eavesdropping)

These undead are the animated remains of Hammerite Guards, and they retain
their swordsmanship skills beyond the grave. (Although I've never SEEN a
Hammerite use a sword, they all seem to prefer hammers. But I digress....) They
are VERY good swordsmen, and they are also extremely fast runners...impossible
to outrun. Flash Bombs and Explosive Mines work well with them (two Flash Bombs
take one out, and one Mine will do the same). I believe one Fire Arrow is
sufficient to take them down, although I have seen it take two of them before
dropping.

If you can approach one from behind without alerting it to your presence, a
single, overhead swing with your sword will destroy this creature permanently.
Do NOT try to knock them out with your Blackjack. That just makes them mad.

4.13.10: Non-Combatants
=======================
First Appearance: Mission One (Running Interference)

This category includes anyone that doesn't fight against you in the game:
Servants, Civilians, Prisoners, etc. They are weak, falling easily to just
about any attack.

In most cases with other human opponents, once they are alert to you, they are
difficult to blackjack. This is not necessarily true of the Non-Combatants. In
most cases, they can be running right towards you, screaming for help, with you
in bright light, and you can knock them senseless. Some, however, will still
not fall, although they are rare.

4.14: Arsenal
=============
While your chosen lifestyle usually involves you hiding from foes rather than
fighting, it is sometimes necessary to make use of some of your weapons...and
some have more uses than the obvious.

Note that you are more easily seen if you have a weapon drawn than if you are
empty-handed (except for the Blackjack). Also, having a weapon out (except the
Blackjack) can slow you down. So if you are in a hurry, put your weapons away!

A word about your bow. Whenever you nock an arrow and pull back, after a short
wait your vision will "zoom in" and you'll be able to see much farther much
clearer. This can be handy if you ever need to see great distances. Nock an
arrow, pull back, and when you've seen all you wish to see, disarm the bow. The
default disarm key is the tilde (~). (For more on Zooming, see section 4.11.)

4.14.1: Sword
=============
First Appearance: Mission One (Running Interference)

Your basic hack-n-slash weapon. Your Sword does either a left cut, a right cut,
or an overhead smashing blow. To get the smashing blow, you need to hold your
attack button without releasing it for a short time. While it takes longer to
deliver, it does more damage than the simple cuts. Also, if your enemy is not
expecting an attack (ie: he doesn't know you're there), the Sword delivers more
damage than standard (usually killing with one blow).

According to the manual, there are two types of cuts. Tapping your attack
button will do a quick cut with your Sword. If you hold your attack button
slightly longer, you apparently do a more powerful sideswipe.

Your Sword is also good for cutting down banners, tapestries, or other types of
wall-hangings that may hide secret areas behind them.

If you are trying to hide in the shadows, having your Sword drawn will make you
easier to spot. However, if you put your weapon in the Block position, it seems
to lessen your visibility somewhat.

4.14.2: Blackjack
=================
First Appearance: Mission One (Running Interference)

There's not much about the Blackjack that isn't obvious. It's got a short
reach, so you have to be pretty close to use it effectively. Interestingly
enough, when you knock out your victims, if you examine their faces, their eyes
are wide open. Curious that....

While most other weapons make you more visible, having this one at the ready
does not affect your visibility.

Two things worth noting about this weapon. First, it IS possible to kill
someone with it. If they know you're there and are attacking you, a few solid
clouts with this does send them to the Builder. Also, sometimes Non-Combatants
(ie: Servants, Prisoners, etc.) are so weak that a single blow from this weapon
kills them, even if you were just going for a knock-out.

Another interesting thing. If you knock someone out while you are in the middle
of a jump, when you look at your stats screen later, you will have an
additional entry for the number of knockouts "while airborne". :)

Most times, when a guard is aware and chasing you, you cannot knock him out
with your blackjack. When I say chasing you, I don't mean moving around
cautiously peering into the shadows. I mean running full tilt towards you.
However, if you lean forward and time your blow just right, you will knock your
opponent out. I have to experiment with this further to see what conditions
make this possible. (So far, I've only tried it while I was in total darkness.)

Sometimes there is a problem with knocking out a person, and picking up the
body BEFORE getting any goodies (like a purse or key) off of their belt. When
you drop the body and look, the item sometimes disappears. One method of
avoiding this (assuming you are in a hurry for some reason) is to knock your
victim out and then pick his pocket before he hits the ground. You will get the
item and, apparently, the credit for picking his pocket as well.

NOTE: According to the manual (bottom of page 21), you have to hit a creature
on the head in order to induce sleep. This is, in fact, not true. You can
prepare your blackjack to strike, then crouch, move behind your opponent, and
release, knocking him out despite the fact that you just whacked his or her ass
(although I prefer to think you are whacking them in the kidneys, stunning
them.)

4.14.3: Broadhead Arrows
========================
First Appearance: Mission One (Running Interference)

Their use as a weapon is obvious. These weapons, like your Sword, do much more
damage to your enemies when they are not expecting your attack (usually killing
them with one shot).

You may think these weapons are useless on missions where you can't kill
anyone, but that's not entirely true. They are great "distractions". Fire one
off against a nearby wall, and you attract the attention of nearby enemies. And
if you're hiding in shadows, they (usually) look around for you instead of
raising the alarm. Lead your enemies into an ambush, and blackjack them. :)

Note that if you fire your Broadhead Arrows into soft surfaces, you can
sometimes retrieve them! (I'm afraid your target's body does not count as a
soft surface.)

Sometimes you can collect Broadheads that were shot at you and missed, if they
land in soft surfaces. I have been told that Garrett cannot carry more than 90
Broadhead Arrows, but I have not verified this. (This limitation was for Thief
Gold...I am assuming that it carried over to Thief II.)

4.14.4: Water Arrows
====================
First Appearance: Mission One (Running Interference)

Very useful for putting out unwanted light sources, and also for cleaning up
any bloodstains you leave behind. Light sources include torches, gas lamps, and
Flares (see section 4.14.11, below).

As an interesting side note, Water Arrows are ignored by your enemies when
fired at them. I've fired a Water Arrow right in the face of a guard, and he
didn't even flinch! Although the noise does seem to attract them, at least the
first time.

NOTE: When extinguishing a light source, it is not necessary to hit it
dead-on...or in some cases, even to hit it! A close hit will still put it out.
I am assuming this is some sort of "splash damage".

4.14.5: Fire Arrows
===================
First Appearance: Mission Four (Ambush!)

These little beauties are devastating. Some guards which normally take several
Broadhead Arrows to bring down will sometimes fall with a single Fire Arrow.
They are also useful for relighting torches, should you decide you need a
little more light in your life. (Perhaps they also relight Gas Lamps?)

If your Fire Arrow detonates too close to you, you will take some damage, so be
careful!

If you are hiding in the shadows, arming a Fire Arrow will brighten your area a
bit, making you more noticeable.

A word about trajectory: When you fire most arrows, you need to take gravity
into account. That is, once the arrow leaves your bow, it starts to fall,
losing altitude. You need to aim high if you're aiming at a target that's a
long way off. This is NOT true with the Fire Arrows. It's like a mini-rocket.
Aim, fire, and it keeps going IN A STRAIGHT LINE, until it strikes something.
Keep this in mind when using them.

Fire Arrows can be used to destroy a Watcher. A single shot is sufficient to
"de-activate" them.

It is interesting to note that, while a Fire Arrow will continue on in a
straight line until it hits something, how far back you pull the bowstring will
determine how fast it flies. Try it out for yourself...it's like watching its
flight in slow motion. (Just for fun, if you fire your Fire Arrow slowly
enough, you CAN run after it, past it, then turn around and watch it hit you! I
assume the same can be said for Gas Arrows.)

4.14.6: Moss Arrows
===================
First Appearance: Mission Two (Shipping ... and Receiving)

You fire a Moss Arrow at some loud sound-generating ground (tile, grating,
etc.), and it gets covered with moss. When you walk on it, you no longer make
any noise at all. So far, that's the only use I've found for them.

Firing Moss Arrows at items, people, or even the walls or ceiling, will cause
the initial clump of moss to fall to the ground at that point, and then the
remaining moss will shoot out.

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

4.14.7: Gas Arrows
==================
First Appearance: Unknown

These are very nice to have on those levels where you can't kill anyone. It
allows you to knock out someone (or sometimes a few someones) at a distance. If
you use one of these in a crowd, there is a radius effect which knocks out the
primary target as well as those in the immediate vicinity.

While you won't be knocked unconscious if your Gas Arrow "detonates" too close
to you, you will take some damage from the shattering glass.

Trajectory with Gas Arrows is the same as with Fire Arrows: they keep going in
a straight line, never falling, until they hit something.

In a pinch, Gas Arrows can be used to put out unwanted fires. (Possibly Gas
Lamps as well?)

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

4.14.8: Rope Arrows
===================
First Appearance: Mission Two (Shipping ... and Receiving)

Very handy items, if you happen to have no way into or out of an area, and
there is a wooden (or similarly "soft") surface neraby. Fire one of these, and
you have instant access.

A word of caution: While these arrows are very useful to you in many
situations, it should be pointed out that there is a maximum length to the
rope. You could shoot a Rope Arrow at a ceiling very high up, and watch with
dismay as the rope tumbles down to stop several feet higher than your highest
jump.

Note that these arrows are re-usable. Once you've finished with the rope,
retrieve the Arrow whenever possible.

A useful manouevre for any Thief is what I call a "jump-n-snatch" manouevre.
Basically, when you are ready to abandon your rope, position yourself in some
way to that your Rope Arrow is highlighted, then jump off the rope AT THE SAME
TIME THAT YOU GRAB THE ARROW! This retrieves your Rope Arrow for re-use later,
and accomplishes your goal of getting to where you wanted to go. (In some
cases, it is enough to just hang on the rope and grab the arrow, allow yourself
to fall.)

WARNING! Do not face a wall, standing directly against it, then look straight
up and fire one of these into a secure material! Yes, it will stick, but the
rope will be too close to the wall, and you will be unable to use it!

4.14.9: Noisemaker Arrows
=========================
First Appearance: Mission Two (Shipping ... and Receiving)

An arrow that makes a noise as it flies. When it strikes a surface, it emits an
attention-getting sound for a short while. In most cases, I've found this
completely useless, although I have made successful use of it in a Thief Gold
mission. I'm sure there are other instances that I am just not seeing where
these devices would prove useful.

These weapons are also retrieveable, like the Rope Arrows.

When you use a Noisemaker Arrow to draw the attention of your enemies, you may
be successful in distracting them from you. However, since they are
retrievable, that means they remain lying about once you've used them. Once
your enemies discover the real source of the noise, you may find them more on
their guard! (This last bit is paraphrased from the manual, p.24.)

4.14.10: Flash Bombs
====================
First Appearance: Mission One (Running Interference)

A Flash Bomb is a device which will blind anyone nearby who sees the "flash"
when it strikes a hard surface (like the floor or a wall). If you use one of
these one someone who is chasing you, the blindness caused by it will make that
person vulnerable to your Blackjack again. At least, until the blindess wears
off.

A word of caution: When the Flash Bomb goes off, you also suffer the blinding
effects! You will be just as blinded (for a short time) by the flash as your
enemies, unless you look away. The farther away you look (ie: the more "away"
you turn your gaze), the less the effects will be. However, even if you look
directly at it when it goes off, you seem to be blinded for a shorter period of
time then the others. Probably because you were expecting it and they weren't.

4.14.11: Flares
===============
First Appearance: Mission One (Running Interference)

The Flare is a device with a misleading name. This type of Flare does not
behave in the manner of a traditional flare. More appropriately, this device is
a Glow-Stick.

Activating a Flare will light up the area immediately surrounding you. The
light's radius is very small, and it has a greenish tinge to it. While you are
holding the Flare, you will be unable to manipulate or pick up objects. The
light lasts for about fifteen seconds, and then the Flare disappears in a puff
of smoke (literally).

A Flare does not need to be held onto in order to keep the light active. You
can drop it on the floor if you want or need to (to pick up an object, for
example), and retrieve it again. Or you can throw it ahead of you into a dark
area to get an idea of what you'll be walking into. The only exception to this
rule is when you're underwater. You can use the Flare successfully underwater,
but as soon as it leaves your hands, its light goes out and it disappears.

A Flare is a once-only item. Once you use it, you cannot shut it off to
preserve the light, nor can you prematurely douse it (see below). It will
"burn" for its full duration, then wink out. And once it is out, you cannot
re-light it.

Remember, the Flare is a LIGHT SOURCE! That means that if you are holding it,
you are more brightly illuminated than if you weren't holding it. Don't light
one of these when someone's looking for you!

If you throw a glowing Flare into water, it will wink out (and the item itself
will disappear). If you find a Flare to be an annoyance to you, you can even
douse it with a Water Arrow.

One very interesting note regarding these items involves unlit torches. If you
throw a Flare at an unlit torch so that it hits in just the right way, the
torch will ignite. I need to do some more experimentation to determine exactly
what angle is required, but so far it seems that you need to hit the torch
dead-on from the front.

Note: One time, I was able to keep a Flare going INDEFINITELY, by throwing it
before it went out, then picking it up before it went out, then throwing it
again, etc. I kept the Flare burning for at least two minutes this way.
Unfortunately, I cannot remember if it eventually burned out or if I just gave
up on it.

4.14.12: Explosive Mines
========================
First Appearance: Unknown

These Mines are small, and sometimes hard to see when they are lying around
waiting to be picked up (or set off).

A note about setting Mines: Don't use the right mouse button like you do to
(for example) throw a Flash Bomb. Instead, use your "Drop" key (the default
drop key is the letter "R"). It will fall at your feet. Otherwise, if you use
the right mouse button, you tend to "throw" it a distance from yourself, and it
bounces and slides around for a short time before finally stopping and arming
itself.

A word of caution: Once you've set a Mine, you CAN trigger it yourself. BE
CAREFUL!

According to the manual, you can use your lockpicks on a set Mine to disarm it.
The manual did NOT say if this renders the Mine useless, or if you can pick it
up yourself and use it once it's been deactivated. (The manual only said
"Mines", it did not specifically name "Explosive Mines".)

Another interesting point about Mines. If there is one set, you can trigger
them without going near. I've fired Broadhead Arrows at them and had them go
off, although you have to actually HIT the Mine...the motion of the arrow
flying by is not sufficient to alert the Mine's motion detectors. Note that the
Mine has to be SET...one that's just lying there without being set will not be
triggered in this manner. Also, another Mine exploding nearby can set off a
Mine...they can be knocked back, and you can start a chain reaction this way!

One final note regarding Explosive Mines: if one goes off near an unlit torch,
it can ignite the torch. (Possibly Gas Lamps as well?)

4.14.13: Gas Mines
==================
First Appearance: Unknown

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

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

4.14.14: Potions
================
First Appearance: Healing Potion - Mission One (Running Interference); Breath
Potion - Unknown; Speed Potion - Mission One (Running Interference); Slow-fall
Potion - Mission Two (Shipping ... and Receiving); Invisibility Potion -
Mission Two (Shipping ... and Receiving)

There are five types of potions you can get in the game: Healing, Breath,
Speed, Slow-fall, and Invisibility.

Healing Potion: Exactly what it sounds like. When you quaff this potion, you
will start to regain health points. It heals you a total of four health points
(or up to your maximum, whichever is the lower value). It is not an immediate
effect (it doesn't take too long, it just doesn't happen immediately)...you
will regain these points slowly, one by one.

Breath Potion: This is extremely useful when you have a long underwater journey
to take. If you're supply of air is running low, drink this potion down
(actually it's just a bottle of air, but why quibble?) and you'll have a
replenished air supply. No matter how low your air supply is when you take
this, it is always restored to the maximum, so I suggest you wait until your
current supply is nearly depleted before using this, to gain the maximum
benefits.

Speed Potion: Another rather obvious one. You swallow this potion, and you are
granted a temporary burst of speed. You can run faster and, as a result, jump
farther. It doesn't last very long (approximately eight seconds), so be sure
you really want to use it before you do. I am not sure if your combat skills
are enhanced by this potion or not. Anyone?

Slow-fall Potion: This potion somehow manages to make gravity affect you
differently than it normally does. When you need to jump from a point where the
drop would damage or even kill you, drink a Slow-fall potion. Once you do,
gravity will behave strangely for the duration of the potion's effects. You'll
"float" down to the ground, and when you land, you'll take no damage (unless,
of course, you land in or on something that would normally damage you, such as
lava). The duration of the potion seems to be about five seconds. Note that
while you are under the effects of this potion, you will walk and/or run at a
slower rate of speed, although your combat abilities seem to be unaffected.
Also, you'll be able to jump higher, although the arc of your jump will be
reduced. (Translated, that means your vertical jump will be higher, but your
horizontal jump will be smaller.)

Invisibility Potion: This potion will bend the light around you, making you
invisible to everyone around you. This includes yourself. While this is quite
beneficial sometimes, allowing you to either sneak past guards unseen or even
sneak up to them to knock them out, it also means that you can't see yourself.
So, when you have your Blackjack or Sword out, you can't see it! It makes
striking your opponents a little more difficult, but not by much.
Interestingly, when you pull your bow out, the bow is invisible, but the arrow
is visible! Fortunatley, no one seems to be able to see your arrow. This potion
lasts for a total of about eight seconds. And since it bends light around you,
it is even effective against the Watchers! It's important to note that while it
makes you invisible, this potion does NOT make you inaudible! That means they
can still hear you!

Just a note to describe how this potion works...when you swallow it, you'll
notice that your visibility gem will go to the darkest possible, no matter how
much light you are standing in.

4.14.15: Scouting Orbs
======================
First Appearance: Mission Two (Shipping ... and Receiving)

The Scouting Orb is a small, spherical device, somewhat similar in appearance
to a Flash Bomb. It is also used similarly, although the effects are far
different.

To use it, throw the Scouting Orb into a room. The Orb has some sort of
"connection" with Garrett's mechanical eye. It transmits a signal to him, so
that he can see in an area he's not in (the area you threw it into). Think of
the Scouting Orb as a video camera, which sends the image of what it sees
directly to Garrett's eye.

While you are looking through the Scouting Orb, your view will change to a
"fish-eye lens" view. There are some marks and scuffs on the Orb's lens, which
will move with your view. You move your view the same way you normally would
(either with the keyboard or the mouse). With the Orb, you are not limited in
your range of view...you have a full 360 degrees by 360 degrees range.
Unfortunately, you cannot change the orb's physical position, only it's
direction of view.

The Orb is a retrieveable, reusable item. Once you're finished with it, pick it
up again and you can use it later.

Once you are looking through an Orb, you cannot perform any other activities
until you are finished. And once you sever your connection to the Orb, you
cannot re-establish it without picking up the Orb and using it again.

And for those of you who are wondering...yes, if you're close enough, you can
use the Scouting Orb to look at your character.

I still need to do some experimentation regarding sound with the Orb. (Ie: Does
it have a microphone, so you hear what's in its area? If not, do you still hear
noises in YOUR area while looking through the Orb?)

4.15: Cheats
============
What? You want to CHEAT?? You want to deprive yourself of the experience of
playing and winning this game on your own??? WHY?!?!?!

The following cheats are known. Note that I have not personally verified all
them. Some of them actually make the game harder, not easier. :)


To skip the current mission and move on to the next one, press
CTRL-ALT-SHIFT-END. (I have verified this one.)


For extra money, add the line "cash_bonus x" to your dark.cfg file, where x is
an integer. That value will be added to your loot total for loadout purposes
(the before-mission screen where you buy equipment is the loadout screen).


Open your user.cfg file with a text editor, and add the following lines for the
appropriate effects:

     NoKillGoalCheat - Allows killing on any difficulty level
     LockCheat - Makes almost all doors and chests openable without the
                 need of either key or lockpick
     FailOnSee - Fails the mission if you are spotted by any AI
     FailOnKO - Fails the mission if you knock out any AI
     FailOnKill - Fails the mission if you kill any AI

    (I don't know if "any AI" includes those "face monitors" or not.)


This last one isn't really a cheat...more of a "fix". With the loot problem in
mission one (see Section 5.7: "Notes Regarding This Mission"), you can get
around it. Install the game, and play the first mission without patching it.
Then, when you reach the victory screen, save your game before starting the
next mission. Then patch the game, load that saved game in, and you'll be able
to play mission two with all the loot from mission one, instead of being 20
short.


Section 5: Running Interference (Mission 1)
===========================================
My best time on Expert: 6 minutes, 48 seconds
Maximum Possible Treasure: 1285 or 1265 (See the "Notes Regarding This Mission,
below.)
Total Number of Secrets: 3
Total Pockets to Pick: 10
Bonus Objective: Yes (Wedding Rings)

Regarding my best time: Although the final time shown at the end of the mission
was 6 minutes, 48 seconds, I actually made it out of the manor in 5 minutes, 28
seconds. The remainder of the time I was waiting for Basso and Jenivere to
exit. Also, this time was in the patched version, so I only escaped with 1265
loot (see the Notes section below).

5.1: Introduction
=================
"Reliance upon others is weakness for the strong, but strength for the weak.
Wisdom and balance lie in knowing your own nature over time."
     -- Chronicle of the Metal Age


I've always equated "feelings" with "getting caught"...they both get in the way
of my money. Unfortunately not everyone is as committed to their work as I am.
An old associate of mine...Basso, the Boxman...wants to marry Lady Rumford's
chambermaid, Jenivere...and live happily ever after. Guess prison life spoiled
his taste for thievery.

Too bad for Basso that Lady Rumford has other plans...marriage would void
Jenivere's indentured service contract, so Rumford is keeping her confined in
the estate with the rest of her "worldly possessions".

Basso has asked for my assistance on getting her out...since infiltration is my
specialty. I make it a policy never to take a job so sentimental, but the
Rumford manor could be a lucrative opportunity for a man like me. It would also
mean that Basso would owe me a favour...And in this line of work, you can never
have too many of those.

I'll sneak in after dark, and clear a path for Basso, so he can rescue his
"damsel in distress". Along the way I'll pick up a few "souveniers" for the
local pawn shops. That should make all this aggravation worthwhile. Otherwise,
I'll make Basso wish he was still rotting in Cragscleft. Huh! This proves
it...going legit is more trouble than it's worth....


5.2: Objectives: Normal
=======================
1. Once you're ready for Basso to go, give the signal using the
   birdcall he gave you. You have to be close enough for him to hear
   it!
2. Help Basso and Jenivere get out of the mansion together. You'll need
   to scout ahead to make sure Basso's route is safe.
3. Jenivere would be aghast if anybody died because of this. Don't kill
   anyone.

5.3: Objectives: Hard
=====================
1. Once you're ready for Basso to go, give the signal using the
   birdcall he gave you. You have to be close enough for him to hear
   it!
2. Help Basso and Jenivere get out of the mansion together. You'll need
   to scout ahead to make sure Basso's route is safe.
3. Luckily, Basso didn't say anything about not taking Lady Rumford's
   stuff. Get 300 in loot.
4. Jenivere would be aghast if anybody died because of this. Don't kill
   anyone.

5.4: Objectives: Expert
=======================
1. Once you're ready for Basso to go, give the signal using the
   birdcall he gave you. You have to be close enough for him to hear
   it!
2. Help Basso and Jenivere get out of the mansion together. You'll need
   to scout ahead to make sure Basso's route is safe.
3. Luckily, Basso didn't say anything about not taking Lady Rumford's
   stuff. Get 600 in loot, including 200 in gems.
4. Jenivere would be aghast if anybody died because of this. Don't kill
   anyone.
5. Still, nothing stops you from teaching these guards a lesson and
   getting in a little practice. Score at least 8 knockouts.

5.5: Simplified Objectives
==========================
1. Once you're ready for Basso to go, give the signal using the
   birdcall he gave you. You have to be close enough for him to hear
   it!
2. Get Basso and Jenivere out of the mansion together with you.
3. Get 600 loot, including 200 in gems.
4. Don't kill anyone.
5. Score at least 8 knockouts.

5.6: Before The Mission
=======================
What You'll Encounter: Human Guards (Swordsmen and Archers).

Starting Funds: 0

Starting Gear:

 1 Sword
 1 Blackjack
15 Water Arrows
 1 Birdcall

There is no purchases screen for this mission. You leap right from mission
objectives into the mission itself.

Recommended Purchases: None. Total Cost: 0

5.7: Notes Regarding This Mission
=================================
This mission starts the game off with a very nicely done tie-in with the
previous game. If you recall, you decided to rescue Basso the Boxman from
Cragscleft Prison because he had a female relative you were interested in. Now
you're helping him with his true love. What wonderful irony! :)

This is a wonderfully done introductory mission. Not too hard, not too easy,
and it introduces the player to many of the basics of how to play, and what to
expect.

Despite what the manual says, you do not start with any Broadhead Arrows, nor
do you have the opportunity to purchase anything before this mission starts.
However, you are given an ample supply of Water Arrows, and you'll find a few
more items of interest within the mission.

You will be introduced to many aspects of the game in this mission, including
(but not limited to) hiding, sneaking, blackjacking guards, "cause and effect"
aspects (for example, using a lever to open a hidden compartment), picking
pockets, and using keys, among others. Most importantly perhaps, you will learn
that, if you want to be a master thief, you must search EVERYWHERE for items of
wealth. That even means searching places you don't think of! (I know that
sounds cryptic, but you'll see what I mean when you play the game.) Some of the
loot is hidden quite insidiously.

A final word regarding the loot...there is one area where you find three
"coins" (I've heard them referred to as Lucky Coins, and I'll call them that in
the walkthrough below). There is a problem with these coins. In the unpatched
version of the game, there is no problem, but after you apply the patch, one of
these coins is "stuck", and you can't get it. You will have to be satisfied
with getting two of the three coins. The coins are only worth 20 loot each, so
there's no significant loss if you can't get it.

When you finish the mission, your stats screen will show that you have a
certain number of pickpockets "out of 10". I have only found nine of these ten.
If anyone knows where number ten is, please let me know.

Regarding Basso's route: Basso's route is shown on your map, marked in red. The
walkthrough does NOT have you follow Basso when he goes to rescue Jenivere.
However, if you have a saved game near the point where you call him, you can
follow him if you wish, for the fun of it. He seems to switch from run mode to
walk mode for no apparent reason. When he finally picks the lock on Jenivere's
door, you can manage to move yourself into the room before it locks on you
again. Inside, you'll find a red key on the table, which unlocks the door to
this room. Now, WHY didn't she use it herself? :)

Note that, sometimes, you can find yourself waiting outside for Basso and
Jenivere, and they just don't seem to be coming. I don't know why, but
occasionally, they get "stuck". I went to check on him on one occasion, and he
was standing outside her door, with it wide open, and she was just standing
inside. There was nothing to do but reload the game.

A word regarding the courtyard guards. When you start the mission, if you hang
around and look through the gates, you will see the two stationary soldiers
guarding the main doors. However, the patrolling guard is nowhere to be seen.
Curiously, he doesn't appear in the courtyard until after Garrett makes his
comment about the butler being out for the night. (He says this shortly after
entering the manor.)

Finally, remember that you are REQUIRED to knock out a minimum of eight
individuals before you can successfully complete this mission. Despite the fact
that sneaking is usually preferred over force, don't hesitate to use your
Blackjack! The walkthrough will attempt to "count" the knockouts with you, only
counting those it points out. If you knock out more people than instructed,
your count will be higher. Once the eighth knockout has been achieved, no
further count will be kept.

Fun Thing To Try: It is possible to get up to the highest point of the roof of
the manor. It takes a long time and a lot of patience, but it's possible. Your
reward? You'll find a hole in the roof that acts as a chimney for all the
fireplaces you find within, which you can fall into and die. Neat, hmmmm? :)
Also, one time while I was up there, I was able to throw a crate down onto a
guard below. It bounced off his head (at a rather impressive height, I might
add), and crashed into the ground. The funny part is that the guard didn't
notice anything out of the ordinary until the crate hit the ground! :)


5.8: Walkthrough
================
     A. Gaining Entry
     B. The Basement, Initial Section
     C. The Kitchen Area
     D. The Basement, Final Section
     E. Ground Floor, West Wing
     F. The Courtyard
     G. Ground Floor, East Wing
     H. Leaving The Manor


               ********************
               * A. Gaining Entry *
               ********************

As soon as the mission starts, someone approaches you. Don't panic, it's just
Basso. He'll tell you that he's unlocked the door to the butler's quarters for
you, and say something about that being "the only good way in". He'll then go
and lock himself in a nearby building to await your signal.

Move forward, and follow the wall of the manor on your left until you come to a
corner. Turn left immediately, and there before you is a ramp leading down.
Move to the bottom of the ramp, turn left, and move through the door ahead of
you.

Okay, you're in. Directly ahead of you in the corner to your right is a table
with some loose change on it...two stacks of stacks of copper coins (5, 5,
Treasure Count: 5, 10) and two stacks of silver coins (12, 12, Treasure Count:
22, 34).

Once you've grabbed the treasure, turn around until you find another exit
(aside from the one you used) from this room, then take it.

In the wall ahead of you in this room are two exits, one to your left, one to
your right. Move towards the left. On a ledge just to the right of the door is
a key, which will unlock both of these doors. Grab the key, and unlock the door
ahead of you. Move through it into darkness.


               ************************************
               * B. The Basement, Initial Section *
               ************************************

SAVE YOUR GAME! This is where things start to get interesting. Turn left, and
move forward. Keep angling yourself towards the wall to your left, so the when
you find the door there it will highlight. Once you've found it, move through
it.

Ignore this first room, and move forward through the opening ahead into the
next room. Upon entry, immediately turn right. Open the chest to get yourself
another stack of coppers (5, Treasure Count: 39). Then turn right and leave
this room the way you entered. Continue forward and go through the door ahead,
back in to the dark hall.

[Note: The room with the chest mentioned above also contains a slice of cheese,
if you're collecting food items as well.]

Turn left, and move forward. Do NOT leave the safety of the shadows just yet
though. When you're at just about the edge of the shadows, turn right, then
lean out left. Aha! A burning torch! There's also a sort of window that two
nearby guards can see out of. So take out your Water Arrows and, while still
leaning left, douse that torch. You'll hear the two guards having a
conversation about the situation. Ignore them.

Now that the way is clear, move down that hall that you've just darkened. When
you come across a door in the wall to your left, move through it.

Aha, some sort of a barracks, perhaps? There are three chests for you to open
in this room. Two of them are at the foot of bunks, the third is by an opening
leading into the guardroom with the two guards.

Move around the room, collecting the treasures from the chests. Each one
contains some more copper coins (5, 5, 5, Treasure Count: 44, 49, 54). Don't
worry about being seen, these two guards never seem to turn to look this way.

Once you have everything, turn around, until you find the burning gas lamp near
a corner. There's a door in that corner for you to go through. Do so.

Directly ahead is a workbench. On top of it you'll find a single Flash Bomb and
five Flares. Also, beneath the workbench, on the opposite side from the door
you used, is a lever. Flip this lever (it's Secret #1), and the nearby display
board will rise up, revealing a secret panel behind it, containing another
Flare, another Flash Bomb, a Healing Potion, and a purse (50, Treasure Count:
104).

[NOTE: There is one guard in the courtyard who is VERY difficult to knock out
without some help. Try to save one of your Flash Bombs for him. He will be
pointed out to you at the appropriate time.]

Once you've taken everything you want, turn so you can see the rest of the
room. There is a doorway in the wall opposite the workbench. Go through it.

SAVE YOUR GAME! Just a precaution really, this next part isn't so tricky. In
this room, directly across from you is a door. Move through it. In the hall,
turn right.

I hope that guard didn't scare you too much. Don't worry, he doesn't seem to
EVER change his facing. Sneak up behind him, and lift the purse from his belt
(25, Treasure Count: 129). Then knock him out (knockout #1).

Move forward into the next room. Now, stick close to the wall on your right,
and move forward. There is a door up ahead, in the wall you're following. Try
to angle yourself so it highlights when you find it. Once you've found it, turn
to face it.


               ***********************
               * C. The Kitchen Area *
               ***********************

SAVE YOUR GAME! This next part is not as easy as the last time. Open the door,
but don't proceed into the room yet. There's a servant walking around in there.
He doesn't seem to have a set "patrol route", he just wanders aimlessly around,
sometimes into nearby rooms. Watch him, and when you think you've either got a
good shot at getting behind him, or of getting in unseen and hiding, do so.
(There are shadows to hide in on either side of the room.) When the opportunity
presents itself, move right behind him, and knock him out (knockout #2). He's
carrying a purse also, which you can try to pickpocket before clouting him (16,
Treasure Count: 145).

Since you are most likely turned around now, as the servant is almost never
knocked out in the same place twice, I'm going to ask you to return to the door
that you entered this room by. Turn so your back is to it.

Now, ahead of you there are four tables, two farther into the room, and two
nearby. On the nearby table to the left, at the far end, is a bag resting on
the table. Grab it (45, Treasure Count: 190).

[Note: If you're collecting food, you can also find an abundance in here. One
table holds two deer legs, two loaves of bread, and a block of cheese. Another
table has a carrot on it.]

Now turn right, so that the door you entered by is to your right. Ahead, you
should be able to make out an exit leading into another room. Move forward
through the kitchen and go through that doorway.

You're now in the wine cellar, and directly ahead of you is a wine rack. Move
over to the wine rack. Note that while you're in this room, you may hear the
sounds of a guard moving around. Don't worry, he's not in this room.

Now, there are three bottles of fine wine in this wine rack, and you'll want to
take all three. The wine rack has alternating rows of four and three slots (not
counting any half slots). Starting from the top row, the three slots you want
are Row 2 Slot 1, Row 5 Slot 4, and Row 6 Slot 1. Get all three wine bottles
(20, 20, 20, Treasure Count: 210, 230, 250).

Once that's done, either crouch, or look down at the very bottom row of
half-slots. There are three half-slots in total on the bottom. Look into the
rightmost slot, and you'll find a Speed Potion. (This is Secret #2.) Once
you've got that, you're finished in here. Turn right around and move forward,
and exit this room the way you came in.

[Note: In the far corner (to your right, as you face the winerack), there is
some sort of protrusion in the ceiling. I have no idea what it is. Anyone?]

Once you have exited, turn to your right. Move forward and turn right again.
Ahead of you is a tunnel, with a table with some plates on it near you. Follow
this tunnel to the end. There, you'll see a doorway of sorts leading into a
cubbyhole, with a lever just this side.

SAVE YOUR GAME! Again, more of a precaution than anything else. Move into the
cubbyhole, then turn right around. Look at the lever so it is highlighted, then
use it. You'll soon start moving upwards...you're in a mechanical dumb-waiter!
While you're moving upwards, turn right around and crouch.

Once you've stopped, you'll be looking into a dining room of sorts. There's a
table directly in front of you with some treasures for your taking: two golden
goblets (25, 25, Treasure Count: 275, 300) and two gold plates (50, 50,
Treasure Count: 350, 400). Also, there is a guard patrolling in this room, and
he has a key you need. Wait for him to come by, and pick his pocket. Then
operate the lever in the pane to your left. You'll start moving downwards
again. Turn right around and stand upright again. (If you accidentally alert
the guard to your presence, just reload your game and try again.)

Once the dumb-waiter stops, move forward through the exit ahead. Continue
forward down this tunnel. Once you've re-entered the kitchen area, continue
forward until you have passed by the fireplace. Immediately past it, turn
right. Ahead are some stairs going up. Climb them, then turn left. Some more
stairs going up.

Climb up these stairs, but don't go all the way up. Climb until you're standing
on the fourth or fifth step from the bottom. Then turn right around, so you're
facing back down the stairs. Side-step to the left so you're right against the
wall (be sure you don't accidentally move onto another step!).

Ahead of you is a small shelf. Lean forward, and you'll find two "lucky coins"
sets (20, 20, Treasure Count: 420, 440). It's quite dark, so you probably won't
see them until they are highlighted, ready to be grabbed. Once you have both
sets, back up until you are standing on the sixth step (either one or two
steps, depending on whether you got the coins from the fourth or fifth step).
Then turn right, jump forward, and mantle up into the room above.

[Note: These lucky coins are the ones referred to in the "Notes Regarding This
Mission" above. If you are playing the unpatched version of the game, then
there are three sets, not just two. Grab all three, and from this point on,
your Treasure Count will be 20 higher than what the FAQ says.]

SAVE YOUR GAME! Although unlikely, you can get caught here. Turn right. There
is a fireplace ahead...you are standing to one side of it. Move forward so that
you pass in front of it (manouevreing around all the items which impede your
progress), and keep going until you've passed by both it and the vase beyond
it. Then turn left, move forward until you are pressed against the wall. Turn
left, move forward against the fireplace, and mantle up onto the ledge.

Now centre your view, and turn just slightly to the right. A pair of rings
should highlight. Grab them. This is the bonus objective for this mission. If
you look at your mission objectives, they will now read this way:

1. Once you're ready for Basso to go, give the signal using the
   birdcall he gave you. You have to be close enough for him to hear
   it!
2. Get Basso and Jenivere out of the mansion together with you.
3. What would a wedding be without rings? Get two for Basso and
   Jenivere. (BONUS OBJECTIVE!) (Checked.)
4. Get 600 loot, including 200 in gems.
5. Don't kill anyone.
6. Score at least 8 knockouts.

Unfortunately, these rings do not add anything to your loot total. Most likely
because you are giving them to the happy couple, and not fencing them.

Okay, you've got the rings. Now, back up until you fall off the mantle, then
turn left. Move forward past the vase, then turn right. Move forward past the
fireplace again, and past the second vase ahead. Just beyond it to the right
you should see a hole in the floor. This is the stairs you took up. Move over
to the hole and allow yourself to fall down onto the staircase again.

Turn so you are looking down the stairs, and move forward. Turn left, and move
down the smaller flight. You are now back in the kitchen. Turn right slightly,
so you're looking ahead between the two closest pillars. Aha! A door! Move
forward and go through the door.

Direcly ahead of you is a door in the wall. Ahead to your right there is a
torch merrily lighting up the room. Use a Water Arrow to douse the torch, then
head for the door.


               **********************************
               * D. The Basement, Final Section *
               **********************************

SAVE YOUR GAME! There's a patroling guard beyond this door. Open the door, but
stay in this room. Wait and watch. When the guard comes by, he will quickly
change direction and start leaving again. That's when you spring into
action...run up behind him and knock him out (knockout #3).

[Note: Try not to make too much noise in this area. There is a nearby
stationary guard you have not taken out...there's no need to, as Basso doesn't
pass by his line of sight.]

You're now in a hallway of sorts. Look around for another closed door. When you
find it, go through it. Move forward through this hallway, ignoring all the
doors, until you find a doorway to your right. Move through it. Directly ahead
are three chests. Within each you will find some copper coins (5, 5, 5,
Treasure Count: 445, 450, 455).

Turn around and leave the room the way you came in. Turn left. Directly ahead
is the door you used to enter this area. (It may be open or closed, depending
on how you left it.) Move forward and go through it, then turn right. Ahead of
you is a doorway. Move through it into the hall beyond.

Turn right and move forward. You will find a metal door on your right, which is
locked. This is where Jenivere is being held, and you can't get in. (If you
highlight the door, Garrett will say something regarding this. However, it's
not necessary to try to get in.)

Bypass this door. You'll soon come to a wooden door, also on the right. Ignore
it as well. Just past this door the hallway turns right. Follow it a short
distance, then stop and turn left. There should be a metal door somewhere in
front of you. Use a Flare if you can't see it. Once you've found it, move
through it.

You're in a storage room of sorts. Move forward into the room, and near the
back turn left. You'll see a series of stacked crates. Start clearing them out
until you have an opening you can move through (a single stack is sufficient).
Move through this opening into the small area beyond.

On the floor here are various items, including a gold nugget (100, Treasure
Count: 555) and a loaf of bread. Also, at the back to the right is a tiny
alcove. On the floor there you'll find a silver nugget (50, Treasure Count:
605). (You will most likely have to crouch to get this treasure.)

Once you've got your treasures, turn and move back through the opening you
created in the crates. Turn right, and move forward until you find the door you
used to come in here, and move through it again.

Back in the hall, turn left. Again, use your Flare to light the area if you
need it. A short distance from the door you just used is another one, again in
the wall to the left. Once you've found it, go through it.

You're in another servant's quarters, much like the butler's quarters you
originally entered the manor through. Directly across from you is another door.
Go through it. Once you're in the next room, turn right and move down to the
end. On the table in front of you is another purse for you to grab (50,
Treasure Count: 655). Once you've pilfered it, turn around and move back down
to the other side of the room. Turn left and move through the door you entered
this room by.

As soon as you're in the next room, turn left and move forward to the other
side. Then turn right. There's another door directly ahead of you. Move forward
and go through it.

The area's pretty dark, but don't use a Flare here. Turn right, and move
cautiously up the stairs.


               ******************************
               * E. Ground Floor, West Wing *
               ******************************

SAVE YOUR GAME! You've made it out of the basement, and cleared Basso's path
for him. However, you're not finished yet! Move forward cautiously, keeping in
the shadows. There's a guard who patrols the next hallway, and you would really
rather not get his attention!

When you reach the end of the hall, wait for the guard. While you're waiting,
take note of the door in the wall to your right. When the guard comes by, pick
his pocket for his purse (40, Treasure Count: 695), then introduce him to your
Blackjack (knockout #4).

SAVE YOUR GAME! There's still another guard in this section of the manor. Turn
to that door you noted while waiting for the guard. Make sure you're still
hidden by shadows before you open it. Once you're safely hidden, take out that
gold key you lifted from the guard while you were in the dumb waiter, and
unlock the door.

If you don't see the guard, then wait for him. He's probably upstairs. He'll
come down the stairs, move towards the door you're looking through, then turn
around to go back up. When he turns, move in and knock him out (knockout #5).
Get the key from his belt also, if you wish.

Now that he's sleeping peacefully, move to the other side of the room (opposite
the door you entered by), then turn right. Here's the staircase he descended.
Climb the stairs to the next level. At the top, turn right, and move forward
until you hit the wall. Then turn left, and move through the door ahead.

Turn right. Ahead of you, you should see a potted plant on a table. Move over
to it, then look down at the corner the table is sitting in. On one of the
walls beneath the table you'll find a lever (crouching may help you find it).
Operate it to find Secret #3. You'll hear a sliding noise of something opening
nearby.

Turn around until you find the bed in this room, then move over to it. Position
yourself near the head, facing it, then look up at the wall above it. The
secret panel you opened is there, and within lies a jewelled tiara (175,
Treasure Count: 870). Once you have it in your lootbag, turn right around and
move forward and slightly to the right. Once you've found the door you entered
this room by, use it to again exit the room.

[Note: There's a desk in the room with the secret you just found, upon which
sits another golden key. Take it if you wish. It's not necessary, however.]

Turn right, and move forward until you hit the wall. Turn left, and move down
the stairs into the room below. At the bottom, turn left. Across the room is
the door you originally entered this room by (open or closed, depending on how
you left it). Move across the room and go through the door.

Continue forward, moving down the hallway here. Ignore the first two doors on
your left, and then go through the third into the music room.

This room is illuminated by a single gas lamp. (There is a second one to the
right of it, which is currently turned off.) Just to the right of the lit lamp
is a table. Move through the room towards that table. When you reach it, you'll
find it holds two stacks of copper coins (5, 5, Treasure Count: 875, 880). Take
them, then turn right. You're now facing a stage of sorts. On the stage you can
make out a harp. To the right of it (as you face the stage) is a table, upon
which sits a silver flute. Go over to the table and grab it (50, Treasure
Count: 930).

There's nothing else in here for you, so turn and find the door you used to
come in here, and leave through it. In the hall, turn left. Ahead is an
archway. Move forward and go through it. You'll find yourself in the large
entry hall, where you found the rings. Turn right and move forward. When you
find a pair of double doors, turn to face them, then position yourself so you
are hidden in the shadows.


               ********************
               * F. The Courtyard *
               ********************

SAVE YOUR GAME! This next part can be quite dangerous. Pull out one of those
gold keys you've been collecting, and unlock the doors ahead. Unfortunately,
you cannot keep one closed while the other is open. Across the courtyard,
opposite your position, are two gates (the area where you started this
mission). In the courtyard are three guards, all of them archers. Two are
stationary, one is on patrol. Wait here until you can see the one on patrol,
and wait for him to pass by. Once he does, it's time to go to work.

Move through the doors carefully (crouching really helps here), and turn left.
Move forward around the door, and behind the guard. Pick his pocket if you
wish, then knock him out (knockout #6). Then turn so you have the courtyard to
your left, and move forward past the double doors. When you're behind the
second guard, pick his pocket if you like as well, then knock him out too
(knockout #7).

That's two. The third one is the patroller. This is the guard you've been
saving your Flash Bomb for. Turn so you're facing the courtyard, and see if you
can spot him. By now he's probably made it at least halfway around the
courtyard again. Once you've found him, ready your Flash Bomb and move forward
off the porch you're on, rush up to him, and throw your Flash Bomb at him
(remember to look away!). Once he's disoriented, knock him out (knockout #8).
This guard has two "pockets" to pick...there is the key on his belt, and he's
got three Broadhead Arrows in his quiver that you can make your own.

Now that the area is clear of guards, turn and find the gates mentioned above.
Move towards them. While you don't need to go through the gates to summon
Basso, you do need to get close. (If your back is to the doors to the manor and
you are facing the gates, then you have to move forward a bit past the green
clearing in the centre, but not too far off.)

Once you're in position, whip out your birdcall and use it to tell Basso the
way is clear for him to rescue his lady fair. (If he doesn't hear you, then
you're not close enough. Move a bit closer until you manage to get him to come
out of the hut he's waiting in.)

While Basso's doing that, turn and move back into the courtyard. Make your way
to the centre, and you'll find the remains of someone's picnic. Not only can
you get a slice of cheese, but there's also a golden goblet (25, Treasure
Count: 955) and a gold plate (50, Treasure Count: 1005). Take what you like.

SAVE YOUR GAME! A precaution again. Once you have what you want from the picnic
sight, continue forward towards the porch. Mantle up onto it, and move through
the doors (open or closed, depending on how you left them.) Once you're back
indoors, turn right.


               ******************************
               * G. Ground Floor, East Wing *
               ******************************

This is where it gets a bit tricky. Ahead of you, you should be able to make
out a doorway. You'll want to go through there. However, there is a guard who
patrols that hall. Unfortuntely, I've found that he doesn't always do it
properly. It appears that sometimes, he needs a trigger before he'll begin his
patrol. That trigger appears to be you moving a distance down that hall.

Watch the opening for a while, and if the guard doesn't make an appearance (he
does come a short distance into this room), then he's waiting for you to
trigger him. If he does come however, then wait for him to turn around, then
move in behind him and send him off to dreamland.

[Note: If this guard HAS been triggered, his patrol route includes going up
some stairs and into at least one room before coming back down.]

Move forward to the opening, and go through it. Move down the hall. At the
corner ahead, continue following the hall, but stay over to the right side.
When you turn the corner, you may see a guard ahead on patrol in another hall.
You should be able to ignore him at this point. Move forward into the shadows.
(If you knocked out the "trigger guard" mentioned above, skip the next
paragraph.)

If you haven't found the "trigger guard" mentioned above, wait for him here.
When he comes down the hall, lean forward and knock him out. (If you don't lean
forward, you will likely just annoy him.)

Now move down the hall near to where you saw the other guard patroling. Wait
for him, and knock him out when he turns his back to you.

SAVE YOUR GAME! That's the last guard you need to worry about. Now turn until
you find a doorway (no door, just a doorway), then move through it into a
semi-large room. To the left are several entrances (made by columns) into a
darker room. Move into that room.

Stand with your back to the opening you just came through. Ahead is a wall with
two doors in it. Go through the leftmost door. Directly ahead of you, on the
table beside the bed, is a gold-gilded vase (50, Treasure Count: 1055). Once
you have it, turn right around and leave the way you came in. Turn left, and
move over to the second door in this room. Go through it.

This room is a little trickier. From the doorway, move into the room and jump
onto the bed. Look at the light brightening this room, and then look up.
There's a ledge just above it. Turn to the right, watching the ledge. Shortly,
another gilded vase will highlight. Grab it (50, Treasure Count: 1105).

Now get off the bed, turn around, and leave the way you came in. In the dark
room, continue forward through one of the openings into the better-lit room.
Turn right, and move forward until you hit the wall, then turn left. Climb the
stairs to the top.

Turn left, and move forward. There's a door in the wall to your right. When you
find it, go through it. Move forward and through the doorway ahead on your
right.

In this room, turn left. On the table beside the bed is a ring (40, Treasure
Count: 1145). Once you have it, turn left and leave the room the way you came
in.

Across the room from you there is a table in the far right corner. Move over to
it, and on top of it you'll find a jewelled necklace (120, Treasure Count:
1265).


               ************************
               * H. Leaving The Manor *
               ************************

Well, that's everything. Once you have that necklace, turn around so you're
facing the opposite corner of the room and move forward. Go through the exit
there (either closed or open, depending on how you left it), turn left, and
move forward. When you hit the wall, turn right, and move down the stairs to
the bottom.

Turn right, move forward across the room, and exit through the doorway ahead.
Immediately after you leave the room, turn right. Move down the hall, and down
the stairs. At the bottom, turn right. Pull out the iron key you found in
butler's room at the beginning of the mission, and unlock this door.

[Note: At this point, if you have been fast enough, you could possible meet
Basso and Jenivere as they escape too.]

Move into the room beyond the door. There's a doorway in the wall opposite you.
Move through that doorway, then turn left. There's an exit ahead of you (either
open or closed, again, depending on how you left it.) Move through that exit.

That's as far as you have to go. However, if you were fast enough, it's
possible that you beat Basso and Jenivere to the exit. If that's the case,
you'll now have to wait for them to come out of the manor. Once they do, all
your objectives will have been completed.

Congratulations! You've helped your friend Basso marry the woman of his dreams!


Section 6: Shipping ... and Receiving (Mission 2)
=================================================
My best time on Expert: 20 minutes, 16 seconds
Maximum Possible Treasure: 1665
Total Number of Secrets: 13
Total Pockets to Pick: 18
Bonus Objective: No

6.1: Introduction
=================
"Blessed be the forge, which gives shape unto metal, and steam unto the boiler.
Blessed be the fire of the Builder and the Forge of Karras."
     -- Mechanist Common Prayer


Business has been kind of slow these days, thanks to Sheriff Gorman Truart.
He's been coming down hard on my competition (and anyone else he deems
"unlawful"). I've been playing it safe by keeping a low profile, but as my
landlord recently reminded me the rent is late. He says he's gonna pay me a
visit tomorrow to collect...so I'll have to go amateur for some quick cash.

The warehouses by the docks should fit the bill. In addition to the usual
shipping traffic there's also a small smuggling operation, sponsored by the
local underground. Not too many guards, lots of dark corners, and several
points of entry should make this job painless, and profitable.

Maybe I'll even have something left over for myself, once the rent is paid.
Huh! Wasn't that long ago that I was planning on my retirement...now the only
thing that's getting retired is my standards. If things get any worse I'll have
to go back to picking pockets in the streets....


6.2: Objectives: Normal
=======================
1. Building-A is a warehouse which many tenants use to run their
   businesses. In the main office, you should be able to find out how
   to break into the sealed areas of Building-A.
2. The landlord is coming tomorrow. You need to steal at least 500 loot
   to cover the rent and other expenses.
3. After you're done, you'll need to get out of the area so you don't
   get caught. Return to the stack of crates where you first entered
   the warehouse district.

6.3: Objectives: Hard
=====================
1. Gilver knows he's sending out a very important shipment tomorrow,
   but what he doesn't know is that it's being redirected to your
   fence. Find a new shipping label and put it on the big crate outside
   of Gilver's office.
2. The landlord is coming tomorrow. You need to steal at least 650 loot
   to cover the rent and other expenses.
3. There are many unarmed workers around the warehouses. Killing them
   would bring unwanted attention your way.
4. After you're done, you'll need to get out of the area so you don't
   get caught. Return to the stack of crates where you first entered
   the warehouse district.

6.4: Objectives: Expert
=======================
1. Gilver knows he's sending out a very important shipment tomorrow,
   but what he doesn't know is that it's being redirected to your
   fence. Find a new shipping label and put it on the big crate outside
   of Gilver's office.
2. Some rare spice has been smuggled through the warehouse district
   lately. Find it and you'll make some quick cash on the black market.
3. The landlord is coming tomorrow. You need to steal at least 850 loot
   to cover the rent and other expenses.
4. You're a thief, not a murderer. Being the professional that you are,
   you can pull off this job without killing anyone.
5. After you're done, you'll need to get out of the area so you don't
   get caught. Return to the stack of crates where you first entered
   the warehouse district.

6.5: Simplified Objectives
==========================
1. Find a shipping label and redirect Gilver's shipment by placing a
   new label on the big crate outside of his office.
2. Find 5 bags of spice.
3. Steal 850 loot.
4. Don't kill anyone.
5. Get back to the stack of crates where you first entered the
   warehouse district.

6.6: Before The Mission
=======================
What You'll Encounter: Human Guards (Swordsmen, Archers, Hammers, Pirates),
Spiders, Watcher.

Starting Funds: Whatever you stole from Lady Rumford. (Maximum: 1285 or
1265...see the "Notes Regarding This Mission" for Mission One.)

Starting Gear:

 1 Sword
 1 Blackjack
20 Broadhead Arrows
 3 Water Arrows
 1 Compass
 1 Set of Lockpicks
 1 Slow-fall Potion

Items for Sale:

15 Broadhead Arrows (Cost: 25 each)
 5 Water Arrows (Cost: 50 each)
 1 Moss Arrow (Cost: 125)
 3 Healing Potions (Cost: 250 each)
 5 Flares (Cost: 25 each)
 3 Flash Bombs (Cost: 200 each)
 1 Invisibility Potion (Cost: 600)
 3 Slow-fall Potions (Cost: 150 each)
 1 Papyrus (Cost: 50)

Curiously, there is an item missing from your Starting Gear. Once the mission
begins, you'll find you've also got a single Noisemaker Arrow among your
arsenal.

The Papyrus is some advice someone wants to sell you. It doesn't affect
anything in the game, so save your money...here's what it says:

"D.M. Gilver is one of the city's most popular merchants and he keeps his base
of operations in Bld-A of Rampone's Dockside Warehouses. Porter is also a
tenant of Building-A. He runs a tiny art gallery that sells cheap statues and
vases. Most of your loot can be found in these areas."

It's hard to tell what to purchase here...mostly because almost everything is
useless to you. Broadhead Arrows, while useful, won't do you much good. You
start with plenty and can find even more during the mission. Flares are also
scattered about. There is only one area where you may want to use Water Arrows,
and even then, you'll probably want to use a different tactic.

There are a few Flash Bombs scattered around the area, as well as Slow-fall,
Invisibility, and Healing Potions. However, there are quite a few areas where
you could take damage, so an extra one or two Healing Potions would not be a
bad idea. The Moss Arrow is a dubious purchase, but could prove useful on the
metal walkways you'll encounter.

Recommended Purchases: 1 Invisibility Potion, 3 Slow-fall Potions. Total Cost:
1050

6.7: Notes Regarding This Mission
=================================
You are introduced to several new items in this mission, most notably the
Invisibility and Slow-fall potions. You'll also get your first encounter with a
Mechanist item: The Watcher. You'll also learn a valuable lesson regarding your
loot...even if it looks like junk, grab it! Sometimes it's worth something!

This mission tends to be a real pain in the ass, due to the method you need to
use to unlock the storage bay doors. However, it is still a thoroughly
enjoyable mission.

There are lots of guards with pockets to pick, some with keys and some with
Broadhead Arrows. Some of these guards patrol the upper areas of the storage
buildings, and this walkthrough doesn't take them into account, so if you're
going for a full pickpocket count, you'll need to spend some extra time
scouting around up in those areas.

There are metal catwalks around the upper levels of the storage buildings, most
of which are part of patrol routes for some of the guards. While you're running
around on the ground outside, be sure to remember that your actions could be
observed by these guards...many times, I tried to do something, thinking my way
clear, only to hear the alarm raised by a guard on the upper story. Keep your
eyes open, and look up occasionally!

Each of the storage bays is locked from the inside, and you are unable to enter
by any method other than that detailed in the walkthrough below. However, once
inside, each bay will have a lever and a locking mechanism. The lever will
operate the large bay door, opening and closing it as necessary. The locking
mechanism is for the standard door. While it is likely you will not need to
unlock the doors, you may want to, in case you wish to re-visit a storage bay
again without going through the hassle of entering codes again. They are
unlocked by using a key on the locking mechanism, NOT on the door itself.

Also, the upper levels of the storage bays (for those that have them) also
contained doors locked from the inside. They lead into the upper hallway areas
of the building. You can unlock them from inside the storage bays, but not from
within the halls. (Again, these doors are unlocked using a key on the locking
mechanism beside the door, not on the door itself.)

Some storage bays also have "Emergency Exit" doors, opened by a lever beside
the door. You should know that if you go through these doors, then close them,
they automatically lock again behind you. You won't be able to get back in that
way.

When you are required to enter a code into the keypads in this mission, you
must enter them EXACTLY. If you make a mistake, you must start the code
sequence over again from the start! For example, if you need to enter "1234",
and accidently hit "124", you cannot simply try to correct the wrong number.
You must at this point start over, and enter "1234". When you enter a "valid"
code, you'll hear a "ding" noise, signifying that a bay door has opened
somewhere. (Just as a point of interest, you can shoot the numbers on the
keypad with a Broadhead Arrow and it will successfully enter the number.)

Regarding your Invisibility and Slow-fall potions...there is only one instance
where I suggest you use a Slow-fall Potion, and even then, it's not entirely
necessary. And you are only told when an Invisibility Potions might be
useful...there is never an instance where one is mandatory. So don't feel you
have to save these items until you are told to use them. I buy the Slow-fall
Potions so I can jump from the metal walkways instead of taking the long way
down, to improve my best time. So enjoy, and have fun! :)


6.8: Walkthrough
================
     A. Building-A, North Side
     B. Building-A, Main Office
     C. Bay 0590: Kilgor Weapon Smithing
     D. Bay 0457: Cid Capezza
     E. Bay 0624: Lady Angelica's Experimental Apothecary
     F. Bay 7732: E. B. Bramrich
     G. Bay 6937: Lord Porter's Fine Art For Sale
     H. Bay 0928: Noah Jerm
     I. Bay 0266: Lucky Selentura
     J. Bay 7933: Gilver Exporting Company
     K. Building-B, Third Floor
     L. Building-B, First Floor
     M. Captain Davidson's Ship
     N. Building-B, Second Floor
     O. Building-B, Window Areas
     P. Bay 5188: T. M. Blackheart
     Q. Bay 6013: Mynell Steaks
     R. Leaving The Warehouse District


               *****************************
               * A. Building-A, North Side *
               *****************************

You start on the top of a stack of crates. Turn to the right until you are
facing a gap with another stack beyond it. There should be a wall directly to
your right. Jump across the gap and land on the crates ahead. (You may need to
mantle up...just don't release the jump key until you have either landed or
mantled up.) Turn left. Move forward and allow yourself to fall onto the crate
below. Then fall down to the crate beneath that, and finally fall down to the
ground below.

SAVE YOUR GAME! What, already? Yes. This first guard can be a pain sometimes.
Before we actually start looking around for treasures, we're going to clear
this section of people so we don't need to worry. Ahead of you there is a large
crate. Move towards it, and when you reach it sidestep to the right slightly.

You should be able to see a stationary guard standing on the upper portion of a
small set of steps ahead. He's the pain in the butt I mentioned previously.
Move forward slightly so that you're in the shadow of this crate. There are
sections where the shadow grants you total concealment. Watch that guard until
your sure he's not looking in your direction, then move towards him. Move
cautiously, as sometimes your footsteps cause him to turn towards your
location. When you reach the steps, you'll either want to jump up onto them or
mantle up. Whichever method you use, be sure you are behind him. (It's really
quite amazing how his peripheral vision fails to pick you up.) Once you're in
position, take the arrows from his quiver (a total of three extra Broadheads),
then knock him out.

This man was guarding a pair of double doors. Turn so that these doors are to
your right. Then move forward (let yourself fall down to the ground again).
Soon, you'll see another stack of crates ahead, in a very dark area. Move into
this dark area, and stand by the crates. This is an ideal place to wait for the
next patrolling guard. While you wait, you can listen to the Hammerite and the
dealer chatting.

It may take a while, but eventually another guard will walk by. This one has a
key on his belt for you to lift. Do so, then knock him out. Now you can turn
your attention to the Hammerite and the dealer.

[NOTE: In the unpatched version of the game, once these two finish their
conversation they go into the Bay they are standing near. In the patched
version, they just stand there foolishly. I don't know why.]

SAVE YOUR GAME! If this doesn't work, you'll end up playing cat-and-mouse with
the Hammerite. (Guess which one of you is the mouse.)

Turn around until you can see the two men. They are standing on some sort of
loading platform. Turn towards the right and you'll see the sloping edge that
leads up to that platform. Move over to that slope, then turn so you're facing
up it. Move forward, up the ramp. Now, RUN forward with your Blackjack at the
ready, and knock the Hammerite out.

By this time, the dealer will have seen you and started shouting for help.
Don't worry, no one hears him. Move up to him and knock him out as well. (He's
one of those Non-Combatants that fall to your Blackjack no matter what the
circumstances.)

The north side of the Building-A is now clear. Let's start looting!
Unfortunately, it's hard to predict your present position since you sometimes
need to hunt down that final knockout. So return to the position where the
Hammerite was speaking with his dealer. From that point, turn so the large bay
door is to your right. Directly ahead are some crates, and also ahead to your
left are some crates. It is the latter which you are interested in. Head
towards those crates, and mantle up onto the first one.

Turn so you've got the wall to your left, and you'll be facing some more
crates. Move forward and mantle up on top of them. Then move forward, and let
yourself fall onto the crate below. Move forward again, and you'll fall INTO a
crate. Look down to the floor of the crate, and you'll find a Water Arrow and a
small statuette (15, Treasure Count: 15).

Turn right around, and mantle yourself out of this crate. Move forward, and
mantle up on top of the crate ahead. Then move forward, allowing yourself to
fall, until you are back onto the ground again.

Move forward, past the slumbering Hammerite, past the crates, until you reach
the stairs where the first guard you knocked out was standing. Move to the top
of these stairs, and face the double-doors.


               ******************************
               * B. Building-A, Main Office *
               ******************************

SAVE YOUR GAME! You may open these doors in the face of a guard! To open these
doors, you'll need to pick the lock. Once you have the doors open, you'll see
three small crates stacked on top one another further into the room, against a
wall. Move over to stand against that wall...you'll be well shrouded.

There is a guard that patrols through this area. If he's not here when you open
the doors, then he will either come in through the hallway opposite the doors
you used, or down the stairs. I highly suggest waiting for him here. Otherwise,
you may meet up with him when numbers are more in his favour.

Once he's been taken care of, you have a decision to make. Down that hall I
mentioned is a door, beyond which stand a guard and a non-combatant. If you
move into the hall, it will trigger their conversation, and then they will
start their patrol routes. The guard moves around outside, but the
non-combatant moves through this room, up the stairs, and around the main
office area. If you DON'T trigger them, then you will need to get past them
later, waiting for their conversation to end before being able to knock out the
guard. (At that point, the Non-Combatant becomes a non-issue.) Deal with them
however you deem best, but I suggest triggering the conversation now.

Whether you've triggered the conversation or not, it's time to move on. Find
the stairs mentioned earlier, and climb them. There are about four flights of
steps in total for this staircase. When you reach the top of the first flight,
turn right around. Above you on the next level you will see a door and a
window. Be careful now, you can be seen through that window, should anyone
happen to be looking in the right direction!

Now climb the second flight of stairs, and stop just outside the door.

SAVE YOUR GAME! This is one of the parts that has changed with the patch
file...this area is patrolled far more thoroughly than before! Crouch, and open
the door. Move forward into the next room cautiously. Note that there is an
area just inside the doorframe that will conceal you in complete darkness, if
you're crouching.

[Note: There is an alternate way into this area. Instead of going through the
door, you can follow the stairs all the way to the top, and exit the room onto
the roof. From there you can find an open window to drop down from into the
room. However, I find that doing it that way is more time consuming and less
effective in the long run.]

If you survey the room, you'll notice a stationary guard nearby. He has three
Broadheads in a quiver which you can take if you wish. You'll also notice a
railing of sorts to your right. On this railing you will find a key, if you
want to take it. It's unnecessary though, as it's identical to the key you took
from the guard outside.

You may also notice some patrollers in this room. There are two guards who
patrol through here (as well as the stationary guard, making three in total),
one of which has a key on his belt. (Again, it's a duplicate of the one you
already have.) Finally, there is a Non-Combatant that patrols through this
area. He's the one mentioned above, having a conversation which you may or may
not have triggered. If you didn't, then you don't need to worry about him.

Finally, you may want to be quiet here, as there is at least one guard
patrolling a nearby walkway adjacent to this room. (He's also got three
Broadheads for you to take, should you want them.) He may also be able to see
you through one of the doors...some of them have windows in them.

Watch until everyone is gone except the stationary guard. When he's looking
away from you, move up behind him and knock him out. You probably don't have
much time to hide the body, so I'll help you out. Pick up the body, then turn
so the railing is to your right, and you can see a window ahead. Near the
window to the right is a doorway. Move forward past the railing, then turn
right and move forward and through that doorway. Then, turn left. Move forward
until you can turn left again, then do so. Move forward again.

You should now be in a small mailroom. Find a dark area and drop the
unconscious guard. Oddly enough, this is an ideal place to wait for the others
to come by. Each one will come by sooner or later. I highly suggest you wait
here until you have knocked all of them out. (Remember, besides the stationary
guard you just transported here, there are two patrolling guards and possibly
one Non-Combatant to worry about.)

SAVE YOUR GAME! You've just pulled off one of the major headache areas of this
mission! Now, if you have somehow moved out of the mailroom, return to it, and
turn to face the mailboxes. Then look up at the top of the shelves the mailbox
holes are in. There is a box resting on top, within which you will find a purse
(75, Treasure Count: 90). (If you have trouble spotting the box, read the row
of plaques until you find the one labelled "Lucky Selentura". The box is above
his row of mailboxes.)

Once you've grabbed the purse, turn left, and move through the door ahead.
You'll find yourself in some sort of control room. Turn right to face the
keypad. Look at the very bottom of it and you'll find a gold key. Grab that
key. You'll need it. Then type the code "0590" into the keypad. (Actually,
since this is the first code you are entering, all the numbers should be
resting at "0". So you only need to type in "590", if you want to shave about a
tenth of a second from your time. {g})

Once you hear the "ding" to let you know the code has been accepted, turn
around and leave the way you entered. Then turn right, and move forward until
you find a closed door in the wall to your left. Make sure you are standing to
one side of the door, and open it. Then turn and lean so that you can see into
the room without being seen. There's a man (a Non-Combatant) pacing around in
there.

He's one of those easy knockouts, so you can just rush into the room and knock
him out with your blackjack. Do so. When he's no longer a concern, turn so your
back is to the door. Ahead of you at the other side of the room there is a
table, upon which rests a vase (50, Treasure Count: 140).

Once you've claimed the vase, turn around and leave the way you came in.
Continue moving forward, until you find a door in the wall to your left. (This
one will be a metal door.) Go through it.

You should now be outside again, on a metal walkway. Continue moving forward to
the end, turn left, and look down. There's a ladder here. Move forward and
climb down the ladder. When you reach the bottom of the ladder, turn right and
move forward until you fall off of it.


               ***************************************
               * C. Bay 0590: Kilgor Weapon Smithing *
               ***************************************

Turn right. You should be facing down towards the area where you knocked out
the Hammerite. Move forward, and you'll see a sloping area leading up to a
platform ahead to the right. Head towards it, turn, and climb the slope up to
the platform. Continue forward, and when you can turn right into the storage
bay, do so.

There's not much in there for you. From your current position, there is a stack
of crates ahead to the left, an elevator platform to your right, and directly
ahead are some shelves. The lower shelf has a single Water Arrow which you can
grab if you are interested.

You want to climb those crates. From the floor, there are only two which are
climbable. Move over to the "centre" crate, and mantle up onto it. Then turn
until you are facing a "crate ledge" that you can either jump onto or mantle up
onto, then do so. Now, turn right, move forward, and let yourself fall into the
crate here.

Oho! A chest! Locked, of course. Whip out your lockpicks and open this chest
up. Once you've successfully picked the lock you will be credited with finding
Secret #1. Then open the chest to find a small golden hammer (25, Treasure
Count: 165).

Turn so you are facing the only way out of this crate, and jump/mantle your way
out. Then turn left, move forward, and drop down to the next crate. Move
forward again, and fall back down to the floor again.

Ahead and somewhat to the right you should now see the elevator platform in
this room. Move over to it, and get on it. Turn right, and you'll see the
operating panel for the platform.

SAVE YOUR GAME! There is a SLIGHT possibility that you could be seen when you
do this, although it is extremely unlikely...especially if you already took
care of all the patrollers mentioned in the last section.

Push the top button on the controller, and the platform will take you up to the
next level. Once you reach the top, turn right around and you'll see the exit
from this room that you want to use. Careful...if you DIDN'T get all the
patrollers mentioned earlier, than one or two of them could be moving through
the hallway beyond the door.

NOTE: Before you go through that door, you may feel like adding a few arrows to
your arsenal. Still facing the door to exit this room, turn left. Move forward
all the way to the end. There are several shelving units against this far wall.
The rightmost unit has arrows for you. The lowest shelf contains a single
Noisemaker Arrow, while the shelf above that one holds five Broadhead Arrows.
Ignore the hammers you may spot on some of these shelves...they are useless to
you, even though one bears a striking resemblance to the one you used to access
the bridge to get the Air Talisman in the Thief Gold mission "Undercover". :)
Grab what you like, then turn back to the door you want to exit this room by.


               ****************************
               * D. Bay 0457: Cid Capezza *
               ****************************

SAVE YOUR GAME! As mentioned above, if all the patrollers were not dealt with,
this part could be tricky. You're going back into the main office area again.

Move over to the door which you wish to exit this room by. It's the one I've
been mentioning a couple of times above. You'll need to unlock this door in
order to move through it. When you face the door, the locking mechanism is on
the left. You can use one of the red keys you've undoubtedly acquired by now to
unlock the door. Do so, then move through it into the hallway beyond.

Once you're in the hallway, turn right. At the end of the hall, you should see
a door with a window in the top. Move forward and go through that door, back
into the main office.

Continue moving forward, and once you've bypassed the railing again, turn
right. Move forward, turn left, and move forward. Once you hit the wall, turn
left again. Move forward, turn left, and move through the door ahead (either
open or closed, depending on how you left it). You're back in the control room.

Turn right to face the keypad. Enter the code "0457" to open the next bay door.
(Once again, unless you've made a mistake or fiddled with the controls, you
should only have to enter "457", if you want to shave another tenth of a second
from your time. {g})

Turn right, and exit this room the way you entered. Once outside, turn right
and move forward until you hit the wall. Then turn right again, and move
forward. Once you find the metal door (again, open or closed, depending on how
you left it), turn left and go through it. You'll find yourself back outside on
the metal walkway.

Continue forward to the end of the walkway, and turn left. Look down, and the
ladder is still here. Climb down the ladder, and when you reach the bottom move
off of it so that you fall to the ground.

Turn around until you find the large opening left by the open bay door. Move
towards it, and either jump or mantle up onto the platform leading into it.
Then move inside.

As Garrett will tell you, this is the storage bay/workplace of an inventor, one
Cid Capezza. (You'll notice his name on a few documents if you bother to read
them when you play.) There are a few items of interest in here.

Turn right. There is a shelving unit in front of you. Move over to it. On the
bottom shelf, you'll find your first Scouting Orb. On the shelf above it,
you'll find a silver nugget (50, Treasure Count: 215) and and an Addonizio
crystal (25, Treasure Count: 240).

Now turn left. Another shelving unit! Move over to it. The bottom shelf
contains a Flash Bomb, and the one above that holds a single Flare. While the
Flare is probably useless to you, I highly suggest you grab that Flash Bomb.
There's a point later where you will probably need it.

Finally, turn left again. At the far end of the bay you will probably see a
very ugly metal face staring at you. Don't worry, it's harmless. But on the
workbench upon which it rests, you'll find another Scouting Orb, should you
want it.

Gather up all the equipment you want to take, then turn around to find the
exit. Yes, the large bay door you entered through. Once you've found it, move
through it, and allow yourself to fall off the platform back down to the ground
below.

[NOTE: Very close to your current position is a large streetlamp. Beneath this
streetlamp is a chest, which has a lid you can open. Inside it, you will find a
single Flare. If you want it, go get it, then return to your current position.]

Back on the ground again, turn left. Move forward until you have bypassed the
brick wall on your left altogether, then turn left again. See that stack of
crates? Look carefully, and over to the right you'll see an opening at ground
level. It's small, but just big enough for you to crouch and get through. So,
move over to it, crouch, and move into the opening.


               ********************************************************
               * E. Bay 0624: Lady Angelica's Experimental Apothecary *
               ********************************************************

SAVE YOUR GAME! This next area is patrolled by two guards...one at ground
level, and one on the metal walkway above. The one on the walkway has three
Broadhead Arrows to pilfer.

If the coast is clear, then move forward out of the crates, and stand up again.
Before moving however, turn to your left. Another crate with a lid you can
open. Do so. Inside you'll find three Flares, and another statuette (15,
Treasure Count: 255).

Once you've grabbed everything you want, turn right again. Your safest bet is
to stand here, right up against the crates so you're hidden in the shadows, and
wait for the ground patroller to come by. Then, when he turns his back to you,
teach him the folly of doing so.

There is a shack of sorts directly ahead of you. From here, you may have some
trouble seeing it, but you should have no trouble seeing the window in the side
of it. Move forward towards the shack, and move around it until you find the
door. It's locked, but your gold key will soon remedy that. (Sorry, your
lockpicks won't work on this one!) Unlock the door and move inside.

Oh, look! Another keypad! This time, enter the code "0624". Then turn around
and leave the shack. Turn left, and you'll see that another bay door has opened
for you. Move towards it, jump up onto the platform in front of it, and move
inside the bay.

This is a rather unimpressive place, but it holds some potions for you. With
your back to the large bay door, move forward all the way to the other side of
the bay, and you'll find a shelving unit. The shelf at eye-level has a Healing
Potion for you. The shelf above holds both an Inivisibility Potion and a
Slow-fall Potion. (These two can be difficult to see, but they are there. You
may need to jump in order to see them.) Take all that you like, then turn right
around.

Ahead and to the right you should be able to see another elevator platform.
Move over to it and get on it. Face the operating mechanism and push the top
button. The platform will then take you to the next level.

When you reach the top, you'll be facing the operating mechanism to bring you
back down. Sidestep to the left. Aha! A door in the wall ahead! Move towards
it. To the left of the door is a lever which will open the door.

SAVE YOUR GAME! Remember that guard I mentioned to you outside? The one that
patrols the metal walkway above? Well, this door opens onto that metal walkway.
Use the lever to open the door, then quickly move forward to stand in the
doorframe. You'll be completely hidden there. Then wait for the guard to walk
by, and knock him out. (Remember, he has three Broadhead Arrows for you to
take.)

Once he's down and out, move onto the metal walkway, and turn left. From here,
if you look down you will see the roof of the shack below, and beyond it some
stacks of crates. Notice that one of the crates is open? You want in there!

Move forward along the metal walkway until you are across from those crates,
then turn right.

SAVE YOUR GAME! This part is kind of tricky. You need to jump up onto the
railing, and them from there jump onto the crate across from you. Do so, and
when you've landed on the crate, move forward until you fall inside the next
one. Then turn right around, and crouch. Aha! Another hole to slip through.
Move throught he opening, and use your lockpicks on the chest inside.
Successfully unlocking this chest grants you Secret #2. Open the chest to get
your first Rope Arrow. You'll need this later.

Now turn around exit throught the hole you crawled in through. Once out, stand
up, and turn right around. Mantle up onto the crate ahead of you. Once on top,
turn to the right and look for a large crate in the corner of the building.
Once you've found it, angle yourself appropriately, do a running jump and land
on it. Then turn right around, move forward, and fall to the ground.


               *******************************
               * F. Bay 7732: E. B. Bramrich *
               *******************************

Move forward until you find the shack again...it will be to your left. Once
you've found it, go inside, and enter the code "7732". Then turn around and
leave the shack. Turn right, and move forward. When you have passed by the
crates, turn right, and move forward until you hit the wall. The wall offers
you the concealment you'll soon need. Turn left, and move forward, hugging the
wall, into the open area ahead.

Once you've reached the open area, turn left, and take a look around. (Use
Garrett's eye to get a closer look at things.) There are several guards you
will notice. At least two of them will come close enough here to make entering
the storage bay (the large open door now on your left) difficult. Fortunately
they both have rather lengthy patrol routes. Watch until you've discovered
which two will be the troublemakers, and when they have moved away, you'll be
able to continue. If their patrols are sufficiently far apart, you can knock
them out one at a time, which I recommend. It will make getting through a later
part easier with two less guards patrolling the area. (One of these two guards
is an Archer with three Broadheads for your pilfering enjoyment.)

You'll probably have noticed a stationary guard as well. You'll need to deal
with him later. As well, there are at least two other patrollers off in the
distance that you should have seen, plus one that you didn't...this one ALWAYS
seems to get stuck nearby. I'll point him out when the time comes. (Although if
by some miracle he is NOT stuck, he also comes close enough to this point to
make your life more interesting.)

Finally, off in the distance you will probably have seen more metal walkways
high above the ground. There's at least one guard who's patrol takes him out
onto it, albeit briefly.

SAVE YOUR GAME! With all this action going on, I'm sure you'll want a safe
haven to come back to, should things not go your way.

Oh, I almost forgot about the goodies! There's some goodies hidden nearby. To
your right is a large stack of crates. Move forward until you are past them,
then turn right. Move forward until you find yourself between to stacks of
crates. You now have a choice. You can mantle up onto a crate either on the
left or the right. If you choose the left, you'll find a nearby crate has an
open top you can fall into, and find a Flash Bomb, a Flare, and a Noisemaker
Arrow. If you choose the right, you'll have to climb a few more boxes, but once
you reach the top you'll find another open crate you can fall into. Inside,
you'll find another Flare, another Flash Bomb, and a Slow-fall Potion. Gather
up all the goodies you want to take from either one or both crates, then make
your way back down to the ground, and turn so you're facing the open storage
bay door.

Whether you got the goodies or not, you should see the open storage bay door
from your current position...either right in front of you or ahead to your
left. Head for it...get up on the platform in front of the door, and move
inside.

There is absolutely nothing of interest to you here except for a parchment on
the desk (which you don't actually need), and a Shipping Label, also on the
desk (which you DO need). Take the Shipping Label. Then turn until you find the
open storage bay door, and leave the way you came.

Once you're outside again, turn right, move forward, then turn right again.
Move forward down this alley. When you reach the crates, turn right. Move
forward, and turn left when you can. Move forward. Once you are past the
crates, turn left, and you'll see the door to the shack again. Go through it
(it's either open or closed, depending on how you left it).

Enter the code "6937" into the keypad. Turn right around and leave the shack.
Outside, turn right, and move forward past the crates, then turn right. Move
forward until you've hit the wall, then turn left. Move forward again, until
you are once again in the open area. Be sure you're still hugging the wall for
maximum concealment.


               ************************************************
               * G. Bay 6937: Lord Porter's Fine Art For Sale *
               ************************************************

SAVE YOUR GAME! This is another "safe haven" save. Turn left. Move forward,
sticking close to the building on your left. You will soon see a large open
storage bay door ahead to the left. This is where things can get tricky.

That stationary guard is nearby, and if he turns the right way at the right
time, he just might see you and make your life more difficult. So you should
deal with him before continuing. To do so, just move in behind him and work
your magic. (He's also got three Broadhead Arrows for you.)

Once he's sleeping, turn around until you find the open storage bay door again.
Move forward up the ramp, turn right, and move forward into the storage bay.

My, my! Lord Porter seems to be doing well! Turn to the left. Move towards the
low counter ahead, and jump over it. Then turn to the left again.

Another of those popular shelving units. The very top of the unit contains
nothing. The shelf beneath however, holds two more statuettes, one to the far
left, the other to the far right (15, 15, Treasure Count: 270, 285). The shelf
beneath that holds another statuette (15, Treasure Count: 300). Finally, the
shelf beneath that holds two Moss Arrows, should you wish to take them.

Now turn your attention to the counter you jumped over. Underneath it are two
more treasures for you. The one side of the counter has a box which contains
some coins (50, Treasure Count: 350). The other side has...you guessed
it!...another statuette (15, Treasure Count: 365).

Turn so your back is to the shelving unit you searched, and jump forward over
the counter again. Turn right, and move forward through the room to the end of
the carpet. Turn left, move forward, and when you can do so turn left again.

Ah, a display hall! At the very end of the hall is a picture of a woman with
some kind of lizard on a leash, and she's holding a crystal ball. Stand back
from the picture a short distance, and then shoot a Broadhead Arrow into the
painting, just above the crystal she's holding. The painting will then swing
open (unless you're blocking it...I TOLD you to stand back!) to reveal a secret
niche which houses another statuette (15, Treasure Count: 380). Be quick...once
the painting starts to swing open, it will close again in about five seconds.

[Note: The painting may try to swing back while you're blocking its path. If it
does, you may have some difficulty getting past it, but despite what you may
think, you are not "trapped". Just keep trying until you can move past it, and
continue on.]

Turn right and move back down the display hall to the very end, then turn
right. Move forward again, until you come to a "hole" in the floor, beside an
elevator callbox.

Unfortunately, this callbox is broken and will not bring the platform down to
you. However, if you look up, you'll see the hole in the ceiling through which
the platform travels. From here, you can make out the callbox upstairs.

Yes, I'm sure you know where I'm headed with this. Pull out a Broadhead Arrow
and aim for the lower button on the callbox upstairs. If you miss it, try to
take note of where the arrow struck, so you can better aim next time. Keep
trying until you successfully strike the lower button. When you do, the
elevator platform will lower into this room, and you'll be credited with Secret
#3.

SAVE YOUR GAME! I'm sure you don't want to go through all THAT again! Get on
the platform, then turn to face the callbox, and press the upper button. The
elevator will then take you to the upper floor of this storage bay.

Assuming you haven't changed your facing during the ride up, turn left. (For
those of you that DID change your facing, check your compass...you should turn
so that you are facing west.) Move forward, falling off the platform, and
continue moving forward until you find a door directly ahead. Move through this
door into the room. Then turn left, and move forward until you are past the
bed. Turn left.

Aside from the parchment on the desk, you'll be interested in opening that box
and taking the purse from within (50, Treasure Count: 430). Once you've grabbed
that, turn right around and move forward to the table beside the bed. On top of
the table is...well, it LOOKS like an odd coin when you grab it, so I'll call
it a coin (5, Treasure Count: 435). Underneath the table you'll find a vase
worth taking (25, Treasure Count: 460).

That's it in here. Turn right around and move forward, then turn left, move
forward, turn right, and move through the door ahead (open or closed, depending
on how you left it). Continue moving forward through this large room, but keep
your eye on the wall to your right. When you find a metal door in that wall,
stop in front of it, and turn to face it. Find the lever to the left of the
door, and operate it to open the door.


               **************************
               * H. Bay 0928: Noah Jerm *
               **************************

SAVE YOUR GAME! You might be caught doing this next bit. Move through the open
door ahead onto the metal walkway outside. Be careful...if there are nearby
guards, they might hear you walking around. Turn left, and move forward as far
as you can, then turn left again. Move forward until this section of the
walkway ends. There is a ladder here. Look down, move forward, and you should
start climbing down. Once you reach the bottom of the ladder, move off of it
(move in the direction opposite the nearby wall).

[NOTE: Remember that guard I mentioned much earlier, the one who tends to get
stuck? Want to see where he gets stuck? Once you go through the door and step
onto the metal walkway mentioned above, turn about forty-five degrees to the
left, and look down a bit. See that barrel off in the distance? That barrel is
blocking the poor guard. If you zoom in with Garrett's Eye, you might even
catch a glimpse of the guard, marching dutifully forward into the barrel like a
broken toy soldier.]

NOTE: Be careful performing this feat. There is at least one guard that patrols
the area beneath you. Unless, of course, you haven't triggered his coversation
yet.

Okay, time to take stock of things. Remember earlier in the mission (up in
section B: Building-A, Main Office) when I said you had to decide whether or
not to trigger a conversation at that time or a later time? Well, if you didn't
trigger it then, you will now. And if you DID trigger it then, then there's a
guard roaming around who's patrol route comes through this alleyway. If you
didn't trigger this conversation, then turn to the north now, and move forward
(sticking to the shadows) until you can hear a couple of men chatting. Once you
do that, continue with the walkthrough.

Move against the wall, and wait. Eventually, a guard will walk by that you will
want to knock out...otherwise, he'll make life a bit more difficult for you
later on. Note that he carries (you guessed it!) three Broadhead Arrows which
you can take for yourself.

Once you have this guard sleeping peacefully, turn until you find the shack.
No, this isn't the same shack as you found before...that was on the western
side of the building. But it's pretty much identical to that shack. It even
uses the same key to unlock the door!

Once you've found the shack, head over to it, and use your gold key to unlock
the door. Then move inside. Enter the code "0928" into the keypad, then turn
around and leave the shack. Once outside, turn right. Ahead you should see a
large storage bay door now open, waiting for your entry.

SAVE YOUR GAME! This part can be a bit tricky, thanks to at least one
patrolling guard on the metal walkways above. Move forward, jump onto the
platform in front of the bay door, then move inside. Continue forward to just
past the stairs ahead to your left, then turn left to face a shelving unit.

On the shelf that's at just about eye level you will find an Addonizio crystal
(25, Treasure Count: 485). You may need to back up from the shelf in order to
see it.

Once that's in your possession, turn left and move over to the stairs. Turn
right, and climb the stairs about halfway up, then turn right. Move forward so
you are pressed against the shelving unit, and mantle up onto it. Then move
down to the far end, where you'll find another Addonizio crystal waiting to be
taken (25, Treasure Count: 510).

Turn right around, and move forward until you fall back onto the stairs. Turn
right, and continue climbing the stairs to the top. Then turn left, and move
forward to the end. Turn right, and move through the door ahead of you.

Inside this office, turn right and move over to the desk. Resting there you'll
find a pair of valuable glasses (50, Treasure Count: 560). Take them, then turn
around and leave the office the way you came in. Once you are through the door,
continue forward, falling off the walkway. Then turn right and exit the storage
bay via the large open storage bay door. Remember to be wary of the guard
patrolling above!


               ********************************
               * I. Bay 0266: Lucky Selentura *
               ********************************

Move forward, falling off the platform to the ground below. Continue forward to
the shack you should see ahead. When you reach the shack, turn and go inside.
Enter the code "0266" on the keypad, then turn around and leave the shack. Once
outside, turn left and move forward. You'll probably want to side-step over to
the left as you do so. Once you're past the wall on your left, turn left and
move forward up the ramp. At the top of the platform, turn left. Move forward
into Lucky Selentura's bay.

Directly in front of you should be a gambling table. Move over to it, and
you'll find two stacks of copper coins (5, 5, Treasure Count: 565, 570).

Beyond the table is a shelving unit. Turn left, and move forward past the
table. Then turn right and move forward, again past the table. You should now
find a doorway of sorts to your left. Turn left, and move into the doorway, but
don't move into the small room beyond...stop while inside the doorway.

Turn right so you are looking directly at the thin side of the wall, then push
yourself against it and mantle up. Once you're up on top, move forward to until
you reach the outer corner of the shelving unit. Then turn slightly to the
right to face that corner, and mantle up onto the shelving unit.

Turn right and move down to about the middle of the shelving unit, where you'll
find a box. Open it to get a key. Then continue down to the other end of the
bookcase, and let yourself fall off into the cubbyhole below.

Turn right, and you'll find a safe. Move up to it and unlock it with the key
you just found. Unlocking the safe gives you Secret #4. Now open the safe and
you'll find Lucky Selentura's lucky dice (50, Treasure Count: 620). Now turn
right...turn a little more then ninety degrees, and you'll find a gold
candlestick (50, Treasure Count: 670).

Turn left again until you find the exit from this cubbyhole, then take it. Turn
left again, and move forward, going around the table as necessary, and leave
the storage bay through the large open door.

Turn right and move forward, and go down the ramp. At the bottom, turn right
about forty-five degrees, and head down the alley towards the shack. When you
find the door on the shack, turn and go inside. Enter the code "7933" into the
keypad. Then turn around and exit the shack.


               *****************************************
               * J. Bay 7933: Gilver Exporting Company *
               *****************************************

SAVE YOUR GAME! You've done quite a bit...it would be a shame to lose all that
work! Turn left, and move forward out of the alley. Turn left again, and move
forward. Don't go up the ramp this time, but move past it. Continue forward
until you hit the wall, then turn right.

This next part can be very tricky to accomplish. Move forward until you have
moved past the building on your left. Then turn left. Ahead of you is a ramp
leading up to a platform in front of yet another storage bay. Don't move up it.
Instead, move forward past it. By now you should have triggered a conversation
between two nearby Non-Combatants. Ahead of you on the right is abreak in the
stacks of crates, although you probably can't see it yet. Right around that
corner is where the two are chatting. What you want to do is knock them both
out.

So move forward then turn right. Run up to the first of the two, and brain him
with your Blackjack. Then quickly turn on the other, and knock her out as well.
Do this before she starts running, or else you may find she alerts others!

Once the two are sleeping peacefully, turn around until you can see the open
storage bay door. Move forward, jump up onto the platform, and move inside.

Immediately to your left upon entering the storage bay is a very large crate.
Turn left to face it, and you'll see it has a label on it. Highlight the label,
then search your inventory for the label you picked up from Bramrich's office.
Once you've found it, put your label over the one on the crate.

Once that is done, turn to your right again. Ahead are some metal stairs. Move
forward and climb them to the top, then move through the door ahead.

Immediately inside the office, turn right. You'll find yourself facing a wall
from which hangs some sort of tapestry-like decoration. Take out your Sword and
chop it down. You will be credited with Secret #5. Revealed will be a hole in
the wall, which houses a small diamond (100, Treasure Count: 770).

Once you've taken the gem, turn right and leave the office. Move forward down
the stairs, but instead of turning to take the second set down, just move
forward and fall off the edge. Continue forward onto the platform ahead, then
turn right around, and press the top button. The elevator platform will take
you up to the upper level of the storage bay.

Once you reach the top, turn slightly to the right, and move forward. Go past
the crates, and keep moving until you come to the shelving units. Turn left to
face the first set. The shelf at eye level contains three plates (two upright,
one flat), all of which you want to take (10, 10, 10, Treasure Count: 780, 790,
800). Once you've taken them, turn rigth and move forward to the next set of
shelves. Turn left to face them. There are three plates here as well, but only
the two upright ones interest you (10, 10, Treasure Count: 810, 820). Take
them, then turn right. Move foward to the last set of shelve, and turn left.
Another three plates (two upright, one flat) for you to grab (10, 10, 10,
Treasure Count: 830, 840, 850).

Turn left, and move forward. Once past the shelves, turn right. The crates
ahead of you are too high for you to do anything with, but just beyond them are
some you can mantle up onto. Side-step to the left until you can see them, then
move torwards them. When you reach them, mantle up onto them. Then turn right,
and mantle up onto this crate as well. Turn right again, and mantle up onto
this crate too. Then turn left and move forward. When you can go no further,
turn left again, crouch, and drop down. Move forward, then turn left. Move
forward and jump onto the stack of crates across the gap from you.

Look up. Aha, a chest! Open it, and you'll get yourself a golden goblet (25,
Treasure Count: 875). Then turn right around, move forward and allow yourself
to fall to the floor. Turn left. Aha! Another chest! This one contains a ring
for your itchy fingers (50, Treasure Count: 925).

That's it. Time to go back through that mini-maze. Turn right around, and move
to the end of this aisle. Turn left, and mantle up onto the crates. Then turn
right around, and jump to the crate across the gap. Turn right, and move
forward, then turn right again. Mantle up, turn left, and mantle up again. Turn
right, and move forward along this metal beam. Once you've moved past all the
crates to your left, turn right and move forward, falling off the beam onto the
crates below.

Turn left, and move forward until you fall off the crates to the floor below.
Turn right. Ahead in the far corner is what looks like an alcove. Move forward
into that alcove, then turn right.


               ******************************
               * K. Building-B, Third Floor *
               ******************************

SAVE YOUR GAME! You might open this door in the face of a patrolling guard!
Actually, there are two patrolling guards you may have to worry about here.

Unlock the door in front of you using one of your red keys. The first guard you
need to worry about will come down the hall you are looking down, turn and move
up the stairs (which you probably can't see yet), down a hall, where he'll turn
around and repeat the same patrol in reverse. The second guard patrols a small
area at the top of these stairs, then goes down a different flight of stairs,
and patrols in the areas between. Watch out for these two while doing this next
bit.

Move through the door and immediately turn left. Climb the stairs here, but be
careful as you near the top. You will be able to look down a small hallway. In
the centre of that hallway, mounted in the ceiling, is a Watcher. Fortunately,
whoever designed this place was an idiot, as the off-switch is nearby.

When you reach the top of the stairs, look at the wall ahead just to the right
of hall you are looking down. The off-switch is right there. Operate it, and
the Watcher will watch no more.

Once it is disabled, move into the hall it is guarding. There are two doors
here. Move through the one on the left.

Hmmm...a library of sorts? Secret #6 is in this room...a secret panel in the
bookcase, which is operated by a book in one of the shelves. Which book? With
the bookshelves on your right, move forward to the end of the room, then turn
right. The book you want is in the third shelf up, third shelf over to the
right. It is near the far left of that shelf. When you find it, use it, and the
secret panel will swing open to your right.

Move through the secret panel, and in the secret room turn left. Move forward
to the desk at the end, and grab the golden candlestick (50, Treasure Count:
975). Turn right around, move forward, turn right, and move back into the
library. Turn left, and move through the door ahead.

Back in the hall, there will be another door directly ahead of you. Move
through it into the Conference Room.

The only items of interest to you in this room are resting on the table. There
is a plate of apples. Take the plate (10, Treasure Count: 985). Also on the
table, to the left of the plate of apples, you will find four coins, three
grouped together, another closer to the apples. Take them all (5, 5, 5, 5,
Treasure Count: 990, 995, 1000, 1005).

Having looted the Conference Room, turn around to find the door you used to get
in here, and exit the room through it. Back in the hall, turn left and move
forward into the next hall. Stop when you are at the top of the stairs, then
turn left. Move down this darker hall. Be careful, there's a nasty drop near
the end!

Look on the wall in the corner next to the hole, and you'll find a control
panel. Press the top button, and you will summon the elevator platform. It's a
bit of a wait (about ten seconds). Once it arrives, get on the platform, then
face the control panel, and press the second button from the bottom. (The
bottom button is not working.) While it is unlikely that you will be spotted
while riding the elevator down, crouching may help to maximize your chance to
avoid detection. When you reach the bottom, turn so you have the wall with the
control panel for this elevator platform on your right.


               ******************************
               * L. Building-B, First Floor *
               ******************************

SAVE YOUR GAME! Again, this is more of a safe haven save. Move forward a couple
of steps, then turn left. You are now looking down a long "room" which is used
primarily for storing crates. (You'll find out what's in some of those crates
later.)

Move forward a few steps, then turn left. Ah, a corridor! Be careful...if you
didn't take care of the guard that patrols the staircase, he could be close by.
Move forward into the corridor until you can turn left, then do so. Move
forward, and turn left again.

This is a nice dark area, with some crates at the end. Move over to that end of
the room, past the crates, right up against the wall. Then turn right around so
you're facing back the way you came. Now, look up. Hmmm...a hole in the
ceiling. Wonder what's up there...let's find out!

Shoot your Rope Arrow into the wooden side of the hole. Be sure you the side
you are facing, and not one of the other two. Then climb up the rope, and when
you reach the top, mantle up into the room. Once you've entered the room,
you'll be credited for Secret #7.

You should be looking down to the other end of the room. Move forward, and
you'll find two chests resting there. The left one holds another Scouting Orb
for you, and the right one has a coveted Invisibility Potion. Take what you
like.

Turn right around and head back for the whole. Turn around and position
yourself so that you can fall through and grab onto the rope dangling below.
Then climb down the rope. Retrieve your Rope Arrow if you like, although you
won't be needing it any more. (Or if you'd rather, just use a Slow-fall Potion
to fall down the hole.)

Back down in the crate room, turn until you are facing the only exit, then move
forward and go through it. Turn right, move forward, then turn right again and
move forward into the large storage room you started in.

[NOTE: All of the above is for the sole purpose of getting Secret #7. If you
don't care about secrets, and you don't want either of those items, then you
can completely ignore that part.]

SAVE YOUR GAME! This next part is a bit tricky. There are two guards on the
level above that could be drawn by your activities down here. There are also
two pirates who move in and out of the building on this level, so you'll want
to be wary of them as well.

Turn left about forty-five degrees. You want to move across the wide open space
ahead of you to the other side of the building. However, you want to stay in
the shadows as much as possible when you do it. Right now, your facing should
give you an almost direct path through darkness. (There is one spot where to
lighted areas meet that is a bit brighter, but you don't really need to worry
about that.)

So, that being said, move forward across the room to the other side. When you
get to the other side, turn left so that you're facing down the long side of
the room. From this point, as long as you stay on this side of the support
beams, you should have total concealment.

Move forward down this room. You are heading for the open doorway at the far
end. As mentioned above, there are two pirates who may be in this room with
you. You are heading for the doorway that they come in and exit by. One of
these pirates has a key (which appears in your inventory as Davidson's Key)
that you will need. You will want to take these two down inside this room, as
outside there are more guards for you to worry about. When the opportunity
presents itself, strike.

If you haven't taken them down by the time you reach the doorway, then turn
right, move forward against the crate, then turn right around to watch the
doorway, and wait. Eventually they will come in. When they do, deal with them
accordingly. (And don't forget to take that key!)

Once both pirates are taken care of, move into the doorway, but don't go
through it just yet. Turn to the left, and lean out to the right. Hmmm...a
stationary guard, and very close too. Not only that, but there is a patrolling
guard who wanders about the dock area here. If you don't see him, try turning
around and leaning out to look the other way. If he's nowhere in sight, then
he's off to one of the sides of the building. He'll be around soon. (Note: The
stationary guard has three Broadhead arrows for you to take.)

The patrolling guard's west-to-east route makes it difficult to blackjack him,
as he angles out into the lighted area near the dock, then angles back in much
further along the way. His east-to-west route however is all within the shadow
of the building, and he even comes close enough to the doorway you're sitting
in for you to lean out and blackjack him. That's the safest method of getting
him. (Note that the "shadow" of the building does not offer complete
concealment all the time.)

There is also a guard who patrols the west side of this building, and his
patrol route brings him out into view of the south side for a few moments.
However, that guard seems to be a "trigger" guard...unless you are actually
nearby, he stays put. You shouldn't have to worry about him, but I thought I'd
mention him just in case he makes an appearance. (Note: He also has three
Broadhead Arrows to pilfer.)

Finally, there is one last pirate you'll need to deal with. He is, for the most
part, a stationary guard. If you look towards the boat where it is "attached"
to the dock, and zoom in with Garrett's Eye, you'll see him standing there.


               ******************************
               * M. Captain Davidson's Ship *
               ******************************

SAVE YOUR GAME! Except for that last pirate, there's really little left to
worry about. Your best bet with dealing with the last pirate is either to sneak
up on him with an Invisibility Potion, or use a Flash Bomb on him, although
sometimes it IS possible to sneak close enough to knock him out without the
need for using something else. Move onto the ship, and take him out however you
prefer. Note that he also has a "pocket" to pick...but this time, it's your
first Bag of Spice (20, Treasure Count: 1025).

(Note: There is an additional way to deal with this pirate. If you swim around,
you'll find a ladder on one side of the ship. You can climb up this ladder,
then sneak down and take the pirate by surprise.)

[Note: One time, I saw this pirate fall into the water and drown. I've heard
others tell me the same thing. Perhaps you'll be lucky enough to witness this
event as well.]

Now, turn around until you are looking up a ramp, then move onto the ramp and
climb it to the upper deck. Once there, turn left until you find the wheel and
the telescope. Move towards them, then turn the wheel and flip the telescope to
get credit for Secret #8. (Although you don't know it yet, you just opened a
crate below that you are otherwise unable to open.)

Turn right, and move over to the side of the ship. Turn left, and move down
this ramp. At the bottom, turn left about forty-five degrees. See that hole in
the centre of the deck? Move over to it, and fall down into the hold.

[Note: By now, you've probably heard some odd noises. There are some Spiders
trapped nearby, and your activities are causing them to get excited. They are
trapped, however, so there's no need to worry...yet.]

In the hold, turn and take a look around. It's dark down here, so you might
want to use a Flare, if you have any. While you're rotating, you will note a
large crate that has a lid you can open. While there's nothing valuable in the
box (it contains the corpse of someone who got too close to Captain Davidson's
secrets), I can use it as a reference now. :)

Turn so that that crate is to your left. Move forward, and you'll find a
doorway leading out of here. Don't leave yet though...stop just in front of the
doorway, and turn left. Move forward until you reach the hull of the ship, and
then look down. Unless you are using a Flare, it's hard to see, but there is a
jumble of liquor bottles here, some on a small bench, some beneath it.

This treasure item is hidden very well...you can't even see it unless you
either move some bottles out of the way, or jump over the bench and look at the
bottles from a different vantage. But there is a bottle of fine wine there. Why
waste it on the palates of pirates? Take it for yourself (50, Treasure Count:
1075).

Turn right around and move forward. When you find the exit again, turn left and
go through it. Continue forward, and at the far end you'll find a ladder
leading up. Climb up the ladder back to the main deck.

At the top of the ladder, turn left and jump off. Then turn right. Take out
Davidson's Key, unlock this door, then go inside.

Directly across from you is a crate with its lid open. (This is the crate I
mentioned above, that opened using the wheel and telescope.) Inside you'll find
Bag of Spice #2 (20, Treasure Count: 1095) and another bottle of wine (25,
Treasure Count: 1120). There is also a counter of some sort, which resembles
the numeric displays in the shacks which showed the code you had entered. When
you first see this counter, it's set to 0414. However, as soon as you grab the
bag of Spice, it changes to 0415. I have absolutely no idea what this is all
about. If anyone does, please tell me! :)

Now, turn right around. Just to your right is a curtain. Move over to it, and
cut it down with your Sword to reveal a hidden area. Move into this area, and
on the floor you'll find a locked chest. Davidson's Key will unlock it, and
inside you'll find a gold nugget (100, Treasure Count: 1220). Opening the chest
also gives you Secret #9.

Turn around, and leave this hidden area. Back in the main cabin, turn right. Is
that another curtain at the far end? Yes, it is. Move over to it, and cut it
down as well. Another hidden area. Go inside, and you'll find another chest.
Unlock it with (what else?) Davidson's Key, and inside you'll find another
bottle of wine (25, Treasure Count: 1245). Opening this chest also grants you
Secret #10.

Leave this second hidden area. Back in the main cabin, you should be looking
directly at a second crate, upon which sits a golden candlestick. Take it (25,
Treasure Count: 1270).

Turn left and move forward until you find the door you used to come in. Go
through it, and continue through the next room and through the exit across from
you.

SAVE YOUR GAME! Time to deal with those Spiders. Okay, you're back on the main.
Ahead to your right is a what appears to be some stacked crates, with some of
them slightly off-colour from the rest. The lighter crates are, in fact, a
door. It's behind this door that the Spider's lair.

Move over to the door, and open it. There are two small Spiders inside. Deal
with them, and when you've dispatched them, look around inside. There's some
food on the floor which you can take if you like. Also on the floor is Bag of
Spice #3 (20, Treasure Count: 1290). This bag of Spice also counts as Secret
#11.

[Note: Personally, I hate Spiders. Especially these tiny ones. In this case
what I like to do is swallow an Invisibility Potion before opening the door.
Then I just grab the Spice and run. Sometimes the Spiders see me as I reappear,
but they are outrun easily. Also, one time, I was able to trick the Spider's
into the water, where they drowned. I have been unable to repeat this, however,
but it is possible.]

That's it for the ship. Turn around and exit the Spider's lair the way you
entered. Continue ahead, and leave the ship. Move forward down the dock, and
towards the building ahead. There is a large storage bay door in the building
just ahead. Just to the left of it is the doorway you used to exit Building-B.
Find that doorway, and enter again.

Inside, continue moving forward through the room. Remember, there are still two
guards patrolling the second level! When you reach the lighted area near the
back, turn right and angle yourself so that you are moving through the darkest
part of the illuminated areas. Once through, turn slightly left and angle
yourself towards the far corner. Once you are able to make out the elevator
platform, head over to it, and hop on.


               *******************************
               * N. Building-B, Second Floor *
               *******************************

SAVE YOUR GAME! You're going to take care of those two guards now, and they can
be kind of tricky. Turn until you find the panel which operates the platform,
and press the second button from the top. The platform will then carry you to
the second level.

Turn so that the wall with the operating panel is to your right, then move
forward a few steps into the room. Now turn left. You should be looking down
the "room" the long way. There are two guards up here, patrolling around the
large "hole" in the floor in the centre part of the far section of the level.
One of them has three Broadhead Arrows you can snatch, the other has a key you
will want to take.

The guard with the arrows moves slightly faster than the other one, so
sometimes these two will be very close together, and other times at opposite
ends of the room. Your safest bet is to wait until they are close together,
then you can safely move in behind them without worrying that the other might
see. Watch their movements, and when this conjunction occurs, move in and knock
them both out. (Note that there are several empty offices as well as dark spots
in the halls among their patrol routes where you can hide and monitor their
movements from close up.)

Unfortunately, I have no idea where you're going to knock them out, so once
you've knocked them out I'm going to ask you to consult your compass. Each long
side of along the hole in the floor where the guards patrolled has three doors
you can get into. You want the northernmost door on the west side. (You don NOT
want the large storage bay door, nor the red door beside. You are looking for
an unlocked wooden door.)

Once you've found the door in question, go through it into the office, and turn
to the left. The wall you are facing has four levers in it, which operate the
four bay doors in this building. Move over to the wall and operate lever #2 and
lever #4. Then turn around and leave this room the way you came in.

[Note: For those who want a hint of things to come, operate lever #3 as well.
Then leave this office, turn left, move forward, then turn left into the
storage bay. There are many crates off to the right. Examine them, and you'll
find one that has a hole you can look through. You'll see a large metal
robot-like creature with a face and a green electronic eye. Once you've had
your fill of the future, return to the office so you can continue with the
walkthrough.]

Back in the hall, turn right. Move down forward, go past the next door on the
right, then go through the one after it. You'll need to unlock it with
Davidson's Key. Inside, you'll see a large crate in the corner. Move over to
it. This is a tricky crate...the top part highlights, but so does a locking
mechanism. Use Davidson's Key on the locking mechanism to unlock and open the
crate. Inside you'll find Bag of Spice #4 (20, Treasure Count: 1310).

Turn right, slightly farther than usual, and you'll see a door. Use Davidson's
Key to unlock it, and go through it. Move forward to the railing, then turn
right. Ahead, you should see three windows all angled towards the sky. Move
forward until you reach the second one, then turn to face it.


               *******************************
               * O. Building-B, Window Areas *
               *******************************

SAVE YOUR GAME! What you're about to do may attract the attention of the guard
patrolling the ground on the west side of the building. Break the window with
your Blackjack...you'll probably need to lean forward in order to strike it.
Once you've done that, swallow a Slow-fall Potion and move forward, allowing
yourself to fall down into the building. (Note: The Slow-fall potion is only
necessary if you want to avoid taking any damage...the fall is farther than you
can safely take.)

All right, you're back inside Building-B on the main floor, standing on one of
the crates. But you're now in an area that was inaccessible before. Move
forward, turn right, move forward, then turn left. Move forward and drop down
onto the floor below. (Don't fall onto the crate, but land on the floor in
front of the crate.)

Here's another of those locked crates. Use Davidson's Key to unlock it, and
inside you'll fine a Flare, an Invisibility Potion, and Bag of Spice #5 (20,
Treasure Count: 1330). Take what you want, then turn right around and mantle up
onto the crate again. Move forward and allow yourself to fall off the crate and
onto the ground again.

Directly ahead of you is the door you need to go through. Pull out the
Building-B Key that you got from the patrolling guard on the second floor, and
use it on the locking mechanism to the left of the door.

Move through the open door, but BE CAREFUL! If you alerted the guard outside,
he's probably looking for you right now. (Remember, he's also got three
Broadhead Arrows you can take for your own.) Either wait for him to start on
his route again (heading back north), or find him and club him. You should know
that, since he is SURE that something is up, he is much more on his guard and
much more difficult to take than he normally would be. You should wait for him
to be completely out of the area. Or, if you have some, either a couple of Moss
Arrows or an Invisibility Potion might help. I personally suggest the Potion.

Once that guard is no longer a consideration, turn south and move forward. When
you are able to, turn left, and move forward again. Watch for an opening in the
wall on your left side, and when you find it, go through it. (It's hard to
spot, as it's small and dark...but it's the same one you've used before, so it
shouldn't be too difficult for you to find it again.)

Once you are inside, take note of the support pillars in the centre area. Move
forward past the closest one, then turn right, and angle yourself for the
farthest one opposite the one you just bypassed. (This will take you across a
well-lit area...but since there are no more guards to worry about in here, we
won't dwell on that.) When are near the pillar, turn so that you move around
it, so that is passes by on your right. Once you're past it, you should see a
large open storage bay door ahead. Move forward into the storage bay, and turn
right.

There is nothing of interest in here for you, except the elevator platform at
the far end. Move forward all the way down the room, and get on the platform.
Turn left, and push the top button on the control panel. This will take you to
the upper storage bay. Note that, if you are hungry, there is an apple resting
on the control panel.

Once you reach the top, turn left, and take a look around. There are several
treasure items for you to take in this room. There is nothing but a single
table against the left wall in this room. Upon it rests a narrow urn (20,
Treasure Count: 1350). Once you have it, turn so that the table it was resting
on is to your back. Directly across from you is some kind of machine. On the
floor to the left of this machine is an urn (20, Treasure Count: 1370).

Turn so that the machine is to your left. There is a shelving unit ahead to the
left. On the shelf at eye level sits a golden urn (25, Treasure Count: 1395).
Finally, turn so that you are facing the large storage bay door (which is
currently open). Move forward until you come to another shelving unit. This one
holds two treasures, one on the shelf at eye level, and one on the shelf above.
Two rolled-up tapestries are yours for the taking (20, 20, Treasure Count:
1415, 1435).

[Note: Players of the previous game may remember these treasures as the ones
Garrett took from the Lost City.]

Okay, that's it for this storage bay. Turn until you are facing the large
storage bay door, and move forward to exit the bay. Then turn left. Move
forward, and go through the first door on your left. Move across the room and
go through the metal door there.

SAVE YOUR GAME! Your activities now may alert a patrolling guard below. Outside
again, turn left. Ah, another of those angled windows. Move to stand in front
of it, facing it. Break the window with your Blackjack, then move forward and
fall onto a crate waiting below. (Note: No Slow-fall Potion is needed this
time.)

Ahead of you is an open crate which you can fall into. Do so. Note that
sometimes, you will not fall all the way into the crate, but land upon the
crate which rests inside it. If this happens, simply side-step to the left
until you do fall all the way in.

Turn left. Aha! Yet another locked crate! Unlock it with Davidson's Key. Inside
you'll find another Bag of Spice (20, Treasure Count: 1455). Once you have the
Spice, close the lid of the crate. (This may be difficult to do...you might
need to move around a bit before the lid will close all the way.) Then mantle
up onto the crate, and turn so you are facing the direction you fell in from
(there should be broken glass on the crate ahead). Back up a step or two, then
jump up onto that crate, and move forward so you are underneath the broken
window.

This next part is kind of tricky. You are going to mantle back up out of here.
However, you need to do a running jump in order for it to work. So back up a
bit, then run forward, jump, and mantle yourself back outside.

Now turn right. Move forward, passing by the next window, and stopping at the
last one. Turn to face it.

SAVE YOUR GAME! Yup, you guessed it. Break the glass with your Blackjack, and
let yourself fall down onto the crate below. This drop should not need a
Slow-fall Potion either.

Once you've landed, look directly ahead. You should be looking right at the
locking mechanism on yet another of those locked crates. Unlock it with
Davidson's Key.

Hmmm...it opens to the side. This part can be tricky, so you may want to save
your game in case it takes a couple of tries to get it. Turn so you are looking
at the area just to the left of the open crate, then run and jump so that you
land there. Then turn right so you are looking inside the crate, where you'll
find your final Bag of Spice (20, Treasure Count: 1475).

Turn right around, and move forward until you find a chest just to your right.
It's locked, and none of your keys work, so you'll need to pick the lock. Once
you've successfully unlocked it, open it to find your reward: another Rope
Arrow. Although you don't need the arrow, unlocked the chest gives you Secret
#12.

Turn so your back is to the chest. Move forward and let yourself fall down to
the floor below. The fall will cause some damage unless take a Slow-fall
Potion. Or, you may want to angle yourself so that you fall onto the crates to
the left first, then fall to the floor.

Once you're on the floor again, turn until you find the door. Find the locking
mechanism to the left of it, and use your Building-B key to unlock the door.

SAVE YOUR GAME! There's a guard who patrols the east side of the building, and
you probably alerted him when you broke those windows. Like the one on the west
side, he appears to be a "trigger" guard...he doesn't move if you're not
around. However, he may be nearby, and be very alert, so knocking him out may
be difficult. Again, Moss Arrows or an Invisibility Potion may come in handy.
When you come across him, do what needs to be done to get by him.

Move forward through the open door ahead, and turn left. Far ahead and to the
right is a stack of crates. Angle yourself so that you are facing them, and
move forward. When you get near, alter your course so that you continue past
them, so that they pass on your right. Continue until you have to turn, then
turn left. Move forward to the end of this alleyway, and turn left again.

There is a stationary guard far down this alley, but he should not cause you
any trouble. If it helps you feel better though, save your game before
proceeding. Move forward until you come to a turning to the right, and take it.
Ahead is a large open storage bay door (Gilver's, if you're curious).


               *********************************
               * P. Bay 5188: T. M. Blackheart *
               *********************************

SAVE YOUR GAME! There is a nearby guard who's patrol may take him into a
position where he can see you. Although he seems to be another "trigger" guard
that doesn't actually patrol if you're not nearby. Move forward towards the
storage bay door, but when you are able to turn right, do so. Only turn about
forty-five degrees, so you are facing the corner of the building ahead. Move
forward towards it, and just past it to the right is a large crate. Move into
its shadow for concealment.

Turn so you're looking at the crate, then lean out to the right so you can look
down the alley, and spot the approaching guard. It will be safest for you to
wait until he comes by, turns, and passes by again. Then you can sneak up and
whack him with your Blackjack. You should also be aware that the walkway above
is part of the patrol route for another Archer. (And yes, he's got three lovely
Broadhead Arrows just for you!)

With the guard dealt with, turn so you are facing north. If that means you are
looking at the crate again, then side-step right until you are looking down the
alley. Ahead of you is another of those shacks. Move over to it, unlock the
door with your gold key, and move inside. Enter the code "5188". Then turn
right around and leave the shack.

Outside, turn right again. Move forward, and climb up the ramp onto the
platform. Then turn left, and enter the storage bay.

At the far end of the room is some strange looking machinery. This is actually
a recording studio for Mister Blackheart. Turn so you are facing the far right
end of the machine, and move over to it. Then look at the shelf just beneath
the window above the machinery. There is some sort of a gear lying on the
shelf, that is very difficult to see unless you are looking right at it.
(Looking right at it highlights it.) Once you've found it, take it. Then turn
left, and move over to the other end of the machine. You may need to move
around the chairs to do this. Once there, turn to look at the machine. What the
heck IS that contraption? I don't know, I think it's some sort of gearbox. Use
the gear you just picked up on the gearbox, and it will unlock the door just to
the left of you.

Move through the now-open door into the music room. Move over to the opposite
end, and on the table there you will find a silver flute (25, Treasure Count:
1500). Then turn right. Against the wall you are now facing is another table.
Move over to it. Resting on top of it is a horn of some sort, which you can
pick up but appears to have no value or use. The other object is a
cylindrical...something. I don't know WHAT it is, but it contains some of the
"unpublished work" that Garrett spoke of. Grab it (50, Treasure Count: 1550).
You'll hear some scratchy music playing when you grab it. Just ignore it, it
will stop soon.

[Note: Players of the previous game may note a striking resemblence between
this horn and the Horn of Quintus, taken from the Bonehoard.]

That's it in here. Turn around and find the door you used to come in here. Head
for it, and go through it. Ahead in the next room is the large open storage bay
door. Move forward and go through it.


               ******************************
               * Q. Bay 6013: Mynell Steaks *
               ******************************

SAVE YOUR GAME! Just a safe haven save here. Turn right and move forward, down
the ramp. Turn left, and enter the shack here (the door will be open or closed,
depending on how you left it). Enter the code "6013" in the keypad, then turn
around and leave the shack.

Turn right. Move forward, bypassing the ramp this time. Continue until you see
another platform ahead, then turn to head up the ramp. When you reach the large
open storage bay door, turn left and enter the bay.

Uh-oh...sounds like you've disturbed something. Some Spiders (three, in fact)
have made a nest in here, and they're none too pleased at being bothered by
you! There are some crates just ahead to your right...run over to them and
mantle up onto one. From there, you can shoot your Broadhead Arrows at the
Spiders. Since the Spiders, can jump, I can't promise you complete safety up
here...but you will probably have a better chance against them than you would
on the ground.

Once you've taken care of the pesky pests, aim your view to the floor, and look
around until you find the remains of a chair. Drop down to the floor near that,
then hunt around until you find a statuette lying on the floor (15, Treasure
Count: 1565). (You will probably need you crouch in order to pick it up.)

SAVE YOUR GAME! This next part is somewhat dangerous. Turn so the crates are to
your right. Move forward, and when you've moved past the crates, turn right.
Then move forward a step or two, until you see the jail-like section ahead and
to your right.

There is a large Spider trapped inside that cage. Unfortunately, there is also
a treasure item in there with it.

There is a lever right beside the door to the cage which will open and close
the door. You should be able to see it from here. If not, use Garrett's Eye for
a closer look.

You will stand the best chance here if you can open the cage door and shoot a
Broadhead at the Spider without it being aware of you. It will then die
instantly. If it becomes aware of you however, it will take at least three
Broadheads. (In the latter situation, you may want to climb back up onto the
crates again, as you did with the smaller arachnids.)

Move over to the door, operate the lever, and take care of the Spider by
whatever means takes your fancy. If still possess an Invisibility Potion, you
could use that to keep it unaware.

Once the Spider is dealt with, return to the cage (if you had to leave it), and
enter it. The item you want is in the far right corner. Go over and pick up the
silver nugget (50, Treasure Count: 1615). Then turn right around and leave the
cage the same way you entered.

[Note: If I'm not mistaken, the other items in the cage are severed monkey
heads.]

Ahead of you is another elevator platform. Move over to it, and get on. Turn
around and push the top button on the control panel, and ride the elevator to
the top.

SAVE YOUR GAME! Merely a precaution. This next part can be a bit dangerous,
although it's highly unlikely.

Directly ahead of you is a door that you need to get through. To the left of
that door you can see the glow of the instrument readouts on a control panel.
Move forward and face the control panel. Operate it, and the door will open.
Move through the door. Note that this door will close on its own after about
twelve seconds. Once the door is closed, either on its own or by some other
agent, it will lock itself.

Don't let those sounds bother you...there is a single live Spider in here (a
small one), but it is in no position to bother you.

Immediately inside this room, turn left, and look at the wall that the door you
just entered is set in. There is a button on the wall. Push it, and it will
open some trapdoors in the ceiling. It will also drop a blue key into the room,
which you will need.

Turn right around, so that the door you just entered is on your right. In the
wall ahead of you, near the floor, is a closed grate. Move over to it, and
examine the floor. The blue key is resting on the floor just in front of that
grate. Be sure to examine the floor very carefully...the key blends in almost
perfectly with the floor here!

Once it is yours, turn around so your back is to the wall with the metal grate
I was just talking about. Look up slightly, and you'll see one of those
trapdoors mentioned earlier. Just beneath it is a metal overhang which you need
to get on. Move forward, jump, and mantle up onto it. This will put you right
underneath that trapdoor. Turn right, move forward until you are pressed right
against it, and mantle up. Move forward a step, then turn left. Crouch, and
move forward until the open trapdoor is behind you, then turn left again. Move
forward, and when you reach the edge, allow yourself to fall back to the floor
below. Then move forward and get on the elevator platform again. Turn right
around, press the lower button on the control, and ride the platform back down.

[NOTE: You may be able to avoid all that crouching, mantling, etc. if you are
fast enough. Run into the room, push the button, grab the key, and try to make
it back out through the door again before it closes on you. If you're
successful, then merely walk onto the elevator platform and perform the rest of
the operation as described above.]

When you've reached the bottom, turn right. At the far end of the room in the
left corner is another elevator platform. Move over to it, get on, and press
the upper button on the control panel. Ride the elevator to the top.

When the elevator stops, you should be looking across the room at an overturned
table. Move over to it, then turn about forty-five degrees to the left. You
should now be looking at a large safe. Move over to it, and use the blue key to
unlock it. Unlocking the safe gives you Secret #13. Opening the safe gives you
Mynell's recipes (50, Treasure Count: 1655).


               *************************************
               * R. Leaving The Warehouse District *
               *************************************

SAVE YOUR GAME! You're finished finding everything, but you still need to
leave.

[Note: This is by no means the only way to leave, nor is it necessarily the
fastest. It is, however, in my opinion, the safest.]

Once you've opened the safe, turn right around and head back the way you came.
Once you hit the wall, turn right and get on the elevator platform. Turn right
around, hit the bottom button on the control panel, and ride the elevator to
the floor below.

Turn left until you are facing the large open storage bay door, and move
towards it, and go through it.

Once outside, turn left and move down the ramp ahead of you. In the stack of
crates ahead, there is a hole in the bottom section which you can crawl
through. Crouch and do so.

When you clear the small tunnel beneath the crates, stand up and turn left.
Move forward, altering your course so the crates ahead pass by to your left.
When you have moved sufficiently out into the street, turn so you are facing
west. Now simply continue moving forward, going around any obstacles as
necessary, until you come to the stack of crates you started this mission at.
Mantle up onto the first set, then either mantle or jump up onto the smaller
one, then finally mantle or jump up onto the final one. Move forward until you
hit the wall ahead, just to be sure the end of the mission is triggered.

Congratulations! You've paid the rent!


Section 7: Framed (Mission 3)
=============================
My best time on Expert: 9 minutes, 36 seconds
Maximum Possible Treasure: 1378
Total Number of Secrets: 9
Total Pockets to Pick: 5
Bonus Objective: No

7.1: Introduction
=================
"Strike hot iron and call forth sparks
Strike a man and call forth fury
To shape man or metal to thy will thou must strike with force"
     -- Collected Sermons of Karras


Last night an unusual opportunity knocked on my door. Naturally I was a little
suspicious but my visitor said the job was too sensitive to go through the
usual channels. He claimed that an old contact of mine told him where to find
me. I was about to ask him WHO our mutual friend was when he managed...to
distract me.

The job is to break into Shoalsgate Station -- headquarters of the City Watch
-- and quietly frame a certain Lieutenant Hagen for robbing the evidence vault.
Hagen is Sheriff Truart's number two man...and has no doubt made life difficult
for someone he shouldn't have.

My unusually resourceful employer has given me all the information I need to
pull this off, including a very detailed map of the building. All I have to do
is choose a way in, plan my route, and get back out...without alerting the
bulls.

I realize that breaking into Shoalsgate is like looking down a Burrick's mouth
with a lit match...but it would pay me enough to lay low for a while. And it
doesn't hurt to be giving the police some dirty laundry to deal with either.
Besides, with my luck if I don't take this job I could end UP in there
anyway....


7.2: Objectives: Normal
=======================
1. The frame won't stick if the City Watch suspects you were involved.
   Don't knock out or kill more than five guards.
2. Go to Lt. Hagen's office and grab a personal item of his to be used
   for framing him.
3. Drop the personal item in the vault on the third floor.
4. Steal the strongbox from the vault and leave it in Lt. Hagen's
   office.
5. Leave Shoalsgate Station.

7.3: Objectives: Hard
=====================
1. The Mechanists have installed an alarm mechanism in Shoalsgate
   Station that can be triggered by either mechanical eyes or the
   guards. Don't let them set off the alarm.
2. The frame won't stick if the City Watch suspects you were involved.
   Don't knock out or kill more than two guards.
3. Go to Lt. Hagen's office and grab a personal item of his to be used
   for framing him.
4. Drop the personal item in the vault on the third floor.
5. Steal the strongbox from the vault and leave it in Lt. Hagen's
   office.
6. Leave Shoalsgate Station.

7.4: Objectives: Expert
=======================
1. The Mechanists have installed an alarm mechanism in Shoalsgate
   Station that can be triggered by either mechanical eyes or the
   guards. Don't let them set off the alarm.
2. The frame won't stick if the City Watch suspects you were involved.
   Don't knock out or kill anyone.
3. Go to Lt. Hagen's office and grab a personal item of his to be used
   for framing him.
4. Drop the personal item in the vault on the third floor.
5. Steal the strongbox from the vault and leave it in Lt. Hagen's
   office.
6. Leave Shoalsgate Station.

7.5: Simplified Objectives
==========================
1. Don't let the guards or mechanical eyes sound the alarm.
2. Don't knock out or kill anyone.
3. Obtain a personal item of Lt. Hagen's in his office.
4. Drop the personal item in the third floor vault.
5. Steal the strongbox and leave it in Lt. Hagen's office.
6. Leave Shoalsgate Station.

7.6: Before The Mission
=======================
What You'll Encounter: Human Guards (Swordsmen, Archers), Rats, Watchers,
Cannons.

Starting Funds: Whatever you stole from the docks and warehouses. (Maximum:
1665.)

Starting Gear:

 1 Sword
 1 Blackjack
 5 Broadhead Arrows
10 Water Arrows
 3 Moss Arrows
 2 Rope Arrows
 3 Noisemaker Arrows
 2 Healing Potions
 1 Flash Bomb
 1 Set of Lockpicks
 1 Scouting Orb

Items for Sale:

20 Broadhead Arrows (Cost: 25 each)
 8 Water Arrows (Cost: 50 each)
 3 Moss Arrows (Cost: 125 each)
 2 Rope Arrows (Cost: 200 each)
 1 Slow-fall Potion (Cost: 150)
 2 Scouting Orbs (Cost: 300 each)
 1 Tip 1 (Cost: 50)

Tip 1 is a scroll with some advice written on it for you. But fortunately, you
can save your money, since I will tell you what it says:

"- A control panel in the Front Desk can not only open the Main Gates but also
disable the alarm mechanism.
- Shoalsgate is loaded with hidden entrances and secret levers.
- Don't hesitate to go through people's garbage. You never know what you might
find."

Note that, if you come into this mission with total loot from the previous one,
you can afford just about everything. However, you don't really NEED much of
the additional equipment. Broadhead Arrows are practically useless, and there
is no real need for the Slow-fall Potion either. I found almost no use for Moss
Arrows, and if you retrieve your Rope Arrows, you don't need to buy more. Water
Arrows, however, are a different matter entirely. Buy them all. If you like
using the Scouting Orbs, buy them too. I find I rarely use them however.

Recommended Purchases: 8 Water Arrows. Total Cost: 400

7.7: Notes Regarding This Mission
=================================
NOTE: The path I have chosen to do a walkthrough for is the best one I could
come up with. There are a lot of passages in Shoalsgate, and many possible
paths to take. Also, since I am leading you through while finding all secrets,
some paths you take are simply for that reason...find the secret, then leave.
It's a bit twisty and may seem counter-productive, but it's the best way I
could find to do it.

You'll meet your first Rats in this mission, as well as your first encounter
with Cannons. The Rats are harmles. The Cannons are not.

There isn't much new introduced in this mission. Which is probably good,
considering this can be a very difficult mission to complete! The mission
objective of "Don't kill or knock out anyone" makes moving around the station a
real challenge. While knocking out torches can aid you considerably, there are
several light fixtures which cannot be doused.

Be somewhat conservative when using your Water Arrows. By all means, use them
when needed, but don't knock out every light source you can. I started the game
with all the Water Arrows I could, and found a great many more within the
mission. When I finally completed the mission, I was down to about 4 left. I
would recommend that you save your game before you attempt a difficult shot,
and if you miss, reload to try again.

There is an area in the basement that, while not necessary to visit to complete
the mission, deserves comment. Firstly, there is a door which seems pretty
impassable...I've tried every key and lockpick, and it won't unlock. Inside is
a female guard torturing a prisoner. You can hear a brief conversation between
them when you first find the door. Secondly, past that area is an area of
cells, which is patrolled by an apparition. Those of you who have played either
Thief or Thief Gold may think that it is a Hammer Haunt...it even makes similar
noises when you are close enough to it. Fortunately, it takes no notice of you,
and will even walk right through you if you stand in it's path.

Inside the cells are (what else) prisoners. Some of them have a brief dialogue
to share with you when you get close enough. Unfortunately, I had great
difficulty making out what was said. One was completely incomprehensible to me,
the others just a few words each. If anyone can tell me what is said, I'd
appreciate it.

Some of the rooms on the second level of the station have a white, rectangular
device with two buttons on it. This is a version of a light switch. Activate
the device to turn the lights on, and activate it again to turn them off again.
The rooms with these devices are generally near patrolled hallways, so don't
forget to turn off the lights before you open the door to leave.

A word about the Vault...in order to shut off the defenses within and enter the
vault, you will need a code. Since this walkthrough is giving you the code, you
do not technically need to find it within the mission. I have documented how to
find it however, for those who want to.

Regarding the Number of Pockets to pick...I've only managed to find three.
Anyone know where the other two are?

There are a couple of nice tie-ins in this mission. At one point, you'll
overhear a conversation between a guard and a woman. It's Lady Rumford,
reporting the disappearance of her servant Jenivere. Jenivere is the woman you
rescued with Basso in the first mission. There is another conversation between
two guards, who apparently used to work for a group called "The Downwinders".
Players of Thief Gold will recognize this as the group of thieves who's lair
Garrett infiltrated in the mission "Thieves' Guild".

Finally, there is a lovely Easter Egg near the very beginning of the mission,
which I thought was good enough to include in the walkthrough below. It
involves throwing a Scouting Orb over a wall. (Incidentally, I haven't tried
stacking crates to climb over that wall...there are a few in the mission, but I
don't know if it's enough. If anyone has successfully scaled the wall, please
let me know!)


7.8: Walkthrough
================
     A. The Easter Egg
     B. Outside Shoalsgate
     C. Shoalsgate Basement
     D. First Floor, West Side
     E. Second Floor
     F. First Floor, North Side
     G. The Records Rooms
     H. First Floor, South Side
     I. Third Floor
     J. Framing Lieutenant Hagen
     K. Escaping Shoalsgate


               *********************
               * A. The Easter Egg *
               *********************

SAVE YOUR GAME! You'll most likely want to restart from the beginning after
viewing the Easter Egg, and this walkthrough assumes you do just that. When you
start, you'll be facing down a street, and there is a tall structure ahead of
you. Move forward to the structure, and stop just before reaching it. Then turn
left so you are facing the wall with the iron spikes on top. Throw a Scouting
Orb over the wall, and make sure it clears the spikes so it does land on the
other side. When your view changes so you are actually looking through the Orb,
you'll be treated to a magnificent view of the city...it really is quite
spectacular, and the Thief II team deserve many kudos for it. Now, adjust your
view 180 degrees around, and you'll get another view...dancing Zombies! Enjoy
the show for as long as you like. When you're ready to play the game again,
reload from the beginning.

NOTE: There is another option to viewing this meeting of Fred and Ginger. If
you purchase the Slow-fall Potion, you can drink it, and it will allow you to
jump high enough to mantle up onto the wall, and then you can jump over. (This,
incidentally, will also give you access to the rooftops nearby.)


               *************************
               * B. Outside Shoalsgate *
               *************************

From your starting position here, you should see off in the distance an orange
door. Head for it. You'll pass another door in the building on your right as
you move towards it, just under a lamp attached to the building. Remember it,
we'll get back to this door later. When you get near the orange door, you'll be
able to look to your right and see the main gate of Shoalsgate Station, guarded
by a Watcher and two Cannons. Don't worry...you're not close enough to register
on the sensors at this point.

Turn to face the orange door, and open it with your lockpicks. Move inside.
There is a bar at the other end of the room. You can either jump over it, or
you can move to your left and crawl under the hollow section.

Once you're on the other side of the bar, look around...there are some bottles
right behind the bar, one of which is valuable (50, Treasure Count: 50). At the
end of the bar opposite the hollow, there's a receipt box with some leftover
coin inside (25, Treasure Count: 75). Once you have both treasures, get to the
other side of the bar (either by jumping/mantling, or crawling through the
hollow), and find the door you came in from. It's the only exit, so it should
be easy. Move over to it and exit the building.

You are now facing the way you want to go. However, you have an opportunity
here to pick up a couple of Water Arrows. If you would like them, then turn
right, and move forward. Then turn left, and move into the dark alley behind
the bar. There is a sort of dumpster here. Jump and mantle up on top of the
dumpster, then fall into it. On the floor here you'll find two Water Arrows.
Then turn to face the direction you came from, mantle out of the dumpster, and
fall back to the ground. Move forward until you've exited the alley.

Whether you went to get the Water Arrows or not, you should be able to see the
light ahead, which I said marked the position of the other door we'd go back
to. Head for that area, and when you find the door, open it with your lockpicks
and head inside.

There are two items of interest in here. Off to the right is a machine you can
operate which will open a panel in the wall ahead of you. (You should be able
to see the lights on the panel from the entrance, if you turn to the right
slightly.) Behind the panel is a fiery furnace, filled with lava. There's
nothing to do at this point, but it is mentioned for interest's sake.
(Incidentally, I threw a Scouting Orb in the lava...there appears to be two
Fire Elementals sitting at the bottom of the furnace.)

To the left of the entrance you'll see a section jutting out from the wall.
Move over to it. There's a crank you can turn on the front. Do so, and the lid
will lift up. This is your way in.


               **************************
               * C. Shoalsgate Basement *
               **************************

SAVE YOUR GAME! You've got a bit of a swim here. Hop up, and fall in. You'll
find you land in the sewer system. Ugh! Nevertheless, it's your only safe way
in. Fortunately, there are several spots where you can surface for air, should
you need to. (I have not noted these areas, but you will need to surface at
least once to avoid taking damage.)

Dive under the water, and look around until you find a tunnel. Swim into it,
and follow it into the next area. Then turn right, and swim through the next
tunnel. It will exit into an area with barred-off exits, and a covering on the
floor which has "DRAIN" written on it. (Incidentally, you're right beneath the
bridge with the Watcher and Cannons above.) Open the drain, and swim down into
it. When you reach the bottom, look around for another exit, and swim down the
tunnel you find. Turn slightly left and swim through the next tunnel. When you
emerge into the next intersection area, you'll need to turn right nearly all
the way around to find the next tunnel. Once you do, swim down it, then turn
left and swim down the next tunnel. At the next intersection, you'll see the
next tunnel ahead and slightly to the left. Swim forward through that tunnel as
well. You'll finally emerge into a large pool of water with a strange
contraption in the centre. Surface for some air. Turn around until you find a
convenient place to pull yourself up out of the pool, and do so.

SAVE YOUR GAME! You really don't want to swim through the sewer again. There
are several torches lighting this room. There are also three Rats roaming
about. They're harmless, but if you want to kill them, be my guest. (Note that
the ground is soft here...any arrows that miss the Rats will stick in the
ground, it that is where they strike. Also, once a Rat is dead, you can pick up
it's body. Just for fun, I've left one on the Sheriff's desk and one in the
vault. {g})

Look around the room...there are two exits from this room. On the floor near
one of these exits, you'll find two Flares on the floor. Grab them if you want.
The exit you want, however, is the other one. Find it, and move forward through
it into the next chamber. You'll find yourself on a wooden bridge running
across more water. If you fall into the water on your right and examine the
floor beneath you, you'll find two more Water Arrows. If you grab them, then
mantle back up onto the bridge and turn right.

Continue forward into the next chamber. Once again, if you fall into the water
(this time to your left), you can find another Water Arrow. (This one is
actually underneath the bridge.) If you fall, mantle up onto the bridge and
turn left.

Move forward again until you reach the next watery chamber. Continue forward
until you are about halfway across the bridge, then fall off into the water to
your right. Examine the ground beneath the water and you'll find a statuette
(15, Treasure Count: 90). Turn to face the bridge, and mantle up. Turn right,
and finish crossing the bridge. Turn right, and move to the end of the room.
Against the wall here you'll find a torch sconce. Operate it, and a secret door
will open on your left (Secret #1).

Turn left, and move through the now-open doorway. In the next room, the exit is
in the opposite corner from where you are. Move over to it, and go through it.
Move forward and climb the stairs, then turn left, and climb the stairs ahead
of you. At the top turn left, move forward, turn left again, and go through the
exit ahead.


               *****************************
               * D. First Floor, West Side *
               *****************************

SAVE YOUR GAME! You're about to enter a patrol area. Across the room, in the
opposite corner, is a door. Go through that door into the next hallway. (If you
see a guard in the next hall, then wait until he passes by first.) Immediately
on your right is another door. Go through it as well.

Move forward, then turn right. Move forward, and turn right again. Go through
the door in front of you. On the desk in this room is a pair of valuable
glasses (50, Treasure Count: 140). Turn around and leave the room.

SAVE YOUR GAME! There are a couple of times here where you may get caught by a
guard or two. Note that when you got close to the room with the glasses, a
conversation started...that is being carried on in the next room in this
hallway.

Move forward and go through the door ahead. If there are no guards moving
through this room, then move forward to the machine almost directly ahead of
you. (Note the Gas Lamp in the room...you might want to extinguish it.)

There are two levers on the machine. The one on the left will open the main
gate, and the one on the right will disable the alarm system and the Watchers
on this level. Operate both levers, then crouch.

(Note: Once you've turned off the alarm system, you can get away with a lot
more than you otherwise could. Guards will be unable to sound the general alarm
if they think something is suspicious. Unfortunately, you still can't kill or
knock out anybody.)

Underneath the desk here, there is a button you can push. It is very difficult
to see, however. Once you're crouched, it is at about eye level, on your left.
Operate the button (you can do so without actually being able to see it, if
you're looking in the right spot), and you'll open a secret compartment in the
floor (Secret #2). Inside you'll find four stacks of gold coins (25, 25, 25,
25, Treasure Count: 165, 190, 215, 240).

(Note: In the northeast corner of this room is a water cooler. Ringing the
cooler are a total of six Water Arrows.)

SAVE YOUR GAME! You should be safe from notice behind the machine, but you're
about to move into another patrol area. From the machine, turn left and move
forward to the wall (stand up again if you're still crouching). Turn right, and
move forward again. Turn left, and move through the door ahead. (If you're
spotted by a guard, then reload and try again...dousing a torch or two in these
corridors may help matters.)

Turn left, and move forward to about the same position as the torch in the
wall. Then turn right, and move through the opening ahead. (Careful, there's a
guard with a very short patrol route at the top of these stairs, and he may see
you. If he does, reload and try again.)

Sticking to the shadows, move up these stairs. At the top, turn left. Open the
door ahead, and go through it (again, being careful to avoid detection by this
guard). Immediately inside this door is a table with two bottles on it, one of
which is valuable (50, Treasure Count: 290).

Turn around and step into the hallway you just vacated, but don't move too far.
Turn right, and look up the stairs. In the hall which these stairs exit is a
burning gas lamp. Take your Water Arrows out and douse it. Then move up the
stairs (again, sticking to the shadows). When you reach the top, stop and check
for guards before proceeding into the hallway.


               *******************
               * E. Second Floor *
               *******************

SAVE YOUR GAME! This floor is heavily patrolled. You'll probably want to save
your game several times on this floor. Note that most patrols tend to "favour"
a side of the hall when they walk...not quite in the centre, but more to one
side. Use this to your advantage when hiding in the halls. Stay on the side
they are furthest from. You might also want to use a Moss Arrow or two in the
corridors on this floor.

Directly across from you is a door. Go through it when the coast is clear.
Inside this room are several desks. Move over to the one in the far corner.
Then crouch and look underneath it. Someone's dropped a money purse (50,
Treasure Count: 340). Once you have it, turn around and leave the way you came
in (standing up first, of course).

Turn left. Down the hall a bit, on the other side, is another gas lamp. Take it
out with your Water Arrows. Then continue down the hall. When you reach another
pair of doors, turn to the one on your left. (Note that both these doors are
locked, and this section of the hall is well lit. However, you can safely hide
right in the doorway, pressed right up against the doors, without being
detected.)

Pick the lock on the door, and go through it when it's unlocked. There are a
couple of items of interest in this room. Firstly, the table with the plant on
it, across the room. There is a Water Arrow resting on it. There is another
table, in the dark corner beside the one with the plant. It holds another Water
Arrow, plus two Moss Arrows. Finally, there is a desk in this room, upon which
rests a key. Grab it...you'll need it.

When you have everything you want to take, leave the room the way you came.
Pick the lock on the door across the hall, and go into the next room. The only
item of interest in this room is a handkerchief on the desk. Grab it.

SAVE YOUR GAME! You're nearing a patrol junction, where guards cross paths.
Also, there is at least one nearby stationary guard, whose attention you don't
want to draw.

Leave this room the way you came in, and turn right. Move down the hall until
you come to the next pair of doors. Go through the one on the right.

In this room, there are two desks directly across from you. Move over to the
one on your left. Examine the area of the desk near the unlit lamp, and you'll
find a ring (100, Treasure Count: 440). Now turn around and leave the way you
came, and go through the door across the hall.

There are three desks in this room. Move over to the one furthest from the
door. Sitting on it are three stacks of coins, one gold (25, Treasure Count:
465) and two silver (12, 12, Treasure Count: 477, 489).

SAVE YOUR GAME! Back to the patrol junction, and you need to cross it this
time. Move back out the way you came in, and turn left. If you're standing
correctly, then you should be able to see a gas lamp burning far off in the
room ahead and to your left. Take it out. While you're doing this, a guard may
move across your path. If he doesn't, then wait for him to do so. As he passes,
lift the key from his pocket. Once he is past, move forward across the hall,
and through the doorway ahead. Keep moving forward until you pass the stairs
going down on your right, and enter a large room with many chairs and couches.
Turn right, and move forward to the end. In this corner of the room there is a
table. Crouch and look underneath, and you'll find a golden vase (100, 589).

SAVE YOUR GAME! Time to go back downstairs. Turn around and move forward. Then
turn left, and move forward slightly. Turn left again, so you are looking down
the stairs. There is a torch burning merrily below. Use a Water Arrow to end
it's merriment. Once the light is out, move down the stairs. Turn right, and
move forward. Turn right again, and move down this set of stairs. Go through
the opening at the bottom, and turn left.

SAVE YOUR GAME! If there is no guard moving about these corridors, you should
be okay. Move forward, and turn left. Move forward and go through the door. Be
careful...the guard could be in the room beyond. If he is, reload and try
again.

In this room, turn left and move forward until you pass the long object in the
centre of the room. Turn right, and you'll see a hole in the wall. This is a
dumbwaiter. Move forward and get into the dumbwaiter. Be careful you don't make
too much noise. Once you're in, turn right around and operate the lever. The
dumbwaiter will take you back up to the second floor.

Once you've stopped, move out of the dumbwaiter. You may want to use a Moss
Arrow on the floor before you do, so your landing doesn't attract too much
attention. Move forward slightly, and turn left. Move forward onto the carpet
ahead. You're in a large dining room. Notice the candlesticks adorning the
tables? The centre candlestick on each table is gold. Pick them up (50, 50,
Treasure Count: 639, 689), and then make your way back to the dumbwaiter. Climb
inside once again, turn right around, and throw the switch.


               ******************************
               * F. First Floor, North Side *
               ******************************

SAVE YOUR GAME! The patrolling guard mentioned earlier may be in this room now.
Note that just outside the dumbwaiter is a gas lamp you can extinguish, if you
wish. Also, the table beneath it contains three loaves of bread, and has carrot
on the floor beneath it.

Exit the dumbwaiter, and turn left. Move forward, turn left, and move forward
to the end of the room. Turn right, and move over to the door ahead and to your
left. Once again, be careful. There's another patrolling guard beyond this
door. Fortunately, he doesn't come in this room unless he is drawn in by your
activities.

Move through the door when it is safe to do so. Note the torch in this hallway.
Extinguishing it may make things easier for you. Move down this hall, and go
through the first door on your left.

You're now in the Shooting Range. Each of these small stalls in front of you
has a "half door" which you can open. Go through one of them, and make your way
down the range to the target which is set furthest back.

SAVE YOUR GAME! This part can be a bit hairy. The bullseye on this target is
actually a switch. Operate it, then turn around to face the door you used to
enter from the hallway. You'll see a puff of smoke, indicating where a secret
door is about to open (Secret #3). Move over to it and go through it, into the
Armoury. (Of course, if you want you can try to hit the target with a Broadhead
Arrow like the designers probably intended. {g})

(Note: The wall at the far end of the Shooting Range has five Broadhead Arrows
stuck in it.)

There are two shelves which contain goodies in this room. On the top shelf
you'll find an Invisibility Potion, two Water Arrows, and a Moss Arrow. The
lower shelf contains another Water Arrow, a Noisemaker Arrow, and a Scouting
Orb.

Here's the tricky part. The secret door is timed...if you take too long in this
room, you'll have to exit the Armoury through the door (by pushing the button
on the wall next to it), which leads into the hallway with the patrolling
guard. Unfortunately, the lighting in here is such that, if you open the door
at the wrong moment, you will most definitely be spotted.

If you're fast enough however, you can leave via the secret door, turn left,
and move to the door that you entered the Shooting Range from. It's easier to
hide in that area.

SAVE YOUR GAME! When you leave the Shooting Range/Armoury area, you'll be going
to another area where patrollers cross paths.

Whichever method you need to use to get back into the hall, do so. Try to
arrange it so that when you do, the patrolling guard is heading back towards
the mess hall (the room with the dumbwaiter).

In the hall, turn left, and move forward. There is a door straight ahead. If
the other patrolling guard is not in the area beyond, then move through it. (If
he is, wait until he's gone.)

Note that there is a torch burning nearby when you enter this area. I suggest
you take care of that with a Water Arrow.

Move forward, then turn left. Move carefully...there's another guard nearby,
but he's stationary. Move through the door ahead, and go down the stairs. Turn
right, move forward, turn right again, and move down these stairs. At the
bottom, turn right again. Move down yet another flight of stairs. Pick the lock
on the door ahead, and move through it. Move towards the wall ahead. Examine
the area just to the right and you'll find a torch sconce in the wall. Operate
it, and a secret door will open in front of you (Secret #4).

You don't actually need to go down the passage revealed by the secret door...we
just came down here for the secret. (Note: If you turn left and go down the
corridor, you'll find the jail. You can get three more Flares there if you want
them. It's also an interesting place to visit.)

Turn so your back is to the secret door, and go through the door you picked
open. Climb the stairs, and continue forward down some more stairs. In the room
at the bottom, turn left. Ahead of you are two doors. Go through the one on
your right.

There are two bodies in the Morgue...one is a skeleton, the other was alive
more recently. Move over to the more fleshy of the corpses, and look at his
body. There's a purse still attached to its belt (100, Treasure Count: 789).
Turn around and leave the way you came. Back in the next room, move forward and
to the right until you find the stairs again. Climb them, and turn right. Climb
these stairs all the way back to the top.


               ************************
               * G. The Records Rooms *
               ************************

SAVE YOUR GAME! Just a precaution, really. Through the door ahead there is a
turn to the left. It leads into a room with a stationary guard, guarding a
door. He has a key you can pickpocket. Also, the door (which is locked...his
key unlocks it) leads up to the Records area. Unfortunately, even with the
torch doused in the room, this guard is VERY good at spotting you. I have only
successfully managed to sneak past him once. Unfortunately, the alternative
alerts guards to your presence.

Move forward through the door ahead, then turn left. Use a Water Arrow on the
torch in the next room. Then, moving through the shadows, move up and pick the
guards pocket. Once you have the key, unlock the door he's guarding.

Now comes the tricky part. You can either try to sneak past him, or shoot a
Noisemaker Arrow away from the door. It will lead the guard away, but it tends
to alert at least two, and sometimes three, guards to your presence. Also, once
you get through the door, there's a torch burning that can betray you anyways.

Whichever method you use to get past the guard and the door, you'll find
yourself in a stairwell. Climb the stairs to the top and move through the door
ahead.

Ahead are two metal doors, one on either side of the hall. The one on the right
is the one which contains the code you need for the vault. You don't really
need to go in there (I'm giving you the code, rememeber?), but if you want to,
go ahead. You'll need the Secure Records/Vault Key to unlock the door. Inside
there's a book on the table. Read it to find the code. When you're done, exit
the way you came, and turn right.

Move forward, all the way to the end of the passage. You'll be facing a large
bookcase. Look at the bookcase to the right of it. The second book on the
second shelf from the top is a trigger which will open the bookcase in front of
you, revealing a secret passage (Secret #5). Move into the passage, turn left,
and move forward. Either climb down the ladder or fall down to the small area
below. Turn until you find a lever, and operate it. Another panel slides open,
revealing an alternate exit (Secret #6). Move forward through the tiny passage
(you'll need to crouch). When you emerge, allow yourself to fall down to the
floor below. If you're still crouched, you should take no damage at all (and
automatically stand up as well).

When you land, you should be facing a cubicle with the light on. Side-step to
the right two cubicles, and grab the statuette sitting on the desk (15,
Treasure Count: 804).


               ******************************
               * H. First Floor, South Side *
               ******************************

SAVE YOUR GAME! You're about to enter a heavily patrolled area. Turn left, and
move forward. On your left, you'll notice some wooden pillars. When you have
passed the last one, turn left and look at it. You should notice yet another
lever. Operate it, and turn right. A secret door will open in front of you
(Secret #7). The hallway it opens onto has at least two guards patrolling it,
and it is well lit, both with torches and non-extinguishable light sources.

(There is one room here that you only need to enter if you want to. As soon as
you exit into the hall, there is a door in front of you, and one to your left.
The one to the left has a Flash Bomb in it. It's in the far corner, behind the
barrels, and beneath some crates. You'll have to dig to get it. If you want it,
go get it, then leave the way you entered the room. You'll be back in the
hallway. Turn left to face the other door.)

Go through the closed door ahead of you. You'll be in a locker room. You can
search the lockers if you like. Turn left as you enter, and the fourth locker
on that wall will contain a Healing Potion, and the final locker holds a
Noisemaker Arrow. Turn right around, and you'll find a Flash Bomb in the third
locker, and another Healing Potion in the one at the end.

Whether or not you search the lockers, there is another exit from this room.
Open the door and go through it, into the barracks. There are only a couple of
items of interest in here, if you want them.

Immediately upon entering, turn left. Ahead are three sets of bunk beds and two
chests against the far wall. The first chest holds a Moss Arrow. The second is
empty. If you want the arrow, go get it.

Across from the door you entered through is another exit. Move through it.
Immediately to your left in this room is another chest, this one locked. It
contains a Flash Bomb.

Across the room from here is another exit. Move towards it, but don't go
through it. Instead, stop once you pass the bunk beds on your right. Turn to
the right, and you'll be facing a door.

(Note: There is a Water Arrow to be had nearby, if you want it. Continue
through the doorway mentioned above (not the door!), and go through the door on
your left. Inside is a bathroom. The Water Arrow is in the sink. Grab it, then
return to the area above.)

SAVE YOUR GAME! This door opens onto the same hallway you just left.
Fortunately, it's dark enough in here to hide you. Open the door, and peer out
to find the guards' positions. If you need to, take out a torch or two to make
things easier. When the coast is clear, leave this room, turn left, and move
forward through the double-doors ahead.

SAVE YOUR GAME! Yes, again. Move across to the other set of double doors ahead,
but be careful. There are two stationary guards in this area that can hear you
if you make enough noise. Also, the double doors open into a corridor which is
heavily patrolled.

Open the double doors, and move forward into the hall. You now have a choice.
There's a corridor ahead you want to go into...you can either move forward and
turn down the corridor, or cut through the room on your left. It has another
door which opens onto that corridor. I normally choose the corridor (which is
what is documented below), but if you want additional scenery, go through the
room.

Move forward, past the closed door to your left, and turn left ahead. Move
forward, and turn right. Move forward into the training room.

Turn right, and move forward, until the "bowl" in the middle of the room is
past you. Then turn left, and move forward. There's an archway ahead at the far
end of the room. Keep moving until you've gone through it.

Turn left. See that vacant torch sconce in the wall right next to you? Operate
it and you'll trigger another secret door (Secret #8). There's also a Rope
Arrow on the floor near the centre of the room, should you want it.

SAVE YOUR GAME! What you're about to do can be dangerous, since you could alert
nearby guards with any noises you may make, and the fact that they patrol into
the corridor and can look into the training room and see you.

Turn left, and move back into the training room. Now, look up at the ceiling,
far overhead above the bowl. There are four long wooden rafters supporting the
ceiling. Shoot a Rope Arrow into the one nearest the banners, getting it close
to your side of the bowl. When it's safe to do so, jump onto the rope, climb up
to the next level, then jump off. Turn left, and you should see a small opening
near the floor. That's the secret you just found.

Crouch and move ahead through the small hole. When you emerge, stand up and
move forward. Turn left, and you'll see some machinery on your left, with a
lever near it. Operate the lever, and the grate ahead will open, revealing yet
another small passage. Move over to it and crouch, then move through it. This
one leads into a fireplace. You can extinguish the fire if you like, but it's
unnecessary...you can move through without getting burned. When you get to the
fire, turn right and exit the fireplace. Stand up again.


               ******************
               * I. Third Floor *
               ******************

SAVE YOUR GAME! You don't really want to go through all that again. You're now
in the Sheriff's office. Turn right around so you're facing the fireplace. Up
on the mantle are three items, two of which interest you: the decorative plate
(10, Treasure Count: 814) and the vase on the left (100, Treasure Count: 914).

Turn right around again. Ahead to your left you should see the Sheriff's desk.
Move over to it, and on it you'll find three stacks of gold coins (25, 25, 25,
Treasure Count: 939, 964, 989).

Turn so your back is to the desk, and you'll see a door ahead of you.

SAVE YOUR GAME! The door opens into a patrolled corridor. Move over to it and
open it (you'll need to pick the lock). You should be hidden from view well
enough, especially if you doused the fire. If you are spotted though, just
reload and try again.

Down the hall ahead is a gas lamp. Use a Water Arrow on it. Then move forward,
and continue down the hall. (You'll probably need to either follow a guard, or
hide when she comes into view down the hall ahead.)

Turn the corner ahead. If you've been following the guard, then you'll either
want to take out the gas lamp there, or wait until she's passed you by heading
back the way you just came. Do whichever you prefer. When you're able, move
over to the door in the hall, and go through it.

SAVE YOUR GAME! There's not much of interest to you in here. However, turn
left. There's a banner on the wall, with a bookcase next to it. Go over and
examine the bookcase. The first book on the lower shelf is a trigger, which
will cause the banner to swing outwards, revealing a secret passage (Secret
#9). Hop up into the opening, and climb the ladder directly ahead of you. When
you reach the top, turn right and jump off. Turn right again, and look for a
nearby lever. When you find it, operate it, and the wall in front of you will
reveal yet another secret door. Crouch and go through it, then stand up again.

SAVE YOUR GAME! This next part is dangerous. Shutting off the alarm system
downstairs hasn't affected the Watchers on this floor.

Move forward past the first table, then turn right. Move up to the door ahead,
and open it. Be careful, there's a guard who sometimes patrols this area (and
he's got a key for you to lift as well). Shoot a Water Arrow at the gas lamp in
the hall, then enter the hall and move forward as far as you can. Turn right.
There's a door ahead, but there's also a Watcher in the next room. Move up to
the door, staying in the shadows, then open it. You should be able to
extinguish the gas lamp in that room from here. Do so, then move into the room.
(Again, watch out for a patrolling guard!)

Move across the room carefully...there's still some light spilling in from the
next hallway. Open the door, and take out the gas lamp in there as well. You
should now be quite safe from the Watcher.

Move through the now-open door, and move down the hall. If you haven't found
the guard yet, keep an eye out for him. When you are near the end, there will
be a large room off to your left, with another Watcher. You'll be passing
through there later, so try to take out the gas lamp now. Careful though, that
Watcher is watching!

Continue forward into the junction, and turn right. If you haven't found the
guard by now, he will be very close. Move forward, turn left, move forward, and
turn left again. You'll need one of those yellow keys you've pickpocketed to
unlock this door. When it's open, move into the room beyond.

There is a codepad on your right. This acts like the ones you found in the last
mission. That is, if you make a mistake entering the number, you must re-enter
the entire number, not just the one you screwed up. Face the pad, and enter the
code "4026". This will open the vault and also disable the guardians inside.

Move through the door into the vault's antechamber. Step carefully on the metal
floor...now would be a good time for some Moss Arrows! There is another door
ahead. This time, you'll need the Secure Records/Vault Key to unlock the door.
Unlock the door and move into the Vault.


               *******************************
               * J. Framing Lieutenant Hagen *
               *******************************

SAVE YOUR GAME! It's a pain to get in here. Now that you're here, I'm sure
you'd rather not go through that again.

Lots of treasure for you in here, but first things first. Drop Lieutenant
Hagen's handkerchief here in the vault. (It has to be in here, not in the
antechamber.) Once that's done, collect the rest of the objects in here: two
rings (100, 100, Treasure Count: 1089, 1189), two stacks of silver coins (12,
12, Treasure Count: 1201, 1213), two statuettes (15, 15, Treasure Count: 1228,
1243), two stacks of copper coins (5, 5, Treasure Count: 1248, 1253) and a
tiara (125, Treasure Count: 1378). Also, don't forget the strongbox.

That's everything. Turn and find the door you came in through, and leave the
room through it. Continue forward through the door ahead, and turn right. (Be
careful...a patrolling guard may see you through the windows here.)

Unlock the door ahead with a yellow key. Move forward through the door. Right
in front of you is a guard standing behind some sort of barrier. Beyond him you
should see the door you want. Move around the barrier, and go through the door,
taking the stairs all the way down.

SAVE YOUR GAME! You're nearly done. It would be a shame to get caught now.
Unlock the door in front of you with a yellow key, and go through it.

There's a hallway junction in the opposite corner from you here. But be
careful, there's two guards who's patrols take them into that junction. Move
over to the junction, staying in the shadows. Then turn right, and move down
the hall. Go past the first set of doors, and when you reach the second set, go
into the room on the left. This is Lieutenant Hagen's room. Drop the strongbox
off in here.


               **************************
               * K. Escaping Shoalsgate *
               **************************

SAVE YOUR GAME! It's time to leave. Turn around and leave the room the way you
came in. In the hallway, turn left. Move forward down the hall until you find
an opening on your left. Move through it, and down the stairs (be careful of
the guard nearby). Turn right, move forward, turn right again, and move down
the stairs again.

Be careful, the hallway area you're about to enter is heavily patrolled. Step
into the hallway, and turn left. There's a door ahead to the right (open or
closed, depending on how you left it). Move over to it and go through it.
Across the room from you is another door. Go through it.

There's a set of double doors in front of you. Go through them. Ahead of you,
across the grass, the main gates should be standing open. Go through them.
(Don't worry about the Watcher and Cannons...you disabled them, remember?) Once
you step on the bridge, you are out of Shoalsgate Station.

Congratulations! You've framed an innocent man!


Section 8: Ambush! (Mission 4)
==============================
My best time on Expert: 5 minutes, 59 seconds
Maximum Possible Treasure: 1970 (see "Notes Regarding This Mission", below)
Total Number of Secrets: 0
Total Pockets to Pick: 9
Bonus Objective: No

8.1: Introduction
=================
"Sings we a dances of wolfs, who smells fear and slays the coward. Sings we a
dances of mans, who smells gold and slays his brother."
     -- Pagan Saying


Seems like the consequences of my occupation have finally caught up with me...I
went to the Crippled Burrick Pub to meet Sammy about unloading some
merchandise. The smell of ale and smoke from the place wasn't enough to cover
up the stench of an ambush. Couple of Watch Officers were there waiting for me.
Judging by the look on Sammy's face...I'd say he sold me out.

They didn't seem interested in bringing me in either...the Bluecoats were
looking for "swift justice". Fortunately I always have an ace up my sleeve. I
better get back to my place fast, and try to figure out what to do next. I just
have to get past these guys...and the rest of the city's finest out on
patrol....


8.2: Objectives: Normal and Hard
================================
1. Escape the ambush and return to your home in the Northwest.

8.3: Objectives: Expert
=======================
1. Escape the ambush and return to your home in the Northwest.
2. Don't kill anyone.

NOTE: The in-mission objectives will appear identical to the pre-mission
objectives. There is no simplified version.

8.4: Before The Mission
=======================
What You'll Encounter: Human Guards (Swordsmen, Archers), Rats.

Starting Funds: 0

Starting Gear:

 1 Sword
 1 Blackjack
10 Broadhead Arrows
10 Water Arrows
 5 Rope Arrows
 1 Compass
 1 Set of Lockpicks
 1 Scouting Orb

There is no purchases screen for this mission. You leap right from mission
objectives into the mission itself.

Recommended Purchases: None. Total Cost: 0

8.5: Notes Regarding This Mission
=================================
This mission is rather maze-like, complete with stationary and patrolling
guards that can be difficult to get past. The few treasures scattered about can
be difficult to spot sometimes.

You start off with a pretty meagre supply of Water Arrows. While you will
eventually find others, don't squander your supply until you are comfortable
with how many you have. I personally usually start to feel a bit panicky when
they drop below ten.

Guards tend to not be alone in this mission. They like to stick together,
either when their on patrol or when they are standing guard. While this isn't
the case in every instance, it is the norm rather than the exception. Also,
when there are multiple stationary guards, one of them tends to be a "clanger".

Unfortunately, this mission doesn't lend itself to making easy names for
sections of the walkthrough, so I have resorted to referring to areas by their
names on the map. If anyone has a better suggestion, I would very much like to
hear it.

There another nice reference to Thief Gold for those who've played this game's
predecessor. You'll hear some guards talking about a raid on a place called
"The Overlord's Fancy". In the Thief Gold mission "Thieves' Guild" this was the
building where the Downwind Thieves' Guild had their base of operations. One of
the Downwind leaders, Donal, is also mentioned here again. From the sound of
things, the Sheriff is recruiting former thieves into his fold.

Section C, "The House of Goodies", is an optional section for those who want to
get a few extra toys for Garrett. Those who don't want to do it can skip right
down from section B to section D. For those of you that DO do section C,
however...there is a special Arrow you get in the house, which I have
absolutely no clue about. It's not named, and I can't figure out what its for.
It disappears if you switch weapons (that is, you can't switch back to it). If
anyone has any information on this item, I'd appreciate knowing about it.

A note regarding the Maximum Possible Treasure for this level. At one point,
you will find all the loot that you've stashed away from the previous mission.
If you found everything possible in "Framed", then this total is 1378, and your
maximum for THIS mission is 1970. If you did NOT collect everything from
Shoalsgate Station, then these totals will be lowered accordingly. The running
Treasure Count for this walkthrough will assume you DID collect everything.

The point of entry I direct you to to get inside Garrett's home is not the only
way in. It was, in my opinion however, the fastest and safest way. There is a
scaffolding behind the house that you can use to get in (with the help of a
Rope Arrow), and it is even possible to enter through the front door if you are
so inclined.

Note that there is a section on your map marked as a graveyard. It is difficult
to get into, but it is possible. However, there's really nothing of interest
there, and no reason to go there. If you're interested however, I required a
barrel and three crates to gain entrance.

Finally, just a quick congratulatory note for the designers of this mission. At
one point, there is a guard being propositioned by a prostitute. The designers
made sure he had a nice fat purse for you to lift. Kudos!


8.6: Walkthrough
================
     A. Near the Crippled Burrick
     B. Marketplace Area
     C. The House of Goodies
     D. Going Home
     E. Back to the Marketplace
     F. Escaping to Shalebridge


               ********************************
               * A. Near the Crippled Burrick *
               ********************************

You start this "mission" at the bottom of some stairs on the street. The
Sheriff's men are all over, and some are going to be coming by soon. You can
either wait for them and blackjack them, or you can get out before they arrive.
I personally prefer the latter method. Turn left and you'll find the stairs.
Climb them up to the street, then turn around so you're facing the stairs
again. You'll be looking down a street that gets darker near the far end.
Side-step left until you pass the edge of the stairs, then move forward into
the darkness ahead, until you are able to turn right.

NOTE: Going the other way instead (after the guards are knocked out, of course)
will take you to the entrance of "The Crippled Burrick". The guard standing
watch outside the door has three Broadhead Arrows you can pilfer.

SAVE YOUR GAME! This next bit can alert others to your presence. If you alert
the wrong ones, you'll want to reload. Turn right, and move forward until you
find two women having a conversation. Listen if you like...they're talking
about you.

There are two ways you can handle the women. Either wait for them to finish
talking and to move on, or ignore them. Ignoring them could alert them and
nearby guards to your presence. I suggest you wait for them to finish before
continuing. Alerting them means they alert nearby guards.

To the left (as you face the women's starting position) is a crate against the
wall. When you're ready, move towards it and jump onto it. Then face the wall
it is against, and mantle up.

This is some sort of roof garden. Scattered among the plants you'll find two
Water Arrows and a Moss Arrow.

Look around up here until you find a door you can open. Go through it into the
building's upper story. Move forward and turn right. In this hall there is a
window in the wall to your left. Move over to it, and face it.

SAVE YOUR GAME! This next part is kind of tricky. You need to climb into the
window, and through it. Be sure you don't fall to the street below. (At least,
not yet.) Getting through the window is the tricky part. You need to move into
it while standing, then crouch to finish the job.

Fall forward onto the "balcony" outside. Then turn right, and watch the street
below. Eventually, two guards will come through on patrol together. As they
walk, they may move out of your sight. Don't worry, they'll return, heading the
other way. As soon as they are moving away from you, turn left again so the
window you came through is to your back. Crouch again (if necessary), then move
forward, falling to the street below.

Turn right, and move up to those two guards. Knock them out one at a time.

[NOTE: While doing this, you will be passing by a gate, through which two
guards can see you. Although I have done this section time and time again, they
have only ever seen me once. Sometimes they start to chase me, sometimes they
don't...I have yet to figure out what it is that makes them decide to chase
you.]

Ahead of you now you should see a door in the wall. Move over to it and go
through it. Ahead to your right is a staircase leading up. Go to the top of
them and turn left. This door is locked, so pick the lock, then go through it.
You'll find stairs leading both up and down. Take the ones going up, and follow
them to the top. Turn right, and enter the room ahead. On the table you'll find
a key and a stack of gold coins (25, Treasure Count: 25). Propped against the
wall beside the table are three Noisemaker Arrows. There is also a large,
red-handled lever in the room, which will open a gate below. Ignore the lever,
as it does you no good.

Turn around and leave the room the way you came. Take the stairs down again,
two flights, then turn left and move through the door ahead. Turn right, move
down the stairs, then turn left.

SAVE YOUR GAME! You'll be passing by the gate with the guards again. Move
forward through the door ahead, and continue forward down the street.
Eventually you'll be able to turn right. Do so and move forward.

[Note: Instead of turning right, if you continue ahead and turn left, you'll
find two stationary guards. One has three Broadhead Arrows you can make your
own.]

Ahead is a doorway with a torch burning nearby. Go through the doorway and turn
right. Climb the stairs, and at the top turn left. Yes, that's a door you can't
get through. Look down at the floor near the left edge of the door and you'll
find a purse (50, Treasure Count: 75).


               ***********************
               * B. Marketplace Area *
               ***********************

SAVE YOUR GAME! More of a precaution than anything else. There's a stationary
guard in the Marketplace, but he can't really see you from his position.

Turn left and go down the stairs again. Turn left and move through the exit
ahead. Then turn right. Move forward, turn right again, and move into the large
area ahead.

Now, there is a guard in this area...you can probably see him yourself, on the
bridge ahead and to your left. However, he's far enough away that, at best, he
will notice "something", but not think much of it.

Turn left, and move forward. Continue forward, moving around any obstacles that
present themselves in your path. You will eventually come to an exit from this
area. Continue forward through it, and turn left when you can. Move forward,
then turn right.

Ahead you should see a torch burning through an archway. Move forward and go
through the archway, then turn right and climb the stairs ahead.

At the top, you can either continue into a room ahead or turn and go into one
on your right. Go into the one on your right. Then turn right and go into the
next one. On the table ahead is a stack of copper coins (5, Treasure Count:
80). Now turn right around and leave the room. Continue forward until you get
to the room with the bed. Jump up onto the bed ahead of you. (You can't be
right up against it, you have to be back a bit to jump onto it.) Move down to
the other end of the bed, turn right, and look down. There's a table beside the
bed, and on it sits a golden goblet (25, Treasure Count: 105).

Fix your view so you're looking ahead again. There's an open window in front of
you. Move forward and get inside the window. (You'll need to crouch to do so.)

SAVE YOUR GAME! If you look down, you'll see a canal of water running beneath
you. You want to fall into it. However, if you miss the canal, you'll hit the
street and take damage. Also, there is at least one guard that patrols through
this area, and he may hear you when you land in the canal.

Once you're in the water, turn right. Move forward, turning left when the
waterway does, then stop. Notice the torches burning on the wall ahead on your
right? There's some sort of pattern on the wall, forming a "W" shape. Move
forward until you are standing underneath the centre torch, and look down in
the water. Someone's dropped their purse in the water (200, Treasure Count:
305).

SAVE YOUR GAME! This next part is quite dangerous. Fix your view so you're once
again looking forward. You should be standing so that the wall with the "W"
pattern in to your right. Ahead is a lamppost. Unfortunately for you, it's your
only way out of the water in this area. While no patrols actually go near the
lamppost, a couple patrol nearby where they will be able to see you if you
emerge at an inoportune moment. (Note that, if you stand in the water directly
beneath the lamppost, you are completely hidden from view. You can turn around
(so the lamppost is to your back) and watch the upper area where the guards
patrol. While it won't give you complete information when it's safe to come
out, it may help you a little.)

Move forward towards the lamppost. Listen to see if any guards are nearby, and
when you're satisfied it's safe, pull yourself out of the water and onto the
walkway with the lamppost.

Turn right, and move forward up the sloping walkway ahead. When you reach the
top, there will be a small stone bridge on your right and a small passage to
the left. Step into the passage, and stop. You'll be completely hidden from
view here. Turn right around.

SAVE YOUR GAME! It's time to take out a couple of guards. You should now be
completely hidden in this area, looking across the stone bridge. Two guards
have patrols that will bring them up to the stone bridge. Neither ever crosses
it however. Watch for your opportunities to take them out, and when you've got
a good chance to do so, do so.

When the guards are taken care of, return to your place of hiding, and turn to
face the stone bridge again. (This is just so we all have a common reference at
this point.)

Move forward, out from your hiding place, and turn left. Move forward, and turn
left when you can't go forward anymore. Move forward down the gentle slope
ahead, and turn right. Move forward again, and when you have to turn this time,
turn left about forty-five degrees. Then move forward across the small bridge
ahead. Turn left, move forward, and then turn right.


               ***************************
               * C. The House of Goodies *
               ***************************

SAVE YOUR GAME! You can choose not to do this part if you like, as it's only
necessary if you want to pick up a few more goodies for your arsenal. If you
want to skip this part, go right to Section D below.

Turn right around. Ahead, you'll see two guards. They are stationary guards,
and they are guarding the entrance to the house you want. Move forward
carefully, using all the stealth at your command (that means hug the wall,
crouch, creep, etc.). If you took the Moss Arrow from the garden earlier, you
may want to use it on the ground near the guards. Fortunately for you, they
don't seem to ever turn. When you've got yourself in position, knock both of
them out. Then turn until you are facing the door they were guarding.

Go through the door. Ahead is a staircase going up. Move forward and climb the
stairs. Climb them all the way to the top, and turn left. Open the door ahead,
and move into the next room.

Immediately inside this room, stop and look at the floor. There are two metal
cases (they look like toolboxes to me) on the floor here. The one closest to
the door contains 10 Broadhead Arrows, 5 Water Arrows, and 3 Moss Arrows. The
second case holds 3 Fire Arrows, and one "Special" arrow. (This special arrow
is the one I mentioned in Section 8.5: Notes Regarding This Mission.)

When you've collected all your new toys, turn until you find the door you came
in through, and leave through it. Turn right, and follow the stairs all the way
down. When you reach the bottom, you will find a door leading out to the street
(either open or closed, depending on how you left it). Go through the door, and
turn left. Move forward until you come to a point where you have a choice of
which way to go.


               *****************
               * D. Going Home *
               *****************

SAVE YOUR GAME! Really just a precaution. Move forward, then turn left. Move
forward, and turn left again. Ahead in the wall to your right is an opening.
Move over to it, and turn to face. Within the opening is a door. Move through
it.

Inside, turn right. You'll see a small counter, with some racks behind it. The
racks contain many food items. If you're running low on health, you may want to
consider collecting them (see Section 4.6: Food). There are two loaves of
bread, three apples, two cucumbers, two carrots, and three slices of cheese.

On the counter in front of the racks are several treasure items for you: a
stack of gold coins (25, Treasure Count: 330), a stack of silver coins (12,
Treasure Count: 342), and five lucky coins (20, 20, 20, 20, 20, Treasure Count:
362, 382, 402, 422, 442).

Turn around until you find the door you came in through, and leave through it.
When you're back on the street, turn right. Move forward, and turn right again.
Move forward, and when you are able to turn left, do so.

You'll want to be careful here, as there are two patrolling guards that come
through this area. Ahead is a dark alley. On the wall to the right up ahead you
should be able to make out a slightly redder spot. This is reflected
torchlight. You want to move forward, hugging the right wall, and stop just
before this spot. You'll stay completely hidden that way. Now, wait for the two
patrollers to come by. They patrol close to one another, so you can get both at
the same time. Note that one of them has three Broadhead Arrows you can pilfer.
From this point, you'll probably have the best luck getting both at once if you
catch them travelling from your right to your left. When they come by, move
behind them, and whack them.

Once these two are sleeping peacefully, return to the spot where you were
waiting for them (again, this is for a point-of-reference only). Turn so the
wall with the reflected torchlight is to your right. Move forward, then turn
right. Move forward, turning left when you get near the small bridge. Move
forward again, this time hugging the left wall. There's a nearby stationary
guard, but he's sufficiently far enough away so that he can't really see you.
When you are able to turn left, do so, and move forward, then turn right.

SAVE YOUR GAME! You're nearly home now. Move forward slightly, until you hear
Garrett say "Home sweet home". At this point, stop. You now have new mission
objectives:

1. Escape the ambush and return to your home in the Northwest.
2. Several members of the City Watch are waiting for you in your
   apartment. You need to find shelter elsewhere and there's no better
   place than Shalebridge. The only snag - you have to sneak into your
   home and get the gate key you keep hidden in the secret compartment
   in your bedroom closet.
3. After you get the gate key, proceed to Shalebridge. Between the
   Sheriff's patrols and the guard post at the main gate, it's not
   going to be as easy as it sounds.
4. Don't kill anyone.

Turn right, and you'll see a door in front of you. Move through it. Directly
ahead are some stairs. Follow these stairs all the way to the top, ignoring the
first door you come to. At the top is a second door. Douse the torch burning
beside it, then open it and step inside. Just inside, to the left, is another
burning torch. Extinguish it as well.

(Note: It is only necessary to extinguish the first torch if you are in the
habit of leaving doors open behind you. If you close this door instead of
leaving it open, you can forego putting out the first torch.)

SAVE YOUR GAME! This next part can be very difficult to do. There's an open
window in this room. Move over to it. Step onto it. Across the street, you can
see a window with the shutters closed. This window leads to your bedroom. What
you need to do is jump from here across the street to the ledge. Be sure it's a
running jump, or you won't have enough momentum to carry you across, and the
Sheriff's guards will have their way with you.

Once you're on the ledge, open the shutters. You'll need both open to enter the
bedroom. Crouch down, and move inside. Then turn left and move forward towards
the door ahead. (You may need to close one shutter first, to clear your path.)
DON'T open the door ahead, and DON'T get too close. Instead, turn slightly
right. There's another door directly in the wall opposite the light switch.
Open this one to find...Garrett's closet. (If you are too close to this door,
you'll block it from opening enough for you to enter.)

There are four cloak pegs along the top of the closet. The leftmost one (as you
face them) is a trigger to open a secret panel. Operate the trigger. When the
panel opens, move inside to start collecting Garrett's belongings. Inside
you'll find:

10 Broadhead Arrows
 5 Water Arrows
 3 Fire Arrows
 5 Moss Arrows
 5 Noisemaker Arrows
 2 Healing Potions
 1 Slow-fall Potion
 1 Speed Potion
 3 Scouting Orbs
 1 Shalebridge Gate Key
 1 Purse

The only item you absolutely MUST take is the gate key. Take the purse as well
(1378, Treasure Count: 1820). Take anything else you think you may find useful.

(Note: Turning the lights on in this room may make it easier for you to see the
items you are taking. Do so if you wish, but I recommend closing the shutters
again before you do so, just in case.)

Once you've collected everything you want to take with you, turn right around
and exit the closet. If you've turned the lights on, turn them off again now.
Turn left and move forward until you are standing in front of the shutters
again, then turn right and face them.


               ******************************
               * E. Back to the Marketplace *
               ******************************

SAVE YOUR GAME! Another dangerous stunt for you to attempt. Open both shutters,
then move forward onto the window ledge. While you don't need to crouch to do
this, you do seem to crouch somewhat on your own. Move forward until you are
standing up fully again. When you are, do another running jump across the
street and land on the ledge across from yours.

Once successful, it's time to relocate, as Garrett says. Move forward into the
room. Across from you is a door (either open or closed, depending on how you
left it). Move forward and go through this door.

Follow the stairs in here down all the way. They stop at a door (again, either
open or closed, depending on how you left it). Move forward through this door,
and turn left. Move forward, and turn left again. Move forward, and when you
are able to, turn right. Hug the wall to the right and move forward. (The guard
you spotted off a ways cannot really see you well if you hug the wall.)
Continue forward until you exit onto the street with the small bridge to your
left.

(Note: If you wait here and watch the area across the bridge, shortly two
patrolling guards will enter the area, turn around, and leave the way they
came. When they are leaving, the one closest to you has a Healing Potion you
can pickpocket for yourself.)

(Note: The route the guards mentioned above take is, in fact, faster than the
one I direct you to take, by about 10-15 seconds. However, in order to take
this route, you need to deal with three guards, which tends to slow you down.
Therefore, I chose to longer but safer route.)

Turn right, and move forward. When you are able to turn left, do so, and
continue forward. When you can no longer proceed ahead, turn right, and move
forward. Then turn left, and proceed ahead. When you have to turn, turn left
and move forward. Turn right ahead, and move forward again. When you are able
to turn left, do so, and move forward. Turn slightly right ahead, and follow
the street. Turn right when you need to, and move forward. Turn left, and move
forward, then turn right and move forward to the small bridge ahead. Turn left,
cross the bridge, turn left again, and move forward. When you have to, turn
right. Ahead to your right is a small alcove in the wall. Move forward until
this alcove is directly to your right, then turn left.

SAVE YOUR GAME! Another tricky jump here. Directly ahead of you is a large
jump, at the end of which is a small landing with a door. Line yourself up with
the landing, then do a running jump across the water. DO NOT RELEASE YOUR JUMP
BUTTON! Hold it down, and when you come down, you'll mantle up onto the
landing.

After you're safe and caught your breath, move through the door ahead.
Immediately inside, turn left, and you'll see a small set of stairs leading up
to another door. Move through this door as well, and turn right. More stairs
ahead of you. Follow these stairs up as far as they go, to a landing with two
doors. Turn right, and move through the door ahead. Move forward, and follow
this hallway to its end, where you'll find another door. (You'll pass one door
on the way to this one.)

SAVE YOUR GAME! This door opens onto an area with three stationary guards
nearby. Open the door. Through it, you should see a walkway straight ahead.
(If, instead, you see stairs going down, you opened the wrong door.)

Move forward to the end of the walkway, and look down at your feet. On the
ground here you should find a loaf of bread and a bottle of wine (50, Treasure
Count: 1870).

Now, to get down. It's not a far drop, you'll take very little damage if you
just fall. For those of you who'd rather stay in good health though, move
forward until you "hop" up onto the small ledge ahead. Then crouch, and move
forward. You'll find yourself "trapped". Actually, you're at the top of a
ladder. Look down and move forward, and when you reach the ground you'll step
off the ladder.

Move forward, and take the right turn ahead. Move forward into the Marketplace
again, and turn left.

SAVE YOUR GAME! There are two individuals in this area. Fortunately, both of
them are stationary.

(Note: There is a fountain in the water to your right. If you jump over and
mantle onto it, you can get five Water Arrows from the spout. You can then
jump-mantle back to the street.)

Ahead of you to your left you should be able to see a small area set off from
the street. This is where the first individual is. It's a prostitute that you
may have heard propositioning the guard earlier in the game. (The guard is on
the bridge ahead. We'll deal with him shortly.)

Raise your Blackjack to the striking position, then quickly move around the
corner and knock the girl out before she can scream. Once she's asleep (alone,
for a change), turn around until you can see the guard on the bridge.
Fortunately, he never seems to look your way. Carefully move up behind him and
knock him out. Before you leave, pick his pocket (100, Treasure Count: 1970).

Turn around so you are facing the direction you came in, and move forward off
the bridge. Then turn right.


               ******************************
               * F. Escaping to Shalebridge *
               ******************************

SAVE YOUR GAME! There are two guards nearby that you'll need to avoid alerting.
Move forward until you can turn left, then do so. Move forward SLIGHTLY (a step
or two), and turn right. There's a dark corner here. Move forward into the
corner, then turn right. AHA! A ladder! Hop onto it and climb it to the top,
then get off of it. Turn left.

(Note: This area is crawling with guards. You may want to save your game more
often than I indicate you should.)

Move forward until you fall off of the landing and down to the street below.
Turn right, and move forward. Continue until you can turn left, then do so.
Move forward, turning left again, then taking the right turn ahead.

Ahead of you is a set of double doors, and a burning torch on the left wall.
These doors open onto a patrolling guard's route, so you may want to extinguish
this torch. When you're ready, pull out the key you found in the guardhouse
(not the Shalebridge key, the other one), and open one of the doors ahead. If
you have an opportunity to take out the patrolling guard now, I suggest you
take it. (If you do, return to this position, facing the doors, so your frame
of reference is the same as the walkthrough's.)

Move forward through the doors ahead, and turn left. Move forward, but don't
leave the shadows just yet. There are three patrolling guards who move through
the area ahead, and they stick together like the Three Stooges. Watch for them,
and wait until they've crossed your path, moving from your right to your left.
Then run out and take out Larry, Curly, and Moe one at a time. (Note: One of
them has three Broadhead Arrows you can pilfer.) Try not to let them get around
the corner, or else you run the risk of putting yourself in view of up to three
other guards.

When the guards are dealt with, return to the darkened tunnel you hid in, and
turn so you're facing the area you found the three guards in. In the wall
ahead, to the right, is a door. Move over to it (quietly, there's a nearby
stationary guard), and pick the lock. When the door opens, move through the
doorway and climb the stairs to the top. Move through the door you find there,
into a room with two windows.

SAVE YOUR GAME! This is another tricky part. Extinguish both torches in this
room, then turn to face the windows. Climb into the leftmost one, crouch, and
hop down onto the rafters below. Turn left, crouch, and wait. With the torches
extinguished, you should be completely hidden from view. (Be sure to keep
quite, there's a stationary guard below and behind you.) Soon, two patrolling
guards will come by. Their patrol will lead them towards you, then they'll turn
away.

Your SAFEST method of dealing with these guards is as follows. Once they are
walking away from you, drop down, turn all the way around, and knock out the
stationary guard. (She never turns to look in this direction, so you don't
really risk being seen by her.) Then move forward, turn right, and enter the
building again. Return to the top, climb out the window, and wait on the
rafters again. When the patrol comes by again, repeat the process, this time
taking out the closest guard, leaving the first. Return to the top of the
rafters and wait again. When the patrol comes by this time, it's just him. Wait
for him to turn away, then drop down and knock him out.

Now, you're still not safe. There's still two more patrolling guards to worry
about. Fortunately, you can bypass them. Standing with your back to the
rafters, you can see two alcoves ahead. The one on the left is shadowed. That's
the one you want. Move forward into the alcove, right up to the wall. Ah, it's
not a wall, it's a door! Pick the lock (be sure not to dawdle, there's a
stationary guard to your left) and enter the guardhouse.

Turn left, move forward, turn right, move forward, turn right, and go through
the door ahead of you, being sure to close it behind you.

This is a kitchen of sorts. You can get quite a few food items in here. There
are three loaves of bread, three apples, two cucumbers, and two slices of
cheese. Collect what you want, then extinguish both the torch burning by the
door and the fire in the fireplace.

Stand with your back to the fireplace, and open the shutters in front of you
(be sure you open both shutters). Now, wait. Soon, the two patrolling guards
(one of which has three Broadhead Arrows) will come into view. Watch them until
they pass from your view, then wait a few more seconds (for prudence), then
jump onto the counter in front of you, crouch, and move forward, falling onto
the street outside.

(Note: Don't wait TOO long once the guards leave your sight...they have a
fairly short patrol route, and should return shortly.)

Move forward, and turn left when you have to. Move forward to the gate ahead.
Unlock it with your Shalebridge Gate key, and step through.

Congratulations! You've foiled the Sheriff's plans for you!


Section 9: Cutscene - "Revelations"
===================================
[Note: Anything placed between square brackets is not spoken dialogue...it is
my addition to describe what is happening.]


[The views shows blueprints for Garrett's mechanical eye. A knocking on the
door is heard, and a shadow passes over the blueprints. The image changes to
show a shelf with some items on it, including a jar, which a hand lifts off the
shelf. The knocking is heard again.]

[The view changes to show a closeup of Garrett's mechanical eye, and what
appears to be a liquid filling the iris. The knocking is heard a third time.
The picture changes again to show some tools, and hand lifting out a
screwdriver.]

[The image changes to show a rounded surface, a screw sticking out partially
from it. A screwdriver is placed against the screw, and turns, driving the
screw into place. A voice is heard while this happens.]

Keeper #1: By order of the Council of the Keepers, YOU must come with us.

[The view changes to show Garrett's mechanical eye, held in a gloved hand. A
second gloves hand polishes the eye with a rag, as another voice speaks.]

Keeper #1: Garrett, be reasonable. Logic dictates....

Garrett: [interrupting] LEAVE!

[The image changes to show Garrett's face, one eye socket empty.

Keeper #1: But we must....

Garrett: [interrupting] NOW!

[The silhouette of Garrett's hand is brought up to the empty eye socket. He
winces slightly.]

Keeper #2: Has your wealth of knowledge grown so vast, that you've lost all
hunger for more?

[As the Keeper speaks, the image changes to show Garrett's silhouette,
reflected in a burning lamp. It changes again to show Garrett in silhouette, a
burning lamp in front of him, turning towards the voices.]

Keeper #2: Is there no more trust between us then?

[Garrett shakes his head, and sighs. He stands up, and moves away from the
lamp.]

Garrett: Let's make this fast.

[The scene changes. The image shows books on a bookshelf, then changes to show
several shadows moving across a long bridge at night. The image changes again,
to show an old woman in the background. She speaks in a foreign tongue. Then a
small girl speaks on top of her, translating her words. She is drawn into focus
when she starts to speak.]

Translator: My hand is copper, my brow is lead. Suffer me in a red patina,
swept along in a molten flow to a sad eternity.

[The image changes to show Garrett and some Keepers, looking up at the child
and the old woman. They continue, as the camera draws closer to the men's
silhouettes..]

Translator: My stride interrupted, my thoughts untimed. My tears are become
drops of silver....

[The image changes, showing the old woman's hand on a page of an old book, two
fingers extended, flowing over the script. She is obviously reading the words
she speaks. The letters seem to glow as her fingers cross over them.]

Translator: ...That shatter the crystalline fern. I plead the wind to sweep us
away.

[The image changes to show Garrett and the Keepers in silhouette, all looking
up at the two women. As the men speak, the translation continues in the
background.]

Translator: My alabastrine limbs, useless and tired. My carnelian heart,
beatless and mired....

Garrett: Nice poem.

[One Keeper's silhouette turns towards Garret.]

Keeper #1: Not poetry. Prophecy.

[The image changes to show only Garrett and the Keeper speaking.]

Keeper #1: The metal age is upon us.

[The image changes to show all the men in silhouette again. Three are looking
up at the women. The one who was speaking to Garrett turns to look up also, and
the translation continues.]

Translator: I pick the gilded apple from the iron tree.

[The image changes to show the old woman's face in profile. She continues
reading.]

Translator: I wipe the rust from my brow.

[The image changes to show the men in silhouette again. As they speak, the
translation continues in the background.]

Translator: The earth rejects me, foul and changed. The wind refuses me,
unsightly and maimed. My voice is corrupted, my tongue unwind, my pulse is
mercurial sicked, it slows.

Garrett: [disbelieving] Iron trees? Not in my part of town!

[The Keeper turns to speak to Garrett again. As he speaks, the image changes to
show only himself and Garrett's silhouettes.]

Keeper #1: Find the humour if you must, but can you tell me truly Garrett...are
there any trees in your part of town? *I* will answer for you: There are NOT!

[The image changes to show all the men in silhouette again, the one Keeper
still looking at Garrett.]

Translator: Destiny and danger are still focused on the one....

[The image changes to show something like an iron gate, with a spider sitting
in its web it has built among the pattern of the iron.]

Translator: ...The renegade who is both brethren and betrayer.

[As the translator speaks, a shadow moves across the spiderweb. The image
changes to show a closeup of the spider, as the shadow jostles it. Several legs
fall off of the spider, and a gaseous substance escapes from its body. The rest
of the spider falls to pieces, and fall to the ground.]

[The image changes to show the men in silhouette again. As they speak, the
translation continues in the background.]

Translator: Beware the spider, for he weaves both labyrinth and lair....

Garrett: Well, you got the danger part right anyway. Tell you what. You Keepers
can plant a few shrubs about town, and...I'll take care of ME.

[As he speaks, the image changes to show the four silhouette's looking up at
the women.]

[The image changes to show only Garrett's and the one Keeper's silhouette.]

Garrett: I'll find my own way home.

[Garrett turns to leave, the one Keeper turning to watch him go. The image
changes to show Garrett walking away on the bridge, the Keeper watching. In the
background can be seen many books on shelves...we are looking at a bridge built
near the top of a huge library.]

Keeper #1: You're a fool! Do you not understand what is at stake?

[The image changes to show the three Keepers watching Garrett leave. As they
speak, their body language changes to indicate who is talking, and to whom.]

Keeper #3: Did you not hear the interpreter's words?

Keeper #2: Yes, Keeper Orland, he HAS heard. Do not despair. Let me go after
him. Alone. Not to persuade, but to leave the door open between us.

[One Keeper detaches himself from the group to follow after Garrett. The image
changes to show Garrett at a distance, walking through an archway. The Keeper
walks into the scene, and stops. Garrett stops as the Keeper speaks.]

Keeper #2: One more moment if you will, Garrett.

[Garrett turns to face the Keeper. As he does so, the Keeper starts forward.]

Garrett: [exasperated] ONE moment.

[The image changes to show Garrett's silhouette up close. An insect flies
around in the light of a nearby burning lamp.]

Keeper #2: You have trouble, my friend.

[The image changes to show the Keeper's silhouette approaching. As he enters
the light, his face is revealed. The insect continues to fly around in the
light.]

Keeper #2: Danger from someone who hired Truart to kill you.

Garrett: [impatient] Yes?

[The Keeper raises his hand to give what appears to be a letter to Garrett. The
scene changes to show Garrett's silhouette, the Keeper's hand now shown in
silhouette.]

Keeper #2: Then take this.

[Garrett reaches forward. The image changes to focus on their hands in the
light. Garrett's is gloved, the Keeper's is bare. Garrett takes the letter as
the Keeper speaks.]

Keeper #2: The sooner you are done with YOUR business....

[The image changes to show Garrett's silhouette, up close at first, walking
away.]

Keeper #2: ...The sooner you will help US.

Garrett: Don't count on it.

[As he walks away, the old woman's voice is heard again. The translation
continues.]

Translator: My heart it ceases....

[The image changes to show the scene where the men had looked up at the women.
The men are no longer there.]

Translator: ...My breath undrawn....

[The image changes to show a close up of the old woman's eyes.]

Translator: ...My eyes forever focused....

[The image fades to darkness.]

Translator: ...On the sanguine metal...dawn....

9.1: The Prophecy
=================
For those of you who may be interested, here is the entire prophecy,
uncluttered by the additional material above. Thanks to Sergey for sending me
the incomplete areas!

"My hand is copper, my brow is lead.
 Suffer me in a red patina, swept along in a molten flow to a sad eternity.

 My stride interrupted, my thoughts untimed.
 My tears are become drops of silver that shatter the crystalline fern.
 I plead the wind to sweep us away.

 My alabastrine limbs, useless and tired,
 My carnelian heart, beatless and mired.

 I pick the gilded apple from the iron tree,
 I wipe the rust from my brow.

 The earth rejects me, foul and changed,
 The wind refuses me, unsightly and maimed.
 My voice is corrupted, my tongue unwind,
 My pulse is mercurial sickened, it slows.

 Destiny and danger are still focused on the one,
 The renegade who is both brethren and betrayer.
 Beware the spider, for he weaves both labyrinth and lair.

 My heart it ceases, my breath undrawn,
 My eyes forever focused on the sanguine metal dawn."


Section 10: Eavesdropping (Mission 5)
=====================================
My best time on Expert: 13 minutes, 41 seconds
Maximum Possible Treasure: 2119
Total Number of Secrets: 1
Total Pockets to Pick: 4
Bonus Objective: No

10.1: Introduction
==================
"The man who learns only what others know is as ignorant as if he learns
nothing. The treasures of knowledge are the most rare, and guarded most
harshly."
     -- Chronicle of the First Age


I headed back to my safehouse, and kept thinking about the letter. I know
they're trying to manipulate me, but Keepers never alter the truth...just keep
it in the shadows. Besides, it's not like I got a lot of leads anyway.

Keepers Voice: If you seek the private knowledge of the Sheriff, go to the
Easport Mechanists Seminary tomorrow night. With stealthy discretion, overhear
what you may, at a certain very timely meeting.

Looks like I have something useful to learn from a seminary for a change. There
are two open towers, and some back doors which might be helpful for getting in.
The catacombs below the church could be another way in, but I'd rather not
tread where the dead sleep.

The meeting will most likely take place in some sort of...conference hall. Heh.
There's no guarantee that I'll even be able to get inside, but all I need to do
is get close enough to listen at the door.

I better pull this off quickly and find a new hideout before the bulldogs get
my scent. This situation does have one advantage: things can't get any worse.
Who could hire someone like the Sheriff to kill me...?


10.2: Objectives: Normal
========================
1. The Keeper's tips are your best lead...so you'd better be at the
   door to overhear the Sheriff's conversation. It should start when
   the church bells toll midnight. You'll need to stay close to the
   door to ensure you hear every word.
2. The Mechanist seminary was once a Hammerite cathedral, so there's
   bound to be plenty of trinkets lying about -- steal at least 800 in
   loot.
3. Once you're done, get back out by heading to the front gate.

10.3: Objectives: Hard
======================
1. The Keeper's tips are your best lead...so you'd better be at the
   door to overhear the Sheriff's conversation. It should start when
   the church bells toll midnight. You'll need to stay close to the
   door to ensure you hear every word.
2. The Mechanist seminary was once a Hammerite cathedral, so there's
   bound to be plenty of trinkets lying about -- steal at least 1000 in
   loot.
3. Killing is the mark of an amateur. Don't kill any innocent
   bystanders.
4. Once you're done, get back out by heading to the front gate.

10.4: Objectives: Expert
========================
1. The Keeper's tips are your best lead...so you'd better be at the
   door to overhear the Sheriff's conversation. It should start when
   the church bells toll midnight. You'll need to stay close to the
   door to ensure you hear every word.
2. The Mechanist seminary was once a Hammerite cathedral, so there's
   bound to be plenty of trinkets lying about -- steal at least 1200 in
   loot.
3. Killing is the mark of an amateur. Don't kill anyone.
4. Once you're done, get back out by heading to the front gate.

10.5: Simplified Objectives
===========================
1. Be in position to overhear the Sheriff's conversation when the church
   bells toll midnight. You'll need to stay close to the door to ensure
   you hear every word.
2. Steal at least 1200 in loot from the Mechanists.
3. Don't kill anyone.
4. When you're done, return to the front gates.

10.6: Before The Mission
========================
What You'll Encounter: Human Guards (Mechanists), Iron Beasts, Hammer Haunts,
Fly Swarm, Servant.

Starting Funds: Whatever you managed to retrieve from town. (Maximum: 1970.)

Starting Gear:

10 Broadhead Arrows
15 Water Arrows
10 Moss Arrows
 3 Rope Arrows
 1 Set of Lockpicks
 5 Flares
 1 Healing Potion
 2 Scouting Orbs

Items for Sale:

25 Broadhead Arrows (Cost: 25 each)
15 Water Arrows (Cost: 50 each)
10 Moss Arrows (Cost: 125)
 4 Noisemaker Arrows (Cost: 250 each)
 3 Healing Potions (Cost: 250 each)
15 Flares (Cost: 25 each)
 4 Flash Bombs (Cost: 200 each)
 1 Invisibility Potion (Cost: 600)
 3 Speed Potions (Cost: 300 each)

Although your Sword and Blackjack are not shown, be assured you do start the
mission with them.

Water Arrows and Moss Arrows. That's what this mission calls for. Although you
start with enough to finish the mission, you can't take the money with you to
the next one, so you might as well spend it here. There are lots of metal areas
you will need to walk on or across, and you will want to take out the odd torch
or two.

Another useful item on your list of purchases is the Invisibility Potion. I
highly suggest you get it. There is one area that is VERY difficult to do
without it. (In fact, this walkthrough assumes you buy it.)

Broadhead Arrows are only useful if you are going to attack something with
them, and the only creatures you can safely attack in this mission are either
immune to Broadheads or take so many to kill that using them is a waste of
time. Their only real use in this mission would be as an attention getter, and
usually an attention getter in this mission draws too much attention.

Noisemaker Arrows are useless for the same reason Broadheads are. And while
there are a few areas where a Flare might come in useful, you start with more
than enough.

Flash Bombs could possibly be useful, although I find the mission simple enough
without their use. (Remember, undead don't like Flash Bombs!)

Recommended Purchases: 5 Moss Arrows, 10 Water Arrows, 1 Invisibility Potion.
Total Cost: 1725

10.7: Notes Regarding This Mission
==================================
Alas, our joy at the lack of undead is at an end! Yes, you will encounter
undead in this mission. The catacombs beneath the seminary have two patrolling
Hammer Haunts.

You are also introduced to a few more foes other than the Hammer Haunts: The
Servant, and two versions of The Iron Beast.

This can be a very annoying mission to play (and indeed, to write a walkthrough
for). When you listen to Truart's conversation with Karras, Karras will mention
a key at the end that you will then need to find. Unfortunately, the game
RANDOMIZES which key you need to find. There are a total of NINE possibilities.
What's worse, you need to return the key to where you found it, making this
mission a headache for anyone who's trying to write a walkthrough for it. (That
would be me.)

Interestingly enough, when I examined the sound files for this mission, I found
an extra five possible locations for the key to be found. However, some of
these areas are not on the map. Perhaps these other five are used when you play
using the lower difficulty settings. The extra areas are: Storage Shed,
Kitchen, Gallery, Catacombs, and Loft.

(NOTE: Since you CAN find a key in the catacombs in this mission, I assumed
that this was a valid option for the key. However, I've tried about 150 times
to get Karras to say the key was in the catacombs, and he never
did...therefore, I've decided to NOT include it, as it doesn't seem like it can
be that key. And no, I'm not exaggerating...this walkthrough isn't only late
because of my EverQuest addiction...150 times! I can recite that 6 minute
conversation between Truart and Karras by heart now! AIEEEE!)

The way I have decided to handle this difficulty is this: The walkthrough will
take you through every area where one of the potential keys can be found. It
does this anyways, since every location has treasure you need to pick up, or
else there is an area you need to get through that makes you pass through an
area with a key. You will be instructed which key is located in the area, and
if it's the one you need, grab it.

The end of the mission was a bit more difficult to work out. What I finally
decided to do was to trace a route to the exit, noting along the way what needs
to be done depending on which key was found. For the most part, this was
surprisingly easy. I made the instructions as easy as I possibly could without
repeating myself too much (ie: without making a separate section for exiting
the mission for each key found).

None of the keys need to be dropped PRECISELY where you found them, making
returing it much easier. Some of them still need to be returned to a rather
small area (such as "in a closet near the pulpit"...it must be dropped INSIDE
the closet), while others allow a much larger area (ie: "at the pulpit in the
church"...the key can be dropped virtually ANYWHERE in the church proper). This
walkthrough takes advantage of this fact.

I realize there is another, probably more direct, method of doing the part near
the finish of the mission (instead of climbing down the catacombs again, just
run through the church). This, however, sets three more patrollers in motion,
and would make finishing the mission more difficult without taking the extra
time to take them out. The way I've done avoids having to deal with them
entirely. (The best thief is the one that you don't know was there! {g})

Note that, if you pick up all the keys instead of just the Safety Deposit Box
key, you'll find a lot of the doors that I tell you to pick the lock on can be
opened with one of the others. This is crucial for the ending I have used, as
the doors you open cannot be picked. You NEED the key for it.

By the way, does anyone else think Karras sounds a lot like Peter Lorre? :)


10.8: Walkthrough
=================
     A. Outside the Seminary
     B. Entering the Seminary
     C. The Upper Floor
     D. The Two Towers (with apologies to Tolkien)
     E. The Church
     F. The Catacombs
     G. The Factory Area
     H. Leaving the Seminary


               ***************************
               * A. Outside the Seminary *
               ***************************

This missions starts you off in a slightly difficult position. You start off
already standing on loud metal. And, unfortunately, your "dropping" onto it has
(most likely) already alerted someone to your presence.

Turn slightly left, and move forward so you are off the metal flooring. Turn
right so you're facing the seminary, and move forward. You'll enter a rather
well-lit area, and someone is likely to get a glimpse of you. You may even hear
evidence that they are actively searching for you. Don't worry...unless you
tarry needlessly, you should have nothing to fear. (You won't be able to find
who's looking for you...the guards that oversee this area are on balconies
above.)

(NOTE: This walkthrough does NOT take you to an area where you will be able to
see the large Iron Beast present in this mission. If you wish to see it, turn
right next instead of left, and follow the path. You'll find it around a corner
with two Mechanists.)

Turn left and move forward. Be sure that you are NOT walking on the metal
walkway...it should be to your right. When you've passed the last bit of metal
walkway, turn right and move forward. Follow the walkway (staying off of it)
through the archway ahead...as long as you stay on one side of the walkway,
walking on the turf, you should be fine.

When you emerge from the archway, you'll see directly ahead that there's a
branch off the walkway. In fact, there's two branches off to the left, and one
that continues straight ahead. The closest branch is the one we're interested
in. Move closer to the branch, and turn left. Aha! A door! Aha! It's locked!

You'll need to move onto the metal walkway in order to pick the lock, so you
might want to shoot a Moss Arrow at the area in front of the door. Also, be
wary, there's a patrolling guard on the roof of the area now to your right.
Pick the lock on the door, and move inside cautiously.

The individual "working" here is a Servant. He's pretty harmless, but why take
chances? Position yourself behind him, and knock him out. Then turn your
attention to the two corpses on the workbenches. There is a purse attached to
the belt of the male (25, Treasure Count: 25).

Now, turn around so you're facing into a room with a small flight of stairs.
Notice the floor just in front of the stairs seems to be slightly depressed?
Move forward until you are standing just in front of the depressed area, and
turn right. You're facing another door. Look down, and examine the left edge of
the doorframe, near the floor. There's a switch. Activate it, and the depressed
area will slide away to reveal a secret area below (Secret #1).

Go ahead and let yourself fall into the now-revealed area. Turn so you're
facing the two corpses with the flies swarming around them. (Be careful of the
flies...they bite.) Examine the ground near the hand of the corpse on the
right. Someone has carelessly dropped a ring on the ground for you to find
(100, Treasure Count: 125). (Note: This ring is VERY difficult to see until it
is highlighted.)

Once you've got the ring, turn so you're back is to the corpses and move
forward. Mantle up out of the hole. Then turn left, and face the door.

SAVE YOUR GAME! No real danger yet, but as a precaution. Move forward and pick
the lock on the door. Once it's opened, you'll see a long metal walkway ahead.
There is a patroller on a nearby roof, so you may want to use a Moss Arrow on
the metal immediately ahead, so you can safely walk out and onto the grass.

Move forward, and once outside again continue forward, angling yourself so that
you walk off the metal and onto the turf. The metal walkway leads to another
archway ahead. Now, you can take a risk if you like. I have never drawn
attention to myself walking on metal in this part, so you may want to conserve
your Moss Arrows here. Or, play it safe, and use them. The area takes about
three or four to cover sufficiently.

Move forward through the archway. Open the door directly ahead, and move
through it. On the floor in this room are two chests. Open the one on the left
to obtain a small gold hammer (75, Treasure Count: 200). The one on the right
merely contains an ancient hammer, useless to you.

Turn around, and exit the room the way you came in. Once you're standing on the
metal walkway, facing the arch, turn left. Move forward, and follow this small
passage (using Moss Arrows as you go, if you wish) until it exits into the open
again. When it does, angle yourself towards the right so that you walk off the
metal and onto the narrow strip of turf between the walkway and the wall.

SAVE YOUR GAME! A guard has part of his patrol nearby. It's a fairly lengthy
patrol, so if he's not around, there's a good chance he won't be for a while.
Continue forward. Shortly, the wall to your right will start to angle
downwards, until it disappears altogether. When it does, turn right and move
forward slight. Then turn right again, and climb the stairs ahead. When you
reach the top of the stairs, you'll hear a clock start to strike midnight.
Seems you made it just in time!

Turn left and move up against the door. If you crouch here, you'll be
completely hidden. If you turn left and then "lean" right (or turn right and
"lean" left), you'll be able to hear the conversation more clearly. Now, just
sit tight, and listen to the Sheriff's meeting with Karras. Take special note
at the end...Karras will tell Brother Feegan where to find the safety deposit
box key. You'll need this information! (Unfortunately, this is randomized
whenever you start this mission, so I can't tell you where it is,
specifically.) Once everyone has left, stand up again. (NOTE: DO NOT MOVE AWAY
FROM THE DOOR UNTIL YOU FIND OUT WHERE THE KEY IS! If you do, the mission will
end!)

SAVE YOUR GAME! If something causes you to reload your game now, you DON'T want
to go through listening to that whole convesation again. Trust me, I know. :(

Once you have learned the location of the key, your mission objectives will
change:

1. Be in position to overhear the Sheriff's conversation when the church
   bells toll midnight. You'll need to stay close to the door to ensure
   you hear every word. (This will be checked, indicating its completion.)
2. Find the deposit box key and make an impression of it in wax.
3. Steal at least 1200 in loot from the Mechanists.
4. Don't kill anyone.
5. When you're done, return to the front gates.

Turn so you are facing the stairs. The guard who patrols this area will come by
at the bottom of the stairs, turn around, and head the other way. Before he
arrives, you may want to use a Moss Arrow or two on the metal area where he
will be walking. When he comes by, wait for him to start heading back the way
he came. After he's passed by safely, you can run down and knock him out.

Return to the foot of the stairs, and stand with your back to them. Directly
ahead are some tombstones. Move forward...resting on a tombstone ahead, in the
back row, you'll find another gold hammer (75, Treasure Count: 275). (Perhaps
this is the Hammerite equivalent of putting coppers over the eyes...resting a
gold hammer on the tombstone?)

Turn left, until you can see the lamppost ahead, next to the far end of the
graveyard. Move towards the far end. Again in the back row, the last tombstone
presents another golden hammer (75, Treasure Count: 350). Turn around so you
are facing the metal walkways again. At the far end, you should see a metal
door in the building. (If not, move a bit to the left until you do.)


               ****************************
               * B. Entering the Seminary *
               ****************************

SAVE YOUR GAME! There's still a patrolling rooftop guard to worry about. Move
forward towards the door far ahead. Make sure you aren't walking on the metal
walkways. When you near the door, you may want to take a moment and Moss the
area in front of the door first. When you're satisfied, open the door and enter
the Seminary.

There's a gas lamp buring to your right. You can douse it if you like, but
there's no real need. In this room are two flights of steps leading up. Turn to
the right until you are facing one of these flights, and move forward up the
stairs. Turn left, and move through the door ahead.

Move forward through this room. Near the end, turn right and you'll find a
bookcase secreted in the shadows. On top of it rest three goblets you'll want
to add to your collection (15, 15, 15, Treasure Count: 365, 380, 395). Turn to
the left, and move forward to the top of the stairs in this room. Turn to face
them, and follow them down.

At the bottom, turn left and move towards the table ahead. There is a key
resting on it. If Karras said that the key was "in the acolytes' quarters",
then this is the key you want.

Turn left, and move to the end of the room. Turn left, move forward, and turn
left again. You'll have to crouch to do this part. Move into this crawlspace,
and at the end turn right. Move into the darker area, and shortly you'll be in
a very small area. Turn right, and take the contents of the box you see there
(100, Treasure Count: 495). Then turn left, and continue forward into the
crawlspace again. Turn right when you are able to, and move forward out of the
crawlspace.

Ignore the two chests just here, and instead move to the table ahead, and pick
up the vase (50, Treasure Count: 545). Then turn left and face the dresser.
Another key! If Karras said that the key was "in the guards' quarters", then
this is the key you want.

Turn left, and move to the end of the room. Turn right around so you are facing
up the stairs, and climb them to the top. At the top, turn right around, and
you should see a door ahead at the far side of the room. Move over to it, and
go through it. Ahead is the door you entered the Seminary by. Move forward,
allowing yourself to fall, and go through the door again.

Outside again, turn right. You'll see the metal walkway continuing ahead, and a
small strip of turf to the right of it. Move forward onto that turf, and turn
right ahead. Stay on the turf, and continue forward. (If you find you have
trouble moving forward near the end, it is probably the banner hanging on the
wall. Just pull a bit away from the wall and that should fix things for you.)

Once you've reached the end of the wall, turn right and move forward. AHA! A
ladder!

SAVE YOUR GAME! This part can be a bit tricky. Climb up the ladder, as high as
you can. Then turn right, and wait. There is a patrolling guard up here on the
roof, and if you can't see her yet, she'll be along shortly. If you are high
enough, the game may consider you "off" the ladder and allow you to shoot a
Moss Arrow at the rooftop here. It may help to muffle your stepping onto the
roof. Note the chest on the rooftop ahead, resting against the wall.

Watch the guard until she's got her back to you and walking away. That's when
you move forward off the ladder, up behind her, and knock her out. Your
movements have probably brought you close to, if not past, that chest mentioned
above. Move to the chest and open it. Inside are some gold coins (25, Treasure
Count: 570).

Now turn so you are facing the ladder you climbed up. Ahead to the left is a
crate with a chair next to it. (It may be hard to make out the details...you
may see only some wooden objects. But that's what they are.) Move over to them,
and in one of the crenels in the battlements here you'll find another goblet
(15, Treasure Count: 585). Turn around again. From here, you may be able to see
a door in the nearby wall, but you should definitely see a door ahead, with a
barrel next to it. Move towards that door, and go through it.

Immediately ahead of you there is a table. Sitting on the table is a statuette.
Take it (15, Treasure Count: 600). Turn slightly left, and examine the top of
the empty bookcase. Take the bottle of wine (50, Treasure Count: 650). There's
also another key resting there. If Karras said that they key was "in the shed
atop the acolytes' quarters", then this is the key you want.

Turn around so you are facing the doorway. Ah, there are two chests in here as
well, flanking the doorway! The one on the left contains a Healing Potion. The
one on the right is empty. (There's also a switch to the left of the doorway
that will turn on the lights in here.)

Move through the doorway. In the wall, directly ahead, you should see a closed
door. Move over to it...press yourself right up against it. This will keep you
completely hidden once the door is open.


               **********************
               * C. The Upper Floor *
               **********************

SAVE YOUR GAME! There is a guard that patrols just on the other side of this
door. Open the door, and wait. While you're waiting, take note of the door
across from you, as well as the empty bookcase. You may also want to take this
opportunity to Moss the area ahead, as a precaution. Eventually, a guard will
wander in to view. Wait for her to open the door ahead of you. When she does,
rush up behind her and send her to bed with your Blackjack.

Now turn around and (if necessary) re-enter the hallway you just left. Turn
left, and you'll see a stationary guard looking down into the church below. (If
you can't see her, trying moving a little to the right.) She's quite easy to
sneak up on, so do so, and send her to bed as well.

Now that that guards are taken care of, turn around so that you are facing the
direction you came. Move forward to that bookcase you noted earlier. There's
another statuette sitting on top of it (15, Treasure Count: 665). Now continue
forward past the bookcase, and turn right. Go through the door ahead of you
(this is where you knocked out that first guard up here). Immediately inside,
turn right. There's two bottles of wine (50, 50, Treasure Count: 715, 765) and
another key on the table. If Karras said that the key was "in the office on the
second floor of the church", then this is the key you want.

Turn right, so you are facing a closed door ahead. Note the lamp hanging from
the ceiling in the centre of the room? Move forward until you are standing
under that lamp, then turn right. It may be hard to see, but you're looking at
a ladder. Move forward and hop onto it. Then climb the ladder upwards. When
your head clears the floor in the next room, turn right around. (Note: There's
a lightswitch just above your head here, if you want to turn it on and see the
room more clearly.) You don't even need to get off the ladder to do this part.
Directly in front of you is a chest. Open it to find a jewelled necklace (200,
Treasure Count: 965).

Climb back down the ladder, and hop off. Turn right, and move through the
closed door ahead. (That device on the wall to the right of the door is the
lightswitch for this room.) Once past the door, turn right. Just ahead is
another bookcase, with another statuette on top (15, Treasure Count: 980). See
the stairway leading down, ahead and to your left? Move over to stand at the
top of the stairs.

SAVE YOUR GAME! If this part doesn't work properly, then you'll need to reload.
Get your Invisibility Potion ready. Move down the stairs, and as you near the
bottom, drink your potion. Move forward off the stairs, and turn right. Ahead
of you is a guard standing by the main doors. He makes the church area
difficult to do, as he never turns around or moves. (Note: One time, I DID find
him facing the opposite direction, making it very EASY to do the church area.)
Your potion doesn't last long, so rush up to him and knock him out.

Continue forward, until you find another door, opposite a flight of steps. Turn
left to the door, open it, and go through it.


               *********************
               * D. The Two Towers *
               *********************

SAVE YOUR GAME! Not only would you rather not have to repeat that, but you're
going to try something risky here as well.

Immediately upon entering, turn right. The chest on the floor in front of you
is locked, so pull out those lockpicks and get to work. Inside you'll find some
gold (100, Treasure Count: 1080).

Ahead and slightly left, you'll see a ladder on the wall. Move over to it, and
look up. You want in that room up there, but there are two problems. A guard,
and a burning torch. Unfortunately, THIS torch seems to behave differently from
other torches...you have to hit it dead-on with a Water Arrow to put it out...a
close shot won't do. So, position yourself so that you can see the burning
torch, and shoot a Water Arrow at it.

Unfortunately, this can draw the attention of the guard in that room. And when
you climb up the ladder, you are temporarily visible. So you may want to wait a
short while and give her time to turn around and look in another direction.

Once you're satisfied, hop onto the ladder, and climb up. Keep climbing as far
as you can, and the darkness will conceal you again. If the guard spots
you...well, good thing you saved your game. :)

Turn so the ladder is to your back. This part is also tricky...you have to jump
off the ladder, and either onto the floor in this room, or close enough to the
edge of the hole to mantle up into it. If you fall back down into the room
below, try again.

Once you're safely in the room, turn to the guard, and knock her out. Note that
she has a Healing Potion you can pickpocket either before or after she's
asleep.

(NOTE: From the balcony here, there is a spot on the wall across from it where
you can jump over and mantle up. From there, you can fall into the "outside"
area of the mission and look around.)

Once the guard is taken care of, look around the room for another ladder going
up. Once you've found it, jump onto it and climb up into the next room. Once
there, you'll need to turn and jump again like you did in the room below. Once
safely on solid ground again, turn to face the table in the room. There's a
goblet for you to add to your collection (15, Treasure Count: 1095), and
another key. If Karras said that the key was "in the east tower", then this is
the key you want.

Turn around to face the ladder again. Ignore the chest, it's empty. Hop onto
the ladder, and work your way back down into the room below. Turn so you're
facing the balcony, and hop off the ladder. Then, turn left. There's a closed
door ahead. (Right now, the balcony should be to your right. If it isn't, then
you're facing the wrong door. Fix your heading.) Move through the door into a
narrow corridor. Open the door at the far end, but don't go through it just
yet.

SAVE YOUR GAME! Another tricky part. This is another balcony/watchtower room
like the last one. What you need to do is position yourself so that you can
lean out to the left and look past the door at the burning torch, without the
guard seeing you. Then you can shoot a Water Arrow at the torch safely.
Unfortunately, even with the torch out this room is rather well lit, so you
need to make sure the guard is looking away. Once she is, enter the room, sneak
up behind her, and blackjack her.

Once she's out, turn so your back is to the balcony. You'll be facing a ladder
going up. Before ascending however, note the bookcase to the right of the
ladder. Take the golden candlestick sitting on top of it (50, Treasure Count:
1145). Now, climb the ladder up into the next room. When you get to the top,
you'll need to jump off like you've been doing for the past couple of rooms.

Once again, you'll find a table in this room with a goblet on it (15, Treasure
Count: 1160) and another key. If Karras said the key was "in the west tower",
then this is the key you want. Once again, ignore the chest...it's empty.

Once you're finished up here, turn back to the ladder, and climb back down into
the previous room. Once there, look around for another ladder going down. Hop
on, and climb down. Note while you're climb down that there's a table beneath
you. Resting on one of the corners near you is a purse (50, Treasure Count:
1210). Once you've got the the purse, look around the room for the door. Move
over to it. (If you're still on the ladder, jump off it and then move over to
the door.)


               *****************
               * E. The Church *
               *****************

SAVE YOUR GAME! This next part should go off smoothly, but best to be prepared.
Open the door ahead. Ahead and to your right is a flight of stairs leading up.
Ahead and to the left is the church proper. Ignore the stairs. Move forward,
angling yourself slightly so that you enter the church.

Uh-oh, there's a guard ahead. Fortunately, this is another of those stationary
guards that never changes his facing. You can sneak up behind him easily (using
Moss Arrows on the ground ahead if you feel you need the extra security). Do
so, and knock him out.

Continue forward past where the guard was standing, moving so the large column
ahead passes by on your left. Once past it, turn left, and move forward. Once
you're past the column again, turn left again.

Ahead of you is the pulpit. Move forward into it. On two corners of the pulpit
area you'll find a golden candlestick (50, 50, Treasure Count: 1260, 1310).
Inside the pulpit itself is another goblet (15, Treasure Count: 1325) and a
vase (50, Treasure Count: 1375). There is also another key. If Karras said that
the key was "at the pulpit in the church", then this is the key you want.

Once you've retrieved everything you need, turn so the pulpit is to your back,
and move forward past the two columns. (Note: That device on the wall ahead
will turn on the lights in the church if you activate it.) Turn right. You
should be facing a door ahead of you, and notice another door in the column,
ahead to your right. Move forward until you are standing before the column,
then turn right and open the door. Inside is another key. If Karras said that
the key was "in a closet near the pulpit", then this is the key you want. Also,
under the table here is a small pan. Take it as well (10, Treasure Count:
1385).

Back out of the closet, and turn left. You should be facing that other door
again. Move forward slightly so that you pass by the column to your right, then
turn right.

There's another door ahead. Move over to it, open it, and descend the flight of
stairs revealed behind it. At the bottom, turn right and face another door.

(NOTE: If you want to see the large version of the Iron Beast, go through that
door in the church that we ignored. It's just outside.)


               ********************
               * F. The Catacombs *
               ********************

SAVE YOUR GAME! You're about to enter the catacombs, where two Hammer
Haunts...umm...well...haunt. Pick the lock on the door, then move forward into
the catacombs. Move forward as far as you can, then turn right, ready your
Sword, and wait. Eventually, one of the Hammer Haunts will enter from your
left, and almost immediately turn his back to you and continue his patrol. Once
his back is to you, move in behind him and kill him. You MUST use a powerful
downstroke, not one of the weaker side-slashes, to kill him with a single blow!
(You may want to sprinkle the area with a bit of Moss before he shows up, just
in case.)

From the position where you were waiting for the Haunt, continue forward (from
the same facing) as far as you can, then turn right. Move forward into the
small alcove ahead. Look at the floor. Near the skull, someone has dropped a
purse (50, Treasure Count: 1435).

Turn right around, and move forward back into the previous room. Turn left, and
examine the bier. There is a gold hammer resting on it (75, Treasure Count:
1510). Turn right, and move through the archway ahead. In the corner opposite
the one you are in are two exits. Move towards them, and go through the right
exit. You should now be in a room with a dead Mechanist (don't worry, he really
is dead). The body has another key on it. Continue forward through the room,
and turn left. Inside this niche is a small statuette (15, Treasure Count:
1525). Turn around so your back is to the table the statuette was resting on,
and move forward. Continue past the Mechanist's body and into the next room.

TREAD CAREFULLY! Although the other Haunt doesn't patrol into this room, his
patrol brings him to a point where he may be able to look into it! In the wall
ahead is an archway leading into a dark room. Move towards it, but stay to the
left of it. Then turn left. In the box in front of you you'll find another
jewelled necklace (200, Treasure Count: 1725). Now turn right around so the box
is behind you.

SAVE YOUR GAME! Time to take out the other Haunt. There's a torch burning on
the wall in this room. Use a Water Arrow to extinguish it. You should now have
no trouble with keeping out of sight. Move forward slightly, then turn left and
enter the next room.

This appears to have once been a torture chamber (ah, those Hammerites! How can
you not love them?). There is another exit in the corner opposite the one you
are in now. That is the one that the Haunt will enter through. He will come in,
walk straight for the iron maiden, then turn around and walk out again. Wait
for him, and after he's turned around, smack him with your Sword.

SAVE YOUR GAME! No real reason...I just hate undead. Any undead death warrants
a saved game, as far as I'm concerned. Don't want to fight them a second time
if I can help it!

Sitting on the floor next to the iron maiden is a locked chest. There's a
Healing Potion inside, if you want or need it.

Make your way over to the exit the Hammer Haunt used, and go through it. Turn
right, move into the next room, then turn left. Move forward into another small
room, turn left, and open the chest to get a golden goblet (25, Treasure Count:
1750). Turn left, and move forward. Continue forward as far as you can, then
turn left. Move into the next room, and turn right. Ahead of you is two
alcoves, each with a chest. The chest on the left holds a few copper coins (5,
Treasure Count: 1755). The chest on the right holds a holy symbol (which is
completely USELESS against these undead!). Leave this room the way you came in.

Turn right, and move into the next room. Turn right, and move forward as far as
you can, then turn right again. Move into the next room, continue forward past
the bier on your left. Then turn left. The chest in the niche ahead holds a
gold hammer (75, Treasure Count: 1830).

Back out of the niche, and turn right. Move forward as far as you can again,
and turn right. Aha! A ladder! Hop on, and climb up out of the catacombs. At
the top of the ladder, turn right around and jump off.

(Note: There is a chest in the room you just vacated, but it is empty.)

SAVE YOUR GAME! Again, just a precaution. You're standing next to another bier.
At the foot of this one on the floor you'll find a stack of gold coins (25,
Treasure Count: 1855), and two stacks of silver coins (12, 12, Treasure Count:
1867, 1879).

Move around the items in this room until you get to the door. Go through it.
Directly ahead is another door. Go through it as well. Continue to the far end
of this room, and turn left. The chest on the floor holds another gold hammer
(75, Treasure Count: 1954).

Turn left, and move through the door ahead. Continue on through the next door
as well, move around the bier at the far end, and climb back down the ladder
into the catacombs. At the bottom of the ladder, turn and move through the exit
in the corner opposite the one with the ladder. Continue forward through this
room, and the next one. In the third room (the first room past the ladder room
that doesn't have a bier in it), turn left. Move forward as far as you can,
then turn right. Move forward into the next room, turn left, move through the
archway ahead into the next room, turn right, and move forward once more into
one last room. You should be in a room with a burning torch and a locked door.


               ***********************
               * G. The Factory Area *
               ***********************

SAVE YOUR GAME! Another tricky part here. You've got to wait out two
Mechanists. While you're waiting, use a Water Arrow on the torch on this room.
Then pick the lock on the door here. When its open, you can edge yourself a bit
out into the next room and see a gas lamp burning to the right. Use your Water
Arrows to darken things a bit, then wait for the two Mechanists to finish.
They'll start their patrols when they've finished talking. They will come from
your left and exit the room to your right. Wait for them to move by, then move
in behind and knock them out. (Remember to wait...don't try knocking out the
first one you see, as the second one is right behind!)

When both of them are knocked out, turn around and move forward through the
doorway they came in through. You'll be looking in a workshop type area. There
is a small version of the Iron Beast patrolling this area, but he should be
safe to leave alone. (If you feel otherwise, shoot a Water Arrow into its
boiler.)

(NOTE: Sometimes, for reasons I do not know, the Iron Beast in this room will
have gotten himself stuck on top of a workbench. If you can't find it
patrolling, check this out.)

There is a workbench in the first factory area that contains two Water Arrows
and a Scouting Orb. (If the Iron Beast is stuck on a bench in this first area,
you may have trouble seeing the Scouting Orb.)

From the entrance into this area, move forward as far as you can, to another
workbench. This one holds yet another key. If Karras said that the key was "in
the factory area", then this is the key you want. (If the Iron Beast is stuck
on this bench, you may have trouble seeing the key.)

Turn right, and move forward to the end of the room. Turn right, and move
forward to the end again. Turn left, and move into a new room.

This is the wax press room. The yellow object ahead on the machine is the wax
press. Get the Safety Deposit Box Key in your inventory, and use it on the wax
press as if it was a door you needed to unlock. You'll create an impression of
the key in the wax. When you do this, your mission objectives will change:

1. Be in position to overhear the Sheriff's conversation when the church
   bells toll midnight. You'll need to stay close to the door to ensure
   you hear every word. (This will be checked, indicating its completion.)
2. Find the deposit box key and make an impression of it in wax. (This
   will also be checked.)
3. Take the wax key impression with you. You can make a copy later, after
   you leave the seminary.
4. Steal at least 1200 in loot from the Mechanists. (Checked as well.)
5. Don't kill anyone.
6. When you're done, return to the front gates.

Now, how to take it with you? Turn left. On the bench underneath the wax-press
instructions is a putty knife. Pick it up, then turn back to the wax press. Use
the putty knife on the wax, and you'll remove the key imprint and put it in
your inventory. When you do this, your mission objectives will change again:

1. Be in position to overhear the Sheriff's conversation when the church
   bells toll midnight. You'll need to stay close to the door to ensure
   you hear every word. (This will be checked, indicating its completion.)
2. Find the deposit box key and make an impression of it in wax. (This
   will also be checked.)
3. Take the wax key impression with you. You can make a copy later, after
   you leave the seminary. (This will be checked as well.)
4. Bring the original key back to the place you found it so the
   Mechanists don't realize you've stolen it.
5. Steal at least 1200 in loot from the Mechanists. (Checked as well.)
6. Don't kill anyone.
7. When you're done, return to the front gates.

Turn around so your back is to the wax press machine and you're facing the
archway you came in by. NOW...things get interesting.

(Note: When you are told to drop the Safety Deposit Box key, make sure you hear
the music and see the "Objective Complete" message, or else you dropped it in
the wrong place. If you have Objective Notification turned off, check your
mission objectives to make sure item 4 (shown above) is checked off before
continuing. Drop the key by selecting it in your inventory and hitting your
drop key.)


               ***************************
               * H. Leaving the Seminary *
               ***************************

SAVE YOUR GAME! You're about to finish things off, so let's keep playing it
safe. Move through the archway ahead, and turn right.

*** If the Safety Deposit Box key was in the factory area, drop it here!

Move forward as far as you can, then turn left, and move to the end of the
room. Turn left again, and move through the next room and through the archway
at the other end. Angle yourself slightly to the left and move ahead through
the archway at the other end of this small room. Then turn left, and move into
the stairwell. Crouch down, and move under the stairwell, and turn right.
There's a statuette fallen under the stairs (15, Treasure Count: 1969). Back
out from under the stairs, turn right, and move forward slightly. Stand up
again, turn right around so you're facing the stairs, and climb the spiral
staircase all the way to the top.

At the top of the stairs, move forward into the room ahead. There are two
staircases leading up in this room. Move forward so you are standing in between
these two staircases, looking down the hall with the chairs in it.

*** If the Safety Deposit Box key was in the acolyte's quarters, turn right,
climb the stairs ahead, and at the top turn left. Go through the door ahead
(either open or closed, depending on how you left it). Once inside the room,
drop the key. Then turn around and leave the room the way you came in. Turn
right, climb the stairs down, and turn right again so you are looking down the
hall with the chairs.

*** If the Safety Deposit Box key was in the guards' quarters, turn left, climb
the stairs ahead, and at the top turn right. Go through the door ahead (either
open or closed, depending on how you left it). Once inside the room, drop the
key. Then turn around and leave the room the way you came in. Turn left, climb
down the stairs, and turn left again so you are looking down the hall with the
chairs.

Move forward down the hall, and stop at the second chair on your left. Turn to
the left and look at the chair. There's a purse here (25, Treasure Count:
1994). Turn right, and continue down the hall. Move through the archway ahead,
and go through the door ahead in the next room. Once you are in the room and
past the door, turn right, looking down one of the side aisles in the church.

*** If the Safety Deposit Box key was at the pulpit in the church, drop it
here!

*** If the Safety Deposit Box key was in a closet near the pulpit, turn left
and move forward, past the first door on your right, past the pulpit, and
stopping when you reach the second door on your right. Turn right, and go
through the door (either open or closed, depending on how you left it). Drop
the key, then back out of the closet and turn right. Move forward, past the
pulpit and past the next door on your left, then turn left, so you are once
more facing down the side aisle of the church.

Move forward down the church aisle, with the pews passing by on your left. When
you get about halfway past the pews, stop and turn left. On the floor between
two pews there is a scroll and a bracelet someone has dropped. Move forward and
pick up the bracelet (125, Treasure Count: 2119).

(At this point, you really shouldn't need to worry about walking on metal, but
if you still are a bit squeamish, feel free to use any remaining Moss Arrows on
the metal walkways.)

Continue forward until you are standing in the middle aisle of the church, and
turn right. Move forward down the aisle, stopping just before stepping off the
metal walkway.

*** If the Safety Deposit Box key was in the west tower, turn left and move
forward until you reach the door ahead to your right. Turn right and move
through the door ahead (open or closed, depending on how you left it). Turn
left and move over to the ladder. Hop onto it and climb it up to the next room.
Turn around and jump off the ladder, then turn right. Move onto the second
ladder, and climb it up to the next room. Turn around and jump off the ladder.
Drop your key in this room (make sure it doesn't fall down the hole back to the
bottom of the ladder), then turn and climb the ladder back down to the previous
room. Turn around and hop off the ladder, then turn left, and climb the other
ladder back down to the room below. Hop off the ladder, and look around for the
door. Move over to it and go through it, then turn left. Move forward until you
are standing back on the metal walkway at the intersection at the centre aisle,
and turn left.

*** If the Safety Deposit Box key was in the east tower, turn right and move
forward until you reach the door ahead to your left. Turn left and move through
the door ahead (open or closed, depending on how you left it). Turn right and
move over to the ladder. Hop onto it and climb it up to the next room. Turn
around and jump off the ladder, then turn left. Move onto the second ladder,
and climb it up to the next room. Turn around and jump off the ladder. Drop
your key in this room (make sure it doesn't fall down the hole back to the
bottom of the ladder), then turn and climb the ladder back down to the previous
room. Turn around and hop off the ladder, then turn right, and climb the other
ladder back down to the room below. Hop off the ladder, and look around for the
door. Move over to it and go through it, then turn right. Move forward until
you are standing back on the metal walkway at the intersection at the centre
aisle, and turn right.

*** If the Safety Deposit Box key was in the office on the second floor of the
church, turn right and move forward as far as you can, then turn right and
climb the stairs to the top. Continue forward about as far as you can, turn
right, and move forward through the door ahead (either open or closed,
depending on how you left it). Drop the key here, then turn around and exit the
room the way you entered. Turn left, and move forward, climbing down the stairs
when you reach them. At the bottom, turn left and move forward until you are
standing back on the metal walkway at the intersection at the centre aisle, and
turn right.

*** If the Safety Deposit Box key was in the shed atop the acolytes' quarters,
turn right and move forward as far as you can, then turn right and climb the
stairs to the top. Continue forward about as far as you can, turn left, and
move forward through the door ahead (either open or closed, depending on how
you left it). Continue forward through the doorway ahead, into the small shed.
Drop the key here, then turn around and exit the room the way you entered.
Continue forward through the door ahead, and once back inside, turn right, and
move forward, climbing down the stairs when you reach them. At the bottom, turn
left and move forward until you are standing back on the metal walkway at the
intersection at the centre aisle, and turn right.

SAVE YOUR GAME! Now that you've safely returned the key, it's time to leave.
Move forward towards the doors ahead. They are locked, and you can't pick
them...but one of those keys you picked up will unlock them. Try them out, and
when the door unlocks, move through it. Once you're through, your mission is
finished. Congratulations! You've uncovered the plans of Karras and the
Sheriff!


Section 11: Input From Other Taffers
====================================
This is the spot where I will be acknowledging the input from others (sort of a
"Contributors" section).

Each person's information is incorporated directly into the FAQ, in the
relevant position. That person is then credited here, and a brief note on what
they contributed will be listed.

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

1) If you want to be credited or not,
2) What name you would like me to use to credit you,
3) If it's okay to include your email address in the credit.

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

NOTE: Any information that a person provided to me for the Thief Gold FAQ that
is relevant to this FAQ has been carried over. I've done my best to keep their
credit here. If I've mistakenly missed giving you the proper credit, please let
me know and I'll do my best to correct the error.


Psonyk ([email protected])
     - Provided information on Mines

Bastage ([email protected])
     - Improved information on blackjacking humans

Prodigy^ ([email protected])
     - Revealed you can outrun your Fire Arrows
     - Provided further information regarding Moss Arrows

Downsider ([email protected])
     - "chain reaction" with Explosive Mines

Kronir ([email protected])
     - provided "user.cfg" cheats

Milen Kirilov ([email protected])
     - Revealed that Flares re-light torches

Acidic Death ([email protected])
     - Provided alternate "Slow-fall" method of finding the Easter Egg
       in Mission Three (Framed)


Section 12: Thief II Sites On The Internet
==========================================
The following sites are what I have found on the Internet for Thief II: The
Metal Age. If your site is included here and you want it removed, simply
contact me via email stating your wish to have the site removed, and WHICH site
it is you are referring to. If you would like your Thief II site mentioned
here, please email me (at [email protected]) with the pertinent information.

NOTE: This information is in dire need of updating. I have not had the time to
search the net for sites, so if anyone out there can send me any addresses they
have, it would be greatly appreciated.

Thief Underground - This particular link leads to information regarding Thief
3. While there doesn't appear to be much solid information there at the moment,
this seems like a good place to keep an eye on for future news.
     http://www.3dactionplanet.com/thief/games/t3/index.asp

Thief-TheCircle.com: This is THE place to go for anything Thief related. News,
desktop themes, wallpaper, fanworks, and more!
     http://www.thief-thecircle.com/

Lytha's Web Site - Thief Collection and more: I was thoroughly pleased when I
discovered this gem of a site...it has everything an aspiring taffer could hope
for! The Loot Lists section alone is a gift from The Builder himself! (Covers
both Thief Gold and Thief II, Thief II sections still under construction.)
     http://www.lytha.com

The Keeper's Library - I haven't checked this one out myself yet, but intend to
soon! (NOTE: If you are viewing this in a viewer that underlines hypertext
links, there is an UNDERSCORE between "keepers" and "library" in the link
below.)
     http://go.to/keepers_library

PVP Online.com - This is a "daily online comic strip", which did a short run of
Thief comics. They are pretty funny, and some of the other stuff I've looked at
on their site is worth a gander too! This link takes you to the first of the
Thief comics. Just click on "Next Strip" to see the next one, and continue
until you're bored!
     http://www.pvponline.com/archive.php3?archive=20000605


Section 13: Version History
===========================
NOTE: All references in the version history to specific section numbers are
referring to sections numbers AT THAT TIME! In many cases, these section
numbers have changed with subsequent releases.


1.0  -- First release of this FAQ. Included only the first mission
        (Running Interference).
1.2  -- Updated the first mission's walkthrough (Running Interference)
        to coincide with the patched version of the game.
1.3  -- Updated information on Flares (section 4.13.11); fixed a lot of
        spelling errors; added Section 1.2: The Demise of Looking Glass
        Studios; updated "cheats" section (4.14).
1.4  -- More corrections made to the walkthrough for Mission One
        (Running Interference).
1.8  -- Added walkthrough for Mission Two (Shipping ... and Receiving).
2.3  -- Started adding "Total Pockets To Pick" and "Bonus Objective" to
        the opening section of each walkthrough; added Scouting Orbs to
        the Arsenal section; updated entry on Noisemaker Arrows
        (Section 4.13.9); Added Watchers and Spiders to the Enemies
        section; completed entries for Slow-fall and Invisibility
        Potions; updated information on Flares (section 4.13.11);
        Renamed Section 7; NEW EMAIL ADDRESS AND ICQ # ADDED!
2.7  -- Added walkthrough for Mission Three (Framed).
3.0  -- Made an addition to the "What You'll Encounter" area for
        Mission Two (Shipping ... and Receiving); added Cannons and
        Rats to the Enemies section.
3.4  -- Added walkthrough for Mission Four (Ambush!).
3.7  -- Added Section 4.12: Falling; Updated the entry on Human Guards
        (4.13.1); slight addition and correction to Mission Two
        (Shipping ... and Receiving); added more information to the
        Blackjack (Section 4.14.2); added more information on the
        Easter Egg in Mission Three (Framed); started seperating items
        in Section 1 (The Latest From Taffer) with rows of stars, for
        clarity.
3.9  -- Added entry for the first cutscene (Revelations).
4.3  -- Added walkthrough for Missing Five (Eavesdropping).
4.8  -- Added Fly Swarms, Iron Beasts, Servants, and Hammer Haunts to
        the Enemies section; Updated the entry on Watchers (4.13.2)
        and Fire Arrows (4.14.5).
5.0  -- Completed the prophecy in the first cutscene; added Section
        9.1: The Prophecy.


Not all versions of this FAQ have been made available to the public. The only
versions to have ever been released are: 1.0, 2.3, 3.0, 3.9, and 5.0.


Section 14: Disclaimer
======================
Most of this section is taken from the Hellfire FAQ written by by Joseph
Christopher {[email protected]}, and is used here with permission.
While most of this portion has not proven to be necessary, seeing it in his
document made me think it would be a good idea to include it in mine. (Please
note I said MOST of this portion has not proven to be necessary...parts of it
have, which is why I went looking for information such as this.)


1) I, Adam Gilchrist, the author of this document, am not in any way liable for
any harm that anybody thinks came from reading this document. Examples of this
harm include physical ones, such as getting mauled by someone who lost to you
via a technique found in this document, and emotional ones, such as
experiencing humiliation upon the use or most likely misuse of yet another
technique found in this document.

2) If this document was accessed from a source other than www.gamefaqs.com,
there is a chance that it is not up to date. You must therefore attempt to
access and read the latest version of this document first at the said web site
before sending in any comments, suggestions, and/or corrections. (This includes
telling me that such-and-such a website has an incomplete version. I am not
responsible for the content or any maintenaince on anyone else's website.)

3) This document is not to be profited from---directly, indirectly, or in
whatever other way possible. By directly I mean earning less than, equal to, or
greater than a cent's worth in cash, items, or services in exchange for part of
or all the contents of this document. On the other hand, by indirectly I mean
using a part of or all the contents of this document as a convincing factor for
the purchase of another product thus directly or again indirectly yielding
profit.

4) You will not use even a single phrase, sentence, or concept found anywhere
in this document on your own work, even if you expressed it in your own words,
without at the very least giving me, Adam Gilchrist, the author of this
document, full credit for it. If you in any way incorporated even a very minute
part of the strategies found in this document with your own in your work, then
you must at the very least give me partial credit for it.

5) Webmasters, web page contibutors, and all similar personnel wishing to post
this document on any other website, you must read and abide by this disclaimer
as well as the copyright information provided at the end of this document.
Keeping this document as updated as it is at www.gamefaqs.com is preferable,
though not required.

6) Ignorance of the law excuses no one, therefore if ever anything unlawful is
done to this document and/or to me, its author, the appropriate legal actions
will be taken. If at any point you disagree with this or any of the above
statements, delete this document immediately and discard any help it has done
for you.


Section 15: Endnotes And Copyright Notice
=========================================
Please send all comments, suggestions, praise, love letters, job offers
(ESPECIALLY the job offers...Prima, why haven't you contacted me? {g}), etc.
to: [email protected]

Feedback is greatly appreciated. In particular, what you liked, disliked, what
could have been done better, alternate ways around problems, spelling errors
you spotted that I didn't, the correct names for items/treasures I may have not
recognized properly, etc. Anything that you feel will make the next version of
the FAQ and/or Companion Guide better and/or more complete and accurate.



This document is copyright July 2001 Adam Gilchrist. Permission is granted to
reproduce and distribute it freely, in whole or in part, provided that:

i) the reproduced portion(s) remain(s) unmodified,
ii) the original author (Adam Gilchrist) is credited,
iii) no profit is made from the usage of the reproduced portion(s) or
     their distribution,
iv) if being reproduced for other than personal use, the information on
    how to contact the original author is included,
v) you read/have read, and agree to abide by, the Disclaimer section of
   this document,
vi) you read/have read, and agree to abide by, this copyright notice,
vii) the Disclaimer section is included in its entirety (permission is
     granted to change the section number of the Disclaimer section, to
     allow continuity for those who are not reproducing the entire
     document),
viii) this copyright notice is included in its entirety.


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

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