Thief: The Dark Project
PC
Warning: The following walkthrough will help you solve Thief. Please, DO NOT READ FROM START TO FINISH. You'll just ruin the game. Of course, a vile rapscallion like you probably doesn't heed warnings. Be careful, or I'll have your head, knave.
Lord Bafford's Manor
Using the Sewers to Get In
Use this ladder down to the sewers to get into Bafford's Manor.
>From the start of the mission, walk forward. You'll soon be in an open area
with a large building ahead and to the right. That's the house you'll be breaking
into. If you continue walking straight ahead, you'll see the front entrance
and the three guards stationed there. To find the sewers, though, turn to the
right and walk around the house. You'll see an entrance to the sewer, which
appears as a hole in the ground with a ladder leading down. Pass up this entrance
and the one in the distance ahead. When you pass the first sewer entrance, keep
an eye out for the next left turn. Take it and continue walking forward. You'll
pass through a gateway, and to your right will be a third ladder leading down.
This is the one you want.
At the bottom of the ladder, turn right. You'll see several corridors in front
of you. You want the one on the right. As you turn right, you'll see a door
almost immediately. Open it and walk in. Flip the switch on the back wall and
leave this small room. Walk out and turn right, and turn right again. The switch
just opened the grate that was here. Walk through to the ladder and climb up.
There is a guard stationed here. You need to get the key hanging on his left
hip. This will open the door he's guarding. Once the door is open, walk in and
jump down the well.
The Well and the Basement
Keep your eye on this window slit for the guard. When he walks past headed to
the right, the coast is clear.
Swim until you come to the large round area with water trickling down from the
ceiling. Continue until you come to an area off to the right with dry land.
Walk up and into the basement of Bafford's Manor. You'll be in a storeroom.
Go to the door, open it and proceed into the next area. It's another storeroom.
Walk cautiously in here, because there's a guard close by. Move in and very
carefully approach the window slit at the far side of the room. You'll eventually
see a guard walking past on his rounds. When he walks by headed toward your
right, he's going away from your path, and it's safe to move. Go through the
opening and turn right, walking all the way to the end of the corridor. Take
another right turn, and eventually you'll find yourself in another group of
storage rooms.
If you look to the left as you enter the first room, you'll see a guard standing
watch over an exit in the distance. You need to get through that doorway. Walk
around in these storerooms and line up a good close shot on the guard. An arrow
to the neck will put him out of commission permanently and allow you access
to the stairs leading up to the main floor of Bafford's Manor.
On the First Floor
There are no guards near this first area on the ground floor, but there are
a few servants. Walk out the door and turn right. Go past the first branch off
to your right and keep walking past the room with the sleeping servant. Take
the right turn just after this room and walk all the way to the end of the hall.
Once here, turn left and follow the hallway until it ends in a reddish door.
Head into this next area carefully. You want to walk out the opposite end of
this oddly shaped corridor and take a quick left. There's an open hallway here,
with a set of stairs to your immediate left. Ignore these and walk forward until
you reach another set of stairs to the left. Take these up to the next room,
and take the next flight of stairs up as well. This will take you to a tower
room over the second level. Walk down the other staircase from this room to
reach the second floor of the Manor.
On the Second Floor
Walk through the covered corridor to the door at the end. It will be to your
right as you exit the tower. The room beyond is a library. Scout around for
trinkets, then open the door opposite the one you entered and step very carefully
into the hallway beyond.
Two guards are patrolling this hallway, both walking in a counterclockwise
pattern. You've entered the hallway from a door that they don't see as they
make their normal rounds. Sit and wait quietly as the guards pass. Just as the
first guard gets to the end of the hallway and turns left, the second guard
will appear. You need the key he is carrying on his belt. Whether you get it
by killing him or by cautiously picking his pocket is immaterial. When he is
dead or when he has turned the corner at the end of the hall, move forward to
the alcove on your right. Pass by the door. There's a set of stairs leading
down to a small room with a door on each side. Open either one.
In the next room, there is a single guard. Drop him with a well-placed. The
scepter is hanging on a pair of hooks behind the throne in this treasury.
Getting Out
You'll leave a different way. Walk out of the throne room and back into the
hallway. Turn right and take another right at the next door. This is Bafford's
bedroom. When you've collected all the trinkets, go back to the hallway and
turn right again. This time, go past the corridor branch to the left and open
the door in the left wall at the end of the corridor. Walk to the other end
of the library.
Take the first staircase to your right. Go up, then head down the other staircase
once you get there. Head down the next staircase back to level one. Sneak out
of the stairwell and turn left. Take the next left you can, and walk until you
see the switch sitting against one of the pillars. Throw the switch to open
the nearby gate back to the outside and leave.
Break from Cragscleft Prison
The Mines
Walk over to the large depression in the ground and jump in. There's really
only one path you can swim, so take it. This will take you into the mines themselves.
You'll be starting on the level next to the bottom. Crawl out of the water and
walk forward, following the mine cart tracks. Walk around the deadfall and into
the mines proper.
Ahead of you is a corpse surrounded by a cloud of insects. Avoid both and continue
to walk straight ahead down the tracks. After you take a few steps, the corridor
will branch. Take the short right branch, and when it stops, head to the left.
This corridor opens into a larger area with a pair of corridors running left
and right. Take the closest one on the right.
If you're quick, you should be able to jump into the area in the right wall
before the zombie has time to notice you and react.
You'll soon come to an open area with a device at the back of the room. Move
in and, avoiding the zombie, jump onto the ledge in the wall on the right. Crawl
up this incline until you reach the end. It opens up into a small room with
three bodies, one of which is a zombie.
Come out of the tube and go straight ahead, hugging the left wall. In the corner,
there is another ledge to jump onto and crawl up. This will lead you eventually
to a high room with a destroyed bridge. There's no way to repair the bridge,
so you need to find another way across. Look to the left and jump down onto
the narrow ledge. Follow it around the area to the other side of the broken
bridge.
Climb up onto the other half of the destroyed bridge, then get on the railing.
From here, mantle up to the corridor that lies above this bridge. Walk up the
incline and take a quick look around. To your left is a device for calling up
an elevator. To your right is a zombie surrounded by another cloud of insects.
Click on the top button of the device to call the elevator up to this level,
then run past the zombie down the corridor to the right. If you're quick, it
won't get a shot in on you and it won't be able to keep up with you after you
get past it.
Run straight ahead until this corridor ends, then turn right. Follow the tracks
around. Keep going straight ahead until you come to an open area with a ladder
on the right side. Go through the nearby doorway. Jump up on the small rise.
Walk to the left of the fallen beam and onto the paved area. The first right
leads to the stairway up to the factory, but it's guarded by a pair of Hammerite
guards. Slay them with arrows while hiding. You must be very careful moving
through this area, because a few active zombies are still on this level.
Sneaking through the Factory
Start through the factory by walking forward to the two doors. Move through
the door on the right, through the machine room. Sneak by the guard and go through
the machine room to the corridor beyond. Once you get there, follow the hallway
to the right and take the first branch to the right. Take this into the factory
itself.
You'll enter the factory from a catwalk above the factory. Follow the wooden
catwalk all the way around to the end and take the stairs down. Sneak past the
Hammerite that is manufacturing weapons here. Be patient and move very slowly,
and he won't catch sight of you. Beyond him and to the right is the entrance
to the prison level.
The Prison Level and Cutty
As you come to the prison level, you'll hear a pair of Hammerites talking about
Cutty in cell block 4. Crouch down and sneak in, staying in the shadows. After
a few moments, one of the guards will walk past you, giving you the opportunity
to steal the key on his belt. Do so, and let him walk on. When he is gone, carefully
sneak past the guard that is still here and move into the prison proper.
Follow the sign toward cell blocks 3 and 4. You'll come to another guard. Again,
by staying crouched in the shadows and moving very carefully, you should be
able to get past him and up the stairs. Go left here toward cell block 4.
You're on the bottom floor of the cell block and must make it inside to get
to the top. Kill the guard with an arrow, then go through the cell block into
the corridor beyond. Hide in the shadows here and wait for the Hammerite to
pass, then run in and go all the way to the back of the top floor. Flip the
bottom left switch to open the door to Cutty's cell. Now get back down the stairs,
again hiding in the shadows to avoid being seen by the Hammerites. As you leave
the corridor, Cutty will be in the first cell on your left.
Unfortunately for you, Cutty is in no shape to travel. As a way of paying you
for the Bafford job, he'll tell you that another thief, Felix, has made plans
to find and steal the Horn of Quintus. The Hammerites have taken his notes and
put them in their evidence box in the officers' quarters. Cutty then dies, and
your objectives change. You must get those plans to get out successfully.
Issyt and Getting to the Officers' Quarters
You now need to get to the barracks, located the next level up. From the bottom
floor of cell block 4, look to the right. There's an open area here with a Hammerite
guard. Use a noisemaker arrow to distract him, and when he goes away, go diagonally
through the room and over to the ground floor of cell block 1. Kill the guard
at the back of this cell block to gain entrance.
Issyt's remains are in cell block 1 on the top level.
Issyt's remains are on the second floor, in the second cell from the back. Flip
the switch next to the bottom one on the right to open the cell door and look
in. One of Issyt's hands is your Hand of Glory, so grab it. Then return to the
first level and walk back as if you were going to head back down the cell block.
Instead, turn left and follow the sign up to the barracks level. The stairway
is unguarded, so you shouldn't have much trouble getting there.
Finding the Map
At the top of the stairs, you'll find a large open room with a guard patrolling
it. Avoid this for now, instead going straight down the hallway. There are two
doors to the right worth investigating. Behind each is a chest. The first holds
100 gold worth of treasure, while the second holds 10 arrows. Collect both,
then hide in the room to the left to avoid detection from the patrolling guard.
Sneak back the way you came in, toward the main room. Move in and sit tight,
waiting for the patrolling guard to wander past. When he does, move forward
and take the corridor to the right, going up the stairs on the right. At the
top are the officers' quarters. Move straight ahead until the corridor ends,
then turn left. Go to the door here and open it, and open the door to the immediate
right. Follow this corridor to the door at the end, open it, and walk through.
Now crouch down.
There is a wandering guard here who shouldn't see you. He's walking up and
down the path to the left. You want to steal the key off his belt when he gets
close. Grab it, then head back the way you came. Now look around. Explore this
office until you find the cabinet. Use the key you just stole to open it and
grab the treasure here as well as Felix's notes. Then go back down to the prison
level.
Getting Out
Follow the signs back to the factory. Use your map to keep yourself on course.
You'll be sneaking past several guards as you head out of the prison level.
In the factory, you'll simply be retracing the steps that you made going through
the other way. Your objective is to get back to the top level of the mines,
then to get back to the elevator you called up when you first came by this way.
Follow your original path back to the mines, and move past the zombie to get
to the elevator. Hit the second button from the top to drop the elevator down
to the third level of the mines.
Now turn left. There's only one path to follow, so wander down the hallway
until you reach the ladder. Climb down the ladder and jump down to the next
level. Follow the corridor here until you spot the switch on the wall. Flip
it, and it will open a grating to your right. Walk through this opening, and
you'll be back outside, on a plateau just above where you started this level.
Down in the Bonehoard
The First Catacombs
You start outside the Bonehoard with the entrance in front of you. The dead
body on the ground is a zombie that will rise up and attack if you get too close,
so avoid it entirely as you walk to the opening. Climb down here and follow
the tunnel to the open area with the rope hanging down.
Climb down this rope and into the upper catacombs. You'll need to watch out
for zombies at all times.
You'll have to jump to this rope and start shinnying down, but don't go too
fast. There is a very active, very angry zombie waiting for you on the ground
floor, although it doesn't see you yet. If you look around, you'll see some
ledges against one of the walls. Jump from the rope to the middle ledge, then
hop down to the next one and turn to face the room. You'll notice a passage
on the left side of the room. When the zombie has its back turned, jump down
and run through that opening, make a hard turn to the left, and run up the stairs.
At the top of the stairs, turn right and follow the hallway around. It ends
in a short ramp that will drop you down to a lower floor. Slide down the ramp
and turn left when you reach the bottom. Walk forward into the large room and
head to the right, going out the other passage here. Take the first set of stairs
up that you find. Continue following the passage at the top of the stairs. It
branches to the left at one point. Continue forward until you come to the crypt
area. Get the urn by crouching and crawling forward so the spears that come
shooting out of the wall will go over your head. Now go up the short staircase
here and into the next room.
Shinny down the rope into a hallway and head to the left. Look into the alcove
and open the chest. Then head back toward the rope. Go past it and jump into
the pool of water. Swim down and straight ahead until you can surface again,
then turn around and climb out. Open the chests, but stand next to them when
you open them up.
Now walk back around the pool to the other side and turn to the right. Take
the ladder down into the hole. At the bottom is a large pressure plate that
releases a boulder from overhead when stepped on. Once down the ladder, you
must move quickly to get out of the way of this rock. Enter the large opening
on the right side of the room. This leads to the burrick caves.
The Burrick Caves
Enter the cave and head through it. The first section is pretty linear, so don't
worry about getting lost. When you come to a T-intersection, hold up for a second
and wait. It's likely that a burrick is patrolling the area. Wait until it moves
off to your right, then enter the tunnel and head to the left.
Continue following this tunnel around until it opens up into a large cavern.
There are many burricks here, but they shouldn't be a problem. Hug the left
wall and walk around the room. Eventually, you'll spot an opening up the wall.
This is where you want to climb up. You'll recognize this opening by its greenish
tint. Climb and mantle up until you can stand, then walk forward until you reach
a huge cavern with a ledge running on your side of the wall.
Step down onto the ledge and turn left. Follow the ledge until you come to
the large, reddish opening on your left. Looking through it, you'll see several
tombs in the distance. The two gems and the Horn of Quintus lie through this
opening.
Lighting the torches gives you access to The Mystic's Soul, but you'll need
to move fast to stay away from the zombies.
The Horn of Quintus
Walk forward into the catacombs. Take the right-hand corridor every time you
have a choice. Use your holy water and water arrows if you need to take out
some of the zombies, but don¹t use your fire arrows since you¹ll need
them later.
Keep heading down these right-hand corridors until you come to an open room
with a lot of zombies. Run over to and head the long ramp in the center of the
room. At the top of the ramp, kill the zombie and walk past the ladder and around
to the other corridor. There are fireballs being launched into the hallway from
the room here, so wait patiently, timing your passage past the room so that
you aren¹t hit. Move down the hallway, heading right whenever possible.
You¹ll come to a circular room with a set of stairs going up. Take them,
then walk up the huge ramp that you come to.
At the top of the ramp, there are more of those purple magic missiles to deal
with. The four posts on the platform fire their missiles at regular intervals,
so timing your passage is not difficult. Make your way around the platform to
the single exit from this area and follow the hall until it ends.
Go into the burrick caves and bear to your right through the first opening.
Head left then, but keep your eyes trained toward the right side. You should
spot a pair of burricks guarding a passageway to a crypt. Kill them with your
bow, then run through when the way is clear.
Climb up to the third level of platforms. Take the ladder heading up to the
first platform. Look for a ladder set against the wall. Jump to it and climb
again, jumping down to the second-tier platform from the top.
>From the second platform, walk around again until you see yet another ladder
leading up. Jump over to it and climb again, leaping down to the third tier
from the top. From here, walk around until you see the catwalk leading through
the center of the room. At the far side is the Horn of Quintus, the object of
your quest.
Assassins
That arrow was meant for you. Fortunately, you were in another part of the store.
Of course, with this threat, you'll have to cancel your plans to rob the Hammerites
tonight.
A pair of men will be lurking in the street. One is confident that the person
he just killed with an arrow was you. Naturally, you have to follow them to
find out who sent them to kill you. Stick close enough to see where they're
going but remain far enough back so they won't see you if they look back or
hear you crossing some of the noisier ground.
>From the store, follow the men straight through the opening to the left. They'll
cross the metal bridge next, and you have to be very careful when you follow
them here. Wait a second before you attempt to follow, because they'll hear
you if you're too close. Keep your eyes and ears open and cross the bridge as
quickly as possible. Chances are good they'll head to the right after crossing
the bridge, but sometimes they do go to the left.
The two assassins eventually will come to a wharf area with a large wooden
walkway going through it. They'll go up this and continue on. Don't get too
close here because this is a noisy walkway, and following too closely will get
you killed. Continue all the way up to the top of this wooden platform and take
a right at the top. Your path is basically straight from here, with a slight
jog to the right at one point. You'll end up just outside the mansion of the
crime boss Ramirez. When you get here, your objectives will change.
The problem now is actually breaking into Ramirez's house without getting caught.
The front gate is heavily guarded. Find a nice place in the shadows and sit
tight until the guards that are patrolling the area continue on their rounds.
Breaking In
Ramirez's grounds are heavily guarded in places, so you'll have to trick the
guards to get in. Once the guards have cleared out, move through the gate and
check the area to make sure no guards are approaching. There are some good shadowy
areas here to hide in, so if guards approach, just sit tight and let them pass.
When the way is clear, head down the path on the right.
The gravel on this path is very noisy, but for once, the noise will work to
your advantage. Directly above you on the wooden platform is a guard armed with
a bow. As you walk down the path, you'll make enough noise for him to hear you.
Listen carefully, and when he runs off, hightail it off the path and run to
the right. Get to the corner of the yard and stop.
Go through the door in the outer wall at the corner here. Head up the stairs
and through the door at the top to the ledge on the outer wall. Go up the short
staircase and open the door, then open the door to your immediate left. This
will put you in the same spot you would have reached if you had climbed up the
ladder from the pool below. Jump to the roof and slide over to the balcony.
The Top Floor
>From the balcony, open the door and walk into the library. Find the loose book
in the dark corner to the right of the fireplace. It opens a secret panel on
the other side of the fireplace. Walk through, and you'll hear a conversation
between some guards about the failed hit on you tonight. Then go back to the
library and head through the door into the hall. You'll scare a couple of people,
so wait until they leave. Take the first door on your right and grab everything
in the room.
Go through the other door in this room and turn right in the hallway. Follow
this hallway around two turns to the left. After you turn the second corner,
take a right down the next hallway and open the door at the end. This is Ramirez's
bedroom. Make sure you open the chest to get the bronze-colored key. Now fire
a water arrow into the fireplace to douse the fire. Crouch and crawl in. To
your left is a switch on the wall. Flip it to reveal another hidden passage.
There is a door on each side of the fireplace. Investigate both. Head back
out into the hallway and turn right at the end. Go into the next two doors to
your right and steal all the worthwhile valuables in these two rooms as well.
Return to the hallway and go right again. The next door leads to what looks
like a Hammerite shrine. Walk through it and go through the door on the other
side. Take the set of stairs down to the first floor of the house.
The First Floor
Wait on the stairs. The bottom floor of the house is heavily patrolled. You
must be very careful and stay tight in the shadows when the guard passes. When
the coast is clear, go down the stairs, ignoring the door to the left, and out
into the hallway. Head left.
Go through the first door on the right and into Ramirez's trophy room. Keep
the door open and wait. Eventually, a guard will pass, headed toward the left.
This is your cue to leave. From the door you came in, take the door on the left
back into the hallway. Go straight until the hall ends and turn left. Take the
stairs down and into the basement.
The Basement and Ramirez
Go straight, following the corridor around until you come to a T-intersection.
Turn right and you'll see a long ramp with a door at the end. Use the bronze-colored
key to get you through.
With Ramirez this unsuspecting, it almost seems unsportsmanlike to shoot him.
Go left. The first opening to your left is the room you're looking for. Ramirez
is here. If you're quiet and careful, he won't hear or see you, and you should
be able to put an arrow in him without much trouble. Grab the key off the shelf
and the one from his belt and use them to open the two chests in the room. Now
it's time to get out.
Escape
Head up the basement the way you came in, going up the long ramp and turning
left at the top. Keep following the hallway until you get to the stairs. Make
sure there aren't any guards around, then head up, turn left, and continue up
the stairs all the way to the top.
Back on the top floor, walk clockwise around the hallway until you come back
to the library where you entered the house. Go straight through and jump off
the balcony and into the water. Let the current carry you out.
The current will carry you back to the area with the long wooden platform that
you crossed on your way to Ramirez's house. There will be guards around, so
you'll need to be careful. Launch a noisemaker arrow to distract the guards,
then climb up the ladder. Now start running. Follow the general path you followed
at the start of the mission, but when you get to the store, keep going, following
the streets to get back to your own neck of the woods. Use the map, and keep
moving. If you run, the guards shouldn't be able to draw a bead on you or get
close enough to hit you with their swords.
The Sword
Getting In
To start, head all the way around to the corner. Arm a rope arrow and shoot
is straight up into the wooden roof. Climb up and jump onto the balcony. Head
through the doorway to your right. Climb down the ladder and walk carefully
into the next room. Carefully open the door into the main hallway and look around.
Several guards patrol this outer hallway, but you'll have time to sneak down
the hall when the coast is clear. Head into the hallway, go left, and enter
the first door on the right.
Walk toward the back of the room you've entered and pick the safe in the lower
part of the pillar. Now go back into the hallway and head right, pass through
the opening to your left, and go up the stairs. At the top of the stairs, you'll
notice that the floor in front of you is missing. Jump into the corridor on
the right, head around the corner to the left and take the first door that you
come to on the left.
Look under the odd wall hanging at the back of the room. Open the door to the
left (the one on the opposite end of the room if you entered from the hall)
and stand back to avoid the trap. Walk into the next room, grab the loot off
the table, and leave, closing the door behind you. Then head back into the hallway.
Take the next door on your right and open the two chests. Then go back into
the hall and turn right.
The floor in front of you is trapped. Get a running start and leap over it,
landing on the other side. Skip the next door on the left and walk forward around
the corner. Investigate all of the doors you find, picking up loot and being
very wary of any wall coverings. Many of the chests and items are trapped so
that opening them releases a cloud of magic at you. Make sure that you're out
of the line of fire when you open any chests. When you come to the first set
of double doors on the right, open them and head down.
There are two torches burning on the first landing. Snuff the one on the right
and continue down the stairs to the bottom. Snuff both of the torches here and
wait. A guard will wander by soon, and he's carrying a key you need. Wait until
he walks past, then snag the key. Wait until he disappears to your left before
heading back up the stairs to the second floor. Back here, go out in the hall
and one door to the right. Open it with the key and head up to the top level.
You must pick the key off this guard's belt to gain access to the top floor
and the sword.
Nabbing the Sword
>From the staircase, turn left and go around the corner. Head through the tunnel
directly in front of you and walk straight, bearing right as the corridor bends.
Walk out into the void room and pick up the two gems on the floor here. You'll
need to jump across the void to the other platform. Leave the void room now
and crawl to your left. Take the tunnel leading up. When it ends, you'll be
above a hallway with a patrolling guard. There is a rope hanging from the ceiling
and another tunnel beyond on the opposite wall. Jump across to the rope and
then jump into the next tunnel. Follow it up and to the left, where it ends,
opening into a large area. There are also two guards standing here.
Kill the guards with your arrows, then walk into the hallway. Walk to the edge
of the platform. It overlooks a large, octagonal room. In front of you, floating
in the air, is Constantine's sword. Crouch and look up. Shoot a rope arrow into
the greenish ceiling around the top of the room, fairly close to the skylight
in the center. Jump over to the rope and grab on, inching down a little. Reach
over and grab the sword. Jump back to the top floor where you just came from,
duck back under the low wall you crawled from, and head back down.
Rope arrows are useful for more than just getting into places. When there is
tight security, they also provide a way to steal valuable goods.
Crawl back to where you left the void room. As you did on your way up, you'll
have to use the rope in the hallway to get across to the other tunnel as you
work your way down. When you're out of the green tunnels and back in the tiled
hallway, stand up. Bear right, then head up the short ramp to your left. Keep
moving toward your left now until you spot a room that looks like it came from
a carnival funhouse, with the floor tilting at various insane angles. Walk through
it and straight ahead, taking the next right. The tunnel here leads back to
the stairs you climbed to get to the third floor.
Head back to the second floor and walk around the hallway to get to the open
spot in the floor next to the stairs back down to the first floor, and head
back to where you came in. Jump back to your rope and climb down to the ground
to finish the mission.
The Haunted Cathedral
Finding the Cathedral
You begin in the southwest corner of the map. Move forward over the hill, and
turn to the right. Jump over the hill here and work your way to the back corner.
Duck down to find the plate under the ruined building. Now head back toward
where you started, but instead of turning left to get back to your beginning
location, walk straight ahead from the hill.
Take the next left, then follow the road around the next right corner. Walk
forward toward the light on the ground, and bear to the right when you get to
it. Go around the next corner to the left, and you'll see a large ramp. There
are a couple of zombies in this area, so you'll want to move quickly now. Head
up the ramp, and move forward all the way to the wall. Turn right and go through
the passage here. Keep moving forward until you come to the street sign for
De Perrin Street. It has been knocked to the ground. Make a very quick left.
You'll be facing a strange console, and a very angry burrick will be coming
toward you. Run past the burrick and through one of the two openings on the
back wall, jumping into the water.
Turn to the right. Swim down through the underwater opening. Head through the
tunnel, turning right, then left. Take another right up the long tunnel, then
go left at the end and break the surface. Swim over to the pedestal in the middle
of the pool and climb up. The walkway around the pool is a good distance from
where you're standing, but there is one spot that jags out a little closer.
Jump to it, then look down and grab the key sitting here. Now walk into the
main part of the room.
Look up. You'll see a number of crossbeams above you. Arm a rope arrow and
shoot it into one of the beams, then climb up. When you're at the top, mantle
all the way up. Walk along the beams to the more solid platform in the back
corner, then head through the ruined house to the door at the back side. You'll
have to use your lockpicks to open this portal as quickly as possible.
Several zombies are outside here. Kill them all. Once the way is clear, take
a look at your map. You'll find yourself on Market Street now, and you'll be
heading to the far end. Walk past the bridge to your immediate left. Search
through the buildings as you go down Market Street for valuables. Keep heading
down Market Street until you come to a large built-up hill. Climb up the hill
and jump down the hole at the top. Kill the spider inside. Mantle back out and
continue forward down the street until you come to the wooden bridge to your
left.
Run over the bridge, flying past the burricks that guard it. Take the first
left, running through the small puddle around the destroyed building, then keep
following the only open path ahead of you. Enter the destroyed building through
the open end that used to be the base and crawl to the back for some additional
loot. Then move out and head to the left. Again, go straight until you see the
door way across the street. Go through and keep walking forward until you find
yourself back on the street.
The impressive cathedral holds several surprises for you.
>From here, run straight ahead and take the first left. The spirits of a couple
of dead Hammers are guarding the area, but you should be able to run past them.
Head up the huge staircase to the outside of the cathedral.
Following The Eye
When you get to the temple, turn to the right and run all the way around. Keep
your ears open because you'll be getting a ghostly message from The Eye itself.
It will tell you that to rescue it, you must unlock the way into the cathedral.
The Keepers have sealed the way. To enter, you must find the Keepers' grotto
and, while standing on the pedestal there, relight the torches by the statue.
Now it's time to leave. Go back to the main entrance to the cathedral and run
back down the stairs to the street below. Turn right and move into the ruined
building you climbed through to get here.
Follow your path all the way back to the wooden bridge. Before you get to it,
you'll see another bridge to your left. This leads directly to the Keepers'
grotto. Move in. Make sure the burricks aren't around, or they will slaughter
you. The spider is easy to deal with if you need to kill it.
In the grotto, fire a rope arrow into one of the beams along the ceiling. Climb
up, then jump over to the pedestal. Look down and grab the healing potion and
the holy water here. Make sure you're standing on the key-shaped area, then
turn and look at the statue. Arm your fire arrows and light the two torches.
This will open one of the panels on the wall. Jump back to the area around the
pedestal and mantle into the new opening.
You'll need to weigh down both pedestals to open both the door and the bars.
Keep walking until you come to a barred door. There are a couple of pedestals
here with ruined statues next to them. Jumping onto the right pedestal opens
the door, while standing on the left pedestal opens the bars. Unfortunately,
neither stays open long enough to allow you to jump across and have both doors
open at once. To get them open, pick up some of the statue pieces and place
them on the right pedestal. When the door opens up, run and jump onto the other
pedestal to release the bars. When the bars open, run through and flip the switch
on the right just inside the door. These doors will stay open now.
Move forward, and quickly go down the stairs and around the corner to the right.
A few arrow traps will fire behind you but they won't hit you if you run. When
you come to the door, use your lockpicks and quickly get the door open. The
wall behind you has started moving in, and if you don't get the door opened
in time, you'll be crushed. With the door open, move forward into the room beyond.
There is a door on each side of this room, but the one on the right is locked
and cannot be opened yet. Go instead to the one on the left and open it. Read
the two parchments and grab the stone key off the table. Look around the table
as well, and get the gold key from the floor.
Beyond this door is a strange, octagonal table and a book. Read the book, then
look at the table. Your mission objectives will change again, this time requiring
you to find the Keepers' key. This, as it turns out, is the stone key you took
from the last room. Your tasks are now done as long as you have been diligent
at picking up the treasure you find.
The Lost City
Finding the Lost City
Before you start the mission, you might want to purchase a breath potion and
as many water arrows as you can get your hands on. At the start of the mission,
walk forward and go around the corner to the right. Jump into the narrow waterway
and swim down, going through the opening on the right. Surface on the other
side and take a minute to get your breath back. The next swim is long and difficult,
and a breath potion will be a huge help.
Let the current carry you along a little, then swim down and forward. Swim
around the corner to the right, then head down around the obstruction. Ahead
of you is an opening on your left. Take it, and swim down and to the right.
Then break the surface. The current here is swift, so swim to the right side
and climb up on the ledge quickly.
Walk forward on the ledge, avoiding the spiders. Jump over the waterfall to
the other side, and again walk around the spider. Go through the opening and
drop down to the next lower ledge. Continue down to the next ledge and go through
the opening to your left. Walk forward to the T-intersection.
If you take the right fork at the T-intersection, you'll get a view of the Talisman
of Fire.
Take the left branch and go through the fire trap ahead of you. Follow the tunnels
until they open up on the roof of a large building. You are now standing on
the roof of the library in the Lost City. On your map, this is in the top right
corner. Walk around the roof until you come to the opening. Drop down and go
through the middle door. Pass through the first room to the next one and drop
through one of the windows. Walk out the large door and turn left, then right
at the obelisk. You are now standing just outside the residential district of
the Lost City.
The Residential District
This area is heavily patrolled by burricks, so you need to get out of the way
immediately. Move in when the burrick is off patrolling other areas and mantle
onto the building immediately to your left. Again, wait for the burrick to walk
past and leave around the corner, then follow it. Instead of going around the
corner, though, mantle onto the low roof of the last building on the right.
Turn and face the street and jump across, mantling onto the next roof.
Hop from roof to roof until you come to the end. When the burrick isn't around,
jump down and turn to your right. Move forward down the street and mantle up
onto the first roof on your left past the arch. Again, jump across the street
and mantle onto the roof here. Follow these roofs all the way to the back of
the cave and turn left. Keep following the roofs until you find a balcony with
an opening to the right. Drop down onto the balcony.
The path leads back and down and tends to bear toward the left. When it splits
off to the left, move forward and get a look at the town square. There will
probably be a fire elemental or two moving around here, so if you're confident
of your ability with the bow, douse them with water arrows. Then go back and
take the branching passage. Keep following it through left turns, jumping over
a small lava stream at one point, until you come to the roof of a large building.
Jump down, making sure to clear the lava. Now head through the gateway to your
left. Ahead of you is a large obelisk with what looks like scales of justice
carved onto it. Arm yourself with water arrows and step forward into the Civic
Center.
The Talisman of Water
In the front hall of the Civic Center, you'll encounter two fire elementals.
Douse them both. Now take the first opening on the right from the way you came
in. Go up the stairs and through the doorway on the right. Head to the right
in the hallway here, then shinny through the hole in the side of the building.
Follow the path here all the way to the next giant obelisk.
Walk between the mausoleums until the first turn to the right, then mantle
up onto one of them. Jump from crypt to crypt over the lava. You'll come eventually
to a spot where the crypts are much lower. Keep going, and jump across to the
plateau and the ruined campsite. Explore this area. The decapitated skeleton
has a medallion near it. You'll also find a journal worth reading. When you're
done, walk forward to the large crypt
The Crypt
This crypt houses the Talisman of Water. Walk down the steep staircase and keep
going until you find the gap in the floor. Put a rope arrow into the beam across
the middle of the gap and swing across. Continue down the stairs, but go slowly.
Crouch down, and stay crouched. Below the first staircase is a pressure plate
that will cause a huge spiked plate to swing down. Past the trap, move into
the room beyond and drop down the hole in the back left corner.
Go into the room beyond. Go through the last door on the left before the stairs
and nab the lever off the pedestal. Head back to the main room and down the
stairs. Jump into the water at the back of the room and swim through. The Talisman
of Water is here. Get it and go back, all the way to the outside of the crypt.
Some craymen will be waiting for you on the way out, but don't worry about fighting
them. Just run right by. Back outside the crypt, follow your path all the way
back to the Civic Center. Once there, leave through the main entrance and step
just outside the gateway past the obelisk.
The Talisman of Fire
Head over to the arena area. Past the Civic Center, take the first left up the
large ramp. Continue going down the road ahead of you. Investigate any buildings
you can for additional arrows, and when you cross over the narrow lava bridge,
scoot out along the ledge and get the four water arrows. When you jump over
the lava stream using the stepping stones, you will be at the arena.
There are several angry craymen in this area. Kill them off with your fire
arrows. Walk down the long ramp and around to the right. Pass by the risers
and enter the doorway. From here, step out the next doorway into the hall. Take
the first left here and get the loot from the windowsill, then go through the
doorway into the next room. Cross the hallway to the room opposite and go through
the low passage. Drop down to the secret treasure area and collect everything
of value. Climb back up and return to the hall. Take a right and make another
immediate right and go down the stairs.
At the bottom of the stairs, follow the corridor around to the large machine.
Walk up to the vertical slit here and insert the lever you grabbed back in the
crypt. Then flip the lever to the up position. This drops the bridge from the
arena back to the main part of the Lost City. Go back up the stairs and take
the next short staircase to the right. This leads to an equally short staircase
down. Take it, then make a hard left and enter the main arena hallway. Ahead
of you is the bridge you just dropped, but you aren't leaving quite yet.
Shoot a rope arrow into the beam crossing this hallway and climb up, mantling
onto the beam itself. Shoot arrows into the two craymen here, then shinny across
the beam to the main floor. Hunt around for the third mask and take it with
you, as well as any other good valuables you find. When you're done, go back
down the ladder, collect the rope arrow, and head across the bridge.
The Elemental Tower
Past the bridge, walk forward, using the railing to cross over the lava flow.
Jump up the broken brick pieces to the next building and go all the way through
to the staircase leading down on the right. At the bottom of the stairs, step
through the window to the ledge below, then head left along the ledge. Mantle
up to the next plateau, then walk to the right, taking the first staircase you
see. Walk out the opening at the bottom, then move left to the ruined campsite.
Loot the are, then keep following the path. Just beyond the campsite, make a
very hard right and continue on, walking by the discarded spinal column lying
on the ground. Head down the slope.
Next you'll come to an area with a large statue that looks like it might be
sinking slowly into the lava. Jump across the pool to the far side and scramble
up to the top. Edge in through the window and get to the near platform. Jump
across the room to the opposite platform and drop down to the ground. Walk through
the door and across the open area to the Elemental Tower.
Go in. All you need to do at first is run up the two staircases to the third
floor of the tower. Edge through a window and lower yourself onto the ledge
just outside. Now walk around the building on the ledge. Keep your eyes trained
up. You're looking for a wooden crossbeam that is directly above a window. When
you spot this, fire a rope arrow into the wood and climb up. You need to jump
toward the right to land on the upper part of the ruined stairway. Take it up
to the top and move forward into the room with the Talisman of Fire. Grab the
talisman, then head to the bottom of the tower.
The Talisman of Fire in all its glory. With this collected, you're almost done
with this mission, and you're halfway to getting the four talismans you need
to steal The Eye.
Getting Out
The safest, albeit slowest, way to get back to safety is to follow your path
from the Elemental Tower back through the arena all the way to the Civic Center.
It takes some time to do this and will require that you mantle up on a lot of
walls. Still, you already know what lies this way, and there will be no surprises
if you use this route for your return trip.
When you get back to the Civic Center, take a left, heading through the large
opening. Walk straight ahead. This will take you right past the huge obelisk
for the market area (it has three pieces of wheat carved on the far side). Walk
straight ahead again, bearing right. Through this passage you'll see a ruined
gate ahead to your left. Jump through the hole in the wall to your right. Ignore
the first passage to your right and walk forward.
When this path ends, you'll be back on a balcony in the residential district.
Mantle up on the building on your left and retrace your steps over the buildings
back to the library. Once here, head in through the main entrance. Bear left,
and when you can't go forward any more, make a left and then another left. Take
the stairs all the way to the top floor. From the stairs, head right, all the
way to the room with the rubble piled in it. Mantle up to the roof. Now all
you need to do is follow this pathway all the way back to the waterfall. Once
here, you've left the Lost City, and the mission ends.
Undercover
First Steps
You start out in the streets near the Hammer temple. Walk forward, bearing left
around the corner and then right. When you spot the large archway to your left,
go through it and walk boldly up to the Hammerite at the gate. Hand him the
scroll in your possession (and take a moment to read it as well) and he will
allow you access into the temple.
The guard at the gate will let you into the temple only if you present him with
the scroll in your possession.
What you will discover from the scroll is that any area marked with an inverted
red hammer is off-limits to you. Once inside the Hammer temple, walk around
the gigantic hammer statue in the center of the room and open the door opposite
your entrance point. This takes you into the main part of the temple. You'll
notice a long staircase leading down, but you aren't going to take it yet.
>From where you entered this room, take the closest door on the right. Directly
ahead of you, in the next room, are a scroll and a book on the table. Grab the
scroll, which will appear in your inventory as a piece of papyrus. This is the
Wallbuilder's Prayer, which you will need to get the Talismans from where they
are lying. Continue along through this room and out the door on the left. This
will take you to a balcony. Walk down the balcony and into the Reliquary, where
artifacts important to the Hammer faith are kept. You can ignore the conversation,
but you should take a look at the three items on the stands. The one in the
middle is the First Hammer. Don't grab it yet, though. Instead, return to the
large staircase and head down to the next lower level.
Finding the Five Switches
A number of Hammer guards are in the area, and you need to make sure you aren't
spotted. From the bottom of the staircase, make a right followed by another
right and walk down the hallway here. When the coast is clear, duck into the
first door on the right. It's one of those rooms with an inverted red hammer,
so you must be careful.
There is a very angry priest inside the room, and he is tough to kill. Instead,
knock him out with a gas arrow and close the door behind you. With a little
luck, he will not have raised much of a fuss and the Hammer guards are still
unaware that you aren't really a novice. Explore his room, and grab the key
off his back table and the hammer on the small shrine. Then carefully go back
out into the hallway and to the left. Run back up the staircase to the top floor.
Return to the Reliquary, and this time, go out the door near the artifacts.
Continue going through the doors ahead of you until you reach a locked door.
The key you stole from the priest's room is a master key and will open everything
in the entire temple. When there are no guards nearby, open the door and go
in, closing it behind you. Use the key on the chest here, which will contain
a scroll. Reading the scroll will tell you what you must do to get the Talismans.
In short, you must find and flip five hidden switches that are dispersed around
the temple. One is in the old kitchen, another in the Inquisitor's torture chamber,
the third in the garden, the fourth in the graveyard, and the fifth in the Reliquary.
It's time to go flip some switches.
The Old Kitchen and the Inquisitor's Room
Get back to the large staircase and take it down. Return to the hallway outside
the priest's room, but pass it by, continuing all the way to the end of the
hall. Take the first corridor to the left and take the staircase here all the
way down to the storage room.
Now sit and wait. A guard is patrolling the hallway outside this room, walking
counterclockwise. Wait for him to pass, then walk out into the hall. Follow
him from a safe distance, and keep going around the corners behind him. Eventually,
you'll see a door on your left leading into the central area of this hall. When
the guard turns the next corner, open the door with the key and go in, closing
it behind you.
This is the old kitchen, which is currently being converted into a treasure
room. Open the three chests and get all the coins from the floor. Look around
the broken wall and hit the switch on the back wall. With the switch flipped,
go back to the door and return to the hallway, but be careful that the guard
doesn't spot you leaving.
Go around the hallway again, staying behind the guard. On the opposite side
of the hall is a doorway to your right. Head in, being as quiet as possible.
The Inquisitor is currently asleep on his bed, and if you stay on the carpet,
he won't wake up. Go across the room and into the torture chamber.
Look right and walk over to the rack. On the wall behind it is the second switch.
Flip it, then walk past the iron maiden and take the corridor to the right.
This leads down into the crypt area. Down in the crypt are two guards. You should
be able to snag a couple of urns here without getting caught, and a little exploration
will reveal a staircase up. This leads back to the storage rooms around the
old kitchen. Head up, and take a look around for another staircase leading back
up.
The Garden and the Graveyard
>From the stairs, return to the main hallway and get back to the large staircase.
Go through one of the two openings across from the staircase and head to the
right. Don't worry about being accosted by the Hammers here because this is
a place where you're allowed to be. However, you want to make sure that you
are alone here when you flip the switch. When no one is in the garden with you,
walk to the wall across from the entrance and turn right. Move behind the trees
and look up. The switch you want is above you, under the eaves. Flip it, then
return inside.
Walk straight through the training rooms here all the way to the other side.
This is the Hammers' graveyard. Walk in, and follow the path. Go all the way
to the back. Again, you're allowed to be here, although you can't get too close
to the two tombs in the back. When the coast is clear, enter the second tomb
from the back and look up. The fourth switch is here. Flip it, and on your way
out, get the five urns from the tombs as long as it's safe. Return to the large
staircase and go back to the top floor.
The Reliquary
Go back to the Reliquary. A guard is standing here, but he won't take notice
of what you're doing. Make sure that you and this stationary guard are the only
ones in the room, and walk over to the pedestal on the right. The fifth and
final switch is on the back of this pedestal with a skull on it.
Flipping this final switch should reward you with an odd noise that indicates
that all of the switches have been flipped. The way to the Talismans is now
clear. Return to the large staircase and go down.
Nabbing the Talismans
Go back to the stairs that lead down to the basement, but this time take the
corridor to the side and follow it all the way around. At the back, there is
an opening to the outside. Step through, and you'll be in a large chamber holding
the Talismans on the far side.
If you're carrying the hammer from the priest's room, when you step onto the
platform, a bridge will appear from the opposite side of the room. Walk across
and enter the cell on the left. Flip the switch here to open the bars leading
to the Talismans. Enter this cell now.
There they are, the Talismans of Earth and Air. Read the Wallbuilder's Prayer
to disable the force field around them and get ready to run.
You'll notice that the Talismans have a strange glow around them. This force
field will strip away your health if it is active when you attempt to pick up
either Talisman. To get rid of the force field, stand in the cell with the Talismans
and read the Wallbuilder's Prayer that you nabbed at the start of the mission.
This counters the spell but will also set off the alarm. All of that sneaking
has gotten you this far, but you'll now have to run for the exit.
Escaping
Go back across the bridge and out into the hallway. Take a left and follow the
hall around. The guards are on full alert at this point, so there may be a few
of them in the halls ahead of you. Run through and get to the large staircase.
Run up and go to the left.
Get out to the balcony and jump over the wall onto the low roof below. From
here, drop down to the streets, and the mission will end.
Return to the Cathedral
Getting The Eye
Use the four Talismans on the appropriate statues around the doorway and go
in. Turn right and go through the door, then through the other door in this
small room. Move forward into the long, narrow room and pick the lock on the
door to the right. Get the loot from inside and return to the entrance to the
cathedral. Avoid the double doors to your right and open the door across from
you. Again, go through the other door in this room and into the long, narrow
room beyond. Pick the lock on the door to the left and get the loot. Return
to the long room and walk to the door on your left. Prepare your flash bombs
and get ready to move.
Place the proper Talisman with each statue to open the doors to the cathedral.
Open the door and sneak in. There are three or four zombies and three haunts
in this room. Creep forward to the haunt in the center of the room and get his
attention. Hopefully, you'll also attract the attention of the other two haunts
and most of the zombies. When they get close, use three flash bombs to wipe
them out. When your vision returns, run up to the altar (The Eye is floating
about 15 feet above you) and go through the door on the right.
Get the water arrow off the fountain and the holy water from the corner. Get
a vial of holy water ready and arm your water arrows. Open the door back to
the main altar area and look around. Quickly dispatch any undead with holy water
arrows. From the room with the fountain, walk past the altar and open the door
on the other side. Run in, past the apparition and open the door. Go up the
stairs, all the way and open the door at the top.
Open the door on the right and walk out across the beam. Follow the beams and
rooms here, getting any loot and opening all the chests that you find. Keep
going across the beams until you come to a locked door. Pick the lock and move
in carefully, grabbing the loot and the fire arrows from the table. Then walk
back out on the beam and drop down to the platform below.
Pick the lock to the door and enter the room. Walk out onto the balcony to
your left and you'll see The Eye at your level. You must now jump over to the
top of the hammer pedestal and take The Eye. When you have it, drop down to
the bottom floor.
The Spirit of Murus
You have The Eye now, and a look at your map will show you that you must get
out the back of the cathedral to find the cloister gate. Go through the door
that led to the stairs to the top floor of the temple. This time, though, you
aren't going to take these stairs. Inside the door, turn right and run directly
past the apparition. Open the door and enter the garden.
In front of you is a spirit that looks somewhat different from the normal apparition.
This is the spirit of Murus. He will welcome you to the area and will offer
to help you if you help him. Walk past him and take the first right. Drop down
the broken staircase to the ground below.
Murus will appear down here. He'll tell you that if you want his help in leaving,
you must help him as well. To start, you must locate his rosary, which is somewhere
in St. Yora's. Take the left path from Murus and walk up the staircase.
Inside St. Yora's
Open the door into St. Yora's and walk in. Turn right and head up the staircase.
Walk forward and get to the large sarcophagus. Snag the water arrows, then go
through the hole in the wall. Be very careful now because there are a couple
of active zombies up here. Walk through this small chamber to the door. Open
it, and head right through the next door and out into the hallway. Turn left
and walk around the hallway to the first doorway on the right. Duck inside and
walk to the back room. Open the chest to get Murus' rosary.
Turn around and run back through the hallway. Drop down the large crevice to
the ground floor. Steal the healing potion off the table and run out of the
room through the exit to the left of where you came down. The door ahead of
you is where you entered St. Yora's. Go out the same way and return to the last
place you spoke with Murus.
He's there waiting for you again, and he will congratulate you on recovering
his rosary. He tells you next that you'll need a holy symbol. With the number
of undead creatures running around here and the extent of the desecration, the
chance of finding a good holy symbol is next to nothing. Murus suggests you
use the machinery in St. Tennor's to create a new holy symbol.
Around St. Tennor's
Go through the opening at the bottom of the broken staircase and into the cloister
area. Make sure there are no undead walking around, and go left. The first door
on your left is the entrance to St. Tennor's. Go in, and walk through the open
doorway to the corridor beyond.
Turn left in the corridor and follow it around to the room at the end. Inside
is the machinery that Murus spoke of. Grab the mold on the bottom right from
the floor; it should look like a hammer. Place it under the machine and pull
the left lever. This will close the mold and prepare it for use. Then flip the
lever on the right to pour the molten metal into the mold. When the holy symbol
is ready, use the left lever again to open the mold and take the holy symbol.
Go back to the hallway and walk through St. Tennor's. Take the staircase at
the end up to the second floor and jump across to the ledge on the other side
of the room. From here, jump over to the metal chute and slide down to the small
courtyard outside.
Take a look at the small shed here. Put a rope arrow into the shed and climb
up, then mantle to the roof. Get the candle, then crouch and retrieve your rope
arrow. Then jump back to the chute and climb up. Leave St. Tennor's by the entrance
you came in, returning to the cloister area.
Before going back to Murus, you'll take a short trip through St. Vale's. Go
forward from St. Tennor's to the corner and open the gate. Walk through and
turn to the right. The large doors ahead of you are the cloister gates, where
you'll be going when you've finished helping Murus. Walk around the corner and
through the door on the left into St. Vale's.
Shoot a rope arrow into the balcony on the left and climb up, mantling up to
the top floor. Walk around the balcony and get the prayer book, then go retrieve
your rope arrow. Drop back down to the ground floor and leave. Return to the