INTRODUCTION

Thief II: The Metal Age consists of 15 missions. This walkthrough is written for the "Expert" level of difficulty only. If you use this walkthrough and are not playing at the expert level, the instructions and descriptions will not be accurate, for each level of difficulty has different goals.

This walkthrough represents one way through the game, not the only way. By using this document you can accomplish all mission goals and successfully complete the game. Many players will find methods and ways other than the methods shown to accomplish the missions, navigate through areas or solve problems.

All areas of a map may not be explored, and all available loot on each level will not necessarily be found. The player is encouraged to depart from this walkthrough wherever they wish to satisfy their curiosity about things, areas and techniques not covered. In otherwords, use the walkthrough more as a guide than a strict "how-to."

Thief II introduces a varying number of "secrets" on each level. Other than adding to the loot quotient or obtaining extra pieces of equipment, finding the secrets on each level adds only personal satisfaction and is not necessary for completion of the game. Therefore, no attempt has been made to find all the secrets of each mission.

Since Thief is a stealthy game, when the words "creep" or "sneak" are used in the walkthrough, they mean crouch and move forward as opposed to simply standing and walking forward. It is assumed Garrett's default mode of movement is standing and walking.  If running is required, it will be explicitly stated.

This game was played with Version 1.07, the unpatched version.

1 RUNNING INTERFERENCE 1

Mission Goals – Expert

Equipment Expended

2 water arrows

The Butler’s Quarters

1.  When the mission starts, you immediately encounter Basso and he tells you he’s sprung the lock on the side door for you and that it’s the best way in. He then turns and goes through a door and into a storage room. There’s nothing inside the room except some empty barrels.

2.  If you walk forward, North, to the main gate and use the zoom feature of Garrett’s mechanical eye, you can see two guards standing at the main entrance to the mansion. We, however, are going to enter through the Butler’s quarters, where Basso has sprung the lock for us.

3.  Head Northeast, right, from the main gate. Keep the high white wall on your left and continue until the wall turns left. Once around the corner you’ll immediately see a well-lighted sunken doorway. Go down the stairs and through the door. Close the door behind you. You’re now in the Butler’s quarters.

4.  Take the stacks of coin (34) from the table at the West end of the room.

5.  Enter the bedroom. There are two doors on the North wall. Both are locked. Approach the West door and you’ll see a key resting on the top edge of the wainscoting just to the right of the door. Take it.

5.  The East door leads up to the second floor parlor. The West door is where we start. We’re going to clear out Basso’s route of travel, the red line on the map. Unlock the West door and step into the hallway and crouch down.

Guardrooms and Workshop

1.  Creep left down the hallway. The first door on the right is locked. It leads into a guardroom with two guards. Continue past this door to where the corridor turns right. Stop there.

2.  Just around the corner is a grate in the right-hand wall. There’s also a torch there. Lean around the corner until you can see the torch and shoot it with a water arrow. While the guards are arguing over who should go re-light it (nobody does, by the way) creep down the darkened hallway past the grating and through the first door on the right, the guard’s barracks.

3.  Stay crouched down. Not counting where you came in, there are two exits to this room. To the right is the anteroom where the two guards stand in front of their lookout window. The locked door mentioned earlier is in the far end of this anteroom. To the left is a door that leads to the workshop and armory.

4.  There are also three bunks in the room. Each has a wooden chest at its foot. By being stealthy you can get gold from each chest (49) without being seen. When you’re done, go through the door in the North wall and into the armory.

5.  Close the door behind you and stand up. From the shelves in the armory get 5 flares and a flash bomb. Walk into the workshop.

6.  Open the door leading back into the corridor, crouch, select the blackjack, and creep into the corridor. Turn right and you’ll see a guard with his back to you. Sneak about halfway to him, then draw back the blackjack and walk up behind him and smack him on the head. Get some gold (74) from his body. Right near where you just got the guard is a door leading into the steam plant. Open the door, go get the guard and carry his body inside the steam plant. Dump him in the dark spot behind the door. Return to the hallway, crouch again, and continue West.

7.  The next room is a storeroom. In the middle of the right-hand wall is a door that leads into the kitchen. There’s a servant in the kitchen and another guard just past the door in a lighted alcove on the right-hand side of the corridor. We’ll take care of these two later. For now creep about halfway across the storeroom. In the center of the floor is a stack of 3 square crates. Stop and pick up one.

8.  Carry this crate all the way back down the corridor past the guard barracks, and still crouching and creeping, past the lookout post with the grate and around the corner to the left. The first door on the left is the locked door leading into the anteroom where the two guards are. Directly across from this door, on the right side of the hallway is another door. Stand with Garrett’s back against this door and face the locked door on the other side of the hallway.

9.  Here’s the drill. Throw the crate to the left, down the corridor toward the intersection. Immediately the female guard will charge through the locked door into the corridor and head toward the intersection. The male guard will go through the barracks and into the corridor and start patrolling the area in front of the lookout window. Get the blackjack ready. As long as you’re crouched down and the visibility gem is black, the female guard can’t see you. Once she reaches the end of the corridor, she turns and comes back looking for you. Just be patient and when she either passes you and heads towards the Butler’s rooms or turns her back to go back into the guardroom, blackjack her. Dump her body in the Butler’s room.

10.  Do this quickly as possible and creep back down the corridor to the corner. The male guard should be patrolling in front of the window. Stay crouched, stay invisible. When his back is turned, come up behind and whack him.

11.  Grab his body and carry it to the doorway you used as the ambush point for the female guard. Drop the body, open the door, pick up the body and enter the Under Butler’s rooms. Dump the guard’s body inside and head for the bedroom. Get gold from the chest there (79).

Kitchen and Storerooms

1.  Walk back down the corridor toward the storeroom where you got the crate. Crouch in front of the door to the kitchen. It’s directly across from the pile of crates you used and on the North wall. Open the door and watch the servant walking around inside the kitchen. Your visibility gem should be dark and even through the servant comes quite close you can’t be seen. Whenever you judge the time is right and the servant comes near the door with his back to you, knock him out. Take the gold from his body (95).

2.  Close the door. Pick up the unconscious servant and head to the East wall of the kitchen. Go through the door leading into a room with crates and a wine rack on the far wall. Dump the body in the dark by some crates and go stand in front of the wine rack.

3.  Check out the bottles. Three of them change to a gold color when you look at them. They go into inventory as "goods" when you pick them up. They don’t count towards the mission goal, but it’s money you can use to buy equipment before the next mission. On the very bottom row of the rack is a red bottle of Speed Potion.

4.  After ransacking the wine rack, return to the kitchen. Turn right and go to the North wall. At the wall turn right and go down a narrow corridor. At the end is a dumbwaiter. Get in and pull the red lever. The dumbwaiter goes up to the dining room. Crouch and peer through the opening. When the guard walks by you can pickpocket the key on his belt. Do that, then collect the gold tableware (245) that’s right in front of your nose. Flip the switch and ride the dumbwaiter back down to the kitchen.

5.  Go back into the kitchen and collect a bag of goods from a table near the door. Your total valuables count should now be 245 gold, 0 gems and 105 goods for a total of 350.

6.  Face the fireplace. On the West wall of the kitchen is a door. Go through it and into a storeroom. Use a water arrow to put out the torch. Crouch down and creep past the extinguished torch to the exit doorway. Still crouched, open the door and watch the hallway. A guard will walk by on his patrol. When he reaches the door, he reverses direction. When his back’s turned, walk out into the hall behind him and whack him. You must do this before he reaches the next intersection else you’ll be seen by another guard there. Pick up the body and dump it in the storage room from where you began this attack.

7.  Now for some more stupid crate tricks. Go back into the kitchen and exit through the door in the South wall. This is the door through which you originally entered the kitchen when you blackjacked the servant. Once in the corridor, crouch down.

8,  Go to your faithful stack of crates in the center of the storeroom and pick one up. Head West. Creep and hug the wall on the right to stay in the shadows. Sneak to the end of the storage room and stop just before the lighted alcove on the right. There’s a guard in there. You should be right at the edge of he alcove, just before the entrance. The visibility gem should be dark and you should be crouched down.

9.  Throw the crate slightly left towards a stack of other crates to make some noise. Get the blackjack out and use it handily when the guard comes out of his alcove to investigate. Pick up the body, continue past the alcove and take the first right. Go to the end of the hall and into the storage room. Dump the body with that of the other guard you put to rest here. You’ve now cleared the bottom floor of all guards.

Servant and Housekeeper Quarters

1.  Exit the storage room and turn left. Enter the first door on the right. It’s the servant’s quarters. Find the room with the bunk beds and three chests. Get gold from the chests (260).

2.  Leave this room and turn right. Enter the room at the end of the hall. There are no valuables there but you can read a letter someone wrote about the Sheriff.

3.  Leave the servant’s quarters and go right (Southeast) down the corridor. At the next intersection, turn right again. Pause in front of the first door on the right. It’s locked and Garrett will identify it as Jenivere’s room.

4.  Continue down the hallway until it makes a right turn. Ignore the door on the right just before the turn. It’s the plumbing room and contains nothing useful. Just after the turn, enter the first door on the left, a storage room.

5.  At the far end of the room, on the left, you find a wall of 12 crates. Remove 6 to make a doorway and go to the shrine-like object behind them. Take some gold (360) from the center square hole in the shrine. Walk around the shrine to the right and into a dark corner. Crouch and get some more gold (410) from the floor.

6.  Go back to the corridor and turn left. Enter the next door on the left, the Housekeeper’s quarters. Go straight across the room and through the door to the bedroom in the South wall. Get a pouch of gold (460) from the bedside table.

7.  Leave the bedroom and go to the West end of the next room. Open the door and go up the stairs to the second floor.

Second Floor West Wing

1.  At the top, crouch down and creep to the end of the corridor where it turns left. Stop there. There’s a metal door, locked (but we have the key) to the right. Leave it for now. Let’s clear this floor.

2.  If you wait a few minutes a patrolling guard comes down the corridor and reverses direction right in front of you. Use the blackjack on him. You know how by now. Get the gold (500) from his body. Open the first door on the right after the corridor turns. It’s the WC. Dump the guard in there and return to the hall.

3.  Continue left down the hall, North, and enter the second door on the left. It’s the Music room. Take two stacks of coin (510) from a table near the far wall. Go right from this table, past the harp and get a silver flute (535) from another table. Go back to the hallway and turn right, South.

4.  Follow the hallway back to the locked metal door. Crouch down and use the key to open it. Stay in the doorway, the visibility gem should be dark and the blackjack should be ready. Soon a guard will come down the stairs on the opposite side of the room. He’ll walk right up to you then change direction. You know what to do. This makes the 8th guard you’ve whacked, so one mission goal is met. Get the key from the body. Leave him where he lays. No one will find him. Just close the door you came through.

5.  There are two doors on the West side of the room. Neither contains anything. Leave them and go up the stairs on the South wall.

Third Floor West Wing

1.  At the top of the stairs turn right. You’re at the West end of a sitting room. Go through the near door on your left. Go to the dresser on the far wall and take the key next to the hairbrush. Face right. There’s a potted plant on a stand near the bed. On the wall behind the plant and down low is a red lever. Crouch down and flip it. Jump up on the bed and face left. Get the tiara (gold 610, gems 100) from the now opened hole in the wall. That’s it for here. None of the other rooms contain any valuables.

2.  Leave the bedroom, go back down the stairs, past the unconscious guard and through the metal door. Follow the hallway North into the Great Hall. Cross the hall and go through the entrance in the East wall into a well-lighted hallway.

Second Floor East Wing

1.  Crouch down and creep along keeping against the wall on the right. The first door on the left, just before the corridor bends right, is the dining room. No need to go in there. That’s where the guard is from whose pocket you took the key while you were in the dumbwaiter.

2.  Stay against the wall. Just around the bend are some shadows that will make you invisible. There are two guards at the far end of the hallway. Once inside the shadows and the visibility gem is dark, wait. One of the guards will come down the hallway and pass you. When his back is turned and he’s around the bend so the second guard can’t see what’s going on, go up behind him and knock him out. Dump the body in the Great Hall just outside the hallway.

3.  Creep back down the hallway around the bend and back into the shadows. Once in the shadows, creep up on the remaining guard patrolling the end of the hall. Get as close as you can to the intersection, then when the guard reverses direction, spring out and club him. Leave him where he falls.

4.  Go back to the intersection and head South, left, into the parlor. Turn left and go through the arches. There are two doors on the wall. Enter the one on the far left and get some goods (180) from the nightstand by the bed.

5.  The other room contains nothing of value, so go back through the arches and turn left. Find the stairs at the end of the room and go up.

Third Floor East Wing

1.  At the top turn left and enter the door on the right. Find the bedroom and get a ring (625 gold, 125 gems) from the nightstand. 

2.  Leave the bedroom and go North across the room. Just before the entrance to the closet get a piece of jewelry (670 gold, 200 gems) from the table on the right. 

3.  The loot quotient has now been met. All that remains now is to get Basso, Jenivere and Garrett out.

Basso and Jenivere Out

Take the stairway back down to the parlor. Go through the parlor and turn right into the hallway. Go past the unconscious guard and down the stairs.

At the bottom, use one of the keys to open the door and enter the Butler’s quarters where you first entered the mansion. Go through the rooms and back up the ramp to the yard.

Basso’s pretty hard of hearing so you have to walk almost all the way back to where he’s hiding in the storage room for him to hear the birdcall. Locate the birdcall in inventory and use it. When Basso hears it he comes out of hiding and heads for the mansion.

Since you did such a good job of clearing the path, you don’t have to follow him inside. Just wait by the sunken stairs (quite awhile) and in a few minutes Basso and Jenivere will appear and the level will end.

[ Top  CanOfWorms ]

2 SHIPPING . . . AND RECEIVING 2

Mission Goals – Expert

Equipment Expended

The starting gear for this mission is enough for you to complete the mission. What extra you purchase is up to you. 

Building - A

Main Office

1.  When the mission starts you are standing on top of a stack of crates in the Northwest corner of the area. But first, what kind of advice would we have gotten if we’d bought that $50 papyrus? The papyrus 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.

2.  What this means is that the loot is mostly found in Building-A and the 5 spice bags will be found in and around Building-B. There’s lots of skull knocking on this level so limber up the blackjack. First we need to get inside Building-A.

3.  Pick your way across the stack of crates and work your way down the South face until you’re on the ground. Immediately go into the crouching position and creep West until you hit the wall then face South. You should now be crouched with Garrett’s back to the stack of crates you climbed down and the wall on your right. There’s a guard off to the East on a ramp and one walking slowly in your direction on the ground in front of him. Neither of them are threats yet.

4.  Immediately in front of you, South, is a wall of crates stacked 3 high. There’s a hole in the bottom row where a crate is missing. Creep South along the wall then go through the hole. Sometimes Garrett seems to get stuck if you don’t line up correctly. If this happens, just back out and try again. You must, however, be in the crouched position for it to work at all.

5.  Immediately through the hole, turn left and mantle up a stair-step of crates until you reach the wall of the building. Face to the right (South) and look up. There is a ladder hanging down from a fire escape. Back up against the crates behind you to get some room to move then walk forward and jump. Garrett should stick to the ladder. Use the up arrow key to climb to the top. This can be tricky, so you might have to try it more than once. If you fail, you’ll jump to the ground and have to climb up and try again.

6.  Stay crouched and move slowly down the fire escape. Just a few feet down the escape there’s a ladder on the wall. Climb it to the roof. There you’ll find an open skylight. Through it you can look down into the Main Office.

7.  Line up on the beam and creep through the opening. Where the beam you’re on crosses another, stop and look down. Slightly right of the beam you’re on and below is the top of a brick wall in the office. You can also hear someone snorting around and whistling. He’s in one of the offices below. Sidestep a little right at the beam intersection and step off to land on the top of the brick wall. Garrett should be able to do this without taking any damage. Turn South. You should see a small area with a rack full of pigeonholes that holds mail for the building’s tenants. Step off the wall into this area. Someone will grumble about the noise but will do nothing.

8.  On top of the rack is a purple box. Open it and get the loot (75). You can read all the mail if you want, but since you’re using the walkthrough it won’t matter. A couple of the scrolls remain in inventory and are a pain to work around.

9.  Open the door at the West end of the rack and go inside. Look around. Notice the odometer-like object and the keypad. Under the keypad is a key. Make sure you take it. Read the instructions on the wall to the right of the keypad. So, you can open the bay doors of any tenant by punching in his ID number. The Building-A, Second Floor map you have in inventory lists all the tenants and their ID’s. The key is for using some remote keypads located out on the grounds. We’ll be using them a lot. Key in 0928 now. It’s the ID of Noah Jerm, Lensgrinder. He’s the first we’ll visit.

10.  Leave the room, turn right and follow the wall on the right to a door. The plaque on the wall says it belongs to J. Rampone, Vice President Rampone Dockside Shipping. That’s him you hear humming. Let’s pay him a visit.

11.  Open the door and creep through. Cross the room, turn left and you’ll see Rampone at his desk. Sneak up behind him and knock him out. His weekly financial report is on the desk. Read it if you want. Return to the door but don’t forget to get the loot (125) from the table between the windows.

12.  Go straight West through the door to the end of the room. There’s a metal door on the left. Leave it for now. Turn right and creep into the main office area. Directly ahead of you is a door. Through the glass you can see a guard standing in the hall. If you zoom in on him with Garrett’s mechanical eye, you can see his back is to you.

13.  Creep up to the door, open it and wait. The guard will grumble but keep his back to you. After he calms down sneak up behind him, snitch the key on his belt, then put him to sleep. Pick up the body and dump it in the mailroom. Return to the main office area and close the door you left open.

14.  Go to the L-shaped counter and get another key. It’s laying at the intersection of the two counter tops. Now you have two Bulding-A keys. Be sneaky. In the North wall behind the counter is a grating that looks out on a large staircase. There’s a patrolling guard that comes in from outside and comes up the stairs.

15.  Once you get the key, making sure the guard isn’t around, go around the counter and through the door next to the grating. Do this at a run. You must get to the bottom of the stairs before the guard comes again. Save your game here, of course. Running makes noise, but if the guard’s not there he can’t hear you anyway. Run straight through the door and down the stairs in a spiral to the left. At the bottom is a short stretch of wall with a large crate on the left and a stack of smaller crates to the right. Hide in the shadows between the crates and crouch down. Get the blackjack ready and face the stairs.

16.  When the guard passes your location and starts up the stairs, run up behind him on the stairs and whack him. Dump his body upstairs behind the counter. You must do it before he reaches the landing and turns. At that point he will see you. If you have trouble because of the uphill angle, you can probably wait until he comes down and passes to your left on the way out. Anyway, once it’s done, come back downstairs and follow the hallway to the single metal door at the South end of the room, not the double doors at the North end. By the way, the part of the stairway that goes up leads to the roof by the opened skylight you dropped through. Now, I tell you, right. Sorry.

17.  Stop at the door. Just outside is a small ramp. To the left of and slightly in front of it stands a man. Open the door and stay crouched. Listen to the long conversation between the man and a guard. When it’s over, the guard leaves. You can now creep out on the ramp, quietly step off behind the man and conk him. Dump the body back inside near the crates at the bottom of the stairs.

Burgling the Tenants

Noah Jerm - Lensgrinder

1.  Return to the door and go through. Immediately turn left (East). Go up the ramp along the wall and turn left into the workshop of Mr. Jerm. There’s a small copper-colored door left of the large green overhead door. Above the copper-colored door should be the number 0928 and the green overhead should be open. If it isn’t, you probably made a typo on the keypad upstairs.

2.  Once inside go to the East end of the overhead doorway. There’s a red lever on the wall. Use it to close the overhead. Go to the storage shelves by the stairs and get the crystals (150), then take the stairs up to the office.

3.  Steal the golden spectacles (200) from the desk and read the paper there. Leave the office and start down the stairs. Stop after you go down about one step and look left across the top of the shelves.

4.  Mantle up on the shelf top and get the second bunch of crystals (225). Continue to the floor and go to the orange door. Use the Building-A key to open it.

Lucky Selentura - Gambling

1.  As you leave begin running. Step off the ramp and head straight South from the door. There’s a small shed straight ahead and to the left and the area is patrolled. The shed is a remote station for our door opener. Use the key you found under the keypad in the main office to open the door. Once inside, key in 0266, Lucky Selentura. Do this quickly and leave the shack going South before a guard comes by.

2.  Hide in the shadows against the main building until all is clear. If the guard surprises you inside the shack, keep pressing right up against him and whack away with the blackjack. You can’t knock him out once he knows you’re there but if you beat him enough he’ll run off calling for other guards. If the guard’s a bowman staying close will keep him from shooting at you. If he’s a swordsman, you’re dead. So if you get surprised it’s up to you. I’d save before entering the number. Matter of fact, we’ve a lot of numbers to punch in. I’d be very liberal with saving from here on out.

3.  Creep South to the edge of the building and turn left. Take a few steps up the ramp to Lucky’s. At this point you should see the patrol coming from ahead and slightly right. Back down the ramp and scoot back around the corner to the shadowed area between the shack and the corner. When the guard comes by put him to sleep. Leave him there and get back into the shadows. There’s a second guard coming fast on his heels. Knock the second one out also. Take their broadhead arrows and dump the bodies in the shack under the meter. Get back to the shadows fast and scope out the area.

4.  When everything’s clear, creep around the corner, up the ramp and into Lucky’s. Immediately do like last time, close the main door before you do anything else. Get the stack of coin from the gambling table (235). From the bedroom at the East end get the candlestick (285) and pick the lock on the chest to get more loot (335). The lock’s tricky. Use the triangle-toothed pick, square-toothed then the triangle again. Go to the small exit door and unlock it with the Building-A key.

5.  Exit the door and turn sharply left and drop down into the hole between Lucky’s ramp and the wall. Wait here a few minutes and a guard should pass from your right to left, coming from the direction of the shack. Once his back is turned to you and he’s heading South toward the next corner, get up behind him and do your duty. Take his broadheads and carry the body back to Lucky’s.

6.  There’s one more guard doing a regular patrol between Lucky’s and the shack. Watch from Lucky’s door until he passes going in the same direction as the last guard you conked then slip down into the hole again. When he returns take him from behind as he passes. Add him to your stash of unconscious guards at Lucky’s.

Lord Porter’s Fine Arts

1.  Lord Porter’s Fine Arts is next. Run back to the shack and key in 6937. Go straight out of the shack and hide in the shadows of the North wall. Turn left (West) and creep to the crate at the corner of the building. Around the crate to the right is Lord Porter’s. However, there’s a guard standing at the bottom of the ramp. His left side is toward you. It doesn’t look like it, but you can creep around the crate a step at a time and work your way behind him. Do it slow and carefully. Once he’s down, take his broadheads and carry him up the ramp into Lord Porter’s. Dump the body anywhere and secure the place (close the green overhead).

2.  Go to the West end of the gallery and get behind the counter. From the shelves take two moss arrows and three statuettes (380). Crouch down and look under the counter. Take the fourth statuette (395). At the end nearest the overhead is a purple box. Empty if of loot, also (445).

3.  Leave the counter area and go to the opposite end of the building. In the right-hand corner is an elevator, inoperative. Turn left and go to the end of the lighted gallery. Face the picture on the West wall. Read the inscription beneath. It says: "Let thine arrow fly into mine crystal eye." The painting covers a wall safe. Back up far enough to leave room for the picture to swing out. Shoot a broadhead arrow into the crystal ball the woman in the painting his holding. Do it right and the painting opens left and reveals some loot (460).

4.  Go back to the elevator and stand in the pit. The elevator is at the top and the "down" button is broken. However, Garrett suggests he can shoot the "down" button on the upstairs control pedestal and get the elevator down. Mantle out of the pit and stand behind and to the left of the downstairs elevator control pedestal. Look up and you should see the upstairs control pedestal through the hole in the ceiling. Select a broadhead arrow and shoot the down button. When the elevator comes down, get aboard and push the "up" button on the pedestal.

5.  Once upstairs cross to the windowed door in the West end of the room. Go into the bedroom and get some loot (465) from the top of the bedside table and more (490) from under the table. Open the purple box on the desk and get a bag (540).

6.  Return to the elevator. Notice it’s stopped way too high. If you stand between the elevator and the pedestal and push the "down" button, you’ll be squashed to death. So stand on the side of the elevator opposite the pedestal and shoot the "down" button again. When the elevator starts down, run and jump on it and ride it down. We’re done with Lord Porter’s.

Bramrich the Accountant

1.  Bramrich the Accountant is next. Exit Porter’s through the small door and head back to the shack, keeping an eye out for guards, of course. Once there, punch in 7732.

2.  Go back toward Porter’s. Bramrich’s is just next door at the corner. Once inside, secure the place. Take the shipping label from the desk. You’ll need the label at our next stop. Read the journal.

Gilver’s

1.  Now we unlock Gilver’s. Leave Bramrich’s through the small door and run back to the shack. The area should be pretty clear of guards by now. At the shack, key in 7933. Go past Lucky’s to the building wall and turn South. Go to the corner and immediately crouch.

2.  As you sneak left around the corner you will hear a man and a woman talking about Capt. Davidson, the smuggler. They are between some crates in front of the ramp leading up to Gilver’s. You can sneak up the ramp into Gilver’s without them seeing you. They are, however, in the way of future plans.

3.  Once inside Gilver’s, secure the place. There’s a huge crate near the lever that lowers the overhead. Stand in front of it until the shipping label is highlighted. Call up from inventory the label you found at the accountant’s. Right click twice and it should apply itself to the crate. One mission objective accomplished.

4.  Head upstairs to the office. Stand close in front of the tapestry on the North wall. Nothing highlights, but if you experiment with right clicking in various places, you’ll be rewarded with some loot (640). Go to the desk and read the journal. Go downstairs and stand on the elevator in the Northeast corner of the room. Push the top button to go upstairs.

5.  Go to the stack of crates in the center of the room. There is a place where the crates are only stacked two high. Mantle up on this low stack. Walk West to the end of the row and mantle up to the top of another crate. Turn right (North) and mantle up on the beams under the skylight. Crouch and walk along the beam to the wall, turn left and drop into the hole made by missing crates. Drop down one more level and head South until you’re stopped by a crate. Face left (East) and you’ll see a chest across the way. Jump across the gap and stand under the crate. Look up and open the chest. It’s unlocked. You collect some gold (665).

6.  Face about (West) and walk to the edge of the crate you’re standing on. Look down and left to see another chest on the floor. Step off into the chasm and drop to the floor. This chest is unlocked also and contains loot (715). Go back to where you stepped off the ledge and mantle back up. Jump the gap to the crate on the West wall. Turn right and retrace your steps up out of the stack and back down to the floor.

7.  Back on the floor, head toward the West end of the room. You’ll come to a set of shelves that hold eight fancy plates. Get them all (795). Return to the elevator and descend to the first floor. We’re done here.

Lady Angelica’s Experimental Apothecary 

1.  Head West from Gilver’s, making sure you sneak across the loading dock so the fellow standing out front won’t see you. Go past Lord Porter’s and Bramrich the Accountant’s places and turn North into the alley between the warehouse and the wall.

2.  Follow the alley around some crates until you come to another shack. Use your key to open the shack. Go inside and key in 0624, Lady Angelica’s number.

3.  Leave the shack, turn left and enter Lady Angelica’s. Go to the shelves at the rear of the room and get 1 slow-fall potion (top shelf right), 1 healing potion (center of middle shelf) and 1 invisibility potion from the top shelf just above where you found the healing potion. The invisibility potion is extremely hard to see. You have to stand in front of where you found the healing potion, jump up and while in the air, grab the invisibility potion. There’s nothing of value on the second floor, so we’re done here.

Cid Capezza, Inventor

1.  Go back to the shack and punch in 0457. Leave the shack and turn left (North), go to the wall of boxes and crawl through the opening in the bottom. On the far side of the opening, turn right, East, and creep up the ramp just around the corner of the building.

2.  Once inside, secure the place. On the West wall is a huge golden metal head. Left of the head get 1 Scouting Orb.

3.  From the empty water tank in the Southeast corner get 1 water arrow.

4.  Left of the tank is a set of shelves. Take two items of loot (870) from the top shelf. Our loot quotient has now been met. From the bottom shelf get another Scouting Orb.

5.  Directly left of this shelf, on the North wall is a smaller set of shelves. From the top shelf get 1 flare and from the bottom shelf, 1 Flash Bomb.

6.  There’s nothing on the catwalk overhead, so we’re done here.

T. M. Blackheart - Musician

1.  Leave Capezza’s and turn left, West. Crawl back through the hole in the crate-wall and go down the alley (South). Follow the alley back to the corner of the building and turn left. Go all the way across the yard back to Lucky’s. At the building wall past Lucky’s, turn South (right) and to go the edge of the building.

2.  Gilver’s is around the corner. Crouch and creep past the front of the loading dock carefully so the man standing in front of the warehouse (to your right) will not detect you. Creep all the way to the East wall of the warehouse complex.

3.  Turn left and go down the alley to a shack. Use your key to open it. Once inside, punch in 5188. Blackheart’s is directly right of the shack.

4.  Once inside open the door to the recording studio and go inside. Take the Horn from the table. What use this is, I never figured out. From the ledge of the window facing the overhead, take a flute (895). Go outside and stand in front of the recording console facing the window.

5.  Mantle up on the console then mantle up to the top of the brick wall. Crouch and approach the safe. This is a three-part lockpick job; triangle-toothed, square-toothed and triangle-toothed again. Open the safe and get the loot (945). That’s it for here. Exit through the small door.

Myne  Steaks

1.  Go back to the shack and punch in 6013. Leave the shack and go right. Myne’s is just past Blackheart’s. Don’t enter just yet. Stand in front of the dock and look inside. A few crates are against the far wall. Right of the crates, on the floor are 4 small spiders. Left of the crates, in a cage, is a very large spider. The lever that opens the cage is to the right of the cage door. The switch that lowers the overhead is on the wall to the right as you face the door from outside.

2.  Run up the ramp into the room. Throw the switch that lowers the overhead door. At this point the 4 small spiders will start coming after you. After throwing the switch that lowers the overhead, reverse direction and run to the door of the cage and throw the switch that opens it. Now run to the crates and mantle up on one. The 4 small spiders should be right on your heels. You should be able to flip the two switches and climb the crate without being bitten. The 4 small spiders should now be directly under you on the floor.

3.  Select a broadhead arrow. Soon as you aim at the small spiders, they scatter to a spot in the middle of the floor and start noodling around in a tight group. In a few seconds the huge spider will come out of the cage and start fighting them. The huge spider can reach you on the crate, so shoot it first. Two arrows to the fat part of the body will do it and you should be able to hit it once before the fight starts. Then, you can kill the small spiders, one arrow each, as they mill around that spot in the center of the floor.

4.  After the spiders are dead, go into the cage and get the gold (995) in the far right-hand corner. Exit the cage and take the elevator near there up to the next floor. Get ready for some wierdness.

5.  At the West end of the room is a rusty door that leads into a refrigerated room. An electrical panel is on the floor to the left of the door. This will be a timed sequence. Use the panel to open the door and run inside. The door stays open only about 10 seconds. Once the door closes it can’t be opened from inside. Immediately inside the door, to the left as you enter, is a round red button. Push the button and run North, left as you’re facing the button. At the end of the room, down near the floor, is a grating. Just to the right of the grating on the floor is a key. Pick it up and run out of the room before the door closes. For some reason, if you don’t push the red button, the key isn’t visible. You should save here, of course, before you enter the room. If you do it correctly there is actually plenty of time to get the key and get out before the door closes, one or two whole seconds.

6.  Once you have the key, take the elevator back to the first floor. Go to the opposite end of the room and take the elevator near the spider cage up to the second floor. On this floor you find a large green safe, like the one in Blackheart’s. Use the key you just found to open it and get more loot (1060).

7.  That’s all for here. Leave through the small door downstairs and go back to the shack.

Kilgore Weapon Smithing

1.  Back at the shack, punch in 0590. Kilgore’s is on the far side of the Myne’s. Leave the shack and go right. Just past Myne’s you come up to a wall of crates. Crouch, crawl through the hole in the bottom and turn left. Stay crouched.

2.  Creep left when you get to the edge of the building. As you approach Kilgore’s loading dock, you see Kilgore standing outside the door. A Hammerite is approaching him from up the far side of the ramp. Listen to their conversation. After they go inside, count to about 10 slowly then creep in. They should be gone.

3.  When you get inside close the overhead door. Mantle up the stack of crates in the Eastern corner of the room. Make your way to the far corner of the stack and drop down into a hole. Pick the lock on the crate you find there, triangle-toothed pick, and get the loot from inside (1085).

4.  Climb out of the stack of crates and go to the shelves on the South wall. Get 1 water arrow from the bottom shelf.

5.  Read the journal on the desk in the office then take the elevator to the second floor.

6.  On the second floor go to the shelves at the far end (East) of the room. From the shelves you can collect 5 broadhead arrows. Don’t touch the crucible full of molten metal. It will take health points. That’s all for here.

7.  Take the elevator back down to the first floor and exit through the small door. Go East. Be cautious. There might be a patrolling guard walking past.

Building B

Entering Building-B

1.  After exiting Kilgore’s and heading East, turn South at the corner of the building and creep through the hole in the wall of crates. Continue down the alley, past the shack to the next corner of the building. Pause at the corner before turning right.

2.  The guy is still standing out in front of Gilver’s dock in a small alleyway made up of crates. This time he’s alone. The woman he was talking to is gone. Hug the dock and sneak past the fellow, then once out of his sight, turn left and cross to the crates.

3.  Creep back along the crates (East) to the corner. The guy is standing in front of a stack of timbers so you can’t get behind him. You can, however, slowly, one step at a time, creep up beside him and conk him before he spots you. He will act suspicious several times, but just wait him out. Be patient and you’ll finally get him. Dump the unconscious body in Gilver’s.

4.  Leave Gilver’s and continue South past where you whacked the guy. At the end of the crates, turn left (East), and staying against the crates, creep down the alley between the crates and Building-B. Be stealthy, there’s a guard off to the right who may hear you.

5.  At the end of the alley, turn South and go all the way down the length of the building. At the far South end you’ll see an anchored ship. It’s Captain Davidson’s.

6.  Creep past the end of the building and hide behind the stack of crates sort of between the ship and the building. About half way down this side of the building (West), just past a large green overhead door, stands a stationary guard. There’s a small door just past him and a small parade of guards comes out of the warehouse, crosses over the wharf to the ship, then returns back into the warehouse. There is one guard permanently stationed on the ship.

7.  Of more immediate concern is the patrolling guard that will probably come down the side of the building toward you, heading West to East. Unless you whacked him earlier somewhere, he’ll come down the side of the building, turn the corner where you just were and head North. In a little while, he’ll come back.

8.  Stay crouched down and face the building. When the guard comes back and passes you, creep out behind him (a fast creep by crouching and moving by holding down the shift and up arrow keys) and whack him before he gets too close to the stationary guard by the green door. Your visibility gem won’t be totally dark, but when you’re by the crates you’re far enough away that the guard won’t see you when he passes. Grab the body and dump it behind the crates where you waited.

9.  Now cross to the building, and staying against the wall, creep down the West side toward the stationary guard. He’s far enough from the building so that you can get behind him. When there are no guards going to or from the ship, whack the stationary guard. Carry his body back to the crates where you dumped the last guard.

10.  Creep back to the stationary guard’s spot. When no guards are coming or going, sneak past the green overhead, turn right and go through the small door and into the warehouse. Turn immediately left and crouch by some crates. Face the door. When the next guard comes through, creep up behind him and knock him out. Look for a key on his body. It’s Davidson’s key and we need it go get the spice. If this guard doesn’t have it, the second one will. Just past where you were hiding is an opening in the crates (on the West wall of the warehouse). Through it you can see a red door. Carry the body down there and dump it to the left of the door.

11.  Go back to your ambush spot just inside the door and wait for the second guard to pass. Do the same thing to him. Make sure you get the key if the first guard didn’t have it. Without it you won’t get the spice.

12.  We’ll leave the ship for last. Still inside the warehouse, head North down the West side. If you look to your right and up, you might see a patrolling guard on a catwalk on the second floor.

3rd Floor - President Rampone’s Office

1.  Creep all the way North to the far end of the building. On the North wall is a large green door. Left of the green door is a small gray steel door. Right of the green door is an elevator. Go to the elevator. Push the top button to go to the third floor.

2.  When you arrive on the third floor, hug the South wall and creep to the intersection of the hallways. At the intersection, the right corridor is short and leads to two offices the entrances of which are guarded by a mechanical eye. The left corridor leads down some stairs. Somewhere down there is a guard. You may or may not see him. The good news is that the red lever on the South wall just before the intersection controls the mechanical eye. Use it to turn off the eye, then when you’re sure the guard is nowhere near the stairs, turn right and go down the short corridor.

3.  Go into the Conference Room on the right. Get 4 gold coins (1105) from the table. Exit this room, cross the hall and enter President Rampone’s Office. In the bookshelf, third section from the right, is a book that sticks out from the rest. When you look at it, it highlights. Use it to open a secret panel. Go inside and get a gold candlestick (1155) from the table. Read the journal there.

4.  Open the door to Rampone’s office. Make sure the guard isn’t around, then retrace your steps back down the short corridor, turn left and go back to the elevator. Press the second from the top button to go to the second floor.

2nd Floor Offices

1.  Stay on the elevator and look South. Across the open section of the warehouse is a horseshoe-shaped section. The center is open and around the outside edges are offices, six to be exact. A guard patrols around the horseshoe. When he’s at the far end of his rounds, creep down the East wall and crouch in the shadows just past the large green door. When the guard comes toward you and puts his back to you by turning to your right, come up behind him and blackjack him.

2.  Get the key, Bulding-A key, from his body. Pick him up and go back to the wall where you waited in ambush. Turn right and go into the first office on the left, the City Planner’s office. Dump the body in the corner. There’s nothing of value in here.

3.  Exit the City Planner’s office, turn left. The next office, Mechanist Accounting Secretary has nothing and neither does the last office on the left, the Business Coordinator’s office. At the end of the horseshoe turn right and cross the closed end.

4.  The next office you come to, the Supervisor’s office, is locked. Use Davidson’s key to get in. Read the note on the desk then use Davidson’s key again to open the crate. The red bag inside (1175) is spice number 1.

5.  The next office on the left is Project Planning. It’s empty. Leave the Supervisor’s office and enter the last office on the left, the Foreman’s office. On the wall behind the desk are 4 levers. Move them all to the "up" position. This opens all the big green interior doors in Building-B.

Rare Artifact Bay

1.  Leave the Foreman’s office, turn left then right and go East across the open end of the horseshoe and through the now opened overhead door in the East wall. This is the Rare Artifact Bay.

2.  From the first set of shelves on the left get two rolled up packages of goods (1215). From the second set of shelves get a golden statuette (1240).

3.  From a small table on the South wall get some loot (1260). This room’s cleaned out.

Building-B First Floor

1.  Leave the Rare Artifact Room and turn left. Enter the City Planner’s office again (first door on the left). Cross to the gray iron door and open it. Go through, turn left and stand in front of the skylight. Draw your sword and break the glass. Put away the sword and jump through the window down to the crates below.

2.  Walk West and drop into the hole. Use Davidson’s key to open the crate and get the second bag of spice (1280). Close the crate and mantle up on top of it. Turn West and mantle up on the next crate. You can’t get back through the skylight so face South. Below and right is a single crate. Step off, land on the crate, then jump to the floor.

3.  Find your way, generally West, through the crates back to the warehouse floor. Turn right and head North. Go right under the green door into the Mechanist Packaging Bay.

4.  In the Packaging Bay, on the right-hand (South) wall, is a large thin crate leaning against the wall. Behind it is a parchment. Get it and read it. There’s nothing else here, so exit back through the overhead and turn right. Go to the elevator right of the green door.

5.  Push the bottom button to bring the elevator down, then take it back up to the second floor.

6.  Head South and go back through the City Planner’s office, the first office on the left. Go through the gray door, out on the roof and turn right.

7.  Go to the last skylight, break the glass with your sword and drop through the opening. When you land, face West. If you’re right up against a crate, turn around. There should be a single crate behind you. Mantle up on it and face West again.

8.  Directly in front of you, across a small space on a ledge of crates, should be a locked crate. Use Davidson’s key to open it. The lid swings open from the left side. If you look further left you’ll see another crate at the far end of the ledge. Now the fun starts.

9.  Move to the far-left rear edge of the crate you’re standing on. Run (shift, up arrow) then jump across the small gap and mantle up on the ledge beside the crate you just unlocked. You might have to try this several times to make it. I certainly did.

10.  Crouch and get spice 3 (1300) from inside the crate. Turn and creep to the other crate. Pick the lock, triangle-toothed, square-toothed, triangle-toothed picks. Take 1 rope arrow from inside.

11.  Go back to the first crate and close the door. Drop down to the next level of crates then to the floor. Use the Building-B key to open the red door. Exit to the alley and turn right.

12.  Go toward the ship and turn right at the corner of the building. Go along the West wall until you find the door the guards were using to go to and from the ship. Go inside the warehouse and all the way to the big green door on the North wall and turn right.

13.  Push the bottom button on the elevator to bring it down, then ride the elevator back up to the second floor. This time head South toward the offices but go down the East side of the horseshoe all the way to the last office on the right, the Supervisor’s office.

14.  Use Davidson’s key in the gray door to get access to the roof. On the roof turn right and go to the first skylight. Break the glass with your sword and jump to the crates below.

15.  On top of the crates, face left (North). You have to drop to the ground and it’s a long way. The landing takes one shield of health. Either take it or use a slow-fall potion but you must go down to the floor.

16.  On the floor, there’s a single crate opposite the red door. Mantle up on the crate, turn right (East) and go to the wall of crates. On the far right end is a hole. Drop through to the crate below.

17.  Use Davidson’s key to open it. Get 1 flare, 1 invisibility potion and the fourth bag of spice (1320).

18.  Climb out of the hole, drop to the floor and use the Building-B key to open the red door. Go into the alley, turn left and head toward the ship.

Davidson’s Ship

1.  Stay in the shadows around the edge of the building and creep around the corner. Creep to the foot of the wharf but don’t step up on it. That’s about as far as you can get without being seen. There’s a guard on board the ship and if he sees you he’ll come charging after you.

2.  Since we have equipment to burn, we’ll do this the easy way. Watch and pay attention to where the guard is. If he’s on the bridge, the right end of the ship, wait a few minutes and he will come down the ramp to the main deck and take up station to the left of the gangplank. If he’s already on the left go ahead with the plan.

3.  Drink an invisibility potion and immediately run down the wharf, across the gangplank, behind the guard and smack him before the potion wears off. Take spice 5 from the unconscious body. The mission requirement for spice should now be marked off.

4.  Leave the guard where he is and don’t mess with the crate on deck yet. Turn right and go up on the bridge. Turn the Ship’s wheel once and then go use the telescope a couple time. You’re alerted that you’ve found a secret but I couldn’t figure out what it was.

5.  Return to the main deck and go into the room underneath the bridge. Cross the room and use Davidson’s key to open the door to his cabin.

6.  Get another bag of spice (1360) from the open crate left of the bunk.

7.  Turn around and slash the tapestry to the right of the door with your sword. Use Davidson’s key to get the gold (1460), from the small chest.

8.  Slash the other tapestry at the opposite end of the room. Unlock the chest for more loot (1485).

9.  Read the journal on the table and take the candlestick (1510) from the crate right of the bunk. Now for some fun with spiders.

10.  Go back up on deck. The crate on the South side of the deck has two small spiders in it. It also has loot. Get close enough to the crate for the door to highlight. Open the door, spin around and run for the gangplank. Jump into the water from the gangplank before the spiders get you.

11.  Swim to shore. The spiders are probably still up on deck. Go across the wharf and to the gangplank. Let the spiders see you and begin chasing you. Run down the wharf back to dry land and turn either right or left, with the spiders following, and wade into the water. If the spiders are close enough, they will follow you into the water and drown. If they are too close, they will bite your butt. Keep up this tactic until you’ve lured both of them to their deaths.

12. Go back on the ship, into the crate and get the bag (1530).

Exiting the Warehouse Area

1.  All that’s left is to get back to the stack of crates where we started the mission.

2.  Go back to dry land and head into the alley on the East side of Building-B. Follow the alley to the end of the building and turn left at the wall of crates.

3.  Creep down the wall of crates until you can turn right. Go down this short alley between walls of crates to Gilver’s dock and turn left (West).

4.  Continue West to the corner of the building then turn right (North). At the next corner you should be in front of Lucky’s. Turn left (West) and creep all the way across the storage yard to the West wall of the compound. Be cautious, there are still some guards you haven’t whacked.

5.  At the West wall, turn right (North). Follow the alley alongside the building until you come to a wall of crates. Crawl through the hole. Directly ahead of you is your final goal, the stack of crates you started on.

6.  Creep across the small open space to the crates and turn right. Find the lowest stack of crates in the pile and start mantling up. When you reach the top the level ends.

[ Top  CanOfWorms ]

3 FRAMED 3

Mission Goals - Expert

Equipment

The starting gear is enough for you to complete the mission. It is suggested that you purchase water arrows, healing potions and an extra scouting orb.

Note: No blackjacking is allowed. Also, you do not have to be seen by a guard for the alarm to be given. Just do something suspicious, like leave a door opened that was closed or make a noise and that’s it, the alarm goes off and the level is over. Make a habit of closing all doors and secret passages behind you. In short, leave things as they were when you leave an area.

Shoalsgate Station Utility Building

1. If you had bought Tip #1 you would have discovered that it says:

2. You start the level in the SE corner of the map South of the Shoalsgate Utility Building. To see something strange, walk straight ahead until you see a spiked wall on the left. Face the wall and throw one of your scouting orbs over the wall near the trees at this end and look through it.

3. Walk straight ahead (West) to an intersection. Bear left into an alley that runs alongside a building with an orange door. Mantle up into the steel trash bin in the alley and get 2 water arrows.

4. Climb out of the bin and go to the orange door at the front of the building. Use the square-toothed lock pick to open the door. It appears to be a tavern of some sort. On top of the counter is a box. Open it and get some loot (25).

5. Crouch and crawl under the left end of the counter. Get a golden bottle from the shelf behind the counter (75).

6. Leave the tavern and return East toward your starting point. If you turn left upon leaving the tavern and walk up to the two large golden heads that flank the scanning mechanical eye, the golden heads will fire cannon balls at you. It’s instant death, so stay clear.

7. Halfway down the side of the utility building is a gray door. Use the triangle and square-toothed picks to open it. Go inside, turn left (West) and you’ll see the entrance to the drains.

Through the Drains

1. Use the red lever on the front of the pedestal to open the hatch. Mantle up on the pedestal and drop through the hatch into the water.

2. The only way out is West. Duck down and swim west through the pipe to the next intersection.

3. At this intersection, surface for some air. Swim down and go North through the next pipe into a flooded room. Open the hatch in the floor immediately below you just inside the entrance. It’s easy to find as it highlights when you look at it. Swim down into the drain then North to the next intersection.

4. From here on the underwater trip is easy. Each time you reach an intersection, there’s only one way out and plenty of places to come up for air. Finally, you end up in a flooded cavern ringed by a ledge and guarded by two small spiders.

5. There’s not much you can do here. You don't seem to be able to lure the spiders into the water like back at Davidson’s ship. About all you can do is get the sword ready and climb up on the ledge as far away from the spiders as you can and hack them when they come for you.

6. After the spiders are taken care of, go to the North end of the cavern where the two openings are. One opening is plain and the other opening is framed with lumber. Between the two openings you can pick up two flares.

Basement Jail Complex

Laboratory and Morgue

1. Go through the unframed opening that looks like an ordinary cave. Follow the tunnel to an intersection. The left fork is a dead-end, so go right (East). At the end of the tunnel, on the North wall, is an empty torch holder. Use it to open a secret door. Go through and close it behind you by using another torch holder inside on the left.

2. Open the steel door directly across (East) from the secret door. Go through and close it behind you. This is the last time I’ll mention door closing. Always close doors behind you. Go a short ways and up a small flight of stairs to a landing.

3. The stairs going up to the left leads to the first floor. Go straight ahead and down the landing to a room with two doors on the North wall. The door on the left is the Laboratory. There’s nothing in there. Go through the door on the right, the Morgue. At the far end is a body. Take loot from it (175) and leave the body where it is. The parchment at the head of the slab is the coroner’s report. All it says is that the subject died of "paganism."

Jail Reception Area

1. Go back to the hallway where the secret door is. Turn left (South), and follow the hall to a door. Open the door and go through into the reception area of the jail.

2. On the South wall is a holding cell. Inside the cell is a large double-metal door that leads into the cellblock. There’s also a door on the East end that leads to an interrogation room where a suspect is being questioned.

3. Behind the desk in the reception area are three control panels. The right-most panel opens the gate to the holding cell. The center panel opens the double-metal doors. The left-most opens a single gate just past the double-metal doors to allows final entry into the cells. There’s nothing of value in the cells.

4. However, read the parchment on the reception desk. Nice guy our Lt. Hagen, huh? Use the right-most panel and open the gate to the holding cell. Now enter the holding cell and while you’re getting the three flares from the rack on the South wall, listen to the interrogation going on inside the interrogation room.

5. Leave the holding cell, use the panel again to close the gate and leave the reception area.

6. Go back to the secret door at the end of the corridor and use it to get back to the flooded cavern.

Maintenance

1. Back in the flooded cavern, go through the opening framed with lumber. Follow the walkways through the flooded chambers. When you’re halfway across the last walkway, stop, turn right and look down into the water. There’s a statuette on the bottom of the pool. Jump in and get it (190). Climb out and go to the end of the corridor.

2. At the end is another torchless holder. Use it to open the secret door into the Maintenance room. Use the panel inside just to the right of the door to close the door.

3. Walk across the maintenance room and follow the tunnel to some stairs. Take the stairs all the way to the top where you discover a windowed door that leads to the first floor.

First Floor

Conference Area

1. Crouch in front of the door and wait awhile. You’ll soon see a guard through the window. He comes up to the door then turns and goes in the opposite direction. After he’s gone, open the door and go through. Enter the first door on the right (make sure you have closed both doors after you’ve exited). You are in the conference area.

2. Be cautious, one of the conference rooms is occupied. It’s the one straight across from the entrance. You can go over there and lean into the door and listen is you want. Go into the conference room immediately to the right of the entrance and get some spectacles (240) from the desk.

3. Leave this conference area and go to the door at the South end of the room. Go through and you’ll find yourself in the Front Desk area.

Front Desk

1. Stop just inside the door. Directly across from you, South end of the room, is the Control Panel mentioned in Tip #1. Just past the panel is an open area with doors left and right. Periodically a guard comes out of the left door, patrols across the open area and returns. Watch out for her.

2. Left of you on the wall is a desk. In front of the desk is a blue and silver tapestry. Just past the desk, in the corner, is a water cooler. However, this cooler is special. It dispenses water arrows. More on this later. Past the cooler on the East wall is another desk.

3. When the guard isn’t around, creep left to the desk by the blue and silver tapestry. Get the parchment from the right hand corner and go into the dark shadows between the desk and the cooler. Read the parchment. It says they (The Watch) have almost cleared the city of criminals. Now it’s time to concentrate on the Pagans.

4. Face the water cooler and look up to the top. Start collecting the water arrows. You can get about six all together. You’ll have to move around between the cooler and the next desk to get the last two or three.

5. Look across to the control panel. To the left of it is a button mounted on the room divider. That button gives the alarm. On the top of the control panel are two levers. The one on the left opens the main gate. The one on the right turns off the alarm system. Underneath the top of the panel and directly under the lever that opens the main gate, is a button that opens a sliding panel in the floor under the console.

6. When no guards are around, creep to the panel. Use both the levers on top and push the button on the underside. Immediately fast creep (shift + arrow key while crouched) back to the dark spot between the desk and the cooler. The sliding panel in the floor makes noise and guards come to investigate. One walks through the area and into the conference rooms. If you stay behind the counter he’ll find you.

7. Once the guards are gone, fast creep back to the panel and get the coin (340) from the sliding panel in the floor. Go back to your spot by the cooler.

8. At the proper time, creep back into the conference room area. Go all the way across the room to the door on the North wall. This is were you originally entered.

First Floor Storage

1. Open the door and lean out into the hall. When no guard is coming down the hallway from straight-ahead (East), and you can’t hear one walking down the corridor from the South, step sideways into the hallway. You should be facing East. At the far end of the hall, just before a door, is a torch on the right hand wall. Shoot it out with a water arrow and slip back into the conference room area.

2. Open the conference room door and watch the intersection in the hallway again. This time when it’s clear, you need to go to the intersection and face South. Shoot out the torch on the right hand wall at the far end. Scoot back into the conference room when you’re done. The hallways aren’t completely dark, since there are some electric lights, but there are more shadows now.

3. Leave the conference room, go to the intersection and turn right (South). The hallway to the left is short and has a stairway going to the second floor. Open the next door and creep through. When there are no guards at the far end of the hall, use a water arrow on the torch at the end.

4. Creep about halfway down the hall and hide in the stairwell on the left. Make haste because there’s a guard coming up behind you. The guard will pass your hiding place and return in a few seconds, probably making comments to himself about the torch being out. After he’s passed and is heading North, leave your hiding place and go South.

5. Creep to near the end of the hallway and stop. To the right (West) is the door that leads towards the Front Desk area. Left, East, leads down a hallway toward the Training Room. Now for some tricky maneuvering.

6. There are two guards in the East-West hallway. Wait until they are both at your end. One should go through the door into the Front Desk area and the second should reverse direction and go back to the East. When the first guard is through and door and out of sight and the second has his back to you and is proceeding East, creep out into the hallway and get right up behind him. Follow him East down the hallway and make the first right turn into a short corridor. Quickly go into the first door on the left. It’s a storage room.

7. In the NW corner of this storage room is a small crate with the top missing. From it get 3 water arrows. Go back to the door from which you entered this room, open it and cross the hall to the Training Room.

Training Room

1. Go to the far West end of the room and through the arch into a storage room. Face left. Use the torchless holder on the wall. You hear noises as a door opens up on the balcony above you. Head South across the storage room and pick up 1 rope arrow on the way.

2. Make sure no guards are around, leave the storage room and walk down into the pit with the dummies. Face left (North) and walk to the left of the last dummy on the left. Get out the rope arrow and shoot it up into the top edge of the wooden railing around the balcony.

3. Jump up, grab the rope, climb up to the railing and jump to the balcony. Sometimes it’s difficult to leave the rope and get on the balcony. If you fail, keep trying. At the worst case you’ll have to hang from the rope, pull out the arrow, drop to the floor, then re-shoot the arrow to a better spot. It’s all you can do.

Leave the rope. We’ll be returning here. Turn left and go West through the opened secret doorway. Around the corner to the left by some machinery is a red lever. Pull it to open a passage on the right wall that leads into the fireplace in Sheriff Truart’s office. Follow it into the office.

2nd Floor

Sheriff Truart’s Office.

1. Exit the fireplace, turn and face it. Take the two items from left end of the mantle (450).

2. Go to the desk and get Lt. Hagen’s letter to Truart out of the trash can. It says he doesn’t trust the Warden Affairs Division (Internal Affairs). Evidence against certain Wardens seems to be disappearing even though the department denies it.

3. Take the three stacks of coin (525) from the front edge of the desk. Go behind the desk. The gray ledger is an appointment book. The red one is a journal in which Truart expresses his dissatisfaction with Lt. Mosley’s conduct of some case she’s on.

4. Truart’s office door is locked but you can pick the lock with the square-toothed lockpick.

Narcotics Office

1. Crouch in front of the door inside Truart's office and open it. A hallway leads off to the left. A guard patrols it. Stretching straight ahead of you (East) is a long hallway that leads to Warden Affairs. At the far end the hall turns right and runs for a short distance then dead-ends. A guard patrols this L-shaped hallway from the other end to Truart’s door and back again.

2. When the hallway leading to Warden Affairs is clear, or the guard is moving away with her back to you, look around the corner to the left. When the guard in that hallway is moving away, creep around the corner to the left (North) and quickly enter the first office on the left, Narcotics. It contains nothing of value but is a good place to hide. Hagen’s office is the next one down the hall on the right and the door is locked. You’ll have to pick the lock. Directly across from Narco is the stairwell.

Lt. Hagen's Office

1. Watch through the open Narco door until the guard comes by. Have the triangle-toothed lock pick ready and when the guard returns and is heading back North, sneak out behind him and follow him North. Stop at the next door on the right. Give the guard a second or two to get far enough away so he won’t hear, and use the pick on Hagen’s door. Scoot inside quickly and close the door.

2. On the right hand edge of Hagen’s desk is a monogrammed handkerchief. Take it. Objective complete. You have a personal item of Hagen’s you can use against him. Read the red journal on the desk and get a good taste of Hagen’s brown-nosing.

3. From the trash can take Truart’s letter in reply to Hagen’s about missing evidence. Truart wants Hagen to investigate some thefts from the vault. Let’s see if we can help him.

4. Your map says you should be able to find a key to the vault in one of the Lieutenant’s Offices. Well, there’s only one left and that’s Lt. Mosley’s. It’s directly across the hall from Hagen’s.

Lt. Mosley’s Office

1. Crouch by the opened door inside Hagen’s office and wait for the guard to go by heading right (North). When he passes creep across the hall. Have the square-toothed pick ready and use it to open the door.

2. Read the letter in the trash can. It’s from Truart and upbraids Mosley for not being tough enough on the Pagans. It also gives Mosley the responsibility of investigating thefts from the vault. So Truart has them both really investigating each other.

3. Now you can take the Secure Records/Vault Key from the desktop. Read the red journal. Get 1 water arrow and 2 moss arrows from the table in the corner right of the desk. Take another water arrow from the plant stand.

Vice Office

1. Crouch by the opened door inside Mosley’s office and wait for the guard to go by heading to the left (North). Do your thing and follow behind him and get into the next office on the left, Vice.

2. From the last desk in the row against the wall take 3 stacks of coin (574). Read the red journal on the desk and learn that Vice knows of Truart’s frequenting Madam Volari’s brothel. Also the schedule book in Truart’s office had a record of an appointment there. Seems Mosley is the only one they, Vice, can trust.

Robbery/Homicide

1. Crouch by the opened door inside Vice and wait for the guard to pass. Creep across the hall and into Robbery/Homicide.

2. Nothing in here but a place to hide and another red journal telling how slow the Robbery/Homicide business is since Mosley and Warden Affairs have practically cleaned up the town.

Waiting Room

1. Crouch by the opened door inside Robbery/Homicide. When the guard passes going left (South) creep out into the hall and turn right. Go straight across the intersection and into the Waiting room. The first door on the right is the entrance to a cubicle where a guard is watching the staircase. Just past this is the stairwell. Don’t’ mess with the door but go straight to the end of the waiting room and turn left to get out of view of the guard in the hallway behind you.

2. Get some loot (674) from under the table in the SE corner of the room. Now we need to get a key from one of the guards and make a trip back to the first floor.

3. Sneak back to the stairwell. You can hide just inside and watch for the guard coming down the hall from the Lt’s offices (North/South hall). He’ll come inside the waiting room and reverse direction right in front of the stairwell.

4. The other hallway, the East/West hallway is also patrolled, in case you haven’t noticed by now. This guard has a key we need on his belt. The West end of this hall leads to Evidence Storage. The East end leads to the Officer’s Lounge.

5. When the North/South guard is heading away from you (South) and the East/West guard passes the Waiting room door going East (left) get behind him and lift the key from his belt. Speed creep back into your hiding place at the entrance to the stairwell in the Waiting Room.

Back To First Floor

Courtyard and Drains

1. From your hiding place, watch the guards again. This time you need to follow the guard all the way up the North/South hallway and get back into Truart’s office.

2. The best way is to follow the guard to the Narcotics office and wait inside. From there you can track the path of the guard you just followed plus the guard in the other hallway leading from Truart’s office to Warden’s Affairs. When all’s clear, creep into Truart’s office.

3. Go through the fireplace into the secret corridor and back to where your left the rope arrow stuck in the railing of the balcony. Climb down the rope a ways, look up to highlight the arrow and pull it out of the railing. You’ll drop to the floor and have the arrow back in inventory.

4. Go to the entrance of the Training Room. When the hallway’s clear, creep across and go into the storage room. Crouch in front of the door in the North wall. Open the door and watch the hallway.

5. One guard patrols up to your door then reverses direction. Down the hallway to the left is another guard patrolling from the far end to the intersection by the Training Room. When both guards have their backs to you, creep out, go right and through the double steel doors. Make sure you close them.

6. Once inside this area there’s a small set of steps going down. To the immediate right is a guard post where a guard is watching off to the South. This area is extremely well lighted. However, if you’re stealthy, the guard at the post will not hear you or turn around. Just past the guard post turn right into a short corridor. It’s dark here and you can hide.

7. At the North end of this area is a set of double steel doors. Creep over and use the lever on the left to open them. Enter the grassy courtyard and close the doors with the lever on the left. Go to the well, mantle up the side and jump in. You’ll land in the flooded chamber where you fought the spiders.

8. Climb out and go through the plain tunnel. Turn right at the intersection and use the torch holder at the end to open the secret door. Go straight (East) through the next door. Turn left and creep up the stairs to a windowed door that opens on the first floor.

9. Crouch in front of the door and open it. If no guards are around go through and take the next right. This short section of hallway leads to another windowed door. Just before it is a gray steel door on the right. Pause in front of the gray steel door. Face back the way you came and shoot out the torch with a water arrow. Quickly enter the gray steel door, leaving it open for once and hide in the shadows inside. Face the corridor.

Target Range

1. Watch for the guard to pass going to your left. When he comes back going to your right, creep out and follow him through the door. Follow him down the hall and go into the second door on the right, the Target Range. The first door on the right is the Armory. It’s locked and your picks won’t work.

2. Once in the Target Range, stand in the far right station and face the targets. Open the little door in front of you and walk out on the range to just in front of the lights. Select a broadhead arrow and shoot the far right target. Hit it in the right spot (near center) and a secret door to the Armory opens to your right. Go through before it closes.

The Armory

1. Inside the Armory, turn left and start looting the shelves. From the top shelf on the North wall get 2 water arrows.

2. From the shelf beneath, get a noise maker arrow and a scouting orb.

3. Face East and from the top shelf get 1 moss arrow.

4. From the bottom shelf get 1 water arrow.

5. Crouch in front of the door of the Armory and push the red button on the left to open it. When the guard passes going to your right, creep out into the hall and turn left. Go to the intersection. Pause here and wait for the guard coming from your right to arrive and reverse direction. When he does follow behind him and turn into the first entrance on the left, the Main Office.

Main Office

1. Head to the North end of the far East wall. Face the cubicles (10 total) and begin searching them from the first on the right. It has a red journal on the desktop. It’s a crime report.

2. Head south to the next cubicle and get a statuette (689) from the desktop.

3. The third cubicle is empty. The fourth has a parchment on the desktop: a letter to Lucy Morgan to stop harassment of Grimmad the Alchemist. Under the chair is a scroll that says, "Kick me."

4. The fifth and last cubicle on this side is empty. Go around the end of the cubicles and head North.

5. The first, second and third cubicles on this side are empty. From here on the guard in the hallway may be able to see you.

6. The fourth cubicle contains a journal (crime report) and 1 water arrow on the desktop. The last cubicle is empty.

7.  Return to the Main Office entrance. Wait for the guard to pass going North. When he does creep into the hallway and turn South. Pause just before the next lighted area and shoot out the torch with a water arrow. When no guards are passing through the intersection at the end, go into the first door on the right. It’s some sort of lounge.

Lounge

1. It’s pretty well lighted at the far end, but where you entered it’s suitable for hiding. Once inside turn and crouch in the open doorway you just passed through. You need to get out the door and to the intersection to the right. You have to watch for three guards. One is the one patrolling the hallway in front of the Main Office. There are two others who patrol the corridor off to the right.

2. Watch the corridor to the right through the door. When the two guards patrolling that corridor pass at the intersection, creep out and follow the guard going to your right from the intersection. Enter the first door on the left.

Barracks

1. You’re now in the Barracks. Head east all the way to a door. Enter that and you’re in the locker room. There are are 14 lockers here. Check them all. From the bank of lockers on the East wall you get 1 healing potion and 1 noisemaker arrow.

2. From the bank on the West wall you get a flash bomb. Exit the door and head West back into the Barracks. From the chests between the bunks in the room with the card table you get 1 moss arrow.

3. Continue West into the next room. The only chest in this room that contains anything is the first one on the left. Use the square–toothed pick on it and get a flash bomb.

4. Continue to the last room and enter the door on the left. Get 1 water arrow from the sink.

To The Records Hall

1. Go all the way back to the end of the Barracks and into the locker room. Face the door in the North wall that opens into the hallway. Just across the hallway is a secret door into the Main Office. To the right of the door is an empty torch holder that you can use to open it. Crouch and open the door. When the hallway is clear, creep across, use the holder and go through the secret door.

2. Once inside the Main Office you'll find the switch to close the door on a post to the right. Go to the main entrance of the Main Office and watch the hallway. When the guard passes going left, creep out into the hallway and speed creep to the right. Go all the way to the far end, watch for guards at the intersection, and back through the door into the stairs that lead to the basement.

3. Immediately turn around and watch through the open door. When the coast is clear, creep out of the doorway and immediately turn left. Shoot out the torch in the room with a water arrow. The guard will grumble but that’s all.

4. Go inside the room and turn right. Creep along the wall and around the corner until you’re moving toward the guard and the door he stands beside. Get close enough to see the key on his belt and snitch it. Use it on the door to open it.

5. Select a noisemaker arrow and shoot it through the doorway from which you entered this room. When the guard runs off, speed creep through the door he was guarding (close it behind you) and up the staircase.

6. At the top of the stairs open the door and enter the Records Hall. Stop in front of the first door on the right. It’s the Secure Records Room. Use the key you found in Mosley’s office to get in.

7. Go to the table. Read the book and discover that you can disable the vault security sentries by entering the maintenance code of 4026. Read the two parchments on the table and as Garrett just said, "Now it’s on to the Vault."

To The Evidence Vault

Main Office

1. On the far South wall of the room is a suspicious looking bookshelf. Approach it and examine at the section to the right of it. On the second shelf from the top, left end, is a white book that will highlight when you look at it. Use it to open the secret passage behind the shelf.

2. Go through and follow the passage to a ladder. Descend, crouch and flip the lever. A secret passage that overlooks the Main Office on the first floor opens up.

3. Crouch on the ledge and look up. Shoot a rope arrow into the wooden border of the ceiling. Get on the rope and start down. Look back up at the arrow. Find the furthest spot down the rope where the arrow is still highlighted. At that point pull out the arrow and drop to the floor.

Barracks

1. Go to the South end of the Main Office and find the lever on the post that opens the secret door. Open it and when the hallway is clear, creep across the hallway and enter the Barracks Locker Room. Go all the way to the West end of the barracks and face the door in the North wall.

2. Crouch and open the door. If the hallway’s clear of guards shoot out the torch across the hall with a water arrow. Now creep into the hallway and turn left. Open the double doors and go down the steps. Turn and close the door before the guards come.

3. Continue East until you come to the double doors on the right. You’ve been here before. Use the lever to open the doors and go into the courtyard. Go to the door in the NW corner of the yard and enter the Mess Hall.

Mess Hall

Creep to the entrance of the kitchen. If there is no guard patrolling the kitchen, go in and turn left. Go to the door in the West wall, open it and head down the hall. Watch out, though, the guard is somewhere. Make the first left and then turn sharp left again and crouch down in the bottom of the stairwell.

2nd Floor Waiting Room

1. Turn and face upstairs. There’s a guard looking down toward you from a post. There’s a torch on the wall under him. Use a water arrow on the torch and sit tight. There will be some grumbling and running around. In a few minutes all will calm down.

2. Creep to the South wall of the stairway, and keeping the wall on your right, creep up to the second floor. You’re back at the stairway in the Waiting Room. If you remember the drill, you have to wait until the North/South guard is heading away from you (South) and the East/West guard passes the Waiting room door going East (left) toward the Officer’s Lounge. At this point creep out of the Waiting Room and turn right.

3. Go into the next room and across it to the door. You have a key that fits. Use it and get through and into the safety of the stairwell.

Evidence Vault

1.  Now it’s up to the Evidence Vault. Climb the stairs to the top. Crouch in front of the door, open it and look in. Directly in front of you is a counter. Behind the counter is a guard. Right of the counter is a mechanical eye suspended from the ceiling.

2. When the eye is turned away, creep through the door and up against the counter. Turn right and use a water arrow on the gas light that’s beside the door.

3. Creep back to the door and face right. Keep the wall on your right and creep all the way around the room to the intersection of a hallway, coming from your right, and a room on the left. A guard patrols down the hall, turns away from you and crosses to the far side of the room, turns left down a short hallway and returns. This guard seems to have several patrol patterns. You might have to wait quite awhile until one of them takes him away from you. He is the only guard in this end of the area and the only one you need to be alert for. Make sure he’s going up the hallway to your right and away from you, then cross the room and turn left down the lighted corridor.

4. Go to the end and turn left. You have a key to the gray steel door. It’s the same one that unlocked the door that allowed you to come up the stairwell to here. Open the door qui