THIEF II: THE METAL AGE ----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>---------------- Windows PC Walkthrough By Philip Eve Version 0.11, released on Wednesday the 27th of August 2003 ----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>---------------- UPDATED VERSIONS - If you need more help and want to know whether there is a more recent version available than the one you're now viewing, the two sites I recommend checking first are www.gamefaqs.com and faqs.ign.com If you have a comment, query or problem regarding the MOST RECENT VERSION of this FAQ, then send me an E-mail at the following address (join the two pieces together): phileve@lambpasanda [Remove me!] .freeserve.co.uk ----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>---------------- This text document is Copyright (C) 2003 Philip Eve. You may download this document and print copies of it for your own personal use, and you may distribute it non-commercially, provided that Philip Eve is given full credit as the author. You may NOT host this document on your web site without first obtaining my express permission. A list of the sites that are currently permitted to host this document is provided in the full legal disclaimer at the end of the document. READ THE FULL LEGAL DISCLAIMER AT THE END OF THE DOCUMENT! ----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>---------------- CONTENTS ----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>---------------- SPOILERS: This guide contains spoilers for the game's storyline. I have attempted to keep each new development contained within the proper part of the walkthrough, but you should be aware that you could have parts of the game spoiled for you if you read this document. SEARCH TAGS: Copy and paste a search tag into your browser's find function, and you will be taken to the beginning of the section specified. (Note: This will not work if you are viewing the file on a site such as dlh.net, which splits the file up and posts segments of it on separate pages.) Section Search Tag i) Introduction / Update Prediction ................................ mis001 ii) General Information on Thief II ................................. mis002 1) Mission 1: Running Interference a) List of Loot Items ................................. mis01a b) List of Pockets .................................... mis01b c) List of Secrets .................................... mis01c f) How to Achieve your Mission Objectives, and Exit ... mis01f (includes extra notes on Keys) d) Walkthrough, Part 1: Downstairs .................... mis01d e) Walkthrough, Part 2: Upstairs ...................... mis01e f) Walkthrough, Part 3: The Garden .................... mis01f g) Questions and Answers .............................. mis01g 15) Mission 15: Sabotage at Soulforge a) List of Secrets ................................... mis15a b) Preparation: What to Buy .......................... mis15b c) Walkthrough, Part 1: Plans and Supplies ........... mis15c d) Walkthrough, Part 2: Making the Guiding Beacon .... mis15d e) Questions and Answers ............................. mis15e iii) Thanks .......................................................... mis003 iv) Full legal disclaimer ........................................... mis004 ----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>---------------- i) INTRODUCTION / UPDATE PREDICTION mis001 ----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>---------------- I'm back onto writing this thing, but I don't know for how long - this is pretty much for my enjoyment only, and once I get bored of it, I'll stop. Currently this document contains a full walkthrough and guide for Mission One, and the beginning of a walkthrough for Mission Fifteen. You can E-mail me if you have any questions on these or other missions, though I don't guarantee that I'll be able to answer all questions. If you E-mail me, please make sure you have the most recent version of this document. The walkthrough for Mission One has been rewritten so that it contains the same amount of information but is much shorter. I have also restarted the walkthrough to mission fifteen with that aim in mind. ----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>---------------- ii) GENERAL INFORMATION ON THIEF II mis002 ----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>---------------- LEVEL SKIP: If you don't want to play through to the end of a mission for whatever reason, press CTRL, Alt, Shift and End together on your keyboard during play to automatically finish the mission successfully. This information was taken from the GameFAQs code list for Thief II; thanks to "Thanos rulzs" for originally contributing it. ----- POCKET COUNTS: On the "stats" screen, the number of pockets is always listed as one more than there actually are. ----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>---------------- MISSION 1: RUNNING INTERFERENCE ----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>---------------- a) LIST OF LOOT ITEMS mis01a Difficulty | Total | Gold | Gems | Goods ------------|-------------|-----------|------|------- Total loot: Normal | 1185 (1205) | 749 (769) | 175 | 261 Hard | 1275 (1295) | 785 (805) | 250 | 240 Expert | 1265 (1285) | 785 (805) | 250 | 230 Numbers in brackets indicate the amount of loot available in the unpatched version (v1.07) of Thief II. In the patched version (v1.18), there is 20 less Gold on all difficulty levels, although the end-of-mission Stats screen still uses the numbers in brackets. ----- 1. All difficulties. 34 gold. Coin stacks. Piles of coins, on the table in the far corner of the first room in the mansion you enter. 2. Normal. 100 gold. Candlesticks. Two gold candlesticks, standing on the table in the corner of the butler's second room. 3. All difficulties. 5 gold. Coins in chests. In a chest to the right of the entrance, in the under-butler's second room. His rooms are behind a metal door to the left, as you walk down the basement corridor just after leaving the butler's rooms. 4. All difficulties. 15 gold. Coins in chests. In the three chests by the bunk beds, in the basement room adjoining the guard post. This room is accessed through a metal door on the right side of the basement corridor. 5. All difficulties. 50 gems. Purse [in Secret #1]. In the workshop on the basement floor. The workshop area is between the butler's rooms and the kitchen. In the furthest room of the workshop area are two shelves, the top one holding swords, the bottom one holding useful items. Under this bottom shelf, on its left side, is a little switch; "use" it to cause the sword display piece to the left to raise a little, revealing a stash. The gems are inside a purse. 6. All difficulties. 25 gold. Purse [Pocket #1]. In the purse, held by the Archer who stands with his back to you, at the far end of the first corridor on the basement floor. 7. Hard, Expert. 16 gold. Purse [Pocket #2]. In the purse, held by a civilian who wanders around in the basement kitchen. 8. All difficulties. 45 goods. Pouch of goods. A small pouch of goods, at the far end of the table to the left as you enter the basement kitchen. 9. Normal. 61 goods. Fine wine. Standing by the pouch of goods on the table - see #8. 10. All difficulties. 20 goods. Fine wine. A gold-coloured wine bottle in the lower right hand corner of the wine Rack. The rack is in the storage area, accessed through the doorway on the east side of the basement kitchen. 11. Hard, Expert. 40 goods. Fine wine. Two more bottles in the wine rack (see #10); one in the lower left hand corner, the other in the upper left hand corner. 12. Normal, Hard. 50 gold. Golden plate. A golden plate on a table in the kitchen, at the entrance to the area containing the food lift (in the north-east corner). 13. All difficulties. Normal: 125 gold; Hard, Expert: 150 gold. Gold tableware. On the table directly in front of the food lift, in the ground floor dining room. The dining room is brightly lit, and the table is closely guarded by a swordsman; but if you crawl into the food lift in the basement kitchen, and use the lever to activate it, you can rise up and take the gold unobserved. (You can also take a Gold Key from the patrolling swordsman.) On Normal difficulty there are two gold plates and a gold cup; on Hard and Expert there is a second gold cup. 14. All difficulties. T2 v1.18: 40 gold; v1.07: 60 gold. Loose coins on shelf. Gold coins lying on a stone shelf, above the stairs up to the reception hall from the basement floor kitchen. Past the turn, go a couple more steps up; then turn around and look up and you will see a shelf there, in the dark. If you jump up and down on the stairs while pressing your "use" button, you can take all of the coins. There are two coins if your installation of Thief II is patched to version 1.18, but there are three if it isn't. 15. All difficulties. 15 gold. Coins in chests. In chests, in a small room through the second doorway to the right, as you walk through the servants' quarters on the basement floor. Check your map to identify the servants' quarters. 16. All difficulties. 100 gold. Gold nugget. In a darkened room next to the housekeeper's quarters on the basement floor. These rooms are just south of Jenivere's room. Enter through a metal door, on the south side of the dark corridor. Move into the room and you can see light coming from behind a wall of twelve small crates. Take some of these crates and throw them aside, and you can go through to a small area behind. The gold nugget is either on the floor or resting on a sculpture here. 17. All difficulties. 50 gold. Impure gold nugget. In the same area as #16, and very close by. Move into the right-hand corner; you will see that there is an alcove in the wall here. Crouch down here and turn right, and you will find the impure nugget lying on the floor in the alcove. 18. Hard, Expert. 50 gold. Purse on table. A purse lying on the table, at the opposite end from the door, in the second room in the housekeeper's quarters. Check your map to identify the housekeeper's quarters. 19. All difficulties. 75 gold, 100 gems. Crown [in Secret #3]. In the bedroom on the west wing's upper floor. To the left of the alcove containing the bed, is a table with a potted plant on; look at the wall underneath it to see a switch. "Use" the switch, and a little panel moves aside in the alcove wall, above the head end of the bed. The small compartment behind the panel holds an ornate crown. 20. All difficulties. 40 gold. Purse [Pocket #4]. In the purse, held by the swordsman who patrols along the corridor between the west wing and the great hall. 21. All difficulties. 10 gold. Coin stacks. Two stacks of coins, on a table across the room from the door, inside a large entertainments room. This room is accessed through the first door to the right after the cloakroom, in the corridor leading out to the west of the reception hall. 22. All difficulties. 25 gold, 25 goods. Flute. A metal flute, in the same room item #21 was in. 23. All difficulties. 50 goods. Grand vase. An opaque, purple-and-gold vase, which stands on a table at the far end of a bedroom. The bedroom is the one on the left in the darkened area under the arches, on the ground floor in the east wing of the building. 24. All difficulties. 50 goods. Grand vase. This is an identical vase to #24, and is found in the room on the right, next to the room where #24 is found. The vase is on a thin shelf running around the top of the wall, and it is situated in the opposite corner of the room to the door. Enter the room, cross it to stand to the right of the bed, and look up to the corner where the wall meets the ceiling. 25. All difficulties. 15 gold, 25 gems. Ring. On the bedside table, in the bedroom on the upper floor of the east wing. 26. Hard, Expert. 45 gold, 75 gems. Tiara. A bejewelled tiara, on a small corner table in the study on the upper floor in the east wing. 27. All diff's. Normal, Hard: 25 gold, 10 goods. Expert: 75 gold. On the lawn. The gold cup and the plate on the tray, lying in the middle of the circular front lawn. If you want these, I advise that you knock out the two Archers standing on the dais leading into the great hall, hide their bodies, and then enter the garden via the front gates to get to the loot. --------------------------------+++++++++++++++-------------------------------- b) LIST OF POCKETS mis01b - If you take an item after knocking out the person who held it, the pocket does not count as picked! - On the "stats" screen, the number of pockets is always listed as one more than there actually are. Total pockets: 8 (Normal), 9 (Hard, Expert). ----- 1. All difficulties. Purse [25 gold]. Held by an archer who stands with his back to you, at the far end of the first corridor on the basement floor. 2. Hard, Expert. Purse [16 gold]. Held by a civilian wandering around in the kitchen on the basement floor. 3. All difficulties. Gold Key. Held by a civilian on the ground floor, in the dining room. Use the food lift up from the kitchen to pick his pocket while hidden behind the service hatch. 4. All difficulties. Purse [40 gold]. Held by a swordsman, patrolling along the corridor between the west wing and the great hall. 5. All difficulties. Gold Key. Held by a swordsman moving between the ground floor and the upper floor in the west wing. 6. All difficulties. Gold Key. Held by the archer, standing on the west side of the dais overlooking the mansion's enclosed garden. 7. All difficulties. Gold Key. Held by the archer, standing on the east side of the dais overlooking the mansion's enclosed garden. 8. All difficulties. Gold Key. Held by the archer patrolling around the enclosed garden. 9. All difficulties. 3 Broadhead arrows. Held in the quiver of the same archer who has pocket #8. --------------------------------+++++++++++++++-------------------------------- c) LIST OF SECRETS mis01c 1. In the workshop on the basement floor, accessed via doors to the right, just before you come to an archer standing in the corridor, who must be knocked out. In the furthest room of the workshop area are two shelves, the top one holding swords, the bottom one holding useful items. Under this bottom shelf, on its left side, is a little switch; "use" it to cause the sword display piece to the left to rise a little, revealing a stash. Contains: Bag of loot [50 gems], two flash bombs (just one on Expert), a healing potion, and a flare. 2. In the kitchen on the basement floor. Go through the doorway on the east side of the kitchen, and go to the wooden wine rack. Examine the bottom edge of this; where the tessellating square-shapes end at the base of the rack, there is a Speed Potion in the second small triangular space from the right. Taking the Speed Potion "triggers" finding the secret. 3. In the bedroom on the west wing's upper floor. (Take the corridor west out of the great hall, go through the small grey door which is directly ahead at the right turn, and go up the stairs at the other end of the room.) To the left of the alcove containing the bed, is a table with a potted plant on; look at the wall underneath it to see a switch. "Use" the switch, and a secret compartment opens in the alcove wall, above the head end of the bed. This compartment contains a crown [75 gold, 100 gems]. ----- EXTRA SECRET: "Bonus Mission Objective" This is an extra secret which is not included in the tally of secrets. To find it, go to the reception hall. Stand on the platform in front of the fire, and walk around to the rear-right of the platform, to stand beside the chimney. Face the chimney and jump up here, to pull yourself up onto a ledge. If you stand on this ledge and look around, you will find a tiny little slot at about face height, which contains a couple of nice gifts you can give to Basso and his bride... Thanks to Tobias Dufentester for initially informing me of this extra secret. --------------------------------+++++++++++++++-------------------------------- d) WALKTHROUGH, PART 1: DOWNSTAIRS mis01d 1. After Basso has spoken to you and gone inside the little hut, turn right and run anticlockwise around the perimeter of the house. You will come to a light on the wall to your left; go down the ramp and enter through the door here. Cross to the other side of the room and take some coins from the table [34 gold], and on Normal difficulty, a Silver Key. Go through the door to the next room. To the left is a table with two gold candlesticks standing on it [100 gold], again only on Normal. Go to the far left corner of the room. Examine the little wooden platform running around the wall, to the right of the door, and you will find a Silver Key lying on it. Use this key to open this door. You can also use it to open the other door in the other corner of the room, but don't investigate beyond that door for now. 2. Beyond the left door is a dark corridor. Go through and turn left. Walk along examining the left wall, and go through the first door. Go through the dark room and through a dark doorway. Turn right to find a chest in the corner [5 gold], containing coins. Return to the main passage. Carry on left till you get to the corner where there's a light. Don't go right around; edge slowly around (use your "Walk Slowly" key) until you can see enough of the burning torch to get a clean shot at it. Get out a Water Arrow with the 4 key; hold down the left mouse button to ready one, aim straight at the torch, and release button to fire. When they're done talking, walk past and go through the first door on the right. Walk over to the chests that are at the foot of the bunk beds; there are three of these chests, each containing coins [15 gold in total]. 3. Go through the door in the north corner of the room, and close it behind you. Take the goodies off the lower shelf, then crouch down and look underneath it to see a switch. Throw it and a hidden compartment opens on your left [Secret #1]; more goodies are in there including a purse with loot inside [50 gems]. Turn and go out the door you didn't enter by. Cross the next room and go out into the corridor. Turn right; walk up the corridor towards the guard with his back to you. Look to his belt as you approach; when his purse lights up, "use" it to pick his pocket [25 gold]. Now get out your blackjack with the 2 key and whack him on the head. No need to hide his body - just leave him there. 4. Go on into the large room and go around the right wall until you find a door. Open it; it's the kitchen. On Hard and Expert difficulty there's a servant walking around in there. Ready your blackjack again; wait until he moves nearby and then turns to walk away from you, then run in, pick his pocket [16 gold] and knock him out. Again, no need to hide his body. One of the tables has loot on: a pouch of something [45 goods] and on Normal difficulty only, a bottle of fine wine [61 goods]. Turn and go through the gap in the wall on the east side of the kitchen, and cross to the wine rack. Look down at the very bottom of the wine rack and you will find a Speed Potion [Secret #2] in one of the triangular spaces. Now look in the lower right of the rack for a bottle of fine wine [20 gold], then only on Hard and Expert difficulties, in the lower left and upper left for two more such bottles [40 gold]. 6. Return to the main kitchen and go sharp right and around the corner. You pass a table against the wall with a gold plate [50 gold] on it. If you are playing on Hard difficulty, you just met your loot requirement. Continue on, over to the food lift. Crouch down and go right in. Operate the switch outside from within, and the lift rises. Look out the hole and take some golden tableware [125 gold on Normal, 150 gold on Hard and Expert] from the table. Also, pick the pocket of the guard who's walking back and forth here to get a Gold Key. Operate the switch on the left to bring the lift back down. Crawl out and return to the kitchen. 7. Go up the steps just past the fireplace, and stand roughly at the middle of them. Face back towards the kitchen and look up. There is a shelf there; it has coins on it. Jump up and down while continuously pressing your "use" key to get them; if your installation of Thief II is patched to version 1.18 then there are only two coins [40 gold], otherwise there are three [60 gold]. Go back down into the kitchen and go through the door on the west side. Put out the torch in the next room with a Water Arrow, then open the far door but don't go through. Wait for the Archer in there to walk over and turn around, then walk up behind him and blackjack him. 8. Go through the door on the right. In the next passageway, ignore the first door on the right but go through the second doorway. You are confronted with three chests, each containing coins [15 gold in total]. Head out again. If you want to read a letter, then go further on to the end of the corridor, and look on the bed in the last room. Now, return to the corridor where the Archer was and go out the south end. Turn right and go along until you reach a door on the right; as Garrett says, this is Jenivere's door. 9. On Normal and Hard difficulties you have now done all you need to inside the mansion, so if you want you can get out now. Head back the way you came, via the kitchen, and get out through the Butler's door. Go over to where Basso is hiding and use the bird-call. You can accompany him as he goes through the mansion, but it's not necessary. If you are playing on Expert or you want to explore upstairs anyway, continue following the walkthrough... --------------------------------+++++++++++++++-------------------------------- e) WALKTHROUGH, PART 2: UPSTAIRS mis01e 10. Carry on south along the corridor and when you turn a corner, examine the wall to find two metal doors. Go through the first one. Head over to where you can see a dim light. Pick up the boxes and throw them aside, and head through the gap. There is a nugget [100 gold] here for you to pick up; it's either on the floor or in the middle of a sculpture, depending on whether your installation of Thief II is patched or not. Squeeze over to the right of the little room and you find an alcove in the far corner; on the floor in here is another nugget [50 gold]. 11. Head out to the corridor again and go through the next door, to the left. Walk over to the opposite door in the next room, then go to the opposite side of that room. You will find a purse on the table [50 gold] on Hard and Expert difficulty. Go back through the door to the room with the large table, walk over to the opposite (north-west) corner, and go through the door. Walk up the stairs and along to the bend in the corridor. Don't go around the corner - crouch by the wall and wait for a guard to come along. As soon as he turns around to walk away, stand up and walk after him. First take the purse from his belt, then smack him over the head with your blackjack. 12. Return to the corner of the corridor and stand to the left of the door so that you are in the shadows; open the door here (on Expert difficulty, you need to unlock it with the Gold Key from your inventory). Assuming you see no-one in the room beyond, go and stand in the doorway, where it is dark. Wait for a guard to come downstairs. He will approach but then turn and walk back. Walk up behind him, take the key from his belt if you want, then knock him out too. Go to the place where he entered the room, at the far wall, and go up the stairs. At the top, turn right and go through the door in the near corner. Turn right and head over to the table with the pot-plant, by the bed. Crouch to find a switch underneath. Throw the switch, then jump on the bed and take a crown [75 gold, 100 gems] from a hidden compartment in the wall [Secret #3]. Now you have found all the tallied Secrets in the mission. 13. Head out this room, down the stairs, and out the door. Head along the passageway and take the third door on your left. Across from the door are some coins on a table [10 gold]; also in this room is a metal flute [25 gold, 25 goods]. Return to the corridor and continue along to reach the reception hall. (There is a special secret hidden in this hall, but see the List of Secrets above for details.) Head due east and through a doorway into a corridor similar to the one you were just in. Walk carefully along the corridor, and go through the second door on the left. Put out the torch on the opposite wall using a Water Arrow, and then wait in the darkened doorway. There is a guard stamping back and forth nearby, but another one will patrol down this corridor at some point. When he does, walk out behind him and knock him out. 14. Head into the shadows opposite the doorway you were hiding in, and walking slowly, approach the guard who's walking back and forth. Stand by the final window on the right, wait for him to come over and turn to go away again, then step out and bash him over the head. Go through the door at the bend in the corner, head left under a set of arches and then go through the door on the left here. On the table by the bed is a vase [50 goods]. Return out the door and go into the next door along, on the left. Head over to the opposite corner and look upwards to the ceiling; there is another such vase [50 goods] on a platform at the top of the wall. 15. Head out of this room and through the arches again, then go left and up the stairs. At the top, turn left and go through the door in the near corner. Go through the doorway to the right. Examine the table by the bed for a ring [15 gold, 25 gems]. Go back through the doorway and across to the far right corner of the room; on the table here is a tiara [45 gold, 75 gems]. If you are playing on Expert difficulty, you just met your loot requirement. Turn and exit through the door you originally came in by; go down the stairs and out of the room with the arches. 16. If you are playing on Expert, you still need to meet your knockouts requirement. Even if you're not, you have the option of getting the last couple of loot items from the garden. If you don't want to, turn right here and go down the stairs; the door down there leads back into the Butler's rooms (you may need to unlock it using the Silver Key). Exit the house the way you came in. Go over to where Basso is hiding and use the bird-call. You can accompany him as he goes through the mansion, but it's not necessary. If you're playing on Expert or you want to get all the loot, continue following the walkthrough... --------------------------------+++++++++++++++-------------------------------- f) WALKTHROUGH, PART 3: THE GARDEN mis01f 17. Head north along the corridor and out into the reception hall again. Go over to the front doors, which are on the southern side of the room. Dig out your Gold Key and use it to unlock the doors. You are looking out upon the garden. The front doors are on a raised dais, opposite the main gate into the garden; two Archer guards are also standing on this dais, either side of the front doors. There is a third Archer patrolling anticlockwise around the garden. The loot you want is slap-bang out in the middle of the lawn, in full view of the two Archers on the dais. 18. Watch the patrolling guard, and wait until he has passed your dais by and gone one-quarter of the way around the garden. Crouch-walk out onto the dais; crouch by the left door, and highlight and "use" the right one to close it. Now crouch-walk across until you are behind the Archer on the right. You can take his key if you want. Stand up and knock him out with your blackjack. If you are playing on Expert difficulty, you just met your knockouts requirement. Crouch down again, highlight his body and press your "use" key to pick him up - we can't leave him out here for that patrolling Archer to find... Walk with him back into the reception hall and press the "use" key again to drop him. Don't put him too near the front door. 19. Re-open both front doors. Wait for the patrolling Archer to once again pass the dais by and move one-quarter of the way around the garden, and then do the same thing to the Archer on the left. Hide his body as well. Now the only Archer left is the one on patrol; we will approach the loot from the other side of the garden, though... Head out the corridor on the eastern side of the reception hall, go along to the corner, and turn left. Go down the stairs, and open the door (if it's locked, you need to use the Silver Key). You are in the Butler's rooms again. Go out the way you originally entered the house. Head clockwise around the building until you are near the stone path that leads to the front gate into the garden. 20. Approach carefully and look through the fence into the garden; make sure your Visibility Gem is completely dark. You should be able to see the third Archer still patrolling around. Wait until he has passed the gate and gone one- quarter of the way around the garden; then walk over and open the gate with the Gold Key. Walk across the patio directly towards the lawn; once on the lawn, wait for the Archer to come alongside the dais opposite the gates, then walk across to the tray in the middle of the lawn. There are two items of loot here: the cup and the plate [Normal and Hard: 25 gold, 10 goods in total; Expert: 75 gold in total]. 21. Now you have found all the loot in the mission. * Walk across the garden in the direction of the right-hand ramp up onto the dais; walk up here and through the front doors and you're safe inside the reception hall once again. Exit the mansion the same way you did a moment ago, using the Butler's entrance. Go over to where Basso is hiding and use the bird-call. You can accompany him as he goes through the mansion, but it's not necessary. * Note: If you want to get all the pockets, well, that involves taking a key and some arrows from that patrolling Archer, which is not easy since he only patrols across the patio and doesn't venture onto the grass. If you decide to do it, you should know that you will probably need to knock him out as soon as you have his stuff. Turn off the "Auto-Equip" option in the options screens while you do it, and get your blackjack and Flash Bombs ready. --------------------------------+++++++++++++++-------------------------------- g) QUESTIONS AND ANSWERS mis01g Q) How do I open the door at the end of the corridor leading west out of the reception hall? A) On Expert difficulty you need a Gold Key to open this door, and initially there's only one place to get one: from the Archer guard patrolling in the brightly-lit dining room on the ground floor. The easiest way to get it from him is to crawl into the food lift in the northeast corner of the kitchen, have it lift you up to the ground floor, and steal his key from a safe position hidden behind the service hatch. Q) How do I open the front door/the front gates? A) These also require the Gold Key. See answer to the previous question. Q) Where is the last 20 loot? A) If your installation of Thief II has been patched to version 1.18, then you cannot get the last 20 loot. In the unpatched version, there are three coins on a shelf above the stairs leading up to the reception hall from the kitchen; in the patched version the third one can't be collected. This was the accidental result of a tweak in the design of the mission. Q) Are there any extra secret things in this level I could have missed? A) Yes, there's one in the reception hall. See the List of Secrets above for details. ----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>---------------- MISSION 15: SABOTAGE AT SOULFORGE ----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>---------------- a) LIST OF SECRETS mis15a 1. 2. 3. 4. --------------------------------+++++++++++++++-------------------------------- b) PREPARATION: WHAT TO BUY mis15b --------------------------------+++++++++++++++-------------------------------- c) WALKTHROUGH, PART 1: PLANS AND SUPPLIES mis15c Note #1: Much of the cathedral is patrolled by Robots, but there are some Mechanists strolling around the place. You can knock out the Mechanists if you want, when you come across them, but use your Water Arrows and similar tools sparingly. There are a LOT of Robots about, and you don't want to waste your stuff. Note #2: Soulforge Cathedral has an extra type of Mechanist Robot inside which you haven't seen before: Spider Robots. These tiptoe around on four tapering legs (yes, I know a spider has eight...) and attack by firing razor-blades at you. They can be decommissioned by all the usual means, including by firing two Water Arrows at the engines on their backs. 1. The mission starts with you being addressed by Karras. (If you cannot hear him very well, approach the pillar ahead and to the left, where the speaker is mounted.) After he's finished, run over to the large steel box which is ahead on the left side of this hall. Around the left is a ladder; climb up, and then climb up the other ladder too, and run to the end of the walkway. Pick up a Frogbeast Egg and then return to the floor. Run over to the other end of the hall, where the giant angel figure stands against the wall. Turn left and run out the side doorway, then turn right and run around the back of the hall; you come to a slope leading down into another long hall. Go down the slope, and then turn left, and head over into the corner between the wall and a steel support. Crouch here and wait. 2. After exactly two Assault Robots have passed you by, run down the hall to the lit torches. A bit beyond the one on the left, you will find two Vine Arrows on the floor among Viktoria's greenery. Look to the back wall of this hall; you will see a Scouting Orb up on a ledge there. Now look to the ceiling near the right hand exit; there is a grating up there. Taking care in case a Mechanist or a Robot comes through one of the side doorways, run over to where the grate is, and shoot a Vine Arrow right in the centre. Climb up, jump off and carefully move across the ledge to reach the Scouting Orb. Return to the vine and climb down. 3. Run out of the further (west) exit, and turn left. Run around this circular hall until you come to the point where Viktoria's tendril comes to an end. Search the floor to find three Moss Arrow pickups, which between them grant you five Moss Arrows. Continue to run clockwise around the hall and go out the first exit you come to on the left. Go to the right and look through a square doorway into a high-ceilinged hall. Assuming no Mechanists or Robots are in there, run to the other end and through the arch into a dark area. 4. Go to the further of the two arches on the right and look out. To the right here is an entrance into one of the industrial areas of the Cathedral, guarded by two Assault Robots. If the hall ahead is clear, run down the left side of the hall. (If you need to hide here, do so by climbing up into one of the tall windows.) To the right of the door is some more greenery containing another Moss Arrow. Open the door carefully and run across the left side of the next hall, and through the arches into a dark area. If you want another Vine Arrow, you can find one on the floor near the back wall here. 5. Go to the arch on the right. At its left side is the end of a ledge running around the room ahead. Climb up on it and follow it around to the other end, to avoid the metal floor. Step down from the other end and walk through the large doorway ahead into a bronze-walled room. Careful here - this area is well patrolled by Mechanists and Robots. Head across to the entrance to a very high- ceilinged, semicircular room; this is the Northern Apse. If there is nothing in there, run along the near wall to a similar bronze-walled area at the opposite side. (If you need to hide here, there is a dark alcove in the left wall.) 6. If there is nothing in the room around the corner, walk out, turn to the right, and check the plant tendrils in the corner to find two Water Arrows. Now, go and crouch by the double doors on the left hand side of the room, and pick the lock. Once inside, close the doors behind you. You are now in the Plans Room. Do not run around noisily in this room - there is a Mechanist in the darkened room on the right. Head down into the lowered area - avoid the bronze part of the floor! - and investigate the desk. You will find a Papyrus, which you must read; this tells you how to use the Guiding Beacon, and it completes your first objective. You will also find the blueprints for the Guiding Beacon, giving you directions to make your own, and a Silver Key, which opens the safes along the back wall. 7. Go up the stairs and walk left around the lowered area. At the metal plate in the floor, look upwards; there is a grating in the ceiling, like the one earlier. Fire a Vine Arrow at it - make sure to get it in the far right corner - then climb up to near the top. Jump off towards the metal ledge that runs around the back wall of the room. As soon as you land, run around the metal ledge until you reach the second corner, and crouch there. Your Visibility Gem should be dark now. The Mechanist who is in the dark side-room might come out to investigate the noise you made. Once you are sure he's lost interest, walk around the ledge to the last window. Pull yourself up in there, and look down and to the left of the window to see a switch. Use it. 8. Carefully drop back down to the ground, and go back down into the lowered area. You will see that a square hole has opened up in the middle of the bronze section of floor. Carefully drop into the hole [Secret #1]. Investigate the desk; pick up a Flare and read some more of Karras' scripture. Look to the wall, and USE THE SWITCH YOU FIND THERE. This will save you a good bit of trouble later on! Now run out along the passageway into another room. On the left wall is a ladder, and beside it is another switch. Throw the switch and then climb the ladder. Getting off this ladder is a bit difficult - when you are at the top, turn 180 degrees and jump and you should land safely. 9. Go around the metal barrier to your left to find a Frogbeast Egg in some more greenery. Turn and go out the large archway and you find yourself back in the Plans Room. Still walking quietly, turn left and walk around the back wall. Open all of the safes using the Silver Key that was on the desk. There are blueprints for making some objects - take them if you want - and also some writing from a Mechanist. (The last safe requires the key to be used twice, but is empty anyway.) Go out of the Plans Room via the main doors. Turn left and carefully open the nearest of the two doors. In the distance, through a large arch, an Assault Robot may be seen patrolling about; if there is nothing else there, then make sure the Robot is facing away from you, then run across the room to the nearest of the two metal doors in the right-hand wall. Crouch and pick the lock. 10. Walk inside and shut the door. Search the stacks of shelves in here and take the following items: ONE Gauge, all the Flares (these are to be used for igniting the Explosives you will obtain later), ONE of the Signal Bolts, all the bottles of Acidic and Quicklime Mixture, the Bantam Node, both coils of Spring Wiring, the Flash Mine (on the top shelf of the furthest stack), and all of the Steel Plates. Cautiously come out the door again; look again down the hall to check the patrolling Assault Robot is facing away, and run over to the next door along. Crouch and pick the lock. 11. Walk inside and shut the door. Take everything from the shelves in here, except the Gauges, because like I said, you only want one of those. You should get Spring Wiring, one bottle of Flare Mixture, more bottles of Acidic and Quicklime Mixture, Iron Chassis, Bantam Nodes, Steel Plates, and from one to three Mines depending on difficulty level. If you are playing on Normal then there is also a Scouting Orb. Cautiously come out the door again. Look directly ahead from the door; you see two large stone blocks which are like giant steps up, in the corner, against the wall. 12. Wait until the Assault Robot comes down the metal slope visible through the arch and turns to walk down the hallway, then run over and pull yourself up onto the lower stone block. Now pull yourself up to the higher one, and from that one up to a window-hole in the wall. Go left out here, follow the ledge around, and go through the next window-hole. Look up at the ceiling to the left. There is a grating there. Get out your Vine Arrows and fire one at it. Climb down the vine. The place at the bottom of the vine is dark, so hide here if you need to wait for enemies to pass. --------------------------------+++++++++++++++-------------------------------- d) WALKTHROUGH, PART 2: MAKING THE GUIDING BEACON mis15d 13. Be careful as you go now - you might run into something which you'd rather didn't find you... Run down the hall and go through the square hallway at the opposite end; turn right and run around the circular hall, and take the first exit on the right. You've been in this room before; go left, back along the large hall, and up the slope at the other end. Turn left and go over into the far left corner. Stand on the lift and press the top button to rise up to a higher floor. 14. Go to the entrance to the dark area and stand in the shadow. Crouch and walk along the near wall, looking at the floor, until you reach the edge of a metal part. Wait until the Spider Robot has turned and is walking directly away from you, then dig out your Water Arrows and fire a couple into its engine. Head back into the well-lit room you were just in. Look to the side of the huge machine and you'll find a ladder. Climb up to the top. Get the Signal Bolt out from your inventory and drop it in the hole. (Remember, the key for DROPPING is NOT the USE key - check your key-bindings.) 15. Climb down and go round to the water trough at the front of the machine. Your Signal Bolt has been turned into a Stage One Piece. Take it. In the southwest corner of this room is a diary entry by some cowering minion of Karras, if you're interested; when you're done, head through the dark room to a second large machine-room. * Go over to the ladder by the machine and look behind it; there are two holes open here. * In the dark room, look to the ceiling near the entrance to this second room, and you'll find a hole. You can fire a Vine Arrow into a grate through this hole and climb up; all that's up there, though, is a bottle of Flare Mixture. 16. Into the holes, throw an Iron Chassis and a bottle of Flare Mixture. (Press the "use" key to throw this time.) Climb up the ladder and "use" the switch at the top TWICE, then come down again and pick up a Flash Mine [Secret #2] from the mat under the chute at the front of the machine. Now throw --------------------------------+++++++++++++++-------------------------------- e) QUESTIONS AND ANSWERS mis15e Q) There are supposed to be four Secrets on this level, but I've searched all over and I've only found one. Where are the other three hidden? A) ----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>---------------- iii) THANKS mis003 ----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>---------------- In no particular order: - Tobias Dufentester For telling me about a secret "bonus mission objective" on mission one. See section "c" of level one's walkthrough for details. - "Thanos rulzs" The guy who contributed the level skip cheat to the GameFAQs code list for Thief II. I've explained the level skip cheat above in section ii, General Information. ----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>---------------- iv) FULL LEGAL DISCLAIMER mis004 ----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>---------------- The author of this document is Philip Eve. This document is Copyright (C) 2003 Philip Eve. This legal disclaimer sets out what you are, and are not, permitted to do with this document. YOU MAY: - Download this document for your own use - Make copies of all, or part, of this document, including printed copies of all, or part, of it, for your own personal use - Distribute such copies or part-copies to other people, provided that no charge is made, and that Philip Eve is given full credit as the author - Provide links to websites that are permitted to host this document, to the extent that they allow this. YOU MAY NOT, without obtaining the express permission of the author: - Host this document on your website, unless your website is one of those on the list below - Give this document away as a gift "bundled" with other, sold, products, thus necessitating some form of payment for access to it - Otherwise distribute this document for profit. YOU MAY NOT: - Sell copies of this document - Distribute this document as your own work - Distribute versions of this document that have been significantly altered by any person other than the author. What does, and what does not, constitute a "significant" alteration, is determined at the sole discretion of the author. Web sites that may host this document are: - Dirty Little Helper - www.dlh.net - GameFAQs - www.gamefaqs.com - IGN - faqs.ign.com These three sites currently have permission to host this document, provided that they do not charge money for access to it. Other sites may not host the document without first obtaining express permission to do so. To request permission to host this document, send an E-mail to the address given at the top of the document. Do not post the document up on your site without awaiting a reply, as permission may be refused. The game described within this document, "Thief II: The Metal Age", is a Copyright of Eidos Interactive. All other trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. The author of this document takes no responsibility for the content of sites for which URLs are given. ----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>--- END OF FILE