THIEF 3: DEADLY SHADOWS Contents 1.0 INTRODUCTION 1.1 ABOUT THIS GUIDE 1.2 CONTACT INFORMATION AND POLICY 1.3 COPYRIGHT INFO 2.0 THE GAME 2.1 THE WEAPONS 2.2 THE TOOLS 2.3 THE ENEMIES 2.4 STEALTH 3.01 TRAINING 3.11 END OF BLOODLINES 3.111 CITY ZONES 3.12 ST. EDGAR'S CATHEDRAL 3.121 CITY ZONES 3.13 PAGAN SANCTUARY 3.131 CITY ZONES 3.14 KEEPER LIBRARY 3.141 CITY ZONES 3.15 SUNKEN CITADEL 3.151 CITY ZONES 3.16 THE HOUSE OF WIDOW MOIRA 4.0 VERSION HISTORY 5.0 THANKS 1.0 INTRODUCTION Thief: Deadly Shadows is the third installment of the critically acclaimed Thief series. Thief: The Dark Project was the first game that might have been considered a "first-person sneaker" and one of the few intelligent action games available at the time. Thief 2 built on the mythology of the first game, pitting Garrett, the master thief, against a technological menace, after having defeated an ancient, chaotic forest god in the first game. The first two games were brilliant and revolutionary in their own right, and the development studio, Looking Glass, put a lot of effort into each. Today, unfortunately, Looking Glass is no more, and Deadly Shadows was made by the folks at Ion Storm. After much worry and apprehension, I am proud to report that the third game sticks to, and improves on the first two in style, story, and game play. 1.1 ABOUT THIS GUIDE This is the first guide I have ever written for a game. I am sure it is not formatted or otherwise put together as professionally as some of the other guides available here are. This is a learning process for me, and as I expand this guide, I hope to mature to look and feel of it also. The aim of this guide, specifically, is to show you how to get through the game on the Expert difficulty level, collecting 100% of the loot in each mission, and knocking out or killing as few people as possible. In the Thief fan community, this is known as "ghosting". There are, however, some points in the game where, due to a bug or difficult guard, you are forced to disable or kill someone. I make sure to point out all these parts in my guide, and alternate methods of getting by a particular area like that are welcome. On the subject of City Zones, I cover each one in depth, and then only mention them again if there is something special about them later on. Realize that all elemental crystals will regenerate every day. Some houses or taverns will also have loot that regenerates over night also, in which case I will point them out. 1.2 CONTACT INFORMATION AND POLICY I welcome e-mails about my guide, in the form of (good) questions, comments, criticisms, and of course, praise. Questions that are answered already in the guide, or about parts of the game that I have not yet covered will be ignored. If you have any information you think would be useful for this guide, please don't hesitate to contact me, I will give all the proper credits. Thebramble1@yahoo.com 1.3 COPYRIGHT INFO My guide is free to use for the public. However, if you want to post this somewhere besides gamefaqs, please e-mail me to let me know. Also, please make sure I am given proper credit. 2.0 THE GAME Thief is a stealth action game. As Garrett the thief, your strength lies in stealth and surprise, not force of arms. In fact, it is very difficult to survive a face-to-face, hand-to-hand encounter in this game, especially on Expert difficulty, where guards do extra damage to you. Generally, you should never have to use your dagger, as your blackjack can take out people more quietly than the dagger. If you do end up face to face with a guard, you have other tools at your disposal anyway. As a thief, you must be patient, and willing to wait while you figure out guard patrol routes, and then to plan the best course of attack. The game is, in my opinion, more fun if you don't go around knocking out or sniping every guard you come across. And to deal with this AI, especially on Expert, you have got to be patient. 2.1 THE WEAPONS 2.11 BLACKJACK This is used to silently knock out people without leaving a bloodstain or attracting too much attention. You will primarily be using this in the city free play sections, when you are mugging somebody. Later on in the game, this becomes the weapon of choice against the stone warriors. 2.12 DAGGER Certainly thieflier than the broadsword you carried around in the first games, but a lot less useful. No longer can you have swashbuckling and fast-paced sword fights with multiple guards as in the first games, where you could parry, block, slice, and chop as the bumbling guards tried to surround you. Generally speaking, you won't be using this weapon much, if at all. It is only good if a guard happens to trap you in a tight spot and you have to fight your way out, since your last save was too far back. 2.13 GAS ARROWS Gas arrows are the most expensive, yet most useful of all the arrows. A single gas arrow can take out many guards or bystanders that are caught in its cloud. If you are ghosting the game, they are of limited usefulness. Nonetheless, they are good in a pinch, especially considering that Garrett is no longer affected by the gas himself anymore. 2.14 FIRE ARROW Fire arrows are the most powerful, in terms or raw damage, weapon in your arsenal. These babies pack quite a punch. They are useful for putting down the undead, creating a distraction, or creating a chain reaction when fired at an explosive barrel. Again, while of limited usefulness to the ghosting thief, these are definitely something worth carrying around during the undead missions. Also of note is the fact that pulling one back in your bow will light you up quite nicely for all to see. 2.15 MOSS ARROW The moss arrow is at once more and less useful than the moss arrows or previous games. More useful in the sense that if fired at an opponents face, they effectively mute and root that fellow for a good while. Good for quieting down noisy servants who found your hiding place and go looking for help. Additionally, if fired on the ground, and then hit with a water arrow, they will help to break your fall from a high plece. They are less useful in the sense that their classic purpose, making noisy surfaces less noisy, is almost irrelevant. There are fewer noisy surfaces (like metal or tile) to walk on in this game than the previous two. I have yet to use a moss arrow to quiet my footsteps. NOISEMAKER ARROW Now here is an arrow that got a nice overhaul. When fired, they go off like firecrackers, attracting attention for in a large radius. They are great to use as distractions when ghosting a mission, as they allow you pass a heavily guarded and well-lit area without ever being detected yourself. WATER ARROW These are largely unchanged from the previous games. Shoot them at a torch or campfire, and the light goes out. Very useful, make sure you are well stocked at all times, as these things make the difference between an impossible room, and a merely challenging room. BROADHEAD ARROW Broadheads are the simplest arrow out there. These are also of limited usefulness to a ghosting thief. They can make some noise, but noisemaker arrows are better suited for that purpose anyway. If you don't mind killing people, one shot at an unsuspecting victim's head, neck, or torso is usually enough to take them for good. 2.2 THE TOOLS 2.21 FLASHBOMBS While flashbombs are no longer the doomsday weapon they were in the previous games, they are still very useful. When faced with an angry guard (or guards), a quick flashbomb will leave them blinded and stunned long enough for you to get away to safety. Always keep plenty on you for emergencies. It should be noted that attacking a blinded guard will instantly cure him of his blindness, so don't try it unless you're sure it will be a one-hit kill. HEALTH POTION What needs to be said? Have plenty on you at all times, and I guarantee you will live a longer, happier life. GAS BOMB Like the gas arrows, gas bombs serve the same purpose at a shorter range. These are handy to keep around if you don't have time or room to mess around with a flashbomb. OIL FLASKS I haven't experimented much with these, as they strike me as a less useful and less precise flashbomb. Nonetheless, they can be fun to play around with, especially when guards are chasing you up or down the stairs... EXPLOSIVE MINES Very powerful, these things can take down anything that doesn't see it coming. Very situational, however, so no reason to buy extras. HOLY WATER For use exclusively when fighting the undead, a single vial of this is enough to take down most types of undead, assuming you can hit them in the head with it. If thrown on the floor, they create a puddle that the undead will try to avoid. But don't count on a mere puddle being enough to protect you from an agitated and hungry zombie, as I've seen plenty run across the puddles to get me. THE ENEMIES 2.31 HUMAN GUARDS Human guards include City Watchmen, private house guards, Pagans, pirates, Keepers, and Hammerites. Despite looking different, they all share common features. Humans are the most common enemy you will face. While not possesing particularly acute senses, don't underestimate ones ability to see you in the dark if he is close enough. A single broadhead arrow can take these guys down. 2.32 TREE BEASTS A type of creature you will only face in the Pagan Sanctuary, the tree beasts are frightening, large, and have excellent hearing. I suggest going all out and using a mine to take one out if you have to, because you sure aren't gonna take it on hand-to-hand, or even outrun it, for that matter. MAGIC USERS Magic users include Hammer priests, Pagan Shamans, and Keeper Elders. They are similar to a regular guard, except that they cast spells at you at range, and can buff their allies to better fight you. Generally they are the leaders of the various groups, so if you find one, search around for important items or information. KURSHOK Giant fish-men. The Kurshok are big, mean, and ugly. They carry large swords on their back that can take you down very quickly. Their years living underground have given them senses every bit as good as a human, though they seem to be a little slower. They are very hardy, and actually require TWO sniping shots with a broadhead arrow to the head to take down. ZOMBIES Much scarier than the zombies of the previous games. And unlike the old zombies, these zombies can run just as fast, if not faster, than you can. Easy to hear from a distance due to their labored breathing, zombies are usually not difficult to avoid as their sight and hearing seem to be much worse than a human's. A single flashbomb to an unsuspecting zombie will turn it to dust. HAMMERITE HAUNTS No information yet. Very scary. STONE WARRIORS Animated statues, the warriors are nearly indestructible, even if you do know their weakness (a special glyph you receive late in the game). Avoid altogether if possible. They make heavy footsteps, so you can hear them coming a mile away. Hope they aren't coming after you. RAT MEN You will only face the rat men once in the game. Nonetheless, they are one of the more difficult opponents. While not as tough physically as other enemies, they have excellent hearing and sight. They are also very suspicious, and draw swords at the slightest provocation. Stay far away from them at all times. ENFORCERS A good example of a bizarre yet frightening and powerul enemy. The Enforcers will, at a certain part of the game, hunt you relentlessly in the steets of the city. They carry strange weapons that dire bolts of energy at you, so beware. They also only communicate through telepathy, which Garrett happens to be able to hear. This can lead to some tense moments when and enforcers SOUNDS like it just around the corner, when in fact it is much farther away. They are always alert, and fight anything they find, guards, civilians, Hammers, anything. I recommend taking them down from afar, as they will seriously impede your business in whatever quarter fo the city you happen to be in. STEALTH This game is all about avoiding confrontation when possible. When it isn't possible, then you disable your opponent from a safe position without them getting to bear their strengths against you. Avoiding confrontation means not even letting the guards know you are there. The AI is smart in this game, and becomes suspicious not only at the sounds of your footsteps, but also at opened doors or chests, missing or moved items, missing or fallen comrades, and bloodstains. The AI is also intelligent in the sense that it knows when it can't win a fight. If you climb out of reach of a guard with a sword or hammer, they know enough to go find a priest or archer to shoot up at you. The non-combatants; technicians and servants, for example, will find armed help if they find you. So, always close doors and chests behind you. Don't take loot until you know you will be long gone before the guard will notice. Crouch walk when on a noisy service, and crouch sneak when you are practically breathing down someone's neck and they haven't noticed you yet. Finally, remember that a wall is better to hide in than an open space, and that a corner is always better than a flat wall. Hug the walls with the 'R' key when enemies are nearby to further ensure your invisibility. 3.01 TRAINING MISSION This is pretty straightforward; just follow the directions you are given. There are only a few pieces of loot to take in the first place. The first is the one you have to take to complete that phase of your training. The second is a candlestick in a chest in the room where you shoot your first noisemaker arrow into. Don't worry; as long as you complete that phase of training, the guard is completely oblivious to you. In Lord Julian's room, there is a copper plate on the dining table, and a candlestick next to note you have to read. In the hallway towards the Lancaster room, there is a small table with a goblet on it. The final piece of loot is down near where Julian and cook are talking, on the bar. After that, just do what the training tells you, and get ready for some real fun. 3.11 END OF BLOODLINES Lord Julian certainly didn't seem like the smartest cookie, talking about storming a castle with only five men. Doesn't he know you only need one? Players of the previous two Thief games should know, of course, that the nobility is almost always stupid. This always seems to work to Garrett's advantage, though, so let's not complain. The plan was to signal the cook by taking out the lions head torch across the courtyard with a water arrow, so he would open a door for you. This is unnecessary, so go ahead and listen to those guards while they have a conversation, to give you a bit of background on the city. When you're done, head north, towards the crates, and mantle up the first ledge. Turn immediately to the east, and, hey! An open window! Sheesh, someone ought to thief-proof this place. Head inside. Grab the health potion, read the note, and take the two stacks of copper coins on the desk (2% loot). Head through the doorway, and creep over to that chest. The guard won't turn around, so as long as you're quiet, you'll be all right. Pick the lock and grab the goblet (3% loot). Sneak back, and read the note on the table. They were right about this being one, big, scheming family. Turn towards the bookcase and take the two candlesticks there (8% loot). Now pick the lock on the door to the north, head through, and be sure to shut it behind you. You should shut every door or chest you open, as guards become suspicious when they see one open that wasn't before. I'll assume that shutting these things goes without saying throughout the rest of the guide. Now go through the eastern doorway, and then immediately into the small room to the south. You'll be heading east again, and there is a guard here. Sneak by him, using the small statue alcoves as cover if you need to. You will see another opening to the north, with a stationary guard standing there. When his back is turned, slowly creep up and take the emerald being held by the statue next to him. The patrolling guard you just snuck by might catch you if he sees you, so time it carefully. Get back into the hallway you were just in, and go through the door. These are the barracks. Before going through them, enter the passageway to the south with the torch in it. Grab the potion, and flip the lever opposite of the shelf. Head up the corridor, and you'll be outside again. Take the goblet lying on the barrel, and go back in to the barracks. There is a chest near the eastern wall, open it and take the copper plate (15%). Head north into the second half of the barracks. There is a sleeping guard here, so no running or making a lot of noise. Pick the lock on the nearby chest, and grab the goblet (16% loot). Go through the door to the west, and then turn north. This leads to the armory. There is a guard patrolling here with a torch, so stay away from him. When his back is turned, head over to the east wall and walk along it. Pick up the broadhead arrows along the way. When it seems safe, make a break for the passageway to the west. Douse the torch next to the painting in the next room. When the servant is done investigating, edge your way across the wall to the south passageway. Ignore the room to the west, and then turn east as soon as you can. There is a guard here with a bow, patrolling up and down the stairs. When he is heading back up them, quietly follow him to the first landing. Grab the gem on the table (22%) and then go behind those crates to hide. When the guard heads back down the stairs, mantle up the crate, and then over the railing. Go west past the door to where you see the little alcove. Watch for the servant who sometimes stops just outside the doorway. Go ahead and douse the torch in the room the servant is walking around in, and when he is out of sight, enter. Read the note on the table to get a hint about a valuable gilded helm. Interesting. Go through the room and take the unlit candle on the stand (23% loot). Now go in the room, open the chest, and take that goblet (25% loot). A pretty tough lock on the door for such a cheap goblet, huh? Well, if you are observant, you might have noticed that that crate on the east wall is hiding a small crawlspace. Push the south (if you push it north it blocks the door), and go through. Go along the balcony and take the painting of Mortimer the Mad (35%), your first special loot item! Head back the way you came, through and room, and go through the door you passed by, as it leads to the next area INNER QUARTERS This is where all the real action is, not to mention the way to open up the portcullis so you can get your hands on that nice big opal you've been putting yourself through all this trouble for. Continue north down the walkway, and turn east into the turret when you see it. Turn north again. See the guard standing there, with the candle on the crate next to his dinner? Crouch and sneak up to him, and put out that candle as soon as you can, as he doesn't seem to notice. Now edge along quietly behind him to the door over to the east. You may see Lord Julian walking through this next room towards you to give the guard you just passed a pep talk. Hug the wall if he is, and see if you can't grab the key off his belt as he goes by. It's alright if you can't, you won't need it, but it is good practice. Head over to where the guard and chamber maid are talking about Lady Elizabeth. While they are talking, head towards the candle, underneath the stairs. There is another small crawlspace back here with a goblet in it (36% loot). Head back to where the people were talking. When they finish, the maid will walk around the area you just got the goblet from, while the guard will go up and down the stairs. As he goes up, follow him careful, hugging the wall, and trying to get to the shadows as fast as possible. I've noticed he sometimes goes up to the top and then refuses to go back down. This might be a bug, as it seems random. If this happens, you have no choice but to blackjack him. One way or another you have to head over the door, and pick the lock into Elizabeth's room. It's empty, so make all the noise you want. Run up to the bookcase and grab the three stacks of coins (41% loot). Read the note and diary on the shelf. Well, maybe Lady Elizabeth isn't the "proper Lady" her maid seemed so proud of after all. No matter, just means you won't feel as bad stealing from her. Mantle up the bookcase, and turn the bed. Try and jump on top of the cloth canopy above the bed and grab the necklace there (43% loot). Thanks to Garrett's new low-carb diet, he has no problem making sure a flimsy cloth surface supports his weight, but I digress. Pick the lock on the chest a the foot of the bed, and what do you know, if it isn't the supposedly stolen Gilded Helm, which also happens to be the second piece of special loot! Grab it (53% loot) and leave the room. Head back down the stairs the same way you went up (carefully). Facing south in to the room at the bottom of the stairs, you should see a guard with a torch walking along. Hug the east wall, and use the other wall as cover as you move across. When it is safe, leave the cover and go through the south doorway. The stationary guard with the bow is guarding Lord Julian's room, so a frontal assault is probably unwise. Instead, go through the window along the west wall. Near the northwest corner of the wooden catwalk here is a ring to grab (60% loot). Turn around, and mantle up the well-lit window to the south. Pick the lock on the chest, and take the gem (64% loot). Julian may or may not be in his room while you are here. If he isn't, move fast, so he won't catch you by surprise. If he is, then move carefully, or wait for him to leave again. Take the goblet on his table (65% loot) and read the diary. He sounds pretty paranoid, but considering what you found in his wife's room, well, it seems justified. In his bedroom, grab the candlestick on the bookcase, the medallion (the third and final piece of special loot) above the fireplace, and the coins on the desk (78% loot). The secret switch to the vault is the unlit torch near his desk (how cliche), turn it, and leave the room the same way you came in, through the window. Now that you are back on the catwalk, drop off the western end of it onto the ground. Turn around and unlock the door. Once inside, listen to the maid's converse. Poor Jenny. Go south and take the candlestick inside the alcove (80% loot). Don't go through the metal door yet, instead go to the kitchen doorway to the east. On the table, next to the hunk of meat, is another goblet (82% loot). Head back though and open the metal door into the cook's room. Open the chest and take the silver plate (84% loot), then go read the cook's journal on the table. It's just conspiracy upon conspiracy in this place. Leave the room, and go into the hallway where the maids were talking. The one looking out the window won't turn around, so just don't alert her. Go through the second doorway to your left into the dining room. The maid her circles around the room, and there are several pieces of loot in here: 2 candlesticks above the fireplace, 2 goblets on the table itself, and another on the small table with the candle. Take them all whenever the maid has her back turned (90% loot). Well, that does it for the Inner Quarters, now to get that opal and get out of here! Head through the doorway opposite of the fireplace, taking care that the drunken guard doesn't notice you, and go though the doorway to the north of the guard. Taking care to avoid the patrolling guard, head west to a long wooden passage with the zone fog at the end of it. Go on through, back to the Castle Front. See? You're back near that room with the paintings and the servant in it. Sneak through it again, and remember that room I told you to ignore before? Well no longer. There is a fat guard patrolling back and forth, and a stationary guard watching the whole room. Hug the north wall, and edge west, ducking into the alcoves whenever the fat guard walks by. When it is clear, dash over to the stairs and descend down into the vault. Well, it isn't a very impressive vault, but it does have the opal, along with some other gems that will bring you up to 100% loot. Now just leave the place the same way you came in, though the window. If you alert the guards, no biggie, you don't have to worry about them anymore. When you make it to the courtyard, run up to the main gate, and the mission is over. 3.111 CITY ZONES Home sweet home. This is your home base when you aren't off robbing some poor nobleman blind. It is also from here you can access the city itself, and thus sell all of your ill-gotten loot. Right now, you have a very large opal you want your fence to take care of, but there is no reason not to make a few bucks on the way. Grab the broadhead arrows in the chest and on the table, and the 2 flashbombs, and leave the apartment. The guard here is kind of a jerk, and obviously not aware of your imminence in to the underground community. You can blackjack him if you like, as he seems to have eyes in the back of his head when it comes to you breaking into the other tenant's apartments. Whatever you do, be sure to at least get into the landlord's office, and read the journal. Sure, it sounds like Mr. Wickett is pretty down on his luck, but if you aren't getting rich off the blackmail money, then someone else will be. See my logic? When you are done here, leave the building and enter: SOUTH QUARTER Outside at last. Listen to the two men talk about the quarantine, and be sure to lift the key off the belt of the guy to the left. Also grab yourself the two water crystals in the empty fountain in front of you. Go through the SW passage, and turn left. See the building right in front of you? The key you just took opens that door. Head on in, and jump up on the table. In the middle of the chandelier above you is a gold nugget, take it, and the silverware on the table. In the fireplace itself is your first fire arrow, so get that too. Now go up the stairs. Take the potion on the fireplace mantle, and the necklace in the chest, and go back down. Enter the small office adjacent to the room with the fire, open the chest, and take the potion and flashbomb. Leave through the window. Head on down the street, take a right at the entrance past the docks. Carefully avoid the city watchman; he is guarding a few broadhead arrows in his outpost if you really want them. Otherwise sneak up to the bread seller, and when you are out of sight, take the stacks of coins on the counter. Enter the Black Alley, in it's the same direction as the guard, and you can tell it apart because of the red handprint on the wall. Immediately take a right once you enter, and open the sewer grating where your landlord is hiding his blackmail money. Take it. There are two shops here, one sells all the thiefly equipment you will need, and the other is your fence, Heartless Perry. Stock up on anything you might be low on in the shop, and then visit Perry. Oh Perry, you card, giving my name Lady Elizabeth and her thugs! Well, nothing you can't handle. Take the moss crystal across from Perry's shop, and head back to your building. There they are, bragging about how they beat up your fat fence. Elizabeth is apparently paying her men so they will continue to search for you. They are using a currently abandoned City Watch outpost to conduct this business. You could go in through the front door like they are, but why ignore a perfectly good secret entrance? In this case, a crawlspace underneath the wooden porch, near the fountain. Enter it quickly, and grab the money on the table before Elizabeth arrives, then go hide again. You can stick around if you like, as she and her thugs will kill each other over the stolen money, or you can go back outside, and carefully sneak past the guard "barricading" the entrance to Stonemarket. Either way, once you are past them, that will probably be the last you hear of "Lady" Elizabeth. STONEMARKET This part of the city is much bigger, and better policed than South Quarter. It is also richer than South Quarter, so it all evens out. From the starting point, you want to stick to the alleyways and side streets and avoid the patrols altogether. Head to the right, and go through the alleyway until you come to the back door of the tavern. Enter. There are a few guards here, and plenty of loot, albeit well-protected loot. Just stick to the shadows, and get the wine behind the bar, and the coins on the table downstairs, and the wine and coins upstairs as well. Leave the same way you came in. Continue down the alley, and don't miss the moss arrow in the shrubs as you leave. This is also the entrance to Stonemarket Proper, so remember it, but don't go in yet. Continue down the street, past the streetlamp, and through the doorway. Go through the small passageway and take the moss crystal in the shrubs as you emerge. Go up the stairs to your left. The guard at the top is drunk, but still be careful. Listen to the man hire "Garrett" in the nearby apartment, and wait for him to leave. When the man who owns this apartment goes outside to his balcony, enter though the window, open the chest, and take everything valuable. We'll be dealing with this imposter Garrett soon. Go back down the stairs, and through the passageway directly across from it. See the vent to the far left? A gas crystal is up there, and you can grab it with a running start and a jump. With that, head through the door to the west. This small courtyard with the gargoyle is Terces Courtyard; remember it, as it becomes important later. Go south, avoiding the guard, and get the moss crystal near the tree. At this point, you will have done everything there is to do here for now. Head back to the entrance to Stonemarket Proper, and go in. STONEMARKET PROPER This is where Black Market Bertha has her place. Directly in front of you is the Hammerite Cathedral of St. Edgar. The two would-be thieves talking about breaking in have a map of the place you are going to want. Take it from the man's belt, and then go through the SW alley with the torch on the wall. Douse the torch, and run to the back. Listen to that weird... thing in the cage, and open it for him. He'll cause some chaos outside, but don't worry about it. Enter his cage and take the map on the floor. While the guard is otherwise occupied, enter his room and get the silver coins on the table. Now leave the jail and enter the new alley with the handprint. The first store here is run by a real Garrett-fan. Apparently Garrett isn't too experienced with the ladies, as he ignores all the come on lines. Oh well, the life of a thief, and all that. At the end of the alley is Bertha's place. Sell your Opal to her, and get the mysterious letter left for you. Meet at Terces Courtyard, eh? Sure thing. After we finish robbing this district, that is. Go up the stairs, taking the water crystal near the pipes as you do, and continue north. Take the ring sitting on the garden wall, and moss crystal in the tree too. When you turn towards the west, there is a small shop to the north. This is armory "Garrett" was supposed to rob, and he still is, apparently. You can save yourself the trouble and knock him out, leaving a scapegoat for the Watch to blame the coming robbery on, or if you are a real masochist, you can try to rob the store front while he is walking around in it. Highlights include the coins in the safe, and the coins and necklace in the chest. Once you have that, go upstairs. Creep quietly so the proprietor sitting at his desk doesn't notice you. Take the coins on the shelf near him, and pick the lock and take the golden dagger in the chest by his bed. Jump off the balcony to get out of there. Go down the alley right next to the armory until you come to some closed shutters. Open them, enter the apothecary, and take the potions and coins inside. Finally, across the street is the stone cutters shop. Pick the door and enter. Take the loot on the table, and pick the lock on the other door that leads outside. But before you leave, go upstairs, take all the valuables, and read the journal. Interesting. Go back downstairs, and it seems the stone cutter is being confronted about the very thing he feared most. You can intervene if you want, it doesn't seem to matter one way or another. When you are finished, go back to the church, drop the dagger in the donations box, and head back to Stonemarket Plaza. STONEMARKET PLAZA Get yourself over to Terces Courtyard, and the cut scene begins. Let me take a moment to say these cut scenes are terrible, especially compared to the beautiful hand-drawn and silhouette style cut scenes of the previous games. There are a few such good scenes in the game, however, but I wonder why they aren't all like that. Anyway, you have your mission. Rob the Pagans and rob the Hammers. You can do it in any order you want, but I suggest the church first, as Elizabeth's thugs are still waiting for you in South Quarter. Before you leave the courtyard, however, be sure to get the gems the stone cutter hid behind the gargoyle. 3.12 ST. EDGAR'S CATHEDRAL After one of the aforementioned "good" cut scenes, you are deposited in the main courtyard of the cathedral. Head west, and get the moss crystal near the tree. When the Hammer is walking the other way, sneak up and take the coins from the collection bowl (1% loot). Now go up to the north wall, push the crate up against the wall, mantle up the pipe, and then again over the railing. Once inside, grab the candlestick (2% loot), and read the book. Nice, forgiving, loving, and benevolent religion these Hammerites follow, isn't it? Better not get caught. Go up the first flight of stairs and turn left. There is a guard who patrols around here with a candle and a sack of silver. It isn't easy, but pickpocket the guard for the silver (4% loot). That done, head into the eastern entryway and turn left. Continue north until you come to an entryway to the left with a statue near a torch. Enter, and take the codex nearby, your first piece of special loot here (7% loot). Go back the way you came until you can make another left-hand turn. Avoiding the guard that patrols this hallway, make your way north to the end of it. Before entering the next small chapel, take the candlestick on top of the crate (10% loot). Now go enter that chapel, and read the book on the altar. Another shining example of the benevolence of the Master Builder. No matter, take the coins in the collection bowl on the pew (11% loot), and head back to the room near the balcony where you entered. Now go down the stairs, into the lobby of the cathedral. The double doors are the main entrance, and we already know they are guarded, so avoid them. Instead, go north, into the main area of the church. There will be a group of people talking here, and when they are finished a single guard with a candle will patrol the room. When he is walking the other way, go up in front of the pews, and take the two goblets on the table (21% loot). Then move up the altar, take the bowl in the back (26% loot). Now go east to get to the eastern courtyard. Run up the stairs to your left when it is clear, and get the goblet on the barrel (29% loot). Douse the torch near the door and open it. I have never been able to get the "ring the bell" method to work to get the priest out of this room. Unfortunately, unless you have better luck, this makes it a good opportunity to use that gas arrow you pick up earlier. Make sure you get both of them. Take everything valuable in the room, including the special loot in the chest, and the Holy Symbol (shaped like a small hammer) on the table with the goblet. Don't forget the candlesticks on top of the bookcase, also (49% loot). Read all the notes in the room for clues on how to obtain the Chalice. When you are finished, go back down the stairs, approach the guarded door to the barracks from the shadows to the west, unlock it, and enter. Go into the main hall and turn left. Move through this small hallway, and go through the eastern doorway. Ascend the stairs, and enter the western doorway. When the guard isn't around, grab the two gas bombs, and the pitcher on the barrel (55% loot). Enter through the western doorway, and in the first alcove with a statue to your left, is a gem. Grab it and go back to the top of the stairs (59% loot). See the small grate to the north on the landing? Open it, and go through. You will emerge in the rather, um, communal and open bathroom of the barracks. When the guard is away, douse the torch in the sleeping area on the pillar. Enter, and be careful so you don't wake the sleeping priest. Sneak up to his desk, and take the coins there (63% loot). Carefully go up to the chest, and unlock it. Inside is the third and final piece of special loot (64% loot). Now, head back to the area where the guard is patrolling back and forth in this room. You see the painting of the man in the red hat at the far end of the hall? That is loot, so run up and grab it when the guard isn't around (70% loot). You are finished here. Leave the barracks, go back to the main prayer area, and enter the door to the western courtyard. The two Hammerites here talk about Inspector Drept. Wait for them to finish, and then follow the shadows west, around the crates, and up to the door to the factory. Before entering, make sure to pickpocket the robed Hammerite (71% loot). FACTORY We're almost finished. Douse the torch in this room, and open the chest to get the broadhead arrows. Go through the western door, turn right, and enter the Reliquary, taking care not to stop on the metal grating in the middle of the hall. Go ahead and put the Holy Symbol in the left-most machine, then go up the stairs. Open the door at the top. Sneaking by the priest when his back is turned, continue south. You can use the small alcoves in the stairway past the statue to hide in if you need to. Go down the stairs, and keep an eye on the guard monitoring the machines. When he isn't looking, run south into the small storage room. Immediately hit the light switch when you enter. Take the unstamped gear on the shelf, all the loot in the room, and the arrows in the chest (78% loot). That finished, go back into the machine room, taking care to avoid the guard and the priest who sometimes stops at the top of the stairs to overlook the room, and head south. Hit the light switch in this small room also, can get the candlestick on the table (80% loot). Now pick the lock on Inspector Drept's room and take all the loot inside (89% loot) and read the notes in the room and under the desk for some interesting information. Now leave the office, and go north into the well-lit room. As you enter, take a right, and watch the priest incinerate the zombie. Wait until that is finished before you enter the incinerator through the grate and get the ring near the skull (91% loot). Leave through the door of the furnace, and when the priest is away, go through the northern door. For added fun, you can flip the switches for the cell doors holding the zombies and watch the priest fight them. This is the room with the stamping machine. So put your unstamped gear into it, and hide in a corner, as the stamping process tends to light up the room. Take your gear, and leave through the east. Again, hit the light switch, and douse the torch. When the guard who patrols this hallway is away, go north and re- enter the reliquary. Put your gear in the machine, go up the stairs, and enter the suspension cage. Take the Chalice and rest of the loot (100% loot), and you will have almost finished this mission. The easiest way to leave is through the room where the guard and technician were talking, go up the stairs, and leave the factory through there. From there, flip the switch to open the gate, and leave via the balcony to the first courtyard! 3.121 CITY ZONES Home again. Not much to do here though. If you break into the landlord's room, he has a cat statue above the fireplace you can steal, otherwise, leave into the South Quarter. SOUTH QUARTER Again, not a lot to do here. The house where you stole the nugget from has a guard in it now, and the owner of the house has a rather depressing journal entry about your break-in last night. Next to the house is the well to the Pagan Tunnels that you need to go into to do the next mission. Don't forget to pick up the daily blackmail money either. The bread seller also has some more spare change on his counter. There is a group of people in the back of Black Alley talking about the Shalbridge Cradle, which is worth listening to. Finally, next to the Watch office where Lady Elizabeth went into last night, you have the first of the quite funny "dumb guard, smart guard" conversations. They are a continuing saga, and I'll point out them out as you progress through the game. STONEMARKET The tavern has been restocked, but the guards have new patrol routes, so be careful. Also the house where the man hired the fake Garrett last night has more gold in the chest. STONEMARKET PROPER Don't forget to pick up your payment for delivering the Golden Dagger in the donation's box. Also, the stonecutter's house, guard house, and the armory all have had their loot replaced. 3.13 PAGAN TUNNELS The Pagan Tunnels can be reached through the well to the left of the house that had the gold nugget in it in the South Quarter. Ah, the Pagans. Certainly an interesting bunch. They worship an ancient forest god called the Trickster. As you no doubt remember, you killed the Trickster in the first game as he was about to carry out a plot to forever blot out the sun, a plot you unknowingly helped him to carry forward. Even though he is dead, he is still worshipped, and his followers are every bit as fanatical as the Hammers. What's more, where the Hammers praise order above all else, the Pagans are true anarchists, causing and preaching chaos wherever they tread. No surprise then, that while the Cathedral was pretty straightforward, the Pagan's base is quite confusing to navigate. As you begin the mission, there is already a group of thieves in the tunnels, searching for silver and gold nuggets. Listening to them, you find out that the Pagans are nearby. Indeed, if you wait long enough, they will get into a fight with the Pagans. And while a thief must be patient, there is no reason to safely hurry things along if you are able to. In this case, a noisemaker arrow at that glowing blue crystal to the southeast would do just the trick. The effects of this can be very unpredictable. Once, the thieves went ahead and literally cleaned up the entire level for me. Other times they died quite quickly. The more pagans they kill, however, the better. While they are away, go up to their campfire and take the gold nugget (5% loot) there, and the fire crystal in the fire itself. Take the health potion from the stack of crates to the east, and then go down the NE passageway. Take the silverware and the ruby on the crate next to the toolbox (11% loot). Now, see the wooden ledge above the entrance to the south passageway? Mantle up it, and then up the one right after it. Go to the end of the catwalk and take the goblet there (15% loot), and go back to where you had mantled up. To the east of the rock with the glowing crystal on it is a silver nugget (19% loot). Now go through the south passage I had mentioned earlier, and turn left at the end of it. Go all the way to the end, avoiding the Pagan guard walking back and forth, and take the silver nugget on the ground next to the big rock (23% loot). Head north, taking the arrows on the crate to your left. Depending on how much damage the thieves did, there might be a guard in this hallway too. It is very narrow, so you may have to distract her by throwing something in order to get by. You should end up in a large room with a big rock in the center. Again, it depends how much damage the thieves did, so there may or may not be guards here. If there are, douse the torches. On the north side of the central rock is a chest with a gemstone, and in front of the chest, next to the fish, is a piece of silverware (28% loot). There is a note stuck on the wood pylon near the fish and on the rock itself in the center. Yep, they talk and write like that. Better get used to it, because there will be plenty of it. Go down the east passageway, and grab the moss crystal on the ground, and turn left into the sewers. Take a right, and when you emerge, mantle up the side of the sewer to the left of the stone support pillar, taking care that the patrolling guard isn't nearby. To your left is a chest, open it and get the ring inside (31% loot). Drop back down to sewer, and then back to the entrance itself. When the guard is away, again mantle up the western side of the southwestern corner, near the stack of crates. Take the two explosive mines, and the goblet (33% loot). Drop back down and go through the western sewer passageway. Whoa, scary tree monster patrolling back and forth here. Make sure you keep your distance from it, and douse as many torches as you can reach from back here. When it's dark and the tree beast is far away, run down and climb up the ladder to the north side of the sewer. Find a corner to hide in to the right, and listen to Leafer talk to himself in the third person. When it's safe, creep out from the corner and douse the torch near Leafer. When they finish investigating it, creep up behind Leafer, open his chest, and take the map and ruby. Now just walk back along to where you doused the torch from, and take a left into a passageway with a ladder at the end. Climb up the ladder. PAGAN SANCTUARY Finally, out of the cave, and into a long forgotten and partially destroyed Hammer church. This place is tricky to navigate, even if it weren't crawling with Pagans. From where you start, you should see a green will o' wisp floating near a posted note. Read it to get you new objective. Now this first room is probably the trickiest of the entire map, so make it easier by dousing all the torches and the campfire, and hiding until the two Pagans finish investigating. Go to the south wall of the room, and pick up the gemstone on the floor (43% loot). Now head back to where you started and look up to the east. See that candlestick up there? Go mantle up the broken wall parallel to you, and carefully jump onto the boards that slope up to the candlestick and the crates, and get the stick (45% loot). Now you have to move these crates and barrels in order to continue, and you will no doubt alert the Pagans below as you do this. No big deal, they'll get over it eventually. For added fun, see if you can't hit any of them on the head. With those out of the way, edge along the wall south until you come to a doorway to your left. Before going through, turn west and open the chest for a few arrows, and read the journal nearby. These Pagans don't seem much nicer to the common people than the Hammerites did. Now go back to the doorway, and make the tough jump across the space to the other side. A Pagan will sometimes patrol up here. You can easily hear her clanking up the metal steps, so she won't surprise you. Sneak over to the gear to the east the Garrett talks about, and give it only the slightest nudge to make it fall on top of the practicing swordsmen below. Now carefully balance across the beams to the doorway on the east wall. This place is empty of Pagans, so don't worry. Continue past the pipes, and get the statuette, and the first special loot item of the mission, from the shelf. Now crouch along the pipes, and follow them all the way west until you have to jump down to the wooden catwalk to your right. These metal steps lead down to a small stream patrolled by a tree beast. It's a long route, so the beast is easy to avoid. You will want to follow it all the way back east, and grab the plate (52% loot). Go all the way back west, picking up the two water crystals on the way. To the right of the westernmost grate is a ladder leading up, so take it up. Now we've found a secret entrance to the Shaman's room. Read her journal, and take the Golden Comb, the second piece of special loot, hidden in the rafter right above her bed (57% loot). Take out as many torches as you can from up here also, heading to the opposite side of the room via the narrow beam if you have to. Before you go back down, near the NE corner of the upper floor here is a goblet without any loot glint that you should pick up (63% loot). Drop down quietly and read the book on the bed to learn how to perform the Ritual of the Root, then go to the chest in the NW corner and get the potion and tiara (66% loot). You're finished here, so exit through the hole in the wall to the east. When the two guards aren't looking, jump down, and run all the way over to the stairs leading down to the north. Right before the stairs, to the right of the tree, however, is a Pagan, dead from causes unknown. Grab the body and take it with you down the steps. There is a Pagan that walks up and down the stream here. When he is far away and turned around, drop the body, run up to the first bookcase to the right, and take the goblets there (72% loot). Go back for the body, and enter the stream. Turn right and follow the passage to bypass the guard. When he is away, reenter the stream, and go through the passageway to the north. There is a Pagan Shaman, and a tree-beast patrolling this room. Douse all the torches near you so you remain unseen. Directly in front of you there should be a slanted stone with a crude drawing of water, moss, and blood on it. Fire the appropriate arrow at the water and moss part from the edge of the blue light. The final one, blood, is trickier, and what you brought the body for. When the Shaman is turned away, and the beast on the far side of the room, take the body and lay it on the blood marker, which can be tricky to do. You may have to reload a few times, but eventually you will get it, at which point you should take the 2 crystals to either side of you, and the Jacknall's Paw from inside the tree in front of you. Leave this room, and go back up the stairs When the guard who walks along the ground floor here isn't around, emerge from the staircase and take the first left you can, dousing the torch that lights you up. This is another tricky room, so douse the torch near the door to the NE also. Don't bother trying to pick the lock and enter through the door. Instead, when the patrolling Pagan isn't on them, climb up the stairs to the west. From the top, turn west and you should see a statue sitting on the ledge where another Pagan sometimes patrols. When it is safe, grab it (77% loot). Go back to the staircase, but don't go back down. Instead, balance on the beam that crosses the entire room from above, and enter the locked sleeping area through the window. The Pagan down there is dead, for whatever reason, so don't worry about him. Rather, open the chest in the room and take the Golden Beetle, the final piece of special loot, from inside (91% loot). Now mantle up the table, up the broken wall, and up to the wooden catwalk to the window again. Drop down back into the room where you recently doused the torches, and sneak over to the hole in the wall to the south, to the room with the campfire. When the guard that stops at the campfire is gone, run across the light and hug the wall to the south. Wait for the Pagan to complete another round, and move into the room where he just came from and take the dagger from off the floor (93% loot). Quickly move to the east room before he comes back. There is a Pagan guarding the bridge here that is tough to get by, but it is possible. You can either try to sneak by him, or use a noisemaker arrow as a distraction to get by him. From the room across the bridge, edge past the pipes to the doorway on the west wall. On the shelf, near the torch, is an urn (99% loot). That's it for this mission. From the large gear leaning against the wall to the west, turn left, and then right. This will lead you back to the room where you started in. Run over to the ladder you came from, and the mission will be complete. 3.131 CITY ZONES GARRETT'S BUILDING Not much to do here. The landlord has a sack of silver in his room you should pick up, though. SOUTH QUARTER Same as last time, avoid the guards, collect the blackmail money, and pick a few pockets. STONEMARKET PLAZA Again, the tavern is restocked if you want to rob it again. Otherwise, head on over to Terces Courtyard to move the story along. 3.14 KEEPER LIBRARY Ah the Keepers. The enigmatic group that was always in the background during the first two games finally begins to come to light. This Keeper Orland fellow doesn't seem too nice, but that's his problem. All we're really interested in is this so-called "Dark Age". This place is pretty straightforward, no enemies or anything, in this part of the library at least. Listen to the conversations about the Compendium of Reproach, the Glyph Key, and how the Pagans and Hammers are out for blood after you stole their holy relics. The book you need to read is in the same room as the Glyph you have to touch to be able to use Keeper doors throughout the city. This is all well and good, but what about this Forbidden Library the guard won't let you enter? What kind of thief is going to let some stinking guard get between him and his secrets? And what kind of secret, forbidden library doesn't have a hidden way inside? To bypass the guard completely, make you sure you have the door glyph upgrade, and enter the room directly east of Keeper Artemus (the one who tells you about the Hammers and Pagans). In front of the bookcase to your right is a pressure plate. Stand on it, and go on in. Once inside, there is an interesting conversation to listen to. When they are finished, just go upstairs, stealing and learning all sorts of useful tidbits along the way. When you reach the very top, you will see Translator Caduca standing near the railing overlooking the library, talking to herself. She has some interesting things to say, so listen to her as you ever so carefully sneak by her into the room beyond. Pretty boring room, huh? Well, maybe, if you didn't notice the hidden button under one of the bookcase shelves that opens up a secret room. Once you've done your thiefly business there, sneak back out, and head back to the South Quarter. 3.141 CITY ZONES STONEMARKET The only new thing here is a small Keeper hidey-hole located in the first alleyway to your left from the South Quarter entrance. SOUTH QUARTER You are only here to get to the docks. The secret entrance is to the left of the locked gate, so enter through there. DOCKS While Garrett warns us that this is the poor and dangerous part of town, it seems to also be the well-policed. So, in a way, I suppose it is the most dangerous part of town. For a wanted thief, that is. There are several things you can do here in the Docks to make a few bucks and a few friends. The first thing you should do, though, is to listen to the Pagan's offer. From where you start, head directly east into the wooden doorway. To the right is a fence who will buy art items, the first such fence you will have run into thus far. Time to get rid of that painting of Mortimer the Mad you've hanging onto for the past few days. Farther down the street is the Pagan territory. Two of them can be seen facing the wall. Creep along the wall, and listen to their conversation. When they finish, they will guard the entrance to their territory. Sneak by them to read the note, and get your bow enchanted. You could continue on to the Pagan territory, but you would be better off making friends with them first, for safety's sake. Heading back to where you came from, you should see a wooden balcony on the building directly in front of the gate to South Quarter. When you get the climbing gloves, you can get up there and take some loot from the apartment. There is also a note on the table there that players of Thief 2 should be able to appreciate. Just to the south of the crate near the gate to South Quarter, is a very short alleyway with a ladder going down at the end of it. This leads to the sewers and the Sunken Citadel that you will have to go to. At the end of the street running north and south is a store where you can buy the aforementioned climbing gloves. Get a pair, as you will be needing them later on. Turning left at the end of the street will lead to small square where two guards are talking about a strange tree they have to protect. When they are both turned away, take the tree. You have the option of either burning it in the furnace in the tavern to please the Hammerites, or planting it in the ground in the Pagan territory here in the docks, to improve your standing with them. Either way you will hurt your faction status with the group whom you do not do the favor to. It isn't hard to get your status back up though, so it doesn't really matter who you do the favor for. Along the south side of this open square are two wooden passageways you can enter. They both lead to the same place, the ship the scribe talked about earlier in the Library, and a tavern you can rob and burn the plant in. The best way to enter the tavern, however, is to climb the ladder to the west, and crouch along the pipes until you come to a shudder you can open. Finally, the last noteworthy thing here is the second of the "smart guard, dumb guard" conversations, where they discuss what to do in case of a zombie bite. This is one of my favorites, so listen to them. They are guarding the ship in the docks. 3.15 SUNKEN CITADEL Like the last missions, you can do the ship or the Citadel in any order. The order does not matter, so I am arbitrarily doing the Citadel first. The room you start in is safe, so move forward and take the gemstone on the ground next to the red glyph (3% loot). The next room is harder, but interesting. See those things walking back and forth inside? Look familiar? Right, those are the same kind of monster that you freed back in Stonemarket Proper, where you also happened to get the map to this place. These 'monsters' are called the Kurshok, and you will be learning a great deal about them as you progress. First, carefully follow the Kurshok that walks around the broken wall and through the puddle. There is a water crystal in that puddle. When he turns around to walk on the other side of the wall, creep up to the altar, grab the statue (6% loot) and read the book. The book gives you a good summary of what the Kurshok are and what happened to them. Apparently they also worshipped the Trickster long ago, but then displeased him and had their entire civilization thrown underground. Interesting. Continue west along the south wall, watching for the other patrolling Kurshok, and get the gem lying near the pile of rubble (9% loot). Continuing down this passageway, you'll come to another small room patrolled by a giant rat. These guys have good hearing, so be careful. When it is out of sight, run up to the altar and take the candlestick (10% loot). Run southwest, past the pillar, into the opposite passageway. Behind the fallen pillar near the torch is a gold nugget (14% loot). You will come out to a large room lit by a blue light that cannot be doused. A ratman is patrolling the room, and two Pagans are up on the stone wall to the east. When the ratman is away, run up to the wall on the left and mantle up. Quickly grab the blue crystal on the bare rock, your first piece of special loot (26% loot), and drop back down before the Pagans see you. There are two chests near each other to the southwest of the blue flame. They are difficult to get to with the blue light and the ratman, so you might need to use a noisemaker arrow to buy yourself time some time. Only the chest farthest from the blue flame has loot however. The other chest has a health potion and some broadhead arrows. Putting out the regular torch on the pillar can help, though. Take the loot from the far chest (32% loot), and go through the passageway to the south. This next room also has a ratman that passes through occasionally. When he is out of sight, run across the hall to the door with the glyph on it. Make sure the ratman has already left this room before you enter! Before the large pillar to the left side is a hole in the wall that leads to a large room with a staircase. Drop down when it is safe, and take the bracelet in the water, and the urn on the altar (37% loot). Now go up the stairs, and when the ratman has reentered the first room you ran through, run up to the open sarcophagus and take the tiara inside (40% loot). Leave the room through the doorway to the east, and run north up the hall, jumping behind the fallen pillar and rubble. There is a gemstone in the corner (42% loot). The ratman doesn't patrol this hall, but he might see you through the doorway, so be careful crossing it. At the south end of the hall are two candlesticks (45% loot). From that table, go through the doorway to the east. Near the blue flame is a silver nugget (47% loot). The next room is the Kurshok hatchery. There is a stationary Kurshok in front of you with his back turned. Douse the first torch in front of you so you can sneak down the hall in front of him. Halfway down the hall there are open windows to either side. In the right-side window is an urn you should grab (51% loot). Now sneak back down the hall. Drop down through the broken railing on the left side of the Kurshok's back and the blue flame below. There is another Kurshok that patrols the room in a semicircle here, so make sure he is gone before you do anything. Now run into the doorway to the east, but be quiet, because another Kurshok patrols up and down here. When no one is around, douse the torch in the room and open the chest, taking the loot inside (53% loot). Now turn around and douse the torch in the narrow hallway behind you. The Kurshok here will sometimes come up that hall, otherwise the circles the room the hall leads to. When it is safe, quickly dash through the hall, and grab the Battle Horn in the middle of the room, your second piece of special loot (54% loot), before going back to the shadows of the hatchery. You now have all the loot for this part of the map. Return to the area where the ratman guards the area with the large stairs, and go into the... INNER CITADEL The two hallways here both lead to the same room. The hall to your left has a health potion in an open sarcophagus, but you want to enter the room through the hallway in front of you. Douse both torches in the room when you enter. When the two Kurshok finish talking about your fishy friend that you freed in Stonemarket Proper, one will patrol the room in a circle, and the other will walk around the puddle in the middle. There is a cat statue in the NE corner of the room you can grab (56% loot). Also, in the middle of the room, in the puddle, there is an interesting book under the water, and a goblet on top of the chair in the south side of the pool. They can be tricky to reach, but the goblet at least can be reached without going into the pool, from behind the urns and pillar to the SW. When you are finished, head through the window to the south. In front of you is a human skeleton with a bag of silver nearby (60% loot). Go through the window near the body and crouch inside of it. The Pagans and Kurshok fought here, and the number of Kurshok guards here will depend on how well the Pagans did. Usually, however, there is one, if not two, very alert guards patrolling the front of this room. So make sure you stay invisible by taking out the large fire being held by the statue in the middle of the room. Slowly creep up to the altar in front of the statue, and take the candlestick and bowl (64% loot). This may alert the guards, and make them look for you, so be ready to quietly back up and hide behind the altar while they finish looking. When that is taken care of, go up the stairs, pausing to take the urn on the window sill overlooking the room (67% loot), and enter the library. There are two Kurshok guards here, but there are plenty of places to hide. When you enter the room, douse the far torch, and take a left into the unlit section of the library, between the two bookcases, and grab the golden book (70% loot). Continue up, taking care not to alert the guards and get the stack of coins on the center bookcase (71% loot). Before going into the room to the west, take the second golden book on the shelf to the right of the doorway (73% loot). This room is unguarded, and is also where you will find the remains of Keeper Rafe. Take the golden dagger (75% loot), the Glyph Key, and read his journal to find out what happened. Exit the library, and the room with the altar. In this hallway sneak up the stairs that lead to the hall to the throne room. There is a guard to the left, to the right, and the one behind you that will come through the doorway you are standing in, so you have to move quickly. The guard to the right will go back into his room during his patrol. Sneak in when he does so. There is a second guard in here that walks back and forth, he is guarding a gemstone in the water in the east end of the room. When both guards are looking away, get the gemstone, and then climb back up to the upper part of the room (77% loot). Go up the stairs, hugging the wall if the guard is around. There is another guard that patrols a small dirt-floored hallway and the main stairway here. When his back is turned, enter the doorway to your right, and turn to your right. Grab the tapestry on the wall here, the final piece of special loot, and continue down the dirt-floored hallway. At the end of it, before you and turn back into the main stairway, is a silver nugget (81% loot). At the top of the stairway you will find yourself on a balcony overlooking the throne room. Follow the balcony carefully (don't fall through the holes in the floor) around to the opposite side of the room. See the fallen pillar right above the torch here? Use your climbing gloves to climb up the wall and drop onto the pillar. Walk down the pillar a bit, and take the gemstone from the top of the second fallen pillar leaning against this one (84% loot). Now return to the balcony until you are directly behind the throne and the floating crown. There are two Kurshok here, one stationary, the other walking around. The Crown is well lit, and you likely won't get it without being seen. So fire a noisemaker arrow down the hall, and when the Kurshok leave, quickly jump on the chandelier, grab the crown, and drop to the floor. There are two chests here, one against the pillar to the immediate east, and the second in the shadows to the NW of the throne. Quickly pick their locks and steal their contents (95% loot) before the Kurshok come back. Use a second arrow if you need more time with the locks. Now that you have everything you came here for and then some, you can leave. On your way out through the Outer Citadel, however, go through the hatchery again, but this time go all the way through to the room to the north of the hatchery. Take the goblet on the floor behind the pillar here, and the gold nugget at the top of the stairs in the corner (100% loot). Now you can leave the same way you came in. 3.151 CITY ZONES KEEPER LIBRARY Not much new here. The Forbidden Library is restocked with loot, and there is a new conversation to hear at the top of the first flight of stairs. Also, at the very top, instead of Translator Caduca, is Gamall, the small child who serves as, well, the Translator's translator, I guess. Also, if Gamall becomes even a little suspicious, like if you were to take the goblet on the table in the room with the button to the secret room, watch her carefully. She does something a bit... unsettling. I knew something was weird about that girl. STONEMARKET PLAZA AND PROPER Not much new here, even with climbing gloves. There is a gas crystal you can reach now high up on the Clock tower with your new gloves. SOUTH QUARTER Just do your usual thing here. Also, because you have the climbing gloves, you can reach places you weren't able to before. On the street you take to get to Stonemarket, you can climb up the stone face of the arch the stretches over the street. It looks like a metal pipe blocks your way, but you can climb through it like it wasn't even there. At the top is a gas crystal, and a grate that lets you drop down to the middle of the street. Finally, there is a goblet above the fireplace in your landlord's room. Guess this blackmailing isn't draining him TOO much, huh? DOCKS Time to get that long lost Compendium of Reproach, or else that Glyph key will be useless. You'll have to go onto the Abysmal Gale, the ship near the tavern, to find it though. Along the way you'll run into the third "smart guard, dumb guard" conversation. You'll have to listen to it from the corner opposite of the shop, however, or they will see you. THE ABYSSMAL GALE This, as you may have noticed upon entering, isn't really a formal mission. It is your first run in with zombies since St. Edgar's, however. You have to make it to the cargo hold at the bottom of the ship to read the manifest and get the clue on where to go next. A few pieces of advice: take all the holy water you find, but don't use it on these zombies, as you can easily avoid most of them. You WILL want to save this holy water for a later mission, so hold on to it. And for God's sake, and the sake of whoever washes your underwear, DO NOT approach a zombie lying on the floor. When you have read the manifest, exit the ship via a conveniently placed ladder directly across from the cargo hold with the note you just read. 3.16 THE HOUSE OF WIDOW MOIRA The information from the ships manifest leads you to the late captain's seaside estate. You can reach this estate via a stolen rowboat in the same part of the docks that you stole the tree from. This is one of my favorite missions. The background music and the story behind this mission really mesh well to make it an immersive experience. The whole mission seems sad and lonely, which is no doubt what the designers were going for. You start off in a hidden pirate's cove, from which you must take the elevator to leave. The small cave this leads to is patrolled by a single guard, so sneak by him when the opportunity arises. This leads you to the basement of the boathouse. Wait for the guards to finish talking, and for one of the guards to leave. When he does, go open the chest behind the sitting guard and take the flashbomb. The coins on the table can be tricky to steal, as the guard is likely to notice right away. I suggest creating a distraction, either with a noisemaker arrow, or simply with something else that isn't valuable on the table itself, and stealing the coins while he investigates (3% loot). The main courtyard has three guards, and three possible methods of entry. The first is the front door; not the best option. The second is to climb up to the balcony on the south part of the house. The third, and best, is to use the secret entrance! The secret way in directly above the front door, so you will have to climb up there. The entrance itself is well hidden right below the window at the top. Enter, take the nugget from the chest, the key near the corner of the rug, and go up the ladder (7% loot). You are now in one of the guest rooms, and it is empty (for now). Open the chest next to the fireplace and get the necklace (8% loot). Now open the door to the south and go through. There is a stationary, drunk guard here. While he does not move around, he does tend to turn around, so time your move carefully. In this case, take a right down the hall. Go down the stairs around the corner, and open the door. Two of the widow's guests are apparently trying to rip the poor woman off! Not that that is a bad thing, after all that is what you're here for. That they have the gall to compete with you is what shocks me. Wait for them to finish talking, and for the woman to leave. Hug the wall as she walks by so you aren't seen. When she is gone, reenter the room, and when the man has his back turned, take the sack of silver on the table (10% loot). Leave this room, and enter the bathroom across the hall. Take the ring on the table behind the dressing barrier (11% loot). Re-enter the hallway, and sneak past the drunken guard again to get back into the guest room. The woman that left the other bedroom with the man is in this room now, so watch out for her as you enter the door in the northeast corner. There is another woman here, sleeping, so don't wake her up. Take the plates on the shelves, the goblet above the fireplace, and the ring on the table near the bed before proceeding through the door to the north (23% loot). Take a right, and go through the next door to the servant's quarters. Now open the door to the west, and go down the stairs when the guard is going the other way. He'll be back soon, so move quickly. Take the painting leaning up against the corner of the room, and unlock the chest to take the necklace (28% loot). You may have to hide in the corner if you hear footsteps. When you've taken everything, go on down the stairs, and through the hall. There is a maid here circling the room. Take care to avoid her while you take the urn from the table, and candlesticks from the fireplace, and the easy-to- miss goblet from the couch facing the fireplace (38% loot). The next room has two guards patrolling it, so be careful and stick to the walls. The first thing to get is the painting to the left of the door you came through (42% loot). Now you are going to want to cross the room to get into the library. In this room there is a guard sitting at the table, and you can take the painting next to him. Be careful crossing the room, however, because there is another guard in the next room that can see you through the glass doors (47% loot). Now go through those glass doors when the coast is clear, and make it over to the table. Take the lucky coin on the table, the first piece of special loot, and then make it back to the room that has the two guards patrolling it. Enter the zone boundary there (47% loot). OVERLOOK PROPER It sounds like the storm has begun. The lightening flashes can light you up too, so be careful. Listen to the woman make the poor maid cry, and cross the room. Take the telescope, the second piece of special loot, from the display table (57% loot). Now go to the south end of the room, and when it is safe, run up to the left side of the staircase and open the grate. Crawl all the way through and take a right. In the corner of this crawlspace is a gold nugget (60% loot). Now go back the way you came and take a right into the captain's study. This room is empty of people. Take the coins on the desk, and open the chest for the ring and potion (64% loot). Pick the lock on the single door near the fireplace and open it. The key you got earlier should open it for you. The redheaded maid walks around this room, and there is a guard at the table. Stealing the loot on the table and on the fireplace can be tricky, so you may need to create a distraction. When you have it all (69% loot), go to the door along the north wall. The door leads to the kitchen, and it is very well lit. When the cook is out of sight, enter the room, and jump up on the pantry to your left, and take the goblet up there (71% loot). When the cook enters the room, he goes to check on the oven. Quietly get down from the pantry while his back is turned, and go west. It's easier to hide in here, so open the door, and check to make sure the guard is walking away before entering the hall. At the end of the hall is a set of glass doors that lead to the gallery. Slip past the guard in the hall, and enter the gallery. There is a stationary guard here facing the chest you want to open. Unfortunately, because the room is so small, distracting him away from the chest might now work, as you need time to open the lock. You may need to knock him out to get to it. If you do knock him out, make sure you hide the body, or the hallway guard will see it. Open the chest and take the goblet (73% loot). Now head back to the grand staircase and, taking care to avoid the guard who patrols it and the guard who overlooks it from the balcony, take the urn sitting on the table on the first landing (76% loot). Ascend the east side of the staircase. Now follow the hall down and take a left into another guest bedroom. Pick the lock on the chest on the bed before the couple finish their conversation in the next room, and take the ring inside (77% loot). When the man in the next room has turned away, go through the library and head upstairs to the tower. The poor widow is up here, and she doesn't seem to have taken the news of her husband's death very well. If you like, you can find a bottle of wine downstairs and listen to more of her sad story. On the practical side though, she has her room key on the table, and she gives you information on a viktrola in her bedroom that you should play, so let's head there now. Go back to the top of the grand staircase. Hug the wall on at the top of the east stairs, in the corner. Wait for the staircase guard, and the balcony guard to be out of the way before you enter the large walkway circling the main room where you stole the telescope. Again, careful of the lightening flashes, and make your way across the room, taking the painting hanging on the wall on the west end of the room (82% loot). There is another guard here that paces back and forth, stopping at each extreme for a short while. When he enters the room you are in, creep around behind him, and head to the double doors. The key will open it, so enter and make sure you close the door behind you. Activate the viktrola near the fireplace, and take the necklace in the chest by the bed (85% loot). Go through the door to the east into the bathroom, and take the silver mirror, the final piece of special loot, from the dressing table (88% loot). Now we have to find the secret room the captain talks about on the viktrola. Sneak your way back down the main stairs, and go back through the grate into the captain's study. The button is underneath the desk with the journal on it. A secret door has opened in the gallery room where we knocked out the guard. The door will close soon, so make a mad dash (go through the grate) to the gallery. It doesn't matter if the guards notice you, because they can't follow where you are going. There is bookcase in the gallery that has moved to the side, so run into the opening, and take the elevator down. The captain's secret office has the Compendium on the desk. Behind the desk is a chest with all the money the captain saved for his wife (100% loot). If you are playing on expert, you have to take the money here to finish the mission. Some people have complained about how heartless this is, but hey, you're a thief! Exit through the door to the south, which conveniently leads into the cave where you started the mission. Take the elevator down to the rowboat, and leave this sad house behind for good. 4.0 VERSION HISTORY 6/3/04 - Version 0.6 Halfway through the walkthrough. Game information complete. 5.0 THANKS I want to thank the following people or organizations for making this guide possible Me Looking Glass Studios Ion Storm www.thief-thecircle.com for being the best thief fan site out there The Coca-Cola Company