Andere Lösungen

Dark Project - Der Meisterdieb (e)

Cover
                        Thief: The Dark Project (v1.33)

                FAQ v4.7 by The Brigadier (brigadier@sprint.ca)

                                  May 8, 1999

"Ye shall not rob from the house I have built, or commit any theft or 
unrighteousness, lest ye be struck down and driven into the earth forthwith, and 
the land of the heathen consume you."
     -- The Book of the Stone

"The paths of thief and god are worn as one in the earth."

"Thief wanted for the theft of the gems of Sarnoth."

"Woe be to him that defies the tree, for he shall be cast out into the world 
through the veils of pain and fire."


Table of Contents
=================
Section 1: Version History
Section 2: Opening Notes Regarding This FAQ
   2.1: Best Times
   2.2: Email
   2.3: Experimentation
   2.4: Objectives
   2.5: Recommended Purchases
   2.6: Just What The Heck Is A Taffer Anyway?
   2.7: Personal Note Regarding The Next Release
Section 3: Game Notes
   3.1: Patrols
   3.2: Bloodstains and Bodies
   3.3: Doors
   3.4: Water
   3.5: Hard Surfaces
   3.6: Enemies
      3.6.1: Human Guards
      3.6.2: Spiders
      3.6.3: Zombies
      3.6.4: Burricks
      3.6.5: Fly Swarms
      3.6.6: Hammer Spirits
      3.6.7: Restless Dead
      3.6.8: Craymen
   3.7: Weapons
      3.7.1: Sword
      3.7.2: Blackjack
      3.7.3: Broadhead Arrows
      3.7.4: Water Arrows
      3.7.5: Fire Arrows
      3.7.6: Moss Arrows
      3.7.7: Gas Arrows
      3.7.8: Rope Arrows
      3.7.9: Noisemaker Arrows
      3.7.10: Flash Bombs
      3.7.11: Explosive Mines
      3.7.12: Gas Mines
   3.8: Cheats
Section 4: A Keeper's Training (Training Mission)
   4.1: Introduction
   4.2: Objectives
   4.3: Before The Mission
   4.4: Walkthrough
Section 5: Lord Bafford's Manor (Mission 1)
   5.1: Introduction
   5.2: Objectives on Normal level
   5.3: Objectives on Hard level
   5.4: Objectives on Expert level
   5.5: Simplified Objectives
   5.6: Before The Mission
   5.7: Notes Regarding This Mission
   5.8: Walkthrough
Section 6: Break From Cragscleft Prison (Mission 2)
   6.1: Introduction
   6.2: Objectives on Normal level
   6.3: Objectives on Hard level
   6.4: Objectives on Expert level
   6.5: Simplified Objectives
   6.6: Before The Mission
   6.7: Notes Regarding This Mission
   6.8: Walkthrough
Section 7: Down In The Bonehoard (Mission 3)
   7.1: Introduction
   7.2: Objectives on Normal level
   7.3: Objectives on Hard level
   7.4: Objectives on Expert level
   7.5: Simplified Objectives
   7.6: Before The Mission
   7.7: Notes Regarding This Mission
   7.8: Walkthrough
Section 8: Assassins (Mission 4)
   8.1: Introduction
   8.2: Objectives on Normal and Hard levels
   8.3: Objectives on Expert level
   8.4: Simplified Objectives
   8.5: Before The Mission
   8.6: Notes Regarding This Mission
   8.7: Walkthrough
Section 9: The Sword (Mission 5)
   9.1: Introduction
   9.2: Objectives on Normal and Hard levels
   9.3: Objectives on Expert level
   9.4: Simplified Objectives
   9.5: Before The Mission
   9.6: Notes Regarding This Mission
   9.7: Walkthrough
Section 10: Cutscene - Victoria
Section 11: The Haunted Cathedral (Mission 6)
   11.1: Introduction
   11.2: Objectives on Normal level
   11.3: Objectives on Hard level
   11.4: Objectives on Expert level
   11.5: Simplified Objectives
   11.6: Before The Mission
   11.7: Notes Regarding This Mission
   11.8: Walkthrough
Section 12: Input From Other Thieves
Section 13: Thief Sites on the Internet
Section 14: Thief 2 News
Section 15: Thief FAQ Mailing List
Section 16: Endnotes and Copyright Notice


Section 1: Version History
==========================
0.1  -- First attempt at this FAQ. Included only the first mission (Lord
        Bafford's Manor)
0.2  -- Fixed a few spelling and grammatical errors
0.7  -- Added "Input From Other Thieves" section
     -- Included "Before the Mission" and "Introduction" sections, as
        well as others.
     -- Some not-quite-minor-but-not-very-major cosmetic changes made
        (ie: Version history, section numbers, etc.)
1.0  -- Added walkthrough for the Training Mission (A Keeper's Training)
1.1  -- Added walkthrough for Mission 2 (Break From Cragscleft Prison)
1.11 -- Fixed some spelling, grammar, and formatting mistakes
1.2  -- Added Cheats section
1.4  -- Put in monster descriptions & strategies
1.6  -- Put in weapon descriptions and strategies
2.0  -- Added walkthrough for Mission 3 (Down in the Bonehoard)
2.2  -- Fixed some grammar and spelling mistakes, fixed up the
        walkthrough's for the training mission, the first three missions
        (minor changes only), and expanded some entries in the Weapons
        section
2.6  -- Added walkthrough for Mission 4 (Assassins)
2.8  -- Added "Thief Sites on the Internet" section
     -- Expanded the FAQ slightly in a few areas, including a "Notes
        Regarding" section on some missions, and added Fly Swarms to the
        Enemies section
     -- Fixed some spelling, grammer, formatting, and continuity errors
3.0  -- Added "Thief 2 News" section
3.4  -- Added walkthrough for Mission 5 (The Sword)
3.6  -- Added entry for the first cutscene (Victoria)
3.7  -- Minor adjustments, including a "First Appearance" section for
        each monster
4.0  -- Included information on Flash Bombs and Mines, and new monsters,
        as well as updated information on several weapons and monsters.
4.3  -- Did some tweaking here and there, revising and improving
        entries..."Input From Other Thieves" section revised, and a
        "Recommended Purchases" and "What You'll Encounter" section was
        added for each mission; also added the Mailing List section at
        the end; new cheat added to cheats section; added "What The Heck
        Is A Taffer Anyway?" section;
        *** NEW EMAIL/CREDITTING POLICY!!!! ***
4.7  -- Added walkthrough for Mission 6 (The Haunted Cathedral)


Not all versions have been made available to the public. Only versions 0.1, 1.1, 
2.0, 3.6 and 4.7 have ever been released.


Section 2: Opening Notes Regarding This FAQ
===========================================
This is my first FAQ/Walkthrough. All input is appreciated, especially regarding 
what you liked, and how I can improve it. Please send comments, suggestions, 
etc., to brigadier@sprint.ca

This FAQ does NOT cover the entire game at the moment. If I get enough positive 
response, I will try to continue this FAQ so that it does. HOWEVER, I am a 
University student (with finals starting in about 10 days), and have personally 
only finished  the first five missions completely. So you may have a bit of a 
wait ahead of you. :(

This FAQ, unlike others I have seen for this game, is geared towards having you 
complete each mission with the maximum amount of treasure possible, on top of 
completing all of your quests. Each mission is done at the EXPERT level, and all 
statistics are given for that difficulty setting (ie: what you find, where, how 
much, etc.). I have not tried playing these on the lower levels, but I have 
heard there ARE differences. (For example, on Mission 2, "Break From Cragscleft 
Prison", behind the banner you cut down you find some treasure. On the easier 
levels, this is apparently a quick way off the premises.)

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

2.1: Best Times
===============
For those missions that have been included, I have also included my best time in 
completing that mission. This is for various reasons, but mostly to do with ego. 
:) (Note that my best time for a mission does NOT necessarily reflect this 
walkthrough. For example, my best time for Lord Bafford's Manor was done with 
mostly running, no body hiding, no door closing, etc. Each one WAS finished, 
however, with all possible treasure.)

2.2: Email
==========
My email address is: brigadier@sprint.ca

I have received a few emails since posting this FAQ, some of them asking for 
help on missions beyond the ones I have included here, or asking if I intend to 
do the FAQ to include later missions. If you've managed to read this far, you 
know that the answers to these questions are already printed in the FAQ. Any 
questions sent to me that are already answered in this FAQ will be ignored.

2.3: Experimentation
====================
Occasionally, I will note an area where some more experimentation could be done. 
In some cases, circumstances did not permit further experimentation (for one 
reason or another), and some experiments were thought of in hindsight, long 
after I was past the point of no return for that area. If anyone cares to 
experiment in the noted areas, I would be interested in hearing the results.

EXAMPLE: In Lord Bafford's Manor, I used to take out a certain guard as a 
precaution against a future endeavor. However, I was not sure that this was 
actually necessary, and had not tried to complete the mission without doing so. 
Upon replaying the mission, I left that guard alone, and found it was 
unnecesarry to take him out, and was able to make the walkthrough for that 
mission that much better.

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

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

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

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

2.6: Just What The Heck Is A Taffer Anyway?
===========================================
A question I'd like an answer to: What EXACTLY is a taffer? Or taffing? I saw 
the answer once online, but cannot find it now. Based on the usage in the game, 
the word cannot simply mean "Thief".

2.7: Personal Notes Regarding The Next Release
==============================================
To those waiting for more of this FAQ. I am currently playing Mission 7, "The 
Lost City". Unfortunately (why is there ALWAYS an "unfortunately"?) I am 
attending summer school, and my class starts May 10. I am not saying I will have 
NO time to work on this, but not as much as I'd like. I'll picking away at it 
here and there as best I can. :(

There are several mission walkthroughs that need revising in this FAQ, for 
various reasons. These are noted in the "Notes Regarding This Mission" section 
for the relevant missions. This notes are for my benefit, to remind ME to do 
them later. I've decided that I am going to finish the remaining levels in the 
game, and THEN go back and redo the old missions. I make you all wait long 
enough as it is for the next mission, you shouldn't have to wait longer while I 
work on the previous ones!


Section 3: Game Notes
=====================

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

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

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

3.4: Water
==========
Water is loud when you splash around in it. This occurs when you try to swim 
quickly, or jump into the water. Try not to do it too often. Swim slowly (using 
your WALK key). Also note that, while you can swim carrying someone you have to 
rescue (ie: Basso in Mission Two), you cannot dump bodies in the water to "hide" 
them. They drown, and that counts towards you killing someone.

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

SNEAKING is the key. You have two movements available to you...walking, and 
running. What SNEAKING is is walking when you are CROUCHED. You make less noise 
(although it is sometimes still very audible). You can minimize this even 
further, however, by using the stop-and-go method. Move forward a SHORT 
distance, and stop. You will probably have made no noise whatsoever. Now, move 
forward another short distance, and stop. Keep this up until you get to quieter 
ground, and you should be able to get through just about any terrain silently.

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

3.6.1: Human Guards
===================
First Appearance: Training Mission or Mission One (Lord Bafford's Manor)

This includes your standard guard (such as in Lord Bafford's Manor), Hammerites, 
etc. These guys fall easily to your blackjack attacks, so long as 1) you hit 
their head area, and 2) they aren't expecting it. If they are looking around 
searching for you, you can sometimes manage to club them, but sometimes it 
doesn't work. In these circumstances, aim is the most important factor (go for 
the head!), and light plays a close second. The more of you that can be seen 
(ie: check your light-indicator), the harder it is to successfully put the 
guards to sleep.

Most of the time, these guys are armed with some sort of hand-to-hand weapon (a 
sword or hammer). Occasionally, one will have a bow instead (and don't think 
that they can only fire Broadheads at you!). The guys in red, however, are 
Priests and spell casters. Also, there is one type that doesn't seem to fight at 
all, he just calls for help. He is the one in gray.

Sometimes, these guys have a key, purse, or other item on their belt that you 
can either lift off (ie: pick their pocket), or grab after you've knocked them 
out. I prefer the pickpocket method.

NOTE: One time, I knocked out a guard, and because another was coming, picked up 
the body and ran BEFORE getting the purse off him. After dropping the body, 
however, the purse was gone. :(

3.6.2: Spiders
==============
First Appearance: Mission One (Lord Bafford's Manor)

Spiders are small and annoying, and that's about it. They can bite you for a bit 
of damage, but not much. They die easily too...a single Broadhead Arrow does the 
trick usually (I haven't tried to kill them with a sword yet).

3.6.3: Zombies
==============
First Appearance: Mission Two (Break from Cragscleft Prison)

I hate Zombies. Don't ask why, I don't really have a rational explanation. But 
when I'm playing the game, and Zombies start getting involved, my interest level 
tends to drop dramatically. (I also can't play the game after dark when playing 
a Zombie level. Yeah, I know...I'm a wimp.)

"Sleeping" Zombies are pretty much indistinguishable from corpses, until you get 
close enough to one to awaken it. When you do, it makes a noise, and you have a 
brief amount of time (variable, sometimes maybe as much as 2 seconds) to react 
before it stands up and moves to attack. (Throughout this FAQ, a corpse that can 
"become" a Zombie is referred to as a Corpse-Zombie.)

Once awake, you can't kill them by conventional means. Hacking them with your 
sword will make them drop, only to stand right back up again. Arrows are a 
little better, as when you cause them to drop with arrows, the don't always 
stand up again unless you are close enough to "awaken" them. However, Zombies 
are very SLOW. You can run circles around them. If you run away from them, they 
will pursue, but not for long. (This will become evident when you do Mission 3, 
"Down in the Bonehoard".)

Note that ANY human corpse can be a Zombie, not just the gray, decaying ones. I 
believe that mission 3 ("Down in the Bonehoard") even has a headless Zombie, so 
don't ever assume that a corpse is just a corpse!

Weapons that are useful against Zombies include Fire Arrows, Holy Water Arrows 
(your Water Arrows dipped in Holy Water), Flash Bombs, and Explosive Mines. With 
regards to the Fire Arrows, I've noted that, if you shoot the Zombie from 
behind, it takes only one Fire Arrow to destroy it. If they see it coming 
though, it usually takes two.

3.6.4: Burricks
===============
First Appearance: Mission Three (Down in the Bonehoard)

These are big lizards with VERY bad morning breath. Best to avoid them if 
possible. Engaging in melee with them is NOT a good idea, especially if there is 
more than one around...while you cut into one, the other one backs off and 
breathes at you. If you want/need to take them out, your arrows are your best 
bet. How quickly they die seems to depend on where your arrows hit. The average 
seems to be about 5 or so arrows to fell one of these beasts, although I have 
managed to bring one down with only two arrows (once).

Melee CAN be done successfully with Burricks. First of all, it's best if there 
is only one around. Then you can get close enough so that the beast cannot 
breathe on you, and you can hack merrily away at it. (Although they do tend to 
run away once the damage starts to get serious. They whimper too. ) The BEST 
way to deal with a lone Burrick is to take it by surprise...run right up behind 
it and slice downwards with your sword. If you do it right, you've just done a 
backstab, and killed the critter with one blow!

Note that Burricks HATE Zombies, and will attack them in preference to you. If 
you can get Zombies and Burricks engaged in combat together, you can sit back 
and watch as half your problems are taken care of. Since the Zombies cannot be 
killed by the Burricks though, you always know which side will come out the 
victor. (NOTE: A friend of mine told me about this hint...I have not tested it 
myself, so don't hold me to it!)

If you try to use Explosive Mines against Burricks, you should be aware that one 
is NOT enough to kill one!

Another interesting thing about Burricks...apparently, you can use your 
blackjack on them and knock them out!

3.6.5: Fly Swarms
=================
First Appearance: Mission Two (Break from Cragscleft Prison)

These are not really dangerous, just annoying. Fly swarms find a corpse (or 
sometimes a Corpse-Zombie) and hover over it. They don't move, they just swarm 
around the body. Occasionally, you may find a swarm where there is no body, but 
they still don't move. Moving through a swarm subjects yourself to their bites, 
which do not always strike. You take minimal damage from a swarm bite. (Note: 
Sometimes you will find a Zombie with a Fly Swarm surrounding it...in that case, 
the swarm DOES move, but it sticks with the Zombie.)

To disperse a Fly Swarm, shoot a Fire Arrow into it (although personally I feel 
this is a waste of a good Fire Arrow). Note also that you can disperse a Swarm 
from around a Zombie simply by hitting it with a Water Arrow.

3.6.6: Hammer Spirits
=====================
First Appearance: Mission Six (The Haunted Cathedral)

These creatures are the undead spirits of Hammerite spellcasters. They look like 
the Hammerite Priests, except that they are transparent. They hurl ghostly 
skulls at you, sometimes as many as three at a time. If you can catch one by 
surprise, I've found the quickest way to dispatch one is to sneak up behind them 
and deliver a downswing swordstroke. After that, a single sidestroke with your 
sword causes them to disappear in a puff of smoke. If you can't take them by 
surprise, however, they are difficult to kill. In one battle, I hit one with 
three downswings, and it still took a couple of sideswings to finish the job. In 
melee, constant side-to-side slashing seems to keep them from casting their 
spells at you.

Flash Bombs and Explosive Mines are also useful against them. While I have not 
tried the Flash Bombs myself, I have seen a Hammer Spirit live through TWO Mine 
explosions. Using Fire Arrows, I have not been able to kill one with less than 
three Arrows. I have not killed one with Holy Water Arrows yet, but they survive 
at least two shots of them. An interesting note is that they do NOT appear to be 
very good shots when they are not at close range.

3.6.7: Restless Dead
====================
First Appearance: Mission Three (Down in the Bonehoard)

These undead are the animated remains of Hammerite Guards, and they retain their 
swordsmanship skills beyond the grave. They are VERY good swordsmen, and they 
are also extremely fast runners...impossible to outrun. As with Hammer Spirits, 
Flash Bombs and Explosive Mines work well with them (especially the Mines). 
Again, I have not tried the Holy Water Arrows or Fire Arrows against them.

3.6.8: Craymen
==============
First Appearance: Mission Six (The Haunted Cathedral)

Picture a humanoid Crayfish. If you catch them by surprise, a single Broadhead 
will fell one of these crustacean monstrosities. Otherwise, it takes about five 
Broadheads. Two Fire Arrows also seem to do the trick against these guys.

Melee with a Crayman can be interesting. They can survive at least two 
downswings, and their claws can be used to parry your attacks.

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

Note that you are more easily seen if you have a weapon drawn than if you are 
empty-handed (except for the blackjack).

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

Your sword is also good for cutting down banners that may hide secret areas 
behind them.

NOTE: After Mission 5 (The Sword), your regular sword is replaced with 
Constantine's Sword. I've noticed that you can have this weapon drawn and still 
remain fully hidden in darkness.

3.7.2: Blackjack
================
There's not much about the blackjack that isn't obvious. It's got a short reach, 
so you have to be pretty close to use it effectively. Also, hitting a creature 
anywhere but the head with this weapon just tends to draw attention to yourself.

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

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

One final word, which should be obvious: Don't try to knock out undead.

3.7.3: Broadhead Arrows
=======================
Their use as a weapon is obvious. These weapons (like the sword) do much more 
damage to your enemies when they are not expecting your attack (usually killing 
human enemies with one shot).

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

Note that if you fire your Broadhead Arrows into soft surfaces, you can 
sometimes retrieve them!

3.7.4: Water Arrows
===================
Very useful for putting out unwanted torches, and also for cleaning up any 
bloodstains you leave behind. If you find a holy water font, or use a vial of 
holy water, you turn your mundane Water Arrows into Holy Water Arrows...very 
useful against Zombies. When trying to kill Zombies with these, it takes a 
minimum of two arrows to kill one. In groups however, nearby Zombies take 
"splash damage". Note that it only takes one Holy Water Arrow to dispatch a 
Corpse-Zombie (while it's still feigning "death").

As an interesting side note, Water Arrows are ignored by human enemies when 
fired at them. I've fired a water arrow right in the face of a Hammerite, and he 
didn't even flinch!

3.7.5: Fire Arrows
==================
These little babies are devastating. They can kill a Zombie with one shot (and 
he DOESN'T come back to life), although sometimes it takes two. They can be shot 
into a cloud of flies, dispersing them. They are also useful for relighting 
torches, should you decide you need a little more light in your life.

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

3.7.6: Moss Arrows
==================
You fire a Moss Arrow at some loud ground (tile, grating,etc.), and it gets 
covered with moss. When you walk on it, you make no more noise. So far, that's 
the only use I've found for them.

3.7.7: Gas Arrows
=================
No information as of yet. (I haven't found any so far.)

3.7.8: Rope Arrows
==================
Very handy items, if you happen to have no way out of your current area, and the 
ceiling overhead is made of wood. Fire one of these, and you have an instant 
escape.

It is important to note that these arrows are re-usable. Once you've finished 
with the rope, retrieve the arrow.

3.7.9: Noisemaker Arrows
========================
An arrow that makes a noise as it flies. When it strikes a surface, it emits a 
"cricket" sound for a short while. So far, I've found this completely useless, 
although I have yet to experiment fully with it. (I've been told in some 
instances it is VERY useful.)

These weapons also seem to be retrieveable, like the Rope Arrows.

3.7.10: Flash Bombs
===================
Yes, Flash Bombs. Apparently, these guys are quite useful against undead 
monsters. A Zombie only regenerates half the damage from a Flash Bomb, so two of 
these take him out permanently. They are useful against other types of undead as 
well.

3.7.11: Explosive Mines
=======================
These mines are small, and sometimes hard to see when they are lying around 
waiting to be picked up (or set off). These items are also useful against undead 
creatures.

A note about setting mines: You set a mine just like you "use" most items in 
Thief...you call it up in your inventory, and right click. Unfortunately, when 
you set the mine, you tend to "throw" it a distance from yourself. Unless you 
are VERY good at predicting where it will land, your best bet for setting a mine 
precisely is this: Look down until you are looking STRAIGHT down, as far as you 
can, then right click. The mine falls at your feet, and stays there. A word of 
caution: Once you've set a mine, you CAN trigger it yourself. BE CAREFUL! 

3.7.12: Gas Mines
=================
No information as of yet. (I haven't found any so far.)

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

The following cheats are known (note that I have only tried one of them 
personally):

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

To start a new game at a mission other than Lord Bafford's Manor, put the line 
"starting_mission X" in your dark.cfg file, where X is the mission number you 
wish to start at.

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

This next one isn't really a cheat, per se. In your dark.cfg file, you'll see 
the following lines:

              vismeter_zoom 110 ; zoom vis meter in
              hpbar_zoom 110 ; zoom hp bar in 

Changing the 110 to a 90 shrinks the size of the gem and health shields and 
gives you more visible area on the screen.


Section 4: A Keeper's Training (Training Mission)
=================================================
My best time on Expert: 2 minutes, 46 seconds
Maximum Possible Treasure: 50

Note: I have played this particular "mission" on all three difficulties, and the 
only difference I know of is the Secret Area: It is only available on the Expert 
setting.

4.1: Introduction
=================
"The essence of balance is detachment. To embrace a cause, to grow fond or 
spiteful, is to lose one's balance, after which, no action can be trusted. Our 
burden is not for the dependent of spirit."
     -- Mayar, Third Keeper


I was a kid. No parents, no home. Running messages and picking pockets to keep 
my ribs from meeting my spine. One night I saw a man...folks just passed him by 
like he wasn't there. I thought he must have something valuable, so I snuck up 
on him and made a grab.

"Ugh!"
"That's not for you."
"Please, sir, I'm hungry. Don't tell the Hammers, I promise..."
"What is your name, boy?"
"Garrett."
"You have talent, lad."
"Let go of me, old man!"
"To see a Keeper is not an easy thing. Especially one who does not wish to be 
seen. We have a need for those as gifted as yourself. If you've grown tired of 
how you live, then follow me, and we will show you a different way."
"Leave me alone!"
"As you wish."

I caught up with him just before he vanished into the crowd. It was the 
beginning of a very long education....


4.2: Objectives
===============
Your objectives for this mission do not change based on your difficulty level.

1. Follow the directions of your instructor in order to pass the
   training tests.

NOTE: The in-mission objectives appear identical to the pre-mission objectives. 
There is no simplified version.

4.3: Before The Mission
=======================
What You'll Encounter: Human Guard (Swordsman).

You start this mission with nothing but your shadowy clothing, and no 
opportunity to purchase anything.


4.4: Walkthrough
================
A walkthrough is not really necessary for this mission. Instead, I will point 
out a few things of interest.

1: Dark Room - This is the room where you have to make it to the other side 
without being seen. It is not actually necessary to wait for your instructor to 
stop speaking before beginning this section. If you stand on the bottom step, 
you can successfully jump over the short wall keeping you from entering the 
room. Jump off to the right, where it is darkest.

2: Quiet Room - This is the room where you have to make it to the other side 
without being heard. Again, it is not necessary to wait for your instructor. 
Jump over the barrier, but this time jump to the left (while not actually 
necessary, jumping to the left will keep you from having to turn and backtrack, 
thus allowing you to shave some time off your final clock score). Note that it 
is much more difficult to successfully jump here then in the Dark Room.

When you get near the end of the room, instead of turning right to avoid the 
metal grating, try jumping over it and landing on the stairs. They are carpeted, 
and you should manage this without attracting your trainer's attention.

3: Sparring Room - This is the room with the targets, the dummy, and the 
sparring area. Try to pick up your sword first, then your bow, so that the bow 
is readied automatically. Move down to the targets, and shoot off an arrow. 
Then, turn 180 degrees, draw your sword, and attack the dummy. You will have to 
keep attacking it until you have successfully connected with a left swing, a 
right swing, and an overhead swing. (If you're interested in taking another 
second or two off of your final clock score, try approaching the dummy with an 
overhead swing at the ready.) Once this is done, you will spar with a guard. 
(Note that in this combat, you cannot kill the guard, nor can he injure you.) 
Once you've sparred a bit, you can leave the circle, and pick up the items off 
the table. (Note that, even though your instructor tells you to pick up ALL the 
items, it is not required...you can simply pick up the key alone and proceed 
from there.)

This part was a bit tricky for me, when I was trying to get through with the 
shortest time possible. I would spar for a bit, then go to the table, but the 
items were not there. Go back and spar, check the table again. I suspect this 
was a problem because the instructor was still talking to me about shooting the 
bow or attacking the dummy. I am not entirely sure what criteria need to be met 
before the items appear on the table, but it seems like you have to keep hitting 
the guard until you get his attention (ie: he starts fighting back).

NOTE: Although unnecessary, you CAN get into the target range area. Simply walk 
along the wall which parallels the stairscase, aim yourself at the target area, 
run and jump. You should land in the grassy area with no trouble. In here, you 
can pick up your arrows that you've shot.

Another unnecessary-to-get-to-but-fun-nonetheless area is the balcony. Using a 
running jump, jump onto the window ledge to the right of the table where you 
find your sword and bow. Once there, do another running jump towards the ledge 
you can see out a distance. Hold down your mantle key, and you will pull 
yourself up onto this ledge. Sometimes, you will land on the tree instead of 
completing your jump. Simply jump again from there, and you should have no 
trouble.

EXPERIMENT AREA: If you don't pick up the healing potion from the table, do you 
still start Lord Bafford's Manor with one? (Answer: Yes!)

4: The Basketball Court - This is a secret area. Once you have finished sparring 
with the guard, go to the table and pick up the key. Then, follow the guard out 
(or run past him) before the exit is blocked off. You may need to fire an arrow 
at the guard to slow him down in order to do this. Keep going until you come to 
a door. Unlock it with your key, and you will find the basketball court. Try 
shooting the ball through a basket. As far as I know, you don't get anything for 
doing so, but it's a fun diversion. :)

Also, in the far corner is a bedroll. Pick it up and examine it, and you will 
get to read some of the quotations overheard while the game was being programmed 
("Quotes from the Dark Team during the development of Thief: The Dark Project"). 
Some of it is quite amusing. :)

Note that it is not necessary to get to this area. There are no bonuses that 
affect the game whatsoever, as far as I can tell.

5: Mantle Room - This "room" is outdoors. Once you've done your running jump 
across the gap over the river, you have to pull yourself up (mantle) onto a 
block. In this room, you can manage to get yourself onto the roof. At the end of 
the path you are walking on, instead of falling, jump forward and LAND on the 
red beam which the rope descends from. From here, take a running jump, and 
you'll land on the roof. The only problem is, you can't stay there...you fall 
off in a few seconds. 

There is no reason to do this, other than for your own personal edification. It 
contributes nothing to your game that I know of. Note that the same method can 
be used in the other rope-room (the jump-across-the-gap room) to get on the roof 
there.

6: Final Room - This is the room beyond the red door. After entering, you will 
hear yourself (Garrett) thinking about his (your) plans. Run down to the end of 
the hall, and you will find a table with a golden vase on it. Pick it up. It 
will give you another 50 gold pieces with which to purchase items for the next 
(first) mission.

Game Bug: You are supposed to start the next (first) mission with 300 gold, or 
350 if you picked up the vase. HOWEVER, if you do this little trick, you can 
start with more. Save your game just before the end of the training mission. 
Now, finish the mission, but instead of continuing, reload and finish again. 
Each time you do this, the game apparently adds 300 (or 350, if you grabbed the 
vase) to the total amount you had PREVIOUSLY. So, go in, grab the vase, and you 
start with 350. Reload, go in, grab the vase, and instead of starting with 350, 
you get 350 ADDED to the previous 350...700. Reload again, you start with 1,050. 
Keep doing this as much as you feel like it. (Note that once you have 1,200 or 
more, you can buy everything available for the next mission.)


Section 5: Lord Bafford's Manor (Mission 1)
===========================================
My best time on expert: 15 minutes, 0 seconds
Maximum Possible Treasure: 1429

5.1: Introduction
=================
"The most promising acolyte left us, not out of the lesser folly of sentiment, 
but the greater folly of anger. His heart was clouded, and his balance was lost, 
but his abilities were unmatched. Even then, we knew to watch him most 
carefully."
     -- Keeper Annals


I have a simple job planned for this evening. Break into a guarded mansion, 
steal another fat nobleman's priceless trinket, and leave quietly. Lord Bafford 
is out of town, and rumour has it that the captain of his house guard went with 
him, as a bodyguard. The time is ripe for a bit of burglary.

The front gate of Lord Bafford's manor is always guarded, and the main street is 
far too exposed. But Cutty tells me there's a better way in....around to the 
side, more out of the way. One guard, and likely no witnesses to...complicate 
matters.

The piece Cutty wants is a scepter...silver, jewels, the usual adornments. It 
should command a high price. Bafford, like most of his kind, probably keeps his 
treasures on the top floor of the place. Close to his heart...and far from his 
servants.

No point in waiting. I have Cutty's old sketches of the place, and everyone 
who's going to be asleep inside already is. It's time to begin....


5.2: Objectives: Normal
=======================
1. Sneak into Lord Bafford's Manor and case the place. The well house in
   back is your best bet, if you can get the key from the guard --
   blackjacking or pickpocketing him would be quietest.
2. Find Lord Bafford's prized jeweled scepter, and redistribute it...to
   yourself. Try to do it without causing too much commotion.

5.3: Objectives: Hard
=====================
1. Sneak into Lord Bafford's Manor and case the place. The well house in
   back is your best bet, if you can get the key from the guard --
   blackjacking or pickpocketing him would be quietest.
2. Find Lord Bafford's prized jeweled scepter, and redistribute it...to
   yourself. Try to do it without causing too much commotion.
3. In addition to pinching the scepter, steal 350 worth of valuables
   while you're in the manor.
4. Don't kill any of the servants; they're harmless.
5. Once you've achieved your other objectives, get out of the manor
   house and back to the city streets.

5.4: Objectives: Expert
=======================
1. Sneak into Lord Bafford's Manor and case the place. The well house in
   back is your best bet, if you can get the key from the guard --
   blackjacking or pickpocketing him would be quietest.
2. Find Lord Bafford's prized jeweled scepter, and redistribute it...to
   yourself. Try to do it without causing too much commotion.
3. In addition to pinching the scepter, steal 700 worth of valuables
   while you're in the manor.
4. Don't kill anyone while you do the job. No servants, no guards, no
   pets...no one.
5. Once you've achieved your other objectives, get out of the manor
   house and back to the city streets.

5.5: Simplified Objectives
==========================
1. Sneak into Lord Bafford's Manor, ideally by blackjacking or
   pickpocketing the well house guard, for his key and case the place.
2. Steal the jewelled scepter with as little notice as possible.
3. Grab 700 in loot while you're in the manor.
4. Don't kill anyone.
5. Return to the city streets.

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

Starting Funds: 300, or 350 if you grabbed the vase at the end of the training 
mission. (Also, see the note at the end of Section 4.3.) If you did not do the 
training mission, your starting funds are 300.

Starting Gear:

 1 Sword
 1 Blackjack
36 Broadhead Arrows
 8 Water Arrows
 1 Healing Potion

Items for Sale:

20 Broadhead Arrows (Cost: 25 each)
 4 Water Arrows (Cost: 50 each)
 2 Healing Potions (Cost: 250 each)

Since it is entirely possible to finish this mission using nothing but your 
blackjack and a Flash Bomb (or your blackjack and four or five Water Arrows), 
you can get away with buying NOTHING. You start with everything you need (except 
Flash Bombs, which you find inside the Manor). Since you can't kill anyone, you 
will not be getting into any fights, so buying Healing Potions is useless, 
unless you plan to submerge yourself for too long under water, or stick around 
when the Spiders are biting you. (Also, you find one almost immediately after 
entering the Manor.) However, if you wish to spend your money (remember, it 
doesn't carry over to the next mission), you may want to spend it on Water 
Arrows, to maximize your chances of hiding in certain areas.

Recommended Purchases: 4 Water Arrows. Total Cost: 200

5.7: Notes Regarding This Mission
=================================
While this mission is pretty straightforward, there are some things worth 
mentioning. Most notably, in the beginning section, unless you have a weapon 
bared, everyone seems to ignore you. You can run all the way to where you want 
to go, and not worry about hiding in shadows. This includes the drunk guard 
outside the wellhouse. You can run right up behind him and no one seems to care.

At the top level of the Manor, there are two entrances into a garden area, with 
stairs up to some stone walkways. On this upper level, there are banners hanging 
in the corners. If you follow this walkthrough, then you want to enter the 
garden from the entrance on the OPPOSITE side from where you come into this 
level (ie: you climb the stairs after clubbing a guard, enter the hallway, and 
turn left...on your right is a garden entrance...you want the other one). Climb 
the stairs, and there should be a banner facing you. Ignore it, turn right 
around, and move to the banner at the far end. Whip out your sword and cut this 
banner down to reveal a secret passage. Follow it to the end, and you will find 
yourself in the room just outside the throne room, with the lone guard standing 
there. From here, you can jump down and club him with your blackjack (a 
difficult procedure). I do NOT recommend this method however, as doing so can 
attract the patrolling guards outside this room, unless you've dealt with them 
already.


5.8: Walkthrough
================
You start off facing the house you plan to burgle. However, this entrance is 
guarded too well for you to attempt entry. Turn to your right, until you are 
facing down the street, and move ahead. Ignore your first turning to the 
left...continue on ahead. Follow this path for a while. Pass by the clock...now, 
just past the lamppost, the street starts to rise. Once you are on the rise, 
turn to your left, and you'll see a little alcove. Hidden inside this alcove are 
some arrows: 12 Broadheads and 4 Water Arrows (you will have to look down or 
back up to see the Water Arrows). [NOTE: You can probably ignore these 
arrows...I find that I get through the entire mission with only using at most 5 
Water Arrows, and none of the Broadheads.]

(NOTE: At some point around here, a servant will come walking down the street. 
Hide from him, or don't, or blackjack him if you like. I have never found that 
doing ANYTHING with this particular individual changes the game.)

Continue up the street. Shortly you will find a sewer entrance. Climb down the 
ladder into the sewer. Move forward, and take the first right. When you reach 
the four-way junction, continue straight ahead. There will be a left-hand turn. 
Once you've taken that turn, stop before reaching the next intersection (which 
is just ahead). Turn right, and you'll see a door. Go through it, turn to the 
right. There is a lever in the wall here. Go up to it and pull it. Turn around, 
but before you leave, look down and search the floor. Someone dropped some 
treasure here for you. Pick it up, it's worth 200 to you (Treasure Count: 200). 
Now, leave the way you came.

Once out in the sewer again, turn right and proceed ahead. Now, turn right, and 
follow this tunnel. Climb up this ladder, and exit the sewers.

Turn left once you're out. This is the way you want to go, but be 
careful....there is a patrolling guard in the area as well as the drunken lout 
attempting to sing. (You'll want to start walking here, if you've been running 
up until now.) Sneak behind Sinatra, and filch the key from his belt. Turn 
around, and use the key on this door to unlock it. Go through, and you're in the 
wellhouse. Jump up onto the edge, and then dive in.

Once you surface, turn to face the direction that the water flow is moving you 
in. Move forward (you can still run), until you enter a circular room with water 
dripping down. Turn to your left, nearly 180 degrees, and swim down to the 
opening below. Swim through the tunnel, then surface. You're in a small pool 
with some floating barrels. Turn until you see a chest guarded by some spiders. 
Now, turn again, and climb out of the pool on a side with no spiders on it. Look 
down, then run over to the chest. Open it, get the ring out of it (100, Treasure 
Count: 300), and then get back in the water fast before the spiders start 
attacking. Once in the pool, swim back out the way you came.

[Note: You can kill these spiders without penalty. Broadheads work best, 
although after killing some of them, the others start coming after you, and you 
pretty much have to rely on your sword, which is hard to use against them. 
Alternatively, I've been told that by standing on the sloping side of the area, 
and jumping up and down, you can lure the spiders into drowning themselves. All 
in all, if you're after the best possible time, the run-through-them method is 
fastest.]

Back in the circular room with dripping water, continue following the flow until 
you see a climbable area on your right (quite a ways down the tunnel). It will 
be better lit than the other areas down here. Climb into the room with the 
barrels, and you've entered Lord Bafford's basement. Go through the door. (I'd 
start walking now if I were you.)

Once you open the door, there is a chest partway across the room, almost 
directly ahead. It contains a healing potion. Once you have that, turn left, and 
head towards the exit. Uh oh! Voices! Hug the wall, and listen until the guards 
move away.

After about two seconds, ase yourself out of the exit by moving sideways, and 
sneak forward after the guard ahead (the other guard will not be able to see 
your cross the lighted area). Once you're close enough, use your blackjack 
against his skull. [Note: Since this area is pretty dark, you SHOULD be able to 
leave the body here without anyone noticing it.] Now, move forward, turn right 
up ahead, and follow this passage into the Manor proper.

You should now be walking on carpet. DO NOT TURN TAKE THE PASSAGE TO YOUR 
IMMEDIATE LEFT! It's metal grating there, and you risk being overheard if you 
walk over it. There are several doorways to go through here...head towards the 
one that has a lit torch in it. Once you go through it, turn to your left, and 
move through the exit you see ahead.

EXPERIMENT AREA: DOES anyone overhear you if you walk across the metal grating?

Just inside this corridor is a chest. Inside you'll find two Flash Bombs. Now, 
turn left, and head down this corridor to the stairs, and take the stairs all 
the way to the top.

At the top, you should see an exit. However, in this room, directly across from 
the exit, are two more chests for you. One is flat on the floor, the other 
propped against the wall. Open the propped one to find a stack of coins (5, 
Treasure Count: 305). Ignore the other one, it contains a vase that makes a LOUD 
noise when you drop it. Turn around and exit the room. Then turn right, and move 
forward, past the first hallway on your right, past the room with sleeping 
beauty, and turn at the next right. At the end of this hallway, you can turn 
either left or right. Take the right, and enter the dead end.

Turn to your left, and there's a door to the kitchen here. Enter, and you should 
see some shelves in front of you. On the top one is a golden vase (100, Treasure 
Count: 405). Be careful in here! There is a servant preparing a meal. Leave the 
way you came.

Once you're back out through the door, turn right and follow the corridor all 
the way, and turn right. As before, this should end at a darkened area with a 
door.

SAVE YOUR GAME! This is a patrol area. There is a guard SOMEWHERE behind this 
door, walking his rounds. We want to give to him the gift of slumber.

Open the door. With luck, your timing will be such that he is just ahead of you, 
walking away. (If he's walking towards you, he'll most likely see you and 
attack....I hope you saved your game!) If he's not there, then wait for him. 
You'll see him before he sees you. Once you see him coming around the corner 
ahead, shut the door again. Now, count to about 8, 9, or 10 (depending on how 
fast you count. I count "One 1000, Two 1000, Three 1000..." After about eight, I 
open the door, and he's JUST turning around.). Sneak up behind him and send him 
to dreamland. Now, go forward into the next room, turn left, and take the SECOND 
left you see...it should lead into a carpeted area. Head down to the end of this 
area just BEFORE the doorway. This is where we wait for the next guard. (You may 
want to save here, too.)

If you're feeling daring, you can peer around the corner and watch for him. Be 
careful though...although I've only seen it once, I HAVE seen a servant walking 
around the area. The guard you're waiting for will be coming through the door 
directly across from you. When it opens, jump back, and wait. Listen to his 
footsteps. Once they start receding, you can sneak out, and bruise this guard's 
ego with your blackjack. (Alternatively, instead of relying on your ears, which 
I find is not always accurate, turn around and head back so you're looking out 
of the room from the entrance you came in from. This way, you'll see the guard 
walking away from you, and you can sneak up on him then.)

Okay, I'm a bit turned around here now, and you might be too. So use your 
compass. You want to be in the room where you KO'd the last guard, and you want 
to head west (remember, the red point on your compass always points to the 
north). At the end of this room you should find a set of stairs leading up into 
a small, circular room. Take them. In this room on a bookshelf is another gold 
vase (100, Treasure Count: 505).

Ignore the other set of stairs. Turn around and go out the way you came. Once 
you're back in the other room, you should see two metal doors: one across from 
you, and one in the wall to your left. Go through the left one. In this room, 
turn to your right, and at the end there will be a bench, with a goblet sitting 
on it. Take the goblet. (15, Treasure Count: 520). Leave the room the way you 
came, and now head through the other metal door you noted previously. (You may 
wish to save your game again, to avoid the roaming servant.)

Head to the other exit of this room, but before you reach it, turn to the right 
and examine the items on the shelf...there are two you are interested in. A gold 
plate (50, Treasure Count: 570) and a gold carafe (50, Treasure Count: 620). 
Now, leave through the new exit, and you will find yourself in another large 
room like the patrolled one before.

There is a door in the wall to your left. Go through it, and head down to the 
end. On a table to your left, you will find a stack of coins (12, Treasure 
Count: 632).

SAVE YOUR GAME! This is another patrol area, and it could get interesting here. 
Leave this room the way you came in. In large room your in now, you should see 
an exit on your left with some stairs. Take this. Before getting to the top of 
these stairs though, stop. Pull out your bow and extinguish the torch with a 
water arrow. Now, enter the room, hugging the right wall, until you come to the 
opening with the stairs leading up. Wait here. (Be sure you are waiting on the 
RIGHT hand side (as you're facing the staircase)....while I've successfully done 
this on the left hand side, it only worked once.) Eventually, a guard will come 
down the stairs. Consider him blackjack practice.

Once the guard is unconscious, head to the opposite end of the room, between two 
tables, where you'll find a chest. Inside is a bottle of wine (50, Treasure 
Count: 682).

Note: If you're fast enough, you MIGHT be able to knock the guard above out 
without extinguishing the torch first. (I have done so once.)

SAVE YOUR GAME! You may want to start saving your game at regular intervals now, 
if you haven't already. The uppermost floor here is patrolled, in several areas.

Go up the staircase, then turn right and go down the smaller stairs into a 
hallway. Turn left, and go through door at the end into the library.

In here there are a few items of interest, but most can be ignored. The one that 
you are interested in is on a table against the wall, the furthest one from 
where you entered (200, Treasure Count: 882). Now, go through the door opposite 
the one you entered, and be ready for some fancy legerdemain.

SAVE YOUR GAME! In this hallway, there are two guards patrolling. If you see one 
approaching, just wait...he can't see you. As he gets closer, he'll turn and go 
down another corrider. Watch him...when he turns again, that's about the time 
the next guard enters this hallway at the far end. NOW is when you want to move.

Move forward, towards the lighted doorway, and hide in the shadows to one side. 
Now wait. When this guard comes through, remove the key from his belt. Now wait. 
The second guard will come along shortly. Remove the key from HIS belt. Wait 
again. When the next guard (actually the first guard who's key you lifted) comes 
around, club him. After you've hidden the body (be quick about it!) return to 
your hiding spot, and take out the second guard when he returns.

[NOTE: If you want to speed things up a bit, and don't care about picking 
pockets, you can simply club the guards the first time through, then get their 
keys while they're unconscious. But I like to be thorough. :) ]

Okay, time for some more pilfering. Turn back the way you came...you may have 
noted a door in the wall as you came down here. Open it, and step inside. 
Against the left hand wall is a table, upon which sits a bracelet (125, Treasure 
Count: 1007), and four stacks of coins (12, 12, 12, 12, Treasure Count: 1019, 
1031, 1043, 1055). Now, leave this room.

Remember when you watched the first guard approach, then turn? Well, you want to 
go down that corridor now. When you reach the end, turn left, and stop when you 
come to two doorways, one on either side of you. Take the one on the right. This 
is a fairly long trip with a few turns, but no choices. So just continue on down 
until you come to a doorway through which you can see a tile floor. Move into 
that room. Turn to your right, and you should see a key on the wall. Grab it. 
Now look down, and open the chest at your feet. You should find a bottle of wine 
(50, Treasure Count: 1105). There's also a book on the table if you'd like to 
peruse it, but it's not necessary. Leave the way you came, taking that long 
journey back.

At the top, enter the corridor again, but go through the next door into the 
bathing room. Move around the bath (either side, it doesn't matter), and exit 
the room through the door opposite the one you entered. Across from you, you 
should see a small, circular area at the bottom of a few steps, with two doors. 
Enter that area.

SAVE YOUR GAME! Open one of the doors (you will need one of the keys you picked 
from the wandering guards). It doesn't matter which door you open. Sneak inside, 
and look into the next room. There is a lone guard in there. From your position 
here, use water arrows to take out two of the torches. Now, leave the way you 
came, and go through the other door you DIDN'T go through the first time. Take 
out the remaining two torches with two more water arrows. Now that the room is 
in darkness, sneak up behind the guard. The floor is alternatively carpet and 
tile, so he may hear you a couple of times. Just wait until he stops looking for 
you before continuing. Once you're close enough to him, lift the key from his 
belt. You should also be close enough, or just about, to use your blackjack on 
him. Do so. [NOTE: One time, for some reason, I could not get close enough to 
blackjack him. He always heard me and called for help. If that happens to you, 
wait until he's facing off to the side, and throw a flashbomb there. Then you 
can send him off to sleep with your blackjack.]

[NOTE: An alternative method to the above is, instead of using water arrows to 
douse the flames, just throw a flashbomb into the room. Be sure he's looking 
toward you when you do it. While he's disoriented, run up and club him. While 
faster, and uses fewer arrows, you don't get the "honourable mention" of picking 
his pocket.]

With the guard properly dispatched, go through the door he was guarding. To the 
left, on a shelf, is the object of your quest: Lord Bafford's prized jeweled 
scepter. Liberate it.

Go back to the circular room with the two doors, and climb up the steps back 
into the corridor. Turn left, and move forward until you find a door on your 
left. Go through it. Inside, to your right, is a table against the wall. In the 
centre of this table you should find two bottles of wine (50, 50, Treasure 
Count: 1155, 1205). Now leave the room, turn left, and go forward until you find 
the door on your right. Go through it.

In this room, there is a door directly opposite the one you entered. To your 
left, against the wall that contains that door, is a shelving unit with a candle 
on top. Go there, and you will find what is probably the hardest treasure to 
find on this mission: a ring (100, Treasure Count: 1305).

SAVE YOUR GAME! Another patrol area. Sometimes when you open this door, there is 
a guard right outside.

Open the door, and if you don't see the guard, wait until you do. If he is 
moving away from you, sneak up behnd him and club him. If he starts moving 
towards you, close the door. Save your game at that point, and try opening the 
door periodically to see if he's turned around yet. When he does, put him to 
sleep.

Once the guard is taken care of, move down this hallway. Take the first left 
(stairs flanked by statues). On the table in this room you will find another 
gold vase (100, Treasure Count: 1405). Turn around, and go back down the stairs 
you entered by. Turn left, follow the corridor to the end, then turn right. Walk 
forward until you find the first opening on the left.

SAVE YOUR GAME! There is a guard past this opening that patrols between two 
rooms. Once he's out of sight, enter the room, turn left, and take the stairs 
up. Work your way around the debris to a chest at the far side. Inside you'll 
find a stack of coins (12, Treasure Count: 1417). Go down the stairs, watching 
out for the guard, and exit the way you came in.

SAVE YOUR GAME! Turn left, head down the hallway. Ignore the first opening on 
your left. Go instead to the second one. This is like the previous room, with a 
guard patrolling. When he's out of sight, enter the room, and climb the stairs 
on the right. Up here are some bunkbeds, with a chest for each. You want the far 
chest on your right hand side. It holds another stack of coins (12, Treasure 
Count: 1429). Go down the stairs, watching out for the guard, and exit the way 
you entered.

In the hallway you've just entered, turn left. Move forward, and take the right 
turn. Continue forward until you can turn left, and then do so. Up these stairs, 
turn left, and go down the flight of stairs here. (These are the ones you 
entered the upper level by.) In the darkened room at the bottom, turn left, go 
down the stairs into the large room below, and turn left again.

Enter the first room on your left here. There are two paths to take here...one 
goes back into the manor again, the other leads out. If you can see it, you want 
to head towards a lever in the wall, right next to a torch. Pull the lever, then 
continue on in the same direction. The lever has opened an exit to the street. 
Once you're on the street, you've completed all your tasks. Congratulations!


Section 6: Break from Cragscleft Prison (Mission 2)
===================================================
My best time on expert: 55 minutes, 55 seconds
Maximum Possible Treasure: 1688

6.1: Introduction
=================
"Before death came, the liars were made to feast upon the hands of the thieves, 
and the thieves were made to ingest the tongues of their liar brothers, and we 
praised the Master Builder for his judgements."
     -- The Hammer Book of Tenets


I went to Cutty's place to deliver the scepter, but Cutty wasn't there. He'd 
been arrested by the Hammerites. Apparently they didn't approve of his 
occupation, and I doubt they approve of mine. So hopefully they'll never catch 
sight of me when I break him out of their prison. Which is what I'm going to do.

Their holding Cutty in a mining complex carved out of a quarry. The quarry's 
flooded, but the Hammers still work the top level mines, and have converted part 
of the complex into a penitentiary for those who..."violate" their tenets.

An associate of mine was confined there, and has provided me with a map. It 
would be difficult to get in by way of the main gate, but there is another 
option. The mines break the surface of a hill south of the quarry. I'll drop 
into the mines and head for the prison, which will be found somewhere uphill and 
to the north. The Hammers don't venture into these lower mine levels because 
they're reputed to be haunted.

I'd rather not have to do this job, but Cutty's a reliable fence, and I don't 
appreciate the Hammerites abducting him. And he owes me money for the Bafford 
job....


6.2: Objectives: Normal
=======================
1. Your map doesn't show the way through the mines, so you're going to
   have to scout around to make your way to where they hold the
   prisoners.
2. Cutty still owes you for the Bafford job. Break him out, and you'll
   get your cash.

6.3: Objectives: Hard
=====================
1. Your map doesn't show the way through the mines, so you're going to
   have to scout around to make your way to where they hold the
   prisoners.
2. Cutty still owes you for the Bafford job. Break him out, and you'll
   get your cash.
3. Issyt the Beggar borrowed your lucky hand of glory and, knowing him,
   probably hid it from the Hammers' body search in ways you'd rather
   not think about. Get it back!
4. There's bound to be some pricy religious icons in any Hammer complex.
   Try to come out with at least 500 worth of their stuff.
5. Escape from the prison with Cutty.

6.4: Objectives: Expert
=======================
1. Your map doesn't show the way through the mines, so you're going to
   have to scout around to make your way to where they hold the
   prisoners.
2. Cutty still owes you for the Bafford job. Break him out, and you'll
   get your cash.
3. You've had your eye on Basso the Boxman's sister for a while now. If
   you break him out of Cragscleft, she'll probably be VERY grateful.
4. Issyt the Beggar borrowed your lucky hand of glory and, knowing him,
   probably hid it from the Hammers' body search in ways you'd rather
   not think about. Get it back!
5. There's bound to be some pricy religious icons in any Hammer complex.
   Try to come out with at least 1000 worth of their stuff.
6. Escape from the prison with Cutty and Basso the Boxman.
7. A true professional doesn't leave a mess. Don't kill anyone!

6.5: Simplified Objectives
==========================
1. Sneak through the mines and factory to the Hammer prison.
2. Locate and release Cutty.
3. Locate and release Basso the Boxman.
4. Locate Issyt the Beggar and get your lucky hand of glory back.
5. Loot the complex for valuables. Need 1,000 total loot.
6. Escape from the prison with Cutty and Basso the Boxman.
7. Don't kill anyone!

NOTE: The objective of "Don't Kill Anyone" only seems to apply to humans (ie: 
Hammerites, Prisoners, etc.). It does NOT apply to Spiders or Zombies.

6.6: Before The Mission
=======================
What You'll Encounter: Zombies, Fly Swarms, Spiders, Hammerite Guards (including 
Swordsmen, Hammer-Wielders, and Priests).

Starting Funds: Whatever you managed to steal from Lord Bafford's Manor. 
(Maximum possible: 1429.)

Starting Gear:

20 Broadhead Arrows
 5 Water Arrows
 1 Noisemaker Arrow

Items for Sale:

20 Broadhead Arrows (Cost: 25 each)
15 Water Arrows (Cost: 50 each)
 2 Moss Arrows (Cost: 125 each)
 2 Healing Potions (Cost: 250 each)
 2 Speed Potions (Cost: 500 each)
 1 Tip (Cost: 100)
 1 Hot Tip (Cost: 300)

NOTE: I do not know why your sword and blackjack are not shown under the 
"Starting Gear" for this mission. Fear not, you DO have them both.

The Hot Tip is useless...it gives you information that you will eventually find 
on your own during the mission. The Tip, while nice to know, is also useless to 
you, because I'm going to tell you what BOTH of them say anyways! :)

Tip: Word on the street is that the Hammers are eager to take back the top level 
of the haunted mines, because there's a specially-blessed holy water font there.

Hot Tip: According to Dikket, a "heretic" who was recently let out of 
Cragscleft, Cutty's being held in cell block four.

For this mission, you will almost certainly want at least one Moss Arrow 
(although you can find some in the mines). Depending on how you handle the 
Zombies on this mission, you may also want to buy more Water Arrows. If, instead 
of destroying the Zombies, you plan to run past them, perhaps a Speed Potion or 
two would be in order.

Recommended Purchases: 2 Moss Arrows, 15 Water Arrows. Total Cost: 1000


6.7: Notes Regarding This Mission
=================================
I've been told that part of this walkthrough is rather superfluous, as there is 
a safer, shorter method of doing it. That section of the walkthrough is going to 
be rewritten. Also, the 12th pocket to pick has been revealed, so I will be 
including a pickpocket's guide as well. (The 12th one is the guard you club by 
the stained-glass window.) [This notice is put here to remind ME to do it 
later...feel free to ignore it.]


6.8: Walkthrough
================
You start facing an entrance into the mines that is below the waterline. Enter 
the water, and head for the tunnel. Once you are completely submerged, stop, 
look down, and move towards the floor. You will find a diamond there (35, 
Treasure Count: 35). Fix your view so you are looking forward again, and push on 
ahead. The tunnel turns to the right, and you will need to look down again to 
continue on your way. From here on, follow the tunnel until you emerge from the 
water into a dark mine area. Ahead of you, you should see a small swarm of flies 
in a dimly lit area. Move forward, towards the flies (which you will now see are 
circling over a corpse).

There are two ways that you can proceed here. The first way is suggested to you 
only if you're interested in obtaining a few more Moss Arrows. If you are not 
interested in that, then skip down to the paragraph that starts "Head towards 
the corpse...".

Get on the track to the left of the corpse, and move forward. Take the first 
left you come to. Follow this path all the way, until you can go either left or 
right. Turn right, and you should be facing a large hole with some sort of an 
elevator platform in it. Move forward...you want to get to the edge of the hole, 
but not fall the entire way. Standing on this semi-ledge, looking down, you 
should see a spider. From up here, you can take aim with your bow and skewer him 
with a single shot. (Save your game if you like to preserve your arrows, just in 
case your first shot miss...I usually need three or so before I get the aim 
right.) Once the spider is dead, fix your view ahead again. Hop onto the 
platform. There is a box with buttons on it right in front of you. Push the 
bottom button, and the lift will take you down to where the spider was. Turn 
until you are facing a tunnel that goes downwards. Follow it to the end, where 
you will find 2 Moss Arrows. Turn around, go back to the platform, get on, and 
push the second button from the bottom. This will take you back up to the 
previous level.

Once the lift has stopped, turn so that the box is directly behind you. Facing 
the track, move forward, and jump so you are back on solid ground again. Now, 
move forward and take the left turn. Follow this tunnel until you can turn 
either left or right. Turn right, and move forward. You should now be back in 
the entrance area with the flies and corpse.

Head towards the corpse, but take the tunnel to the right of it. Move past the 
crate, and underneath the next lamp, look down. On the ground you should find a 
silver nugget (50, Treasure Count: 85) and a gold nugget (100, Treasure Count: 
185). Now, continue moving forward, and you will come to a rise. Continue until 
you top the rise. You should find yourself on some tracks, at a crossroads. Turn 
to your right, and move forward into the next room.

SAVE YOUR GAME! That's a Corpse-Zombie on the floor, but will not awaken if you 
don't get too close. To your right is an opening in the wall. Hug the wall until 
you can get into the opening. Once in, follow the tunnel, and you will come to a 
room with three corpses in it. Again, be careful...one of them is a Corpse-
Zombie. To your left you should see a lighted area above. This is where you want 
to go. Hug the wall, moving forward (the funny-looking corpse dead ahead is NOT 
the Corpse-Zombie). Once you're at the end, hold down the spacebar to climb up 
onto the ledge. Now, ahead, you will see an area straight ahead, and one to your 
left. It is to the left that you want to go. Jump up, move forward, until you 
are in this area.

Long way down, isn't it? But you need to get across, and the bridge is out. Turn 
to the left, and you should see a room of sorts, and a ledge. You want to jump 
onto this ledge. Once you've done that, move carefully into the room. There's a 
big hole here, so be careful.

Looking across the hole, you should see a silver nugget. Leap across the hole to 
get it (you may want to slide over to an area where the whole is not quite so 
wide). (50, Treasure Count: 235.) Then, turn around, facing the direction you 
just came. There is a large square hole in the wall, next to the entrance you 
used to get here. Jump across to his opening, and pull yourself up into it. Turn 
to the right, and move forward, so that you are standing on another portion of 
the bridge.

SAVE YOUR GAME! I've taken the plunge here on more than one occassion. You want 
to jump up onto one of the rails. As you face across to the other side of what 
was once a bridge, it is the left rail you want. (NOTE: You want the rail on the 
section you are currently on, NOT the one across from you!) Face the rail you 
want, then back up until the other rail blocks your progress. Then, move 
forward, and jump onto the rail. Now, turn to your left, and climb up onto the 
outcropping. Move forward, and the ground will start to rise up.

SAVE YOUR GAME! This is a patrol area of Zombies! There are at least four 
Zombies roaming this area. You can do this area a number of ways:

1: You can sneak through the area, hiding when you need to. While this will 
probably take less time, it is not recommended, as you will have to come back 
this way later, and you will not be in much of a condition to run, hide, jump, 
etc. while being chased by Zombies.

2: From the position where you are, run forward, past the hole (we'll come back 
to the hole), and take the first left. This area is an old church, and there is 
a holy water font here.

3: If you can lure the Zombies into the water area, and can get the Zombies to 
follow you INTO the water, about halfway across the distance, they collapse and 
die. I don't know why this is. (Also, when I saw this happen, I was playing 
version 1.14. Apparently, it was a bug, and has been fixed in the upgrade.) If 
you want to try this method, to get to the water area from the church, do the 
following: head down the hall leaving the church, then turn right. In the 
elevator room, turn left, and follow this passage until you can turn left. Take 
this left turn, and follow the tunnel, and take the first right. This passage 
will end in a small underground lake.

My method of choice is #2, and that is the one I am describing here.

[Note: In the tunnel directly opposite the hole in the floor, there is a corpse 
lying on the ground. It is NOT a Corpse-Zombie.]

Run forward, past the hole in the floor (we'll get to the hole again later), and 
take the first left. If you attract the attention of a Zombie along the way, so 
much the better, let him follow you. (And if you take the left and find a Zombie 
in the corridor ahead, just run past him.) You will find yourself in a church. 
In the left hand side of the room, in the furthest corner area, is a holy water 
font. Use it, and it will turn all of your Water Arrows into Holy Water Arrows, 
but only for 30 seconds. You can use these to kill off the Zombies (each Zombie 
requires 2 Holy Water Arrows to kill it). Once you have lured all of the Zombies 
in and dealt with them, you should be free to explore the area more completely.

Directly underneath the holy water font is a bottle of holy water. Pick it up. 
Now, on the same side of the room as the font, but in the other corner area, you 
can find a single Water Arrow (this is in front of the fallen font). Also in 
this room, directly across from the entrance, you will find a candlestick (50, 
Treasure Count: 285) and a golden hammer (75, Treasure Count: 360). Turn around 
now, and leave the church. At the end of the hall, turn right, back into the 
room with the hole in the floor (where you entered the Zombie area from).

This hole in the floor is the elevator shaft. Go over to the box that you should 
be able to see, and press the top button to call up the elevator. (You will have 
to get close to the box, and then lean over to hit the button without falling 
down the shaft.) While the elevator comes up, turn to the left, and walk down 
this hall to the end (where there is a cart underneath a lamp). Turn left here. 
Walk down this hall, but hug the wall...when you get close enough, the skeleton 
there will shoot his skull at you. Follow this track to the end, then turn left, 
and walk forward. You should see a latter up ahead. Climb up the ladder, and 
then jump off to the area on the right. Move through the opening you see ahead, 
and look down. Take the gold nugget (100, Treasure Count: 460) and the silver 
nugget (50, Treasure Count: 510). Turn around, and leave the way you came in. 
You will have to drop down to the ground from here.

[Note: Apparently, I am incredibly inept in the art of ladder climbing. I've 
been told that simply jumping towards the ladder will allow you to use it to 
climb down again. For some reason, I just can't seem to do it.]

Once you're back on the floor level, turn right and move into this area. Turn 
left, and you now have two choices. You can either enter the factory from one of 
two ways. If you take the left path, you will have to deal with two guards 
before climbing the stairs into the factory. This also puts you in a more 
difficult position (I think) with one of the other guards. Instead, I suggest 
the right hand path.

SAVE YOUR GAME! You may need to reload after this point. Turn right. Use your 
holy water to make Holy Water Arrows, and shoot the Corpse-Zombie while it's 
still lying there. Turn right, and walk forward until you find a door on the 
lefthand wall. Turn to face it.

[NOTE: Destroying the Corpse-Zombie like this draws the attention of some 
Hammerites in another nearby section and, if he's close enough, may also draw 
the attention of the Hammerite patrolling behind this door.]

SAVE YOUR GAME! This is a patrol area. There is a Hammerite behind this door, 
and he can be annoying.Open the door, and move inside, keeping in the shadows. 
If he is in this room already, then he's most likely spotted you. Reload, and 
wait for him to leave.

It is very difficult to sneak up and blackjack this Hammerite while he's in the 
same room with you. Instead, wait until he's left, then move over near the exit 
he took, and wait. He will come back shortly, and when he pokes his ugly hammer 
through into the room, club him.

Once he's down, continue on, following the path until it ends at a ladder. Climb 
up it, then jump off to the right. There should be an elevator box in here. Push 
the lower button, wait for the elevator, then climb on and push the top button. 
The elevator will take you up to the factory level.

Get off the elevator and go through the door up ahead. Turn left, down the 
stairs, and you're in a room where you can keep going straight, or turn left. Go 
straight, and follow it until you come to an area where, up ahead, you can see a 
Hammerite moving around. (He is far up ahead, and at the bottom of some stairs.)

SAVE YOUR GAME! That Hammerite is walking around in a very small patrol. You 
will need to sneak up on him while his back is turned (which isn't for long), 
and send him to bed. Unfortunately, there is another corridor leading off the 
area where you need to rush through, and another Hammerite may see you. If 
things do not go as you planned, reload until you can make it work. (It is 
possible to climb down the stairs, and still be out of his sight when he comes 
back before turning away from you. Hug the right wall of the stairway, but don't 
try it until AFTER he's moved past to your right.)

At this point, things may have gotten a little out of hand, so here's where you 
should be. After climbing down the stairway to club the Hammerite, you should 
have moved ahead and down a second flight of (smaller) stairs. If you did not, 
move there now. Once in this smaller room, turn left, and move forward.

SAVE YOUR GAME! This area is dangerous. There are at least three Hammerites 
moving around in here, and you have the added difficulty of metal grating. This 
area is basically going to be like the Zombie area in the mines...knock out a 
guard, hide, wait for the next, knock him out, etc.

Take the left in front of you, and you will be in a very small area. This is 
where you will do your hiding. You will want to LEAN around the corner of the 
other exit to this room, to check up on the Hammerite's position. The first 
chance you get, fire a Moss Arrow at the grating. This will allow you to sneak 
up on the guard on the grating and crack his skull with your blackjack.

Your best bet is to do the above, then wait for another Hammerite to walk by, 
and repeat your performance. Alternatively, you can wait in the small area where 
you fired the arrow from, and just sort of get the Hammerite's attention. Then, 
when he comes looking for you, club him. (Note that he is a step down from you, 
so you will need to be looking down in order to send him off to sleep.) There 
are three Hammerites in total to deal with here.

Once you've taken out all three Hammerites, walk across the moss-covered 
grating, and continue forward. Follow the path to the top of the stairs, and 
hide in the shadows. Sneak over to the exit ACROSS from the two Hammerites, and 
listen to their conversation! AHA! Cutty is in cell block four! Once they are 
done chatting, one of them will turn, and head out the exit you are near. As he 
passes, lift the key from his belt (you may need to follow him for a little in 
order to get close enough). Once you have the key, club him. Now, return to the 
other room. While the second Hammerite's back is turned, sneak up to him. Lift 
the key from his belt, then use your blackjack on him. Even though he's in the 
next room, your blackjack will reach him. Now that the Hammer's are all asleep, 
turn around and move through the exit directly opposite from you. (This will be 
the exit where you were hiding, listening to the Hammers' conversation.)

EXPERIMENT! If you stick to the shadows, it may be possible to do this mission 
without taking out the second Hammerite.

[Note: James Sterrett had this to say regarding the experiment:

You can do this without knocking either of these guys out. (Lifting the
key is helpful. The one outside the guard room will patrol back and forth, on a 
long patrol. I saw him in the entrance to cell blocks 3 & 4, and when I was 
moving back out, he was yapping with his buddy again.]

Follow the hallway your in, up some stairs, and you will come to a sign. Cell 
blocks 3 and 4 to the left, 1 and 2 to the right. Well, we know that Cutty's in 
cell block four, so turn left. Follow this hall, and you will come to an opening 
in the right hand wall, across from which it a torch. Douse the torch with a 
Water Arrow.

SAVE YOUR GAME! This part is a little tricky. Enter the next room, and move over 
to the wall on your right. This is the one with the "window", with the Hammerite 
beyond. Move carefully and slowly up to him, and you'll be able to take the key 
from off his belt. Now comes the tricky part. He is too far in for you to hit 
with your blackjack. However, occasionally, when he shifts position, it moves 
him just into range. Watch for it, and when it comes, put him to sleep.

You may have noticed some sort of a rotating light on the ceiling in this room. 
It is some sort of sensor. It seems that, as long as you are hidden (ie: in the 
shadows), you can move freely about with no penalty. However, once you move into 
the light, the sensor spots you, and the alarm sounds. Best to avoid that if at 
all possible. Whenever you spy one of these sensors, move through the lighted 
areas ONLY when it's turned away from you.

[Note: The sensors can be taken out with a Broadhead Arrow.]

Across from the opening you used to enter this room is an exit. Move forward, 
climb the stairs, and follow the sign towards cell block four. Follow this 
hallway, and you will come to an area with an opening in the wall to your right, 
and a closed door across from you. Sneak into the opening on your right...this 
is cell block four. Across from you and up on the next level, you can see a 
Hammerite that occasionally is looking in your direction. So sneak through this 
room by sticking to the shadows. As you sneak through, you may want to note the 
cell numbers. Cutty is in cell six. But you can't get to him just yet.

Once you're through the room, follow the hallway and stairs up to level two. At 
the top of the stairs, turn left, and then stop just before the next left.

SAVE YOUR GAME! You are going to need to sneak through here. Take the left, but 
go slowly. Watch the Hammerite at the far end. When his back is turned, move 
forward, and stop in the next shadowy area. He may hear you, so once you're 
safe, wait for him to stop looking for you again. He will eventually turn around 
again, and you'll be able to move forward. Keep moving until you are safely out 
of his view.

Now, press yourself against the wall, FACING the wall, so that you can lean to 
the right, and lift the key off of the Hammerite's belt. Once you have it, turn 
to your left, and move forward. You should only go a few steps before you hit 
the wall. Now turn  to your right, not quite 180 degrees. You should see a 
locking mechanism on the wall light up. You will need to use one of your keys to 
unlock (and open automatically) the door on your left.

SAVE YOUR GAME! Sometimes when you open this door, the Hammerite is looking in 
your direction. You need him to be looking away.

Open the door, then rush in behind the Hammerite and club him. Once that is 
done, turn to face the wall opposite the door. Hmmm...a bunch of levers. 
Highlight the lever at the bottom of the leftmost column, and use it. This will 
open Cutty's cell door. Now turn around and leave this room (the door has 
probably closed again...use your key to open it). Make your way back down to the 
first floor, and as soon as you enter the cell area, turn to your left, and go 
into Cutty's cell.

Cutty's not doing so well, is he? Not only can he not pay you, but it looks like 
he's not going to make it out of here alive. Just before he dies though, he will 
impart some information to you which will lead to your next mission.

[NOTE: At this point, your mission objectives change to the following:

1. Sneak through the mines and factory to the Hammer prison. (This one
   should be checked).
2. Locate and release Cutty. (This one will have a mark in the box,
   indicating its irrelevance.)
3. Locate and release Basso the Boxman.
4. Locate Issyt the Beggar and get your lucky hand of glory back.
5. Find the evidence locker and retrieve Felix's map.
6. Loot the complex for valuables. Need 1,000 total loot.
7. Escape from the prison with Basso the Boxman.
8. Don't kill anyone! ]

Leave Cutty's cell, turn left, and move out of the cell block (since you took 
out the Hammer above, you don't need to stick to the shadows here). Turn left, 
and follow this passage, and continue straight on past the sign (Cell Block 3, 
Cell Block 4). Keep going until you reach an area like before, with an opening 
into the cell block (this time on your left), and a door directly across from 
you. Welcome to cell block three.

Enter the cell block. Once again, move through the room, keeping to the shadows, 
and make your way up to the second level. (If you are interested, look at the 
cell numbers...Basso in is cell four.) At the top of the stairs, turn to your 
right, and move forward, stopping before you reach the next right.

SAVE YOUR GAME! There's a bit of a problem here. Two Hammers to deal with 
instead of one. The first is in an alcove up ahead, to the left. Fortunately, 
with patience, he can be dealth with.

If you are fortunate, he will be facing away from you, in which case you can 
deal with him normally. Usually, however, he is facing in your direction, and 
does NOT turn around. (I have only ever found him facing away once.) In order to 
take care of him, you will need to move PAST him. See that sliver of shadow on 
the ground in front of him. You have to sneak THROUGH that, into the deep 
shadows beyond, before you can club him with your blackjack. Be sure to crouch 
down while you move through, to maximize your chances.

SAVE YOUR GAME! Once you've taken care of laughing boy, you can work on freeing 
Basso. Do this part just like the last time, in every detail...sneak, wait, 
sneak, get the key, open the door, and club the Hammerite. Note: The prisoner at 
the end of the hall (closest to the guard) will panic when he sees you, and 
start calling for help. Ignore him.

Point of Interest: If you look in the book in the cellblock, not only will you 
see that Basso is in cell four, but Dikket WAS in cell one, released when he 
recanted and informed. (Dikket was the man mentioned in the Hot Tip above.) 
Kudo's to the Thief team for this little bit of continuity! :)

To open the door to Basso's cell, activate the middle lever in the centre row. 
Then work your way back down to the first level. Basso's cell is number 
four...the second one on your left as you re-enter the cell block.

Oh dear...here is Basso, but he's unconscious. You're going to have to carry him 
out. Pick him, leave the cell, and turn left. Move forward, out of the room, and 
turn left again. You should be facing a door. Drop Basso here (he'll be fine, 
don't worry), and unlock this door with one of your keys (the locking mechanism 
in on the wall on your right). Sneak into the room, move up behind the 
Hammerite, and lift the key from his belt. Then, club him. Now, you will want to 
go through the door directly across from the door you came in from. (Again, the 
locking mechanism is on the wall to your right.). Welcome to cell block one.

The first turn on your left leads into the cell block. Once again, you will need 
to sneak through, hiding in shadows. Unlike the other cell blocks, this one has 
a second exit, leading to the barracks. Ignore that for now. Once you've moved 
past the cells, take the first left, and make your way up to the second level. 
At the top of the stairs, turn left, and move forward. The first left is the way 
you want to go.

SAVE YOUR GAME! This is another of those move forward, hide, steal the key, open 
the door areas. To this part exactly like before. Once you have the Hammerite 
unconscious, turn to the levers on the wall. Issyt is in cell nine. The lever to 
open this cell is the second one from the bottom, on the right hand side. Once 
activated, leave the room, turn left, and enter the second cell on the right.

Poor Issyt. Looks like the Hammerites were too much for him. Look down at the 
body. One of the hands attacked to the skeleton is your lucky hand of glory. 
Grab it, and then work your way back down to the first level. Stop when you come 
to the sign pointing the way you came, saying "Level Two".

SAVE YOUR GAME! This part CAN be tricky, depending on how you want to do it. 
Move forward, and turn left, and you should see the sign pointing to the 
Barracks. Follow the sign, but stop before entering the room. There is a magic-
wielding Hammerite in this room. Pull out your bow, and douse the torch at the 
far end of the room. Once the room is in darkness, you have two options. 1) 
Sneak up on the Hammerite and blackjack him. This is DIFFICULT. I have done it 
once, but only once. Once you're close enough to blackjack him, he sees you. 2) 
Arm a Broadhead Arrow, and shoot it towards the far end of the room. The noise 
distracts the Hammerite, and he moves TOWARDS THE NOISE. While he's poking 
around for you over there, now you can sneak up on him and blackjack him. Once 
he's taken care of, take the stairs ahead all the way to the top.

[NOTE: Apparently, the secret to blackjacking this guy is to LEAN over to 
deliver the blow.]

SAVE YOUR GAME! This next area is a patrol area. There are two Hammerites 
wandering about up here. At the top of the stairs, turn left, and then take the 
next left.You should now be in a semi-opulent room, and Garrett is making a 
comment about how they spend their money. Directly across from you is a stained 
glass window. There is a passageway on either wall, ahead of you, and this is 
where the first patrolling Hammerite will come through. He doesn't turn towards 
you, he just keeps walking straight, so it's pretty easy to knock him out. 
Before you do though, look down and pick his pocket...you get a Healing Potion 
out of it. Once he's asleep, turn back to the entrance you came in, and move to 
the left side as you face it (staying in the room!), and wait.

Another Hammerite will be patrolling the hallway you came in from. Wait for him, 
and when he passes...well, I'm sure you know by now what to do. :)

Once he's out, move into that hallway, turn left, and follow the corridor until 
you come to a door on the right. Enter, and open the chest. You'll find a small 
pouch of gold (100, Treasure Count: 610). Now, leave, and return to the semi-
opulent room.

[NOTE: For those who are interested. Instead of returning right away, turn 
right, and keep going to the next door. Inside you'll find another chest, with 
10 Broadhead Arrows inside. Leave that room, turn right, then take the next left 
into the dining room. Across the room is the door to the kitchen. Inside, you 
will find a Water Arrow on the righthand counter. Once you've done that, work 
your way back to the semi-opulent room.]

Standing in the entrance to this room, facing the stained-glass window, you 
should see ahead some sort of table on either side of you. On top of each one is 
a golden hammer. Take them (75, 75, Treasure Count: 685, 760). On the ledge just 
beneath the stained-glass window is a pair of candlesticks. Take both of them as 
well (50, 50, Treasure Count: 810, 860). Turn to your right, and move out of the 
room. At the end of this short hall, on your right, is a stairway going up. Take 
it. Take it all the way up, and continue on ahead until you come to a left-right 
turning, with a Hammer insignia on the wall in front of you.

SAVE YOUR GAME! There is a Hammerite patrolling nearby, and you don't want him 
to hear you! Turn left, and go through the door ahead on your right. You should 
now be in some sort of a study, with a large hammer on the desk in front of you. 
As soon as you enter the room, go through the door on your right. Follow the 
passage until you come to a door on the right. Go through it. Now, turn left, 
and move forward, but do not go around the corner. Instead, try to position 
yourself so that, without leaning, you are looking partway around the corner. 
Wait here, until you see the Hammerite turn around. Once he does, you can sneak 
up behind him, get the key from his belt, and blackjack him.

Now, return to the study (the room with the hammer on the desk). Once you've 
entered the room, move forward, and turn left. At the end of this small area, on 
the wall to your left, is a safe. The key you just got from the guard outside 
will open it. Inside you will find a diamond and a crown (100, 125, Treasure 
Count: 960, 1085). Now, leave this room through the other door.

[Note: In one bookcase in this room, you can pick up a scroll and read the story 
about the man who made off with some items from the evidence box. This explains 
WHY you didn't find what you were looking for there, but other than that, 
there's nothing special about it.]

Back in the hall now, move to the other end, and go through the door on your 
left. Upon entering, turn to your right. You should see ahead of you a banner to 
your left, and another safe to your right. Open the safe using the same key you 
used for the previous one, and you will find another diamond and a tiara (100, 
200, Treasure Count: 1185, 1385). Now, go over to the banner that you saw beside 
the safe. Take out your sword, and cut it down. Beyond is a secret drinking 
room. Move into it. On a table to your left you will find three bottles of wine 
(50, 50, 50, Treasure Count: 1435, 1485, 1535). That's everything from up here, 
so leave the room, and make your way back down to the bottom of the stairs. Once 
there, continue straight ahead, turn right, and enter the large room ahead, but 
stay in the shadows.

SAVE YOUR GAME! You should be on the other side of the stained-glass window. 
Across from it are some stairs leading up to another room. Inside, you should be 
able to overhear two men speaking. (NOTE: If you moved close enough to the 
stained-glass window when you picked up the candlesticks, you may have triggered 
their conversation already, and won't hear it now.)

Hide in the shadows. There is a treasure inside the room with the two men, but 
you can't get in without at least one of them spotting you. Instead, pull out 
your bow and shoot a Broadhead Arrow against a wall or the stairs. This will 
attract their attention, and they will come looking. When one of them is close 
enough, you can blackjack him. Then you can work more freely on the other one. 
Note that one of them has a key that you can pickpocket from him. If they stop 
looking for you, simply fire another arrow to remind them of their duty.

[NOTE: The above can get very tedious, as it can take a long time to finish. The 
treasure inside is not worth all that much, and if you don't mind having a 
slightly less-than-perfect score, you can ignore this entire area.]

Once the two Hammerites have been disposed of, go up the stairs and on the table 
you'll find another golden hammer (75, Treasure Count: 1610). You're now 
finished on this level, so it's time to return for Basso. Go back downstairs the 
way you came up, through the cell block, and turn right. Go through this door 
(unlock it with your key), and then go through the door directly ahead of you in 
the next room (again, use your key). You should now be just outside of cell 
block three, where you dropped Basso. Look around on the ground until you find 
him, and pick him up. Then, continue on forward. When you reach the sign showing 
which way to go for cell blocks three and four, turn to the left and go down the 
stairs. Remember to watch out for the sensor!

At the bottom of the stairs, hug the right wall and move forward. Do not leave 
this room just yet, however. At the end of the room, turn left, and move 
forward. There is a hole in the wall in front of you. To get through, you will 
have to drop Basso, then crouch when you move forward. Once through, go down the 
stairs to the water level.

Move forward, wading through the water, until you have to turn to the left. 
Turn, and move forward to the end, and up onto the dry area. This is a small 
shelter of some sort, and there is a dead thief here. There are a number of 
items to take here (you may need to move the body out of the way first), 
including Felix's note. Apparently this guy stole them from the evidence locker. 
Also a stack of copper coins (5, 1615), a stack of gold coins (25, 1640), and 
four stacks of silver coins (12, 12, 12, 12, Treasure Count: 1652, 1664, 1676, 
1688). There are also 3 Water Arrows and 4 Moss Arrows.

Time to get Basso again. Go back through the water and up the stairs, and crouch 
to go through the hole again. Pick up Basso. The exit you want from this room is 
to your left, after you come out of the hole again. Go that way, following the 
corridor until you come to a sign on your left, with directions to the cell 
blocks. Turn right and follow these halls. When you come to the room where you 
first entered the prison area (where you overheard the two Hammerites talking 
about Cutty), turn left and follow the stairs all the way down. Keep following 
the halls, and you should come out back in the factory. You should still see 
your Moss left on the grating. Take that direction. Go into the small area (this 
is the room where you hid to take out the Hammerites on this level). Go through 
the opening ahead and to your left, then turn right, and move ahead to where you 
can turn left or right. Turn right, and you should be looking at a small flight 
of stairs up, and ahead across a small floorspace, another, larger set of stairs 
up.

SAVE YOUR GAME! Moving across this open area, you might attract the attention of 
the Hammerite down the hall (he can see through a prison-style door). Run across 
the floor and up the stairs. At the top of the stairs, head straight ahead, turn 
right when you have to, and go down a flight of stairs. Move forward and up the 
stairs you see ahead of you. Turn right, move ahead, and get on the elevator 
platform. Push the lower button (you will have to drop Basso to do this...don't 
forget to pick him up again!), and get off when the lift stops. Keep pushing 
forward (there are no choices here, just keep going). You will hear the ground 
crunching beneath your feet soon, as you go down some stairs. You'll enter a 
large, dark room, with a door at the opposite end. Go through the door, and 
you're back in the mines.

Once you've gone through the door, turn right, then turn left. Take the first 
left, then turn right. Go straight ahead as far as you can (you'll need to pull 
yourself up at one point). Once you get on the track, follow it to the end, then 
turn left, and move straight ahead, until you are in the room with the elevator 
platform. Get on it, and push the second button from the top (drop Basso to do 
this, and pick him up again when the lift stops).

When you've stopped moving, turn around until you can see a direction to move 
in. Go in that direction (you may need to jump off the platform first). Keep 
following this tunnel all the way...there are no choices to make (you can even 
climb down the ladder you find while carrying Basso). Once you emerge into the 
daylight, you will be overlooking the area where you first started the mission. 
Congratulations! You've rescued Basso from the Hammerite prison!


Section 7: Down in the Bonehoard (Mission 3)
============================================
My best time on expert: 34 minutes, 36 seconds
Maximum Possible Treasure: 2450

7.1: Introduction
=================
"...And the manfools piled rocks on rocks and raised a treesie roof, hammers 
saws tear the skin of goodsie wood... ...and laughs at the Woodsie Lord. ...And 
when learns the Lord of this, He sends His beastesses to the manfools... ...who 
attacks and hammers saws their useless fleshes, and build him a house of they 
rotting skins."
     -- Unattributed Trickster song


I was pissed at Cutty for a good while after the...prison debacle. But hey, you 
can't blame him for what the Hammers did to him. So I decided to go after that 
horn Felix talked about. Not like I had a whole lot of choice, really...the rent 
is due...and my landlord's even tougher than the Hammers.

The map's pretty specific about where the entrance is. Too bad it's not as clear 
about where the HORN is. Felix did some scrounging before he left, and his notes 
say the horn is in the tomb of some nobles...the Quintus family. Guess I'll just 
have to explore.

Felix, always helpful, also said that the catacombs are supposed to be haunted. 
Think I'll go make some inquiries about where a "heretic" like me can get some 
holy water. Always go prepared....


7.2: Objectives: Normal
=======================
1. Search through the ancient bonehoard and procure the legendary Horn
   of Quintus.

7.3: Objectives: Hard
=====================
1. Search through the ancient Bonehoard and procure the legendary Horn
   of Quintus.
2. What use do the dead have for their treasures, anyhow? Relieve them
   of at least 1000 worth of valuables.
3. In addition to garnering the Horn of Quintus, find and steal the
   fabled gemstone, "The Mystic's Soul."
4. Once you have what you came for, get back to the surface.

7.4: Objectives: Expert
=======================
1. Search through the ancient Bonehoard and procure the legendary Horn
   of Quintus.
2. In addition to garnering the Horn of Quintus, find and steal the
   fabled gemstone, "The Mystic's Soul."
3. What use do the dead have for their treasures, anyhow? Relieve them
   of at least 2000 worth of valuables.
4. The Mystic's Soul had a sister stone, called "The Mystic's Heart,"
   also thought to be in the Bonehoard. Find it. Make it yours.
5. Once you have what you came for, get back to the surface.

7.5: Simplified Objectives
==========================
1. Find the Horn of Quintus.
2. Steal the gemstone "The Mystic's Soul."
3. Rob the dead. Need 2000 total loot.
4. Steal the gemstone "The Mystic's Heart."
5. Once you have what you came for, get back to the surface.

While the objective of 2000 in loot may seem a bit daunting, what you HAVEN'T 
been told is that both the Mystic's Soul and the Mystic's Heart contribute to 
your final Treasure Count (a total of 1500).

NOTE: There is a secondary objective in this mission that you can perform, if 
you choose to. Scattered throughout the Halls of Echoing Repose will be some 
golden bones you can find. While they don't count towards treasure, if you find 
them all and place them all in a specific coffin, you are rewarded with more 
holy water, Fire Arrows, etc. While this walkthrough will not attempt to 
complete this (as it is unnecessary to complete the mission), it will be noted 
where these bones can be found and where to bury them.

7.6: Before The Mission
=======================
What You'll Encounter: Zombies, Burricks, Restless Dead.

Starting Funds: Whatever you managed to steal from Cragscleft Prison. (Maximum: 
1688.)

Starting Gear:

 1 Sword
 1 Blackjack
50 Broadhead Arrows
12 Water Arrows
 8 Rope Arrows
 3 Healing Potions
 3 Holy Water

Items for Sale:

12 Water Arrows (Cost: 50 each)
 6 Rope Arrows (Cost: 200 each)
 6 Noisemaker Arrows (Cost: 250 each)
 3 Healing Potions (Cost: 250 each)
 3 Holy Waters (Cost: 200 each)

It is unnecessary to purchase any Rope Arrows, as you will only need to use one 
to finish this mission. (Likewise, I didn't need to use any Noisemaker Arrows 
either.) If you plan on destroying the undead that you come across (as opposed 
to running around them), then buy up the Holy Waters and the Water Arrows. 
Although you start with three already, an extra Healing Potion or two may not be 
a bad idea either.

Recommended Purchases: 12 Water Arrows, 3 Holy Waters. Total Cost: 1200

7.7: Notes Regarding This Mission
=================================
This mission introduces you to a new aspect of Thief: Traps.

While most of the "puzzles" on this mission are no real problem, there is one 
that is VERY unforgiving. To obtain the Mystic's Soul, you need to have at least 
FIVE Fire Arrows. If you have less than five, then you've either missed some 
along the way, or expended too many already. You'll have to reload at an earlier 
(usually a MUCH earlier) part of the mission.

There are a few areas of this mission where you can find the remains of the 
members of Felix's doomed expedition. Beside each is a notebook which you can 
read. These are interesting, but most of the time you will not find them if you 
follow this walkthrough...they are scattered about in other areas. If you want 
to find them, you'll have to do some exploring on your own.

NOTE: I've been told by at least one person that a certain part of this 
walkthrough is very difficult to accomplish, and that there is an easier way. 
This section may be rewritten, after I've looked into it. [This notice is here 
to remind ME to do it later. :) ]


7.8: Walkthrough
================
You start facing the entrance into the Bonehoard. There is a Corpse-Zombie lying 
on the ground in front of the entrance. Above it and to the left, you should see 
a faint light (not the light from the lantern...above and to the left of that). 
You want to get up there. Turn left to face the hill, and RUN (walking won't 
work) to climb the hill, and make your way over to the dimly lit area. It's a 
crypt. On the floor to the right of the bier is a goblet (15, Treasure Count: 
15). Now turn, leave this room, and make your way onto the stone "roof" you can 
see ahead. Once you're on top, turn right (facing the Corpse-Zombie), and let 
yourself drop down, turn 180 degrees, and move forward into the Bonehoard.

Grab ahold of the rope in front of you, and climb down. Once you're down, you'll 
need to crouch to continue. Turn to your left, and move forward, following this 
short tunnel into the next area.

SAVE YOUR GAME! While it's not too terrible if you screw up here and have to 
start over, why take chances? There are some planks making a platform of sorts 
here, over an old crypt. Below you can see (and probably hear) a Zombie 
shuffling about. Grab the rope you see ahead, and work your way partway down 
into the crypt. Once you are far enough into the room below to look around, turn 
to face the north wall. (Remember your compass? Red arrow always points to the 
north.) You will see three ledges, set at varying heights along the wall. You 
want to jump and land on the one in the centre. Once you've safely landed there, 
turn right, and hop down onto the next lower ledge (you don't need to jump for 
this one). Turn to your left, so you're facing south.

By now, the Zombie in this room has spotted you, and you should hear his 
excited, asthmatic breathing as he hunts for a way to devour you. Don't worry, 
you're safe up here. Once the Zombie is hidden from your view (ie: far enough 
away so he won't cause trouble for this next bit), run and jump forward, heading 
for the opening ahead on your LEFT. Once you've gone through, follow the tunnel 
all the way until you reach a T-junction, where you can turn left or right. (Be 
sure you run all the way, as that Zombie may be following you). Turn to the 
right, and follow the hall. You'll reach a dip, and then the hall ends in a 
small ledge for you to drop down from. Do so.

You now have a choice. Turning to your right will take you quite quickly into a 
dead-end room, but on the floor at the far end (in the rubble area, behind the 
"ALARUS" sign) is a healing potion. Considering the problems you'll be facing, I 
recommend grabbing it. Now, go back to the ledge, and continue forward, into the 
next room. As soon as you enter, turn right, and then take the right-hand turn 
ahead. You should now be facing a stairway up.

[For those of you who want to get a few more water arrows for this mission (and 
that's probably not a bad idea), this next part is for you. If you'd rather just 
press on, skip down to the end of the bracketed section.

Turn left, and follow this dark passage up some stairs, until you are on a ledge 
overlooking the first room, with the three ledges, the rope, and the Zombie. 
Turn right, facing the south wall, and crouch. See that hole in the wall? Beyond 
it is a chest. Open it, and you'll get 8 Water Arrows. Now, turn around, and 
take the same passage back down to the other set of stairs.]

Take these stairs up, and follow the passage. Ignore the first turning on your 
left...while it leads to a holy water font, you really don't need it. Once you 
enter the next room, with a set of stairs and some coffins set into the wall 
ahead, turn right.

SAVE YOUR GAME! There's a trap here that you'll want to avoid. Look over at the 
far end of the room, near the coffins. A section of the floor is slightly 
recessed. It's a pressure plate. Stepping on it will set off the trap, and 
you'll be riddled with arrows. Unfortunately, there is a golden vase guarded by 
that trap. There are two ways to avoid this trap. Either walk onto it when 
you're crouched down, stand after the arrows have fired, look up and grab the 
vase, and then move off. Alternatively, walk AROUND the pressure plate, and when 
you're close enough, jump up, and grab the vase before you come down again (100, 
Treasure Count: 115).

Once you've got the vase, take the stairs out of the room. (Note: if you used 
the crouch method to avoid the trap, be sure you move OFF the plate before 
heading towards the stairs...otherwise, you may set the trap off again and turn 
yourself into swiss cheese.)

In the next room, stop as soon as you've entered. That corpse ahead is another 
Corpse-Zombie. Turn to your left, and you'll see a rope descending from the 
ceiling. Grab it, and climb down. At the bottom, turn left, and move into the 
next room.

SAVE YOUR GAME! That's another Corpse-Zombie you can see. Ahead of you, to the 
left of the Corpse-Zombie (past the passage to your left) is a hole in the wall. 
Inside it is a chest, containing a treasure. You can either use your holy water 
to make some Holy Water Arrows to take out the Zombie (a waste, in my opinion), 
or you can run up, grab the treasure, and run out of the room with the Zombie 
following you (I have not been able to do this without waking him up). Pick your 
method, and grab the small diamond from the chest (100, Treasure Count: 215). 
Leave this room from the same entrance you used, and push forward into the room 
with the pool. Dive into the pool, and swim forward (ignore the turning to the 
right), and when you surface, turn 180 degrees and pull yourself out of the 
water.

Hmm...those two chests look tempting don't they? And unguarded, too. That should 
be your first clue there's more here than meets the eye. Each one of these 
chests in trapped. Once opened, an arrow shoots out from just beneath the chest, 
directly ahead of it. So, when you open these chests, be sure you're not 
standing directly in front. The left chest holds a Speed potion, and the right 
one contains 6 Fire Arrows.

Turn around, move past the pool, and turn right. Yes, that is a long drop down, 
but someone has kindly provided you with a ladder to climb safely. Once you've 
reached the bottom of the ladder, MOVE forward quickly...you've stepped on a 
pressure plate, releasing a boulder from above. If you're still standing there 
when it hits...well, you get the idea.

Ahead of you is a tunnel leading to the right. Take it. When you reach the red 
tunnel area, turn right, and then left. Ahead you should see an opening back 
into gray tunnels.

SAVE YOUR GAME! There is a Burrick patrolling in the tunnel ahead. You can do 
this one of two ways...the fast way and the safe way. The safe way involves you 
staying here, and firing Arrows at the Burrick as he passes by, until you've 
killed him. As you do this though, he will be breathing his deadly gas at you, 
so you may have to crouch in the low area with the boulders from time to time. 
The fast method is to watch, and when he's moved out of your sight to your 
RIGHT, jump down into the tunnel.

Whichever method you use, after you're in the tunnel, turn left, and go through 
the hole in the wall ahead. Once you're down in the next tunnel, turn right, 
move forward, and let yourself fall down into the water below. (This part can be 
tricky, as once you fall into the next tunnel, it gets a little disorienting. 
Just fall, turn right until you see a way to go forward, and do so. If you wind 
up in a gray cavern with roaming Burricks, you went the wrong way.)

Once you've come back to the surface of the water, turn right slightly, and you 
should see an opening in the cave wall. Move towards it, and climb out of the 
water when you reach it. Head up the stairs.

SAVE YOUR GAME! See all those recessed floor panels? Each one is a pressure 
plate that shoots an arrow out towards whomever happens to be standing on the 
plate. In this case, that's you. To avoid an untimely demise, crouch as you walk 
through this room, and the arrows will fly over your head instead of through 
your heart. Move towards the lighted area with the corpse on the floor. Don't 
worry, he's not a Corpse-Zombie this time. [Note: One time while doing this 
room, I somehow got hit by an arrow while still crouched. This was a one time 
occurrance that I have not been able to repeat.]

In this small room, there is another trap. Right in front of the ledge with the 
Fire Arrows on it is another pressure plate. You can get close enough to the 
ledge to grab the Arrows without setting off the trap (there are six Fire Arrows 
in all). [If you want to do it the hard way, crouch, and WALK (don't run) 
forward onto the plate. The arrow will fly past you. Then you can stand up and 
take the Arrows from the ledge. Note that, in order for this to work properly, 
you have to crouch and walk DIRECTLY towards the ledge, ie: not on an angle. To 
play it safe, you may want to inch forward until you hear the trap spring, then 
wait for the arrow to fly before proceeding.]

On the floor next to the body is a small purse (100, Treasure Count: 315). There 
is also a papyrus which, if you read, will give you a clue regarding how to 
obtain the Mystic's Soul.

Turn around, and leave the way you came (don't forget to crouch). Back in the 
water room, at the far end across from you, you should see another tunnel. Swim 
over there, and pull yourself up. Follow these tunnels (you can run safely here) 
until you reach the end, where you are overlooking a gray cavern filled with 
roaming Burricks. [Note: In the tunnels leading up to this point, there is never 
any choice of which direction to go, although in one point you need to pull 
yourself up into the next tunnel.] Take a look around. Note that when you enter 
the cavern, you can go left, or you can go right slightly, where the tunnel then 
turns to head in the direction you are (currently) facing. That is the area you 
will want.

SAVE YOUR GAME! These Burricks do not like trespassers. Drop down into the 
cavern, turn right, then left. Just after making this turn, turn to your right 
and there will be a hole in the wall. Enter it, turn left, and follow the tunnel 
to the crossroads. Turn left, and follow this tunnel as far as you can. (Note: 
At one point, you may think you're at a dead end. Look up and to your left, and 
you should see the passage continuing.) You should come to a T-Section, with the 
two other tunnels being somewhat dark. Turn to your right, but don't go forward. 
Instead, look down, and inch forward somewhat, until you find the uncut diamond 
{50, Treasure Count: 365). Now, make your way back to those crossroads (there 
should be no problem, as there were no other turns you could take on your way 
here), and turn right. Follow the tunnel until you've returned to the opening 
which leads back into the Burrick caves.

SAVE YOUR GAME! While you should have no trouble bypassing the Burricks here, 
it's best to be safe. Exit the tunnel you are currently in. While you could 
probably take any of the three possible passages here, for the sake of this 
walkthrough, take the left passage...it's darker, and you can possibly hide if 
you need to. Follow this passage as far as you can, hugging the left wall. When 
you cannot move forward anymore, turn to the right. See that lighted tunnel up 
near the ceiling? That's where you want to go. Press forward, hugging the left 
wall again, and you should climb the wall at the same time. Soon, you'll get the 
mouth of the tunnel. Pull yourself up into it. [Note: Alternatively, there is a 
rope hanging from the ceiling that you can grab and climb up, then jump into the 
tunnel mouth. Whichever method you prefer, use it.]

Move forward, following the tunnel until it opens into another white-gray 
underground cavern, with a rope hanging down at the mouth of your tunnel. Hop 
down onto the ledge below, turn left, and follow the ledge all the way over to 
the red tunnel you can see. Climb into that tunnel, and follow it up.

SAVE YOUR GAME! You are about to enter what is referred to on your map as the 
"Halls of Echoing Repose". This area is heavily populated with Zombies, and they 
patrol the area. You may want to take a few of them out to make this area a 
little more bearable. [Note that, if you are doing this part of the mission 
simply by avoiding the Zombies, then you may have to move very fast. This is a 
good way to get yourself turned around and disoriented. Whenever you find a 
chance to stop for a moment, if you've made any progress whatsoever, I suggest 
saving your game.]

When you climb out of the tunnel into the Halls of Echoing Repose, Garrett will 
make a comment about "tombs with piped-in music". That's the Horn of Quintus 
you're hearing. Move straight ahead, so that the large pillar in the centre of 
the room passes by on your left. Ahead, you should see a stack of alcoves 
flanked by an exit on either side. Take the right hand one. Move forward, 
ignoring the hallway to your right, and instead enter the room ahead on your 
right. There should be a few Corpse-Zombies lying on the floor, in front of a 
small ramp with a jewelled urn at the top. Grab it (100, Treasure Count: 465), 
and leave. [Deal with the Corpse-Zombies as you see fit. I usually just jump 
over the bodies. Note that this room contains one of the golden bones mentioned 
previously.]

Exit the room, and turn right. Hug the right wall, until you find a shadowy 
alcove on the left side of the hall. Go into that area, and you'll find a door. 
Open it, and go in. The two corpses on the floor are Corpse-Zombies. Directly 
across from the door is an alcove which contains a gold vase (100, Treasure 
Count: 565). (You'll have to move at least one boulder, and crouch to get into 
the alcove.)

Leave the room the way you came in, and turn right. Head down this corridor, 
until you can see (ahead and to the right slightly) a white stonework "wall". 
Head towards that area. Once you're there, turn left and move forward (the white 
"wall" should be on your right). Note that at just about this point is another 
of those golden bones. Once you've passed the "wall", turn right and move 
forward (again, the "wall" should be on your right). On the wall on your left, 
up above your head-level, you should see some sort of engraving. There's a ledge 
there white another uncut diamond (50, Treasure Count: 615). Keep moving ahead, 
and go through the passage on the leftmost side of the wall ahead. [Note: The 
white "wall" is a sort of guard rail for a staircase leading down. At the bottom 
is a hole leading into a flooded area. If you go down here, and follow the water 
into the next chamber, you'll find another golden bone floating in the water.]

Keep following this passage until you find a turn in the right hand wall. Go in. 
You should be looking at a room with no floor, and a walkway across. DO NOT GO 
ACROSS THE WALKWAY! It's trapped in the centre. Instead move around the left or 
right side of the room (either way has the same results) until you are at the 
opposite end from where you entered. Behold, a ladder! Take the ladder all the 
way to the top, and turn to your right. Grab the vase (50, Treasure Count: 665).

SAVE YOUR GAME! This part is a bit tricky. While still on the ladder (make sure 
you're as far up as you can get), turn to face the bier opposite the one which 
had the treasure on it. Hop onto it (jump while holding the WALK button, not the 
RUN button). Now, ahead and down somewhat you should see an opening in the wall, 
that you could never reach if you were beneath it. Now that you are above it 
though, run and jump towards it, and you should land safely in the opening. 
[This is really tricky. The secret is to not run right to the edge and jump. Try 
jumping from about the centre of the coffin you're standing on.]

Directly ahead of you is a passageway. Move down there, and when you come near 
the end you'll see a chamber with a hammer-shaped light on the floor. DO NOT 
ENTER THE LIGHT! The lighted floor sections are pressure plates, which cause 
some sort of acid to rain down on you. Instead, move off to either the right or 
the left side of the light. On either side, is a recessed coffin, with a skull 
sitting on top. Behind each skull is a golden goblet (15, 15, Treasure Count: 
680, 695). Also, at the end of the room is another small chamber. Inside is 
another goblet (15, Treasure Count: 710).

[NOTE: At the far end of this room, flanking the entrance to the far chamber, 
are two ladders descending into the room below. Down in that room you will find 
the last two golden bones, plus a holy water font. Also in this room is the 
coffin where you "bury" the bones. Drop each one into the coffin (they will 
disappear), and when all five are put in, six areas around the coffin light up, 
highlighting your rewards for putting this poor soul to rest.]

Leave the way you came in, and turn right. Follow this passage until you can 
turn right again, and do so. Move forward, and ignore the heavy breathing you 
hear from nearby Zombies. In the centre of the room ahead, on the floor, is some 
sort of locking mechanism. Try though you might, you cannot unlock it. Also in 
the room, are five doors, which you cannot open. There are also five unlit 
torches on the walls.

SAVE YOUR GAME! Move forward, very close to the locking mechanism. Now, pull out 
your Fire Arrows, and light each torch above the doors. This will open the 
locking mechanism, revealing a well of water. It also unlocks the five doors, 
releasing five Zombies into the room. Dive into the well, and swim to the other 
end. When you surface, climb out of the water.

SAVE YOUR GAME! This room is heavily trapped. Arrows will be shooting out of the 
stairs, and purple energy out of other holes around the room, so this must be 
done carefully. Move forward, until you are between the first two opposite 
pillars. Move either left or right, so you are lined up with the EDGE of the 
stairs (not the stairs themselves...the "banisters" if you like). Now, run 
forward, jump and land on the banister. You might hear some activity behind you 
as the traps are going off, although sometimes you can manage this without 
hitting the pressure plate. Move to the top of the banister, towards the 
pedestal. Before you get any bright ideas though, look down. Hmmm...a skull. 
Remember "Raiders of the Lost Ark"? Pick up the skull. Now, place it on the 
pedestal, in the recessed area with the gem. Once it's there, you can pick up 
The Mystic's Soul (500, Treasure Count: 1210). When you pick it up, there should 
be no activity whatsoever...the skull is weighing down the trap trigger. If you 
misplaced the skull, well...aren't you glad you saved your game?

[Note: It has been suggested to me that balancing the skull on the pedestal is 
not exactly necessary. You should be able to just grab the gem while standing on 
the left side of the stairs (NOT on the stairs proper, but the "railing" area. 
(I am assuming that this is the left side of the stairs as you face the 
pedestal.)]

Those traps are still active, so if you want to get out with your prize, work 
your way back down the same way you got up. Head back to the hole in the ground 
that you used to enter this room. See that ladder above the waterhole? Get on 
that, climb up, and move forward in the resulting tunnel until you find another 
ladder. Grab onto that ladder, and move down. Before jumping off the ladder, 
make sure you are facing the wall that the ladder is attached to. Jump off, and 
you'll fall back down into the entryway before the "well room". Those Zombies 
are still roaming, but fortunately, you are facing the way out, so as soon as 
your feet hit the ground, move forward and out of the room. Turn left when you 
exit, and keep going straight, ignoring any turns, until you find a long wooden 
ramp. Turn right onto the ramp, and move forward through the tunnel it connects 
to. At the end, be sure you're still running and jump across that abyss. Turn 
left, climb the stairs, go through that doorway, and climb to the top of the 
ramp.

SAVE YOUR GAME! I don't know WHAT those purple balls of energy are, but they can 
kill. Turn to your left, and follow this ledge (being wary of the purple 
energy). About halfway across, stop and turn to your right. Aha! Once it's safe 
to cross the path of the shooting energy, move into this room. Take the first 
right, move forward, and then turn right into a natural cavern.

You've just entered an area with quite a few Burricks in it. However, the sound 
of the Horn of Quintus has lulled them into peace, and you can move through here 
without worry (unless you attack one). So, move forward, then turn left. At the 
bottom of this tunnel is a chamber. Through the one exit you can see some 
Burricks. Through the other, nothing. Take the second one (it's on your right). 
Move through that opening, then turn left when the opportunity presents itself. 
Move forward from there into a dark cavern, and turn right. You should see two 
Burricks guarding the passage there. Move between and behind them. You should 
now see, to your right, a passage that does NOT look natural. Move through 
there, and you'll be in a room with statues and coffins.

Move ahead, and turn left. Once you've entered the next room, Garrett will make 
a comment like, "Good thing I'm not afraid of heights." As his comment suggests, 
you have to climb here. From the entrace, you should be able to see, to your 
left, a ladder. Go there, climb up, and get off at the next level. Now, move 
around the walkway to the opposite end of the chamber, and you should soon find 
another ladder going up. Climb up and get off at the next level. While facing 
AWAY from the ladder you just got off of, turn to your right, and move around 
the walkway to not quite the opposite end. Again, you'll find another ladder. 
This one is rather difficult to see, so look carefully. Climb up.

SAVE YOUR GAME! This ladder is a little tricky to disembark correctly. You want 
to face towards the right (as you're looking at the centre of the room). Jump 
off, then move around until you come to an opening in the pillar in the centre 
of the room. Move inside, jump across and grab the ladder. Climb up to the top. 
Once you climb off the ladder, move forward. Garrett will remark that you've 
found the Horn. Grab it.

Oh dear. That haunting music stopped. I wonder why? Turn around, move forward, 
and work your way around the pillar until you are at the opposite end from the 
one you climbed up. Jump forward off the pillar and land on the ledge below. 
Turn around, and walk of the ledge to another below on the left. Once more, walk 
off, and land on the walkway below. You should be near the ladder that brought 
you up here. Get on it, and work your way down back to the ground floor the same 
way you got up. Once down there, take the tunnel back out, and through the room 
with the coffins, which opens onto the Burrick caverns.

SAVE YOUR GAME! Uh-oh...something seems to have agitated them. Since you've 
grabbed the Horn, it is no longer playing its soothing song, and the Burricks 
are a wee bit upset about this. Get out the same way you came in...run through 
the two Burricks, turn left, then right, then climb the tunnel to your left, 
turn right, then turn left, then left again. That should take you back to the 
room with the shooting purple energy.

Don't hang around sightseeing...those Burricks just may be following you. Work 
your way back to the top of the ramp, then down it. In the next room, follow the 
stairwell all the way around, and go through the exit. Move forward until you 
can't anymore, and turn left. Move out onto the catwalk, stopping where it joins 
another walkway. Turn so you are exactly facing the ledge you see across from 
you.

SAVE YOUR GAME! If this doesn't work, you're one dead Thief. Drink that Speed 
Potion you found earlier, then run and jump across to the ledge. You won't land 
on it, so you'll have to pull yourself up onto it. Once you're on solid ground 
again, move forward into the burial chamber, move past the first set of alcoves. 
At the second set, turn to your left, and in this burial alcove you will find 
another goblet (15, Treasure Count: 1225). That's all that's in here, so turn 
around, climb up, and head back out onto the ledge. Turn right, and move as far 
forward as you can. Then, turn left, line yourself up with the walkway below and 
move forward, falling onto it (RUN, don't walk).

[NOTE: Apparently, the jump mentioned above does NOT require the Speed Potion, 
if you time it just right.]

Turn right, and move down this corridor. Be careful, as there is a trap that you 
will want to avoid. Keep moving until you find an opening to your left. From out 
of this opening, you should see small fireballs hitting the wall opposite the 
entrance. Well, you need to go in there, so wait until a fireball smacks the 
wall, then push forward into the room, keeping to the right of the fireball 
stream once you're in. Move towards the wall opposite the entrance, and you'll 
see a hold in the floor, with a ladder sticking out.

SAVE YOUR GAME! This part isn't really dangerous, just annoying if you do it at 
the wrong time. You want to climb down the ladder into the room below. There is 
a Corpse-Zombie in the centre of the room. Once you are down, you want to head 
for the ladder that leads up the wall on your left. At the top of this ladder, 
turn left, and grab the golden cup (25, Treasure Count: 1250). Climb back down, 
and back up the ladder you originally used to get down here. Turn left, and jump 
onto the bier at the top of the ladder. Then, turn to face the interior of the 
room, and pull yourself up.

Once again, you have to get past that fireball trap. Wait for the right moment, 
then move through the doorway, and turn left. When you get to the ramp that 
leads down, turn left (AWAY from the ramp, facing the wall). Be careful, as 
there is a Corpse-Zombie nearby. There is a ladder here. Climb it all the way to 
the top. Once there, turn all the way around, and jump into the next room. Move 
around the hole in the floor to the opposite end, where you'll find an exit. 
Move through here, and follow this hall to the next chamber.

SAVE YOUR GAME! There is a Burrick on guard in the next room, and you have to 
sneak past him. Take either the left or the right path, it doesn't matter which, 
and move slowly and carefully. Move up the ramp, and down the next one into the 
next room. At the far end (directly across from the Burrick) is another doorway. 
Move through it, to the end.

SAVE YOUR GAME! This part is very tricky, and a wrong step could be your last. 
You may want to save your game a couple of times through this. You have to work 
your way down to the room below, without falling, and without getting killed by 
those purple energy streams. Move across the top beam to the centre, then step 
off on your left side (be careful, there are purple streams shooting along its 
length). Move to the end of that beam, and hop off the side onto the ledge 
below. Turn so your back is to the wall...you want to jump over to the beam on 
your right now. Once you've done that, move to its centre, and hop down onto the 
beam below (again, be careful of the purple streams!). Move to the centre, hop 
down to the next beam, and move off of it and onto the floor. You should be 
close enough now to do so with no damage, or minimal damage. Turn to the exit, 
and leave the room.

SAVE YOUR GAME! There is a warning plaque on the ground before entering this 
next room: "He upon whom the gaze of the Guardians falls, he shall be 
destroyed." This room is filled with statues and pillars. The statues are the 
Guardians. If your path crosses the gaze of one of these statues, you're fried.

Move into the room, and turn right. Go past the first statue, and pass the first 
pillar with it being on your right. Move across to the next pillar you see, 
walking around it with it being on your left. You should now be in a slightly 
darker area, with two statues nearby, and directly ahead and to your left 
another pillar. Walk forward, and hug that next pillar, keeping it on your 
right. Hug the next one as well, this time keeping it on your left. Hug this 
last pillar, keeping it on your right. Now that you're past all the Guardians, 
move forward to the door to the next room.

SAVE YOUR GAME! As soon as you set foot in the next room, a bright light appears 
in the centre, and another guardian appears (a Restless Dead). You can get by 
him one of two ways. 1) The long way. As soon as the light comes on, rush over 
to one of the dark sides of the room, crouch, and wait for him to stop looking 
for you. Sneak quietly around to the other side of the room, pausing 
occasionally to wait while he looks around for you. 2) The short way. Before 
stepping into the room, arm your sword. Prepare for a smashing blow as you step 
into the room, then run forward and deliver it. After that, it should only take 
two sideswings to deal with this guardian permanently. (The time difference 
between these two systems varies...but I find the Kill Him method takes about 20 
seconds, and the Hiding method takes about 4 minutes.)

[NOTE: A third method has been suggested to me, which would be even faster than 
the kill-him method. Just run into the room, ignoring the Guardian, and grab the 
gem as you pass by into the teleport area. However, it is unclear whether or not 
the Guardian will follow you through the teleporter. Can anyone elaborate on 
this?

Yet another method has been suggested. If you can trigger the Guardian WITHOUT 
alerting him (apparently, it can be done!), a single Fire Arrow shot from well 
back will kill him.]

After using your method of choice, move to the box at the end of the room, and 
open it to get the Mystic's Heart (1000, Treasure Count: 2250). Move into the 
area behind the chest, and you'll be teleported back to the start of this area, 
up at the top with the shooting purple streams.

Turn so you are facing away from the room with the streams. Move to the end of 
the hall. In the next chamber, you need to sneak by the Burrick again. Do so in 
the same way as you did before. Once you reach the other exit, use it, and find 
the ladder that brought you up here. You need to climb back down again. Once 
you're at the bottom of the ladder, turn left (if you're facing the ladder), and 
head down this passage again. You'll need to time yourself to avoid the fireball 
again. Once you are past it, follow the path into the next chamber, then cross 
to the opposite end of the chamber. Climb the ramp up, and turn right. Follow 
this path to the foot of another ramp. Climb this ramp up, and enter the room at 
the top.

SAVE YOUR GAME! This part can be tricky and deadly. You need to get into the pit 
at the bottom. You can either fall in, or use a Rope Arrow to create a more 
subtle entrance. However, if you use a Rope Arrow, make sure you do NOT make it 
too close to the north end of the pit.

Once you are in the pit, turn to face the... okay, turn to face the face. Move 
to either the left or the right side of it, and then move forward. The eyes in 
the face are diamonds. Once you are close enough, LEAN over to grab the eye 
closest to you (100, Treasure Count: 2350). Then, move AWAY from the face, move 
to the other side, and repeat (100, Treasure Count: 2450). [For those of you who 
like completeness, behind the pillar directly across from the face is a chest 
containing 4 more Rope Arrows.] Once you have the eyes, climb back out of the 
pit (use your Rope Arrow now if you didn't use it to climb down). [Once more, 
for those who like completeness, remember that your Rope Arrows are 
retrievable.]

Once you are out of the pit, leave the room the way you came in. Climb down the 
ramp. At the foot of the ramp is a passageway. Go through it. Follow it as far 
as you can. When you get to the point where you can either go right or move 
forward a few more feet and THEN turn right, take the first right. (I hope that 
made sense.) At the end of that hall (you should be facing a barrel in front of 
an opening in the wall), turn left. See that hold near the floor in the left 
wall? Crouch down and go in there. Follow this passage all the way to the end. 
Exit out onto the top of the Bonehoard. Congratulations! You're a successful 
grave robber!


Section 8: Assassins (Mission 4)
================================
My best time on expert: 21 minutes, 18 seconds
Maximum Possible Treasure: 2705

8.1: Introduction
=================
"The ancient corruption was again contained. To do more would have upset the 
balance, but we knew to remain ever vigilant lest it resurface. Neither the 
Hammers nor the pagans could be trusted not to meddle."
     -- Keeper Annals


I had some money to spare after disposing of the Horn, so it seemed time to 
invest in some new..."tools". Farkus is one of the few merchants willing to risk 
selling to an idependent like me, and his prices are steep...but the other 
choice is to let one of the so-called "City Wardens" give me orders...AND take a 
cut of my profits. They'd been after me for years to join one of their stables, 
but I'm not interested. Maybe they'll get the idea and give up. More likely 
they'll just ramp up the threats. Nothing I can't handle if I'm careful. AND 
lucky. And my luck seems to have finally turned for the better....


8.2: Objectives: Normal and Hard
================================
1. Now that you've got the finest in lockpicks, you can go after more
   challenging -- and lucrative -- targets. How about the local Hammer
   Temple? Get at least 1,000 loot.

8.3: Objectives: Expert
=======================
1. Now that you've got the finest in lockpicks, you can go after more
   challenging -- and lucrative -- targets. How about the local Hammer
   Temple? Get at least 1,000 loot.
2. A true professional doesn't leave a mess. Don't kill anyone!

8.4: Simplified Objectives
==========================
1. Loot the Hammer Temple for at least 1,000.
2. Don't kill anyone.

NOTE: Your mission objectives will be changing VERY fast once you start the 
mission.

8.5: Before The Mission
=======================
What You'll Encounter: Human Guards (including Archers and Swordsmen), Burricks.

Starting Funds: Whatever you managed to acquire in the Bonehoard. (Maximum: 
2450.)

Starting Gear:

40 Broadhead Arrows
 4 Water Arrows
 2 Moss Arrows
 1 Set of Lock Picks
 1 Lockpicking Instructions

Items for Sale:

20 Broadhead Arrows (Cost: 25 each)
11 Water Arrows (Cost: 50 each)
 2 Fire Arrows (Cost: 300 each)
 8 Moss Arrows (Cost: 125 each)
 3 Healing Potions (Cost: 250 each)

NOTE: Once again, your sword and blackjack are not shown under the "Starting 
Gear" for this mission. However, you DO have them both.

Fire Arrows and Broadhead Arrows are pretty much useless in this mission, since 
you can't kill anyone. Since your supply of Water Arrows starts so small, you 
should buy a few more, to take care of any torches that will reveal your 
presence inside. Also, at the start of your mission you will have an opportunity 
to pick up a few items (see below)...so check what you will be getting and 
decide what you'll need then.

REMEMBER: Despite what your mission objectives tell you at the start of the 
mission, you will NOT be entering the Hammer Temple, but Ramirez' home. Prepare 
for THAT.

Recommended Purchases: 11 Water Arrows. Total Cost: 550

8.6: Notes Regarding This Mission
=================================
This is another mission that introduces a new aspect to Thief, and this time 
it's one that I enjoy far more than the traps: Lockpicking. [Note: A few times 
in this walkthrough I will tell you to pick a lock. You are carrying a set of 
lockpicking instructions. Read them.]

The beginning of this mission is a follow-the-leader type of mission. 
Unfortunately, the ones you are following sometimes take a different route back. 
I have only personally witnessed one, which is the one detailed below. If anyone 
knows of any additional features that should be noted on other routes, I would 
appreciate knowing about them.

The first time I went through this mission, it took me over an hour. Why? 
Because I like to be thorough the first time through...I took out every guard I 
could outside the house, so I could have free run if I needed to. But when I 
came back OUT of the house, there were new guards posted (they looked something 
like thieves), in slightly different areas. Since no alarm was raised, I can 
only assume that at some point in the game there is a "changing of the guard". 
Also, one of these new guards was positioned in a spot as to make the exit from 
the manor that I propose very difficult. As noted above, my best time is under 
half an hour...I assume that this "changing of the guard" takes place at a 
specified time like half an hour or one hour into the mission. (As an 
interesting tidbit, while exploring the grounds with the new guards in position, 
I noted that one of them was practically standing on the body of a guard I had 
hidden in shadows!)

[Note: I plan to rewrite the ending of this to include the "Get Back Home 
Safely" part of the mission, for those who want it. (Yes, this is here to remind 
me to do it. )]
 

8.7: Walkthrough
================
You start off in Farkus' store, having just purchased your new lock picks. As 
soon as you take a step though, and arrow comes slicing through the window and 
puts an end to Farkus's mercantile days. If you stop and listen, you'll hear the 
two assassins discussing the murder. That arrow was meant for you! How rude!

[NOTE: At this point, your mission objectives change to the following:

1. Loot the Hammer Temple for at least 1,000. (This one will have a mark
   in the box, indicating its irrelevance.)
2. Trail the thugs who just tried to assassinate you, without being
   detected.
3. Don't kill anyone. ]

Move around the store, and pick up the following items:

2 Water Arrows (beneath the shelf holding the Fire Arrows)
3 Fire Arrows (one on the counter, two more on a shelf near the window)
2 Moss Arrows (on the same shelf with the Water Arrows)
3 Rope Arrows (underneath the counter)
2 Noisemaker Arrows (underneath the counter)
3 Flash Bombs (one on the counter, two more underneath the counter)

[NOTE: Be VERY CAREFUL when picking up the items in the store. The first few 
times I did it, I was in such a rush I accidentally set off one of the flash 
bombs, alerting the assassins to my presence and prematurely ending the 
mission.]

You have to do this quickly, so the assassins don't get too far ahead and you 
lose their trail! [Note: I suggest that you do this WHILE they are discussing 
their sloppy handiwork. It saves time. Alternatively, if you are not that 
concerned with getting the best possible time, you can come back here and pick 
up the items AFTER you have followed the Assassins to their lair.]

Exit the shop, and turn right. Try to stick to the shadows as you move forward. 
Move forward, past the first turning on your left, and take the next left. Keep 
going, until you come to a point where You can move on or through a lighted 
archway. Continue forward.

At this point, if not before, you should have the assassins in sight. Since you 
have to follow them, I'm not going to walk you through their route back. 
Instead, I'll point out some highlights [Note that it would be wise to save your 
game a few times as you follow them]:

1: The lighted archway (mentioned above). At this point, no matter how careful 
you've been, the assassins stop for a moment to make sure no one is following 
them.

2: The metal bridge. You have two choices here. Use a Moss Arrow to cover the 
sound you make crossing, or wait until they are too far ahead to hear you. 
[Note: After crossing the bridge, the assassins turn left. ONCE, I saw them turn 
right. I didn't get a chance to follow them, as they heard me cross the bridge.] 
Once past the bridge and out of sight, they appear to pause and check to see if 
anyone is following again.

3: Stone ramp. For some reason, they can hear you at this point. Hang back, and 
wait for them to turn.

4: The wooden bridge. Sometimes, they hear you here, either on the bridge 
itself, or on the metal steps leading up to it. Tread softly. Also, their path 
at this point puts them in a position to see you if you're following far enough 
behind. Either stay close, or hang back.

5: Streetlamps. Just up past the wooden bridge is a street with lit streetlamps. 
Wait in the shadows here. At the far end of the road, they assassins turn to 
once again check to see if they're being followed. [Note: I have, on occassion, 
seen them skip checking here. I have no idea why.]

6: Ramp with three overhead lights (not streetlamps). Sometimes (again, I don't 
know why they do or don't) the assassins stop at the top to check behind them.

7: The Ramirez Mansion. This is where your journey ends. As Garrett is talking 
to himself about what to do, one of the assassins turns to take a last look 
behind.

[NOTE: At this point, your mission objectives change to the following:

1. Trail the thugs who just tried to assassinate you, without being
   detected. (This one should be checked).
2. Time to show Ramirez who the real criminal mastermind is. Break into
   his mansion and take what he values most -- his wealth. The purse
   from his belt should make the point.
3. Loot the mansion for valuables. You need at least 2,000 worth.
4. Locate his prized silver fire-poker. It's worth quite a bit.
5. Get out of the mansion.
6. Don't kill anyone.]

ADDITIONAL FEATURES: On other routes that the Assassins can take, you may note 
the following:

8: Long metal ramp. If the Assassins move down a long metal ramp, DO NOT FOLLOW 
THEM DOWN IT! Instead, walk along the left and fire a Moss Arrow down at the 
base of the ramp. Then drop onto the moss, and continue.

Once the last assassin as gone inside, move up to the entrance, and listen to 
the conversation the guards are having. Hmm...I wonder if that has anything to 
do with you?

SAVE YOUR GAME! It would be a shame to go through that whole follow-the-leader 
routine again. Once you hear the guards start to move off, move almost 
immediately forward. However, don't go too far. Stay in the shadows. One of the 
guards will be coming back very quickly, and you'll be able to club him with 
your blackjack. [Note: There is a dark area across and to the left of the 
mansion (as you face away from it), which you can hide bodies in.]

Once he's taken care of, you can either go forward through the main entrance 
(careful, there's a guard right inside that might be facing your way!), or down 
one of the gravel paths, left or right. While any of these directions will get 
you into the mansion, my preferred way is going left. So, go left, being sure to 
walk carefully on the gravel path (use a Moss Arrow if you need to...there's a 
guard on a walkway right above you!).

[NOTE: An third route into the grounds has been suggested...try to get in 
through the waterway/sewer system. The flow of the water is forcefully against 
you, but I've been told it can be done.]

SAVE YOUR GAME! Now, this is a patrol area. Move forward onto the grass, and 
turn left. Stay in the shadows. Move all the way to the end, and turn right. You 
should see a guard walking away from you, and a very large shadowy area. Move 
into that area, and stay there. There should be a guard walking towards this 
area very soon, if he's not already. (If you've seen him before this point, you 
weren't moving fast enough, and were probably seen by him.) Knock him out, grab 
his body, and move forward. There's a narrow space between the outer wall and 
the mansion up ahead, with a door in the outer wall. You'll need to pick the 
lock to get in, but don't worry, you have time. Once you get the door open, go 
inside. It's safe to hide the body in here. There is also a flash bomb and two 
mines on the floor near the ladder. Climb up the ladder. Once at the top, turn 
right. You should be looking out a "window" at a low roof portion of the 
mansion.

SAVE YOUR GAME! You might be heard when you try this. Jump out the window and 
land on the roof portion. Turn left, and mantle up onto the balcony. Go inside. 
Congratulations, you've made it into the mansion proper! :)

Immediately upon entering, turn to your right, and go through the door there. 
Nice bathroom, isn't it? Plenty of stuff for a taffer like you. Unfortunately, 
you're going to have to splash around a bit to get everything in here, so jump 
in and start collecting treasures. (You may want to save your game before doing 
this, just in case someone is close enough to hear.) You will get the following: 
four Golden Candlesticks (50, 50, 50, 50, Treasure Count: 50, 100, 150, 200), 
two fancy goblets (15, 15, Treasure Count: 215, 230), a bottle of fine wine (50, 
Treasure Count: 280), and a jewelled bracelet (125, Treasure Count: 405). Hop 
out of the tub, and go back into the main bedroom.

Okay, time to pick up some more loot. In front of the fireplace, pick up two 
more bottles of wine (50, 50, Treasure Count: 455, 505), two gold goblets (25, 
25, Treasure Count: 530, 555), and a golden dinner plate (50, Treasure Count: 
605). Now, see the bed? Go over to the far side, and there will be a chest 
against the wall. If you like, go ahead and pick the lock on the chest. All that 
is inside is a key to the basement, which you won't need (you can pick that lock 
too). However, look straight down onto the carpet. It may be difficult to see, 
but there is a ring on the floor here (100, Treasure Count: 705). Now, turn back 
and go to the fireplace again. Look up on the mantle, and grab the vase (100, 
Treasure Count: 805). Put out the fire with a Water Arrow, crouch down, and move 
into the fireplace. First, turn right, and look down. Someone carelessly dropped 
a diamond in here (100, Treasure Count: 905). Turn around 180 degrees, and look 
up (if you're still crouched). Pull the lever, and a secret door to your right 
will open. Move through (you need to be crouched to fit through), and almost 
immediately to your right, on the wall, is Ramirez' prized silver fire-poker 
(200, Treasure Count: 1105). Move forward, and turn left.

SAVE YOUR GAME! It's possible for you to be overheard in here. Walk forward, and 
open the chest to get a small sack of gold (100, Treasure Count: 1205). Now work 
your way back through the fireplace into Ramirez' bedroom again, turn to the 
right, and move over to the door.

SAVE YOUR GAME! This door opens into a small, dark hallway, and there is a guard 
out there patrolling the main hallway. If the guard is nearby and sees or hears 
you, you'll be glad you saved. If you get the chance, take care of him. [Note: 
He has a key on his belt you can pickpocket, if you like.] Also tread slowly up 
hear, as there are windows that open into a courtyard outside, where two guards 
can hear you.

Move to the end of this small dark hallway, and turn right. Go into the first 
door on your right (you'll need to pick the lock). Take the vase off of the 
fireplace mantle (50, Treasure Count: 1255), and leave the room. Turn right in 
the hallway, and enter the next room on your right (again, pick the lock).  Take 
the ring off of the table in the far corner (100, Treasure Count: 1355), and the 
golden vase off of the fireplace mantle (100, Treasure Count: 1455). Leave the 
room, turn right, and take the next LEFT turn.

SAVE YOUR GAME! You're walking through an area now where there is a guard below 
you. That large opening to your right opens down onto the main entrance. Hug the 
left wall (if you want to feel safer, crouch, but it's not necessary), and SNEAK 
all the way down to the end of this hall. Stop before entering the next hallway 
though...there are two servants having a conversation. (You may need to edge 
forward a bit to get them started.) Listen for a little while...hmmm, so Ramirez 
is in the basement, is he?

[Note: For those of you that would rather be doing something instead of just 
waiting around, there is a door directly ahead of you. You can get in without 
being spotted. Once inside, turn left, and head to the door at the far end. Once 
you get there, turn left, and you'll see a chest on the ground. Pick the lock, 
and you'll get a speed potion. Then open this door, move into the hall (if the 
servants are gone...if not, wait), open the door opposite you, and move into 
that room. Pick up the walkthrough at the second paragraph below.]

Once they've ended their conversation and you can hear the their footsteps, 
enter the hall and turn left (ignore the door directly ahead), and take the 
first right into another dark hallway. Go through the door on the left.

Time to add to your collection of Ramirez Originals. Turn to your right, and 
grab everything in sight: two bottles of wine (50, 50, Treasure Count: 1505, 
1555), two golden goblets (25, 25, Treasure Count: 1580, 1605), a golden dinner 
plate (50, Treasure Count: 1655), and five more fancy goblets (15, 15, 15, 15, 
15, Treasure Count: 1670, 1685, 1700, 1715, 1730). Then leave through the door 
you entered, turn left, and go through the door directly ahead.

[Note: On more than one occassion, the door to the room where you just picked up 
all that treasure just disappeared. I couldn't see it, and there was no way to 
close it. I don't know why this happened.]

You may wish to move carefully through this room...the floor makes your 
footsteps particularly loud. As soon as you've entered, turn left, then take the 
first right, then left again. Turn left and climb the stairs. Once upstairs, 
move all the way down to the desk at the end, and take the two golden 
candlesticks (50, 50, Treasure Count: 1780, 1830). Then turn left (as you're 
facing the desk), and move into the shadowy alcove ahead. Turn right, look down, 
and pick the lock on this chest to get another ring (100, Treasure Count: 1930). 
Make your way back down the stairs, turn right, then left, then left again.

Move forward a step or two. You should now be in the library, facing a pair of 
double doors, with a roaring fireplace to your right. Turn to your right, and to 
the right of the fireplace you should see a dark area surrounded on three sides 
by bookshelves. Enter that area, and face the wall of books on the same wall as 
the fireplace (if I've confused you, use your compass...it's the southern 
bookcase). Look around until one of the books is highlighted...it will be on the 
third shelf from the top, second shelf over, first book. Pull on the book, and 
you'll open another secret door. Turn right, and move forward...go through the 
secret door you've opened, and move to the end of the passage, where you'll find 
a ladder leading down.

SAVE YOUR GAME! There are a few guards at the bottom of this ladder. Sit here 
and listen for a bit...they're talking about the men who tried to assassinate 
you tonight. Once they leave (listen until you hear the door close behind them), 
climb down the ladder. With the ladder at your back, move ahead into the next 
room. If you want to open the chest, go ahead. It contains two flash bombs, 
which you won't need. The gold on the table, however, is a different story. Take 
all six stacks of coins (25, 25, 25, 25, 25, 25, Treasure Count: 1955, 1980, 
2005, 2030, 2055, 2080). Turn left, move forward, and turn left again. Open the 
chest in front of you to get another stack of gold coins (25, Treasure Count: 
2105). Turn left. You should be able to see two doors, one in the wall opposite 
you, and one in the wall to your right. Head for the one opposite you.

[Note: Apparently, it is possible to get into the room below with the guards 
still in it, without them noticing you. Someone wrote to me saying they 
accidentally fell off the ladder into the room, and the guards never noticed at 
all!]

SAVE YOUR GAME! The hallway you are about to enter is a patrol area. If 
necessary, deal with any guards you come across appropriately. [Note that some 
of them have keys you can lift off their belts.]

Go through the door, step out into the hall, and turn right. Step into the next 
hall, and turn right again. Go through the first door on your left. On the table 
on the right side of the room you'll find a necklace (200, Treasure Count 2305). 
Beside the table is another door. Go through it, and turn right. Ahead of you is 
another door. Head for it, but before going through it, turn right, and pick up 
the bottle of wine (50, Treasure Count: 2355) and the golden goblet (25, 
Treasure Count: 2380).

SAVE YOUR GAME! You're going back into the hallway, which is still a patrol 
area.

Go through the door, turn left, and go through the door directly ahead of you 
(pick the lock). Turn right, and then left. Follow this hall to the end, where 
you'll find a door on the left. Pick it, and go through it into the basement.

In the room at the bottom of the stairs, turn right, and follow the hall until 
you can turn left. Do so, and then take the very first left, right in front of 
you. Follow this corridor all the way to the end, ignoring the turning to the 
right, and you'll be stopped by a door.

SAVE YOUR GAME! Pick this lock, go through, and turn left. You want to go into 
the first left turn, but be careful about it. Crouch, hide in shadows, edge 
forward slightly.

This is Ramirez himself. You can either knock him out and take the purse off his 
belt, or lift it off and then knock him out. Either way the result is the same 
(250, Treasure Count: 2630).

[Note: If Ramirez pulled the bell-pull, wait around in the shadows. A servant is 
coming to leave a tray for him. Either take him out when you get the chance, or 
simply let him go through...he will put the tray down and leave. Also, I've been 
told that if the alarm has been sounded, there will be a guard in this room with 
Ramirez. Apparently, you can blackjack him and pick up the body before Ramirez 
turns around to see.]

On the table in the dark area, there are 6 Water Arrows and 4 Moss Arrows. On a 
shelf opposite from the bellpull you'll find two stacks of gold coins (25, 25, 
Treasure Count: 2655, 2680). On the shelf at the back of the room is a speed 
potion, a flash bomb, and a key. The key is needed to open the two chests in 
this room...their locks cannot be picked. You can ignore the chest on the 
floor...it only contains some documents of Ramirez'. The chest on the back 
counter, however, holds another stack of gold coins (25, Treasure Count: 2705).

Okay Garrett, time for you to leave! Exit the room the way you came in, turn 
right, and go through the first door on your right. Follow this hallway all the 
way to the end, and turn right, and immediately turn right again. Move forward 
into the next room, turn left, and climb the stairs.

SAVE YOUR GAME! You're entering the ground floor again, and the halls are still 
patrol areas. Go through the door, turn right, and at the end of the hall turn 
right again. Go through the door on your left, and then go through the next door 
on your left. You should now be back in the guard room with the ladder. Take the 
ladder up, and follow the passage back to the library. Once there turn left, 
move forward until you have a set of double doors on your right. Turn and face 
them.

SAVE YOUR GAME! You might accidentally attract some attention outside. You need 
to pick the lock on one of these doors (either one, your choice). Once that is 
done, go through, turn left, and hop onto the roofing you see ahead of you. Turn 
right, so you're facing a door across a gap. Look down, and you'll see a ladder 
beneath the door. Line yourself up with the ladder, move forward until you fall, 
and catch the ladder. Climb the ladder down to the water level (once you reach 
it, you won't be able to go any down any further), then jump off the ladder into 
the water (don't worry...you're so close, you won't make a big splash). Swim 
under the water, following the current. Turn left up ahead, and let the current 
flush you out the rest of the way. Congratulations! You've shown Ramirez who's 
the REAL criminal mastermind!

[Note: It IS possible to simply jump off the balcony into the water and swim out 
that way...but not only does this lack finesse, but then you run the risk of 
alerting the guards to your presence (assuming you haven't already). If they DO 
become aware of you, then apparently (I haven't tried this yet) you get another 
mission objective: Get back to your own area of the city. I will try to include 
that portion in a later version of this FAQ.]


Section 9: The Sword (Mission 5)
================================
My best time on expert: 43 minutes, 8 seconds
Maximum Possible Treasure: 2636

9.1: Introduction
=================
"Builds your roofs of dead wood. Builds your walls of dead stone. Builds your 
dreams of dead thoughts. Comes crying laughing singing back to life, takes what 
you steal, and pulls the skins from your dead bones shrieking."
     -- Clay tablet in an abandoned Trickster temple


I was contacted by a woman named Victoria. She claims to represent a client who 
was impressed by the way I took care of Ramirez, and now wants me to steal 
something for him. The target is a magical sword, owned by a nobleman and 
collector named Constantine. Little is known about Constantine except that he is 
an eccentric new face in this city, and mostly keeps to himself. Victoria says 
the sword will probably be on display, but it will be well protected by guards 
and security systems. She also mentioned that the guards are tough and 
organized, and the mansion is confusing to navigate in.

The house was constructed recently, so I've had to piece together my own map, 
from observation and hearsay. Sounds like the place is a bit of a maze. I guess 
if you're rich enough you can build any sort of madhouse to live in.

This is going to be a challenging job, but it will pay better than the last few 
I've taken. As usual, the front entrance is heavily guarded, but I've managed to 
find another way in. 'Course once I've picked up the sword I'll still have to 
worry about getting back out....


9.2: Objectives: Normal and Hard
================================
1. Find and obtain the sword. It's probably on an upper level of the
   mansion.
2. Take the opportunity to steal other valuables.
3. Leave the mansion with the sword.

9.3: Objectives: Expert
=======================
1. Find and obtain the sword. It's probably on an upper level of the
   mansion.
2. Take the opportunity to steal other valuables.
3. Pull off the job without having to kill anyone.
4. While you're in the mansion, see if you can dig up any valuable
   informatin about Constantine.
5. Leave the mansion with the sword.

9.4: Simplified Objectives
==========================
1. Find and obtain the sword by searching upstairs.
2. Pick up 1,500 in additional loot while you're in here.
3. Don't kill any of the guards.
4. Find some incriminating information on Constantine.
5. Get out of the mansion.

9.5: Before The Mission
=======================
What You'll Encounter: Human Guards (Swordsmen), Fly Swarms.

Starting Funds: Whatever you managed to acquire from Ramirez. (Maximum: 2705.)

Starting Gear:

25 Broadhead Arrows
 4 Water Arrows
 4 Fire Arrows
 2 Moss Arrows
 3 Rope Arrows
 3 Noisemaker Arrows
 2 Flash Bombs
 1 Set of Lockpicks

Items for Sale:

30 Broadhead Arrows (Cost: 25 each)
20 Water Arrows (Cost: 50 each)
 8 Fire Arrows (Cost: 300 each)
 8 Moss Arrows (Cost: 125 each)
 5 Rope Arrows (Cost: 200 each)
 8 Noisemaker Arrows (Cost: 250 each)
 5 Flash Bombs (Cost: 200 each)
 7 Mines (Cost: 350 each)
 3 Healing Potions (Cost: 250 each)

NOTE: I do not know why your sword and blackjack are not shown under the 
"Starting Gear" for this mission, but you DO start with them.

Ignore the Broadheads, the Fire Arrows, and the Mines...you can't kill anyone, 
so they are all but useless. On the other hand, you will find plenty of torches 
to douse, and you'll need to, so stock up on Water Arrows. Likewise, Moss Arrows 
will be a great asset in this mission. Recall that your Rope Arrows are RE-
USABLE! One you've finished using one, collect it so you can use it again. There 
are no areas where you will NOT be able to collect your spent arrow, so you 
don't need to waste your money there. Flash Bombs are noisy, and unnecessary in 
this mission. Finally, healing potions won't be needed unless you fall prey to 
some of the traps in Constantine's mansion...and this walkthrough is to help you 
AVOID those traps! However, there is nothing else to spend your money on, and 
you never know what might happen, so go ahead and buy one or two.

Recommended Purchases: 20 Water Arrows, 8 Moss Arrows. Total Cost: 2000

9.6: Notes Regarding This Mission
=================================
This is a VERY difficult mission. It is nearly impossible to move around on the 
first level of the mansion due to the heavy traffic of guards and the tile 
flooring. Consider the entire first level a patrol area. Take out ANY guard, ANY 
chance you get. (Note that you are quietest on tile when you walk while 
crouching.)

Be aware that some of the treasures you find are purses on guards belts. There 
are four in total...three worth 100 each, and a fourth worth 50.

Also, the place can be somewhat disorienting...some areas of the house look like 
a cross between Alice in Wonderland and Winchester Mansion.
(For those unfamiliar with Winchester Mansion, check out 
http://www.ghosts.org/faq/3-8.html and 
http://www.ghosts.org/haunted/haunted.html)

Take note that there are some strange, mystical traps on this level. You may 
notice some sort of protrusion coming out of a wall with a strange symbol on it. 
If you examine it too closely, the symbol will "fly out at you", and the trap 
will be set off.

Also note that the locations of the guards as noted in this walkthrough may very 
well be dependent on timing. For example, in one instance, I opened a door and 
there was a guard RIGHT THERE. I was able to pick his pocket and club him 
immediately, and it was just luck I was in the right place at the right time. If 
something doesn't work for you, and you find an alternate method, I would very 
much appreciate hearing about it.

This mission is the first time you really have to deal with a lot of unavoidable 
hard surfaces. For help on getting through those areas, look at Section 3.5 
above.

NOTE: Once again, I've been told that my walkthrough may be overly detailed (ie: 
A lot of unnecessary things being done), so this is yet another one that may 
have a re-write. (Yup, you guessed it...this is here to remind me to do it 
later.)


9.7: Walkthrough
================
You start this mission over the wall, inside the grounds of Constantine's 
mansion. Before going into the mansion itself, however, turn right, and move 
forward. The spot you want to hide in is in the shadow of the balcony above, 
where you can see the gate and a stone walkway. Wait in these shadows, and 
listen to the guards' conversation for a moment. Shortly after that, one of them 
will come into your view. Watch him, he'll walk towards your area, though not to 
close at first. When he turns around to head back, he'll be close enough. He's 
got a purse on his belt (100, Treasure Count: 100). Once you've lifted it, knock 
him out QUICK...he's good at spotting you. Even if he starts to give some sort 
of shout, you should be able to take him out with your blackjack. [Note: For 
those of you who are uninterested in the honourable mention of picking pockets, 
you can try to just knock him out BEFORE getting the purse...it may be less 
risky.]

[An alternative is to wait in the shadows ACROSS from the balcony instead of 
beneath. You'll have to watch the guard's turns though, as he doesn't come near 
you...you'll need to watch to know when to move in on him.]

Once you've got this guard safely tucked away, return to where you started, and 
go in the other direction (the one you started facing in). Move forward until 
you are in the next shadowy area. Now, turn to face the mansion, and look up. 
See that small wooden area up above? Shoot a Rope Arrow at it (try to get it as 
close to the outer edge [i.e.: edge furthest from the house] as you can). Then 
climb up. Jump off onto the balcony to your left.

To retrieve your Rope Arrow, climb up onto the balcony's ledge, look up so 
you're facing the arrow, and jump straight up (NOT forward!). The arrow should 
highlight, at which point you can grab it.

Move over to the balcony doors, open, and enter. Immediately to your left will 
be some bunk beds. Beside the closest one, on the ground, are three stacks of 
silver coins (12, 12, 12, Treasure Count: 112, 124, 136). The door immediately 
across from the one you entered by is locked, and cannot be picked. Move to the 
right (as you are facing said door), into the next small area. There's a hole in 
the floor, with a ladder. Make your way down to the next level. Once down, turn 
left (as you're facing the ladder), and go through the opening ahead. Turn 
right, and you should be facing a door. [Note: There are some wooden alcoves 
along the left side of the room. In the furthest one is a Flash Bomb, and the 
one beside it has a Land Mine on the floor.]

SAVE YOUR GAME! This is where things start to get interesting and dangerous. The 
door in front of you opens onto a hallway with some patrolling guards. The 
hallway's floors are hard tile (very loud) and are carpetted at intervals, but 
not enough to make your job easy. Also, the guards like to go in and out of the 
rooms. (Note: This room you are currently in is a good place to hide bodies.)

A good place to set up your first ambush is right outside this door. Open the 
door, and just to the right is a corner. Shoot a Moss Arrow on the floor between 
the two carpets, creating a "bridge". (You may also want to use a Water Arrow on 
the torch just above and to your right.) Now, when the guard comes through here, 
you can club him (and get the key from his belt). (Note that this ambush is for 
the guard walking up and down the corridor to your right...the one you can look 
down after opening the door in this room.)

SAVE YOUR GAME! Whenever you take out a guard successfully, it is cause for 
celebration. Save your game when you do each one. Your next ambush should be 
down the hall to your left, and it kind of tricky. Open the door, move out into 
the hall, and turn left. Move past the first three doors on your right, but stop 
just after that third one. Now, position yourself so that you are on the corner 
of the rug (closest to the side of the hall with the door), turn around, CROUCH, 
and wait. You should be hidden from the guard's view at this point. He's going 
to come out of that door. When he does, lift the purse from his belt (50, 
Treasure Count: 186), and club him.

Next, move through the farthest door on your right. You should be in a kitchen. 
Ahead on your left, you should see a gold-gilded vase (50, Treasure Count: 236). 
Once you've grabbed that, turn right so you're facing a doorway (not a door) 
into the dining room.

SAVE YOUR GAME! This next part is very difficult, thanks to the tile floor. Move 
towards the opening until you have a clear shot at the torch burning in there, 
and take it out with a Water Arrow. (Note that you will have to walk on some 
tile to do this part, so tread carefully.)

At the far end of the room (from where you are), a patrolling guard will walk 
into the room, up to the door on his end, turn around, and walk back out. The 
quickest way that I have found to handle him is this: creep over to the end of 
the room, and move towards the door where he makes his turn. Crouch there, and 
wait for him. When he comes close enough, lift the key off his belt, and after 
he's turned, move forward CAREFULLY and then club him. (Now that this room is 
dark, it's okay to hide bodies in here as well.) Note that this is a VERY 
difficult procedure, as usually the tiniest move on the tile alerts him to your 
presence.

Once the guard is dispatched (or, if you've got the time, before), there is a 
golden candlestick in the centre of the table in this room (50, Treasure Count: 
286). (The other two are just regular candlesticks.)

There's another nearby treasure that we may as well take care of now as well. Go 
through the door that you were waiting in front of, turn left, and go through 
the first door on your left. Move to the pillar at the far end of the room, and 
look down on its left side. There's a safe of sorts there. Pick the lock, and 
get the golden plate (50, Treasure Count: 336). There's also a Healing Potion in 
there. Turn around, go back through the door you came in, turn right, and go 
through the first door on your left. You should be back in the dining room.

SAVE YOUR GAME! Although this section of the mansion should now be secure, we're 
not done yet. There is a guard nearby, upstairs. We want to attract his 
attention. RUN around the table (face towards the kitchen, run to the end of the 
table, then turn and run back on the other side of the table). Then move over to 
the entrance to the well lit room (there's a large hole in its ceiling, and a 
staircase at one end that you can't see unless you go into the room). Wait here, 
in the shadows. Soon, if he heard you, the guard will come, but he WON'T come 
this far. As soon as he starts walking away, move into the room and club him. 
(You may need to get him on the stairs) This manoeuvre is worth doing, as he is 
the only guard on the second level. (If the guard upstairs did NOT hear you, 
repeat the manoeuvre until he does.)

EXPERIMENT AREA: I have only tried to bushwhack the upstairs guard in this 
manner once (the other time I got him upstairs with the help of a Moss Arrow). I 
am not entirely sure that the run-around-the-table method will always work...his 
position upstairs when he hears you might determine how close he comes to you 
downstairs. If anyone discovers any information on this, I would be very 
interested in hearing about it.

Move into the well-lit room across from you. Move through it, and into the next 
room (careful...tile floor again!). You should now be in a bar.

SAVE YOUR GAME! This part may not always work. Move to the opposite end of the 
room from which you entered, to the door. This opens onto the hallway (you 
should have the bar to your back). Open the door, and wait. There's a guard that 
will come by, but he will turn and go into the area across from you, with the 
wooden floor. Sneak up on him, grab his key, and club him. [Note: At this point 
in the walkthrough, I was about 10 minutes into the mission...if your timing is 
similar, you'll catch this guard almost immediately. If your time differs from 
mine, you MAY catch the guard coming the other way.]

With that guard taken care of, this section of the mansion is clear, except for 
one other. He's not too close, so for now, you don't need to worry about the 
tile. Back in the bar, move behind the bar itself. On the far left shelf, you'll 
find two bottles of wine (50, 50, Treasure Count: 386, 436). Now, turn around, 
so you are facing the bar, and look down...there should be a secret panel in the 
bar. Open it, and collect the three golden goblets (25, 25, 25, Treasure Count: 
461, 486, 511). You may have to do a bit of hunting for them, but they're there. 
Once you've got them, move back to the door you used before, and go into the 
hallway. Turn right, and go through the first door you come to on your left. 
Once inside, turn right, and go pick up the vase off the table (100, Treasure 
Count: 611). Go back into the hall, turn left, and go through the first door on 
your right. Pick up the two goblets from the coffin-shaped table (15, 15, 
Treasure Count: 626, 641).

SAVE YOUR GAME! There's one more guard in the mansion proper on this level, and 
he's close. There is another door in this room besides the one you entered 
through. Open it, and move carefully into the hall. See the doorway across from 
you, leading into a room with cavern-like walls? You want to go in there. Before 
you do though, you may want to use a Water Arrow to put out the torch. Once 
you've done that, you can enter the short hall, and take the turn on your right. 
Don't be too anxious...that guard is VERY close. See him walking his patrol down 
there? It's not a very large patrol, so you'll have to time your move just 
right. When you've got it, go down there and send him to bed. The chest holds a 
healing potion.

Okay, we're pretty much finished here. [For those of you who like to find 
everything, out in the hallway, turn left, and examine the fire-fountain. 
There's a Fire Arrow in there.] Go back into the hallway, turn right, and follow 
the corridor. Turn left at the corner, and keep moving forward until you come to 
an opening on your right with wooden flooring (this is the room across from the 
bar). Turn into there, and then take the stairs up to the next level. (No, we 
are not done downstairs yet, but we need something from upstairs first.)

Go through the double-doors at the top of the stairs. In the hallway, turn left 
and move all the way down the hall, turning into the last room on your left. It 
should be fairly dark with a roaring fireplace. Face the fireplace, crouch, and 
move into the fireplace (stick to the left side). Once you're in the back of the 
fireplace, turn left, and pull yourself up onto the ledge back there. Grab the 
gold nugget (100, Treasure Count: 741). Now, make your way back out of the 
fireplace.

In the one corner of the room, you should see a chest now. This chest is 
trapped...when you open it, the faces in the walls shoot purple energy balls out 
of their mouths at you. So, face the chest at an angle, stay back, and open it. 
You should avoid the traps, and get another gold nuggest (100, Treasure Count: 
841). Go back out into the hall, and turn right.

[Note: While unnecessary to do this, you may feel you need another healing 
potion. If so, when you are out in the hall, turn left instead of right, then 
turn right at the corner. Go down this hall and take the first left, into a dark 
guardroom. There are two chests in here, both locked. The one on the left 
contains a healing potion, the one on the right contains a deer's leg. When 
you're done, make your way back to just outside the fireplace room.]

Move forward, and go through the next door on your right. Ignore the door in the 
room across from you, it just opens onto a wall section with a face carved into 
it. Turn righ. There are two tables in front of you. On the left table you'll 
find two goblets (15, 15, Treasure Count: 856, 871). One is slightly hidden 
behind the potted plant, so move far back into the room to get to it. On the 
right table is a papyrus, which you can ignore. Leave the room, turn right, and 
go through the next door on your left (you'll need to pick the lock).

Inside, you should see a bed at the other end of the room. Move towards it, and 
go to the left side of the bed. Look at the ground here, carefully. Hidden in 
the pattern on the carpet is a key. Once you've got the key, turn right. See 
that face on the wall? Move towards it, but stay on the right side of the face, 
and not to close. Then, inch your way forward until you can grab the two rough 
diamonds (50, 50, Treasure Count: 921, 971). (The trap should go off when you've 
got the diamonds within reach, ie: one of them is highlighted). Turn around and 
leave the way you came in.

Back in the hall, turn left, and move forward. Take the set of double-doors on 
your right, and go back down the stairs. Once at the bottom, turn right, and 
move forward to the doorway ahead, but do not go through it just yet.

SAVE YOUR GAME! Hard tile will give you away every time. Sneak into the hallway, 
turn right, and move forward, turning left at the corner. (Before you do take 
that left turn, you may want to consider using a Water Arrow on that torch in 
the corner.) You should see a grassy area ahead. There may be a guard or two 
patrolling through there, so tread carefully.

As soon as you hit grass, turn slightly to the left and move into the dark patch 
ahead, just to the left of the canal. This is a very good place to hide, both 
for yourself and any bodies you create. Turn around so that you are facing the 
opening you came through, and wait. Soon, you'll see a guard approaching from an 
area to the left. Wait until he's turned around, then run up behind him, lift 
the purse off his belt (100, Treasure Count: 1071), and knock him out. (If you 
needed to put out the torch because a guard was noticing you, this will be the 
same guard.)

[Note: If you look into the water in any of the rooms that it's in, you may spot 
a Water Arrow at the bottom. If you like, once all the guards are taken care of 
you can swim around these waterways collecting them. You will be using a lot of 
Water Arrows on the third level, so this may not be such a bad idea.]

Once he's taken care of, this section of the garden will be clear of guards. 
Move to the entrance you used to come into the garden, and move past it (keeping 
it on your right). Turn right at the next opening, and move across through the 
next room, into an odd looking room with water floating near the ceiling. Move 
to the end of the room, and turn left. Hidden in a small patch of dark here are 
two stacks of gold coins (25, 25, Treasure Count: 1096, 1121). Now, move to 
stand beneath the water.

SAVE YOUR GAME! This next part can be a little bit tricky. Look up, through the 
water. Shoot a Rope Arrow up and through the water, grabbing a hold of the 
wooden area above. Climb up into the next room. On a table in this room is a 
golden-gilded vase (50, Treasure Count: 1171). Once you've grabbed it, go back 
to the water (grab your Rope Arrow if possible), and jump in. You'll fall safely 
through to the room below.

Once down there, exit the room. In the next room, take the first path on the 
right. Take it until you can see the gilded vase, and grab it (50, Treasure 
Count: 1221). Now, turn left, move forward, and take the exit on the right. Move 
through the next room, into a nursery of sorts (a plant nursery). Move to the 
end of the room opposite from the doorway, and turn left. Take the stairs down.

This door is locked, and cannot be picked. However, the key you picked up 
upstairs will unlock it. Move through the door, and follow the path. At the 
first T-junction, turn  right (left is a dead end). At the next T-junction, turn 
either left or right, it doesn't matter. Move until you come to an opening (on 
your right or left, depending on which side you followed), and move in. There 
should be a chair and a couple of tables in this room. Pick up the bottle of 
wine (50, Treasure Count: 1271) and the goblet (15, Treasure Count: 1286) off of 
the one table. Look underneath that table, and you'll find a papyrus. Get it, 
and read it. This is the incriminating evidence against Constantine you've been 
looking for. (If you'd like, you can read throught the book of magic on the next 
table as well.) That's all you need down here, so leave this area the way you 
came in. Once you're back at the top of the stairway, turn right, and leave the 
nursery.

In the next room, turn right, and you should see a door. It's locked. You can 
pick this lock if you like, or use one of the keys you pilfered from the guards 
earlier. Inside, on the floor on the right, you'll find two golden vases (100, 
100, Treasure Count: 1386, 1486). Exit this room, turn left, and move into the 
grassy area.

SAVE YOUR GAME! Merely a precaution, at this point, but better safe than sorry. 
Jump into the well in this room (pick up the Water Arrow at the bottom if you'd 
like), and swim through the tunnel into the larger area. As soon as you're 
there, turn right, and swim forward, hugging the right wall. (You can pick up 
another Water Arrow here, on your left beside the pillar.) Swim straight down 
through the hole in the floor, and follow the tunnel you've entered to a T-
junction. Turn left, and follow the waterway for just a little (until the large 
plant on your left is behind you), and pull yourself out of the water. Move 
slowly over to the opening on your right. If the guard beyond is not too close, 
move into the opening, hiding in the shadows. When the guard does walk by, move 
forward, lift the purse from his belt (100, Treasure Count: 1586), and knock him 
out.

You've now got this section all to yourself as well. Facing the waterway in this 
room, there should be an exit in the wall on your left. Go through it.

[Note: In this room, the overhang has a Moss Arrow on top of it. To get it, move 
to the opposite end of the room {directly opposite from the door you entered), 
turn around, jump, and mantle up onto the overhang. Grab the Moss Arrow, then 
fall back down to floor level.]

There is a second exit in this room. Go through it, turn right, and at the T-
junction, turn right again. Follow this passage until you can turn left. Do so, 
and move forward, stopping in front of the flower on the ground in front of you.

This is the most insidiously hidden treasure I've encountered (with the ring on 
the carpet in "Assassins" a close second). Look down at the plant. The stamen is 
a gold nugget (100, Treasure Count: 1686).

EXPERIMENT AREA: If you move just a little further from this point and turn 
left, you'll find a tunnel with a glowing mushroom at the end. If you try to 
pick this mushroom up, it disappears from the ground, and the lights go out in 
here, but it does not appear in your inventory. Does anyone know what this is 
all about?

From this plant, move forward and take the very first left. Continue down this 
tunnel until you have to stop, and turn either left or right.

If you want to get yourself another Moss Arrow, turn right, then turn left, and 
then take the next right. At the end of this darkened tunnel you'll find a Moss 
Arrow on the ground. Then work your way back to the intersection.

Turn left, and head forward, following this tunnel all the way until you emerge 
back in the room where you clubbed the last guard. At the other end of the room 
from where you are is the canal. Dive in.

SAVE YOUR GAME! If the timing here is just right, you can (possibly) get caught. 
There's another Water Arrow you can pick up here, underwater at about the 
"centre" of the canal. Follow the canal all the way to the end (there will be 
another Water Arrow very close to the end, and at one point you will have to 
dive to swim under an overhang), turn left, and pull yourself up out of the 
water. Hide in the shadows here, and wait. Another guard will be coming by. Once 
he's turned so his back is to you, send him off to dreamland.

In this room that you've entered via the waterway, there will be a wooden 
staircase on the other side of the canal. Jump the canal onto the staircase. 
Once across, climb the stairs, and follow the passageway until you come to a set 
of locked double-doors. Go through them (either pick the lock, or use the key 
you found upstairs). Move down to the end of the large room, and pick up the 
four golden goblets on the altar (25, 25, 25, 25, Treasure Count: 1711, 1736, 
1761, 1786). (Ignore the door on the right side of the room...it's lock cannot 
be picked, and there is no key for it.) Leave the room the way you came in, 
follow the tunnel back to the stairs, and jump the canal again. Move into the 
hallway where you whacked the guard, turn left, and follow it until you need to 
turn either left or right.

SAVE YOUR GAME! There is one more guard on this level, an we're about to take 
him out. Hide in the shadows here, and turn so that you are looking into the 
room on your right. Wait, and a guard will enter. Once his circuit has led him 
past you, sneak up behind and him, pick the key off his belt, and knock him out. 
Turn so you are facing the side of the room  that the guard entered from (the 
west side), and move through the leftmost exit, stopping just before you enter 
an open, green area.

[For those of you that want to find everything, turn right here, and move down 
the corridor until you reach a glowing niche, where you would expect to find a 
torch. There is a Fire Arrow there. Return to the open green area, enter it, and 
on a shelf at the far end is a Flash Bomb. Now, return to the spot above.]

Turn left, and go back into the mansion proper. At the corner turn right, then 
turn left at the next corner. Move down this corridor, ignore the first right, 
take the second right, and climb the stairs.

SAVE YOUR GAME! A jump is required here, and if you fail, I'm sure you'd like to 
be able to reload right away. You should be looking across a gap (which opens 
onto the hallway below). You want to jump straight across into the next room. 
Once you've done that, there should be a door on the wall to your left. Move 
toward's it, but stay on this side of it. Open it, and the face at the other end 
of the room will shoot a purple energy ball at the door. Now, move over to the 
face, crouch, and grab the gold nugget underneath (100, Treasure Count: 1886). 
Turn around and go through the door you opened a moment ago. Move around the 
hole/door in the floor (move to the right of it), and grab the gilded-vase (50, 
Treasure Count: 1936). Now, turn around 180 degrees, and look up. There is a 
trapdoor in the ceiling. Open it.

SAVE YOUR GAME! This part can be somewhat dangerous. Shoot a Rope Arrow up 
there, and climb up into the next room. Be careful where you hop off the rope, 
as several of the tiles on the floor here are pressure plates, which set off a 
shooting face (although it appears that only the one face takes offense...the 
one on the right, as you face them). The chest on the left contains a diamond 
(100, Treasure Count: 2036), and the one on the right holds a ring (100, 
Treasure Count: 2136). There is also a Land Mine at on the floor between the two 
chests.

Turn around, grab your Rope Arrow (you may need to jump up to do so), and let 
yourself fall back down to the next level.

Now, with the trapdoor right above you, face the hole/door in the floor. You 
want to leave this room through the exit across the room on your right. Once 
you've done that, follow the hall until you come to a four-way junction. Turn 
left, move forward, and take the next left. You should be in a room with buzzing 
flies.

SAVE YOUR GAME! Okay, I admit, it's wimpy. The flies barely hurt you. But hey, 
who DOESN'T like finishing the game with all their hit points?

There are three ways to do this. The first way is easy. Shoot a Fire Arrow into 
a cloud of flies, and they'll disperse (or burn up...I'm not sure which). The 
second way is just as easy, but slightly more risky. Aim yourself at a direct 
line for the chest, and RUN through the Swarm. You may get bitten, you may not. 
The third way is described below.

Move to the right side of the room, and walk forward, until you can angle 
yourself so you are facing the chest BETWEEN the two swarms. Look up towards the 
chest, and edge yourself forward until you can open it. Doing so drops a diamond 
on the floor. Grab it (you may need to edge forward a bit more to do so, but you 
can still do it without getting bitten by the Swarms) (100, Treasure Count: 
2236). Leave the room the way you came in, and turn right.

[Note: If you're interested, turn left instead. Go through the door, and in the 
next room, in a dark corner to the right of the bed you'll find a Water Arrow. 
Read the book on the table, then go through the door opposite the one you 
entered. Hop in the bathtub, grab the Water Arrow at the bottom, and then work 
your way back to just outside the Swarm room.]

Move forward through the crossroads, and follow the passage until you can turn 
right. Do so, and you should be in a tiled room with a staircase leading down. 
Walk across to the opposite end of the room, and turn left to face the double 
doors. Either pick the lock, or use one of the keys you found on the guards, and 
head up the stairs. At the top, turn left and move into the tunnel. Follow the 
tunnel until you reach a tiled section, and turn left. Move forward into a 
section with a wooden floor (actually an upside-down room...you're walking on 
the roof!), turn left, and move forward. You should see two holes to go through, 
one directly ahead, on ahead and to the left. Hop through the one directly 
ahead.

SAVE YOUR GAME! If you fall here, you'll take some damage. There is a hole in 
the floor, above which (on its side) is a table. Shoot a Rope Arrow into the 
table, so the rope falls down into the hole. Climb the rope down into the next 
room. Look around until you see the gold candlestick, grab it (50, Treasure 
Count: 2286). Now, climb the rope back up into the previous room. Once you're 
back on solid "ground", retrieve your Rope Arrow, and leave the way you came 
(you may need to pull yourself up). (Note: Climbing the rope here can be 
difficult...you may need to turn yourself around a time or two before you get to 
where you want to be.)

Move forward, and turn left. Ahead, take the exit on the right (you should be 
able to see red through it). Move across the tile onto the grass, and press 
forward until you come to a vine hanging down, and you can see into the hall 
above.

SAVE YOUR GAME! The guards get very numerous hereabouts. Position yourself so 
that you can take out the torches above to the left. Climb up to the next level 
(careful, you're back on tile floor again!). Take out three torches in total, 
then start creeping forward. A guard will come through eventually. Knock him 
out. Move past the first opening on your right, and take out the next torch 
(that should make four). Ahead, the passage forks. Take out the torch 
brightening the right-hand passage.

SAVE YOUR GAME! This next part can be tricky...it takes some time because you 
need to sneak, and there's a guard with a short patrol route here.

Look around the corner, and watch for the guard. Try and spot where he makes his 
about-face turn. Once he's heading back down the ramp, sneak forward, turning 
down the right-hand fork. Take the first right. There should be two torches in 
here, one immediately to your right (if you are still facing the wall), and 
another down the hall to your left. Take them both out with your Water Arrows. 
Now, turn back so you're facing the way you came in, and shoot a Moss Arrow on 
the ground, near where the guard makes his turn. It should be dark enough now so 
that he won't see you. When he makes his turn, come out and knock him out.

Now move back into the short hall where you just doused the two torches. Sneak 
forward to the opposite corner, and peer around. There are two guards there.

SAVE YOUR GAME! These guards won't start their patrol until you sneak almost out 
into the corridor. When they start talking about the "new room", sneak back into 
the corridor. You want to be positioned at the corner where you peered around to 
see these two. Once the first guard comes around the corner, blackjack him (you 
may need to wait for him to actually start walking down your corridor). Just 
leave him where he falls, and wait...the second guard is close behind. Give him 
the same treatment.

Now, turn and leave this place back the way you came. Return to the fork in the 
corridor, and take the other passage now (it will be on your right). See that 
vine dangling down? Grab onto it, and climb up a ways. From here, you have two 
holes you can jump to. Jump into the hole on your right. Follow this tunnel 
until it ends, emptying onto a tiled hallway. Enter the hallway, turn right, and 
move forward. Ahead, you'll see a small ramp. Climb up the ramp into the next 
room, and turn left.

You should be looking down a tunnel that looks like it comes right out of a 
funhouse. Follow that tunnel to the end. Step onto the grass, and move forward. 
Ignore the turning on your right, and take the left turn ahead. You should be 
standing on a stone walkway in outer space. Move the the end of it, and look 
down at the walkway. There is a diamond there (100, Treasure Count: 2386). Now, 
turn left, and across a gap, you should see another stone walkway. Run and jump 
the gap to land on it. On the first step is a gold nugget (100, Treasure Count: 
2486). Now run forward into the grassy area. At the end of the tunnel, turn 
left, crouch, and move into the tiled hallway. Immediately, turn right, and 
follow this tunnel up as far as you can. It will take you back to the hanging 
vine. Jump onto the vine, and then jump into the hole across from the one you 
just left (you'll need to climb a little higher to do so). Follow this tunnel, 
but stay in the shadows. When you can see the guards ahead, stop.

SAVE YOUR GAME! In can be tricky (not to mention dangerous) trying to work this 
area. Stay in the shadows, and creep ahead, until the guards start chatting 
amongst themselves. Once they're finished, move ahead. Take out the torch in the 
hall to your right, and then the one in the hall to your left (you will probably 
need to lean over for that one, if you want to stay as hidden as possible). Note 
that when your bow is out, you are much more visible, so time it so the guards 
aren't looking your way when you do it.

Once the torches are taken care of, use a Moss Arrow on the tile floor in front 
of you. This will make it easier to take out the guards (there are three of 
them). Eventually, these guards will work themselves into a pattern where only 
one passes by at a time, so you should be able to take them out with no 
difficulty. Note that one of these guards has a healing potion on his belt that 
you can lift off.

NOTE: One time, there were only TWO guards patrolling here. Searching the area, 
I found the third just standing in a semi-dark hallway. If you only have two 
guards wandering around, keep your eye out for the third!

Directly across from your hiding spot is an opening into what appears to be a 
drop, with smoke coming up. This is, in fact, where Constantine's sword is 
located. Move up to the hole, and you'll see it.

SAVE YOUR GAME! This part can be tricky, and it's a long way down. Position 
yourself so that you can jump onto one of the beams around the sword, then do 
so. Grab the sword. Walk off the edge of your beam, falling INSIDE the 
structure. Then turn to face north, crouch, and walk off the edge again. You'll 
fall back onto the third floor, facing an exit. Go through the doorway and turn 
left. Move forward, and you'll see a vine hanging down over a hole. Go down the 
hole, and head down the tunnel ahead, ending at tiled flooring. Move across the 
tile to the wooden floor, and go through the opening ahead. Turn left, and go 
through the opening directly ahead. Ignore the left turning, and go straight. 
Turn right, and follow the tunnel into a room with stairs going down. Go down 
the stairs and through the doors at the bottom.

Move forward to the end of this room, and turn down the hall to your left. At 
the end, turn right, and enter a new room. See that facial structure on the 
wall? Climb the wall near it (you'll have to run to do it), and you'll be able 
to pick up an uncut diamond resting on the structure (50, Treasure Count: 2536). 
Now, move towards the door opposite the face, but do NOT stand in front of it. 
Open the door. The face behind you will shoot out a purple energy ball, and 
you'll also be able to see three blasting past you in the hallway beyond the 
door. Once those three have gone by, move into the hall and turn left. Once you 
hit the tiled floor, turn right, move up the ramp and into the next room. A 
couple of repeating energy traps should be going off. Move towards the chest in 
the corner...upon entry, turn left, and time it so you can move past the energy 
blasts. Then turn towards the chest, and move as close as you can. You can open 
it without getting hit by the blasts, but you'll have to pick the lock. Inside 
is a diamond (100, Treasure Count: 2636). Now, leave the room (timing the energy 
blasts again), go down then ramp, and turn left back into the hallway. Move 
forward, past the frist set of double-doors on your left. Go through the next 
set (also on your left), and head down the stairs. Once you're down, move 
forward into the hallway, and turn left. Follow the hall down to the corner, and 
turn right. Go straight ahead, past the first opening on your left, and turn 
left at the next opening. Once you're outside on the grounds, your mission is 
completed. Congratulations!


Section 10: Cutscene - Victoria
===============================
[Note: Anything placed between square brackets is my addition.]


[Scene: Garrett's apartment. Soft knocking on the door. When no reply comes, 
knocking repeats.]

"Garrett? It's Victoria. I trust you made it back alive? You've done well, 
Garrett. Come with me, and bring the sword. There is someone you have to meet. 
It's time for the payment you've been promised."

[Garrett opens the door.] 

"Yes."

[Scene changes. Garrett, lounging in a chair before a fireplace, Victoria and 
another man standing in front of him.]

"A refreshment, Mister Garrett? I'm in the possession of a superior brandy, that 
has the most...restorative...effect."
"I prefer my payment in CASH...not liquor, Mister...ahh..."
"My apologies. I've been watching you, Mister Garrett. So closely, in fact, that 
I'm afraid I'd forgotten we haven't actually met yet. I am...Constantine."
"All this time I thought you were gonna to pay me. You've brought me here to 
kill me?"
"But you have it all wrong, Mister Garrett. Would it surprise you to know that 
it was I who hired you to steal my own sword. Yes. You see, Victoria and I 
are..."

[Victoria interrupts.]

"Old associates."
"Yes. You were being tested. Do you understand? And I must say, you more than 
live up to your reputation. You are quite an extraordinary Thief."
"Testing me? What is it you want from me, Constantine?"
"I am a collector, Mister Garrett. But there are some...items, that are not 
available for purchase. They must be acquired using other means. In this case 
the item in question would be best acquired by thieving. Not simple 
thieving...no. I need an artist. Like yourself."
"What exactly IS this...item?"
"It is the gemstone called The Eye, for it's unusual..."

[Victoria interrupts again.]

"Appearance."
"Yes. Kept hidden in the sealed cathedral deep inside the halls of the scum 
Hammerites. Oh, but forgive me. You are, possibly...friendly...with the Order of 
the Hammer?"
"No. Fanatics make unreliable friends."
"Excellent. I am prepared to offer you quite a sum. A hundred thousand, upon 
receipt of The Eye."
"I don't see how I can refuse such an offer."
"Marvelous. Victoria can fill you in on all the particulars. And Mister 
Garrett...the sword. Keep it. You have earned it. But also...I believe you'll 
find it useful in your quest...."


Section 11: The Haunted Cathedral (Mission 6)
=============================================
My best time on expert: 1 hour, 4 minutes, 59 seconds
Maximum Possible Treasure: 2635

11.1: Introduction
==================
"Come the time of peril, did the ground gape, and did the dead rest unquiet 
'gainst us. Our bands of iron and hammers of stone prevailed not, and some did 
doubt the Builder's plan. But the seals held strong, and the few did triumph, 
and the doubters were lain into the foundations of the new sanctum."
     -- Collected letters of the smith-in-exile


The Eye that Constantine wants is in the abandoned cathedral of the Hammerites. 
The cathedral is located in the section of the city that was deserted years ago, 
after some kind of catastrophe. I've heard stories of the incident...most are 
wild rumours about hordes of zombies and raging fires. Now that part of the city 
is walled off...no one's allowed to go in. Not that many people would dare to in 
the first place.

Maps of the area are easy to find...in attics, and old trunks...but, like all of 
them, the one I've got is over fifty years old. I'll make my way through the 
ruins to the Hammerite cathedral, and find a way inside. Once I get inside the 
cathedral, I'll have to locate The Eye.

Something tells me that this is not going to be easy. But for the amount I'm 
getting paid...I'm willing to take some serious risks....


11.2: Objectives: Normal
========================
1. Find the Cathedral.
2. Find a way to get inside the Cathedral, and steal the Eye.
3. Take the opportunity to steal other valuables.
4. Exit the ruins.

11.3: Objectives: Hard
======================
1. Find the Cathedral.
2. Find a way to get inside the Cathedral, and steal the Eye.
3. Take the opportunity to steal other valuables.
4. A valuable item called the Serpentyle Torc is reputed to be somewhere
   in these ruins. Find it.
5. Exit the ruins.

11.4: Objectives: Expert
========================
1. Find the Cathedral.
2. Find a way to get inside the Cathedral, and steal the Eye.
3. Take the opportunity to steal other valuables.
4. A valuable item called the Serpentyle Torc is reputed to be somewhere
   in these ruins. Find it.
5. There used to be a monument in this part of town called the
   Watchman's Grave that thieves would leave coins on for good luck. You
   have brough some coins, just in case.
6. Exit the ruins. 

11.5: Simplified Objectives
===========================
1. Find the Cathedral.
2. Find a way to get inside the Cathedral, and steal the Eye.
3. Grab 2000 in loot.
4. Locate and steal the Serpentyle Torc.
5. Leave some coins on the Watchman's Grave for good luck.
6. Exit the ruins.

11.6: Before The Mission
========================
What You'll Encounter: Zombies, Burricks, Restless Dead, Hammer Spirits, 
Craymen, Spiders.

Starting Funds: Whatever you managed to acquire from Constantine's. (Maximum: 
2636.)

Starting Gear:

 1 Constantine's Sword
50 Broadhead Arrows
 5 Water Arrows
 4 Fire Arrows
 5 Rope Arrows
 5 Noisemaker Arrows
 3 Flash Bombs
 2 Holy Waters
 1 Set of Lock Picks
 1 Pile of Coins

Items for Sale:

6 Water Arrows (Cost: 50 each)
4 Fire Arrows (Cost: 300 each)
5 Moss Arrows (Cost: 125 each)
5 Rope Arrows (Cost: 200 each)
5 Noisemaker Arrows (Cost: 250 each)
6 Flash Bombs (Cost: 200 each)
8 Explosive Mines (Cost: 350 each)
2 Healing Potions (Cost: 250 each)
2 Holy Waters (Cost: 200 each)
1 Tip (Cost: 200)

NOTE: Once again, your blackjack is not shown under the "Starting Gear" for this 
mission. However, you DO have it in your possession.

Save your money...don't buy the tip. Here is what it says:

"Those who fight undead fall into two groups -- the resourceful, and the slain. 
The well-prepared knight will arm himself well with holy water. However, a more 
convenient tactic, as well as one much less taxing on the purse, is to take 
advantage of the zombie's antipathy for all living creatures, and look for other 
convenient targets to divert a pursuer.
     -- excerpt from the Journals of Morgan, declared anathema by the
        Smith-in-Exile."

You start with 5 Rope Arrows, and there is no place on this level you will be 
using one where you cannot retrieve it, so don't bother buying anymore. Moss 
Arrows and Noisemaker Arrows are likewise (in my opinion) a waste of money here. 
Concentrate on buying undead-harming equipment: Water Arrows, Fire Arrows, Flash 
Bombs, Mines, and Holy Water. Flash Bombs are scattered about on this level, as 
are a few Holy Waters. While Fire Arrows are also plentiful, they are also very 
NICE! Try to buy all you can. Also, be sure to pick up a few more Water 
Arrows...you ARE going against Zombies, and the four Water Arrows you start with 
won't go far.

Recommended Purchases: 6 Water Arrows, 4 Fire Arrows, 2 Flash Bombs. Total Cost: 
1900

11.7: Notes Regarding This Mission
==================================
Instead of introducing a new element to the game, this mission brings you new 
monsters to fight: the Hammer Spirits and the Restless Dead. Although you have 
already met a Restless Dead in the Bonehoard, he was a wimp compared to the ones 
you'll meet here!

While the undead can be annoying, they are fortunately few and far between 
(except for one area, noted in the walkthrough). Basically, any time you come 
across one, kill him. (Aren't they dead already? Apparently not...) While this 
is a must when dealing with Restless Dead and Hammer Spirits, with Zombies it 
just makes your travels a little easier when you don't have to watch out for 
these shuffling creatures. When you do take them out though, try not to use your 
Flash Bombs unless there's a group of them...it's a wonderful little multi-
target weapon! This walkthrough ignores (for the most part) patrolling monsters 
that will get in your way, assuming you will take care of them as you see fit.

This mission reinforces a very important lesson for any thief...LOOK EVERYWHERE! 
And that doesn't mean open every chest and check the floor wherever you go...it 
means that if there is a way...ANY WAY...to get to an area, then do so! This 
level puts items in obscure, unlikely, and in a few cases insidious places!

Due to the nature of the undead on this level, until you've cleaned an area out, 
consider EVERY area a patrol area! Aside from Zombies, there are also at least 
two Hammer Spirits that are walking around the level and, in some areas, 
Burricks, so be careful! I suggest saving your game whenever you've made some 
progress.

Near the end of the mission, there are two Hammer Spirits you'll need to deal 
with. I find the easiest way is with Fire Arrows. Try to save about six for 
this.

NOTE: This mission contains a lot of areas in darkness. This can be alleviated 
by operating the various generators scattered on the level. When you are in a 
darkened area, this walkthrough will take you to the generator as soon as 
possible, to make the area easier to deal with. (For example, in one area, you 
need to shoot a Rope Arrow into some beams overhead, which are nearly impossible 
to see with the lights off.)
 

11.8: Walkthrough
=================
You will start off just over the wall inside the ruins. Immediately in front of 
you is a scroll. You can ignore it...it is simply giving you information on how 
to turn the lights on in the darkened areas. We'll take care of this section 
right away. Move through the opening on your left, and turn right. Directly 
ahead is a generator. Operate it, and the lights in this part of the ruins will 
turn on. Move back outside, and turn left.

Move forward, over the pile of leaves. Once over, turn right, and you'll see 
another pile (actually an extension of the same one). Move forward and go over 
it as well. Turn right, and move over THIS pile as well. Then, crouch and look 
under the fallen tower, and you will see a golden plate hidden there. (50, 
Treasure Count: 50). Now, turn around, and go back over the last two leaf piles 
you climbed.

Turn right, and move forward, until you can see a door to your right. Pick the 
lock on this door, then go through. Immediately on the floor in front of you 
there will be 12 Broadhead Arrows. Turn left, move forward, and climb partway up 
this area, then turn around so you're looking both down into the room you were 
just in, and in the room above that one. Jump foward, and mantle up into the new 
room. There are two chests in here. The first one contains two Flash Bombs. The 
second one is locked, and contains two Explosive Mines. Once you've gotten the 
goodies, work your way back down and out the door you came in.

Once you're back outside, move forward, past the street lamp you can see ahead. 
When you come to the intersection, turn left. Turn right at the first 
opportunity, and move forward until you have to turn either left or right. Turn 
right, and follow this path to an upwards-sloping ramp. Take the ramp up, and 
continue forward (you'll move past another upwards-sloping ramp to your left) 
until you cannot move forward anymore. Turn right.

SAVE YOUR GAME! Not only are you currently in a Zombie patrol area, but there's 
a Burrick nearby as well. (If you're lucky, you'll get to see the Burrick scrap 
it out with a Zombie. )

Move forward, and you should see a small pillar ahead after a short while. On 
the right side of this pillar should be a light, and a fallen street sign for 
"de Perrin" street. Move forward to the LEFT of that pillar. (You're now 
entering the area with the Burrick.)

Straight ahead and slightly to your left, you should now be able to see the 
generator for this area. Move over to it and shed some light on your situation. 
Now turn left (facing down a somewhat long walkway) and move forward. You'll 
hear running water soon, and see a couple of holes in the wall you're moving 
towards. Now, turn right when you're able to, and move towards that machine you 
see. Jump onto it, then turn left, and jump onto the ledge on the wall (you'll 
probably have to mantle up). Once you're on the ledge, turn left, and walk along 
it until you reach the lever. Pull it down, then turn right around. If you're 
fast enough, you should be able to watch the door up above finish opening.

Walk over to the end of the ledge, just underneath that door. AHA! A ladder! 
Climb the ladder up into the room you've just opened. Inside, you'll find two 
Fire Arrows, two Water arrows, and a Breath Potion. Now, climb back down the 
ladder, and hop back to the ground. Head back the way you came, turning right to 
go back to the area with the two ramps. Once there, turn right and go up the 
ramp. At the top, turn right and move forward. Turn left, and move forward. To 
your left should be an entranceway into what's left of a house. Go into it, and 
ahead you will see a door. Pick the lock.

SAVE YOUR GAME! There is a live mine waiting on the other side of this door! Go 
carefully into the room. On the floor by the bed you will find 3 Noisemaker 
Arrows and 3 Flash Bombs. The chest closest to the bed holds 3 Explosive Mines 
and the other chest has 3 Rope Arrows. Leave the way you came in, and keep 
walking forward through an archway, and you should see a small incline ahead, 
leading up to a door. Pick the lock on that door, and go inside this building. 
At the far end is a chest containing another Breath Potion. Standing in front of 
the chest (with your back to the entrance to this building), turn left and move 
towards a niche in the wall. It contains 3 Fire Arrows. Now, leave the building 
the way you came in.

As you exit, you should see ahead of you two large piles of leaves. They meet at 
the back of the wall in the centre, in a sort of "dip". Move up to the dip, and 
look down at the leaves. Hidden here is a tiara (125, Treasure Count: 175). Once 
you've got that, go back to the ramp that brought you up here, and take it down. 
Across from the foot of this ramp is an old, upturned wagon. Move towards it, 
and to your left you should find an entranceway into a dark room. Go inside, 
look up, and shoot a Rope Arrow at the beams overhead. Climb up and hop off at 
the next level.

Up here, take the only exit down a small hallway. At the end, you'll find a 
golden vase (100, Treasure Count: 275). On the floor in the same room you'll 
also find a Noisemaker Arrow. There's nothing else up here, so, go back to the 
hole you climbed up, and go back down.

Back at ground level, leave this room, and go down the ramp ahead. Move straight 
ahead, to the left of the building. Past the building, you'll have to turn 
right. Move forward, and almost immediately turn left again. Move forward until 
you can do so no longer, and turn left. Move forward until you come to a door. 
Pick the lock, and go through.

In this room, climb the fallen beam up to the platform (you'll probably have to 
run and jump over the lip at the top). Up on this platform, turn right, and look 
down to get a ornate vase which has fallen on its side (50, Treasure Count: 
325). Turn back so you are facing away from the beam you climbed, and move 
forward to the end of the platform. Look down and to your right, and you will 
find a Healing Potion. Go back to the fallen beam and climb down to the room 
below. There is an exit to your right. Go through it into the next room, which 
has a large hole in the ground.

Ignore the hole for now. Cross the room and go through the doorway across from 
the one you entered. Turn left, move forward, turn left again, and enter this 
enclosed room. Move all the way to the back, on top of that small pile of 
leaves. Now, look up at the beam above, and you'll find a goblet resting there 
(15, Treasure Count: 340).

Work your way back to the room with the hold in the floor. Move across to the 
exit you originally entered this room from, but don't go through. Instead, turn 
right, and move forward into the corner. Turn right again (so you have a wall to 
your back and your left), and look up. See that broken beam? Shoot a Rope Arrow 
into it. Climb up as high as you can. Once you've done that, fix your view so 
you're looking straight again, face the beam your arrow is in DIRECTLY, and 
mantle up onto it. Turn left, look down, and you'll find a golden goblet on a 
window ledge (25, Treasure Count: 365).

SAVE YOUR GAME! This part is kind of tricky, and while you won't really be hurt 
if it doesn't work, it can get tedious re-climbing up here all the time. There 
are two more long beams up here. The furthest one (the one that looks like it's 
on an angle) holds another treasure, but we have to hop over there to find it. 
So, hop onto the beam next to yours, and then hop onto the final beam. Turn 
left, and work your way down the beam to the end. Look down, and you'll find a 
diamond (100, Treasure Count: 465).

From up here on the beam, you can look down into the hole. There's a Crayman 
down there, and this is an ideal vantage to shoot some Broadheads into him. 
After four hits, he'll take off down the tunnel. (If you're fast enough, you can 
get a fifth arrow into him and kill him right here.)

Drop down to the floor, and from there drop into the hole. Move down the tunnel 
from here, turn right when you get the chance, and move forward into an old 
storage room filled with barrels. Move to the end of this room, and turn left. 
On the floor here are two more Water Arrows. Move back to the front of this 
room, and take the exit on the right. Turn right when you can, and move into an 
underground pool area.

There are a couple of items scattered in this room. Across the pool from you, 
you should be able to see the remains of some poor guy. If you think of the pool 
as a clock, with the remains at 12 o'clock, then you can find a Moss Arrow at 3 
o'clock, and another one at 9 o'clock. Amongst the fellow's remains you will a 
small golden hammer (75, Treasure Count: 540). Also, in the centre of the pool 
are two more Water Arrows. Leave this grotto the way you entered, move through 
the old storage room, and down the tunnel you followed to get here. When you 
come to the decision point (left takes you back to where you shot at the 
Crayman), turn right, and follow this tunnel. When you see a light coming from 
an exit ahead, stop.

SAVE YOUR GAME! Move into the room. If you didn't kill the Crayman with your 
arrows, he's fled into this room. If you got four of your Broadheads into him, 
then a single downward stroke with your sword will do him in.

EXPERIMENT AREA! Will a sidestroke do as well?

On the floor in this room you will find another golden goblet (25, Treasure 
Count: 565). Move through the room and out the next exit, into a long tunnel. 
Turn right and follow this tunnel straight ahead until you enter a large cavern.

SAVE YOUR GAME! There are Burricks nearby. I've never seen them this far from 
the sewer, but that doesn't mean they don't come here. There are a total of 
three.

There are four treasures scattered about this room. Basically, there is one in 
each "corner" of the room. From where you enter, in the left corner you'll find 
another golden goblet (25, Treasure Count: 590), and in the right corner is a 
purse (100, Treasure Count: 690). (The purse is difficult to see, but it's 
there.)

On the floor in between the two large stone columns in the "centre" of the room, 
you'll also find a Noisemaker Arrow, a Rope Arrow, and a key.

At the opposite end of the cave from where you entered, you'll find the entrance 
to another tunnel. Right beside it on the floor to the left is a goblet (15, 
Treasure Count: 705). Directly across from this opening on the far side of the 
cave is a golden vase (100, Treasure Count: 805).

Gather all the items from this cave, then move to the new exit (with the goblet 
beside the entrance).

SAVE YOUR GAME! If you didn't find the Burrick's there, you may find them here.

Move forward into the tunnel. There are a few holes in the side of the tunnel, 
but they are nothing more than deep recesses. While they don't lead anywhere, 
they are useful for hiding in if there are any Burricks to avoid. Keep following 
the tunnel until it opens into a long cavern. If there are no Burricks present, 
then move in. This cavern also has two of the hiding holes. At the far end of 
the cavern, there's a hole that goes into the sewer system.

SAVE YOUR GAME! If you meet the Burricks in the deeper sewers, it can be a 
problem...you can't use your weapons! Move into the sewers, and go to the wall 
opposite and just to the right of the entrance (if you look up a touch, you'll 
see an inoperative light on the wall). Look down. In the water by a grating, you 
will find another goblet (15, Treasure Count: 820). Now, turn around, and follow 
the water down the tunnel. Soon, you'll come to an incline with water spilling 
down it. Climb up here, and at the top, turn right. The water ends at another 
upwards incline. Climb up.

SAVE YOUR GAME! Any Burricks you haven't dealt with will be dealt with here! 
Move forward, then turn right. Ahead, turn left down this dark tunnel. Once you 
enter a sort of chamber, move to the centre of the chamber and stop. Turn right. 
See that lamp in the wall? It may be difficult to see, but if you've turned 
about 90 degrees, you should be facing it directly. Move over to it. Now, jump 
straight up, and grab the gold plate on the ledge (50, Treasure Count: 870). 
(This procedure is easier if you look down before you jump.)

Time to leave. Head back down the tunnel you came in from, and then turn right. 
Move into the next chamber, and directly opposite you you should be able to see 
a ladder. Hop on, climb up, and turn to the right. Activate the generator. Hop 
off the ladder onto the steel platform (if you have any Moss Arrows, you may 
want to quiet your landing). Now turn, and you should see a short hallway ending 
at a small portcullis. Jump across the gap into that hallway.

SAVE YOUR GAME! You're going back into Zombie Patrol Areas! There's a lever on 
the wall which opens the portcullis. Operate it, and go through. Turn right, and 
move forward into the street. Turn left, move forward. At the next left, note 
the street sign saying you're on "Cathedral" street. Take the left, Continue 
down this street until you come to a large hole in the wall to your left. Go 
through, turn right, look down, and pick up the gilded vase (100, Treasure 
Count: 970). Go back through the hole, turn right, and work your way back to the 
street sign.

Move forward, back onto the street, and turn left. Move forward, to the door 
that you will see in the wall to your left. Pick the lock and go inside. Climb 
the fallen timber up to the next level. Once you're at the top, there is a 
window to your right holding another gilded vase (100, Treasure Count: 1070).

For those of you who like completeness, turn around so your back is to the 
window. On the far beam rests two Water Arrows that you can get by jumping and 
mantling. Once you've retreived them, return to the window.

SAVE YOUR GAME! You're about to make a tricky jump. Move yourself into the 
window where you picked up the vase. Face the building across the street, then 
do a quick run and jump across. DON'T LET GO OF THE JUMP BUTTON! The jump is too 
big for you, but by holding the jump button, you'll grab the edge and mantle up 
onto the top of the wall.

Look down. There's a gold plate resting in the rafters beneath. Aim yourself so 
you can fall safely onto one of them, and grab the plate (50, Treasure Count: 
1120). Then move across the rafters to the safer wooden floor ahead.

Ahead to your right is an exit from this room. Go through it. At the end of this 
hall, drop down into the next room. Turn right, move forward, and fall to the 
street below. Turn left, move forward, turn left again. Move forward, through 
that tiny crack ahead. Once through, turn left. You should be in an area with a 
lamp up on the wall, and some wooden beams. Move under the first beam, so you 
hit the second. Now, turn right and look up. On a ledge you should now be able 
to see a jewelled vase (50, Treasure Count: 1170).

Now turn right a little more, so you're facing into a fairly well-lit area with 
a pile of leaves. Move forward. As you do, you should see a doorway just beyond 
and to the left of the leaves. Go through that doorway. Almost immediately 
inside, there will be a door on the left. Pick the lock and go inside. On the 
right wall will be two niches. The one farthest from the door contains a diamond 
(100, Treasure Count: 1270). Now exit the room, and move through the doorway in 
the wall directly opposite this room. Once through, turn left, and you should 
see a raised drawbridge, in front of which is a flow of water. Dive in the 
water.

Follow the flow of the water. When you reach the corner ahead, turn left. At the 
next corner, however, stop. Turn to your left (facing the wall), and dive under. 
Go into this tunnel here, move to the end, turn right, push forward just a 
little, and immediately surface for air.

SAVE YOUR GAME! This next part can cause you a bit of damage if not done 
correctly, and if you've taken any so far, that might kill you. Dive again, and 
move forward. Take the left turn ahead, continue on, and take the next left as 
well. Push forward to the dead end, and look down. Someone else tried to swim 
here, and wasn't as smart as you. Pick up his purse (100, Treasure Count: 1370). 
You're probably running short on air by this point, so take a Breath Potion. 
Now, turn 180 degrees, and press forward. (Note: On your way down this tunnel, 
suspended in the water is a Moss Arrow, if you'd like to grab it.) Near the end 
of this tunnel, turn left into another one, and surface. Try to surface quietly 
and as far back as you can.

SAVE YOUR GAME! Not only do you not want to go through the Olympic Freestyle 
again, but there's another Crayman nearby. Swim slowly into the next area. In 
the middle of the pool there will be a stone "island" you can mantle up onto.

There are a number of ways to deal with this situation. First, you can deal with 
the Crayman from here. If he's surprised, a single Broadhead will do. However, 
he doesn't seem to be able to reach you here, so even if he's not surprised, 
take your time and enjoy yourself. :) Or, you could simply leave him alone. The 
next part can be done without the Crayman ever being a danger to you.

You can jump to the edge of the pool to get to a larger space of land, but it's 
not really necessary. Look up, and shoot a Rope Arrow into the beam above. 
(Note: You have to shoot the arrow at the SIDE of a beam, NOT directly beneath 
it!) Climb up, and mantle yourself up onto the beam. (You may need to jump from 
this beam to another in order to do this.) Once you're standing safely on the 
beam, look around you for a larger wooden platform and a doorway. Head for it, 
and go through the doorway. Turn left, move forward, turn right, and move into a 
small room. Turn right, and you'll see a door.

SAVE YOUR GAME! Once you pick the lock on this door, you are going to be facing 
a horde of Zombies (at least seven, if I recall correctly)! They may not all be 
out there at the same time, but they are there. (The first time I did this, as I 
opened the door, FIVE were waiting for me!) This is the perfect time to use your 
Flash Bombs. NOTE: There is a bridge over some water to your left that you 
cannot see right when you step out. There may be more Zombies hiding over that 
way that you're not aware of, so be careful!

Pick the lock on the door, and deal with the Zombies as you see fit. Once 
they're all scattered in pieces, move forward (your back should be to the door 
you entered this area from) and turn left. Cross the bridge, and when you can 
turn left again do so. Move down the hill until you come to a wall that you can 
jump onto. Once you've done that, turn left, walk along the wall until you're 
pressed up against the larger one, and mantle up. Turn right, and go across this 
wall (you'll actually be walking on the lip of the drawbridge in the middle!) 
towards the hole in the wall across from you. When you're able, jump across into 
the hole. In here there is a locked door.

NOTE: The sound on my game acts up here. Trying the door makes no noise, nor 
does trying the wrong lockpick. Picking the lock is rather silent as well. If 
your game is similar, don't panic when you don't hear sounds you're used to. 
Everything's fine, you haven't done anything wrong.

Pick the lock. Move into and across the room, to an opening ahead. Drop down, 
and drop down again, and again to the ground level. Move ahead, and you should 
see some lights far down a long path. Go on up to the lights. They are outside a 
large home.

Face the home, walk up the steps, and look down. Move the welcome mat to reveal 
a small hole in the porch containing the key to the front door. (You may have to 
crouch to get the key).

SAVE YOUR GAME! This part is tricky, dangerous, and needs to be timed right. 
There are two Restless Dead inside, but they are easy to take care of with a 
couple of mines. Unfortunately, they are patrolling, so you need to get this 
done when they're away from you and can't see you.

Open the door. Directly inside there will be a door on your left, and a doorway 
on your right. Move into the doorway, and plant a mine there. Quickly move back 
to the front door, and plant a mine there as well. Now, move outside.

The first explosion will kill the first Restless Dead, and bring the other one 
looking. Be sure you're in his line of sight, so he'll see you and come after 
you outside. Once he blows up, you'll have free reign of the house. Move inside, 
and go through the door on your left (the key you found under the mat works here 
too). Turn left. In the chest you'll find 2 Moss Arrows. While you're in here, 
grab that vase on the table as well (50, Treasure Count: 1420). Now exit this 
room through the door you entered, and head through the doorway across from it 
(where you planted the first mine). Once through, turn left. Go over to the 
stairs (ramps, really), and climb the stairs all the way to the top. At the top, 
turn left, and go into a very large bedroom.

Immediately to your left is a locked chest which contains a vial of Holy Water. 
At the opposite end of the room, next to the bed, is another locked chest, which 
contains the Serpentyle Torc (350, Treasure Count: 1770). That's all you want 
from this house (all the levers you see in here just operate the lights), so 
exit this room the way you came in, go down the stairs (ramps), turn left, 
forward, turn right through the doorway, then turn left and go out the front 
door.

Back on leafy ground, turn right and head back the way you entered this area. 
When you come to the wall, mantle up a couple of times (the first time you'll 
have to do a running jump) and move through the hole in the wall. Walk through 
this room and out the door at the far end.

SAVE YOUR GAME! To get down safely, you have to jump over to the thin wall that 
contains the drawbridge. One small miscalculation and you'll either be in a 
world of hurt, or swimming back the hard way.

Jump onto the wall with the drawbridge. Once you're safely on, move forward some 
until you can jump safely from the wall onto the hill. Move forward, and turn 
right. You should now be facing the bridge and the area where you met the Zombie 
Horde. Cross the bridge, and move towards the doorway with the shining light 
above it. The key you found in the Burrick cavern will open this portcullis. 
Once it is raised, go inside, and operate the generator. Turn around and exit 
the way you came in.

Once you're in the street again, turn left, move forward a bit, and then turn 
left again. There's a doorway here. Move through it. Once inside, immediately 
turn left, and look down. Open the chest to get another purse (100, Treasure 
Count: 1870). Turn right again, facing the hole in the wall. Crouch and move 
through that passage. You'll emerge in a room with two other passages leading 
out (you've just entered through a fireplace!). Move into the room a bit, and 
turn right. You should see a niche with a Mine in it. Take the Mine, then turn 
about 180 degrees and take the left passage. Inside, you'll find flights of 
stairs. Take them all the way to the top. Once there, look up and shoot a Rope 
Arrow into the ceiling. Climb up and hop off on the next level.

In the corner opposite the hole you just came up through is a Fire Arrow on the 
floor. Once you've grabbed that, turn around to face the windows in here. You 
want the one on the left.

SAVE YOUR GAME! If you make a mistake here, you fall down to the street. Do a 
running jump out the window to land on the ledge with across the street with the 
door on it. Pick the lock on the door, and go inside. Follow the hall to another 
door. Go through it. Balance yourself on the beam up here. Down below there are 
two Spiders. Use your Broadheads from here to safely deal with them. Once they 
are pincushions, jump across to the next beam, and then fall down onto the 
sloping beam beyond that. Your fall should carry you off the beam onto the 
ground, but if it doesn't, move forward so you fall to the ground.

The large structure in here is the Watchman's Grave. (If you don't believe me, 
there's a tiny plaque at the base you can read that will confirm it.) Take your 
coins and put them in the dish on the Grave.

Now to leave. The fastest way out of this area is to shoot a Rope Arrow at the 
beams above, climb up, mantle onto the beam, and go through the door. Keep 
moving down the hall, and stop at the ledge outside.

SAVE YOUR GAME! Another death-defying jump here. Look across the street at the 
building to your right. There are two wooden rafters you can see. Aim a Rope 
Arrow at the left one. Now, do a running jump across, and grab the rope on your 
way down. Climb up, and turn to face the flat, dark, brink area to your left. 
Jump onto that area. Here, turn to your right, and move forward. Look down to 
get the gilded vase (100, Treasure Count: 1970). Now turn right around, and move 
to the other end to pick up another 12 Broadhead Arrows.

Turn back so you are facing the rope, and jump onto it. We're going to abandon 
this Rope Arrow. Climb all the way down to street level. Now, turn so you are 
facing the doorway in the greenish wall. Go through it, turn left, and open the 
chest to get a ring (100, Treasure Count: 2070).

Turn around, and move forward, taking the left turn ahead. Step into the next 
room, and take the first right (almost immediately upon entering). Walk down the 
passage to a hole in the floor.

SAVE YOUR GAME! You're about the enter a Spider Lair. While there's only one 
Spider, and I've always found it in the same place, I'm not 100% sure it will 
always be that way.

Drop down into the hole. Move through the opening in front of you, down to the 
end. Turn left and hop onto the ladder there. Climb ALL the way up, so you 
actually move OFF the ladder. Then turn 180 degrees, pull out your Broadhead 
Arrows, and wait. Eventually, you should see a Spider crawling around ahead. 
When you do, deal with it accordingly. Once that's done, jump over the hole in 
front of you, and move ahead through the hole ahead. Once through, turn left and 
move to the end. Look down on the floor to find a Healing Potion and a goblet 
(15, Treasure Count: 2085). Now turn around and head back the way you came, past 
the hole you climbed in through, and search the floor in the darker areas for 
another vase (50, Treasure Count: 2135). Now turn around 180 degrees.

NOTE: At this point, if you go through the hole on your right, you will need to 
pull yourself up onto street level again. Unfortunately, this is a patrol area 
of Burricks (I've seen up to four at once!) and a Spider. This hole is, however, 
ideal for throwing Mines and Flash Bombs in their area without endangering 
yourself. Just remember that it takes more than one Mine to kill a Burrick. (It 
might also be a good idea to attract the Burricks' attention, and lead them to 
the Zombies instead of fighting them yourself...then the Zombies can kill the 
Burricks for you!) Deal with the Burricks as you see fit.

Move through the hole on your left (you may need to jump), and move forward, 
dropping down the hole ahead (you may catch on the ladder, and have to climb the 
rest of the way down). Once at the bottom, turn and move into the next room, and 
go across the room through the next doorway. Follow the tunnel to a large room. 
On the floor in the far corner is a Rope Arrow. Now, turn to face the ladder, 
and climb up into the next room, jumping off the ladder once you reach the top. 
Turn to face the closed door in this room, and go through it. Turn left, move 
forward, turn right, move forward. Move past (probably OVER) the large pile of 
leaves/grass/straw (what IS that stuff?) on your left, and go forward through a 
small crack. You should now have a bridge on your left. Turn to face it, and 
walk about halfway across it. Then turn to the right, and do a running jump into 
the generator building ahead. Turn to the right, and operate the generator. Turn 
right again, and do another running jump out of here, landing on the bridge 
again.

This next section is only if you're short on Fire Arrows or if you like to find 
everything. On the bridge, turn left, and move forward. Ahead you should see a 
small crate. Pick it up. Now, turn right and move back through the crack, and 
over the refuse pile again. Turn left, and move forward, following the left wall 
to its end. There, you want to place the crate you're carrying against the wall. 
Jump up onto it, then mantle yourself up onto the wall. Now, turn to face the 
building across from the wall, and jump over to the roof. Turn left again, and 
mantle yourself up into the enclosed area. Turn left, move forward, and pick up 
three Fire Arrows on the floor. (Read the book too, if you're interested.) Make 
you're way back down to the ground level, then turn to face away from the 
direction you entered this area in. You should see another door. Pick the lock, 
and inside you'll find another Breath Potion. Now, exit this tiny room the way 
you entered, and make your way back to the bridge.

On the bridge, make sure you are facing so that the generator room is on your 
right. Move forward towards the lighted area ahead and to the left. Once inside, 
move through the shallow pool and turn right. Go forward, and you'll find a box. 
Pick the lock on it to find another ring (100, Treasure Count: 2235). Turn 
around and head back towards the shallow pool. On your way, turn right and move 
through the opening in the wall. Directly ahead should be another opening in a 
fallen building. Go through that opening (you will have to crouch). Turn left, 
and in the far corner you will find another diamond (100, Treasure Count: 2335). 
Turn so you are facing up the slope, and climb it, all the way. Once you're on 
natural ground again, move forward, go through the door ahead, and turn left.

SAVE YOUR GAME! You're near the end, but there are still two Hammer Spirits to 
deal with. I'm going to describe the method how I deal with them. If you have a 
different method that works well for you, then by all means, use it.

Move forward through the hole ahead, and turn right. Walk up the street, keeping 
to shadows when you can. As you walk, there will be a total of two alcoves you 
can hide in on the right side. When the patrolling Hammer Spirit gives you the 
opportunity, move into the second one (the one closest to him). Hide in the 
darkest corner (this will be the one closest to the patrol). Ready your Fire 
Arrows, and LEAN out, and wait. When the patrol comes back, wait until he's 
stopped, then let loose with your Arrows. Three should take care of the patrol. 
Once he's taken care of, you can shoot at the one above the entranceway. Again, 
three will take care of it. Note that since you're leaning, it's very easy to 
dodge in and out of hiding, which can be very useful here.

Once those two guards are taken care of, you should be able to move freely about 
here. Exit your hiding place, and turn right. Move forward into the large area, 
and turn right again. Move to the fallen streetlamp at the end, and behind it 
you'll find another diamond (100, Treasure Count: 2435). Now, turn around to 
face the Cathedral.

Move forward, into the Cathedral, and climb the stairs. Continue forward, until 
you can go either left or right. Trying the Cathedral doors won't help. They're 
sealed. There's a plaque above the door whiche reads:

"Warning: Great evil resides in this place, and it is no longer fit for men. The 
doors are sealed, to protect us from that which lies within. Do not remain 
here."

Turn right, and move forward. Circle your way all the way around the Cathedral, 
until you come to an area where you can mantle up onto a ledge. (Along the way, 
study the ground...you'll find two Fire Arrows.)

Mantle up onto the ledge. Mantle up to the next ledge. Move over to the opening 
here, and listen to what The Eye says:

"Comes a man to rescue me...poor man, the Keepers have sealed the door, and only 
they know how to open them. Cross you the bridge to the grotto of the Keeper 
Sentinel. Stand you on the pedestal...and illuminate the statue with fire. Then 
can you discover...the secret of the Talisman."

Cryptic instructions, but we can decipher them. Incidentally, your mission 
objectives have changed now:

1. Find the Cathedral. (Checked)
2. Follow the Eye's directions in order to learn how to get inside the
   Cathedral.
3. Grab 2000 in loot. (Checked)
4. Locate and steal the Serpentyle Torc. (Checked)
5. Leave some coins on the Watchman's Grave for good luck. (Checked)
6. Exit the ruins.

EXPERIMENT AREA: Inside the Cathedral you can see some undead wandering around. 
If you kill any of them now, are they still dead when you return here in "Return 
to the Cathedral"?

NOTE: You do not have to hang around watching the spinning crown while The Eye 
tells you what to do. You can start heading towards where it's telling you to go 
AS it tells you, without penalty. :)

Okay, climb back down to ground level, and circle all the way back to the 
entrance. Leave the Cathedral, climb down the stairs, and at the bottom, turn 
right. Move down the street, and at the end turn left and move through the hole 
ahead. Go through the door ahead and to the right, and move forward to the 
starting edge of the fallen building. Turn left, move forward, turn right, move 
forward, and turn left and go through the hold in the wall. Turn right, move 
forward, turn left, and move forward through the shallow pool of water and out 
into the street. Turn right, and move forward, stopping at the foot of the 
bridge. Look up, and shoot a Rope Arrow into the wooden structure above. Climb 
the rope up, and jump in. Turn right, move to the end, and look down. Get the 
necklace someone lost here (200, Treasure Count: 2635). Turn around and drop 
back down to the bridge.

Move forward off the bridge, and turn right. You should see a stone bridge 
leading into another area. Go in there, using a running jump to get across the 
water (you'll have to mantle up onto the island). Stand on the metal structure 
shaped like a keyhole, then turn to face the statue in the alcove on almost the 
opposite side of the grotto from where you entered. Shoot a Fire Arrow AT THE 
STATUE. The resulting explosion will light both torches on either side of it. 
Now turn left, and you'll see a panel opening. Jump across (you shouldn't have 
to mantle this time), and climb into the new opening.

[Incidentally, if you're interested...the locked chest here contains a vial of 
Holy Water. There's also a Healing Potion on the ground between the metal 
protrusion and the chest.]

Turn left, move forward, turn right, move forward, turn left, move forward, turn 
right, and move forward into a new, open area. On the right side (as you face 
the building), is a shattered statue. Pick up the two heaviest pieces (ie: not 
the head), one at a time, and place them on the pedestal on the right. This will 
open the door into the building. Then, jump onto the pedestal on the left. This 
will open the portcullis into the new place. Face the opening, and run into it. 
The portcullis will close behind you.

SAVE YOUR GAME! This room is trapped. Look at the floor, and notice the oddly 
outlined floor panels. They are weight-sensitive triggers. Stepping on them 
releases arrows. There is a safe path, right down the middle between them. Go 
that way, and down the stairs at the end. Turn right, and move forward to the 
door ahead, being careful not to step on the weight-trigger in front of the door 
(again, it's a large, conspicuous-looking tile).

Pick the lock on the door. Once it is opened, move into the room beyond. You can 
step on the trigger at this point, as there is no danger to you. The trigger 
causes the far wall (behind you) to move closer, eventually crushing you if you 
haven't gotten into the next room yet.

In this room, turn left, climb the stairs, and go through the door ahead. 
Inside, climb down the stair, get the key lying on the table, and get the oddly-
shaped device as well. (Read the books if you'd like...it's not important to the 
GAME, but it reveals more about the STORY.)

Now turn around, and go back through the door. Move straight across the room, to 
another door, and unlock it with the key you found in the previous room. Go 
through the door.

On the table in this room is a book. First, look at the table. Then, read the 
book. After you do, your mission objectives change again:

1. Find the Cathedral. (Checked)
2. Find a way to get inside the Cathedral, and steal the Eye. (This one
   will have a mark in the box, indicating its irrelevance.)
3. Grab 2000 in loot. (Checked)
4. Locate and steal the Serpentyle Torc. (Checked)
5. Leave some coins on the Watchman's Grave for good luck. (Checked)
6. Exit the ruins. (This one will have a mark in the box, indicating its
   irrelevance.)
7. Get the Portal Key out of the Keeper's Library. (Checked)

You may notice that everything that you need to do has been done. 
Congratulations! You've discovered what you need to proceed to the next mission!


Section 12: Input from Other Thieves
====================================
Since the first posting, I have received some emails from readers of this FAQ. 
Some offering encouragement for continuation, others with questions, and the 
occassional one with advice or further information. This is the spot where I 
will be acknowledging their input (sort of a "Contributors" section).

Anyone who has seen previous versions of this FAQ will note that this section 
has undergone a change. Previously, I was listing each individual's advice 
seperately here, and giving them the credit immediately following. There have 
been many who have contributed so much, however, that it would be impossible to 
continue maintaining this section in that manner.

Instead, each person's information is incorporated directly into the FAQ, in the 
relevant position. That person will be credited here, and a BRIEF note (as 
opposed to the entire email) on what they contributed will be listed. 

If you send me any information that you feel might be included in this FAQ, to 
save time please include the following information with your tidbit of 
knowledge:

1) If you want to be credited or not,
2) What name you would like me to use to credit you,
3) If it's okay to include your email address in the credit.

Due to the great number of emails I receive with suggestions/help/etc., I am 
instituting a new policy regarding this: any email that contains something which 
obviously has a good chance of being incorporated into the FAQ which does NOT 
have the above information will be assumed to have answered "No" to question #1. 
(Due to this new policy, the FIRST person I receive an email from with new 
information will receive the credit...this is in cases of more than one person 
sending me the same information.)


NOTE: Entries marked with ** are those that have NOT been included in the FAQ 
itself as of yet, but are planned to be put in.


Hades (DVancomerb@aol.com)
     - Ability to run in the beginning of "Lord Bafford's Manor"

Hellion (blb3904@garnet.acns.fsu.edu)
     - Disabling sensors in Cragscleft Prison

James Sterrett
     - Provide an opening phrase I had missed for the FAQ's intro
     - Secret Area in Training Mission only available at Expert level
     - Answered "Healing Potion" experiment in the Training Mission
     - Ability to kill Spiders in Lord Bafford's Manor
     - Drowning Zombies in Cragscleft won't work in the upgrade
     - Climbing-down-the-ladder experiment in Cragscleft
     - How to blackjack the Hammerite Priest in the area past the
       Barracks sign (Cragscleft)
     - Information about the scroll in the study in Cragscleft
     - Jumping in the Bonehoard without a Speed Potion
  ** - Killing the watchdog Burrick in the Bonehoard
     - Killing the Guardian with a Fire Arrow in the Bonehoard
     - Return to Farkus' shop after trailing the Assassins (Assassins)
     - Alternate route via waterway into Ramirez' (Assassins)
  ** - Has prompted me to re-write several mission walkthroughs

Psonyk (psonyk@vl.videotron.ca)
     - Revealed that Flash Bombs are weapons against undead
     - Revealed you can blackjack Burricks
     - Provided information on Hammer Spirits and Restless Dead
     - Provided information on Mines

Corny
     - Provided information on getting on the balcony and roof in the
       Training Mission

Taxa
     - Revealed the secret passage in Lord Bafford's Manor
     - Hint about drowning Spiders in Lord Bafford's Manor
     - Using a skull unnecessary to get gem in the Bonehoard
     - Run PAST the Guardian in the Bonehoard
     - Showed Assassins take alternate routes (Assassins)
     - How to bypass the long metal ramp in Assassins
     - Falling off ladder doesn't alert the guards in Assassins
     - Alert causes a guard to be with Ramirez in Assassins

Bastage (nitticjs@aol.com)
     - Improved information on blackjacking humans
     - Improved information on meleeing with Burricks
     - Showed how to blackjack the first guard inside Lord Bafford's
       Manor more expeditiously

Conskill (conskill@mindspring.com)
     - Dispersing Fly Swarms from around Zombies with Water Arrows

Alex Powell
     - Revealed that a guard in Cragscleft had a potion to pickpocket


Section 13: Thief Sites on the Internet
=======================================
The following sites are what I have found on the Internet for Thief: The Dark 
Project. All sites are included with permission. If you would like your Thief 
site mentioned here, please email me (at brigadier@sprint.ca) with the pertinent 
information.


Looking Glass Studios' Home Page: One of the companies to bring us this amazing 
piece of software. (Note: They have asked me to make it clear that they do NOT 
do tech support for Thief...that is being handled by EIDOS. Unfortunately, EIDOS 
has not gotten back to me about putting their web address in my FAQ.)
     http://www.lglass.com/

Thief-DarkProject.com: This is THE place to go for anything Thief related. News, 
desktop themes, wallpaper, fanworks, and more!
     http://www.thief-darkproject.com/

The Mission Log: This is the place I go to when I'm having trouble. It's got a 
very nice format for what treasures you need to find, and where they are 
located. VERY useful!
     http://www.sundial.net/~ghostboy/walkthru.html

Game Forum: Contains several message boards regarding Thief, and a very large 
one for Thief 2 as well! (Follow the links to get to the message board you 
want.)
     http://www.gameforum.com

Thief 2 Facts and Rumours Page: Need I say more? :)
     http://www.thief-darkproject.com/thief2/index.html


Section 14: Thief 2 News
========================
Yes, the rumour is that there IS a Thief 2 in the works. Whenever I hear some 
news about it, I will share it with you in this section. Note that most of the 
time, these rumours are just that: rumours. Do NOT take anything I say here as 
canon!

Aside from the fact that there MIGHT be a Thief 2 on the way, the happiest news 
I've heard is that there will be few, if any, Zombies or Zombie-type creatures 
in the game. Apparently, I am not the only one that dislikes our anti-social, 
asthmatic friends. :)

For more, try the Thief 2 Facts and Rumours page!
     http://www.thief-darkproject.com/thief2/index.html


Section 15: Thief FAQ Mailing List
==================================
Due to reasons which are made clear at the GameFaq's website (congratulations 
Jeff!), the only place that regularly receives updates of this FAQ was down for 
over a week. While it did not affect this update at all, if another "downtime" 
ever happens, what are we to do?

So I've decided to start a mailing list. If you want to receive (via a zipped 
email attachment) the latest version of this FAQ... AS IT COMES OUT ... send me 
an email stating so. When the new FAQ is produced, I will email everyone on the 
mailing list a copy FIRST, and then upload it to the regular carriers. This is 
so my faithful readers will not be in dark when help is already available. :)


Section 16: Endnotes and Copyright Notice
=========================================
Please send all comments, suggestions, praise, steamy letters, job offers 
(ESPECIALLY the job offers! ), etc. to: brigadier@sprint.ca

Feedback is greatly appreciated. In particular, what you liked, disliked, what 
could have been done better, alternate ways around problems, spelling errors you 
spotted that I didn't, the correct names for items/treasures I may have not 
recognized properly, etc. Anything that you feel will make the next version of 
the FAQ/Walkthrough better and/or more complete and accurate. I am also very 
interested to get your input on what you think of the FAQ's new 
look/design....both on how you like it, and how it can be improved.

This document is copyright May 1999 Adam Gilchrist. Permission is granted to 
reproduce and distribute it freely provided it remains whole and unmodified, and 
the original author is credited.