Thief: Deadly Shadows - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Thief: Deadly Shadows - Strategy Guide (Page 03).
Asylum Staff - Not really humanoid enemies, and not really undead, either. These apparitions exist only in the "Cradle's Memory". They're black figures that sometimes shimmer white. They don't have an attack, per se. If they discover you, one of two things can happen. If you've come to the "Memory" through a toy, then you'll be sent back to the present right there. If you've come as yourself, you'll be attacked as normal. In the former situation, you have no defense against these guys, so you can only sneak. As yourself, you can use your weapons as normal. Backstabs work wonders. Dagger: 6 Broadheads: 6 Fire Arrows: 1 Mine: 1 Final Enemy - You are not required to fight the game's last enemy at all. All you have to do is complete the last objectives while evading it. For the sake of spoilers, I won't describe what it is; you'll know it when you see it. What I will say is that it's immune to gas, Moss Arrows, and Flash Bombs. I want to say it's invulnerable, but I don't think that's quite true. What I've seen happen once is that it'll take a lot of damage and fade away to an outline and not attack anymore. I don't know how many hits it takes. Anyway, if it catches you, it'll fling speedy fireballs at you that cause massive damage, so try not to get in its way. Oh, and it will attack ANYTHING else, too, so if you can lure anyone over to it, you'll have a break while it makes mush out of the little people... ****************************************************************************** 6. WALKTHROUGH ****************************************************************************** ========================== 6A. Basic Hints and Tips = ========================== General Tips The most basic tip of all: Keep to the shadows and don't make noise. Life is a lot easier this way. Don't forget your Quick Save (F10) and Quick Load (F12) buttons. They're time-savers. If you see a candle, pinch it out. The walkthroughs assume that you pinch out every candle you find (sometimes, I'll point out the candle if it's important). When trekking around, it's worth it to point out that both the city and often your missions are separated into areas. These areas are connected by "misty" doorways or corridors. What this basically means is that going through these doorways will bring up a "Loading" screen, and you're in a different area. The good news is that no one can follow you through these doorways. The bad news is that when you return, everyone is exactly as you left them. Bit of an oversight, really... Loot always has a specific sparkle to it. If you're unsure if something is Loot, then just stare at it to see if there's a sparkle on it. Be sure to poke around, not just for Loot, but other supplies, as well. Standard and mechanical items can be found in armories and workshops. Elemental arrows can be found near their respective element. Knocking someone unconscious puts them out for the rest of the mission, or until you enter a mission. Killing someone does the same, but killing is a lot more noisy and leaves messy bloodstains. When trying for sneak attacks, watch for Garrett to raise his arm. If that happens, you're assured a hit when you strike. If you take a piece of equipment and are already carrying the maximum amount allowed, that piece is lost forever. This is more valuable advice for the City than missions, because returning to places in the City will still have the stuff you left behind. Water Arrows are definitely one of your most valuable items. Be careful, though, because you have a finite amount, and there are generally more torches than arrows. Look to see if the area is clear or not before firing a Water Arrow. Once you get the Climbing Gloves, DON'T FORGET YOU HAVE THEM. Climb everywhere you can, both in missions and the City. You'll find quite a bit of cool stuff. --- City Tips You're relatively safe in the City, but remember to keep an eye out for the City Watch. They don't like you one bit. No stats are kept for the city interim parts, so unless you need it, you don't HAVE to go out of your way to find extra Loot, or to knock people out. Exploring is a lot of fun, though. Be sure to check your Maps to find fences, stores, City Watch outposts, and faction-controlled areas. Fences and stores are marked by red handprints. City Watch outposts are eagles on a shield. Faction-controlled areas are marked by the hammer for the Hammers, and a fish beneath a crescent for the Pagans. Remember, you can't swim, so be careful walking around the Docks and the Auldale canal. Some citizens have purses on them. These can be picked right off them. Some citizens also wear jewelry. You cannot pick this off. You can lay them out and pick it off their body, or you can "mug" them. To do this, threaten them with a weapon (like drawing the bow in their face). Do it a number of times and eventually they'll drop their stuff. In the latter half of the game, you'll get situations where you'll be hunted. Most of these "hunters" aren't liked by anyone, so try to lure them towards other combatants, preferably towards City Watch or factions that are hostile to you. --- Mission Tips You only get one trip to every mission. If you miss getting something, then leave the mission, you won't have another chance to get it. Every Mission from the 2nd one on has a Loot requirement, which differs depending on the difficulty level. You have both a certain percentage of Loot to find and, on Normal and up, you have to find one or more "Special" Loot Items, which still count towards your overall percentage. Here's the break down of what each difficulty entails: Easy - Find 30% of the mission's Loot. Opponent Sensory Acuteness: Low Opponent Combat Ability: Low Number of Opponents: Low Player Damage Resistance: High Normal - Find 40% of the mission's Loot. Find at least 1 Special Loot Item. Opponent Sensory Acuteness: Normal Opponent Combat Ability: Normal Number of Opponents: Normal Player Damage Resistance: Normal Hard - Find 60% of the mission's Loot. Find at least 2 Special Loot Items. Opponent Sensory Acuteness: High Opponent Combat Ability: High Number of Opponents: High Player Damage Resistance: Low Expert - Find 90% of the mission's Loot. Find all 3 Special Loot Items. Opponent Sensory Acuteness: Very High Opponent Combat Ability: Very High Number of Opponents: High Player Damage Resistance: Very Low Do not kill any non-combatants. ============================================ 6B. Mission 1 - Checking Inn - Cashing Out = ============================================ "There is nothing so promising as the opening of a book. There is nothing so final as its shutting." - Keeper Scribe Lessons, Part 4 "Imagine the City as a youth precariously balanced on the precipice of a deep ravine. We are the Keepers of that balance." - From the Eight Principles --- Briefing - I got a tip last night from my fence, Heartless Perry. A nobleman named Lord Julian had some quarrel and showed up at a local inn well after nightfall, and in a foul mood. He's carrying a velvet bag, about the size of a mna's fist, and it never leaves his sight. Sounds likely to be valuable, but I'll know for sure when I steal it from him. Perry sent over a floor plan of the place, the Blue Heron Inn. Finding His Lordship won't be hard, his room number will be in the guest register, if I can get to the front desk to read it. The inn will have guards, but not as many as a private estate. That should make things easy, which is one of the reasons I'm willing to try it without knowing for sure what the take will be. Lord Julian is so protective of that bag, there's got to be something of value in it. Objectives - - Break into the Inn. - Find out what room Lord Julian is staying in. - Steal Lord Julian's velvet bag from his room. - Leave the Inn once you have the velvet bag. Loot - 6 pieces totalling 200. Enemies - Hired Guards Starting Equipment - Dagger, Blackjack, 10 Water Arrows --- Mission Notes This is a tutorial mission, and is tailored around easing you into the game. Just follow the directions and you'll do fine. You cannot fail the mission, nor can you die. If you mess up an objective, you'll be required to try again. There's also only one difficulty for this mission: Normal. ***************** Begin Walkthrough Outside - You'll have footprints showing you where to go throughout the mission, so follow them here to the first circle, where you'll learn about keeping to the shadows. Simply follow the footprints and stay out of the light. Keep moving to the next circle, where you'll learn about patrolling guards. The path will move you into and out of the shadows, so make sure that you're moving only when the guard isn't facing you. Moving further on, you'll come a "sound check". Use the Creep modifier to slow down on the metal floor so the guard doesn't hear you. Now, you'll get a refresh about objectives. Press the Crouch key to hunker down and head into the inn. OBJECTIVE COMPLETE: Break into the Inn. Basement - The grate will shut behind you to block off your exit. Walk down the stairs if you wish to learn (through experience) what happens when you bump into movable objects. Your objective is the door, so press the Use key to open it. Moving through the basement, you'll receive a short lesson on the highly invaluable Water Arrows. Shoot one at the nearby torch, and snag the Water Arrow below it if you wish. Move on towards the boxes to learn about mantling. Jump at the boxes to climb over them. Proceed up the stairs and down the long passage to the door at the end. You need to lockpick this door. It may seem confusing and difficult at first, but when I tell you that the sweet spots are up, right, then left, it doesn't seem so hard, does it? Remember for lockpicking that, despite the fact that you can move your pick in a full half-sphere, sweet spots will ALWAYS be on the circle. Climb up the ladder in the next room. Inn - The innkeeper is facing away from you as you exit this basement. Press the Blackjack key to arm it, then creep up to his back, wait until Garrett raises his arm, and clout him. Next, you'll be taught about hiding bodies. Click the Use key when the innkeeper is highlighted to pick him up, then carry him over to the ladder room and toss him down the hole. Don't worry, he'll survive. Your next task, as the game will tell you, is to check the guest register on the desk. Do this by clicking the Use key. OBJECTIVE COMPLETE: Find out what room Lord Julian is staying in. NEW NOTE: Lord Julian is staying in the Peony Suite. Now, follow the prints to the staircase leading up to the second floor. Note that glint on the cup in front of you on the landing. Take the SILVER GOBLET (50, 1%). It says 1%, but it's actually 25%. I don't get it either. Anyway, there's nothing else in this area, so follow the prints. In the next room, practice wall-flattening, then move on to the hallway outside the Peony Suite. There's a guard standing right in front of it, and he won't patrol or anything. The game tells you to take one of your new Noisemaker Arrows (which you were just bequeathed with from above) and fire it to distract the guard. You can fire it over to the opposite room, but I actually suggest firing it behind you, then flattening yourself against the wall. He'll chase after the noise, and you can run past the Peony Suite into the lit room. In this room, open the chest and grab the COPPER CANDLESTICK (25, 37%), then you can run back to the Peony Suite before the guard gets back, or you can just wait in the room until he resumes his position and fire another Noisemaker. Either way, get in Julian's room. Take the COPPER PLATE (50, 62%) on the nearby table, then head over to the bed to find that the velvet bag isn't there, and to learn one of the most harsh lessons of Thief: that things rarely go the way you want them to. Take the COPPER CANDLESTICK (25, 75%) on the nightstand and read the note: OBJECTIVE CANCELLED: Steal Lord Julian's velvet bag from his room. NEW OBJECTIVE: Find Lord Julian in the Lancaster Room, and steal his velvet bag from him. Exit the Peony Suite by the other door and continue down the hallway. Take the COPPER GOBLET (25, 87%) on the table at the corner turn, then proceed to the next area, and down the stairs. The game will tell you to get the bag without the guard spotting you. Keep to the shadows and use Water Arrows on the torch and gas lamp if you wish. Before grabbing the bag, head behind the bar and grab the COPPER GOBLET (25, 100%). If you wish, you can listen in on the conversation going on here between Julian and Morris. Stay in the shadows that the chairs cast and grab the bag. OBJECTIVE COMPLETE: Find Lord Julian in the Lancaster Room, and steal his velvet bag from him. Now, head to the lit doorway into the kitchen. You'll be told about dealing with being caught. A portcullis will slam down right behind you and a guard will appear out of nowhere. You'll notice you now have four Flash Bombs. Toss one to the ground to daze your enemy (or just cut him up with the Dagger) and head through the far door on your right. Head to the next door to end the mission. OBJECTIVE COMPLETE: Leave the Inn once you have the velvet bag. End Walkthrough *************** Debriefing - Nothing like mixing in society, especially if it comes with good loot. The velvet bag turned out to hold a bronze medallion stamped with a griffin... valuable enough... but more interesting was the conversation I overheard between Lord Julian and the cook, especially the part about a huge opal, and a conspiracy for stealing it. I'd hate to have anyone but me get a stone like that, but I need a better idea where to start looking. If I show the medallion to my fence, I'm sure he'll know more. Heartless Perry always does. --- Loot List 1. Silver Goblet (50) - The game points this out to you on the inn's second floor landing. 2. Copper Candlestick (25) - This is in a chest in the brightly lit room next to Julian's room. 3. Copper Plate (50) - On a table in the Peony Suite. 4. Copper Candlestick (25) - On the nightstand next to the bed in the Peony Suite. 5. Copper Goblet (25) - On a table in the hallway between the Peony Suite and the Lancaster Room. 6. Copper Goblet (25) - Behind the bar in the Lancaster Room. --- Cutscene - (Ink drips on a parchment. A pen is thrust onto the parchment, dragging ink in the form of some strange symbol, a glyph. An old woman in a black cloak sits a desk, scribing in a tome. Whispers surround her. As she writes, the glyph she just wrote changes form to another glyph right on the paper. Her eyes widen as this happens. She then shifts her eyes to either side, then sets down her pen. She grabs the page the glyph appeared on and rips it from the tome. She opens a drawer in her desk. View from inside the desk as she drops the crumpled page inside and shuts the drawer, the only light coming from the keyhole, the symbol of the Keepers.) ====================================== 6C. Mission 2 - End of the Bloodline = ====================================== "Even to the casual observer, the seven great families have become neither great, nor by most standards... family." - From Historical Bloodlines "Chose your immortality carefully, whether it be by the treasure you amass, or the family who succeeds you." - Advice to a Patriarch, Baron Bresling --- Briefing - I had my fence take a look at Lord Julian's medallion. Perry says the crest belongs to the Rutherfords, one of the oldest so-called Great Families, with a castle in South Quarter and a street named after them. They've got a lot of wealth, and a nasty reputation for turning on each other. Based on the conversation I overheard, Julian is definitely carrying on the family traditions. Lord Ember, Julian's cousin, currently resides in the castle, and Julian wants revenge. Julian had a good plan -- hide inside a supply cart and ride in after dark. Then, signal the cook to open the side door by putting out the lion's head torch in the courtyard. A good enough plan for me to use myself. That "Bloodline Opal" sounds valuable, and it's better off with me than sitting around in their vault. But, I can't get lazy -- Ember will have his personal guard, and doubtless a few other family tricks in store for anyone who comes after the opal. Objectives - - Break into Rutherford Castle. - Find a clue about how to locate and open the vault. - Steal the Bloodline Opal from the vault. - When your other objectives are complete, leave the castle grounds the same way you came in, the front gate. Note: The cook is waiting for the signal. Put out the lionhead torch, and he'll open the side entrance located above the torch on the castle ramparts. Loot - 36 pieces totalling 2125. Enemies - Hired Guards Starting Items - Dagger, Blackjack, 20 Broadhead Arrows, 25 Water Arrows, 5 Noisemaker Arrows, 8 Flash Bombs, 1 Health Potion --- Mission Notes This is a pretty basic mission in the Thief style, with plenty of guards, several servants, torches dotted all over the place, but still plenty of shadows, lots of Loot, and a few secrets. ***************** Begin Walkthrough NOTE: Despite the fact that the bag last mission had a bronze medallion, you don't have it, nor did you get any cash for it. --- Castle Front - You'll start right away facing your mark, the lionhead torch. The servant who brought you in will start talking to the guard (who has a torch). After a quick conversation, the servant will head inside and another guard will come out and stand guard near the main door. You have three ways into the castle from here. There's the front door, which will require you to take down the two guards here (pretty tough if you don't want to kill them). There's also a window to the west of the door. Sneak by the patio on the west side, and you can mantle up the low wall and through the window inside. For this walkthrough, we'll take the way we're supposed to: shoot a Water Arrow into the torch, then climb the ladder to the west and walk around the ramparts. The door up here is open, now. Before you enter, grab the COPPER GOBLET (25, 1%). OBJECTIVE COMPLETE: Break into Rutherford Castle. Head down the passage (don't worry about the torches here). At the end, grab the Health Potion and read the note: OBJECTIVE COMPLETE: Find a clue about how to locate and open the vault. NEW OBJECTIVE: The vault is protected by a portcullis. Search Lord Ember's chambers to figure out how to open the portcullis. NEW NOTE: The vault is in the basement. You're in the guards/servants chambers, now. In the southeast corner is a chest with a COPPER PLATE (50, 3%) in it. Head north a room to find a sleeping guard. He can wake up if you make enough noise, so it's best to clout him with the BJ. The locked chest (open with pick at L, R, L) on the north wall of this room has a COPPER GOBLET (25, 4%). You have two direction choices from here. West is kinda tough, because there's a patrolling guard in the south hallway, and a guard who pivots around on the skylit landing near there. So, instead, leave by the northwest exit and you'll reach the armory. Sneak up and clout the torch-carrying guard here. In the armory are six Broadhead Arrows if you wish to load your quiver. Head west to leave the armory by its other exit. To the north from here is a misty doorway leading to the Inner Quarters, but we'll ignore that for the time being. Continue west and you'll reach a room with some paintings and that servant who was outside earlier. Pinch the candle, then sneak up on him and knock him out. Leave the room and head south. To your right (west) as you go down this hallway is the room leading to the vault. On Hard and up, there's a fat guard patrolling this room. Club him at the end of his patrol, when he's furthest from the other guard. On all difficulties, there's a guard standing at the post. Use the shadows to trace a path to him, then bash him. There's no need to go down to the vault right now, so continue further south. In a side hallway is a locked door (U, R, L) which leads to a small dining room. Bash the guard who never turns from the window and take the TWO SILVER CANDLESTICKS (50, 7%; 50, 9%) on the nearby shelf. Open the locked chest (L, R, L) in this room to get a COPPER GOBLET (25, 10%). Read the note on the table if you wish, then head east to a small study. There are TWO COPPER COINS (25, 11%; 25, 13%) on the desk, as well as a Health Potion and a note. This room is where you would have ended up had you climbed through the window to enter the castle. Anyway, leave these rooms and head south to get to the other side of the hallway with the patrolling guard I had you avoid earlier. Sneak up behind him as he turns to walk back down the hall and take him out. Now, you're free to take out the guard in the skylit landing that was pivoting in place. Wait until he turns away before knocking him out. Once he's down, look at the statue he was standing in front of. Reach up and grab the JADE (100, 17%) in its hands. Now, it's time to enter the great hall you've been circling around for a while. There's a guard in here who patrols the landing with the big lion statue. Put out the chandeliers if you think it will make it easier, then knock him out. On a table next to the lion statue is a piece of JADE (100, 22%). Climb up the next set of stairs. See that big painting sparkling out of reach on the north wall? We're gonna go get it. Enter the hall at the top of the stairs. To the north is a second misty doorway that leads to the Inner Quarters. We're still avoiding that for now. Circle around the hallway to the next room, which has a servant facing away from you. They make it too easy, really. Knock him out, then continue to the next room, grabbing a COPPER CANDLESTICK (25, 23%) on the way, then pick open the locked door (R, L, L, R). In the chest in this room, grab the SILVER GOBLET (50, 25%). Now, start pushing the crate on the wall to reveal a hole. Crawl through it, and you'll find yourself on a balcony that passes close to the painting in the great hall. Grab MORTIMER THE MAD (200, 35%) for your first Special Loot. Now, retrace your steps and head for one of the misty doorways at the north end. For this walkthrough, we'll go through the one at ground floor level. Inner Quarters - Continue down this hallway to find the inner courtyard. There's one guard on patrol down here, so wait for an opening to bash him. Down here are two doors and an elevator. We'll get to the elevator in a moment. The two doors lead to the same basic area, but the one on the south wall leads to a more favorable situation, so, naturally, it's locked (L, R, L). Once you enter, you'll hear two serving girls gabbing. Once they finish, the one in green will enter the dining room, while the one in purple will gaze out the window. Take that purple girl out. Sneak into the dining room and wait for the other girl to walk by and bop her. Now, there's a guard here, but he doesn't move, and is placed so that he can't really see much in the dining room, so keep it quiet, and clean out the dining room, which has a COPPER GOBLET (25, 36%) on an end table, TWO COPPER GOBLETS (25, 37%; 25, 38%) on the main table, and TWO COPPER CANDLESTICKS (25, 40%; 25, 41%) on the mantle above the fireplace. Now, head back to the hallway with the purple girl and head in the other direction. The cook who was so nice to open the door for you is wandering around the kitchen, so reward him with a blackjack to the noggin. Just outside the kitchen is a COPPER CANDLESTICK (25, 42%), and inside on the cutting table, next to the mutton is a COPPER GOBLET (25, 43%). Further in the kitchen is a Health Potion, and further on are the cook's quarters, which you can also access from the locked door in the hallway. In the chest in the cook's room is a SILVER PLATE (75, 47%), and on the table is his journal, where he describes the switch in Lord Ember's chamber to open the vault. OBJECTIVE CANCELLED: The vault is protected by a portcullis. Search Lord Ember's chambers to figure out how to open the portcullis. NEW OBJECTIVE: Find and activate the secret switch in Lord Ember's chambers to open the vault portcullis. NEW NOTE: The cook's journal said there's a secret switch to the vault portcullis in Lord Ember's chambers. You're done on the ground floor, now. Exit and head back to the courtyard. Hop in the elevator and push the button to ride to the second floor. If you head left, you'll find the second floor misty doorway. Heading right will take you where you want to go. On Hard and up, you'll find a guard in front of the candle and boxes up on this ledge, so bash him. Open the door. A guard with a torch patrols this hallway. To your left, you'll hear a conversation between another guard and a chambermaid. Also, Lord Ember is here. He mostly hangs out in his room, but sometimes leaves to walk around this floor. Lastly, on Hard and up, there's another guard in front of Ember's chambers. First, head through the left passage once the two there are done talking. Turn left and knock out the girl, then continue down this under-stair passage and at the end, crouch and turn right to find a little rat hole with a COPPER GOBLET (25, 48%). Watch the guard's patrol on the spiral staircase here, then follow him and knock him out. At the top, you'll find the door to Lady Elizabeth's chambers (R, L, L, R). Head up either spiral staircase to her room. The chest in front of her bed (U, R, L) has the GILDED HELM (300, 62%), your second Special Loot. Also in her room are two notes and a journal which speak of her motives, and on her bookshelf are TWO COPPER COINS (25, 63%; 25, 64%) and a SILVER COIN (50, 67%). Lastly, hop on the nightstand to the left of the bed, then jump up. On top of the canopy is a JADE NECKLACE (50, 69%) to grab in midair. Now, head back downstairs to the hallway. Knock out the guard with the torch here, and you're ready to assault Lord Ember's chambers. There are three ways to do it: 1. You can do it the direct way and pick open his door and either scare, knock out, or kill him. 2. Wait until he comes out of his room. He has the key on his belt, which you can pick off him. After that, you can leave him, knock him out, or whatever. 3. The nearby window leads to a ledge which runs under another window leading into a back part of the chambers. I generally choose 2. The key you take from him will open his door, so enter his room. The journal on his table will tell you that the switch is near his desk. That's near the fireplace. To the right of the desk is an unlit torch. Use it to activate the switch. OBJECTIVE COMPLETE: Find and activate the secret switch in Lord Ember's chambers to open the vault portcullis. Now, it's time to clean out the chambers. On his table is a COPPER GOBLET (25, 70%). On a bookshelf to the left of the fireplace is a SILVER CANDLESTICK (50, 72%). Above the fireplace is your third Special Loot, the other RUTHERFORD MEDALLION (150, 80%). On the desk is a SILVER COIN (50, 82%) and a COPPER COIN (25, 83%). In the chest in the back behind his table is a piece of JADE (100, 87%). Finally, hop out the window either near his back bookshelf, or outside his door to the ledge and you'll find a JADE RING (50, 89%). That's this place cleaned out. You can hop down from the ledge here if you wish and make your way back to the Castle Front. --- Castle Front (part 2) - Head towards the vault on the west end, taking out the guard if you haven't already, then head downstairs. Provided you opened the portcullis, you should just be able to press the button on the vault to open it up. In the vault is another Key (which you don't really need now), TWO JADES (100, 95%; 100, 100%), and the Bloodline Opal. OBJECTIVE COMPLETE: Steal the Bloodline Opal from the vault. Now, it's all just a simple matter of making your way back to outside, either by hopping out the window in the little study, or by the door the cook opened. Head to the main gates outside to finish this mission. OBJECTIVE COMPLETE: When your other objectives are complete, leave the castle grounds the same way you came in, the front gate. End Walkthrough *************** Debriefing - The Bloodline Opal's mine now, and based on the size of this thing, I'd say it was worth it. But, something tells me this Lady Elizabeth character had her own plans for the Rutherfords. I'd better get thi opal to Perry soon. He can cut it into smaller stones that are easier to move, and we'll both make a tidy profit. --- Loot List Castle Front - 1. Copper Goblet (25) - On the ramparts outside the door that the cook opens for you. 2. Copper Plate (50) - In the sleeping rooms in the southeast corner of the castle, in a chest in the southeast corner of the room. 3. Copper Goblet (25) - In the sleeping rooms in the southeast corner of the castle, in a chest in the north side of the room. 4. Silver Candlestick (50) - In the small dining room in the southwest corner of the area, on a bookshelf. 5. Silver Candlestick (50) - In the small dining room in the southwest corner of the area, on a bookshelf. 6. Copper Goblet (25) - In the small dining room in the southwest corner of the area, in a chest. 7. Copper Coins (25) - In the small study in the southwest corner of the area, on a desk. 8. Copper Coins (25) - In the small study in the southwest corner of the area, on a desk. 9. Jade (100) - In the hands of a statue just east of the great hall, under a skylight. 10. Jade (100) - In the great hall, on a table next to a lion statue. 11. Copper Candlestick (25) - On the second floor, beyond a small library in the southwest corner of the area. 12. Silver Goblet (50) - On the second floor, behind a locked door in the southwest corner of the area. 13. Jade (100) - In the Rutherford Vault. 14. Jade (100) - In the Rutherford Vault. Inner Quarters - 15. Copper Candlestick (25) - In the entry area just outside the kitchen. 16. Copper Goblet (25) - In the kitchen on the cutting table. 17. Silver Plate (75) - In the cook's room in the chest. 18. Copper Goblet (25) - In the dining room on an end table. 19. Copper Goblet (25) - In the dining room on the big table. 20. Copper Goblet (25) - In the dining room on the big table. 21. Copper Candlestick (25) - In the dining room on the mantle. 22. Copper Candlestick (25) - In the dining room on the mantle. 23. Copper Goblet (25) - Below the stairs to Lady Elizabeth's room, in a little rat hole. 24. Silver Coins (50) - On the shelf in Lady Elizabeth's room. 25. Copper Coins (25) - On the shelf in Lady Elizabeth's room. 26. Copper Coins (25) - On the shelf in Lady Elizabeth's room. 27. Jade Necklace (50) - On top of Elizabeth's bed canopy. Jump from the nightstand. 28. Copper Goblet (25) - On the table in Lord Ember's chambers. 29. Silver Candlestick (50) - On the bookshelf near Lord Ember's bed. 30. Copper Coins (25) - On the desk near Lord Ember's bed. 31. Silver Coins (50) - On the desk near Lord Ember's bed. 32. Jade (100) - On the chest behind Lord Ember's table. 33. Jade Ring (50) - On the ledge outside Lord Ember's window. Special Loot - 34. Mortimer the Mad (200) - In the Castle Front, go to the second floor, southwest corner, and pick open the door there. Push the box and crawl through the space. 35. Gilded Helm (300) - In the Inner Quarters, in the chest in Lady Elizabeth's room. 36. Rutherford Medallion (150) - In Lord Ember's room, above the fireplace. ======================= 6D. The City, Day One = ======================= "The City increased quickly, the lack of planning evidences itself in the closeness of the structures, the strange twist of a street." - Keeper Archives "Fiddle-dee-dum and fiddle-dee-dee, the old gray lady is after me." - children's rhyme, unknown origin --- NOTE: From here on, I don't intend to provide you with directions for the locks. You should have practice enough now that you can open them on your own, even as they get more complicated. Briefing - South Quarter... one of the City's most crowded residential districts, in the center of town, near the river. It's not wall-to-wall nobility, like Auldale, but there's money here... if you know where to look. South Quarter's where I live, so I guess this is home. As long as I behave myself, I can go anywhere and do as I please, and the residents won't give me any trouble. But, the City Watch will. The entire force knows what I look like, and they'll attack me on sight. If I don't stay out of the way of their patrols, I might be looking at some jail time, or worse. First thing I need to do is see my fence, Heartless Perry -- his shop is down in Black Alley. I'm bringing Perry the Bloodline Opal. I don't want to hang onto this stone any longer than I have to. Something about that job has left me with a bad feeling. Enemies - City Watchmen, Thugs --- Mission Notes For the rest of the game, you'll start every new part of the game with all the equipment you had when you left the last part. Your first trip to the City won't have too many enemies, particularly in the South Quarter. Once you get to Stonemarket, the resistance picks up. ***************** Begin Walkthrough Garrett's Building - NEW OBJECTIVE: Go see your fence, Heartless Perry, in Black Alley to sell him the Bloodline Opal. You now have the Opal (500) in your inventory as a Loot item. It's not a specific type of Loot item. Anyway, here we are in your crib. To your left is a practice dummy, an archery target, and a practice lock (you can buy more from certain stores). To your right is your living room. Two Flash Bombs are here, as well as a Broadhead Arrow on the table, and a Noisemaker Arrow in the chest. Leave your apartment and head down the short flight of stairs. You'll now experience indesputable proof that not everyone in this game hates your guts. The guard will greet you. Of course, your first friendly guy and you have to blackjack him. The reason you have to do this is so you can break into your neighbors' places. The first room has a guy asleep in bed. Take his TWO COPPER CANDLESTICKS (25, 25) and the PURSE OF COINS (25) off his belt, then leave. The second room has a girl up and about, so club or avoid her. Take the JADE GOBLET (75) and read the fairy tale on the bed, if you wish. Now, head back and to the Landlord's office (as marked by the sign), and break in. Take the RUBY GOBLET (100) on his desk, and the two Broadhead Arrows in the chest. Also, read the journal on his desk to learn an interesting fact: NEW NOTE: Your landlord has been hiding blackmail money under a sewer gate in Black Alley. Well, that's all there is to do here. Let's go play outside and take in some of that crisp night air, shall we? --- South Quarter - Right in front of you is the fountain. Inside are two Water Arrows. Also ahead are two gents talking about the recent quarantine in the city. Currently, you're confined to this area. Note how the guy on the left is rather sparkly. Once the guys are done, you can wait until he's alone and club him and take his COPPER BRACELET (25) and COPPER GLASSES (25). He'll also drop a Key. This key (naturally) opens the door to his house. Once you've hidden his body, head south through the alley to another area of South Quarter. The house of the sparkly man is to your left (east). You can either use the key, pick the lock, or head around to the right and climb in through the window. At any rate, in the main room is a SILVER KNIFE (50) on the table, and your first Fire Arrow in the fireplace. Head to the room on your right and open the chest to find a Flash Bomb and a Healing Potion. Head up the stairs to the second floor and you'll find a Healing Potion on the mantle and a JADE NECKLACE (75) in the chest. Finally, there's a DIAMOND (150) in the chandelier in the main room. You can either jump up from the table, or go to the second floor and push the chair away from the hole. Crawl out onto the rafters and get it from there. That's it for this house, so head outside.
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