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Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter T » Thief: Deadly Shadows - Strategy Guide (Page 05)

Thief: Deadly Shadows - Strategy Guide (Page 05)

Below are the cheat codes, hints and help for Thief: Deadly Shadows - Strategy Guide (Page 05).

---

Pagan Sanctuary -

This sanctuary is comprised of houses that Pagans worked in as servants, and 
then took over.  Right in front of you is a note which reveals a new 
objective:

NEW OBJECTIVE: Learn the Ritual of the Root to gain access to the Jacknall's 
 Paw.  The shaman knows the Ritual, so search his area.

In this open area (SW corner of the Sanctuary) are two Pagans wandering 
around.  Douse fires and silence them.  Just west of the fire is a RUBY (125, 
44%).  Also, note the broken floor above you.  Jump up and mantle onto its 
lowest point and climb the slope to reach a SILVER CANDLESTICK (50, 46%).  
While up here, creep around the rafters and you can find some Broadheads, a 
Noisemaker, and a journal that gives some clues as to how this area became 
so Pagan-controlled.

Head south to leave this room.  There's a female Shaman patrolling the main 
hallway out here, so club her.  To the east is a factory and training grounds.  
There's a female Shaman patrolling that general area.  In addition, there are 
three Pagans practicing combat manuevers in the training ground, and another 
two just north of that area talking on a bridge (when done, one will head 
north to the northern area, and the other will patrol the general area south).  
The good news is that there's only one real thing you need from that area, 
and it's just inside the first door.  On a shelf is a SILVER URN (150, 52%).  
If you wish, you can cause havoc in the area, but it's not necessary.

There's something that is unplesant, but necessary, however, and that's going 
down into the creek where the Ent is pacing around.  Fortunately, if you hide 
in shadows as he passes, he won't notice you, so head north to the west bridge 
and hop over the side to get down into the creek.  Head east and at the far 
end you'll find a GOLD BOWL (125, 57%).  Now, head back west, where you can 
find two Water Arrows on the way.  There are two ways out of the creek, and 
we'll be using both.  First, jump and mantle up to the broken staircase.  
Climb up to the top, then follow the stone ledge, and mantle up another level, 
where you can walk onto a pipe.  Follow this pipe all the way and you'll 
end up above the factory.  In the very room you end up in, you'll find an 
ANCIENT STATUETTE (50, 59%) which is Special Loot #1.  Incidentally, there's 
a second way to this statue, and that is to enter the training ground area, 
climb up the stairs in the southwest corner, and creep along the rafters to a 
hole in the upper wall, which leads up to the same spot, but it's easy to be 
spotted from there.  Anyway, head back onto the pipe and make your way back to 
the creek (or just jump down to it if you can manage it without damage or 
attracting attention from the Ent).  Go to the west end of the creek, again, 
and climb up the ladder at the end and you'll reach the north half of the 
Sanctuary.

Actually, if you came in this way, you're in the Shaman's room right now.  
From up here, read the journal next to the bed to learn about a comb.  Check 
the rafters above the head of the bed to find the PRECIOUS COMB (125, 64%), 
the second piece of Special Loot.  Also, in the opposite corner of the room, 
still in the rafters, is a DIAMOND GOBLET (150, 70%).  Before you get that, 
you may wanna drop down and deal with the Shaman in the room (you can climb 
back up to the rafters easily enough).  On the ground floor of the room is a 
chest with a RUBY TIARA (100, 74%) and a Health Potion.  The book on the bed 
is your target:

OBJECTIVE COMPLETE: Learn the Ritual of the Root to gain access to the 
 Jacknall's Paw.  The shaman knows the Ritual, so search his area.

NEW NOTE: To complete the Ritual of the Root, make offerings of moss, water, 
 and blood on the markings on the "Giverings Altar" in the Taproot Cave.

My Note: The Note declares these out of order, actually.  You're supposed to 
 go water, then moss, and blood.

All right, just outside of the room to the east is a female Pagan patrolling 
the ground floor, as well as one patrolling the rafters with a good view of 
the Shaman's room.  Make sure that one isn't looking before taking out the 
ground floor Pagan.  You can't reach the second floor from here, so just head 
east to a room with a campfire and a male Pagan.  Deal with him and take the 
Fire Arrow in the campfire.  Just to get your bearings here, taking the 
southwest exit from this room leads to the western bridge across the creek.  
What you want to do, though, is take the southeastern exit to a room with a 
torch, which perfectly sets off the beauty of the GOLD DAGGER (50, 76%) 
beneath it.  Continuing along here would lead to the eastern bridge across the 
creek back to the factory, which we don't need to go to, so head north past 
the campfire room.  This next room has a male Pagan patrolling around, so deal 
with him.  There's a Moss Arrow in the northeast corner of this room.  Now, 
read the note next to the door to learn about more treasure.  The treasure's 
in that room, which you can access either by using ledges to climb up to the 
window, or just picking open the door.  Inside this room (the "Sleepsie"), 
pick open the chest to take the BRONZE BEETLE (350, 90%), the third piece of 
Special Loot.  Now, head back to the room to the west, then climb the steps.  
There's a female Pagan up here that I mentioned before, so be careful.  Also, 
in the rafters area to the west is a BIRD STATUETTE (125, 95%).  From here, 
you can hop down to the ground floor, and just north of you is the passage 
leading to the Taproot Cave.  Note that there's a dead body (not one of yours) 
right next to the entrance.  Grab it and head down the stairs.  There's a 
Water Arrow on the way.

At the bottom of the steps, deposit your new friend out of sight, then take 
out the male Pagan patrolling this cave.  Once he's pacified, search the 
shelves on the south wall for TWO JADE GOBLETS (75, 98%; 75, 100%).  Now, grab 
the dead body and continue on to the end of the cave.  At the very end, you'll 
see your target, the Paw, encased in a tree.  There's also an Ent circilng the 
room.  Remember, you can only kill them, but it could be helpful if you need 
room to breathe.  On Hard and up, there's also a Shaman patrolling this room.  
Flanking the altar is a Water Arrow and a Moss Arrow if you're in short 
supply.  Use the Water Arrow on the left symbol of the altar, then the Moss 
Arrow on the right symbol of the altar.  Finally, drop the dead body you've 
been lugging around on the middle symbol.  ONLY dead bodies will work for 
this, not unconscious ones, unless you plan to stab the poor guy while he's on 
the altar (how barbaric)...  Anyway, once the altar's open, grab the paw:

OBJECTIVE COMPLETE: Steal the Jacknall's Paw from the Pagans.

Now, spin on your heel, head out of the cave, and south across the creek, and 
back to the first room.  Drop into the hole leading back to the tunnels and 
you'll automatically end the mission from there.

OBJECTIVE COMPLETE: When your other objectives are complete, leave by way of 
 the Pagan tunnels.

Note: If you wanted to go back to the Tunnels for anything, make sure you 
 don't grab the Paw, yet.  Once you grab the Paw, the mission's over, and you 
 won't be able to return to the Tunnels.

End Walkthrough
***************

Debriefing - So, this is the Jacknall's Paw.  The Keepers will be happy, but 
 I doubt the Pagans will be as pleased.  There are more of them in the City 
 than anyone knew, and now their secret's out.  I just hope that when they go 
 hunting for their property, they don't come loking for me, too.

---

Loot List

Pagan Tunnels -

1. Copper Coins (25) - Right beneath you as you start the mission.
2. Gold Nugget (150) - South of your entry point.
3. Ruby (125) - Northeast of your entry point, on a crate.
4. Copper Spoon (25) - Northeast of your entry point, on a crate.
5. Silver Nugget (100) - In the southeast corner of the tunnels.
6. Silver Nugget (100) - Northeast of Loot 3 and 4, on the floor.
7. Copper Fork (25) - Near a campfire that is just before the sewers.
8. Jade (100) - In a chest near a campfire that is just before the sewers.
9. Ruby Goblet (100) - Climb the rafters near Loot 3 and 4.
10. Ruby Ring (75) - In a chest in the east end of the sewers.
11. Jade Goblet (75) - On a stack of crates on the ledge above the sewer 
 entrance.
12. Ruby (125) - In the chest near Leafer in the northwest part of the 
 sewers.

Pagan Sanctuary - 

13. Ruby (125) - West of the fire in the first room.
14. Silver Candlestick (50) - In the rafters above the first room, northeast 
 corner.
15. Silver Urn (150) - Just inside the "Hammerfool Factory" on a shelf.
16. Gold Bowl (125) - In the creek at the east end.
17. Ruby Tiara (100) - In the chest in the Shaman's room.
18. Diamond Goblet (150) - In the rafters above the Shaman's room, northeast 
 corner.
19. Gold Dagger (50) - In the north half of the sanctuary, south of the 
 campfire, beneath a torch.
20. Bird Statuette (125) - In the rafters above the entrance to the Taproot 
 Cave.
21. Jade Goblet (75) - In Taproot Cave, on a shelf on the south wall of the 
 main room.
22. Jade Goblet (75) - In Taproot Cave, on a shelf on the south wall of the 
 main room.

Special Loot - 

23. Ancient Statuette (50) - In a room high up in the "Hammerfool Factory".  
 There are two ways to this.  One is by climbing the broken staircase on the 
 west side of the creek, then climbing walls and crossing pipes to reach the 
 room.  The other way is by climbing the stairs in the training room and 
 crossing the rafters to the hole in the wall, which lead to the room.
24. Precious Comb (125) - In the Shaman's room, in the southwest corner of 
 the rafters, just above the head of the bed up there.
25. Bronze Beetle (350) - In the "Sleepsie", in the locked chest.

=========================
6H. The City, Day Three =
=========================

"Only we know the secrets of the glyphs, only we know the truth." - Keeper 
 Archives

"Beware the Age of Darkness / Light will become shadow / Time will become 
 the enemy / Life will become pain" - Excerpt from the Keeper Book of 
 Prophecies

---

Objectives - 
- Deliver the Chalice and Paw to Artemus in Terces Courtyard in Stonemarket 
 Plaza.

Enemies - City Watchmen, Thugs, Hostile Factions, Zombies

---

Mission Notes

This city run will lead you into a new area, the Docks.  There's aren't that 
many enemies here, but a lot less room to run around in.  Also, you'll get 
your very first look at the Keeper Library (or at least the first look 
Garrett has had in years).

*****************
Begin Walkthrough

As with Day Two, you'll begin in your apartment.  Daily loot and equipment is 
reset, now.  Also, head into your Landlord's place to find a PURSE OF COINS 
(50).  Head to Black Alley to dump your stuff and restock on items, then make 
a beeline for Stonemarket Plaza.  Head over to Terces Courtyard to find 
Artemus standing there.  He'll walk south from the courtyard, then northwest 
to a tucked-away corner.  He'll push a glyph on a wall, which will open a 
door.  Go through it.

---

Cutscene - (Pan across a candlelit desk.  A cut apple on the desk begins to 
 wither and decay.)

Caduca: ...the repetition of these three glyphs, here and here -- Now is 
 "termanus embolia di annuin, verbanus nil"...

Gamall (translating): The Times Unwritten, the end of words...

(Old and blind, Interpreter Caduca sits at her desk, running her hands over 
 glyphs.  The child Translator Gamall, looking ever pale and impassive, stands 
 at her side, facing those gathered in shadow.)

Caduca: ...and here again, the mark of the "fratel i tradeus"...

Gamall (translating): Brethren and Betrayer...

Caduca: ...yes... warnings... terrible... "An vesagin sa faller.  Dei kardum 
 porta animun potentium"...

Gamall (translating): My hand falls useless to my side.  Doubly cursed in 
 living death.

Keeper #1: The prophecies are clear.  There is much to be wary of.  
 Interpreter Caduca, your words are most useful to--

Garrett: Clear as mud.  (The Keeper turns and glares at Garrett.)  Exactly 
 *what* will happen, and what are we supposed to *do* about it?  And I still 
 want to see a *useful* book...

Artemus (from Garrett's side): We must first understand the Unwritten Times.  
 If we are to prevent them.

(Another Keeper appears from behind the group.)

Keeper #2: First Keeper Orland demands an immediate audience.

(Scene begins to shimmer and pulls back to show a viewing pool.  Pan up to 
 see First Keeper Orland bent over the pool, concentrating.  Garrett appears 
 in his doorway.)

Garrett: You've moved up in the world, Orland.  Nice view...

(Orland raises an eyebrow and casts his eyes behind him as Garrett speaks.)

Orland: Yes, I have.  

(Orland turns and straightens up to face Garrett.)

Orland: It's "First Keeper Orland" now, Garrett.  Within these walls, you 
 answer to me.

Garrett: You called me here to remind me you're in charge?  The job must not 
 keep you very busy.

Orland: You inquired about books?  *Useful* books?

Garrett: That's right.  You must have something here worth reading.

Orland: You think you might shape events more skillfully?  Read the signs 
 more closely?

(As Orland speaks, the camera focuses on a parchment sealed in what appears 
 to be blood.)

Orland: The prophecies--

Garrett: "Shape events"?  Interesting way to put it...  I'm here, now.  Do you 
 want my help or not?

Orland: Very well...

(Orland turns and takes something from behind him.  He holds it before 
 Garrett; a piece of paper with a glyph on it.)

Orland: This will admit you to certain areas of the library.  Do not venture 
 further.  You will not ply your trade here, thief.  If anything happens, you 
 will be held accountable.  Is this clear?

Garrett (snatching the glyph from Orland): Perfectly.  Perhaps you should 
 translate for Caduca...

(Garrett spins on his heel and walks off.  Orland stares after him as he 
 leaves, his face set in stone...)

---

The Keeper Library

OBJECTIVE COMPLETE: Deliver the Chalice and Paw to Artemus in Terces 
 Courtyard in Stonemarket Plaza.
NEW OBJECTIVE: Search around the Keeper Library for clues about the Dark Age.
NEW OBJECTIVE: Speak to Keeper Artemus before you leave the Library.
NEW OBJECTIVE: Speak to Keeper Isolde before you leave the Library.

This is where your Restriction really applies.  Here is what you cannot do in 
the Keeper library:

Have someone see you in a forbidden area.
Steal anything and have someone see you.
Damage anyone physically.
Knock anyone out.
Kill anyone.

You'll find yourself just outside Orland's quarters.  You're pretty much 
allowed to go anywhere except the "Forbidden Library".  We'll get to that in 
a moment.  Head down the hallway and to the library proper.  On your left, 
you'll hear a conversation about what the Keepers are looking for.  Walk 
around these two people and to the right you'll see an open book.  Read it:

NEW OBJECTIVE: Search the Sewers in the Docks to located the entrance to the 
 Sunken Citadel, in order to find the missing Glyph Key that the Keepers are 
 searching for.

Head over to the elevator and push the button to ride down (or just climb 
 down the adjacent ladder.  Turn left once out and you'll hear another 
 conversation.  This one will give you another objective:

NEW OBJECTIVE: Enter the ship called the Abysmal Gale in the Docks to see if 
 its related to the Compendium of Reproach that the Keepers are searching 
 for.

OBJECTIVE COMPLETE: Search around the Keeper Library for clues about the 
 Dark Age.

Now that you have a purpose, it's time to speak to your fellows.  Artemus is 
in the room to the right when you step off the elevator.  He'll tell you that 
both the Pagans and the Hammers have found out about your little escapades 
into their territories, and are rather miffed at that.  It is from here on 
out that your "Faction" status will come into play.  Artemus says that there 
are things you can do to improve your faction standing, and there are two 
letters that you can read:

OBJECTIVE COMPLETE: Speak to Keeper Artemus before you leave the library.

NEW OBJECTIVE: Read the letter the Hammerite Inspector Drept has left for 
 you.  It is on the table in front of Artemus.
NEW OBJECTIVE: Go to the Docks' Pagan stronghold and read the letter left for 
 you by the Pagan priestess, Dyan.

Well, the first letter's right in front of you, so scope it out:

OBJECTIVE COMPLETE: Read the letter the Hammerite Inspector Drept has left for 
 you.  It is on the table in front of Artemus.
NEW NOTE: The Hammers have requested favors to improve your faction status 
 with them.  Kill Rust Mites with broadhead arrows.  Kill any undead.

For more information on making the Hammers happy, go to the "Factions" section 
further up in this guide.

Now, head over to Keeper Isolde.  She's straight ahead from the elevator, in 
the sunken area.  She'll give you the powers of an Acolyte, and allow you to 
use Door Glyphs.  

OBJECTIVE COMPLETE: Speak to Keeper Isolde before you leave the library.
NEW OBJECTIVE: Use the plaque on the wall near Keeper Isolde to receive the 
 Keeper Door Glyph.

Walk over to the glyph on the wall and Use it to get the upgrade.

OBJECTIVE COMPLETE: Use the plaque on the wall near Keeper Isolde to receive 
 the Keeper Door Glyph.

Well, you're all set here, for now, unless you want to do some real exploring.  
Oh, you do?  Well, if you don't just skip down a paragraph, because it's not 
necessary and pretty dangerous, but if you're the type for action, walk 
behind Artemus and check the note to learn about a map of the Keeper Compound 
in the Forbidden Library.  Now, to access said library.  Go to the room 
behind the note.  Except for the GOLD GOBLET (75) on a shelf, this seems like 
an innocuous room, except for that pressure plate on the floor near one of the 
bookcases.  Step on it and shwip, a Door Glyph!  Use it and then use the one 
in the next area as well and you're in the library.  Listen to the two 
Keepers for the moment, then wait for one to leave.  Take the RARE BOOK (100) 
on the nearby desk, then head for the passage the lady Keeper went to (don't 
go to the other door, it leads to the normal entrance to the Forbidden 
Library, where an Acolyte is standing diligently).  Shortly up this passage 
is another RARE BOOK (100), and the Keeper lady is patrolling this circular 
stairwell area.  Follow her at a safe distance, then break off at the top 
of the stairs to reach the second floor.  Here, there's an Acolyte with a 
torch, and a PURSE OF COINS (50) on him.  Make your way around this area, 
avoiding the Acolyte and dousing torches.  On a nearby desk, you'll find the 
Map to the Keeper Compound (something you'll need later on, but not now), and 
you'll also find, on a shelf, two Flash Bombs and a Gas Bomb.  Head up the 
next stairway and you'll reach a small room with a note on the Pagans.  On 
a nearby bookshelf is a BIRD STATUETTE (125).  Keep climbing to find a seated 
scribe.  Sneak behind him and grab yet another RARE BOOK (100) near him, then 
head out onto the third floor, where there's another Acolyte patrolling.  On 
the south end of this room is a SILVER STATUETTE (50), and on the north end is 
a SILVER CANDLESTICK (50).  Just east of that door is a COPPER URN (100) on a 
bookshelf.  Head through this north door and you'll come upon Interpreter 
Caduca.  She has a very small patrolling area, so you'll have to wait until 
she stops to dart behind her.  Once you do so, you'll be in a nice room, with 
a GOLD GOBLET (75) and a RARE BOOK (100) on the desk.  Hear that humming 
behind the empty bookshelf?  Hmm.  Go to the bookcase on the south wall that's 
furthest to the west and press the button found on it.  The shelf will slide 
open and you can enter a secret room, which, in addition to having some juicy 
info about later game events, also has a desk with a GOLD GOBLET (75) and TWO 
SILVER STATUETTES (50, 50).  Now, you just have to leave the way you came in.

When you're done with all you wish to do here, head for the glyph in the 
area behind Isolde's section and activate it to exit.  Now, head to South 
Quarter, then to the gate to the Docks.  It's still shut down, but head to 
the left of the gate to find a Door Glyph.  Activate it to find your own way 
into the Docks.

---

The Docks

Briefing - The Docks... the poor part of town... full of cramped tenements 
 and surly residents.  I wouldn't come here looking for a helping hand, but 
 it's the right place to hire a few murderous thugs.  Or for those who're in 
 the market for something rare and exotic, precious imports from ships are 
 stored here until they're moved to more wealthy districts.  So, the Docks 
 can be a good place to rob... as long as you keep an eye out for fishy 
 characters and, of course, the City Watch.  The quarantine still has the 
 Docks cut off from the other districts, but the Keeper Door Glyph got me 
 past the gate.  Working with the Keepers isn't all bad, I guess.  And I have 
 a hunch I'm in the right place to return the favor.  If the Keepers are 
 right, and there's a dark age coming -- then the Docks is where to start 
 searching for it.  It's about as dark as this city gets.

So, your right on the main (read: only) thoroughfare in this district.  
There's a watchman patrolling down west a bit, and he'll make his way over 
here, so watch out.  Your first stop should be south, through the little 
twisty alley.  The door on your right as you leave is Dahlia's place, and 
here you'll finally be able to unload all the Artwork you've scrounged 
together since you started.  Also, further south, is the entrance to Pagan 
territory.  You'll eavesdrop on a conversation between two of them as one 
leaves the letter you've been looking for.  Wait until they assume their 
usual duties, then sneak behind the two of them and read the letter:

OBJECTIVE COMPLETE: Go to the Docks' Pagan stronghold and read the letter left 
 for you by the Pagan priestess, Dyan.
NEW NOTE: The Pagans have requested favors to improve your faction status 
 with them.  Shoot moss arrows into cornerstones marked with green symbols.  
 Shoot any elemental arrows into their Elemental Cocoons.

For more information on making the pleasing Pagans, go to the "Factions" 
section further up in this guide.

Speaking of elemental arrows, there's a Water Arrow in the grate on the east 
wall, and a Fire Arrow in the torch.

Now, head back to the main street, then head west on it, avoiding the Watch.  
At the end, enter the store here, the Undercurrent.  In addition to selling 
Fire Arrows, you can also find the Climbing Gloves here, for 2000g.  You will 
not need them until after your next two missions are complete, but having 
them will be a help to you in these missions, so I suggest buying them.

With your new gloves, go back east and look up.  You should be able to see a 
door near the end of the street, so climb the wall and hop up onto the 
balcony.  Open the door and take the SILVER BRACELET (100) and the COPPER 
COINS (25) in this small apartment.

Head south from the store (Fire Arrow in the nearby torch) and you'll happen 
upon two Watchmen discussing a sapling sitting on some crates.  It belongs to 
the Pagans, and they want it planted in their stronghold.  The Hammers want it 
burned.  Once they finish talking, you may take the plant, yourself.  Whoever 
you perform the task for will get an increase in faction status.  If you wish 
to burn it for the Hammers, go to the Tavern on the west part of this district 
and use it on the fireplace.  If you wish to plant it for the Pagans, then 
sneak into their stronghold without them knowing.  Head north once in their 
territory and enter the house.  You'll see a glowing patch of ground in the 
center of the main room, so use it on that patch.  Alternatively, you can 
just ignore the whole thing...

Anyhoo, there are two passages heading west from this small dock, which 
lead to the main dock.  This is where the Abysmal Gale is docked.  There are 
also two guards in the area, and they're somewhat tough to deal with, because 
of their patrols and the citizen who's also walking around.  If you have to, 
don't be afraid to use Gas Bombs on them, but it is possible to sneak up and 
club them.  Anyway, on the southeast part of the pier are COPPER COINS (25).  
Also, enter the Tavern (they won't mind, they're open).  The lady here has a 
PURSE OF COINS (25).  Behind the bar is a COPPER GOBLET (25).  On a nearby 
table is a COPPER COMB (50).  Up the stairs and on a shelf is a COPPER FORK 
(25), and inside the room up here, in a chest, is a JADE RING (50).

So, once this place is cleaned out, you're pretty much set for the Docks area, 
and may begin your missions.  Let's start by heading for the Abysmal Gale.  
It's not the actual mission, but it's a lead-in to it.

---

Abysmal Gale

NEW OBJECTIVE: Get to the cargo hold down below, then find and read the Ship's 
 Manifest for clues about the Compendium of Reproach.

Yes, the rumors are true.  This place is haunted by Thief's classic brand of 
creepy Zombies.  If you're well-loaded with Flash Bombs, this place is a 
piece of cake, because a direct hit with a Flash Bomb, or two indirect hits, 
will dust a Zombie.  Fire Arrows and Mines work, too, but attract attention.  

Well, as you enter, on your right is the best (but rarest) weapon against 
undead: Holy Water.  In front of you, patrolling the area, is a Zombie.  In 
the first room to your left is a COPPER CANDLESTICK (25).  The first room to 
your right has another flask of Holy Water.  The last room on your left has a 
prone, but still active, Zombie, so don't get too close or he'll spring right 
up.  In that room also are a Health Potion and a JADE RING (50).  Now, head 
to the west side of this deck, then north to the captain's quarters, where 
there's another Zombie prancing around.  Deal with him, then open the chest 
to find COPPER COINS (25) and a RUBY RING (75).  Looking at the log will only 
show you that this incident seemed to happen abruptly.  Anyway, head south 
to the stairs leading down to the second deck.

There's a Zombie patrolling right in front of you, down here.  To your right 
(east) is a hole that we'll get back to.  Head north to the last room on your 
right to find another prone Zombie, plus, inside a chest, a COPPER BRACELET 
(50) and a COPPER RING (25).  Go to the room on the west side and drop down 
the hole here.  This area's inaccessible except by the holes.  Down here, 
you'll find another flask of Holy Water, and a JADE NECKLACE (50).  Head 
back up to the second deck, then head south and down the hole to the hold.  
There's a Zombie down here, and another patrolling the passage to the east.  
The chests in this room have a COPPER COMB (50) and COPPER COINS (25).  Head 
east out to the passage, then north to find a cabin with yet another flask of 
Holy Water.  Head south and open the door, then follow the passage to find a 
prone Zombie, and the ship's manifest behind it.  Read it:

OBJECTIVE COMPLETE: Enter the ship called the Abysmal Gale in the Docks to 
 see if its related to the Compendium of Reproach that the Keepers are 
 searching for.
OBJECTIVE COMPLETE: Get to the cargo hold down below, then find and read the 
 Ship's Manifest for clues about the Compendium of Reproach.
NEW OBJECTIVE: Find a boat in the Docks and take it to Captain Moira's seaide 
 mansion to steal the Compendium of Reproach.

---

Okay, now that you have that info, you can leave by the ladder to the south.  
You'll be back on the dock outside the ship.  Now, you're free to tackle 
either of your missions:

1. Go to the boat on the south side of the docks (near the sapling) to get 
 to Widow Moira's mansion. (Section 6I)

OR

2. Go just west of the locked gate to South Quarter to find the entrance of 
 the sewers, and find the entrance to the Sunken Citadel down there (something 
 you could have done from the moment you arrived in the Docks, but hey, we're 
 thorough)... (Section 6J)

Once you complete one of the missions, you'll start Day Four in the Keeper 
Library, and you can head back to the Docks to tackle the other mission.  
After which, you'll go to Day Five.  (Section 6K)

In Day Four, you can once again go to your Landlord's room, this time to find 
a JADE GOBLET (75).  Also, if you go to the Forbidden Library, you'll hear 
even more interesting conversations, and you can find Gamall wandering around 
upstairs.

==========================================
6I. Mission 5 - The House of Widow Moira =
==========================================

"History is written by the observer.  Propaganda is written by the victor." 
 - Keeper Book of Truths

"To act out of anger risks needless destruction, but to act out of affection 
 risks needless charity." - Guide to Balance

---

Briefing - The lead from the Abysmal Gale has brought me here -- to the 
 captain's seaside mansion.  Well, former captain.  Ol' Moira and most of his 
 crew didn't survive their final voyage, but luckily for me, the ship's 
 manifest did.  It talked about a golden slab, which sounds like the 
 Compendium of Reproach the Keepers have been looking for.  The log said 
 Captain Moira brought it home for safekeeping.  I doubt he knew what he 
 had -- probably just wanted it for the gold.  My stolen rowboat got me here 
 in one piece.  Now, I just have to find and steal the Compendium.  There's 
 no way to know how many of the Captain's loyal men are guarding the place, 
 but the household wll probably be in an uproar over the Captain's death.  
 With luck, no one will notice me sneaking around.  The widow Moira might 
 know where her late husband kept his treasures.  Maybe I'll start by paying 
 her a little visit.

Objectives -
- Find a way into the Overlook Mansion.
- Find and steal the Compendium of Reproach.
- Leave the Overlook Manse grounds.

Note: The Widow Moira may know where her husband kept the Compendium of 
 Reproach.

Loot - 34 pieces totalling 4200

Enemies - Hired Guards

Recommended Items - Several Water Arrows, nothing else really necessary

---

Mission Notes

Despite the macabre way you got here, this mission has naught but the 
standard contingent of guards and servants, much like Rutherford Castle, 
only this place seems a touch more decadent.  Also, it's important to point 
out that (unlike previous missions thus far) the main entrance to the mansion 
is on its *west* side.  Most missions so far have had their main entrance to 
the south, so, if you're going towards the back of the place, you're going 
east, in this case.

*****************
Begin Walkthrough

Overlook Grounds -

You'll begin in the secret boathouse beneath the mansion.  Head forward and 
onto the elevator, and press the button to ride up.  In this passage, you'll 
have a guard patrolling the area, so club him.  In the next room, you'll have 
two guards playing a game at a table.  When they're done, one will get up and 
head upstairs.  The other remains seated.  On the table are TWO GOLD COINS 
(75, 1%; 75, 3%), and in the chest is a Flash Bomb.  Head upstairs to find 
that you're in a shed near the mansion.  The mansion grounds has the guard 
that was downstairs pacing near the gate, and another standing guard near the 
door.  On Hard and up, there's a third guard pacing near the main gate.

You have three ways into the house from here:

1. The front door, which really isn't that bad of an idea, except possibly on 
 Hard and up, so this walktrough will go that way.  Also, if you don't have 
 Climbing Gloves, this is your only option, anyway.
2. Climb up the wall to above the main door to find a secret passage in.  
 We'll come back to this, later.
3. Climb up the southern (right) wall to reach a balcony leading to a guest 
 room.

As previously stated, we'll just use the front door.  If playing on Hard and 
up, then you'll find a guard right here walking around the entrance foyer.  
Head further inside and you'll find two guards in here.  One will quickly 
leave to go south, though, and the one will be left, so take care of him.  On 
the north wall of the main hall (to your left, remember) is a FINE PORTRAIT 
(150, 7%).  Head south to find a guard seated at a table.  Take the LARGE FINE 
PORTRAIT (200, 11%) behind him, then head west through the glass doors to find 
a dining room with another guard.  The only thing worth taking in this room is 
the LUCKY COIN (25, 12%), which is Special Loot #1.  Now, head back to the 
main hall, and this time, go north.  You'll find a parlor with a young lady 
walking around.  On the fireplace mantle are TWO SILVER CANDLESTICKS (50, 13%; 
50, 14%).  On the couch is a DIAMOND GOBLET (150, 18%), and on the desk at the 
north wall is a GOLD URN (175, 22%).  Head west up the stairs to find a 
storage room with another guard.  Take the RUBY NECKLACE (75, 24%) in the 
chest, and the FINE PORTRAIT (150, 27%) in the northeast corner of the room, 
on the floor.  Head east to a hallway.  The room to the east has nothing but a 
note, so head south to find another room.  This room has a sleeping lady.  
Next to her on an end table is a DIAMOND RING (100, 30%).  Also, on the mantle 
above the fireplace is a DIAMOND GOBLET (150, 33%), and there are TWO COPPER 
BOWLS (100, 36%; 100, 38%) on a hutch in the northeast corner.  Now, take 
either of the doors south to reach a parlor room.  The chest here has a RUBY 
NECKLACE (75, 40%).  Also, scour the floor along the west wall to find a metal 
panel set in the floor.  Open it to find a secret room.  Take the Key here and 
the GOLD NUGGET (150, 44%).  There's another metal panel in the wall.  Open it 
to find that this was Entry #2 from above.  Anyway, head back to the parlor, 
then take the door south.  There's a guard here, but he's tipsy, so he's not 
all that alert.  Head into the bathroom to the east, and behind the screen, 
you'll find a DIAMOND RING (100, 46%).  Now, head west to find a guest room.  
Inside are two people plotting to steal from the Widow Moira.  Geez, who could 
think of such a thing?  Wait for them to finish talking and to walk around a 
bit.  The woman will leave the room after a bit, so take her out then, then 
head inside to take out the man.  The only thing useful in this room is the 
PURSE OF COINS (50, 47%).  Now, it's time to head to the next area of the 
manor.  I feel the best way to do this is to head back to the ground floor, 
and take the main door.

---

Overlook Proper -

This area has several rooms.  Remember, you start on the west side.  In front 
of you is the Rotunda.  To the north is a Gallery.  To the northeast is the 
kitchen, and the dining room to the east.  The southeast corner has the 
study, and the south area has the stairs to the second floor.  The second 
floor has guest rooms in the east and southeast.  The northeast is a staircase 
leading up to the cupola, and the northern area has the master bedroom.

Okay, so you start in the Rotunda, and Ginny the head servant is berating a 
younger servant.  The younger one will rush from the room, and soon Ginny 
will speak to a guard, before heading south.  Head around the north part of 
the Rotunda for a good place to take that guard out (and while you're at it, 
take the guard out in the hallway north of here, since you're there).  Also, 
Ginny will be walking back to the Rotunda, eventually, so knock her out now.  
Once everyone's silent, take the NEREID TELESCOPE (400, 57%) on the desk in 
the Rotunda.  This is Special Loot #2.  Head north to the Gallery.  On Hard 
and up, there's an extra guard standing in here.  In the chest here is a RUBY 
GOBLET (100, 59%), but not much else.  Head east from the Gallery to find the 
kitchen.  Knock out the cook.  You can take the Fire Arrow in the oven if you 
want it.  Also, on top of the shelf in the south corner of the kitchen is a 
RUBY GOBLET (100, 61%), which you may have to climb on a nearby barrel to 
reach.  Head south to find a dining room with a serving girl and a seated 
guard.  There's also a cat near the fireplace, so stay away from him until 
everyone's out in this room.  On the fireplace mantle is a COPPER CANDLESTICK 
(25, 62%).  On the large table are a JADE GOBLET (75, 64%) and a RUBY GOBLET 
(100, 66%).  Head south from this room and you'll find locked doors.  If 
you've taken the key from the secret room back on the grounds, you can just 
unlock this door, otherwise you'll have to pick it open and enter the study.  
Alternatively, you can go west to the stairwell and use the vents.  There are 
SILVER COINS (50, 67%) on the desk, and in the chest are a Health Potion and a 
DIAMOND RING (100, 70%).  Head west from the study to the stairwell.  I 
already mentioned the vents earlier, but now explore them more thoroughly to 
find a rat hole with a GOLD NUGGET (150, 73%).  Head up the first flight of 
stairs and grab the COPPER URN (100, 76%) on the table, then head up to the 
second floor.  On Hard and up, watch out for the extra guard who patrols the 
stairs.

There are two guards up here, one on the north side of the rotunda, and one 
on the south side.  Deal with them, then head east from the south side of the 
rotunda to reach some more guest rooms.  There are three people in one room, 
but after a short conversation, one will rush out.  Take advantage of her 
foolish desire to be alone, then wait for the other two to separate, one 
heading to the south room.  Once all three are silent, you can explore.  
The southeastern guest room has a RUBY RING (75, 77%) in the chest, and an 
Oil Flask on the shelf.  Now, head to the other guest room and climb the 
spiral staircase to the cupola, where the widow sits.  Sounds like someone's 
a few prawns short of a galaxy.  Listen to her as she raves about her 
husband and she'll drop a hint:

NEW NOTE: Lord Moira left a message for his wife on the viktrola in the 
 master bedroom.

Also, walk up to her.  At least being nuts has made her mellow to strangers:

NEW NOTE: The widow would like some wine.

To get this wine, head down to the kitchen.  On the northern table is a 
bottle.  Grab it.  It's a "junk object", but take it anyway to the cupola and 
drop it on the table.  She'll thank you and tell you something that may seem 
slightly chilling, but it will clear you of a headache later (I'll explain in 
a bit)...

Anyway, to the real reason you're here, head back down to the rotunda (second 
floor).  Go to the west end of the rotunda and grab the LARGE FINE PORTRAIT 
(200, 82%) off the wall.  Head north to Moira's private chambers.  Pick open 
the north door (mind you, this lock is tough, the first one so far to 
require you to find the sweet spot at odd angles).  Open the chest by the bed 
to find a DIAMOND NECKLACE (100, 85%).  Play the viktrola to listen to Moira's 
last message:

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