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Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter T » Thief: Deadly Shadows - Strategy Guide (Page 07)

Thief: Deadly Shadows - Strategy Guide (Page 07)

Below are the cheat codes, hints and help for Thief: Deadly Shadows - Strategy Guide (Page 07).

Lower Clocktower - 

20. Gold Coins (75) - On the north side of the first floor in a chest, 
 on a small metal path that shoots off from the northeast corner of the 
 stairs.
21. Gold Coins (75) - In a chest in the central room one floor down from the 
 top floor in this area.
22. Gold Candlestick (75) - In a storeroom on the north wall of the floor two 
 floors down from the top floor.
23. Silver Goblet (50) - On a desk west of the main door.
24. Purse of Coins (50) - On a desk west of the main door.
25. Purse of Coins (50) - In a chest west of the main door.
26. Purse of Coins (50) - On a Hammer patrolling the northwest corner of the 
 upper floor in the basement.
27. Gold Pitcher (175) - In the Foreman's Office in the northeast corner of 
 the basement.
28. Gold Goblet (75) - In the Foreman's Office in the northeast corner of 
 the basement.
29. Gold Coins (75) - In the Foreman's Office in the chest.
30. Purse of Coins (50) - On a worker near the Halting Mechanism.

Special Loot - 

31. Diamond Gear (400) - In the room with the giant pendulums, above the 
 northwest corner of the room.  Climb to get it.
32. Father Debole's Solace (150) - Under the desk one floor below the 
 pendulum room.
33. Builder's Ingot (50) - In the southeast corner of the floor two floors 
 below the top floor in the Lower Clocktower.

=======================
6M. The City, Day Six =
=======================

"A most promising acolyte... yes.  Now... he is other... a thief... and 
 probably worse." - Letter to Keeper Orland, author unknown

"Of the clocktower, I will say only this; that the prophecies are speaking 
 to us, yet there is no one who will listen." - Keeper Artemus, journal entry

---

Objectives - 
- Return to the Keeper Library to see if Interpreter Caduca has discovered 
 the identity of the Brethren and Betrayer.

Enemies - City Watch, Thugs, Hostile Factions, Keeper Enforcers

---

Mission Notes

Once you hit the Library, the hunt will be on.  If possible, lure your 
pursuers towards other combatants to keep them busy and buy yourself some 
time.  Beyond that, you can pretty much consider this a normal city romp.

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

If you wish to head back to your place, you'll find a SILVER BOWL (125) in 
your Landlord's room.

You'll begin in the northeast corner of Stonemarket.  You made a nice mess 
of the Clocktower, and it has collapsed on the northern part of the area, 
including Terces Courtyard.  That part is inaccessible now, but you can still 
get to the Keeper Library glyph by going west through the little alleys and 
entering from the south.  Tap the glyph and head inside.

OBJECTIVE COMPLETE: Return to the Keeper Library to see if Interpreter Caduca 
 has discovered the identity of the Brethren and Betrayer.

---

Cutscene - 

(A finger, the nail cracked, rests on a glyph, which appears to be made of 
embers, glowing reddish.  The camera pans back to reveal the rest of the hand 
with pieces of the skin missing, exposing bone.  A knock at the door.  Another 
knock.)

Keeper (muffled, from outside): Interpreter Caduca?

(The door opens.)

Keeper: Caduca?!

(A gust of wind blows out the lit candle, shrouding the scene in darkness.)

(Cut to inside the wreckage of the Clocktower, pieces still falling off.  
 Through the wreckage, a window is visible, with a figure standing at the 
 balcony, and another just behind it.)

Keeper (babbling, feverish): Keeper Orland!  Caduca is dead!  Murdered!  I 
 went to bring her the copy of Marand she requested, but her door was open -- 
 she never leaves it open -- and I looked in, and... and...

Orland (composed): Garrett has killed Interpreter Caduca, you say?  Seize him, 
 and bring him to the Council Room.

(The Keeper nods and departs.  Orland's scene fades to him standing in the 
 Council Room, before the statue of a Keeper with outstretched hands, one 
 holding a scroll, the other a key.)

Orland: This is the only murder in our ranks since these halls were founded 
 by the first of our ancestors...

(Garrett is seated in the center of the Council Room, alone.  The massed 
 Keepers are in attendance in their alcoves above.  The following statements 
 are run together, to simulate the passing of time and confusion of the 
 arguments.)

Keeper: But, Garrett had no reason to kill Caduca.  Has he not walked in line 
 with the prophecies before?  Have we not...

Keeper: ...and yet some say the prophecies point to him as the Brethren and 
 Betrayer.  Surely he knew that the interpreter was about to name...

(As they speak, Garrett moves his foot to his left to the glyph ring around 
 him.  It hisses and glows as he approaches.  He moves his foot away.  He 
 remains seated and silent, but still fixing Orland with a dark stare.)

Keeper: ...don't forget that Garrett killed Constantine!  Yes, and Karras, 
 as well!  His hands... long stained with blood!

Keeper: ...yes, a thief, and no stranger to murder is he...

Keeper: ...does not match the manner in which Caduca was killed.  How could 
 Garrett have been the one that committed this act...

Artemus: ...remember that we asked Garrett to join us, to share his knowledge 
 and skill, but now we turn on him without proof as if we have put aside...

Keeper: ...broke in and destroyed the Clocktower!  Petty vandalism, as one 
 might expect from a...

Keeper: ...noticed that the Clocktower does appear that way from some angles.  
 We must consider the implications.  If that prophecy refers to one of us...

Keeper: ...any discussion about the Clocktower is irrelevant!  The matter at 
 hand is murder!  Done by one who we accepted as our guest and brother, who...

(The voices trail off as the camera focuses on Orland, who does not seem to 
 be paying any attention to the proceedings.  Focus now on Garrett, still 
 resolute.  Two figures are out of focus some distance behind Garrett.  The 
 camera now focuses on these figures.  They are cloaked like Keepers, but are 
 also covered in strange vine-like armor.  They also have white masks with 
 only eye-holes covering their faces.  One raises a curved knife in front of 
 its chest.)

Keeper: ...seems to me that these proceedings are highly irregular.  Should 
 we not...

Orland (standing and interrupting): I have heard enough!  (throws papers 
 down)  Garrett, do you have anything to say before your sentence is passed?

Garrett: You haven't listened to anyone else, yet, Orland...  Why start now?

Orland: Silence!  You are declared guilty of Interpreter Caduca's murder!  
 Your punishment will be determined by the Council.  Now, remove him!

(Shadows move in front of Garrett.  Cut back to Orland.  The scene of Orland 
 fades to him once again standing at the balcony in the window.)

Keeper (from behind Orland): I regret to inform you that Garrett has... 
 escaped...

Orland: Very good.  Call together the Keeper Enforcers.  They will track him 
 down and... erase our problem.

(The camera begins to pan back, then cuts to a wider angle, showing the full 
 extent of the Clocktower wreckage.  The tower has fallen in such a manner 
 that the spire has landed nearby, with it and the wreckage looking 
 suspiciously like an arrow, pointing straight at the window in which Orland 
 is standing.)

---

NEW OBJECTIVE: Get to your fence here in Old Quarter to see if he can help 
 you before you are killed by the Keeper Assassins.  Ramien's place is to the 
 east.

Looks like your contract with the Keepers isn't up for renewal.  Not only are 
you on the run from the Keepers, but you're also in unfamiliar territory.  
Your impromptu escape from the Compound has dropped you in Old Quarter, which 
you haven't been to, yet.  You're right outside the Compound gate, behind a 
bush.  Two Enforcers are now coming out of the gate to stalk you.  Feeling 
paranoid, yet?  It gets better, but let's not get ahead of ourselves...

It's worth it to note that no one seems to like Enforcers.  They move like 
you, so generally, people won't see them until they're almost on top of them.  
When they are spotted, they're easy to see by AI (just like you).  Citizens 
will bolt, and anyone armed will attack.  The Enforcers have the advantage 
(with projectile weapons), but they can be overwhelmed.  Don't think, though, 
that killing all the Enforcers will get you off the hook, because more will 
spawn.

Right, now that all of that's out of the way, let's get outta here...

Your only way out is east; either run ahead of the Enforcers or club them 
when they start walking away from you.  Note the Door Glyph nearby, and note 
that it's red:

NEW NOTE: The Keeper Door Glyphs aren't working right now.  You'll need to 
find alternate routes.

How depressing.  Keep moving east.  Once you get to a split in the road, 
you'll find that north leads to another Enforcer.  Let's not go that way.  
Continue east.  If you wish, you can duck into the nearby tavern.  Hey, you 
may be hunted, but that's no reason to go off the clock.  There's a Health 
Potion in a box behind the bar, and, in the upstairs room, another Health 
Potion and a SILVER GOBLET (50).

Now, you have a bit of a choice here.  It's not a critical one, but it adds to 
the fun of this.  Out the western window up here is a ledge.  You can use 
this ledge and several others in the Old Quarter to make your way across the 
roofs, coloquially known as the "Thief's Highway".  The ledges will lead to 
Fort Ironwood, the north gate to Stonemarket, the Auldale gate, and Ramien's 
house, so keep it in mind, because this isn't the last time you'll be hunted.

However, for the sake of this walkthrough, we'll stay on the ground, because 
there's more down here.  From the tavern, it's worth it to point out that 
Fort Ironwood, the Hammerites' HQ, is to the south.  If you're buddy buddy 
with them, then you can hang with them while they clean up Enforcers.  Either 
way, they'll go after them.  Also, City Watch are on patrol, so keep an 
eye out for them.

Anyway, head further east, and duck into the guard station, marked by the 
eagle insignia.  Inside, you'll find some Broadheads, a Flash Bomb and a 
bottle of VINTAGE WINE (150).  Like that vintage?  Then, grab the note on the 
table:

NEW NOTE: Haukor, a City Watch guard, is extorting the Old Quarter Tavern for 
 an expensive bottle of wine every night.

How awful.  You'll just have to teach that man a lesson about being a villain 
by stealing from him every night.

Leave the watch station and head north.  The Auldale gate is blocked by a 
guy arguing with a guard.  In his cart nearby are TWO SILVER PLATES (75, 75).  
Also, west of this scene is a door leading to Carmen's Place, the store that 
sells Gas Arrows.  Once done here, head straight south and climb the stairs 
at the end of the street here.  Pick open the door (or drop in from the roofs 
if you decided to use the Highway, as previously described), then head inside.  
Looks like your friends got here, first:

OBJECTIVE CANCELLED: Get to your fence here in Old Quarter to see if he can 
 help you before you are killed by the Keeper Assassins.  Ramien's place is to 
 the east.
NEW OBJECTIVE: Search for clues in your fence's shop about what you should 
 do next.

Raid Ramien's place of gear, he won't be needing it.  He's got Flash Bombs, 
Gas Bombs, Oil Flasks, Noisemakers, and a Fire Arrow in the fire just for 
good measure.  What you really need is the piece of paper on top of the 
shelf in the southwest corner of his bedroom:

OBJECTIVE COMPLETE: Search for clues in your fence's shop about what you 
 should do next.
NEW OBJECTIVE: Go to your building in South Quarter, as instructed by the 
 mysterious note.
NEW OBJECTIVE: After you enter your building, search for clues about what's 
 going on.

Okay, so leave Ramien's place and head east to the southeast portion of the 
Old Quarter.  The game doesn't give you a Note to tell you, so I will: the 
quarantine has been lifted, so you don't need to use the Door Glyphs to move 
around town right now.

Veer south to the gate to the Docks.  From there, quickly make your way to 
the South Quarter gate.  Once there, make a beeline for your place, avoiding 
Enforcers.  Head inside:

OBJECTIVE COMPLETE: Go to your building in South Quarter, as instructed by the 
 mysterious note.

The guard's there as normal, so everything seems kosher so far.  If you're 
still in the mood, go to your Landlord's office.  Today, he has a SILVER BOWL 
(125) on his mantle.  Head to your apartment to find, horrors, another 
Enforcer, as well as a Keeper, dead on the floor.  How intriguing.  Deal with 
the Enforcer, then head to the back of your place, near the dummy, to find 
another note:

OBJECTIVE COMPLETE: After you enter your building, search for clues about 
 what's going on.
NEW OBJECTIVE: Meet with the mysterious note writers in the graveyard in Old 
 Quarter.
NEW NOTE: The mysterious note says to look for something unusual in Black 
 Alley.  It may help you evade the Enforcers temporarily.

Well, now.  You can go to Old Quarter the hard way, or you can use the 
shortcut offered by your mysterious benefactors.  Head to Black Alley (unload 
and restock while there).  Surely, this "unusual thing" couldn't be that blue 
swirly thing at the end of the alley, could it?  Head through it.

You're now in the Graveyard west of Fort Ironwood.  Head northwest from the 
monument you're at into the clearing.

---

Cutscene

(Whispering permeates the air as Garrett approaches a group of three people.)

Garrett: Keepers...  Taking a break from trying to kill me?

Keeper #1: Not all Keepers believe you are guilty, Garrett.

Keeper #2: But neither had we the evidence to alter the outcome of your trial.

Keeper #3: The trial was a disgrace.  Orland is not fit.  He knows he must 
 replace Caduca, so he plans to promote that... that child, Gamall, to the 
 position of Interpreter.

Garrett: So, you formed your own little club.

Keeper #2: There are others, too.  The Keeper hierarchy is... in flux.  We 
 know Orland tried to frame you, but cannot discern his motives.

Garrett: That's easy.  Orland is the Brethren and Betrayer.  He needed to 
 kill her before she announced his name, and thought he could get rid of me 
 at the same time.

Keeper #2: That is only one of many possibilities, Garrett.

Keeper #3: He has suppressed all inquiries into the Clocktower prophecy.  Have 
 you heard?  From above, the rubble forms an arrow... and it points directly 
 at the Keeper Library.

Garrett: The evil one will be pointed to...

Keeper #3: It is as if someone actually seeks to bring the Dark Age upon us.  
 There is... a corruption... whenever the Glyphs --

Keeper #2 (interrupting): Keeper Artemus has not been seen since before the 
 trial.  He confided in me that he no longer knew who to trust...  He acted 
 strangely, so secretive...

Keeper #1: But, he was right, there is no way to know who to trust.  The 
 degree to which the Glyphs --

Keeper #2 (interrupting): Orland fears you, still, and he will until the 
 Enforcers bring him your corpse.

Keeper #3: He has used a binding glyph to steal away the Glyph Doors in the 
 whole City.  He is watching all of us.  Until you are found, no one is 
 allowed to enter or leave the Compound.

Keeper #1: We've been usin Orland's own secret tunnel.  It connects the 
 Compound to his office in the Library.  There is much danger, but it is the 
 only way to meet without being overheard...

Keeper #2: Perhaps we can help you.  The Keeper Assassins won't have given 
 up, and...

Garrett (interrupting): You've helped me already.

Keeper #1: Why?  What do you intend to do?

Garrett: Find some proof that Orland is guilty.  That shouldn't be too hard.

(He steps away.)

Keeper #2: Oh?  Where do you think you will find this... proof...?  Garrett?

(Garrett has departed.)

---

NEW OBJECTIVE: Return to the Keeper Library in Stonemarket Plaza, then find 
 the secret tunnel which leads to the Keeper Compound.

While you're here in the graveyard, you can search the northeast corner for a 
SILVER NUGGET (100) and climb the western wall to find a ledge with TWO JADE 
GOBLETS (75, 75), as well as a well-concealed Rust Mite.

All right, head northwest and exit the graveyard and you'll be in the Old 
Quarter west of Fort Ironwood.  From here, you can either take the long way 
to the Docks and South Quarter, or the more direct (but more dangerous) way 
through the north gate through Stonemarket Proper.  Either way, you'll end 
up in Stonemarket Plaza.  Go to the glyph you normally use to enter the 
Library.  Sealed like all the rest.  However, look up.  See that window.  
Scale the wall and you're in the library.

All right, there are are two Acolytes in the first room (and a Scribe), and 
patrolling the hallway near the elevator is another Acolyte.  Your destination 
is Orland's office, on the second floor.  If you haven't done so yet, now 
would be a good time to go to the Forbidden Library's second floor to get the 
map of the Keeper Compound.  It'll be difficult, because there are guards 
positioned well to intercept you, but once inside, there are only Acolytes 
on the second and third floor.  Also, you have the advantage (this time) 
because your Restriction about harming Keepers has been lifted, so do whatever 
you want to them.  The map's on the second floor.  If you want to completely 
raid this area, check the large paragraph in the Day Three section detailing 
this (just ignore the parts about enemies, there are only those mentioned 
here).  Once you're ready, head to Orland's office on the second floor (the 
path leads straight there), and pick open the door.  Your entrance to the 
mission is the grate in the back-right corner.

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

==============================================
6N. Mission 8 - Of Brethren... and Betrayers =
==============================================

"We are none of us immune to the temptation of the Glyphs.  To think so would 
 be the worst of follies." - From the Forbidden Transcripts

"There are glyphs that can cause suffering, and those that can end it, and 
 precious few who know the difference." - Excerpt from the Forbidden 
 Transcripts

---

Briefing - Orland's tunnel was right where I was told it would be.  I haven't 
 been in the Keeper Compound since my trial.  It's a sprawling complex, right 
 in the heart of the City, hidden by Glyphs.  Orland has the compound on 
 alert, so they'll be armed and ready for intruders... ME, that is.  So much 
 for working together.
  I know I didn't kill Caduca, but someone did, and my money's on Orland.  He 
 fixed the tiral and sent the assassins after me, and the fallen Clocktower 
 points right to his office... "Brethren and Betrayer" suddenly makes sense, 
 but suspicions aren't enough, so tonight I'll have to do some snooping.  And 
 if a little Keeper wealth ends up in my pockets... all the better.
  Orland's place is on the top floor.  No surprise.  He's always liked looking 
 down on people.  Artemus has a room near the dormitories; I should search 
 there, too.  And I'd better check the scene of Cadcua's murder.  One last 
 thing -- the Keeper Council meets tonight.  If I can stay awake, I might 
 learn something...

Objectives - 
- Search Orland's quarters on the top floor for information that might 
 implicate him.
- Search Artemus' quarters in the dormitories for a clue to his whereabouts.
- Lastly, visit Caduca's murder site in the Lower Libraries to investigate the 
 cause of her death.
- When all your objectives are complete, leave the Keeper Compound through 
 the Old Quarter passage in the Lower Libraries.

Note: Caduca was murdered in here chambers in the Lower Libraries.  Until 
 Orland's binding seal is destroyed, the Lower Libraries will not be 
 accessible.

Loot - 47 pieces totalling 4825

Enemies - Keeper Acolytes, Keeper Elders, Statues

Recommended Items - Water Arrows, as usual, plus some Fire Arrows and Mines.

---

Mission Notes

Your jaunt in your former home will be interesting.  It's so fun to find out 
what everyone thinks of you when they don't know you're hearing.  Also, the 
Council meeting is interesting, in the sense that you can alter the votes.  
Finally, you'll meet a new type of enemy here, so be forewarned.

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

Keeper Compound -

You'll begin in the North Tower area of the compound, having entered by a 
vent.  Just below you in the grating are three Water Arrows.  Open the vent 
and leave to the tower proper.  You'll see two Keepers discussing the Council 
meeting, and that they intend to vote the same way.  Garrett mentions swaying 
the vote in his favor.  This isn't really as important as it may first seem, 
but we'll go through the motions.  The two Keepers head upstairs, one to a 
third floor alcove, and the other to a fourth floor alcove.  If you wish to 
stop them from voting, knock them out.  Be careful on Hard and up, because 
there's also an Acolyte patrolling the top floor.  Once they're in place, and 
you enter the council chamber (by an alcove or the ground floor doors), then 
the meeting will begin.

The first order of business is whether or not to put a guard in Caduca's 
chambers.  If you didn't knock out the two Keepers, they'll vote yes, 
otherwise, the vote will be no.  Oddly enough, regardless of this vote, 
nothing will change at all in this mission.

The second order of business concerns a piece of special loot in the compound, 
and its placement.  If the council votes yes (no knockouts), then it will be 
moved to the Scribe room, otherwise, it will stay in the Elder Library.

Head back to the North Tower after the meeting's over.  In the big blue flame 
in the middle of the room are two Fire Arrows.  Also, head up to the top 
floor to the desk and grab the FINE PORTRAIT (150, 3%) on the wall and the 
GOLD BELL (150, 6%) near it.  Head down to the ground floor of the tower, then 
take either one of the doors to head to the floor of the Council Chamber.  
There's an Elder pacing around down here, so club him and grab the Heatlh 
Potion on the chair.  Also, start scaling the north wall to reach the statue 
up here.  Take the SILVER BOWL (175, 9%) in front of the statue, then hop back 
down to the main floor.  Head south and smack the Acolyte here with an 
unreasonable fascination of that particular statue.

You can take either the southwest or southeast passage out of here, as both 
will lead to the Elder Library.  There's an Acolyte pacing around down here, 
so deal with him.  If the council voted against moving the book, you'll find, 
on the southern table of this room, the IMBRIS ANALECTS (100, 11%), Special 
Loot #1 (for the purpose of the percentile, we'll assume the book wasn't 
moved).  Note the south wall, which has a Door Glyph.  This leads to the 
Lower Libraries, but clearly, you can't go there, now.  Scale this very wall 
and climb up to the ledge, whereupon rests the GOLDEN SCALES (450, 21%), 
Special Loot #2.  Now, I suggest going to the northeast corner of this room 
and climbing the stairs leading south.  Patrolling this entire upper hallway 
is an Acolyte with a torch, so be wary.  On the desk in the southeast corner 
of this floor is GOLD COINS (75, 22%), and above it, a GOLD BELL (150, 25%).  
Head south into the Scribe Room.  If the council voted to move the book, it's 
over here, on the podium, in sight of both of the Scribes in the room.  
Anyway, in this room, regardless, are TWO SILVER CANDLESTICKS (50, 26%; 50, 
27%), one on the barrel in the southeast corner, and the other on the shelf 
on the west wall.  Once done here, head west and take out the two Elders in 
the hallway, here.  Enter the Dining Room through a door on the west wall.  

In the Dining Room are an Acolyte on the floor, and an Elder, patrolling the 
stairs.  On the tables here are TWO RUBY GOBLETS (100, 30%; 100, 32%), a 
COPPER CANDLESTICK (25, 32%), and a second copy of the IMBRIS ANALECTS (100, 
34%), which is Special Loot #3.  Also, over the fireplace is a FINE PORTRAIT 
(150, 37%).  There's nothing upstairs for you, right now, just a passage to 
an alcove in the Council Chamber, so let's leave and head for the equivalent 
door on the east side of this floor.  This door leads to the dormitories.

In the dorms, you'll find a Scribe and an Elder.  Deal with them.  On the 
table in the south end of the room is a SILVER CANDLESTICK (50, 38%).  The 
chest on the west wall has a HANDFUL OF GEMS (200, 42%) and TWO GOLD COINS 
(75, 44%; 75, 46%) inside.  The door on the north wall leads to Artemus' room.  
Read his journal to learn not much:

OBJECTIVE COMPLETE: Search Artemus' quarters in the dormitories for a clue to 
 his whereabouts.
NEW NOTE: Artemus' Keeper Ring can be used to open passages leading to 
 Orland's quarters.

However, open the chest by his bed to find his Keeper Ring and THREE JADES 
(100, 48%; 100, 50%; 100, 52%).  Now, leave the room and head upstairs to 
the second floor.  Search the west wall up here to find an indentation that 
seems to lead nowhere.  Look for a hole in the wall and use it to use the ring 
and open the door.  Head up the stairs.  You're now outside Orland's room.  
To the north is his alcove to the Council room.  Feeling daring?  Let's take 
a little trek to some hard-to-reach loot.  Step to the edge of the alcove, 
then edge to the east around the thin ledge.  Go two alcoves over to the 
eastern alcove on this floor.  In it is a box with a HANDFUL OF GEMS (200, 
56%) and GOLD COINS (75, 57%).  Head back to Orland's alcove, then enter his 
chambers.  Poke around the room to find a letter by his bed, another in the 
bookshelf on the east side, and a journal on the desk.  The journal is the 
important part:

OBJECTIVE CANCELLED: Search Orland's quarters on the top floor for information 
 that might implicate him.
NEW OBJECTIVE: To make the Keeper Door Glyphs usable again, destroy the 
 binding seal in Orland's quarters.
NEW NOTE: The binding seal must be destroyed with fire.

First, let's loot the room.  Take the SILVER CANDLESTICK (50, 58%) on the 
table, then open the chest in his room and take the SILVER GOBLET (50, 59%) 
and TWO DIAMONDS (150, 63%; 150, 64%) inside.  Now, for that glyph thing.  
Well, the easy way would be to shoot a Fire Arrow at it, but you can also 
pick it up as a junk item and toss it in the fireplace in the dining room.  
The red seal will melt:

OBJECTIVE COMPLETE: To make the Keeper Door Glyphs usable again, destroy the 
 binding seal in Orland's quarters.

Now, we're done in this section, so head to the Elder Library and activate 
the glyph on the south wall to go to the...

---

Lower Libraries -

There are no enemies down here, so don't sweat about sneaking.  Caduca's 
chambers are to the west (your right), but let's go east first.  Why?  
Because I said so!  Head east all the way to a table and grab the COPPER 
BOWL (100, 68%).  From here, head south to the Hall of Statues.  There's a 
chest in the southwest corner that has a HANDFUL OF GEMS (200, 72%) and GOLD 
COINS (75, 74%).  While here, I suggest dousing all the torches in the room, 
then those in the northern room... because I said so.  Head north and east 
from the Hall of Statues to enter a library.  Put out the chandelier and the 
torch to the north.  The table to the north has a GOLD PLATE (100, 76%) and 
a GOLD CANDLESTICK (75, 77%) on it.  The nearby chest has GOLD COINS (75, 79%) 
inside.  Head to the east-most shelf and look on it to find a RARE BOOK (100, 
81%).  Also, head to the southeast shelf to find a SILVER STATUETTE (50, 82%).  
Now that our preparations are complete, head back to the entrance to this area 
and head west into Caduca's chambers.

Don't be afraid of that figure seated at the table.  Approach to find that the 
figure is completely stone.  This *might* be Caduca, but the cutscene showed 
her in quite a different state than stone.  Anyway, who cares.  On the table 
is a GOLD GOBLET (75, 83%).  Head south to find the jackpot room.  On the 
shelf is a PURSE OF COINS (50, 84%), and on the mantle above the bed in the 
southeast corner are TWO JADE GOBLETS (75, 86%; 75, 88%).  Open the chest to 
find GOLD COINS (75, 89%), a GOLDEN DAGGER (50, 90%), and a DIAMOND TIARA 
(200, 94%).  Now, head north into Caduca's actual room.  On the table to your 
right (and underneath) are TWO SILVER CANDLESTICKS (50, 95%; 50, 96%) and a 
GOLD GOBLET (75, 97%).  Next to the bed is another SILVER CANDLESTICK (50, 
98%) and a JADE RING (50, 100%) on the bookshelf.  Now, that the place is 
cleaned out, check out the statue.  Odd place for one, isn't it?  What's more 
odd is the note in its mouth, which seems to be a personal invitation for 
you...

OBJECTIVE COMPLETE: Lastly, visit Caduca's murder site in the Lower Libraries 
 to investigate the cause of her death.
NEW OBJECTIVE: Go to the Hall of Statues to meet whoever left you the note.

Well, head on over there, now.

---

Cutscene -

(Garrett enters the hall, holding the note left for him.)

Garrett: This is the place, all right.  Why do I smell a rat?

(Garrett moves to the shadows to conceal himself.  He scours the room and 
notices a cloaked person, wide and hunched over, in front of a statue, making 
gestures.)

Hag: Terminus, animus, take the power, the glyphs, the bindings.  Live, walk, 
 talk, and obey!  Yes, my will, my desires...  Terminus, animus, awake!

(Serious rumbling surrounds the room.  A statue's eyes light up.)

Statue: What... is... your... will?

Hag: Garrett is here among you, somewhere.  Seek, fetch, find him out.  
 Crush him 'till breathing stops.  Cut him 'till bleeding stops.  Do not let 
 him escape.

Statue: Yesssss...

(The hag turns to a wall and begins to scribe a glyph on the wall.  Garrett 
 draws an arrow from his hiding place.)

Hag: I must leave you, my helpers, my minions, my stone warriors, and secret 
 myself away.  Yes, must keep secret, must remain hidden a little while 
 longer.  Oh, so many secrets...

(The hag departs through the glyph she scribed.)

---

Well, now you may realize why I had you douse all the torches and collect all 
the loot between here and the exit.  If you didn't, well, then you can do it 
now, or just fight the Statues.  You'll need two Fire Arrows or a Mine to 
destroy them.  There are two Statues in this room, and another in the hall to 
the north, and a fourth to the library to the northeast.  Head to that 
library, then head up the stairs and hit the glyph here.  Head through and up 
the ladder to your escape.

OBJECTIVE COMPLETE: When all your objectives are complete, leave the Keeper 
 Compound through the Old Quarter passage in the Lower Libraries.

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

Debriefing - I found more than I bargained for; a hideous old woman who makes 
 statues walk... who is out for blood and knows me by name.  Orland doesn't 
 seem to have a clue, so I don't think he's my man after all.  Artemus didn't 
 leave me much to go on, either.  I managed to escape the ambush, but the 
 Keepers still think I'm the enemy.  In fact, I only know of one person who 
 might be able to help me: a Hammerite inspector named Drept.

---

Loot List -

Keeper Compound -

1. Fine Portrait (150) - In the North Tower, on the highest floor.
2. Gold Bell (150) - In the North Tower, on the highest floor.
3. Silver Bowl (175) - In the Council Room, on the second floor in front of 
 the big statue (climb up to it).
4. Silver Coins (50) - Just northeast of the Scribe Room, on a desk.
5. Gold Bell (150) - Just northeast of the Scribe Room, near a desk.
6. Silver Candlestick (50) - In the Scribe Room, on a barrel in the southeast 
 corner.
7. Silver Candlestick (50) - In the Scribe Room, on a shelf on the west wall.
8. Ruby Goblet (100) - In the Dining Room, on one of the tables.
9. Ruby Goblet (100) - In the Dining Room, on one of the tables.
10. Copper Candlestick (25) - In the Dining Room, on one of the tables.
11. Fine Portrait (150) - Above the fireplace in the Dining Room.
12. Silver Candlestick (50) - In the Dormitory, on a table near the door.
13. Handful of Gems (200) - In a chest on the first floor of the Dormitory.
14. Gold Coins (75) - In a chest on the first floor of the Dormitory.
15. Gold Coins (75) - In a chest on the first floor of the Dormitory.
16. Jade (100) - In the chest in Artemus' room.
17. Jade (100) - In the chest in Artemus' room.
18. Jade (100) - In the chest in Artemus' room.
19. Handful of Gems (200) - In the Council Room, in the eastern alcove on the 
 fourth floor, which can be reached from Orland's alcove near his room.
20. Gold Coins (75) - In the Council Room, in the eastern alcove on the 
 fourth floor, which can be reached from Orland's alcove near his room.
21. Silver Candlestick (50) - In Orland's room on the table.
22. Silver Goblet (50) - In Orland's room, in the chest.
23. Diamond (150) - In Orland's room, in the chest.
24. Diamond (150) - In Orland's room, in the chest.

Lower Libraries - 

25. Copper Bowl (100) - On a table in the room north of the Hall of Statues.
26. Handful of Gems (200) - In a chest in the Hall of Statues.
27. Gold Coins (75) - In a chest in the Hall of Statues.
28. Gold Plate (100) - On a table in the north end of the Lower Library.
29. Gold Candlestick (75) - On a table in the north end of the Lower Library.
30. Gold Coins (75) - In a chest in the Lower Library.
31. Rare Book (100) - On a shelf in the east end of the Lower Library.
32. Silver Statuette (50) - On a bookshelf in the southeast end of the Lower 
 Library.
33. Gold Goblet (75) - In the main room of Caduca's Chambers, on the table.
34. Purse of Coins (50) - In the south room of Caduca's Chambers, on a shelf.
35. Jade Goblet (75) - In the south room of Caduca's Chambers, on a shelf.
36. Jade Goblet (75) - In the south room of Caduca's Chambers, on a shelf.
37. Golden Dagger (50) - In the south room of Caduca's Chambers, in a chest.
38. Gold Coins (75) - In the south room of Caduca's Chambers, in a chest.
39. Diamond Tiara (200) - In the south room of Caduca's Chambers, in a chest.
40. Silver Candlestick (50) - In Caduca's bedroom, on a table.
41. Silver Candlestick (50) - In Caduca's bedroom, under the table.
42. Gold Goblet (75) - In Caduca's bedroom, on a table.
43. Silver Candlestick (50) - In Caduca's bedroom, on the nightstand.
44. Jade Ring (50) - In Caduca's bedroom, on a bookshelf.

Special Loot -

45. Gold Scales (450) - In the Elder Library, on top of the south wall.  
 Scale the wall to reach it.
46. Imbris Analects (100) - In the Dining Room, on one of the tables.
47. Imbris Analects (100) - If the council voted to move it, in the Scribe 
 Room on the podium.  If the council voted against moving it, in the Elder 
 Library on the south table.

=========================
6O. The City, Day Seven =
=========================

"The Age of Darkness will be the child of two fathers, and their names are 
 Ignorance and Fear." - from the journal of Keeper Artemus

"No, it wasn't a woman...  Ain't no woman that could do that...  Rippin' at 
 him...  His flesh gone...  All gone." - Statement given to a City Watch 
 Official

---

Objectives - 
- Find Inspector Drept in Auldale to learn about the hag who set a trap for 
 you in Keeper Compound.  Enter Drept's workshop through his window.

Note: Drept's workshop is near the pub in Auldale.

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