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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