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Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter T » Thief: Deadly Shadows - Strategy Guide (Page 08)

Thief: Deadly Shadows - Strategy Guide (Page 08)

Below are the cheat codes, hints and help for Thief: Deadly Shadows - Strategy Guide (Page 08).

Enemies - City Watch, Thugs, Hostile Factions, Keeper Enforcers, Zombies, 
 Hammer Haunts

---

Mission Notes

You're still being dogged by the Enforcers, and now you'll be entering a 
couple of new areas: Auldale and the catacombs in Fort Ironwood.

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

All right.  There's stuff to do all over the place, but let's start by just 
heading straight for Auldale.  You've begun in a small apartment on the north 
end of Old Quarter.  Head outside and cross the roofs to see where you are.  
Drop down to the street when it's clear (rememeber, the Enforcers are still 
out there).  Head east and north to the Auldale gate.  Use a Flash Bomb or 
Moss Arrow on the guard to occupy him, then run inside.

---

Auldale -

Briefing - This is Auldale, one of the richest districts of the City.  Where 
 high society types take strolls in the park or visit the Museum with all 
 their... leisure time.  Every thief in town knows there's plenty of wealth 
 and baubles to be stolen among the opulence... only a few know how to get at 
 it.  But, I've got other things on my mind.  It's not enough that every 
 Keeper in the city is trying to kill me, but now there's a mysterious old 
 woman after me as well.  So, I've come to Auldale to find Inspector Drept.  
 From what I've heard, he's obsessed with the fable of a murderous hag, and 
 I'm sure there's a connection.  I hope he has a lead for me, because if he 
 doesn't... then I'm at a dead end.

There's a conversation in front of you about the park and how the Pagans have 
taken over.  Head north (avoiding the Watch) and east to the plaza.  You'll 
hear another conversation between Fogerty and Jimmy the Knife:

NEW NOTE: Fogerty the gold smith can't open his shop back up as long as Jimmy 
 the Knife is alive.  Jimmy the Knife is usually lurking in Auldale Plaza.

Now, they say to kill him, but all you need to do is knock him out, then 
leave and come back to Auldale to find the boards in front of the goldsmithy 
(the building opposite the plaza's monument) removed and Fogerty inside.  Pick 
open the door and knock out Fogerty, then clean off his shelf, which has a 
DIAMOND GOBLET (150), a GOLD FORK (75), a GOLD SPOON (75), a GOLD BOWL (125), 
and a DIAMOND NECKLACE (100).  Also, pick your way into his back room to find 
a CAT STATUETTE (100).  Now, there's another time to do this, and without 
doing the subquest.  Later on, you'll drain the canal, and you'll find a path 
leading to the back of his house.  If you wish to do it that way, then you 
won't have to take on Jimmy.

Now, that's all there really is to do in this area at this point.  You can 
head to the Museum to hear two people planning to break into the Museum.  You 
can also visit the Pagan Camp in the park on the east side, if you're in good 
with them.  Once you're done exploring, head to the southeast corner of the 
district (near the pub), where you'll see some Hammer motifs.  Walk up to the 
yellowed window in the corner...

---

Cutscene -

(A figure moves past a window from inside.  A desk inside the workshop.  Drept 
 is poring over his papers.  A flash of Garrett in the window.)

Drept (not looking up from his work): This place hath nothing of value for 
 thee to steal.

Garrett (standing in the office): I'm more interested in those papers of 
 yours... if they can tell me anything about a... a crone that talks to 
 statues.

Drept (turning around): Thou hast seen the hag?!

Garrett: Not just seen; she tried to kill me, but I hear you've been tracking 
 her for years.

Drept (standing): Yea, I hath followed her trail, but it hath not been clear.  
 I hath ever doubted anon that her crimes were no more than mine own 
 imaginings.  But, that thou hath seen her as well...

(A book is shown with an image of a building.)

Drept: Twas in my boyhood in the orphanage known as the Shalebridge Cradle 
 that I spied her.  I didst play at a game with mine friend.  (Picture of 
 a young Drept in the book as well as a girl)  I was hidden and my friend 
 sought me...  Then a hag (picture of a cloaked being with glowing eyes), a 
 bent and evil apparition, came from the darkness, near enough to touch, and 
 my friend did scream, but I was a child, and afraid.  And then, twas over...

(The hag and girl disappear from the book.  Picture of the orphanage again.)

Drept: The orphanage grew a dark and haunted place, and none dare enter.

(Back to Drept and Garrett.)

Drept: When came I to mine manhood, and was saved by the Order of the Hammer, 
 I sought the hag again.

(Blue flash of the picture of the hag from the book.)

Drept: The hag wears death about her as a cloak.  Some who meet her doth 
 vanish.  Some perish with bloody work done upon their bodies.  There are 
 hints of creatures made of stone, and ever the tale of a hag, a bent, old 
 woman.  Ever old, but growing no older, in a span that hath taken me from 
 boyhood to mine own age.

Garrett: Can you tell me how to find her?

(Map of the city, rushing towards Auldale.)

Drept: She finds her prey now in Auldale, but twas in Shalebridge that her 
 murders didst begin.  Seekest thou to start upon her trail there.  T'is the 
 only place I hath spied her for certain, but I dare never return to that 
 place.

Garrett: It's a good place to start looking.  I have no interest in being the 
 latest in her string of murders...

(Garrett departs.)

---

NEW OBJECTIVE: Go to the Shalebridge Cradle, to see what you can learn about 
 the hag.  The Cradle is in Old Quarter, near the gate to the Docks.

Now, before you go busting down the orphanage, there are several sidequests 
to pick up on.

The first is to go to Old Quarter, then to Fort Ironwood (careful if you're 
not Allied).  The southwest corner of the temple proper has a note on the 
table (if not Allied, I suggest sneaking in through the graveyard).  Read 
the note:

NEW NOTE: The Hammers are trying to bury someone in the Old Quarter graveyard, 
 but they can't as long as the zombies keep regenerating.

Now, head to the southeast part of the district (near the Cradle) and head 
down into the sewers.  This is Pagan-occupied territory, but it's really 
small, and only one guy's there.  Sneak by him if not Allied and read his 
journal:

NEW NOTE: A Pagan Shaman wants to activate the Pagan cornerstone in the Old 
 Quarter graveyard so that plants will overrun the area.

Okay, this is one of those "do for one Faction, but not the other" sidequests.  
To perform this sidequest for the Hammers, steal the NECROMANCER'S WAND (200), 
either by picking it off him or dropping him and taking it.  To perform the 
sidequest for the Pagans, do as the note says and fire a Moss Arrow at the 
cornerstone in the graveyard.  Whoever you do it for will get faction points.  
In either case, Zombies will no longer be in the graveyard of Fort Ironwood.

---

Here's another sidequest.  Go to Ramien's place to find a note tacked next to 
his door:

NEW NOTE: Derk wants Ramien to hire someone to go to the Tavern in Docks, 
 clean up the blood, and drop the body into the water without having it 
 spotted by anyone.  He'll drop off payment in Ramien's drop box.

This task has to be done tonight.  If you're up to it, head to the Tavern, 
then to the second floor to find the body.  Water Arrow the stains, the pick 
up the corpse.  It'd probably help to knock out the patrons in the tavern at 
this time, then head for the locked south door on the first floor of the 
Tavern and pick it open.  Sneak out quietly without anyone seeing you and 
dump the body.  Head back to Ramien's to find THREE GOLD COINS (75, 75, 75) 
in your drop box.

Thanks to MiKe for an alternative: Instead of dragging the body all the way 
downstairs, drop it near the window, then hop up on the windowsill and crouch 
down until the body lights up.  It make take a couple of re-positionings, but 
it's quite possible to grab it from there.  After that, it's a drop down to 
the ground and throw it in the drink.

---

Oh, and check the Landlord's for your daily new loot from him, which is just 
a simple TWO COPPER COINS (25, 25) today.

---

Lastly, I'll bet you want a map of the Cradle, right?  Well, go to Ramien's 
again, and this time crawl under the angled roof north of his door.  In this 
crawlspace, you'll find a note:

NEW NOTE: A map of the Shalebridge Cradle is kept in the architect's grave 
 in the Catacombs under Fort Ironwood.

Aren't you glad you have a reason to go there?  Okay, puff up your chest, 
because we're going grave-robbing!  Consider it warmup for the next mission.  
Head to Fort Ironwood and sneak (or walk if friendly) to the southwest corner 
of the temple to the door and head downstairs to the catacombs.

The first room has a Zombie wandering around.  Dust him, then take the RUBY 
GOBLET (100) on the coffin in the back of the room.  Head south to find 
another Zombie to dust.  The east crypt has TWO SILVER STATUETTES (50, 50) 
flanking it.  Head west to find your first Hammer Haunt.  Backstab him, then 
explore this crypt area.  In particular, head to the northeast crypt for a 
chest with some Broadheads and a GOLDEN DAGGER (50) on a nearby shelf.  Head 
west from these crypts to find another Hammer Haunt and a glyph.  Activate 
it to find some supplies, including a BRONZE STATUETTE (50) and a GOLD BOWL 
(125).  Down below you in this mausoleum room are a couple of Zombies.  Toss 
some Flash Bombs or Holy Water down there from this safe point.  We don't 
need to go down there, yet, though.  We'll circle back around.  Go back to 
the first room, then head north to an area with a couple more Zombies, one 
down the stairs, and the other further west, in the room with elevator 
leading back up to the fort.  Keep going west down the stairs to find another 
Hammer Haunt, as well as a chest with THREE COPPER COINS (25, 25, 25), as well 
as a RUBY RING (75) in a back alcove (thanks to Phondos).  Now, go back to the 
room with the large stairs leading down north, then curving back south.  Down 
these stairs, you'll find a table with a SILVER CANDLESTICK (50) on it.  Head 
south into the lower floor of the mausoleum area from before.  Take out the 
Zombies down here if you haven't already.  In the northwest corner of this 
room is a GOLD NUGGET (150).  Finally, check the open coffin on the east side 
of the room to find the Cradle Map.

Finally!  We're ready to get freaky!  Head to the Cradle's door (southeast 
corner of the Old Quarter, it'll have a glyph) and bust in.

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

====================================
6P. Mission 9 - Robbing the Cradle =
====================================

"Then let this be our warning... that any man can become monster, that any 
 woman can become loathsome." - Resignation speech of Keeper Sondheim 
 (Historical Archives)

"We played at a game, when all at once the hag was upon us.  'Twas naught I 
 could do -- frozen with fear." - Recollection of the Hammerite Inspector

---

Briefing - The Shalebridge Cradle.  It used to be an insane asylum, and 
 before that, it was an orphanage.  One night a fire started, no one knows 
 how, and after that they left the place abandoned.  If there's a way to cram 
 more misery into one building's history, I can't think of it.
  I'm here to learn about the old woman who attacked me in the Keeper 
 Compound.  Drept said he saw the hag here at the orphanage long ago, when 
 his childhood friend was murdered.  He's never dared to come back, but I 
 don't think I have much choice.  It's a thin lead, but it's all I have left.
  I've never robbed an orphanage before, and I can't say I'm looking forward 
 to the visit.  There's no telling what I'll find inside.  I'm used to the 
 dark, but this feels like a house with bad dreams.

Objectives - 
- Search for more information about the "Hag" who attacked you.

Loot - 32 pieces totalling 2650

Enemies - Puppets, Asylum Staff

Recommended Items - Max out on Flash Bombs, Fire Arrows, Holy Water, and 
 Mines.  Water Arrows actually are not necessary, as the whole place is 
 electrically lit.

---

Mission Notes

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH!!!!  Beyond that, this is definitely a 
mission worthy of applause, for atmosphere alone.  It's actually not that 
dangerous, if the bottom line is to be told.  Your enemies are powerful 
undead, but if you've stocked up on powerful items, they can be easily 
floored.  At the end of the day, you'll find this mission to be a "fetch 
quest", but a fun one.

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

Outer Cradle - 

Welcome.

In the fountain to your left are some Water Arrows, but that's all there is 
outside.  Your entrance is through the cellar door to the right of the 
boarded up main door.  Open it and enter.

Don't mind the sounds, the Outer Cradle is completely devoid of enemies.  
From your entrance, head north, then east and climb the spiral staircase.  
At the top, head north some more and climb the next spiral staircase.  I said 
don't mind the sounds!  Enter the attic door.

NEW NOTE: You heard a strange knocking sound coming from the Attic.

Head to the southwest corner of the attic and take a look at the painting.  
Where have we seen her before?  Use the painting.  Don't worry, she's 
friendly.  She wants your help to get out.

NEW OBJECTIVE: Find a vial of Lauryl's blood in the Storm Cellar and drop 
 it down a drainpipe.  There is a drainpipe in the Lobby.

We'll get to that, but first, some spring cleaning.  Head down the first 
spiral staircase.  In this room is an Oil Flask and a Health Potion in an 
alcove.  Head east from this room to find a door to the Treasurer's Office.  
Open it and take the TWO SILVER CANDLESTICKS (50, 1%; 50, 3%) on the desk, as 
well as the DIAMOND GOBLET (150, 9%).  Also, crack open the safe and take the 
bottle of GRAVECOURT RED (150, 15%) inside, which is Special Loot #1.  Head 
out and west to a catwalk above the Lobby.  Cross to the other side.  Head 
down the stairs and up the west stairs to a dormitory.  There are two Health 
Potions on a small cart, and TWO COPPER CANDLESTICKS (25, 16%; 25, 16%) on the 
fireplace mantle.  Also, in the chest at the far end of the room is a JADE 
TIARA (50, 18%) and a PURSE OF COINS (50, 20%).  Head north down the curved 
stairs to find the Lobby.  On the shelf on the west side of the Lobby are TWO 
SILVER CANDLESTICKS (50, 22%; 50, 24%).  Now, head north out of the lobby.  
The gate in front of you is sealed shut, so head down the nearby ladders to 
the Storm Cellar.  Head west to find a vial room.  Take the TWO COPPER 
CANDLESTICKS (25, 25%; 25, 26%) in front of you in this room, then head to the 
shelf on the right, and take the vial on the lowest shelf on the left side 
(it's the only one you can take).  Now, head south from this room to find the 
generator.  The fuse is blown, so just drop it on the ground:

NEW OBJECTIVE: Find a fuse and use it to repair the generator in the Storm 
 Cellar.

There are spare fuses up in the Attic, so head back up there and snag one 
from right next to where Lauryl is "standing".  Pop it in the generator to 
shed some light on this place.

OBJECTIVE COMPLETE: Find a fuse and use it to repair the generator in the 
 Storm Cellar.

Now, with the vial of blood, go to the Lobby (first floor) and look for the 
drains in the corners.  Pick one and Use it to toss the vial in.  

OBJECTIVE COMPLETE: Find a vial of Lauryl's blood in the Storm Cellar and drop 
 it down a drainpipe.  There is a drainpipe in the Lobby.
NEW OBJECTIVE: Retrieve Lauryl's night gown from the White Hall, and then 
 incinerate it in the Morgue.

Now that the generator's on, head back up to the north door that's locked and 
flip the switch to open it.  East of you is the Staff Tower.  Ignore Lauryl's 
comment and head up the stairs.  Seems there's a lot of rubble in the way.  On 
a shelf on the south wall up here are TWO GOLD CANDLESTICKS (75, 29%; 75, 
32%).  Head back downstairs and north to find the passage to the Inner 
Cradle.  HERE'S where all the enemies are.

---

Inner Cradle -

Okay.  In this area are hideous and bizarre undead known as Puppets.  There 
are eight in this area on Normal, and nine on Hard and up.  They're fast, can 
open doors, and hit hard.  Four indirect (or two direct) Flash Bombs will drop 
them, as well as two Fire Arrows, a Mine, or Holy Water.  You can also stab 
them with the Dagger, but they'll get back up after they fall.  

Here's where the Puppets are:  Two are in the halls east of the Hall of 
Records.  One is in the Lobotomy Theater.  One is in the Shock Therapy Room.  
One is in the Morgue.  One is in the Observatory.  One is patrolling the 
southern part of White Hall (the western rooms), and there's one in Cell 
No. 7 in White Hall.  On Hard, there's an extra Puppet in the Morgue in the 
slab room.

One last thing: whenever a Puppet is nearby, the lights tend to flash on and 
off, so use that as a way to tell if they're around.  So, make the rounds and 
off them all to ease the fright weighing on your shoulders, or just take them 
out as you come to them.  The walkthrough will go on assuming you've taken 
them out.

Okay, you start in the Exercise Yard, and the Lounge is just north of you.  
Head north through those two rooms to find the Hall of Records.  East of you 
are the Treatment Rooms, Nursery, and Morgue, and west of you is White Hall.  
First, let's clean up the loot in this area.  Head to the east from the Hall 
of Records, then south, to find the passage to the Nursery (collapsed), and a 
SILVER CANDLESTICK (50, 33%) on a low wall north of this area.  Head back west 
and north to find the ladder to the Morgue.  Head down the ladder and you'll 
see the furnace, which has about five Fire Arrows laced around it (use these 
if you run low killing Puppets).  South of the furnace room is the actual 
morgue.  Start opening cabinets on the south wall.  One of these will have a 
BAG OF GOLD TEETH (50, 35%), which is Special Loot #2.  Leave the morgue by 
the ladder (or the elevator if you like that sort of thing) and head northeast 
to the Treatment Rooms.  The east room is the Lobotomy Theater.  On a tray 
in the northeast corner of the room is a SILVER SURGICAL KIT (300, 47%), which 
is Special Loot #3.  Head west from this room to find the Shock Therapy and 
Water Treatment room.  On the northern shelf, you'll see a SILVER CANDLESTICK 
(50, 49%).  Now, head back to the Hall of Records.  The stairs in the 
southwest corner lead up to the Observatory.  Climb up to there and marvel 
at all these lovely paintings.  Take all the gem eyes on each painting, which 
totals up to EIGHT JADES (100, 52%; 100, 56%; 100, 60%; 100, 64%; 100, 67%; 
100, 71%; 100, 75%; 100, 79%).  Nice haul.  Head back downstairs, then head 
west to enter White Hall.  Start by heading south to the southeast corner.  
Cell No. 1 is the first cell here, and it's also the "Seclusion Chamber".  
Walk south to the elevator and press the down button to call it, then hop on 
and press the up button.  Charming, eh?  Head to the window and grab the tiny 
SILVER RING (50, 81%) on the sill.  Hey.  There are no buttons to get back 
down (of course there aren't).  You'll have to get down by dropping onto the 
pipes that form a crude set of stairs down the shaft.  Once at the bottom, 
head west to Cell No. 2.  Inside that cell is a DIAMOND GOBLET (150, 86%) on 
the table.  Head further west to find Cell No. 3.  This cell has three Moss 
Arrows in it.  Further west is Cell No. 4, which is empty of useful stuff.  
Beyond that is Cell No. 5, which has a GOLDEN DAGGER (50, 88%) behind the 
painting.  Garrett makes a remark about the wall, but we'll get back to that 
later.  Now, head north to find Cell No. 9, with an Oil Flask hidden.  Head 
east to Cell No. 8, with a SILVER COMB (100, 92%) and a SILVER MIRROR (125, 
97%) on the table.  Head further east to Cell No. 7.  Behind the skulls on the 
table there are GOLD COINS (75, 100%).  Cell No. 6 has nothing useful.  
Well, that's all the Loot.  Must be almost done this mission, eh?  Not by a 
long shot...

Right, go back to Cell No. 5 in the southwest corner of White Hall:

NEW NOTE: Cell number five in White Hall looks like it has a false wall.

Start Using bricks on the far wall to remove them.  Lauryl's nightgown is 
behind it.  Now that you have it, head east of the Hall of Records and look 
for a ladder leading down into the Morgue, or just take the elevator there.  
Use the furnace to toss the nightgown in.  She'll now explain how you have to 
go into "the past" to find more of her stuff to get rid of.

OBJECTIVE COMPLETE: Retrieve Lauryl's night gown from the White Hall, and then 
 incinerate it in the Morgue.
NEW OBJECTIVE: Find one of the "toys" that Lauryl mentioned and bring it to 
 the right place to enter the Cradle's memories of the past.
NEW NOTE: Each patient in White Hall had a favorite "toy".  The toys are 
 probably still here, in their former cells.
NEW NOTE: In the Hall of Records, you can find more information about the 
 patients and their "toys".

Okay, you can go to the Hall of Records to read up on the stuff, or just 
look for the toys yourself.  Once you find one, Lauryl will tell you where to 
take it.

Or, you can just read my handy-dandy list for each toy and its destination.

1) The Wax Mask, which is found in the Shock Therapy room on the chair, is to 
 be placed on the dummy hanging from the ceiling in the Seclusion Chamber, 
 Cell No. 1.
2) Blunt Utensils, found in Cell No. 2, which go on the plate in the middle 
 of the Meal Hall in White Hall.
3) Unlit Candle, found in Cell No. 3, which goes on the operating table in 
 the Morgue.
4) Clockworking Tools, found in Cell No. 4, which go on the chair in the 
 Shock Therapy room.
5) Rusty Telescope, found in Cell No. 5, which goes on its stand in the 
 Observatory.
6) Urn, found in Cell No. 6, which goes on the cart in the Exercise Yard, 
 the southernmost part of this area.
7) Rotten Birdhouse, found in Cell No. 7, which goes on the Balcony, which 
 is above the Exercise Yard.  There's a tough-to-see ladder there that goes 
 right up to the Balcony.
8) Warped Viktrola, found in Cell No. 8, which goes on a table in the Lobotomy 
 Theater.
9) Tinderbox, found in Cell No. 9, which goes in the fireplace in the Lounge 
 (just south of the Hall of Records).

You only need to find and place one toy, then you'll be thrust into the past.  
In the past, you have no items or weapons (but can still collect loot if you 
there are any left).  I suggest using 6, 7, or 9, as they put you closest 
to your destination, and in the least amount of danger.

OBJECTIVE COMPLETE: Find one of the "toys" that Lauryl mentioned and bring it 
 to the right place to enter the Cradle's memories of the past.
NEW OBJECTIVE: While in the Cradle's memory, find Lauryl's diary in the 
 Nursery Tower, and then incinerate it in the Morgue.

Now, patrolling the halls of the Cradle are the Asylum Staff, matte black 
people that are just like normal people, except the fact that if they catch 
you, you'll be sent back to the present.  After that, you'll have to use a 
different toy to get to the past.  If you run out of toys, you'll have to go 
into the past as yourself (which I'll explain later).

There are three Staff members in White Hall, one in the Lobotomy Theater, one 
just outside the Lobotomy Theater, one seated in the Lounge, one in the 
Morgue, and one in the Nursery Tower, which is your destination.  On Hard and 
up, there's also one who stands behind the desk at the Hall of Records, and 
another at the base of the Nursery Tower.  Head east and south from the Hall 
of Records to find that the rubble blocking the Nursery is gone.  Head up the 
stairs to the top.  Watch the staff member's patrols and sneak around behind 
him.  Lauryl's Diary is in the southeast corner of the room on the floor.  
While you're here, read the note on the podium:

OBJECTIVE COMPLETE: Search for more information about the "Hag" who attacked 
 you.

Well, that's done.  Head back downstairs and make your way to the Morgue.  
Avoid the staff member and toss it in:

OBJECTIVE COMPLETE: While in the Cradle's memory, find Lauryl's diary in the 
 Nursery Tower, and then incinerate it in the Morgue.
NEW OBJECTIVE: While in the Cradle's memory, find some "Dissolution Serum" in 
 the Treatment Rooms, and use it on the bloodstain in the Attic.

Head over to the Treatment Rooms.  There's a guy outside the Lobotomy Theater, 
so head over to the Shock Therapy room and leave by the north exit, then head 
east from there to go around the back way.  Watch out for the guy in the 
theater and grab the Serum on the cart near the main table.  Now, head out to 
the Outer Cradle.

---

Outer Cradle Revisited -

Now, there are a few Staff in this area.  There's one patrolling this northern 
area near the Staff Tower, another in the Lobby, a third patrolling the rooms 
near the Attic stairs, and a fourth patrolling the dormitory on the west side 
of the room.  On Hard and up, there's also a Staff member in the basement.  
Sneak up to the Attic and Use Lauryl's bloodstain to free her:

OBJECTIVE COMPLETE: While in the Cradle's memory, find some "Dissolution 
 Serum" in the Treatment Rooms, and use it on the bloodstain in the Attic.
NEW OBJECTIVE: Meet Lauryl downstairs in the Lobby, and leave the Cradle with 
 her.

Head down to the Lobby (the Staff there is gone) and follow her to the doors.  
Follow her through the haze.  Well, dang...

OBJECTIVE CANCELLED: Meet Lauryl downstairs in the Lobby, and leave the Cradle 
 with her.
NEW OBJECTIVE: Lock yourself in the cage down in the Storm Cellar to enter 
 the Cradle's memories as yourself.

So, go down to the Storm Cellar, open the cage, step inside, and shut the 
door.  Now, you're in as yourself (this is how you do it if you run out of 
toys, too).  Staff will attack you as normal if they find you, but now you 
have your own "toys" with you, so you can fight back.

OBJECTIVE COMPLETE: Lock yourself in the cage down in the Storm Cellar to 
 enter the Cradle's memories as yourself.
NEW OBJECTIVE: Leap to your "death" from the open window at the top of the 
 Staff Tower.

Head back upstairs to the main hall, then up the northeastern stairs to the 
Staff Tower, which is now accessible now that the rubble isn't there yet.  
Enter the door on the north wall.  Once inside, watch for the guy on patrol, 
then head for the elevator on the north end of the room, which will carry you 
up to the top of the tower.  In this last room, there will be four Staff 
seated at the table near the window you must jump out of.  Make a dramatic 
exit of it: jump up onto the table and run at top speed and leap through the 
open window and out of this freak show for good!

OBJECTIVE COMPLETE: Leap to your "death" from the open window at the top of 
 the Staff Tower.

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

Debriefing - I finally managed to escape from that... place.  But, I think 
 I'm out of my depth here.  I saw an old portrait of a girl who looks just 
 like that Keeper Translator, but how can that be?  I only found traces of 
 the hag.  I don't think she's been there since Drept saw her all those years 
 ago.  So, I'm left with questions, and the vial of blood the ghost had me 
 steal.  The ghost is beckoning, and I think I'd better follow.  This isn't 
 over, yet.

---

Loot List -

Outer Cradle -

1. Silver Candlestick (50) - In the treasurer's office in the east part of 
 the second floor.
2. Silver Candlestick (50) - In the treasurer's office in the east part of 
 the second floor.
3. Diamond Goblet (150) - In the treasurer's office in the east part of the 
 second floor.
4. Copper Candlestick (25) - In the western dormitory on the second floor, 
 on the fireplace mantle.
5. Copper Candlestick (25) - In the western dormitory on the second floor, 
 on the fireplace mantle.
6. Jade Tiara (50) - In the chest in the western dormitory on the second 
 floor.
7. Purse of Coins (50) - In the chest in the western dormitory on the second 
 floor.
8. Silver Candlestick (50) - In the Lobby, on the west wall.
9. Silver Candlestick (50) - In the Lobby, on the west wall.
10. Copper Candlestick (25) - In the room with all the vials, in plain 
 sight as you enter.
11. Copper Candlestick (25) - In the room with all the vials, in plain 
 sight as you enter.
12. Gold Candlestick (75) - On a shelf up the stairs leading to the Staff 
 Tower.
13. Gold Candlestick (75) - On a shelf up the stairs leading to the Staff 
 Tower.

Inner Cradle -

14. Silver Candlestick (50) - On a low wall between the Nursery Tower and 
 the Treatment Room area on the east side.
15. Silver Candlestick (50) - On a shelf in the western Treatment Room, the 
 one with the shock therapy chair.
16. Jade (100) - On the eye of a painting in the Observatory, up the stairs 
 in the southwest corner of the Hall of Records.
17. Jade (100) - On the eye of a painting in the Observatory, up the stairs 
 in the southwest corner of the Hall of Records.
18. Jade (100) - On the eye of a painting in the Observatory, up the stairs 
 in the southwest corner of the Hall of Records.
19. Jade (100) - On the eye of a painting in the Observatory, up the stairs 
 in the southwest corner of the Hall of Records.
20. Jade (100) - On the eye of a painting in the Observatory, up the stairs 
 in the southwest corner of the Hall of Records.
21. Jade (100) - On the eye of a painting in the Observatory, up the stairs 
 in the southwest corner of the Hall of Records.
22. Jade (100) - On the eye of a painting in the Observatory, up the stairs 
 in the southwest corner of the Hall of Records.
23. Jade (100) - On the eye of a painting in the Observatory, up the stairs 
 in the southwest corner of the Hall of Records.
24. Silver Ring (50) - In the Seclusion Chamber, Cell No. 1, on the window 
 sill.
25. Diamond Goblet (150) - In Cell No. 2 on the table.
26. Golden Dagger (50) - In Cell No. 4 behind the painting.
27. Silver Comb (100) - In Cell No. 8 on the table.
28. Silver Mirror (125) - In Cell No. 8 on the table.
29. Gold Coins (75) - In Cell No. 7 behind the skulls.

Special Loot - 

30. Gravecourt Red (150) - In the safe in the Treasurer's Office, on the 
 east side of the second floor of the Outer Cradle.
31. Bag of Gold Teeth (50) - In the slab room of the Morgue, behind one of 
 the doors on the south wall.
32. Silver Surgical Kit (300) - In the Lobotomy Theater, in the northeast 
 corner of the Inner Cradle.

=========================
6Q. The City, Day Eight =
=========================

"If the Artifacts were created for some purpose, then the pertinent texts 
 must be found before they too become... irrevocably misplaced." - Author 
 unknown

"Be without sin in life, for after death, the shinful doth walk without 
 rest, ne'er to enter the House of the Builder." - The Builder's Way

---

Objectives - 
- Follow Lauryl's ghost to see where it leads you.

Enemies - City Watch, Thugs, Hostile Factions, Zombies, Hammer Haunts

---

Mission Notes

The Keepers are now off your tail, but you'll soon find you have bigger 
problems.  You'll be entering some interesting areas tonight, so be well-
prepared with heavy artillery.

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

Lauryl's ghost is leading you towards the catacombs of Fort Ironwood.  If the 
last mission drained you of your undead fighting equipment, then head over to 
Carmen's and stock up on Flash Bombs.  Don't be afraid to lose Lauryl, because 
you can always pick her trail back up.  Watch with satisfaction as every 
hostile person on the street goes ape at the sight of Lauryl.  Still, avoid 
the Hammers if you're not good with them.  Once you head down to the 
catacombs, take out the Zombies and Haunts that end up in your way.  
Eventually, you'll reach the bottom of the mausoleum area.  As you approach 
the south wall, it will slide away.  If it goes back up, then just back far 
away and walk up to it again.  Head inside this hidden crypt...

---

Cutscene - 

(Garrett is framed in Lauryl's light as he opens the stopper on her vial of 
 blood.  He dabs the vial on a cloth, and then runs the cloth over the 
 nearby sarcophagus, covered in glyphs.  The glyphs dissolve as Lauryl's 
 blood touches them.)

Orland (meanwhile, in the Keeper Compound): Let the Book of Names record that 
 on this day did Translator Gamall take the name of Interpreter Gamall and 
 begin to read the Prophecies.

(Gamall stands before Orland in the Grand Hall.  Keepers are amassed in 
 attendance.  Orland dips his hand in water in a gold bowl to his right and 
 runs the water over Gamall's eyes.)

Orland: Let her eyes open to read and to see.  Let her tongue speak the words 
 of the Glyphs.

Gamall: I shall see the unseen.  I shall speak the truth.

(Cut back to Garrett as he finishes clearing the glyphs from Lauryl's tomb.  
 The light around Lauryl begins to form and take human shape.  Cut back to 
 Keeper Compound.)

Orland: Let the Book of Names record that--

Gamall: *coughs and chokes*

Orland: Interpreter Gamall!  What's wrong?

(Cut back to the tomb, where Lauryl fully forms as a ghostly human.)

Lauryl: Ohhh...  Look!

(Cut back to the Keeper Compound.  Gamall continues to cough up blood and 
 collapses on the floor.)

Gamall: No... (voice changing) no... curse her stinking rotting bones!

(Gamall stands off camera as those in front of her recoil.)

Gamall: You think you can snare me, trap me, with your secrets?  I *am* 
 secret!  (Gamall is shown in a hideous monster form with a forwardly 
 distended head and long clawed arms.  She effortlessly bats away the Keeper 
 to her right.)  Kept for decades!  (A Keeper in front of her prepares a 
 glyph spell.)  You scratch out glyphs and think you have them, but I wear 
 them, (The Keeper fires his spell and she catches the glyph in her hand) 
 drink them, breathe them, know them far better than you!  (She takes a swing 
 at the Keeper, gouging out pieces of the bookshelf behind him.)  I *am* 
 glyphs, now and for all time! (Orland is shown quietly departing.)  

(Cut back to tomb.)

Lauryl: I'm me again.  She can't use *it* anymore...

(Cut back to Keeper Compound.  Closeups of Gamall show faces, limbs, mouths, 
 eyes all attached to Gamall's body, all moving, the skins of those she has 
 claimed as her own.)

Gamall: Finally, now you see me, my skin, my bone, as I am.  You will not 
 live to thwart me.  (She prepares a glyph spell and casts it on the wall.)  
 I have gathered all I need.  Talismans, tomes, artifacts, writings.  I have 
 them beyond your grasp.  I trace, I discover, I read, and soon I shall come 
 to the Last of all Glyphs, that which you seek, stumble, follow, but shall 
 never find!

(The Keepers begin to shout as Gamall forms a glyph into a blue twin-sickle.)

Gamall: I'm afraid we're going to have to rip a few pages from the Book of 
 Names.

---

Lauryl will now depart, having been put to rest.

OBJECTIVE COMPLETE: Follow Lauryl's ghost to see where it leads you.
NEW RESTRICTION: You're working with the Keepers for now.  Don't attack them 
 or get caught doing anything that will cause them to attack you.
NEW OBJECTIVE: Translator Gamall, the hag in disguise, is the one you've been 
 after this whole time.  Return to the Keeper Library to inform the Keepers.

Make your way from the catacombs to Stonemarket Plaza and to the Library.

---

Cutscene:

(Garrett comes upon a scene of aftermath.  Living Keepers are standing over 
 their dead comrades.  Orland is seated on a chair nearby.)

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