Thief: The Dark Project (v1.33)

                FAQ v4.7 by The Brigadier (brigadier@sprint.ca)

                                  May 8, 1999

"Ye shall not rob from the house I have built, or commit any theft or 
unrighteousness, lest ye be struck down and driven into the earth forthwith, and 
the land of the heathen consume you."
     -- The Book of the Stone

"The paths of thief and god are worn as one in the earth."

"Thief wanted for the theft of the gems of Sarnoth."

"Woe be to him that defies the tree, for he shall be cast out into the world 
through the veils of pain and fire."


Table of Contents
=================
Section 1: Version History
Section 2: Opening Notes Regarding This FAQ
   2.1: Best Times
   2.2: Email
   2.3: Experimentation
   2.4: Objectives
   2.5: Recommended Purchases
   2.6: Just What The Heck Is A Taffer Anyway?
   2.7: Personal Note Regarding The Next Release
Section 3: Game Notes
   3.1: Patrols
   3.2: Bloodstains and Bodies
   3.3: Doors
   3.4: Water
   3.5: Hard Surfaces
   3.6: Enemies
      3.6.1: Human Guards
      3.6.2: Spiders
      3.6.3: Zombies
      3.6.4: Burricks
      3.6.5: Fly Swarms
      3.6.6: Hammer Spirits
      3.6.7: Restless Dead
      3.6.8: Craymen
   3.7: Weapons
      3.7.1: Sword
      3.7.2: Blackjack
      3.7.3: Broadhead Arrows
      3.7.4: Water Arrows
      3.7.5: Fire Arrows
      3.7.6: Moss Arrows
      3.7.7: Gas Arrows
      3.7.8: Rope Arrows
      3.7.9: Noisemaker Arrows
      3.7.10: Flash Bombs
      3.7.11: Explosive Mines
      3.7.12: Gas Mines
   3.8: Cheats
Section 4: A Keeper's Training (Training Mission)
   4.1: Introduction
   4.2: Objectives
   4.3: Before The Mission
   4.4: Walkthrough
Section 5: Lord Bafford's Manor (Mission 1)
   5.1: Introduction
   5.2: Objectives on Normal level
   5.3: Objectives on Hard level
   5.4: Objectives on Expert level
   5.5: Simplified Objectives
   5.6: Before The Mission
   5.7: Notes Regarding This Mission
   5.8: Walkthrough
Section 6: Break From Cragscleft Prison (Mission 2)
   6.1: Introduction
   6.2: Objectives on Normal level
   6.3: Objectives on Hard level
   6.4: Objectives on Expert level
   6.5: Simplified Objectives
   6.6: Before The Mission
   6.7: Notes Regarding This Mission
   6.8: Walkthrough
Section 7: Down In The Bonehoard (Mission 3)
   7.1: Introduction
   7.2: Objectives on Normal level
   7.3: Objectives on Hard level
   7.4: Objectives on Expert level
   7.5: Simplified Objectives
   7.6: Before The Mission
   7.7: Notes Regarding This Mission
   7.8: Walkthrough
Section 8: Assassins (Mission 4)
   8.1: Introduction
   8.2: Objectives on Normal and Hard levels
   8.3: Objectives on Expert level
   8.4: Simplified Objectives
   8.5: Before The Mission
   8.6: Notes Regarding This Mission
   8.7: Walkthrough
Section 9: The Sword (Mission 5)
   9.1: Introduction
   9.2: Objectives on Normal and Hard levels
   9.3: Objectives on Expert level
   9.4: Simplified Objectives
   9.5: Before The Mission
   9.6: Notes Regarding This Mission
   9.7: Walkthrough
Section 10: Cutscene - Victoria
Section 11: The Haunted Cathedral (Mission 6)
   11.1: Introduction
   11.2: Objectives on Normal level
   11.3: Objectives on Hard level
   11.4: Objectives on Expert level
   11.5: Simplified Objectives
   11.6: Before The Mission
   11.7: Notes Regarding This Mission
   11.8: Walkthrough
Section 12: Input From Other Thieves
Section 13: Thief Sites on the Internet
Section 14: Thief 2 News
Section 15: Thief FAQ Mailing List
Section 16: Endnotes and Copyright Notice


Section 1: Version History
==========================
0.1  -- First attempt at this FAQ. Included only the first mission (Lord
        Bafford's Manor)
0.2  -- Fixed a few spelling and grammatical errors
0.7  -- Added "Input From Other Thieves" section
     -- Included "Before the Mission" and "Introduction" sections, as
        well as others.
     -- Some not-quite-minor-but-not-very-major cosmetic changes made
        (ie: Version history, section numbers, etc.)
1.0  -- Added walkthrough for the Training Mission (A Keeper's Training)
1.1  -- Added walkthrough for Mission 2 (Break From Cragscleft Prison)
1.11 -- Fixed some spelling, grammar, and formatting mistakes
1.2  -- Added Cheats section
1.4  -- Put in monster descriptions & strategies
1.6  -- Put in weapon descriptions and strategies
2.0  -- Added walkthrough for Mission 3 (Down in the Bonehoard)
2.2  -- Fixed some grammar and spelling mistakes, fixed up the
        walkthrough's for the training mission, the first three missions
        (minor changes only), and expanded some entries in the Weapons
        section
2.6  -- Added walkthrough for Mission 4 (Assassins)
2.8  -- Added "Thief Sites on the Internet" section
     -- Expanded the FAQ slightly in a few areas, including a "Notes
        Regarding" section on some missions, and added Fly Swarms to the
        Enemies section
     -- Fixed some spelling, grammer, formatting, and continuity errors
3.0  -- Added "Thief 2 News" section
3.4  -- Added walkthrough for Mission 5 (The Sword)
3.6  -- Added entry for the first cutscene (Victoria)
3.7  -- Minor adjustments, including a "First Appearance" section for
        each monster
4.0  -- Included information on Flash Bombs and Mines, and new monsters,
        as well as updated information on several weapons and monsters.
4.3  -- Did some tweaking here and there, revising and improving
        entries..."Input From Other Thieves" section revised, and a
        "Recommended Purchases" and "What You'll Encounter" section was
        added for each mission; also added the Mailing List section at
        the end; new cheat added to cheats section; added "What The Heck
        Is A Taffer Anyway?" section;
        *** NEW EMAIL/CREDITTING POLICY!!!! ***
4.7  -- Added walkthrough for Mission 6 (The Haunted Cathedral)


Not all versions have been made available to the public. Only versions 0.1, 1.1, 
2.0, 3.6 and 4.7 have ever been released.


Section 2: Opening Notes Regarding This FAQ
===========================================
This is my first FAQ/Walkthrough. All input is appreciated, especially regarding 
what you liked, and how I can improve it. Please send comments, suggestions, 
etc., to brigadier@sprint.ca

This FAQ does NOT cover the entire game at the moment. If I get enough positive 
response, I will try to continue this FAQ so that it does. HOWEVER, I am a 
University student (with finals starting in about 10 days), and have personally 
only finished  the first five missions completely. So you may have a bit of a 
wait ahead of you. :(

This FAQ, unlike others I have seen for this game, is geared towards having you 
complete each mission with the maximum amount of treasure possible, on top of 
completing all of your quests. Each mission is done at the EXPERT level, and all 
statistics are given for that difficulty setting (ie: what you find, where, how 
much, etc.). I have not tried playing these on the lower levels, but I have 
heard there ARE differences. (For example, on Mission 2, "Break From Cragscleft 
Prison", behind the banner you cut down you find some treasure. On the easier 
levels, this is apparently a quick way off the premises.)

This FAQ/Walkthrough is based on the PC version of the game. Does another 
version exist? I don't know. 

2.1: Best Times
===============
For those missions that have been included, I have also included my best time in 
completing that mission. This is for various reasons, but mostly to do with ego. 
:) (Note that my best time for a mission does NOT necessarily reflect this 
walkthrough. For example, my best time for Lord Bafford's Manor was done with 
mostly running, no body hiding, no door closing, etc. Each one WAS finished, 
however, with all possible treasure.)

2.2: Email
==========
My email address is: brigadier@sprint.ca

I have received a few emails since posting this FAQ, some of them asking for 
help on missions beyond the ones I have included here, or asking if I intend to 
do the FAQ to include later missions. If you've managed to read this far, you 
know that the answers to these questions are already printed in the FAQ. Any 
questions sent to me that are already answered in this FAQ will be ignored.

2.3: Experimentation
====================
Occasionally, I will note an area where some more experimentation could be done. 
In some cases, circumstances did not permit further experimentation (for one 
reason or another), and some experiments were thought of in hindsight, long 
after I was past the point of no return for that area. If anyone cares to 
experiment in the noted areas, I would be interested in hearing the results.

EXAMPLE: In Lord Bafford's Manor, I used to take out a certain guard as a 
precaution against a future endeavor. However, I was not sure that this was 
actually necessary, and had not tried to complete the mission without doing so. 
Upon replaying the mission, I left that guard alone, and found it was 
unnecesarry to take him out, and was able to make the walkthrough for that 
mission that much better.

2.4: Objectives
===============
Although each mission shows the objectives for Normal, Hard, and Expert levels, 
the walkthrough itself covers ONLY the Expert level.

The Simplified Objectives contain the mission objectives as viewed from within 
the mission. They are less verbose, and more to the point than the wordy 
objectives given before the mission begins. Although the only ones shown are 
from the Expert level, you should be able to pick out which ones apply to your 
game if you are playing on Normal or Hard instead.

2.5: Recommended Purchases
==========================
At the end of each "Before The Mission" section, I've listed the equipment that 
I personally use and/or recommend to complete that mission. In most cases, these 
purchases will NOT eat up all of your funds. Use whatever you have left over as 
you see fit.

Note that my recommended purchases are not always what is NECESSARY to complete 
the mission. In some cases, it will make the mission easier for you, in others 
it may simply be that there is NOTHING to buy to help you, but what I've 
recommended is the best you can do.

2.6: Just What The Heck Is A Taffer Anyway?
===========================================
A question I'd like an answer to: What EXACTLY is a taffer? Or taffing? I saw 
the answer once online, but cannot find it now. Based on the usage in the game, 
the word cannot simply mean "Thief".

2.7: Personal Notes Regarding The Next Release
==============================================
To those waiting for more of this FAQ. I am currently playing Mission 7, "The 
Lost City". Unfortunately (why is there ALWAYS an "unfortunately"?) I am 
attending summer school, and my class starts May 10. I am not saying I will have 
NO time to work on this, but not as much as I'd like. I'll picking away at it 
here and there as best I can. :(

There are several mission walkthroughs that need revising in this FAQ, for 
various reasons. These are noted in the "Notes Regarding This Mission" section 
for the relevant missions. This notes are for my benefit, to remind ME to do 
them later. I've decided that I am going to finish the remaining levels in the 
game, and THEN go back and redo the old missions. I make you all wait long 
enough as it is for the next mission, you shouldn't have to wait longer while I 
work on the previous ones!


Section 3: Game Notes
=====================

3.1: Patrols
============
Some areas have guards (of one sort or another) moving around in them, and 
sometimes moving from one area to another. This makes it difficult to say for 
sure when a certain task you may be told to perform should be done, as it is 
unlikely that you will arrive at the area at the exact same time during the 
mission that I did. In these areas, it's a good idea to save your game. (This 
will be noted at the proper areas.)

3.2: Bloodstains and Bodies
===========================
According to the manual, leaving bodies out in the open where they can be seen, 
or not cleaning up telltale bloodstains (by shooting a Water Arrow at them) is 
inviting discovery. While there are certain points in the game where just 
leaving your victims where they fall may be all right (and, in some cases, 
unavoidable), for the most part, you should tidy up after yourself. After 
telling you to take out someone, this FAQ is going to assume that you have the 
prudence to hide your handiwork.

3.3: Doors
==========
This FAQ also assumes that you will know enough to try to open doors before 
walking through them, and to close them behind you. (An open door can also be a 
telltale sign to patrols that something is amiss...namely, you.)

3.4: Water
==========
Water is loud when you splash around in it. This occurs when you try to swim 
quickly, or jump into the water. Try not to do it too often. Swim slowly (using 
your WALK key). Also note that, while you can swim carrying someone you have to 
rescue (ie: Basso in Mission Two), you cannot dump bodies in the water to "hide" 
them. They drown, and that counts towards you killing someone.

3.5: Hard Surfaces
==================
Hard surfaces include any sort of surface that makes a very loud or noticeable 
noise when you're walking on it. Things like tile, metal, and even wood can fall 
into this category. While Moss Arrows will allow you to walk over the covered 
area silently, you never really have enough of them to go wantonly shooting them 
everywhere you want to walk.

SNEAKING is the key. You have two movements available to you...walking, and 
running. What SNEAKING is is walking when you are CROUCHED. You make less noise 
(although it is sometimes still very audible). You can minimize this even 
further, however, by using the stop-and-go method. Move forward a SHORT 
distance, and stop. You will probably have made no noise whatsoever. Now, move 
forward another short distance, and stop. Keep this up until you get to quieter 
ground, and you should be able to get through just about any terrain silently.

3.6: Enemies
============
You face off against a number of different types of enemies. Here's some basic 
information on the ones I've encountered so far. Note that the names I've given 
to some of them are NOT necessarily official. They are just what I've called 
them when I've had no official name to give them.

3.6.1: Human Guards
===================
First Appearance: Training Mission or Mission One (Lord Bafford's Manor)

This includes your standard guard (such as in Lord Bafford's Manor), Hammerites, 
etc. These guys fall easily to your blackjack attacks, so long as 1) you hit 
their head area, and 2) they aren't expecting it. If they are looking around 
searching for you, you can sometimes manage to club them, but sometimes it 
doesn't work. In these circumstances, aim is the most important factor (go for 
the head!), and light plays a close second. The more of you that can be seen 
(ie: check your light-indicator), the harder it is to successfully put the 
guards to sleep.

Most of the time, these guys are armed with some sort of hand-to-hand weapon (a 
sword or hammer). Occasionally, one will have a bow instead (and don't think 
that they can only fire Broadheads at you!). The guys in red, however, are 
Priests and spell casters. Also, there is one type that doesn't seem to fight at 
all, he just calls for help. He is the one in gray.

Sometimes, these guys have a key, purse, or other item on their belt that you 
can either lift off (ie: pick their pocket), or grab after you've knocked them 
out. I prefer the pickpocket method.

NOTE: One time, I knocked out a guard, and because another was coming, picked up 
the body and ran BEFORE getting the purse off him. After dropping the body, 
however, the purse was gone. :(

3.6.2: Spiders
==============
First Appearance: Mission One (Lord Bafford's Manor)

Spiders are small and annoying, and that's about it. They can bite you for a bit 
of damage, but not much. They die easily too...a single Broadhead Arrow does the 
trick usually (I haven't tried to kill them with a sword yet).

3.6.3: Zombies
==============
First Appearance: Mission Two (Break from Cragscleft Prison)

I hate Zombies. Don't ask why, I don't really have a rational explanation. But 
when I'm playing the game, and Zombies start getting involved, my interest level 
tends to drop dramatically. (I also can't play the game after dark when playing 
a Zombie level. Yeah, I know...I'm a wimp.)

"Sleeping" Zombies are pretty much indistinguishable from corpses, until you get 
close enough to one to awaken it. When you do, it makes a noise, and you have a 
brief amount of time (variable, sometimes maybe as much as 2 seconds) to react 
before it stands up and moves to attack. (Throughout this FAQ, a corpse that can 
"become" a Zombie is referred to as a Corpse-Zombie.)

Once awake, you can't kill them by conventional means. Hacking them with your 
sword will make them drop, only to stand right back up again. Arrows are a 
little better, as when you cause them to drop with arrows, the don't always 
stand up again unless you are close enough to "awaken" them. However, Zombies 
are very SLOW. You can run circles around them. If you run away from them, they 
will pursue, but not for long. (This will become evident when you do Mission 3, 
"Down in the Bonehoard".)

Note that ANY human corpse can be a Zombie, not just the gray, decaying ones. I 
believe that mission 3 ("Down in the Bonehoard") even has a headless Zombie, so 
don't ever assume that a corpse is just a corpse!

Weapons that are useful against Zombies include Fire Arrows, Holy Water Arrows 
(your Water Arrows dipped in Holy Water), Flash Bombs, and Explosive Mines. With 
regards to the Fire Arrows, I've noted that, if you shoot the Zombie from 
behind, it takes only one Fire Arrow to destroy it. If they see it coming 
though, it usually takes two.

3.6.4: Burricks
===============
First Appearance: Mission Three (Down in the Bonehoard)

These are big lizards with VERY bad morning breath. Best to avoid them if 
possible. Engaging in melee with them is NOT a good idea, especially if there is 
more than one around...while you cut into one, the other one backs off and 
breathes at you. If you want/need to take them out, your arrows are your best 
bet. How quickly they die seems to depend on where your arrows hit. The average 
seems to be about 5 or so arrows to fell one of these beasts, although I have 
managed to bring one down with only two arrows (once).

Melee CAN be done successfully with Burricks. First of all, it's best if there 
is only one around. Then you can get close enough so that the beast cannot 
breathe on you, and you can hack merrily away at it. (Although they do tend to 
run away once the damage starts to get serious. They whimper too. <g>) The BEST 
way to deal with a lone Burrick is to take it by surprise...run right up behind 
it and slice downwards with your sword. If you do it right, you've just done a 
backstab, and killed the critter with one blow!

Note that Burricks HATE Zombies, and will attack them in preference to you. If 
you can get Zombies and Burricks engaged in combat together, you can sit back 
and watch as half your problems are taken care of. Since the Zombies cannot be 
killed by the Burricks though, you always know which side will come out the 
victor. (NOTE: A friend of mine told me about this hint...I have not tested it 
myself, so don't hold me to it!)

If you try to use Explosive Mines against Burricks, you should be aware that one 
is NOT enough to kill one!

Another interesting thing about Burricks...apparently, you can use your 
blackjack on them and knock them out!

3.6.5: Fly Swarms
=================
First Appearance: Mission Two (Break from Cragscleft Prison)

These are not really dangerous, just annoying. Fly swarms find a corpse (or 
sometimes a Corpse-Zombie) and hover over it. They don't move, they just swarm 
around the body. Occasionally, you may find a swarm where there is no body, but 
they still don't move. Moving through a swarm subjects yourself to their bites, 
which do not always strike. You take minimal damage from a swarm bite. (Note: 
Sometimes you will find a Zombie with a Fly Swarm surrounding it...in that case, 
the swarm DOES move, but it sticks with the Zombie.)

To disperse a Fly Swarm, shoot a Fire Arrow into it (although personally I feel 
this is a waste of a good Fire Arrow). Note also that you can disperse a Swarm 
from around a Zombie simply by hitting it with a Water Arrow.

3.6.6: Hammer Spirits
=====================
First Appearance: Mission Six (The Haunted Cathedral)

These creatures are the undead spirits of Hammerite spellcasters. They look like 
the Hammerite Priests, except that they are transparent. They hurl ghostly 
skulls at you, sometimes as many as three at a time. If you can catch one by 
surprise, I've found the quickest way to dispatch one is to sneak up behind them 
and deliver a downswing swordstroke. After that, a single sidestroke with your 
sword causes them to disappear in a puff of smoke. If you can't take them by 
surprise, however, they are difficult to kill. In one battle, I hit one with 
three downswings, and it still took a couple of sideswings to finish the job. In 
melee, constant side-to-side slashing seems to keep them from casting their 
spells at you.

Flash Bombs and Explosive Mines are also useful against them. While I have not 
tried the Flash Bombs myself, I have seen a Hammer Spirit live through TWO Mine 
explosions. Using Fire Arrows, I have not been able to kill one with less than 
three Arrows. I have not killed one with Holy Water Arrows yet, but they survive 
at least two shots of them. An interesting note is that they do NOT appear to be 
very good shots when they are not at close range.

3.6.7: Restless Dead
====================
First Appearance: Mission Three (Down in the Bonehoard)

These undead are the animated remains of Hammerite Guards, and they retain their 
swordsmanship skills beyond the grave. They are VERY good swordsmen, and they 
are also extremely fast runners...impossible to outrun. As with Hammer Spirits, 
Flash Bombs and Explosive Mines work well with them (especially the Mines). 
Again, I have not tried the Holy Water Arrows or Fire Arrows against them.

3.6.8: Craymen
==============
First Appearance: Mission Six (The Haunted Cathedral)

Picture a humanoid Crayfish. If you catch them by surprise, a single Broadhead 
will fell one of these crustacean monstrosities. Otherwise, it takes about five 
Broadheads. Two Fire Arrows also seem to do the trick against these guys.

Melee with a Crayman can be interesting. They can survive at least two 
downswings, and their claws can be used to parry your attacks.

3.7: Weapons
============
While your lifestyle usually involves you hiding from foes rather than fighting, 
it is sometimes necessary to make use of some of your weapons...and some have 
more uses than the obvious.

Note that you are more easily seen if you have a weapon drawn than if you are 
empty-handed (except for the blackjack).

3.7.1: Sword
============
Your basic hack-n-slash weapon. Your sword does either a left cut, a right cut, 
or an overhead smashing blow. To get the smashing blow, you need to hold your 
attack button without releasing it for a short time. While it takes longer to 
deliver, it does more damage than the simple cuts. Also, if your enemy is not 
expecting an attack (ie: he doesn't know you're there), the sword delivers more 
damage than standard (usually killing with one blow).

Your sword is also good for cutting down banners that may hide secret areas 
behind them.

NOTE: After Mission 5 (The Sword), your regular sword is replaced with 
Constantine's Sword. I've noticed that you can have this weapon drawn and still 
remain fully hidden in darkness.

3.7.2: Blackjack
================
There's not much about the blackjack that isn't obvious. It's got a short reach, 
so you have to be pretty close to use it effectively. Also, hitting a creature 
anywhere but the head with this weapon just tends to draw attention to yourself.

While most other weapons make you more visible, having this one at the ready 
does not affect your visibility.

Two things worth noting about this weapon. First, it IS possible to kill someone 
with it. If they know you're there and are attacking you, a few solid clouts 
with this does send them to The Builder. Also, sometimes non-guards (ie: 
Servants, Prisoners, etc.) are so weak that a single blow from this weapon kills 
them, even if you were just going for a knock-out.

One final word, which should be obvious: Don't try to knock out undead.

3.7.3: Broadhead Arrows
=======================
Their use as a weapon is obvious. These weapons (like the sword) do much more 
damage to your enemies when they are not expecting your attack (usually killing 
human enemies with one shot).

You may think these arrows are useless on missions where you can't kill anyone, 
but that's not true. They are great "distractions". Fire one off against a 
nearby wall, and you attract the attention of nearby enemies. And if you're 
hiding in shadows, instead of raising the alarm, they look around for you. Lead 
your enemies into an ambush, and blackjack them. :)

Note that if you fire your Broadhead Arrows into soft surfaces, you can 
sometimes retrieve them!

3.7.4: Water Arrows
===================
Very useful for putting out unwanted torches, and also for cleaning up any 
bloodstains you leave behind. If you find a holy water font, or use a vial of 
holy water, you turn your mundane Water Arrows into Holy Water Arrows...very 
useful against Zombies. When trying to kill Zombies with these, it takes a 
minimum of two arrows to kill one. In groups however, nearby Zombies take 
"splash damage". Note that it only takes one Holy Water Arrow to dispatch a 
Corpse-Zombie (while it's still feigning "death").

As an interesting side note, Water Arrows are ignored by human enemies when 
fired at them. I've fired a water arrow right in the face of a Hammerite, and he 
didn't even flinch!

3.7.5: Fire Arrows
==================
These little babies are devastating. They can kill a Zombie with one shot (and 
he DOESN'T come back to life), although sometimes it takes two. They can be shot 
into a cloud of flies, dispersing them. They are also useful for relighting 
torches, should you decide you need a little more light in your life.

A word about trajectory: When you fire most arrows, you need to take into 
account gravity. That is, once the arrow leaves your bow, it starts to fall, 
losing altitude. You need to aim high if you're aiming at a target that's a long 
way off. This is NOT true with the Fire Arrows. It's like a mini-rocket. Aim, 
fire, and it keeps going IN A STRAIGHT LINE, until it strikes something. Keep 
this in mind when using them.

3.7.6: Moss Arrows
==================
You fire a Moss Arrow at some loud ground (tile, grating,etc.), and it gets 
covered with moss. When you walk on it, you make no more noise. So far, that's 
the only use I've found for them.

3.7.7: Gas Arrows
=================
No information as of yet. (I haven't found any so far.)

3.7.8: Rope Arrows
==================
Very handy items, if you happen to have no way out of your current area, and the 
ceiling overhead is made of wood. Fire one of these, and you have an instant 
escape.

It is important to note that these arrows are re-usable. Once you've finished 
with the rope, retrieve the arrow.

3.7.9: Noisemaker Arrows
========================
An arrow that makes a noise as it flies. When it strikes a surface, it emits a 
"cricket" sound for a short while. So far, I've found this completely useless, 
although I have yet to experiment fully with it. (I've been told in some 
instances it is VERY useful.)

These weapons also seem to be retrieveable, like the Rope Arrows.

3.7.10: Flash Bombs
===================
Yes, Flash Bombs. Apparently, these guys are quite useful against undead 
monsters. A Zombie only regenerates half the damage from a Flash Bomb, so two of 
these take him out permanently. They are useful against other types of undead as 
well.

3.7.11: Explosive Mines
=======================
These mines are small, and sometimes hard to see when they are lying around 
waiting to be picked up (or set off). These items are also useful against undead 
creatures.

A note about setting mines: You set a mine just like you "use" most items in 
Thief...you call it up in your inventory, and right click. Unfortunately, when 
you set the mine, you tend to "throw" it a distance from yourself. Unless you 
are VERY good at predicting where it will land, your best bet for setting a mine 
precisely is this: Look down until you are looking STRAIGHT down, as far as you 
can, then right click. The mine falls at your feet, and stays there. A word of 
caution: Once you've set a mine, you CAN trigger it yourself. BE CAREFUL! 

3.7.12: Gas Mines
=================
No information as of yet. (I haven't found any so far.)

3.8: Cheats
===========
What? You want to CHEAT?? You want to deprive yourself of the experience of 
playing and winning this game on your own??? WHY?!?!?!

The following cheats are known (note that I have only tried one of them 
personally):

To skip the current mission and move on to the next one, press CTRL-ALT-SHIFT-
END. (I have tried this one, and it works.)

To start a new game at a mission other than Lord Bafford's Manor, put the line 
"starting_mission X" in your dark.cfg file, where X is the mission number you 
wish to start at.

For extra money, add the line "cash_bonus" to your dark.cfg file. If set to an 
integer, that value will be added to your loot total for loadout purposes (the 
before-mission screen where you buy equipment is the loadout screen).

This next one isn't really a cheat, per se. In your dark.cfg file, you'll see 
the following lines:

              vismeter_zoom 110 ; zoom vis meter in
              hpbar_zoom 110 ; zoom hp bar in 

Changing the 110 to a 90 shrinks the size of the gem and health shields and 
gives you more visible area on the screen.


Section 4: A Keeper's Training (Training Mission)
=================================================
My best time on Expert: 2 minutes, 46 seconds
Maximum Possible Treasure: 50

Note: I have played this particular "mission" on all three difficulties, and the 
only difference I know of is the Secret Area: It is only available on the Expert 
setting.

4.1: Introduction
=================
"The essence of balance is detachment. To embrace a cause, to grow fond or 
spiteful, is to lose one's balance, after which, no action can be trusted. Our 
burden is not for the dependent of spirit."
     -- Mayar, Third Keeper


I was a kid. No parents, no home. Running messages and picking pockets to keep 
my ribs from meeting my spine. One night I saw a man...folks just passed him by 
like he wasn't there. I thought he must have something valuable, so I snuck up 
on him and made a grab.

"Ugh!"
"That's not for you."
"Please, sir, I'm hungry. Don't tell the Hammers, I promise..."
"What is your name, boy?"
"Garrett."
"You have talent, lad."
"Let go of me, old man!"
"To see a Keeper is not an easy thing. Especially one who does not wish to be 
seen. We have a need for those as gifted as yourself. If you've grown tired of 
how you live, then follow me, and we will show you a different way."
"Leave me alone!"
"As you wish."

I caught up with him just before he vanished into the crowd. It was the 
beginning of a very long education....


4.2: Objectives
===============
Your objectives for this mission do not change based on your difficulty level.

1. Follow the directions of your instructor in order to pass the
   training tests.

NOTE: The in-mission objectives appear identical to the pre-mission objectives. 
There is no simplified version.

4.3: Before The Mission
=======================
What You'll Encounter: Human Guard (Swordsman).

You start this mission with nothing but your shadowy clothing, and no 
opportunity to purchase anything.


4.4: Walkthrough
================
A walkthrough is not really necessary for this mission. Instead, I will point 
out a few things of interest.

1: Dark Room - This is the room where you have to make it to the other side 
without being seen. It is not actually necessary to wait for your instructor to 
stop speaking before beginning this section. If you stand on the bottom step, 
you can successfully jump over the short wall keeping you from entering the 
room. Jump off to the right, where it is darkest.

2: Quiet Room - This is the room where you have to make it to the other side 
without being heard. Again, it is not necessary to wait for your instructor. 
Jump over the barrier, but this time jump to the left (while not actually 
necessary, jumping to the left will keep you from having to turn and backtrack, 
thus allowing you to shave some time off your final clock score). Note that it 
is much more difficult to successfully jump here then in the Dark Room.

When you get near the end of the room, instead of turning right to avoid the 
metal grating, try jumping over it and landing on the stairs. They are carpeted, 
and you should manage this without attracting your trainer's attention.

3: Sparring Room - This is the room with the targets, the dummy, and the 
sparring area. Try to pick up your sword first, then your bow, so that the bow 
is readied automatically. Move down to the targets, and shoot off an arrow. 
Then, turn 180 degrees, draw your sword, and attack the dummy. You will have to 
keep attacking it until you have successfully connected with a left swing, a 
right swing, and an overhead swing. (If you're interested in taking another 
second or two off of your final clock score, try approaching the dummy with an 
overhead swing at the ready.) Once this is done, you will spar with a guard. 
(Note that in this combat, you cannot kill the guard, nor can he injure you.) 
Once you've sparred a bit, you can leave the circle, and pick up the items off 
the table. (Note that, even though your instructor tells you to pick up ALL the 
items, it is not required...you can simply pick up the key alone and proceed 
from there.)

This part was a bit tricky for me, when I was trying to get through with the 
shortest time possible. I would spar for a bit, then go to the table, but the 
items were not there. Go back and spar, check the table again. I suspect this 
was a problem because the instructor was still talking to me about shooting the 
bow or attacking the dummy. I am not entirely sure what criteria need to be met 
before the items appear on the table, but it seems like you have to keep hitting 
the guard until you get his attention (ie: he starts fighting back).

NOTE: Although unnecessary, you CAN get into the target range area. Simply walk 
along the wall which parallels the stairscase, aim yourself at the target area, 
run and jump. You should land in the grassy area with no trouble. In here, you 
can pick up your arrows that you've shot.

Another unnecessary-to-get-to-but-fun-nonetheless area is the balcony. Using a 
running jump, jump onto the window ledge to the right of the table where you 
find your sword and bow. Once there, do another running jump towards the ledge 
you can see out a distance. Hold down your mantle key, and you will pull 
yourself up onto this ledge. Sometimes, you will land on the tree instead of 
completing your jump. Simply jump again from there, and you should have no 
trouble.

EXPERIMENT AREA: If you don't pick up the healing potion from the table, do you 
still start Lord Bafford's Manor with one? (Answer: Yes!)

4: The Basketball Court - This is a secret area. Once you have finished sparring 
with the guard, go to the table and pick up the key. Then, follow the guard out 
(or run past him) before the exit is blocked off. You may need to fire an arrow 
at the guard to slow him down in order to do this. Keep going until you come to 
a door. Unlock it with your key, and you will find the basketball court. Try 
shooting the ball through a basket. As far as I know, you don't get anything for 
doing so, but it's a fun diversion. :)

Also, in the far corner is a bedroll. Pick it up and examine it, and you will 
get to read some of the quotations overheard while the game was being programmed 
("Quotes from the Dark Team during the development of Thief: The Dark Project"). 
Some of it is quite amusing. :)

Note that it is not necessary to get to this area. There are no bonuses that 
affect the game whatsoever, as far as I can tell.

5: Mantle Room - This "room" is outdoors. Once you've done your running jump 
across the gap over the river, you have to pull yourself up (mantle) onto a 
block. In this room, you can manage to get yourself onto the roof. At the end of 
the path you are walking on, instead of falling, jump forward and LAND on the 
red beam which the rope descends from. From here, take a running jump, and 
you'll land on the roof. The only problem is, you can't stay there...you fall 
off in a few seconds. 

There is no reason to do this, other than for your own personal edification. It 
contributes nothing to your game that I know of. Note that the same method can 
be used in the other rope-room (the jump-across-the-gap room) to get on the roof 
there.

6: Final Room - This is the room beyond the red door. After entering, you will 
hear yourself (Garrett) thinking about his (your) plans. Run down to the end of 
the hall, and you will find a table with a golden vase on it. Pick it up. It 
will give you another 50 gold pieces with which to purchase items for the next 
(first) mission.

Game Bug: You are supposed to start the next (first) mission with 300 gold, or 
350 if you picked up the vase. HOWEVER, if you do this little trick, you can 
start with more. Save your game just before the end of the training mission. 
Now, finish the mission, but instead of continuing, reload and finish again. 
Each time you do this, the game apparently adds 300 (or 350, if you grabbed the 
vase) to the total amount you had PREVIOUSLY. So, go in, grab the vase, and you 
start with 350. Reload, go in, grab the vase, and instead of starting with 350, 
you get 350 ADDED to the previous 350...700. Reload again, you start with 1,050. 
Keep doing this as much as you feel like it. (Note that once you have 1,200 or 
more, you can buy everything available for the next mission.)


Section 5: Lord Bafford's Manor (Mission 1)
===========================================
My best time on expert: 15 minutes, 0 seconds
Maximum Possible Treasure: 1429

5.1: Introduction
=================
"The most promising acolyte left us, not out of the lesser folly of sentiment, 
but the greater folly of anger. His heart was clouded, and his balance was lost, 
but his abilities were unmatched. Even then, we knew to watch him most 
carefully."
     -- Keeper Annals


I have a simple job planned for this evening. Break into a guarded mansion, 
steal another fat nobleman's priceless trinket, and leave quietly. Lord Bafford 
is out of town, and rumour has it that the captain of his house guard went with 
him, as a bodyguard. The time is ripe for a bit of burglary.

The front gate of Lord Bafford's manor is always guarded, and the main street is 
far too exposed. But Cutty tells me there's a better way in....around to the 
side, more out of the way. One guard, and likely no witnesses to...complicate 
matters.

The piece Cutty wants is a scepter...silver, jewels, the usual adornments. It 
should command a high price. Bafford, like most of his kind, probably keeps his 
treasures on the top floor of the place. Close to his heart...and far from his 
servants.

No point in waiting. I have Cutty's old sketches of the place, and everyone 
who's going to be asleep inside already is. It's time to begin....


5.2: Objectives: Normal
=======================
1. Sneak into Lord Bafford's Manor and case the place. The well house in
   back is your best bet, if you can get the key from the guard --
   blackjacking or pickpocketing him would be quietest.
2. Find Lord Bafford's prized jeweled scepter, and redistribute it...to
   yourself. Try to do it without causing too much commotion.

5.3: Objectives: Hard
=====================
1. Sneak into Lord Bafford's Manor and case the place. The well house in
   back is your best bet, if you can get the key from the guard --
   blackjacking or pickpocketing him would be quietest.
2. Find Lord Bafford's prized jeweled scepter, and redistribute it...to
   yourself. Try to do it without causing too much commotion.
3. In addition to pinching the scepter, steal 350 worth of valuables
   while you're in the manor.
4. Don't kill any of the servants; they're harmless.
5. Once you've achieved your other objectives, get out of the manor
   house and back to the city streets.

5.4: Objectives: Expert
=======================
1. Sneak into Lord Bafford's Manor and case the place. The well house in
   back is your best bet, if you can get the key from the guard --
   blackjacking or pickpocketing him would be quietest.
2. Find Lord Bafford's prized jeweled scepter, and redistribute it...to
   yourself. Try to do it without causing too much commotion.
3. In addition to pinching the scepter, steal 700 worth of valuables
   while you're in the manor.
4. Don't kill anyone while you do the job. No servants, no guards, no
   pets...no one.
5. Once you've achieved your other objectives, get out of the manor
   house and back to the city streets.

5.5: Simplified Objectives
==========================
1. Sneak into Lord Bafford's Manor, ideally by blackjacking or
   pickpocketing the well house guard, for his key and case the place.
2. Steal the jewelled scepter with as little notice as possible.
3. Grab 700 in loot while you're in the manor.
4. Don't kill anyone.
5. Return to the city streets.

5.6: Before The Mission
=======================
What You'll Encounter: Human Guards (Swordsmen and Archers), Spiders.

Starting Funds: 300, or 350 if you grabbed the vase at the end of the training 
mission. (Also, see the note at the end of Section 4.3.) If you did not do the 
training mission, your starting funds are 300.

Starting Gear:

 1 Sword
 1 Blackjack
36 Broadhead Arrows
 8 Water Arrows
 1 Healing Potion

Items for Sale:

20 Broadhead Arrows (Cost: 25 each)
 4 Water Arrows (Cost: 50 each)
 2 Healing Potions (Cost: 250 each)

Since it is entirely possible to finish this mission using nothing but your 
blackjack and a Flash Bomb (or your blackjack and four or five Water Arrows), 
you can get away with buying NOTHING. You start with everything you need (except 
Flash Bombs, which you find inside the Manor). Since you can't kill anyone, you 
will not be getting into any fights, so buying Healing Potions is useless, 
unless you plan to submerge yourself for too long under water, or stick around 
when the Spiders are biting you. (Also, you find one almost immediately after 
entering the Manor.) However, if you wish to spend your money (remember, it 
doesn't carry over to the next mission), you may want to spend it on Water 
Arrows, to maximize your chances of hiding in certain areas.

Recommended Purchases: 4 Water Arrows. Total Cost: 200

5.7: Notes Regarding This Mission
=================================
While this mission is pretty straightforward, there are some things worth 
mentioning. Most notably, in the beginning section, unless you have a weapon 
bared, everyone seems to ignore you. You can run all the way to where you want 
to go, and not worry about hiding in shadows. This includes the drunk guard 
outside the wellhouse. You can run right up behind him and no one seems to care.

At the top level of the Manor, there are two entrances into a garden area, with 
stairs up to some stone walkways. On this upper level, there are banners hanging 
in the corners. If you follow this walkthrough, then you want to enter the 
garden from the entrance on the OPPOSITE side from where you come into this 
level (ie: you climb the stairs after clubbing a guard, enter the hallway, and 
turn left...on your right is a garden entrance...you want the other one). Climb 
the stairs, and there should be a banner facing you. Ignore it, turn right 
around, and move to the banner at the far end. Whip out your sword and cut this 
banner down to reveal a secret passage. Follow it to the end, and you will find 
yourself in the room just outside the throne room, with the lone guard standing 
there. From here, you can jump down and club him with your blackjack (a 
difficult procedure). I do NOT recommend this method however, as doing so can 
attract the patrolling guards outside this room, unless you've dealt with them 
already.


5.8: Walkthrough
================
You start off facing the house you plan to burgle. However, this entrance is 
guarded too well for you to attempt entry. Turn to your right, until you are 
facing down the street, and move ahead. Ignore your first turning to the 
left...continue on ahead. Follow this path for a while. Pass by the clock...now, 
just past the lamppost, the street starts to rise. Once you are on the rise, 
turn to your left, and you'll see a little alcove. Hidden inside this alcove are 
some arrows: 12 Broadheads and 4 Water Arrows (you will have to look down or 
back up to see the Water Arrows). [NOTE: You can probably ignore these 
arrows...I find that I get through the entire mission with only using at most 5 
Water Arrows, and none of the Broadheads.]

(NOTE: At some point around here, a servant will come walking down the street. 
Hide from him, or don't, or blackjack him if you like. I have never found that 
doing ANYTHING with this particular individual changes the game.)

Continue up the street. Shortly you will find a sewer entrance. Climb down the 
ladder into the sewer. Move forward, and take the first right. When you reach 
the four-way junction, continue straight ahead. There will be a left-hand turn. 
Once you've taken that turn, stop before reaching the next intersection (which 
is just ahead). Turn right, and you'll see a door. Go through it, turn to the 
right. There is a lever in the wall here. Go up to it and pull it. Turn around, 
but before you leave, look down and search the floor. Someone dropped some 
treasure here for you. Pick it up, it's worth 200 to you (Treasure Count: 200). 
Now, leave the way you came.

Once out in the sewer again, turn right and proceed ahead. Now, turn right, and 
follow this tunnel. Climb up this ladder, and exit the sewers.

Turn left once you're out. This is the way you want to go, but be 
careful....there is a patrolling guard in the area as well as the drunken lout 
attempting to sing. (You'll want to start walking here, if you've been running 
up until now.) Sneak behind Sinatra, and filch the key from his belt. Turn 
around, and use the key on this door to unlock it. Go through, and you're in the 
wellhouse. Jump up onto the edge, and then dive in.

Once you surface, turn to face the direction that the water flow is moving you 
in. Move forward (you can still run), until you enter a circular room with water 
dripping down. Turn to your left, nearly 180 degrees, and swim down to the 
opening below. Swim through the tunnel, then surface. You're in a small pool 
with some floating barrels. Turn until you see a chest guarded by some spiders. 
Now, turn again, and climb out of the pool on a side with no spiders on it. Look 
down, then run over to the chest. Open it, get the ring out of it (100, Treasure 
Count: 300), and then get back in the water fast before the spiders start 
attacking. Once in the pool, swim back out the way you came.

[Note: You can kill these spiders without penalty. Broadheads work best, 
although after killing some of them, the others start coming after you, and you 
pretty much have to rely on your sword, which is hard to use against them. 
Alternatively, I've been told that by standing on the sloping side of the area, 
and jumping up and down, you can lure the spiders into drowning themselves. All 
in all, if you're after the best possible time, the run-through-them method is 
fastest.]

Back in the circular room with dripping water, continue following the flow until 
you see a climbable area on your right (quite a ways down the tunnel). It will 
be better lit than the other areas down here. Climb into the room with the 
barrels, and you've entered Lord Bafford's basement. Go through the door. (I'd 
start walking now if I were you.)

Once you open the door, there is a chest partway across the room, almost 
directly ahead. It contains a healing potion. Once you have that, turn left, and 
head towards the exit. Uh oh! Voices! Hug the wall, and listen until the guards 
move away.

After about two seconds, ase yourself out of the exit by moving sideways, and 
sneak forward after the guard ahead (the other guard will not be able to see 
your cross the lighted area). Once you're close enough, use your blackjack 
against his skull. [Note: Since this area is pretty dark, you SHOULD be able to 
leave the body here without anyone noticing it.] Now, move forward, turn right 
up ahead, and follow this passage into the Manor proper.

You should now be walking on carpet. DO NOT TURN TAKE THE PASSAGE TO YOUR 
IMMEDIATE LEFT! It's metal grating there, and you risk being overheard if you 
walk over it. There are several doorways to go through here...head towards the 
one that has a lit torch in it. Once you go through it, turn to your left, and 
move through the exit you see ahead.

EXPERIMENT AREA: DOES anyone overhear you if you walk across the metal grating?

Just inside this corridor is a chest. Inside you'll find two Flash Bombs. Now, 
turn left, and head down this corridor to the stairs, and take the stairs all 
the way to the top.

At the top, you should see an exit. However, in this room, directly across from 
the exit, are two more chests for you. One is flat on the floor, the other 
propped against the wall. Open the propped one to find a stack of coins (5, 
Treasure Count: 305). Ignore the other one, it contains a vase that makes a LOUD 
noise when you drop it. Turn around and exit the room. Then turn right, and move 
forward, past the first hallway on your right, past the room with sleeping 
beauty, and turn at the next right. At the end of this hallway, you can turn 
either left or right. Take the right, and enter the dead end.

Turn to your left, and there's a door to the kitchen here. Enter, and you should 
see some shelves in front of you. On the top one is a golden vase (100, Treasure 
Count: 405). Be careful in here! There is a servant preparing a meal. Leave the 
way you came.

Once you're back out through the door, turn right and follow the corridor all 
the way, and turn right. As before, this should end at a darkened area with a 
door.

SAVE YOUR GAME! This is a patrol area. There is a guard SOMEWHERE behind this 
door, walking his rounds. We want to give to him the gift of slumber.

Open the door. With luck, your timing will be such that he is just ahead of you, 
walking away. (If he's walking towards you, he'll most likely see you and 
attack....I hope you saved your game!) If he's not there, then wait for him. 
You'll see him before he sees you. Once you see him coming around the corner 
ahead, shut the door again. Now, count to about 8, 9, or 10 (depending on how 
fast you count. I count "One 1000, Two 1000, Three 1000..." After about eight, I 
open the door, and he's JUST turning around.). Sneak up behind him and send him 
to dreamland. Now, go forward into the next room, turn left, and take the SECOND 
left you see...it should lead into a carpeted area. Head down to the end of this 
area just BEFORE the doorway. This is where we wait for the next guard. (You may 
want to save here, too.)

If you're feeling daring, you can peer around the corner and watch for him. Be 
careful though...although I've only seen it once, I HAVE seen a servant walking 
around the area. The guard you're waiting for will be coming through the door 
directly across from you. When it opens, jump back, and wait. Listen to his 
footsteps. Once they start receding, you can sneak out, and bruise this guard's 
ego with your blackjack. (Alternatively, instead of relying on your ears, which 
I find is not always accurate, turn around and head back so you're looking out 
of the room from the entrance you came in from. This way, you'll see the guard 
walking away from you, and you can sneak up on him then.)

Okay, I'm a bit turned around here now, and you might be too. So use your 
compass. You want to be in the room where you KO'd the last guard, and you want 
to head west (remember, the red point on your compass always points to the 
north). At the end of this room you should find a set of stairs leading up into 
a small, circular room. Take them. In this room on a bookshelf is another gold 
vase (100, Treasure Count: 505).

Ignore the other set of stairs. Turn around and go out the way you came. Once 
you're back in the other room, you should see two metal doors: one across from 
you, and one in the wall to your left. Go through the left one. In this room, 
turn to your right, and at the end there will be a bench, with a goblet sitting 
on it. Take the goblet. (15, Treasure Count: 520). Leave the room the way you 
came, and now head through the other metal door you noted previously. (You may 
wish to save your game again, to avoid the roaming servant.)

Head to the other exit of this room, but before you reach it, turn to the right 
and examine the items on the shelf...there are two you are interested in. A gold 
plate (50, Treasure Count: 570) and a gold carafe (50, Treasure Count: 620). 
Now, leave through the new exit, and you will find yourself in another large 
room like the patrolled one before.

There is a door in the wall to your left. Go through it, and head down to the 
end. On a table to your left, you will find a stack of coins (12, Treasure 
Count: 632).

SAVE YOUR GAME! This is another patrol area, and it could get interesting here. 
Leave this room the way you came in. In large room your in now, you should see 
an exit on your left with some stairs. Take this. Before getting to the top of 
these stairs though, stop. Pull out your bow and extinguish the torch with a 
water arrow. Now, enter the room, hugging the right wall, until you come to the 
opening with the stairs leading up. Wait here. (Be sure you are waiting on the 
RIGHT hand side (as you're facing the staircase)....while I've successfully done 
this on the left hand side, it only worked once.) Eventually, a guard will come 
down the stairs. Consider him blackjack practice.

Once the guard is unconscious, head to the opposite end of the room, between two 
tables, where you'll find a chest. Inside is a bottle of wine (50, Treasure 
Count: 682).

Note: If you're fast enough, you MIGHT be able to knock the guard above out 
without extinguishing the torch first. (I have done so once.)

SAVE YOUR GAME! You may want to start saving your game at regular intervals now, 
if you haven't already. The uppermost floor here is patrolled, in several areas.

Go up the staircase, then turn right and go down the smaller stairs into a 
hallway. Turn left, and go through door at the end into the library.

In here there are a few items of interest, but most can be ignored. The one that 
you are interested in is on a table against the wall, the furthest one from 
where you entered (200, Treasure Count: 882). Now, go through the door opposite 
the one you entered, and be ready for some fancy legerdemain.

SAVE YOUR GAME! In this hallway, there are two guards patrolling. If you see one 
approaching, just wait...he can't see you. As he gets closer, he'll turn and go 
down another corrider. Watch him...when he turns again, that's about the time 
the next guard enters this hallway at the far end. NOW is when you want to move.

Move forward, towards the lighted doorway, and hide in the shadows to one side. 
Now wait. When this guard comes through, remove the key from his belt. Now wait. 
The second guard will come along shortly. Remove the key from HIS belt. Wait 
again. When the next guard (actually the first guard who's key you lifted) comes 
around, club him. After you've hidden the body (be quick about it!) return to 
your hiding spot, and take out the second guard when he returns.

[NOTE: If you want to speed things up a bit, and don't care about picking 
pockets, you can simply club the guards the first time through, then get their 
keys while they're unconscious. But I like to be thorough. :) ]

Okay, time for some more pilfering. Turn back the way you came...you may have 
noted a door in the wall as you came down here. Open it, and step inside. 
Against the left hand wall is a table, upon which sits a bracelet (125, Treasure 
Count: 1007), and four stacks of coins (12, 12, 12, 12, Treasure Count: 1019, 
1031, 1043, 1055). Now, leave this room.

Remember when you watched the first guard approach, then turn? Well, you want to 
go down that corridor now. When you reach the end, turn left, and stop when you 
come to two doorways, one on either side of you. Take the one on the right. This 
is a fairly long trip with a few turns, but no choices. So just continue on down 
until you come to a doorway through which you can see a tile floor. Move into 
that room. Turn to your right, and you should see a key on the wall. Grab it. 
Now look down, and open the chest at your feet. You should find a bottle of wine 
(50, Treasure Count: 1105). There's also a book on the table if you'd like to 
peruse it, but it's not necessary. Leave the way you came, taking that long 
journey back.

At the top, enter the corridor again, but go through the next door into the 
bathing room. Move around the bath (either side, it doesn't matter), and exit 
the room through the door opposite the one you entered. Across from you, you 
should see a small, circular area at the bottom of a few steps, with two doors. 
Enter that area.

SAVE YOUR GAME! Open one of the doors (you will need one of the keys you picked 
from the wandering guards). It doesn't matter which door you open. Sneak inside, 
and look into the next room. There is a lone guard in there. From your position 
here, use water arrows to take out two of the torches. Now, leave the way you 
came, and go through the other door you DIDN'T go through the first time. Take 
out the remaining two torches with two more water arrows. Now that the room is 
in darkness, sneak up behind the guard. The floor is alternatively carpet and 
tile, so he may hear you a couple of times. Just wait until he stops looking for 
you before continuing. Once you're close enough to him, lift the key from his 
belt. You should also be close enough, or just about, to use your blackjack on 
him. Do so. [NOTE: One time, for some reason, I could not get close enough to 
blackjack him. He always heard me and called for help. If that happens to you, 
wait until he's facing off to the side, and throw a flashbomb there. Then you 
can send him off to sleep with your blackjack.]

[NOTE: An alternative method to the above is, instead of using water arrows to 
douse the flames, just throw a flashbomb into the room. Be sure he's looking 
toward you when you do it. While he's disoriented, run up and club him. While 
faster, and uses fewer arrows, you don't get the "honourable mention" of picking 
his pocket.]

With the guard properly dispatched, go through the door he was guarding. To the 
left, on a shelf, is the object of your quest: Lord Bafford's prized jeweled 
scepter. Liberate it.

Go back to the circular room with the two doors, and climb up the steps back 
into the corridor. Turn left, and move forward until you find a door on your 
left. Go through it. Inside, to your right, is a table against the wall. In the 
centre of this table you should find two bottles of wine (50, 50, Treasure 
Count: 1155, 1205). Now leave the room, turn left, and go forward until you find 
the door on your right. Go through it.

In this room, there is a door directly opposite the one you entered. To your 
left, against the wall that contains that door, is a shelving unit with a candle 
on top. Go there, and you will find what is probably the hardest treasure to 
find on this mission: a ring (100, Treasure Count: 1305).

SAVE YOUR GAME! Another patrol area. Sometimes when you open this door, there is 
a guard right outside.

Open the door, and if you don't see the guard, wait until you do. If he is 
moving away from you, sneak up behnd him and club him. If he starts moving 
towards you, close the door. Save your game at that point, and try opening the 
door periodically to see if he's turned around yet. When he does, put him to 
sleep.

Once the guard is taken care of, move down this hallway. Take the first left 
(stairs flanked by statues). On the table in this room you will find another 
gold vase (100, Treasure Count: 1405). Turn around, and go back down the stairs 
you entered by. Turn left, follow the corridor to the end, then turn right. Walk 
forward until you find the first opening on the left.

SAVE YOUR GAME! There is a guard past this opening that patrols between two 
rooms. Once he's out of sight, enter the room, turn left, and take the stairs 
up. Work your way around the debris to a chest at the far side. Inside you'll 
find a stack of coins (12, Treasure Count: 1417). Go down the stairs, watching 
out for the guard, and exit the way you came in.

SAVE YOUR GAME! Turn left, head down the hallway. Ignore the first opening on 
your left. Go instead to the second one. This is like the previous room, with a 
guard patrolling. When he's out of sight, enter the room, and climb the stairs 
on the right. Up here are some bunkbeds, with a chest for each. You want the far 
chest on your right hand side. It holds another stack of coins (12, Treasure 
Count: 1429). Go down the stairs, watching out for the guard, and exit the way 
you entered.

In the hallway you've just entered, turn left. Move forward, and take the right 
turn. Continue forward until you can turn left, and then do so. Up these stairs, 
turn left, and go down the flight of stairs here. (These are the ones you 
entered the upper level by.) In the darkened room at the bottom, turn left, go 
down the stairs into the large room below, and turn left again.

Enter the first room on your left here. There are two paths to take here...one 
goes back into the manor again, the other leads out. If you can see it, you want 
to head towards a lever in the wall, right next to a torch. Pull the lever, then 
continue on in the same direction. The lever has opened an exit to the street. 
Once you're on the street, you've completed all your tasks. Congratulations!


Section 6: Break from Cragscleft Prison (Mission 2)
===================================================
My best time on expert: 55 minutes, 55 seconds
Maximum Possible Treasure: 1688

6.1: Introduction
=================
"Before death came, the liars were made to feast upon the hands of the thieves, 
and the thieves were made to ingest the tongues of their liar brothers, and we 
praised the Master Builder for his judgements."
     -- The Hammer Book of Tenets


I went to Cutty's place to deliver the scepter, but Cutty wasn't there. He'd 
been arrested by the Hammerites. Apparently they didn't approve of his 
occupation, and I doubt they approve of mine. So hopefully they'll never catch 
sight of me when I break him out of their prison. Which is what I'm going to do.

Their holding Cutty in a mining complex carved out of a quarry. The quarry's 
flooded, but the Hammers still work the top level mines, and have converted part 
of the complex into a penitentiary for those who..."violate" their tenets.

An associate of mine was confined there, and has provided me with a map. It 
would be difficult to get in by way of the main gate, but there is another 
option. The mines break the surface of a hill south of the quarry. I'll drop 
into the mines and head for the prison, which will be found somewhere uphill and 
to the north. The Hammers don't venture into these lower mine levels because 
they're reputed to be haunted.

I'd rather not have to do this job, but Cutty's a reliable fence, and I don't 
appreciate the Hammerites abducting him. And he owes me money for the Bafford 
job....


6.2: Objectives: Normal
=======================
1. Your map doesn't show the way through the mines, so you're going to
   have to scout around to make your way to where they hold the
   prisoners.
2. Cutty still owes you for the Bafford job. Break him out, and you'll
   get your cash.

6.3: Objectives: Hard
=====================
1. Your map doesn't show the way through the mines, so you're going to
   have to scout around to make your way to where they hold the
   prisoners.
2. Cutty still owes you for the Bafford job. Break him out, and you'll
   get your cash.
3. Issyt the Beggar borrowed your lucky hand of glory and, knowing him,
   probably hid it from the Hammers' body search in ways you'd rather
   not think about. Get it back!
4. There's bound to be some pricy religious icons in any Hammer complex.
   Try to come out with at least 500 worth of their stuff.
5. Escape from the prison with Cutty.

6.4: Objectives: Expert
=======================
1. Your map doesn't show the way through the mines, so you're going to
   have to scout around to make your way to where they hold the
   prisoners.
2. Cutty still owes you for the Bafford job. Break him out, and you'll
   get your cash.
3. You've had your eye on Basso the Boxman's sister for a while now. If
   you break him out of Cragscleft, she'll probably be VERY grateful.
4. Issyt the Beggar borrowed your lucky hand of glory and, knowing him,
   probably hid it from the Hammers' body search in ways you'd rather
   not think about. Get it back!
5. There's bound to be some pricy religious icons in any Hammer complex.
   Try to come out with at least 1000 worth of their stuff.
6. Escape from the prison with Cutty and Basso the Boxman.
7. A true professional doesn't leave a mess. Don't kill anyone!

6.5: Simplified Objectives
==========================
1. Sneak through the mines and factory to the Hammer prison.
2. Locate and release Cutty.
3. Locate and release Basso the Boxman.
4. Locate Issyt the Beggar and get your lucky hand of glory back.
5. Loot the complex for valuables. Need 1,000 total loot.
6. Escape from the prison with Cutty and Basso the Boxman.
7. Don't kill anyone!

NOTE: The objective of "Don't Kill Anyone" only seems to apply to humans (ie: 
Hammerites, Prisoners, etc.). It does NOT apply to Spiders or Zombies.

6.6: Before The Mission
=======================
What You'll Encounter: Zombies, Fly Swarms, Spiders, Hammerite Guards (including 
Swordsmen, Hammer-Wielders, and Priests).

Starting Funds: Whatever you managed to steal from Lord Bafford's Manor. 
(Maximum possible: 1429.)

Starting Gear:

20 Broadhead Arrows
 5 Water Arrows
 1 Noisemaker Arrow

Items for Sale:

20 Broadhead Arrows (Cost: 25 each)
15 Water Arrows (Cost: 50 each)
 2 Moss Arrows (Cost: 125 each)
 2 Healing Potions (Cost: 250 each)
 2 Speed Potions (Cost: 500 each)
 1 Tip (Cost: 100)
 1 Hot Tip (Cost: 300)

NOTE: I do not know why your sword and blackjack are not shown under the 
"Starting Gear" for this mission. Fear not, you DO have them both.

The Hot Tip is useless...it gives you information that you will eventually find 
on your own during the mission. The Tip, while nice to know, is also useless to 
you, because I'm going to tell you what BOTH of them say anyways! :)

Tip: Word on the street is that the Hammers are eager to take back the top level 
of the haunted mines, because there's a specially-blessed holy water font there.

Hot Tip: According to Dikket, a "heretic" who was recently let out of 
Cragscleft, Cutty's being held in cell block four.

For this mission, you will almost certainly want at least one Moss Arrow 
(although you can find some in the mines). Depending on how you handle the 
Zombies on this mission, you may also want to buy more Water Arrows. If, instead 
of destroying the Zombies, you plan to run past them, perhaps a Speed Potion or 
two would be in order.

Recommended Purchases: 2 Moss Arrows, 15 Water Arrows. Total Cost: 1000


6.7: Notes Regarding This Mission
=================================
I've been told that part of this walkthrough is rather superfluous, as there is 
a safer, shorter method of doing it. That section of the walkthrough is going to 
be rewritten. Also, the 12th pocket to pick has been revealed, so I will be 
including a pickpocket's guide as well. (The 12th one is the guard you club by 
the stained-glass window.) [This notice is put here to remind ME to do it 
later...feel free to ignore it.]


6.8: Walkthrough
================
You start facing an entrance into the mines that is below the waterline. Enter 
the water, and head for the tunnel. Once you are completely submerged, stop, 
look down, and move towards the floor. You will find a diamond there (35, 
Treasure Count: 35). Fix your view so you are looking forward again, and push on 
ahead. The tunnel turns to the right, and you will need to look down again to 
continue on your way. From here on, follow the tunnel until you emerge from the 
water into a dark mine area. Ahead of you, you should see a small swarm of flies 
in a dimly lit area. Move forward, towards the flies (which you will now see are 
circling over a corpse).

There are two ways that you can proceed here. The first way is suggested to you 
only if you're interested in obtaining a few more Moss Arrows. If you are not 
interested in that, then skip down to the paragraph that starts "Head towards 
the corpse...".

Get on the track to the left of the corpse, and move forward. Take the first 
left you come to. Follow this path all the way, until you can go either left or 
right. Turn right, and you should be facing a large hole with some sort of an 
elevator platform in it. Move forward...you want to get to the edge of the hole, 
but not fall the entire way. Standing on this semi-ledge, looking down, you 
should see a spider. From up here, you can take aim with your bow and skewer him 
with a single shot. (Save your game if you like to preserve your arrows, just in 
case your first shot miss...I usually need three or so before I get the aim 
right.) Once the spider is dead, fix your view ahead again. Hop onto the 
platform. There is a box with buttons on it right in front of you. Push the 
bottom button, and the lift will take you down to where the spider was. Turn 
until you are facing a tunnel that goes downwards. Follow it to the end, where 
you will find 2 Moss Arrows. Turn around, go back to the platform, get on, and 
push the second button from the bottom. This will take you back up to the 
previous level.

Once the lift has stopped, turn so that the box is directly behind you. Facing 
the track, move forward, and jump so you are back on solid ground again. Now, 
move forward and take the left turn. Follow this tunnel until you can turn 
either left or right. Turn right, and move forward. You should now be back in 
the entrance area with the flies and corpse.

Head towards the corpse, but take the tunnel to the right of it. Move past the 
crate, and underneath the next lamp, look down. On the ground you should find a 
silver nugget (50, Treasure Count: 85) and a gold nugget (100, Treasure Count: 
185). Now, continue moving forward, and you will come to a rise. Continue until 
you top the rise. You should find yourself on some tracks, at a crossroads. Turn 
to your right, and move forward into the next room.

SAVE YOUR GAME! That's a Corpse-Zombie on the floor, but will not awaken if you 
don't get too close. To your right is an opening in the wall. Hug the wall until 
you can get into the opening. Once in, follow the tunnel, and you will come to a 
room with three corpses in it. Again, be careful...one of them is a Corpse-
Zombie. To your left you should see a lighted area above. This is where you want 
to go. Hug the wall, moving forward (the funny-looking corpse dead ahead is NOT 
the Corpse-Zombie). Once you're at the end, hold down the spacebar to climb up 
onto the ledge. Now, ahead, you will see an area straight ahead, and one to your 
left. It is to the left that you want to go. Jump up, move forward, until you 
are in this area.

Long way down, isn't it? But you need to get across, and the bridge is out. Turn 
to the left, and you should see a room of sorts, and a ledge. You want to jump 
onto this ledge. Once you've done that, move carefully into the room. There's a 
big hole here, so be careful.

Looking across the hole, you should see a silver nugget. Leap across the hole to 
get it (you may want to slide over to an area where the whole is not quite so 
wide). (50, Treasure Count: 235.) Then, turn around, facing the direction you 
just came. There is a large square hole in the wall, next to the entrance you 
used to get here. Jump across to his opening, and pull yourself up into it. Turn 
to the right, and move forward, so that you are standing on another portion of 
the bridge.

SAVE YOUR GAME! I've taken the plunge here on more than one occassion. You want 
to jump up onto one of the rails. As you face across to the other side of what 
was once a bridge, it is the left rail you want. (NOTE: You want the rail on the 
section you are currently on, NOT the one across from you!) Face the rail you 
want, then back up until the other rail blocks your progress. Then, move 
forward, and jump onto the rail. Now, turn to your left, and climb up onto the 
outcropping. Move forward, and the ground will start to rise up.

SAVE YOUR GAME! This is a patrol area of Zombies! There are at least four 
Zombies roaming this area. You can do this area a number of ways:

1: You can sneak through the area, hiding when you need to. While this will 
probably take less time, it is not recommended, as you will have to come back 
this way later, and you will not be in much of a condition to run, hide, jump, 
etc. while being chased by Zombies.

2: From the position where you are, run forward, past the hole (we'll come back 
to the hole), and take the first left. This area is an old church, and there is 
a holy water font here.

3: If you can lure the Zombies into the water area, and can get the Zombies to 
follow you INTO the water, about halfway across the distance, they collapse and 
die. I don't know why this is. (Also, when I saw this happen, I was playing 
version 1.14. Apparently, it was a bug, and has been fixed in the upgrade.) If 
you want to try this method, to get to the water area from the church, do the 
following: head down the hall leaving the church, then turn right. In the 
elevator room, turn left, and follow this passage until you can turn left. Take 
this left turn, and follow the tunnel, and take the first right. This passage 
will end in a small underground lake.

My method of choice is #2, and that is the one I am describing here.

[Note: In the tunnel directly opposite the hole in the floor, there is a corpse 
lying on the ground. It is NOT a Corpse-Zombie.]

Run forward, past the hole in the floor (we'll get to the hole again later), and 
take the first left. If you attract the attention of a Zombie along the way, so 
much the better, let him follow you. (And if you take the left and find a Zombie 
in the corridor ahead, just run past him.) You will find yourself in a church. 
In the left hand side of the room, in the furthest corner area, is a holy water 
font. Use it, and it will turn all of your Water Arrows into Holy Water Arrows, 
but only for 30 seconds. You can use these to kill off the Zombies (each Zombie 
requires 2 Holy Water Arrows to kill it). Once you have lured all of the Zombies 
in and dealt with them, you should be free to explore the area more completely.

Directly underneath the holy water font is a bottle of holy water. Pick it up. 
Now, on the same side of the room as the font, but in the other corner area, you 
can find a single Water Arrow (this is in front of the fallen font). Also in 
this room, directly across from the entrance, you will find a candlestick (50, 
Treasure Count: 285) and a golden hammer (75, Treasure Count: 360). Turn around 
now, and leave the church. At the end of the hall, turn right, back into the 
room with the hole in the floor (where you entered the Zombie area from).

This hole in the floor is the elevator shaft. Go over to the box that you should 
be able to see, and press the top button to call up the elevator. (You will have 
to get close to the box, and then lean over to hit the button without falling 
down the shaft.) While the elevator comes up, turn to the left, and walk down 
this hall to the end (where there is a cart underneath a lamp). Turn left here. 
Walk down this hall, but hug the wall...when you get close enough, the skeleton 
there will shoot his skull at you. Follow this track to the end, then turn left, 
and walk forward. You should see a latter up ahead. Climb up the ladder, and 
then jump off to the area on the right. Move through the opening you see ahead, 
and look down. Take the gold nugget (100, Treasure Count: 460) and the silver 
nugget (50, Treasure Count: 510). Turn around, and leave the way you came in. 
You will have to drop down to the ground from here.

[Note: Apparently, I am incredibly inept in the art of ladder climbing. I've 
been told that simply jumping towards the ladder will allow you to use it to 
climb down again. For some reason, I just can't seem to do it.]

Once you're back on the floor level, turn right and move into this area. Turn 
left, and you now have two choices. You can either enter the factory from one of 
two ways. If you take the left path, you will have to deal with two guards 
before climbing the stairs into the factory. This also puts you in a more 
difficult position (I think) with one of the other guards. Instead, I suggest 
the right hand path.

SAVE YOUR GAME! You may need to reload after this point. Turn right. Use your 
holy water to make Holy Water Arrows, and shoot the Corpse-Zombie while it's 
still lying there. Turn right, and walk forward until you find a door on the 
lefthand wall. Turn to face it.

[NOTE: Destroying the Corpse-Zombie like this draws the attention of some 
Hammerites in another nearby section and, if he's close enough, may also draw 
the attention of the Hammerite patrolling behind this door.]

SAVE YOUR GAME! This is a patrol area. There is a Hammerite behind this door, 
and he can be annoying.Open the door, and move inside, keeping in the shadows. 
If he is in this room already, then he's most likely spotted you. Reload, and 
wait for him to leave.

It is very difficult to sneak up and blackjack this Hammerite while he's in the 
same room with you. Instead, wait until he's left, then move over near the exit 
he took, and wait. He will come back shortly, and when he pokes his ugly hammer 
through into the room, club him.

Once he's down, continue on, following the path until it ends at a ladder. Climb 
up it, then jump off to the right. There should be an elevator box in here. Push 
the lower button, wait for the elevator, then climb on and push the top button. 
The elevator will take you up to the factory level.

Get off the elevator and go through the door up ahead. Turn left, down the 
stairs, and you're in a room where you can keep going straight, or turn left. Go 
straight, and follow it until you come to an area where, up ahead, you can see a 
Hammerite moving around. (He is far up ahead, and at the bottom of some stairs.)

SAVE YOUR GAME! That Hammerite is walking around in a very small patrol. You 
will need to sneak up on him while his back is turned (which isn't for long), 
and send him to bed. Unfortunately, there is another corridor leading off the 
area where you need to rush through, and another Hammerite may see you. If 
things do not go as you planned, reload until you can make it work. (It is 
possible to climb down the stairs, and still be out of his sight when he comes 
back before turning away from you. Hug the right wall of the stairway, but don't 
try it until AFTER he's moved past to your right.)

At this point, things may have gotten a little out of hand, so here's where you 
should be. After climbing down the stairway to club the Hammerite, you should 
have moved ahead and down a second flight of (smaller) stairs. If you did not, 
move there now. Once in this smaller room, turn left, and move forward.

SAVE YOUR GAME! This area is dangerous. There are at least three Hammerites 
moving around in here, and you have the added difficulty of metal grating. This 
area is basically going to be like the Zombie area in the mines...knock out a 
guard, hide, wait for the next, knock him out, etc.

Take the left in front of you, and you will be in a very small area. This is 
where you will do your hiding. You will want to LEAN around the corner of the 
other exit to this room, to check up on the Hammerite's position. The first 
chance you get, fire a Moss Arrow at the grating. This will allow you to sneak 
up on the guard on the grating and crack his skull with your blackjack.

Your best bet is to do the above, then wait for another Hammerite to walk by, 
and repeat your performance. Alternatively, you can wait in the small area where 
you fired the arrow from, and just sort of get the Hammerite's attention. Then, 
when he comes looking for you, club him. (Note that he is a step down from you, 
so you will need to be looking down in order to send him off to sleep.) There 
are three Hammerites in total to deal with here.

Once you've taken out all three Hammerites, walk across the moss-covered 
grating, and continue forward. Follow the path to the top of the stairs, and 
hide in the shadows. Sneak over to the exit ACROSS from the two Hammerites, and 
listen to their conversation! AHA! Cutty is in cell block four! Once they are 
done chatting, one of them will turn, and head out the exit you are near. As he 
passes, lift the key from his belt (you may need to follow him for a little in 
order to get close enough). Once you have the key, club him. Now, return to the 
other room. While the second Hammerite's back is turned, sneak up to him. Lift 
the key from his belt, then use your blackjack on him. Even though he's in the 
next room, your blackjack will reach him. Now that the Hammer's are all asleep, 
turn around and move through the exit directly opposite from you. (This will be 
the exit where you were hiding, listening to the Hammers' conversation.)

EXPERIMENT! If you stick to the shadows, it may be possible to do this mission 
without taking out the second Hammerite.

[Note: James Sterrett had this to say regarding the experiment:

You can do this without knocking either of these guys out. (Lifting the
key is helpful. The one outside the guard room will patrol back and forth, on a 
long patrol. I saw him in the entrance to cell blocks 3 & 4, and when I was 
moving back out, he was yapping with his buddy again.]

Follow the hallway your in, up some stairs, and you will come to a sign. Cell 
blocks 3 and 4 to the left, 1 and 2 to the right. Well, we know that Cutty's in 
cell block four, so turn left. Follow this hall, and you will come to an opening 
in the right hand wall, across from which it a torch. Douse the torch with a 
Water Arrow.

SAVE YOUR GAME! This part is a little tricky. Enter the next room, and move over 
to the wall on your right. This is the one with the "window", with the Hammerite 
beyond. Move carefully and slowly up to him, and you'll be able to take the key 
from off his belt. Now comes the tricky part. He is too far in for you to hit 
with your blackjack. However, occasionally, when he shifts position, it moves 
him just into range. Watch for it, and when it comes, put him to sleep.

You may have noticed some sort of a rotating light on the ceiling in this room. 
It is some sort of sensor. It seems that, as long as you are hidden (ie: in the 
shadows), you can move freely about with no penalty. However, once you move into 
the light, the sensor spots you, and the alarm sounds. Best to avoid that if at 
all possible. Whenever you spy one of these sensors, move through the lighted 
areas ONLY when it's turned away from you.

[Note: The sensors can be taken out with a Broadhead Arrow.]

Across from the opening you used to enter this room is an exit. Move forward, 
climb the stairs, and follow the sign towards cell block four. Follow this 
hallway, and you will come to an area with an opening in the wall to your right, 
and a closed door across from you. Sneak into the opening on your right...this 
is cell block four. Across from you and up on the next level, you can see a 
Hammerite that occasionally is looking in your direction. So sneak through this 
room by sticking to the shadows. As you sneak through, you may want to note the 
cell numbers. Cutty is in cell six. But you can't get to him just yet.

Once you're through the room, follow the hallway and stairs up to level two. At 
the top of the stairs, turn left, and then stop just before the next left.

SAVE YOUR GAME! You are going to need to sneak through here. Take the left, but 
go slowly. Watch the Hammerite at the far end. When his back is turned, move 
forward, and stop in the next shadowy area. He may hear you, so once you're 
safe, wait for him to stop looking for you again. He will eventually turn around 
again, and you'll be able to move forward. Keep moving until you are safely out 
of his view.

Now, press yourself against the wall, FACING the wall, so that you can lean to 
the right, and lift the key off of the Hammerite's belt. Once you have it, turn 
to your left, and move forward. You should only go a few steps before you hit 
the wall. Now turn  to your right, not quite 180 degrees. You should see a 
locking mechanism on the wall light up. You will need to use one of your keys to 
unlock (and open automatically) the door on your left.

SAVE YOUR GAME! Sometimes when you open this door, the Hammerite is looking in 
your direction. You need him to be looking away.

Open the door, then rush in behind the Hammerite and club him. Once that is 
done, turn to face the wall opposite the door. Hmmm...a bunch of levers. 
Highlight the lever at the bottom of the leftmost column, and use it. This will 
open Cutty's cell door. Now turn around and leave this room (the door has 
probably closed again...use your key to open it). Make your way back down to the 
first floor, and as soon as you enter the cell area, turn to your left, and go 
into Cutty's cell.

Cutty's not doing so well, is he? Not only can he not pay you, but it looks like 
he's not going to make it out of here alive. Just before he dies though, he will 
impart some information to you which will lead to your next mission.

[NOTE: At this point, your mission objectives change to the following:

1. Sneak through the mines and factory to the Hammer prison. (This one
   should be checked).
2. Locate and release Cutty. (This one will have a mark in the box,
   indicating its irrelevance.)
3. Locate and release Basso the Boxman.
4. Locate Issyt the Beggar and get your lucky hand of glory back.
5. Find the evidence locker and retrieve Felix's map.
6. Loot the complex for valuables. Need 1,000 total loot.
7. Escape from the prison with Basso the Boxman.
8. Don't kill anyone! ]

Leave Cutty's cell, turn left, and move out of the cell block (since you took 
out the Hammer above, you don't need to stick to the shadows here). Turn left, 
and follow this passage, and continue straight on past the sign (Cell Block 3, 
Cell Block 4). Keep going until you reach an area like before, with an opening 
into the cell block (this time on your left), and a door directly across from 
you. Welcome to cell block three.

Enter the cell block. Once again, move through the room, keeping to the shadows, 
and make your way up to the second level. (If you are interested, look at the 
cell numbers...Basso in is cell four.) At the top of the stairs, turn to your 
right, and move forward, stopping before you reach the next right.

SAVE YOUR GAME! There's a bit of a problem here. Two Hammers to deal with 
instead of one. The first is in an alcove up ahead, to the left. Fortunately, 
with patience, he can be dealth with.

If you are fortunate, he will be facing away from you, in which case you can 
deal with him normally. Usually, however, he is facing in your direction, and 
does NOT turn around. (I have only ever found him facing away once.) In order to 
take care of him, you will need to move PAST him. See that sliver of shadow on 
the ground in front of him. You have to sneak THROUGH that, into the deep 
shadows beyond, before you can club him with your blackjack. Be sure to crouch 
down while you move through, to maximize your chances.

SAVE YOUR GAME! Once you've taken care of laughing boy, you can work on freeing 
Basso. Do this part just like the last time, in every detail...sneak, wait, 
sneak, get the key, open the door, and club the Hammerite. Note: The prisoner at 
the end of the hall (closest to the guard) will panic when he sees you, and 
start calling for help. Ignore him.

Point of Interest: If you look in the book in the cellblock, not only will you 
see that Basso is in cell four, but Dikket WAS in cell one, released when he 
recanted and informed. (Dikket was the man mentioned in the Hot Tip above.) 
Kudo's to the Thief team for this little bit of continuity! :)

To open the door to Basso's cell, activate the middle lever in the centre row. 
Then work your way back down to the first level. Basso's cell is number 
four...the second one on your left as you re-enter the cell block.

Oh dear...here is Basso, but he's unconscious. You're going to have to carry him 
out. Pick him, leave the cell, and turn left. Move forward, out of the room, and 
turn left again. You should be facing a door. Drop Basso here (he'll be fine, 
don't worry), and unlock this door with one of your keys (the locking mechanism 
in on the wall on your right). Sneak into the room, move up behind the 
Hammerite, and lift the key from his belt. Then, club him. Now, you will want to 
go through the door directly across from the door you came in from. (Again, the 
locking mechanism is on the wall to your right.). Welcome to cell block one.

The first turn on your left leads into the cell block. Once again, you will need 
to sneak through, hiding in shadows. Unlike the other cell blocks, this one has 
a second exit, leading to the barracks. Ignore that for now. Once you've moved 
past the cells, take the first left, and make your way up to the second level. 
At the top of the stairs, turn left, and move forward. The first left is the way 
you want to go.

SAVE YOUR GAME! This is another of those move forward, hide, steal the key, open 
the door areas. To this part exactly like before. Once you have the Hammerite 
unconscious, turn to the levers on the wall. Issyt is in cell nine. The lever to 
open this cell is the second one from the bottom, on the right hand side. Once 
activated, leave the room, turn left, and enter the second cell on the right.

Poor Issyt. Looks like the Hammerites were too much for him. Look down at the 
body. One of the hands attacked to the skeleton is your lucky hand of glory. 
Grab it, and then work your way back down to the first level. Stop when you come 
to the sign pointing the way you came, saying "Level Two".

SAVE YOUR GAME! This part CAN be tricky, depending on how you want to do it. 
Move forward, and turn left, and you should see the sign pointing to the 
Barracks. Follow the sign, but stop before entering the room. There is a magic-
wielding Hammerite in this room. Pull out your bow, and douse the torch at the 
far end of the room. Once the room is in darkness, you have two options. 1) 
Sneak up on the Hammerite and blackjack him. This is DIFFICULT. I have done it 
once, but only once. Once you're close enough to blackjack him, he sees you. 2) 
Arm a Broadhead Arrow, and shoot it towards the far end of the room. The noise 
distracts the Hammerite, and he moves TOWARDS THE NOISE. While he's poking 
around for you over there, now you can sneak up on him and blackjack him. Once 
he's taken care of, take the stairs ahead all the way to the top.

[NOTE: Apparently, the secret to blackjacking this guy is to LEAN over to 
deliver the blow.]

SAVE YOUR GAME! This next area is a patrol area. There are two Hammerites 
wandering about up here. At the top of the stairs, turn left, and then take the 
next left.You should now be in a semi-opulent room, and Garrett is making a 
comment about how they spend their money. Directly across from you is a stained 
glass window. There is a passageway on either wall, ahead of you, and this is 
where the first patrolling Hammerite will come through. He doesn't turn towards 
you, he just keeps walking straight, so it's pretty easy to knock him out. 
Before you do though, look down and pick his pocket...you get a Healing Potion 
out of it. Once he's asleep, turn back to the entrance you came in, and move to 
the left side as you face it (staying in the room!), and wait.

Another Hammerite will be patrolling the hallway you came in from. Wait for him, 
and when he passes...well, I'm sure you know by now what to do. :)

Once he's out, move into that hallway, turn left, and follow the corridor until 
you come to a door on the right. Enter, and open the chest. You'll find a small 
pouch of gold (100, Treasure Count: 610). Now, leave, and return to the semi-
opulent room.

[NOTE: For those who are interested. Instead of returning right away, turn 
right, and keep going to the next door. Inside you'll find another chest, with 
10 Broadhead Arrows inside. Leave that room, turn right, then take the next left 
into the dining room. Across the room is the door to the kitchen. Inside, you 
will find a Water Arrow on the righthand counter. Once you've done that, work 
your way back to the semi-opulent room.]

Standing in the entrance to this room, facing the stained-glass window, you 
should see ahead some sort of table on either side of you. On top of each one is 
a golden hammer. Take them (75, 75, Treasure Count: 685, 760). On the ledge just 
beneath the stained-glass window is a pair of candlesticks. Take both of them as 
well (50, 50, Treasure Count: 810, 860). Turn to your right, and move out of the 
room. At the end of this short hall, on your right, is a stairway going up. Take 
it. Take it all the way up, and continue on ahead until you come to a left-right 
turning, with a Hammer insignia on the wall in front of you.

SAVE YOUR GAME! There is a Hammerite patrolling nearby, and you don't want him 
to hear you! Turn left, and go through the door ahead on your right. You should 
now be in some sort of a study, with a large hammer on the desk in front of you. 
As soon as you enter the room, go through the door on your right. Follow the 
passage until you come to a door on the right. Go through it. Now, turn left, 
and move forward, but do not go around the corner. Instead, try to position 
yourself so that, without leaning, you are looking partway around the corner. 
Wait here, until you see the Hammerite turn around. Once he does, you can sneak 
up behind him, get the key from his belt, and blackjack him.

Now, return to the study (the room with the hammer on the desk). Once you've 
entered the room, move forward, and turn left. At the end of this small area, on 
the wall to your left, is a safe. The key you just got from the guard outside 
will open it. Inside you will find a diamond and a crown (100, 125, Treasure 
Count: 960, 1085). Now, leave this room through the other door.

[Note: In one bookcase in this room, you can pick up a scroll and read the story 
about the man who made off with some items from the evidence box. This explains 
WHY you didn't find what you were looking for there, but other than that, 
there's nothing special about it.]

Back in the hall now, move to the other end, and go through the door on your 
left. Upon entering, turn to your right. You should see ahead of you a banner to 
your left, and another safe to your right. Open the safe using the same key you 
used for the previous one, and you will find another diamond and a tiara (100, 
200, Treasure Count: 1185, 1385). Now, go over to the banner that you saw beside 
the safe. Take out your sword, and cut it down. Beyond is a secret drinking 
room. Move into it. On a table to your left you will find three bottles of wine 
(50, 50, 50, Treasure Count: 1435, 1485, 1535). That's everything from up here, 
so leave the room, and make your way back down to the bottom of the stairs. Once 
there, continue straight ahead, turn right, and enter the large room ahead, but 
stay in the shadows.

SAVE YOUR GAME! You should be on the other side of the stained-glass window. 
Across from it are some stairs leading up to another room. Inside, you should be 
able to overhear two men speaking. (NOTE: If you moved close enough to the 
stained-glass window when you picked up the candlesticks, you may have triggered 
their conversation already, and won't hear it now.)

Hide in the shadows. There is a treasure inside the room with the two men, but 
you can't get in without at least one of them spotting you. Instead, pull out 
your bow and shoot a Broadhead Arrow against a wall or the stairs. This will 
attract their attention, and they will come looking. When one of them is close 
enough, you can blackjack him. Then you can work more freely on the other one. 
Note that one of them has a key that you can pickpocket from him. If they stop 
looking for you, simply fire another arrow to remind them of their duty.

[NOTE: The above can get very tedious, as it can take a long time to finish. The 
treasure inside is not worth all that much, and if you don't mind having a 
slightly less-than-perfect score, you can ignore this entire area.]

Once the two Hammerites have been disposed of, go up the stairs and on the table 
you'll find another golden hammer (75, Treasure Count: 1610). You're now 
finished on this level, so it's time to return for Basso. Go back downstairs the 
way you came up, through the cell block, and turn right. Go through this door 
(unlock it with your key), and then go through the door directly ahead of you in 
the next room (again, use your key). You should now be just outside of cell 
block three, where you dropped Basso. Look around on the ground until you find 
him, and pick him up. Then, continue on forward. When you reach the sign showing 
which way to go for cell blocks three and four, turn to the left and go down the 
stairs. Remember to watch out for the sensor!

At the bottom of the stairs, hug the right wall and move forward. Do not leave 
this room just yet, however. At the end of the room, turn left, and move 
forward. There is a hole in the wall in front of you. To get through, you will 
have to drop Basso, then crouch when you move forward. Once through, go down the 
stairs to the water level.

Move forward, wading through the water, until you have to turn to the left. 
Turn, and move forward to the end, and up onto the dry area. This is a small 
shelter of some sort, and there is a dead thief here. There are a number of 
items to take here (you may need to move the body out of the way first), 
including Felix's note. Apparently this guy stole them from the evidence locker. 
Also a stack of copper coins (5, 1615), a stack of gold coins (25, 1640), and 
four stacks of silver coins (12, 12, 12, 12, Treasure Count: 1652, 1664, 1676, 
1688). There are also 3 Water Arrows and 4 Moss Arrows.

Time to get Basso again. Go back through the water and up the stairs, and crouch 
to go through the hole again. Pick up Basso. The exit you want from this room is 
to your left, after you come out of the hole again. Go that way, following the 
corridor until you come to a sign on your left, with directions to the cell 
blocks. Turn right and follow these halls. When you come to the room where you 
first entered the prison area (where you overheard the two Hammerites talking 
about Cutty), turn left and follow the stairs all the way down. Keep following 
the halls, and you should come out back in the factory. You should still see 
your Moss left on the grating. Take that direction. Go into the small area (this 
is the room where you hid to take out the Hammerites on this level). Go through 
the opening ahead and to your left, then turn right, and move ahead to where you 
can turn left or right. Turn right, and you should be looking at a small flight 
of stairs up, and ahead across a small floorspace, another, larger set of stairs 
up.

SAVE YOUR GAME! Moving across this open area, you might attract the attention of 
the Hammerite down the hall (he can see through a prison-style door). Run across 
the floor and up the stairs. At the top of the stairs, head straight ahead, turn 
right when you have to, and go down a flight of stairs. Move forward and up the 
stairs you see ahead of you. Turn right, move ahead, and get on the elevator 
platform. Push the lower button (you will have to drop Basso to do this...don't 
forget to pick him up again!), and get off when the lift stops. Keep pushing 
forward (there are no choices here, just keep going). You will hear the ground 
crunching beneath your feet soon, as you go down some stairs. You'll enter a 
large, dark room, with a door at the opposite end. Go through the door, and 
you're back in the mines.

Once you've gone through the door, turn right, then turn left. Take the first 
left, then turn right. Go straight ahead as far as you can (you'll need to pull 
yourself up at one point). Once you get on the track, follow it to the end, then 
turn left, and move straight ahead, until you are in the room with the elevator 
platform. Get on it, and push the second button from the top (drop Basso to do 
this, and pick him up again when the lift stops).

When you've stopped moving, turn around until you can see a direction to move 
in. Go in that direction (you may need to jump off the platform first). Keep 
following this tunnel all the way...there are no choices to make (you can even 
climb down the ladder you find while carrying Basso). Once you emerge into the 
daylight, you will be overlooking the area where you first started the mission. 
Congratulations! You've rescued Basso from the Hammerite prison!


Section 7: Down in the Bonehoard (Mission 3)
============================================
My best time on expert: 34 minutes, 36 seconds
Maximum Possible Treasure: 2450

7.1: Introduction
=================
"...And the manfools piled rocks on rocks and raised a treesie roof, hammers 
saws tear the skin of goodsie wood... ...and laughs at the Woodsie Lord. ...And 
when learns the Lord of this, He sends His beastesses to the manfools... ...who 
attacks and hammers saws their useless fleshes, and build him a house of they 
rotting skins."
     -- Unattributed Trickster song


I was pissed at Cutty for a good while after the...prison debacle. But hey, you 
can't blame him for what the Hammers did to him. So I decided to go after that 
horn Felix talked about. Not like I had a whole lot of choice, really...the rent 
is due...and my landlord's even tougher than the Hammers.

The map's pretty specific about where the entrance is. Too bad it's not as clear 
about where the HORN is. Felix did some scrounging before he left, and his notes 
say the horn is in the tomb of some nobles...the Quintus family. Guess I'll just 
have to explore.

Felix, always helpful, also said that the catacombs are supposed to be haunted. 
Think I'll go make some inquiries about where a "heretic" like me can get some 
holy water. Always go prepared....


7.2: Objectives: Normal
=======================
1. Search through the ancient bonehoard and procure the legendary Horn
   of Quintus.

7.3: Objectives: Hard
=====================
1. Search through the ancient Bonehoard and procure the legendary Horn
   of Quintus.
2. What use do the dead have for their treasures, anyhow? Relieve them
   of at least 1000 worth of valuables.
3. In addition to garnering the Horn of Quintus, find and steal the
   fabled gemstone, "The Mystic's Soul."
4. Once you have what you came for, get back to the surface.

7.4: Objectives: Expert
=======================
1. Search through the ancient Bonehoard and procure the legendary Horn
   of Quintus.
2. In addition to garnering the Horn of Quintus, find and steal the
   fabled gemstone, "The Mystic's Soul."
3. What use do the dead have for their treasures, anyhow? Relieve them
   of at least 2000 worth of valuables.
4. The Mystic's Soul had a sister stone, called "The Mystic's Heart,"
   also thought to be in the Bonehoard. Find it. Make it yours.
5. Once you have what you came for, get back to the surface.

7.5: Simplified Objectives
==========================
1. Find the Horn of Quintus.
2. Steal the gemstone "The Mystic's Soul."
3. Rob the dead. Need 2000 total loot.
4. Steal the gemstone "The Mystic's Heart."
5. Once you have what you came for, get back to the surface.

While the objective of 2000 in loot may seem a bit daunting, what you HAVEN'T 
been told is that both the Mystic's Soul and the Mystic's Heart contribute to 
your final Treasure Count (a total of 1500).

NOTE: There is a secondary objective in this mission that you can perform, if 
you choose to. Scattered throughout the Halls of Echoing Repose will be some 
golden bones you can find. While they don't count towards treasure, if you find 
them all and place them all in a specific coffin, you are rewarded with more 
holy water, Fire Arrows, etc. While this walkthrough will not attempt to 
complete this (as it is unnecessary to complete the mission), it will be noted 
where these bones can be found and where to bury them.

7.6: Before The Mission
=======================
What You'll Encounter: Zombies, Burricks, Restless Dead.

Starting Funds: Whatever you managed to steal from Cragscleft Prison. (Maximum: 
1688.)

Starting Gear:

 1 Sword
 1 Blackjack
50 Broadhead Arrows
12 Water Arrows
 8 Rope Arrows
 3 Healing Potions
 3 Holy Water

Items for Sale:

12 Water Arrows (Cost: 50 each)
 6 Rope Arrows (Cost: 200 each)
 6 Noisemaker Arrows (Cost: 250 each)
 3 Healing Potions (Cost: 250 each)
 3 Holy Waters (Cost: 200 each)

It is unnecessary to purchase any Rope Arrows, as you will only need to use one 
to finish this mission. (Likewise, I didn't need to use any Noisemaker Arrows 
either.) If you plan on destroying the undead that you come across (as opposed 
to running around them), then buy up the Holy Waters and the Water Arrows. 
Although you start with three already, an extra Healing Potion or two may not be 
a bad idea either.

Recommended Purchases: 12 Water Arrows, 3 Holy Waters. Total Cost: 1200

7.7: Notes Regarding This Mission
=================================
This mission introduces you to a new aspect of Thief: Traps.

While most of the "puzzles" on this mission are no real problem, there is one 
that is VERY unforgiving. To obtain the Mystic's Soul, you need to have at least 
FIVE Fire Arrows. If you have less than five, then you've either missed some 
along the way, or expended too many already. You'll have to reload at an earlier 
(usually a MUCH earlier) part of the mission.

There are a few areas of this mission where you can find the remains of the 
members of Felix's doomed expedition. Beside each is a notebook which you can 
read. These are interesting, but most of the time you will not find them if you 
follow this walkthrough...they are scattered about in other areas. If you want 
to find them, you'll have to do some exploring on your own.

NOTE: I've been told by at least one person that a certain part of this 
walkthrough is very difficult to accomplish, and that there is an easier way. 
This section may be rewritten, after I've looked into it. [This notice is here 
to remind ME to do it later. :) ]


7.8: Walkthrough
================
You start facing the entrance into the Bonehoard. There is a Corpse-Zombie lying 
on the ground in front of the entrance. Above it and to the left, you should see 
a faint light (not the light from the lantern...above and to the left of that). 
You want to get up there. Turn left to face the hill, and RUN (walking won't 
work) to climb the hill, and make your way over to the dimly lit area. It's a 
crypt. On the floor to the right of the bier is a goblet (15, Treasure Count: 
15). Now turn, leave this room, and make your way onto the stone "roof" you can 
see ahead. Once you're on top, turn right (facing the Corpse-Zombie), and let 
yourself drop down, turn 180 degrees, and move forward into the Bonehoard.

Grab ahold of the rope in front of you, and climb down. Once you're down, you'll 
need to crouch to continue. Turn to your left, and move forward, following this 
short tunnel into the next area.

SAVE YOUR GAME! While it's not too terrible if you screw up here and have to 
start over, why take chances? There are some planks making a platform of sorts 
here, over an old crypt. Below you can see (and probably hear) a Zombie 
shuffling about. Grab the rope you see ahead, and work your way partway down 
into the crypt. Once you are far enough into the room below to look around, turn 
to face the north wall. (Remember your compass? Red arrow always points to the 
north.) You will see three ledges, set at varying heights along the wall. You 
want to jump and land on the one in the centre. Once you've safely landed there, 
turn right, and hop down onto the next lower ledge (you don't need to jump for 
this one). Turn to your left, so you're facing south.

By now, the Zombie in this room has spotted you, and you should hear his 
excited, asthmatic breathing as he hunts for a way to devour you. Don't worry, 
you're safe up here. Once the Zombie is hidden from your view (ie: far enough 
away so he won't cause trouble for this next bit), run and jump forward, heading 
for the opening ahead on your LEFT. Once you've gone through, follow the tunnel 
all the way until you reach a T-junction, where you can turn left or right. (Be 
sure you run all the way, as that Zombie may be following you). Turn to the 
right, and follow the hall. You'll reach a dip, and then the hall ends in a 
small ledge for you to drop down from. Do so.

You now have a choice. Turning to your right will take you quite quickly into a 
dead-end room, but on the floor at the far end (in the rubble area, behind the 
"ALARUS" sign) is a healing potion. Considering the problems you'll be facing, I 
recommend grabbing it. Now, go back to the ledge, and continue forward, into the 
next room. As soon as you enter, turn right, and then take the right-hand turn 
ahead. You should now be facing a stairway up.

[For those of you who want to get a few more water arrows for this mission (and 
that's probably not a bad idea), this next part is for you. If you'd rather just 
press on, skip down to the end of the bracketed section.

Turn left, and follow this dark passage up some stairs, until you are on a ledge 
overlooking the first room, with the three ledges, the rope, and the Zombie. 
Turn right, facing the south wall, and crouch. See that hole in the wall? Beyond 
it is a chest. Open it, and you'll get 8 Water Arrows. Now, turn around, and 
take the same passage back down to the other set of stairs.]

Take these stairs up, and follow the passage. Ignore the first turning on your 
left...while it leads to a holy water font, you really don't need it. Once you 
enter the next room, with a set of stairs and some coffins set into the wall 
ahead, turn right.

SAVE YOUR GAME! There's a trap here that you'll want to avoid. Look over at the 
far end of the room, near the coffins. A section of the floor is slightly 
recessed. It's a pressure plate. Stepping on it will set off the trap, and 
you'll be riddled with arrows. Unfortunately, there is a golden vase guarded by 
that trap. There are two ways to avoid this trap. Either walk onto it when 
you're crouched down, stand after the arrows have fired, look up and grab the 
vase, and then move off. Alternatively, walk AROUND the pressure plate, and when 
you're close enough, jump up, and grab the vase before you come down again (100, 
Treasure Count: 115).

Once you've got the vase, take the stairs out of the room. (Note: if you used 
the crouch method to avoid the trap, be sure you move OFF the plate before 
heading towards the stairs...otherwise, you may set the trap off again and turn 
yourself into swiss cheese.)

In the next room, stop as soon as you've entered. That corpse ahead is another 
Corpse-Zombie. Turn to your left, and you'll see a rope descending from the 
ceiling. Grab it, and climb down. At the bottom, turn left, and move into the 
next room.

SAVE YOUR GAME! That's another Corpse-Zombie you can see. Ahead of you, to the 
left of the Corpse-Zombie (past the passage to your left) is a hole in the wall. 
Inside it is a chest, containing a treasure. You can either use your holy water 
to make some Holy Water Arrows to take out the Zombie (a waste, in my opinion), 
or you can run up, grab the treasure, and run out of the room with the Zombie 
following you (I have not been able to do this without waking him up). Pick your 
method, and grab the small diamond from the chest (100, Treasure Count: 215). 
Leave this room from the same entrance you used, and push forward into the room 
with the pool. Dive into the pool, and swim forward (ignore the turning to the 
right), and when you surface, turn 180 degrees and pull yourself out of the 
water.

Hmm...those two chests look tempting don't they? And unguarded, too. That should 
be your first clue there's more here than meets the eye. Each one of these 
chests in trapped. Once opened, an arrow shoots out from just beneath the chest, 
directly ahead of it. So, when you open these chests, be sure you're not 
standing directly in front. The left chest holds a Speed potion, and the right 
one contains 6 Fire Arrows.

Turn around, move past the pool, and turn right. Yes, that is a long drop down, 
but someone has kindly provided you with a ladder to climb safely. Once you've 
reached the bottom of the ladder, MOVE forward quickly...you've stepped on a 
pressure plate, releasing a boulder from above. If you're still standing there 
when it hits...well, you get the idea.

Ahead of you is a tunnel leading to the right. Take it. When you reach the red 
tunnel area, turn right, and then left. Ahead you should see an opening back 
into gray tunnels.

SAVE YOUR GAME! There is a Burrick patrolling in the tunnel ahead. You can do 
this one of two ways...the fast way and the safe way. The safe way involves you 
staying here, and firing Arrows at the Burrick as he passes by, until you've 
killed him. As you do this though, he will be breathing his deadly gas at you, 
so you may have to crouch in the low area with the boulders from time to time. 
The fast method is to watch, and when he's moved out of your sight to your 
RIGHT, jump down into the tunnel.

Whichever method you use, after you're in the tunnel, turn left, and go through 
the hole in the wall ahead. Once you're down in the next tunnel, turn right, 
move forward, and let yourself fall down into the water below. (This part can be 
tricky, as once you fall into the next tunnel, it gets a little disorienting. 
Just fall, turn right until you see a way to go forward, and do so. If you wind 
up in a gray cavern with roaming Burricks, you went the wrong way.)

Once you've come back to the surface of the water, turn right slightly, and you 
should see an opening in the cave wall. Move towards it, and climb out of the 
water when you reach it. Head up the stairs.

SAVE YOUR GAME! See all those recessed floor panels? Each one is a pressure 
plate that shoots an arrow out towards whomever happens to be standing on the 
plate. In this case, that's you. To avoid an untimely demise, crouch as you walk 
through this room, and the arrows will fly over your head instead of through 
your heart. Move towards the lighted area with the corpse on the floor. Don't 
worry, he's not a Corpse-Zombie this time. [Note: One time while doing this 
room, I somehow got hit by an arrow while still crouched. This was a one time 
occurrance that I have not been able to repeat.]

In this small room, there is another trap. Right in front of the ledge with the 
Fire Arrows on it is another pressure plate. You can get close enough to the 
ledge to grab the Arrows without setting off the trap (there are six Fire Arrows 
in all). [If you want to do it the hard way, crouch, and WALK (don't run) 
forward onto the plate. The arrow will fly past you. Then you can stand up and 
take the Arrows from the ledge. Note that, in order for this to work properly, 
you have to crouch and walk DIRECTLY towards the ledge, ie: not on an angle. To 
play it safe, you may want to inch forward until you hear the trap spring, then 
wait for the arrow to fly before proceeding.]

On the floor next to the body is a small purse (100, Treasure Count: 315). There 
is also a papyrus which, if you read, will give you a clue regarding how to 
obtain the Mystic's Soul.

Turn around, and leave the way you came (don't forget to crouch). Back in the 
water room, at the far end across from you, you should see another tunnel. Swim 
over there, and pull yourself up. Follow these tunnels (you can run safely here) 
until you reach the end, where you are overlooking a gray cavern filled with 
roaming Burricks. [Note: In the tunnels leading up to this point, there is never 
any choice of which direction to go, although in one point you need to pull 
yourself up into the next tunnel.] Take a look around. Note that when you enter 
the cavern, you can go left, or you can go right slightly, where the tunnel then 
turns to head in the direction you are (currently) facing. That is the area you 
will want.

SAVE YOUR GAME! These Burricks do not like trespassers. Drop down into the 
cavern, turn right, then left. Just after making this turn, turn to your right 
and there will be a hole in the wall. Enter it, turn left, and follow the tunnel 
to the crossroads. Turn left, and follow this tunnel as far as you can. (Note: 
At one point, you may think you're at a dead end. Look up and to your left, and 
you should see the passage continuing.) You should come to a T-Section, with the 
two other tunnels being somewhat dark. Turn to your right, but don't go forward. 
Instead, look down, and inch forward somewhat, until you find the uncut diamond 
{50, Treasure Count: 365). Now, make your way back to those crossroads (there 
should be no problem, as there were no other turns you could take on your way 
here), and turn right. Follow the tunnel until you've returned to the opening 
which leads back into the Burrick caves.

SAVE YOUR GAME! While you should have no trouble bypassing the Burricks here, 
it's best to be safe. Exit the tunnel you are currently in. While you could 
probably take any of the three possible passages here, for the sake of this 
walkthrough, take the left passage...it's darker, and you can possibly hide if 
you need to. Follow this passage as far as you can, hugging the left wall. When 
you cannot move forward anymore, turn to the right. See that lighted tunnel up 
near the ceiling? That's where you want to go. Press forward, hugging the left 
wall again, and you should climb the wall at the same time. Soon, you'll get the 
mouth of the tunnel. Pull yourself up into it. [Note: Alternatively, there is a 
rope hanging from the ceiling that you can grab and climb up, then jump into the 
tunnel mouth. Whichever method you prefer, use it.]

Move forward, following the tunnel until it opens into another white-gray 
underground cavern, with a rope hanging down at the mouth of your tunnel. Hop 
down onto the ledge below, turn left, and follow the ledge all the way over to 
the red tunnel you can see. Climb into that tunnel, and follow it up.

SAVE YOUR GAME! You are about to enter what is referred to on your map as the 
"Halls of Echoing Repose". This area is heavily populated with Zombies, and they 
patrol the area. You may want to take a few of them out to make this area a 
little more bearable. [Note that, if you are doing this part of the mission 
simply by avoiding the Zombies, then you may have to move very fast. This is a 
good way to get yourself turned around and disoriented. Whenever you find a 
chance to stop for a moment, if you've made any progress whatsoever, I suggest 
saving your game.]

When you climb out of the tunnel into the Halls of Echoing Repose, Garrett will 
make a comment about "tombs with piped-in music". That's the Horn of Quintus 
you're hearing. Move straight ahead, so that the large pillar in the centre of 
the room passes by on your left. Ahead, you should see a stack of alcoves 
flanked by an exit on either side. Take the right hand one. Move forward, 
ignoring the hallway to your right, and instead enter the room ahead on your 
right. There should be a few Corpse-Zombies lying on the floor, in front of a 
small ramp with a jewelled urn at the top. Grab it (100, Treasure Count: 465), 
and leave. [Deal with the Corpse-Zombies as you see fit. I usually just jump 
over the bodies. Note that this room contains one of the golden bones mentioned 
previously.]

Exit the room, and turn right. Hug the right wall, until you find a shadowy 
alcove on the left side of the hall. Go into that area, and you'll find a door. 
Open it, and go in. The two corpses on the floor are Corpse-Zombies. Directly 
across from the door is an alcove which contains a gold vase (100, Treasure 
Count: 565). (You'll have to move at least one boulder, and crouch to get into 
the alcove.)

Leave the room the way you came in, and turn right. Head down this corridor, 
until you can see (ahead and to the right slightly) a white stonework "wall". 
Head towards that area. Once you're there, turn left and move forward (the white 
"wall" should be on your right). Note that at just about this point is another 
of those golden bones. Once you've passed the "wall", turn right and move 
forward (again, the "wall" should be on your right). On the wall on your left, 
up above your head-level, you should see some sort of engraving. There's a ledge 
there white another uncut diamond (50, Treasure Count: 615). Keep moving ahead, 
and go through the passage on the leftmost side of the wall ahead. [Note: The 
white "wall" is a sort of guard rail for a staircase leading down. At the bottom 
is a hole leading into a flooded area. If you go down here, and follow the water 
into the next chamber, you'll find another golden bone floating in the water.]

Keep following this passage until you find a turn in the right hand wall. Go in. 
You should be looking at a room with no floor, and a walkway across. DO NOT GO 
ACROSS THE WALKWAY! It's trapped in the centre. Instead move around the left or 
right side of the room (either way has the same results) until you are at the 
opposite end from where you entered. Behold, a ladder! Take the ladder all the 
way to the top, and turn to your right. Grab the vase (50, Treasure Count: 665).

SAVE YOUR GAME! This part is a bit tricky. While still on the ladder (make sure 
you're as far up as you can get), turn to face the bier opposite the one which 
had the treasure on it. Hop onto it (jump while holding the WALK button, not the 
RUN button). Now, ahead and down somewhat you should see an opening in the wall, 
that you could never reach if you were beneath it. Now that you are above it 
though, run and jump towards it, and you should land safely in the opening. 
[This is really tricky. The secret is to not run right to the edge and jump. Try 
jumping from about the centre of the coffin you're standing on.]

Directly ahead of you is a passageway. Move down there, and when you come near 
the end you'll see a chamber with a hammer-shaped light on the floor. DO NOT 
ENTER THE LIGHT! The lighted floor sections are pressure plates, which cause 
some sort of acid to rain down on you. Instead, move off to either the right or 
the left side of the light. On either side, is a recessed coffin, with a skull 
sitting on top. Behind each skull is a golden goblet (15, 15, Treasure Count: 
680, 695). Also, at the end of the room is another small chamber. Inside is 
another goblet (15, Treasure Count: 710).

[NOTE: At the far end of this room, flanking the entrance to the far chamber, 
are two ladders descending into the room below. Down in that room you will find 
the last two golden bones, plus a holy water font. Also in this room is the 
coffin where you "bury" the bones. Drop each one into the coffin (they will 
disappear), and when all five are put in, six areas around the coffin light up, 
highlighting your rewards for putting this poor soul to rest.]

Leave the way you came in, and turn right. Follow this passage until you can 
turn right again, and do so. Move forward, and ignore the heavy breathing you 
hear from nearby Zombies. In the centre of the room ahead, on the floor, is some 
sort of locking mechanism. Try though you might, you cannot unlock it. Also in 
the room, are five doors, which you cannot open. There are also five unlit 
torches on the walls.

SAVE YOUR GAME! Move forward, very close to the locking mechanism. Now, pull out 
your Fire Arrows, and light each torch above the doors. This will open the 
locking mechanism, revealing a well of water. It als