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    FAQ/Walkthrough by CyricZ

    Version: 1.4 | Updated: 12/02/08 | Printable Version | Search Guide | Bookmark Guide

    NOTE: PLEASE do not e-mail me about technical problems with this game.  My 
    forté is in solving the problems the programmers intended for you to have, 
    not those they didn't.  Any technical-related question will be deleted.
    
    NOTE 2: MAKE SURE YOU CHECK THE FAQ BEFORE ASKING ME ANYTHING.  The most 
    commonly found problems in the game are answered there.  If that turns up 
    nothing, then go to the mission's walkthrough.
    
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                            D E A D L Y   S H A D O W S
    
    ******************************************************************************
    Thief: Deadly Shadows (PC Version)
    A FAQ/Walkthrough by CyricZ
    Version 1.4
    E-mail: cyricz42 at yahoo.com
    ******************************************************************************
    
    Table of Contents
    
    1. Introduction
    2. FAQ
       2A. Simple FAQ
       2B. Thief Series FAQ
       2C. Game Tip FAQ
    3. Basics
       3A. Keyboard/Mouse Interface
       3B. Menus/Displays
    4. Garrett: Master Thief
       4A. The Story So Far
       4B. Basic Movement/Interaction
       4C. The Art of Stealth
       4D. Equipment
    5. The City
       5A. City Areas
       5B. Fences/Shops
       5C. Factions
       5D. Enemies
    6. Walkthrough
       6A. Basic Hints and Tips
       6B. Mission 1 - Checking Inn - Cashing Out
       6C. Mission 2 - End of the Bloodline
       6D. The City, Day One
       6E. Breaking Out of Pavelock
       6F. Mission 3 - St. Edgar's Eve
       6G. Mission 4 - Into the Pagan Sanctuary
       6H. The City, Day Three
       6I. Mission 5 - The House of Widow Moira
       6J. Mission 6 - The Sunken Citadel
       6K. The City, Day Five
       6L. Mission 7 - Killing Time
       6M. The City, Day Six
       6N. Mission 8 - Of Brethren... and Betrayers
       6O. The City, Day Seven
       6P. Mission 9 - Robbing the Cradle
       6Q. The City, Day Eight
       6R. Mission 10 - Still Life With Blackjack
       6S. The City, Day Nine
    7. Standard Guide Stuff
       7A. Legal
       7B. E-mail Guidelines
       7C. Credits
       7D. Version Updates
       7E. The Final Word
    
    ******************************************************************************
    1. INTRODUCTION
    ******************************************************************************
    
    Hi, and welcome to my FAQ/Walkthrough on Thief: Deadly Shadows, the third 
    game in the incredible Thief series.  With the dissolution of Looking Glass 
    Studios a few years back, the hopes of a new Thief game seemed worthless, 
    until Ion Storm took the reins, assembling members of the original Thief 
    teams and putting together this game, chronicling the further adventures of 
    Garrett.
    
    ******************************************************************************
    2. FAQ
    ******************************************************************************
    
    ================
    2A. Simple FAQ =
    ================
    
    Q: What is Thief: Deadly Shadows?
    
    A: This is the latest in the series of the truest stealth series ever created.  
     Originally designed by Looking Glass Studios, the series has been picked up 
     by Eidos's Ion Storm studio.
    
    Q: What is the rating for this game?
    
    A: This game is rated M for Blood and Violence.  It can also get really 
     freakin' scary.
    
    Q: What are the technical requirements for this game?
    
    A: TECHNICAL SPECIFICATIONS:
    WINDOWS 2000/XP (ADMIN RIGHTS REQUIRED)(95/98/ME/NT NOT SUPPORTED!)
    INTEL PENTIUM® IV 1.5GHZ (AMD ATHLON XP™ EQUIVALENT)
    256MB SYSTEM MEMORY
    100% DIRECTX 9 COMPATIBLE SOUND CARD
    3GB FREE HARD DISC SPACE
    MOUSE AND KEYBOARD
    CD-ROM DRIVE REQUIRED
    EAX Advanced HD Supported - requires SoundBlaster Audigy range of soundcards.
    
    ****LAPTOPS ARE NOT SUPPORTED!****
    
    SUPPORTED GRAPHICS CHIPSETS:
    ATI RADEON 8500
    ATI RADEON 9 SERIES (9000,9200,9600,9700,9800)
    NVIDIA GEFORCE 3TI SERIES
    NVIDIA GEFORCE 4TI SERIES
    NVIDIA GEFORCE FX SERIES
    NVIDIA GEFORCE 6 SERIES
    GRAPHICS CARD MUST SUPPORT PIXEL SHADER 1.1!
    
    UNSUPPORTED GRAPHICS CHIPSETS:
    NVIDIA GEFORCE 4MX (460, 440 & 420)
    NVIDIA GEFORCE 4 GO
    NVIDIA QUADRO FX GO
    NVIDIA GEFORCE NFORCE2 & NFORCE3
    
    ======================
    2B. Thief Series FAQ =
    ======================
    
    Q: How does the new "body awareness" engine work?
    
    A: There are a few things to be aware of with this new setup.  One, your 
     body now casts its own shadow, which can be as big a giveaway as your 
     mortal form.  For another, you can only move as your body allows.  It will 
     take some getting used to.
    
    Q: How does the new City Hub work?
    
    A: After your second mission, you'll be able to wander around the City, 
     with new areas opening up to you as the game progresses.  While there are 
     no missions in this area, you can still pick up loot from several locations.  
     Missions can be found by going to the proper areas, and you can find little 
     sidequests if you know where to look.
    
    Q: What about loot and stores?
    
    A: You now have to go out and sell your loot for cash and buy from stores on 
     your own.  There's no loadout screen this time.  Search the City for a red 
     handprint mark, which will lead you to shops and fences.
    
    Q: Is the same guy still playing Garrett?
    
    A: YES!  Stephen Russell reprises his role as Garrett, as well as other 
     voices, including the "comedy guard", often known as "Benny"...
    
    ==================
    2C. Game Tip FAQ =
    ==================
    
    Q: I've nocked an arrow, but I don't want to fire it!  What do I do?
    
    A: Press the Jump button (Default: Space Bar) or the ESC button.
    
    Q: I'm having trouble with my lockpicks.  Can you help?
    
    A: Even though you can rotate the pick across the entire half-sphere.  The 
     "sweet spot" is always on the outer circle, and often on one of the eight 
     compass points, most often on the four main points.  Once you hit the sweet 
     spot, Garrett will stop raise his right pick to signify that you found it, 
     and you can either wait for the tumbler to spin or press the Attack button to 
     spin it quickly.
    
    Q: Why can't I blackjack a seated guard?
    
    A: I don't know, some weird bug.  You can blackjack sleeping guards, no 
     problem, but this is always an issue.  Either gas him or get his attention 
     and wait until he settles down.
    
    Q: What's a Pagan Cornerstone?
    
    A: They say a picture is worth a thousand words: Go to the following link:
     http://img16.imageshack.us/img16/3770/cornerstone.jpg.  Thanks to whoever 
     put this up.  If it stops working, let me know.
    
    Q: How do I get the Chalice in Mission 3?
    
    A: You need the holy symbol from the High Priest's Quarters (it's a small 
     hammer) and a stamped gear from the factory (read around the notes to find 
     out how to do that).  Put those in the mechanism and the Chalice will lower.
    
    Q: How do I put blood on the Giverings Altar in Mission 4?
    
    A: Drop a dead body on it.  Unconscious bodies won't work.  If you're trying 
     not to kill, then use the body next to the entrance to the Taproot Cave.
    
    Q: I'm on Day Three or Four and I still have yet to complete the "Info on Dark 
     Age" objective.  What do I have to do?
    
    A: You need to read two books, or read one book and hear a conversation.  The 
     conversation in question is in the bookshelf room to the left as you exit 
     the elevator, and the relevant book is on the table in front of these people, 
     and the second book, about the Sunken Citadel, is on the second floor.  If 
     you turn right as you get off the elevator, you'll find a balcony with 
     bookshelves.  Search for an open book up here.
    
    Q: How do I get into the Sunken Citadel?  There's no glyph to activate!
    
    A: You need to complete the "info on Dark Age" objective.  Check the above 
     question.
    
    Q: Where's the secret switch in the mansion in Mission 5?
    
    A: Beneath the desk in the study, which is in the Overlook Proper part, in 
     the southeast corner of the first floor.
    
    Q: I'm trying to enter Mission 8, but I can't get back into the Keeper 
     Library.  How do I do it?
    
    A: There's a window above the glyph you normally use, near Terces Courtyard.
    
    Q: I'm in Mission 9.  How do I find information on the Hag?
    
    A: To put it shortly, in the past, in the Nursery, on the podium.
    
    Q: I'm in the past in the Nursery, and I'm being told to leave, but I don't 
     have enough loot!  What can I do?
    
    A: Go back to the cage that brought you to the past and shut yourself inside 
     it to go back to the present.  Afterwards, complete your loot requirement 
     and you'll be able to take off.
    
    ******************************************************************************
    3. BASICS
    ******************************************************************************
    ==============================
    3A. Keyboard/Mouse Interface =
    ==============================
    
    Here are the controls for the game:
    
    ---
    
    Movement -
    
    Forward (Default: W) - Moves Garrett forward.
    Backward (Default: S) - Moves Garrett backward.
    Strafe Left (Default: A) - Slides Garrett to the left.
    Strafe Right (Default: D) - Slides Garrett to the right.
    Walk Modifier (Default: Shift) - Garrett will walk slowly and more quietly 
     while moving.
    Creep Modifier (Default: Ctrl) - Garrett will creep very slowly and silently 
     while moving.
    Lean Left (Default: Q) - Garrett will slide left a little bit without moving 
     his feet.
    Lean Right (Default: E) - Garrett will slide right a little bit without moving 
     his feet.
    Crouch (Default: X) - Drops Garrett into a crouch, giving him a smaller 
     profile and allowing him to move slowly and more softly.
    Flatten (Default: R) - Press while standing and touching a wall to press up 
     against it, which will make you harder to see and less likely to run into 
     enemies.
    Interaction (Default: Right Mouse Button) - If near enough to an item (a 
     blue aura surrounds it), you will activate or pick up the item.  If the item 
     is junk or a body, press again to set it down.
    
    View -
    
    Viewpoint (Default: V) - Toggles between first-person and third-person view.
    Look Around (Default: Mouse Movement) - Rotate view or tilt camera angle.
    Zoom (Default: Up and Down Arrows) - Zoom in and out with Garrett's mechanical 
     eye.
    
    Weapons - 
    
    Weapon Select (Default: Mouse Wheel) - Scrolls through your available 
     weapons.
    Weapon Attack (Default: Left Mouse Button) - Uses your equipped weapon.
    Unequip Weapon (Default: =) - Puts the current weapon away.
    Bow Zoom (Defaults: Z) - Zooms in and out with the bow automatically.
    
    Blackjack (Default: 1) - Equips the Blackjack.
    Dagger (Default: 2) - Equips the Dagger.
    Broadhead Arrow (Default: 3) - Equips the bow with a Broadhead Arrow.
    Fire Arrow (Default: 4) - Equips the bow with a Fire Arrow.
    Gas Arrow (Default: 5) - Equips the bow with a Gas Arrow.
    Moss Arrow (Default: 6) - Equips the bow with a Moss Arrow.
    Noisemaker Arrow (Default: 7) - Equips the bow with a Noisemaker Arrow.
    Water Arrow (Default: 8) - Equips the bow with a Water Arrow.
    
    Items - 
    
    Item Select (Default: [ and ]) - Scrolls through your available items.
    Use Item (Default: I) - Uses the currently equipped item.  If you're 
     carrying a junk item, you will throw it.
    Unequip Item (Default: -) - Puts the current item away.
    
    Flashbomb (Default: F1) - Equips Flashbombs.
    Explosive Mine (Default: F2) - Equips Explosive Mines.
    Health Potion (Default: F3) - Equips Health Potions.
    Holy Water (Default: F4) - Equips Holy Water.
    Oil Flask (Default: F5) - Equips Flasks of Oil.
    Gas Bomb (Default: F6) - Equips Gas Bombs.
    
    Gameplay -
    
    Go to Menu Screen (Default: Esc) - Pauses the game and goes to the menu.
    Map (Default: M) - Displays the mission map.
    Objectives (Default: O) - Displays the current mission objectives.
    Quick Save (Default: F10) - Create a quick save.
    Quick Load (Default: F12) - Load up the quick save.
    
    ====================
    3B. Menus/Displays =
    ====================
    
    Title Menu -
    
    New Game: Start a new game with the pre-mission screen for the first mission.
    Load Game: Access the loading screen, to load up an old saved game.
    Options: Mess with the game's settings.
    Credits: View the game credits.
    Exit to Desktop: Quit the game and return to Windows.
    
    ---
    
    Options Menu - 
    
    A/V: Adjust the audio and visual aspects of the game, sacrificing graphics 
      for performance.
    Controls:
      Invert Mouse Look: Reverses the up/down function of the mouse.
      Look Spring: If turned on, returns your view to front and center if you 
       start moving.
      Auto Bow Zoom: Will automatically zoom in with your bow if you nock an arrow 
       for a period of time.
    Inputs: Use this function to remap the keys to your taste.
    
    ---
    
    Pre-Mission Menu -
    
    Abort: Don't accept this mission and return to the streets (only available 
     after the second mission).
    Briefing: A textual description about what you're supposed to do.
    Difficulty: Shows you your "standard" mission objectives (loot-related) and 
     allows you to change them (Easy/Normal/Hard/Expert).
    Goals: Shows you, specifically, what you have to do that's special in this 
     mission.
    Gear: Takes you to a screen that shows all your items.  Right-click on an 
     item to get more info on it.  Click on Garrett's portrait to see your 
     current upgrades.  Also, you can click on the Loot button to see your current 
     loot, the Items button to see special mission items, and the Map button to 
     see the mission map.
    Start: Begin the mission.
    
    ---
    
    Pause Menu - 
    
    Gear: Takes you to a screen that shows all your items.  Left-click on an item 
     to equip it, and right-click on an item to get more info on it.  Click on 
     Garrett's portrait to see your current upgrades.  Also, you can click on the 
     Loot button to see your current loot, the Items button to see special mission 
     items, and the Map button to see the mission map.
    Goals: Shows you all your goals in this mission, both standard and special.  
     A checkbox and yellow text mean you've completed the objective.  A struckout 
     goal means the objective's been cancelled.  Also, you can see several Notes 
     for help in the mission, and Restrictions about what you can do to people.
    Save: Go to the save menu and either create a new save, overwrite an old one 
     (by clicking on it), or click the Restart button to start the mission over.
    Load: Click on a game to load it up.  All unsaved data up to that point will 
     be lost.
    Faction: This will only be accessible if in the City, and after your first 
     two missions for the Keepers are complete.  Click it to find how you stand 
     with the Hammers and Pagans, and any recent changes.
    Title Menu: Click to return to the Title Menu.  You haven't lost your game 
     data at this point.  You can press Esc to return to the game.
    
    ---
    
    Post-Mission Menu -
    
    Load: Click on a game to load it up.  All unsaved data up to that point will 
     be lost.
    Debriefing: Click to view a textual description of what just happened.
    Stats: Checks your stats, including mission time, how much loot you found, 
     any knockouts, combatant kills, non-combatant kills, stealthy kills, times 
     discovered, and locks picked.
    Goals: One last look at the objectives you just completed.
    Gear: Takes you to a screen that shows all your items.  Right-click on an 
     item to get more info on it.  Click on Garrett's portrait to see your 
     current upgrades.  Also, you can click on the Loot button to see your current 
     loot, the Items button to see special mission items, and the Map button to 
     see the mission map.
    
    ---
    
    In-game Heads-up Display
    
    The HUD in this game is pretty light...
    
    Lower-left Corner - This area shows your Health Gems.  When you run out, you 
     die.  Also, you can see your currently equipped item in this corner.
    Lower-right Corner - This area shows your currently equipped weapon.
    Bottom middle - Here is your Light Gem and Compass.  The Compass shows which 
     direction you're facing (which makes writing this FAQ easier when you can 
     use directions), and the Light Gem will show you how "in the dark" you are.  
     A dark gem means you're in the shadows, and a white gem means you're 
     sticking out like a sore thumb.
    
    ******************************************************************************
    4. GARRETT: MASTER THIEF
    ******************************************************************************
    ======================
    4A. The Story So Far =
    ======================
    
    An orphan on the street, little Garrett had no other way to live than by 
    picking pockets and stealing bread to make his living.  One day, he saw a man 
    resting on the sidewalk dressed in a black cloak.  Despite his odd appearance, 
    no one paid any attention to him as they passed.  Garrett made a pass for his 
    purse.  The man caught his hand before it hit the purse, saying that it wasn't 
    for him.  To Garrett's surprise, the man didn't harm or scold him.  Instead, 
    the man offered Garrett a new life, one where Garrett's skills of seeing 
    those who didn't want to be seen would be put to good use.
    
    And so, the Keepers took Garrett into their fold, and he learned their ways 
    well into his twenties; the ways of combat, sneaking, archery, spying, and 
    infiltration.  On the eve of his initiation into the Keeper ranks, Garrett 
    decided that his time and skills could be spent in a better way than the way 
    the Keepers had in mind for him, so he fled the Keepers and decided to pursue 
    life as a thief.
    
    Garrett, using both his latent abilities and those taught to him by the 
    Keepers, quickly became a very well-known thief.  His skills were saught after 
    by many people looking to acquire items of great wealth.  Garrett earned his 
    living this way for some years.
    
    One night, Garrett was contacted by a woman named Viktoria.  She requested 
    that he infiltrate the mansion of a collector named Constantine and steal a 
    sword.  Garrett did this job, even as he marvelled at the mansion's haphazard, 
    if not insane, layout.  When he returned to Viktoria, he found that she was 
    asking his help under Constantine's orders.  Constantine had a job for 
    Garrett that would pay a fortune: steal an artifact called "The Eye".
    
    Garrett invaded a walled-up and abandoned portion of the City and found that 
    The Eye was sealed up in a Hammerite Cathedral to contain the evil power.  
    The Eye itself speaks to Garrett, telling him that the Keepers shut it up, and 
    to retrieve four Talismans to release it.  In missions that take him to many 
    strange places, Garrett recovers the four Talismans and takes The Eye out of 
    the cathedral.
    
    Upon returning to Constantine and Viktoria, Garrett presents The Eye to them, 
    only to learn that it's "defective".  Viktoria changes into a being of plant-
    life, and Constantine into the Trickster, the Woodsie Lord of the Pagans.  
    Viktoria ensnares Garrett with vines and plucks his left eye from its socket, 
    to be placed within The Eye.  The Trickster intends to use The Eye to bring 
    his dimension, the Maw of Chaos, onto the world so that darkness would rule.  
    He leaves Garrett for dead.
    
    Keepers come to the mansion and free Garrett.  Furious and vengeful, Garrett 
    turns to the only people that could potentially help him, the Hammers.  
    Under siege themselves from the Trickster's minions, the Hammers agree to 
    help Garrett and give him a fake The Eye to foil the Trickster.  Garrett 
    sneaks into the Maw of Chaos, finds the Trickster performing his ritual, and 
    swaps Eyes.  Once the ritual was complete, The Eye explodes, taking the 
    Trickster with it.
    
    Following the incident, Garrett receives from the Hammers a replacement 
    mechanical eye.  A Keeper visits him.  Garrett express his desire never to be 
    involved with the Keepers again, but the Keeper warns him of the coming 
    Metal Age...
    
    This was the story as told in "Thief: The Dark Project" and "Thief Gold".
    
    Time passed, and Garrett returned to his trade as before.  With the Pagan 
    cult somewhat pacified, the Hammers gained a slight advantage of power in the 
    city.  With this power came new leader figures.  A Hammerite high priest named 
    Karras had a revelation from the Builder, and he formed his own offshoot 
    order of the Hammers, called the Mechanists.  Renouncing the wooden-shafted 
    hammer for the fully-metal mace, the Mechanists were far more dependant on 
    machinery than their brethren, creating mechanized wonders, including 
    "Watchers", that could track the movements of anyone in its vision, and 
    "Combots", metal beasts that could fire cannon shot at their enemies.
    
    Garrett mostly ignored all this, dismissing it as petty politics that would 
    resolve themselves, until he found Keeper Artemus at his door.  Garrett was 
    taken to hear Interpreter Caduca spin a new prophecy, one that would herald 
    the coming of the Metal Age, and that Garrett needed to play an important part 
    in it.  Despite his lack of desire to participate, events were set in motion 
    that required him to get involved, not the least of which was a new Sheriff of 
    the City Watch, Gorman Truart.  
    
    Working to subvert Truart and get him off the chase, Garrett was to confront 
    him with incriminating evidence, when he found the sheriff murdered by a Pagan 
    assassin.  Chasing the Pagans, Garrett found himself returning to the Maw, 
    where he found Viktoria, still alive.  Using her powers of nature, she 
    threatened Garrett into working for her, as the Mechanists had a horrible plot 
    in mind.
    
    In his investigations, Garrett uncovered the plot, that Karras, in his 
    insanity, found himself to be the judge of the Builder, and would destroy all 
    the imperfect organic lifeforms of the world.  Using a half-mechanical, half-
    human monstrosity called a "Servant", Karras would gift these to the wealthy 
    families of the City.  Contained within the Servant was a deadly surprise: a 
    gas that, when coming into contact with organic material, would dissolve it, 
    and multiply.  With all the gardens, plant life, and people in the city, a 
    release of the gas would destroy all the life in the city, save for Karras, 
    holed up in his airtight cathedral, Soulforge.
    
    Viktoria and Garrett prepared to assault Soulforge.  Viktoria would use her 
    powers to cover Soulforge in plant life, then Garrett would sabotage the 
    Servants to return to Karras, and then discharge their gas.  Viktoria was 
    killed in the process, but Garrett was successful in the mission, and when the 
    gas was released, only one soul died from the catastrophe: the madman Karras.  
    Soulforge soon fell into disrepair, and the influence of the Mechanists was 
    soon almost completely removed from the City.
    
    This was the story as told in "Thief II: The Metal Age".
    
    More time has passed.  The Hammers and the Pagans continue to operate in the 
    city, but neither side seems to gaining serious ground in influence.  
    Garrett and the Keepers no longer have as serious a distrust of each other, a 
    feeling that will be tested to its limits in this new chapter of the saga...
    
    ================================
    4B. Basic Movement/Interaction =
    ================================
    
    Running/Walking/Creeping
    
    Use the movement keys to move Garrett.  The game is set on "auto-run", so if 
    only using the movement keys, Garrett will run at top, noisy speed.  Holding 
    the Walk modifier key will slow Garrett down to a leisurely walk, moving at 
    half speed and being more quiet in his steps, and holding down the Creep 
    modifier key will slow Garrett down to a third of his running speed, making 
    his footfalls silent.
    
    ---
    
    Crouching
    
    Press the Crouch key to lower yourself.  You will move about as fast as 
    creeping and will be silent when you move in this mode.  Although you can 
    use the walk or creep modifiers to slow yourself down further, this isn't 
    necessary for the issue of sound.  Moving while crouching is completely 
    silent.  You will also present a smaller profile while crouched.
    
    ---
    
    Leaning
    
    Press the left and right lean keys to lean out.  Use this to peek around 
    corners.  Be careful leaning into light, because you can be seen.
    
    ---
    
    Jumping
    
    Press the Jump key to hop into the air.  Use this to clear gaps or hop up to 
    a higher ground.  Be careful how you time your jumps, because falls can 
    damage or kill you.
    
    ---
    
    Climbing/Mantling
    
    Climbing ladders is a simple matter of moving into them.  You'll automatically 
    start looking up and can use the forward/backward movement keys to climb.  
    Mantling means to mount on top of a low barrier in front of you.  Jump into 
    the barrier and continue to hold the jump key and push forward to scale it.
    
    ---
    
    Wall Flattening
    
    Press the Flatten key when standing and adjacent to a wall to press against 
    it.  You will hide better like this, and people can pass VERY close to you and 
    not discover you.  Also, you are silent if you move while flattened.
    
    ---
    
    Viewpoint
    
    The default view for the PC version of the game is first person, like the old 
    Thief games.  This view is good for aiming, looking distances, and really 
    getting into the character of Garrett.  Press the Viewpoint key to switch to 
    the third-person view, which can give you a better sense of the things 
    around you.
    
    ---
    
    Interaction
    
    Anything you can interact with in the game will glow blue when you get close 
    enough to interact with it.  Press the Use key to interact with that object, 
    whether its to open a door, pick up an object, or flip a lever.
    
    Sometimes you can pick up an object that's useless.  It will sit in the middle 
    of your heads-up display and blink.  This means that you're carrying it and 
    can't really do anything else with your hands.  You can drop it to the ground 
    with the Use key, or throw it with the Item Use key.
    
    ---
    
    Swimming
    
    Uh, you can't in this game.  I know, it's a shame, but you can't evade your 
    enemies in the water.  If you fall off the Docks into the ocean, you're 
    fragged.
    
    ========================
    4C. The Art of Stealth =
    ========================
    
    Unlike some other stealth series, Thief puts you at a serious disadvantage, 
    physically.  If you want to make it through the game in one piece, you'll 
    have to learn how to sneak.
    
    ---
    
    Light
    
    This is your #1 enemy, because its the one thing that will get your enemies 
    after you, short of running into them yourself.  Your problem of light is 
    addressed by the Light Gem at the bottom of the screen.  How much its lit 
    determines how visible you are.  When it's mostly dark with a small gray 
    center, you're as hidden as you can be.  When it's reddish with a yellow 
    center, you're in half light, and if you get in anyone's line of sight, 
    they'll grow suspicous.  A fully yellow Gem means you're lit up like a Roman 
    Candle.
    
    Naturally, your best bet is to stick to the shadows; dark areas in the 
    field.  Move along them and you won't be spotted.  Also, there are several 
    light sources you can extinguish to create more pools of darkness.  Top on 
    that list are open flames.  Candles can be extinguished by hand (press the 
    Use key near them).  Torches and open gas lamps need to be extinguished with 
    Water Arrows.  Enclosed lanterns, electric lights, and magical blue flames 
    cannot be extinguished, but sometimes you can find switches to turn off 
    electric lights.
    
    New to this game are the dynamic light sources, such as people carrying 
    torches or candles.  You have to be careful because what's a safe dark spot 
    may not be forever.
    
    Also new to this game are the shadows cast by light.  It's no use hiding from 
    an enemy if your shadow's sticking out, because they will spot it.
    
    ---
    
    Sound
    
    Naturally, silence is the best policy.  Running and jumping make loud noises 
    that will attract attention, so move slow near enemies and don't make any 
    unnecessary sounds.  To that end, also be careful where you walk.  Floor 
    surfaces have varying degrees of sound produced.  Moss created by Moss Arrows 
    produces no sound.  Rugs are very soft, followed by bare ground, then wood, 
    then stone, then metal as the loudest.  Avoid moving fast on these surfaces.  
    If you have to move on them at all, and use Moss Arrows to dampen the sound.
    
    To that end, you will be silent while creeping, and moving while crouching, 
    flattened against a wall, or carrying a body.
    
    Now, while sound can be a harsh mistress, it's also a valuable ally.  Be sure 
    to use your ears to listen to pacing guards.  The volume of the sound can 
    indicate how far away they are.  Also, listening to a guard's speech can tell 
    you how they feel.  If it's stuff like "Nice night out tonight" or whistling, 
    you're in good shape.  If it's "Stop, you!" or "Come here, taffer!", you know 
    you're in trouble...
    
    ---
    
    Evidence
    
    Just as incriminating as a black-clad fella wandering around is the evidence 
    he can leave behind.  Certain things can make people slightly suspicious, 
    such as missing loot, missing people, moved items, open doors, and 
    extinguished flames.  Certain other things can make people start actively 
    looking for you, such as bodies lying in plain view and bloodstains (clean 
    those up with a Water Arrow).  Always make sure to hide all evidence that 
    you were ever there, for best results.
    
    ---
    
    Enemy Reaction
    
    Normal: In normal circumstances, your enemies will either be standing guard in 
    an area or pacing around on patrol.  Don't think that just because they're 
    sauntering around, mumbling and whistling, that they're not alert.  However, 
    they're not necessarily expecting trouble, so this is the best time to sneak 
    attack them, with the Blackjack, Dagger, or an arrow.
    
    Suspicious: This will happen if you make a noise, or if a guard notices you in 
    dim light, or if you do something else that could be thought of as weird.  
    The enemy will walk over to where he/she heard the noise and inspect the area.  
    If they find nothing awry, they'll just walk back to whatever they were doing 
    and resume their duties.
    
    Alert: This happens when you do something particularly intrusive, such as 
    attack an enemy, use a Noisemaker Arrow, put out a torch that an enemy is 
    carrying, or leave a body in sight.  Your enemy will not yet have seen you, 
    but they will draw their weapons and start systematically searching the area.  
    You cannot sneak attack them in this condition, but as long as you stay out of 
    their way, they will eventually give up and go back to Normal.
    
    Attack: This is when an enemy definitely spots you or bumps into you while 
    searching.  They will draw their weapons, close in, and strike, or hang back 
    and use their ranged weapons if that's an option.  Hiding in shadows is 
    useless as they have a bead on you and know to look for you.  Best bet is 
    either to fight them with your weapons and tools, or run away.  If you run 
    away, they will chase.  If you manage to duck into a corner and hide without 
    them seeing you, they'll go into Alert Mode and search for you.  Enemies 
    cannot climb, jump, or mantle, and they're reluctant to drop a distance, so 
    if you can evade them using those tactics, you'll be able to escape.
    
    Warlike: This is a strange mode that can happen in missions sometimes.  You'll 
    get situations where your enemy will have his/her weapon out and be in a 
    battle ready position, but will not be doing anything specific.  In this 
    mode, you can sneak attack them, so check to make sure to see if they're 
    actively looking for you.  If not, they're no different from a normal enemy.
    
    Blind/Choking: This is when you drop a Flashbomb or when you hit your enemy 
    in the face with a Moss Arrow.  They're momentarily incapacitated and won't 
    chase you, but they will get out of this mode in a matter of seconds, after 
    which they'll be in Alert Mode.  Unlike past games, you cannot sneak attack 
    an enemy that is incapacitated in this way.  You'll just strike as normal.
    
    Retreat: Natural self-preservation instinct has taken over.  This is a 
    reaction you'll always get from unarmed humans after they spot you, or from 
    armed humans if they're critically injured.  They'll drop what they're 
    carrying and run whichever way is "away from you".  If you give chase, they'll 
    eventually stop and cower in a corner, begging not to be hurt.
    
    Prone: Your enemy has succumbed to your attacks and his lying on the ground.  
    If an enemy is unconscious from a Blackjack or gas, they will remain that way 
    for the rest of the mission.  A dead enemy is dead.  If a Zombie is prone, 
    however, they are still active.  If you get close, they will spring up and 
    attack.
    
    ===============
    4D. Equipment =
    ===============
    
    As always, our boy Garrett has his set of implements of DEATH to use if the 
    locals get ugly.  Not all of these weapons are lethal, some are just used to 
    make your trade a bit easier.
    
    ---
    
    Blackjack
    - This is now your primary weapon.  It's a simple club, really.  Its only 
      real use (although it is a useful use) is to clout unsuspecting enemies to 
      knock them out.  
    - To properly be able to whack someone, they must not be aware of your 
      presence, nor can they be actively searching for you (with weapon drawn).  
      Get behind them with the Blackjack equipped and get close enough so that 
      Garrett raises his arm.  Press the Attack button and you'll send your 
      opponent to dreamland.
    - The knockout has a distinct advantage over other weapons of being 
      completely silent.  Yes, your foe will "groan", but this will not be picked 
      up on by others in the area.
    - There really is no other use for this weapon, though.  It causes a pitiful 
      amount of damage in actual combat.  Also, in the first two games, you could 
      take out a non-combatant even if they were aware of you.  This is not the 
      case in this game.
    - The Blackjack can only be used on living enemies.  The undead will only get 
      pissed.
    
    ---
    
    Dagger
    - This is your lethal close-combat weapon, that replaces the sword from your 
      previous two games.  Naturally, a big bulky sword doesn't fit the thief's 
      persona.
    - Pressing the Attack button will cause Garrett to swing the blade, causing a 
      decent amount of damage to your enemy.  Different types of enemies require a 
      different amount of slashes to kill.
    - Also, just like the Blackjack, you can sneak up behind your enemy and 
      attack.  As before, they must not be aware of your presence, nor can they be 
      actively searching for you (with weapon drawn).  Get behind them with the 
      Dagger equipped and get close enough so that Garrett raises his arm.  Press 
      the Attack button and you'll send your opponent to the pearly gates.
    - Using the Dagger instead of the Blackjack also has other complications.  
      For one, a struck enemy will scream in pain, and blood will be spilled on 
      the ground (assuming you struck a living human).  Both of these can alert 
      others to your presence.
    
    ---
    
    Shortbow and Arrows
    - Garrett's Bow is his long-range weapon.  To use, first select your arrow, 
      then hold down the Attack button to nock an arrow.  Release the Attack 
      button to fire the arrow.  If you choose not to fire the arrow, press the 
      Jump button or the ESC key.
    - The Bow is equipped with a sight, which you can use to target your shot.  
      As you hold your string back, you'll zoom in closer to your target.  You 
      can only hold your shot this way for so long before you get tired and lower 
      the Bow.
    - You have six different types of arrows to use in this game.
    = Broadhead Arrow =
      - This is Mr. Basic Arrow.  There are two uses for this thing: causing a 
        small amount of noise to attract attention, or making holes in bad guys.  
        Different enemies take different numbers of Broadheads.
      - If the enemy is unaware of your presence, you can try to snipe them with 
        a single arrow.  Shoot them in the head or the chest, and they'll be 
        immediately killed.  This is noisy and bloody, however.
      - If your arrow ends up embedded in wood, you can retrieve it.
      - You can carry a maximum of 30 Broadheads.
    = Fire Arrow =
      - This elemental arrow is made from a red Fire Crystal.  You can often find 
        these in fires, hot coals, and other warm places.
      - This explosive arrow has great power.  Using them against enemies tend to 
        drop them in one or two shots.
      - You can use this arrow to set fire to unlit torches or candles.
      - Once you nock this arrow, you'll generate a lot of light, and the 
        explosion's pretty loud, so be careful.  Furthermore, being too close to 
        the resulting explosion can damage you.
      - This weapon can dust Zombies if you connect cleanly with one hit.
      - This arrow no longer flies in a straight line like in the old games.  It 
        arcs like all other arrows.
      - You can carry a maximum of 15 Fire Arrows.
    = Gas Arrow =
      - This elemental arrow is made from a yellow Air Crystal.  They're tough to 
        find, but check air vents and high places.
      - This arrow has no attack power.
      - Shoot this arrow and a three-foot spread of knockout gas will cover the 
        area.  Any living thing caught in the gas will pass out.
      - Additionally, this can be used as a rather expensive alternative to a 
        Water Arrow, in that it will put out flames.
      - This arrow no longer flies in a straight line like in the old games.  It 
        arcs like all other arrows.
      - You can carry a maximum of 5 Gas Arrows.
    = Moss Arrow =
      - This elemental arrow is made from a green Earth Crystal.  You can often 
        find them in areas of plantlife, like bushes.
      - This arrow has no attack power.
      - Shoot this arrow and a cloud of moss will explode from the impact point.  
        This moss will spread to a wide area.  Walking on this moss will produce 
        no sound, no matter how hard or fast you run or jump on it.'
      - You can use Water Arrows on moss growths to make them grow bigger.  
        Useful if you have extra Water Arrows, but don't want to waste another 
        Moss Arrow.
      - Shoot this arrow at an enemy's face (not just the head) and they'll start 
        choking on the moss.  They'll be temporarily incapacitated and won't be 
        able to make noise.
      - You can carry a maximum of 20 Moss Arrows.
    = Noisemaker Arrow =
      - This mechanical arrow is tough to find in the wild, but can be purchased 
        from every shop in the game.
      - This arrow has no attack power.
      - Shoot this arrow and a little gizmo will start sparking and whistling.  
        Such a display will attract anyone in the area (hostile or not).  Once it 
        burns out, your enemies will be suspicious.
      - It is sometimes possible to retrieve and reuse Noisemakers if you pick 
        them up before they completely burn out.
      - You can carry a maximum of 5 Noisemaker Arrows.
    = Water Arrow =
      - This elemental arrow is made from a blue Water Crystal.  They can be 
        found in just about any area that has small amounts of water in it, so 
        not the ocean...
      - This arrow has no attack power.
      - Shoot this arrow and it will break into a sheet of water.  Any nearby 
        natural flames will be extinguished.  This is probably your most useful 
        arrow, as it will allow you to move in the shadows.  It can only 
        extinguish open flames, however.  Any encased lanterns or electric lights 
        will not be affected.
      - Water Arrows can also be used to clean up bloodstains on the ground.
      - You can carry a maximum of 25 Water Arrows.
    
    ---
    
    Flashbomb
    - This mechanical device, when thrown, creates a brilliant flash of light on 
      impact.  Anyone who can see this flash will be blinded for several seconds.  
      Use this if you need to make a run from an enemy that found you.
    - There are two things about Flashbombs that are changed from the first two 
      games.  The first is that the flash will not blind you at all, even if you 
      look right at it.  The second is that even if blinded, enemies are not 
      helpless.  You'll will not be able to make sneak attacks on them.
    - Oddly enough, the bright flash of light can damage and destroy undead.
    - You can carry a maximum of 20 Flashbombs.
    
    ---
    
    Explosive Mine
    - This floor emplacement can be placed on the ground in front of you.  If 
      anything steps on the mine, including you, it will explode violently, 
      causing a lot of damage.  The mine has a small red light to remind you its 
      there if you set it.
    - This item will be sold in stores once you complete your first two missions 
      for the Keepers.
    - You can carry a maximum of 5 Mines.
    
    ---
    
    Health Potion
    - This red potion will restore six of your health crystals, regardless of 
      difficulty level.
    - You can carry a maximum of 10 Health Potions.
    
    ---
    
    Holy Water
    - This flask full of blue water has holy properties.  It can be thrown to 
      create a puddle of water on the ground, which will last for about half a 
      minute.  Any undead that steps on the puddle, or is hit when the flask is 
      thrown will be instantly destroyed.  You can use the puddle to deter undead 
      from chasing you as well.
    - This flask is not sold in any store, but you can find them in Hammerite- 
      controlled areas, such as Fort Ironwood.
    - Be careful how you throw the flask.  For some reason, tossing it directly 
      at an undead will make it disappear, in a glitchy way.  Make sure you aim 
      for their feet, or better yet, a few feet in front of them.
    - You can carry a maximum of 5 Flasks of Holy Water.
    
    ---
    
    Oil Flask
    - This flask full of yellow oil can be thrown.  It will burst into a puddle of 
      yellow oil.  Anyone (besides yourself) that walks across the puddle will 
      slip on the oil.  When things slip on the oil, they can potentially slide 
      into dangerous situations, such as, say, off a cliff.
    - Enemies that are suspicious or alert will only drop to the ground when they 
      slip on oil.  Enemies in normal condition will slide some distance.
    - Shoot a Fire Arrow into a puddle of oil to cause it to burst into flames.  
      Enemies will be reluctant to tail you across such a burning pool, and if 
      they're caught in it, they'll be damaged.
    - This item will be sold in stores once you complete your first two missions 
      for the Keepers.
    - You can carry a maximum of 5 Flasks of Oil.
    
    ---
    
    Gas Bomb
    - This is (for lack of a better term) a more expensive, but more effective 
      version of the Gas Arrow.  It can't be shot, only thrown, so it won't go as 
      far, but it will still explode in a cloud of gas, except this cloud of gas 
      covers about an eight-foot spread, which will knockout any living thing 
      caught in it.  
    - It's good for dropping groups of enemies clustered together.  One of my 
      favorite tactics is to shoot a Noisemaker at a random spot, and let them 
      all congregate, then drop the lot of them with the bomb.
    - Additionally, this can be used as a rather expensive alternative to a 
      Water Arrow, in that it will put out flames.
    - This item will be sold in stores once you complete your first two missions
      for the Keepers.
    - You can carry a maximum of 5 Gas Bombs.
    
    ---
    
    Mechanical Eye
    - You have this item from the beginning of the game (from the beginning of 
      last game, in fact).  Press the Up or Down Arrow Keys to zoom in and out 
      using the eye to scout ahead.  You received this item from the Hammerites 
      after you lost the first one in a rather ugly confrontation in the first 
      game.
    
    ---
    
    Lockpick
    - You have your picks from the beginning of the game, and can use them to 
      pick open any visible locks on doors and chests.  Press the Use button 
      near a locked item and you'll automatically go into "picking mode".
    - Lockpicking may seem complicated at first, but it's actually quite simple, 
      and with practice, you can snap them open in seconds.  When you're in "the 
      mode", you'll see anywhere from three to six tumblers in the lower right 
      corner.  What you need to do is find the "sweet spot" on the tumbler.  Use 
      the mouse to move your left pick around.  Although you can manuever the pick 
      in a full half-sphere, the spot is only on the outer circle, and often on 
      the eight compass points.  Once close to the proper spot, the tumbler will 
      jiggle.  Once you're on the spot, you'll start spinning the tumbler through 
      its hole.  Either wait for it to spin all the way, or press the Attack 
      button to quickly spin the tumbler.  You'll then automatically jam your 
      right pick into the hole and you can get to work on the next tumbler.  Once 
      all tumblers are spun, the lock will be open.
    - You can purchase Practice Locks at certain stores to practice your skills, 
      but I think these are a waste of money, as there are plenty of locks in the 
      City to practice on without fear of being caught.
    - Despite all the sound you appear to be making, picking locks will not 
      attract attention.  The only thing people may notice is if you're working 
      in the light.
    
    ---
    
    Keeper Door Glyph
    - Once you are allowed into the Keeper Library, you'll receive this power, 
      which will allow you to open doors in areas marked with a blue glyph.  These 
      can lead to new areas, little hidey holes, or escape routes.
    
    ---
    
    Builder's Blessing
    - Once you read Inspector Drept's note in the Keeper Library, you'll be able 
      to use your Broadheads to destroy Rust Mites that wander around the City.
    
    ---
    
    Pagan's Blessing
    - Once you read Dyan's note in the Docks outside the Pagan stronghold, you'll 
      be able to grow things on cornerstones using your Moss Arrows.
    
    ---
    
    Climbing Gloves
    - "The Undercurrent" (the store in the Docks) has these gloves on sale for 
      2000g.  You can use these gloves to climb stone or brick walls.  To climb, 
      jump towards the wall and you'll automatically grab on.  Press Jump again 
      to let go.  You can climb up, down, left, and right.
    
    ---
    
    The Glyph of Unbinding
    - Once you enter your enemy's "Lair", you can find this in the secret room in 
      the back.  Once you have this glyph in your possession, you can use your 
      Blackjack to defeat the living Statues.  Four frontal smacks or one sneak 
      attack will crumble them.
    
    ******************************************************************************
    5. THE CITY
    ******************************************************************************
    
    The Windy Apple.  The Big Stinky.  Call it what you will, most missions in 
    the game take place here, and it will behoove you to become familiar with 
    getting around, as you'll spend much of the game wandering the streets, 
    heading to your next mission.  If you keep to yourself and don't cause 
    trouble, the Citizens will leave you alone.
    
    ================
    5A. City Areas =
    ================
    
    South Quarter -
    
    This is your home area.  It never has very many watchmen, or people, for that 
    matter.  The north area has a fountain plaza, which has your apartment 
    building and a gate leading north to Stonemarket.  The southern street area 
    has a well in the eastern corner, a gate leading to the Docks in southeast 
    corner, Pavelock Prison on the south end, a guard station west of that, and a 
    food stand on the north side of this area.  The west road in this area leads 
    to Black Alley, which has Heartless Perry the fence, and The Well-Equipped 
    Thief shop.
    
    ---
    
    Stonemarket -
    
    This marketplace area has two separate areas.  It has more people and Watchmen 
    than other areas.
    
    The west end is Stonemarket Plaza, with a Tavern that takes up most of the 
    southern area (which is closed when you're about).  There's a gate leading 
    back to the South Quarter on the south end.  There are passages and 
    alleys around which lead to the north section, where you'll find Terces 
    Courtyard (marked by a gargoyle statue), and the Clocktower, which requires 
    climbing to enter.  Also, you'll be able to access the Keeper Library from 
    here.
    
    The east end is Stonemarket Proper.  This area is mostly St. Edgar's Church 
    in the center.  In the southwest area is a guard station and a cell.  Behind 
    the church (east side) are both Black Market Bertha the fence, and Marla's 
    Shop.  The north end of the area has a gate leading to Old Quarter, as well as 
    Cothron's Armory and the Stonecutter's shop.
    
    ---
    
    The Docks -
    
    This is the poor section of town, and you cannot enter until the Keepers allow 
    you to do so, as it's quarantined off.  The gates leading to South Quarter and 
    the Old Quarter are in the northeast corner.  A passage in the east leads to 
    Dahlia the fence, then further on to the Pagan territories.  It's advised not 
    to go there unless you're friendly with them.  West of the gates, you'll find 
    The Undercurrent store, then further on to the actual docks and a small 
    rowboat.  West through some small passages are a Tavern (which is open all 
    night), and more piers, where you'll find the ship Abysmal Gale has docked.
    
    ---
    
    The Old Quarter - 
    
    This area is, naturally, one of the oldest in the City.  You'll involuntarily 
    come here at some point in the game.  There's a gate to Stonemarket at the 
    northwest end of the area, a gate to the Docks at the southeastern corner, 
    and a gate to Auldale in the northeastern corner.  Major landmarks include 
    the Keeper Compound at the west end, Fort Ironwood in the southwest corner 
    (which is the Hammers' headquarters, take care going there).  There is also 
    a guard station in the center of the area, and Carmen's Store at the 
    northeast end.  Finally, in the far east is the abandoned Shalebridge Cradle.
    
    ---
    
    Auldale - 
    
    The ritzy section of town, with most of the city's rich people.  The only way 
    in is the gate on the west side from the Old Quarter.  Landmarks include the 
    Plaza on the west side, the Pump House near to that, the Museum in the 
    northeast corner, and the park on the east side, which has turned into a Pagan 
    camp.  Also, you can find the Auldale fence in the southern area, and 
    Inspector Drept keeps his office near the pub in the southeast corner.
    
    ==================
    5B. Fences/Shops =
    ==================
    
    Unlike previous games, that gave you a loadout screen and allowed you to buy 
    stuff automatically with whatever loot you'd acquired in the last mission, 
    this game requires you to first go to fences in the City to sell your loot 
    and then find shops to buy stuff from.
    
    Fortunately, they're pretty easy to find.  Look for a red handprint, both 
    on your map and on the street, and you'll be able to find your contacts.
    
    ---
    
    Fences
    
    These folks will take your hard-stolen loot out of your hands and give you 
    cash you can use.  For some odd reason, you also have to fence any coins you 
    steal as well.  Possibly so that they won't be traceable...
    
    Anyway, loot is broken down into three basic categories, which you can see on 
    your Loot Screen:
    
    Metal, which is comprised of gold, silver, copper, and other precious metals.  
    Gems, which are rubies, emeralds, diamonds, and items made from them.
    Artwork, which is stuff that has more collector value than material.  
     Sometimes, things that you might think are gem or metal are artwork, for 
     instance, Copper Glasses are artwork.
    
    Go the fence and you can pick specific items to sell, or you can just click 
    the Sell All button at the bottom of the screen to dump it all.  Each fence 
    will take two types of loot off you.  One type they won't touch.
    
    Here are each of the fences:
    
    Heartless Perry - 
    Found: South Quarter, in Black Alley, on the far west side.
    Buys: Metal and Gems
    
    Black Market Bertha -
    Found: Stonemarket Proper, behind St. Edgar's Church
    Buys: Metal and Gems
    
    Dahlia -
    Found: The Docks, on the east side, through a small passage.
    Buys: Gems and Artwork
    
    Auldale Fence -
    Found: Auldale, in the southeast corner, near the pub.
    Buys: Metal and Artwork
    
    ---
    
    Shops
    
    Most shops are pretty similar.  Once you enter the shop, select an item you 
    wish to purchase, then select the amount.  All shops have a "standard" set 
    of items they sell:
    
    Broadhead Arrow: 100g
    Noisemaker Arrow: 225g
    Flashbomb: 100g
    Health Potion: 200g
    
    Once you complete your first two missions for the Keepers, the shops will 
    carry more items:
    
    Explosive Mine: 275g
    Gas Bomb: 375g
    Oil Flask: 175g
    
    Each shop also has special items you can only purchase there, such as 
    Elemental Arrows.
    
    Here are each of the shops:
    
    The Well-Equipped Thief -
    Found: South Quarter, in Black Alley, on the far west side.
    Special Items:
    - Water Arrow: 100g
    
    Marla Madison's Shop -
    Found: Stonemarket Proper, behind St. Edgar's Church.
    Special Items:
    - Moss Arrow: 125g
    - Iron Practice Lock: 500g
    
    The Undercurrent -
    Found: The Docks, west of the gates, down the stairs.
    Special Items: 
    - Fire Arrow: 225g
    - Silver Practice Lock: 750g
    - Climbing Gloves: 2000g
    
    Carmen's Place -
    Found: The Old Quarter, in the northern area, west of the Auldale gate.
    Special Items:
    - Gas Arrow: 325g
    - Gold Practice Lock: 1000g
    Day Eight Items:
    - Heart Replica: 750g
    - Crown Replica: 750g
    - Map of Wieldstrom Museum: 1500g
    
    ==============
    5C. Factions =
    ==============
    
    This is a new addition to the series.  Although it doesn't really affect the 
    end outcome of the game, playing nice to the factions can make life easier.  
    There are two prominent factions in the game, and two (what I call) lesser 
    factions, who you can't really affect your standing with, but it's reasonable 
    to point them out.
    
    Once you have performed your first two missions for the Keepers, you'll 
    receive missives from the prominent members in the factions, who will pretty 
    much spell out that you're currently on their evil list, but there are things 
    you can do to improve your standing and possibly become friendly.
    
    There are three standings for the two main factions:
    Hostile - You are attacked on sight by any members of the faction.
    Neutral - You are not attacked on sight, but you are not allowed to enter 
     the faction's headquarters.
    Allied - You are allowed to enter and use the facilities of the faction's 
     headquarters.
    
    You only need to worry about factional reputation while running around the 
    City.  During missions, EVERYONE is hostile to you, regardless of how nice 
    they were just outside.  On the plus side, anything you do to them in that 
    mission doesn't affect your standing outside.
    
    ---
    
    Hammers
    
    In the beginning, there was the Builder, and he created man to toil on the 
    earth.  The Builder blessed man with the Hammer and the Chisel, with which 
    man would create, and make himself worthy in the Builder's eyes.
    
    These religious men are always seen wearing red.  Their warriors wield 
    warhammers.  Their base of operations is in Fort Ironwood in the Old Quarter.  
    This fort is one of the only sure places where you can get Holy Water, so 
    it behooves you to befriend the Hammers early on.
    
    To increase Hammer standing:
    - Find Rust Mites (golden beetles) wandering the city and fire Broadheads at 
      them (careful, it's pretty loud).
    - Destroy any undead, Zombies or Hammer Haunts.
    - Perform other special tasks for the Hammers.
    
    To decrease Hammer standing:
    - Kill, harm, or knockout a Hammer.
    - Pickpocket Hammers or get caught stealing from Fort Ironwood.
    
    Rust Mite Locations:
    1. South Quarter, near the Stonemarket gate.
    2. South Quarter, due southeast of the fountain.
    3. South Quarter, near Pavelock Prison and the Docks gate.
    4. Stonemarket Plaza, in Terces Courtyard, up the long flight of stairs that 
     seem to go nowhere.
    5. Stonemarket Plaza, in the center of the area, in front of a Door Glyph.
    6. Stonemarket Proper, near Marla's store.
    7. Docks, near Dahlia's place.
    8. Docks, near the rowboat in the south end.
    9. Docks, on top of a ladder near the Tavern in the southwest corner.
    10. Old Quarter, just east of the Keeper Compound.
    11. Old Quarter, just north of the Docks gate.
    12. Fort Ironwood, in the graveyard, on top of the east wall.
    13. Auldale, in the Pump Station.
    14. Auldale, in the secret tunnel leading to the Museum.
    15. Auldale, near some boxes in the southwest corner.
    
    ---
    
    Pagans
    
    Although destroyed in the flesh, the Woodsie Lord continues to watch over 
    these people of the woods.  They continue their tireless efforts towards 
    bringing nature back to dominance, and to live as one with it.  Naturally, 
    these guys are the enemy of the progress-driven Hammers.
    
    You'll find these men and women walking around in brown rags.  Sometimes, 
    they'll be tattooed or painted.  They'll always speak a strange dialect of 
    the common tongue, focused around "S"'s.  They have a camp set up on the 
    east side of the Docks, and another camp in the plaza in Auldale.
    
    To increase Pagan standing:
    - Find cornerstones (small black blocks at the bottom corners of walls) and 
      fire Moss Arrows into them.
    - Find Pagan Cocoons (they're made of two white tusks and have small bulbs 
      on them, they're found in Pagan bases) and fire any elemental arrows into 
      them (can do so once per day).
    - Perform other special tasks for the Pagans.
    
    To decrease Pagan standing:
    - Kill, harm, or knockout a Pagan.
    - Pickpocket Pagans or get caught stealing from any Pagan Camps.
    
    Cornerstone Locations: 
    1. South Quarter, at the spot where Lady Elizabeth and her thugs were waiting.
    2. South Quarter, right near Pavelock Prison.
    3. South Quarter, in Black Alley between the store and the fence.
    4. Stonemarket Plaza, the northwest corner of the tavern.
    5. Stonemarket Plaza, just south of the gate to Stonemarket Proper.
    6. Stonemarket Proper, west of the gate to the Old Quarter.
    7. Docks, just south of the South Quarter gate.
    8. Docks, northeast of the Pagan Sapling, in the small corner alley.
    9. Docks, east of the Tavern.
    10. Old Quarter, just north of Fort Ironwood.
    11. Old Quarter, west of the Auldale gate.
    12. Fort Ironwood, in the graveyard, northeast of the memorial.
    13. Auldale, east of Inspector Drept's window.
    14. Auldale, south of the museum entrance.
    15. Auldale, in the Plaza, beneath the sign about it.
    
    ---
    
    Keepers
    
    Your reputation with the "third" faction cannot be changed by minor actions, 
    only throughout the story.
    
    The Keepers are a very old society that may have been around as long as the 
    City itself.  No one knows for sure because the Keepers refuse to keep a 
    history.  The Keepers oversee all that goes on in the city and work subtly 
    to maintain the balance, never having too much order, too much chaos, too much 
    light, too much dark.  They use the magic of glyphs in their work, and read 
    ancient texts to determine prophecies so that they can foresee coming events.
    
    In general, the Keepers are nonviolent, preferring to let others fight their 
    battles for them.  Of course, there are certain things that the Keepers would 
    need to keep secret.  For this, the Keepers employ a cadre of Enforcers to 
    do their dirty work.
    
    ---
    
    City Watch
    
    Finally, we have these bozos.  The Watch has been on your case for years.  
    They're the ones that put up all those handsome posters of you in the City.  
    You cannot make nice with the Watch ever.  They will always attack you 
    whenever they see you.  If they manage to kill you (or if you die while they 
    chase you), they'll throw you in Pavelock Prison.  That's your "second 
    chance".  If you manage to escape, they will try to kill you, instead of 
    capturing.
    
    =============
    5D. Enemies =
    =============
    
    Seems like everyone hates Garrett these days.  Just like all other games, 
    he'll have no shortage of bad guys who'd like to see his hands removed.
    
    ---
    
    Humanoid Enemies
    
    These guys are all *basically* the same.  They all carry weapons, and all can 
    potentially be your enemy.  They can be blackjacked, backstabbed, or taken 
    down with any more conventional means.  They will work together with other 
    members of their running crew.  The only thing that truly sets them apart is 
    what they can do to you and what it takes to bring them down should it come to 
    combat.
    
    Hired Guard - These are the independents that look after the houses and 
     mansions of rich people.  If they discover you, they'll tend to shout out 
     your location to other guards so that they can help.  They can be armed with 
     either swords or bows.
     Dagger: 5
     Broadheads: 3
     Fire Arrows: 1
     Mine: 1
    
    Thug - These are the guys and gals wandering the streets armed with weapons, 
     lumped into one category.  They won't generally be hostile towards you, 
     unless you get hostile first.
     Dagger: 5
     Broadheads: 3
     Fire Arrows: 1
     Mine: 1
    
    City Watchmen - These guys wear gray uniforms and wander the streets, and 
     they're always hostile towards you.  Learn to work around their patrols to 
     avoid combat.  They can be armed with either swords or bows.  If they catch 
     and kill you, you'll be taken to Pavelock Prison.  Escape, and they'll show 
     no mercy the next time you're found.
     Dagger: 5
     Broadheads: 3
     Fire Arrows: 1
     Mine: 1
    
    Hammerite - Always wearing red and carrying warhammers, you'll find them in 
     Hammer-controlled areas.  See Factions for info on how hostile they'll be in 
     relation to your standing.
     Dagger: 5
     Broadheads: 3
     Fire Arrows: 1
     Mine: 1
    
    Hammer Priest - These spellcasters carry red wands that shoot fire.  They 
     also have a bless spell, which allows their allies to cause more damage and 
     harm undead with normal weapons, which you can intercept if you're deft.  If 
     you can pickpocket their wands, they won't be able to use them should you run 
     into them.
     Dagger: 5
     Broadheads: 3
     Fire Arrows: 1
     Mine: 1
    
    Pagan - Garrett makes a comment in the Sanctuary mission about "Pagans 
     preparing for war".  Now, this isn't truly significant to the game's story, 
     but it is to the series as a whole, because the Pagans have never been 
     fighters up until this game.  Often, any dirty work they needed done, they 
     relied on the Trickster's manbeasts, so to see them get their hands bloody is 
     a new thing for them.  Anyway, simple soldiers of the Pagan cult are armed 
     with swords.  You'll find them in Pagan-controlled areas.  See Factions for 
     info on how hostile they'll be in relation to your standing.
     Dagger: 5
     Broadheads: 3
     Fire Arrows: 1
     Mine: 1
    
    Pagan Shaman - The Shamans carry wooden wands that can fire green clouds that 
     can damage.  They also have a speed spell for their allies, which you can 
     intercept if you're deft.  If you can pickpocket their wands, they won't be 
     able to use them should you run into them.
     Dagger: 5
     Broadheads: 3
     Fire Arrows: 1
     Mine: 1
    
    Ratmen - Beasts working for the Pagans, Ratmen are quick buggers armed with 
     swords.  You'll find them on missions that lead into Pagan territory.  
     They'll never really be friendly.
     Dagger: 5
     Broadheads: 3
     Fire Arrows: 1
     Mine: 1
    
    Kurshok - These are amphibious beings that live in the Sunken Citadel.  They 
     were considered servants of the Trickster god until they displeased him and 
     were cast below ground.  They're pretty big and hardy, and they carry large 
     swords in battle.
     Dagger: 9
     Broadheads: 4
     Fire Arrows: 2
     Mine: 1
    
    Keeper Enforcer - The assassins of the Keepers are (seemingly) always on the 
     hunt when they get their orders.  They stalk around, searching for their 
     quarry.  They're generally hated and attacked by anyone in the City (Watch, 
     Pagans, Hammers).  They're armed with special blades that will home in on 
     their target when thrown.  Also is the (particularly cool) fact that they 
     communicate through telepathy, which you can hear.  Of course, since it's 
     echoing in your head, you can't really tell where they are from the sound.
     Dagger: 6
     Broadheads: 3
     Fire Arrows: 1
     Mine: 1
    
    Keeper Acolyte - These low-level Keepers are assigned with simple tasks, such 
     as guarding sensitive areas.  There's little to distinguish them from your 
     average guard.
     Dagger: 6
     Broadheads: 3
     Fire Arrows: 1
     Mine: 1
    
    Keeper Elder - Assigned with delegating tasks in the Keeper Compound, these 
     robed folk are also accomplished mages.  Their icy blasts will hurt like 
     heck, and they can also bless their allies to make them invisible, which you 
     can intercept if you're quick.
     Dagger: 5
     Broadheads: 3
     Fire Arrows: 1
     Mine: 1
    
    ---
    
    Undead Enemies
    
    These creepy ghoulies inhabit damned, cursed, and otherwise haunted areas.  
    They can be hid from just like normal enemies (despite apparent lack of eyes 
    and ears), but some cannot be attacked like normal enemies.  One thing common 
    is that none of them can be knocked out with the Blackjack.
    
    Zombie - These shambling corpses are slow but persistent.  Sometimes they 
     won't be wandering, but may be lying on the ground instead, but they will be
     "alive" nonetheless.  If you get close, they'll spring up and start slapping 
     you.  Using the Dagger or Broadheads will drop them to the ground, but not 
     destroy them.  They'll be ready to spring up again should you return.  The 
     following described methods will turn them into dust.
     Dagger (knockdown only): 6
     Broadheads (knockdown only): 3
     Fire Arrows: 1
     Flashbombs: 1 (must be direct hit, otherwise 2)
     Holy Water: 1
     Mine: 1
    
    Hammer Haunt - Yeah, baby!  These guys are my favorite enemies from way back.  
     They resemble your basic Hammers in casual appearance, until you look at the 
     face and see a bloody skull.  They also clink chains as they walk, whisper, 
     shriek, and howl, so those are means to tell if they're Haunts.  Despite 
     their disconcerting appearance, they can actually be destroyed through 
     conventional weapons.  They won't dust, but will be your average corpse.
     Dagger: 6
     Broadheads: 6
     Fire Arrows: 1
     Flashbombs: 2
     Holy Water: 1
     Mine: 1
    
    Puppets - These are the former inmates of the Shalebridge Cradle, cursed to 
     walk its halls forever.  They're swathed in brown wrappings and have wire 
     around their heads and hands (an old school means of protecting them from 
     themselves and others).  I consider these guys super-Zombies.  They cannot be 
     killed conventionally, they take more hits than normal Zombies, and they're 
     pretty fast.  They also don't dust, nor will they be a normal corpse, but 
     once they shriek, fall, and grow silent, they're done.  One really useful 
     aspect about these enemies is that wherever they go, electrical disturbances 
     (in the nearby light fixtures) seem to follow, so use that as a telltale sign 
     that they're around.
     Dagger (knockdown only): 6
     Broadheads (knockdown only): 6
     Fire Arrows: 2
     Flashbombs: 2 (must be direct hit, otherwise 4)
     Holy Water: 1
     Mine: 1
    
    ---
    
    Other Enemies
    
    Wisp - These little creatures appear as nothing but floating balls of green 
     gas.  They're indestructible, cannot attack, and cannot summon help.  So, 
     why bring them up?  Because everywhere they go they give off light, so 
     they're a mobile light source.  You'll learn to hate them when trying to 
     hide.
    
    Ents - These large, wooden beasts are in the employ of the Pagans.  They're 
     generally tasked to guard watery areas.  They have no weapons, just claws.  
     They're also pretty fast, even when patrolling, and will take more damage 
     than your average guy.  They can't be knocked out, but a backstab with the 
     Dagger is possible, if risky.
     Broadheads: 3
     Fire Arrows: 1
     Mine: 1
    
    Statue - A product of a certain enemy's magics, this statue has come to life 
     and seeks only to destroy.  They're fast, mean, and solid.  Use caution and 
     ingenuity when going up against them.  If you have to fight, use your high-
     powered weapons, or you're sunk.  Late in the game, you'll come across a 
     Glyph that can make mincemeat out of these guys.  Also, there's a slight 
     glitch in the game that makes the Statues unable to attack you if you're 
     crouching, so if they get a bead on you, you can drop to the floor and they 
     won't be able to touch you (thanks, Pawan Wahi).
     Glyph-powered Blackjack: 4 (1 if Sneak Attack)
     Fire Arrows: 2
     Mine: 1
    
    Asylum Staff - Not really humanoid enemies, and not really undead, either.  
     These apparitions exist only in the "Cradle's Memory".  They're black figures 
     that sometimes shimmer white.  They don't have an attack, per se.  If they 
     discover you, one of two things can happen.  If you've come to the "Memory" 
     through a toy, then you'll be sent back to the present right there.  If 
     you've come as yourself, you'll be attacked as normal.  In the former 
     situation, you have no defense against these guys, so you can only sneak.  As 
     yourself, you can use your weapons as normal.  Backstabs work wonders.
     Dagger: 6
     Broadheads: 6
     Fire Arrows: 1
     Mine: 1
    
    Final Enemy - You are not required to fight the game's last enemy at all.  
     All you have to do is complete the last objectives while evading it.  For 
     the sake of spoilers, I won't describe what it is; you'll know it when you 
     see it.  What I will say is that it's immune to gas, Moss Arrows, and 
     Flashbombs.  I want to say it's invulnerable, but I don't think that's quite 
     true.  What I've seen happen once is that it'll take a lot of damage and fade 
     away to an outline and not attack anymore.  I don't know how many hits it 
     takes.  Anyway, if it catches you, it'll fling speedy fireballs at you that 
     cause massive damage, so try not to get in its way.  Oh, and it will attack 
     ANYTHING else, too, so if you can lure anyone over to it, you'll have a 
     break while it makes mush out of the little people...
    
    ******************************************************************************
    6. WALKTHROUGH
    ******************************************************************************
    ==========================
    6A. Basic Hints and Tips =
    ==========================
    
    General Tips
    
    The most basic tip of all: Keep to the shadows and don't make noise.  Life is 
    a lot easier this way.
    
    Don't forget your Quick Save (F10) and Quick Load (F12) buttons.  They're 
    time-savers.
    
    If you see a candle, pinch it out.  The walkthroughs assume that you pinch 
    out every candle you find (sometimes, I'll point out the candle if it's 
    important).
    
    When trekking around, it's worth it to point out that both the city and 
    often your missions are separated into areas.  These areas are connected by 
    "misty" doorways or corridors.  What this basically means is that going 
    through these doorways will bring up a "Loading" screen, and you're in a 
    different area.  The good news is that no one can follow you through these 
    doorways.  The bad news is that when you return, everyone is exactly as you 
    left them.  Bit of an oversight, really...
    
    Loot always has a specific sparkle to it.  If you're unsure if something is 
    Loot, then just stare at it to see if there's a sparkle on it.
    
    Be sure to poke around, not just for Loot, but other supplies, as well.  
    Standard and mechanical items can be found in armories and workshops.  
    Elemental arrows can be found near their respective element.
    
    Knocking someone unconscious puts them out for the rest of the mission, or 
    until you enter a mission.  Killing someone does the same, but killing is a 
    lot more noisy and leaves messy bloodstains.
    
    When trying for sneak attacks, watch for Garrett to raise his arm.  If that 
    happens, you're assured a hit when you strike.
    
    If you take a piece of equipment and are already carrying the maximum amount 
    allowed, that piece is lost forever.  This is more valuable advice for the 
    City than missions, because returning to places in the City will still have 
    the stuff you left behind.
    
    Water Arrows are definitely one of your most valuable items.  Be careful, 
    though, because you have a finite amount, and there are generally more torches 
    than arrows.  Look to see if the area is clear or not before firing a Water 
    Arrow.  Don't indiscriminately put out every torch.
    
    Once you get the Climbing Gloves, DON'T FORGET YOU HAVE THEM.  Climb 
    everywhere you can, both in missions and the City.  You'll find quite a bit 
    of cool stuff.
    
    ---
    
    City Tips
    
    You're relatively safe in the City, but remember to keep an eye out for the 
    City Watch.  They don't like you one bit.
    
    No specific loot stats are kept for the city interim parts, so unless you need 
    it, you don't HAVE to go out of your way to find extra Loot.  Exploring is a 
    lot of fun, though.
    
    Be sure to check your Maps to find fences, stores, City Watch outposts, and 
    faction-controlled areas.  Fences and stores are marked by red handprints.  
    City Watch outposts are eagles on a shield.  Faction-controlled areas are 
    marked by the hammer for the Hammers, and a fish beneath a crescent for the 
    Pagans.
    
    Remember, you can't swim, so be careful walking around the Docks and the 
    Auldale canal.
    
    Some citizens have purses on them.  These can be picked right off them.  
    Some citizens also wear jewelry.  You cannot pick this off.  You can lay them 
    out and pick it off their body, or you can "mug" them.  To do this, threaten 
    them with a weapon (like drawing the bow in their face).  Do it a number of 
    times and eventually they'll drop their stuff.
    
    In the latter half of the game, you'll get situations where you'll be hunted.  
    Most of these "hunters" aren't liked by anyone, so try to lure them towards 
    other combatants, preferably towards City Watch or factions that are hostile 
    to you.
    
    ---
    
    Mission Tips
    
    You only get one trip to every mission.  If you miss getting something, then 
    leave the mission, you won't have another chance to get it.
    
    Every Mission from the 2nd one on has a Loot requirement, which differs 
    depending on the difficulty level.  You have both a certain percentage of 
    Loot to find and, on Normal and up, you have to find one or more "Special" 
    Loot Items, which still count towards your overall percentage.
    
    Here's the break down of what each difficulty entails:
    
    Easy - 
    Find 30% of the mission's Loot.
    Opponent Sensory Acuteness: Low
    Opponent Combat Ability: Low
    Number of Opponents: Low
    Player Damage Resistance: High
    
    Normal - 
    Find 40% of the mission's Loot.
    Find at least 1 Special Loot Item.
    Opponent Sensory Acuteness: Normal
    Opponent Combat Ability: Normal
    Number of Opponents: Normal
    Player Damage Resistance: Normal
    
    Hard - 
    Find 60% of the mission's Loot.
    Find at least 2 Special Loot Items.
    Opponent Sensory Acuteness: High
    Opponent Combat Ability: High
    Number of Opponents: High
    Player Damage Resistance: Low
    
    Expert - 
    Find 90% of the mission's Loot.
    Find all 3 Special Loot Items.
    Opponent Sensory Acuteness: Very High
    Opponent Combat Ability: Very High
    Number of Opponents: High
    Player Damage Resistance: Very Low
    Do not kill any non-combatants.
    
    ============================================
    6B. Mission 1 - Checking Inn - Cashing Out =
    ============================================
    
    "There is nothing so promising as the opening of a book.  There is nothing 
     so final as its shutting." - Keeper Scribe Lessons, Part 4
    
    "Imagine the City as a youth precariously balanced on the precipice of a 
     deep ravine.  We are the Keepers of that balance." - From the Eight 
     Principles
    
    ---
    
    Briefing - I got a tip last night from my fence, Heartless Perry.  A nobleman 
     named Lord Julian had some quarrel and showed up at a local inn well after 
     nightfall, and in a foul mood.  He's carrying a velvet bag, about the size 
     of a man's fist, and it never leaves his sight.  Sounds likely to be 
     valuable, but I'll know for sure when I steal it from him.
      Perry sent over a floor plan of the place, the Blue Heron Inn.  Finding His 
     Lordship won't be hard, his room number will be in the guest register, if I 
     can get to the front desk to read it.
      The inn will have guards, but not as many as a private estate.  That should 
     make things easy, which is one of the reasons I'm willing to try it without 
     knowing for sure what the take will be.  Lord Julian is so protective of that 
     bag, there's got to be something of value in it.
    
    Objectives - 
    - Break into the Inn.
    - Find out what room Lord Julian is staying in.
    - Steal Lord Julian's velvet bag from his room.
    - Leave the Inn once you have the velvet bag.
    
    Loot - 6 pieces totalling 200.
    
    Enemies - Hired Guards
    
    Starting Equipment - Dagger, Blackjack, 10 Water Arrows
    
    ---
    
    Mission Notes
    
    This is a tutorial mission, and is tailored around easing you into the game.  
    Just follow the directions and you'll do fine.  You cannot fail the mission, 
    nor can you die.  If you mess up an objective, you'll be required to try 
    again.  There's also only one difficulty for this mission: Normal.
    
    *****************
    Begin Walkthrough
    
    Outside -
    
    You'll have footprints showing you where to go throughout the mission, so 
    follow them here to the first circle, where you'll learn about keeping to the 
    shadows.  Simply follow the footprints and stay out of the light.  Keep moving 
    to the next circle, where you'll learn about patrolling guards.  The path will 
    move you into and out of the shadows, so make sure that you're moving only 
    when the guard isn't facing you.  Moving further on, you'll come a "sound 
    check".  Use the Creep modifier to slow down on the metal floor so the guard 
    doesn't hear you.  Now, you'll get a refresh about objectives.  Press the 
    Crouch key to hunker down and head into the inn.
    
    OBJECTIVE COMPLETE: Break into the Inn.
    
    Basement -
    
    The grate will shut behind you to block off your exit.  Walk down the stairs 
    if you wish to learn (through experience) what happens when you bump into 
    movable objects.  Your objective is the door, so press the Use key to open it.  
    Moving through the basement, you'll receive a short lesson on the highly 
    invaluable Water Arrows.  Shoot one at the nearby torch, and snag the Water 
    Arrow below it if you wish.  Move on towards the boxes to learn about 
    mantling.  Jump at the boxes to climb over them.  Proceed up the stairs and 
    down the long passage to the door at the end.  You need to lockpick this 
    door.  It may seem confusing and difficult at first, but when I tell you that 
    the sweet spots are up, right, then left, it doesn't seem so hard, does it?  
    Remember for lockpicking that, despite the fact that you can move your pick 
    in a full half-sphere, sweet spots will ALWAYS be on the circle.  Climb up 
    the ladder in the next room.
    
    Inn -
    
    The innkeeper is facing away from you as you exit this basement.  Press the 
    Blackjack key to arm it, then creep up to his back, wait until Garrett raises 
    his arm, and clout him.  Next, you'll be taught about hiding bodies.  Click 
    the Use key when the innkeeper is highlighted to pick him up, then carry him 
    over to the ladder room and toss him down the hole.  Don't worry, he'll 
    survive.  Your next task, as the game will tell you, is to check the guest 
    register on the desk.  Do this by clicking the Use key.
    
    OBJECTIVE COMPLETE: Find out what room Lord Julian is staying in.
    
    NEW NOTE: Lord Julian is staying in the Peony Suite.
    
    Now, follow the prints to the staircase leading up to the second floor.  Note 
    that glint on the cup in front of you on the landing.  Take the SILVER GOBLET 
    (50, 1%).  It says 1%, but it's actually 25%.  I don't get it either.  
    Anyway, there's nothing else in this area, so follow the prints.  In the next 
    room, practice wall-flattening, then move on to the hallway outside the Peony 
    Suite.  
    
    There's a guard standing right in front of it, and he won't patrol or 
    anything.  The game tells you to take one of your new Noisemaker Arrows (which 
    you were just bequeathed with from above) and fire it to distract the guard.  
    You can fire it over to the opposite room, but I actually suggest firing it 
    behind you, then flattening yourself against the wall.  He'll chase after the 
    noise, and you can run past the Peony Suite into the lit room.  In this room, 
    open the chest and grab the COPPER CANDLESTICK (25, 37%), then you can run 
    back to the Peony Suite before the guard gets back, or you can just wait in 
    the room until he resumes his position and fire another Noisemaker.  Either 
    way, get in Julian's room.
    
    Take the COPPER PLATE (50, 62%) on the nearby table, then head over to the 
    bed to find that the velvet bag isn't there, and to learn one of the most 
    harsh lessons of Thief: that things rarely go the way you want them to.  Take 
    the COPPER CANDLESTICK (25, 75%) on the nightstand and read the note:
    
    OBJECTIVE CANCELLED: Steal Lord Julian's velvet bag from his room.
    
    NEW OBJECTIVE: Find Lord Julian in the Lancaster Room, and steal his velvet 
     bag from him.
    
    Exit the Peony Suite by the other door and continue down the hallway.  Take 
    the COPPER GOBLET (25, 87%) on the table at the corner turn, then proceed 
    to the next area, and down the stairs.  The game will tell you to get the 
    bag without the guard spotting you.  Keep to the shadows and use Water Arrows 
    on the torch and gas lamp if you wish.  Before grabbing the bag, head behind 
    the bar and grab the COPPER GOBLET (25, 100%).  If you wish, you can listen 
    in on the conversation going on here between Julian and Morris.  Stay in the 
    shadows that the chairs cast and grab the bag.
    
    OBJECTIVE COMPLETE: Find Lord Julian in the Lancaster Room, and steal his 
     velvet bag from him.
    
    Now, head to the lit doorway into the kitchen.  You'll be told about dealing 
    with being caught.  A portcullis will slam down right behind you and a guard 
    will appear out of nowhere.  You'll notice you now have four Flashbombs.  
    Toss one to the ground to daze your enemy (or just cut him up with the Dagger) 
    and head through the far door on your right.  Head to the next door to end 
    the mission.
    
    OBJECTIVE COMPLETE: Leave the Inn once you have the velvet bag.
    
    End Walkthrough
    ***************
    
    Debriefing - Nothing like mixing in society, especially if it comes with good 
     loot.  The velvet bag turned out to hold a bronze medallion stamped with a 
     griffin... valuable enough... but more interesting was the conversation I 
     overheard between Lord Julian and the cook, especially the part about a huge 
     opal, and a conspiracy for stealing it.  I'd hate to have anyone but me get 
     a stone like that, but I need a better idea where to start looking.  If I 
     show the medallion to my fence, I'm sure he'll know more.  Heartless Perry 
     always does.
    
    ---
    
    Loot List
    
    1. Silver Goblet (50) - The game points this out to you on the inn's second 
     floor landing.
    2. Copper Candlestick (25) - This is in a chest in the brightly lit room next 
     to Julian's room.
    3. Copper Plate (50) - On a table in the Peony Suite.
    4. Copper Candlestick (25) - On the nightstand next to the bed in the Peony 
     Suite.
    5. Copper Goblet (25) - On a table in the hallway between the Peony Suite and 
     the Lancaster Room.
    6. Copper Goblet (25) - Behind the bar in the Lancaster Room.
    
    ---
    
    Cutscene - (Ink drips on a parchment.  A pen is thrust onto the parchment, 
     dragging ink in the form of some strange symbol, a glyph.  An old woman in a 
     black cloak sits at a desk, scribing in a tome.  Whispers surround her.  As 
     she writes, the glyph she just wrote changes form to another glyph right on 
     the paper.  Her eyes widen as this happens.  She then shifts her eyes to 
     either side, then sets down her pen.  She grabs the page the glyph appeared 
     on and rips it from the tome.  She opens a drawer in her desk.  View from 
     inside the desk as she drops the crumpled page inside and shuts the drawer, 
     the only light coming from the keyhole, the symbol of the Keepers.)
    
    ======================================
    6C. Mission 2 - End of the Bloodline =
    ======================================
    
    "Even to the casual observer, the seven great families have become neither 
     great, nor by most standards... family." - From Historical Bloodlines
    
    "Chose your immortality carefully, whether it be by the treasure you amass, 
     or the family who succeeds you." - Advice to a Patriarch, Baron Bresling
    
    ---
    
    Briefing - I had my fence take a look at Lord Julian's medallion.  Perry says 
     the crest belongs to the Rutherfords, one of the oldest so-called Great 
     Families, with a castle in South Quarter and a street named after them.  
     They've got a lot of wealth, and a nasty reputation for turning on each 
     other.
      Based on the conversation I overheard, Julian is definitely carrying on the 
     family traditions.  Lord Ember, Julian's cousin, currently resides in the 
     castle, and Julian wants revenge.  Julian had a good plan -- hide inside a 
     supply cart and ride in after dark.  Then, signal the cook to open the side 
     door by putting out the lion's head torch in the courtyard.  A good enough 
     plan for me to use myself.
      That "Bloodline Opal" sounds valuable, and it's better off with me than 
     sitting around in their vault.  But, I can't get lazy -- Ember will have his 
     personal guard, and doubtless a few other family tricks in store for anyone 
     who comes after the opal.
    
    Objectives -
    - Break into Rutherford Castle.
    - Find a clue about how to locate and open the vault.
    - Steal the Bloodline Opal from the vault.
    - When your other objectives are complete, leave the castle grounds the same 
     way you came in, the front gate.
    
    Note: The cook is waiting for the signal.  Put out the lionhead torch, and 
     he'll open the side entrance located above the torch on the castle ramparts.
    
    Loot - 36 pieces totalling 2125.
    
    Enemies - Hired Guards
    
    Starting Items - Dagger, Blackjack, 20 Broadhead Arrows, 25 Water Arrows, 
     5 Noisemaker Arrows, 8 Flashbombs, 1 Health Potion
    
    ---
    
    Mission Notes
    
    This is a pretty basic mission in the Thief style, with plenty of guards, 
    several servants, torches dotted all over the place, but still plenty of 
    shadows, lots of Loot, and a few secrets.
    
    *****************
    Begin Walkthrough
    
    NOTE: Despite the fact that the bag last mission had a bronze medallion, you 
    don't have it, nor did you get any cash for it.
    
    ---
    
    Castle Front - 
    
    You'll start right away facing your mark, the lionhead torch.  The servant who 
    brought you in will start talking to the guard (who has a torch).  After a 
    quick conversation, the servant will head inside and another guard will come 
    out and stand guard near the main door.  You have three ways into the castle 
    from here.  There's the front door, which will require you to take down the 
    two guards here (pretty tough if you don't want to kill them).  There's also 
    a window to the west of the door.  Sneak by the patio on the west side, and 
    you can mantle up the low wall and through the window inside.  For this 
    walkthrough, we'll take the way we're supposed to: shoot a Water Arrow into 
    the torch, then climb the ladder to the west and walk around the ramparts.  
    The door up here is open, now.  Before you enter, grab the COPPER GOBLET (25, 
    1%).
    
    OBJECTIVE COMPLETE: Break into Rutherford Castle.
    
    Head down the passage (don't worry about the torches here).  At the end, grab 
    the Health Potion and read the note:
    
    OBJECTIVE COMPLETE: Find a clue about how to locate and open the vault.
    
    NEW OBJECTIVE: The vault is protected by a portcullis.  Search Lord Ember's 
     chambers to figure out how to open the portcullis.
    
    NEW NOTE: The vault is in the basement.
    
    You're in the guards/servants chambers, now.  In the southeast corner is a 
    chest with a COPPER PLATE (50, 3%) in it.  Head north a room to find a 
    sleeping guard.  He can wake up if you make enough noise, so it's best to 
    clout him with the BJ.  The locked chest (open with pick at L, R, L) on the 
    north wall of this room has a COPPER GOBLET (25, 4%).  You have two direction 
    choices from here.  West is kinda tough on Normal and up, because there's a 
    patrolling guard in the south hallway.  On all difficulties, there's a guard 
    who pivots around on the skylit landing near there.  So, instead, leave by 
    the northwest exit and you'll reach the armory.  Sneak up and clout the 
    torch-carrying guard here.  In the armory are six Broadhead Arrows if you 
    wish to load your quiver.  
    
    Head west to leave the armory by its other exit.  To the north from here is a 
    misty doorway leading to the Inner Quarters, but we'll ignore that for the 
    time being.  Continue west and you'll reach a room with some paintings and 
    that servant who was outside earlier.  Pinch the candle, then sneak up on him 
    and knock him out.  Leave the room and head south.  To your right (west) as 
    you go down this hallway is the room leading to the vault.  On Hard and up, 
    there's a fat guard patrolling this room.  Club him at the end of his patrol, 
    when he's furthest from the other guard.  On all difficulties, there's a guard 
    standing at the post.  Use the shadows to trace a path to him, then bash him.  
    There's no need to go down to the vault right now, so continue further south.  
    In a side hallway is a locked door (U, R, L) which leads to a small dining 
    room.  Bash the guard who never turns from the window and take the TWO SILVER 
    CANDLESTICKS (50, 7%; 50, 9%) on the nearby shelf.  Open the locked chest 
    (L, R, L) in this room to get a COPPER GOBLET (25, 10%).  Read the note on the 
    table if you wish, then head east to a small study.  There are TWO COPPER 
    COINS (25, 11%; 25, 13%) on the desk, as well as a Health Potion and a note.  
    This room is where you would have ended up had you climbed through the window 
    to enter the castle.  Anyway, leave these rooms and head south to get to the 
    other side of the hallway with the patrolling guard I had you avoid earlier.  
    Sneak up behind him as he turns to walk back down the hall and take him out.  
    Now, you're free to take out the guard in the skylit landing that was 
    pivoting in place.  Wait until he turns away before knocking him out.  Once 
    he's down, look at the statue he was standing in front of.  Reach up and grab 
    the JADE (100, 17%) in its hands.
    
    Now, it's time to enter the great hall you've been circling around for a 
    while.  There's a guard in here who patrols the landing with the big lion 
    statue.  Put out the chandeliers if you think it will make it easier, then 
    knock him out.  On a table next to the lion statue is a piece of JADE (100, 
    22%).  Climb up the next set of stairs.  See that big painting sparkling out 
    of reach on the north wall?  We're gonna go get it.  Enter the hall at the 
    top of the stairs.  To the north is a second misty doorway that leads to the 
    Inner Quarters.  We're still avoiding that for now.  Circle around the 
    hallway to the next room, which has a servant facing away from you.  They make 
    it too easy, really.  Knock him out, then continue to the next room, grabbing 
    a COPPER CANDLESTICK (25, 23%) on the way, then pick open the locked door 
    (R, L, L, R).  In the chest in this room, grab the SILVER GOBLET (50, 25%).  
    Now, start pushing the crate on the wall to reveal a hole.  Crawl through it, 
    and you'll find yourself on a balcony that passes close to the painting in the 
    great hall.  Grab MORTIMER THE MAD (200, 35%) for your first Special Loot.  
    Now, retrace your steps and head for one of the misty doorways at the north 
    end.  For this walkthrough, we'll go through the one at ground floor level.
    
    Inner Quarters -
    
    Continue down this hallway to find the inner courtyard.  There's one guard on 
    patrol down here, so wait for an opening to bash him.  Down here are two doors 
    and an elevator.  We'll get to the elevator in a moment.  The two doors lead 
    to the same basic area, but the one on the south wall leads to a more 
    favorable situation, so, naturally, it's locked (L, R, L).  Once you enter, 
    you'll hear two serving girls gabbing.  Once they finish, the one in green 
    will enter the dining room, while the one in purple will gaze out the window.  
    Take that purple girl out.  Sneak into the dining room and wait for the other 
    girl to walk by and bop her.  Now, there's a guard here, but he doesn't move, 
    and is placed so that he can't really see much in the dining room, so keep it 
    quiet, and clean out the dining room, which has a COPPER GOBLET (25, 36%) on 
    an end table, TWO COPPER GOBLETS (25, 37%; 25, 38%) on the main table, and 
    TWO COPPER CANDLESTICKS (25, 40%; 25, 41%) on the mantle above the fireplace.  
    Now, head back to the hallway with the purple girl and head in the other 
    direction.  The cook who was so nice to open the door for you is wandering 
    around the kitchen, so reward him with a blackjack to the noggin.  Just 
    outside the kitchen is a COPPER CANDLESTICK (25, 42%), and inside on the 
    cutting table, next to the mutton is a COPPER GOBLET (25, 43%).  Further in 
    the kitchen is a Health Potion, and further on are the cook's quarters, which 
    you can also access from the locked door in the hallway.  In the chest in the 
    cook's room is a SILVER PLATE (75, 47%), and on the table is his journal, 
    where he describes the switch in Lord Ember's chamber to open the vault.
    
    OBJECTIVE CANCELLED: The vault is protected by a portcullis.  Search Lord 
     Ember's chambers to figure out how to open the portcullis.
    
    NEW OBJECTIVE: Find and activate the secret switch in Lord Ember's chambers 
     to open the vault portcullis.
    
    NEW NOTE: The cook's journal said there's a secret switch to the vault 
     portcullis in Lord Ember's chambers.
    
    You're done on the ground floor, now.  Exit and head back to the courtyard.  
    Hop in the elevator and push the button to ride to the second floor.  If you 
    head left, you'll find the second floor misty doorway.  Heading right will 
    take you where you want to go.  On Hard and up, you'll find a guard in front 
    of the candle and boxes up on this ledge, so bash him.  Open the door.  A 
    guard with a torch patrols this hallway.  To your left, you'll hear a 
    conversation between another guard and a chambermaid.  Also, Lord Ember is 
    here.  He mostly hangs out in his room, but sometimes leaves to walk around 
    this floor.  Lastly, on Hard and up, there's another guard in front of Ember's 
    chambers.
    
    First, head through the left passage once the two there are done talking.  
    Turn left and knock out the girl, then continue down this under-stair passage 
    and at the end, crouch and turn right to find a little rat hole with a COPPER 
    GOBLET (25, 48%).  Watch the guard's patrol on the spiral staircase here, then 
    follow him and knock him out.  At the top, you'll find the door to Lady 
    Elizabeth's chambers (R, L, L, R).  Head up either spiral staircase to her 
    room.  The chest in front of her bed (U, R, L) has the GILDED HELM (300, 62%), 
    your second Special Loot.  Also in her room are two notes and a journal which 
    speak of her motives, and on her bookshelf are TWO COPPER COINS (25, 63%; 25, 
    64%) and a SILVER COIN (50, 67%).  Lastly, hop on the nightstand to the left 
    of the bed, then jump up.  On top of the canopy is a JADE NECKLACE (50, 69%) 
    to grab in midair.  Now, head back downstairs to the hallway.  Knock out the 
    guard with the torch here, and you're ready to assault Lord Ember's chambers.  
    There are three ways to do it:  
    
    1. You can do it the direct way and pick open his door and either scare, knock 
     out, or kill him.
    2. Wait until he comes out of his room.  He has the key on his belt, which 
     you can pick off him.  After that, you can leave him, knock him out, or 
     whatever.
    3. The nearby window leads to a ledge which runs under another window leading 
     into a back part of the chambers.
    
    I generally choose 2.  The key you take from him will open his door, so enter 
    his room.  The journal on his table will tell you that the switch is near his 
    desk.  That's near the fireplace.  To the right of the desk is an unlit torch.  
    Use it to activate the switch.
    
    OBJECTIVE COMPLETE: Find and activate the secret switch in Lord Ember's 
     chambers to open the vault portcullis.
    
    Now, it's time to clean out the chambers.  On his table is a COPPER GOBLET 
    (25, 70%).  On a bookshelf to the left of the fireplace is a SILVER 
    CANDLESTICK (50, 72%).  Above the fireplace is your third Special Loot, the 
    other RUTHERFORD MEDALLION (150, 80%).  On the desk is a SILVER COIN (50, 82%)
    and a COPPER COIN (25, 83%).  In the chest in the back behind his table is a 
    piece of JADE (100, 87%).  Finally, hop out the window either near his back 
    bookshelf, or outside his door to the ledge and you'll find a JADE RING (50, 
    89%).  That's this place cleaned out.  You can hop down from the ledge here if 
    you wish and make your way back to the Castle Front.
    
    ---
    
    Castle Front (part 2) -
    
    Head towards the vault on the west end, taking out the guard if you haven't 
    already, then head downstairs.  Provided you opened the portcullis, you should 
    just be able to press the button on the vault to open it up.  In the vault 
    is another Key (which you don't really need now), TWO JADES (100, 95%; 100, 
    100%), and the Bloodline Opal.
    
    OBJECTIVE COMPLETE: Steal the Bloodline Opal from the vault.
    
    Now, it's all just a simple matter of making your way back to outside, either 
    by hopping out the window in the little study, or by the door the cook 
    opened.  Head to the main gates outside to finish this mission.
    
    OBJECTIVE COMPLETE: When your other objectives are complete, leave the 
     castle grounds the same way you came in, the front gate.
    
    End Walkthrough
    ***************
    
    Debriefing - The Bloodline Opal's mine now, and based on the size of this 
     thing, I'd say it was worth it.  But, something tells me this Lady Elizabeth 
     character had her own plans for the Rutherfords.  I'd better get this opal 
     to Perry soon.  He can cut it into smaller stones that are easier to move, 
     and we'll both make a tidy profit.
    
    ---
    
    Loot List
    
    Castle Front -
    
    1. Copper Goblet (25) - On the ramparts outside the door that the cook opens 
     for you.
    2. Copper Plate (50) - In the sleeping rooms in the southeast corner of the 
     castle, in a chest in the southeast corner of the room.
    3. Copper Goblet (25) - In the sleeping rooms in the southeast corner of the 
     castle, in a chest in the north side of the room.
    4. Silver Candlestick (50) - In the small dining room in the southwest corner 
     of the area, on a bookshelf.
    5. Silver Candlestick (50) - In the small dining room in the southwest corner 
     of the area, on a bookshelf.
    6. Copper Goblet (25) - In the small dining room in the southwest corner of 
     the area, in a chest.
    7. Copper Coins (25) - In the small study in the southwest corner of the area, 
     on a desk.
    8. Copper Coins (25) - In the small study in the southwest corner of the area, 
     on a desk.
    9. Jade (100) - In the hands of a statue just east of the great hall, under 
     a skylight.
    10. Jade (100) - In the great hall, on a table next to a lion statue.
    11. Copper Candlestick (25) - On the second floor, beyond a small library in 
     the southwest corner of the area.
    12. Silver Goblet (50) - On the second floor, behind a locked door in the 
     southwest corner of the area.
    13. Jade (100) - In the Rutherford Vault.
    14. Jade (100) - In the Rutherford Vault.
    
    Inner Quarters - 
    
    15. Copper Candlestick (25) - In the entry area just outside the kitchen.
    16. Copper Goblet (25) - In the kitchen on the cutting table.
    17. Silver Plate (75) - In the cook's room in the chest.
    18. Copper Goblet (25) - In the dining room on an end table.
    19. Copper Goblet (25) - In the dining room on the big table.
    20. Copper Goblet (25) - In the dining room on the big table.
    21. Copper Candlestick (25) - In the dining room on the mantle.
    22. Copper Candlestick (25) - In the dining room on the mantle.
    23. Copper Goblet (25) - Below the stairs to Lady Elizabeth's room, in a 
     little rat hole.
    24. Silver Coins (50) - On the shelf in Lady Elizabeth's room.
    25. Copper Coins (25) - On the shelf in Lady Elizabeth's room.
    26. Copper Coins (25) - On the shelf in Lady Elizabeth's room.
    27. Jade Necklace (50) - On top of Elizabeth's bed canopy.  Jump from the 
     nightstand.
    28. Copper Goblet (25) - On the table in Lord Ember's chambers.
    29. Silver Candlestick (50) - On the bookshelf near Lord Ember's bed.
    30. Copper Coins (25) - On the desk near Lord Ember's bed.
    31. Silver Coins (50) - On the desk near Lord Ember's bed.
    32. Jade (100) - On the chest behind Lord Ember's table.
    33. Jade Ring (50) - On the ledge outside Lord Ember's window.
    
    Special Loot - 
    
    34. Mortimer the Mad (200) - In the Castle Front, go to the second floor, 
     southwest corner, and pick open the door there.  Push the box and crawl 
     through the space.
    35. Gilded Helm (300) - In the Inner Quarters, in the chest in Lady 
     Elizabeth's room.
    36. Rutherford Medallion (150) - In Lord Ember's room, above the fireplace.
    
    =======================
    6D. The City, Day One =
    =======================
    
    "The City increased quickly, the lack of planning evidences itself in the 
     closeness of the structures, the strange twist of a street." - Keeper 
     Archives
    
    "Fiddle-dee-dum and fiddle-dee-dee, the old gray lady is after me." 
     - children's rhyme, unknown origin
    
    ---
    
    NOTE: From here on, I don't intend to provide you with directions for the 
    locks.  You should have practice enough now that you can open them on your 
    own, even as they get more complicated.
    
    Briefing - South Quarter... one of the City's most crowded residential 
     districts, in the center of town, near the river.  It's not wall-to-wall 
     nobility, like Auldale, but there's money here... if you know where to look.  
     South Quarter's where I live, so I guess this is home.  As long as I behave 
     myself, I can go anywhere and do as I please, and the residents won't give 
     me any trouble.  But, the City Watch will.  The entire force knows what I 
     look like, and they'll attack me on sight.  If I don't stay out of the way of 
     their patrols, I might be looking at some jail time, or worse.  First thing I 
     need to do is see my fence, Heartless Perry -- his shop is down in Black 
     Alley.  I'm bringing Perry the Bloodline Opal.  I don't want to hang onto 
     this stone any longer than I have to.  Something about that job has left me 
     with a bad feeling.
    
    Enemies - City Watchmen, Thugs
    
    ---
    
    Mission Notes
    
    For the rest of the game, you'll start every new part of the game with all 
    the equipment you had when you left the last part.  Your first trip to the 
    City won't have too many enemies, particularly in the South Quarter.  Once you 
    get to Stonemarket, the resistance picks up.
    
    *****************
    Begin Walkthrough
    
    Garrett's Building -
    
    NEW OBJECTIVE: Go see your fence, Heartless Perry, in Black Alley to sell 
     him the Bloodline Opal.
    
    You now have the Opal (500) in your inventory as a Loot item.  It's not a 
    specific type of Loot item.
    
    Anyway, here we are in your crib.  To your left is a practice dummy, an 
    archery target, and a practice lock (you can buy more from certain stores).  
    To your right is your living room.  Two Flashbombs are here, as well as a 
    Broadhead Arrow on the table, and a Noisemaker Arrow in the chest.  Leave your 
    apartment and head down the short flight of stairs.  You'll now experience 
    indesputable proof that not everyone in this game hates your guts: the guard 
    will greet you.  Of course, your first friendly guy and you have to blackjack 
    him.  The reason you have to do this is so you can break into your neighbors'
    places.  The first room has a guy asleep in bed.  Take his TWO COPPER 
    CANDLESTICKS (25, 25) and the PURSE OF COINS (25) off his belt, then leave.  
    The second room has a girl up and about, so club or avoid her.  Take the JADE 
    GOBLET (75) and read the fairy tale on the bed, if you wish.  Now, head back 
    and to the Landlord's office (as marked by the sign), and break in.  Take the 
    RUBY GOBLET (100) on his desk, and the two Broadhead Arrows in the chest.  
    Also, read the journal on his desk to learn an interesting fact:
    
    NEW NOTE: Your landlord has been hiding blackmail money under a sewer gate 
     in Black Alley.
    
    Well, that's all there is to do here.  Let's go play outside and take in some 
    of that crisp night air, shall we?
    
    ---
    
    South Quarter -
    
    Right in front of you is the fountain.  Inside are two Water Arrows.  Also 
    ahead are two gents talking about the recent quarantine in the city.  
    Currently, you're confined to this area.  Note how the guy on the left is 
    rather sparkly.  Once the guys are done, you can wait until he's alone and 
    club him and take his COPPER BRACELET (25) and COPPER GLASSES (25).  He'll 
    also drop a Key.  This key (naturally) opens the door to his house.  Once 
    you've hidden his body, head south through the alley to another area of 
    South Quarter.  
    
    The house of the sparkly man is to your left (east).  You can either use the 
    key, pick the lock, or head around to the right and climb in through the 
    window.  At any rate, in the main room is a SILVER KNIFE (50) on the table, 
    and your first Fire Arrow in the fireplace.  Head to the room on your right 
    and open the chest to find a Flashbomb and a Healing Potion.  Head up the 
    stairs to the second floor and you'll find a Healing Potion on the mantle and 
    a JADE NECKLACE (75) in the chest.  Finally, there's a DIAMOND (150) in the 
    chandelier in the main room.  You can either jump up from the table, or go to 
    the second floor and push the chair away from the hole.  Crawl out onto the 
    rafters and get it from there.  That's it for this house, so head outside.
    
    Also of interest in this area is a food stand to the west.  There are THREE 
    COPPER COINS (25, 25, 25) on the stand, and these reappear every day.  Just 
    be careful the guy at the stand doesn't see you do it.  Further west is a 
    guard post (and your first City Watchman).  If you're daring enough to get in 
    the post, you'll find two Broadheads.  Anyway, keep to the shadows so the 
    Watchman doesn't see you and follow the red handprints into Black Alley.
    
    First things first.  In front of you and to the right is the sewer grate with 
    the PURSE OF COINS (50) that the landlord left for his blackmailer, as well 
    as a Water Arrow.  This purse reappears every day.  Further down the alley, 
    in the bushes to your right, is your first Moss Arrow.  There are two 
    buildings here with the red handprint on the door.  The one you want is on the 
    right.  That's Heartless Perry's.  He'll tell you that Lady Elizabeth found 
    out about the job and roughed him up.  He dropped your name, too.  He'll take 
    your Metal and Gems, but not the Opal, but he suggests Black Market Bertha in 
    Stonemarket as a viable fence for it.
    
    NEW OBJECTIVE: Deal with Lady Elizabeth and her thugs so you can get into 
     Stonemarket.
    
    NEW OBJECTIVE: Sell the Bloodline Opal to Black Market Bertha, the fence in 
     Stonemarket Proper.
    
    Now, head in the other door with the red handprint to find "The Well-Equipped 
    Thief", a store that sells Broadheads, Noisemakers, Water Arrows, Health 
    Potions, and Flashbombs.  I suggest having a good stock of Water Arrows.  
    The rest aren't so essential.
    
    Head back through Black Alley and back north to the fountain area.  You'll 
    see a group of three people standing at the north end.  It's Lady Elizabeth 
    and her two thugs.  They banter a bit, and mention the thug's payment.  I'll 
    tell you right now that the payment is in the house to the south.  You can 
    enter through the door, but there's a better route: a tunnel underneath the 
    porch at the adjoining house, which is easier to get to.  In that house is a 
    letter by Elizabeth and TWO PURSES OF COINS (50, 50).  What happens after the 
    conversation is that Elizabeth heads into the house and stands next to the 
    purses.  One by one, her thugs will walk into the house, take the payment, 
    and walk back out for the next one.  If a thug doesn't come back from getting 
    his payment, the other gets suspicious.  You can take the purses from the 
    table, or pick them off the thugs.  Either way, get past the thugs using 
    the shadows, Flashbombs, the blackjack, or Broadheads and continue north.  
    You can't open the big main doors to the next area, but there's a shadowy 
    doorway to the right of it which is your actual passage.
    
    Here's a way to get past them that I just learned of recently (told by several 
    people).  To the left of the thugs (as you face them) is a crate next to a 
    wall.  Climb up onto the crate, then mantle onto the awning above.  From here, 
    you can hop up onto ledges that lead over the top of the thugs.  There's a 
    Gas Arrow up here, as well as a small vent that drops down and behind the 
    thugs, so that's always fun to use.
    
    Actually, an interesting way of doing this is getting to the purses before 
    any of them enter the house.  Elizabeth won't bat an eye, but the thugs will 
    get pretty steamed when their payment isn't there anymore.  Elizabeth's 
    poisoned sword makes quick work of the thugs, though, so that'll do your 
    dirty work for you.
    
    OBJECTIVE COMPLETE: Deal with Lady Elizabeth and her thugs so you can get 
     into Stonemarket.
    
    ---
    
    Stonemarket Plaza -
    
    Briefing - Well, I made it past Lady Elizabeth and her thugs... and now here 
     I am in Stonemarket.  This district's known for commerce and corruption, with 
     plenty of both for everybody.  Most people come here for the stores, but I 
     tend to do my shopping after everything's locked up for the night.  There's 
     the Clocktower, one of the tallest buildings in the City, a good landmark, 
     day or night.  And finally the Stonemarket Plaza.  More vendors, more people.  
     No doubt the City Watch will be keeping an eye out for pickpockets like me, 
     though... being a thief is never as easy as it sounds.  Anyway, it's time for 
     me to find this Bertha character and get rid of the Opal once and for all.  
     I hope Perry was right about her.
    
    This area can get confusing the first time, because the map shows the main 
    streets all right, but there are several small alleys in the west portion of 
    the area that can get you turned around easily.  There's more Watch on the 
    patrol here, so stay hidden as much as possible.
    
    If you're in the mood for goods, start with the Tavern, which is right in 
    front of you and to the right.  You can pick open the main door, or head 
    down the adjacent alley and pick the door there for a little privacy.  In the 
    first main room (if you went through the alley, head straight ahead and then 
    to the left down the stairs), you can find a patrolling guard and TWO FINE 
    WINES (100, 100) behind the bar (you'll need to climb over to get it), and 
    TWO COPPER COINS (25, 25) on the table nearby.  Head up the stairs, then keep 
    climbing to reach the upper floor.  You'll see a small alcove to your left 
    with a seated guard.  Sneak up and grab the FINE WINE (100) from his table 
    without him batting an eye.  Now, head further in and you'll end up on the 
    balcony above the main room.  There are two guards up here, but time your 
    movements and you can sneak right behind them and grab the TWO COPPER COINS 
    (25, 25) on the shelf there.
    
    Next stop is Brent's place.  To get here, enter the small alleys in the west 
    side of this area.  Explore them and it shouldn't take too long to find one 
    with a set of stairs leading up.  This will lead to a Watchman (club him), 
    and then head left.  You'll hear an interesting conversation between Brent 
    and "Garrett":
    
    NEW NOTE: A thug has been hired to steal a valuable dagger from Cothron's 
     Armory tonight.  He will be paid if he drops it into the donation box 
     outside St. Edgar's.
    
    Once those two are done, you can sneak into Brent's room and grab the PURSE 
    OF COINS (50) in his chest, then leave quickly before you're spotted.
    
    You've done all you can here, for now.  Head east and you'll eventually find 
    the entrance to Stonemarket Proper.
    
    ---
    
    Stonemarket Proper -
    
    Right in front of you are two wannabes discussing pulling a job at St. 
    Edgar's.
    
    NEW NOTE: The thugs hanging outside St. Edgar's Church have a map of the 
     church with them.
    
    Either pick it right off the guy, or club him and take it.
    
    Now, head south and you'll find a guard post.  Club the guard and take the 
    two Broadheads on the shelf and the TWO SILVER COINS (50, 50) on the table 
    in front of him.  Walk around the post to the front of the cell and the 
    creature inside will start talking at you:
    
    NEW NOTE: There's a strange creature locked in a cell in Stonemarket 
     Proper who wishes to be freed.  He has a map in his cell with him.
    
    Open the door to let him loose, then grab the map.
    
    Head back north, then continue on, noting the Watchman facing east.  Go 
    behind his back and pick your way into the shop here.  This is the 
    Stonecutter's place.  On the table in front of you is SILVER COINS (50) and a 
    RUBY (125).  Head up the stairs in the back (don't mind the sound of the door 
    opening behind you) and up to the guy's living quarters.  There's a COPPER 
    BRACELET (25) on a table in the den.  In the next room, inside the chest, is 
    a SILVER GOBLET (50), and a JADE GOBLET (75).  Head back downstairs and you'll 
    see three men in the entrance area.  They'll start talking about the gems 
    that are owed.  From this conversation, you'll get a new note:
    
    NEW NOTE: Crowley, the stonecutter, hid some gems in Terces Courtyard.
    
    There will be some rough-housing afterwards.  Just stay hidden and things 
    should eventually quiet down.  If you wish, you can go right now and back to 
    Stonemarket Plaza.  Go to the courtyard in the northwest corner, and search 
    behind the gargoyle to find a HANDFUL OF GEMS (200).
    
    Your next stop in SM Proper is the apothecary just north of the stonecutter's.  
    Pick it open and take the two Health Potions and the COPPER RING (25) inside.
    
    Lastly, Cothron's Armory is right next door, and "Garrett" is already inside.  
    Club him to silence the amateur.  Open the chest for SILVER COINS (50) and a 
    JADE NECKLACE (50).  The wall safe has SILVER COINS (50).  Head up the stairs 
    and find a COPPER RING (25) on the landing.  Head further up and you'll reach 
    Cothron's room.  Take the COPPER RING (25) next to him and open the chest to 
    find the Golden Dagger.  It's not loot, so head out to St. Edgar's Church and 
    drop it in the donation box out in front.  Go back to the plaza, then head 
    right back to Proper and you'll find THREE GOLD COINS (75, 75, 75) in the 
    box.  Well done.
    
    Finally, head around behind the church.  The print-marked door that's north-
    most is Bertha's place.  Unload your stuff on her (minus Artwork).  She'll 
    hand you a letter.  As soon as you leave her place, you'll automatically read 
    it:
    
    NEW OBJECTIVE: Meet with the Keepers in Terces Courtyard in Stonemarket 
     Plaza.
    
    There's a store in this area, too, run by Marla Madison.  She sells the same 
    stuff as the shop in South Quarter, minus Water Arrows, and plus Moss Arrows 
    and a Practice Lock.  Buy what you need from her, then head back to the 
    Plaza.  The Terces Courtyard is in the northwestern part of the plaza.  Head 
    up to the gargoyle...
    
    ---
    
    Cutscene
    
    (Garrett walks into the courtyard.  He stops suddenly.)
    
    Garrett: I don't like being followed...
    
    (He casts his eyes behind him to see a robed, hooded figure step into view.)
    
    Garrett: Cryptic notes, secret meetings.  Haven't you Keepers outgrown this 
     stuff yet?
    
    Artemus: It was not our intention to be... cryptic...
    
    Garrett: What was your intention?  Don't I have friends on the Keeper Council 
     anymore?
    
    Artemus: More than you know...  Garrett...  May I speak?
    
    Garrett: Sure.  Talk.
    
    Artemus: The Keeper Council has agreed to allow you access to the prophecies 
     as they are read by our Interpreter, Keeper Caduca.
    
    Garrett: Huh, that's Keeper talk for, "Something bad has happened, and we 
     want your help", right?
    
    Artemus: But, there is something they require of you, first.
    
    Garrett: Go on.
    
    Artemus: Two objects.  One with the Hammerites, the other with the Pagans.  
     We wish to study them further.  We need you to acquire them for us.
    
    Garrett: You mean steal them.  Are you sure those are the only hoops your 
     Keeper friends need me to jump through before I'm allowed to hear the 
     prophecies?
    
    Artemus: (pauses) It's true that through this, you will have proven you are 
     trustworthy.  None of this is... my choice...
    
    Garrett: I'll get you the trinkets.  You just make sure your Keeper buddies 
     come through on their end of the bargain. (He steps back towards the shadows)
    
    Artemus: I will...  Garrett...  Garrett?
    
    ---
    
    NEW OBJECTIVE: Steal the Chalice from St. Edgar's Church in Stonemarket 
     Proper.
    
    NEW OBJECTIVE: Use the South Quarter well to enter the Pagan tunnels, and 
     steal the Paw from them.
    
    NEW RESTRICTION: You're working with the Keepers for now.  Don't attack them 
     or get caught doing anything that will cause them to attack you.
    
    Okay, you have two missions to complete, now, and they can be done in either 
    order.  If you wish to tackle the Hammerite mission, go to Stonemarket Proper 
    and Use the glyph on the front door of St. Edgar's Church.  If wish to enter 
    the Pagan mission, go to South Quarter, then to the well, which is marked on 
    your map.  Use the glyph on the well to enter.
    
    Oh, and if you can't figure out what to do after using the glyph on either 
    object, try hitting START on the mission screen.
    
    Once you complete the first mission, you'll go to Day Two and be back in your 
    apartment.  You can go make the rounds for daily loot, fence, and shop, and 
    then head for the next mission.  Oh, and there's a CAT STATUETTE (75) in your 
    Landlord's room on Day Two.
    
    For info on the two missions, go to Section 6F for the Hammerite mission, or 
    go to Section 6G for the Pagan mission.  Once you've completed both missions, 
    go to Section 6H.
    
    ==============================
    6E. Breaking Out of Pavelock =
    ==============================
    
    "There will be no escapes.  None.  If a prisoner does somehow get away -- 
     make sure they don't survive the return trip." - Warden Stout, Pavelock 
     Prison
    
    "A cell is only necessary if the prisoner in question can still walk." 
     - Warden Stout, Pavelock Prison
    
    ---
    
    NOTE: You may not have to tackle this at all, if you never get taken down by 
     the City Watch.
    
    Objectives - 
    - Break out of your cell.
    - Your equipment is locked up in the Confiscation Depository, south of your 
     cell.  Get it back.
    - Escape from Pavelock Prison.
    
    Enemies - City Watchmen, Warden Stout
    
    ---
    
    Mission Notes
    
    I've described Pavelock in a separate part of the guide based on the fact 
    that you can go there just about at any point in the game, depending on 
    when and if you lose a fight to the City Watch.  Also, if you fall in the 
    water in the City, you'll be taken to the prison, as well...
    
    ---
    
    *****************
    Begin Walkthrough
    
    Well, looks like getting slammed by the Watch isn't the end of the world, 
    after all.  Of course, you're completely devoid of any of your equipment.  
    Just sit tight and wait for Stout to show up.  He'll throw words at you for a 
    bit, then walk off.  Sit a while longer, and you'll start hearing the jingly 
    sound of freedom.  A guard will show up with a shiny key ring on his belt.  
    He'll taunt you for a bit.  Press your face to the door and keep pressing 
    the Use key and you'll pluck it off his belt, eventually.  Wait until the 
    guard walks away, then open the door.
    
    OBJECTIVE COMPLETE: Break out of your cell.
    
    Head south and watch the guard's movement.  Wait for an opening, then head 
    west into a drain area.  If you follow this drain all the way to the end, 
    you'll find a Health Potion.  Turn south at the junction and you'll come out 
    next to a light switch.  Flip it to kill the lights.  This will probably 
    disturb the first guard, and the other seated at the desk.  Once they're 
    settled down, head over to the bars.  On the shelf on the left side of the 
    bars is the key to the depository.  Use it to open the bars.  Immediately 
    grab your gear, the pile of stuff on the right side.
    
    OBJECTIVE COMPLETE: Your equipment is locked up in the Confiscation 
     Depository, south of your cell.  Get it back.
    
    Now that you're a night warrior again, club the two guards on this floor.  
    Go back to the depository and grab the RUBY GOBLET (100) on the shelf, then 
    bust open the safe and grab the SILVER COINS (50) and the FINE WINE (100).  
    There's also a Flashbomb in here, as well as another in the chest just 
    outside.  Head back to the main cells.  If you wish, you can let the prisoners 
    out.  It will cause confusion and distract the guards so you can sneak by, 
    but I prefer the quieter method.  It's up to you.  Head for the north stairs 
    and pick open the door.
    
    In the second room is a guard near a torch.  You can ignore him if you wish.  
    In here are four Broadheads on the barrels, a Flashbomb also on a barrel, a 
    Health Potion near the guard, and a Noisemaker Arrow on the table in the 
    corner.  Continue on to your left.  In the third area is more cells and 
    another guard.  Continue on to the fourth area, which I like to call the Pits.  
    There's a guard on either side here, two Broadheads in front of you on a desk, 
    and in the back right corner is an Oil Flask and a Noisemaker Arrow.  Now, 
    to leave this room, open the portcullis using the switch to the left of it.  
    Head through and up to the last area.
    
    Warden Stout is pacing around the ground floor here.  Deal with him as you 
    wish; he's really no more special than a regular guard.  There's another 
    guard patrolling the second floor above, and a third seated in a room on the 
    second floor to your right.  Deal with them as appropriate.  Now, to loot the 
    area.  On the ground floor is a Water Arrow in the drainpipe, a Flashbomb on 
    a barrel, and a COPPER KNIFE (25) on the floor near the drain.  On the second 
    floor is a Broadhead on a small table near your lovely picture, and in the 
    guard room is a JADE GOBLET (75) on the table.  Also, pick open the chest to 
    find a PURSE OF COINS (50) and a few more Broadheads.  Now, you can leave.  
    There are two ways.  Climb up the stairs to the main gate (and watch out for 
    the guard standing there) or go through the drain near the stairs and climb 
    out the ladder through the sewer grate.  Either way, once you leave the 
    prison, you'll be back on the streets in South Quarter, ready to get back to 
    your mission.
    
    OBJECTIVE COMPLETE: Escape from Pavelock Prison.
    
    So, it's really not worth it to make the trip, intentionally, to prison.  
    There's only 400 loot.  There's quite a bit of gear, though, but it's mostly 
    the cheap stuff.  Also, now that you've escaped once, the City Watch is now 
    just looking to kill you, as opposed to capture you.
    
    End Walkthrough
    ***************
    
    =================================
    6F. Mission 3 - St. Edgar's Eve =
    =================================
    
    "If thou has eyes to see the Builder, but do not, then pluck them out." 
     - Opening Prayer, Ironwright Temple
    
    "Be ever diligent, for thine enemies are a multitude, and sin never sleeps." 
     - Excerpt from a Hammerite Hymn
    
    ---
    
    Briefing - St. Edgar's Church.  This is where the Hammerite fanatics keep the 
     Chalice, a so-called holy relic.  It's what the Keepers asked me to steal, 
     if I want to see their prophecies for myself.  The Chalice might not be 
     worth much on the street, but every Hammer church has a nice pile of wealth 
     stashed away -- no reason not to fill my pockets while I'm here.
      This particular temple holds the crypt of some long-ago Hammerite hero, 
     St. Edgar.  Today was his holy day, so there's an all-night service.  That 
     might work in my favor, if they're all sitting down praying instead of 
     looking for sinners to smite.
      Chances are, they'll have anything they think is holy locked up pretty 
     tight.  I'll have to make sure they don't do the same to me.  I'm not 
     interested in the Hammerite brand of justice.
    
    Objectives -
    - Break into St. Edgar's Church.
    - Find and steal the Builder's Chalice.
    - Once you have completed all your objectives, return to your entry point, 
     the Front Courtyard.
    
    Loot - 33 pieces totalling 2850.
    
    Enemies - Hammerites, Hammer Priests, Zombies
    
    Recommended Items - Plenty of Water Arrows and a few Flashbombs.
    
    ---
    
    Mission Notes
    
    The Church is a pretty dark and sparsely populated place.  The central area 
    is the main church hall.  The western area is the factory (a must in any 
    Hammerite place of worship), storage area, and reliquary.  The eastern area is 
    the barracks and the high priest's quarters.
    
    I've been informed by some sources that you can go to the barracks area 
    before listening to Griedus gab in the main church hall.  Going there first 
    allows you to plunder the area with impunity (or at least, without Griedus 
    getting involved).
    
    ---
    
    Cutscene - (A hand grips a lever, starting gears up in the background.  A 
     door to a smelter opens up, and molten metal begins sliding down a chute.  
     The chute leads towards a massed congregation of worshippers in red.  The 
     molten metal spills onto a mold, filling it in.  A priest stands above the 
     mold and raises his arms in reverence.  Cut to the hardened metal being 
     dropped from the mold.  The relief created by the mold is that of a godlike 
     figure, holding a hammer aloft.  Focus on the hammer as it turns white and 
     all else turns black, forming the symbol of the Hammerites.)
    
    *****************
    Begin Walkthrough
    
    Cathedral Grounds - 
    
    All right.  If playing on Normal and up, then right before you is a Hammerite 
    who got the unlucky job of outside duty.  Conk him.  There's another 
    Hammerite on the balcony with a candle, but he'll take off shortly.  On Hard 
    and up, there's another guard right at the front door.  Head to the west side 
    of this courtyard to find a statue, and a collection plate in front of it, 
    inside of which is TWO SILVER COINS (50, 1%; 50, 3%).  There are two ways 
    inside.  The first way is the front door (not recommended on Hard and up), 
    the key to which is on the Hammerite that patrolled the grounds here on Normal 
    and up.  You can also climb up on the crates to the pipes to the balcony.
    
    OBJECTIVE COMPLETE: Break into St. Edgar's Church.
    
    If you entered by the door, take the west door, which will lead up to where 
    you would be had you entered by the balcony.  In this room, you'll find a 
    COPPER CANDLESTICK (25, 4%) on the shelf.  The nearby gate is locked from 
    this side, so head up the stairs.  Keep going straight to end up on a ledge 
    overlooking the courtyard, where you can take a Fire Arrow from the big torch.  
    Next, head back west down the stairs, then up the north stairs to the upper 
    passages of the main church hall.  There are two Hammers up here, one on the 
    west side, and the other on the east side.  On Easy, there's only one on the 
    west side.  In any case, the one on the west side has a PURSE OF COINS (25, 
    5%).  Take them both out.  From here, you can listen in on what's going on 
    down in the main church hall:
    
    NEW NOTE: If the High Priest hears the church bell, he will leave his room and 
     go to the church to bestow a blessing.
    
    Also up here, above the northeast side of the church hall, on a stack of 
    boxes is a GOLD CANDLESTICK (75, 7%).  There are also two chapels.  The one 
    on the east side has COPPER COINS (25, 8%) in a bowl on one of the pews.  The 
    chapel on the west side has the CODEX OF THE ADMONITIONS (100, 12%), which is 
    Special Loot #1.  Now that this place is cleaned out, you can head back to 
    the south stairs and down to the first floor.  Head into the main church 
    hall and take out the Hammerite pacing around the hall.  Take the TWO DIAMOND 
    GOBLETS (150, 17%; 150, 22%) on the altar.  Also, read the note on the altar.  
    It tells you about Griedus' holy symbol:
    
    NEW OBJECTIVE: Steal the high priest's Holy Symbol from his chambers.
    
    Head up past the pulpit and grab the GOLD BOWL (125, 27%) on the bench.  
    You're done here, so head east to the eastern courtyard.  Take out the 
    Hammerite pacing around here.  Take the Water Arrow from the well and the 
    Moss Arrow from the bush.  Head up the stairs and grab the RUBY GOBLET (100, 
    30%) from atop the barrel.  If playing on Hard and up, then this is a good 
    spot from which to take out the extra guard in front of the Barracks.  Drop 
    down from the ledge and you can get behind him.  Anyway, the door here leads 
    to Griedus' chambers.  Now, you could just slide in and take him and his guard 
    out, if you wish, but that wouldn't be very thiefy.  If you go to the 
    southeast corner of the second floor, you can ring the bell from there.  
    Griedus and his guard will head over to the main church hall (make sure there 
    are no bodies waiting for him).  Once they're both in the church, make a 
    beeline for his chambers.  Take the Holy Symbol from his desk (which is the 
    small hammer).  
    
    OBJECTIVE COMPLETE: Steal the high priest's Holy Symbol from his chambers.
    
    Also, grab the SILVER GOBLET (50, 32%) on the desk, take the TWO GOLD 
    CANDLESTICKS (75, 35%; 75, 37%) from the bookshelf, and pick open the chest 
    and grab the CAT O' NINE TAILS (350, 50%) from it.  Also, read the note on the 
    table for a new objective:
    
    NEW OBJECTIVE: Acquire an unstamped gear in the factory, then stamp it using 
     the Stamping Machine.
    
    Time to book it from this room before the bad guys come back, so leave the 
    way you came in (taking the other door could run you into a bad guy).  Hop 
    the railing and hide until Griedus and the guard head back inside.  Now, 
    head into the barracks, which is the door on the east wall on the ground 
    floor.
    
    Head inside and wait for the conversation to your right to finish.  One of 
    the guys talking will head upstairs, while the other stays down here.  Take 
    him out, then head for the stairs to the east.  There's a Health Potion on 
    the shelf near the stairs if you need it.  Head up the stairs and take out 
    the patrolling guard.  On Normal and up, there's also another Hammerite 
    puttering around a workbench nearby.  Take him out, too.  There's a Gas Bomb 
    on the workbench, and on the nearby barrel is another Gas Bomb and a GOLD 
    PITCHER (175, 56%).  Head out the nearby doorway.  Behind the southeast statue 
    is a RUBY (125, 60%).  Now, head back to the stairs and check out the grate.  
    Crawl through the tunnel and you'll end up in the bedroom.  There's a 
    Hammerite pacing about this area, and on Normal and up, a Priest sleeping on a 
    bed.  Club both of them.  On the desk in the bedroom are TWO SILVER COINS (50, 
    62%; 50, 64%).  In the chest nearby is an EFFIGY OF ST. EDGAR (50, 65%), and 
    on the west wall is apainting of a red guy that sparkles, so take the FINE 
    PORTRAIT (150, 71%).  Also, in the small library west of here is a Health 
    Potion, but on Hard and up, there's also another Hammer guarding the door.  
    That door on the west wall leads back to Griedus' room, so don't bother.  Just 
    retrace your steps back to the east courtyard.  Now, head over to the west 
    courtyard through the church hall.  You'll hear a conversation about 
    Inspector Drept between two Hammerites.  While one is a Priest, he's armed 
    with a hammer.  Anyway, once they're done, take out the uniformed guy who's 
    pacing around.  Then, douse the torch so the Priest can't see you, then sneak 
    around the boxes, pickpocket his PURSE OF COINS (25, 71%) and club him.  This 
    may be tougher on higher difficulty levels, so you may have to resort to 
    flattening on the wall or using noise to distract him.  Now, head through the 
    door he was guarding.
    
    ---
    
    Factory -
    
    Okay, you'll almost immediately hear a conversation.  You'll probably want 
    to douse the torch here to move around these guys better.  There's a Hammerite 
    patrolling to the north (on Normal and up), one to the west, and an unarmed 
    worker to the south.  Club all of them when you get openings.  In the room you 
    started in is a Gas Bomb, and in the chest is three Broadheads.  Once the 
    place is quiet, read the note in the room where the worker was:
    
    NEW NOTE: Unstamped gears are in the factory Storage Area.
    
    Head north and through one of the two doors here to enter the Reliquary.  The 
    Chalice is suspended above you in the cage, but you can't get to it, yet.  
    Head up the stairs and open the chest and grab the two Oil Flasks inside.  
    Pass through the door up here and take out the Priest pacing around.  Continue 
    on down the next set of stairs, and you're right outside the Storage Area.  
    On Hard and up, there's a Hammer pacing around this room, but his patrol makes 
    him easy to club.  Enter the Storage Area and take the two Broadheads, the Gas 
    Bomb, the Oil Flask, the Unstamped Gear on the shelf, and the TWO SILVER 
    NUGGETS (100, 75%; 100, 78%).  Inside the chest is another three Broadheads.  
    Now, leave the Storage Area and head west to the next room.  The switch on the 
    wall here will turn off the light, so do that, because there's a Priest in the 
    room north of you.  Take the SILVER CANDLESTICK (50, 80%) on the end table 
    here.  Enter the south door.  This is Inspector Drept's room.  There's a 
    SILVER CANDLESTICK (50, 82%) on the shelf, and inside the chest is SILVER 
    COINS (50, 84%), TWO GOLD COINS (75, 86%; 75, 89%), and a Flashbomb.  Also, 
    you can read the journal on the shelf and a torn page beneath his chair leg 
    for some interesting info.  Head back outside and north.  Watch as the Priest 
    roasts a Zombie in the furnace.  Club him.  You can try this yourself, if you 
    wish.  Just hit the door switches on the cells to release the Zombies.  Try 
    to lure them in the furnace, then leave by the grating and turn it on.  It's 
    fun.  Oh, and in the furnace, on the ground, is a JADE RING (50, 91%).  
    Continue north, and place the Unstamped Gear on the Stamping Machine.  It will 
    automatically become the Stamped Gear after a few seconds.  Take it, and head 
    east, then north back to the Reliquary.
    
    OBJECTIVE COMPLETE: Acquire an unstamped gear in the factory, then stamp it 
     using the Stamping Machine.
    
    NEW OBJECTIVE: Attach the stamped gear and the holy symbol to the mechanism 
     protecting the Chalice.
    
    Use the two pieces of machinery here, first the holy symbol's spot, then 
    the gear's spot.  The cage will lower to second floor level.  Inside is 
    a GOLD BELL (150, 96%), TWO SILVER CANDLESTICKS (50, 98%; 50, 100%), and the 
    Builder's Chalice, your mission objective.
    
    OBJECTIVE COMPLETE: Find and steal the Builder's Chalice.
    
    Now, you just have to leave.  If you wish, you can head to the northwest part 
    of the factory (where the worker was), and climb the stairs to the exit, which 
    will lead back to the gate you couldn't open before, but can from this side.  
    Head to the front door and walk towards the main outer doors to end the 
    mission.
    
    OBJECTIVE COMPLETE: Once you have completed all your objectives, return to 
     your entry point, the Front Courtyard.
    
    End Walkthrough
    ***************
    
    ---
    
    Debriefing - Now that I have the Chalice, I'm one step closer to the books in 
     the Keeper library.  Those prophecies had better be worth the trouble -- my 
     little raid isn't going to endear me to the Hammers.
    
    ---
    
    Loot List
    
    NOTE that the Purses say 50 when you get them, but it's only 25.
    
    Cathedral Grounds - 
    
    1. Copper Coins (25) - In the collection bowl in the outer courtyard, west 
     side.
    2. Copper Coins (25) - In the collection bowl in the outer courtyard, west 
     side.
    3. Copper Candlestick (25) - On the second floor in the southwest corner of 
     the church, on a bookshelf.
    4. Purse of Coins (25) - On a Hammerite patrolling the west side of the 
     second floor of the main church.
    5. Gold Candlestick (75) - On some crates in the northeastern corner of the 
     church hall, second floor.
    6. Copper Coins (25) - In the eastern chapel on the second floor of the 
     church.
    7. Diamond Goblet (150) - On the altar in the center of the church hall.
    8. Diamond Goblet (150) - On the altar in the center of the church hall.
    9. Gold Bowl (125) - On a bench behind the pulpit in the church hall.
    10. Purse of Coins (25) - On a Hammer priest in the western courtyard, 
     guarding the factory door.
    11. Ruby Goblet (100) - On a barrel outside the door to the high priest's room.
    12. Silver Goblet (50) - On the desk in the high priest's room.
    13. Gold Candlestick (75) - On the bookshelf in the high priest's room.
    14. Gold Candlestick (75) - On the bookshelf in the high priest's room.
    15. Gold Pitcher (175) - On the second floor of the barracks, next to the 
     workbench on a barrel.
    16. Ruby (125) - On the second floor of the barracks, behind a statue in the 
     southeast corner.
    17. Silver Coins (50) - On the second floor of the barracks, on a desk in the 
     bedroom.
    18. Silver Coins (50) - On the second floor of the barracks, on a desk in the 
     bedroom.
    19. Fine Portrait (150) - On the wall west of the bedroom.  It shows a man in 
     red.
    
    Factory -
    
    20. Silver Nugget (100) - On a shelf in the Storage Area.
    21. Silver Nugget (100) - On a shelf in the Storage Area.
    22. Silver Candlestick (50) - On an end table in the room outside Drept's 
     room.
    23. Silver Candlestick (50) - On a shelf in Drept's room.
    24. Silver Coins (50) - In the chest in Drept's room.
    25. Gold Coins (75) - In the chest in Drept's room.
    26. Gold Coins (75) - In the chest in Drept's room.
    27. Jade Ring (50) - In the charnel furnace near the cells.
    28. Gold Bell (150) - In the Chalice's cage.
    29. Silver Candlestick (50) - In the Chalice's cage.
    30. Silver Candlestick (50) - In the Chalice's cage.
    
    Special Loot - 
    
    31. Codex of the Admonitions (100) - On the second floor of the church, in the 
     western chapel.
    32. Cat O' Nine Tails (350) - In the High Priest's room, in the locked chest.
    33. Effigy of St. Edgar (50) - In the chest in the barracks' bedroom.
    
    ==========================================
    6G. Mission 4 - Into the Pagan Sanctuary =
    ==========================================
    
    "To us him bes the Trickster, sometimes the gillsweet, sometimes the bear, 
     but to thems that carry the Hammer, him bes them worming death." - unknown
    
    "Drinks them meads and be merried, before them Harvester comers for you" - 
     pagan song, author unknown
    
    ---
    
    Briefing - The Keepers want me to steal an object from the Pagans called the 
     Jacknall's Paw.  It's a mummified hand -- charming.  But then, what should I 
     expect from a strange cult of unpredictable primitives who worship the 
     ancient Trickster god?
      No one's heard much about the Pagans lately, but Artemus gave me a tip about 
     this South Quarter neighborhood, and I've heard rumors of break-ins and 
     howling in the night.  This tunnel is going the right way.  I can smell it -- 
     vegetation and rot.
      Stealing from the Pagans is never easy, or smart.  They and their creatures 
     don't have any love for me.  When I'm done, the Keepers better come through 
     on their part of the bargain.  I don't like risking my neck for nothing.  
     Severed hands don't pay the rent.
    
    Objectives -
    - Steal the Jacknall's Paw from the Pagans.
    - When your other objectives are complete, leave by way of the Pagan tunnels.
    
    Note: It would be helpful to have a map of this Pagan territory.
    
    Loot - 25 pieces totalling 2575
    
    Enemies - Thugs, Wisps, Pagans, Pagan Shamans, Ents
    
    Recommended Items - Lots of Water Arrows, maybe some Moss Arrows
    
    ---
    
    Mission Notes
    
    Cave missions in Thief games are always a pain if you're looking for loot, 
    because the loot could be just behind that rock, and you'd never know it 
    unless you looked in every nook and cranny.  Anyway, with the introduction 
    of Ents, we're getting into bigger and badder enemies that can't be taken 
    down through normal means.  This mission has more torches than electrical 
    lights, so a lot of Water Arrows will make progress easier.
    
    Also, be wary of Wisps floating around (little green clouds).  They're mobile 
    light sources, and if you're hiding from someone, you'll find that your 
    shadows may not be that way for long.  There are also luminous crystals in 
    the cave area, which cannot be put out in any manner.
    
    ---
    
    Cutscene - (A drop of blood falls on a blade of grass, peeking out from a 
     cobblestone street.  More join it.  A clutched fist with a strange mark on 
     the back hangs over the grass.  The fist belongs to a man clothed in the 
     trappings of the wild, with an elongated skull perched on his head.  He 
     raises a staff as he kneels in before the blood he shed.  Suddenly, red 
     plant life begins to form between the cracks of the cobblestones.  The stones 
     begin to crack and give way under the strain.  Cut to a plant shooting up 
     from the ground and a side view of it blossomming into a crescent shape.  The 
     blossom turns white and spins, forming the crescent-shaped insignia of the 
     Pagans.)
    
    *****************
    Begin Walkthrough
    
    Pagan Tunnels -
    
    This tunnel area is sort of a figure eight on its side.  You're currently on 
    the west side.  In front of you are two Thugs with mattocks, talking about 
    valuable nuggets hidden down here.  Once they're done talking, one will head 
    off to start walking up and down the middle of the figure eight, and the 
    other will hang out near the campfire.  If playing on Hard and up, there's a 
    third Thug by the fire.  First things first.  You know how people toss coins 
    in wells for good luck?  Look right under your start point and take the COPPER 
    COINS (25, 1%).  Now, take out your nearest Thug (or Thugs).  In the campfire 
    is a Fire Arrow.  Also perched on top of a stack of crates here is a Health 
    Potion.  Head just south of your starting point and scout the floor for a GOLD 
    NUGGET (150, 6%).  Now, head north around the corner to eastward.  Take out 
    the Thug that's wandering here, as well.  If playing on Normal and up, then 
    further south and east down the passage is a Pagan wandering around.  
    Sometimes he'll meet the wandering thug, with bloody results.  Less work for 
    you, if that happens.  
    
    In the north middle area of the tunnels is a crate with a RUBY (125, 11%) and 
    a COPPER SPOON (25, 12%).  Don't go east just yet, because there's a Pagan 
    Shaman there facing your way, and another normal Pagan on Hard and up.  
    Instead, head south and east (take out the Pagan pacing around here if the 
    Thug didn't do it).  Continue heading east and search the southeast corner for 
    a SILVER NUGGET (100, 16%).  From this corner, head north a bit, where you'll 
    find a female Pagan on Hard and up, taking the three Broadheads on the crate.  
    In the next open area, you'll find two Pagan ladies talking about their high 
    priestess, Dyan.  Once they're done, one will leave to patrol the sewers 
    ahead (you can take her out before she gets there if you wish) and the other 
    will circle around the area you found them.  Definitely take the second one 
    out.  Near the campfire, you'll find a COPPER FORK (25, 17%) near the fish, 
    and in the chest is a piece of JADE (100, 21%).  Now, read the note on the 
    wall.
    
    NEW NOTE: The Pagan, Leafer, has a map with him, and he may be in the sewers.
    
    Continue back west and take out that Pagan Shaman (plus friend on Hard and up) 
    I mentioned earlier, who's now facing away from you.  Search the tunnel in 
    this north area for a SILVER NUGGET (100, 25%) on the floor.  Finally, now 
    that your opposition is too out or far away to hear you, go back to the crate 
    that had the ruby and the spoon.  See that wooden platform suspended above 
    you.  Jump up and mantle onto that.  Keep climbing up and moving forward and 
    you'll eventually find, on a stack of boxes, a RUBY GOBLET (100, 29%).  Now, 
    head to the northeast end of the tunnels and you'll find a passage leading to 
    the sewers.
    
    Pacing around on the ledges above the water is the lady Pagan that was talking 
    earlier back in the tunnels, if you didn't already deal with her, and, on Hard 
    and up, another Pagan is positioned at the west wall.  Head up the ramp to the 
    north, or mantle one of the ledges to climb up quicker.  The chest on the east 
    wall has a RUBY RING (75, 32%) inside.  Make your way west and south along the 
    ledges and you'll reach some crates that have two Explosive Mines and a JADE 
    GOBLET (75, 35%).  Now, head west, preferably by the ledges if playing on 
    Normal and up, because the water down there has an Ent stalking around (who 
    you can largely ignore).  There's a female Pagan Shaman wandering around this 
    part of the sewers, so deal with her, but watch out for Leafer, who's just 
    beyond the northwards turn of the sewers.  Take him out, as well, when the 
    opportunity presents itself.  The chest near Leafer has a RUBY (125, 39%) and 
    the map of the area.  Also, if you need it, there's a Health Potion on a 
    ledge above the water below, which you can reach from the ledges.  You're 
    done here, now.  Head south of Leafer's spot, then east along the northern 
    ledges.  You'll find a tunnel turn to the north which leads to a ladder.  
    Climb it.
    
    ---
    
    Pagan Sanctuary -
    
    This sanctuary is comprised of houses that Pagans worked in as servants, and 
    then took over.  Right in front of you is a note which reveals a new 
    objective:
    
    NEW OBJECTIVE: Learn the Ritual of the Root to gain access to the Jacknall's 
     Paw.  The shaman knows the Ritual, so search his area.
    
    In this open area (SW corner of the Sanctuary) are a Pagan wandering near the 
    fire, and on Normal and up, another Pagan wandering as well.  Douse fires and 
    silence them.  Just west of the fire is a RUBY (125, 44%).  Also, note the 
    broken floor above you.  Jump up and mantle onto its lowest point and climb 
    the slope to reach a SILVER CANDLESTICK (50, 46%).  While up here, creep 
    around the rafters and you can find some Broadheads, a Noisemaker, and a 
    journal that gives some clues as to how this area became so Pagan-controlled.
    
    Head south to leave this room.  There's a female Shaman patrolling the main 
    hallway out here, so club her.  To the east is a factory and training grounds.  
    There's a female Shaman patrolling that general area.  In addition, there are 
    three Pagans practicing combat manuevers in the training ground, and another 
    two just north of that area talking on a bridge (when done, one will head 
    north to the northern area, and the other will patrol the general area south).  
    The good news is that there's only one real thing you need from that area, 
    and it's just inside the first door.  On a shelf is a SILVER URN (150, 52%).  
    If you wish, you can cause havoc in the area, but it's not necessary.  If you 
    head east and poke around, you can find a ladder leading up to a floor above.  
    Up here, you can find an ANCIENT STATUETTE (50, 54%), which is Special Loot 
    #1.
    
    There's something that is unplesant, but necessary, however, and that's going 
    down into the creek where the Ent is pacing around.  Fortunately, if you hide 
    in shadows as he passes, he won't notice you, so head north to the west bridge 
    and hop over the side to get down into the creek.  Head east and at the far 
    end you'll find a GOLD BOWL (125, 59%).  Now, head back west, where you can 
    find two Water Arrows on the way.  There are two ways out of the creek, but 
    you only need to use one.  Climb up the ladder at the end and you'll reach 
    the north half of the Sanctuary.
    
    Actually, if you came in this way, you're in the Shaman's room right now.  
    From up here, read the journal next to the bed to learn about a comb.  Check 
    the rafters above the head of the bed to find the PRECIOUS COMB (125, 64%), 
    the second piece of Special Loot.  Also, in the opposite corner of the room, 
    still in the rafters, is a DIAMOND GOBLET (150, 70%).  Before you get that, 
    you may wanna drop down and deal with the Shaman in the room (you can climb 
    back up to the rafters easily enough).  On the ground floor of the room is a 
    chest with a RUBY TIARA (100, 74%) and a Health Potion.  The book on the bed 
    is your target:
    
    OBJECTIVE COMPLETE: Learn the Ritual of the Root to gain access to the 
     Jacknall's Paw.  The shaman knows the Ritual, so search his area.
    
    NEW NOTE: To complete the Ritual of the Root, make offerings of moss, water, 
     and blood on the markings on the "Giverings Altar" in the Taproot Cave.
    
    All right, just outside of the room to the east is a female Pagan patrolling 
    the ground floor, as well as one patrolling the rafters with a good view of 
    the Shaman's room on Normal and up.  Make sure that one isn't looking before 
    taking out the ground floor Pagan.  You can't reach the second floor from 
    here, so just head east to a room with a campfire and a male Pagan.  Deal 
    with him and take the Fire Arrow in the campfire.  Just to get your bearings 
    here, taking the southwest exit from this room leads to the western bridge 
    across the creek.  What you want to do, though, is take the southeastern exit 
    to a room with a torch, which perfectly sets off the beauty of the GOLD DAGGER 
    (50, 76%) beneath it.  Continuing along here would lead to the eastern bridge 
    across the creek back to the factory, which we don't need to go to, so head 
    north past the campfire room.  This next room has a male Pagan patrolling 
    around, so deal with him.  There's a Moss Arrow in the northeast corner of 
    this room.  Now, read the note next to the door to learn about more treasure.  
    The treasure's in that room, which you can access either by using ledges to 
    climb up to the window, or just picking open the door.  Inside this room (the 
    "Sleepsie"), pick open the chest to take the BRONZE BEETLE (350, 90%), the 
    third piece of Special Loot.  Now, head back to the room to the west, then 
    climb the steps.  There's a female Pagan up here that I mentioned before, so 
    be careful.  Also, in the rafters area to the west is a BIRD STATUETTE (125, 
    95%).  From here, you can hop down to the ground floor, and just north of you 
    is the passage leading to the Taproot Cave.  Note that there's a dead body 
    (not one of yours) right next to the entrance.  Grab it and head down the 
    stairs.  There's a Water Arrow on the way.
    
    At the bottom of the steps, deposit your new friend out of sight, then take 
    out the male Pagan patrolling this cave on Normal and up.  Once he's pacified, 
    search the shelves on the south wall for TWO JADE GOBLETS (75, 98%; 75, 100%).  
    Now, grab the dead body and continue on to the end of the cave.  At the very 
    end, you'll see your target, the Paw, encased in a tree.  There's also an Ent 
    circling the room.  Remember, you can only kill them, but it could be helpful 
    if you need room to breathe.  On Hard and up, there's also a Shaman patrolling 
    this room.  Flanking the altar is a Water Arrow and a Moss Arrow if you're in 
    short supply.  You don't have to do this in order, by the way (thanks for 
    that, LPR).  Use the Water Arrow on the left symbol of the altar, then the 
    Moss Arrow on the right symbol of the altar.  Finally, drop the dead body 
    you've been lugging around on the middle symbol.  ONLY dead bodies will work 
    for this, not unconscious ones, unless you plan to stab the poor guy while 
    he's on the altar (how barbaric)...  Anyway, once the altar's open, grab the 
    paw:
    
    OBJECTIVE COMPLETE: Steal the Jacknall's Paw from the Pagans.
    
    Now, spin on your heel, head out of the cave, and south across the creek, and 
    back to the first room.  Drop into the hole leading back to the tunnels and 
    you'll automatically end the mission from there.
    
    OBJECTIVE COMPLETE: When your other objectives are complete, leave by way of 
     the Pagan tunnels.
    
    Note: If you wanted to go back to the Tunnels for anything, just say "No" at 
     the mission ending prompt, and you'll be put back there.
    
    End Walkthrough
    ***************
    
    Debriefing - So, this is the Jacknall's Paw.  The Keepers will be happy, but 
     I doubt the Pagans will be as pleased.  There are more of them in the City 
     than anyone knew, and now their secret's out.  I just hope that when they go 
     hunting for their property, they don't come looking for me, too.
    
    ---
    
    Loot List
    
    Pagan Tunnels -
    
    1. Copper Coins (25) - Right beneath you as you start the mission.
    2. Gold Nugget (150) - South of your entry point.
    3. Ruby (125) - Northeast of your entry point, on a crate.
    4. Copper Spoon (25) - Northeast of your entry point, on a crate.
    5. Silver Nugget (100) - In the southeast corner of the tunnels.
    6. Silver Nugget (100) - Northeast of Loot 3 and 4, on the floor.
    7. Copper Fork (25) - Near a campfire that is just before the sewers.
    8. Jade (100) - In a chest near a campfire that is just before the sewers.
    9. Ruby Goblet (100) - Climb the rafters near Loot 3 and 4.
    10. Ruby Ring (75) - In a chest in the east end of the sewers.
    11. Jade Goblet (75) - On a stack of crates on the ledge above the sewer 
     entrance.
    12. Ruby (125) - In the chest near Leafer in the northwest part of the 
     sewers.
    
    Pagan Sanctuary - 
    
    13. Ruby (125) - West of the fire in the first room.
    14. Silver Candlestick (50) - In the rafters above the first room, northeast 
     corner.
    15. Silver Urn (150) - Just inside the "Hammerfool Factory" on a shelf.
    16. Gold Bowl (125) - In the creek at the east end.
    17. Ruby Tiara (100) - In the chest in the Shaman's room.
    18. Diamond Goblet (150) - In the rafters above the Shaman's room, northeast 
     corner.
    19. Gold Dagger (50) - In the north half of the sanctuary, south of the 
     campfire, beneath a torch.
    20. Bird Statuette (125) - In the rafters above the entrance to the Taproot 
     Cave.
    21. Jade Goblet (75) - In Taproot Cave, on a shelf on the south wall of the 
     main room.
    22. Jade Goblet (75) - In Taproot Cave, on a shelf on the south wall of the 
     main room.
    
    Special Loot - 
    
    23. Ancient Statuette (50) - In a room high up in the "Hammerfool Factory".  
     The best way to this is from the room just south of the east bridge.  Find 
     the ladder and climb up to the room with the statue.
    24. Precious Comb (125) - In the Shaman's room, in the southwest corner of 
     the rafters, just above the head of the bed up there.
    25. Bronze Beetle (350) - In the "Sleepsie", in the locked chest.
    
    =========================
    6H. The City, Day Three =
    =========================
    
    "Only we know the secrets of the glyphs, only we know the truth." - Keeper 
     Archives
    
    "Beware the Age of Darkness / Light will become shadow / Time will become 
     the enemy / Life will become pain" - Excerpt from the Keeper Book of 
     Prophecies
    
    ---
    
    Objectives - 
    - Deliver the Chalice and Paw to Artemus in Terces Courtyard in Stonemarket 
     Plaza.
    
    Enemies - City Watchmen, Thugs, Hostile Factions, Zombies
    
    ---
    
    Mission Notes
    
    This city run will lead you into a new area, the Docks.  There aren't that 
    many enemies here, but a lot less room to run around in.  Also, you'll get 
    your very first look at the Keeper Library (or at least the first look 
    Garrett has had in years).
    
    *****************
    Begin Walkthrough
    
    As with Day Two, you'll begin in your apartment.  Daily loot and equipment is 
    reset, now.  Also, head into your Landlord's place to find a PURSE OF COINS 
    (50).  Head to Black Alley to dump your stuff and restock on items, then make 
    a beeline for Stonemarket Plaza.  Head over to Terces Courtyard to find 
    Artemus standing there.  He'll walk south from the courtyard, then northwest 
    to a tucked-away corner.  He'll push a glyph on a wall, which will open a 
    door.  Go through it.
    
    ---
    
    Cutscene - (Pan across a candlelit desk.  A cut apple on the desk begins to 
     wither and decay.)
    
    Caduca: ...the repetition of these three glyphs, here and here -- Now is 
     "termanus embolia di annuin, verbanus nil"...
    
    Gamall (translating): The Times Unwritten, the end of words...
    
    (Old and blind, Interpreter Caduca sits at her desk, running her hands over 
     glyphs.  The child Translator Gamall, looking ever pale and impassive, stands 
     at her side, facing those gathered in shadow.)
    
    Caduca: ...and here again, the mark of the "fratel i tradeus"...
    
    Gamall (translating): Brethren and Betrayer...
    
    Caduca: ...yes... warnings... terrible... "An vesagin sa faller.  Dei kardum 
     porta animun potentium"...
    
    Gamall (translating): My hand falls useless to my side.  Doubly cursed in 
     living death.
    
    Keeper #1: The prophecies are clear.  There is much to be wary of.  
     Interpreter Caduca, your words are most useful to--
    
    Garrett: Clear as mud.  (The Keeper turns and glares at Garrett.)  Exactly 
     *what* will happen, and what are we supposed to *do* about it?  And I still 
     want to see a *useful* book...
    
    Artemus (from Garrett's side): We must first understand the Unwritten Times.  
     If we are to prevent them.
    
    (Another Keeper appears from behind the group.)
    
    Keeper #2: First Keeper Orland demands an immediate audience.
    
    (Scene begins to shimmer and pulls back to show a viewing pool.  Pan up to 
     see First Keeper Orland bent over the pool, concentrating.  Garrett appears 
     in his doorway.)
    
    Garrett: You've moved up in the world, Orland.  Nice view...
    
    (Orland raises an eyebrow and casts his eyes behind him as Garrett speaks.)
    
    Orland: Yes, I have.  
    
    (Orland turns and straightens up to face Garrett.)
    
    Orland: It's "First Keeper Orland" now, Garrett.  Within these walls, you 
     answer to me.
    
    Garrett: You called me here to remind me you're in charge?  The job must not 
     keep you very busy.
    
    Orland: You inquired about books?  *Useful* books?
    
    Garrett: That's right.  You must have something here worth reading.
    
    Orland: You think you might shape events more skillfully?  Read the signs 
     more closely?
    
    (As Orland speaks, the camera focuses on a parchment sealed in what appears 
     to be blood.)
    
    Orland: The prophecies--
    
    Garrett: "Shape events"?  Interesting way to put it...  I'm here, now.  Do you 
     want my help or not?
    
    Orland: Very well...
    
    (Orland turns and takes something from behind him.  He holds it before 
     Garrett; a piece of paper with a glyph on it.)
    
    Orland: This will admit you to certain areas of the library.  Do not venture 
     further.  You will not ply your trade here, thief.  If anything happens, you 
     will be held accountable.  Is this clear?
    
    Garrett (snatching the glyph from Orland): Perfectly.  Perhaps you should 
     translate for Caduca...
    
    (Garrett spins on his heel and walks off.  Orland stares after him as he 
     leaves, his face set in stone...)
    
    ---
    
    The Keeper Library
    
    OBJECTIVE COMPLETE: Deliver the Chalice and Paw to Artemus in Terces 
     Courtyard in Stonemarket Plaza.
    NEW OBJECTIVE: Search around the Keeper Library for clues about the Dark Age.
    NEW OBJECTIVE: Speak to Keeper Artemus before you leave the Library.
    NEW OBJECTIVE: Speak to Keeper Isolde before you leave the Library.
    
    This is where your Restriction really applies.  Here is what you cannot do in 
    the Keeper library:
    
    Have someone see you in a forbidden area.
    Steal anything and have someone see you.
    Damage anyone physically.
    Knock anyone out.
    Kill anyone.
    
    You'll find yourself just outside Orland's quarters.  You're pretty much 
    allowed to go anywhere except the "Forbidden Library".  We'll get to that in 
    a moment.  Head down the hallway and to the library proper.  On your left, 
    you'll hear a conversation about what the Keepers are looking for.  Walk 
    around these two people and to the right you'll see an open book.  Read it:
    
    NEW OBJECTIVE: Search the Sewers in the Docks to located the entrance to the 
     Sunken Citadel, in order to find the missing Glyph Key that the Keepers are 
     searching for.
    
    Head over to the elevator and push the button to ride down (or just climb 
     down the adjacent ladder.  Turn left once out and you'll hear another 
     conversation.  This one will give you another objective:
    
    NEW OBJECTIVE: Enter the ship called the Abysmal Gale in the Docks to see if 
     its related to the Compendium of Reproach that the Keepers are searching 
     for.
    
    OBJECTIVE COMPLETE: Search around the Keeper Library for clues about the 
     Dark Age.
    
    Now that you have a purpose, it's time to speak to your fellows.  Artemus is 
    in the room to the right when you step off the elevator.  He'll tell you that 
    both the Pagans and the Hammers have found out about your little escapades 
    into their territories, and are rather miffed at that.  It is from here on 
    out that your "Faction" status will come into play.  Artemus says that there 
    are things you can do to improve your faction standing, and there are two 
    letters that you can read:
    
    OBJECTIVE COMPLETE: Speak to Keeper Artemus before you leave the library.
    
    NEW OBJECTIVE: Read the letter the Hammerite Inspector Drept has left for 
     you.  It is on the table in front of Artemus.
    NEW OBJECTIVE: Go to the Docks' Pagan stronghold and read the letter left for 
     you by the Pagan priestess, Dyan.
    
    Well, the first letter's right in front of you, so scope it out:
    
    OBJECTIVE COMPLETE: Read the letter the Hammerite Inspector Drept has left for 
     you.  It is on the table in front of Artemus.
    NEW NOTE: The Hammers have requested favors to improve your faction status 
     with them.  Kill Rust Mites with broadhead arrows.  Kill any undead.
    
    For more information on making the Hammers happy, go to the "Factions" section 
    further up in this guide.
    
    Now, head over to Keeper Isolde.  She's straight ahead from the elevator, in 
    the sunken area.  She'll give you the powers of an Acolyte, and allow you to 
    use Door Glyphs.  
    
    OBJECTIVE COMPLETE: Speak to Keeper Isolde before you leave the library.
    NEW OBJECTIVE: Use the plaque on the wall near Keeper Isolde to receive the 
     Keeper Door Glyph.
    
    Walk over to the glyph on the wall and Use it to get the upgrade.
    
    OBJECTIVE COMPLETE: Use the plaque on the wall near Keeper Isolde to receive 
     the Keeper Door Glyph.
    
    Well, you're all set here, for now, unless you want to do some real exploring.  
    Oh, you do?  Well, if you don't just skip down a paragraph, because it's not 
    necessary and pretty dangerous, but if you're the type for action, walk 
    behind Artemus and check the note to learn about a map of the Keeper Compound 
    in the Forbidden Library.  Now, to access said library.  Go to the room 
    behind the note.  Except for the GOLD GOBLET (75) on a shelf, this seems like 
    an innocuous room, except for that pressure plate on the floor near one of the 
    bookcases.  Step on it and shwip, a Door Glyph!  Use it and then use the one 
    in the next area as well and you're in the library.  Listen to the two 
    Keepers for the moment, then wait for one to leave.  Take the RARE BOOK (100) 
    on the nearby desk, then head for the passage the lady Keeper went to (don't 
    go to the other door, it leads to the normal entrance to the Forbidden 
    Library, where an Acolyte is standing diligently).  Shortly up this passage 
    is another RARE BOOK (100), and the Keeper lady is patrolling this circular 
    stairwell area.  Follow her at a safe distance, then break off at the top 
    of the stairs to reach the second floor.  Here, there's an Acolyte with a 
    torch, and a PURSE OF COINS (50) on him.  Make your way around this area, 
    avoiding the Acolyte and dousing torches.  On a nearby desk, you'll find the 
    Map to the Keeper Compound (something you'll need later on, but not now), and 
    you'll also find, on a shelf, two Flashbombs and a Gas Bomb.  Head up the 
    next stairway and you'll reach a small room with a note on the Pagans.  On 
    a nearby bookshelf is a BIRD STATUETTE (125).  Keep climbing to find a seated 
    scribe.  Sneak behind him and grab yet another RARE BOOK (100) near him, then 
    head out onto the third floor, where there's another Acolyte patrolling.  On 
    the south end of this room is a SILVER STATUETTE (50), and on the north end is 
    a SILVER CANDLESTICK (50).  Just east of that door is a COPPER URN (100) on a 
    bookshelf.  Head through this north door and you'll come upon Interpreter 
    Caduca.  She has a very small patrolling area, so you'll have to wait until 
    she stops to dart behind her.  Once you do so, you'll be in a nice room, with 
    a GOLD GOBLET (75) and a RARE BOOK (100) on the desk.  Hear that humming 
    behind the empty bookshelf?  Hmm.  Go to the bookcase on the south wall that's 
    furthest to the west and press the button found on it.  The shelf will slide 
    open and you can enter a secret room, which, in addition to having some juicy 
    info about later game events, also has a desk with a GOLD GOBLET (75) and TWO 
    SILVER STATUETTES (50, 50).  Now, you just have to leave the way you came in.  
    Oh, and there's one last BIRD STATUETTE (125) in the small hallway leading to 
    the Forbidden Library that the guard stands in front of, in the rafters of 
    that hallway.
    
    When you're done with all you wish to do here, head for the glyph in the 
    area behind Isolde's section and activate it to exit.  Now, head to South 
    Quarter, then to the gate to the Docks.  It's still shut down, but head to 
    the left of the gate to find a Door Glyph.  Activate it to find your own way 
    into the Docks.
    
    ---
    
    The Docks
    
    Briefing - The Docks... the poor part of town... full of cramped tenements 
     and surly residents.  I wouldn't come here looking for a helping hand, but 
     it's the right place to hire a few murderous thugs.  Or for those who're in 
     the market for something rare and exotic, precious imports from ships are 
     stored here until they're moved to more wealthy districts.  So, the Docks 
     can be a good place to rob... as long as you keep an eye out for fishy 
     characters and, of course, the City Watch.  The quarantine still has the 
     Docks cut off from the other districts, but the Keeper Door Glyph got me 
     past the gate.  Working with the Keepers isn't all bad, I guess.  And I have 
     a hunch I'm in the right place to return the favor.  If the Keepers are 
     right, and there's a dark age coming -- then the Docks is where to start 
     searching for it.  It's about as dark as this city gets.
    
    So, you're right on the main (read: only) thoroughfare in this district.  
    There's a watchman patrolling down west a bit, and he'll make his way over 
    here, so watch out.  Your first stop should be south, through the little 
    twisty alley.  The door on your right as you leave is Dahlia's place, and 
    here you'll finally be able to unload all the Artwork you've scrounged 
    together since you started.  Also, further south, is the entrance to Pagan 
    territory.  You'll eavesdrop on a conversation between two of them as one 
    leaves the letter you've been looking for.  Wait until they assume their 
    usual duties, then sneak behind the two of them and read the letter:
    
    OBJECTIVE COMPLETE: Go to the Docks' Pagan stronghold and read the letter left 
     for you by the Pagan priestess, Dyan.
    NEW NOTE: The Pagans have requested favors to improve your faction status 
     with them.  Shoot moss arrows into cornerstones marked with green symbols.  
     Shoot any elemental arrows into their Elemental Cocoons.
    
    For more information on pleasing the Pagans, go to the "Factions" section 
    further up in this guide.
    
    Speaking of elemental arrows, there's a Water Arrow in the grate on the east 
    wall, and a Fire Arrow in the torch.
    
    Now, head back to the main street, then head west on it, avoiding the Watch.  
    At the end, enter the store here, the Undercurrent.  In addition to selling 
    Fire Arrows, you can also find the Climbing Gloves here, for 2000g.  You will 
    not need them until after your next two missions are complete, but having 
    them will be a help to you in these missions, so I suggest buying them.
    
    With your new gloves, go back east and look up.  You should be able to see a 
    door near the end of the street, so climb the wall and hop up onto the 
    balcony.  Open the door and take the SILVER BRACELET (100) and the COPPER 
    COINS (25) in this small apartment.
    
    Head south from the store (Fire Arrow in the nearby torch) and you'll happen 
    upon two Watchmen discussing a sapling sitting on some crates.  It belongs to 
    the Pagans, and they want it planted in their stronghold.  The Hammers want it 
    burned.  Once they finish talking, you may take the plant, yourself.  Whoever 
    you perform the task for will get an increase in faction status.  If you wish 
    to burn it for the Hammers, go to the Tavern on the west part of this district 
    and use it on the fireplace.  If you wish to plant it for the Pagans, then 
    sneak into their stronghold without them knowing.  Head north once in their 
    territory and enter the house.  You'll see a glowing patch of ground in the 
    center of the main room, so use it on that patch.  Alternatively, you can 
    just ignore the whole thing...
    
    Anyhoo, there are two passages heading west from this small dock, which 
    lead to the main dock.  This is where the Abysmal Gale is docked.  There are 
    also two guards in the area, and they're somewhat tough to deal with, because 
    of their patrols and the citizen who's also walking around.  If you have to, 
    don't be afraid to use Gas Bombs on them, but it is possible to sneak up and 
    club them.  Anyway, on the southeast part of the pier are COPPER COINS (25).  
    Also, enter the Tavern (they won't mind, they're open).  The lady here has a 
    PURSE OF COINS (25).  Behind the bar is a COPPER GOBLET (25).  On a nearby 
    table is a COPPER COMB (50).  Up the stairs and on a shelf is a COPPER FORK 
    (25), and inside the room up here, in a chest, is a JADE RING (50).
    
    So, once this place is cleaned out, you're pretty much set for the Docks area, 
    and may begin your missions.  Let's start by heading for the Abysmal Gale.  
    It's not the actual mission, but it's a lead-in to it.
    
    ---
    
    Abysmal Gale
    
    NEW OBJECTIVE: Get to the cargo hold down below, then find and read the Ship's 
     Manifest for clues about the Compendium of Reproach.
    
    Yes, the rumors are true.  This place is haunted by Thief's classic brand of 
    creepy Zombies.  If you're well-loaded with Flashbombs, this place is a 
    piece of cake, because a direct hit with a Flashbomb, or two indirect hits, 
    will dust a Zombie.  Fire Arrows and Mines work, too, but attract attention.  
    
    Well, as you enter, on your right is the best (but rarest) weapon against 
    undead: Holy Water.  In front of you, patrolling the area, is a Zombie.  In 
    the first room to your left is a COPPER CANDLESTICK (25).  The first room to 
    your right has another flask of Holy Water.  The last room on your left has a 
    prone, but still active, Zombie, so don't get too close or he'll spring right 
    up.  In that room also are a Health Potion and a JADE RING (50).  Now, head 
    to the west side of this deck, then north to the captain's quarters, where 
    there's another Zombie prancing around.  Deal with him, then open the chest 
    to find COPPER COINS (25) and a RUBY RING (75).  Looking at the log will only 
    show you that this incident seemed to happen abruptly.  Anyway, head south 
    to the stairs leading down to the second deck.
    
    There's a Zombie patrolling right in front of you, down here.  To your right 
    (east) is a hole that we'll get back to.  Head north to the last room on your 
    right to find another prone Zombie, plus, inside a chest, a COPPER BRACELET 
    (50) and a COPPER RING (25).  Go to the room on the west side and drop down 
    the hole here.  This area's inaccessible except by the holes.  Down here, 
    you'll find another flask of Holy Water, and a JADE NECKLACE (50).  Head 
    back up to the second deck, then head south and down the hole to the hold.  
    There's a Zombie down here, and another patrolling the passage to the east.  
    The chests in this room have a COPPER COMB (50) and COPPER COINS (25).  Head 
    east out to the passage, then north to find a cabin with yet another flask of 
    Holy Water.  Head south and open the door, then follow the passage to find a 
    prone Zombie, and the ship's manifest behind it.  Read it:
    
    OBJECTIVE COMPLETE: Enter the ship called the Abysmal Gale in the Docks to 
     see if its related to the Compendium of Reproach that the Keepers are 
     searching for.
    OBJECTIVE COMPLETE: Get to the cargo hold down below, then find and read the 
     Ship's Manifest for clues about the Compendium of Reproach.
    NEW OBJECTIVE: Find a boat in the Docks and take it to Captain Moira's seaide 
     mansion to steal the Compendium of Reproach.
    
    ---
    
    Okay, now that you have that info (and you'll automatically get the map for 
    the next mission), you can leave by the ladder to the south.  You'll be back 
    on the dock outside the ship.  Now, you're free to tackle either of your 
    missions:
    
    1. Go to the boat on the south side of the docks (near the sapling) to get 
     to Widow Moira's mansion. (Section 6I)
    
    OR
    
    2. Go just west of the locked gate to South Quarter to find the entrance of 
     the sewers, and find the entrance to the Sunken Citadel down there (something 
     you could have done from the moment you arrived in the Docks, but hey, we're 
     thorough)... (Section 6J)
    
    Once you complete one of the missions, you'll start Day Four in the Keeper 
    Library, and you can head back to the Docks to tackle the other mission.  
    After which, you'll go to Day Five.  (Section 6K)
    
    In Day Four, you can once again go to your Landlord's room, this time to find 
    a JADE GOBLET (75).  Also, if you go to the Forbidden Library, you'll hear 
    even more interesting conversations, and you can find Gamall wandering around 
    upstairs.
    
    Okay, people seem to have a tough time with this, so let me remind you that 
    you CANNOT access the next two missions if you haven't read about them in 
    the Keeper Library.  For Widow Moira's house, you either need to listen to 
    the conversation on the first floor, or read the nearby book on the table.  
    For the Sunken Citadel, you must read the book on the second floor, to the 
    right of the elevator.
    
    ==========================================
    6I. Mission 5 - The House of Widow Moira =
    ==========================================
    
    "History is written by the observer.  Propaganda is written by the victor." 
     - Keeper Book of Truths
    
    "To act out of anger risks needless destruction, but to act out of affection 
     risks needless charity." - Guide to Balance
    
    ---
    
    Briefing - The lead from the Abysmal Gale has brought me here -- to the 
     captain's seaside mansion.  Well, former captain.  Ol' Moira and most of his 
     crew didn't survive their final voyage, but luckily for me, the ship's 
     manifest did.  It talked about a golden slab, which sounds like the 
     Compendium of Reproach the Keepers have been looking for.  The log said 
     Captain Moira brought it home for safekeeping.  I doubt he knew what he 
     had -- probably just wanted it for the gold.  My stolen rowboat got me here 
     in one piece.  Now, I just have to find and steal the Compendium.  There's 
     no way to know how many of the Captain's loyal men are guarding the place, 
     but the household wll probably be in an uproar over the Captain's death.  
     With luck, no one will notice me sneaking around.  The widow Moira might 
     know where her late husband kept his treasures.  Maybe I'll start by paying 
     her a little visit.
    
    Objectives -
    - Find a way into the Overlook Mansion.
    - Find and steal the Compendium of Reproach.
    - Leave the Overlook Manse grounds.
    
    Note: The Widow Moira may know where her husband kept the Compendium of 
     Reproach.
    
    Loot - 34 pieces totalling 4200
    
    Enemies - Hired Guards
    
    Recommended Items - Several Water Arrows, nothing else really necessary
    
    ---
    
    Mission Notes
    
    Despite the macabre way you got here, this mission has naught but the 
    standard contingent of guards and servants, much like Rutherford Castle, 
    only this place seems a touch more decadent.  Also, it's important to point 
    out that (unlike previous missions thus far) the main entrance to the mansion 
    is on its *west* side.  Most missions so far have had their main entrance to 
    the south, so, if you're going towards the back of the place, you're going 
    east, in this case.
    
    *****************
    Begin Walkthrough
    
    Overlook Grounds -
    
    You'll begin in the secret boathouse beneath the mansion.  Head forward and 
    onto the elevator, and press the button to ride up.  In this passage, you'll 
    have a guard patrolling the area, so club him.  In the next room, you'll have 
    two guards playing a game at a table.  When they're done, one will get up and 
    head upstairs.  The other remains seated.  On the table are TWO GOLD COINS 
    (75, 1%; 75, 3%), and in the chest is a Flashbomb.  Head upstairs to find 
    that you're in a shed near the mansion.  The mansion grounds has the guard 
    that was downstairs pacing near the gate, and another standing guard near the 
    door.  On Hard and up, there's a third guard pacing near the main gate.
    
    You have three ways into the house from here:
    
    1. The front door, which really isn't that bad of an idea, except possibly on 
     Hard and up, so this walktrough will go that way.  Also, if you don't have 
     Climbing Gloves, this is your only option, anyway.
    2. Climb up the wall to above the main door to find a secret passage in.  
     We'll come back to this, later.
    3. Climb up the southern (right) wall to reach a balcony leading to a guest 
     room.
    
    As previously stated, we'll just use the front door.  If playing on Hard and 
    up, then you'll find a guard right here walking around the entrance foyer.  
    Head further inside and you'll find two guards in here.  One will quickly 
    leave to go south, though, and the one will be left, so take care of him.  On 
    the north wall of the main hall (to your left, remember) is a FINE PORTRAIT 
    (150, 7%).  Head south to find a guard seated at a table.  Take the LARGE FINE 
    PORTRAIT (200, 11%) behind him, then head west through the glass doors to find 
    a dining room with another guard.  The only thing worth taking in this room is 
    the LUCKY COIN (25, 12%), which is Special Loot #1.  Now, head back to the 
    main hall, and this time, go north.  You'll find a parlor with a young lady 
    walking around.  On the fireplace mantle are TWO SILVER CANDLESTICKS (50, 13%; 
    50, 14%).  On the couch is a DIAMOND GOBLET (150, 18%), and on the desk at the 
    north wall is a GOLD URN (175, 22%).  
    
    Head west up the stairs to find a storage room with another guard.  Take the 
    RUBY NECKLACE (75, 24%) in the chest, and the FINE PORTRAIT (150, 27%) in the 
    northeast corner of the room, on the floor.  Head east to a hallway.  The room 
    to the east has nothing but a note, so head south to find another room.  This 
    room has a sleeping lady on Normal and up.  Next to her on an end table is a 
    DIAMOND RING (100, 30%).  Also, on the mantle above the fireplace is a DIAMOND 
    GOBLET (150, 33%), and there are TWO COPPER BOWLS (100, 36%; 100, 38%) on a 
    hutch in the northeast corner.  Now, take either of the doors south to reach a 
    parlor room.  The chest here has a RUBY NECKLACE (75, 40%).  Also, scour the 
    floor along the west wall to find a metal panel set in the floor.  Open it to 
    find a secret room.  Take the Key here and the GOLD NUGGET (150, 44%).  
    There's another metal panel in the wall.  Open it to find that this was Entry 
    #2 from above.  Anyway, head back to the parlor, then take the door south.  
    There's a guard here, but he's tipsy, so he's not all that alert.  Head into 
    the bathroom to the east, and behind the screen, you'll find a DIAMOND RING 
    (100, 46%).  Now, head west to find a guest room.  Inside are two people 
    plotting to steal from the Widow Moira.  Geez, who could think of such a 
    thing?  Wait for them to finish talking and to walk around a bit.  The woman 
    will leave the room after a bit, so take her out then, then head inside to 
    take out the man.  The only thing useful in this room is the PURSE OF COINS 
    (50, 47%).  Now, it's time to head to the next area of the manor.  I feel the 
    best way to do this is to head back to the ground floor, and take the main 
    door.
    
    ---
    
    Overlook Proper -
    
    This area has several rooms.  Remember, you start on the west side.  In front 
    of you is the Rotunda.  To the north is a Gallery.  To the northeast is the 
    kitchen, and the dining room to the east.  The southeast corner has the 
    study, and the south area has the stairs to the second floor.  The second 
    floor has guest rooms in the east and southeast.  The northeast is a staircase 
    leading up to the cupola, and the northern area has the master bedroom.
    
    Okay, so you start in the Rotunda, and Ginny the head servant is berating a 
    younger servant.  The younger one will rush from the room, and soon Ginny 
    will speak to a guard, before heading south.  Head around the north part of 
    the Rotunda for a good place to take that guard out (and while you're at it, 
    take the guard out in the hallway north of here, since you're there).  Also, 
    Ginny will be walking back to the Rotunda, eventually, so knock her out now.  
    Once everyone's silent, take the NEREID TELESCOPE (400, 57%) on the desk in 
    the Rotunda.  This is Special Loot #2.  Head north to the Gallery.  On Hard 
    and up, there's an extra guard standing in here.  In the chest here is a RUBY 
    GOBLET (100, 59%), but not much else.  Head east from the Gallery to find the 
    kitchen.  Knock out the cook.  You can take the Fire Arrow in the oven if you 
    want it.  Also, on top of the shelf in the south corner of the kitchen is a 
    RUBY GOBLET (100, 61%), which you may have to climb on a nearby barrel to 
    reach.  Head south to find a dining room with a serving girl and a seated 
    guard (he only appears on Normal and up).  There's also a cat near the 
    fireplace, so stay away from him until everyone's out in this room.  On the 
    fireplace mantle is a COPPER CANDLESTICK (25, 62%).  On the large table are a 
    JADE GOBLET (75, 64%) and a RUBY GOBLET (100, 66%).  Head south from this room 
    and you'll find locked doors.  If you've taken the key from the secret room 
    back on the grounds, you can just unlock this door, otherwise you'll have to 
    pick it open and enter the study.  Alternatively, you can go west to the 
    stairwell and use the vents.  There are SILVER COINS (50, 67%) on the desk, 
    and in the chest are a Health Potion and a DIAMOND RING (100, 70%).  Head west 
    from the study to the stairwell.  I already mentioned the vents earlier, but 
    now explore them more thoroughly to find a rat hole with a GOLD NUGGET (150, 
    73%).  Head up the first flight of stairs and grab the COPPER URN (100, 76%) 
    on the table, then head up to the second floor.  On Hard and up, watch out for 
    the extra guard who patrols the stairs.
    
    There are two guards up here, one on the north side of the rotunda, and one 
    on the south side.  Deal with them, then head east from the south side of the 
    rotunda to reach some more guest rooms.  There are three people in one room, 
    but after a short conversation, one will rush out.  Take advantage of her 
    foolish desire to be alone, then wait for the other two to separate, one 
    heading to the south room.  Once all three are silent, you can explore.  
    The southeastern guest room has a RUBY RING (75, 77%) in the chest, and an 
    Oil Flask on the shelf.  Now, head to the other guest room and climb the 
    spiral staircase to the cupola, where the widow sits.  Sounds like someone's 
    a few prawns short of a galaxy.  Listen to her as she raves about her 
    husband and she'll drop a hint:
    
    NEW NOTE: Lord Moira left a message for his wife on the viktrola in the 
     master bedroom.
    
    Also, walk up to her.  At least being nuts has made her mellow to strangers:
    
    NEW NOTE: The widow would like some wine.
    
    To get this wine, head down to the kitchen.  On the northern table is a 
    bottle.  Grab it.  It's a "junk object", but take it anyway to the cupola and 
    drop it on the table.  She'll thank you and tell you something that may seem 
    slightly chilling, but it will clear you of a headache later (I'll explain in 
    a bit)...
    
    Anyway, to the real reason you're here, head back down to the rotunda (second 
    floor).  Go to the west end of the rotunda and grab the LARGE FINE PORTRAIT 
    (200, 82%) off the wall.  Head north to Moira's private chambers.  Pick open 
    the north door (mind you, this lock is tough, the first one so far to 
    require you to find the sweet spot at odd angles).  Open the chest by the bed 
    to find a DIAMOND NECKLACE (100, 85%).  Play the viktrola to listen to Moira's 
    last message:
    
    NEW OBJECTIVE: Use the hidden switch in the study.  Then get to the North 
     Gallery before it closes.  The North Gallery is on the first floor of the 
     Overlook Proper, directly below the Master Bedroom.
    
    Before we do that, head east into the bathroom.  Grab the WIDOW'S MIRROR 
    (125, 88%) on the shelf, to get Special Loot #3.
    
    Now, head to the study.  In case you've forgotten, the study is in the 
    southeast corner of the first floor of this Overlook Proper area.  Go to the 
    study and peek under the desk.  Use the button there.  You now have about 40 
    seconds to rush up to the North Gallery and hop into the now-open bookshelf 
    on the east wall.
    
    OBJECTIVE COMPLETE: Use the hidden switch in the study.  Then get to the North 
     Gallery before it closes.  The North Gallery is on the first floor of the 
     Overlook Proper, directly below the Master Bedroom.
    
    Ride the elevator down by pushing the lower button.  Hop off and enter the 
    secret room.  In front of you is the Compendium of Reproach.
    
    OBJECTIVE COMPLETE: Find and steal the Compendium of Reproach.
    
    Now, read the note on the table with the Compendium:
    
    NEW NOTE: The widow needs the money in the chest in the captain's secret room 
     to survive, but she doesn't need the Compendium.
    
    Bit of a moral dilemma, eh?  The choice is yours whether or not to take the 
    COURIER BAG (500, 100%).  If you do take the bag, then the next day, you'll 
    find a thug hanging around outside your building waiting to cut you down for 
    your foul deed.  On the other hand, if you gave the widow some wine, then 
    she'll consider you a friend and won't bat a batty eye about it.  Open the 
    other door in this room and you'll be transported back to the Overlook 
    Grounds, into the very passage you started in.  Either head down to the boat 
    using the elevator, or leave the mansion by the main gate outside.
    
    OBJECTIVE COMPLETE: Leave the Overlook Manse grounds.
    
    End Walkthrough
    ***************
    
    Debriefing - I've stolen the Compendium, but I can't read it any more than 
     Captain Moira could.  I'll have to bring it back to the Keepers.  Besides, 
     I want to see the look on their faces when I hand it over.  They've been 
     searching for years, and I found it in one night.
    
    ---
    
    Loot List
    
    Overlook Grounds -
    
    1. Gold Coins (75) - In the boathouse passage area, on the table that the 
     two guards are gambling on.
    2. Gold Coins (75) - In the boathouse passage area, on the table that the 
     two guards are gambling on.
    3. Fine Portrait (150) - In the main central hall, on the north wall.
    4. Large Fine Portrait (200) - South of the main central hall, in the room 
     prior to the dining room.
    5. Silver Candlestick (50) - In the parlor north of the main central hall, 
     on the fireplace's mantle.
    6. Silver Candlestick (50) - In the parlor north of the main central hall, 
     on the fireplace's mantle.
    7. Diamond Goblet (150) - In the parlor north of the main central hall, on 
     the couch.
    8. Gold Urn (175) - In the parlor north of the main central hall, on the 
     shelf at the north wall.
    9. Fine Portrait (150) - In the northwest corner of the second floor, 
     propped up against the wall.
    10. Ruby Necklace (75) - In the northwest corner of the second floor, in the 
     locked chest.
    11. Diamond Ring (100) - In the northern of the two central rooms on the 
     second floor, on the end table near the sleeping lady.
    12. Diamond Goblet (150) - In the northern of the two central rooms on the 
     second floor, on the fireplace mantle.
    13. Copper Bowl (100) - In the northern of the two central rooms on the 
     second floor, on the hutch in the northeast corner.
    14. Copper Bowl (100) - In the northern of the two central rooms on the 
     second floor, on the hutch in the northeast corner.
    15. Ruby Necklace (75) - In the southern of the two central rooms on the 
     second floor, in the chest.
    16. Gold Nugget (150) - In the southern of the two central rooms on the 
     second floor, under a secret panel.  Alternatively, you can get here by 
     climbing on top of the main door's awning.
    17. Diamond Ring (100) - In the bathroom on the south side of the second 
     floor.
    18. Purse of Coins (50) - In the guest room in the southwest corner of the 
     second floor, on a table.
    
    Overlook Proper -
    
    19. Ruby Goblet (100) - In the North Gallery in the chest, first floor, north 
     side.
    20. Ruby Goblet (100) - On the first floor, in the northeast kitchen, on top 
     of a shelf (north of the door to the dining room).
    21. Copper Candlestick (25) - On the first floor, in the east dining room, 
     on the fireplace mantle.
    22. Jade Goblet (75) - On the first floor, in the east dining room, on the 
     table.
    23. Ruby Goblet (100) - On the first floor, in the east dining room, on the 
     table.
    24. Silver Coins (50) - On the first floor, in the southeastern study, on the 
     desk.
    25. Diamond Ring (100) - On the first floor, in the southeastern study, in 
     the chest.
    26. Gold Nugget (150) - On the first floor, in the vents beneath the 
     southern stairwell.
    27. Copper Urn (100) - On the landing in the southern stairwell.
    28. Ruby Ring (75) - On the second floor, in the southeastern guest room, in 
     the chest.
    29. Large Fine Portrait (200) - On the second floor, on the west wall of the 
     rotunda.
    30. Diamond Necklace (100) - On the second floor, in the chest in the master 
     bedroom
    31. Courier Bag (500) - In Captain Moira's secret room, in the chest.
    
    Special Loot - 
    
    32. Lucky Coin (25) - In the Overlook Grounds, in the southwest corner of 
     the first floor, on the dining room table.
    33. Nereid's Telescope (400) - In the Overlook Proper, on the table in the 
     first floor of the rotunda.
    34. Widow's Mirror (125) - In the Overlook Proper, in the bathroom adjacent 
     to the master bedroom.
    
    ====================================
    6J. Mission 6 - The Sunken Citadel =
    ====================================
    
    NOTE BEFORE WE START: This will be the fourth time in this guide mentioning 
     this, but people seem to be having trouble so we'll do it once more.  You 
     CANNOT access this mission until learning that you have to go here, which 
     means you must read the book in the Keeper Library that tells about this 
     place, which is on the second floor of the Library, when you turn right after 
     getting off the elevator.  There's another book in the first floor on the 
     table, but it won't work for your purposes.  You have to read that specific 
     book.
    
    "Two clicks for the Fall of the Kurshok, banished to the Abyss.  No more 
     favored by the Trickster Lord, no more to see the sun or sky." - Kurshok Text
    
    "One click for the brainsick ones, thinking the aboveworld is real place."
     - Kurshok Text
    
    ---
    
    Briefing - Looks like I found the entrance to the "Sunken Citadel" Keeper 
     Rafe talked about in his journal.  According to him, the Glyph Key 
     disappeared underground some time too long ago to think about.  Rafe also 
     mentioned caves "swarming with strange creatures".  Guess that's why the 
     Keepers put a glyph lock on the entrance.  It would be nice to know what 
     sort of creatures, but the Keepers have never been much for useful detail.
      Turns out, not only did the Glyph Key disappear down here, but so did Rafe.  
     The Keepers never sent anyone after him, but I don't expect he's still 
     exploring the place.  I don't have any good leads on where to start looking 
     for the Key, but I can start by looking for Rafe's remains.
    
    Objectives -
    - Find the Keeper Glyph Key.
    - Get back to the surface by returning to your entry point.
    
    Note: Searching for Keeper Rafe might be a good start.  Keepers on excursions 
     often mark their trails with glyphs.
    
    Loot - 41 pieces totalling 4100
    
    Enemies - Kurshoks, Ratmen, Pagans, Pagan Shamans
    
    Recommended Items - Several Water Arrows, maybe some heavy artillery, too...
    
    ---
    
    Mission Notes
    
    The map for this mission is found in Stonemarket Proper.  In the southwest 
    corner of that area is an imprisoned Kurshok.  Free him and you'll find the 
    map in his cell.
    
    This mission introduces you to the hardy Kurshoks.  It's also a cave mission, 
    how joyous...  Reminds me a lot of the Lost City from the first two games.
    
    This area has torches, but a lot of the light here comes from either the 
    glowing minerals in the walls or unnatural blue flames in big bowls.  Neither 
    of these can be extinguished.
    
    *****************
    Begin Walkthrough
    
    Outer Citadel -
    
    Head down the passage.  You'll notice some red markings on the walls and 
    floor.  These are the markings Rafe left to mark his trail.  Head southwest 
    down this passage.  Right before the entry plaza is a RUBY (125, 3%).  Head 
    into the entry plaza.  There are two Kurshoks patrolling here (only one on 
    Easy).  I suggest heading west behind the boulder and taking out the one 
    patrolling here first, because he's not as easily seen as the one on the east 
    side.  Once both are down, you can take the Water Arrow in the pool of water 
    on the east side, then take the BIRD STATUETTE (125, 6%) on the slab on the on 
    the south wall.  Read the journal, too, to learn about the fall of the 
    Kurshok.  Head west, then south to a passage.  In this passage is a DIAMOND 
    (150, 9%).  You'll soon reach a small clearing, with a Ratman patrolling 
    around.  They're faster than humans when patrolling, and they can hear pretty 
    well, but they go down with a blackjack like the best of them.  In the 
    Ratman's room is a SILVER CANDLESTICK (50, 10%), as well as a note.  Read the 
    note:
    
    NEW OBJECTIVE: Steal the Kurshok Crown from the former throne room.
    
    You now have a choice here, go east to the Arena (Nursery) or south to the 
    Theater.  Either way has its dangers and loot, so I'll break it down for 
    you.
    
    Go east: You'll find a corner turning south, and a SILVER NUGGET (100, 13%) 
    at this corner.  Down the stairs, you'll hear two Ratmen talking about the 
    Kurshok eggs.  They'll rush into the nursery and start fighting Kurshok there.  
    Go down the stairs into their prep room and take the GOLD GOBLET (75, 15%) 
    in the room.  Wait until the noise settles down and head into the nursery.  
    There are two Kurshoks in this room (one on Easy), who were fighting the 
    Ratmen.  With luck, only one of your enemies will be left, so deal with him.  
    Now, to loot the place.  Go to the above walkway and look at the east window 
    to find a GOLD URN (175, 19%).  Head down into the pit and look for a Moss 
    Arrow in the southwest corner.  Underneath the walkway is a Kurshok patrolling 
    this area.  In the nearby chest is a GOLDEN DAGGER (50, 20%).  Head north into 
    the burial room to find a PAGAN BATTLE HORN (50, 21%) on the slab.  This is 
    Special Loot #1.  Head back out into the nursery, then south along the 
    walkway.  In the next room with the blue flame is a SILVER NUGGET (100, 24%).  
    Head west into a well-lit room with TWO SILVER CANDLESTICKS (50, 25%; 50, 
    26%).  Head north and climb behind a fallen pillar to find a piece of JADE 
    (100, 29%).  To the northwest is a room with a Ratman patrolling between that 
    room and another to the west.  Head to the first room and deal with the 
    Ratman, then look into the open sarcophagus here and take the RUBY TIARA (100, 
    31%) inside.  Head south into the water and poke around to find a COPPER 
    BRACELET (75, 33%) on the floor.  Also, on the nearby slab is a SILVER URN 
    (150, 37%).  Now, head west and you'll reach the "connector room" of the two 
    paths.  To the south is the doorway to the next area.
    
    Go south from Plaza: In the passage leading to the theater is a GOLD NUGGET 
    (150, 40%).  Continue on the path to the theater.  On Hard, there's a Ratman 
    patrolling down here.  There are two Pagans talking to each other on a raised 
    platform.  It's worth it to take them out, because just to the north of them 
    is a crystal on the wall that appears to be just a normal crystal, but is 
    actually a LARGE DIAMOND (500, 53%), which is Special Loot #2.  There are also 
    two chests in this area.  The north chest has a Health Potion and three 
    Broadheads.  The south chest has THREE GOLD COINS (75, 54%; 75, 56%; 75, 58%) 
    inside.  Now, head south and you're in the aforementioned "connector room".
    
    Head south to the next area.
    
    ---
    
    Citadel Core -
    
    To the east of your entry point is the bath house.  Just north is a small 
    burial area.  In an open sarcophagus is a Health Potion.  In the bath house 
    itself are two Kurshok speaking.  To take them both out, I suggest dousing 
    the torch on the west wall and sneaking into the southwest corner.  Once 
    they finish speaking, one will leave the bath and start patrolling around it.  
    Take that guy out when he comes near your hiding place, then hop down in the 
    bath when the other is looking away and club him.  Inside the bath on the 
    south end is a RUBY GOBLET (100, 60%), and in the northeast corner of this 
    room is a CAT STATUETTE (100, 63%).  Head south into a crossroads room, with a 
    Kurshok patrolling.  East of here is the throne room, and south is the 
    library.  Rafe's marks lead off to the library, so let's head that way.  
    First, though, head west into a little side room and take the PURSE OF COINS 
    (50, 64%) off the skeleton.  Head south down the stairs.
    
    In the library entryway (in the beginning) are two Pagans and two Kurshok.  
    They will, of course, have killed each other by the time you get here and, 
    with luck, there will be only one left.  Take out the remaining guy.  On the 
    table in front of the big torch (it's red, mind you, so you can douse it) is 
    a COPPER BOWL (100, 67%) and a SILVER CANDLESTICK (50, 68%).  Head up the 
    stairs and look out the window to the south to find a SILVER URN (150, 71%) 
    sitting in the window.  North, in the actual library, is a Kurshok wandering 
    around (two on Hard and up).  Once he's down, you can loot the place: a RARE 
    BOOK (100, 74%) on the northeast wall, another RARE BOOK (100, 76%) on the 
    west wall, and TWO COPPER COINS (25, 77%; 25, 78%) on the south wall.  Head 
    through the door in the southwest corner to find poor Rafe, or what's left of 
    him:
    
    NEW OBJECTIVE: Read Rafe's journal for a clue about how he died.
    
    Actually, reading the journal is just another way learn about the crown...
    
    OBJECTIVE COMPLETE: Read Rafe's journal for a clue about how he died.
    
    Under Rafe's hand is your main objective:
    
    OBJECTIVE COMPLETE: Find the Keeper Glyph Key.
    
    Lastly, take the GOLDEN DAGGER (50, 79%) lying next to him.  Now, you can 
    leave and we'll see about that crown.  Head north into the library entry.  
    Now, if you have the Climbing Gloves, climb the east wall and you'll have 
    entered a back way to getting the crown.  If you don't have the gloves, you'll 
    have to take the east road at the crossroads.  The Kurshok facing south 
    doesn't move, so you'll have to move slowly through the shadows and south to 
    the back way.
    
    Anyway, in the first room of the back way is a Kurshok on Normal and up (two 
    on Hard and up), as well as a piece of JADE (100, 81%) in the southeast 
    corner.  Leave through the northeast door to find another room with a 
    Kurshok.  Deal with him, then look in the northeast corner of this room for a 
    SILVER NUGGET (100, 84%) and in the southwest corner's wall for a small 
    KURSHOK TAPESTRY (50, 85%), which is Special Loot #3.  Now, head north to the 
    throne room.
    
    You're on the second floor here, and the crown is suspended above the throne 
    on the first floor.  There's a Kurshok standing in front of the throne, and 
    another pacing around the room on Normal and up, and let's not forget the 
    third down the stairs facing out.  Before you go too nuts with your attacking, 
    let's explore up here.  Just west of you (on the south wall) is a ledge that's 
    about six feet above the one you're on.  Jump up and mantle onto it, then walk 
    over and mantle onto the broken piece of pillar.  Lastly, jump over to the 
    tipped pillar and grab the DIAMOND (150, 89%) on it.  Hop down to the main 
    floor without being seen, then club the patrolling Kurshok, then the one in 
    front of the throne, and finally, the one facing outside.  Open the chest on 
    the east wall to find TWO GOLD COINS (75, 90%; 75, 92%).  Open the chest on 
    the north wall to find TWO SILVER COINS (50, 93%; 50, 95%) and a HANDFUL OF 
    GEMS (200, 100%).  Now, hop onto the throne and take the crown from its 
    suspended place in space.
    
    OBJECTIVE COMPLETE: Steal the Kurshok Crown from the former throne room.
    
    Now, it's a simple matter of returning to the Outer Citadel and to your 
    entry point.
    
    OBJECTIVE COMPLETE: Get back to the surface by returning to your entry point.
    
    End Walkthrough
    ***************
    
    Debriefing - Well, I didn't make any new friends, but I found the Glyph Key 
     that the Keepers have been searching for.  Plus, I picked up a little 
     something extra for myself -- not really my style in hats, but the gold it's 
     made of should be worth a fair bit.  According to Rafe's journal, the Keepers 
     lost the Key decades ago.  Only took me one day to find it.
    
    ---
    
    Loot List
    
    Outer Citadel -
    
    1. Ruby (125) - Just southwest of your entry point.
    2. Bird Statuette (125) - In the entry plaza, on a slab near a journal.
    3. Diamond (150) - In the passage between the entry plaza and the first 
     Ratman.
    4. Silver Candlestick (50) - In the crossroads room with the first Ratman.
    5. Silver Nugget (100) - East of the crossroads room with the first Ratman.
    6. Gold Nugget (150) - South of the crossroads room with the first Ratman.
    7. Gold Goblet (75) - In room north of nursery (where Ratmen plot stealing 
     the eggs).
    8. Gold Urn (175) - In the walkway atop the nursery, in the east window.
    9. Golden Dagger (50) - In the chest beneath the walkway in the nursery.
    10. Silver Nugget (100) - In the room south of nursery.
    11. Silver Candlestick (50) - In the room south and west of nursery on a 
     table.
    12. Silver Candlestick (50) - In the room south and west of nursery on a 
     table.
    13. Jade (100) - In the room south and west of nursery, on the north side 
     behind a fallen pillar.
    14. Ruby Tiara (100) - In the room east of the room before the passage to the 
     Citadel Core, in an open sarcophagus.
    15. Copper Bracelet (75) - In the room east of the room before the passage 
     to the Citadel Core, in the water.
    16. Silver Urn (150) - In the room east of the room before the passage to the 
     Citadel Core, on a shelf in the southeast corner.
    17. Gold Coins (75) - In the theater, in the southern chest on the floor.
    18. Gold Coins (75) - In the theater, in the southern chest on the floor.
    19. Gold Coins (75) - In the theater, in the southern chest on the floor.
    
    Citadel Core -
    
    20. Ruby Goblet (100) - In the bath house, in the south side of the bath.
    21. Cat Statuette (100) - In the bath house, in the northeast corner of the 
     room.
    22. Purse of Coins (50) - West of the crossroads connecting the bath house, 
     throne room, and library, near a skeleton.
    23. Copper Bowl (100) - In the room just north of the library, on the shelf.
    24. Silver Candlestick (50) - In the room just north of the library, on the 
     shelf.
    25. Silver Urn (150) - In a window just north of the library door.
    26. Rare Book (100) - In the library in the northeast corner.
    27. Rare Book (100) - In the library on the west wall.
    28. Copper Coins (25) - In the library on the south wall.
    29. Copper Coins (25) - In the library on the south wall.
    30. Golden Dagger (50) - In the library near Rafe's body.
    31. Jade (100) - In the room up the wall on the east side of the library, or 
     southeast of the Kurshok guarding the throne room, in the southeast corner.
    32. Silver Nugget (100) - In the room leading to the second floor of the 
     throne room (east of the normal entry room), in the northeast corner.
    33. Diamond (150) - From the second floor of the throne room, climb the ledge 
     on the south wall, then jump onto the bent pillar out over the room.  It's on 
     the pillar.
    34. Gold Coins (75) - In the eastern chest in the throne room.
    35. Gold Coins (75) - In the eastern chest in the throne room.
    36. Silver Coins (50) - In the northern chest in the throne room.
    37. Silver Coins (50) - In the northern chest in the throne room.
    38. Handful of Gems (200) - In the northern chest in the throne room.
    
    Special Loot - 
    
    39. Pagan Battle Horn (50) - In the Outer Citadel, in the passage beneath 
     the nursery, in the small crypt on the slab.
    40. Large Diamond (500) - In the Outer Citadel, in the theater, on the wall 
     behind the two Pagans.
    41. Kurshok Tapestry (50) - Head due southeast of the main throne room, then 
     northeast, to a room that leads to the second floor of the throne room.  In 
     this room, look on the southwest corner of the wall.  The tapestry doesn't 
     sparklet, but it looks small enough to be carried.
    
    ========================
    6K. The City, Day Five =
    ========================
    
    "Familiarizing yourself with his history and capabilites could prove useful 
     for a time when we no longer deem him... necessary." - Keeper Draco
    
    "That references to the thief occur so frequently should be enough to warn 
     you... to warn us all." - Council Meeting 128: LVIX, section 40
    
    ---
    
    Objectives - 
    - Visit the Forbidden Library to hear Caduca read from the Compendium of 
     Reproach
    
    Enemies - City Watchmen, Thugs, Hostile Factions
    
    ---
    
    Mission Notes
    
    This is just a little ditty between this and the next mission.  Nothing 
    truly new to report.  Just don't get so caught up in finding the next mission 
    that you forget to stock up on supplies.
    
    *****************
    Begin Walkthrough
    
    You'll begin in the room you began the last mission in.  Head to the Forbidden 
    Library (no need to sneak), which is the area near Keeper Isolde, guarded by 
    an Acolyte.
    
    ---
    
    Cutscene -
    
    (Caduca places the Glyph Key on the Compendium, and it opens.)
    
    Keeper: For this book to be found now... surely it's a bad sign.
    
    Orland: Silence.  Caduca is about to begin.
    
    (Cut to Caduca at her desk.  Gamall standing near her.  Garrett, Orland, 
     Artemus and others are standing before her.)
    
    Caduca: This passage here speaks to us now... very powerful.  "Sovart 
     temporalis... nundamay, cor mallus reportora im visitablum"...
    
    Gamall (translating): When the progress of time ceases... the one... will be 
     appointed...
    
    Caduca (annoyed): No... no...  "cor mallus reportora im visitablum."
    
    Gamall: Erm... the evil will be... pointed out... for all to see...
    
    Keeper: When the progress of time ceases... what could it mean?
    
    Orland: We must wait and watch.  The meaning of the prophecy will become 
     clear, in time.
    
    Garrett: Wait?  After I found your precious book?  No... when time stops... 
     "the evil will be pointed out" or whatever she said... Don't you want to 
     know what we're up against?
    
    Orland: What would you do?  Stop time with your bare hands?  You cannot make 
     the prophecies come to pass, thief.  It is folly to think so.
    
    Garrett: You can't, but maybe I can.  I could break into the Clocktower in 
     Stonemarket.  Find some way to... stop the clock from running.
    
    (As Garrett speaks, the massed Keepers on walkways above being to murmur...)
    
    Orland (over the murmuring): Perhaps the Stonemarket clock could be considered 
     a symbol of time.  But, if you are suggesting sabotage.
    
    Keeper: You would accomplish nothing, except further enraging the Hammerites.  
    
    Artemus: With Caduca so close to discovering the Brethren and Betrayer, 
     Garrett...
    
    Garrett: I'm not going to sit around and do nothing.  That's your job.
    
    Orland: Fool!  I forbid you to go to the Clocktower, or interfere with the 
     prophecy in any way.
    
    Garrett: You forget...  I don't take orders from you.
    
    (Garrett turns and departs.)
    
    Keeper: He has left, First Keeper Orland.
    
    Orland: Yes, I can see that...
    
    ---
    
    NEW OBJECTIVE: Break into the Stonemarket Clocktower via an upper story 
     access pipe in Stonemarket Plaza to sabotage the clockworks.
    
    Now, you're back outside the library in Stonemarket Plaza.  There's no real 
    need to go back to the Library for now (no new things to be heard or seen in 
    the Forbidden Library).  First, I suggest going to your fences and stores, 
    unloading and stocking up.  Also, you NEED to buy the Climbing Gloves from 
    the Docks at this point, so do so, because you're going to need to scale 
    some walls.
    
    Check your loot and you'll find that you have the Kurshok Crown as a piece of 
    Artwork worth 600.  Interestingly enough, you CAN choose NOT to sell it 
    (remember, you can sell individual pieces of loot by clicking on them solo in 
    the fence screen).  If you do this, then you won't have to retrieve it in a 
    later mission.
    
    If you wish, you can also go to your Landlord's room in South Quarter to steal 
    a COPPER CANDLESTICK (25) from his room.  When all's done, go to the northeast 
    corner of Stonemarket Plaza and start looking up for a pipe with a blue glyph 
    on it.  Once you find it, move into the alcove underneath it and climb the 
    west wall.  Inch along the wall and drop onto the small pipe, then head and 
    Use the big pipe to enter the mission.
    
    End Walkthrough
    ***************
    
    ==============================
    6L. Mission 7 - Killing Time =
    ==============================
    
    "Each hour of thy life hath a choice -- Accept the trial the Builder hath 
     set for thee, or lay down thy burden and die." - Words of the Sixth Forger
    
    "Make thou a fortress of thy heart, for thy most valuable treasures art the 
     words given to thee by the Builder." - Words of the Sixth Forger
    
    ---
    
    Briefing - The Keepers are waiting for time to stop on its own, but I think 
     their prophecy needs a little push.  The Stonemarket Clocktower is so tall 
     you can see it from Auldale.  If there's a way to stop time, this is it.
      I made it inside the tower, now I just have to figure out how to sabotage 
     it.  It's centuries old, and they say its gears have killed more men than 
     the City's guillotine.  It'll be full of Hammerites, too -- some of them 
     spend their whole lives here, maintaining it.  They're not going to let me 
     throw a wrench into their clockworks, not without a fight.
      I'll be making my way down from the top.  With a little luck, along the way 
     I can figure out how to turn this thing off.  Let's just hope my way of 
     dealing with the prophecies is more... productive... than the Keepers', or 
     this could be a big waste of time.
    
    Objectives - 
    - Locate a mechanical plan of the clockworks.
    - Reach the basement of the Clocktower, where the furnace is.
    - When all your other objectives are complete, sabotage the clockworks in the 
     furnace room to stop the clock.
    
    Loot - 33 pieces totalling 2450
    
    Enemies - Hammers, Hammer Priests
    
    Recommended Items - Plenty of Water Arrows, and a few Moss Arrows for metal 
     floors, and some Gas Bombs for well-positioned enemies.
    
    ---
    
    Mission Notes
    
    This mission is pretty cramped.  You won't find many open areas to hide in, 
    should you be spotted.  Like the briefing says, you'll be starting at the 
    top and going down, so always look for paths down.  Also of note is the fact 
    that you don't need to make an escape as an objective.  Doing your duty in the 
    basement will be enough to end the mission.
    
    *****************
    Begin Walkthrough
    
    Upper Clocktower -
    
    Head straight out of the pipe, then head for the back right of this first room 
    to find a ladder down.  Follow the passage, which will open up in a large 
    room with two swinging pendulums.  Be careful, now, because those can turn 
    you into mashed thief in no time if you get in their way.  As you enter the 
    room, look to your right (east) to find a chest.  Take the SILVER STATUETTE 
    (50, 2%) inside.  There's a Hammer patrolling the center of this room, and 
    another at the far wall on Normal and up.  Take care of the two of them.  In 
    the hole on the west side of the room (under the window) is a Holy Water 
    (which you won't need in this mission, but it's always good to stock up).  
    Also, look up on the wall in the northwest corner of the room and you'll see 
    a shiny gear.  Climb up to it and grab the DIAMOND GEAR (400, 18%), which is 
    Special Loot #1.  Now, head to the northeast corner and drop down the ladder.
    
    There's a Hammer patrolling this hallway.  Drop him, then head to the south 
    end of the room.  The chest has a Health Potion and a PURSE OF COINS (50, 
    20%).  The desk to the north has a GOLD GOBLET (75, 23%) and a GOLD 
    CANDLESTICK (75, 26%) on it, and FATHER DEBOLE'S SOLACE (150, 32%) underneath 
    it, which is Special Loot #2.  Also on the desk is a plan:
    
    OBJECTIVE COMPLETE: Locate a mechanical plan of the clockworks.
    NEW NOTE: To sabotage the clockworks, pull both the Coal Dispenser and Steam 
     Release levers.  Lastly, activate the Halting Mechanism.
    NEW NOTE: The mechanical plan of the clockworks can be found on your map page.
    
    Head east to a door and open it (or just jump through the nearby window).  
    Follow this passage to a dormitory, where an unarmed worker is walking 
    around.  Once he's put down, you can raid this room, starting with the PURSE 
    OF COINS (50, 34%) on the worker, the Holy Water and PURSE OF COINS (50, 36%) 
    in the chest on the east wall, the COPPER COINS (25, 37%) on the top bunk of 
    the middle bed, the Mine on the west table, the SILVER GOBLET (50, 39%) on 
    the west shelf, the COPPER COINS (25, 40%) in the chest at the foot of the 
    bed, the SILVER SPOON (50, 42%) and SILVER FORK (50, 44%) on the northwest 
    table, the COPPER COMB (50, 46%) and Oil Flask in the northwest chest, and 
    finally, the PURSE OF COINS (50, 48%) in the northeast chest.  Phew...  The 
    east window leads an overlook of a room below.  I suggest going back to the 
    room where you found the plan and take the southeast door to the stairs and 
    sneaking down.
    
    In this room are two Hammers, and one patrols the rather well-lit stairs, so 
    wait for him to walk away before attacking.  Once they're down, head to the 
    northwest corner to find some vents.  Crawl inside and grab the GOLD BRACELET 
    (125, 54%) inside.  In a chest in the southeast corner of the room is a Mine 
    and TWO COPPER CANDLESTICKS (25, 55%; 25, 56%).  Head to the room in the 
    northeast corner of this area (either door will get you there) and open the 
    chest to find a COPPER URN (100, 60%) and SILVER COINS (50, 62%).  Now, to 
    head down, you can either take the elevator in the northwest corner, or the 
    ladder in the center of the room to the vent.
    
    In this next tall area (the height of which Garrett will comment upon), 
    you'll have to get down to the ground.  At the east, south, and west points 
    of the room (descending, in that order) are platforms where Priests are 
    stationed.  There are also quite a few platforms usable to descend down, or 
    you could just latch onto the wall and climb down from there.  It also just 
    happens that here in this room is the WORST LOOT PLACEMENT EVER.  From your 
    perch up here on the north side of the room, leap over to the east side of 
    the platforms.  Douse the torch so you're not seen by the Priest here.  Now, 
    look down into the southeast corner of the room.  See that sparkle on that 
    tiny ledge?  That's your destination.  Now, to get there.  From your eastern 
    perch, run off the platform and land on the pipes on the south side.  Walk 
    over to the platform.  You should now be opposite the platform with the 
    Priest on the south side.  You'll need to take him out, I suggest gas, and 
    hop onto his platform.  Now, mantle onto the east rope near the door, crouch 
    and slowly walk off and land on the ledge below you (if you crouch and slowly 
    drop off, you may not lose health).  Now, the only thing separating you from 
    your loot is a vertical bar.  Fortunately, snuggle right up to the bar and 
    you can reach across and grab the GOLD COINS (75, 65%).  Wasn't that a pain?
    
    Quick note: If you want to go back, it can be done by climbing the walls and 
    mantling onto ledges, but it's very tough.
    
    ---
    
    Lower Clocktower -
    
    Careful on these early parts of this half of the tower, because almost all 
    floors are metal.
    
    This passage curls counter-clockwise around the tower, and there's a Hammer 
    patrolling it.  Once you reach the northeast corner, you'll see a metal 
    walkway veering off to the north.  Follow it to find a chest with Holy Water 
    and GOLD COINS (75, 68%).  Head further down the stairs to find a locked side 
    door and a ladder down.  Open the door and open the chest beyond to find GOLD 
    COINS (75, 71%).  You can take the ladder here, or go back through the door 
    and take the other one.  I suggest the latter, as it allows you to completely 
    bypass the Hammer down in the center room on Normal and up.  However, there 
    is another Hammer patrolling the outer hallway, so take care of him.  Along 
    the north wall is a little side storeroom.  Behind the vent is a GOLD 
    CANDLESTICK (75, 74%), which is positioned so that the vent bounces off it 
    when it falls.  Head to the southeast corner of this area to find a Priest 
    and, behind him, the BUILDER'S INGOT (50, 76%), Special Loot #3.  Head to the 
    northeast corner of this area to find an elevator.  Head down a floor.
    
    On this floor are two Hammers patrolling the first passage, then the passage 
    heads to the center of the tower, then you'll see two Hammers near a large 
    door (the main door, which you can't use).  They're tough to get the drop 
    on, so I suggest gassing them.  There's a third Hammer southwest on patrol.  
    Once they're all down, go to the desk near the door and grab the SILVER GOBLET 
    (50, 78%) and the PURSE OF COINS (50, 80%) on it.  In the chest behind the 
    desk is a PURSE OF COINS (50, 82%) and an Oil Flask.  Follow the passage to 
    an elevator and ride it down.  Head out the passage into the main room.
    
    OBJECTIVE COMPLETE: Reach the basement of the Clocktower, where the furnace 
     is.
    
    Patrolling up here on the upper floor are a Priest to your right and a Hammer 
    to your left.  The Hammer has a PURSE OF COINS (50, 84%).  Head through the 
    door the Hammer was near and you'll end up at the Coal Dispenser, with another 
    Hammer standing nearby.  Also near this area is the Foreman's Office.  There's 
    a plan on the shelf behind the desk if you missed it the first time.  On the 
    desk itself are a GOLD GOBLET (75, 87%) and a GOLD PITCHER (175, 94%).  Open 
    the nearby chest to grab a Mine and GOLD COINS (75, 97%).  Head out into the 
    main room and to the staircase on the west wall.  Walk down to the lower floor 
    and take out the two Hammers down here and the worker.  The worker has a PURSE 
    OF COINS (50, 100%).  Now, it's time to throw your wrench.
    
    Head back up to the upper floor, to the Coal Dispenser in the northeast, near 
    the Foreman's Office and flip the lever.  Now, head through the nearest door 
    to the southeast and find the Steam Release lever.  Turn that.  Finally, drop 
    down to the Halting Mechanism in the center of the room and flip that.  
    Boom...  Uh...  Oops...?
    
    OBJECTIVE COMPLETE: When all your other objectives are complete, sabotage the 
     clockworks in the furnace room to stop the clock.
    
    End Walkthrough
    ***************
    
    Debriefing - Those noises mean bad news.  Time may have stopped, but this is 
     looking more destructive than I had planned.  And while I made some profit, 
     I didn't notice any prophecies being fulfilled.  I would hate to admit the 
     Keepers were right after all.  The best thing to do now is to return to the 
     Library until the dust settles.  Maybe Caduca's finally ready to tell us who 
     the Brethren and Betrayer is.
    
    ---
    
    Loot List -
    
    Upper Clocktower -
    
    1. Silver Statuette (50) - In the top room (with the pendulums) in a chest in 
     the southeast corner.
    2. Purse of Coins (50) - In the chest near the desk on the floor below the 
     pendulum room.
    3. Gold Goblet (75) - On the desk on the floor below the pendulum room.
    4. Gold Candlestick (75) - On the desk on the floor below the pendulum room.
    5. Purse of Coins (50) - On a worker patrolling the dormitory on the floor 
     below the pendulum room.
    6. Purse of Coins (50) - In a chest on the east wall of the dormitory on the 
     floor below the pendulum room.
    7. Copper Coins (25) - On the top bunk of the middle bed in the dormitory on 
     the floor below the pendulum room.
    8. Silver Goblet (50) - On a shelf on the west wall of the dormitory on the 
     floor below the pendulum room.
    9. Copper Coins (25) - In a chest at the foot of the middle bed in the 
     dormitory on the floor below the pendulum room.
    10. Silver Fork (50) - On a table in the northwest corner of the dormitory on 
     the floor below the pendulum room.
    11. Silver Spoon (50) - On a table in the northwest corrner of the dormitory 
     on the floor below the pendulum room.
    12. Copper Comb (50) - In a chest in the northwest corner of the dormitory on 
     the floor below the pendulum room.
    13. Purse of Coins (50) - In a chest in the northeast corner of the dormitory 
     on the floor below the pendulum room.
    14. Gold Bracelet (125) - In the vents in the control room just above the 
     tall room.
    15. Copper Candlestick (25) - In a chest in the southeast corner of the 
     control room just above the tall room.
    16. Copper Candlestick (25) - In a chest in the southeast corner of the 
     control room just above the tall room.
    17. Copper Urn (100) - In a chest in the northeast room of the control room 
     just above the tall room.
    18. Silver Coins (50) - In a chest in the northeast room of the control room 
     just above the tall room.
    19. Gold Coins (75) - In the southeast corner of the tall room, on the ledge.  
     See the walkthrough for full description on how to get the Worst Loot 
     Placement Ever.
    
    Lower Clocktower - 
    
    20. Gold Coins (75) - On the north side of the first floor in a chest, 
     on a small metal path that shoots off from the northeast corner of the 
     stairs.
    21. Gold Coins (75) - In a chest in the central room one floor down from the 
     top floor in this area.
    22. Gold Candlestick (75) - In a storeroom on the north wall of the floor two 
     floors down from the top floor.
    23. Silver Goblet (50) - On a desk west of the main door.
    24. Purse of Coins (50) - On a desk west of the main door.
    25. Purse of Coins (50) - In a chest west of the main door.
    26. Purse of Coins (50) - On a Hammer patrolling the northwest corner of the 
     upper floor in the basement.
    27. Gold Pitcher (175) - In the Foreman's Office in the northeast corner of 
     the basement.
    28. Gold Goblet (75) - In the Foreman's Office in the northeast corner of 
     the basement.
    29. Gold Coins (75) - In the Foreman's Office in the chest.
    30. Purse of Coins (50) - On a worker near the Halting Mechanism.
    
    Special Loot - 
    
    31. Diamond Gear (400) - In the room with the giant pendulums, above the 
     northwest corner of the room.  Climb to get it.
    32. Father Debole's Solace (150) - Under the desk one floor below the 
     pendulum room.
    33. Builder's Ingot (50) - In the southeast corner of the floor two floors 
     below the top floor in the Lower Clocktower.
    
    =======================
    6M. The City, Day Six =
    =======================
    
    "A most promising acolyte... yes.  Now... he is other... a thief... and 
     probably worse." - Letter to Keeper Orland, author unknown
    
    "Of the clocktower, I will say only this; that the prophecies are speaking 
     to us, yet there is no one who will listen." - Keeper Artemus, journal entry
    
    ---
    
    Objectives - 
    - Return to the Keeper Library to see if Interpreter Caduca has discovered 
     the identity of the Brethren and Betrayer.
    
    Enemies - City Watch, Thugs, Hostile Factions, Keeper Enforcers
    
    ---
    
    Mission Notes
    
    Once you hit the Library, the hunt will be on.  If possible, lure your 
    pursuers towards other combatants to keep them busy and buy yourself some 
    time.  Beyond that, you can pretty much consider this a normal city romp.
    
    *****************
    Begin Walkthrough
    
    If you wish to head back to your place, you'll find a SILVER BOWL (125) in 
    your Landlord's room.
    
    You'll begin in the northeast corner of Stonemarket.  You made a nice mess 
    of the Clocktower, and it has collapsed on the northern part of the area, 
    including Terces Courtyard.  That part is inaccessible now, but you can still 
    get to the Keeper Library glyph by going west through the little alleys and 
    entering from the south.  Tap the glyph and head inside.
    
    OBJECTIVE COMPLETE: Return to the Keeper Library to see if Interpreter Caduca 
     has discovered the identity of the Brethren and Betrayer.
    
    ---
    
    Cutscene - 
    
    (A finger, the nail cracked, rests on a glyph, which appears to be made of 
    embers, glowing reddish.  The camera pans back to reveal the rest of the hand 
    with pieces of the skin missing, exposing bone.  A knock at the door.  Another 
    knock.)
    
    Keeper (muffled, from outside): Interpreter Caduca?
    
    (The door opens.)
    
    Keeper: Caduca?!
    
    (A gust of wind blows out the lit candle, shrouding the scene in darkness.)
    
    (Cut to inside the wreckage of the Clocktower, pieces still falling off.  
     Through the wreckage, a window is visible, with a figure standing at the 
     balcony, and another just behind it.)
    
    Keeper (babbling, feverish): Keeper Orland!  Caduca is dead!  Murdered!  I 
     went to bring her the copy of Marand she requested, but her door was open -- 
     she never leaves it open -- and I looked in, and... and...
    
    Orland (composed): Garrett has killed Interpreter Caduca, you say?  Seize him, 
     and bring him to the Council Room.
    
    (The Keeper nods and departs.  Orland's scene fades to him standing in the 
     Council Room, before the statue of a Keeper with outstretched hands, one 
     holding a scroll, the other a key.)
    
    Orland: This is the only murder in our ranks since these halls were founded 
     by the first of our ancestors...
    
    (Garrett is seated in the center of the Council Room, alone.  The massed 
     Keepers are in attendance in their alcoves above.  The following statements 
     are run together, to simulate the passing of time and confusion of the 
     arguments.)
    
    Keeper: But, Garrett had no reason to kill Caduca.  Has he not walked in line 
     with the prophecies before?  Have we not...
    
    Keeper: ...and yet some say the prophecies point to him as the Brethren and 
     Betrayer.  Surely he knew that the interpreter was about to name...
    
    (As they speak, Garrett moves his foot to his left to the glyph ring around 
     him.  It hisses and glows as he approaches.  He moves his foot away.  He 
     remains seated and silent, but still fixing Orland with a dark stare.)
    
    Keeper: ...don't forget that Garrett killed Constantine!  Yes, and Karras, 
     as well!  His hands... long stained with blood!
    
    Keeper: ...yes, a thief, and no stranger to murder is he...
    
    Keeper: ...does not match the manner in which Caduca was killed.  How could 
     Garrett have been the one that committed this act...
    
    Artemus: ...remember that we asked Garrett to join us, to share his knowledge 
     and skill, but now we turn on him without proof as if we have put aside...
    
    Keeper: ...broke in and destroyed the Clocktower!  Petty vandalism, as one 
     might expect from a...
    
    Keeper: ...noticed that the Clocktower does appear that way from some angles.  
     We must consider the implications.  If that prophecy refers to one of us...
    
    Keeper: ...any discussion about the Clocktower is irrelevant!  The matter at 
     hand is murder!  Done by one who we accepted as our guest and brother, who...
    
    (The voices trail off as the camera focuses on Orland, who does not seem to 
     be paying any attention to the proceedings.  Focus now on Garrett, still 
     resolute.  Two figures are out of focus some distance behind Garrett.  The 
     camera now focuses on these figures.  They are cloaked like Keepers, but are 
     also covered in strange vine-like armor.  They also have white masks with 
     only eye-holes covering their faces.  One raises a curved knife in front of 
     its chest.)
    
    Keeper: ...seems to me that these proceedings are highly irregular.  Should 
     we not...
    
    Orland (standing and interrupting): I have heard enough!  (throws papers 
     down)  Garrett, do you have anything to say before your sentence is passed?
    
    Garrett: You haven't listened to anyone else, yet, Orland...  Why start now?
    
    Orland: Silence!  You are declared guilty of Interpreter Caduca's murder!  
     Your punishment will be determined by the Council.  Now, remove him!
    
    (Shadows move in front of Garrett.  Cut back to Orland.  The scene of Orland 
     fades to him once again standing at the balcony in the window.)
    
    Keeper (from behind Orland): I regret to inform you that Garrett has... 
     escaped...
    
    Orland: Very good.  Call together the Keeper Enforcers.  They will track him 
     down and... erase our problem.
    
    (The camera begins to pan back, then cuts to a wider angle, showing the full 
     extent of the Clocktower wreckage.  The tower has fallen in such a manner 
     that the spire has landed nearby, with it and the wreckage looking 
     suspiciously like an arrow, pointing straight at the window in which Orland 
     is standing.)
    
    ---
    
    NEW OBJECTIVE: Get to your fence here in Old Quarter to see if he can help 
     you before you are killed by the Keeper Assassins.  Ramien's place is to the 
     east.
    
    Looks like your contract with the Keepers isn't up for renewal.  Not only are 
    you on the run from the Keepers, but you're also in unfamiliar territory.  
    Your impromptu escape from the Compound has dropped you in Old Quarter, which 
    you haven't been to, yet.  You're right outside the Compound gate, behind a 
    bush.  Two Enforcers are now coming out of the gate to stalk you.  Feeling 
    paranoid, yet?  It gets better, but let's not get ahead of ourselves...
    
    It's worth it to note that no one seems to like Enforcers.  They move like 
    you, so generally, people won't see them until they're almost on top of them.  
    When they are spotted, they're easy to see by AI (just like you).  Citizens 
    will bolt, and anyone armed will attack.  The Enforcers have the advantage 
    (with projectile weapons), but they can be overwhelmed.  Don't think, though, 
    that killing all the Enforcers will get you off the hook, because more will 
    spawn.
    
    Right, now that all of that's out of the way, let's get outta here...
    
    Your only way out is east; either run ahead of the Enforcers or club them 
    when they start walking away from you.  Note the Door Glyph nearby, and note 
    that it's red:
    
    NEW NOTE: The Keeper Door Glyphs aren't working right now.  You'll need to 
     find alternate routes.
    
    How depressing.  Keep moving east.  Once you get to a split in the road, 
    you'll find that north leads to another Enforcer.  Let's not go that way.  
    Continue east.  If you wish, you can duck into the nearby tavern.  Hey, you 
    may be hunted, but that's no reason to go off the clock.  There's a Health 
    Potion in a box behind the bar, and, in the upstairs room, another Health 
    Potion and a SILVER GOBLET (50).
    
    Now, you have a bit of a choice here.  It's not a critical one, but it adds to 
    the fun of this.  Out the western window up here is a ledge.  You can use 
    this ledge and several others in the Old Quarter to make your way across the 
    roofs, coloquially known as the "Thief's Highway".  The ledges will lead to 
    Fort Ironwood, the north gate to Stonemarket, the Auldale gate, and Ramien's 
    house, so keep it in mind, because this isn't the last time you'll be hunted.
    
    However, for the sake of this walkthrough, we'll stay on the ground, because 
    there's more down here.  From the tavern, it's worth it to point out that 
    Fort Ironwood, the Hammerites' HQ, is to the south.  If you're buddy buddy 
    with them, then you can hang with them while they clean up Enforcers.  Either 
    way, they'll go after them.  Also, City Watch are on patrol, so keep an 
    eye out for them.
    
    Anyway, head further east, and duck into the guard station, marked by the 
    eagle insignia.  Inside, you'll find some Broadheads, a Flashbomb and a 
    bottle of VINTAGE WINE (150).  Like that vintage?  Then, grab the note on the 
    table:
    
    NEW NOTE: Haukor, a City Watch guard, is extorting the Old Quarter Tavern for 
     an expensive bottle of wine every night.
    
    How awful.  You'll just have to teach that man a lesson about being a villain 
    by stealing from him every night.
    
    Leave the watch station and head north.  The Auldale gate is blocked by a 
    guy arguing with a guard.  In his cart nearby are TWO SILVER PLATES (75, 75).  
    Also, west of this scene is a door leading to Carmen's Place, the store that 
    sells Gas Arrows.  Once done here, head straight south and climb the stairs 
    at the end of the street here.  Pick open the door (or drop in from the roofs 
    if you decided to use the Highway, as previously described), then head inside.  
    Looks like your friends got here, first:
    
    OBJECTIVE CANCELLED: Get to your fence here in Old Quarter to see if he can 
     help you before you are killed by the Keeper Assassins.  Ramien's place is to 
     the east.
    NEW OBJECTIVE: Search for clues in your fence's shop about what you should 
     do next.
    
    Raid Ramien's place of gear, he won't be needing it.  He's got Flashbombs, 
    Gas Bombs, Oil Flasks, Noisemakers, and a Fire Arrow in the fire just for 
    good measure.  What you really need is the piece of paper on top of the 
    shelf in the southwest corner of his bedroom:
    
    OBJECTIVE COMPLETE: Search for clues in your fence's shop about what you 
     should do next.
    NEW OBJECTIVE: Go to your building in South Quarter, as instructed by the 
     mysterious note.
    NEW OBJECTIVE: After you enter your building, search for clues about what's 
     going on.
    
    Okay, so leave Ramien's place and head east to the southeast portion of the 
    Old Quarter.  The game doesn't give you a Note to tell you, so I will: the 
    quarantine has been lifted, so you don't need to use the Door Glyphs to move 
    around town right now.
    
    Veer south to the gate to the Docks.  From there, quickly make your way to 
    the South Quarter gate.  Once there, make a beeline for your place, avoiding 
    Enforcers.  Head inside:
    
    OBJECTIVE COMPLETE: Go to your building in South Quarter, as instructed by the 
     mysterious note.
    
    The guard's there as normal, so everything seems kosher so far.  If you're 
    still in the mood, go to your Landlord's office.  Today, he has a SILVER BOWL 
    (125) on his mantle.  Head to your apartment to find, horrors, another 
    Enforcer, as well as a Keeper, dead on the floor.  How intriguing.  Deal with 
    the Enforcer, then head to the back of your place, near the dummy, to find 
    another note:
    
    OBJECTIVE COMPLETE: After you enter your building, search for clues about 
     what's going on.
    NEW OBJECTIVE: Meet with the mysterious note writers in the graveyard in Old 
     Quarter.
    NEW NOTE: The mysterious note says to look for something unusual in Black 
     Alley.  It may help you evade the Enforcers temporarily.
    
    Well, now.  You can go to Old Quarter the hard way, or you can use the 
    shortcut offered by your mysterious benefactors.  Head to Black Alley (unload 
    and restock while there).  Surely, this "unusual thing" couldn't be that blue 
    swirly thing at the end of the alley, could it?  Head through it.
    
    You're now in the Graveyard west of Fort Ironwood.  Head northwest from the 
    monument you're at into the clearing.
    
    ---
    
    Cutscene
    
    (Whispering permeates the air as Garrett approaches a group of three people.)
    
    Garrett: Keepers...  Taking a break from trying to kill me?
    
    Keeper #1: Not all Keepers believe you are guilty, Garrett.
    
    Keeper #2: But neither had we the evidence to alter the outcome of your trial.
    
    Keeper #3: The trial was a disgrace.  Orland is not fit.  He knows he must 
     replace Caduca, so he plans to promote that... that child, Gamall, to the 
     position of Interpreter.
    
    Garrett: So, you formed your own little club.
    
    Keeper #2: There are others, too.  The Keeper hierarchy is... in flux.  We 
     know Orland tried to frame you, but cannot discern his motives.
    
    Garrett: That's easy.  Orland is the Brethren and Betrayer.  He needed to 
     kill her before she announced his name, and thought he could get rid of me 
     at the same time.
    
    Keeper #2: That is only one of many possibilities, Garrett.
    
    Keeper #3: He has suppressed all inquiries into the Clocktower prophecy.  Have 
     you heard?  From above, the rubble forms an arrow... and it points directly 
     at the Keeper Library.
    
    Garrett: The evil one will be pointed to...
    
    Keeper #3: It is as if someone actually seeks to bring the Dark Age upon us.  
     There is... a corruption... whenever the Glyphs --
    
    Keeper #2 (interrupting): Keeper Artemus has not been seen since before the 
     trial.  He confided in me that he no longer knew who to trust...  He acted 
     strangely, so secretive...
    
    Keeper #1: But, he was right, there is no way to know who to trust.  The 
     degree to which the Glyphs --
    
    Keeper #2 (interrupting): Orland fears you, still, and he will until the 
     Enforcers bring him your corpse.
    
    Keeper #3: He has used a binding glyph to seal away the Glyph Doors in the 
     whole City.  He is watching all of us.  Until you are found, no one is 
     allowed to enter or leave the Compound.
    
    Keeper #1: We've been using Orland's own secret tunnel.  It connects the 
     Compound to his office in the Library.  There is much danger, but it is the 
     only way to meet without being overheard...
    
    Keeper #2: Perhaps we can help you.  The Keeper Assassins won't have given 
     up, and...
    
    Garrett (interrupting): You've helped me already.
    
    Keeper #1: Why?  What do you intend to do?
    
    Garrett: Find some proof that Orland is guilty.  That shouldn't be too hard.
    
    (He steps away.)
    
    Keeper #2: Oh?  Where do you think you will find this... proof...?  Garrett?
    
    (Garrett has departed.)
    
    ---
    
    NEW OBJECTIVE: Return to the Keeper Library in Stonemarket Plaza, then find 
     the secret tunnel which leads to the Keeper Compound.
    
    While you're here in the graveyard, you can search the northeast corner for a 
    SILVER NUGGET (100) and climb the western wall to find a ledge with TWO JADE 
    GOBLETS (75, 75), as well as a well-concealed Rust Mite.  Also, out in the 
    front of the Fort, there is a gargoyle that's only accessible by climbing.  
    Climb up to it and take its eyes; TWO JADE (100, 100).
    
    All right, head northwest and exit the graveyard and you'll be in the Old 
    Quarter west of Fort Ironwood.  From here, you can either take the long way 
    to the Docks and South Quarter, or the more direct (but more dangerous) way 
    through the north gate through Stonemarket Proper.  Either way, you'll end 
    up in Stonemarket Plaza.  Go to the glyph you normally use to enter the 
    Library, near Terces Courtyard.  Sealed like all the rest.  However, look up.  
    See that window?  Scale the wall and you're in the library.
    
    All right, there are are two Acolytes in the first room (and a Scribe), and 
    patrolling the hallway near the elevator is another Acolyte.  Your destination 
    is Orland's office, on the second floor.  If you haven't done so yet, now 
    would be a good time to go to the Forbidden Library's second floor to get the 
    map of the Keeper Compound.  It'll be difficult, because there are guards 
    positioned well to intercept you, but once inside, there are only Acolytes 
    on the second and third floor.  Also, you have the advantage (this time) 
    because your Restriction about harming Keepers has been lifted, so do whatever 
    you want to them.  The map's on the second floor.  If you want to completely 
    raid this area, check the large paragraph in the Day Three section detailing 
    this (just ignore the parts about enemies, there are only those mentioned 
    here).  Once you're ready, head to Orland's office on the second floor (the 
    path leads straight there), and pick open the door.  Your entrance to the 
    mission is the grate in the back-right corner.
    
    End Walkthrough
    ***************
    
    ==============================================
    6N. Mission 8 - Of Brethren... and Betrayers =
    ==============================================
    
    "We are none of us immune to the temptation of the Glyphs.  To think so would 
     be the worst of follies." - From the Forbidden Transcripts
    
    "There are glyphs that can cause suffering, and those that can end it, and 
     precious few who know the difference." - Excerpt from the Forbidden 
     Transcripts
    
    ---
    
    Briefing - Orland's tunnel was right where I was told it would be.  I haven't 
     been in the Keeper Compound since my trial.  It's a sprawling complex, right 
     in the heart of the City, hidden by Glyphs.  Orland has the compound on 
     alert, so they'll be armed and ready for intruders... ME, that is.  So much 
     for working together.
      I know I didn't kill Caduca, but someone did, and my money's on Orland.  He 
     fixed the trial and sent the assassins after me, and the fallen Clocktower 
     points right to his office... "Brethren and Betrayer" suddenly makes sense, 
     but suspicions aren't enough, so tonight I'll have to do some snooping.  And 
     if a little Keeper wealth ends up in my pockets... all the better.
      Orland's place is on the top floor.  No surprise.  He's always liked looking 
     down on people.  Artemus has a room near the dormitories; I should search 
     there, too.  And I'd better check the scene of Cadcua's murder.  One last 
     thing -- the Keeper Council meets tonight.  If I can stay awake, I might 
     learn something...
    
    Objectives - 
    - Search Orland's quarters on the top floor for information that might 
     implicate him.
    - Search Artemus' quarters in the dormitories for a clue to his whereabouts.
    - Lastly, visit Caduca's murder site in the Lower Libraries to investigate the 
     cause of her death.
    - When all your objectives are complete, leave the Keeper Compound through 
     the Old Quarter passage in the Lower Libraries.
    
    Note: Caduca was murdered in her chambers in the Lower Libraries.  Until 
     Orland's binding seal is destroyed, the Lower Libraries will not be 
     accessible.
    
    Loot - 47 pieces totalling 4825
    
    Enemies - Keeper Acolytes, Keeper Elders, Statues
    
    Recommended Items - Water Arrows, as usual, plus some Fire Arrows and Mines.
    
    ---
    
    Mission Notes
    
    Your jaunt in your former home will be interesting.  It's so fun to find out 
    what everyone thinks of you when they don't know you're hearing.  Also, the 
    Council meeting is interesting, in the sense that you can alter the votes.  
    Finally, you'll meet a new type of enemy here, so be forewarned.
    
    *****************
    Begin Walkthrough
    
    Keeper Compound -
    
    You'll begin in the North Tower area of the compound, having entered by a 
    vent.  Just below you in the grating are three Water Arrows.  Open the vent 
    and leave to the tower proper.  You'll see two Keepers discussing the Council 
    meeting, and that they intend to vote the same way.  Garrett mentions swaying 
    the vote in his favor.  This isn't really as important as it may first seem, 
    but we'll go through the motions.  The two Keepers head upstairs, one to a 
    third floor alcove, and the other to a fourth floor alcove.  If you wish to 
    stop them from voting, knock them out.  Be careful on Hard and up, because 
    there's also an Acolyte patrolling the top floor.  Once they're in place, and 
    you enter the council chamber (by an alcove or the ground floor doors), then 
    the meeting will begin.
    
    The first order of business is whether or not to put a guard in Caduca's 
    chambers.  If you didn't knock out the two Keepers, they'll vote yes, 
    otherwise, the vote will be no.  Oddly enough, regardless of this vote, 
    nothing will change at all in this mission.  At least, from what I can see.
    
    The second order of business concerns a piece of special loot in the compound, 
    and its placement.  If the council votes yes (no knockouts), then it will be 
    moved to the Scribe room, otherwise, it will stay in the Elder Library.
    
    Head back to the North Tower after the meeting's over.  In the big blue flame 
    in the middle of the room are two Fire Arrows.  Also, head up to the top 
    floor to the desk and grab the FINE PORTRAIT (150, 3%) on the wall and the 
    GOLD BELL (150, 6%) near it.  Head down to the ground floor of the tower, then 
    take either one of the doors to head to the floor of the Council Chamber.  
    There's an Elder pacing around down here, so club him and grab the Heatlh 
    Potion on the chair.  Also, start scaling the north wall to reach the statue 
    up here.  Take the SILVER BOWL (175, 9%) in front of the statue, then hop back 
    down to the main floor.  Head south and smack the Acolyte here with an 
    unreasonable fascination of that particular statue.
    
    You can take either the southwest or southeast passage out of here, as both 
    will lead to the Elder Library.  There's an Acolyte pacing around down here, 
    so deal with him.  If the council voted against moving the book, you'll find, 
    on the southern table of this room, the IMBRIS ANALECTS (100, 11%), Special 
    Loot #1 (for the purpose of the percentile, we'll assume the book wasn't 
    moved).  Note the south wall, which has a Door Glyph.  This leads to the 
    Lower Libraries, but clearly, you can't go there, now.  Scale this very wall 
    and climb up to the ledge, whereupon rests the GOLDEN SCALES (450, 21%), 
    Special Loot #2.  Now, I suggest going to the northeast corner of this room 
    and climbing the stairs leading south.  Patrolling this entire upper hallway 
    is an Acolyte with a torch, so be wary.  On the desk in the southeast corner 
    of this floor is GOLD COINS (75, 22%), and above it, a GOLD BELL (150, 25%).  
    Head south into the Scribe Room.  If the council voted to move the book, it's 
    over here, on the podium, in sight of the Scribes in the room, one on Easy, 
    and two on Normal and up.  Anyway, in this room, regardless, are TWO SILVER 
    CANDLESTICKS (50, 26%; 50, 27%), one on the barrel in the southeast corner, 
    and the other on the shelf on the west wall.  Once done here, head west and 
    take out the two Elders in the hallway, here.  Enter the Dining Room through a 
    door on the west wall.  
    
    In the Dining Room are an Acolyte on the floor on Normal and up, and an Elder, 
    patrolling the stairs.  On the tables here are TWO RUBY GOBLETS (100, 30%; 
    100, 32%), a COPPER CANDLESTICK (25, 32%), and a second copy of the IMBRIS 
    ANALECTS (100, 34%), which is Special Loot #3.  Also, over the fireplace is a 
    FINE PORTRAIT (150, 37%).  There's nothing upstairs for you, right now, just a 
    passage to an alcove in the Council Chamber, so let's leave and head for the 
    equivalent door on the east side of this floor.  This door leads to the 
    dormitories.
    
    In the dorms, you'll find a Scribe and an Elder.  Deal with them.  On the 
    table in the south end of the room is a SILVER CANDLESTICK (50, 38%).  The 
    chest on the west wall has a HANDFUL OF GEMS (200, 42%) and TWO GOLD COINS 
    (75, 44%; 75, 46%) inside.  The door on the north wall leads to Artemus' room.  
    Read his journal to learn not much:
    
    OBJECTIVE COMPLETE: Search Artemus' quarters in the dormitories for a clue to 
     his whereabouts.
    NEW NOTE: Artemus' Keeper Ring can be used to open passages leading to 
     Orland's quarters.
    
    However, open the chest by his bed to find his Keeper Ring and THREE JADES 
    (100, 48%; 100, 50%; 100, 52%).  Now, leave the room and head upstairs to 
    the second floor.  Search the west wall up here to find an indentation that 
    seems to lead nowhere.  Look for a hole in the wall and use it to use the ring 
    and open the door.  Head up the stairs.  You're now outside Orland's room.  
    To the north is his alcove to the Council room.  Feeling daring?  Let's take 
    a little trek to some hard-to-reach loot.  Step to the edge of the alcove, 
    then edge to the east around the thin ledge.  Go two alcoves over to the 
    eastern alcove on this floor.  In it is a box with a HANDFUL OF GEMS (200, 
    56%) and GOLD COINS (75, 57%).  Head back to Orland's alcove, then enter his 
    chambers.  Poke around the room to find a letter by his bed, another in the 
    bookshelf on the east side, and a journal on the desk.  The journal is the 
    important part:
    
    OBJECTIVE CANCELLED: Search Orland's quarters on the top floor for information 
     that might implicate him.
    NEW OBJECTIVE: To make the Keeper Door Glyphs usable again, destroy the 
     binding seal in Orland's quarters.
    NEW NOTE: The binding seal must be destroyed with fire.
    
    First, let's loot the room.  Take the SILVER CANDLESTICK (50, 58%) on the 
    table, then open the chest in his room and take the SILVER GOBLET (50, 59%) 
    and TWO DIAMONDS (150, 63%; 150, 65%) inside.  Now, for that glyph thing.  
    Well, the easy way would be to shoot a Fire Arrow at it, but you can also 
    pick it up as a junk item and toss it in the fireplace in the dining room.  
    The red seal will melt:
    
    OBJECTIVE COMPLETE: To make the Keeper Door Glyphs usable again, destroy the 
     binding seal in Orland's quarters.
    
    Now, we're done in this section, so head to the Elder Library and activate 
    the glyph on the south wall to go to the...
    
    ---
    
    Lower Libraries -
    
    There are no enemies down here, so don't sweat about sneaking.  Caduca's 
    chambers are to the west (your right), but let's go east first.  Why?  
    Because I said so!  Head east all the way to a table and grab the COPPER 
    BOWL (100, 68%).  From here, head south to the Hall of Statues.  There's a 
    chest in the southwest corner that has a HANDFUL OF GEMS (200, 72%) and GOLD 
    COINS (75, 74%).  While here, I suggest dousing all the torches in the room, 
    then those in the northern room... because I said so.  Head north and east 
    from the Hall of Statues to enter a library.  Put out the chandelier and the 
    torch to the north.  The table to the north has a GOLD PLATE (100, 76%) and 
    a GOLD CANDLESTICK (75, 77%) on it.  The nearby chest has GOLD COINS (75, 79%) 
    inside.  Head to the east-most shelf and look on it to find a RARE BOOK (100, 
    81%).  Also, head to the southeast shelf to find a SILVER STATUETTE (50, 82%).  
    Now that our preparations are complete, head back to the entrance to this area 
    and head west into Caduca's chambers.
    
    Don't be afraid of that figure seated at the table.  Approach to find that the 
    figure is completely stone.  This *might* be Caduca, but the cutscene showed 
    her in quite a different state than stone.  Anyway, who cares.  On the table 
    is a GOLD GOBLET (75, 83%).  Head south to find the jackpot room.  On the 
    shelf is a PURSE OF COINS (50, 84%), and on the mantle above the bed in the 
    southeast corner are TWO JADE GOBLETS (75, 86%; 75, 88%).  Open the chest to 
    find GOLD COINS (75, 89%), a GOLDEN DAGGER (50, 90%), and a DIAMOND TIARA 
    (200, 94%).  Now, head north into Caduca's actual room.  On the table to your 
    right (and underneath) are TWO SILVER CANDLESTICKS (50, 95%; 50, 96%) and a 
    GOLD GOBLET (75, 97%).  Next to the bed is another SILVER CANDLESTICK (50, 
    98%) and a JADE RING (50, 100%) on the bookshelf.  Now, that the place is 
    cleaned out, check out the statue.  Odd place for one, isn't it?  What's more 
    odd is the note in its mouth, which seems to be a personal invitation for 
    you...
    
    OBJECTIVE COMPLETE: Lastly, visit Caduca's murder site in the Lower Libraries 
     to investigate the cause of her death.
    NEW OBJECTIVE: Go to the Hall of Statues to meet whoever left you the note.
    
    Well, head on over there, now.
    
    ---
    
    Cutscene -
    
    (Garrett enters the hall, holding the note left for him.)
    
    Garrett: This is the place, all right.  Why do I smell a rat?
    
    (Garrett moves to the shadows to conceal himself.  He scours the room and 
    notices a cloaked person, wide and hunched over, in front of a statue, making 
    gestures.)
    
    Hag: Terminus, animus, take the power, the glyphs, the bindings.  Live, walk, 
     talk, and obey!  Yes, my will, my desires...  Terminus, animus, awake!
    
    (Serious rumbling surrounds the room.  A statue's eyes light up.)
    
    Statue: What... is... your... will?
    
    Hag: Garrett is here among you, somewhere.  Seek, fetch, find him out.  
     Crush him 'till breathing stops.  Cut him 'till bleeding stops.  Do not let 
     him escape.
    
    Statue: Yesssss...
    
    (The hag turns to a wall and begins to scribe a glyph on the wall.  Garrett 
     draws an arrow from his hiding place.)
    
    Hag: I must leave you, my helpers, my minions, my stone warriors, and secret 
     myself away.  Yes, must keep secret, must remain hidden a little while 
     longer.  Oh, so many secrets...
    
    (The hag departs through the glyph she scribed.)
    
    ---
    
    Well, now you may realize why I had you douse all the torches and collect all 
    the loot between here and the exit.  If you didn't, well, then you can do it 
    now, or just fight the Statues.  You'll need two Fire Arrows or a Mine to 
    destroy them.  There are two Statues in this room, and another in the hall to 
    the north, and a fourth to the library to the northeast.  Head to that 
    library, then head up the stairs and hit the glyph here.  Head through and up 
    the ladder to your escape.
    
    OBJECTIVE COMPLETE: When all your objectives are complete, leave the Keeper 
     Compound through the Old Quarter passage in the Lower Libraries.
    
    End Walkthrough
    ***************
    
    Debriefing - I found more than I bargained for; a hideous old woman who makes 
     statues walk... who is out for blood and knows me by name.  Orland doesn't 
     seem to have a clue, so I don't think he's my man after all.  Artemus didn't 
     leave me much to go on, either.  I managed to escape the ambush, but the 
     Keepers still think I'm the enemy.  In fact, I only know of one person who 
     might be able to help me: a Hammerite named Inspector Drept.
    
    ---
    
    Loot List -
    
    Keeper Compound -
    
    1. Fine Portrait (150) - In the North Tower, on the highest floor.
    2. Gold Bell (150) - In the North Tower, on the highest floor.
    3. Silver Bowl (175) - In the Council Room, on the second floor in front of 
     the big statue (climb up to it).
    4. Silver Coins (50) - Just northeast of the Scribe Room, on a desk.
    5. Gold Bell (150) - Just northeast of the Scribe Room, near a desk.
    6. Silver Candlestick (50) - In the Scribe Room, on a barrel in the southeast 
     corner.
    7. Silver Candlestick (50) - In the Scribe Room, on a shelf on the west wall.
    8. Ruby Goblet (100) - In the Dining Room, on one of the tables.
    9. Ruby Goblet (100) - In the Dining Room, on one of the tables.
    10. Copper Candlestick (25) - In the Dining Room, on one of the tables.
    11. Fine Portrait (150) - Above the fireplace in the Dining Room.
    12. Silver Candlestick (50) - In the Dormitory, on a table near the door.
    13. Handful of Gems (200) - In a chest on the first floor of the Dormitory.
    14. Gold Coins (75) - In a chest on the first floor of the Dormitory.
    15. Gold Coins (75) - In a chest on the first floor of the Dormitory.
    16. Jade (100) - In the chest in Artemus' room.
    17. Jade (100) - In the chest in Artemus' room.
    18. Jade (100) - In the chest in Artemus' room.
    19. Handful of Gems (200) - In the Council Room, in the eastern alcove on the 
     fourth floor, which can be reached from Orland's alcove near his room.
    20. Gold Coins (75) - In the Council Room, in the eastern alcove on the 
     fourth floor, which can be reached from Orland's alcove near his room.
    21. Silver Candlestick (50) - In Orland's room on the table.
    22. Silver Goblet (50) - In Orland's room, in the chest.
    23. Diamond (150) - In Orland's room, in the chest.
    24. Diamond (150) - In Orland's room, in the chest.
    
    Lower Libraries - 
    
    25. Copper Bowl (100) - On a table in the room north of the Hall of Statues.
    26. Handful of Gems (200) - In a chest in the Hall of Statues.
    27. Gold Coins (75) - In a chest in the Hall of Statues.
    28. Gold Plate (100) - On a table in the north end of the Lower Library.
    29. Gold Candlestick (75) - On a table in the north end of the Lower Library.
    30. Gold Coins (75) - In a chest in the Lower Library.
    31. Rare Book (100) - On a shelf in the east end of the Lower Library.
    32. Silver Statuette (50) - On a bookshelf in the southeast end of the Lower 
     Library.
    33. Gold Goblet (75) - In the main room of Caduca's Chambers, on the table.
    34. Purse of Coins (50) - In the south room of Caduca's Chambers, on a shelf.
    35. Jade Goblet (75) - In the south room of Caduca's Chambers, on a shelf.
    36. Jade Goblet (75) - In the south room of Caduca's Chambers, on a shelf.
    37. Golden Dagger (50) - In the south room of Caduca's Chambers, in a chest.
    38. Gold Coins (75) - In the south room of Caduca's Chambers, in a chest.
    39. Diamond Tiara (200) - In the south room of Caduca's Chambers, in a chest.
    40. Silver Candlestick (50) - In Caduca's bedroom, on a table.
    41. Silver Candlestick (50) - In Caduca's bedroom, under the table.
    42. Gold Goblet (75) - In Caduca's bedroom, on a table.
    43. Silver Candlestick (50) - In Caduca's bedroom, on the nightstand.
    44. Jade Ring (50) - In Caduca's bedroom, on a bookshelf.
    
    Special Loot -
    
    45. Gold Scales (450) - In the Elder Library, on top of the south wall.  
     Scale the wall to reach it.
    46. Imbris Analects (100) - In the Dining Room, on one of the tables.
    47. Imbris Analects (100) - If the council voted to move it, in the Scribe 
     Room on the podium.  If the council voted against moving it, in the Elder 
     Library on the south table.
    
    =========================
    6O. The City, Day Seven =
    =========================
    
    "The Age of Darkness will be the child of two fathers, and their names are 
     Ignorance and Fear." - from the journal of Keeper Artemus
    
    "No, it wasn't a woman...  Ain't no woman that could do that...  Rippin' at 
     him...  His flesh gone...  All gone." - Statement given to a City Watch 
     Official
    
    ---
    
    Objectives - 
    - Find Inspector Drept in Auldale to learn about the hag who set a trap for 
     you in Keeper Compound.  Enter Drept's workshop through his window.
    
    Note: Drept's workshop is near the pub in Auldale.
    
    Enemies - City Watch, Thugs, Hostile Factions, Keeper Enforcers, Zombies, 
     Hammer Haunts
    
    ---
    
    Mission Notes
    
    You're still being dogged by the Enforcers, and now you'll be entering a 
    couple of new areas: Auldale and the catacombs in Fort Ironwood.
    
    *****************
    Begin Walkthrough
    
    All right.  There's stuff to do all over the place, but let's start by just 
    heading straight for Auldale.  You've begun in a small apartment on the north 
    end of Old Quarter.  Head outside and cross the roofs to see where you are.  
    Drop down to the street when it's clear (rememeber, the Enforcers are still 
    out there).  Head east and north to the Auldale gate.  Use a Flashbomb or 
    Moss Arrow on the guard to occupy him, then run inside.
    
    ---
    
    Auldale -
    
    Briefing - This is Auldale, one of the richest districts of the City.  Where 
     high society types take strolls in the park or visit the Museum with all 
     their... leisure time.  Every thief in town knows there's plenty of wealth 
     and baubles to be stolen among the opulence... only a few know how to get at 
     it.  But, I've got other things on my mind.  It's not enough that every 
     Keeper in the city is trying to kill me, but now there's a mysterious old 
     woman after me as well.  So, I've come to Auldale to find Inspector Drept.  
     From what I've heard, he's obsessed with the fable of a murderous hag, and 
     I'm sure there's a connection.  I hope he has a lead for me, because if he 
     doesn't... then I'm at a dead end.
    
    There's a conversation in front of you about the park and how the Pagans have 
    taken over.  Head north (avoiding the Watch) and east to the plaza.  You'll 
    hear another conversation between Fogerty and Jimmy the Knife:
    
    NEW NOTE: Fogerty the gold smith can't open his shop back up as long as Jimmy 
     the Knife is alive.  Jimmy the Knife is usually lurking in Auldale Plaza.
    
    Now, they say to kill him, but all you need to do is knock him out, then 
    leave and come back to Auldale to find the boards in front of the goldsmithy 
    (the building opposite the plaza's monument) removed and Fogerty inside.  Pick 
    open the door and knock out Fogerty, then clean off his shelf, which has a 
    DIAMOND GOBLET (150), a GOLD FORK (75), a GOLD SPOON (75), a GOLD BOWL (125), 
    and a DIAMOND NECKLACE (100).  Also, pick your way into his back room to find 
    a CAT STATUETTE (100).  Now, there's another time to do this, and without 
    doing the subquest.  Later on, you'll drain the canal, and you'll find a path 
    leading to the back of his house.  If you wish to do it that way, then you 
    won't have to take on Jimmy.
    
    Now, that's all there really is to do in this area at this point.  You can 
    head to the Museum to hear two people planning to break into the Museum.  You 
    can also visit the Pagan Camp in the park on the east side, if you're in good 
    with them.  Once you're done exploring, head to the southeast corner of the 
    district (near the pub), where you'll see some Hammer motifs.  Walk up to the 
    yellowed window in the corner...
    
    ---
    
    Cutscene -
    
    (A figure moves past a window from inside.  A desk inside the workshop.  Drept 
     is poring over his papers.  A flash of Garrett in the window.)
    
    Drept (not looking up from his work): This place hath nothing of value for 
     thee to steal.
    
    Garrett (standing in the office): I'm more interested in those papers of 
     yours... if they can tell me anything about a... a crone that talks to 
     statues.
    
    Drept (turning around): Thou hast seen the hag?!
    
    Garrett: Not just seen; she tried to kill me, but I hear you've been tracking 
     her for years.
    
    Drept (standing): Yea, I hath followed her trail, but it hath not been clear.  
     I hath ever doubted anon that her crimes were no more than mine own 
     imaginings.  But, that thou hath seen her as well...
    
    (A book is shown with an image of a building.)
    
    Drept: 'Twas in my boyhood in the orphanage known as the Shalebridge Cradle 
     that I spied her.  I didst play at a game with mine friend.  (Picture of 
     a young Drept in the book as well as a girl)  I was hidden and my friend 
     sought me...  Then a hag (picture of a cloaked being with glowing eyes), a 
     bent and evil apparition, came from the darkness, near enough to touch, and 
     my friend did scream, but I was a child, and afraid.  And then, 'twas over...
    
    (The hag and girl disappear from the book.  Picture of the orphanage again.)
    
    Drept: The orphanage grew a dark and haunted place, and none dare enter.
    
    (Back to Drept and Garrett.)
    
    Drept: When came I to mine manhood, and was saved by the Order of the Hammer, 
     I sought the hag again.
    
    (Blue flash of the picture of the hag from the book.)
    
    Drept: The hag wears death about her as a cloak.  Some who meet her doth 
     vanish.  Some perish with bloody work done upon their bodies.  There are 
     hints of creatures made of stone, and ever the tale of a hag, a bent, old 
     woman.  Ever old, but growing no older, in a span that hath taken me from 
     boyhood to mine own age.
    
    Garrett: Can you tell me how to find her?
    
    (Map of the city, rushing towards Auldale.)
    
    Drept: She finds her prey now in Auldale, but 'twas in Shalebridge that her 
     murders didst begin.  Seekest thou to start upon her trail there.  T'is the 
     only place I hath spied her for certain, but I dare never return to that 
     place.
    
    Garrett: It's a good place to start looking.  I have no interest in being the 
     latest in her string of murders...
    
    (Garrett departs.)
    
    ---
    
    NEW OBJECTIVE: Go to the Shalebridge Cradle, to see what you can learn about 
     the hag.  The Cradle is in Old Quarter, near the gate to the Docks.
    
    Now, before you go busting down the orphanage, there are several sidequests 
    to pick up on.
    
    The first is to go to Old Quarter, then to Fort Ironwood (careful if you're 
    not Allied).  The southwest corner of the temple proper has a note on the 
    table (if not Allied, I suggest sneaking in through the graveyard).  Read 
    the note:
    
    NEW NOTE: The Hammers are trying to bury someone in the Old Quarter graveyard, 
     but they can't as long as the zombies keep regenerating.
    
    Now, head to the southeast part of the district (near the Cradle) and head 
    down into the sewers.  This is Pagan-occupied territory, but it's really 
    small, and only one guy's there.  Sneak by him if not Allied and read his 
    journal:
    
    NEW NOTE: A Pagan Shaman wants to activate the Pagan cornerstone in the Old 
     Quarter graveyard so that plants will overrun the area.
    
    Okay, this is one of those "do for one Faction, but not the other" sidequests.  
    To perform this sidequest for the Hammers, steal the NECROMANCER'S WAND (200), 
    either by picking it off him or dropping him and taking it.  To perform the 
    sidequest for the Pagans, do as the note says and fire a Moss Arrow at the 
    cornerstone in the graveyard.  Whoever you do it for will get faction points.  
    I generally like to do it for the Hammers, since it will remove the Zombies 
    in the area.
    
    ---
    
    Here's another sidequest.  Go to Ramien's place to find a note tacked next to 
    his door:
    
    NEW NOTE: Derk wants Ramien to hire someone to go to the Tavern in Docks, 
     clean up the blood, and drop the body into the water without having it 
     spotted by anyone.  He'll drop off payment in Ramien's drop box.
    
    This task has to be done tonight.  If you're up to it, head to the Tavern, 
    then to the second floor to find the body.  Water Arrow the stains, the pick 
    up the corpse.  It'd probably help to knock out the patrons in the tavern at 
    this time, then head for the locked south door on the first floor of the 
    Tavern and pick it open.  Sneak out quietly without anyone seeing you and 
    dump the body.  Head back to Ramien's to find THREE GOLD COINS (75, 75, 75) 
    in your drop box.
    
    ---
    
    Oh, and check the Landlord's for your daily new loot from him, which is just 
    a simple TWO COPPER COINS (25, 25) today.
    
    ---
    
    Lastly, I'll bet you want a map of the Cradle, right?  Well, go to Ramien's 
    again, and this time crawl under the angled roof north of his door.  In this 
    crawlspace, you'll find a note:
    
    NEW NOTE: A map of the Shalebridge Cradle is kept in the architect's grave 
     in the Catacombs under Fort Ironwood.
    
    Aren't you glad you have a reason to go there?  Okay, puff up your chest, 
    because we're going grave-robbing!  Consider it warmup for the next mission.  
    Head to Fort Ironwood and sneak (or walk if friendly) to the southeast corner 
    of the temple to the door and head downstairs to the catacombs.
    
    The first room has a Zombie wandering around.  Dust him, then take the RUBY 
    GOBLET (100) on the coffin in the back of the room.  Head south to find 
    another Zombie to dust.  The east crypt has TWO SILVER STATUETTES (50, 50) 
    flanking it.  Head west to find your first Hammer Haunt.  Backstab him, then 
    explore this crypt area.  In particular, head to the northeast crypt for a 
    chest with some Broadheads and a GOLDEN DAGGER (50) on a nearby shelf.  Head 
    west from these crypts to find another Hammer Haunt and a glyph.  Activate 
    it to find some supplies, including a BRONZE STATUETTE (50) and a GOLD BOWL 
    (125).  Down below you in this mausoleum room are a couple of Zombies.  Toss 
    some Flashbombs or Holy Water down there from this safe point.  We don't 
    need to go down there, yet, though.  We'll circle back around.  Go back to 
    the first room, then head north to an area with a couple more Zombies, one 
    down the stairs, and the other further west, in the room with elevator 
    leading back up to the fort.  Keep going west down the stairs to find another 
    Hammer Haunt, as well as a chest with THREE COPPER COINS (25, 25, 25).  Now, 
    go back to the room with the large stairs leading down north, then curving 
    back south.  Down these stairs, you'll find a table with a SILVER CANDLESTICK 
    (50) on it.  Head south into the lower floor of the mausoleum area from 
    before.  Take out the Zombies down here if you haven't already.  In the 
    northwest corner of this room is a GOLD NUGGET (150).  Finally, check the 
    open coffin on the east side of the room to find the Cradle Map.
    
    Finally!  We're ready to get freaky!  Head to the Cradle's door (southeast 
    corner of the Old Quarter, it'll have a glyph) and bust in.
    
    End Walkthrough
    ***************
    
    ====================================
    6P. Mission 9 - Robbing the Cradle =
    ====================================
    
    "Then let this be our warning... that any man can become monster, that any 
     woman can become loathsome." - Resignation speech of Keeper Sondheim 
     (Historical Archives)
    
    "We played at a game, when all at once the hag was upon us.  'Twas naught I 
     could do -- frozen with fear." - Recollection of the Hammerite Inspector
    
    ---
    
    Briefing - The Shalebridge Cradle.  It used to be an insane asylum, and 
     before that, it was an orphanage.  One night a fire started, no one knows 
     how, and after that they left the place abandoned.  If there's a way to cram 
     more misery into one building's history, I can't think of it.
      I'm here to learn about the old woman who attacked me in the Keeper 
     Compound.  Drept said he saw the hag here at the orphanage long ago, when 
     his childhood friend was murdered.  He's never dared to come back, but I 
     don't think I have much choice.  It's a thin lead, but it's all I have left.
      I've never robbed an orphanage before, and I can't say I'm looking forward 
     to the visit.  There's no telling what I'll find inside.  I'm used to the 
     dark, but this feels like a house with bad dreams.
    
    Objectives - 
    - Search for more information about the "Hag" who attacked you.
    
    Loot - 32 pieces totalling 2650
    
    Enemies - Puppets, Asylum Staff
    
    Recommended Items - Max out on Flashbombs, Fire Arrows, Holy Water, and 
     Mines.  Water Arrows actually are not necessary, as the whole place is 
     electrically lit.
    
    ---
    
    Mission Notes
    
    AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH!!!!  Beyond that, this is definitely a 
    mission worthy of applause, for atmosphere alone.  It's actually not that 
    dangerous, if the bottom line is to be told.  Your enemies are powerful 
    undead, but if you've stocked up on powerful items, they can be easily 
    floored.  At the end of the day, you'll find this mission to be a "fetch 
    quest", but a fun one.
    
    Oh, and make sure you get your Loot requirement before you finish helping 
    your friend, here.  You can only collect Loot in "the present" (more will be 
    explained later).
    
    *****************
    Begin Walkthrough
    
    Outer Cradle - 
    
    Welcome.
    
    In the fountain to your left are some Water Arrows, but that's all there is 
    outside.  Your entrance is through the cellar door to the right of the 
    boarded up main door.  Open it and enter.
    
    Don't mind the sounds, the Outer Cradle is completely devoid of enemies.  
    From your entrance, head north, then east and climb the spiral staircase.  
    At the top, head north some more and climb the next spiral staircase.  I said 
    don't mind the sounds!  Enter the attic door.
    
    NEW NOTE: You heard a strange knocking sound coming from the Attic.
    
    Head to the southwest corner of the attic and take a look at the painting.  
    Where have we seen her before?  Use the painting.  Don't worry, she's 
    friendly.  She wants your help to get out.
    
    NEW OBJECTIVE: Find a vial of Lauryl's blood in the Storm Cellar and drop 
     it down a drainpipe.  There is a drainpipe in the Lobby.
    
    We'll get to that, but first, some spring cleaning.  Head down the first 
    spiral staircase.  In this room is an Oil Flask and a Health Potion in an 
    alcove.  Head east from this room to find a door to the Treasurer's Office.  
    Open it and take the TWO SILVER CANDLESTICKS (50, 1%; 50, 3%) on the desk, as 
    well as the DIAMOND GOBLET (150, 9%).  Also, crack open the safe and take the 
    bottle of GRAVECOURT RED (150, 15%) inside, which is Special Loot #1.  Head 
    out and west to a catwalk above the Lobby.  Cross to the other side.  Head 
    down the stairs and up the west stairs to a dormitory.  There are two Health 
    Potions on a small cart, and TWO COPPER CANDLESTICKS (25, 16%; 25, 16%) on the 
    fireplace mantle.  Also, in the chest at the far end of the room is a JADE 
    TIARA (50, 18%) and a PURSE OF COINS (50, 20%).  Head north down the curved 
    stairs to find the Lobby.  On the shelf on the west side of the Lobby are TWO 
    SILVER CANDLESTICKS (50, 22%; 50, 24%).  Now, head north out of the lobby.  
    The gate in front of you is sealed shut, so head down the nearby ladders to 
    the Storm Cellar.  Head west to find a vial room.  Take the TWO COPPER 
    CANDLESTICKS (25, 25%; 25, 26%) in front of you in this room, then head to the 
    shelf on the right, and take the vial on the lowest shelf on the left side 
    (it's the only one you can take).  Now, head south from this room to find the 
    generator.  The fuse is blown, so just drop it on the ground:
    
    NEW OBJECTIVE: Find a fuse and use it to repair the generator in the Storm 
     Cellar.
    
    There are spare fuses up in the Attic, so head back up there and snag one 
    from right next to where Lauryl is "standing".  Pop it in the generator to 
    shed some light on this place.
    
    OBJECTIVE COMPLETE: Find a fuse and use it to repair the generator in the 
     Storm Cellar.
    
    Now, with the vial of blood, go to the Lobby (first floor) and look for the 
    drains in the corners.  Pick one and Use it to toss the vial in.  
    
    OBJECTIVE COMPLETE: Find a vial of Lauryl's blood in the Storm Cellar and drop 
     it down a drainpipe.  There is a drainpipe in the Lobby.
    NEW OBJECTIVE: Retrieve Lauryl's night gown from the White Hall, and then 
     incinerate it in the Morgue.
    
    Now that the generator's on, head back up to the north door that's locked and 
    flip the switch to open it.  East of you is the Staff Tower.  Ignore Lauryl's 
    comment and head up the stairs.  Seems there's a lot of rubble in the way.  On 
    a shelf on the south wall up here are TWO GOLD CANDLESTICKS (75, 29%; 75, 
    32%).  Head back downstairs and north to find the passage to the Inner 
    Cradle.  HERE'S where all the enemies are.
    
    ---
    
    Inner Cradle -
    
    Okay.  In this area are hideous and bizarre undead known as Puppets.  There 
    are seven in this area on Easy, eight on Normal, and nine on Hard and up.  
    They're fast, can open doors, and hit hard.  Four indirect (or two direct) 
    Flashbombs will drop them, as well as two Fire Arrows, a Mine, or Holy 
    Water.  You can also stab them with the Dagger, but they'll get back up after 
    they fall.  
    
    Here's where the Puppets are:  Two are in the halls east of the Hall of 
    Records (only one if you're playing on Easy).  One is in the Lobotomy 
    Theater.  One is in the Shock Therapy Room.  One is in the Morgue.  One is in 
    the Observatory.  One is patrolling the southern part of White Hall (the 
    western rooms), and there's one in Cell No. 7 in White Hall.  On Hard, 
    there's an extra Puppet in the Morgue in the slab room.
    
    One last thing: whenever a Puppet is nearby, the lights tend to flash on and 
    off, so use that as a way to tell if they're around.  So, make the rounds and 
    off them all to ease the fright weighing on your shoulders, or just take them 
    out as you come to them.  The walkthrough will go on assuming you've taken 
    them out.
    
    Okay, you start in the Exercise Yard, and the Lounge is just north of you.  
    Head north through those two rooms to find the Hall of Records.  East of you 
    are the Treatment Rooms, Nursery, and Morgue, and west of you is White Hall.  
    First, let's clean up the loot in this area.  Head to the east from the Hall 
    of Records, then south, to find the passage to the Nursery (collapsed), and a 
    SILVER CANDLESTICK (50, 33%) on a low wall north of this area.  Head back west 
    and north to find the ladder to the Morgue.  Head down the ladder and you'll 
    see the furnace, which has about five Fire Arrows laced around it (use these 
    if you run low killing Puppets).  South of the furnace room is the actual 
    morgue.  Start opening cabinets on the south wall.  One of these will have a 
    BAG OF GOLD TEETH (50, 35%), which is Special Loot #2.  Leave the morgue by 
    the ladder (or the elevator if you like that sort of thing) and head northeast 
    to the Treatment Rooms.  The east room is the Lobotomy Theater.  On a tray 
    in the northeast corner of the room is a SILVER SURGICAL KIT (300, 47%), which 
    is Special Loot #3.  Head west from this room to find the Shock Therapy and 
    Water Treatment room.  On the northern shelf, you'll see a SILVER CANDLESTICK 
    (50, 49%).  Now, head back to the Hall of Records.  The stairs in the 
    southwest corner lead up to the Observatory.  Climb up to there and marvel 
    at all these lovely paintings.  Take all the gem eyes on each painting, which 
    totals up to EIGHT JADES (100, 52%; 100, 56%; 100, 60%; 100, 64%; 100, 67%; 
    100, 71%; 100, 75%; 100, 79%).  Nice haul.  Head back downstairs, then head 
    west to enter White Hall.  Start by heading south to the southeast corner.  
    Cell No. 1 is the first cell here, and it's also the "Seclusion Chamber".  
    Walk south to the elevator and press the down button to call it, then hop on 
    and press the up button.  Charming, eh?  Head to the window and grab the tiny 
    SILVER RING (50, 81%) on the sill.  Hey.  There are no buttons to get back 
    down (of course there aren't).  You'll have to get down by dropping onto the 
    pipes that form a crude set of stairs down the shaft.  Once at the bottom, 
    head west to Cell No. 2.  Inside that cell is a DIAMOND GOBLET (150, 86%) on 
    the table.  Head further west to find Cell No. 3.  This cell has three Moss 
    Arrows in it.  Further west is Cell No. 4, which is empty of useful stuff.  
    Beyond that is Cell No. 5, which has a GOLDEN DAGGER (50, 88%) behind the 
    painting.  Garrett makes a remark about the wall, but we'll get back to that 
    later.  Now, head north to find Cell No. 9, with an Oil Flask hidden.  Head 
    east to Cell No. 8, with a SILVER COMB (100, 92%) and a SILVER MIRROR (125, 
    97%) on the table.  Head further east to Cell No. 7.  Behind the skulls on the 
    table there are GOLD COINS (75, 100%).  Cell No. 6 has nothing useful.  
    Well, that's all the Loot.  Must be almost done this mission, eh?  Not by a 
    long shot...
    
    Right, go back to Cell No. 5 in the southwest corner of White Hall:
    
    NEW NOTE: Cell number five in White Hall looks like it has a false wall.
    
    Start Using bricks on the far wall to remove them.  Lauryl's nightgown is 
    behind it.  Now that you have it, head east of the Hall of Records and look 
    for a ladder leading down into the Morgue, or just take the elevator there.  
    Use the furnace to toss the nightgown in.  She'll now explain how you have to 
    go into "the past" to find more of her stuff to get rid of.
    
    OBJECTIVE COMPLETE: Retrieve Lauryl's night gown from the White Hall, and then 
     incinerate it in the Morgue.
    NEW OBJECTIVE: Find one of the "toys" that Lauryl mentioned and bring it to 
     the right place to enter the Cradle's memories of the past.
    NEW NOTE: Each patient in White Hall had a favorite "toy".  The toys are 
     probably still here, in their former cells.
    NEW NOTE: In the Hall of Records, you can find more information about the 
     patients and their "toys".
    
    Okay, you can go to the Hall of Records to read up on the stuff, or just 
    look for the toys yourself.  Once you find one, Lauryl will tell you where to 
    take it.
    
    Or, you can just read my handy-dandy list for each toy and its destination.
    
    1) The Wax Mask, which is found in the Shock Therapy room on the chair, is to 
     be placed on the dummy hanging from the ceiling in the Seclusion Chamber, 
     Cell No. 1.
    2) Blunt Utensils, found in Cell No. 2, which go on the plate in the middle 
     of the Meal Hall in White Hall.
    3) Unlit Candle, found in Cell No. 3, which goes on the operating table in 
     the Morgue.
    4) Clockworking Tools, found in Cell No. 4, which go on the chair in the 
     Shock Therapy room.
    5) Rusty Telescope, found in Cell No. 5, which goes on its stand in the 
     Observatory.
    6) Infant Ashes, found in Cell No. 6, which goes on the cart in the Exercise 
     Yard, the southernmost part of this area.
    7) Rotten Birdhouse, found in Cell No. 7, which goes on the Balcony, which 
     is above the Exercise Yard.  There's a tough-to-see ladder there that goes 
     right up to the Balcony.
    8) Warped Viktrola, found in Cell No. 8, which goes on a table in the Lobotomy 
     Theater.
    9) Tinderbox, found in Cell No. 9, which goes in the fireplace in the Lounge 
     (just south of the Hall of Records).
    
    You only need to find and place one toy, then you'll be thrust into the past.  
    In the past, you have no items or weapons and you cannot collect any Loot.  I 
    suggest using 6, 7, or 9, as they put you closest to your destination, and in 
    the least amount of danger.
    
    OBJECTIVE COMPLETE: Find one of the "toys" that Lauryl mentioned and bring it 
     to the right place to enter the Cradle's memories of the past.
    NEW OBJECTIVE: While in the Cradle's memory, find Lauryl's diary in the 
     Nursery Tower, and then incinerate it in the Morgue.
    
    Now, patrolling the halls of the Cradle are the Asylum Staff, matte black 
    people that are just like normal people, except the fact that if they catch 
    you, you'll be sent back to the present.  After that, you'll have to use a 
    different toy to get to the past.  If you run out of toys, you'll have to go 
    into the past as yourself (which I'll explain later).
    
    There are three Staff members in White Hall, one in the Lobotomy Theater, one 
    just outside the Lobotomy Theater, one seated in the Lounge, one in the 
    Morgue, and one in the Nursery Tower, which is your destination.  On Hard and 
    up, there's also one who stands behind the desk at the Hall of Records, and 
    another at the base of the Nursery Tower.  Head east and south from the Hall 
    of Records to find that the rubble blocking the Nursery is gone.  Head up the 
    stairs to the top.  Watch the staff member's patrols and sneak around behind 
    him.  Lauryl's Diary is in the southeast corner of the room on the floor.  
    While you're here, read the note on the podium:
    
    OBJECTIVE COMPLETE: Search for more information about the "Hag" who attacked 
     you.
    
    Well, that's done.  Head back downstairs and make your way to the Morgue.  
    Avoid the staff member and toss it in:
    
    OBJECTIVE COMPLETE: While in the Cradle's memory, find Lauryl's diary in the 
     Nursery Tower, and then incinerate it in the Morgue.
    NEW OBJECTIVE: While in the Cradle's memory, find some "Dissolution Serum" in 
     the Treatment Rooms, and use it on the bloodstain in the Attic.
    
    Head over to the Treatment Rooms.  There's a guy outside the Lobotomy Theater, 
    so head over to the Shock Therapy room and leave by the north exit, then head 
    east from there to go around the back way.  Watch out for the guy in the 
    theater and grab the Serum on the cart near the main table.  Now, head out to 
    the Outer Cradle.
    
    ---
    
    Outer Cradle Revisited -
    
    Now, there are a few Staff in this area.  There's one patrolling this northern 
    area near the Staff Tower, another in the Lobby, a third patrolling the rooms 
    near the Attic stairs, and a fourth patrolling the dormitory on the west side 
    of the room.  On Hard and up, there's also a Staff member in the basement.  
    Sneak up to the Attic and Use Lauryl's bloodstain to free her:
    
    OBJECTIVE COMPLETE: While in the Cradle's memory, find some "Dissolution 
     Serum" in the Treatment Rooms, and use it on the bloodstain in the Attic.
    NEW OBJECTIVE: Meet Lauryl downstairs in the Lobby, and leave the Cradle with 
     her.
    
    Head down to the Lobby (the Staff there is gone) and follow her to the doors.  
    Follow her through the haze.  Well, dang...
    
    OBJECTIVE CANCELLED: Meet Lauryl downstairs in the Lobby, and leave the Cradle 
     with her.
    NEW OBJECTIVE: Lock yourself in the cage down in the Storm Cellar to enter 
     the Cradle's memories as yourself.
    
    Make sure all other objectives are complete before doing the following, 
    particularly your Loot requirement, because the Loot doesn't exist in the 
    past.  If that happens, Garrett will go on about how he "still needs to do 
    something".
    
    So, go down to the Storm Cellar, open the cage, step inside, and shut the 
    door.  Now, you're in as yourself (this is how you do it if you run out of 
    toys, too).  Staff will attack you as normal if they find you, but now you 
    have your own "toys" with you, so you can fight back.
    
    You can also use this cage to return to the present, if you need to complete 
    the Loot objective.
    
    OBJECTIVE COMPLETE: Lock yourself in the cage down in the Storm Cellar to 
     enter the Cradle's memories as yourself.
    NEW OBJECTIVE: Leap to your "death" from the open window at the top of the 
     Staff Tower.
    
    Head back upstairs to the main hall, then up the northeastern stairs to the 
    Staff Tower, which is now accessible now that the rubble isn't there yet.  
    Enter the door on the north wall.  Once inside, watch for the guy on patrol, 
    then head for the elevator on the north end of the room, which will carry you 
    up to the top of the tower.  In this last room, there will be some Staff 
    seated at the table near the window you must jump out of.  Make a dramatic 
    exit of it: jump up onto the table and run at top speed and leap through the 
    open window and out of this freak show for good!
    
    OBJECTIVE COMPLETE: Leap to your "death" from the open window at the top of 
     the Staff Tower.
    
    End Walkthrough
    ***************
    
    Debriefing - I finally managed to escape from that... place.  But, I think 
     I'm out of my depth here.  I saw an old portrait of a girl who looks just 
     like that Keeper Translator, but how can that be?  I only found traces of 
     the hag.  I don't think she's been there since Drept saw her all those years 
     ago.  So, I'm left with questions, and the vial of blood the ghost had me 
     steal.  The ghost is beckoning, and I think I'd better follow.  This isn't 
     over, yet.
    
    ---
    
    Loot List -
    
    Outer Cradle -
    
    1. Silver Candlestick (50) - In the treasurer's office in the east part of 
     the second floor.
    2. Silver Candlestick (50) - In the treasurer's office in the east part of 
     the second floor.
    3. Diamond Goblet (150) - In the treasurer's office in the east part of the 
     second floor.
    4. Copper Candlestick (25) - In the western dormitory on the second floor, 
     on the fireplace mantle.
    5. Copper Candlestick (25) - In the western dormitory on the second floor, 
     on the fireplace mantle.
    6. Jade Tiara (50) - In the chest in the western dormitory on the second 
     floor.
    7. Purse of Coins (50) - In the chest in the western dormitory on the second 
     floor.
    8. Silver Candlestick (50) - In the Lobby, on the west wall.
    9. Silver Candlestick (50) - In the Lobby, on the west wall.
    10. Copper Candlestick (25) - In the room with all the vials, in plain 
     sight as you enter.
    11. Copper Candlestick (25) - In the room with all the vials, in plain 
     sight as you enter.
    12. Gold Candlestick (75) - On a shelf up the stairs leading to the Staff 
     Tower.
    13. Gold Candlestick (75) - On a shelf up the stairs leading to the Staff 
     Tower.
    
    Inner Cradle -
    
    14. Silver Candlestick (50) - On a low wall between the Nursery Tower and 
     the Treatment Room area on the east side.
    15. Silver Candlestick (50) - On a shelf in the western Treatment Room, the 
     one with the shock therapy chair.
    16. Jade (100) - On the eye of a painting in the Observatory, up the stairs 
     in the southwest corner of the Hall of Records.
    17. Jade (100) - On the eye of a painting in the Observatory, up the stairs 
     in the southwest corner of the Hall of Records.
    18. Jade (100) - On the eye of a painting in the Observatory, up the stairs 
     in the southwest corner of the Hall of Records.
    19. Jade (100) - On the eye of a painting in the Observatory, up the stairs 
     in the southwest corner of the Hall of Records.
    20. Jade (100) - On the eye of a painting in the Observatory, up the stairs 
     in the southwest corner of the Hall of Records.
    21. Jade (100) - On the eye of a painting in the Observatory, up the stairs 
     in the southwest corner of the Hall of Records.
    22. Jade (100) - On the eye of a painting in the Observatory, up the stairs 
     in the southwest corner of the Hall of Records.
    23. Jade (100) - On the eye of a painting in the Observatory, up the stairs 
     in the southwest corner of the Hall of Records.
    24. Silver Ring (50) - In the Seclusion Chamber, Cell No. 1, on the window 
     sill.
    25. Diamond Goblet (150) - In Cell No. 2 on the table.
    26. Golden Dagger (50) - In Cell No. 4 behind the painting.
    27. Silver Comb (100) - In Cell No. 8 on the table.
    28. Silver Mirror (125) - In Cell No. 8 on the table.
    29. Gold Coins (75) - In Cell No. 7 behind the skulls.
    
    Special Loot - 
    
    30. Gravecourt Red (150) - In the safe in the Treasurer's Office, on the 
     east side of the second floor of the Outer Cradle.
    31. Bag of Gold Teeth (50) - In the slab room of the Morgue, behind one of 
     the doors on the south wall.
    32. Silver Surgical Kit (300) - In the Lobotomy Theater, in the northeast 
     corner of the Inner Cradle.
    
    =========================
    6Q. The City, Day Eight =
    =========================
    
    "If the Artifacts were created for some purpose, then the pertinent texts 
     must be found before they too become... irrevocably misplaced." - Author 
     unknown
    
    "Be without sin in life, for after death, the sinful doth walk without 
     rest, ne'er to enter the House of the Builder." - The Builder's Way
    
    ---
    
    Objectives - 
    - Follow Lauryl's ghost to see where it leads you.
    
    Enemies - City Watch, Thugs, Hostile Factions, Zombies, Hammer Haunts
    
    ---
    
    Mission Notes
    
    The Keepers are now off your tail, but you'll soon find you have bigger 
    problems.  You'll be entering some interesting areas tonight, so be well-
    prepared with heavy artillery.
    
    *****************
    Begin Walkthrough
    
    Lauryl's ghost is leading you towards the catacombs of Fort Ironwood.  If the 
    last mission drained you of your undead fighting equipment, then head over to 
    Carmen's and stock up on Flashbombs.  Don't be afraid to lose Lauryl, because 
    you can always pick her trail back up.  Watch with satisfaction as every 
    hostile person on the street goes ape at the sight of Lauryl.  Still, avoid 
    the Hammers if you're not good with them.  Once you head down to the 
    catacombs, take out the Zombies and Haunts that end up in your way.  
    Eventually, you'll reach the bottom of the mausoleum area.  As you approach 
    the south wall, it will slide away.  If it goes back up, then just back far 
    away and walk up to it again.  Head inside this hidden crypt...
    
    ---
    
    Cutscene - 
    
    (Garrett is framed in Lauryl's light as he opens the stopper on her vial of 
     blood.  He dabs the vial on a cloth, and then runs the cloth over the 
     nearby sarcophagus, covered in glyphs.  The glyphs dissolve as Lauryl's 
     blood touches them.)
    
    Orland (meanwhile, in the Keeper Compound): Let the Book of Names record that 
     on this day did Translator Gamall take the name of Interpreter Gamall and 
     begin to read the Prophecies.
    
    (Gamall stands before Orland in the Grand Hall.  Keepers are amassed in 
     attendance.  Orland dips his hand in water in a gold bowl to his right and 
     runs the water over Gamall's eyes.)
    
    Orland: Let her eyes open to read and to see.  Let her tongue speak the words 
     of the Glyphs.
    
    Gamall: I shall see the unseen.  I shall speak the truth.
    
    (Cut back to Garrett as he finishes clearing the glyphs from Lauryl's tomb.  
     The light around Lauryl begins to form and take human shape.  Cut back to 
     Keeper Compound.)
    
    Orland: Let the Book of Names record that--
    
    Gamall: *coughs and chokes*
    
    Orland: Interpreter Gamall!  What's wrong?
    
    (Cut back to the tomb, where Lauryl fully forms as a ghostly human.)
    
    Lauryl: Ohhh...  Look!
    
    (Cut back to the Keeper Compound.  Gamall continues to cough up blood and 
     collapses on the floor.)
    
    Gamall: No... (voice changing) no... curse her stinking rotting bones!
    
    (Gamall stands off camera as those in front of her recoil.)
    
    Gamall: You think you can snare me, trap me, with your secrets?  I *am* 
     secret!  (Gamall is shown in a hideous monster form with a forwardly 
     distended head and long clawed arms.  She effortlessly bats away the Keeper 
     to her right.)  Kept for decades!  (A Keeper in front of her prepares a 
     glyph spell.)  You scratch out glyphs and think you have them, but I wear 
     them, (The Keeper fires his spell and she catches the glyph in her hand) 
     drink them, breathe them, know them far better than you!  (She takes a swing 
     at the Keeper, gouging out pieces of the bookshelf behind him.)  I *am* 
     glyphs, now and for all time! (Orland is shown quietly departing.)  
    
    (Cut back to tomb.)
    
    Lauryl: I'm me again.  She can't use *it* anymore...
    
    (Cut back to Keeper Compound.  Closeups of Gamall show faces, limbs, mouths, 
     eyes all attached to Gamall's body, all moving, the skins of those she has 
     claimed as her own.)
    
    Gamall: Finally, now you see me, my skin, my bone, as I am.  You will not 
     live to thwart me.  (She prepares a glyph spell and casts it on the wall.)  
     I have gathered all I need.  Talismans, tomes, artifacts, writings.  I have 
     them beyond your grasp.  I trace, I discover, I read, and soon I shall come 
     to the Last of all Glyphs, that which you seek, stumble, follow, but shall 
     never find!
    
    (The Keepers begin to shout in panicked confusion as Gamall forms a glyph into 
     a blue twin-sickle.)
    
    Gamall: I'm afraid we're going to have to rip a few pages from the Book of 
     Names.
    
    ---
    
    Lauryl will now depart, having been put to rest.
    
    OBJECTIVE COMPLETE: Follow Lauryl's ghost to see where it leads you.
    NEW RESTRICTION: You're working with the Keepers for now.  Don't attack them 
     or get caught doing anything that will cause them to attack you.
    NEW OBJECTIVE: Translator Gamall, the hag in disguise, is the one you've been 
     after this whole time.  Return to the Keeper Library to inform the Keepers.
    
    Make your way from the catacombs to Stonemarket Plaza and to the Library.
    
    ---
    
    Cutscene:
    
    (Garrett comes upon a scene of aftermath.  Living Keepers are standing over 
     their dead comrades.  Orland is seated on a chair nearby.)
    
    Keeper: Gamall did this!
    
    Garrett: Looks like we've got a new target for those assassins.
    
    Orland: Yes, but unfortunately, the Enforcers are quite ineffecutal against 
     her.
    
    Garrett: So, what are you going to do?
    
    Orland: She has found the Final Glyph.
    
    Garrett: Final Glyph?
    
    Orland: The last of all glyphs.  It's a very powerful weapon.  She will 
     undoubtedly...
    
    Keeper: Activate it and, in doing so, wreak eternal suffering, and also 
     ensure her complete invulnerability for all time.
    
    (Another Keeper enters the room.)
    
    Keeper: Keeper Orland!  The treasures are gone!  Gamall has taken the Chalice 
     and the Jacknall's Paw!
    
    Orland: Gone?  The Artifacts?  Then it was Gamall who wanted them, not Caduca.  
     You see, I received these notes, that... I thought they were from Caduca.  
     Until they kept coming, even after she was dead.
    
    Keeper: It appears we've made things easy for Gamall, but what does she 
     intend to do with the Artifacts?
    
    Keeper: There is no way to know, except -- she must have a hidden lair some 
     place where she has taken our missing books.
    
    Orland: You could find it, Garrett, a thief could find it!
    
    Garrett: Her lair?  (pause)  Yeah, I have an idea where it might be.
    
    Orland: Then you must go... go now and kill her!
    
    Keeper: If only you could destroy the Final Glyph.  Make sure it can never 
     be activated.
    
    Garrett: Let me see if I've got this right.  You want me to find Gamall's lair, 
     learn what she wants your treasures for, kill her, and find and destroy this 
     Final Glyph?  (snidely) Anything else?
    
    Orland: How dare you act so high and mighty!
    
    Garrett: Enough speeches, Orland.  You've already had your turn.
    
    Keeper: And yet, there is some truth to his words.  A sequence of events was 
     started when you stole the Chalice and the Paw.  The glyphs did warn us.
    
    (The Keepers apply a healing glyph to one of their fallen.)
    
    Garrett: Right.  Glyphs.  As if I could forget...
    
    (Garrett departs.)
    
    ---
    
    NEW OBJECTIVE: Go to Auldale, figure out where Gamall's lair is located, 
     then break into it.
    NEW OBJECTIVE: Steal back both the Chalice and the Paw from Gamall's Lair.
    NEW OBJECTIVE: Search Gamall's Lair for clues about the Final Glyph and why 
     she wants the Artifacts.
    
    Right.  Tall order, eh?  Stock yourself up on artillery, because Gamall's 
    Lair has several Statues patrolling.  Head for Auldale and go to the Pump 
    Station in the Canal, which is just north of the Plaza and across the bridge.  
    Read the note next to the door:
    
    NEW OBJECTIVE: Obtain the magic amulet belonging to the Pagan priestess, 
     Dyan, who is in Auldale Park.
    
    Well, if you're in good with them, just waltz right into the Pagan camp and 
    head to the northwest corner, where Dyan will give you her blessing and you 
    can take the amulet right off the bench there.  Otherwise, you'll have to 
    sneaksie in and snatch it.
    
    OBJECTIVE COMPLETE: Obtain the magic amulet belonging to the Pagan priestess, 
     Dyan, who is in Auldale Park.
    
    Now, go back to the Pump Station and the vines will disappear.  Head inside 
    and turn the wheel to lower the water in the canal.  Hop in through the hatch.  
    If you wish, head east and grab the COPPER NUGGET (50) from in the canal 
    underneath the Park.  Head west and eventually, you'll see the misty doorway.
    
    ---
    
    Gamall's Lair -
    
    OBJECTIVE COMPLETE: Go to Auldale, figure out where Gamall's lair is located, 
     then break into it.
    
    Head down the passage and open the door.  There's nothing in this first room 
    besides a SILVER FORK (50) on a shelf.  Head through the other door and climb 
    the stairs to the lair proper.  You'll enter on the south side of the place.  
    Read the book on the table right in front of you:
    
    NEW OBJECTIVE: Find and obtain the Glyph of Unbinding, which can be used to 
     destroy Gamall's statues.
    
    Head west to the next room.  Before passing through the door, though, look to 
    the nearby gargoyle and snag the JADE TIARA (50) on his head.  Nothing of 
    import here, so head west another room.  Sneak around the Statue here and head 
    quickly for the north door.  You're now in Gamall's bedroom.  In the chest is 
    a Health Potion and a SILVER GOBLET (50).  Now, check the line of books in the 
    northeast corner of the room.  Note that the leftmost one highlights.  
    Activate it and a secret panel will open.  Climb up and activate the second 
    secret panel to get out on the balcony.  Head further north and into the next 
    room.  Walk up to the balcony to start a cutscene.
    
    ---
    
    Cutscene - 
    
    (Garrett stands before a map of the city on a large table.)
    
    Garrett: I told you, I don't like being followed.
    
    Artemus (from the shadows, descending towards the table): Our separate paths 
     have crossed, Garrett.  We both seek the same thing.
    
    Garrett: Hmm...  I suppose if you were working for Gamall, you would have 
     tried to kill me just now.
    
    Artemus: Tried?  I would have succeeded.  Look around us, Garrett.  This is 
     Gamall's secret library.  Here she has been lurking, plotting, and for much 
     longer than one lifetime.  She has used the Glyphs to... extend her life, 
     and there's more...
    
    Garrett: You've been reading, Artemus.
    
    Artemus: Yes.  We are fortunate.  In these books, Gamall has documented her 
     plans carefully, but the meaning of the map... is not yet clear to me...
    
    (Garrett checks over the map and the icons placed on them.)
    
    Garrett: Chalice.  Crown.  These things are marked with the names of the 
     Artifacts.
    
    Artemus (observing the shelves): These books... Some have been missing for 
     months, some maybe years.  She does not say what the Final Glyph does, only 
     that she will be undefeatable once she...
    
    (Artemus stops when Garrett finishes placing the remaining icons on their 
     points in the city map.  A blue glyph glows from them.)
    
    Garrett: Well, now we know what to do with the Artifacts once we have them.  
     They fit into these landmarks somehow.
    
    Artemus: She has been gaining knowledge, while our ignorance grows.
    
    Garrett: Do the books say where she is now?
    
    Artemus: The remaining Treasures.  They are at the Museum.  She hopes to 
     gather them all at once.
    
    Garrett: And when she has them, she'll activate "the Last of all Glyphs"?
    
    Artemus: No... no.  The books are very clear on that.  She intends to destroy 
     it.  When she has all the Treasures, she'll have the power to do just that.  
     The Final Glyph is the only thing she fears.  Well, that, and you, my friend.
    
    Garrett: Destroy it?  But, that's what Orland and the others told me to do.  
     Half-truths from the Keepers... why am I not surprised?
    
    Artemus: For the Council to still employ subterfuge.  With all that's at 
     stake.  I will go to Orland myself and get the truth from him.  You should--
    
    Garrett (interrupting): Go to the Museum and steal the remaining Artifacts 
     before Gamall gets to them?
    
    Artemus: Then let us meet back at Stonemarket Plaza.  And Garrett, if you 
     come face to face with Gamall, you must understand.  With her power over 
     Glyphs, she is all but indestructible.
    
    Garrett: Right, I'll keep that in mind...  (looks up to find Artemus gone) 
     Artemus?
    
    ---
    
    OBJECTIVE COMPLETE: Search Gamall's Lair for clues about the Final Glyph and 
     why she wants the Artifacts.
    NEW OBJECTIVE: Break into the Museum and steal the remaining Artifacts before 
     Gamall does.
    NEW OBJECTIVE: When you have all the Artifacts, meet Artemus in Terces 
     Courtyard in Stonemarket Plaza.
    
    Right in front of you, on the wall, is a glyph.  Use it:
    
    OBJECTIVE COMPLETE: Find and obtain the Glyph of Unbinding, which can be used 
     to destroy Gamall's statues.
    
    Now, with just your simple Blackjack, you can bust up the Statues with one 
    shot sneaking, or four hits in normal combat.  While over here, climb up the 
    nearby ladder and snag the FINE PORTRAIT (150).  Now, either take out the two 
    Statues in this room, or just climb the west or east wall and climb back over 
    the balcony and head back to the main area.  The central room, with the giant 
    Statue, has a SILVER GOBLET (50).  There are also two Statues in the east 
    room, one patrolling the middle hallway just south of here, and the one you 
    snuck past in the southwest room.  Remaining loot includes a SILVER 
    CANDLESTICK (50) in the southwest room, and a JADE RING (50) in the northeast 
    room.  Guess Gamall doesn't have much use for pretties...
    
    Finally, go to the southwest room and grab the Chalice, which is kinda tucked 
    away in a central altar area, and grab the Paw in the northeast room, in 
    plain sight.
    
    OBJECTIVE COMPLETE: Steal back both the Chalice and the Paw from Gamall's 
     Lair.
    
    Now, leave the Lair and head back to Auldale.  To get into the Museum, you'll 
    need to recall the conversation you heard outside here that mentioned a 
    secret tunnel.  Starting at the doors, search the wall west of them and you'll 
    find a small alcove with a grating.  Open the grating and drop down.  Read all 
    the notes in this tunnel to learn about the original failed heist.  Also, one 
    of the notes is from Carmen in Old Quarter, who has replicas of the Heart and 
    Crown, and the map.  Go to her store to pick up the map, and the replicas if 
    you wish.  All you'll need them for is if you're "ghosting", because the 
    guards will notice if the Artifacts are stolen.
    
    Once you're done at Carmen's, return to the tunnel and head into the Museum.
    
    End Walkthrough
    ***************
    
    ============================================
    6R. Mission 10 - Still Life With Blackjack =
    ============================================
    
    "What damage has been done, and worse, what more is to come?" - Session of the 
     Keeper Council
    
    "Holding a key, you may infer the existence of a lock.  However, do not make 
     the mistake of assuming that yours is the only key." - Handbook of Scribes
    
    ---
    
    Briefing - Gamall is after the Artifacts in the Wieldstrom Museum, and so am 
     I.  She has a head start, an army of statues, and glyph powers that make 
     her almost unstoppable.  I have... well all I know is I have to get those 
     Artifacts first.  I've already got two of the five.  The last three are 
     museum exhibits, and include a couple of old friends.  The Kurshok Crown 
     seems to have made its way here.  And there's the Eye, a gemstone I've got 
     some history with.  Meanwhile, Artemus is trying to drag the truth out of 
     Orland.  These Artifacts won't do me any good if I don't know what to do with 
     them.
      Call it ego, but I've always wanted to tackle the Museum.  The place is 
     loaded with valuables and all the crack security needed to protect them.  
     The last time someone tried to break in, the crime reports read, "Museum 
     proves Thief-proof.  Would-be thieves dead".  Nobody's tried since then.  
     Gamall may be inside by now.  All right, hag, let's find out who the real 
     thief is.
    
    If you held onto the Crown, this is your briefing:
    
    Alternate Briefing - Gamall is after the Artifacts in the Wieldstrom Museum, 
     and so am I.  She has a head start, an army of statues, and glyph powers that 
     make her almost unstoppable.  I have... well all I know is I have to get 
     those Artifacts first.  I've already got three of the five.  Luckily, I 
     never got around to pawning the Kurshok Crown, so I don't have to track it 
     down and steal it again.  The last two are museum artifacts, and include an 
     old friend -- the Eye, a gemstone I've got some history with.  Meanwhile, 
     Artemus is trying to drag the truth out of Orland.  These Artifacts won't do 
     me any good if I don't know what to do with them.
      Call it ego, but I've always wanted to tackle the Museum.  The place is 
     loaded with valuables and all the crack security needed to protect them.  
     The last time someone tried to break in, the crime reports read, "Museum 
     proves Thief-proof.  Would-be thieves dead".  Nobody's tried since then.  
     Gamall may be inside by now.  All right, hag, let's find out who the real 
     thief is.
    
    Objectives - 
    - Find the Eye and steal it.
    - Find the Heart and steal it.
    - Find the Kurshok Crown and steal it. *SEE MISSION NOTES*
    - Leave through the tunnel in the center courtyard.
    
    Loot - 77 pieces totalling 7750
    
    Enemies - Hired Guards
    
    Recommended Items - Max out on Water Arrows, and maybe throw in some Moss 
     Arrows, Flashbombs, and Gas items.
    
    ---
    
    Mission Notes
    
    Short answer: Gamall's not here, nor are any Statues.  This mission is a 
    classic Thief series archetype: giant, heavily-guarded building with tons of 
    loot inside.  Have fun plucking everything from the walls.  Oh, and of 
    importance is the fact that there are dual wall candles all over the place 
    which cannot be pinched out.
    
    Now, if you chose not to sell the Kurshok Crown and still have it in your 
    possession, you will not be required to swipe it from its pedestal here, but 
    for the sake of continuity and what you *probably* did, we'll go on as normal.  
    In the Crown's place is a Cat Statuette worth 400, and, to compensate for this 
    large loot haul, several other items have been removed, such as a Copper 
    Goblet and a Gold Pitcher, both near the second floor viktrola, a Diamond 
    Necklace on the third floor, and a Fine Wine near the Crown's pedestal.
    
    *****************
    Begin Walkthrough
    
    Porter Hall - 
    
    You'll begin inside the main wall, but still outside the museum, in the 
    courtyard.  There are two guards at the posts in front of the doors, and a 
    guard with a torch pacing around behind them.  Each of the two standing 
    guards has a Key to open the doors, so pick one off them and enter the 
    Museum.  Douse the nearest wall candle so you don't get spotted by the guard 
    patrolling the entrance area.  At the table on the west side is a memo to the 
    staff about the security measures in the museum:
    
    NEW NOTE: The power stations can disable electrical security and lights.
    NEW NOTE: The power station in Porter Hall is located in the northwest corner 
     of the top floor.
    NEW NOTE: The power station in Tesero Hall is located in the southeast corner 
     of the second floor.
    NEW NOTE: The security gate will reset to their default positions when the 
     power comes back on.
    
    Now, head to the table on the east side and read the note there:
    
    NEW NOTE: The museum's most valuable exhibits are displayed in the West 
     Wing, the East Wing, and the Main Atrium.
    
    All right, we're gonna do this floor by floor, area by area, because there's a 
    LOT of Loot in here.  First, in the entrance room, take the LARGE FINE 
    PORTRAIT (200, 2%) on the northwest wall, and take out the guard in this room, 
    or at least grab the Key off his belt.  There are several keys just like this 
    one, and they open just about every lock in the place.  Now, head east through 
    the door on this floor.  Take the SILVER GOBLET (50, 3%) on the desk and the 
    FINE PORTRAIT (150, 5%) on the south wall.  To the east is an empty storeroom, 
    so your destination is up the north stairs.  Take the FINE PORTRAIT (150, 7%) 
    on the east wall as you climb these stairs.  
    
    Porter Hall, 2F - There's a guard patrolling this entire hall up here, so club 
    him as he passes.  Let's start by going west.  First, note the viktrola here, 
    because I'll be using it as a reference point (it plays nice soothing music, 
    in case you care).  Just east of the viktrola is a table with THREE COPPER 
    GOBLETS (25, 7%; 25, 7%; 25, 8%) and THREE COPPER PLATES (50, 8%; 50, 9%; 50, 
    10%).  Southeast of the viktrola, on the south wall, is another FINE PORTRAIT 
    (150, 11%).  Just west of the viktrola is a table with TWO COPPER GOBLETS 
    (25, 12%; 25, 12%), TWO GOLD BOWLS (125, 14%; 125, 15%), and a GOLD PITCHER 
    (175, 18%) on it.  Head northwest from here to find a display case labeled 
    "Carved Cornelian Oddities".  Before you smash it open, deal with the guard 
    standing to the west here.  Once he's down for the count, smash open the case 
    with your Blackjack and grab the SILVER URN (150, 20%), the COPPER PLATE (50, 
    20%), and the GOLD GOBLET (75, 21%).  Also, check around behind the back of  
    this case and, lo and behold, you'll find the CURATOR'S MONOCLE (500, 28%), 
    which is Special Loot #1.  Now, behind you to the southwest is another FINE 
    PORTRAIT (150, 30%), then head west from this room to find a COPPER 
    CANDLESTICK (25, 30%) on the desk and another FINE PORTRAIT (150, 32%) on the 
    north wall.  The door here leads down to the first floor, but we're not done 
    yet.  Now, head back to the east, past the viktrola, then take a turn to the 
    north to find another display case, this one marked "Early Ironwork Jewelry".  
    Smash it open and grab the COPPER GOBLET (25, 32%), COPPER PLATE (50, 33%), 
    and COPPER BRACELET (75, 34%) inside.  There's a conversation going on to your 
    east.  Listen in, then wait for them to seperate.  One guard will come walking 
    back your way, so club him.  The other will stand in front of the Heart's 
    display stand to the east.  This is a bad setup, so we'll go in the back way.  
    Head west to the viktrola area and look for stairs leading up.  Specifically, 
    look southwest to find stairs going up and to the west.
    
    Porter Hall, 3F - There's a guard patrolling this hall and the one to the 
    east, and another north in front of the power station.  Take the first guard 
    as he passes, then take the other when his back's turned.  Now, you're in the 
    southwest corner of the floor.  Take the DIAMOND NECKLACE (100, 35%) off the 
    statue to the south, then take the FINE PORTRAIT (150, 37%) on the west wall, 
    head up to the power station area and take the other FINE PORTRAIT (150, 39%) 
    near the station.  Now, head back east.  The misty doorway to your north leads 
    to Tesero Hall, but we're not even close to wanting to go there, yet.  
    Continue east to find another guard standing in front of a painting.  You'll 
    have to distract him to be able to club him.  Once he's down, the painting 
    on the wall is loot, so take the ORBETTI FORGERY (200, 41%), which is Special 
    Loot #2, and grab the TWO COPPER CANDLESTICKS (25, 42%; 25, 42%) on the desk.  
    Also, head down the stairs on the west part of this room and grab the FINE 
    PORTRAIT (150, 44%) halfway down, then head back up.  There's a guard 
    patrolling around the staircase in the East Wing, and his patrol takes him up 
    here, so club him as he passes.  North of this room are TWO LARGE FINE 
    PORTRAITS (200, 47%; 200, 49%).  Now, head down the east stairs to the 
    Heart's exhibit room.  There's still the one guard standing down here, so 
    club him.
    
    Now, to get the Heart, you'll need to disable the electric barriers.  There 
    are two ways to do this.  One is to go to the power station in the northwest 
    corner of the top floor and flip the switch.  The power will be off for about 
    ninety seconds, which is plenty of time to rush down to the Heart's stand and 
    snag it.  Alternatively, you can shoot a Water Arrow into one of the 
    pedestals, which will disable it for about five seconds so you can go grab it.
    If you got the Heart Replica from Carmen's store before the mission, you can 
    place it here, but you only need to if you leave the guards standing.
    
    OBJECTIVE COMPLETE: Find the Heart and steal it.
    
    Now, head all the way west to the northwest corner of the second floor and 
    open the door, which leads you down to the northwest corner of the first 
    floor.
    
    Porter Hall, 1F - There's a guard patrolling the northeast part of these 
    halls, and another standing on the west end.  Take them both out.  Near the 
    second guard, on a table are THREE COPPER GOBLETS (25, 50%; 25, 50%; 25, 50%)
    and THREE COPPER PLATES (50, 51%; 50, 51%; 50, 52%).  Head east from this 
    table, then south to a small set of stairs which lead up to a landing, where a 
    slightly inebriated guard patrols on Normal and up.  Take him out, and grab 
    the FINE WINE (100, 53%) on the table, then head west to a room with more 
    FINE WINE (100, 55%), a RUBY GOBLET (100, 56%), and a LARGE FINE PORTRAIT 
    (200, 59%) on the wall.  Head east to find, on a statue, a DIAMOND NECKLACE 
    (100, 60%).  Also, southeast of this statue is yet another FINE PORTRAIT 
    (150, 62%).  That's all the loot in Porter Hall.  Southwest of here is the 
    Crown, and there are two guards patrolling around, one on the west side, and 
    the other on the east side.  You can club them, or sneak through the vent to 
    the north of the Crown to it.  Deactivate the barrier like you did the Heart, 
    and grab the Crown off the pedestal.  If you have the replica Crown from 
    Carmen's, you can place it, but you only need to if you leave the guards 
    standing.
    
    OBJECTIVE COMPLETE: Find the Kurshok Crown and steal it.
    
    Now, head straight north and you'll find a doorway to Tesero Hall.
    
    ---
    
    Tesero Hall - 
    
    Tesero Hall, 2F - Both entrances to Tesero Hall are close by, so we can 
    pretty much start from the same place.  You're now in the Inner Courtyard, on 
    the upper floor.  There are two guards patrolling these walkways, so take 
    them out.  The stairs on the west end will lead down to the lower part of the 
    courtyard, but we don't need to go there.  Head north through the door to 
    be inside the museum again.  There are two guards, one patrolling the rotunda 
    to the west, and the other patrolling the balcony to the east.  Drop them 
    both.  In the rotunda to the west are FOUR COPPER CANDLESTICKS (25, 62%; 25, 
    62%; 25, 63%; 25, 63%).  Next, head west.  There's a guard in front of the 
    power station to the south, but we don't even need to go there.  Instead, go 
    north to find a small sitting area with TWO SILVER CANDLESTICKS (50, 64%; 
    50, 64%).  Head back east through the rotunda and to the room just before the 
    balcony and grab the TWO FINE PORTRAITS on the west wall (150, 66%; 150, 68%).  
    Head east to the balcony above the Main Atrium.  You'll hear the Eye as it 
    recognizes you.  On the south wall in this balcony is a LARGE FINE PORTRAIT 
    (200, 71%).  Head north to a display with a CAT STATUETTE (100, 72%), then 
    east through the door.  There's a guard at the south wall, and another 
    patrolling to the northeast, so take them out.  Head east from the door you 
    entered this room through to another room with a viktrola.  This one plays 
    some Mechanist prayer, chanted by Karras himself.  Also on the table are TWO 
    SILVER CANDLESTICKS (25, 73%; 25, 73%).  Head south to the east balcony above 
    the Main Atrium, and take out the guard here.  On Hard and up, there's an 
    extra guard pacing the area.  Take the LARGE FINE PORTRAIT (200, 76%) on the 
    south wall, then head back north to the northeast corner of the floor.  
    There's yet another viktrola in this big hall, which plays soft music.  Near 
    the viktrola on a stand is a DIAMOND TIARA (200, 79%).  Patrolling the 
    stairway is another guard, and, if playing on Hard and up, you'll find another 
    standing guard beside him.  Head south up the stairs to a storage room with a 
    guard sitting in a chair and a SILVER CANDLESTICK (50, 79%) on the table.  
    Head further south and climb the stairs to the Curator's Office.  In the 
    office are THREE FINE WINES (100, 80%; 100, 82%; 100, 83%) on the shelf, plus 
    a SILVER GOBLET (50, 84%) and a LARGE FINE PORTRAIT (200, 86%) on the wall, 
    and another FINE PORTRAIT (150, 88%) on the floor.  On the desk are a SILVER 
    CANDLESTICK (50, 89%), a DIAMOND GOBLET (150, 91%), and SILVER COINS (50, 
    91%).  You can play the viktrola for a laugh.  Good old self help records... 
    ^_^  Now, head back out of the curator's office and down the stairs all the 
    way to the first floor.  On the way, grab the LARGE FINE PORTRAIT (200, 93%) 
    on the northeast wall.
    
    Tesero Hall, 1F - There's a guard standing near the big statue, and another 
    patrolling the stairs below.  The stander will probably need some distraction 
    to properly club.  Take the TWO COPPER CANDLESTICKS (25, 94%; 25, 94%) on the 
    north table.  Also, look up to the west.  See that painting up there on the 
    balcony?  Climb up to it with the gloves to get the LARGE FINE PORTRAIT (200, 
    97%).  Now, head south and hit the switch to open the gate to the Main Atrium.  
    Two guards here, one circling the center platform, the other near a switch, 
    which will switch all the gates in the room.  Take out the guards and flip 
    the switch, or go up to each gate, reach through and flip the switch to the 
    gate to open it.  We can deal with the Eye in a second.  Head out the west 
    gate and you'll find a guard that patrols the east part of this new gallery.  
    There are two more guards inside, one that stands in front of the big 
    statue, and another patrols the room.  Take them all out.  The viktrola here, 
    if you're interested, plays scary music!  Now, for the last bits of loot: 
    climb on top of the west bookcase and grab the GOLD RING (75, 98%) on top 
    of it.  Finally, check out the big statue to see the medallion on it.  Fire a 
    Broadhead at the statue to make it tip and drop the COETHE MEDALLION (150, 
    100%), which is Special Loot #3.  Woohoo.  Now, head back east to the Main 
    Atrium.  Walk into the center of the platform that the Eye called you from:
    
    NEW OBJECTIVE: Get to the Curator's Office on the top floor, go out to the 
     balcony overlooking the Main Atrium, and raise the statue.
    
    Head on up to the Curator's Office and up to the balcony and flip the switch 
    out there to raise this really cool statue.
    
    OBJECTIVE COMPLETE: Get to the Curator's Office on the top floor, go out to 
     the balcony overlooking the Main Atrium, and raise the statue.
    
    Now, the only way to grab the Eye from the statue is to go to the west or 
    east balconies on the second floor and snag it as it rotates past.
    
    OBJECTIVE COMPLETE: Find the Eye and steal it.
    
    Okay!  We're done here!  Oh, and there are three more guards in this area, 
    one south of the Main Atrium, and two on the ground floor of the Inner 
    Courtyard, but you can completely avoid those guys, so just head back to 
    Porter Hall and out the main door and leave.  Hoorah!
    
    OBJECTIVE COMPLETE: Leave through the tunnel in the center courtyard.
    
    End Walkthrough
    ***************
    
    Debriefing - I've got a headline for tomorrow's crime report: "Museum not 
     thief-proof after all.  Thief nabs everything worth having at Wieldstrom."  
     Turns out Gamall wasn't there.  I'd like to know what she's been doing all 
     night.  In any case, all 5 artifacts are in my hands.  Now, to rendez-vous 
     with Artemus in Stonemarket Plaza.  It's time to find out the truth, once 
     and for all.
    
    ---
    
    Loot List -
    
    Porter Hall - 
    
    1. Large Fine Portrait (200) - In the northwest corner of the entrance room.
    2. Silver Goblet (50) - One room east of the entrance room, on a table.
    3. Fine Portrait (150) - One room east of the entrance room, on the south wall.
    4. Fine Portrait (150) - One room east of the entrance room, on the east wall 
     up the stairs.
    5. Copper Goblet (25) - On the second floor, just east of the viktrola.
    6. Copper Goblet (25) - On the second floor, just east of the viktrola.
    7. Copper Goblet (25) - On the second floor, just east of the viktrola.
    8. Copper Plate (50) - On the second floor, just east of the viktrola.
    9. Copper Plate (50) - On the second floor, just east of the viktrola.
    10. Copper Plate (50) - On the second floor, just east of the viktrola.
    11. Fine Portrait (150) - On the second floor, southeast of the viktrola.
    12. Copper Goblet (25) - On the second floor, just west of the viktrola.
    13. Copper Goblet (25) - On the second floor, just west of the viktrola.
    14. Gold Bowl (125) - On the second floor, just west of the viktrola.
    15. Gold Bowl (125) - On the second floor, just west of the viktrola.
    16. Gold Pitcher (175) - On the second floor, just west of the viktrola.
    17. Gold Goblet (75) - On the second floor, northwest of the viktrola, in the 
     display case labeled "Carved Cornelian Oddities".
    18. Copper Plate (50) - On the second floor, northwest of the viktrola, in the 
     display case labeled "Carved Cornelian Oddities".
    19. Silver Urn (150) - On the second floor, northwest of the viktrola, in the 
     display case labeled "Carved Cornelian Oddities".
    20. Copper Goblet (25) - On the second floor, northeast of the viktrola, in 
     the display case labeled "Early Ironwork Jewelry".
    21. Copper Plate (50) - On the second floor, northeast of the viktrola, in 
     the display case labeled "Early Ironwork Jewelry".
    22. Copper Bracelet (75) - On the second floor, northeast of the viktrola, in 
     the display case labeled "Early Ironwork Jewelry".
    23. Fine Portrait (150) - On the second floor, west down the hall from the 
     viktrola.
    24. Copper Candlestick (25) - On the second floor, in the northwest corner.
    25. Fine Portrait (150) - On the second floor, in the northwest corner.
    26. Fine Portrait (150) - On the staircase between the second and third floor, 
     just west of the Taciturn Lady portrait.
    27. Large Fine Portrait (200) - On the third floor, on the east side.
    28. Large Fine Portrait (200) - On the third floor, on the east side.
    29. Copper Candlestick (25) - On the third floor, near the Taciturn Lady 
     portrait.
    30. Copper Candlestick (25) - On the third floor, near the Taciturn Lady 
     portrait.
    31. Diamond Necklace (100) - On the third floor, in the southwest corner of 
     the floor, on a statue.
    32. Fine Portrait (150) - On the third floor, on the west wall, south of the 
     power station room.
    33. Fine Portrait (150) - On the third floor, in the power station room.
    34. Copper Goblet (25) - On the first floor, west side, north of the Crown 
     display, on a table.
    35. Copper Goblet (25) - On the first floor, west side, north of the Crown 
     display, on a table.
    36. Copper Goblet (25) - On the first floor, west side, north of the Crown 
     display, on a table.
    37. Copper Plate (50) - On the first floor, west side, north of the Crown 
     display, on a table.
    38. Copper Plate (50) - On the first floor, west side, north of the Crown 
     display, on a table.
    39. Copper Plate (50) - On the first floor, west side, north of the Crown 
     display, on a table.
    40. Fine Portrait (150) - On the first floor, west of the entrance room, on 
     the east wall.
    41. Diamond Necklace (100) - On the first floor, west of the entrance room, 
     on a statue.
    42. Fine Wine (100) - On the first floor, west of the entrance room, west of 
     the statue display.
    43. Ruby Goblet (100) - On the first floor, west of the entrance room, west of 
     the statue display.
    44. Large Fine Portrait (200) - On the first floor, west of the entrance 
     room, west of the statue display.
    45. Fine Wine (100) - On the first floor, west of the entrance room, northwest 
     of the statue display, on a small end table in the corner.
    
    Tesero Hall - 
    
    46. Copper Candlestick (25) - On the second floor, two rooms west of the 
     main atrium, a rotunda room.
    47. Copper Candlestick (25) - On the second floor, two rooms west of the 
     main atrium, a rotunda room.
    48. Copper Candlestick (25) - On the second floor, two rooms west of the 
     main atrium, a rotunda room.
    49. Copper Candlestick (25) - On the second floor, two rooms west of the 
     main atrium, a rotunda room.
    50. Silver Candlestick (50) - On the second floor, north of the power 
     station in the northwest corner.
    51. Silver Candlestick (50) - On the second floor, north of the power 
     station in the northwest corner.
    52. Fine Portrait (150) - On the second floor, one room west of the main 
     atrium.
    53. Fine Portrait (150) - On the second floor, one room west of the main 
     atrium.
    54. Large Fine Portrait (200) - On the second floor, in the southwest corner 
     of the main atrium.
    55. Large Fine Portrait (200) - On the second floor, in the southeast corner 
     of the main atrium.
    56. Cat Statuette (100) - On the second floor, in the northwest corner of the 
     main atrium.
    57. Copper Candlestick (25) - On the second floor, in the northeast corner of 
     the main atrium, near a viktrola playing a Mechanist prayer.
    58. Copper Candlestick (25) - On the second floor, in the northeast corner of 
     the main atrium, near a viktrola playing a Mechanist prayer.
    59. Diamond Tiara (200) - On the second floor, in the northeast corner of the 
     floor, near a viktrola playing soft music.
    60. Large Fine Portrait (200) - On the second floor, in the northeast corner 
     of the floor, on the east wall.
    61. Silver Candlestick (50) - On the third floor, in the storage room on the 
     way to the Curator's Office.
    62. Fine Wine (100) - In the Curator's Office.
    63. Fine Wine (100) - In the Curator's Office.
    64. Fine Wine (100) - In the Curator's Office.
    65. Large Fine Portrait (200) - In the Curator's Office.
    66. Fine Portrait (150) - In the Curator's Office.
    67. Silver Goblet (50) - In the Curator's Office.
    68. Diamond Goblet (150) - In the Curator's Office.
    69. Silver Coins (50) - In the Curator's Office.
    70. Silver Candlestick (50) - In the Curator's Office.
    71. Copper Candlestick (25) - On the first floor, in the northeast corner of 
     the floor, on a table.
    72. Copper Candlestick (25) - On the first floor, in the northeast corner of 
     the floor, on a table.
    73. Large Fine Portrait (200) - Accessible from the first floor, just past 
     the north gate of the main atrium.  Climb the west wall to reach it.
    74. Gold Ring (75) - In the northwest room of the first floor.  It's on top 
     of the western bookshelf.
    
    Special Loot -
    
    75. Curator's Monocle (500) - On the second floor of Porter Hall, northwest 
     of the viktrola is a case labeled "Carved Cornelian Oddities".  The monocle 
     is behind the case.
    76. Orbetti Forgery (200) - On the third floor of Porter Hall, in the 
     southern room.  It's labeled as "The Taciturn Lady".
    77. Coethe Medallion (150) - On the first floor of Tesero Hall, in the 
     northwest corner, on the standing statue.  Shoot it with a Broadhead to make 
     it drop the medallion.
    
    ========================
    6S. The City, Day Nine =
    ========================
    
    "Imagine all that we've worked for, all that we've created and all that we 
     know, wiped out in the blink of an eye." - from A Discourse on the Dark 
     Ages
    
    "The First Keeper is merely a surrogate for the One True Keeper, whose 
     eventual arrival we await with dread." - From the Collected Essays of 
     D'aberon
    
    ---
    
    Objectives -
    - When you have all the Artifacts, meet Artemus in Terces Courtyard in 
     Stonemarket Plaza.
    
    Enemies - City Watch, Thugs, Hostile Factions, Statues, Gamall
    
    ---
    
    Mission Notes
    
    You'll soon find that it's a madhouse out here.  Statues, Hammers, Pagans, 
    Watchmen, and citizens all running around, and in the midst of it is Gamall.  
    This part is actually pretty short, you just have to keep your head down and 
    get to all your landmarks.
    
    *****************
    Begin Walkthrough
    
    Okay, climb out the tunnel to enter a cutscene.
    
    ---
    
    Cutscene -
    
    (Garrett walks out of the tunnel to find Artemus standing there.)
    
    Garrett: Artemus?  What are you doing *here*?
    
    Artemus: I have figured it all out, Garrett.  The artifacts, give them to 
     me.  I will show you all the answers.
    
    Garrett: What do you mean, give them to you?  Did you find Orland?  What's 
     *wrong* with you?
    
    (Footsteps sound, signalling Orland rushing towards them.)
    
    Orland: Artemus... and Garrett!  I'm glad that I caught up with you.  I was... 
     you were right, Artemus.  I have lost my balance.  Your words kept at me, 
     nagging, even after you had gone.  It was the glyphs.  Their draw has become 
     too powerful for us.  Once we used them to be Keepers of the City, but now 
     what to do we keep safe?  An empty box, a book of blank pages...
    
    Artemus: You speak nonsense, Orland.
    
    Orland: No, no.  You were right.  I've been refusing to see.  The clock tower, 
     I thought it pointed to me, but it meant all of us.  Finally, I understand 
     why the glyph prophecies can no longer see into the future.
    
    Artemus: Return to the Library, Orland.  Now is not the time.
    
    Orland: The glyphs have become *our* keepers.  We can no longer use them to 
     protect our own interests.  We must tell Garrett the truth.
    
    Artemus: Orland...
    
    Orland: Garrett, what we told you...  You are the one use those Artifacts, 
     that much is true, but you are not to *destroy* the Final Glyph.  No, you 
     must--
    
    (Artemus reaches across the street to strangle Orland, suspending him from the 
     ground.)
    
    Gamall: Yes, yes, thinking.  Too clever, but still one step behind.  (Artemus 
     has dropped his disguise to reveal Gamall.)  Your Keeper Artemus, convenient 
     to use his form to take the artifacts from you.  (Garrett slowly steps away)  
     His life, mine.  Mine now.  And yours...
    
    (Gamall turns to find herself alone on the street.)
    
    Gamall: Where?  No!  (She throws down Orland's body)  But no use hiding; a 
     thousand eyes I have to spy after you.  No use running, fleeing -- a 
     thousand legs at my bidding.  I will prevail.  I have lived years, decades, 
     centuries.  I will live forever!
    
    ---
    
    NEW OBJECTIVE: Place the Heart on the Bradshaw Monument in the Auldale Plaza.
    NEW OBJECTIVE: Place the Chalice on the Cataclysm Memorial in Fort Ironwood.
    NEW OBJECTIVE: Place the Paw on the First Landing Marker in the Docks.
    NEW OBJECTIVE: Place the Crown in the storage area at the base of the 
     Clocktower in Stonemarket Proper.
    NEW OBJECTIVE: Lastly, place the Eye on the Fountain in South Quarter.
    
    Right, now you're on the run from Gamall and her Statue cronies.  There's 
    also everyone else out on the street, tonight, and they'll tango with the 
    Statues, as well, but won't do very well.  When you ran from Gamall, you hid 
    in a high ledge above the north side, so hop down from there.
    
    You don't have to place all the Artifacts in the order that the game tells 
    you to (except for the Eye, which will chat with you constantly while you 
    run around the City), but the order they give you is as good as any.  There's 
    no order that won't require you to backtrack at least a bit, so head south 
    to the Auldale Plaza.  Yes, Gamall is there, so either distract her or 
    sneak by her and climb up on the eastern stairs (where Jimmy the Knife was, 
    remember?) and hit the Use key to place the Heart on the circular indentation 
    on the wall.
    
    OBJECTIVE COMPLETE: Place the Heart on the Bradshaw Monument in the Auldale 
     Plaza.
    
    Now, make your way however you want to the western exit to Old Quarter.  I'd 
    like to remind you that every shop and fence is still in operation through 
    the crisis, so go right ahead and buy up all you think you may need.  Now, 
    go to Fort Ironwood, then to the graveyard.  The memorial is in the center 
    of it, where Gamall is (as a rule, if you ever can't find where you need to 
    go, just look for her, because she's always patrolling the place).  Sneak 
    yourself over to the memorial and Use it.
    
    OBJECTIVE COMPLETE: Place the Chalice on the Cataclysm Memorial in Fort 
     Ironwood.
    
    Okay, leave Fort Ironwood and take the southern exit to the Docks.  The 
    First Landing Marker is (naturally) in the far southwest corner.  It's at the 
    pier, but the southeast one, so the best way to get there is to go to the 
    main cargo area, where the sapling was, and take the passage that's more 
    southern.  You'll pop out right next to the marker, and, if you're lucky, 
    Gamall will be busy with other people.
    
    OBJECTIVE COMPLETE: Place the Paw on the First Landing Marker in the Docks.
    
    Head north back to Old Quarter, and then north some more to Stonemarket 
    Proper (not Plaza, Proper).  Once there, head to the northwest corner.  Yes, 
    she's there, and you can sneak around the back of the shops on the north side 
    of the street to get by her and place the Crown near the door.
    
    OBJECTIVE COMPLETE: Place the Crown in the storage area at the base of the 
     Clocktower in Stonemarket Proper.
    
    Finally, head west to the Plaza, and then south to good old South Quarter, to 
    that fountain that you've passed so many times before.  Wait until Gamall is 
    walking away from you, then rush up and slam the Eye into place, then just 
    wait for the fade-out.
    
    OBJECTIVE COMPLETE: Lastly, place the Eye on the Fountain in South Quarter.
    
    End Walkthrough
    ***************
    
    Final Cutscene -
    
    (As the Statues close in, Garrett slams the Eye into place, grunting as his 
     hand is stuck clutching the Eye, and the back of his hand glows red.  
     Suddenly, a bright blue light shoots up from the fountain.  Pan back to 
     encompass the whole City as blue light fills the streets, forming the shape 
     of the Final Glyph.  A burst of power issues from the fountain, and we go 
     back to Garrett.  The red glow fades, revealing the mark of a key on the 
     back of his hand.  The Statues stop moving.)
    
    Garrett - If I never see another glyph again, it'll be too soon.
    
    (Garrett stands and walks off, snapping the finger off a frozen statue as 
     he does.  The glyph on the forehead of the statue fades away.  The camera 
     now focuses on a hunched figure in the background.  The figure begins to 
     trace a glyph in the air and sobs.)
    
    Gamall - *sob* Back!  Back with you!
    
    (Dark, cloaked, whispering figures advance on Gamall, completely reverted to 
     her human form.)
    
    Gamall - Old... so old... all ruined...
    
    (The glyph Gamall is tracing dissipates uselessly.  A closeup of her face as 
     she continues to sob.)
    
    (Cut to a group of people standing outside the Keeper Compound.  Their voices 
     overlap.)
    
    Man: Hey!  Did you see that?  Never noticed that before.  How could a 
     building just...
    
    Old Woman: ...built by goblins at the stroke of midnight...
    
    Man: ...does that look like gold to you, there?  Hurry, before someone else...
    
    Woman: ...someone at the window!
    
    (Cut to inside a darkened Keeper Library.  A lone figure sits on the floor in 
     front of a book, lazily turning pages.)
    
    Keeper: They're all gone...  What will we do?  What will become of the City 
     without us?
    
    (Cut to Garrett standing on a rooftop, looking over the City.  He grimaces as 
     the first rays of dawn creep over the horizon and departs.)
    
    (Cut to a shot of a stained glass window bearing the Hammer.  A pan down 
     reveals the Chalice.)
    
    Hammer (from off-screen): The Builder has returned his Chalice to us!
    
    (Cut to a shot of a gnarled tree with a Wisp floating around it.)
    
    Pagan (from off-screen): Them Jacknall's Paw!  It be comesy back to us!
    
    (Cut to the street at night-time.  Garrett walks along the street in 
     silhouette.  He stops and casts his eyes behind him as a shadowy figure 
     appears behind him.  A whoosh and a blur show fast movement.)
    
    Girl: Let go of me!
    
    (Garrett holds his purse in one hand and has the girl held above the ground 
     in his other.)
    
    Garrett: That's not for you.
    
    (Closeup of the girl's face, eyes filled with misery.)
    
    Girl: Please, sir.  I'm hungry.
    
    (Shot of the girl's held hand, panning down to Garrett's hand, tattooed with 
     the key.)
    
    Garrett: You have talent.  It's no easy thing to... see a Keeper.
    
    (Shot of Garrett's face.)
    
    Garrett: Especially one who does not wish to be seen...
    
    (Garrett smirks.)
    
    ---
    
    Congratulations!  You beat Thief: Deadly Shadows!  Now, go back and beat the 
    game on a harder difficulty!  Beat it on Expert?  Well, then, try doing it 
    without knocking out or killing anyone!  Can you become the ultimate ghost 
    Thief?
    
    ******************************************************************************
    7. STANDARD GUIDE STUFF
    ******************************************************************************
    ===========
    7A. Legal =
    ===========
    
    This FAQ was made 100% by me, and is Copyright © 2004 Scott "CyricZ" 
    Zdankiewicz.  You may not take it in whole or in part and claim it as your 
    own.  You may not alter it in any way, even if you ask me first, and that 
    includes putting it in HTML format.  Please don’t post this on your site 
    unless you have express consent by me.  I’ve put a lot of time into this.  
    Give me some credit...
    
    Currently, the following sites have permission to post my FAQ:
    
    www.gamefaqs.com
    www.gamewinners.com
    www.ign.com
    www.cheatcc.com
    
    I'm not going to allow people with small personal sites to post this FAQ.  
    They may post the link on GameFAQs with all the Thief guides, but, trying to 
    keep updates, well, updated, I'll only allow large committed sites that I 
    trust.
    
    =======================
    7B. E-mail Guidelines =
    =======================
    
    If you wish to e-mail me, you may do so at cyricz42 at yahoo.com, but be sure 
    to follow these guidelines...
    
    - Make ABSOLUTELY sure I haven't already answered your question in the guide.
    To help make sure, use your browser's Find function to quickly search the 
    guide for keywords.
    - Make sure it has something to do with Deadly Shadows.  I don't want spam, 
    chain letters, offers for friendship.  Compliment me on the FAQ all you want, 
    though...
    - Make sure you say "Thief: Deadly Shadows" at one point in your e-mail.  I 
    have more than one FAQ, and I can't always figure the question out without 
    specifying what game you're asking about.
    - Spell correctly and use proper grammar, please.  If I can't understand 
    your e-mail, it'll go to the junk pile...
    
    =============
    7C. Credits =
    =============
    
    CJayC and Al Amaloo for having this on their sites.
    
    Eidos, Ion Storm, and what remains of Looking Glass Studios, for their 
    unceasing efforts to bring us this game.
    
    Kildread2 for being my super loot finder and scraping those last few items.
    
    Edwin Ferreria, for some cleanup in the basics sections.
    
    =====================
    7D. Version Updates =
    =====================
    
    Version 0.5 - 06/02/04 - First two missions and Day One in the City complete.
    
    Version 0.6 - 06/04/04 - Two more missions, plus Pavelock Prison.  The next 
     update will be in a few more days (leaving town for the weekend).
    
    Version 0.7 - 06/09/04 - Four more sections, including two missions.
    
    Version 0.8 - 06/11/04 - Four more sections, including two missions.
    
    Version 1.0 - 06/13/04 - All right, walkthrough's complete.  I'll be making 
     more updates for harder difficulties later on.
    
    Version 1.1 - 06/25/04 - Changes based on the "Hard" difficulty are up.  If 
     I'm understanding correctly, this should also cover "Expert", as the number 
     of opponents according to difficulty is "High" for both Hard and Expert.
    
    Version 1.2 - 04/06/05 - Ten months may seem like a long time to take, but 
     nobody put any pressure on me.  In addition to the "Easy" enemy count, I've 
     also put up some new City loots and alternate routes submitted by readers.
    
    Version 1.3 - 05/03/07 - Two years later, a bit of a cleanup.  Added an extra 
     piece of loot someone found in the city.
    
    Verison 1.4 - 12/02/08 - Another little bit of cleanup.
    
    ====================
    7E. The Final Word =
    ====================
    
    If nothing else, this game has made me nostalgic.  I so missed the days when 
    I was called a "taffer" by the local law enforcement.
    
    Oh, and for those of you "huh?"-ing at the last lines, these were the very 
    lines that were spoken by the Keeper that denied a young Garrett his prize 
    before he was taken in by them.  Just a little bit of service for the long-
    time fans.