This walkthrough is written with the assistance of material prepared by Odyseeos.
Odyseeos conducted experiments with ways to handle various AIs
at different Difficulty Levels and Game Versions.
He is a Cleaner like me.
Whenever it is possible,
we KO every human and kill other types of AIs.
Moreover, Odyseeos is determined to avoid using consumables in tackling problems.
He and I also explored many interesting ideas,
and pieced together the subplots and stories behind the mission.
Also,
Garrett_729 has helped track down typos, version number errors, and other little things in this mission.
This mission uses a version number (starting with 1.0) independent of the
main document.
At several places, additional information is available as tool tips.
Move the mouse on the
words looking like theseInformation will appear as tips like this to see them.
Please refer to
T2 walkthrough User Interface on how to interact with this walkthrough.
A few places are worth visiting, but are not needed to achieve your objectives.
They do not even get you any powerups, so it is up to you whether to follow them.
I describe the main route like other walkthroughs.
Then I mark certain points as excursion routes.
At these points, if you want to have a look (and you should), save your game and follow the route.
Click the
Details of the excursion are shown when you click the excursion heading.
After the excursion, just reload the game you saved at the Excursion starting point to continue the main route (note that excursions may not bring you back to the starting point).
For those who don’t bother to go (I do not understand why anybody should want to skip the excursions), just ignore the milestone and continue straight on.
The walkthrough uses advanced features of IE5 (Dynamic HTML Behaviors, XML) in addition to the regular features (CSS, dHTML, js) you have seen in my earlier walkthroughs.
Follow
this link to see exactly what features are used.
There are quite some differences between the patched and unpatched game.
The simplest difference is that the unpatched game is totally void of Noisemaker Arrows.
The patched game has 10 more guards than in the unpatched.
Many empty areas in v1.07 are now patrolled.
On the other hand, several guards are very difficult to deal with in v1.07,
and the situation is much improved in v1.18.
Speaking overall, v1.18 is much more enjoyable.
Seems Garrett has stopped practicing for a while, like you.
So you had better recall your skills quickly.
Now, the first real mission.
This mission has a large game area where you can wander around, lots of people for you to knock out, lots of dark corners.
You’ll start learning about the story of the Mechanists,
who are not unlike the Hammerites they displaced: both work with metals and both possess boilers and steam.
Note that the mission briefing starts with a prayer talking about the Builder and Karras in a single breath.
One day, you will meet him.
The briefing also introduces Sheriff Gorman Truart, who has a strong hand on eradicating crimes and Pagans.
Nowadays, the word pagan is an offensive term that deliberately insults somebody outside of accepted religious orthodoxies,
but the word originally means country-dwellers (Latin paganus).
When Christianity spread to place, the Christians stayed in the city,
while the rural districts and villages continued with Nature worship.
So strong was the Church’s fear of the pagans that the once innocuous word for “villager”
— vilain — came to mean a wicked soul.
The Pagans whom Truart is oppressing are people who live in the woods, away from the civilized city life.
They haven’t broken any law, but Truart deems them irritating anyway.
“Blessed be the forge, which gives shape unto metal, and steam unto the boiler.
Blessed be the fire of the Builder and the Forge of Karras.”
— Mechanist Common Prayer
Business has been kind of slow these days, thanks to Sheriff Gorman Truart.
He’s been coming down hard on my competition (and anyone else he deems “unlawful”).
I’ve been playing it safe by keeping a low profile, but as my landlord recently reminded me the rent is late.
He says he’s gonna pay me a visit tomorrow to collect… so I’ll have to go amateur for some quick cash.
The warehouses by the docks should fit the bill.
In addition to the usual shipping traffic there’s also a small smuggling operation, sponsored by the local underground.
Not too many guards, lots of dark corners, and several points of entry should make this job painless, and profitable.
Maybe I’ll even have something left over for myself, once the rent is paid.
Huh! Wasn’t that long ago that I was planning on my retirement… now the only thing that’s getting retired is my standards.
If things get any worse I’ll have to go back to picking pockets in the streets…
-
Gilver knows he’s sending out a very important shipment tomorrow,
but what he doesn’t know is that it’s being redirected to your fence.
Find a new shipping label and put it on the big crate outside of Gilver’s Office.
(Diff H/E only)
-
Building-A is a warehouse which many tenants use to run their businesses.
In the Main Office, you should be able to find out how to break into the sealed areas of Building-A.
(Diff N only)
-
Some rare spice has been smuggled through the warehouse district lately.
Find it and you’ll make some quick cash on the black market.
(Diff E only)
-
The landlord is coming tomorrow.
You need to steal at least 500 (Diff N), 650 (Diff H) or 850 (Diff E) loot to cover the rent and other expenses.
-
There are many unarmed workers around the warehouses.
Killing them would bring unwanted attention your way.
(Diff H only)
-
You’re a thief, not a murderer.
Being the professional that you are, you can pull off this job without killing anyone
(Diff E only)
-
After you’re done, you'll need to get out of the area quickly (v1.07 only) so you don’t get caught.
Return to the stack of crates where you first entered the warehouse district.
The word “quickly” only appears in the last objective when you are playing the unpatched game.
In v1.18, the adverb is removed to avoid misleading the player into hurrying the mission.
At Normal Difficulty, getting into the Main Office is one of your objectives.
Actually, it is a hint to tell you how to enter the sealed areas.
You are only required to find 5 bags of spices,
but since you are with me, we are getting all 7 of them.
You will meet your first Watcher.
It is a security camera, only that it is not as fragile as those built by the Hammerites.
You do not destroy them with Broadhead Arrows but with Fire Arrows,
of which you don’t have any in this mission.
Also, the destruction would be noisy and messy — you had better leave Watchers alone.
Fortunately, many Watchers can be disabled.
Watch out for switches for turning them off.
The switches, if present, are often nearby (some can be far away),
and are frequently connected to the Watcher via cables.
Other than the Watcher, you’ll encounter many old friend: human beings (Sword Guard, Bow Guards, Hammerites, Thieves) and a few Spiders.
Although you are allowed to kill when playing Normal, do not try to use Broadhead Arrows on the Pirates (those wearing black clothes).
They are very strong against all types of brutal attacks.
You need at least two dozen Broadhead Arrows to kill each of them — and you only need to make sure you survive before he breathes his last.
The only practical method to handle them is either to sneak past them or to knock them out using the Blackjack.
Besides your standard equipment of
Blackjack,
Sword, Compass and Lockpicks, you also have
-
35 (Diff N) or 20 (Diff H/E) Broadhead Arrows
-
A Noisemaker Arrow (v1.18 only)
-
2 Slow-fall
Potions (Diff N only)
-
A Slow-fall
Potion (Diff H/E only)
-
A Healing
Potion (Diff N only)
-
5 Flares (Diff N only)
The following are available from the Store
-
15 Broadhead Arrows (@25)
-
A Moss Arrow (@125)
-
5 Water Arrows (@50)
-
One (Diff H/E) or 3 (Diff N) Invisibility
Potions (@600)
-
3 Slow-fall
Potions (@150)
-
3 Healing
Potions (@250)
-
3 Flash Bombs (@200)
-
5 Flares (@25)
-
There is a Papyrus
D. M. Gilver is one of the city’s most popular merchants and
he keeps his base of operations in Bld-A of Rampone’s Dockside Warehouses.
Porter is also a tenant of Building-A. He runs a tiny art gallery
that sells cheap statues and vases.
Most of your loot can be found in these areas.
you can buy (@50), indicating two locations rich in loot.
Unlike the one you bought in Thief 1 Mission 9: The Lost City, there is no consequence in buying (or not buying) this one.
Therefore, you had better use the money on something else.
The tip is only useful if you are prepared to loot a few Bays and to finish the mission as soon as you meet the Mission Objectives.
Since we are going to collect all the loot, the information on where they are concentrated is not very useful to us.
There are a number of new inventory items.
Drink the Invisibility
Potion and you will stay invisible for about half a minute.
Towards the end of the period, you hear a gasping sound, after which you become visible again.
Of course, being invisible does not mean that others cannot hear or feel you.
As soon as you make a noise or strike an attack, they will intuit your position.
Slow-fall
Potion is another new drug.
Drink it, and you will fall more slowly, reducing or avoiding damages.
If you are falling from a great height, you need to drink it in mid air, or else the power of the potion will already be gone when you hit the ground!
It’s hard to tell what to purchase here… mostly because almost everything is useless to you.
The most useful item, the Rope Arrow, is not available.
There are a few jumps where one can use the Slow-fall
Potion.
There are many dark places, but Flares are scattered about in reasonable quantities.
However, there are quite a few areas where you might take damage, so an extra Healing
Potion would not be a bad idea if you have nothing else to buy.
The Moss Arrow is a dubious purchase, but could prove useful on the metal walkways you’ll encounter.
Since you have lots of funds left, consider buying
an Invisibility
Potion and 3 Slow-fall
Potions.
There are four Easter Eggs in this mission:
They are active eggs.
That means you need to carry out a specific action sequence to trigger the egg.
The eggs do not make any external reference.
That is, they do not refer to anything outside the Thief world,
such as a famous figure or current event.
However, when triggered, the effect will surprise Garrett,
because they are not things that occur every day in the Thief world,
such as desks disappearing or guards piercing their head through a door.
This mission tends to be a little annoying, due to the method you need to use to open the (big) green Bay Doors of Building-A.
However, it is still a thoroughly enjoyable mission.
There are lots of guards (even more in v1.18 than in v1.07) with pockets to pick, some with keys and some with Broadhead Arrows.
There are metal catwalks around the upper levels of the two Storage Buildings, most of which are part of patrol routes for some of the guards.
While you’re running around on the ground outside, be sure to remember that your actions could be observed by these guards.
You should try to avoid catching their attention.
Keep your eyes open, and look up occasionally!
Each of the Storage Bays is locked from the inside, and you are unable to enter by any method other than as detailed in the walkthrough.
However, once inside, each Bay will have a lever and a Lock Box.
The lever operates the large Bay Door, opening and closing it as necessary.
The Lock Box is for the standard-sized orange door.
While it is likely you will not need to unlock the doors, you may want to,
in case you wish to re-visit a Storage Bay again without going through the hassle of operating the Bay Door a second time.
The orange doors are unlocked by using a key on the Lock Box next to the door, not on the door itself.
Many Storage Bays of Building-A have an upper level.
There are also doors locked from the inside, leading out to the upper hallway areas of the Storage Buildings.
You can unlock them from inside the Storage Bays (again, by using a key on the Lock Box beside the door, not on the door itself), but not from within the outside.
Some storage Bays also have “Emergency Exit” doors, opened by a lever beside the door.
If you go through these doors, then close them, they automatically lock again behind you.
Then you won’t be able to get back in through the door!
We start at the NW corner of the Docks, near Building-A.
There are two normal ways to get inside.
The main entrance is through the Front Porch, which is guarded and locked.
There is also a back entrance, in the , which is unguarded and unlocked.
I believe you don’t usually expect normal ways when reading my walkthroughs.
Instead of these two entrances, I’ll bring you to the Main Office directly, without even trespassing any patrolled area.
Once inside, we’ll learn how to get inside the sealed areas.
You start by facing South on the top of a stack of crates at the Northwest corner of the area (refer to your map, and figure out how to access your map if you haven’t done so yet).
Look around, and don’t fall off.
The building on your SE is Building-A.
On the West of Building-A is the A-West Street.
As soon as the mission starts, you can see a Sword Guard (Diff H/E, v1.18 only) walking in the street towards the South.
If you wait for him here, you will find out that he never comes back.
Not until you step on the street yourself.
You can see a Bow Guard (Diff E, v1.18 only) outside the West walls of Building-A.
The catwalk is on about the same altitude as you currently are.
He comes from the interior of the building the outside,
walks on the catwalk to the Northmost extreme of it and then goes back into the building.
You can also see several guards on the North side of the building, an area that I’ll call the A-North Street.
There is a street lamp next to the crates.
The Front Porch opposite the lamp is the main entrance to the building.
At Normal Difficulty, the Front Porch is the easiest and most direct way to the Main Office.
But for Hard and Expert, the Front Porch is guarded by a Bow Guard.
Also, a Sword Guard is patrolling A-North Street, so track his location when you are moving around.
We’ll be going to the Front Porch at a later time.
From your starting location, crouch, run and drop down to a crate on your SE.
Stand up to mantle up to the crates on the South.
Then, drop carefully crate by crate towards the East (that is, don’t drop directly to the ground — from such a height, you’ll get hurt or make some noise, possibly both) when the patrolling guard is not nearby.
Once on the ground level, move South to the shadows.
Moving South along the shadows lining the wall on your right (West), you’ll meet a row of crates blocking your way.
Locate a hole near the lower right side.
Quick save and crawl past the barrier into A-West Street.
A Sword Guard (Diff H/E, v1.18 only) is patrolling this dark street (this is A-West Street, which we’ll fully explore later).
We are in transit to the Main Office, so we’ll leave the guard and the loot till we come back.
When you come out of the hole, turn left and mantle onto the crate, and then onto the crate further to the East.
Refer to this mini guide in case you need assistance in mantling.
After mantling twice, crouch and turn right (South).
Creep backwards till your back is pressed against the barrier.
When all is well, save your game.
Do this mantling quickly, for as soon as you get out of the hole
the Sword Guard will start walking back towards you.
Although your gem is yellow, you are safe at this position.
Look forward and up.
There is a catwalk outside the building.
From there, a ladder descends to the space front of you.
If playing Normal or Hard or unpatched, you have few worries here:
Just do a running jump to the ladder and climb up to the catwalk.
When playing Expert Difficulty in v1.18, a Bow Guard patrols the catwalk.
From where you are crouched, watch the catwalk and wait.
When he walks towards the ladder, you can see (and hear) him through the catwalk.
Wait till he turns around (he’ll move away and enter a door into the building), then do a running jump to grab the ladder.
At times, the Bow Guard gets stuck on the catwalk near the ladder and cannot go back inside.
The easy solution is to restart the game, because he usually is not stuck.
Or handle him the hard way, described below.
Once you catch the ladder, climb up (by means of looking up, and pressing the “Forward” key).
When you stop moving despite pressing the walk key, you will have safely landed on the catwalk.
Do a quick save.
If the Bow Guard is stuck on the catwalk,
he is now right in front of you, but you cannot Blackjack him from a ladder.
Pick
a
bundle of 3 Broadhead Arrows from quiver (Diff E, v1.18 only),
and switch back to Blackjack.
Look at him, and give a light tap to the walk key.
Garrett should move a little more forward.
Try to crouch down — if you cannot crouch, you are still on the ladder, and need to tap the walk key again to move a little forward.
As soon as you are off the ladder, knock him out.
After a
Yes, an excursion.
Why do we have a Main Office Excursion on our way to the Main Office?
Because there are two different ways to get there.
The main route use the better method; here, we follow the other.
The main route gets you into the office, but here we have a better view of how the office is organized.
After the quick save made on the metal catwalk, quietly walk forward (to the South) a pace or two.
There is another ladder on the wall.
Turn left and climb it up to the roof.
After setting foot on the roof, turn around and look down onto the street.
You can see the “barrier” on your right (that you have crawled under), and a Shack on your left (West side of the street, with glowing light).
There are three Shacks around Building-A, all locked.
Inside each Shack is a Code Machine that operates the Bay Doors.
Therefore, you will be visiting them a number of times.
Look at the crates next to the Shack.
Zoom your eye on it (if you do not know how to zoom, or do not know why you can zoom, you had better read the manual again).
What do you notice?
Take note of it; we will get there later.
Walk along the only path on the roof.
Before peeking into the opened window, go to the end of the path.
There is a gate you cannot jump over (ie without using several crates), and a door leading down to the Main Office.
We are not using this door, so go back to the window.
The whole area under the window is called the Main Office.
The people below can see you up here, save your game if you want to.
On the left beneath you is the .
A Nobleman (Diff H/E only) is inside.
He is Jason Rampone, the Vice-President of Rampone Dockside Shipping.
Without a Slow-fall
Potion, you will receive some damage if you try to jump directly down to the floor.
It is however possible to drop down, first from the beam to the wall, and then to the floor.
I’ll describe a way in the next section as an alternate way to get in.
In the main route, we’ll enter the office from another door instead.
SE of the Main Office, directly beneath you is the .
It is very dark and good for hiding and ambush.
Further to its East is the brightly lit , with yet another Code Machine, and beneath it, the only Shack Key to the 3 Shacks.
Two Sword Guards (Diff H/E, v1.18 only) patrol the Main Office.
You can see them arrive from the NE, going around the into the .
Have a good look of the Main Office (crawl on the rafters if you want to), so you will know the place when we arrive.
restore to the quick save at the catwalk and we are ready to enter the
Main Office.
Turn around (face North).
See a thin ledge about a metre ahead?
Jump forward (press forward and jump keys) and land on it.
Crouch and move along it.
Once you turn around the corner, you are safe from the Bow Guard who patrols the catwalk behind you.
Continue forward.
At the end of the ledge is a small catwalk area surrounded by a railing.
Do a running jump over the railing (you need to start running from about two meters away).
In particular, if you can stay briefly on the railing in mid flight
(you will feel a very short pause before gliding down to the metal floor),
you will land noiselessly.
Once on the small catwalk area, crouch and listen.
If you haven’t aroused anybody, save game.
At times the guard downstairs may find the jump annoying,
but as long as he is not shooting at you, you can usually forget about him.
The steel door is not locked.
Open it (do not stand behind any door when you are opening it: stand on the side).
Listen, and lean left (read the manual in case you do not know how to) to look inside.
Odyseeos doesn’t quite like the jump over the railing, so I describe his method here.
Start the mission as before — through the hole and up the ladder.
After arriving on the catwalk, proceed as in the .
On the roof, save game.
Crouch and study the beams inside the window.
The set of beams is called a truss,
which as a collection supports the walls from collapsing.
Without support, the weight of the roof tends to push the walls in the outward direction.
Since the walls are passive dead weights, they cannot sustain a horizontal push,
and will eventually collapse.
The girders (horizontal I-Beams) pull the walls together,
while the columns (vertical beams) tie them to the roof.
On your left and ahead is the .
The Vice-President (Diff H/E only) is either
walking around the office
(Diff H/E, v1.18) or
sitting still at his desk at the Southwest
(Diff H/E, v1.07).
When the Vice-President (Diff H/E, v1.18 only) has walked away (heading to his desk around the corner on the far left),
and the Sword Guards (Diff H/E, v1.18 only) are not around,
creep forward to the first beam intersection.
Turn left and creep forward (West) about 1/3 the length of the next beam segment.
While your Luminosity Gem still says yellow, the beam looks darker here,
and as a matter of fact they usually ignore you if you are crouching here without making any noise.
Quick save.
When they are again away,
creep back to the cross section,
continue forward until you are directly above the East wall of .
Turn left (North) and drop quietly on top of the wall.
Crouch down and drop off the wall.
Crouch and move forward to the North end of the room.
Hide in the shadows on the North side of the thin pillar in front of you.
So you have arrived in the hiding place of the .
Stay here, for the main route in the next section will arrive here very soon.
You are on the North side of the Main Office; the brightly lit room ahead is the .
Above it and a little to the right, you can see the window on the roof that you visited in the excursion.
When playing Normal Difficulty or when playing any Difficulty Levels in the unpatched game, there are no guards in the office, so skip to .
For Hard and Expert in the patched game, make sure the patrolling guards are not nearby.
Look straight ahead (South) to locate a wooden door in the darkness.
The guards enter using that door.
When the area is empty, enter the Main Office, and walk towards the right.
There is a thin pillar in the middle of this hall.
Crouch on the North side of it (or other shadows you find),
recheck if the guards are nearby,
and continue into the Mail Room.
Hide there and wait for the two patrolling Sword Guards (Diff H/E, v1.18 only).
One of them is carrying a Building-A Key; remember to grab it before knocking.
With this key, you can unlock all the Lock Boxes of Building-A (which are also pickable).
We’ve brought down all the guards who can interfere with us here.
We’ll leave the Vice-President in his office for a little while.
When playing Expert Difficulty, stay quiet, because there is one more Bow Guard in the Office.
Since he is on the far East side, we’ll meet with him a little later.
In the Mail Room, each person is assigned a column of three pigeon holes,
with his name plate under the middle hole.
A number of pigeon holes have papyri that you should read.
They are much more valuable than the scroll you can buy at the start of the mission.
In v.107, you can take the scrolls away with you; but in v1.18, they will remain here.
Starting from the right hand side is a Letter to Noah Jerm
I hold thy work in much regard, and thou knowest it was on mine
own recommendation that my brotherhood contracted thy work. I trust
by now thou hast received a small shipment of Addonizio Crystal.
By the coming weekend, I shalt need ten lenses ground from the
crystal thou hast received. Each lens must span three units in
width, with a breadth of exactly two units. Grind thou one face
concave and one convex. Make haste and then bring me thy work for
my approval.
— Friend Capezza. 0457
in the upper row.
Looks like Cid Capezza the inventor is a Mechanist himself.
We’ll see if we can find anything special at .
A second papyrus is a Letter to Lord Porter
Our yearly inspection of your space was last week.
Our inspector found that he could not get to the second floor
because the elevator button on the first floor was broken.
Why didn’t you report this problem? Please see me about this matter.
I don’t like it when a piece of equipment on my property is not working.
We have also been receiving complaints from E. B. Bramrich. He rents the
office space below your second floor office and he claims to be hearing
odd noises late at night. Please look into that.
— J. Rampone, Vice-President.
on the lower row.
So you may anticipate some difficulties getting to the second floor of .
When you are there, try to determine the probable cause of the odd noises Mr. Bramrich was talking about.
The third one is an Eviction notice
You have been evicted. Take two days to clear out your
things or they will be removed by the management.
on the middle row to Lucky Selentura.
The papyrus is not very useful, except to learn that Lucky has been evicted.
However, look further up above the mail slots.
Find a Money Box stowed on top of the shelf.
Open it to collect your first piece of treasure, a .
Go to the leftmost column, and on the middle row is a request
I was recently contracted by the Mechanists to develop special lenses
for them. I just received a small shipment of rare and valuable
Addonizio Crystal for this purpose. For security reasons, I would like
to request the installation of a metal face into my area within the
next week. I don’t have the funds to replace the crystals if they get
stolen, and I hear Mechanists can be unforgiving.
— Noah Jerm
to the management.
The Mechanists must have followed in the footsteps of the Hammerites in being unforgiving.
When we go to , remember to collect the rare and valuable crystals.
Since the “metal face” is not yet installed, so you do not have a chance to see it there.
Above it, the upper pigeon hole contains a letter
Our tenant, Lucky Selentura, has not paid his rent in quite a while.
No one has seen him for weeks, and I’ve seen wanted posters in the
city streets with his picture on it lately. I’ve been suspicious
of him for quite a while, and I’d bet you his golden dice that he
was running a gambling ring out of that space. I don’t think he’ll
be back with the Bluecoats looking for him. I have put an eviction
notice on his area, 0266, and I plan on clearing out the place in
a few days to rent it to Gonzalez.
I felt bad that we had to throw Gonzalez out to make room for Capezza,
so I cut him a deal on this space seeing that it’s smaller than his
old area. Speaking of Capezza, could you ask him to keep the noise down?
— J. Rampone. Vice-President.
the Vice-President wrote to his brother President Rampone (Mr. N. Rampone).
While in the premises at , search for his Gold Dice and find clues for his whereabouts.
Take a look at the map: the Capezza workshop is right beneath the .
No doubt Jason Rampone is irritated by the noises.
Note also that the Rampones “had to” throw out Gonzalez to make room for Cid Capezza.
Guess who would have forced them to make room for Capezza the inventor?
Open the door of the Code Room.
It is well lit, and has a big window.
When playing Expert Difficulty, the remaining Bow Guard on the East may see you through the window.
So stay crouched when inside the Code Room.
Read the unrolled scroll
MECHANIST TECHNOLOGY
This device is now configured for thee so that the managers of the
warehouse mayst easily enter any tenant’s area at any time. When
thou wishest to open such a locked area, thou must needst enter
the four numerals of its address into this keyed device. When thou
hast entered the correct number, see that it shalt display on the
dials to thy left — this shalt cause the large green Bay door of
thy desired area to open. Thou mayst only open one door at one time,
and if thou open another door, the first shalt close. If thou hast
any questions, direct them at once to me.
— Friend Capezza, 0457
on the wall, written by the Cid Capezza the inventor himself.
It expalins how to operate the Bay Doors.
If you cannot fully understand it, it will be clear after you play with the Code Machines.
Thanks to their concept of security and instrusive management practice, now you can enter all the Bays.
On the left of the unrolled scroll is a Code Machine.
Further on its left is a dial display.
Each digit you press will be “shifted” into the rightmost position, while the leftmost displayed digit will be throw away.
When playing Normal Difficulty, the dial is preset to 6937, and the Bay Door of is already opened.
Otherwise, the dial is preset to zeroes.
Use the keypad to enter the first Bay you want to visit: 0457.
To press a digit, highlight and use the button of the Code Machine.
There is no “backspace” button.
If you make a mistake, just restart pressing the correct sequence again, shifting the erroneous digits away.
Following the instructions, check the number displayed on the dial to confirm that you have got it right.
Once accepted (“ding!”), the Bay Door is opened.
Remember to take the Shack Key under the machine.
There is only one such key, and it opens the three Shacks containing the three other Code Machines.
Leave the Code Room and go to the VP Office on the NW side.
When playing Normal Difficulty, the office is empty, so just walk in.
Otherwise, peek through the door before opening it.
Jason Rampone (Diff H/E only) is inside,
sitting quietly at his desk (Diff H/E, v1.07)
or walking around the room (Diff H/E, v1.18).
The former is easy, but the latter needs some work.
Go up to his head to take a close look.
His feet are planted deep into the floor.
That is why the patch makes him walk around the office.
Since the shadows are far from his path, the best method is to just rush into the room and hit him with your Blackjack before he can scream.
In many similar situations, speed often solves the problem.
Go to the small table on the West to collect the
.
Then to the writing table on the SW to read the
unrolled scroll
Weekly Financial Report
T. M. Blackheart - Rent paid in full.
Lucky Selentura - Rent three weeks overdue.
D. M. Gilver - Rent paid in full.
Venik Kilgore - Rent due next week.
E. B. Bramrich - Rent paid by D. M. Gilver last week.
Cid Capezza - Rent Paid by Mechanists.
Lord Porter - Rent paid in full.
Lady Angelica - Rent due next week.
Sven Mynell - Rent paid in full.
Noah Jerm - Rent paid in full.
which gives hints on the financial status of the tenants.
Observations:
-
Lucky Selentura has not paid his rents.
As we learnt from the mails, he has been evicted.
When we are at , we’ll try to figure out why.
-
Gilver paid rents for Bramrich.
They are probably closely related.
In Hard and Expert, you need to redirect a shipment of Gilver.
Maybe you can find something useful at
-
Mechanists paid rents for Capezza, further confirming he is one of them.
-
Kilgore and Angelica has not yet paid their rents.
They may be short on cash.
Leave his office and go East.
After passing the Code Room, turn right and peek left around the corner into the Reception.
On the North side are windows looking out to the Building-A Stairwell.
A guard (Quincy) patrols outside.
Stay low.
Move forward to the Reception Counter.
There is a wide strip of darkness running East to West.
Crawl along the strip to approach the Bow Guard (Diff E, v1.18 only) at the reception counter.
Pick
a
bundle of 3 Broadhead Arrows from his quiver and knock him out.
Take the Building-A Key on the reception counter.
There are four doors at the Reception.
Outside the NE door is a staircase leading to the .
Since Quincy is still patrolling the staircase (which is far from dark enough), we’ll postpone visiting him until much later.
Do not open the steel door on the SE.
It opens to the catwalk of the .
Stepping outside will prematurely trigger a conversation that we should leave for later.
The two remaining doors open into the Building-A 2/F Main Hallway Loop.
When playing the patched game, the 2/F should be visited early, so that the catwalks are free of guards when we are working outside the building.
That is what we are doing in the next section.
However, in the unpatched game, moving around triggers lots of activities in the , some of which are undesirable.
Therefore, skip this section to proceed with .
We’ll clean it later in .
We are only going to briefly visit Building-B.
After we have visited , we’ll come back to revisit this building.
The tunnel slopes mildly upwards.
Save your game, note the noise ahead.
Slow down when you are getting near the top.
Stay in the darker areas, and zoom your eye to see what is at the other end.
At the top of your tunnel is the Building-B 3/F Hall.
You can look straight into a hallway on the other side of the Building-B 3/F Hall.
Mounted on the ceiling of that hallway is a Watcher.
Let’s call that hallway the Watcher Hallway.
The lit eye of the Watcher means he is actively watching, while the green lamp on his neck shows he is calm.
If he sees you, the lamp will turn yellow and red, sounding off alarms.
Like other AIs, you can always run away and wait for it to calm down, with the lamp changing back to green.
Listen to its distinctive sound when it is turning, and the sound when it spots you.
By recognizing these sounds, you do not need to keep looking at it when you are trying to move past a Watcher.
When he is watching elsewhere, hide in the shadows of the Building-B 3/F Hall at the end of the ascending tunnel.
Examine the wall, there is a control device near the junction where the Watcher Hallway joins the Building-B 3/F Hall.
Use it to disable the Watcher.
His eye goes out and he stops watching.
Many Watchers can be disabled using buttons like this.
Notice that on the East of the Building-B 3/F Hall is Building-B Stairs, which connects the three floors.
We’ll be there a moment later.
For now, move into the Watcher Hallway and enter the room on the left, President Rampone’s Office.
This is the office of N. Rampone the President,
not that of Jason Rampone the Vice-President,
whose office is in Building-A.
Look around the empty office.
On the far side are… bookshelves!
If you have played Thief Dark Project, you would instinctively start searching.
Yes, one of the books (at about your chest level) can be “used”.
Enter the President Secret Office to find a on the desk at the far left side.
Read the Grey Book
Profits for our dockside warehouses have been tremendous ever since
my brother Jason convinced me to let the Mechanists use Building-B
for their needs. They have taken over and converted all four
storage Bays to contain their machinery and incoming cargo. This
has really hurt my shipping contracts. I lost 12 contracts recently
because the cargo had to be stored outside instead of the now
occupied storage Bays. Mechanists are now using my work force to
move their cargo and assist in their various projects, and I have
barely any workers left to handle my remaining contracts. They have
more than compensated us for our losses, but still, they worry me.
They threatened me harm when I refused to evict Gonzalez, one of
the longtime tenants of Building-A, so one of their inventors could
set up a machine shop. The new machine shop happens to be right
under my poor brother’s office, and he’s been complaining about the
noise constantly. I guess I should be
happy about the money the Mechanists are paying me, but I feel like
they are taking over and I don’t even get a say as to what happens
on my own property anymore.
next to it.
We’ve read about Jason’s complaints in his letter to the President back at the .
Now we know for sure that it is the Mechanists who forced the Rampones to throw out Gonzalez to make room for Capezza.
Leave the secret office, and open the steel door on your left (North) for a look.
From the ledge here, you can look down on the Building-B Stairs.
We’ll use it soon.
Move back to the Watcher Hallway, and enter the Conference Room (the wooden door opposite President Rampone’s Office).
From the table, take the
and the .
Take the apples (v1.18 only) if you want them.
Leave the Conference Room and go back to the .
On the West is an elevator.
Go instead to on the East.
Listen.
In most cases, you hear nothing.
A Sword Guard (Diff H/E, v1.18 only) patrols the stairs, but usually will not start until you go downstairs.
Therefore, save game, walk downstairs, and keep listening.
About when you arrive at 2/F, you can hear footsteps of the guard coming up from below.
When you hear him, walk back upstairs to go inside President Rampone’s Office.
Go to the North door, so you can look down onto the stairs.
When he appears beneath you, drop and knock him while in mid air (just for the game statistics, otherwise you can handle him in other ways).
After hiding the body, go to the elevator shaft.
Press the top button to summon the elevator platform.
Ride it down to Second Floor.
Arriving at Second Floor, take a brief look around.
There is a big Bay Door on each side.
Like the ones in Building-A, they must be operated elsewhere.
However, the Building-B security is not as good —
the emergency exit of both Bays (steel doors to the catwalk outside) are not locked.
At the North side of Second Floor, there is a steel door opening to the catwalk outside,
which you could use to access the emergency exit of .
Since guards are still patrolling the exterior, it is not yet safe to use the noisy catwalks.
From the elevator platform, move South.
The South side of this level is mainly one Big Hole overlooking Building-B Ground Floor.
There are three offices on each (East and West) side of the Big Hole.
A Bow Guard (Diff H/E, v1.18 only) and a Sword Guard (all Difficulties) patrol around the Big Hole.
Choose a dark position and wait for them to arrive near you.
When the Sword Guard comes, pick the Building-B Key from his belt.
When the Bow Guard comes, take
a
bundle of 3 Broadhead Arrows from his quiver.
Of course, knock them out as appropriate.
Don’t bother with the six offices around the Big Hole.
We’ll come back later.
Take the down to Ground Floor.
At the bottom of the stairs, enter the room on your right (North).
It is a long and narrow room, and is very dark.
Try find it yourself:
- in a Money Box: on the floor behind the 3 crates.
- A secret area with Two Foot Lockers:
go to the West end of the room, turn around (facing East) and look up.
Take a good look at the hole in the ceiling.
Save game (you don’t want to lose your Rope Arrow accidentally).
In v1.18, three sides of the hole is made of wood, the West side (behind you) is the brick wall.
Use the Rope Arrow at the wooden part and climb up.
Go to the end of the upper room to find the two Foot Lockers.
The one of the left has
a Scouting Orb,
while the one on the right has
an Invisibility
Potion.
In v1.07, the hole was not made of wood, and you need two Rope Arrows to get there: one to each ceiling.
Worse, this upper area is empty, and was not considered a secret.
Carefully climb down the rope, retrieve the Rope Arrow and drop to the ground.
You may get a little damage.
Use a Slow-fall
Potion if necessary, you have 2 even if you haven’t bought any.
Your Rope Arrow is more important than the potions.
If you cannot locate some of them after trying, click here to reveal the exact locations.
Click here to hide the exact locations.
Leave the room and go West to the main area of Ground Floor.
Like the Second Floor, you have the elevator on the North end, then the two Bays, which we have not yet opened.
Go South along the shadows while keeping to West side.
The Main Area is the big area under the Big Hole.
Two pirates are walking between on the South of Building-B and the middle West of the Main Area.
One of them is Captain Davidson himself —
you’ve heard that he came into the Docks four hours ago.
They make a long journey, so be patient.
When they walk near, grab the Davidson’s Key if he has it on the belt.
Knock both out.
Remember, pirates are fierce fighters.
Do not try to attack with them with the Sword or Broadhead Arrows — or you can save the game and die trying.
When both pirates are gone, the building is secured.
We start working at the streets around the building.
Go to the East side of the .
There are lots of tall crates.
Search carefully.
On the Northern part of the East Area, there is a path among the crates leading to two orange doors.
Save game, unlock the one on your right (South) using either lock picks or the Building-B Key.
Stay inside the building, crouch and look outside.
Up to three people are patrolling the
Building-B East Street.
You have a good patch of shadow around the door,
so you shouldn’t have problem bringing them down:
-
A Sword Guard (Diff H/E, v1.18 only).
He walks North and South, but stays on the Building-B East Street.
Since the building is wider at where are Bays are, the street has a zigzag turn on your North.
Therefore, the guard cannot see you (nor you the guard) when he is on the Northern half of the street.
-
A Sword Guard, all Difficulties.
He walks from your door, go South, cross the South side of Building-B, and go to a symmetric location on the East before coming back.
He takes quite some time to walk.
-
A maid (v1.18 only).
If you didn’t knocked her out after listening to her conversaion on spices,
she is nowing circling around Building-B in the clockwise direction.
Before taking action on any of them, make sure the others are not nearby.
Carry the bodies inside the building.
When all three are gone, get back inside
Building-B.
Open the other orange door as well.
Other than these two doors, did you notice anything else among the crates in the East part of the building interior?
If you don’t, look harder.
The answer is in the next section.
You should have noticed several things.
First, there are three orange doors visible from the (not counting the two further North, opening into ),
while you can only access two of them from inside First Floor.
The third door is on the Southern side of the other two.
Yet inside the building, the area South of the passage you used to access the two doors is sealed off by tall crates stacking all the way to the ceiling.
Or nearly so.
On the far South side of First Floor, you should find that one of the crate stacks does not reach the ceiling.
You can use the Rope Arrow to go and have a look (remember to save game before shooting the Rope Arrow — it is your most valuable asset in this mission).
You can see a sealed off area surrounded by the crate stacks, but a Foot Locker is blocking your way.
There is nothing you can do with it.
We’ll get inside later.
Finally, by using the same thoroughness, you should find another location where the crate stacks do not touch the ceiling.
Stand inside the Northmost of the 3 orange doors that open to the .
Walk West until you reach the crates.
Turn to the North and look up.
There it is.
With the help of the light from a window, you should be able to locate it.
Locate the opening, save game and use Rope Arrow on either the crates or the ceiling.
Climb up there to have a look.
A little to the West is a hole with a locked crate waiting for you.
Drop down and move to the front of the crate.
Use Davidson’s Key on the Lock Box and open the lid of the crate.
Get the inside.
Close the lid.
It may not be easy, for you yourself may be blocking it.
Climb on top of the lid, and climb East.
Move back to the opening, climb back down, retrieving the rope while in mid air.
From inside Building-B, go North past the two Bay Doors to the North end of the building.
There is a Bay Door on the North that does not open.
On its left (West) is an unlocked steel door.
Open carefully and peek outside.
Not far away is the Row of Tall Crates lining between Building-A and Building-B.
The maid you knocked down on the East used to circle around the building using this Building-B North Street between the crates and the building.
That’s why we have to bring her down first — or else she may run into us now.
To your right is a Bow Guard.
When he is not watching, sneak forward to the crates and crawl towards him.
In this mission, he is the only Bow Guard without any pickable arrows.
Simply knock him out.
Move back inside the building.
Now the West side.
Go South to the West side of the .
Search carefully the crates on this side of the building.
This time, you find two passages to orange doors in the West Area.
Use the one on the left (South).
Unlock the door and carefully check where the patrolling guard is.
Like on the East, three people used to patrol the Building-B West Street.
Two of the three patrol both streets,
and you have already brought them down.
Therefore, only one Bow Guard (Diff E, v1.18 only) remains.
Wait till the Bow Guard comes South and goes North again.
Crawl behind him, catch up with him
and pick
a
bundle of 3 Broadhead Arrows from him.
Then bring him down.
Open the other orange door (from inside the building, of course).
Have a quick glance of the street and get back inside the building.
This time, what did you notice about the crates on the West Area?
Again, there are three orange doors on the outside, but only two are accessible from the inside.
The crate stacks have blocked your access to the middle door.
Check the crates in this area carefully.
At three places (two North and one South), the stack of crates is one block lower than the ceiling.
The North side is easier.
Among the two openings on the North, use the one on the left (East, the narrower one).
After quick save, use a Rope Arrow to climb up there.
Retrieve arrow and drop to the crate on your North.
To your East is a hole with a locked crate.
Carefully drop to the space in front of the locked crate.
Unlock the crate using Davidson’s Key to get
a Flare, Invisibility
Potions and a .
Close the lid, turn around and mantle up.
Drop to the ground, unlock the orange door and leave.
Get back inside the building, and go South to the end of the building.
On the right (West) of the Bay Door is a steel door.
Open and peek outside.
A Bow Guard is standing outside the Bay Door.
Get
a
bundle of 3 Broadhead Arrows from him and Blackjack him.
“That looks like Captain Davidson’s cargo ship, he’s a shady guy… smuggling in piracy”:
you can see The Ship now, and also a pirate standing on the deck.
What to do now?
I believe you do not want to board the ship using the wharf.
In v1.18, you have an easy alternative: go to the far right hand side (West) and get into water.
Swim to the ship.
Near the stern is a ladder (did not exist before the patch).
Climb up.
Save game.
How about before the patch?
In v1.07, the pirate always look North towards the building, and the stern doesn’t have any ladders.
There is no elegant way to do it.
Use Flash Bomb or Invisibility
Potion to knock him out, or play hide and seek with him (try let him see you jumping into the sea).
If you succeed in boarding the ship, you can release the spiders (see below) and let them fight.
Go to the stern (the raised area at the rear part of the ship).
What are those funny gadgets on board?
Do play with them.
Suddenly you are awarded with a secret: Wheel and Telescope.
Confused about what happened?
I’ll explain when we arrive at the .
Douce torches if you want to.
Move quietly down the starboard ramp to crawl towards the pirate.
Pick the from his belt.
Save game and knock him out.
Haven’t you noticed the noise?
We are meeting them now.
Look at the huge crate on the deck.
Part of the North faces is off color.
It is a door.
Climb on top of that crate and open the door.
Two Sewer Spiders live inside.
If you had refrained from knocking out the pirate,
he would have started to fight with the Sewer Spiders.
That’s why I asked you to save the game before knocking him out, so that you can have some fun.
Human beings are normally incapable of harming the small spiders (their sword cannot reach so low), so they will probably kill him.
At times, the pirate will fall into the sea and get drowned.
Anyway, it happens only if neither party sees you, and it takes aweful lots of time.
Hide well.
Better do it yourself.
Just knock out the pirate as before, douce the torches and open the door.
You probably cannot aim your Broadhead Arrow at the Sewer Spiders from above the crate.
Instead, mantle on top the crate,
open the door,
walk along the thin top edge of the door, and turn around.
Now you can shoot them risk free.
From inside their crate, find a .
I believe you must have noticed a hole on the deck, hopefully not by accidentally falling into it.
Now drop down the hole into the Cargo Hold.
The Cargo Hold and the Cabin next door are both very dark.
Use
Flares if necessary.
Search around.
There is a well hidden piece of loot in the lower level here (ie without climbing back up to the level above).
If you cannot find it, click
here to reveal its location.
In the Cargo Hold, go towards the Cabin (ie West).
Before passing the doorway (that is, while still inside Cargo Hold), turn left (South).
There are lots of bottles on the ground.
A is hidden among them.
It is not easy to see even you know it is there.
Pick up each of the bottles and throw it to another place.
If you still cannot see the Gold Bottle, just keep reaching out for it in that general direction.
While you are looking for the loot, you have probably found a corpse (v1.18 only) in a coffin.
Nobody knows who he is.
Can he may the late Lucky Selentura who has disappeared for weeks?
Not impossible, but not too likely either, for the ship has only docked four hours ago.
Go West through the Cabin to a ladder.
Climb up and land on the deck above.
Next to the ladder is the door to Captain’s Cabin.
Unlock the door using Davidson’s Key.
Right in front of you is a Secret Crate with an opened lid.
This is what the secret at the stern has done.
By pointing the telescope downwards and turning the wheel, you opened this crate.
Quicksave and take the from the Secret Crate.
It is not easy to see the Bottle:
it is between the dial and you —
lean forward to locate it.
I know you can see a Bag of Spice, but leave it there.
If you have already picked it up, consider restore game so that the bag stays inside the Secret Crate.
We’ll take it in the coming section.
What does the dial do?
When you started the mission, the dial reads 0413.
Everytime you collect a Bag of Spice, the counter automagically increments by one.
When it hits 0418, your mission objective about spice is considered accomplished
(Diff E only).
I believe that I am the first person who ever published this.
As far as I can find out, nobody else has mentioned any Easter Egg in this mission before.
Instead of directly taking the Bag of Spice in the Secret Crate, we do some exercise.
Head back to the in Building-A.
Enter the code “0420”.
Voilà!
The is sitting right in front of your eyes.
Take it and go back to the Captain’s Cabin to see that the bag in the Secret Crate is now gone.
You can also play it the other way round.
Early in the game, dial 0420 to bring to Bag of Spice to the .
Do not take it.
Then when you operate the Wheel and Telescope, the spice will come back to the Captain’s Cabin.
On the other side of the bed, take the
.
Read the
Captain's Log
Make port we did at Rampone’s Dockside Shipping. No safe harbor,
this, but the reward is surely worth the risk. We need to unload
the spice right quick and stash it among the crates inside that
Building-B. Our cut of the bounty should be in the safe inside
Osterlind’s office, as usual. I’ll stash the spice while the crew
unloads Rampone’s cargo. I’m eager to cast off and set sail for
our rendezvous point, where we can join with Captain Carr’s sloop.
From there it’s on to the hunting grounds — that fool Gilver
continues to send out unarmed merchantmen, just ripe for the
plunderin’.
on the table: now you know why Gilver’s cargo keep on disappearing.
We’ll go for the safe in
Osterlind’s office when we are back in
Building-B.
I learnt from Kyloe that, like
, the name Osterlind is another insider reference.
It seems that the developers had a fancy for tuning in to
WAAF 107.3 FM when they were working.
John Osterlind was the night time DJ at WAAF.
Can you find anything else?
Click
here to reveal the answer.
There are two tapestries (“Dragon Banners”), at NE and SE corners of the cabin.
Cut them with your Sword.
Open the Foot Lockers behind them using Davidson’s Key.
The one on the SE has a ,
while the one on the NE contains another .
When leaving the secret area on the left (NE), walk slowly along the wall.
Pay attention to the desk with the lamp and log.
See what happens?
At some positions, the lamp disappears;
at others, the whole desk disappears!
The game engine sometimes discard objects when it is getting tired…
Leave the Captain’s Cabin, through the room with the ladder.
This time, ignore the ladder and walk directly back to the deck.
We are done with The Ship.
Back ashore to Building-B.
Enter the building, go to far North side and take the elevator to Second Floor.
Go to the West side of the Big Hole (right hand side when viewing from the elevator) and visit the offices one by one.
The Northmost one belongs to the Foreman.
Have a good search of the room (without going past either doors).
Besides the Mechanist manifest
MANIFEST OF CONTENTS
Iron Ore.
Bronze.
Copper.
Grain.
Paper.
Tar.
on the table, you should be able to find 4 levers in this office.
They are very invisible until you are staring at them.
Click here to reveal their location:
on the wall, behind the chair, about eye level.
The levers operate the 4 Bay Doors.
Flip all of them.
Take a look of the steel door on the other (West) side of the room.
It opens to West Balcony.
On your left are two more doors, opening to the West Balcony from the next two offices.
The balcony overlooks the , and you can see in the South.
You can go North, follow the catwalk and enter using an emergency exit (grey door, not orange door) on the North side.
Since we have already opened the Bay Doors, this is no longer necessary.
Go to take a look if you wish.
The next office (Mechanist Project Planning) is empty.
The Southmost office on the West is locked (both the wooden door on the inside and the steel door on the balcony).
It belongs to J. Osterlind, Supervisor.
Remember what Davidson wrote about Osterlind’s Office back in ?
Unlock the door using Davidson’s Key.
Read the unrolled scroll
Davidson,
Smuggling spice has become difficult since Rampone let the
Mechanists use this building.
Hide the spice in the usual location, and take your payment.
— Osterlind
on the table.
Go to the large crate at the corner.
Use Davidson’s Key on the Lock Box in front of the crate (not the crate itself) to unlock it.
Open the top lid of the crate.
Get the inside.
Leave the office, turn left and go North to Bay 3.
Search around.
Don’t you hear an annoying humming sound?
On the right (North) of the Bay entrance are two huge crates.
The one on the right (East) has 5 small crates sitting in front of it.
The one on the left has an opening on the South side, at about eye level.
Peek into the opening of the West crate.
The thing inside is a Combat Bot.
He cannot get out, or you inside.
So don’t worry.
After removing the 5 small crates, you can crawl inside the East crate,
where you can find a big metal head.
It is doing nothing, and you won’t see any such big heads in other missions.
The steel door on the North is unlocked and opens to the catwalk.
Unlock the orange door on the South if you want to.
It opens to the .
Ride the elevator inside the Bay down.
Just an empty Bay.
Look around, unlocking the orange doors if you like.
Leave the Bay via the Bay Door on the East.
Enter on the opposite (East) side.
Another empty Bay.
Find a Papyrus
Weythran —
Found me the most sharpie way o ridding a self of a
blade in the side — Watch Officer Morgan. Too much
work for him, does he do his *own* scout of breakers and
bladesmen, so a sniffer drops him a name or two, gets a
coin for the mark of it. Turn me a profit and grieve me the
competition, why not?
— Blackrat
revealing a storyline about the City Watch.
You can carry away the Papyrus in v1.07, but not in v1.18.
This Informer Subplot story reappears in several missions.
Sheriff Truart is doing everything to fight crime.
Under his direction, Watch Officer Morgan is paying criminals to turn in others.
Turns out to be very effective.
Click
here to reveal the location of the Papyrus.
At the foot of the South wall, not far away from the Bay Door.
Take the Bay elevator up.
Finally, a Bay with something worth collecting.
A lot of the rare artifacts are things you have seen in the
Mission 9: Lost City of Thief Dark Project.
Try find all you can before checking this list:
-
(is wrapped like a bamboo shoot, and is green too):
shelf at NW near Bay Door —
One is at eye level, one on a higher level (step back, or even jump, to see it).
-
— it looks like a vase, it is tall and has a golden top:
sitting on the ground a little East of the shelf with Lost City Tapestries.
-
— looks like a short green bamboo shoot with a sharp point:
on a table on the South side.
-
— when preparing an Egyptian mummy, the internal orgrans are removed and preserved separately in Canopic Jars: On the shelf at the North wall (East of the Lost City Large Jar).
- : on a table on the South side.
If you cannot locate some of them after trying, click here to reveal the exact locations.
Click here to hide the exact locations.
Why do the Mechanists have so many artifacts from the Lost City?
Anyway, leave via the steel door on the South East to go to the East Balcony.
3 offices remain.
The balcony overlooks the , and you can see in the South.
On the right (West) side of the balcony are three doors, opening from the three offices.
Visit the offices one by one.
Enter the first one from the North, “Mechanist City Planner”.
You have on the table.
Have a look at the two remaining East Offices.
They belong to the Mechaist Accounting Secretary and J. Herrmann the Business Coordinator.
Both are emtpy.
Remember there is a sealed off area downstairs in the .
How do we get there?
Any idea?
From the East Balcony, there are three windows, all angled towards the sky.
Go to the Southmost one.
Take a good look at it.
Break it with your Blackjack.
The texture of the glass if worth remembering.
Whenever you see this type of glass, you can break it with Blackjack, Sword or Broadhead Arrow.
Other glasses are usually unbreakable.
Save game, run foward and drop into the broken window (no need to jump, no need to step back to run faster).
You’d land squarely on a small crate (if you overshoot, you may get a little damage).
You are staring at a Lock Box of a large crate, use Davidson’s Key on it.
The crate is sitting on a platform higher than you are.
You cannot access its contents from your current position.
Quick save and do a running jump to the SE direction, jumping on the platform on which the large crate is sitting.
Once on the platform, take the inside the crate.
Crawl further South on the platform to find a Foot Locker.
You have seen it from below — it is the Foot Locker that stopped you from from climbing into this area from .
Pick the Foot Locker to get the Rope Arrow inside.
It is not of much use to us now, but many players did not get their first Rope Arrow until here.
They have to go back at this point to do all the climbings all around the Dockside area.
Save game, and do a running drop back to the small crate you landed on (when you fall from the window).
Drop carefully to the ground.
Unlocked the orange door.
Actually you can use the same method for accessing the area hidden among tall stacks of crates at at ,
using the Northmost window on the and the middle window on the respectively.
However, the drop from the is deep and will give damages until you use a Slow-fall
Potion.
Other windows are deadly, because you would fall to the ground instead of on crates.
Move back to where you started the mission.