Enter the Basement Machine Room.
It is empty now, but will be occupied later in the game.
There are three machines on your right.
The one closest to you operates the secret entrance from the inside.
You cannot use any other machines here.
Take the stairs at the far right hand corner and go up.
Follow the only way up until you reach a room with a wood door on the far left hand corner.
The room has two roof mounted lamps, the one closer to the door is flashing.
Save game and find a good shadow before opening the door.
Behind the door is the West end of the 1/F North Corridor West.
A little ahead is the junction of 1/F North Corridor West and the 1/F West Corridor.
A Sheriff Guard is patrolling these two corridors — do not bump into him.
Between your door and the junction is another door on the right (South).
It opens to the Conference Rooms
(read the plate on the wall next to the door — most doors in the Shoalsgate Station are labeled on the outside).
North of the junction is a flight of stairs going up and East.
When the Sheriff Guard is away to the South, move to the base of the stairs.
The bottom of the
NW Stairs is darker on the right hand (South) side.
Stay there or else
Egbert (the guard ahead) will see you.
Staying there however is not sufficient before the patch —
instead, you must stay on the left hand side and creep slowly up the stairs;
crouch on the first landing (that is, nearly touching the torch) until they start talking,
then creep slowly back down (v1.07 only).
He will start
a conversation with
Albert, who is right above your head (and therefore you can hear him very clearly — and he you).
Egbert:
How come we gotta pull guard duty?
Couldn’t the Mechanists just put more of those mechani… mecha… mechanical eyes around the place?
Albert:
Because, we can’t be shut off as easily, you taffer.
Egbert:
Ohhhhh. At least it’s better than sitting watch for the Downwinders.
Albert:
Damn right.
No smell of sewage, no mildew, fewer rats.
Egbert:
You ever wonder why Truart hired us?
Albert:
Not really.
Probably figured we’d spend less time breaking the law since we’d be enforcing it.
Gold is gold, don’t matter if it comes from Reuben or Sheriff Truart.
It is nice to find out that mechanical eyes (Watchers) can be shut off.
Besides, you learn that many guards were previously members of the Downwind Thieves’ Guild hired by Reuben.
Play the
Thieves’ Guild mission of
Thief Gold to find out more about Reuben and the Downwinders.
This Downwinder Subplot extends the Informer Subplot begun by the Blackrat Note in
Shipping… and Receiving.
The City Watch not only pay criminals to turn in others,
Sheriff Truart is employing criminals to work in the City Watch itself.
With Egbert and Albert watching, this way is too dangerous.
We will use the other one to ascending to 2/F.
When safe, go back to the 1/F North Corridor West and enter the Conference Rooms.
Behind the door is a hall with two
Conference Rooms: SE (in front of you) and NW (on your right).
Stoop forward while staying in the shadows, open the door of the room ahead of you (the SE Conf Rm).
Inside,
Lady Rumford is making
a complaint to a
Sheriff Sergeant, well, because of what you did to her back in
Running Interference…
Turns out she is a friend of Karras as well.
Click
here to show/hide the transcript.
Sergeant:
Okay, let’s take it from the top.
What happened?
Lady Rumford:
Well, my servant Jenivere is missing.
Now, she had no reason to run away.
I treated her like my own daughter.
Who’ll take care of me now?
Sergeant:
Ma’am, I’m sorry to interrupt,
but you’re drifting off the subject again.
Just stick to the facts please.
Lady Rumford:
Are you going to help me or not?
I’ll have you know: I am a personal friend of Father Karras.
He has a great deal of influence, you know.
Where do you think all your fancy new devices came from?
I doubt he would be pleased to find out you were neglecting to help one of his friends.
Sergeant:
Excuse me ma’am…
I’m just trying to get to the bottom of your problem as quickly as I can.
Sooner we’re done here, the sooner we can start looking for your servant.
Why don’t you calm down and collect yourself, while I go over what we have so far.
Lady Rumford:
I…I’m sorry, officer.
Thank you.
There is nothing useful to you in their room.
Close the door and enter the other conference room (the NW Conf Rm) to collect a pair of .
Save game and go South.
The SW Conf Rm has glass windows on the West side.
So you should stay crouched when moving across them, or Lady Rumford will complain
(but since the Sergeant will reassure her all is OK, you should try to stir her up).
Open the door at the far end.
Stay at the door and look:
the Front Desk is patrolled (Diff H/E only).
A Female Sheriff Guard (Diff H/E only) patrols the 1/F South Corridor West plus the Front Desk.
Every minute or so, she enters the Front Desk via the door on the Southeast,
walks towards the double doors at the Southwest, then turn around to go back.
In front of you in the middle of the room is a big desk with levers.
Further away from you is a low partition runs East-west, in front of the big desk.
Stay away from them for the time being.
Beyond the low partition is a narrower area on the South.
The area is empty.
Visiting that area at this moment is not without danger.
Wait till later in the when the whole area is cleared.
A writing desk is on your left (East).
Read the
Poster Scroll
Attention All Watch Officers
In a short time we have nearly cleared the city of the criminal
element that has plagued her for so long. I thank each and every
one of you for the effort and initiative that you have displayed.
Now we must direct this same form of hard justice towards another
disease of the city, the Pagans. We cannot allow these subversives
to poison the minds of our fair citizens.
on top of it.
It shows that Sheriff Truart has been very successful in his crime fighting.
It is partly because Watch Officer Morgan is paying criminals to turn in one another (according to the Blackrat Papyrus in
Shipping… and Receiving),
and partly because Truart is employing most of the criminals (from
the Downwinder Conversation you heard recently) to work in the City Watch.
This scroll also shows that Truart is treating the Pagans as a disease of the city.
What have the Pagans done?
They live in the woods because they cannot afford a living in the city (according to what the Talky Bow Guard told Dante, in
Shipping… and Receiving).
Go to the water dispenser at the Northeast corner of the room.
It is a safe dark area, so it is not easy to see the 6 Water Crystals around the water dispenser.
Save game and move Southwest to the partition,
so that you stay near the double doors on the Southwest
but still get a dark green in your luminosity gem.
A
Mechanist Worker and a
Sheriff Guard are standing outside the double doors.
They will
start talking when you get close.
Click
here to show/hide the transcript.
Mechanist Worker:
The Watcher is ready and operational.
Now ’t will activate the alarm whenever an intruder doth approach.
Sheriff Guard:
How does it know the difference between us and an intruder?
Mechanist Worker:
To find the answer to that question, thou must attend the Mechanists seminary and join our order.
The wisdom of Karras is not for the eyes of the common man.
Sheriff Guard:
What about maintenance for all these contraptions?
Mechanist Worker:
Thy Sheriff did insist that all information for thy security systems be left in the care of Lieutenant Hagen.
Instructions are locked in thy secure records area.
Sheriff Guard:
What secure area?
Mechanist Worker:
The Sheriff requested us to construct a records hall,
that only he and his lieutenants may view.
’Tis no doubt to keep them from the eyes of incompetents such as thee!
From the exchange, you learn one crucial thing: that “all information” for the security systems is locked in the
in the
.
You must first find a way to enter the room, for only Sheriff Truart and his lieutenants can go there.
When they are finished, make sure you are in good shadows.
They will open the double doors and enter.
The Sheriff Guard will patrol the 1/F South Corridor West and the Front Desk like the Female Sheriff Guard.
The Mechanist Worker goes North, through the Conference Rooms down to the Basement Machine Room to stay there.
Now you know why we should visit that room first.
In the patched game, you can still use the secret door there because the Mechanist Worker always faces away from the secret door and the stairs.
Just move quietly and all is well.
He is more troublesome in the unpatched game.
He faces South and it is rather difficult to pass under his nose.
Do you see the gas lamp on the South wall near the Southeast door?
You can douse gas lamps like you douse torches.
Moreover, you can relight them just by “using” them
(in contrast, you need to use a Fire Arrow to relight a torch).
Save game and try douse this one.
When the guards comes back, they will complain about the darkness and sometimes relight it!
Restore game to recover your precious Water Arrow.
Now, it is time to roam the rest of the cities.
This whole section consists of excursions that you can skip over.
As mentioned earlier, the city area outside the
Shoalsgate Station is divided in 6 parts:
-
South City (where you started the mission),
-
Southeast City (behind the starting position),
-
South of South City (where the Zombies dance),
-
West City, our current location,
-
Southwest City (the area between South City and West City), and
-
Northwest City (North of West City).
You have already been to four of them, and we are now visiting the rest, together with the garden surrounding the Shoalsgate Station.
We are going to the remaining unvisited areas: Southeast City and Northwest City.
Each requires two crates for climbing.
There are more than a dozen crates around the First Floor,
but it is rather tedious to move them around one by one,
especially to get past the pair of guards at the South Gate.
Therefore, I recommend to save your game here,
and restart a new game with Normal Difficulty
so that we can knock out 5 guards to smoothen our excursion.
Double check that you have a game saved at the .
Remember to keep this one until the end of these excursions.
Restart the game at Normal Difficutly.
Take the dive to the and climb up to the as in the .
Open the big metal door on the South wall.
Quietly knock out the two Bow Guards at the South Gate Guard Posts.
Quick save and open the wood double doors on the West, which lead to 1/F South Corridor West.
The corridor is empty at Normal Difficulty.
Walk ahead.
After passing the 1/F South Storage Room on your left, there is a side corridor with lots of shadows.
Soon, we’ll do an ambush here.
For now, ignore it and go forward to the West end of the corridor.
Remember that a Sheriff Guard patrols the 1/F West Corridor.
When he has gone North, look at the plate next to the door ahead.
It says “Front Desk”.
Enter , go behind the big desk and operate the two levers to open the main gates.
Walk near the double doors so that the Mechanist Worker and the Sheriff Guard outside start talking.
Ignore them and leave the .
Again make sure you do not walk into the Sheriff Guard in the corridor,
and go East back to the side corridor next to the 1/F South Storage Room.
Wait for the West Gate Sheriff Guard, who is still talking with the Mechanist Worker.
When he arrives, do your third knock out, and the region is cleared.
Save your game.
After we went to Southeast City, we are not coming back.
Instead, we’ll restore this saved game to continue with the next excursion (to Northwest City).
From the 1/F South Storage Room on the 1/F South Corridor West,
take a small wood crate and go back to the South Gate Guard Posts.
Between the guard posts is a gate, and next to it is a lever.
Flip the lever to open the gate.
Follow the pebble path to go South.
On both sides of you are high fences, behind which are garden areas.
In the Garden section below, we’ll see how to get there.
For now, just go South,
exit the now opened South Gate
and walk pass the now sleeping Watcher.
Turn left and follow the bank of the Moat all the way to the East end,
where you are blocked from the Southeast City by the tall walls.
The Moat is blocked by metal bars here, so you cannot swim across neither.
Head back to 1/F South Storage Room to get another small crate.
Stack them up at the bank of the Moat with yourself on top of them.
Refer to the mini guide if you do not know how to get on top of a vertical stack of crates.
From the top of two levels of crates, do a running jump diagonally towards the metal bars blocking the Moat.
You will easily fly over the bars and drop into the Moat on the other side.
Mantle on the bank and the whole Southeast City is open to you.
Unfortunately, there is nothing much.
Just a normal city.
Restore game to continue.
In case you want to move back “normally” instead of doing a restore,
you need to bring two more crates.
Before you jump over, throw two crates across the bars into the Southeast City.
Then from inside Southeast City, you can do the same stacking to jump out,
but you will be leaving two crates behind.
The procedure for Northwest City is similar.
Take a crate from the 1/F South Storage Room,
walk West past the .
While at the ,
have a look at the small empty area on the South.
Then leaves the building via the West Gate.
This time, turn right to carry the crate to the North end of the Moat.
Repeat the process to get a second crate there, and you are ready to jump over.
This one is more interesting, but it is more or less the same as the Southwest City,
which is much easier to access.
For a change, go to the North end to see the end of the world,
not unlike the blue nothingness at the Zombie party.
You can try to jump on the wall on the North end of the city (if necessary, throw in a few more crates to for assistance).
From there, you can do a running jump across the Moat into the Shoalsgate Station and do some roof visiting.
Restore the saved game to get out.
The pebble paths connecting to the gates are flanked by tall fenses.
Behind the fenses are the Gardens divided by the pebble paths into Northwest Garden, Southwest Garden and East Garden.
The gardens has trees and grass like the Courtyard, and nothing else (and is very dark).
The North end of the East Garden is bounded by the blue nothingless, like the South of South City,
while the North end of the Northwest Garden is bounded by a wall.
If you really want to go there, take all three crates from 1/F South Storage Room to one of the pebble paths.
You still do not have enough of them.
Leave the storage room and enter the next to it.
You can find 4 crates in the small partition on the West side.
Head to the South Gate Guard Posts.
This time, save game and open the double doors on the East.
At Normal Difficulty, the 1/F South Corridor East is patrolled by a single Female Sheriff Guard.
Wait outside the door until she is walking away.
Follow her and get your fourth knock out.
Go East, and near the end is the 1/F East Corridor on your left.
That corridor is empty at Normal Difficulty, so you can ignore it.
Move to the East end of 1/F South Corridor East and enter the 1/F SE Stoarge Room.
Inside rest half a dozen crates.
Take all of them to the pebble path.
You should have enough crates to build a
5-level pyramid staircase.
Refer to a lazy implementation in
this screen shot.
This construction is not effecient in the number of crates, but it requires less patience than the more intricate stairs.
I built a 4-3-2-1 stairs, then drop the last one on top with the
Jumping on Crates skill, with myself on top of them.
There, you can jump over the fense to enter the garden (but not coming back).
Carrying the crates is exhausing, remember to save your game before doing the jump.
If you need still more crates, you will have to do it the hard way.
Near the end of the game you will have 9 more crates,
but then you do not have the freedom of knocking out the guards near the pebble path
(even when you are playing Normal Difficulty, you may want to use the knock out quota for other places).
Make sure you have restored the correct game at the , with everything collected.
Study the map.
The SW Stairs is just outside the door of .
It is, however, not trivial to get there.
Three guards are patrolling the two corridors outside.
You can easily bump into them without a place to hide.
Save game.
Wait until the two 1/F South Corridor West guards are moving away to the East,
Walk to the doorway and peek left to locate the guard on the 1/F West Corridor.
If it is clear, rush across.
Once you moved up a step or two on the stairs, hide on the left hand side.
Another guard is straight ahead
(Diff H/E
in v1.07 or
Any Diff
in v1.18 only).
Instead of going directly to the SW Stairs,
you may also go back the way you came from.
From ,
go back to the and the 1/F North Corridor West.
From there, wait till the Sheriff Guard is going West.
Move South through the wooden door to 1/F West Corridor South to find the SW Stairs.
This way, you run a different risk, that of being seen by the two guards patrolling the 1/F South Corridor West ahead.
I think the first method (the direct one) is a little easier, but either may lead to a restore.