This is the first (and only) Mechanist (or Hammerite) building we know of that opens to the North.
All other religious buildings open to the South.
Most of the churches of Western Europe were oriented,
that is the architectural choir of these churches was built towards the Orient (the East),
from which Christ was to come at the end of time.
Study your map.
You begin in a dark area facing the Front Gates of the Eastport Seminary
(near the word Front Gates are written).
The is on the South East,
so we’ll start by going left (East).
The two Towers are guarded.
High up at the Corbelled Bartizan of the East Tower on your left is an Archer (all Archers here are Female Mechanist Archers).
Where as, at the Corbelled Bartizan of the West Tower on your right is another Archer (Diff E, v1.18 only).
You must move quietly or they will summon guards to get you.
Around the Seminary is a metal pavement.
When moving around, stay on the wood surface and avoid the metal pavement
(yes the outside is mostly wood, not grass — shoot a Broadhead Arrow on it to see).
Follow the wall to turn South and then pass through an arch.
As usual, the map is confusing.
You are on the Chapel East,
about at the character “y” of the “To Acolytes Quarters”.
In this dark quiet area, you can make out a metal door directly ahead at the South end of the metal pavement.
The door opens to the ,
with access to the on the West,
and the (between the and the ) on the East.
Do not open that door: we’ll continue to follow the perimeter instead of entering the building.
On your left (East), there are two forks on the metal pavement,
one leading to a metal door, the other an arch.
If you want to, you can save game and do a running jump to mantle on top of the door frame.
From there, you can have a better look at the on your South
(the roof of the ),
and the Archer up there.
Since you probably made quite some noise during your jump, I suggest restoring the game afterwards.
Follow the second fork of the metal pavement.
Move East to pass through the arch next to the door frame.
You arrived at the North Courtyard.
It is a piece of quiet place North of the .
On your map, it is the region at the word “Quarters” of the “To Acolytes Quarters”.
Notice another door frame on your left, similar to (and aligned with) the one you climbed on a moment ago.
This one is easier to climb because it has a machine nearby.
If you want to, take another look at the and the Archer up there.
The whole building complex is surrounded by Walls.
You are not expected to go outside the Walls.
In other words, you should definitely try to do so.
The North Courtyard is my favorite place to climb outside.
Later in the mission, bring ten crates here to build a 4-level pyramid staircase to climb over the Wall on the North.
You can climb with much fewer crates, but there are plenty of them in the mission,
and this method is less taxing on your patience.
Look around the empty area.
Enter the Northeast Crypt at the East side of the courtyard.
The door ahead looks familiar, doesn’t it?
This is a Hammerite building not yet redecorated with the Mechanists logos.
Open the door and walk inside.
From the chest on the left, get a .
Inside the other chest is an Ancient Hammer — take a look at it but it cannot go into your inventory
(to free your hands you have to drop it).
Go out of the door and turn left.
After two quick turns is the East Courtyard,
which is just next to the .
A guard may be ahead.
Creep South, following the building wall on your right.
Peek around the corner.
When safe, ascend the metal stairs on your right.
The stairs lead to the East Door of the Meeting Hall.
When you make it to the top, the bell will ring twelve.
Save game and listen to them at the door.
Here is a good test of whether you received a proper training.
To listen clearly to sound behind a door, you should lean into the door.
This is also important when listening for any guards before open a door.
Here, leaning makes the conversations inside the Meeting Hall much more audible.
Garrett:
Better not disturb them.
I can hear the meeting just fine from out here.
Actually there is no way you can enter the hall, or interrupt the meeting.
[Machinery is heard beyond the door.]
A man:
[whimpering, barely audible] Let me go… let me go… someone free me…
Karras:
Behold, Sheriff Truart!
From the lowly street rot emerges the loyal worker.
That which I call… the Servant.
Truart:
This is one of the tramps I delivered to you?
The transformation is spectacular!
Karras:
And neither want nor worry has he.
Truart:
Lucky fellow!
[chuckles] Strange you should mention worries, Karras… because I do have one.
Truart and Karras were cooperating:
Truart send homeless vagrants to Karras,
Karras transformed them to Servants.
Note that the Servants have neither desires nor worries.
Truart:
It’s not that the money’s not right, no…
it’s just that I need to be convinced you’ve taken the proper precautions.
The Truart name is untainted by scandal, and I will not be the one to bring it humiliation and ruin.
Karras:
Trust thee in me, for ’tis The Builder Himself who guides me.
And the baron… need never know.
Truart:
Y-Yesss… I’m glad your Builder guides you,
but it would make me feel even more confident if you were to let me in on your… whole scheme.
So Truart did not have any idea what Karras planned for the Servants.
Note they mention the Baron again.
In the
Shoalsgate Station, Lt. Mosley wrote in
her Journal that the Baron will return when the war is over.
A pair of noblemen also
mentioned similar things.
The Baron himself, however, never appeared in any mission.
Baron Bresling will only make his first appearance in Thief 3.
Truart:
Come now!
What’s the crux of it all, eh Karras?
Show me what’s so special about your new Servants.
Karras:
Err…
’tis impossible to hide anything from you, good Sheriff.
I will give thee full explanation then in the form of… a demonstration.
The visual in this instance would far surpass any… verbal elaborations I could relate.
But, I must ask thee to step away from the masked Servant.
That’s right.
And meanwhile, I will retrieve our… volunteer.
A most unfortunate guttersnipe who waits just outside.
My heart leaped.
Did Karras hear me from the inside?
A guttersnipe… exactly who Garrett was.
The Servant is wearing a mask.
Why?
[A door opens.]
Fortunately, not yours.
Karras:
Come, come, gentle beggar.
And stand ye just there, next to the masked man.
Yes.
Now, all is in readiness, so keep thine eyes on the new arrival, whilst I signal the Servant… thusly.
Karras has asked Truart to move away from the masked Servant,
but asked the beggar to stand near him.
What is going to happen to the volunteer when Karras signals the Servant?
Truart:
My word!
The mask emits a red vapour!
A woman:
[in background beneath the conversation]
Uh! Please, no! Help!
Karras:
Continue thy observations, Truart.
A woman:
[Screams several times.]
Truart:
But it consumes them!
We’re in peril!
Karras:
Fear thee not, stout Sheriff, for we are safe at this distance!
See?
Already the reaction ceases.
[The machinery noises stop.]
It is confusing, but from what we hear,
the Mask of the Servant emitted a red vapour which consumed both the volunteer and the Servant himself.
Truart:
They’re gone!
And what remains in their stead?
Sand?
No… Rust!
Karras:
Indeed, ’tis very much like rust, and harmless once settled.
Brother Feegan, I pray thee, do sweep up… what is left of those two.
[Some footsteps.]
Truart:
A weapon then!
Quite fantastic!
And… monstrous!
Of course, you’ll keep these Servants you’re making away from me and my men?
Karras:
Thou need not even ask!
Truart:
Then, we are in agreement!
Karras has developed a monstrous weapon.
The Rust Gas contained in the Masks can start a chain reaction that devours every living thing.
When there is no more organic matter nearby, the Rust Gas will settle down in a harmless rust-like powder.
All Truart was concerned with was whether Karras would use the Rust Gas on himself or the City Watch.
Truart:
You need subjects for your Servant project, and I can supply them.
Vagabonds, street scum, prostitutes… those who will not be missed by anyone of consequence.
They’ll be rounded up, charges invented, et cetera.
Still, there’s always risk.
So I will give you… twenty, no more.
For your part, you’ll rememeber to keep our transactions absolutely secret!
And of course, deliver my payment… in advance, in full… tomorrow.
I don’t trust you, Karras.
So you’ll receive the subjects only after I confirm the payment.
This is the Truart-Karras deal.
Karras pays Truart to abduct people for his Servant Project.
Why then should Karras want to pay Truart to kill Garrett?
We still do not know.
It is fun to listen to Truart demanding money and secrecy from a partner he doesn’t trust.
Let’s see how their deal turns out.
Truart:
Well, our business here is finished.
[Footsteps, receding.]
Karras:
Yesss… Fare thee well, Truart!
After Truart has left, Karras will speak more frankly to his followers.
[A door opens, then closes again.]
Karras:
Now see, friends… with the Builder’s efficiency I have completed two tasks, with but one… effort.
Firstly, I did secure twenty subjects to be transformed into Servants, as you heard.
And secondly, I secured the loyalty of the wary Sheriff Truart.
Yes! His loyalty… heh.
Truart fears scandal.
Yet his actions of late could bring him that, or worse, if ever made public!
Since Truart fears scandal, Karras will have control over him.
Karras:
Now, behold, my wax cylinder machine!
I’ve used it to capture the Sheriff’s very words, even as they moved through the air, today.
Harken, friends!
[A machine starts up.]
Truart (recorded voice):
… and I can supply them.
Vagabonds, street scum, prostitutes… those who will not be missed by anyone of consequence…
Karras:
With his voice thus preserved, Truart dare not betray me or he’ll have the scandal he fears so much.
Brother Feegan!
Thou wilt see to it that this wax cylinder machine gets safely to the bank on the morrow.
You will find the Safety-Deposit Box Key
- in the acolytes’ quarters.
- in the guards’ quarters.
- in the office on the second floor of the church.
- in the factory area.
- in the east tower.
- in the west tower.
- in the catacombs.
- at the pulpit in the church.
- in a closet near the pulpit.
- in the shed atop the acolytes' quarters.
This is something that never happened before.
One of the above listed locations is randomly selected at the start of the mission.
The key is at one of the ten places and Karras will name the selected location.
The other nine places also have keys, but you only need the one named by Karras.
If you start the mission afresh (instead of restoring a game saved during the mission),
the key will very likely be at a different location.
If instead you restore a saved game, even a game saved at the very beginning,
it seems that you already get the same location.
Don’t entrust it to your memory:
immediately write down the location Karras mentioned.
Notice that what Karras calls “the factory area” is actually the .
Karras:
Friends, we are adjourned.
Return now to your duties.
No need to hide yourself,
for they do not use your door to return to their duties.
Actually, we can check all four sides of the Meeting Hall,
and also the roof, to verify that they never leave the hall via any of these directions.
The only possible explanation is that both Truart and the Mechanists left via a secret tunnel underneath the Meeting Hall.
Garrett:
I’d like to get a copy of that key myself.
You get a new Objective:
-
Find the deposit box key and make an impression of it in wax.
Notice that Garrett said “a copy of that key”, not just “that key”.
Soon after you have gotten the Safety-Deposit Box Key,
Garrett will mutter “I’d better come back here and replace this key when I’m done with it”.
It is a not-yet-visible objective,
but if you simply take the key away, how could Brother Feegan store the Wax Cylinder Machine tomorrow?
This has been a very long section.
Save game, or else any accident will force you to listen to the whole meeting a second time.
There are 10 keys in this mission.
Originally, all of them are called “Key” when placed in your inventory.
After Karras has specified a key, that one is renamed as the “Safety-Deposit Box Key”.
In case you have already got the key before the Meeting,
the key in your inventory will suddenly change its name to Safety-Deposit Box Key when he talks about it.
In v1.18, the keys fall into three groups:
Key Group |
Location where keys of this set are found |
Door that keys of this set can open |
What Garrett says when picking up the key |
#1 |
,
,
,
|
Two doors to the
|
Hey, wrong key.
|
#2 |
,
,
|
Two doors to the
|
Nope!
|
#3 |
of the ,
of the ,
on top the
|
|
That wasn’t the right key.
|
The key that has become Safety-Deposit Box Key loses its normal function.
It can no longer open the doors listed above.
The two doors to the and the two doors to the can be picked.
There is little use in carrying keys of Group #1 and Group #2.
Keys of Group #3 are different: they open the , which cannot be opened otherwise.
We’ll collect and use these keys in v1.18.
In v1.07, the only useable key is the one in the ,
which opens the pickable doors of the .
All other keys carry no function.
Therefore, you can ignore all keys except the Safety-Deposit Box Key
and a key that we will pick (v1.07 only) from a belt.
I’ll bring you to find all the keys.
Since I cannot know which is your Safety-Deposit Box Key,
I won’t remind you to pick up yours.
Take a key if:
-
It is your Safety-Deposit Box Key,
-
It is your first Group #3 Key (v1.18 only), or
-
You are picking a key (v1.07 only).
Don’t bother to take other keys.
Once in your inventory, the three Groups are indistinguishable and you end up having to test all three Groups to open the
.