The walkthrough of this mission is co-authored by
Michele L. Worley and
myself.
Michele wrote the first draft and I did the subsequent processing.
She always gets all the loot with minimal violence, minimal evidence.
This Ghosting way to play the game is usually much more difficult than my brute force knock-them-all.
A drawback of this approach is that there are often places you won’t be able to visit with guards roaming around.
So I need to point out ways to get rid of AIs, so that you can have a good look at the place.
I should also like to thank Dafydd ab Hugh, a science-fiction writer, who helped in the preparation and checking of this walkthrough.
Dafydd play-tested the walkthrough and added information on how to knockout people (unlike Michele, he loves to use the Blackjack to KO people) and for excursions.
You don’t know Dafydd ab Hugh?
Have a look at two of his biographies at
Dragon*Con and
Fantasic Fiction.
Look up the books he wrote, in particular “Knee-Deep in the Dead”, which is based on the classic game Doom.
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.
This is one of the missions with more differences between the patched and the unpatched game.
You will notice that the path taken for the two game versions are, as a result, very different.
Choose your game version at the top of the walkthrough.
When reading the walkthrough, follow links that are visible to you, ignoring those that are greyed out.
They will navigate you around the document to explore the place in a sequence suitable to you.
Now that you have got the wax cylinder machine, time to confront Sheriff Truart.
“To manipulate a man is a careful project.
Too light a hand, and he follows his own whim;
too heavy a hand, and he will turn on you.”
— Chronicles of the Metal Age (Keepers)
It’s time for a face-to-face chat with my old friend Sheriff Truart.
Work out our differences.
Show him the little piece of evidence I lifted from the Mechanists.
I’m sure he’ll appreciate the consequences if this were to be made public.
[overlay of a noose]
Truart was acting for somebody when his cronies ambushed me at the Crippled Burrick Inn.
I bet he’ll be happy to tell me who that was.
It was cocktail night at Truart Estate, which meant I needed to wait until all the guests had cleared out.
Truart has beefed up security since becoming Sheriff, so breaking in may prove to be a little difficult.
Hopefully some drunken guest left me an open door.
By the time I find my way in, the Sheriff will be fast asleep.
I watched the last guest leave about an hour ago, and the servants are no doubt cleaning up while the rest of the house turns in for the night.
Now to find my way over that wall.
-
It is late at night and the Sheriff is most likely asleep in his bedroom suite on the third floor of his mansion.
Find your way there and get him out of bed.
-
You must confront Gorman Truart with the recording.
Use it to blackmail him and get the information that you want.
-
The Sheriff has caused you lots of trouble.
Take some of Truart’s possessions to make up for all the hardship that he has caused you.
Get
700 (Diff N),
900 (Diff H) or
1100 (Diff E) loot.
-
You must get away to a safe location when your business at the Sheriff’s mansion has been concluded.
-
The Sheriff’s guests and servants never did you any harm, so don’t kill them.
Killing is the mark of an amateur.
(Diff H only)
-
Even though everyone loyal to the Sheriff deserves to feel your wrath,
it’s better not to create more problems than you already have.
Don’t kill anyone.
(Diff E only)
The patched Blackmail is one of the few missions with a Bonus Objective.
You are not informed of such objectives until you have accomplished them.
It is not unlike an Easter Egg, but you will not receive anything other than an extra Objective Completed check box.
You can complete these missions with or without completing the Bonus Objectives.
The Truart intervention of your activities has surely back fired.
You are now going to confront him with your evidence.
When I was playing the mission for the first time,
I thought Garrett was being hopelessly stupid.
The only possible outcome of a confrontation seemed to be losing the evidence.
Yet the story turns out to have a very different ending.
In the unpatched game, this is the only mission with Female Bow Guards, Female Sword Guards and NoKOs.
Besides your standard equipment of
Blackjack,
Sword, Compass and Lockpicks, you also have
-
20 (Diff H/E) or 60 (Diff N) Broadhead Arrows
-
A Rope Arrow
-
6 Moss Arrows
-
5 (v1.07) or 10 (v1.18) Water Arrows
-
A Slow-fall
Potion (Diff N/H only)
-
A Healing
Potion (Diff N only)
-
2 Scouting Orbs
-
10 Flares
The followings are available from the Store
-
15 Broadhead Arrows (@25)
-
2 Rope Arrows (@200)
-
5 Moss Arrows (@125)
-
10 Water Arrows (@50)
-
2 Fire Arrows (@300)
-
2 Invisibility
Potions (Diff N/H only) (@600)
-
2 Slow-fall
Potions (Diff N/H only) (@150)
-
2 Healing
Potions (@250)
-
4 Flash Bombs (@200)
-
There is a Papyrus
(Diff N/H
in v1.07 or
Any Diff
in v1.18 only)
I hear the foundation under the porch of Truart Estate has a large
crack which you should be able to crawl under.
Check behind the bushes for it.
There must be an easy way into the mansion under there.
— Tundis
that you can buy (@100), indicating the way into the estate.
Before the patch, it was planned that the tip was not to be available at the Expert Difficulty.
As you can see by comparing the v1.07 and v1.18 conditions, it was relaxed after the patch so that everybody now has a chance to buy it.
There are a number of new inventory items, depending on game version.
In the unpatched game:
-
This is the first mission you have Gas Arrows
(in the patched game, they will not appear until Trail of Blood).
-
You also get your first Flash
Mine
(in the patched game, they will not appear until Kidnap).
In the patched game, you get your first Gas
Mines
(in the unpatched game, they will not appear until Precious Cargo).
As usual, you don’t really need to make any purchse.
Among the stuff in the Store, Water Arrows and Moss Arrows are useful.
Invisibility
Potions and Flash Bombs are nice to have.
At best, you will get one (v1.07) or two (v1.18) picks less than the maximum value displayed on the statistics page.
Like so many missions, the statistics calculator is again wrong.
First, there is a Floating Quiver Arrow for you to pick, because one of the archers has forgotten to take it with her.
Unlike other missions, the Floating Quiver Arrow of this mission is not accessible (this time, it is buried under a staircase).
Therefore, your pick count will be at least one less than the displayed maximum.
Incidentally, there is another floating Broadhead Arrow in the patched game that you can collect.
It is a regular Broadhead Arrow dangling vertically in mid-air, not a “usual” Floating Quiver Arrow, which floats horizontally.
Floating Quiver Arrows are Broadhead Arrow that should have been carried by archers.
When you grab a Floating Quiver Arrow, you receive
a
bundle of 3 Broadhead Arrows.
The floating Broadhead Arrow in this mission is not counted as a pick.
The Female Zombie in the patched game is sleeping instead of awake.
Therefore, the Purse that you are going to take from her will not be counted as a pick.
Unfortunately, the statistics calculater always includes these items into the maximum statistics.
As a result, you get another pick count less than the displayed maximum.
Combining both effects, your maximum Pick Count is:
- 18 instead of the displayed 19 (Diff N/H, v1.07)
- 20 instead of the displayed 21 (Diff E, v1.07)
- 18 instead of the displayed 20 (Diff N, v1.18)
- 20 instead of the displayed 22 (Diff H, v1.18)
- 23 instead of the displayed 25 (Diff E, v1.18)
Besides the discrepancies in Pick Count (Diff H/E only), this mission also has a discrepancy in the Secrets Count.
When you complete the mission, you will have got 6 out of 5 Secrets!
(Diff H/E only)
We start in the West Village outside the Truart Estate.
We’ll explore the village and find a way into the Estate.
When you start, the first thing you see is the Cannon Sentry (Diff H/E only) right in front of you.
If that isn’t scary enough, you will immediately notice the Watcher (Diff H/E only) above it.
Garrett wasn’t joking in the briefing when he said that Truart had beefed up security since becoming Sheriff. Hmm.
Fortunately, your area is rather dark.
Let’s explore for a while and see what we can find out about the area before attempting anything drastic.
The initial area has four Cottages.
Walls surround each of the Cottages and their neighbouring streets, forming four Blocks.
Most of the streets are under the surveillance of City Watch Guards.
You are next to the Central Cottage, which directly faces the Estate Front Gate.
There is one Cottage to your North, and two more to the South.
Let’s start with the Central Cottage and then see how to continue.
Turn to the window next to you.
Open it, move back one step and do a running jump to mantle onto the window.
In the patched game, you may also use the small crate at the end of the alley to assist your climb, but keep quiet when using it.
Take the under the table on your right.
The door on the left (East) leads to the ,
so leave instead via the doorway to the right (Southwest).
Walk pass the staircase on the left, which goes up to the Attic.
Next comes a doorway on the left, which opens to a very empty kitchen.
Enter the Bedroom at the end of the corridor.
Ekim is sleeping in bed on the far left.
To knock out a sleeping guy, you need to crouch down after you raised the Blackjack.
Move to the his desk at the Southwest corner and read his
Letter to Stephanie
Dearest Stephanie,
I just thought I would take a break from all of my distractions
to write you a little letter letting you know how much I love you.
I know I have been very busy lately and haven’t had as much time
for you as I would like. The 18 hour days I’m putting in at the
warehouse are killing me, but I am learning so much from the
Mechanists. They are a little arrogant, but they have a vision I
want to be a part of. They are beginning to accept me, which means
a lot to me. I’ve had to work very hard to prove myself to them,
but I know that in the end, all of my hard work will pay off and
we will both benefit from it. Thank you for being my inspiration,
and thank you for being so understanding. Our love is the most
important thing in my life, and when the Mechanists’ project is
done you will once again be the center of my universe.
I love you, Ekim
.
Take the
inside the Money Box.
Go back to the corridor to follow the staircase up to the attic.
Be careful of the window on your front left that opens to the East.
Crouch and move there to close it so that you won’t be seen by the Watchers outside.
The window on your far left is open,
so avoid being seen by the guards in the North Block.
The window on your front left opens to the East.
You may quicksave and open it to look at the street outside.
On top of the table at the North stands a .
Open the window on the South end and look out of it.
See the machine with the rabbit-ear antennae in front of the South Cottage?
Let’s find out what it does.
Quick save, step back and do a running jump out of the window.
You will land squarely on the top of the wall dividing the two Blocks.
If you are more prudent, you may also use a Rope Arrow on the beam above the window to descend onto the wall.
At Hard and Expert Difficulty Levels, the Power Station for this neighbourhood is located to the East of the Cottage.
It faces the front door of the Cottage, and sits between the street and the boundary wall of the Truart Estate.
There are two similar looking machines: the one on the left (North) has a lever, which turns off the lamps and Watchers.
When playing Expert Difficulty, a Sword Guard (Diff E only) patrols the street.
Knock him out when he is walking away from you.
Move along the West side of the Cottage to enter the back (West) door,
and emerges by carefully opening the front (East) door to face the Power Station.
Move to the Power Station and use the lever to turn off all the lights in the West Village
when the Sword Guard is not watching.
When playing Hard Difficulty, a Sword Guard (Diff H only) is stationed at the South end of the street.
Move around the West side of the Cottage.
Walk up to him along the South wall to knock him out.
Move along the West side of the Cottage to enter the back (West) door,
and emerges by carefully opening the front (East) door to face the Power Station.
Move to the Power Station and use the lever to turn off all the lights in the West Village
when the Sword Guard is not watching.
At Normal Difficulty Level, the street is unguarded.
The Power Station for this neighbourhood is located at the South end of the road.
It is a machine with a control lever.
Use the lever to turn off all the lights in the West Village.
Oddly enough, none of the City Watch Guards in the neighbourhood take any notice of the power failure
(while they often remark about extinguished torches and lamps).
Enter the cottage via the front (East) door.
Approach the snoring Nobleman, who is sleeping at his desk in the Office on your right.
Take hime out.
Collect the on his desk.
Go to the other table against the East wall to take the there.
Leave the Office and enter the tile-floored Kitchen on the South.
Climb the ladder to access the Attic.
There are 2 Flares lying on the floor at the South end of the Attic.
A third Flare can be found in the Northeast corner.
In the Northwest corner is a .
Return to the ladder; you can drop down or climb down to the ground floor, as long as you are crouched and land on the wood.
Leave the Cottage via the rear door on the West.
Now that the lights are out, let’s move back to the Central Cottage.
Move North and prepare to enter the
Central Block, where the
Central Cottage is found.
Although you have turned off the Power Station, there are still some lights around the Front Gate.
Listen at the door.
Wait till the Female Bow Guard (Diff E only) is walking away from you.
Open the door using the lever.
Move forward while keeping to the shadows.
Locate the (darkened) street lamp on the right (East) side of the street.
Stand on its South, just off the street.
When the Female Bow Guard is back,
wait till she turns around.
Lean and pick
a
bundle of 3 Broadhead Arrows.
Grab the Blackjack and wait till she comes back again.
When her back is turned, run and club her.
Crouch and grab the body quickly.
Step back into the shadows by the street lamp to dump it.
Hug the East wall and move North.
A Female Bow Guard is standing near the gate.
Pick
a
bundle of 3 Broadhead Arrows from her quiver.
Knock her out and hide her body.
Continue North.
When you reach the Sword Guard, knock him out.
Go to the tower on the South of the Front Gate.
Pick the metal door and go inside.
Sneak back to the East wall of the Block, and quietly move North towards the Front Gate.
When you reach the tower on its South,
pick the metal door when the Female Bow Guard is far away, or she will hear you.
Once you get it open, you’ll have to close it and move to the other side of the door to be able to get in.
Wait until the Female Bow Guard passes by on her way North.
Quietly move South towards the tower on the South of the Front Gate.
Pick the metal door and open it.
Get in before the Sword Guard becomes alert.
Save your game if you got to this point safely.
Climb the ladder.
Use the control panel on the roof of this little tower to raise the gate.
The control panel on the roof of this little tower could raise the gate.
If you raised it, you had better lower it down again.
Cross the top of the gate to the tower at the far side.
Go down via the other tower and pick the door at the bottom to exit to the street.
Now that the gate is raised, move inside for a look.
The sound of your footsteps should tell you that the rim of the tower is wood.
We are going down for a short excursion.
Use a Rope Arrow on the wooden part.
Climb on the rope, and descend to the grass.
The area immediately behind the gate is empty.
You can however see, through the opening in the wall ahead, quite a number of guards at the Front Porch.
It is not diffcult to enter the mansion this way, but you have better choices.
Climb back up the Rope Arrow to the top of the tower.
Go back down the South tower.
Move to the door at the North end of the Central Block,
leading to the North Block.
Listen at the door, and open the gate.
Go back towards the South side of the Central Block and enter the Central Cottage using the windows on its South.
Traverse the ground floor of the Cottage and leave via the window on the North end.
We came back to where you started the mission.
Climb over the boundary wall on the North to enter the North Block, where the North Cottage is located.
The Block is unguarded,
enter the Cottage via the front door on its East side.
Skip over to the .
This area is in pitch darkness,
so just stand near the streetlamp
and pick
a
bundle of 3 Broadhead Arrows
from the Female Bow Guard (Diff E only) when she walks by.
The next time she returns, knock her down and just leave the body where it falls.
There is a Female Sword Guard
standing near the Northeast corner of the Block.
You can just walk up behind her
so long as you hug the wall on your right (East).
Blackjack the babe and enter the Cottage via the front door on its East side.
Ignore her.
Move to the back side (West) of the Cottage and
find a door there to enter the Cottage.
On a table against the South wall, beside the stairs to the Second Floor,
is a
, at Normal Difficulty of the patched game, a useless Plain Vase sits on the table.
The snores are coming from upstairs, so let’s check the kitchen first.
Enter via the doorway on the South.
Remember that in Thief 2, food can sometimes heal.
So collect the cheese on the table against the East wall in case you need it later.
Along the East wall is a bar, at the South end of which is a standing among the other worthless bottles.
Notice that one of the bottle is pressed through the bottom of the shelf —
if you pick it up and drop it back, it will stand taller than it was.
Head upstairs to the Attic.
The stairs will bring you to the South end of the Attic, next to a window that can be opened.
A Male Servant is sleeping in a bed at the other end of the Attic.
A blue Chest is sitting at the foot of his bed.
Just walk up to him.
Crouch when you get close because of the Attic roof.
Raise your Blackjack.
Then after raising it, crouch again.
Lean forward and let fly.
He will leap up in bed then collapse.
Walk quietly over to the bed, taking care not to come too close to the sleeper or make too much noise.
Opening the North window will also wake him up.
Use your lockpicks on the Chest.
The sound of the lockpick will wake the sleeper, but the light is poor, so you are safe if you move quietly.
The Chest contains
a Rope Arrow.
Go back downstairs.
Leave via the East door and head back to the Front Gate on the South.
Leave via the West door and head South.
Carefully climb over the wall to get back to the Central Block.
Climb through the window into the Central Cottage.
Traverse the Cottage and leave on the South end.
Return to the South Block (the one with the Power Station),
and move along the back (West) side of the Cottage.
Go South to the wall dividing the South Block from the Far South Block.
Quick save.
Move East along the wall, and mantle at a position next to the gate.
The street you have been following from North to South passes through a gate at the Northeast of the Far South Block as usual,
but then the street turns West to a sealed gate guarded by a Female Sword Guard (Diff H/E only).
A Female Bow Guard (Diff E only) patrols East-West along this section of the street between the two gates.
Drop over the wall and pick
a
bundle of 3 Broadhead Arrows from the Bow Guard.
You can blackjack the Female Bow Guard without the Female Sword Guard noticing if you stay in the shadowed part of the road.
To take out the Female Sword Guard (Diff H/E only),
just walk up to her while hugging the North wall.
You don’t even have to crouch or creep…
just walk right past her until you’re slightly behind her, turn, and hit.
The Cottage in the Far South Block is an abandoned building.
The North entrance of the Cottage is boarded up.
Look for another way in that won’t require making noise:
Enter the Cottage via the South entrance.
The rooms on the first floor have been stripped;
what furniture is left is covered with sheets to protect it from dust.
Go upstairs.
In the room at the Northwest corner of the second floor is a Sleeping Pagan, who looks like a vagrant.
Take the
at his feet
near the Northwest corner of the room.
If you wake him up, his speeches will reconfirm you that he is a Pagan.
As you know, the City Watch doesn’t like the Pagans, and the Pagans aren’t fond of being persecuted.
With sufficient patience, you can attract the Pagan downstairs and bring him to the guards.
Given the opportunity, the Pagan will start fighting against the guards.
It would have been easier if you had not just removed the nearby guards.
You had better restore game to where the guards were still there,
instead of leading the Pagan all the way North into the Estate.
And note that they have a better chance of seeing each other with the lights on.
If you try to knock out the Pagan while he’s sleeping,
he usually wakes up instead (it appears that he’s sleeping so low on the floor that the blow merely grazes him).
When he first awakens, he’ll be standing inside the floor!
When he takes a step, he’ll suddenly pop up to floor level.
You will probably have to hit him a second time to knock him out.
Go back downstairs and exit through the South door.
We are finished with the West Village.
Time for some trespassing.
The walls around the Far South Cottage are too high to climb.
Head over to the Southeast corner, by the bushes.
Aha! There’s a break in the East wall behind the bushes.
Notice that this hole is not the one mentioned in the tip that you might have purchased at the start of the mission.
You’ll later find another wall with a hole.
The other side of the wall is a path sandwiched between the Estate on the left (North) and the hills on the right (South).
Nobody patrols this area, so run along the path.
The end of the grassy area looks like a dead end.
If you crouch and look carefully, you will find a tunnel opening in the big boulder that blocks the path.
Move through the tunnel.
When you emerge from the other side (East) of the tunnel, turn right (South) to study the rocks.
There seems to be a gap in the hills.
You can mantle on the rock on the South.
Continue climbing and drop over to the other side (South) of the rocks to claim your first secret.
Drop to the ground level, and you find three tombs, plus an open grave without a tombstone.
In the patched game, Garrett will remark in a grave voice that “I have a ba…d feeling about this…”.
Don’t worry, the Graveyard is not haunted.
On the left (East) of the open grave, collect:
a Slow-fall
Potion (Diff N/H only),
an Invisibility
Potion (Diff N only),
3 Flares, and
a Speed
Potion (Diff N/H only).
There is nothing in the open grave.
In case you fell into it, do a running jump to mantle back out.
It is not easy:
Graves are constructed to discourage the inhabitants from coming back out.
The three tombs are, starting from the left, for
the fatherHere Lies Iblis Truart Sr., Beloved Husband and Father.,
the motherHere Lies Leeta Truart, Beloved Wife and Mother., and
the sonHere Lies Iblis Truart Jr., Beloved Son..
Look behind the headstones.
Collect 2 Moss Crystals from the couple, and
a Fire Crystal (Diff N only) from the son.
Another inventory item is still waiting for you (not the useless shovel), and its location is not easy to spot.
Try hard to look for it before clicking
here to see where it lies.
Stand near the Northeast corner of the open grave.
Look East and search among the rocks of the hill.
You’ll notice a small area surrounded by rocks.
You may need to lean to see the Flash Bomb sitting there.
Why is there an open grave?
Let’s not give it too much thought.
Climb back to the path and continue East along the outside of the South wall of the Truart Estate.
The path ends in a pond of water.
While the cave on your right (South) looks inviting, there is no way to get inside.
Swim under a brick wall on your left, which arches nicely over the river.
Further North is a wooden bridge over the river,
connecting the Wishing Well on the East bank to the Back Porch of the Truart Estate to the West.
The bridge is part of the patrol area for a Sergeant.
Swim to the East bank of the river and mantle up.
Move South until you are at the boundary of the shadows, as close to the wooden bridge and the Wishing Well as you can.
When the guard is headed West, cross the lighted area to front (West) side of Wishing Well.
In other words, you are between the bridge and the Well.
Crouch and wait for him to come back.
Press your back against the Well.
It is dark enough here.
When he turns around, collect the Balcony Key on his belt.
Since nobody else is around, follow behind and smack him.
Drop into the Well (drop yourself, not the unconscious guard, or you would drown him) when the guard is far enough away not to hear.
Turn “Auto attach ladders” in the options screen off if the rope with the bucket is causing you troubles.
Dive to the bottom of the Well to grab .
Climb back up.
Wait until the Sergeant cannot see you.
Use the rope to get clear of the sides of the Well, so that you can jump off onto dry land.
Now, it’s time to enter the Estate.
Follow the guard’s patrol route West through the archway into the East Lawn,
where the Back Porch of Truart’s Mansion is located.
Crouch in the Northeast corner of the lawn.
Notice that there are gates in the North and South walls bordering this lawn.
Open the North gate using the lever next to it.
Step through, crouching, to enter the Northeast Lawn.
Close the gate behind you.
The lawn surrounding the Mansion is divided into sections by walls.
Most of the pickpockets in this mission are from archers on the lawns of the estate.
Many are guarding gates leading from one section to another,
while others are patrolling along the top of the boundary walls separating the sections.
Just on the other side of the gate is a Female Bow Guard standing with her back to the gate.
Pickpocket
a
bundle of 3 Broadhead Arrows from her quiver.
Sneak between her and the South wall.
You can blackjack her without much effort.
Then move towards the Northwest corner of this section.
Look up: Another archer is patroling the top of the wall separating this section and the section to the West.
Contunue with the to handle him.
Move along the South wall all the way to the East wall.
Work your way slowly towards the North along the East wall.
When the shadows are deep enough, you may use a steady slow walk.
Once you’re about halfway down the wall, the darkness is deep enough and the distance great enough to let you move faster.
Now move West to the wall at the Northwest corner of this section, where another archer is patrolling along the top.
Skip forward to the section to sneak past him.
Quick save.
Head to the North wall and back away East a bit until you can see the Bow Guard above.
You are in very deep shadow.
Wait until he is heading South.
Shoot a Rope Arrow into the wooden beam at the top of his wall.
Climb the rope, mantle onto the top, grab your Rope Arrow, and switch back to your Blackjack to put the bow away.
Press your back against the North wall and wait.
When the Bow Guard returns, wait until he heads South again and walk behind him.
Pick his bundle of 3 Broadhead Arrows,
grab your Blackjack and take him down.
You have plenty of time.
Haul the body back to the darkness at the North end of his walk.
From here, you can see the East (rear) of the Truart Family Chapel due West of the wall.
Study the West side of the wall you are standing on to locate another ladder.
Climb down on to the unguarded North Central Lawn.
Head towards the rear door of the Chapel.
Open it and take a glance inside.
The noise of rattling chains is familiar, albeit disquieting.
Disregard it with your best efforts.
Does your curiosity drive you to the Hammerite banner on the far left?
Haven’t the Hammerites disappeared from the cities?
Cut open the banner with your Sword to reveal a Hidden Passage.
Since the entrance is so obvious, it is not considered a secret.
Enter the Hidden Passage, which turns immediately to the right.
Walk all the way to the end.
In case you notice a door on your left, dismiss it.
As an excursion you can try to pick the locked door after a quick save
— the action will wake up a sleeping guest inside,
who will run away and block your subsequent access to the upper floors.
So you had better not.
We’ll enter the room from another direction.
There is a Chest at the end of the Hidden Passage.
However, it is not pickable, and you do not yet have a key to open it.
There is nothing else we can do at this moment.
Leave the Chapel via the rear door (we’ll come back soon).
Head for the gate on the West side of this section of lawn, a little North of the Chapel.
Climb the ladder next to it to the top of the wall (which is not a patrol area) for a good view of the next section.
Contunue with the .
Move from the rear section of the Chapel to the front,
where the altar and the pews are found.
Follow this link to continue the Ghosting walkthrough.
Open the gate and pass into North Central Lawn.
On your right (North), there is a ladder on the West side of the wall, leading to the top of the wall.
Climb up about three quarters of the way.
Pick bundle of 3 Broadhead Arrows from the Bow Guard as he passes by.
Climb back down the ladder to continue.
Head for the gate on the West side of this section of lawn, a little North of the Truart Family Chapel.
Climb the ladder next to it to the top of the wall (which is not a patrol area) for a good view of the next section.
I admit it is a bad name for this area.
It is so difficult to name all the sections of grass around the Estate.
On the map, a matching lawn on the South is labelled “Main Compound”.
I do not see any good reason why it is “Main” and why it is called a “Compound”.
Anyway, I took the name, and call the section of lawn on which those words are sitting the South Compound.
Therefore, this section in front of the Chapel is called the North Compound.
During the mission briefing you saw a sketch of the front of the Chapel as seen from ground level,
complete with the torches on either side of the entrance.
Here it is.
The lawn is big, so you do not need to touch the torches.
Climb back down on the East (there is no ladder on the West side of this wall) and open the gate.
In the patched game, a Female Bow Guard is patroling the lawn.
Wait till she comes near your area, pick
a
bundle of 3 Broadhead Arrows from her quiver
and knock her out.
A Drunken Nobleman has passed out on the grass to the right of the chapel steps.
Kneel down to hit him (he’ll stand up and fall back down).
In the unpatched game, a Sword Guard and a Female Bow Guard are guarding the West end of the lawn.
Crouch and move along the North wall to approach them.
When you reach the wall that separates here from the next section of grass (the Northwest Lawn),
follow it to move South.
Get behind the Bow Guard and pick
a
bundle of 3 Broadhead Arrows from her quiver
before knocking her out.
Continue South to smack the Sword Guard.
Beyond the wall on the West is the Northwest Lawn, which is devoid of anything but grass.
Time to leave.
Since the section is now unguarded, enter the Truart Family Chapel directly via its front door.
From the ,
head back to the North Central Lawn via the gate on the East.
Enter the Truart Family Chapel via its rear door.
The Chapel is not guarded, so move around freely as long as you keep as quiet as you should in a chapel.
In the patched game, you can hear the Hammer Haunt as soon as you enter the Chapel.
Yet there are no Hammer Haunts in the sanctuary of the Chapel, as far as you can see.
Follow this link to visit the rear section of the Chapel before proceeding to its front side.
Study the nave, with a huge hammer behind the altar.
Do you notice anything strange?
We’ll postpone the investigation till a bit later, for we want to visit the Great Hall first.
Leave the Chapel via the doorway on the Southeast, going East.
Near the end of the corridor, there are double doors leading to the Great Hall.
Next to it is an Unrolled Scroll
We all know that many criminals harbor a vendetta against me, so
I have decided to have a Mechanist install several security devices
throughout the estate. A new mechanism has been installed to lock all
doors leading up to higher floors in the mansion. These doors cannot
be forced open or unlocked using conventional means. All doorways
that lead to upper levels will be locked every night and will unlock
again in the morning.
— Sheriff Truart
on the security measures locking down the upper levels.
Quick save and open the double doors.
Stay in the shadows to study the Hall.
Two flight of stairs leave the ground floor to meet at a landing, then go up to the Balcony above.
A Female Bow Guard stays on the ground floor, standing West of the landing.
She turns around to face different directions.
One (Diff N) or two (Diff H/E) Sword Guards
use the stairs to patrol the Balcony, the stairs and the ground floor.
The Sword Guards ascend via the flight of stairs on the North (the one in front of you),
and descend using the other one on the South; one of them has an Estate Key on his belt (Diff N only).
The rest of this section is not needed for Ghosters on Hard or Expert — skip it.
Hide in the shadows next to the stairs.
Crouch and face the stairs:
The step in front of you should be at your eye level when you are crouching,
and you should step back a bit away from the stairs
(strange enough, the floor immediately next to the stairs is better lit).
Hide your Blackjack
(they will see you if you carry it in your hand).
When the Sword Guard with the key ascends the stairs,
grab the Estate Key from his belt.
Wait for a guard to walk pass the step in front of you.
Raise your club, lean forward and KO him.
Grab his body and drop it between the stairs and yourself —
it is good enough there, and you don’t have time to carry him elsewhere.
Hide your club, wait for the other to arrive and give him the same treat.
Hide the bodies.
Move back to the shadow near the entrance.
The lady in the middle of the hall is more difficult to approach.
Quick save.
The Female Bow Guard is more difficult to handle.
If you douce the lamps behind her, she will usually relight them before soon.
Stick close to the wall on the North, and move forward as much as safety allows.
Use a few Moss Arrows on the path from you to her.
When the patroling Sword Guards are upstairs and she is looking away,
run to behind her to take the bundle of 3 Broadhead Arrows from her quiver.
I hope you have sufficient time to rush back to your hiding place with her body.
I assure you, this is not easy.
Crouch and walk quietly (the guards outside the front doors have very good ears) up the stairs to the landing,
keeping yourself to the East so that the Female Bow Guard cannot see you.
Notcie that she is standing along the axis of the hall,
and turns at irregular intervals to face North, West and South, but never East.
When she is facing West, she cannot see you at all.
When she is facing North, you either have to crouch at the rear side of the landing so that you are hidden from her view,
or you have to stay on the South side of axis so that you are behind her.
Similarly when she is facing South, you should either stay back or on the North.
Wait till she turns North or South (ie not West).
It means on the next turn, she will turn West.
If you stay on the other side of the axis (South or North, depending on which side she is facing),
she will not be able to see you for some time.
Walk forward to moss the floor behind her.
Retreat and wait again for the next opportunity.
When she turns North or South again,
keep yourself to the other sied of the axis,
walk forward, fall over the landing and drop on the moss carpet behind her.
You will have ample time to pick bundle of 3 Broadhead Arrows from her quiver,
and switch back to your Blackjack to KO her.
If the guards outside the front door are not alarmed, take her to the shadows and save game.
Go back to the Chapel.
Now we come back to our previous question.
Do you notice anything strange about the Chapel?
In the patched game, find a floating Broadhead Arrow (v1.18 only) near the wall behind the Hammer.
It is a bit strange, for it is the first time an arrow dangles vertically in mid air, not floating horizontally.
It is a hint for the puzzle, added with the patch because gamers previously found that this secret was too difficult.
If you cannot find the secret of the
Chapel, click
here to see where it is.
When is the last time you saw a Hammerite Chapel?
Hammerites are long gone and Mechanists have taken over the city.
The Truart family must have built it long ago, when the Hammers were in vogue.
Why hasn’t the Traurts renovated the Chapel?
Study the huge Hammer.
Isn’t it abnormal that the object of worship is not centered along the axis of the chapel?
The roof aligns with the axis, the altar is sitting on the axis, the pews are symmetric across the axis, but the Hammer is pushed aside.
Look down at where the Hammer joins the tile.
Notice anything?
It does not completely close up the opening to the basement…
Finding the an opening is one thing, opening it is another.
How do you move the giant Hammer?
The hint available after the patch is intended to help you guess, but it is still far from obvious.
Look at the wall behind the Hammer.
Look up high, above where the arrow was dangling.
There is a small hammer design set into the wall
(it is a relieve, not a window — you cannot see through it from the other side of the wall).
Save game and shoot a Broadhead Arrow at the hammer design to find the Entrance to the Dungeon
Now the noise is unmistakable even in the unpatched game.
Climb down the ladder to meet the Haunt.
In Thief 2, Haunts and Apparitions are confusing entities.
The one here is sort of an Apparition of a Haunt.
It is translucent like the Apparition in the Jail of
Framed,
but it is hostile like the Haunts in the Crypts of
Eavesdropping.
Your map clearly shows the layout of the Dungeon.
It is a small one, but it takes the Hammer Haunt a long time to appear because he spends most of his time in the inner corridors.
Stay at the ladder to ambush him, without doucing the torches of the corridor.
Wait till he walks by your niche.
Grab the Invisibility
Potion (v1.18 only) from his belt.
Draw out your Sword and run after him (he has bad ears).
One single back stab is sufficient to bring him down
(in Thief 1, you need two back stabs).
If you prefer to face the undead in dark, douce the torches before he arrives.
If you want to be very safe, look left (South) from the niche into the corridor
to locate a tunnel opening boarded up by planks.
Hide inside and the Haunt has no way to touch you.
Find your way into the center of the Dungeon.
His patrol is very random.
He typically leave the central room and turns right to head towards the Northwest corner.
It is best to peek at him from the South, because he seldom turns left (South).
Also, he is very fond of leaving the central room and quickly returning to it.
Make sure that he has turn around the Northwest corner before rushing into the central room.
Ignore the statues and look at the sarcophagus.
Take the sitting on it.
Leave quickly and head back to the outer corridors.
Head to the tunnel on the South of the niche (the one with the ladder).
Crouch and cut the planks with your Sword if you have not already done so.
Move inside.
At the turn of the tunnel, collect a .
Follow the tunnel to the East end.
A grill separates you from the Torture Chamber.
A
Female Zombie is lying on the rack
, but rises as you approach the grill (v1.07 only).
Take the from her waist.
In the patched game, this is not counted into your pick count, leading to one of the discrepancies in the statistics.
Press the red button behind you to open the grill.
Don’t worry, the Zombie is not going to wake up.
Crawl into the Torture Chamber.
If you had used an alternate entrance to the Torture Chamber,
you could have shot a Broadhead Arrow at the button to open and grill and climb into the tunnel.
However, you could not leave the Dungeon because the huge Hammer can only be moved away when you are inside the Chapel.
Continue with the .
Pick the from her waist.
If you have noticed, there is a red button on the wall in the tunnel.
Pressing it does nothing in the unpatched game.
The grill never opens without the patch.
You can see a torch on the wall at opposite side of the Chamber.
Douse it with a Water Arrow.
Head back to the ladder and climb back to the Chapel.
Leave via the front/back door.
Move carefully via the South exit of to go to the .
Follow this link to continue the walkthrough with the section .
Once inside, you received notification of a secret.
if you haven’t triggered it at the Basement.
Douse the remaining torches before the Female Zombie gets mad at you.
The chamber sounds like it is made of steel:
Move quietly, or the guards patroling above will hear you.
Collect the Fire Crystal on the floor near the head of the rack.
Zombies in Thief 2 is invulnerable.
Do not get clever and use the Fire Crystal on her.
Ghosters have nothing else to do here.
See the two barrels at the corner?
Break them with your Sword:
they simply disappears, without leaving any debris.
Have you noticed a red button on the South wall, with a Gold Plaque Do not push this button.next to it?
Douse all the torches.
Press the button despite the warning.
Two Huge Spiders suddenly appear from nowhere!
Without lights, you are rather safe.
If you are very afraid of arachnids, you could stay on the rack near the tunnel exit and shoot the red button with Broadhead Arrows.
Kill the Huge Spiders with Broadhead Arrows.
Since we have doused all torches beforehand, the second Spider could not see the dead body of the first one
(which would be reflected in “Bodies Discovered” in the debriefing statistics).
When both are dead, search the ground.
Near where the Huge Spiders made their appearances,
a Gas Crystal or
a Gas
Mine is sitting there.
You are right, it wasn’t there a moment ago.
It is a Spider-kill bonus reserved for Cleaners.
The exit of the chamber is at the Southwest corner.
There is a niche with a ladder, but you cannot yet leave via the covered ceiling.
Turn the crank on the left of the niche to open up the ceiling.
Continue with the next section.
For the unpatched game, jump to this section to continue.
This section is for the patched game only.
Before the patch, the Basement is very empty.
Climb up the ladder to the Basement.
At Hard or Expert, you have to be a bit careful when leaving.
Immeidatlely before you climb the ladder, turn the crank a second time.
This starts to close the trap door.
Quickly climb up the ladder before the trap door closes up.
Once the trap door is closed, step back and stand on top of it.
If you have not closed the trap door behind you, you would not be able to stay in the dark area of the tiny niche.
If all is well, you can save your game now.
Wait for the Sword Guard and collect his .
Knock him out when he passes your niche.
Move East when he passes your niche when heading to the West.
Turn left to head to the East Basement.
The East Basement is a rectangular room guarded by a fidgeting Bow Guard (Diff E only) at the Southeast corner.
He is guarding the bottom of a flight of stairs leading up to the Kitchen.
He never faces the North, so it is safe to approach him directly
to pick
a
bundle of 3 Broadhead Arrows from him.
Take him down with your Blackjack.
Take the on the table.
Sneak past the Bow Guard.
Save game and head up the stairs.
A
Maid starts talking with a
Servant when you approach the top.
Do not stand too close to the doorway, or the patroling
Sword Guard will spot you as he walks right past your position.
Maid:
Can you believe this mess they expect us to clean up?
There was some moron passed out drunk under the table in the Ballroom and it looks like they had a food fight in there.
Servant:
Bunch of taffers in this city.
I caught some woman in the Kitchen earlier with a guilty look on her face.
She was probably stealing the silverware.
Maybe there still are something valuable in the Kitchen.
Maid:
The sheriff certainly keeps some — how should I say it — eccentric company.
I’m definately not looking forward to the next dinner party he throws.
Servant:
Huh, me neither.
Hey listen I’d love to sit and chat but I’ve got a huge mess to clean up in the Ballroom, so I’ll catch you later.
That means he’ll run into you when you are in the Ballroom.
Maid:
Hey — hold up, do you have one of those gears?
Some taffer spilled mead all over the carpet in the Game Room and I need to clean it up.
All the doors leading up there are locked, and I don’t have a gear to open that new door.
As you have read, the upper levels are locked down.
Now, you learn that you need a gear that obtain access.
Servant:
Sorry they never gave me one.
Check with one of the guards.
Too bad he doesn’t have one.
We’ll need to check with one of the guards.
The Maid turns to the sink, facing away from your hiding place.
The Servant begins shuttling between the sink and the .
The two
Sword Guards patrolling this floor will pass your hiding place.
One of them is carrying the Metal Gear that the Servants mentioned.
When the
Sword Guard with the Gear passes,
lean and pick the
Metal Gear, your passport to the second floor.
You are at the perfect ambush spot for the Sword Guards.
Moss the area right in front of your doorway.
Stand back a little, and wait.
Raise your Blackjack when you hear footsteps coming from the North.
When the noise stops, he has arrived on your moss carpet and is just about to appear.
Wait until he’s just past the center line of the doorway,
so that he doesn’t see you rushing out.
Run forward and smack him, making sure you don’t go beyond your moss.
Crouch and grab the body quickly.
Scuttle back into your doorway before the Servant returns.
Toss the body down the stairs and ready yourself for the second guard, to be treated identically.
Time for the Servant and his Estate Key.
Staying within the shadow, edge out of your doorway far enough to see the door to the South,
where the male servant enters and exits the Kitchen.
Moss that area and wait for him to return.
When he goes to the sink and turns around, wait a few steps, then rush after him.
Pick his Estate Key.
Knock him out and pick up the body.
Walk it back to your doorway, and throw him down the stairs.
Return to the doorway into the Kitchen.
Either creep very quietly (this may not be very feasible becuase you have people marching in and out of the Kitchen),
or walk on a moss carpet from your hiding place to the Maid at the sink.
Sneak over her shoulders.
Grab the to her right,
and another lying in the sink.
Check out the on her working bench (near the door on the North).
Throw her body down to the East Basement.
Leave the
Kitchen via the
Mess Hall door to the South of your hiding place.
The
Mess Hall is dark and empty.
In the unpatched game, read the Poster Scroll (v1.07 only)
Charly —
Remember how I told you that the alchemist’s was just a front-shop?
I’m sure of it now! I was just there this evening and started to
go in, when the owner shut the door in my face! And there were
people in the store, standing about as bold as you please!
—Lucy
.
Leave the Mess Hall on the South exit.
Move across the hallway and enter the double doors of the Terrarium.
The plants are rather noisy.
Stay calm, there isn’t any trap here.
Moreover, nobody comes here without your invitation.
Search among the plants.
There is
a Moss Arrow on the West,
and two more on the North and South.
Leave the Terrarium and move West.
Use the Estate Key to open the French double doors of the Ballroom.
Listen at the doors before leaving.
Move West to the French double doors of the Ballroom.
Use the Estate Key to unlock the double doors.
Hide in the shadow of the pillars to the right (North) side of the door.
Wait for the Servant to leave the Ballroom before you try to enter.
How is the servant getting through the locked doors now that you have his key?
He has a second key that you cannot see!
It is rather common that AIs possess two keys for the locked doors,
one that is pickable and one that isn’t.
A Drunk Nobleman is sleeping on the floor, a bit floating above the ground in the unpatched game.
Noises, like door picking, can still wake him up.
Carefully take the next to the Drunk Nobleman.
You can knock him out by crouching next to him before letting go the Blackjack.
Hide his body near the pillars.
Passerbys ignore him when he is sleeping on the floor,
but they will freak out if they see his unconscious body.
Somehow they can tell the difference.
It seems the Servant is not taking the dishes to the ,
so you had better help yourself to it.
Move to the table on the dais.
This is an exposed area, so you need to time your move and be careful not to spend too much time near the table.
Collect / on the table,
and do not forget another under the table.
There is also a lying near the central part of the East wall.
Open the other pair of French Double Doors on the West side using the Estate Key.
We are now back in the .
Since both the
and the are deserted,
open the front doors on the West to go out.
Skip to the section to continue the walkthrough.
Since the Great Hall is secured, just walk in.
Note however, that there are guards outside the front double doors on the West.
They have pretty good ears, so keep quiet.
Take note the position of the patroling guards while moving into the hall.
Immediately after you have entered via the French double doors, note the banner on your right, under the stairs.
I think you have already cultivated the habit of slashing every banner within reach.
As a result, the passage revealed behind the banner is not considered a secret.
Have fun and carry an unconscious guard to drop it at the top of the ramp,
partially outside where the banner was.
Enter the passage and look at the body again.
While the half-body inside the passage stays visible,
the half-body lying in the Great Hall has disappeared!
Interesting visual effect, isn’t it?
Look up, does the balcony looks the same?
When you are on the ramp behind where the banner was,
the balcony railing becomes invisible.
Follow the tiled ramp down to the West Basement.
Continue reading at the .
From the West Basement, crawl onto an opening on the semiciruclar wall.
Crawl along the passage, which led back you to outside the Front Porch.
Move South and leave the three Ramps, heading towards the South Compound.
Skip to the section to continue the walkthrough.
Instead of continuing with the First Floor of the building,
we visit the rest of the lawns before re-entering the interior.
The West Basement conveniently connects up many adjacent areas.
This section is for the patched game only.
The walkthrough of the unpatched game uses this area in a different way.
The West Basement is a circular area,
and you arrived at the North Semicircle.
Be careful to avoid the Sword Guard
who patrols between the and the West Basement.
The alley on your right goes to the exit of the and then the .
You’ve been there before.
There is an opening on the West, but you do not need to use it.
Open the door on your left to access the South Semicirle of the West Basement.
Take the Gas
Mine (v1.18 only) from the unlocked Fook Locker.
Save game.
The next step can be noisy, stirring up the guards above.
Try to climb into the opening on the East by walking directly towards it.
If it fails, carefully place a crate in front of the opening
so that you can climb on the crate and crawl into the opening.
Crawl along the passage, which circles around the West Basement to the opening you have seen in the North Semicircle.
Ignore that opening again.
Continue with the passage, which led you to outside the Front Porch.
The Front Porch has three ramps descending to the lawns: North, Central and South Ramps.
Following the walkthrough of the patched game, you emerge from under the porch, and are next to the North Ramp.
This is the “large crack” Tundis mentioned in the tip that you could purchase before the mission began.
Following the walkthrough of the unpatched game,
you arrive from the South exit of ,
and are looking at the North Ramp.
There are two stationary Sergeants atop the porch on the two sides of the front door,
and a Bow Guard wandering among the base of the three ramps.
Head to the shadow at the North end of the North Ramp.
A map error in this area marks the map as though you are standing on the porch itself,
rather than in the courtyard below.
When the Bow Guard marches past you,
lean and pick his bundle of 3 Broadhead Arrows.
Send him to the Land of Nod and dump the body right where you were hiding.
Continue with the .
Ghosters have no other business here.
Skip the next section and continue with .
Circle around the end of the North Ramp,
sticking to the shadows as much as possible.
Follow the foundation of the building around to the West Ramp.
To the West of you,
you can see the through the opening in the boundary wall.
Wait until the Bow Guard passes you on his way North.
Work your way South toward the area marked “Main Compound” on your map.
Skip the next two sections and continue with .
Crouch and scuttle back to the dark, East side of the North Ramp.
Notice that the left side of the ramp itself is shadowed.
Walk up the ramp along the left, but don’t step onto the porch itself:
it’s made of some very noisy marble.
If the guards hear and start looking for you, they’ll probably find you.
From the top of the ramp, douse the nearest torch with a Water Arrow.
When the Sergeants finish grumbling, shoot a couple of Moss Arrows onto the porch.
Crouch and sneak behind the nearer (Northern) Sergeant.
Blackjack him;
he should fall into shadow,
but pick his body up anyway and toss him slightly around the corner from the other Sergeant.
Head down the North Ramp, turn left, and walk around the Front Porch to the next ramp, the West Ramp.
Walk up the West Ramp until you can see the remaining torch but not yet the remaining Sergeant.
Douse the torch with another Water Arrows
(don’t worry, you have enough for the rest of the mission).
This time, you don’t need to use any Moss Arrows.
You can simply crouch and sneak up on him (you might want to save a couple of times en route).
Get behind him and introduce him to oblivion.
On the West end of this area is an opening to the lawn connecting to the , but you have already been there.
Continue to to proceed to the lawn on the South.
Continue with the next section to descend to the basement of the manor.
This section is for version 1.07 only, that is, without the patch.
If you are playing the patched game, skip to the .
At the ,
move to the area North of the North Ramp.
Search among the plants to find a hole in the wall under the porch.
This is the “large crack” Tundis mentioned in the
tip that you could purchase before the mission began.
Crawl inside.
The passage you are crawling through leads to the West Basement,
which is a circular area.
The passage has an exit in each half of the basement.
You can use either exit.
The basement is empty before the patch, but the guards above can hear your footsteps.
Leave the North Semicircle of the West Basement and go East along the hallway.
Soon after the hallway bends to the right, there is a niche at the left wall.
Study the area: part of the floor does not look normal.
When you stand on the abnormal floor, you are greeted with a “Secret Found”!
Don’t waste time looking for what you have found.
You haven’t found anything.
It is just a bug before the patch.
There is a secret chamber below, from which the platform you are standing on is the exit.
We’ll visit the chamber at a later time, after which we’ll leave via the platform you are standing on.
If you have good ears, you can discern what is waiting for you below…
Continue to move East along the hallway, which ends at the rectangular East Basement.
Locate the stairs at the Southeast corner.
Skip to the section to continue the walkthrough.
On the map, this lawn is labelled “Main Compound”.
I do not see any good reason why it is “Main” and why it is called a “Compound”.
Anyway, I took the name, and call this section the South Compound,
and the matching lawn on the North the .
The Sword Guard on patrol here is a NoKO:
he has a special helmet that prevents him from being knocked out.
Since you have Gas
Mines at hand,
plant it in his path and watch him go down.
Let him go however, if you want to save the Gas
Mines for use inside the building.
Later on, we’ll have 2 Gas Arrows.
Then we can considering whether to come back for gassing this NoKO Sword Guard,
or use them inside the building.
I suggest you to spare him until later.
If you have surplus ammunication towards the end of the mission,
then you can visit him on your way out.
The small, walled lawn to the Soutwest may look as though it has a secret passage, but it doesn’t.
It is just another empty area like the Northwest Lawn on the other side.
From South Compound, head East toward the gate;
a Female Bow Guard is patrolling the top of that wall.
Open the gate, and pass through to the South Central Lawn.
Close the gate behind you, and climb the ladder about three quarters of the way up.
When the Female Bow Guard has passed by your position,
pick
a
bundle of 3 Broadhead Arrows from her quiver
and climb down again.
Taking out this archer is quite difficult, since her wall is bathed in moonlight.
Watch her patrol from the West side of the her wall, in the shadows to the South.
Shoot a Rope Arrow into the wooden beam just about where she turns.
Take out your Blackjack.
Climb the rope almost to the top, keeping in shadow.
You can easily judge how high to climb,
because the moon shines on the Blackjack before yourself.
The Female Bow Guard passes very close to you,
but you cannot pick her arrow from the rope, alas.
So you wait until she turns,
then run-climb the last meter or so,
quickly mantle onto the wall,
and run up behind her.
Pick
a
bundle of 3 Broadhead Arrows from her quiver,
quickly switch back to the billy club, and pound her down.
Leave her body where it is; no one can see it.
Retrieve your Rope Arrow and find the ladder on the other side (East) of the wall.
Get to the bottom, and you’re safe as houses. Whew!
Head East toward the far end of the South Central Lawn.
Open the East gate and enter the Southeast Lawn.
This lawn is patrolled North-South by a Sword Guard.
The North gate is guarded by a stationary Bow Guard posted on this side of the gate.
Sneak down the East wall of the lawn until you are behind the Bow Guard.
Then pick
a
bundle of 3 Broadhead Arrows from his quiver.
Knock him out.
Pick the body up and dump it towards the Southeast corner.
Wait for the Sword Guard to walk away North.
Follow and treat him to the same.
Use the lever to open the North gate.
Behind the gate is the , where the Back Porch is found.
Take the opportunity to go to the Back Porch and use the Balcony Key to unlock the door on the right (North) without opening it.
This will be useful if you later get into trouble inside the mansion and need to run for your life.
At the Back Porch, open the door on the left (South) to enter the .
Walk pass the
and to
go back to the corridor outside the .
Now that we have completed our visit of the lawns,
we’ll need to move back to the .
It is better to go via the lawns on the North (continuing the counter clockwise journey).
When you arrive at the rear door of the ,
enter and turn left to enter the behind
the now-broken Hammerite banner.
Proceed to the Chest at the end of the Hidden Passage.
Open it with the Estate Key to get a .
Leave the Chapel via the rear door.
When you arrive at the ,
find the hole in the wall near the North Ramp
and move back to the .
Wait till the Sword Guard is not in the North Semicircle.
Use the tiled ramp there to climb back up to the .
Sneak back into the ,
and leave it using the other pair of French double doors (the pair on the East).
From the corridor outside the East French Double doors of the ,
continue your trip towards the North.
Open the first door on the right (it is not locked) to enter the Servant Quarters.
Read the
Poster Scroll (v1.18 only) on the table to the left of the door, at the Northwest corner of the room.
Lucy Walker has been harrasing the Alchemist Grimmad.
Watch Officer Morgan warned her but did not arrest her,
for she is a house servant of the Sheriff Truart.
Refer to the
Morgan’s Letter in the Main Office of Framed.
Also on the desk is a pair of .
Go to the other desk at the Southwest corner to take .
The room is empty of loot or even personal possessions,
for servants do not make much money.
Re-open the door, wait until the hallway outside is clear,
then continue North, turn right (East) and immediately back left (North) along the corridor.
The doorway on the right (East) opens to the ,
which we’ll later visit.
For now, take the bundle of 3 Broadhead Arrows from the Female Bow Guard.
KO her.
The map looks as if there is a room South of the Dining Room doorway.
Don’t waste time searching for secrets.
That room does not exist.
We’ll come back to the Dining Room in a moment.
For now, let’s continue North along the First Floor West Corridor.
A little North of the Dining Room doorway, you can see a door on the left side.
Next to the door is a gear box, similar to the one you saw in
Shipping… and Receiving.
It is the “new door” that the
Maid
in the
was talking about.
To make sure you know how to open it,
Garrett remarks “Hmmm, looks like a gear is missing”.
Read the
Unrolled Scroll
MECHANIST INSTRUCTIONS
If thou wouldst unlock this kind of door, thou wilt needst use the
appropriate gear. Insert thou the correct gear unto the locking
mechanism. When the mechanism be complete with the correct gear,
then marvel thou as the gears turn to unlock the door. For those
with no eye to tell one gear from its cousin, know thou also that
if thou use the incorrect gear, the mechanism shall fail thee and
nothing shall happen. If thou hast concerns, please bring them
unto me.
— Friend Capezza.
on the wall.
Turns out the locking mechanism is also manufactured by the Mechanist inventor Cid Capezza,
who also built the ones back in
Shipping… and Receiving.
He also warns you that there are more than one type of locking mechanisms,
which requires more than one types of gear.
Since you have collected a Metal Gear from a
Sword Guard in the
,
try it on the lock.
The door opens.
The inside is dark. Now you get an extra hiding place.
Since we have not yet finished the first floor,
leave the door and continue on the First Floor West Corridor to go further North.
The First Floor West Corridor has a fork on the left.
Turn left into a small corridor with two doors, which lead to two 1/F Guest Rooms.
Enter the small corridor and carefully open the door on the right (North).
A Noble is sleeping face-down inside the 1/F East Guest Room.
If you wakes him up, he will run away alerting other people.
Worse, he is fond of taking a rest near the ,
and he will be pretty hopeless to Ghost past.
Sneak towards his bed, raise your Blackjack, crouch and knock him out.
Move to the small table next to the bed and find a under it.
The North door of the 1/F East Guest Room opens to the
Hidden Passage that you visited earlier;
remember that if you pick the door, you would wake up the noble — so don’t.
Pick the North door.
Enter the Hidden Passage and turn right to confirm that it opens to the Rear section of the Chapel.
Walk to the West end of the Hidden Passage, where the Chest is standing.
Now that you have an Estate Key, use it to open the Chest (the lock is not pickable)
and get a .
Return to the 1/F East Guest Room.
Return to the small corridor outside the 1/F East Guest Room.
Move to the West end of the small corridor.
Unlock the door with the Estate Key, enter the 1/F West Guest Room and close it behind you.
Take the on top of the bedside table.
The books don’t conceal any secrets.
Look around the room; notice the unlit torch on the West wall near the bed.
Turn it to open a secret panel concealed in the floor on the far side of the bed,
which hides a .
Close the panel and return to the small corridor, hiding in the shadows until the main corridor is empty.
From the small corridor with the 1/F Guest Rooms, return to the First Floor West Corridor.
Continue North and turn right into the First Floor North Corridor.
The unlocked door on the right opens to the Guard Quarters.
Close the door behind you.
Sergeant Morgan (Diff H/E only) is sleeping on the far end of the room.
Walk over, lean, and cosh him, then you can pick the Foot Lockers in peace…
and you won’t run into him after you see the Sheriff.
Open the unlocked Foot Locker at the foot of the first bed on your right (West) and take 2 Broadhead Arrows.
From the unlocked Foot Locker at the foot of the second bed on your right, take a Land
Mine (v1.18 only).
Go between the first and the second bed on the right (West) to the table at the wall to collect a ,
and then between the first and the second bed on the other (East) side for another .
The remaining two Foot Lockers (at the foot of the last two beds on the West) are locked and must be picked.
You had better save game first.
When picking the locks, pause for a second after each click to avoid waking up Morgan.
The one at the foot of the second last bed has a ,
while the last one offers a Healing
Potion.
From the small table at the Southwest corner, take the ,
and read the Papyrus (v1.18 only)
Watch Officer Morgan —
Have I got a deal for you! I know Truart’s been looking for the
pagan outlaws for months — I should be able to provide one, ripe
for the plucking, when he leaves the city. I hear he’s smuggling
in some banned herbals — if I can learn any more I will of course
let you know, but I do know he’ll be leaving around midnight at the
Carter’s Gate.
— Jabril
(before the patch, this letter lies upstairs).
The pagan outloaw Jabril referred to is Cedar.
Jabril, the informer, is actually setting Cedar up to be caught by Morgan.
We’ll visit Cedar in a later mission.
Leave the Guard Quarters to return to the First Floor North Corridor.
Continue East and turn South into the Back Foyer.
How can such a pool be empty?
After the patch, the are easy to see,
for they are lying flat on the bottom of the pool;
before the patch (in v1.07), the Coins are standing on their edge and are much more difficult to spot.
You can collect them all from the deep shadow next to the statue, without being harrassed by the passer-bys.
Wade and step back onto the marble ledge to leave.
The door on the Southeast was unlocked by you earlier.
It opens to the Back Porch, but we are not going outside.
Continue instead through the doorway on the Southwest to the Dining Room.
I hope you remember that the Female Bow Guard we saw back in is guarding the Dining Room.
Enter the doorway on the left side and sneak to the deep shadow beside the fireplace.
Don’t forget about the guards coming up behind you while you do this.
Once you get there, the shadow is deep enough to hide you from them if they’re not on alert.
There are three plates on the mantelpiece over the fireplace.
The one on the left is a ,
but the other two are useless porcelain plates (and if you pick them up, it is not easy to dispose of them quietly).
The table is burned through in places;
don’t be fooled into thinking that any coins are lying on it.
There are two useless bottles under the table.
Check out the one on the South.
Take a careful look — turns out to be actually two bottles occupying the same space!
By aiming your eye at a different part of the bottle, you can highlight/pickup each of them in turn.
Take the
and the on the table.
Go back to the fireplace for a
Quick save.
You can find a Flat Switch inside the fireplace, on the far side of the wall.
Use it.
What happens?
The flame disappears, but the Fire Arrow is floating!
Restore game, douse the fire, and crawl into the fireplace yourself.
What will happen when you use the Flat Switch?
Like in a cartoon, you will stay in mid air until you move around!
When you reach the bottom, look around to see where you find yourself.
Enough messing with it.
Restore game.
before grabbing the
Fire Arrow from the fire and flipping the Flat Switch behind.
Since you have already been to the ,
you do not need to fall down the chute again.
Leave the Dining Room via the exit on the West
to get back to the .
Turn right to access the next to the gear box.
Leave the Dining Room via the exit on the South
to retrace your path back to the to
access the next to the gear box.
Skip to the .
In the unpatched game, this part is dangerous but not very rewarding, especially for Ghosters.
Some people choose to ignore the secret under the fireplace,
and proceed directly to the Second Floor.
If you want to skip this,
leave the Dining Room via the exit on the West
to get back to the ,
turn right to access the next to the gear box,
and skip to read the .
leave the Dining Room via the exit on the South
to retrace your path back to the to
access the next to the gear box
and skip to read the .
If you have decided to continue, breath deeply.
Drop into chute of the fireplace.
Continue reading at this section.
Climb up the ladder on the South, which leads to the Basement.
Turn right and head to the West Basement (the ciruclar one).
Get into the niche on the East side of West Basement and move up the ramp.
The top of the ramp is blocked by a banner.
Cut it open.
You have returned to the .
Since both the
and the are deserted,
open the front doors on the West to go out.
Consider descending the South Ramp and use your Gas Arrow
on the annoying noKO to complete your work
(or you can conserve your Gas Arrow for use later).
Return to the .
The French Double Doors at the Southeast corner of the hall opens back to the .
Quietly move across the tiles (moss it if necessary) to the French Double Doors.
Enter Ballroom and leave via the other French Double Doors.
Turn left and move North.
The layout of the Second Floor presents little choices.
You’ll arrive on the West side, and have to travel in the clockwise direction
to visit the North and then the East and the South,
before you can access the stairs for the Third Floor.
Follow the hallway to its end.
The area is not lit.
As you get near the 1/F↔2/F Stairs, you can see the light switch on the left hand side.
When you get near the foot of the stairs, you’ll be shocked by the sudden roar.
Don’t panic — the guard at the top is only
speaking to his colleague, not to you.
Hide in the deep shadows of the alcove next to the stairs.
First Guard:
[sounding somewhat drunk]
Hey! Did you try any of that food left over from tonight’s dinner party?
Second Guard:
Are you kidding? Not even rats would touch that garbage.
First Guard:
Hah! Well, I liked it, and I’m going to go down to the kitchen and get me some more of it.
Don’t say you are not warned: he is coming down the stairs soon.
Second Guard:
Well, have fun, taffer.
I’m goin’ to go look for ol’ Benny.
I bet he’s getting drunk in the Game Room again.
Oh. Don’t trip over your own feet in the dark again.
This time, try turning on the lights.
Yes, you’ll also meet the drunk Benny in the .
So the Second Guard is going to leave the stairs
and head for the to look for Benny.
First Guard:
I’ll see if I can find the switch.
And tell Benny I’ll save him some tasty morsels in the kitchen.
You are also warned that he is going to turn on the lights.
Stay in the shadowed alcove at the right side (North) of the stairs.
When he approaches the bottom of the stairs, he will toggle the light switch.
Similar to when guards operate doors, he does it magically, without touching the switch.
In particular, he always toggles the switch.
In other words, if the light was already on, he will actually turn off the lights instead of turning it on!
When the First Guard comes down the stairs just as he said he would,
take the Metal Gear from his belt
and knock him out.
If he is already running away, just run after him to knock from behind him.
It may help on your way out.
Once his topside colleague has left for his patrol route on the Second Floor to look for Benny,
take the upstairs to go up to Second Floor.
There are two gear boxes that can be operated by Metal Gears.
You have opened the first gear box to gain access to this stairs.
The second gear box is right ahead of you.
The double doors they lock is a bit exposed.
It is better to leave them closed until later,
because the double doors are not very useful to you:
they open to the Balcony of the .
The door on your left (South) cannot be picked.
I call it the 2/F Bypass Door,
because it bypasses the whole of Second Floor,
jumping the 1/F↔2/F Stairs directly to the 2/F↔3/F Stairs.
Unfortunately, the gear box next to it does not respond to your Metal Gear either.
It will be opened using a Bronze Gear.
For now, just go North.
When the main hallway turns right to the East, follow it.
Immediately after the turn, there is a branch corridor on the left (North).
Go inside and unlock the door there using an Estate Key and go inside.
Close the door behind you;
this is not a patrol area, but the main hallway you just left is.
The door in the bookcase along the East wall is so obvious that it does not count as a secret.
Open it, enter the small room behind, and take the Healing
Potion from the Lost City Chest there.
Cross over to the desk and read the unrolled scroll
I know well that thy father was a loyal supporter in time gone by.
Most greatly did we appreciate his generosity in building the
chapel upon Truart Estate, where mine brethren and myself did give
praise to the Builder. However, the worship of the Builder has
come forward while thy chapel dost remain in the past, for its
walls and panels art still decked in the symbols of our old ways.
For one who hast renounced these antique trappings, such things
are deeply offensive. Thou must think strongly upon replacing
them with the more modern and appropriate symbols of the present
age.
— Brother Tickspring
.
Apparently Brother Tickspring was a chaplain for the Truart Estate, but has joined the Mechanists.
He points out to Truart that the Hammerite trappings in the are not “politically correct”.
Now that you have learnt about the secrets of the Chapel, you know why Truart couldn’t have replaced them with the “appropriate symbols of the present age”.
Leave the room.
Hide in the shadows of the branch corridor until you’re sure that the main hallway in this area is safe.
Save your game.
Back in the main hallway, there is a “window” a little to the East of the branch corridor.
It is on the left (North) side of the hallway, looking into (and thus out from) the Guart Station.
This guard is particularly annoying.
He turns to face South and East, but never North or West.
In other words, there is no way you can rush into the room without his noticing.
The “window” is so small that you cannot climb into it.
Douch the torch ahead, or else the corridor is too well lit to work.
Crouch, but do not cross in front of the window until the guard is facing East.
Stand up when you arrive on the other side (East) of the window.
You can stand outside the right half of the window with the visibility gem still dark green,
as long as the lamp inside the room isn’t shining on you
(and that you can only see less than half the lamp).
When he turns East again, lean forward into the window to grab the Estate Key on his belt.
I haven’t found any clean way to KO him.
It is dangerous to use the more messy methods at this moment,
so leave him until the rest of the manor has settled down.
Don’t stay there forever, because two more guards are patrolling the floor.
When the guard inside the station turns to South,
continue East past his door.
Take the on the table under the Hammerite painting at the end of the hallway.
Turn North and enter the door in front of you.
Move quietly across the marble floor.
Fish a Water Crystal out of the bathtub.
In the North Bathroom, there is nowhere to hide if the patrolling guards notice you.
Get out of there and back to the doorway, where it is dark enough.
Wait for the Female Sword Guard to pass by,
so that you can take her Balcony Key.
Although it is a good location to bash her (or the other patrolling guard), refrain from doing so,
for it is a bit dangerous when trying to carry the body back to the Bathroom.
It is better done in the Game Room.
From this room, you can hear a bot patrolling near by…
Stay calm.
It is only in the Game Room next door.
Read the Papyrus
Officer Morgan —
Cease these bribes immediately! There is more than enough street
garbage we can simply scrape off the pavement that we do not
need to pay for more! If your snitches could ever turn up
the serious ones, I might consider it, but look at your recent
list. Festil, Blackrat, Hops — these are the worst you can find,
and none of them other than poor street filth.
— Watch Sergeant Harwin
from Watch Sergeant Harwin to Officer Morgan on the desk.
Back in v1.07, you can put the letter into your inventory, and you have to read it from there;
in v1.18, you can only read the letter from the desk.
In v1.07, there is a second Papyrus (v1.07 only) on the desk,
one which players of v1.18 have read down in the .
This letter continues the Informer subplot.
Harwin believes that the bribes aren’t providing value for money
— only small-time crooks are being turned in.
The pagan outloaw Jabril referred to is Cedar.
Jabril, the informer, is actually setting Cedar up to be caught by Morgan.
We’ll visit Cedar in a later mission.
From the table against the South wall, take the .
Save game and leave the room.
Further East on the hallway,
a door on the left opens to another bedroom.
Although that one is not a patrol area,
it has ample lighting and is therefore not the best hiding place in the vicinity.
Ignore the other door at the East end of the hallway,
and turn South into the Game Room.
Hide in the shadows along the North wall to assess the room.
The drunk at the bar to the South is Benny.
Your luck is in: the robot patrolling this room is only a Worker Bot, not a Combat Bot.
Its constant yammering is irritating, but it is always a good idea to handle human first,
because Bots can scream, Bots can run, and damaged Bots can be seen.
Douse the fireplace and move towards it.
A
conversation will start as you edge near the fireplace.
Benny:
I can’t believe it!
Some taffer went n’ spilt mead all over that rug!
Remember the Kitchen Maid also talked about the spilt mead?
When you get the same message twice, it got to be important. (Diff E only)
Female Bartender:
Benny, you spilt mead on the rug.
Anyway, someone is on their way to clean it up already.
She is being optimistic.
The Kitchen Maid intended to borrow a Metal Gear from one of the two gear-carrying guards,
but you have picked them both.
She cannot come up until tomorrow, after the mechanism unlocks it in the morning.
Benny:
But you don’t understand [at the point of tears].
These taffers have no respect for such beautiful things.
Female Bartender:
Benny, I think you’ve had too much to drink.
Aren’t you supposed to be on duty?
Benny:
Huh? So what if I am, huh?
Anyways, I work better when I’m drunk.
It makes me fearless.
[in a confiding tone]
If I see a bad guy, I’ll just point my sword at him, and sayyyyy:
“Hey! Bad guy! You’re not s’posed to be here!
Go home or I’ll stick you with my sword ’til you go ‘Ouch! I’m dead!’”
[laughs]
Ain’t no one gonna be messin’ with old Benny.
Female Bartender:
Whatever, Benny; I think you should go sleep it off.
No more mead for you.
After the conversation, stay in the darkness to ambush the patrolling Sword Guard and Female Sword Guard.
Look at the carpet in front of the fireplace.
Collect Benny’s
from the spilt mead.
Take from the Roulette Table on the North.
Move to the East side of the Card Table on the South to collect .
Wait for the Worker Bot to move behind the Bar Table and come back out.
The Worker Bot will move North along the East wall.
Take the opportunity to move around the Card Table to its South and collect the near its West end.
You couldn’t have guessed what the most dangerous opponent in the Game Room might be.
If you are spotted or killed here, it is almost certainly done by Benny the fearless!
Mess with Benny and he’ll stick you with his sword.
He really works better when he is drunk.
Save game.
From the South of the Card Table, move slowly towards the shadows at the North side of the Bar Table.
Look up and locate a on the North end of the Bar Table.
Quick save, and hurry to the dark area behind the Bartender
(if you stop earlier, your location may be dark enough, but the Worker Bot may bump into you).
If you were slow, or noisy, Benny will promptly charge around the Bar Table,
abruptly sober as a priest, and hack you to pieces.
So when you made it inside the bar, save game.
Stand up behind the Bartender,
wait for Benny to calm down,
and then smack her down.
Leave the body for the moment.
Crouch and move South into the deep shadow.
At the South end of the Bar Table, take a .
On the Bar Table nearly directly facing Benny is a for you.
Save your game.
Go to the (concave) corner on the right hand side of the Bartender (that is, the Northwest corner of the area behind the Bar Table).
Lean forward to pick Benny’s .
Although Benny is close enough for pickpocketing,
he is still too far away for a KO.
Look at the table to locate the darkest location.
It is about midway between the two lamps.
Very quietly, mantle onto the top of the Bar Table!
Benny won’t see you, even though you are right in front of him.
Crouch and creep forward as far as you can — it is very easy to overstep and fall off, so do some quick saves.
Raise you Blackjack, crouch again, lean and let fly.
Collect the two bodies at the dead end behind the Bar Table.
Sneaking away from behind the Bar Table isn’t easy.
Reverse the steps to get back to the Card Table,
but you may need to restore several times to get this done right.
Now that humans are gone, time for the Worker Bot.
You can water-arrow the wretched creature from the doorway when it climbs about the roulette wheel.
Or you can wait at the South of the Card Table until it enters behind the Bar Table,
and rush forward to beat it with your Blackjack.
When it is disabled, continue beating to reduce it to a corpse, and hide it with the other bodies.
There is no secret here at the Normal Difficulty.
Go back to the carpet in front of the fireplace,
where you picked up the Purple Goblet.
Why has everybody been talking about the spilt mead (the stain was more visible before you douced the fireplace)?
Let’s be crazy and wash the stain using a Water Arrow.
Wow! The trophy moves sideways to reveal a !
Don’t ask me why we should have thought of doing it:
I told you it was crazy.
And don’t ask how Truart could have build a mechanism operated by a wet carpet,
that is triggered by your Water Arrow but not the mead.
This part is dangerous for Ghosters.
Look at the wall behind the fireplace.
There is a shooting target hanging on the wall, near the North end.
When was the last time you didn’t take any action when you see one of these?
Shoot the red center with a Broadhead Arrow
(sorry, it is noisy, upsetting everybody nearby, if there is anybody).
The trophy moves sideways to reveal a .
It is not a good name, but there are so many bedrooms on each floor, and this pinpoints the pair of rooms we are exploring.
Leave the Game Room using the door on the Northeast (North of the Roulette Table)
to get into the Game Room NE Bedroom.
Unlock the door on your left using an Estate Key.
The door opens to the West, back to the corridor you were in before turning into the Game Room.
Leave the Game Room the way you come (the doorway on the North).
There is a door on your right (East end of the hallway) that you haven’t opened.
Open it with an Estate Key.
Immediately use the light switch to shut off the electric lights until you close the door.
This empty room has 4 doors.
The West door opens to the corridor.
The Southwest one opens to the Game Room.
It is a bit dangerous for Ghosters to use this door, because the Game Room area near the door is well lit.
Open the North door to find a small unlit chamber,
with an unlocked Chest containing a Noisemaker Arrow (v1.18)
or a Flash
Mine (v1.07).
Unlock the double doors on the Southeast using a Balcony Key.
They lead to the 2/F Balcony.
Turn off the lights before you leave.
We may be coming back.
The Balcony is directly above the Back Porch.
It overlooks the river and the Wishing Well.
Cross the Balcony to the South set of double doors.
Open them with again, a Balcony Key.
Leave these doors open.
Again, the Game Room SE Bedroom has 4 doors.
The unlocked door in the Northwest corner leads to the Game Room,
while the double doors to the Northeast lead, of course, lead back to the Balcony.
The door on the South wall opens to a closet.
The SW door leads to a corridor.
Collect a Moss Arrow sitting on on the wooden ledge along the South wall.
Use the light switch on the South wall to turn on the lights in the closet.
The unlocked Chest in the closet contains an Invisibility
Potion (v1.18 only).
Turn off the room lights with the switch on the West wall,
then unlock the Southwest door (next to the light switch) with an Estate Key.
Leave the Game Room SE Bedroom and enter the 2/F South Corridor.
It is unguarded by now.
It is patrolled by the Sword Guard and the Female Sword Guard
whom you have been meeting everywhere on this floor.
Check your map:
As you can see, the Pool Room is beyond the first door to the South (left).
At times, the patrolling guards have left the double doors opened.
In that case, you could have seen from the Game Room
that the Pool Room is not only a patrolled area,
but also has a marble floor, bright light, and a Watcher.
If you used ZoomVision, you should also have noticed the loot in that room.
Since the Pool Room is well guarded, bypass it for now.
Wait until the corridor is clear of guards, then sneak onto the carpet.
Stand up, and run past both the Game Room doorway and the Pool Room.
Close the Pool Room double doors if they are opened.
Benny is so drunk that he’ll only yell “Who goes there?” but won’t really come after you,
and the Bartender shouldn’t even notice.
Walk along the carpet.
Close the Pool Room double doors if they are opened.
Continue forward to the first door in the right wall (North),
which opens onto the South Bathroom.
Unlike the North Bathroom, there are no water arrows here, but only a large carpet.
Continue your journey West.
At the T-junction, turn right (North).
Note another gear box on the wall ahead, locking up the door next to it.
Read the Unrolled Scroll
I went and lost my silver gear and now I can’t get up to the third
floor. I tried knocking on that blasted door for an hour, but no
one would open it for me. Last time I saw it was before I took a
swim. Please return it to me if you find it, I will be in the game
room.
— Officer Benny
next to the locked door.
Hmm — Benny the drunk lost his gear for this door while taking a swim,
so it’s probably somewhere in the Pool Room.
Further West is a doorway into the Security Controls.
Read the Mechanist PlaqueSecurity Power. over the machine,
and turn off the power.
This turns off the Watchers and (red) alarm lamps of this floor.
My, how secure!
Now that the whole floor has been cleared, you can move around peacefully.
Turn back round the corner to the T-junction.
This time, continue South and use the Estate Key to enter the Weapons Room.
As soon as you enter the room, you will notice a Cannon Sentry (Diff H/E) or Bolt Sentry (Diff N)
and his partner, a Watcher whom you have just brought to sleep.
Take everything from the shelf along the right (North) wall.
Starting from the far side (West), there are:
4 Broadhead Arrows,
2 Noisemaker Arrows (v1.18 only),
3 Water Crystals,
2 Moss Crystals,
a Fire Crystal and
a Land
Mine (v1.18 only).
Venture to the far side of the room.
From the stand in the Northwest corner, pick up the ,
but do not touch the stuff on the other stand, because they are noisy to drop.
Turn around to note the target mounted on the East wall over the door.
Your reaction should be automatical.
Save game, and shoot a Broadhead Arrow at the bulleye,
which opens a Secret Panel next to the shelf along the North wall.
The secret cache behind the panel contains
a Gas
Mine (v1.18) or
a Gas Crystal (v1.07).
As an experienced Thief, you might begin to worry as to why the Builder has seen fit to bless you with such a wealth of power-ups…
Head back to the last unexplored room of the floor, the Pool Room.
Listen for guards outside, then exit the room and hide in the shadows of the hallway until it’s safe to head East.
The Watcher gazing the pool is now asleep,
so the Sawblade Sentries will stay nice.
Even if it wasn’t, it is not difficult to time your moves so that the Watcher does not see you.
In most cases, the Watcher scans the whole room,
but at Normal Difficulty of the patched game,
the Watcher only scans the East half of the room,
making life even simpler.
The patroling guards come in and walk around the pool, so you have to be careful.
While crouching in the shadows at the door, moss-arrow the floor to the left (East) of the pool.
Cross quickly onto the mossy area, then water-arrow the gaslights
(the guards will turn them back on, so this is only a temporary measure).
At the East side of the pool, grab the .
In v1.07, the Green Vase has fallen through the table and sit under it;
the problem is fixed in v1.18 to make sure that the Green Vase sits squarely on the table in the patched game.
Proceed around the pool to take the on the table on the South.
Continue clockwise to the table on the West to collect another ,
which before the patch also falls through the table to beneath it.
Remember? Benny was swimming here.
Dive into the pool.
The Silver Gear is stuck in the drain at the bottom.
Mantle out on the North side and leave.
Check that you have everything you should have up to this point.
When you’re busy escaping after seeing Truart,
you’ll probably have more trouble than you’ve had up to this point.
Head back to the gear box on the West, use the Silver Gear on it to open the door for the Third Floor.
Go through the door unlocked by the Silver Gear.
The dark hallway goes East, then North, back West and North again.
A side corridor goes to further West,
at the end of which you will notice another gear box next to a door.
It opens to the area next to the stairs connecting to First Floor.
This is the 2/F Bypass Door that you cannot open when you first arrived at the Second Floor.
You need a Bronze Gear to unlock it.
This door provides a quick route for you to leave, without working your way round the whole of Second Floor.
You will have two Bronze Gears, and you need to choose wisely how to use them among three gear boxes.
More on this when we meet the other two gear boxes.
Back in the main hallway going North, there is a light switch next to the junction with the side corridor.
Of course, you leave the lights off, but guards will later turn it on.
Save game before proceeding North and then East to the final part of this hallway.
In the area before the 2/F↔3/F Stairs, there is a pillar on either side.
Head for the shadows of the alcove on the right (South).
Duck into the shadow on the East side of the pillar.
You’ll be shocked when a voice of thunder opens
an exterchange between two Guards.
It is not safe to climb up the stairs at this time —
they’ll pretend they do not see you, calmly complete the conversation and suddenly chop you to pieces.
Stay at your shadow, lean and look up the stairs to catch what they are saying.
Male Guard:
Hurry! Sound the alarms! Seal off the area!
This could easily have triggered off a heart attack.
Calm down.
Yes, he spotted something, but it was not you.
Female Guard:
Why? What happened?
Male Guard:
Sheriff Truart has been killed.
The killer must still be in the building.
So you won’t be able to blackmail the Sheriff after all.
Your presence inside the building suddenly becomes more dangerous.
At this point, your list of Mission Objectives changes.
“Confront the Sheriff with the recording” is crossed out,
and you receive a new one:
-
Search the murder site for evidence about who killed the Sheriff.
A
Sergeant on the 3/F now tries to run down the stairs,
but he is blocked by the talking pair for the moment.
Female Guard:
What?! The Sheriff’s been mudered?! How?
Male Guard:
I don’t know!
Sound the alarms! Get help!
There’s a murderer loose!
Female Guard:
[yelling]
Truart’s been murdered!
Find the killer!
Garrett:
[Garrett chimes in at this point]
Damn. Someone beat me to the Sheriff.
I’d better keep a low profile, or else I’ll be pinned as the killer.
Three guards are running down the stairs towards you, so hide well on East side of the pillar.
The Male Guard with a Bronze Gear on his belt,
is usually followed closely by the Female Guard, with a .
But the Sergeant can be before or after the two of them.
Since both belt items are on the left hand side, you can see and pick them in time.
If you successfully pick the Bronze Gear,
then the guards will not be able to leave via the 2/F Bypass Door of the side corridor.
They will instead go through the whole hallway back to the door next to Security Controls.
If however you slipped,
then the Male Guard will use the Bronze Gear to unlock the 2/F Bypass Door and leave via the side corridor.
Since gears can only be used once,
the Bronze Key will disappear from his belt.
Your mission statistics will end up with one pick short.
They are not really blind, so do not block their way.
Hide near the column and watch them run pass you.
If you let the three Guards go,
they will turn psycho and run around the Second Floor like lunatics, searching everywhere
(two of the Guards have unpickable Estate and Balcony Keys and can open most doors).
Traversing the Second Floor on our way out would then become more difficult.
The three Guards who just ran downstairs will spend their time running in and out of rooms randomly,
and they remain on a high alert level from now on.
Fortunately, the Guards on the First Floor and the grounds do not become hysterical.
After the three Guards have passed your location,
they are sort of blind, temporarily.
They are so determined to run that
you can do whatever to them as long as you are not standing in their way.
After the third one has passed your hiding place,
start knocking them out
(remember to pick them first if you failed to do it when they were passing).
Just run after them with the raised Blackjack.
If they hear you, they will even slow down to wait for you.
The important thing is that they will not turn around.
So run behind them and bring down at least two of them.
The third one is usually more difficult.
By the time you have KOed two of them,
the third may have escaped the hallway.
Turn off the lights and hide the bodies.
Hunt down the remaining psycho guard now.
He usually spends most of his time taking an obstacle race inside the .
In case you failed to pick the Female Guard en passant, go search for her to reclaim the Purse.
It is best to do it inside the .
Save game first.
Mount the 2/F↔3/F Stairs to arrive at the East side of the Third Floor.
If you check the maps, you will notice that when you are on the stairs,
it erroneously says that you are inside the Sheriff Office.
There are two
Bedroom Suites on the
Third Floor,
each with its own Boudoir and Bathroom.
There is a pair of
Guards in the
Antechamber to
South Boudoir,
which is to the South of the stairs.
The
Guards start talking when you arrive at the
Third Floor.
Move along the wall on your right (South) to peek around the corner so that you can hear them better.
Female Guard:
[voice nervous and keyed-up]
I heard a commotion coming from Truart’s room,
but on my way to check it out, it stopped.
When I got to the room, I swear I saw a dark shape running off.
I should’ve taken a shot at him.
That’s when we saw the boss had been killed.
Male Guard:
Did you get a look at the killer’s face?
Female Guard:
Nah, it was too fast.
It was standing right over his body, and I must’ve spooked it.
When it saw me, it flew right out the doors and off the balcony.
I’ve never seen anything move like that.
It couldn’t have been human.
Male Guard:
[skeptically]
Don’t tell me… you think a monster killed the Sheriff.
Female Guard:
Like I said, I don’t know what it was.
I sure am glad I wasn’t in the room when that thing was ripping up the Sheriff.
No one should have to die like that.
Continue with the next section.
There is no way for Ghosters to pass through this Antechamber.
The Boudoir behind them are even more crowded with people.
We had better try another path.
Skip forward to .
It’s just barely possible to KO them using the Flash Bomb… but it’s not easy.
We’ll use a more charming method.
Save game.
It is too dangerous to directly cross the hallway here.
Crouch and move back to the top of the stairs.
Move East to the wall ahead.
Turn right to move to the South wall.
Then turn right again to move West along the South wall.
You’ll soon be blocked by a piece of furntiure.
Quick save, and move slowly around the furniture,
so that you can continue moving West towards the guards along the South wall.
When you have move passed the furniture, look up at the ceiling.
Above you are starry ornaments adjacent to the South wall.
Count them, starting from the corner ahead.
It is best to stop under the fifth star.
It will be your base of operations.
When you arrive in position and the Guards are cool, quick save.
Study the mini-guide on the use of Mesmerisers.
We are going to mesmerise lots of people here.
Draw your Noisemaker Arrow and aim at the corner to your Northwest,
the corner formed by the wall North of you, the wall West of you, and the ceiling.
The arrow should hit the slant part and drop down to the floor,
instead of hitting one of the vertical walls and bounce away.
Shoot the Noisemaker Arrow, and the two Guards will be drawn there.
Save game.
Move quietly around the corner to the double doors they were guarding.
Crouch at the double doors, and press yourself against them.
Open the double doors.
See how crowded the South Boudoir is?
There are two Guards at your Southwest,
a third Guard moving around the room (at time leaving via the cooridor on the Northeast),
a Nobleman dressed in green (usually standing on top of the table — the late Truart did keep an eccentric company)
and a Noblewoman dressed in red.
Even if you use an Invisibility
Potion, the room is not easy to clean.
There is a thin line of shadow at the door.
Slowly edge forward little by little.
When you are inside the room, a
Sergeant and a
Female Guard at your Southwest will
start talking.
Sergeant:
How could the killer make his way through the Estate,
and up to the Third Floor,
without being seen by any of the guards or servants?
He must have been close to Truart.
Female Guard:
I’m not so sure.
Whoever did this wasn’t concerned about making it look like an accident.
Killing the Sheriff in his own house, in his own bedroom, it makes a statement.
Not the sort of thing you’d wanna do to someone close to you, if you didn’t wanna get caught.
Sergeant:
Good point, but I still think the killer had help on the inside.
Female Guard:
Huh, the Sheriff lives in the most secure manor in the city.
No one can get in without a key, and there’s Mechanist security everywhere.
Yeah, I’d say it was an inside job.
Sergeant:
Not too suprising.
Truart didn’t show a lot of discretion when recruiting for the Watch.
Hell, half the force used to work for the Downwinders, Ramirez, and every other crime boss in the city.
Both agree that the murderer received help from within the City Watch.
The Sergeant reminds us that Truart has recruited many criminals into the City Watch,
a background story that has been retold in many missions.
He also made reference to the Downwinders, which appeared in
Thief Gold Mission 15: Thieves’ Guild,
and Ramirez, who appeared in
Thief 1 Mission 5: Assassin,
both of which are old friends of Garret in
Thief Gold.
Female Guard:
That’s true.
Truart made more than his share of enemies since becoming Sheriff.
Anyone living outside of Dayport has a decent motive.
I guess the Downwinders had something to do with this.
Donal wasn’t too happy when we raided his casino and shut him down.
He probably sent one of his ghouls to deal with the Sheriff.
Dayport is the city where the City Watch headquarters, is found.
You will visit the place in a later mission.
Donal and his casino are also references to
Thieves’ Guild.
Sergeant:
I’m willing to bet a months pay, the entire force is dry-eyed over this.
No big secret that the Sheriff was dirty.
I figure Lieutenant Mosley will assume control of the City Watch, and clean up the mess.
As for me, I aint gonna do a thing except go back to my desk, fill out a report and have a mug of coffee.
Foreigners like me may not understand the term dry-eyed, which means “without tears”.
Note that people respects Mosley but not the Shieriff.
Female Guard:
Huh, we don’t have to worry about Mosley ending up in someone’s pocket.
Anyone trying to bribe her would end up with a broken limb or two.
Maybe we’d end up doing some good around here for a change.
Both agree that Mosley is a good cop.
The
Vice Squad Journal of
Framed
also said that “Mosley is the only one any of us can trust”.
Close the double doors.
You may be blocking it, so inch back a little to let them close.
Move quietly to the left (East) so that you are no longer in front of the double doors.
Open them again.
Do a quick save if you want to, for this is not without danger.
Stay crouched, turn to the East and walk along the wall back to your base of operations under the fifth star.
Ignore the carpet and hug to the wall.
Take one step, rest half a second and then continue.
Follow the wall to turn left (North) and then right (East).
Stop when you arrived under the fifth star.
Now with the double doors opened, we’ll repeat the Mesmerising Magic.
Crouch, quick save, aim and shoot a Noisemaker Arrow at the same corner of the ceiling.
This should draw 3 people from inside the South Boudoir to join the 2 Mesmerised Guards,
making a total of 5.
The procedure succeeds everytime we tested as long as you are shooting from the correct location
(if you are too close to the corner, for example, by staying under the second star, the red lady will usually search around and find you).
When all 5 have settled at the corner, toss a Gas
Mine at them (aim the mine to hit the carpet before the crowd and slide into them)
shoot a Gas Arrow at the crowd (aim at somebody in the middle so that all 5 are close to the point of impact).
Retrieve your Noisemaker Arrow.
Now only two remains, but they are not so easy to deal with.
What typically happens is that the remaining Guard and the Nobleman dressed in green have stopped walking around.
They probably are standing on top of a table!
With the two guys facing each other, it is not safe to enter the South Boudoir from the double doors.
We’ll see if there is another way in.
You may close the double doors, and hide the five bodies down the stairs.
Go back to the landing of the 2/F↔3/F Stairs, and contine North to a hallway and Antechamber similar to the one on the South.
Owing to an error before the patch, the double doors here are locked at Normal Difficulty, but unlocked at Hard or Expert!
It is fixed by the patch, so in v1.18, these double doors are unlocked at Normal Difficulty, while locked at Hard and Expert.
If it is locked, it is not pickable — open it using an Estate Key.
The North Boudoir is brightly lit but unguarded.
I’ll let you find out where the and the are.
Click here if you really cannot find them.
They are both on top of the mantelpiece,
with the Plate sitting at the center and the Vase on its left.
The blue Plate Vase is useless.
Go through the door on the West to an empty Northwest Bedroom.
Take the under a table in the corner.
The only other exit is a door in the West wall.
It opens onto a flight of North Spiral Stairs, which ends at a door locked by a gear box.
It is the North door on the Great Hall Balcony
(the Great Hall Balcony, a place we haven’t yet visited, has three doors:
the North door, a symmetrically situated South door, and the central double doors).
There are 3 gear boxes that can be unlocked by a Bronze Gear,
while you can only collect 2 Bronze Gears.
This door is the only one of the three doors that we need to open.
If you have a Bronze Gear with you, continue with exploring the Great Hall Balcony the next section.
If you failed to pick it, skip to the , and we’ll do it later when we get a Bronze Gear.
Save game, use the Bronze Gear on the gear box and peek outside.
One (Diff N) or two (Diff H/E) Sword Guards
use the stairs to patrol the Balcony, the stairs and the ground floor.
While upstairs, they always move in the closewise direction:
They start with the metal double doors on the East,
go to the South and then the West and the North side of the Balcony,
before going back downstairs.
Therefore, they hardly ever look at your door.
Also, you can quietly follow behind their back,
without worrying about their ever turning around.
There are three small desks around the Balcony.
A sits on the desk on the West (opposite the metal double doors),
while are sitting on the other desks.
Take them and go back to the Spiral Stairs.
Your next step depends on where you come from:
-
If you came here from Truart’s Bedroom Suite using the Bronze Gear you collected there,
follow this link to continue your exploration there.
-
If you came here from Southwest Bedroom using the Bronze Gear you collected from Truart’s Bedroom Suite,
follow this link to continue your exploration there.
-
Otherwise, you came from Northwest Bedroom using the Bronze Gear you picked at the stairs.
Simply return to the Northwest Bedroom and then the North Boudoir.
Continue reading at the next section.
Return to the North Boudoir.
On the East side of the Boudoir are a door (Northeast) and a corridor (Southeast),
both leading to the Bedroom Suite marked on the map.
The door opens to a bathroom, which is void of useful objects,
so you can choose either passage to go to the Bedroom Suite.
The bedroom again does not present anything of interest.
Enter the closet and climb the ladder to the North Attic.
The ceiling is low, but you shouldn’t really mind.
Go to the far end to open the unlocked Foot Locker against the West wall,
which contains a Slow-fall
Potion.
Leave via the door on the South.
You see a beautiful roofscape.
You’re in a
Roof Walkway between two wrought-iron fences that clearly are intended to keep you from jaunting about the roof...
but amazingly, you can do just that in the
Leave the attic and enter the roof, then turn around.
With a running start, you can jump and mantle up onto the brick A-frame over the doorway from the North Attic.
Now look down at your feet and shift so that you are standing right at the apex of the A-frame.
Start to run towards the roof and immediately jump;
the instant you pause while mantling, hit the run key again.
You may be caught between the A-frame and the fence,
and in case you are really stuck there, just jump back down to the Roof Walkway.
You may even have to try this several times,
but you can eventually work your way onto the Upper Roof above the door of the North Attic.
Truart may not have anticipated visiters up here.
The view is weird.
You seem to be standing half inside the Upper Roof, and you cannot jump.
Still you can wander about this section of the Upper Roof… there’s a lot to see.
If you start moving in one direction and stop pressing the walk key,
you may keep moving… the roof is evidently slippery.
If you get too close to an edge, you’ll plummet to your death.
And if you jump down onto the West side of the Roof Walkway outside the wrought-iron fence,
you’re trapped: there is no way back (you may drop down there for a look and restore game to continue).
Start by walking West, but be careful not to fall down to the no-return zone on the South.
Go all the way to the Westernmost edge of the roof you’re on,
being careful not to slip over the edge (use the back key if you start moving too much).
Looking West and just slightly South, down on the ground, you can see two blue squares.
Use your zoom vision to identify them as the Truart banners at the ,
beyond which are the Cottages of the where you started the mission.
Now walk carefully North to the edge of the roof.
Below you, you see two large, white statues at the entrance of the ,
and the Drunken Nobleman lying in front of them.
Head East along the edge, but don’t fall off!
It’s a lo-o-ong way down.
For a thrill ride, save the game (in a different slot than your last save).
Ready a Slow-fall
Potion before stepping off the edge.
Pop the potion just before hitting bottom,
and you’re on the ground again.
Restore back to the roof:
There’s more to see, and it is quicker than walking all the way up.
Look over the wall due North.
You see a blue stretch of nothingness surrounding the estate walls like a very pretty lake.
Past the Pretty Lake are what look like very tall trees thrusting up into the sky,
possibly from a ring of hills North of the Truart Estate.
When you’ve oohed and ahhed enough,
turn East and walk along the edge of the roof, without slipping.
Notice that the Pretty Lake continues around the East side of the estate wall…
and the river flows right into it.
Immediately below you to the North, you can see the back end of the .
Now let’s head South along the East edge of the roof.
Walk carefully; it’s hard to see where the roof ends…
but it’s just before the gable to the East.
Far away you can see the river, you can zoom in to see the .
Directly below you to the South are the third and second floor Balconies.
Below the Balconies, you can see two bright lamps: those are the lanterns on the Back Porch.
From the Upper Roof, you can slide down to the area East of the Roof Walkway,
outside the fences.
Look down at the Third Floor Balcony.
There are two structures above the double doors on the North and South end of the balcony,
there is also a long structure lining the West wall, right beneath you.
Slide carefully to the top of the long structure.
Walk to its North end, and run towards the structure above the double doors (there is no need to jump).
Finally, slide down the slope between the two structures.
You can land on the Third Floor Balcony without taking any damage.
Open the double doors on the North with a Balcony Key.
If you want some extra fun, trying climbing back up.
With the double doors opened, stand on the South of either door.
Mantle onto the top of the door (just walk up to it, press and forward key and mantle),
then to the structure above the doors.
Then jump back to the long strcuture, and mantle onto the Roof.
However, there is no way to get inside the Roof Walkway from here.
From the Third Floor Balcony, walk through the double doors
and move back to the Roof Walkway via the North Attic again.
This time, cross the Roof Walkway to the South.
Just before you enter the other Attic,
do a similar running jump up the A-frame to climb onto the South Upper Roof.
Head to the Southeast corner.
The Pretty Lake continues around the Estate.
Below you on the right is the bulging walls and roof of the .
Stroll West along the edge.
This is weird — beyond the South wall should be the hills that house the ,
but you see nothing other than the Pretty Lake.
Its presence must be so secret that even the painter doesn’t know it was there.
And that’s it, the marvelous rooftop excursion.
Walk back and drop down into the Roof Walkway enclosed by the wrought iron fences.
When you have enough of the roof, use the door on the South to enter the
South Attic.
The
South Attic is better lit than the
North Attic.
Against the West wall is another unlocked Foot Locker containing
a Flash Bomb (Diff H/E) or
an Invisibility
Potion (Diff N).
At the East end of the attic is a ladderway leading down to a closet in
Truart’s Bedroom Suite.
Quick save and open the door of the Closet; you have now satisfied your objective of breaking in here.
This is a patrol area.
Both the Guard and the Nobleman may shuttle between here and the South Boudoir at irregular intervals.
However, by this point of time they may already be trapped on top of the dining table and cannot come here any more.
If you failed to pick the Bronze Gear earlier,
you haven’t yet visited the .
Take the Bronze Gear on the ledge behind the desk.
We’ll be using it soon.
On the other hand, if you already have a Bronze Gear in your possession,
you have done something wrong.
With the Bronze Gear from the stairs, you should have used it to visit the .
As a bizzare implementation of strong security, a gear is consumed after each use — sort of a one-time password,
In case you have a Bronze Gear in your inventory,
and you try to pick up a second Bronze Gear,
they will merge into one;
you would only be able to unlock one Bronze Gear Box instead of two!
Before we further explore the Truart Bedroom, let’s first visit the remaining rooms on the West.
Ghosters now skip over the next section and continue with .
Now it is time to say goodbye to the remaining guests in the South Boudoir.
It is too dangerous to enter the South Boudoir using the corridor on the Northwest of the Bedroom.
Instead, save game and quietly enter the Bathroom at the Southwest of the Bedroom.
It is pretty much like the corresonding piece on the other Suite.
Open the other door to peek into the South Boudoir.
Crouch and move very quietly behind the Guard .
They should not be able to see you;
if you are moving slow and quite, all should be fine.
When you reach striking distance, knock him out.
Grab his body before it drops to the floor.
Quietly carry his body back via the Bathroom to hide it in the Closet.
Use the Balcony Key to unlock the double doors at the Northwest of the Truart Bedroom Suite.
Walk cross the Balcony and use the Balcony Key to unlock the double doors on the other side
to arrive at the other Bedroom Suite (this is faster than travelling across the Attics again.
Pass through the two Antechambers so that you are entering the South Boudoir from the double doors on the North
(where you have gassed a lot of people).
Now you can quietly approach the Green Nobleman to KO him.
Finally, the South Boudoir is all yours, take a look around.
There is nothing of value here.
Go through the door at the Northwest.
It opens to an empty Southwest Bedroom similar to the Northwest Bedroom on the West of the North Boudoir.
Open the only other door of the empty bedroom,
and follow the South Spiral Stairs to go down.
Again similar to the other wing, it ends with a gear box and a door at the bottom.
This is the South Door on the Great Hall Balcony,
locked by the third gear box that requires a Bronze Gear.
If you failed to pick the Bronze Gear earlier,
you haven’t yet visited the from the North Spiral Stairs.
Skip back to read this section to visit the Great Hall Balcony,
before continuing your exploration here at the Southwest Bedroom.
Go back to the Truart Bedroom.
The next section is for Ghosters.
Skip over it and continue reading at the .
Before we go further, you can take a look at the corridor on the Northwest of the Bedroom,
and the Bathroom at the Southwest of the Bedroom.
They are pretty much like the corresonding pieces on the North.
Move quietly into the Bathroom, and peek out of the other door:
See how crowded the South Boudoir is?
There are two Guards at your Northwest,
a third Guard moving around the room (at times going to the Truart Bedroom),
a Nobleman dressed in green (usually standing on top of the table — the late Truart did keep an eccentric company)
and a Noblewoman dressed in red.
When you edge into the
South Boudoir, the
Sergeant and the
Female Guard at your Northhwest will
start talking.
Sergeant:
How could the killer make his way through the estate,
and up to the Third Floor,
without being seen by any of the guards or servants?
He must have been close to Truart.
Female Guard:
I’m not so sure.
Whoever did this wasn’t concerned about making it look like an accident.
Killing the Sheriff in his own house, in his own bedroom, it make a statement.
Not the sort of thing you’d wanna do to someone close to you, if you didn’t wanna get caught.
Sergeant:
Good point, but I still think the killer had help on the inside.
Female Guard:
Huh, the Sheriff lives in the most secure manor in the city.
No one can get in without a key, and there’s Mechanist security everywhere.
Yeah, I’d say it was an inside job.
Sergeant:
Not too suprising.
Truart didn’t show a lot of discretion when recruiting for the Watch.
Hell, half the force used to work for the Downwinders, Ramirez, and every other crime boss in the city.
Both agree that the murderer received help from within the City Watch.
The Sergeant reminds us that Truart has recruited many criminals into the City Watch,
a background story that has been retold many missions.
He also made reference to the Downwinders, which appeared in
Thief Gold Mission 15: Thieves’ Guild,
and Ramirez, who appeared in
Thief 1 Mission 5: Assassin,
both of which are old friends of Garret in
Thief Gold.
Female Guard:
That’s true.
Truart made more than more than his share of enemies since becoming Sheriff.
Anyone living outside of Dayport has a decent motive.
I guess the Downwinders had something to do with this.
Donal wasn’t too happy when we raided his casino and shut him down.
He probably sent one of his ghouls to deal with the Sheriff.
Dayport is the city where the City Watch headquarters, is found.
You will visit the place in a later mission.
Donal and his casino are also references to
Thieves’ Guild.
Sergeant:
I’m willing to bet a months pay, the entire force is dry-eyed over this.
No big secret that the Sheriff was dirty.
I figure Lieutenant Mosley will assume control of the City Watch, and clean up the mess.
As for me, I aint gonna do a thing except go back to my desk, fill out a report and have a mug of coffee.
Foreigners like me may not understand the term dry-eyed, which means “without tears”.
Note that people respects Mosley but not the Shieriff.
Female Guard:
Huh, we don’t have to worry about Mosley ending up in someone’s pocket.
Anyone trying to bribe her would end up with a broken limb or two.
Maybe we’d end up doing some good around here for a change.
Both agree that Mosley is a good cop.
The
Vice Squad Journal of
Framed
also said that “Mosley is the only one any of us can trust”.
Notice that there is a door at the Northwest of the South Boudoir.
It is not possible to Ghost there,
for the room is brightly lit by the chandelier even if you doused the fireplace and the torches.
Save game, take
an Invisibility
Potion and rush to that door.
The invisibility will wear out before you reach the door.
Ignore the others, just rush into the door to take a look.
It is an empty bedroom similar to the one at the West of the North Boudoir,
except that nothing valuable is placed here.
Open the only other door of the empty bedroom,
and rush down the Spiral Stairs.
Similar to the other Spiral Stairs, there is a gear box and the door at the bottom.
This is the third gear box that requires a Bronze Gear.
The Guards have probably slashed you by now.
Restore game to continue.
If you failed to pick the Bronze Gear earlier,
you haven’t yet visited the .
Go back to the small Northwest Bedroom on the West side of the North Boudoir
and descend the North Spiral Stairs there.
Skip back to read this section to visit the Great Hall Balcony,
before continuing your exploration here at the Truart’s Bedroom Suite.
While you are in the bedroom, Garrett may suddenly said that
“There is probably something in this room that will tell me who killed Truart.”
There is a Key Ring next to the body.
Take it.
After you collect the Key Ring,
your Objective “Search the murder site for evidence about who killed the Sheriff” is checked,
meanging that this is the evidence you needed.
Look at the Key Ring in your inventory,
It says “Mosley’s Key Ring”!
It seems you find her keys pretty everywhere
(in
Framed, you found her
Secure Records/Vault Key in her office).
What has Mosley to do with this murder?
Even if she was capable of flying “right out of the doors and off the balcony”,
the
Female Guard who witnessed the murder would certainly have recognized her.
If it wasn’t she, what is her Key Ring doing here?
We’ll learn more about it in the next mission…
Read the Papyrus
Dear Volari,
Prostitution in this city is a huge problem, and I plan on
cleaning it up, so you should keep a low profile. I’ve taken
the measures to protect you that we discussed. I live a demanding
life now that I’m the most important person in town, and meeting
with you is my only means of relaxation. I do not consider you
equal to the rest of the scum that lurk the streets, so I am
going to give you special treatment as long as you take care
of me when I need you.
— Norman Druart"
on the ledge next to the desk.
Before the patch, you can take the Papyrus into your inventory, and you need to right click it again to read it;
with v1.18, you read the Papyrus directly from the table.
If you haven’t yet done so,
take the Bronze Gear on the left (v1.18)/right (v1.07) hand side of the Papyrus.
Remember Lady Volari?
We’ve read about her back in
Shipping… and Receiving and
Framed.
In
Shipping… and Receiving, did you find the Easter Egg in
The Bedroom of Lord Porter?
If not, first read the three sections starting with
6937 Second Floor,
then continue with
Seeing the egg.
There we found “Madam’s Hit List”, and that the Sheriff needs “intense relaxation therapy”.
The
Vice Squad Journal of
Framed also reported sighting the Sheriff entered Madam Volari’s house on multiple occasions.
In all three cases, Sheriff Gorman Truart used his alternate name, Normal Druart, to correspond with Lady Volari.
Among all three, this is the first time we see an explicit mention of “prostitutiion”.
If you are playing the unpatched game, skip over the next section and continue with .
Similar to the Wedding Ring Objective in Running Interference,
you are not informed of the existence of Bonus Objectives until you have accomplished them.
Since Bonus Objectives are not compulsory, you can choose to skip over it and continue reading at .
This Bonus Objective is pretty absurd.
You are a thief.
You break in an estate intending to blackmail the host.
You heard that the host was murdered.
You found his body.
Now what do you do?
Looking Glass Studios wanted you to bury the body!
What would the City Watch say when they found that the body is missing?
Never mind about them.
You have been shown an open grave in the ,
you now see a body,
one and one equals two…
Pick up The Sheriff and carry him with you in the rest of the journey.
You will soon notice another absurdity:
The guards completely ignore the corpse!
Drop it on the floor blocking their way, and they will even step on it non-chalantly.
This Bonus Objective only exists in the patched game.
In v1.07, you cannot pick up Truart’s body at all.
Since you can come in, you shouldn’t have any trouble getting out,
especially if you have wiped out everybody.
Although it is a bit tedious when you are carrying the Sheriff with you.
Basically, there are two methods.
The first one is the boring method to retrace your path back down,
and is described in rest of this section (which is sort of boring);
the second uses a different path,
and is described in the (and of course that’s what you should do).
The most important changes in the Estate are the Three Psycho Guards, who are now running around the Second Floor.
At this point of time,
either the 2/F Bypass Door was already unlocked by the Three Psycho Guards,
or you now have an extra Bronze Gear to unlock the door.
In either case, you can use the 2/F Bypass Door
to travel directly from the 2/F↔3/F Stairs to the 1/F↔2/F Stairs.
Remember we have one remaining Guard inside the ?
Go back to the area outside his door.
Shoot a Noisemaker Arrow at the East end of the hallway ceiling.
Knock him out when he is mesmerised.
Retrieve your Noisemaker Arrow and leave.
He could not have been taken out earlier, because the noise will alert the guards on the 3/F.
Travel through the First Floor in the clockwise direction as before.
Leave via the Back Porch.
There may be some unfinished business at the .
Is the NoKO Sword Guard still marching around?
If yes, check your inventory.
Do you still have a Gas
Mine / Gas Arrow?
If yes, then you should go to settle the scores with him now.
In the unpatched game, the mission ends when you arrive at the river outside .
You can skip the rest of the walkthrough.
Skip forward to this section.
Do you remember that Female Guard who witnessed the murder said that
[the “dark shape”] “flew right out of the doors and off the balcony”?
Shouldn’t it suggest a way out?
Unlock the double doors of Truart’s Bedroom with a Balcony Key.
Notice the bloodstains on the pavement of the Balcony, marking the killer’s trail.
Any ideas what to do?
Before we follow the trails of the killer,
think about what happened.
The killer did his job and escaped via the Balcony in a hurry.
Who locked the balcony double doors?
The Guards must have done so, after they discovered the body.
Perhaps because they already suspect that somebody is going to steal the body ;P
Most people will tell you this method always results in some injury for Experts,
because they have only one Slow-fall
Potion.
That gives you a pretty good idea what they did.
By following the procedures in the coming sections, you will not take any damage at all.
Carry Truart’s body.
Save game.
Mantle onto the railing —
this is not easy,
for you need to do a running jump to mantle onto it,
and if you do not stop yourself in time, you will fall over.
OK, that’s what everybody is doing.
What’s next?
Throw the body down to 2/F Balcony below.
Many people does this, and they are correct for the wrong reason.
If you intend to jump from the railing down to 2/F Balcony,
you shouldn’t have discarded the body.
Surprisingly, you will take less damage in the fall if you are carrying Truart!
Anyway, drop the body.
While standing on the railing,
walk carefully towards the South (towards the Truart’s Bedroom) until you press yourself against the wall.
Turn to your left and look down.
What do you see?
Hope you have been following the walkthrough and have left the balcony doors of the Game Room SE Bedroom opened!
Quick save.
Crouch, face South (face the wall), move slowly to your left.
You’ll land safely on top of the opened door.
Crouch and drop to the 2/F Balcony.
Before we continue our drop, do you remember we have one remaining Guard inside the ?
Go back to the area outside his door.
Shoot a Noisemaker Arrow at the East end of the hallway ceiling.
Knock him out when he is mesmerised.
Retrieve your Noisemaker Arrow and leave.
He could not have been taken out earlier, because the noise will alert the guards on the 3/F.
Return to the 2/F Balcony to continue.
Again, mantle onto the railing and throw the body downstairs in the same manner.
This time, crouch on the metal railing and face East (outside) and look down.
On each side of the steps leading out from the Back Porch is a stone railing that ends at a lantern.
Turn around to face West (I feel better when dropping backwards).
Move left and right to align yourself with one of the two railings and the lanterns below.
Wait for the marching Sergeant to be moving away.
Slowly step back to fall off the metal railing.
You’ll land safely on the stone railing below.
There may be some unfinished business at the .
Is the NoKO Sword Guard still marching around?
If yes, check your inventory.
Do you still have a Gas
Mine / Gas Arrow?
If yes, then you should go to settle the scores with him now.
Pick up Truart.
Head East to leave the Truart Estate.
The mission ends when you reach the river.
When playing the patched game, it is not yet the end.
Carry Truart to the South end of the river, and go back towards the West.
You cannot miss the entrance to the ,
because it is at the point where you need to climb under a boulder blocking the path.
Mantle on the rock on the South to climb and drop over to the Graveyard.
Throw Truart into the open grave and your Bonus Objective is fulfilled.
Sorry, no prize for doing that.
Truart didn’t even both to pop up to say thank you.
All you got is a check mark in the “BONUS OBJECTIVE!! It’s time to bury the differences between you and Truart.”
Leave the Graveyard, climb back to the path, climb under the Boulder
and follow the path all the way back to the West.
When you pass through the hole in the wall and return to the ,
the mission is completed.