Version 1.5 ©Alex Fung, August 2020.
Up-to-date version available at my Games page.
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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. Usually they are the books and scrolls you can read. Move the mouse on the words looking like theseInformation will appear as tooltips like this to see them.
In this mission, different difficulty levels have access to different amount of loots and powerups. This walkthrough has included the loots and powerups for all three difficulty levels. Also, this is the only mission where different difficulty levels have different pick counts. This walkthrough has included the picks for all three difficulty levels. Once you correctly set the difficulty level in the drop box above, the cumulative loot and pick count will be adjusted accordingly.
Since Cutty was caught, you need to get him out before you can claim the payment of your Bafford job. However, that means you have to deal with the Hammerites, fanatic religious people obsessed with building equipment and torturing law breakers.
The prison itself is bad enough. Watchrooms are strategically placed, all doors are locked. Prison cell doors can only be opened remotely from the watchrooms. And most important, the entrance is totally inacessible. The best you can do is to find a way to get inside via the abandoned quarry of which the prison was built on top. The Hammerites don’t even guard the mines, because nobody wants to get down to the place with such frightening rumours.
Since you are breaking into Cragscleft, you may as well do a rescue operation. In particular, the brother of Sophie is imprisoned there, and she will probably be grateful to you if you save Basso.
More important, Issyt has borrowed your legendary Hand of Glory. You can only hope that the Hammerites haven’t found it. You had better get it back.
You don’t know what the Hand of Glory is? You are not alone! I wrote this guide in September 1999; I only learn about the Hand in July 2004, when reading Harry Potter and The Chamber of Secrets. According to Rowling, the Hand (when equiped with a candle) emits a light that is only visible to the holder. This page comes from another source (the Mystica.org), and give more detailed information (but slightly different from what Rowling says). Either way, it is a highly cherished artefact for thieves.
This is a rare situation in TDP/TG: the statistics at the end of the game is wrong. There are only 11 picks in Expert Difficulty, 12 picks in Hard/Normal. It is one less than the maximum pick shown on the debriefing screen.
Error in maximum pick count happens in nearly every T2 mission, but I think this is the only case in TDP/TG where it is wrong. I believe it is mistaken by including into the count a pick from a dead body. The same miscounting also happens T2, except that in T2, even this is not sufficient to explain the discrepancies in the statistics.
You will be facing new friends: Hammerites who (of course) wave their hammer at you, and Priests who cast spells. But the scary part will be the undeads.
Buy all Water Arrows and Moss Arrows. Moss Arrows are new to you. Shoot it at the ground, and it will cover it with moss (a circle with a radius of about ne meter). Then walking on it is noiseless. Also in your inventory are Noisemaker Arrows. Shoot it away from you, and the noise it makes attracts your enemies. If you shoot it at something soft (eg wood), it can be later retrieved for reuse.
I do not know what to do with the remaining money: you can choose between the two potions. After drinking the Speed Potion, you temporarily move faster. Not of much use, so I choose the Healing Potion.
Don’t waste your money on the
Word on the street is that the Hammers are eager to
take back the top level of the haunted mines, because there’s a
specially-blessed holy water font there. . Even if you do not read it here, you can buy it, read it and restart the mission without buying it a second time. So even the Hammerites do not have control of the haunted mines. When we go to the top level (level 1), we will look for the Holy Water Font, and I will let you know what we can do with it. How about the Hot Tip According to Dikket, a “heretic” who was recently let out of Cragscleft,
Cutty’s being held in cell block four. ? It is more expensive but even less useful. You will overhear this information from the guards anyway.
Get inside the Mines via the flooded entrance. Explore the Mines, and find a way to go up to the top of the Mines.
You start at a safe place, so look around. The small piece of dry land has nothing useful. The entrance is flooded, but notice another opening higher up on the hill. We will be leaving via that opening (if your objective includes leaving the prison).
Drop into water and swim along the tunnel into the Mines. When you are forced to submerge, look right beneath you. At the bottom of the water is a . Take the Gemstone (the small and shiny thing, don’t pick up the boulder), and dive forward till you can surface inside. You are now at Mine Level 3.
Move forward to a small raised area and save your game. Walk around and have a look around the confusing mining tunnels. And to check the validity the rumours about the haunting. Click here when you have seen enough.
Since you are facing the Zombies empty handed, your target is to sneak up to Mine Level 1 without waking up the Zombie Possums. From where you are, you can see two tunnels: one straight ahead, one on the right. Blocking the tunnel on the right is a dead Zombie.
On top of this dead Zombie is a Fly Swarm. Although called “Fly”, they are kind of mosquitos that bite you (and it hurts). Just stay away. If really needed, you can disperse them with Water Arrow or Fire Arrow.
It would not be difficult to sneak past this Fly Swarm without being bitten, but we will visit the tunnel from the other end. So for now, avoid the path with the Fly Swarm. Follow the railway track ahead into the Initial Tunnel, which goes Northwest. Soon there is a side tunnel on your left. We will visit the side tunnel now, before coming back to continue going Northwest on the Initial Tunnel.
Follow the side tunnel (there are a few turns) to the end, where you find another railway track. Besides the Initial Tunnel, there are three tunnels with railway tracks in Mine Level 3, so it is a little confusing. All three goes roughly North. This one is the West Railway Track because it is on the far West side.
Turn right to follow the track (you can see the dead end on the left). Soon you arrive at a big hole with an elevator. Look up the shaft and you can see a little bit of the upper levels of the mine. Bingo! Just ride it to the top and you can forget about all the undeads!
If playing Normal Difficutly, just walk forward around the hole, otherwise run forward since you have less time to look around. At the North end of the tunnel is a strange machine with two “horns”. Look up to find a broken bridge above you. Proceed to the cave on your right (East). There is another machine, like two towers with electric arcs flying across.
Neither machine is of any use to you. A Zombie Possum is sleeping in the second cave. So everybody now has probably stirred up something. Time for restore.
Now you know what a Zombie Possum is. They look like a dead Zombie lying on the ground (unlike the undead ones who walks around). He will continue to sleep until you get too close. When you wake him up, he becomes a normal Zombie and all you can do is to run away. Not all corpse lying on the ground are Zombie Possums, but you could never tell which is which until it is too late.
Look at the elevator. Notice that there is one more level underneath. Hear the hissing sound? Get your Broadhead Arrows to shoot down the Huge Spider from here (aim through the elevator gap).
Walk on the elevator platform (it is metal, but all Zombie Possums are sleeping), and be careful not to fall into the gap around it. Find the control panel: it is in front of you, with four red buttons. All elevators in Thief (there are not very many of them) operate in the same way: each button represents one floor, press the button and there you go. You are currently on level 3 (that is, the third button counting from the top brings you back here). Press the lowest button and the elevator descends to Mine Level 4.
Not much space down here. Walk forward into a short dark tunnel. At the dead end, collect two Moss Arrows on the tunnel wall. At first I thought they were gems, but I didn’t get any increase in loot value. Not until much later did I learn that those green cyrstals are Moss Crystals. Ride the elevator up to Mine Level 3. Notice that in Hard and Expert, the top two buttons do not function. Therefore you cannot ride it up to Levels 1 or 2. So much for the hope of a short cut to the top.
Reader Michael Romes pointed out to me that in Normal Difficulty, you can ride directly from Mine Level 3 to Mine Level 1. However, it is not advisable to do so. You would miss a lot of fun. More important, it is dangerous to emerge from an elevator to a hazardous level. You would be a sitting duck with no where to hide. Ignore your extra elevator button and continue the trip like the others.
Jump from the elevator platform to land on the tunnel floor on the South (instead of falling through the gap). Retrace your path back to the Initial Tunnel (go South and turn left). At the T-junction, turn left to go Northwest instead of turning right (which goes back to the entrance). Then you arrive at a junction with a big wooden wheel lying on your right. Behind the wheel are two useless barrels and a dead end.
Going North from the junction is the (rather short) East Railway Track. Look left. The tunnel continues West to a junction ahead. The Central Railway Track starts there, parallel to East Railway Track (since both goes North). We’ll visit there later, when leaving this level. For now, go North to the next junction.
The North end of East Railway Track is connected to a second East-West running tunnel. Look left again. This tunnel goes West up a ramp to meet the Central Railway Track.
If playing Normal Difficulty, you can see a brightly lit room right in front of you. Get inside and have a look. There are Hammerite banners on the wall, and a fountain in the centre. Use the fountain, and your Water Arrows become Holy Water Arrows for 30 seconds. You can use them to blast the Zombies. We have no immediate use for it. We’ll talk more about Holy Water when we arrive at the Deserted Chapel at the Top of the Mine. Leave the room.
From the North end of the East Railway Track, go East. Under the third lamp, you find a and a . Continue along the tunnel to take a look. The dead Zombie and Fly Swarm are ahead. The tunnel leads you back to the starting cave (where you emerged from water).
Time to leave. Turn back and retrace your path back to East Railway Track. Continue West to the Central Railway Track.
As mentioned above, Central Railway Track is connected to East Railway Track by two East-West running tunnels. Go South to take a quick look at the other tunnel. Go North on the Central Railway Track. Via a wall opening on your left, you can see the West Railway Track and the Zombie Possum sleeping over it.
At the North end of the track is the cave with the Twin-tower Machine and a Zombie Possum on the ground. Do a quick save and walk towards the Zombie Possum. Locate the ledge on its right. At the lowest point of the ledge, you can simply run onto it (no need to mantle). Get yourself up there before the Zombie gets you.
Move along the rocky path up to a small cave with three bodies. The one on the right (closest to you) is a dead Zombie that you can ignore. The red one on the far left is a dead Hammerite, and he is not rising up neither. The one in the middle is a Zombie Possum, so be careful. Move along the left wall to leave the cave via the other exit (you have to mantle onto the exit).
Following the tunnel, you have an opening on your left before you arrived at the Broken Bridge. The gap is too far to jump across, so go back to move carefully through the openning. Move along the narrow ledges along the walls. Look down: you can see the West Railway Track and the Dual-horm machine underneath (you looked up to the Broken Bridge from there). Move along the wall and arrive under the East half of the broken bridge. But before you try to mantle up the bridge, note that there are more to explore here.
Turn your back to the broken bridge and move East. You are moving to above the cave with Twin-tower Machine and Zombie Possum. See something glittering on the far wall? Unfortunately, the ledges are partly broken. Save your game and do a running jump at a spot where the gap between the ledges is smaller. At the far side, you find a if playing at Normal Difficulty; for Hard and Expert Difficulties, you get a instead. Save again.
Walk along the ledges and do a running jump back. Go back to beneath the Broken Bridge (the East half). The bridge is too high for you to reach. Look left and find a large square opening that you can mantle onto. On the square opening, turn right to walk onto the Broken Bridge.
Turn left and look up. You see another opening above. It is dangerous, so save the game first. Face the South banister of the Broken Bridge. Mantle on the banister. Turn left to face the opening above. Strafe right to give you more room, and mantle up.
Move carefully up the steep ramp.
Now that we are at Mine Level 1, we will explore the area and proceed to the Factory.
Near the top of the ramp, hide yourself well and save game. There are four Zombies (three at Normal Difficulty) roaming around. Crouch in the shadow and stay away from their path.
Now you are at Mine Level 1 (yes, you have skipped over Level 2). In front of you is the elevator shaft and its control box. We will worry about them later. On the opposite (Southwest) corner is a lamp, under which is a small niche. In emergency you can try to crouch there. It is not dark, but Zombies have bad eye sights.
There are two tunnels leading from the elevator: South Tunnel (on the opposite side) and West Tunnel (on your right). They are two sides of a rectangle (you are at the NE corner of that rectangle). The South Tunnel is the East edge of the rectangle. The West Tunnel is the North edge, where the Zombies stay most of the time. At the Southeast corner of the rectangle is a series of caves at slightly different heights. You have to drop to pass from the first cave to the second, and second to third. Since Zombies cannot do that, these two caves are safe havens for you.
Wait till the South Tunnel is empty and rush into it. Follow a side branch on the left into the Deserted Chapel.
Remember the Holy Water Tip ? The font is on the left. There are two fonts, but one of them has been toppled. Walk close to the font that is still standing and look at it. When it highlights, you can right click it. Then all your Water Arrows are blessed. Now you have something that can put the Zombies to rest. But the holy water only have effect for 30 seconds (see the running count down?). After 30 seconds, they turned back to normal Water Arrows.
After you have played enough with the Holy Water Font (rest assured you cannot deplete it), save game and go out to the tunnels. Tease the Zombes and seduce them to follow you (the more the better). When they arrive at the South Tunnel, run back to the Holy Water Font to bless your Water Arrows. Run out to do the killing. It takes two or three good hits (best done at the abdomen) to kill a Zombie. Two important things to note. First, water splashes: if undeads are close together, you can bring harm to several of them at the same time. Second, Zombie explodes when you finish him, and you could get hurt. Also remember it takes a long time to draw an arrow, so you always need to start shooting a Zombie from a distance. Shoot and keep retreating. If it is less than four metres from you, you have little chance of making a hit.
Repeat the process until all Zombies (keep count!) are put to rest. Save game and go back to explore the Deserted Chapel. At the base of the Holy Water Font is a vial of Holy Water. You can carry it around, use it when you need. While fonts that can be reused indefinitely, each vial can only be used once.
Find a Water Arrow in front of the toppled font. Go to the other side the pillar behind the toppled font. Find another vial of Holy Water on the ground (two vials here for Normal Difficulty). Actually you do not need so many vials because there is only one more Zombie Possum you would meet.
Go the wall facing the entrance. A large piece of the wall and fallen on the ground (like a big turtle shell). On the left side of the broken wall you find a next to the . Finally, near the Southeast corner of the chappel, pick up the vial of Healing Potion on the floor. Leave the chapel.
Go back to South Tunnel. The elevator is on our right, but let us visit the whole rectangle by going left. At the South end of the tunnel, move through a hole to drop to a small cave, and then drop to a second one. Zombies cannot come to these two caves, so you are safe here.
Before dropping to the next (lowest, and a bit larger) cave, notice that it is part of Zombie patrol area. Walk up the slope on the other side to arrive at a tunnel heading West. This is the South edge of the rectangle.
At the West end of the tunnel is a cart. This is the Southwest corner of the rectangle (we started from the Northeast corner and travelled South and then West). Turn right head North on the West edge of the rectangle.
You will find a side tunnel on your left, leading to a pool of water (Zombie Lake, because Zombies visited here before you wiped them out). In TDP, you can lure the Zombies to follow you to the Zombie Lake, where they will get drown. Unfortunately, this trick no longer works in Thief Gold.
There are several connected pools and this is the lowest one. We shall visit them later. Take a brief look, return to the tunnel and continue your journey North.
At the North end of the tunnel, you can see railway track on your left (our way to the Factory) and on your right, a dead Hammerite. The tunnel on your right is West Tunnel (North edge of the rectangle) that leads back to the Elevator. We’ll head to the Factory later, after we have completed exploring here.
Next to the dead Hammerite is a niche with two boxes under a lamp. Collect five (Hard Difficulty) or ten (Normal Difficulty) Broadhead Arrows behind the boxes. Continue East on the West Tunnel.
The dead Hammerite is harmless. A little beyond him is a doorway on the left. It leads to an empty tunnel that turns right and then arrives at a dead end. Don’t hide inside unless you are desperate.
Continue East and you returned to the elevator shaft. If playing Hard or Expert Difficulties, you will use the elevator on your way out via Mine Level 2. For players at Normal Difficulty however, you do not need to leave the prison. Save game and take an excursion to visit Mine Level 2.
Time to leave. Go to the West end of the West Tunnel. Turn right and see what is ahead on the railway track.
A skeleton is sitting on the tracks ahead. Sitting, no lying. Look at him, he is turning his head left and right. Stick to either side of the wall and move forward carefully. It is the only moving skeleton of the game. When you approach (about when you are at the lamp on the left), he will eject his head. A very powerful projectile, so stay away from the center line of the railway tracks. Approach him by sticking to either side of the tunnel wall.
Behind him is a cave on the left, but it has nothing but a big wheel. Follow the track to turn right, and at the end of the track is a little empty cave. Continue with another railway track on your left going North. This track has a fallen beam lying on it. While standing on the Beam-Track, look left and you can see (through a big hole of the wall) another track there. Go and have a look. That track runs along a dark tunnel towards the right. A cart is lying on the track, partially blocking the tunnel. At the end of this Cart-Track, you can see the bright light from a lamp. Go back to follow the Beam-Track.
The Beam-Track ends very soon at a cave half a meter lower than itself. On the opposite side of the cave is a doorway, on the right side of which is a ladder. Climb up the ladder and find another cave on your right. Jump down on that cave. Move inside to find a and a . Players at Hard Difficulty will find an additional . Players at Normal Difficulty will moreover find a , getting a total of four nuggets here.
Climb back down the ladder and leave through the doorway. Run up the short ramp and you arrive at a lamp. This is the lamp you saw from the Cart-Track. Now you have two different ways to get inside the Factory.
Leaving the undead behind, we are entering the world of Hammerites. While we are at the Factroy Entrance, we will also visit the nearby lakes. Sneak the way through the Control Room into the Factory and we shall find the entrance to Prison.
If playing Normal Difficutly, just walk to the metal door in the short tunnel on your right. Otherwise, a Zombie Possum lies between the door and you.
Save game to try this variation. An interesting way to play with the Zombie Possum is to find a Hammerite to fight against him. Run past the Zombie Possum to reach the door. You will wake him, and you may get bitten by the Fly Swarm. Before he stands up, open the door and rush inside. Look for the Hammerite; if necessary, run up the stairs to locate him. When you run into the Hammerite inside, turn around and run back to the Zombie. Run past him (that is difficult, because the tunnel is narrow) and rush up the ladder (where you found the nuggets).
When the Hammerite finds the Zombie, they will fight against each other. I originally thought that nobody is capable of killing Zombies. Reader Jack told me that sometimeS the Hammerite can beat the Zombie so hard that the Zombie exploded to pieces. It is always a nice show. Watch at a distance though. If you show up, they may join forces to attack you instead!
At Hard or Expert, you had better put the Zombie Possum to rest before moving to the door. So restore back to the beginning of the Freight Elevator Excursion and use Holy Water Arrows on him. This may alarm the Hammerites nearby, so be prepared to rush back to the ladder. Listen carefully at the door. Behind the door is a room with noisy floor and a patroling Hammerite.
Wait till his footsteps are moving away, then open the door. Shadow starts from the door forward, but you cannot stay at the door. Stay in a nearby shadow to study his patrol path and choose your point of ambush. If it is not within your reach, you would need to cover the ground by Moss Arrow. Move to the ambush point, crouch and wait for the Hammerite to come back. When he is close enough, knock him down.
Leave via the other exit and take the stairs to a small room with a ladder. Climb up to the elevator platform, and ride up (use the top button to set it into motion). Leave via the door, and walk along the corridor until you reach a junction. On the wall you find the plates showing the way to the Factory and the way back to the Mines. Refer to your map. The Freight Elevator is on the far right, the Mines at the bottom. By taking the elevator, you bypassed the Control Room and nearby rooms. So let’s restore and enter via the other way.
On the left are two tunnels. The obvious one (goes South) has railway tracks on it: it is the Cart-Track with a turned over cart partially blocking the tunnel. The lamp above your head is the lamp you saw earlier. The tunnel you need is darker, going West. Enter it and move quietly forward.
There are two openings on the right, leading to the same big cave. More important, two Hammerites are there. They start talking when you get close.
Through the first opening, you see one Hammerite standing at the base of a staircase talking with his comrade. The staircase leads to the Factory. Locate the torch on the staircase, and extinguish it with a Water Arrow. Proceed to the second opening further West.
Stick to the left side of the opening, enter the Factory Entrance Cave. Move along the wall on your left. After the two Hammerites have finished talking, one of them will start walking.
After he has gone West and left the cave, move to the wall ahead (at your North) to wait for his return. For Normal and Hard Difficulties, grab the vial of Healing Potion on his belt when he passes you.
The standing Hammerite will not notice that you have hit his friend. Turn around (face the North wall) and strafe right until you reach the corner. If you take one more step to the right, you would be standing face-to-face with the Hammerite. Ready your Blackjack, lean right and knock him out.
The next section is an excursion for Expert Difficulty because only Normal and Hard players have loots in the pools. For experts who want to skip it, just jump to the .
Explore the tunnel that the walking Hammerite has been patroling (the well-lit one, not the dark one you came from). Follow it to the end and you arrive at Hammerite Lake (because an Hammerite used to patrol here).
After looking around, find the underwater tunnel in the Hammerite Lake (Southwest from the shore, tunnel goes towards South). Dive into it and follow it to the other end, the Barrel Lake. You cannot see any barrels here — the barrel is away on the shore. For now, find another underwater tunnel in front of you (South) and dive into it.
When you start to dive from the Barrel Lake, you are going due South. The tunnel bends a little to the left, and is then followed by a sharper left turn. The next is a right turn. For players at Normal Difficulty, there is a sitting on your left hand side at that dark corner. Then you arrive at a left turn. Immediately after the turn you find a and a unless you are playing Expert Difficulty (I have told you that Experts will not get from the trip). The last two nuggets are easy to spot because the sea floor is better lit here. So if you run into these two without finding the first one, and you are playing Normal Difficulty, turn around to seek what you have missed.
Emerge on the other end of the tunnel before you go out of breath. You arrived at the . Climb ashore and explore the (dry) tunnel ahead to find out where you are.
Dive back into the underwater tunnel and emerge at the Barrel Lake. Walk ashore and leave via the only (dry) tunnel. You arrive at a cave with an empty barrel (hence the name of the lake). Follow the dark tunnel on your left. It takes you back to the two openings outside the Factory Entrance Cave.
From the Factory Entrance Cave where you knocked down two Hammerite guards, climb the stairs. If you are curious enough to search under the stairs, good work; unfortunately nothing is there. When you reach the top of the stairs, take out your map. It shows the layout of the Factory in great details.
You came from the Mines at the bottom right of the map. Midway in the corridor are metal doors on both sides of you. On your right is Power Station, and on your left is Store Rooms. If you continue on the corridor, you would arrive at the Control Room.
Open the sliding door on your right. Enter the Power Station quietly. The tiny room has a Foot Locker with a hammer inside. If you open the Foot Locker, you will automatically pick up the hammer. Think before you open, because it is noisy to drop the hammer.
You can have fun trying to kill Hammerites by throwing hammers at them. Best of all, this curiously doesn’t count as kills, and so even Experts can try this. However it takes a lot of throws to kill (and you have to stay alive).
If playing Hard or Expert Difficulties, you must have heard the Hammerite walking in the next room. Your half of the room is safe. When the Hammerite has gone upstairs, move to the other half on the East. Pass through the doorway to the North.
In front of you are a few steps leading up to the Machine Rooms. On the right hand side of the stairs are two pipes. Mantle on top of the pipes. Give the Hammerite your Blackjack when he walks down the steps.
The Power Station has three more exits, but they are not yet safe to use. Leave via the metal door on the South to return to the corridor.
From the corridor, open the metal door on the South. Lean into Store Rooms and peek right. Facing the door are shelves, with nothing useful. On the right is a doorway, beyond which is a flight of stairs patrolled by a Hammerite. When the room beyhond the doorway is empty, enter and hide in the space between the shelves and the doorway. Listen and peek.
When the Hammerite is away, pass through the doorway and move to the Southwest corner of the small room. Hide next to the stairs. When he comes back, knock him when he turns around.
Take the stairs and follow the Store Rooms to the far end. Save game and open the door.
Douse the torch in front of you to get some darkness. Study how the Port Operator is moving around. Use a Moss Arrow on the metal ramp on your left. When the Port Operator finally comes close, run across the ramp to hit him.
After you have secured the Control Room, you can take a look at the exit on the South. It goes back to the corridor with metal doors to the Power Station and Store Rooms.
In the center of the Control Room, there is a stand alone machine with two handles. Only one of the handles is operable. Use it to open the two Clanky Grates. The one on the East leads to Machine Rooms. The one on the North opens to a corridor leaving Control Room.
On your right (when facing the machine) is a flip switch on the wall. It turns the Turbine Machine on and off. Leave Control Room via the East, and proceed to the East end of the Machine Rooms. There is a big machine at the Southeast corner. Initially, it is stationary. Return to the Control Room, flip the switch on the wall and come back. The central part of the Turbine Machine is now spinning. I think that is all it does.
Refer to the map. You can either leave Machine Rooms on the North, or you can leave Control Room on the North. The two paths soon meet, then goes North and then East to a junction.
If you continued East from the junction, you would arrive at a door after a right turn. It opens to the Freight Elevator, which you have seen earlier in the Freight Elevator Excursion. It is not easy to handle the patroling Hammerite from this direction. Therefore, take the other path at the junction: turn South to enter the Worker Bays of the Factory.
Here, three Hammerite workers (marked X on the map) are making hammers (what else?) in three Worker Bays. Move quietly. You are on a catwalk above them. There are two methods to get through this area.
First you can move along the catwalk itself. When you reach the two corners, be careful because the floor at the corners are metal. At the end, descend the stairs carefully. You can see several boxes beyond the last Worker Bay. Each time a worker has completed a hammer, he takes it there. Therefore, the three workers keep moving near the bottom of the stairs. When you feel safe enough, move to the bottom, turn right, leave the area and head to the Prison.
The other method is to put them all to sleep, which is actually easier. Descend at the first stairs of the catwalk. Wait till the worker leaves his machine to go to store the hammer that he has just forged. Sneak to a dark area of the corridor. Knock him down when he comes back. Move forward and repeat with the other two workers.
When all three are sleeping, play with their casting machines. Maybe one day you would need to forge something useful. Also, at the third Worker Bay is a narrow passage going back to the Power Station. Go to take a look. It is the East Exit from Power Station, the last exit there that we have not yet explored.
Leave the Worker Bays as indicated on the map.
Finally we get into the Prison. Pass through the guard posts to access the Cell Blocks. After you have found Cutty, Basso and Issyt, proceed to the Barracks.
Map cover ends, so you are back on your own. Climb the stairs to the top. Near the top, you will hear two Hammerite guards start talking about Cutty. Cutty has been quite ill, and they confirm what the Hot Tip told you about his location. Move quietly forward to locate the two talking Hammerites.
One Hammerite is standing inside a guard post. You can see him through a window. Outside the window is the other Hammerite. Crawl along the East wall and turn right to arrive at a dark corner far away from them.
When they have finished talking, the outside guard will start walking. When he gets close, pick the Bronze Key from him and knock him out. We are directly in front of the other guard, but it is dark enough.
The one inside the guard post is more troublesome. Originally, I wrote that you can crawl all the way to the window, but I cannot repeat the feat now. He sees me everytime I get close. If anyone can do that, please tell me how to. Maybe it was possible in the original game but not with the New Dark engine I am now using (which is adapted from the Thief2 Engine).
Instead, I now recommend getting him out of the guard post with a distraction. Shoot a Broadhead Arrow at the stone wall, or throw a hammer. A Noisemaker Arrow is of course more effective. When he comes out searching, you can pick the Bronze Key from his belt and knock him.
Leave via the only exit. Go down the stairs (not the stairs you came from) and follow the corridor to a T-junction, the North Junction. Cell Block 3/4 is on the left (West), 1/2 on the right (East). Although Cutty is in Block 4, let’s go first to the right.
Stop when you arrive at a left turn that is brightly lit. Save game when you are still in the shadows. Peek around the corner into the hall. A Hammerite guard is standing peacefully in his post. The real danger is from above: locate the rotating object dangling from the ceiling. It is a Stone Age CCTV camera called the Eye of the Builder. Technically, it is just another AI. Don’t move when the Security Camera can see you.
Who is the Builder? Master Builder is the god worshipped by the Hammerites. They believe in law and order (and jail and torture) and building.
When the Eye of the Builder is not watching, crawl quickly round the corner into the shadows of the hall. Crawl towards the window through which you see the guard. While crouching, you can pick the Bronze Key from his belt. Yes you can do it through the wall — you don’t have to see him, just face the correct direction (where the key on the belt should be). When the CCTV is not facing you, Blackjack him from outside the window. Kill the CCTV with a Broadhead Arrow. It won’t scream or explode — you would only notice that it has stopped rotating. Your statistics will get a “others killed”. Yes, it is considered “others”, and even Experts can safely kill them.
Move back to the North Junction.
Continue towards Cell Blocks 3&4. When you arrive at the torch, douse it and peek into the hall around the corner.
You have a similar hall with a guard in his post, plus a CCTV. This time, the entrance of the hall is dark, but the area in front of the guard post is not. Stop the CCTV with a Broadhead Arrow from the entrance. The guard will come out and check. You can stay on the stairs or retreat round the corner.
When he returns to his post, crawl next to the window. Pick his Bronze Key, and knock him through the window.
After you have dealt with the guard, some of you may want to visit Nammon now. You don’t know him yet, but you will learn about him later. For players at Expert Difficulty, you are coming back here anyway, so there is no need to hurry. Therefore Experts should defer this visit and continue with the next section.
If you are playing Normal or Hard Difficulty, visit Nammon now will save you lots of extra walking. Jump to Nammon to visit him now before we continue with Cell Block 4.
From the West Guard Post, continue West to arrive at the West Junction. Another sign post, telling you that Cell Block 4 is on your left (South), and Cell Block 3 is on your right (North). Turn left and walk carefully. Refer to your map. You are approaching Block 4 of Level 1 from the left side of the map.
When you arrive at the T-junction, you can see the cells on your right. Save game. Be careful, because a Hammerite Guard is keeping watch from his guard post on Level 2 above. Each cell block has a guard post on Level 2, and each guard post a Hammerite Guard with a Bronze Key. In front of you past the junction is a metal door. The door leads to the Yard, which is connected to all four Cell Blocks via four similar metal doors. The next bit is complicated to describe, because of the number of variations involved.
Besides the four Hammerite Guards at the four guard posts, there are three more Hammerite Guards (but only one at Normal Difficulty) in the Cell Blocks. They patrols around the Cell Blocks. One of them has a Bronze Key for you. In Original Thief Dark Project, there was a problem with them: the three guards sometimes stand still instead of walking around.
Listen. Normally, you can hear guards walking around, unlocking and opening metal doors on their way. If you neither hear nor see them, you may have run into the Thief Dark Project problem. Wait at the junction. When a guard walks in front of you, grab his Bronze Key (if he has one) and knock him out.
Move quietly pass the junction towards the metal door. Listen at the door to check whether the Yard is empty. Use the Bronze Key to unlock the door (use the key on the pad lock on the wall next to you, not on the door). Then you move inside and hide yourself, waiting for a lone Hammerite Guard to appear. For each guard, check whether he has a Bronze Key to offer, and then knock him down. Save often, because another Hammerite Guard might enter before you can hide the first body.
If you are affected by the Thief Dark Project problem, then nobody would be walking. One of the guards should be standing still in the Yard. Get rid of him, wait and listen whether his friends have started moving. If yes, then stay in the Yard to ambush them. Otherwise, you hve to be prepared to walk into them upstairs.
After you have secured the Yard, go back to Cell Block 4. Peek left. You need to move past the cells to access the stairs on the other side. Note that there are strips of shadows on the ground. Move along the shadows, and when you need to move from one patch of shadows to another, wait till the Hammerite Guard above is looking away. When you are moving, note the numbers marked outside each cell. Arrived on the other (South) side, turn left and at the end move up the stairs.
On Level 2, turn left and peek left past the corner to locate the Hammerite Guard in his guard post. Again the corridor has strips of shadows. However this time the strips are not connected, so you have to wait till he turns away to move across each patch of light. When you finally reach his door, save game and open it with your Bronze Keys. These four guard post doors are a bit different. You need to use the Bronze Key on the lock on the wall each time you want to open the door. Remember not to stand in front of the door you are opening.
Wait till he has his back towards you (open the door again if it shuts).
Pick the Bronze Key from his belt and Blackjack him.
Block 4 ledger
1: Possum, Ladytaker. Gelding.
4: Misa, Vandal. Whisking, Factory work.
5: Wills, Heretic. Meditation, Factory work.
6: Cutty, Thiefs-pawn. Palms scalded daily.
8: Tybal, Whorekeep. Died of Flux. on the table. Your Cutty is in Cell 6. Look at the switches on the wall. They are not numbered, but they reflect the physical layout of the cells (6 lower cells plus 4 upper cells). Look out of the window, decide where Cell 6 is, and flip the switch. Do not trust the left/right position of the switches: some gates open by flipping the switch to the left, some to the right. Just flip the one you think is Cell 6 (the answer is bottom left).
You can also find a small red button inside the guard post. Save game before trying to press it. It sounds the alarm, turns on the red light outside the guard post, and draws other prison guards to look for you.
Go back downstairs to find Cutty. After you have heard his last words, check your revised mission objectives. Cutty said the Hammers put the Bonehoard map in their evidence locker. You’ll have to locate it if you want the map — Felix’s map will lead you to your next mission.
Go back upstairs and open the gate of Cell 5 (bottom center). Come back down and visit the prisoner inside Cell 5 (opposite Cutty). He is Wills the Heretic.
As soon as you open his cell, he runs away quickly. Jump out of the window to run behind him. It seems some prison guards ignore him, but eventually he will be killed unless you have put down all of them. In that case, he usually run to Machine Rooms, Worker Bays, or Factory Entrance. If you find he standing still, appear before him and he will run away again.Players at Expert Difficulty need to find Basso, who is in Cell Block 3. Players at Expert and Hard Difficulties need to find Issyt, who is in Cell Block 1. Therefore, players at Normal Difficulty can skip directly to unless you want to move around knocking Hammerite guards and picking keys from their belt. Similarly players at Hard Difficulty need not follow Experts to Cell Block 3, and can skip directly to . However, remember that skipping these Cell Blocks reduces your pick count.
From Cell Block 4 Level 1, go back upstairs. Instead of turning left, go forward past the corridor and find a metal door on your right. Refer to the map: the door leads to Cell Block 3.
Open the metal door with your Bronze Key. In Original Thief, a Hammerite guard may be standing still behind the door (this guard is not present in Normal Difficulty). However he turns around from time to time, so make sure his back is facing you. Settle him, turn right and peek left into the corridor. Same layout here. Go to the guard post the same way. When you get close, the prisoner at Cell 10 may make a lot of noise. Hammerite guards will ignore him, so stay calm.
Open the door, pick the Bronze Key from the guard and Blackjack him like before.
Block 3 ledger
2: Dikket, Heretic. Sour Mash. Released upon Recantation and Informing
3: Latton, Falsetale. Tongue Pierced, Factory Work.
4: Basso, Firelighter. Branding.
7: Deirne, Whore. Shorn and Branded. To be Released
10: Tarquis, Goldlender. Nose cropped, Factory Work. on the table to locate Basso. Open his cell and go down to find him. Before you go, do you remember who Tarquis (the noisy prisoner in Cell 10) is? You have read about him from Dominic’s report in the Lord Bafford’s Manor in Mission 2: Lord Bafford’s Manor. Tarquis used to be a dealer working for Lord Bafford before the Hammerites arrested him.
Remember who Dikket is? He is the heretic who was held in Cell 2, and is recently released. You have read about him in the Hot Tip on where Cutty was held.
Before you go downstairs, note that, compared with Cell Block 4, here is an extra room on Level 2. It is between the corridor to the guard post and the stairs going down to Level 1. The room is empty though.
Find Basso downstairs in Cell 4. He is not in very good shape. At Expert Difficulty, Garrett will complain that he has to carry Basso — so take Basso to the (near the Eye of the Builder) in order that you can pick him up when you are leaving.
Go to Cell Block 2 via the Yard.
Get to the guard post and hit the Hammerite guard there after picking his Bronze Key.
Although you are not interested in any prisoners, have a look at
Block 2 ledger
2: Potsol, Vandal. Fingers crushed.
5: Gelland, Thief. Wrist Broken.
8: Nammon, Jackablade. Flogging. Died 'neath Righteous Punishment. . Note that Nammon is recorded dead. Players at Normal and Hard difficulties have already visited him, while Experts will do it later. You will read more about him in the Officers’ Quarters.
Note that Cell Block 2 has a spiral stairs (at the position where Cell Block 3 has an empty room). Take it and go down to Level 1. Enter the Yard. Travers the Yard and go back to Cell Block 1.
At the end of the Cell Block 1 corridor, you find two hallways instead of one. The first hallway is the usual one leading upstairs. Behind it is the second hallway marked “Barracks”. Take the first one first.
Be careful when you reach the top of the stairs. When playing Original Thief with the stand still problem, a guard may be standing ahead of you, in front of the metal door opening to Cell Block 2. If that is the case, get his Bronze Key and put him to sleep before heading for the guard post.
Access the guard post and hit the Hammerite guard there after picking his Bronze Key.
Locate Issyt from the
Block 1 ledger
1: Wrendal, Jackablade. Flogging, Factory work.
4: Dellin, Ladytaker. Scalding.
7: Sennet, Cutthroat. Razor finger removed. Caning, Factory work
9: Issyt, Cadger. Caning and Sour Mash. Died ’neath Righteous Punishment. . He died. Anyway, go to Cell 9 (upstairs near where you are) to see if your Lucky Hand has escaped the scrutiny of the Hammerites. Search carefully and you will get it.
Descend to Level 1. Save game and take the second hallway that leads to Barracks.
Up in the Barracks, explore the bedrooms and the Shrine. Then find your way up to Officers’ Quarters for more treasures and secrets.
After the turn, stop before the corridor reaches a hall. A Hammerite Priest is on your right if you are playing at Expert Difficulty. Players at Normal or Hard Difficulties can ignore the next paragraph.
With a saved game, say hello to him to admire his magical attacks. Restore and figure out how to get past him. Douse the torch and then you have several choices. You can try sneak past him quietly (remember you need to come back down past him again). Or you can Blackjack him. Finally you can distract him (there isn’t anything handy nearby that you can pick up and throw, so you have to use a Broadhead Arrow — you have plenty of them after all), and attack him when he is looking for you. Any of the ways work, try them all.
Move carefully up the stairs. When you need to take a left turn, stop. Peek around the corner. A Hammerite is patroling the corridor ahead. When he is away, move forward to the shadows outside a doorway on the left, which is entrance to the Chapel. Wait for him to come to and knock him.
We will come back to the Chapel later. First explore the corridor he was patrolling. Enter the first door on your right. It is a bedroom with a Foot Locker. In Thief Dark Project, it is placed backwards with the lock towards the wall, so that the lid opens towards you instead of away from you (fixed in Thief Gold). Open it to get a . Continue along the corridor and you will find a second bedroom, whose Foot Locker (also reversed in TDP) contains 10 Broadhead Arrows.
Continue on the corridor. There is a Mess Hall on the left, with a door to a Kitchen. Enter the Kitchen and examine the table on your right. You can find a Water Arrow near the fire place.
Follow the corridor and you find that it ends rather unexpectantly. I surprised me that there is no secrets hiding here. Return to the Chapel.
Inside the Chapel, locate the two other doorways. Another Hammerite will arrive from the South doorway on the right, and leave via the North doorway. Hide until he has passed through. Leave via the South doorway and wait for him in the shadows of the corridor. When playing at Normal Difficulty, pick a Healing Vial from his belt.
After you have Blackjack the Hammerite, return to the Chapel. Look at the two big hammers standing next to the two doorways. On top of each you get a . Move forward to the stain glass window. Just in front of the glass are two . One piece of glass is missing, so you can see a room is behind. Turn around and leave the Chapel via the doorway on the right (North).
Save your game and move quietly along the only path. The corridor ends in a wider area in front of a Shrine behind the stain glass you just saw. A Hammerite Priest (dressed in red) and a Hammerite Novice (dressed in green) are inside the Shrine. Since they are facing each other, you need to distract them. Go back to the Chapel to get a bowl. Hide in a dark corner and throw a bowl against the opposite wall. Wait for the Hammerite Priest to pass nearby, so that you can pick his Silver Key.
When you get the opportunity, knock one of them down (and it is safer to knock the Priest first, because the Novice is not a combatant). Repeat bowl throwing if necessary. If you lose the bowl, use Broadhead Arrows. When one is down, you can sneak up from behind the other (when he is standing idly inside the Shrine). When cleared, move inside the Shrine.
You can read their books, but you should be after the on the table. When playing at Hard Difficulty, you find a vial of Holy Water on the table as well (two vials for Normal Difficulty). Leave and follow the corridor. There is only one path that does not return to the Chapel. Tkae the stairs to move up.
Follow the stairs to the top and continue until you arrive at a steel wall with a hammer insignia. There is a bedroom on either side of you. And a patrolling Hammerite guard — so move quietly.
First enter the bedroom on your right. Find the locker and open it with your Silver Key. Inside the locker, you get a and a . If playing Normal or Hard Difficulties, you will also find a vial of Healing Potion as well. If you find more secrets in this room, you are a very good thief; but for now, go quietly to the other bedroom.
As soon as you enter the door of the other bedroom, notice another door on your right (partially blocked by the door you just opened). That door leads to the outside, where the Hammerite guard is patroling. That is why you hear him well, and so he hears you clearly as well.
There is a locker in this room, but do not touch it if you are playing in Normal Difficulty. Once you get the contents, the Normal game ends. So you had better look around first.
From the shelf on your right, find a
Brother Keybond —
I charge thee to organize a search detail for that jackblade, Nammon.
Somehow he hath slipped his bonds whilst Brother Inquistor didst turn
for but a moment. Now he hath scaped with half the contents of the evidence box!
Brother Carpenter hath reported a commotion to the west
whilst he was repairing the stocks — start thou there.
If the wretch be not found soon, doubtless he hath succumbed to the rigors of his
interrogation. In truth, I wouldst rather find him in a search now than
by the reek later. And who knows what may become of his mortal
frame should he reach the haunted mines… to read about Nammon. Fortunately Nammon has not become a Zombie. Players at Normal and Hard Difficulties have already met him near the West Guard Post, and Experts will see him soon.
To make sure you can open the locker, two more keys are placed in this room for lower Difficulty Levels. When playing at Normal Difficulty, a Silver Key is available inside the desk drawer. When playing at Hard Difficulty, a Silver Key is available on the shelf. Mantle on the table and turn around to face the shelf — lean forward and take it.
Now we leave via the door leading outside (ie not the door through which you entered this room).
Outside the door is an empty corridor. Save game, turn left and follow quietly. After another left turn, you find a door on the right.
At the end of the corridor is a small window. From time to time you can see a Hammerite guard walking past it. When he passes, pick his Silver Key (thanks to Heath Campbell pointing out that it can be done via the window). Save game.
Open the door. Walk to the corner and peek around and listen. When he has come close and turned around, run behind him to knock him out. Look around. You arrived at the top of the mountain.
Remember that you are told the main entrance to the prison is inaccessible? If this is the main entrance, then it is really inaccessible. How do the Hammerites take prisoners into the Prison? They have never told me, perhaps they drop them here by a helicopter. Anyway go down and have a swim, but there is nothing in the water. Go back to the bedroom.
Find the locker and open it with your Silver Key.
Inside, you find several things.
First, get the and the .
Then if playing at Normal or Hard Difficulty, you also find a
Cutty, I gots me a big one, I does. The Horn of Quintus, Cutty. I
can be paying off some debts with this one, believe you me!
I gots me a map, drawn by some dead old bugger, which shows a way in. I
knows it’s down there, in the Bonehoard, just like they always said. They
say what that the dead walk down there, but ah, it’s worth the risk now,
ain’t it? The way I hears it, the sound of the Horn echoing will lead me right
to the thing.
I’m leaving you a copy of the map, in case anything happens to me down there.
But more’s the chance that I’ll see you topside, making a toast with the finest
wine to be had. See you then! (Experts will find the same scroll later, at a different place). Felix has discovered a treasure and leave this note to Cutty. In the next mission, you will be looking for the Horn of Quintus he mentioned, and you will hear the echoing Horn, meet Felix in the Bonehoard.
At Normal Difficulty, your game would end when you read the scroll, so don’t do it yet. Save game and continue ahead to the Secrets of the Officers as an excursion. When you have completed, restore game, read the scroll and complete your mission. Only players at Hard and Expert Difficulties continue with the next section.
Now, the time to leave. Expert and Hard Difficulties leave via different paths. Hard Difficulty players leave directly from the Officers’ Quarters, while Experts go back down to find Nammon near the West Guard Post first. Either way, you will swim down the waterfall to the Hammerite Lake. Instead of getting out of the Mines via Level 3 again, we will leave via Level 2.
Go back to the other bedroom. If you have not found anything the last time, take out your Sword and hack at the big banners. What you find depends on your Difficulty Level.
For players at Hard Difficulty, you get an empty room with an exit. Follow it and arrive at a big vault. Jump into the water and swim along. It will take you all the way past West Guard Post to a waterfall. Swim through the opening and you have arrived at Hammerite Pool. Skip to (Leaving the Lakes) for you have already visited Nammon earlier.
For players at Normal Difficulty, you also get an empty room with an exit. Follow it and arrive at a big vault. Jump into the water and swim along. It will take you all the way via West Guard Post to a waterfall. Swim through the opening and you have arrived at Hammerite Pool. That’s all for sightseeing. Restore game to read the Felix Scroll and complete the mission.
For Experts, behind the banners reveal a small room. A table with three are waiting for you. Take them and retrace your steps back down to Barracks, Cell Block 1, Yard, Cell Block 4, out to West Guard Post (where there was the Eye of the Builder). Now the time to visit Nammon.
Get outisde the guard post. Face the window and find a hole on your right at the base of the wall. Crawl inside. Nobody’s there, so move freely. At the end, find Nammon.
Next to him, get three Water Arrows and four Moss Arrows. Take the , four and a . Most important, find a Silver Key: there are only four (three for Expert Difficulty) Silver Keys in the mission, and this one is the easiest to find. For players at Normal or Hard Difficulties, continue to get inside the prison by following this link.
For players at Expert Difficulty, you also find an important item here.
It is the
Cutty, I gots me a big one, I does. The Horn of Quintus, Cutty. I
can be paying off some debts with this one, believe you me!
I gots me a map, drawn by some dead old bugger, which shows a way in. I
knows it’s down there, in the Bonehoard, just like they always said. They
say what that the dead walk down there, but ah, it’s worth the risk now,
ain’t it? The way I hears it, the sound of the Horn echoing will lead me right
to the thing.
I’m leaving you a copy of the map, in case anything happens to me down there.
But more’s the chance that I’ll see you topside, making a toast with the finest
wine to be had. See you then! you needed. Leave and get inside West Guard Post, and notice that there is a stream of water behind it. Pick up Basso and jump into the water. It is not easy. You need to do a running jump and do it right. If you give up trying, you can just retrace the path through the Factory down to the Hammerite Lake. If you succeed, remember to keep above water as much as you can. Basso will get drown before you do.
Arriving at the Hammerite Lake, you have two ways to leave if playing Hard Difficulty. Experts have only one choice: you must go by land. Follow the corridor at the shore back to Factory Entrance, and find you way back to the Mines Level 1.
Players at Hard Difficulty can also dive into the underwater tunnel. Experts cannot use this method, because Basso will not survive the dive. Emerging on the Barrel Lake, dive again to arrive at Zombie Lake. There you are already at Mines Level 1.
Either way, move the to elevator.
Press the top button of the control panel to call up the elevator. Walk on the elevator.
At Hard Difficulty, you can leave either via Mine Level 3 (where you came from) or Mine Level 2. You had better try Mine Level 2, for it is new to you. For Experts, you do not have a choice. Remember that the entrance is flooded? Basso will not survive the dive. Mine Level 2 is therefore your only choice.
Press the second button from the top, taking you down to Mine Level 2. Be careful because if you go down to Level 3 or 4 instead, you have to retrace a long path to come back here. For Experts, you need to first drop down Basso before you can press the button. Very often, the elevator took me down but left Basso floating in mid air! Therefore, once you have pressed the button, you had better grab Basso immediately.
Down on Level 2, first find out where you can step on. There are gaps around you, so you should jump carefully and avoid falling through. The elevator only goes to Levels 2 and 4. If for some reason you want to go from here to Mine Level 1, the only way is to go down to level 4, then repeat your climb to level 1.
Move forward along the only path (no Zombies here, so run as you wish). Climb down the ladder carefully (ie don’t drop). Experts can either carry Basso down the ladder, or throw him down from above (he can get drown in water, but won’t die from the fall). Follow the tunnel until you reappear in the open. You are now at the hill opening you saw at the start of the game.
For players at Normal Difficulty who came here for an excursion, restore you game to continue your journey at Mine Level 1. For others, just stand at the opening and the mission soon ends.
Total , and .
Scary, isn’t it? When you bought Thief, you probably didn’t know you are going to face the undead.
Garrett neither. Yet it seems that even after visiting the Cragscleft prison he still does not believe in ghosts. It is one thing to have a scientific mind, it is another to be stubborn. What is important is not whether you believe in ghosts, but how you decide whether to believe. Do you believe in astrology? Statistics says a quarter of the population does! How about the followings:
Fox Moulder says “I want to believe”, how about you? Go read How to Think about Weird Things: Critical Thinking for a New Age (ISBN: 007287953X) to learn how to decide what to believe.
The user interface has been enhanced. It has much more than just the collapsible sections. Please refer to Thief walkthrough User Interface on how to interact with this walkthrough.
Onward to Mission 4: Down in the Bonehoard
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