Version 1.9 ©Alex Fung, August 2020.
Up-to-date version available at my Games page.
Please consult the Copyright Notice and the Licence Agreement before reading this walkthrough.
If you like this walkthrough, consider sending me a donation!
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.
The house offer many different routes that every walkthrough I read uses a different route. I ended up choosing one very different from any I have read. In fact, I changed my mind many times when I am writing this very walkthrough.
In this mission, different difficulty levels have slightly different picks on Level 5. Also, you have you have two more coins (worth a total of 20) to collect and one extra pick (a Healing Potion from a guard) in Thief Gold. Once you correctly set the difficulty level and version information in the drop boxes above, the cumulative loot and pick count will be adjusted accordingly.
Note that the owner of the mansion is just Constantine. He doesn’t carry a title, he doesn’t have a relative, he doesn’t have a history. As a rich man recently moved to the city, he acquired ownership of the estate abandoned by Barak. He commissioned the architect Lionel Karthman to reconstruct the mansion to its current queer look. This renovated mansion is adorable. You couldn’t have imagined so much fun when you picked up the mission.
Buy all Water Arrows and buy as much Moss Arrows and Flash Bombs as you can. If you are following the Main Route below, you probably only need to buy a handful of additional Water Arrows because you actually do not need a lot, while there are many to be picked up. However do buy a lot for your excursions.
After so many missions, you must have found out that ceiling and floor do not isolate sound. While a guard in the next room may not hear you, a guard above or below you will nearly hear your footsteps. We start by exploring 1/F West side. Then we get upstairs to get rid of the 2/F guards first.
On 2/F, we have the same problem. The East and South parts of 1/F are still well guarded, so it is dangerous to visit the East or South part of 2/F. So we confine ourselves to the Level 2 West.
Instead of returning to 1/F, we take the opportunity to visit places including Level 4 Exhibition Area and the Level 4 Upper Area. To avoid doubling back on the same path, we take another route on return, and visit the Garden West. On the other hand, Garden East still has to wait, because we need a key from the Level 2 East to access the Cellar in the Green House there.
You start the mission inside the walls. Go right towards the Front Gate. Wait at the dark shadows near the Entrance and listen to the guards talk. Soon one guard will come out (the other guard is the South Corridor guard — you will see him later). Pick his and knock him out.
It is rather difficult to enter the House by the Front Gate. I thought it was not possible, but reader MSB showed me that it can be be done. Go there and look. There are two tiny towers at the Front Gate: the one on the left is solid and useless, the other one has a guard inside. The guard is walking in the small Front Gate Guard Room, making loud footsteps that you hear. He usually can’t see you, stay crouched to be doubly sure.
Look into the main door. Inside is the South Corridor going left and right. A guard is patroling the corridor. Wait till he goes to the right (East side), and crawl up the stairs, staying on the right side (still outside) of the doorway. Save game. When he arrives (his footstep will change from carpet to tile a few steps before arriving), lean to pick his Guard Key. All Guard Keys in this mission are the same, and you need at least one of them. Reader MSB stays there to wait another turn to Blackjack the guard next time he arrives. However, there are other guards in the building, and they may see you when you are knocking him from here. Therefore, we will knock him out later.
Go back to the starting location, turn right (West) and move to the far end. Look up. Shoot a Rope Arrow up to the wooden area and climb up to the balcony. Rerieve the arrow while you jump to the balcony. If you missed the arrow, mantle to the edge of the balcony, look up to face the arrow, jump up and grab it.
Enter the balcony double doors. Get the three on the ground (near the bed on your left). Using the Guard Key, you can open the double doors, but we are not leaving via these doors — we go downstairs first. If you are curious, open them for a surprise now, or, as I prefer, save it till later. Go to the room on your right (South) and descend via the ladder down to Level 1. Leave via the opening, go to the far North end of the next room to collect a Flash Bomb and a Land Mine. Move to the door.
You are at the Southwest corner of Level 1. Level 1 has three main, long and straight corridors: West (running N-S), South (running E-W), and East (running N-S). Open the door and you can see the West Corridor right in front of you (going to your left) and the South Corridor slightly to your right (going away from you). One guard is patroling each corridor. Being at the intersection, you need to beware of both of the guards.
Note the patrol path of both guards. When it is safe, sneak into the room opposite. Too bad the coffin has nothing special. Go to the far pillar and examine the North side of its base. Pick the lock and get a and a Healing Potion. Now save the game, open the South door and we start some Guard-Knocking.
Stand at the shadow next to the fire, so that you can clearly see what is outside the door. When the guard walks past the door to the right (West), move quietly to the right side of the doorway (still inside the room) and crouch there. If you have not picked his Guard Key at the Front Gate, do it now. All Guard Keys in this mission are the same, and you need at least one of them. When he walks past the second time to the East, crawl towards the carpet and walk up to club him. Take his body back to the Coffin Room and close the door.
Open the West door to look back to the West Corridor. Save game. Count the doors on the East side of the corridor. Starting from the South, the first one is the Coffin Room. The guard leave the corridor by the second door, takes a long walk and comes back via the third one. When the guard leaves the corridor, get yourself into the corridor. Walk to the carpet, close the door, turn right (North) and walk to the last door on your right (East), skipping over the two doors used by the guard. Enter the last door very quietly. If you want to be doubly safe, hide first in the doorway on your left, which is the Level 1→2 West Staircase, wait the guard to reappear, re-disappear, and continue to the last door.
If you have the time, look up while you walk. It is something you should always be doing. Near the second door (the door the guard enters), the ceiling is missing and you can have a glimse of the level above. By the way, you can climb up using a Rope Arrow, except that the noise made by the arrow will likely attract the nearby guards.
You are in the Kitchen. Be very careful, depending on your walking speed, the guard may be right in front of you. Just inside the door is a big pillar. Place it between the guard and you. The guard enters via the doorway on your right, goes to the door on the far end (Northeast), walk a few steps outside and retrace his path back to the doorway.
Douse the torch on your right, making a good shadow on the left of the doorway. Move there when it is safe. When he walks by, pick his and then knock him out.
Take the opposite the doorway. Look through the doorway into the Dining Room. Wait till you see a guard walking towards your left. Enter the doorway. On your right you can now see the two doors you skipped: both of them leads here. Use a Water Arrow to shoot out the torch between the doors.
When you are in the Dining Room, be quiet. Walking is OK, but if you make too much noise (such as running a lot or jumping around), you would attract the guard upstairs to come down and examine.
Examine the patrol path of the other guard. He is patrolling the Dining Room, and the Courtyard to the East, and the Bar Room beyond. Crouch in front of the door at the Southeast corner, just beyond the end of the carpet. Wait till he comes near you to pick the Guard Key from his belt.
You may walk (do not run) forward to club him. Or try this alternative. First grab the on the dining table. Use a Rope Arrow to jump on top of the dining table (I never succeed to mantle up the table otherwise). Walk towards the south edge of the table and wait till the guard walks past you. Drop from the table to the carpet and knock him down.
We are leaving Level 1 now. Remember that we have yet not visited the Bar Room on the East of the Courtyard.
Now we get upstairs. From Dining Room, climb on the table again and retrieve the rope. Look at the roof above: you start to learn about the interesting architecture of this house. So that’s what Viktoria meant by “the mansion is confusing to navigate in”.
Slide open the ceiling-door above the table. Use a Rope Arrow to climb upstairs. The room above is part of a patrol area (that is why the guard can hear you if you make noises down in the Dining Room). So listen to the footsteps before popping out your head. Climb to the floor and use Water Arrow on the two torches on the walls.
I call this room the Music Room, because of the interesting music that starts playing everytime you get inside. The guard will enter the room by the NW doorway and leave by the NE doorway. Wait next to the table, and knock him out next time he arrives. Remember to collect back you Rope Arrow and take the on the table.
There is only a single guard on 2/F, and he only patrols a small part of the whole floor. Why? Having completed several missions, you should know what this implies. It can only mean that the rest of 2/F is filled with traps. A face on the wall, a hole the size of a fist, or any strange protrutions: they are likely to be traps. Stand close enough before it and you will get hurt.
Start at the Music Room. Close the floor-door first, lest you accidentally fall through it. Look upwards: there is a door at the ceiling as well. Save your game and open the ceiling-door. There are two Faces on the wall above. Shoot a Rope Arrow at the bottom of the right (South) Face. That one allow you to climb down, shoot another Rope Arrow to the ceiling above the right Face to climb up.
Climb the ceiling Rope Arrow and drop to the floor on the right side of the faces. Retrieve the ceiling Rope Arrow and look around: many of the tiles are pressure plates, rewarding you with an energy ball from the faces on the wall. That means as long as you do not stand in front of the faces, you are safe (note that the explosive barrel is not in the line of fire). Move forward (West), step on the pressure plates and watch the fireballs. When you reach the first Chest, get the inside. Turn right and pick up the Land Mine on the floor between the Chests, and from the other Chest get a .
Carefully crouch in front of the face with the Rope Arrow. Save your game. While still crouched, run towards the rope: you will drop but before you hit the floor below you will grab the rope without taking any damage. Climb further down, retrieve the rope and drop to the floor safely. Save again.
Go to the only door on the South side of the Music Room. When you are on Level 2, never open a door when you are standing in front of it. Crouch and stand on the side, open and wait. An energy ball flies by. This is the Level 2 Two-Face Room, each of the Faces guards a door. Now walk inside to get a under the face.
On your right, there is a doorway on the West side of this room. Stand at the doorway, you can see a staircase beyond a gap (if you have not over stepped and fallen through the gap). It is the Level 2→1 West Staircase, going down to the West Corridor (the one outside Dining Room). You can also see the Level 2 West Corridor (broken by the gap) going left and right. By jumping to the staircase area, you can jump to the Level 2 West Corridor, but we will go there via another way in the upcoming excursion.
Pick up the skull on the floor. Walk carefully past the fire (either press yourself to the wall or to the faces). Look at the South door. Next to the door are explosives, the fireball from the Face will hit them.
Open the South door and exit.
Since this door actually opens to the Level 2 South Corridor, you can visit there as well. However, most of the Level 2 South Corridor is uncarpetted, and the guard downstairs can easily hear you. If you crouch and move deadly slow, you can explore the Level 2 South Corridor, but we had better leave it till after the 1/F Guards are out.
Walk very slowly to the carpet and then go to your right (East). On the wall at the corner is a Glyph. If you examine it closely, the face on the far end of the corridor may send you three fireballs from behind you. It doesn’s always happen, but if you see the symbol jump out of the Glyph (like a hand-drawn eye), then crouch down and turn around to see it. Turn North into the wooden floor-ceiling (wooden ceiling below your feet acting like the floor).
Level 2 West Corridor is an inverted area. Even the paintings are upside down. A double door is on your left. Open it with a Guard Key to find a familiar room.
Continue going North until the gap. On your right you can see the doorway of the Level 2 Two-Face Room. Do a quick save here, because the jump is not easy. Either do a running jump directly across to the North side of the gap, sticking to your right (East) half of the corridor. Or jump to the Level 2→1 West Staircase area on your left, and from there jump to the North side of the gap. Or you can use a Rope Arrow to shoot at the floor-ceiling (not the ceiling-floor above your head) across the gap and jump at it.
Didn’t you see that part of the floor adjacent to the gap has a darker color? Face North, crouch and step on it. A secret panel will open, revealing a face to shoot a fireball down the Level 2 West Corridor.
Open the door. A big Fly Swarm is behind the door. A Chest is on your right, but you cannot access it from here without getting hurt. We will visit the Fly Swarm Room soon in the Main Route. For now, that’s all for the excursion.
Go back to the Music Room.
Leave the Music Room by the North doorway (the one through which the guard entered the room) to a Crossroad. You arrived from the Southeast, and we will visit each of the other three branches in turn.
The Northeast branch could be considered a big excursion to Level 4 Exhibition Area (where you could as well take the Sword and leave). We shall knock guards, but there is nothing to collect. As an added bonus, our upper level visits will be easier without the Level 4 guards overhearing us. If you are playing Thief Gold and are OK with not seeing a large part of the building, you can skip forward to . If you are playing Thief Dark Project, you must join the initial part of the journey or you will miss some treasures.
From the Level 2 Crossroad, go Northeast. It soon forks. First go North to have a look. You arrive at a ledge overlooking the 8-point Star Garden. Use the opportunity to have a look at it. Later, we shall be arriving from its Northwest corner.
Go back to the fork. Take the East fork and arrive at a big hall with hard tiles. Walking is OK but do not run. Go forward (East) and you see the Level 2→1 Central Staircase, leading down to the Courtyard on the East of the Dining Room. On your right (South) beyond the stairs is another section with a big circular hole overlooking the Courtyard. Here you are at the center part of Level 2, joining the two wings.
Continue East to the double doors at the NE corner on your left. Use a Guard Key to open the door, revealing the Level 2→3 Central Staircase. Take it to go to 3/F.
Nothing much here. Follow the tunnel (I call all areas with this rocky/grassy texture tunnels) on your left.
When you finally reach tiled floors, immediately turn left (North) to a section with wooden floor-roof.
You arrived at the Level 3 Main Hall from the South. Most parts of Level 3 West are inverted. The tiled corridor you passed on your right a moment ago leads to the Level 3 Southeast Hall, which we’ll visit later. On your left is a room, the Level 3 Southwest Room, with a big hole on the South wall. We’ll visit it when we are back. But if you are playing Thief Dark Project and want to skip this Level 4 trip, you can skip forward to this section now.
There is a big window with a brownish frame In the middle of the East wall of the Level 3 Main Hall. Beyond the Brownish Window you can see walls with bright red color. Refer to this screen shot. Take note of it — this is a landmark of the area, and we’ll come back later.
Mantle through the Brownish Window. You can find the tiled Level 3 Corridor beyond the red walls. It goes back to the South, connecting to the (only) other tiled corridor of the area at a T-junction on your South, only a few steps away.
Ahead of you is a tunnel on your left (the North Tunnel), and a tiled ramp on your right (the South Ramp). Both go to the nearly same place. Of course you should take the quieter one on the left. Soon you find a window (OK, a hole on the tunnel wall) on your left. It opens to the Lower Greenary Room, but you cannot climb through it. Continue forward until you have a vine dangling right in front of you. This is the Vine Tunnel Entrance to Level 4 Exhibition Area. Be quiet. While the guards usually cannot see you, they can clearly hear you.
Beyond the Vine Tunnel Entrance, it is tiled floor again. It is the Level 4 Exhibition Area. The tiled hallway basically forms a big ring around the Exhibition Hall. Save your game here because we are going to meet four guards.
Using Water Arrows on the torches on your left would make you feel a little better. Walk quietly forward to the Northeast (clockwise along the Hallway Ring), until you find a doorway on your right. It is the North Doorway of the Exhibition Hall. Get inside and walk quietly to a dark spot. A guard walks near your doorway: knock him out and stash him away.
Look around. The Exhibition Hall extends from Level 4 to Level 6. The noise of the foot steps in this area is confusing, because you can clearly hear the guards above. In the middle of hall is a tower housing the Constantine’s Sword, floating high above a pedestal.
You can see two more guards on the South Doorway at the opposite end of the hall, but they cannot be handled from here. Leave via the same doorway you entered the hall (the North Doorway) and turn right to continue your clockwise visit.
Then it depends on which game version you are playing. One Guard who is stationary in Thief Dark Project in the Level 4 Upper Area now patrols down to the Level 4 Exhibition Area in Thief Gold. Therefore, Thief Gold players need to skip the rest of this section and jump to for a more difficult job. If you are playing Thief Dark Project, just continue reading the next paragraph.
When playing Thief Dark Project, I have not seen the guard mentioned in the paragraph above ever come down here. If you find that he does, you would have to follow the steps in the next section. Otherwise, simply move carefully along the Hallway Ring until you find a corridor branching to your left. The branch on the left (East) is a corridor with a vine hanging in the middle of it. I call it the Vine Corridor: it is the nexus of Level 4, leading to many different places. For us, save game and continue forward (South). Skip the next section and continue with .
Move forward quietly to the first Torch on your right, where the hallway bends to the right. Inch forward to a T-junction, where you can see a corridor branching to the East. That is the Vine Corridor: it is a tiled corridor with a vine hanging in the middle of it. Note a tiled ramp beyond the vine, leading up, towards North.
The Guard from Level 4 Upper Area will descend using that ramp (so you can clearly hear him). He walks along the Vine Corridor towards you, and turn back at the T-junction. Douse all the Torches around. Move very carefully because another guard is patrolling ahead (to your South), so move forward only when both are away.
Move into the Vine Corridor to put out one last Torch at its end. Crouch inside the corridor, on the North side near the junction. It is not really dark enough, but unless they are searching for you, they usually would not notice your presense. When he turns around, knock him down if the other guard is not nearby.
Hide at the T-junction of the Vine Corridor and peek South. A little ahead, there is a fork on the right and a downward ramp going South.
A guard is patroling the Level 4 South Corridor, which is a separate hallway on the South with tiled floor. It is conneted to the Hallway Ring at the Southeast (the fork you are at) and Southwest.
When the guard reaches the East end of the Level 4 South Corridor, he walks up the ramp to the fork. When he turns away from you, sneak quietly forward and hide into the fork on the right.
This short hallway on the right is part of the Hallway Ring. There are two Torches in this short hallway. Put both out quickly. Now that you have some darkness, use a Moss Arrow near where the guard turns around and wait for him to come back.
After you are done with the guard, save again because you have two more. Carry the guard sleeping in the Vine Corridor via the North Doorway into the Exhibition Hall. Otherwise, if you are noisy and the Level 4 Upper Area guards come to investigate, they will find the body as they search through the Vine Corridor.
Return to the short hallway and move South to the corner. The two guards ahead are standing outside the South Doorway of Exhibition Hall. When you arrive at the corner, they will start talking about the new room. Retreat North and get ready in the short dark hallway. They start patrolling when they are done talking. Therefore, if you do not intend to knock them down, you had better avoid the South and keep them standing still.
In Thief Dark Project, both of them walk together towards you. You can easily hit both in the dark hallway.
In Thief Gold, one of them comes your way, while the other takes the opposite direction. After you have knocked down the first one, walk quietly towards the South Doorway of Exhibition Hall to take a look. A little beyond the South Doorway, the Hallway Ring becomes a downward ramp, which connects to the Level 4 South Corridor. The last guard is usually stationed at the bottom of the ramp, facing towards you. To approach him from behind, you need to go via the Hallway Ring (cross the Exhibition Hall and proceed counterclockwise along the Hallway Ring) or the Level 4 South Corridor. In either case, you need to walk a long way on tiled floor to get there. If you are playing Hard or Normal, a Broadhead Arrow will save you a lot of trouble.
Even thouth Level 4 Exhibition Area is now secured, you still need to stay quiet, because the Level 4 Upper Area guards can hear you clearly. Go inside the Exhibition Hall using either doorway.
Save game: it is not dangerous here, but it could be noisy.
There are many methods to get the Sword. Most walkthroughs get it from here, but not us. When I tackled the mission, I completed avoided Level 4, because I found the guards too troublesome.
Look at the pedestal at the centre. The Hall has also a niche on the Southeast with a wooden box inside. Look up to see the floating Sword. How would you get it?
First, you can shoot a Rope Arrow at the upper walls, those with the same red square pattern like the ceiling. Cilmb up, jump to the upper red ring, take the Sword and jump back to the rope. Then descend, retrieve the arrow and drop to the floor. This is probably the most common method.
Alternatively, shoot a Rope Arrow at the higher ceiling, the one with red square patterns, not the greenish lower ceiling. The rope may or may not dangle to a height you can reach, but that is easily rectifiable with a second rope to the greenish ceiling or the redish wall. Climb up. You can directly grab the Sword while you are hanging on the rope. Unforunately, there is no easy way to get the arrow back.
The second method could be improved by using the wooden box. In the past, I thought that it was impossible to climb on the Pedestal. Twenty years later, I realise what my problem was. The top of the Pedestal is wider than the base. You must place the box a little away from the Pedestal to mantle up. From the top of the Pedestal, you can shoot Rope Arrow at the ceiling. Retriving the arrow is now possible without taking damage from falling.
All three methods risk being seen by the Level 5 guards. You can see three openings of Level 5, and from time to time, patroling Guards and Archers. Normally they do not look into the hall, so all three methods are feasible.
I prefer the next, based on an insight during the visit to Level 6 (in a later trip). Save game and use the small box to mantle up the Pedestal. Look up and locate a dark object at the very center of the very top. Shoot a Broadhead Arrow at it. The dark object breaks, and the Sword will drop on to the Pedestal. It is possible to carry out even without knocking out any Level 4 guards.
Restore and leave the Exhibition Hall. Keep the Sword floating there, or else there is nothing to see when we arrive at Level 6.
When you have seen enough, return to the West side of the Hallway Ring. You will see the South Ramp entrance, two metres away from the Vine Tunnel Entrance. Since the ramp is noisy, drop to the Vine Tunnel Entrance tunnel. Near the vine, locate a tunnel on the South. Follow it. You soon arrive at the top of the South Ramp.
At the top of the South Ramp, there is another tunnel entrance going further South. Follow that tunnel and you will arrive at the Level 3 Southeast Hall. It looks pretty much like the Level 3 Main Hall, with less lighting. Leave via the other end of the inverted hall.
You will arrive at a tiled corridor. It is the one you saw when you arrived at Level 3 Inverted Area. Walk West, and you can see on your right the lower end of the North Tunnel and the South Ramp.
Continue forward, and you have returned to the Level 3 Main Hall.
From Level 3 Main Hall, enter the ahead. Go to the West end and mantle through the opening (an inverted doorway) into the Sideways Room.
There are many upside down rooms in the building, but this is the only sideways room that I remember. There is a doorway (looks like a big hole to you) on the floor (falling hasard!). The treasure is below this floor-doorway, but look up first. There is another doorway (a hole on your ceiling) above.
Similar to our trip to the Level 4 Exhibition Area, this trip could be considered a big excursion to Level 4 Upper Area. It is for sightseeing, and guard-bashing. If you are OK with not seeing a large part of the building, you can skip forward to .
Look up. Beyond the ceiling-doorway you can see that the corridor above is upside-down (Level 4 Inverted Area). Save game and find targets for your Rope Arrow. It is OK to shoot at the purple carpet or the door frame, but the orange wall break arrows. If your rope is too close to the furniture, you may be blocked by them when trying to climb. I prefer to shoot at the carpet or bookcase, climb and jump on a chair, retrieve arrow and shoot at the door frame to climb upstairs.
Level 4 Inverted Area is never patrolled, but keep quiet. Follow the floor-ceiling to the end of the inverted area. Turn right (face South) to douse the torch immediately in front of you.
The rest of Level 4 Upper Area has tiled corridors. You have two corridors in front of you. Ignore the one going South with two torches. The other corridor goes East and two guards are patroling it. Douse the torch down this corridor if you wish, to further darken this corner.
Crouch in the shadow area on your right and face the East going corridor. The two guards turn around near the intersection of the two corridors. Shoot a Moss Arrow there so that you can catch up with them quietly. Next time they come and turn away from you, move forward so that you can knock that the rear guard. The front guard will continue his patrol. Hide the body in the inverted area. When the partner comes back, do the same to him. If you are playing Thief Gold, the floor is now empty. For Thief Dark Project, there is one more.
The main corridor of Level 4 Upper Area wrap around the Level 4 Exhibition Area and forms roughly a semi-circle. We are at the Northwest end, and it goes clockwise to the other end. Along the semi-circle main corridor, there are several short corridors branching off on either side. Go down the South-going corridor to have a look: at the South end, it turns left up a ramp to a dead end.
Come back to follow the East-going main corridor. A few steps East and you find an opening on the left. It is a doorway onto the Upper Greenary Room, which we will visit when we are leaving. If you want to jump down to have a look now, save your game first because it is not easy to climb back.
Continue East along the main corridor to a fork. You can see that the right fork going South is a short blind alley. Walk quietly on the left fork.
When the main corridor turns East, walk into the (left) side corridor of a T-junction. At end of that side corridor, a hole is on your right with a vine dangling at the opening. Behind the vine you see a tunnel leading down and a tunnel leading up. Here is the Tunnel Over Tunnel. Next time we come here, we will arrive from the lower tunnel and pull ourselves up to the upper tunnel.
In Thief Gold, the last guard patrols down to the Vine Corridor, and therefore you have already got him.
In Thief Dark Project, the last guard is at the corner ahead. From the vine, go back to the T-junction. Peek around the corner to the East end of the main corridor. You probably need to douse both Torches. If he is walking, you would also need some moss to be able to catch up with him.
Walk forward and follow the turns and ramps until you reach a T-junction where green tiles meet red tiles. You have arrived at Vine Corridor. Last time, you came here from the Level 4 Exhibition Area. Now you have tried a second way to come here.
I used to go to the Level 4 Exhibition Area using this path (from Level 4 Upper Area), until I realise that do not need to go to Level 4 Exhibition Area at all.
Since you have already secured Level 4 Exhibition Area, leave the Vine Corridor on the West end. Travel counterclockwise around the Hallway Ring back to Vine Tunnel Entrance on the West side.
Do not go West down the North Tunnel to Level 3 Main Hall, or use the tunnel going South to the South Ramp. Locate a third tunnel, going West and up. Save and go up to the confusing Upper Greenary Room.
On the Southwest corner is a doorway above the ground. It opens from Level 4 Upper Area. If the guards were still patrolling the Level 4 Upper Area, they would be able to see and hear you. Look down the hole on the floor. Jump down and land on the green part to avoid taking damage (or you can descend using a Rope Arrow).
You have arrived at the Lower Greenary Room you saw earlier via the window in the tunnel. Leave via the exit on the South and you find wooden roof beneath your feet. It is the Level 3 North Hall, one of the three inverted hallways of Level 3. Leave via the other end and you are back in Level 3 Main Hall. Enter the one more time.
The next section is for Original Thief Dark Project. If you are playing Thief Gold, skip to .
This section is for original Thief Dark Project. Thief Gold players will naturally visit the room below the Sideways Room later, while TDP players need to take the opportunity to do it when we are here.
Go to the West end of , and mantle through the inverted doorway into the Sideways Room. Shoot a Rope Arrow at the carpet on the wall-floor above the floor-doorway and climb down. Drop to the bottom but keeping the arrow at the carpet. Follow this link to explore the area below.
When you have completed the visit to 8-point Star Garden, go back to the small room at the North end of the corridor. Look up through the door at the ceiling. Shoot a Rope Arrow at the frame of the stain glass window. Climb up to the room above and retrieve the arrow.
Crawl under the sideways doorway near the bottom of the West wall. Climb up using the Rope Arrow you left there, and jump to the Sideways Room. Retrieve the arrow.
Mantle on the sideways pillar on the East side of the room. Mantle on the inverted doorway to return to . Continue with the next section.
This time, walk into the big hexagonal opening on the South wall of the . Follow the tunnel until you reach a tiled ramp. Save game, walk on the left side and proceed down carefully. After you have turned the corner safely, save again.
Did you notice the strange object on the floor? Somehow I got the impression that in TDP it was an armed Land Mine. P1ague pointed out that the trap in TDP is the same as in TG (a Glyph).
Keep your distance, crouch and lean forward to take a look. Suddenly the Glyph expands and shoots at you. At the same time, (usually) two skulls and two Broadhead Arrows are shot at you. This can be repeated, at least twice. There are 7 hidden emitters, 2 are sending skulls, 5 emits a Broadhead Arrow. So I guess it can shoot up to 5 arrows. You can trigger it repeatedly to collect some arrows, but what are you going to do with them?
If you are shot, restore game. Follow the corridor and you soon arrive again at the Level 2 Crossroad, this time from the Northwest.
So it is time to take the last exit. Go Southwest from the Crossroad.
On the left, you will find the Fly Swarm Room. There are two Fly Swarms inside. Behind them, a Chest is on the ceiling-floor. While you can open the Chest direclty, you have several Fire Arrows and have no good use for them. Stand at the doorway and aim at the floor below the Fly Swarm near you. Aim down at the floor that looks like a ceiling, not at the Fly Swarm itself (or the arrow will shoot right through the swarm), or at the ceiling above that looks like the floor. A single shot will disperse the Swamp.
Walk along the left wall to open the Chest without getting near the other Fly Swarm. A will drop to the floor-ceiling — take it.
The door behind the other Fly Swarm opens to the Level 2 (broken) West Corridor and we have already been there in an earlier excursion. Reader MSB taught me an interesting thing you can do with the Fly Swarm Room. If there are guards around on 1/F and 2/F, you can make noises to attract them. Run to the West Corridor and jump across the gap (to arrive behind this door). The guards cannot jump the gap, so they will instead find their way through the Fly Swarm Room. Then they will get trapped by the hole in the center of the room, and cannot come back out. They may try to climb out, but they will be attacked by the Fly Swarm. So they will either be trapped or killed. Before you try this, note however that you can lose some picks if they have Keys on the belt.
Leave the Fly Swarm Room the way you came.
Turn left to a bedroom.
Compendium of Natural Magic, Chapter 15
These flowers grow primarily in the icy mountain caves of the Esse range. By way of
defense, they have evolved a method of warming and swirling the magical energy of the
sentient plants and rocks discussed in the last chapter, lulling them to sleep. The
flowers are named after archemage Tatyana Yokobik who pioneered their use in the
temporary negation of magical spells and systems. on the table, which infuriated me: it talks about the plants that negates magical power, leading me to carry those red plants around but never find the chance to use it. Anyway it shows that Constantine is deeply interested in magic. Next to the bed finds a Water Arrow. Through the other door to enter a bathroom and get another Water Arrow inside the bathtub.
We are done for the West side of Level 2. Now we cross to the East side and return to Level 1.
Go back to the Level 2 Crossroad. Take the Northeast and then the East fork. Ignore the Level 2→1 Central Staircase and head towards Level 2→3 Central Staircase, which you have used to access Level 3 West.
Instead of going up again, turn South. There is a doorway opening to your left (East). Walk into it. Actually further to your South, near the a big circular hole overlooking the Courtyard, there is another doorway on the East opening to the same room. Just go and have a look and come back.
The room seems empty. Run up the slope on the right side of the face. Keep trying until you see something on top of the face. Grab the there.
Level 2 East is not patrolled by guards, and is full of traps. In this room, you see a big face on the wall between the two doorways. So be careful. Do not stand in front of the door when you open it. The big face will send a magic ball towards the door.
Open the door, see the ball, but don’t leave the room just yet. Another face is sending down three magic balls along the corridor. Wait till they have passed before you leave the room.
On the other side of the corridor are locked double doors. Turn right and move South to find a second set of double doors on the East. The second double doors are not locked. Open and enter. Take the stairs to descend to 1/F.
Now we are going to wipe out all the guards in the Level 1 of the Main Building. Then we can safely explore Level 2 where we get a key required at the Green House (in the East part of the Garden). To reduce backtracking, we will go further up and leave the Garden East till the end of the Mission. So from Level 2, we go up to the top to collect the Sword, and then back down to the Garden and finally leave via Front Gate.
As you arrive at 1/F, use Water Arrows on the two torches inside the stairwell (ignore the two Torches at the landing between Level 1 and Level 2). There are two doorways to the stairwell. A guard will enter from the West and leave by the North. Hide in the shadows and wait for the guard to come back. Pick his Guard Key and knock him down.
Go downstairs to have a look. Yet another door we cannot enter, not until in a later mission. Back to 1/F and leave the stairwell via the West doorway into Level 1 East Cooridor. Open the door in front of you to enter the Bar Room.
Move behind the bar. Grab two on the shelf on the far (South) side. Turn around and crouch down to find a secret door in the bar to find three .
The rest of this section are two excursions.
Leave Bar Room via the North door. Go to the left, it leads to the third Kitchen door (its East door). Then come back to the Bar.
Pass through the doorway on Southwest into the Courtyard where you find the Level 1→2 Central Staircase. Just to have a look. Beyond the Courtyard is the Dining Room.
Leave the Bar Room via the East door and turn right.
There are two more doors on the South. Enter the left one first. It is a long room with a table on the far side. Take the on the table and leave the room.
Enter the last door on the East Corridor. It is the East Coffin Room. Grab two on top of the coffin.
If you are playing Thief Dark Project, look at the picture at the Southwest corner. It is mounted sideways in TDP, but fixed in Thief Gold.
Save your game and leave via the other door into the South Corridor.
We are now for the final guard in the Main Building. No loots here, but if you do not knock him out, he will hear you when you explore Level 2.
Opposite you is a doorway leading to a small room with stone walls. Walk very quietly to the doorway. Put out the Torch and enter the South Doorway very quietly. Turn to the right to see the small Front Gate Guard Room. A guard is on a very short patrol path. Do not bother with the Torch in his room. By the way, if you are playing Thief Dark Project, notice that the Toch is mounted backwards (mount towards you instead of fixed to the wall).
Time your hit and Blackjack him. Get a Healing Potion from the Chest.
Leave the Front Gate Guard Room and go further West towards the Front Gate. Examine the brazier on your right. Get the Fire Arrow at the fire.
Go back to Level 1 East Cooridor. Return to Level 2 via the Level 1→2 East Stairwell.
Back on Level 2 East Corridor.
Remember there are traps everywhere.
From the double door, go South and open the first door on your left.
Collect two from the table on the left, one on each side of the plant.
THE CITY TRIBUNE
A woman from Shalebridge who was acquitted of charges of robbery in a city court last
week has been kidnapped by members of the Order of the Hammer. The woman is apparently
being held in squalid conditions in Cragscleft prison. Whereas the Hammerites did not
cite any official reason for the incarceration, one of the Order was quoted, saying,
“She hath sinned in The Builder’s eyes, and thy slothful laws hath touched her not at all.” on the other table tells us more about the Hammerites. Open the other door, and find only a face on the wall (there are several such doors in the house). Leave the room and enter the doorway on your left.
Don’t rush to the Chest on your right. Look around first. The face on your left was broken. I haven’t seen it fire anything. The other one however fires when you open or close the Chest. So stand at an angle and lean to open the chest for a . Turn around. You have seen fireplaces in this game before, haven’t you? Crawl into the fireplace but stick to the left wall to avoid being burnt. Once inside, turn left and mantle up to get the hidden .
Go down the East Corridor to the southernmost and turn right. Go to the first door on your right. Stay away from the center line of the South Corridor, crouch and open the door. The face on the East shoots a magic ball down the South Corridor. There is nothing in the room, except a barrel of explosives. Maybe you can use it to blast the guards. If playing Thief Dark Project, notice that the Torch inside is mounted backwards.
Leave the room and continue West. On your right you can look out of a window to see the fire downstairs (where you got a Fire Arrow earlier). If the guard at the Front Gate is still awake, he can always hear you when you get here.
Enter the doorway on the South. There are two Foot Lockers in the room, both locked, neither trapped. Get something to eat (there are plenty in this house) in one, and a Healing Potion in the other. Leave the room to continue West.
Near the West end is one more door on your left. This room is nasty if you need to enter this way. Open the door but do not enter. This is the South door of the Level 2 Two-Face Room (South of the Music Room). Just inside the door is a pressure plate, step on it and a fireball is shot at the explosives on your left. That is, if you have not disarmed it. Enter just for fun, because we have already been inside before.
Return to Level 2 East Corridor.
There are three doors on the left (West) side of the Level 2 East Corridor.
Pick and enter the first door, it is the Master Bedroom.
Collect a small key next to the bed (for original Thief only).
This key opens the Cellar in Green House.
See two Gems on the right side of the bed?
Hope you also notice the face on the wall.
Stay clear of the face to grab two .
And in Thief Gold, the face fires at you as soon as you get close, stay alert!
Enter the door on the South to get a
The one who trespassed your Greenhouse is chastised. He did not
know the rules, but spies there no longer. on the table to read: a hint that something is hiding the in Green House in the Garden. In Thief Gold, the Cellar Key is on the table and the Papyrus beneath the table.
Pass through the door on the North to enter the Master Bathroom. Strange that no Water Arrow is here. Take the boulder in the bath tub. Unlock the door using the Cellar Key. In the mission, you picked many Guard Keys, but there is only one Cellar Key. Besides the Cellar, the Cellar Key also unlocks Master Bedroom, Master Bathroom, the safe in Level 1 West Coffin Room and the Shrine. Leave and go back to the East Corridor.
Carry the boulder to go North till the end. Turn right up the ramp, and the traps will wake up. A face is shooting two lines of fireballs towards the North from your right, and one shooting West from the far corner. Look at the floor, there is a pressure plate near the ramp. Place the boulder on the plate to stop the trap. Pick the lock to get the from the Foot Locker. Take the Flash Bomb lying on the floor next to the Foot Locker. Backtrack to the East Corridor.
One last door we have not yet opened. Use the Guard Key to unlock the first double door on your left. It is Level 2→3 East Staircase. Take it to move upwards.
Open the double doors to enter Level 3. Nobody is around. Turn right and head to the North end of the short and empty Level 3 East Corridor. Follow the tunnel there to go East.
Midway in the tunnel, you find a side tunnel to the right (South). Enter the side tunnel and take a look. Pop out of the other end and turn around. The side tunnel emerges to a tiled ramp, with stained glass behind you. Take note of what you saw, for we’ll later come back here from another direction. Return to the side tunnel, and turn right to continue going East on the original tunnel.
This is called the Level 3 Fun Area because there are no guards, no traps, but includes several fun elements.
You emerged from the tunnel to a hall with wood floor. There are four corridors in front of you. Which one should you choose?
Visit every one of them, starting from the first one from the right. I’ve told you that there are six doors you cannot open in this mission, haven’t I? Three of the six are here.
Leave via the door you can open and follow the wood corridor to the end. You should recognise where you are. You have arrived at the Vine Corridor from the East.
We have seen three ways to get here. Let’s leave via a fourth. Climb on the vine. There is a hole on both walls. Jump into the hole of the South wall.
Follow the tunnel to descend to the end. If you find yourself climbing up, you have jumped into the wrong tunnel.
At the end of the tunnel, you arrive at a hallway with tiled floor. Ignore the wall on your left (we’ll come back later) and go West. After turning Northwest, you soon arrive at a fork. Move up the small ramp on your left. Turn left and see what is beyond the corner!
I have no idea why I used to call it the Fun House. Maybe it was the term used in other walkthroughs. The walkthrough of the first six missions were originally written as a supplement to existing walkthroughs instead of as standalone guides.
Ahead of you is a Twisted Hallway. It has a beautiful look because of the colorful floor and ceiling tiles. Run all the way South to the end.
Before you reach the South end of the grass area, you will find an opening on your right. Enter the opening.
The tunnel goes West, and soon becomes a tiled corridor. At a T-junction, on your right is a ramp going up to a stained glass. Remember the place? You have climbed out of the hole on the ramp floor during your trip to the Four Corridors.
Explore the hole on the floor only if you cannot remember where it leads to. Continue with the tiled corridor that goes West. At its end, you have returned to the South end of the Level 3 East Corridor.
Leave the South end of grass area via the exit on the East to be surrounded by the starry night sky. Follow the walkway. A lovely sight, but deadly: fall and you are beyond rescue.
Walk slowly to the end of the walkway: it is easy to fall forward when you are descending the last few steps. Look down and get a hard-to-see .
Turn to your left: there is another walkway floating in Outerspace, a little bit lower than yours. Save your game and do a running jump to the lower walkway. On the lower walkway, find a .
Continue North on the lower walkway. Enter the tunnel ahead. At the North end of the cave, crawl under the opening on your left to return to a tiled hallway.
Do you recognise where you are? On your right is a tunnel opening: you arrived via this tunnel from the Vine Corridor not long ago. We have taken a small loop around the Fun Area. Now, it is time to leave for the Sword.
Go West and follow the hallway. At the fork, take right and move North this time (last time, you took the small ramp on the left to the Twisted Hallway). When the hallway turns East, look out of the two big windows.
They overlook the Hanging Rose Bed Garden. If you jump and land on the rose bed, sometimes you are not hurt, but sometimes you are. So don’t. From the bigger window on the left, look carefully: a Moss Crystal is lying on the left half of the flower bed. Remember to collect it when you (eventually) get there.
Follow the hallway to the North end. In the cave, a huge boulder is blocking your way. Crawl under it to enter the opening on the left. Climb the tunnel all the way up.
This is my favorite way to get the Sword. The three guards here are much easier to deal with than the Level 4 guards.
At the end of the tunnel, you can see a vine dangling in front of you. Climb on the vine and turn around. You will be looking at two tunnels behind the vine: a lower tunnel that you just arrived from, and an upper tunnel right on top of the lower one.
Remember the place? This is of Level 4 Upper Area. Using the vine, you can jump from the lower tunnel to the upper tunnel, without stepping on the tiled corridor. It can be accomplished even if we had not disposed of the Level 4 guards.
Mantle onto the upper tunnel and move up. It ends in a brightly lit patch of grass. The grass is so eye-catching that you may not notice the vine hanging there. Climb up on the vine to access a strip of grass above.
Save game. Crawl towards the guards until they start talking about the boss, then retreat to avoid being seen. When they are dispersed, advance again to look around.
You have arrived at the Northeast corner of the Level 5 Exhibition Area. A Hallway Ring wraps around the Exhibition Area. There are two or three guards on this level. Everybody gets at least a Guard and a Bowman. At Hard Difficulty, you get an extra Guard with a Healing Potion on his belt. At Expert Difficulty, you get an extra Bowman with a Healing Potion on his belt.
Move a little forward so that you can see more to the right. There are three openings from the Hallway Ring into the centre. You are facing the first one, there are two more to the right. Locate the second opening, which you are barely see on the West. Actually, any of the three opening towards the center will do. The first one is closest to you, and is easiest to sneak into, but you would need to douce a lot of Torches. The second one is dark enough even with all the Torches burning, but is a little farther away.
Move back towards the vine you climbed. Find another tunnel that goes West and upward. It brings you to the top level.
Level 6 is small. You cannot do much here other than force yourself into the hole and drop down directly to Level 4, making a lot of noise.
Alternatively, you can hit the upside-down bell-shaped black thing above the Sword. A few hits with your sword will break it. This stuff provides the magic to hold the Sword in mid air. Break it and the Sword will drop to the pedestal in Level 4. This stuff is what you shot at from the Exhibition Hall below. If you want to get the Sword like this, you had better first cleared Level 4, and forget about Level 5 guards. If you dropped the Sword this way, you would still need to visit Level 4 Exhibition Area to retrieve it.
If you get the Sword by hitting the black “bell”, then you should come back up to Level 6 for a look (after you have collected the Constantine’s Sword). Your old Sword may be floating in mid air (over the green carpet, not over where the black bell was). You can save game and grab that Sword as well (easiest done with your back towards where the black bell was). In Original Thief, you find that you can still switch back to the Constantine’s Sword (by switching weapons normally). After that, the old Sword will be lost forever. In Thief Gold, grab the old Sword and it will stay with you — the Constantine’s Sword will disappear forever (fortunately, you mission objective is still considered completed).
Use Moss Arrow to slience the tiled hallway between you and the chosen opening. Douse nearby Torches. Sneak into the opening. You can see the Sword now, but handle the guards first. The second opening is dark enough, but if you choose the first one, then you need to turn around and douse more Torches.
When it is dark enough, it is Blackjack time (remember to pick the Healing Potion). You may carry the bodies into your opening, but it is not really necesssary. When dark enough, guards walk on corpses without getting annoyed. Save often and repeat until you got all the guards. Sometimes one of them really disappeared — in that case, save your game and proceed as if he did not exist, hoping that he will not pop up at the wrong time.
Listen carefully for the Guards, trying to distinguish between noises from Level 5 and 4 (so you are better off if you have secured Level 4 Exhibition Area and Level 4 Upper Area). When all guards are out, turn around to face the Sword. Shoot a Rope Arrow up to the wooden ceiling, somewhere between you and the Sword. Jump on the rope and grap the Sword. Jump and mantle back to your hiding place (if you are a perfectionist, grab your arrow at the same time as you jump).
Since you have secured Level 5, just walk around if you wish. It has a Hallway Ring surrounding the walls of the Exhibition Hall, with three openings like the one we hid ourselves. On the West side is a tunnel connected at two places to the Hallway Ring, but there is nothing in the tunnel. Now it is time to leave.
Go back to the grass at the Northeast and examine the ground. Your old Sword may be lying on the ground. You can save game and try to pick it up. In Original Thief, you find that you can still switch back to the Constantine’s Sword (by switching weapons normally). After that, the old Sword will be lost forever. In Thief Gold, grab the old Sword and it will stay with you — the Constantine’s Sword will disappear forever (fortunately, you mission objective is still considered completed).
Reader Roman pointed out that in his game, the old sword is nowhere to be found. So bear in mind that it is not always possible to find the old sword.
At the entrance (the grass at the Northeast), find another tunnel going East. Unlike the one going up to Level 6 (which goes West and is closer to the vine), this one is closer to the tiled floor. Descend until you see the end of the tunnel and a vine is dangling ahead in the middle of a corridor. Here is the Vine Corridor again. Now we have tried all five ways to access this location.
Jump to the vine. Climb a bit higher, and jump into the opening on the South wall. You have used this tunnel before. Descend all the way to the Fun Area.
Go West and follow the hallway. At the fork, take right and move North (the small ramp on the left goes to the Twisted Hallway). No need to look at the big windows again. Run all the way North to the cave at the North end.
I have been here. I have written about it, When I come back here after 20 years, I still didn’t realise there is a second exit in this cave. Try it find it yourself.
Crawl to the opening on the left just like last time. Right before you enter the opening, look to your right. There is ample space in that direction.
Crawl towards your right as much as you can. When you cannot move forward any more, turn a bit to the left or right. Keep trying and you will squeeze yourself behind the barrier and arrive at the hidden exit on the East side of the cave. Crawl into it.
Crawl carefully along the small tunnel. Soon you arrive at a hole. Shoot a Rope Arrow at the wood ceiling above the hole. Run to the rope, and jump to the tunnel ahead of the hole. You should be going North, it is easy to get disoriented on a rope. There is light ahead (while it is dark behind us). Keep the rope here, we are coming back soon.
Continue to the end of the tunnel. Save game. Look down: you are looking at the inside of the tree trunk. Shoot a Rope Arrow at the wood in front of you. Aim at about your eye level, more to the right hand side. If you shoot too high, the rope cannot reach the ground (because the tree is not completely straight and vertical). If you shoot too low, you will not be able to jump back into the tunnel. A little to the right because I find it easier to jump from that side. Do not overwrite your saved game until you return to the small tunnel!
Descend to the ground. There is a Moss Arrow, a light emiting mushroom and you can pick (and blackout), but no way to leave. Climb back up the rope, and jump back into the tunnel (it is easier to jump when aiming at the left side of the opening).
Return to the mid-tunnel hole with your rope. Save game. Run to the rope and descend. Retrieve the rope and fall to the ground. You should drop safely without taking any damage.
You arrived at North Tree.
You dropped on the West side of a big tree. There is a tunnel on your West, but we are not going there yet. Face North, look around to locate the big tree (it nearly fills your whole screen). Look up and try to locate from where you have fallen. It is easier if you strafe left and right a little (because of the parallax effect — the leaves are closer to you than the ceiling of the “tunnel”, which actually is a tree branch).
Move to the Northeast side of the tree to find a tunnel on the cave wall. Near the end of the tunnel, find a Moss Arrow hidden under a plant.
Move to the Southwest side. There are two exits from this cave.
If playing Thief Dark Project, look at the left side of the right exit. There is a key on the ground. It looks like a Guard Key, but it doesn’t unlock anything.
Take the left exit, which is a short path going South. You will soon find an opening on your right hand side. Ignore it and continue forward to the South Tree in an adjacent cave.
Walk around the South Tree. Walk inside the tree (from its South side) to pick a growing mushroom. There is only one exit of this cave at the Southwest corner. It is right in front of you when you return from inside the tree.
There is a plant right at the cave exit. Look at it. Get the inside the plant.
The tunnel goes West and turns North to a T-junction, where you find a plant (in front) and a light emitting mushroom (on your left). We’ll be heading West, but go North first for a quick look. The North fork simply leads to the short path between the North Tree and the South Tree.
Back to the T-junction and continue West in the tunnel. It finally turns left and open to the Hanging Rose Bed Garden.
I really doubt whether the flowers are roses, but I have been callng them like this for decades. So the name sticks.
Be carefuly, this is a patrolled area. Save game. Stay inside your tunnel opening, and step back until your luminosity gem is dark (better if you stick to the tunnel walls of either side).
Take note of the patrol path. The guard arrives from the West, walks around, and leaves. Pick a spot under the rose bed for your ambush. Pick his and Blackjack him.
Remember what you saw from the Fun Area? Go to the East side, shoot a Rope Arrow at the Rose Bed and climb up. Take the Moss Crystal. Turn North and look up. Can you see the two big windows high up? But there is no way to climb up there from here.
Return to the ground, and leave via the doorway on the West. The Tree Root Garden has a big hollow tree root on your right and a river in front of you. The big tree root has nothing to offer. Head to the ramp at the Northeast corner. Drop to the grass on your right and follow the tunnel for a look.
The tunnel soon opens to the North Tree, at the opening we ignored earlier (near where we fell from the Fun Area). Return to Tree Root Garden. Go to the South wall, where the river ends (it flows through a grate that we cannot pass through). Jump into the river there.
Pick up the Water Crystal at the bottom (right at the grate). Turn around and swim upstream towards the North. Right after you have turned left, look under water to collect another Water Crystal. Continue upstream, pass under the garden wall.
The Bridge Garden has small bridge over a river. Not a lot to see. Continue under the bridge, and pass under the next garden wall. There, you are forced to dive. Follow the river to turn North.
You resurface soon in a big cave with rusty red walls ahead. The river ends on the North with another iron grate. On the West bank there are two stone pillars. Swim to the North pillar and look under water to find another Water Crystal at the river bed.
Swim to the North end of the river and mantle on the West shore. Hide behind the shadows of the stone pillar. Wait for a guard to arrive. He will immeidately turn around and leave. Rush to knock him down.
Jump across the river to the wooden steps. Follow the path and unlock the double doors using the Cellar Key that you got from the . At the far side of the Shrine, collect four and a Fire Arrow behind the table. Note there is another door in the room. It is one of the six doors you cannot enter. In Mission 12: Escape!, we will start from this room, with this door opened. For now, leave the room. Jump over the river again, back to the two stone pillars.
The next section is available to Thief Gold only. If you are playing Thief Gold, proceed with .
If you are playing the Original Thief Dark Project, leave the cave on the West (where the guard came from). Turn left and follow the corridor all the way South. When you have arrived at a T-junction, turn right to enter the Bath House. Skip the next section and proceed to .
This whole area is only accessible in Thief Gold.
From the wooden steps, jump across the river towards the two pillars. Look at the faces on the West side of the pillars. The North one has a red tongue, which is a handle. Flip it and the iron grate in the river on your left opens. Drop into the river, swim upstream to the North end and save your game. It is easy to get drown in the next bit.
Turn left and dive. Follow the waterway and move quickly. When you finally surface in one piece, save again. Move forward and the water drain down a slope into a river (actually the water is flowing up the slope).
When you reach the valley, climb the left bank and move up the rusty hill slope on the West. Move to the Northwest corner uphill and wait. A guard will come, no place is dark enough and your position up the hill is already the safest. When he is leaving, run up to him to pick his Healing Potion and knock him down. Find a Breath Potion at Stonehenge (you will take another dive soon). Leave the valley and go North. By the way, did you noice that the river is narrow and shallow?
Welcome to Lilliput! Nobody is around, so visit the houses as you wish. When you are done, mantle the big grey rock on West side to drop into pool behind it. Enter the tube on the opposite side, run forward to the end. Dive into water and enter another tube there. When you reach the big gold ring, ascend to surface before you suffocate. Swim to the South coast, mantle up to the rim and look around.
Welcome to Brobdingnag! What? You haven’t read Gulliver’s Travels? Go read it online at Unversity of Toronto English Library.
There are two planks above, working as a shelf. From the rim of the sink, shoot a Rope Arrow at the vertical face of each plank. Climb up the first rope to the lower plank. The lower shelf is empty. Retrieve the Rope Arrow and climb the second rope to the upper plank. Note that after you have climbed to the lower plank, you can no longer shoot at the edge of the upper plank — that’s why you need to shoot both from the sink.
Head to the pot of water near the North end of the top plank. The ceiling is so high that any Rope Arrow shot there is effectively lost. Instead, do a running jump to mantle up to the rim of the pot. Dive inside to get a Water Crystal. Before reader Michele L. Worley told me that a Water Crystal is sitting there, I didn’t even realize that the water pot is climbable. Thanks Michele.
Mantle back to the rim and drop back to the plank. Walk off the West edge of the plank to drop back into water in the sink.
Mantle on the South rim of the sink. Quick save and do a running jump to the table. When running, look down so that you can press the jump key the moment you arrive at the edge. Alternatively, you can use a Rope Arrow if you prefer. And save your game often, because it is easy to die here. Go to the other (South) side of the table top. Do the same to move to the stool.
From the Southwest edge of the stool, look up and locate another shelf built from four planks, two of them above the other two. Shoot a Rope Arrow at the nearest plank (the lower East one). The rope should be dangling right in front of you nose. Climb up and retrieve the arrow.
The two lower planks have nothing to offer. Go to the West side of the East plank and find a rope dangling from above. Climb up to the upper plank and take the Rope Arrow. Walk to the pin cushion to collect two more Rope Arrows.
Do a running jump to the upper West plank. Mantle on top of the red box on the West to find out what it is. Drop into its inside to collect the Fire Crystals at the tip of four giant matches. Do a running jump towards the red outer box to get out. While on top of the matchbox, take a good look at the Sitting Room, and try to spot where the guard is standing.
Do a running jump back to the East shelf, but how to get down? Look North to locate the tub of water on the ground. Move to where the tub is closest to the plank. Quick save, run off the North edge of the plank to drop into the water.
Get three Water Crystals under water. Mantle up the South rim of the tub. Drop down to the carpet.
Take the Rope Arrow standing on the carpet a few steps to your West. Climb up the East arm of the sofa. Look at the three seat cushions — the one nearest you is moved out a bit. Drop to that seat cushion, and on its South edge drop carefully down. Move East until the next cushion is blocking your way. Drop to the gap on your left. Run forward to the two big wheels. Grab them — they are two . Return to the West and climb on top of the die. Turn South, mantle up to the mid level, and then mantle back on the cushion. Time to meet a guard.
Fortunately the guard is of your size. From the cushion, move to the coffee table. Pull out two Moss Crystals from the almond cake (one on top, one on the side). Crawl towards the guard from behind him. The area is brightly lit, but he can only see the 180° in front of him, so all you need is to move very quietly. Blackjack him and return to the cushion. Climb up the arm of the sofa, and then climb on top of the sofa back.
Save game, locate the tub of water again. Run and drop into it. Climb back out to the carpet. Watch the North from near the sofa. There are two walking guards with a very long patrol path. Most of the time they are not in the Sitting Room. They start from the Northeast (in front of the sink), walk between the coffee table and the fire place, turn South at the Northwest, and leave the Sitting Room. After they leave, they will go to the Bedroom and then return on the same path.
When a guard comes and leaves, run behind him to knock him out. Carry his body somewhere to the South (or into the fire place) and wait for his friend.
Go to the West side of the Sitting Room. If you want to, visit the fire place on the North of the coffee table but it has nothing of interest. Pass through the opened door at the Southwest corner of the Sitting Room to enter the Studio. Head to the writing desk, and take the opportunity to look at the Burrick head trophy above the desk (when you get closer, it is too big for you to make out you what it is).
Climb up to the seat of the chair.
Shoot a Rope Arrow high at the chair back so that you can climb up and jump to the top of the table,
and keep the rope there for your return trip.
Big Poster Scroll
Men often say, “Heavy is the head that wears the crown.”
For once they speak the truth.
I’ve told the poor lads over and over,
come NOT into my private retreat.
Do they listen? Do they hear?
If they fall victim to my sanctum, so be it. on the table. It satisfies your Expert mission objective to find some incriminating information about Constantine. In Thief Gold, there are two lettres that can satisfy this objective, and any one of them will do.
Walk to the North and South side of the bottle of ink to get two Water Arrows on top of it (you need to jump up to see them, but can grab them directly while standing on the table). Before you run to your rope at the chair back, shoot one more Rope Arrow at a lower position. Climb down the upper rope, jump to the lower one, retrieve the upper one, descend half way, retrieve the lower rope and drop down.
From the chair, look Southeast. The inside of the table is also wood. Shoot two or more Rope Arrow to descend to the floor like you just did with the chair back.
Streamer Rockn-Roll showed me a simpler way to do this. Shoot a Rope Arrow to the lower back of the chair then run and drop down to the rope and climb down to the chair seat. Look Southeast. Shoot a Rope Arrow near the floor and run and jump to the rope to descend to the floor in a similar fashion.
The East side of the table is empty. Turn Northeast and run into the gap between the opened door and the tile wall. After the right turn, you arrive at the bedroom.
On your right (South), get a Speed Potion from the skeleton at the mouse trap (stay calm, we are not running into giant rats). There is a Foot Locker at the foot of the bed. Climb up with a Rope Arrow to the West rim. Shoot a Rope Arrow to the inside of the opened lid to descend inside.
Collect three Noisemaker Arrows nearby and two Rope Arrows on the far side (East) of the Foot Locker. Getting out is a bit difficult. Use a Rope Arrow to climb up to the North end of the East rim of the Foot Locker (West rim would also be good, but you have just crossed to the East end to collect the Rope Arrows). Standing on the East rim, turn South and look up at the opened lid. Lean left so that you can shoot at the outer (East) edge of the lid. Climb the rope to mantle on top of the lid.
If you are sliding down the slope, walk up the slope a few steps to stablise yourself. Retrieve your rope and turn South to shoot another near the top of the footboard of the bed. Climb on top of the footboard so that you can look down on the bed.
Locate the Moss Crystal ahead of you on the bed, and the Sewer Spider (the small ones you saw in the tunnel under the Mission 15: Thieves’ Guild) on your right (near the Northwest corner of the bed). Sewer Spiders are too small for your Sword, so use Broadhead Arrows with them. Here if you miss, the arrow is retrievable because the bed is soft. If it is too far to take aim, walk West and shoot from the safety of the footboard. Notice that there is another Sewer Spider on the Southeast. We’ll shoot at it when we get closer.
Head to collect the Moss Crystal near the Northeast corner. Then locate another Moss Crystal near the centre of the bed. Now that you are on the bed, it is easier to spot it (because there are only a few objects on top of the bed). Go and take the Moss Crystal there. Turn to the Sewer Spider at your Southeast. Run towards it. You can safely approach it from this direction becuase it cannot see you (it is not easy to tell which direction a Sewer Spider is facing, because it keeps spinning around). If instead you have approached along the headboard of the bed, it would have dashed towards to bite you. When it is close enough, keep shooting at it until it turns over. Collect the Moss Crystal it was guarding and the arrows that have missed it.
From the North end of the bed, use a Rope Arrow to climb up to the footboard. Save your game and run towards to open lid. You will land safely on the slope of the lid. Turn around. Shoot a Rope Arrow at the footboard so that you can climb down to the floor (and retrieve it midway). Turn left (East) to locate a mouse hole (that’s why they need a mouse trap). Get inside to a long narrow hall.
Look up, there is a ledge on the opposite (East) wall. Shoot a Rope Arrow and climb up there. Turn around and find another ledge above you on the West wall. Shoot a Rope Arrow, save game and do a running jump to it. If you successfully grab the rope, you can climb up to the ledge. One more jump and you arrive at the top ledge on the East wall. Turn right and at the far South end is a doorway. It is safe here, so just run along the path (no forks here) until the dead end.
Press the red button and you arrived at room of ordinary size. Shoot a Rope Arrow through the ceiling-doorway to the wall-carpet in the room above. Climb up to take a look. You have arrived at the room beneath Sideways Room. Retrieve your arrow and drop back down.
Collect the on the West.
In Thief Dark Project, there is a golden chair above the Gold Candlestick. In Thief Gold, there is a small table, placed closer to the ceiling. I guess the change is needed because the chair is blocking the secret exit.
In Thief Dark Project, you can see that the hangling lamp is mounted backwards: the supporting wire is pointing away from the wall, instead of fixed to the wall. This is fixed in Thief Gold.
Note a sideways doorway near the bottom of the East wall. Crawl through it.
The next room is small and empty. Open the door on the floor. Crouch and drop (make less noise this way) down to a small room.
We are now in the Northwest part of the 1/F Garden. Leave via the doorway into a dark corridor. Hide at the (Northwest) corner and turn South to look down the corridor. When the guard is away, move forward. At a niche (or window) on your right, get a Fire Crystal.
Continue forward. A little beyond the junction with a side corridor on our right, look at the wall on your right. Get the Fire Crystal standing near the ceiling. Wait for the patroling guard to pick his Guard Key and knock him down. Now the 8-point Star Garden is safe.
Continue to the South end of the corridor and you can see the 8-point Star Garden (you have already seen it from a ledge above) on your right. From the shelves, get a Flash Bomb and a Land Mine. Look at the metal “chair” on the West side (the only metal object around, the only object here other than the two shelves). Mantle on it, jump and grab a Moss Arrow resting on its top.
Take the corridor on the South and then turn right. The door on your left opens into the Kitchen. The Kitchen has three doors: one here, one to the West (the one we used to enter it the first time), and one to the East to via a corridor. Continue along the corridor. After the left turn is a T-junction. You see that the side corridor on your right is just a short blind alley. Go down the main part of the Level 1 West Corridor.
Count the doors. On your left are four doors: Kitchen, two for Dining Room, and one to West Coffin Room. You have visited them all. On your right is a doorway near the two Dining Room doors, and a door near the far corner. Behind that door is the very first room you visited on Level 1. So enter the doorway on your right.
Here is the West Stairwell. Go down to have a look. Below is a locked door you cannot enter: there are six doors in this mission that you cannot enter — a hint that you may be coming back in a later mission. Climb up to Level 2. In front of you is the gap of the Level 2 West Corridor. Across the gap is the Level 2 Two-Face Room.
That concludes our short excursion.
If you are playing Thief Dark Project, you came here from the Sideways Room. Return there now by following this link.
Back at the 8-point Star Garden. Go to the Bath House on your East.
Climb into the tub at the centre of the Bath House. Find a Water Crystal inside. It is a small tub, but if you do not highlight the crystal (by facing it directly), you can hardly see it.
Leave via either Northeast exit. At the junction, Thief Gold players should take a visit along the stone corridor on the left since you haven’t walk on it before. It leads to the Shrine. Back at the junction, continue East and turn South to arrive at a lawn. Turn left and move down the ramp. You will find yourself back in .
Time for more water activities. We are going to the other pools to get more Water Crystals. Jump into the river, and swim to the garden wall between and . At the garden wall, dip your head under water to find an underwater tunnel going South.
Dive and follow the water to a big pool (Central Pool) with a big tree in the centre of the garden. Catch your breath and dive again. Under the big tree is a structure under water with four pillars. Find a Water Crystal outside the Northeast pillar (bearly right in front of you when you arrived at the big pool), and another one outisde the Southwest pillar.
Find an underwater opening on the Southwest. Dive into it to resurface in a smaller pool, the West Pool, which also contains a Water Crystal at the bottom. Look around, this is the pool on the South of Bath House and .
Dive back to the big pool. Find another underwater opening on the Southeast. Dive into it to resurface in another small pool, the East Pool, which also contains a Water Crystal under water.
This area is patrolled. Wait till the guard has left before you climb ashore. In the past, I have not been able to do this. I now find out that all I need is to read the instructions carefully. When you mantle, only press the jump/mantle key. If you press forward key and mantle key at the same time, the climb would fail under many situations, including climbs from water.
Leave the room via the West doorway. Hide next to the small tree on you right. Wait for the guard to walk through the doorway to pick his and knock him out.
From the small tree you are hiding at, go South through a doorway into the North Green House. Pass through the doorway on South to enter the South Green House. Look around.
If it didn’t occur to you that you should look up, you are not yet a very good thief. It is surprising enough to have a pool of water suspended above, more so when you can see there is a room above the pool of water. Shoot a Rope Arrow up to the wooden rafter above the pool. Aim more to the South, because you will need to jump from the rope towards the South.
Climb up and jump to the floor above. Go to the table to get a on it. Look up. The six wood beams meet at the centre. At the centre, not visible to you, three crystals are sitting on top of where the beams converge.
This isn’t easy, so save your game first. Retrieve your Rope Arrow at the plank and shoot one at the side of a beam near the centre (if you shoot too near the centre, you would not have space to pop up your head there). Do no mantle up on the beam, there is not enough head room for that. Collect the crystals directly while dangling from the rope: a Fire Arrow, a Water Arrow, and a Moss Arrow are lying where the beams meet. Climb down and retrieve the Rope Arrows half way, dropping to the floor. Dive and drop back to South Green House.
In a patch of shadow at the rear left (Southeast) corner, find two . Go back to the North Green House. Turn right and when you meet the East wall find a . Leave via the arch on the Northeast into a stone corridor running towards North.
Get inside the opposite arch into the East Green House. Once you get inside, turn around and look down on the ground on your (now) right to locate a Moss Arrow at the wall. Move to the opposite corner to find stairs going down. The door down there cannot be picked. Open it using Cellar Key you took from the . The cellar is unguarded so you can explore it yourself. Turn right and enter a star shaped area. If playing Thief Dark Project, find a Torch that is mounted backwards (the mount facing you instead of the wall). Leave on the East, turn right and enter a second star shaped area with a star shaped barrier in the centre. Move around the barrier to go to the centre of the area.
Collect a and a on the left (East) table.
On the other table, read the
Rakel’s Tome of Magic, Introduction
It is the erudite practitioner of magic who, in these days of pseudo-wizards carelessly
wielding enchanted materials, retains the secrets of commanding the powerful sorcery
found in the world of nature. For it was from listening to the hidden whispers of
ancient oaks, of creeping vines, of desert sandstone pillars, that civilized people
first learned the abstruse ways of magic. on Tome of Magic. Under that table, read the Papyrus Mr. Constantine:
I do hope that our final renovations have met with your approval, and
I would again like to thank you for your business. As one of the few
lay architecture houses in the city, we’ve found that we have quite a
bit of proving ourselves to do, and the patronage of someone such as
yourself is always appreciated. If there’s anything else that you
would like built or modified, please let us know. Please also rest
assured that we have no objections to taking further payment in this
form, though we are, of course, deeply curious as to where you
obtained such a quantity of raw gold.
—Lionel Karthman , which is a letter from his architect. This is the incriminating information you needed (that Constantine has a large unexplainable supply of gold). Thief players must get this to complete the mission, while Thief Gold players can fulfil the objective by reading one of the two increiminating information (the other is at Brobdingnag).
Leave the East Green House. In the stone corridor, turn right. There is a metal door a little ahead on your left. Use a Guard Key to unlock the door. Find two inside. Now we completed everything.
Return to the stone corridor. Left left and proceed North to arrive at the East Pool. Turn left (West) and leave via the doorway.
On land, you can have a better view of the big tree in the Central Pool. Look up, there are three niches high up on the walls surrounding the tree (on South, East and West), but they are small and empty. On your South there are two doorways. The first (East) one goes to North Green House, which you have already been to. Take the second (West) one right in front of the big tree.
You have returned to the tiled corridor of the building. Just run, there is no more guards any where. After a right turn, there is soon a doorway on your left. It opens to the Level 1 East Stairwell. Continue on your corridor.
At the T-junction, turn left into the Level 1 East Corridor. If you had moved forward to the East, that corridor would take you to Kitchen (you have already tried this corridor from Bar Room).
Go to the South end of Level 1 East Corridor, turn right into Level 1 South Stairwell. Move West and leave via the Front Gate to end the mission.
Total , and .
Isn’t Lionel Karthman (the architect buidling this mansion) amazing? Among all the missions, I found the Constantine’s Mansion as the most entertaining place to visit. Hope you like it, for we are coming back to the mansion in a Mission 12: Escape!.
Look up “Relativity”, a lithograph by M. C. Escher. Maybe Escher has visited the Constantine’s Mansion as well. Search also for his other impossible constructions: Belvedere, Ascending and Descending, and Waterfall.
As if it weren’t sufficient, Looking Glass Studios move on and add Lilliput and Brobdingnag to this crazy house in the Gold version. Gulliver’s Travels is a book I like. It is also a book widely misunderstood by many. Basically if you have only seen the toon version of it, you would have thought that it is just another fairy tale. Gulliver’s Travels is a serious polical satire, one that you should read with George Orwell’s 1984 and Animal Farm. For instance, do you remember why Lilliput was at war with her neighbour, and what was the conflict between the two polical parties of Lilliput? Go read it to get amazed. To fully appreciate the book, go and buy Gulliver's Travels: A Case Study in Contemporary Criticism (ISBN: 0312066651) While the analysis is good, it unfortunately only contains the first two stories of Gulliver — Lilliput and Brobdingnag. The trenchant cautionary tale is a witty, allegorical depiction of people at their worst.
Also available are 1984 (ISBN: 1595404325) and Animal Farm (ISBN: 0451526341).
Similar to Gulliver’s Travels, a number of books surprised me. Alice's Adventures in Wonderland: And through the Looking Glass (ISBN: 1593080158). It turned out to have much more substance than a girlie story as seen on the motion picture. Satire, allusion, and symbolism weave deeper and mysterious meanings, lending a measure of immortality to Carroll's remarkable fantasy. Cliffs Complete Alice in Wonderland (ISBN: 0764587218) is a good alternative with its full annotations and explanations.
By the way, American McGee Alice is very nice game (try it).
Besides Alice, neither is Peter Pan (ISBN: 0140366741) the same story as I thought to be. While I don’t rate them as high as Gulliver’s Travels, both of them are somewhat worth reading (with Alice being the more entertaining of the two).
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 7: The Haunted Cathedral
Back to the Complete-loot Walkthrough for Thief: Dark Project (TDP) and Thief Gold (TG)
Visit my home page.