Version 1.8 ©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.
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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.
There is nothing to pick (that counts toward the pick count in the mission statistic) in this mission.
In this mission, different difficulty levels have access to very different amount of powerups. This walkthrough has included the powerups and loots for all three difficulty levels.
I haven’t seen any walkthrough doing this mission my way. The path I’ve chosen is excellant for Expert and Hard Difficulty. Yet in Normal Difficulty, you need to refrain from fulfilling one of the mission objectives or else the mission will be completed before you can get all the treasures. I will mention it when you get there. As a side effect, Normal Difficulty players will find that, after collecting everything, they have to re-visit a place in order to fulfil the omitted objective.
In this mission, Hard and Normal difficulty levels have access to a little more treasure than Experts. This walkthrough has included the loots and powerups for all three difficulty levels. Once you correctly set the difficulty level in the drop box above, the cumulative loot count will be adjusted accordingly.
Do you think it is arrogance or greed that drove Garrett to continue to deal with Constantine, who asked Garrett to steal his own Sword? Most likely greed. For a hundred thousand, I wouldn’t mind dealing with an idiot even if he drink green wines.
The Order of the Vine are strange people, but they are just another bunch of superstitious idiots — so thinks Garrett at least. He already learnt from the Mansion of Ramirez (Mission 5: Assassins) that Viktoria is associated with the Order, but still decided to steal the Sword for her client. So it is not time to get scared.
It sounded like just another easy mission. Yet nobody seems to know why the Cathedral is sealed. Except that everybody agrees to evacuate a large part of the city surrounding the Cathedral and build walls to isolate the whole area. Doesn’t sound a hospitable place, does it?
Starting with this mission, you are equiped with the Constantine’s Sword instead of the regular sword. If you ready your old sword, it will make you visible even if you are in the dark shadows. Drawing the Constantine’s Sword will not affect your visibility.
You will be back to the horror of Burricks and Undeads. And you will meet a new friend, the Crayman. Playing Thief Gold, you will also meet a Fire Shadow. Fortunately, he is not as annoying as he was in Mission 4: Horn of Quintus (available in Hard and Expert Difficulty Levels).
Don’t spend money on the
Those who fight undead fall into two groups — the resourceful,
and the slain. The well-prepared knight will arm himself well with
holy water. However, a more convenient tactic, as well as one much less
taxing on the purse, is to take advantage of the zombie’ts antipathy for
all living creatures, and look for other convenient targets to divert a pursuer.
— excerpt from the Journals of Morgan,
declared anathema by the Smith-in-Exile. for I am giving you here. The tips means you can attract Burricks to Zombies (or vice versa) and watch them fight, giving you an opportunity to get away. Since full looters are rich, I do not bother with this advice in the walkthrough.
Buy all the Water Arrows and Vials of Holy Water. For the rest, spend them on Fire Arrows, Flash Bombs and Land Mines. Among these three, I prefer Flash Bombs to Fire Arrows because they can do massacres.
Refer to the annotated map, you start at a somewhat safe corner of the city. Contrary to what it seems, the original map is totally accurate in all the details it provides. Except it doesn’t show everything. On the annotated map are several green arrow, showing the more obscure paths.
We start moving as indicated by the thin green arrow at the lower left corner of the map.
Department of Public Works, Work Order
The power grid control box for the neighborhood around southern Rubin St.
is located inside a residence. It should be in a Public Works station like
all other power grid control boxes. We may need to build a new
maintenance cell in that neighborhood. If so, be sure to contact the
Census Bureau so that they can update the map. It is important that all
Public Works stations be marked on the map with the gear icon, but we
haven’t been vigilant enough about this. in front of you, explaining what the gear symbols on the map mean. You are at the blind end of a short street. The Power Grid Control Box mentioned in the papyrus is inside the building on your left (North). There are a total of five Control Boxes in the city. As they say, they haven’t marked all of them on the map.
Go inside the building to have a look. Pull down the lever (only one of the two levers moves) and the section of the city will light up. It is not absolutely necessary: thieves do not usually turn on lights, but this time you should think about it. Many places are very dark, and without light it is very difficult to move or take aim. Also, Zombies have bad eye sight, and additional light makes little differences to them. In the walkthrough, I will take you to each Control Box. Decide for yourself whether to pull the lever.
While Zombies have bad eyes, they have good ears. Try to walk even when no Zombie is in sight. Otherwise, you will attract the patroling Zombie to wander into area that he normally would not access.
Leave the building back to where you start the mission. Go forward (East) and note an ugly pile of leaves on your right. Yes there are several such green pyramids in the city. Just try to believe they are leaves. The Dark Engine does have its shortcomings despite our praises.
On top of the leaf pile, look around. You have a large open space on your left (North), a house in front on the East. But first look at your right (South). Climb over the leaves towards the street lamp there (the city has two common types of lamps, some sit on a short pole like the one on your right, others are tall like the one on your left). From the lamp, notice a short alley going back to the West, behind the leaves. Climb over the leaves again to reach the dark and empty short alley. Try to find your first treasure here. Even if you know it is definitely in this small area, it is not easy to find. It is under the building, right next to the pile of leaves. You may need to crouch and/or step back to be able to see a .
Get back out and head to the house on the East.
Before picking the locked door on your right, first look left and find a
The City Council is deeply grateful for the efforts of your men in the emergency
construction of this great Wall, which now begins to shield us from the dangers behind it.
We know of the hours of backbreaking labor you have already given us, but regret that we
cannot yet allow you any rest, as the work is of greatest urgency. You have our deepest
sympathies at the loss of your workers Barton and Adan to the zombies, but you must know
that your men number among the legion lost to this evil. As we regain our city, with the
undead put down and the wounded given succor, we have freed a watch of the Guard to
your men as they finish, so do not let fear stop your efforts! The City counts on you — do
not fail us in our hour of need.
— Lord Whitsimmon partially hidden by the leaves on the ground: the rumours are real. The wall was built in great emergency. Workers were killed by the undead.
It is too late to hesistate now. Step back and look up. Take the Healing Potion on the ledge above. Pick the door and enter. Now you can relax a bit.
I named the area we start as Lower Residential Area, because the other parts of the Residential Area is of a slightly higher altitude. In front of you on the floor are a bundle of 12 Broadhead Arrows. If you want to, go back to turn off the Control Box and see what this room looks without the light.
Go to the left, mantle half way up the broken wall (that is, climb up the bricks but not the green stuff). Turn around. Jump from the broken wall and mantle up to the floor above the door. There are two Foot Lockers there. The one closer to you has two Flash Bombs; pick the other one for two Land Mines. Drop back down to the floor below.
Climb the broken wall again. This time, mantle forward to the floor ahead. Look through the window on the left. The Lower Residential Area can be further divided into the Lower West and the Lower East. They could be considered as two divided regions because it is not easy to cross from one to the other.
You started from the Lower West, and the streets there were somewhat chaotic. Outside the window is Lower East. It mainly consists of two parallel streets going to the North. You can see one of the two streets, which I call Lower East Street (because it is the street in Lower East and is without a name). Further to your right (not visible) is Rubin Street South, connected to Lower East Street via a short street not far away from you.
A Zombie is patroling the two streets (and part of Lower West). It is the only Zombie in the Lower Residential Area, so you can move around easily. Yet remember to be quiet, or he will expand his patrol path to where you make noises. When he is away, drop quietly from the window down to Lower East Street to proceed.
Turn into the short street on your right. At the end of the short street, there is a metal grate on the ground. You can see water flowing beneath, but you cannot climb through the grate. I will show you where this hole is when we are travelling underground.
You can turn right and hide in the dead end there. Look North along the street. This is Rubin Street South (the street sign is just ahead of you). At the far end, a wall blocks your view. Sometimes, the Zombie of the Lower Residential Area gets stuck at the wall, which is good news for you (because the whole area will be free from AI). Otherwise, wait for him to leave Rubin Street South (go via the short street to Lower East Street) and walk forward to have a look.
Climb on the leaf pile to see what is on the other side of the wall. You can see the East Ramp (there are two more ramps nearby) going up. It leads to the East Residential Area on our North. Also behind the wall (but not in view unless you walk all the way to the wall) is a doorway on the left. Later, we will descend this ramp from above, and pass through the doorway on the West to enter the 4 Pillar Room.
Undeads sometimes walk across the top of the ramp. For now, move back through the short street to the main route.
At the Lower East Street, continue North. There are doorways on both sides of you. The left one enters the Hole Room, with a big hole on the ground. The right one opens to the 4 Pillar Room, with four big pillars. The 4 Pillar Room is sandwiched between the Lower East Street that you are now on, and the Rubin Street South of our previous excursion. As mentioned during the excursion, we will later descend the East Ramp and enter the 4 Pillar Room to transverse the room and come back here.
Leave 4 Pillar Room for later, and let’s visit Hole Room on the left first. The Hole Room has two more doorways, on both North and South. Enter the doorway on your left (South) to the next room. There is a locked door on your right. It opens to the Lower West. Pick it, but do not go out yet: we will visit the Lower West in an excursion shortly.
Walk up the fallen beam and jump to the roof at its upper end. Collect the on your left. Take a look at the Lower West. The platform you are standing on is the ledge holding the Healing Potion you took early in the game (it isn’t easy, but you could have climbed up here from the ground). The starting area is between the red building and the green one on your West. The first door you picked (not the one you just picked) is down below on your left. When you have seen enough, return to the fallen beam.
Listen carefully, and go back to the Hole Room. By the way, did you jump to the other beam to see what is at the window? Unfortunately, nothing is up there (although it looks as if a vial is standing at the window sill). Yet it is good practice to examine places.
Pass through the Hole Room to enter the opposite (North) doorway. Turn left and move through the doorway on your left. An empty room? Walk on the leaf pile at the end, and take the on top of the broken beam.
Move back to the Hole Room. We shall visit the hole later, for now leave via the doorway on your left (East) back to Lower East Street. Take a look at the doorway of 4 Pillar Room, just in front of you. On its left, a beam rests at the wall. Walk on the beam all the way to the top. Turn right and look at the upper window (those above the top of the beam, not those you can see from ground level). If you cannot see the Moss Crystal resting there, you have not climbed far enough. Stay on the left most side of the beam (so that you are farther away from the wall), inch forward, and before you fall you can locate the crystal. Grab it and descend to the ground.
Go North to the end. As the map suggests, the street ends there; yet you can turn left and follow a narrow path to the West (along the green arrow). Go West past some stone blocks and at the right turn is a tall pile of leaves. If you stand on top of this leaf pile, the Zombie will not notice you even if he walks under your nose. After the right turn is an immediate left turn, leading to more stone blocks.
There is not much to see in this excursion other than broken buildings. Walk slowly or you will attract the wandering Zombie.
Turn left and go South. After passing the red-top tower on your right, you come to a wall in front of you. Turn right to walk along the wall, staying on the South side of the red-top tower. In front of you is a short lamp post. Notice that a green wall (with more moss) is running to the South, parallel to the grey wall (with less moss) behind it. Between the green wall and the grey wall is a dark path, whose entrance is partially obstructed by the short lamp post. The path is useful for hiding, especially when you have attracted the Zombie to the Lower West. For now, ignore the dark path, go South on the left side of the green wall.
On your left are walls cutting the area into several triangles. Have a look around and continue South to a wall (running roughly East West) blocking your way. On your right, you can see another short lamp post, marking the way into the dark path behind the green wall. Turn left and walk forward to an open area. You can see the starting area not far away to your right. Continue forward to the door straight ahead. It is the one you picked earlier, in the room with a fallen beam. Open it and have a look. Note: if the Zombie has heard you, it may emerge from this door (whether you picked it or not)!
That is all in the Lower West. Go back towards the short lamp post and use the dark path behind the green wall for a change. Go back to where you started the excursion.Before you go up the West Ramp, listen carefully to avoid walking into the Zombie patroling the area above.
At the top of West Ramp, there is another ramp on the left (the Upper Ramp) between two towers, leading to Upper Residential Area. On your right is a cart, next to it a street post, telling you that it is de Perrin Street. Refer to the annotated map, the de Perrin Street consists of three small sections: besides the central part where you are now in, the West part goes up the Upper Ramp all the way to the Star and Crescent Moon symbol, while the East part is somewhat disconnected, running to the gear symbol on the North.
We are now going to the Power Control Box. If you prefer to explore in the dark, stay here until we come back.
Go North and turn right. Stop before you reach the two green pillars. The Zombie and the Apparition often visit this area, so move carefully.
Look at the fallen street post in front of you. You arrived at de Perrin Street East. Undeads come from the East ahead, and a Burrick is roaming on your left (North). You can try to introduce them to one another, but I don’t think it is worth the trouble. Just wait till the Burrick is away.
From the first green pillar, head to the Power Grid Control Box at your Northeast. While it is easy to sneak to the Control Box in the dark, once the lights are on it will not be as easy to come back. Before you flip the switch, look around: there is a dark recessed area on the other side of the street (on your West). Wait for the Burrick to be away, flip the switch and rush there. Get back to the top of the West Ramp to continue.
Hide in the shadows near the cart to locate the patroling Zombie. Not counting the Zombie down in the Lower Residential Area, there are a total of five Zombies and two Apparitions (four and one in Normal Difficulty) in the whole residential area. Since they are scattered all over the area, I am not going to take them out. This early in the game, only one of the Zombies comes this West, the rest will not visit this area until later. The Zombie arrives from the North, then go up the Upper Ramp. After wandering around the Upper Residential Area, he will come back down, returns towards the North and disappear round the corner. Don’t move up the ramp when he is up there.
Save game and walk up the Upper Ramp.
At the top of the ramp, turn around. At the Northeast corner, two barrels are sitting on a depressed area. Go there and to find a vial of Healing Potion (not easy to see even though you know it is there)
Are you still alive? There is an armed Land Mine behind the door! If you haven’t turned on the power in the previous excursion, it is impossible to see it in the dark. Do not step on it.
Reader MSB suggested to trigger the Land Mine with a Broadhead Arrow. Just stand back and shoot at it. This saves you lots of trouble getting into and out of the room. The only catch is that you may attract the undead nearby.
On your right are two Foot Lockers where you get 3 Rope Arrows and 3 Land Mines. Go past the bed to get 3 Flash Bombs and 3 Noisemaker Arrows on its left.
This place is perhaps where a thief used to live. You will read about this thief later. The evidence is not very solid, but that explains the armed Land Mine and other equipment
Leave the house through the broken wall. Go through a doorway between a short lamp post and a tall street lamp ahead on your North. On your left is a large pile of leaves, which we will explore a tiny bit later. Note a flag above the door on your right, with the Star and Crescent Moon matching the annotation on your map. Picked the door and enter.
Without lights, this room would be pitch dark. At the far end is a Chest holding a Breath Potion. From a niche on the wall, holding three Fire Crystals.
Leave the building and go forward up the large pile of leaves. Find a . That’s all for Upper Residential Area. Go back down the Upper Ramp.
From near the cart, look at the two towers. With lights on, you can see that part of one tower is lit up, inviting you to find a way there. Find the extrance behind the cart to walk into the building opposite the tower. Above the big hole in the ceiling, locate the two wooden rafters. Save your game first. Shoot a Rope Arrow at the rafter. Climb up and drop to the floor above.
Walk quietly on the hallway to the West end. You are now inside the tower on the North side of the Upper Ramp. Take the Noisemaker Arrow at your feet. A little ahead to your front right is a .
Peek through the window slits to look at your surroundings. Check where the Zombie is, and go back down your dangling rope. Midway, retrieve your arrow and drop to the ground.
Save game and leave the building. Go North and turn right to de Perrin Street East again. From the first green pillar, look Southwest to locate a niche in the wall at the South end of the street. Head to the niche and save game. From the niche, go East. At the end, turn right. There is a long blind alley on your right going back to the West. There is nothing there, but you may hide there in case something unexpected appears. Pass through the wall opening on your left, leading to the top of East Ramp.
Continue moving East across the top of the East Ramp. Beyond the fallen street lamp, turn left and move to a street corner: one street goes right and another goes forward. Slightly ahead of you is a street post. Don’t bother to read the street name now. On your left is a triangular area formed between two walls: squeeze into the dark coner of the triangle.
If you have turned on the lights, you can easily find your way to the room above. In the dark, it took me quite some time to realise that I am not hiding at just a wall corner! Anyway, enter the doorway on the North wall, just two steps from your hiding place. Get inside that building to find a ladder there, and climb up.
Let’s call this the East Ramp Building,
since it is the first building above the East Ramp.
When you land safely upstairs, find a doorway on the South without falling through the floor.
Get through the doorway into a room with a broken wall (finally with a little light from the outside).
Constable Tule is a degenerate. Every time we have a blackout,
I have to go haul his ass out of the pub to get him to unlock the
maintainance cell for the Market Street power grid. If he wasn’t the
Baron’s nephew they would have fired him months ago. on the floor. You would not have problem reading it even if you did not turn on the lights.
So the Maintenance Cell at Market Street is locked and you need to find the key from the Pub. On the annotated map, you can find the Pub on Market Street. However it does not show you where the Control Box is (the gear symbol near the middle of the map is the Cathedral Street Control Box, not far away from us). As annotated on the map, the Market Street Control Box is just next to the Pub. Yet it turns out that there are several keys available and we do not really need Tule’s.
Move carefully to the wall hole and have a look at the streets below (don’t fall!). We arrived from the right (South). Under you is the Rubin Street North going North to a wall. On your right you can see a short street, Let’s call it East Residential Street. It goes East from Rubin Street North to Cathedral Street. After taking a good look of the area, we are going back to the Lower Residential Area.
Save game and leave. You either go back down the ladder, or just drop outside the wall from here. If you want to drop, look down first and locate the street post. Drop on its top, and then to the ground.
Before returning to Lower East, take a brief look around. Follow East Residential Street to go East to the junction. Going right is the Cathedral Street South. Continue ahead to the East end of East Residential Street. On your right is the doorway to the Maintenance Cell for Cathedral Street Control Box, which is also locked behind gates. The road going North from here is the Cathedral Street North. For now, head back to East Ramp.
Walk down the East Ramp back to Lower Residential Area. At the bottom of the ramp is a wall directly in front of you. In the first excursion, you were on the other side of the wall, looking at the East Ramp from the pile of leaves via the gap now on your left, behind the tall street lamp. Just before you reach the wall, turn right through a doorway into the Four Pillar Room. The room has four pillars arranged at the corners of a big rectangle. If you are playing this area in darkness, watch out for the big hole between the pillars and the far (West) wall. As an excursion, you can save game and drop into the hole to greet the Burricks below. Otherwise, move along the center line of the hall (between the four pillars). Leave via the doorway at the opposite corner.
You are back to Lower East Street. Enter Hole Room across the street. Be careful when entering, and stay quiet. There is something else under the hole making a clicking noise when he comes near. Don’t alarm him.
Earlier, we have visited the two rooms on either side of the Hole Room. Yet, we have not examined this room itself. Upon entrance, turn right and go to the near (NE) corner. Look up and locate the beams: one go from your corner to the center of the opposite wall, two more broken beams goes N-S (BTW if you have played in the dark, the beams are not easy to locate despite the starry sky). Turn around (face the corner) step back and shoot a Rope Arrow at the vertical surface of the beam above your head. Climb up the rope, and at the top mantle up the beam and retrieve the arrow.
Crouch: if you can’t, it means you are not standing steadily on the beam — move a little to retry crouching. Turn towards the (NE) corner and find a on the beam. Turn around and walk carefully to the other end of the beam. Do a quick safe because you don’t want to fall down and retry all this. You want to hop beam to beam to the one on the Northwest side.
Alternatively you can climb down to the ground and climb up that beam using a Rope Arrow. However, I find it more difficult to climb down a Rope Arrow than to do this hoppong.
At the end of the beam, turn right (West) to locate the next beam. Just run forward and you will arrive there, no need to jump. However you must stop in time (backpaddle if necessary) or you will fall over the other side. Turn right again and move North to where the beam breaks. Turn left (West) and face the last pair of broken beams. Again run and stay there.
On the NW beam, turn West and look at the window to find a lying sideways at the corner. Crouch and drop carefully to the floor, and save your game.
We are now leaving the Lower Residential Area for good, and head East via an underground passage. Listen to make sure the clicking noise below is not nearby. Crouch at the NW side of the hole, drop down and run forward to the shadows at the Southeast corner of the room below.
In fact, there are plenty shadows below (too much, if you have not turned on the lights), but since the entrance of the room is on the West, you had better stay away from that side. There is nothing useful in the room. Just wait till the Crayman arrives. He looks like an insect made of clay. I have difficulties in telling which side of his head is the face. Finally I noticed that Craymen behave like Swordsmen. Their right hand is placed slight higher as if they were holding a sword, and the left hand usually lowered and away from the body. Incidentally, they only attack with their right arm (and I think the same applies to Spiders). When he turns his back to you, walk up and knock him down.
If you do not wish to wait for the Crayman, keep a keen ear on his noises, or you would walk into him. You must be able to detect him in advance in order to retreat to a hideout.
Leave via the only exit and immediately arrive at a T-junction. Visit the right side first. You will soon arrive at a room. Turn right and go to the far (East) end of the room to find two Water Arrows on your left (North). Go back towards the West and you can see two exits. You arrived from the exit on the left (SW), so take the one on the right (NW). The tunnel turns right to a pool (if you missed the turn, you would have arrived at a dead end).
Walk around the pool: there is a Moss Arrow on your left and another on your right. And on the opposite (North) side, there is a among the remains of the skeleton. Dive into the pool to find two Water Arrows. By the way, once in Thief Gold I gave up waiting for the Crayman and later found him standing at the bottom of the pool! Nice that he is out of my way, but it is quite difficult to snatch the Water Arrows from under his nose.
Leave the pool and retrace your steps back to the T-junction. Turn right (West) to continue your journey.
After two left turns, you arrive at a room with wooden floor (instead of rocky ground). Lighting now changed to glowing mushrooms and no longer depends on the Power Grid. Find a on the floor in front of you. Turn right and leave via the doorway to descend into a West going tunnel.
Follow the long and narrow tunnel. If the Crayman is still wandering around, you will probably meet him here. Somewhere along the tunnel is a dark niche on the left, in case you need a hiding place. After a right turn, the tunnel slopes downwards to a big cave. Now you should start to watch out for Burricks.
The pair of Burricks who live here should have left, and the third one has not yet arrived. Just do not stay too long. Until you reach the surface, always watch out for the patrolling Burricks.
Enter the great cave and the first thing you see is the great column in front of you, blocking most of the view. This kind of columns appear in many missions. It is formed by a stalactite joint with a stalagmite. There are two great columns in the cave, one hiding behind the other.
Move along the wall towards your right. The cave has many corners. The first corner has a glowing mushroom. The second one is dark, and there you will find a next to a piece of bone. From there, turn and look at the two great columns. Walk to the area between them.
Between the columns, find a Rope Arrow, a Noisemaker Arrow and a Gold Key. The Gold Key opens the maintenance cell for the Market Street Control Box, so it is no longer necssary to find the key from the Pub. Go to the corner at the South side of the cave to get a . Turn right and follow the wall clockwise (if you followed the wrong direction, you would go back to the entrance). At the next corner, pick up a at the wall. Turn North to locate the well-lit cave exit. Head there, and pick up a on the left side of the exit. Leave the cave.
Follow the tunnel. There are no forks — only hiding places for you (I suppose they are passing places for the Burricks). In case you run into them, hide and let them pass. Knock out the rear partner, and run up to handle the other.
Finally, a left turn takes you to a long, wide, tall horizontal Burrick Tunnel. Go straight to the East end. Before you leave the Tunnel for the water on your right, look up. There is a hole on the top of the Tunnel. Remember the big hole in the Four Pillar Hall? It drops here.
Save game and wade into the water. Burricks will be arriving from the North, if not yet. If you are having company, retreat to a nearby niche to ambush them.
When you reach the water, there is a circular section on your right. Stand at the centre and look up. See the metal grate at the ceiling? Remember during the Rubin Street Excursion, we noticed a metal grate on the ground at the South end of Rubin Street South? This is the grate we saw, but we can neither climb up from here, nor could have dropped down from there.
Before leaving the circular area, take the under the water. Follow the sewer to go North. After a right turn, you arrive at a T-junction. The way ahead (East) is just a dead end, which would be useful if you have head on traffic. Note that you cannot use weapons when wading.
At about this time, the third Burrick will start walking from somewhere ahead. When you heard it, return to the dead end to let it pass.
At the T-junction, turn left (North) up the water slope. Wade upstream and then walk up the dry slope to a big machine. Climb up the ladder on the left to locate the Power Grid Control Box.
You have arrived inside the Cathedral Street Maintenance Cell. Last time we were in the East Residential Area, we have come to see this Control Box from outside a locked gate. Now we are inside.
Flip the switch. Turn around and you can see a hallway leading to the locked metal gate. Do a running jump from the metal platform across the gap. Locate the switch next to the gate and flip it.
Outside the gate is a small room dark enough to hide. The wall on the right is gone, and opens to the streets of East Residential Area. Move past the gate and hide in the shadows in that room. Turn right (North) to face the street.
Cathedral Street North starts from here, goes all way North to the river. Cathedral Street South is on your West, just on the other side of the wall on your left. Save game and gather courage for some running. We will move South along the Cathedral Street South.
Save game, listen and leave the room. Go West along the East Residential Street. At the street corner, there is a short lamp post and a street sign for Cathedral Street. In case you do not recognise your surroundings, you may go straight ahead to the next street junction on the West. You will find Rubin Street North and East Ramp Building there.
Come back to our street corner. Turn into Cathedral Street South. Note the window on your left. Next time you can climb in and out of the Maintenance Cell through this window. Continue South. Note the barber sign (refer to the annotated map,) on your left. The barber wall is broken so you just walk through it. Inside the shop, examine the ruins on your right to get an .
Although the map looks as if you can travel along Cathedral Street all the way to the Cathedral, you find out that the street is completely blocked. A separate part of the street (Cathedral Street East) ends at the Cathedral, but it is not accessible from here. Since we have reached the dead end of Cathedral Street South, turn around and go back to the Maintenance Cell.
Pass through the gate back to the ladder. Check the whereabouts of the Burricks before climbing down to the tunnels. I prefer not to knock them here, because you cannot hide their body. It is best when you wait till a Burrick is heading West away from the big machine. It means it will not be in our way.
From the big machine, find an exit on the South (ie do not go back down to water). There are no forks, but turns, metal sections and dead ends. You will arrive at a dark hexagonal room. Turn right and locate a lamp ahead: instead of mounted on the wall, it is mounted in a niche. The bottom of the niche is about the height of your forehead.
There is something at the niche, but you need to jump to see or grab it. I suggest to save game, moss the floor, jump and grab. You should stand in front of the lamp, look downwards and then jump, or else you will not be facing the when you are in mid air. I found that it is easier to mantle if you ony press the jump key without pressing forward key at the same time. After you got it, turn left to continue your journey.
When you arrive at the real end, look up. It is dark up there, but you can locate a wood beam above the hole. Save game and shoot a Rope Arrow at the vertical face of the beam. Climb and mantle up on the beam. Consider leaving the Rope Arrow at the beam — I sometimes fall into the hole and need to shoot and climb again.
Look around, you have emerged to surface.
From the beam, mantle up to the wall to your North. Study the street below. Three Burricks are patrolling on the right (only one when playing Normal Difficulty), and from time to time they come into this street.
To the Southwest, note a room (look up: it is higher than your wall) with an unlit lamp and a missing wall.
It is not directly accessible from here.
Turn back to the North.
Notice that the building across the Hole Street (slightly to your left) is not as tall as its neighbours.
Do a running jump and mantle to that roof.
Turn left and mantle into the room there.
Turn left again and walk to the South end to collect three Fire Arrows on the floor.
Hand Written Ledger
The foolish old man who currently owns the Serpentyle Torc lives on a
barren sidestreet west of the Drawbridge. I visited his small but wealthy
residence last week in order to purchase the Torc from him, but he obstinately deflected
my arguments and offers. He says it is a custom of his people to present a gift of such
beauty to their brides-to-be before marriage. At seventy years of age, I don’t know what
sort of maiden he thinks will be tempted to wed him.
I’m not sure if I should now proceed
to use force, or perhaps find a way to pilfer the Torc from him. I understand that there
is a thief one can hire who lives nearby, close to de Perrin street. on the floor. The thief mentioned probably lived in the Upper Residential Area, in the house with an armed Land Mine. Since the Serpentyle Torc is not yet stolen, it is still waiting for you.
Look outside. You have arrived at the room with an unlit lamp that you saw a moment ago. Study the paths of the Burricks. They can enter either of the two empty buildings of the street, or continue forward. If they continue forward, they may turn around midway or near the end of the street. Since you cannot move an unconscious Burrick, you should avoid hitting a Burrick at a location where the others will soon walk into.
Save game and hide inside one of the buildings and wait for a Burrick to enter. If he enters, knock him down when he is deep inside the room. If he heads instead to the far end of the street, consider chasing after him to knock, but beware of the other Burricks. Hide yourself if more than one Burricks are around.
When all three are down (or you have given up waiting), go West to the dead end. Pick the door to get a Breath Potion. Time to leave this street now. If you have left the Rope Arrow at the beam when climbing up to this street, retrieve it now.
Walk to the East end of Hole Street. Notice the big pile of yellow leaves ahead of you. We will go back to it later. For now, we turn left into Market Street Central.
While you have wiped out the Burricks (they used to come from the South), ahead of you (on the North) is a Zombie area. Pass through a stone arch and notice some metal grating on the ground on your left. Beyond the grating is a short lane (looks more like a niche on the wall). Inside the short lane is a wood door, which is probably not visible from where you stand. Next to the street lamp is the shop sign, telling you it is the Dairy. Do not walk on the grating, we will enter the Dairy via another way.
Continue on Market Street Central. On the right hand side of the street is a Greengrocer. The doorway is blocked by planks: you can break them with your Sword but that will attract the Zombies. Better use another entrance.
From the grating at the center of the street, continue on the Market Street Central towards Northwest. When the street turns West, hide at the corner on the right hand side. The shadow is not perfect, hope you can peacefully study the Market Street North ahead.
There is not much we can see from here, except that there are more Zombies here than in the South. There are 5 Zombies in this street, and most of them stays in Market Street North (4 for Hard Difficulty, 2 for Normal Difficulty).
Look at the shop sign on the left side of the street: it is an Armory. You can also see the doorway of the next shop, but cannot make out what the shop sign on the floor is saying. It is the Bakery, which we will visit shortly. At the far West end, you can see a wood door under a lamp. That is the Pub, but we are not in a hurry to get there (since we already have the Gold Key).
For now, return to the red brick building with the gear sign.
In the red brick building, you immediately arrived at a T-junction. The Dairy is on the left; but we’ll visit the Armory on the right first. The long dark corridor soon bends left and arrives at a small room. It is not that there are lots of weapons to collect here. It used to be a shop for armors. Anyway, you can hardly see anything other than the fire place right in front of you. Save game first. I have been stuck in the fire place more than once, unable to climb back out.
Crouch and move into the fire place. Follow the passage and turn right into a room in ruins.
Provided that you have been quiet, it is rather safe in this room. Get a from the Foot Locker and peek outside. This was the Bakery: you can find the shop sign lying on the ground outside. The street outside the broken wall is Market Street North. Six Zombies (five in Hard Difficulty, three in Normal Difficulty) are roaming this street. Our aim is to get out, operate the Power Grid Control Box on our right (East) and come back here.
Since the Zombies here are usually clustered together, you can considering killing all of them. Let them chase you so that you can group them together and use Flash Bombs for mass killing. Use Holy Water Arrows to finish the rest. However it is all the more entertaining to leave them roaming around.
Turning on lights is optional. However if you are first time in this mission, I suggest to you turn on the power for Market Street. Try the dark game later: I don’t want you to fall through holes or step on a Spider. If you decide to skip the lights, just stay in this room till we are back from the Maintenance Cell.
On your way to turn on the lights, remember Zombies do not have very good eye sight. Most of the time you can crawl along the wall and Zombies will pass next to you without noticing. BTW do you remember the Market Street Power Grid is housed inside a locked Maintenance Cell? We have not yet retrieved Constable Tule’s key from the Pub! Fortuantely there are two identical Gold Keys for the Maintenance Cell (three at Normal Difficulty) and we have already got one of them from the Burrick Cave.
When you returned to Armory, turn around to locate the niche next to the fire place. Take the Land Mine sitting there. Look around. With lights on, you can clearly see two corridors leaving the other side of the room. Take the one on the right, it is the one you came from — we’ll visit the other next time. Go back to the T-junction, turn left to return to Market Street Central. Check the street and rush into the opposite doorway (the Butcher’s) — but be careful of the grating in middle of the street!
Once inside Butcher’s, you arrived at a T-junction. Turn left to get a inside a Chest. Turn around and go to the other end.
Turn left and find a hallway going North. Ignore the corridor on your right and first go forward for a look. The doorway on the other side of the room is blocked by a metal gate that will not open. Peek inside: it is the Watchman’s Grave. We will have to get inside via another route later. Listen, so you know what to expect when we get inside, but I don’t think you can get a clear shot from here.
Go back to the corridor we ignored. Walk carefully to the end and find a big hole on the ground. Save game and drop down to an empty room.
In front of you slightly to the left is a corridor going East. Go there (ignore the other corridor behind you). At the end, climb the ladder on your left.
At the top of the ladder, draw your Broadhead Arrow and aim forward (if you cannot pull your arrow, you have not yet climbed to the top). Wait till the Huge Spider appears in the cave ahead. When it turns over, the whole area is yours.
Jump forward to land on the upper level. If you are playing Thief Dark Project, as you move towards the Huge Spider, examine the wall on your right. Midway between the ladder and the end of the wall, part of the wall isn’t real — you can walk into it, see strange things drawn by a confused game engine, and fall through to the level below. Unfortunately, the funny thing is fixed in Thief Gold. Climb back up the ladder.
Move (East) towards the dead Spider. The Spider Cavern consists of two parts. On the ouside is a crescent shaped outer cave where the Huge Spider was patrolling. Then further ahead is an inner cave surrounded by the outer cave.
Walk up the small ramp into the inner cave. There is nothing there, but you can move forward to an area when you can see the sky above you. When it is quiet outside, mantle up to find out where you are: on top of the big pile of yellow leaves where Hole Street and Market Street Central intersect. If you have good shooting skills, you could have considered entering the cave via the pile of leaves while the Spider was alive.
Drop back down to the inner cave, down to the outer cave and mantle back to the corridors. Explore the corridor on your left. Continue forward to the planks. Remember this doorway? Yes, you are inside the Greengrocer. You can break the planks and get back to Market Street Central, but you get the same noise problem with Zombies. Therefore go back to the ladder.
Climb down the ladder and return to the room with a hole in the ceiling (where you dropped from). Continue forward carefully. Sneak to the shadow at the corner where the corridor turns left. Beyond the corner is a room. On your right is a ladder going up. If you are playing Original Thief, then this room is empty. In that case, just get inside, find the Rope Arrow near the far left corner of the room, climb the ladder, and skip the next paragraph.
If you are playing Thief Gold, a Fire Shadow is waiting for you. Save game, wait for a good shot and give him two Water Arrows. Note that he will not yet run away, because you are blocking his way. When he stops moving and you see a Fire Arrow appears at his feet, you have done enough damage to him. Run past him (don’t run into him) to the far left corner to find the Rope Arrow. Once he is out of your sight, he will disappear. Take the Fire Arrow and climb the ladder up.
You climbed up from a big hole to an empty room with a door. Jump to the floor and open the door for a look. Outside is the small lane leading past a metal grating to Market Street Central — you have already arrived at the Dairy. Come back and leave via the other exit (at the Southwest corner) of the room. Move forward to another empty room, and leave via the only exit on your right. The corridor bends left and then arrives at a T-junction you have seen before. Market Street Central is on your right. Continue forward to the Armory one more time.
Turn around and leave via the other corridor (the one at Northeast, not the one you came from). The corridor soon ends at a staircase going up. After two right turns, you arrive at a dead end. Look up and shoot a Rope Arrow at a wooden beam (reader Roman suggests this can also be done without the use of a Rope Arrow, by simply running up to the ledge and jumping as you always would, though all the running space must be utilized and it may not happen on the first try). Climb up and drop on the upper floor.
Retrieve the Rope Arrow. Your noise probably has attracted some Zombies to gather under the windows. Never mind, they cannot get upstairs. At the Northwest corner of the room, find a Fire Arrow behind the chair.
Look outside the right window. Lean out to see what is on your right. There is a ledge on the red brick building, and you can see an arrow waiting for you. Above the window is a wooden part. Shoot a Rope Arrow at it. We’ll climb it later.
Go to the left window and Look outside. You can see Butcher’s across the street, and a ledge outside the 2/F of that building. You can see a door at the ledge, which is the entrance to the Watchman’s Grave. Save your game, and do a running jump to the ledge.
Save game (to avoid repeating the jump) and pick the door. Go inside and follow the corridor to another door. Enter and walk on the beams. Locate the two Huge Spiders inside the building ahead of you. Shoot Broadhead Arrows at them from the safty of the beams.
One is easier to shoot, but the second is rather difficult. A good way to handle the survivor is to throw a Land Mine at the wall near him. The noise of the arming mine will attract him to his fatal destination. I prefer to use arrows since we have lots of them.
Then drop to the ground (using Rope Arrow or along the fallen beam). Actually you can first drop to the ground first and then kill the Huge Spiders: all depends on your style.
If you are playing Expert Difficulty Level, you came here to leave coins on the Watchman’s Grave for good luck. Go to the grave stone and examine the Gold Plaque in front of it (near the ground) to confirm yourself that you have found it. Take out the coins from your inventory and use it at the tray. Actually it doesn’t make you any more lucky, but you cannot complete the mission without fulfilling this objective.
If you are playing Hard or Normal Difficulty Levels, you don’t have coins with you. Instead, climb the fallen beam to the 2/F of the building (the one with Huge Spiders). Turn right, go to the end and get a from inside the Foot Locker.
In either case, climb back up the beams using a Rope Arrow, and leave.
When you have past the two doors and back to the ledge, look across the street. Remember the ledge on the red brick building? Save game and prepare for a jump.
It is too far for direct jumping. Do a running jump at the rope you shot earlier outside the window of the Armory. It is not easy, but you should be able to grab the rope (and stop yourself from falling) before you hit ground. Actually it is only the second floor, and you won't get hurt if you fall to the ground — just maybe surrounded by Zombies. Climb higher, and jump on the red brick ledge.
Walk along the ledge to the far (Southeast) end to find 12 Broadhead Arrows on the ledge. Return to the Northwest end to find an at the dark corner,
Jump back to the rope and enter the Armory 2/F window. Retrieve the rope and move downstairs. Players at Expert and Hard Difficutly will head for the Cathedral. Go South on Market Street Central past the Hole Street junction to arrive at the big yellow leaf pile and continue with the .
Players at Normal Difficutly on the other hand must not go there before collecting all the treasures (or else the game ends prematurely). Therefore, when playing at Normal Difficutly, go downstairs, cross the fireplace to the Bakery and skip forward to the .
Look around from the big pile of yellow leaves at the intersection of Market Street Central and Hole Street. If you have left the Market Street power on, it is not dark, but is good enough. If however you have not knocked down all the Burricks in Hole Street, then you should now lurk the survivor to Hole Street to get rid of them first. Otherwise, dark or not dark, they will tramp on you.
Move South to peek around the corner. After Market Street South turns East, there is a wood bridge and then the road continues straight ahead until it is blocked again.
Locate the Huge Spider on the bridge. Send it a Broadhead Arrow before it sees you.
When the Huge Spider turns over, this part of the street is safe. Walk on the bridge and note the Maintenance Cell on your right. It is the last one you would meet in the city. You can run from the bridge to the stone wall of the Maintenance Cell (no need to jump). Lean forward to operate the Control Box. Turn around and run back to the bridge. In case you dropped into water, you can climb from the river below using the ladder behind the Control Box. However, I suggest however not to turn this control box on: there are two Apparitions outside the Cathedral, and you will appreciate the darkness.
After you have passed the wood bridge, turn around and look up. There is a wooden structure above the bridge. Climb up with a Rope Arrow and jump inside. When inside, turn right and find a . Retrieve your arrow and drop back down. Turn around and continue East.
Note a short passage (actually a stone bridge) on your right leads to a big round cavern called the Keeper’s Grotto (for the first time since you left them, you encounter something built by the Keepers). We’ll go there later. Save game. Continue forward to the East end of the street.
You are leaving the streets of the map and enter some chaotic ruins. Two more Burricks (one at Hard Difficulty or Normal Difficulty) are ahead.
Near the East end of Market Street South, pass through the doorway on the left. You arrived at an area with a fallen building blocking your way. Wade across the water on the left. There is a wall hole ahead. Ignore the area on your right for the time being — we must handle the Burricks first. Pass through the wall hole and you arrive at a slope going up towards your right. This is the Auldale Street. Crawl into the fallen building in front of you via the window.
Once inside, hide in the far left end. Take the there if you have time, but the more important task is to locate the two (or one) Burricks. One of the Burricks will very soon descend down the slope. It will leave via the wall hole and cross the water. Follow it and knock it down.
If you are playing Expert Difficulty, you need to handle two Burricks. It is better to knock the first one at a farther away location, say near the wooden bridge, so that you have room to handle the second before it would walk on the first. Sometimes, one of them is stuck at a lamp post higher up on the Auldale Street.
When all Burricks are gone, and you have picked up the Gemstone inside the fallen building, go back through the wall hole to the area between Market Street South and Auldale Street. Instead of wading past the water back to Market Street East again, turn left to the East end of the area. Pick the Foot Locker there to get a . Have a look around this area if you wish. You can climb the plank to jump on a roof top for a nice view of the area, but I’m disappointed there is nothing useful up there. When you are through, pass through the wall hole again to return to Auldale Street.
Crawl inside the fallen building again. Turn right and move up the slope. Walk past the street sign and continue upwards. Enter the doorway at the East end. Turn left and exit via the other door. Refer to the annotated map, you have passed from Audale Street to an unnamed street on its North.
Move carefully up the slope. After passing the stone arch, the street will soon intersect Cathedral Street East. Without lights, shadows are everywhere; otherwise, you need the niches on the right side of the street. Two Apparitions are waiting for you ahead. It is easy to spot the one who is walking to and fro on Cathedral Street East, but where is the other one?
Sneak up to the street intersection, turn right and move to the blocked South end of Cathedral Street East. Find a near the fallen lamp. Find two Fire Crystals at a window of the fallen building.
Turn around and try to find the second Apparition. He is not easy to spot even if you know where he is. Look up at the great hammer sign on the façade. If lights were on, it would be even more difficult to see his faint body. He cannot walk down, but he can throw projectile weapons at you!
Move North back to the road junction.
Right hand side is only a dead end.
Pass through the stone arch of the façade and walk up the stairs.
Behind the opened wooden doors finds the Cathedral.
Move up to the front door and read the
Warning: Great evil resides in this place, and it is no
longer fit for men. The doors are sealed, to protect us from that
which lies within. Do not remain here. above the door. Seems it is even worse than just “haunted”.
Since the front door is sealed, explore around. There is nothing on the left. From the front door, go right (East). Just before you reach the transept (the widest part of a cathedral), find two Fire Arrows on the ground. Continue forward to the back of the cathedral. Look up and note a small window.
Mantle up the boulders and look into the window.
You can see three Hammer Haunts in the hall.
A Zombie Possum is lying on the floor.
There is also another Zombie walking on an upper level.
Yet all these are irrelevant.
The Eye is floating in front of you, and starts
talking to you
Comes a man to rescue me… poor man, the Keepers have sealed the door,
and only they know how to open them. Cross you the bridge to the grotto
of the Keeper Sentinel. Stand you on the pedestal… and illuminate the
statue with fire. Then can you discover… the secret of the Talisman. . Try to figure out what he means.
If you are in a hurry, you can leave as soon as he start talking. You can hear him clearly no matter where you are, and the Apparitions are not disturbed by its voice. Sneak past the Apparitions again and find you way back to the Keeper’s Grotto (via the stone bridge next to the last Maintenance Cell).
Before you cross the stone bridge and get into the grotto, I suggest you to turn on the power first. You are alone in this area, and it is not a good idea to visit any Keeper grounds without turning on the lights. The Maintenance Cell is just next to the wood bridge.
Enter the grotto. Do a running jump to the island in the center of the circular pool. In case you miss, you need to swim back out to the ladder next to the Power Grid Control Box to climb back out. If you are not a good jumper, use a Rope Arrow at the rafters above.
On the island, collect the Healing Potion on the ground next to the Keeper keyhole-shaped pedestal. Pick the Chest to get a vial of Holy Water.
Stand on the pedestal and look South. Shoot a Fire Arrow at the statue and both torches will light up. Then a secret door on your left will open, showing the entrance to the Keeper’s Sentinel. Do a running jump back and get inside.
Turn left and then right to descend to the gate. Notice that the two statues on the sides are damaged. Try jump on the remaining pedestal and see what happens. It is not easy, because you cannot mantle onto them. You need to do a running jump to land on them.
When you stand on the left (North) pedestal, the gate opens; when you stand on the right (South) one, the door opens. However, both closes quickly as soon as you leave the pedestal. So what should you do? Among the remains of the statues, three of them can be picked up by you. Ignore the head, because it is not heavy enough. Drop the other two body parts on one of the pedestals (you must place both directly on the pedestal — stacking one on top of the other sometimes doesn’t work). Then jump on the other pedestal. Rush through the gate+door before they close again.
A better way to enter the library: everybody I knew of uses the above method with the pedestals, but reader misterhaan discovered a much better method that does not involve jumping or running. First, place two body parts of the broken statue on the left pedestal to open the gate. Locate the head of the statue and use it to jam the opened gate. Now the gate cannot close. Take the two body parts to the other pedestal to open the door. Walk in at your own pace. Cool, isn’t it?
When you are inside, turn right to flip the switch behind the door to prevent it from closing again. Save game: Keepers do not like visitors.
Move down the steps slowly, and keep yourself to the center line of the corridor. If you are playing this in dark, you hardly know what is going on. Arrows will be shooting at you. I have never been hit by the arrows, but reader Chris reported that he had. So I did some more research on the traps here, and added the next few paragraphs.
When you arrived at the bottom of the steps, stand still. Stay at the middle between the left and right walls, turn around to face the door you just entered. Turn left to look at the wooden pillar on the South. The Emitter Trap is on the left side of the pillar, about your eye level. Turn right to look at the other pillar: the Emitter Trap at the North pillar is obscured by the shadows, but you can locate it when you know where to look for. Turn around again (your back towards the door, facing the corridor ahead). See the hole on the far wall? It is an Emitter Trap pointing right at your head. However I have never seen it fire. Perhaps it is there to fighten you off the center line.
With lights on, you have no difficulty in noting that the corridor is trapped with three pairs of pressure plates. Stand on them and the corresponding Emitter Traps will shoot. The corridor has three pairs of wooden pillars: one pair behind you, one pair in the middle, and one pair at the end. The two pressure plates in front of you controls the two Emitter Traps you have located. Two more pressure plates lies between the two middle pillars, and the remaing two beyond them. Since they are symmetrically arranged, you can walk pass them safely if you keep yourself to the center line.
Save game and try step to on the pressure plates. The Emitter Trap on the left often get stuck, and the arrow will stay at the mouth of the trap, and you can pick it up for your own use. Do it repeatedly and you get lots of arrow. The Emitter Trap on the right shoots at the middle pillar on the left hand side, but sometimes hit the wall instead. If it hit the pillar, then you can retrieve the arrow as well.
Now that you have located the first trap on both sides, continue forward carefully and crouch between the two middle pillars (and therefore between the two middle pressure plates). Look left and locate the pillars on the left. One third of the way between the middle pillar (on your North) and the far pillar (on your Northeast) is a Emitter Trap (2nd trap of left hand side) at your eye level (when crouching). Turn to the right to locate another Emitter Trap between the middle pillar (on your South) and the far pillar (on your Southeast). This time, it is farther away (nearer to the far pillar than the middle pillar), but at the same height. After you located that Emitter Trap (2nd trap of right hand side), look farther away. Touching the far pillar and a tiny bit higher then the 2nd trap of right hand side is the 3rd trap of right hand side. It is partially in the shadows, and is less easy to spot. Step on the pressure plate on your left, and the 2nd trap of right hand side will shoot at the middle pillar on your left. Step on the pressure plate on your right, and the 2nd trap of left hand side will shoot at the middle pillar on your right.
Move forward carefully to the end of the corridor, where another set of steps start to go downwards. Since you have already located the 3rd trap of right hand side, the remaining one is on the left. Standing on the topmost step, strafe left. When your left shoulder reaches the wall, turn a bit to the left and the 3rd trap of left hand side is nearly in front of your nose (it is on the blue part of the left wall a few inches from you; it is not on the white part, and not on the wall far away). Now that you know where it is, go back to the third pair of pressure plates to give them a try. The pressure plate on the left triggers the 3rd trap of right hand side. The arrow always hits the wall and disappears. The pressure plate on the right triggers the 3rd trap of left hand side (the one on the blue wall). The arrow usually hits the middle pillar and you can retrieve it.
After playing with the traps, descend the steps at the end of the corridor. There you descend further to a hallway leading to the South (right). Look left and you know something is going on there. Turn right and walk up to the South Door at the South end of the hallway. Before you reach the door, note the floor pattern in front of it. If you are in total darkness, stick to the wall on your right (West) while moving towards South Door. Avoid it while you lean and pick the door. Move quickly inside.
The above is how I usually get pass the South Door and enter the Keeper’s Library. The Potted Plant showed me a more interesting way. Instead of picking the door, look up. Notice that the South Wall (the one in front of you, with the South Door) does not extend to the top. Shoot a Rope Arrow to the wooden ceiling and climb up. Jump on top of South Wall. To avoid overshoot, you should aim yourself at where South Wall joins the wall on the East. Standing on top of South Wall, retrieve your Rope Arrow. Then move to the East end and walk towards Southeast. You drop on an area higher than the ground and receive no damage.
Inside the South Wall, there is a room on each side of you.
Enter the one on your left (East).
Grab the stuff on the table in the clockwise direction.
First read the
We are relieved to hear that you have successfully contained the destruction. It
was for just such a contingency that the Elemental Wards have been saved these many years,
and we support your decision to use them now, as the peril that you have described is
grave indeed. We urge you to hide the Talismans with great care, as their discovery could
lead to another such catastrophe. [It concerns us that the Hammerites have insisted on
retaining two Talismans. Can they be trusted to guard them well?] We worry also that
your actions have exposed the truth of our existence to the world, which we must not
Yours in knowledge,
Keeper Lukas on your left. It is a letter from Keeper Lukas (probably the central administration) to the Keeper Andrus (responsible for this city). From the letter, you learn more about what happened to the city (disastrous enough to make Keepers take action!). That is the “ancient corruption” referred to by Keeper Annals “The ancient corruption was again contained. To do more would have
upset the balance, but we knew to remain ever vigilant lest it
resurface. Neither the Hammers nor the pagans could be trusted not
— Keeper Annals back in the mission briefing (Mission 5: Assassins). Notice that the section quoted inside  is only available in Original Thief. In Original Thief, two of the Talismans are stored at the Hammerite Temple, while in Thief Gold, only one of them is there.
Then read the
We have received word of your fears, and we understand and indeed share them.
We did not lightly take the decision to involve ourselves in this matter. However, we
believe that we were compelled to act. Were the Trickster not opposed, he could bring
destruction upon the entire city, and upon us as well. We have endeavored to conceal
our efforts as best we can. I can only hope that we have been successful. [With respect
to the Hammerites’ possession of the Talismans of Earth and Air, we believe that they
have taken great pains to keep them secure.]
Yours in knowledge,
Keeper Andrus on the far side of the table, which is a reply from Keeper Andrus to Keeper Lukas. Again, the sentence inside  is only available in Original Thief. Then take the Portal Key (the strange object) on the table, and finally the Bronze Key. There is nothing more here. Leave the room.
Now go to the South Door (on your right). If you have climbed over South Wall, you can use the Bronze Key to unlock the door now. Step on the pressure plate outside the door and you will trigger the trap. If you feel you are in danger, step back through the door again. If you are curious like me, shoot a Rope Arrow to the ceiling so you can climb up and explore what is on top of the trap. And also drop on the other side to explore what is behind it. I expected some powerups or even an Easter Egg, but there is nothing. If you are impatient, consider placing a statue body part on the trap so you do ned to stand there. Go back inside the South Door to explore the other room.
Unlock the remaining door on the West with the Bronze Key and get inside a similar looking room.
Upon this map are the locations of the Elemental Talismans, which alone can
unlock the Wards placed upon the cathedral door. Their locations are recorded
here in the event that we may one day find it necessary to re-enter the
cathedral. The Portal Key must be used to access the Talismans of Water and Fire,
and is kept in the library. The Talismans of Earth and Air are held by the
Hammerites and can only be obtained with their consent. on the table. Note that the content shown above is from Original Thief. When playing Thief Gold, the Red Book reads like this Upon this map are the locations of the Elemental Talismans, which alone can
unlock the Wards placed upon the cathedral door. Their locations are recorded
here in the event that we may one day find it necessary to re-enter the
The Portal Key in the library must be used to access the Lost City entrance
where the Talisman of Fire is being kept. The Water Talisman has been hidden in
a shrine located in the caverns below the old quarter of the city. The
Talisman of Air is being kept by the Hammerites, and the Earth Talisman was left
to the Hand Brotherhood. . Both versions tell you where the four Talismans are. In Original Thief, the Talismans are stored in two groups, while in Thief Gold, they are stored at four different places. Yet you don’t really need to remember where they are. Just a glimpse into the future missions.
Look at the surface of the hexagontal table (highlight it and use as usual). Shows you a map of the city, divided in ways similar to in Mission 5: Assassins. Again the two game versions show different maps. You do not need to memorise the map. You will be brought to the right places without your finding the way through the city.
If you are playing Normal Difficulty, your mission ends here. You will start collecting Talismans in the next mission. Proceed to read Afterwards. But if you are playing Hard or Expert, note the changes in your objectives. We will now return to Residential Area to find the Serpentyle Torc. Jump over the trap at South Door, walk carefully past the corridor with Emitter Traps and leave the Keeper’s Grotto.
Head back to Market Street Central. If you have removed all the Zombies, then head straight to the Bakery. Otherwise, climb the big pile of yellow leaves to drop into the Spider Cavern. Find the ladder to climb down. Climb up the other ladder to the Dairy. Navigate through the corridor to Armory. Save game and crawl via the fire place to the Bakery again.
We are now heading for the Pub, which is on the left side of Bakery.
Leave the Bakery, turn left (West) and crawl along the wall. At the end of the street is the wooden door of the Pub. Pick the door to enter.
Go forward and turn left twice and find the doorway on your right. You arrive at a largely broken floor. Walk on the beam running along the left (East) wall.
When you reach two beams running East West, intersecting your beam at right angles, stop and turn right. Below you on the right is a Crayman (Hard and Expert Difficulties only). There is nothing in the whole Pub of any value to you, other than a Gold Key among the bones. As you learnt from Papyrus in East Residential Area, Constable Tule kept the Gold Key to the Market Street Maintenance Cell, and that he could be found in the Pub. Yes, on the shore below you can find the remains of Constable Tule and his Gold Key.
If you want to take out the Crayman, you can shoot Broadhead Arrows at him. It will however take several shots to take him down.
Since you already have got another Gold Key from the Burrick Caves, and have used it to unlocked the Maintenance Cell, you no longer need the Constable Tule’s key. Anyway, descend to the pile of bones, grab the Gold Key and leap into water.
Make a quick save and prepare for diving. You should have sufficient breath for all the underwater activities, as long as you do not get lost. Just in case, keep your Breath Potions ready.
First swim West (no choice anyway). Turn right and dive forward. Midway in this long tunnel is a Moss Arrow. If you miss it, you have two more chances at it. Near the end, note but ignore the side tunnel on your left. Press to the end and grab the at the skeleton there. Turn around and hurry back to where you started diving. Grab the Moss Arrow on your way if you haven’t yet done so. Resurface to breath.
Turn right (North) and swim to the corner ahead. Turn right again and swim to the end. The Drawbridge is on your left. Leave now, we’ll come back later.
Go downstream and soon you find two big round openings above water on the left (if you miss the openings, you would arrive at the end of the river). Mantle up the opening and listen. You have arrived back at the North end of de Perrin Street East.
If you have already turned on the Control Box on the de Perrin Street East, then just stay on the wall opening while we go to turn it on. Others should wait for the Burrick to go away and drop to the ground. Since the area is very dark, you should have little difficulty hitting the Burrick with your Blackjack. In case you need shelter, there is a dark recessed area on your right (West). Now turn on the Power Grid Control Box (opposite the recessed area, not the machine near the river). With power on, go back to the wall on the North with two openings (towards the river).
Jump on the big machine by the river. Then turn left and mantle onto a ledge on the wall. Walk West along the ledge to find a switch. Flip it and turn around: a door above is opening. Climb the ladder to get inside. If you have not turned on the lights, you could hardly see anything here. Collect two Fire Arrows, two Water Arrows and a Breath Potion.
Leave the room and climb back down the ladder. Drop from the ledge to the ground, and go South past the two green pillars. If you have not yet knocked down the Burrick, it is time to use the Blackjack on it (but with the lights on, you would really need the dark recessed area on the West). Remember that you are moving into the land of the Undead now. Locate the dark niche ahead (wall at the far South) and move into it. Turn around and wait till the area is quiet enough for your next run.
Study the annotated map. Last time we were here, we go due East to the East Ramp. This time we take another path. Ahead of you slightly to the right is a tilted building, and there is a passage between the building and the wall on its left. A short lamp post marks the entrance of this passage. When the area is clear, rush into the passage into the East Residential Area.
Follow the wall on your left to go North. At the end, turn right and go through a narrow opening. Immediately on your left is a doorway. Enter it for a look. The room has a big hole on its roof (something you would never have noticed without the lights). The roof is made of rock, what to do with it?
Note where the hole touches the South wall (or the East wall). Shoot a Rope Arrow above that point and climb up as much as possible. When you cannot ascend any more, turn West or North and jump to the floor above. There is a vial of Breath Potion Southwest of the hole. Drop back down. Even if you cannot jump upstairs, just grab in that direction. You should be able to take the vial even if you cannot see it.
Leave the room and turn left to continue your journey to the East. Move quietly past the hole in the wall. At the corner, peek right. You are back at Rubin Street North, this time at the North end.
Note that there is a doorway (only one) in the building across Rubin Street. Move into it. Once inside, turn right to find the ladder. Since there is nothing else downstairs, climb up to 2/F. The wooden ledges above looks attractive, but offer you nothing. Move South to find three (rock looking) beams. Walk on the middle one to collect the there.
Now mantle up the (South) wall in front of you and study the streets. Beneath you is the East Residential Street. To your right (West), you can see the East Ramp Building, which you visited long ago. To your left, the Cathedral Street South starts here, and goes South to the Barber. To your front right across the street is another building, and you can see a vase through its (left) window. How to get there? All walkthroughs will tell you to pick the door from the street below. That is a valid options, and probably better than my way. However, there are quite some undead wandering around this busy street.
My method is: jump across the street! From the top of the wall, walk right to the corner and turn right. Walk back (North) and save game. Aim so that you can run a straight line towards the window (in other words, do not just run along the wall). Cut the corner at an angle so that you target towards the window. Jump and you probably do not need to mantle. And the lamp inside will stop you from falling forward. It is not any easy jump. If you missed, you would be half dead. However, I prefer this to unpicking a door with so many undeads behind my back.
When you successfully stand on the 2/F, save the game. At your feet are 10 Broadhead Arrows. Turn around and take the at the window. Turn around again and look forward. Three quarters of the 2/F are gone, and you are standing on the remaining part near the window. On your left is a fallen beam leading to 1/F.
Look at the two other beams. Focus on the left side of the far away beam. Something is there. Jump and mantle on the first beam. Turn right and walk along it to the other end. Jump and mantle to the second beam. Turn left and walk to the other end to collect a Water Crystal containing two Water Arrows. Pick the door from the safety of the inside and close it.
Now we need to go back to the 3 Beam Building. Of course you can go through the door. To go back via the 2/F window, save your game first. Do a running jump out of the window. Look up when you are running. Keep you jump/mantle key pressed. Mantle up the wall, drop to the beams and walk back to the solid part of the 2/F.
We are going North now, all the way to the river.
Find an exit at the Northeast corner of the 2/F. At the end of the hallway, drop half a metre down to a short hallway going right, opening to the exterior.
Crouch at the right hand side of the opening. You can see a tilted building in front of you. You cannot get inside that tilted building, and it is empty. Through the space under the tilted building, you can see the base of a street lamp at the junction of East Residential Street and Cathedral Street South. Turn left and move (East) along the ledge outside the building. You can see a street lamp on the opposite side of the Cathedral Street North. When the area is clear, drop to the ground. Turn left and move NE along the wall on your left.
At the (NE) corner, turn West and head to two beams between the two intersecting walls. At the lower beam, look at where the upper beam joins the West wall. You can see a sitting on a wall ledge. Just grab it from where you are. You don’t have to mantle up the beam unless you have to hide up there.
From the beams, go further North to a big but empty area. Ahead on the right is a large pile of leaves. One can use it to climb over the wall to go to the river. Ignore the pile of leaves and enter the doorway on the left. Inside, there is a doorway on your right and a door on your left. Pick the door on your left.
Inside this room, find a at the left wall niche on your right. The plate and the goblets in right wall niche are useless. Leave the room and pass through the other doorway (ie not the one you came from). You have arrived at the Drawbridge. Consider returning to de Perrin Street East to turn off the lights, but I’ll leave it on. If you want to turn it off, swin downstream to the Control Box, and swim back here to continue. As long as the Drawbridge is raised, you can climb up the South bank.
Look at the opposite shore. Through a hole on the wall, you can see two buttons. Draw a Broadhead Arrow and aim at the lower button. Shoot at it and the bridge lowers. Cross the bridge.
Usually nobody is around (you need to run fast if Zombies are around). Enter the doorway on the left (West). There is nothing in the Stable (except a Zombie at times), but at Normal Difficulty, there is a Gold Key on the leftmost window, one of the three Gold Keys to unlock the Market Street Maintenance Cell.
Save game. Walk up the ramp on the East and look to the right. You can see a wood bridge over a river. In case you fall into water there, find the ladder to climb back up.
Beyond the bridge is Market Street North, You can see the Pub and the Bakery ahead. Return to the Drawbridge before the Zombies swamp on you.
Locate the short L-shaped wall with the two buttons controling the bridge. Push the upper button to raise the bridge.
Reader Commander Robey taught me an effective way to gather the Zombies for killing. Similar to the Stairs Hall (Mission 4: Down in the Bonehoard), you are safe when on this L-shaped wall. Climb on top of the wall and move to the inner corner. You will drop a little bit downwards, but not to the ground. The Zombies in the neighbourhood will gather under you, so that you can wipe them out in one go.
Walk up the ramp so that you can mantle on the the short wall (from the East side). Turn left (South) and move to the tall wall. Strafe as much to your right as possible (without falling), and mantle up to the tall wall in front of you.
On top of the tall wall, turn right (West). Walk along the top to the West. Notice a wooden door ahead to your right. Quick save and do a running jump onto the space in front of the door. Pick and open the door. This door does not produce any picking sound. Just watch the moving handle.
We are nowing heading to the foolish old man who lives on a barren sidestreet west of the Drawbridge . Enter the empty room and leave via the opening on the opposite side. Drop carefully down to the barren sidestreet below. Move around, the street is emtpy.
Go West and find the only building with a real door. You can pick it, or more professionally, find the key under the doormat. Stand in front of the door and look down. Moving it aside (just right click it) reveals a Silver Key below. Crouch to take the key. Save game, listen and open the front door.
If you are playing this area dark, then you have nothing to fear. Otherwise, hide on the side of the door when opening it, as you always should. Two (one if playing Normal Difficulty) Hammer Haunts patrol between the foyer and through the room behind the doorway on the right (West) go upstairs and back down.
When the foyer is empty, move inside and plant a Land Mine near the base of the ramp. Go back to the front door. When playing Hard or Expert, plant a second Land Mine at the doorway. Now step back and watch.
When the Hammer Haunt comes back through the door, he will get killed. The noise will alarm the other Hammer Haunt, who will come and have a look. Of course, if he doesn’t, it is your duty to make sufficient noises to attract him. Let him see you, and he will walk to the front door to trigger the second Land Mine. Make sure you do not stand too close.
Now the whole building is cleared. Enter the empty foyer and open the door on the left with the Silver Key you just got — have you ever seen a house where the front door key also unlocks a door inside? Take the on the table, and two Moss Arrows from the Chest.
Leave the room and enter the doorway on the other side of the foyer. Follow the ramp upstairs to the bedroom. Go to pick the Chest on your left to get a vial of Holy Water. Go to the opposite corner to find another chest. Pick it and get the from it.
For players at Hard and Expert Difficulties, your mission completes here (the story will continue in the next mission). Proceed to read Afterwards. The next section is only applicable to players at Normal Difficulty.
For players at Normal Difficulty, you still need to find the Eye. Normally, all walkthroughs will get the Torc before the Eye. However, I find it easier to do this in reverse. So I led players at Hard and Expert Difficulties to the Eye first, but at the Normal Difficulty, you have no choice. If you get the Eye, the mission completes and you do not have a chance to find the Torc (the Torc is a mission objective for Hard and Expert, but not Normal).
Go back to the barren sidestreet and retrace the path you came. Mantle back to the empty room, and leave via the door on the opposite side. Now how to move back to the Armory at Market Street Central? You have three choices.
First you can drop into the river and swim back to the de Perrin Street East (where the lone Burrick was). From there, you can go back to the Hole Room (beware of the Zombie in Lower Residential Area). Go through the Burrick caves and find you way back to Hole Street.
The second method is to cross the Drawbridge and run South to go back to the Power Grid Control Box at Cathedral Street. From there, you can also climb down the ladder and follow the sewer tunnels to Hole Street.
Finally you can run directly there. From the Drawbridge, run up the ramp on the East and turn right. Cross the wood bridge and you are back to Market Street North. Rush into the Bakery ahead of you and crawl through the hole back to the Armory fire place. Leave via the corridor on your front-right. Continue forward to Dairy.
In the first two method, you have to sneak past the Burricks again, but it should still be easier than the third, which is much more exciting (unless you have killed all the Zombies there). When you are back at Market Street Central, head to the big yellow leaf pile and continue with the section To The Cathedral.
Total , and .
Now you know you are not entering the Cathedral in this mission. You will come back in Mission 11: Return to Cathedral. Through the small window at the back of the Cathedral, you have also seen the Hammer Haunts inside. Everybody is asking the question: what will happen if I kill them now?
On this question, lots of people have voiced their opinions. None has facts. The question becomes more important because you have plenty of ammunition in this mission, but when you eventually enter the Cathedral in Mission 11, you will really wished that you have disposed of those Hammer Haunts now.
A reader is kind enough to do the experiment, to settle the question once and for all. The result is this: no matter what you do now, kill them all or leave them there, you will face the same number of Hammer Haunts when you enter the Cathedral in Mission 11. In other words, if you kill them now, they will reappear and you will have to fight them again. So, kill them for fun, if you want to. And face them later once more.
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 16: The Mage Towers (for TG) or Mission 9: The Lost City (for TDP)
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