Version 1.6 ©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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v1.6 | (Aug 2020) |
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v1.5 | (Apr 2020) |
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v1.4 | (Dec 2002) |
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v1.3 | (Feb 2002) |
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v1.2 | (Mar 2001) |
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v1.1 | (Apr 2000) |
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v1.0 | (Dec 1999) |
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This mission uses a version number (starting with 1.0) independent of the main document.
Now that you have got the Talismans of Fire and Water (and of Earth if you are playing Gold) from the preceding mission(s), time to visit the Hammerites who guard the Talismans of Air and, if you are playing Original Thief, the Talisman of Earth too. After an exhausting trip, you are rewarded with the easiest mission in the whole game. One that you can try to do without a walkthrough. Or just read the overviews of each section and explore by yourself before reading the details.
The Original Thief is nearly identical to Thief Gold here, except for two things. Thief Gold players already have got the Talisman of Earth from the Mage Tower. Therefore, they have only the Talisman of Air sitting in the cage, instead of both the Talismans of Air and Earth. Also, the guards in Thief Gold behave in general a little different from the ones before, but the difference in this mission is minute.
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.
With two Talismans in hand (3 if you are playing Thief Gold), you need what the Hammerites kept in their Temple. Being a Keeper Acolyte (even though you have deserted them) hired by the Order of the Vine, there is nothing to stop you to disguise as a Hammerite Novice. Novices aren’t suppose to know anything, and that is easy to pretend. The only trouble is that novices aren’t suppose to enter certain parts of the Temple neither.
Remember that you wanted to go after this challenging and lucrative place long ago, back in Mission 5: Assassins? The plan was put aside when Quince and Jacow tried to kill you. Now time to really go to the Temple. You can see how challenging and lucrative the mission is. You will meet Hammerites, the High Priest, and the Inquisitor.
Since you are undercover, you can roam around the Hammer Temple safely. Forget about hiding in dark corners, just walk up to your target, follow him around, and when nobody is watching, knock him out. All you must bear in mind is never to break your cover. When somebody is watching, do not
All you need is the Blackjack. With human everywhere, I really do not know what to do with the money. Buy all the Gas Arrows and Gas Mines — tough not necessary, they will save you a lot of work. The walkthrough will use two Gas Arrows and one Gas Mine. You decide what to do with the extras. For the remaining cash, use them on Moss Arrows.
Starting from the city, enter the Temple and explore the all the places:.
Entering via Upper Floor, we will clear all the guards (except the ones in the two Barracks) and descend to Lower Floor. While the sequence is not important, doing it in the right order gives you an easier life. Many Hammerite pairs wait till you arrive to start talking. That means they effectively does not exist until you wake them up. Therefore, you should knock down the other guards first, and avoid getting near these Hammerite pairs. When all the others are gone, listen to each pair in turn. After listening to each pair, they will start patroling and it is your time to knock them. And then repeating with the other pairs.
I deliberately avoided the Library and the West Balcony next to it. The Library has a locked door containing an unpickable Foot Locker. As for the West Balcony, your presence will wake up the Hammerite pair down in the Graveyard, giving you more patrolling guards in Lower Floor. So we had better visit them when we have cleared Lower Floor guards and got the key for the Foot Locker.
While it is not really necessary to knock down all the guards (for example, you can leave the one at Front Gate), sending all to sleep eases your way out — as soon as you got the Talisman(s), all guards will be on alert looking for you.
The city consists of a upper level and a lower level. The entry to the Hammer Temple is at the city upper level, which leads into the Upper Floor of the Temple. The Garden and Graveyard of the Hammer Temple is on Lower Floor, but is isolated from the city lower level by high walls, so there is no point going to the city lower level exept for sight seeing.
Just run from the starting location. The first left branch descends to the Western lower level of the city. Go there to have a look if you wish. Go forward and you see the Temple Front Gate beyond a dome on your left. The road beyond the dome has another ramp going down to the Eastern lower level. Down on the Eastern lower level, there is a city gate on East. That gate will not open, and leads to nowhere.
If you have visited either side of the city lower level, reload your game — your trip down there brought you very close to several guards and may have stirred them up. Restart the game to enter the Temple directly to avoid complications.
Approach the Front Gate and the Hammerite asks for your credentials.
Read
the scroll you are carrying
As approved by his Eminence, the High Priest Markander, we deliver unto you this
Novice, under the standard agreement of service. The Novice is sent with full status and
training as such, and should serve with humility and vigor to the best of his skills. He
will endure a standard three-year contract of service, at the end of which he will be
considered for indoctrination as an Elevated Acolyte.
The novice has been instructed in the rules and strictures of the Order,
has sworn his warrants to be silent in his vigils,
and knows to maintain the marked privacies (as indicated by the standard inverted red hammer sigil).
——
Please remit periodic evaluations of his conduct, as warranted or at six-month intervals.
May the Hammer fall on the unrighteous.
Officially,
Brother Sachelman
and he will open the Gate for you.
The scroll also tells you that any room marked with an inverted hammer are restricted areas for you.
Do not enter these rooms when you could be seen.
Your map is misleading. It shows most of the rooms, but none of the corridors. Refer to my map instead. Enter the gate to the Foyer. Ignore everything, a pair of guards are soon starting to talk. In Original Thief and in New Dark, they would wait till I have entered the Main Hall before talking. In Thief Gold, they sometimes start much earlier. To listen to the full conversation (and catch them before they walk away), we had better go and listen first, and then come back here.
Leave via the North door of the Foyer to the Upper Floor Corridor: a corridor running East-West. There are doors on both ends of the corridor. Ignore them and pass through the North doorway into the Main Hall.
The Main Hall has a big staircase in the middle, going downstairs to Lower Floor. Listen to the talking Hammerites at the Northeast. When they are finished, one descends the stairs to Lower Floor, while the other starts patrolling Upper Floor. Practice your Blackjack with the guard remaining on Upper Floor and toss his body to a dark corner. The Southeast corner of the Main Hall is a good choice.
In Original Thief, the second guard often come back to the Main Hall, but it seems in Thief Gold he is more likely to stay downstairs. Anyway it may just be random, because he may or may not be trapped in the Garden below. Wait for a while, give up if he does not come back, but keep in mind you have him down or not. Go back to the Foyer to complete our unfinished business.
Stand behind the Hammerite at the Southeast corner of the Foyer. Knock him down and keep him there. Go to the Hammerite guarding the Front Gate. They are so nice that they never mind your standing right behind them. Knock him with your Blackjack and take him away (across the bridge to the street outside, or off the bridge to the streets below). Come back and carry his unconscious friend to join him.
Go back to the Foyer. Reader Heath Campbell pointed out that there is one important caveat in this mission: do not close the Front Gate. Just leave it open. If you are so good mannered as to close the gate behind you (using the lever next to it), you may get into trouble later. At several locations, it is possible to jump out of the building and land onto the streets. If you have closed the Front Gate, there is no way to get back in! Reading the Hammerite Novice credentials a second time won’t open the gate again. Also, closing the gate will slow you down when you are leaving.
In the Foyer is a big hammer. From under the big hammer, grab the small .
In the Temple there are many red buttons.
Like the ones in the Cragscleft Prison,
they sound alarms — do not push them.
Read
the Poster Scroll
In light of the recent break-in at Cragscleft,
all Temple patrols will be doubled until further notice.
on the West wall.
Your accomplishment in Mission 3: Break From Cragscleft Prison resulted in doubling of patrols here.
On both sides of the Foyer are doors to the Barracks.
Save game and try enter them: a Hammerite will tell you to leave the room (nothing bad will happen so it is safe to try).
Yet if you do not listen to them and insist to stay, they will realise who you really are.
Instead of leaving the Hammerites in the barracks alone, a reader suggested to wipe them out. The reward is that you can walk away peacefully when you are leaving the Temple. You need two Gas Arrows and a Gas Mine for this. Therefore you should do this after you have cleared all Hammerites, by then you know whether you have the ammunition to spare. Yet you must do this before you start flipping the switches to get the Talisman. Once you get the Talisman, the three Hammerites in the Barracks (if left alone) will block the exit. Even if you let them block the exit, it is easy to get pass them. Moreover, there are other exits to leave the Temple. So it is up to you.
If you want to clean the Barracks, try save two Gas Arrows and a Gas Mine for this. When you are ready for action, save game first. Start with the barrack on the East, where only a single Hammerite stands. Go to the East wall, and stand on the left side of the door. Open it and quietly move North (away from the door) until you reach the pillar. Start moving West so that the pillar stands between the door and yourself. Lean right and make sure you arrived at the right place, you should be able to shoot at the Hammerite through the opened door when leaning right. When you are well positioned, armed a Gas Arrow, lean and shoot.
Then the other barrack. Move to the West wall, and again crouch on the left side of the door. Save game and open the door. As long as you stay outside the door, they won’t interfere with you. One Hammerite is on the left side (you cannot easily see him from your position), and the other is on the right, facing you. Plant a Gas Mine in the middle of the doorway (you cannot plant the mine before opening the door, or the door will trigger it). Move backwards, while keeping the (visible) Hammerite in your line of sight through the doorway. When you can retreat no more, shoot a Gas Arrow at the Hammerite. The other one will run out of the barrack and step on the Gas Mine. Now both rooms are yours.
Reader Roman has a simpler method for the barrack on the West. All you need is a Blackjack. Run up to the one on your right, knock him out. Quickly (or you can crawl if you want to) get behind the last remaining one, and knock him out.
Therefore, just run to behind a Hammerite and kncok him. If there is a second one, hurry to behind him to knock him. No Gas Mine is needed.
Go back to the Upper Floor Corridor and enter the door on your right into the East Chapel. Go to the table at the far corner to find a papyrus on the table. Take it, it is the Wall Builder’s Prayer. We need it to get the Talisman(s). The book next to it is the Hammerite Compendium of of Precepts, Rituals and Rules of Conduct. There are plenty of these (thick and thin) throughout the Temple, and I am not going to bore you with their contents.
Leave via the other door (on the Southeast) and proceed to East Balcony overlooking the Garden. From the balcony, look South to locate a stone ledge that you could jump to. There is no need to jump there, but it is possible to leave the temple by dropping from the ledge to the city lower level.
Continue North into the Reliquary where another pair of Hammerites will start talking. When they are finished, one will remain, while the other will start patroling the Upper Floor. Follow him. Do not hit him when he is near East Balcony: the guard behind or another guard down in the Garden may hear him scream. Wait till you are back to the Upper Floor Corridor. Make sure the door is closed behind you, and knock him when he is near the doorway to the Main Hall. Carry him to our favorite corner.
Go to the Northeast corner of Main Hall: a North-South short hallway leads to a pair of doors facing each other. Open the right one (East), which returns to the Reliquary. Walk behind the remaining Hammerite and put him to sleep. Take him to his friends (or just leave him here).
Come back to explore the Reliquary. The big hammer and the bell are useless, although knocking them sometimes alarms suspicsions. At the North wall are three pedestals. Read the plates behind them:
Leave the Reliquary via the door on Northwest to return to the North-South short hallway. Enter the door on the opposite side, into the Main Chapel.
Walk around and find the golden hammer at the altar (looks more like a metal coffin). Don’t touch it, because two annoying Hammerites are watching the altar closely. They will talk for a while and never keep their eyes off each other. They can never be distracted: not even with Noisemaker Arrows. It could have been very tough, because once you alert them, they will run to raise the alarm.
But didn’t I tell you how nice the Gas Arrows and Gas Mines are? Plant a Gas Mine in the central aisle. Since they don’t mine noises, just go to where you want it planted, look down and drop the mine (and walk back). Retreat and walk along the right side of the Main Chapel to the Hammerite on the right. Use the Blackjack on him. If Original Thief, the next step is usually not necessary: run back to the entrance of the Main Chapel, making sure the other Hammerite is running along the central aisle after you. If you omit this running in Thief Gold, very often the other Hammerite will run directly towards you, and misses our well planted Gas Mine.
When they second Hammerite has run into the Gas Mine we planted, get the from the altar.
However, if you wish to put down the three Hammerites near the Temple entrance, you need to preserve your Gas Mines. A reader taught me how to use a simple Blackjack to handle them. First let them talk, and then they will turn and stand still. Move to the East (right) side of the Hammerite on the East. Position yourself so that you are on the direct right hand side of the other guard. The near guard should have the back facing your, and the far guard has his right face facing you. Guards do not have 180° vision, so both of them cannot see you. Save game, and move forward to Blackjack the near guard. Press forward, so that as soon as the collapsed guard allows you to move past him, approach the far guard and knock him down.
Leave the Main Chapel through the Southwest door (the other door). Similar to the East, there is a North-South short hallway here. The doorway on the other side of the hallway goes to Library, which you should not yet enter. Head to the South end of the hallway to return to Main Hall. Now is time to go downstairs.
Again, there is not much order here. All you need to do is to knock down all five guards, plus the High Priest. You can do it in any sequence, but it is easier if you try not to wake up the Hammerite pair in the Graveyard before his friends are sound asleep.
In the quarters on East and West side of this level, there are bedrooms with treasures and three keys. Any of these keys can open the unpickable Foot Locker in the Library. Or you can use the Master Key from the High Priest.
Again your map is confusing becauase it only shows the rooms but not the passages, so refer to my Lower Floor map. The central part of Lower Floor consists of Four Corridors (N/E/S/W) surrounding the High Priest Room. Save your game and descend the stairs. You are on the North Corridor.
A pair of Hammerites on your left starts talking. Turn right and approach a restricted door ahead (I hope this increases the chance the two Hammerites will stay in the corridors instead of going North for long walks). After they finished their chat, they start wandering. Your aim is to knock them down when they are walking on the East or West Corridor (because you are too exposed in the North Corridor or in the Sparring Room). And they hardly ever go to the South Corridor or anything beyond there. In any case, do not go beyond the Sparring Room because you will wake up more guards and make it more difficult to ambush them.
If a Hammerite walks into the East or West Corridor, follow him and check whether anybody is behind you. When he is near the end, knock him down and hide him into any room with a door (other than the High Priest Room!). If they all left the corridors, use the spare time to look around. Along the East and West Corridors, there are several rooms without doors, but all of them are empty. For the rooms with doors, they are Priests Quarters: none is locked but all of them are restricted. The door and window of the High Priest Room opens to the East Corridor. Check him out through the window.
To the South of the South Corridor are the Dining Room and the Kitchen.
If nobody is watching and you have nothing else to do, take the three bottles of from the dining table.
Go to the Kitchen on the West.
Read
the red Hammer Book
Terrence: We are almost done converting the old kitchens into the new treasury.
All of the kitchen stores have now been moved up from downstairs, and some of the church
valuables have been moved down. Work should be completed within the week. — Nolman.
on the upper shelf near the Southwest corner: they are converting the old kitchen into Treasury,
that means if you go to the Kitchen in the Basement, you will get lots of treasures.
The South Corridor extends to the left and right, forming a rectangle of its own. I call the Southern part of this rectangle the Talisman Corridor. In the middle of it is the entrance to Talisman Hall: we will be there later. On both sides of the South Corridor are stairs going down to the Storage.
Ignore them for now. Go back to the Four Corridors. There are a total of four Hammerites on this level (five if the one from above didn’t go back upstairs). The two you have seen are now wandering around, two are waiting in the Graveyard (if you have not waken them), and the fifth if present is usually trapped in the Garden. So for now you only need to handle two, but sometimes one of them just disappear forever. Very likely he has gone to the Garden and get stuck there. So if you have got both, or have got one and have waited long enough, go to the Garden at the Northeast.
It is also a good time to count your weapons. You need at most two Gas Arrows: one for the High Priest and one for the Inquisitor. If you have more, use it here. After Lower Floor, there are only three more Hammerites and they are even easier to handle than the ones here.
Go North to the Sparring Room. Go East to the Garden to find the lone Hammerite (or maybe a second one trapped here if you have not yet hit two). If you have two Hammerites here, keep standing in front of them and hope that he will go away. When one finally leaves the Garden, just follow him (unless he goes to the Graveyard, in which case you should wait for him to come back) and hit him anywhere convenient.
Sometimes the last guard is stuck among the trees, then you can easily knock him. If he is walking on short patrol between two obstacles, it is very difficult to hit him (because if you were slow, he would have turned around and seen you raising the Blackjack). In those cases, stand right in front of him and see if he could be redirected to walk somewhere else (or throw some hammers to distract him). Once he start walking in anything other than a short patrol, you should not have any difficulty to tail and hit him. Save his body anywhere dark in the Garden or in the empty East Novices Quarters on your North.
After you are done with him, examine the ledge of the East wall. Behind the big tree (they say it is a Keystone Tree but I am no botonist) in the center (the wall above also protrudes a bit in the center region), find another red switch. There are several more to be located.
Now go to the Graveyard on the West side of the Sparring Room. Two Hammerites are waiting at the mid section. They will start talking when you arrive. When they have finished, one will go North and the other South. Knock out the North-going guard when he is out of sight from his partner, and head to the last one (he is not going anywhere).
Do not bother to hide the last body (if you insist in hiding, the corner of the Southwest Graveyard is very nice). Examine each grave: there are five bigger graves (that looks like a box without a cover, with roof and sides) and several head stones (standing like a biscuit). In all five graves (two in the North section, one in the middle section, and two in the South section) get a total of five . The graves also have a metal plate stating who the inhabitant is: Brother Dale, Mason, Terrence, Theol, and Wainwright. At the grave of Brother Mason (at the Northwest corner of the South section), find the third red switch (you need to crouch and look up to see it). Do not mistake the red inverted hammer as the switch!
On the North side of the Graveyard is West Novices Quarters, which again do not have anything useful.
Now that all guards are gone, go back to the East Corridor to see the High Priest. He usually stays at either of two places: at the far room where you can see from the window, or on the right side of the door. If you cannot see him, he is on the right. Anyway save the game, open the door and listen to where he is.
Walk near the doorway but do not enter (no need to crouch, you are allowed to stay there as long as you do not cross the boundary). Frequently, the High Priest refuses to walk around when you are at the door. Try move away and come back quickly. When he walks close to the door, walk behind him to knock him out. His room has carpets and you are safe as long as you are behind him.
Just leave the body where it is and loot the room. From the outer room, get the bottle of on top of the bookcase facing the door. Take the hammer on shrine at the Southeast corner. It is the Holy Symbol of the Temple, and you need it to get the Talisman(s). Get a inside the Foot Locker.
Enter the inner room to collect a and a bottle of on the table. Get the Master Key, which opens every door in the Temple (actually you do not really need it). Leave the High Priest room to loot the the Priest Quarters.
Turn right and start with the South-most door on the East side of the East Corridor. In this room (Priest Quarters E3), get the Key on the table and a Healing Potion from inside the Foot Locker. Leave the room and enter the room on your right (Priest Quarters E2). Take a bottle of from the Foot Locker and a on the bookcase. Leave the room, turn right and enter the last room on your right (Priest Quarters E1). Take the Key by the bed, and pick the Foot Locker to get the inside (you can also use any of your two Keys to unlock it, faster if you are not concerned with the “locks picked” statistics).
Now move to the West Corridor and start travelling North. Enter the first room on your right (Priest Quarters W1) to get a from a Foot Locker. Then move South to the next room with a door Priest Quarters W2 to get a third key and a on top the bookcase. If you want to, there are two more rooms on this corridor South of you, neither has a door, both are empty.
Now we have finished this area. Time to go back upstairs (make sure you have not forgotten the three bottles of fine wine in the Dining Room.
Now it is time to find out how to get the Talisman(s). First we find the details from the Library, then go and have a look at the Talisman Hall.
We then explore the rest of the Temple to get all loots and wipe out all guards. Then we can put our hands on the Talisman(s) unhindered.
Go back upstairs. In the Main Hall, go South into the Upper Floor Corridor and turn right. Enter the door at the West end into West Chapel, a long room with nothing useful. Leave via the door at Southwest and follow the tile floor South. When you pass the West Balcony, look down to see the Graveyard below. There are wall tops you can climb on but they lead to nothing. Look South, there is a stone ledge like the one on the East Balcony. When you are leaving the Temple, you can do it via either balcony dropping down from the stone ledge to the lower level of the city.
Enter the door on the North into the Library.
Read the books on the tables.
While most of them are useless, the
first Hammer Book on the left
TEMPLE AUTHORIZATION AND ACCESS
Novices, as per the official books, are not permitted keys, and are not allowed
to enter restricted areas for any reason. (These areas are to be designated by
the standard red inverted hammer.)
Temple Guardsman are not permitted keys, but may enter restricted areas in pursuit of their
function.
——
Temple Priests will be issued keys to most areas, and are allowed in restricted rooms
when authorized by the High Priest. They are also, of course, allowed in their own
quarters, but not in those of other Priests.
The High Priest is granted the Master Key, has no restrictions to access, and will
keep in his possession the Holy Symbol of the Temple.
(on the lower shelf) tells you about keys.
You already have three Keys and a Master Key so you can unlock anything other than the Talisman(s).
Unlock the door on Northwest (with an inverted hammer sign) to enter the Inner Room.
Get two bottles of from the shelf on the right.
The books on the left are again useless.
Unlock the Foot Locker (again using either Key) to read
the Hammer Scroll inside
The cage containing the Talisman(s) can only be opened when the five locks
have been released; the lock-releases are placed in various locations about this Temple.
One resides with Brother Mason. One is behind the Skull of St. Yora. One is in the
kitchen, by the oven. One is behind the rack which loosens men’s tongues.
One is behind the Keystone Tree. The locks must be released within the span of five
minutes; when all of the locks are released, the Talisman Cage can be opened. Then, he
who removes the Talisman(s) must first recite the Prayer of the Wallbuilder.
(Taliman(s) with "s" in Original Thief, without "s" in Thief Gold).
It tells you the most important secret of the Temple — how to get the Talisman(s).
To do so, you need to flip five switches (in any order) within five minutes.
The scroll also tells you where the five switches are, three of which you have already seen:
Five minutes is ample time, provided that you have taken out the guards before flipping the first switch. Let us first have a look at where the Talisman(s) are.
Descend the stairs, turn right and go South along the East Corridor. At the South Corridor turn left and follow the corridor to the Talisman Corridor, ignoring the stairs going down to the Basement. There is only one doorway in the Southern part of the South Corridor.
You are on a ledge and the Talisman(s) is/are in the cage directly in front of you. How to fly across? If you are playing Normal (difficulty), you can climb to the cage from the floor below using a Rope Arrow. Unfortunately, Hard and Experts do not have any Rope Arrows (haven’t you noticed that?).
See the hammer sign on the floor? Walk on it. Since you are carrying the hammer of the High Priest, a bridge is automatically extended for you to access the cage. Yet the cages are closed. Inside the left cage you can see a switch: not our usual red switches, but a switch to open the right cage. After you have flipped all five red switches, the left cage will open and you can open the right cage yourself.
Incidentally, if you do not like the hammer, you can still access the cage even without Rope Arrows. There are plenty of wooden boxes in the Temple (many of them are available at the Storage. Pile them up from below and you can mantle up to the cage. However, there is little point in doing this.
So much for now. Return to Four Corridors and go North to the Sparring Room. Go to the North side of the Sparring Room and descend the stairs.
Down to the dark Crypts and your map says “Location Unknown”, the only unmapped region of the Temple. You are arriving into the Crypts via the North entrance (there are three entrances/exits). It is not a restricted area. There is no need to be afraid of the Hammerites.
The word crypt came from the Greek meaning ”hidden“. Traditionally, the crypt was the chamber beneath the main level of a church, used as a meeting place or burial place. It developed from the catacombs used by early Christians as hiding places from persecution, as shrines to saints and martyrs, as funeral memorials. Early churches often were constructed over the tombs of martyrs.
Refer to my Crypts Map. As soon as you arrive downstairs, you should find a Hammerite patrolling. Knock him down when you see his back. No need to hide him.
Go to the West end of the initial tunnel and turn South to arrive at a 4-way junction. There is only one single 4-way junction on this level, connecting the East Tunnels and the West Tunnels. Turn right to go West till the end. The tunnel turns North, and you find a chanting Hammerite ahead at a T-junction, facing a ramp going up towards the Southwest. Get behind him and knock him down. Get the on top of the sarcophagus behind him.
Continue North to the end. After a left turn, you find another on top of the sarcophagus on your right. This tunnel is a dead end, so turn around and return to T-junction where the chanting Hammerite was standing. Take the ramp going West. Get the third on top of the sarcophagus on your right.
At the (Southwest) end, follow the tunnel to turn South. Soon you arrive at a fork. The branch straight ahead (heading South and then Southeast) leads to the Southwest exit of the Crypts, leading to the Inquisitor. Ignore it since we’ll use it after getting the Talisman(s). So turn left (East).
From the right side of the sarcophagus on your right, get your fourth . There are five Gold Vases in the Crypts and this is the only one that is not sitting on top of a sarcophagus. When the tunnel turns North, get the last on top of the sarcophagus at the corner. The North going tunnel soon returns to the 4-way junction.
Turn right to go East. At the end of the tunnel, turn right at the T-junction. Go South to the end and you see the Southeast exit. Climb the stairs up to the East Storage.
Refer to my Basement Map. You have arrived at the East Storage North Room of the Basement. Look around. In front of you (slightly to your left) behind the barrels are stairs going up to the Lower Floor South Corridor. On your right are two doorways: the West doorway enters the Basement East Corridor, the South doorway goes to the East Storage South Room. East Storage South Room also has an exit on its West into the corner junction of Basement East Corridor and Basement South Corridor. At the West end of Basement South Corridor, the West Storage has a similar layout. West Storage has two rooms (North and South) both opening to Basement West Corridor, West Storage North Room has stairs going up to Lower Floor South Corridor. All four rooms have many Foot Lockers but all are empty.
Listen to the lone Hammerite patrolling the Basement corridors. Wait for him to come and knock him down as usual. Do not bother to hide him.
In the Basement East Corridor (or Basement West Corridor), go North. Beyond the corner is the Basement North Corridor. Find the Kitchen (Treasury) door with an inverted hammer. Unlock using the Master Key (the regular keys do not work here) or pick the door and enter. On the far (South) wall are three Foot Lockers. From the first Foot Locker on the left get a . Get another from the second Foot Locker. From the third, get a .
Next to the last Foot Locker are stacks of shining coins. Right click madly to collect 8 , 8 and finally 15 . Go to the West half of the Treasury. Above the shelves is the fourth red switch you have been looking for. Leave the Treasury now.
Return to the Basement East Corridor and head South. Listen to the snoring Inquisitor. Doorway to his room is on the middle of the Basement South Corridor. Enter the doorway into his bedroom. He will be mad at you if you wake him up. If you have saved a Gas Arrow, shoot at the sleeping Inquisitor now. Otherwise, crawl quietly towards him to Blackjack him.
Go to the table on the left (East) to collect a next to another Hammerite Compendium. Enter the next room at the end of the carpet. This is, eh, the Inquisition Chamber. The floor is metal, so you need to be very careful if you haven’t put down the Inquisitor.
On your right is the rack, and the Inquisitor obviously has been successful in loosening tongues. Behind the rack is the fifth switch you needed. On the South side of the Inquisition Chamber are two doorways. Go and have a look.
The left doorway goes to several prison cells. The right (West) doorway opens to a corridor with a side tunnel on the right (North), which descends to the Southwest Exit of the Crypts. If you ignore the branch and continue forward, there are two 90° turns and then enters the lower level of the Talisman Hall. Now time to do some running.
Now that you have been to everywhere, the rest is straight forward: flip all five switches, take the Talisman(s), and get away!
To open the cage holding the Talisman(s), you need to flip all five switches within five mintues. You can flip the five switches in any sequence, and should have lots of time to spare. Yet if you wish to explore around, save your game and visit the two Storage and their staircases going up to the Lower Floor South Corridor before you start flipping switches.
Since we are at the Inquisition Chamber, let’s start from here. Flip the switch on the West wall behind the rack. Run back to the Treasury. Flip the switch next to the oven. Run to either of the Storage and ride the staircase going up to the Lower Floor South Corridor. Go up to Upper Floor to flip the switch behind the Skull of St. Yora in the Reliquary. Now if you are in a real hurry, leave the Reliquary via the door on the South and jump from the East Balcony down to the Garden. Otherwise, just run back down the stairs to get there. Flip the switch behind the Keystone Tree and travers the Sparring Room to run to the Graveyard to flip the last switch at Brother Mason.
When all is done, run to the Talisman Hall on the Talisman Corridor beyond the South Corridor. Run past the bridge. The left cage is now opened. Flip the switch inside to open the right cage and save your game.
Have you got the Talisman(s)? Sorry, you acted too fast.
There is white smoky stuff protecting the Talisman(s), and it hurts if you try to grab them. Get out your Wall Builder’s Prayer, you need it to unseal the Talisman(s). Get inside: it doesn’t hurt to get close. Do NOT look at the Talisman(s). Look down, make sure the papyrus is selected (bigger than usual) instead of the Talisman. If you have been looking at the Talisman(s), right clicking grabs them, and it hurts. It is annoying that the use button performs both functions.
Right click to read
the Wall Builder’s Prayer Papyrus
I am a Wallbuilder. Let my walls endure, from season to season, year to year,
and age to age. Let my walls stand, while families toil, armies march, and empires
fall. I am a Wallbuilder, and my walls will stand always as a shield against evil.
This I pray, that will the Master Builder grant.
.
You do not read it aloud, but after you have seen its contents when inside the cage, the protection layer is gone.
Grab the Talisman(s).
The alarm sounds.
Turn around and leave.
For Normal and Hard Difficulties, just leave the way you came and return to Upper Floor; but for Experts, the bridge is gone: it disappeared as soon as you opened the right cage. Since Experts do not have Rope Arrows, your only option is to jump down and leave via the only exit.
Instead of going all the way to the Inquisition Chamber, take the branch on your left to descend North down to the Crypts. Refer to my second Crypts Map for your get away. Run forward and make a right turn as soon as you can (now facing East). You should recognize the place by now. At the end, turn left and then take the second right back to the stairs going up to the Sparring Room. Run to the North Corridor and up the stairs to Main Hall.
The three guards in the barrack at the Foyer are alerted and start wandering around looking for you. If you have not wiped them out, one of them would be waiting for you in the Foyer near the Front Gate. If you do not want to meet him, go to East Balcony or West Balcony: from there you can jump on the the stone ledge on the South and drop to the lower level of the city to complete the mission. Or simply do a quick save, run to the Foyer: it is easy to evade him and run outside. Once you get outside, the mission is successfully completed.
Total , and .
This is evidently the easiest mission in the whole game (not counting Mission 1: A Keeper’s Training). Let’s hope we have the chance to revisit the Temple again.
As for the next mission, you know what to expect.
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 11: Return to the Cathedral
Back to the Complete-loot Walkthrough for Thief: Dark Project (TDP) and Thief Gold (TG)
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