Version 1.9 ©Alex Fung, August 2020.
Up-to-date version available at my Games page.
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In this walkthrough, you can follow three different approaches (OP, LH and OPLH). Refer to this section for explanations.
This mission uses a version number (starting with 1.0) independent of the main document.
After the easiest mission in the whole game, you are now facing the longest and most difficult one. I am a slow player, but you can expect to spend a very long time on this mission. Look at the statistics to find out how much time you spent on the previous missions: add them together and divide by two — that is roughly the time you will spend in RTC! However since you are following my walkthrough, you will probably need only half as much time as without.
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. Most scrolls in this mission are worth reading, so do not pass on them.
The mission in Thief Gold is identical with the one in original Thief, except that with a different game engine, AIs in Thief Gold behave a little differently.
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 for all three difficulty levels. Once you correctly set the difficulty level and approach in the drop boxes above, the cumulative loot and pick count will be adjusted accordingly.
RTC is a mission you will have difficulty to survive without a walkthough. Yet there are many different ways to complete the mission. I have considered three different approaches:
Long and Honest (LH)
In RTC, you have an ever growing list of things to do. With this method, I will bring you around the cathedral in the sequence they are intended to be. In fact, I will lead you go the longer way so that you can see things in a logical order. You will only learn about the next task after you have competed the first task. And go to places to do things only after you have read about it. That means you will be running around more times than necessary, but when I tell you to do something, you know why you are doing it.
This is the method I like, but unless you also like it, you will start to curse me half way in the mission. Because honesty can easily become stupidity in this mission.
By this, I will tell you the whole story in advance: what will happen, and what tasks will be added. Then when we are travelling around, I will tell you to do things that you will have to do later. In system software technology, this is Elevator Seeking: you will be doing everything at a place when you happen to be nearby. The walkthrough will be less logical, but you walk much much less. Believe me, walking around the Cathedral is not easy.
In the begining, OP and OPLH are the same. In the middle of the mission, OP forks off another approach: OPLH. You can either stay OP all the way, or because of the new circumstances switch back to LH for the second half of the mission. I will explain the rationale when we get there. Simply put: OPLH allows you to experience everything designed in the game. OP is less tedious, but you will be missing a lot.
To further complicate matters, there are tasks you do not need to perform at Hard/Normal. More about it when we come to those tasks.
Most walkthroughs I found are somewhere in between. They ask you to do something in advance, but not all. You will still repeat a lot of trips with them. After a lot of thought, I have chosen the second (OP) approach. Yet I will provide information and links for you to follow (jump back and forth in the walkthrough) if you want to play it LH.
Since the choice of approach will change the order you will visit the places, that means the cumulative loot count will also be different. Indicate your chosen approach and game difficulty using drop boxes near the top, and the cumulative loot count will be adjusted accordingly.
Now that you have got all four Talismans, you can return to the eerie Haunted Cathedral to get The Eye, which you have already met back in Mission 07: The Haunted Cathedral.
Rumours about the Haunted Cathedral are just stories invented by people who haven’t seen the real thing. The Eye had attracted evil spirits into the Cathedral, which is now filled with Zombies, Hammer Haunts and Apparitions. For eons they having been waiting for a living being, for your poor mortal soul.
The concentration of the undead is maddening, but you will soon realise that all of them added together are not half as annoying as Brother Murus.
Interesting that you start your mission with two serious omissions. First, experts do not start with any Holy Water (you get one at Hard and two at Normal). Fortunately you are going to get 3 of them inside the Cathedral.
Your favorite Blackjack is gone — anyway, there probably isn’t anybody inside the Cathedral on whom you can use the Blackjack.
You are going to meet only the undeads. The direction is simple. You have exactly the money to buy all of the Water Arrows, Fire Arrows, Flash Bombs and Land Mines. Even that isn’t a lot. From the Mission 7: The Haunted Cathedral, Garrett already knew the rumours are real, and he has already peeked at what is inside the Cathedral. Why on earth would Garrett enter the Cathedral this time with so little ammunition?
Before we start moving around, study the annotated map here. I will give name to all the places to be used throughout the walkthrough.
You start outside the front gate on the South. Catholic Churches always open on the West, but Hammerite ones open on the South.
I call the main building the Cathedral. That is, it excludes the Garden and buildings behind it. Moreover, I usually mean to exclude the Basement as well. So be careful when I say Cathedral.
Inside the Front Gate is the Foyer, and beyond the locked doubledoors is the Main Hall (ie the nave). No matter what the shape appears to you, it is meant to be a hammer-shaped hall. On your left are two hallways: behind the door is the SW Hallway, and on its North the NW Hallway. The door on the North of the NW Hallway opens into the Main Hall. On the West side of the NW Hallway is the West Room which is small and square in shape.
Things are pretty much the same on the East: SE Hallway, SE Hallway, and East Room.
On the Northeast corner of the Main Hall is the NE Room which is small and square in shape. On the Northwest corner of the Main Hall is the NW Room, giving you access to the spiral stair case. Also, the North side of the room opens into the Garden (also known as Upper Cloister).
On the second floor, most of the rooms are the same, but there is a ledge over the transept area on both sides. The West Ledge joins the 2/F NW Room to the 2/F NW Hallway, while the East Ledge joins the 2/F NE Room to the 2/F NE Hallway. The is also what I call the South Ledge, which is actually the roof of the Foyer. It joins the 2/F SW Hallway to the 2/F SE Hallway.
On the third floor, the rooms are still the same. Above the three ledges are three beams that you can walk on (West Beam, East Beam and the South Beam). There is also a fourth beam parallel to the South Beam. The beam does not connect to any room, and I haven’t found a good use for it.
That is all for the main building. I will cover the Garden and the Basement when we reach there.
I know walkthroughs are spoilers, but this section in particular gives away the whole story. Decide for yourself whether you want to read it. Since the walkthrough shows the optimized approach, we will be doing things to fulfil objectives that you will only learn later in the game. Knowing these objectives gives more sense into why we are doing what we do.
The first surprise: after you have got the Eye, the Front Gate will be locked. You have to leave via the Garden.
In Original Thief Dark Project, there is a quick way to complete this mission. It is a countermeasure against this surpise. By leaving the Front Gate open and unlocked, you could easily leave, bypass most of the AIs, but would miss most of the treasures. To do this, you pick up a skull and use it as door stop to keep the Front Gate from closing. I suggest you not to do it, since we have not come for a quick finish.
The developers have fought back, and this trick no longer works in Thief Gold. The front doors slam shut forcefully no matter what you use as door stopper. The only way to keep the doors from closing is to keep opening it repeatedly: like any other door in the game, they may vanish after having been opened a lot of times (not that Garrett can break it, but the game engine has a bug that doors sometimes just disappear when it is opened).
Back to the spoiler. To make things worse, the Cloister Gate is rusted and cannot be openned neither. Fortunately you will run into the ghost of Brother Murus, who will offer to help. But unfortunately he asks you to help him back first: to perform the Ritual of Consecration to free his soul. You have little choice but to collect the stuff required and perform the ritual at his grave in the Cemetery down in the Cloister.
At Hard and Expert Difficulties, he then asks you to bury Brother Renault, whose dead body is lying in the Basement. Since it is rather painful to get back from Cloister to the Cathedral, I carry the body to the Garden early in the game. Brother Reanult will reward you by telling you about a secret room. Of course, in the OP approach we will open that room at a convenient moment in the journey, long before Brother Renault could teach you how to. Then Brother Murus asks you to bury Brother Martello, another of his friends lying in 3/F NE Room. Similarly I decided to carry him out early.
After you have buried both his friends, he thanks you but asks something more if you are playing Expert: to kill all the Hammer Haunts. Therefore, in the walkthrough I kill them on the way so that we will meet less obstacles during the game. After you have killed all nine Hammer Haunts, Brother Murus gives you a key. You then have to go back to 3/F NW Room to unlock the Armory and get the explosives. Finally, you can use the explosives to blast open the Cloister Gate and complete the mission by leaving.
First you must understand the patrol system here. Initially, 6 of the 7 AIs stay in the Main Hall, so you are free to visit nearly everywhere. In particular, the NW Room and the Stairwell is the most important nexus of the building. The place gets very difficult to access later in the game.
The only wandering AI is a Zombie patroling 2/F. He walks between West Ledge, 2/F NW Hallway, and 2/F SW Hallway. If he hears you when you are downstairs, he may extend to Full Patrol: by adding 2/F NW Room, Stairwell, 1/F NW Room and Main Hall into his path. Though he is easy to bypass, it is troublesome. So stay stealthy.
Worse happens if you alarm the Hammer Haunts when you are upstairs. If they join the Full Patrol path, then it will be much more difficult to move around, because there will be traffic jams at the nexus.
Here is a summary of what we intend to do here.
As an excursion, walk around the area outside the Cathedral. You find that the road leading away from the Cathedral has been blocked, so you are confined to the area around the building. If you walk around, you will find the the opening through which you saw the Eye last time has disappeared. There are plenty skeletons and broken swords all around but none is of use to you.
Reload the game and use the four Talismans on the corresponding wards. The front doors will open. The Eye starts talking but just ignore him. He seems surprised that you have really come to rescue him. Hammer Haunts are making lots of noise inside but you are safe from them, at least for the time being.
Inside the front doors is the Foyer. In front of you is another set of double doors leading to Main Hall. As a precaution, you may pick both of them. Make suer you do not accidentally open them: your location is not dark enough, and the Hammer Haunts inside will see you. With both doors unlocked, you have more options in case things go sour inside the Main Hall. Decide for yourself, I opted not to pick them.
I suppose you have already noticed an annoying feature of the building. Doors close automatically. Enter a room, and a few seconds later you get the unnerving noise of a closing door behind you. Another annoying feature is that every door only opens in one single direction. That is, sometimes a door opens towards you. If you are standing too close to the door, you are blocking it — you would need to retreat to close and then reopen it. This could be deadly when you have some one at your tail.
Hand Written Ledger
Though these be perhaps the final moments of our beloved cathedral
and mine mortal life, I shall faithfully chronicle to the end. A great evil
magic hath befallen us, and we battle with demon-kind on all sides. Our own fallen
brethren rise from death and turn on us, cold light aflame in their eyes. Our mighty
doors availed us naught, for the assault was from within. Soon I shall be found and
slain, like the others. May The Builder save our souls. on the floor (near Southwest corner of Foyer).
At the Foyer, leave via the door on the West to enter SW Hallway.
Half of the ceiling here has gone. A Zombie patrols as far as the half ceiling above, so be quiet. He patrols West Ledge, 2/F Northwest Hallway and up to the door above. If you make noises, expecially when you are above or below him, the he will change his patrol to look for you. And this will give you lots of trouble on the Stairwell.
Reader MSB told me that one can climb upstairs from here. Save game and give it a try. Face East and do a running jump at the floor above, and mantle yourself up. Remember this manoever, because it will give you more options when moving around. But you had better succeed, because otherwise your noise is going the enrage the Zombies.
Instead of going up, go through the other door. It is empty, but move very quietly for the Zombie is directly above you and can hear you clearly. Midway in NW Hallway, there is a locked door on your left. Pick it and enter West Room.
Continue to stay quiet. On your left, pick up two . Climb up the ladder. Ignore the eerie sound (nobody is making the noise, it happens every time you climb into this room). The 2/F Zombie at times open the door of this room. In case you meet him, remember AIs do not climb ladders. However, if he sees you, he will start patroling downstairs to the room below, giving you additional trouble. So you had better stay on the ladder (keep you head below the floor) and wait till he leaves.
In the 2/F room, read
the Poster Scroll
I mislike the wisdom that so many of the mechanical systems
in the compound doth rely upon the proper functioning of the machine
room in the cathedral cellar. Our enemies might attempt sabotage,
turning our short sight ’gainst us. Let us set about re-engineering
such that each mechanical system is powered by more local equipment. on your left. The re-engineering never took place. The bad news is that no mechanical devices are working at this moment. The good news is you can enable them once and for all from the Machine Room in the Basement.
Consider hiding back on the ladder and do a quick save here. Listen carefully to determine the location of the patrolling Zombie. When he closes the door, he may walk South (right) or North (left). When he is going South (right), you leave the room, go North (left) and enter 2/F NW Hallway. Go left to West Ledge. On the ledge, do not bother with sight seeing. Take the on the floor. Move forward into 2/F NW Room.
From here you can oversee part of the 1/F NW Room, including the Cathedral Exit. Note that there is a wooden bench on the right of the Cathedral Exit. If one day you need to jump down from here, jump to the bench: you will drop quietly and without taking any damage. There is nothing useful here, so leave via the door on your left to the Stairwell and move all the way up to the top.
Enter the door. Collect a Moss Arrow from the Foot Locker. There are two other doors here. The steel door on the left locks the Armory. You cannot open it until you get the Armory Key near the end of the mission. The wooden door on the right leads to the West Beam.
There are five boxes in the room. Open the South door and take a box with you. It is clumsy to carry around, but we will need one in 1/F East Room.
Walk carefully on the narrow West Beam. Once on the beam you are very safe, but avoid making noises or the AIs will start the Full Patrol. Note also that Zombies sometimes look up and can spot you, especially when you are noisy.
Later in the game, the AIs may chase you up to the 3/F NW Room. Yet they are not capable of walking on the beam. So you just have to stand on the beam, open the door and watch them go away.
While you are here, note that from the West Ledge below, you can use Rope Arrow at this beam and climb up to the safety here. Moreover, reader MSB pointed out that the rope would dangle all the way down to 1/F (if the rope is stick near the center, not on the North side or South side, of the beam). Therefore, you can use this method to climb up from the Main Hall. This method become useful later in the game when the Stairwell on the Northwest corner becomes too dangerous to use.
While we are on the topic of climbing, you can actually shoot a Rope Arrow from the Main Hall at the “floor” of the Transept. This make it even quicker and easier to climb from Main Hall to the 2/F.
Go South, and have a good look of the Main Hall while you are on the beam. Above the Hammer Altar you can see the Eye floating. A Hammer Haunt is standing in front of the Hammer Altar, and two others are patroling the hall. There are three Zombie-possums in the hall: one behind the Hammer Altar near the NE Room, one on the far end of the East Transept and the third near the middle of the hall.
Open the door at the South end of the beam. When dropping the box to open the door, look down and aim well: do not let it fall down to the West Ledge.
Through the door enter the 3/F NW Hallway and pick the Foot Locker to get a . Continue to 3/F SW Hallway and collect a from another Foot Locker. Incidentally, the Foot Locker in 3/F SW Hallway was replaced backwards in Thief Dark Project (facing the wall), it was turned back to face the front in Thief Gold.
Leave via the other door and walk on the South Beam. Save your game and drop (not throw) the box to the South Ledge. Then crouch on the beam and drop quietly on the South Ledge.
The East doorway of South Ledge is blocked. You could break the planks with your Sword, but the noise would alarm the AIs. Beyond the blockage is the an elevator shaft connecting 1/F and 2/F.
Since you cannot climb up the Hammer Altar, the only way to get the eye is from 2/F NE Room. There are two ways to get there: either ride the elevator from 1/F SE Hallway, or drop down from the East Beam to East Ledge, but we will worry about it later.
BTW, notice that there are two beams running in the East-West direction. The one on the South is the South Beam that we dropped down from. The other one is inaccessible.
Carefully open the door on the West. When the 2/F Zombie has left, take the box into Southwest Hallway and drop it down to 1/F. Look left: at the window is a for you. Take it and return to the South Ledge.
Climb back to the South Beam with a Rope Arrow and retrieve it back. Enter the 3/F SE Hallway and leave via the other door.
The next room, Bell Tower, is the 3/F NE Hallway and 3/F East Room merged together. Collect two Water Arrows from the Foot Locker. Walk around the bell. At its Southwest side, crouch down and look at the ledge below. 2/F East Room consists only of a thin ledge on its perimeter. There is no doors for the room, but you can see something on the thin ledge near the Northeast corner. When we get there, we shall climb up there from 1/F, using the wooden box.
Leave the hallway and walk on the East Beam. Note that light falls on the middle part of the beam. Note also that the shadow of this beam casts on the hall below near the standing Hammer Haunt, providing one of the ways to access the 1/F Northeast Room. Save your game, wait till the standing Hammer Haunt turns away before attempting to move forward. Near the middle, pause to pick up a . Proceed rapidly to the end of the beam. If the Hammer Haunt (or other AIs, which is less likely) sees you, then everybody wakes up and will give you lots of trouble. Also I hope you have not fallen to the East Ledge below, because that will trigger undesirable things that we will defer until later. Pick the lock and enter the door into 3/F NE Room.
In the Attic (both 3/F NE Room and 3/F NW Room are called Attic in the game so I do not use Attic as the name of the rooms), take the . When playing Hard/Normal Difficulties, get one/two Fire Arrows from the table. The body on the floor is the late Brother Martello. How glad it is to find somebody dead but yet without urges to kill you! OP players playing Hard/Expert now pick him up and go back to the 3/F NW Room via the beams (we shall carry him to the Garden, so don’t leave him behind even though I stopped talking about him). Others (OP players at Normal Difficulty and LH players) just leave Brother Martello behind and return to the 3/F NW Room via the beams.
From 3/F NW Room, follow the Stairwell to go down two levels to 1/F NW Room (do not go to the bottom of the stairs — that is the Basement). Unless some AI has taken up Full Patrol, the Stairwell and this room are safe. You must move quietly though.
the Hand Written Ledger
A novice passing the cemetery yestereve said he saw a strange glowing figure
walking therein, but upon investigating found that the apparition had vanished. Those
who heard his story laughed and blamed his vision on an excess of ale, but I am not so
quick to dismiss it. I remember the burial of our beloved Brother Murus last week and
the feeling that something was wrong. I shan’t relate the story to Brother Martello,
since he was much attached to Brother Murus, and mourns his loss still. on the bench near the Cathedral Exit. You are supposed to read it after you got the Eye, but by then you may not have the leisure to do so. Notice that Martello was still alive when Brother Murus start haunting the Cathedral, and that they were good friends. That is why some of us are carrying Martello to Murus.
Do a quick save and open the Cathedral Exit (door on the North). Listen and look outside. When it is safe, drop the body outside and hide yourself at the shadows on the right side of the door. The Eye will get worried and start asking why you leave without him. Just ignore him.
An Apparition, two Zombies and a Hammer Haunt patrol the Garden. The Northeast part of Garden is where you are, and the Southwest part has a tiny pool in it. The Apparition always stay in the Garden, while the others enter St Yora’s (the building on your Northwest) periodically. You are at one end of a stone walkway, which first goes North and then turns West into St Yora’s. BTW do you remember who St Yora is? You played with his skull in the Reliquary of the Hammer Temple in Mission 10: Undercover.
Ahead of you there is a set of broken stairs on the right. The next section is relevent to OP players only. LH players can ignore the broken stairs and skip forward to .
When nobody is around, Hard/Expert players take the Brother Martello to the broken stairs (OP players at Normal Difficutly just sit still for this and the next paragraph). Carrying Brother Martello, you have to do a quick save, walk down as far as possible without falling, lean forward and throw him to the level below. Throw, not drop. If he dangles in mid air, grab him back and walk another small step. If you fall down, you cannot climb back up. You had better reload your game (or read the whole walkthrough to find out how to get back via St Yora’s).
From the broken stairs, listen carefully. When it is safe, go back to the shadow in front of the door. Save game.
Wait for the Hammer Haunt to be alone in the stone walkway, then plant a Land Mine ahead of him. You have to sort of guess who is coming out of the St Yora’s door next, but remember Hammer Haunts walks much faster than Zombies. That is, when a Zombie enters St Yora’s, you are pretty sure it takes quite some time for him to come back out. To plant a Land Mine, remember to use the drop key so that you are not throwing it away. To avoid alarming the Hammer Haunt, you may cover the corridor with a Moss Arrow before planting the mine.
When the Hammer Haunt is dead and the other AIs quiet down, sneak back into the Cathedral. If you take the time (now or later) to move the dead Hammer Haunt to a dark places), it will prevent the Zombies from getting upset when they walk by. Do not however throw him down the broken stairs — this often irritates the Apparitions down there.
Use the Stairwell to descend to the Basement. At the bottom of the stairs is a door. Open the door and move inside.
There isn’t any map for this level. The rooms are organised in a closed loop. We’ll explore in the clockwise direction. You start at the Northwest, facing South. The switch on your left would turn on the lights — don’t flip it. Proceed into the flooded room with four pillars.
An Apparition and a Zombie are patroling the Basement. Watch and listen carefully because they often take sudden U-turns in the middle of a corridor. There is a corridor ahead (to the Machine Room) and a very dark one on the left. When neither AI is in your way, get into the dark left corridor. Near the East end of the corridor, there is a lamp in a niche on your right, and a side branch on your left. Turn into the side branch. You are safe here because they do not patrol the side branch.
Go North to the end, turn right, pick and enter the door. I hope by this mission you have already learnt how to distinguish a bottle of Fine Wine (gold) and a useless bottle (green). In Wine Cellar, take three bottles of (one near the entrance, two near the end).
For OP players at Hard/Expert Difficulty, pick up the dead body (it is Brother Renault). Take him to the Stairwell and return to the dark corridor. We shall carry him away when we are leaving the Basement).
Head to the East end of the dark corridor. It turns right into another flooded room, with several barrels (most rooms in the basement are flooded).
Still facing forward (South), press your back against the North wall on your left. Strafe left to the East till you reach the (Northeast) corner of the room. The AIs will not see you now. Look around. In a niche of the wall on your left is a piece of treasure.
If you have turned on the lights, you might be able to notice that the floor (under water) in front of the niche looks slightly different. Even without lights, you may notice that the ceiling there looks different. Stand in front of the niche, and two bricks will come loose and drop on your head. Without moving away from where you are, grab the . Ignore the door knobs.
Beyond the trap is a small area partially enclosed by waist high wooden barriers. Get inside while avoiding the trap. Collect another on the shelf on your right (South).
Opposite the wooden walls are two Water Arrows on the floor (under water between two barrels). When it is safe, leave this room via the exit at the South end. After two right turns and a left turn, you are on a West going corridor. Midway, there is a side branch to the left.
Once I found a Zombie stuck at these two turns and refuse to go away. As a result, I have to access this side branch from the other side (since the corridors form a close loop). Turns out it is not a bad news, because the Basement is much quieter with one less walking AI. Fortunately the Apparition is seldom stuck, or else they will succeed in blocking off part of the Basement.
Go to the end of the side branch. The machine in the center does nothing useful. The switch opens a door, but there is nothing inside. And it operates even though the Power Engine is off (and so does the machine in St Tennor’s). Collect two from your right. Then on the other shelf pick up three and five . Save your game, go back to the main corridor and continue West to the Machine Room.
Leave the room via the North corridor, and in the corridor take the first right turn. Go all the way to the wooden door. Open it and have a look inside. Just a simple toilet inside.
Take a look at the power switch. Although it says “on”, the machine is actually off. When you hear that both AIs are on the East side, flip the switch down (to the “off” position). All machines in the Cathedral are now enabled.
Unfortunately, the noise of the machine has attracted the two AIs. Leave the Machine Room via the corridor on the North (the one leading to the toilet). Go straight forward (ie do not take the side branch to the toilet) and run back to the Stairwell: you are safe once you get outside.
For OP players at Hard/Expert, pick up Brother Renault (we will take him to Brother Martello, down the broken stairs in Garden). Others, please ignore Brother Renault.
Go upstairs to leave the Catheral.
Move to the Southwest half of the Garden. There are ample shadows around, so you will not have problem getting there. There is a tiny pool of water they called the Fountain. When nobody is around, grab the Water Arrow under the water. If playing Normal or Hard Difficulties, go behind the tree on the West (near the Northwest corner) to find a vial of Healing Potion. Note that, in return, only Experts start with a Healing Potion. Normal and Hard Difficulties start without any Healing Potions.
When I came here in Thief Gold, I have some trouble locating the Apparition. It is not until much later that I found the Apparition partially fused with one of the trees in the Garden. I don’t know whether it is a piece of fortune to find AIs trapped this way — if every AI went out of order, the mission would no longer be worth playing.
While you are here, look at the building on your North. That is St Yora’s. Upstairs on the right is a cross-shaped hole on the wall, and when we later visit the building we will look again at this pool through that window.
Sneak back to the shadow near the Cathedral Exit.
Now we only have two more things to do: the Hammer Haunts and the Eye. And a few rooms on the East not yet visited.
Pass through 1/F NW Room, Main Hall and 1/F NW Hallway. Collect the wooden box your left in 1/F SW Hallway. Go South to the Foyer. Pass through the door on the East end to enter the 1/F SE Hallway. It is an elevator. It means metal floor, so move very quietly. Since you have turned on the power in the Machine Room, you could use it to ride upstairs. But we are not going upstairs.
Continue North to 1/F NE Hallway.
Unlock the door on your right to enter the 1/F East Room.
Pick up the on the floor
and read the
The behavior we hath
repeatedly seen exhibited is truly most
troublesome. The Eye hath been moved once
again to the vault in the cellar. This eve,
please you post two sentinels to guard
it. Thus we shall determine how it is
that we find it floating o’er the high altar each morn. on the floor.
Look up. Remember what we saw at Bell Tower? Drop the box on the floor and climb on it. Then jump to grab the precious . Or mantle up to the ledge to get it.
Well it is very diffcult to jump on a box. And noisy. Unless you know how. Stand at where you want your box to stay. Look down. Drop (not throw) the box and jump. The box will stay there, and occupies the same space as you!
Fortunately the box didn’t frag you (in case you don’t know what the verb “frag” means, just take it to mean “kill”). Jump again and you are standing on the box. Mantle up the ledge to get the necklace.
The next section is for OP players. LH players now skip these paragraphs and proceed to .
For OP players, since we are done with the box here, take it out to the 1/F NE Hallway. Leave via the North door into the Main Hall. It is noisy here, but safe. Locate the Zombie Possums and do not move near any of them: one is behind the Hammer Altar (Northeast of it), one at the East end of East Transept, one between West Transept and the Southern part of Main Hall. Also remmember to avoid the lit areas. Enter the 1/F NW Room and take the box to the Garden. Go to the broken stairs where you dropped the two corpses (players at Normal Difficulty don’t have corpse there, but go there anyway). Drop the box down, do not throw it (because that is noisy). Near the end of the mission, we can use it to climb back up from the Cloister.
Reader Roman found that it is not necessary to use a box to climb back. I never succeeded, and I recommend you to drop the box there anyway, in case your mantling skill is comparable to mine.
Before you drop the box down, consider one thing. There is a second way to complete the mission quickly (skipping many places and treasures). I will talk about it after we have got the Eye. The method requires all five wooden boxes from the 3/F Northwest Room. If you want to try that, do not drop the box down. Before you proceed with the next section, take all five boxes to the Garden. It is better to do it now, when the Cathedral is still quiet and you can move around freely. You can drop the box from the Garden down the broken stairs at a later time, after you learnt what we could do with the five boxes.
Go back to the Main Hall. Head carefully to the Fountain Room at the Northeast corner of 1/F. There is a small strip of shadow next to the standing Hammer Haunt (it is the shadow cast by the East Beam) and is good enough for you to crawl through. Beware of the Zombie Possum behind the Altar — it is next to the door and you may wake him up if you walk on the steps leading to the Hammer Altar. There are three steps up to the Hammer Altar, and it is OK to step on even the highest step as long as you keep to the (South) edge of it. Choose for yourself: I prefer the dark strip of shadow because it is more exciting. If you choose the top of Hammer Altar, make sure you keep to the South so that you do not wake up the Zombie Possum.
Inside the room you find your first vial of Holy Water. And a fountain as well, emitting some light effects and music around it. It is NOT a holy water fountain. Instead, it is a Healing Fountain. Use it and your health recovers. And the fountain can be reused, although it needs to take some rest between consecutive uses. When playing Normal or Hard Difficulties, also take the Water Arrow under the fountain.
Leave the room, passing the narrow strip of shadow or the Hammer Altar again. Then go to the East Beam: return to 1/F NW Room, climb the Stairwell up to 3/F NW Room, then West Beam, through 3/F NW Hallway and 3/F SW Hallway to South Beam, finally via 3/F SE Hallway and 3/F NE Hallway to arrive at East Beam.
From East Beam, drop quietly to the furnitures of the East Ledge.
LH players skip the next section and continue with .
For OP players, prepare for the Slaughter, by shooting a Rope Arrow up to the East Beam. We will be climbing up and leaving in a hurry afterwards.
Save your game first. Before you start, you may choose between doing it now, or after getting the Eye. The difference is, an extra Apparition appears after you have grabbed the Eye, so by doing in reserve you can kill him together with other AIs. The bad thing is, Apparitions have ranged attacks. So he will give you extra trouble during the slaughter. Therefore I prefer doing the killing first.
Stand at the southmost part of the ledge, right in front of the door to 2/F NE Hallway (go inside and have a look: we have never been inside, but it is empty). Edge towards the North till you cannot move further (if you are too far from the edge, you cannot shoot AIs who get close to you). Use your Holy Water and shoot at the Hammer Haunt in front of the altar. As soon as you launch the attack, everybody is agitated. The other two will rush to him, giving you some more archery exercise. Remember that your Water Arrows splash and deal damages to nearly AIs, so keep shooting the one in the middle.
With 12 Water Arrows, you have little difficulty shooting down everything. Yet don’t waste your Water Arrows on the Zombies. If they are already hurt during the slaughter, consider give them a second Water Arrow to finish them. Otherwise, just kill one or two of them (three is luxurious, four is unnecessary). Confine yourself to 9 Water Arrows, leading a handful for the Cloister. And remember to stay in the shadow: if they spot you upstairs, they will start the Full Patrol, giving you lots of trouble.
An alternative is to backstab (with an overhead stroke of the Sword) the standing Hammer Haunt when you were downstairs. If you have the nerves, finish the Hammer Haunt with a second stroke after the backstab. Run immediately to the East Ledge (via a rope to East Beam, for example). This agitated all the AIs, but hopefully they would not yet start the Full Patrol. Then you use Holy Water on the remaining two Hammer Haunts, plus a Zombie or two as you see fit. This saves some Water Arrows, and is more exciting.
Of course you can even try to kill the AIs from the Main Hall. It would be really exciting, but also very demanding. As soon as you kill the first one, the rest converge towards you so quickly that you may not be able to use your Water Arrows because they are already too close to you.
Another useful way to handle them is to use Flash Bombs. Wait till the two Hammer Haunts come near and give them a Flash Bomb. This will wake up everybody and the will tend to gather together. Unlike Holy Water, you do not have a time limit, so you can wait for a good opportunity to throw the second one. I suggest you to confine to two Flash Bombs, and leave the remaining two for later. Finish the rest of them use up to 7 Holy Water Arrows.
No matter which way you prefer, conserve ammunitions. Surprises are waiting ahead.
Finally you can choose to leave them alone. This gives you more ammunition for the Cloister, but more troubles when you return. By the time you come back, all AIs will have taken up the Full Patrol — the more AIs survives, the more difficult it is to sneak through the Stairwell nexus.
On the East Ledge, pick the door on the North and enter the last room we haven’t yet visited: 2/F NE Room.
When attending public services, some members of the
congregation hath made entry through the cloister gate. The proper
way for the public to access the grounds is through the cathedral
gate. Access to the city via the cloister gate doth exist for the
convenience of members of the Order only. behind the chair, giving you the news that the it is possible to enter the Cathedral by the Cloister.
Save game and walk to the West side of the room. Walk carefully through the doorway, inching forward as much as you can. The Eye is hovering above the Hammer Altar. I have seen people jumping to the Hammer Altar (which is not a bad idea, see alternatives below), and people climbing Rope Arrows there. Yet you only need to lean forward to grab the Eye.
Once you get the Eye, all the AIs are alarmed. Retreat quietly before they can see you. They will make a lot of noises down there.
Instead of being glad that you rescued him, the Eye seems to be giving you a new challenge. Now you have two alternatives.
Foyer? An Excursion? Think I am kidding? Anyway, make sure you have a saved game and leave via the door to the East Ledge. Continue South and drop down to 1/F. Go to the Foyer. Open the double doors on your left to leave the Cathedral.
Except that you usually can’t. The doors are locked as soon as you get the Eye. And when you attempt to open the front door, the Eye teases you again and challenge you to take another way to leave. Unless you tried the trick I mentioned in the Mission Summary
In Thief Dark Project, there is a quick way to complete this mission. If you used a skull as a door stopper before you get the Eye, then you can leave now. Except that you would finish with very little treasure. It would be possible to complete the mission this way in under two minutes (dash directly to the Eye and rush away).
In Thief Gold, the loophole has been closed. No matter what you use as door stopper, the front doors will close forcefully. Therefore when you have got the Eye, the doors are always locked.
Remember the scroll about the Cloister? That is where you need to go.
After you grab the Eye, an extra Apparition will appaer. For Hard and Expert, he appears at the Cathedral Exit, for Normal, he appears at the West Transept. In either case, he will soon rush to join the others. You have two alternatives here.
First is to jump to the Hammer Altar (do not overshoot and fall below!) and wait. The AIs will see you, and gather around the altar. The Zombies and the Hammer Haunts below cannot harm you, so stay until the real danger arrives. The extra Apparition will come in the Main Hall after you. When he is well inside the hall, drop a Flash Bomb among the AIs and jump down. Run into the 1/F NW Room and leave via the Cathedral Exit. This method is straight forward, but the Apparition will be right behind your heels and the next part will be a little bit messy. In face, so messy that you probably could not make use of the 5 wooden boxes you have carried outside the Cathedral Exit. Don’t choose this if you intend to try the 5-box method. Or try the 5-box solution (described early in the next section) before your grab the Eye.
The other method is to get back to the East Ledge and climb up to the East Beam. Soon, the Apparition should enter the Main Hall as well (you can clearly hear him). Go the way back to 3/F NW Room. Do it quickly but quietly, because if the AIs see you, they will start the Full Patrol. When you arrive at the West Beam, check where they are. If they are still in the Main Hall, congratulations! I usually find that even the Apparition is there — it means the Stairwell nexus is empty! Descend to 1/F NW Room via the Stairwell. If the Apparition is in the Main Hall and therefore isn’t guarding the exit, you can leave peacefully. If you find the Apparition guarding the Cathedral Exit, finish him with two Fire Arrows and leave the Cathedral. This way, you can stop at the shadows outside the door to catch your breath and do the next bit neatly.
If when you arrive at the West Beam, they have already taken up Full Patrol (that means they saw you during your trip back), something else is needed. Save your game first. Check where the Apparition is. Wait till he is inside Main Hall. Check where the other Zombies are. Drop down to the West Ledge, rush into 2/F NW Room, jump down to the wooden bench near the Cathedral Exit and crouch into the shadow near the door. Turn around: if Zombies are inside the 1/F NW Room or 2/F NW Room, they would have heard you, but they should not be able to spot such a rapidly moving target. When they go back to their normal business, save again. When it is safe, open the exit door and move to the shadow outside.
If for some reason the Apparition refuses to leave his guarding post at Cathedral Exit, then you have to finish him with two Fire Arrows. Does you some good later, because he is very annoying.
In the Garden, standing in front of you is Brother Murus. Depending on how you get here, you may be leisurely waiting in the shadow, or being chased by an Apparition from behind. Anyway, let Murus see you (remember there are AIs patroling the Garden as well, so avoid the others if possible). He starts with the daily speech he used to give the the Hammerite Initiates when he was alive. He believes you are a novice, perhaps because you haven’t changed clothes since the last mission (Mission 10: Undercover).
I mentioned that there is an alternate way to complete the mission quickly, a way which bypasses most of the tasks and would miss most of the treasures. From the walkway in front of Cathedral Exit, look up. We are doing some climbing with the five wooden boxes you have brought here. Stack up two boxes and throw the rest on the roof of the walkway. From the two boxes, mantle up the roof. Move to the Northwest end of the walkway roof. Using the boxes you carried, climb on top of St Yora’s. Go Southwest and drop to outside the Cathedral to end the mission.
However I don’t like to leave without all the loots. If you can wait, listen to his full speech. You can hide in the shadows on his left (your right). He will turn towards you to speak, but the other AIs will ignore him. He will tell you to find him in the Cloister if you need help. When he is finished, he disappears. Sneak to the broken stairs where you may have dropped two corpses and a box. If you have carried a wooden box here but have not yet dropped it to the lower level, do it now. Then drop yourself down to the lower level.
If you are running for your life, then you have to run past Murus (it is not easy, because he is a solid ghost occupying a large part of the walk way) and drop down immediately. Yet, you have to make sure he sees you, or else you have to do it again. Even if you have brought 5 boxes here, you don't have time to play with them now. Grab one of the box and you drop to the lower level with it.
When you arrive at the lower level, the arch on your right has a plate telling you that it is the Cloister. Noisy AIs are roaming in the Cloister, so do not make any yourself. Move forward (North) and around corner to stay under the shadow.
When Murus has completed his speech up there, he reappears at this corner. Again, you have to let him see you. He then knows you are in trouble, and offers to help. In return, he asks you to help him back first, and you get this as a new objective. From this point of time, you are really committed. With the new objective added, you can no longer simply climb away. You must do every single thing he demands before you can complete the mission.
Noting that you are a collector (probably the first time any Hammerite uses such kind words to describe your profession), he asks you to collect something for him. It is his Rosary Beads inside his bedroom in the dormitory. He used to live in St Yora’s. He adds that he could see the fountain (the one on the Southwest part of the Garden) from his bedroom. This is not very informative but he is gone for now.
Actually, Brother Murus needs you to consecrate his tomb. It is because the Hammerites had shamefully forgotten to perform the Ritual of Consecration for him and his soul cannot get free. And for this, he will ask you to collect a handful of things. I’ll explain what one needs to collect for the Ritual of Consecration.
As I mentioned earlier, this walkthrough uses the OP approach. Trips were rearranged to reduce your time and effort. It also means you will not be able to listen to all the conversations by Brother Murus (eg if you already have the Rosary Beads, he will not ask you to collect it). If you want to hear every demand he utters, you must do it LH in this part of the game. It will be a bit confusing, because we now have three different ways to play this part:
Make sure you have correctly set the drop box at the top of the walkthrough. When reading the guide, remember to follow the instructions appropriate for your approach to jump around.
When Murus is gone, save the game and walk through the arch leading to Cloister. It is frighteningly noisy here, but there are ample shadows everywhere. When it is safe, leave the arch and move to the shadow on your right. This corner has the biggest patch of shadow in the whole area. The shadow on the left side of the arch is also a good hiding place.
An Apparition, four Hammer Haunts and two Zombies are roaming around. If you are playing lower difficulty levels, there will be less AIs here. The Apparition is only present in Expert Difficulty. In Hard Difficulty, there are two fewer Hammer Haunts but two more Zombies. Whereas in Normal Difficulty, you have two fewer Hammer Haunts without extra Zomibes.
In Original Thief, a Hammer Haunt is nearly always trapped in the elevator of St Jenel’s, so effectively reducing the number of Hammer Haunts here by one. In Thief Gold, he is sometimes trapped at the same place, sometimes wander around the Cloister like other Hammer Haunts (in that case you have four wandering Hammer Haunts). Therefore, you may have three or four Hammer Haunts patroling around.
While physical weapons are not very useful on Zombies, remember you can backstab Hammer Haunts and Apparitions with your Sword. With a surprise overhead stroke from the back, Hammer Haunts die instantly, and Apparitions require a second side stroke to finish. Even Zombies may drop down to become a Zombie Possum.
Study the buildings around you and look at annotated Cloister map. The building on the South is the Cathedral. The one on the West is St Yora’s, and the space in between is the Garden. You should recognize the inverted L-shaped walkway joining Cathedral to St Yora’s. And now you are in the area among the four Cloister buildings. I will call this area the Cloister Central Area, because it is the center of the Cloister.
On your East is St Jenel’s, the place for worship. On your Northwest is St Tennor’s, the factory. Besides these two buildings, you can see AIs going in and out of two metal gates. The North one leads to the Cemetery, and the South one to Bath House. The AIs also go along a foot path towards the Northeast, there is another metal gate leading to St Vale’s, the place for study. Outside St Vale’s is the Cloister Gate. You can go and have a look, but the Cloister Gate cannot be openned without the help of Brother Murus.
Notice that the three metal gates operate like doors. You have to use them to open them. Yet they slide very slowly, and you may be seen when waiting for it. To pass a gate, stay away in a shadow, lean to open the gate, wait till it is lifted high enough and rush through to a shadow beyond the gate. Another interesting point is that they block sound like solid doors. Therefore, you can easily tell the whereabouts of AIs near you and will not be confused by those who are far away.
OP and OPLH players kill Hammer Haunts whenever the oppotunity arise. This section lists how the walkthrough intends to use the weapons, so you know how much is left for use elsewhere.
There are a total of nine Hammer Haunts in Expert Difficulty. Two less in Hard or Normal.
Whenever you find a lone Hammer Haunt or Apparition, consider a backstab (remember you need an extra strike to kill an Apparition, after an overhead backstab). Hide the corpse after you killed a Hammer Haunt, or else the Zombies will be unhappy everytime they walk past one.
A good place to backstab Hammer Haunts, suggested by reader MSB, is outside St. Tennor’s. Hide outside the door. When a Hammer Haunt tries to enter St. Tennor’s and nobody else is watching, give it an overhead strike of your Sword from behind.
If at any time three or four Hammer Haunts to appear before you. You should take the opportunity to wipe them out. Similarly when you have two Hammer Haunts plus some other AIs (like a Zombie, or better still the Apparition). You can finish the haunts with as little as two Flash Bombs. After you make the kill, how to continue depends on whether surviving AIs are looking for you. If you are fortunate, nobody else survives and you just continue with the next building. If they are actively searching for you, it is still a good gamble to sit still. With the Hammer Haunts out, the rest is unlikely to locate you.
If you need to run away, cross the arch, turn right and then left. Run up the long flight of stairs and enter St Yora’s. It is noisy but safe there. Come back when things quiet down, or take the opportunity to visit the building. Or you can use some Fire Arrows on the survivors. Count your ammunition below: don’t deplete it, but you will be much happier with less AIs roaming aournd the Cloister Central Area.
Since you can do this at any time, and you may need additional ammunitions to handle any passer-bys, I must give you information on the related powerups.
|Holy Water||0||1: 1/F NE Room|
1: Winter Tunnels
1: Alchemy Laboratory
1: St Yora’s Dining Room
|Water Arrows||5||4: Cathedral|
4: Winter Tunnels
3: Bath House
3: St Yora’s 2/F
8: St Yora’s Dining Room
|Fire Arrows||4||2: Cathedral|
1: St Yora’s Kitchen
2: St Tennor’s 2/F
1: St Jenel’s Basement
|Flash Bomb||4||0||2: Cloister Central Area||2|
|Land Mine||3||1: Winter Tunnels||1: Garden|
1: Alchemy Laboratory
|Broadhead Arrows||20||0||20: St Jenel’s||0|
The table shows the quantities for Expert Difficulty. Refer to the next table to adjust for other Difficulties.
The initial column is the amount of the powerup you have initially, after performing my recommended purchase. From is the amount and location of the powerups you will collect during the game. If it is from the Cathedral, I give no more details because you have already got them by now. Used is the roughly the amount of powerup we will use in the walkthrough; free is the amount you are free to use anywhere you see fit. Note that you may use more than the amount indicated than used and should adjust accordingly.
The first row of the table indicates that you used one vial of Holy Water in the Cathedral. This is only applicable to OP and OPLH players. By the time when LH players start to kill Hammer Haunts, it is no longer impossible to kill the three Hammer Haunts there with a single Holy Water Vial. I suggest reserving three Fire Arrows instead.
The last row of the table tells you that we are using 20 Broadhead Arrows in St Jenel’s. This is only possible if one of the Hammer Haunts is stuck at the bottom of the St Jenel’s elevator. If he is roaming the Cloister, you would need to finish him together with other Hammer Haunts in the Cloister.
In Thief Gold, I failed to sneak undetected from a Zombie in St Jenel’s Basement. Therefore, be prepared that you may need to use a Fire Arrow there (you will pick up one in the basement just before visiting that Zombie).
Players at different Difficulties get different amounts of powerups. The table below shows the differences in stock level of different difficulty levels at the moment you arrive at the Garden from the Cathedral for the first time:
NH: Normal and Hard
HE: Hard and Expert
This table only lists locations where there is a difference between different Difficulties. For example, you always get one vial of Holy Water from the Alchemy Laboratory. Therefore, Alchemy Laboratory is listed under Holy Water only in the first table but not the second.
Remember that you can use Land Mines to kill Zombies and Hammer Haunts. You will be amazed at what Land Mines can do when you arrived at Thief 2 Mission 16: Sabotage at Soulforge. For maximum effects, use Flash Bombs and Holy Water Arrows only when you have lots of AI nearby.
For OP players, read this section (just read, no need to follow the links) to have an idea of how the others will be jumping around this guide. Then proceed to the next section to actually visit the places in an optimal sequence.
For LH and OPLH players, follow the current section paragraph by paragraph. After reading each paragraph, follow the link near the end of the paragraph to jump to the section it referred to. After you completed the task in that section, another link there will bring you back here to continue with the next task.
If you follow LH/OPLH, I believe you also want to listen to everything Brother Murus can say to you. Instead of going to St Yora’s (where the Rosary Beads are kept), go to St Jenel’s. Once inside, open the door on the left and get inside. Brother Murus is there, and will tell you to look elsewhere. After listening to his advice, do a quick save, open the doors and judge whether the outside is empty. When OK, leave and follow this link to go to St Yora’s to get the Rosary Beads. Remember: follow the link only if you are playing LH or OPLH; if you are playing OP, just conitnue to read next paragraph to understand the story line.
When you come back with the Rosary Beads, Brother Murus tells you to get a Holy Symbol, without saying what it is. He suggests you to make one for yourself at the Tennor Factory. In St Tennor’s, there is a machine that casts molds. To listen to him, you should first go the the Bath House to meet him. This is no where to hide inside the Bath House so keep your saved games. Then go to St Tennor’s to cast a Holy Symbol, which is a small Hammer.
Come back with the Holy Symbol and Brother Murus tells you he has lost his Prayer Book and have no idea where it is. This time Brother Murus is in his bedroom (remember his Foot Locker in St Yora’s, where you found his Rosary Beads?), so you should first greet him there. Then you need to go to St Vale’s to get the Prayer Book, but it is easier to get there via the Bath House. Besides the Prayer Book, there is a papyrus inside St Vale’s that you should read.
Now that you have his Prayer Book, Brother Murus wants you to get his Candle. He remembered using it on the day he died. He believes that it is at his Working Area near the Well. Before going there, go back to St Vale’s to meet Brother Murus outside the entrance of the building. After meeting him there, time for the Well. You have already seen the Well when visiting St Yora’s. Refer to the map: the Well is in St Tennor’s Backyard. Therefore, go to St Tennor’s 2/F.
After you have got the Candle, Brother Murus says all is ready and tells you to meet him at the Cemetery. Go there and find out that, unlike Brother Murus, you need the Cemetery Key to open the unpickable gate. And you need to go to St Jenel’s to get it. After you got the Cemetery Key, go and meet Brother Murus in the Cemetery. Therefore, the link at the end of St Jenel’s will take you to the Cemetery, instead of coming back here.
For OP Players, continue with the followings sections to visit all the buildings in the Cloister to get the required stuff before going to the Cemetery.
Before entering, look at the plate outside the door. In Original Thief, it reads “St Tenor’s”, which is inconsistent with maps and other places. This is fixed in Thief Gold, and is now referred to as “St Tennor’s” everywhere.
Let us first enter St Tennor’s. Save your game, and move to the shadow on the North side of the arch. When it is safe, enter the door of the building. BTW do you remember who St Tennor was? St Tennor pioneered the casting of hammer from molds. It is he who casted “The Forge’s Child”, the first hammer to be cast out of a mold, which you have seen in the Reliquary of the Hammer Temple in Mission 10: Undercover. No wonder St Tennor’s houses a factory that casts hammers.
The foyer of St Tennor’s is large and empty, except for a big metal hammer. On your right is a dark niche where you can hide yourself in case of need.
On your West is a long corridor running North South through the whole length of the building.
When it is quiet enough (and when you have the courage), sneak into the corridor, turn left and move forward (South) into the only room on your right (West).
Once inside, you are safe as long as you walk quietly.
Step one — Position one of the molds on the 4 pegs in front of
the smelting cauldron.
Step two — Push the left lever back to close the mold.
Step three — Pull the right lever forward to tip the cauldron. When the
gauge on the wall indicates that the mold is full, tip the cauldron back up
by pushing the right lever back.
Step four — Pull the left lever forward to open the mold. Remove the newly
manufactured item. Builder Be Praised! on the wall.
Study the molds. Most are useless. One of them can be used to cast the key to Wine Cellar, but you no longer need it now. The one on the bottom right is what you need. Use it on the machine to cast a Holy Symbol and it is already cool enough to grab.
Notice that if you had not power on the Central Power Supply, then this machine would not work. In that case, go back and power it up. You could either go via St Yora’s, or use the wooden box you left under the broken stairs.
Follow the North-South corridor in the 1/F of St Tennor’s all the way to the North. There are side branches on both sides of you: on the left side branch, there is a machine you can try to hide behind (though not a very good shelter); on the right side branch, there is an elevator down to the Winter Tunnels. The Winter Tunnels are a set of underground corridors and rooms where the Hammerites hide from the cold during the winter. They can be accessed from nearly every building. Ignore the elevator for now. Go to the North end of the corridor, which is a big room with machines. Hopefully nobody is inside, but usually a Zombie is waiting (because once inside he would have difficulty finding his way out).
Move up the stairs to the top. Once you are on the top, you will be walking on a metal ledge lining the East side of the room. On the West side, you can see a similar metal ledge. We will tour the whole floor and end up at the metal ledge on the West side.
Move all the way South, to a dead end behind a machine. Turn around and look down to find a near the machine. Come back out to enter the room on your left (West). On the left side of the golden sarcophgus, get two Fire Arrows (3 when playing Normal Difficulty). There is nothing left here on 2/F. Just wander around the 2/F (not much choice in walking around) and end up on the metal ledge you saw earlier.
In case the Zombie is chasing you on the 2/F, locate the place where the East ledge is close to the West ledge. Jump across, and the Zombie will need a millenium to arrive at your ledge.
Behind the small wooden box, you can see a chute leading through the West wall. If you find that the box is blocking your way, just carry it with you till you are outside. Drop to the chute, crouch and move outside. Proceed to the next section.
The backyard is safe. There is a shed (the Working Area of Brother Murus) here, with nothing inside. With a Rope Arrow (or just do a running jump), mantle on its ceiling to get a Candle and a . Retrieve your arrow and drop down. It is possible to climb back up the chute, but it is noisy and we do not need to go back inside.
At St Tennor’s Backyard you can also see the Well that Brother Murus mentioned, but there is nothing inside the Well. From the Well, there is a narrow path going South. Look up and you see a hole (which shapes like a cross, but is actually a hammer) on the wall at the South end. That is near the entrance to St Yora’s. We will be able to see the Well from that hole when we are up there.
Go to the Northeast corner of the St Tennor’s Backyard and you find a wall on the East. Climb up the ladder to the top. When it is safe, crouch and drop down. A road on your right goes South to a metal gate. It is the metal gate on the North side of the Cloister Central Area.
On your left is the Cemetery. Move to the other (East) side of the road, where there is a much large patch of shadow. Save your game. Move back South via the metal gate to the Cloister Central Area.
Sneak from shadow to shadow and pass the metal gate on the South side to the entrance of the Bath House. Listen carefully, open the door and peek inside. If it is empty, enter.
The room has one big pool of water. Collect three Water Arrows under the water. Near the entrance is another elevator: nearly every building has an elevator down to the Winter Tunnels, so you can actually go from one building to another this way. Yet it is very dangerous to do so, becuase when you ride an elevator up from below, you may find an AI staring in your face and you have no place to hide.
The room has also another door, with a toilet behind. Leave the Bath House.
On your right, there is narrow gap between the building in front (which is St Jenel’s) and the surrounding walls. Walk into the gap. Go all the way to the corner, turn left (North) and continue to the end. AIs do not patrol here, but they can follow you through the gap if they are chasing you.
On the other end of the L-shaped gap, you have St Vale’s in front of you. On your right is the Cloister Gate. On your left is a metal gate going back to the Cloister Central Area. The narrow gap you just passed is an excellant way to access St Vale’s and the Cloister Gate.
When the area in front of you is quiet, move Northeast to the dark area beyond the entrance of St Vale’s.
Listen carefully before rushing into the building.
On the table inside, you find a
Thou art a naive novice at times. The craftsmanship
of the holy symbol thou hast created is not flawed. Thy problem is
that a mere initiate such as thyself cannot perform the blessing that
implores the Builder to transform thy symbol from simple metal into
a holy artifact. I wouldst suggest thou ask one of the priests to
bless thy holy symbol for you, or it will be of no use. If thou’rt
embarassed, thou couldst visit the observatory at the top of the
tower in St. Jenel’s and talk to Brother Renault. He knows of
another way to instill holy symbols with the Builder’s blessing. explaining to a Hammerite Novice how to bless a holy symbol. If you bring the unblessed Holy Symbol to the Cemetery, Brother Murus would tell you that it needs blessing. If you bless it (by going to the Observatory as suggested in the papyrus) before going, then you will not have a chance to hear that line.
Use a Rope Arrow to climb up to the wooden ledge on the left side of the entrance. Go West and around the corner find The Prayer of Consecration, a book lying on the floor. Read it only if you want to — it is just a prayer to the Master Builder for the dead.
Notice that there is a room on the North side (on ground floor). When safe, drop down and go there. At the foot of the golden sarcophagus (the Southeast corner of it), find a vial of Healing Potion sitting on the ground. In the room is another elevator to the Winter Tunnels, and nothing else. Leave the building when it is safe (listen and you can tell whether anybody is on your side of the metal gate).
When nobody is around, rush into St Jenel’s. Note that while it seems there is a patch of shadow on the left (North) side of its entrance, that place is not good enough — sometimes Zombies can still find you there.
Once you have entered, you find a door on your left leading to a room: ignore it till we leave. On your right is some treasure among the bones, but they can also wait. Go straight to the elevator shaft ahead.
There are two small patches of shadow on either side of the doorway. However, AIs will patrol all the way up to the doorway, and Zombies can smell you when they get that close. Therefore act fast.
Look down the shaft: a Hammer Haunt is usually standing on the elevator. If he is not, that means he is roaming the Cloister. If he is down down, he has jammed the elevator: it will not come up even if you press the button next to the shaft (the button inside the shaft moves the elevator down). Look to the left side of the shaft. Another doorway opens to stairs going down to Ceremonial Area. A Zombie down there is making lots of noises, but he will not start moving until you walk near him.
Since you have 20 Broadhead Arrows, spend them on this Hammer Haunt — he is the only sitting target in the whole mission. You can shoot either from where you are (West side of shaft) or from the stairs (North side of shaft). To get to the stairs, shoot a Rope Arrow at the wooden shaft, jump and jump and retrieve. However, the part under the doorway is metal: you must jump beyond the metal part into the stone stairs, or you would make a very loud noise. On the other hand, shooting from the West is dangerous because AIs may enter the building from behind you, and you have no where to hide.
Anyway, shoot him from either location. Aim low: target his belly. If you shoot at his head or throat, the arrows will pass through him without dealing any damage.
The first Broadhead Arrow alarmed him of course, but he is not going any where. 20 should be sufficient to finish him. If not, drop down to send him a quick stroke of your Sword. Get down there, pick up his body and throw it away (or it will continue to block the elevator).
We continue from the bottom of the elevator in St Jenel’s.
On your right are four doors to four praying cells. Open the first one to have a look. The 1st, 2nd and last are all empty. The third one has a Zombie guarding something. Keep to the left (far away from the doors) — we will handle him on our return trip.
On the Southwest side is a gold sarcophagus. Get 3 Moss Arrows on the floor next to (West of) the sarcophagus. Pick and enter the door nearby (not the four praying cell doors). Follow the staircase upwards, picking up a Fire Arrow and a Moss Arrow on the way.
At the Observatory read
the Hammer Book
The Master Builder doth surely gaze favorably upon our
crusade to subjugate the wild forces of nature with tools built in His
name. Here in this tower, with these optic machines, I have learned
much about the movements of the lights the Builder hast set above.
The divine power of the moon and stars hath been focused into a pool
of water, which I name the Lunar Pool. I hadst hoped the water would
same properties as holy water, but it doth not. However, it
must hold the Builder’s grace, for it doth bestow the Builder’s
blessing upon holy symbols immersed in the pool. I shall investigate
this further, drawing forth knowledge for the glory of the Builder.
— Brother Renault on how to bless your Holy Symbol.
Drop your Holy Symbol into the Lunar Pool to have it blessed, and pick up the Blessed Holy Symbol.
Come back down to the cell with a Zombie. Save game, crouch and move all the way up to the third door. Open the door: the Zombie is right in front of your nose. Never mind, he will not notice you as long as you do not try to move or stand up. Locate the hammer behind him, slightly to your left. Lean forward and grab the . Close the door, stay crouched and move away. Warning: While I can do it in Original Thief Dark Project, I cannot accomplish this in Thief Gold. I was so surprised when I opened the door and he started moving. Therefore, be ready to run away or use a Fire Arrow on the Zombie.
Starting from the St Jenel’s Basement, we are going to the Winter Tunnels and the secret room indicated by Brother Renault (or for OP, that will be indicated by Brother Renault). Opposite the gold sarcophagus is a hole and a ladder going down. Climb down and study hand-drawn tunnel map. I draw it from memory, free handed. The general directions are correct, but do not trust the details like sizes and lengths.
We arrived at the Southeast side of the Winter Tunnels, built for the brothers to hide from the winter cold. The tunnel is dark, and is patrolled by only one Zombie. Along the path are several niches where you can hide, so you do not need to attack the Zombie.
After three left turns, you arrive at a T-junction. Turn right and head towards the room next to the secret room. The button to open the secret door is well hidden, and you need Brother Renault, or me, to tell you where it is. Stand on the top of the steps on the East side of the room, and refer to this screen shot to locate the button.
When the Zombie is away, lean forward to press the secret button. A secret door (not the fancy gold one, but part of the stone wall) will make a clicking sound and slide backwards. Get inside the secret room to collect a vial of Holy Water (two when playing Normal and Hard Difficulty), a Land Mine (two when playing Normal Difficulty) and two Moss Arrows from the table, and also four Water Arrows from the Foot Locker.
Go back to the T-junction of the Winter Tunnels, referring again to the annotated tunnel map. Move West to go to the Alchemy Laboratory. To kill this Hammer Haunt, plant a Land Mine on his patrol path when he is away. Note that planting Land Mines could noisy and inaccurrate unless you drop it on moss.
You can also wait for him and backstab him with your Sword, but better Moss Arrow the floor beforehand, so that you can run up to him without being heard. When it is dead, move along his patrol path to collect a and a at the locations inidicated on the map. Take the Healing Potion on the table at the Northwest corner. Open the Chest to get a vial of Holy Water.
It is possible, but not advisable, for Normal and Hard to sneak pass the Hammer Haunt without killing him (Experts cannot spare him any way). Enter the room and move to your left (to the Southeast corner). Push the barrel so that you can move into the next aisle. When he has walked past you and proceeds North towards the room entrance, sneak into the third aisle (the one with gemstone). Then you can move all the way to the dead end. But the way out is even more difficult than the way in.
Leave the room now. Retrace your steps to climb back up to the St Jenel’s Basement. Where now to go depends on who you are:
From St Jenel’s Basement, ride the elevator up. Enter the doorway on the North to the Ceremonial Area.
Since there is a Zombie waiting for you at the bottom of the stairs, do not follow the steps. Instead, move to the ledge on your left. Drop noiselessly down to the wooden bench just under you. Get the Cemetery Key from the Chest next to you, and grab the on the table. Crawl past the Zombie and up the stairs, or just run up and leave.
Brother Murus is standing behind the door. You see, he looks like an Apparition, especially when you are rushing through a door into a presumably empty room. He thought I failed to find his Rosary and told me to find it elsewhere.
On top of the shelf at the end of the room is . Listen, crouch and open the door. When it is safe, move to the main room. There are two piles of skeletons in the room, and from the pile farther away from you (on the Southeast) get a . Rush back into the side room.
Again, listen and crouch and open both doors (of the side room and of St Jenel’s). Judge from the noise and wait till the Cloister Central Area is empty. Rush out and hide in the shadows.
From Cloister Central Area, go West through the Cloister arch back to the area under the set of broken stairs (where you dropped from Cathedral Exit). Go North, turn left at the corner, go West and move up the long flight of stairs to St Yora’s. Before you open the door, look right: through the cross-shaped (it is not a very convincing hammer) hole, you can see the Well of St Tennor’s Backyard.
When you open the door to St Yora’s, you get a horrible noise. Never mind, it is like the ladder in the Cathedral West Room — nothing is behind the door.
You have just entered the North Foyer. Look through the broken wall on your left. On the other side of the wall is a similar room (the South Foyer) with a similar door opening towards the East. That one opens to the Garden (remember you saw the Zombies and the Hammer Haunt entering St Yora’s using that door). With these two doors, St Yora’s connects the Cathedral (the upper level) with the Cloister (the lower level).
Refer to the hand-drawn St Yora’s 1/F map. As usual, the general directions are correct, but do not trust the dimensions. There is a doorway ahead to the left. Quietly crouch through it and peek into the St Yora’s Dining Room.
In the middle of the Dining Room is a table with a book and a Healing Potion. However, two Zombies are waiting for you in two niches (the two red Z marks), so do not enter the Dining Room yet. On your right is a doorway to St Yora’s Kitchen. Sneak inside the kitchen.
Walk to the end and turn around. Pick up the on the floor. Look very carefully at the fire place. It is hidiously hidden. Crouch and look inside it, toward the left. A is lying there!
Shoot a Rope Arrow up to the rafter. Climb up to locate and get a Fire Arrow from there (when playing Hard/Normal Difficulties, you get 2/3 Fire Arrows respectively). Quitely get down and retrive your Rope Arrow. Leave the kitchen.
Do you have a vial of Holy Water with you? We need one in the next section. Almost everybody has at least one at this point of time, except OPLH players at Expert Difficulty. You have found one in the Cathedral, but OP and OPLH players have used it duing the Slaughter. If playing OP, you have collected one or two from the Winter Tunnels. If playing Hard or Normal Difficulty, you started with one or two. Therefore, only OPLH players at Expert difficulty is without any Holy Water at this moment.
From the shadows near the doorway to St Yora’s Kitchen, wait till another Zombie comes in. Remember two Zombies patrol up to here (refer to the 1/F map on its patrol path). Not infrequently, one of them will get stuck in the corridors of St Yora’s so probably only one is moving around. When one arrives in the Dining Room, use your Holy Water and shoot the patroling Zombie, followed by the two hiding in the niches. Now the last Zombie is optional: check the powerup table and decide whether you want to spend more Water Arrows here. If yes, go South and see if you can run into the last Zombie and finish him within your 30 seconds.
After clearing the Zombies, save your game and read the
Hand Written Ledger
The priests shall no longer doubt their decision to give me allowance to
convert the unused storage room in the winter tunnels into an alchemy laboratory.
This day my research hath yielded much, as I have created a most useful explosive
device. It is my belief that in times of war we will be able to use such explosives
to force open the gates of the strongholds of our foes. The device is quite
dangerous, so I have stored it in the armory in the cathedral attic. on the table. Now you know how you can force open the Cloister Gate.
Collect the Health Vial next to the book, and from the niche on your Southwest pick up the one of the Zombies was guarding. Take a look at the Northwest corner of the Dining Room. There is a hole at the ceiling, and two planks that you can shoot at. If you shoot a Rope Arrow at the higher plank, you can try to climb upstairs. The climb is not easy, and there is no point to do this, because the South Staircase is easily accessible from here.
Leave via the South corridor and when you approach the end, listen. If it is safe, turn left at the end and enter the St Yora’s Office. Or if necessary, you can rush to the right to hide in the shadow at the dead end of the corridor. Inside the Office, take the from the shelf on your left. Go back to the North Foyer and save your game.
From now on, you can easily pass from North Foyer to South Foyer via the Dining Room.
From St Yora’s North Foyer, move up the North Staircase to 2/F. Refer to the hand-drawn 2/F map and remember as usual that it is not too accurate. The green path on the map is what you should be following. On your left is a room with a golden sarcophagus. On the lid find three Water Arrows and save your game. This is going to be dangerous.
Open the door and turn right. You arrive at the West Corridor running N-S. On your right (North) the corridor ends at a big hole. If you drop through there, you arrive at the Dining Room below. But you may get hurt and attract the Zombies (if they are still there), so don’t.
At the hole, walk forward as much as you can. Lean forward and via the hole in front of you, you can see part of the ceiling on the Kitchen below. If you have not yet taken the Fire Arrow down there, you can barely see the Fire Crystal from here.
Your first target is the Good Hiding Place I marked. Open the door and attract a Zombie towards you. Retreat and play hide and seek around the sarcophagus. Make him go to the side away from the door, so that when you dash through the door again, you have got a lead start over him. Rush through the door and rush to the Good Hiding Place as marked.
Just outside the two rooms is a corridor going N-S (East Corridor).
Go South and you will arrive at an empty area on your left.
Turn instead to the right into a corridor going West, and enter the first room on your left.
Nothing here except
a Hand Written Ledger
I am wracked with the agony of guilt. The Master Builder cannot spare the
cursed coward that I have become. If only I could bring myself to confess what I
know about the death of Brother Murus. His soul will never rest unless we perform
the Ritual of Consecration upon his grave. But the priests will surely ask why
such a thing need be done, and I am too weak a Builder's servant to face their wrath. on the floor about the burial of Brother Murus.
Return to the East Corridor and have a look at the big empty area in front of (East of) you. There is a pressure plate near the center of this area. Stand on it, and bricks will fall off the ceiling to drop on your head.
Again leave the Good Hiding Place, to go South on the East Corridor past the empty area. Enter the only doorway on your left just before some rubbles blocking the corridor.
This the the bedroom of Brother Murus. If you turn right and go to the South end, you can see a cross-shaped hole on the wall through which you can see the Fountain (easier to see if you climb on the bed). Look at the wall behind the Foot Locker. Between the two windows, you can stand at the wall and stay in complete shadows. Unfortunately, you cannot pick the Foot Locker from the shadow.
When it is safe, move out and pick the Foot Locker. This one takes a long time to pick. Unless you listen attentively, you may very well be killed before you can open it. When Zombies get close, hide back in the shadow until they are away. Zombies can smell you even in complete darkenss, so save game when you have made progress.
The only way you can survive here is to continue playing hide and seek with them. Of course you can kill the three Zombies with Holy Water but I feel it is a waste. Also, the noise of massive killing may attract the Apparition in the Garden to come up to 2/F, giving you even more troubles.
When you have got the Rosary Beads in the Foot Locker, save your game (better under a different name).
Leave the bedroom of Brother Murus via the big wall hole on the South. You will arrive at the East Corridor, but on other (South) side of the rubbles. Enter the door in front of you. It is dark, but Zombies can smell you so do not risk hiding here. Leave the room via the wall hole on the Northwest to the next room, and emerge from the North end. Turn left and move West into the West Corridor. Turn left again to go South and descend the South Staircase down to 1/F.
Refer back to St Yora’s 1/F map. The corridor is blocked on your right (West), and on your left only one Zombie is still patroling St Yora’s and the Garden. So you will have no problem moving back into the Dining Room and leave.
Now you have everything, move to the Cemetery. OP and OPLH players at Hard or Expert Difficulty should carry Brother Renault with you.
Leave the Cloister Central Area. Pass through the metal gate on the North (next to entrance to St Tennor’s) and go straight North to the Cemetery. Hide on the shadows on your right. Use the Cemetery Key to unlock both gates. The Zombies are not worried by people opening or unlocking doors, as long as you stand far away in the shadows and lean forward to work on the gates. Unlocking both now may save your life if you need to run away.
Refer to a hand-drawn map of the Cemetery, with the usual quality and precision. The place is separated into four sectors by high walls. Moreover, each sector has ample shadows, usually on the outside (away from the center) of the Cemetery. Four Zombies are roaming the Cemetery, but you do not have to kill any of them — just wait till they gather on the right sectors so that you can move freely. Yet killing them saves you quite some waiting time, because you will get in and out several times. So review your ammunition.
I name the four quarters by what we find there. We enter by the Gate Quarter. Once inside the gates, move to your left into the shadows. Move along the wall towards the North into Martello Quarter.
The area South of the grave that is dug for Martello is ample shadow for you to move to the Murus Quarter, where you can immediately see Brother Murus. Hide in the corner and save your game. OP and OPLH players at Hard or Expert Difficulty can drop Brother Renault here. Go to the headstone at the Northwest corner of the Murus Quarter. Stand right in front of it and look down to get a difficult-to-see .
Move in front of Brother Murus so that he can see you, and immediately hide back in the shadows. The ritual takes some time, perform it from the shadows, or the Zombies will interrupt you. Brother Murus then starts to tell you what how to perform the Ritual of Consecration (as before, he speaks loudly but the Zombies will ignore him):
If you are playing LH or OPLH, Brother Murus will suddenly find out that your Holy Symbol has not been blessed by the Master Builder.
He will tell you to find a way and come back to him.
You should have read in St Vale’s that there is
Thou art a naive novice at times. The craftsmanship
of the holy symbol thou hast created is not flawed. Thy problem is
that a mere initiate such as thyself cannot perform the blessing that
implores the Builder to transform thy symbol from simple metal into
a holy artifact. I wouldst suggest thou ask one of the priests to
bless thy holy symbol for you, or it will be of no use. If thou’rt
embarassed, thou couldst visit the observatory at the top of the
tower in St. Jenel’s and talk to Brother Renault. He knows of
another way to instill holy symbols with the Builder’s blessing. to bless a Holy Symbol, so you go to St Jenel’s Basement to bless it before coming back to continue.
Now that you have a Blessed Holy Symbol, Brother Murus will tell you to touch the tombstone with it (again use it). The soul of Brother Murus is finally freed.
At Normal Difficulty, the remaining tasks about Brother Renault and Brother Martello are not required.
Go to the Renault Quarter. Proceed to the headstone at the Southeast corner of the Renault Quarter. Stand right in front of it and look down to get another difficult-to-see .
With all loots in your pocket, you are good to go. Move to Cloister Gates to leave.
Now Brother Murus tells you to bury his friends (Hard and Expert only).
Brother Murus first asks you to bury Brother Renault, and tells you he lies in the (wine) cellar. OP and OPLH players already have Brother Renault with you, so skip this section to continue with .
Playing LH, you need to pass through St Yora’s, becase that is the only way back to the Cathedral. Go to St Yora’s Dining Room. From St Yora’s Dining Room leave via the South Foyer back to the Garden. The AIs in the Cathedral has already taken up Full Patrol. All of them are passing through the Cathedral 1/F NW Room, up the Stairwell and then the 2/F NW Room. You will have a hard time waiting for them to leave a gap for you to sneak into the Cathedral Basement.
Down in the Cathedral Basement, enter the flooded room with four pillars, take the corridor on the left to go East, turn left to go to the Wine Cellar. Once there, save your game, get Brother Renault out. Getting out from the Stairwell is even more difficult, because you have to rely on your ears to tell when it is safe to enter Cathedral 1/F NW Room. Feel free to open the door to listen and look. When safe, rush back to the shadows next to the Cathedral Exit.
Once you have got Brother Renault to the exit, take him to the Garden and then drop him down to the broken stairs. Take him to the Cemetery.
It is easier to go there via the Murus Quarter (as indicated by the green path in the Cemetery map) instead of going directly from the Gate Quarter (because of the exposed area in between). At the Renault Quarter, throw him into the grave. If you were being followed, you can jump in yourself. Zombies cannot hurt you while you are inside, and it is not too difficult to climb back out.
Brother Renault will thank you and tell you a secret (actually it does not matter whom you bury first: the first brother will tell you the secret). Down in the Winter Tunnels is a secret room with some good stuffs for you.
Let Brother Murus see you (this is important), and he will tell you to get Brother Martello, who is in the Attic (Cathedral 3/F NE Room).
Before leaving the Cemetery, go to the headstone at the Southeast corner of the Renault Quarter. Again stand right in front of it and look down to get another difficult-to-see .
OP and OPLH players already have Brother Martello at the Cloister under the broken stairs, so they can take the body directly to the Cemetery. Skip this section to continue with .
LH players proceed like last time. Go through St Yora’s Dining Room back to Cathedral. Wait till you can climb the Stairwell up to 3/F, and walk the beams to the Cathedral 3/F NE Room. Get Brother Martello and retrace the path to the Cemetery with him.
Refer to the the Cemetery map. Drop Brother Martello into his grave. He thanks you, but he does not offer any gifts. For players at Hard Difficulty, you can skip forward to . For Experts, it is not yet over.
Let Brother Murus see you, as usual. Hammer Haunts are said to be dead bodies of Hammerite possessed by the spirits of the Trickster. Brother Murus is unhappy with this and asks you Experts to put all Hammer Haunts to rest.
Since OP players have already killed all Hammer Haunts, Brother Murus will not make this request. In that case, skip to the section. OPLH and LH Experts however, need to continue with the next section.
For OPLH players, there is only one surviving (or undying) Hammer Haunt. Follow this link to explore the Alchemy Laboratory and to kill the last one, after which you can proceed to the .
LH players have only killed one of them (the one at the elevator of St Jenel’s). There are altogether nine Hammer Haunts in Expert Diffculty. So you need to go back to kill the remaining eight. First go through the St Yora’s Dining Room to the Garden. Wait till the Hammer Haunt appears enters St Yora’s and plant a Land Mine for him. But since this is a rather deserted area, you may as well backstab him with your Sword.
Then proceed to the Cathedral. Decide for yourself how to kill the three Hammer Haunts here. I find it too risky to attack from the Cathedral Exit, so I climbed to the beams and sniper them with Fire Arrows or Holy Water Arrows.
When you are finished with them, go back to the Cloister Central Area. With 5 down and three at the Cloister, only one of them is outstanding (in the Winter Tunnels). Reserve a Land Mine for the last one, and be ready to use all you have for the three here.
Finally, follow this link to explore the Alchemy Laboratory, where the last one is located.
When all nine are down, continue with the next section.
When you have finished, go back to the Cemetery. Brother Murus is waiting for you at the Gates Quarter. Let him see you, and he will thank you for all you have done.
Finally the end? Unfortunately, no! Brother Murus says he cannot open the Cloister Gate neither!! At least not after he has lost the key.
Yet there is another way to leave, as Brother Murus suggested. Most of you have read about the useful explosive device when you were in St Yora’s Dining Room. The Brothers used the Alchemy Laboratory to make explosives that can force open the gates of the strongholds of our foes. But since the device is quite dangerous, it is locked up in the armory in the cathedral attic.
All Brother Murus has is the Armory Key. Remember the metal door in Cathedral 3/F NW Room that we have not yet opened?
Back in the Cathedral. Now only two groups of AIs are in your way: those inside the Cathedral, and those in the Cloister. Granted some are in the Garden, but they pose no threat to you. Review your ammunition and use them wisely on these two groups, since there are no more enemies to handle.
Everybody in the Cathedral has taken up Full Patrol by now, so the more AIs remains, the more trouble you have. Wait till you can sneak up the Stairwell to 3/F NW Room. Or you can get there via the three beams by taking the elevator in 1/F SE Hallway. Or you can climb up the West Beam directly from the nave using a Rope Arrow.
Use the Armory Key to open the metal door and get inside.
Collect the Explosives and read
the Hammer Scroll
Beware! This object is a powerful explosive device! Only authorized
demolitions personnel should employ it. Place close to the target gate or
portcullis. Trigger the device with fire. Take adequate cover before detonating.
Note: the explosion is not of sufficient power to destroy walls; be sure to target
gates and other weak structures. . They are even nice enough to leave two Fire Arrows for you, in case you have used up all yours. Save game.
Saving one Fire Arrow for igniting the Explosives, you have an extra Fire Arrow as weapon now. Listen carefully, Zombies now can follow you up to the 3/F NW Room. When it is quiet, get outside to the West Beam. Since the Zombies are slow, the most important thing is to wait till the Apparition has got out of your way. Drop down to the West Ledge. Jump from 2/F NW Room down to the bench in 1/F NW Room. Leave the Cathedral for the final time.
Drop down the broken stairs to return to the Cloister Central Area. Move pass the South metal gate to sneak to the Cloister Gate via the narrow gap. Throw the Explosives near the gate, walk to a far corner (remember to hide in shadows because Zombies are still wandering around!) and shoot a Fire Arrow at it. Run past the broken gate and you have a few seconds to explore the tiny piece of land outside.
Nothing can stop you from rushing to Constantine to collect your well deserved hundred thousand credits.
The Eye will ask you what you want to do with him. You will find out the answer very soon.
Total , and .
Now that you are safe, relax a bit before you proceed to the next mission. Come to think about it: what happened in the Old Quarter? The big events are clear:
However, what happened here in the Cathedral? For example, why didn’t they consecrate the grave of Brother Murus? When I first played the game, I thought it was their oversight. However, note the Hand Written Ledger we found in St Yora’s 2/F:
I am wracked with the agony of guilt. The Master Builder cannot spare the cursed coward that I have become. If only I could bring myself to confess what I know about the death of Brother Murus. His soul will never rest unless we perform the Ritual of Consecration upon his grave. But the priests will surely ask why such a thing need be done, and I am too weak a Builder’s servant to face their wrath.
It is evident that the “cursed coward” knew of something that he did not tell others. Not knowing this secret, the priests thought that it was unnecessary to consecrate the grave. The writer knew that if he let go of the secret, the wrath of the priests will be on him. It can only mean one thing, that Brother Murus did not die a natural death. Brother Murus spent his last night was working at the shed next to St Tenel’s, instead of staying in his bedroom. Did the writer murder him using conventional means or did he uses magical forces? Is this event related to the arrival of The Eye, or the invasion of the undead? It is something we would never know.
I have heard an amusing reason for the death of Murus: he asked people to complete a load of quests; then one day, one of his victims decided not to oblige…
Finally, note that the word “murus” means “wall” in Latin. For the Hammerites, “wall” has a special meaning, that a wall “will stand always as a shield against evil”. So perhaps the death of Brother Murus actually leads to the rise of evil powers inside the Cathedral and subsequently into the Old Quarter.
There are even more questions without answers. What did Brother Martello and Brother Renault die of? Why weren’t they buried? Even their graves were “prepared” by Brother Murus. Anybody wants to suggest how a ghost could prepare a grave? By asking another collector perhaps.
In the Cathedral, there are plenty of rotten body parts, but Martello and Renault are the only complete body, fresh as alive. Does it mean they are the last two survivors hidden in the less accessible parts of the Cathedral, and died not very long ago? Perhaps they hid away from the undead and eventually died of hunger.
Too many question? Forget about them and proceed to the next mission!
Before you proceed, think about Brother Murus. Pretty annoying, isn't he? Keeps demanding this and that. You have probably met similar people in your life. And you are forced to pacify these demanding people who keep jagging you. But do you have to be a victim? Take a look at this article: Have to vs Want to.
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 12: Escape!
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