Version 1.7 ©Alex Fung, October 2020.
Up-to-date version available at my Games page.
Please consult the Copyright Notice and the Licence Agreement before reading this walkthrough.
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v1.7 | (Oct 2020) |
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v1.6 | (Aug 2020) |
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v1.5 | (Apr 2020) |
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v1.4 | (Apr 2005) |
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v1.3 | (Nov 2002) |
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v1.2 | (Jun 2000) |
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v1.1 | (May 2000) |
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v1.0 | (Mar 2000) |
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This mission uses a version number (starting with 1.0) independent of the main document.
At several places, additional information is available as tool tips. Usually they are the books and scrolls you can read. Move the mouse on the words looking like theseInformation will appear as tooltips like this to see them.
The mission in Thief Gold is identical with the one in original Thief, but with a different game engine, AIs in Thief Gold behaves 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.
When Constantine learnt of your escape, he wrecked havoc on the city. The Keepers have foreseen it when they rescued you, but of course they will not do anything to further jeopardize the Balance.
So you decided to
sneak into the Hammerite Temple
The Hammerites have been preaching about the Trickster for years.
Maybe they have some advice on how to deal with him for real.
But with all the trouble you’ve been to them lately,
you’ll have to sneak in past their guards to talk to someone in charge.
to warn them about the Trickster.
I suppose you still remember your Temple tour in Mission 10: Undercover.
At worse, they could throw you into Cragscleft, and you already know your way out.
But it seems the Temple has changed quite a lot. Now it is up to you to find the surviving Hammerites and help them fight against the Trickster.
You will run into all your friends from the Lair: Ape Beasts, Insect Beasts, Spiders and Frog Beasts. Plus a new one: Spider Beasts.
You do not have Broadhead Arrows to start with but you will be picking up lots of them (69 for Expert difficulty, even more for Normal and Hard). With your Blackjack and Broadhead Arrows, you hardly need anything else other than a Gas Arrow or two. Anyway, get all the Gas Arrows, they will be the most useful thing in the mission. You do not need Speed Potion, Rope Arrows or Noisemaker Arrows. I spent my money on Gas Mines, Land Mines, and Water Arrows, though I did not find many occasions to use them. Whether you want to buy Healing Potion (I would rather not), Flash Bomb or Moss Arrows is up to you.
If you have several Gas Arrows, see if you can keep two of them until you see the High Priest. Save you some time because you will be able to force your way without detour.
You start in a familar location, though the street is not as clean as before. As an excursion, you can visit the lower city (and the upper city on the East side of the Temple). However there is nothing to see or to collect. Since you may trigger some events, so you had better reload the game after wandering around. Note that the walls between the Garden and the East Lower City is lower than before. You can actually climb into the Garden this way, but there is not much benefit to do so.
At the corpse with Fly Swarm, keep right. When you arrive at a T-junction, turn left to enter the Temple. Outside the entrance, retrieve 15 Broadhead Arrows from a quiver lying next to a dead Hammerite. Note that the statue on your right is standing on his head!
Approach the Temple and you hear the tune of
New Objectives
Looks like there’s been trouble for more than just you.
Before the Hammers can help you, you’ll have to find them.
.
You no longer need to sneak past the Hammerites because there aren’t any in sight.
Actually you now have to find out to where they have gone.
In the mission, a lot of Torches are mounted incorrectly in Thief Dark Project. and subsequently fixed in Thief Gold. Manying pieces of furniture are floating in mid air, and are also fixed in Thief Gold. They are so numerous so I stop pointing them out.
Enter the Barracks on both sides of the Foyer (I hope you still remember the name of places in the Temple). Nobody is stopping you this time. From each Barrack, collect 6 Broadhead Arrows (3 pairs, most Broadhead Arrows in this missions are in pairs — you see one but pick up as two). From the East Barrack, there is also a Flash Bomb for you. When playing Hard Difficulty, you get instead 10 Broadhead Arrows on the East and 8 Broadhead Arrows on the West. When playing Normal, you get instead 14 Broadhead Arrows on the East and 12 on the West.
Now move slowly into Upper Floor Corridor via the door on the North. While you find nothing at the Expert Difficulty, other players will find two Broadhead Arrows on the right. Those at Normal Difficulty will find two more Broadhead Arrows on the left.
The door on your right (East) is gone, and the one on your left (West) can be picked but cannot be opened. Ignore both and crawl quietly into Main Hall for a look.
Although the area is dark, the tile is noisy (something you didn’t mind last time you were here).
Step on something soft as soon as the opportunity arises.
For example, on your right is a banner fallen on the ground — walking on it is noiseless.
See the two beasts and your
new objective
If the beast-creatures are still besieging them,
the Hammerites must still be alive.
You’ll have to get past them.
(sometimes the objective didn’t appear, but you need to get past them anyway)?
The red thing is a Spider Beast.
They are much tougher than regular Spiders.
The trouble with these two beasts is, when you kill one, the other soon discovers.
Therefore, note their patrol path and return to the Upper Floor Corridor.
Go left (East) through the doorway of the Upper Floor Corridor (ie through the missing door) into East Chapel.
Hide behind the pillar on your left.
It is not dark, but the Insect Beast only patrols the other half of the room and would not notice you.
Save game and listen.
When she comes in and turns around, bring her down with a Gas Arrow (you will need to draw the arrow in advance).
You suddenly get yet another
mission objective
Those bug-ladies make your skin crawl.
You’re not leaving any of them to get out into the city.
.
Note that you can finish the mission if you do not attack any of the Insect Beasts; but if you attack any one of them, you must kill all four.
Attacks means dealing any damages, including the use of Blackjack.
The only exception is that you can use Flash Bombs to blind them, and is not considered an attack.
Choose your goal now, because you won’t want to skip past three Insect Beasts,
decide to attack the fourth and be compelled to come back all the way for the first three.
Go back to the Main Hall via Upper Floor Corridor. Wait till the Spider Beast walks near you and give it a Broadhead Arrow.
Although Upper Floor is now cleared, walk quietly or else their friends below would hear you. Return to East Chapel to find the Insect Beast you gassed. Slash it with your Sword, or else she is not dead (and you cannot fulfil the mission objective to Destroy all of the insect-beasts). Listen to the noise and stop when (after three or four strokes) your Sword no longer produces the meat cutting sound. Collect three/four/five pairs of Broadhead Arrows (for Expert/Hard/Normal Difficulty) on the floor. Go to the East Balcony.
Walk quietly on the balcony. Collect two Broadhead Arrows and go to the Reliquary for another two. Come back to East Balcony and look South — the wall is much lower than in the previous mission. Save game and jump from the balcony to the top of the wall on your South. Turn around to check out the Garden.
There are two Ape Beasts and a Frog Beast wandering around the Garden, Sparring Area, Graveyard, Lower Floor East Corridor and Lower Floor West Corridor. Their path is random but long, so the Garden is empty most of the time. Drop to the Garden when it is safe. Hurry to hide into the East Novice Quarters on the North.
Handle the two Ape Beasts first. Wait till one of them walks past your doorway. If the other is not near by, move out to knock him down Do it either around your doorway, or deep into the Garden — don’t follow him to the Sparring Area, it is too exposed out there. Bring his body inside the East Novice Quarters.
Sometimes, one of them is stuck somewhere. There are plenty of possible obstacles, like the trees in the Garden and pillars in the Sparring Area. If you run out of patience, then you can skip him, shoot the Frog Beast first, and then wander around hunting for the remaining Ape Beast (which is not without danger).
When both Ape Beasts are sleeping, time for the Frog Beast. It is very difficult to shoot at it when it is jumping around merrily. Better save game and let it see you. Retreat to the quarters and ready your Broadhead Arrows. When it passes through the doorway, it pauses long enough for you to shoot.
Enter the Sparring Area. If you are playing Normal Difficulty, head to the Northwest corner to find a Gas Mine. Go to the West Corridor and start from the North. Crawl quietly because there are several friends you do not want to wake up. Pick the locked door of the first room (Priest Quarters W1) and find a Land Mine in front of the table next to the bed. Pick the locked door of the second room (Priest Quarters W2) to get a Flash Bomb near the end of the bed. Move very quietly to the door on the East (left) side of the corridor. Pick the lock and enter the room. Get 6 pairs of Broadhead Arrows from the floor (behind a box on the East), 1/2/3 Land Mines (Expert/Hard/Normal) behind a box on the South, and a Healing Potion under the shelf.
Save game and slowly move South along the corridor. You must have heard the noise by now. Prepare your Broadhead Arrows to shoot the Frog Beast as it leaves Priest Quarters W3. Enter the doorway there to find a Water Crystal inside the water tanks and you get one Water Arrow at Expert but 3 at Normal or Hard. Do not yet start making noises because two more Spiders are waiting for you on the East Corridor.
Follow the South Corridor to the Talisman Corridor. Last time in the Talisman Hall, you find a bridge extending to the cage containing the Talisman(s). Now without the hammer of the High Priest, you can no longer extend the bridge but you can still save game and drop down to the hall below (crouch and drop to avoid damage).
There are no AIs in the Basement, so make all the noises you want. Leave the hall via the only exit. Note that this time you can even open the iron gates of the prison cells, but there is nothing to be found inside (except a corpse in one of the cells). The tunnel down to the Crypts is again blocked. Prison cells on the other wing offer nothing neither. Your only way out is the via Inquisition Chamber to the bedroom of the Inquisitor.
Just before you leave his bedroom, turn right. You can see that the table (on which you found a stack of coins last time) has been flipped upside down. Walk there and turn around to pick up a Healing Potion on the floor behind the column.
Leave the bedroom and turn right to enter the East Storage Room. Again the stairs down to the Crypts have collapsed, making the area totally inaccessible. Leave the East Storage Room and go North. Move around the corner and enter the Treasury, but nothing is left now. Leave the Treasury, turn left and continue along the Basement North Corridor. After a left turn, go straight South. Ignore the first doorway and enter the next one into the West Storage Room. On the floor near the opposite end of the room is a Flash Bomb. Take it and leave via the doorway on the North. At the Southwest corner, climb the stairs up to South Corridor.
Back to quiet zone. Have a quick look at the Dining Room and the adjoining Kitchen. Not much to see. Save your game and enter East Corridor from the South.
Pick the lock of the first door, the door of Priest Quarters E3. Open the door but do not enter yet. Further North on the East Corridor is the doorway of the High Priest Room. The Huge Spider inside may see you when you enter E3.
Sava game. Crouch, keep looking at the High Priest doorway ahead. Move slowly sideways: at about the middle of the E3 doorway, you can see the Spider legs through the High Priest doorway. Try to shoot it from here If you find the Huge Spider too troublesome (the Spider Beast shot from the window is easy), you can use a Gas Arrow on it (but leave a spare one for the Trickster Temple). When it turns over, crawl to the wall opening (South of the High Priest doorway). Locate the Spider Beast in the inner room and shoot it. Then you are finally safe.
Enter E3 now. There is a inside this room, and this is the only loot of the whole mission. I will let you find it yourself. It is not covered up or stored inside something else. It is plain before your eyes though not very visible. Just look for it.
The Purse is on the carpet right in front of the pot of flower. Took me a long time to find that dark purple purse on the dark purle carpet. Seems it is easier to spot in Thief Gold becuase it has moved by an inch or so.
Go to the High Priest Room. Get two Land Mines from the Foot Locker just outside the inner room. Enter the inner room and find a Healing Potion standing on the floor. Leave.
There is one more room on East Corridor you have not visited: Priest Quarters E2 in the middle. It is locked. Get inside only if you want to, because there is nothing useful inside. Leave the Lower Floor via the central staircase on the North Corridor.
A broken door is lying in the West Balcony like a ramp. Walk on it. When you are near the outer end, turn around. Jump up and mantle onto the roof.
Just walk around. There isn’t anything secret here, but the scenary is good. To go to the North, follow the contiguous blocks — you do not need to do any serious jumping. Going to the South is a bit more difficult.
Go to the South end of the roof of the Temple. You can see a pyramid shaped part of the roof near the center of the South end of the roof. Walk towards the West end of the pyramid. Turn left (South). In front of you is a big gap, beyond which is a tall wall with a window right in front of you. Quick save, aim at the window and do a running jump towards it. Keep pressing the jump/mantle key. You won’t be able to get inside the window, but will mantle onto the top of that wall. From there, you can travel around nearly all buildings in the town. Notice in particular a interesting block of void. It is a rectangular black block, with stars inside it, but can obstruct your view of the buildings behind it!
Restore game to go back to the West Balcony.
Enter Library. If playing Normal Difficulty, a pair of Broadhead Arrows is waiting for you near the entrance. At Normal and Hard, a Rope Arrow is a little ahead among the planks. The door to the inner room is gone, so enter to find a pair of Broadhead Arrows (two pairs for Normal Difficulty), and then get the Flash Bomb next to the Foot Locker.
From the Northeast doorway of the Library, enter the opposite door into Main Chapel.
Once inside, get a Rope Arrow on your right.
If playing Hard/Normal Difficulty, get one/two pairs of Broadhead Arrows nearby.
Note the other door is locked and need picking.
Walk along the central aisle.
Read
the Hammer Book
Then didst the Builder lay down His Hammer, and take His Chisel to hand.
Smoothed he the rough gem, and shaped it to His will.
For each task hath its tool, and every tool, a task.
on the floor about The Builder’s Chisel and get 10 Broadhead Arrows on the floor (you see a single Broadhead Arrow but picks up as 10) next to the dead Bowman.
Notice that the altar is now opened.
The Hammerites in their hurry failed to close the secret passage, leading to their rapid defeat.
Climb down the ladder.
Aren’t the Hammerites crazy? They have built their temple right on top of the Trickster Temple! No doubt the battle ended so quickly. Now we descend to the Trickster Temple to see what happened there.
The Upper Rooms belonged to the Hammerites but are now dominated by the Beasts. You arrive near the intersection of two dark, empty caves (they look more like caves than room). Together with the cave on your West, these three are the South Caves. Refer to Upper Rooms map. The ladder we climbed down is in the South Caves near the bottom of the map.
Move forward to the West. Once you pass into the next cave, stick on the right wall so that you remain in dark shadows. Find two Broadhead Arrows on your left. On the West you can see a short tunnel with two exits both going to the right (North). Four Ape Beasts are wandering around this level and all will pass in front of you sooner or later. Get your Broadhead Arrows ready: if you find a lone Ape Beast walking away from you, shoot him and carry his corpse back to the ladder. Using the Blackjack is be even better, because it is less noisy.
This will take an eternity to wait for all of them to arrive. When no footsteps are heard, sneak forward into the tunnel and turn right to take the first exit. After a right bend, you arrive at the Central Cave with a pillar right in front of you. Hide yourself on the right side of the pillar.
Lean left to extinguish the Torch on your left. This cave is the center of Upper Rooms and the Ape Beasts will enter from all sides (Southwest like you, Northwest which you cannot yet see, and East). When your neighbourhood is dark enough, move to the West side of the other pillar (at your Northeast). The South side of it is darker, but all the Ape Beasts walk on that side too. Use Blackjack on all Ape Beasts until all four is down. Go to the North wall, and under the hammer emblem find a Moss Crystal behind the rocks.
Leave Central Cave via the tunnel you came from, and back to the T-junction. Instead of returning to the South Caves on your left, turn right and follow the tunnel to the West Cave with a Fly Swarm over a dead Hammerite. Get a pair of Broadhead Arrows between the first pillar (the one facing you) and the toppled table on the right. Move forward to the pillar with a torch and find another pair of Broadhead Arrows between it and the Glowing Mushrooms near the wall.
The East exit is a tunnel going to the Central Cave (go and have a look, it goes to its Northwest entrance). The West exit leads to a small cave with a toppled Holy Water Fountain (useless), another Huge Spider, and nothing else. If you really want to, get prepared in the entrance and lean to peek at the spinning Spider. The entrance is dark, and its view is blocked by a big anvil. Move quietly to locate it belly and shoot it down with a Broadhead Arrow. Avoid the Fly Swarm and leave via the North exit of the West Cave (behind the Torch) to a small cave with a pillar in the center.
Leave via the only exit (Northeast) to North Cave, which is very long. Between the dead Insect Beast and a Glowing Mushroom on your left (at the left wall), find a pair of Broadhead Arrows near the pillar in front of you. Move forward to the next half of the cave. Ignore the stairs going down, and from the fire next to it get a Fire Crystal. There are four statues on your left. Find a pair of Broadhead Arrows on the ground beyond the last statue. Leave quietly through the East exit behind the banister of the stairs to a small cave with a sarcophagus.
Loud hissing ahead. Move to the shadows at the other exit of the sarcophagus cave to peek ahead. You should be able to locate the Spider from here. Inch forward if necessary. Shoot it down with a Broadhead Arrow.
Save game and crawl forward — it is not alone. Near the T-junction (ignore the right branch — it goes to the Central Cave), you can better see the Spider Cave ahead now. Locate the red Spider Beast. Sneak along the shadows and shoot it down. While it is much easier if you shoot it with a Gas Arrow, remember to save a Gas Arrow for an Insect Beast we will soon encounter. Sometimes, the Spider Beast is not dead, but it will just run away, leaving the cave to you.
Enter into the Spider Cave. At the opposite wall, locate an overturned bench and lean forward to look at the space behind it. Find a small piece of stuff and take it. While it is just called a chisel, it is actually Builder’s Chisel you read about earlier in the Main Chapel. Only Experts need the Chisel, but the Chisel objective remains unchecked. It is checked only when you get close to the Hammerites, and cleared again when you are away from them.
Leave the Spider Cave and go back to the stairs in the North Cave. If you have not yet killed the Spider Beast, move carefully and avoid running into it. The Spider Beast loves to rush down the stairs, but sometimes comes back to the Spider Cave again. If you are curious where it is, save your game and repeat your path: leave via the East exit to the cave with a sarcophagus, and carefully down the corridor to the Spider Cave. Do you see the Spider Beast inside? If yes, then all you need to do is to move downstairs quietly and you will never see the Spider Beast again. If no, it means you will meet it again downstairs.
Anyway, descend the stairs quietly, and turn right into the next level.
You arrive at a huge cave, with a big hole in the center. Or put it the other way round, the footpath is just a ring (or ciruclar ledge) lining the inner wall of a big oval cave. You can see the two lower levels, but your friends down there can see you also, so be careful when moving around.
If the Spider Beast (who guarded the Builder’s Chisel) is still alive and hears you, it will descend the very same stairs to go down to Second Floor. Therefore, do not stay at the center of the stairs. Move down to the big ring and to the areas on your left (it is not dark, but the ring is thicker here and less prone to being seen) behind the barrels.
You have arrived at Main Shrine Third Floor from the North. Refer to map of Main Shrine 3/F. On your right near a dead Hammerite is a short passage to a locked and unpickable door. On the Southwest West side of the ring is a Fly Swarm, and on the South Southwest a tunnel going down to Main Shrine Second Floor. Look down. You can see the pair of Intersecting Bridges of Main Shrine Second Floor, and below that is Main Shrine First Floor. A single ApeBeast is patroling the Intersecting Bridges, and many others are on Main Shrine First Floor.
By now the Spider Beast, if still alive, should have settled down in Main Shrine Second Floor (or will not come down anymore because it has not heard you). Move to the North side of the ring (near the metal door passage) and look South. The Ape Beast is wandering along the Intersecting Bridges, so you can wait here until he walks South to the end. At the South end, he will turn and walk inside a few steps. He will sort of pause there, giving you the best opportunity to use a Broadhead Arrow (you still need to draw your Broadhead Arrow well in advance or he will have gone before you are ready to shoot).
When he is down, lean and look down. An Insect Beast and three Frog Beasts are on the First Floor. Another Ape Beast is sometimes frozen in the Eastern part of First Floor — move East a few steps, lean to locate him. Frozen AIs cannot be killed. If he is frzone, do not bother to shoot him. There is also a dead Ape Beast lying on the ground, killed in earlier battles.
Shoot a Gas Arrow at the Insect Beast, who is usually on the West side. This is the Gas Arrow I recommended to reserve for. If you are concerned about enemy bodies discovered, you may attack her later, but runs a higher risk of being attacked by the Insect Beast. Of course, if you did not harm the first Insect Beast in the Main Hall, do not attack any of the remaining three (Gas Arrow and Blackjack are both considered harm bringing)!
If the Spider Beast guarding the Builder’s Chisel has settled on Main Shrine Second Floor, then you should kill it now. Move West along the ring and look at the East end of the bridge. You should be able to locate the red Spider Beast. From here, finish it with a single Broadhead Arrow.
Go clockwise around the ring (avoiding the Fly Swarm) to the tunnel opening. Enter and after a left turn follow it down the slope. If you hear new foot steps midway, turn around and retreat to 3/F. The frozen Ape Beast have been defrosted and now you can deal with him. He will be wandering on the Main Shrine First Floor — shoot it down with a Broadhead Arrow. In Thief Gold, I find that sometimes the Ape Beast freezes again and I have to repeat the procedure to revive him. Shooting from above isn’t easy, but still better than facing him downstairs. Now you can really descend to Main Shrine Second Floor.
Go around the ring again and descend quietly. Refer to map of Main Shrine 2/F. Nobody is on Main Shrine Second Floor (except the ApeBeast patroling the Intersecting Bridges) but do not alarm the Frog Beasts down in Main Shrine First Floor until you are ready. At the bottom of the ramp turn left. On your right you can see a yellow doorway and a red doorway. If you shot the Spider Beast from above, you would probably find its body around here. The hallway of this level also forms a ring, but is blocked off by walls at several places so it ends up being four arcs connected to the four ends of the Intersecting Bridges. We just arrived at the East Arc.
On your right are the doorways to the Earth Altar and the Fire Altar. Before you enter the altars, check the bridge behind you. If the Frog Beasts have heard you earlier, they might have arrived at the bridge. Shoot Frog Beasts on the Intersecting Bridges with Broadhead Arrows before exploring further.
Collect a Moss Crystal of two Moss Arrows from the Earth Altar inside the yellow doorway. Collect a Fire Crystal of two Fire Arrows from the Fire Altar inside the red doorway. All four altars (two now, two later) have the Constantine’s Eye symbol on the ceiling. Save game. Move along the bridge to the intersection point, turn left and rush to the South Arc (where you shot an Ape Beast). Turn around and prepare your Broadhead Arrows. Listen and lean to see. The Frog Beasts have likely noted you by now. If they have, then they will climb the stairs to the North Arc and appear at the opposite side of the bridge. As soon as they sit still, explode them with Broadhead Arrows. Since the three of them usually crowd together, you may be able to finish all three of them with a single Broadhead Arrow. If after some waiting they are still having fun downstairs, make some noise to attract them. It is much easier here (where they are constrained on a narrow bridge) than below (where they are jumping around the whole area).
After they are disposed of, the whole of Main Shrine is secured (for you at least). If some of your arrows missed the Ape Beasts when you were shooting them from above, they may be near the South Arc. So look around and retrieve them. Cross the bridge to the North Arc. There is nothing but a spiral stairs going down so follow it to where the beasts were (we will come back to the West Arc soon).
Down in Main Shrine First Floor, collect any of your Broadhead Arrows stuck on the ground. Most important, slay the Insect Beast whom you have gassed, like what you have done with the one in the East Chapel. This is your second Insect Beast of four.
Through a crack in the wall, you can see the Hammerites on the West but they would not see you. Go back upstairs to the Intersecting Bridges of Main Shrine Second Floor. Turn right to visit the West Arc. There are three openings here. Visit them one by one, starting from the right.
Dive into the Water Altar and drop into the air well. Pick up a Water Crystal of three Water Arrows. Mantle out of the well, and dive back out.
In original Thief Dark Project, the next room leads to the outerspace. Other than the ceiling and two pillars, you see the starry night in every other direction. It looks disconnected, but the Air Altar is just a regular cave with a normal floor. Be brave and walk ahed to collect your Gas Crystal. You can bump into the walls of the cave. When you look back towards the entrance, you will see through some of the walls and the vision becomes a little bit messy.
In Thief Gold, the Air Altar has become a boring normal cave, with starry night sky above the ceiling. Collect your Gas Crystal.
Leave the Air Altar to enter the last opening. Follow the spiral staircase leading down to a cave with several barrels. Ignore the barrels and go to the hammer-shaped wall hole (although the shape looks much more like a key hole than a hammer). From the Hammer Turf, a Hammerite will approach and tell you the story. This is one of the few places you can kill Hammerites (and fail the mission).
The Hammerites need the Builder’s Chisel to defeat the beasts. It was lost but you have already retrieved it from Spider Cave. Yet the chisel can only be used by the High Priest, but the Beasts have kidnapped him. Notice that your chisel objective is checked when you get near Hammer Turf.
Take the scroll of maps and the Blue Key. Now you can see the extra map pages of the Tricker Temple. The Blue Key opens the unpickable door on Main Shrine Third Floor, so go there now.
Refer to the map for Upper Hostage Level. The red lines are patrol paths and the green line your main route. There are nothing else to collect in this mission, other than the High Priest. In the first room, ignore the Fly Swarm on your left. It looks as if the room has two doors behind the Fly Swarm but both of them are only ornamental. Go to the doorway in front of you.
Despite the noise, you are safe here. Refer to the map. The cave in front of you belongs to a set caves that form a big Outer Circle. There are eight caves on the Outer Circle. We name the eight caves by the compass directions. The only exception is the cave you are currently in. The Outer Circle South Cave is further divided into two. You are in the Western half of the Outer Circle South Cave. Go to the dead end on your right to peek through the window opening. On the other side of the wall is the Eastern half of the Outer Circle South Cave. It has a tunnel on the right leaving the Outer Circle. That is the way to the Lower Hostage Level, and also where we need to go to.
Turn around and quietly approach the doorway. An Ape Beast is patroling the cave ahead (Outer Circle SW Cave). He passes periodically through the doorway on your right to enter the cave on the Northeast, which with another set of caves forms an Inner Circle. The Inner Circle is similar to the Outer Circle, except that two pairs of caves are merged (not partitioned by walls): Inner Circle SE Cave with Inner Circle E Cave, and Inner Circle W Cave with Inner Circle NW Cave.
The Ape Beast ahead is the one whom I called the West Ape Beast. There are three Ape Beasts on this level: one on the West, one East, and one North. When the West Ape Beast is away to the right into the Inner Circle, enter Outer Circle SW Cave and move to its far (Northwest) end. Hide on the left side of the doorway there. Next time he walks past you, knock him down.
Approach the doorway at the middle of the Outer Circle SW Cave. Peek into the doorway. An Insect Beast is walking between the Inner Circle SW Cave and another cave on your right (Inner Circle S Cave). When she is away in the next cave, enter the Inner Circle SW Cave and move to the dark corner on your right. When she shows you her back, knock her down with Blackjack and slay her with your Sword.
On the other hand, if you have chosen not to harm any Insect Beasts, you can ghost the Upper Hostage Level by traveling clockwise along the Outer Circle. Instead of leaving via the Eastern half of the Outer Circle South Cave, you can leave via the Outer Circle East Cave. The tunnel there leads to the Dock and another tunnel at the Dock goes down to the Lower Hostage Level. Skip the next section to continue with
We are heading to the Lower Hostage Level now, bypassing nearly all of this level. Of course, we will move around in an excursion before we leave.
From the Inner Circle SW Cave (with the now dead Insect Beast), go East and move quietly into an empty Inner Circle S Cave. Hide in shadows, and move forword until you can douse the torch on the wall behind you (this is not a must). When the East Ape Beast returns, knock him down.
There are two caves at the center of the level, with a Spider Beast in the Central South Cave and a Spider in the Central North Cave. Move quietly into Central South Cave with the dead Spider Besat, and on the left side find a doorway where you can proceed to the next cave.
At the doorway, douse the torch on the East wall and shoot down the Spider of the Central North Cave. It is not easy to take aim with the torch out, but the North Ape Beast would otherwise see the corpse. Move to the other exit of the cave. When the North Ape Beast has gone to the West (left), move into the shadows of the next cave (Inner Circle NE Cave). When he comes back, knock him down.
The whole level is now yours. If you have not already done so, move West to a small cave with several plants growing (Inner Circle N Cave). Continue to move West to a big cave (Inner Circle W+NW Cave). Move past two pillars on their left to avoid the Fly Swarm. Leave via the South and you are back to the Inner Circle SW Cave, the one with the dead Insect Beast.
Leave Inner Circle SW Cave on its Southwest doorway to the Outer Circle SW Cave. Turn right to move clockwise along the Outer Circle. In the Outer Circle West Cave, you find two dark openings on your left. Each of them leads to a dead end (I am not sure whether they are meant to be toilets). Perfect niches to hide yourself (but there aren’t any more Beasts now). Opposite the two openings is a doorway to the right (East), leading to Inner Circle W+NW Cave.
Continue on the Outer Circle. The Outer Circle NW Cave has nothing other than a doorway on your right, also entering Inner Circle W+NW Cave. The next cave on the Outer Circle has again two dark openings on your left. On your right is a doorway to the small cave with plants (Inner Circle N Cave). Continue on the Outer Circle, and the next section has completely nothing. After the next turn (Outer Circle East Cave), you find a tunnel on your left.
Enter the tunnel and descend to the Dock. Took me quite some time to figure out what it is for: you only use it near the end if you are playing Normal or Hard Difficulty. After you got the High Priest from the Lower Hostage Level, you can climb up to here and use the handle to release a raft. Riding it along the river, you will drop down a water slide and take him to the Hammerites. At Expert Difficulty, the raft does not exist, only the dock and the handle remains (to make you wonder what they are for). In Thief Gold, it is a little better, because even the handle will disappear at Expert Difficulty, leaving you with an empty dock. Notice that if you tried to swim with the High Priest without the raft, he would drown.
Turn around and you find another tunnel on your left going further down. Follow it to the Lower Hostage Level. This entrance is more exposed than the one we will be using in main route. Return to the Upper Hostage Level.
Back in the Outer Circle East Cave, turn left to continue your trip clockwise. After the next turn (now going Southwest), there is one more doorway on your right, enter it.
This is the Inner Circle E+SE Cave. There is not much to see in this cave. The exit on the West leads to the Inner Circle S Cave (from where you shot the Spider Beast). We have completed the two circles and visited all the caves on this level.
Since we are back to where the excursion started, you can simply continue without restoring the game.
Leave the Inner Circle S Cave and go East to Inner Circle SE+E Cave. There is nothing here worth watching, so leave via the opening on your right into Outer Circle SE Cave. Turn right and proceed to the the Eastern half of the Outer Circle South Cave. Via the window at the dead end, you can see the starting point of your journey on the Outer Circle. Enter the tunnel on the South leading down — it is noisy but you are safe as long as you stay quiet.
The Lower Hostage Level is more confusing. Refer to the map for Lower Hostage Level. Do not place too much confidence in the accuracy of this map — since the walls are not aligned with the compass directions it represents more what I feel it looks like than what it really is.
You arrive at a big cave (Entrance Cave) with a camp fire in front. There is no need to put it out. The High Priest is in the Hostage Cave on your right (North), but an Ape Beast will always see you if you enter Hostage Cave from Entrance Cave. If you have two Gas Arrows left, you can gas the three Ape Beasts guarding the High Priest from here. With the High Priest in hand, you can skip a large part of this level and carry him directly back to the Hammerites. However, the last Insect Beast is also in this level, so if you have triggered this mission objective, you have to at least take her down before you can leave.
This section only works at Normal and Hard Difficulties.
And you should already have the High Priest with you.
Pick up the High Priest and leave the Entrance Cave using the tunnel on the East (not the one at the South East). Follow the tunnel to walk up to the Dock. Place the High Priest on the raft. Stand on the raft. Save game. Pull the lever.
The raft will (hopefully) carry you and the High Priest along the river and down a water slide. If you haven’t placed him properly, he might fall into the river (that is why you should save game first). When the raft stops, you can take an excursion to unlock the metal door and follow the tunnel there. It leads to the Exit Cave of the Lower Hostage Area.
To complete the mission, carry the High Priest to the hole of the wall, behind which is the Hammer Tuff.
Leave the Entrance Cave and go South. There are two Ape Beasts in the next cave standing in front of a fire. Do not douse the fire. Don’t knock the Beasts (knock one and the other will see you), unless you knock both in rapid succession. Stick to the left wall and crawl slowly across the room. Near the exit, you can see a big plant with ample illumination. Leave the cave on the West side into the Exit Cave.
There are two Ape Beasts here facing another fire. In Original Thief, do not try to douse the fire or knock the Beasts. In Thief Gold however, you can easily knock them down one by one. Notice a metal door near the Northwest corner of the cave — that is the exit of this level. Unlock it with your Blue Key, and leave the door open.
If you do not have the High Priest with you, ignore the tunnel beyond the door, and continue with .
Sneak into the doorway on Southeast (not the one you arrived from) and stop there. Behind the Fly Swarm you can see an Insect Beast in front of a fire in the next cave. The four rooms here are arranged around a brazier in the middle (to your East) where the walls meet. Instead of heading to her directly, we have to move clockwise through the other two Central Cave Rooms to access the Insect Beast Room.
The Fly Swarm Room has four exits. You entered via one, and through another you see the Insect Beast. A third exit (on your left) goes Northwest to a cave with a single Ape Beast and nothing else. Visit him if you want to, but his cave leads to nothing else. Take the last exit (on Northeast) to the Skeleton Room.
It is dark here, but you can still see the skeleton under some plants. This room has two more exits: one on your left (North), and one on your right (East). If you do not need to kill the Insect Beast, skip ahead to .
Head towards the Insect Beast by taking the exit on your right to continue moving around the central brezier. The next room is empty (Empty Room) except for a few bones. It has only one exit. So carefully move West to douse the fireplace and Blackjack the Insect Beast there. Remember to cut her with your Sword until she is dead. Check your mission objectives — if the one about Insect Beasts is not yet ticked, you have failed to kill one (or more) of the four Insect Beasts and you have to go back to kill them.
If you have not yet rescued the High Priest, return to the Skeleton Room and continue with the to free him.
If you have already got the High Priest, find your way back to where you have left him. If you have left the High Priest at the Exit Cave, then skip to the . If you have dropped him at the Entrance Cave, then skip to .
From the Skeleton Room, take the North exit into a cave with two Ape Beasts. They are on your left and will not interfere with you as long as you remain quiet. Stay on the strip of darkness and move forward (avoiding the Glowing Mushroom on the right) till you see the doorway at the far right corner. Enter the doorway. After travelling a large circle around the level, you have finally arrived at the Hostage Cave.
Move along the left cave wall to the barrels with the High Priest without alerting the three Ape Beasts. Carry him and backtrack:
Back in the Exit Cave.
If the two Ape Beasts here are still standing, move quietly to the South corner, stick to the West wall and sneak Northwest to the opened metal door. If they are down, of course you just rush to the door directly.
Carry the High Priest down the tunnel. At the bottom of the tunnel, drop down the High Priest. Again, open the door with the blue key. Go out to the rocky shore alone.
Ignore the Insect Beast on the ground — she is already dead. On your right is water — if you have swum from the Dock, you would have arrived here. Turn to your left where there is a hole on the wall (again looking more like a key hole than a hammer shaped hole). It is a second window into the Hammer Turf. If you have the Chisel with you, then the mission objective of getting the Builder’s Chisel will be checked when you are close to the hole. The box will be cleared again when you move away.
Go back to pick up the High Priest and take him near the hole. Although you are still underground and in the middle of nowhere, and the Hammerites were still kept hostage, and the High Priest still unconscious, and the hole is too small to stuff the High Priest through, you are glad that your mission is considered successfully completed.
Total , and .
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 14: Into The Maw of Chaos
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