In the hallway ahead, a Combat Bot is marching North and South.
          There are three big Chimneys in the hallway, with ladder inside each of them.
          When the Bot marches North, sneak up to hide in the first Chimney.
          Next time, sneak up to the second Chimney.
          Then up to the third Chimney.
          
          Next time the Bot marches South, collect the 2 Frogbeast Eggs among the vine near the Northeast corner.
          
          Did you notice anything up the Chimneys?
          If not, look harder!
          
          The top of the middle Chimney is connected to the .
          
            Ghosters jump here to explore the whole tunnel right now,
              after which the section there will direct you to continue with the Spider Nave.
          
          
          Cleaners will explore the full Tunnel until later; 
            for the mean time, get inside for a 
            There is no AIs or traps inside the Tunnel, it is just long and dark.
            Longer than what you think, and darker than what you think.
            
            After getting into the Tunnel from the middle Chimney, 
              walk East to a T-junction.
            Beyond this point, your compass is probably the only thing you can see.
            
            At the T-junction, the right hand side quickly goes to a dead end.
            Follow the left hand side to go North along the First Tunnel Segment (North-South).
            Before you hit the end, the Tunnel has a turn to the right.
            You have probably noticed how difficult it is to move around here.
            The turns and branches do not sit at the end of the tunnels.
            You have to search hard to find your way.
            In the darkness, you can hardly even tell whether you are moving or not.
            
            Find the right turn to go East.
            This is the Second Tunnel Segment (East-West).
            Search the exits yourself.
            We want to go to the first exit to have a look.
            Not counting the Chimney from where you came, there are three exits of this Tunnel.
            Two of them are branched off from the Second Tunnel Segment.
            Near the end of this East-West section, the Tunnel turns South (Third Tunnel Segment), and leads to the third exit.
            Each exit leaves the Tunnel and get back to brightness within a few steps.
            So if you are forced to go South without immediately leaving the Tunnel, 
              you have missed the two exits here and have arrived at the Third Tunnel Segment.
            
            Did you find the two exits?
            Even if I tell you that the first exit is on the left (North) and the second on the right (South),
              it is still not easy to find them.
            Especially the first one.
            
            The first exit descends to a lower area, so if you are walking up straight, 
              you won’t notice it at all.
            You have to crawl or look downwards to see it.
            After you located the first (North) Exit,
              carefully crawl forward along it.
            Stay in the shadows to see who are waiting for you below.
            
            You are near the ceiling of the Turret Production,
              a laboratory with 8 Sentry Innovations sitting down there, waiting for you.
            Look around.
            On your left is the West Wall, on which you can see a Signal Tower symbol,
              and also an arch closed by a gate.
            How to open the gate? 
            Perhaps you can also see a lever somewhere in the laboratory.
            
            Restore game, and we’ll continue with the 3 Chimney Hallway.
          
 
        
          The Spider Nave is a big sermon hall with four resident Spider Bots.
          While it is scary, it is actually one of the easiest places to transit.
          Stay along the wall on the right hand side (East) and they will happily ignore you.
          
          Although sermon hall looks promising, there is nothing useful in this area.
          
          Move North along the East wall by going up and down the ramp.
          The ramp is rather steep.
          While no Bots are capable of moving up the ramp,
            their projectile weapons are deadly — you had better stay unseen.
          At the Northeast corner, use the Flat Switch to open the gate. 
          Enter.
        
        
          The sign outside reads “Turret Production”.
          It is the R&D for the Sentry Innovations.
          Sentries inside operate without Watchers.
          
            Since Sentries cannot be killed with Blackjack,
              we are going to use lots of consumables here.
              Read the Mini Guide on Blasting Turrets on details.
          
          
          Save your game first — it is too easy to get killed here.
          
            Keep the saved game until you leave.
            Many Turrets can be killed in different ways: it is fun to restore game to try out different ideas.
            
            We’ll be blasting 4 Sentries by Frogbeast Eggs
              and 2 Sentries by Fire Arrows.
            While it is piece of cake to shoot 2 Fire Arrows at a Sentry,
              using Frogbeast Eggs is less easy when you cannot get near the Sentry.
            Therefore, the walkthrough uses Fire Arrows on the two more inaccessible 2 Sentries.
            It is rather personal which one is more difficult (since it is possible to kill any Sentry here with 2 Frogbeast Eggs). 
            Feel free to change the choices.
            
            
              Furthermore, Normal and Hard collects more Fire Arrows,
                so you have the ammo to fire three Sentries instead of two.
              However, my preference is to use up all the Frogbeast Eggs on Sentries.
              When you leave the laboratory, you should have 3 eggs in your possession for Sentries elsewhere.
            
            
            As yet another alternative, you can Torpedo most of the Sentries from the Catwalks.
            Using Land
      Mines was Odyseeos’ original plan,
              but after I learnt to use Frogbeast Eggs from tmlrv, 
              I switched entire to eggs.
            Still, it is fun to Torpedo Sentries.
            Do try it out as excursions.
          
          
          There are three types of 
Sentries here: Beaters, Elves and Ninjas 
            (I chose these three names — they are not referred to in the mission or used by the developers).
          
Beaters are 
Cannon Sentries.
          They hurl cannonballs at you.
          Most of the time you are up on the Catwalks, 
            and you can ignore their explosions (unless they do it on the wall behind you).
          However, the cannonballs will beat you off balance like the Quidditch Bludgers in 
Harry Potter.
          Falling off a Catwalk usually brings a premature end to your mission.
          
          Elves are 
Bolt Sentries.
          They shoot arrows at you.
          They are as tall as (or as short as) other Sentries, but their arrows are quick and deadly,
            like those of the Elves in 
Lord of the Rings.
          You would have lost quite some health points by the time you could figure out what was happening.
          
 
          Ninjas are Sawblade Sentries.
          They throw a handful of sawblades at you, and hence their name.
          They do not inflict a lot of damage, but any damage is too much for Garrett.
        
        
          Follow the dark corridor from the Spider Nave to enter the laboratory on its North side.
          
            There is a Bolt of Spring Wiring on the Counter on your right.
            Since it is of no use to you, you may as well forget about it.
          
          
          Right in front of you are two Sentries.
          I named the one on the left (East) the Squishable Beater;
            the one on the left First Counter Elf.
          
          
            Turn left to crawl along the North wall towards the East.
            At the Northeast corner, turn right to look at Squishable Beater sitting on a Pedestal on the East end of the First Counter.
            Above the Turret is some sort of machinery that looks attractive.
            Crawl along the East wall (passing the doorway) to arrive at the base of his Pedestal.
            Stand up and press the button on the West face of the Pesdetal.
            
            Leave the squished Beater and crawl West along the North side of the Counter until you are stopped by a pillar.
            Stand up and look Southeast.
            There is a cylinder on the Counter.
            Lean towards it to collect the Bolt of Spring Wiring.
            Turn to face the First Counter Elf sitting on this end of the Counter.
            Quick save, drop a Frogbeast Egg next to him and crouch back down immediately.
            When things quiet down, stand up again to drop a second Egg, bringing an end to the Turret.
            Refer to the Mini Guide for the operational details.
            
            You can also bomb the First Counter Elf by dropping a single Land
      Mine in the same way.
            Since we have no better use for the Frogbeast Eggs,
              while Land
      Mines can be used elsewhere, 
              we confine ourselves to Frogbeast Eggs here.
            
            Move to the West side of the pillar.
            Look South and you can see South Floor Ninja sitting on the floor at the South wall.
            Shoot him using 2 Fire Arrows.
            Go back to the North wall.
          
           
          Crawl along the North wall towards the East.
          Sneak through the doorway room to enter the room at the Northeast corner.
          Take a look at the room on the South, which is blocked off by grills.
          We have to get there via a path much longer than simply through the grills.
          
          Climb the ladder to the alcove above.
        
        
          The alcove (call it A1: you will arrive at other Alcoves very soon) is pretty empty, just opening to a Catwalk.
          There are several Catwalks in this laboratory.
          Let’s call this segment C1.
          
          Stay crouched and walk along the right (North) side of the Catwalk.
          The walk is uneventful.
          Even if any Sentry found you, you are out of their range.
          Only the Elves are able to hit you when you are on the first two Catwalks (which are higher than the others).
          
          Enter the second alcove (A2).
          It is a bit dark, but you can hardly miss the Explosive Charge sitting on the table in front of you.
          Turn left to find the other opening of the Alcove.
          Collect 
            two (Diff E) /
            three (Diff H) /
            four (Diff N) Fire Crystals
            on the floor near the Southwest corner.
          
          
            Before you leave the Alcove, locate the Squishable Beater below.
            My favorite way to squish him is to shoot at the button with a Broadhead Arrow from here.
            We however need to finished Squishable Beater early
              so that we can Egg the First Counter Elf.
            You can try the shooting now, or restore the game saved earlier so that you can squish him from here.
          
          
          Crouch on the left hand (North) side of the second Catwalk (C2) and move back to the East.
          Do not stop until you are deep inside the Alcove (A3), just in case some Sentries are shooting at you.
          
          
            An alternate way to kill the First Counter Elf
              is to Torpedo him from the C2.
            It is not easy, for most of my Land
      Mines dashed pass him without exploding.
            Because he also shoots back, it is easy to get hurt during the process.
          
        
        
          Climb down the ladder to the ground level.
          
            Jump off the ladder, and run to the Northeast corner of the room.
            From here, you can see the other room on your North, from where you climbed up to A1.
            Also, you can see East Floor Ninja sitting on your Southwest,
              just outside your room.
            
            Quick save.
            Zoom at the East Floor Ninja and throw an Frogbeast Egg at him.
            Two eggs and he is exploded; if he isn’t, restore and try again.
            
            If you want to Torpedo the East Floor Ninja,
              you can do it from here,
              from the Catwalks above, 
              or on the ground level from the West.
          
          
          It is too dangerous to leave the room via the main doorway on the West.
          Instead, find a tunnel next to the ladder, going South.
          Since it is dark, you should turn around and crawl in backwards.
          This way, you can see the light behind you and sense your motion.
          
          When your back hit a wall, turn left (West) to see the exit.
          Again, do not leave the exit.
          Instead, crawl towards the opening for as far as the shadow permits.
          Lean outside to see what is on the left (South).
          
          On the wall is a lever, the lever that controls the gate.
          Use the lever without leaving the tunnel.
          On top of the Counter right in front of you is an enticing Explosive Charge,
            but you cannot get it without being killed.
          Crawl back to the ladder and climb back up to A3.
        
        
          In A3, find an exit on the South wall.
          It is pretty dark.
          After you located the exit, turn around to face the North.
          Press your shoulder to the left (West) wall, and walk backwards.
          Soon you will drop harmlessly down about six feet, into A4.
          Turn left to find the Catwalk C4.
          
          This Catwalk is more dangerous.
          Quick save, crouch, keep to the right (North) side of the Catwalk, and run across
            (walking is usually OK but at times you may get a shot or two from an Elf).
          At the opposite wall, the Catwalks turns left.
          Ignore the turn. 
          Just press against the wall in front of you.
          That corner (with bricks on your North and West) is a safe place to take a rest.
          
          The Catwalk system now winds around a pilaster: 
            it first goes South (C4), turns West (C5), then back to North (C6),
            before continuing West (C7).
          Crouch and walk carefully, keeping to the wall side.
          The next section is for Ghosters to rush to the Signal Tower.
          Cleaners now skips over to .
        
        
          Time to leave your perch and drop into the hot zone.
          From the end of C7, do a running jump to the top of the pillar
            (be carefully when running, for the ceiling is low).
          Sentries may shoot at you, but rushing into the corner provides sufficient safety.
          Quick save.
          Use a Moss Arrow on the grid of the South wall to climb down.
          
          While the upper part of the rope journey is dark, it is not as safe down there.
          Jump off the rope and run deep into the far left (Southwest) corner of the room on the West.
          Ride the Elevator up to the Signal Tower,
            operate it and come back down.
          
          It is not easy to get back to the Catwalks all in one piece.
          If you can afford it, use 
                  an Invisibility
      Potion, run to the rope and climb back up.
          Otherwise, just quick save and run for your life.
          I’ve succeeded several times arriving at the top of the pillar completely unharmed,
            but I am probably just being fortunate.
          
          Move back to A4 along the Catwalks.
          How to get back to A3?
          Watch carefully: there is a ladder in the dark.
          When you enter A4 from C3, it is nearly right in front of you, one step to the left.
          
          Jump on the ladder, and climb all the way up.
          Turn left (North).
          You will see the lights from A3.
          Jump and drop on A3.
          
          Cross W2 and W1 and climb back to the floor.
          Skulk along the North wall to leave the laboratory.
          
          Slink along the East end of the Spider Nave just like before.
          Back in the ,
            you notice that there is a pair of silver double doors on the right.
          Behind the doors is a stash of supplies guarded by several Bots. 
          It is pointless for Ghosters to go there.
          Ignore them.
          
          Sneak across the  and leave via the South end.
          Jump to the  section to continue your journey.
        
        
          When you reach 
C5, stay there.
          Turn left to face South.
          From here, you can see
- 
            Gatekeeper Beater on your left, guarding the gate on the West wall;
            
- 
            Corner Pedestal Ninja on your far right, sitting on a Pedestal at the Southeast corner;
            
- 
            Sunburst Beater on an L-shaped Counter on your left, sitting near 
                  an Explosive Charge.
          
          Take a small step (or two) towards the South edge until they start shooting.
          You are safe as long as you do not lean over the edge.
          Within a few rounds, and the cannonballs from Gatekeeper Beater will hit the Explosive Charge, 
            which takes away the Sunburst Beater for you.
          
          While possible, it is not easy to throw Frogbeast Eggs at the Sunburst Beater, for it is rather far away.
          On the other hand, it is amazingly easy to torpedo him from up here.
          
          If you want to keep the Explosive Charge, the only choice is to use 2 Fire Arrows on Sunburst Beater.
          We do not however have a need for an extra Explosive Charge.
        
        
          I mentioned earlier that we use Fire Arrows on two Sentries.
          We have already torched the South Floor Ninja.
          Now you have to choose the second victim.
          
          The Gatekeeper Beater sits on the Counter facing the gate on the West wall.
          To use Frogbeast Eggs on him, just face him from W7 and toss Eggs at him (behind his ears or on top his head).
          If you find it too difficult, you may use Fire Arrows on him instead.
          
          If you do not use Fire Arrows on him,
            you can use Fire Arrows on the Corner Pedestal Ninja at the Southeast corner now.
          
          If you used Fire Arrows on Gatekeeper Beater,
            walk back to C3.
          Stay on the North edge of the Catwalk to avoid his shots.
          From there, you can easily throw Frogbeast Eggs at the Corner Pedestal Ninja.
          Quick save and throw by aiming high (nearly horizontally).
          Try to have the Egg land at the corner or on his head, 
            for the Corner Pedestal Ninja is good at shooting frogs.
          I found that frogging the Gatekeeper Beater is much easier than frogging Corner Pedestal Ninja.
          
          As alternatives, Gatekeeper Beater is trivial to Torpedo from C7.
          Similarly, you can easily toss a Land
      Mine at the Corner Pedestal Ninja from C3.
          
          In either case, there is only one Sentry left, the Central Pedestal Elf.
        
        
          Although you can descend from C7, you cannot approach Central Pedestal Elf from that direction.
          Instead, move back to A4.
          How to get back to A3?
          Watch carefully: there is a ladder in the dark.
          When you enter A4 from C3, it is nearly right in front of you, one step to the left.
          
          Jump on the ladder, and climb all the way up.
          Turn left (North), you can see the lights from A3.
          Jump and drop on A3.
          
          Cross W2 and W1 and climb back to the floor.
          Go to the West wall and move towards the South along the shadows.
          There is a slice of shadow joining the West wall and the pillar next to the Central Pedestal Elf.
          Quick save and crawl across.
          From the pillar, crawl South to the West face of the Pedestal.
          Turn left and continue crawling to the South face of the Pedestal, and to the East face.
          
          Quick save again.
          Now we need to throw eggs onto the Sentry.
          Odyseeos told me that he can stand up and simply drop them on the Pedestal.
          I have never succeeded in doing this.
          So, I throw them up instead.
          When crouched, face the Pedestal and turn you head up to the maximum.
          If you tossed an egg in this position, the egg would drop back on your head.
          Lower your head a little bit, and throw a Frogbeast Egg.
          Listen to see if it landed and exploded on the Pedestal — if not restore game and adjust your angle of elevation.
          When you get the hang of it, throw a second Frogbeast Egg to finish him off.
          
          Now the coast is clear.
          Walk to the Counter on your East (where the Explosive Charge was) to collect a Steel Plate.
          Go West and collect an Iron Chassis on the Counter on the South (the one facing the Central Pedestal Elf), 
            and proceed through the opened gate to the Elevator.
          Complete the ritual at the Signal Tower and leave the Turret Production back to the Spider Nave.
        
        
          In contrast with the previous hall, we will be bewilderingly efficient here.
          Remember the sermon hall has four resident Spider Bots,
            and a Combat Bot is marching in the  right outside the hall.
          How do we get rid of them?
          
          Original, I depended on a marvelous discovery by Odyseeos.
          Spider Bots are incapable of entering the hallway connecting the Nave to .
          In other words, you are safe if you hide in the shadow inside that hallway 
            (if you leave the shadow, they will start shooting at you, even though they cannot enter the hallway).
          
          First, place 
                  an Explosive Charge outside the hallway.
          Then, from inside the shadow of the hallway, shoot Broadhead Arrows at the boundry (the hallway is a few inches lower than the Nave).
          Shoot slowly, taking your time to aim, pull, zoom and shoot.
          The noise attracts all the Spider Bots, who will slowly dance around the Explosive Charge in a circle.
          Finally, throw a Land
      Mine (or Fire Arrow) at the Explosive Charge, and all will be gone.
          
          When I was repeating the procedure to prepare for this walkthrough,
            I forgot to plant the Explosive Charge in one particular test —
            and the Land
      Mine alone killed all the Spider Bots nonetheless!
          I therefore further integrate the idea with the use of Mesmerisers 
            (refer to the Mini Guide if you have forgotten what they are).
          
          Go to the dark Southeast corner of the Nave.
          Quick save.
          Wait for the Combat Bot to come near.
          Shoot a Noisemaker Arrow at a spot of the ceiling (the lower ceiling oner the aisle, not the high ceiling over the pews) near the  entrance.
          All five Bots will gather under the point of impact.
          If you don’t like their formation, just shoot another Noisemaker Arrow and they will move under the new spot.
          
          Check the direction the Combat Bot is facing.
          If he is staring at you, move to the South wall so that he is no longer facing you.
          Zoom your eye at them.
          Target at the center of the crowd, and slide a Land
      Mine along the floor at them (just toss it, it will slide along the floor like a torpedo).
          Most of the time, all the Bots will be blown into pieces.
          I have only seen cases where the Combat Bot survives:
            In such cases, simply walk behind him and Thump him by your Blackjack.
          It is important the he was not looking in your direction when you toss the Land
      Mine;
            otherwise, he will not stay mesmerised, but will start shooting at you if he survived the bombing.
          
          This magic only works for Spider Bots, because their bellies are close to the ground.
          The method is useless against a bunch of Combat Bots, for they submarine the Land
      Mine.
          Also, they are bulky and often get outside the blast radius.
          Unless they are closely packed, it is not even easy to blast 2 Combat Bots using 
                  an Explosive Charge.
          We shall see a great counter example in the basement.
          
          
          Collect your Noisemaker Arrows and leave the Nave.
          Enter the now empty .
        
        
          Pick the silver double doors on the right (West) side of the .
          Enter.
          
          See the thing at the end of the long corridor?
          He is the Mech Cherub.
          Like the one you met earlier in Life of the Party, he is invulnerable to attacks (even if you succeeded in pushing him under an elevator).
          Fortunately, just like his brother, this one is not hostile to you.
          Save game and approach him boldly.
          
          The long corridor turns North and opens into a big and tall hall.
          When the Mech Cherub sees you, he flees into the hall.
          Just ignore him.
          
          The hall looks empty, but two Watchers will release several Bots if they notice you.
          Between the two Watchers you can see the windows of a Control Room.
          Karras is working inside, but there is no way to go up there.
          
          The Southwest corner of the hall is a sealed room, with the door on the North side.
          Go there (it is also where the Mech Cherub often goes).
          
          Deploy 
                  an Explosive Charge at about two floor tiles away North of the door (while staying away from the eyes of the Watchers).
          Move to the Southeast corner of the hall.
          Climb the ladder there to go up to the H-shaped catwalk.
          You need to cross the room to go to the Northeast end of the catwalk.
          
          If you have 
                  an Invisibility
      Potion and do not mind leaving Bots inside Cubbies, you can use one to dash across the catwalk to the North side.
          Otherwise, there is no way to cross the central area of the catwalk without getting the full attention of the Watchers.
          Instead, crawl to the border of the shadows, and ready a Fire Arrow.
          Locate the Explosive Charge you deployed, quick save, stand up and move sideways to the right.
          I usually move until I am aligned with the spotlight on the ground, but the exact position does not matter.
          When the Watchers turns red, they release Two Combat Bots and a Spider Bot from the Cubby.
          When the first Bot reaches the Explosive Charge, shoot the Fire Arrow at the Explosive Charge to take them down in one go.
          
          If you have used up all the Fire Arrows in , a Flare also works.
          It is not as easy, because you have to zoom and aim accurately.
          You probably need to restore a few times before you can make a perfect hit.
        
        
          Go to the Northeast corner of the catwalk to operate the Flat Switch.
          This opens a room in the Northwest corner of the hall.
          Go back down using the ladder on the Southeast,
            or alternatively drop down from the Northwest catwalk to the roof of the room —
            it is however not easy to drop from the roof to the floor without getting hurt
            (crouch and move very slowly to fall over the edge).
          
          Enter the storage room.
          Treasures inside include:
            
                  an Invisibility
      Potion,
            4 Bantam Nodes,
            2 Canisters of Flare Mixture,
            2 Flux Spheroids,
            4 Iron Chassis, and
            4 Bolts of Spring Wiring.
          The most useful among them are the Iron Chassis, for you can use them to manufacture more Land
      Mines.
          
          Leave the hall to go back to .
          Remember the ?
          It can wait.
          We’ll first go back to ,
            and visit many other places before taking that terrible trip.
          
          Find you way back to the Bays:
            leave the  via the Southeast exit,
            sneak through the  back to ,
            exit via the double doors on the South back to .
          Use the Machines of the Bays to manufacture 
                  an Explosive Charge and as many of Land
      Mines as you can.
          Double back to the Basement Entrance Hall.
        
            
      
        
          Before descending the ramp in the center of the hall,
            turn off the lights if roamers are still active.
          I made this mistake before:
            when I was merrily climbing back here from the basement,
            I was greeted by a Spider Bot right in front of my nose.
          
          Even with lights on, the descend is not easy.
          From the Basement Entrance Hall, go to the North side of the hole.
          Take out your Compass — when you move in the dark, it is important you do not get disoriented.
          Turn to face North.
          Walk backwards to descend the ramp.
          
          As you sink into the ground, you should be able to see two ceiling lamps.
          Using them you can judge when you are moving backwards or have hit a wall.
          When you reach the South end, start side stepping to the left (West).
          When both lamps have gone out of view, lower your head (use the compass to judge whether you are looking up or down).
          Before you have made many steps to the left, you will see the exit right in front of you.
          The dim lights ahead is too bright when compared to the rest of the tunnel.
        
        
          Study the First Basement from the tunnel exit.
          A long Ramp descends to somewhat the middle of a vaulted basement.
          The left (West) side is patrolled by a Combat Bot, a Worker Bot and two Masked Guards.
          The path of the Bots is different from that of the guards, but basically both are big rectangles.
          
          On the far left (Northwest) corner is an elevator to a Signal Tower.
          I feel that this is one of the most difficult Signal Tower,
            and I nearly decided to skip over it.
          
          On the right (East) of the Ramp is a much darker area. 
          There is another elevator platform near the middle of the East wall.
          It goes down to the Second Basement.
          
          Descend along the Ramp.
          Although it is not dark, you are safe when you are on the upper half of the Ramp.
          Wait till nobody is walking towards South
            and you can descend the rest of it.
          Hide into the East.
          
          
            Move to the North wall (the one facing the Ramp).
            Slowly move to the West along the North wall.
            Although it does not look safe, 
              you can creep past the four machines with antannae without getting detected.
            From there, wait till it is safe to move to the Northwest corner.
            
            Hide well at the corner, for the elevator platform has gone to the top.
            Press the lower button to call the elevator.
            If you have caught somebody’s attention on your trip here, 
              rest assured that he will arrive sooner than the elevator.
            
            Collect 2 Moss Crystals on the floor (West of the button).
            Go up, perform your ritual, come back, and sneak back to the East.
            Skip over the next two Cleaning sections and continue with the section of .
          
         
        
          Let’s start with the Masked Guards.
          It is usually correct to start with them, because they are difficult when alerted.
          
          Count the pillars closest to the South wall.
          Of the three pillars West of the Ramp,
            the Masked Guards walks around the two on the West.
          The one on the East is used neither by the Masked Guards nor the Bots.
          So you stand there.
          
          When a guard is going to walk past the pillar next to you, 
            check the whereabouts of the other one.
          You may ignore the Bots, because they cannot see this area.
          If the other one is not walking South,
            then he is not going to see what you are doing.
          As soon as your victim has turned round the pillar,
            run after him to Blackjack him.
          There is no need to creep or moss.
          Speed is all that matters.
          Carry his body back to your pillar.
          
          The second one is even simpler.
          Just repeat the process without the need to check for anything.
          Save game and get ready for the Bots.
          
          Position yourself at the North wall and move West as far as the shadows permit.
          Wait till the Combat Bot lags behind the Worker Bot by a large distance
            (at least half the cycle).
          When the Worker Bot marches by, Thump him.
          You can even afford the time to corpse him and take his body away.
          
          Then with the last.
          You have two choices.
          You may use 2 Water Arrows on the Combat Bot,
            or lead him to  for Squashing.
          While the latter is consumable-free, leading him up the Ramp can be dangerous:
            He gets a clear shot at you during the ascend.
          
          Go to the small alcove at the Northwest corner.
          Press the lower button and call the elevator.
          Collect 2 Moss Crystals on the floor (Northwest corner of the small alcove).
          Ride it up.
          Flip the lever from “A” to “B”.
          Come back down.
        
        
          An alternative way to Clean the First Basement is to use a Mesmeriser
            (refer to the Mini Guide if you have forgotten what it is).
          Hiding in the dark East side, save game and shoot a Noisemaker Arrow at the arches (the ceilings are too high).
          Since the hall is big, you may not be able to attract all four of them with a single arrow.
          Repeat shooting until you get all four of them together.
          
          Choose a spot not directly facing the Combat Bot, zoom your eye and toss a Land
      Mine towards a Masked Guard 
            (if you target at the Bots, the Land
      Mine usually speed under them without stopping).
          If there is any survivor after the explosion, take them down with your Blackjack.
          
          With the basement cleaned, continue as in the last paragraph of the previous section.
        
        
          
            From the , ride the elevator platform at the East wall to descend to the Second Basement.
            
            Walk forward on the Second Basement Entrance Hallway.
            The plaque
              Exploratory Inventing Workshop: Novices Disallowed from Entry
             on the wall  doesn’t look like a welcome note.
            Continue forward.
            Notice the different wall texture at several places?
            They are obviously Cubbies, so where is the Watcher?
            
            Near the end of the Second Basement Entrance Hallway are doorways on both sides.
            There is an doorway on the right, going to the ;
              and a ramp on the left, going up to the .
            
            If you did not take either doorway, the hallway soon turns right.
            Lean around the corner, and you see a Ceiling Mounted Watcher shaking his head, saying:
              “no, better not go this way.”
            Leave the Basement Watcher Hallway till later.
          
          
            Enter the North doorway on the right hand side.
            Follow the hallway to its West end and ride the elevator up.
            
            Did you notice anything special about the lower part of the Second Basement North Room (ie before riding the elevator platform)?
            If you haven’t, remember to keep your eyes open next time.
            Not just here, but everywhere.
            Go down to search again, or wait till I point it out when we come back.
            
            On the upper part of the Second Basement North Room, continue to the West end.
            Open the Foot Locker to get two Bolts of Spring Wiring.
            Go to the big windows to carefully study the .
            
            South of you is the .
            The Eastern half on the left (Upper Workshop) is higher than the Western half on the right (Lower Workshop).
            The Lower Workshop is further divided into two halves by a row of tall machines.
            You can see a seductive Big Lever in the Northern half of the Lower Workshop (the half closer to you).
            On the East, you can see a chimney bearing the symbol of a Signal Tower,
              but it does not seem accessible from the Northern Lower Workshop.
            Farther away, there is a Watcher on the South end of the Lower Workshop.
            On either side of him is a Big Round Door, closed.
            
            On the Upper Workshop, there is a big room with a Combat Bot marching inside.
            North of that room, you can see a Ceiling Mounted Watcher at the end of a corridor.
            That is the one at the end of the Basement Watcher Hallway;
              you saw it earlier around the corner of the .
            
            So much for sight seeing.
            Do you know how to proceed from here?
          
          
            Walk out of a big window and drop into the water.
            
            Did you notice anything under water?
            It can wait.
            Surface and climb the ladder into Northern Lower Workshop.
            
            Find the Big Lever on the East and flip it.
            Seems nothing happened.
            You just opened the two Big Round Doors on the South.
            
            Although you can climb over the machines to access the Southern Lower Workshop,
              I assure you that it will be very noisy.
            Similarly you can climb the ladder on the Northwest to access the Upper Workshop,
              but a noisy tile is waiting for you at the top of the ladder.
            Don’t do anything here.
            Just drop back into the water.
            
            Dive to find the opening, which is not far away from the ladder.
            Swim South, dive further downwards, turn left (East) and up a shaft to surface.
            In front of you are a 
          a
        crystal of 2 Water Arrows and
              one (Diff H/E) or two (Diff N) regular Water Crystals.
            
            Swim East, turn left into a similar tunnel.
            Collect a 
          a
        crystal of 2 Water Arrows and
              one (Diff E) or two (Diff N/H) regular Water Crystals ahead.
            Climb the ladder all the way up into a Well Room.
            
            Guess what is outside the metal door? 
            It is a little dangerous, we’ll look at it next time.
            Climb the ladder on the North wall and drop onto the elevated region on the East.
            Collect 2 Vine Arrows.
            
            See a strange square?
            Do not stand on it.
            Operate the Flat Switch on the wall, opening the trap door.
            Crouch and drop into it.
            Where are you now?
            
            That is what you should have noticed last time you were here.
            Leave the .
          
          
            This time, climb up the steep ramp on the South.
            This area is safe.
            Bots are not capable of climbing such steep slopes.
            
            There are many machines up there, but none is usable.
            Move to the far Southwest end of the room.
            Turn right and you can look at the  from the South.
            
            From here, you can see there is a ramp connecting the Upper Workshop and the Lower Workshop.
            You can also see a Masked Guard standing in the middle of the ramp, 
              and what you cannot see is an alarm button right next to him.
            Also you can see a Cannon Sentry guarding the ladder that access the chimney.
            Finally, you must have noticed that there are many square patches on the Upper Workshop.
            They are more noisy than the rest of the metal floor, 
              so be careful when moving around.
            
            Finally, what we are here for.
            Get 3 Flares from the Foot Locker on the floor.
            Flip the Jumper Switch on the wall.
            Bless the Darkness.
          
          
            Go back down the steep ramp.
            It is very dark now.
            Hope you remember the way.
            
            Turn left (West) and follow the corner into the ,
              where the Ceiling Mounted Watcher is still shaking his head.
            Save game and walk towards him.
            Open the door on your right (North).
            That is the Well Room.
            Close the door.
            
            Move forward and check out the patrol path of the Combat Bot in the room on the left (South).
            When he moves away, enter the door and hide in the dead end on the left.
            Save game.
            
              Move as far forward as you can.
              When he turns his furnace towards you, 
                he is near the corner, at a place you can reach.
              Thump him and corpse him.
              Follow the hallway to go South to a room with a table.
              Either hide the corpse at the end of the room,
                or into the Well Room next door.
            
            
              When he leaves again, quietly follow behind him into a room with a table.
            
            Collect a Flux Spheroid and a Bolt of Spring Wiring on the table.
            There is nothing else in the room.
            
              Escape before the Combat Bot doubles back.
            
          
          
            Leave the  by the West end.
            If you have not memorised the pattern of the noisy metal squares, walk very carefully.
            At the West edge, look down to locate the Masked Guard on the ramp.
            
            
              Clubbing him without moss is not easy, because the metal is noisy.
              Worse, if you make any mistake, he presses the button to wake up everybody.
              You do not have a second chance.
              
              You can also use a Broadhead Arrow for a change.
              In this mission, it is OK to kill in all Difficulty Levels.
              
              Walk down the ramp to Lower Workshop.
            
             
            
              Save game. 
              Quietly descend the ramp towards the Masked Guard
              Use Moss Arrow on the metal floor below.
              Crouch and drop quietly to the Lower Workshop.
              
              If you did not make it, use this method instead.
              Walk quietly to the Big Round Door on the South end of the Upper Workshop.
              There is a big hold inside.
              Take a Slow-fall
      Potion while dropping down.
              Find the ladder to climb back up to the other Big Round Door on the South end of the Lower Workshop.
            
             
            Join in the 
              Go to the Big Round Door of the Lower Workshop for a look.
              Behind the door is a big hole.
              Climb down the ladder inside.
              
              There is nothing useful in the Third Basement,
                except offering another method to cross from the Upper Workshop to the Lower Workshop.
              There is no ladder behind the Big Round Door of Upper Workshop.
              One has to survive the drop down the hole to arrive here.
              
              Climb back up.
            
          
            There is a Watcher next to the Big Round Door.
            Below it, you can find an Up/Down Switch on the wall.
            If you have alerted either Watcher, or if the Masked Guard has pressed his button,
              the chimney leading to the Signal Tower will be shut
              (Cleaners will play with this later).
            In that case, use this switch to turn off this Watcher and reopen the chimney
              (but this does not turn off the lights).            
            
            Walk towards the North to get around the blue belt.
            Mantle on the slightly raised platform and turn West.
            
              Avoid the Cannon Sentry on the raised platform.
            
            
            
              Quick save and drop 2 Frogbeast Eggs at the Cannon Sentry.
              Since it is dark, they cannot see one another.
              Step back to avoid getting hurt.
              My preferred position is the Southeast corner of the raised platform.
              Throw 
                  a Flare at the Sentry, and the two Frogs will kill it for you.
            
             
            Climb up a ladder to the chimney.
            Climb the ladder inside the chimney up to a small room.
            Ride the escalator there to the roof. 
            Pull the lever and come back.
            
            
              There is no way to leave the Southern Lower Workshop.
              Use Moss Arrow and drop quietly to the Northern Lower Workshop.
              I prefer to leave via the water a second time,
                but you can try the ladder at the Northeast corner.
              Either way, move back to the .
              Continue with the walkthrough by jumping to the Basement Entrance Hall section.
            
          
          
            You have Cleaned half of it, except the hidden ones.
            If you are not after completeness, you can leave now.
            The hidden Bots do not appear unless you wake up the Watchers.
            
            Remember that on the  there are two Cubbies.
            Each of them contains two Combat Bots.
            With so many of them marching together, Thumping or Squashing are out of question.
            
            Although the  is pitch dark without lights,
              it is curious that no attemps to Thump these four Bots at the  or
              the  has been successful.
            Described below is the first method Odyseeos used; 
              we’ll see in the next section a second one using even less ammunition.
            
            Locate the Cubbies of the 
.
            Save game.
            Place 
                  an Explosive Charge in the middle of the two Cubby doors.
            Place 
                  a Land
      Mine about 4 feet further to the West, aligning it with the lines on the wall
              (refer to this 
screen shot: the mine is barely visible).
            
            Go to the ramp where the Masked Guard used to stand.
            Press the button and lights are back on.
            The Bots now leave the Cubbies and march towards the .
            When the first Combat Bot triggers the Land
      Mine, the other three Bots are behind him, finished by the Explosive Charge in one go.
            
            Go to see if the four Combat Bots are all gone.
            If you need insurance, run up the ramp to climb the ladder at the North down to the .
            Drop into water and find your way back to , so that you can safely peek at them.
            
            Sometimes, a Bot or two are only disabled, not yet destroyed.
            Hit them with your Blackjack to turn them into corpses.
          
          
            After some discussions I held with Odyseeos, he designed a second method that does not need to use any Land
      Mines.
            At that time, we were running low on Land
      Mines, so we tried to save them as much as possible.
            Still later, we started using Frogbeast Eggs on Sentries, and we ended up with too many Land
      Mines left.
            So either method is OK.
            The previous one is more logical, but this one is more entertaining.
            
            Go to the base of the ramp of .
            As mentioned before, it is too steep for the Bots.
            Moreover, the doorway just outside the ramp is too narrow for them.
            
            Save game.
            Plant 
                  an Explosive Charge at the doorway.
            Go up the ramp to turn on the light.
            Go down the ramp to stand in front of the Ceiling Mounted Watcher of the .
            
            When the Watcher turns furiously red,
              run back up the ramp.
            Stay firm on the horizontal area: do not step on the ramp yourself, and do not lean forward.
            The four Combat Bots leave their Cubbies and head towards the .
            Ready a Noisemaker Arrow.
            When the first Bot marches passes the base of the ramp, 
              shoot the Noisemaker Arrow.
            Aim it so that the arrow first hits the middle of the ramp, and then bounces off to the right hand side of the doorway.
            
            All the Bots will gather outside the doorway, trying to squeeze themselves through.
            They will walk into each other, forming a 4-headed monster.
            If you have not yet killed the marching Bot of the ,
              he would also join them.
            
            Wait for 2 minutes.
            Shorter waits are usually OK, but 2 minutes is usually safe.
            After the wait, zoom your eye to aim at where the Explosive Charge should be.
            Throw a Flare at it.
            By aiming low, the Flare slides down the ramp straight through the monster, igniting the Explosive Charge.
            After the violent explosion, have a look at the pieces of corpses thrown around the corridor.
          
          
            Ride the elevator back to .
            Walk up the Ramp back to .
            
            Ghosters now jump back to this section to continue the journey.
            
            Cleaners leave the  on the South side.
            You are now on the .
            Go West to the .
            After passing the doorway where a Combat Bot used to guard,
              turn right to enter Barracks.
          
         
       
      
        
          Ride the elevator up.
          
            This is a tall elevator, and cannot be used to Squash Bots.
          
          
          You may view this section as an excursion, for there is nothing you can do up here.
          On the top level, look around.
          There are three banners on the wall, the middle one much wider than the other two.
          
            Cut them with your Sword.
            The wide banner suddenly turns into a broken banner of normal width!
          
          
          Follow the hallway to go West.
          Ignore the door on the left for a moment, and follow the hallway to the right.
          In front of you lies Karras’ Chamber.
          
          I wonder if you remember  you read in .
          Manus can only speak to Karras through the slits in the door of his chamber.
          Now you see his door.
          You cannot enter, and Karras has no intention to come out.
          All you can do is to have a look at his room and leave.
          
          Karras is usually walking around, and you may notice that the right (East) side of his room is lower than the left.
          It is the  you have seen from the Mech Cherub Hall.
          
          If you have applied my , then you would find a hole on his door.
          You can crawl inside to play with his machines.
          The levers have no effect, and Karras ignores all your attacks.
          
          My patch utility has created a backup of the mission for you (miss16.bak).
          In case you want to undo the change, rename it back to miss16.mis and the opening on Karras’ door will disappear.
          
          Since we can do nothing here, turn back to explore what is behind the door we saw a moment ago (not Karras’s door).
        
        
          The tunnel starts with a short descending slope to the South, 
            and then turns right (West) into a small chamber.
          There is a rectangular hole in the size of a coffin.
          
          If you are interested (and you should be), quick save and drop down the hole for an excursion.
          The drop nearly kills you, so take a Slow-fall
      Potion.
          At the bottom is a blue conveyor belt.
          It brings you to a furnace in the middle of a big round hall.
          It is the , which we’ll visit later.
          Restore game to continue with the small chamber.
          
          Above the coffin-sized hole is a chimney going up.
          You cannot climb up there,
            but it is empty anyway.
          On the North wall behind the coffin-sized hole is a tunnel opening.
          Mantle onto the coffin edge to climb into the tunnel opening.
          
          Follow the tunnel, which first goes North, then Northwest, then descends towards the West, and finally horizontally to the South.
          At the end of the tunnel is a big window frame.
          It is unbreakable, so you cannot leave the tunnel.
          Look down.
          Below is the , which you will visit later.
          
          If you cannot do anything except looking, what is the value of this tunnel?
          Think about it, we’ll see when arrive at the .
          
          
            If you are interested, you may try to make a long shot of Water Arrows at the marching Combat Bot on the right (on the West Bank).
            It is difficult to aim from here, and it is not necessary.
            We’ll face him right at the West Bank.
          
          
          Return to the elevator and go back downstairs.
          Leave via the doorway on the West, into a long room with two more exits.
          Both exits leads to the same flashing room.
          Get ready to use the one on the left.
        
      
      
        
          Cleaners should have familiarized themselves with the initial part of the tunnel during the ,
            and may skip to the .
          There is no AIs or traps inside the Tunnel, it is just long and dark.
          Longer than you think, and darker than you think.
          
            After getting into the Tunnel from the middle Chimney, 
              walk East to a T-junction.
            Beyond this point, your compass is probably the only thing you can see.
            
            At the T-junction, the right hand side quickly goes to a dead end.
            Follow the left hand side to go North along the First Tunnel Segment (North-South).
            Before you hit the end, the Tunnel has a turn to the right.
            You have probably noticed the difficulty in moving around here.
            The turns and branches do not sit at the end of the tunnels.
            You have to do some hard searching to find your way.
            In the darkness, you can hardly tell whether you are moving or not.
            
            Find the right turn to go East.
            This is the Second Tunnel Segment (East-West).
            Search the exits yourself.
            We want to go to the first exit to have a look.
            Not counting the Chimney, there are three exits of this Tunnel.
            Two of them are branched off from this East-West section.
            Near the end of this East-West section, the Tunnel turns South, and leads to the third exit.
            Each exit leaves the Tunnel and get back to brightness within a few steps.
            So if you are forced to go South without immediately leaving the Tunnel, 
              you have missed the two exits here.
            
            Did you find the two exits?
            Even if I tell you that the first exit is on the left (North) and the second on the right (South),
              it is still not easy to find them.
            
            The first exit descends to a lower area, so if you are walking up straight, 
              you won’t notice it at all.
            After you located the first (North) Exit,
              carefully crawl forward, but stay in the shadows.
            See who are waiting for you below.
            
            You are near the ceiling of the production laboratory.
            8 Sentry Innovations are sitting down there, waiting for you.
            Look around.
            On your left is the West Wall, on which you can see a Signal Tower symbol,
              and also an arch closed by a gate.
            How to open the gate? 
            Perhaps you can also see a lever somewhere in the laboratory.
        
        
          Find the second exit of the Second Tunnel Segment.
          It is on the right hand (South) side, and is much easier to spot than the first exit.
          
          You arrived at a ledge high up on the North side of .
          
            Cleaners only need to take a brief look at the girders.
            We are not doing anything here this time.
            We’ll come back here after we have cleaned the next room,
              so that the Bots next door would not interfere with us.
            Move back to the Tunnel and skip to .
          
          
          Shoot a Vine Arrow at the grid of the ceiling.
          Jump on it and access the girders.
          
          Save game.
          Walk carefully along the girders, to the West, and then to the Southeast.
          Before you continue with the third girder, look at what is directly in front of you.
          A small Cubby at the end of the girder!
          
          There are several bright spots on the third girder, and the Watcher will open the small Cubby upon seeing you.
          Inside this Cubby waits not a Combat Bot (who cannot walk on girders), but a Sawblade Sentry.
          The third girder looks as if it has five segments of shadows, but the central one will not hide you.
          Dash from segment to segment when the Watcher is looking away, skipping over the central dark segment.
          
          From the West end of the last girder, use another Vine Arrow on the ceiling grill to jump to the Raised Area.
          There is an elevator going down, but you do not need to use it.
          Ride the Signal Tower elevtor at the Southwest.
          When you are back, jump to the vine and get back to the girder.
          
          The Northern Vat is covered, but the Southern Vat does not have a lid.
          Save game.
          Drop from the girder into the water.
          
          Under the water are
            
          a
        crystal of 2 Water Arrows and
            two (Diff E) or
            three (Diff H) or
            four (Diff N) regular Water Crystals.
          Mantle onto the rim.
          Crouch and move carefully along the rim, edging slowing so that you just drop off the edge to the floor.
          With practice, you can do this without taking any damage.
          
          I hope you have the good sense to drop on the side away from the Combat Bot.
          Even then, you may be in some trouble, because the Watcher can see you when under water.
          Scoot away to the  and move back to the Second Tunnel Segment.
        
        
          
            On the Second Tunnel Segment, go East and find the right turn into the Third Tunnel Segment.
            Again, the turn is a little before the end of the segment.
            
            There is only one exit on the Third Tunnel Segment, which you can hardly miss.
            The exit drops onto the West Upper Catwalk of the Six Bots Room North.
            Save game.
            
            The Upper Catwalk is actually the top of a row of tall equipment, lining the East and West sides of the room.
            It serves well as a catwalk nonetheless.
            A little below is the Lower Catwalk, which looks more like a catwalk.
            It is discontinuous at many places, but you can jump across the gaps.
            Note: once you are down on the Lower Catwalk, there is no way to get back to the Upper Catwalk without going through the Tunnel of Terror a second time.
            
            This room and the Six Bots Room South has 3 Marching Combat Bots each.
            Each room has 3 Aisles, and each Bot is marching in a separate Aisle.
            Between two neighbouring Aisles is a row of equipment, which blocks the view of an Aisle from another:
              the West Row separates the West Aisle from the Central Aisle,
              and the East Row separates the Central Aisle from the East Aisle.
            
            There are several bridges joining the Lower Catwalk to the top of the two Rows of equipment.
            There are also a number of ladders allowing you to climb back from the floor to the Lower Catwalk.
            However, the bridges and the top of the two Rows of equipment are not dark enough.
            While it is possible to move along the bridges to drop to the floor, 
              it is much safer to travel directly on the floor.
            
            Each row of equipment has an empty space midway between the North end and the South end.
            Some spaces are dark, but some are not as safe.
            There are also hiding place on the North and South ends of each row of equipment.
          
          
            On your left (North), you can see a separate area closed off by two gates.
            Behind the gates is the elevator to the Signal Tower,
              but a 7th Combat Bot is waiting in a room next to it.
            Yes, there are 7 Bots in the 6-Bot Room.
            The 6 Marching Bots are so visible that we named the place long before we remember there is a 7th one hiding.
            
            You have to open both gates before you can enter the separated area on the North.
            The switch of one gate is directly in front of you.
            You can see an Up/Down Switch on the equipment in the Central Aisle, under a brightly lit lamp.
            The other switch is in the Six Bots Room South.
            
            Go to the North end of the West Upper Catwalk for a look at the area beyond the gate.
            Tempted to jump down to the area beyond the gate?
            A Cannon Sentry is waiting below.
            There is another one on the East, guarding the other side of the area.
            They belong to the new brand of Sentries.
            They operate without Watchers.
            
            Go South.
            Just before the wall separating the Six Bots Room North from the Six Bots Room South,
              a doorway on the right leads to a dark room.
            Since you have been in a dark tunnel, nothing else can be called dark now.
            Collect Two Canisters of Quicklime Mixture on the bench.
            Leave the dark room via the other doorway, into the West Upper Catwalk of the Six Bots Room South.
          
          
            Move all the way South along the West Upper Catwalk.
            Near the South end of the room, mantle onto an opening on the right (West) wall.
            Another dark tunnel…
            
            This time, you go a little West, then South, then a long way to the East, and finally North.
            There are three small changes in ground level inside the tunnel:
              a small drop when going South,
              a small step up when going East,
              and another small step up when going North.
            In you are walking crouched, you need to either stand up or run instead order to past those two steps.
            
            After you emerge from the tunnel, drop onto the East Upper Catwalk.
            You can now see the second switch, also under a lamp in the Central Aisle.
            This time, the switch is on the West Row of equipment.
            
            Walk North.
            Near the North end of the 
Six Bots Room South, enter the doorway on your right (East).
            On the table is a 
Mechanist Book
              Journals of Brother Kelsus
              Karras hath given me warning that I might be called to Soulforge 
              Cathedral for a short time during this next week when all others 
              hath been ordered to abandon it. Sayeth he that he would have 
              need of me to operate the Guiding Beacon in the manner described 
              in his message of some time ago. I was called directly to his 
              chamber to receive these special instructions, and I noted to my 
              horror that Karras hath begun to take on a metallic appearance. 
              I know not what this portends, but I shall certainly involve it 
              in my conversations, should I opt to approach the other Mechanists 
              in whom I have sensed the same doubt that I myself feel. Karras 
              clearly doth respect me as a skilful engineer, or else he would 
              not have entrusted me with this duty, but I wonder how he would 
              respond if he sensed my growing inconstancy. But I need not 
              ponder, as I can guess at the hideous misfortune he would 
              dispense upon me. He hath truly forsaken his followers, but I
              
              remember not o’er long ago when he was a Hammer priest rallying 
              his peers ’round him for improvements in the Order. It seems as 
              though an eternity hath transpired since then. I think now of the 
              days when I was a Hammer, and how we put our faith in our tenets 
              and championed The Builder, and each other, above all. I shall 
              perform for Karras this duty he requires of me, but perhaps it 
 
              shall be the last. My mind is resolved: I shall have conference 
              with those Friends that I suspect share my mind.
            .
            This echoes the 
 on the possibility of a mutiny.
            I was deeply excited by the possibility.
            Yet it never happened.
            Maybe the idea was only intended for Thief 2 Gold, which unfortunately was never published.
            
            A Flash Bomb is sitting on the floor at the Northeast corner of the room.
            The Northern exit of the room opens to the East Upper Catwalk of the Six Bots Room North.
            You may go to have a look, but the view is the same as the West Upper Catwalk.
          
          
            Now time to leave your perch and get your feet wet.
            Move to the South end of the East Upper Catwalk in the Six Bots Room South.
            There is a block under it, making it safer to drop to the ground.
            Wait for the East Aisle Combat Bot to be going to the North.
            Drop to the ground.
            Hide in the South end of the East Row (between East Aisle and Central Aisle).
            
            When the Central Aisle Combat Bot move North, follow him.
            Flip the Up/Down Switch on your left when you pass it. 
            Rush to the right, and hide into the the empty space midway in the East Row of equipment.
            When the Combat Bot of East or Central Aisle has gone South, 
              scoot on his Aisle to the North and hide at the end of the East Row of equipment.
            
            Sneak through the doorway connecting the two rooms.
            Turn right and hide at the South end of the East Row of equipment.
            It is not safe to hide at the other row, for a lamp is nearby.
            
            Wait for the Central Aisle Combat Bot of the Six Bots Room South to go away.
            Follow him slowly along the Central Aisle.
            This time, hide on your left,
              in the space in the midway in the West Row of equipment.
            Locate the Up/Down Switch on your Northeast. 
            This opens the second of the gates, and the passage is now clear.
            
            When the Central Aisle Combat Bot is going South,
              flip it and rush along the Central Aisle to the North.
            Hide at the North end of the East Row of the equipment on your right hand side.
            
            Wait for the Central Aisle Combat Bot go South again.
            Quick save, and move quietly through the gate to the Northern area.
            Go straight ahead.
            Press the lower red button to call the elevator platform down.
            Ride it up and walk into the elevated hallway.
            Save game when all is fine.
            
            Ride the elevator platform at the end of the elevated hallway to the Signal Tower.
            Operate it and come back down.
            
            There are two exits from this room, both on the West.
            Both go under a dark arch to the .
            
              Ghosters simply leave via the gate again, and sneak along the West Aisle to the exit.
              Sneak through the .
              Leave it using the Northern exit into .
              Jump to the  section to continue your journey.
            
            
            
              For Cleaners, it is not yet time to leave.
              The party is just about to begin.
            
          
          
            
              Save your game.
              It is not an easy one: you cannot squash Bots with the elevator platform.
              Bot Squashing is usually impossible when the Bots can see you from below.
              
              Viewed from the elevated hallway towards the South,
                you can see on the left a doorway to a room.
              The room is empty except for an idle Combat Bot.
              It is possible to creep inside to Thump him, but that is very tedious.
              Even with him gone, we have six more to worry about.
              
              From the opening of the elevated hallway, you can barely see the two Cannon Sentries on the metal floor.
              You can have a better view if you ride the platform down to see them close and personal,
                but we had better do it from the hallway.
              
              First the Sentries.
              Take out your Land
      Mines.
              Zoom your eye to focus on the wall behind a Cannon Sentry.
              Toss the mine.
              The explosion is close enough to the Cannon Sentry to take it down.
              Repeat with the remaining one.
              
              Now for the Combat Bots.
            
            
              Save game.
              Face South and align yourself so that you are on the center line of the platform and elevated hallway.
              From now on, you are confined to forward and backward movements.
              Do not try to move left or right, or even lean left or right.
              All you need to do is to crouch on the platform, a little behind (to the North of) its center.
              The Bots will manage to kill themselves.
              
              From the position, you are safe from Bots beneath you.
              When they shoot, just sit still and listen.
              The only danger is from Bots on the far left or far right (on the metal floor of the damaged Sentries),
                or under the arch of the two gates.
              If they shoot at you, you may have to retreat into the hallway 
                (cannonballs fly very slowly — at this distance, you have ample time to evade).
              The important thing is, you only have to worry about the Bots whom you can see,
                and can ignore those outside your field of vision.
              If in case a cannonball is exploding above and behind you,
                it is safer to move forward to avoid the repercussion.
              
              When circumstances are right, the cannonballs will hit the bottom or front edge of the platform and bounce back.
              
              Once their bombing starts, things go chaotic.
              What is important is that you are immune to attacks, and they will sooner or later die out.
              At the beginning, there are lots of Bots and they get killed very quickly.
              Listen for their cries of death, and you may even see several disabled Bots being blasted into corpses.
              Save game when you are making good progress.
              
              Keep a count of the Bots who enter and leave through the gate.
              At the beginning, there are six from outside the gates and one from the room nearby.
              If you need to gather the remaining Bots from outside the gates into your area,
                make noises with Broadhead Arrows or Noisemaker Arrows.
              If Bots are leaving, 
                jump up and down on the platform to retain them.
              At times, you may find a Combat Bot running away like a frightened Burrick —
                that in particular is acceptable, for he is no longer hostile and you can hunt him down with a Blackjack.
              If he is, however just marching away, then you have to call him back for more fun.
              
              The process is amazing.
              The trouble is, it can take a very very long time.
              After the first five Bots are destroyed, it is more difficult for the remaining two to kill each other.
              A more exact procedure is required.
            
            
              Odyseeos found this effect after lots of experiments.
              The process can take half an hour to complete.
              I, being the more lazy of the two, prefer to let them go and ambush them with Water Arrows on their Aisle.
              
              If the two Bots stay invisible under your platform, just sit and wait.
              Soon one of them will retreat a bit to the South to look at you.
              Move forward, so that both of you has a better view of each other.
              Stay crouched at a position so that, from your point of view, the Bot is one Bot-length away from the platform edge.
              In other words, the Bot should be standing at a position so that, 
                if another Bot is standing between him and you, 
                the other Bot will touch the first one,
                the platform will just fail to obstruct any part of the other Bot from your view.
              That is the perfect spot.
              
              Wait at that spot until the Bot is ready to fire
                (after so much fun, I am sure you know by now his gestures and noises right before a launch).
              When he fires, move backwards.
              The cannonball will hit the edge of the platform.
              After the hit, immediately move forwards.
              This procedure offers the best chance for the Bot to run into his own cannonball.
              
              Odyseeos loves this method.
              In his own words, 
                
                  [Garrett] went through one of the most exciting ploys that the game has offered.
                  It’s really quite an extraordinary experience —
                  wiping one’s brow as if one had done some extraordinary work well…
                  
                  The method he used in this trial was to attempt to get all seven of the Bots in this area by one means alone —
                  a sort of variation on the “7 with one blow” theme of the fairy tale.
                
              In case you have not heard about the fairy tale of the little tailor, 
                
this web page from the 
Wish Fairy site tells the story.
              
              After you got the “7 with one blow” embroidered on your moneybag,
                descend on the elevator platform.
              Corpse any disabled Bots.
              Pass through the gates and leave via the exit on the West.
              You’ll be back in .
            
           
         
        
          We have watered the Combat Bot and switched the Signal Tower.
          Why are we coming back here?
          
          We haven’t gone up the girders.
          
          Ride the elevator up the Raised Area.
          Near the Northwest corner, shoot a Vine Arrow at the grid at the ceiling.
          Climb up and jump on the girder.
          
          The Northern Vat is covered, but the Southern Vat does not have a lid.
          Save game.
          Drop from the girder into the water.
          
          Under the water are
            
          a
        crystal of 2 Water Arrows and
            two (Diff E) or
            three (Diff H) or
            four (Diff N) regular Water Crystals.
          Mantle onto the rim.
          Crouch and move carefully along the rim, edging slowing so that you just drop off the edge to the floor.
          With practice, you can do this without taking any damage.
          
          The Watcher can often see you when under water.
          If you have done this before cleaning ,
            he would summon one of the Combat Bots from next door.
          That is why we come here after .
          
          If the Watcher hasn’t seen you, make sure he does.
          He will open a Cubby for you.
          
          Climb back up the girder again.
          Move carefully towards the end of the second girder segment.
          A Sawblade Sentry is sitting inside a Cubby, which is now opened.
          If he is still actively facing outwards (East), wait till he turns his head back inwards (South) to sleep.
          
          Move all the way up to the Cubby.
          Stay on the second girder segment so that he will not be directly facing you.
          Quick save. 
          Stuff 2 Frogbeast Eggs into his Cubby.
          Step back along the second girder to keep some distance.
          Toss a Flare inside.
        
        
          Now time to leave.
          You can leave via the North (into the ),
            but I would prefer jumping down to the Raised Area (retrieving your vine in mid flight).
          Leave via  back to .
          
          Congratulations!
          The whole Cathedral has been cleansed. 
          You have destroyed all the combat forces.
          All remains are the beeping Watchers, 
            the Mech Cherub and 
            Karras in his Chamber.
          
          Leave the Cathedral via the front doors of ,
            and the ending scene cuts in.