Thief II Prima Official EGuide
Thief II Prima Official EGuide
THIEF II:
U.S. $19.99 Can. $27.95 U.K. £12.99 Electronic Entertainment
Platform: PC
Howard A. Jones
Learn strategies to
become a master thief
In-depth walkthroughs
™
that reveal every objective
Information on getting
all the necessary loot
COMPLETE
Thief, Thief: The Dark Project, Thief II: The Metal Age
and the Looking Glass logo are trademarks of Looking
Glass Studios © 2000 Looking Glass Studios, Inc.
EIDOS, EIDOS INTERACTIVE, and the EIDOS
INTERACTIVE logo are registered trademarks of Eidos
Interactive, Inc. The ratings icon is trademark of the
Interactive Digital Software Association. All rights
reserved. All other trademarks are properties of their
respective owners.
The Prima Logo and Prima Publishing ®
are Registered Trademarks of Prima
Communications, Inc.
P R I M A ’ S O F F I C I A L
S T R A T E G Y G U I D E
Howard A.Jones
Prima Games
A Division of Prima Communications,Inc.
© 2000 by Prima Publishing. All rights reserved. No part of this book may be reproduced or trans-
mitted in any form or by any means, electronic or mechanical, including photocopying, recording,
or by any information storage or retrieval system without written permission from Prima Publishing,
except for the inclusion of quotations in a review.
Thief, Thief: The Dark Project, Thief II: The Metal Age and the Looking Glass logo are trademarks of
Looking Glass Studios © 2000 Looking Glass Studios, Inc. EIDOS, EIDOS INTERACTIVE, and the
EIDOS INTERACTIVE logo are registered trademarks of Eidos Interactive, Inc. The ratings icon is a
trademark of the Interactive Digital Software Association. All rights reserved. All other trademarks
are properties of their respective owners.
All products and characters mentioned in this book are trademarks of their respective companies.
Important:
Prima Publishing has made every effort to determine that the information contained in this book is
accurate. However, the publisher makes no warranty, either expressed or implied, as to the accuracy,
effectiveness, or completeness of the material in this book; nor does the publisher assume liability
for damages, either incidental or consequential, that may result from using the information in this
book. The publisher cannot provide information regarding game play, hints and strategies, or prob-
lems with hardware or software. Questions should be directed to the support numbers provided by
the game and device manufacturers in their documentation. Some game tricks require precise
timing and may require repeated attempts before the desired result is achieved.
ISBN: 0-7615-2618-8
Library of Congress Catalog Card Number: 99-69635
Printed in the United States of America
ii primagames.com
Acknowledgements
Contents
Writing this book in a timely fashion would have been impossible without the
assistance of a large number of people at Eidos and Looking Glass who
supplied me with tips, help, cheats, and maps. You were always courteous and
ready to assist despite your hectic schedules. My sincere thanks to you all!
Matt Knoles
James Poole
Tim Stellmach
Mike McHale
Steve Pearsall
Lulu Lamer
Michael Steinkrauss & the Looking Glass Testers
Chris Lovenguth, Ron Lauron, & the Eidos Testers
David Skreiner
I'd also like to thank Michelle Medley for choosing me for such a neat
project, Michael Littlefield and Deana Shields for sharp eyes, and my wife
Shannon and son Darian for their patience and support.
Patch Information
The Thief II strategy guide was written based on an updated version of the
game. If you are running version 1.07 of Thief II, you will want to download
the Thief II patch to update the game. The version number is listed in the
lower right corner of the Autorun Panel, when the Thief II CD is first placed in
your CD drive. If you have autorun turned off, simply run the panel.exe
program on the CD to check the version number. If you need to download
the patch, connect to the internet, then go to the Start Menu, and click on
"Look for Updates", inside the Thief II \Web Sites folder.
Playthrough
The playthrough described in this strategy guide is based on the Expert diffi-
culty level, but you should be able to use it to get through the game at any
difficulty. However, some enemies will not be present, additional items will
be available, and item placement will be slightly different when playing on
the other difficulty levels.*
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Only when we are happy with the design documentation do we actually
Contents
start building out the levels. So for the first three or four months we are
working on the game we are basically just writing and reviewing design docu-
mentation.
Q: Certainly some of the appeal of Thief II stems from its roots in heroic
fantasy. It seems as though you found inspiration from some of the most
famous heroes of fantasy fiction—Fritz Leiber’s Fafhrd and the Gray
Mouser come to mind—but created a new hero with a richly envisioned
world rather than a pale imitation. What fantasy sources did you use for
inspiration? Likewise, do you think we may one day see novels or short
stories featuring Garrett’s exploits?
A: We were inspired by a lot of different sources, and naming them all would
be quite a task as we are all fans of fantasy fiction and games. You’ve named
two already; another important one would be Umberto Eco’s book The Name
of the Rose, which is an important inspiration for the world that Thief takes
place in.
There are already many short stories written by our fans posted on the
Internet (www.ttlg.com).
Q: Thief games look to be with us for some time to come. What can we
expect of Garrett in the future?
A: Garrett goes through some important personal growth leading to trans-
formation of his character and outlook on life in Thief II that helps to set the
stage for the next version of Thief. I don’t want to spoil the story of Thief II for
anyone who has yet to play it so I can’t go into the details of that.
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Contents
1 The Metal Age . . . . . . . . . . . . . . . . . . . . . . . . . 1
Setting the Stage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
The Cast of Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
A Note on Difficulty Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
How to Use This Book . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
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Invisibility Potions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Contents
Treasure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Silence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Shadows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Technology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
3 The Opposition . . . . . . . . . . . . . . . . . . . . . . . . 21
Human Enemies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Ordinary Folk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Guards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Bow Guards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Mechanists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Mechanist Priests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Mechanical Opposition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Mech-Workers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Mech Spider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Electric Eyes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Turrets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Mech-Guards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
The Undead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Zombies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Haunts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Apparitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Beasts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Apebeasts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Spiders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Tree Beast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
4 Strategy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
A Change inAttitude . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
YourAdvantages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Stealth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Surprise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Height . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Darkness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Thieving Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Risk vs.Reward . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Taking What is Offered . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
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5 Running Interference . . . . . . . . . . . . . . . . . . 43
Mission Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Normal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Hard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Expert . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
The First Floor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
The West Wing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
The East Wing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
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7
Contents
Framed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Mission Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Normal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Hard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Expert . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
The Way In . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
8 Ambush. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Mission Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Normal and Hard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Expert . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
On the Run . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Shalebridge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
9 Eavesdropping . . . . . . . . . . . . . . . . . . . . . . . 111
Mission Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Normal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Hard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Expert . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
The Meeting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Looting the Mechanists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Copying the Key . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
A Final Surprise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
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11 Blackmail. . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
Mission Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
Normal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
Hard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
Expert . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
The First Floor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
The Second Floor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
The Third Floor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
Secrets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
The Torture Chamber and the Golden Skull . . . . . . . . . . . . . . . . . . 159
12 Courier. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
Mission Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
Normal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
Hard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
Expert . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
Following Lieutenant Mosely . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163
Following the Pagan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167
TheAmbush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
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14 Life of the Party. . . . . . . . . . . . . . . . . . . . . . 185
Contents
Mission Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
Normal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
Hard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
Expert . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
The Road There . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
Angelwatch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204
Safe Return . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 218
16 Kidnap. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 243
Mission Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244
Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244
Normal and Hard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244
Expert . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244
Bonus Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244
The Base Camp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245
The Lost City . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248
Site 5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 253
The Way Out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 258
The Other Sites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 263
Site 6 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 263
Site 7 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 264
primagames.com xi
P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
18 Masks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 279
Mission Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 280
Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 280
Normal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 280
Hard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 280
Expert . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 280
Return to the Manor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 280
The Cultivator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 284
xii primagames.com
1
2 primagames.com
Chapter
primagames.com 3
P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
4 primagames.com
2
TheTools
of theTrade
P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
Weaponry
Although a good thief exercises his wits more than his muscles, there comes
a time when a good weapon is all that stands between him and feeding the
crows. If you’re cautious, you won’t have to defend yourself often, but you will
certainly need to use your weapons sometime. Choosing the right weapon
for the job is how you stay alive to pull in more loot from the unsuspecting.
The Sword
A couple of feet of cold, hard steel may feel good in your hands, but the
sword is seldom the weapon of choice. Most of the human opponents you
face are better swordsmen than you.
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Chapter
Backstabbing with the sword, though—now there’s a skill worth having. If
you backstab an unsuspecting enemy (or shoot one with an arrow) you get
the ambush bonus for damage. Your attack does five times the normal
amount of damage, usually resulting in a quick kill.
2
In some rare instances it’s possible to smash open a lock with your sword
The Blackjack
The blackjack, or sap, is a true thief’s weapon. It’s a small, weighted club that
can be swung much like a hammer. The blackjack is extremely effective
against all enemies except the undead. A single swing of this weapon is likely
to knock most foes senseless (foes who don’t see you coming and aren’t on
the alert, that is). If you get in a good, solid hit with the blackjack while your
victim cannot see you, then he or she should fall unconscious, even if your foe
is searching for you. An enemy on full alert can be knocked out if blinded by
a flash bomb.
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P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
Two blackjack techniques worth noting: You can hold the attack button
down to raise the blackjack, and wait in the shadows until your enemy comes
within striking distance. Let go of attack and aim for the head before he
notices you to score a knockout. You can also click to swing, then step
forward into your foe, which increases your chance of hitting someone
moving, especially before they hear you coming.
The Bow
The bow is the most versatile weapon available, probably the one you’ll use
most. You can strike from any distance and kill or disable enemies quickly and
effectively from hiding, often without revealing your location.
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Chapter
sword strike, but its usefulness both from range and from cover makes it an
ideal default weapon for the careful thief.
Water Arrows
2
Fire Arrows
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P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
against zombies as well as living targets. They can also be used to relight
torches that have been extinguished. Needless to say, don’t stand close
when you fire them, or you’re liable to explode yourself.
Moss Arrows
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Chapter
The gas arrow is one of the most effective weapons at your disposal, albeit
scarce and expensive. When this weapon strikes a target, it sends forth a
small cloud of knockout gas that incapacitates any living creature it strikes.
One of the major benefits is that it incapacitates foes without killing them.
2
With practice, it’s possible to knock out several enemies with a single arrow,
TIP U s e t h e g a s a r r o w s s p a r i n g ly. T h e y a r e h a r d
t o f i n d a n d e a s y t o w a s t e. B e s u r e o f yo u r s h o t b e f o r e
yo u l e t f ly.
Rope Arrows
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P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
TIP U n l i k e o t h e r a r r o w s, r o p e a n d v i n e a r r o w s
c a n b e r e u s e d . I f yo u h a v e f i r e d a r o p e a r r o w a n d
n o l o n g e r n e e d i t wh e r e i t i s, s i m p ly r i g h t - c l i c k
wh e n t h e a r r o w i s h i g h l i g h t e d t o r e t u r n i t t o yo u r
i n v e n t o r y.
Noisemaker Arrows
Flash Bombs
When you need to create a real distraction and want to do more than just get
the guards to turn their backs, flash bombs are the way to go. These devices
explode, causing no damage but creating a blinding white light. Anything
with eyes that sees the flash is blinded and disoriented for a few seconds,
allowing you the chance to move in for the kill or to get away quickly. You must
throw them right at the target’s feet. Flash bombs also can be used to kill off
the undead, but you must strike with two flash bombs in quick succession.
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Chapter
Explosive Mines
Fig. 2-11. Mines create incredi-
ble havoc. Remember where
you put them, or you’ll wind up
killing yourself with your own
trap.
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P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
Gas Mines
Fig. 2-12. Gas mines have the
same basic effect as gas
arrows, but they can be left
for guards to set off while you
run to safety.
Flash Mines
Flash mines are similar to flash bombs, wonderful for dropping in the path of
pursuing guards. When they set off the flash mine, the guards are blinded
and disoriented for a few moments, giving you a chance to knock them out.
Frogbeast Eggs
Later in the game you get access to frogbeast eggs. When thrown, the eggs
will spawn frogbeasts that chase and attack your enemies, including the
mech-guards. Throw them into a large group of enemies and watch the
mayhem ensue. Better yet, when the frogbeast eggs are used to kill an
enemy, the player isnít blamed for the kill, which is especially useful on the
Expert difficulty level.
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Chapter
Keys,Potions,and Other 2
Helpful Things
Lockpicks
Fig. 2-13. Lockpicks allow you
to open doors and chests that
would otherwise keep their
secrets from you.
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P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
it takes time to pick a lock, and the more time it takes, the more chance you
have of being discovered. Second, lockpicks make noise, which also attracts
attention. Still, they’re much quieter than hacking down doors.
TIP I f o n e o f yo u r l o c k p i c k s i s n ’t w o r k i n g , t r y
the other one or even alternate between them two
t i m e s. O f t e n , b o t h a r e n e e d e d t o o p e n a l o c k .
Mechanical Eye
Garrett starts the game equipped with a mechanical eye. Don’t neglect this
useful item, because you can use it to zoom in to take a closer look at distant
enemies. Don’t forget to zoom back out and reset your view to normal before
moving, or your perspective will be a little strange. The zoom feature cannot
be used while the bow is selected, unless Bow Zoom is turned off in the
Game Options.
Scouting Orb
Garrett usually has at least one scouting orb in his possession, and often finds
more on his adventures. The orb is best used to toss around a corner or up a
flight of stairs. Once the orb lands, Garrett can see out of the scouting orb
and survey what lies ahead. When you’re done using it, left-click to return to
the normal view, and consider picking it up, because it is reusable.
Flares
Flares are handy little devices you can use to light up dark areas for a better
look. Flares can be carried and thrown, but they only stay lit for about 15
seconds. Flares can be used to re-light torches, and can also be used to blow
up the red explosive barrels. To do so, just throw the flare towards the top of
the torch or barrel.
Healing Potions
Try as you might to remain unscathed, you’ll nevertheless take some damage
during the course of your adventures. Whether it comes from the attacks of
guards or simply a fall that was a little too high, you will be hurt and want to
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Chapter
heal yourself. That’s the purpose of the small flasks of healing potions. When
downed, these potions restore several hit points, enabling you to endure
more punishment the next time. 2
Air Potions
Long swims are dangerous. When your air runs out, you drown. Air potions,
also called breath potions, solve this problem. When your air is running low,
you can take an air potion to fill up your lungs with air again and continue to
swim. These potions aren’t common, but they are good to have for any
mission that features a lot of swimming.
Speed Potions
For the fastest of fast getaways, nothing beats a speed potion. Quaffing this
magical elixir makes you much faster than you are normally. In general, save
these potions for times when you need to move quickly and want to outpace
your pursuing enemies; they are very expensive.
Slowfall Potions
If you drink a slowfall potion you can drop from heights that would normally
kill or injure you and land safely.
Invisibility Potions
Drinking an invisibility potion briefly (for about 5 seconds) renders you, you
guessed it, invisible. Keep in mind that while your enemies can't see you
while you're invisible, they can still hear you. Still, it's great for sneaking past
areas crawling with the enemies or to get out of ambushes.
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P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
Treasure
Fig. 2-14. Treasure doesn’t
always come in the form of
gold. These three chalices are
each worth a few gold pieces.
Silence
Despite the effectiveness of your various weapons, silence is truly golden to
a thief. By being quiet, you can make your way past guards who are otherwise
diligent in their duties. Silence is the watchword of the careful thief. You must
be constantly aware of the noise you’re making and the proximity of your
enemies. Too much noise, or any noise at all when guards or enemies are
close by, will get you caught.
Just as important as preventing yourself from being discovered, keeping
quiet allows you to hear what is going on around you. Creatures and guards
make noise as they walk their patrols. Guards whistle and hum to themselves,
machines whine, and Mechanists mumble their chants. All of them make
noise with their footfalls as they move back and forth. If you aren’t making any
noise, you’ll be able to pick up on the sounds around you. By being aware of
your environment, you give yourself a better chance to succeed and limit
your chances of being discovered and attacked.
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Chapter
Shadows
Combined with silence, shadows are probably your most useful tool. Hide
yourself in shadows to become almost completely invisible to your enemies.
Many times, they can walk right next to you and, thanks to your abilities, be
completely unaware of your presence. Using shadows is often the only way to
get from one place to another without being discovered.
Remember that shadows are only as useful as you allow them to be.
Moving through them makes you more visible than standing still, and having
a weapon drawn often negates the hiding power of the shadows. Keep your
eye on the visibility meter at the bottom center of your screen. When it’s dark,
so are you, and when it’s brightly lit, you are as well. Stay near walls and
corners as much as possible because you’re much less visible there.
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P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
TIP C r o u c h i n g w i l l h e l p yo u h i d e a s w e l l . W h e n
c r o u c h i n g , yo u r l i g h t g e m w i l l s h o w t h a t yo u a r e l e s s
v i s i b l e, a n d yo u í l l a l s o m a k e l e s s n o i s e i f yo u m o v e
wh i l e c r o u c h i n g .
Technology
You can give Garrett a few added advantages by taking some extra meas-
ures. If your monitor has a brightness control, by all means, brighten the
screen so you can better see your surroundings, even if you have already
increased the brightness (gamma) level within the game. Just be careful of
setting the brightness too high, the shadows and graphics overall will tend to
wash out. For those of you fortunate enough to have a computer with
speakers with adjustable volume, cranking the volume can be extremely
useful while hiding and waiting for guards to come past—perhaps the very
guard carrying the key you need—so that you can tell when they are coming
into range, or how far away they are, or simply whether or not there’s anything
moving close by. The “readme” file included with the game contains lots of
useful information for fully optimizing your graphic and sound settings to
create the most immersive Thief experience imaginable.
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3
The
Opposition
P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
Human Enemies
The bulk of your enemies are as human as you are. And the bulk of them carry
weapons. They may not be as adept at sneaking and running as you are, but
if you should go toe-to-toe with them, watch out. In some missions, when
you’re spotted by a guard the jig is up, and you might as well restart from your
last save point. Learn how to sneak past these fellows, and learn to think
defensively.
Ordinary Folk
Fig. 3-1. The noblewoman runs
after seeing you and shouts
loudly for help.
Guards
Generally speaking, guards are about what you would expect of hired swords.
They are diligent about making their rounds and protecting their charges but
aren’t necessarily willing to go out of their way to put their lives in danger. If
threatened, they won’t hesitate to kill an unwary thief, and, if wounded, they
are quick to bring in backup and shout for help.
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Chapter
The Opposition
you encounter in Thief II,
guards can be dispatched
with a single shot, sword
thrust, or swing of a blackjack
as long as they are caught
unawares. If they see you
coming, it will take a few
arrows to the vitals or hits with
a sword to dispose of them.
Up close, they are deadly.
Note Yo u m a y e n c o u n t e r g u a r d s t h a t h a v e l a r g e r
h e l m e t s w i t h f a c e p l a t e s, i n c l u d i n g o n e o f C a v a d o r ’s
b o dy g u a r d s. Yo u w i l l b e u n a b l e t o b l a c k j a c k t h e s e
guards and must find some other method to take
them out.
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P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
Bow Guards
Fig. 3-3. A Mechanist with a
crossbow searches for
someone to shoot.
Note G o r m a n Tr u a r t ' s p o l i c e f o r c e, t h e C i t y
Wa t c h , a r e d r e s s e d i n b l u e u n i f o r m s b u t p e r f o r m t h e
same behavior patterns as the normal sword and bow
g u a r d s.
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Chapter
Mechanists
3
Fig. 3-4. Two Mechanists
The Opposition
slumber in the hall after an
encounter with your gas
arrow.
Caution M i d w a y t h r o u g h t h e g a m e yo u s t a r t
e n c o u n t e r i n g m a s k e d M e c h a n i s t g u a r d s. T h e i r
h e l m e t s a r e t h i c k e r, a n d t h e y h a v e a n e c k g u a r d ,
making it impossible to knock them out. They must
b e r e n d e r e d u n c o n s c i o u s w i t h g a s, k i l l e d , o r a v o i d e d
a l t o g e t h e r.
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P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
Mechanist Priests
Fig. 3-5. A Mechanist priestess
readies an attack.
Mechanical Opposition
Before too many missions go by you start to spot Mechanist contraptions,
and they’re always arrayed against you. As with all of your opposition,
sneaking past is usually the best option. Unfortunately, that isn’t always
possible.
Mech-Workers
These tubby little robots march back and forth, tending to menial cleaning
tasks and even more challenging duties—like providing music at Mechanist
functions. They never attack but will run and shout for help if they spot you.
26 primagames.com
Chapter
The Opposition
The workers only have
their hearing active unless
they become aware of your
presence. This means that
you can sneak by them in full
view, as long as you don’t
make any noise. Once you
make noise, the worker’s
vision turns on and it will be
able to see you. If you need to destroy a worker, the best solution is to fire a
water arrow into the boiler vent on the back of the robot. An explosive mine
or fire arrow is also quite effective. You can also beat on the poor little mech-
worker with your blackjack, and after several blows the worker will be
disabled. Once disabled, you can chop the worker up into pieces with your
sword, and then hide the evidence.
Mech Spider
Fig. 3-7. Beware of the Mech
Spider. It can be very deadly!
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P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
over the projectiles. A fire arrow will destroy the mech spider, but your best
option is to completely avoid them altogether.
Electric Eyes
Fig. 3-8. You’ll come to hate
the whir of electric eyes in
action and loathe the alarm
clamor when they decide
they’ve spotted something
amiss.
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Chapter
Turrets
3
Fig. 3-9. This turret can’t harm
The Opposition
you, because the electric eye
above it has just been blown
into tiny little pieces.
Mech-Guards
Fig. 3-10. If you must get
close to a mech-guard, do it
from behind.
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P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
it sees you. This can be done most effectively by shooting two water arrows
in the boiler vent at the back of the mech-guard. The first water arrow will
freeze the mech, the next arrow will completely disable it. A mine dropped in
its path can stop it cold. Two fire arrows will take them down, but if you’re
facing them it’s usually impossible to get off that second fire arrow before
they kill you. Once the mech-guard is disabled, you can hack it up into pieces
with your sword, and hide the evidence.
The Undead
It would be nice if the world consisted only of living opponents, but this
simply is not the case in Thief II. A few times you bump into the undead.
Because of the enchantment that renders them undead, these creatures are
immune to gas arrows, gas mines, blackjack, and broadhead arrow attacks. In
many cases special efforts must be taken to slay them quickly. Because of
this, you’ll be on the run from them more often than you’ll stand your ground
and fight them.
Zombies
You’re unlikely to face zombies unless you touch something in the necro-
mancer’s spire that you just shouldn’t be touching. Zombies are slow and
easy to fool but, once they spot a living creature, are completely set on killing
anything in their path. Hacking away with a sword or plunking them with
arrows does little to stop them or even slow them down.
The only really good thing about zombies is that they are slow. Even
those that have been alerted to the presence of an enemy are slow to act,
shambling behind their intended victim at a pace slower than your normal
rate of walking. Other than that, they are tough foes, and destroying them
requires a pair of fire arrows or flash bombs. Unless they are directly in your
path, they’re easier to avoid or run past, since it’s nearly impossible for them
to catch up with you.
Haunts
The unquiet corpses of slain Hammerites, haunts are disturbing in a number
of ways. Except for their skeletal appearance and tattered clothing, they
behave much like living creatures. When they hear a noise, they creep along,
hammer raised high, to look for its source. And when they spot an enemy,
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Chapter
they are quick to attack and nearly impossible to hide from. You won’t see a
lot of these undead beasts, and the few you do encounter will make you
happy they are so rare. 3
The Opposition
Fig. 3-11. A Hammerite Haunt
searches for you.
There is no upside to
fighting haunts. Like their
zombie brethren, haunts are
determined foes, unwilling
to break off attack until they
are destroyed. What’s worse,
they are fast and able to
keep up with even the
swiftest of thieves. While two
flash bombs will take them
out, two fire arrows will also
dispatch one of these foul
beasts.
Apparitions
Fig. 3-12. The ghost of Captain
Markham.
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P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
Beasts
A few of your enemies are more monstrous than the guards, Mechanists, and
undead....
Apebeasts
Fig. 3-13. Two apebeasts have
a fireside chat.
A horrifying combination of
human and ape, apebeasts
are without question one of
your deadliest foes. Quick to
anger, apebeasts are
cunning and vicious crea-
tures. When one of their
number has been slain, other
nearby apebeasts set up a
hideous wailing that often
brings more to the area. They are nimble and active foes, often leaping out
of the way of melee attacks only to jump in and strike with their sharp claws.
Some apebeasts are armed with tiny blowguns that pack quite a wallop.
You really don’t have much chance against them face to face. Kill them
from a distance, knock them out from behind, or run.
Spiders
Throughout your adventures, you will encounter some deadly greenish-white
jumping spiders.
When confronted, these creatures jump into the air and attack from
behind. They pack a vicious bite and can be difficult to kill off. When
surprised, they go down easily, and if you press your attack, you can gener-
ally hack them apart with your sword before they get a chance to retaliate. An
amusing tactic is to jump over the spider and then attack while it is disori-
ented. Additionally, these spiders aren’t fast, and if you run past them you
should be able to outdistance them.
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Chapter
The Opposition
There is also a rare giant
spider that you may en-
counter. You must dispatch
this spider quickly with arrows
or run away before it gets too
close or pay the conse-
quences!
Tree Beast
You only face the tree beasts in one mission, and that's fortunate, because
they're deadly. It is possible to blow one to pieces with a fire arrow. But while
you're drawing a bead, other nearby tree beasts may be rushing you,
because tree beasts travel in groups. You should simply run away, and the
chapter describing the mission in which you face them provides details on
where to run to avoid them completely.
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P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
34 primagames.com
4
Strategy
P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
A Change inAttitude
First-person-perspective games are usually slaughterfests. Your objective is
to rush forward and kill everything in your path. Anyone who approaches
Thief II: The Metal Age with that mindset is going to find his or her career as
a thief to be a short and painful one.
36 primagames.com
Chapter
YourAdvantages
4
Fig. 4-2. Stealth is your
Strategy
greatest advantage. When you
must attack, do it quickly and
while your enemy’s back is
turned.
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P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
38 primagames.com
Chapter
actively looking for you—or worse, actively charging or attacking—generally
takes several hits to kill and will be more likely to kill you. When you feel the
need, hit from behind and move carefully to avoid arousing your enemy’s
attention. If you must attack head-on, keep those flash bombs, gas arrows,
4
and fire arrows handy.
Strategy
Fig. 4-5. There’s little hope of
sneaking up on a spider. If one
bars your way, it’s time to
draw your sword.
TIP M o s t o f t h e t i m e, yo u g e t o n ly o n e c h a n c e t o
a t t a c k w i t h s u r p r i s e. M a k e t h a t f i r s t s h o t c o u n t .
When several enemies lurk in the same area, hitting
o n e w i l l a l e r t t h e o t h e r s t h a t yo u ’r e t h e r e.
Height
Rope and vine arrows are more than simply a tool for climbing up to hard-to-
reach places. One of the real benefits is that they allow you to get above your
enemies. Whenever you can, attack from above.
Most of the time, enemies alerted to your presence by an attack or noise
look on the same level they’re on. They don’t tend to look up. Because of this,
even alerted enemies are easy to kill by sniping. Hunt as they will, they won’t
find you. They won’t even notice a rope from a rope arrow.
Another advantage of attacking from high up is that some enemies can’t
hit you from a distance. Range is always important because it keeps you out
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P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
of immediate harm’s way and gives you a chance to dodge, but height often
prevents your enemies from retaliating at all.
Darkness
Darkness aids in several important ways. Staying in the shadows and using
your ability to hide keeps you out of almost as many fights as moving quietly.
If enemies hear you but can’t see you, there is no way they can attack. Stick
to the shadows as much as possible, even when there are no apparent
enemies around.
Thieving Tactics
Skillful theft, not combat, is the main goal of Thief II. In most of your missions,
you are required not only to achieve some major objectives but also to steal
other items of worth. Even when you’ve met your goals in terms of your
objectives, grabbing additional loot is always worthwhile. The more money
you can collect, the more you can equip yourself for the subsequent mission.
Often, all that stands between having an extra healing potion in the next
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mission and having to go without is loot worth only 50 gold in treasure.
Remember that any loot not spent directly after a mission doesn’t carry over.
Risk vs.Reward
4
You must always balance the risk of stealing something against the reward of
Strategy
having it. Having to go through several guards to nab a treasure worth a few
dozen gold pieces is probably more trouble than it’s worth. On the other
hand, finding an opportune moment to slip inside a room to nab a few
hundred gold is well worth the effort.
There is no hard-and-fast
rule for taking risks or
stealing treasure. What is
simple for one person is risky
and difficult for another. In
any case, before attempting
to gain a particularly difficult
prize, consider whether you
need it. Also, if you aren’t
sure of your ability to steal a
treasure, save your position
before your attempt.
Taking What is Offered
The idea of treasure is all in the mind of the thief. While stacks of coins or
gems are easily recognized as treasure, you can also steal goods like rare
bottles of wine or well-crafted cups. These items count as treasure also. Don’t
hesitate to pick something up just because it doesn’t look like a gem or a
gold candlestick.
Also, on all your missions you’ll find supplies like various arrows, health
potions, mines, and flash bombs. These are just as much treasure as gold. An
extra flash bomb or two can get you through some difficult areas, as can a gas
arrow or a mine. Having a few extra broadhead arrows gives you the chance
to knock off extra guards or enemies. Other items, like water arrows and fire
arrows, have multiple uses and should not be passed up when spotted.
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P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
Personal preference and experience will dictate a lot of what you bring
with you on your missions. Also, you will naturally be limited by the amount
of money you have. Here are a few good rules for equipping yourself:
➤ Save often. The walkthroughs let you know when difficult passages are
coming up, but you should make a habit of saving before and after every
challenge so you don’t have to retrace your steps.
➤ If you start with a couple of healing potions, you probably don’t need to
buy additional ones. Try to carry at least two on every mission.
➤ You shouldn’t need more than a couple of rope or vine arrows on any
mission, especially since you can reuse them.
➤ Gas arrows and gas mines are expensive, but if you use them carefully,
you can knock out several enemies at once. Buy them when you have the
money and the opportunity.
➤ Flash bombs are the only way to kill ghosts and are absolutely vital when
you’re discovered by guards. If you don’t want to have to restart a lot,
plan on using plenty of flash bombs.
➤ If you don’t have gas arrows, fire arrows are a good substitute. They do
tremendous damage and hurt anything in their blast radius.
➤ If you can’t think of something to buy, consider additional broadhead
arrows. Most enemies will take multiple hits if alerted, and an extra 10
arrows can mean the difference between getting through and getting
killed.
➤ Because loot is only carried over directly after a mission, and power-ups
(any weapons or gadgets you buy before or find during the mission) do
not carry over, feel free to spend as much as you can and use your power-
ups where needed.
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5
Running
Interference
P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
UN F O R TUNAT E L Y, N O T E V E R Y O N E I S A S
COMMITTED TO THEIR WORK AS I AM.
Mission Summary
Basso, an old associate of Garrett’s, has fallen for Lady Rumford’s chamber-
maid, Jennivere. Unfortunately, Jennivere wouldn’t be an indentured servant
anymore if she got married, so her employer, Lady Rumford, has locked her
away in the estate. Your job is to clear the way for Basso to rescue his lady fair
and grab some loot while you’re there. Jennivere doesn’t want anyone killed
on her account, so you must tread lightly.
Obstacles: Guards.
Supplies: On the first mission, you have only default supplies and can’t
buy any extra.
Objectives
Normal
➤ Get Basso and Jennivere out of the mansion together.
➤ Give Basso the signal.
➤ Don’t kill anyone.
Hard
The hard objectives are the same as the normal objectives, except that you
must get 300 worth of loot.
Expert
The expert objectives are the same as the normal objectives except for the
following:
➤ Get 600 loot, including 200 in gems.
➤ Score at least 8 knockouts.
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Running Interference
Fig. 5-1. Basso has unlocked
the side door for you.
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Chapter
A secret panel opens, giving you access to a healing potion, another flash
bomb, a flare, and a bag of gold. Now you’re ready to tackle the guards. Get
your blackjack ready in one hand and select a flash bomb. 5
Running Interference
Fig. 5-4. Toss a flash bomb
between the guards.
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P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
room on the east side of the kitchen, then take a look at the wine rack inside.
There are three gold bottles of wine, each worth 20 gold pieces. A speed
potion is hidden in the bottom right side of the wine rack, in one of the trian-
gular shaped holes. It’s hard to spot. Snag those and then leave the wine
cellar through the narrow hallway to the north of it that looks like it dead-
ends. It actually ends in a dumbwaiter.
You can hear a guard as you approach the dumbwaiter, but relax, he’s on
the floor above. Crouch to enter the dumbwaiter, then turn around so that
you can flick the switch that activates it.
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Ignore the door to the plumbing room and keep going.
Running Interference
Fig. 5-8. There’s gold on the
bedside table in the house-
keeper’s quarters.
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Running Interference
At the head of the stairs, a
guard patrols north/south
along the darkened hall.
Wait for him to turn his back,
then knock him out as he
heads north. Be warned—
these wooden floors make
more noise when you walk
on them than the floors downstairs. The guard carries a bag of gold. Dump
him in a dark corner and move north. There’s no loot in either of the first two
doors to the west. The music room is across from the lamp farther north up
the hall, though, and within it is a stack of gold on one table and a flute worth
50 gold on another table. There’s also a harp that makes a loud twang if you
pluck it.
Now return to the steel door at the south end of the hall. The key you
picked off the fellow courtesy of the dumbwaiter opens it for you.
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There’s a suite of rooms at the top of the stairs. Go through the door to
the west, which opens into a bedroom. Under the small table in the northeast
corner is a switch. Crouch down to right-click it and a secret panel opens
above the bed. Stand up to pull forth an expensive bracelet. Now look on the
dresser to find a key.
Save the game, because this move can be difficult to pull off. Wait for the
patrolling guard to head into the distance, then step out onto the balcony
and jump up and down until the guards stationed to either side notice you.
Run back inside, turn, and, when they rush in, throw your flash bomb at their
feet. Knock them out, take their keys, and drag them into the shadows. Now
wait for the guard below to pass the doors, then move down the west ramp
and knock him out from behind. Try to time it so he’s near the end of the ramp
when you run down, or he’s liable to hear you. He too has a key, and it opens
the main gates. In the middle of the sward in front of the gate is a tray with
some cheese and a gold goblet and dish.
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Head back inside and look at the right side of the fireplace mantle. Climb
up and look to the right. There is a tiny, tiny hole in which you can see some-
thing gold. Take it—you’ve just achieved an unlisted objective, and now you
have two wedding rings for Basso and Jennivere.
5
Running Interference
The East Wing
Fig. 5-12. Hide in the shadows
near the stairs.
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6
Shipping
and Receiving
P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
WA S N ’ T T H AT L O N G A G O T H AT I WA S P L A N N I N G
O N MY R E T I R E M E N T. N O W T H E O N L Y T H I N G
T H AT ’ S G E T T I N G R E T I R E D I S MY S TA N DA R D S .
Mission Summary
With business slow thanks to Sheriff Truart, Garrett’s short on cash and can’t
afford to pay his rent. His best option is to head to the docks, where there are
few guards, plenty of shadows, and lots of well-stocked warehouses. A smug-
gling operation might yield some additional profits.
Garrett must break into the main office of building A, where there’s a
Mechanist device that opens each of building A’s warehouse bay doors.
There’s enough loot in the bays and offices to fill Garrett’s needs, but some
valuable spice being unloaded from a ship along the docks is also worth a
look.
Obstacles: The warehouse guards. Stick to the shadows. Knock out as
many as you can: the fewer guards that are wandering about, the less chance
there is for discovery.
Supplies: While there are a few torches for which you’ll need water
arrows, you need to have moss arrows more than anything else. The loot tip
tells you where the best loot can be found, but the following pages do that,
so you can save your money.
Objectives
Normal
➤ Break into the main office of building A.
➤ Steal 500 loot.
➤ Get back to the crate where you started.
Hard
➤ Find a shipping label and redirect Gilver’s big shipment.
➤ Steal 650 loot.
➤ Don’t kill any innocents (warehouse workers).
➤ Get back to the crate where you started.
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Chapter
Expert
➤ Find a shipping label and redirect Gilver’s big shipment.
➤ Find 5 bags of spice.
6
➤ Steal 850 worth of loot.
Building A
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When the mission starts you’re atop a crate in the northwest corner of
building A. One guard stands near the main entrance at the north and
another walks back and forth in front. Naturally this isn’t the way you need to
go in.
6
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P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
Near the warehouse is a little shed with a door. You won’t be able to open
it yet, but take note. This is the first of three of these sheds placed around the
perimeter of building A.
Note K e e p yo u r e ye s s h a r p. T h e r e a r e o t h e r
guards patrolling the perimeter of Building A, and
t h e r e ' s n o t e l l i n g wh e n t h e y m i g h t t u r n u p. S t i c k t o
t h e s h a d o w s. I f yo u g e t t h e c h a n c e, k n o c k t h e m o u t .
Once these guards are dreaming in some dark corner, head to the back
entrance. You arrive in time to hear an archer guard talking with a laborer
named Dante, and they’re both complaining about the way the factories are
stinking up the town. Stick to the shadows and blackjack them when you can,
then keep an eye sharp for a guard who patrols in and out of the stairwell
inside.
At the top of the stairs a door leads into the main office, where the key to
building A sits on a counter. Unfortunately, when you're playing in Expert
mode there's also a guard standing here! He changes the way he faces every
few moments, so plan on opening the door, sneaking through at a crouch,
then hanging in the shadows and watching him until you get a chance to take
him out. Naturally you should pick up the key after you do so.
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Caution S t a y a l e r t wh e n yo u ' r e o n t h e e a s t
and west sides of building A, because archer guards
patrol the catwalk on both the east and west sides!
It's easier to avoid these two then to take them out.
Bay 0624
A shelf stands against the far wall of this bay, and it holds a healing potion, a
slow fall potion, and an invisibility potion.
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Bay 7732
Bay 6937
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P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
Walk over to the elevator and look up. If you aim a broadhead arrow care-
fully you can hit the button to send the elevator to your level. Once it
descends, select the control button to send you to the second floor.
Bay 0928
This is the warehouse closest to the office and the location of the Addonizio
crystals you read about in the mail. One sits on top of the shelf, accessible via
the stairs, and the other rests on a lower shelf. There are some gold specta-
cles atop a piece of paper in the office at the top of the stairs.
Bay 0266
These are the digs of Lucky Selentura, who’s about to be evicted. Looks like
he was running a gambling ring out of his warehouse. Ten gold pieces sit on
the table. In the room in the right corner is a gold candlestick by the bed.
Note S o u t h o f L u c k y ’s w a r e h o u s e, t w o l a b o r e r s
d i s c u s s t h e a r r i v a l o f t h e s m u g g l e r ’s s h i p c a r r y i n g
s p i c e s. D o n ’t c r e e p t o o c l o s e t o t h e m , o r t h e y r u n i n
d i f f e r e n t d i r e c t i o n s, s h o u t i n g f o r h e l p. Wa i t u n t i l
t h e w o m a n d e p a r t s, t h e n k n o c k o u t t h e m a n a n d l e a v e
h i m i n t h e s h a d o w s.
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There's a cashbox hidden on top of the shelves to the north, and inside it is
the key that opens the safe near his bed. The best way to get to the cashbox
is to take a running jump to climb the dividing wall to the west, then climb
from it to the shelves. It may take a few tries, so be patient. Some lucky gold
6
dice are hidden in the safe.
Bay 7933
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P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
worth 100 gold pieces! Step on the elevator platform in the corner of the
warehouse. Right-click the top button of the control panel beside it and ride
it to the top. Most of the second floor is loaded with shipping crates. If you
climb up onto them and work your way to the back you can spot two chests
you can lockpick, and both contain gold. Along a set of shelves is a collection
of snazzy plates that are all worth picking up.
Bay 5188
This warehouse looks like a recording studio, of all things. There's a strange
mechanical lock that you can't pick guarding the door, but some fool's left
the gear that opens it on the right side above the control panel. Inside the
sound room is a silver flute and a valuable recording (the cylindrical thing).
Bay 6013
This is the home base for Mynell steaks, maker of the best steaks in the city,
and Garrett is hoping to find the secret Mynell recipe. What he finds instead
is a cage holding a giant spider. Three smaller spiders frolic near some boxes.
Run to the boxes and climb up, then shoot the tiny spiders with broad-
head arrows and collect the statue near their corpses.
There’s a gem in the cage with the giant spider. Shoot through the bars to
kill it, then open the gate and grab the loot.
Note I f yo u ' r e p l a y i n g o n n o r m a l , t h e k e y t o t h e
s a f e i s i n a c a s h b ox i n t h e c a g e w i t h t h e g i a n t s p i d e r.
The south elevator in the room leads up to a room where there are some
dead spiders held in storage—one smaller spider hides on a shelf up top.
There doesn’t seem to be anything else in here but some deer legs kept on
ice near the spider corpses, but if you press the button on the wall by the
door, a key drops down. Pick it up.
The only way out is to scale to the top of the room and up through one of
the vents that opened up top when you pressed the button. Once you're on
top, crouch low and drop back outside the meat locker.
The north elevator contains a safe with the Mynell secret recipe, and you
need the key from the meat locker to get it. Not that you’d ever want to use
it yourself. Yuck.
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Bay 0590
The swiftest way to the last two bays is right outside the front north door.
Remember, though, that there’s a guard in front of it and another walking
back and forth. You need to knock both out or approach from the other direc-
6
tion. It’s best to sneak around outside the building and knock out the pacing
Building B
Return to the seond floor of Building A, and refer to your map. You want to
take the south hall, which leads to the foot of some stairs.
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At the top of the stairs is a drop to your left, an elevator to your right, and
a dead end straight ahead. A bizarre golden head hangs from the ceiling—a
device installed by the Mechanists, and the first electric eye you encounter.
You can't shut it off, but you can make it virtually useless by dousing the lamp
to either side of it. This plunges the hall into darkness and makes you virtually
invisible while you open the doors at the hall's end. The door on the right
opens on an empty conference room (empty save for a few coins on the
table!). The one on the left opens on President Rampone's office..
The President’s Office
Inside is a desk with a ledger, wherein the president has written that all of
building B has been handed over to the Mechanists. Though he is being well
paid by the Mechanists, Rampone can’t help feeling that he doesn’t have
much of a say about what happens on his own property anymore. More
important to you immediately, though, is the bookcase. Look carefully near
its left end and a book becomes obvious as a trigger mechanism. Right-click
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P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
it. A hidden door opens onto a room with a candlestick worth 50 gold. If
you’ve followed the walkthrough, you’ve met your second objective and
accumulated more than 850 gold. Now you need only find the spice and get
back out without killing anyone.
Head to the end and take a look at the fellows walking back and forth
from the ship into the warehouse. Smugglers! Now go to the skylight closest
to the ship and smash it open with your sword. Fire a moss arrow onto the
crate below and drop through.
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Drop down from the crates and head for the orange door. The key to
building B opens it, but wait a moment before leaving.
There are a number of guards to deal with near the docks. Two patrol the
buildings parimeter (one on the west and one on the east) and the other
stands sentry at the entrance to the cargo hold. You can sneak up behind him
by opening the small door he stands to the left of, courtesy of the key you got
from the warehouse bay. Taking out the other guard is a matter of waiting for
him to move into the shadows and then hitting him from behind.
Ti p D o n ’t m i s s o u t o n t h e M e c h a n i s t ’s a r t i f a c t
s t o r a g e b a y. E n t e r t h e n o r t h e r n m o s t o f f i c e o n t h e
w e s t s i d e o f t h e s e c o n d f l o o r, wh e r e t h e r e a r e l e v e r s
t h a t o p e n t h e b a ys. T h e r e a r e s o m e n i c e g o o d i e s
t u c k e d a w a y i n t h e a r t i f a c t b a y.
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The Spice
Once the two guards are out of the way, turn your attention to the two smug-
glers walking back and forth between the dock and the warehouse. You have
6
to sneak up on them carefully, as they’re more wary. Wait for them to enter the
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The crate on the deck has another bag of spice, along with two nasty
spiders, some apples, and a cucumber. It’s easiest to finish off the spiders by
stepping back and shooting them with arrows. Walk to the aft portion of the
ship, where a door leads to the captain’s quarters.
The captain’s quarters has the captain’s log and, more to the point, a
candlestick worth 25 gold. If you slash the captain’s banners in the corner, you
find a chest hidden behind both, and they contain gold.
Dash up to the poop deck, select the telescope, then spin the wheel, and
return to the captain’s cabin. A crate there has opened up, and there’s
another spice bag inside.
Once you have the spice, you’ve met all of your objectives. Head back to
the crate where you started, climb up to it, and you’re through! On to the next
mission.
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7
Framed
P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
I R E A L I Z E T H AT B R E A K I N G I N T O S H OA L S G AT E I S
L I K E L O O K I N G D O W N A BUR R I C K ’ S M OU T H W I T H
A L I T MAT C H , BU T I T W OU L D PAY M E E N OU G H T O
L AY L O W F O R A W H I L E , A N D I T D O E S N ’ T HUR T T O
B E G I V I N G T H E P O L I C E S O M E D I R T Y L AUN D R Y T O
DEAL WITH EITHER.
Mission Summary
Garrett’s been hired to make things difficult for a Lieutenant Hagen, Sheriff
Truart’s number two man. He’s to break into Shoalsgate station, headquarters
of the city watch, and frame Hagen for robbing the evidence vault.
Obstacles: Lots and lots of guards, and a few electric eyes.
Supplies: You need water arrows, moss arrows, and invisibility potions, if
you can afford them. Fortunately, plenty of all three are hidden in Shoalsgate
itself.
Objectives
Normal
➤ Don’t KO or kill more than five guards.
➤ Obtain an item of evidence (handkerchief) useful for framing the lieu-
tenant.
➤ Leave the evidence (handkerchief) in the third-floor vault room.
➤ Steal the strongbox (money box) and leave it in the lieutenant’s room.
➤ Escape from Shoalsgate.
Hard
➤ Don’t let the guards sound the alarm.
➤ Don’t KO or kill more than two guards.
➤ Obtain an item of evidence (handkerchief) useful for framing the lieu-
tenant.
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➤ Leave the evidence (handkerchief) in the third-floor vault room.
➤ Steal the strongbox (money box) and leave it in the lieutenant’s room.
➤ Escape from Shoalsgate. 7
Expert
Framed
➤ Don’t let the guards sound the alarm.
➤ Don’t KO or kill anyone.
➤ Obtain an item of evidence (handkerchief) useful for framing the lieu-
tenant.
➤ Leave the evidence (handkerchief) in the third-floor vault room.
➤ Steal the strongbox (money box) and leave it in the lieutenant’s room.
➤ Escape from Shoalsgate.
The Way In
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Framed
Grab the air potion
(there is no air potion on
Expert) and open the hatch
by selecting the wheeled
lever to its north, then climb
up and drop inside. Swim
down and east. You come to
an underwater chamber with
a pipe leading north. Surface
to gulp all the air you can,
because you need it. Swim north. Pretty soon a drain appears below you.
Right-click it and swim down.
Swim north through another pipe. Before you run out of air bubbles you
reach another tank, and you can surface to gulp air again. Continue on, swim-
ming in the tunnel to the west. You arrive at another tank. Now head west
toward the water that looks slightly green. Once there, turn north through the
pipe to another chamber, then north again.
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Framed
You arrive at the interrogation area. Plenty of dark shadows make it easy
to stay hidden as you move your way south. Duck down as you pass the
southernmost interrogation room. A woman there is complaining about her
servant, Jennivere, who seems to be missing. Head through the door to the
south, keeping low.
You emerge into the room that’s the main entrance. From time to time a
guard walks in through the door to the southeast, but if you move swiftly and
stay in the shadows you will be safe. A memo on the desk holds a dire note
for the Pagans—apparently Truart sees them as a threat and plans to move
against them soon. The watercooler in the corner next to the desk has six
water arrows.
That metal desk in the center of the room controls the alarms. Go over
there and right-click the lever to turn them off. Crouch low and press the
button beneath the controls. It opens a secret panel on the floor beneath.
Right-click to open it. Scoop up the 100 gold pieces.
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Beyond the door, crouch to move up the stairs. Once beside the dead
torch, you can either descend stairs to the east or climb stairs to the north.
Head east first. The morgue and laboratory are down here. There are 100
gold pieces beside one body, and a coroner’s report next to it says that the
7
cause of death was being a pagan.
Framed
Fig. 7-8. Two bodies lie in the
morgue.
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Framed
Fig. 7-11. A switch is hidden
on a nearby pillar.
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Framed
Follow the secret pass-
age. On a wall within it is
another switch. Right-click it
and another secret panel
slides aside. A fire looms
beyond the panel.
Extinguish it with a water
arrow, then crawl inside.
Believe it or not, you’re
in the fireplace inside Sheriff Truart’s office. A gold vase on the mantel is
worth grabbing. On Truart’s desk is an appointment book, as well as a journal
detailing his concerns over Lt. Mosely’s mishandling of some Pagan incident
and his reluctance to assign the less-promising Lt. Hagen to the case. There’s
also a letter in his trash from Lt. Hagen complaining about the Warden Affairs
Division and the strange way that evidence against these wardens mysteri-
ously disappears.
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The key on the desk inside Lt. Mosely’s room opens the outer vault door.
Beside Mosely’s plant are two moss arrows and two water arrows. She also
has a journal you can peruse detailing her plant woes and her displeasure
with the current regime. A letter in her trash from Truart instructs her to fire
7
the guard in charge of the evidence vault and to redouble her efforts to
Framed
handle the Pagans.
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Framed
Indide, two letters and a
book rest on a table. The
book lists the code number
needed for opening the
vault: 4026. One letter
mentions Lady van Vernon
and a plan to blackmail her
because of her, uh, unseemly
activities. There’s also a note
about a criminal named Mani
Rammstein. Now head back to Sheriff Truart’s office on the second floor.
As if it weren’t challenging enough to sneak up the north-south hall, now
you must head south toward Truart’s office and down the east-west hall. (As
challenging as this is, it’s still simpler than sneaking past the guards at the top
of the stairs on the third floor, which is the only other way to the vault.)
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Framed
This hallway leads to a
small room with an electric
eye. Now you can put one of
those invisibility potions to
good use. If you have some
water arrows left, use one on
the lamp. If not, quaff the
potion, open and dash
through the north door, then crouch in the shadows until you’re sure the
guards are out of your range. Extinguish any nearby torches, then head
through the door on the east side.
You have reached a complex of rooms that winds north. In the northern-
most room a door opens onto a hallway across from the vault. Wait for the
guard to move past, then extinguish the torch across the hall (and grab the
guard’s key if you haven’t already). Now fire moss arrows to cover your foot-
falls and use the key you got from the guard on the vault door. Open it and
sneak inside. Close the door and stay low.
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A keypad is next to the vault door. Enter the numbers you learned from
the records room: 4026. The vault door opens. Now get Lt. Mosely’s key
ready. There’s an electric eye hanging from the middle of the room. Wait until
it’s facing to your left, then dash across, open that vault door, and head in.
Close the inner vault door behind you.
Ti p D o n ’t f o r g e t t h a t t h e r e ’s a k e y t o r e l e a s e
i t e m s. T h e d e f a u l t k e y i s r , b u t yo u m a y h a v e
c h a n g e d t h a t o p t i o n d u r i n g yo u r i n i t i a l s e t u p.
Drop the evidence, get the strongbox, and (why not?) help yourself to the
goodies inside. Head back to the second floor the way you came, and be sure
to drop off the strongbox in Lt. Hagen’s room.
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Work your way down to the first floor and the main entrance, on the west.
(You may need to dip into your stock of invisibility potions to get past the pair
of guards—otherwise just be sneaky and wait for a good moment.) When you
can get into the room where you shut off the alarm, do so, then head out
7
through the double doors, and the doors beyond them. There’s an opening
Framed
to the west guarded by an electric eye. If you’ve got an invisibility or speed
potion, chug it and run. Otherwise, just run! Congratulations! The level is
complete.
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8
Ambush
P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
S E E M S L I K E T H E C O N S E QU E N C E S O F MY
O C CU PAT I O N H AV E F I NA L L Y CAU G H T U P
WITH ME.
Mission Summary
When Garrett showed up for a meeting at the Crippled Burrick Pub, some of
the city guards were waiting for him, and they were out for blood. Garrett
escaped, but now he needs to get back to his home and past the hordes of
guards out there on patrol.
Once he gets home, Garrett finds it well guarded. His only hope is to
sneak inside, get the key to Shalebridge from his hidden closet compart-
ment, and hightail it out to the northeast corner of the city.
Obstacles: Guards, guards, and more guards!
Supplies: Unfortunately, you don’t have any to choose from this time. All
you get are the ones on your back at the start of the mission.
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Objectives
Normal and Hard 8
➤ Escape the ambush and return to your home in the northwest.
Ambush
➤ Sneak into your home and get the gate key from the secret compartment
in your bedroom closet.
➤ Proceed to Shalebridge, in the northeast.
Expert
➤ Escape the ambush and return to your home in the northwest.
➤ Sneak into your home and get the gate key from the secret compartment
in your bedroom closet.
➤ Proceed to Shalebridge, in the northeast.
➤ Kill no one.
On the Run
Fig. 8-1. Dash up the steps as
soon as the mission starts.
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Ambush
Once you’re safe in the
shadows where the torch
was, look at your map. You
have arrived at the southeast
corner of the marketplace.
Hug the south wall and run
west; exit to the southwest.
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a metal door to the east. Keep heading north. At the next intersection you
see some lights.
8
Ambush
Fig. 8-8. The old homestead.
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steps, including the swim, so that you end up back at the manhole cover. You
might well be chased all the way back to the water.
8
Ambush
Caution Climbing back into the sill can be
t r i c k y. I f i t d o e s n ' t w o r k , yo u m u s t k n o c k o u t t h e
g u a r d s. T h e r e ' s o n e o u t s i d e t h e b e d r o o m d o o r t h a t
patrols back and forth, so listen for his steps to
r e c e d e b e f o r e yo u s t e p o u t a n d wh o m p h i m . D o u s e
t h e t o r c h a n d t u r n o u t t h e l i g h t s i n yo u r a p a r t m e n t ,
then take out the other guard patrolling the hall.
The guard at the entrance to the building has his
b a c k t u r n e d , a n d a s l o n g a s yo u ' r e q u i e t , i s p r e t t y
easy to take down.
Shalebridge
Once you climb out of the manhole cover, return to the marketplace, again
hugging the south wall, but head east this time. When you arrive back at the
torch you shot out from the window, peek east around the corner. Two guards
patrol this section of road, and you want to wait until they’ve started back
north before moving forward.
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CAU T I O N I f yo u m a k e t o o m u c h n o i s e h e r e,
one of the two guards patrolling to the south posts
8
h i m s e l f i n t h e d a r k t u n n e l , a n d t h e n yo u ’r e o u t o f
Ambush
l u c k . Yo u m i g h t a s w e l l j u s t r e s t a r t a t t h e l a s t s a v e
point or try a mad sprint through the streets for the
g a t e. I t ’s j u s t b a r e ly p o s s i b l e t o m a k e i t i f yo u ’r e
l u c k y a n d c h u g h e a l i n g p o t i o n s a s yo u r u n .
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Once you’ve extinguished the lights, open the shutters. You can see the
guardsmen patrolling back and forth. Wait for them to head south, then jump
up on the shelf, crouch, and crawl through the window. 8
Ambush
Fig. 8-18. You’ve unlocked the
gate! Run through and turn
right and you’re home free.
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Eavesdropping
P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
I K N O W T H E Y ’ R E T R Y I N G T O MA N I PU L AT E M E ,
BU T K E E P E R S N E V E R A LT E R T H E T RU T H — T H E Y
J U S T K E E P I T I N T H E S H AD O W S .
Mission Summary
The Keepers have given Garrett a vital tip—if he heads to the Eastport
Mechanists’ seminary he can overhear an important meeting between the
Mechanist leader, Karras, and Sheriff Truart.
Obstacles: Mechanist guards, mech-workers, mech-guards, and a haunt.
Supplies: You need to reserve four flash bombs for your fight with the
ghosts. Next in priority are some moss arrows and an invisibility potion if you
can afford it.
Objectives
Normal
➤ Overhear the sheriff’s conversation at midnight.
➤ Steal at least 800 worth of loot.
➤ Make a copy of the key and return the key to where you found it.
Hard
➤ Overhear the sheriff’s conversation at midnight.
➤ Steal at least 1,000 worth of loot.
➤ Make a copy of the key and return the key to where you found it.
➤ Do not kill any innocent bystanders.
Expert
➤ Overhear the sheriff’s conversation at midnight.
➤ Steal at least 1,200 worth of loot.
➤ Make a copy of the key and return the key to where you found it.
➤ Kill no one (haunts and mechs don’t count).
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Eavesdropping
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The Meeting
Fig. 9-1. When the mission
begins you face the main
entrance to the Mechanists’
seminary.
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Eavesdropping
Open the door, and you
see a rectangular room with
a door to the west and an
opening to the east. Head
east. Before long you see a
gas light flaring beside
a door on the southeast wall.
Extinguish it quickly, before
the guard enters the room.
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P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
recorded the sheriff’s words on a wax cylinder that will be deposited in the
bank on the morrow, in a safety deposit box, the key of which is in the cata-
combs. Garrett decides that the key’s a good thing to have.
NOTE T h e s a f e t y d e p o s i t b ox k e y ’s l o c a t i o n i s
d e t e r m i n e d a t r a n d o m . L i s t e n c l o s e ly t o wh a t K a r r a s
s a ys a b o u t i t s wh e r e a b o u t s n e a r t h e e n d o f K a r r a s ’
s p e e c h , a n d t h e w a l k t h r o u g h w i l l t a k e yo u t h e r e
s h o r t ly. I t w i l l b e i n o n e o f t h e s e p l a c e s :
1 . O n t h e t a b l e i n t h e t h i r d f l o o r r o o m o f t h e w e s t t o w e r.
2 . I n t h e w o r k r o o m o u t s i d e t h e c a t a c o m b s, u n d e r a t o r c h .
3. In the office of the second floor of the church.
4. On the pulpit in the cathedral
5. In the closet west of the pulpit.
6 . I n t h e s h e d a t o p t h e a c o ly t e ' s q u a r t e r s.
7 a n d 8 . T h e g u a r d ' s o r a c o yl t e ' s q u a r t e r s — t h e s e a r e t h e
rooms at the top of the stairs right across from the door
yo u ' r e e a v e s d r o p p i n g a t .
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Eavesdropping
Fig. 9-5. A guard patrols the
battlement.
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P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
There’s a statue on a
shelf just inside the roof
door. A steel door to the
west opens into a small, dark
room—perfect for hiding the
unconscious guard. A ladder
rests against one wall, and it
leads into two higher rooms.
There’s some loot in a chest in the first room, and nothing of importance in
the room above.
When you come back down, grab another statue on a bookshelf just
beyond this room, then head to the towers via the second floor doors. Be
careful, though, because a guard stands sentry in the second floor of the east
tower. Fortunately, she has her back turned, so you have but to move silently
to knock her out. The third floor of both towers has a goblet on a table. On
the second floor of the west tower lies a candlestick holder. There's a bag of
loot on the table in the west tower's first floor. Descend to the east tower's
first floor, and grab the gold in the chest.
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Eavesdropping
c h a n g e t h e l a d d e r s e t t i n g t o To u c h . Yo u w i l l n o w b e
a b l e t o m o u n t a l a d d e r w i t h o u t j u m p i n g . Ju s t m o v e
c l o s e t o t h e l a d d e r a n d yo u w i l l " s t i c k " t o i t .
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Ti p Yo u c a n l o c k - p i c k t h e d o o r wh i l e t h e
Mechanists are talking, and toss the skull above
9
t h e d o o r i n t o t h e c a t a c o m b s, o r f i r e a n o i s e m a k e r
Eavesdropping
a r r o w i n t o t h e c a t a c o m b s. T h e M e c h a n i s t s w i l l g o
i n s i d e t o i n v e s t i g a t e t h e n o i s e, a n d t h e H a m m e r
Haunts will walk out and fight them!
Before you enter the catacombs, get your flash bombs ready, because
you may come under attack as soon as you walk in. Flash bombs are the best
way to take out a haunt. When you first enter the catacombs, wait for the
haunt to appear, then use two flash bombs to get rid of him. You will find
the other haunt wandering the catacombs if you travel north and enter the
torture chamber. Throw two flash bombs in succession at his feet and you
will be rid of him. There will not be as many Hammer Haunts on the lower
difficulty levels.
With the haunts out of the way, you’re free to search the catacombs. They
may seem confusing at first, but by watching your compass and remem-
bering landmarks you can find your way around. There’s nothing down here
but tombs and loot once you vanquish the ghosts, and after you search
through enough chests, you’ll meet your monetary objective.
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A Final Surprise
On your way out, exit through the door by which you first entered the
complex, and stop at the steel door northeast of it. Pick it open with your
9
triangular lockpick, then your square lockpick. Inside is a chamber with a
Eavesdropping
masked servant and two bodies. Knock out the servant and look around.
What are those Mechanists up to? There is a switch in this chamber which
opens up a secret door in the floor. The switch is located near the floor by the
door to the east. In the secret room, you will find some dead bodies and a
gold ring.
If you want a last bit of gold, pick the lock to the east door of this eerie
workshop. There’s a small tomb to the east, and the chest on its north side has
some gold. Now exit, and you’re free to flee north and to safety. There may
be guards patrolling, but there are enough shadows to hide in. On to the next
mission!
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First City
Bank andTrust
P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
T H AT R E C O R D I N G S H OU L D L E T M E E X E R T A
L I T T L E . . . P R E S S UR E O N T RUA R T T O F I N D OU T
W H O H I R E D H I M T O K I L L M E , BU T I ’ L L H AV E T O
A C QU I R E I T F I R S T.
Mission Summary
Garrett needs to break into First City Bank and Trust to retrieve a recording
the Mechanists made of their meeting with Sheriff Truart. Garrett plans to
use the recording to blackmail the sheriff. It’s in a safety deposit box, for
which Garrett has the key. Unfortunately, first he has to break into the Hall of
Records to find out which box belongs to the Mechanists, then he has to
get into the vault, get the recording, and get out.
Obstacles: Guards, electric eyes, turrets, mech-guards, and mech-
workers.
Supplies: You mostly need moss arrows and water arrows, and a few
mines.
Objectives
Normal and Hard
➤ Get inside the bank.
➤ Break into the Hall of Records and learn the number of the safety deposit
box in which the Mechanists stored the recording.
➤ Steal the recording from the vault.
➤ When the rest of your goals are accomplished, exit the bank.
Expert
➤ Get inside the bank.
➤ Break into the Hall of Records and learn the number of the safety deposit
box in which the Mechanists stored the recording.
➤ Steal the recording from the vault.
➤ When the rest of your goals are accomplished, exit the bank.
➤ Kill no humans.
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Note Ju s t s u r v i v i n g t h i s m i s s i o n i s c h a l l e n g i n g
e n o u g h . T h i s w a l k t h r o u g h g u i d e s yo u t h r o u g h a l l t h e
c h a l l e n g e s o f m e e t i n g yo u r o b j e c t i v e, b u t i t d o e s n ’t
10
m a k e yo u r i c h . Fi n d i n g c a s h i s n ’t o n e o f yo u r o b j e c -
The Way In
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Continue on around the corner of the basement, where a sign on the wall
warns of maintenance machines. A dozen or so mech-workers wander
around down here. Listen for them, and when you hear them moving away,
head into the first north doorway that you can. Hide in the shadows whenever
mech-workers come near.
Ti p D o n ’t f o r g e t t o c o v e r a n y m e t a l p o r t i o n s o f
t h e f l o o r w i t h m o s s a r r o w s.
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Be warned—a recessed
panel opens to reveal a
turret, and should it open
while you’re not in the
shadows, it will blast you into
the boneyard. Stick to the
room edges, where it’s dark.
Around the northwest corner
of the room is an electric eye.
Lean around the side to get a feel for how long it takes to swing from side to
side. When it looks away, run forward and flick the switch, then stand beneath
as the door opens.
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Once at the top, look south, to the lantern, and extinguish it with a water
arrow. Now move toward it. A goblet sits on a dresser over there, but if you
want it you’ll need to expend a moss arrow, and it’s probably not worth it.
Instead, circle the stairwell and move east—you may want to drop some
moss on part of the tile floor to get across soundlessly.
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You arrive at the top of a flight of stairs that leads all the way down to the
first floor. One guard patrols up and down the stairs while another patrols
below, and yet a third is posted at the door around the east, at the top of the
stairs. Walk over, flash bomb him and knock him out, then carry him inside the
10
door he was guarding. This is likely to attract the attention of the guard to the
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Now you can sneak inside and loot away. There are four safes to crack, as
well as some gold on the table. Once you’re through looting, go south.
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Once in the northwest corner you can maneuver around the pillar to the
ramp to the west. Take out the lantern at the top of the ramp, then start up. A
door at the ramp’s top opens into another stairwell complex. Head west and
open the other door.
10
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Secrets
The walkthrough showed
you the toughest secret to
find, but there’s one other. In
a room in the southeast corner of the second floor there’s a little wooden
balcony with a secret door. A switch is set on the bottom of the wall on the
balcony and is easy to spot if you get on to the balcony. Once you hit the
switch, a secret door opens in front of the balcony and exposes a cache of
goodies.
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Blackmail
P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
I T ’ S T I M E F O R A FA C E - T O - FA C E C H AT W I T H MY
O L D F R I E N D S H E R I F F T RUA R T.
Mission Summary
Now that you have the recording, it’s time to confront Sheriff Truart with it and
find out why the local watch is out to kill you. You’ve selected a late night after
a party at the sheriff’s estate. Security’s been beefed up, but you plan to carry
away as much loot as you can and sneak in and out safely. And then, once you
near the third floor and Truart’s bedroom, you hear some disturbing news . . .
Obstacles: Guards, servants, guests, tile floors, electric eyes.
Supplies: Buy an extra rope arrow in case you miss with the first one,
bring flash bombs, and stock up on moss arrows and water arrows.
Objectives
Normal
➤ Break into the sheriff’s bedroom suite.
➤ Confront the sheriff with the recording.
➤ Get 700 in loot.
➤ Exit the sheriff’s estate.
Hard
The hard objectives are the same as the normal objectives, except for the
following:
➤ Don’t kill any servants or guests.
➤ Get 900 in loot.
Expert
The expert objectives are the same as the normal objectives, with the
following additions:
➤ Get 1,100 loot.
➤ Kill no one.
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you can climb on your right to get to a little graveyard, where it looks like
someone has dug a new plot. Beside the plot are some flares, and behind the
gravestones are some moss arrows.
Leave the graveyard the way you came in and keep going east. You arrive
11
at a stream. Jump in the water and head north. Before too long you see a
Blackmail
bridge arching over the stream. Swim to the east side of this bridge and climb
up. Wait for a guard to walk over it, then KO him and drop him into the
shadows, taking his key.
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patrol by, and as they go by knock them out. The one you really need is
carrying a circular metal gear on his belt—this is the key to the upper levels.
But another wanders by too, and knocking him out will make things much
simpler—the fewer guards wandering around, the better.
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Blackmail
Fig. 11-7. Grab the gold on
the dining room table.
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Note T h a t ’s n o t t h e o n ly t h i n g i n t h e f i r e p l a c e.
T h e r e i s a s e c r e t a r e a wh i c h i s a c c e s s i b l e t h r o u g h t h e
f i r e p l a c e. Fo r m o r e d e t a i l s, r e f e r t o t h e e n d o f t h e
c h a p t e r, i n t h e To r t u r e C h a m b e r s e c t i o n .
The kitchen is to your west, and two servants stand in here complaining
about the mess they have to clean up. They also drop an important clue
about needing a gear key to reach the second floor. When the first servant
leaves the room, sneak forward and knock the other one out. Hide in the
doorway just north of the west doorway. When the first servant returns, knock
him out. Hide him in the shadows, take his estate key, and take a look at the
kitchen. There are two gold plates and some food on the counter.
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Fig. 11-9. Hide beside the
pillar at the bottom of the
stairs.
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get some food from the kitchen. When the guard walks by, knock him out,
take his gear key, and drop him in the shadows.
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The next opening on the
east is the game room. Move
past it and wait in the
shadows for the guard to
come out. Whomp him into
slumberland, then drag him
into a dark corner. The door
on the west opens to an
empty bedroom. The south
door leads to a bedroom
with four exits.
You enter the south bedroom via the north exit. The single exit to the
west leads to the game room, and the double doors on the west lead to the
balcony. The door to the east opens onto a room with a black chest that holds
a flash mine.
Benny is in the game room, and he’s pretty amusing. Open the door to
listen to him explain his plans to the servant behind the bar. There’s some
gold on the nearest game table. Use moss to sneak across the wood floor to
get it. Place more moss to sneak across the floor to the other game table,
sticking to the shadows, then exit through the single east door out of sight of
Benny and the servant.
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Head north down the
hall. The door on the east is
an empty washroom. Walk to
the very end of the hall,
through the opening and to
the end of the hall beyond,
where there's an opening to
the east. You'll know you've
arrived when you see a note
from Benny posted beside
the entrance. The electric eyes on this floor are controlled by a switch in this
room. Turn them off. Now return to the opening across from the empty wash-
room, where you'll find a pool. Fire some moss on the floor to get in without
alerting anyone in the game room—drunk as he is, even Benny can hear you
move on the tile. He's a pretty fine swordsman even when drunk, so you
should plan on avoiding him.
With the electric eye deactivated, all you need do is swim to the bottom
of the pool to retrieve the silver key Benny mentioned in his letter. Feel free
to loot the goodies on the room's tables while you're there.
Leave the pool room and head north again down the hall. Rather than
going east, though, turn west and open the door to the weapons room. An
electric eye hangs over a turret here, but you need not fear it because it's
deactivated now. Take the water, moss, and fire arrows from the counter next
to the wall, and snag the silver hammer on one of the corner tables.
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Head around the corner, and go south, and you hear disturbing news from
some frightened guards—the sheriff’s been murdered! So much for your
blackmail plan. You get a new objective: search the murder site for evidence
about who killed him. As with the hall near the bottom of the stairs to the
second floor, there are pillared cul-de-sacs at the bottom of the third floor
stairs as well. Fire a moss arrow and hide in one. A guard with a gold gear key
runs past, and two more follow him shortly. Let them run past.
Once on the third floor, head north, where there are some double doors
that open onto a vacant suite of rooms. Go south through either of the south
doors where you reach a room with a set of double doors. Ignore them. Open
the middle door in the north and climb the ladder inside. There’s a slowfall
potion inside the chest there. Exit the door out onto the roof, then open the
door to the other attic, and loot the chest inside it to get a flash bomb.
Descend the ladder. Beyond that door lies Sheriff Truart, but watch your step,
because there may be a guard inside. Listen at the door for the guard to
leave, then open the door to investigate.
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Secrets
11
Blackmail
There are two secret areas within Truart’s house. Both are a little dangerous
and use up valuable ammunition, but they’re worth a look at your leisure.
The Torture Chamber and the Golden Skull
In addition to the fire arrow in the chimney, if you extinguish the fire and
crouch down to crawl inside, you can spot a switch. Right-click it, and the
floor drops away. You slide up into a torture chamber where there’s a zombie.
She won’t attack, so grab the pouch on her side. Next, right-click the button
on the wall next to the plaque that reads not to push the button. Now high-
tail it for the bottom of the chimney shute.
Two giant spiders have materialized. Pick them off with broadhead
arrows. Once they’re all dead, grab the fire arrow in the corner. There’s a
circular wheel with a red knob in this room—this opens a ladder to the base-
ment that leads to the kitchen stairs.
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Courier
P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
T H I S I S MY C H A N C E . I F I CA N T R A I L H E R
W I T H OU T B E I N G S P O T T E D I CA N F I N D OU T
WHO’S ON THE OTHER END OF THIS LITTLE
C O N S P I R A C Y.
Mission Summary
Although Lt. Mosely has a firm alibi in Sheriff Truart’s murder, Garrett is rightly
suspicious of her and has been following her for some time. She’s carrying a
letter now, after leaving the local watchtower well ahead of schedule. Garrett
hopes she’s heading for a rendezvous with her associates.
This mission consists of two phases: you must first follow Mosely to the
drop off point, read the letter, and put it back, and then follow the Pagan after
he picks it up. The tactics for this consist mostly of following the couriers, but
not too closely. This means you must run from shadow to shadow, sometimes
dousing torches to make your way easier. It would be confusing to describe
every twist and turn the couriers take along the way. Instead, the following
describes key points. The rest of the time you must simply follow and keep
distant.
Obstacles: Guards, Lt. Mosely, the Pagan, Mechanists, and a zombie or
two if you open the wrong crypts.
Supplies: Invisibility and speed potions are a great boon for this mission.
Objectives
Normal
➤ Trace the message to its destination without being caught.
➤ Find out the contents of that message.
Hard
The hard objectives are the same as the normal objectives, except that you
are to kill no one.
Expert
In addition to the normal and hard objectives, you must also pick at least six
pockets.
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Note I f yo u e v e r l a g t o o f a r b e h i n d , t h e g a m e
r e s t a r t s — c o n s i d e r yo u r s e l f l o s t . 12
Courier
Following Lieutenant Mosely
Mosely’s route is better lighted than the Pagan’s and has more guards, but in
some ways she’s easier to follow. She looks back before taking almost every
turn, so you should often stay out of sight.
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From here she turns a
corner and goes south again.
Dash into the shadows. A
peasant strolls by after
Mosely heads west. Pick her
pocket, then follow Mosely
to the marketplace, keeping
your distance.
The marketplace is actu-
ally well-lit, but there’s a
doorway in the south you can duck into. Some guards wander around. Just
keep your distance and follow. This is a good place to swig an invisibility
potion.
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Fig. 12-7. The first page of
Mosely’s note.
Eventually the Pagan takes the letter. Following him is simpler than
following Mosely in some aspects. The streets he travels are generally darker,
and there are fewer guards. The Pagan’s really nervous, though, and stops a
lot more often to look back for pursuers. Stay on your toes, stick to the
shadows, and don’t be afraid to hang back sometimes and then dash after
him when he’s rounded a corner.
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TheAmbush
Fig. 12-9. The Mechanists
debate pursuing the Pagan
into the graveyard.
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wandering off. They don’t wander far, though, and if you head into the ceme-
tery they’ll spot you.
12
Courier
Fig. 12-10. Select the bracket
and a secret door opens.
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Trail
of Blood
P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
I F I B E L I E V E D I N I T, N O W W OU L D B E A G O O D
T I M E T O W I S H F O R LUC K .
Mission Summary
Still trailing the wounded Pagan, Garrett must follow his blood, find out
where he’s taking the letter he’s carrying, and figure out what’s going on.
Unfortunately, Garrett has no idea where he is or what he’s up against. He
soon learns that he’s been transported to a Pagan village—or what remains
of it after a Mechanist massacre. And soon Garrett must journey to an even
stranger place in search of the mysterious Pagan courier.
Obstacles: Mechanist guards, apebeasts, tree beasts.
Supplies: There’s no opportunity to buy supplies as you come into the
mission. Keep your eyes open for some within the mission.
Objectives
All Difficulty Levels
➤ Follow the blood trail and find out where the Pagan’s ultimate destina-
tion is.
➤ Find a map or some other information about where you are.
Normal
➤ Bonus Objective—gather 500 loot over the amount you started with.
Hard
➤ Bonus Objective—gather 750 loot over the amount you started with.
Expert
➤ Don’t kill any humans.
➤ Bonus Objective—gather 1000 loot over the amount you started with.
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come to the body of a Pagan, lying near the body of a Mechanist. There’s a
stream nearby, and a Mechanist stands guard in front of a house across the
stream. 13
Trial of Blood
Fig. 13-1. Follow the trail of
blood.
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house. A guard patrols in the shadows. Knock her out. Now return to the
front, where the blood trail crosses a bridge. The dead Pagan holds a healing
potion. Take it and cross. The trail of blood takes you to a field of crops, where
you’re confronted by another ghost, who warns you to get the children to
13
safety. As soon as he speaks, retreat back to the shadow of the trees, because
Trial of Blood
there’s a Mechanist patrolling in back of the house next to the field. When the
Mechanist starts east again, run up and knock him out, then look behind the
house. A ruby stone hides behind a plant there.
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Be wary of the Mechanist
priestess marching back and
forth across a bridge to the
north. Knock her out, drop
her in the shadows, and
continue across the bridge.
Hide in the shadows of the
trees just northeast of the
body of a Mechanist. Before
long a live Mechanist
wanders by. Whomp him and drag him into the shadows to the south. Take
his flare.
West of here is a final house with a carrot, a cucumber, two arrows, and
some coins near a letter. You also see two more ghosts, talking peacefully just
before they’re massacred. A ladder leads up to a tree house deck, but there’s
nothing up there save for a nice view.
The trail of blood leads north, and you spot another Mechanist patrolling.
Save your water arrows and rush him once he marches east.
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Once within the Gathering Place, climb up onto the stone face in the
middle of the floor and place a ruby in each eye by right-clicking it. Each eye
requires a specific ruby, so you may have to try both on the first one before
one stays in place. Once both rubies are set, jump into the face’s mouth. It
transports you to a strange new world.
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Pause when you reach
the corridor’s end, where
another violet crystal shines.
The odds are high that an
apebeast will wander by. You
can either sneak up and
knock it unconscious or
shoot it with a broadhead
arrow. Now proceed west. At
the bottom of the path, near
the shore of the lava lake, is a pile of bones with some gold. Now return to the
path and head east.
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to fight apebeasts if you slow down to grab them.) The trail of blood leads
into a tree with a hole in it. Climb the stairs in the tree and you reach an inter-
section. The trail of blood veers to the east, and an apebeast runs to the
north. Amongst his skull collection and beside his sleeping companion are
13
five apples and a letter from Mosely discussing how secret messages are to
Trial of Blood
be handled.
Return to the trail of blood. It takes you through some more trees. You
overhear two tree beasts wondering who guards winter. One leaves. Take out
the remaining one with an arrow, then sneak inside and take the arrows on the
stone, as well as the apples. Another ape guard will return, so hide in the
shadows and take him down with an arrow. (There’s another opening to the
west, but it leads down to another guard.) Below is another apebeast and two
plums in a circle of mushrooms, along with some diamonds on a rock in the
southwest corner. Stay in the trees and follow the trail of blood to the south.
You pass some bees and before too long come to a tree with a path south and
west.
The south trail leads into the bole of a great tree and down. Just outside
of it two apebeasts are talking around a fire. A fire arrow is in the middle of
the fire, and it’s worth grabbing if you can either distract the apebeasts with
a noisemaker arrow or knock out or kill them. Around the other side of the
tree you exited from two silver tree masks sit on a rock.
It’s a good thing you picked up that vine arrow a while back, because you
need it to get back up. Fire it into the tree that you used to climb down and
scale it back to the tree path.
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range.
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Life of
the Party
P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
W I T H S O MAN Y R I C H C OUNT E S S E S AN D L O R D S I N
O N E P L A C E , I ’ L L B E L I K E A K I D I N A CAN DY ST O R E .
Mission Summary
You must travel via the rooftops to reach the stronghold of the Mechanists,
Angelwatch, where a party is being held for the city’s elite. While you intend
to liberate any riches you run across, it’s more important that you learn what
the Mechanists are planning and that you break into the office of the lead
Mechanist, Karras, and find some schematics. You must also locate the New
Scripture of the Master Builder. Assuming you can get all that done, you then
need to sneak back home.
Obstacles: You face guards, mech-workers, and mech-guards. Once
inside Angelwatch you’ll bump into guests, who will call for help if they spot
you. Death-defying leaps and climbs factor in, too. Your work is cut out for
you this time.
Supplies: Moss arrows and water arrows are a necessity, as always. Take
some flash bombs along. The walkthrough shows you how to find those other
necessities—gas arrows, gas mines, and regular explosive mines.
Objectives
Normal
➤ Travel via the rooftops and stay off the streets.
➤ Infiltrate Angelwatch.
➤ Spy on Karras to learn why he’s throwing the party.
➤ Break into Karras’s office and find some information on the Cetus project.
➤ Find and read Karras’s latest entry into the New Scripture of the Master
Builder.
➤ Steal 800 worth of loot.
➤ When your objectives have been completed, get out of the Mechanists’
tower and back to the safety of the bell tower.
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Hard
The hard objectives are the same as normal, except for the following:
➤ Steal 1,200 worth of loot. 14
➤ Don’t kill anyone who’s unarmed.
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Look at the fire burning on the other side of the elevator. You can’t see
the button, but you can right-click it anyway by right-clicking on the fire (you
can extinguish the fire with a water arrow if you like, but it isn’t necessary). 14
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Within the armory is a healing potion, three water arrows, two flash
bombs, one broadhead arrow, one gas arrow, two mines, and two fire arrows.
You might need them all. 14
Ti p R e m e m b e r t h a t wh e n yo u d r o p d o w n wh i l e
c r o u c h i n g yo u m a k e l e s s n o i s e !
Climb through the window and drop down to the ledge below. A guard
patrols on the tiled floor beyond the window to the northeast. Wait for him to
patrol back out of the way, then fire moss arrows onto the floor and climb
through. These tile floors make a lot of noise, so cover them with moss
arrows. Hide in the shadows and take out the guard.
The guard has a key. Take it and move east. There are three doors in the
next room, and the one to the south has a plaque that reads “Mr. J.B.
Tuttleshank, Supervisor.” Use the guard’s key on that door and take a look
around. Another key lies on the counter. More interestingly, a safe sits beside
the desk. You must use your lockpicks on it three times (triangle, square,
triangle) to open it, and inside is a switch. Go ahead and right-click to flip it
down.
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Head north to a
ledge. Climb up on it and
move east, where you can
climb onto a wooden pylon
sticking out from the
building there. To your east,
projecting from the top of a
building, are some wooden
pylons. Once atop the
wooden beam, head north across the roof. To your west is an open window,
and you can hear footfalls inside. Wait for them to recede and climb up. On a
table within is a scroll, and, weirdly enough, it’s addressed to you! It seems to
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be from the Keepers and warns that Karras may be more aware of your activ-
ities than might be comfortable.
14
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Angelwatch
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The key opens a steel door south of the alcove next to the temple. Open
it, drag the slumbering people inside, then lock-pick the door in the shelving
to the south, using first the triangle, then the square. If you’ve been collecting
the gold throughout the walkthrough, you should either have already
reached your monetary objective or be very close to it.
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Note T h e r e ’s a l s o a g u a r d t h a t p a t r o l s t h e h a l l s.
Wa i t i n t h e s h a d o w s wh e n yo u h e a r h i m c o m i n g a n d
k n o c k h i m o u t . T h e o d d s a r e h i g h t h a t yo u ’ l l s e e t h e
female guard first.
Now enter the door in the west wall. A lady stands before a fireplace.
Knock her out, drag her into a dark shadow, and open the door to the north,
so you can look into the gallery. Don’t get too close to the opening, because
there may be people on the balconies that can see you. Activate the voice
machine and move into the shadows to hear it. Karras’s sibilant voice informs
you that his servants are completely trustworthy and at the first sign of trouble
will immediately call for guards.
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Note I f yo u w a n t t o s c o o p u p a f i n a l b i t o f g o l d ,
head east around the side of the banquet hall and
yo u c a n n a b s o m e f r o m t h e t h r e e n o b l e s. Yo u m a y h a v e
to use a gas arrow on the couple on the southeast
s i d e. D o n ’t b o t h e r i f yo u o n ly h a v e t w o l e f t — yo u
n e e d t h e m t o t a k e o u t Vi l n i a a n d s o m e g u a r d s o n
yo u r w a y b a c k h o m e.
Now use either a gas mine or gas arrow on Vilnia as she leaves. When the
guard she was talking to starts to come after, either gas him or stun him with
a flash bomb, then knock him out. In any case, grab Vilnia’s key and take the
elevator down to the fifth floor.
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Safe Return
Fig. 14-54. A Mechanist
prowls along the rooftop
south of Lady Louisa’s suite.
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Head toward Lady Louisa’s suite via the east side of the roof—a
Mechanist guard is stationed on the west side. Once again, run through Lady
Louisa’s suite. Another Mechanist patrols on the roof to the south that you
must reach via the ladder. If you have any gas mines left, they work nicely
14
against her.
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Be careful—there’s one
more guard, on the rooftop
just west of the bell tower. To
climb there you must stand
in the space between the
two skylights in the stone
roof. A gas mine will work
nicely against her, or an invis-
ibility potion. Now head back to the bell tower and drop inside, where you
started. The mission is complete!
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Precious
Cargo
P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
K A R R A S I S FA NAT I CA L B Y NATUR E , BU T N O W I
FEAR HIS AMBITION AS WELL.
Mission Summary
When the mission begins your goals are to rescue a Pagan agent named
Lotus, find another excerpt of the new scripture of the Master Builder, and
kidnap a Mechanist named Cavador. Before long you learn that there’s a
hidden base below the Mechanist outpost and discover that Cavador’s
nowhere around. You also find the Cetus Amicus itself and decide to sneak
aboard for a trip to the mysterious source of Karras’s artifacts.
Obstacles: Guards, electric eyes, mech-guards, a ghost, and long swims.
Supplies: Gas arrows, moss arrows.
Objectives
Normal
➤ Kidnap Cavador and find a way off Markham’s island.
➤ Find Lotus.
➤ Find and read another passage from the New Scripture of the Master
Builder.
Hard
In addition to the normal objectives, you must also find and retrieve an
antique navigation globe.
Expert
In addition to completing the normal and hard objectives, you must also:
➤ Find the long-lost pirate treasure of Captain Markham.
➤ Don’t kill any Mechanists.
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The Way In
15
Precious Cargo
Fig. 15-1. A single torch burns
in the pirate’s old shack.
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Outside the door is a rock pillar. After the guard marches by to the east,
hide behind the pillar until she marches west again. Now clock her in the
head with the blackjack and drag her into the shack. A journal sits on the
desk, and it tells of the construction of an underground facility. It mentions
that some pirate buildings have been converted and expanded with
Mechanist building material.
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Once there, leap down
to the rock to your east.
You’re likely to be spotted by
the electric eye, in which
case it will sound the alarm,
but don’t worry. From that
rock, leap to the vine to the
south and scale it just a few
feet. Leap to the ledge to the
south, then crawl into the passage that opens onto it. It leads down onto a
walkway above the electric eye. Crawl onto the walkway and right-click the
switch to turn off the eye, as well as its companion on the third level above.
Note I f yo u m i s s t h e v i n e t o t h e s o u t h , t h e r e
a r e m o r e l e d g e s o n t h e w a l l t o c l i m b o n , a n d yo u
c a n s t i l l g e t t o t h e h o l e o n t h e l e d g e yo u w a n t b y
scaling them.
Wait on the walkway until the guard below stops searching for you, then
drop down to the rock on the south side, on the same level where the guard
stands. Brain him from behind, then move the lever on the right to the down
position. Now look to your east, where the same vine you jumped to earlier
hangs. Scale it once more to the rock you leapt to moments ago, and from
there climb to a final vine. You can climb it all the way to the third level.
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Precious Cargo
Head to the east end of
the laboratory, onto the
wooden planks. An opening
faces north. If you climb into
the opening you reach a
pool of water, into which a
stone column hangs. Inside
the stone column is a rope—
you’re at the bottom of a
well. Climb the rope, but listen closely for the mech-guard patrolling above
before pulling yourself into the light.
Once you scale the rope you can see the lighthouse to your west and the
mech-guard patrolling back and forth. Wait for him to get out of range, then
climb out of the well. Now douse those torches near the lighthouse. Head
east to an opening in the rock wall to your north. Sneak on through.
The Lighthouse
and theAntique Globe
A guard faces south on the porch of an old house. Douse the torches as you
move up, then climb up on the porch from the north and knock her out. Drop
her slumbering form off the porch’s north side, then enter the building,
through the main door for once.
Don’t bother extinguishing the torches on the first floor. Go north to the
foot of a staircase. Climb it. A torch flares to your west; to your east is a door.
Douse the torch, then open the first door on the north side and douse the
torch in there. Now return to the other north door, stand as far back as you
can, and open it. You trigger a conversation between two Mechanists inside.
While they talk, put out the torch in their room, then return to the room just
west of this one and wait in the darkness. When the guard comes through,
knock him out, then creep in from the hallway of the other room and knock
that guard out as well.
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Fig. 15-10. A lone guard
patrols the circuit of stairs in
the lighthouse.
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The elevator descends deep into the rocks below the lighthouse. A
corridor stretches west and a man stands at the end of it. Move quickly,
though, because there’s an electric eye through an archway to the south. 15
Precious Cargo
Fig. 15-13. Put the wheel peg
on the wheel, then right-click
the wheel. You go hurtling
into the secret complex far
below.
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Use your square lockpick on the chests on the east wall, which both hold
gold. Leave the guard in the shed and swim back and take the southern
route. 15
Precious Cargo
Fig. 15-16. The south shed.
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find four keys on the wall. Lean around the door and extinguish the light, then
knock out the guard. Note that there are four keys, but no fifth one. Take the
keys.
Now it’s time to board the Cetus Amicus. Swim back to her.
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the captain’s cabin has a bag
of gold sitting on its desk,
and the room farthest aft is a
dining room, with some gold
goblets and valuable wine. If
you want to knock out the
guard, here’s a good place to
do it, where you’ve more
room and can hide behind
the door. Keep a flash bomb
ready, though, in case he
spots you.
Head through the door that leads north from the hallway to a small
chamber with a pillar. A closet on one side of the pillar holds a water arrow
inside a sink. North is a small chamber with tiny storage holds to the east and
west. The western hold, which can be opened by a switch on the wall,
contains two flares.
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Advance east a little
ways, enough so that the
guard hears you, then throw
a flash bomb at his feet and
send him to dreamland.
Drag him into a dark corner,
then smash the glass and
take the potions. Now
advance down the short
corridor down which the guard charged. In a little niche to the south are four
flares and three flash bombs.
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A person in an aqua suit swims on duty below. Ignore him and swim
under the metal construction until you see light above, then surface for air.
(Remember that by now you’ve accumulated two breath potions if you need
them. Try not to use them until later, though, when you really will need them.)
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building. Wait in the shadow of the northwest corner for the guard to
approach and then turn away. Knock her out and dump her on the planks on
the north side of the north building.
Now open the door, advance up the steps, and wait for the guard to
15
patrol close while you’re at the steps to the roof. Once the guard turns back
Precious Cargo
south, whomp him and drag him below. The two guards stationed above the
south building will likely glimpse this and come running. You can either
launch a gas arrow at them or lure them closer, leap over the side, swim into
the south building through the bottom, and then cross over the metal bridge
and into the rock opening to the west.
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The trick to getting past the ghost is to run. Don’t hesitate, don’t stop,
just run for the hole you climbed out of and jump back in. The ghost can’t
follow. Swim back out, keeping that breath potion handy, and surface for
some air.
15
Precious Cargo
Fig. 15-29. Captain Markham’s
treasure chest.
The Key
Fig. 15-30. Turn the electric
eyes off by right-clicking the
lever to off.
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Leave the room and stay on this lower floor of sub-aquatic post 2. Ready
a flash bomb and your blackjack. Head the only other direction from the
ladder, and you wind through some tunnels. Two guards wander through
here, so stay on your guard and keep those flash bombs ready.
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Kidnap
P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
S O M E T I M E S I T ’ S T H E S MA L L E S T L E AD T H AT
MA K E S T H E B I G G E S T D I F F E R E N C E .
Mission Summary
As the mission begins you have just left the Cetus Amicus and arrived at the
mysterious KD site. You quickly discover that this is the lost city you visited in
the first Thief game. Things have changed, though. This time your adver-
saries are all Mechanists and their machines. There’s some loot still tucked
away within the lost city, if you can navigate through the twisting tunnels,
avoid the lava, and sidestep the guards. And somehow you must retrieve
Brother Cavador and sneak him out of the city.
Obstacles: Mechanist guards and priests, mech-guards, mech-workers,
electric eyes, turrets, and lava. Tip for the day—don’t step in the lava.
Supplies: You’re stuck with only the items that you brought with you from
the last mission. Fortunately, your first stop, base camp, has a few that you
can snatch.
Objectives
Normal and Hard
➤ Find and kidnap Brother Cavador, and take him with you when you
escape.
➤ Don’t let Brother Cavador die.
➤ Find and read a sample of Karras’s New Scripture.
Expert
The expert objectives are the same as the normal and hard objectives, but
you are to kill no one.
Bonus Objectives
➤ Read Cavador’s diary.
➤ Find the drill bit.
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Fig. 16-1. The base camp
outside the lost city.
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discuss how to find Cavador and mention a list of his inspection route. Plan
on finding it.
Caution I f yo u ’r e p l a y i n g o n e x p e r t , t h e r e ’s a
m e c h - g u a r d p a t r o l l i n g i n s i d e ! Ta k e h i m o u t w i t h t w o
w a t e r a r r o w s o r j u s t w a i t f o r h i m t o p a s s b y a s yo u
e x p l o r e t h e b o t t o m r o o m s — w a l k s o f t ly b e h i n d h i m
u n t i l yo u g e t t o t h e r o o m s yo u w a n t .
Be careful. A lone guard patrols the second floor. Take a good look at the
rooms on the ground floor, because they all have some goodies locked in the
chests inside:
➤ The southeast room contains a chest with ten broadhead arrows.
➤ A chest in the middle room on the east holds 50 gold.
➤ The northeast room has a chest with four flares.
➤ In the northwest room, two gold goblets sit on a table. On the floor near
the south of the table is a scouting orb. In the chests are two flash mines
and two water arrows.
➤ The western middle room has two flares.
➤ The southwest room contains more broadhead arrows.
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Now watch carefully for
the guard patrolling the
second floor and head up
one of the stairways to the
north, naturally staying in the
shadows. Once she passes
by, conk her and take her key,
which opens the locked grey
door on the second floor,
and site 5 in the lost city. Drop her into the shadows somewhere and explore
upstairs. Like the ground floor, there are three doorways to each side. The
northernmost doorways on either side lead only to rooms with machinery.
The southernmost rooms to both east and west each have water arrows
hidden in a pool between two boilers.
In the middle of the eastern side is a metal door that can be opened with
the key or lockpicks. Inside are two chests. One holds two gas arrows, and the
other has a flash bomb. Sitting on the table nearby are two mines, a vine
arrow, a healing potion, and some flares underneath. On Normal difficulty,
Karras’ New Scripture will be sitting on the table, make sure to read it.
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corner, where some stairs by the furnace lead down—not the ones you
ascended in the first place.
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Note I f yo u d o n ' t w i s h t o s t o c k u p o n e x t r a
i t e m s, i t i s p o s s i b l e t o g o s t r a i g h t t o S i t e 5 a n d
c o n t i n u e yo u r p l a y t h r o u g h . Yo u c a n u s e yo u r m a p
16
Kidnap
to get to Site 5, and skip to the Site 5 section in
t h i s c h a p t e r.
Note O n c e yo u r e a d t h e m a p o f C a v a d o r ’s r o u t e,
h e b e g i n s h i s r o u n d s. I f yo u ’r e p l a y i n g o n n o r m a l o r
h a r d , h e c o n t i n u e s c i r c l i n g t h r o u g h t h e s i t e s, wh i l e o n
e x p e r t h e v i s i t s t h e s i t e s o n ly o n c e b e f o r e r e t u r n i n g
t o h i s q u a r t e r s i n s i t e 5 . H e o n ly r e m a i n s a t e a c h s i t e
f o r 2 5 o r 3 0 s e c o n d s, a n d wh i l e h e ’s t h e r e a n d f o r a
f e w m i n u t e s a f t e r, a g r e e n l i g h t a t e a c h s i t e i s
a c t i v e. I f yo u d o n ’t w a n t t o t a k e h i m o u t a s
s u g g e s t e d i n t h e w a l k t h r o u g h , i t ’s p o s s i b l e t o
ambush him north of site 2 and south of site 1,
wh e r e t h e r e a r e f e w g u a r d s a n d l o t s o f s h a d o w s.
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Return to the building
where you found the invisi-
bility potion and go west
from there through a stone
building with the sign for site
1, 2, & 6. If you put out the
torch, this is a good area to
knockout any patrolling
guards. Continue west until you come to a rocky corridor. Another lamp
burns on your right, and on your left is a dark passage. Head into it. At the
end you spot a torch and a sign leading to site 4. You’re on your way to site 2,
however. Douse the torch.
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You’ll also want to avoid site 3. It does have two gas mines in a chest, but
it also has a mech-guard in addition to some humans, and to get to the chest
you must take a long series of ladders or a spiraling path that leaves you wide
open for attack. It may not be worth the ammunition you’ll lose to get those
16
mines.
Kidnap
Head north out of site 4 past the ramp, and take the first left at the lava
pool, heading east. If you follow this windy corridor up and around, you will
eventually end up in the large tunnel that connects site 1 & 2 (check your
map). There is a wooden ramp to the southeast, with a site 6 sign. Take the
ramp and continue heading east, and you'll find yourself in front of site 5.
Site 5
When you reach site 5 the first thing you have to do is avoid the camera at the
entrance. As usual, wait until it’s looking the other way, then run beneath it. It
doesn’t look toward the double doors, so you can walk up toward them
unopposed.
Once in front of the double doors, use the key you took from the guard in
the temple to open them. First, though, lean toward the door and listen at it,
because there's a guard whose rounds take him toward the door. If you
happen to open the door while he’s on patrol, you have to take him out with
a flash bomb.
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on the left (east). Across the hallway to the west is a table with some loot
worth grabbing, and a small tunnel leads west from there to a boiler room,
where there are two water arrows in a niche to the north. From the boiler
room you can see the stairs to the second floor.
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The southern hall leads
to a dead-end where there’s
lava. Return to the stairs to
the second floor. You make it
up one flight and then reach
a second flight leading east,
where there’s a lamp at the
end. Douse it, then go
through the first available
doorway, to the north. There’s no loot here, but through a doorway to the
east you spot a torch. Douse it and lean out into the hall.
A guard to the north changes direction every few moments, so that he’s
looking toward you only intermittently. Return to the first hallway on this
second floor and stand beside the torch you just doused (the room you just
exited will be on your left). Kneel and extinguish the torch between you and
the guard.
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Cross the hall and open the metal door. Guards sleep at each end of the
room. Sneak up on each by crouching and wield the blackjack. There’s a chest
with some gold in the northern area.
Return to the hall. Almost the whole hallway is in darkness now, and you
can get very close to the guard at the end of it.
Note I f yo u h a v e a l r e a dy r e a d t h e p a p y r u s w i t h
C a v a d o r ' s r o u t e, yo u w i l l p r o b a b ly h a v e t o g o o u t
a n d f i n d h i m a l o n g h i s r o u t e.
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Fig. 16-19. Cavador and one
of his guards.
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A torch flares on the left wall, and more ruins appear ahead. Douse the
torch. Move on toward the ruins and turn left, heading up the ramp. A sign
says both directions lead to site 1. Head left and grab the moss arrows in the
middle building along the way.
16
Kidnap
Fig. 16-22. A group of
Mechanists at work in site 1.
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When you get to the
other side, head through the
east doorway. You’ll pass
some lava on your north.
Stay low, stick to the
shadows, and follow the
path east. Your goal is the
lighted building to the far
east. A chest in that room
contains a gem. There’s a
guard below, though, so you must move quickly. Once you pick the lock and
snag the gem, run back the way you came, scale the vine, get the vine arrow
back, and return to Cavador.
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Note Fe e l i n g e s p e c i a l ly d a r i n g ? T h e r e a r e t w o
more sites left to visit, and one has an extra objec-
t i v e. B e f o r e yo u g o t h r o u g h t h a t f i n a l d o o r w a y, s a v e,
s e t C a v a d o r d o w n , a n d s e e wh a t yo u c a n f i n d a t s i t e s
6 and 7.
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Fig. 16-28. You can shoot the
mech-guard from the first
building in site 6.
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P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
Site 7
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Casing
the Joint
P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
W E CA N ’ T A F F O R D A N Y D E L AYS W H E N T H E
MA S K S A R R I V E . K A R R A S I S H O L E D U P I N T H E
M E C H A N I S T CAT H E D R A L , A N D I T L O O K S L I K E
W H AT E V E R H E ’ S U P T O, W E ’ R E RUN N I N G OU T
OF TIME.
Mission Summary
Cavador has revealed some interesting secrets. It seems Karras is desperate
to get his hands on the strange masks worn by his servants and a device
called the cultivator. It would be very helpful to your cause if you could get
some yourself. A collector named Gervaisius is getting ready to put these
very items on exhibition. Your mission—infiltrate his mansion and find the
secret route to the third floor, where the exhibition’s going to be held. Alert
no one to your presence, because that would render your efforts pointless.
Obstacles: Guards, electric eyes, turrets.
Supplies: Moss arrows to cover tile floors you must cross, along with
water arrows. A speed potion or two wouldn’t hurt if you’ve got extra cash—
quaffing one at the right moment can get you around a corner before being
spotted by a guard or electric eye.
Objectives
Normal
➤ Find out where the secret staircase is and how to access it. Open the door
to make sure.
➤ Find some correspondence between Gervaisius and Mechanists.
➤ Get out to the streets.
➤ Don’t get into any confrontations with the locals.
Hard
In addition to the normal objectives, you must find at least four secrets.
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Expert
In addition to the normal objectives, you must find at least seven secrets and
map at least half of the mansion. 17
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Note Yo u h a ve t o d u c k p i p e s i n t h e s e c r e t p a s s a g e
a s yo u g o. A n d m a k e s u r e t o c l o s e a n y s e c r e t d o o r s
wh e n yo u ’r e t h r o u g h p l u n d e r i n g .
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Go west until you can look out the window, then head south through the door
there and up the stairs. Douse the torch at the top of the stairs.
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select the switch hidden there. This opens the secret door in the northeast
wall. Go through it. Close it behind you with the switch on the other side.
Take the first secret passage south and open it, then look through the
west door that opens. This is another electric eye control room. Be careful,
17
because an archway to the south opens onto the corridor, and a guard can
Caution K e e p a n e ye s h a r p f o r a g u a r d wh o
p a t r o l s t h r o u g h h e r e.
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secret passage, with the switches you’ve come to know. Once inside
the secret passage go east.
17
The Library
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western wooden pillar and look back south, by the door you just exited,
where there’s a torch you need to douse. Watch out for guards!
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Masks
P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
Mission Summary
Garrett must return to Lord Gervaisius’s mansion and its secret staircase to
the third floor. Once there he must steal some Precursor masks by avoiding a
whole mess of guards and Mechanist alarms.
Challenges: Guards, servants, mech-guards, electric eyes.
Supplies: Purchase at least one mine and a flash bomb or two. Be well
stocked with water and moss arrows.
Objectives
Normal
➤ You must steal one Precursor mask.
➤ Steal at least 1,400 worth of loot.
Hard
➤ You must steal the wooden Precursor mask.
➤ Steal at least 2,100 worth of loot.
➤ Don’t kill anyone.
➤ Get back on to the streets once you are done.
Expert
➤ You must steal all three Precursor masks.
➤ Steal at least 2,800 worth of loot.
➤ Don’t kill anyone.
➤ Get back on to the streets once you are done.
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P designates the
location of the
18
Precursor masks,
Masks
and the color
written near each
exhibition room
denotes the
room’s walls.
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Fire moss arrows out the door on the tiled floor and then run past. The
electric eye may see you, but if you run fast you can get to the door to its
north—in the west wall—before it sounds the alarm. 18
Masks
Fig. 18-4. Travel the halls cour-
tesy of the rafters.
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Caution I f yo u d o n ’t s h u t o f f t h e a l a r m s, t h e
m o m e n t yo u s e t f o o t i n t h e r o o m d e a d ly g a s i s
r e l e a s e d , a n d yo u ’ l l d i e q u i c k ly u n l e s s yo u
i m m e d i a t e ly l e a v e t h e r o o m .
The Cultivator
Fig. 18-6. The cultivator.
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Sabotage
at Soulforge
P R I M A ’ S O F F I C I A L S T R A T E G Y G U I D E
Y OUR P L A N I S S U I C I D E . I ’ L L T H I N K O F A B E T T E R
WAY. A N D I W O R K A L O N E .
Mission Summary
Karras’s master plan is revealed at last. He intends nothing less than the death
of the whole city, obliterating all human life but his own—ushering in a new
age uncontaminated by biological life forms! Desperate to stop him, Viktoria
breaks into Soulforge Cathedral but is foiled by the mech-guards. Garrett is
now the city’s only chance for survival, and time is running out!
Obstacles: Guards, mech-guards, mech-workers, mech-spiders.
Supplies: While there are many frogbeasts lying about the cathedral,
there are few mines and fire arrows. Take as many as you can, as well as water
arrows, of which there are few.
Objectives
Once you advance to the plans room in this mission, you uncover the
following objectives.
Normal
➤ Learn how to use the Guiding Beacon to draw the servants to the
Mechanist cathedral.
➤ Follow the Guiding Beacon blueprints to manufacture a new one for
yourself.
➤ Connect the Guiding Beacon you made to signal slot B.
➤ Adjust at least five of the eight signal towers to use signal B, the Guiding
Beacon, instead of signal A, Karras’s instructions.
➤ Don’t let Karras find out what you are up to, or he won’t trigger the
servants.
➤ When the rest of your goals are accomplished, get outside before Karras
seals up the cathedral and detonates the servants.
Hard
The hard objectives are the same as the normal objectives, except that you
must adjust at least six of the eight signal towers.
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Expert
The expert objectives are the same as the normal objectives, except that you
must adjust at least seven of the eight signal towers. 19
Sabotage at Soulforge
Caution Many of the humans and mech-guards
p a t r o l v e r y l o n g r o u t e s. T h e d e s c r i p t i o n s o f t h e
f o l l o w i n g r o o m s a r e a c c u r a t e, b u t s t a y a l e r t . O t h e r
g u a r d s m a y w a n d e r i n a t a n y t i m e.
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Climb up the vine and
jump to the ledge, then exit
the ledge through the
opening to the north. Down
below is an electric eye and a
patrolling mech-guard. Walk
around the ledge until you
reach the opening to the
north; crouch and drop down toward the floor. Watch for the human guard
who comes through from time to time. Your goal is to reach the two doors in
the west, lock-pick them, and plunder everything you can carry. Most of the
items are weird Mechanist gadgets, but there is a mine at one end of room 1
and a flash mine on one of the shelves in room 2.
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When you reach bay C, step
on the elevator platform and
ride it to the floor above and
the bellowing machine.
Climb the ladder on the
machine’s north side and
drop in one of the weird
Mechanist items you found,
a signal bolt. When it drops
out the end it has been trans-
formed into a stage 1 piece. Ride the lift back down to the lower floor and the
room you entered by, bay A.
Unfortunately, two
mech-guards patrol in here
now! Use some frogbeasts or
a mine and stick to the
shadows. You need to reach
the machine on the south-
east side of bay A—the
rolling machine. Drop a steel
plate into the slot on its north
side, then climb the ladder
and drop the stage 1 piece in the hole up top. Now head to the south side
and press the button. Pick up the stage 2 piece from the conveyor on the
machine’s west side.
Now go to the pulpit where you found the two vine arrows earlier, and
from there go west toward bay D, as shown on the map. You may encounter
a wandering Mechanist or two.
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When you arrive at bay D two mech-guards await. Hide north of the
entrance, in the shadows, and fire a noisemaker arrow. When they come to
investigate, climb through onto one of the windows and drop some mines or
frogbeasts on them. It’s a tricky battle, so be sure to save before you attempt it.
Bay D
Ti p A l t e r n a t i v e ly, yo u c a n s h o o t t h e e l e v a t o r
button from the top of one of the machines to get the
e l e v a t o r t o l o w e r, t h e n f i r e a v i n e a r r o w i n t o t h e
g r a t i n g a b o v e t h e e l e v a t o r p l a t f o r m . H o w e v e r yo u d o
i t , yo u h a v e t o g e t u p t o t h a t p l a t f o r m .
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machine on the room’s east
side. Throw the stage 2
piece into one slot on its
north side and the regulating
round in the other, then
climb the vine up to the
elevator platform. When you
return to the sealing
machine, you have the stage
3 piece.
Return to the west side of bay D and break into the storage room, which
houses more Mechanist components.
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Bay E
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Once the mech-guard is
taken care of, head to the
ground floor and drop the
stage 3 device. Click the
lever beside it to get the
Guiding Beacon. Pick it up
and head around the north
side of the machine, where
there’s a lever on the wall. It
opens a secret passage
through to the passage west of bay E. Head north and look at your map. You
want to reach the fluid vapor interchange, but you don’t want to head in
through the main door. Go as far north as you can in the hall outside, and then
look at the archway to your east.
Placing the Beacon
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You arrive at the northern apse. This area is patrolled, but the patrol
routes are long. Wait in the shadows until a guard has just passed, then follow
it. Through the large northern door in the northern apse is an elevator, on the
east. Climb in and ride it all the way to the top. This is the shortcut we
mentioned earlier. Step out and you see a ledge to your east. Jump down to
it. Inside the room beyond the ledge, climb the ladder to the next ledge and
look east again, but up this time.
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Fig. 19-15. This machine will
flatten you if you don’t move
fast!
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North of here, a conveyor belt leads to flames. Time your jump onto it so
that you don’t get flamed yourself, then dash through the room beyond and
to the ladder in the northernmost room. By this time you may have been
spotted by the mech-guards, so keep running!
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on the west wall. You can reach a movable walkway in the room’s north. Wait
until the mech-guard has started south, then sneak aboard the walkway and
click the red button on the wall north. The walkway slides south. Crouch when
the mech-guard comes back north, then as soon as he passes, run south.
19
Don’t miss the frogbeast egg and moss arrows in the vines on the way.
Sabotage at Soulforge
In the room’s southwest corner is an opening to an elevator that takes you
to the third signal tower. Ride up, flick the switch, and come back down. Wait
for the mech-guard to patrol north, then dash southeast to a switch in the
wall. Press it, crouch back in the shadows, then wait for another walkway to
slide over. Use it to head east.
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Once you change the signal at the top of the tower, take the elevator
back down. Another grate over the girder enables you to launch a vine arrow
and climb back to the girder to retrace your steps. 19
The Fifth Tower
Sabotage at Soulforge
Fig. 19-21. Looking into the
master control room.
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Fig. 19-24. Aim your fire arrow
at the explosive device near
the turret.
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Take the elevator up and remove the spring from the chest up top. Now
look down through the window to the south. Jump through it. You land in the
water below. Swim south and climb the ladder up to the doorway. Move
through; to your west is a big red lever. Select it. (Make sure you don’t step on
19
the grating. There are guards in this room.)
Sabotage at Soulforge
Fig. 19-27. Drop to the floor
below.
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