Thief The Dark Project Tips & Tricks|
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Thief - The Dark Project
Submitted by: Dj Simo
Lord Bafford's Manor
Using the Sewers to Get In
Use this ladder down to the sewers to get into Bafford’s Manor.
>From the start of the mission, walk forward. You’ll soon be in an
open area with a large building ahead and to the right. That’s the
house you’ll be breaking into. If you continue walking straight
ahead, you’ll see the front entrance and the three guards
stationed there. To find the sewers, though, turn to the right and
walk around the house. You’ll see an entrance to the sewer, which
appears as a hole in the ground with a ladder leading down. Pass
up this entrance and the one in the distance ahead. When you pass
the first sewer entrance, keep an eye out for the next left turn.
Take it and continue walking forward. You’ll pass through a
gateway, and to your right will be a third ladder leading down.
This is the one you want.
At the bottom of the ladder, turn right. You’ll see several
corridors in front of you. You want the one on the right. As you
turn right, you’ll see a door almost immediately. Open it and walk
in. Flip the switch on the back wall and leave this small room.
Walk out and turn right, and turn right again. The switch just
opened the grate that was here. Walk through to the ladder and
climb up. There is a guard stationed here. You need to get the key
hanging on his left hip. This will open the door he’s guarding.
Once the door is open, walk in and jump down the well.
The Well and the Basement
Keep your eye on this window slit for the guard. When he walks
past headed to the right, the coast is clear.
Swim until you come to the large round area with water trickling
down from the ceiling. Continue until you come to an area off to
the right with dry land. Walk up and into the basement of
Bafford’s Manor. You’ll be in a storeroom. Go to the door, open it
and proceed into the next area. It’s another storeroom. Walk
cautiously in here, because there’s a guard close by. Move in and
very carefully approach the window slit at the far side of the
room. You’ll eventually see a guard walking past on his rounds.
When he walks by headed toward your right, he’s going away from
your path, and it’s safe to move. Go through the opening and turn
right, walking all the way to the end of the corridor. Take
another right turn, and eventually you’ll find yourself in another
group of storage rooms.
If you look to the left as you enter the first room, you’ll see a
guard standing watch over an exit in the distance. You need to get
through that doorway. Walk around in these storerooms and line up
a good close shot on the guard. An arrow to the neck will put him
out of commission permanently and allow you access to the stairs
leading up to the main floor of Bafford’s Manor.
On the First Floor
There are no guards near this first area on the ground floor, but
there are a few servants. Walk out the door and turn right. Go
past the first branch off to your right and keep walking past the
room with the sleeping servant. Take the right turn just after
this room and walk all the way to the end of the hall. Once here,
turn left and follow the hallway until it ends in a reddish door.
Head into this next area carefully. You want to walk out the
opposite end of this oddly shaped corridor and take a quick left.
There’s an open hallway here, with a set of stairs to your
immediate left. Ignore these and walk forward until you reach
another set of stairs to the left. Take these up to the next room,
and take the next flight of stairs up as well. This will take you
to a tower room over the second level. Walk down the other
staircase from this room to reach the second floor of the Manor.
On the Second Floor
Walk through the covered corridor to the door at the end. It will
be to your right as you exit the tower. The room beyond is a
library. Scout around for trinkets, then open the door opposite
the one you entered and step very carefully into the hallway
Two guards are patrolling this hallway, both walking in a
counterclockwise pattern. You’ve entered the hallway from a door
that they don’t see as they make their normal rounds. Sit and wait
quietly as the guards pass. Just as the first guard gets to the
end of the hallway and turns left, the second guard will appear.
You need the key he is carrying on his belt. Whether you get it by
killing him or by cautiously picking his pocket is immaterial.
When he is dead or when he has turned the corner at the end of the
hall, move forward to the alcove on your right. Pass by the door.
There’s a set of stairs leading down to a small room with a door
on each side. Open either one.
In the next room, there is a single guard. Drop him with a well-
placed. The scepter is hanging on a pair of hooks behind the
throne in this treasury.
You’ll leave a different way. Walk out of the throne room and back
into the hallway. Turn right and take another right at the next
door. This is Bafford’s bedroom. When you’ve collected all the
trinkets, go back to the hallway and turn right again. This time,
go past the corridor branch to the left and open the door in the
left wall at the end of the corridor. Walk to the other end of the
Take the first staircase to your right. Go up, then head down the
other staircase once you get there. Head down the next staircase
back to level one. Sneak out of the stairwell and turn left. Take
the next left you can, and walk until you see the switch sitting
against one of the pillars. Throw the switch to open the nearby
gate back to the outside and leave.
Break from Cragscleft Prison
Walk over to the large depression in the ground and jump in.
There’s really only one path you can swim, so take it. This will
take you into the mines themselves. You’ll be starting on the
level next to the bottom. Crawl out of the water and walk forward,
following the mine cart tracks. Walk around the deadfall and into
the mines proper.
Ahead of you is a corpse surrounded by a cloud of insects. Avoid
both and continue to walk straight ahead down the tracks. After
you take a few steps, the corridor will branch. Take the short
right branch, and when it stops, head to the left. This corridor
opens into a larger area with a pair of corridors running left and
right. Take the closest one on the right.
If you’re quick, you should be able to jump into the area in the
right wall before the zombie has time to notice you and react.
You’ll soon come to an open area with a device at the back of the
room. Move in and, avoiding the zombie, jump onto the ledge in the
wall on the right. Crawl up this incline until you reach the end.
It opens up into a small room with three bodies, one of which is a
Come out of the tube and go straight ahead, hugging the left wall.
In the corner, there is another ledge to jump onto and crawl up.
This will lead you eventually to a high room with a destroyed
bridge. There’s no way to repair the bridge, so you need to find
another way across. Look to the left and jump down onto the narrow
ledge. Follow it around the area to the other side of the broken
Climb up onto the other half of the destroyed bridge, then get on
the railing. From here, mantle up to the corridor that lies above
this bridge. Walk up the incline and take a quick look around. To
your left is a device for calling up an elevator. To your right is
a zombie surrounded by another cloud of insects. Click on the top
button of the device to call the elevator up to this level, then
run past the zombie down the corridor to the right. If you’re
quick, it won’t get a shot in on you and it won’t be able to keep
up with you after you get past it.
Run straight ahead until this corridor ends, then turn right.
Follow the tracks around. Keep going straight ahead until you come
to an open area with a ladder on the right side. Go through the
nearby doorway. Jump up on the small rise. Walk to the left of the
fallen beam and onto the paved area. The first right leads to the
stairway up to the factory, but it’s guarded by a pair of
Hammerite guards. Slay them with arrows while hiding. You must be
very careful moving through this area, because a few active
zombies are still on this level.
Sneaking through the Factory
Start through the factory by walking forward to the two doors.
Move through the door on the right, through the machine room.
Sneak by the guard and go through the machine room to the corridor
beyond. Once you get there, follow the hallway to the right and
take the first branch to the right. Take this into the factory
You’ll enter the factory from a catwalk above the factory. Follow
the wooden catwalk all the way around to the end and take the
stairs down. Sneak past the Hammerite that is manufacturing
weapons here. Be patient and move very slowly, and he won’t catch
sight of you. Beyond him and to the right is the entrance to the
The Prison Level and Cutty
As you come to the prison level, you’ll hear a pair of Hammerites
talking about Cutty in cell block 4. Crouch down and sneak in,
staying in the shadows. After a few moments, one of the guards
will walk past you, giving you the opportunity to steal the key on
his belt. Do so, and let him walk on. When he is gone, carefully
sneak past the guard that is still here and move into the prison
Follow the sign toward cell blocks 3 and 4. You’ll come to another
guard. Again, by staying crouched in the shadows and moving very
carefully, you should be able to get past him and up the stairs.
Go left here toward cell block 4.
You’re on the bottom floor of the cell block and must make it
inside to get to the top. Kill the guard with an arrow, then go
through the cell block into the corridor beyond. Hide in the
shadows here and wait for the Hammerite to pass, then run in and
go all the way to the back of the top floor. Flip the bottom left
switch to open the door to Cutty’s cell. Now get back down the
stairs, again hiding in the shadows to avoid being seen by the
Hammerites. As you leave the corridor, Cutty will be in the first
cell on your left.
Unfortunately for you, Cutty is in no shape to travel. As a way of
paying you for the Bafford job, he’ll tell you that another thief,
Felix, has made plans to find and steal the Horn of Quintus. The
Hammerites have taken his notes and put them in their evidence box
in the officers’ quarters. Cutty then dies, and your objectives
change. You must get those plans to get out successfully.
Issyt and Getting to the Officers’ Quarters
You now need to get to the barracks, located the next level up.
From the bottom floor of cell block 4, look to the right. There’s
an open area here with a Hammerite guard. Use a noisemaker arrow
to distract him, and when he goes away, go diagonally through the
room and over to the ground floor of cell block 1. Kill the guard
at the back of this cell block to gain entrance.
Issyt’s remains are in cell block 1 on the top level.
Issyt’s remains are on the second floor, in the second cell from
the back. Flip the switch next to the bottom one on the right to
open the cell door and look in. One of Issyt’s hands is your Hand
of Glory, so grab it. Then return to the first level and walk back
as if you were going to head back down the cell block. Instead,
turn left and follow the sign up to the barracks level. The
stairway is unguarded, so you shouldn’t have much trouble getting
Finding the Map
At the top of the stairs, you’ll find a large open room with a
guard patrolling it. Avoid this for now, instead going straight
down the hallway. There are two doors to the right worth
investigating. Behind each is a chest. The first holds 100 gold
worth of treasure, while the second holds 10 arrows. Collect both,
then hide in the room to the left to avoid detection from the
Sneak back the way you came in, toward the main room. Move in and
sit tight, waiting for the patrolling guard to wander past. When
he does, move forward and take the corridor to the right, going up
the stairs on the right. At the top are the officers’ quarters.
Move straight ahead until the corridor ends, then turn left. Go to
the door here and open it, and open the door to the immediate
right. Follow this corridor to the door at the end, open it, and
walk through. Now crouch down.
There is a wandering guard here who shouldn’t see you. He’s
walking up and down the path to the left. You want to steal the
key off his belt when he gets close. Grab it, then head back the
way you came. Now look around. Explore this office until you find
the cabinet. Use the key you just stole to open it and grab the
treasure here as well as Felix’s notes. Then go back down to the
Follow the signs back to the factory. Use your map to keep
yourself on course. You’ll be sneaking past several guards as you
head out of the prison level. In the factory, you’ll simply be
retracing the steps that you made going through the other way.
Your objective is to get back to the top level of the mines, then
to get back to the elevator you called up when you first came by
this way. Follow your original path back to the mines, and move
past the zombie to get to the elevator. Hit the second button from
the top to drop the elevator down to the third level of the mines.
Now turn left. There’s only one path to follow, so wander down the
hallway until you reach the ladder. Climb down the ladder and jump
down to the next level. Follow the corridor here until you spot
the switch on the wall. Flip it, and it will open a grating to
your right. Walk through this opening, and you’ll be back outside,
on a plateau just above where you started this level.
Down in the Bonehoard
The First Catacombs
You start outside the Bonehoard with the entrance in front of you.
The dead body on the ground is a zombie that will rise up and
attack if you get too close, so avoid it entirely as you walk to
the opening. Climb down here and follow the tunnel to the open
area with the rope hanging down.
Climb down this rope and into the upper catacombs. You’ll need to
watch out for zombies at all times.
You’ll have to jump to this rope and start shinnying down, but
don’t go too fast. There is a very active, very angry zombie
waiting for you on the ground floor, although it doesn’t see you
yet. If you look around, you’ll see some ledges against one of the
walls. Jump from the rope to the middle ledge, then hop down to
the next one and turn to face the room. You’ll notice a passage on
the left side of the room. When the zombie has its back turned,
jump down and run through that opening, make a hard turn to the
left, and run up the stairs.
At the top of the stairs, turn right and follow the hallway
around. It ends in a short ramp that will drop you down to a lower
floor. Slide down the ramp and turn left when you reach the
bottom. Walk forward into the large room and head to the right,
going out the other passage here. Take the first set of stairs up
that you find. Continue following the passage at the top of the
stairs. It branches to the left at one point. Continue forward
until you come to the crypt area. Get the urn by crouching and
crawling forward so the spears that come shooting out of the wall
will go over your head. Now go up the short staircase here and
into the next room.
Shinny down the rope into a hallway and head to the left. Look
into the alcove and open the chest. Then head back toward the
rope. Go past it and jump into the pool of water. Swim down and
straight ahead until you can surface again, then turn around and
climb out. Open the chests, but stand next to them when you open
Now walk back around the pool to the other side and turn to the
right. Take the ladder down into the hole. At the bottom is a
large pressure plate that releases a boulder from overhead when
stepped on. Once down the ladder, you must move quickly to get out
of the way of this rock. Enter the large opening on the right side
of the room. This leads to the burrick caves.
The Burrick Caves
Enter the cave and head through it. The first section is pretty
linear, so don’t worry about getting lost. When you come to a T-
intersection, hold up for a second and wait. It’s likely that a
burrick is patrolling the area. Wait until it moves off to your
right, then enter the tunnel and head to the left.
Continue following this tunnel around until it opens up into a
large cavern. There are many burricks here, but they shouldn’t be
a problem. Hug the left wall and walk around the room. Eventually,
you’ll spot an opening up the wall. This is where you want to
climb up. You’ll recognize this opening by its greenish tint.
Climb and mantle up until you can stand, then walk forward until
you reach a huge cavern with a ledge running on your side of the
Step down onto the ledge and turn left. Follow the ledge until you
come to the large, reddish opening on your left. Looking through
it, you’ll see several tombs in the distance. The two gems and the
Horn of Quintus lie through this opening.
Lighting the torches gives you access to The Mystic’s Soul, but
you’ll need to move fast to stay away from the zombies.
The Horn of Quintus
Walk forward into the catacombs. Take the right-hand corridor
every time you have a choice. Use your holy water and water arrows
if you need to take out some of the zombies, but don¹t use your
fire arrows since you¹ll need them later.
Keep heading down these right-hand corridors until you come to an
open room with a lot of zombies. Run over to and head the long
ramp in the center of the room. At the top of the ramp, kill the
zombie and walk past the ladder and around to the other corridor.
There are fireballs being launched into the hallway from the room
here, so wait patiently, timing your passage past the room so that
you aren¹t hit. Move down the hallway, heading right whenever
possible. You¹ll come to a circular room with a set of stairs
going up. Take them, then walk up the huge ramp that you come to.
At the top of the ramp, there are more of those purple magic
missiles to deal with. The four posts on the platform fire their
missiles at regular intervals, so timing your passage is not
difficult. Make your way around the platform to the single exit
from this area and follow the hall until it ends.
Go into the burrick caves and bear to your right through the first
opening. Head left then, but keep your eyes trained toward the
right side. You should spot a pair of burricks guarding a
passageway to a crypt. Kill them with your bow, then run through
when the way is clear.
Climb up to the third level of platforms. Take the ladder heading
up to the first platform. Look for a ladder set against the wall.
Jump to it and climb again, jumping down to the second-tier
platform from the top.
>From the second platform, walk around again until you see yet
another ladder leading up. Jump over to it and climb again,
leaping down to the third tier from the top. From here, walk
around until you see the catwalk leading through the center of the
room. At the far side is the Horn of Quintus, the object of your
That arrow was meant for you. Fortunately, you were in another
part of the store. Of course, with this threat, you’ll have to
cancel your plans to rob the Hammerites tonight.
A pair of men will be lurking in the street. One is confident that
the person he just killed with an arrow was you. Naturally, you
have to follow them to find out who sent them to kill you. Stick
close enough to see where they’re going but remain far enough back
so they won’t see you if they look back or hear you crossing some
of the noisier ground.
>From the store, follow the men straight through the opening to
the left. They’ll cross the metal bridge next, and you have to be
very careful when you follow them here. Wait a second before you
attempt to follow, because they’ll hear you if you’re too close.
Keep your eyes and ears open and cross the bridge as quickly as
possible. Chances are good they’ll head to the right after
crossing the bridge, but sometimes they do go to the left.
The two assassins eventually will come to a wharf area with a
large wooden walkway going through it. They’ll go up this and
continue on. Don’t get too close here because this is a noisy
walkway, and following too closely will get you killed. Continue
all the way up to the top of this wooden platform and take a right
at the top. Your path is basically straight from here, with a
slight jog to the right at one point. You’ll end up just outside
the mansion of the crime boss Ramirez. When you get here, your
objectives will change.
The problem now is actually breaking into Ramirez’s house without
getting caught. The front gate is heavily guarded. Find a nice
place in the shadows and sit tight until the guards that are
patrolling the area continue on their rounds.
Ramirez’s grounds are heavily guarded in places, so you’ll have to
trick the guards to get in. Once the guards have cleared out, move
through the gate and check the area to make sure no guards are
approaching. There are some good shadowy areas here to hide in, so
if guards approach, just sit tight and let them pass. When the way
is clear, head down the path on the right.
The gravel on this path is very noisy, but for once, the noise
will work to your advantage. Directly above you on the wooden
platform is a guard armed with a bow. As you walk down the path,
you’ll make enough noise for him to hear you. Listen carefully,
and when he runs off, hightail it off the path and run to the
right. Get to the corner of the yard and stop.
Go through the door in the outer wall at the corner here. Head up
the stairs and through the door at the top to the ledge on the
outer wall. Go up the short staircase and open the door, then open
the door to your immediate left. This will put you in the same
spot you would have reached if you had climbed up the ladder from
the pool below. Jump to the roof and slide over to the balcony.
The Top Floor
>From the balcony, open the door and walk into the library. Find
the loose book in the dark corner to the right of the fireplace.
It opens a secret panel on the other side of the fireplace. Walk
through, and you’ll hear a conversation between some guards about
the failed hit on you tonight. Then go back to the library and
head through the door into the hall. You’ll scare a couple of
people, so wait until they leave. Take the first door on your
right and grab everything in the room.
Go through the other door in this room and turn right in the
hallway. Follow this hallway around two turns to the left. After
you turn the second corner, take a right down the next hallway and
open the door at the end. This is Ramirez’s bedroom. Make sure you
open the chest to get the bronze-colored key. Now fire a water
arrow into the fireplace to douse the fire. Crouch and crawl in.
To your left is a switch on the wall. Flip it to reveal another
There is a door on each side of the fireplace. Investigate both.
Head back out into the hallway and turn right at the end. Go into
the next two doors to your right and steal all the worthwhile
valuables in these two rooms as well.
Return to the hallway and go right again. The next door leads to
what looks like a Hammerite shrine. Walk through it and go through
the door on the other side. Take the set of stairs down to the
first floor of the house.
The First Floor
Wait on the stairs. The bottom floor of the house is heavily
patrolled. You must be very careful and stay tight in the shadows
when the guard passes. When the coast is clear, go down the
stairs, ignoring the door to the left, and out into the hallway.
Go through the first door on the right and into Ramirez’s trophy
room. Keep the door open and wait. Eventually, a guard will pass,
headed toward the left. This is your cue to leave. From the door
you came in, take the door on the left back into the hallway. Go
straight until the hall ends and turn left. Take the stairs down
and into the basement.
The Basement and Ramirez
Go straight, following the corridor around until you come to a T-
intersection. Turn right and you’ll see a long ramp with a door at
the end. Use the bronze-colored key to get you through.
With Ramirez this unsuspecting, it almost seems unsportsmanlike to
Go left. The first opening to your left is the room you’re looking
for. Ramirez is here. If you’re quiet and careful, he won’t hear
or see you, and you should be able to put an arrow in him without
much trouble. Grab the key off the shelf and the one from his belt
and use them to open the two chests in the room. Now it’s time to
Head up the basement the way you came in, going up the long ramp
and turning left at the top. Keep following the hallway until you
get to the stairs. Make sure there aren’t any guards around, then
head up, turn left, and continue up the stairs all the way to the
Back on the top floor, walk clockwise around the hallway until you
come back to the library where you entered the house. Go straight
through and jump off the balcony and into the water. Let the
current carry you out.
The current will carry you back to the area with the long wooden
platform that you crossed on your way to Ramirez’s house. There
will be guards around, so you’ll need to be careful. Launch a
noisemaker arrow to distract the guards, then climb up the ladder.
Now start running. Follow the general path you followed at the
start of the mission, but when you get to the store, keep going,
following the streets to get back to your own neck of the woods.
Use the map, and keep moving. If you run, the guards shouldn’t be
able to draw a bead on you or get close enough to hit you with
To start, head all the way around to the corner. Arm a rope arrow
and shoot is straight up into the wooden roof. Climb up and jump
onto the balcony. Head through the doorway to your right. Climb
down the ladder and walk carefully into the next room. Carefully
open the door into the main hallway and look around. Several
guards patrol this outer hallway, but you’ll have time to sneak
down the hall when the coast is clear. Head into the hallway, go
left, and enter the first door on the right.
Walk toward the back of the room you’ve entered and pick the safe
in the lower part of the pillar. Now go back into the hallway and
head right, pass through the opening to your left, and go up the
stairs. At the top of the stairs, you’ll notice that the floor in
front of you is missing. Jump into the corridor on the right, head
around the corner to the left and take the first door that you
come to on the left.
Look under the odd wall hanging at the back of the room. Open the
door to the left (the one on the opposite end of the room if you
entered from the hall) and stand back to avoid the trap. Walk into
the next room, grab the loot off the table, and leave, closing the
door behind you. Then head back into the hallway. Take the next
door on your right and open the two chests. Then go back into the
hall and turn right.
The floor in front of you is trapped. Get a running start and leap
over it, landing on the other side. Skip the next door on the left
and walk forward around the corner. Investigate all of the doors
you find, picking up loot and being very wary of any wall
coverings. Many of the chests and items are trapped so that
opening them releases a cloud of magic at you. Make sure that
you’re out of the line of fire when you open any chests. When you
come to the first set of double doors on the right, open them and
There are two torches burning on the first landing. Snuff the one
on the right and continue down the stairs to the bottom. Snuff
both of the torches here and wait. A guard will wander by soon,
and he’s carrying a key you need. Wait until he walks past, then
snag the key. Wait until he disappears to your left before heading
back up the stairs to the second floor. Back here, go out in the
hall and one door to the right. Open it with the key and head up
to the top level.
You must pick the key off this guard’s belt to gain access to the
top floor and the sword.
Nabbing the Sword
>From the staircase, turn left and go around the corner. Head
through the tunnel directly in front of you and walk straight,
bearing right as the corridor bends. Walk out into the void room
and pick up the two gems on the floor here. You’ll need to jump
across the void to the other platform. Leave the void room now and
crawl to your left. Take the tunnel leading up. When it ends,
you’ll be above a hallway with a patrolling guard. There is a rope
hanging from the ceiling and another tunnel beyond on the opposite
wall. Jump across to the rope and then jump into the next tunnel.
Follow it up and to the left, where it ends, opening into a large
area. There are also two guards standing here.
Kill the guards with your arrows, then walk into the hallway. Walk
to the edge of the platform. It overlooks a large, octagonal room.
In front of you, floating in the air, is Constantine’s sword.
Crouch and look up. Shoot a rope arrow into the greenish ceiling
around the top of the room, fairly close to the skylight in the
center. Jump over to the rope and grab on, inching down a little.
Reach over and grab the sword. Jump back to the top floor where
you just came from, duck back under the low wall you crawled from,
and head back down.
Rope arrows are useful for more than just getting into places.
When there is tight security, they also provide a way to steal
Crawl back to where you left the void room. As you did on your way
up, you’ll have to use the rope in the hallway to get across to
the other tunnel as you work your way down. When you’re out of the
green tunnels and back in the tiled hallway, stand up. Bear right,
then head up the short ramp to your left. Keep moving toward your
left now until you spot a room that looks like it came from a
carnival funhouse, with the floor tilting at various insane
angles. Walk through it and straight ahead, taking the next right.
The tunnel here leads back to the stairs you climbed to get to the
Head back to the second floor and walk around the hallway to get
to the open spot in the floor next to the stairs back down to the
first floor, and head back to where you came in. Jump back to your
rope and climb down to the ground to finish the mission.
The Haunted Cathedral
Finding the Cathedral
You begin in the southwest corner of the map. Move forward over
the hill, and turn to the right. Jump over the hill here and work
your way to the back corner. Duck down to find the plate under the
ruined building. Now head back toward where you started, but
instead of turning left to get back to your beginning location,
walk straight ahead from the hill.
Take the next left, then follow the road around the next right
corner. Walk forward toward the light on the ground, and bear to
the right when you get to it. Go around the next corner to the
left, and you’ll see a large ramp. There are a couple of zombies
in this area, so you’ll want to move quickly now. Head up the
ramp, and move forward all the way to the wall. Turn right and go
through the passage here. Keep moving forward until you come to
the street sign for De Perrin Street. It has been knocked to the
ground. Make a very quick left. You’ll be facing a strange
console, and a very angry burrick will be coming toward you. Run
past the burrick and through one of the two openings on the back
wall, jumping into the water.
Turn to the right. Swim down through the underwater opening. Head
through the tunnel, turning right, then left. Take another right
up the long tunnel, then go left at the end and break the surface.
Swim over to the pedestal in the middle of the pool and climb up.
The walkway around the pool is a good distance from where you’re
standing, but there is one spot that jags out a little closer.
Jump to it, then look down and grab the key sitting here. Now walk
into the main part of the room.
Look up. You’ll see a number of crossbeams above you. Arm a rope
arrow and shoot it into one of the beams, then climb up. When
you’re at the top, mantle all the way up. Walk along the beams to
the more solid platform in the back corner, then head through the
ruined house to the door at the back side. You’ll have to use your
lockpicks to open this portal as quickly as possible.
Several zombies are outside here. Kill them all. Once the way is
clear, take a look at your map. You’ll find yourself on Market
Street now, and you’ll be heading to the far end. Walk past the
bridge to your immediate left. Search through the buildings as you
go down Market Street for valuables. Keep heading down Market
Street until you come to a large built-up hill. Climb up the hill
and jump down the hole at the top. Kill the spider inside. Mantle
back out and continue forward down the street until you come to
the wooden bridge to your left.
Run over the bridge, flying past the burricks that guard it. Take
the first left, running through the small puddle around the
destroyed building, then keep following the only open path ahead
of you. Enter the destroyed building through the open end that
used to be the base and crawl to the back for some additional
loot. Then move out and head to the left. Again, go straight until
you see the door way across the street. Go through and keep
walking forward until you find yourself back on the street.
The impressive cathedral holds several surprises for you.
>From here, run straight ahead and take the first left. The
spirits of a couple of dead Hammers are guarding the area, but you
should be able to run past them. Head up the huge staircase to the
outside of the cathedral.
Following The Eye
When you get to the temple, turn to the right and run all the way
around. Keep your ears open because you’ll be getting a ghostly
message from The Eye itself. It will tell you that to rescue it,
you must unlock the way into the cathedral. The Keepers have
sealed the way. To enter, you must find the Keepers’ grotto and,
while standing on the pedestal there, relight the torches by the
Now it’s time to leave. Go back to the main entrance to the
cathedral and run back down the stairs to the street below. Turn
right and move into the ruined building you climbed through to get
Follow your path all the way back to the wooden bridge. Before you
get to it, you’ll see another bridge to your left. This leads
directly to the Keepers’ grotto. Move in. Make sure the burricks
aren’t around, or they will slaughter you. The spider is easy to
deal with if you need to kill it.
In the grotto, fire a rope arrow into one of the beams along the
ceiling. Climb up, then jump over to the pedestal. Look down and
grab the healing potion and the holy water here. Make sure you’re
standing on the key-shaped area, then turn and look at the statue.
Arm your fire arrows and light the two torches. This will open one
of the panels on the wall. Jump back to the area around the
pedestal and mantle into the new opening.
You’ll need to weigh down both pedestals to open both the door and
Keep walking until you come to a barred door. There are a couple
of pedestals here with ruined statues next to them. Jumping onto
the right pedestal opens the door, while standing on the left
pedestal opens the bars. Unfortunately, neither stays open long
enough to allow you to jump across and have both doors open at
once. To get them open, pick up some of the statue pieces and
place them on the right pedestal. When the door opens up, run and
jump onto the other pedestal to release the bars. When the bars
open, run through and flip the switch on the right just inside the
door. These doors will stay open now.
Move forward, and quickly go down the stairs and around the corner
to the right. A few arrow traps will fire behind you but they
won’t hit you if you run. When you come to the door, use your
lockpicks and quickly get the door open. The wall behind you has
started moving in, and if you don’t get the door opened in time,
you’ll be crushed. With the door open, move forward into the room
There is a door on each side of this room, but the one on the
right is locked and cannot be opened yet. Go instead to the one on
the left and open it. Read the two parchments and grab the stone
key off the table. Look around the table as well, and get the gold
key from the floor.
Beyond this door is a strange, octagonal table and a book. Read
the book, then look at the table. Your mission objectives will
change again, this time requiring you to find the Keepers’ key.
This, as it turns out, is the stone key you took from the last
room. Your tasks are now done as long as you have been diligent at
picking up the treasure you find.
The Lost City
Finding the Lost City
Before you start the mission, you might want to purchase a breath
potion and as many water arrows as you can get your hands on. At
the start of the mission, walk forward and go around the corner to
the right. Jump into the narrow waterway and swim down, going
through the opening on the right. Surface on the other side and
take a minute to get your breath back. The next swim is long and
difficult, and a breath potion will be a huge help.
Let the current carry you along a little, then swim down and
forward. Swim around the corner to the right, then head down
around the obstruction. Ahead of you is an opening on your left.
Take it, and swim down and to the right. Then break the surface.
The current here is swift, so swim to the right side and climb up
on the ledge quickly.
Walk forward on the ledge, avoiding the spiders. Jump over the
waterfall to the other side, and again walk around the spider. Go
through the opening and drop down to the next lower ledge.
Continue down to the next ledge and go through the opening to your
left. Walk forward to the T-intersection.
If you take the right fork at the T-intersection, you’ll get a
view of the Talisman of Fire.
Take the left branch and go through the fire trap ahead of you.
Follow the tunnels until they open up on the roof of a large
building. You are now standing on the roof of the library in the
Lost City. On your map, this is in the top right corner. Walk
around the roof until you come to the opening. Drop down and go
through the middle door. Pass through the first room to the next
one and drop through one of the windows. Walk out the large door
and turn left, then right at the obelisk. You are now standing
just outside the residential district of the Lost City.
The Residential District
This area is heavily patrolled by burricks, so you need to get out
of the way immediately. Move in when the burrick is off patrolling
other areas and mantle onto the building immediately to your left.
Again, wait for the burrick to walk past and leave around the
corner, then follow it. Instead of going around the corner,
though, mantle onto the low roof of the last building on the
right. Turn and face the street and jump across, mantling onto the
Hop from roof to roof until you come to the end. When the burrick
isn’t around, jump down and turn to your right. Move forward down
the street and mantle up onto the first roof on your left past the
arch. Again, jump across the street and mantle onto the roof here.
Follow these roofs all the way to the back of the cave and turn
left. Keep following the roofs until you find a balcony with an
opening to the right. Drop down onto the balcony.
The path leads back and down and tends to bear toward the left.
When it splits off to the left, move forward and get a look at the
town square. There will probably be a fire elemental or two moving
around here, so if you’re confident of your ability with the bow,
douse them with water arrows. Then go back and take the branching
passage. Keep following it through left turns, jumping over a
small lava stream at one point, until you come to the roof of a
large building. Jump down, making sure to clear the lava. Now head
through the gateway to your left. Ahead of you is a large obelisk
with what looks like scales of justice carved onto it. Arm
yourself with water arrows and step forward into the Civic Center.
The Talisman of Water
In the front hall of the Civic Center, you’ll encounter two fire
elementals. Douse them both. Now take the first opening on the
right from the way you came in. Go up the stairs and through the
doorway on the right. Head to the right in the hallway here, then
shinny through the hole in the side of the building. Follow the
path here all the way to the next giant obelisk.
Walk between the mausoleums until the first turn to the right,
then mantle up onto one of them. Jump from crypt to crypt over the
lava. You’ll come eventually to a spot where the crypts are much
lower. Keep going, and jump across to the plateau and the ruined
campsite. Explore this area. The decapitated skeleton has a
medallion near it. You’ll also find a journal worth reading. When
you’re done, walk forward to the large crypt
This crypt houses the Talisman of Water. Walk down the steep
staircase and keep going until you find the gap in the floor. Put
a rope arrow into the beam across the middle of the gap and swing
across. Continue down the stairs, but go slowly. Crouch down, and
stay crouched. Below the first staircase is a pressure plate that
will cause a huge spiked plate to swing down. Past the trap, move
into the room beyond and drop down the hole in the back left
Go into the room beyond. Go through the last door on the left
before the stairs and nab the lever off the pedestal. Head back to
the main room and down the stairs. Jump into the water at the back
of the room and swim through. The Talisman of Water is here. Get
it and go back, all the way to the outside of the crypt. Some
craymen will be waiting for you on the way out, but don’t worry
about fighting them. Just run right by. Back outside the crypt,
follow your path all the way back to the Civic Center. Once there,
leave through the main entrance and step just outside the gateway
past the obelisk.
The Talisman of Fire
Head over to the arena area. Past the Civic Center, take the first
left up the large ramp. Continue going down the road ahead of you.
Investigate any buildings you can for additional arrows, and when
you cross over the narrow lava bridge, scoot out along the ledge
and get the four water arrows. When you jump over the lava stream
using the stepping stones, you will be at the arena.
There are several angry craymen in this area. Kill them off with
your fire arrows. Walk down the long ramp and around to the right.
Pass by the risers and enter the doorway. From here, step out the
next doorway into the hall. Take the first left here and get the
loot from the windowsill, then go through the doorway into the
next room. Cross the hallway to the room opposite and go through
the low passage. Drop down to the secret treasure area and collect
everything of value. Climb back up and return to the hall. Take a
right and make another immediate right and go down the stairs.
At the bottom of the stairs, follow the corridor around to the
large machine. Walk up to the vertical slit here and insert the
lever you grabbed back in the crypt. Then flip the lever to the up
position. This drops the bridge from the arena back to the main
part of the Lost City. Go back up the stairs and take the next
short staircase to the right. This leads to an equally short
staircase down. Take it, then make a hard left and enter the main
arena hallway. Ahead of you is the bridge you just dropped, but
you aren’t leaving quite yet.
Shoot a rope arrow into the beam crossing this hallway and climb
up, mantling onto the beam itself. Shoot arrows into the two
craymen here, then shinny across the beam to the main floor. Hunt
around for the third mask and take it with you, as well as any
other good valuables you find. When you’re done, go back down the
ladder, collect the rope arrow, and head across the bridge.
The Elemental Tower
Past the bridge, walk forward, using the railing to cross over the
lava flow. Jump up the broken brick pieces to the next building
and go all the way through to the staircase leading down on the
right. At the bottom of the stairs, step through the window to the
ledge below, then head left along the ledge. Mantle up to the next
plateau, then walk to the right, taking the first staircase you
see. Walk out the opening at the bottom, then move left to the
ruined campsite. Loot the are, then keep following the path. Just
beyond the campsite, make a very hard right and continue on,
walking by the discarded spinal column lying on the ground. Head
down the slope.
Next you’ll come to an area with a large statue that looks like it
might be sinking slowly into the lava. Jump across the pool to the
far side and scramble up to the top. Edge in through the window
and get to the near platform. Jump across the room to the opposite
platform and drop down to the ground. Walk through the door and
across the open area to the Elemental Tower.
Go in. All you need to do at first is run up the two staircases to
the third floor of the tower. Edge through a window and lower
yourself onto the ledge just outside. Now walk around the building
on the ledge. Keep your eyes trained up. You’re looking for a
wooden crossbeam that is directly above a window. When you spot
this, fire a rope arrow into the wood and climb up. You need to
jump toward the right to land on the upper part of the ruined
stairway. Take it up to the top and move forward into the room
with the Talisman of Fire. Grab the talisman, then head to the
bottom of the tower.
The Talisman of Fire in all its glory. With this collected, you’re
almost done with this mission, and you’re halfway to getting the
four talismans you need to steal The Eye.
The safest, albeit slowest, way to get back to safety is to follow
your path from the Elemental Tower back through the arena all the
way to the Civic Center. It takes some time to do this and will
require that you mantle up on a lot of walls. Still, you already
know what lies this way, and there will be no surprises if you use
this route for your return trip.
When you get back to the Civic Center, take a left, heading
through the large opening. Walk straight ahead. This will take you
right past the huge obelisk for the market area (it has three
pieces of wheat carved on the far side). Walk straight ahead
again, bearing right. Through this passage you’ll see a ruined
gate ahead to your left. Jump through the hole in the wall to your
right. Ignore the first passage to your right and walk forward.
When this path ends, you’ll be back on a balcony in the
residential district. Mantle up on the building on your left and
retrace your steps over the buildings back to the library. Once
here, head in through the main entrance. Bear left, and when you
can’t go forward any more, make a left and then another left. Take
the stairs all the way to the top floor. From the stairs, head
right, all the way to the room with the rubble piled in it. Mantle
up to the roof. Now all you need to do is follow this pathway all
the way back to the waterfall. Once here, you’ve left the Lost
City, and the mission ends.
You start out in the streets near the Hammer temple. Walk forward,
bearing left around the corner and then right. When you spot the
large archway to your left, go through it and walk boldly up to
the Hammerite at the gate. Hand him the scroll in your possession
(and take a moment to read it as well) and he will allow you
access into the temple.
The guard at the gate will let you into the temple only if you
present him with the scroll in your possession.
What you will discover from the scroll is that any area marked
with an inverted red hammer is off-limits to you. Once inside the
Hammer temple, walk around the gigantic hammer statue in the
center of the room and open the door opposite your entrance point.
This takes you into the main part of the temple. You’ll notice a
long staircase leading down, but you aren’t going to take it yet.
>From where you entered this room, take the closest door on the
right. Directly ahead of you, in the next room, are a scroll and a
book on the table. Grab the scroll, which will appear in your
inventory as a piece of papyrus. This is the Wallbuilder’s Prayer,
which you will need to get the Talismans from where they are
lying. Continue along through this room and out the door on the
left. This will take you to a balcony. Walk down the balcony and
into the Reliquary, where artifacts important to the Hammer faith
are kept. You can ignore the conversation, but you should take a
look at the three items on the stands. The one in the middle is
the First Hammer. Don't grab it yet, though. Instead, return to
the large staircase and head down to the next lower level.
Finding the Five Switches
A number of Hammer guards are in the area, and you need to make
sure you aren’t spotted. From the bottom of the staircase, make a
right followed by another right and walk down the hallway here.
When the coast is clear, duck into the first door on the right.
It’s one of those rooms with an inverted red hammer, so you must
There is a very angry priest inside the room, and he is tough to
kill. Instead, knock him out with a gas arrow and close the door
behind you. With a little luck, he will not have raised much of a
fuss and the Hammer guards are still unaware that you aren’t
really a novice. Explore his room, and grab the key off his back
table and the hammer on the small shrine. Then carefully go back
out into the hallway and to the left. Run back up the staircase to
the top floor.
Return to the Reliquary, and this time, go out the door near the
artifacts. Continue going through the doors ahead of you until you
reach a locked door. The key you stole from the priest’s room is a
master key and will open everything in the entire temple. When
there are no guards nearby, open the door and go in, closing it
behind you. Use the key on the chest here, which will contain a
scroll. Reading the scroll will tell you what you must do to get
In short, you must find and flip five hidden switches that are
dispersed around the temple. One is in the old kitchen, another in
the Inquisitor’s torture chamber, the third in the garden, the
fourth in the graveyard, and the fifth in the Reliquary. It’s time
to go flip some switches.
The Old Kitchen and the Inquisitor’s Room
Get back to the large staircase and take it down. Return to the
hallway outside the priest’s room, but pass it by, continuing all
the way to the end of the hall. Take the first corridor to the
left and take the staircase here all the way down to the storage
Now sit and wait. A guard is patrolling the hallway outside this
room, walking counterclockwise. Wait for him to pass, then walk
out into the hall. Follow him from a safe distance, and keep going
around the corners behind him. Eventually, you’ll see a door on
your left leading into the central area of this hall. When the
guard turns the next corner, open the door with the key and go in,
closing it behind you.
This is the old kitchen, which is currently being converted into a
treasure room. Open the three chests and get all the coins from
the floor. Look around the broken wall and hit the switch on the
back wall. With the switch flipped, go back to the door and return
to the hallway, but be careful that the guard doesn’t spot you
Go around the hallway again, staying behind the guard. On the
opposite side of the hall is a doorway to your right. Head in,
being as quiet as possible. The Inquisitor is currently asleep on
his bed, and if you stay on the carpet, he won’t wake up. Go
across the room and into the torture chamber.
Look right and walk over to the rack. On the wall behind it is the
second switch. Flip it, then walk past the iron maiden and take
the corridor to the right. This leads down into the crypt area.
Down in the crypt are two guards. You should be able to snag a
couple of urns here without getting caught, and a little
exploration will reveal a staircase up. This leads back to the
storage rooms around the old kitchen. Head up, and take a look
around for another staircase leading back up.
The Garden and the Graveyard
>From the stairs, return to the main hallway and get back to the
large staircase. Go through one of the two openings across from
the staircase and head to the right. Don’t worry about being
accosted by the Hammers here because this is a place where you’re
allowed to be. However, you want to make sure that you are alone
here when you flip the switch. When no one is in the garden with
you, walk to the wall across from the entrance and turn right.
Move behind the trees and look up. The switch you want is above
you, under the eaves. Flip it, then return inside.
Walk straight through the training rooms here all the way to the
other side. This is the Hammers’ graveyard. Walk in, and follow
the path. Go all the way to the back. Again, you’re allowed to be
here, although you can’t get too close to the two tombs in the
back. When the coast is clear, enter the second tomb from the back
and look up. The fourth switch is here. Flip it, and on your way
out, get the five urns from the tombs as long as it’s safe. Return
to the large staircase and go back to the top floor.
Go back to the Reliquary. A guard is standing here, but he won’t
take notice of what you’re doing. Make sure that you and this
stationary guard are the only ones in the room, and walk over to
the pedestal on the right. The fifth and final switch is on the
back of this pedestal with a skull on it.
Flipping this final switch should reward you with an odd noise
that indicates that all of the switches have been flipped. The way
to the Talismans is now clear. Return to the large staircase and
Nabbing the Talismans
Go back to the stairs that lead down to the basement, but this
time take the corridor to the side and follow it all the way
around. At the back, there is an opening to the outside. Step
through, and you’ll be in a large chamber holding the Talismans on
the far side.
If you’re carrying the hammer from the priest’s room, when you
step onto the platform, a bridge will appear from the opposite
side of the room. Walk across and enter the cell on the left. Flip
the switch here to open the bars leading to the Talismans. Enter
this cell now.
There they are, the Talismans of Earth and Air. Read the
Wallbuilder’s Prayer to disable the force field around them and
get ready to run.
You’ll notice that the Talismans have a strange glow around them.
This force field will strip away your health if it is active when
you attempt to pick up either Talisman. To get rid of the force
field, stand in the cell with the Talismans and read the
Wallbuilder’s Prayer that you nabbed at the start of the mission.
This counters the spell but will also set off the alarm. All of
that sneaking has gotten you this far, but you’ll now have to run
for the exit.
Go back across the bridge and out into the hallway. Take a left
and follow the hall around. The guards are on full alert at this
point, so there may be a few of them in the halls ahead of you.
Run through and get to the large staircase. Run up and go to the
Get out to the balcony and jump over the wall onto the low roof
below. From here, drop down to the streets, and the mission will
Return to the Cathedral
Getting The Eye
Use the four Talismans on the appropriate statues around the
doorway and go in. Turn right and go through the door, then
through the other door in this small room. Move forward into the
long, narrow room and pick the lock on the door to the right. Get
the loot from inside and return to the entrance to the cathedral.
Avoid the double doors to your right and open the door across from
you. Again, go through the other door in this room and into the
long, narrow room beyond. Pick the lock on the door to the left
and get the loot. Return to the long room and walk to the door on
your left. Prepare your flash bombs and get ready to move.
Place the proper Talisman with each statue to open the doors to
Open the door and sneak in. There are three or four zombies and
three haunts in this room. Creep forward to the haunt in the
center of the room and get his attention. Hopefully, you’ll also
attract the attention of the other two haunts and most of the
zombies. When they get close, use three flash bombs to wipe them
out. When your vision returns, run up to the altar (The Eye is
floating about 15 feet above you) and go through the door on the
Get the water arrow off the fountain and the holy water from the
corner. Get a vial of holy water ready and arm your water arrows.
Open the door back to the main altar area and look around. Quickly
dispatch any undead with holy water arrows. From the room with the
fountain, walk past the altar and open the door on the other side.
Run in, past the apparition and open the door. Go up the stairs,
all the way and open the door at the top.
Open the door on the right and walk out across the beam. Follow
the beams and rooms here, getting any loot and opening all the
chests that you find. Keep going across the beams until you come
to a locked door. Pick the lock and move in carefully, grabbing
the loot and the fire arrows from the table. Then walk back out on
the beam and drop down to the platform below.
Pick the lock to the door and enter the room. Walk out onto the
balcony to your left and you’ll see The Eye at your level. You
must now jump over to the top of the hammer pedestal and take The
Eye. When you have it, drop down to the bottom floor.
The Spirit of Murus
You have The Eye now, and a look at your map will show you that
you must get out the back of the cathedral to find the cloister
gate. Go through the door that led to the stairs to the top floor
of the temple. This time, though, you aren’t going to take these
stairs. Inside the door, turn right and run directly past the
apparition. Open the door and enter the garden.
In front of you is a spirit that looks somewhat different from the
normal apparition. This is the spirit of Murus. He will welcome
you to the area and will offer to help you if you help him. Walk
past him and take the first right. Drop down the broken staircase
to the ground below.
Murus will appear down here. He’ll tell you that if you want his
help in leaving, you must help him as well. To start, you must
locate his rosary, which is somewhere in St. Yora’s. Take the left
path from Murus and walk up the staircase.
Inside St. Yora’s
Open the door into St. Yora’s and walk in. Turn right and head up
the staircase. Walk forward and get to the large sarcophagus. Snag
the water arrows, then go through the hole in the wall. Be very
careful now because there are a couple of active zombies up here.
Walk through this small chamber to the door. Open it, and head
right through the next door and out into the hallway. Turn left
and walk around the hallway to the first doorway on the right.
Duck inside and walk to the back room. Open the chest to get
Turn around and run back through the hallway. Drop down the large
crevice to the ground floor. Steal the healing potion off the
table and run out of the room through the exit to the left of
where you came down. The door ahead of you is where you entered
St. Yora’s. Go out the same way and return to the last place you
spoke with Murus.
He’s there waiting for you again, and he will congratulate you on
recovering his rosary. He tells you next that you’ll need a holy
symbol. With the number of undead creatures running around here
and the extent of the desecration, the chance of finding a good
holy symbol is next to nothing. Murus suggests you use the
machinery in St. Tennor’s to create a new holy symbol.
Around St. Tennor’s
Go through the opening at the bottom of the broken staircase and
into the cloister area. Make sure there are no undead walking
around, and go left. The first door on your left is the entrance
to St. Tennor’s. Go in, and walk through the open doorway to the
Turn left in the corridor and follow it around to the room at the
end. Inside is the machinery that Murus spoke of. Grab the mold on
the bottom right from the floor; it should look like a hammer.
Place it under the machine and pull the left lever. This will
close the mold and prepare it for use. Then flip the lever on the
right to pour the molten metal into the mold. When the holy symbol
is ready, use the left lever again to open the mold and take the
Go back to the hallway and walk through St. Tennor’s. Take the
staircase at the end up to the second floor and jump across to the
ledge on the other side of the room. From here, jump over to the
metal chute and slide down to the small courtyard outside.
Take a look at the small shed here. Put a rope arrow into the shed
and climb up, then mantle to the roof. Get the candle, then crouch
and retrieve your rope arrow. Then jump back to the chute and
climb up. Leave St. Tennor’s by the entrance you came in,
returning to the cloister area.
Before going back to Murus, you’ll take a short trip through St.
Vale’s. Go forward from St. Tennor’s to the corner and open the
gate. Walk through and turn to the right. The large doors ahead of
you are the cloister gates, where you’ll be going when you’ve
finished helping Murus. Walk around the corner and through the
door on the left into St. Vale’s.
Shoot a rope arrow into the balcony on the left and climb up,
mantling up to the top floor. Walk around the balcony and get the
prayer book, then go retrieve your rope arrow. Drop back down to
the ground floor and leave. Return to the broken staircase outside
St. Yora’s and speak with Murus again.
Through St. Jenel’s
Murus will tell you that you have everything you need to do the
favor for him, and that he will meet you in the graveyard next to
his grave. However, to finish the mission, you have a couple of
things to do in St. Jenel’s first. Go back through the archway to
the cloister and into the building directly across from you.
Walk forward inside the building and drop down to the basement
level. Press the button to get the elevator back to the top floor
and walk out toward the staircase. Don’t take the stairs. Instead,
hug the left wall to the overhanging balcony. Drop down and open
the blue chest here to nab the cemetery key. Snag the loot off the
table and run past the zombie up the stairs.
Get back on the elevator and press the button to go to the lower
floor. Step off the elevator and into the room beyond. Go forward
toward the table and take a hard left. Pick the lock on the door
here and go in, taking the long staircase all the way to the
observatory at the top. If you read the book on the table, you’ll
discover that the Hammers have determined that the moon has
mystical properties. Throw the holy symbol you created into the
small pool here, then retrieve it. The water in the pool has
blessed the holy symbol, making it ready for use. Go back down the
stairs now and to the elevator. Take it to the top floor and leave
St. Jenel’s the way you came in.
When you leave St. Jenel’s, take a right and walk to the gate.
Open the gate and walk through. Ahead of you and slightly to the
right, you’ll see the locked gates of the cemetery. Use the key on
the gates and go through. Arm yourself with fire arrows and use a
couple on the zombie you find skulking around in here. Wander
through the graveyard until you find Murus standing by an old
He’ll tell you exactly what to do. You must touch his tombstone
with the rosary, then place the candle on the stone and read the
prayer. Touch the gravestone with the blessed holy symbol, and
Murus’ grave will have been blessed. With his soul finally at
peace, he can rest easily now.
Unfortunately, Murus doesn’t have a key to the cloister gate.
Instead, he gives you a key to the old armory on the top floor of
the cathedral. You’ll have to go back to the cathedral if you want
to leave in one piece.
As a reward for giving him eternal rest, Murus gives you the key
to the old armory in the cathedral. You’ve got a few more things
to do before you can leave.
Leave the cemetery and go back to the broken staircase by St.
Yora’s. Reenter St. Yora’s and get ready to move. Walk straight
forward into the room where you grabbed the healing potion and go
left through the other doorway. Follow the hallway here all the
way around to the left until it ends in a large room. The doorway
to your right leads back into the garden between St. Yora’s and
the cathedral. Leave by this door, and get your holy water ready
The garden is home to both an apparition and a haunt. Since you
really don’t want these creatures following you, use a holy water
vial and kill them off. When the way is clear, go back through the
door leading into the cathedral. Run around the apparition and go
to the right, taking the door to the staircase. Return again to
the third floor and open the door at the top.
In this room, use the armory key you got from Murus on the left
door. Inside, you’ll find a parchment, an explosive device, and a
few fire arrows. Read the parchment and get the explosive and the
arrows. Once you have these, return to the garden and drop down
the broken staircase again.
Run out now to the cloister gates near St. Vale’s. Drop the
explosive device by the gates and back up to the shadow area
across from it. Launch one of your fire arrows into the device and
the gates will be blown open. Run out, and the mission will end.
Into the Maze
You start in the altar area outside Constantine’s garden. Chances
are good that you looted this area during the mission to steal
Constantine’s sword. When you were here last, there was a door in
the room that you could not open. It’s open now, though. Before
going through it, check around the altar area and get the useful
items here. You won’t get any broadhead arrows, but you’ll find
your blackjack and some noisemakers and rope arrows. Then head out
Check the fires burning here and grab any fire arrows you see.
Head down the stairs and go either right or left. You should
crouch down at this point because there are some nasty creatures
below you, including a bugbeast and a couple of ratmen. There is a
good chance they’ll spot you if you’re standing, and you’re in no
condition for direct combat. While crouched down, fire a rope
arrow into the ceiling and jump off the balcony onto the rope.
Climb up and jump across to the small alcove above the floor. Get
all the goodies here, and lean out and snag the gas arrow next to
the niche you’re in.
Use the gas arrow on as many of the creatures below as possible.
Regardless of how many creatures you use the gas arrow on, you
should use it on the bugbeast without hesitation. Slay the ratmen
with broadhead arrows if you don’t catch them in the gas cloud.
Then drop down to the floor and get your rope arrow back. Now go
through the leftmost exit from the stairs down and take left
passages until you come to a dead end with a vertical pool. Step
into the pool and grab the water arrow, then return to the stairs.
On your way back, make sure you get the gas arrow, and drop the
Getting to the Basement
Now that you’re back at the stairs, it’s time to get serious about
getting through the basement and finding some help for dealing
with Constantine. This time, you’re going to go through the
rightmost exit from the stairs. Go left in the room beyond and
through the tunnel, getting the arrows off the ground. When this
path ends in a T-intersection, turn right. Make sure the bugbeast
and ratmen in this area aren’t around, then shoot a rope arrow
into the canopy above and climb up. Jump over to the platform and
explore. You’ll find some ammunition and supplies up here, which
should help you out. While up here, snipe at the ratmen and drop
the bugbeast with the gas arrow you grabbed earlier.
Go through the tunnel. There is a gas arrow at the end that is
definitely worth having. When you’ve got everything, drop back
down to the ground, and retrieve the rope arrow. Go back to the T-
intersection and go forward into the next room. Head to the right
here, and go through the long tunnel.
As you go through this tunnel, you can grab a few water arrows.
You’ll also have to kill off a spider or two on your way to the
next large area. This path will end on a platform overlooking some
sort of shrine on the ground. Fire a water arrow into the fire
elemental and take a look around. Use a rope arrow to get over to
the higher platform on the left and snag the gas arrows here. You
can also put another rope arrow into the ceiling by the platform
on the other side and get the water arrows here. A few more ratmen
patrol this area, and hitting them from above will keep you out of
range. If you didn’t drop the bugbeast earlier, there’s a good
chance it will appear now.
When the ratmen are dead or unconscious, drop down to the ground
and walk into the large, open area. Take the tunnel on the left
until you get to the next large room dominated by the tree at its
center. Use another rope arrow to get up to the platform and take
a look around. Don’t miss going through the opening and into the
tree. Get the arrows here and read the book. It’s a journal of
Constantine’s and it suggests that either he is a highly placed
agent of The Trickster, or he is The Trickster himself.
You’ll get very good at sniping at ratmen in this mission. Try to
kill them with your first shot, since arrows will always be in
When the ratmen in this area are taken care of, drop back to the
ground. Head up the ramp here and go left at the T-intersection.
You’ll see a room ahead that looks like it belongs in a normal
basement and there’s carpeting on the floor. Slay the ratman with
an arrow and move in carefully. Three other ratmen patrol this
Into the Basement
Although your map has shown you to be in Constantine’s basement
this whole time, you’re now in something that actually resembles a
real basement and not some evil forest. When there are no ratmen
around, move through the room and into the corridor beyond. Douse
the torch with a water arrow and wait.
Eventually, the three ratmen in this area will come this way. If
you can, hit them with arrows when they’re still unaware of your
presence. When you have killed them all, walk forward down the
hallway and go right at the end of the hall. Walk forward now
until you get to the wall, then go right followed by an immediate
left. You’ll have to walk across a metal floor here, but with the
ratmen out of the way, this shouldn’t be much of a problem.
Take the first left on this floor and go up the ramp. You’ll still
be on a metal floor, but there aren’t any enemies close by. When
you get back to the carpeting, turn right, then take the next
left. You’ll be spending a long time in this hallway because there
are a few more ratmen to deal with here. Extinguish the torches as
you go down the hall, then duck into the alcove to the left.
Again, ratmen will walk past on patrols, but if you’ve been
careful, they shouldn’t know that you’re around. Drop all three of
them however you can, but make sure you still have a few gas
arrows in your inventory for the next floor. You can use your
broadhead arrows without much fear at this point because you won’t
have much use for them on the top floor.
With these ratmen out of the way, go back to the hall and all the
way to the corner on your left. Continue around the corner, and
take the first left, running past the spider here. Take the next
two rights until you get to the door. Open it, and you’re at a set
of stairs. Climb up them to the first level of Constantine’s
Unfortunately, the top floors of the house are completely closed
off. You’ll have to get through the front door to get out. Go
right from the stairs and into the hallway. Go left then, and
follow the hallway all the way around to the kitchen area. You
will likely run across a ratman, so drop him. You’ll also have a
run-in with an exploding frog creature, which will probably strip
away some of your hit points.
If you’re low on gas arrows, you’ll have to make do with broadhead
arrows to get rid of your foes.
At the kitchen, shoot a gas arrow at the ratman standing guard,
then enter the room. From here, go left into the dining room and
get the fire arrows off the table. Again, there is probably a
ratman patrolling through this room. If you still have two gas
arrows, use one on him. If not, kill him with fire arrows,
broadhead arrows, or whatever else you have in your arsenal. In a
worst-case scenario, blind this ratman with a flash bomb and run
through the room into the hallway.
In the hallway, arm yourself with a gas arrow and go left. Follow
the corridor around the corner, and start aiming at the bugbeast
standing in your way. Launch the arrow at it, then run past,
taking the first door on the right, which leads outside. You
should have a jump on the other bugbeast and the ratmen on the
other side of the hallway, so you should get to the door before
they can react and hit you. Watch out for the exploding frog by
the door. Once you’re outside, the mission will end.
The Destroyed Temple
You begin in the same place where you began the Undercover
mission, out in the streets near the Hammer temple. Everything
seems to have changed. Death and destruction are everywhere.
Bodies litter the streets, and everything appears to be destroyed.
The doors of the Hammer temple have been ripped off the hinges,
and no other living soul seems to be in the area.
The Hammer temple is in a sorry state after the reappearance of
the Trickster. It’s possible that some Hammers are still alive
somewhere in there.
Enter the temple, and explore the two rooms to the side. Grab the
broad head arrows on the floor. You’ll notice that your objectives
change as soon as you enter the temple. Rather than finding
someone in charge, you must now find whether the Hammers have
survived the assault at all.
Open the door into the temple proper and look in. A few enemies
are patrolling the area beyond. Step carefully into the corridor
and grab the arrows, then head right and open the door at the end
of the corridor. Grab some more arrows and move through the door
across from where you entered, back to the balcony.
Now walk through the ruined Reliquary and move carefully into the
hall beyond. You’ll have to pick the lock on the door here, so
keep a watch for the patrolling bugbeast in the room with the
large stairs leading down. Enter the chapel area and again grab
the arrows from the floor. Walk up to the remains of the altar and
climb down the ladder into the subbasement of the temple.
Finding the Hammers
The subbasement is heavily patrolled by ratmen. You can kill them
if you want to, but with care and patience, you can just avoid
them all. If you stick to the shadows and move quickly across the
brightly lit areas, you should have no trouble picking your way
The carnage in the subbasement is almost total. The bodies of dead
Hammers and ratmen, and even an occasional bugbeast, litter the
floors. To get to where you need to go, you’ll be taking left
passages for the most part. When there are no ratmen in the area,
move away from the ladder and through the opening ahead of you and
into the tunnel beyond. The Hammers have carved out a few rooms in
this tunnel complex, but you don’t have the luxury of hiding
behind closed doors. A few barrels here can serve as an impromptu
hiding place, and you’ll often find a good number of deep shadows
behind the columns holding up the ceiling.
Take every leftmost passage until you find the dead Hammer under a
cloud of insects. If you look beyond him, you’ll see a fountain of
holy water that has been toppled. There’s nothing of value in that
room, and a spider is lurking there, so avoid it. Instead, take
the next passage to the right from there and continue moving
forward. As you exit the room and look down the tunnel, you’ll see
a set of stairs leading down in the distance.
Again, wait for the ratmen to finish their patrols in the area,
then make a run for the stairs. At the bottom of the stairs,
you’ll emerge into a large, circular area with three levels.
You’ll be on the top level along with the bodies of two dead
Hammers. The next level down has a cross-shaped wooden walkway
spanning the center. All the way at the bottom, you can see a
couple of creatures, including another bugbeast, walking around.
Around to the right of where you entered this area is a locked
door. You can’t open this door with your lockpicks, so you’ll have
to get the key. Walk around the upper walkway to the opening on
the other side and go through. This leads to a ramp heading down
to the next level.
You emerge on the middle level in a small alcove with two tiny
rooms off of it. In the right one, you can get a few moss arrows,
while the one on the left holds some fire arrows. Get them, then
lean out so that you can look at the walkway. The ratman
patrolling the walkway must be dealt with. When he is dead, walk
straight across the walkway, avoiding both the left and right
On the far side is another alcove with two rooms. The right room
is a water area. Jump in and get the water arrows in the central
dry area. The left room looks much like the void room back in the
mission to retrieve Constantine’s sword. Don’t worry about
entering, the floor is simply invisible. Snag the gas arrows here
and leave, going through the tunnel that leads to a long spiral
staircase heading down.
This Hammer guard will tell you of the current troubles of the
temple, and give you a key and a map to assist you in finding the
At the bottom of the stairs, you’ll find yourself face-to-face
with a Hammer guard. He recognizes you and tells you of the
current plight of the temple. The high priest has been captured by
the Trickster’s creatures. The Hammers dare not risk an attack
because the ratmen would kill the priest as soon as they are
threatened. However, someone with your talents seems well suited
to the task of rescuing the man. The guard will give you a key and
a map and send you on your way.
Finding the Priest
After you have the key and the map, you need to get back to the
top level of the circular area. Retrace your steps all the way up
to the locked door at the top and use your new key to open it. As
soon as you do, back up just in case a ratman is patrolling in the
area. This next area is quite dangerous and requires a lot of
precision, timing, and patience.
Walk forward through the door and then through the opening ahead.
Take an immediate left into the corridor beyond. A number of
ratmen and bugbeasts are shuffling around in this area, so you
must move carefully. When there is nothing in the immediate
vicinity, shoot a water arrow to douse the torch on the left wall,
and put the bow away. You’re going to stick to the corridor here,
avoiding the rooms in the middle so you don’t have to worry about
the bulk of the creatures. Each time you approach a torch, use one
of your water arrows to douse it and darken the area.
As you walk, you’ll frequently run across the patrolling ratmen.
You can get into a fight with them if you wish, but there is no
need. Fortunately, there are a number of privies along the left
side of the corridor where you can hide when one of the ratmen
gets close. Follow this corridor all the way to the end. Take the
There are three exits from the room at the bottom of the ramp. Go
through the exit on the left. This room holds two ratmen.
Fortunately, they are currently standing with their backs to you,
facing a fire. Move in and hug the left wall, going as slowly as
you can to make as little noise as possible. Keep going all the
way to the opposite side of the room and go through the exit here.
The next room also contains a pair of ratmen. You want the exit to
the immediate right as you enter the room. You’ll be heading into
a room that has a cloud of insects in it.
The room to the right here, through the insects, has a bugbeast in
it. Avoid an encounter by going straight through the room to the
exit directly across from where you entered. You’ll walk into a
room with a skeleton on the floor. Turn left and go through the
doorway in front of you again. This room, like many of the others,
holds two ratmen around a fire. They’re over in the left corner.
You need to go all the way to the back and out the doorway on the
You’re now on the opposite side of the room with the priest. Duck
in and hug the left wall. Slide around until you get up close to
the priest. Crouch down next to him and keep your eyes on the
closest ratman. He’ll regularly turn and face the fire, then turn
back and look toward you. When he turns away, arm a gas arrow and
drop him with it. Immediately start readying another gas arrow and
aim for the area between the other two ratmen. They’ll be alerted
to your presence, but they won’t know where you are. As they start
searching for you, they’ll get close to each other. When they are
near each other, launch your second gas arrow and take them both
With the ratmen out of the way, pick up the priest and walk
through the exit opposite the one you entered. This puts you back
into the first room on this level. Rather than going across the
room to the long ramp up, take an immediate left and go up the
You’ll emerge in a room that has a sort of makeshift dock area.
Drop the priest on the raft here and climb aboard. When you’re
ready, hit the lever, and the raft will launch and start floating
downstream with the current. Pick up the unconscious priest again
The raft will follow the stream along, eventually dropping down a
very gentle waterfall. Let it carry you and the priest all the way
to shore, then disembark and carry the priest over to the hammer-
shaped window slit. Drop him here, and the mission will end
Into the Maw of Chaos
Down the Slope
Rather than face the enemies on the path, run past them, and you
shouldn't take much damage.
Start running down the paved path in front of you, and follow the
stairs down When the floor turns from the lighter colored paving
to the stone of the cave walls, take a sharp left turn and keep
running past your enemies. Eventually, you’ll come to what looks
like a room carved out of the rock. Go through the doorway on the
left and into the next area. Run to the left and drop down to the
lower platform immediately below. Follow the platforms down to the
next opening and go through.
Keep going forward, but don’t move too fast. There’s a sudden drop-
off ahead of you that leads straight into a lava pit. You’ll want
to skirt this along the ledge to the right. Move ahead until you
start seeing the large blue crystals sticking up from the floor.
The Ice Fields
The blue crystals that jut from the rocks here are nasty. Just
touching them will strip away your hit points. Worse, you’ll often
need to negotiate your way around them while walking on slippery
ice. Your first test here isn’t very difficult. Step carefully
onto the ice and collect the water arrows near the crystals.
Follow the ice field down until you get your feet on solid ground
again, then go forward again.
The next area is quite daunting. You’re confronted with a large,
steep slope of ice with blue crystals jutting from it. Step
lightly onto the ice and immediately start backpedaling. You’ll
shoot down this ramp at a high speed, and the narrow strip of rock
at the bottom is covered with the deadly blue ice crystals. Only
by running backwards as fast as possible can you prevent yourself
from being impaled. When you get to the bottom, turn to the right.
Arm yourself with a water crystal. There is a fire elemental in
the next room, and there aren’t many good places to hide. Move in
carefully and stand in a shadowy area, then dowse the elemental
when it gets within range. Check the fire for some fire arrows,
and walk carefully over the lava bridge. Past the bridge, head
right through the next cave, then left down a very steep ramp.
Keep going until the path appears to vanish. When you’re ready,
This ramp is effectively a slalom course. The first part is stone,
but it quickly changes to ice. Use your left and right movement to
skid out of the way of the blue ice crystals, and run backwards to
control your speed as best you can. At the bottom, turn right and
Entering Constantine’s Lair
Walk over to the backward waterfall and jump in. After a few
seconds, you’ll break the surface and will be moving along at a
good clip. The current is very swift through most of this area, so
you’ll have to be quick to get where you need to go. Continue
swimming forward, ducking down into the water when you run out of
head room. Again, break the surface as quickly as possible and let
the current carry you.
The next part of this is the most dangerous. You’ll be forced
underwater again, and the current will carry you up and around a
large bend. You must rotate around so that you’re facing in the
right direction. Let the current carry you, and swim forward as
well. Around a couple more tight bends, keep your eyes to the
left. You should be just about out of air, when there appears to
be a break in the water to the left side. Move carefully out of
the current into this small alcove. When you get your breath back,
jump back into the current and let it carry you along.
After a few seconds, the waterway will deposit you in a large pool
of water that is somehow suspended above the ground. If you look
down, you’ll see the top of the blue ice pedestal. Position
yourself directly over the center and swim down. You’ll fall out
of the pool, directly into the top of the pedestal and into the
water below. Let the current carry you up to the surface, and get
back onto dry land.
The Tree and the Gorge
Go forward into the large area dominated by the biggest tree
you’ve ever seen. Go around to the right, being as cautious as
possible. You’ll need to deal with a couple of ratmen here. Take
them down, and continue walking around the tree until you come to
the large, gaping entrance leading into the trunk.
There are several spiders here. Run around them and mantle up onto
the ledge, then mantle up to the next higher ledge. Fire a rope
arrow into the ledge across from you and jump over to it, climbing
up. You’ll have to mantle and climb up the ledges above you to get
to the top. It’s sometimes helpful to fire a rope arrow into the
next higher ledge and use that to pull yourself up rather than
trying to jump and mantle. At the top, climb through the opening
and keep walking.
You’ll come to a large, long room with purple lights along the
sides. These purple lights fire purple magic missiles at you when
you step in front of them, so you’ll need to move quickly through
this next area. Start running, and take out the ratman standing
guard at the end. Stopping for too long here is fatal, so be very
careful about where you take a break to kill the ratman.
Across the Lava Fields
On the other side of the large room, you’ll come to a series of
caves. All or most of these caves are large, and the floors are
filled with deadly lava. You’ll need to stick to the ledges that
run along the left walls to avoid falling to your death. This path
is also guarded by a number of ratmen. Take them out as you see
them, preferably with arrows or fire arrows. Move carefully,
because early in this series of ledges and tunnels there is a
sudden drop-off where you’ll need to jump across the lava to reach
the other side.
There really is only one way to go through these caves. The
general rule is to move swiftly after the jump and when there are
no ratmen in the vicinity. Move slowly only when your path is
blocked by a ratman. Around one corner, you’ll glimpse some blue
crystals on a distant platform. Be careful here because that
platform holds a bugbeast. Get by the bugbeast without being
spotted, and continue on.
You’ll come to what looks like a dead end, with a high rock wall
in front of you. Look up. Some vines are hanging down here. Climb
up one and jump over to the wall. From here, leap to a vine on the
other side and climb down. This will put you just outside the area
where Constantine is
Replacing The Eye
Ahead of you is a massive seven-pointed star drawn on the ground.
Constantine, in his form of the Trickster, is currently casting
spells on each of the pedestals at the points of the star. The Eye
stands on an eighth pedestal in the center of the platform. You
must get to The Eye and swap it with the false gem you carry
before Constantine has finished his enchanting.
Watch Constantine. When he starts walking to a pedestal that is
turned away from you, you’ll have a minute to get to The Eye. Walk
carefully because the sound here will carry. You may want to use a
few moss arrows to help you move more silently. Once at The Eye,
switch it with the false gem, and carefully get back to cover.
Hide in the shadows so that Constantine can’t see you, and wait.
With the real Eye in your possession, you can hide back in the
shadows and wait for Constantine’s doom.
The Trickster’s Demise
All you need to do is wait. When Constantine finishes his spell,
he’ll realize that he has been tricked, the false gem will lash
out and kill him, and the mission will end.