Thief - The Dark Project - part 3 Continued from Issue 75 UNDERCOVER First Steps 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. 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 Wall Builder'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 be careful. 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 the Talismans. 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 room. 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 leaving. 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. The Reliquary 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 go down. 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. 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 Wall Builder'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 brought you this far, but you'll now have to run for the exit. Escaping 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 left. 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 end. 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. 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 right. 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 un-dead 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 Murus' rosary. 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 corridor beyond. 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 holy symbol. 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. Now, 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. The Graveyard 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 grave. 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. Getting Out Leave the cemetery and go back to the broken staircase by St. Yora's. Re-enter 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 to use. 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 destroy them. 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. ESCAPE! 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 broad-head arrows, but you'll find your blackjack and some noisemakers and rope arrows. Then head out the door. Check the fire is 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 broad-head 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 left-most 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 patrolling ratman. 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 right-most 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. 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 area. 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 broad-head 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 house. Getting Out 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. 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, broad-head 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. To be concluded next issue - o -