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A Division of Random House, Inc. Acknowledgments
3000 Lava Ridge Court
Roseville, CA 95661 The author and Prima would like to thank everyone who
1-800-733-3000 put this book together: Colby McCracken, Julian Mehlfeld,
www.primagames.com and Kip Ernst at Eidos for their support and assistance; Steve
The Prima Games logo is a registered trademark of Random Allen and Jeremy Graves for the original maps; Elizabeth
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Primagames.com is a registered trademark of Random House, Inc.,
registered in the United States.
art for the maps.
© 2004 by Prima Games. All rights reserved. No part of this book may be The author also thanks Jill Hinckley and Carrie Andrews
reproduced or transmitted in any form or by any means, electronic or at Prima; thanks also to Brad Anthony for his dedication,
mechanical, including photocopying, recording, or by any information
storage or retrieval system without written permission from Prima Games. immense gaming knowledge, and mad writing skills. The
Prima Games is a division of Random House, Inc. author dedicates this book to Stefano Urbani and his
Product Manager: Jill Hinckley heavenly Carbonara.
Project Editor: Carrie Andrews
Design and Layout: Simon Olney and Derek Hocking
Getting Started
throughout the level. At the Expert difficulty level, you may
have to steal 90 percent of the available loot and all three
special loot items while not killing any non-combatants. At
the more difficult levels, you face more enemies and get less
help from items such as healing potions.
Background You learn quickly
that the expert
Garrett may be a master thief in his own right, but you
difficulty level takes
need lots of practice using his abilities if you want to avoid
more patience and
spending some quiet time in the deep, dank pits of the
skill to work through,
prison. The Dark Age is coming, and you’re stuck in the
but the quiet rush
middle of three powerful factions vying for control when
you get at the end
the darkness falls.
is much more
rewarding.
2
Tools of the Trade
Blackjack
The blackjack is a small
leather-covered club, a
weighted span with a flexible
handle. When swung, the
handle bends to add more force to the blow. This is a non-
lethal weapon. Its leather padding makes it a tool for inca- One disadvantage of using the dagger is that it allows
pacitation, not death by blunt-force trauma. There really is your victim a second to scream in pain before he expires,
honor among thieves. If we don’t need to kill, we don’t— potentially drawing more guards and consequently more
but there is nothing wrong with leaving a few hindrances trouble. Second, it leaves a telltale pool of blood on the
behind with nothing more than a serious headache. floor. Sloppy thieves who leave a trail of blood won’t be
The blackjack is your primary weapon. If you must take around long.
someone out, reach for this first, because it has several
advantages over your other weapons. First, and most The Bow
important, it keeps your victim silent. A stunned opponent Bows are always
has no time to let out a desperate cry for help, although popular weapons in
they sometimes utter some sleepy, delirious words before our profession. The
they crumple into a heap for a nice long nap. Second, it appeal is the ability to
offers clean technical execution—in other words, no messy strike from a distance, while your victim goes about his
evidence like bloodstains to clean up. business unaware of an impending attack. By the time your
target notices a curious whistling noise in the still night air,
it’s already too late. But choose optimal circumstances to
use your bow. Only amateurs allow stray arrows to shoot off
Victims of your stealthy blackjack attacks will not wake through the city streets. Choose your targets well and make
up during the course of your mission. every shot count.
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PRIMA OFFICIAL GAME GUIDE
Don’t fire an arrow into a crowd. It creates a chaotic mess Water Arrows
that you should avoid at all costs. Focus on removing the This is a noncombat arrow used to extinguish
unsuspecting lonely guard, ideally in areas where you can any open flame—candle, torch, or fireplace. Use
reach your victim quickly and dispose of the evidence. water arrows to help you move in darkness from
one point to another. Use them sparingly; you
can never put out all the lights on any level (nor
is it necessary to attempt it).
You can also use the water arrow to wash away
bloodstains on the floor from certain events that
you don’t want traced back to you.
Fire Arrows
This combat arrow is anything but stealthy; it
streaks through the dark night and explodes
upon contact into a ball of flame, igniting
whatever is nearby—a victim, oil puddle,
When possible, attack from a distance without revealing extinguished torch, or even more dramatically, a
your location. If your victim doesn’t fall in one shot to the well-placed explosive barrel. Save these arrows
head or torso, however, it could be trouble. Undoubtedly for special occasions.
someone will start looking for the archer, and more guards
will probably come along.
The bow is undeniably the most versatile weapon, consid- Look for elemental fire crystals in fireplaces, campfires,
ering the many choices of arrow types—especially the and other sources of flame.
arrowheads constructed from elemental crystals that have
various offensive and defensive properties. There really is an Moss Arrows
arrow for every occasion. Moss arrows are noncombat tools that are
extremely useful as sound-dampening devices.
Broadhead Arrows When fired at the floor, they cover the area in
This is the most basic type of arrow and also the most deadly. soft, noise-muffling patches of moss. When you
A single broadhead arrow, striking the head or torso, is plan an attack that requires crossing a type of
enough to kill most men outright. But if the arrow hits the flooring that amplifies footfalls, carpet the area
victim’s arm or leg, it will not deliver a critical strike or a fatal first with a couple of moss arrows. This tactic
blow. Obviously, the victim is now alerted to your presence, works great if you want to quickly approach a
so be ready for a quick escape. Also, it is important to note guard whose patrol pattern leaves you only a few
that the broadhead arrow is not a stealthy kill—the victim seconds to get close while his back is turned.
often lets out a dying moan before he falls. Nearby guards Moss arrows can also be used to choke guards temporarily.
definitely come to investigate, and they will find the body When shot into the face, the weapon covers the target’s
before you can get there to clean up the evidence. head in moss. The guard is then unable to hear, see, or
make noise as you run past them.
4
Tools of the Trade
Gas Arrows Explosive Mines
Upon impact, this arrow releases a gaseous Explosive mines are a devastating
sleeping agent. Maximize its use by sending one exploding device used to booby-trap
into the center of a group of enemies. areas. The mine has a self-setting timer,
These valuable arrows are both rare and so it can be strategically placed and
expensive. It is hard to even find someone who give you enough time to move away. It remains armed until
sells them. Save them for when they’re really someone moves within several steps of it—including you, so
needed. remember where you’ve put them, or the City Watch will
be scraping you off the cobblestones.
Noisemaker Arrows
Misdirection is often the key to success, Gas Bombs
and these little dandies come in quite The gas bomb is the more compelling
handy on many occasions. In some cases, version of the gas-related weapons. In
guards do not patrol an area, and getting this form, the bomb has a powerful area
around a stationary guard can be difficult. effect, releasing a great cloud of sleep
These arrows are very useful to draw upon impact. Toss it into an enclosed
attention away from you or from your room full of enemies, and most will be
desired route of travel. If a guard blocks a fast asleep within moments.
doorway you must get through, send a
noisemaker arrow away from the door.
Then slip through it unnoticed as he runs Equipment &
to investigate the noise. Miscellaneous Magic
The sound of numerous little firecrackers going off is enough
to draw considerable attention, sometimes bringing all the
guards in the area. This creates an optimal situation for a
follow-up group attack, if you have already prepared the
ambush with, say, a mine, a bottle of oil, or an exploding
barrel. Should a fire or gas arrow be loosed upon the unsus-
pecting guards, the ensuing chaos could be extremely amusing.
Flash Bombs
These devices are valuable backup tools,
with both offensive and defensive appli-
cations. Offensively, they can be used to
stun an enemy while you throw in a
quick follow-up attack. Defensively, you In the course of your adventures, you can make your efforts
can toss one down to blind and deafen a more effective by using various types of personal equipment
pursuing guard, generally buying yourself and magical items. Often you can simply rely on your own
ample time to escape back to the safety of the shadows. skills, but sometimes even a master thief needs a little help.
Here is a breakdown of resources available at various points
in your thieving adventures.
Flash bombs are very effective against the ravenous
undead. Keep many of these in stock at all times.
6
Tools of the Trade
Holy Water Flasks
Holy water flasks are used in a similar way as oil
flasks, although the puddle they create is much Some treasure respawns. This only occurs in the city
different in composition and effect. Holy water sections, so look for new items you haven’t noticed
is feared by the undead; coming into contact before—especially on peasants walking the streets.
with it causes them great damage. A pool of They are prime targets for pocket picking.
holy water on the ground prevents undead
from moving over or past that area.
Now that we’ve covered the tools of the trade, let’s go on
Keeper-Door Glyphs to the Rogues Gallery, where we discuss the opposition that
These arcane symbols appear at access awaits you in the city and in the coming Dark Age.
points into secret passages or teleportation
doors used by the Keepers to enter various
areas. It is very important to note where
these symbols appear; only they can allow
you access to certain missions and parts of
the city.
Wall-Climbing Gloves
When you make it into the docks part of
the city, you can purchase these fantastic
items, which allow you to easily access
high areas on brick or stone walls, indoors
and out. When you use them, climb as
you would climb a ladder.
Treasure
Treasure comes in four major groups:
metal, gems, art, and special. Metal
treasure may be in the form of
bowls, bracelets, candlesticks, forks,
goblets, knives, nuggets, plates,
spoons, and more. Gems are
found—in small piles, if you’re
lucky—as jade, rubies, diamonds,
and jewelry. Art commonly is found
as paintings, jewelry, mirrors, vases, wine, and statues.
Special loot is limited to three items in each mission and
comes into play for the various levels of difficulty. The
special items are rare and worth more on the market than
general loot. As you play at increasing difficulty levels, you
must collect more of these items to complete the level, and
they are sometimes very well hidden. Be thorough in your
searches, especially on expert level.
In the mission sections that follow, a treasure summary is
included in the mission outline.
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Rogues Gallery
City Watch Guards
Slow, stupid, and easily evaded or
misdirected, these guards are a mere
inconvenience. But take them seriously
Human Opponents when they have you backed into a
corner; they do know how to use their
Peasants swords. You can often catch them
Townsfolk have heard all about you, the unaware as they grumble under their
master thief who steals from the rich and breath about the Captain or nap and
gives to, well, himself. Some of them drink on the job.
know generally what you look like from Guards are usually on patrol, and
wanted posters on the walls of the city, if they see you or notice something
and they stay out of your way unless you unusual, they immediately start
threaten them or steal one of their searching for you. If they have no
baubles or trinkets. luck finding anything, they soon
In thieving missions, however, some return to their duties and chalk up
peasants run to alert the nearest guard if the experience to long nights at work,
they recognize you. They will bring a fatigue, and the mind-numbing dullness
guard back to where they last saw you. of their duties. But if they find you, they immediately attack.
If you attack a peasant and don’t kill If you’re in a safe area out of reach, they fetch a City Watch
them outright, they panic and flee, alert- bowman to put some arrows into you and bring you down
ing everyone in the vicinity and drawing to their level.
quite a crowd. In both cases, remaining
undiscovered is best.
City Watch Bowmen
These guards behave almost
Thugs identically to their sword-bearing
These common criminals are a small demographic of unruly counterparts. But some will shoot at
townsfolk and peasants. Some of them may be smart you indiscriminately, even if there is a
enough to let you pass without quarrel, but there are civilian between you and the tip of
always some who just don’t realize who they’re messing the arrow. Their aim is quite accurate,
with. They are easy enough to evade, but if they so try to dodge in and out of
pursue you, perhaps they should be rewarded— the shadows to make it more
with a good solid lashing with a dagger. difficult for them to get a
bead on you. It’s easier to
stay out of their sights, so get
up next to them and give
them a smack on the head,
if so inclined.
8
Rogues Gallery
Hammer Guards Pagan Shaman
Hammer guards are a little more These wild spellcasters rule over most
dangerous than regular guards. As of the Pagans and have the ability to
fanatical worshipers of the Builder, they harness powerful nature magic, which
zealously come after you, fast and they can use to attack intruders into
furious, with their cruel war hammers. their domain, namely you. As with all
Don’t try to take them on head to head; spellcasters, their power is channeled
your light leather armor is no protection. through their staves or wands; steal
Get them out of the picture quickly these before they know of your
through a stealth attack. If they spot you presence and all they can do is run
coming out of the shadows, expect a and hide or call for help. They’re
harder time evading them than regular harmless without their magic abilities.
City Watch guards.
Hammer Priests
The powerful Hammer priests are just as Pagan shamans also have the ability
fanatical as their hammer-swinging to bless their allies. This nature
acolytes, but they come after you with magic benefits the target with an
some pitiless archaic magic, intent on increase in speed and health. You can also intercept
making you crispy on the outside. Stay these spells if your timing is right.
out of their way, because those magical
blasts can kill you in seconds. Like other
spellcasters, you can render them useless Keeper Assassins
(aside from their voices) if you steal their Keeper assassins communicate telepathi-
staves or wands. cally and can sense your presence. These
elite professional killers seem to have
escaped right out of someone’s terrifying
nightmares. If you must face one of these
Hammer priests can bless their allies, shocking, faceless agents you’d better be
making them impervious to attacks for well stocked, acrobatically inclined, and
a short time. This can be a blessing in disguise because know the surroundings or you won’t have
you can also intercept these spells before they hit their even the slightest chance of keeping them
target and be blessed temporarily. off your back. If you lose track of them for
a second, you’re lying in a pool of your
own blood. They move quickly and quietly,
Pagan Warriors and they already know your tricks, so be
Pagan warriors are wild and chaotic in swift in making up some new ones.
both thought and fighting style. They
rush opponents with frenzied swings of
their weapons that are difficult to dodge.
Avoid confrontations with these savages if
you can. They also seem to have better
tracking abilities than other guard types,
so escaping into the shadows after they’re
alerted to your presence can be more of a
challenge. You may have to run for a
while before they give up chasing you.
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Undead staff
The cradle Staff are the ghostly
The undead are every thief’s least favorite foe. They have no spirits of the asylum guards and
inherent interest in hoarding valuable loot, which surely is are found only in the past. When
your first concern. But even more important than loot is you enter the past as Garrett,
your own self-preservation. They make surviving difficult they can be killed just like ordi-
because they can be quite tricky to kill and are extremely nary undead with any normal
persistent. Undead, in many cases, are resilient or even weapons. You can also kill them
immune to certain types of damage, so give yourself a with holy water and flash bombs.
fighting chance and learn about the types you may come However, if you enter the past
across during your missions. as a patient and do not have
any weapons in your inventory,
Zombies you must avoid them.
Zombies are your standard
form of undead. Don’t run Puppets
into these pests without being Puppets are the dangerous
properly armed, or you’re in for reanimated patients of the
a nasty surprise, because they asylum. They can “play dead”
have a very inconvenient habit like zombies, and are vulnerable
of not dying. Don’t bother to all of the same weapons
trying to blackjack them. Their that permanently kill zombies,
brains are not susceptible to including fire, flash bombs, and
blunt-force trauma. Instead, use holy water. These guys are quite
any form of fire against them, tough, so make sure you have
or even better, holy water. enough weaponry before taking
Explosives are also quite effective, so stock up on flash one on in a fight.
bombs, fire arrows, and explosive mines when venturing into
zombie-infested neighborhoods.
Miscellaneous
Hammer Haunts
These characters are the Several additional creatures inhabit locations in and around
walking dead of fallen the city. Their abilities and weaknesses are as varied as their
Hammerites. They are appearances; pay close attention to their individual charac-
essentially zombies, but faster teristics lest you be caught off guard by one of them.
and stronger. If that isn’t
enough to concern you, they KuRshoks
also have armor and weapons. These reptilian humanoids are found with
Practice on as many zombies the Pagans in the deep underground areas.
as possible before graduating They are very fast and agile on land or in
to their bigger, meaner water. Kurshoks attack with the biggest
cousins. Haunts have the same swords in the game; stay out of their way if
vulnerabilities as zombies, so possible. Luckily, you really only encounter
use the same tactics on them— them during the Sunken Citadel mission.
if you get a chance, that is,
before they smite you in their
unwavering contempt for
the living. On Hard and Expert difficulty levels,
Kurshok guards cannot be killed or
“sniped” by only one broadhead arrow.
10
Rogues Gallery
Rat Beasts Gargoyles
These beast men are also Sometimes even harmless-
found with the Pagans, having looking statues can provide
somehow been transformed a significant threat. Such is
into a powerful combination of the case with Gargoyles.
humanoid and rat. Rat Beasts These stone creatures reside
wield swords and behave in churches, palaces, and
similarly to most other guard graveyards. You never know
types and do not seem to have which one is watching you
any race-specific advantages. until it’s too late. They are
Deal with them the same way immune to nearly all
you would any other damage except explosives.
humanoid opponents. Keep plenty of fire arrows
and explosive mines in your
inventory when you anticipate
confrontations with these creatures.
Rust Mites
Rust Mites are more of a thorn in your side than a real
threat. They cause problems by degrading the marvelous
structures created by
the Hammerites. Search
for them in the city,
and destroy them with
your broadhead arrows
when this weapon is
upgraded by the
Hammerites. Each Rust
Mite you kill improves
your standing within
the Hammer faction.
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Let’s begin with a word of caution. You are a thief, not a Stealth
fighter. You’re trained to maximize your advantages by A stealthy thief is a patient
using the cover of darkness and the still of the night— thief. If you are not in a rush
speed, silence, and shadow are your allies. Respect them to get somewhere, you have
and they will do you well. ample time to observe, plan,
You are not adequately prepared, in either skill or equip- and proceed to your next
ment, to have head-to-head confrontations with any of objective.
the various guards or wandering foul beasts. Above all, Stealth is your most impor-
remember: You are a thief, not a fighter. tant tool; use it often to avoid
combat. With a well-timed and
quietly executed strategy, it is
very likely that you can avoid
confrontations with armed
guards and the like altogether.
Be patient. Move slowly. And
move quietly.
Surprise
The element of surprise is an immense advantage. When
an opponent is completely unaware of your presence, you
have succeeded in your objective, whether you intend to
engage him or simply slip by unnoticed. Completely unde-
tected, you are in the power position and may decide the
next move—blackjack, dagger, or arrow in the back. You
can dispatch your enemies in short order using this basic
yet precious principle.
Use the features of the area to your advantage to set up
a surprise or ambush. Survey your surroundings and hide
yourself in the path of a patrolling guard. To maintain your
power position, minimize the distance between your resting
location and your striking position. If you have to run across
an open courtyard, you could lose the element of surprise.
But if you strike quickly from behind a crate adjacent to the
path of an oncoming guard, the surprise is total and effective.
12
The Thieving Mindset
Silence
Height Silence is golden, and that’s more than a cliché in this case.
Creating a difference in height between you and your There are two types of noise: yours and theirs.
opponents places you out of the reach of most physical
attacks, and it also removes you from the eye-level gaze of
the patrolling guard. Crouching is similar, but works in the
opposite direction. Be on the lookout for structures that
may give you a height advantage—windows, parapets,
crates, walkways, awnings, and so on.
Shadows
Learn to read the dark and the light. The shadows are your
corridors, stick to them. Every time you expose yourself in the
light, you’re open to attack. In earlier missions, you are mostly
up against thugs and City Watch guards. Later, you face far
more deadly opponents who are watching for you, some-
times even hunting you. If you can see yourself, they can
assuredly see you as well. And if they can see you, you’re in
trouble—especially if you’re dealing with Keeper assassins who
pounce on you from the shadows. Don’t make their quest easy. A noisy thief is a dead thief. If you are careful, you can
All shadows are not created equal. Variations in relief or proceed through nearly any mission without making a
texture may decrease your chances of being seen. For sound, aside from the occasional jingling of your lock picks.
example, crouching in the shadows next to a short bush Use diligence when moving across new areas; always stop
lends more cover than just standing in front of a dark wall. to note the substrate or flooring you are about to cross. For
Identify irregular outlines or profiles and attempt to blend example, gravel and tile flooring are extremely noisy, while
in with them. moss and grass are virtually silent.
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Your opponents make some type of noise, whether they Patrol Counting
are patrolling, napping, drunk, or complaining about vari- Supposing, during your appraisal of a scene, you spot a
ous grievances. Listen carefully and you can tell what your guard making rounds. Use the patrol-counting tactic to
opponent is doing without seeing them. While stalking time your offensive strike or a defensive evasion, or simply
patrolling guards, listen to determine if their footsteps are to get by the guard without drawing attention to yourself.
getting louder or fainter, which tells you which direction First, draw or make a mental note of the shape of the patrol
they are going. Move only when they are walking away pattern. Then count, in seconds, at each of his stops, noting
from your direction. especially the points where his back is turned to you. These
Environmental noise is variable, from the utter silence are your windows of opportunity.
underground to the din of the city streets. Sometimes it After watching the patrol pattern cycle several times,
may seem that there is enough noise to mask your actions, make your move. Count down the seconds in your window
but in the end (in this case) it just comes down to luck. so you know when you either have to strike or be back in
the shadows.
Hiding Evidence
Leaving behind evidence is counterproductive in your line
of business. If you don’t steal it, kill it, or knock it out, leave
it where it is. The more things you disturb, the greater the
chance someone will notice.
14
The Thieving Mindset
Sapped or lifeless bodies, for example, remain where they Evasion
fall unless you move them. Hide bodies in areas people are If you are surprised and have to fight or are backed into a
not likely to be moving through—the long, dark alcove of a corner, you many need to make a hasty exit. One tactic is
locked door, for example, or some other out-of-the-way place. to use your dagger to inflict some precise and deadly cuts,
Pools of blood are also evidence. Wash them away using and make a break for the safety of the shadows. Even in a
water arrows. On higher difficulty settings, guards may face-to-face encounter, you can evade some guards by
notice that things have gone missing, including other running around corners and quickly hiding against a wall in
guards who should be on patrol. Clean up after yourself! the darkness. They may run right past you and wonder how
you disappeared so easily.
Misdirection Later in the game, use your wall-climbing gloves. Your
Misdirection is a finesse skill pursuer probably won’t notice you above them, even in a
and takes some improvisation. heightened state of awareness.
Anything you can get your hands The best evasion tactic is to put a physical barrier between
on can create a decoy noise, as you and the pursuer, ideally by jumping out a window
long as you can throw it across where a guard can’t follow or by climbing over boxes or
the area you’re in—light junk other obstacles.
works quite well. Use worthless If you are really on the ball, you
items to save on costly flash can drop an area effect weapon as
bombs and noisemaker arrows. you run, such as a flash bomb,
Note that a light candlestick works explosive mine, oil flask, holy water
much better than a heavy barrel (in the case of pursuing undead), or
for obvious reasons. While the gas bomb. Drop the weapon right
guards run toward the noise, you in the path of your pursuer, leaving
can safely head in the opposite them with few options.
direction. Always have an escape plan. Know
where to find a safe location that
you can reach at any moment, if
necessary.
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PRIMA OFFICIAL GAME GUIDE
Mission Summary
Lord Julian is staying
at the Blue Heron
Inn. Work through
the introductory
training challenges
and enter the inn to
track him down.
He has something
quite valuable in his
possession—an item
that, unbeknownst to you, will open up more than a few
opportunities.
Opposition: Guards
Supplies: Water arrows, noisemaker arrows, and lock picks
are found at various locations in the inn.
Map of Blue Heron Inn
Objectives
This training level can
only be completed on
The Blue Heron Inn.
Normal difficulty. In
subsequent missions
you can choose Easy,
Normal, Hard, and
Expert difficulty levels. Outside The Blue
Heron Inn
Break into the inn.
Locate Lord Julian. Begin the mission in the back alley behind the Blue Heron
Steal velvet bag from outside Lord Julian’s room. Inn. Follow the blue footsteps between each station to
Steal velvet bag from the Lancaster Room. reach the inn. First, descend the stairs into the alley and
Leave the inn. note the circle of light around the guard standing against the
wall. Get used to “seeing” the borders around illuminated
objects. While hiding in the shadows, you can walk on that
light border and not be noticed by the guard. Sneak by the
guard on the left side, staying against the wall, and go into
the adjoining back alley heading east. Follow the glowing
footprints to the second alcove. There, watch for the
patrolling guard who approaches from the alley.
Wait until his back is turned as he heads north again.
Then, follow him until you’re in the last dim alcove on the
right. Wait there until he heads south again, then sneak past
him to the next station, near the inn.
16
The Blue Heron Inn
Once inside the cellar, open the first door and proceed
down the hall to the first of the cellar supply rooms. Grab
several of the water arrows on the box and put out the torch.
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PRIMA OFFICIAL GAME GUIDE
When the guard’s back is turned, head across the main Finally, dart for the
room to the dark alcove behind Lord Julian. Then sneak up door in the kitchen.
and steal the velvet bag without anyone noticing. As the last step of
training, drop a flash
bomb at the guard’s
foot. While he is
blinded, head for the
The velvet bag is door on the far right
right there. Grab it! wall and escape from
the inn to end the
mission.
Remember the
conspiracy plan that
you overheard just
before stealing that
Make Your Escape velvet bag? That’s
Once you’ve got it, the next part of the
head back to the adventure, so get
alcove and wait for on with it.
the guard to com-
plete his pass. When
the coast is clear, dart
across the shadows
into the area behind
the bar. On the shelf
is another copper
goblet to grab. Follow this plan and you collect 100 percent
of the loot available on this mission.
20
Rutherford Castle
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22
Rutherford Castle
When his back is
turned, head up the
Morris opens this stairs (to the west)
door (on the far into the long hallway.
right) above the front At the intersection,
gate of the castle go right and move
courtyard. to the portal to
pass into the inner
courtyard.
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24
Rutherford Castle
Lady Elizabeth’s
The lonely guard
chambers
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26
Rutherford Castle
stairs. At the top, there’s a guard, so disable him. Keep From the bottom of
following the hallway east. Enter a study. At the opposite the stairs, go out the
side of the study there are stairs leading up to a locked door in the west wall.
door. Grab loot as you go. Enter the storage room, take any In the next room, put
loot you see, and move the box away from the wall, where out the candle right
you find a secret passage. Duck down and follow it through away. In the long
to a balcony high above the grand staircase. Follow the room to the west, a
balcony around to the other side to find a painting of fat guard patrols end
Mortimer the Mad (Special Loot #3). to end. About halfway
along, another guard
is inside a watch station. Stick to the shadows on the north
wall and move into the alcoves to avoid detection. You
need to reach the stairs that lead down to the vault, at the
Painting of far west end of the room. Once at the stairs, you’re almost
Mortimer the Mad home free. Run down to the basement and find the vault.
Open the vault to find the Bloodline Opal and the rest of
the loot.
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PRIMA OFFICIAL GAME GUIDE
Objectives Walkthrough
Find and steal the Builder’s Chalice. At the outset, you
Locate the high priest’s holy symbol to operate the find yourself outside
St. Edgar’s Church in
reliquary security system.
Locate materials and machinery in the factory to the front courtyard.
Immediately in front
create gear to operate the security system.
Escape St. Edgar’s Church grounds via the front gate. of you is a patrolling
Hammer guard. A
second is on standing
patrol near the door
to the church.
28
The Hammers
Move west, tight Once inside, turn
along the wall, to right and head east
the far end. In the into the next room,
plants, you find a moving toward the
moss arrow. Go east courtyard. This
north to the statue. iron door is noisy,
Wait in the shadows so wait until the
until the first guard guard’s footsteps
returns; as he turns outside become faint
his back to you, pick before opening it and
the key on his belt, then knock him out. dodging inside to the shadows created by the well. Wait
Turn back to the here for the guard to make another pass and then grab the
statue and grab the water crystal from the well.
coins from the collec-
tion plate. Get back
to the main door, and
come in from the east
alcove for a knockout Reveling in the
while this guard’s immense shadows of
back is turned. Grab the east courtyard.
the key from his belt,
too, then stash the inert guard in the side alcove in the dark.
Equipped with
the keys, you won’t
have to pick the Move silently along
noisy lock on the the east wall, stopping
main door. Slip right as the patrolling
inside quietly. guard moves around
to this side. Make
your way toward the
barracks door. There’s
a lone guard just on
the other side. He just
changes his viewing
angle, so move when he’s facing slightly to the north.
Creep up to the pillar, keeping it between you and him,
and move behind him as he turns his back. Pick his pocket
The entry hall for the key and knock him out, stashing his body somewhere
in the shadows along the east wall. The best spot is south,
toward the large iron framework in the corner.
Enter the barracks
door and head into
the shadows of the
first room. Here on
the desk you find a
note about the holy
symbol. Listen to the
conversation between
two Hammer guards
in the next hall about
the upcoming ceremony. As you do so, slip into a short,
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PRIMA OFFICIAL GAME GUIDE
dark hall adjacent to the main room and move ahead of the
guards into the area at the base of the stairs. If you’re fast,
you can grab the equipment on the shelf and get up the The barracks
stairs before the guard returns to his patrol work upstairs. dormitory. The statue
Sneak up to the of St. Edgar is in
first landing and look the trunk.
up to make sure no
one is waiting for you The chest beside
up there. Proceed to the priest’s bed holds
the top of the stairs St. Edgar’s statue
and go left into the (Special Loot #1), but
room to the south. the lock is very noisy,
Immediately duck so deal with the priest
into the shadows of and the guard first.
the back wall, away from the desk, because a Hammer With the lights out,
guard is working here. Wait against the wall for a arm yourself with a
moment—the guard from below is probably starting his gas bomb and move
patrol, so give him a couple of seconds to pass. behind the chest.
When it’s clear, When the guard
creep up and knock comes back, make
out the Hammer some noise to wake up the priest and alert the guard. When
guard at the desk. they are searching the room together, toss down the gas
Grab his body and bomb and put them to sleep. Grab the guard’s coin purse and
run quickly back read the book entry on the bed before you leave the room.
down the stairs. Stash The painting on
him in the cubbyhole the west wall is valu-
in the shadows of the able, so pull that
stairway and head down while moving
back up to the desk area, still mindful of the patrolling into the entry cham-
guard. Read the note on the desk and take the equipment. ber to the high
In the shadows of the south walkway is a barrel with some priest’s room. One
loot on it. More loot is stashed behind the statue just inside remaining Hammer
the first alcove of the balcony overlooking the main hall. guard here is nearly
Staying alert for the impossible to
patrolling guard, approach directly. It takes a distraction or a well-placed
head back across the arrow to get him away from the door. No one is nearby to
top of the staircase alert, so choose the arrow if you must. Shoot a noisemaker
landing, where you down the adjoining hall and wait for him to run off to
see a small iron grate. investigate while you slip through the door.
Open it up and head Inside the chambers
inside. Follow the of Master Forger
short passage into Griedus, you find the
the barracks lavatory. holy symbol on the
Immediately put out the torch on the near pillar and make desk. Grab it, because
note of the patrol timing for the one guard who frequents you need it to work
this area. A priest is sleeping here in the north bed, so be the security system in
extremely quiet. Move across to the priest’s desk to steal his the reliquary. Grab
coins and put out the candle. the loot from the
table and shelves,
too, and pick the lock on the chest to find a note and the
Cat-o’-nine-tails whip (Special Loot #2).
30
The Hammers
There is nothing
Leave through the more in the lower
outside door onto church, so head to
the north balcony the south, back
overlooking the toward the front
east courtyard, grab door. Explore the
the loot, and head lobby, staying to the
down the stairs right. Find a stairway
while avoiding the going up behind a
patrolling guard. Go closed door. Follow it
to the door to the to the first landing, where you find another note and some
church at the foot of loot on the bench. Keep going up the stairs and follow the
the stairs and read the passage straight outside onto the top balcony overlooking
note, then head inside the front courtyard. At the other end of the room is the bell
the cathedral. Sneak tower, which you do not need to use, considering you’ve
into the shadows in already stolen the holy symbol from the high priest’s chambers.
the north end of the Go through the far
church. Listen to the door and onto the
ceremony between east balcony of the
the high priest and church (east of your
the two guards position). You find a
while you move right to the back of the room behind the patrolling guard, who
speaking platform. is working his way up
On the far right and down the two
pew behind the sides of the main
pulpit is some loot. wall. Avoid him here
Grab it and wait for and move north as far as you can until you reach a small,
the ceremony to private chapel. Read the book on the lectern and grab the
break up. The high coins from the collection plate. It’s a good thing you’re not
priest and one guard a God-fearing man.
leave the church to Move out to the
go outside. Read the dark passage to the
book on the speaking west, overlooking the
platform, then distract the remaining guard or take him out inner church; here
with a broadhead arrow. Take the loot from the main altar you find some loot on
and read the note when you’re done. top of a few crates.
Knock out the
Hammer guard if he
gets in the way while
you track along the
balcony to the other side. On the west side of the inner
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PRIMA OFFICIAL GAME GUIDE
The reliquary
Raid the security system.
storage room.
34
The Hammers
The machine on the
left is built to receive
the holy symbol you
stole from the high The vault cell being
priest, and the lowered by the
machine on the right security system.
accepts the stamped
gear you just created.
Activate both and
head up the stairs
while the security You can backtrack
system lowers the out of the factory,
vault cage to the but there’s a quicker
upper walkway. exit. Go back to the
Collect all the loot room where you
and what you came started and head
for: the Builder’s south to the room
Chalice. where the Hammerite
metalworker toils
away. Go up the
metal staircase and through the portal. Flip the wall switch
and a secluded metal
walkway takes you
into the main church
building. You are
now on the stairway
landing at the front of
St. Edgar’s. Fly down
the stairs and out the
front door to end the
mission.
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PRIMA OFFICIAL GAME GUIDE
Objectives
Find and steal the Jacknall’s Paw from the Pagans.
Learn the Ritual of the Root to get the Jacknall’s
Paw from the Taproot.
Escape the Pagan sanctuary.
See Page 115
for a fully
detailed map.
See Page 115 for a
fully detailed map.
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38
The Pagan Sanctuary
The remaining Directly outside the
female shaman can door, a long narrow
be sniped easily from passage between
this point. Let her buildings is patrolled
lie where she falls, by a female shaman.
because no one is left Put out the torches
to find her. On the for more shadow,
south side of the then snipe her with a
room, a healing broadhead; leave her
potion is on a short where she falls as no
walkway above the water. Get it, then come back to the one passes this way. Head east, then north down the alley
north side, where in one of the alcoves you find the ladder where you find the open door into the ground floor of the
leading to the back door into the Pagan sanctuary. Hammer factory. In this room, grab the loot on the shelf and
Inside the sanctuary, then sneak into the room to the south and move to the stairs.
note your immediate Get up into the
surroundings. You’re rafters above the
in an old farm building group of Pagans
with two Pagans, but training in the next
the room has a lot of room. There may be
cover. Use it wisely. a pagan up here in
The first Pagan is on the rafters so watch
patrol around some for her and deal with
of the remaining wall her quietly. Five or six
sections. He changes his route slightly every other pacing Pagans are within
cycle, so watch for him when he’s closest. The best place earshot, so get
to knock him out is when he passes underneath the short creative. Go into the
section of collapsed rafters near where you came in. rafters of the north-
The line of sight to the other Pagan is blocked, but east room and grab
depending on how stealthy you are, she may hear something the explosive barrels.
and come to have a look. If she’s not alerted, she is very easy While standing directly
to knock out as she stands at the fire for several seconds. over the training
After you deal with Pagans, drop the
her, collect the loot barrels into the midst
from the chest by of them. Don’t bump
the fire and note the the large gear in the rafters, lest it fall. It damages anyone it
rafters above. It is hits, but it also hinders your efforts to get the group all
tricky, but possible, standing together.
to climb up there
from this room. But
you can get there
from the next building.
Get the group of
Pagans together
with some noise.
There is loot in the
rafters above this first
room in the Pagan
sanctuary.
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40
The Pagan Sanctuary
Move quietly into Move down the
the next large open walkway to the south
room. Two Pagans and put out the torch
are in the passage to by the stairs. Head
the west and one in across and up the
the locked room to stairs to the shadows
the east. Head up of Shaman Woodbine’s
the stairs, being room. She walks back
mindful of noise. If and forth, talking to
alerted, the guards herself. No one is
from the next room show up, and one at the top of the within earshot here, so deal with her as you see fit. Once
stairway. At the top, walk carefully over the wooden beams she is out of the way, read the book to learn about the
to the open doorway on the east wall. Hop through to find Ritual of the Root, which you must know to access the
a Pagan guard patrolling around the fire. Jacknall’s Paw.
Snipe him with a
broadhead arrow and
hop down into the
room to find the
bronze beetle (Special This book contains
Loot #2) in the locked the Ritual of the Root.
chest. Pick the lock on
the main door and
get back into the
large room. Retrace
your path up the stairs, but this time go west into the adja-
cent walkway overlooking a long open courtyard. Another note is on the rubble pile. Grab the loot from the
A Pagan woman trunk, then head up the old stairs into the rafters where you
patrols the length of find some loot. Walk across the beam to the dark corner
the upper walkway; near the window and you find the remnants of the bedroom
wait in the shadows belonging to the farmer’s young daughter. Read her note and
of the doorway until search the rafters for her valuable comb (Special Loot #3).
she is standing on this
end overlooking the
area, and knock her
out. Grab the loot on
the floor. The precious comb is
up in the corner of
There is also the rafters.
another Pagan
woman down below
that patrols the
length of the lower
walkway. Ignore her
for the time being.
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42
The Sunken Citadel
The Sunken Citadel There are areas of the Citadel where Kurshok and
Pagan factions are close enough together that a rival
war can be started with a bit of creativity. One spot to
Mission Summary look for such an opportunity is the approach to the
Library just past the bathhouse. Get past the bathhouse
Opposition: Kurshok guards, Pagan guards, Pagan
without alerting the two Kurshok guards and get into
shamans, Rat Beasts
the window overlooking the Library. Shoot a noisemaker
Supplies: A selection from those already in your possession
arrow into the crowd of Pagans around the stairway,
Special Loot: Ancient battle horn, rare crystal, Kurshok
and some of the Kurshoks come running to attack their
tapestry
foes. With good timing you can start a huge fight
Objectives between them and watch your enemies do your job for
you. Follow up with a group attack to take out any
Find the glyph key. survivors; a gas bomb in this situation works wonders.
Determine how Keeper Rafe died.
Steal the Kurshok crown.
Escape the sunken citadel and get back to the surface.
The entry plaza of
See Page 116 for a See Page 116 the Sunken Citadel
fully detailed map. for a fully
detailed
map.
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PRIMA OFFICIAL GAME GUIDE
44
The Sunken Citadel
his path. As he approaches it, fire a couple arrows into him.
As he notices you and hunts you down, the mine finishes
him off. Leave him where he falls, and get the loot stashed
Work your way
in the window frames in the middle of the structure.
through the ancient
Head back out to
arena to find the
the west passage, out
old relic.
of the arena, grab-
bing any loot you
may find along the
way. When you come
to the bend in the
As you move into
passage where it
this arena area, head
turns north, put out
to the left side of the
the torch and climb
structure. There’s a
up into the window.
depression leading
toward the structure
in the cavern’s
middle. Enter the
base and find the loot
Hop up in the
in the chest on the
window to snipe the
left. Follow the stairs, staying along to the wall where, in
patrolling Rat Beast.
the base of the structure, there’s a doorway. Just inside, a
Kurshok guard walks toward the exit. Hit him with your
blackjack as he walks back down the corridor toward the
lower chamber. Leave him where he falls; no one is down
here. Then get to the bottom of this chamber where you
From this vantage
find the ancient battle horn (Special Loot #2).
point, wait for the
patrolling Rat Beast at
the top of the stairs
to move toward you.
Underneath the
When he stops at this
arena, you find the
point in his patrol,
ancient battle horn.
take him out with a
broadhead arrow. If
you haven’t done so
already, grab the loot from the table you just climbed over.
Now jump down and head for the rubble pile in the north
end of the hallway, where you find some loot.
Leave the structure
through the door
opposite the one you
came in. Near the
flaming brazier to the
southwest, you find
an elemental arrow.
Continue south and
climb up the short
stone wall while a
second Kurshok guard is at the other end of his patrol.
When you’re on the same level, toss an explosive mine into
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PRIMA OFFICIAL GAME GUIDE
Mission Summary
You may have found the Keeper glyph, but you also need
to find the long-lost Compendium of Reproach to unearth
the answers everyone is looking for. The search has led you
to the isolated seaside mansion of the Widow Moira. Her
late husband, it seems, was an aristocratic pirate, and has
likely left behind many riches to keep his wife financially
comfortable.
Objectives
Find a way into Overlook Mansion.
Find the Compendium of Reproach.
Escape the Overlook Mansion grounds. Map of Overlook Proper
Walkthrough
48
The Seaside Mansion
Overlook Mansion
Hop in the lift and
is certainly an
find a way into the
impressive place
mansion.
for a pirate.
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50
The Seaside Mansion
Watch for the glint In this living room,
of treasure in this you find a locked
room. Grab all of it, chest that you can
and then head up the pick and pilfer. Then
stairs. Round the cor- open the far door to
ner to the landing see a guard dozing
and note the patrol off with his back
path of the guard at turned. He’s an easy
the top of the stairs. knockout. Drag his
The guard is on his body back into the
own here, so you can snipe him easily. There is a chest here living room and stash him there while you go back into the
to lock-pick, and also some loot on the other side of the hallway. Take the door on the left into the bathroom. There
staircase. Carry the guard’s body to the servant’s quarters at is some loot on the table near the tub, but that’s about it.
the top of the second set of stairs. Go out the door on the west wall and down the stairs to
In the servant’s the head servant’s chambers.
room, read his jour- Open the door and
nal; that’s all there is listen while they talk
of interest here. Move about looking for
south across the hall something. Then toss
to the second ser- in a flash bomb and
vant’s quarters. hustle to the west
Quietly steal the loot wall, where there is
from the bedside some loot on the
table where the table. Get out quickly
woman is sleeping and close the door
and also from the behind you before the two of them figure out they’ve just
mantle and the shelf been robbed. Now head back to the portal you passed in
by the stairs, then go the hallway on the way in. It leads to the core of the
into the next room to mansion called Overlook Proper.
the south. When you enter
the corridor, move
up the stairs into the
shadows, where you
immediately see
several guards and
civilians. The guard
at the balcony patrols
all around the rotunda,
This part of the estate so you have a decent
is fairly quiet, making window in which to operate. The second guard patrols in a
it very easy to rob. circle, up and down the grand stairway. If the first guard
leaves before the second comes up the stairs, take out the
second guard immediately. This is an opportune moment to
whittle down the difficult defenses in this section of the
mansion.
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PRIMA OFFICIAL GAME GUIDE
52
The Seaside Mansion
Now get back to Grab all the loot on
the grand stairway the table as you pass
and head down the by, and keep moving
west set to avoid the to the kitchen door
wandering hand- at the far end of the
maiden. Put out the room. Slip into the
lights at the ground kitchen and close
floor, grab the loot, the oven door to cast
and duck along the the room in some
wall to the bottom shadows.
floor, where you make a sharp left into the nook there. In
the wall in front of you is a small metal grate. Open it and
slip in quietly, following the passage to a low room where
you find some valuables.
You can get wine here if you want to take it back to the
Continue along to
widow. Just grab a bottle and run.
where the tunnel
splits. One passage
goes into the east
side of the staircase;
the other is a secret
entrance to the cap-
On the ground floor
tain’s study. You want
of the rotunda, you
to be in the study.
find the captain’s
telescope.
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54
The Clocktower
The Clocktower
Mission Summary
Objectives
Reach the bottom level of the clocktower.
Locate a mechanical plan for the clockworks.
Sabotage the clockworks.
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PRIMA OFFICIAL GAME GUIDE
Walkthrough Sneak up on the first guard while the other is on this end of
his patrol, just opposite you. He’s standing in front of the
glass by the railing, in full view of the second guard. When
you’ve dealt with the first guard using your blackjack, leave
him where he falls and turn your attention to the second.
There is no one else on this level, so feel free to snipe him
Head toward that
with a broadhead arrow.
light over there and
down the ladder.
If your plan fails and you don’t knock out the guards as
hoped, time your leap carefully and jump down to the
floor where the gear swings. Move away from the gear.
When the guards try to follow you, they’re munched by
The mission begins as
the gears, and you hear the sickening sound of their
you find your way
bodies being crunched.
into the uppermost
access vent of the
clocktower. There is
Once the guards
nothing of interest
are out of the way,
here, so find a ladder
check out a couple
leading down to the
of items of interest
next level. Follow a
in this room. First is
corridor around until
the elemental arrow
you come into the main gear room. Note the general layout;
crystal below the
stay away from the large moving gears, because they can
glass window amid
kill you if you get caught in them. First, go pick the chest to
the pipes. Jump
the right—move your lock pick to the 3 o’clock, 9 o’clock, 12
down and grab that,
o’clock, and 6 o’clock positions. There’s a bit of loot inside.
then climb back out on the end near the pipe. Now look
way up into the high corner of the room just past the window.
You see something up there. Jump onto the wall and climb
up to collect the diamond gear (Special Loot #1). Jump
down and proceed to the next level; read the note next to
the ladder before you leave.
Watch out for this
Nothing of interest
swinging gear.
is on this intermediate
level, so keep moving
down the next ladder,
to your left as you
exit the room. Listen
carefully for the foot-
Now, turn back
steps of the guard on
around and proceed
the next level, and
deeper into the
proceed only when
room. Two Hammer
he’s walking away from you. You can knock him out easily,
guards are in this
because he turns away from you at the end of his patrol, in
room, but thanks to
the shadows. Stash his body in the darkness near the ladder.
environmental noise,
you can straightfor-
wardly knock out one
guard at a time.
56
The Clocktower
From your perch,
you can see the patrol
pattern of one of the
Watch as he comes
Hammer guards
toward you. When he
below. Another is usu-
turns around, run up
ally just out of sight,
and let him have it.
patrolling the back
corner of the room.
Watch the first guard,
waiting for a chance
to approach him while he’s standing at the window with his
back turned. At this point, he’s farthest away from the other
guard. Knock him out there, because the other Hammer
guard comes running if he hears anything, especially a
dying scream.
Take this guard’s
body to the top of
the stairs, where no
one will find him.
Then duck back
down into the room
at the bottom amid
the machines.
Get this body out of
the hallway.
Head into the
northwest corner,
where you see a
metal grate. Open it
Ignore the nearby double doors for the moment. Proceed
and duck in while the
down the hallway to the office at the end of the room.
second guard moves
Search for loot on the shelves and in the trunk. Read Father
through the back part
Damian’s journal on the desk and take the map. Father
of the room. Crawl
Debole’s Solace is underneath the desk here (Special Loot
into the space here,
#2). Now pick the lock on the second door in the east end
and in the dark you
of the room to get into the dormitory. Head down into this
find some jewelry.
room and quietly move into the shadows by the first bed.
Open the exit grate
Watch Father go about his business. You can’t kill him,
and wait for the
because he’s a noncombatant, but you can knock him out.
second guard to
Use a gas bomb for the best results.
reach this end of his
There are several
patrol. When he turns
valuable items in this
his back, snipe him
room. Check for the
with a broadhead
loot on top of the
arrow. You can leave
bunk bed before you
him where he falls; no
leave. From here, go
one else is left here to find him.
back to the doors
you ignored when
you first entered this
level. Proceed down
the stairs to a perch overlooking a new gear room.
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58
The Clocktower
Keep moving down
to the floor; deal with
one more Hammer
priest before you head Give this priest a
to the door in the good knock on the
southwest corner— back of the head.
where you find the
portal that takes you
to the next part of
the map.
Lay their bodies out of sight in the main gear room and
continue to the office area. Grab the loot from the desk, but
be cautious of a third guard coming down the hallway on
Placing the body this end of his patrol. Use the boxes behind you as cover
over the steam vent while you wait for him. When he’s close, you can attempt a
obscures it. knockout, or, if you’re feeling impatient, just snipe him.
Read the note on the wall about the correct procedure to
shut down the clock; pay special attention to what not to
do if you want the clock to run properly.
Proceed north in
the bottom of the
dark main gear As outlined in the note, the steps to sabotage the
room. Two guards clockworks are as follows:
talk just outside the 1. Close the steam-release valve to increase the pressure.
next doorway; this is 2. Open wide the coal dispenser to add too much fuel.
a great place to use a 3. Throw the halting mechanism to throw the gears
gas bomb, but an off track.
explosive mine works
well too. Head down the
corridor to the lift
and go down a level,
grabbing the gas
arrow crystal on the
Here’s what happens way. Keep going
if you don’t put them down the stairs to
to sleep. the viewing platform
of the central clock-
works area. There are
two Hammer guards on the west end of the walkway across
from you, and a Hammer priest and tradesman on the
ground floor of the furnace room. Move in close to pick the
pocket of the first Hammer guard, then knock him out.
You won’t have
These guards don’t much time to hide
suspect what’s about the evidence, so just
to happen. take out the second
guard quickly and
quietly. Go back
across the walkway in
the direction you
came from and get
into the steam-valve
control room to the east. Close the valve by pulling the
lever: first step complete. Now go through the far door and
Now they’re taking across the walkway into the coal dispenser control room.
a nap. Pull the switch to set the fuel supply to high speed.
60
The Clocktower
Note the chaos
that ensues as the
This guard is pressure builds up in
standing right by the mechanism and
the fuel supply the fuel supply is on
switch. Pull it to maximum. Head
set the supply to down the stairs to
high speed. the center of the
room. You don’t
have to deal with
the Hammer priest—he can’t stop you from reaching the
Now pick the lock halting mechanism in time to prevent the sabotage. Deal
on the foreman’s with him if you need the practice. Then pull the lever on
office and take all his the halting mechanism to end the mission, and let the
valuables from the chaos be complete.
desk and the chest.
When you’re done,
go to the door on
the southwest wall.
The furnace room.
Activating the
halting mechanism
completes the level.
There is one
Hammer guard here
and another at the
far end of the hall, so
approach carefully.
You’re almost done.
Given all the noise in
the furnace room, it’s
better just to snipe
this guard with a
broadhead arrow and keep moving back into the main room.
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Mission Summary
Objectives
Search Orland’s quarters for evidence implicating him.
Destroy the binding seal that Orland created to See Page 121 for a
suspend use of the Keeper glyphs.
Get into Artemus’s quarters and find information fully detailed map.
Entryway to the
north tower. Make sure you grab
the loot at the top of
the stairs before
heading back down.
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Don’t take the healing potion in the middle unless you’ve To reach them, climb up on the right bookshelf, then to
dealt with the priest, because another guard in the next the adjacent ledge, on which you can walk across to the
room comes to aid him. Sneak to the opposite doorway, alcove and pick up the scales. Jump down to the ground
watching the guard with his back turned. Knock him out floor and head up the eastern staircase to the second floor.
and leave his body in the shadows in the corner of the hall. First, note the Keeper glyph on the wall just under the
Follow this passage golden scales. Read the note and remember: come back
into the Elder Library here to access the lower libraries.
and move slowly to
the center of the
room, where the
bookshelves stand Wait in this area
between you and a to knock out
Keeper guard. Put the patrolling
out the torches and Keeper guard.
creep behind him for
a knockout; stash his
body between the
two bookshelves. On
the table in the center Wait in the shadows
of the room is a note near the top of the
regarding the scribes; eastern staircase. You
Imbris Analects I soon see a Keeper
(Special Loot #1) is guard patrolling
also here. along this stretch of
hallway. When the
coast is clear, put out
all the lights here and
take the loot from
the desk and wall. Now proceed north down the hall,
The Imbris Analects I searching for any additional loot along the way.
rests on a table in the
Elder Library.
The entry hall in
the dormitory; you
may have already
dealt with the
Now look above you in the high alcove in the center of patrolling guard.
the front wall. There you see a pair of golden scales (Special
Loot #2).
64
The Keeper Compound
Duck inside the
dormitory door and
put out all the lights
you can see. Move The tiny ring lock
across from the door in the wall is
to the first candle, tricky to spot.
where there is some
loot and a note. As
the two Keepers finish
their conversation, toss
a gas bomb at their feet. While they sleep, search the room Look carefully for a very small indentation. This is the
for valuables, especially the locked chest on the side wall. secret lock to Orland’s chambers. Activate the lock and
watch the secret door open, then head up the stairs to the
top landing. You see the office door, Orland’s balcony in the
council chamber, and a stairway opposite leading down.
Get inside Orland’s
The chambers of chambers and take
Keeper Artemus the binding seal from
the wall beside his
bed. Pick it up and
toss it down in the
far corner of the
room, then blast it
The other door in the corner leads to Artemus’s chambers. with a fire arrow. If
Go in and loot the place, looking for information about his you don’t have a fire
involvement in the goings-on. Grab all the loot from his chest, arrow, toss it into any flame, such as a fireplace or a blue
including his valuable Keeper ring. You need this for an torch brazier. When that objective is complete, read
immediate objective. Orland’s journal and search the room for anything valuable.
Leave the room and
go down the western
staircase leading to a
similar alcove. Now
you’re on the other
side, and there is a
similar lock. Use
Artemus’s ring to
open the door. When
you come out onto
the balcony here, you’re above the dining hall.
Head back into the main room and circle around up the
stairs. Move south through this next passage until you pass
the first statue, where you find a shallow, nondescript alcove.
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Keep moving along the balcony in the shadows, because When you’re done,
a Keeper priestess overlooks the room below from the south hastily exit through
end. Sneak up and knock her out, hide her body in the the northeast door
shadows, and proceed down the far staircase into the room and down the stairs,
below. Before you go down the stairs, note the narrow back to the Elder
walkway along the railing that leads to a platform above the Library and the
stairway. Carefully make your way across to the platform, Keeper glyph that
where you find some equipment. now allows access to
Jump onto the the lower libraries.
stonework next to
the fireplace and
climb down to the
ground floor. Grab
the valuable painting
over the fireplace as
you climb down, or
get it by jumping up
from floor level.
Be mindful of the
Keepers in the hall
just outside the
dining hall.
Caduca’s greeting
room
Continue to the door in the southeast corner and open it,
but wait and listen to the conversation between the two
Keepers. When they finish and part, slip into the hallway
when the first priest walks past the doorway and away from
you. Follow the Glyphmaster (female Keeper) into the
scribery and deal with her there. Blind her with a flash Caduca is here in
bomb while you loot the room and scare the scribes. this first chamber, or
rather, her charred
remains are here.
Read the book that
she was working on
and grab the loot
from the table.
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The Keeper Compound
Move into the small adjoining room to the south where
you find some loot and some additional reading material.
Backtrack into the
It feels like you’re
main room and
being watched
continue to Caduca’s
everywhere in
bedroom. Collect the
this complex.
few handfuls of valu-
ables, especially the
strange note in the
Gargoyle statue’s
mouth.
If you are well stocked, read the note and search the
room thoroughly. When you’re done, go back to the entry
room where you entered the lower libraries.
Now turn to the
door on the east wall
that leads into the
Hall of Statues. Turn
down the corridor
to the south, then
enter the main hall
for a cutscene that
hints of the dangers
awaiting you.
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The Haunted House: Inner & Outer Cradle
Mission Summary
Objectives
Search for more information about the hag who
attacked you. This objective is cleared when you read
the note in the Nursery Tower next to Lauryl’s Diary.
Find a fuse and use it to repair the generator in the
storm cellar.
Retrieve Lauryl’s nightgown from the White Hall and
incinerate it in the furnace, located in the morgue.
Enter the cradle’s memories using one of the toys, as
Map of Inner Cradle
directed by Lauryl.
Find Lauryl’s diary in the nursery tower and Walkthrough
incinerate it in the morgue’s furnace.
Find some “dissolution serum” in the treatment
rooms and use it in the bloodstained attic.
Meet Lauryl downstairs in the lobby and leave the
cradle with her.
Lock yourself in a cage in the storm cellar and enter Haunted house yard
the cradle’s memories yourself.
Leap to your “death” from the open window in the
staff tower.
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Going Inside
A quick look around
the yard reveals some
water arrows in the Pass this closet on the
fountains, so proceed way to the dormitory.
to the cellar door. Note the stairs on
Open it and go in. either side of it.
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The Haunted House: Inner & Outer Cradle
Back out of the office the way you entered and note the
fireplace down the stairs on the right. Proceed south,
opposite the fireplace. Return to the fireplace later. As you
search this level, move along a steel walkway to the left, Select the painting,
around a corner on the wall opposite the office. As you move and it gives you a
left around the outside wall, spy a few items of interest— new mission objective.
minor loot—on the table.
Keep moving through this next room until you enter a
dormitory on the left. On a shelf to the right are a few heal-
ing potions and other items, plus some candlesticks on a
higher shelf. At the end of the dormitory is a trunk. Go to it With the new
and pick the lock, then grab the loot and move out the way objective in mind, go
you entered. Backtrack to the top of the stairs where you down the left stairs.
entered before moving to the old office. There’s a closet You won’t encounter
there with an oil flask. any resistance on this
level. Leave the fire-
place room and go
down the stairs,
keeping to the left.
In the level’s center is
an atrium, and on a shelf behind it, some loot waits for you.
At the bottom,
proceed into the hall
and search until you
find some shelves
holding vials of liquid.
Find the one holding
Lauryl’s blood. Pick it
up, then continue the
search for the fuse box
and the generator.
72
The Haunted House: Inner & Outer Cradle
Now that the power is restored, return to the lobby level,
go up the two ladders and back to the electrical switch.
Before you flip the switch, go up the spiral stairs to the
fireplace area and drop Lauryl’s blood down the drainpipe. Note the staff tower
entrance on the right.
Come back here later.
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PRIMA OFFICIAL GAME GUIDE
In the treatment
room, on the right,
A few puppets creep about in this area. They’re not are the silver surgeon’s
aware of you yet, so load up a fire arrow, then wait for knives (Special Loot
the opportune moment to let it fly. They pass in front of #2), on a shelf next
a light source and stop. That’s the time to hit them. to the treatment
When the first fire arrow finds its mark, they come look- table. Continue to
ing for you. They can’t reach you, because you’re in the the right and follow
nursery, protected by a wall, and they’re locked in the the walkway around
morgue entrance area. Feed them more fire arrows or behind the treatment
flash bombs until they’re destroyed. table and into a long hall. At the end, another zombie is
digging. Dispatch him with some well-placed fire arrows
and continue the quest. When you get to the corner at the
end of the hall, notice some loot on the shelf and some
moss arrows on the right. Move down this hall past some
These puppets are resilient. If you knock one down, be alcoves, staying to the right.
careful about approaching it. It could spring up and rip
you to shreds.
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The Haunted House: Inner & Outer Cradle
The first patient
room in the White
Hall has a crib on the
table. Inside the crib
are some ashes in an
urn. Backtrack out
of the room and
continue forward in
the hall, turning right
when you leave. You
come to an alcove and another metal grated door. Open it
and proceed forward.
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76
The Haunted House: Inner & Outer Cradle
Exit the seclusion
chamber and continue
down the hall past Puppets roam throughout this area. Use flash bombs,
the meal hall. You fire arrows, mines, and holy water to achieve domi-
return here later. nance. You can usually see them before they see you.
Continue down the
hall, staying to the Take the elevator to the morgue. Making noise on the
right. Enter the Hall elevator doesn’t alert the puppets below, but if you want
of Records area and to be cautious, you can descend using a ladder nearby,
notice the observatory opposite the elevator and through the doorway. Either way,
sign on the wall. Proceed up the staircase cautiously, because be prepared to deal with two more puppets who await you
some puppets are here. There are also four paintings with in the morgue.
jeweled eyes. Grab the jewels and get out of there.
The furnace is full of fire arrows; pick them all up. Lauryl When this happens, Lauryl prompts you to find her diary,
says that putting her nightgown into the furnace triggers which was left many years ago in the nursery tower. Read the
the next objective, which is to put one of the toys from the note on the podium, as it clears the objective of finding out
patient’s rooms into the furnace as well. You get to that in a more information related to the “Hag that attacked you.”
moment. First, collect the loot. Since you’re in the past now, it should still be there. Backtrack
from the morgue. When you reach the top of the ladder, go
east and up the stairs to the nursery tower, avoiding the staff
Lauryl’s nightgown members (who are specters) as you progress. Remember the
goes in here. Note ceiling that was collapsed? Now the path is clear, but be cau-
the fire arrows tious when entering, because your weapons don’t work now.
around the outside of
the furnace door.
Grab them!
Beware that if you travel back to the past, you won’t be
able to gather any more loot. So, if the loot-gathering
objective remains when you grab Lauryl’s diary, keep
gathering loot and clearing that objective before
Proceed south into
traveling back to the past.
the morgue, where
there are drawers for
bodies, but no bodies
in them. Open all the
closed doors until you
Pick up the diary, on
find the bag of gold
the left side of the
teeth (Special Loot
nursery tower room.
#3). Now, go back
upstairs to the
patients’ rooms and pick up one of the toys. Try the
unlighted candle from the last patient room you opened.
Bring it back to the furnace in the morgue and place it on
Make sure you read
the front of the table. Instantly, you are transported back in
the note in the
time to when the cradle wasn’t so old.
Nursery Tower near
the diary. When you
have the diary, return
Go back to the
to the furnace in the
patient’s room with
morgue and inciner-
the chains and pick
ate it. This triggers
up the previously
the next objective:
unmovable candle.
finding the dissolu-
tion serum. Fortunately, it is in the main treatment room,
near the treatment table. Backtrack to the treatment room
and grab it. Then, head back to the morgue.
78
The Haunted House: Inner & Outer Cradle
After you have this
in your possession,
Lauryl says that she
needs you to travel
back to the attic
(where you first saw
her in the painting)
and erase the blood-
stains from the floor.
Exit this level (going
back out through the Hall of Records and the lounge, using
the portal to exit to the outer cradle area). Proceed back to
the lobby level and upstairs to the attic.
Save the game often, because if any member of the staff
Back in the attic, use catches you, you’ll be killed. When you enter the past as
the dissolution serum a “patient,” you can’t take your equipment with you.
on the bloodstain. But after you enter the past as yourself (after cleaning
Note that the shadow up the blood stain in the attic) you’ll have your full
cast by the spirit’s inventory of weapons. Use the weapons on the staff just
light is that of like any other enemy.
a little girl.
The Museum
the two stretched-out museum buildings. You must stay
oriented to make sense of where you need to go and where
you’ve been; refer to your map and compass often.
Mission Summary
Opposition: Museum guards
You may already have the paw and the chalice artifacts in Supplies: Broadhead arrows, water arrows, fire arrows, gas
your possession (found in Gamall’s Lair in Auldale, see the arrows, moss arrows, flash bombs, gas bombs, oil flasks,
City Sections on Auldale), but you need to “borrow” the healing potions
other three from their new homes in the museum. This Special Loot: Curator’s monocle, the Taciturn Lady, the
mission is quite long; you travel through multiple levels of Ceothe Medallion
Once inside the entry room to Porter Hall, the first of the
two museum buildings, note your surroundings. A guard
patrols an east-west line through each of the doors out of
From the outside, the this area. When he’s gone west out the door, wait in the
museum looks simple. shadows for him to come back through, then run up
Guess again. behind him on the carpet and knock him out. Stash his
body by the front door. Read the notes by both front doors
and check for loot, especially paintings.
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82
The Museum
Quickly dump their
bodies in the dark
stairwell you came
up, then get back Treasure, treasure
into position and everywhere; grab it all.
wait in the shadows
for the patrolling
guard to come by
again. Equip a broad-
head arrow and
snipe him when he’s on the ground floor. You can leave him Backtrack into the
in the shadows along the stairs, because there is no one in hallway and continue
the immediate area to find him. all the way west,
collecting treasures
as you go. At the far
end, the corridor
makes a slight jog.
Now the Heart is Approach cautiously,
all yours. because a guard
stands inside the next
room. Sneak up behind him and knock him out, leaving his
body where it falls.
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Grab any remaining Duck through the doorway after pocketing the loot from
loot from the adjacent the bust and find a spot in the shadows to watch for an
room, and read the ideal time to strike. When this guard is dealt with, collect a
note regarding the few handfuls of loot. Now backtrack to the stairs leading
valuable necklace on down into the west wing toward the portcullis, putting out
the giant statue. torches as you move along. Just inside the portcullis is a
Make a mental note patrolling guard. Wait here to snipe him. Make sure he’s as
of it. Now go back to close to you as possible and out of earshot of any others
the Porter Hall entry nearby. Take his key after you stash his body in the side room.
where you came in,
down by the front doors. From there, go west through the
doorway and into the west wing.
Heading north,
deeper into the
west wing.
84
The Museum
Continue north into
an adjacent hallway,
deeper into the west
wing. Here you find a This poor guard
guard patrolling the was obviously new
first part of the middle on the job.
corridor. Knock him
out and grab the loot
from the nearby table.
Quickly switch to
a broadhead arrow
and snipe the unsus-
pecting guard at the
Looking over the far end of the hall. The
end of the west wing. second guard who
just showed up hears
the noise and goes
to investigate. You
get the first shot off
easily, and the second by the time he’s coming after you.
Once you’re done, The third is just for good measure, because he slips and falls
turn into the east heading in your direction. Now pin the tail on him while
corridor, then south he’s lying down on the job and finish him off.
toward the stairs. If
there’s another guard
here, snipe him with
a broadhead arrow Continue down this
and leave him where next hall, but watch
he falls. Head up the for the guard in
stairs back to the main the shadows at
level and make your way back to the Porter Hall entry room. the far end.
Now you must
reach the top floor.
Head north up the
stairs and take a left Now proceed north down the
in the hallway. Take hallway and collect any valuables
your first left onto along the way. The power
the stairs going up to station is in the closet at the
the top floor. When far end of this hall, but if
you arrive at the top, you’ve already taken the
take the necklace Heart, you can ignore
from the statue and put out the lights in the hallway. Pay this switch.
close attention to the guard at the far end. He’s the primary
target, but another guard soon enters this hallway from the
east corridor. Wait here, and watch for the second guard to
show up. Toss a couple of oil flasks down the hall a little
way, but not too far, because this is your backup.
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86
The Museum
Duck into the door On the far left is one
on the north wall guard at the power-
leading into Tesero supply closet. Snipe
Hall. Now wait, him with a broadhead
watching and listening arrow and leave him
for the guard coming there. Check for loot
from the west, around along the balcony,
the rotunda and into especially the north
this entry room. This end where there are a
room is the best place few tables.
to knock him out. Stash his body outside on the balcony. Turn around and
head back down the
hall to the east. Keep
going until you hit
the far end, a small
The view west dark room with two
through the room paintings. Take both
with the rotunda. and wait here for the
patrolling guard.
Hide in the north-end
corner; when he’s in
the middle of the
Now head west room, run up and
past the small rotunda, knock him out. Leave
collecting any loot his body here. Head
you may spot. Slowly through the south
enter the far room, doorway and grab the
actually a long painting. Continue
balcony overlooking along the walkway
the lower floor. to the semicircular
viewing deck, where you hear the last relic speak to you.
The Eye knows you’re coming for it.
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A guard patrols up
and down the ramp
to the lower floor, so
Grab the Eye from the
be cautious. Snipe
end of the statue’s
this first guard when
scepter.
the second is at his
farthest patrol point,
and get yourself in
position for a second
sniper shot as the
other guard approaches. Now that these two are out of the
Backtrack again
way, climb up the wall to the isolated balcony above and
up to the curator’s
grab the painting.
office, and then head
down. At the foot of
the stairs is a guard,
just below the railing
on the right.
90
The Museum
Back on the ground
floor, continue down
the ramp toward the
portcullis and into
the room that houses
the giant statue.
There are two guards
here. One stands at
the master switch for
the portcullises, and
another guard patrols
around the room.
Handle this any way
you want. It’s easy to Look carefully at this
snipe the first one statue. It seems to be
and then dodge and wearing jewelry.
evade the second
until you can fill him
full of arrows. Flip
the switch to open the portcullises and head west into the
far room.
Remember the note about the priceless necklace? Look
way up on the neck of this statue and there it is—the
Coethe Medallion. Blast it down with a well-aimed arrow
Flip the switch to and collect your prize.
open the side
portcullises. From here, head
out the south door,
but move slowly
because there is a
guard just outside in
this courtyard and
A guard patrols another one on his
here on a very long, heels. The first one
circular route. Get comes very close to
him the first time this end of the
around when he’s at passage. Line the cobblestones with moss and stay hidden
this end of his patrol. in the shadows until he arrives and turns around to head in
Take him out quietly, the other direction. When he does so, run up and put him
because two more to sleep with a tap of your blackjack; take his body back
guards are just inside into the hall. Return to the passage and watch for the guard
the hall. Now, sneak coming from the south.
up on the remaining two and toss a gas bomb between
them at their feet. Let them sleep where they fall and run
over to the giant statue.
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92
City Sections
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94
City Sections
Objective 6: Meet with the mysterious note writers in the Refer to the map
graveyard in Old Quarter. for this house’s loca-
Acquired By: Reading the note in your apartment that tion. You can get in
your “friends” left you. easily, but a guard sits
Completed By: Entering the graveyard in Old Quarter in front of the fire.
when you have this objective pending. Sneak up behind him
to get the loot on the
The note in your table, and then sneak
apartment tells you upstairs. There’s some
how to reach the loot in the trunk and
meeting location via a healing potion on the shelf. Avoid the guard and go into
a mystical portal at the kitchen; there’s some equipment in the chest. Now, hop
the end of Black Alley. out the window and disappear into the night.
This is especially
useful because Orland Odd Job 3: Rob the South Quarter merchant.
has locked down all
of the Keeper glyphs The merchant
for the time being. selling goods at his
The graveyard is table (see map) has
behind Fort Ironwood respawning stacks of
in the Old Quarter coins. When he walks
section of town. The away from the desk,
cutscene is triggered quickly snatch the
when you move into coins and vanish
the graveyard’s “little before he notices and
tomb area.” If you alerts the City Watch
pass through Fort at the nearby guard station.
Ironwood on your
way to the graveyard (instead of through the alley entrance), Odd Job 4: Rob the locals.
head to the graveyard’s rear until you trigger the cutscene.
In the city sections,
Odd Jobs most commoners
Odd Job 1: Find the loot your landlord has left for his and even City Watch
blackmailer. guards will randomly
Acquired By: Reading the blackmail note in your land- have various items
lord’s apartment. of worth in their
Completed By: Stealing the loot left under the grate in possession. Some of
Black Alley. (The loot is in a grate in a corner directly oppo- these items you can
site you when you first enter the main stretch of Black Alley. pickpocket, others
It’s easy to locate.) you may have to get
by mugging the peasants. Just a quick threatening swipe
Odd Job 2: Rob the house near the alley entrance leading with your dagger is usually enough to make them drop
to the well. their goodies. Be warned though, you can’t mug a guard
because he will fight back.
The City Watch guard at the station sometimes has a coin
purse on his belt and may have some arrows on the shelf
just inside the doorway.
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96
City Sections
Area Details
Access Requirement: Get past Lady Elizabeth and her
thugs in South Quarter.
Stonemarket Faction Territory: None
Special NPCs: Artemus, Orland, Isolde, Caduca, Gamall,
Gravid (Caged Kurshok), stonecutter, Marla Madison (store
owner), Black Market Bertha (fence).
Special Loot: Golden “Orincross” Dagger
Objectives
Objective 1: Talk to the Stonemarket fence, Black Market
Bertha, to sell the Bloodline Opal.
Acquired By: Talking to Heartless Perry, who won’t buy
the opal. He tells you to see Bertha.
Completed By: Selling the Bloodline Opal to Black Market
Bertha.
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Objective 2: Steal the Builder’s Chalice from St. Edgar’s Objective 5: Speak to Keeper Artemus before you leave
Church in Stonemarket. the Keeper library.
Acquired By: Talking with Keeper Artemus in Terces Acquired By: Starting the level inside the Keeper library.
Courtyard during the “First Contact” cutscene. Completed By: Walking up to Keeper Artemus.
Completed By: Escaping the Hammerite church with the
Builder’s Chalice. Objective 6: Speak to Keeper Isolde before you leave
the library.
Acquired By: Starting the level inside the Keeper library.
Completed By: Use the glyph that Isolde talks to you
Terces Courtyard is about, which allows you to see and use the Keeper glyphs.
through the doorway
at the bottom of Objective 7: Read the note in the Keeper library left for
the stairs. you by the Hammerite Inspector Drept.
Acquired By: Artemus tells you of the note left by the
inspector in the Keeper library.
Completed By: Reading the note on the table next to
Objective 3: Steal the Jacknall’s Paw from the Pagan Artemus.
sanctuary.
Acquired By: Talking with Keeper Artemus in Terces
Courtyard during the “First Contact” cutscene.
Completed By: Escaping the Pagan sanctuary with the
Jacknall’s Paw.
Sometimes infor-
mation comes in After you are indentured to both the Hammers and
forms other than Pagans, increase your standing in both factions. Kill all
the notes or books the Rust Mites and undead you find, and use moss arrows
scattered around the to green up the city for the Pagans. As you progress,
Keeper library. Listen you get them all back on your side. By the last mission,
to what the Keepers it is very helpful to have these two factions on your side
in the library have to as you try to get through the city with everyone on
say, as some conver- your back.
sations you overhear
contain useful information.
Objective 8: Read the note in the docks that the Pagan
leader Dyan left for you.
Acquired By: Reading the note left by the Hammerite
When you get the note that you’re working for the Inspector Drept in the Keeper library.
Keepers, stick to it and don’t commit offenses against Completed By: Reading Dyan’s note in the docks.
them, because that creates more trouble than it’s
worth. They don’t have anything of great value Objective 9: At the docks, search the haunted ship called
anyway. You’re better off looting other parties. the Abysmal Gale to discover the connection to the
Compendium of Reproach that the Keepers are eagerly
searching for.
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City Sections
Acquired By: Overhearing the conversation about the Objective 13: Return to the Keeper library to hear Caduca
boat between two Keepers in the library, or reading the read from the Compendium of Reproach, to determine the
book on the nearby table about the glyph key. identity of the Brethren and Betrayer.
Completed By: Finding and reading the Abysmal Gale’s Acquired By: Automatically acquired.
manifest. Completed By: Triggering the “Garrett on Trial” cutscene.
Objective 10: Search the sewers in the docks to discover Objective 14: Find and break into Gamall’s Lair in Auldale.
the hidden entrance to the Sunken Citadel, described in the Acquired By: Triggering the “Gamall’s Treachery” cutscene
Keeper texts, to find the missing glyph key. by walking into the library at the level entry.
Acquired By: Reading the book in the Keeper library after Completed By: Finding the entrance to Gamall’s Lair in
hearing the conversation about the Abysmal Gale. the Auldale Canal.
Completed By: Escaping from the Sunken Citadel with
Objective 15: Steal back both the Builder’s chalice and the
the glyph key.
Jacknall’s paw from Gamall’s Lair in Auldale.
Acquired By: Triggering the “Gamall’s Treachery” cutscene
by walking into the library at the level entry.
Completed By: Escaping Gamall’s Lair with both the
Search the first alcove
chalice and paw.
in the docks for the
entrance to the Objective 16: Search Gamall’s Lair in Auldale for clues
Sunken Citadel. about the final glyph and why she wants the artifacts.
Acquired By: Triggering the “Gamall’s Treachery” cutscene
by walking into the library at the level entry.
Completed By: Triggering the “Artemus Returns” cutscene
in Gamall’s Lair.
Objective 11: Acquire a boat and visit the Seaside
Mansion to steal the Compendium of Reproach. Odd Jobs
Acquired By: Either reading the book in the Keeper library Odd Job 1: Burglarize the local tavern in Stonemarket Plaza.
about the glyph key or by reading the manifest on the
Abysmal Gale.
Completed By: Escaping from the Seaside Mansion with
the Compendium.
Don’t go in the
Objective 12: Break into the Stonemarket clocktower via front door. Try the
an upper-story window, and sabotage the clockworks. back alley.
Acquired By: Meeting with the Keepers and triggering the
time-stopping prophecy.
Completed By: Sabotaging the Stonemarket clocktower.
You must have Several valuable items in the tavern are worth acquiring.
the wall-climbing Take out the meager City Watch presence and collect the
gloves to access the prize. The best way in is through the locked back door in
entry glyph into the the alley. You can easily snipe the guards on the second-floor
clocktower, high balcony from the safety of the shadows below, by the bar.
above the street in
Stonemarket. To get Odd Job 2: Steal the Golden dagger from the armorer in
there, climb the Stonemarket Proper.
adjacent wall and Acquired By: Overhearing the conversation between the
walk across the imposter Garrett and the peasant in the apartment in
horizontal steam pipe back toward the tower. Stonemarket Plaza.
Completed By: Stealing the Golden dagger and leaving it
in the drop box in front of St. Edgar’s Church.
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City Sections
The Forbidden Area Summary
Library is a tricky spot The docks are in an
to manage. If any old part of town
Keepers catch you in and are dirty and
this area, you fail the dangerous. The City
mission. The doorway Watch has a strong
to the Forbidden presence in the area.
Library is located You’re also in Pagan
along the far wall in territory—they have
the entrance chamber no love for you since
where you speak with Isolde; here you read the Keeper glyph you stole their artifact.
in the acolyte ritual that lets you see the rest of the glyphs. At one end of the docks is the Pagan stronghold; at the
The Forbidden other is the main wharf where the haunted ship, the Abysmal
Library is a very Gale, is docked for a short time. It’s a relatively simple area
isolated location. to navigate and even offers a few odd jobs to keep you busy.
There are several
guards on regular Area Details
patrol, but they are
easily avoided. Head
through the library,
reading any books
you find. Watch for
the map on a small table on the second floor in one of the
lit alcoves; it comes in handy later.
The Docks
Access Requirement: Ability to use Keeper door glyphs.
Use the Keeper door in South Quarter to travel here and
bypass the quarantine gate.
Faction Territory: Pagan
Powerups: Wall-climbing gloves are available for purchase
in the shop.
Special NPCs: Samuel Swarthy (store owner), Dahlia (fence).
Objectives
Objective 1: Search the Abysmal Gale to find clues about
the location of the Compendium of Reproach.
Acquired By: Hearing or reading about the ship in the
Keeper library in Stonemarket.
Completed By: Reading the ship’s manifest aboard the
Abysmal Gale.
There is a special
imported tree sitting
on some crates at the
main import dock. It
has been causing grief
between factions; the
Hammerites want it Access Requirement : Having access to the docks and
burned and the Pagans having received the objective to search the boat from the
want it planted in Keeper library.
their stronghold. Faction Territory: None
Choose a side and fulfill the faction’s objectives to gain their Special Notes: Visit your local shop before entering the
gratitude and the resulting increase in faction status. You haunted ship. You have a hard time getting the most out of
may have to jump up and grab the tree while in the air, this temporarily available area if you are not adequately
then run off with it before the City Watch knows it’s gone. stocked up on fire arrows, flash bombs, and holy water.
Odd Job 3: Upgrading elemental arrows using Pagan magic. The haunted ship is inspiring nightmarish stories all over
Acquired By: Being indentured to the Pagans for the theft town, and for good reason. You must get inside and figure
of their artifact. out what all the fuss is about. Once there, you quickly
Completed By: Shooting arrows into elemental cocoons. realize the problem. Some of the crew members are still on
board, but something has turned them all into the living
The Pagans have dead. You must get past them to find the ship’s manifest in
offered you the the cargo hold, down at the bottom of the boat.
opportunity to shoot
one of each type of The map is very
your elemental arrows simple, including
each day through the two straight corridors
suspended targets with small rooms off
at their elemental each side, a captain’s
cocoons. Each time chamber, and a cargo
you do this (once hold. Work your way
per day) your faction status with the Pagans increases. The straight down the
cocoons are located in the docks near the Pagan stronghold hall; there is some
and in Auldale Park. loot to grab and
several zombies to deal with.
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City Sections
Area Summary
The Old Quarter of
the city has a lot of
Just because a history, both social
zombie is lying and architectural.
down doesn’t mean This is the most
it’s “dead.” diverse section of
town. It has several
smaller areas to
provide you with
At the end of the first hall, move into the upper corridor, intriguing challenges,
and head to the opposite end, noting the rooms with including Fort Ironwood, the catacombs, and the graveyard.
the broken floor. At the end of this second passage is the The Old Quarter is also one of the best places to get above
captain’s quarters. Grab any loot, deal with the zombie the city. Climb atop all the old stone walls to explore some
here, and read the book that you find in the back room. otherwise inaccessible areas.
After you clear this It’s here in the Old
level out, backtrack Quarter that you
down the corridor to first experience the
the rooms with the chilling tactics of the
caved-in floors. You Keeper assassins.
must explore the Watch for them
cargo hold and adja- carefully; they have
cent corridor to find an uncanny ability to
the manifest, which is show up practically
guarded by several everywhere.
more irate undead.
The manifest is in Area Details
one of the larger
rooms on a crate.
After you read it, you
can escape the boat
via the nearby ladder.
Old Quarter
Access Requirement: After completing the Clocktower
mission, you begin on the Old Quarter streets without
See Page 130 for a fully detailed map.
waking up.
Faction Territory: The Hammerites
Special Loot: Unknown
Special NPCs: Ramien (a dead fence), Hauknor (City
Watch guard who starts in the tavern).
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PRIMA OFFICIAL GAME GUIDE
Objectives
Objective 1: Reach your fence here in the Old Quarter to From the street, you
see if he can lend a hand in getting the Keeper assassins off must climb up
your back. through the window
Acquired By: Starting out in Old Quarter. above the glyph.
Completed By: Entering your fence’s apartment and Climb and jump to
finding him dead. The apartment is on the east-central pull yourself up over
side of the map and up the stairs. the ledge.
Objective 4: Search for Inspector Drept in Auldale; see if Odd Job 1: Find the map to Shalebridge Cradle.
he can tell you about the crone who set you up in the
Keeper compound. From Ramien’s
Acquired By: Completing the Keeper Compound mission. apartment, cross the
Completed By: Traveling to Auldale and approaching wooden walkway into
Drept’s window; identifiable from the large hammer design the adjacent rafters,
in the stained glass. where you find a
note left by the
Objective 5: Follow Lauryl’s ghost to see where she leads you. deceased architect
Acquired By: Completing the Haunted House mission. regarding his fantastic
Completed By: Following Lauryl into the Old Quarter, design job on the
down through the catacombs beneath Fort Ironwood, then Cradle. The note
into the room where she was buried, which triggers the mentions that the map is buried with him in the catacombs.
“Gamall Revealed” cutscene. You may want to go and retrieve it, but stock up on your
undead-slaying equipment first.
Objective 6: Meet with the mysterious note writers in the
graveyard in Old Quarter.
Acquired By: Reading a note in your apartment in South
Quarter.
Completed By: Entering the little tomb section of the
graveyard on Day 6, when you have this objective pending.
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City Sections
Odd Job 2: Dispose of the body on the top floor of the There is some drama going on in the fort. This woman’s
tavern in the docks. brother has died, and something here is linked to the recur-
Acquired By: Reading the note on the wall outside rences of zombies in the graveyard. Search for more infor-
Ramien’s apartment in the Old Quarter. mation regarding this little event.
Completed By: Disposing of the body in the water with-
out anyone witnessing, and collecting payment as outlined
in the note’s details.
If you destroy all of the undead in the catacombs under
Fort Ironwood & the Fort Ironwood, you receive a note from the Hammers.
Catacombs
See Page 131 for a Have a look through
fully detailed map. the rest of this area;
however, you find
more interesting
events upstairs. Find
the stairs up to where
you come across two
Hammer guards talk-
ing about the dead
brother; more clues.
Continue exploring
the fort until you
find the lift to the
catacombs.
Map of Fort Ironwood
Fort Ironwood is the
Hammerite strong- The Hammerites
hold here in the Old have requested that
Quarter. There aren’t you kill undead to
that many Hammerites win increasing favor,
around, but you can so clean up their
easily reduce your basement for them.
standing with them if The catacombs are a
you steal from the fort. short matrix of dusty,
The stronghold is fairly chilly rooms populat-
quiet; it’s what’s underneath it that you may find interesting. ed by a small crowd
of undead. If you wait until you’re in service to the
Hammerites, killing all the undead in the catacombs allies
them to you for the rest of your time in the city. Also, you
There is something look for some valuable items down there.
strange going on
here; listen carefully.
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Auldale
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City Sections
Area Summary There is a lot of
Auldale is home to the local aristocracy, which aspires to very valuable loot
stay safe across the canal, away from riffraff such as you. here, so if you’re
Now that you’re here, though, make the most of it and mug low on funds or
everyone you see. This map is fairly large, and you may equipment, get in
have to spend some time exploring to get a feel for the place. here and get stuff
to sell so you can
Area Details restock.
Objectives
Objective 1: Find Inspector Drept in Auldale.
Acquired By: Starting in this section of the city.
Completed By: Approaching Drept’s window.
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You must buy the museum map from the store owner in
the Old Quarter. Make sure you get it before starting
See Page 133 for a
that mission. This is a difficult level, dependent on and
fully detailed map.
only necessary on Hard and Expert level. On Easy and
Normal difficulty, all mission-specific maps are gained
automatically. Map of Gamall’s Lair in Auldale.
Make your way up the tunnel and into the entry hall. There
is a piece of loot on the shelf but nothing else of interest.
Proceed through the opposite door and up the stairway.
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City Sections
In the first room, Head past the fire
you find yourself in toward the north end
the dining hall; read of the room where
the book about the you find the chalice
Glyph of Unbinding and another of
and continue north Gamall’s books. Read
into the next room the book, and when
while putting out all the Gargoyle’s back is
the lights, especially turned, sneak north into
the fire. Find and Gamall’s chambers.
read the book here about the Keepers’ history.
Pay close attention
to your silent move-
ment and visibility. Read both of
There are two Gamall’s books; take
Gargoyles in the next the loot in the chest
room through the while you’re there.
open door, one of
which patrols the
walkway that spans
half the room. You Go out the door on the east wall, turn left in the hall, and
can dodge both of them quickly and reach the ground pick the lock of the door on your right, which leads into the
floor, steal the Jacknall’s Paw, and get out, but you must courtyard. There is a Gargoyle that patrols this hallway, and
memorize both their patrol patterns. If this is too difficult, this is a fancy lock, so you may have to do it in stages and
try tossing several explosive mines down into the center of duck back into Gamall’s chamber to avoid it.
the room and blow them to bits. Once in the court-
When you have yard, don’t alert the
the paw, backtrack to giant Gargoyle here
the dining hall and or you’re in a heap of
head west into the trouble. The loot out
next room. Read the in the open is a lure
book on the table and may not be
about Caduca, and worth the effort.
continue west into This is a very tricky
the storage area. part of the lair, con-
structed by Gamall herself. You must climb up the wall
There is usually that’s between your entrance door and the large statue in
only one Gargoyle the corner. Go up, then cross over the wooden beams to
here, but you attract the nearby balcony. You can also go the long route across
many more if you’re the pillared roof to the next statue, but it’s more time
not stealthy. If you consuming.
can avoid the guards, Up on the balcony,
move across the go through the
room by the fire, door and into the
putting out lights adjoining large hall.
and picking up loot Your arrival triggers
as you go. a cutscene. When
you’re back in the
game, note the
glyph on the wall
behind you.
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Read the Glyph of It’s an immense benefit to have the Hammerites and
Unbinding and read Pagans on your side at this point. Otherwise, you’re fighting
the book to learn them and everyone else on your way through the city. If
about Gamall’s plans. they’re on your side, they at least get in Gamall’s way and
Head up the ladder slow her down. She tries to beat you to the punch every-
to the small ledge where in the city and kills anyone in her path, civilians
above and read the included.
note about the
Keeper history and
grab the painting. To
get out of this large hall, avoid the Gargoyles and climb up
the east wall to get back onto the balcony. Now backtrack It’s chaos in the
to escape from Gamall’s Lair with your skin intact. streets of the city.
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City Sections
Objective 13: Place the Crown in its receptacle.
Acquired By: Watching the “Artemus v. Orland” cutscene.
Completed By: Placing the Crown in its receptacle at the
The Landing Marker
base of the clocktower in Stonemarket Proper.
receptacle in the
docks is here, on the
last post.
The Crown receptacle
is at the base of the
clocktower in
Stonemarket Proper.
Objective 12: Place the chalice in its receptacle.
Acquired By: Watching the “Artemus v. Orland” cutscene.
Completed By: Placing the chalice in its receptacle in the
Cataclysm Memorial in the graveyard behind Fort Ironwood
in the Old Quarter.
Objective 14: Place the Eye in its receptacle.
Acquired By: Watching the “Artemus v. Orland” cutscene.
Completed By: Placing the Eye in its receptacle in the
water fountain in South Quarter.
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W E
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Map Appendix
N
Rutherford Castle
W E
S inner
quarters
Front
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The Hammers
cathedral grounds
W E
hammer factory S
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Map Appendix
The Pagan
Sanctuary
sanctuary
W E
tunnels
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citadel core
outer
citadel
W E
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Map Appendix
Tunnels
N
Second Floor
W E
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W E
First Floor
Second Floor
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Map Appendix
The Clocktower
Top Level
upper
Side View
W E
Bottom Level
Middle Level
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The Clocktower
lower
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Map Appendix
The Keeper N
Compound
W E
keeper compound
lower libraries
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Storm Cellar
outer cradle
W E Bottom Floor
Top Floor
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Map Appendix
W E
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The Museum
porter hall
W E
tesero hall
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Map Appendix
City Sections N
W E
South Quarter
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South Quarter
pavelock prison
W E
garrett’s apartment
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Map Appendix
Stonemarket
stonemarket 1
W E
stonemarket 2
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Stonemarket
keeper library
W E
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Map Appendix
The Docks
W E
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The Docks
the abysmal gale
W E
Old Quarter S
130
Map Appendix
Old Quarter
fort ironwood &
the catacombs
W E
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Auldale
W E
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Map Appendix
Auldale
gamall’s lair N
W E
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Xbox Only Tips • To de-nock an arrow without firing it, release the 8 very
slowly or use 2.
• Move the thumbstick just a little to walk slowly and
very quietly. PC Only Tips
• You can drop objects with a or throw them with 8. Pull
the trigger harder for a more powerful throw. • You can drop objects with i or the right mouse button;
• When lock picking, complete a stage faster by pulling 8 or throw them with the left mouse button. The longer
when in the sweet spot. you wait, the farther you throw.
• Use your mechanical eye to scout out distant targets. • Here’s another lock-picking tip: To complete a stage faster,
Press the w to zoom in, and press x to zoom out. use the left mouse button when in the sweet spot.
• Lean to see around corners without getting caught. Use • Use the spacebar or E to de-nock an arrow without
a and d to lean. firing it.
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