Strange Bedfellows (Mission 14)

My best time on Expert:  7 minutes, 57 seconds
Maximum Possible Treasure:  100

Introduction

"The stone cannot know why the chisel cleaves it; the iron cannot know why the fire scorches it. When thy life is cleft and scorched, when death and despair leap at thee, beat not thy breast and curse thy evil fate, but thank the Builder for the trials that shape thee."
  — The Hammer Book of Tenets

This was NOT the way things were supposed to go. Constantine has the Eye...AND my eye...and I doubt he has anything wholesome planned for it.

The Trickster is real after all. I don't think anyone but those crazy Hammers really believed in the old gods.

Those crazy Hammers. You know, it wouldn't hurt to have a few dozen heavily-armed fanatics on MY side just about now. If I drop by their temple and explain things, maybe they'll be so distracted by the Trickster's return that they'll forget to hold a grudge. And even if they don't...I know how to get out of Cragscleft prison already....

Objectives

Your objectives for this mission do not change based on your difficulty level.

  1. The Hammerites have been preaching about the Trickster for years. Maybe they have some advice on how to deal with him for real. But with all the trouble you've been to them lately, you'll have to sneak in past their guards to talk to someone in charge.
  2. The Hammers will never help you if you make the situation any worse. Better stay out of any more fights with them.

Simplified Objectives

  1. Sneak in to find the Hammer High Priest, and warn him about the Trickster.
  2. Don't kill any Hammers.

Before The Mission

What You'll Encounter:  Spiders, Insect-Beasts, Monkeymen, Frogs, Fly Swarms.

Starting Funds:  Whatever you collected while you were escaping from the Trickster. (Maximum: 4106.)

Starting Gear:

  • 5 Water Arrows
  • 1 Moss Arrow
  • 1 Gas Arrow
  • 1 Flash Bomb
  • 1 Set of Lockpicks

Items for Sale:

  • 15 Water Arrows (Cost: 50 each)
  • 2 Moss Arrows (Cost: 125 each)
  • 3 Gas Arrows (Cost: 500 each)
  • 1 Rope Arrow (Cost: 200)
  • 2 Noisemaker Arrows (Cost: 250 each)
  • 2 Flash Bombs (Cost: 200 each)
  • 1 Healing Potion (Cost: 250)
  • 1 Speed Potion (Cost: 500)
  • 2 Gas Mines (Cost: 650 each)

Surprise! Your Sword and Blackjack are once again missing from your Starting Gear list. But (that's right!) you'll have them once the mission starts!

You're doing pretty well, monetarily speaking, for this mission...assuming you got all the treasure from the previous two missions. As always, I suggest you buy up all the Gas Arrows you can. For this mission, you will probably also want the Moss Arrows and the Noisemakers too. Flash Bombs and Gas Mines might help as well. Although not as necessary as on some missions, a few extra Water Arrows might not hurt either. You may want to consider the Healing Potion as well. Ignore the Speed Potion and the Rope Arrow, as they are useless to you.

Recommended Purchases:  10 Water Arrows, 2 Moss Arrows, 3 Gas Arrows, 2 Noisemaker Arrows, 2 Flash Bombs, 1 Healing Potion. Total Cost: 3400

Mission Notes

The first part of this walkthrough is done a little differently from the others. Depending one what you wish to achieve, you can sometimes ignore certain sections. These will be detailed at the appropriate times.

What you hope to accomplish in this mission changes drastically almost immediately. Once you reach the Hammer Temple, you'll find it has been attacked, and your mission objectives will change.

Speaking of changing mission objectives, you should be warned about two of them:

  1. There are a total of four Insect-Beasts in this mission. As soon as you attack one in any way (including blackjacking them or knocking them out with a Gas Arrow), or take damage from one of them attacking you, you will have another objective added to your list: "Destroy all of the Insect-Beasts". This means KILL them. Knocking them out is NOT sufficient. So any time you come across one that you feel you have to deal with, be sure you KILL it. (Garrett's getting bloodthirsty in his old age.) Note that using a Flash Bomb to blind them is NOT considered attacking them! If at any time you hear Garrett say "I've had enough of this!", then you've managed to get yourself this mission objective, and you'll have to deal with all of these creatures (or reload your game).
  2. You will soon get the mission objective "Don't kill any Hammers". When you are in the tunnels beneath the Temple, be careful when doing things like placing Mines or shooting Broadheads. There are a lot of bodies down there that you may think are corpses but are, in fact, simply unconscious Hammerites. You don't want to accidentally kill one of them and prematurely end your mission!

NOTE:  This walkthrough is designed around the idea that you are AVOIDING attacking the Insect-Beasts (you can probably get a better time that way), but will still point out where they are, should you be as bloodthirsty as Garrett. :)

Don't worry about your lack of offensive ammunition...you will find plenty of Broadhead Arrows throughout the mission. (I believe there are in excess of 60 lying around to be found by you.)

The Hammerite Temple is pretty much deserted, until you reach the new areas. The first level has a Spider and an Insect-Beast, the second contains two Monkeymen, two Spiders, and at least two Frogs (I'm not entirely sure how many), and the basement is deserted. Once you've taken all of them out, you'll have the free run of the Temple. (Note that I have seen at least one Frog hop its way up to the first level!)

Throughout the Temple are some red buttons beside red lights. In "Undercover" (as well as other Hammer missions, such as Cragscleft) these buttons would turn on an alarm and summon reinforcements. While I did not try every button, those that I did try in this mission were all non-functional.

There is one point where I suggest you have three Gas Arrows to make your job much easier. Try to save them until the walkthrough suggests that you use one.

A word regarding the "Builder's Chisel" objective you will get later. No matter how soon or late you get the chisel, it will not show in your mission objectives unless you are near the Hammerites. Although your objective only says to find it, you actually have to return it to them. And since you can't drop it once you have it, this means you have to return to the Hammerites to finish the mission.

A final note, which is something of a spoiler for the next mission, so don't read this if you don't want to know. There is only 100 loot on this mission, and it's all in one purse on the second level of the Temple. However, you will have no opportunity to purchase items for the next mission, so finding this treasure is not strictly necessary.

Walkthrough

The Hammerite Temple, First Floor Collecting Items, Upstairs Collecting Items, Downstairs Leaving the Temple The Tunnels Beneath the Temple The Tunnels Beyond the Door Returning the High Priest
The Hammerite Temple, First Floor

You will start this mission is the same spot you started "Undercover". Ahead of you, however, is something new. A corpse in the street, surrounded by a Fly Swarm.

Move forward past the body. Continue to follow the street, past more bodies, until you can choose to turn left. Do so, and move forward towards the Hammer Temple. It's taken an obvious turn for the worse since you were last here.

Next to the corpse out here is a quiver which contains 15 Broadhead Arrows. (For some reason, after grabbing the arrows the quiver will remain, and still indicate that it can be "used".) Grab them, then proceed into the Temple.

Once inside, your mission objectives will change to the following:

  1. Sneak in to find the Hammer High Priest, and warn him about the Trickster. (This one will have a mark in the box, indicating its irrelevance.)
  2. Investigate the situation, and locate the Hammerites.
  3. Don't kill any Hammers.

There are three other exits from this room. The one to the left leads to a room which has six Broadhead Arrows lying on the floor. The one to the right leads to another room which also has six Broadheads on the floor, but also includes a Flash Bomb. The final exit from here is directly across the room from the one you came in, and this is the one you want to go deeper into the Temple.

Collect the gear you wish from either (or both) of the side rooms, then move over to the door which leads into the Temple. Stand in the shadows so you are shrouded.

SAVE YOUR GAME! Strictly a precaution at this point. Open the door ahead of you. Lean forward if you have to. Directly through that door is another doorway leading into the main room of this floor of the Temple, with stairs going down to the second level. That room is part of the patrol route for an Insect-Beast and a Red Spider. If you plan to take down the Insect-Beasts, then that's your first one. CAUTION! If you decide NOT to kill the Insect-Beasts, be sure you don't inadvertently harm one later. Otherwise, you'll have to come all the way back here to kill this one too!

Move forward through the door, and through the doorway immediately after that, into the large dark room with the stairs leading down. Stop while you are still hidden in the shadows.

[Note:  Now you make your choice of what you wish to do. If you want to build up your arsenal, then proceed with Section B. of this walkthrough. If all you want to do is get the loot for this mission and then get on with things, then proceed to Section C. (You will probably want to skip a bit that section, to get to the part you want.) If, however, you want to simply get on with your mission, skip right down to Section D.]

Collecting Items, Upstairs

To start collecting items up here, your best bet is to wait for the Insect-Beast to be moving towards the right (as you face the stairs). (Or, if you're going to kill the Insect-Beasts anyways, kill him now and you won't have to worry about any waiting. As soon as you attack it, you'll get the "Destroy" mission objective.) I also recommend waiting for the Red Spider to come by, so you can take care of it as well. Shoot it with a Broadhead Arrow.

Once the Insect-Beast has passed by (or passed on, as the case may be), turn left, and you should see a doorway. Move forward and go through the doorway. Then turn left. Move forward to the other side of the room, moving around debris as necessary. On the floor near the end, next to the bench, is a Healing Potion. When you reach the other side of the room, turn right. Move through the door ahead of you.

Move forward until the balcony ahead is on your left. Then turn left and look down. Pick up the two Broadhead Arrows, then turn right and continue forward, moving through the door into the next room. Be careful...this room is part of the patrol route for the Red Spider. If you haven't killed it yet, you may encounter it here.

Turn right, move forward, then turn left and move to the other end of the room. Turn left again, and move through the doorway ahead. Turn left. On the floor ahead you'll find another two Broadheads, and a Flash Bomb. Get what you wish, then turn right around, move forward, turn right and move through the doorway back into the remains of the library. Continue forward through the doorway ahead. (Again, caution is advised...the Red Spider will probably be nearby, and the Insect-Beast may be able to see you in this room.)

Move through the door ahead. Immediately turn right, and look on the floor to find a Rope Arrow. Then turn left and move forward to the next door. You'll have to pick the lock on this one. (Once again, be careful...beyond this door is the Red Spider's patrol, and also the Insect-Beast may be able to see you.)

Once the door is unlocked, move through it, and through the doorway directly past it. (This room is also part of the Red Spider's patrol route.) Turn right, and move towards the doorway at the other end of the room. About halfway through the room, turn right. See that large iron hammer on the floor. To the left of it (as you face it now) is another two Broadheads. Once you have them, turn left and move through the doorway ahead.

Move forward. On the floor near the fallen door ahead is another two Broadhead Arrows. Once you reach the far side, turn right.

SAVE YOUR GAME! The room ahead is part of the Insect-Beast's patrol route. Move into the room. Directly ahead is another doorway. You'll need to move around a fallen bench to reach it. Scattered about the floor in this room are six Broadhead Arrows. Take as many as you like, then move through that doorway opposite the one you entered.

In this hall, move forward until you find a doorway to your right. Stop before you reach it.

SAVE YOUR GAME! This doorway leads back into main room on this floor, and the Insect-Beast could very likely see you as you re-enter.

Turn right, then lean left so you can look into the main room. When you are satisfied that you can enter without being seen, then turn left, move forward, and turn right. Move through the doorway into the main room, and stop while you are still hidden in the shadows.

Collecting Items, Downstairs

Move forward down the stairs. Be careful, as there are two patrolling Monkeymen who may notice you. Also, if you are trying to avoid killing the Insect-Beasts, you may want to use a Moss Arrow or two on the stairs so it won't hear you moving down or coming back up.

When you reach the bottom of the stairs, turn right. Move forward, and turn right again as soon as you bypass the stairs. Move forward, hugging the wall to the right, until you are hidden in shadows. Then turn left, and wait. Eventually, both Monkeymen will come by here. When they do, take each one down with a Broadhead. (Note: One may be patrolling the "garden" areas of the Temple...you may have to shoot him through the doorway to your left. Also, beware of any Frogs that may hop their way into this area.)

Once the Monkeymen are dealt with, your next immediate threat is a couple of nearby Spiders. I find that the best way to deal with the first one is from right here in the shadows. Jump straight up. When you land, you'll attract the attention of the Spider, and it will come to investigate. When it does, you can deal with it as you see fit. (Note: Since it is partially aware of you, it will not die from a single Broadhead shot. Also, if it runs away from you, it tends to run to the stairs, and gets stuck trying to climb them, making it a rather easy target.)

SAVE YOUR GAME! One down, one to go. Turn so you are facing with the fallen statue to your right. Move forward until it passes by, turn right, move forward, then turn right again. Move forward into the hallway, and continue forward until you reach a doorway on your right. Turn right and move through it into the next room.

Across the room and to the left is another exit. Through there is the Red Spider on this level. Also, beside that door is a chest, which contains two Explosive Mines. Get the Mines if you wish, then deal with the Spider. Move into the Spider's room, and on the floor you'll find another Healing Potion.

Leave this room the way you came in, then move through the doorway opposite you to the left.

Back in the hall, turn right. Move forward, and stop when you reach a door on your left. Pick the lock, and move through it into the next room.

Across the room from the door is a stand with a flowerpot on it. Move over to it, and look at the floor in front of it. Someone's dropped a purse (100, Treasure Count: 100). Turn around and leave the way you came in.

[NOTE:  If all you came down here for was to find the loot, then you're done now. Turn right, and move forward all the until you have a doorway on your right. Turn left, move forward until the stairs are on your left, then turn left and move up the stairs and back into the shadows of the main room on the first level. Be careful of the Insect-Beast, if he's still around. Turn around so you're facing the stairs again, then skip the rest of this section. Go down to Section D: Leaving the Temple.]

Back in the hall, turn left. Move forward, and when you get the chance to, turn left. Move forward, and go through the doorway ahead. Then turn left, and move down the stairs. At the bottom, continue forward until you are touching the barrel, then turn left. Move through the room and exit through the door in the wall ahead. In the hallway, turn left, and move forward until you no longer can, then turn right. Move forward, and take the first left you come to.

In this room, turn left. See that column ahead? Move forward until it passes by you, then turn right and look at the floor behind the column. Pick up the Healing Potion there. Then turn right, move forward, and take the exit on the right.

Back in the hallway, turn left and move forward. Enter the room ahead. Directly across from you, on the floor, is a Flash Bomb. Grab it, then turn right and move through the doorway ahead. As soon as you enter the next room, turn left and move forward. Turn left again, and take the stairs ahead of you all the way to the top.

SAVE YOUR GAME! There's at least one Frog nearby. Turn left, and move forward. Stop when you are just this side of a turn to the left. By now, you probably have heard the Frog, because it has almost certainly heard you. Turn left so you are facing the wall, then lean out to the right. The Frog is generally sitting in the hall now, but usually just outside of a doorway. You may need to sidestep right to find it. If it isn't there, wait for it. If you have to, try jumping straight up to attract it's attention. Once it makes itself seen, shoot it with a Broadhead.

Turn right, move forward, then turn left. Move forward down the hall, and turn into the first room you find on the left. (Caution! Sometimes, there is a second Frog in this room!)

This water room has three troughs in it. In the one opposite the doorway you'll find a single Water Arrow. Grab it, then turn around and leave the way you came in.

Turn left, and move down the hall. When you come to a door on the right, pick the lock and go on in. On the floor in this room you'll find an Explosive Mine and twelve Broadhead Arrows. Also on the floor, underneath the workbench, is another Healing Potion.

Turn and leave the room the way you came in. Back in the hall, turn left, and move forward to the first door on your left. Pick the lock and go in. At the end of the bed you'll find a Flash Bomb. Turn around and leave the room the way you came in, and in the hall turn left. Move forward, and pick the lock on the next door on your left. Move inside, and on the floor beside the table and the bed you'll find another Explosive Mine.

SAVE YOUR GAME! You're done down here now. Turn and leave this room the way you came in. Back in the hall, continue forward until the stairs are on your right. Then turn right and climb the stairs. (Be careful of the Insect-Beast, if he's still alive.) At the top, move into the shadows ahead, then turn to face the stairs.

Leaving the Temple

This next part can be done one of two ways. You want to get to the Temple's altar room. In the direction you are currently facing (towards the stairs), there are also two small hallways leading in the same direction, one to your right, the other to your left. At the end of each you have to turn to face a door, then go through it and you'll be in the altar room. However, the hallway to your right leads to a door that is locked, unless you've already collected items up here. If so, then that way is fine to use. Otherwise, I suggest you go left.

Turn left, and move forward towards the archway ahead. Stop before you go through it, then turn right. Move forward as far as you can, then turn right. Move through this door (it may already be open). (Note: If you did not collect items up here, then turning right at this point will give you a Rope Arrow, on the floor.)

Turn left, and move forward to the broken altar at the end of the room. As you pass the corpse near the centre, grab the ten arrows on the ground beside it.

When you reach the broken altar, you'll find a tunnel descending into an underground area. Find the ladder, then fall into the hole so you catch it, then descend to the bottom, and climb off the ladder.

The Tunnels Beneath the Temple

SAVE YOUR GAME! The rigours of the Temple are behind you, but these tunnels are no picnic. Turn so your back is to the ladder. Directly ahead and to your left is an exit. Move through it carefully.

This room has another exit opposite the one you just used. It leads to a small tunnel section, which is part of the patrol routes of four Monkeymen. Sometimes one of these Monkeymen will enter this room as well, so be careful you aren't seen by them. (Note: If you have any Mines, Explosive or Gas, then that tunnel just beyond that exit ahead is an ideal place to plant them.) If you want some more Broadheads, there are two on the floor hear near the entrance you used.

Move across this room and through the exit ahead. Turn right and follow this tunnel until it opens into an area with a lit torch. If there are any Monkeymen left to deal with, extinguishing this torch will provide you with an ideal place for both blackjacking and hiding their bodies.

When you're ready to proceed, continue forward through this area until you come to another tunnel exiting this one. Move into it carefully, and when you're hidden in the shadows, stop.

SAVE YOUR GAME! There are two Spiders nearby. Move carefully down this tunnel, staying in the shadows. At the end, turn right so you are facing the wall, then lean out left. Pull out your Broadhead Arrows, and drawback on the string. There's a Spider in the room ahead, which you may not be able to see unless you are in your "aiming" view. Once you've lined it up, shoot it dead.

That being done, turn left, move forward, then turn right and move (again carefully) down the tunnel. Before you get too close to the room where you shot the Spider, stop and lean left. There is a Red Spider in that room, and it is still very much alive. If you can't see it yet, move forward a bit and try again. Once you've found it, deal with it any way you like. I personally recommend using a Gas Arrow on it.

Move into the Spiders' lair. There is an old bench in here. Look behind it on the floor, to the left (as you face it with your back to the entrance), and you'll find a Chisel. Grab it. You'll want it later.

Turn right around, and leave this cave the way you came in. Follow this tunnel until it opens into a larger one, with a man-made wooden structure nearby (a sort of railing). Move up against the railing, then turn right. Move forward until you are past the railing, then turn left. Move forward, following the railing until it stops. Turn left and move forward, then turn left and move down the slope.

[Note:  You will have passed a fire burning on your right...there is a Fire Arrow in the centre if you would like to grab it.]

At the bottom of the slope, turn right and continue forward into a large room with a very large pit in the centre.

SAVE YOUR GAME! It is quite possible to be noticed here, and that would just not do at all. Turn left, and circle around the pit (crouch if necessary, to avoid being seen by any creatures below). Almost immediately you'll find a turn to the right leading to a door. Ignore it for now, and continue circling. When you find an exit on your right, take it.

[Note:  While you could go around the pit either way, I've found that going this way gives you a lower chance of being seen from below. Also, if you're mission objectives include the Insect-Beast objective, one of them is at the bottom of the pit.]

Just ahead to the left is a slope leading downwards. Take it, and at the bottom turn left and take another, smaller slope downwards. At the bottom there, turn right.

SAVE YOUR GAME! You've made it this far, let's not blow it now. Ahead you should see the entrances to two small chambers. The one ahead is a Fire Chamber, and the central hearth holds two Fire Arrows. The one ahead and to the right is an Earth Chamber, within which you can find two Moss Arrows held in a small receptacle. Grab whatever you wish, but be careful going into the chambers...there is a nearby patrolling Monkeyman that could see you.

Almost directly across from the entrance to the Fire Chamber is the way you need to go. A wooden beam crosses the pit at that point, but also has a Monkeyman patrolling along it. I suggest you position yourself so you can lean out and watch his patrol safely. When he's moving away from you, then you will want to move out onto the beam and proceed to the centre. There, it's dark enough to hide you. Wait for the creature to return, then lean towards him and knock him out. (Note: To avoid detection from the creatures below, you may want to crouch as you move along the beam.)

[Note:  From the centre of the beam, if you turn right and move into the area across from you, you'll find a stairway down which will lead into the bottom of the pit.]

With the Monkeyman disposed of, continue ahead across the beam, into a small chamber. There are three other exits from this room. Ahead and to the right is the Water Chamber, where you can find three Water Arrows at the bottom of the well within. (There's also an air pocket at the bottom of the well.) Ahead and to the left is the Air Chamber. Despite appearances to the contrary, there is a solid "floor" you can walk on all around the chamber. In the centre you can retrieve a single Gas Arrow. Finally, directly to your left is the exit you need to use.

Collect the Gas Arrow and Water Arrows if you like. (If you don't have three Gas Arrows right now, then I suggest getting this one for later.) When you've done so, then move through the exit mentioned above, and take the spiral stairs you find all the way down to the bottom.

At the bottom of these stairs is a bare, rocky room. Ahead and to the right is a window carved from the rock, shaped like a hammer. Move over to it, and look through. Aha! The missing Hammerites!

One of them will start speaking to you. Listen to his story. When he nears the end, he'll give you a key and a map. Take them, then turn right and take the stairs all the way to the top again.

[Note:  You may need to move around a bit before you trigger the Hammer's speech. Also, you may hear the sounds of battle while you chat with the him. There are more Hammers nearby, trying to stay alive.]

Your objectives will have now changed to the following:

  1. Sneak in to find the Hammer High Priest, and warn him about the Trickster. (This one will have a mark in the box, indicating its irrelevance.)
  2. Investigate the situation, and locate the Hammerites. (Checked.)
  3. Find the Hammer High Priest.
  4. Return the High Priest to the besieged Hammers.
  5. Retrieve this "Builder's Chisel" the Hammerites seem to think is so important.
  6. Don't kill any Hammers.

Also, if relevant, you will have the "Insect-Beasts" objective.

[Note:  This Hammer takes his time telling you his story. Since you have to wait before he presents you with the key and map, once he starts talking you can run back up the stairs and grab the Gas Arrow, then get back down here before he is finished.]

SAVE YOUR GAME! Once more unto the breach, dear taffer. Move forward until you find an exit on your right, then turn right and move through it. Cross the beam (again, crouch to avoid detection, if necessary!) to the other side, and exit the pit. Turn right, move forward, turn right, move forward, then turn left. Climb the slop ahead, and turn right. Climb this other slope all the way to the top, then turn right.

[Note:  While crossing the pit, it is important not to be seen! You will be coming back this way later, and I have seen the Monkeyman and Insect-Beast from the pit below come up to the beams, and start patrolling there instead!]

SAVE YOUR GAME! Once again, you can be seen from the pit below. Move forward into the large cavern, and turn left. Move forward, circling around the room again, until you come to a passage to the left. Turn to face down that short passage, and you'll find a door.

The Tunnels Beyond the Door

SAVE YOUR GAME! The immediate area beyond this door is well lit, and you don't want to be caught in it! Use the key the Hammerite gave you to open this door, then move through it. Ahead is an archway. Beyond it to the left is where you want to go, but it's also a patrol area for some Monkeymen. Try looking around the corner to see if the coast is clear before going in.

Move through the archway ahead, then turn left. Move forward through the doorway ahead and into the shadows. Take out that nearby torch with a Water Arrow.

From this point on, you are going to pretty much be following this tunnel, which is well lit. Whenever you come across a torch, douse it. Also, knockout any Monkeymen who cross your path.

[Note:  There is a room nearby...the entrance is on the right...where another of the four Insect-Beasts resides.]

Move down this tunnel, turning as it does. Do not take any of the turnoffs. You will soon find a tunnel leading down to your left. This tunnel will be opposite a torch in the wall, and leads to a small dock in an underground river. Turn left and move down this tunnel to the bottom. Then turn right, move forward, turn right, and move down this sloping tunnel. DO NOT EXIT THE TUNNEL!

SAVE YOUR GAME! You have a cavern with three Monkeymen to deal with in it. In the cave ahead, you should see a burning fire. Extinguish it. Then move down so you are standing in the mouth of the tunnel. Turn right, and lean out to the left.

At this point, you should be looking into the Monkeymen cavern, with two of them visible. This is what you've been saving your Gas Arrows for. Shoot down the two of them. Then sidestep left, and move forward into their cavern to shoot the third one down.

[If you don't have enough Gas Arrows to take them all down, then I suggest you improvise, but do so carefully. There are other Monkeymen in nearby rooms that could be attracted by falling Flash Bombs, or a swordfight.]

With all three Monkeymen sleeping peacefully, turn so your back is to the entrance you used, and move forward. Directly ahead is the Hammer High Priest, laying on some sort of plant-altar.

[Note:  If you are killing off the Insect-Beasts, the fourth and final one is nearby. Instead of going for the High Priest, from the entrance you used to enter this cavern, stand with your back to the entrance. Far ahead to the left you should see a mushroom glowing on the ground. Head for it, and you'll find another exit from this room. Go through this exit. This room has two Monkeymen around a fire. Deal with them. There is another exit from this room. From the one you used, with your back to it, turn left and you should see it dead ahead. Move through it into the next room. From here, you can go either through the exit to your left or right. If you take the left, continue through the room and turn right. Through another exit, you should see a fire burning in a fireplace. That is the room with the Insect-Beast. If, on the other hand, you go right, you'll see a Fly Swarm in the next room, by another exit. That exit also leads to the room with the Insect-Beast. There are also some Monkeymen nearby as well. Once you've dealt with the Insect-Beast, make your way back to the room with the High-Priest, and move over to his body.]

Returning the High Priest

Pick up the High Priest's body, then around so you are facing the entrance you originally came in by. Move forward through this opening and leave this cavern.

In the next room, continue forward and take the first left turn you find. Follow the slope up to the top, then turn left. Move forward, and turn left again. Move up this second slope into the hallway above.

SAVE YOUR GAME! There could still be patrolling Monkeymen to deal with here. Once you're in the hallway, turn right. Follow this hallway as far as you can, ignoring any turnoffs. You should keep going until you find a lighted room ahead. (If you've been knocking out torches as described earlier, this should be easy to find.) When you find the illuminated room ahead, move forward through the archway into it. Then turn right, and move forward into the next room, and continue through the door in that room.

SAVE YOUR GAME! Back into the pit you go. Move forward up the slope ahead, then turn right. Circle around the room, staying close to the wall, until you can turn right.

Turn right, and move forward, then turn left. Move down the slope. At the bottom, turn left again, and move down the smaller slope. Turn right.

SAVE YOUR GAME! You're almost finished now, but you really don't want to be caught here...carrying this High Priest really slows you down. Move forward until you can turn left, then do so. Move forward a bit, then turn left again. You want to move all the way across that wooden beam ahead. I suggest you crouch to avoid being seen by the creatures below, unless you've already dealt with them.

Crouched or otherwise, move forward and continue across the beam to the other side. Turn left in the next chamber, and move through the archway ahead. Follow these stairs all the way down. When you reach the bottom, move to stand in front of the hammer-shaped window.

Congratulations! You've rescued the Hammer High Priest!