Assassins (Mission 4)

My best time on Expert:  15 minutes, 20 seconds
Maximum Possible Treasure:  2705

Introduction

"The ancient corruption was again contained. To do more would have upset the balance, but we knew to remain ever vigilant lest it resurface. Neither the Hammers nor the pagans could be trusted not to meddle."
  — Keeper Annals

I had some money to spare after disposing of the Horn, so it seemed time to invest in some new..."tools". Farkus is one of the few merchants willing to risk selling to an independent like me, and his prices are steep...but the other choice is to let one of the so-called "City Wardens" give me orders...AND take a cut of my profits. They'd been after me for years to join one of their stables, but I'm not interested. Maybe they'll get the idea and give up. More likely they'll just ramp up the threats. Nothing I can't handle if I'm careful. AND lucky. And my luck seems to have finally turned for the better....

Objectives:  Normal & Hard

  1. Now that you've got the finest in lockpicks, you can go after more challenging — and lucrative — targets. How about the local Hammer Temple? Get at least 1,000 loot.

Objectives:  Expert

  1. Now that you've got the finest in lockpicks, you can go after more challenging — and lucrative — targets. How about the local Hammer Temple? Get at least 1,000 loot.
  2. A true professional doesn't leave a mess. Don't kill anyone!

Simplified Objectives

  1. Loot the Hammer Temple for at least 1,000.
  2. Don't kill anyone.

NOTE:  Your mission objectives will be changing VERY fast once you start the mission.

Before The Mission

What You'll Encounter:  Human Guards (Archers, Swordsmen), Burricks.

Starting Funds:  Whatever you managed to acquire in the Bonehoard. (Maximum: 2450.)

Starting Gear:

  • 40 Broadhead Arrows
  • 4 Water Arrows
  • 2 Moss Arrows
  • 1 Set of Lock Picks
  • 1 Lockpicking Instructions

Items for Sale:

  • 20 Broadhead Arrows (Cost: 25 each)
  • 11 Water Arrows (Cost: 50 each)
  • 2 Fire Arrows (Cost: 300 each)
  • 8 Moss Arrows (Cost: 125 each)
  • 3 Healing Potions (Cost: 250 each)

NOTE:  Once again, your Sword and Blackjack are not shown under the "Starting Gear" for this mission. However, you DO have them both.

Fire Arrows and Broadhead Arrows are pretty much useless in this mission, since you can't kill anyone. Since your supply of Water Arrows starts so small, you should buy a few more, to take care of any torches that will reveal your presence inside. Also, at the start of your mission you will have an opportunity to pick up a few items (see below)...so check what you will be getting and decide what you'll need then.

REMEMBER: Despite what your mission objectives tell you at the start of the mission, you will NOT be entering the Hammer Temple, but home of a man named Ramirez. Prepare for THAT.

Recommended Purchases:  11 Water Arrows. Total Cost: 550

Mission Notes

This is another mission that introduces a new aspect to Thief, and this time it's one that I enjoy far more than the traps: Lockpicking. [Note: A few times in this walkthrough I will tell you to pick a lock. You are carrying a set of lockpicking instructions. Read them.]

The beginning of this mission is a follow-the-leader type of mission. Unfortunately, the ones you are following sometimes take a different route back. I have only personally witnessed two, and I've done my best to detail both below. If anyone knows of any additional features that should be noted on other routes, I would appreciate knowing about them.

While you are working through this mission, there are a lot of guards you may encounter. While the walkthrough does not specify when to take any out, feel free to do so at your discretion. In some cases (such as leaping onto the roof), you may want to make sure no nearby patrols can hear you by removing the patrol. Inside, many of the guards (and at least one servant) have keys you can pickpocket.

If the guards become aware of you during your mission, then you get another mission objective: Get back to your own area of the city. I have seen this once, and when you leave the mansion area, the streets are crawling with Ramirez' men. You need to work your way through the streets back to the section labelled "Home Turf" on your city map. This section is detailed at the end of the walkthrough (section G).

The first time I went through this mission, it took me over an hour. Why? Because I like to be thorough the first time through...I took out every guard I could outside the house, so I could have free run if I needed to. But when I came back OUT of the house, there were new guards posted (they looked something like thieves), in slightly different areas. Since no alarm was raised, I can only assume that at some point in the game there is a "changing of the guard". Also, one of these new guards was positioned in a spot as to make the exit from the manor that I propose very difficult. As noted above, my best time is just over fifteen minutes...I assume that this "changing of the guard" takes place at a specified time like half an hour or one hour into the mission. (As an interesting tidbit, while exploring the grounds with the new guards in position, I noted that one of them was practically standing on the body of a guard I had hidden in shadows!) (All of this was noted while playing the original Thief game.)

There seem to be several differences between the original Thief and Thief Gold with this mission's guards...both in number, location, and where and when they patrol. For this reason, most references in this walkthrough to such things are either left out, or refer to Thief Gold if they are mentioned.

Finally, someone has sent me an email with yet another possible entrance into Ramirez' mansion. It's a rather long and detailed way of getting in, so I am not going to go into it all here, but starts off like this: Stand outside the entrance to the mansion, facing it, and turn right. Shoot a rope arrow at the window of the house and climb up onto the mansion wall. (The window is wooden, the wall is not, even if it looks like wood.) Jump down into the area to the right (when facing the mansion) and climb the ladder on the other side....

I have not tried this method myself yet. And while this may be an alternate method of entering, it's more dangerous (it involves getting past Archers who are aware of you) and time consuming than the others.

Walkthrough

Follow the Leader Outside the Mansion The Mansion, Upper Floor The Mansion, Ground Floor The Mansion, Basement Escaping the Mansion Going Home
Follow the Leader

You start off in Farkus' store, having just purchased your new lock picks. As soon as you take a step though, and arrow comes slicing through the window and puts an end to Farkus's mercantile days. If you stop and listen, you'll hear the two assassins discussing the murder. That arrow was meant for you! How rude!

NOTE:  At this point, your mission objectives change to the following:

  1. Loot the Hammer Temple for at least 1,000. (This one will have a mark in the box, indicating its irrelevance.)
  2. Trail the thugs who just tried to assassinate you, without being detected.
  3. Don't kill anyone.

Move around the store, and pick up the following items:

[NOTE:  Be VERY CAREFUL when picking up the items in the store. The first few times I did it, I was in such a rush I accidentally set off one of the flash bombs, alerting the assassins to my presence and prematurely ending the mission.]

You have to do this quickly, so the assassins don't get too far ahead and you lose their trail! [Note: I suggest that you do this WHILE they are discussing their sloppy handiwork. It saves time. Alternatively, if you are not that concerned with getting the best possible time, you can come back here and pick up the items AFTER you have followed the Assassins to their lair.]

Exit the shop, and turn right. Try to stick to the shadows as you move. Move forward, past the first turning on your left, and take the next left. Keep going, until you come to a point where You can move on or through a lighted archway. Continue forward.

At this point, if not before, you should have the assassins in sight. Since you have to follow them, I'm not going to walk you through their route back. Instead, I'll point out some highlights. [Note that it would be wise to save your game a few times as you follow them.] You should be aware of something I've noticed. Anytime you save or load a game during this game of "follow the leader", it seems that the assassins want to stop and check behind them. It doesn't always happen, but it does seem to happen a lot.

  1. The lighted archway (mentioned above). At this point, no matter how careful you've been, the assassins stop for a moment to make sure no one is following them.
  2. The metal bridge. You have two choices here. Use a Moss Arrow to cover the sound you make crossing, or wait until they are too far ahead to hear you. [Note: After crossing the bridge, the assassins turn left. ONCE, I saw them turn right. I didn't get a chance to follow them, as they heard me cross the bridge.] Once past the bridge and out of sight, they appear to pause and check to see if anyone is following again.
    If your assassins turn left, continue with number 3. If they turn right, jump down to number 7. (Note: for those trying to get best times, it seems that the left route is the faster of the two.)
  3. Stone ramp. For some reason, they can hear you at this point. Hang back, and wait for them to turn.
  4. The wooden bridge. Sometimes, they hear you here, either on the bridge itself, or on the metal steps leading up to it. Tread softly. Also, their path at this point puts them in a position to see you if you're not either close behind them or far behind. Either stay close, or hang back.
  5. Streetlamps. Just up past the wooden bridge is a street with lit streetlamps. Wait in the shadows here. At the far end of the road, the assassins turn to once again check to see if they're being followed. [Note: I have, on occasion, seen them skip checking here. I have no idea why.]
  6. Ramp with three overhead lights (not streetlamps). Sometimes (again, I don't know why they do or don't) the assassins stop at the top to check behind them. At this point, jump down to number 10 below.
  7. Crates. When you reach a corner with some crates stacked nearby, stop, and lean out to watch. This is another point where the assassins will turn to make sure they aren't being followed.
  8. Streetlamps. You'll come to a fairly long stretch of road, with two streetlamps on your left. The assassins will move down this road, to a righthand turn ahead. Sometimes they will stop and look behind them at the turn. Other times, they will turn right, and then move forward underneath a streetlamp there, beside some pipes coming out of the wall, before turning around to check for anyone.
  9. Barrel. Shortly after number 8 above, you'll pass a barrel on your left, and the assassins will be turning right ahead. Sometimes, they turn around to look behind them there. Once you pass this point, your path becomes the same as if the assassins turned to the left at the metal bridge. Jump back to number 3.
  10. The Ramirez Mansion. This is where your journey ends. As Garrett is talking to himself about what to do, one of the assassins turns to take a last look behind.

NOTE:  At this point, your mission objectives change to the following:

  1. Trail the thugs who just tried to assassinate you, without being detected. (This one should be checked).
  2. Time to show Ramirez who the real criminal mastermind is. Break into his mansion and take what he values most — his wealth. The purse from his belt should make the point.
  3. Loot the mansion for valuables. You need at least 2,000 worth.
  4. Locate his prized silver fire-poker. It's worth quite a bit.
  5. Get out of the mansion.
  6. Don't kill anyone.

ADDITIONAL FEATURES: On other routes that the Assassins can take, you may note the following:

  1. Long metal ramp. If the Assassins move down a long metal ramp, DO NOT FOLLOW THEM DOWN IT! Instead, walk along the left and fire a Moss Arrow down at the base of the ramp. Then drop onto the moss, and continue.

It is also interesting to note that, if you take the second route, you seem to run into more pedestrians than on the first route.

Once the last assassin as gone inside the mansion, move up to the entrance, and listen to the conversation the guards are having. Hmm...I wonder if that has anything to do with you?

Outside the Mansion

SAVE YOUR GAME! It would be a shame to go through that whole follow-the-leader routine again. Once you hear the guards start to move off, move almost immediately forward. However, don't go too far. Stay in the shadows.

In the original game, one of the guards comes back very quickly, and you'll be able to club him with your Blackjack. [Note: There is a dark area across and to the left of the mansion (as you face away from it), which you can hide bodies in.] In Thief Gold however, it sometimes takes the guard about two minutes to return.

You can either go forward into the mansion through the main entrance (careful, there's a guard right inside that might be facing your way!), or down one of the gravel paths, left or right, onto the mansion grounds. While any of these directions will get you inside, my preferred way is going left. So, go left, being sure to walk carefully on the gravel path (use a Moss Arrow if you need to...there's a guard on a walkway right above you!).

[NOTE:  A third route into the grounds is available. If you go around the mansion on the outside, you will eventually find a sewer/waterway system. You can apparently push against the flow under the wall and pull yourself up onto the grounds inside. I've tried this myself and been unable to accomplish it, but I'm told that it can be done.]

SAVE YOUR GAME! The entire outer grounds area is a Patrol Area. Move forward onto the grass, and turn left. Stay in the shadows. Move all the way to the end, and turn right. You should see a guard walking away from you, and a very large shadowy area. Move into that area, and stay there. There should be a guard walking towards this area very soon, if he's not already. (If you've seen him before this point, you weren't moving fast enough, and were probably seen by him.) Knock him out, grab his body, and move forward. There's a narrow space between the outer wall and the mansion up ahead, with a door in the outer wall. You'll need to pick the lock to get in, but don't worry, you have time. Once you get the door open, go inside. It's safe to hide the body in here. There is also a flash bomb and two mines on the floor near the ladder. Climb up the ladder. Once at the top, turn right. You should be looking out a "window" at a low roof portion of the mansion.

SAVE YOUR GAME! You might be heard when you try this. Jump out the window and land on the roof portion. Turn left, and mantle up onto the balcony. Go inside. Congratulations, you've made it into the mansion proper!

The Mansion, Upper Floor

Immediately upon entering, turn to your right, and go through the door there. Nice bathroom, isn't it? Plenty of stuff for a taffer like you. Unfortunately, to get everything in here you're going to have to mantle up onto the left ledge. (You can lean forward to get the last treasure on the right ledge.) Start collecting treasures. You will get the following: four Golden Candlesticks (50, 50, 50, 50, Treasure Count: 50, 100, 150, 200), two fancy goblets (15, 15, Treasure Count: 215, 230), a bottle of fine wine (50, Treasure Count: 280), and a jewelled bracelet (125, Treasure Count: 405). Hop out of the tub, and go back into the main bedroom.

Okay, time to pick up some more loot. In front of the fireplace, pick up two more bottles of wine (50, 50, Treasure Count: 455, 505), two gold goblets (25, 25, Treasure Count: 530, 555), and a golden dinner plate (50, Treasure Count: 605). Now, see the bed? Go over to the far side, and there will be a chest against the wall. If you like, go ahead and pick the lock on the chest. All that is inside is a key to the basement, which you won't need (you can pick that lock, too). However, look straight down onto the carpet. It may be difficult to see, but there is a ring on the floor here (100, Treasure Count: 705). Now, turn back and go to the fireplace again. Look up on the mantle, and grab the vase (100, Treasure Count: 805). Put out the fire with a Water Arrow, crouch down, and move into the fireplace. First, turn right, and look down. Someone carelessly dropped a diamond in here (100, Treasure Count: 905). Turn around 180 degrees, and look up (if you're still crouched). Pull the lever, and a secret door to your right will open. Move through (you need to be crouched to fit through), and almost immediately to your right, on the wall, is Ramirez' prized silver fire-poker (200, Treasure Count: 1105). Move forward, and turn left.

SAVE YOUR GAME! It's possible for you to be overheard in here. Walk forward, and open the chest to get a small sack of gold (100, Treasure Count: 1205). Now work your way back through the fireplace into Ramirez' bedroom again, turn to the right, and move over to the door.

SAVE YOUR GAME! This door opens into a small, dark hallway, and there is a guard out there (sometimes two guards!) patrolling the main hallway. If a guard is nearby and sees or hears you, you'll be glad you saved. If you get the chance, take care of them. [Note: Each has a key on his belt you can pickpocket, if you like.] Also tread slowly up hear, as there are windows that open into a courtyard outside, where two guards can hear you.

Move to the end of this small dark hallway, and turn right. Go into the first door on your right (you'll need to pick the lock). Take the vase off of the fireplace mantle (50, Treasure Count: 1255), and leave the room. Turn right in the hallway, and enter the next room on your right (again, pick the lock). Take the ring off of the table in the far corner (100, Treasure Count: 1355), and the golden vase off of the fireplace mantle (100, Treasure Count: 1455). Leave the room, turn right, and take the next LEFT turn.

SAVE YOUR GAME! You're walking through an area now where there is a guard below you. That large opening to your right opens down onto the main entrance. Hug the left wall (if you want to feel safer, crouch, but it's not necessary), and walk all the way down to the end of this hall. Stop before entering the next hallway though. Move forward slightly until you can open the door across the hall from you. Open it, and rush into the next room. There are two servants down the hall a ways, and they may see you if you dally in the hallway.

Turn left in this room, and go over to the other door. Open it. Now turn left, and lean out into the hallway. You should see the two servants. Shoot a Water Arrow at the torch behind them. Once the coast is clear, open the door across the hall from you, and move in.

[Note:  For those of you that like completeness, when you turn left after opening the second door in the room above, you'll see a chest on the ground. Pick the lock, and you'll get a speed potion.]

Time to add to your collection of Ramirez Originals. Turn to your right, and grab everything in sight: two bottles of wine (50, 50, Treasure Count: 1505, 1555), two golden goblets (25, 25, Treasure Count: 1580, 1605), a golden dinner plate (50, Treasure Count: 1655), and five more fancy goblets (15, 15, 15, 15, 15, Treasure Count: 1670, 1685, 1700, 1715, 1730).

While you are helping yourself to Ramirez' best, listen to the conversation that the servants in the hall are having...hmmm, so Ramirez is in the basement, is he?

[Note:  On more than one occasion (in the original Thief game), the door to the room where you just picked up all that treasure just disappeared. I couldn't see it, and there was no way to close it. I don't know why this happened.]

Once the servants have ended their conversation and you can hear the their footsteps, enter the hall again and turn left. Go through the door directly ahead.

You may wish to move carefully through this room...the floor makes your footsteps particularly loud. As soon as you've entered, turn left, then take the first right, then left again. Turn left and climb the stairs. Once upstairs, move all the way down to the desk at the end, and take the two golden candlesticks (50, 50, Treasure Count: 1780, 1830). Then turn left (as you're facing the desk), and move into the shadowy alcove ahead. Turn right, look down, and pick the lock on this chest to get another ring (100, Treasure Count: 1930). Make your way back down the stairs, turn right, then left, then left again.

Move forward a step or two. You should now be in the library, facing a pair of double doors, with a roaring fireplace to your right. Turn to your right, and to the right of the fireplace you should see a dark area surrounded on three sides by bookshelves. Enter that area, and face the wall of books on the same wall as the fireplace (if I've confused you, use your compass...it's the southern bookcase). Look around until one of the books is highlighted...it will be on the third shelf from the top, second shelf over, first book. Pull on the book, and you'll open another secret door. Turn right, and move forward...go through the secret door you've opened, and move to the end of the passage, where you'll find a ladder leading down.

SAVE YOUR GAME! There are a few guards at the bottom of this ladder. Sit here and listen for a bit...they're talking about the men who tried to assassinate you tonight. (You may need to jump onto the ladder in front of you before they start their conversation.) Once they leave (listen until you hear the door close behind them), climb down the ladder.

The Mansion, Ground Floor

With the ladder at your back, move ahead into the next room. If you want to open the chest, go ahead. It contains two flash bombs, which you won't need. The gold on the table, however, is a different story. Take all six stacks of coins (25, 25, 25, 25, 25, 25, Treasure Count: 1955, 1980, 2005, 2030, 2055, 2080). Turn left, move forward, and turn left again. Open the chest in front of you to get another stack of gold coins (25, Treasure Count: 2105). Turn left. You should be able to see two doors, one in the wall opposite you, and one in the wall to your right. Head for the one opposite you. (Just for information's sake, the two guards you heard talking left through the other door.)

[NOTE:  Apparently, it is possible to get into the room below with the guards still in it, without them noticing you. Someone wrote to me saying they accidentally fell off the ladder into the room, and the guards never noticed at all! I myself fell halfway down the ladder before stopping, and had a clear view of the two, and one of them could not fail to see me...but did!]

SAVE YOUR GAME! The hallway you are about to enter is a patrol area. If necessary, deal with any guards you come across appropriately. [Note that some of them have keys you can lift off their belts.]

Go through the door, step out into the hall, and turn right. Step into the next hall, and turn right again. Go through the first door on your left. On the table on the right side of the room you'll find a necklace (200, Treasure Count 2305). Beside the table is another door. Go through it, and turn right. Ahead of you is another door. Head for it, but before going through it, turn right, and pick up the bottle of wine (50, Treasure Count: 2355) and the golden goblet (25, Treasure Count: 2380).

SAVE YOUR GAME! You're going back into the hallway, which is still a patrol area.

Go through the door, turn left, and go through the door directly ahead of you (pick the lock). Turn right, and then left. Follow this hall to the end, where you'll find a door on the left. Unlock the door (either pick the lock, or use a Courtyard Key), and go through it into the basement.

The Mansion, Basement

In the room at the bottom of the stairs, turn right, and follow the hall until you can turn left. Do so, and then take the very first left, directly in front of you. Follow this corridor all the way to the end, ignoring the turning to the right, and you'll be stopped by a door.

SAVE YOUR GAME! Pick this lock (or, if you have it, use the Basement key), go through the door, and then turn left. You want to go into the first left turn, but be careful about it. Crouch, hide in shadows, edge forward slightly.

This is Ramirez himself. You can either knock him out and take the purse off his belt, or lift it off and then knock him out. Either way the result is the same (250, Treasure Count: 2630).

[Note:  If Ramirez pulled the bell-pull, wait around in the shadows. A servant is coming to leave a tray for him. Either take him out when you get the chance, or simply let him go through...he will put the tray down and leave. Also, I've been told that if the alarm has been sounded, there will be a guard in this room with Ramirez. Apparently, you can blackjack him and pick up the body before Ramirez turns around to see.]

On the table in the dark area, there are 6 Water Arrows and 4 Moss Arrows. On a shelf opposite from the bellpull you'll find two stacks of gold coins (25, 25, Treasure Count: 2655, 2680). On the shelf at the back of the room is a speed potion, a flash bomb, and a key. The key is needed to open the two chests in this room...their locks cannot be picked. You can ignore the chest on the floor...it only contains some documents of Ramirez'. The chest on the back counter, however, holds another stack of gold coins (25, Treasure Count: 2705).

Escaping the Mansion

Okay Garrett, time for you to leave! Exit the room the way you came in, turn right, and go through the first door on your right. (Note: The hallway beyond this door is quite long, and sometimes I have seen a guard in it. I don't know why, but usually he's not there.) Follow this hallway all the way to the end, and turn right, and immediately turn right again. Move forward into the next room, turn left, and climb the stairs.

SAVE YOUR GAME! You're entering the ground floor again, and the halls are still patrol areas. Go through the door, turn right, and at the end of the hall turn right again. Go through the door on your left, and then go through the next door on your left. You should now be back in the guard room with the ladder. Take the ladder up, and follow the passage back to the library. Once there turn left, move forward until you have a set of double doors on your right. Turn and face them.

SAVE YOUR GAME! You might accidentally attract some attention outside. You need to pick the lock on one of these doors (either one, your choice). Once that is done, go through it.

From here, you can end the mission one of two ways:

  1. The safe way. Turn left, and hop onto the roofing you see ahead of you. Turn right, so you're facing a door across a gap. Look down, and you'll see a ladder beneath the door. Line yourself up with the ladder, move forward until you fall, and catch the ladder. Climb the ladder down to the water level (once you reach it, you won't be able to go any down any further), then jump off the ladder into the water (don't worry...you're so close, you won't make a big splash). Swim under the water, following the current. Turn left up ahead, and let the current flush you out the rest of the way.
  2. The fast way. Turn slightly to the right, then run and jump OVER the balcony. You should land (with quite a splash) in the water below. Follow the current, turning left up ahead, and let it flush you out the rest of the way. (This method runs the risk of attracting the guards' attention.)

[NOTE:  One time while using method two, as I was falling through the air towards the water, I saw a guard just turning the corner. Somehow, he failed to notice me at all! The splash didn't attract his attention, nor did my body flying through the air!]

Congratulations! You've shown Ramirez who the REAL criminal mastermind is!

Going Home

Or have you? If you somehow drew attention to yourself, then the guards are on alert. Getting out of the mansion grounds isn't enough...you now must make your way home, and the streets are crawling with guards looking for you.

At this point, your mission objectives will change to the following:

  1. Trail the thugs who just tried to assassinate you, without being detected.
  2. Time to show Ramirez who the real criminal mastermind is. Break into his mansion and take what he values most — his wealth. The purse from his belt should make the point.
  3. Loot the mansion for valuables. You need at least 2,000 worth.
  4. Locate his prized silver fire-poker. It's worth quite a bit.
  5. Get out of the mansion.
  6. Head for the safety of your neighborhood.
  7. Don't kill anyone.

Every one should be checked except the last two.

On your way back home, you will encounter several guards. You can hide from them, knock them out, or if you prefer, simply run past them. Your Flash Bombs may come in handy at this stage of the mission. You may want to save your game a couple of times during this part.

So, from your soggy position in the sewer, you should have your back to the slope you rode down to this point. Turn left. Move forward, pushing against the current, and turn right when you get the chance. Move forward, out from underneath the pier, and the turn left. You should be facing a ladder. Move over to it, and climb out of the water and onto the dock.

Turn right, and move forward. When you can go forward no more, turn right again. Move down the ramp. Careful of the metal stairs at the bottom. When you reach the bottom, turn left. Move forward, down this street and into the next one. Then turn right, and move through the archway ahead.

Move down this street all the way. You will soon come to a streetlamp. Across from you, you may notice a door (or doorway). It's the entrance to Farkus' shop.

Turn left, and move forward to the end of this street. Turn left, move forward, turn right move forward, and turn left. Move forward and then turn right.

You should now be facing into the "metal bridge" area you found when following the assassins earlier. Move into the area, continuing forward past the bridge (keep in on your left). There's a door ahead. Go through it.

Inside, turn right and move down the stairs, following them to the bottom. Then turn right and move through this area until you come to a small bridge across the water. Move across the bridge and through the archway you can see across it.

Move forward, and turn right. Ahead, you can either turn left up a slope, or continue forward through a doorway. Move through the doorway, and turn right. Follow these stairs all the way to the bottom, and then turn left.

[Note:  At this point, I have never encountered any guards past the stairs down you just took.]

In the street ahead, you should be able to see a wooden ramp leading upwards. Move forward and go up that ramp. Then turn right, and move forward. At the bottom of the ramp, turn left. Move forward until you have to turn left, then do so. Move forward again through the archway, and when you emerge from the small tunnel, stop.

Congratulations! You've made it home alive!