Thieves' Guild (Mission 5)

My best time on Expert:  36 minutes, 35 seconds
Maximum Possible Treasure:  2716

Introduction

"In the beginning we lived as thieves, Stealing fur and fang of beasts for survival. Then came the Builder who brought us the Hammer, And with it we forged a new way of life. To reject the Hammer is to denounce the Builder."
  — The Hammer Book of Tenets

I was going to pay Lord Randall and his vase collection a visit, but the Downwind Thieves' Guild beat me to the score. Word is that they haven't divvied the booty yet. Apparently their leaders...Donal and Reuben's...are arguing over the prized sapphire vase. Sounds like they could use a third party to settle their disagreement. Since I'm no mediator, I'll just steal the vase from them. They'll be so busy blaming each other no one will suspect an outsider.

The Downwinders run a gambling den called the "Overlord's Fancy," which operates under a nearby restaurant. The guild's hideout is beneath the casino. I have a rough map of the complex I got from..."sources" from the inside. Once I'm in the "Overlord's Fancy" I'll have to search for the secret entrance to the hideout. Have to be careful...the Downwinders know me all too well. If they catch sight of me they'll KNOW who took the vase. Assuming they don't just kill me for trespassing.

Finding the vase may prove difficult, since I have no idea where it is. Should be a hot topic of conversation among the Downwinders. Maybe I'll be lucky enough to overhear where they're stashing it. Time to make a living....

Objectives:  Normal

  1. Break into the Downwind Thieves' Guild by breaking into the gambling den the Overlord's Fancy.
  2. Retrieve Lord Randall's sapphire vase.
  3. The Guild made stealing the vase more difficult — make them pay. Don't leave with less than 1000 in loot.
  4. Get out of the Guild and back to the streets when you are done.

Objectives:  Hard

  1. Break into the Downwind Thieves' Guild by breaking into the gambling den the Overlord's Fancy.
  2. Retrieve Lord Randall's sapphire vase.
  3. The Guild made stealing the vase more difficult — make them pay. Don't leave with less than 1500 in loot.
  4. They also stole Lord Randall's prized bracelet. It'll fetch a good price on the market.
  5. Violence is the mark of the amateur. Don't kill anyone who is unarmed.
  6. Get out of the Guild and back to the streets when you are done.

Objectives:  Expert

  1. Break into the Downwind Thieves' Guild by breaking into the gambling den the Overlord's Fancy.
  2. Retrieve Lord Randall's sapphire vase.
  3. The Guild made stealing the vase more difficult — make them pay. Don't leave with less than 2000 in loot.
  4. They also stole Lord Randall's prized bracelet. It'll fetch a good price on the market.
  5. Violence is the mark of the amateur. Don't kill anyone.
  6. Get out of the Guild and back to the streets when you are done.

Simplified Objectives

  1. Get into the Downwind Thieves' Guild.
  2. Steal Lord Randall's sapphire vase.
  3. Steal at least 2000 loot.
  4. Retrieve Lord Randall's bracelet.
  5. Don't kill anyone.
  6. Get back to the streets when you are done.

Once again, this is another mission where some of your mission objectives (in particular, the vase and the bracelet) contribute to your loot total. The vase adds 500, and the bracelet adds 75.

Before The Mission

What You'll Encounter:  Thieves (Archers and Swordsmen), Spiders.

Starting Funds:  Whatever you managed to acquire from Ramirez. (Maximum: 2705.)

Starting Gear:

  • 1 Sword
  • 1 Blackjack
  • 30 Broadhead Arrows
  • 7 Water Arrows
  • 2 Moss Arrows
  • 3 Rope Arrows
  • 1 Set of Lockpicks

Items for Sale:

  • 30 Broadhead Arrows (Cost: 25 each)
  • 20 Water Arrows (Cost: 50 each)
  • 5 Fire Arrows (Cost: 300 each)
  • 8 Moss Arrows (Cost: 125 each)
  • 5 Rope Arrows (Cost: 200 each)
  • 10 Noisemaker Arrows (Cost: 250 each)
  • 3 Flash Bombs (Cost: 200 each)
  • 6 Explosive Mines (Cost: 350 each)
  • 4 Healing Potions (Cost: 250 each)
  • 3 Speed Potions (Cost: 500 each)

Once again, this mission requires that you kill no one, so Broadhead and Fire Arrows are useless to you on this level, as are Mines. You also start with enough Rope Arrows to complete the mission successfully (I can only recall using a single one!), so purchasing more is unnecessary. And with Healing Potions scattered about all over the place, your money is best spent elsewhere. You will be dousing a LOT of torches, so buy up all the Water Arrows. A Flash Bomb or two might also prove useful. A Noisemaker Arrow will definitely come in handy later. Speed Potions...I've yet to find a real use for them. A couple of extra Moss Arrows may prove useful to you, but I found I didn't require any.

Recommended Purchases:  20 Water Arrows, 1 Noisemaker Arrow, 3 Flash Bombs. Total Cost: 1850

Mission Notes

One of my favourite pieces of science fiction humour is a masterpiece called "The Hitchhiker's Guide to the Galaxy," by Douglas Adams. In one portion of the radio series, the following quotation is given about just how large space is:

"Space is BIG. I mean, REALLY BIG! You just won't believe how vastly, hugely, mind-bogglingly big it is! I mean, you may think it's a long way down the street to the chemist, but that's just PEANUTS to space!"

That's how I feel about this mission. Big. Huge. Sometimes confusing, and sometimes DEFINITELY frustrating. And a LOT of FUN!

The treasures on this level are, for the most part, very small in value, so there are a LOT of them, and sometimes hidden quite well. (I suppose that can be said for ANY mission in Thief, but for some reason I particularly noticed it here.) Be aware that a few of the treasures you find are purses which you have to take off of someone's belt.

There are a LOT of people in this level which you need to knock out. (My first time through, when I finished I had a total of 69 knockouts!) In some areas, I have found people stationed close together, nearly side by side, but which you are able to knock out one by one without alerting the others. I do not know why this works, but it does. It shocked the heck out of me at first. Other areas are patrolled with such frequency that you sometimes have very little time to do much with the guards. You have to time it so that you can take one out and have enough time to hide the evidence before the next one approaches. I've been spotted on more than one occasion. Thank the Builder for saved games! There are so many people moving between areas that you can pretty much consider this entire level a Patrol Area, so save your game often. There are also a lot of pockets to pick...18 in total.

There are machines scattered about the sewer/waterway areas, with lever attachments. Some of these open portals and doorways that I've been able to find. Some, I have not found the correspondingly numbered panels that they (presumably) operate. #48 has me especially baffled...if it exists, I want to find that portal! :)

The most difficult part of this mission I had was finding Lord Randall's bracelet. I eventually had to contact Looking Glass themselves and ask them where they had put it! :(

Walkthrough

Getting Inside the Restaurant Inside the Restaurant The Overlord's Fancy Casino The Thieves' Guild, First Living Area The Tunnels, Part One The Thieves' Guild, Second Living Area Obtaining Lord Randall's Bracelet Rueben's House, First Level Rueben's House, Second Level (Part One)
Rueben's House, Third Level Rueben's House, Second Level (Part Two) Leaving Rueben's House The Tunnels, Part Two Entering Donal's House Donal's House, First Level Donal's House, Second Level Donal's House, Third Level Leaving Donal's House
Getting Inside the Restaurant

You'll start the mission around the corner from the front entrance of the restaurant. You should also see someone standing there. Move into the shadows to avoid being seen, and listen to their conversation. You can lean over if you would like to see them as well as hear them, but be careful...if you're spotted, they come after you.

After their amusing conversation (they really are breeding them from the shallow end of the gene pool, aren't they?), one of two things will happen: either all three of them will go inside, or two of them will go inside, and the third will patrol around outside. In either case, once you are no longer in danger of being spotted, move forward to the spot where they were chatting, and turn left. Move down this street, and continue following it until you have the choice of either continuing forward (you should see a blue sign beyond a barrel ahead), or turning right. Turn right, and move forward. Once you hit the wall, turn right. You want to go through this door, but you'll have to pick the lock.

[NOTE:  At some point, you may notice a guard (of the regular type you found in Lord Bafford's) wandering around outside. Unless you threaten him, he pretty much leaves you alone.]

Inside the Restaurant

Once you're inside, move over to the only other exit from this room. If you look inside, you'll see a servant preparing food. You may also see a guard patrolling between this room and the next. You'll want to knock out both of them. Take out the servant first.

See that fireplace directly across from where you entered? To the left of it (as you face it) is a nice dark patch, ideal for hiding bodies, and for waiting for that guard to come back on his rounds.

On the other side of the fireplace is an exit leading into the next room. There's another patrolling guard moving between the next room and the one after that. If you're lucky, you'll get to him so you can see him with his back turned...run up and club him. If you can't see him though, that means he's in the next room, but will be coming in soon. Move into the room, and sidestep to your left. You will find yourself in a darkened corner beside the fireplace, safe from being seen. Then you can watch for the guard to turn, and club him at your leisure.

Now that this level is clear of guards, move into the next room, across from the fireplace in this room. Upon entering, turn right. Aha! Your first bit of loot! Not much granted, but it's something. Pick up the two stacks of copper coins (5, 5, Treasure Count: 5, 10), and open the box to get some silver coins (15, Treasure Count: 25). Also grab the key on the table.

Turn right around, and move through the exit across the room from you. Turn right, and unlock the door you find using the key you just picked up. Go up these stairs, but wait until you enter the next room. There is someone moving around up here between rooms, and this is one of them. If you don't hear any nearby footsteps, then it is probably safe to move into the next room. Once you do, hide in one of the shadowy areas and wait. Once he comes into your area, make sure he doesn't leave again.

Now, turn to face the two doors on the opposite wall. You want to the one on the left. Go through it. This next room has two chests you can open. The first one holds only a Rope Arrow. The other one though (the one closest to the Sleeper) holds some gold coins (25, Treasure Count: 50). Gather your findings, and move through the door at the other end of the room (be careful not to wake up the Sleeper!)

In the next room, there are two Broadhead Arrows lying on the ground immediately to your right upon entering (you will have to move around the door, or close it, to get to them). If you want them, take them. Across from the door you just came through you will see a what looks like a well in near the wall. This is your access to the casino below. Shoot a Rope Arrow into the ceiling above it, then grab on and climb down!

The Overlord's Fancy Casino

Move out and to the right. Near the fireplace, you should see two exits...one ahead, and one to the left. You want to be over there. Move ahead, and go through the opening, but do not go into the hallway! There is a patrolling guard you want to take out. Stay here near the entrance to the hall, and wait for him. You may need to crouch to make sure he avoids seeing you. If you've got the time, you may want to lean out and shoot a Water Arrow at the torch you'll be able to see.

Once you've clubbed the guard, turn around and head back the way you came. Go all the way down to the end of the hall, and move through the door you'll find on the right. Ignore the opening on your right for now, just keep moving until you reach the first door on your right.

SAVE YOUR GAME! The guard in here is sometimes facing your direction, and when you open the door he blows the whistle on you. Open the door, and move in behind the guard. Take the key from his belt, then knock him out. Once he's unconscious, you can move forward to the window ahead (opposite the door). On the table on the other side, you can pick up two stacks of copper coins (5, 5, Treasure Count: 55, 60). This might also be a good time to use a Water Arrow on that torch far ahead and to your right. Now turn around and leave the way you came in. Turn left, and move into the room through the opening on your left. Immediately to your right you should find a stack of silver coins on the table (12, Treasure Count: 72).

Turn again so that that table is again on your right. Move ahead, and you should soon come to a sort of guardrail. Turn left, and move forward towards the next room. Before going in there though, shoot a Water Arrow at that torch down the hall.

SAVE YOUR GAME! If this part doesn't work the way you want it to, things might get messy. With the torches out, the next room is in relative darkness. There are four people to deal with. We'll take care of two now, and the other two later.

Move forward until you are standing behind the man at the table. Knock him out. Leave his body where it falls...instead, turn and run back the way you came in, but stop at the intersection between this room and the previous one. The woman who was at the table with the man should have discovered his body, and started running. But, she's running THIS way, and you've just blocked her escape. Turn around, and when she's close enough, give her a whack with your Blackjack. (Okay all you dirty-minded people...that is NOT what I meant!)

[NOTE:  Sometimes it is easier to finish the other two guards off now, instead of waiting until later. If you'd rather take the remaining two out now, skip the next seven paragraphs to find how to take them out now, then come back up here.]

Once the two non-combatants are taken care of, you can move into the room and take the four stacks of coins off the table: three copper and one gold (5, 5, 5, 25, Treasure Count: 77, 83, 87, 112). Then turn right. See that light that keeps flickering off and on? Well, you want to go through that area. Wait until the light is out, then RUN through it, and turn right. Keep moving until you are out of the light's radius, but stop before entering the next area. Shoot a Water Arrow at the torch ahead of you.

SAVE YOUR GAME! It's possible you may be seen here. Move into the next room, but don't go too far. Once you're in a bit, turn around...there's a torch behind you to your right. Shoot a Water Arrow at it.

Once all the light's are out in this area, you've got other problems...there are four more people to deal with in this room, but they aren't as easy to handle as the last two were! Before we tackle them though, turn around again, so your back is to the entrance you came in from. There's a roulette table up ahead, with a stack of silver coins on it (12, Treasure Count: 124).

SAVE YOUR GAME! You may need to do this part several times before you get things the way you want them. While you're standing at the far end of this room, shoot a Noisemaker Arrow down the hall towards the crowd. Everyone will start searching for you. Whenever the opportunity presents itself, knock someone out. Note that the two guards that search for you have keys you can lift. Eventually, everyone may stop looking for you before you can knock everyone out. If so, just get their attention again and continue as before until everyone's taken care of. (Remember, your Noisemaker Arrows are retrievable!)

Once you've got this section all to yourself, move to the table in front of the "window", and take the two stacks of copper coins off it (5, 5, Treasure Count: 129, 134). Then open the door to the guardroom with your Casino Key. Inside, you will find shelves on either side. To the left, you'll find a Healing Potion on the top shelf, and two Water Arrows on the bottom shelf. To the right is a purse on the top shelf (50, Treasure Count: 184).

Exit this guardroom, and turn left. Go through the archway ahead, then stop. On the shelf to your right you will find two Water Arrows. Now continue ahead, turn right and move forward. Once you reach a doorway on your right (across from a fireplace), turn right through the doorway, and continue forward through this first room, stopping at the intersection leading into the next one.

SAVE YOUR GAME! This next part is described under IDEAL CONDITIONS. If the two guards from this area were attracted by your activities on the other side of the room though, things may not be ideal. If the guards have left their customary posts, you may need to improvise this part a bit.

Move forward into this room, staying in the shadows. The flickering light at the far end is still flickering, so wait until it's dark, then move through that area quickly, turning left. You should be in front of a metal door. Crouch down, making sure you're in shadows. Use your Casino Key on the door to open in. Move in very carefully. You will be in full light, but the guards won't see you. Move behind the first one, lift the key from his belt, then stand up and knock him out. Crouch again, and repeat this process on the second guard.

Once these two are asleep, turn around. You should now be facing a door with iron bars protecting it. Use your Casino Key to raise the bars, and then use it again to open the door. Move through the door carefully...you might be heard. Congratulations! You've made it into the Downwind Thieves' Guild!

[NOTE:  There is another way down, this is just my preferred method. Back in the casino, if you spin the roulette wheel on the table where you found the coins, a secret door will open up, leading down to an area further along this walkthrough. I will note the area when we come to it.]

The Thieves' Guild, First Living Area

SAVE YOUR GAME! This doesn't always work. At the end of the tunnel, stop and listen to the conversation the two thieves are having. You can (sometimes) douse that torch as they are talking, then move forward slowly (while crouched), and get the purse from the one guy's (the non-guard) belt (25, Treasure Count: 209). Once the two are finished, they will go their separate ways. Follow the guard to the left. He's got a key on his belt you can lift. Knock him out (preferably in the dark tunnel you move through). After he's sleeping, move ahead out of this tunnel and into the next room, but stay in the shadows. There's another guard patrolling. Once he's got his back turned to you, move in behind him, grab the Healing Potion from his belt, then knock him out.

If you want to put the fire out in the fireplace to do this, go ahead, but it's not necessary. Behind the fire is a secret panel (you may need to crouch to do this). Open it, and grab the golden goblet you find inside (50, Treasure Count: 259). Then turn so that the fireplace is on your left, and move into the next room, but stop almost immediately inside. Turn left. Sneak behind that guy, lift his purse (100, Treasure Count: 359), and knock him out. Then grab the stack of silver coins on the table (15, Treasure Count: 374), and the jeweled vase and the fancy goblet from the bookcase shelf near the table (20, 15, Treasure Count: 394, 409). Also in this room, on the other bookshelf, is a scroll you can read. It tells you of a way between the two feuding guild halves: the number 47 is your clue. Doesn't mean much yet, but it will later. I recommend you also grab the two Water Arrows in the chest.

Exit this room the way you came in. Once out, turn left, move forward, turn left again, move forward, then turn right. Move ahead until you come out of the tunnel. Then turn right and move forward a little. Once you've got the opening to your right, turn, move in, and look down near the fireplace. Grab that silver nugget (25, Treasure Count: 434).

Turn right around. Move forward, directly across the room towards a small shelving unit, upon which sits a Speed Potion. Grab it if you like. Turn left, and move ahead through the opening in the wall. Walk forward carefully, across the room. Shortly, you'll reach a doorway in the wall on your righthand side. Move up to it, but stay on this side of it. Crouch, and wait for a guard to come through. (Watch your light monitor...to close to the doorway and you're visible to him!) He'll turn around real quick and head back again, so grab his purse as soon as you can (25, Treasure Count: 459). If you feel more comfortable leaving no witnesses, knock him out. In either case, once the coast is clear, turn right around and head for the door you came in through.

SAVE YOUR GAME! There are two men that patrol through this next area, so you'll need to be careful! Now, move through the door ahead of you, and immediately turn left. Move ahead into the next room, hugging the wall to your left, and move all the way forward until you are standing beneath that lamp. Now, turn right, but don't move forward. Now we wait. Eventually, there will be two men who come through. Keep waiting after the first man comes through, until the second one appears. Once he comes in, make sure that first man can't see you, then move in behind him (the second man) and knock him out. Then go after the first man, and club him. [Note: When you first entered this area from the casino, if you did not pick the purse from the man's belt, it will be on one of these two gentlemen...the one who is not a guard.]

Okay, now that both men are sleeping peacefully, turn your attention to the banner in this room. (If you had to leave the room to club either of these men, return there now.) Pull out your Sword, and cut down the banner. Behind it you'll find a Healing Potion and a diamond (25, Treasure Count: 484). [Note: It's important to take out those two patrollers before cutting down the banner. Otherwise, they notice it.] Also, if you are interested, behind you you'll find a single Broadhead Arrow on the rug.

SAVE YOUR GAME! While unlikely, you could be noticed here. Now, remember the doorway that those two men came into this room from when you were hiding under that lamp? You want to go through that doorway and immediately turn to your left. Walk forward, hugging the left wall. Do not go into the next room though. Once you're near the doorway, turn to your right, and crouch. You should see some treasure highlighted in a hole in the wall. If you don't, move your view around a little until you do. There are two stacks of copper coins in there (5, 5, Treasure Count: 489, 494). Also, if you are interested, you can lean into the next room and open the chest. Inside it you'll find three Moss Arrows. Turn around so you're facing the way you came, and move forward, staying in the shadows. Stop before you go to far. Then turn left, but don't move forward. Lean over to the right, so that you can see down into the next room. (If you can't do it, you didn't move forward enough...or you're still crouched.)

Soon, a woman will come into the next room, head in your direction, then turn around. Once she turns, you run down there and put her to sleep. Now that you are in this room, continue ahead, keeping the pit to your right. Once you are able to turn right, do so (do not go through the archway ahead just yet...we'll get there soon enough). Ahead you should see a small ramp leading into a well-lit room. Go into that room.

Directly ahead you should see some sort of stone shelves. Move forward, and on the bottom shelf you'll be able to grab a fancy goblet (15, Treasure Count: 509). Now turn left, and move through the archway you see on your right. Immediately upon moving through it, turn right again. The bottom shelf on this side contains a Broadhead Arrow and two Water Arrows, plus a scroll of no importance. The top shelf contains a Noisemaker Arrow and a Fire Arrow. Take any of these you wish, although you'll probably only need the Water Arrows. At the far end of the room (the opposite side from which you came in), look down in the shadows near the wall with the shelves, and you'll find another fancy goblet lying on the floor (15, Treasure Count: 524). Now move through the archway next to the goblet you just found. In the next room (the one you just left actually), leave through the door in the wall you're facing. (This would be the one you originally came through.) Keep moving forward in the next room, and turn right when you can. Turn right again, and head down this ramp. When you're at the bottom, get into the shadows, and turn left.

The Tunnels, Part One

SAVE YOUR GAME! Another area where you could be found out, albeit not likely, if you're careful. Move cautiously into the next room. There's a guard at the far end, but like the idiot he tries to be, he's facing the wrong way. (Who guards a room like this???) Sneak up behind him. You can club him or not, as you see fit, but I recommend it. On the floor next to him is a purse (20, Treasure Count: 544). Once you've got that, turn around and leave this room the way you came in. Keep walking forward. In the next room, keep going past the hallway up that small ramp on your left, and move through the shadowy opening ahead. Go through this small, narrow hallway into the shadowy room ahead.

Loud in here, isn't it? Move ahead to the far side of the room, and you'll find a large machine with six levers on it. Written above these levers are the numbers 37 and 38, and each one has three corresponding levers. Operate the leftmost lever under number 38. You should hear a loud CLANG! behind you. Ignore it, and operate the leftmost lever under number 37. You should hear the sound of a door sliding open. Now turn around, and move forward. Don't leave the room, but turn left, and you should see a small ramp leading down and to the left. Follow the ramp into the next room. You'll find another Fire Arrow on the floor, and next to it two stacks of silver coins (10, 10, Treasure Count: 554, 564). Leave this room the way you came in. Once you're at the top of the ramp, turn until you see the exit you originally used to enter this room, and go through it.

Ahead, you should see a large iron door which was once closed is now open. Ignore it...it's for much later. Instead turn right so you're facing down the long hallway, where you can see a guard at the end, and possibly (if you're far enough to the one side) a lit torch.

[Incidentally, I was able to take that torch out from in this room, with the floor grating about even with me on the left. It was a fantastic shot, if I do say so myself. :) ]

SAVE YOUR GAME! There are two guards at the end of this hall, and sometimes they spot you if you aren't careful enough. Move forward down this corridor, hugging the right wall. Keep going until you can move right. Sidestep to the right, and douse the torch with a Water Arrow. Then, sticking to the shadows, move in behind the two thieves as they talk about Donal and Reuben's. Their conversation should give you some more information about where the vase is, as well as some interesting bits about the turmoil the guild is currently undergoing. Lift the purse off the one thief's belt while they're chatting (10, Treasure Count: 574). Then head back into the shadows, and wait for them to finish their conversation. When they do, one will head into your dark area. Knock him out. The other one will be heading into a room beside this one, but emerge again quite soon, and then move down a corridor which you can look down from this room. If you were fast enough with the first thief, you should be able to run down there and knock the other guy out before he turns around. If not, just wait for him here...he'll move back into the room next door, then come out and move down the corridor again. Club him then if you have to wait.

If you want to go into the room down the hall from here, you'll find an Explosive Mine and a Flash Bomb on the floor near the wagon. There's also a parchment on the floor near the back, a letter to another thief about paying tribute to the heads of the Guild. You shouldn't need to go in this room, however.

If you go into the room beside the one where the two thieves were talking (where the second thief made part of his patrol), you'll find two Moss Arrows on a shelf, and a ramp leading up to a door. Pulling the lever opens the door, and leads back into the casino. (This is the door that opens when you spin the roulette wheel in the casino.) Again, you should not need to go into this room, it is merely mentioned for the sake of completeness.

So, now that those two thieves are sleeping peacefully, time to move on. Directly across from the door leading into the room where the second thief did part of his patrol is a ramp leading up. Take it to the top, but don't move out just yet.

SAVE YOUR GAME! You don't want to be spotted. Peek out, and see if there's a guard coming in your direction. If there is, just wait for him to turn...if he's far enough away, he'll turn down a side corridor partway down the hall. If he's closer, he'll turn to your right quite close to you. Note that this guard has a Healing Potion you can lift from his belt.

If you saw the guard and he turned while close to you, then now you can just emerge and club him. If this is not the case however, then slip into the room, and immediately turn left. You should be facing a corner. Get into that corner, and hide in the shadows there, and wait. Eventually, the guard mentioned above will make his appearance. When he does, take him out.

While all this is going on, you should have heard and/or seen another guard patrolling. This one, you want to get far at the other end. Facing down the corridor where the guard was approaching you from, once the second guard turns so he can't see you, race down the corridor, and take the same turn he did. Then move up behind him and say nighty-night.

[Alternatively, if you are feeling daring, you can try this: when he turns the corner so that he is walking away from you on the level below, drop down behind him and club him. While I've tried this several times, I was only ever successful once.]

That taken care of, continue down this hall, and you'll come to a door in the left-hand wall. Go through it, turn right, and open the door at the end of this short hall. But don't go through it yet.

The Thieves' Guild, Second Living Area

SAVE YOUR GAME! Once again, someone's roaming around that might see you. Move through the door (don't close this one). There will be a room on your left, which you can ignore...there are two chests in it, but one is empty, and the other contains only two Moss Arrows. The room on your immediate right is the one you have to be careful of. There is a patrolling servant that sometimes moves into that room. You can watch from behind the open door. If he does go into that room, then wait until he turns around, then run up behind him and knock him out.

If the servant does not go into that room (I have no idea why he sometimes does and sometimes doesn't, it just is that way), you may have to go into the room BEYOND that one, and knock him out. From the first room (not the one with the door, the one with the rug) you can knock out the fire in the fireplace and the torch on the wall in the next room in order to improve your chances of remaining undetected.

Once the servant is taken care of, the room with the rug contains an Explosive Mine at the foot of the bed, if you want it. From this room, move into the room with the fireplace mentioned above. Move towards the fireplace, and then go through the opening you'll see ahead on your right. Another bedroom, but see that shelf on the wall to your left? If you jump up, you'll be able to see (and grab) another golden goblet (25, Treasure Count: 599).

Turn around and leave the room. In the next room, you should be able to see two separate exits on your left. Move to the far one, but do not go through the archway!

SAVE YOUR GAME! This has to be done a certain way in order for it to work properly. Inch your way through the archway very slowly, but don't actually go through. You are trying to trigger the conversation between two thieve's at the other end of this hallway. Once they start talking, back up a bit. Then turn so you are facing in the direction that the thieves are in, lean out, and shoot a Water Arrow at the torch. Once it's out, whip out your Blackjack and move up closer to the two men.

While they are still talking, knock out the one closest to you. For some reason, the other thief does not find this odd...he just acts as if the conversation is over. Move in behind him and knock him out as well.

[NOTE:  If you want to listen to the conversation, it's about the Bafford job you pulled earlier on in your career. :) ]

Now that the coast is clear, move across the room towards the door on the wall opposite the entrance you came in from. Open the door, and move into the next room, turning left immediately, and moving down to the end of the room. Turn right, and move forward to the end of the shelves. Look down, and on the bottom shelf you'll find a golden candlestick (50, Treasure Count: 649). Turn and face the way you came, and move forward to the end, and turn left. Move forward through the archway ahead of you, and move past the first shelving unit on your left. Turn left, and move forward to the door ahead of you. Don't open the door. Instead, turn right, and look at the top shelf to find a necklace (50, Treasure Count: 699). Turn so your back is to the door, and move forward. Turn right, move through the archway ahead, and up to the door ahead on the left wall, and move through it. Immediately turn right, move through the archway then turn left and move through the door ahead of you. Turn right.

SAVE YOUR GAME! This area can be tricky, and there are a couple of guards to worry about. Move through the doorway you can see ahead, and turn left. Move forward and get into the corner, and turn right. Use your Water Arrows on the two torches you can see in this hallway. Now move forward, hugging the left wall, until a door in that wall lights up. Open it, and lean over to see when the guard walks by. Once he does, move in behind him and knock him out.

Move into the room and turn right. A little ways down, there is a chest against the left-hand wall. Pick the lock to get silver nugget (50, Treasure Count: 749). You can pick the lock on the other chest if you want, but it only contains an Explosive Mine.

Continue down to the end of the room. There is a door in the right hand wall. Be sure you are not standing in view when you open it. There is a guard in here with a very short patrol. You will need to knock him out. Edge over a bit so you can see the end of his patrol. Watch it for a while to time your shot, then run up behind him and knock him out. You may want to lean over and take out the two torches in the next room to maximize your odds.

Crouch down, and open the door ahead of you. Sneak your way into the room, pausing any time the woman thinks she hears you. Despite the way things look, you can sneak right up behind her and pick her pocket (30, Treasure Count: 779). There are also two chests in the room, which you can ignore. The one on the left (as you face them) has a Healing Potion. The other has a Flash Bomb.

Obtaining Lord Randall's Bracelet

Leave the way you came in. In the next room, near the far wall there is a sliding half-door on the wall to your left. Open it, then move forward and turn left. Move into the hallway ahead, and go to the end. When you enter the next room, turn right and move through the dark doorway you see. Move into the lighted area, and turn right again. Go down that ramp you see. At the bottom, look at the left of the wall opposite the ramp, and you should see a small metal covering. Move over to it, and open it. Crouch, move through it, and go down the ramp into the sewers. Turn right, and move forward. Ignore all turnings, just keep going forward until you have reached a large metal portal.

SAVE YOUR GAME! While I've never alerted the guards with this, best to play it safe. Open the portal, and move through it. Turn right, and move forward, up the ramp ahead. Stop when you reach the top, and try to stay in the shadows. Turn left so you can see a door. There is a guard that patrols in this area, and he moves through that door. Wait for him, and when he shows up (either coming out of the door or moving to it), get him.

Move forward. If the guard opened the door and it is still open, close it. Now turn right. Move down to the end of the hall, and open the door on your left.

Move carefully into this room, and knock out the big guy standing by the firepit. Once that is done, turn your attention to the table. The document on it is just a threat to Reuben's number one man, and the box is empty. But underneath the table you'll find a stack of gold coins (25, Treasure Count: 804). You need to be quiet in here, as there is another guard just outside the other door in here. Walk around the firepit (keeping it on your left) and move to the bookshelves. Just below the centre of the bookshelf, there is a hollow between the books. Look there, and you'll find a key.

Now turn around and examine the firepit. Move around it so that, as you face it, the bookshelves are on your left. A metal grate should highlight. Open it, and inside you'll find Lord Randall's bracelet (75, Treasure Count: 879).

SAVE YOUR GAME! This next part is a little bit tricky. Leave this room from the door you came in through. Once in the hall, turn right and move forward a bit, then turn left and walk up the ramp, but don't enter the hall. Stay here in the shadows. There is a patrolling guard out there. If he's near, you may hear his footsteps rather loudly. Lean around and see if you can spot him...he patrols the whole area outside this hall, so he may not be near.

You probably noticed the guard standing on a small porch, with two torches lit up for him. Well, you're going to need to take those torches out. However, if that patrolling guard is near them when you do, he will be alerted to your presence and start looking for you. So if the guard is nowhere near the torches, its safe to extinguish them. If he is, wait.

You need to take out the patrolling guard, and the torches. Do them in whichever order is most expedient to you. The best way to take out the patrol is to wait for him to walk by, then move in behind him. The other guard may see you, so you may need to pause while he decides it was nothing. Try to knock the guard out when he is behind the wall, so the other guard can't see him.

SAVE YOUR GAME! It would be a shame to fumble now. Once the guard and the torches are taken care of, head towards the porch. You should be on the walkway to the left of the porch, as you face it, hugging the left wall, for maximum cover. When you are able to turn right and move onto the porch, do so cautiously, and once you're close enough to club the guard, do so. Then turn to the door, and unlock it with the House Key you just found. Move inside.

Reuben's House, First Level

SAVE YOUR GAME! A couple of servants are sometimes on patrol in the next room. The wall that you're facing has a door on the right. Open it, and from in here you will be able to knock out the torch on the inner wall to your right. This will put most of the next room in shadows, enough for you to walk in. You can then put out the torch on the opposite wall from the previous one, if you wish, although it is probably unnecessary.

The two servants will wander around in this room, the hallway beyond, and another room (which we won't get to, as there is nothing worthwhile in there). When you get the chance, knock them both out. Assuming you are still in the large room where you extinguished the torches, then go forward into the hallway (the entrance is directly opposite the way you entered this room), turn left, and move down this hall to the end. Turn right and move to the end of this room.

This is a cell area. In the far cell on the left (as you face with your back to the entrance you used) is a large Spider. You don't have to worry about it, as it can't get to you. There is an opening in the wall opposite the entrance you used, but it is also useless to you. That room only contains an Explosive Mine (which, if you are feeling violent, will do wonders to that trapped Spider). What you want is the door directly opposite the Spider's cell. Go through the door and up the stairs. Enter the next room cautiously, and stay in the shadows.

Reuben's House, Second Level (Part One)

SAVE YOUR GAME! There are two guards who will patrol into this room. Take out the fire in the fireplace to give you more shadows to work with. (You can lean over and just hit the inside of the fireplace with a Water Arrow...the splash will do the rest.) There is a secret panel inside the fireplace. If you open it, you will find another fire burning in the opposite fireplace. Opening the panel while the other fire is lit does NOT increase the illumination in this room, but putting out the other fire will improve your cover in this room.

Now wait for the guards. I have seen them come in nearly together, so that you cannot blackjack them immediately. But most of the time, just wait and one will come in. Take him out, wait for the other, and knock him out as well.

There are three exits in this room (not counting the portal in the fireplace). Turn so that the exits are all in sight...one on your left, another ahead, the last to your right. Move forward and go through the exit on the left. Turn right once you're inside, and move to the end of the room. On the floor near the makeshift bed you'll find a stack of copper coins (5, Treasure Count: 884). Now leave this room the way you came in, and turn left into the next room. Near the makeshift bed in here you'll find another golden goblet (25, Treasure Count: 909). Leave the way you came in. Keep walking forward, and turn left when you can. In the next room, turn right and move ahead, turning left again through the doorway there. Ahead of you is a fireplace, beside which is an entrance to a kitchen area. Don't go forward just yet...we'll come back here later. Instead, turn right again, and move over to the bookcase in the corner. Look at the top shelf, and a book should highlight. This is a switch to activate a secret door. Do so, then turn right again and go up the stairs that have now been revealed to you.

Reuben's House, Third Level

SAVE YOUR GAME! Things can get very tricky up here. At the top of the stairs, move through the doorway. To your right will be two sleeping guards. If you want to, you can ignore the two chests in the room. The closest one contains a Flash Bomb, and the other a Healing Potion. Turn your attention to the two doors in the room. There's one directly across from you, and another in the wall to your left. The latter is the one we want.

Move to the door, and open it carefully. There is a guard who's patrol takes him very close to this door. Move out into the hall, and stay in the shadows. Wait for the guard to come around, then club him. (Lift the Healing Potion from his belt if you can.)

From this point, you should be able to see a large gap in the floor. Directly across from you, across that gap, is a hallway. In the far corner of the room is another door. There are two more guards you want to take care of, and they have the same patrol. Unfortunately, they also usually patrol close together, so you have to generally wait for the first one to pass and take out the second one first. They will come out that door I mentioned, and then move towards the hallway across from you, head down it, and disappear through a door. Also, each one carries a key you can lift. Another cautionary note...there are two guards on the level below who patrol around, and they may hear you up here, or even see you through the gap in the floor. Exercise caution!

Once these two guards are taken care of, turn your attention to the door they both came through to get in here. Move through it, and inside on a table you'll find a gilded vase (25, Treasure Count: 934).

There are two exits from this room. Go through the one opposite the door you entered by. In this new room, you'll find another fancy goblet on a table (15, Treasure Count: 949). Leave through the only other exit in this room. Across the hall you'll see a pair of double doors. Move through them.

Across from the door you entered by are two other doors. This room also contains a few tables. On the table on the far right side of the room (as you face the two other exits) are two golden goblets (25, 25, Treasure Count: 974, 999). Now turn to the exit directly opposite from the way you came in. Use one of the keys that you lifted from the guards up here, and go inside. Directly across from the entrance in a small table, underneath which is another key. (You can ignore this, you don't need it.) The far corner of the room contains a ledger you can read, and another Healing Potion.

The real treasure in this room is behind a secret panel. Beside the door you used to enter this room is a small picture. Face it. Two panels over to the right is the secret compartment, inside which is a gold nugget (60, Treasure Count: 1059), a silver nugget (25, Treasure Count: 1084), and a box containing a safe key. This is what you will need to get to Lord Randall's vase.

There is another exit from this room. Open the door and move inside. Careful, the floor is tile in here! Immediately turn left, and on one of the tiers to the bathtub is a bottle of wine (50, Treasure Count: 1134).

You can either leave the way you came, or turn right and unlock the door ahead (use the same key as you used to get into the room with the secret panel). Once you are in the large room with four tables again, leave it via the double doors. In the hallway beyond, turn right, and continue forward until you enter the room with the large gap in the floor again. Turn left, move forward as far as you can, then turn right and move forward. You will see some double-doors ahead. Go through them into the library, and continue forward. At the end turn right.

SAVE YOUR GAME! Once again, this can be tricky. There are two guards patrolling the area you're about to enter. If you can see or hear either of them, then you may want to wait until they are gone before doing this bit.

Reuben's House, Second Level (Part Two)

Go down the ramp ahead, and at the bottom turn right. On a long table in this room are three candlesticks. The one in the centre is a golden candlestick (50, Treasure Count: 1184).

There is a door in this room. Turn to face it. Now, sidestep over to the left side of the room, and wait for the guards. If you position yourself right, you'll be able to see a doorway far off through the archway you entered, in the direction you're facing. This is the door the guards will come through. Watch for them there, then get ready.

These guards, like the ones above, sometimes travel together. If this is the case here, you will need to let the first one go by, and deal with the second one first.

The guard will enter this room using the same archway you did. If you are hugging the left wall (as you face the door ahead), you can actually be quite close to the archway and not be seen. When you get the opportunity, club him. (You may need to follow him into the next room to do so.) Note that one of these guards has a Healing Potion you can filch.

Once the two roaming guards are taken care of, you should have free reign to move about, at least for a while. Now, from the position where you were waiting for the two guards to come in, you want to turn left through the archway that you originally entered here from, then turn right immediately. Go through the door you see at the far end. In the next room is a door in the left hand wall. Open it, and go through it. Again, you may want to be careful...it's another tile floor.

Upon entering, make a half-turn (about 45 degrees) to the left, and head for the table in the centre of the left hand wall. There is another golden candlestick on it (50, Treasure Count: 1234). Then turn around so you are facing a door directly opposite this table. Go through it. Directly across from the door you just entered by is a torch. To the right of the torch is a table, containing two fancy goblets (10, 10, Treasure Count: 1244, 1254) and a bottle wine (50, Treasure Count: 1304). Directly opposite the table is another, containing a gilded vase (25, Treasure Count: 1329).

To the left of this table (as you face it) is another door. Go through it, turn left, and go through the door ahead. This new room contains nothing but two mines...one underneath the table closest the door you entered, and one on the shelving unit opposite your entrance. Beside that shelving unit is another door. Go through it, into the night air.

See that large banner on the wall to your left? Well, almost directly opposite it is a door that you want to go through. In the next room, turn about 45 degrees right, angling for the opposite corner of the room, and go through the door there. Once through, you should see light spilling in through an archway on the opposite wall. Go through that archway. Then turn right, and go through the door ahead into a bathroom.

SAVE YOUR GAME! Although it's never happened to me, you just may be noticed here. Turn left, and open the door. The room beyond is part of another guard's patrol. If he's not in here, then there are two torches near the other door which you may want to douse before he arrives. When he comes, knock him out.

From the point which you entered the room, turn either left or right. In both cases, you'll find a stack of copper coins (5, 5, Treasure Count: 1334, 1339) Then at the far end of the room, directly opposite the door you entered by, is a chest. Pick the lock and you'll find some silver coins (12, Treasure Count: 1351).

Now turn to the door which the guard used to enter this room, and go through it. Continue straight ahead until there is a door on your right. Go through it, turn right, and go through the door ahead. Inside, turn left, and open the box underneath the desk to get a jewelled bracelet (60, Treasure Count: 1411). Turn around, go forward, turn right, go forward, turn left, and move back into the hallway. Turn right. Take out the two torches in the next hallway with your Water Arrows, and move ahead. If you like, you can pick the lock on the next door, but there are only two Water Arrows in that room, on a shelf. Personally, I ignore that room, and continue ahead. Hug the right wall as you move forward. Pick the lock on the next door.

SAVE YOUR GAME! It's possible that the servant in the kitchen will see you as you enter this room. Once the lock is picked, move into the room, and turn right. On the shelf ahead is a small diamond (80, Treasure Count: 1491). If you like, on the opposite shelf is a Fire Arrow.

Leaving Reuben's House

Leave the room the way you came in, turn left, and head down the corridor. Ignore the first right turn (which leads into the kitchen), and try to be quick about it to avoid being seen. Take the next right, and move forward. In the next room, head for the exit in the wall opposite you. (If you left the secret door open earlier, you will see two exits...take the one on the right.) Turn right, move forward, turn left, and move into the next room. At the far end there is an exit on the left wall. Take it, and go down the stairs. At the bottom, go out the door and immediately turn left. Go through the exit in the wall you are facing, turn left, and move forward. Ignore the first opening on your right, and go through the second one. Move forward through the exit ahead, and in the next room go through the exit you can see. You should now be back outside of the house.

The Tunnels, Part Two

Turn right, and move off the porch. Then turn left, move forward, and take the first right. Move down this small ramp, and at the foot, turn left. Turn left again, then right, and move down this long ramp. At the bottom you should see a large grating...if you didn't close it when you were here before, it should still be open. If it's not, open it and move into it...you're back in the sewers.

Turn right, and move straight ahead. Ignore the first right. Keep moving forward. When you can either go forward or turn left, take the turn. Keep following the tunnel, and you'll come to a small ramp leading out of the water. At the top, turn right and open the sewer grating. Open it, and move forward...you'll splash down into a small pool of water. Turn right, and mantle up onto dry land again. Move forward, turn left, and move up the ramp. At the top, go through the door to your right. Keep moving forward until you have to turn, and turn right. Move forward again, moving through the archway on your left. When you come across a door (either open or closed, depending on what you did earlier), turn left and move through it.

Once in the next room, turn about 45 degrees to the left, and move forward. When you find the hallway, enter it and move down it. At the end, turn right, move into the next hallway, turn left, and move through the door (either open or closed again) you see at the end of the hall. Turn left, and move through the door (open or closed). Keep moving forward in the new room, until you reach the end, and turn right. Again, move forward to the end, then turn left. Move forward, turn left, and move down the ramp. At the bottom, turn right. Move forward, turn left, then turn right, and move forward down this long hallway, until you enter the room with a large open sewer grate in it.

SAVE YOUR GAME! You will encounter at least one nasty in here. Move into the room past the grate. Then move to the opposite corner of this room, and go through the opening you find there. In this new room, again move through the exit in the opposite corner of the room. (Note: There is a grate in the ceiling in this room. Just beneath it you will find another Explosive Mine.)

When you can choose to turn either left or right, turn right. It is about now that you will start having to worry about the nasties. There are two Spiders down here (not big ones like the one in Reuben's, just small ones...but still nasty). If you are lucky, then at some point before you arrive the two Spiders down here will have had a bit of a scuffle, and there will be only one left. (You'll find the corpse of the other one.) This scenario is the most common I have found. I suggest you catch this last Spider when it is moving away from you down the corridor. Shoot it with a Broadhead Arrow. Alternatively, if you've picked up a Mine, you might want to launch it into the critter's path. This, however, might alert others to your presence in the sewers.

Move down this tunnel, until you have to make a turn. Turn left. On the floor in this small chamber you'll find a Water Arrow and a small diamond (50, Treasure Count: 1541). Now turn around, and move down the tunnel. Turn left at the junction. At the next turn (you won't have a choice, the tunnel will just turn) you will find another Water Arrow and a Moss Arrow on the ground...grab them if you want. Then continue down this tunnel until it ends.

Entering Donal's House

SAVE YOUR GAME! If you do this just right, you will have no problems. Open the hatchway on your right, and move through it. Move forward through the opening ahead, and then immediately turn left. It may be difficult to see, but there's a ladder there. Take the ladder up. By now you have probably triggered the conversation between two nearby guards. We want to finish this part before they finish talking, if possible. When you get off the ladder, fall into the water. Turn right, and move forward until you can turn right again. Once you have, dive, and swim for the pipehole you will now see. Swim through the tunnels down here until you can go no further and must surface (don't worry...you'll have plenty of air to do this in one swim). Climb out of the water, and you will see two machines in front of you, one for #47 and another for #48. Operate #47, then turn around, dive back into the water, and swim through the tunnels again until you are back in the large pool you started in. Surface, and turn left so you are facing a brick wall you can mantle up on. Do so, then turn right. Walk forward, and get on the wood plankings that form a makeshift bridge. Now, see the window to your right? You need to jump through it. Do so.

[NOTE:  Across from this window, if you look, you'll see two more windows, close together, lit up. This is where there is a patrolling guard, one of the talkers mentioned above. The windowsill on the right (as you face it from this window) contains a Fire Arrow, a Water Arrow, and a Moss Arrow.]

Turn left, and follow this short, curving corridor until you can turn left again, and do so. Move forward a little, then turn right. You should be facing a pool of water, with a tunnel almost directly ahead of you. Jump into the water, and follow the tunnel. At the top turn left (your only choice). Garrett will talk about finding a "back door". Look on the right hand wall for an opening, with a barred door protecting it. Open the door (as you would any other door).

Donal's House, First Level

SAVE YOUR GAME! Due to the proximity of the guards in this area, you may goof up the first time trying this. Move through the door you just opened, and stop. You'll be at the bottom of a small ramp, and you should hear voices. Instead of climbing up the ramp, turn left, and mantle up into the darkness. You've just entered the lower level of Donal's home. Now arrange yourself in the darkness so you'll be close enough to whack someone when he walks by. Wait for the two thieves to finish their amusing conversation. One of them will come walking by you soon. Unfortunately, you aren't close enough to whack him in the darkness, so you'll have to move out into the open slightly to do so when he passes. You'll have to be quick though. There's a guard down the hall that can see down the hallway (somewhat). Once you've taken care of this guy, turn so you are facing the ramp you decided not to climb, and move forward into the room where the two were chatting. Hug the left wall as you do so...the guard down the hall can't really see you that well then.

In this room, turn left. Ah, another corridor! Instead of moving down it though, move over to the right and wait. The other thief that was doing the chatting will be coming back shortly. When he does, club him. Then move into the corridor he came down, and go through a door you'll find on the right. In this room is a chest at the foot of the bed, which only contains an Explosive Mine. However, if you hop onto the bed, and look between the wall and its long side, you'll find another golden nugget (50, Treasure Count: 1591). Leave the way you came in, turn right, and take the left turn ahead. Move forward, and at the top of the ramp, turn right. Move ahead and take the left turn right in front of you. Move ahead, and when you reach the end go through the door on your left. Move through this dark room and go through the door at the opposite end. Turn right, and pick the lock on this door. Inside, you'll find two chests. The first one (to the left of the door) is empty. The second one contains a necklace (50, Treasure Count: 1641). Leave the room, turn right and move back into the room you used to get here. Move through the door at the end, and continue ahead until you have to turn right. Take the ramp up and stop at the top.

[NOTE:  Before you entered the dark room, there was another door at the end of the corridor. Inside, if you would like, are three chests. Two are empty, but the one closest to the door contains a Speed Potion.]

Donal's House, Second Level

SAVE YOUR GAME! Another patrolling guard is around here somewhere. If you can't hear him walking around inside, then you may have enough time to rush in and knock out that serving girl. If you're caught while doing so however...well, aren't you glad you just saved?

Once the serving girl is taken care of, return to the point just outside the room and wait. Once the guard comes around, sneak up behind him and put him to sleep.

Across from the entrance you used is a sink containing two golden goblets (25, 25, Treasure Count: 1666, 1691). Now, move over to the door which the guard used to enter this room, and go through it. Move down this small hallway, turn right, and move through the door you see across the hall (be careful...the floor in the hall is tile!). On a table across from you is a gilded vase (50, Treasure Count: 1741). Once you have that, turn left, and move through the door ahead.

SAVE YOUR GAME! It is very possible to get caught doing this next part. In the next room, open the double doors across from you. Inside is a guard standing in the middle of a tile floor. You have to sneak up on him. Before you knock him out, be sure to pick his pocket (50, Treasure Count: 1791). Once he's sleeping peacefully, move over to the table opposite the doors you entered by, and grab the golden vase (100, Treasure Count: 1891). Leave the room the way you came, and turn right. Across the tiled hallway you will see another carpeted area. Move over to it (jump over the tile if you don't want to make any noise), and turn left. Move over to the stairs you see and climb up them, but stop before moving out into the hallway above.

Donal's House, Third Level

SAVE YOUR GAME! There are two guards who patrol up here. Wait here in the shadows, and watch. Knock them out as they come by. Sometimes, they patrol very close to each other. If it sounds like there are more than one set of footsteps approaching, wait for the first one to go by, knock out the second one, then go get the first one.

You should now have the upper level all to yourself. From the top of the stairs (if you're not there now, go back and orient yourself so they are to your back), move forward and go through the door on your left. You are in Donal's "Banner Room". Whip out your Sword, and chop down the large blue banner you can see from the doorway. You've exposed Donal's safe. Use the Safe Key which you purloined from Reuben's to open it, and grab Lord Randall's Sapphire Vase (500, Treasure Count: 2391).

To the right of the safe is a red banner. Cut it down and get the golden goblet from within (200, Treasure Count: 2591). Turn around, and move forward to the far end of the room. Turn right, and move through the door ahead on your left.

In this room, there is a small shelving unit to your left, upon which sits a golden nugget. Take it (100, 2691), then turn around and move through the door directly opposite the shelves. Grab the Front Door Key from the table (the book is simply a ledger detailing the thieves' activities of late), and continue forward. Go through the door on your right, and turn left immediately. Move down this hall, and go through the door on your left. Just inside, on your immediate left, is a gilded vase (25, Treasure Count: 2716).

Leaving Donal's House

Leave the room the way you entered. In the hall, turn right, and move forward, taking the left turn at the end. Move forward, and turn left at the end. Move down these stairs. At the bottom, turn left, and move towards the door ahead. Unlock it with the Front Door Key you grabbed upstairs, and move outside. Congratulations! You've pulled off a caper against the Downwind Thieves' Guild!