The Sword (Mission 6)

My best time on Expert:  22 minutes, 29 seconds
Maximum Possible Treasure:  2656 or 2636

Note:  In the original game, the Maximum Possible Treasure on this level was only 2636. Treasures which are unique to Thief Gold are indicated as such.

Introduction

"Builds your roofs of dead wood. Builds your walls of dead stone. Builds your dreams of dead thoughts. Comes crying laughing singing back to life, takes what you steal, and pulls the skins from your dead bones shrieking."
  — Clay tablet in an abandoned Trickster temple

I was contacted by a woman named Viktoria. She claims to represent a client who was impressed by the way I took care of Ramirez, and now wants me to steal something for him. The target is a magical sword, owned by a nobleman and collector named Constantine. Little is known about Constantine except that he is an eccentric new face in this city, and mostly keeps to himself. Viktoria says the sword will probably be on display, but it will be well protected by guards and security systems. She also mentioned that the guards are tough and organized, and the mansion is confusing to navigate in.

The house was constructed recently, so I've had to piece together my own map, from observation and hearsay. Sounds like the place is a bit of a maze. I guess if you're rich enough you can build any sort of madhouse to live in.

This is going to be a challenging job, but it will pay better than the last few I've taken. As usual, the front entrance is heavily guarded, but I've managed to find another way in. 'Course once I've picked up the sword I'll still have to worry about getting back out....

Objectives:  Normal & Hard

  1. Find and obtain the sword. It's probably on an upper level of the mansion.
  2. Take the opportunity to steal other valuables.
  3. Leave the mansion with the sword.

Objectives:  Expert

  1. Find and obtain the sword. It's probably on an upper level of the mansion.
  2. Take the opportunity to steal other valuables.
  3. Pull off the job without having to kill anyone.
  4. While you're in the mansion, see if you can dig up any valuable information about Constantine.
  5. Leave the mansion with the sword.

Simplified Objectives

  1. Find and obtain the sword by searching upstairs.
  2. Pick up 1,500 in additional loot while you're in here.
  3. Don't kill any of the guards.
  4. Find some incriminating information on Constantine.
  5. Get out of the mansion.

Before The Mission

What You'll Encounter:  Human Guards (Swordsmen), Spiders, Fly Swarms.

Starting Funds:  Whatever you managed to acquire from the Downwinders. (Maximum: 2716.)

Starting Gear:

  • 25 Broadhead Arrows
  • 4 Water Arrows
  • 4 Fire Arrows
  • 2 Moss Arrows
  • 3 Rope Arrows
  • 3 Noisemaker Arrows
  • 2 Flash Bombs
  • 1 Set of Lockpicks

Items for Sale:

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

NOTE:  I do not know why your Sword and Blackjack are not shown under the "Starting Gear" for this mission, but you DO start with them.

Ignore the Broadheads, the Fire Arrows, and the Mines...you can't kill anyone, so they are all but useless. On the other hand, you will find plenty of torches to douse, and you'll need to, so stock up on Water Arrows. Likewise, Moss Arrows will be a great asset in this mission. Recall that your Rope Arrows are RE-USABLE! One you've finished using one, collect it so you can use it again. There are no areas where you will NOT be able to collect your spent arrow, so you don't need to waste your money there. Flash Bombs are noisy, and unnecessary in this mission. Finally, healing potions won't be needed unless you fall prey to some of the traps in Constantine's mansion...and this walkthrough is to help you AVOID those traps! However, there is nothing else to spend your money on, and you never know what might happen, so go ahead and buy one or two.

Recommended Purchases:  20 Water Arrows, 8 Moss Arrows. Total Cost: 2000

Mission Notes

This is a VERY difficult mission. It is nearly impossible to move around on the first level of the mansion due to the heavy traffic of guards and the tile flooring. Consider the entire first level a patrol area. Take out ANY guard, ANY chance you get. (Note that, on tile flooring, you are the most quiet when you walk while crouching.)

Be aware that some of the treasures you find are purses on the belts of guards. There are four in total...three worth 100 each, and a fourth worth 50.

Also, the place can be somewhat disorienting...some areas of the house look like a cross between Alice in Wonderland and Winchester Mansion. (For those unfamiliar with Winchester Mansion, check out http://ufofreeparanormal.com/node/12#winchester and http://ufofreeparanormal.com/node/69)

Take note that there are some strange, mystical traps on this level. You may notice some sort of protrusion coming out of a wall with a strange symbol on it. If you examine it too closely, the symbol will "fly out at you", and the trap will be set off.

Also note that the locations of the guards as noted in this walkthrough may very well be dependent on timing. For example, in one instance, I opened a door and there was a guard RIGHT THERE. I was able to pick his pocket and club him immediately, and it was just luck I was in the right place at the right time. If something doesn't work for you, and you find an alternate method, I would very much appreciate hearing about it.

This mission is the first time you really have to deal with a lot of unavoidable hard surfaces. For help on getting through those areas, look at Section 4.5 above.

Walkthrough

Outside the Mansion The Mansion, First Level, Part One The Mansion, Second Level The Mansion, First Level, Part Two The Mansion, Garden Area Gulliver's Area Alice's Area The Mansion, Third Level Obtaining The Sword Escaping the Mansion
Outside the Mansion

You start this mission over the wall, inside the grounds of Constantine's mansion. Before going into the mansion itself, however, turn right, and move forward. The spot you want to hide in is in the shadow of the balcony above, where you can see the gate and a stone walkway. Wait in these shadows, and listen to the guards' conversation for a moment. Shortly after that, one of them will come into your view. Watch him, he'll walk towards your area, though not too close at first. When he turns around to head back, he'll be close enough. He's got a purse on his belt (100, Treasure Count: 100). Once you've lifted it, knock him out QUICK...he's good at spotting you. Even if he starts to give some sort of shout, you should be able to take him out with your Blackjack. [Note: For those of you who are uninterested in the honourable mention of picking pockets, you can try to knock him out BEFORE getting the purse...it may be less risky.]

[An alternative is to wait in the shadows ACROSS from the balcony instead of beneath. You'll have to watch the guard's turns though, as he doesn't come near you...you'll need to watch to know when to move in on him.]

Once you've got this guard safely tucked away, return to where you started, and go in the other direction (the one you started facing in). Move forward until you are in the next shadowy area. Now, turn to face the mansion, and look up. See that small wooden area up above? Shoot a Rope Arrow at it (try to get it as close to the outer edge [i.e., edge furthest from the house] as you can). Then climb up. Jump off onto the balcony to your left. [Note: You may find it easier to jump off on the ledge beside the balcony, and then turn left and jumping/mantling up onto the balcony itself.]

[A note regarding this entry into the mansion. For some reason, once the Rope Arrow is lodged in the beams above, I sometimes have great difficulty in getting myself on the rope to climb up if I'm facing the house. I assume this has something to do with the slope you run up. Instead, try moving up to the top of the slope, and THEN turning and jumping onto the rope. I find this much easier.]

[To retrieve your Rope Arrow, climb up onto the balcony's ledge, look up so you're facing the arrow, and jump straight up (NOT forward!). The arrow should highlight, at which point you can grab it. However, you will also be exiting the house from this point later. If you wish to leave the Rope Arrow in place to make an easier egress, then do so.]

Move over to the balcony doors, open, and enter. Immediately to your left will be some bunk beds. Beside the closest one, on the ground, are three stacks of silver coins (12, 12, 12, Treasure Count: 112, 124, 136). The door immediately across from the one you entered by is locked, and cannot be picked. Move to the right (as you are facing said door), into the next small area. There's a hole in the floor, with a ladder. Make your way down to the next level.

The Mansion, First Level, Part One

Once down, turn left (as you're facing the ladder), and go through the opening ahead. Turn right, and you should be facing a door. [Note: There are some wooden alcoves along the left side of this room, as you face down it with the door to your right. In the furthest one is a Flash Bomb, and the one beside it has an Explosive Mine on the floor.]

SAVE YOUR GAME! This is where things start to get interesting and dangerous. The door in front of you opens onto a hallway with some patrolling guards. The hallway's floors are hard tile (very loud), and are carpetted at intervals, but not enough to make your job easy. Also, the guards like to go in and out of the rooms. [Note: This room you are currently in is not part of any guard's patrol, so it is a good place to hide bodies.]

Open the door in front of you, and if it is safe to do so, move through the door across the hall. (If it's not safe, wait for it to be safe.) Move to the second pillar in this room, and look down. Pick the lock on the safe and inside you'll find a Healing Potion and a gold plate (50, Treasure Count: 186). Turn, and move to the other exit from this room (the one you didn't use.)

SAVE YOUR GAME! You might be seen here. Open the door, and wait for the guard to walk by. You may want to stand a bit back to minimize the chance of him seeing you. Once he walks by, in either direction, move out, lift the key from his belt, and knock him out. [Note: A Moss Arrow on the tile floor just near the door might prove helpful.]

SAVE YOUR GAME! Another risky bit here. In the hall where you sent that guard to sleep, turn so you are facing west. Move to the end of the hall, and turn right. Watch down this hall (try staying out of sight and leaning into it for maximum protection against being seen). You should soon see a guard come out of one of the doors down the hall, come towards you, then exit the hall through a different door. Once he has left the hall, move onto the carpet, then run down this hall, jumping over the tile sections so that you land on the carpet. When you reach the fourth door on your right, move through it.

You have very little time at this point, as that patrolling guard will be coming in here through the doorway on the right side of the room. You may have time to douse a torch if you wish. When the guard approaches, keep the column in this room between the two of you, so that he can't see you. Once he's in a position for you to knock him out, sneak up behind him, lift his purse (50, Treasure Count: 236) and put him to sleep. Also in this room, on the wall opposite the doorway, you will find a gold-gilded vase on one of the counters (50, Treasure Count: 286).

SAVE YOUR GAME! Another tricky part here. Move into the doorway which the guard entered this room through. In the next room, there will be a torch burning on the right-hand wall. Douse it. (Note that you will have to walk on some tile to do this part, so tread carefully.)

At the far end of the room (from where you are), a patrolling guard will walk into the room, up to the door on his end, turn around, and walk back out. When it is safe to do so, move over to the end of the room. On your way there, note the candlesticks on the table. The one in the centre is a golden candlestick (50, Treasure Count: 336). When you reach door where the guard makes his turn, crouch and wait for him. Make sure that you are crouching on carpet. When he comes close enough, lift the key off his belt, and after he's turned, move forward and then club him. (Note that if you are waiting for the guard while crouching on tile, when you move forward to club him, he will most likely hear you...the tiniest move seems to alert him to your presence.)

SAVE YOUR GAME! This part can be dangerous for you, if there is a guard in the wrong position. Move over to the table where you grabbed the candlestick, and jump up onto it. At about the centre of the table, look up. A door in the ceiling? Why not? Open it, and shoot a Rope Arrow into the ceiling above. Climb up the rope into the next room.

The Mansion, Second Level

There is a single guard on this level, and he patrols through this room. If he's in here and didn't notice your activities, then keep yourself low on the rope until he's past seeing, then disengage from the rope, run up behind him, and knock him out.

If the guard is NOT in here however, he's on patrol, which will bring him through here eventually. You may want to douse the torches in here. There are five total exits from this room...the door in the floor you came through, a secret door in the ceiling, two doorways, and one regular door. With your back to the regular door, the two doorways are ahead of you and to your right. The guard's patrol brings him into this room through the door ahead, and he exits from the one on your right. When you get the opportunity, take this guard out, and you'll have (more or less) free reign on the second level.

Once you're ready to proceed, take your Rope Arrow out of the ceiling. On the table in this room is a gilded vase (50, Treasure Count: 386). Once you've taken that, look over to the left side of the ceiling (with the table to your back). A secret door in the ceiling? Why not? Open it, and shoot another Rope Arrow up into the next room.

SAVE YOUR GAME! This part presents some risk again. Climb up into the next room. Be careful where you hop off the rope, as several of the tiles on the floor here are pressure plates, which set off a shooting face (although it appears that only the one face takes offense...the one on the right, as you face them). The chest on the left (with the face to your back) contains a diamond (100, Treasure Count: 486), and the one on the right holds a ring (100, Treasure Count: 586). There is also a Land Mine at on the floor between the two chests.

Turn around, grab your Rope Arrow (you may need to jump up to do so), and let yourself fall back down to the next level. In the room below, move over to the only normal door. Open it, but do not move through it yet. It's trapped. When the trap is sprung, a purple energy ball will shoot over to the doorway. Once it dissipates, move into the room, and look to your left. Beneath that face carving is a gold nugget (100, Treasure Count: 686). Once you've grabbed it, turn around and leave through the door you came in. In the next room, leave through the doorway on the right side of the room. Across a large expanse of tile floor, you will see a greenish room with a torch burning in it. That's where we want to go. So head over there.

Inside the room, turn to your left. Another face carving, set into a sloping wall. There is a treasure sitting on top of the carving. Climb up the wall (you will need to run up it to do this), and grab the silver nugget (50, Treasure Count: 736).

SAVE YOUR GAME! Some more danger here. Move towards the door opposite the face, but do NOT stand in front of it. Open the door. The face behind you will shoot out a single purple energy ball, and you'll also be able to see three blasting past you in the hallway beyond the door. Once those three have gone by, move into the hall and turn left. Once you hit the tiled floor, turn right, move up the ramp and into the next room. A couple of repeating energy traps should be going off.

SAVE YOUR GAME! These energy blasts hurt! Move towards the chest in the corner...upon entry, turn left, and time it so you can move past the energy blasts. Then turn towards the chest, and move as close as you can. You can open it without getting hit by the blasts, but you'll have to pick the lock. Inside is a diamond (100, Treasure Count: 836). Now, leave the room (timing the energy blasts again), go down then ramp, and turn left back into the hallway.

[Note:  While you are performing the above procedure, you may hear a guard calling out to you. This is one of the ones on the lower level, and you shouldn't worry about it.]

Back in the hallway, move forward past two sets of double-doors on your left. (If you hear the sound of energy balls shooting, move over to the side of the hallway and wait for three of them to pass by...you've managed to trigger the trap again.) Stop at the next door on your right (it will be the last door in this hall on that side). Turn, pick the lock, and go inside.

You should see a bed at the other end of the room. On the wall to the right of it is another face on the wall. Move towards it, but stay on the right side of the face (as you face it), and not to close. Then, inch your way forward until you can grab the two rough diamonds (50, 50, Treasure Count: 886, 936). (The trap should go off when you've got the diamonds within reach, i.e., one of them is highlighted).

At this point, the game differs slightly between the Original Thief and Thief Gold. If you are playing the original game, then turn around, and move past the bed (keeping it on your right). Then turn right, and move up onto the dais that the bed rests upon. Look at the ground here, carefully. Hidden in the pattern on the carpet is a key. Once you've got the key, leave this room the way you came in, returning to the hallway.

If you're playing Thief Gold however, they've moved the key on you. There is another door in this room. From the face on the wall, turn 180 degrees, and it will be in the far wall on the left side. Go through it, turn right, and the key will be on the table. (There is a papyrus on the floor beneath the table, which you can ignore.) Once you have it, leave this room the way you came in, move forwards through the next room, and turn right, leaving the room and returning to the hallway.

The game is now the same for both versions. Back in the hallway, turn right. Move forward, and go through the next door on your left. Ignore the door in the room across from you, it just opens onto a wall section with a face carved into it. Turn right. There are two tables in front of you. On the left table you'll find two goblets (15, 15, Treasure Count: 951, 966). One is slightly hidden behind the potted plant, so move far back into the room to get to it. On the right table is another papyrus, which you can also ignore.

Leave the room, turning left in the hallway. Move forward and enter the next room on your left (this will be the last room in this hallway). It should be fairly dark with a roaring fireplace. This next part can be done with the fire still roaring, but a Water Arrow would not be remiss. Face the fireplace, crouch, and move into the fireplace (stick to the left side). Once you're in the back of the fireplace, turn left, and pull yourself up onto the ledge back there. Grab the gold nugget (100, Treasure Count: 1066). Now, make your way back out of the fireplace.

In the corner to your left, you should now see a chest. This chest is trapped...when you open it, the faces in the walls shoot purple energy balls out of their mouths at you. So, face the chest at an angle, stay back, and open it. You should avoid the traps, and get another gold nugget (100, Treasure Count: 1166). Go back out into the hall, and turn right.

[Note:  While unnecessary to do this, you may feel you need another Healing Potion. If so, when you are out in the hall, turn left instead of right, then turn right at the corner. Go down this hall and take the first left, into a dark guardroom. There are two chests in here, both locked. The one on the left contains a Healing Potion, the one on the right contains a deer's leg. Be careful moving down the hallway, as there is an opening down to the first level, and a guard can hear you moving about up here in this area. When you're done, make your way back to just outside the fireplace room.]

Move down the hall again, stopping at the first set of double doors. Open them.

SAVE YOUR GAME! You're about to re-enter the first level, which still has a couple of guards here and there.

The Mansion, First Level, Part Two

Move down the stairs in the next room, but stop before the first turn. You want to move so you're in a position to see down the stairs and through the archway at the bottom into a tiled hallway with a rug. There is a spot just near the torch in the wall where you are completely hidden. While you wait, you might want to shoot a Moss Arrow at the tile floor between the wooden one and the rug. It may be necessary to move across that section.

Eventually, a guard will walk past. He will either come through the room with the wooden floor beneath and turn into the hallway, or he will be in the hallway, moving either to the left or the right. If he's moving towards the right, he'll turn and enter the room with the wooden flooring, then make a turn moving away from you. No matter which way he's moving, once you can move without him spotting you, move in, pick his pocket (a key), and knock him out.

With that guard taken care of, this section of the mansion is clear, except for one other. He's not too close, so for now, you don't need to worry about the tile. Across the hall from the stairs is a door. Open it, and step into a bar. Move behind the bar itself. On the far shelf (at the end of the bar, as you move down it), you'll find two bottles of wine (50, 50, Treasure Count: 1216, 1266). Now, turn around, so you are facing the bar, and look down...you'll find a secret panel in the bar. Open it, and collect the three golden goblets (25, 25, 25, Treasure Count: 1291, 1316, 1341). You may have to do a bit of hunting for them, but they're there. Once you've got them, move back to the door you used before, and go into the hallway. Turn right, and go through the first door you come to on your left. Once inside, turn right, and go pick up the vase off the table (100, Treasure Count: 1441). Go back into the hall, turn left, and go through the first door on your right. Pick up the two goblets from the coffin-shaped table (15, 15, Treasure Count: 1456, 1471).

[There is one more guard in the mansion proper on this level, and he's close. While unnecessary, if you wish to do this part, here's how: SAVE YOUR GAME! Now, there is another door in this room besides the one you entered through. Open it, and move carefully into the hall. See the doorway across from you, leading into a room with cavern-like walls? You want to go in there. Before you do though, you may want to use a Water Arrow to put out the torch. Once you've done that, you can enter the short hall, and take the turn on your right. Don't be too anxious...that guard is VERY close. It's also possible to douse the one in the room with the guard, but the torch is in a difficult spot. As you face the small stairway down, it is on the same wall as the staircase, on the left. You have to angle yourself and lean so you can just see the bottom of the torch, then shoot a Water Arrow near it. Splash damage does the rest. Now, see the guard walking his patrol down there? It's not a very large patrol, so you'll have to time your move just right. When you've got it, go down there and send him to bed. The chest holds another Healing Potion. Then turn around, go up the stairs and turn left, moving into the hallway. If you want another Fire Arrow, turn left, and move forward until you have the fire-fountain on your right. There's a Fire Arrow in the fire. Now head back the way you came, and return to the room with the coffin-shaped table.]

Leave this room the way you came in (if you did the extra bit above, then leave this room from the other door.) Once you're back in the hallway, turn left, and follow the corridor. Keep moving forward until you come to an opening on your right with wooden flooring (this is the room across from the bar). Turn into there, and then turn left almost immediately. Move forward to the tile floor, and stop.

SAVE YOUR GAME! Hard tile will give you away every time. Sneak into the hallway, turn right, and move forward, turning left at the corner. (Before you do take that left turn, you may want to consider using a Water Arrow on that torch in the corner, and perhaps a couple of Moss Arrows on the tile.) You should see a grassy area ahead. There is a guard patrolling through there, so tread carefully.

The Mansion, Garden Area

NOTE:  This next part is described under ideal conditions. However, that may not be the case. Read a bit ahead if you normally do not, to find out what to do in other situations.

As soon as you hit grass, turn slightly to the left and move into the dark patch ahead, just to the left of the canal. This is a very good place to hide, both for yourself and anybody you put to sleep. Turn around so that you are facing the opening you came through, and wait. Soon, you'll see a guard approaching from an area to the left. Wait until he's turned around, then run up behind him, lift the purse off his belt (100, Treasure Count: 1571), and knock him out. (If you needed to put out the torch because a guard was noticing you, this will be the same guard.)

If, however, after waiting for a while, no guard shows, then you have the "less-than-ideal" condition. Remember when you were upstairs, and you could hear a guard downstairs searching for you? Well, it was the guy you're waiting for now. If he hasn't shown, it means that you managed to stop his patrol. He's standing motionless in another room. Go and find him. When you do, I'm afraid you'll have to move in behind him and take him out, probably adding a good minute or more to your time. I tried making him move again with Noisemaker Arrows and other means, but then I was unable to knock him out...he just kept coming.

[Note:  In any of the rooms with water, if you look into it, you may spot a Water Arrow at the bottom. If you like, once all the guards are taken care of you can swim around these waterways collecting them.]

Once the guard is taken care of, this section of the garden will be clear of guards. Move to the entrance you used to come into the garden, and move past it (keeping it on your right). Turn right at the next opening, and move across through the next room, into an odd looking room with water floating near the ceiling. Move to the end of the room, and turn left. Hidden in a small patch of dark here are two stacks of gold coins (25, 25, Treasure Count: 1596, 1621). Now, move to stand beneath the water.

SAVE YOUR GAME! This next part can be a little bit tricky. Look up, through the water. Shoot a Rope Arrow up and through the water, grabbing a hold of the wooden area above. Climb up into the next room. On a table in this room is a golden-gilded vase (50, Treasure Count: 1671).

[Note:  If you look up, you'll see the wooden beams in this room all meet in the centre. If you use a Rope Arrow to get up there, in the centre you'll find a Moss Arrow, a Fire Arrow, and a Water Arrow.]

Once you've grabbed everything you intend to get, go back to the water and grab the rope dangling down into it. While holding the rope, retrieve the Rope Arrow attached to it. You should fall into the water, which will slow your descent slightly, and you'll land again in the room below.

Once down there, exit the room. In the next room, take the first path on the right. Take it until you can see the gilded vase, and grab it (50, Treasure Count: 1721). Now, turn left, move forward, and take the exit on the right. Move through the next room, into a nursery of sorts (a plant nursery). Move to the end of the room opposite from the doorway, and turn left. Take the stairs down.

This door is locked, and cannot be picked. However, the key you picked up upstairs will unlock it. Move through the door, and follow the path. At the first T-junction, turn right (left is a dead end). At the next T-junction, turn either left or right, it doesn't matter. Move until you come to an opening (on your right or left, depending on which side you followed), and move in. There should be a chair and a couple of tables in this room. Pick up the bottle of wine (50, Treasure Count: 1771) and the goblet (15, Treasure Count: 1786) off of the one table. Look underneath that table, and you'll find a papyrus. Get it, and read it. This is the incriminating evidence against Constantine you've been looking for. (If you'd like, you can read through the book of magic on the next table as well.) That's all you need down here, so leave this area the way you came in. Once you're back at the top of the stairway, turn right, and leave the nursery.

In the next room, turn right, and you should see a door. It's locked. You can pick this lock if you like, or use one of the keys you pilfered from the guards earlier. Inside, on the floor on the right, you'll find two golden vases (100, 100, Treasure Count: 1886, 1986). Exit this room, turn left, and move into the grassy area.

SAVE YOUR GAME! There are still three guards on patrol down here, and this next manouevre will put you in a position to be sighted by two of them. If you are, just reload your game, and wait a little before trying it.

Turn left, and move forward. Move past the large pool/canal in the next room, and continue into the room beyond, where there is a well. Turn right, and move forward, keeping to the right. Take the next right down a small slope, into an indoor garden style room.

In this room, you may want to move quietly and crouched, as you need to move into position to whack a guard. Turn left, and move over the bridge ahead. Then turn right, and move into the archway ahead, but don't go all the way through. In this archway, you can position yourself so you are completely hidden. Now, wait for the guard to walk past you, then sneak out, grab his purse (100, Treasure Count: 2086), and whack him.

Facing the waterway in this room, there should be an exit in the wall on your left. Go through it.

[Note:  In this room, the overhang has a Moss Arrow on top of it. To get it, move to the opposite end of the room {directly opposite from the door you entered), turn around, jump, and mantle up onto the overhang. Grab the Moss Arrow, then fall back down to floor level.]

There is another in this room, to your left. Go through it, turn right, and at the T-junction, turn right again. Follow this passage until you can turn left. Do so, and move forward, stopping in front of the flower on the ground in front of you.

This is the most insidiously hidden treasure I've encountered (with the ring on the carpet in "Assassins" a close second). Look down at the plant. The stamen is a gold nugget (100, Treasure Count: 2186).

[NOTE:  If you move just a little further from this point and turn left, you'll find a tunnel with a glowing mushroom at the end. If you try to pick this mushroom up, it disappears from the ground, and the lights go out in here, but it does not appear in your inventory. Does anyone know what this is all about?]

[If you want to get another Moss Arrow, then from this plant, move forward and take the very first left. Continue down this tunnel until you can't move forward anymore. Turn right, then turn left, and then take the next right. At the end of this darkened tunnel you'll find a Moss Arrow on the ground. In Thief Gold, it is partially hidden beneath a plant. I cannot remember if it was also hidden like that in the original game. Work your way back to the intersection plant you de-flowered.]

Turn right around, and move forward. Turn right, push forward, and take the next left. Move forward and take the next left again. You will be facing the room with the overhang. Enter it, and the leave it through the other exit. In this room (the one where you whacked the guard), make a half turn to the right, and move past the stump in the centre. Ahead you should see an exit (the one you originally used to come in here). Move through it into the next room. From the entrance, move straight across to the other side of the room, past the bridge.

Turn left and look down. See that canal? Dive in, then turn right. Push forward (you'll be swimming against the current), and surface for air when you can. When you do, you should still be in a dark enclosed area, so no one can see you, with another room up ahead.

SAVE YOUR GAME! It's quite easy for you to be caught here, if you time this wrong. Swim forward into the next room. On the right you will see a wooden staircase. (At this point, if you look down, you should be able to get another Water Arrow.) Turn right to face the staircase, and pull yourself up. Climb up the stairs, and push forward, following the corridor until you come to a set of doors. Use the key you found upstairs on this door to unlock it. Then move into the room, and go all the way down to the other end. Pick up the four golden goblets on the altar (25, 25, 25, 25, Treasure Count: 2211, 2236, 2261, 2286). (Ignore the door on the right side of the room...it's lock cannot be picked, and there is no key for it.) Leave the room the way you came in, follow the tunnel back to the stairs.

[NOTE:  This walkthrough is leaving out a small area on the ground floor. It contains a few items that you might like, but nothing that you need. If you wish to explore, there are a total of two guards left, one with a key on his belt. The items you can find are a Flash Bomb (on a shelf in a large room with grass), an Explosive Mine (same room, opposite shelf), a Moss Arrow (atop a strange ramp-like structure that leads nowhere), a Water Arrow (in the room with a tile well), and a Fire Arrow (in a torch-like niche in a hallway). You can get to these areas by jumping from the stairs over the canal, and going down the passage immediately ahead. You'll need to take out one of those two guards in that hall, however.]

NOTE:  THE LARGE SECTION AFTER THE NEXT PARAGRAPH IS FOR THIEF GOLD ONLY! IT DOES NOT EXIST IN THE ORIGINAL GAME! Original Thief players should do the following instead:

[Stay hidden in the shadows up here. Look around the corner, and take out that torch you see. Then wait for the guard to come by. Once he leaves again, move down the stairs, jump over the canal, and move into the corridor. Turn left, move up behind the guard, and whack him. Then move forward again. Turn right, and move forward slight. Don't leave this little alcove, and stay in the shadows. Wait for the next guard to come by, and when his patrol takes him past you, move in, lift the key from his belt, and knock him out. In the wall directly across from the alcove you waited in are two exits. Take the one on the right (as you face it), move forward, turn right again, and move down to the end. Turn right, and move into the room you see ahead, with a door in the ceiling. Open the door. Now, move to the wall which has the torch on it, and turn so your back is to it. Now look up. There is a stained glass window on the ceiling in the room above. You want to shoot a Rope Arrow in the red area just beneath it. When you do, grab the rope, climb up, and jump off in the new room. Turn around and look for an exit. When you find it, crouch and move through it. At the far end of the room, you'll find a golden candlestick (50, Treasure Count: 2336). NOW SKIP DOWN TO THE SECTION WHICH SAYS "ORIGINAL THIEF PLAYERS START AGAIN HERE!", at the beginning of Section H.]

SAVE YOUR GAME! Once again, if you time it wrong, you're caught. Move down the stairs and jump across the canal. Move just past the pillars, and turn right. Look at the side of the pillar that faces away from the water, and you will find a switch hidden in the carven face. Operate the switch. Then turn so you're facing the canal, and dive in again. Turn left, and move through into the tunnel, stopping before the sloping passage downwards that you can see.

SAVE YOUR GAME! If you're low on health at this point, you might want to consider taking a Healing Potion. You've got some swimming to do, against a strong current. While it is possible to make the trip without running out of air, you cut it very close.

Turn so you're facing the downwards passage mentioned above, take a deep breath, and dive. Follow the passage as best you can, turn right inside the red passage, and move forward. Follow this passage, and you'll come to a spot where you have to go straight down. Do so.

It's a bit hard to orient down here. While you are travelling downwards, check your compass. You want it to show north pointing to the left side of the screen. When it does, orient your view so you can swim forwards again, and swim underneath the wall ahead. As soon as you have done so, surface for some more air.

Gulliver's Area

SAVE YOUR GAME! Phew! Okay, turn so you are facing in the only direction you can go in (while still breathing, that is), and push forward. Follow this tunnel to a waterfall, and drop down. There is a guard that will be patrolling in this section, but its unlikely he'll be in a position to see or hear you at this point. Keep your eyes peeled for him, and when you find him, lift the Healing Potion off his belt, and knock him out.

A note about this guard: This is not your average, everyday guard. This guard was apparently bitten by the same radioactive spider that turned Peter Parker into Spider-Man. One time this guard caught me, and I tried running for him. He climbed the bloody walls! But I digress....

[Although unnecessary, there is a Breath Potion in this room. Find a little circle of stones, and look inside for it, if you want to get it.]

With the waterfall to your back, move forward, down the pathway into a very small town setting. Feel like Gulliver yet? In here, turn left, and head for the stone wall you see. Mantle up, and dive into the water. Ahead, you should see what looks like a sewer drain. Enter it. Follow the tunnel into a room where you have to dive, and do so. Once you're down, swim into the underwater tunnel, and move down it. When it ends, turn yourself upwards and swim up into the air. (Don't ask me what that golden ring is, I haven't the faintest idea.)

Alice's Area

What's this? First Gulliver, now Alice? You're currently swimming around in a giant sink. Position yourself so that you're facing west. Now swim over to the edge, and pull yourself up.

NOTE:  This bizarre area has three guards in it, two of which patrol in this area. (The third is stationary, and he's standing on the table in front of the couch.) However, they patrol a very large area here. If there's one nearby (you can see movement on the carpetted area below), you may want to wait before leaving the sink area. If not...then proceed.

This room is a veritable stockpile of weaponry. I'm not going to give specific directions on how to get all the items in here, but here is an inventory of what I've been able to find:

[Note:  The two Moss Arrows on the bed are not alone...there are some Spiders up there as well!]

SAVE YOUR GAME! This manouevre can be difficult, and if you don't do it correctly it will cost you your life. Turn left, and move to the corner of the sink. Look down, and shoot a Rope Arrow into the leg of the table. Don't shoot it too high, aim low. Then, run off of the edge you're standing on. Don't jump, just fall. If you positioned the Rope Arrow correctly, it will break your fall for you, and you won't take any damage. And if you aimed low enough, you'll be able to retrieve it as well. :)

Now turn right. Move towards the table sitting in front of the couch. When you get close, shoot a Rope Arrow into the table, near the left leg. Climb up, and mantle onto the coffee table. (Note: The stationary guard is on this table, but he's at the other end.) Turn left, and jump across the gap to the couch. Move forward to the back end of the couch, and drop down (if you do it properly, you won't take any damage...but if you do take damage, it's only a single point). Turn right, move forward, and grab the two coins (10, 10, Treasure Count: 2296, 2306). Now turn around, and move forward to the die that someone lost down here. Hop onto it, turn left, and mantle up. Mantle up again to get back on top of the couch. Move forward until you're at the front edge of the couch.

SAVE YOUR GAME! Doing this wrong will hurt! Look down, and you should see your Rope Arrow. Run off the edge of the couch towards the rope, just like last time. The rope will slow your fall enough for you to land safely (and possibly retrieve your arrow as well).

Now, turn so your back is to the table, and move forward. When the couch has passed by on your right, turn right and move to the end of the couch. Turn right again, and move down near to the end of the couch again.

SAVE YOUR GAME! Patrol area again. Same two guards. If they are on the other side of the couch from you, that's great. If not, and you can see them, then wait for them to pass. If you can't see them, then you may have a LOOOOONG wait. You can try chancing it though. If you happen to cross their path in the dark shadowy area you will pass through, they shouldn't see you.

Turn left, and move forward until you are able to turn left again. After doing so, move forward a little, and turn left again. Move forward to the end of this dark area, and turn right. Move forward all the way to the end, and turn right. Move forward to the end, and you'll find an exit in the wall that looks like a mousehole. Go inside.

SAVE YOUR GAME! Doing this wrong could mean a nasty fall. Look up. You will need to shoot your Rope Arrows into the ledges one by one. Shoot a Rope Arrow into the ledge, climb up, then turn around, shoot another into the next ledge, etc. It will take a total of three Rope Arrows (but you can retrieve each one once you're no longer using the rope).

When you've reached the top, turn so the wall is on your left, and move forward. To your left will be an opening. Move into it, and follow this tunnel until you reach a tiled area. You will see a red button on the wall. Push it to open the exit. Move onto the tile, and turn so your back is to the button. Move forward towards the exit. Before jumping out though, look down, and grab the golden candlestick (50, Treasure Count: 2356). Now move into the next room, falling into it.

The Mansion, Third Level

ORIGINAL THIEF PLAYERS START AGAIN HERE!

[Note:  From this point on, there will be a slight discrepancy in the Treasure Count between Thief Gold and the original game. This FAQ is keeping track of treasure using Thief Gold. Original Thief players will have a treasure count of 20 less from this point on.]

Now look up at the hole in the ceiling. Although it is hard to see, there is a table on its side up in the next room. You want to shoot a Rope Arrow into the table (its a narrow target, but quite easy to hit). Once you've done that, climb up into that room, and hop off the rope.

My goodness...the whole ROOM is on its side! Retrieve your arrow if you like, then look around for the only other exit in the room. Move over to the pillar beneath it, and mantle onto it (jumping onto it causes problems). Then mantle up through the window, and move forward through this room and into the next. You should see a door ahead and on your left, where you can see red through it. Move over there, and go through it. In this small area, you will be able to see tile floor ahead. Move up to it, but don't step on it. Now look slightly to your left. There's a sort of cave-like opening. You can do a running jump across the tile and land on the grass. Do so.

SAVE YOUR GAME! The guards get very numerous hereabouts. Follow this grassy tunnel up, and you'll soon find a vine dangling down. From here, you should be able to see up into a hallway, with some torches burning. Position yourself so that you can take out the torches from down here. As you're facing the hole, you want to take out two to the left, and one to the right. Now climb up through the hole. Don't use the vine to do so, just scramble up the incline. Careful, you're back on tile floor again!

If you've been saving up your Moss Arrows, this would be a good place to start using them. If you made the recommended purchases at the start of this mission, that should give you about 10 Moss Arrows, which should be enough for here. Whether you use them or not though, start creeping forward. A guard will come through eventually. Knock him out. Move past the first opening on your right, and take out the next torch ahead. A little further along, the passage forks. Take out both torches brightening the halls, one down each fork.

SAVE YOUR GAME! There is a guard which patrols down each fork. The one down the left-hand fork moves into this intersection. What you want to do is move in behind that guard after he turns, and club him. However, you don't want the guard down the other fork to see you do it. Your best bet is to wait a second or two after this guard has moved back down his fork before rushing in and putting him to sleep.

Move forward a little. See that vine dangling down? Grab onto it, and climb up a ways. From here, you have two holes you can jump to. If you're still facing the direction you were when moving down the hall, the hole you want is on your right. Jump into it, and follow this tunnel until it ends, emptying onto a tiled hallway. Enter the hallway, turn right, and move forward. Ahead, you'll see a small ramp. Climb up the ramp into the next room, and turn left.

You should be looking down a tunnel that looks like it comes right out of a funhouse. Follow that tunnel to the end. Step onto the grass, and move forward. Ignore the turning on your right, and take the left turn ahead. You should be standing on a stone walkway in outer space. Move to the end of it, and look down at the walkway. There is a diamond there (100, Treasure Count: 2456). Now, turn left, and across a gap, you should see another stone walkway. Run and jump the gap to land on it. On the first step is a gold nugget (100, Treasure Count: 2556). Now run forward into the grassy area. At the end of the tunnel, turn left, crouch, and move into the tiled hallway. Immediately, turn right, and follow this tunnel up as far as you can. It will take you back to the hanging vine. Jump onto the vine, and drop back down into the corridor below. Turn left, and move down to the intersection ahead, but don't enter it.

SAVE YOUR GAME! Another guard to take out now. Make sure you're hidden well, and lean out to watch when the guard patrolling the other fork is coming and going. Moss Arrows will really help you here, so take the opportunity to use one or two on the tile ahead. When the guard comes up the ramp, he will almost immediately turn around and head back down. Move in behind him now and knock him out.

At the top of the ramp in question, turn right (as you face down it). Take out the torch ahead, and move into this small hallway. Turn left, and take out the torch down the hall. Move forward, but don't actually enter the next hallway. There are two guards down there.

SAVE YOUR GAME! These two guards, while stationary now, will start a patrol once you sneak almost out into their corridor. When they start talking, sneak back into your dark hallway. You want to be positioned near the hall where the two guards are chatting. Once they start their patrol, the first guard will come around the corner. Blackjack him (you may need to wait for him to actually start walking down your corridor). Just leave him where he falls, and wait...the second guard is close behind. Give him the same treatment.

Now, move forward into the corridor they came from, and turn right. Move ahead, and take the first right.

Obtaining The Sword

SAVE YOUR GAME! This part can be dangerous if you screw it up. If you have any Healing Potions and your health is low, you may want to take one now.

Once you are just inside this room, move over to the left. Stay in the shadows. Look up. Ah, the object of your quest!

This part is a little hard to describe, but I'll do my best. The sword is suspended above, and the construct which it hangs over is in something of a circular "room". At the base of this (the part which is closest to this room) is what appears to be a band of metal running around the circle. But above it, the material is soft enough for you to shoot a Rope Arrow into. That's what the plan is. Also, note the pattern the lights make on the floor around the construct.

Move forward, but stick to the left of the room. Turn about 45 degrees to the right. You want to be in a position so that when you're facing this direction, your view is exactly across the second shaft of light. Now look up at the area you want to shoot into. Basically, if you don't change your facing, you will just have to look up and shoot your Rope Arrow into the area just above the metal band.

[I hope that was not too confusing for anyone. If anyone can provide a better description for this, by all means, please let me know!]

Keeping to the shadows, make your way over to the rope. Get on it, and climb up. Note that a lot of the time, you will be in shadows.

At this point, it doesn't really matter if the guards see you or not. However, you should know that there are three of them patrolling around the room you're in, and at least one has a bow. [Also, at least one of them has a Healing Potion you can lift off his belt.]

Move high up onto the rope, and turn around. You will now need to jump off the rope and land on one of those thin rails around the sword. Then turn and grab the sword. [Note: If you jump and fail to land on the rail, try to grab the sword anyways...sometimes you will succeed, and the fall may not kill you.]

Escaping the Mansion

Now fall down into the circular construct. After you've landed, crouch, turn to face north, and walk off the platform you landed on. Move out the doorway ahead, and turn left. Move down this hall, and fall through the hole ahead. From here there will be about three passages you can follow. Head down the one where you can see tile floor beyond. At the bottom of the slope (at the edge of the tile), turn slightly left, and move forward through the doorway onto wooden flooring. (You may want to jump across the tile.) Push forward into the next room, turn left, move forward a bit and take the next right, move forward, and then turn left. Move into the green area. Follow this pathway as far as you can (there aren't any real deviations), and you'll come to a long slope downwards, covered in tile. Move down to the bottom, staying on the left side of the slope.

Once you're at the bottom, turn left. Move ahead until you reach a four-way junction. Turn right, and move into that open doorway you see ahead.

[Note:  If you're interested, follow this hall instead until it ends at a door. Go through it and in the next room, in a dark corner to the right of the bed you'll find a Water Arrow. Read the book on the table if you like, then go through the door opposite the one you entered. Look down into the bathtub, grab the Water Arrow at the bottom, and then work your way back to the open doorway mentioned above, and move inside the next room.]

Inside this upside-down room are two Fly Swarms. Attached to the ceiling between them is a chest.

Move to the right side of the room, and walk forward, until you can angle yourself so you are facing the chest BETWEEN the two swarms. Look up towards the chest, and edge yourself forward until you can open it. Doing so drops a diamond on the floor. Grab it (you may need to edge forward a bit more to do so, and/or crouch, but you can still do it without getting bitten by the Swarms) (100, Treasure Count: 2656). Now, turn so you're facing away from the door you entered by. Open this new door. Run through the Swarm and into the hall beyond.

There are now two ways you can do this. See that hole in the floor ahead?

  1. You can leap across it, unlock the first door on your right, and move through the open door ahead in the next room, then leap off the balcony and onto the grounds below. This will HURT though, and you may not survive it.
  2. Fall through the hole in the floor, and continue down the corridor. Follow it, taking the left at the end, and continue moving forward, until you have a large opening on your right. Turn into that opening, and run out onto the grounds.

Exit the place using whichever method you prefer. Congratulations! You've proven yourself to be an exemplary Thief!