The Mage Towers (Mission 8)

My best time on Expert:  47 minutes, 54 seconds
Maximum Possible Treasure:  2812

Introduction

"From unknown origins they came
They live isolated beyond the city
The extent of their arcane power is unknown
We must be very cautious in dealing with them
Close observation must continue"
  — Keeper Xavier, Treatise on Mages

The Talisman of Earth is guarded by a foreign Mages' sect known as the "Hand Brotherhood". They reside in a compound of huge towers, where they practice their arts of Earth, Air, Fire, and Water. The Talisman is likely kept in the Earth tower...but there's little chance it'll be that simple. No doubt the Talisman is heavily guarded and probably protected by magic. But Mages love to write everything down...I should "stumble" on something useful about their precious trinket.

I bribed some servants to get me a map of the common grounds...the best I could do since only the Mages are allowed in the towers. I'll enter the courtyard just outside the central keep entrance. Once inside I'll need to move quickly to find the Talisman. I wouldn't last long in a fight against the Mages....

Objectives:  Normal

  1. Seek out the MageKeep Library for clues to the location of the Earth Talisman.
  2. Find where the Mages of the Hand Brotherhood have hidden the Earth Talisman.
  3. Steal the Earth Talisman from the Hand Brotherhood.
  4. While you're hunting through MageKeep you may as well enrich yourself. Pick up 400 loot along the way.
  5. Underneath the Mage Towers there is a hidden entrance to the sewers. Find it and escape alive.

Objectives:  Hard

  1. Find where the Mages of the Hand Brotherhood have hidden the Earth Talisman.
  2. Steal the Earth Talisman from the Hand Brotherhood.
  3. The Central Library of the High Council contains a pair of jeweled reading glasses that belonged to some esteemed member of their order. You'll need to discover where the Mages have tucked it away and snag it.
  4. The Mages are a wealthy bunch and there's plenty of gold to be had. Practice your skills as you wander through MageKeep. Steal 800 loot.
  5. Don't kill any of the servants; they're harmless.
  6. Underneath the Mage Towers there is a hidden entrance to the sewers. Find it and escape alive.

Objectives:  Expert

  1. Find where the Mages of the Hand Brotherhood have hidden the Earth Talisman.
  2. Steal the Earth Talisman from the Hand Brotherhood.
  3. The Central Library of the High Council contains a pair of jeweled reading glasses that belonged to some esteemed member of their order. You'll need to discover where the Mages have tucked it away and snag it.
  4. Regalio, the Captain of the Guard, has been leading a crusade to retrieve the Talismans. One of your contacts says that he's returned with a valuable amulet. Steal the Medallion of St. Burringden from the Captain.
  5. The Mages wealth is well rumored. Caravans from their homelands to the east bring treasure. Steal 1800 loot.
  6. A master thief should be proficient enough to avoid murder. Slaughtering guards and Mages will soon alert the Inner Circle to your presence. Be discreet, avoid contact where possible, and don't kill anyone.
  7. Underneath the Mage Towers there is a hidden entrance to the sewers. Find it and escape alive.

Simplified Objectives

  1. Discover the location of the Earth Talisman.
  2. Steal the Earth Talisman.
  3. Steal the jeweled reading glasses from the Central Library.
  4. Steal the Medallion of St. Burringden from the captain's quarters.
  5. Steal 1800 loot.
  6. Don't kill anyone.
  7. Escape from the Mage Towers.

Before The Mission

What You'll Encounter:  Mages (Air, Earth, Fire, Water), Human Guards (Archers, Swordsmen).

Starting Funds:  Whatever you managed to find in the area around the Cathedral. (Maximum: 2635.)

Starting Gear:

  • 50 Broadhead Arrows
  • 8 Water Arrows
  • 1 Fire Arrow
  • 4 Moss Arrows
  • 1 Healing Potion
  • 1 Set of Lock Picks

Items for Sale:

  • 40 Broadhead Arrows (Cost: 25 each)
  • 25 Water Arrows (Cost: 50 each)
  • 4 Fire Arrows (Cost: 300 each)
  • 15 Moss Arrows (Cost: 125 each)
  • 5 Rope Arrows (Cost: 200 each)
  • 1 Noisemaker Arrow (Cost: 250 each)
  • 2 Flash Bombs (Cost: 200 each)
  • 4 Explosive Mines (Cost: 350 each)
  • 3 Breath Potions (Cost: 125 each)
  • 2 Healing Potions (Cost: 250 each)

NOTE:  Inexplicably, your Blackjack and your Sword are both absent once again from your Starting Gear. You do have them during the mission, however.

Broadheads and Fire Arrows are useless to you, as you can't kill anyone. Likewise for the Mines. The Breath Potions are unnecessary, as you never swim underwater for a great length of time. While you might want to grab an extra Healing Potion or two, there are a few scattered throughout the mission. You will want at least one Rope Arrow, possibly more, although one is all that is really "required".

Your money is best spent here on Moss Arrows and some Water Arrows. There are several places to pick up Moss Arrows, but also lots of places to use them. Likewise with the Water Arrows.

Recommended Purchases:  10 Water Arrows, 10 Moss Arrows, 3 Rope Arrows. Total Cost: 2350

Mission Notes

This is another large mission, with lots of enemies to deal with. One of these enemies is new: the Mages. (These are fully detailed in the appropriate section of the Enemies list.)

This is also another mission where there are a great many Patrol areas.

There is a room in this mission (which is not detailed in the walkthrough) which I refer to as the Oracle Room. It's a small room with four statues inside it. When you activate the statues, each one gives Garrett some advice. While interesting and eerie, it does not seem important to the game at all.

There is another new element to the game introduced here: puzzles. While not abundant (I believe there are only really two), they make the game a little more interesting.

A note regarding the Talisman of Earth puzzle: I found it to be slightly obscure (yes, I know it's a riddle!) and also to be erroneous. I will go into more detail about this at the appropriate point in the walkthrough.

There are several Healing Potions scattered about. I suggest that you grab every one that you can. There are several places within the Tower of Fire where you can get seriously hurt!

There is one cryptic point at the end of the mission. When you find the exit after completing all of your objectives, Garrett will say "Hmmm...This looks like the way out. That'll come in useful later." What later is he referring to? Does he plan to return here some day? Or did the programmers just miss something? (My vote is the latter.)

A final note regarding this mission: It appears that some things change in this mission each time you play it. For instance, the first time I played it, there were two Fire Mages wandering around the lava pit in the upper level of the Fire Tower...the third time, they were patrolling outside the lava. The first time through, I found two Mages wandering around the lower level of the Air Tower, the second time, only one...and the third time the second was back again. The final guard in the mission was stationary the first time I played, and on patrol the third. And one time while playing, there was an elevator in the Air Tower that simply was not there the next time! Whether all of these discrepancies are due to programming bugs or something else, you should note that there may be times when you will encounter something different from what this walkthrough says should be. This "bug" is probably the reason for it.

NOTE:  I have been contacted by at least one other person who had a similar problem in the Air Tower. She was missing an elevator platform. While her missing platform was not the same as the one I had been missing, the result was the same: she was unable to complete the mission.

To get around this, I suggest you do this: At the end of "The Haunted Cathedral", after you get the victory conditions, SAVE YOUR GAME! Then leave that saved game alone. If, when you play "The Mage Towers", you encounter a problem which keeps you from finishing the mission, reload the saved game for "The Haunted Cathedral". This forces the program to reset all the parameters when you start "The Mage Towers" over, and it may just fix the problem. (It did for me.) Note that you cannot simply load in a saved game from earlier within this mission...the parameters appear to have already been set and saved there. You must reload.

Walkthrough

Gaining Entry The Keep, Part One The Library The Keep, Part Two The Water Tower The Earth Tower The Air Tower The Fire Tower The Central Tower The Keep, Part Three The Tunnels Beneath the Keep Escaping
Gaining Entry

You will start out in the open, rather exposed, in front of the entrance to the Keep. Since the front door ahead is the obvious way in, we won't use it. Turn right, and go through the door you see ahead. Once through, turn right and head towards the darkened corner ahead. Stay here in the dark, and turn right around so your back is to the corner.

SAVE YOUR GAME! Yes, it's rather early to do so, but better safe than sorry. Very shortly after concealing yourself here, a Mage will walk by. Blackjack him, then return to your corner. Wait a little longer, and another mage will come by. Lift the key from his belt, and send him to sleep as well. Now, turn so you are facing with the wall with the door in it to your left, and move ahead. Keep moving forward, into the dark area. Ahead you will see an illuminated patch of ground. As soon as you enter the light, turn right. Move forward, and you'll notice the "wall" on your left getting lower and lower. Once you can turn left, do so...turn right around while still moving forward, and you should find yourself facing a stone staircase.

SAVE YOUR GAME! Although it is unlikely at this point, sometimes there are guards that move through the next area. If you are caught here, then reload and wait (in the darkness). (The guards will be discussed in further detail later.)

The Keep, Part One

Move to the top of the stairs, open the door, and move into the Keep. Turn left. On the table ahead, you'll find a purse (100, Treasure Count: 100). Then turn so you are facing away from the table, and take another stairway up. When you reach the top of this portion, you'll have to make another 180 degree turn and continue following it up. Do so, but stay hidden in the shadows. Stop when you reach the top.

SAVE YOUR GAME! See that guard standing down there? Well, you need to take him out, but he never changes his facing. Move forward, hugging the right wall. The shadows on that side extend far enough for you get past him unseen. (Alternatively, just take out the torch behind him.) Then turn around, move in behind him, and lift the key off his belt before knocking him out. When that's done, turn to face the door he was guarding.

SAVE YOUR GAME! The room beyond this door is a major patrol area! Before opening this door, you may want to douse the torch in this room, just in case. Open the door. Before moving through though, turn left, then lean out the doorway. Douse the torch immediately in front of you, sending the room beyond in total darkness (or nearly so). Now, move into it.

With this room now dark, you will have more room to work to take out the patrollers. You will see the following come through here:

Once you've dealt with the three above, there are two more to deal with. They don't come in here though, but they come close.

With your back to the door which you entered by, turn left. Shoot a Water Arrow at the torch in the next small room. Then wait. There are two guards who will come in through a door into that room, walk to the end, then come back and leave through the same door. When the first one comes in, move in and knock him out. Then come back to this room, and wait for the second one. Repeat the process on him. (Note: One of these is an archer, the other a swordsman. The swordsman has another gold key to pickpocket.)

NOTE:  Both of these guards have lengthy patrols...if you miss one, you'll have a long wait before he returns.

Once the two guards are taken care of, move into that room down to the end. On the table you find there is another purse (100, Treasure Count: 200). Turn around, and exit this room the way you entered.

In this room, turn so you have the hall you just left on your left. Ahead, you should see an opening into a much larger room. The wall right beside this opening (on the right) has a door in it. Move through it, then move through the door you find in the next room.

Ah, decisions, decisions. Do we go up, or down? We go down. Move forward to the end of the hall, turn right, and follow the staircase before you down. Go down three flights of steps, then move through door you find.

SAVE YOUR GAME! You're about to enter another patrol area, although you only have a Servant to worry about...knock him out when you get the chance. Turn left, and move through the door ahead. Turn right, move forward, and turn right around the corner. Move through this door. Be careful! If you did not meet the servant in this room, it is most likely he'll be in this hallway!

Move forward down this hallway until you have to turn right, then do so. Move forward again, and once you've moved past the first to set of wooden supports, turn right and move through the door in front of you. On the lower back shelf in this room are three bottles of wine (50, 50, 50, Treasure Count: 250, 300, 350). There is nothing on the top shelf. Turn around and leave the way you came in. Back in the hall, turn right, and follow this hall to the end.

SAVE YOUR GAME! You're about to enter the Mage's Library. You guessed it...it's patrolled by Mages! Fortunately, only two of them. Take them out as soon as you're able. (Note that one has a Healing Potion to pickpocket, the other has a gold key.)

The Library

Turn left and go through the door in front of you (you'll need one of the golden keys to open it, if you don't want to pick the lock). Note: immediately across from this door is the Oracle Room mentioned in the notes above. Ignore it, and turn right. Ahead you should see both a staircase leading up, and a small hallway just to the left of it. Move down the hallway, and then turn right when you're able. Move forward a bit and turn right again, and you'll be facing down another staircase. Take out the torch at the bottom with a Water Arrow.

SAVE YOUR GAME! Another Mage patrol area, again with two Mages. These ones have empty pockets, however. Move down the stairs and turn right. Move into this next room, and wait. This is the ideal spot to knock out the two Mages. When they are no longer a concern, move forward out of this area, so you are facing down yet another staircase, leading to a lower section of the library. (There is nothing down there of interest to you, except the room on the right has a Rope Arrow in it.) Turn right, and move forward until you can no longer do so. You should be in a darkened area, with a table on your right. Look down at it, and grab the golden vase (100, Treasure Count: 450).

[NOTE:  If you want to get some more Water Arrows, there are two more in here. Turn so your this table is to your back, and move to the end of the room where you'll find another table. It has one of the Water Arrows. From the point where you were facing down the staircase, if you turn left instead of right, you'll find another table with a Water Arrow on it.]

Turn around and go back the way you came. When the staircase is on your right, turn left and move through the area where you knocked out the Mages. Turn left, and take the stairs back up. At the top, turn right around and move forward to the area where you entered this room originally (with the Oracle Room entrance). Again, turn right around, and move up the stairs.

At the top of these stairs, turn slightly left, and look at the bookshelf in front of you. More precisely, look at the third book from the right on the shelf at eye-level (when your view is centred). This book is a trigger for a secret door. Activate it, and a portion of the wall to your right will open. Move inside, and pick up the golden goblet (25, Treasure Count: 475) and the jewelled reading glasses (200, Treasure Count: 675). There's also another Water Arrow on the table you can grab.

Now turn right around. The door to this room closes behind you shortly after opening. If you are fast enough to grab everything you want before it closes, then move through the opening while it's still open. If not, however, don't panic...there's a lever to the left of the door which will open it again. Activate it, and move back into the previous room.

Ahead and to your right, you should see a stone "circle". Move towards it, and once you're there, turn so it is on your left. Across the gap on a small table you should now be able to see a scroll. Move over to the table, pick up the scroll, and read it. THIS IS IMPORTANT! Reading this scroll tells you how to find the Talisman of Earth, and also fulfills one of your mission objectives! You MUST read it...simply possessing it does not fulfill the mission objective!

Turn so that the stone circle is now on your right. Follow it until you have the guardrail for the stairs down on your left. Ahead you will see a small flight of steps leading up. Take them, and turn left.

[NOTE:  Another Water Arrow can be had here. There is a small "hall" to the right of the steps, at the end of which is a small shelving unit. The Water Arrow is in that.]

The Keep, Part Two

SAVE YOUR GAME! The door you're about to open will put you in sight of a guard, unless his back is turned. You may want to douse the torch beside you before opening this door, to maximize your hiding area.

Open the door in front of you. That guard just ahead has another gold key to pickpocket. Once you've done that, knock him out.

Across the room, directly opposite the door you just came through, you should see another doorway, through which you can see another guard. We need to get past him.

[NOTE:  There is another guard on this level, that I believe is supposed to patrol. However, whether by design or by a bug, he doesn't do it very well. I have only ever seen him do his patrol once, after which he stands outside the guardroom ahead. If your game has him patrolling, then his patrol takes him out of the doorway ahead, walking towards you, then turning around again and walking back out. After that, you should have a reasonable amount of time to deal with the other guard, as the remainder of his patrol takes some time.]

Turn to your left, and move into the darkened area next to the support pillar. Now turn right, facing across the room again. Move forward to the other end. As you pass between the two tables, you may want to grab the Healing Potion on the one to your right...it's near the end nearest you when you're by the pillar.

Once you've reached the far end, turn right, and edge your way closer to the entrance to the guard's area.

SAVE YOUR GAME! You can be caught here if you do it while the guard is facing your direction! Lean over so you can see into the guardroom, and douse the torch inside with a Water Arrow. Then crouch and creep into the room. When you're close enough to the guard (and he's facing away from you), knock him out. Then continue forward, and grab the purse that's sitting on the table at the end of the room (100, Treasure Count: 775).

[NOTE:  Remember that last patrolling guard I mentioned earlier? Well, you are presently in the guardroom which he stands outside of when NOT on his patrol, so do the above with caution!]

Turn right around, and leave this room. Back in the large room, proceed forward about halfway through, then turn left to face another door.

SAVE YOUR GAME! This door opens into a room which will sometimes have up to three patrolling guards in it. (These are the same guards mentioned earlier, at the point where you first entered the Keep...see below for more information.)

Go through the door (you will either have to pick the lock, or use one of your iron keys on it) and move forward, down the stairs ahead. Turn right at the bottom and go down the next set of stairs. In the room at the bottom, across from you will be a small table. Move over to it and grab the purse resting on top of it (100, Treasure Count: 875).

SAVE YOUR GAME! If those patrolling guards have not shown up yet, you may just open a door in their faces! You're also about to enter another Mage patrol area.

The Water Tower

Turn right around, so you're facing the stairs again. In the wall on your right is a door. Go through it. Turn left, and go down the stairs.

In this area, there are several opportunities to practice your sleep-inducing skills. In particular, you will find:

1 Swordsman (patrols, has a key to pickpocket) 2 Mages (both patrol, each has a key to pickpocket)

There are also two other guards near the entrance to the Water Tower...when you get close to them, you'll trigger their conversation, after which they also start patrolling. Neither of these guards have anything to pickpocket.

There is a final guard positioned at a door which leads into another section of the grounds. He never goes on a patrol.

Finally, there are two guards that patrol in this area, which have a very large patrol route. These two are two of the guards that were mentioned just above, and also when you first entered the Keep. Their patrol takes them through the grounds around the Water Tower, and the Earth Tower. It also takes them inside the Keep in the areas between the tower grounds (the two positions marked "Stairs" on your first map). One of these has a key to pickpocket, the other has nothing.

Okay, back to the game. When you have taken out the three original patrollers (they all have their patrols near the staircase you came down, so you can stay in that general area and just wait, if you wish), make your way back to the staircase and stand with it to your back. From here, if you turn right, you should be able to see the Water Tower straight ahead, with no obstructions (the Water Tower is the blue building). You do NOT want to go that way. Instead, move forward slightly (remember, back to the staircase!) and take the next right hand turn. Follow this until you can no longer go straight, and turn left. By now, you should be hearing the guards' conversation. Move ahead until you are right up against the brick wall. Once you stop moving, you should be sufficiently hidden to avoid notice. Turn left, and watch the two guards. Once they're finished chatting, they will both turn to leave, moving away from you. Move in on them at your leisure and knock them out. [NOTE: One of these two will return here after he's patrolled, and just stand under the light...the other's patrol takes him into the Earth Tower grounds. I have not followed his patrol as of yet.]

Once the two guards protecting the Water Tower are dispatched, head back over to the Water Tower, and climb up the stairs to the door. If you actually read that scroll you picked up earlier, you will know that there was some sort of accident recently in the Water Tower. As a result, the door is not protected like the doors to the other towers, and it is empty of adversaries.

Open the door, and move in. Move forward straight across the flooded floor, to the flow of water coming down some stairs. Climb these stairs all the way to the top, and open the door you find there.

Take a deep breath, and move into the flooded room. Swim up, and when you surface, turn so you are facing the island. Move towards it, and pull yourself up. On this island there are two small spurts of water coming up through it. Move to the one in the centre, and you'll find the Earth Key. Now, jump back into the water, swim down, and go through the exit. Follow the stairs all the way down, and move across the room once again, and exit the tower.

[NOTE:  You can, if you feel so inclined, allow guards to see you and lead them to the submerged room. They will follow you in, but won't swim up to get you. They will shortly drown, and it won't count against you.]

SAVE YOUR GAME! If you haven't dispatched the two patrolling guards who move between areas, you may come across them now. Move down the stairs and back onto the grounds. Turn left, and move forward. When you can see the lamppost ahead, move towards it. When you reach it, turn to the right. Ahead, you'll see another part of the hedge-maze. Move forward and to the right, so that the hedge will pass by on your left side. When you pass it, you'll be in the area with the last guard in this section, standing by a door underneath a light.

SAVE YOUR GAME! Not only can you get caught by this guard, but this door is the one the two wandering guards will come through! When this guard is not looking, knock him out, then move through the door. Inside this room, turn right, and move into the small enclosed space. The shelves on your left hold three stacks of silver coins (12, 12, 12, Treasure Count: 887, 899, 911), and the ones on your right hold five stacks (12, 12, 12, 12, 12, Treasure Count: 923, 935, 947, 959, 971). When you've grabbed all the treasure, turn so your back is to the wall (with shelves on either side of you).

SAVE YOUR GAME! It is very possible to get caught here. Move forward, and open the door on your right. Move through it (carefully...there is a guard on the other side of this door!), and move forward and to your left, over into the shadows.

The Earth Tower

SAVE YOUR GAME! One obstacle overcome, but there are a few others in here. Aside from the stationary guard you just passed, and the two patrolling guards who move through the areas, there are also two Mages patrolling (both of whom have keys to pickpocket).

This next part is dangerous due to the fact that you will be crossing well-lit grounds. Keep facing your current direction...you should see a large building made of some sort of stone ahead. (If you don't, move over slightly to the left.) What you want to do is move towards it, and keep it on your right side. Keep moving forwards until you see signs of the hedge maze again. When you do, you should see (ahead of you) the hedge on the right, a stone "block" on the left, and a space in between the two, through which you can see a stone wall. (I apologize if this description is confusing...I'm afraid I can't think of a better way to describe it though.) Move between the hedge and the block, then turn left so you are facing the block. Aha! This is the entrance to the Earth Tower. Move up the stairs, and use your Earth key to unlock this door. (You have to use the key on the contraption beside the door, as opposed to the door itself.)

SAVE YOUR GAME! Unlike the Water Tower, this tower has Mages in it. There is one patrolling the room just beyond this door. Move so you are just inside the door...it is possible to position yourself in a small "crack" of shadow here so that you are completely undetectable. Watch the Mage make his patrol, and when he passes by heading to your right, move in behind him and put him to sleep. If you'd like to pick up a couple of things, there is a table in the shadows of the right side of the room (as you face in with your back to the door) which has a Moss Arrow and a Healing Potion on it.

Almost directly across from the door you entered through is a staircase. Move up the staircase all the way to the top.

SAVE YOUR GAME! There is another Mage in the room through this door. You don't want to open the door in his face. Open the door.

Impressive, isn't it? Beware of those large floating masses. If you're standing beneath one when it descends...well, it won't be pretty. Also, while you work in this room, be aware that there is a second mage on the next level, wandering around.

Look around for the Mage in here, and knock him out. Then, you'll need to find platform to ride around on. I'm going to tell you how I do this...if you find or prefer another way, then by all means use it (and tell me!).

SAVE YOUR GAME! Platform hopping can be dangerous, especially when there's a Mage still at large in the room. If you are standing at the entrance you used to come into this room, with your back to the door, turn left 90 degrees. While facing this way, to your left you should see a platform that simply rises and falls. When it is low enough for you to jump onto it (and you do have to JUMP onto it), do so. When the platform rises high enough for you to jump off onto the next level, do so.

SAVE YOUR GAME! I always find having to re-do platform hopping a pain in the butt. First of all, find the other Mage that is wandering around up here, and deal with him. Then, turn around until you can see what looks like a balcony, high up on another level. (If you can't find it, that probably means you are standing right underneath it!) While you could find the right platform to take you up there, a much simpler way is to simply use a Rope Arrow. Move along this small walkway (in either direction, it doesn't matter) until you are close to the balcony. Shoot a Rope Arrow into the ceiling, climb up, and jump off.

Whichever side you have chosen, once you're on the balcony, do a little exploring (if necessary) to find the staircase leading up. (Don't worry, it's rather obvious.)

SAVE YOUR GAME! The room you are about to enter is part of a Mage's patrol. Climb up the staircase, and turn left. If the Mage is not here, then move into the small hallway you can see ahead, and stay in the dark areas. When the Mage comes by, he'll either turn down this passage, or walk by it. In either case, take him down. He's the only one on this level, so once he's dealt with, you can roam freely.

Leave this hallway. You can turn either left or right. You want to turn left, but if you want another Moss Arrow, then turn right, and follow the hall to the end. You'll find one on the ground near a glowing mushroom. Then make your way back and take the left passage. Follow this passage until you are standing at the foot of a ramp.

SAVE YOUR GAME! Another level, another patrol. Once again, there is only one Mage on this level. At the top of the ramp, you will be able to look down a small hall. You may not be able to discern this just yet, but the end of the hall is a T-junction. If you wait here long enough, the Mage on this level will walk by. Then you can move in and knock him out.

From the top of the ramp, move forward, into the next hall, and turn right. If you want another Moss Arrow, there is one on the floor in the dark area just ahead. Grab it or not, but from this point, move forward a touch, and turn right.

See that stairway? You want to go up it. However, if you want yet another Moss Arrow, move past it into a room with some crates. There will be a Moss Arrow on the floor, beside a glowing mushroom. Whether you go for the extra arrow or not, move over to the staircase.

SAVE YOUR GAME! More Mages to deal with, two this time. Deal with them as you come across them. Move up the stairs, then at the top, turn right around. You'll see some light coming in through an opening ahead and to the right. There is also another opening to your left. If you take the one ahead, it gives you a better chance to deal with the two Mages. The one on the left is a faster route, and gives you a better chance to avoid at least one of the Mages.

No matter which passage you take, follow it until you come to another one branching off. Turn down this new passage. Follow it until you reach a room, which has a table in it. On this table is another Moss Arrow. This room also has another exit. Go through it, and follow the passage until you reach yet another room, with another table, upon which is another Moss Arrow. This room also has a ramp up to the next level.

SAVE YOUR GAME! The two Mages on the next level have patrols which put them close together, leaving almost no time for body-hiding. Move up the ramp, and immediately ahead on the next level you should see a small area where you can hide in. Move into it, and turn right around. From here, you can lean out and watch the two Mages when they come by, and move out to take care of them when the opportunity presents itself. (Note that one of them carries a Healing Potion you can pickpocket.)

Once they are taken care of, stand at the top of the ramp again, facing so it is to your left. (Face so that you have the stone block to your left, not in front of you.) Move forward until you are up against another stone block. Turn right, move forward until this stone block is behind you, then turn left. You should now be facing a stairway. Move forward, and climb the stairs all the way to the top. Once there, turn left. Move towards the table. There is a Rope Arrow on the table. Take it or leave it, then turn left again. Move to the end of the room, and turn right. Move forward into the next room.

Lots of jumping and rope climbing ahead now. There are no more Mages to worry about now, just some physical exertion. Note that, if you do not collect your Rope Arrows after using them here, this section will take a total of four Rope Arrows. This part of the walkthrough does not mention retrieving arrows, so if you want to do so at your convenience. Whether you want to collect them all again, or just leave them behind to get your best time a little better, be sure that when you leave this area you still have at least one...you'll need it later.

Look up to the ceiling, and shoot a Rope Arrow into it. Climb up your rope, and fix your facing so you are looking at a hole in the wall.

This next section is only for those who want to find a few extras...those who want to just go right on with the mission, skip the next paragraph.

There is a ledge to your left, and one to your right. There is a Moss Arrow on the right ledge. On the other side of this ledge is another sunken room, within which you will find another Rope Arrow. Across that room is another ledge (you'll need to use another Rope Arrow to get to it), upon which is another Moss Arrow. Ignore the opening in the sunken room...it leads to a window where you can see into another room, but you obtain nothing. When you've done all you wish to do, go back to hanging on the rope from the first Rope Arrow you shot in this area.

Facing the hole, jump into it. Once you land, take a look. Immediately in front of you is a hole in the ground (within which you'll find a Rope Arrow, should you wish to explore it). To the left of this hole is the path you wish to take. From here, it is possible to simply jump over the hole and land there. Do so. (Note: On the floor near where you land is another Moss Arrow.)

Once past the hole, turn so that it is to your right, and move ahead, then turn right. Drop into the hole in front of you. Turn right, and move forward. (Note: Once again, you'll find a Rope Arrow on the floor in this area.) Look up and shoot a Rope Arrow into the ceiling above. Climb up, turn right, and jump off the rope. Move forward, and turn right so you are facing another hole in the ground. Drop through it.

In this room, you will find both a Rope Arrow and a Moss Arrow on the floor. The chest holds the key to the Air Tower. Once you have what you came for, it's back through the maze of ropes you've made, and out of the tower.

Stand under the hole you came down through, and shoot a Rope Arrow up through it. Climb the rope, and jump off (be sure you're facing towards the opening, and not a wall!). Turn left, and drop down into the hole. Turn left again, and move forward. Shoot another Rope Arrow up at the ceiling, climb up the rope, turn right, and jump off. Turn left, move forward, and turn left again. Once again, you should be able to jump over this hole with no trouble. Do so, then turn so the hole in the ground is to your back, and fall down into the room below.

Move forward through this room, and drop through the hole in floor in front of you in the next room. (This is actually the staircase you took to come up here.) Turn right around, and move forward and slightly right, moving between those two blocks ahead. When you've passed them, keep moving forward, and slightly left this time, so the block ahead passes on your right. When you've passed it, turn right, and move down the ramp in front of you.

In this room, turn right, and move through the exit you see. Follow the tunnels, and when you enter another room, the other exit is in the opposite corner to the one you entered through. Go through the exit, and follow the tunnel again. When you have a choice of which direction to go, turn left. Follow the tunnel until you come to a room with a hole in the ground. This hole is the top a staircase. Take the stairs down.

At the bottom of these stairs, turn right, move forward, turn left, and move forward just a bit. Then turn left again, and move ahead, and go down the ramp you will come to. At the bottom, move through the opening on your right and follow the tunnel until you can turn right (there will be an alcove along the tunnel on your right...that is NOT the turn I am referring to!). Turn right, and move forward. In the next room, keep moving forward, and drop down onto the stairs ahead.

Turn right, and take the stairs the rest of the way down. At the bottom of the stairs, keep moving forward, falling down to the walkway below. (If there is a floating island in your way, you can wait for it to pass before doing so.) Once down on the walkway, you can either fall down into the large room below (and taking a little damage doing so), or run around the walkway to the other end, falling off onto the stone outcropping, then falling off that into the large room below (and taking no damage). Whichever method you choose, once you are in the large room, look around until you find the only exit from it. Go through the exit, and follow the stairs all the way to the bottom. At the bottom, move across the room to the door you can see ahead, at the top of a small flight of steps. Stop before you go through the door.

SAVE YOUR GAME! You're about to leave the Earth Tower, and if there are any patrols outside you didn't take care of, you may run into them now. If you do...well, I'm sure you know what to do. :)

Go out the door, and down the stairs. Move forward, past the first hedge ahead, and then turn right. Move forward a bit and turn left. Move forward nearly all the way, turning right at the first opportunity. Move forward...there should now be a "wall" on your left. These are the stairs leading back into the Keep. Keep moving forward until you can turn left, and then do so, turning right around. Climb up the stairs, open the door on your right, and move back into the Keep.

SAVE YOUR GAME! Remember several times earlier I mentioned patrolling guards moving through areas? Well, there's one left...an archer. This guard moves between the Air and Fire Tower areas, as well as the two "side" areas of the Keep (the two areas marked "Stairs" on your main map). You're about to go into his patrol area. (Note that he is carrying a key that you can pickpocket.)

Climb up the stairs, open the door on your right, and move back into the Keep. Turn to your right...you should be able to see another door, in the wall opposite the one with the door you just used. Go through this new door. Turn left, and move down the stairs. At the bottom, turn right, move forward a touch, then turn right again and move forward, so that the stairs you just came down are passing by on your right side. When you reach the wall, turn left again, and move forward. You will eventually come to a door in the wall to your right. Go through it. Push forward through this new area (actually the area you started the mission in!) all the way until you find another door directly opposite the one you just used.

The Air Tower

SAVE YOUR GAME! Another patrol area...not only the Archer mentioned above, but two Mages (each one with a key to steal!). Open the door, and move through it. Turn right, move forward, and take the first left ahead. Move forward as far as you can...you may need to turn slightly here and there to avoid hitting the edges of things. When you are against the brownish rock wall, turn right, and move forward until you can turn left. Do so, and turn left again. You should now be facing the stairs leading to the Air Tower. Move up the stairs.

SAVE YOUR GAME! There is an Air Mage patrolling the room beyond. When you have an opportune moment, rush in and knock him out.

Unlock the door (again, use the key on the device on the wall, not the door itself). Move into the next room (after taking care of the Mage). With your back to the door you entered, you should be looking across the room at a stairway going up. Move forward, but about halfway across the room, turn left. See that smoking thing on the table? Go grab it. It's your very first Gas Arrow. DO NOT USE IT YET! You will need this for a certain area in the Fire Tower, which I will point out at the appropriate time.

Now, go up the stairs you noted earlier. At the top is another door.

SAVE YOUR GAME! You don't want to get caught when you open this door!

Open the door. The floor in the room beyond (and in most of the Tower!) is very loud to walk on. There are also two Mages patrolling in here, one of which sometimes patrols on the walkway above.

I have found that the best way to deal with these Mages (on your level) is to enter the room, turn left, move forward until you can turn left again. Do so, and move forward into a small crack where you can hide. Then shoot some Moss Arrows on the ground down the path you just took, then crouch and wait. The Mages' patrols will both eventually bring them here. When they walk by, knock them out one by one. Note that sometimes, they walk very close to one another, and it is more difficult to get them both without leaving the moss-covered floor.

Once the Mages are dealt with, return to the door you entered here by. Turn so it is to your right, then move forward. When you can turn right, do so, and climb up the stairs ahead. At the top, turn left, and follow the walkway until you are near an elevator-platform.

SAVE YOUR GAME! There is another guard patrolling up on the next level. Hop onto the elevator, and when you reach the next level, hop off.

The Mage who patrols up here seem to always do so in a counter-clockwise pattern. (At least, that's all I've ever seen!) So if you follow the same way, you'll be able to sneak up behind him and knock him out. If he's not in the outer area however, he will be in the inner area (again, he moves in a counter-clockwise pattern).

Okay...after hopping off the elevator, start circling the area in a counter-clockwise pattern. When you pass the table with the Speed Potion on it, grab it if you wish. When you come to a point where you can turn left, do so. Inside this area, you can turn either left or right. Turn in the direction of your choice (if the Mage is in here, he's moving counter-clockwise still), and follow the inner wall until you come to an opening in it. Turn into the opening. Inside, you'll find another elevator. Wait for it, and jump on when it reaches you.

When it takes you to the top, step off onto solid ground again. There's a lot more platform hopping to do, I'm afraid. When the next platform comes by, get on it. If it's taking you down, then you'll have a small wait ahead of you. If it's taking you up however, look around until you find another area where you can step off, and do so. Move into the next "room", and wait for the elevator here. Get on it, and when it takes you down to the ground, get off. Look around for the exit, and move through it into the next area.

When the platform in this room comes to the ground, hop on. In this area, it will take you to two different spots where you can get off. Ignore the first one, and get off at the second. Move forward into the next room, where you'll find yet another elevator. When it's near enough to get on, do so, and ride it to the bottom. Once there, get off, and move into the nook in this room, but just step in close enough to avoid getting squashed should the lift you took down here come back before you can leave.

Another elevator platform will come down here. When it does, get on it, and ride it to the top. At the top, you will find yourself pushed off the elevator by the sloped ceiling. Turn so you are facing the exit, and move through it. Turn either left or right (it doesn't matter which), move forward, and when you are able to turn, do so, and move forward.

Hmm....impressive scene, don't you think? How ARE you going to get to that chest floating up there? Turn around until you find the ramp leading up. Take it to the top, and turn either left or right. You are on a circular walkway which runs the entire circumference of the chamber. See those two telescope-like devices opposite each other? They are they key (pardon the pun) to getting to the chest. Move around the walkway to one of them, and activate it. It will lower it's top end to let you know you've done so. Now move around to the other device, and activate it. Once both telescopes have been activated, the chest will slowly sink down to the pedestal beneath it. Fall off of the walkway and move over to the pedestal so that you are there when the chest arrives.

Unfortunately, this chest is locked, and you'll need to pick the lock. Start with your triangular lockpick, and when that one finishes, switch to the other one. Unfortunately, you will be unable to finish picking the lock before the chest rudely rises again, out of your reach. Turn and climb the ramp, and move about the walkway, repeating the process with the telescopes. Fall off again, move over to the chest, and finish the job you started. When the second lockpick is finished, you will be able to open the chest and get the Fire Key. (You should be able to finish picking the lock before it rises up again, but if not, just repeat the process again until you do manage it.)

With the Fire Key in your possession, it's time to leave. Turn until you are facing the ramp. Move forward, and pass by the ramp, moving behind it. Turn, and find the alcove you arrived in. Wait for the elevator to come up, and start going down again, before you move forward. Once it has started down again, move forward onto the platform, and wait for it to take you down. Once you arrive, step off the elevator, and move into the next room. Wait for the elevator here, jump on, and ride it up. Step off when you reach the level above.

Move forward into the next room, and wait for the elevator. When it comes by, move onto it, and take it all the way down (again, ignore the alternate landing). At the bottom, move into the next area, wait for the elevator to come down, and jump onto it when it arrives. Take it to the top, and step off onto the landing above. Move into the next room (are you sensing a pattern here?), wait for the elevator, step onto it, and take it down. DO NOT TAKE IT ALL THE WAY DOWN! Look for another landing not far down from the one you came in the room on, and get off there. Move into the next room, wait for the elevator, take it down to the bottom, and get off.

SAVE YOUR GAME! If you didn't take care of the patrolling Mage here, you may run into him. Turn around and look for the exit from this room, and take it. Turn either left or right (left is recommended if the Mage is still patrolling) and move ahead until you find the exit. Take the exit, and turn either left or right (again, left is recommended if the Mage is still patrolling...or if he is not, and you missed the Speed Potion earlier, you may want to turn right). When you reach the hole in the floor with the rising and falling platform, hop onto the platform and ride it down.

When you reach the next level, jump off the platform. Now, either fall off this level down to the next, or work your way around to the staircase and take it down. Either way, once you're on the lower level, turn and find the exit. Move through it, take the stairs all the way down, then move across the room to the door you see at the far side.

SAVE YOUR GAME! You're about to leave the Air Tower, and if there are still patrollers out on the grounds, you could meet them when you exit. Move forward through the door, and go down the stairs. Turn right and move forward a touch, then turn right about 45 degrees. Move forward, with the brownish wall on your right, until there is a break in the hedge on the left. Turn, and move forward through the break, and keep going until you reach the brick wall far ahead. Turn right, and move ahead to the door in this wall.

The Fire Tower

SAVE YOUR GAME! If you didn't take care of the patrolling Archer yet, you may find him beyond this door! Turn left and move through the door, and keep moving forward until you come to another door. Move through it and turn left. Ahead to the right, you should see a space between the hedge and another brownish wall. Move forward, then turn right and move ahead through that space. Keep the brownish wall on your left and you will soon come to a point where you can see a glowing crystal on a wall ahead. Move towards that crystal. When you have it on your right, turn right, and you'll see an opening with stairs leading up into the Fire Tower. Climb these stairs.

SAVE YOUR GAME! You're about to enter the Fire Tower, and there is a patrolling Mage in the room immediately beyond this door. Use your Fire Key to unlock the door (once again, on the strange locking mechanism beside the door, not the door itself). When the opportunity presents itself, move in and knock out the Fire Mage on patrol in here.

With your back to the door you entered by, you should see another glowing crystal in the wall ahead. To the left of this crystal (your left, not the crystal's) is a stairway up. Follow these stairs all the way up.

SAVE YOUR GAME! Not only is there a patrolling Mage in the next room, but at this point a few words of caution need to be said. The Fire Tower is DANGEROUS! It is not only the Mages that you need to contend with. There are pools of lava, as well as heat traps which alternate between hot and...well, and not-so-hot (these will be referred to merely as "glowtraps" hereafter). The glowtraps are timed, they are not activated by touching them, so you can walk across them safely when they are "cold", and shooting them with a Water Arrow disables them for a short while (about two or three cycles). All of these things can prove hazardous to your health. You will probably need to imbibe a few Healing Potions while in here. Finally, a lot of the flooring in this place is metal grating, which will quickly call attention to yourself. You will probably need many Moss Arrows in here as well.

Open the door, and move into the next room. There is a Fire Mage patrolling the area. He does not, however, come to the "landing" where you are. He instead patrols the upper level, and also patrols down here IN THE LAVA ITSELF! I've found the best way to deal with him is to wait in one of the two corners which extend into the lava, and when he walks by, club him. The areas are sufficiently dark to hide you from his probing eyes. (Do not worry about killing any of these Mages with the lava...conscious or not, the lava does not hurt them, and they apparently cannot drown in it either.) Note that you can also climb onto the railing here, but to do so you must NOT be pushed up right against it. Move up against the railing, tap backwards a small step, then mantle up.

Once the Mage is taken care of, you need to proceed upstairs. Do not even THINK about trying to jump across the lava to the stairs descending into it...although you will come very close, you will hit the lava and die instantly.

From the door where you entered this room, turn so the door is to your back, then face left. Move forward, turn left again, and climb the stairs up. Watch you don't fall off them at the top...the very top is just another stair, and the drop leaves you in the lava. Turn left and you'll see another small staircase leading up. Move forward so that it is on your right. Then turn LEFT, and move to the edge of the landing. Look across, and you will see a sort of walkway that you can get to from here. It's at about eye-level, so you'll need to jump-grab-mantle up. Also note that there are two glowtraps on the floor you need to hop onto. There is a space between the two of them which you should aim for. To do so properly, you will need to be positioned approximately in the right corner of this landing (with your back to the second set of stairs). You may also want to Moss Arrow the floor ahead, as you could draw attention to yourself when you pull yourself up onto the walkway.

Position yourself as described, and jump-mantle your way up/across. When you are settled, you'll want to jump across the gap ahead and mantle up to the next area. There's no glowtrap where you'll be landing, but again, you may want to Moss Arrow the floor before leaping.

SAVE YOUR GAME! There is a Mage who's patrol takes him close to your position here. Once you are across the second gap, move forward across the glowtrap ahead of you and turn left when you get the chance. Move forward slightly, turn left again, and climb the stairs ahead into the next room.

The Mage just mentioned has a patrol which brings him to the top of these stairs. I suggest waiting for him, and knocking him out when he arrives.

The exit from this room was rather difficult for me to find. If you stand so that you are facing a torch in the opposite wall, and you can see the stairs you took up here on your left, there will be four glowtraps which you can see. If you think of them as #1, #2, #3, #4, with #1 being the furthest from you, then proceed towards #2. When you have it on your right side, turn towards it, and step across it and turn right...you should then see the exit.

So, find the appropriate glowtrap, walk over it, then turn right. Move forward, following the corridor straight ahead and being wary of the glowtraps on the floor. Eventually you will come to a large room with metal arches and more glowtraps.

If you want to find everything, then directly across from the entrance you came through is an exit, which leads to a small alcove. Inside is a chest which contains a single Fire Arrow. You don't need this, but if you want it, there it is.

From the entrance you used, you should see the glowtraps ahead to the right. You need to work your way through these to the other end of the room. There, turn right and you'll see another exit, guarding by a glowtrap. When it is safe to do so, move through the exit and turn right.

SAVE YOUR GAME! You will be entering another patrol area in a moment! Take these stairs up to the next level. In the large room at the top, find a spot in the darkness to hide and wait. When the patrolling Mage comes in, make sure he doesn't leave again.

There is another exit from this room directly opposite the way you came in. Take that exit, then turn right and follow the hall. At one point you will find an alcove which appears to hold a Fire Arrow on the floor. Pick it up if you wish...it is actually two Fire Arrows. A second alcove (near a point where grating turns into stone floor) holds a box which is difficult to see. Inside you will find another Healing Potion. Stop when you reach another set of stairs going up.

SAVE YOUR GAME! Another patrol area, and a difficult one to set up a proper ambush in! Climb these stairs, and when you get near the top, crouch. There's a sort of railing to your right, and when you're ducked you can't be seen. When you're sure the patrolling Mages won't see you, stand up, and look around. (Also, take note of the door nearby...you'll be coming back to it later.)

The Mages are difficult to sneak up on due to all the metal grating in the area. This is the point where I suggest you use your Gas Arrow. Take out one of the Mages when he's down on the same level as you.

Now, from a point near the door exiting this room, turn so your back is to the door. Move forward, keeping near the right "railing" near the stairs you took up here. When you reach the end of the railing, you'll find a darkened alcove. Perfect for hiding that body, and yourself. The other Mage's patrol comes by here as well, so pepper the floor area nearby with Moss Arrows. Now hide and wait. When he comes through, sneak up behind him and put him to sleep.

There should be a staircase leading up nearby. Take it up, and at the top, turn right. Follow this catwalk all the way around the room, until you come to another set of stairs going up. Take them, and then turn right around to find another set going up. Take them up as well. Turn right, and you'll see that there are a series of catwalks that all meet in the centre of the room. Move to the centre part, and turn left. At the end of this catwalk is a door. Go through it. Directly opposite you will be a set of stairs. Take these stairs all the way to the top, then turn left.

This room is the final room, which contains the key you are searching for. However, it's rather well protected. You have to cross that lava pool using the walkway provided. However, two ends are missing, so you will need to jump onto and off of it.

SAVE YOUR GAME! A slip here and it's goodbye Garrett. Move over to the walkway, and hop onto it. Then walk across, jumping over the small gap in it.

The chest before you holds the key. It will take you a while to pick the lock, and those glowtraps surrounding the pedestal are timed so that you cannot safely pick the lock while standing in one place for two long. I suggest you use a Water Arrow to deactivate one, then stand on it while you pick the lock. Alternatively, you could just sidestep between glowtraps as they brighten and fade.

Whichever method you choose, pick the lock on the chest (start with the square lockpick), and open it to get the Treasure Key.

As Garrett says, "Time for the Talisman." So, turn around, and take the bridge back to the other side. Turn left, move forward, and turn right around when you get a chance to turn right. Take the stairs all the way down, and go through the door ahead back into the room with the catwalks.

You can get back down one of two ways. Either follow the catwalks and stairs until you are back on the ground again, or simply drop off the catwalks one level at a time until you have to follow the catwalks and stairs down. Either way, when you are finally down, turn so you are facing that door we noted earlier. Move over to it.

The Central Tower

SAVE YOUR GAME! There are two guards on patrol beyond this door. There is a lever on your left which operates this door. Do so. It will open facing a long corridor. This is the best place to bushwhack the guards, if you can arrange it. Take out the torches giving light, and wait for them to come through.

Once the guards are taken care of, move to the end of the corridor to the door.

SAVE YOUR GAME! It starts getting dangerous again. Move through the door ahead, and follow the hallway ahead to where it opens into a circular corridor. Turn right. Note that you may want to douse the torches you come across, as there are several more guards who come into this area on occasion.

Follow the hall until you come to a door on the lefthand side.

SAVE YOUR GAME! There is a single Mage patrolling beyond this door, and there is a chance of opening the door on him. Open this door using one of your gold keys. Before going through it however, you will want to spread some Moss Arrows on the ground ahead, and take out the torch lighting the area. (To take out the torch, move towards the door, then turn left, and lean right so you are leaning into the room, and shoot your Water Arrow at it.)

With the area properly secured, step through, and wait for the Mage. When he comes by, knock him out. Once he's sleeping peacefully, turn to find the stairs leading up. Take them, and follow them all the way to the top. There, you'll find a door. This door is locked, and you need the Treasure Key to open it.

[NOTE:  This door has caused problems for more than one person. When you face the door, back up from it so that you can also see the door frame on either side. Then look to your right. One of those weird doohickey's that protect the other towers should highlight. You need to use the key on THIS device, not the door itself.]

SAVE YOUR GAME! There are two Mages are in the next room. To unlock this door, you need to use the Treasure Key on a device which is situated on a wall beside the doorway. Back up from the door, and you should see it to the right. Use the Treasure Key on it, and the door will open.

Step inside, and immediately turn left. While the Mages are talking, you should be able to hide before they start their patrols. Move forward, then turn left. Move forward a bit, and you'll see an alcove on your left which you can safely hide in. Move into it, and wait. When the Mages come by, take them out one by one. (It may be helpful to shoot a Moss Arrow at the ground inside the alcove, so you can step out without worrying about making noise.)

Okay, with the Mages taken care of, let's get the Talisman of Earth. If you have been examining the scrolls and parchments you found throughout this mission, you will have come across this rhyme:

Eight old men up in a tower
Eight old men, only one with power
Turn away from the hand with the sword
count seven and find your reward

Around the outer edge of this circular room you will find eight Earth Talismans ("Eight old men up in a tower"). Only one of them is real ("Eight old men, only one with power"). Trying to grab one of the fakes will result in a punch to the face from the fake (taking away three of your health points)!

Return the door you entered this room from, and turn so your back is to it. Now pull out your Sword. See that it is in your right hand? Turn left ("Turn away from the hand with the sword"), and move around the room, counting off the Talisman's you pass until you come to the seventh one ("Count seven and find your reward").

OUCH! Nasty punch, that. Unless I am misinterpreting something about the riddle, then it is erroneous. You are only supposed to count to SIX to find the real Earth Talisman. Go ahead and grab it now. (No, really...it's safe this time.)

Well, it's been a long time since you've gotten any treasure, so let's get some. Return to the door you entered this room by. If you face the door and back up, you will see a treasure on either side of it...on the left, a tall gold vase (20, Treasure Count: 991), and on the right, a shorter one (20, Treasure Count: 1011).

Now make your way around the room to the opposite side, and you'll find a mantle which holds two slim gold vases (20, 20, Treasure Count: 1031, 1051), and two golden idols (75, 75, Treasure Count: 1126, 1201).

That's all that's up here, I'm afraid. Work your way back to the door you came in through, and go through it again. Take these stairs all the way down (past the area you bushwhacked the Mage in). When you reach the bottom, pick the lock on the door you find and go through it. Then turn left, and take the stairs down one level. At the bottom, turn left.

The Keep, Part Three

SAVE YOUR GAME! This door you are facing opens onto a hallway where there are three patrolling guards!

Open the door, and lean through it to see where the guards are. If the coast is clear, then move in and take out the torches in the hall. Then, when the guards come by, knock them out. Note that one of the has a purse you can pickpocket (150, Treasure Count: 1351).

Once they are all slumbering, it's time to collect some more treasure. Return to the door you came into this hall through. With it to your back, turn right, and you'll see another door. You'll have to pick the lock on this one. Do so.

SAVE YOUR GAME! There is a slumbering guard in here, happily snoring away. If you get too close to the bed, you'll wake him. Move into the room. Directly across from the door is a table, upon which sits a gold nugget (100, Treasure Count: 1451), a ledger, and the Medallion of St. Burringden (150, Treasure Count: 1601). Now turn right, and open the chest on the floor to get a diamond (200, Treasure Count: 1801). If you want to find other items for completeness, there are two Water Arrows in a small shelving unit on the other side of the desk. However, getting them may be difficult, as you may wake up the captain.

Leave the room the way you came in. Immediately outside the room, look up. See that wooden rafter? Shoot a Rope Arrow into it, near the right side. Then climb up the rope, and you will find yourself another gold nugget (100, Treasure Count: 1901). Now climb down.

With your back to the door of the captain's quarters, turn right. Just underneath this rafter is a door in the wall. This door can be opened with an iron key. Inside is another sleeping guard, and two chests. The one beside the bed has 6 Broadhead Arrows in it. The one at the foot of the bed has a stack of gold coins (50, Treasure Count: 1951). You may want to use a Moss Arrow on the floor in here before trying to go for the chests.

Leave the room the way you came in, and turn right. Partway down this hall you will find another door on your right, which also requires an iron key to open. Inside is another sleeper, again with two chests. With your back to the door, the one on the left is empty, and the one on the right holds a purse (100, Treasure Count: 2051). Again, a Moss Arrow may prove useful.

Turn around, and leave the way you came in. Directly across from this door is another one. Move over to it.

SAVE YOUR GAME! The person in this room is NOT asleep. You just may open the door while she's looking at you.

There are two ways to deal with this woman. You can either rush right in and club her...even if she sees you, it won't matter, since she's a servant-type who will fall anyways. The other method is to use a Moss Arrow on the floor and sneak over to her, then club her. (It may also be useful to knock out the torch inside the room, if you can manage it.)

Open the door, and use whichever method you like. If you use the sneak method, be sure to pick her pocket before clubbing her...she is carrying a purse (75, Treasure Count: 2126). There's also a small shelving unit in here which holds a golden goblet (25, Treasure Count: 2151), and a chest which contains another stack of gold coins (25, Treasure Count: 2176).

Turn around and leave the room the way you came in. In the hall, turn left. Down the hall in the lighted section, you should see a set of double doors. On either of the other walls you will also see a door. Move forward, and go through the door on the left. Inside, on a table, you'll find yet another purse (100, Treasure Count: 2276). Now turn around and leave the room the way you came in.

In the hall, turn right and head back down the hall until you reach the end. (Ignore those other two doors mentioned above...the rooms are empty.) At the end of the hall, turn right, and go through the door in front of you. You'll be on a landing between staircases, one going up, the other going down. Take the stairs going down, and follow them all the way to the bottom. Once there, continue forward to the end of the room, and turn left.

SAVE YOUR GAME! You're about to enter a patrol area. There are two guards that move around these tunnels. Deal with them when you get the chance to. (Note that each has a blue key to pickpocket.)

The Tunnels Beneath the Keep

Go through the door in front of you. Continue forward, and follow the corridor a short ways. Soon, you will be able to see a section of the wall on your right which is discoloured from the rest. When you reach it, turn to face it, and "use" it...it is a secret door. Move into the next room, and turn left.

At the far end of the room you should see two chests on the floor. The left one contains a small diamond (100, Treasure Count: 2376), and the one on the right holds a Water Arrow. The shelf on your right has two stacks of silver coins (12, 12, Treasure Count: 2388, 2400) on it. Finally, the top shelf of this room holds a silver nugget (50, Treasure Count: 2450).

The silver nugget is not visible from the floor. There is an alcove off to the side with a ladder going up to a small area above. From there, you can look down on the shelf and see the nugget. You could even walk off of the landing and land on the shelf itself to get the nugget. Also from up here, if you look up you will find a secret door in the ceiling. It leads to the maze-area of the outdoors near the Water Tower.

Leave this room the way you came in. Back in the tunnel, turn right and continue to follow it until you can turn left, then do so. Move down this hall until you come to two doors, directly opposite each other. Each one needs an iron key to open. (Note: You should probably take out the torch in this hallway, as this is the most likely spot to ambush the two patrolling guards.)

Go through the door on your left. Inside you'll find a Water Arrow on the table near the door. On the shelves opposite the door you'll find another silver nugget (50, Treasure Count: 2500), a stack of silver coins (12, Treasure Count: 2512), another purse (100, Treasure Count: 2612), and 10 Broadhead Arrows.

Leave the way you came in, and go through the door opposite this one. Inside this room you will find a gold nugget on the table (100, Treasure Count: 2712) and a purse on the shelves (100, Treasure Count: 2812).

Escaping

That's the lot. Time to leave. Turn around and leave the way you came in. In the hall, turn right, and follow the tunnel to the next intersection, where you should turn right again. Continue down the tunnel until you can turn left, then do so. Move forward, go down the stairs, turn right, and move forward to the end of the hall.

SAVE YOUR GAME! If you haven't found the two guards down here yet, it is very likely they are behind this door. (One time I had them coming out the same time I was trying to go in!)

Turn right and open the door ahead of you (it requires one of the blue keys you found on the patrollers...if you don't have one, pick the lock). Move into the next room, turn left, and move to the end of the room. Turn right, and move forward into the next room. Turn right again. The far wall should have a darkened area. Move over to it and "use" it...another secret door! Move through the door, and down the stairs.

SAVE YOUR GAME! One last guard to deal with. He patrols around the next area. Keep out of his way, don't let him hear you, and you'll be fine.

There are two ways to handle this situation. The first is most likely the way it was intended: Move into the next room, and turn left. Move past the pillar, then turn right. Take the stairs in front of you all the way down. Turn right, move forward a little, and turn right again. Move over to the water, and dive in.

The second method is the faster way...simply find a point where you can jump into the water from up here, and do so.

Whichever method you use, once you're in the water turn in the only direction you can follow it, and do so. You will soon find some iron bars blocking your path. Move towards them. Congratulations! You've bested the Mages and stolen the Talisman of Earth!