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Mission Objectives:
- Find and operate the door to the secret stairway.
- Find and read the correspondence from the Mechanists to Gervaisius.
(optional)
- Find at least seven secrets.
- Map out at least half of the mansion.
- Get out to the streets.
- Don't get into any confrontations with the locals.
Equipment Used:
Sneaky, Sneaky, Sneaky
| When We Looked At The Relics Of The Precursors,
We Saw The Heights Civilization Can Attain. When We Looked At Their
Ruins, We Marked The Danger Of That Height.
-- Keeper Annals |
found this mission to be a bit disappointing. At times it felt like an
unfinished mission, that mission being Masks which comes right
after this one. Though it has different objectives you'll be seeing a
lot of the same stuff. Admittedly the same thing was done with Ambush!
and Trace the Courier but those missions were spaced apart so you
didn't find yourself playing them back to back.
Start by moving northwest to some boxes. Climb
atop the small roof and operate the tiny switch to enter the Chapel. Exit
the chapel heading east then leave the next room going north into the
hall. Some quick tips: Always lean into the hall to check it. Avoid running
on the marble. Jump across strips of carpet, its quieter landing on carpet
than walking on marble. Remember to close doors behind you, sound doesn't
travel as far when the door is closed.
Saaaaaay, this should look familiar to the old Thieves out there.
Proceed east through the double-doors and enter
the first room on your right. Operate the small switch behind the desk
to open a secret door in one of the closets. Use it to enter the Workshop.
Use the east door to enter the security office. Turn off all security
systems.
| Security Controls: The two on/off switches
control the faces. The smaller middle switch operates the light over
your head. The two knife switches are used to set the turrets on automatic.
Leave those switch open unless you like trouble. Automatic turrets
react to even the slightest noise with deadly force. I still haven't
the foggiest how they know who to shoot at. |
Leave the security office and return to the hall.
Head east down it and enter the last door on your left before you reach
the corner. Move north and enter the double-doors on your right.
Then my lord proceeded to punch holes into his carriage. Why? I asked. Speed holes said he. I must admit, he may hath discovered something.
Hide in the shadows and let the
conversation finish. Carefully follow the mechanist into the Ballroom.
Make your way to its west end and see if there is a metal toolbox sitting
atop a workbench. If so, open it and take the cuckoo, if not we'll
look for it elsewhere. Return to the Foyer and head north all the to the
end. Take out your sword and chop the tapestry down. Use the switch to
open a secret passage. Visit all the rooms on this passage, if its money
you like there are loose coins to be found just about everywhere
on this mission. When you have finished with all the rooms exit on the
west end of the passage. Continue west to the last door and head up stairs.
Sneak, Sneak, *Squish*
"Eww..what's this?"
Entering the north hall of the second
floor is tricky. At least it was until someone pointed out to me the switch
that opens the secret door. Approach the arch to the main hall, look down
and to the left for a switch on the edge of the marble arch. It will open
up the secret passage behind you. Take time to visit all the rooms the
passage connects to. In particular, make the first room the security station
by taking the first right, and then the next right through the secret
door. After you visit all the rooms the secret passage connects to, return
to the Trophy Room and exit heading south. Cross the hall and jog left
a little to the next door. Follow the short passage to the Ballroom.
Walk south then turn left through the double-doors.
Turn right and approach the south door to the Foyer. If you don't have
the cuckoo look for a toolchest around here. Do not open the
south door of the foyer. It would be bad. Return to the Ballroom and
continue south out the other side. Keep going across the hall and into
the next room. Use the security station to turn everything off. Take the
east door to the next room. Enter the second closet and look near the
floor for a switch. This will open access to another secret passage. Explore
all the rooms that connect to this passage, save the Library on the east
end for last.
Hush, Hush, Sweet Lorna
It should be pretty obvious this
library is haunted. Listen for the voices, as they get louder it is a
hint that an object is nearby that you need to look at. In total, there
are four books to read and a secret passage hiding evidence. (Book one:
N stack at the end on the left. Book two: On table in front of firepalce.
Book three: Y stack at the end on windowsill. Book four: T stack in middle
on left when you face south.) You have to enter the hidden passage before
the spirits are satisfied. It can be found on the north end of the library.
(See the secrets for details.) When they are,
go up to the second floor to the southeast corner. Find both scrolls and
read them. One scroll is the correspondence needed for an objective, the
other completes the sad story of Lorna and Giles. Return to the first
floor of the library and exit out the door in the northeast corner.
Use the cuckoo on the clock. Set its hands
to 12 o'clock. Don't bother exploring the third floor, there is no loot
to be found and its not worth the effort. You'll have plenty of time to
look around in the next mission. Take whatever route you wish to the Foyer
on the first floor. Before you do you might want to listen in on a conversation
by the south door to the Foyer on the second floor. Don't worry, it's
safe now.
When you reach the Foyer on the first floor make
sure the double-doors leading to the Ballroom entrances are open. Shoot
a noisemake arrow through them. As the guard goes to investigate
ready your lockpicks. When he crosses the half-way point in the Foyer
walk over to the east doors. Pick them open and run away into the night.
If thou seeist this, reloadsie thy game save manfool.
Thiefy nod to the following taffers
for their help: mervin
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