Eternal Legend - Thief
Thief Walkthrough

Mission 10: Song of the Caverns

Blindness is the manfools
theys gathers up treasures and greeders themselves on golds rocks and fetters
The Woodsie One wreaks thems with lilacs and nettles
and gathers theys bones for His porridge and feathers.
--Text Unattributed, Sumac on Parchment
Set-up

The Hammers buried the Talisman of Water in an underground sanctum. One of your old informants, Giry, has made a home in the tunnels that lead to it, and he should be able to help you reach your goal. Should be.

Objectives:

Real Objectives (expert only, sorry):

Run-down

If you've been paying attention, it should come as little surprise to find that your original objectives are going to change. Guess why? The Water Talisman isn't where you thought it was! Shock! In many ways, it's kind of fortunate. After the somewhat esoteric environs you've been sneaking recently, it's good to get back to the city and do some good old-fashioned entering and pilfering. After an initial run through some caverns, you'll be inside an expansive opera house, so stock up on the sort of things you need for sneakage. Moss arrows in particular will come in handy here, as the floors can be rather tiled.

Walk-through

The journey through the caverns is eventful storywise, but rather empty in other respects. There's a spare water arrow in the middle of the watery cavern, but rocks will fall from the ceiling if you get too close. Another water arrow can be found in the small grey cavern after you leave. The crabmen area is evil, so just run past them. The pool to the next area is in the grey part of this cave. When you come to an underwater junction, take the lower path and pick up the little gem on the side of the pool. Return and take the higher path to help you get past the crabman. Pick up the arrows from the corpse (make sure you stay crouched) and find the missing Talisman. Then you get bored, continue on. The drunkard is NOT to be kocked out. Go and introduce yourself and listen to what he has to say. He'll give you a map and a key, and there're some moss arrows on top of his hut.

Opera House basement

There's a lot of loot in this here building, but for safety's sake it's worth cleaning out the relatively poorly guarded basement first. A few things are worth noting before you start: You MUST NOT make yourself known. Arousing the suspicion of any guard will cause Lady Valerius' room to become all but impenetrable, so tread carefully and prepare your blackjack. Secondly, the crossed out areas on the map are actually entrances to secret corridors, and use of these will help you get past tough areas.

The western side is the most heavily guarded, but lit by simple torches and shouldn't pose much of a difficulty. The pickable door just to the right of your starting position hides a batch of equipment. Go there if you wish, but it's all offensive stuff and there's no real need for any of it. Two guards occasionally walk between the north/south corridors, but no one ever ventures down the east/west, so you're safe in that little shadow. The corridor closest to the door is rather dark, so rush in there when the timing seems right. Two small, metal rooms are patrolled by a servant here, so moss up to avoid detection. There's nothing of any interest in the rooms, but be sure to put out the furnace with a water arrow. Moss it up and climb the ladder therein, and it'll lead you to Raoul's room and some goodies. Don't risk opening the door; just climb back down to the basement when you're done.

In the far southwest is a wine basement, being patrolled anticlockwise by a servant. There are a number of gold wine bottles in this area, so be sure to get them all. When you're done, explore the central area. The stairway on the western side is a definite no-no, watched over by a stationary guard as well as some patrollers. The baths are devoid of life, but contain a few water arrows if you need a top-up. The east isn't even worth the effort to visit, so go for the food and the secret bit in the fire.

First floor

This floor is basically two corridors running along the north and south sides, patrolled by one guard each. To the west is the entrance, a noisy affair watched over by servants. In the middle is the stage itself, obviously not somewhere you want to make your debut. Over to the east is the backstage area, dark but patrolled by guards. The little circular room on the south side (near your secret area) contains loot, but is very well lit and contains a servant. Moss the floor and the adjacent corridor, and you can walk right up and take the goods without them turning round to see you. Use the key from the patrolling guard to reach backstage.

Your goal now is to head up and around to the ticket office, looting the rooms on the way. Don't be silly, stay away from the one marked "GUARD STATION." When you reach the ticket office, be aware of the servant in the first booth. Either move incredibly slowly or drop them to the floor. Don't forget to steal the contents of the safe to complete one of your objectives. The easiest way up to the second floor is via the lavish entrance rooms (note the tiara on the statue near the fountain) and you shouldn't be spotted by the servant in the cloakrooms.

Top floors

If you've been careful, this floor will still be very sparsely guarded. It's really nothing you shouldn't be able to cope with now, so there's not much advice we can give here. The patrolled rooms to the west of the staircase contain nothing of value but some expensive opera glasses, so don't waste the effort exploring and just pickpocket them and leave. You'll need to come back to this floor later, so for now just loot the southwest corner and stop when you reach the circular room.

The secret room here leads straight to Valerius' room, and unless you've alerted the guards it'll be yours for the raiding. The key to the Talisman's chest is in the box on the shelf (she's asking for it, really) and there's another important key on her desk. Don't, whatever you do, open the door as guards wait outside. Make your silent way back down and no one will be any the wiser. To add insult to injury, lock the chest before you go.

Back on the second floor, make your way around to the northeast corner. Don't worry, as only one guard patrols this whole area. Keep your ears peeled and prepare to hide as soon as you hear him approach. At the end of a corridor is a door leading to an unguarded grey stone area, and in there another door to Cribb's room. Two singers are having an argument in here, and when they finish they'll start wandering around. Time is of the essence, so unlock the safe using Valerius' key, steal the silver flute and get out while you can.

If you still need loot, take the northern circular room up to the third floor and explore the boxes that you'll find there. Take care as you go, because this floor is little more than a ring corridor patrolled by a number of guards. If you get the chance, pick their pockets for even more loot. When you reach your objective, it's time to get out. Fortunately, the escape here is a damn sight easier than it was in the Lost City. You can simply retrace your steps down to the basement and into the sewers beyond, then climb out to the city streets. Hang around outside for a few seconds and you're home free.

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