Eternal Legend - Thief
Thief Walkthrough

Mission 2: Cragscleft Prison

Before death came,
The liars were made to feast upon the hands of the thieves,
And the thieves were made to ingest the tongues of their brothers,
And we praised the Master Builder for his judgements.
--The Hammer Book of Tenets
Set-up

There was a bit of a problem getting your money for that staff. Cutty has been arrested by the Hammers and taken to the imposing Cragscleft Prison, a correctional facility built in a mountain. You'd better break him out.

Objectives:

Run-down

After the relative safety of a simple burglary, you're thrown in at the deep end and expected to break in to a Hammerite prison. Not only that, but you'll have to traverse a mine full of undead and a busy factory compound. Fortunately most of the undead are resting, and the Hammer population is nice and managable. Getting spotted is quite easy here, so it's imperative that you try to remain unseen. The blackjack will come in very handy here, but note that it is useless against the undead. Moss arrows are very handy in the metal factory, so make sure you get some. Most zombie encounters will take place in the upper levels of the mines, near a holy water font, so try to use that rather than your own stock. Using holy water will bless your water arrows for 30 seconds, during which you can destroy zombies with two hits. Remember to keep some arrows for the torches, mind.

Walk-through

Maps: Mountain, Factory, Prison.

Tip: There's a holy water font on the top level of the mines.

Hot Tip: Cutty is being held in cell block 4.

Part I: The Mines
Zombie

Swim through to the mines, keeping an eye out for the small gem (35 loot) near the tunnel entrance. Brace yourself, for you're about to come across your first zombie. Fortunately, it is enjoying a little rest, like the majority of its brethren. Keep your distance and it won't get up. Follow the tracks and make a right to rack up another 150 gold, then return to the zombie and follow the sign directing you to the factory. Eventually you'll find a lift. Snipe the giant spider on the lower level, then pop down to pick up some handy moss arrows. On the lower difficulty levels, this lift can be used as a shortcut to the top, but on Expert it will go no higher than here.

Hard/Expert: That zombie near the lift is obstructing the pathway; it'll wake if you try to sneak past. Go back to the first zombie (again) and then follow the tracks and turn left to circumnavigate it. In the next area, there's a strange electrical device and another zombie. Avoid it and enter the natural staircase to the side. At the top, more zombies await. Sneak past (that other guy is just a corpse, so don't worry about it) and continue. The bridge has collapsed, so you'll have to creep along the narrow ledges around the cave. There's another 50 loot here. Climb up onto the other side of the bridge, then up again to the top level. You'll come out at the top of the liftshaft. Don't you wish you'd played it on Normal now?

Holy water

Unfortunately for you, the top level has patrolling zombies. Take the left-hand path and leg it left again to end up in a battered cathedral area. Stealing from the church may be a sin, but there's 125 gold, a bottle of holy water, and some water arrows in there. There's also a font of never-ending holy water; lure the zombies in and use this to destroy them, if you so wish. Continue on, watching out for a skeleton trap shaking its head. If you get too close, the head will be fired at you. If you find a room with a ladder in, climb it for another 150 gold. Sooner or later, you'll come across one of two entrances to the Hammer compound: a guarded staircase and a door. The staircase will lead you to the area marked "to mines" on your map, the door to the freight elevator. On harder difficulties, a resting zombie obstructs the door, so we'll take the stairs.

Part II: The Factory

The darkness simplifies blackjacking the guards, and they can be stashed just about anywhere. The power station chest contains a hammer, so don't open it. It's also tight, well lit, and patrolled, so stay out entirely. The storerooms are also patrolled and well lit, except for a small shadowy area where the "sto" is. Use it to your advantage. The control room is next, and it's tricky. Little more than a small room within a room, the perimeter is lit with four torches and the interior an electric light. As if that weren't bad enough, it's patrolled and the inner area has a metal floor. Soften a patch with a moss arrow and remove the guard. The switch to open the doors can actually be accessed from the northern exit, so there's no need to enter the interior area at all. Proceed to the freight area.

Prepare to head through the main factory area. The path will take you above it via a walkway, but be wary of the patches of metal. Sneak past the working Hammers. The end of the walkway is a problem, because you're under almost constant supervision by the worker and the occasional patrol to and from the crates. There's a tiny area of pitch blackness near the crates, which you can take temporary refuge in. Save your game, take a deep breath, and hope. As soon as no one's looking, go down the corridor.

Part III: The Prison

You'll overhear some Hammers talking about Cutty, apparently being held in cell block 4. (What a waste of money that Hot Tip was, eh?). Hide in the darkness and as the one guard leaves, nab his key. A handy signpost tells you where the cell blocks are, but don't go to block 4 just yet. Thief rewards those who hunt around. Head to block 1 instead. Beware the periscope-like devices; they're actually security cameras and will set off the alarm the instant they spot you. They can also change their rotation at will, so wait around until you know it's safe.

Cell block design

The cell blocks are rather like the start of the training mission. Each is watched over by an eagle-eyed guard, and has an arrangement of shadows across its floor. Stick to those and you can cross in safety. Every now and again a patrol will walk through the block, the open cells make excellent hiding and stashing places, so have your blackjack ready... The guardrooms can be unlocked with the keys that you have been, er, collecting, and the guards therein knocked out with little trouble. Each room contains a list of prisoners and the switches to open their cells. The set of four switches control the top level rooms, 7 at the top to 10 at the bottom. The middle ones control one side of the lower cells, and the other ones the other.

Issyt, it appears, is dead in cell 9. Oddly, the Hand of Glory in question is his actual hand, so take it. Block 2 has nothing of any great import, so return and try block 3. The block 3/4 entrance is a bit more tricky to get through, with a flashing light and a patrol to worry about. There's a small hole in the corner. Crawl through it and you'll find 78 gold, moss and water arrows, and the corpse of a guy called Felix. He apprently knows Cutty, and has found out about a priceless relic. Take his key for good measure, then return and sneak past the flashing light to block 3.

Cutty

Basso is in cell 4 (middle switch). Unfortunately, he's a little unconscious, and you'll have to carry him with you when you want to leave. Remember to keep him out of sight, and head to cell block 4. Cutty's in room six (bottom left switch), so pay him a visit and listen to what he has to say. With his last breath, he tells you about Felix and the Horn of Quintus. Hopefully, you've already found Felix and so won't have to worry about that. For the Normal types, your mission ends here. For the rest, you've got to gather loot and escape with Basso. Hard players should have enough already, but Expert players will still need more.

Part IV: The Officers' Quarters and Escape

This seems like a good idea, doesn't it? Proceed through to a ceremonial hall-type area. The two small hammers are worth 75 each, and two candlesticks are worth 50 each. Go back out and continue along the corridor, watching for the patrol. The first room has 100 loot in a chest, the second some broadheads. The kitchen further along has some water arrows, too. Go back through the chapel area and up the stairs. On the right is a room in which 300 loot lies in a safe, and on the left 225. You'll need Felix's key to open each.

The final escape is easier than you may expect. Head to the entrance to cell blocks 3 and 4, the one with the flashing light. Knock out the guard by leaning through the window, and sneak in without the camera spotting you. Shut the door to stay out of view. With Basso over your shoulder, jump into the water and ride out. You'll end up in the familiar pool from before. Re-enter the mines and return to the lift. Ride down a level by pressing the second button, and take Basso along the corridor and out of the hole you saw right at the start of the level.

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