Note: This walkthrough contains hidden "spoilers". To see the text that is concealed by the solid blocks, hold the left mouse button down and drag the cursor across.

Test spoiler: He'll have to send good loot our way to keep us quiet!

The Night Watch

Mission #1 – Infiltration


Walkthrough

There's no need to sneak through most of this mission as long as no one sees you using a weapon, since you're legitimately employed here. You may also find that you have to get closer than normal to some things to make them highlight. This walkthrough is written for the Hard and Expert difficulty settings.

Don't forget to read My Notes in your inventory in each mission, not just this one. The Notes are added to now and again as you go along, so read them at the start of each mission and if they pop up again later it means something has been added.


You begin the mission in the night watchman's hut. Read the notes posted on the wall to find out what the watchman's duties are. Objective complete! One of the notes mentions a man named Doggett who is apparently acquainted with Garrett and will recognize him on sight. You'll receive a new objective to find a way to indirectly eliminate Doggett.

Finding Your Equipment

Walk out into the courtyard, turn right and saunter into the alcove in the corner with the bloodstains. Climb the ladder above, pick open the lock box on the wall to open the hatch and climb up into the lower level of the old watch tower. Grab the coin (+5) lying by the candles. If you look through the hole in the wall you'll see another coin, but as you can't reach it from here you'll have to collect it later.

Push aside the big box that has a spider sitting on it and remove a block of masonry in the floor below. Reach into the hole and grab a jar (+20 = 25) and you've just found Secret #1.

The ladder to the upper level is broken so you need to find a way to get onto the section that's still attached to the wall. Push the box over as close to the ladder as you can and jump from it to the ladder. (If you have trouble doing this, you can either put the stone block from near the candles on top of the box, or climb back down to the courtyard where you'll find another box near one of the buildings.)

Mantle out at the top and pick up the weapons that are scattered around. Don't overlook the scouting orb that's lying out on a ledge or the rope arrow stuck into a beam. Objective complete! Grab a note from Jack that's fastened to another arrow and read it. You'll receive a new objective to forget about Milly, which is immediately crossed out. You also receive a new objective to find Jack's Promise ring.

Walk to the edge of the tower that is opposite the barrel and you'll find some broken ladders hanging from the tower wall. Jump onto the lower one, climb as high as you can then jump to the higher one. (Saving before trying this is highly recommended.) Carefully step off onto the rain gutter at the top and look up at the very top of the tower roof. Hmmm! Looks like something gold and shiny which may mean it's valuable. Make your way around the edge of the roof to a shutter that is banging in the wind. Crawl in to the tower attic, open the chest beside the skeleton and you'll acquire a crown (+150 = 175).

Now slip the ring (+ 100 = 275) from the skeleton's finger. This is Secret #2!

Rope arrow up to the remains of a rotted floor above your head and from there, you need to get a rope arrow far enough up into the spire for you to reach the golden weather vane (+300 = 575). (It's a good idea to save before trying this as is possible to get stuck since it's a bit of a tight squeeze at the top.)

Drop back down to the lower floor, open the floor hatch and jump down through it. (It's advisable to drop a crate down first to land on to avoid taking damage.) Walk over to the hole you mantled up through and carefully drop through it so that you land on the broken piece of the ladder below. Head back down to the courtyard, walk past the watchman's hut and through the archway beyond into another courtyard.

Mosey over to the drain grate and if you look at it carefully you'll see a golden coin (+5 = 580) that's dropped out of someone's pocket. Move the cargo in the wagon and you'll find a purse (+100 = 680) then head into the kitchen. Slip your hand into the dishwater and fish out a gold plate (+50 = 730). Luckily, the young servant girl is concentrating so hard on getting things clean that she doesn't even notice. Open the lower doors of the cupboard beside the stove to find a nice crunchy deer leg, a china plate (+10 = 740), 2 gold plates (+100 = 840) and a gold goblet (+25 = 865). Pinch the china plate (+10 = 875) sitting on top then climb up onto the hutch to reach the 3 china plates (+30 = 905) on display. Jump down beside the stove and collect another china plate (+10 = 915) that's fallen down behind the dresser.

Mantle back up onto the hutch and drop to the floor on the far side then enter the metal door leading to the pantry. Read the note by the candle then open the toolbox on the shelf in the far corner to find a compass, which might come in handy. There's nothing else of interest in here so leave, turn right and then left into the guard room. Read the watch log which contains some interesting clues. Take particular note of the mention of an armed mechanism that responds to even the tiniest sound. You'll come across it in the next mission. Collect the South Gate key from the peg board then go through the west door into the barracks.

Open the small chest to the right, remove the clothing and you'll see a purse (+100 = 1015). You may have to move around a bit to get it to highlight.


Climb up on top of the last bunk on the left side of the room and drop down into the small alcove behind it. Remove the rock, toss it away and open the chest to find a rope arrow and a note. It mentions a secret place here in the barracks as well as a stash that is accessed by climbing a water pipe somewhere near a gate. That's worth remembering!

Jump back out into the room, climb up onto the bed in the northwest corner and from there up into a curtained alcove in the wall. Crouch and crawl through the curtains into a little room that's obviously been used for gambling. Lift a crate lid out of a hole in the floor, remove a crate and then open the chest below to find a pair of dice (+50 = 1065). You've also just found Secret #3.

Head back out to the guard room and through the north door into the Infirmary. Directly across from the door are some shelves used for storage. Rummage through them to find several healing potions, a red jar that contains a corked bottle of smelling salts and an instruction scroll on their use. Hang on to them as they may come in handy.

Doggett

Return to the courtyard outside the kitchen, go back through the doorway that leads to the courtyard where you began the mission and unlock the south gate (beside the Watchman's hut) with the key you found in the guard room. Go through, turn left and unlock a big metal door with the same key. (You can skip this next bit if you're not interested in getting all the loot as there's only a coin to be found out here.) The walkway has broken away so jump over to a small ledge against the building then climb the broken ladder and check the hole to the right at the top of the second ladder section for the coin (+5 = 1070) that you spotted earlier from inside the Watchman's tower.

Climb back down, jump the gap and walk through the doorway toward a wagon. As you get close, you'll realize that Doggett is sitting on the seat but luckily he's too drunk to know his own mother, much less you. Carefully ease the Lower Gate Portcullis key from his hand then go around to the back of the wagon and have a peek inside. Gather up 4 gold wine bottles (+200 = 1270) then go over to Heaves (aptly named, isn't he?) and get close enough to take the dagger (+15 = 1285) from his hand. There's still the problem of finding a way to have Doggett disposed of without getting your own hands dirty.

Walk past the wagon, frob two big metal gates and keep walking to the far end where you'll see a furious man locked behind a gate. Pick up a soggy note from the puddle and listen to his ranting. You should get a great idea of how to see that Doggett meets an appropriate end. Use the Lower Gate Portcullis key on the lockbox inside the gate and it will start to rise. Don't bother to hang around here. Instead, turn around and walk back towards the wagon, keeping an eye on the right-hand side of the pathway and you'll see a rope arrow dangling from the roof and a message attached to another arrow nearby. The safest way to get this is to shoot another rope arrow up into the roof on the safe side of the wall and climb it to grab the original rope arrow and the scroll.

That scroll is a message from someone named Durbage who was apparently trying to nab some sort of pearl but ran into trouble. If you peer over the wall you will see the arms of a corpse protruding from a grating. That could be him!
His message also mentions a map, a whirlpool and the need for an extra long rope The part that says Drakon knows that you are not who you said you were and has some sort of trap laid for you isn't the best of news. Best keep a sharp eye out while you're poking around if that's the case! You'll receive a new objective (which is crossed out immediately) mentioning the pearl, the rope and the map. Keep that in mind for later.

For now, follow that VERY angry man and watch the show. He'll dispatch both Doggett and Heaves for you then go stand on the broken walkway. Filled with remorse he considers throwing himself off the slippery edge but soon looses his balance and topples into the abyss. Isn't that a nice neat tidy way to tie up a loose end? Objective complete! There's a drainpipe against the wall just past the second gate you opened beyond the wagon.

Climb up until you see a loose stone. Remove it, climb far enough down the pipe to drop it then go back up and have a look. You'll find a purse (+100 = 1385) which is Secret #4. Objective to find 4 secrets complete! Loot objective complete!

Continue up the pipe and climb out onto a rooftop. Walk west into a storage room and look for a chest in amongst the boxes on the right hand side. Move the box sitting on top of it and open the chest to acquire a couple of broadheads. Continue to the west end of the room, move a couple of boxes and push the right hand barrel over into the corner, which will expose a grate in the floor.

Peer down through it and you'll be able to see 2 elevator type buttons. Hit the bottom one with one of the broadheads you just found and you should see the elevator descend.

Leave the storage room and walk east. If you like gymnastics and can use a few extra moss arrows, open the small door at the far end and crawl through onto a ledge. Jump to the gold pipe then from it to the cement beam. There are some moss arrows tucked up against the wall to the far right.

The Munitions Room

Go back to the drain pipe, climb down until you're opposite a roof and jump over to it. (There is nothing crucial in this area and jumping to the roof can be difficult so skip it if you are having a hard time making the jump.) Walk to the west end, then open the sewer hatch door on the right and jump into some murky water. If you fish around in it you'll find a couple of broadheads. Climb back out, mantle up onto the hatch door (face the thin edge of the door to do this) then jump/mantle onto the balcony to the west. Enter the room with all the flashing lights and read a message at the far end.

Return to the drain pipe, climb down and head west. Enter the area where the angry man was locked up and check out the wall on the right. You should see a small elevator with two elevator buttons to the left. Jump up and remove the explosives barrel (not there on Hard) then climb up onto the elevator, making sure you are centered and also crouched. Lean over and push the top elevator button. Get off very quietly at the top as there are 2 guards in the next room and you have no business being in this part of the building. Collect the equipment from the boxes on the shelves then carefully creep into the northeast room. Put out the torch, snag the Munitions Room key from the standing guard and carefully filch a purse (+100 = 1485) and a coin (+20 =1505) from the table.

Return to the main room, use the key you just found to unlock the door and douse the torch in the hallway. There's a door on the left leading into a Display room. The door requires a key that you haven't found yet so you'll have to come back later. Unlock the end door with the Munitions key and walk through the gate at the east end, making sure to stay out of sight of the patrolling bot. Once you're through the gate, you don't need to hide anymore as you're back in the area you legitimately have access to.


The Garden and Gwendoline

Return to the kitchen and enter the hallway that opens off the northeast corner. Peek into the room on the right and you'll see a guard at the base of a set of spiral stairs. Creep in under the stairs where you will find a grate set into the wall. Push the barrel out of the way, remove the grate and crawl into the tunnel beyond. You're now out of the area you're authorized to be in so it's time to start sneaking again.

When you reach the corner, gather up a bunch of moss arrows then continue to the far end of the tunnel. Remove the grate, discard it and enter a long, wooden floored hallway which is patrolled by one guard. He can be rather touchy at times so if you have trouble sneaking by him, use some of the moss arrows you just found or run along the carpet in the middle of the room. You need to get to the door at the far end and along the way you can pick up 3 statues (+45 = 1550).

Head out the door when the way is clear on both sides, turn right and open another door. There's a guard crouching outside but ignore him. Read the note he's holding to understand what he's afraid of. Sneak south past the windows of the room you just traversed, creep up behind the guard on the right to take his purse (+100 = 1650) then stroll by him as he doesn't mind you being in this area. This guard does not exist on Hard so the end loot total is 2910 on that difficulty setting.

The Garden Gate is at the far end and it's locked. Luckily the Garden Gates key is lying just inside the right gate so you can reach it. Use it unlock the gate and enter but there's no Jack to be seen! Now what's he been up to! Another way into the garden,if you're brave enough, is from the old watch tower. You can use a rope arrow to get partway down then jump to the tree and climb down or you can just make a leap of faith and hope you land in the tree.

If you wander around near the pond for a while the friendly frog will hop over to the rear of the statue by the bench nearest the gate. Look there and you'll find a healing potion and a note from Jack. Apparently, he's gotten himself into trouble yet again and had to leave the garden for the East Gatehouse. He's hidden Gwendoline beneath a pile of leaves, poor thing! You receive a new objective to find a way to rouse Gwendoline and get her to the East Gatehouse before Drakon sees her and another one to find someone to help Gwendoline.

Search the ground by the east end of the other bench and you'll find Jack's promise ring. Objective complete, sort of. Now that you have the ring, your objective is to leave the ring on Gwendoline's bedside table. Pick up the gold urn (+100 = 1750) from the pedestal in the middle of the garden then search through the leaves in the southeast corner to find Gwendoline. Pick her up, take her out into the garden and take a note from her hand. Read it and you'll see it's from her old nanny, Nurse Kindly, whom she obviously trusts to help her and it says how to contact her. Now you just need to find out where she's left that little book that's mentioned.

The East Gatehouse

You can proceed two different ways from this point on. You can use the smelling salts to wake Gwendoline up (frob them once to uncork them then hold them near her face or drop them beside her). Use the glove in your inventory to tell her when it's safe to follow you while you lead her to the East Gatehouse. Your other option is to carry her close to the East Gatehouse and rouse her there. Whichever way you choose, you must stay out of sight of the elite guards in the more ornate hallways as they will attack both you and your charge. The guard near the garden gate won't bother either of you when Gwendoline is awake but will assume you've harmed her if you're carrying her. This guard is not there on Hard.

Walk north past Cringe, the terrified guard and through the door into the more ornate hallways. Leave Gwendoline in the shadows and dart over to collect 2 jars (+40 = 1790) from a table on the left side of the hallway. Get around the corner into some shadows and make your way west towards a set of closed doors. Grab 2 jars (+40 = 1830) from the tables in each corner then lay down a carpet of moss right in front of the doors. You can't open them, so sit tight and wait for a chance to slip through close behind a guard.

Work your way through the shadows to the far west where you'll find a gold plate (+50 = 1880) sitting on a table opposite a gong. Return to the double doors you entered this section through, moss the hallway inside the doors and wait for an opportunity to dart through behind a guard. Keep an eye out for a purse (+100 = 1980) that one of the guards is wearing.

Go back and get Gwendoline and walk north until you're behind the 2 big dragon statues. Leave her in the shadows then pluck out the 4 gems (+400 = 2380) that are the eyes of the statues. Take Gwendoline and continue north to a spot where a hallway branches off on the right. Lead her to the door that is barricaded with a plank, remove the plank and open the doors. Head through the doors and Gwendoline should realize where she is and let herself into the East Gatehouse with the key she has. (If she is still too dazed from the drugs, just look carefully at her and you'll see the East Gatehouse key in her hand. Take it and unlock the door yourself.) She will enter the gatehouse and go lie down in her bed. Objective complete!

Drop her ring on the bedside table. Objective complete! Pick up her little book which is lying on the floor behind the bedside table and read it. Garrett will make a copy of it to keep for himself. However, there is no sign of Jack. A new objective, already crossed out, will appear saying that Jack is probably dead. Climb the ladder to the loft and grab a couple of flares from a chest then climb back down to the bedroom. There's not much you can do for Jack at the moment but you need to alert Nurse Kindly that Gwendoline needs her.

Before you leave, close the Gatehouse door and you'll see the Display room key hanging on the wall, so tuck it in your pocket.

Leave the gatehouse and head back through the double doors.

Grab the plank used to bar the doors, go back past the door into the East gatehouse and to gates at the end, which are blocked off by some planks. Smash them with the plank you're carrying and check the ground for a coin (+20 = 2400.

Once again, go through the double doors to the east hallways, walk to the corner and head west to another set of double doors. You don't need to go through them, just collect the 2 jars (+40 = 2440) from the tables on each side then return to the main hall and walk south.


Go through the door on the left at the end of the hall, sneak back past poor old Cringe, who is still shaking in his boots, continue to the gate on the right and unlock it with the Garden Gate key. You'll find yourself back in the courtyard where you began the mission. Return to the infirmary and walk over to the northwest corner where you'll find a laundry chute set into the wall. Drop Gwendoline's little book down it. Objective complete!

Display Room and the Attic

Now to clean out the Display room. Return to the courtyard outside the kitchen and walk west. Go through the gate into the area patrolled by the big combat bot. Creep quietly through the door into the Munitions Room area and use the Display Room key to unlock the door on the right.

The window display holds a green LC tapestry (+150 = 2590), a gold ankh (+50 = 2640) and a gold shield (+350 = 2990). If you check the room carefully, you'll find a small statue (+15 = 3005) lying on the floor behind a weapons display.

Now you just need to find the attic that Jack mentioned. Return to the courtyard where you began the mission and climb up onto the roof of the pantry attached to the kitchen. (You might want to pick up a box, as it sometimes comes in handy for climbing the ledges you're about to ascend.)

There's a broken window ledge in front of a bricked up window opening in the west wall. Mantle up onto the ledge and from there, climb to the slightly higher ledge. (This is easier if you stand a bit out from the house wall.) From here, it's an easy jump to the chimney top. Climb the drain pipe and slide off on to the horizontal pipe near the top. Pick open the attic door and quickly run over to the right where you can grab a gold coin (+5 = 3010) out of a crack in the floor.

Mission complete!


Nightwalker and Freddy Fox - 27th January 2007