A Smuggler’s Request
Walkthrough
Notes Regarding This FM: This
walkthrough is for the “Hard” difficulty setting but it also includes
notes on things that are different for “Expert” and “Easy”, including loot
differences, which are noted in blue
for Expert and red for Easy. The running loot total,
however, is for “Hard”. The mission map is essentially the same
on all settings, and the major differences for Easy and Hard are noted
but there may be other changes in the number of guards, equipment, etc.
that are not mentioned. A notable difference on Expert is that
quite a bit of sneaking is required, as you are unable to blackjack any
bluecoat guards. Be very, very
stingy with your equipment at the beginning of this game on all
difficulty settings or you will find yourself unable to get through the
Guardhouse later on. Use water or moss arrows only when absolutely
forced to. All locked doors, chests, etc. that require keys are noted.
Everything else is either open or can be unlocked with your picks.
Quinn’s House:
You start in an attic. Read the book
to get your objectives (they differ a certain amount on each difficulty
setting) then open the floor hatch and jump down. Walk downstairs to
the room with the round table, where you will find four moss arrows and
four water arrows. In that same room, up in the rafters, there is a
black chest, Secret #1, which
contains a scouting orb. You can get it by standing on one of the
couches, then jumping up until you can see the chest and clicking on
it. Head into the next room and frob a torch to open the floor hatch.
Jump into the water, swim north
underwater and surface near the waterfront, where a guard patrols back
and forth. Mantle up onto the side and sit still in the dark. When the
guard is near the archer’s guardroom, mantle up, grab the purse (+100g)
from the guard on the dock and go up to Quinn’s front door. Frob the
doormat; underneath is hidden “Quinn’s
House Key” which unlocks the front door. Go back to the far end
of the dock (pick the arrow from the archer in the hut if you like),
pick open the west door, and wait for the guard to patrol up to this
end and start back. Sneak along to the storeroom at the far end, climb
up the ladder, and on the table in the room above you’ll find a book to
read, 2 gold coin stacks (+50g. = 150) on the table and one on the
floor behind the table leg (+25g. = 175) (There are only 2 (+50g) on Expert and there are 4 (+100g) on Easy).
The Upper City:
Open the floor hatch, check out the
window to make sure the patrolling guard is well clear, and drop down
through. Hide in the shadows to the north, in the corner of the square
behind the sewer hatch. When the patrolling guard is elsewhere, open
the sewer cover. Climb down, walk north, then west, and you’ll find a
pile of old bones over in a corner. Beside the skull there’s a necklace
(+200g. = 375) that registers as Secret
#2. Return to the streets, sneak along behind the guards
at the fire (one of the guards has a healing potion on his belt) and
through to the next area. There is a gas arrow up in the rafters here (Not present on Expert); come
back to get it later after you’ve found your rope arrows, or pile up
the boxes that you’ll find in the next street to reach it now.
Through the archway to the east,
there is an archer on a platform to your right and a guard patrolling
the street. You can take out the torches, if you need to, but it can be
done without wasting your precious water arrows on this. Position
yourself in the shadows so that you can see the archer. Wait until the
patrolling guard has moved away up to the far end of his patrol and the
archer has his back to you, then dart through and over into the corner
right beside the ladder to the archer’s platform. It’s dark here and
you’re safely hidden. You can climb the ladder when his back is turned,
but the only things up here are his arrow and a couple of flares, so
it’s probably not worth the trouble. Wait until the archer and the
patrolling guard have their backs turned to you again and creep down
the street and hide in the shadows. Once the patrolling guard has
passed you, heading back towards the archer, continue along the street,
turn right at the corner, and you’ll be standing on the edge of another
town square that has a Tavern in the northeast corner.
You need to get in there, but the door is locked, so you’ll have to
come back with the key. On “Hard” there are four guards that patrol
through here and you can sit in the shadows right at the edge. Wait
until the last man walks by, BJ him and drag him out of the way, and
then wait for them to come around again and repeat. This allows you to
take them all out with no alerts. Of course, this does not apply on
Expert, as you can’t blackjack any of the street guards, so you have to
sneak through. One of them has a purse (+100g. = 475). If you
like, you can go down the sewer grate and open the gate into the last
sewer area. There is nothing of value down here, but if you left the
archer standing, you can use this as a way past him back to the other
area to get your gas arrow later.
Tavern Key:
Continue out the archway across from
the Tavern (W) and hug the right-hand wall around the courtyard to
avoid being seen by an archer up on a balcony to the right. Walk west
into the next street where you’ll find a couple of water arrows sitting
on a window ledge to your left. Get them and use one to put out the
torch that you can see ahead of you. (Note: You might want
to Save before firing water arrows at any torches throughout the
mission – most of them you have to hit “spot on” to extinguish.) (The next few sentences do not apply
on Easy, as there is only one guard here and no lightning.)
Sneak up to the end of the street and listen to the guards’
conversation about the torch. Wait for the female guard to run up to
light the torch and BJ her before she does. (On Expert, you need to get to the
well at the far end and climb down it before she relights the
torch.) Make sure you save here. Start sneaking down the
left-hand wall. Edge forward until you trigger the lightning flash and
then back up quickly. If you’re careful, you can do it without being
spotted by the guard that is down by the sewer entrance. (You can also
back along the wall to trigger the flash, then immediately run
forward.) After that, you can sneak back down around behind him
and climb down into the sewers.
Straight ahead is an area occupied by
some spiders, including a big green one (not present on Easy) that is
perched the center pedestal. He’s guarding the “Tavern key” and a sword that might come in useful.
Once you have them, wade through the south sewer tunnel and into a room
at the far end. This is where your weapons were supposed to be left for
you. Read the book on the table and pick up the rope arrows sitting
beside it. Use one to get up into the rafters, move down to the
far end, read the note on the wall (you must do this to trigger the new
objectives). Darn! You’re not out of the woods yet. Your equipment has
been “relocated” by the Captain of the Guard. Now you have been
challenged to get into the guardhouse and retrieve your goods. No
problem for a master thief, right? Pick up a couple of undamaged
broadheads lying on the ledge then get back down to the floor.
Open the gate with the lever to the
right, turn to the left, and follow the route you took earlier to the
square where the guards are standing by a fire. In the next courtyard,
rope arrow up and get a gas arrow (not present on Expert) on the
way back through. Rope arrow up to the platform across from the archer
in the next area, slash the banner, go in but do NOT open the chest by
frobbing it. Apply your lockpicks instead, and you will get an
invisibility potion. This is Secret #3.
(If you simply open the chest, instead of picking it, it is unlocked
and it will open -- but the game will not register the invisibility
potion. Many thanks to Ponterbee for figuring this out.) (On Expert, it’s probably best to get
this Secret after you’ve retrieved your equipment and have lots of
water arrows.)
Make your way to the Tavern
door and unlock it with the key you found in the sewers. Go in and
collect 6 gold coinstacks (+150g. = 625) (5 on Expert) and 2 sets of
lucky coins (+40g. = 665) from the gaming tables. You’ll also find 3
gold wine bottles (+150g. = 815) (4
on Easy, 2 on Expert)
(one bottle on a table (not on
Expert) and 2 (3)
in a safe behind the bar. Leave through the back door, hide
behind the boxes, and listen to the girl and a guard have a
conversation. Grab the girl’s purse (+100g. = 915) and climb the box
stack, which will allow you to reach the window shutters. Open them and
sneak into the top floor of the Tavern. You heard glass smash up here
while you were downstairs so be cautious, as there must be someone
around. It turns out to be two thieves who are not as accomplished at
the profession as you are. Listen to their conversation and then go
over to the west wall and slash the north tapestry. Behind it is a
button that opens the glass door near the thieves. Creep by them (you can BJ them on Expert, if you
like. The ban on blackjacking only applies to the bluecoat guards on
the streets) and into the bedroom. Slash the wall tapestry and
open the wall safe behind it to trigger Secret #4. Inside, you’ll find two
gold nuggets (+100g. = 1015).
Return to the other room, unlock the
metal door with the “Tavern Key” and pick a purse (+100g. = 1115) from
one of the patrolling guards. When they’re both far enough away, dart
out and pick open the door to the right, which leads into the
guardhouse.
The Guardhouse:
Take the stairs down and you’ll find
an elevator. Send it up and look in the bones underneath it for a ring
(+100g. = 1215) which is Secret #5.
Bring the elevator back down and ride it up to a square room with an
open window. Climb out the window, walk across the walkway, and mantle
up onto the far side. (There’s a box here to help with the climbing, if
necessary.) There is a guard patrolling back and forth in a hallway to
your right. Take his purse (+100g. = 1315) and there’s an orb and a
healing potion on the table at the far end. Down below you is an archer
in a small room. You can drop down and open the chest to get a
noisemaker arrow if you like, but then you have to go back around, in
the guardhouse door, and back up the elevator. If you didn’t go down
into the archer’s room, then walk back across the walkway and mantle
back up into the window into the elevator room.
Walk through the doorway and into a
hall with a hole in the floor. Down below, the floor is tile, but you
can crouch and slide off the edge and land silently, so there is no
need to waste a moss arrow here. (Again, thanks to Ponterbee for this
bit of information.) There is a shelf on the wall with three water
arrows. Grab those (you can sneak out and BJ the archer if you want to
make sure he won’t bother you for the next part) and go to the doorway.
(The guards in the guardhouse
are not bluecoats so you are allowed to blackjack them even on Expert,
if you so choose.) This room has two guards (only one on Easy) stationed
near a gate at the far end. There is a torch on each side wall. Put
them both out, sneak down the side and BJ the guard, then do the same
on the other side. Open the gate and shoot a moss arrow onto the tile
floor between the carpet in this room and the hall carpet. Use two
water arrows to put out the torches across the hall. Two guards patrol
out of the door across the hallway, so watch out for them. One of them
is wearing a purse (+100g. = 1415). If the guards inside the room alert
when you put out the torches (which they do fairly often), then just
quietly back up into the far end of the gate room and wait for them to
settle down.
Walk east into the bunkroom, which
you’ll find is a good spot to ambush the patrolling guards and get rid
of them. There are eight chests in this room. Numbered clockwise from
your left with your back to the door through which you entered, you’ll
find water arrows in Chest #4, a speed potion in Chest #5, a moss arrow
in Chest #6, and a noisemaker arrow in Chest #8 (the one on your
immediate right with your back facing the door through which you
entered). Climb up on the bunk in the back corner, behind Chest #6, and
you’ll see a small hole in the ceiling beam. You may have to jump to
see the purse (+100g. = 1515), which is Secret #6.
Jump off the bunk and walk over to
the north door. Open it, douse both the torches outside, then sneak up
the right side of the hall. Creep behind the guard and BJ him. Stay in
the dark here (saving here is a really good idea) and shoot a
noisemaker arrow into the corner down by the door at the far end of the
hall, which leads into a dining room where there are four guards at a
table. Usually they will all come out into the hallway and
sometimes a guard from the next hallway will join them. Wait until you
have three or four of them bunched together and use the gas arrow you
found. (On Expert, you won’t
have the gas arrow, so you’ll have to blackjack them.) When
everyone settles down, go move the bodies and use the noisemaker arrow
again to lure anyone left in that area. Then go into the dining room
where there are two plates (+20g. = 1535).
Head through the west door into a
kitchen area where a golden child is standing with its back to you.
(Try not to alert this little pest, as he’ll follow you all over the
place, making things difficult.) On each side of the child, below the
counter, there is an open cupboard with boxes in it. Move the boxes in
the left one and look for a lever. Pull it to open Secret #7, which is a hole in the
wall in the other cupboard behind the boxes where you’ll acquire 2 gold
coinstacks (+50g. = 1585) (1 on
Expert), a silver coinstack (+12g. = 1597) (2 on Easy), and 2 copper
coinstacks (+10g. = 1607). Check the top of the tall shelves for 2 gold
wine bottles (+40g. = 1647). (There’s
only 1 bottle on Expert.) In the next room, which is also part
of the kitchen area, there’s a vase sitting on the shelves (+30g. =
1677) and a servant tending the fire. You can pick up a healing fruit
from the kitchen table on your way through.
The Guardhouse Jail:
Go out the east door and along to the
prison door on the left. (There may be a guard here, if he didn’t end
up coming out to investigate the noise in the other room. If there is,
then you may have to douse the torches here.) You can get into the
prison without putting out these torches if you time it carefully.
There is deep shadow inside the door, but there is also a Watcher and a
guard patrolling (Not present on
Easy). If you open the door when the guard is around the far
side of the room and move into the shadows off to the left quickly
enough, the Watcher may go yellow but shouldn’t go off. Lean around the
corner to the right and put out the torch at the top of the stairs.
Wait until the guard is at the back
again and creep up the stairs to the top. Get around behind the corner
post to keep out of the Watcher’s view. Wait until the Watcher is
turned to the far side of the room and then make your way down to the
far end, staying up against the railing. Go around to the center,
underneath the Watcher, and shut it off. Turn to face the east, and
you’ll see two rows of levers. Pull the far left one on the top row and
a cell door will open. As you head over to it, you’ll notice the gate
to the Evidence Lockup room with a note beside it saying the lever to
open the gate has been disconnected during the night due to thefts. (This note does not exist on Easy.)
Inside the open cell, there’s a chest with a note in it. (No note is present on Easy.) As
you enter the cell, the door will slam shut behind you. Read the note
and you’ll find out that Captain Ash thinks he’s outsmarted you. Not
quite, though! The grate over the window opening can be picked open,
but the next part isn’t easy, so save here.
Slide carefully down onto the narrow
ledge just below the window and make your way along it, hiding in
shadows to avoid being seen by the Watchers, until you get to a locked
window on your right. (You have to go quite a long way around the
building before you come to it, and you will pass several regular glass
windows.) Climb in through it and flip all the switches to shut off the
Watchers. Push all the buttons on the opposite control panel and this
will open the Evidence Lockers, which you will come to later in the
mission.
Climb back out onto the ledge and
continue to the far end. There is a balcony directly across from you.
Shoot a moss arrow onto the balcony, put out the torch, and jump
over. Inside, you’ll find Captain Ash standing in front of the
fireplace. On Hard and Expert, you need to knock him out. If you are playing on Easy, you need to
kill him to fulfill one of your objectives. Push the button
behind the head of the bed to open a wall safe over the bed that
contains the “Guardhouse Master Key”
and the “Lift and Cell Key.” (On Easy, you will only find the “Guardhouse Master Key”.) Get
candlesticks (+200g. = 1877), and a bottle of fine wine (+50g. = 1927),
then pick up Captain Ash (not
necessary on Easy) and go out the door and up the hall to the
library. There is a mask on display (+50g. = 1977). (Not present on Expert) (The hiding place referred to in the
next sentence does not exist on Easy.) Frob a book low on the
bookshelves in the SW corner to open a hidden cupboard. Inside, there’s
a mask (+50g. = 2027). Use the “Guardhouse Master Key” to open
the door, (on Easy, skip the next
section and head straight to the Weapons room) pick up Captain
Ash, and go out the metal door in front of you. You can either go left
and back down through the Tavern or right and drop down to the
street. Head back to the sewer where you encountered the
lightning flash – another guard will have appeared in the archway on
your way to the sewer. (You can also go back through the gate that you
opened, near the docks, when you were looking for your equipment.) Once
you’re back down in the sewer with the spiders, climb the ladder and
drop Captain Ash.
The Captain’s Logbook:
Go back to the Guardhouse, unlock the
Weapons room door, and go in and collect your supplies. (Whew! That’s a
big relief in this one!) Make sure you don’t overlook the slowfall
potion that is on the floor between the rows of shelves and when you’re
done restocking your equipment, return to the jail.
Easy Only: Check the cells on the
main floor and you’ll see one is occupied. Go upstairs to the control
console, flip the lever to open that cell, then go back downstairs and
kill the man inside. This is the Ship’s Captain and killing him
completes one of your objectives. Walk back upstairs and over to the
gate into the Evidence Room. Flip the lever to the left to open the
gate then carefully move to the next door without being spotted by the
Watcher inside. Flip the lever to open this gate, dart across the room
to the Watcher Control switch and shut it off. Now you can check out
the Lockers and inside you’ll find 2 gold coinstacks (+50g.), 2 copper
coinstacks (+10g.), a gold nugget (+100g.) and the Captain’s Log book,
which completes another objective.
Head
back into the jail cell with the window that opens out onto the ledge
and use the slowfall potion to get down into the courtyard below. Flip
the lever to open the hatches in the gallows, jump down inside and pick
up a purse (+100g.) which is Secret #8.
Walk south across the courtyard, flip a lever to open the gate to the
street, and go to the Tavern’s back door. Head through the Tavern, out
the other side, and back to Captain Quinn’s house on the waterfront.
Use “Quinn’s Door” key to unlock the door, enter, and the mission will
end. 2324/2324
8/8 secrets
On Hard and
Expert, stay on the main floor and go around to the back. There is a
door here that unlocks with the “Lift and Cell Key.” Open it,
deal with the patrolling guards, and go down the hallway to the doorway
on the left that is surrounded by skulls. Frob the skull that lights up
to open the door. Inside the room, frob the skull mounted over the head
of the bed to open a secret door on the other side of the room then go
down the passageway to the ladder at the end. Climb it to the top then
turn around and jump across to the passageway opposite.
Follow this to the end room, climb
the ladder and flip a wall switch to open a hatch in the floor. Drop
down quietly into the room below, quickly turn off the Watcher with the
wall switch, and deal with the guard. This is the Evidence Locker room
and in the lockers you will find 2 gold coinstacks (+50g. = 2077), 2
copper coinstacks (+10g. = 2087), a gold nugget (+100g. = 2187), and
the Captain’s logbook. Return
to the spot where you jumped across from the top of the ladder and frob
a skull to open a secret door. On the other side, you’ll be above a
room occupied by a couple of zombies. (It can be a little difficult to
get back up out of this room sometimes, so you might want to save
before you hop down.) On the floor there is a purse (+100g. = 2287),
which is Secret #8.
Climb out on the far side of this room, frob another skull, and climb
the ladder.
The Vault:
You’ll end up in the rafters of a
large room. Douse the lights, rope arrow down to the floor, deal with
the patrolling guard, and pick open the metal door on the east wall
that leads into a room where a guard is standing watch. He has the “Safe Room key”. Grab it and read the
clues on the wall that help you figure out the safe combination:
Count the Mechanical devices in the courtyard. (3 Watchers + 2 turrets
= 5)
How many cameras? (Watchers = 3)
The amount of innocent people in the cells (0)
Count the cells and halve that number = (6)
Punch in the number to open the vault
door and go clean it out. It contains 2 silver nuggets (+100g. = 2387),
a necklace (+200g. = 2587) (not
present on Expert), a tiara (+125g. = 2712), and a gem (+100g. =
2812). This completes the objective to rob the guardhouse safe.
Unlock the south door with the “Safe
Room key” and go down a set of stairs. Unlock the door at the bottom
with the “Lift + Cell Key”, head over to the gallows, and pull the
lever. Drop down through one of the holes and pick up a purse (+100g. =
2912), which is Secret #9.
Captain’s Information Scroll:
Walk back up the stairs to the vault
room level and unlock the south door with the “Safe Room key”.
Peek around the corner and you’ll see a guard standing in the far
corner, so you need to put out the torch before you walk in. Cross the
room and go through the door on the other wall and into a room with an
elevator. The button to bring the elevator up to this level is broken,
so you need to use a broadhead and hit the “Up” button on the lower
level and ride it down to another cell area. (This part can be a little
tricky. Sometimes it’s hard to get down without alerting the
guards, but you can if you time it right. It’s a good idea to wait a
few minutes before riding the elevator down, as sometimes the noise of
the arrow hitting the button alerts the guards. Using a moss arrow
instead of a broadhead will avoid this but it’s a bit harder to hit the
button. You can also rope arrow down, but you’ll take damage. Another
option is to use the slowfall potion you found earlier, but put a moss
arrow down first, as you will land on the metal elevator platform. You
also might take a few points of damage this way, depending on how you
land.)
Walk past the cells, down the stairs
at the end, and turn left into a storage room. Rope arrow up into the
rafters and crawl through a hole in the east wall. You will end up in
the rafters above a torture room. Rope arrow down and open the grated
doorway in the east wall. Walk down the hall to the door at the far
end. (The guy behind the desk is really fast. If you have a gas arrow,
using one on him is a good idea.) Take the scroll he has, which
contains the combination to the ship’s locks, and the objective to take
any information the captain has given his torturers will be completed.
Return to the torture room and flip the wall switch to open the door.
Expert:
The man writhing on the rack is the Captain of the ship. You need to
knock him out, pick him up and take him all the way back to Quinn’s
house, where you began the mission. Once you’ve completed this, return
to the guardhouse and find the “Delivery/Lift room”.
Hard: Return to the elevator,
ride it up, walk back through the rooms to the stairs and go down one
flight.
Go through the jail, through the
dining room to the next hallway, turn right and you’ll be at the
“Delivery/Lift room.” Unlock it with the “Lift and Cell” key,
enter and ride the elevator down.
Lower City:
(Expert:
Remember that you can’t blackjack the bluecoat guards patrolling the
streets now that you’re back out in the city again.) Walk far
enough along the passageway to trigger a conversation between a girl
and a guard, then wait in the shadows until they walk back past you and
help yourself to the girl’s purse (+30g. = 2942). The guard is wearing
one of those awful hardhats that makes it impossible to blackjack him.
If you want to get rid of them, you can sometimes get both of them with
one frogbeast egg when they are standing near the elevator, or you can
use a gas arrow. Walk all the way down the tunnel to the square,
watching out for guards (three patrol through this area, one with a
lantern), then turn around and look over the doorway through which you
came. There is a chest on the roof above it which is Secret #10, but it doesn’t register
properly. (RiCh has confirmed this, so the stats will always show you
short one secret.) Rope arrow up and inside you’ll find a purse (+100g.
= 3042).
Leave the square through the north
exit and follow the street to a spot with wooden beams overhead. Rope
arrow up onto the first beam, crawl through the window to the west, and
drop down into a warehouse. Over in the SW corner, there’s a chest that
contains a rope arrow and a gold nugget (+100g. = 3142). Open the door
at the top of the stairs, wait until the way is clear, then turn left.
You’ll come to another set of overhead beams. Rope arrow up on top of
them and walk south, over top of a gate where two guards are carrying
on a conversation. When they’ve finished talking, the guard on your
side of the gate will walk off. After he’s moved away, slide back down
to the street, cross the next square to the south side, and go through
an archway. Walk down the stairs into the sewers, follow them to the
end, then rope arrow up and climb over the gate at the west end.
Swim north to the east dock, which
has a ladder on the side. Underneath this dock, in a little hole just
above water level in the middle deck post, you’ll see a healing potion
hidden in a small hole. Grab it and then climb the ladder to the dock,
watching out for the guard carrying the lantern. Hop across the
floating crates to the other pier. Make your way over to Storage Hut #4
and inside you’ll find a drunken guard who is wearing the “Bridge” key. There is also a secret
floor compartment in the floor, behind the guard, which holds a breath
potion.
Get back over to the other pier and
walk up the stairs to the east of it, but crouch as you get near the
top as there are more guards with lanterns patrolling up here. When you
get the chance, sneak south to a house, jump up on the stone wall, and
walk around behind it. Move the boxes up against the wall and you’ll
find a speed potion tucked in a hole.
Head west across the bridge to
the wooden door at the end, which unlocks with the “Bridge” key, go
through, turn right, and walk along behind a building. Walk around it
until you’re facing a wall to the west. Follow along the wall until you
come to a street sloping downhill. Stop here: To your left, a guard
stands in a corner in the dark, and two lantern-bearing patrolling
guards will enter this area up the slope to your right. The stationary
guard has a purse (+100g. = 3242). If you BJ him, don’t leave the
body here or the patrol will discover the body and go on alert. Facing
the downward slope, mantle up on the wall just a little ways to the
right of the entryway, then climb up the steep, bluish roof and walk
down the other side, angling to your right. You don’t want to drop down
into the courtyard, but walk across another, less steep bluish roof to
a flat rooftop. Here you’ll find Secret
#11, which is a purse (+100g. = 3342). Make your way back across
the rooftops to the street, jump down and walk along the street that
heads west, down to the square with a fountain in the middle. The guard
standing over by the boarded-up entrance is wearing the “Storeroom” key. Grab it and go
across to a door in a small building to the west, which unlocks with
this key. Proceed through this building, which is a storage area, and
out the far side onto the docks.
The Ship:
Go to the south end of the ship and
rope arrow up onto the back deck. (An alternate way to board the ship
is to rope arrow up onto the high end of the ship (N). The biggest
drawback with this, even though it’s much easier to get your rope
arrows in the right place and climb up, is that this deck is bright,
even when the torches are all out, so it’s difficult to avoid the
archers.) Rope arrow up onto the top of the cabin, pick open the
hatchway, and drop down through it into the Map room. Slash the map on
the table to expose a small, closed hatch (remember the locations of
the hatches mentioned, as you’ll need to find them again soon), then
pick up the “Ship’s Master key”
from the table. (Expert: The
ship’s crewmen are not bluecoats, so you can blackjack them if you
like.)
Use the “Ship’s Master” key to unlock
one of the doors and cross the ship to the cabin opposite this one.
Open the chests, which hold a purse (+100g. = 3442) and a speed potion.
Head down the ramp (in under the back of the ramp, you’ll notice
another small, closed hatch set into the floor) to the lower deck, walk
the length of the ship, and climb down a ladder into the hold. At
the north end, on the west side, there’s a container full of water that
has another small, closed hatch on the bottom. Shoot a rope arrow into
each of the two decks above the opening in the ceiling as you’re soon
going to have to get from this deck to the upper one very quickly next
time you come through here. Climb up the rope arrows to the main deck;
go up one of north ramps and over to the Captain’s cabin. Let yourself
in with the “Ship’s Master” key and check the east wall to find a
button, low on the wall near a plant stand, but don’t push it yet.
Now read the scroll you found down in
the torture room area that has the information about the ship’s locks.
You have to press five buttons, quickly, in this order:
1. The Captain’s quarters;
2. Below the crew sleeping quarters, in under the ramp;
3. On the table, under the sea chart, in the Map room;
4. In the water container on the Cargo deck;
5. At the back of the main deck, by the telescope.
The button in the Captain’s quarters
is exposed, and pushing each button opens a cover over the next button
in the sequence. They only stay open a very short time, so speed is
important, which is why you need the rope arrows to get up to the main
deck from the cargo hold as quickly as possible. If you miss getting to
one of the hatches in time and it closes, you must restart the sequence
again from the beginning.
Push all the buttons in the proper
order then go back to the Captain’s quarters and now there will be a
small hole in the ceiling over the center table. There is a wheel peg
in there, though it can be difficult to see. Grab it and take it over
to the ship’s wheel on the wall. Put the peg in place and turn the
wheel. This opens a smuggler’s compartment in the hull underneath the
ship.
The Navigation Globe:
Before you dive down check it out, go
back across the ship and stop outside the Map room cabin. Use rope
arrows to climb up into the rigging and into the crow’s nest that is
perched up on top of one of the masts, retrieving at least one rope
arrow on the way so you are sure to have one in your inventory.
(Before you start climbing the rigging, it is a very good idea to save
your game. Also, if you’re not particularly surefooted, crouching will
help in your ascent, as will drawing your sword, which makes you move a
bit more slowly.) In the crow’s nest, you’ll find the Navigation Globe in a blue chest.
Once you have it, climb down the
ladder from the crow’s nest, hop down onto the crossbeam of the mast
and jump off into the water. Swim up under the ship and into the
smuggler’s compartment. Rope arrow up into the second level and collect
the goodies lying around, which consist of 2 blue gems (=30g. = 3472),
3 silver nuggets (+300g. = 3772), 3 gold nuggets (+300g. = 4072) and 2
green Lost City rolled tapestries (+300g. = 4372). Open the chest last
and you’ll find the “Horn of Quintus,”.
When playing on Hard, the mission will end.
Expert: This is not the end of the
mission for you. Return to the docks, go back through the storeroom and
out into the city streets. Head south past the fountain then turn east
and go up the stairs. (Make sure the lantern guards are not heading
your way first, of course.) At the top, turn right (S) and walk until
you’re facing a low wall. Mantle up onto the wall, turn left (E) and
follow it to a slightly higher wall. Mantle up onto it and walk south a
short distance. Across from you there’s an open window in a building
that you can jump into. (Getting in can be a bit tricky, so Save before
you try. I found it easiest to crouch, then walk off the ledge and into
the window opening.) Once inside, check the floor in the northeast
corner of the room. You’ll see a hole that you can climb down through.
Have a look around the room here and you’ll find a well. Jump in, swim
north to the far end, then climb out. Open the north door and the
mission will end as you walk through it.
Hard:
4372/4372
11/11 Secrets (Stats will show 10/11)
Expert:
3977/3977 11/11 Secrets
(Stats will show 10/11)
Nightwalker and
ThiefKiller - October, 2004
Many thanks to ffox for
helping to locate the last bit of missing loot.