Passage of game thief find symbols. Guide and walkthrough for "Thief: the Dark Project". Location: Foundry, junkyard

Search the room to steal valuable items. Collect them and move on. Go to the locked window on the beam. You will find yourself in a room with a huge number of cells. There will be a painting on the opposite side of this room - go to it. Near the picture there should be a secret button that will open the safe for you. As you open it, then rather take the decoration and hide through the window next to you. Now you will need to shoot from your bow with an arrow with a rope at the end. In the end, you will meet the young girlfriend of the protagonist - Garrett. Move after her.

Go around the now standing guards and climb further up the stairs. Now go to the room that you need to carefully inspect for items of value. After the search, move on for our hero's girlfriend. Next, you need to steal the wallet from one guard. Find water arrows and extinguish any torches you encounter. Then you will have to fight the guard. As you defeat him, then grab the bottle and use it to distract the next guard as soon as possible. Run now to the arch and climb to the top.

Chapter 1

Climb to the top, after using your hook. Quietly go around the local guards and then just go downstairs. Stun the man below and take the arrows. Now you need to climb the wall and look around. After the inspection, very carefully go down again. Run quickly along the street and pass quietly, and not notice the guards. After that, you need to climb onto the grate. Jump to the bottom and open the lock. Take the interesting mask inside and climb to the top to the window.

Go down again and quietly continue your way down the street. From the guards that will meet - hide quietly and move very carefully further. Sooner or later, you will reach the guards, who are laughing at something. Near them there will be a pipe that you need to get into in order to go to the next location. So you just need to quietly and not noticeably get past the laughing ones, however, as always.

You find yourself in your lair or shelter - it does not matter. The important thing is that you need to prepare for the next mission. As you carefully prepare, then boldly move to the tavern, it is also worth mentioning that you will be able to purchase all the equipment you need along the way. Go to the Queen of all thieves and after her move to the indicated point of completion of this quest.

Chapter 2

Climb down using the rope and after, rather run under the bridge. Next, you must find a ladder, with which you will climb up. Here you need to quietly make your way to the necessary doors, the guard is sleeping, but he has a dog that sits on the right side, so it's better to move on the left side. Move on and climb to the top, where you will need to pick up a flower and climb from there along various ledges. You must find a ventilation passage through which you can bypass the guard and go down. After that, you need to get out through the window, after which again, using various ledges, run to the necessary doors. Since the guards are chatting, you will be able to reach the doors without any problems. Jump on the hook and go down at the sight of the guard.

Now you need to carefully and no less carefully open the locks and put out the lights, after which, bypass the group of guards. As soon as the guard starts to yawn, then quickly move to the doors. Get down here. Here you need to find the button. As it turns out, she is next to one of the guards, so you need to shoot a special arrow at the button. As you do this, then climb to the top and steal the key you need. But you need to steal when the guard is near the table. After the theft, quietly go to the steel doors. The guard will be dozing here, so you need not to wake him up. As you find yourself inside, then climb all the valuable items and leave using the hook. Go further, watch a short cutscene and go around the guards. Use your unique skill, when the stove is locked, the guards will not be able to see you.

Look at the baron and climb into the ventilation ducts. Climb, get down and go to the safe. Guess not challenging puzzle and take the valuable ring from the safe. Now, having committed the theft, leave. Next, you will meet the guards, which you need to bypass on the right side, and then get to the doors. It is important to wait for the moment when one of the guards starts to make a detour. This way you can quickly run past him and quickly climb up the ledges to the window.

Climb into the locker and wait for the guards to leave, then you can safely get out and exit through the window. As you find yourself on the street, then stick to the right side, you will need to climb to the second floor of the house. Penetrate quietly into the building and do whatever your job requires. When you do, get out and move on. You will need to lower the bridge, but this can only be done using a special arrow. Go further, bypass the guard unnoticed and go to a new location. Move immediately to the right. Along the way, you will meet guards who demand coins from a poor person without shame or conscience. But you need to get around them, so go around them quietly and unnoticed.

You need to collect all the valuable items for you. As you collect, then with a calm soul go out into the street and move further along the sign. Near the hatch you will need to press the button. Now on your way there will be various traps. First, you will have to bypass various slab traps. You need to bypass them in boxes. Next, you will need to neutralize one of the traps by simply clicking on the button. As a result, you will reach the hatch, which will also need to be opened using the button. The button is located behind this hatch, it is not difficult to find it. Next, you will find a dead lady on the floor, but you only need to take three posters. Now open the doors and take the valuable decoration. Next, you need to move to the brothel.

Chapter 3

Follow the baron and avoid the local guards along the way. But when you meet the second group of guards, then be extremely careful with them. Do not forget about the cages with birds, it is also better to bypass them as soon as possible. Always follow the baron and keep up. You will need to sneak into the local brothel. Inside this building, you need to quietly and imperceptibly pass workers who apparently have worked out their work and are sleeping. Move slowly to the stairs. Before reaching the stairs, climb into the ventilation where there will be a valuable ring. Take it back immediately. Be careful, as you will meet guards and a bird. Do not linger anywhere for a long time and move further according to the sign. As you find yourself in one room, then carefully examine the picture, as there will be a secret passage behind it. Go through this secret passage and go to the pillar. Here you need to collect a much-needed combination for the further path. The combination consists of three characters. To find out what signs are needed, then look at the various cracks that are in the walls. As you select the correct combination, then use the key.

Further on your way there will be various traps. To disable these traps, there is a button in the wall on the right side. Turn them off and go down to the very bottom, where you will need to collect all the long-awaited treasures. As you collect all the valuable things, then go back and move along the tunnel, after disabling the trap. The button is located on the right wall from you.

As you find yourself in the library hall, then activate your special vision, which you can find two "real" bookshelves. On one of these shelves there will be a brand new skill - concentration. Go further and sooner or later you will come to the moving bridges. Use the levers (clockwise), then move further. Once you stop the second bridge, then go back and change the location of the third bridge, after which you can climb onto the second bridge.

Then you will again find yourself in a room with an unusual puzzle, where you will need to repeat the previous steps and after them just pick up the book. Now, using the rope, climb up and so you will bypass the guards. Now wait for one of the guards to think about something, then quickly climb up the boxes and use the rope to climb up. Again, return to your lair, after that - to the tavern and until the next quest.

Chapter 4

Go to the required task. In order for you to be able to get inside the building, you need to distract all the guards. You will need to use dogs. Once inside, you will need to divert the attention of the guard with a bottle. As you do this, then move rather to the stairs, and then up it. Next, you will find yourself in a room in which you need to wait until the girl with the guard turns away. When this happens, then you need to shoot your arrow at the button. Now find the necessary drawings and rotate the tower so that it turns out to be the same original that is located behind the next window. Take the drawings as soon as possible and run away through the ventilation ducts.

Move on. Get down. Climb up the ladder and be very careful to avoid all the press lights. As you pass the previous obstacles, then rather turn the valve. Enter the elevator and go upstairs. Click on the lever and open a fairly large safe. Click on two buttons and you will see the code - 3-1-9. Now go back and climb onto the grate. Next, go to the left panel. You cut down all light and you pass to the safe. Code - 0-1-8. Here take all the valuable things along with the flowers. And you can return home, where again you need to prepare for your next quest.

Chapter 5

So, advance, as usual, silently and not noticeably to the indicated building. You need to climb over the fence, which is located on the right side of the gate. Go to the right side to the basement, then go back and go inside. Climb to the second floor, where you need to turn the valve. Spin it. Follow the sign to find the room you need to enter. You can enter it only through the next room. Find the key, then move from the male case to the female one. Now go into the room next to the locked door and crawl through the hole. Through this hole you can get into the treatment room, where you need to find the specified generator.

Follow the pointer in the game and turn it off. Now go back again to the guardhouse and click on the button. And now you can easily go to the room where you will have to collect all the valuable things and by the way, do not forget about the object that lies on the chair. After this theft, move to the elevator along the way avoiding the guards. Monsters that cannot be killed must also be extremely carefully bypassed. As a result of all this path - you will reach a fence that you need to climb over. Next, you will meet two enemies. You just need to quietly sneak past them and return back to your quiet haven, where you still need to prepare for the next quest.

Chapter 6

In the beginning, you need to move on the right side. You need to move like this until you reach the main entrance. Next, you need to distract two guards and go to the entrance to the basement. In the basement, you need to distract already three guards. As you distract them, you can go inside. You need to move very carefully in the room, as there are a large number of traps, so keep this in mind. The baron can be reached through two floors: the third and second. But in any case, you go out to the littered entrance, above this blockage the baron's office will be located. You need to climb into the ventilation ducts, which is on the right side, and then climb up the bars. So, in the end, you get off the elevator. Immediately you will need to turn left and silently bypass the group of guards. Here you can also use the ledges that are on the adjacent columns. However, as you pass this couple of guards, you will meet another guard who can already be distracted by a bottle, after which you just have to climb over the box, go a little further and press the button.

And now, your goal is a generator that needs to be destroyed. But first you need to activate the lever that is at the bottom. Next, you need to direct the particles that are spinning on the crack so that they begin to vibrate. After that, you need to increase their speed. This can be done using the valve, which is located next door. You need to perform this procedure not once, but until you get a fragment. As it falls out, then take it and climb along the grate to the top. Then move along the sewers and cut the rope here that goes to the boat, after all this, just move to the opposite side. Now you need to be extremely careful to go through the areas that are burning, and then move to your home. It will be quite difficult to get to the indicated point, as you will be forced to run quickly or sneak slowly and imperceptibly.

Chapter 7

Move forward to the locked gate, which, by the way, needs to be hacked. Sleeping guard, you need to go around on the right side. After that, the attention of the shooter (from above) must be distracted with a bottle and then quickly jump over the locked gate. After that, beat the bells and quickly hide from a group of guards. Inside, you will need to move to the lever on the right side. Avoid encounters with the guards and go into the elevator, where you go down. On the wall, on which there are bars - go to the right side, then use the rope to go down. Further, traps will come across on your way, so move very carefully. Going further, you will meet several monsters that you need to bypass from the left side, unless of course you have an arrow with a rope with you. If not, then you will have to move across the bridge. In the end, you will reach the next room, where you can cut down all the traps by first turning the valve, which is right there, only on top.

Going further, you exit to the castle. Here you need to turn right and then climb to the top. There will be ledges that you need to climb to the very end. Go down and go around the cage in which the bird is sitting. And now, you will need to drop one box, in this situation it is better to stun the guards first so that they do not react to your actions in any way.

Soon there will be a meeting with a very difficult enemy, which is easiest to defeat with your bow, shooting from a safe distance at his head. You should also immediately put out the candles with your water arrows. You even have the choice to fight or not, you can either fight him or just go out by opening the gate and that's it.

Chapter 8

Pass very carefully through this location, passing all the monsters along the way. As you reach a very strange structure, then go down to the bottom and climb into a hole in the wall. On the left side there will be pipes, you need to go through them. In the end, you will have to jump off them and bypass some guards. As you go through the doors, you will have to bypass the guards again. Quickly go to the right side, while the guards are not clear what they are talking about at the post. Bargain with one person and climb into the box on the right side. Go around the guards on the right side and using a special arrow with a rope, get over to the ship. Then use the ledges - leave the tower and go down to the very bottom.

Now you need to remember the route of the local guards and very carefully bypass them all. As you find yourself on the street, then immediately move to the right side. You will need again an arrow with a rope. If you did not have this arrow, then move to the left side and go around all the guards here. Here you will need to pick one lock. As you hack, then go inside and watch the video that will be shown to you. Now follow the girl and crawl under the floor. Go around a group of monsters and get ready to the end of the game.

Immediately you need to go to the left side and pick up one fragment. After that, you need to climb up for the second of the same fragment. After, down again, there will be the last fragment. And as soon as you start taking a pebble, they will find you and hit you, after which monsters will appear, which are better not to come across. Take the stone and go to the indicated lady.

This is the finale of this chapter, as in other things and the storyline. Good luck to all.

You will see a couple of warriors on the right. They chirp sweetly about something. To distract them, you need to use any bottle, throwing it in the opposite direction from the direction we need. Go straight down the corridor until you run into two people. One of them - a guard - is trying to open the door. True, he did not succeed for quite a long time. Either wait until he does it, or you can use the wrench to open the waste pipe, go down there and move along it. Dash your way past the yawning law enforcement officers you run into in the Thief playthrough.

Entering the House of Flowers

When you are near the main entrance to this very house, you will realize that two warriors standing guard are preventing you from going there. You must go around them in a safe arc. On the right, you can find a place where you can hook with your excellent claw. Climb up and move along the opened corridor until you hit the iron doors. Use the lever nearby to open the doors. Move forward where another switch is waiting. The doors inside are open and we can move on through the passage of Thief.

Brothel search

You, being inside, must search everything in the world to find the left jewels. Everything will come in handy. Including a secret door, which can also be attributed to jewelry. There's a nice lady standing there who thought she could brew some opium. Or a lot ... If you have already found the wire cutters, you can make your way to the closed door until you get into the back room. There you will find a hole in the floor. After going down there and reaching the tank, use the wire cutters to damage it and change the direction of all the shutters. This way you will put everyone in the house to sleep and be able to continue the passage of Thief.

First, look at the picture. No wonder they looked, a secret passage was opened to you, which few people know about in this house. Just go to the corridor, having the opportunity to spy on the clients of the brothel. They have interesting activities! Find the stick that should be inserted into the locket. True, first you have to find four signs. No wonder we looked through the cracks and watched the visitors. Three signs are drawn there, the fourth is right in the corridor.

When the signs are found, you can take the amulet to place the found symbols there. Line them up vertically, after which the amulet can be inserted into the podium. This will open the door behind you. Walkthrough Thief continues!

Explore ancient ruins

You will have to crawl through the rubble especially carefully, because there are a lot of traps. With the help of concentration, you can neutralize them all. Our path takes us down and down, into the depths of the house. As you pass the watermill, you will come across an abandoned bookstore.

Find a book in an abandoned library

Here again you have to tinker. Look at the shelves to find a secret passage. He will lead you to a room where you will find a painted man on the wall. Examine it and get a prize - add. skill point. Examine the second rack to find another passage. Watch another interesting video and move on through the passage of Thief.

Enter the central tower

You must get to the valves that can move the stairs in front of you. You will have to tinker to line everything up correctly. To get started, scroll the first lever so that the number I pops up under your feet. Then go down until you reach the second lever. The first one is more touching. Follow the third ladder in the same way without touching the lever. Just go and that's it. Jump down to the second ladder, turn it away from you. Then it is worth returning to the third ladder. We turn the third ladder towards us, after which we can jump onto the second ladder. Now you need to climb to the very top and jump to the tower.

Take the book of rituals

When you are in the tower, you will have to correctly position the medallion symbols, and then insert it into the podium. A cache will open, in which lies the coveted book from the passage of Thief.

Escape from the ancient ruins

Just climb up the rope that hangs above. On the flooring you can go to the second tower. There is another rope that you can climb down. Go straight and to the left to get right to the place located above a couple of warriors. Move quietly and silently so that you will not be heard when you pass over them. Now go to the mark on the map, moving up the spiral stairs. Don't let yourself be noticed.

You will have to get to the guard, who froze between the columns. Just quietly go around it in a circle, then climb onto the box and jump to the rope, which is located directly above the guard. It is strange that the guard does not hear this ... Climb up until you get to the boardwalk. Pick up speed and jump over to the wall, on which there is something to cling to. When you get to the very top, you will be right where the general of the guard is having fun. Under the bed is so interesting. Watch the video clip and move on, continuing the passage of Thief.

Article describes story walkthrough games Thief 4 in stealth mode, indicating the most unpleasant and key places, opens some codes for locks and gives a description of tactics for the main characters and leaders.

The game itself can be played in many different ways using different tactics. This passage based on the active use of stealth and minimal use of brute force. Even during the game, I practically did not use the combat arsenal in the form of grits or arrows, so I'm almost a pacifist. Description contains full walkthrough plot in phantom mode and difficulty - thief.

Walkthrough Thief 4 (2014)

The first episode is a simple training in the methods and techniques of "correct" theft. It will be necessary to search the room, then forward along the beam to the window. We go next to the cells and approach the picture, feel it, look for the button, the indicator at the bottom of the screen helps in this. We break the lock, pick up the trinket and leave the room through the window. On the right, you will need to pick up an item, then select it.

We shoot at the upper beam from the bow and climb the rope to the very top. We talk with the girl, then an easy run, do not disturb the guards and skip past. We rise to the stairs, then we move according to the index, we find the handle and we break it. We examine the room through the keyhole and only then you can clean it.

We go after the girl, stop next to the guard and rob him, take his purse and carefully make our way through the water. We select water arrows, shoot at the torch and again we go through the water. The next enemy will need to be stunned, then we silently make our way past the guard, throw the bottle at his back and rush through the archway on the right, and leave, climbing up the ledges.

Chapter 1 Blockade

We use the hook and climb up, bypass the guards, for which we need to jump away, onto the boxes. Then you need to take the arrows from the person, how, decide for yourself, you can stun or cheat, in general, the main thing is to achieve the goal. Then we go to the wall, from it you can inspect the area. We go down and bypass the street by lanes, quietly pass the guards and climb up the grate. Here it will be necessary to jump off, stun the witnesses, pick the lock and leave this place with a trophy in the form of a mask through the window above.

We jump, through the window we get out. Now you have to go down the street without alarming the guards, who, however, are not very vigilant, idlers, in a word. The main thing is not to fall into the field of view of the patrol. When we manage to pass the laughing soldiers, we carefully jump onto the pipe and leave the level.

We study the lair, improve, acquire new skills, select the necessary ammunition, then go upstairs, the next task awaits us. We go straight until there is a window on the way, we jump down to the ledge, we go further along it, we need to get into the tavern. We talk with the hatter, leave the room and already on the street we buy the necessary equipment and go further. The marker will lead us to the queen of thieves. Then again follow the pointer and so on until the task is completed.


Chapter 2 Ashes to Ashes

For the descent, we use the rope, we pass under the bridge, we find the stairs and go upstairs along it. We move along the left side so as not to disturb the sleeping guard, our goal is the door. Be careful: there is a dog on the right, you should not go there. Behind the bars, you will have to climb up, then go to the flower, and then acrobatic ascent along the ledges.

We penetrate the ventilation, beat the guard (we turn off or quietly go around), we go down. We get out, we need to go along the right ledge and quickly, the guards are still calm, and there is time to open the lock. Then we climb onto the hook and roll to the first guard, here you need to jump off. We examine the surroundings, carefully with glass under our feet.

After a successful opening of the lock, you need to proceed further and quieter. It is better to remove the light so that it is easy to bypass the guards. When the extreme guard is distracted, quickly go to the door and go inside. We quickly go down, we will see a guard on the left, there is a button next to him, you need to shoot a blunt arrow at it, after which you can safely move on. At the top right, you need to get the key, it will be possible to steal it when the person stops at the table. Everything is in our hands, we move on, quietly pass the guard, let him sleep, open the metal door and enter.

Inside we climb onto the platform, search the box, then climb onto the hook. We land next to the sentry and go forward, there will be a video. After watching, we climb up, pass the guards in jerks, we do them when the furnace is closed. We follow the baron through the glass, then into the ventilation and dive under the stairs, there is an entrance.

Below you will need to solve the puzzle in the castle, after which we take the ring and leave the room. On the right side of the street we go around the guards and dive into the lattice door. We are waiting for the start of the bypass of the guard, when one goes, we must manage to bypass both and climb into the hole, then along the ledges to the window.

After the fall, we hide in the closet and sit until the guards leave. You can still make some noise and, when they appear, jump out the window and already on the street go along the right side of the boxes. There will be an archer behind, you should not catch his eye. We enter the door and continue to the second floor.

We covertly pass to the carts, then on the right side and bypass the guards. To the right, near the chests, weapons are hidden.

In the next location, we head to the alley on the right and go to two guards who take money from the townspeople. They will need to go around the ledge and get through the window, but be careful, the guards can see the Thief, so you have to wait until they disperse.

We pick up what we need inside and go outside, there is also something to take here. Then down and follow the sign to the point. We go down again, go to the marked place, look around. To the left of the hatch we find a button. Be careful inside, there are many traps. We start by bypassing the plates, then we climb onto the box and use the button on the left wall, the trap works. When we consider the hatch, it will need to be opened with the button located at the back.

Behind the hatch, running around the maze awaits us, then a girl, and it will be necessary to collect three posters. Then you need to go to the image of your beloved and take the medallion outside the door. Ready. We head to the brothel, finding the way there is not difficult, use the box to climb onto the roof, and go along it. On the descent, you need to outwit the guards, and then activate the raised bridge with the lever located on the right on the beam.

Chapter 3 Dirty Secrets

We follow the baron, we try not to disturb the guards. The first post is weak in the knees, but it will not be easy to pass the second one. Carefully! On the left in the cage there will be a loud-mouthed bird, you should not disturb her. Bypassing the bird at the very end, it will be possible to get to the baron. We follow him to the door, then follow the sign up and, opening the doors along the way, we go to the brothel.

In the brothel, you will have to squat past the sleeping people to the stairs leading up. We don’t go up to the end, we need to find the ring in the ventilation and pick it up, then we go down to the guy at the end of the stairs. It is necessary to slip through before he pays attention and looks down somewhere. You need to move smoothly, a bird in a cage can ruin everything.

There will be a room ahead, it should be searched, then look behind the picture, there is a secret entrance. We get down, go to the column located on the floor, near the candles. The next thing to do is to find three symbols on the stone door. Here you will need to run around the level and center the camera on the symbols. Then we select a combination and use the key.

We go deeper, there at the door there will be traps that can be turned off by a button on the wall. At the bottom near the door we pick up the treasure, just as before. Symbols can be found in wall openings. Then we move back to the tunnel, not forgetting to press the button to disable traps on the wall on the right.

In the library we activate another vision, we find a false shelf, this is just the entrance we need. Nearby there is a similar entrance. We go down and come to the moving bridges, use the levers and move forward. If everything goes right, a demonstration of some comrade will be activated. When bridge No. 2 is installed, you need to go back and turn bridge No. 3, go down and, having passed along the nearby bridge, use bridge No. 3 again, then you will be able to climb higher and jump to bridge No. 2.

After jumping through the window, we get back into the room with a riddle, the solution method is the same as before. We get the book and together with it we crawl up the rope. On the way back, guards will come across, but the darkness will help to accurately pass everyone. You will have to wait until the last guard turns to the passage, and then you can jump on the boxes and then climb up the ropes. At home, we collect everything we need and again to the task. Let's go to the tavern, and then we'll have to wander around the city.


Chapter 4 A Friend in Need

Follow the signs to the mansion. One of the options for penetration is to scare the dogs, everyone will go to the center, and then you can go to the door. Inside, we go forward, throw the bottle, which distracts the guard and slips into the right room. There will be a housekeeper and a security guard, who will eventually look at the shelves, and you can go to the illuminated shelves and press the button in the center.

Inside, on the second floor, there will be drawings, then you need to rotate the tower below (the sample is outside the window). Then we grab the drawing and quickly run away, then along the rope and further into the ventilation.

We go through the ruins of the city, then we go down. Now up the stairs to get around the fire and press. There is no escape from the next fire, you just need to quickly pass this place. Next, you have to squat, then get higher, open the valve and you can go out. On the elevator we rise upward, we find the opponent.

We lower the safe with the lever and approach it. We press two buttons on the sides and the mechanism opens. Lock code 3.1.9, now watch the video and enjoy. And run again, now you just need to run back. We climb onto the grate and move to the panel on the left. We remove the light and quietly go to the safe, enter 0.1.8.

We select a prize, collect flowers and go into the light (something reminded me of this ...). We re-equip ourselves at home and continue on business, along the familiar route.

Chapter 5 Outcasts

We head to the shelter, climb over to the right at the gate. To open the central door, you need to hit the road to the basement door, on the right. Inside, you need to go up to the second floor, find the men's department there, turn the valve there and proceed further along the marker. Once in the room through the entrance to the ward, we take the key and go to the women's department. You just can’t enter, you should find a hole in one of the neighboring chambers, through which you will have to climb up.

Having searched inside, we go to the treatment room. And again the door does not give in, you need to apply energy. You can find it by the index, and, of course, turn it on. We return and press the button in the security room, the door to another room opens, which will have to be cleared. Here we take the item from the chair and activate the script. We leave the room through another door, and, bypassing the mentally ill, we go to the elevator.

At the bottom we go forward, if possible not colliding with monsters, since it is useless to fight with them, it’s easier not to rustle. We go to the pointer, jump over the fence and head to the ghouls at the entrance. Exceptionally carefully we pass them and go straight, enjoy the video, collect flowers, a fairy tale, in a word.

From the house we follow the sign.

Chapter 6

We head to the main entrance, go around the guards, following on the right side. To enter, you will need to distract the two blockheads guarding it. Then there will be three more comrades guarding the passage to the basement. We distract them with a bottle and jump over the railing.

You shouldn't rush inside the building, there are traps. The easiest way to get to the baron is to bypass the guards and get to the second or third floors. Having passed the corridor with traps, we get to the littered entrance, and on top there will be the baron's office, which, however, is locked. Further you will have to climb along the ventilation, the entrance to it is to the right of the door. In the place where there is a broken staircase and a dead elevator, we climb onto the illuminated gratings and further to the right, and then to the very top.

We leave the elevator, now to the left and past the guards, jumping along the ledges on the columns. Then we follow to the barricades and, having outwitted the enemy, we jump over the box. We move along the wall to the button at the very end, the exit is found.

To break the generator, it will be necessary to lower the lever, and then center the rotating parts on the crack and wait for the vibration. It will be necessary to increase the speed several times with the help of a valve, and so on, until it falls apart. Now we take a fragment and get out along the hanging grate.

We move along the sewers, beat off the rope holding the boat, and further to the other side. We rise and go through the burning city. We study the surroundings for ledges and blue bars so as not to suffocate.

We rearm in the lair and hit the road again. It's just impossible to go to the point, there are a lot of people. Here, either rush like a saiga, or carefully sneak behind your back.

Chapter 7 Secret City

We follow to the closed gates, they will have to be broken and get inside, past the vigilant guards.

On the right, you will need to squeeze past the sleeping guard, and the next one will need to be distracted with a bottle and climb over the gate. The bell must be struck to open the gate. Then it is better to hide around the corner on the right, otherwise the hero will be discovered.

Inside, you will have to go along the right side to the lever. We activate the lever, call the elevator, but be careful here: you need to wait until everyone moves away from the elevator. At the bottom we jump onto the wall with a grate and go along it to the right to the rope, along which we go down, the main thing is to bypass the trap in the tunnel. You will have to go down very carefully, the enemies are attentive, and they look through all the levels. Squeezing through the gap, you will again have to face the ghouls.

We go around the three on the left along the bridge or with the help of fashionable arrows with ropes. Then we raise the door and go in. To disarm the trap, it will be necessary to fasten the valve until the fire subsides. Then past two guards and dive into the gap. We move forward and eventually go to the castle, then to the right and up. We move along the ledge until the railing on our side ends.

We go down, go left and squeeze next to the bird quietly, otherwise it will squeal. Then it is worth stunning the guards, but the box will still fall. The place is difficult, if you manage to pass quietly, then you are lucky, and it is still possible. Further way up, use the places marked with highlights.

The fight will be difficult, you can, of course, refuse and stupidly go into the gate, but the bastard must be punished! It is best to kill the enemy with arrows and it is best to hit the head. The method is simple, first we extinguish the light with water arrows, then attack. During the fight, it is best to move around in a circle in one direction, it is best to be behind your back, then victory is in your pocket.


Chapter 8 Morning Dawn

Carefully we go through the catacombs, meetings with ghouls are possible. Near an incomprehensible type of construction, we jump down and dive into a hole in the wall. Then we overcome the cliff along the pipes located on the left. We jump down, here it will be necessary to bypass two guards, and we continue to go further. We go around the guard and enter. Inside we do not yawn, while the guys are talking, we will have to dive to the right. At the bottom, you will have to bargain with the character, and then climb over the box located on the right.

We pass the guard, moving along the right side, at the top, using an arrow with a rope, we climb onto the ship. Further down the rope and along the ledges we leave the tower. Then past the door. We go down, below it will be necessary to print a large group of enemies, this is not very easy, since sentries are everywhere. So we pull out one with noise, the routes of the other two will have to be remembered, and so we act.

Once at the bottom, we follow the street to the right or to the left, it all depends on whether you have an arrow with a rope for jumping on the right. On the left, you can pass two thugs and jump down to the ledge. We jump to the beam and silently fall behind the backs of two guards. The lock will have to be cracked precisely and in one run, without errors, otherwise everything will have to be redone from afar.

There will be a video inside, then we rush after the lady, which in the end will have to be bypassed from the back, for which we dive into the underground and go there. Then we go around the monsters, everything is simple here, they are blind and cannot see beyond a couple of meters.

After the cutscene, we go to the left, grab a fragment, then follow the top to the second fragment, and finally, we get the last one at the bottom, after which the girl discovers the character and strikes. And yet, after picking up the first fragment, phantoms will appear, they don’t need to be seen, since there’s no point in fighting them, it’s easier to be quiet and not rush. When the stone is collected, we carry it to the girl.

Here are the Happy End games Thief 4 (2014).


Prologue: Fall

On the eve of the summer festival, professional thief Garrett receives a tip on a big booty from his informant Basso. The task is complicated by the fact that he does not have to work alone. Garrett, accustomed to act quickly and quietly, will be paired with a daring and uncompromising young girl named Erin. Before the main business, Garrett did not miss the opportunity to look at the townspeople and rob his modest dwelling. We collect everything that lies in plain sight and everything that is hidden from view on the shelves behind the cabinet doors and inside the drawers. Having finished, we get out through the open window and move along the beam to the building opposite. We open the window, quickly and often pressing one button, and penetrate into the attic. Crouching or slow step in a standing position, we pass by the cages with birds. Feathers are especially sensitive to jerks, so using them will instantly arouse the suspicion of nearby enemies. We interact with the picture and slowly run our hand under the frame on each side until we find a secret switch, which will be notified by a filled icon. We activate the switch and proceed to cracking the safe. By rotating the master key, we find the correct position for it and by pressing the corresponding button we fix the lock pin. The complexity of the lock is determined by the number of pins (maximum 5). And, therefore, the more pins, the smaller the fixation radius for each of them. Having completed the break-in, we take a shiny necklace from the safe and hear someone rushing along the roof.


We go outside, turn right and go around the corner. We take out the rope arrow from the box. We look up, open the equipment menu and select the only available type of arrows. We pull the bowstring and shoot at the beam wrapped with rope. Grab the rope and climb up. Erin turned out to be the disturber of the birds' peace. She offers to check which of us runs faster. We quickly rush after our partner, overcoming simple obstacles. A well-deserved victory goes to the lady.

The stone of light, located in the lower left corner, shows whether the shadow is hiding us or not. Light circle - we are easy to see, dark - we are almost invisible. Continuing to follow Erin, we snuggle up to the corner of the building and, not being afraid of being discovered, we safely peek out from behind him by pressing the appropriate button. After advancing behind the guards, Erin will use her own development - a claw that allows you to cling to bars and climb walls with ease. We'll have to act the old fashioned way. Use an instant dash to jump through the illuminated area. Then turn left and go up the stairs. After the conversation, crouching, we pass under the pipe. We move to the control point, break the winch and climb the stairs. Having penetrated inside through the window, we break open the door lock, go into the room and take the document “Viewer's Diary” (1/1) from the table. We leave through the window and go to the next building. With a slow step we pass to the stairs, so as not to scare the bird, and climb to the next floor.

The Primal Stone is located in the ceremonial hall of Baron Northcrest's mansion. Having made our way into enemy territory, follow Erin and use the dash to instantly overcome the illuminated path. We climb a little higher, we approach the guard from the back and rob him. We jump over the fence, crouching very slowly we pass through the water and make a dash through the illuminated area. We take out a water arrow from the box and hit the torch with it. We pass through the water, climb the stairs and watch how Erin kills a young and inexperienced guard. We stun the second guard and after talking with our partner, break open the door lock.

We pick up the bottle, hide around the corner in front of the illuminated area on the right side and throw the bottle in the place where we came from. The guard will be distracted, and we will be able to freely reach the boxes to the right of the gate. We climb up, move to the scaffolding and climb the rope. Below, behind the back of a motionless guard, are a locker, which is not only an excellent cover, but also serves as an autosave point, and a box with a water arrow. Also on the other side we find a chest with valuable items. Erin kills another guard and Garrett decides to temper her ardor by stealing a claw. The Baron, Aldus and Cornelius perform a ritual using the Primal Stone to summon the Primal. Garrett offers to leave this place, and Erin insists on continuing the task. As a result, Erin, trying to return her claw, breaks down and finds herself right in the center of the ritual. Trying to save her, Garret also rushes down.

Chapter 1: Blockade

Exactly one year has passed since the last events. The city was engulfed by a disease called "Darkness", which has already killed many people. The power of the Baron is increasing every day. The guards began to look like watchdogs, ready to tear anyone for criticizing the authorities and petty offenses. Having miraculously avoided meeting with them, we hide in the alley.

Valuable trophy "Ring with amethysts".


Each chapter has unique tasks, the completion of which promises a monetary reward. The Phantom style implies the complete or partial exclusion of other styles. Stunning and killing enemies are the Predator style, while extinguishing candles or torches, suspicions and detections are the Opportunist style. The chapter is considered completed in the style for which the most actions were performed.

Concentration allows you to slow down time and highlight all active points. The stock of concentration is limited by the scale, but you can highlight active points without it. We pass forward to the end, turn left and pick up the newspaper "On Curfew" (1/19), lying near the door. Having turned around, we run forward, jump over the fence and use the claw to climb the wall. We pick up a bag of food that restores health, and climb even higher.

In the distance, you can see the clock tower - Garrett's hideout. We jump down and sit out in the shadows. One of the guards has a document "Blockade Rules" (1/2) - we rob it. If we didn’t have time to do this right away, then we wait until the guard returns to the gate alone. We move to the alley on the other side and, turning left, we pass to the end. We jump over the wall and again find ourselves on the street. In jerks we get to the lamppost after the guards disperse. We quickly pick up the trophy "Amethyst Ring" (1/4), lying near the barrel on the left side and go back to the alley. We cling to the bars with a claw, climb the wall and jump down from the other side.

We break open the door lock, squeeze between the boxes and get out into the yard of the Stonemarket masons. We jump down from the right side and we pass into the backyard. There we will find a ladder - we go down to the basement. We get to a small room, select from the pallet the newspaper “The clock on the tower has risen again!” (2/19) and make our way through the tunnel behind the shelves.

There are three ways to enter the shop. There is a craftsman in the basement who is constantly moving from one table to another. On the left table is the document "Ligruve's Letter" (2/2) - we pick it up. In it, before the beginning of each paragraph, the numbers 7, 3, 9 are indicated, which are the code for the safe. The safe itself is hidden behind a painting in the corner next to a shelving unit. The site is lit, so we act quickly, but do not get carried away. It is easy to understand from the subtitles when the master moves to another table. We find the switch under the frame, activate it, set the required numbers in the combination lock and pick up the valuable trophy “Mask with Lightgrove Jewels” (2/4).

We rise to the first floor and go into a small room with a sleeping guard. We slowly go to the wall safe, break open a rather complicated lock and take the valuable Blackened Bracelet trophy (3/4). There should be no mistakes, otherwise the guard will wake up. Before this, it is best to save in the closet or through the main menu. It is not worth saving if the safe door is open, because after loading this save, the guard will miraculously wake up and find a burglary (hacked doors, safes and chests left open will alert enemies). We pass into the exhibition room, wait for the guard and follow him to the left side. When the guard starts to go back, we break open the showcase in the middle and pick up the valuable trophy "Mask with Jewels" (4/4). We go up to the second floor, go into the bedroom on the right side and pick up the newspaper “Who is watching the watchdogs?” from the bed. (3/19). Slowly and without jerks we get to the open window at the other end of the corridor and get out.


We select the newspaper "Blokada!" (4/19) lying on the bench on the right side. We open the window, penetrate the building and go outside through the door at the other end of the room. We use the jerk to slip past the guards. Moving forward, we will soon come across another couple of guards. We follow them to the corner, and then cling to the grate on the pipe on the left side with a claw and, climbing up, we get to checkpoint.

Clock tower

On the left on the table is the newspaper "Necklace" Star of Aldale "(5/19) - we pick it up. You can store unnecessary supplies in the chest. We climb the stairs and receive a message from Basso, delivered by the crow Jeniver.

stonemarket

We leave the tower and go to the Lame Burrik tavern, avoiding clashes with the guards. Things are not good for Basso, but he will always find work for us. The recently deceased Cornelius Graves always wore a ring on his finger. This ring is of interest not only to Basso, but also to the people of the Baron, who have taken control of the old factory where the corpses are delivered.

Returning back to Basso's shop, we pick up the newspaper "Treason!" (6/19). Opposite the entrance to the tavern is a merchant. First of all, we get a wrench from him. Rope arrows will not be superfluous. You can earn money by selling unnecessary supplies, searching for useful items in the city, or completing orders from Basso and other characters. We go into the tavern and from the counter we select the newspaper "Northcrest is indestructible" (7/19).

We get to the cemetery and meet with the Queen of Beggars. A representative of the lower stratum of the population makes it clear with hints that a dangerous force lurks in the city. Having received a point of concentration, we acquire an improvement for the skill "Intuition". For each donation to the Queen of the Beggars, we get one point of concentration. Each subsequent tip will be 150 coins more expensive than the previous one. We pick up the newspaper "Old Gods in the New City?" (8/19), lying on the table near the old woman.

Chapter 2: Ashes to Ashes

The main gate of the foundry is heavily guarded. We go down the rope and jump even lower. If we go all the way to the right, we will find a short path. A wrench is required to remove the bolts from the gratings. A long way- on the territory in front of the gate. Climb up the ladder to the left of the bridge and dash between the shadows to reach the door to the right of the gate. One of the guards will fall into a dream, and the other will walk in a circle.

We jump over the wall and run to the factory building. For a second, the image of Erin appears before my eyes. We climb onto the structure located on the left side, and from it we jump to the roof of the building. We pass to the end to the right, go down the stairs and take out the valuable trophy "In memory of mercy" (1/5) from the table drawer. From the table we take away the document "Coal Mine" (1/9). We get out of the building and grab the pipe adjacent to the factory building. We go up, move to the left along the ledges and penetrate the ventilation system.

Path to the roof.


We pass through the ventilation and jump to the stairwell when the guard leaves. We get down to the end down, open the door and move to the illuminated door on the other side. The guards will disperse very soon. One of them will remain in the illuminated area, so we take the document "Transportation of cadavers" (2/9) from the wall to the right of the door only when the guard is on the left side. On the right is a short path to the hook through the ventilation. In the absence of a wrench, we climb onto the box in front of the door and climb to the top floor when the guard is on the right side. We pass to the end to the right and pick up the Broken Glass document (3/9) from the wall. Jumping down, stand at the edge and cling to the hook.

Having moved to the production workshop, we jump down before we are in the field of view of the guard. We go all the way forward, select the document “Free Place” (4/9) from the table and break open the door on the left side. We slowly pass through the glass between the cabinets, pick up the document “Repair Notification” (5/9) from the table and go out into the corridor. Following the guard, we go down the stairs and immediately look up. We shoot at the beam with a rope arrow, climb onto the cabinet and, grabbing the rope, climb up. We jump to the last bridge and pick up the valuable trophy "Brooch: Daisy" (2/5). We continue to move along the corridor until we reach a small room, from where we pass further by the guard (s) and go up the stairs. We jump over the railing and make our way through the ventilation system into the workshop. On a stack of books a little further from the door is the document "Mysterious Letter" (6/9) - we select it. To the left of the shelving is a wall safe. We set the combination 314 and pick up the valuable trophy "The Soul of a Mechanical Man" (3/5). We leave the workshop through the ventilation shaft on the right side.

We return to the stairs and get out into the corridor. Avoiding a collision with the guard, we get to the blocked door and pick up the document "Forbidden Zone" (7/9). In front of the sleeping guard is a chest lined with broken glass on all sides. We slowly pass through a noisy area or simply jump over the railing. We break open the chest, take out the key to the engine room from it and do not forget to close the lid. We pass into the next room, climb the wall with the help of a claw and wait in a dark area for a good moment to pick up the document "List of corpses" (8/9) from the pathologist's table. We return to the locked door, open it with the key and, climbing up, grab the hook.

Once in the next part of the plant, we jump down and follow forward. We watch how the General "Thieves Catcher" removes the ring from the body of Cornelisus. We pass further and get out upstairs. We pick up the document "Search Instructions" (9/9) from the wall column. We go into the room behind us, where under the grate above the conveyor belt lies a valuable trophy "Ring with diamonds" (4/5) - we pick it up. Returning back, with jerks from the countertop to the countertop we move to the other side. We make a jerk at the moment when the furnace door of the furnace closes. Next, we climb the wall on the right side and through the ventilation we get to the office of the foreman. Hack the wall safe by placing the elements according to the image. We pick up the valuable trophy "Ring of Cornelius" (5/5). We neutralize the unexpectedly appeared General and block the door.

Solved puzzle.


Break open the door and go outside. When the guards agree and disperse to their places, we move to the right side along the dark area between them. Continuing to move along the right side, carefully approach the gate and climb it with the claw. We rise along the pipe, move to the right and get out. We go to the right, jump to the roof of the building and fall down. We hide behind the rack and wait until the guard checks what happened here. Then we follow him and quickly climb onto the structure on the right side when the guards leave. We jump from surface to surface, from beam to beam and thus get to the building. We penetrate inside through the window and crouching we pass into the next room.

Stowmarket

The merchant has new tools - a razor and wire cutters - we get them. Meet Basso in Black Lane. He will introduce us to the ring's customer, Orion, who opposes the Baron's regime. We agree to get a unique book for him, located in the House of Flowers brothel. Pretty house of flowers secret place and not everyone is allowed in. Erin used to work in a brothel and naturally knew how to get there.

riverside

We leave for the new district of the City and get to the mill. Having made our way inside, we jump over the boxes, go down and activate the secret switch on the wall a little to the right of the boarded up passage.

We climb up and press the wall button at the corner on the left side. After disarming the traps, we climb the ladder and continue climbing the monolithic ladder, simultaneously activating the secret button on the wall. Open the hatch by pressing the button on the support, and jump down. Once in a strange place, we get to the glow emanating from Erin. Having overtaken the girl twice, we tear off posters with her image from the walls and the last one will be a poster with our portrait. Returning to reality, we activate the button on a similar portrait and take the medallion from the cache.

We acquire wire cutters, if we have not done this before. We get to the indicated point, go down and go all the way to the right. We pull the lever on the support and make our way to the House of Flowers along the lowered bridge.

Chapter 3: Dirty Secrets

The guard leads the rich man to the House of Flowers. It is not necessary to follow them, so we go forward to the wall and climb the pipe on the left side. We use wire cutters to cut the shield rope and thereby unlock the door below us. After going there, turn right and climb up the box. We select the valuable trophy "Dragonfly" (1/5) from the floor and continue to move forward. We jump down and down and get out to the stairs. If necessary, before the last cliff, we release a rope arrow into the upper beam and safely descend the rope. Let's proceed to the lower floor and, based on the experience of the client, we will make sure that you can enter the House of Flowers only by invitation. We do not need it: with the help of a hook we climb over the wall on the right side.

We open the doors, pulling the levers on the left side, and freely penetrate into the brothel. We move in a squat position so as not to wake the sleeping guard. When the girl goes to the right, we pass into the hall through the closed curtains in front and we see that there is a guard on the left against the wall. We make a dash to the right side in order to slip through the illuminated area unnoticed. In a circle, through the center of the hall and the right room, another guard is constantly moving. Having guessed the right moment, we move to the stairs on the other side. We do without jerks, otherwise we will scare the bird. If you do not want to wait until the guard makes a circle, then you can try to go through the room on the right side. However, it should be borne in mind that there is a guard there, also moving in a circle. We rise to the span between the floors and, using the hook, climb the wall. We select a valuable trophy "Ring with emeralds" (2/5), lying among the ropes and go back.

To the attic with a valuable trophy.


Quickly and without a jerk, we pass into the first room on the left side on the top floor, when the guard approaches the fence. From the chest of drawers in the corner we select the document “Coil Combination” (1/4). We leave the room and again wait for the guard to approach the fence. We pass to the office of Xiao-Xiao and, after the guard returns to his previous position, we take the document “List of constellations” (2/4) from the table in the corner. We go to the waiting room, select the document “Finding a combination” (3/4) from the table and break open the cabinet door. After going inside, turn right and pick up the document “Diary of Madame Xiao-Xiao” (4/4) from the table. We grope and activate the switches under the picture frame on the opposite corner and get access to the secret passage.

Having descended the stairs, we turn right and pay attention to the gap in the wall, which allows us to observe the joys between clients and courtesans. We go down even lower and find a podium with a niche for a medallion. After the appearance of a new task, we look at the symbol on the wall and automatically remember it. We return back to the wall with a gap and look through it. The symbol is on the top left. We pass further than the podium and climb the stairs. We look into two more rooms: in the first, the symbol is on the top right, in the second - on the top left. We go to the podium, select the rings and rotate them to arrange the symbols vertically in the center in the upper half of the medallion. Then it remains only to put the medallion on the podium.

We jump down, go around the wreckage and make our way through them. Further, we go to the left and, having crouched, we pass forward. The trap has been activated - we neutralize it by pressing the button on the wall. We go down the stairs and get to the door in the far left corner. We break it open and go down. We slowly move towards the podium, simultaneously looking around and remembering the symbols depicted on the walls. We place them in their positions, put the medallion on the podium and take the valuable trophy "Ancient figurine" (3/5). Climb back up and activate the wall button. We get to the tower and jump out of the broken window. We go down in any available way and find ourselves in the scriptorium. We interact with the bookshelf on the right side, grope for the book-switch and get into the secret room. From the dishes of the statue we take away the valuable trophy "In memory of the stonemason" (4/5).

After leaving the secret room, we go to the far right corner. We interact with the bookshelf, run our hand along the row and look for the switch book. Let's go down to the tower, get out of it on the left side and soon find the first valve. We rotate it to failure clockwise. We go down to one tower and from it we rise to another. We jump down, go outside and rotate the valve to failure counterclockwise. We go back inside, climb up and return to the previous tower. We pass along the bridge on the right side, rotate the next valve to failure clockwise and climb the stairs. We run all the way to the left, jump down the stairs and climb to the very top. We accelerate and jump to the window of the tower. Interact with the podium, arrange the symbols in their places and place the medallion in the niche. We pick up the valuable trophy "Ritual Book" (5/5).

We climb up the rope, move to the next tower and go down the rope too. We penetrate into the scriptorium, go to the right and get to the tower. We avoid a collision with the guard by waiting inside the tower. Climbing the stairs, we will notice another guard on the left and hide behind him. We wait for the departure of the enemies, climb the stairs and get to the last guard. We go around it, climb onto the boxes and, grabbing the rope, climb up. Following the control points, we get out of the catacombs. While quietly watching the brawl, we accidentally become drawn into it. We again manage to outsmart the General and leave him with his nose.

Baron Northcrest.


Stowmarket

With the last of her strength, Jeniver flies into the clock tower and dies in our arms. My first thoughts are that Basso is in trouble. Unrest is growing in the city. The Lightforged are preparing to riot. We go to the tavern and see how Orion is trying to find a book of rituals. The Thief Catcher dragged Basso and several Lightforged into the fortress, among which was Jacob, who was preparing an assassination attempt on the Baron and had carefully studied the Fortress before that. Having received valuable information, we give the book of rituals to Orion and set off to rescue the allies.

Chapter 4: A Friend in Need

Apparently, Jacob will not tell anything, for the rebellion has reached its apotheosis, and the Lightforged have begun to free their people from the Fortress. There is another person who knows the Fort like the back of his hand - Eastwick. He is the creator of the monumental structure. Following the signs, we get to the wall, which you need to climb with the help of a claw. On the left is a beam for a cable boom. We release the arrow, go down and go to the lamppost on the left side. We take away from under the bench a valuable trophy "Ring with lapis lazuli" (1/6). We go back and get to the architect's mansion. There are many ways to get into the house, but we will choose the simplest and most effective. We jump down, go to the left and jerkily go around the building so that the dog does not have time to notice us. At the top there is a beam - we shoot at it with a rope arrow and climb up. We jump to the mansion, wait for the crossbowman to leave and enter the house through the door on the balcony.

Turn right and go up to the third floor. We carefully pass behind the guard and use a razor to cut out the valuable trophy "Excess of the Void" (2/6). The crossbowman will also enter the house and go to the main staircase - let's follow him. We go down the stairs about halfway and jump over the railing to the right side. It is also worth considering that on the ground floor a guard moves around the stairs. We go into the office and be sure to close the door behind us. We pick up the document “Letter Madeleine” (1/6) from the table. In the corner of the adjacent table on the left side there is a secret button - activate it. We break open the wall safe and pick up the valuable trophy "Morendram Medal" (3/6). We go to the library on the second floor. We climb onto the table, then onto the bookcase and move to the other side. We will observe the guard and study the route of his movement. We jump down, slowly go through the area with glass and interact with the bookshelf. Before this, we make sure that the maid and the guard do not look in our direction. We quickly find the switch, activate it and find ourselves in a secret room.

We use the elevator and go up to Eastwick's office. The architect is hanging from a noose - this explains his unwillingness to cooperate with the guards. We pick up the document "Fortress in miniature" (2/6) from the bottom shelf of one of the cabinets. Climb the stairs, go to the middle and interact with the painting. We pass our hand under the frame and alternately activate the detected switches. We jump down and interact with a miniature fortress. It must be located exactly like the original. We start from the lowest compartment and expose the side with three windows. Further, from bottom to top: three windows - eight windows - six windows - two windows. We pick up the documents "Plan of the Fortress" (3/6) and "Cipher of the Big Safe" (4/6) that appeared on the left side. The Shieldman broke down the door, which means it's time for us to get the hell out. Accelerated rush only forward and break away from the chase.


We stock up on everything you need from the merchant, climb onto the boxes on the right side and climb the rope. We jump into the attic and crouching, moving along the narrow passage. We get to the fortress, go inside and, turning right, jump down. We move along the pipeline, overcoming simple obstacles. Having successfully made our way into the engine room, we pass through the ventilation system and find ourselves in a smoky room. You have to act quickly so as not to suffocate. Crouching, we pass under fire and turn right. Before the next fiery barricade, turn left and jump up. It remains only to reach the door and unscrew the valve. Having reached the boiler room, we go all the way forward, along the way taking the valuable trophy "In memory of a soldier" from the guard's hand (4/6). We unscrew the valuable trophy "Fortress" from the wall (5/6). On the elevator we go up to the prison.

From the table we pick up the document "List of prisoners" (5/6). When 13-14 meters remain until the next checkpoint, the document “Letter to the Illuminated” (6/6) will lie on the floor next to the body - we select it. We pull the lever to the right of the gate, free Basso and go to the most secure storage in the world.

When the elevator is in place, we get out into the mine through the opened upper hatch. We jump over to the next cabin, pull ourselves up to the ledge and through the ventilation shaft we get to the room with the safe. We pull the lever, as quickly as possible, alternately press the two buttons at the corners of the safe and set the first combination (319), which consists of the first digits of two-digit numbers in the “Large Safe Cipher” document. After we try to set the second combination, the General will appear and shoot us in the hand. Hiding from the guards on the upper level, turn around and go back. After jumping up, we turn around again and climb the stairs on the right side after the guard leaves. Then we pass to the right and from the last box we select the valuable trophy "Bracelet: slate snake" (6/6). We go down from the other side and jerkily get to the safe. The guards are alarmed, so they move quickly and are in a state of special vigilance. We enter the second combination (018) and pick up a fragment of the Primal Stone.

We collect flowers, open the door and follow Erin. She will give a tip to Moira's shelter, located on the island and keeping a lot of secrets and secrets.

riverside

Stonemarket has been taken over by the Lightforged, but that doesn't mean we're free to roam the area. Avoiding collisions with local residents, we get to the southern Baron Avenue and immediately go around the guards on the left side with jerks. We pass to Riverside and go to the Siren's Rest tavern. Basso will agree to take us on his boat to Moira's orphanage. Having bought everything we need, we go outside and set sail to the place that Erin mentioned in our vision.

Chapter 5: Outcasts

After reaching the main gate, climb the wall on the right side and head towards the building. Having passed around on the left side, we unscrew the valuable trophy "Moira's Shelter" (1/6) from the wall. Entering the building, look through the hole in the door. We move to the reception table and select the document "Journal of Visits" (1/42) lying to the left of it. We go up to the second floor, break open the closet and pick up the document "New Patient" (2/42). We go on the right side and go to the men's department.

Map with useful finds.


3 - the document "Report on the hood in the shower" (3/42) inside the drawer.
4 - the document "Absence" (4/42) inside the drawer. In the same room, rotate the valve to failure clockwise.

Returning to the corridor, we go down the stairs as long as possible and select the document "History, 2" (5/42). Returning back, we pass through the doors, access to which was obtained after the opening of the lattice.

6 - we take the document “Headaches” (6/42) from the cart.
7 - from the cart we select the document “Archivarius (7/42).
8 - we take the document “Chamber numbers” (8/42) from the table.
9 - from a small table in the corner we select the document "Progress Report" (9/42).
10 - the document "Night watchman on duty" (10/42) hangs on the wall.

You can get to room "A" through the passage in the next room. Near the bed frame lies the key to the women's department - we pick it up. In the corner on the chair is the document "Cache" (11/42) - we select it.

12 - we select the document "History, 4" (12/42).

From room "B" we look through the hole on the wall and see a picture on the wall of the corridor. We leave the room and with the help of a razor we cut out the valuable trophy "Aversion to pleasantries" (2/6) from the frame.

We move to the reception room, avoiding a collision with an invisible night guard. You can recognize it by the distortion of the air and, of course, by the loud clatter. The document "Results" (13/42) appeared on the table - we pick it up and go to the women's department.

Let's look into the elevator shaft and shoot a rope arrow at the beam above. We go down the rope and crouching we jump even lower. We select from the floor the document "History, 2" (14/42). We climb the cabinet on the left side and find a valuable trophy "Brooch: Rose" (3/6) on the pipe. We rise to the next floor by the stairs. We use the key and enter the room. In the absence of a key, we go around the room on the right side and go through the gap in the grate. From the wall we take away the document "Writing materials" (15/42). We also search the drawers of the table. One of them contains the document "Voices" (16/42). We return to the top floor.

13 - the document "Key to the doors of the department" (17/42) hangs on the wall. We insert the key into the socket and unlock the door. In the room, rotate the valve to failure clockwise and go through the door on the right side. We go down the stairs on the other side and find ourselves in the dining room. The document "Entertainment" (18/42) is attached to the column. We go backstage, pick up the mirror and, turning around, pick up the document "Unrest in the dining room" (19/42). We rotate the valve to failure counterclockwise and leave the dining room.
14 - we take the document "Lessons" from the wall (20/42).
15 - in the room is the document "Heat and Cold Therapy" (21/42).
16 - near the bed frame is the document "Notes of a Spy" (22/42).
17 - under the frame is the document "Huntfield's disease" (23/42).
18 - document "Report: Patient #18" (24/42).

To open the door of the central room, you need to cut the shield rope in the corner marked on the map as "C" with wire cutters. Collecting the documents "Another Outbreak of Aggression" (25/42), "Patient Records" (26/42) and "Patient Transfer" (27/42). We get to the previously blocked passage, we pass by the carriages and we select the document "History, 3" (28/42) lying in front of the rack. We squeeze through the rubble, pick up the document "Confidentiality" (29/42) from the wall and go down the stairs to the elevator shaft. We jump over to the other side, turn left and go down. We go to the treatment center.

We move past the cameras and, having reached the corner, we go into the control room. From the table we take away the document "Note of the Fugitive" (30/42). From the drawer we get the document "Lock on the elevator" (31/42). We climb onto the cabinet, neutralize the trap and from the cabinet itself we take away the document of the Baron "The Curbing of Primal" (1/13). We leave the room, go a little to the right and from the wall next to the door we find the document "Sensory deprivation" (32/42). We get to the generator room, pull the lever and thereby restore the power supply. We return to the control room, press the button and initiate the opening of all cameras. We leave the room and go into the only available chamber. From it through the ventilation we go to the next chamber. Attached to the wall is the "Adjustment" document (33/42). From the drawer on the right side we get the document "Request for transfer" (34/42). We select a syringe from the chair and, on behalf of Erin, we observe how they are trying to pump Primal out of her.

Queen of the poor.


One of the patients is moving along the corridor. Taking advantage of the moment, we move to the next room. The document “Sterilization” (35/42) is attached to the end of the cabinet - we pick it up. There is a safe on the wall perpendicular to the door. The combination for him is 731. Each number is the number of short blows coming through the pipe. If we do not have time to open the safe and take everything that is in it, then we do it in two approaches. Do not leave the safe open, as this will arouse suspicion in the patient. Also, from the drawer a little to the left we take the document “Knocking in pipes” (36/42). Inside is a valuable trophy "Ivory Ring" (4/6). Through the ventilation we pass into the next room. We pick up the document "Lobotomy Room" (37/42), which is attached to the device. One more document - "Hydrotherapy" (38/42) and "Shock Therapy" (39/42) - can be found in the next two rooms. To pick up these documents, you have to distract the patients. The first by shooting a hunting or blunt arrow at the switch, the second by putting out the fire with a water arrow.

We return to the penultimate room with the patient. We jump down when the elevator is at the top. Under it there is a grate - open it with a wrench. We move forward, jump down and unscrew the bolt at the nearest grate. We select the document "Treasure" (40/42) and get out of the ventilation. We pass to the stairs and go down, skipping the geek forward. We pull the lever, go to the right and pick up the document “Prison Rules” (41/42) from the aisle. Next, from the table we select the last document “Report: Aggression” (42/42). We pass to the balcony and jump over the railing. We climb to the left side. We have a rope in front of us, but we need another one, so we release a rope arrow into a free beam. We jump from one rope to another and find ourselves in the top position. We turn right and take the valuable trophy "Mechanical Eye" (5/6) from the suspended cage. There are many enemies here and they each move along their own route. We use concentration to a minimum and try not to make noise. We jump down, go right and go down. We go forward to the end, carefully push the vase and pick up the valuable trophy “In memory of the child” (6/6) located under it. If you can’t act carefully, then we break the vase after making sure that there are no geeks nearby.

No less caution must be exercised when leaving the correctional department. As slowly as possible, we sneak past two geeks. Then we squeeze through the debris and open the bars, pulling the levers. The geeks will try to stop us, but after a moment they will disappear. We go forward and slide down. We continue to move forward, go upstairs and, turning around, get to the room. After another memory, we leave the room, jump over the railing and go to the next room. We climb up the bed frames, turn around and jump to a stable surface. We open the lock leaking through the poster, open the door and, finally, in the last room we find Erin. We interact with her, and this is where our adventures in the shelter come to an end.

stonemarket

After leaving the clock tower, we go to the southern part of Baron Avenue and get to the Market Street. Almost reaching the enemies (or the control point), we stand under the arch and release the rope arrow into the beam above the open hatch. Having risen up, we go around the floor traps and, having broken the door, we go outside. We unscrew the grating bolts, go through the ventilation and get out to the Ninth Precinct Square. We move to the other side, go into a small room and go down the rope. Outside we will meet a merchant - we get blunt and rope arrows from him. We pass even further to the wall, climb to the ventilation on the right side and freely get to the gate.

Chapter 6: Loner

Column with a valuable trophy.


The Lightforged cross the last frontier on their way to Northcrest's mansion. Once in the courtyard of the mansion, we slowly walk through the water and follow the guard to the left. He will go up the stairs, and we will move to the left and again we will pass through the water next to the waterfall. We quickly climb the column with the help of a hook, until the dog has time to smell us. We jump over to the opposite column and from the nest we select the valuable trophy "Rusty Tears" (1/6). Let's wait for the guard to go in the opposite direction, jump down and move into the garden. The crossbowmen will go up. We turn left, go down and rotate the valve in the room to failure. Turning off the water, right from here we get out through the window and climb even higher. With a wrench, we unscrew the valuable trophy "Statue of Elias Northcrest" (2/6). Turning around, on the right side we see an ordinary guard and a captain. On the left is a crossbowman who constantly changes position. Also, another guard periodically moves from one staircase to another. After making sure that no one sees us, we quickly get to the captain of the guard and pull off the document “Map of the courtyard” (1/12) from his belt.

We move around the mansion on the left side. Constantly keep to the left side, avoiding meeting with the guards. Illuminated zones cannot be avoided, so we use time-tested jerks at the right time. Having reached a dead end, we climb onto the pallets and look up. We shoot with a blunt or hunting arrow at the knot of the suspended box. We climb onto the box, pull it up to the pipe and shoot with a rope arrow into the beam. Climb up the rope and enter the attic through the window.

We leave the attic, turn right and pick up the document “Guard's Letter” (2/12) from the table. When the guard finishes fiddling with the trap, we sneak to the stairs and go down to the second floor. The first door on the left side is equipped with a trap. The area ahead is also completely screwed up with floor traps. There is only one thing left - the bedroom on the right side. From the table in the corner next to the bed we select the document of the Baron "The Awakened" (2/13). We climb onto the bookcase, the pipe, then unscrew the grate bolts and get out into the corridor. Disarming traps is prohibited, as this is fraught with getting an opportunist, so we carefully jump to the center of the tile on the far right in order to be exactly between the wall mechanisms that shoot arrows and not take damage. The method is doubtful, since it is not always possible to land where you need to. If you wish, you can get into the part of the corridor fenced with traps through the library on the first floor.

On the left is the locked door of the library, we will return to it a little later. In the meantime, we continue to walk along the corridor and get to another area with floor traps. On the way, do not forget to look into a small room on the right side and pick up the document “Letter of the Manager” (3/12). The next door on the right side is equipped with a trap, and a painting hangs on the left. We grope for two switches under the frame, activate them and get into secret room. In the center is a vault with disc mechanisms on the sides. Let's start with the ones on the right side. The upper disk is installed as it should, so we do not touch it. You can verify this by looking inside through the hole on the back wall of the vault. We turn the second disk once counterclockwise, the third - once clockwise and the fourth - twice clockwise or counterclockwise. Let's move on to the other side. We rotate the first disk from above once counterclockwise, the second - twice clockwise or counterclockwise, the third - once clockwise and the fourth - once counterclockwise. We pick up the valuable trophy "Heart of a Lion" (3/6).

Properly positioned disc mechanisms.


We return to the locked door of the library, break it open and go to the arch through which you can see the stairs. There is a beam at the top - we shoot at it with a rope arrow. We climb up and jump onto the bookcase against the wall. We jump to the adjacent low cabinet, pull ourselves up to the ledge and move a little to the right. We remove the bolts from the grate, raise the grate and find ourselves in the bedroom. From the bedside table to the right of the bed we select the document of the Baron "Vivienne" (3/13). We freely go out into the corridor, since the door will block the wall mechanism and we will not receive damage. We go around the floor traps through the opposite room and return to the library.

Again we pass to the arch, wait for the guard and follow him. He will turn left, and we will go to the last bookcase and extract the Coronation document (4/13) from the book. We catch up with the guard and continue to move after him. He will pass by the table on which lies the document "Mansion Plan" (4/12). Carefully go down the stairs on the right side and turn right. At the table is the captain of the guard and an ordinary guard. The latter periodically moves from place to place. When he stands with his back to the fireplace, we get close to him and pull off the document "Annabeli's Note" (5/12) from the belt. The captain won't notice us, but the other guards, including the one that follows us down from the second floor, will see us if they are nearby. Therefore, there is no need to rush, but wait for the most opportune moment to commit the theft. We go around the table in the dark areas and climb onto the bookcase behind the captain on the other side. We jump down already from the side of the table and extract the document of the Baron "Primal" (5/13) from the book on the shelf. We return to the opposite end of the library, go out into the corridor and be sure to close the door behind us.

We turn right and go into the first room on the right side. From the coffee table we select the document "Dismissal" (6/12). We leave the room, turn left and get to the fork. At the other end of the illuminated corridor stands a guard. We make a dash to the door on the right side. We go into a small room, climb onto a rack, a pipe and through the bars we get into the next rest room. Having jumped down, we turn around and take out the document of the Baron "The Book" (6/13) from the book on the shelf. On the table near the sofa lies the document "Secret Vault" (7/12). In the corner is a wall safe. The code for it is indicated in the document "Annabeli's Note" - 889. Inside there is a valuable trophy "Ring with sapphires" (4/6).

We leave for the second floor of the library, break open the second door and go along the corridor to the floor traps. Using the hook, we climb up to the grate on the left side and penetrate into the bedroom. We select the document “Burned Letter” lying by the fireplace (8/12). On the nightstand to the left of the bed is the Baron's document "Sterility" (7/13). We open the cabinet door and take out another document of the Baron "Reunion" (8/13) from the book. We make a circle through the library and through the vestibule to the research tower.

We pull up to the ledge, jump from the other side and climb up the pipe. We shift to the right, we rise higher and we shift to the end to the left. Having got out to the landing, we climb up the frame of the elevator shaft. Having reached the stairs, we go down and from the book on the chair we extract the Baron's document “Deathbed Confession” (9/13). We go up to the Baron and find out that his brother Aldus, aka Orion, kidnapped Erin from the orphanage and began preparing for the ritual. From the flow new information Garrett does not notice how the Baron sends him straight to the Lightforged, who have already broken into the mansion and are eager for reprisals.

General "Thieves Catcher".


Going down, break open the door and follow the enemy. We are waiting in a dark corner and at the right moment we jerkily move to the other wing of the building. After passing into the corridor, we move forward and around the corner we will find a closet. We climb on it and along the ledge we get to the ventilation system. On the right at the very end lies the document "List of Works" (9/12). We continue to move along the ventilation in the opposite direction. After getting out into the room, from the book on the shelf we extract the document of the Baron "Ends in the water" (10/13). We return to the ledge and wait for the Illumined One. As soon as he appears, we jump down and follow him along the corridor to the barricade. We keep our distance, because then he will turn around and go into the room. A picture hangs to the right of the aisle - we cut it out and get the valuable trophy “Married spinster» (5/6). We return to the lobby, jump over the fence and jump from the ledge to the interior element. Avoiding meeting with uninvited guests, we jump from the right side and move to the first floor. We pick up the document “Damaged Wing” hanging on the wall (10/12). We leave for the room, hide under the scaffold and make a dash through a small opening between the boxes. Being outside, we immediately get to the far right corner, activate the wall button and find ourselves in a secret passage.

We pull the lever, go down to the laboratory and from the very first table we pick up the Baron's document "Lions of Industry" (11/13). On the other table is the document "Redistribution of Strength" (11/12). From the box in front of the stairs we select the Baron's document "Swan Song" (12/13). We go down, pull the lever and thereby start the device. On the chair is the document "Laboratory Repair Report" (12/12). We climb the stairs to the very top, select the document of the Baron "Progress" (13/13) from the box and shoot the rope arrow into the beam. We go down the rope and jump to the other side. We take away the valuable trophy "In memory of the braggart" (6/6) from the box and return to the device. The left valve is responsible for changing the position of the structure, the right one - for the speed of its rotation. We install the structure in the position at which a characteristic rattling will appear. Then we accelerate the structure with the right valve and observe the deepening of the cracks. We repeat the steps until the vault is completely destroyed. We pick up a fragment of the Primal Stone and, after a series of visions, we climb up the pipe. Another meeting with the Thief Catcher ends with our escape.

We run forward to a dead end, turn right, and crouching, we get out to the pier. We get to the other end, carefully maneuvering between the burning debris. We strike the mount with a baton, go back and go across the boat. We continue to jump over the dips, climb onto the scaffolding on the left side and climb the rope. We jump down to the roof and use the claw to get into the building through the pipe. We quickly go down, go outside and climb the building. We grab onto one rope, then another and jump to the guard post. We slowly approach the stairs and after the collapse we climb the rope. We run outside, turn left and rush along the safe sections of the roof. Jump down the left side and squeeze through the rubble. We move along the right side and along the collapsed support we get to the base. We turn left, cross to the other side and jump up. We pass along the beam, go around the fiery barriers on the right side and go through the gate. We run into the house on the left, climb onto the closet and through the upper window we get out.

stonemarket

From the window to the bridge.


We are met in the Clock Tower. The Queen will ask and warn that if Erin dies, the City will disappear from the face of the earth. We connect two fragments of the Primal Stone and go for the third one to the cathedral to Orion. Before that, be sure to buy plenty of rope arrows. The street in Grandmauden is well lit because of the blazing buildings. Upstairs in front of the bridge we notice a winch and two beams. We release the appropriate arrows in them and go upstairs. We move to the second bridge and knock out the third one, which is on the right side, with an ordinary arrow. We rise along the second rope and jump into the building through the window. From the window we jump over to the third bridge and, after passing through the building, we get to the perpendicular street.

Chapter 7: Secret City

We get out and go forward at the fork. After jumping down and being in front of the table, we turn right and penetrate into enemy territory. When the conversation between the two guards on the right side ends, one of them will remain in his place, and the second will begin to move around the territory in a circle. Our task is to snuggle (just snuggle, otherwise other guards may notice us) to the table and, watching the motionless guard, quietly move into the building. Factors affecting success: a flash of lightning, the distance of one guard and the look of another. From the drawer of the table we pick up the document "Note from the warehouse" (1/4). We shoot a rope arrow at the upper beam and climb up. When making a dash through the illuminated area, we follow the gaze of the guard and do not forget about lightning flashes. We get to the opening above the gate and through it we penetrate into the vestibule.

We hit the bell with a club and, while the door opens, we hide near the boxes on the right side. Curious guards will want to check why the gate is open. When they go inside, go outside and go right. We climb onto the topmost box, shoot a rope arrow into the beam and use two ropes to get to the second floor. Follow the guard inside and hide in the closet. Having left the room, he will no longer return to it. From the table where he stood, we select the document "Smuggler's Letter" (2/4) and also go outside. We go down the stairs and dash past the illuminated area, after making sure that there is no one on the balcony above us and behind the wall. The guard will descend after us - we move after him, avoiding meeting with another guard. We go down even lower and stop in front of the illuminated area. Now we are closely watching the enemy, constantly moving from one end to the other, and the guard, who is on the balcony above the control point. We get to the lever, pull it and, after waiting for the elevator to arrive, we go down to the loading dock.

Along the way, something goes wrong, and the elevator will fall into place. Without thinking twice, we cling to the ledge on the wall, move to the right to the last grate and go down. Turning around, we jump even lower. We rotate the valve to failure clockwise and quickly move to the other side of the bridge. We pass into the cave and in a small gap between the box and the rock on the right side we find a valuable trophy "Artifact of the City" (1/4). We return to the place where we went down the cable of the claw and go into the cave. Once at a dead end, turn around and go through a small passage near the boxes. We get to the illuminated area, climb onto the ledge and go around the floor traps. After jumping from the last beam, we open the cabinet on the left and take out the document "Pantry" (3/4) from it. We continue to move through the cave until we get out of it.

We go up the stairs, climb up the boxes on the right side and climb over the barrier when the crossbowman passes to the left. A guard with a torch and a guard in the cave itself can prevent you from entering the cave unnoticed. There is no hurry, so we do everything for sure. After entering the cave, turn left at the fork and wait for the guard to pass us from left to right. We get to the bridge and go down under it on the left side. There we will find the document "Marauder's Note" (4/4). You can already climb up with the help of a hook along the wall on the other side. Crouching, we pass into the outer catacombs and freely move into the inner catacombs.

Valuable trophy "In memory of the old man."


Geeks are walking around the bridge. At the very beginning, we turn left, go down and release the rope arrow into the beam. Using the rope, we bypass the failure, break open the door and go inside the room. The chest is equipped with a trap, so first we neutralize it through the panel on the wall on the right side. We take out the valuable trophy "Bracelet with a bronze head" (2/4) from the chest. Once outside, turn left and jump down. We rise along the rope and climb higher to the valve when the geek moves away from it. We follow the enemy: as soon as he moves away from us as much as possible, he will briefly linger in one place. This is our chance to quickly and without attracting attention, unscrew the valve to the end and thereby open the gate.

We climb the stairs to the very top, turn left and turn the valve to neutralize the floor trap on the intermediate floor. Returning to it, we climb higher and higher up the stairs and ledges. We go around the grate from above, wait for the end of the conversation between the guards and jump down. The dialogue will continue. After its completion, follow the guard with a torch. Climbing the stairs, we pass through the gap in the wall on the left side. We get out of the pantry and get into the lair of the Lightforged.

Orion is engaged in healing in the rotunda. Erin is also there. We go around the dark area on the left side (through the bars in the corner you can get to the merchant). Slowly we pass on the glass and jerkily move to the other side. First you need to wait until the two guards finish the conversation and move on. Also, the crossbowman on the second floor must not be allowed to see us. We pass through the entire building and get out on the other side. Just before the exit will be two guards. One of them will doze off in a chair. There is a large box ahead - we approach it from the right side, climb up and, using the rope, jump onto the wooden platform on the right side. We pass along the beam and select the valuable trophy "In memory of the old man", lying between the stems of plants. We climb the wall, enter the rotunda and watch the healing of the Lightforged Primals oozing from Erin. From our appearance, the girl awakens and everything around us slows down. We select the first fragment of the Primal Stone and go to the right. Bypassing the obstacles, we will soon get to the second fragment. Combining them, we pass to the center and take the necklace from the hands of Orion. Orion manages to escape, taking Erin with him, thanks to the appearance of the General. This time, the fight is unavoidable.

The easiest option is to immobilize the Thief Catcher (the share of the Predator style will be 33%). Let's use all the arrows that we have. Explosive and jagged arrows will by far deal the most damage. We try to shoot exactly at the head of the enemy. A couple of explosive arrows can be obtained from the box on the pedestal in the center. To do this, we wait until the General starts firing from his weapon or briefly disable him with a suffocating arrow or a light bomb. Finally, having defeated the Thieves Catcher, first of all we rob him. In his bag in the middle is a valuable trophy "Ring with Amber" (4/4). We rotate the valves on each side, break open the door lock and leave the territory.

Box with explosive arrows.


The second way is much more difficult. First things first, let's steal a valuable trophy from the General's belt. The right bag is in the middle. We wait for the General to start firing from his weapon or briefly disable him with a suffocating arrow or a light bomb. First, we try to sneak up to the enemy as close as possible and only then use the appropriate arrow. This will save us a few precious seconds. We move on to a more difficult stage - opening the door. We unscrew the first valve, but not completely. We leave quite a bit. A guideline for when to stop is the grate on the door. We go to the second valve and unscrew it to the end. After that, the General will begin to be active in shooting. We quickly return to the first valve and completely unscrew it. We sit out in a secluded place, but still we do not forget that the cat cried in safe places here. Therefore, at the first danger, we are preparing to make a breakthrough to the side. Most likely, the door will be lit by a torch - we extinguish it with a water arrow. We break open the door lock and leave the territory.

Chapter 8: Morning Light

While we were dealing with sworn enemy General, Orion and Erin have moved far enough away from us. The rails will lead to a dead end, after which we turn right and, crouching, go through a small passage. Having got out from the other side, we go around the geek with a slow step and get to the chest. We break open the lock and take away the valuable trophy "Funeral Bell" (1/2). Returning a little back, with the help of a claw we climb the wall and go left. The geek at this point should be on the right side. If it is on the left, then it will not be possible to bypass it. Having reached the cliff, we are in no hurry to jump down. The geek must be on the left side, i.e. we'll have to wait until he passes us.

After observing the ship built by the Lightforged, we continue to move along the tunnel. At the fork we turn right and through a small passage we get out to the abyss. We go around it through the pipes on the wall. Following the guard, carefully step on the surface with fragments. The guard will go back on the right side, so we can hide behind the boxes in the center. We go up the stairs, go into the room and be sure to close the door behind us. Behind the box on the right is a passage that will lead us outside.

We climb over the boxes of the barricade and through the scaffolding we make our way aboard the ship. We pass to the loading deck and rise through the pipes to the upper level. We look through the keyhole of the first door on our way. When the guard passes from left to right, we go outside and be sure to close the door behind us. We hide between the boxes in a dark area on the right side. We penetrate into the ventilation through the grate next to the place where the guard stood. Having got out from the other side, we go to the right and we rise along the stairs. We climb over the wall and find ourselves in an elevator.

Having gone down to the middle deck, we turn right and observe the guard in the room through the keyhole. Both guards - opposite the elevator and inside - should not see how we open and close the door. We take this into account when entering the room. There is a picture to the left of the table. When the guard from the table goes to the door, we quickly cut out the valuable trophy "Compassion, disgust" (2/2) and quickly hide behind the rack. After making a circle, the guard will return to the table. Now we immediately go to the doors at the other end of the room and open the lock of the one on the left. We go outside and close the door behind us. We release a rope arrow into the beam and, using two ropes, we jump onto the upper platform. Jumping from platform to platform, we move to the control point. An alternative route is possible through the lower deck. We go down and get to the blocked door (to the left of the end point of the route of the only guard). We cut the rope of the wall panel on the wall on the right side and get to the checkpoint.

Aldus (Orion).


Primal finally took over the body and soul of Erin. After killing Orion, the girl runs away from us. We leave for the middle deck, slowly approach Erin exclusively from the back and interact with her. After several successful attempts, avoiding clashes with geeks, we return to the sanctuary and once again try to extract Primal from the girl. Primal's stone breaks, and its pieces scatter throughout the territory. Erin periodically erupts with flashes, thereby trying to inflict damage on us. In these dangerous moments, we hide behind the shadows of objects exactly on the opposite side from the girl. Two of the three shards are on the top level, the third is on the bottom. Having collected them all, we save Erin from suffering.

The situation of the fatal night is repeated when the couple tried to steal the Primal Stone: Erin is about to fall down, and Garrett is trying his best to prevent this. Unable to hold the girl, he desperately throws her claw. One can only guess about further events. With the dawn, yes, something clears up. Wet footprints and a parting gift in the form of a claw leave hope for the best...

"Noise is the enemy of well-being"
- One of the doctors at Moira's Orphanage

In the prologue, we get to know Garrett and his abilities, so there is nothing particularly interesting here. In fact, this is one document, one collectible and a hidden safe. In addition, it is worth saying that if you go through the game with settings without stuns and kills, here you will have to make the first and only deviation from this rule in the entire game.

Collectible- a necklace, you will find during the passage of the mission, in a house with crows. You won't be able to get past.

Document- he is also alone here, you will find in the house, where you will enter by competing with Eirin.

Interesting places
> First, it's a hidden safe, it's in the house with the raven on the first floor, after meeting with Eirin. There is a stone on the wall next to the stairs, if you click on it, the wall will move and you will see a safe.
> The picture under which the safe with the first collectible is located is real, then you will find several reproductions of it.
> Almost all the loading screens of the game (and possibly all) have Garrett, you just need to look for him.
> In the tavern, next to Domo Basso, and in some other locations, you can find stuffed lizard heads. These are the Burricks, monsters from the original Thief: The Dark Project. Not found in this game.

Chapter 1 - Jeweler's House

Chapter 2 - Foundry

Chapter 3 - House of Flowers

"Courtesan (Portrait of Lucrezia Borgia)" Bartolomeo Veneto

From the concubines of antiquity, the odalisques of the Ottoman nobles, and to the courtesans of the renaissance, the theme of the priestesses of love has always resonated in the hearts of the male half of gamers, apparently the developers of Thief could not get around it ... and we, in fact, do not mind, fortunately they succeeded very worthy.
A beautiful, rich chapter to explore, but at times a bit long. Its content is 4 documents, 5 collectibles and many interesting places and characters.
Plus, you will have a unique opportunity to get one interesting Steam achievement, but more on that later.

Collectibles
First- brooch
The brooch can be found immediately after the start of the chapter, if you go a little straight, climb the pipe, bite the lock contacts and open the next door, where the brooch lies (it is on the box)
Second- Diamond ring
The ring lies on the second floor of the House of Flowers. On one of the two stairs there is a grate, along which, with the help of a claw, you can climb into a secret room above one of the rooms of the brothel (screen)
Third- golden figurine
Immediately after descending under the brothel, in a large round cave, on the right side of the passage you will see a closed door. Proceed to the end and use Eirin's medallion
Fourth- Masonic ring
In the library, if you go on the right side, on one of the shelves there is a secret lever in the form of books, click on it and a small room with an item will open.
Fifth- Book
Do not pass by - a plot item. There is nothing to add here, except perhaps three statues that stand around a pedestal with a Book, they can be turned towards you using secret levers in the form of books, just carefully inspect the shelves.

The documents
First-Fourth- are located on the second floor of the house of flowers, I indicated all of them on the screen. Try to find the cipher for the safe there yourself (I will write it at the end of the topic)

Other interesting things
> First of all, of course, Madame Xiao-Xiao, who, in fact, is not Madame at all. Her voice, figure, bristles (she can be seen in closing video) and the presence of men's clothing in her room, gives us reason to still consider her - them.
> In this chapter, you have the opportunity to get an achievement for 10 killed / stunned people. To do this, you must complete the small quest that you will receive in the room with the steam engine (I do not disclose details). The chapter will fail and you will have to start over, but you will still receive the achievement.
> When you find yourself under the House of Flowers, pay attention to 4 slits through which you can observe the peculiarities of the nightlife of the City.. of course, if you are over 18 years old))
> The flags that you will see in the underground city are, in fact, very similar to the flag of the Vatican city-state. And the third collection leaves no doubt what exactly the game designers had in mind when they made this location.
> The password to the safe in Madame Xiao-Xiao's room is 573

Chapter 4 - The Fall of the Bastille

The chapter contains 6 collectibles, 8 documents (I unfortunately only managed to find 6 of them), and several interesting places.
Write if you managed to find two missing documents, I don’t know where they can be.

Collectibles
First- ring
At the beginning of the Chapter, right after the video about the explosion in the tower. To your left is a beam, we shoot an arrow with a rope, we go down it, we find a ring under one of the benches.
Second- order
In a safe in the Architect's office on the first floor of his house. To find the safe (it is under the picture) you need to press the button on the table.
Third- picture
On the second floor in front of the door where the Architect barricaded himself. To get a picture you need a scalpel.
Fourth- ring
In the big room, in front of the elevator to the prison.
Fifth- memorial plaque
In the same room as the ring.
sixth- bracelet
End of Chapter 4, at the end of the passage in the north, next to the generator (thanks to vsaR1SK for clarifying).

The documents
The first- On the ground floor in the Architect's office, lies on the table
Second- On one of the shelves of his hideout upstairs
Third fourth- get automatically after the chase scene
Fifth-Sixth- near Bosso's camera, noted on the screen

Other interesting things
> The architect, if you were careful, you will remember from the last chapter, it was he who complained about his wife to one of the courtesans.
> You will also find the Architect's wife in the house. It's funny that she mentions that her husband smelled of opium, which we know he smokes at Madame Xiao-Xiao's.
> After the room with smoke, there is a moment when you will get over on the catwalk falling down. Please note that at the other end of this passage there will be one of the trinkets (not a collectible). If you want to get the achievement for collecting all the items in this mission, you will need to take it too. The problem is that when you try to cross to the other side, the bridge falls to the lower level. For the passage, nothing changes, but you will not be able to take this item. The solution is to sit down, turn on the concentration and move around until you reach this object. experienced [-TWR-]Tapirus terrestris.
> When you take the elevator up to the main safe, you will see another old friend - a mechanical man. Or rather, their whole shop. So, according to the Baron, and looks like an ideal society. Hello Orwell))
> Password to the safe with a stone Primali 319-left wheel, 018-right

Walkthrough Recommendations
I had a lot of unpleasant moments playing through some of the scenes in this chapter, so I decided to share my observations with those who play the game on the most realistic settings (no focus, kills, stuns, alarms, etc.).
First, you will run slowly, slower than the rest of the players, so when you escape from the chase - slide. The same is true for the asphyxiant team.
Secondly, despite the fact that you will have catastrophically little time to run through the room and unscrew the valve, it is possible to return to the room and pick up loot. To do this, stand in the opening of the door that you raise, catch your breath, and then again for a few seconds you can return to it.

Chapter 5 - Madhouse

"Here was the dream the Baron brought to life"
- Edwina Moira

Chapter 6 - The Baron's House

Chapter 7 - Hidden City

"Things more terrible than you are hidden in the darkness..."
- Queen of Beggars
Where is Eirin and what do they want to do with her? Why does Aldus Primal need and how is he, Primal, connected with the disease that turns people into monsters? Garrett has a lot of questions and very little time to find answers to them.
The penultimate chapter contains 4 collectibles, 6 documents (I, unfortunately, managed to find only 4 of them).

Collectibles
First- artifact
You will find it immediately after the fall of the elevator in the underground city, you will need to go down, find a suspension bridge and unscrew it down with a valve.
Second- bracelet
You will find the bracelet in the inner catacombs, where several monsters will ply. To the left of the entrance you will see a beam, using an arrow, you will cross to the other side and there will be a bracelet behind the closed door.
Third- ring
In the lair of the Lightforged, in front of the tower itself. If you look up you will see a box on the ropes with a block, shoot at the blocks - the box will fall. Climb onto it and jump down to the rafters along the building. There will be a ring.
Fourth- ring
On the belt at the Catcher of Thieves, the finale of the Chapter.

The documents- I noted everything on the screenshots. Unfortunately, two are missing. Find - write.

Other interesting things
>There are a lot of secret passages in this chapter, I counted 7. One in the yard, at the start of the chapter, two in the catacombs, two more on the rafters, when climbing out of the catacombs, and two in the lair of the Illuminated. Using them, you can not intersect with the guards at all.
>There is a safe next to the pit, the combination to it is 673. Pay attention to how this code is played in one of the documents, I think it's funny.
>In the Lair of the Lightforged there is a merchant, he is behind the ventilation shaft, right at the start of the location. I recommend buying water arrows from him.
>If you responsibly approached the collection of trophies, then after the battle with the Catcher of Thieves you will unlock the achievement for the first collected set. Congratulations, there are still a dozen left))

final battle
The inputs remain unchanged: we cannot stun the Thief Catcher, we cannot kill him, we cannot take any damage and we cannot catch his eye. And everything would be fine, if not for one of the collectible items that hangs on his belt, and without it, of course, we simply cannot leave.
Unfortunately (or fortunately after the 20th reboot), the Thief Catcher operates according to the underlying algorithm, so that by understanding it, we can deceive our antagonist. I will describe my version of the passage, if it does not suit you, I think you can choose your own. Good luck))

After the start, we pass the arrow into the wall to your right and move counterclockwise (to the right) to the first valve. We turn off the valve. If you see that the Thief Catcher starts to move in your direction - move away, then come back. 2-3 such repetitions and the valve is turned off. Then move further in a circle, counterclockwise, to the second valve. By this point, if you've been doing everything quickly, the Thief Catcher will begin to pour fire on the side where you'll be sitting. Cling to the column, wait for the end of the volley and extinguish the torch with a water arrow, which will burn next to the valve. Repeat the procedure with the first valve. As you unscrew, hide behind the column and put out the torch above the door that we opened with the second water arrow.
Then the most difficult thing is to steal the trophy. You must be behind him. you should not try to jerk to get close to the Catcher-Thieves, he cuts through it at once, but crawling will not work either, he is constantly spinning, so he will see you. My choice is a flash grenade. I blow it up behind his back, then with a jerk I come closer, blow up another one, pull the bag (the trophy in the one in the middle), if I pulled the wrong one, I blow up another one, then step back a little, blow up the last one and jerk off into the shadows.
Then we simply, carefully get to the door and break the lock. Without upgrades, this can be quite a long process, but I was no longer bothered by the Thief Catcher.

Chapter 8 - Dots over i

Straight to the point, there are two collectibles in this chapter and... that's about it.
To be honest, I examined it rather briefly, firstly, I wanted to quickly find out the denouement, and, secondly, frankly, I wanted to quickly get rid of the main storyline. So if you find something interesting - write in the comments.

Collectibles
The first- brooch
It is located in a locked chest right at the start of the chapter. See screenshot.
Second- painting
The middle deck of the ship, before the final meeting. Right passage (from the stairs), screen.

On one of the English-language forums, some player wrote the following comment: "The most terrible ending I have ever seen." "He obviously didn't see mass effect 3,” flashed through my head.
Yes, the ending is somewhat controversial.. Why did he open the book? Why didn't you throw the hook right away? Did Eirin survive? What happened to the city in the end?
... but, on the other hand, this is its advantage. Everyone will be able to think of the ending that will be closer to him and HIS Garrett.
As for me, in my world, Eirin remained alive, and the hook that Garrett found was her parting gift. Why didn't she stay with him? I think it's a tribute to the spirit of the game. Garrett is not the kind of character who has to go into the setting sun with a girlfriend on the arm, in this he looks like another famous hero the same studio - Adam Jensen.
Garrett is a thief, a loner and a restless soul, and that is how he will remain for me.

Ector's Quests

The mysterious mechanical man has been chasing us since the second chapter, and now, finally, we have the opportunity to figure out what the Mechanic Hector built, why he was replaced by the Watchmaker, and even later by the Architect. Why does the Baron need a workshop to create these creatures and what, in the end, happened to all this.
However, the game developers remained true to themselves and did not reveal the whole background of the story, however... after completing the line of quests for Ector, you will be able to reveal the secret of the mechanical man.

Passwords on a separate line

For convenience, I decided to put all the passwords to the safes in a separate section

Exercise 1
Basement of the jeweler's house - 739

Task 2
Safes in one of the rooms of the foundry - 314

Task 3
Safe in Madame Xiao-Xiao's apartment - 573

Task 4
Double safe at the end of the task, 319 left wheel, 018 - right

Task 5
Safe in one of the rooms - 731

Task 6
Safe in the Baron's House - 889
Safe in the Baron's House, after meeting with the Baron - 017

Task 7
Safe in the underground city - 673

Task 8
No

City
Basso's quest to steal a hand mirror - 824
Basso's Theft Quest chess piece - 776
Safe in one of the houses on Baron Avenue - 842

Ector's Quests
was not noticed

Vittori Quests
Task 2, safe - 812

DLC - Bank Heist
Code from the repository - 632

Thief series characters

Garrett

"What is locked... can be opened...
What is hidden... can be found...
What is yours...
...can be mine. ”

- Garrett, Thief: Deadly Shadows Official Trailer

The protagonist of the Theif game series, a cynical master thief whose only desire is to quietly steal someone else's property, unwittingly finds himself drawn into a series of fateful events.
An orphan from birth, Garret spent his childhood on the streets of the City, surviving as a thief and pickpocket. Demonstrating an incredible degree of susceptibility to the craft, he was spotted by one of the agents of a secret organization designed to watch and maintain order in the City - The Keepers.
Garrett was trained in the art of disguise and stealth, but he soon realized that these skills were more profitable to use as a thief than an agent of a secret organization.

Garrett's primary motivators are self-preservation and self-interest. But while on the surface Garrett is callous, cynical and devoted only to himself, deep down he has strong feelings for several of his old friends.
Garret often displays professional honor as a thief and refuses to kill anyone on a mission, saying that he is a Thief, not an Assassin.