Calendra’s Cistern
Walkthrough
You start
beside a set of stairs that leads up to a Weapons Shop. Walk up, read the note
by the door, (you’ll receive 500 g. at this point) then go in and buy whatever
equipment you want. I usually get a lot of water arrows and a moss arrow or two,
on Expert. You might want some broadheads, because you run into a few spiders.
(You can come back and buy more equipment at the shop later, but keep in mind
that you can only spend the gold portion of your loot total, not the gems or
goods.)
Art Dealer’s House:
Leave the shop,
go back down the stairs, turn left (N) at the bottom, walk along below the
stairs and turn left (W) at the end. Follow the passageway past a house with a
guard standing by the door. This is the Art Dealer’s house, but there’s a
sneakier way in than the front door. Continue south, past the other end of the
house, turn right (W), go around the corner, up the slope, and climb over the
wall into the back yard. Pick open the back door, then enter. There are a lot of
tile floors in here, which means a lot of creeping around. I usually go across
the carpet to the front door, pick it open and BJ the guard out here, so I don’t
have to worry about him. Lord Alharazad is upstairs in the bedroom. Sneak
quietly up the stairs and blackjack him. It’s sometimes easier to lure him
downstairs to search for you while you hide in the shadows, then blackjack him
on his way back upstairs. Once he’s disposed of, you’re free to explore the
house. (If you’ve disposed of Lord Alharazad downstairs, head up to his
bedroom now.)
Pick up and
read the note that is lying on the floor beside the bed. You’ll now have an
objective to find Ragnor and leave him, alive, in this house. Go over to the red
tapestry on the wall and move and click over it until you pick up a key, then use it to unlock the blue chest in
the corner of the room. You’ll pick up a silver coinstack, worth 12 g. Walk up
the stairs to the ladder and climb to the attic. Up here, you’ll find the safe
containing the sapphire vase that you
need to obtain to satisfy one of the objectives. There is no set code to open
the safe. It’s random and changes each time. To open it, all you really need to
watch is the center circle of five lights. Each light that is lit in that circle
represents a number in the combination that is correct. Start with the first
number, move it up one click, e.g. if it's 4 move it to 5. Push the button and
watch the circle of lights. If a light goes off that was lit before, put it back
to 4 because it was already correct. If a light comes on that wasn't lit before,
then it's correct now (at 5), so leave it and go to the next number in the
combination. If nothing changed (no lights went off or on), then move it up to
1, and push the button, check the lights to see if one came on. As soon as it
does, you know that number is now correct. Leave it and go to the next number in
the combination. Usually there are at least a couple of numbers that are
already correct when you begin. When you’ve got them all right, the door opens
and you can pick up the nugget, worth 500g. (512) and the vase, worth 150g.
(662). (Note: There is a bug that occurs here sometimes that makes it impossible
to get the safe open using the combination. If that happens to you, you can
either restart and try again or blow it open with a fire arrow.) Return to the
main floor and head into the room with the pool.
Help yourself
to a painting, worth 160g. (822), which is hanging on the wall, and a tiara,
worth 75g. (897), which is lying on the floor near the stool. Leave the pool
room, cross the foyer and go into the display room. Pick up the statue, worth
20g. (917), from the first pedestal, and then a vase, worth 20g. (937), from the
next one. The first niche in the wall holds a vase worth 50g. (987); the second
niche holds another vase, worth 100g. (1087); and the last niche holds a gold
vase worth 50g. (1137). Behind that vase, you’ll see a switch. Pull it and
it opens a secret panel in the wall. Before you climb in, go over and pick up
the statue head on the other pedestal, which is worth 4g. (1141). Take the
painting, worth 160g. (1301), from the wall. Climb into the passageway behind
the secret panel and use the key you found upstairs to open the chest. Inside,
you’ll find a gem, worth 100g. (1401), and lying beside the chest is a green
rolled tapestry, worth 150g. (1551). Walk along the passageway, jump down to the
yard, and go back through to the Weapons Shop courtyard. At this point, if you
wish, you can go and buy more equipment.
On the Way to the Weeping Angel:
Cross the
courtyard to the archway, but don’t go through it yet. Look up and you’ll see
that the tower roof has a wooden underside. Put a rope arrow into it, climb up
and jump over to the top of the archway. Retrieve your arrow then go into the
doorway on the left. Open the chest, get a silver coinstack, worth12g. (1563)
then jump down into the hole in the floor. Crawl through to the far side,
stand up, and take the speed potion by the chair. Return to the other room and
mantle up out of the hole. (Note: Due to something called "head bob,” which
makes it look more natural when Garrett walks, you may get stuck when trying to
negotiate the crawlspace here. Just keep backing up, crouching, and trying again
until you get through when Garrett's head is at its lowest point.) Go back out
onto the roof, walk behind the other small room, and you’ll see a piece of
machinery that you can safely jump down onto and, from there, drop to the
ground.
Go
through the archway and up the street to a walkway where a beggar stands, off to
the right (S). (I usually blackjack him, because he’s a pest if you don’t.) Turn
to the left (N), walk over to the end railing, jump over it and walk along the
ledge on the left (W). You’ll see a partially open window on your left. Crouch
down and pick up the coins, worth 25g. (1588), that you can see on a table
inside, then go down to the north end of the ledge. You’ll be facing a tower and
there is a ledge on it that is just a little way below the one you are standing
on. (This can be tricky to get onto and it isn’t necessary unless you want to
collect all the loot.) Drop down onto that ledge, walk around to the back of the
tower and you’ll find a bottle worth 50g. (1638). Once you have it, jump into
the canal below.
There is one
guard that patrols along the side of the canal. Climb out right beside the tower
and you’ll be in shadow. Walk east along the canal and up onto a little bridge.
Turn and face the buildings to your left (N). Up above the canal, you’ll see a
gold bottle on a windowsill. Put a rope arrow into the wooden underside of the
roof, climb up and get the bottle, which is worth 50g. (1688). Retrieve your
rope arrow, fall into the canal, and climb out onto the walkway.
Turn back towards the tower (W), walk around the corner and you’ll find a ladder
up against the left-hand (E) wall of the building. Climb it and at the top turn
left (N) towards the corner of the building. Go around the corner and you’ll
find yourself facing a steep grey roof. Walk straight up the roof and down the
far side. Continue along the ledge and you’ll see an open window on the right
(S). You can climb in (you have to step back a bit and sort of run/jump into it,
then crouch) and inside you’ll find a chest containing a silver coinstack, worth
12g. (1700). There’s a ladder in the chimney but it doesn’t really go anywhere.
Go back out to the ledge, (Save before you jump out the window. It’s easy
to miss the ledge and fall) turn to the right (E), and you’ll be outside the
bell tower.
Open the
door on the east side, climb a ladder, jump over to the floor and look in the
far corner for a gold hammer, worth 75g. (1775). Climb back down, leave and turn
left (N). Walk to the edge of the platform and look over. You’ll see a wooden
beam and a gate. Jump down on top of the gate and then down to the ground on the
right (S) side of the gate but remember this area, as you’ll need to come back
here later. Go down the steps and continue south until you reach another set of
stairs. Go up to the top, pick open the door, either sneak past the guard or
blackjack him, pick open the door on the other side of the room, turn left (S)
and walk up to the top of the slope.
Turn to
the left and go through a doorway out to a flat rooftop with a low parapet wall.
To the right of the parapet wall, there is a grey roof. Mantle up onto the
parapet, jump onto the flat edge of the grey roof, and walk along to the far
north end. Jump down onto the rooftop to your right (E), walk around to the
back, and you’ll find a gas arrow. (You can walk up over the steep roof that
you’re facing just as you jump down onto the flat roof, then go down the other
side to a pipe, then walk along the pipe to another roof. If you turn right,
walk along a bit and look down, you’ll see an archer patrolling. There’s a chest
down there with some broadheads in it.) Climb back out onto the roof and
go back the way you came. When you get back to the passageway, turn left (S) and
walk to the top of the stairs. Turn left (E) then right (S) and you’ll be at the
top of a set of stairs leading down to a park. Mantle up onto the rail to your
left, climb the ladder, and jump into the aqueduct. Grab a water arrow,
climb out of the water, down the ladder and return out to the hallway. Walk
straight ahead (W) to the end and on your right you’ll see a lever. Flip
it to open the gate beside it.
Go through the
gate and along the passageway to the top of the stairs. Climb up on the railing
and jump over to the balcony of the yellowish house that is opposite.
Smash the last window on the left, watch the man in the teddy bear PJs react,
and then climb in. Go through the door on the right, go in and you’ll find a
gold coinstack, worth 25g. (1800), in the chest. Head back outside, jump down
(if you turned right here, you’d go back to the walkway where the beggar
stands), walk back up the stairs and south along the passageway. Climb the metal
stairs at the far end, pick open the door on your left, and go in. You’ll
find a copper coin stack, worth 5g. (1805), sitting on the bench, and a
noisemaker arrow in the chest nearby.
Leave by the
same door, turn to your left (S), walk down a small slope and turn right (E)
across a wooden walkway. At the end, look up and you’ll see a beam sticking out
of the wall near the roof of the building you’re facing. Put a rope arrow into
the right side of the beam. Climb the rope, jump over to the smoking chimney to
the right (N) and then walk onto the roof. Retrieve your rope arrow then go to
the other side (W) and look over the edge. On the south wall, a little way below
you, you’ll see an opening off of a ledge. You need to get down there. There are
wooden beams underneath the roof. Shoot a rope arrow into the one closest to you
then climb down and onto the ledge.
The Weeping Angel:
Retrieve your rope arrow then turn left (E) and walk along through the
hallway behind the statue. At the end, you’ll be facing a wooden door. Pick open
the door, enter, read the note on the table and pick up the “Tavern” key. Look up and you’ll see a hole in
the ceiling. Rope arrow up, pick open a chest and get a breath potion. Retrieve
your rope arrow and jump back down. Return down the hallway past the opening
where you entered the building and continue through the other doorway. Pick open
the metal door, go down the stairs, turn left and unlock the door at the bottom
of these stairs with the “Tavern” key. In this room, you’ll find a fire arrow in
the fireplace and a painting, worth 70g. (1875), hanging on the wall.
Go into the
next room, turn right, open the door to the outside with the “Tavern” key and
walk outside. There’s a lever on the wall beside the gate to open it, but don’t
go through. Walk over by the small set of steps and you’ll find a moss arrow
tucked in the corner beside them. Return to the Inn and enter the room with the
bar. On the shelves across from the end of the bar you’ll find a gold wine
bottle, worth 20g. (1895), and 8 cups, worth 120g. (2015). There’s a cash box
sitting on the bar that you can pick open which contains a gold coinstack, worth
25g. (2040). Unlock the small door beside the bar with the “Tavern” key and jump
down into the wine cellar. (You can also go into the wine cellar from the stairs
that you took down to the Tavern. Just turn right instead of left.)
You’ll meet
Mercedes here and she and Garrett have a conversation. After it finishes, go
over to the lowest barrel in the NW corner of the room. You’ll notice that
there’s a hollow space behind it. Push the barrel until it falls through the
back, crawl through the hole and on the ledge over the room below, you’ll find a
wine bottle, worth 16g. (2056). Head back to the wine cellar where you’ll find a
lever under the stairs that opens the door that Mercedes exited through. Pull
the lever and go through the door.
The Party Area:
You’ll be at
the top of a flight of stairs. Look at the wall above the bottom of the stairs
and you’ll see a black chest on a ledge. Douse the torch over the stairs then
put a rope arrow into the ceiling very close to the chest, as you have to be
able to pick the chest open while hanging on the rope. Inside, you will find a
silver coinstack, worth 36g. (2092). Once you have that, enter the room at the
bottom. You can pick a purse, worth 20g. (2112,) from Burgomaster Theedsblot.
He’s the man that walks back and forth through the gate across the room from the
stairs. Head to the left (you’ll have to put out a couple of torches in this
room) and just to your right, as you enter the round room, you’ll see the guest
book. “Use” the quill pen to sign the guest book then sneak around the room to
the far side. If you put out a couple of torches on this side of the room, you
can usually blackjack most of the AI that patrol in and out of this room without
much difficulty. Two of the AI that patrol through the doorway into the room
wear purses worth 5g.ea. (2122). (These are the Whitman brothers.) One of the AI
standing in the center of the room has a purse worth 100g. (2222). There’s a
purple goblet, worth 15g. (2237), and a wine bottle, worth 50g. (2287), sitting
on the side of the well.
Head out the
west door and into the next room. Lord Whitman patrols into this room. He’s
wearing a purse worth 100g. (2387). You’ll find 2 purple goblets, worth 30g.
(2417) on one table, and another purple goblet, worth 15 g. (2432), on the other
table. If you look north up the hallway from this room, you’ll see a man
standing by a pillar with a torch on it. That man is Ragnor. You need him alive so you can deposit
him in the Art Dealer’s house. Sneak up behind him and BJ him. Pick him up, go
back upstairs to the Old Widow, out the front door and through the gate you
opened previously. Head east across the courtyard and on your left, you’ll see a
hole in the wall. Walk through it and out into a courtyard with metal stairs. Go
up the stairs to the doorway on the left, walk straight ahead to the stairs at
the far end, go down the stairs, straight ahead, and then turn right. You’ll be
on the walkway where the beggar stands. Go past him, turn left, and you’re back
in the courtyard outside the Weapons Shop. Continue across and out the exit on
the far side to the Art Dealer’s house. Deposit Ragnor on the floor in here
somewhere and the objective to leave him here alive should tick off.
Retrace your
steps to the hall in the Party area where you blackjacked Ragnor. To the
left of where he was standing is a small chapel. We’ll leave that until
later. There’s a chest in there that is best left unopened while the party
is still going on. Walk straight ahead to a room where you can see a woman
and a man standing. Listen to their conversation and you’ll realize that
the woman is Lady Calendra. Take the key she is wearing, which is labeled
“Lady Calendra’s Key”, read the note on
the table and take the two cups, worth 30g. (2462). Don’t try to kill or BJ Lady
Calendra. You have to leave her unharmed.
Go up the
stairs to the balcony above the chapel where you’ll see two people standing
together. The man is wearing a purse, worth 25g. (2487). Climb the ladder
on the back wall of this room, which takes you up to an attic. Walk
straight to the back and you’ll find a ring, worth 100g. (2587), sitting on a
beam. Turn to the left and you’ll find a hole in the wall.
The Observatory:
Crawl through
and out onto the rafters of a room. There is another set of rafters
in the center of the room. Rope arrow over to it, walk to the middle and
look up. You’ll see a hole in the ceiling. Use a rope arrow to climb
up and you’ll find yourself in an attic, with a large structure in the middle of
it. This is the Observatory and it’s quite tricky to get into.
Dispose of the spiders, then walk around the Observatory and you’ll see that it
has two holes in the sides. You have to mantle up into one of those.
You can also mantle into a hole in the wall on one side and walk through the
passageway then jump over to the Observatory. I usually find it easier to
mantle up into the metal “Loop” that’s between the wall and the Observatory on
one side, then jump from there into the window. It may take a number of
tries to do it, so don’t give up too easily.
(Alternate
route: If you mantle up into the metal “Loop” and face the Observatory
wall, you’ll see the hole high up in the wall, mentioned above. If you
picked up the Speed Potion earlier, quaff it and you can make the jump into the
hole, which will take you around so that you are now facing the Observatory
window. It’s pretty easy to leap straight in from here.)
Once you’re
inside, you’ll find a healing potion on a table, and The Summoner’s Stone in a blue chest, which
you’ll need to pick open. You’ll also notice a large red dish.
You’ll need this later on. Flip the lever on the wall to open the door, go
out, drop back down through the hole (you don’t need a rope arrow), rope arrow
back over to the side beams, go back through the attic, down the ladder and down
the stairs. At the bottom of the stairs, there is a door on the
right. Open it and go down to the basement.
The Basement:
Walk through
the office, down the hall and into a room with 5 levers on the wall and a big
machine in the center. Out in the next room, there is a furnace, some
fireplaces and a funny looking torch on one of the pillars. In the room
with the levers, stand facing the levers and consider the one on the left as #1,
the next one to the right #2, etc. Pull lever #1, go out into the next room and
check the “funny” torch over by the fireplaces. There is now a gas arrow
instead of the torch flame. Pull Lever #2, quietly go back to the next
room, and you’ll see a large green spider has materialized. Kill it, walk over
to the furnace and you’ll see that the door is open and a fire arrow has
appeared in the flames. Lever #3 makes a white spider appear in the
office, but doesn’t seem to do anything else, Lever #4 creates a water arrow in
the machine in the center of the lever room and Lever #5 does nothing.
Walk out into the room with the furnace, up the ramp to the next room, then up
the stairs, which take you up behind the altar in the chapel. Don’t open
the chest, yet, or the floor hatch.
Go back out
through the rooms to the area with the well. Opening off the south side is
a hallway with a channel of water running down the middle. Walk down along
the left side of the water to the next room, which has a deep pool of water in
the middle and one guard on watch. Go to the left through the opening in
the wall and walk along until you fall into the Cistern. On the bottom, by
a pile of bones, you’ll find a rope arrow. Mantle up onto the ledge at the
back and shoot a rope arrow into the center ceiling beam. Climb up on top
of it, retrieve your rope arrow, then walk to the hole in the wall above the
platform. You’ll find a moss arrow. From here rope arrow or jump
over to the beam to the North and from there jump down onto the ledge
below. Enter the tunnel.
On the Way to Calendra’s House:
Follow the
tunnel and turn right when it branches off. At the end of this short
hallway, there’s a hole. Jump down through it and you’ll land in a
machinery room partially flooded with water. Climb the ladder against the right
(W) wall all the way to the top and look in the hole for a moss arrow. Turn
around, climb down just a bit and jump over to the top of the large machine and
from there, over to the platform under the ladder. Climb up the ladder,
open the sewer hatch at the top, and climb out.
Look up and a
bit to the left at the buildings just across the street and you’ll see the
wooden underside of a roof eave. Shoot a rope arrow into it, climb up,
jump to the stone walkway and retrieve your rope arrow. Walk straight across (S)
to the other edge of the walkway, lean out a bit then look to the right. You’ll
see flat platform just above and behind the street lamp below you. Step down on
top of the streetlight then mantle up onto the flat platform. Ahead of you
you’ll see a breakable window. Smash it and climb in. Hug the wall
to your left and make your way around to the light switch. Flip it on and
you’ll see you’re in the Explosives Shop. On the counter, you can see a
starburst explosive device and a mine. In front of the counter, there is a
broken chair. To the right of the broken chair, on the floor in the shadows, is
an armed mine, so watch where you step. Pick up the starburst device but
leave the mine on the counter alone, as it is also already armed.
Leave the shop,
hop down onto the streetlight again, and climb back up onto the stone walkway
(you may need to put a rope arrow into the roof overhang to get back up).
Walk across (E) to the other side then turn right (S) and climb out onto the
ledge. Follow it around to a flat rooftop and from here, you can see
Calendra’s roof and front door.
Look down
and if you see a red light flashing in Calendra’s front porch then the guard has
either heard you or seen you and set off the alarm. It would be a good
idea to reload and try to do it undetected. (Note: The guard has
very good hearing and it’s easy to make noise because the streetlight reacts as
if you are walking on metal. If you keep alerting the guard, you might
want to come over to this rooftop first, use a gas arrow on the guard from here,
then go back to the Explosives Shop and then return to this rooftop.)
From here, you
can see that there is an attic window that has, very conveniently, been left
open. Walk across the roof and climb in through the window.
Lady Calendra’s House:
You’ll find yourself in an attic room containing a chest. Pick it
open and inside you’ll find a flash bomb. Walk across the room and
downstairs into a large sitting room. There’s a vase sitting on the
fireplace worth 20g. (2607), and in the room around the other side of the
fireplace, you’ll find another gold vase, worth 20g. (2627). Inside the
fireplace there’s a fire arrow. A guard patrols through here. He walks
over and hits an alarm button on the wall to stop the alarm from going
off. He’s wearing the “Front door”
key, which unlocks, of course, Calendra’s Front door. If you
blackjack this guard, it’s a good idea to open the front door and also blackjack
the guard standing out front, so he doesn’t come looking for you when the alarm
goes off (unless you already gassed the front door guard earlier).
In the dining
room you’ll find a vase, worth 100g. (2727), on a side table and 5 candlesticks,
worth 100g. (2827), on the dining table. There’s a picture, worth 70g. (2897),
hanging on the wall. Walk through the archway to the left into Calendra’s
office. Pick open the box on the desk and you’ll find a receipt for
payment for a “vial of lethal poison.” Look on top of the bookcase to the left
for a button, push it, and the painting above the desk swings open. Behind it,
you’ll find a vial of poison, which you use like holy water, to create poison
arrows.
Go back across
the dining room and into the kitchen. Pick up the funny looking green
thing under the stairs, which turns out to be “dried frog,” and keep it in your inventory.
Walk upstairs and pick up the vase, worth 50g. (2947), sitting on a table. Read
the books, then use “Lady Calendra’s” key to unlock the bedroom door. Take the
painting, worth 90g. (3037), which is hanging on the wall over the bedside
table, then look on the floor under the table for a healing potion. Help
yourself to the gold urn, worth 100g. (3137), which is sitting on the
table. You’ll also find a second “Lady Calendra’s” key beside it. In
the unlocked wooden chest, you’ll find her diary, which is interesting reading.
Then go to the other bedside table, where you’ll find a tiara, worth 200g.
(3337), and the “Shrine” key.
Return to
the kitchen and unlock the trap door. Climb down through into the
basement/crypt. You’ll find a small urn, worth 20g. (3357), sitting in
front of the 2nd coffin on the left, and against the end of the next coffin is a
small gold urn, worth 25g. (3382), and a large gold urn, worth 100g. (3482). On
the two center coffins are 2 blue gems, worth 100g. (3582), and beside the back
coffin, on the floor, there is a small urn, worth 10g. (3592).
Back to the Party:
At the far end
of the room, turn right (W) and walk to the well shaft. Climb down the ladders
to the sewers at the bottom and follow them to a large room. Climb all the way
down to the water at the bottom, where you can pick up 3 water arrows (it looks
like one but counts as 3 in your inventory). Climb back up to the lowest
platform and go through the tunnel entrance you'll see there. It slopes down
steeply and at the end, you walk out onto some rafters above a red spider. Try
to do it quietly to avoid alerting the spider. Jump down and exit through the
doorway. Climb the stairs to a large room with a barred opening at the far end.
When you approach the bars, Mercedes appears, and she and Garrett have a
conversation. She tells Garrett that a mage, named Brimstone, was invited to the
party in case something went wrong, but he turned out to have an agenda of his
own. Then she tells Garrett she was followed to the party by a member of the
Downwind Thieves Guild named Tommyrot, and that they will probably be waiting in
ambush. She’s going to try and secure an escape route while Garrett gets the
Cylix. You then get a new objective to go to Mercedes’ new apartment after you
have the Cylix.
Move the rocks
that are blocking the passageway to the left of the barred opening and go
through to the next room. There’s a large, jagged crack in the floor running
towards the south wall of this room. Search it carefully for a tiny gold
ring, worth 100g. (3692), then look carefully at the south wall behind the
pillar. You’ll see a slightly different colored section that is roughly door
sized. Use one of the boulders to smash it open. Inside, you’ll find a healing
fountain, if you require it.
Head to the
exit on the west wall and flip the lever on the right side of the tunnel to open
the gate in front of you. Walk up the ramp to a room with a pool and a
frogbeast. Ignore the frogbeast. Just run past, jump into the pool, swim
north and up through the other opening. Mantle out at the top and climb the
ladder against the wall to your left. Frob the cover at the top to slide
it open and climb up into a graveyard. You’ll find a gold cup, worth 25g.
(3717), sitting on top of one of the headstones to the left. There is a second
gold cup, also worth 25g. (3742), lying on the ground beside the dead body to
the right.
Walk to the
north end of the graveyard and look at the back of the last coffin, where you’ll
find a small lever. Flip it and the tombstone in front of it moves aside to
expose a hole. (You can also rope arrow up onto a ledge on the church and climb
in through an opening up there, as a second entry point.) Climb down the ladder
below, follow the tunnel until it branches left, turn left and at the end you’ll
find a ladder. At the top, open the cover, climb out, and you’ll find yourself
at the front of the party area chapel, behind the altar.
Brother Adrius:
There is a
black chest sitting right there, so open it and take out Brother Adrius’ head.
Take him down the wood stairs to the left, sit him down and cycle through your
inventory to the dried frog, which he has been asking you for. When he takes it,
pick up his head and it will go into your inventory. He starts talking and this
is what he says:
"That’s better! You’re not a party guest, are you,
thief! So, out looking for some goods, are we? You know, I could probably help
you some. But I think you must help me a bit more first. I suppose
you noticed. I’m feeling a bit disconnected? Anyway, I would really love
to be reunited with my limbs. Help me and I’ll help you. Take the
remains of my body to the Observatory and place them in the circle of red
stone. Then, we’ll see what I can do. Seek them now. Bring
with you the Summoner’s Stone. Listen for the sound of my voice echoing
from the past. Go!
Fire endure, water drenches my sides, rats nibble at
my toes, fire licks my fingers, wind whistles in my chest. It sleeps
now. Pray it never wakes!”
The last
sentence gives you the clues about where to look for the 4 missing body parts,
so that’s what you should do next. (NOTE: You
must have the Summoner’s Stone called up in your Inventory to enable you to see
the body parts for which you are searching. Since the Inventory items get
put away automatically after a while, if you reach a location for a body part
and it’s not there, call up the Summoner’s Stone in your Inventory and the body
part will appear.)
Leave the
chapel, turn right, and follow the rooms back to the stairs up to the Weeping
Angel wine cellar. Walk up into the Inn and leave by the front door, then go
through the gateway and through a small crawlway on your left. You’ll end up at
the bottom of a set of metal stairs. Climb up to the second landing and turn
left (N). Follow this hallway to the corner, turn right (E), follow it to
the end and turn right towards the aqueduct. Climb up and jump in. Down towards
the area where you previously found a water arrow, you should now find a body
part. (Again, make sure you have the Summoner’s Stone up in your Inventory
to enable you to see the body parts.)
Head back out
to the hallway, turn left and walk up to the end, where you turn right.
Follow the streets back to the walkway where the beggar stands, climb out over
the railing at the far end, as you did near the beginning, cross over the
walkway to the far side, and turn right. When you get close to the end wall, you
should see another body part. Turn around and walk the other way on the ledge.
Follow the same route as you did at the start of the mission, up over the roof
and down to the Bell Tower. This time, when you jump down on the beam, jump down
on other side of the gate. From here, with the gate on your right, go east, then
south, then west, then turn north and go behind the building with all the boxes
behind it and you’ll find another body part, plus a rope arrow.
Return to
the gate, rope arrow up to the beam and drop down on the other side of the gate.
Head back to the Weeping Angel and down to the party area. Go all the way down
to the basement and into the room with the furnace and 3 fireplaces. Put out the
fire in the middle fireplace, look up inside the chimney and you will find the
last body part. From here, you need to retrace your steps to the
Observatory.
Re-assembling Brother Adrius:
Drop all 4 body
parts plus the head into the red bowl. Each one should disappear in a puff
of smoke as it hits the bowl. Brother Adrius will start to say a spell
then get tired of it and tell you to push “that button over there.” On the
pedestal to the right of the bowl, there’s a button, so push it and Brother
Adrius will appear, momentarily, in the red dish then disappear again. He leaves
behind a scroll for you to read and an invisibility potion. Pick it up, go back
downstairs and watch the fun! Don’t be afraid of the haunt. That’s Brother
Adrius and he’s on your side. There’s one room in the party area that you hadn’t
entered before. Brother Adrius will have taken care of the people in there for
you. Pick up the 4 cups, worth 60g. (3802), that are sitting on the table,
along with the Decree of Guilt.
Open the chest and you’ll find a purse worth 500g. (4302). Somewhere in this
area, you should find “Master Gershaw.” He’s wearing a purse, worth 20g.
(4322), but if he’s been killed, it’s nearly impossible to see. Just keep
clicking on his body until you pick it up.
The Cylix:
Go back out to
the next room, unlock the door with the “Shrine” key and start down the
stairs. You’ll witness a scene between Calendra and Brimstone and they
both end up dead. You are left with a zombie, which is pretty easy to avoid.
(The haunt also generally comes charging down the ramp – you may have to move to
let him pass – and he keeps the zombie busy for you.) If you go to the back of
the room where they had their conversation, you’ll find a scroll that mentions
rope arrowing down a well, which is a hint for the next part. Walk down
the ramp all the way to the bottom. You will trigger a rockfall part way down,
but if you’re moving quickly, it won’t hit you. At the bottom, you’ll see the
well mentioned in the note you found before. There is a piece of wood protruding
into the hole. Put a rope arrow into it then climb down as far as you can
without falling off the rope. Jump over to the side and continue walking down to
the bottom.
You’ll find a
cave with a monster patrolling inside. There are several ways to deal with this.
You can use the poison to kill it, the invisibility potion to sneak past it, or
just sneak up quietly and then run like crazy, grab the Cylix, and get out fast. Keep running up
the ramp and you’ll soon leave the monster behind. The latter is the way I
usually do it. At the top, jump back over to your rope arrow (you can make the
jump, even though it looks way too far) and climb back up out of the well.
Go all the way
back up to the party area and into the room with the waterway running out of
it. Follow it back to the spot where you fell into the deep water last
time, on your way to Calendra’s house. This time, though, rather than jumping
into the water, walk along the ledge on the right. From there, you can jump over
to the platform on the south wall.
The Way to Feegrim’s Court:
This tunnel
used to be blocked by a grate but it has been opened by Mercedes as an escape
route. You’ll find a note from her lying on the floor of the tunnel along the
way. At the end of the tunnel, jump into the water, swim through the underwater
tunnels and up into another big room of water. Climb the ladder and up out of
the well. You’re now in Feegrim’s Court.
You’ll see a
barrel sitting in the courtyard. Push it over against the north wall (you can
push it by standing behind it and running into it over and over again), then
climb up onto it and from there to the top of the wall. Jump down on the
far side and Mercedes should be there to meet you (sometimes, a frogbeast is
there, as well). Occasionally Mercedes gets stuck somewhere else, but if you
continue on she usually shows up. There is a small house to the right, after you
jump down. Pick open the door, and inside are a bunch of frogbeasts.
On the mantle, you’ll find a vase, worth 50g. (4372). There’s also a book on the
floor that you can read.
Leave and
follow Mercedes down the streets (or just go along the streets if she hasn’t
appeared). Look for a Pub sign that says “The Trickster’s Hoof.” Up above,
you’ll see an open window with a wood shutter. Use rope arrows to get up and in
the window. (I usually put one into the tower overhang above the sign and
one into the wood shutter.) Once inside, you’ll see a wooden chest. Open it and
pick up a coin stack, worth 25g. (4397), then go out the doorway and down the
hall. Open the chest here and you’ll find your sword.
Climb back down
and continue on through the streets. When you and Mercedes start walking down a
ramp, be prepared for an ambush. It’s the thief that was following her before,
Tommyrot, and a friend. Help Mercedes dispose of them and then follow her
to the apartment. Once you enter the apartment, there’s a conversation and
Mercedes stops in the bedroom door. Walk past her into the bedroom and the
mission ends.
4397 + 500 starting cash = 4897/
4922 (This is the maximum cash
available. 25g. has been confirmed as not being actually in the mission to
find.)
Nightwalker and
ThiefKiller – August, 2004