=================================================================================== A Debt Repaid Walkthrough by Jason Otto =================================================================================== 1) About the Mission 2) New Gear 3) The Streets 4) The Sewers 5) Electrical Controls 6) Mechanical Controls 7) Heading Upstairs 8) Patrol Offices 9) Steam Tunnel 1 10) Boiler Room 11) Heading Up Again 12) Holding Cells 13) Moving Out 14) Robbery Office 15) Chief's Office 16) Homicide Office 17) Restroom 18) Records Room 19) Locker Room 20) Training Area 21) Evidence Room 22) Steam Tunnel 2 23) Secure Storage 24) Laboratory 25) The Power and Chemicals 26) The Antidote 27) Missing Persons 28) Narcotics 29) Electrical Controls Revisited 30) Dungeon 31) Destroying The Evidence 32) Gas Chamber 33) Escape =================================================================================== * About the Mission * In this mission you play as Basso the Boxman, Garrett's good friend. Because of this you can not do many of the things that Garrett can do stealthwise. The mission should prove to be challenging to those used to relying on Garrett's stealth to get them by. This mission took nearly one year to complete starting from a single empty air cube and with many modifications to the gamesys. Along the way sounds and graphics have been added to truly convert the player to Basso. This mission is set sometime between the events of Thief 2: The Metal Age and Thief: Deadly Shadows. The Mechanist order is gone, many of the Mechanist's have returned to the Hammerite Order or fled. The Mechanist technology is in disrepair without the aid of the brothers. Spare parts for Mechanist machines are bringing a nice price in Black Alley. =================================================================================== * New Gear * This mission features some new items, the first is a portable switchable lantern based on a design by Spitter. This lantern may be turned on and left running while you use other items in inventory. This lantern will make you fully visible. This mission features a Thief: Deadly Shadows style gas bomb. Like the gas bombs in that game these bombs have a larger working radius than the gas arrows. =================================================================================== * The Streets * You begin in near a gate on the north end of the streets. While on the streets the City Watch guards will only react to you if they see you using a weapon or doing something that you shouldn't be doing such as climbing into the sewers. Head south through the tunnel with stairs up to the city square. In the planter ahead of you is a moss arrow in a tree (just like you find them in Thief: Deadly Shadows). There are also moss arrows in a bush near the Audale gate on the west side of the streets and in the planter in front of a house in the north east corner of the streets. The final outdoor moss arrow is located in a tree behind the fences of the city watch station on the east side of the main gate. There are also three purses to nick while out here, the bystander in the red shirt has one and the guard at the Audale Gate has one and a guard with a long patrol through the streets has the other. There is also a gas arrow on the rooftops the separate the square from the lower area where you started. To access this arrow find the sign advertising "Burrick's Head Ale" and place a rope arrow in the building above it. Climb the arrow and mantle up to the wall on your right. Follow the roof to the north then across the roofs to the east to the gas arrow in the chimney. To get down from this area jump down to the lower roofs, then onto the pipe sticking out from the wall. Drop to the metal ledge on the left then down to the barrels below, back to the street. Next enter the sewer through either of the sewer hatches without alerting the City Watch guards. =================================================================================== * The Sewers * In the sewers head to the central area. There is a water arrow sticking down from the pipes. swim through the sewers to the south and mantle up to the higher area. There are two water arrows on the ground behind the water pump. Head through the passage to your right and to the room with a ladder. Climb the ladder to the ledge. Walk around the ledge to the passage on the west to find a water arrow sticking down from a pipe. Go back along the ledge to the passage with the red light shining through a hole in the wall. There are two buttons, the one that is not damaged opens the portcullis, shoot it with a broadhead arrow to open the gate. Move south down this passage to the metal grates. Open the grates with the switch on your right and mantle up through the grate into the electrical control room of the City Watch Station. =================================================================================== * Electrical Controls * There are no guards in the basement so this makes a good place to save the game. There is a switch on the west wall that closes the hatch that you just entered through. There is a note on the electrical device on the north wall of this room. The door on the east wall is locked, the west door is unlocked. From this point on there are many ways that you can move about the City Watch Station. This walkthrough uses the most efficient route in my opinion. =================================================================================== * Mechanical Controls * In the mechanical control room there are some Mechanist parts on the floor, grab these, in the nook on the north wall there are three water arrows in the sink. In the small room to the east is a secret passage to the Locker Room. The switch is hidden behind the metal fence near the large gears. Head back to the elevator you passed on the way to the Mechanical Control Room. =================================================================================== * Heading Upstairs * You can use the elevator or the ladder to move to the ground floor. Dodging the patrols turn the corner to your right, then right again into the small room with the donuts. This is the coffee area. There are six donuts on the tray to steal, also there are two gold goblets on the counter and a purse in the box. The note on the wall indicates that Garrett is going to be executed tonight. You need to find the antidote to the poison being used, this becomes a new objective. When the coast is clear move across the hall to the Front Desk. The officer minding the desk is easy to sneak up on if you stay on the wall. He has a purse on his belt you can pickpocket, its easy to KO him, making this room a good place to save safely. =================================================================================== * Patrol Offices * When the coast is clear move to the Patrol Offices. This large room is the offices of the City Watch Officers. To the left there is a desk with a purse underneath it. In the back half there some scattered coins on the couch. There is also a secret panel in this room. On the north end of the room near the desks there are some metal beams. Shoot a rope arrow up into the ceiling and climb up to find a switch. This opens the vent on your right. Behind it is a key to Chief Roland's office that was lost by someone. Scattered around this room are also a couple of notes. One talks about collecting evidence against Garrett. This note triggers a new objective, to destroy the evidence. There are also two notes talking about the heating problem. Between these notes and the note on the maps it seems obvious that to move beyond the security doors just east of the front desk that you might be able to use the tunnels. There is a guard who patrols around this area with a purse on his belt as well. His route will take him south through the halls outside the office and north straight through it. =================================================================================== * Steam Tunnel 1 * This tunnel is hidden at the bottom of the elevator shaft. This tunnel is also one of the secrets in the mission. In the center part of the tunnel there are a lot of steam leaks. In one of these leaks there is a hidden gas arrow. Leave the steam tunnel and climb up the ladder to the basement. Go to the right and down the hall to the Boiler Room. =================================================================================== * Boiler Room * In the boiler room there are two water arrows in the sink, there is also some mechanist tools on the floor and a gold nugget in the coal. There is a note on the wall as well. The last thing to get is the key inside the locked toolbox. This key access Steam Tunnel 2. =================================================================================== * Heading Up Again * Once again move up to the first floor using the east elevator. When the coast is clear move to the east and duck into the Line Ups Room. In this room there is a secret panel in the floor. The switch is hidden to the left of the file cabinet on the south wall. Inside the panel is a gas arrow. When safe to do so move across the hall to the Interrogations Room. In this room there is a gold goblet on the window sill. Take care not to alert the guard pacing around the suspect and exit through the north door when clear. =================================================================================== * Holding Cells * Pick the locks to the holding cells and go inside. They have already moved Garrett to the dungeons according to the log book, but inside holding cell 1 he left a lock pick behind for you. This is the hook toothed pick needed to open most of the doors in this mission. In the pail on the floor is a coin. The log also indicated that Garrett's stuff was sent to the Evidence Room. This triggers a new goal, recover Garrett's stuff. =================================================================================== * Moving Out * Down this hall past the double doors is a janitors closet. There are two water arrows in the sink. This room also makes a nice place to save the game. When clear pick the locks on the double doors and move back into the half of the building you've seen. Head down the hall and go right to the Robbery office. =================================================================================== * Robbery Office * Pick the lock to the Robbery Office and go inside. There are some coins on a desk a purse on a desk and a valuable rosary in the chest. In the northeast corner of the room right behind the desk is a very hard to find switch that opens a secret door behind the armorie. This leads to Chief Rolands Office. =================================================================================== * Chief's Office * In the chiefs office there are some valuable ancient artifacts on the table just outside the passage way. On the couch near the note are some coins. There is a necklace in the chest and a gem ring on the desk. On the desk is a note and the key to the Records Room. If you came in the Chief's Office with the key found in the vent its likely safest to leave through the secret passage, the switch is in the same place as in the office below. Exit the Robbery Office. =================================================================================== * Homicide Office * Exiting the Robbery Office turn right and go to the Homicide Office. Inside there is a valuable canonpic jar in the chest and two rings on a desk. On a desk is also Evidence Book 2 which must be destroyed. =================================================================================== * Restroom * The restroom on the second floor has a few coins to grab before heading to the the Records Room. Near the Restroom is a patrolling guard. He has a healing potion on his belt. After grabbing the potion and dealing with the guard head to the Records Room. The Restroom makes a good place to save. =================================================================================== * Records Room * With the Records Room Key in hand head over to the Records room, its on the top floor on the northeast side of the building. Use the key to enter the room. Inside there is a book and a note about the Mechanist Watcher systems. These books are a clue to how to disable a watcher. There are a pair of gold glasses on a file cabinet, evidence book one is on a cabinet and there is a secret panel in the floor, the switch is between the cabinet on the west side of the center cabinets and the wall. Inside the floor panel are a cultivator and a bantam node. =================================================================================== * Locker Room * In the other hall on this side of the building is the Locker Room. Pick the lock and head into the Locker Room. On the sink near the door are some coins, there is also a ring in the shower and a valuable sword in the weapons area. On the bench is a note confirming that Garrett was captured. In the lockers there is a broadhead arrow, a flashbomb, a note, a police badge and healing potion. Also in a locker is a note that you need about the dungeon lock system. Near the sink is a key to the training area. =================================================================================== * Training Area * In the training area there is a secret panel behind the weapons display case. The switch is under the window sill under the stairs. Inside the case there is a healing potion and a gem ring. head north and leave the area using the key, returning to the hall near the Interrogation room. =================================================================================== * Evidence Room * You now have to make your way to the Evidence Room on the southwest corner of the first floor. There is a no KO guard in front of the evidence room. He walks a short patrol and it may be possible to pick the lock on the door while he is away, but with the number of gas weapons collected its easier to make him take a nap. Inside the Evidence Room there is a log of recieved evidence indicating that Garrett's set of picks was missing one, the one that you found in the Holding Cells. One the shelf is a diamond drill bit. The safe place refered to can be found behind the painting on the shelf. The switch is under the desk. Inside is a note with the combination to the Secure Vault. =================================================================================== * Steam Tunnel 2 * The switch to the secret passage for Steam Tunnel 2 can be found in the southwest corner under the shelves of the Evidence Room. Use the Steam Tunnel 2 key to open the hatch and go down to the steam tunnels. At the end of the tunnels in a steam puff you can find another gas arrow. In the room with the wires on the wall you have to cut the power as instructed in the notes that you found in the records room. To do this cut the blue wire with your sword, then the yellow and finally the red. The lights above the door with switch from red to green when the watcher is disabled. Climb back up the steam tunnel and exit the Evidence Room. =================================================================================== * Secure Storage * Leaving the Evidence Room go left when the coast is clear and down the elevator to the basement level. Use the secure storage key from the Evidence Room to open the door. The watcher is disabled. If not the turret behind you will shoot saw blades and noxious fumes will come out of the foor. Open the vault door following the instructions in the note, the center button resets the system if you screw up. Inside the vault there is a purse, a Lost City Tapestry, a silver flute and a mask. On the other side is Garrett's stuff, four water arrows, two flashbombs, a healing potion, an invisibility potion, and the Hand of Glory. Retriving the Hand of Glory completes the recover Garrett's stuff goal. =================================================================================== * Laboratory * Using the Steam Tunnel 2 secret passage you can access the Laboratory without having to deal with its guard. Inside there are some coins on the window sill and a water arrow in the sink. There are various chemicals on the shelves and a notes that they are waiting for some chemicals to be shipped. The machine is off, and you have to turn it on. =================================================================================== * The Power and Chemicals * According to the plaques in the Steam Tunnels the power to the machine is in the rear lobby. Head to the rear lobby and flip the switch under the stair to open the painting of Sheriff Truart. Inside is the circut breaker, this turns the machine back on. Open the double doors and have a gas arrow ready, there are two guards outside that you can quickly get the drop on. Run across the courtyard to the gallows. In this area you'll find a crate on your right with the chemical shipment inside. In the central courtyards you'll also find two moss arrows in the trees. There is another guard in this area to deal with, he can be quickly flashbombed and blackjacked or gassed. This last guard also has a purse on his belt. If you want to recieve credit for pickpocketing him approach from the north doors to the couryard and try to sneak up behind him. =================================================================================== * The Antidote * Back in the lab with the missing chemical you can follow the instructions in Dr. Koch's lab note book. Combining Powder of Algorth and Litharge in the Compounder produces Aes Cyprium. Combining Aes Cyprium and Luna Cornea in the Finisher produces an Invisibility Potion. Combining Philosopher's Wool and Turpeth Mineral in the Compounder produces a Healing Potion. Combining Marcasite and Nitrum Flammans in the Compounder produces Thion Hudor. Combining Thion Hudor and a Healing Potion in the Finisher produces the antidote. This finishes the find an antidote. =================================================================================== * Missing Persons * Exit the Laboratory through the Evidence Room and Head to the Elevator on your left, take it up to the top floor and head north when clear to the Missing Persons Office. The guard outside the Missing Persons Office has a purse on his belt that you can pickpocket easily if you wait for him to walk down the hall. You can hide inside the Missing Persons Office waiting for the opportunity to arise. When the Guard is on patrol pick the lock and head inside. There isn't any loot in this office, but there is a lot of notes about people that went missing during Truart's time as Sheriff. =================================================================================== * Narcotics * In the closet is a secret switch in the ceiling to a middle room, inside the chest is a gas bomb. In the next closet there are two water arrows in the chest. In the Narcotics office there is a stack of silver coins a stack of gold coins, two bags of drugs and a coin on the couch. On the floor is a note from Jacow suggesting that a crooked officer fake some evidence to implicat Garrett in some crimes then burn the originals. In this area there is a guard with a long patrol with a purse that can be stolen, its easy to grab as you exit this office if he is in the area. His patrol route extends to the Laboratory. =================================================================================== * Electrical Controls Revisited * Now head back to the Electrical Control Room. The entrance to the Dungeon is there. The machine with flashing lights controls the dungeon locks. Shoot a water arrow into each of the coils to reset the machine and reveal the default code. The lights sequence has a pause signifying the start/stop, then use the buttons on the south side of the room to enter the code, matching the colors. =================================================================================== * Dungeon * In the dungeon there is a guard at the bottom of the stairs, he walks a short route and then returns to the start. You can gas him or wait for him to head to your left and run to the right into the passageway. Nearby is a guard who is taunting a pagan in his cell. This guard has a purse on his belt that you can steal. Head up the stairs into the dungeon office. Here there is some loot on the crates in front of you. There are five stacks of scattered coins and two other coins on the ground. There are two rings on the crate. On the desk is a key to the cells and a key to the Gas Chamber (Normal Only). On the couch is evidence book 3. There is also a switch under the torch on the north side of the room that opens a secret panel near the back door. Inside the secret panel are two bags of drugs, a purse. It would appear that someone might be dipping into the supplies from the Narcotics Office. The back door can be opened with a switch on the west wall of the room across from the secret panel. In the chest is a note describing how to shut off the noxious fumes in the gas chamber. =================================================================================== * Destroying the Evidence * Go back to the Boiler Room with the three books. Throw the books into the boiler one at a time to destroy the evidence. When all three books are destroyed the goal is accomplished. Now return to the Dungeon. =================================================================================== * Gas Chamber * There are patrolling guards in the Dungeon and a no KO guard in front of the gas chamber. He's a good target for a gas bomb, or you can distract him with a noise arrow. Pick the lock on the door and head down to the Gas Chamber. Inside there are two guards. It is easy to take them both out when the patrolling guard comes to the front with a gas weapon. The gas can be shut off by following the notes instructions. Then the door can be opened using the badge number. Grabbing Garrett checks off that goal, but you still need to escape. =================================================================================== * Escape * You can exit into the sewers through the dungeon office or the hatch in the Electrical Control Room. When you get back into the sewers the mission will end with your rescue of Garrett complete. You can not escape through the front door of the City Watch Station because you do not have a key to unlock that door.