Insurrection Walkthrough

Entrance and the catacombs

The missions begins with a text briefing that refreshes your memory of Hallucinations. Then, a keeper disturbs Garrett’s pleasant slumber, and the mission begins. He left you some supplies, swipe them and slip onto the ice. You’ll see a body to your right with an arrow in his back, read the scroll by him, and keep heading in that direction. Slip into the water and you’re dead, the current’s strong and the water’s freezing cold. Keep walking along the ice until you see a hole in the wall on your left. Head in, and lift a moss arrow off the crypt to your right. You’ll also find a gold nugget at the far end of the room worth 100 loot. Leave this area heading west, and then north, then down a ramp. Follow it down until you end up in an area where you can see some gates with a misty torch behind it.

Once here, head towards the grate slightly, then south towards some more coffins. Swipe a statue worth 15 loot off the first grave you get to, then head directly west and swipe a blue crystal worth 25 loot. Head directly north and swipe another statue worth 15 loot off another coffin. Keep heading north, and when you reach the ramp leading up to your right, look to your left, and you’ll spy a low passageway. Slip in there, and follow it through until you reach the room which contains the misty looking torch, and some goodies. If you head to your right, and go in a circle around the room, here’s what you’ll get: a statue worth 15 loot, a laughing canopic jar worth 63 loot, a gas arrow, 3 fire arrows, and a healing potion. In the center of the room is an elevator which will bring you up to the middle of the church. In full light. Let’s backtrack, shall we? Retreat to the low passageway we used to get here, then head up the ramp we ignored.

Looting the church, floor 1

There will be a bit of debris along the ramp, but you can push it out of your way. Once you reach the top of the ramp, you’ll be on the first floor of the church. This place is big. Makes you feel like an ant, doesn’t it? If you don’t want to find all of the loot, which is all you’ll miss on this floor, simply skip ahead to the floor 2 section.

Head west through the metal grate door, going west as far as you can, then south, then west again, until you reach an altar with some goodies on it. We’ve got gold cups and a candle, worth 100 loot all together, and a healing potion. Head directly south to find a lone gold candlestick on another alter, worth 50 loot, and a moss arrow.

Head east, south, then east again, past the south transcript entrance, then north, and east yet again until you find 2 alters with gold candlesticks on them, worth 100 loot all together. Head north, then east to swipe a gold plated cup and a gold place worth 130 loot together. Head north, and get 2 more gold candlesticks worth 100 loot together, each are on separate alters. Head west, then north, and you’ll find yourself at the same place we entered from. Well, let’s go up the ramp here, shall we?

Floor 2

Once we’ve reached the top of the ramp, we don’t have much choice in where to go. There’s a large gate to our left, so let’s head right. In the first door on our right we’ll find the chapel of the high priest. Head in there, and swipe two gold candlesticks and a gold cup worth 175 loot off the alter. Head out the nearby door, and hang a right to end up in a room with a healing potion, a letter, and gold glasses worth 50 loot. Doesn’t it just feel like we . . . missed something? In the chapel? Let’s go back.

It almost looks like there’s a second floor up there, doesn’t it? See the Hammerite banner? Fire a rope arrow into the ledge, then climb it up, and walk to the banner. Ready your sword to slash it, and jump. Notice something? Garrett was trying to mantle something. If you do let him mantle whatever it was he tried to mantle, he’ll pull himself up and through the banner. Sneaky! Let’s follow this hallway through.

Once you’ve gone down a ladder and walked around some boxes, there should be 2 halls to go down. One to your right, and one straight ahead. Let’s turn right, shall we? Follow the hallway until you reach the north end of a very large room. Walk around the large brick pillar until you reach the south end, which has an identical hallway to the one you just entered from. There’s also what appears to be an identical doorway to the chapel you found the hidden passageway in. Since this place is symmetrical, let’s test our luck. Go down the narrow passageway, and look to your right for a barrel and box, then look behind it for a passageway leading to the top of another chapel. I spy with my thieving eye a gold candle on top of the alter. Carefully drop down and take it for yourself, then head out the nearby door and turn left, then head into the locked door for a healing potion, a letter, and a gold cup worth 5 loot.

The laboratories

Rope arrow back up to the hidden passageway, and once you’ve emerged from behind the barrel and crate, head straight ahead (south) to the elevator. Go up one floor. There’s a mine right ahead of you, right beside 3 powder kegs. Use a lockpick on the mine and it’ll be safe, take it with you if you want. Hop over the powder kegs and bonk the Hammerite patrolling down the ramp to your right. In the room within the room, among all the debris, you’ll find a crumpled piece of paper. Look around outside the trashed room, and you’ll see another powder keg by a gateway, which appears to have a pressure plate behind it. Hmmm. Pick the mine by the powder keg, and hurl the body of the Hammer onto the plate. Yes, you would think they’d come up with something more original than that, wouldn’t you?

Well, it seems the portal has to be powered up by having 2 pressure plates weighed down. One is in Cavador’s lab, which seems to be where you were, and the other is in Karras’ lab. Seems like a good place to go next. Return to the elevator you came from, then go down one level, and head north out of the elevator and return down the narrow passageway. When you get out of the hallway into the large room, head all the way to the north end of the room, and follow the narrow hallway until you reach the hall with the barrel and crate to your left. Turn right, go to the elevator, and take it up to the top level. The portal! Excellent. As Karras’ lab is the closest to it, I saved it for last. Take the elevator down one level.

There are far more powder kegs in here than in Cavador’s lab, so tread carefully. It would be a good idea to check to your right, there’s a hole leading out onto a ledge which we’ll be heading for shortly. For now, if you go left, and walk between the powder kegs you’ll end up close enough to the lone mine by them to disarm it. Then, hop over the keg, and bonk the Hammerite down the ramp like you did with the last one. Check out the room within the room, you’ll find a recording Karras made.

When you leave the room, check for a powder keg by a grate door. Behind the door, you’ll see the final pressure plate. Disarm the mine behind the powder keg, then take the body and hurl it on the pressure pad. Wonder what his reaction would be if he woke up to see those pretty lights? Probably thought for a moment he’d eaten those glowing mushrooms again.

Uh oh. New objective. Get through the time machine before the Hammers destroy it. I don’t know about anyone else but I panicked when I saw this objective. But, this time through I timed how long I had from when I weighed down the final pressure pad to when the machine would be destroyed. You have roughly 5 ½ minutes. Considering all you have to do is climb out onto a ledge, climb a pipe, then hop into the machine, this is more than enough time. 

You need to get out of Karras’ lab via the passageway leading outside which is right by the elevator. Hop over the powder kegs, and head out. Go west, and keep sliding along the ledge until you reach a pipe leading back up, beside a healing potion and invisibility potion. Handy. Climb up, mantle onto the ledge of the balcony, then charge the time machine and hop in. This is where the seizure warning is needed, if you’re triggered by flashing lights, turn the monitor off and only listen to the music, or force the end of the mission. You won’t be missing anything but the flashing lights. And, once you’ve seen enough pretty lights, you’ll be rewarded with the ‘to be continued’ avi. Well, Oracle of the Prophets has been released . . . what’s stopping you?