A Love Story II v1.3, a Ghosting LootThrough v3.2
By LarryG

From John Denison’s FM notes:

A Love Story II v1.3	
A 'Thief 2: The Metal Age' Fan Mission 	
By John Denison (john9818a) 	
=========================================================
August 27, 2005
=========================================================

Author : John Denison 
Contact Info : john9818a@yahool.com 

Description : You have just arrived at your old apartment to find all of your stuff is gone. The landlord must have evicted you while you were in jail. To make matters worse, the girl you took the ring to wasn't really Jeni at all. Apparently she moved to Victorian Estates while you were in jail. 

The first objective is to get the ring back. It shouldn't be too hard considering you were just there earlier and the city is completely accessible... at least until the city becomes aware... 

The second objective is to get to John's house and wait for further instructions in the basement.

Briefing : No

On Ghosting

Ghosting means Expert Difficulty, No Combat Damage Given or Taken, No Knockouts/Kills, No 2nd Level Alerts or Above, No Property Damage, and, for Perfect Thief, Full Loot. 

Please see the official ghost rules for details.

Also, at the Eidos Thief - Missions Forum, you can find a community of ghosters who post Ghost / Perfect Thief results for the Fan Missions they have attempted. For example, see this thread. Note that if the thread becomes too long it is archived and another thread is started. Just search for "ghost results" to find the latest.

About this LootThrough

Whenever I attempt a new fan mission, I start off assuming that I can ghost it. This LootThrough was created from my notes of that first ghosting of this mission and subsequent runs through the mission. I did get Perfect Thief that time out. 

This FM is a continuation of A Love Story I, and is comprised of two parts. Part 1 is a short mission that bridges to the events in A Love Story I. It starts with the same locales and map. I assume you have completed that FM first, and are already familiar with the neighborhood. Accordingly we will not go exploring, but head directly over to Jeni’s and John’s to complete the objectives as rapidly as possible.

Part 2 is a longer mission which continues from the first.  It introduces us to a new section of town which we will thoroughly explore. 

If you have not completed A Love Story I yet, I suggest that you do so before proceeding with A Love Story II. 

Since you are ghosting the mission, you must select the “Ghost” difficulty level. It has all of the AIs awake and active at the start of the mission. This is the equivalent to Expert difficulty for this FM. If you select any other difficulty level, the AIs will all be unconscious when you start. This is intended to emulate the state of the AIs at the end of A Love Story I had you not ghosted that mission. I believe that this is the only difference between the difficulty levels.

Oh, I don’t remind you to save unless I think it is a spot where you could really regret not having done so. I leave it up to you to decide when else to save. And I don’t tell you to retrieve your rope arrows. If you leave them behind, you will soon run out. So be sure and retrieve them as soon as you have climbed up, unless I tell you not to. Finally, always put away your bow when you are not using it. If you have it out, you will be more visible.

Credit and Blame
1	Thanks are due to John Denison for an enjoyable mission, without which this walkthrough would not make much sense, and for permission to write and publish it, without which it would not exist. Additional thanks are given for his thoughtful comments on and corrections to this walkthrough. [v3.1]
2	Thanks are due to Nightwalker for reading through and commenting on this walkthrough. Her generosity of time and encouragement in the writing are deeply appreciated.
3	Any mistakes in this walkthrough are mine and mine alone. Don’t blame the site you downloaded it from. Definitely don’t blame either John Denison or Nightwalker. My bad. Sorry.

The Walkthrough Begins HERE

Part 1 Goals – Ghost

1.	“The girl you took the ring to isn't Jeni after all. Get the ring back.”
2.	“John left a letter to Jeni at her old house. It would be a good idea to get it and bring it with you. We wouldn't want the wrong person to get this letter.”
3.	“You're not a murderer. Don't kill anyone.” 
4.	“After you complete your other objectives, go to John's house and wait in the basement.”

Items to Purchase
You don’t need to buy anything, and you don’t get offered the opportunity anyhow. Everything you need you will find on your way. You start the mission with:
•	1 sword
•	1 noggin-knocker (cosh, black-jack, sad-sack, … whatever)
•	2 lock picks 
•	1 rope arrow

On the Way to John’s
The mission starts in your old apartment. Go out, explore if you want, then return to the apartment to start the walkthrough. 

Things to notice (in no particular order):
•	Empty apartment
•	Little old lady
•	Snow

Things to do:
1.	Facing the apartment door (south) open it and wait for the little old lady to pass by going left to right (west). Be sure to step back a pace or two so she won’t see you. Then when she is past, go out and head left (east).
5.	Continue to the end of the street, and then head south. At the end of that street, look west. You should be able to see a guard patrolling on a balcony up ahead. You are going to walk beneath that balcony, so wait for him to be walking west before proceeding.
6.	When you have gone all the way west, turn south and head through the South Riverbed Gate. You opened the gate in the prior mission, and it is still open for you to pass through silently. 
7.	Up ahead is an area that several guards walk through. Approach it carefully. There is another guard who walks north, up to the street corner, and then sometimes turns around and heads south. At other times she turns west. In either event, when the patrolling guards are not about head through the intersection and continue south. 
8.	Ahead of you is a giant crate. Turn right (west). Go all the way to the end then turn right again (north), and head up a narrow alley. A guard patrols through here, so be prepared to back-pedal if she shows up at the alley entrance. 
9.	When you make it all the way through the alley, duck into the niche to your left, and look around. You are safe for the moment, and you have a good view of all the patrols. You will be heading west, across the torch-lit front of the jewelry / pawn shop. Haul out your map and take a gander.

10.	You can time it so that everyone is walking away from you, and the stationary guard on the bridge is looking away. It does happen. When it does, run, do not walk to the west side of the jewelry / pawn shop. There are plenty of shadows there to crouch in.  
11.	Slip over the banks of the frozen river and sneak south. You can try going up the ladder on the pier, but I prefer not to. I go further south, to a point due east of the tower and mantle up there. You are less likely to be seen that way. 
12.	Hug the tower as you make your way towards the West Gate. Listen for the guard who patrols in front of Jeni’s. Then dash from shadow to shadow on your way west. 
13.	Jeni’s is the first house on your right as you face south, down the street. You unlocked the door in the last mission, so it is still unlocked. Go in. Pick up the note on the floor. 
* * * OBJECTIVE COMPLETE * * * 
14.	Head upstairs to Jeni’s bedroom. The occupant (not Jeni) is still asleep. Jeni’s ring is on the rug before you get to the dresser. 
* * * OBJECTIVE COMPLETE * * *
15.	There are four red apples, three cucumbers, two carrots, and a cheese wedge n the kitchen.
16.	Be sure you are off to the side, out of sight, when you open up Jeni’s front door to make your exit. You don’t want to be spotted by the patrolling guard. Head back to the West Gate. 
17.	As you go through the gate, duck into the dark corner to your right (east), by the tower. A guard patrols ahead, and you don’t want him to spot you. When he heads west, tail him from the shadows. Remember the guards in the tower can see you if you are not discrete. For practice you can climb the tower ladder and nick 6 arrows from the archers up there, before you head on west.
18.	When the guard turns right (north), follow him, but when he turns right again (east), continue straight ahead to the porch with the red book. This is John’s boyhood diary.
19.	Open the doors, enter John’s house, and go down to the basement. 
* * * OBJECTIVE COMPLETE * * *

You have just completed the first and shorter mission of the two in Love Story II.

Part 2 Goals – Ghost

1.	“Find Jeni's house and leave the ring and letter there”
2.	“You're not a murderer. Don't kill anyone.”
3.	“One of the local residents ratted you out to the City Watch. To return the favor, break the bedroom window above the Blacksmith's shop. (Optional)”
4.	“This hard work shouldn't interfere with your normal daily (nightly) duties. Collect 2000 in loot. (Optional)”
5.	“You overheard your fence talking about a special wind chime. There just happens to be a one of a kind wind chime located in this part of the city. This is probably the one you are looking for. Find it and take it.”
6.	“Make your way back to front of John's house when you are done.”

Items to Purchase
You don’t need to buy anything, and you don’t get offered the opportunity anyhow. Everything you need you will find on your way. You start the mission with: 
•	1 sword
•	1 noggin-knocker
•	10 broadhead arrows
•	10 water arrows
•	5 moss arrows 
•	3 rope arrow
•	2 lock picks
•	Jeni’s ring
•	Letter to Jeni

The Bad Side of Town
The mission starts in John’s basement. Take a few minutes to familiarize yourself with your resources. 

Things to notice (in no particular order):
•	Empty house
•	Crate
•	Little red button

Things to do:
1.	Go ahead and push the red button in the basement. It’s on the wall behind the workbench. Look outside. Odd. It was snowing just a minute ago. All of a sudden it’s raining, and it appears to be springtime.
2.	Crouch and head through John’s secret back door. (If you want to avoid an extra trip back here, bring the crate with you. I always make a point of noting down the locations of potentially useful items like crates, or push-able barrels. And sometimes I bring one along, just in case. You never know when you might need one, and in this case it turns out to be convenient to have it on hand.)
3.	Continue straight (west); turn left (south), then right (west) and out onto the street. An archer and a guard do patrol down here, so you should move from shadow to shadow up the street. Whenever you get a chance, pick up three arrows from the archer.
4.	Just past the third torch is an archway on your left (south). Head through it. Garrett will say “This looks like a dangerous area.” That’s a hint to walk very quietly.
5.	Hug the wall to your left. You will soon see a small group of thieves to your right (west). SAVE.
6.	When you come to a short, north-south wall that rises as the street descends, walk on the top of it until you reach the building to the south of you. On your right is a doorway, and on your left is another building. 
7.	Set down your crate silently by 
a)	looking at your toes, 
b)	crouching, and 
c)	pressing your release/drop key (usually the “r” key). 

This will put the crate directly under you with minimal noise. It will look as though it is penetrating your body. Next, press your jump key (usually the space bar). You should now be standing on top of the crate without alerting the thieves.  No fancy dropping and jumping timing is needed for this particular maneuver. Just look at your toes, crouch, drop, jump, and you are done. 

If, for any reason, you have trouble and alert the thieves, reload to your save and try again. If that does not work, you probably made too much noise coming down the street, but not enough to put them on 2nd alert. In that case, you could go do steps 9 through 11, then come back here to try again after they settle down a bit. Or, since you just started the mission, you could restart and try to be a bit quieter the next time.
8.	Face south-west. Besides seeing the three thieves clearly from here, you should see a purse. (100; 0; 0; 100) (100; 0; 0; 100)

If you want an exercise in frustration, SAVE, and then try sneaking by the three thieves. They are hyper-alert! When you are done beating your head against the wall of their vigilance, restore and I’ll show you how to get by them.
9.	Pick up your crate; head back north through the arch, and set down your crate silently against the wall in the shadows. Continue west. You should hear an archer in the short tower to your left moving about and coughing. If you can hear him, he can hear you. Be careful.
10.	Continue until you cannot go any further west. There is a ladder on your right, and a stationary guard down the slight incline to your left. Climb the ladder. At the top, turn around and look towards the tower window. Did you see the coin stacks on the table? We’ll come back for them.
11.	Head north. Read the sign next to the door. Now you know who makes all those Dew Drop dolls. Pick open the door. Inside is a money box behind the bed, with a stack of coins (25; 0; 0; 25) (125; 0; 0; 125). Opposite are 7 Dew Drop dolls. Take them all. In this mission you will learn that Ms. Drop and her sisters are really quite versatile!
12.	Return to the ladder. SAVE. 
13.	Descend just a few rungs. The top rung of the ladder should be at about your eye-level. Face about and look at the short tower. You are going to jump silently over onto the ledge that runs around the tower. When you jump, where you look influences how far you jump, so do not look down at the ledge as you jump. That will make you come short every time. Instead look across level with where you are, or maybe a little up. Then jump for the near corner. You may need to practice this a bit before getting it right. When you do, none of the AIs will notice a thing.
14.	From where you landed on the ledge you may be able to just lean around and pick up the two coin stacks (50; 0; 0; 50) (175; 0; 0; 175) and three more arrows from the archer’s quiver. If not, edge along a bit until you can lean and get them.
15.	Creep to your right, along the ledge and around the corner. Go slow so that you do not fall off as you go. When you get to the window ledge, stand up and take a step, then crouch again to continue. If you get stuck edging along the window ledge in a crouch, try standing up and taking a step. Be sure to take just one step at a time. You may hear the guard at the bottom of the incline below you mutter, but if you take individual steps, she will not alert. This will get you safely past the spot where the ledge juts out.
16.	Edge around the next corner. You should now press your nose into the tower wall (north) to get solidly on the ledge. Next, stand up and edge so that you are touching the low wall of the bridge to the tower and facing that wall. Take a half step back (west), and, keeping pressed against the tower wall, mantle up onto the bridge wall. This should not make a sound, and you will be in complete shadow on the top of the wall. 
17.	Despite the fact that it looks like the top of the wall is not completely in shadow, it is. So you can walk along the wall to the metal door (east), open it, and go through without fear of detection. (Well, without excessive fear of detection.)
18.	After entering, close the door. SAVE. You are above both the thieves and the stationary guard so be quiet.
19.	Crouch and drop through the hole in the floor silently. You will see a metal door which is directly behind the stationary guard, and a window which looks out on the three thieves. It is very easy to alert the guard and the thieves. If you made it down silently, wait 5 seconds to be sure there are no delayed alerts, then SAVE again.
20.	The next bit is optional. It is very tricky and can be frustrating. You are going to pick the lock of the door and open it. There is no need to do so, other than bragging rights. “I picked that door” kind of thing. Everyone is so hyper-alert that you need to do it one tick of the lockpick at a time. Any excessive force on the pick will alert someone. Your best bet is to press up against the door when you pick it open. That seems to silence it somewhat for the thieves, though the guard can still hear you picking the lock. You just have to be extra patient with this. If you hear a “Come back here dammit!” or “You think you can hide …” or “You just wait . . .” from the guard, she alerted, and you’ll have to start over. Stop picking the lock if you hear anyone walking by. For some reason the stationary guard seems more sensitive when that is happening. Trust me, though, the door can be unlocked and opened without alerting any AIs. So why did you pick the lock? The challenge. That’s it. The challenge. That and learning how to do this makes you a better thief. I said it was optional. Sheesh.
21.	Now close the door, and head over to the crate. Do not touch it or pick it up. From half a step back, you should be able to mantle up on it silently. Do anything else with the crate and the thieves will alert.
22.	Crouch; press your nose against the wall, and step over and onto the window ledge. It’s a little tricky, but you can do it. Step through the window onto the large crate. Make sure you are crouching. Then drop off the crate to your right (west). After landing silently, take the thief archer’s three arrows.
23.	Edge, one step at a time to the west. If you are quiet and slow, the thieves will not alert. Whew! There are easier ways past the thieves, but none as fun or rewarding. Admit it. You feel like you accomplished something getting by them, don’t you?
24.	Crawl into the alcove on the south side of the street. Look carefully. Do you see anything?
25.	There is a small stone in the south-east corner. Frob it.
* * * SECRET FOUND * * *
26.	Enter the secret area and head down the ramp. This is a thieves’ den, so be extra quiet. 
27.	At the bottom of the ramp is a diamond shaped window. Fire a water arrow through it at the fire in the fire pit. You may hear a mutter or two, but no one should go on alert. 
28.	Next, position yourself at the left side of that window. Lean into the window. You should see a red handled lever to the right. Pull it to open the gate.
29.	From as far back as you can, put out both torches on the north wall. You can put out the torch on the south wall if you want, but it should not be necessary.
30.	Open the metal door on the south wall. Creep over to it and edge your way half-way through. While still standing in the shadow of the eastern most part of the doorway, partially close the door. Edge inside and then double click to close the door fully.
31.	Now visit the wooden chests. The one on the west side is empty. The next one over has a coin stack (25; 0; 0; 25) (200; 0; 0; 200). The second from the right (east) has a gold double coin (20; 0; 0; 20) (220; 0; 0; 220). And the eastern-most crate has another coin stack (25; 0; 0; 25) (245; 0; 0; 245).
32.	Open the metal door farthest to the east. It should be fully in shadow since you put out the torches. Edge your way into the room with the thieves and towards the door in the east wall. Take just one step at a time, and allow a second or so between steps. The thief at the west side of the fire pit is extremely nervous. So don’t give him any reason to come looking for you. As you go around the door, take only the smallest possible steps unless you are in complete darkness, and maybe even then.
33.	Open the door in the NE corner of the room, go through, close it, and head down the hall. There is a locked chest in the first room on the right (east). Inside is a valuable mask (0; 0; 50; 50) (245; 0; 50; 295).
34.	The room at the end of the hall is full of thieves. Fortunately they are a much more relaxed group than the ones in the room with the fire pit. Enter and hug the wall to your left (east) as move forward. Once you are past the section that is illuminated, cross over to the other side of the room and continue around the large metal boiler to the 2nd gaming table. The bald thief over there has a purse (100; 0; 0; 100) (345; 0; 50; 395). Just hug the walls while getting to him and returning, and you should be OK.
35.	Return to the hallway; go up to the metal door which opens up on the large room with the fire pit. Open the door. Now look up. Do you see the wooden beam in the ceiling and the stone crossbeams? Well there is a bit of loot on the nearest stone crossbeam. If you use your telescopic eye, you can just see the top edge of the purple moneybox from where you are standing. If you don’t see it, trust me, it’s there.
36.	Go out into the room, under the wooden beam near the east wall. SAVE. 
37.	Put 1 rope arrow into the wooden beam about half to two thirds of the way to the stone crossbeam. Put another directly overhead. Climb three quarters of the way to the top of the nearest rope, and then jump to the other rope. Lean over and open the money box for a coin stack (25; 0; 0; 25) (370; 0; 50; 420).
38.	Jump back to the 1st rope, retrieve the other rope. Now take a deep breath. Dew Drop is going to allow you to retrieve the 2nd rope and drop to the ground without alerting the thieves. 
39.	Crawl down the rope to the lowest spot you can while still being able to highlight the arrow to retrieve it. 
40.	Look straight up in the air. Tab to a Dew Drop in your inventory, and use your drop key (usually the “r” key). The doll should look as though she is materializing above you and falling straight through you. Do this three more times without moving. You should drop exactly four Dew Drops, one on top of another. They will form a short stack of Dew Drops about the height of your standard crate. Frob the rope arrow and drop. You will land silently on top of the dolls. If you use more Dew Drops, you are likely to slide off and make a noise. If you use less, the fall will probably alert the thieves. 
41.	Look at your toes, and pick up a Dew Drop. Repeat three more times. That will lower you slowly and silently to the ground.
42.	That was just about the most difficult bit in this walkthrough. Crouch and exit this room by edging along the darkened north wall. Remember: go slowly!
43.	Once out of the room, if you want, you can close the gate again; then head up the ramp to the street level. 
44.	Exit the alcove to the left (west), and into the rain. Remember our three thief friends up the block? They are still there hanging out, and they are still hyper sensitive. Be sure to crouch and hug the south side of the alley. Look up. Do you see the Jolly Roger flag (skull and crossed bones)? Stand opposite it in the shadows near the south wall. Do you see the fire escape east of the flag? You will be going there. Do you see the wooden overhang directly above you? Does it give you any ideas?
45.	Put a rope arrow in the wooden overhang above you so that you can easily drop onto the stone ledge / balcony just east of you when you retrieve the rope. Put another rope arrow directly over your head. (You’ll see why in a minute.)
46.	Climb the rope that is directly overhead for just a few feet, then turn about and look at the window that is to your west. See anything on the window ledge? Grab the gold nugget (100; 0; 0; 100) (470; 0; 50; 520). 
47.	Jump to the next rope, climb to the top, and retrieve the other. Now pivot on the rope so that your feet are above the ledge, climb down as far as you can and still retrieve the arrow, then retrieve it and drop silently onto the ledge. 
48.	There is an orange metal door opposite you on the north side. Crouch and step across to the fire escape’s metal railing. Do not jump. Just walk across as though you didn’t have a 10 foot fall beneath you.
49.	Take out dear Ms. Dew Drop, and drop her on the fire escape floor. Scatter a few Dew Drops about just to be safe. Then drop off the railing onto the fire escape. It should be completely silent due to the doll’s wonderful padding. (You may have to experiment a little to get the dolls placed exactly right, so consider saving before dropping them.) 
50.	Retrieve all the Dew Drops. Aren’t they versatile?
51.	Take baby steps over to the orange door and pick it open. Unlock the chest inside for a black and gold vase (0; 0; 20; 20) (470; 0; 70; 540).
52.	Walk east to the end of the fire escape. You should be in the dark. Put your back to the building wall (north), SAVE, and jump up onto the fire escape railing. There should not be enough noise to arouse the thieves below. If you have any problems, try looking at your toes, dropping a Dew Drop, and jumping, just like you did with the crate. You should land silently on the doll, high enough up to make the jump to the railing easy. Retrieve the doll.
53.	Jump over to the stone ledge just to the west of the one with the open window. You will land silently. Since the ledge is higher than the railing, you can’t just step over, but the jump is easy. Step over to the easternmost ledge, and go through the window. There is a purse on the desk (100; 0; 0; 100) (570; 0; 70; 640).
54.	 Return to the 2nd most eastern ledge, and walk to the western end. Look down. You should see a peaked stone lintel above the niche that is the entrance to the thieves’ den. You can drop onto it silently and then down to the street. Hug the building as you do so.
55.	Listen. If all is silent proceed west. If you hear footsteps, that is one of the patrolling guards. Wait a few seconds until it is silent again, and then head west. Go north up the alley and wait in the shadows to scope out the patrolling guards.
56.	When it is clear, head west, and duck into the alcove in the red brick building to your immediate left (south).
57.	Pick open the door. Under the counter is a sliver coin stack in a money box (12; 0; 0; 12) (582; 0; 70; 652). 
58.	SAVE.

The Good Side of Town
From the red brick building, take a little stroll west and north. Familiarize yourself with the neighborhood. Don’t open any doors or unlock any locks or anything like that. Just look about. If you alert anyone, just restore to your last save but spend some time looking about. When you are done, return to the red brick building.

Things to notice (in no particular order):
•	Lady on wooden deck
•	Balconies
•	Ladder
•	River
•	Water treatment / pumping station
•	Bridge
•	Purse on wooden table
•	Guards
•	Use of wood in buildings, walls, decorative elements, etc.
•	Looted Dew Drop shop

Things to do:
1.	Exit the alcove in the red brick building, and look west. Do you see the wooden railing on the balcony? Use your telescopic eye if necessary. Now put a rope arrow into the top of the railing. You do it from back here so that the arrow will extend far enough beyond the railing so that you can mantle up. 
2.	Climb the rope and get onto the balcony. Open the door and go in. The blue chest has a nice mask (0; 0; 50; 50) (582; 0; 120; 702). There is also a coin stack in this room. It’s on top of the wardrobe (25; 0; 0; 25) (607; 0; 120; 727).
3.	Time for a little jumping. It’s 10 PM do you know where the patrolling guard is?
4.	First, exit the room and turn right (south) and jump up onto the wooden railing. Next, jump across the way (south) to the red brick ledge. Next, walk east a bit and jump back across (north) to the stone ledge there that runs east-west. Be sure to look up as you jump. It will make the jump longer. Walk all the way east, then look south to the building across the street. There is a necklace sitting out on a window ledge (100; 100; 0; 200) (707; 100; 120; 927).
5.	Walk back along the ledge to a spot opposite the wooden overhang above the alcove into the brick building. Listen. When it is quiet, drop onto the wooden overhang and from there onto the street. 
6.	Head north then east around the corner. Look into the building on your right (south). You should see several things: a gate, a ladder, a purse and a key on a wooden table. Continue a little further east, and open the shutters to the window. Place a rope arrow into the near wooden beam just on or to the left of the leftmost metal band.
7.	Turn around and jump in the river. Turn around (face south) and swim under water into the leftmost (eastern) opening. Surface and climb your rope. Mantle up onto the beam. Walk to the west end. Place an arrow into the other beam so that after jumping onto the rope, when you retrieve your arrow, you will land on the lamp protruding from the south wall. From there it is a short jump to the wooden table. (Or you could have gotten lucky, and the rope arrow in the first beam allowed you to drop safely onto the stone when you retrieve it.)
8.	In either case, collect the Water Plant Key and the purse (100; 0; 0; 100) (807; 100; 120; 1027).
9.	Jump into one of the pools and swim into the river. Climb out using the ladder at the SW end. Before climbing over the edge, however, listen.
10.	Head up the street (east). Turn north at the bridge, and, before you get halfway over it, mantle up onto the wooden balcony to your right. Look north and up. Do you see the wooden railings at the top of the tower? Put a rope arrow into the top of the one on the right (east) so that the rope dangles past the right hand window. With your back up against the wall behind you, the upper edge of the wall should be about a fourth of the way down on your sight.
11.	 When no guards are about, looking up, run, jump, and grab. Open the window from the rope. You can’t crawl through, but you can get the Air Mage Key on the window ledge. Climb up the rope and mantle over.
12.	You have a nice view from up here. To your east is the wooden door to the Dew Drop Shop. South is the ledge we jumped off of, with a metal door that we did not yet open. West is a wooden shack. You can go in; the door is unlocked. Pick up two broadhead arrows in the NW corner.
13.	Under the peaked roof to your right are two shutters that you should open to enter the attic of the building below, a bakery. On the east side of the chimney is a small, three legged stool. If you look closely, there is a purse underneath it (100; 0; 0; 100) (907; 100; 120; 1127).
14.	One thing to note, if it hasn’t already happened: it is likely that the patrolling guard on the east side below will discover a pagan hanging out in a small building by the river and kill him. Needless to say, the guard will go on second alert and start looking for any intruders. This, if it happens, has nothing to do with you, and does not bust the ghost in and of itself. You did not cause it to happen. However if either the pagan or the guard notice you skulking about, that does bust the ghost. And it will take a while for the guard to settle down. You may want to move the pagan’s body out of sight if it keeps alarming the guard.
15.	Use your Air Mage Key on the metal door to your north. Be really quiet. The Air Mage is down below, meditating.
16.	The other metal door in this room does not open, but we will get into the room behind it in a minute. But first we need to pick up a few more supplies. Open the window shutters in this room and the ones across the way. That building is the local constabulary’s armory. Jump across to the ledge. You can stick a rope arrow into the ledge to make it easier if you have trouble jumping silently.
17.	From the wooden ledge, turn around and look back (west) to the Air Mage’s tower. Slightly to the north end of the east wall is an opening. This is to the room behind the frozen door. We will have some jumping to do in a bit. But first, creep into the armory attic. Open the chest for a coin stack (25; 0; 0; 25) (932; 100; 120; 1152).
18.	Listen? Do you hear the wind chimes? Don’t bother looking; they are not here, but are nearby. 
19.	Open the attic access doors and climb down the ladder, quiet as a mouse. A guard is manning the desk below, and a patrolling guard comes and goes. There is nothing on this floor. Climb down. The flooring there is metal, so take especial care getting off of the ladder and walking about. If you have trouble getting off the ladder silently, put a rope arrow in the ceiling above the hole and use that to get down.
20.	Sneak behind the guard and pick his Armory Key from his belt. While you are behind him, open the money box under the counter. You’ll have to crouch by his left hip to pick it open. Inside is a stack of coins (25; 0; 0; 25) (957; 100; 120; 1177).
21.	Use the Armory Key on the lock to the left (west) of the gate to the armory. Inside you can collect four broadhead arrows, three moss arrows, three water arrows, one gas arrow, two fire arrows, two flash bombs, one mine, and one gas mine. (The gas mine is hard to see, but it is on the top shelf at the right end; just frob around there and you’ll get it.) 
22.	To exit the armory, climb the ladder to the next floor, climb the ladder to the attic, and go look at the Air Mage tower and the jumping you are about to do. SAVE.
23.	When you feel brave enough, jump back over to the Air Mage’s window. Close the shutters to the armory attic, and jump back to the wooden ledge. SAVE. 
24.	From there, jump to the little stone ledge to the right of the Air Mage’s window. Do not over-jump. It is easier than it looks. 
25.	From there, jump to the next stone ledge (north). Crouch and enter the secret room. Collect the mystic (i.e. smoking and hovering), blue crystal (0; 300; 0; 300) (957; 400; 120; 1477). 
26.	From the northernmost stone ledge, look over the city below. The street has flooded in front of the Jail, but there still seems to be quite a bit of foot traffic despite the water. 
27.	Retrace your jumps, ending in the Air Mage’s tower. If you have any trouble, just put a rope arrow into the wooden ledge and jump to that. And, if you use the rope, you can even open the shutters again to give yourself a bit of a run to get back through the window. But you really can do it all without the need for the rope, just by jumping.
28.	Go down the ladder slowly. The Air Mage is standing right there, fortunately with his back to you. Read the papyrus on the bed.

This notice serves to inform you that you have been banned from our order for 120 days. Your misuse of your powers to impress women will not be tolerated. This sort of behavior violates our code of conduct. We also inform you that after your return to the order, should this event occur again, punishment will increase to 240 days and you will provide yourself as a human heat tolerance test subject in the smelting cauldron at the town blacksmith. You will promise to keep our secret underground sanctum as secret as we will keep your behavior from the towns people.

29.	Ah. A secret underground sanctum. Sounds interesting. But first let’s gather up what the Air Mage has to offer. 
30.	Hug the east wall and edge towards the wooden door. When you get close enough to open the door, do so, then continue slowly forward. If you go slowly enough, the mage will not see you. Close the door behind you. Open the next wood door and proceed through and down the hall. Ahead is the window ledge that the Air Mage Key rested on. And a blue chest with a coin stack inside (25; 0; 0; 25) (982; 400; 120; 1502).
31.	Return to the downstairs ladder behind the mage. Head down the ladder to the shop floor. Under the counter is a teeny-tiny blue chest. Collect a coin stack (25; 0; 0; 25) (1007; 400; 120; 1527). On the shelves are 1 healing potion, 1 speed potion, and 1 water arrow. 
32.	Open the shop door (Do I need to tell you to listen first?) and head out to the right, up hill. Pick the door to the bakery. Enter and close it behind you. On the counter, cooling, are 5 loaves of bread. Quite the healthy fire in the oven!
33.	Before you exit, look up. There is a second story. And if you look carefully, you can see a black and gold vase on the 2nd story north window ledge. From the shadow of the open doorway, look up and east. Got any ideas?
34.	Put a rope arrow into the wooden balcony; climb, and mantle. Make sure the patrolling guard is out of hearing. Jump onto the bakery’s sign bracket. It will make a metallic clang, but if you can’t hear the guard, he can’t hear you. From there go get the vase (0; 0; 50; 50) (1007; 400; 170; 1577). 
35.	Jump back to the rope and retrieve it. Head back into the bakery. Go over to the oven. Did you wonder why I left the double gold coin on the floor? It was a test. If you saw it, you passed. If you didn’t, well . . . you may be reading the walkthrough too much and not exploring enough on your own. Just a suggestion. Pick up the coin (20; 0; 0; 20) (1027; 400; 170; 1597) and return to the Air Mage shop.
36.	Go up the ladder and open the west window’s shutters. Drop a Dew Drop at your feet and jump. Now you can climb out of the window silently. The Air Mage may mumble, but if you do it correctly, he will not alert and look for you. 
37.	Retrieve the doll, and jump to the brick wall west of you. Be sure to hold down your run (usually shift-w) and jump (usually spacebar) keys through the jump. That way you will grab the edge as you fall and mantle up. Otherwise, get out the healing potion.
38.	From the brick wall, look around you. There is a happy, stationary guard by the street lamp below. A pedestrian or two wander by. So does a foot patrol. The sign hanging above off of the building is of interlocking gears. This is the universal sign for something mechanical or having to do with metal. Anything come to mind? 
39.	You have an objective “One of the local residents ratted you out to the City Watch. To return the favor, break the bedroom window above the Blacksmith's shop. (Optional)” Now I’m going to warn you. Breaking that window will bust the ghost. Not because of the “do no damage” clause in the ghosting rules. You are allowed to violate a rule if it is an explicit objective. But because doing so will have the affect of alerting everyone in the neighborhood. And that busts the ghosting good and proper. 
40.	Did you try to break the window? No, not the window in front of you. That’s not the right window. The one to the west of here is the right window. OK. First be aware that there is a guard up ahead that you will need to nudge it quite a bit.

“Nudging” is a technique that takes advantage of the fact that some AIs will naturally move away from an object that is too close to them. I believe in Dromed-speak it is called “IdleGesture” and is an attribute (a property or method) that the designer can assign to an AI or not. To nudge an AI, first determine if it fidgets. If so, the AI is a good candidate. If not, you may be out of luck. Next, stand directly behind it, and creep up until you touch it. Wait. Eventually it will fidget and step away from you. If you need it to move further, step up again until you touch it and do it again. With practice you can direct the AI left, right, forward, and I have even nudged a few from the front to get them to step backwards. Also … 
* * * DO NOT SAVE WHILE TOUCHING AN AI * * *
If you try to restore from such a save, you will find yourself violently hurled from the AI, annoying it and making lots of noise. Not good.
41.	SAVE. That way you can restore to the point before you start this foolishness. Or just skip ahead to step 45.
42.	Hug the south wall, and approach the corner carefully. The guard may be looking in your direction. Lean out and look. When it is safe head over to the west of the guard and observe him from the shadows. He faces north, then turns and faces east. He also sometimes faces south, so be careful.
43.	 Approach from the south-west. Open the door. And begin nudging him through the doorway. Whichever way he stands, position yourself on his SW of him as much as you can without being seen. As he turns, step back into the shadows, just in case he decides to turn south. Then step up again. As soon as he is in front of the doorway, concentrate on getting him inside. He will step up as needed to clear the thresh hold. When you can, close the door on him. You don’t need anything inside. (Though this is a good time to warn you of the dangers of the darker crates in this FM. They will damage you. During this mission, touch only light colored crates, OK?) 
44.	Now, the window of interest is the one jutting out of the wall opposite the door. You can break it with your sword, your club, an arrow, just about anything. But someone (usually multiple someones) will always go on alert. I have tried mossing the window ledge first, breaking it just on the right edge of the window, the left edge of the window,  no matter what I do or how quiet I make the break sound, someone goes on alert.
45.	OK. Having given up on either ghosting the mission or getting this optional objective, let’s move on. From the south end of the brick wall near the Air Mage tower, drop to the ground. You will land in shadow. Go north and around the corner to the east. Stay behind the trees. Watch the patrols and pedestrians. When you get an opportunity, head north behind the guard opposite you. You want to go east around to the back of the building. So you will cross the flooded street and climb over the sandbags and head east. Fortunately most of the flooded street is dark, so you can get most of the way there with no problem. Just wait for her to turn west, and go. Just be sure that you don’t hear footsteps. A guard patrols clockwise around the building. You head anti-clockwise (counter clockwise, if you prefer)
46.	When you get to the back, open the door and enter, closing the door behind you. To your left (east) you can hear the sounds of someone snoring. That’s always a good sign. Head over there. The sergeant has fallen asleep behind the desk. Go into the next room. Pick up the purple goblet (0; 0; 15; 15) (1027; 400; 185; 1612). 
47.	Stand behind the guard and try to figure out his field of view. It looks like if you can make it over the side of the stairs to the north, he might not see you. While you are behind him, read the red book on the ledge in front of him. All of the thieves listed are prominent members of the Thief community at either TTLG, Eidos, or both. Dafydd is one of the authors / editors of the current ghosting rules.
48.	Approach the stairs from the north end of the room. Stay in the shadows. You are going to put an arrow into the ceiling next to the stairs as far to the south as you can and still not be seen by the guard across the way. Count the number of cross beams starting with the southern most one. The 5th beam from the south wall is the one you want. Now to get the arrow in the beam without alerting the folk upstairs, you stand under the beam, look up, pull back until you hear the first “crick” of the bowstring, then release. There will be enough energy imparted to the arrow to stick into the beam, but not so much as to make a loud “thunk” when it hits the beam. Make sure the rope is far enough away from the stairs that you can climb it. 
49.	Climb up the rope and edge over onto the stairs. (Note: nudging the guard so that his line of sight is different will also work, and is easier, but nudging is frowned on by some ghosters. Up to you. I personally think nudging is keen.)
50.	Collecting three arrows from the first archer is simple. Getting the next archer’s arrows and the key to the cells requires nudging the first archer out of the way. You can get the gold goblet on the table (25; 0; 0; 25) (1052; 400; 185; 1637) just by sticking to the shadows.  I leave it up to you if you want to nudge and get the three arrows and the Jail Key, or not. Me, I nudge.
51.	Head back downstairs; while still out of the sight of the guard opposite, edge over the side and slip to the floor.
52.	Head back to the front of the jail and go west. Hug the north wall as you go past the guard in front of the blacksmith shop. As you saw from above earlier, there is a lot of foot traffic here, and while there are shadows, none are deep enough to hide you if someone gets close. Pick your moment, go through, and turn the corner as quickly as you can.
53.	There is a purple and gold goblet on the counter of the wooden stall to your right (east) (0; 0; 15; 15) (1052; 400; 200; 1652).
54.	Now stand at the north end of the stall, on the inside of the stall, and lean in towards the bell that is hanging there. Frob it. 
* * * SECRET FOUND * * *
55.	But where? Cross the street and look around, especially at the base of the short tower there. 
56.	Crawl in. Open the trap door. Fire a rope arrow into the beam up above so that when you retrieve the arrow you can manage to land on the top edge of the open trap door. That is, place the arrow so that it is close to the trap door but you can still climb it. Then, at the top, rotate 180° and retrieve the arrow. By dropping on the door edge you will not alarm the guard in the tower. For your trouble, you get one golden bottle of your favorite beverage (0; 0; 50; 50) (1052; 400; 250; 1702). I surely don’t know what that guard thinks he is looking at. The window is made of frosted glass and he can’t see out!
57.	You can drop silently through the hole in the floor. Exit the secret area and go north just a little bit to the steel door on the same side of the street. Pick it open, but wait in the shadow of the opened doorway for a bit. Listen and look. You should hear footsteps coming from upstairs. A guard will come downstairs, turn around, and go back up. Tail him. Go straight into the room ahead of you when he turns right (west) after walking south from the top of the stairs. On the window sill is a cheese wedge on a gold plate (50; 0; 0; 50) (1102; 400; 250; 1752). 
58.	When the guard is downstairs, take the gold bottle (0; 0; 50; 50) (1102; 400; 300; 1802) and Alfred’s Letter: 

Charlie

Last night I was visiting a friend at the hotel. During our conversation I heard some loud yelling and then heard a loud thump. It seemed to come from room number 4 which is my room. The desk clerk said that two members from the opera house were there and left in a hurry. The city watch are looking for them and will take them down no questions asked. There is something rather odd about all of this. I have the only key to my room, and I was with her in the lobby at that time. I've always had strange premonitions. I hope this doesn't mean... you know what.

Alfred

59.	Exit the room before the guard returns and hide at the east end of the hall. When he does return and starts walking towards the room with the desk (west), go downstairs and to the right (west). Duck into the first room on your right (north). It’s a large pantry. Collect, from the top shelf, two loaves of bread, from the middle shelf, three red apples and two cucumbers, and, from the lowest shelf, two carrots. There is nothing in the kitchen.
60.	Wait for the guard to go upstairs, and exit the house.
61.	Stay on the west side of the street, and head north into the tunnel. Hug that west wall as you approach the stationary guard. Lean around and look at the statue’s base. Pick up the small, gold finger ring (100; 0; 0; 100) (1202; 400; 300; 1902).
62.	When the foot traffic is elsewhere, cross over to the east side of the street and hug the wall as you continue north. As soon as you are past the stationary guard and can safely cross back to the west side of the tunnel, do so.

Uptown on a Saturday Night
The rain isn’t letting up. Maybe it’s time to go inside and have something warm to drink. Or at least something that will feel warm after it goes down. Check out the pub and the hotel up the street. As always, don’t pick anything up; just look about and then return to the front entrance of the pub.

Things to notice (in no particular order):
•	Drunks, both sleeping it off and those still vertical.
•	Doors
•	Guards, especially their patrol patterns
•	Rolled up parchments
•	Loot
•	Keys
•	Locked gates

Things to do:
1.	Outside the pub, go up to the sleeping drunk. Poor thing, she fell off of her chair. Pick up the note by her head. Looks like the bartender is going to get stiffed: Stephanie doesn’t have a cent on her.
2.	Open the door. It seems that the cast and crew from the local opera house are celebrating. The fellow at the north end of the bar, the one who is chatting up the blond in the mini-dress, has the Room 4 Key.  Behind the bar are three gold bottles (0; 0; 150; 150) (1202; 400; 450; 2052). You don’t need to do any nudging; just climb onto the back bar. Everyone inside is too drunk to notice. 
* * * OBJECTIVE COMPLETE * * * 
3.	Before you leave the pub, take a closer look at the slot machine at the end of the bar. Someone forgot to collect all their winnings. It’s only a 5g coin, but take it anyhow (5; 0; 0; 5) (1207; 400; 450; 2057). Time to exit the bar and head to the hotel up the street.
4.	Before going inside, look under the ramp up to the hotel entrance. On the east end, there is a tiara that has fallen into the crack between the building and the ramp (100; 100; 0; 200) (1307; 500; 450; 2257).
5.	Now open the double doors to the hotel and look inside. There is a desk clerk and what looks like acres of brightly lit space between him and you. Your magic jewel will be yellow most of the time you are in the lobby. Oh, and the desk clerk is really jumpy. He hears things from floors away due to the three story open space in front of the front desk. Fortunately he does not see as good as he hears. So, to business.
6.	Taking one crouched step at a time, head over to the banister for the stairs on the right side (east). Jump onto the banister. Do not mantle. For some reason he hears it if you mantle, but not if you jump. Climb the banister all the way to the top of the stairs, and then drop off onto the phonograph. (!) From there, slip down, to the left (west) onto the front desk proper. He will not see you. Lean over the back of the desk; locate and frob the money box. You will collect a fat purse (100; 0; 0; 100) (1407; 500; 450; 2357).  (Note: If you have any trouble here with him, you can always approach him from the other side, slip behind the desk, nudge him out of the way, and get the purse. The banister approach is to avoid the use of nudging. And it really is easier than it might sound.) 
7.	While you are there, read the hotel register.
8.	Head upstairs very quietly. Don’t forget that just because you can’t see him that he can (and will) hear you. Pass the curtains, and head left (west). Head down the ramp and into the hotel manager’s office. Pick up and read the notes: 

Boss

I saw something pretty strange that you should know about. Every day when I come to work my shift, I see Mr. O'Dear hanging from the chandelier. He told me that he was changing one of the light bulbs. It's really peculiar that the lights burn out only on his shift. I find this very suspicious, don't you? Tomorrow I will arrive about five minutes early and see if it happens again.

Stooley

and

July 18

My plans to turn this place into a first class hotel have begun. I have just acquired two of those fancy floor lamps from that large house in Victoria Estates. I can't believe how easy it is to break into that place. There are a few guards around, but I was able to find a way to turn off the porch light from outside the large house. That guard standing in front of the bank must be related to Benny. He couldn't tell that I was a thief, but then again I wasn't dressed like one either.

9.	Turn around and collect the coin stack on top of the east wall’s wainscoting (25; 0; 0; 25) (1432; 500; 450; 2382).
10.	Head back up the ramp, and open the door to first room on your left (west). This should be Kristen K. She is a little jumpy and may mutter when you open the door, but that’s not an alert. Sneak up behind her right side, and look at the dresser. There is a teeny-tiny gold ring there (100; 0; 0; 100) (1532; 500; 450; 2482).
11.	The other rooms have no loot, but you can look inside them all for free (don’t forget you have the Room 4 Key that you took from the man at the bar. It sure looks like the two members from the opera house did indeed do something in Alfred’s room! 
12.	Head east down the hall, turn south when it does, and proceed up to the next floor. Open the door and walk to the middle of the railing. Look at the chandelier. Look with your telescopic eye. Notice anything? There are two things to see. 
13.	The first, and easiest to see, is the tiny switch with a red handle on the ceiling just behind the base of the chandelier. The second, and harder to see, is a little round, blue-purple colored bottle lodged in the chandelier itself. 
14.	Walk back to your open door. You did leave the door open, didn’t you? If not, good for you, but open it now. Face the edge of the door, i.e. you should be facing due east. Put a rope arrow into the wall above the door edge. Close the door. Climb the rope arrow. Open the door. Try to drop on the railing when you retrieve your arrow. The open door should make that easy. If you miss, you should be on top of the door, and can slide off onto the railing. 
15.	Creep to the center of the railing. Stand up, lean forward and grab the blue-purple bottle. You now have a slow-fall potion. Handy, eh? 
16.	Ready to do something insane? SAVE first.
17.	Crouch and edge backwards until you start to slip off the railing but don’t. Stand up. Down the potion; run, then jump for the center of the chandelier and frob the switch. Uh huh. You read right. Down the potion, then jump for the chandelier and frob the switch. It’s decidedly not easy, but you can do it. Be sure to jump at the chandelier and not the switch. If you jump at the switch, you’ll jump too high too soon, bump your head on a beam (ouch!), and miss the switch. Repeat until you get it. Did the hotel desk clerk alert? Sometimes he does and sometimes he doesn’t. If you want to be safe, nudge him to either end of the front desk first or you can moss arrow the floor in front of the front desk where you will land. Personally, I used the moss arrow, since I have so many. If I were out of moss arrows, I would nudge. This is too hard to succeed at and then have the clerk alert afterwards. 
* * * SECRET FOUND * * *
[Note: In reviewing this walkthrough, John Denison wrote that “It is possible to actually jump to the chandelier and hang onto it.” So you may want to try that as an alternative approach. I have been able to grab the chandelier a few times, and what seems to work best is to remain crouched when you begin your run and jump. Timing the jump is everything else. Think of the support for the chandelier as a rope, because that is how it behaves. In any event, after grabbing you can climb to the top, flip the switch, drink the slow-fall, and drop. I have not been successful in jumping back safely without the slow-fall.]
18.	As you land (without a scratch), you’ll see the phonograph slide to the left. Sneak up and grab the contents of the compartment revealed in the desk. It’s only a coin stack, but it is a BIG one (250; 0; 0; 250) (1782; 500; 450; 2732). And don’t you feel like you accomplished something getting it?
19.	When you are done congratulating yourself, head out of the hotel and across the street. Go under the stone arch, and look around.
20.	Did you see what looks like a sandbag behind the 2nd statue? Frob it. 
* * * SECRET FOUND * * *
21.	A ground floor window opened up in the building facing the statues. Climb in and find the tapestry behind the headboard of the bed (0; 0; 150; 150) (1782; 500; 600; 2882).
22.	Continue up the street. The stationary guard under the light won’t see you if you hug the left side of the street as you pass by. Enter through the double doors into a barn for burricks. The sounds you hear are contented burrick sounds. Burricks become discontented if they see or hear you. Discontented burricks bust the ghosting.

Officially, i.e. per the Official Ghost Rules, if a burrick “grunts but does not notice you,” that’s OK. And if it “howls or belches green gas,” that’s a bust. These burricks are well bred city burricks and don’t belch at all, I don’t think, though they will howl if they notice you. Watch them closely. In my opinion, if one starts getting seriously agitated, you are busted. If it looks around or grunts a little, and then goes back to grazing, you are not.
23.	There is a silver nugget in the loft (100; 0; 0; 100) (1882; 500; 600; 2982), so you need to get up there and back. I have succeeded with two different approaches. The first is to head for the ladder; the second is to put three rope arrows into the barn ceiling and do a Tarzan number. Each has advantages and drawbacks. You will probable blow it the first few times now matter which you try. Those burricks are tetchy. So SAVE first. But stick with it, and you will find your way in and out. If you go for the ladder, my experience is that a crouch-run, jump onto the ladder, up, and out of sight as quickly as possible works best. 
24.	Go to the west side of the barn entrance and look up and east to the two second story windows on the building across the street. The right one is illuminated and the left one is dark. Zoom in on the left window. You should see a gold bottle up there. Climb on the wooden railing beneath the window, right at the corner, reach up and grab it (0; 0; 50; 50) (1882; 500; 650; 3032).   
25.	Jump down to the street, and hide in the shadows on the north side, opposite the cement block building with the grate across the entrance. Listen. When no one is near, cross the street (east) and pick the lock to the gate. Now pick the lock to the metal door and pick the lock to the green safe for a silver stack of coins (12; 0; 0; 12) (1894; 500; 650; 3044).
26.	Re-cross the street, and face the building with the green safe inside. Look at the stone overhang for the entrance. Does it look a bit odd to you? Put a rope arrow about halfway up on the wooden column to your left (north). Climb up and jump over to find a gold nugget (100; 0; 0; 100) (1994; 500; 650; 3144).
27.	Drop down; retrieve your arrow; hide in the shadows across the street again. When all is quiet, head SE past the potted pinks in the flowerbed, and duck down into the shadows at the south end of that self-same flowerbed. You should be facing the mage sign (blue background with gold crescent moon, one large 5-pointed star, and three lesser stars). When you can, go into the mage shop’s entrance alcove. On the ground, in the SE corner, is a red handled switch. 
* * * SECRET FOUND * * *
28.	Now go out and duck around the corner to the south. A passage has opened behind the green vine. Go all the way down until you come to two metal doors. Open them. Watch from the shadows. Count your water arrows. You’ll need at least three. You should have eleven.
29.	When both mages are at the other end of the room, put out the right-hand near torch (SW corner of the room), and if you want to be extra safe, put out the left-hand one too, but that really is overkill. Now duck behind the pillar that has the torch you extinguished. Put your butt to the south wall. The corner is lit, but behind the pillar and against the wall you will not be noticed. When both mages are at the west end of the room, dart east and extinguish both torches at that end of the room. Get into the shadows where they have not been walking. Wait for a few circuits to be sure you are OK, and then SAVE.
30.	Time to investigate the pedestals in the alcove at the east end of the room but don’t go in there. You’ll set off a silent alarm. Lean in instead and snatch the goodies. One pedestal has a gold necklace with a purple jewel, but it must be paste because it isn’t worth much (25; 0; 0; 25) (2019; 500; 650; 3169). The second one is another necklace. This one is a bit of gold jewelry on a purple ribbon, again paste. (25; 0; 0; 25) (2044; 500; 650; 3194). When it is safe, head out on either side. Just don’t try to hide in the corners. The mages look there.
31.	Go out through the green vine to the opposite side of the street (west), and look up. See the wooden plank extending out of the second story window? Wonder what that’s about? To get up there you need to place a rope arrow at the very top of the protruding corner. Otherwise you fall when you mantle over. Go back up the street (north) to the potted pinks, step into the center of the street when no one is about, and let fly. This is not an easy shot so you may want to SAVE first.
32.	Climb up and collect a silver nugget (50; 0; 0; 50) (2094; 500; 650; 3244). To get back down without damage, climb out the other window and onto the mage sign, and drop down from there.
33.	Duck around the corner to the south; unlock the door; go in. There is a double gold coin on the bar inside (20; 0; 0; 20) (2114; 500; 650; 3264). Take the elevator up to the top and look out over the waterfront, if you want. But be discrete. There are several patrolling guards below. When you are done return to the ground floor and exit the Dead Burrick pub.
34.	Head south, and read the note on the fishmonger’s shop. Enter in a crouch. The shop also has a door and windows on the waterfront side, and the patrolling guards there can see and hear you. Climb the ladder. By the bed is a gold vase (100; 0; 0; 100) (2214; 500; 650; 3364). 
35.	Climb the next ladder. In front of you is the locked freezer. Put a rope arrow into the rafters, and climb on top of it. Surprise! There is a trap door in the top which is unlocked. Drop down and collect a rather cold mask (0; 0; 50; 50) (2214; 500; 700; 3414). The freezer key is on the floor under the shelving; just feel around to find it. (Or use rope arrow to get back out.) If you use the key to open the door, you’ll be able to see a small purse in the far left corner under the shelving. Just lean in and grab it (100; 0; 0; 100) (2314; 500; 700; 3514).
36.	Return to the floor below. Did you see anything unusual about the wall lamp in this room? Take a closer look. Do you see the little red handled switch? 
* * * SECRET FOUND * * *
37.	Collect a fat purse from the hidey-hole revealed when the bed rolls away (100; 0; 0; 100) (2414; 500; 700; 3614).
38.	Return to the floor below. Did you see anything I didn’t mention before? Check under the counter for two silver coin stacks (24; 0; 0; 24) (2438; 500; 700; 3638). 
39.	Exit the fishmonger’s shop by the door on the waterfront (south). When you get to the red light district (literally), duck into the alcove to your right (west). Wait for the foot patrols to be elsewhere, then put a rope arrow into a wooden column and climb onto the overhang. The open window in the SW corner has a gold bottle you can snatch. This is a jump and grab, unless you want to stack some Dew Drop dolls like crates, and climb up (0; 0; 50; 50) (2438; 500; 750; 3688). Don’t you just love that little doll?
40.	Wait for the foot patrols to head north, then get down and head east and into the park. I think that’s Benny’s cousin who has been assigned to guarding the park. The family resemblance is striking. Search around, without arousing his suspicions. 
41.	There is a purse behind some shrubbery (100; 0; 0; 100) (2538; 500; 750; 3788), and under the park bench near Benny II, surprisingly unopened, is a gold bottle (0; 0; 50; 50) (2538; 500; 800; 3838).
42.	Wait for the foot patrols to head north again and tail them as far as the side street; turn left and pass through the arch (west). Continue until you reach someone sleeping it off to your left. The street to the mage’s shop is on your right. Turn there and go past the cement block building to turn right again (east). Cross the wooden bridge.
43.	An archer comes down here. Hide in the limited shadows of the north side of the street. Tail him and snag his three broadhead arrows. Keep an eye on the stationary guard in front of the bank and make sure he does not see you as you tail the archer to the first building on your right (west).
44.	Pick, enter, but don’t go far. The floor is marble and there is a guard in the alcove to your left (south). Creep north, hugging the right (east) side of the hall. When you get to the end of the hall you will notice that you have company in the form of a guard to your right. Now you have two choices. You can moss arrow the floor to your left (west) and try to run into each of the two rooms there between the blinks of the malfunctioning hall light. Ha! Or you can do a little nudging of the guard. Just plunk him into the closet and shut the door on him so that he won’t bother you. That last is my choice. I don’t know which choice is easier, but I do know I get a chuckle out of nudging that guard sideways! Just go slow and careful and he will walk right in there as though you asked him to. Then close the door on him, and smile.
45.	Open the door on the right (north). The little green safe has a stack of coins to reward your trouble (125; 0; 0; 125) (2663; 500; 800; 3963). 
46.	Now enter the room to your right (west). On one window ledge is the Office Front Door Key (we didn’t need it, but could have gotten it earlier) and on the other are three vases (200; 0; 50; 250) (2863; 500; 850; 4213) to add to our collection. [Did you notice the light switches on the walls? Most of the buildings in this mission don’t have switches in any of the rooms. This building has them, but they don’t work!]
47.	Exit the office building, but stay in the shadows. The bank is your next destination. That’s the building with the stationary guard out front. Head for the NE corner of this area. There’s a back door there, up a ramp. Pick open the door. Wait; listen. If all is quiet, enter; turn right (east), open the metal door, and pick open four safes. The one on the lower right has a coin stack (125; 0; 0; 125) (2988; 500; 850; 4338). The upper right safe has another coin stack (125; 0; 0; 125) (3113; 500; 850; 4463). The lower left safe has a silver coin stack (112; 0; 0; 112) (3225; 500; 850; 4575). And upper left has another silver coin stack (112; 0; 0; 112) (3337; 500; 850; 4687).
48.	Head down the hall (west) to the teller’s cages. Each moneybox has a coin stack (25; 0; 0; 25) (3362; 500; 850; 4712), (25; 0; 0; 25) (3387; 500; 850; 4737), (25; 0; 0; 25) (3412; 500; 850; 4762).   Avoid the, now, prowling guard and exit the bank.
49.	Under the ramp to the bank’s back door are two healing fruit and an invisibility potion. 
50.	All that is left is the house on the hill. Head over to the front door and pick up the papyrus there. Read it. 

Attention Lady Jeni

We would like you to know that we have received your husband's order for fish to be delivered on Friday. Unfortunately until further notice we won't be able to fill any fish orders until next week. We are sorry for any inconvenience this may have caused.

Jerry
Fish Market

Oops.
* * * NEW OBJECTIVES * * *
51.	The objective to
Find Jeni's house and leave the ring and letter there. 
is out, and you have a new objective 
It's too late. Jeni is married now, so destroy the letter.  
Any ideas about how to destroy a letter? On the bright side, now that you don’t have to give the ring back to Jeni, you can keep it for yourself. Somehow, it dropped out of your pocket as you were reading the letter from Jerry at the Fish Market. Pick it up (100; 0; 0; 100) (3512; 500; 850; 4862). 
52.	Pick the lock and enter. Sound carries in Jeni’s house, what with the marble floors and the two story entry. But, fortunately the light switches work. That gives us a good chance of going undetected.  Turn off the lights outside using the switch on the right of the entrance. The switch on the left turns off the chandelier. The light switch at the bottom of the stairs turns off a light upstairs near Jeni’s mom and dad. [According to John Denison, these are Jeni’s parents and Jeni isn’t home.]
53.	Head for the kitchen, turning off lights as you go. Inside you will collect two wedges of cheese, two red apples, two carrots, and two cucumbers.
54.	Go up the stairs. 
55.	East, behind Jeni’s mom and dad is a door. Just maintain your distance as you go around her, and open it only when you are in place to go through. The light switch for this bedroom is next to the door. Pick up the papyrus on the bed & read it. There is a Backdoor Key on the desk chair, and in the bathroom there is an expensive gold necklace (300; 50; 0; 350) (3812; 550; 850; 5212).
56.	Cross the room behind Jeni’s mom, and open the door (west). The light switch is just inside to the right (north). Pick up the vase at the end of the hall (0; 0; 100; 100) (3812; 550; 950; 5312), then come back and open the door to the ramp downstairs. 
57.	Go into the master bedroom. Acquire the two gold vases on the bedside tables (200; 0; 0; 200) (4012; 550; 950; 5512). 
58.	Underneath the bed is a red journal. Read it. 

July 19

While I was in Dayport I overheard someone talking about a one-of-a-kind wind chime. I thought to myself and figured that this wind chime is exactly what I have been looking for. I am very lucky to have acquired this wind chime, and I know those thugs would love to get their hands on it. The safest place I know of is at the top of the tower. The only key to the tower is hidden here in my bedroom. It's really strange that more and more of my belongings are missing each day. I can't keep everything I own in the tower, but I'm confident that no one can get my new wind chime.

59.	You are about to make him very unhappy! Search for the key. I’ll wait. 
60.	Did you look up? Stand with your back to the wall lamp on the east wall by the bed. Isn’t that an odd place for a window, way up there? Try your telescopic eye. Did you see anything? 
61.	Shoot a rope arrow into the ceiling near that odd window and climb up. If you didn’t see it before, you should see it as you climb if you are looking up towards the window. Press the red button.
62.	“OK,” you say, “but what did that do?” Look around and see if you can find what the button did.
63.	Go and turn off the bedroom lights. The switch is near the door you used to enter the room. 
64.	“Ah,” you say, “How sneaky.”
65.	Unlock the metal door with the Tower Key.  Head up the spiral stairs. Reach up and take the wind chime. Nice. 
* * * OBJECTIVE COMPLETE * * *
66.	Go back down the stairs, and using your backdoor key, open the door to the balcony. Recognize where you are? When the waterfront patrols are elsewhere, put a rope arrow in the wooden railing of the elevator bar’s balcony. Climb up, take the elevator down. Head over to the bakery. (Exit the bar; turn left; turn right at the drunk sleeping it off; turn left at the jail; head up the street to the bakery.)
Throw John’s letter into the oven. 
* * * OBJECTIVE COMPLETE * * *
67.	Head up the hill, past where the pagan is hiding (though he is probably dead by now, as the patrolling guard usually finds and kills him), to the canal. Make sure no guards are anywhere around; Jump in. Climb out using the ladder. Head back to the bridge and mantle up onto the balcony you stood on when you shot the rope arrow across the way. This time, open the door behind you. 
68.	Go through the house and out the door on the other side of the house. Head down the ramp. Be quiet, the stationary guard by the short tower is just around the corner. 
69.	Take a left at the bottom of the ramp, and then head straight east to John’s back entrance, picking up John’s crate as you go. You’ll need it when you get to his place.
70.	Go through the greenery into John’s basement. Head up the ramp to the first room on your left (east). That’s the room where you found the crate. Put it down on the bed, under the window, and use it to help you climb out. 
* * * OBJECTIVE COMPLETE * * *

You found all the secrets and you have just completed a PERFECT THIEF excursion. It was a “better living through chemistry” perfect thief. Remember the slow-fall potion? But it was a perfect thief none the less.

You did not satisfy the requirements for KLEPTO-THIEF (Klepto-thief is perfect thief plus all other inventory items that you can collect in the mission.). It was not for lack of trying, but my stats say 10 of 17 pockets picked. These stats are usually off by one due to a long standing programming error, so I think that we missed six pockets that could have been picked. I have no idea where they might be. It’s possible the stats are in error. 

Thanks John!

END NOTES

This section provides a complete loot list for this mission

Loot /Secrets/Power-ups etc.

	Loot & Collectables	Value	Running Total	Notes	
1	3 arrows on patrolling archer				
2	7 Dew Drop dolls			IN Dew Drop Shop	
3	Purse hidden above door frame near 3 thieves	100	100	Crate used to access	
4	Gold stack Money Box at Gloria's Dew Drops	25	125		
5	Coin Stacks in guard tower near 3 thieves	50	175		
6	3 arrows on archer in short tower		175		
7	3 arrows on archer thief		175		
8	Gold stack in thieves' barracks foot locker	25	200	Small stone in alcove opposite 3 thieves to access secret area; lean in to raise gate; 3 water arrows used in thief hideout (fire pit & 2 torches)	
10	Double gold coin in thieves' barracks foot locker	20	220		
9	Gold stack in thieves' barracks foot locker	25	245		
11	Mask in footlocker down hallway in thief hideout	50	295		
12	Purse on bald thief in thief hideout	100	395		
13	Gold stack in money box above fire pit in thief hideout	25	420	4 Dew Drops used to silence drop from rope arrow	
14	Gold nugget in 2nd story window at end of thieves' alley	100	520	Rope arrow access	
16	Gold and black vase in 2nd story room at end of thieves' alley	20	540	Dew Drops used to silence drop onto metal fire escape	
15	Purse in 2nd story room opposite 3 thieves	100	640	Rope arrow access	
17	Silver stack in money box in red brick building	12	652		
18	Mask in 2nd Story balcony building with wooden rail	50	702	Rope arrow access	
19	Gold coin stack in 2nd Story balcony building with wooden rail	25	727	On top of wardrobe	
20	Necklace in window above thieves' alley exit	200	927	2nd story jumping	
21	Purse in water pumping building	100	1027	Rope arrow access & swimming	
22	Water Plant Key 		1027		
23	Purse under stool in small attic room on top of air mage tower	100	1127	Rope arrow across canal to climb to top of air mage tower 	
24	2 broadhead arrows in shack	0	1127		
25	Gold stack in armory attic footlocker	25	1152	Jump across to armory attic (wind chimes heard!) & climb down	
26	Gold stack in money box	25	1177	In armory	
27	4 broadhead arrows 	0	1177	In armory	
28	3 moss arrows		1177	In armory	
29	3 water arrows		1177	In armory	
30	1 gas arrow		1177	In armory	
31	2 fire arrows		1177	In armory	
32	2 flash bombs		1177	In armory	
33	1 mine		1177	In armory	
34	1 gas mine		1177	In armory	
35	Light blue crystal in air mage secret area	300	1477	Jump back across from armory attic to outside of air mage tower; continue jumping to get into secret area	
36	Gold stack in large blue chest in air mage closet	25	1502	Air mage 2nd floor	
37	Gold stack in tiny blue chest 	25	1527	In air mage store front	
38	1 healing potion		1527	In air mage store front	
39	1 speed potion		1527	In air mage store front	
40	1 water arrow		1527	In air mage store front	
41	5 loaves of bread		1527	In bakery	
42	Coin next to oven 	20	1547	In bakery	
43	Vase in bakery 2nd story window	50	1597	Only accessible from outside by rope arrow & jumping	
44	Purple goblet on table next to guard in 1st floor of jail	15	1612	Nudge guard to get out of line of sight to go upstairs	
45	3 broadhead arrows		1612	In jail on 1st upstairs guard; nudge guard to get arrow & jail key from 2nd guard	
46	3 broadhead arrows		1612	In jail on 2nd upstairs guard	
47	Jail Key		1612	In jail on 2nd upstairs guard	
48	Gold goblet on table on 2nd floor of jail	25	1637		
49	Purple goblet on outside stall counter	15	1652		
50	Gold wine bottle in secret area opposite outside stall	50	1702	Ring bell on stall to open grating opposite outside stall	
51	Gold plate on 2nd floor bedroom window sill of steel door building opposite outside stall	50	1752		
52	1 cheese wedge		1752	On gold plate	
53	Gold wine bottle on desk in 2nd floor office of steel door building opposite outside stall	50	1802		
54	2 loaves of bread		1802	In 1st floor pantry	
55	3 red apples		1802	In 1st floor pantry	
56	2 cucumbers		1802	In 1st floor pantry	
57	2 carrots		1802	In 1st floor pantry	
58	Small ring behind statue in tunnel	100	1902		
59	Room 4 key 		1902	On Alfred (?) in opera bar	
60	Gold wine bottle on shelf in opera bar	50	1952		
61	Gold wine bottle on shelf in opera bar	50	2002		
62	Gold wine bottle on shelf in opera bar	50	2052		
63	Coin in slot machine in opera bar	5	2057		
64	Necklace outside of hotel under stone ramp	200	2257		
65	Purse in hotel lobby money box	100	2357	Nudging hotel clerk necessary; I put him facing a wall to make life easier	
66	Gold stack on wainscoting in hotel office	25	2382	2 papyrus in office	
67	Tiny ring on dresser in hotel room (SW room)	100	2482	Who is dead in room 4?	
68	1 slow-fall potion		2482	Secret area switch at base of chandelier in ceiling!! Telescopic eye wins again! There is a slow-fall potion in the chandelier which when you lean out you can get. Use it to hit the switch and not die as you jump at the chandelier!!!!!	
69	Gold stack in secret area beneath phonograph	250	2732		
70	Tapestry behind headboard in secret area opposite hotel	150	2882	Sandbag behind statue opens secret room.	
71	Gold nugget in hayloft of burrick stables	100	2982		
72	Gold bottle in high window ledge opposite stables	50	3032	Reach from top of railing in corner.	
73	Silver stack in cement block building's office safe	12	3044		
74	Gold nugget on entry overhang to cement block  building	100	3144	rope arrow opposite and jump onto overhang	
69	Gold & jeweled ribbon necklace in mage's secret area	25	3169	Secret switch in alcove near climbing vine; entrance through vine; used 3 water arrows; mages seem to walk randomly; lean in to pick up necklaces; entering the niche with necklaces sets off a silent alarm	
70	Gold & jeweled ribbon necklace in mage's secret area	25	3194		
71	Silver nugget in 2nd story room above mage's secret area	50	3244		
72	Double coin in bar with elevator	20	3264		
73	Gold vase on window ledge in 2nd of fishmonger shop	100	3364		
74	Mask in freezer on 3rd floor of fishmonger shop	50	3414	Key is under shelving but can be frobbed.	
75	Purse in freezer on 3rd floor of fishmonger shop	100	3514		
74	Purse in secret area in 2nd floor of fishmonger shop	100	3614	Secret area switch is behind unlit lamp	
76	Silver stack behind counter in fishmonger shop	12	3626		
77	Silver stack behind counter in fishmonger shop	12	3638		
78	Gold bottle in open 2nd story window with red light near canal	50	3688	Rope arrow up wooden post to 2nd story; patrolling guards are hyper-sensitive	
79	Gold bottle under bench in park at end of canal	50	3738		
80	Purse behind bushes on south wall of park at end of canal	100	3838		
81	3 broadhead arrows		3838	On patrolling guard near bank	
82	Gold coin stack in safe in small office opposite blinking light	125	3963	Office front door key on open window ledge	
83	Gold vase on window ledge in large office with blinking light	100	4063		
84	Gold vase on window ledge in large office with blinking light	100	4163		
85	Green vase on window ledge in large office with blinking light	50	4213		
86	Gold stack in lower right safe in bank	125	4338	Use bank back entrance	
87	Gold stack in upper right safe in bank	125	4463		
88	Silver stack in lower left safe in bank	112	4575		
89	Silver stack in upper left safe in bank	112	4687		
90	Gold stack in moneybox in teller area	25	4712		
91	Gold stack in moneybox in teller area	25	4737		
92	Gold stack in moneybox in teller area	25	4762		
93	1 invisibility potion		4762	Under ramp at back of bank.	
94	2 healing fruit		4762		
94	Jeni's ring	100	4862	After reading papyrus on Jeni's doorstep ring becomes loot	
95	Gold necklace on table in bathroom 2nd floor bedroom of Jeni's house	350	5212	Backdoor key on chair in bedroom with bathroom	
96	Purple vase at end of hallway	100	5312	2nd floor of Jeni's house	
97	Gold vase on bedside table in 2nd floor bedroom of Jeni's house	100	5412	Book under bed gives clue to key to wind chime tower	
98	Gold vase on bedside table in 2nd floor bedroom of Jeni's house	100	5512	Hidden switch above window opens hole in wall near light switch with key inside; open locked metal door for access to wind chime tower