A Love Story v1.1, a Ghosting LootThrough
By LarryG

From John Denison’s FM notes:

A Love Story	
A 'Thief 2: The Metal Age' Fan Mission 	
By John Denison (john9818a) 	
=========================================================
February 26, 2004
=========================================================

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

Description : You have been arrested by Lt. Moseley of the city watch You knew this day would come... As you were so gracious to rescue Katie from the zombie infested warehouse district, she has decided to return the favor and help you escape. The last time you were in Riverbed you found a ring at the bottom of the river. This ring actually belongs to a sweet girl, Jeni, and it would be in your best interest to return it to her. This Jeni is not the same as Basso's girlfriend Jenivere, nontheless you are compelled to help Jeni maintain her happiness. Coincidentally Basso is in the same jail you are in, only a few doors down. You'll have to do him a favor at a later time because you’re in a hurry. If the watch discovers Katie helping you they will surely strike her down. Get your blackjack from her and get out of your cell before she is discovered. 

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 not Perfect Thief that time out. I also spent a lot of time backtracking that first time. I have eliminated that in this walkthrough. Hopefully I have maintained a bit of the sense of discovery that is a lot of the fun in Thief gameplay, at least as much as can be maintained in a walkthrough.

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.

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.
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

Goals – Expert

1.	"Katie is waiting outside your jail cell with a blackjack as a favor to you. Hurry and get the blackjack and get out of your cell before the bluecoats discover her. Don't let Katie die."
2.	"You're not a murderer. Don't kill anyone."
3.	"There is still some loot in the city. Get at least 2000."
4.	"After you complete your other objectives, find your way back to your apartment."
5.	"The last time you were in Riverbed you found a ring in the river. This ring belongs to Jeni. Lt. Moseley took the ring from you when you were arrested and wants to keep the ring for herself. Get it back."

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.

Jailbreak
The mission starts in a rush. You must get your blackjack and escape from the cell quickly. No time to loaf about or Katie will get discovered and killed. In a minute you can explore, but for now, just figure out how to escape your cell. 

Things to notice (in no particular order):
•	Flea infested pallet on the floor
•	Two apples
•	Katie

Things to do:
1.	Ignore the apples. Crouch in order to frob the pallet on your way over to Katie. It will slide over while you are heading to her, exposing a hole in the ground. You may need to lean through the cell window in order to frob the blackjack that Katie is holding. When you have it, jump in the hole exposed beneath where the pallet was and head down to the end. About the middle of the tunnel you should see: 
* * * OBJECTIVE COMPLETE * * * 
2.	At the end of the tunnel you can frob the ceiling, and a box that was hiding the hole will slide over. Without mantling up, frob the right-most lever that you see above you when you are facing south.  It will open up your cell door. 
3.	Go back to your cell via the tunnel. Mantle up and collect your two apples. After all, it will be a long night and you might get hungry along the way. 
4.	With your back up against the western wall of your cell, watch the guards go by your cell doorway. While you are not in perfect darkness, you are far enough away that you should not be seen. 
5.	You are going to head left out of the cell (north). There is a gold door to open. On the other side is a Watcher head. And just to the right of the doorway on the other side is a red lever to turn off the lights in front of the door. Three guards go in and out of this door intermittently.
6.	When the corridor is quiet, creep quietly to the cell doorway, stay in the shadows, and lean out to the left to open the hall door. Your magic jewel should be completely black from the doorway. 
7.	Edge through the cell doorway, staying in the shadows until your nose is in the crack between the open door and the stone wall to your left. Pay attention to sounds. If you hear a guard walking towards you, retreat to your cell and try again later. Lean right and look at the watcher. Time your movement to move into the doorway for when the watcher is not looking. From the doorway, lean around the doorframe and flip the lever. 
8.	Now edge left, into the shadows of the stairs going down, and wait. One of the guards who strolls by to the cells has an Upper Level Door Key. Snag it as he goes by.
9.	Staying in the shadows, creep over to the guard behind the wooden partition. From the outside of the partition, lean in and pick his pocket for the Armory Key
10.	Now go down the stairs, and head east. At the end of the room, on your left (north), is a short hallway. There are three openings off of the hall. Straight ahead (north) is a guard practice room. To the left (west) are guard barracks. To the right (east) are more barracks. 
11.	Go straight towards the practice room, but do not enter. Stand in the doorway and listen. Hear anything? There is someone off to your right, and the room is lit up. Just your luck and he’ll be facing the entrance. Hug the short wall to your right so that your jewel is black, and lean around the entry to the room. Yep, an archer is facing your way, and he does not appear to pivot about. Lean left and look on the inside wall. Ah ha! The light switch. Throw it.
12.	Now creep in and take the archer’s 3 arrows.
13.	Look around the room. On the west side is a hallway, go down it to the Armory door. Open it with your key; enter, and close it behind you (to minimize any noise). In the Armory you will find:
•	2 lock picks (!!)
•	2 flash bombs
•	2 fire arrows
•	1 rope arrow
•	3 water arrows
•	5 moss arrows
•	1 sword
•	1 crumpled up note
* * * NEW OBJECTIVES * * * 
"Take the lost ring you found earlier to Jeni's bedroom."
14.	Read the note. 
Dear John,

I have some heartbreaking news to tell you. I was jogging along the waterway yesterday and when I got home I realized that my ring was missing. I can't tell you how distraught I am about this. I'm going to search the entire west side of Riverbed until I find it. I promise you.

Jeni
15.	Head over to the eastern barracks room and pick open the locked chest for a purse. (100; 0; 0; 100) (100; 0; 0; 100)
16.	There is nothing else of pecuniary interest down here, though you should take some time and admire the detailed work done by the John Denison throughout the mission. 
17.	Head back upstairs and cross in front of the stationary guard to the east end of the hall. As you go past look at the banner on the wall. The M stands for Lieutenant Moseley. Apparently each guard gets his or her own banner. From the east corner you can wait for the guard with the Upper Level Door Key if you did not get it earlier. You are going to need it soon. 
18.	From the shadows, listen, then open the door in the NE corner. SAVE. This is an area where there can be some unexpected patrols, and if you are not very careful, you can get busted. You can duck into the guard recreation room on your left (east) if you need to do so to avoid patrols. There is nothing in there for you except solitude and shadow. But that can be enough sometimes.
19.	When it is clear, head down the hall (south) to the double doors on your left (east). Open them using your Upper Level Door Key. 
20.	Go through, but stay near the doors for a second. Listen. There is an archer or two who pass through ahead of you. If the coast is clear, go south up the stairs and to the south. Get into shadow in front of the metal walkway as fast as you can. There are lots of guards patrolling around. I picked up 3 arrows from a patrolling archer as I went up the stairs. Then another archer came by as I was checking out the room, so I picked up another 3 arrows. At about the center of the room, on the wooden wall to your right (east) is a light switch for the room. It is in partial shadow, so if you wait for all the guards to be a bit distant, you should have no trouble turning off the lights without detection.
21.	Now, with the lights off, head over to the lady in blue under the painting on the north wall. I believe this is the famous Lieutenant Moseley. She is about to suffer an embarrassment. Pick her pocket for the Master Key Copy.
22.	Face east and wait for an archer to head from left to right (north to south). Save. And duck around the corner, south, open the door, and flip the red lever. This shuts off the upstairs alarm. Return north through the door to the shadows. Another archer is going to come through any minute now. When she has passed, Go south, then east, then south, then west, back to the jail corridor. Hide in the shadows created in the double doorway. 
23.	When it is clear, head south down the corridor, duck right (west) then left (south) into the large alcove, but do not go down the stairs yet. Hide in the shadows. SAVE. 
24.	Three guards patrol through here and there is a watcher who can see you if you are careless going down the stairs. Keeping your jewel black, slowly go down the stairs and look into the next room. Do not enter. Just look. 
•	On the other side of the wooden wall are two torches illuminating the room, one on each side of the arched entrance. If you lean with your bow drawn to put out the torches, the watcher straight ahead will see you and go on yellow alert. So don’t do that!
•	To your left (east) is a door with a stationary guard in front of it.
•	Directly ahead (south) is the awkwardly placed (for you) watcher.
•	Looking to the right (southwest) you see a wooden table with a gold goblet and plate.
•	Further to the right (west) is another door.
Take a moment and plan how to get in there and loot the place. Consider it a ghosting exercise. With the torches lit, the stationary guard, the patrolling guards, and the watcher can all see you easily if you cross their field of view. So the torches must go. But if you try to put them out from where you are, the watcher will catch you at it. Ergo you must not be where you are when you put them out, but someplace else. Got it? Good.
25.	It should not come as a surprise to you now that in a moment you are going to do something that is seemingly suicidal. There are no good options. You have to get out of the field of view of the watcher before putting out the torches. So, I want you to dash in, at a standing run (!), southeast, to a point directly behind the stationary guard. Aim south of the wooden door in the east wall. You will be in full view of anyone who is looking while running, so you have to be sure no one is. Wait for all three patrolling guards to head off north to the jail proper, and time your run for when the watcher is looking to the west. From behind the stationary guard you will put out the two torches. This works best if you wait for the three guards to bunch up and patrol together. But if you can’t wait for that to happen, at least wait for all three to be elsewhere. You have to edge around the corner of the entry to the room. Go slowly, otherwise the watcher will see you. Run when it is at the extreme end of its swing to the right. Got it? Go for it! 
26.	Put out the torches with two of your three water arrows. Wait at least 5 seconds to be sure there are no late alerts. SAVE.
27.	Breathe as soon as both torches are out with no alerts. You should be safe here. Be sure not to stand too close to the stationary guard. You don’t want to nudge him by accident. Later you can nudge him on purpose.
28.	Unlock the door behind you and go through it. To your right is a door, and to your left is a door. Go right. This is Lieutenant Moseley’s office. Close the door behind you.
29.	Read the scroll in the waste basket and the diary on the desk. You appear to have caused the good lieutenant some trouble. She is not likely to be happy when she notices that you took her new copy of the key. 
30.	There is a book on the bookshelf which appears to be sticking out. If you frob it, you will see a “Secret Found” message, but where is the secret? (Don’t frob it a second time to try and figure it out!) Whatever it did, it didn’t do it in here. Let’s go across the way to the Sherriff’s office, shall we?
31.	The Master Key Copy does the trick again. Read the note in his waste basket. Then read his diary:
February 19
I'm really disappointed in my officers. Lt. Moseley is one of the best, but even she can't keep from losing a key. She's not entirely to blame, because I know that thief Garrett is responsible for the mayhem and chaos in this city. One day I promise to catch him for good.

February 20
Due to all of the thefts last year demolition of the condemned dump in northern Riverbed will have to wait. We can't afford to do it now. I was looking forward to the new training facility that was to be built there."

February 21
Lt Moseley has been acting strange again. I saw her messing with her banner in the back hallway. This isn't the first time. It wouldn't be so odd if it were only once, but every day..."

February 22
I knew I couldn't trust a Hammerite to watch the prisoners at the Auxilliary Holding Cells. I have no choice. That hammer is paying community service for letting Garrett infiltrate the Hammer cathedral last April. I can't afford to pay someone to watch the prisoners. I'm just lucky that he is doing his work for free.
32.	So now you have a hint about what that book-switch in Moseley’s office bookcase might be related to. We’ll go check in a moment. But first let’s take care of everything at this end of the jail. 
33.	When the patrolling guards are someplace else, sneak across the way and lift the gold goblet (25g) and plate (50g). (75; 0; 0; 75) (175; 0; 0; 175)
34.	Open the door and enter. Drift to your left (south), there is a door here that your Master Key Copy will open. Inside are a guard and the shut off for the hall Watcher. Do what comes naturally. You should now have another 3 arrows for your quiver.
35.	An archer patrols the next bit. Pick up another 3 arrows from him then tail him into the locker room. Note the deep shadows in the SW corner. This will be your home base as you loot the lockers. The middle locker facing you as you enter has a healing potion on the top shelf. The ones on either side are empty. Wait for the archer to return, then dash to the next trio on the backside of the ones you just looted. The far left one (east) has a tiny ring on the shelf. (100; 0; 0; 100) (275; 0; 0; 275) Return to home base and wait for the archer. Tail him to the next set of lockers (the ones that face north). The middle one has a healing potion; none of the other lockers have anything. Return to home base before the guard sees you. When he has passed once more, read the notices on the bulletin board. Nice to know that you are appreciated, eh? And that Benny is doing well, too! I was worried about him.
36.	There is nothing of interest in the Line Up room, or in the staff break room. 
37.	Get back behind the stationary guard. Were he to remain where he is, he would see something he oughtn’t, so he has to move. The technique is called “nudging” and it 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. Fortunately, this AI can be nudged. To do so, stand directly behind him, and creep up until you touch him. Wait. Eventually he will fidget and step away from you. When he does, so long as you can remain in the shadow, step up again until you touch him and do it again. Try to make sure that no one is around when you step forward. You might step forward and find yourself in plain view. Also . . .  

* * * DO NOT SAVE WHILE TOUCHING HIM * * *
If you try to restore from such a save, you will find yourself violently hurled from the AI, annoying him and making lots of noise.

38.	When you step forward and get into the light, step back quickly. You have nudged him as far as you need to.
39.	Now comes the tricky bit. This is the nastiest spot in the whole mission. SAVE before you start. SAVE twice, in two different slots, if you have ever accidentally overwritten a save. SAVE three times if you wear both a belt and suspenders. 
40.	What you are going to do is not only insane, but dangerous. You may want to practice this first. Go ahead, bludgeon everyone in sight. Then, when you are confident you can do steps 41 and 42 silently, restore to before you went on your rampage and try it with the AIs on patrol. 
41.	This is what to do. Make sure the patrolling AIs are nowhere near. Creep around the corner to your left (south); with your back to the east stone wall, creep along that wall until you can just barely see the blue right arm of the archer in the alcove with the watcher switch. Face north and look up. Put a rope arrow near the center of the light-colored wood wall. Climb up. Step off silently onto the stone ledge to your right (east). Retrieve your arrow, and put it in as high up on the wood as you can. Climb to the top and mantle over. Retrieve your arrow. Whew! Listen for any sounds of alerts. SAVE. There is a locked chest up here with a gold coin stack and nothing much else. (25; 0; 0; 25) (300; 0; 0; 300)
42.	Now to get down again silently. Crouch at the NE corner of the opening, face south, and edge forward until you drop slightly over the edge. You will not go all the way down, but only a bit. Keep edging forward until you start to slip. Quickly face east and press your face forward into the stone wall. This will keep you from falling all the way to the floor and alerting the world with your cries of pain and tears of frustration. Creep along the ledge as far south as you can. Put your rope arrow in the center of the dark-colored wood arch, as low down as you can. Now listen for sound of guards. When you are certain that all three patrolling guards are elsewhere, creep-run towards the rope. You will drop off the ledge and grab hold of the rope. Descend and retrieve; then get behind the stationary guard. What a rush! 
43.	Now head back up to the area with the guard behind the wooden partition. Remember the banner with the big “M” on it? Moseley’s banner? Well it has moved three feet to the right because you frobbed the book in her office. (I wonder how she got that built into the jail without the sheriff knowing.) Anyhow, this reveals two previously hidden niches. The first has a gold coin stack. (25; 0; 0; 25) (325; 0; 0; 325). The second has Jeni’s ring. 
* * * OBJECTIVE COMPLETE * * * 
44.	Head back south, past the double doors, to the wooden door with a glass window in the SE corner of the hall. Open the door and get into the shadows. Your Master Key Copy will open the next door.
45.	Head down the corridor, all the way down, and take a right (west) at the end. Be sure to be in the shadows when you open the door. Sheriff Truart patrols down here, and you don’t want to be seen opening the door. (The left branch takes you to a large room and an exit to the main yard in front of the police station.)
46.	The first metal door to your right leads to a torture room. You may inspect or skip it as you will. The second metal door opens to a storage room. Enter through it and close the door behind you. Truart does not come in unless you make too much noise, so you are relatively safe for a moment. Explore the room.
47.	Did you find it? Underneath an upside down bed is a secret area. You have to be crawling in order to get under there. Inside the crawl space are three crates. Remove them to the storage area proper; you may need them later. And under the center crate is a small niche with a gold nugget. (100; 0; 0; 100) (425; 0; 0; 425)
48.	Exit the storage area through the western metal door. To your right (north) are double wooden doors. Opposite and to the left is a metal door. Behind the metal door is a large furnace with nothing of interest. So head through the double wooden doors when you are certain Truart is not about. Pick open the crate for two water arrows.
49.	Take the stairs up. The Master Key Copy comes in handy again. West of you are two empty chests. Turn the corner after reaching them, and head south. There is a purple goblet on the shelf above the kitchen counter. Unfortunately, a servant is prepping food for dinner. Sneak up behind him, and lean up to get the goblet. (0; 0; 15; 15) (425; 0; 15; 440)  Snag five red apples and three cheese wedges while you are there.
50.	Head up the ramp behind you and the servant. At the top are double doors. Listen before opening them then stand on the west side of the doorway. Two guards patrol through here, but even though you are not in shadow and are in plain sight, due to their patrol patterns they won’t spot you here, though they may mutter.
51.	If you go right (east), you will get back to the lobby with Lt. Moseley. Ahead is a large conference table with two big beams overhead. Be a nice place for some loot, no? Sorry. No loot up there. To the left are double doors. When it is safe, head through them, and then through the next set on your left. (The doors at the long end of what might be a ball room are for looks only, and don’t open.) 

Browsing through Baffords
What a lovely winter evening. A light snow is falling, and the moon is bright. The air is crisp, and there are no guards in the immediate vicinity. Take a stroll about, being careful not to be seen, just looking the area over. Don’t open any doors, or move anything. Just enjoy the night air. Climb the scaffolding if you must. When you are done, return to where you came outside. 

Things to notice (in no particular order):
•	Fire escapes
•	Doors
•	Fences
•	Guards, especially their patrol patterns
•	Giant crates
•	Barrels
•	Open windows
•	Locked gates

Things to do:
1.	To give yourself a spatial reference point, head right (west), and around the corner. Open the door on the opposite building, but don’t enter. You should hear a Hammerite praying. This is the Hammerite that you read about in Truart’s journal. This building houses the auxiliary holding cells. Pull out your map and look at it. 

You need to return Jeni’s ring, so it makes sense to go through Bafford’s Office on your way there. 
2.	Head south from the Riverbed Auxiliary Holding Cells, then west between two buildings. Though the door on your left is a large machine with ladders and scaffolding to climb, but no loot, and you can’t open any doors here. Take a left at the corner. You will see a giant crate with a door opposite. Ready your Master Key Copy, and, when there are no guards about, open the door and go in. The chest on your left has a gold ring. (100; 0; 0; 100) (525; 0; 15; 540) Another crate holds a deer leg, and a deck of cards is in the third. 
3.	Exit the room by the south door. Creep up to the door straight ahead. From the left side of the door, pick it open when the guard on the other side is elsewhere.
4.	Step to your right and open the wooden double doors. Creep into the shadow of the doorway and help yourself to three arrows from each archer. While you are here, compare what you see to your map. Recognize the angle cut building? Know where you are? Good.
5.	The next time the patrolling guard comes by, wait, and after he leaves, head over to the metal door in the south wall, open, enter, and close it behind you.
6.	The metal door to your left (east) is a closet. There’s nothing of interest in there. Head down the hallway, and frob the “B” on the first banner you come to (on the right). You found a hidden decorative plate. (0; 0; 10; 10) (525; 0; 25; 550)  (You could have slashed the banner to get it, but ghosters don’t do property damage. Instead we lift up banners to see what is under them by frobbing. If nothing happens, we move on. If there were any goodies back there that did not frob, we don’t want them anyway ... well, not much.)
7.	Continue down the hall and open the door at the end. This is another guard barracks. Loot the chests. The first chest on the left has a deer leg. The next one on the left has a fire arrow. The next one on the right has a worthless hairbrush. And the last chest has a gold coin stack worth 500g! (500; 0; 0; 500) (1025; 0; 25; 1050)
8.	Return to the hallway, wait for the patrolling guard, and tail him east. When you get to the jog-over to the left, stay in the shadows of the near (west) wall and wait. Watch him as he turns to the left. Ready your Master Key Copy. After he passes you on the return swing, head over there, open the door with your key, and close it behind you.
9.	The floors in here are all noisy marble with scattered carpeting. So be careful to be quiet as you walk. The first office on your right has two silver stacks (12g each) (24; 0; 0; 24) (1049; 0; 25; 1074) on the desk in the SE corner. Under the desk in the SW corner is a double gold coin. (20; 0; 0; 20) (1069; 0; 25; 1094) The office opposite has nothing of interest. 
10.	Continue east when the patrolling guard is away. Hug your right wall, and slip into the shadows just around the corner (south) as you enter the open area with the staircase.  There is a patrolling archer too. He makes it up to the 2nd floor via the staircase so be extra quiet. Sound really carries in this big, open foyer. Hug the wall to your right as you inch along to the double wooden doors in the south wall, opposite the stairs. Your Master Key Copy opens them. 
11.	The guard in front of you has the Bafford Front Door Key. Well, he had it until you lifted it. 
12.	Now we are going on a small sewer excursion, in pursuit of a few more broadhead arrows. Jump to step 19 if you wish to skip this bit. You’ll only miss some sewers and the guard houses in front of the jail. 
13.	Staying to the shadows, walk forward past the fountain to the stone and wrought iron fence. Turn around (north) and look up. There are three archers up there with spotlights. If you leave the shadows they will get irritated. Continue south to the stone wall, then east to the manhole cover. Go down.
14.	At the bottom proceed north then east then south, then east down a ramp, then north to a ladder. (If you want to, you can wander around a bit down here first. You can’t get lost and you can’t get hurt. When you are done, get to this ladder.)
15.	Climb up and look around. Know where you are? This is the front entrance to the jail, and there are two archers here who want to donate to your arrow collection. 
16.	The two archers are each in a guard house, facing each through windows that look out on the passageway to the jail. A guard patrols between them, going from one guard house to the other. In the distance a stationary guard is at the jail entrance proper, in between two cannons.
17.	Head over to the eastern most of the two guard houses. There is a crate beneath the window in the guard house, and another crate in the far SE corner of the yard.  Go get it. Wait for the patrolling guard to enter and exit this guard house, then holding the crate, jump on the crate by the window and go through into the guard house. Put down your crate quietly by the window, pick three arrows from the archer’s quiver, and exit by the window you came in from. 

Note: to put down the crate quietly:
1.	Crouch
2.	Look at your feet
3.	Press your drop key (usually “r”)

18.	Pick up a crate (either one) and head over to the other guard shack; drop it by the window; go back get the other one, and repeat your entry-loot-exit routine. (By the by, if you saw what looked like a cellar door at the base of the jail in the NE corner of the yard, don’t worry, you didn’t miss anything. It only leads to the jail basement, which you have already seen.) You now have another three arrows.
19.	Return to the main Bafford entrance, the one facing the staircase. Enter into the shadows of the doorway and close the doors behind you. Find out where the patrolling guard and archer are, and when it is safe, continue east, hugging the wall on your right, across the open foyer. Stop in the shadows just shy of the eastern hall. From there, you should be able to pick three more arrows from the patrolling archer as he goes by.
20.	When you can, head east into the hallway. None of the offices here have anything of interest, so continue through to the doors at the end of the hall. Go through and continue upstairs. From the shadows, look out over the main staircase and entry. Ascertain where the patrolling archer is then proceed, when it is safe, across to the other side (west), past the matron at the top of the stairs and continue west to the large open office area on your right (north). This is Bafford’s secretary’s office. Bafford, his exalted self, is inside his office taking a power nap. Enter.
21.	Before opening the green safe, go over to the other side of Bafford’s desk. From here you should be able to see a red button. Push it. The picture on the north wall will rise up, revealing a small niche with a mask inside. (0; 0; 50; 50) (1069; 0; 75; 1144) Head over to the safe to get a gold coin stack. (25; 0; 0; 25) (1094; 0; 75; 1169) 
22.	The bathroom across the hall has nothing of monetary interest. However, if you are planning on remodeling the bathroom at your office, this one is a nice one to look at.
23.	Continue west down the hall to a large reception room with four statues. On a table are a gold plate and a platinum goblet. (150; 0; 0; 150) (1244; 0; 75; 1319)  
24.	Creep over to the glass doors at the west end, open them quietly, pass through, and close them behind you. Look across the way. There is a wooden shack just opposite. You are going to jump over there. But be quiet. The two archers at the west entrance are just below. Take out your map and orient yourself. Do you see the semi-circle of the balcony that you are on? The building you are jumping to adjoins the one marked as Jewelry Pawn.
25.	Mantle onto the balcony wall at the nearest point to the shack, right next to the stone pillar on your left. SAVE. Be sure you are as far back on the wall as possible without dropping off, then a short run and jump. It really is easier than it looks. 

The Cold Streets
Things to do:
1.	After jumping successfully, pick open the shack door and open the blue chest for a gold nugget. (100; 0; 0; 100) (1344; 0; 75; 1419)  
2.	Head west. Drop onto the ledge that runs east-west, then down to the street. Pick the lock of the building just to your left (south) and enter. On the frozen slip (I think that is what that is: a docking place for a ship between two piers) you will find a double gold coin (20; 0; 0; 20) (1364; 0; 75; 1439)  
3.	Exit the same door you entered by. The other door faces on the two guards at the west entrance to Baffords, so you can’t exit there without getting noticed. Hug the wall to your left (west). Up ahead are two guards in a tower. They can see you if you get too far from the wall. There is also a patrolling guard. So be on the alert and stay in the shadows. Oh. I forgot: there are no shadows until you get to the tower. So be careful. 
4.	Edge around the tower walls until you get to the entrance. Climb up and relieve the archers 3 arrows each. You can do this from the ladder. The go back down again. 
5.	The next stop is due west of here. Watch the patrolling guard, and when he goes west, you should do so too. Pick his pocket for a West Gate Key.
6.	He will turn north through an archway, but you should stay heading west until your nose bumps into a stone wall. On your left is a door and a sign “West Riverbed Gate Station.” Guess what the West Gate Key is good for. Your Master Key Copy works a treat too. Go in and go up. No one is home, but don’t get sloppy. At the top, go left to flip the red handled lever. This opens the west gate (you never know when you might want to go through). In the opposite bay there is a gold and jeweled necklace on a stool.  (100; 100; 0; 200) (1464; 100; 75; 1639) 
7.	Go down one flight of steps to the broken window in the north wall. Look out the window. If you do not see the patrolling guard, mantle up; drop onto the ledge; go right (east) and around the corner to the fencing, and drop to the ground when no one is around to see. This is purely show-off stuff. You could have gone all the way down, and made the trip at ground level. But this route gives you a slightly different view of the town and the guard tower. And no one can see you up there (well, you may get a mumble or two from the tower if you dawdle), while you have a great view of everything.
8.	Listen. If you hear nothing, go through the now-opened gate (south) then head west to the shadows. A guard patrols down this way, and you don’t want to be in the light when he makes his rounds. If you can make it there before he shows, dash to the barrel in the NW corner of the street. The door just a bit further on is the door to Jeni’s house. But you will need to pick the lock, and the doorway is illuminated by a thief-deterrent light. So wait for the guard to come, and only try to pick the lock after he is walking past you, away from the door.
9.	Go in, and close the door.
10.	Pick up the scroll on the floor and read it. Put it back down, since John is your friend and it is not addressed to you. Go upstairs, following the sounds of snoring. Jeni is asleep. Just drop her ring on the carpet in front of the dresser (or on the dresser, if you insist). 
* * * OBJECTIVE COMPLETE * * * 
11.	In the kitchen you can collect 4 red apples, 3 cucumbers, 2 carrots, and a cheese wedge. Other than that, there is nothing of interest in Jeni’s house. 
12.	Open the door from the side, so that if the patrolling guard is nearby, he won’t see you. Continue south then east from Jeni’s house. On your right (south) is a metal door. A little further on is another metal door on your left, with a sign hanging down of a crossed sword and hammer. Pick open the door on your right. Inside is a large metal water tank. Climb up, swim down to the bottom, and collect a tiara. (75; 50; 0; 125) (1539; 150; 75; 1764) 
13.	If you want, you can go out the metal door off the scaffolding, jump on the pipe, cross over to the roof garden, look down on our friends the two guards at the west entrance to Baffords, jump across to the snow covered awning, and mantle through the open window into a bedroom with a sleeping man and a single red apple. And drop out of the window into the snow facing the door with the sign hanging down of a crossed sword and hammer. But this is optional. However you decide, head over to the door with the sign hanging down of a crossed sword and hammer.
14.	Pick open the door, climb down the ladder, and loot the place:
1	2 flares
2	2 flash bombs
3	1 moss arrow
4	3 water arrows
15.	Head back to the West Gate by your favorite method.
16.	Turn right (east) and hop onto the frozen canal. Keep in mind that there are two guards in the tower above. Head north, under the wooden plank bridge and under the building. You will see a gold necklace in the snow. (300; 50; 0; 350) (1839; 200; 75; 2114) 
* * * OBJECTIVE COMPLETE * * *
17.	Head back to the tower. Before you climb out, take a look at the 2nd piling. On top of it is a diamond. (0; 100; 0; 100) (1839; 300; 75; 2214)
18.	Now climb out and tail the patrolling guard through the arch (north). But instead of turning right when he does, continue north to the shadows of John’s porch. There is a red book in the snow. Read it.
19.	When the patrolling guard has returned and left through the arch, head east, then North around a building. Three guards patrol here, so be careful. On the north side of the building there is a pub sign (foaming beer mugs) hung from a candy-striped bracket. Check your map. This is opposite where the Pub is marked there. The map is wrong. Pick the lock to the doors and enter. Look around.
20.	Did you find the safe under the bar? Pick it open for a purse. (100; 0; 0; 100) (1939; 300; 75; 2314) That’s the last of the loot.

Home Again, Home Again, Jiggity-Jig
Things to do:
1.	Exit the pub, and follow the guards counterclockwise (or for those who prefer, anticlockwise) around to the backside of the pub. Be careful, as one of the guards reverses and walks clockwise every so often. Use two water arrows to put out the torches in front of the Riverbed Jewelry and Pawn shop. Read the note by the right-hand side torch. Pick the lock and enter. Yep. Someone already beat you to all the loot in here. But this is a good place to rest. You can take an elevator ride and look out the windows if you would like
2.	From the shadows of the doorway, you can see just how much this area is patrolled. In addition to the three guards circling the pub, there is a guard standing on the bridge, pivoting. And to your east are three more guards. One is in livery, the others are blue coats. 
3.	You want to go due east, through the arch. Follow the shadows to the near side of the bridge when no one is about, and then east to the arch. You are only exposed for the briefest time, so this should not be a problem. Now peak around the corner. When it is safe, ahead and behind, dash for the shadows at the far end of the arch. Breathe.
4.	Choose your moment, and head north around the corner to the South Riverbed Gate Station. Pick open the door; go up; throw the red handled lever to open the gate; pick up the flash bomb from under the table; come back down and pass through the now open gate.
5.	On your right is a ladder. Climb up. 

NOTE: If you want to go rooftop exploring, you can jump from the top of the ladder to the top of the roof opposite. But beware clipping problems that may crash your game. You have been warned! There are lots of other spots in this mission where you can go climbing, but all of the ones I found present the same clipping issues, so I have avoided them in this walkthrough.

6.	 Enter the attic. Quietly. A guard is patrolling on the building’s fire escape, and he can hear you mucking about inside if you are not careful. Drop through the attic door (!?!) onto the carpet. Prowl about, but end up in the room with the open blue chest. 
7.	From the west side of the door in the north wall, pick open the door. You should be safe from being seen by the guard while picking the lock from that side. From the other side, he will see you and alert. 
8.	Follow him outside, but not too close. When you get to the fire escape, pause in the shadows for him to make a loop-de-loop. When he continues on, drop off the fire escape through the broken railing. 

NOTE: at step 5 you could have just walked forward and turned the corner to the right and arrived here just the same. But where’s the fun in that?

9.	 Head east, then south to read the note on the building. 
10.	Continue east. The wooden double doors lead to what appears to be the false front of a hotel. The concierge inside has nothing and will alert to you, so don’t bother going in. 
11.	Follow the street around until you come to a torch lit doorway. That’s the entrance to your place. You apartment is on the 2nd floor. Go in and . . . 
* * * OBJECTIVE COMPLETE * * *

 Be sure and read your updated objectives . . . 

“You suddenly wake up and realize that you have been having an intense dream about the future. You returned the ring back to Jeni, but in reality Jeni and John have not seen each other in 20 years. As a master thief you have never been caught, but someday everything will catch up with you. One day Lt. Moseley will get her revenge"

You found all the secrets and you have just completed a PERFECT THIEF excursion. 

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 18 of 23 pockets picked. These stats are usually off by one due to a long standing programming error, so I think that we missed four pockets that could have been picked. I know there are three archers on Baffords’ roof that I have not figured out how to get to. So that’s three of the four. I have no idea about the other one. 

Oh, if you want to see something interesting, restore the game to some point prior to meeting all the objectives. Then head home. In the closet you will find the rather amusing lever. I never knew how that was done before!

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	2 apples	0	0	In cell	
2	Upper Level Door Key	0	0	On patrolling jail guard	
3	Armory Key	0	0	On stationary jail guard behind wood partition	
4	3 broadhead arrows	0	0	On stationary guard in basement practice room	
5	2 lock picks	0	0	In jail basement armory	
6	2 flash bombs	0	0	In jail basement armory	
7	2 fire arrows	0	0	In jail basement armory	
8	1 rope arrow	0	0	In jail basement armory	
9	3 water arrows	0	0	In jail basement armory	
10	5 moss arrows	0	0	In jail basement armory	
11	1 sword	0	0	In jail basement armory	
12	1 crumpled up note	0	0	In jail basement armory	
13	Purse in locked chest	100	100	In jail basement barracks	
14	3 broadhead arrows	0	100	On partolling archer in jail lobby	
15	3 broadhead arrows	0	100	On partolling archer in jail lobby	
16	Master Key Copy	0	100	On Lt. Moseley	
17		0	100	Secret book switch in Lt. Moseley's bookcase	
18	Gold goblet on table at jail entrance	25	125	On wooded side table at jail back entrance	
19	Gold plate on table at jail entrance	50	175	On wooded side table at jail back entrance	
20	3 broadhead arrows	0	175	On stationary archer by jail watcher control switch	
21	3 broadhead arrows	0	175	On archer patrolling jail locker room	
22	Ring in guard locker	100	275	In guard locker room	
23	2 healing potions	0	275	In guard locker room	
23	Gold coin stack	25	300	In chest in loft above jail back entrance	
24	Gold coin stack	25	325	Behind Moseley banner	
25	Jeni's ring	0	325	Behind Moseley banner	
26		0	325	Secret area under bed in basement storage area	
27	Gold nugget	100	425	In basement storage room secret area	
28	2 water arrows	0	425	In jail basement chest by stairs	
29	Purple goblet	15	440	On shelf above kitchen counter in basement kitchen	
30	5 apples	0	440	On basement kitchen counter	
31	4 cheese wedges	0	440	On basement kitchen counter	
32	Gold ring in locked chest	100	540	In Bafford NW guard room	
33	1 deer leg in chest	0	540	In Bafford NW guard room	
34	3 broadhead arrows	0	540	On Bafford outside archer beneath balcony	
35	3 broadhead arrows	0	540	On Bafford outside archer beneath balcony	
36	Decorative plate	10	550	Under Bafford banner	
37	1 deer leg in chest	0	550	In Bafford SW guard room	
38	1 fire arrow in chest	0	550	In Bafford SW guard room	
39	Gold coin stack in chest	500	1050	In Bafford SW guard room	
40	2 silver stacks of coins	24	1074	In Bafford 1st floor SW office	
41	Double gold coin	20	1094	In Bafford 1st floor SW office	
42	Bafford Front Door Key	0	1094	On Bafford front door guard	
43	3 broadhead arrows	0	1094	On Jail guard house archer	
44	3 broadhead arrows	0	1094	On Jail guard house archer	
45	3 broadhead arrows	0	1094	On Bafford front foyer archer	
46	Mask	50	1144	In Bafford's hidden niche	
47	Gold coin stack	25	1169	In Bafford's safe	
48	Gold plate	50	1219	In Bafford's 2nd floor reception room	
49	Platinum goblet	100	1319	In Bafford's 2nd floor reception room	
50	Gold nugget in blue chest 	100	1419	In wooden shack over Jewelry Pawn	
51	Double gold coin	20	1439	On frozen slip in 5-sided building west of Baffords	
52	3 broadhead arrows	0	1439	Archer in tower	
53	3 broadhead arrows	0	1439	Archer in tower	
54	West Gate Key	0	1439	On patrolling guard near the West Gate	
55	Necklace	200	1639	On stool in West Riverbed Gate Station	
56	Note to Jeni	0	1639	Jeni's house	
57	4 red apples	0	1639	Jeni's house	
58	3 cucumbers	0	1639	Jeni's house	
59	2 carrots	0	1639	Jeni's house	
60	1 cheese wedge	0	1639	Jeni's house	
61	Tiarra	125	1764	In water tank in water tank building	
62	1 red apple	0	1764	2nd floor bedroom apartment next to water tank building	
63	2 flares	0	1764	Weapons shop opposite water tank building	
64	2 flash bombs	0	1764	Weapons shop opposite water tank building	
65	1 moss arrow	0	1764	Weapons shop opposite water tank building	
66	3 water arrows	0	1764	Weapons shop opposite water tank building	
67	Gold necklace	350	2114	In center of frozen river, under pub building 	
68	Diamond	100	2214	On pier near guard tower	
69	Purse in locked safe	100	2314	In pub, under bar	
70	1 flash bomb	0	2314	In South Riverbed Gate Station