MuseumHeist, a Ghosting LootThrough
By LarryG

From Bugelsoft’s FM notes:

MuseumHeist	
A 'Thief 2: The Metal Age' Fan Mission	
By Buglesoft	
=========================================================
November 23, 2001 
=========================================================

Author : Buglesoft 
Contact Info : buglesoft1@yahoo.com 
Homepage : www.buglesoft.com 
Date of Release : 11/23/01 

Description : A straight forward heist set in the local museum. The curator has an artifact locked in a vault in his office. While you are there, you might as well see if you can find anything else worth picking up. 

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. I did not get Perfect Thief that time out, though I did eventually find all the loot. The village and the museum are progressed through and loot found in the order that I actually experienced them that first time out, with the exception that I have you pick up the two items that I missed as though I had found them that first time through. You get the benefit of the hundreds of times I traipsed all over the landscape of this FM looking for those last items without actually having to do so.

If you are new to ghosting, this mission is an excellent one to start with. There really are no exceptionally tricky spots, just straight forward sneaking, observation, and patience.

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.

Credit and Blame
•	Thanks are due to Bugelsoft 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.
•	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.
•	Any mistakes in this walkthrough are mine and mine alone. Don’t blame the site you downloaded it from. Definitely don’t blame either Bugelsoft or Nightwalker. My bad. Sorry.

The Walkthrough Begins HERE

Goals – Expert

1.	"The curator is rumored to have a priceless relic.  Find it."
2.	"While you are in the museum, finding at least 2000 in loot would keep you fed for a few days"
3.	"The Crown Jewels are on display in the Museum.  They should fetch a good sum."
4.	"You are a thief, not a murderer.  Don't kill anyone."
5.	"All the treasure in the world does you no good if you don't get back out."

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.

Garret’s Condo
The mission starts inside Garret’s home, facing the outside door. Walk about and familiarize yourself with the interior, but don’t pick anything up just yet.

Things to notice (in no particular order):
•	Light switches
•	Window shutters that open
•	Ladder
•	Fireplace
•	Kitchen
•	Bathroom
•	Bedroom
•	Living room
•	Study / workroom 
•	Water arrows
•	Candlestick
•	Moss arrows
•	Other arrows
•	Sword
•	Bookcases

Things to do:
1.	Go up the ladder. 
2.	Take the sword down from the wall. 
3.	Pick up a rope arrow, seven moss arrows, fifteen broadhead arrows and fifteen water arrows from the shelves.
4.	Open the shutters and look around outside. Across the way is a door. We shall go there soon. To your left is a guard who pivots about facing the square, and another guard or two who patrol by.
5.	Go back down the ladder and enter Garret’s bedroom. In the chest are five more broadhead arrows.
6.	Make sure the lights are off in the bedroom, and open the shutters. You can see the pivoting guard better from here (and he, you). If you were not ghosting, it would be important to note that his helmet goes all the way down to cover the back of his neck. That means that this guard cannot be knocked out. But we won’t be knocking anyone out since we are ghosting, so it doesn’t matter, does it?
7.	Head to the kitchen. Did you notice anything earlier? Take a close look at the fireplace. Notice anything now?
8.	Go over to the countertop, and pick up a cheese wedge and an apple. Now I don’t know if many FM authors do this, but I have noticed that sometimes food items or other consumables are placed to draw your attention either towards something, or, if the author is extra sneaky, away from something. So I take a like extra time looking around food items for other things. Did you spot it? Congratulations if you did. 
9.	The switch in the corner is hard to see, but if you are standing right in front of the food tray and lean into the corner to your right, you should see a red handled switch behind the green grocery bag. Flip that switch. SECRET #1!
10.	Go back to the fireplace and crawl inside and up the ladder. You can get in and out without getting burnt if you are careful. If you want, put out the fire with a water arrow first, you have plenty, but it is really not necessary. [I always try to complete a mission with the minimum use of consumables (like water arrows); you never know when one will be essential. If you wasted your last one when it really wasn’t and then need it later, well, you may have to reload to before that error in judgment. What, no saved game?  Bummer.] 
11.	Anyhow, see if you can get in and out without getting burnt. At the top you’ll find 3 flash bombs and a gas arrow. Nice carpet for a secret room, no?
12.	We are all done in Garret’s place, and as long as we are in the kitchen, let’s make a sneaky exit. Open the shutters; up onto the counter and out.

In the Village
Look around quietly. There is the stationary guard to the west. A couple of patrolling guards who come back close to where you are. But don’t worry; it is dark enough and you are far enough away. Take a walk around the village to get the lay of the land. Don’t pick anything up and don’t break into any houses yet. Just explore the village; watch the patrol patterns; figure out where the museum must be. Then return to behind Garret’s house.

Things to notice (in no particular order):
•	Pickable doors
•	Wooden bridge
•	Unpickable doors
•	Telescope
•	Flat roofs
•	Peaked roofs
•	Patrolling guards
•	Stationary guards
•	Well

Things to do:
1.	When it is clear, head south-east across the square and pick the door to the house there.  Enter and shut the door behind you. No one is home. There are two rooms visible. One has a shut door and leads to the bedroom. The other has no door, and opens to the kitchen. At the back of the kitchen is a storage room. Enter the bedroom and do what comes naturally with the chest beside the bed. Inside is a purse (100; 0; 0; 100) (100; 0; 0; 100). 
2.	Go look into the storage room in the kitchen. There is a box in there, but nothing else of note. On the off chance that you will want to climb somewhere later, remember the box.
3.	Creep outside and head behind the building (west then south then east). If you want to, you can jump down the well and climb back out on the rope, but there is nothing down there and you’d just get wet. 
4.	Head all the way down to the street lamp (east) and take a left (north). The door here will open with a key, but cannot be picked. You’ll get the key in a bit. 
5.	Ahead of you is a stationary guard under a gas light. You are going to sneak by him to the right and up the hill. When the coast is clear, SAVE your game, then run for it. The stationary guard is mostly blind and deaf, so just do it. At the top, look around for any patrolling guards, then get into the water passing under the bridge. You can jump in or climb down the ladder, it matters not.
6.	Let the current take you downstream (west). At the bottom, swim south until you see a rock jutting out. Swim silently as you can to the north side of that rock, and look into the cavern. There are two white spiders in there. One is staying in one place, and the other is patrolling. You are going to climb onto the rock when the patrolling white spider is traveling away from you, and then up to the north slope of the cavern wall, above the stationary spider, and into the shadows. That way neither the stationary spider nor the traveling one will notice you and go on alert.  The trick is to swim from the side of the rock where you are currently, to the front of the rock where you can climb out, without getting noticed. So, watch the spiders, and when the time is right, SAVE your game, swim right, climb out, crouch, and scurry left to the side wall of the cavern, up past the stationary spider. Rest. Breath. You did it! 
7.	Now for the reason we are here. Position yourself so that at your back is the narrow tunnel with the glowing mushroom. You should be facing the ladder. On your left is a nugget. Sneak up and collect it. (100; 0; 0; 100) (200; 0; 0; 200).
8.	When the traveling spider is heading away from you, SAVE, sneak over to the ladder and climb up. 
9.	Before you open the sewer door above you, look down at the stationary spider. If you did it right she is still stationary. If you did it wrong, she is moving about and / or raising her antennae. If that is the case, and you are ghosting, reload and try again. Remember: NO ALERTS, not even spiders. That stationary spider tends to alert unless you jump on the ladder silently. The trick that works for me is to go slowly, and try crouching in the air if you have trouble. 
10.	As an alternative, you could sneak back out to the water the way you came in, swim north, submerge and swim up the slope underwater, and get out via the ladder near the bridge. Note that you can’t swim up the slope unless you are submerged. But that’s hard, and you don’t collect the key mentioned in step 4. I suggest you only use this option if you can’t manage to sneak up the ladder without alerting the spiders. If you do decide to swim for it, then skip step 11 and go on to step 12.
11.	Open the sewer door and enter the generator room. To your south is a Mechanist. To his right, on the desk is a key. Grab it, and use it to open the only door to this room. Go outside when it is safe. Close the door and look around. I told you that you would get the key to that door. I just failed to mention that you would be on the inside when you used it! The key is not good for anything else, and there is no other reason to be in the room than to get the key … my head hurts!
12.	After taking some aspirin, go get the crate you found earlier in the storage room, then go back up the hill; go over the bridge, look up. See the telescope? Not now, but later we’ll get up there after we find enough crates to make the trip. Drop the crate you have with you some place you’ll remember it, maybe next to the moon and stars sign hanging off of the building.
13.	Face north from the moon and stars sign. The opening in the wall leads to the museum. Before we go inside, though, there is some exploring to do on the museum grounds.

The Museum Grounds
Now you are going to scope out the lay of the land by carefully walking around the museum until you get all the way back to where you started. There are plenty of shadows and cover. Just look around, avoid alerting the watchers, and don’t enter the maze. If you can’t make all the way around without alerting a watcher or guard, just come back and I’ll lead you through it.

Things to notice (in no particular order):
•	
Figure 1 Alerted Watcher

Guards and archers
•	Watchers
•	A sentry (remote cannon)
•	Entryways to the museum

Things to do:
1.	Directly in front of you are two guards at the main entrance to the museum. If you keep your distance they won’t bother you. Head west to the door in the wall. There is an archer and a guard who patrol from just east of the door to the watcher on the west side of the museum. There is another guard who circles the whole museum. Listen. If you don’t hear anything, open the door; go through; close it behind you. Stick to the shadows. 
2.	Pick the archer’s quiver for 3 broadhead arrows when you get a chance. There is another archer outside the museum. When the opportunity presents itself, you should acquire 3 more broadhead arrows.
3.	If you stick like glue to the west wall of the museum, you’ll be safe from prying eyes until you get near to the watcher. SAVE. Time your run into the sun for when the guards are south of you, walking away from the watcher, and the watcher head is turning north. Then dash directly under it. This is the door we will use to enter the museum, but not yet. When the watcher’s head is on its return pivot southwards, run for the shadows ahead, at the corner. You should be able to time it fairly easily.
4.	Now hug the shrubbery as you head east. There is a watcher up ahead guarding another museum entrance and the entrance to the maze. Get as close as you can in the shadows next to the hedges. SAVE. Wait for the watcher to start rotating away, and dash for the opening to the maze on your left. There is a sentry there, but unless the watcher has alerted, you can ignore it. The maze offers you a choice of routes. The one to the left (west) of the sentry leads to the west node of the maze. There is nothing useful there. It eventually winds back east, but there is a shorter route to eastern node. In the following directions, if I do not mention an opening in the maze, ignore it. 
5.	Take the path that leads north away from the sentry. Follow it north, then east, then south, then east, then north, then east, then south, then east for a long hallway to an open area. 
6.	This is the first real choice you have. Head west, then north, east, north, west.
7.	There are two turns north you can take. Choose the 1st one. 
8.	Go north, east, and then south. Behind the statue is a moss arrow. 
9.	Retrace your steps to the spot where there were two north turns you could take. This time take the other (2nd) one. 
10.	Now you go north, east, south, east, south, east, north, east, south, east, north, east (you should be facing a hedge with the fencing on top of it), then south all the way to the area with the torch. You should see a black and gold jar (0; 0; 20; 20) (200; 0; 20; 220) on the stone sarcophagus. And behind the statue in the north-west corner is another moss arrow.
11.	Face east, and walk to the hedge. Now walk north along the hedge until you are just past the statue in the next area. Look north-west. You should see a building with a light in the window. Head over to it and pick open the door. This is the grounds keeper’s shack. Throw the switch, and you will open an exit from the maze.
12.	Proceed to the new opening. Ahead and to the left you will see a third watcher above a pair of glass doors. This is another entrance to the museum, but inside is a patrolling guard, so let’s pass it by, and return to the other entrance. If you want, put out the light over those doors. It’s a long shot but do-able from where you are. Now it is really easy to stay in the shadows as you head back to the right (north). 
13.	At the corner turn left (west) and you will see the entrance to the maze. When the watcher is turning away from you, run under it, and as it turns back run for the shadows to the west. Continue to the western corner, then head south, ducking under the watcher on the west side of the museum when you can do so safely.
14.	Open the door to the museum and enter.

Inside the Museum: The Basement
Things to notice (in no particular order): 
•	Storage room
•	Bulletin Board
•	Doors
•	Stairway down

1.	On your right is a bulletin board for the staff to post notices. Go read them. Yard sale, used sword, tickets to the “bare” pits, lost ring ... hmm … keep out of the maze, new electronic security devices, keep off of the 3rd floor … 
2.	Opposite the bulletin board, on the north wall, is a storage room. There is nothing in there. And on the same wall is an opening to stairs going down to the basement. Sneak down as silently as you can, hugging the wall on your left. At the bottom is a guard station where you can switch off some of the museum lights. Unfortunately, there is no way to switch off the watchers, so you will settle for as much darkness as you can get. 
3.	As you proceed down the stairs, watch the guard below. He faces left, forward, and right, but never turns fully around. That’s handy. Crouch-sneak past his window and go past the door, deep into the corner before you turn around and open it. If you are tight to the both walls in the corner when you open the door, you can see the guard, but he cannot see you. When the guard is facing away, sneak behind him. (You can, of course, put out the gas light on the east wall before entering the guard station, but there really is no need to do so. Save your water arrows for later. Did I mention that is always a good practice? I did? Good.)
4.	The Mechanist Display lights are already off, but you can turn off the Hammer Display lights, Entrance Lights, and Lobby Lights. Do so. Then relieve the guard of his purse. (100; 0; 0; 100) (300; 0; 20; 320) When he is facing away from the door, sneak back to the corner and close the door. The guard will never know you were there.
5.	You are facing a large dining room. There is a guard and cook / serving person down at the other end. Sneak along the east wall until you get to the large opening. There are four doors here. A wooden door is to the north of you and opens to the guard barracks. The wooden door opposite you is a barracks / recreation room. And the two metal doors to the south open to a storage area. Let’s go north first.
6.	Everyone in the barracks is asleep, so if you walk quietly you don’t have anything to worry about. The only thing of interest in here is the 2nd chest on the north side. Pick its lock and get rewarded with a silver coin stack.(12; 0; 0; 12) (312; 0; 20; 332)
7.	Now head to the middle door. On the gaming table are five gold doubloons. (100; 0; 0; 100) (412; 0; 20; 432) And in the locked chest is gold coin stack. (25; 0; 0; 25) (437; 0; 20; 457)
8.	Go pick the lock of either of the metal doors.  In the north-east corner are some large packing crates. Climb them to find a sliver figurine. (0; 0; 15; 15) (437; 0; 35; 472) Make note of the plentitude of crates down here. If you decide to take the excursion to the telescope (and possibly other places) later, you’ll need them.
9.	Back to the opening into the dining room. Opposite you is a wooden door. Inside is a storage area under the stairs, and is of no interest. But around the corner to the south is the entrance to the kitchen. Head there. Don’t worry about the guard at the guard station. You are too far away for him to notice you. And don’t worry about the other guard and scullery maid, their backs are to you. Unless you start breaking the crockery, they won’t be aware of you either.
10.	In the kitchen there is a single gold plate (50; 0; 0; 50) (487; 0; 35; 522) in the sink. (Odd, you’d think there would be a full service some place, but no, just the single gold plate.) On the table are 3 red apples, and on the shelving are 2 cheese wedges, 3 loaves of bread, and 1 deer leg.
11.	Go over to the dumbwaiter; make sure it the switch is in the down position. If it is up, putting it down will summon the dumbwaiter to your level. Climb in. SAVE. Lean out and throw the switch up. If you are off center you may sustain some damage as you rise, so get to the center of the lift as soon as you can.

Inside the Museum: Top Floor
You arrive at the upstairs kitchen. Stay in the dumbwaiter and wait a bit. Look around the room from where you are. 

Things to notice (in no particular order):
•	Food
•	Gas light
•	Scullery maid entering and leaving
•	Shadows to hide in
•	Marble flooring

Things to do:
1.	After the maid has left, exit the dumbwaiter quietly and head for some shadows. You can pick up 3 cucumbers and 5 cheese wedges while you wait for her return. 
2.	Be sure to be in the shadows when she comes back. Then shadow her out of the kitchen and into the dining room. The floor is marble so be extra quiet. There is lots of loot in here, but you need to get it when she is not looking and can’t hear you. 
3.	As soon as you have entered the dining room, close the door, then head south (right) to the little table in the corner. SAVE. Watch the maid. After she closes the door to the kitchen behind her, run to the table, grab as much as you can, then run over to the near doors, open them, and step out into the hall before she returns.   When it is safe, make another run for the goods, this time using the next set of doors. In this manner you can slowly clean out this room without her alerting. Just be careful, and only save when you are sure that she will not alert where you are hiding. Also be careful when hiding behind the glass doors. There is an archer who comes and goes to that room. When you are done you should have picked up 12 china plates and 12 golden goblets in the dining room. (300; 0; 120; 420) (787; 0; 155; 942)
4.	OK. You have cleaned out the dining room and are standing in the shadows in the room behind the glass doors, perhaps on the carpet facing south. Watch the archer come and go. Figure out where to stand to snag his arrows. Maybe just off the carpet by the south wall? That way, a single step and you are on carpet to sneak-run behind him and get 3 broadhead arrows for your trouble.
5.	The door in the north-west corner is locked. Pick it and enter. Close the door behind you and you can turn on the lights. Behind the barrels is a figurine. (0; 0; 15; 15) (787; 0; 170; 957)
6.	Turn off the light, exit, and head to the door on your right (south wall). Pick it and enter. This is the anteroom to the vault. You are not going to loot it this way. The vault door cannot be picked. While there is a key which will open the door (and if you are good, I’ll show it to you), you will have already looted the vault by the time you get back to this room. No, there are two other ways to get into the vault. We’ll take the easy way. (The hard way involves the “Thieves’ Highway.” If you haven’t figured it out and are still interested in it by the end of this walkthrough, I’ll describe it for you then.)
7.	On the desk is a scroll, a letter to Lorelei. Take it, read it. If you want, open the glass doors to the roof / balcony and take a look around. Now head back to the door that the archer goes through. When all is clear, go through it. There are several masks here, but none that you can take.
8.	The doors on the south wall open, but be careful, the archer may be in there. Sneak in. You are now in what appears to be a performance / lecture room. There is a golden bottle behind the mini-bar (0; 0; 50; 50) (787; 0; 220; 1007) and a horn and silver flute on the stage.
9.	Head back to the mask room, then take the unopened doors in the west wall. (The stairs are patrolled by a sharp eared and cosh-proof guard, so we avoid them.)  Be careful opening these doors, they open to the dining room, and the scullery maid may be in there. Just head through to glass doors, then to the stairs. Proceed down quietly.

Inside the Museum: Middle Floor
Look around quietly. There are patrolling guards and one archer. A couple of the guards go between this floor and the ground floor. Just explore the exhibits; watch the patrol patterns; look for loot, but don’t take any yet. In other words, case the joint. Then return to the stairwell.

Things to notice (in no particular order):
•	Pickable doors
•	Art
•	Noisy floors
•	Books to read

Things to do:
1.	At the bottom of the stair is the Screech art gallery. Wander about quietly and enjoy. There is no loot here; a guard and archer do occasionally stick their heads in here, so be discrete. When you are done admiring the art, read the book at the entry, and then head out the door in the south wall. Take a left and hide in the shadow. If you station yourself against the north wall and about two thirds of the way to the east wall, you should be able to pickpocket the archer of 3 arrows as he goes by. Just lean out a little.  If you wait there a bit longer, a guard comes by with a purse you can lift. (100; 0; 0; 100) (887; 0; 220; 1107)
2.	Enter the doorway to the Pagan exhibit. If you want you can pick up Dewdrop here. She has no monetary value, but if you are sentimental, you may want to add her to your loot bag.
3.	Exit the Pagan exhibit through the south-west doorway. This leads to the Crown Jewels Hall. The first exhibit there is a Mechanist Drill Bit (250; 0; 0; 250) (1137; 0; 220; 1357). You can just reach into the center of the glass display and take it.
4.	The next display case has the Crown Jewels. The case is unbreakable, and since you are ghosting you can’t break anything anyhow. Fortunately, the top of the case is open. Just rope arrow up onto the top of the case, retrieve the arrow, jump down into the case, get the Crown Jewels OBJECTIVE COMPLETE, rope arrow up to the top, retrieve the arrow, and jump down. (My technique for situations like this is to place the arrow such that after climbing to the top, if I rotate one hundred and eighty degrees before retrieving the arrow, I will land naturally on whatever I need to, in this instance it’s the top of the display case.) Put out the nearby light if you are worried about being seen by a guard, but there really is no need if you are careful. Besides the Crown Jewels, there is also a tiara (or maybe it’s a diadem) in the case, which has value as loot. (200; 200; 0; 400) (1337; 200; 220; 1757)
5.	The last display case has the Hand of Glory. But the only way to get it is to break the glass. It’s not worth anything, so just pass it by. 
6.	You can look in on the Mechanist exhibit if you want. There’s nothing in there and nothing of interest in the closet at the end of the Crown Jewels Hall. 
10.	When you are done poking around, get to the stairs just outside of the Pagan exhibit. There are lovely shadows there to hide in as you go down. 

Inside the Museum: Ground Floor
Look around very quietly. There are patrolling guards and museum personnel. I suggest you just look things over from the safe shadows of the stairs. Once you turn the corner, the watcher can see your movements, even in the dark! So stay still and just watch for now.

Things to notice (in no particular order):
•	Watcher
•	Noisy floors
•	Restrooms
•	Fountain
•	Main entry doors
•	Guards
•	Museum workers / staff

Things to do:
1.	Be very quiet as you make your way down the eastern stairs. If the watcher is looking at you, don’t move. Wait for it to turn away before you proceed.
2.	When you get to the bottom, always mindful of where the watcher is looking turn the corner to the south. Now there are two scenarios that I have seen here. The first has the bank manager standing halfway between the fountain and the ticket collection tables. If he is there, rejoice. You can pick his pocket for the silver master-key to the museum. Just sneak up slowly from behind him and lift it. Then return to the corner by the stairs. If he is not here, then he has wandered away, and you may or may not see him and get the key later on. 
3.	OK. You are on the eastern wall heading south (remember the watcher: go slow and stop moving when it looks in your direction). Pick the lock to the door, open, enter and close it silently. There is a Museum staff person sleeping at the desk and you don’t want to wake him up. Pick up and read the two scrolls on your way over to him. If you do not already have the master key, this is good news: an alternative way into the vault.
4.	The blue key to the safe is on the desk to the right of the sleeping person. Use it to open the safe and collect one silver stack and three golden ones. (87; 0; 0; 87) (1424; 200; 220; 1844)  
5.	Exit the room and head across the way (west) to the Men’s Room (the door to the north). Go to the southwestern corner of the sink. Stand up, lean in, and look down. Do you remember the notice posted on the board in the basement about a lost ring? You just found it. (100; 0; 0; 100) (1524; 200; 220; 1944)
6.	Be careful exiting the Men’s room. You are lit from behind, so if the watcher is facing you when you open the door, it will alert! 
7.	Sneak over to the fountain. You have to stay out of sight to both the watcher and the patrolling guards as you fish 4 gold coins and 2 gold doubloons out of the fountain. (60; 0; 0; 60) (1584; 200; 220; 2004) OBJECTIVE COMPLETE There is no specific trick, just be silent and stay in the shadows. It is not as hard as you might suppose. If you want, get into the fountain. You turned off the lobby lights earlier, when you were in the basement, just to make this easier. If you do jump into the fountain, you will have no trouble finding all the coins. The problem is jumping out again silently. Try to land on the lip of the fountain and not the marble floor. Then gently lower yourself to the floor. 
8.	Due north of the fountain are a pair of doors with a gas light over them. Stay in the shadows and watch who passes through those doors: two workers and a guard. If you are the nervous type, put out the gas light. If you’re not, then don’t. In either case, head over there, go through and stand in the shadows on the opposite (north) wall. Don’t stand in front of the doors to the Maintenance room; one of the workers heads in there periodically. Look for a worker with a coin bag on his belt, and lift it. (100; 0; 0; 100) (1684; 200; 220; 2104)
9.	If you are into collecting things, you can collect a chisel in the Statue Restoration room, glass tools in Maintenance room. There is no loot in the construction area, but you can pick up 5 water arrows in one chest and 5 moss arrows in another. To get to the maintenance area, head down the hallway to the east. Open the door, and peak inside. There is a guard patrolling in there. Make your way to the door in the south wall. A worker will come through here too, so plan your path carefully. Open the south door, and you are in the construction area. There is plenty of hiding spots, so you should have no trouble collecting the goodies.
10.	When you have picked up all the trinkets, head back to the west end of the hallway, open the double doors, and when it is safe, enter. If you are lucky you will find the bank manager wandering around back here, and can relieve him of the silver master-key (if you don’t already have it). 
11.	Take the doorway on your left (south). The floors inside are marble, but the lights are off, and the guards are pretty inattentive. Just creep everywhere slowly, and you should go unnoticed. There are three hammers on pedestals. One is to your left, and is gold. (75; 0; 0; 75) (1759; 200; 220; 2179)
12.	Pick up either of the other hammers and take it to the display of the first hammerite’s skeleton in the center of the room. Place it where the head would go. SECRET #2! In the column behind you a hidden elevator is revealed. 
13.	Go get the skull from the pedestal by  the west wall, go into the elevator, make sure you are crouched, look at your feet, and, when the guards’ footsteps are as quiet as they get, drop the skull. It should make a little “tink” sound, but not alert anyone. For good measure, get the remaining hammer and place it on the elevator’s floor in the same way. Then press the DOWN button.
14.	At the bottom of the shaft is a little red switch. Flip it. SECRET #3! You are back in the basement. The scullery maid and the guard are facing you, so be quiet as you explore this room. There is nothing of real interest here. But see if you can find the hidden switch to open the elevator door from the other side. 
15.	If you put out the gas light in the room, you can sneak out this way by hugging the south and west walls. The guard or maid may mumble, but they won’t alert. However, there really is no reason to do so. We are leaving the museum later by a different route. 
16.	Did you find the hidden switch? In the middle of the south wall is a power transformer. Behind it is the switch. Reenter the elevator and this time press the UP button.
17.	Did you notice that the elevator does not stop at the Hammerite exhibit? The only way to get the elevator to stop at this level is to press the trigger at the skeleton display. While you can get off at that level, you have to do so from a moving elevator, and it could be noisy.
18.	Go over to the bookcase and flip the obvious switch. SECRET #4! You have just opened up the vault from behind. In the center is an artifact sitting on a pressure plate. Now you know why you brought along the skull and hammer. You will use them to weigh down the pressure plate so that you can take the artifact. Do so. (Either, alone, is heavy enough to hold down the plate. But I’m a safety engineer; I wear both a belt and suspenders, so I put one on one side of the artifact and the other on another side before I pick it up, just in case one was to slip off.) OBJECTIVE COMPLETE
19.	As long as you are up here, you might as well loot the place. There are two goblets and one  golden bottle on the coffee table in the living room (0; 0; 80; 80) (1759; 200; 300; 2259) On the fireplace mantle are two gold candlesticks and one black & gold vase (100; 0; 100; 200) (1859; 200; 400; 2459)  In the bedroom you can find one silver figurine in the black chest and one ring on the bedside table (100; 0; 15; 115) (1959; 200; 415; 2574)  That’s all the loot in this mission. Maybe a little sightseeing, then home again, home again, jiggity-jig!

Going Home
Take some time to smell the roses. 

Things to do:
1.	Go out the glass doors and climb onto the roof. Walk around and look over the grounds and town. Nice view? 
2.	On the south side, if you look down, you can see a wall that you can drop down onto. Do so. Then drop off the wall to the east. Look in the window. Recognize where you are? Go in and see if the silver key will open the vault. (The lock is on the wall to the side of the vault door.) What’a ya know!
3.	Have you figured out the Thieves’ Highway approach to get into the vault? It is a more of a Thieves’ Alleyway, but you do need to get your climbing togs on. There is a crate in the closet near here. If you go get it, you can jump the railing, and just amble into the apartment. Ta da! Simple.
4.	When you are done breaking back into the now empty vault. Pick up the crate and take it with you back to the dumbwaiter. Climb in. Drop it quietly. Then take the trip down to the basement kitchen. Pick up the crate, and sneak out and up the stairs to the museum exit. Drop the crate, and go get four or so more crates from the basement storage rooms (or wherever you can find them). Stack them by the exit. We are going to go climbing in a bit and will need them. 
5.	When you have at least five, put out the light above you (only if you are the nervous type, if you are careful you don’t need to do this), open the exit door, and, when there are no guards or archers to hear you, throw the crates as far as you can to the left (south). Pick up the last crate and when the watcher isn’t watching, run to where the crates landed. 
6.	Proceed to the gate in the wall by throwing crates and running when no one is around. Go through, and ferry the crates to the astronomer’s shop. 
7.	You placed a crate here earlier. Form a staircase to the roof and climb up. (Expert crate stackers can do this with fewer crates, but when they are available, I prefer to use more crates rather than less.)
8.	Enter through the glass doors, and read the papyrus. What a dirty old man! Shame! (I was hoping for more of an Easter egg here, but the papyrus is it. Oh well.)
9.	If you are really ambitious, you can get some more crates and do some roof climbing from up here . . . Unfortunately the roofs are mostly for show, so, while you can find some weird effects climbing about, it is not terribly interesting to do so. 
10.	You can take your crates and climb over the gates to other sections of town, including the docks, but again those areas are not fully modeled. They just provide some depth to the mission and give the illusion of it being in a bigger space than it actually is. 
11.	You can also climb up and peer in the window with the thief inside. There is no entrance to this room, so you can’t get it. Again, it gives the mission the feeling of more going on than there is.
12.	When you are done exploring, get on home and end the mission. OBJECTIVE COMPLETE (Note that your stats may indicate either 8 out of 10 or 9 out of 10 pockets picked. I have seen it come up with both. Following this walkthrough you will have picked every pocket and gotten all the loot, no matter what the stats say.) 

You have just completed a PERFECT THIEF. You found all the secrets. You may even have satisfied the requirements for KLEPTO-THIEF (Klepto-thief is perfect thief plus all other inventory items that you can collect in the mission.). It’s hard to tell if you missed any non-monetary items. 

Thanks Bugelsoft!

END NOTES

This section provides a complete loot list for this mission

Loot /Secrets/Power-ups etc.

Where	What	Value	Cumulative	
Garret’s House: Upper Floor	1 sword; 1 rope arrow; 7 moss arrows; 15 broadhead arrows; 15 water arrows on shelves			
Garret’s House: Bedroom	5 broadhead arrows in chest			
Garret’s House: Kitchen	1 wedge of cheese; 1 apple on kitchen counter			
	Secret #1:
Access through kitchen fireplace, switch on counter. 			
Garret’s House: Secret Room	1 gas arrow; 3 flash bombs on shelves			
House across the square from Garret’s house: bedroom	Purse in chest	(100,0,0,100)	(100,0,0,100)	
Cavern with 2 white spiders (access from river)	Gold nugget at back	(100,0,0,100)	(200,0,0,200)	
Power room (access from spider cavern ladder)	Copper key on table			
Astronomer bedroom 	Papyrus			
Outside the Museum	3 broadhead arrows on archers			
In Maze	1 moss arrow behind statue			
	Black & gold jar on stone casket	(0,0,20,20)	(200,0,20,220)	
	1 moss arrow behind statue near stone casket			
Museum: Basement	Purse on guard in museum alarm / lights switch room	(100,0,0,100)	(300,0,20,320)	
	Silver coin stack in chest in north guard quarters	(12,0,0,12)	(312,0,20,332)	
	5 gold doubloons (20g each) on card table in south guard quarters	(100,0,0,100)	(412,0,20,432)	
	Gold coin stack in chest in south guard quarters	(25,0,0,25)	(437,0,20,457)	
	1 silver figurine (15g) in locked storage room south of guard quarters	(0,0,15,15)	(437,0,35,472)	
	In kitchen: 2 cheese wedges; 3 loaves of bread; 1 deer leg; 3 apples			
	Gold plate in kitchen sink	(50,0,0,50)	(487,0,35,522)	
Museum: Top Floor	3 cucumbers; 5 cheese wedges in kitchen			
	12 china plates and 12 golden goblets in dining room	(300,0,120,420)	(787,0,155,942)	
	1 silver figurine (15g) in locked closet 	(0,0,15,15)	(787,0,170,957)	
	Letter to Lorelei in vault ante-room			
	3 broadhead arrows on archer 			
	Golden bottle in lecture / performance room	(0,0,50,50)	(787,0,220,1007)	
	Horn and silver flute in lecture / performance room			
Museum: Mid Level	Purse on guard who wanders between the mid and ground levels	(100,0,0,100)	(887,0,220,1107)	
	3 broadhead arrows on archer			
	Dewdrop in pagan exhibit			
	Mechanist Drill Bit in Crown Jewels Hall	(250,0,0,250)	(1137,0,220,1357)	
	Crown Jewels in Crown Jewels Hall
OBJECTIVE COMPLETE			
	Tiara in Crown Jewels Hall	(200,200,0,400)	(1337,200,220,1757)	
	Hand of Glory in Crown Jewels Hall			
Museum: Ground Floor	Sliver Master Key (for main entrance,  safe, vault, & other doors) on wandering Museum Staff member (the curator?)			
	Blue Key (for main entrance & safe) and receipts ledger on office desk, scroll on 2nd desk			
	1 sliver (12g) and 3 gold (25g ea) coin stacks in safe	(87,0,0,87)	(1424,200,220,1844)	
	1 gold ring in Men’s Room sink	(100,0,0,100)	(1524,200,220,1944)	
	4 gold coins (5g ea) and 2 gold doubloons (20g) in fountain 	(60,0,0,60)	(1584,200,220,2004)	
	Purse on wandering staff	(100,0,0,100)	(1684,200,220,2104)	
	Chisel in Statue Restoration room			
	5 water arrows in chest; 5 moss arrows in chest in construction area			
	Glass tools in Maintenance room			
	Gold hammer in Hammerite Room
OBJECTIVE COMPLETE	(75,0,0,75)	(1759,200,220,2179)
	
	Secret #2:
Place weight on north end of 1st hammer display to reveal the secret elevator			
	Secret #3:
Take elevator to basement and open secret door (the other switch is behind the power relay on the south wall)			
	Secret #4:
Take the elevator to the top floor (note it does not stop on the ground floor) and flip the switch on the bookcase to open the secret door.			
Museum: Curator Apartment	2 goblets (15g ea) and 1 golden bottle (50g)on coffee table in living room	(0,0,80,80)	(1759,200,300,2259)	
	2 gold candlesticks (50g ea) and 1 black & gold vase (100g) on fireplace mantle in living room	(100,0,100,200)	(1859,200,400,2459)	
	Artifact on pedestal in Vault room
OBJECTIVE COMPLETE			
	1 silver figurine (15g) in black chest and 1 ring (100g) on bedside table in bedroom	(100,0,15,115)	(1959,200,415,2574)