Thief gold where is the sapphire vase
Find your way back to the streets. Use the shadows on the street leading to the Overlord's Fancy to conceal your movements. Get close to the men near the front door of the gambling den to hear their conversation before they enter. As usual, the front door is not for you. Head for the path near the building, making your way through the darkness until you reach the back of the Overlord's Fancy. The guard making his rounds here takes his time. Avoid him. The door will allow you access to the Overlord's Fancy.
Wait for the guard to pass. Use your lockpick to open the door, slip inside, and close the door back in place to avoid being discovered. Once inside, sneak up to the doorway. From here you see a person standing at the counter and a guard on his rounds. Take them out. Through the opening to the right of the fireplace is another guard. Remove him from your path as well. Go through the small room to reach a hallway that leads to another door.
Pick the lock and climb to the attic. You face two doors when you reach the attic. Behind the door on the left is some treasure to steal and a sleeping guard. The door on the right leads you forward on your quest. Ahead of you is the shaft of an unused dumbwaiter.
Climb down it to reach the cellar of the Overlord's Fancy. Before you climb down, pick up the arrows on the other side of the fireplace bricks. Use a Rope Arrow to descend to the basement. Your climb will leave you standing on an iron grate, so tread softly. You have entered the secret gambling den. All about are guards, players, and loot. Sneak around to collect all of the loot here. When you have finished, it is time to enter the Downwind Thieves' Guild.
Pass the circling guard to reach the gambling area farthest from the dumbwaiter shaft. Make your way to the roulette table near the back wall. The hidden entrance is a door made to look like the stone wall.
Open it with a spin of the roulette wheel. Duck inside before the wheel stops spinning. If you have to get back out, press the red switch on the wall to open the door. Descend the ramp into the Downwind Thieves' Guild. Slowly approach the small room at the bottom of the ramp.
You'll hear soldiers grumbling about the continual arguments between Lords Rueben and Donal. When they're finished talking, wait for them to begin their vigils. One will go in and out of the small room. Take him out, but be careful. The other guard can see you through the hole in the wall. Peep through the door in this small room to see a ramp leading up on the right. To the left, the remaining guard walks his beat. You could leave him there and sneak up the ramp, but he's easy enough to knock out.
With both guards out of the way, scout out the two rooms nearby to find a Flash Bomb and a mine. When you're ready, head up the ramp near the small room. There are two guards patrolling around the large pool of water. Take some time to figure out their patterns. You want to get to the hall on the left of the pool. Make a dash for that hallway. The door on the right is unlocked.
Duck inside. You'll find this room filled with switches. Ignore all but the three switches on the control bank labeled All three of these switches must be in the "down" position to open the rest of the doors in the stairwell. Sneak back to the pool area. Go to the wooden door in the far corner. Open the door and make the short trip through the corridor. Open the door at the end of the corridor to reach the next set of rooms.
Take some time to search around the rooms, but watch out for the two guards in the corridor ahead. When you're ready to go forward, douse the lights in the large room. When the guards finish babbling, one will leave the area and the other will make himself an easy target in the darkened room.
Finish him and then go for the room they were guarding. As you enter the back room, head for the door on the right. You'll find yourself in a storeroom with only one other exit. Follow the corridor behind the second door until you reach a sewer. You arrive at a door that leads to tunnel Jump into the water.
Open the door and go through. Continue along the sewers. At the first junction, take a right. At the next junction, continue forward, ignoring the path to the left. You'll arrive at another door. Open this to enter a corridor with a ramp. Take care as you ascend the ramp. At the top, you'll find a guard on patrol. Whip out your blackjack and give him a little love tap. Get the unconscious body out of the way. The way to Lord Rueben's is through the short corridor to the right at the top of the ramp, but there's some important business in a room at the end of the hallway.
Head for the second door on the left. This vase is reputedly worth more than the rest of the score combined. Meanwhile, the vase sits in a wall safe hidden in Donal's Mansion , and the only key is secreted away behind a sliding wall panel in the master bedroom of Reuben's Mansion. Garrett , who had been planning to steal the vase himself, sets out instead to break into the Downwinders' secret hideout and take the vase while the two groups squabble.
Thief Wiki Explore. Explore Wikis Community Central. Register Don't have an account? Lord Randall's Sapphire Vase. I just turned back, and found an area that I had missed because I chose to avoid it earlier in the game.
It turned out that it had a lot to explore. And I felt kind of dumb for playing the level on the Normal setting, since I ended up exploring everything and accomplishing what would have been the Hard level objectives Well, on to The Sword level.
I'm still getting the hang of the game. I'm not a very good thief, since I end up blackjacking everything that moves which leaves an obvious trace of my presence. But well, at least I don't kill anyone blackjacking is not the same as killing, right? Blackman: the key you mention is the key that allowed me to get into the place where I got the vault's key. Last edited by D'Arcy; 22nd Feb at Only the dedicated "ghost" all the way through. I feel lost without my blackjack. I remain faithful to my blackjacking style of play.
What annoys me the most is when I find creatures that are immune to my blackjack. I wish I could blackjack burricks. I hate those stupid things, and everytime I can I try to lead them to the zombies so that they can kill them.
I'm starting the Mage Towers mission tonight. Hopefuly there won't be any burricks there. Burricks are BJ:able Aim for the base of the neck and make sure you're wedged up against the tail when you hit - they'll let out a cute little wail and stick their heads in the ground. Originally Posted by puhvogel. But I never ever would be capable to complete this level, if the walkthroughs wouldn't tell me, where the f Go to the drawbridge on the PUB side. Look up over the stable.
See the door? You need to figure a way to get up there.
0コメント