Thief: Deadly Shadows
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Your guide to everything that isn't nailed down
Developer
Ion Storm
Publisher
Eidos Interactive
ERSB Rating
Rel. Date
25/05/2004
Genre
First-Person Action Adventure
Players
Date: Monday, October 25, 2004
Author: Jeff 'Judasen' McAllister

Mission Nine: Robbing the Cradle

From the start, head to the fountain on the left and grab the three water arrows from it. Head back to the right side of the boarded up entrance and there will be a cellar door there. Open it and head down the stairs. Now that you are inside the Cradle, grab a blanky because it’s about to get spooky. Walk a few steps forward and then head up the staircase on the right side. Follow it up and when it stops, take a few steps to the right and it will start again. Follow it to the door at the top and you will hear some knocking on the door.



Enter and take a look around. Go to the left and look at the painting. After your conversation with her about the bottle of blood, go over to the right of the room and the spirit ball that has the shadow of a girl. Grab the generator fuse from the crate on the left and head back down the first set of stairs and start scoping out the area here. You can head west to find a lot of loot as well as a note about the painting and you can head east to find the treasurers office. Inside the Treasurer’s office is a book about treatments and a wall safe above the desk. Open it and you will get a special loot item in the form of a wine bottle. Head back out and go north and follow the stairs down to the lobby. Since the girl said her blood was in the storm cellar, you should think about going down all the time.



Read the note on the lobby kiosk about the lobotomy’s and then head through the north door. In here you will find a ladder on the left leading down and a power switch to activate the portcullis. Head down the ladder to the storm cellar and down the next ladder right beside it. When you hit the bottom you can go north and south. South will lead to the generator so go north first. Follow the hallway to a room that has a shelf of vials on the right. Only one will light up and that’s Lauryl’s. Grab it and the loot in the room as well as reading the note about “mama”. Head out of the room and head south down the hallway until you reach the generator. Take out the fuse that is in it and drop it, then place the fuse you grabbed from the painting room in its place.



Head back up the two ladders and then enter the lobby again. Go to either of the staircases there that lead up and underneath them will be the drain you need to place the blood in. Do so and Lauryl will tell you that she needs you to grab her night gown from Whitehall and burn it in the morgue. Head back through the north doorway to the power lever to open the portcullis and pull it. Now that there is power, the door will open and you will enter to the other side. Move forward and to the right will be the staff tower and straight ahead will be the foggy door leading to the inner cradle where the enemies are. Head up the stairs to the staff tower and grab the loot up there. Head back down and then enter the foggy door.

Now that you are in the inner cradle, head forward and you will enter a lobby that is the hall of records. You can go right to the door there which will lead to the morgue, but since we need the nightgown first, lets go left to the White Hall first. Go through the door there and you will enter the Meal Hall. There will be a door on each side left and right. On the left side the hallways will lead to rooms 2-5. Make your way to room 5 and pick the lock. Enter the room and Garret will be on about the bricks in the back wall. Head there and remove them one by one. Grab the night gown from there and start to make your way back to the morgue sign on the other side of the hall of records.



When you get there, climb down the ladder on the right and go through the door way. Nuke the zombie there on the right and then climb down the stairs and walk over to the furnace. Grab all the fire arrows lining the opening and then toss the night gown inside. When you do, Lauryl will tell you that you need to go into the past to get the rest of her stuff. Apparently to get back in the past you need to disguise yourself as one of the patients. On each of their cells will be an item they cherished and that can be used to go back. The easiest on is to head to cell #3 and grab the unlit candle. Make your way back there and grab it. It’s the easiest because you just came from that path and all the zombies are dead along the way.



When you get it, head back down to the furnace in the morgue and save your game. This part is a major pain in the ass. When you go back in the past, you will be a patient. If you are caught walking around by the staff, then you will be shot back into the present time and will have to find another toy and another place to take it. Simply save your game before using the candle on the table to save yourself a huge head ache. If you do get caught just reload your game. When you are in the past Lauryl will ask you to get her diary from the nursery. Head up the stairs from the morgue and make your way to the ladder.



Climb up and then head south all the way to the end of the hall. Go through the door on the left and that will lead to the nursery tower. Pick the lock and then head up the stairs. Go to the left and there nursery room will be there with a staff member patrolling up and down the center of the room. Creep over to the right side of the room and slink along the wall to the far end. Beside the bed there will be the diary and to the left will be a podium with a note on it. Read it and it will be about Lauryl and her friend Drept. After you do, head back out of the room and back down the stairs and ladder to the furnace in the morgue again. Toss the diary in and the objective will be completed.

Not quite finished yet I’m afraid. Now you need to find some dissolution serum in the treatment room to wash away her blood stain in the attic. Head to the ladder and climb up and enter the door directly in front of you. This can be a little tricky to get the serum but it works. Head to the right and enter the shock therapy and wet wrap treatment room. Go to the far end and hand a right and it will take you to the rear of the lobotomy theater. Keep going as far to the end as you can go and then make a right. There is a wall/block in your way but the table with the serum is directly in front of it. Go to the left side of the large wall/block and you should be able to grab the serum from there.



Once you have it, make your way back out the exact same way you came in and head straight for the foggy door that is south of the Hall of records where you entered earlier. Now that you are back in the outer cradle, you need to get yourself up the spiral stairs and up to the attic. Make your way forward and past the staff member there and into the lobby. Wait for the staff there to enter the center kiosk and turn around, then shoot yourself up the stairs on the left. Follow them up past the Treasurer’s room and to the right to the stairs leading up to the attic. Run on up them and enter the attic and walk over to the bloodstain under her spirit. Use the serum and she swill tell you to meet her in the lobby for a way out.



Make your way back down there and follow the blue cloud as it floats its way towards the foggy door. When you try to exit, it won’t let you because the cradle remembers you. Now you need to trick it into forgetting you so you need to go back into the past as yourself and not as a patient. Head for the basement where you grabbed the vial by going down the ladder and there will be a cage next to the shelf here you got her blood from. Enter it and close the door behind you and you will be back in the past. Now Lauryl tells you that you need to climb up the Staff tower and jump out a window to kill yourself. She also tells you that the staff will kill you if they see you. Climb back up both ladders and hand a left to reach the stairs to the staff tower.



Head up the stairs and go through the large doorway ahead of you and then go to the left. Had north to the end of the hall and in the center of the last hallway will be an elevator. There are some staff patrolling here, but the good news is now you can take them down. Take the lift upwards and head either left or right when you reach the top of the tower. Go to the opposite side of the lift and there will be a large table with an open window. Sneak around the table and climb on the window ledge and jump out to end the mission.

Day Eight

The first part of this day is nice and simple. Just follow Lauryl as she leads you through Old Quarter, then Fort IronWood and then down through the catacombs to the crypt there. All the city guards and Hammerites will run when they see the ghost so all you need to do is follow. When you get down to the opposite side from where you received the map to Shalebridge Cradle, the wall will open and Lauryl will lead you in. After a pretty damn cool cut scene, you will need to make your way back to the Keepers Library to inform them of what’s happening. When you enter, a scene will play and the keepers will want you to go to Audale and find Gamall’s lair, steal the artifacts back from her and find out about the final glyph. Sure no problem.



Make your way out of the library and head to Old Quarter and then to Audale. When you finally reach Audale, head north up the stairs on the left and follow the pathway way around to the right and then to the left into Audale Plaza. Continue up the sloping street and across the bridge at the far end and head to the right. Go to the door there which is the Pump House and read the note there. It will say that there is a creature in the canal and that the water level will remain high so that no one can get down there. Also mentions that priestess Dyan is in the park and has an amulet that will allow access to the pump. Head to the park by going north, then east and finally south. When you go past the museum, there will be two people there talking about a secret entrance to enter and that they are planning on robbing it.



Continue along the road through the archway and into the tunnel. Take out the guard and the woman there and enter the park that will be on the right. Dyan and the amulet will be in the west corner as well as a note. Grab the amulet from the table there and read the note as well. Use the fountain for some health if need be and then make your way back to the Pump House to use the amulet on the door. Enter the pump house and turn the valve to lower the water and a hatch will open in the corner of the room. Drop down and make your way west along the canal until you reach the foggy door to Gamall’s Lair.

Walk forward and you will come to a large door. Go through to enter a room with a fire place on the left side. Go through the room all the way and enter the door on the right side. Go up the stairs there and through the door at the top. When you do, you will enter a bedroom with a book on the large table in front of you. Read it and it will tell you about the glyph of unbinding. Head for the door on the left and then the next door across from it. Sneak into the room and watch for the two statues patrolling around. Make your way to the door in the far right corner and grab the Builders Chalice from the table near the door. Head through when the statue is not looking and you will enter a small room with a chest. Pick it to open it and grab the health and loot inside.



Read the books in the room and then check the table to the right of the bed. There will be a book in the lineup that will highlight blue. Pull it and the wall to the right will open up. Go through and climb the ladder and pull the lever at the top to open the next door. Make a left to another door and follow the stairs up. Head around the corner and a scene will play. After all the talking is over, go to the north wall behind you and the blue glyph there will be the unbinding glyph that will allow you to destroy the statues. Head for the south side and the stairs on the west. Climb them and then climb the wall there to get back up to the balcony above you where you first entered.



Head through the door and from here you can hop over the railing to land in the room below. Head to the door on the east wall and it will take you into another large room with a few statues and the Jacknaw’s Paw in it. Grab it and then you are going to head all the way back to the beginning and out to the canal. Make your way up into the Pump House and then around to the museum. Head up the stairs and halfway up on the left side will be a small corridor. Enter it and open the grate on the ground. Drop down and you will be in the tunnel that leads to the museum. Read the note there and grab the loot. Continue through the tunnel to a glyph that will start the mission.

Mission Ten: Still Life with a Black Jack

Well thankfully you still have the crown of Kurshok (don’t you) so the only two artifacts left are in the museum. Enter the mission through the large doors at the front. There are three guards here that you will probably want to take out instead of sneaking around. Enter the left side door when you do and there will be a note there about the security systems and the power generators. There will be a guard in this room patrolling around, so clunk him from behind and grab the key he drops. Now you have three ways you can go. Go up the stairs in the center of the room and make a left to the door right beside you. Climb up the stairs there and head down the hallway to the right. At the end will be two guards and the power room switch on the left.



There is loot all over the museum and you should have no problem getting 40% at all. Also it is a lot easier if you take the time before starting the item grabs to walk around and take out all the guards you can find. When you pull the power switch, you have limited time to get the goods before the power comes back on. Clunk both guards and enter the power room to get the switch. Head back down the stairs and head east down the hallway to the end. Make a left and then a right and the power will be off around the pedestal at the end there. Grab the heart from the stand and head up the stairs on the right to the third floor.



Make a right when you reach the top and take out the two guards there and make a right to go south. There will be a large painting of a woman there called the Taciturn Lady to grab for a special loot item. Do so and then head down the hallway to the left of her and enter the foggy door there to Tesero Hall. Clunk the guard patrolling and enter the door on the north wall. Make a right in the hallway and another to the door there. Enter the large room and go to the round part of the railing in the center. After the eye is done talking to you head North and enter the room with the roped off treasure. Grab it and go through the next door.



Again go through the next door and there will be a guard on your right under a candle. Make your way to the left and stay in the shadows as another guard will come walking to you. Take him out around the corner from the guard under the candle and continue to the end of the hall where another guard is. Clunk him and make your way up the stairs to the Curators Office. Sneak past the sleeping guard there and head up the next set of stairs. Enter the office and grab the loads of loots around it and then head out the glass door to the balcony. Pull the lever there and watch as a statue rises in the center of the room.



It will then spin in the center. Now head your way back down the stairs and head west to get to the balcony where the eye first talked to you and grab the eye off the statue as it moves past. Once you have it, all you need to do is exit the museum and the mission will be over.

Day Nine

Now that you have all five of the artifacts, you need to go and meet Artemus in Stone Market Plaza at Terces Courtyard. Head out of the tunnel under the museum and when you climb up the hole a scene will play. After the scene you now have 5 objectives to complete. You need to take each artifact to its resting place through out the city. The first objective is to place the heart in the Bradshaw Monument in Audale plaza. After the scene you will be in Audale plaza high up on a ledge. Drop down and take out the statue and head across the bridge to Audale Plaza. There at the end of the street will be Gamall walking around.



Creep past her and head up the stairs on the left to the monument there. Place the heart in the octagon and he will tell you that there are 4 more to go. Head down the stairs and head west. Go down the stairs on the left and make another left at the bottom to enter Old Quarter. Make you way straight and then left to go to Fort Iron wood. Enter the front doors to the Fort and make your way to the right side and go through the doors there to get out to the cemetery. Gamall and a statue will be patrolling around the statue (no I don’t know how she got here either). Place the chalice on the right side of the monument and head back up the stairs and through the foggy door to exit the fort. Make your way back to the street and head east.



Head south and then east again and make your way to the docks foggy door. Enter and you will need to go to First Landing Marker. Head to the dock area where you boarded the abysmal Gale and Gamall will be patrolling around there. Place the paw in the space on the monument at the water and then make your way to the glyph that you used earlier on in the game and it will take you to South Quarter. From her make your way to Stone Market and then go to Stone Market proper. Head up due north to the clock tower remains and place the crown at the far west door where Gamall is patrolling.



Place it in the marker like all the rest and high tail it back to stone market and back to South Quarter. Enter the area and the fountain where you need to place the eye will directly south and east of where you are by a few steps. You can either wait for Gamall to patrol away from you or just run up to the space on the fountain and place the eye in to start the finishing scene. Sit back and watch the scene and you have finally finished the game!

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