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Secrets
Mission 1 - Running Interference
Secret #1:
After you pass in front of the chatty male and female guards go into the first
room on your right and head back to the left corner. Open the door there and
proceed through to the weapons locker, if you look underneath the lower left
corner of one of the shelves a switch will be visible.
Secret #2:
As you enter the kitchen you'll face a roaring fireplace, turn right down the
middle of the kitchen and head through the doorway to face the wine rack. In the
lower right corner of the rack is a speed potion.
Secret #3:
When you make it to the 2nd third floor bedroom, the one that required a key
just to get to the parlor room on the floor below, look under this vase stand
for
a switch. It opens a wall safe over the bed pictured in the background.
Bonus Objective:
As if there wasn't enough with secrets, loot finding, and just finishing a
mission now we have bonus objectives thrown at us. In the ballroom there is a
big
fireplace. Approach it from the right side and mantle up onto it. In a crack in
the chimney are two rings.
Mission 2 - Shipping... and Receiving
Secret #1:
In Building B, on the 3rd floor in President Rampone's Office, its the old
secret book to open the bookcase gag.
Secret #2 & #3:
Aboard Davidson's ship near Rampone's area (Building B) is a room with a
ladder
going down. Nearby is a door to the captain's quarters. Two tarps and hanging on
either side of the room, chop them down with a sword and open the chests using
Davidson's key or lock pick.
Secret #4:
Also aboard Davidson's ship, on the top desk, use the wheel and the telescope,
then head back down to the captain's quarters, a crate will be open containing
some goodies.
Secret #5:
Lastly, while still on Davidson's ship, open the one crate that sits on deck
and take the spice bag hidden among some apples. Take care, the spiders in the
crate are small and move very quickly. If they stop moving an arrow works
otherwise its time to pull out that sword and actually kill something with it.
Secret #6:
While grabbing the spice bag from the crate that sits on its side, turn around
and walk until you see a crate. Pick the lock to get a rope arrow.
Secret #7:
In the musician's storage area, climb atop the console and mantle atop the
recording studio. On the back right is a safe, pick the lock and take the
recording.
Secret #8:
In Gilver's office use your sword to chop down the wall tapestry, take the
diamond nestled in the wall crack.
Secret #9:
In Lucky Selentura's area, head to the back left corner, pick the lock on the
crate and take the golden dice.
Secret #10:
In the storage room for the weapon smith a stack of crates are located in the
back left corner. Mantle atop them to find a crate hidden behind them.
Secret #11:
In Lord Porter's art gallery the lift is stuck on the second floor. The button
to bring it down is broken, but if you carefully shoot an arrow at the lift
control on the second floor you can hit the button needed to bring it down.
Don't
forget to take it up and grab some loot.
Secret #12:
Just outside Lady Angelica's Experimental Apothecary lies a crate with an open
top. Inside is a box, pick the lock to get a rope arrow. As for how you get to
this box there are a couple ways, one is to jump from the 2nd floor of Building
A, landing atop the green shack then mantling to it, the easier method is to use
a rope arrow to climb up the side. Of course, you'll have to use Secret #6 to
get
one.
Secret #13:
On the 2nd floor of Myne's Steak area, is a freezer. Enter it and grab the
blue
key. The door will close behind you but that's all right. Just push the red
button near the door to open the rooftop vents. Climb out, then take the lift
down and go up lift #2. Use the key to open the safe.
Mission 3 - Framed
Secret #1 :
When you enter the cavern with the small pool and two spiders there are two
passages to exit from. Each will appear to end with a "dead end" but if you use
the empty torch holder located nearby a section of wall will drop.
Secret #3 & #4:
In Sheriff Truart's office, one of the metal figures opens a passage behind
the fireplace. In the connecting room a switch near the wall opens the other
part
of the passage leading to the second floor of the Training Room. If you're
coming
up from the Training Room use the empty torch holder in the small storage area
at
the rear of the Training Room. (Thanks to Matt & Sean for the info.)
Secret #5 & #6:
In the Warden Affairs office on the second floor, turn left and jump atop the
desk. One of the books in the shelf can be moved to open a passage. This
connects
to a room located on the south eastern corner of your map of the third floor. If
heading the other way, go to the most south eastern room of the third floor,
head
to the south east corner and find the book that sticks out.
Secret #7:
In the Target Range, shoot an arrow into the furthermost bullseye, it will
cause part of the wall to open giving you access to the armory. (and worth it!)
Secret #8:
A passage can be opened connecting the Main Office to the adjacent hallway
near the barracks. When entering the Main Office head to the back right corner
and look for the switch on the wooden support. In the adjacent hallway
the "switch" is an empty torch holder.
Secret #9 & #10:
Use a rope arrow to mantle the trim of the Main Office's northern wall. A
switch nearby opens one of the vents. The passage beyond connects to the Secured
Records area. Going the other way, head to the southern end of the Secured
Records room and pull the book that sticks out.
Easter Egg:
At the beginning of the mission, toss a scouting eye over the spiked wall on
your left. Look around and you should see something a bit...err....out of place
Mission 5 - Eavesdropping
Secret #1:
From the Front Gates head left then turn right at the corner heading south. On
your left you'll find a door that can be picked open. Inside there is a switch
near the doorframe. It opens a part of the floor revealing a rather ugly secret.
Mission 6 - First City Bank and Trust
Secret #1:
In the "music room" get atop the stage, pictured above on the left, and throw
the small switch on the lower left part of the doorframe. It will open a section
of the stage containg some thiefy tools.
Secret #2:
In the Hall of Statues on the third floor there is a large statue. Behind
it
is a small switch which opens a panel in the office containing a safe also on
the
third floor.
Mission 7
Secret #1:
In a room near the chapel, but not connected to it, use the empty torch holder
on the wall to open a floor panel.
Secret #2:
On the first floor in the kitchen, put out the fire in the fireplace. Walk
into
it and look up the chimney to find a switch. Look out below! (And don't push
the "Don't" button, thanks to Enigma for the tip.) NOTE: This secret would also
be detected by mistake if you entered the alcove in the basement. This was
corrected with the patch.
Secret #3:
Cripes, look at all that meat on the floor. :-) Clean it up with a water arrow
and check the walls for a goodie. With other difficulty settings, shooting an
arrow into the nearby bullseye should also work.
Secret #4:
In the old Hammerite chapel, note the hint to shoot an arrow into the hammer
shaped opening. Be warned, haunts are not very nice, but they do guard some nice
stuff.
Secret #5:
On the second floor in the weaponry room, turn around as you enter and note
the
bullseye above the door. You shoot, you score!
Bonus Objective:
Its time to bury the hatchet. Grab Sheriff Truart's body and throw it into his
freshly dug grave. The Truart family graves are found on the south end of your
map and can be accessed by either swimming the moat behind the house are
crawling
through the crack in the wall where the houses are.
Mission 8
Secret #1:
If you approach the cemetery from the east, or if you just head east from the
cemetery entrance you'll find a niche with two empty torch holders. One of them
opens a passage into a crypt providing a second entrance into the cemetery.
Mission 9
Bonus Objective:
Depending on the difficulty level you select, obtaining a certain amount of
loot will appear as an objective. For normal its 500, for hard its 700, and on
expert you must get 900 in loot.
Mission 10
Secret #1:
At some point near the Shemenov Estate you might have climbed out of a red
chimney or jumped across a tower to find two guards on duty, one with a bow in
the balcony and another on patrol with a sword. If you descend the long
staircase
(seen in the middle of the pic) you'll find a set of shutters towards your left
that are openable. Enter the window and climb up the ladder. Turn to your right
and start shuffling the stack of boxes around until you can get through the
opening they covered. Go through the opening and find the telescope. By "using"
the telescope a secret door opens revealing the sunburst. Read the book located
nearby it's quite informative.
Alternate Approach: Before you reach the four arguing guards you pass through
small room protected by a single guard patrolling a marble staircase. Shoot a
rope arrow into the ceiling and mantle the the wooden ceiling beam. In the
corner
is a small passage with two boards covering one end. Chop the boards and you
find
yourself in the room with the telescope that opens the secret door.
Secret #2:
While you're in the Necromancer's Spire, don't forget to take the lift down to
the 2nd floor. It's here that you'll find a bookcase with the old "book that
opens a secret passage" gag. This book opens a passage underneath the lift you
took down so you have to send the lift back up, step onto the newly revealed
platform and then press the down button.
Secret #3:
Still in the Necromancer's Spire, shoot a water arrow into the fire on the top
floor. This will push a button opening up access to the dungeon from the room
found in secret #2.
Secret #4:
As you approach Lady Louisa's Estate, look to your left for an opening. Climb
in, open the door, and use the unlit torch to open a secret at the end of the
hall.
Secret #5:
During your stay at Angelwatch, check out the statue found in the hall on the
5th floor. If you look into its eyes you'll discover that one of them is a
button
that opens a secret door nearby.
Secret #6:
In the 5th floor of Angelwatch, there is a small metal lined closet across
from
a fireplace. If you turn around and look at the upper left corner of the
doorframe you'll see a lever opening a secret door in the closet. Now you can
turn off the wall safe alarm in Karras' office.
Secret #7:
From the Bell Tower where you start, look to your left for a ledge. Follow it
to a set of shutters that can be opened for some gold and water arrows.
Mission 11 - Precious Cargo
Secret #1:
In the Old House, climb to the second floor. In a corner by a torch look up.
Fire a vine arrow into the opening to reach the third floor. Cross to the other
side, through the door and flip the floor switch behind the boxes. Drop back to
the second floor and walk straight ahead and through the door on the opposite
end
of the hallway. In the darkened crawlspace, a door has opened on your left.
Mission 12 - Kidnap
Secret #1:
At Site #4 a hidden lever on the side of a crypt opens it to reveal a few
thiefy goodies. (Check pic for location)
Bonus Objective #1:
While in Site #5 enter Brother Cavador's room. Grab his diary from the table
next to his bed.
Bonus Objective #2:
A diamond drill bit has gone missing. Go to Site #6, take the lift up and
ensure the drill bit is never found by stealing it.
Mission 13 - Casing the Joint
Secret #1:
From where Garrett begins the mission there is a small roof that extends from
the building near some boxes. Climb atop it and use the small switch to open a
door.
Secret #2:
On the northeast side of the estate, near the exit to the streets, a set of
stairs lead to the second floor. At the base of one of the supports is a switch
that opens a hollow section running underneath the stairs.
Secret #3:
In the northeast corner of the mansion, on the first floor near the exit,
chop
down the tapestry to expose a switch connecting many rooms along the north side
including the Bathroom, a closet in the Servant's Quarters, the Kitchen closet,
and the hall on the northwest end of the estate. Every room mentioned has a
switch that also grants access to this secret hall.
Secret #4:
On the first floor near the chapel, there is an Office with an obvious switch
on the wall behind the desk. It opens a passage in the closet connecting it to
the Workshop. Access from the Workshop is done via the switch over the couch.
Secret #5:
Like the first floor, a secret hall connects various rooms on the north side
of the mansion. It starts on the east end of the house, and runs through the
Dining Room, Trophey Room, a security room, and exits out the west end. Most
rooms have switches hidden in their closets, look up to the ceiling to find
them.
Secret #6:
A passage connects the closets belonging to the Dining Room and the Trophey
Room. Look at the ceiling of the closets for the switch though I believe the
Dining Room switch is hidden in the other closet, not the one with the passage
leading to the Trophey Room.
Secret #7:
Unlike the first floor, a secret hallway connects the rooms of the south side
of the estate. These rooms include the Conservatory, the Bar, Library, and an
unamed room in the southeast corner next to the library. As before, look for
obvious wall switches, and closet switches though the unamed room has its switch
near the floor and not on the ceiling.
Secret #8:
I don't know why its a secret considering that its a mission objective,
but...... If you grab the cuckoo's head from the toolbox in the first floor
ballroom, you can use it on the clock near the Library entrance on the second
floor. Set the hands of the clock to midnight.
Secret #9:
On the first floor of the library there is a book that opens a secret passage
on the north side.
Mission 14 - Masks
Secret #1:
If you enter the third floor from the secret stairway, just as you turn the
corner past the guard station look for the false wall and the tiny switch.
Secret #2:
The northeast corner of the estate has a face/sentry control station. One of
the panels has a small switch open access to the north exhibit hallway.
Secret #3:
Both studies on the third floor are connected by a secret passage. The south
study is pictured above, the north study has its switch between the fireplace
and
pillar.
Secret Secret?:
Yup, a secret so secret that it doesn't even count. However, I think this
should have been a counted as a secret so ... in the north study atop the marble
steps is a desk. Look underneath to find a small switch, then head back to the
south study. As you enter look to your left for an opened door leading to a
secret office.
Mission 15 - Sabotage at Soulforge
Secret #1:
In the Planning Room, let thy vine arrow fly to the only iron grate in the
ceiling. Use it to mantel the metal ridge that lies in front of the stain glass
windows. Walk around to the other side and mantle up to the last window. Use the
small switch to open the metal floor plate in the middle of the room. Within
you'll find the last diary entry from Karras as well as a switch to open the
Northern Aspe where the Guiding Beacon needs to be place.
Secret #2:
Into the Fusing Machine (Bay E) place spring wiring and acidic mixture to
produce a flux spheroid. Take the flux spheroid and a steel plate to produce a
flash bomb.
Secret #3:
At the Amalgamating Machine (Bay B) place a quantity of acidic mixture and
quicklime mixture to produce a flare mixture. Take that and a metal chassis put
them into the machine to produce a flash mine. (Thanksie to the IRON Turchak for
this tip.)
Secret #4:
Produce a mine bulb according to the mine building plans. A simple process of
combing an iron chassis with some quicklime at the Amalgamating Machine (Bay B).
Then take the mine bulb and combine it with a bantam node at the Sealing Machine
(Bay D). NOTE: For this to work the bantamn node must go into the left chute
while the mine bulb goes into the right, reverse this and the machine will just
spit out the parts.
Quote Scroll?:
Well, it most certainly does exist, its most likely in this mission somewhere
but to date no one has found it. My own research seems to indicate that it may
not actually exist when you start the machine, rather it may be something that
has to be created, most likely by being manufactured though what parts are
involved I have no idea.
If you can't wait to find it in the game go into the Thief2/Res directory on
your hard drive. Double-click the books.crf file,when prompted select your
favorite .zip program. (e.g. WinZip) After the file opens, look for the file
M16B66.str and extract it. Open it using any text editor (WordPad, NotePad,
UltraEdit, PFE, etc.). Enjoy.
Mission 1 - Running Interference
Secret #1:
After you pass in front of the chatty male and female guards go into the first
room on your right and head back to the left corner. Open the door there and
proceed through to the weapons locker, if you look underneath the lower left
corner of one of the shelves a switch will be visible.
Secret #2:
As you enter the kitchen you'll face a roaring fireplace, turn right down the
middle of the kitchen and head through the doorway to face the wine rack. In the
lower right corner of the rack is a speed potion.
Secret #3:
When you make it to the 2nd third floor bedroom, the one that required a key
just to get to the parlor room on the floor below, look under this vase stand
for
a switch. It opens a wall safe over the bed pictured in the background.
Bonus Objective:
As if there wasn't enough with secrets, loot finding, and just finishing a
mission now we have bonus objectives thrown at us. In the ballroom there is a
big
fireplace. Approach it from the right side and mantle up onto it. In a crack in
the chimney are two rings.
Mission 2 - Shipping... and Receiving
Secret #1:
In Building B, on the 3rd floor in President Rampone's Office, its the old
secret book to open the bookcase gag.
Secret #2 & #3:
Aboard Davidson's ship near Rampone's area (Building B) is a room with a
ladder
going down. Nearby is a door to the captain's quarters. Two tarps and hanging on
either side of the room, chop them down with a sword and open the chests using
Davidson's key or lock pick.
Secret #4:
Also aboard Davidson's ship, on the top desk, use the wheel and the telescope,
then head back down to the captain's quarters, a crate will be open containing
some goodies.
Secret #5:
Lastly, while still on Davidson's ship, open the one crate that sits on deck
and take the spice bag hidden among some apples. Take care, the spiders in the
crate are small and move very quickly. If they stop moving an arrow works
otherwise its time to pull out that sword and actually kill something with it.
Secret #6:
While grabbing the spice bag from the crate that sits on its side, turn around
and walk until you see a crate. Pick the lock to get a rope arrow.
Secret #7:
In the musician's storage area, climb atop the console and mantle atop the
recording studio. On the back right is a safe, pick the lock and take the
recording.
Secret #8:
In Gilver's office use your sword to chop down the wall tapestry, take the
diamond nestled in the wall crack.
Secret #9:
In Lucky Selentura's area, head to the back left corner, pick the lock on the
crate and take the golden dice.
Secret #10:
In the storage room for the weapon smith a stack of crates are located in the
back left corner. Mantle atop them to find a crate hidden behind them.
Secret #11:
In Lord Porter's art gallery the lift is stuck on the second floor. The button
to bring it down is broken, but if you carefully shoot an arrow at the lift
control on the second floor you can hit the button needed to bring it down.
Don't
forget to take it up and grab some loot.
Secret #12:
Just outside Lady Angelica's Experimental Apothecary lies a crate with an open
top. Inside is a box, pick the lock to get a rope arrow. As for how you get to
this box there are a couple ways, one is to jump from the 2nd floor of Building
A, landing atop the green shack then mantling to it, the easier method is to use
a rope arrow to climb up the side. Of course, you'll have to use Secret #6 to
get
one.
Secret #13:
On the 2nd floor of Myne's Steak area, is a freezer. Enter it and grab the
blue
key. The door will close behind you but that's all right. Just push the red
button near the door to open the rooftop vents. Climb out, then take the lift
down and go up lift #2. Use the key to open the safe.
Mission 3 - Framed
Secret #1 :
When you enter the cavern with the small pool and two spiders there are two
passages to exit from. Each will appear to end with a "dead end" but if you use
the empty torch holder located nearby a section of wall will drop.
Secret #3 & #4:
In Sheriff Truart's office, one of the metal figures opens a passage behind
the fireplace. In the connecting room a switch near the wall opens the other
part
of the passage leading to the second floor of the Training Room. If you're
coming
up from the Training Room use the empty torch holder in the small storage area
at
the rear of the Training Room. (Thanks to Matt & Sean for the info.)
Secret #5 & #6:
In the Warden Affairs office on the second floor, turn left and jump atop the
desk. One of the books in the shelf can be moved to open a passage. This
connects
to a room located on the south eastern corner of your map of the third floor. If
heading the other way, go to the most south eastern room of the third floor,
head
to the south east corner and find the book that sticks out.
Secret #7:
In the Target Range, shoot an arrow into the furthermost bullseye, it will
cause part of the wall to open giving you access to the armory. (and worth it!)
Secret #8:
A passage can be opened connecting the Main Office to the adjacent hallway
near the barracks. When entering the Main Office head to the back right corner
and look for the switch on the wooden support. In the adjacent hallway
the "switch" is an empty torch holder.
Secret #9 & #10:
Use a rope arrow to mantle the trim of the Main Office's northern wall. A
switch nearby opens one of the vents. The passage beyond connects to the Secured
Records area. Going the other way, head to the southern end of the Secured
Records room and pull the book that sticks out.
Easter Egg:
At the beginning of the mission, toss a scouting eye over the spiked wall on
your left. Look around and you should see something a bit...err....out of place
Mission 5 - Eavesdropping
Secret #1:
From the Front Gates head left then turn right at the corner heading south. On
your left you'll find a door that can be picked open. Inside there is a switch
near the doorframe. It opens a part of the floor revealing a rather ugly secret.
Mission 6 - First City Bank and Trust
Secret #1:
In the "music room" get atop the stage, pictured above on the left, and throw
the small switch on the lower left part of the doorframe. It will open a section
of the stage containg some thiefy tools.
Secret #2:
In the Hall of Statues on the third floor there is a large statue. Behind
it
is a small switch which opens a panel in the office containing a safe also on
the
third floor.
Mission 7
Secret #1:
In a room near the chapel, but not connected to it, use the empty torch holder
on the wall to open a floor panel.
Secret #2:
On the first floor in the kitchen, put out the fire in the fireplace. Walk
into
it and look up the chimney to find a switch. Look out below! (And don't push
the "Don't" button, thanks to Enigma for the tip.) NOTE: This secret would also
be detected by mistake if you entered the alcove in the basement. This was
corrected with the patch.
Secret #3:
Cripes, look at all that meat on the floor. :-) Clean it up with a water arrow
and check the walls for a goodie. With other difficulty settings, shooting an
arrow into the nearby bullseye should also work.
Secret #4:
In the old Hammerite chapel, note the hint to shoot an arrow into the hammer
shaped opening. Be warned, haunts are not very nice, but they do guard some nice
stuff.
Secret #5:
On the second floor in the weaponry room, turn around as you enter and note
the
bullseye above the door. You shoot, you score!
Bonus Objective:
Its time to bury the hatchet. Grab Sheriff Truart's body and throw it into his
freshly dug grave. The Truart family graves are found on the south end of your
map and can be accessed by either swimming the moat behind the house are
crawling
through the crack in the wall where the houses are.
Mission 8
Secret #1:
If you approach the cemetery from the east, or if you just head east from the
cemetery entrance you'll find a niche with two empty torch holders. One of them
opens a passage into a crypt providing a second entrance into the cemetery.
Mission 9
Bonus Objective:
Depending on the difficulty level you select, obtaining a certain amount of
loot will appear as an objective. For normal its 500, for hard its 700, and on
expert you must get 900 in loot.
Mission 10
Secret #1:
At some point near the Shemenov Estate you might have climbed out of a red
chimney or jumped across a tower to find two guards on duty, one with a bow in
the balcony and another on patrol with a sword. If you descend the long
staircase
(seen in the middle of the pic) you'll find a set of shutters towards your left
that are openable. Enter the window and climb up the ladder. Turn to your right
and start shuffling the stack of boxes around until you can get through the
opening they covered. Go through the opening and find the telescope. By "using"
the telescope a secret door opens revealing the sunburst. Read the book located
nearby it's quite informative.
Alternate Approach: Before you reach the four arguing guards you pass through
small room protected by a single guard patrolling a marble staircase. Shoot a
rope arrow into the ceiling and mantle the the wooden ceiling beam. In the
corner
is a small passage with two boards covering one end. Chop the boards and you
find
yourself in the room with the telescope that opens the secret door.
Secret #2:
While you're in the Necromancer's Spire, don't forget to take the lift down to
the 2nd floor. It's here that you'll find a bookcase with the old "book that
opens a secret passage" gag. This book opens a passage underneath the lift you
took down so you have to send the lift back up, step onto the newly revealed
platform and then press the down button.
Secret #3:
Still in the Necromancer's Spire, shoot a water arrow into the fire on the top
floor. This will push a button opening up access to the dungeon from the room
found in secret #2.
Secret #4:
As you approach Lady Louisa's Estate, look to your left for an opening. Climb
in, open the door, and use the unlit torch to open a secret at the end of the
hall.
Secret #5:
During your stay at Angelwatch, check out the statue found in the hall on the
5th floor. If you look into its eyes you'll discover that one of them is a
button
that opens a secret door nearby.
Secret #6:
In the 5th floor of Angelwatch, there is a small metal lined closet across
from
a fireplace. If you turn around and look at the upper left corner of the
doorframe you'll see a lever opening a secret door in the closet. Now you can
turn off the wall safe alarm in Karras' office.
Secret #7:
From the Bell Tower where you start, look to your left for a ledge. Follow it
to a set of shutters that can be opened for some gold and water arrows.
Mission 11 - Precious Cargo
Secret #1:
In the Old House, climb to the second floor. In a corner by a torch look up.
Fire a vine arrow into the opening to reach the third floor. Cross to the other
side, through the door and flip the floor switch behind the boxes. Drop back to
the second floor and walk straight ahead and through the door on the opposite
end
of the hallway. In the darkened crawlspace, a door has opened on your left.
Mission 12 - Kidnap
Secret #1:
At Site #4 a hidden lever on the side of a crypt opens it to reveal a few
thiefy goodies. (Check pic for location)
Bonus Objective #1:
While in Site #5 enter Brother Cavador's room. Grab his diary from the table
next to his bed.
Bonus Objective #2:
A diamond drill bit has gone missing. Go to Site #6, take the lift up and
ensure the drill bit is never found by stealing it.
Mission 13 - Casing the Joint
Secret #1:
From where Garrett begins the mission there is a small roof that extends from
the building near some boxes. Climb atop it and use the small switch to open a
door.
Secret #2:
On the northeast side of the estate, near the exit to the streets, a set of
stairs lead to the second floor. At the base of one of the supports is a switch
that opens a hollow section running underneath the stairs.
Secret #3:
In the northeast corner of the mansion, on the first floor near the exit,
chop
down the tapestry to expose a switch connecting many rooms along the north side
including the Bathroom, a closet in the Servant's Quarters, the Kitchen closet,
and the hall on the northwest end of the estate. Every room mentioned has a
switch that also grants access to this secret hall.
Secret #4:
On the first floor near the chapel, there is an Office with an obvious switch
on the wall behind the desk. It opens a passage in the closet connecting it to
the Workshop. Access from the Workshop is done via the switch over the couch.
Secret #5:
Like the first floor, a secret hall connects various rooms on the north side
of the mansion. It starts on the east end of the house, and runs through the
Dining Room, Trophey Room, a security room, and exits out the west end. Most
rooms have switches hidden in their closets, look up to the ceiling to find
them.
Secret #6:
A passage connects the closets belonging to the Dining Room and the Trophey
Room. Look at the ceiling of the closets for the switch though I believe the
Dining Room switch is hidden in the other closet, not the one with the passage
leading to the Trophey Room.
Secret #7:
Unlike the first floor, a secret hallway connects the rooms of the south side
of the estate. These rooms include the Conservatory, the Bar, Library, and an
unamed room in the southeast corner next to the library. As before, look for
obvious wall switches, and closet switches though the unamed room has its switch
near the floor and not on the ceiling.
Secret #8:
I don't know why its a secret considering that its a mission objective,
but...... If you grab the cuckoo's head from the toolbox in the first floor
ballroom, you can use it on the clock near the Library entrance on the second
floor. Set the hands of the clock to midnight.
Secret #9:
On the first floor of the library there is a book that opens a secret passage
on the north side.
Mission 14 - Masks
Secret #1:
If you enter the third floor from the secret stairway, just as you turn the
corner past the guard station look for the false wall and the tiny switch.
Secret #2:
The northeast corner of the estate has a face/sentry control station. One of
the panels has a small switch open access to the north exhibit hallway.
Secret #3:
Both studies on the third floor are connected by a secret passage. The south
study is pictured above, the north study has its switch between the fireplace
and
pillar.
Secret Secret?:
Yup, a secret so secret that it doesn't even count. However, I think this
should have been a counted as a secret so ... in the north study atop the marble
steps is a desk. Look underneath to find a small switch, then head back to the
south study. As you enter look to your left for an opened door leading to a
secret office.
Mission 15 - Sabotage at Soulforge
Secret #1:
In the Planning Room, let thy vine arrow fly to the only iron grate in the
ceiling. Use it to mantel the metal ridge that lies in front of the stain glass
windows. Walk around to the other side and mantle up to the last window. Use the
small switch to open the metal floor plate in the middle of the room. Within
you'll find the last diary entry from Karras as well as a switch to open the
Northern Aspe where the Guiding Beacon needs to be place.
Secret #2:
Into the Fusing Machine (Bay E) place spring wiring and acidic mixture to
produce a flux spheroid. Take the flux spheroid and a steel plate to produce a
flash bomb.
Secret #3:
At the Amalgamating Machine (Bay B) place a quantity of acidic mixture and
quicklime mixture to produce a flare mixture. Take that and a metal chassis put
them into the machine to produce a flash mine. (Thanksie to the IRON Turchak for
this tip.)
Secret #4:
Produce a mine bulb according to the mine building plans. A simple process of
combing an iron chassis with some quicklime at the Amalgamating Machine (Bay B).
Then take the mine bulb and combine it with a bantam node at the Sealing Machine
(Bay D). NOTE: For this to work the bantamn node must go into the left chute
while the mine bulb goes into the right, reverse this and the machine will just
spit out the parts.
Quote Scroll?:
Well, it most certainly does exist, its most likely in this mission somewhere
but to date no one has found it. My own research seems to indicate that it may
not actually exist when you start the machine, rather it may be something that
has to be created, most likely by being manufactured though what parts are
involved I have no idea.
If you can't wait to find it in the game go into the Thief2/Res directory on
your hard drive. Double-click the books.crf file,when prompted select your
favorite .zip program. (e.g. WinZip) After the file opens, look for the file
M16B66.str and extract it. Open it using any text editor (WordPad, NotePad,
UltraEdit, PFE, etc.). Enjoy.