Playing Thief Deadly Shadows, on a friend's Xbox I am holding while he's deployed for a few weeks. Stuck trying to find the secret tunnel into the Keeper Compound, or the entrance into the Keeper Library so I can FIND the secret tunnel.
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Day 6 - The Keepers' Compound
Preparation - Mission and Map Location - Special Loot #1 - Special Loot #2 - Special Loot #3
Map - Keepers' Compound - Lower Libraries
* Search Orland's quarters for some damning evidence.
* Find Caduca's quarters and investigate it.
* Artemus may know what's going on; search his room for clues
* Find Artemus' Keeper ring.
* Destroy the binding seal in Orland's quarters that's sealing all the glyph doors.
* Find who left the note in Caduca's quarters.
* The Keepers have wealth; relieve them of it for the trouble they're causing you.
* When you're done here, leave through the glyph door back to the Old Quarter
* Imbris Analects 1
* Imbris Analects 2
* Golden Scales
* Since you're constantly on the run from Keeper Enforcers, you may come into the mission minus a few things. That's OK. Most of the Keepers here can be clubbed over the head with few problems.
* Buy landmines (max out).
* Buy gas bombs (max out).
* Buy/collect gas arrows (you can buy these from the thieves' store in Old Quarter if you need to).
* Buy/collect fire arrows.
Mission and Map Locations
* Mission location - Inside Orland's office in the Keeper Library
* Map location - Second floor of the Keepers' Forbidden Library
You start in a small sewer tunnel - look down, there are three water crystals here, so come back here and take them if you need them. Head outside and find two Keepers passing a nice amount of bee-ess. You can save and opt to kill one (headshot) and smoke the other with a gas arrow (you pick 'em up free anyway). That'll go far in keeping a lot of the special loot from moving around in the level. If you let these two keepers carry through their conversation and have them head to their pre-planned spots, events will happen that will make some of the special loot harder to find and may place guards in the Lower Libraries where you need to ultimately head for. Garrett will mention that he can "alter the vote" in the Keepers' main chamber and you can do so by using gas arrows, blackjacks, or gas bombs to knock out Keepers silently.
The main chamber is where you start gassing people to make democracy work.
The two keepers you KO'ed at the start are just the beginning. If you really want to hear the whole damn session, you can leave the Keepers alone but IGN advises you to restart the mission (check the difficulty before you confirm your restart) and doing things our recommended way. Follow the spiral stairs to the first cubby hole (one of the keepers stops here, the other one heads to a second cubby hole further up the stairs). Once inside the Keeper meeting starts. From the cubby hole, turn left and gas arrow the candle holding Keeper in the cubbyhole. The turn right and gas arrow the other Keeper. That should take care of any voting problems. Feel free to save and headshot the last priest in the bottom of the floor. This should alert a guard or two in the next room. Feel free to drop down a level to get a better shot (the ledge below will have loot and no way of access except by climbing gloves).
Search Artemus' room and find his Keeper ring (Keeper Compound)
Once you quiet the place in the main chamber, you can proceed to the lowest level of the main chamber and start heading left or right. Left leads through the dormitories to the scribe room. Right leads through the dining hall to the scribe room. This area past the main chamber is chock full of Keeper mages and guards, so you need to deal with them silently if possible. Only by heading into the dorms will you overhear stuff about Artemus; you can investigate his room (gas bomb the two nitwits first) and pick up his Keeper ring that will let you access Orland's really ready room (bedchamber). If you were wondering what the highest, brightest room was in the main chamber, that's Orland's room.
(Above) Artemus' room should be searched throughly. Check the chest for one.
(Above) The ring is inside the chest, but is "last priority" in regards to the other treasures. Grab four items or you'll be coming back very soon.
Technically, you can scale the entire main chamber using the climbing gloves and some ingenious strafing on various ledges to reach Orland's room; doing so will let you head the Lower Libraries. If you do manage this though - consider yourself a true Thief player (roper arrow in Bafford manour); however, you are still required to eavesdrop on the Keepers talking about Artemus and investigate his room since his notes have clues to your next mission.
(Above) The stairs to Orland's secret quarters is on the other side of the walkway in this shot of the dining hall.
(Above) The door to Orland's secret quarters is on the other side of the walkway in this shot of the dormitories.
Basically, once you have the Keeper's Ring from Artemus' room, head to the second floor of the dorms or the dining hall and look for an abbreviated (i.e., cut off) staircase; both sides will have it (it's symmetrical). When you do, face the wall (away from the open room) and look for a small hole or indentation you can operate. Do so and you can enter Orland's chambers normally. Orland may be a dork, but any Thief nerd will want a set-up like this (with a home theatre system) to take their "dates" to. Huhuhuhuhu. Head up the stairs to Orland's private room and read the stuff he has; in the course of Garrett's burgulary, the objective to search Orland's quarters will be changed; that still doesn't let you off the hook. You need to get to the Lower Libraries.
Getting The Glyph Doors To Work (Keeper Compound)
To reach the Lower Libraries, you first need to grab the binding plate hanging on the wall next to Orland's bed. This binding plate is the reason why none of the glyph doors work. You can only destroy this binding plate by fire. You may have found some fire arrows in the large blue brazier where you started in the compound (outside the main chamber), but a quieter, less expensive way to destroy the plate is to simply drop the binding plate into the blue brazier. Garrett may get singed, but a health potion is in the main chamber for this little purpose (also fixes small to medium falls and sword scratches on the ass).
(Above) The binding plate is hanging on the wall next to Orland's bed. Grab it and head back to the starting point.
(Above) The ever-burning blue fire near the starting point at work. Toss it in the flame and get your glyph powers back.
Once the binding plate is "fired up", all the glyph doors work again (even the ones in the city). Feel free to head to the Lower Libraries, but not before you check out the dining hall for Special Loot #1 Imbris Analects on a table on the first floor. This assumes the Keeper vote in the main chamber occured in your favour. Otherwise, you will need to look for it in the Scribe Room.
One of the Imbris Analects in the dining hall, unless it was moved to the scribe room.
Head past the main Keeper chamber and into the small library section with the map junction to the Lower Libraries. There, the Special Loot #2 Imbris Analects is on one of the small tables, unless of course the Keepers voted to move the book to the Scribe room. Lastly, in the small library, there is a Special Loot #3 Golden Scales sitting above the map junction glyph door. That will never move, but you may need to latch onto the wall from the side and work your way up to grab it. Use the glyph door and go into the Lower Libraries.
(Above) Gold Scales (above glyph door) and the map junction to the lower libraries.
(Above) Imbris Analects on the table in the library past the main Keeper meeting chamber.
Find and investigate Caduca's quarters (Lower Libraries)
There are no enemies in the Lower Libraries ... yet. You can touch and grab anything you want in this map, except the note that is being offered in a gargoyle's mouth. Once you read that note, events start to happen, such as the killing of you by some rather nasty enemies. Preparation first. Explore the Lower Libraries and locate Caduca's quarters. You can tell that Interpreter Caduca was diligent by the way she's sitting. From her chambers, move along through the Hall of Statues and loot the place clean (except the note in the gargoyle's mouth). If you can find the glyph door that prompts Garrett to say, "Hmm. I have a feeling I won't be coming back. Better do all that I can before I leave", then you've found the level's exit. Douse all the lights here and in the Hall of Statues (those that you can). When you're ready, head to Caduca's quarters and save the game.
You grab the note now without any preparation, you will die. It's simple, get it?
Once you've saved your game, grab the gargoyle statue's note and read it. Head for the Hall of Statues and watch the cutscene. When it ends, you can sneak by the living statues, or brave the stone walls, climb up to a sniper's perch and lay a mine or two to blow them to pieces. Note if you opt to use landmines, things can get rather loud and messy on Hard or Expert, so use great care in deploying your gear. Shoot fire arrows at the feet of the statues will blow them into D-minus projects from grade school art class. Naturally, you get the feeling now that you'll be facing more of these tough suckers down the road, so make a mental note to keep those fire arrows and landmines handy. Escape to the only glyph door in the Lower Libraries (the one you found earlier) and get the hell out while you can still walk.
This room has the passage to the Old Quarter (i.e., your escape route). Darken the whole room and loot the rest of the lower library before you grab the note in the Gargoyle's mouth. After yo do, head back here and flee through the glyph door.
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