GELLER'S PRIDE *********************** Mission Created by Spitter (c 2001) Expert Walkthrough by Ponterbee NOTE: For a complete list of loot get Nightwalker's lootlist at thiefmissions.com! I only make casual mention of some of it so you can search yourself. PART ONE: Casing The Area At the loadout screen buy 1 rope arrow, 3 water arrows, 1 moss arrow, and 1 broad arrow. The tip just tells you that there's a new type of alarm system in place at Geller's mansion and the map just shows the surrounding area where we'll be going any second now. Note: no-one will attack you in town so long as you keep your hands to yourself. Walk away from the gate and turn left at the intersection around the corner. You'll eventually come to a fruit & vegetable stand. Listen to the conversation between the shopgirl and Geller's disgruntled servant. Enter the nearby sewer and take the south path around until you happen upon a sleeping thief. Read his journal. Well, looks like this guy is having the BIG sleep. While you ponder what kind of moron would eat spider meat in the first place, notice the ladder. Don't go up there yet. We'll do that soon enough. For now, keep going through the sewer. Eventually you'll come to a big cistern. Jump in and go up the ladder on the left. Don't slosh through the muck too loudly as there's a baby spider around the corner. >From afar, shoot it with a broad arrow. Approach the abandoned campsite and read the journal. So this is the camp of O'Pohng, the thief Geller is trying to get rid of for some reason. Pick up the Oddly Marked Key and take off before O'Pohng gets back and scolds you for taking his stuff. Go back to the cistern and go to the ladder on the other side. This passage leads to a blue ladder. Since we're done down here for now, climb up to the streets. Check your compass and go west. Follow the street until you get to an uphill incline. At the top turn right and follow the porch to the front door. The notice reveals that this is indeed "Bob's Meatball's". Bob ain't here right now so pick the lock on the door and go on in. Take his hard-earned money and read the scroll to hear the worst ad slogan ever written. Bob isn't going to be in business much longer. Leave Bob's and continue on the direction you've been going. You'll go by Geller's front gate. Pass a generator shed on your left and soon you'll come to a well. Go down the steps after the well to enter a tavern. There's a scroll you should read under the counter. You should now go up to Room 2. Inside is the drunk guest of Lord Geller's sleeping it off. Take the Guest Room Key and make your departure from the inn. Continue down the road north, then east. There will be a house on the bank to your left. Get up to it and unlock the door look for some loot. You have now circled the whole area and the gate you started the level from is just ahead down the left tunnel. So now keep going until you are back at the fruit & vegetable stand. Go back down into the sewers and return to the thief that liked to eat spiders. Now go up the ladder to Geller's cellar. THE CELLAR ***************** After investigating this incredibly dark and spooky area (you can almost smell the dank moss growing in the corners...) unlock the door. Two guards patrol this hall and eventually the servant who was whining to the fruit & vegetable girl will arrive home and plant himself in the room on the left and sulk. There's a letter in that same room on a table. In the room on the right is another servant dozing in bed and some loot. Once the guards have been KO'ed continue up the hall. A guard comes out of the last door on the left down the hall. Take care of him when he does if you don't want to be bothered anymore down here. Investigate the rooms but pay special attention to the next to last one. This is Jonathan's room and he has a very special key in his treasure chest. It's a skeleton key of sorts that opens nearly every door in the house. Read his diary for more information about life in the manor and recent events. The skeleton key unlocks the metal door next to this room but there's no point in going up the stairs. Use the skeleton key on every door unless otherwise mentioned. Go through the east passage you passed down this hall. Enter the storage room on your left to get a nice painting thrown into a dirty corner. A religious painting too. Odd. Go back out in the hall and continue east. The left path would take you to a kitchen where a cook would start going bananas at your presence so take the right path instead. Check the scroll on the desk to read more about a stolen wagon. Turn around and go into the burrick stables. Take a water arrow from the trough. I recommend taking out the burrick's with broad arrows from the safety of an empty stall (the dark one...not the ones with the horseflies buzzing around.) When it's safe, enter the smelly, filthy, feces-covered bathroom and stick your hand into the toilet to get Lady Geller's key....ewwwwww. Wash your hands in the trough and for gods sake don't chew your fingernails. THE UPSTAIRS ******************* Exit the cellar through the double-doors in the east. You're outside the manor and can, or soon will, see how well-guarded this place is. When you get the chance, follow the 3 guards on the ground and bash them with your blackjack, one after the other. You don't need to do this, but it helps. Keep going in that direction until you get to the backyard. Don't go in the back door yet. Go up to the west door that takes you to a spiral staircase leading to the upper walkway of the fortress. Use this time to take out the next 3 guards up here. You may have to walk a ways around towards the other turret to get them moving as this is a big area. Once they've been dealt with you won't be disturbed as you return to the back of the house and shoot your rope arrow at the balcony under the huge stained-glass portrait of a centaur. Turn up the gamma if you need to (+/= key). You can always hop to the ground by falling onto the top of the small tree by the nearby turret and shoot it from below the balcony, too. Mantle onto the balcony and open the door with the trusty old skeleton key. It's Lord & Lady Geller. This room you should ghost through, if nowhere else. Start with a moss arrow on the floor, covering as wide an area as possible. >From the close nightstand use Lady Geller's key on her jewelry box and read the diary. They don't think much about this key, do they? Well, their lives are about to be ruined thanks to their carelessness so douse the fire in the hearth when Lord Geller is at the foot of the bed. Move very close to the switch just inside the fireplace and frob it. Go back to the doorway and wait for Geller to go back to the foot of the bed again. Now jump onto the bed and move across it to the other night stand. Don't worry about Lady Geller. She won't wake up. Take the goodies there but most especially grab Lord Geller's key. Climb over the bed again when Geller is at the safe spot and when you get the chance, use Lord Geller's key on the spot revealed where the dresser once stood. Get the book and read it. So...Lord Geller is now a follower of our old friend the Trickster. No wonder he tossed the Builder painting behind some old barrels. Get out of the room the way you came and be quiet about it so as not to tip off the Lord. Retrieve your rope arrow if you haven't already and get onto the fence surrounding the balcony by the desk (you have to hop up from the right). Back up and run/jump onto the stone walkway. Make your way around to the front of the manor and hide in the shadows a ways back from the archer. Study his movements before taking him out then descend the spiral staircase in the turret. A guard is behind the sliding door, checking ID's of guests checking in most likely. Depending on which way he's facing you can either take him out or he'll charge at you so save your game before trying it. The next room holds a healing potion and a dagger. If you don't like taking on the guard from this spot, you can always come from the other direction, too, via the door on the ground. Whatever you decide, get back to the top of the turret and head back the way you came from a bit and jump to the first balcony. This is Helga's bedroom. Read the note on her desk. Seems like that rascal Geller is shtooping the maid, too. Open the door and wait to see if you hear a guard's footsteps. Take care of him if you wish but take his skeleton key first if you want the pickpocket stat. The opposite door opens onto a walkway looking out over the main front room. A lone guard patrols it but there's a better spot to relieve him of his duties. Go to the next room down : You'll need to use the Guest Room key. Here's where Boozy keeps all his stuff. Investigate the room fully before going back out into the hall. The next room down is a large shower area where a drunk guard is belting out an old show tune. So long as you crouch and move carefully you can sneak up to him and take his purse, even in full light. NOISE seems to be his only main concern...and HEIGHT. So stay low. Go down the hall after dousing the torch and peek around the corner at the officer guarding Geller's door. May as well take him out if you'd like so wait till he's looking away then get him. Now go to the door on the left. From here is a grand place to knock out the guard staking out the perimeter. Wait till he comes out of the alarm room then turn in and follow him a few feet before blackjacking him. Go back into the hall where Geller's guard lies and enter the other door. A library. Look around at the odd mixture of reading material Lord Geller has to offer. One book has an especially offensive recipe. Climb the stairs, wary of the guard who patrols up here. Shoot a moss arrow between the large round carpet and the stairs. It's a very small area but you don't want the guard to hear your tap-shoes click even once. When the guard goes back down to the alarm room, race over to the musical instruments to see if there's anything you want to add to your collection. Then go back to the stairs that lead to the library and wait for the guard. When he comes up, you go down...and get to the room he was just in from the other side. When you're in there, quickly rush to the office at the back of the room. From here you can see how the alarm system operates. Well now...seems this guard has the most tedious, annoying job in history....He has to keep pressing the button on the alarm panel regularly or it'll go off. Now THAT'S original! Guess we better leave him to his duties. Search the office after shutting the door and turning on the light. There's an invoice for the alarm system and yet another skeleton key in the desk drawer. Use Lord Geller's key to open the wall safe and read his diary. Yes, indeed, Geller has become one insidious fellow. And there's more proof that he's carrying on an affair with the maid, too. There's also mention of a book...must be the religious artifact you still have to find. Well, you obviously have both keys...Lord Geller's and the one he wanted to get back from O'Pohng-- the Oddly Marked key. You just have to find out where to use them.. We are now done with the upstairs so get back to Helga's bedroom and jump to the walkway from the balcony. Get to the back door in the backyard by either turret or falling to a treetop then falling from there- and get the healing potion from the guardshack by the front gate now if you haven't already. THE GROUND FLOOR *************************** Hide in the corner on the right and wait for a guard to pass through. Once he's gone, sneak up to the door he went into and listen to Benny and another guard's gambling comments. They'll go off to their duties afterwards. Benny is off to guard the porch at the front of the estate and the other one will be patrolling the rooms in this area with the other guard. When it's safe, check out the living room and gambling den. You can hide in the NE corner by the roulette table if a guard is getting close. Exit through the west door and pass on through the next into a small church. It's dusty and smelly because Lord Geller hasn't exactly been keeping up the upkeep, so to speak. No guards come in here. Or anywhere NEAR here. None in the hall we were just in, and none in the hall to the south. Search the church, since there's bound to be something in here Geller doesn't want the guards to find. Aha! A moveable book, probably entitled "10 Ways To Torture A Guard Who Touches Books". A panel slides to the right, revealing two locks. Bets are on that these are the two you need to use Lord Geller's key and the Oddly Marked key on. Do so. A door swings open in the bookcase and reveals a ladder leading down. Once you're below, you may spy a button near the top of the pillar in front of you. After much experimentation and many long hours of searching and scouring the mansion, I have come to the conclusion that the button does this....nothing. Absolutely nada. Shutoff switch for the alarm? Nope. Call Bob to bring a meatball sandwich? Uh-uh. Make the burrick's explode? Not in this house anyway. I think it's just a toy for taffer's thats likes to presses buttinses. Whatever the use is, only Lord Geller knows, and we're not gonna ask him. Just follow the tunnel until you arrive at an area with a small pillar surrounded by 8 small statues and a plaque that tells how to solve the riddle. Why Lord Geller needs a puzzle in his own secret area is proof of his rapidly diminishing capacities, but here's how it works: Exactly like it's written. Just follow the directions as a robot would and it all works out. If you still can't figure it out, scroll down a little. ****************** ****************** ****************** ****************** ****************** ****************** ****************** little more... ****************** ****************** ****************** ****************** ****************** ****************** ******************just a little more... ****************** ****************** ****************** ****************** ****************** ****************** ******************here. "The first one on the left" is the first one left of the plaque, right in front of you. "The second on the right" is the 2nd right of the plaque, or, the first one on the little ledge to the right of the plaque. The pope-like figure. And finally the one that you see "when death is near" is...Death. The reaper figurine with a skull-face. Once all 3 of these are turned, the altar slides and you can take Lord Geller's unholy book. You are now finished with all the requirements for the mission except for the loot, which as I said before, Nightwalker's lootlist will be all that you need. I WILL however tell you the best route to take for seeing the rest of the points of interest so as not to just abandon you down here. Go back up to the church and when you're through looking around go into the hallway south. Exit the door on the right and go across the grounds to the small guard outpost west. Use 2 water arrows here on the torches to safely be able to sneak up to and around the closest guard. There's no need to KO them, as the hallway at the other end of the room just leads up to the stone walk- way surrounding the property. Plus it would turn out badly with that other guard right there. When you're finished, go back to the hallway in the house and continue south. Here's the sitting room. The door to your left leads to the main room. Just retrace your steps when you are finished here and go all the way back to the living room, east of the gambling den. Exit through the south door and you'll find an impressive dining room. From here, I go through the far left door, down the steps, and come to the kitchen. Arriving from this direction, you can hit the cook from behind, investigate, and leave the estate the way we came in at the begin- ning. It's just a short trip through the sewers and past the fruit and vegetable stand to the spot the level began. BONUS OBJECTIVE: This is NOT an objective from Spitter, just some- thing I prefer to do. When you're in the kitchen, DON'T knock out the cook. Now backtrack and put EVERYTHING back in it's place the way you found it. Close and lock the doors. Put the keys back where they were. Relock the locks in the church. Go back into Lord Geller's room and relock Lady geller's jewelry box, put the Lord's key back on the night stand after relocking his secret safe, etc. until finally putting the Guest Room key back in Room 2 of the Inn. This is especially fun when ghosting the mission and is what makes this level one of my favorite 'thiefy' levels. Thanks go out to Spitter for creating "Geller's Pride", to Epithumia for accepting my walkthroughs at thiefmissions.com, and to Nightwalker for her lootlist which not only saved me a lot of time I can use to write the "Rowena's Curse" walkthrough, but also for helping me to find a bit of loot I was having quite a bit of trouble finding!