Lurox on 22/4/2002 at 19:41
How can I get into the bank? I suppose I have to get a number...Just tell me where to look for it, I'll do the rest.
I'm playing on hard.
Thanks.
Lake on 22/4/2002 at 20:14
You need some PINs to get into the bank vault but not the bank itself.
[SPOILER]I know of four ways to get into the bank.
1. Through the front door with the keymaster's key.
2. Using a rope arrow, climbing to clock passage way.
3. The pagan grotto passage to the vault room.
4. Through the guards' quarters.[/SPOILER]
Nightwalker on 22/4/2002 at 20:17
Errand Boy is essentially a key hunt and there are lots of them! You need to read everything carefully to find out what you need and where to get it. [SPOILER] You need to collect a bunch of lockbox keys, the Keymaster's key, a safe key and two pin numbers. There's nothing to do in the bank until you have all of the above keys. [/SPOILER] This is also one of the missions where it's vital that you look UP when trying to enter a lot of buildings. :)
Lurox on 22/4/2002 at 20:46
Oki...I found "the" book in the keymaster's house and now I wonder...Where is the keymaster's key?
Nightwalker on 22/4/2002 at 21:10
On Hard, you need to get into the Hunter's (taxidermist's house) and look for a door that leads down into the sewers. The Keymaster met with an unfortunate accident while intoxicated. :)
Lurox on 22/4/2002 at 22:20
Thanks!
I'm on Shore leave right now...I'll call if I need any help! Currently I'm exploring the docks, trying to find out how to leave.
Is shore leave/up sh*t creek a long campaing?
Nightwalker on 22/4/2002 at 22:47
It can be fairly long, if you want it to be. :D ShoreLeave in particular is a very open mission. You can finish it fairly quickly if you just do what the objective asks you to do. However, if you elect to explore and find the side quest that you can complete in it, it can be longer. UpSh*t Creek is a little more directed, but still a fairly long mission. These are all on my favourites list and now I've added the sequel, Making Tracks to that list as well. It's also a very good mission. :)
Jewel on 28/4/2002 at 10:06
I know this has been asked before, but reading the answers doesn't seem to have helped me.
I seem to have been playing this FM for so long that I've forgotten what all the books and scrolls and things said. I seem to have killed or incapacitated just about everybody, including several spiders. But there are still areas I can't get to, and I'm stuck.
I have the following keys:
Hunter's House
Capt. Thaddicks
Room 1, Inn Key
Miner's House
Office
Three keys shaped like cogs, which I haven't managed to do anything with yet
Lockbox keys 1, 2, 4, 5, 6 and 8.
I'm playing on the easiest level [yes, I know - I'm really useless at this game].
[SPOILER]I can't find the keymaster's key. I've been all round the house, and in the basement. I've also been in the basement of the hunter's house. I can't get into the safe which is hidden in the chimney in another house. There seems to be a secret passage behind a tapestry in the bank vault [at least, there is a door shaped bit of wall which looks different from the surrounding wall] but I can't find out how to open it.[/SPOILER]
I also can't get into the docks. I've forgotten what I'm supposed to be doing. Any assistance would be gratefully received.
Nightwalker on 28/4/2002 at 14:52
Hi, Jewel. It can be hard to remember all the clues when it takes you awhile to get through a mission. The cogs don't do anything, they're just junk, so you can forget about them. As for the Keymaster's key on Easy, look [SPOILER]in the Keymaster's house (Twildier's house on the map). The Keymaster has drowned in his bathtub and he's got the key. That key will get you into the safe in the chimney that you found and in there, besides one of the pin numbers, you'll also find a key to the safe in the Hunter's house. [/SPOILER]
Here's where to look for the missing Lockbox keys: [SPOILER]#3 is in the Dockmaster's house. It's on the bedside table, under a vase.#7 is in the Baker's, but you don't mention having the Baker's key, so that's probably why you didn't find it. Go into the Baker's shop and down to the far end of the counter. Carved into the end, you'll find a little niche with the Baker's key in it. It opens the door out in the hallway that leads to the Baker's room where you'll find the lockbox key.
The "secret door" that you found behind the tapestry in the bank is one way. It only opens from a secret passage that you can get into from the basement area under the Keymaster's house. Look for a handle on a pipe that you can turn.[/SPOILER]
You can't get into the Docks in this mission. You can only find a map of the Docks. After you finish this mission, load up ShoreLeave/Up Sh*t Creek, which is a two-mission pack that is a sequel to Errand Boy. You get to explore the Docks in Shore Leave. After you've finished THOSE two, the story continues in the newest release, Making Tracks. That should keep you busy for quite awhile. Please don't hesitate to ask for help. Usually someone's around who can give you a hand. Also, feel free to e-mail me, as well, if you like and I'll be quite happy to help you out anytime I can. :)
Jewel on 28/4/2002 at 16:05
Thanks so much for your help.
[SPOILER]I had been in the keymaster's room earlier, but I felt so sorry for his ghost wandering about that I wasted time trying to give him his body back, then leaving it neatly on the bed ...... which kind of distracted me :). I don't suppose there's anyway to let him rest in peace.[/SPOILER]
Part of the problem was that I kept stopping this mission and doing other things then coming back to it, by which time I'd forgotten what I'd read where, and where I had and hadn't looked.
It has been great fun to play, though. Life of the Party was my favourite Thief II mission, and this had the same feel of wandering about a big complicated place, searching and getting little glimpses of people's lives. I liked the humour too.
I'm looking forward to playing Shore Leave, although no doubt I'll get stuck again :-). Thanks again for helping out.