TRAITORS GATE
Walkthrough
Version 1.08 September 2000
By
Steve Anderson
rsvp@bigbear.u-net.com
EXTRA MISSION BRIEFING:
This is an extremely detailed walkthrough. Because of the non-linear nature of the game, it wont necessarily guide you by the quickest route. What it will do is ensure you experience nearly everything that Daydream Software created for your enjoyment.
TRAITORS GATE is a totally logical real-time rpg/adventure/puzzle game. So long as you approach it in as realistic a manner as possible you wont go far wrong. You should always keep your brief in mind: Get in, do the switch and get out without leaving a trace. This becomes quite important later on.
While there is a real-time limit of about 12 hours, this is
more than ample to complete all the tasks and puzzles
necessary. The possible exception might be the
sewers. Its the only unmapped part of the game and
you will definitely need one for down there.
Ive created one which should accompany this walkthrough and
when printed out, nicely fits onto a sheet of A4 paper, but if
its not here you will find a copy at:
You
will find a copy here [25Kb].
If you would prefer to draw your own map, I suggest that once you enter the sewers, SAVE YOUR GAME and make your map saving into a separate slot as you go in order to conserve the real-time factor.
The whole layout down there is totally logical and while time consuming, can be mapped relatively painlessly.
When you are happy that youve mapped the whole sewer area, you can resume your mission from the main saved game file.
Use your camera often. Its one of the most useful items you have in your Inventory.
There are no ridiculous or illogical puzzles here. Everything has a purpose and all puzzles can be solved from in-game clues. So long as you give yourself ample time, the whole experience should prove to be thoroughly enjoyable.
OK Raven, pull your Armani designer Angora hat down to your
eyebrows,
its time to move out.
[CD1]
ZULU 18.30 WHITE TOWER - Ground Floor - Broom Cupboard.
Press GPS on your Personal Digital Assistant [PDA].
Enter your code name: RAVEN.
Turn around and pull out the brown cardboard box on the second
shelf from the floor.
GET the can of WD40 spray.
GET the yellow flash lamp.
You can take the automatic gas lighter but you dont need
it and, like most items, once it goes into your Inventory, you
cant ever put it back where it came from.
Leave the broom cupboard.
As with all doors in the mission, you will need to tip your
view down until you can see the door handle and
USE the door handle.
You can close the cupboard door but in fact all the doors during
the mission self-close.
WHITE TOWER - GROUND FLOOR - First Room.
Go forward to the roped off area.
Open the workmens yellow trunk [by left clicking on it].
GET the bolt cutters [half obscured in shadow].
Leave the hammer, you wont need it.
Go to the room beneath the stairs. Note the locked
gate. Beside it is some oxy-acetylene equipment.
Dont be tempted to use the automatic gas lighter to get it
working and cut the gate open.
Doing this will stop you achieving the best [and correct]
mission ending. For now, just make a mental note ;o)
Return to the broom cupboard and go through the door beside
it.
WHITE TOWER - GROUND FLOOR - Second Room.
Explore the area and find the WELL.
USE the bolt cutters on the padlock [left mouse click-and-hold,
drag the item from your Inventory to where you want to use it].
Go down the WELL.
Dont worry about the bolt cutters.
At the bottom of the WELL
USE the yellow flash lamp [drag it into the middle of your screen
and let go, it will light].
Dive below the water.
[CD4]
TOWER OF LONDON SEWERS - WELL Exit/Entrance.
Neither the compass or the map in your PDA are now working.
You will definitely need a map, but first you must find the back
pack, left for you by the SEALS unit, containing your specialised
equipment and the fake regalia [G on my map]. It also contains a
handy sewer key for unlocking the numerous gates down here [At a
pinch you can use your Picklock on them].
DIRECTIONS USED IN THIS WALKTHROUGH:
F is Forward to the next node stop.
[L] is Turn Left on the Spot.
[R] is Turn Right on the Spot.
We need to go to the LOCKED SLUICE GATE [a black star on my map]:
From the WELL [Entrance Point] travel
F, F, F, F, [L], F, F, [R], F, F, F, F, F, F.
The gate is alarmed. Above it is a small green box.
USE your Multi-tool. Select the bottom right standard screwdriver
to undo the screw. USE a square of chewing gum between the
contacts to stop the alarm from sounding.
Go to the box on the wall and press the green button.
Go beyond the gate to the next stop, [R]
GET the back pack full of goodies.
Check your user manual to read about all the items youve
got.
At this point, SAVE YOUR GAME and make your own map or use mine. In future I shall just indicate where in the Sewers you need to be. Take your time when mapping and be thorough. It will save you a lot of time in the long run. If you do make your own map, the main points of reference and things you must find are these:
These are things youve already located:
The Well and your Entrance Point [Represented as W on my map].
This is the boiler room you entered by. You will need it again.
Locked Sluice Gate [a black star on my map].
Back Pack full of goodies [G on my map].
You must now locate these:
Moat Exit [1 on my map].
Beauchamp Exit [2 on my map].
Devereux Exit [3 on my map].
Hospital Exit [4 on my map].
Wakefield Exit [5 on my map].
Air Vent Exit [AV on my map].
Two Metal Surveillance Equipment Boxes [B on my map].
A False Wall built in light Cream brick [F on my map].
White Tagged Pipes [asterisks on my map], these serve as handy
reference points during your journey. On my map Ive even
indicated which side of the wall they will appear on. ;o)
For orientation and recognition purposes you should definitely
SAVE YOUR GAME, then leave by each of the exits and explore a
little.
In this way you will discover which exits are attached to which
buildings. In some cases you can leave by one exit and
return by another. You will also discover just how well
Daydream have put the game together! :o)
Some fun and interesting routes you can take.
What follows are a few ideas for exploring the whole of your
game. They are not necessary at this point for completing the
mission.
THIS NEXT PART IS REALLY ONLY FOR THOSE WISHING TO MAP THE SEWER THEMSELVES. It briefly guides you through what you'll find if you leave the Sewer at all the different exit points.
If you simply want to get on with your mission IGNORE THIS BIT
COMPLETELY and go direct to Page 5 and the section headed:
ON THE BORROW.
[CD4]
MOAT EXIT [1 on my map].
You surface next to the moat. Its not deep so make
your way clockwise around the building. You will soon
locate the actual TRAITORS GATE. Good to know when planning
your getaway. Keep going. Leave the moat and cross the
grass. Go throught the tunnel.
Turn right and up the steps. Its safe to go through the
door.
[CD2]
BYWARD TOWER - Store Room.
Use the spiral steps [left of entrance] to the corridor with two
doors you cannot open and a window, which you can. Open it.
You can see a tower with a brown oblong window and a ledge below.
Be SURE to SAVE YOUR GAME here if you forgot before leaving
the sewer.
USE your crossbow.
USE your Grapple. Fire just above the roof of the top
tower. When you get it right USE your rope-lift.
Watch as you reach the tower, drop down to the ledge and enter
the window.
QUEENS TOWER - Top Tower Room.
Explore. Especially, look at the wooden floor boards between the
table and the window you came in by. You will notice one of
the boards is darker than the rest. Zoom in. Click on
the board and get the drawing/map. Photograph it and wait for
ORPHIA to e-mail you back about it.
Go down the spiral stairs. Go right [not left], to the circular room. Exploring this area further [i.e. going along the corridor to the left of the stairs] will unwind some fundamental parts of your mission, dealt with on Page 5. Unfortunately you can't get back into the sewer easily from this point and you can't back track to BYWARD TOWER [the program won't let you], so I suggest you stop, revert to your last saved game and continue mapping the sewer!
[CD3]
BEAUCHAMP EXIT [2 on my map].
You surface in a garden. Watch out for the soldier and Beefeater.
Go quickly through the nearby door. You can do the same
thing in reverse if you need to. You are in a room with a
central display cabinet. To the left of the entrance is
some ancient graffiti.
Explore the whole area, including the passage beyond the unlocked
barred gate. Keep going. Beyond the door is DEVEREUX
TOWER. Go through. Close by are some spiral steps.
Dont use them. Explore the service area, then use the other
exit into a grassy courtyard. If you go down the steps,
keep going forward and down the other steps, you will reach a
locked entrance to THE WATERLOO BLOCK.
If you go down the first steps and turn right instead of going
forward, you will soon reach the DEVEREUX EXIT [3 on my map].
[CD3]
DEVEREUX EXIT [3 on my map].
You surface in a grassy courtyard. Ahead and down the steps is
the locked entrance to THE WATERLOO BLOCK.
To the left of the Sewer Exit and up the steps is DEVEREUX
TOWER.
Through the door is a service area that houses gas cylinders etc.
Close by are some spiral steps. Dont use them. To the left
is another door. Go down the passage until you get to the
unlocked barred gate. Beyond is BEAUCHAMP TOWER.
Explore the room. Note the central display cabinet and some
ancient graffiti near the two exits.
SAVE YOUR GAME before carefully opening the heavy wooden door.
Note the soldier and the Beefeater at the top of the steps.
You can leave this way but must immediately turn left to avoid
detection. You are in a small garden and in front of you is
the BEAUCHAMP EXIT [2 on my map].
[CD3]
HOSPITAL EXIT [4 on my map].
SAVE YOUR GAME before using the Exit.
From the Sewer Exit, in front of you is the main door into THE
OLD HOSPITAL BLOCK. Take a look...but be very careful! ;o)
Also from the Sewer Exit, turn around. There are some
spiral steps to explore.
[CD2]
WAKEFIELD EXIT [5 on my map].
SAVE YOUR GAME before using the Exit.
You surface into a small dungeon-style room. The door leads
to some spiral stairs. On the first level up is a room with
a throne and a roaring fire. On the second level you could cross
the parapet to LANTHORN TOWER, but you may prefer to re-load your
last save at this point.
If you want to continue, however, go through LANTHORN TOWER,
cross the parapet to SALT TOWER, use the other exit to reach THE
OLD HOSPITAL BLOCK. Use the door opposite the static
display and go down the steps. Along the corridor is the
HOSPITAL EXIT [4 on my map].
ON THE BORROW.
With mapping out of the way, you must liberate some useful
goodies that will help you gain access to security areas without
alarm bells going off.
Make your way to the AIR VENT. It looks like a small grid
window set into a left side wall [AV on my map].
Climb out onto the ledge. SAVE YOUR GAME.
Above you are two windows. You want the bow window to
the right.
USE your Crossbow.
USE the Grapple and shoot a line to just above the bay so that
the grapple hooks over the bay.
USE the Rope Lift to get to the window.
Going up!!
[CD2]
QUEENS HOUSE - First Room.
You are in the Governors Quarters.
GET the Jade Bookmark Key [it has three prongs].
You could GET the Mahjong piece but you wont need it.
Explore by going through the door opposite the window.
Go up the stairs [not down].
Open the door in front of you.
Go to the table with two drawers at the far side of the room.
From the right-hand drawer
GET the card with Chinese number characters.
You need nothing from the left-hand drawer.
Leave and go to the locked room next door.
USE your green Keycode Analyser Card on the slot in the code
unit.
USE your Decoder [item 8 in your user manual].
You will notice the computer is working out the pass code for
you.
This takes some time.
It will eventually decide on 1418.
Punch the number into the unit and enter the room.
Explore a bit and locate the closed flat cabinet to the right
of the far window. Open it and
GET the Bronze Key [back right].
GET the yellow cylinder with a notch in it [back left].
You dont need to get anything else but if you
GET the parchment, you can experiment with your camera.
Once its in your Inventory, bring the parchment up on
the main screen. Switch on your camera and when the green camera
marks show, take a picture of the parchment. This picture
is automatically relayed by e-mail to ORPHIA at the Pentagon
where a team of experts are standing by to analyse photographs
and such for you. After about a minute you will be alerted
to an e-mail reply. Someone will have kindly translated the
parchment for you.
It is wise to do this with all documents you find as well as
display boards and panels and a number of other things.
Take no notice of any snide remarks from ORPHIA if they tell you not to waste their time. Youre the one on the ground and know what you need answers to, so they are wasting your time by not properly analysing what you need in the first place :o)
Next, go to the picture just right of the flat cabinet. It
looks like a group of five medallions.
Home in on the three embossed English Roses just below.
1 Press the Top left one.
2 Press the Top right one.
3 Press the Bottom one.
You will hear a click.
Move right, to the portrait of Guy Fawkes.
Press the tiny lever that has appeared to the left of his
portrait
[at this point I said Wow!].
Rotate the wheel pointers until all three are pointing at the
Harps.
USE the Bronze Key.
GET the Computer Disk [middle shelf, centre].
GET all of the keys:
2 slim oblong keys with smooth sides.
A small base metal key with an oval loop.
A small stainless key with a round loop.
A small stainless key with an oval loop.
Especially important is the Red handled key sitting in the
black box.
GET the Crabb & Sons Door Codes card [nice in
joke there for those people who have played
SAFECRACKER, Daydreams previous game].
You do not need the Beefeater Gin [more appropriate and humorous than Gordons would have been] or the gun.
Go left into the end room.
ANNE BOLEYNS BEDROOM [that she probably never slept in].
Find the locked trunk.
USE the smallish stainless key with the oval loop from next door.
CHINESE BOX PUZZLE.
USE the Jade Bookmark Key to unlock the number mechanism.
The code required has six digits.
Look at [and photograph] the portrait just left of the
wardrobe. ORPHIA will eventually tell you that the portrait
is of Anne Boleyn, painted for her execution. The date given is
4th May 1536.
This gives you the code for the Chinese Box as 451536.
Historical Footnote: ORPHIA suggests a corrected date of execution as 1539. They themselves are pretty headless, as Anne Boleyn was in fact beheaded on Tower Green on 19th May 1536.
No matter. The code you want is 451536.
USE the card with Chinese number characters as a guide to the
shapes.
GET the White Security Pass with green crest and blue square on
it.
GET the Code for the Main Vault Doors: 7241
[both items are important].
You dont need to get the Pin Code Generator [it looks
like a blue calculator] as we will use another one. If you
do get this one, remember that it is numbered 7G-00001.
The one we will use is 7G-00003.
Go back down to the room you came in by. You cant
open the door on the lower landing with any of the keys [and
remember not to go right down stairs].
QUEENS HOUSE - First Room.
Touch the ornate clock to the right of the window.
For fun, explore this whole area. If you followed my sewer
mapping suggestion you will recognise your surroundings.
QUEENS TOWER - Circular Room & Upper Tower Room.
There is nothing worth noting in the lower large circular room.
It's a red herring! However, do go up the circular steps
into the top room of the tower. Explore. Especially, look at the
wooden floor boards between the table and the window to the
right. You will notice one of the boards is darker than the
rest. Zoom in. Click on the board and get the
drawing/map. Photograph it and wait for ORPHIA to e-mail you back
about it.
Return downstairs, through the clock door, to the first room, then leave by the door opposite.
Out of the window and through the gate and immediately stop.
SAVE YOUR GAME.
RALEIGHS WALK.
[L] You will see a soldier on patrol. You need to
temporarily immobilise him.
USE your Crossbow.
USE the Ice-Darts [select one by clicking near the tip].
When the soldier walks to the right and stands still, aim very
carefully at the back of his neck and fire.
If you miss, reload your game and try again.
When you succeed, turn around, close the gate and photograph the
information board. It contains a clue you will need
later. Then go to the door at the end of the walk and [R].
SAVE YOUR GAME.
SPECIAL NOTE: Thanks to a glitch with the Quick Time
movie, some people have experienced problems seeing the soldier
on patrol. There is nothing you can do but come and collect
the game files from:
http://www.ggc.u-net.com/raleigh.zip
This will complete this task for you but read the 'ReadMe' that goes with it for a bit more information.
Opposite you will see some windows. One is darker than
the rest.
USE your Crossbow.
USE the Grapple and shoot a line at the centre of the darkened
window. You will automatically USE the Rope-lift.
ST THOMASS TOWER.
Explore the area and photograph the display panels if you would
like to know more about the early building.
Then, from the window you came in by, go left.
Find the trunk containing Sir Walter Raleighs artefacts.
Again, all four sheets contain real historical background.
You can photograph them if you like but its not necessary
for completing the game.
Turn left and go up the spiral steps.
Through the two doors.
WAKEFIELD TOWER - Throne Room.
USE your Picklock on the trunk to the right of the throne.
Jiggle it a lot in a circular motion! When its open,
touch the top right screw holding the tapestry.
GET the Latin Map. Look into the trunk.
GET the Ring-Pull Handle.
Look at the map. No need to grab a Latin Dictionary. Photograph the map and make the lazy bums at ORPHIA earn their salary ;o)
Leave by the other exit.
For orientation purposes, open the gate and go down the steps
into the small room at the bottom. Were not going
this way but note that this room is the WAKEFIELD EXIT from the
Sewer [5 on my map].
Return upstairs and keep going to the top.
Walk across the rampart and into
LANTHORN TOWER.
In here, play the regular tourist and take some photographs.
Be sure to photograph the RECREATION panel. ;o)
Pass through the tower and use the other exit.
Walk across the rampart and into
SALT TOWER.
Again, take photographs.
To the right of the other exit is a special panel with a hole in
it.
USE your Multi-tool and the upper cross-head screwdriver to take
off the protective Perspex cover.
USE the yellow cylinder with a notch in it.
GET the parchment.
Yes, you guessed...photograph it and wait for your reply.
Meanwhile, leave by the other exit, up the steps [note the sound of your namesake - Ravens], and into the far building. You are in
THE OLD HOSPITAL BLOCK - Top Floor.
Enjoy the static display and look around a bit.
You should now have received a reply from the Pentagon. Unfortunately Henry VIIIs walking stick and the secret passage are located in the White Tower [where your mission began]. Remember this. It will prove useful later.
For now, you should exit by the door opposite the display
[once through, it self-locks so you cant get back].
Use it now. Down to the bottom.
[CD3]
THE OLD HOSPITAL BLOCK - Ground Floor.
Go through the door close to the Sewer Exit [L].
SAVE YOUR GAME.
You must do this bit carefully.
Go to the end of the corridor and turn left.
You need to
GET the Ring of Keys off the Guards lap.
Once youve got the keys REMAIN TOTALLY STILL
[dont turn around or hell wake up].
Dont move a muscle until he stops making noises and settles
back into a deep sleep.
Now turn around.
USE the Ring of Keys on the end door.
RED ROOM.
You can turn the hifi off if you like but it will stop anyway
after a short burst.
Go into the green room [an office] next door.
GREEN OFFICE.
You can either
USE your Key-Card analyser Card and your decoder to crack the
code [this one takes forever], or you can
USE The Crabb & Son Door Codes Sheet and select each code in
turn... or I can tell you that the code is 8733.
Go into the next room.
Note the metal boxes on the right-hand wall.
Go to the far end of the room and press the red arrow on the
cylinder. Nifty eh?
HOSPITAL SECRET COMPUTER ROOM.
GET the computer Disk [to the right of the mouse mat].
If you run the computer up it will call for a code that you
dont presently have.
Return to the Green Office.
Explore a bit and go to the far door.
USE your Key-Code analyser card [or you can use the White
Security Pass with Blue Crest and writing on it that you found in
the Chinese Box], and the second door code on the Crabb & Son
card.
The code is 2341.
SECURITY BOSSS OFFICE.
Explore the place.
In particular, pick up the picture of his kid fishing [sweet].
Touch his camera...
Pin Code 9910 [Much Sweeter!].
Press the green switch on the GADGET situated to
the right of the pen and paper.
USE the Pin Code 9910.
You have 3 options:
1 Memos. [You already have all the important information].
2 Telephone numbers. [I dare you to ring Buck Palace!].
3 Appointments. [12/3. You now know todays date].
Use the green switch to turn off the GADGET.
Now, here comes the best part in here:
Stand facing the Book Case.
3rd shelf down,
Touch the 1st book left in the right half.
SECRET SAFE ROOM.
USE your Audio-sensor on the safe.
USE it in conjunction with the audio box [see item 13 in your
manual]. Basically, the Audio-sensor acts like a
stethoscope picking up weak sounds. Look for maximum
disturbances on the scale.
If you cant figure it out, the code you want is 314.
Watch the maximum disturbances as you do it.
From 10, move the dial forward to 3,
backward to 1,
forward to 4,
Pull the handle.
GET the T-shaped turn-key [with triangular slot].
GET the Super-User Password [CRISTVS card].
GET the Devereux Computer: Super-User = Sir Walters birth
& death.
GET the Super-User Password [Elenors Brother the
Chess Master].
GET the instruction card on how to use the Pin Code Generator.
GET the Pin Code Generator [like a blue calculator,
this is the one numbered 79-00003 [well
call it 0003 for short]
and the one that we will use].
Unfortunately you cant GET the Bear :o(
Return to the HOSPITAL SECRET COMPUTER ROOM.
On this occasion I will go through this procedure step by step:
USE the computer.
It is calling for a 4 digit KEY.
First off
USE the blue Pin Code Generator numbered 0003.
[Drag it onto the main screen] and use your mouse
to punch in the Security Bosss pin number 9910 [Enter].
The Pin Code Generator is now asking for a CODE.
Punch in the randomly generated 4 digit Computer CODE [Enter].
This generates the KEY code.
Using your own KEYBOARD, type in this KEY [Enter].
The computer is now calling for
the Super-User Code [7 digits].
Your answer lies with the obliterated word on the
Super-User Password [CRISTVS card].
Clearly this is ancient wall graffiti.
We need to find and photograph it.
While we are on the move we will also prepare your escape route for after the regalia switch. Well do that bit first, then find the graffiti. For now, all you can do is close down the computer.
Return to
TOWER OF LONDON SEWERS [CD4]
Hospital Exit/Entrance [4 on my map] and make your way back to
the
WELL [Entrance Point on my map].
[CD1]
WHITE TOWER - Ground Floor - Second Room.
Return to the
WHITE TOWER - Ground Floor - First Room,
where renovations are taking place.
Go back under the stairs to the locked barred gate you noted.
USE the small base metal key with the oval loop that you
liberated from the ornate safe behind the portrait of Guy Fawkes.
Use the spiral stairs and ignore the alarmed gate. Keep
climbing.
Now, there are two floors of exhibits here. Have fun
exploring the whole area. Take photos if you like. Be sure
to notice the animation showing the building of the White
Tower. After a good look round, meet me in the Chapel.
WHITE TOWER - Chapel.
Ah, there you are!
Now well prepare your escape route for after the switch.
With the altar in front of you, walk between the pillars on
the right, until you are just behind the altar.
GET the only Candlestick without a candle [you stop just to the
right of it].
Continue walking around behind the altar.
Emerge slowly and watch for the Beefeater.
Follow him.
You will lose him in the next room but keep going forward, then turn right at the wall and keep going forward until a small door appears to your left. Go up to the next floor.
USE the left door. Go to the first opening right [where the
cannon is]. Move down the room and stand in front of the silver
rod attached to the right-hand wall. Youve found
King Henry VIIIs Walking Stick.
USE the Candlestick on the bracket.
Now, arent you glad were doing the scenic route??
USE the wooden steps down.
[CD4]
TOWER OF LONDON SEWERS - But where??
Use the yellow flash lamp.
Break anything? Of course not, youre a big tough Marine
<chuckle>.
Follow the secret passage.
After going forward twice youll see to your left a wall
made of bright cream bricks.
Ignore it for now.
Keep going forward [six more times].
Go up the spiral steps.
USE the WD40 Spray on the bolt.
Open both doors...clever eh?
You are actually inside THE WATERLOO BLOCK which houses the
regalia.
Explore the ground floor [to get your bearings for later].
Dont go up the stairs.
Find the lift along the corridor but again, dont go up in
it.
Return the way you came...erm...and what ever you do, leave this
secret door unlocked! Thats your escape route sorted.
Use the yellow flash lamp in the passage and return to the light
cream bricks.
SAVE YOUR GAME.
USE your Limpet Mine on the wall and switch it on.
You must immediately get as far away from the mine as possible,
or pay the price. There is a 40 second delay on the
timer. It doesnt matter whether you escape back the
way you just came or go right, toward the wooden steps.
After the explosion, examine the damage.
I think this counts as one big OOPS!
All that noise, not to mention the mess and what about your
briefing:
Get in and get out without leaving any
evidence. :o)
Go through the hole.
There are no prizes for guessing where you are.
Now to find the graffiti in order to hack into the HOSPITAL computer.
Make your way to the
BEAUCHAMP EXIT [2 on my map][CD2].
You surface in a garden. Watch out for the soldier and Beefeater.
Quickly go through the nearby door. There to your left is
the ancient graffiti. Photograph it and while you are
waiting for ORPHIA to reply, start making your way back to THE
OLD HOSPITAL BLOCK.
You can either return the way you came via the BEAUCHAMP EXIT
or, more interestingly, you can explore this whole area,
particularly the long passage beyond the unlocked barred
gate. Keep going. Beyond the door is DEVEREUX TOWER.
Go through. Close by are spiral steps going up. Dont
use them. Explore the service area, then use the other exit into
a grassy courtyard. Go down the steps, keep going forward
and down the other steps. You reach a locked entrance to THE
WATERLOO BLOCK. Remember this, youll need it later.
Return up the steps and instead of going back into DEVEREUX
TOWER, find the DEVEREUX EXIT [3 on my map], set into the grass.
Its in line with, but just left of, the tower door.
Somewhere along the way ORPHIA will have informed you that the
top line of graffiti in your photograph is EXTREMA.
It has the necessary 7 letters for the Super-User code too!
[CD4]
TOWER OF LONDON SEWERS - Devereux Exit/Entrance [3 on my map].
This is a bit of a trek Im afraid [as everything is being
done in real-time] but we now need to go back to the HOSPITAL
EXIT [4 on my map].
[CD3]
OLD HOSPITAL BLOCK EXIT - Ground Floor [4 on my map].
Go through the door in front of you and return to
THE HOSPITAL SECRET COMPUTER ROOM.
The door code is 8733.
UNDERSTANDING THE SECURITY ARRANGEMENTS.
USE the computer.
USE the blue Pin Code Generator numbered 0003.
Enter pin number 9910 [Enter].
Punch in the randomly generated 4 digit Computer CODE [Enter].
This generates the KEY code.
Type in the KEY on your KEYBOARD [Enter].
Type in the Super-User Code [7 digits]
EXTREMA.
Start by looking at the lower heading DOOR CODES.
The information is split into two sections
DEVEREUX [Spelt DEVERAUX here] and HOSPITAL.
These are both security centres.
The DEVERAUX diagram shows that the entrance/exit door
is governed by two codes.
Entering is 0042
Leaving is 2400 [the exact reverse].
Pointing to a nearby box is the code 0936.
This box is inside the security centre.
The HOSPITAL diagram shows a plan of the ground floor along with
the two door codes you already have.
8733 gets you into this room and
2341 gets you into the SECURITY BOSSS OFFICE.
Now go to SYSTEMS.
It is split into three sections:
SYSTEM 1, SYSTEM 2 and SYSTEM 3
At first this may appear extremely complex and confusing.
SYSTEM 1.
Note the two red circles.
The left one is DEVEREUX, the right one is HOSPITAL.
The six boxed graphics down the side logically represent the
different forms of security arrangements:
Box 1: Telephone Links. All pretty obvious, but
notice that both
centres are linked.
Box 2: Movement Sensor. Any movement within the
protected area will
automatically trigger
an alarm. Note the cluster of six
green squares in the
middle. These are the regalia Vaults.
Box 3: Body Heat Sensor. Pretty obvious.
Box 4: Pressure Pads. Step on these and ring that
bell!
Box 5: Alarmed Doors. Totally obvious.
Box 6: Video Surveillance. This is the most vital and
interesting
at this point.
The two purple squares are Surveillance
Equipment boxes. They
are the nerve centres for the video
cameras. It is
vital that you tamper with them.
Remember the boxes on
the wall next door?
They are one of your
targets.
SYSTEM 2.
Flick through the options. You are looking at the overall
security arrangements for the whole TOWER COMPLEX.
SYSTEM 3.
This is specific to the REGALIA.
In particular, note the new red spot.
This is another security centre close to the actual regalia
Vaults.
Close down the computer, then SAVE YOUR GAME into a file
called something like Computer or Security
System.
You can then re-check security codes and arrangements again
really easily if you need to without coming back here every five
minutes.
Go to the next room. Touch the left Surveillance
Equipment Box.
There are 7 video camera sockets with 1 Link V/C on the right.
USE your Scart-adapter by dragging it from your Inventory and
placing it on each of the sockets in turn.
From your PDA, switch on the Video Equipment [item 12 in your
user manual]. See what youve got.
Repeat the Scart-adapter dragging process for each socket.
Sockets 1-5 show external video surveillance.
Sockets 6-7 show a blank screen.
Your DLU [Digital Loop Unit] [See your user manual for
explanation] will fit into the Link V/C, but dont leave it
there.
Open the right-hand Surveillance Equipment Box.
Sockets 1-2 & 6-7 show a blank screen.
Sockets 3-5 show internal video surveillance of the external
office of the Devereux security centre. This is where you
need your safe window of 60 seconds.
Socket 4 shows the spiral stairs you will arrive up.
Place one of your [two] Digital Loop Units in the Link V/C and remember to SWITCH IT ON! Exit the box.
Your next objective is obvious:
Time to get inside the Devereux security centre.
Make your way by the sewers to...No!
Ill show you a nice little scenic route EASTER EGG instead!
[CD4]
TOWER OF LONDON SEWERS - Hospital Exit/Entrance.
Make your way to the
WAKEFIELD EXIT [5 on my map][CD2].
Your surroundings will be immediately recognisable.
For orientation purposes, face the door. To the left of the
door a ball and chain are hanging from a hook. Next is a corner,
defined by a wooden support beam.
On another hook, to the left of that is a set of leg restraints.
Follow the line of that wall to the floor.
The bottom centre brick has a metal peg sticking out of it.
USE the Ring-Pull Handle on the peg.
SECRET EASTER EGG PASSAGE [CD3].
USE the yellow flash lamp and explore.
Find the Cubby Hole and two items for your Inventory.
For fun, get ORPHIA to decipher them for you! :o)
Continue to the end of the passage.
Up the steps [twice], but before you push the stone with the
bolts you may want to SAVE YOUR GAME into something like
Secret Passage so that you can easily visit here
again.
Now push the stone.
You will recognise where you are!
The reason for saving your game was because you cant
unfortunately enter the passage from this end. With the
game saved you can return along the passage and see how you
get back out at the other end.
DEVEREUX TOWER SECURITY CENTRE - Quick Briefing:
We need to get into the security centre without being seen.
Barring the timer on the Limpet mine, this part is the only
critically timed piece of the whole mission.
It involves locating the oxygen store [just past the main
security room door]. Beware: this room is also under
surveillance!
You need to close off the oxygen supply to the inner control
room, filling the system with the Isoflurane knock-out gas [you
have it in your Inventory] and then enter the inner control
room. You will need to wear your gas mask at all times to
achieve this.
Remember that because you have activated your DLU, you can remain stationary in video camera view for a maximum of 60 seconds before the alarm will go off.
USE your compass [item 16 in your user manual] and flick the switch toward the bottom. This will activate the DLU tracking unit and will sound a useful warning in good time for when you should temporarily move to a new location. Watch and listen to it now a couple of times, as it does its stuff.
It is vital to work relatively quickly and when the DLU tracker sounds, leave what you are doing and go to a different location.
USE your gas mask [drag it from your Inventory to the centre of the screen]. Now, just before you go, its a good idea to bring the gas cylinder round in your Inventory so that its ready to grab when the time comes.
Prepare all this and SAVE YOUR GAME.
OK Raven, lets do it!
Up the spiral steps.
Straight ahead.
Ignore the locked door in front of you.
Turn around.
Go to the end of the room, passing the inner security control on
your right [you will have time to pause and see the guard
working].
Locate the oxygen store [second door on the right].
Its red and has a No Naked Flame notice on it.
YOU MAY WANT TO SAVE YOUR GAME HERE.
With an eye and ear on your DLU tracker, enter the oxygen
store.
Quickly note the 5 oxygen cylinders to your right.
Go to the machine at the far end of the room.
Inspecting the machine you will see its split into five
sections, one for each of the oxygen cylinders.
There is nothing tricky here, the left-most controls operate the
left-most oxygen bottle and so forth.
At this point you may need to run for cover from the surveillance system. Leave the room. Wait a few seconds, then return.
Close to the bottom of the machine are the AUTO/MANUAL/OFF
switches.
TURN OFF all of the switches except the one in the middle.
Turn this to MANUAL.
With the middle switch at MANUAL repeatedly press the middle gold disk/escape valve above it until it stops hissing oxygen and the needle in the gauge above the valve plunges to zero [you have just cleared the pipe of oxygen]. Thats the machine set.
At this point run for cover again. Leave the room.
If you didnt get caught on camera SAVE YOUR GAME.
Wait a few seconds, then return.
Stand in front of the MIDDLE oxygen cylinder.
USE the GAS cylinder from your Inventory and fix the lead to the
middle oxygen cylinder [click on the oxygen cylinder neck].
Turn the red tap of the GAS bottle fully on [two clicks].
Immediately the pressure on the gas gauge should drop to zero.
If it doesnt, quickly move back to the far machine.
Hit the MANUAL button again, pump out the oxygen and this time
stay with it. Attach the gas to the oxygen cylinder and
strike the red button.
As soon as the gas gauge drops to zero you are safe.
You will know when youve got it right, but just to be sure, look through the inner office window. The guard will be unconscious so you wont be able to see him. :o)
Well done!
SPECIAL MISSION NOTE:
A lot of people have had dreadful problems with this puzzle. Sometimes they get
caught on camera or simply can't work fast enough. Fear not, help is on hand.
Instead of turning the AUTO/MANUAL/OFF switches to OFF, turn them ALL to MANUAL.
This should avoid the problem.
You need both files [one is the graphic the other is the game file]. They complete this puzzle for you and put you back in your mission just outside the red fire door.
Onward...
INNER CONTROL ROOM.
USE the White Security Pass with green crest and blue square on
it on the code unit.
Key in the pass code 0042.
You can now turn off the DLU tracker [but leave your gas mask
on].
Explore the room.
At the back of the green computer file log you will find another
Pin Code Generator number 7G-00002.
If you use it you will need the pin number [hidden below the
cooking stove, inside the lid of the coffee tin] 5723.
DEACTIVATING THE SECURITY SYSTEM.
SAVE YOUR GAME before you start.
USE the computer.
USE the blue Pin Code Generator numbered 0003.
Enter pin number 9910 [Enter].
Punch in the randomly generated 4 digit Computer CODE [Enter].
This generates the KEY code.
Type in the KEY on your KEYBOARD [Enter].
Now you require the Super-User Code [8 digits].
This refers to the note you found in the Security Bosss
private safe about Sir Walters birth & death.
Remember the photograph you took of the board on Raleighs
Walk?
Sir Walter Raleighs birth & death dates are 1552-1618.
Your Super-User Code is 15521618 [Enter].
You get the SYSTEMS and DOOR CODES Screen.
The DOOR CODES are the same as the HOSPITAL Computer so go to
SYSTEMS
This is similar to the HOSPITAL system only this time you can
activate and deactivate each part of the system by clicking on
the [A] ACTIVATE or [DA] DEACTIVATE at bottom right.
Go through all three systems and DEACTIVATE as much as you
can.
If you get them wrong youll soon know!!
Heres the correct set up:
SYSTEM
1:
SYSTEM
2:
SYSTEM 3:
1 Deactivate 1
Deactivate
1 Deactivate
2 Deactivate 2
Deactivate
2 Deactivate
3 Deactivate 3
Deactivate
3 Deactivate
4 Deactivate 4
Deactivate
4 Deactivate
5 Deactivate 5
Deactivate
5 Deactivate
6 Deactivate 6
Leave ACTIVATED 6
Leave ACTIVATED
Leaving number 6 on System 3 Activated should remind you that
the two purple squares are Surveillance Equipment Boxes. So far
youve only tampered with one. If you did your job
thoroughly when mapping the sewers, you will have found a pair of
boxes, similar to the ones in the HOSPITAL, down there.
They are marked B on my map.
Well go there next, but first...
While exploring here you will have found the locked
cabinet. This is the box from the HOSPITAL diagram that we
have the code for [0936]. Unfortunately, we need the key, so
Go to the guards body and
GET the slim oblong key with one wavy side from his trouser
pocket.
USE the key on the locked cabinet.
The combination lock is calling for a 3 digit code.
The one youve got has 4...so just leave off the zero.
The code is 936.
Touch the large gold bar.
GET the Blue handled key.
It matches the Red handled key you found earlier and judging from
the box theres a third one to complete the set.
USE the White Security Pass with green crest and blue square
on it on the door code unit.
Key in the pass code 2400.
Go down the stairs before you remove your gas mask.
[CD4]
TOWER OF LONDON SEWERS - Devereux Exit/Entrance [3 on my map].
Go round the corner to the Surveillance Equipment Boxes [B on my
map].
Touch the right Surveillance Equipment Box.
The procedure is exactly the same as the Hospital box.
Again there are 7 video camera sockets with 1 Link V/C on the
right.
USE your Scart-adapter by dragging it from your Inventory and
placing it on each of the sockets in turn.
From your PDA, switch on the Video Equipment [item 12 in your
user manual].
Sockets 1-2 & 6-7 show a blank screen.
Sockets 3-5 You will now recognise the external office of the
Devereux security centre.
Socket 4 shows the spiral steps youve just come down.
Open the left Surveillance Equipment Box.
Sockets 1-4 show internal video surveillance of both the close
and immediate vicinity of the Vaults containing the regalia.
Sockets 5-7 show a blank screen.
Place your second Digital Loop Unit in the Link V/C and remember
to SWITCH IT ON! Exit the box.
Return to the DEVEREUX EXIT [CD3].
Cross the grass. Down the steps to the locked door.
USE the Ring of Keys you lifted off the Hospital Guards
lap.
Welcome to the
WAKEFIELD TOWER GIFT SHOP!!
Explore.
Unfortunately you cant grab a few toffees or a souvenir
teacloth, but do look for the notice that says SAFECRACKER
on sale here. Its standing on the cash register
counter! Another nice in joke!
You have the code for the newly installed Vault door, courtesy
of Crabb & Son.
It is 7241.
WAKEFIELD TOWER - Ground Floor - Tourist Entrance.
Go through to the second Vault door.
It has the same code: 7241.
[CD4]
WAKEFIELD TOWER - Ground Floor - Tourist Queueing Area.
Follow the obvious route and go through the next door where you
should recognise your surroundings.
USE the lift.
USE the slim flat oblong key in the round grey slot.
Press LV and go to
WAKEFIELD TOWER - Lower Vault.
Turn left out of the lift.
Enter THE SMALL CLOSET.
Look inside the Garrouds & Garrouds Box.
GET the two notes.
Only one of them is important:
Access Codes to Holding Boxes
In Vault =
The Total Sum of ....
Go down the corridor as far as the big plant...
You obviously cant go that way.
Turn around.
Now, what is it about game developers these days? Have you noticed, every game you play has a toilet/bathroom/john/common mans throne room?
So guess what we do now?
Thats it - open the door on your left.
WAKEFIELD TOWER - Throne Room.
Go left and open the sliding door.
Youll get the point in just a moment.
Find the bleach box [top left] and touch it.
Now MOVE the bleach box and
OPEN the air vent shutter. :o)
Its time to SAVE YOUR GAME.
While it looks a bit tricky and you need a steady hand, this
next bit is perfectly possible. I did it Raven, so can
you!! :o)
USE the crossbow.
USE the Ice-darts [select them close to the tip - amazingly they
havent melted yet].
Give the unsuspecting guard a pain in the neck. Yep, aim
for that tiny pink bit that turns green in the crossbow sight!
Come on...weve got this far. You can do it. :o)
In your moment of triumph, as you turn round to get down,
enjoy the Anthrex Toilet Paper joke!
THE SECURITY GOLDFISH BOWL.
Press the green button to enter.
To the right of the unconscious guard are some video surveillance
screens. Close in on the area in front of them.
PRESS the yellow button marked DOOR.
PRESS the other yellow button just left of it.
GET the key with the yellow handle.
Wow! Youve collected The Full Set!
Leave the office and go to the round Vault door.
SAVE YOUR GAME NOW [as you only get one stab at this].
USE the White Security Pass with green crest and blue square on it in the obvious slot.
DO NOT TOUCH the key inside the panel. You wont
need it.
USE the matched handled keys in their respective colour-coded
slots.
Red and Blue in the panel, Yellow in the door.
USE the Key-turn Device from your Inventory and put it directly
OVER the yellow key.
Touch the Key-turn Device. It will click about 9 times,
then start to Bleep. While it is bleeping touch
either the Red or Blue key.
NOTE: If you get up to the panel but it keeps backing you away
you need to reload the previously saved game.
As I said a little earlier, you only get one shot at this
puzzle. You must get it right first time or you'll need to
re-load a previous game.
Just inside the barrel, to the right and up high, is a toggle switch that opens the barred gates. Press it once.
You have now entered the final phase of your mission.
Proceed until you need to turn left a bit.
Move one more stop and turn around.
You may care to SAVE YOUR GAME at this point, just in case.
Approach the pale oblong, which is a
COMPUTER TERMINAL.
USE one of the computer disks [one works, one doesnt].
The Super-User code you need here has 10 digits.
Its the one involving Elenors Brother the Chess
Master.
While you were in LANTHORN TOWER I suggested you photograph the display with the heading RECREATION. In this you will have discovered that King Alphonso X was a brilliant chess player.
Using your KEYBOARD, punch in:
ALPHONSO X[Enter]
That is: ALPHONSO[space]X[Enter].
On the screen are two options:
DOORS and LOG
Go into DOORS.
Press to OPEN the gates.
Press LOG.
In here are details of all the key holders with security clearance to open these gates. On the bottom right corner of each entry is a trash can. Click on any ONE of the cans to dump the entry in the trash!! Such Power! <chuckle>
Now, step into the Lions Den.
As you enter the regalia Vault area, the doors close, firmly trapping you inside...dont panic.
There is a unit between the 1st and 2nd Vault. Look at it but LEAVE IT ALONE. I can tell you that, again, there are no tricks in here. Vault 1 is on the left, Vault 5 at far right.
Look again at the important note you found in the Garrouds & Garrouds Box inside the small closet next to the lift.
Access Codes to Holding Boxes
In Vault =
The Total Sum of ....
To save you a lot of time Ill tell you that the missing
word is GEMS. Now, when I say GEMS, I mean sparkling GEMS,
I dont mean PEARLS as well [believe me, I found that out
the hard way!]
You know from your original briefing which Vault holds which
target items:
THE SOVEREIGNS SCEPTRE and the SOVEREIGNS ORB are in
Vault 2.
There is nothing else in there with them.
THE IMPERIAL STATE CROWN sits alone in Vault 5.
Its simply a case of accessing the information in your PDA [under Jewels History] and counting up the total of gems in each Vault.
Then add zeros to the front of your number to make 5 digits.
For those who cant be bothered with all that arithmetic:
Vault 2 code is: 00795
Take the REAL Sovereigns Sceptre and Orb into your LEFT
Inventory.
Replace them with the replica items from your RIGHT Inventory.
Vault 5 code is: 02901
Take the REAL Imperial State Crown into your LEFT Inventory.
Replace it with the replica from your RIGHT Inventory.
Out of interest, so that you can look at the rest of the regalia
[and also see what a smashing job Daydream made of it],
the other Vault codes are:
Vault 1 code is: 00443 [St Edwards Crown is my personal
favourite!]
Vault 3 code is: 00164
Vault 4 code is: 06408 [dont count the 3 rock crystals].
Vault 6 [situated further along the corridor to the right],
has the code: 06118
You can examine each piece but remember NOT to keep these items in your Inventory or your mission wont end properly.
With the real regalia tucked safely in your left Inventory,
turn and face the doors. They are very dark but right in the
centre is a security pass mounted on a broad upright strut. Sweep
your cursor over the area until you get the forward arrow [then
click].
You may need to turn a little but close by is an oblong frame.
Click on it.
After the doors have closed, return to the
COMPUTER TERMINAL.
USE the computer disk again.
Use your KEYBOARD and punch in:
ALPHONSO[space]X[Enter].
Press LOG.
Cheeky, eh??
Youll probably gain GREAT pleasure as you TRASH the RED
entry!
Have a quick look inside Vault 6 if you like [code: 06118]
Then return to the lift. Remember the rocker switch for the tube
Vault is now high up on your left.
Inside the lift press 1.
THE WATERLOO BLOCK - Ground Floor.
Turn LEFT and go through the door at the far end.
Turn RIGHT and go through the door into the book room.
Locate the secret exit toward the end on the right.
Go through both doors.
HERE IS ONE I PREPARED EARLIER!
USE the yellow flash lamp.
There is no need to bolt the door. It happens
automatically.
Return to the hole in the FALSE WALL.
There are just a couple of bits we need to clear up before we go to TRAITORS GATE. You dont need to worry about returning all the extra items you have liberated along the way. However, theres the matter of two DLUs to collect and a security system, currently in tatters.
We need to tackle these in the reverse order to setting them
up:
1 GET the DLU in the Sewer [B on my map].
2 Return the security system to normal [Exit 3 on my map].
3 GET the DLU from THE OLD HOSPITAL BLOCK [Exit 4 on my map].
GETTING THE DLU IN THE SEWER.
At this point you can either trudge through the sewer until you
get to the Surveillance Equipment Boxes, or you can go to the
WAKEFIELD EXIT [5 on my map] and re-use the SECRET EASTER EGG
PASSAGE, dive into the Sewer at DEVEREUX EXIT [3 on my map] and
go to B on my map.
GET your DLU from the box on the left.
RETURNING THE SECURITY SYSTEM TO NORMAL.
Surface from the Sewer at DEVEREUX EXIT [3 on my map].
Remember to wear your gas mask when you go upstairs.
INNER CONTROL OFFICE.
USE the White Security Pass with green crest and blue square on
it on the code unit.
Key in the pass code 0042.
REACTIVATING THE SECURITY SYSTEM.
SAVE YOUR GAME before you start.
USE the computer.
USE the blue Pin Code Generator numbered 0003.
Enter pin number 9910 [Enter].
Punch in the randomly generated 4 digit Computer CODE [Enter].
This generates the KEY code.
Type in the KEY on your KEYBOARD [Enter].
Punch in the Super-User Code: 15521618 [Enter].
At the SYSTEMS and DOOR CODES Screen choose:
SYSTEMS
Go through all three systems and ACTIVATE all the systems you
changed by pressing [A] at the bottom right of the screen.
Ensure that none of the screens show the DEACTIVATED banner.
When you are happy with all three systems, close the computer.
Remember at this point that the active surveillance system
will only allow you the 60 second safe window.
USE the White Security Pass with green crest and blue square on
it on the door code unit.
Key in the pass code 2400.
While you could return the Oxygen System to AUTO, you dont need to. It wont affect the correct outcome of your mission.
Go down the stairs before you remove your gas mask.
GETTING THE DLU FROM THE OLD HOSPITAL BLOCK.
Its a long trek Im afraid [no nice diversions this
time].
Return to the HOSPITAL EXIT [4 on my map].
Make your way past the sleeping guard and back to the room with
the Surveillance Equipment Boxes.
The door code is: 8733.
GET your DLU from the box on the right.
All you need to do now is
Return to the Sewer [CD4] and wade your way around to the
MOAT EXIT [1 on my map].
No need to change your CD here when you climb out of the sewer.
Well, youve almost finished so this is where Ill
leave you.
Between us youve done extremely well.
Congratulations!
Its been a pleasure working with you. :o)
Be careful of the soldier on the bridge to your left.
Youre well used to water by now so wade into the moat,
its not deep, and follow the building around clockwise.
Youll soon know when youve reached TRAITORS GATE.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
This TRAITORS GATE Walkthrough is
©Steve Anderson Email: rsvp@bigbear.u-net.com
You are welcome to email me if any of my directions dont make sense or you want to discuss matters relating to TRAITORS GATE in general.
This walkthrough may be distributed freely around the Internet so long as it remains complete and these notes remain intact with it.
Web Masters, you are most welcome to display this on your site but please write for permission first.
Publishers, if you wish to use this in hard copy for a magazine or book, you may do so, but please contact me first.
In closing I would like to express a really BIG thank you to
Everyone at Daydream Software
for sweating blood to produce such a brilliant game.
Thanks a million guys.
Special thanks to Nigel Papworth who was responsible for both the game concept and design. He also gave me much valuable help and assistance during the preparation of this walkthrough.