A Walkthrough of Hammerhead : Return To The Docks

Written & Edited By Gonchong
Contains source material from the TTLG Forums.

WALKTHROUGH

Tip: Use The Compass and map!

The Intro Chase Sequence
This mission's beginning is different than any other Thief level in that your life expectancy is about 3 seconds unless you're prepared for it. Hammerhead is not someone’s idea of a cruel joke, but a fun and challenging mission once you've gotten through the intro sequence. OK, let's begin.

1. The mission begins, you're facing a wall with a fan slowly turning on it, a hallway off to your left, and some boxes that explode in front of you from being hit with a fire arrow that was meant for you. The next fire arrow won't miss. Run!

2. The hallway to your left, take it. It's a short hallway, at the end of it, make a right.

3. At the end of that hallway is a power supply of some kind with a dial on it, make a right.

4. At the end of that hallway is a burrick hooked to a covered wagon. At the walkway immediately in front of the burrick, make a left.

5. This hallway bends to your left. Follow it left to a blinking light on the floor.

6. At the blinking light on the floor, make a right.

7. This hallway ends at a "T" shaped hallway. To your front is a closed door. To your right is a wall with the number 10 painted and an arrow pointing left into a hallway. Go right, and immediately left down the hallway the arrow is pointing toward.

8. There is a ceiling support column to your immediate front. Bear slightly to your left around this column, avoiding the Hammerite guard, and jump into the water. The current will carry you away, if you're still alive, to continue the mission at a more leisurely pace. Run from a fight? Hardly. You will return to this site later in the game and exact your vengeance.

Dock 1 and the Lighthouse
Having jumped in the canal the current will drift you out to Dock 1. (You can also climb out behind the weapons store if you are quick). You can see the lighthouse blinking away, and hear distant gull cries. All seems tranquil -Time for some thievery. You need to disable the lighthouse somehow to delay the imminent arrival of a Hammerite warship. Swimming out to it, or trying to scale it, is fruitless. On dry land (reached by the small steps or the landing slope) is a small access hatch, set in the ground. It's locked, and no doubt someone patrolling the nearby warehouse has the key. Two guards patrol the warehouse. Hired hands in dockland. Sneaking just inside the large doorway provides enough dark cover to assess the situation. The guard on the upper floor has a key on his belt, and you need to make it yours. It's up to you, Garrett, but may I suggest the ladder access to the left is more subtle than the elevator :) Oh, and feel free to play with the crusher, just don't be surprised if the guards take exception to your activities!
Once the key is yours, return to the hatch and descend the ladder (carefully, don't fall...). Eventually you gain access to the inside of the lighthouse. Climb up and throw the power switch. And don't get an electric shock!

The Recruitment Centre (Master Difficulty Objective)

After your visit to the lighthouse, why not have a look round the main square - Located behind Dock 1. Watch out for the patrolling Hammerite in this area. Feel free to visit El's bar (See the stoned drunk) and peruse the weaponsmith's wares. A small access door near El's yields some useful finds. Pity the museum is closed... You can get the other side of the canal via a bridge which goes under a building to the Southeast of the square. You come out in a small market area which is deserted for the night apart from patrolling Hammers - be careful. If you feel the need to plunder the Recruitment Centre the best way to approach is through the alley to the East of the Inn. Keep to the shadows and you can see the entrance to the Centre. Don't even think about walking in through the front door - wait till the guard outside turns away and sneak round the side. Walk round and you will come across a high window above you - undergoing repairs. You can rope arrow up and sneak in on the top level of the building. Be very quiet and stay away from the edge of the gallery. Peering over the edge you can see two Hammerites, and an Altar with your prize on it. The best way to get it is to fire a rope arrow in the roof and, when the guard is turned away, climb down it, grab the contents of the Altar (still on the rope) climb straight back up and jump back on the ledge in the shadows. You have to work very fast in order to avoid being spotted.

A Meeting With Fleur
You can't get to Fleur's place the way you originally planned because a party of angry Hammers closed the gates. Looking at the map shows you may get access via the Dept. of Works and Waste property. Access to this is via a passageway located between Dock I and the main fountain square. But it's locked. Damn. The key will either be on the belt of a guard captain drinking at El's, or located in a Works and Waste unit the other side of the canal near the market place- the one with the pipes, pyramid and light on top. This is accessed via a pickable door - but beware the heavier Hammerite patrols near their recruitment centre. Once you have the key the rest is relatively easy - unlock the gate, sneak past the guards, hold your nose going past the sewage treatment plant on your left, and you will exit the W&W property to the north. Peering round the corner through the arch reveals a Fleur's posh house and an anxious looking Hammer elder. These guys are on to you all right. You can run and take him out with the blackjack, or try and make a break for the house door. Thankfully it's unlocked...

Fleur is inside, upstairs. Don't hurt him he's your friend. However the Order of the Hammer have other ideas -It looks like you’re on your own. Read the parchment - hmmm the boat 'Hammerhead' leaves tonight from Dock 7. Better make your way there yourself. Don't forget to grab the key on the way out.

A Bridge to Dockland
Having left Fleur's house, you need to return to Dock I. You can either go back the way you came, or head North, though the gate (pull the switch), where you will arrive near where you started the mission. You can sneak back though the Hammer guards and swim to the dock via the canal.
Once on Dock I you can see a raised drawbridge to the East. This can be lowered using the Fleur's key in the control post. Head for Dock 2. Here is a metal door in front of you and a warehouse, which extends over the water below. There are various ways through this. I'd recommend rope arrowing up to the window, as there are some rather noisy metal boxes round the side... Or alternately rope arrow the pier, swim and climb up. But hold on! The gate on the other side of the warehouse is jammed. Remember the door? Try this first, picking the lock. Head through the small store room, disturbing the gulls, and out onto a ledge inside some sort of smelting works.

The Smelting Works
Not Hammer owned, but independent and vital to dockside's economy. Nothing worth stealing here, but you have a feeling that you might be able to unjam the gate mechanism. The broken window onto the opposite roof looks like the likeliest access. But first you have to get past the patrolling guards. Use the shadows and note their patrols. Go Garrett! You can rope arrow up to the window ledge, or jump via the large metal tank. Moss arrows may help dull the noise! Once outside on the roof look for a small access cover to your right. Slide it open and crawl through *quietly*. It seems a piece of wood from the rotting frame has become caught in one of the gears. Pull it out and voila! You hear the troublesome gate open. Return through the works back to Dock 2.

Power to Build Ships
Head round the warehouse and through the gate. You can see three guards, one on patrol and the other two having a chat. This area is large and you should have no trouble sticking the shadows. To the North is a fence protecting the power station. Jump-mantle over it, or climb on some crates. Head through the power station and over the back fence. It’s dark and dirty here, mind the spider and go South through the access tunnel. You arrive inside a large ship construction area, with a full complement of guards. There are several ways through this, but the safest is under the ship, in the shadows. Watch out for noisy building materials underfoot, and the guard on the raised platform to the East. The way out is to the Southeast.

You come out by a small Smuggler's brig. A guard patrols round it, and there is a standing guard, drunk, to the South. Best avoid him... an alley North leads to Dock 5 - nope we don't want that way. To the East is Dock 7 and the ship you are looking for is confirmed by the parchment on the noticeboard - Hammerhead.

Hammerhead
Sneaking East though the alley to Dock 7, you see there is a very large guarding party. You'd be mad to make a frontal assault. The sewers offer a better route to get closer to the boat. There's a convenient access hatch to the East. Climb down the ladder. Watch out for the sewer spider! Wander West then South, and you should be directly under Dock 7. Climb up the ladder and tentatively open the manhole cover. Creak! Did they hear me? Poking your head above ground you see the Hammers have their backs turned to you. All except the priest who favours the boat with occasional glances. When he turns away, climb out the hole and quickly (but stealthy) make your way onto the boat via the boarding plank. An open hatch leads to the welcoming dark of the boat's stores. Bed down here and prepare for your voyage to Willow Island... and the sequel.

OTHER SECRETS & TREASURE

Hammerhead contains many locations, which you need never go to in the normal course of mission completion. Unless of course you want more kit or need to fulfil a loot objective...

The Weapons Store - But how do you get in? No need to jump over the counter, all you need is the key for the door marked 'Private'. Where is it I hear you cry? It's on the body of the co-owner, currently sunk at the bottom of Dock 2 towards the Northeast corner. You may need to swim around in the dark a bit to find him...

Gas Arrow - This is located behind some metal tanks above the canal, near where it flows into Dock I. You need to shoot a rope arrow into the piece of wood sticking out above them, and jump on to it from the metal pipes.

Potions - In the workings of the main square clock. Go under the archway beneath the clock and look up. You will see a trapdoor. Open it and rope arrow up. Inside are two potions - Breath and Health.

Sunken Treasure - Located under the sloped jetty on Dock I. In a locked but pickable chest. The breath potion makes this easier...

Gas Mine - In a chest through the door near your start point. You can come back for it later when the heat's off. Unfortunately you'll have to fight a surprised looking Hammer for it.

El's Takings - Located in a chest in the storage building by El's back door. The key is on El's belt.

The Lost Ring - This has been dropped in the non-functioning Sewerage Treatment Tank. Crouch down in the muck and get your hands dirty!

Forgotten Shipment - There is an antique located in an old wooden chest up in the rafters at the South end of the warehouse on Dock 2.

The Community Museum - If you're not feeling particularly community spirited you can rob this place. One guard inside.

The Unbuilt Ship - Inside is a guard doing the books and some money. Safer to enter through the hole where the Engine normally goes.

Basketball - Not secret or valuable, but you can shoot a few hoops in the Southwest of the ship building yard.

The Jewel Gardens - Located next to Fleur's place. Constantine's finest jewel flowering plants. Watch out for the frogs...

Hammer Loot- One of Hammerhead's guards has a tempting looking purse if you're feeling brave.