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Section 11: The Haunted Cathedral (Mission 6)
Thief: The Dark Project

Section 11: The Haunted Cathedral (Mission 6)

Your guide to Mission 6: The Haunted Cathedral in Thief: The Dark Project. Find loot, complete objectives, and navigate the spooky streets and caves.

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Your guide to Mission 6: The Haunted Cathedral in Thief: The Dark Project. Find loot, complete objectives, and navigate the spooky streets and caves.

Alright, let's dive into Mission 6, 'The Haunted Cathedral.' This one can be a bit spooky, but we'll get through it. The main goals here are to find the Cathedral, snag the Serpentile Torc, and leave some coins on the Watchman's Grave. You'll need to collect at least 2000 in loot, and there's a good amount available, around 2635 (or 2835 on Normal).

Before we start, a couple of notes from the mission briefing:
1. There are multiple ways to get to the Cathedral; this walkthrough aims for the easiest route with the most loot.
2. That 'tip' about letting enemies fight each other? Skip it for now. There's a good spot for it later in Market Street, but for now, try to avoid combat.
3. You'll get directions to light stations, but sometimes it's easier to loot with the lights off if you're going for a pure stealth run.
4. Definitely save at least 3 fire arrows for the Keeper's Grotto at the end. You'll need 'em.

Rubin Street


As soon as you start, head left to find the lights. Then, go right around the fallen tower to find a gold plate (50 gold) on the ground. Now, let's do a quick sweep of the area for loot and supplies. Head east to a black door on the right. Inside, you'll find 12 broadheads on the floor. Climb the broken wall and try to mantle up to the left – it's a bit tricky, so stand as shown in Fig. 1 and jump/hold to get up there. You'll find 2 flashbombs and 2 mines in the crates. From there, jump out the window and head north up the boards to a ledge with a moss arrow. Watch out, there's usually a zombie and a spirit around here. Go through the doorway to the west, then through the room with the hole in the floor. Take the right passage to a back room where you can find a jeweled cup (15 goods) on the overhead beams (Fig. 2). Now, head back to the room with the hole in the floor and drop down – this leads you into the Burrick Caves.

The Burrick Caves


Be careful in here; there's a Ratman lurking about. The first tunnel on your right leads to a brick room with 2 water arrows at the back. Take the north-west passage out of this room and you'll emerge in an area with a pool. Around the pool, you'll find 2 moss arrows, a gold hammer (75 gold) (Fig. 3), and 2 water arrows in the pool itself. Head back to the brick room and take the left passage. At the intersection, turn right and go through the room with the wooden floor to grab a gold cup (25 gold) (Fig. 4). In the big cave area, check the corners for a purse (100 gold), a jeweled cup (15 goods), another gold cup (25 gold), and a vase (100 gold). Between the pillars, you'll find a key (this unlocks the lightgrid on Cathedral Street), a rope, and a noisemaker arrow. Now, head east back to the room with the hole in the ceiling and use your rope to climb back up.

Rubin St. (cont'd)


Once you're back up, look on the beams for a gem (100 gems) and a gold cup (25 gold) on the west window sill (Fig. 5). Go through the south doorway and up the plank. You'll find a teal goblet (50 goods) under a pipe on the left, and a healing potion on the ledge (Fig. 6). Jump back down to Rubin Street. Head north, then take the first left at the ground light. Pass the fallen boards on your right and go up the ramp to the north.

DePerin St.


You can run ahead north and turn on the lights here if you want. At the top of the ramp, take the doorway to the right, just after the wagon. Rope up (Fig. 7) and follow the passage to find a vase (100 goods) and a noisemaker. Outside, go up the ramp to the west. You'll likely encounter a few zombies and a spirit here. Grab the healing potion behind the barrels to the north. The room to the south, around the wall, has a mine just inside the door.

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