Nate and Flynn began following their path through the sewers, looking for a way into the museum. After climbing just a few pipes and ledges, the two came to a dead end, but Nate spotted above him a brick-lined shaft that would take them up into the boiler room. Flynn gave Nate a boost up, and the latter led the way inside. Upon opening the lid, Nate and Flynn entered the boiler room and spotted a ladder that needed to be dropped down for both to climb. After the two climbed the ladder, they found their path obscured by steam spewing from a pipe. Luckily, Nate was able to turn it off via a nearby shut-off valve.
After climbing a series of structures, they were led to a supply room, with a door that Nate pointed out to be their access point. Upon approaching said door, it was locked, but Flynn came prepared with a set of keys. Before he could pick the lock, Nate spotted a security camera placed above the door. He disabled it once he found a junction box around the corner. Once inside the museum grounds, they got a clear view of their target location: the tower that held the oil lamp. However, they could only get there from the roof, and to get to the roof, they would need to make their way to the next courtyard, through a gate across from their current position.
The two proceeded towards the location, stealth killing museum guards and climbing several structures. Upon approaching the courtyard with the gate, the two split up for a moment in order to take down the guards patrolling around. Once the two regrouped at the gate, they spotted another security camera. Like last time, Nate disarmed it, and the two lifted the gate, allowing one another to pass through, then gently let it back down to avoid making any noise. They then found themselves in a courtyard with a fountain to their right. Nate and Flynn snuck around the fountain, with the two stealth killing a few guards here and there.
Tipping the Odds
As they pressed forward, Nate and Flynn climbed inside through a window, and they entered a room full of guards. Flynn decided it was time they tipped the odds back in their favor, pulling out a couple of guns, which Nate believed was a bad idea until Flynn told him they were tranquilizer guns. On the other hand, Flynn pointed out that due to the poor range of the guns, the two still would need to get in close for a shot. After taking the guards down one-by-one, the two used a horse carriage to help them get up to the walkway above. Once there, Nate spotted some rafters above them that could help them get up to the roof. Flynn hooked up a rope to the top of a wall, allowing both of them to scale their way across.
The two soon spotted the tower again, realizing they were getting closer. They navigated across a series of roofs to reach the tower. After taking down the final guard that stood in their way, they began to approach the tower, but since the lights were still on, they could not get any closer. As expected, Chloe turned the lights off, allowing Nate and Flynn to approach the entrance. Flynn opened the door and lowered his rope down into the building, and let Nate go before him.
Once the two dropped down into the Marco Polo exhibit, Nate began searching for the case that held the lamp. Upon finding it, Nate pointed out the acoustic alarm, which would go off if one was to even touch the glass. This was no issue, as Flynn had a key to unlock the case with and managed to open it without triggering the alarm. Nate then grabbed hold of the lamp, but to know for sure if they had the right lamp, Nate had no choice but to shatter it to pieces and see what it contained. They found nothing but a blank, brown piece of parchment paper, much to their disappointment. As Nate sorted through the chunks of resin that also came out of the lamp, he examined one of them closer and recognized it as the "light of the great Khan", knowing it would burn and reveal the hidden marks Marco Polo left on the paper.
Nate rounded up all the resin and used Flynn's lighter to light them. He then took the parchment paper and held it in the light, therefore he was able to read what Marco Polo wrote. It revealed that a tsunami has struck Polo and his crew, leading to their shipwreck somewhere off the west coast of Borneo. Upon reading further, Nate was astonished to find that Marco found the lost city of Shambhala and acquired the Cintamani Stone. While Flynn took the paper, Nate figured that if Marco and his crew were carrying the stone, it could still be in Borneo.
Flynn then proceeded to leave without Nate, having climbed back up to the door and rounded up the rope he lowered, leaving Nate with no way up. Flynn then drew his gun on Nate, but instead of shooting him, he triggered the alarms by blasting the glass on two of the display cases. He also revealed that he had already known about Polo's fleet from the beginning. With the guards closing in, Flynn made his escape, while Nate anxiously tried to figure out his escape plan. Armed with only a tranquilizer dart left, Nate began his escape while being the target of a series of laser sights. As he ran down the hall, a gate closed on his path, forcing him to take an alternate route that led him, briefly outside, then into the sewers. Several more guards were encountered in the sewers as Nate made the run to a ladder that led him back to the streets. While for a moment, he thought he had escaped, before he could get out of the manhole, he was apprehended by several cops who cornered him holding AK-47s.
After spending three months in a Turkish prison cell, Nate was simply trying to entertain himself by hallucinating Flynn's betrayal with his hands. Shortly after, Victor Sullivan approach Nate's cell, and Nate could not have been more excited to see him. Sully managed to pay for his bail after "goosing a few palms" and explained that Chloe asked for his output. Nate, however, was reluctant to trust Chloe's word, believing she had something to do with Flynn's betrayal. Chloe tried to assure him she had no knowledge of it. Sully then jumped in to mention that Flynn and his client, Zoran Lazarević, found the ships in Borneo but not the Cintamani Stone.
Knowing that they still had an opportunity to steal the treasure from them, Nate and his allies form a plan to get into the dig site. After leaving the prison, the three got together at a house and looked through some books that provided details of the stone. Nate pointed out from an image in a book that described the stone as the wish-fulfilling jewel, a sacred object. He then recited some text to Sully, stating, "In the kingdom of Shambhala lies the most precious thing to be found in all the world, a perfect raw sapphire of the deepest blue, larger around the reach of a man's arms." The two then believed the stone has got to be worth millions, or hundreds of millions.
Chloe mentioned that Lazarević paid top dollar for Marco Polo's journals and that he has been after the stone for years. Nate believed that he could find the stone, provided he could get a look at Zoran's files. However, Chloe warned him that he would find the files in Zoran's tent, in the middle of a heavily-armed compound, with soldiers patrolling everywhere. They then decided to use Chloe as a decoy to get inside Lazarević's dig site.
Entering the museum
When you have control of Nate, get out of the water and head to the large, brick squares and pull yourself up. Head into the next room and jump to the other large platform, and then hump to the yellow pipe. Keep moving to the left, and when you can no longer move, hold to the lower left and jump to the next pipe. Repeat this step and then climb up the pipe, then jump from the pipe to the platform. Head into the opening and press . When Flynn gets into position, approach him and let him boost you up. Continue climbing until you reach the ladder that leads up to the boiler room.
Once inside, climb over the green pipe ahead, then look up at the platform to find a ladder. Stand beneath it so that you can give Flynn a boost. When he drops the ladder down, climb to the platform. Jump onto the yellow object in front of you, and then climb to the top of the next platform. Head to the right and climb up the ladder to find a wheel. Turn it to shut off the steaming pipe, then drop down and jump over the pipe. Jump to the yellow bar and then jump to the platform, then turn to the left and jump to the green pipe. You will grab a yellow pipe; pull yourself up, walk to the other side of the green pipe, and then press to grab the other yellow pipe. Head to the left and press to fall onto the yellow platform. Head towards Flynn and follow the on-screen instructions.
Crossing the courtyards
After the cutscene, head forward and go up the steps. Continue walking, head up the second set of steps, and then walk towards the large, brown door and press to trigger a brief scene. To disable the alarm, you will need to find the junction box. Head back down the nearby stairs, and before the second set of stairs, jump to the small platform straight in front of the steps. Climb the platform and open the junction box. Return to the doors and enter the new opening. Follow the on-screen instructions to subdue the museum guard, then go left.
After the short scene, drop down to the small garden below. Take cover beside Flynn, and follow the on-screen instructions once more. When the guard walks closer to you, stealth attack him using . Next, head to the left and climb the large door. Upon reaching the brown rail, move left and then jump to the rail, then jump over it. You will encounter two conversing guards. Approach the guard on the right and follow the on-screen stealth tips, while Flynn deals with the other one. Head forward, and after the brief scene, jump over the rail and head to the left as Flynn advises. Press and move along the rail until you are close to the guard. When you are at the corner, press again and go behind the guard, then press . When he is out, run up the steps and follow the path until it ends. Drop to the ground below and go stealth attack the next guard you see.
As you and Flynn approach the gate, you will now need to disarm another alarm. Climb the gate, and then jump to the yellow ledges to your right to reach the box. Note that you must do this in a timely manner, as a guard is sure to spot you eventually. After disarming the alarm, drop back to the ground and approach the gate, and let Nate and Flynn open it.
Upon entering the next room, follow Flynn's instructions and make your way to the fountain to the right. Vault over the rail, and hide behind the closest pillar. Move to its left side, and then stealth attack the guard. Take cover against the fountain and then subdue the next guard. Now follow the fountain base to the right, and you will spot another guard on a higher level, with his back to you. Climb up and quickly press pull him down. Two guards will appear ahead; climb over the rail and take one of them out, and Flynn will take care of the other. Head up the steps and to the right. When you press , Nate will point out a window far to the left. Climb onto the roof from here and pull yourself up. Follow Flynn and climb your way to the window. Move across the ledges and jump to the top ledge, then go for the open window. Then when you are hanging on top of it, drop down and climb inside, then fall into the next room. Head forward to trigger a cutscene.
Traversing the rooftops
After the cutscene, you will now be armed with a tranquilizer dart gun. Quickly shoot the guy on the left, and Flynn will shoot at the guard on the right. Make sure you do not miss, or else you will be spotted. Pull yourself up over the ledge, and take cover behind the boxes to the far left. Shoot the guard on the higher walkway in front of you, and Flynn will shoot the guard up top to your right. Now you must look for a way up there. Look for the cart and press to get beside it. Press forward on to move it, with Flynn's assistance. Once it is in place, climb up to the walkway, and then jump up to the platform and pull yourself up. Press and the game will direct you to some rafters above, which are the key to getting to the roof. Flynn will throw a rope up against the wall, within the shining light. Ascend to the handholds above, and the second you grab onto them, a guard will open the doors below, spotting Flynn. Shoot him quickly to save your partner. Drop down to the next ledge, and move across the other ledges. Jump over the gap to the next ledge, and then follow it to a platform where you will have to pull yourself up.
When walking along the narrow beam, fall off to its side and move to the left past the large block of wood. Pull yourself up and jump to the next narrow beam, fall off to its side, and move past the large block of wood. Jump to the area where the steps are, and exit out of this room through the open window in front of Flynn. As you move forward, you will eventually see a section of the ledge with a broken fence. Vault over it and leap to the roof. Head to the left and move along the circular structure. When you are around it, walk along the roof and leap to the roof across from you.
After Flynn helps you up, head to the right and climb over the gray rails, and then drop to the roof below. When Flynn throws the rope up, grab it and swing over to reach the yellow ledge. Climb up the fence in front of the fans and move to the next yellow ledge. Jump up to the next ledge and then jump to the ledge of the roof. When the guard is close to you, press to pull him down. After pulling yourself up, head to the farthest unit that has a light attached to it. You will see a yellow ladder; grab hold of it, and once at the top, head to the right and move along the bars. When you are at the end, shoot the guard on the path below. Follow this path and vault over the section of the ledge without the rails. Going forward, cross the rooftops until reach the one near the tower entrance, where Flynn will meet you. Shoot the guard (or vault over the rail to melee him). Head to the right to trigger a short scene where Chloe shuts down the lights in the tower. Follow Flynn to your entry point. When he opens the windows, walk up to him, and Nate will drop down into the exhibit.
After the cutscene of Flynn's betrayal, run into the opening across from the closed gate. Run down this path, avoiding the lasers by continually pressing . When you come around the corner, you will see an opening to your right, jump into it and you will be going down a set of stairs. Once you reach a window, jump up to it, climb through, and then drop to the path that leads to a manhole on the far right. Once you are back in the sewers, keep running straight until you reach another room. In this room, keep moving forward and turn right at the opening ahead. Run towards the ladder at the end, climb up the platforms and then climb up to the manhole to exit the sewers.
Behind the scenes
The scattered newspapers on the ground list this level's designer, background artist, and QA tester as wanted felon.