Complete walkthrough for Part 5 of Thief 2: The Metal Age, including objectives, loot locations, and strategies for navigating Building A and finding the Spice.
Walkthrough
- 1You start in the north-west corner of the map, the mission's return point. Consider eliminating the two patrolling guards to the south for an easier escape.
- 2To the east, a crate beneath a lamp-post contains a flare. Sneak under the southern crates to find another openable crate with a STATUETTE (worth 15 GOODS) and three more flares.
- 3Above these crates, a ladder leads to a platform with a patrolling guard. Wait for him to move, then climb up. If you wait long enough, he might get stuck near the ladder, allowing you to pickpocket his broadheads and blackjack him [PP 1].
- 4Turn and jump onto the ledge leading around the building's corner. Follow it to the outer door of the Main Office.
- 5Alternative Main Office Entry: Find the second ladder above the first, near the patrolling guard. Climb to the roof and either drop through the skylight or descend stairs behind the door.
- 6Main Office: Look for pigeon holes containing documents. Hide and read them (watch for guards). You can learn about Lucky Selentura's Golden Dice, a broken elevator button in Lord Porter's warehouse, and Noah Jerm's Addonizio Crystal consignment.
- 7On top of the shelves, find a BOX containing 75 GOLD (75/0/15|90).
- 8The adjacent room contains a lock and the essential KEY for it. This KEY unlocks three huts in the outer area (they cannot be lockpicked).
- 9Read the instructions from the lock's inventor, Mechanist Capezza. Each warehouse door has a 4-digit code for its panel; any panel will work, and inputting a code opens the corresponding door while closing others (smaller doors remain open if previously unlocked from inside).
- 10The KEY under the control panel opens all outside huts, each containing another control panel. Check your map (First and Second floors) for red bay doors and warehouses with elevators.
- 11Enter the code for Noah Jerm: 0928.
- 12In Mr. Rampone's office, find a CHALICE (worth 50 GOODS) and a document confirming Capezza works for the Mechanists.
- 13By the pigeon holes, wait for another patrolling swordsman and pickpocket him for the BUILDING A KEY [PP 2], which opens orange doors connecting Building A corridors to warehouse interiors. This key is used from inside the warehouses.
- 14East of the Main Office is a reception desk with a guard holding broadheads [PP 3]. Another BUILDING A KEY is on the reception desk.
- 15Clear out other guards on Building A's top floor for pocket loot. A red-clad guard patrols the far east walkways [PP 4], and a purple-clad guard moves in the center [PP 5]. If you missed the west walkway guard at the start, get him now.
- 16Go down the stairs north of the Main Office and pick the lock of the large double doors leading north.
- 17Outside, a lone guard can be pickpocketed for broadheads [PP 6]. A patrolling swordsman carries another BUILDING A KEY [PP 7].
- 18Return inside, close the doors, and go down the short corridor south. Listen to Dante and a guard discuss Mechanist pollution and the presence of metal Watchers in Building B.
- 19After they split, the guard heads south and carries more broadheads [PP 8]. In this central outdoor area are more guards: one in red [PP 9], two in purple [PP 10 & 11], a swordsman below, and another patrolling the walkways above.
Tips
- The Papyrus purchased before the mission offers no useful information; buy it, read it, and restart if desired.
- While gear recommendations are given, the two hidden rope arrows are the most valuable items in this mission.
- Be aware of Karras's robotic monsters, which you'll see for the first time here.
- STATUETTE (worth 15 GOODS)
- BOX with 75 GOLD
- CHALICE (worth 50 GOODS)
- BUILDING A KEY (x3)
- Rope Arrows (x2)
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