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Part 21
Thief 2: The Metal Age

Part 21

Thief 2: The Metal Age Part 21 covers the Blackmail mission, including objectives like breaking into the Sheriff's bedroom suite and finding 1100 loot.

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Thief 2: The Metal Age Part 21 covers the Blackmail mission, including objectives like breaking into the Sheriff's bedroom suite and finding 1100 loot.

Walkthrough
  1. 1
    Upon leaving the Vault, proceed south down the hallway and turn left into darkness to find a stationary swordsman. Place a moss arrow and take his key while his back is turned, avoiding the nearby camera (PP 17).
  2. 2
    The second guard is an archer with broadheads (PP 18). Use a free noisemaker arrow to lure him past your hiding spot in the darkness. Lean out to grab his arrows as he and the swordsman pass.
  3. 3
    Return up the stairs beside the Vault and make your way to any of the EXITS at the south of the Bank.
  4. 4
    Exiting the Bank completes the mission (OBJ 4, 5).
Tips
  • The Blackmail mission in Thief 2: The Metal Age requires you to break into the Sheriff's bedroom suite (OBJ 1), confront the Sheriff with the recording (OBJ 2), search the murder site for evidence (OBJ 3), acquire 1100 loot (OBJ 4), and exit the Sheriff's estate (OBJ 5).
  • A bonus objective (OBJ 7) is to drop Truart's corpse in the open grave.
  • You must not kill anyone (OBJ 6).
  • Maximum loot available is 2100, with 6 secrets and 23 pickpockets.
  • Recommended equipment includes 10x Broadhead Arrows, 10x Water Arrows, 5x Moss Arrows, 2x Rope Arrows, and 2x Healing Potions.
  • Secrets include Truart's family plot (south wall), crypts under the Chapel, the torture chamber with spiders (under mansion), a hatch in the bedroom (Floor 1), spilled mead (Floor 2), and a hidden space behind a weapons rack (Floor 2).
  • The mansion has many tile floors, making moss arrows useful. Take at least one rope arrow, though another is found almost immediately.
  • A gap exists under the porch, behind the bushes.
  • You start in the north-west, facing east. Avoid the camera by ducking into shadows and turning north to mantle over a wall.
  • Inside the house over the wall, find a VASE (0/0/50|50) on a table and a BOTTLE (0/0/100|100) on a kitchen shelf. A locked chest upstairs contains another rope arrow.
  • The patrolling guard outside has broadheads (PP 1); swipe them by hiding in darkness near the south gate.
  • Open the window to climb inside the house. Find a VASE (0/0/125|125) in the room. At the end of the hallway is a JEWELLERY BOX with a RING worth 100 GOLD (100/0/125|225).
  • Upstairs, find a GOLD CANDLESTICK (150/0/125|275), but avoid the camera through the open window.
  • Drop through the south window onto the wall and into the third garden. Inside the back door, find a STATUETTE worth 15 GOODS (150/0/140|290) and 2 STACKS COINS worth 10 GOLD (160/0/140|300) on a table. In the loft, find another STATUETTE (160/0/155|315) and three flares.
  • Hit the control panel against the wall outside to disable nearby security devices. You can then open the gate and return to the main gate area to pickpocket the guard (PP 2), pick the lock of the main gate, climb the ladder, and use the control panel to open it (though this is not essential as it can be opened from the inside later).
  • Do not use the main gate. Instead, go south to the fourth garden, pickpocket the patrolling guard (PP 3), and enter the house via the back door.
  • Upstairs, find a CANDLESTICK (210/0/155|365) next to a sleeping Pagan.
  • Leave the house and find bushes against the south-east wall. Squeeze through the gap under the wall.
  • Continue east and squeeze through a low tunnel in the rock.
  • Turn right after the tunnel and mantle over the rock to find Secret #1: Truart's family plot, two moss arrows, and three flares.
  • Continue east along a moat. A patrolman crossing the bridge carries the Balcony Key for doors to the west. Take it (PP 4).
  • Drop into the well to find 2 STACKS OF COINS worth 40 GOLD (250/0/155|405).
  • It is recommended not to use the balcony doors. Tour the inner gardens, picking pockets.
  • Go north, open the gate, and take arrows from the guard inside (PP 5).
  • Further north, a patrolling archer is on top of another gate; reach him by climbing the ladder on the other side (PP 6).
  • Run past the Chapel to the north and open another gate to find a patrolling archer with broadheads (PP 7). Avoid the sleeping guest.
  • The main mansion doors are to the south. Another patrolling archer is at the bottom of the stairs; grab his arrows from the darkness (PP 8). Note the bushes behind and under the main doors platform, and the gap behind them.
  • South of the main doors is another patrolling guard, a swordsman wearing a helmet that prevents blackjacking.
  • The gate to the east has a patrolling archer; climb the ladder on the other side.

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