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Thief 2: The Metal Age cheats / Thief 2: The Metal Age hints / Thief 2: The Metal Age faqs / Thief 2: The Metal Age solutions Thief 2: The Metal Age hints Secrets Mission 1 - Running Interference Secret #1: After you pass in front of the chatty male and female guards go into the first room on your right and head back to the left corner. Open the door there and proceed through to the weapons locker, if you look underneath the lower left corner of one of the shelves a switch will be visible. Secret #2: As you enter the kitchen you'll face a roaring fireplace, turn right down the middle of the kitchen and head through the doorway to face the wine rack. In the lower right corner of the rack is a speed potion. Secret #3: When you make it to the 2nd third floor bedroom, the one that required a key just to get to the parlor room on the floor below, look under this vase stand for a switch. It opens a wall safe over the bed pictured in the background. Bonus Objective: As if there wasn't enough with secrets, loot finding, and just finishing a mission now we have bonus objectives thrown at us. In the ballroom there is a big fireplace. Approach it from the right side and mantle up onto it. In a crack in the chimney are two rings. Mission 2 - Shipping... and Receiving Secret #1: In Building B, on the 3rd floor in President Rampone's Office, its the old secret book to open the bookcase gag. Secret #2 & #3: Aboard Davidson's ship near Rampone's area (Building B) is a room with a ladder going down. Nearby is a door to the captain's quarters. Two tarps and hanging on either side of the room, chop them down with a sword and open the chests using Davidson's key or lock pick. Secret #4: Also aboard Davidson's ship, on the top desk, use the wheel and the telescope, then head back down to the captain's quarters, a crate will be open containing some goodies. Secret #5: Lastly, while still on Davidson's ship, open the one crate that sits on deck and take the spice bag hidden among some apples. Take care, the spiders in the crate are small and move very quickly. If they stop moving an arrow works otherwise its time to pull out that sword and actually kill something with it. Secret #6: While grabbing the spice bag from the crate that sits on its side, turn around and walk until you see a crate. Pick the lock to get a rope arrow. Secret #7: In the musician's storage area, climb atop the console and mantle atop the recording studio. On the back right is a safe, pick the lock and take the recording. Secret #8: In Gilver's office use your sword to chop down the wall tapestry, take the diamond nestled in the wall crack. Secret #9: In Lucky Selentura's area, head to the back left corner, pick the lock on the crate and take the golden dice. Secret #10: In the storage room for the weapon smith a stack of crates are located in the back left corner. Mantle atop them to find a crate hidden behind them. Secret #11: In Lord Porter's art gallery the lift is stuck on the second floor. The button to bring it down is broken, but if you carefully shoot an arrow at the lift control on the second floor you can hit the button needed to bring it down. Don't forget to take it up and grab some loot. Secret #12: Just outside Lady Angelica's Experimental Apothecary lies a crate with an open top. Inside is a box, pick the lock to get a rope arrow. As for how you get to this box there are a couple ways, one is to jump from the 2nd floor of Building A, landing atop the green shack then mantling to it, the easier method is to use a rope arrow to climb up the side. Of course, you'll have to use Secret #6 to get one. Secret #13: On the 2nd floor of Myne's Steak area, is a freezer. Enter it and grab the blue key. The door will close behind you but that's all right. Just push the red button near the door to open the rooftop vents. Climb out, then take the lift down and go up lift #2. Use the key to open the safe. Mission 3 - Framed Secret #1 : When you enter the cavern with the small pool and two spiders there are two passages to exit from. Each will appear to end with a "dead end" but if you use the empty torch holder located nearby a section of wall will drop. Secret #3 & #4: In Sheriff Truart's office, one of the metal figures opens a passage behind the fireplace. In the connecting room a switch near the wall opens the other part of the passage leading to the second floor of the Training Room. If you're coming up from the Training Room use the empty torch holder in the small storage area at the rear of the Training Room. (Thanks to Matt & Sean for the info.) Secret #5 & #6: In the Warden Affairs office on the second floor, turn left and jump atop the desk. One of the books in the shelf can be moved to open a passage. This connects to a room located on the south eastern corner of your map of the third floor. If heading the other way, go to the most south eastern room of the third floor, head to the south east corner and find the book that sticks out. Secret #7: In the Target Range, shoot an arrow into the furthermost bullseye, it will cause part of the wall to open giving you access to the armory. (and worth it!) Secret #8: A passage can be opened connecting the Main Office to the adjacent hallway near the barracks. When entering the Main Office head to the back right corner and look for the switch on the wooden support. In the adjacent hallway the "switch" is an empty torch holder. Secret #9 & #10: Use a rope arrow to mantle the trim of the Main Office's northern wall. A switch nearby opens one of the vents. The passage beyond connects to the Secured Records area. Going the other way, head to the southern end of the Secured Records room and pull the book that sticks out. Easter Egg: At the beginning of the mission, toss a scouting eye over the spiked wall on your left. Look around and you should see something a bit...err....out of place Mission 5 - Eavesdropping Secret #1: From the Front Gates head left then turn right at the corner heading south. On your left you'll find a door that can be picked open. Inside there is a switch near the doorframe. It opens a part of the floor revealing a rather ugly secret. Mission 6 - First City Bank and Trust Secret #1: In the "music room" get atop the stage, pictured above on the left, and throw the small switch on the lower left part of the doorframe. It will open a section of the stage containg some thiefy tools. Secret #2: In the Hall of Statues on the third floor there is a large statue. Behind it is a small switch which opens a panel in the office containing a safe also on the third floor. Mission 7 Secret #1: In a room near the chapel, but not connected to it, use the empty torch holder on the wall to open a floor panel. Secret #2: On the first floor in the kitchen, put out the fire in the fireplace. Walk into it and look up the chimney to find a switch. Look out below! (And don't push the "Don't" button, thanks to Enigma for the tip.) NOTE: This secret would also be detected by mistake if you entered the alcove in the basement. This was corrected with the patch. Secret #3: Cripes, look at all that meat on the floor. :-) Clean it up with a water arrow and check the walls for a goodie. With other difficulty settings, shooting an arrow into the nearby bullseye should also work. Secret #4: In the old Hammerite chapel, note the hint to shoot an arrow into the hammer shaped opening. Be warned, haunts are not very nice, but they do guard some nice stuff. Secret #5: On the second floor in the weaponry room, turn around as you enter and note the bullseye above the door. You shoot, you score! Bonus Objective: Its time to bury the hatchet. Grab Sheriff Truart's body and throw it into his freshly dug grave. The Truart family graves are found on the south end of your map and can be accessed by either swimming the moat behind the house are crawling through the crack in the wall where the houses are. Mission 8 Secret #1: If you approach the cemetery from the east, or if you just head east from the cemetery entrance you'll find a niche with two empty torch holders. One of them opens a passage into a crypt providing a second entrance into the cemetery. Mission 9 Bonus Objective: Depending on the difficulty level you select, obtaining a certain amount of loot will appear as an objective. For normal its 500, for hard its 700, and on expert you must get 900 in loot. Mission 10 Secret #1: At some point near the Shemenov Estate you might have climbed out of a red chimney or jumped across a tower to find two guards on duty, one with a bow in the balcony and another on patrol with a sword. If you descend the long staircase (seen in the middle of the pic) you'll find a set of shutters towards your left that are openable. Enter the window and climb up the ladder. Turn to your right and start shuffling the stack of boxes around until you can get through the opening they covered. Go through the opening and find the telescope. By "using" the telescope a secret door opens revealing the sunburst. Read the book located nearby it's quite informative. Alternate Approach: Before you reach the four arguing guards you pass through small room protected by a single guard patrolling a marble staircase. Shoot a rope arrow into the ceiling and mantle the the wooden ceiling beam. In the corner is a small passage with two boards covering one end. Chop the boards and you find yourself in the room with the telescope that opens the secret door. Secret #2: While you're in the Necromancer's Spire, don't forget to take the lift down to the 2nd floor. It's here that you'll find a bookcase with the old "book that opens a secret passage" gag. This book opens a passage underneath the lift you took down so you have to send the lift back up, step onto the newly revealed platform and then press the down button. Secret #3: Still in the Necromancer's Spire, shoot a water arrow into the fire on the top floor. This will push a button opening up access to the dungeon from the room found in secret #2. Secret #4: As you approach Lady Louisa's Estate, look to your left for an opening. Climb in, open the door, and use the unlit torch to open a secret at the end of the hall. Secret #5: During your stay at Angelwatch, check out the statue found in the hall on the 5th floor. If you look into its eyes you'll discover that one of them is a button that opens a secret door nearby. Secret #6: In the 5th floor of Angelwatch, there is a small metal lined closet across from a fireplace. If you turn around and look at the upper left corner of the doorframe you'll see a lever opening a secret door in the closet. Now you can turn off the wall safe alarm in Karras' office. Secret #7: From the Bell Tower where you start, look to your left for a ledge. Follow it to a set of shutters that can be opened for some gold and water arrows. Mission 11 - Precious Cargo Secret #1: In the Old House, climb to the second floor. In a corner by a torch look up. Fire a vine arrow into the opening to reach the third floor. Cross to the other side, through the door and flip the floor switch behind the boxes. Drop back to the second floor and walk straight ahead and through the door on the opposite end of the hallway. In the darkened crawlspace, a door has opened on your left. Mission 12 - Kidnap Secret #1: At Site #4 a hidden lever on the side of a crypt opens it to reveal a few thiefy goodies. (Check pic for location) Bonus Objective #1: While in Site #5 enter Brother Cavador's room. Grab his diary from the table next to his bed. Bonus Objective #2: A diamond drill bit has gone missing. Go to Site #6, take the lift up and ensure the drill bit is never found by stealing it. Mission 13 - Casing the Joint Secret #1: From where Garrett begins the mission there is a small roof that extends from the building near some boxes. Climb atop it and use the small switch to open a door. Secret #2: On the northeast side of the estate, near the exit to the streets, a set of stairs lead to the second floor. At the base of one of the supports is a switch that opens a hollow section running underneath the stairs. Secret #3: In the northeast corner of the mansion, on the first floor near the exit, chop down the tapestry to expose a switch connecting many rooms along the north side including the Bathroom, a closet in the Servant's Quarters, the Kitchen closet, and the hall on the northwest end of the estate. Every room mentioned has a switch that also grants access to this secret hall. Secret #4: On the first floor near the chapel, there is an Office with an obvious switch on the wall behind the desk. It opens a passage in the closet connecting it to the Workshop. Access from the Workshop is done via the switch over the couch. Secret #5: Like the first floor, a secret hall connects various rooms on the north side of the mansion. It starts on the east end of the house, and runs through the Dining Room, Trophey Room, a security room, and exits out the west end. Most rooms have switches hidden in their closets, look up to the ceiling to find them. Secret #6: A passage connects the closets belonging to the Dining Room and the Trophey Room. Look at the ceiling of the closets for the switch though I believe the Dining Room switch is hidden in the other closet, not the one with the passage leading to the Trophey Room. Secret #7: Unlike the first floor, a secret hallway connects the rooms of the south side of the estate. These rooms include the Conservatory, the Bar, Library, and an unamed room in the southeast corner next to the library. As before, look for obvious wall switches, and closet switches though the unamed room has its switch near the floor and not on the ceiling. Secret #8: I don't know why its a secret considering that its a mission objective, but...... If you grab the cuckoo's head from the toolbox in the first floor ballroom, you can use it on the clock near the Library entrance on the second floor. Set the hands of the clock to midnight. Secret #9: On the first floor of the library there is a book that opens a secret passage on the north side. Mission 14 - Masks Secret #1: If you enter the third floor from the secret stairway, just as you turn the corner past the guard station look for the false wall and the tiny switch. Secret #2: The northeast corner of the estate has a face/sentry control station. One of the panels has a small switch open access to the north exhibit hallway. Secret #3: Both studies on the third floor are connected by a secret passage. The south study is pictured above, the north study has its switch between the fireplace and pillar. Secret Secret?: Yup, a secret so secret that it doesn't even count. However, I think this should have been a counted as a secret so ... in the north study atop the marble steps is a desk. Look underneath to find a small switch, then head back to the south study. As you enter look to your left for an opened door leading to a secret office. Mission 15 - Sabotage at Soulforge Secret #1: In the Planning Room, let thy vine arrow fly to the only iron grate in the ceiling. Use it to mantel the metal ridge that lies in front of the stain glass windows. Walk around to the other side and mantle up to the last window. Use the small switch to open the metal floor plate in the middle of the room. Within you'll find the last diary entry from Karras as well as a switch to open the Northern Aspe where the Guiding Beacon needs to be place. Secret #2: Into the Fusing Machine (Bay E) place spring wiring and acidic mixture to produce a flux spheroid. Take the flux spheroid and a steel plate to produce a flash bomb. Secret #3: At the Amalgamating Machine (Bay B) place a quantity of acidic mixture and quicklime mixture to produce a flare mixture. Take that and a metal chassis put them into the machine to produce a flash mine. (Thanksie to the IRON Turchak for this tip.) Secret #4: Produce a mine bulb according to the mine building plans. A simple process of combing an iron chassis with some quicklime at the Amalgamating Machine (Bay B). Then take the mine bulb and combine it with a bantam node at the Sealing Machine (Bay D). NOTE: For this to work the bantamn node must go into the left chute while the mine bulb goes into the right, reverse this and the machine will just spit out the parts. Quote Scroll?: Well, it most certainly does exist, its most likely in this mission somewhere but to date no one has found it. My own research seems to indicate that it may not actually exist when you start the machine, rather it may be something that has to be created, most likely by being manufactured though what parts are involved I have no idea. If you can't wait to find it in the game go into the Thief2/Res directory on your hard drive. Double-click the books.crf file,when prompted select your favorite .zip program. (e.g. WinZip) After the file opens, look for the file M16B66.str and extract it. Open it using any text editor (WordPad, NotePad, UltraEdit, PFE, etc.). Enjoy. Other Thief 2: The Metal Age cheats hints faqs solutions: 1. Thief 2: The Metal Age cheat codes 1. Thief 2: The Metal Age cheat codes 2. 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