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This is an equipment list for the Mission "Running Interference" in the game "Thief II: The Metal Age" (v. 1.18) by Looking Glass Studios at Lytha.com.

Equipment List

This list is for expert difficulty only. Typically, but not necessarily, you will find more equipment and have more choices in the loadout screen in the lower difficulties.

List of Equipment in "Running Interference"

Default inventory and Loadout screen

Item # in default inventory # to purchase Cost
compass
A Compass
1 - -
sword
A Sword
1 - -
blackjack
A Blackjack
1 - -
water arrow
A water arrow
15 - -
whistle
A whistle
1 - -

This mission has no loadout screen.


In the Mission

Item ID Amount General Location Further Description
white key
A white key
1 1 Basement SE, servants' quarters On the ledge next to the locked doors.
food
A piece of food
2 1 Basement SE, servants' quarters On the table in the room just W of the entrance room.
flashbomb
A Flashbomb
3 1 Basement E, armory In the shelf.
flare
A Flare
3 5 Basement E, armory In the shelf.
flashbomb
A Flashbomb
4 1 Basement E, armory Secret compartment.
healing potion
A Healing Potion
4 1 Basement E, armory Secret compartment.
flare
A Flare
4 1 Basement E, armory Secret compartment.
food
A piece of food
5 5 Basement N, kitchen Lying around on the tables.
speed potion
A Speed Potion
6 1 Basement N, winerack In the lowest row of the winerack.
yellow key
A yellow key
7 1 1st floor NNE, dining room At the Guard in the dining room, reachable from the elevator.
food
A piece of food
8 1 Basement SW Behind the wall of crates in the room in the very SW.
yellow key
A yellow key
9 1 1st floor SW At the Guard who patrols the stairs up to the 2nd floor.
yellow key
A yellow key
10 1 2nd floor SW On the table in the main bedroom.
yellow key
A yellow key
11 3 1st floor, courtyard At the 3 Guards.
broadhead arrow
A broadhead arrow
11 3 1st floor, courtyard At the patroling Archer.
food
A piece of food
11 1 1st floor, courtyard On the tablet in the center of the courtyard.
golden key
A gold key
12 1 Basement W, Jenivere's room On the table.

Functionality of the keys

Key type Function
white key
A white key
The white key opens the first two locked doors in the basement.
yellow key
A yellow key
The yellow keys open most of the locked doors inside of the mansion, plus the door of the house where Basso has hidden himself, plus the gates. It is quasi the master key for this mission, with the exception that it doesn't open the door to Jenni's room.
golden key
A golden key
The golden key from Jenni's room opens her door. I have no idea why she just didn't pick up this key, open the door, and leave on her own... ;)