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This is an equipment list for the Mission "First City Bank and Trust" 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 "First City Bank and Trust"
Default inventory and Loadout screen
Default items such as compass, sword, blackjack and lockpicks are not listed.
Item |
# in default inventory |
# to purchase |
Cost |
A flashbomb |
3 |
3 |
200 |
A moss arrow |
8 |
7 |
125 |
A water arrow |
8 |
10 |
50 |
A scouting orb |
3 |
- |
- |
A grey key |
1 |
- |
- |
A rope arrow |
3 |
- |
- |
A fire arrow |
2 |
3 |
300 |
A noisemaker arrow |
3 |
- |
- |
A broadhead arrow |
20 |
20 |
25 |
A flare |
- |
8 |
25 |
A healing potion |
- |
2 |
250 |
A tip |
- |
1 |
25 |
A mine |
- |
3 |
350 |
My recommendation for the not so very much experienced gamer: Purchase the healing potions, the water arrows, the tip (tips are always a good investition), the flashbombs, and then maybe one fire arrow and one moss arrow. If you have found all the loot in the last mission, you can afford that.
Fire arrows and other explosives should be used wisely in this mission - as long as there are guards around, they will most likely hear the explosion and come to investigate the noise.
In the Mission
Item |
ID |
Amount |
General Location |
Further Description |
A broadhead arrow |
1 |
12 (4 x 3) |
Outside of the Bank |
At the various Archers who patrol this area. |
A flare |
2 |
1 |
Basement N |
In a chest next to the northern exit of the basement. |
A water arrow |
3 |
2 |
Basement NW |
In the water basin in the center of the mainainance area. |
A papersheet |
4 |
1 |
2nd floor NE, Records Hall |
On a table of the higher level of the records hall. |
A broadhead arrow |
5 |
3 |
2nd floor E, Meeting Hall |
At the Archer who patrols this hall. |
A broadhead arrow |
6 |
3 |
2nd floor, SE |
At the Archer who disturbed the banker. |
A white key |
6 |
1 |
2nd floor SE |
At the Archer who disturbed the banker. |
A moss arrow |
7 |
4 |
2nd floor SE, music room |
In the secret compartment under the balcony. |
A healing potion |
7 |
1 |
2nd floor SE, music room |
In the secret compartment under the balcony. |
A speed potion |
7 |
1 |
2nd floor SE, music room |
In the secret compartment under the balcony. |
A white key |
8 |
1 |
2nd floor, SE |
At the hardworking banker who is working late in the night. |
A broadhead arrow |
9 |
3 |
2nd floor, SSW |
At the Archer who patrols this area. |
A broadhead arrow |
10 |
12 |
2nd floor, SSW |
In the storage room W of the lobby. |
A mine |
10 |
3 |
2nd floor, SSW |
In the storage room W of the lobby. |
A healing potion |
10 |
1 |
2nd floor, SSW |
In the storage room W of the lobby. |
A white key |
11 |
1 |
2nd floor NE |
At the Guard who patrols the room N of the two malfunctioning bots. |
A white key |
12 |
1 |
3rd floor, NW |
At the Guard who patrols this area. |
A papersheet |
13 |
1 |
3rd floor, W |
On a table in the security office. |
A broadhead arrow |
14 |
3 |
3rd floor, center |
At the archer who idles around at the top of the stairs. |
A flare |
15 |
1 |
3rd floor, E |
In the office in the very E. |
A broadhead arrow |
16 |
3 |
1st floor, SEE |
At the Archer who patrols this area. |
A moss arrow |
17 |
1 |
1st floor, E |
In the bar N of the Meeting Hall. |
A healing potion |
18 |
1 |
1st floor, center |
In the NW safe in the safe room N of the Lobby. |
A water arrow |
19 |
2 |
1st floor, SSW |
In the safe in the room W of the Lobby. |
A broadhead arrow |
20 |
3 |
1st floor, NW |
At the Archer in the Guards' Room. |
A white key |
20 |
1 |
1st floor, NW |
At the stationary Guard in the Guard's Room. |
A speed potion |
21 |
1 |
2nd floor, NW |
On the table in the room N of the Dome. |
A broadhead arrow |
22 |
3 |
2nd floor, SW |
At the Archer on patrol. |
A white key |
22 |
1 |
2nd floor, SW |
At the Archer on patrol. |
A golden key |
23 |
1 |
2nd floor, SW |
On the table in the office in the well-locked area. |
A featherfall potion |
24 |
1 |
1st floor, W |
On a table in the Dome. |
A moss arrow |
25 |
2 |
1st floor, SW |
In the safe in the office E of the western stairs. |
A tape machine |
26 |
1 |
1st floor, NW |
In the vault. |
About the keys
Key type |
Function |
A grey key |
The grey key is what you produced with the wax blueprint that you stole in the last mission. It opens only one lock: the lock of the safe of the Mechanists. |
A white key |
The white key appears relatively often in this mission, but most of the locks which it opens can also be opened with the lockpicks. If a door is resistant to your lockpicks, though, then this key is normally your best choice. |
A golden key |
The golden key can be found in an area which is locked with many doors that only this key can open. You can grab this key either by smashing a glass window right into the office where you will find the key, or with a clever jump from the western staircases into the locked section. There is also a locked wooden door which you could bash open with your sword - if you don't mind the noise. Which of these alternative you choose, is up to you. |
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