Guide to Thief 2: The Metal Age Mission 6: First City Bank and Trust. Includes objectives, loot (2284 max), secrets (2), and entry points.
- Obtain the Safety-Deposit Key.
Walkthrough
- 1Select the SAFETY-DEPOSIT KEY from your inventory and press it into the WAX to create an IMPRESSION [OBJ 2].
- 2Select the PUTTY KNIFE and use it on the WAX IMPRESSION to receive a BANK KEY IMPRESSION [OBJ 3].
- 3Return to the location where you gathered the Safety-Deposit Key and DROP IT BACK IN ITS ORIGINAL POSITION [OBJ 4].
- 4Return to the FRONT GATES to complete the mission [OBJ 6, 7].
Tips
- The mission is considered a masterpiece of level design.
- Recommended equipment includes 5x Broadhead Arrows, 10x Water Arrows, 7x Moss Arrows, and 2x Fire Arrows.
- Fire arrows are recommended to destroy the two cameras in the Vault.
- Moss arrows are useful due to the amount of marble and tile in the Bank.
- The mission is non-linear, offering multiple entry points. The north-east hall entry is recommended.
- You can pickpocket guards for arrows.
- Consider the north-east hall entry: run around the Bank to the north-east, bypass the single guard, and enter the unlocked door.
- Inside the Hall of Records, go upstairs. The first loot is a CUP worth 50 GOODS.
- Shoot out the torch before opening the door to the east, as a Watcher (camera) is present.
Mission 6: First City Bank and Trust
Objectives:
- [OBJ 1] Get inside the Bank.
- [OBJ 2] Break into the Hall of Records and learn the number of the Mechanists' Safety-Deposit Box.
- [OBJ 3] Steal the Recording from the Vault.
- [OBJ 4] Exit the Bank after completing the other objectives.
- [OBJ 5] Kill no humans.
Details:
- Maximum Loot: 2284
- Secrets: 2
- Pickpockets: 18
- Secret #1: Lever in Hall of Statues
- Secret #2: Wooden balcony on Floor Two
Entry Points:
- Basement: Ground-level door on the eastern wall. Requires lockpicking. Allows access to Basement or climbing a ladder to the south-east corner of the Bank. Good for accessing Vault controls early.
- Counting Room: Mantle up to a balcony in the south-east, go through doors to find yourself north of the counting room east of the Lobby. Easiest to access but not ideal for tackling the rest of the level.
- Main Door: Large double doors east of the starting point. Unlocking them reveals the Lobby full of Watchers. Attempting to knock them out with fire arrows will trigger alarms and metal gates. Not viable.
- Meeting Hall (Roof): Run west, climb boxes and ledges to the roof. Go east towards the Meeting Hall, picklock glass doors, and use a rope arrow to descend to the Floor Two overlook above the Meeting Hall table. From there, go north to the Hall of Records. Costs one rope arrow.
- Great Hall: Double doors in the north-west, guarded by two swordsmen. Requires aggroing them away or knocking them out, then lockpicking. Leads to the room immediately west of the Great Hall. Very dangerous and not very useful.
- Great Hall (Floor Two): Access Floor Two room directly above the Great Hall entrance by reaching the roof and dropping onto the balcony. Not very useful.
- North-east Hall: Recommended entry. Requires running to the north-east. The single guard at the door is easy to blackjack or avoid, and the door is unlocked.
Outside:
- Two guard patrols circle the Bank's perimeter, each with two archers carrying broadheads.
- You can pickpocket all four archers for their arrows.
- The guards in the north can be pickpocketed by hiding behind the wall near the underground tunnel.
- From the start, run west and north, take the ladder down into the tunnel in the north-west to avoid guards at the Great Hall door.
- Continue east to the north-east door.
Hall Of Records:
- Sneak behind the guard or blackjack him to enter the north-east hall on Floor One [OBJ 1].
- Two small Children patrol this area.
- Going south, you can overhear a conversation between two guards. One will go on patrol, the other will block the route.
- Go up the stairs. In the corner, across some tiles, is a CUP worth 50 GOODS (0/0/50|50).
- Go east and shoot out the torch before opening the door, as a Watcher (camera) is present.
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