Lytha.com - Thief II: The Metal Age Collection - Equipment List  
        
 
This is an equipment list for the Mission "Shipping... and Receiving" 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 "Shipping... and Receiving"

Default inventory and Loadout screen

Default items such as compass, sword, blackjack and lockpicks are not listed.

Item # in default inventory # to purchase Cost
featherfall potion
A Featherfall Potion
1 3 150
invisibility potion
An Invisibility Potion
0 1 600
water arrow
A water arrow
3 5 50
broadhead arrow
A broadhead arrow
20 15 25
papyrus
A Tip
0 1 50
moss arrow
A Moss Arrow
0 1 125
healing potion
A Healing Potion
0 3 250
flashbomb
A Flashbomb
0 3 200
flare
A Flare
0 5 25

My recommendation for the not so very much experienced gamer: Even though it depends definitely on yourself what you prefer to purchase, I would recommend to grab the flashbombs, some healing potions, and the tip (not that it is a world-shifting important tip, but I like to purchase them when they are offered ;) ). Featherfall potions are also a good idea, if you should be clumsy on your feet. :)

Broadhead arrows are definitely not necessary to purchase, because you will find more broadheads in the mission than you could have dreamt of - while there is as good as no use for them in the mission, because you will not kill any human beings, and because the spiders most of the time seem to be more afraid of yourself than that they would attack.


In the Mission

Item ID Amount General Location Further Description
flare
A Flare
1 1 Outside of Building A, NW. In a crate.
orange key
An orange key
2 1 Outside of Building A, N. At the patroling Guard.
broadhead arrow
A Broadhead Arrow
3 3 Outside of Building A, N. At the stationary Archer infront of the main entrance.
water arrow
A Water Arrow
4 1 Outside of Building A, NE. In an open crate.
flare
A Flare
5 3 Outside of Building A, W. In a crate just S of the starting position.
rope arrow
A Rope Arrow
6 1 Outside of Building A, W. In a secret chest in one of the cratestacks.
broadhead arrow
A Broadhead Arrow
8 12 (4 x 3) Outside of Building A, S. At the Archers who either are stationary here or on patrol.
flare
A Flare
9 1 Outside of Building A, SW. In an open crate at the top of a cratestack.
flashbomb
A Flashbomb
9 1 Outside of Building A, SW. In an open crate at the top of a cratestack..
featherfall potion
A Featherfall Potion
9 1 Outside of Building A, SW. In an open crate at the top of a cratestack..
noisemaker arrow
A Noisemaker Arrow
10 1 Outside of Building A, SW. In an open crate.
flare
A Flare
10 1 Outside of Building A, SW. In an open crate.
flashbomb
A Flashbomb
10 1 Outside of Building A, SW. In an open crate.
orange key
An orange key
11 2 Building A, 2nd floor, central office. At one of the Guards on patrol, and on the table next to the exit to the stairs.
yellow key
A yellow key
12 1 Building A, 2nd floor, central office In the room for authorized personell only.
broadhead arrow
A Broadhead Arrow
13 12 (4 x 3) Building A, 2nd floor At the Archers who are either on patrol here or stationary.
scouting orb
A Scouting Orb
14 2 Building A, Capezza 0457 On the table and in the shelf.
water arrow
A Water Arrow
14 1 Building A, Capezza 0457 In the empty water basin.
featherfall potion
A Featherfall Potion
15 1 Building A, Lady Angelica 0624 In the shelf.
invisibility potion
An Invisibility Potion
15 1 Building A, Lady Angelica 0624 In the shelf.
papersheet
A Paper
16 1 Building A, Bramrich 7732 On the table.
label
An adress label
16 1 Building A, Bramrich 7732 On the table.
white key
A white key
17 1 Building A, Selentura 0266 In a box at the top of the shelf.
metal gear
A metal gear
18 1 Building A, Blackheart 5188 On the right side of the mixing table.
horn
A Horn
19 1 Building A, Blackheart 5188 On a table in the recording room.
food
A piece of food
20 2 Building A, Mynell 6013, 2nd floor S In the cooling chamber. Spider steaks. Yumm.
blue key
A blue key
21 1 Building A, Mynell 6013, 2nd floor S In the N of the cooling chamber, after you've pressed the button. Search the floor for it.
water arrow
A Water Arrow
22 1 Building A, Kilgor 0590 In the shelf.
broadhead arrow
A Broadhead Arrow
23 5 Building A, Kilgor 0590, 2nd floor In the shelf.
noisemaker arrow
A Noisemaker Arrow
23 1 Building A, Kilgor 0590, 2nd floor In the shelf.
broadhead arrow
A Broadhead Arrow
24 6 (2 x 3) Outside of Building B, S/SW. At the stationary Archer S of the building, and at the patroling Archer W of the Building.
grey key
Davidson's key
25 1 Outside of Buiding B, S. At one of the pirates who patrol between the building and the ship.
broadhead arrow
A Broadhead Arrow
26 3 Building B, 2nd floor At the Archer on patrol.
red key
A red key
26 1 Building B, 2nd floor At the Guard on patrol.
food
A piece of food
27 4 Building B, 3rd floor, conference room On the table.
food
A pice of food
28 3 Davidson's Ship The Spiders' Cabinet.
rope arrow
A Rope Arrow
29 1 Building B, 1st floor SE. In a locked chest, accessible through the SE window of the building.
flare
A Flare
39 1 Building B, 1st floor SW In a locked chest, accessible through the SW window of the building.
invisibility potion
An Invisibility Potion
39 1 Building B, 1st floor SW. In a locked chest, accessible through the SW window of the building.
scouting orb
A Scouting Orb
40 1 Building B, 2nd floor, N. In a chest in a secret area.
invisibility potion
An Invisibility Potion
40 1 Building B, 2nd floor, N. In a chest in a secret area.

About the keys

Key type Function
yellow key
A yellow key
The yellow key is needed to open the houses with the switches in the W,S,E of building A. These doors can't be picked or opened otherwise.
orange key
A orange key
The orange key is needed to open the locks of the orange doors (building A), which are located on the inside of the rooms. The orange locks also can be picked.
red key
A red key
The red key is needed to open the locks of the red doors (building B), which are located on the inside of the rooms. The red locks can be picked.
blue key
A blue key
The blue key from the cooling chamber of Mynell is used to open his safe, and it can't be opened otherwise.
white key
A white key
The white key from the box in Selentura's room is used to open his safe, and it can't be opened otherwise.
metal gear
A metal gear
The metal gear from Blackheart's room is used to open the Mechanist locking device of the door of his recording room. This Mechanist lock can't be picked by use of lockpicks.
grey key
A grey key
The grey key (Davidson's key) is used to open everything that belongs to the pirates, be it chests in Building B, or chests on the ship. These locks can't be picked.