0. About this FAQ
7 H( ]9 e# }6 N% O `: j1. Characters...........................................................[CHAR]
' ]1 a. i4 E! s7 X8 i4 l8 T/ J2. Controls.............................................................[CTRL]" t& e; l3 r/ A
3. Walkthrough..........................................................[WALK]8 A" G" v7 E6 O
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3.1 London.............................................................[LOND]# O3 `- m) x0 V) Y9 T6 {' z
3.1.01 London, in the loft! [" E. Z) ?( r. _- m# Q! f
3.1.02 London, The London Eye
' k" o1 `% a+ z( c+ Z 3.1.03 London, the loft (after the deal) 1 O8 `5 V0 F* I9 Y
3.1.04 London, McBride's atelier
4 o' R9 W. x# D$ \, O! A 3.1.05 America, Jack Stern's office
8 z, }/ K4 G. f6 D5 K 3.1.06 London, airport (with Jack)
J% h% P( b2 y4 H: ?* E 3.1.07 London, foreign office
/ ]& T; a$ k& E5 X" C 3.1.08 London, the London Modern Museum( A, P7 U0 y, @3 z- [8 p$ Z
3.1.09 London, the pub
0 c( \+ K$ Q2 l0 l6 p- s5 g 3.1.10 London, the loft (after the London Museum inspection)
4 M4 \8 E4 ~; _3 r. m% a+ l 3.1.11 London, at the Thames beneath the Museum/ E2 J# y) {) I, @0 K2 Q0 c
3.1.12 London, at the London Modern (Jack Stern)0 {8 I' \* z7 x0 ~3 l& M
3.1.13 London, the loft after the inspecting the Thames entrance% k* P+ w4 m, ~ ?! o# z* a; P2 Q" ~
3.1.14 London, atelier of McBride after planning the heist3 p2 v' v/ E. G0 k* W
3.1.15 London, cellar of the London Modern Museum+ y$ S" g6 {& V- j3 Y8 }7 G
3.1.16 London, the loft after robbing the London Modern Museum/ |% j5 N9 f0 Z$ [' c0 F+ v- Q1 i
3.1.17 London, Jack is back at the London Modern Museum# R* D; S6 E6 Z, m' Y
3.1.18 London, the loft after Jack found the address, c. F& z$ h( g5 ]9 N+ ]" c1 Z
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3.2 PARIS..............................................................[PARS]/ G& G# Q O5 t1 f, h2 A/ X
3.2.01 Paris, at the Musée de Paris5 _9 g, v) c$ y6 b: G
3.2.02 Paris, in front of the catacombs
; G& G- I% G+ I" O- O 3.2.03 Paris, in front of the Musée de Paris in Jack's van
1 d' O0 J! l, s+ f, y( h+ B' ]& y 3.2.04 Paris, in front of the "Club Électronique"
6 Q, ^0 }2 X/ r& E5 B 3.2.05 Paris, inside the catacombs
3 i. x+ a7 ~* d. c& j7 N% `, | 3.2.06 Paris, the catacombs in the storage room, I7 ?0 o6 |7 U
3.2.07 Paris, catacombs entrance (finding the Museum)
! G- h/ Z% G0 J* S( i 3.2.08 Paris, in front of the Museum, before the heist
/ M0 g0 f# h! C7 H" K 3.2.09 Paris, in the storage room preparing the explosives
! X1 Y! M+ f" @4 N. j# a9 q3 q: N! H C 3.2.10 Paris, inside the Museum cellar% H) K% T7 d" B0 o
3.2.11 London, the loft after the Paris heist9 h) l9 C9 S+ o( j; @& p& O$ G
3.2.12 Paris, in the Musée de Paris with Jack after the heist; C6 ]3 r, F3 p- j. s) x+ B
3.2.13 London, at Robert's ravaged atelier
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" ]8 K- C# v1 p: Q1 w" H8 W 3.3 Surinawa, the Caribbean............................................[CRBN]
$ Z- i# P4 `3 C$ _: N; B- N; @! t( ? 3.3.01 Surinawa, the beach
- S) ]# m8 ]2 `* a) w1 c! X 3.3.02 Surinawa, Eleni's mansion {1 F7 Z5 W% T2 b
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' t& i6 S. Y4 a# Y' c. a__________________2 {2 }* l4 }, ]. D) T* |5 s
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0. About this FAQ4 A4 K6 X2 z! O2 Y- }
__________________
8 v" f. q, z# U( A
/ `2 n: l ]9 D1 G" T0 ?( V+ M15 Days Walkthrough v 1.0$ G& l0 }. M% B
+ {2 }! O; H+ P4 J l; ?/ K
This is a walkthrough for the game "15 Days" by "House of Tales". 6 N3 c' ?/ Y6 e) P' y
This guide is for GameFAQs.com by me, Arminator, and it's my first FAQ.% ]1 [5 d$ B$ l' s. x6 o
This guide is licensed according to Creative Commons as follows:
: H, w3 I2 q# g- @" vYou are free to share and remix this walkthrough, under the following 9 ^/ X& B- i9 ^. w- m9 |) r8 E
conditions:; Q0 g" Q& @2 |' p3 \0 Q7 F: L
Attribution: You must specify me (Arminator) as originator of the guide.
( W1 r+ Y( ]8 Z7 N! z0 INoncommercial: You may *not* use this guide commercially) m5 Z! m8 j1 K6 @) v; h. p
Share Alike: If you alter, transform or build upon this work, it has to 2 ?9 Q) P! ]& r7 W
be distributed under the same license.
! t, f( k3 Y5 k8 ISee http://creativecommons.org/licenses/by-nc-sa/3.0/ for details.
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If you find errors or problems with this guide, you can contact me at
8 t7 Y; H5 F4 l# w, R+ {arminator ("at-sign") gmail ("dot") com3 g) Y) E* V% ]6 I
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_______________________0 F8 O% K; q' K0 A) R7 s
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[CHAR] 1. Characters3 `2 b1 g5 r$ x. L: ?0 C& [
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" e! z8 V( H* b( N5 r ECathryn Hope
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She is the head of the group. She is charismatic, adveturous and optimistic.
8 I' {, H1 r: X P) f. nBecause of her nerves of steel, and excellent climbing skills, she is the # ?& c' e5 E/ s4 x: _' |
strongman (or strongwoman) of the gang.
8 V2 M7 I5 V. Z2 d( P- d: ZShe is the one that carries out the thefts for the gang.
( U# O% H( A5 f# I, `& \Cathryn is very idealistic. She doesn't steal from the rich for personal gain,
{$ ]' M }. x! ~# O2 s& E% sbut donates the loot to charitable organisations. - {* w* u3 ~! @3 Z0 x
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Bernard Dwaele# z5 Q* T" S4 _8 W" s" E' y! F
--------------
, \% E! z6 \( u9 bBernard is the thinker in the background. Tactics and planning are his
' }) Z' m# y0 Q5 [" Ospeciality. Officially he works as an arts adjuster for a London insurance / V) b6 c# D1 G
company. Earlier, he led a double life as an arts thief on his own. But since* k2 R2 b2 |# n
he met Cathryn, he lets her do the burglaring, and concentrates on the 4 E/ J3 c9 i' C% y( f
planning instead. If the worst comes to the worst, Bernard knows what to do.
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Mike Mensforth
7 B \/ E0 b1 r$ RMike is the man for everything technical. He is a real computerfreak, who can
1 k, E# @- U2 I) M* D- s: cbreak every code and hack into any network. With his self built gadgets he
3 G4 d1 v. N& ` j' Omakes the burglaries a lot easier for his friends. He also does all the
4 q) z t1 D. Tresearch for Bernard, so he can plan the next heist. In his everyday life, 7 P% w7 ^5 r* M; g5 P
Bernard tends to overestimate himself, which makes living with him not always. s8 A m& b' i! }' o: t
easy.
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1 E4 g7 Q* F+ K2 ?) ~* xSpecial Agent Jack Stern0 }0 q1 Q1 p/ J# ?- b
Jack is a brilliant, but unconventional US-agent, who doesn't give much about
1 q; n9 _# f S' G$ @! Hrules and command chains. A wolf in sheeps clothing, who solely focuses on his0 d0 {0 {$ c* u5 A
two fisted investigations.
& o/ \- c8 b$ KHis boss hates him for that, but his success of his methods concedes a point 8 z6 ]$ b0 c4 `- Y: {8 \& F% s; ~
to him and his boss.
5 t& a V O& M6 Q: ^2 LJack gets sent to London to investigate a strange death. 4 _) B( k7 B3 L8 x9 o% e
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[CTRL] 2. Controls7 m: I: G0 O& U3 z( U
___________________: n$ J1 V: W9 X( Q# k7 Q, @' a
# p; p: o- I5 b. BYou mainly control the game with your mouse. If you are hovering over a hot . i6 b1 |1 }8 y# U& G# m
spot with which you can interact, the cursor will change.
: V( y/ \# |* ~. N( wTo help you find these hotspots, you can press the Space-bar on your keyboard+ p* e9 F2 R c- r
and the game will show you everything clickable and possible exits.% G: H9 f1 V5 P
# q3 f8 d4 u" F% @. L6 k4 F+ uIn the lower left corner is a small map. Klicking on it, will show you a map
6 Q( Z% F/ k8 d5 Y! \of your current location (normally the whole city your're in, but later in
" d8 w [, n$ Z9 B* Wthe game it will also show you a more "detailed" environment. . s3 \3 S( G9 {6 K2 V: b0 q
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Moving the mouse slightly above the map, a small arrow will "grow" from the 3 I8 s* N! x7 k$ [2 O
circle, giving you the main menu, where you can load, save, set options, etc.% g: _5 p2 r% v* N5 i# F5 M
Moving the mouse to the right of the circle, will roll out your inventory.8 R" Z) l6 x- q
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To use an item from the inventory, just hover over the item, and it will
$ m% _7 q6 z+ _+ Ashow some options, what you can do to the item (e.g. cell phones will show
3 c4 e' u/ X! R4 \/ m2 i, i7 v0 Syour possible partners to call).
) N* M+ @& a1 m1 l J( T0 jTo use an inventory item *with* another item, just move on the first item,! O {* J; x& H2 K8 R% C
klick on the "use" icon that pops up, and move the changed mouse cursor to
5 a6 _2 }& b" G& u% L* w9 y8 \! Gthe item on which it should be used on.
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) g% v, r b& _- ^: U. T6 l8 g_______________________3 r; q( [, |4 v7 [3 e% B
. r* F- h) K6 w+ U; F/ [& w9 t! z8 f# t[WALK] 3. Walkthrough:
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4 Z* M$ Y! Y8 m. V9 s! d: vBefore we start: Remember that you can always press the space-bar in the game
1 ^( r3 u1 r+ Xand it will show you the important "hotspots", where you can interact with an+ y2 p6 J+ N3 `) |7 _4 h1 e
item or person, or pick something up.
0 f5 b$ ? ^" H9 u5 sSo if you can't find an object described in this walkthrough, just press space.5 j0 g+ R) }8 G( l$ a
" T1 |; ^, x; _- S) E, s" n/ |% Q
" E% U# u( V. o' n- F1 p[LOND] 3.1 LONDON: Z5 t% O. S" K& B
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3.1.01 London, in the loft
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2 M3 V! r- F" ]7 W; {3 ]% P$ U3 `$ zAfter the introductory movie, we find ourselves in the loft, controlling 6 {: D; D3 V* z6 G% X
Cathryn.
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Examine the Newspaper. This way Cathryn learns about the origin of her birthday# r: E7 q, Z: T2 o, I
gift, and the death of congressman James Henston.
. B" w0 s& Y. t: j5 \Use the answering machine twice to listen to a message from Cathryns dad and ' S9 K3 X) g& X2 y8 e8 \
her friend Tom. % I; q0 b. k6 ?/ D
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Go upstairs and left into Bernard's room. Talk to him, and on your way out,
' s6 b2 |3 @7 R: g, Otake the magnifying glass from his desk with you. $ R. S$ S. d9 M5 Q2 K
Outside, go to the right, to Mike's room. His door is locked, and he is busy.
# C) b" C) T" ?: oSo go to Cathryn's room further to the left.
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* y. I) \ Y8 RIn "your" room, get the compass from the desk, and wait until the guys call
; Y- p- J1 o6 j& ECathryn back downstairs.
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' z* y6 d8 G; j ^They tell you about their new "job", and Mike asks you to fetch a device from # w7 ]" ]7 Y0 D7 N' a+ h
his room. So go upstairs, and in Mikes room find the "console like" device on
& m$ [ F) s5 I d) rthe right side of the game screen. 4 e. u0 P9 z' U! Z
Bring the device downstairs again.
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After they finished talking, use the phone, and after talking to Tom, join the
4 ^1 J: _3 N* p3 Qothers outside. ' \5 H2 y: u. x P6 x
% n: `4 g- Y! r+ qUse the van's door to drive to...; z# Z( y" V- ?: B$ q3 N/ f' v
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; I, y3 y6 z. r8 I& {: I3.1.02 London, The London Eye/ {& \, A7 S6 L" L7 h- P" D+ X
----------------------------- y' X. x) T, P& l, U
After arriving at the London Eye, Cathryn and the new client board the Eye and( c8 U) n" r7 ^# P
you are in control of Mike.
% c! X8 s! I0 CYour task is, to match the wheel's frequency with your device. 0 s8 \0 t' u1 K1 t
You can change the frequency and amplitude of the sine and triangle wave.& x( c1 [6 {" h, p/ v* E
First try to match the frequency of the sine wave, so the wave's highest and
, u9 S7 D) @& k4 ]+ b4 Y4 klowest points match the wavelength of the upper wave. : R9 p/ _& y7 D, b
Now adjust the frequency of the triangle wave so the "jittery" part matches as - V2 b- U/ x0 a5 J
closely as possible to the "jittery" part in the middle. ) k# b; Q8 T' G. o) N
Now try to match the amplitude, so both waves match.
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If you can't figure it out yourself: There is a timer running out in the upper
- s: B; J" L9 s& Z. W6 N& }right. If the time ran out, you can use this button there to solve the puzzle
. z' C9 l" g! T+ w8 T6 c: rfor you.% D t j0 R6 c. K
( U# n8 ?7 i) Z1 n* C* tYou are asked to find a Winston Churchill portrait.% b1 U5 [: `* X2 _" m
% o2 c4 \, c& m3 ^8 _( cWhen you return to the ground, use the van again to return to...
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5 m' P3 ~1 d* q# {! Z6 l! J- d {3.1.03 London, the loft (after the deal) 8 C2 m, S+ T' z+ P
---------------------------------------, \/ D4 r: H( A# Y
You're controlling Cathryn again. Go into Mike's room and talk to him. He asks & J' O! \" i# g1 H9 \: t
you to find his USB drive. Klick on the table to the left, and get the USB
, y' m4 S8 D, Rstick right in the middle (what a lazy bum Mike is). k) N+ k% F% A1 w7 J
Talk to him again, to give the stick to him.
7 T! H' M' E @( M) IYou're now using Mikes computer, to find out more about the Winston Churchill 1 T' \/ d; b! F' K+ b) D4 h8 B
picture. " A" q1 C2 W) Z, f
So start the "IceBear" Browser and search for "Winston Churchill". Follow the
5 G+ z- ~0 `* \) c( q: ufirst link and klick the art database link at the end of the article to find
5 N, I7 X# X' \. M9 N' ~7 D: Gan image of the portrait. The image is automatically transferred to the USB
4 W7 p6 y2 s- S- _4 A! g0 ?drive and you need to exit the PC in the lower left.
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Leave the loft and try to use the van. Cathryn decides to go on foot to...
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$ R: J# g) l$ a7 n3.1.04 London, McBride's atelier
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0 n# u& b; Q g( M$ a1 VTalk to McBride and use the USB stick with the projector. Talk to McBride again * h# a$ Y9 g7 k- ?
and return to the loft.
) W2 A) L- _% _" h* J2 ?& iAfter a short cut scene you are now in... L* ` D3 I) \: U: c& Y! E
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6 I7 Q! y+ T$ T. R1 @2 x+ _) ~& Z3.1.05 America, Jack Stern's office0 B+ ?# u Y a5 q V6 n
----------------------------------
. t, z4 h! l2 ~, ]; _+ u* oYou are now controlling Jack Stern, and are asked to investigate the death of 2 t7 I* c* h# ^- {
Henston. Examine Jack's desk and pick up his police badge.
: [/ u. H6 t; HUse the computer and open the ThunderBolt e-mail program. You will recieve a 5 ]" F8 I3 J: X" e/ N$ n X
mail with a phone number. Open your inventory and use your cellphone to call 2 ~! |" m# L% e! \
Bellicoe. After the call, check your e-mail again, to get the password for a : o: W5 X6 n& w# ~2 W. J
van waiting for your arrival in London.
2 B. u$ ~. p7 j c5 Q7 W# D8 VWhile on the PC, use the browser to do some research. Look for "James Henston"
- C; a) r& d5 Z) z3 r* Jand also follow the link to the "Rhodes" foundation.7 B3 g+ J; z6 ~ c q( g
Use your cellphone again to call the airport. After the call, check your mail
& R5 d. D# \$ Y% [again to print out your ticket. Get the ticket from the printer and leave the
2 T5 L5 f* g" ?office to...0 Z P8 M$ a* H { r, i
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& M7 i6 m1 _) E+ C) Q3.1.06 London, airport (with Jack)
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Go to the desk in the foreground and ask for the key. Use the elevator to the h$ U' d7 Y2 y
left to get to your van. Use the key from your inventory with the van to get* h2 ?' f1 R6 l7 O! r' \
to...
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3.1.07 London, foreign office
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& d2 r" ?5 S) v' a* L3 uMeet Bellicoe and talk to him. Then enter the office. Look around and take the
1 V; j+ o& D0 K' I: R ucalendar from the desk, and (if you didn't already) look at the painting - j1 C2 r( Z0 H' W; h
behind the desk. It shows Cecil Rhodes. Now open up the inventory and examine
0 W6 |, S5 ~! u2 n. ]" Nthe calendar a bit closer. You will find clues about "Nancy Jenkins", "Laureen
3 x% }1 W0 H/ \8 g4 H6 D! oMyers" and a company called "ArtTrans".
8 G& t/ E) m) F+ G' _& }Go back to your van, and use the internet to find out more about these persons ! |1 f3 c% U$ C$ G8 y
and the company, especcially phone numbers. 7 n' Z: f! ~9 E
Use your phone to call Nancy, then Laureen and then ArtTrans. You will learn, 3 n0 {/ t, w/ R: ]; _% @3 w( u
that the company returned the picture of Cecil Rhodes, and Jack will remember
: ?3 U9 {5 S* F1 ?2 psomething about the "G8" summit, so search for "G8" on the van's internet. * H: _( t2 x" x) M2 `
Go to the front of the van to drive off. 2 `4 [6 B0 U$ j6 E+ S
You return to...
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3.1.08 London, the London Modern Museum
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You are now controlling Bernard. He and Cathryn enter the museum, to scout the 8 G. i" c# l9 c4 P/ J- n8 f# B
security systems. Let Bernard go to the left to examine the fingerprint sensor
- i4 I) x3 V4 k, u, w; ^& N( lnext to the door. Get the brochure from the desk, which contains a map of the % ^. E9 [4 q" d9 V* d
museum.1 k6 a. T1 ? \0 v( ^
Use the brochure with the two cameras in this room, to map their location. Go
% |$ g" S6 F2 q9 K6 ~to the back stairs into the cellar and also use the brochure on both cameras e# q- m+ C. \+ Z
(the one in the front and the other one only visible as a red light in the 5 r0 k( R- y1 W3 c9 z
darkness of the background).
: F) h3 q9 ~$ \0 H4 q% U, `Return upstairs, and go to the right into the room where Cathryn is with the
0 O7 R& w; Z1 y2 E3 X0 |guard. They will leave the room, so you can map the final four cameras in each
" D. U5 v3 R0 e3 ?5 F) {corner.0 Y7 h/ [9 A6 R, f
After this is done, you change to Mike. You need to help Mike hacking into a
. p+ u8 D# r6 P9 knetwork. Klick on the Notebook and on the hacking tool on the desktop.
* p! K$ U2 j. b8 U+ X& s. e# Z/ tYou need to find a route, that has a latency of 24 or less. 1 s7 q. V- A6 t
To do this, follow this path:
* h9 N) f8 d: S; `You start at the bottom, and go up (Latency +1)+ v3 i, u) o: b6 G3 P
Go up right (Latency +2)
! _* p" {6 @! ^, `' E! B) \6 yGo right (Latency +7)- v4 k, f0 A4 ` {# F0 A: G3 P" q
Go down right (Latency +1). A- c7 Q; R' D4 k7 h
Up right (Latency +2)* j7 B3 ~ a% d6 q9 M7 L# j2 X
Up (Latency +1) ^) X0 u( M2 e& t" e c* m
Left (Latency +2)
8 x! y: t1 V+ V3 ~Up left (Latency +1)
4 i. D7 n) d3 {' W* ^ J l! yLeft (Latecny +2)
! m% }9 R) P+ t" d! }Up right (Latency +1)
% W+ X# c" L& gUp (Latency +2)
- K' a; q1 s7 S: b3 F) x+ aLeft (Latency +1) and finally' J0 S9 i% w2 Q* X; d1 C8 j& @2 a
Up left.
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Again, if you don't know how to solve it, wait until the timer in the upper
$ D' B2 k$ ]# M! N9 M6 dright runs out, and you will get a solve button. 2 B P" p' ~ C
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The game returns you into the Museum in control of Cathryn, who should go to 7 L; C0 D- m2 I9 x" M
the room with the portrait and talk to the guard.
" x$ X: W5 D6 z* @- J# }( C5 f4 oGo outside and go to...
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/ U9 F5 M! P! [ ?7 H3 z0 |( Q' M' z4 c1 G" t; F2 K/ p+ p
3.1.09 London, the pub$ {1 f. Z- d: h4 F4 ]2 o: l5 D
---------------------
/ p: v2 l$ a3 }7 |4 w! q+ |Talk a bit to the bartender and you will get a beer to accompany the museum ! e) `+ e1 n8 Q( y1 s D' ]
guard. After talking to him a bit, he will go to the toilet.
n8 d$ r: u7 I. l" SAfter he's gone, pick up *your* glass, and exchange it with the guards glass.
% Q/ V4 d; p4 PKlick the in-game map in the lower left and choose the loft to return to...; e; ?( I$ a6 b& C$ K
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- a" |- l {/ x& J4 l3.1.10 London, the loft (after the London Museum inspection)+ A, G, _6 @: a
------------------------------------------------------------% P8 \3 c |& `& ]5 h
Use the magnifying glass on the museum's blueprints. On the plan there are two . V- t9 h" q) [0 Z' n
tubes leading from the river Thames up to a small room. On the right side of 8 E0 d; s+ s0 y0 M
this room is a door, that separates a corridor to the museum from the flooded
2 Z, p& z- [+ Oroom. Center the door in the magnifying glass and klick it.
6 Z3 R: O* ?" R1 r% v' jYou decide to examine this door, so head out the loft and down to the pier.
! n, S, H: I. U9 @3 A( G) t: y6 wYou will arrive at a jetty in...
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% \% |# L8 @/ A3.1.11 London, at the Thames beneath the Museum
9 E M. ]% N; P3 n7 J8 p# z-----------------------------------------------
* [( ~# k8 t9 A ?9 ]Cathryn will dive into the Thames. Swim to the right opening and examine the 3 r( h$ E3 ~0 ~' z0 a
grating. Use the grate to tie a rope to it and to pull the grating away with 8 [! n ^, r6 n5 h6 @: |9 p
the boat. , S, j! B, z' J6 ?
Enter the tunnel to the museum, and go to the door. The door has a lock on the ' |2 k4 j( Z; g: P2 t/ d2 E' Q
right side. Examine it. The writing is too small, so use the magnifying glass 7 ~! O2 M: o. k* S3 w
with it. # v9 V. W; Z2 k
Meanwhile Jack Stern will appear and after a cutscene you're in control of him
+ ], o0 M! Q k( c5 e) }and head to.../ d1 c n' t! o! [+ W2 r4 @, ^! ?
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6 Z& B+ G' g" V3.1.12 London, at the London Modern (Jack Stern). M. y1 {" u7 f8 w) h* C
------------------------------------------------( h3 w5 ]* ~! m4 u8 z8 N- u! s
In the museum talk to the guard about ArtTrans. Leave the Museum to visit the 8 |$ ?! S5 F4 q3 Y' i+ B
pub. Talk to the bartender and look at the newspaper on the bar. Talk to the # G2 M# G, {1 u5 {. S& Z
bartender again to learn about London's CCTV system.
1 b9 U$ [/ D+ }+ j" u) D6 t1 d( [/ dJack wants to call his boss to ask him about it. % d# O; g. c) f# [, P
After another cut scene you are in...
, ^+ ^4 D6 I( m% N
' ]# l+ j, Z- I4 C8 R( \
U: S2 z1 ^/ K: M) s% Z
0 m. R$ C% {& [- _- s/ B! D" Y0 {1 J. p; i
3.1.13 London, the loft after the inspecting the Thames entrance3 G1 o0 m5 o; `3 C9 Q7 O* C
----------------------------------------------------------------8 \1 e3 H& I( C/ o. ]
You are in control of Mike, who tries to create a duplicate fingerprint. Go up & @* H; T, L, G/ T
to Mike's room and klick the table to the right of the computer. 8 H O& C/ @2 X: u6 L
Take the silvernitrate and use it on the glass. Turn on the UV lamp and get the
& {4 h0 b# @+ Q; O' @ Efingerprint. Go back to the sink in Mike's room and take the rubber gloves. Use ' F z$ M' J+ K, D I
the fingerprint on the gloves to create a fake fingerprint.
$ a9 s) g, M) U6 t/ U2 mGo downstairs and talk to Cathryn.
2 r- U* U1 h+ FBefore discussing the plan, go upstairs into Cathryn's room and get the ! [# R" ^4 H, U. R/ G/ C
flashlight from the desk. Go back downstairs and use the projection screen to 8 a2 m4 E& [; i" G; K( v/ N3 l* O
start a cut scene. ! U- I6 l4 N; \6 r
After that, go outside to the...
$ y B6 ^4 a, Y6 t# s# K) f$ ^6 ] P
7 I3 u8 c6 Q7 ~: Q. V0 F- d2 ?) r- |) o4 D: }+ r2 Y5 D* I
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* h+ |2 u5 m. y$ z% k
3.1.14 London, atelier of McBride after planning the heist! M, m" I5 P' l4 U
----------------------------------------------------------
2 a7 A w5 C: {$ STalk to Robert and get the copy of the portrait. Return to the loft and at the & D" X8 e; J+ t5 l I# l0 u
pier, talk to Bernard.
q) `- g; ]# W0 bOK, time to do this. You are automatically brought to...
: K- p9 D6 O3 S7 x _8 L6 t! A1 H i7 r8 x
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6 E) z; U" p7 t4 ~5 P7 G3.1.15 London, cellar of the London Modern Museum
# Y# S, [% K. J" q3 V: |$ W C-------------------------------------------------& S# m; \) p( c4 C/ y5 m- _
Cathryn uses her cellphone to call the museum guard. Use the bumpkey from your
- P i6 F7 T9 X S) k" Ginventory to open the door. The control switches to Bernard. Use the fake & C- a$ w: U2 V) x( g
fingerprint on the fingerprint reader. In the control room there is a cupboard
- K. I$ U7 I' m' K# v* L. G4 @5 y; Twith surveillance equipment. Pull the cable from the cupboard to disable the 5 f% X9 ?- u* g$ N
cameras. Cathryn now needs to go to the room with the portrait and exchange
0 Y, @- ^, e7 B8 z7 o/ Jthe pictures. On the way out, the alarm goes off.
: _+ V) F# C0 p5 N, sJack Stern is in front of the Museum, talks to the guard, gets mistaken for
k, |$ }- |/ hthe thief and arrested. After this cutscene you are back in...! ]+ |7 ^! S* t& r- d
! s) Q5 b y: d `& F% i( e
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3 d9 i+ ]) o7 U+ C8 F R: p# Y% s+ b. x
3.1.16 London, the loft after robbing the London Modern Museum
+ d( ?# }$ b2 r0 k# Y--------------------------------------------------------------6 B$ b" l' B/ [, {% P
Use the Map to get Cathryn to the London Eye. You will get a new job to get a
8 ~' q7 g7 [7 D3 |& i j$ `portrait of Washington from the Museum in Paris.
, A! T8 w: g+ S; I9 dGet back to the loft and use Mikes computer to research "Washington" (this will
. H) @6 Z x1 f. O' ~2 Ucopy the image to the USB drive again), and also look for "Museum Paris". % t4 G3 H- }2 a6 m$ O G" J5 q
Go to Robert's atelier again with the lower left map. Talkt to him again and + L; X% c+ o# d1 d/ ]
connect the USB drive to the projector again.
# ]! l/ K7 n% w0 A- D( ^) bReturn to the loft, talk to Mike go back down and use the telephone to call
( [8 O! J# Y/ L/ | H+ ATom. After a cut scene the game returns to...
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8 g* t" u% G' w, z( K' z- s% {
" R: c" B4 A, p3 {3.1.17 London, Jack is back at the London Modern Museum3 N& [: `7 I+ o7 h
-------------------------------------------------------- g1 G5 _, F5 m+ L- R( t1 x
Use Jack's cellphone to call your boss. He promises to send some CCTV screens
4 J% V* k7 ]: z9 h( b( @: W, Z& Tto your email address. Check your mail to find them. It's a photo with a
. k. O% T* F1 H$ a0 @# T& llicense plate. Call your boss again, to ask for permission to use the license J2 y: p q8 `" ~! m3 {
plate identification program. Check your mail again for the granted permission % X+ t7 y8 Z* T" ?
and launch the application. 3 m" k* M3 W, O# h2 u( y4 g' j
Look for letters and numbers that can be easily modified to look like another
, b8 U9 ~, u3 c! J" X; ~letter. For example, masking the two upper bars of the letter E with yellow
0 ^* {: Y3 k: H9 ^; I7 Z8 @tape would make the E look like the letter L.
: E& S- H3 v F C3 GIf you can't figure it out, wait until the timer allows you to solve it for you
- P1 U4 ^' C/ S' por use the license plate EPO8 PXW.
8 K- b3 y- D x" n6 sThis will allow Jack to go to the address of.... ~+ x1 F) N0 x0 H9 x; X: H% v
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3 R, S& H2 y- b \/ P8 v0 D- j6 m8 r$ o9 H
3.1.18 London, the loft after Jack found the address5 n0 {: w9 ^: _5 D1 i. y
----------------------------------------------------
. a8 a! y& [+ uUsing the police badge in your inventory will produce a bumpkey. Open the loft
$ I+ v' Q0 d1 {9 c, jfrontdoor with the bumpkey to enter the loft.
+ u( Y. c) ~; I$ v% _Go upstairs and examine all rooms. In Mikes room, Jack will find a business
; Z$ M$ E$ b- l: n2 H* H9 Pcard sticking on the computer monitor. Examine the left table (where you let 9 [, b7 d! q! @) Y; V
Cathryn find the USB drive earlier) to find some traveling documents.
, [2 b) i2 z3 b( F3 mReturn to the van and use the computer's internet to find out more about the ! Q( @& O, T8 ]% j
"Megabase" company.' B( V% G6 p* p
Call the company to find out Mike's cellphone number. Try to call Mike, but
3 A4 k3 C# n0 ?! phe's not available at this moment. So call your boss instead, to find out the
' A, g8 r7 D& ~9 c/ Tposition of Mike's cellphone. Use your email to find out, that Mike is
( C/ {, K H% W8 U% Bin...
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[PARS] 3.2 PARIS; J; E; ^$ E! j0 |
----------------2 F# O r: E( v v
. J6 a( M O- Z1 g( k
3.2.01 Paris, at the Musée de Paris9 g, b7 I# T* O& x2 r* Z
-----------------------------------
2 i, O8 ]6 K4 |Examine the stand with museum brochures. However this time, you don't map the 3 N0 a" \9 b. f0 l0 L) B7 h
surveillance cameras. You clock them with a stopwatch in your inventory.
: |2 u! p* P. J8 N; E5 qSo use the stopwatch on the three cameras in the first room. Go right into the
1 Z# V; Z" d. x1 g, j( P: h6 X. a# ccellar of the museum to find another two cameras. Back upstairs, go into the
- C3 B4 q6 D! x w9 j) ibackground and to the right into the room with the Washington portrait and the ) m: G6 {* \) h1 S# f, h( f
last surveillance camera. Examine the portrait and go back. Go further back : l& c& b0 @- ^6 m/ ]9 d, O
into the museum, and the game switches to Bernard, front of the museum.
6 |, K, |$ p, ` ~& l |8 ^ j
8 N3 o* f& ^3 V8 STalk to the museum guard in the window on the upper left side of the museum. ! W1 i H) u: ]) Y7 ~7 t
You will find out some interesting information about the museum's security
' ^% Z9 `' w% \2 Xsystem. The game switches back to Cathryn.
[" x/ i; a N3 L3 X. x& K% u
5 j; f0 k& b3 \7 b- ~3 f( lCathryn goes further into the museum and talks to the guard and finds out some
- E0 u3 W/ x! v) ]information about the catacombs. Leave the museum and go into the van. Use the
. e; X2 |5 L1 nlaptop to search for "catacombs". This will lead you to...8 N* \2 ~9 L4 a0 }' L
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+ C h$ M( L5 _3 E& j$ d9 |
3.2.02 Paris, in front of the catacombs- m; u& r' ^5 @6 [" r
---------------------------------------5 m) c" h/ X' ~( p
Go to the small ticket booth and enter the catacombs. You will come to a room
' J4 f4 J3 ~. D. U& O7 jwith a gate in the background. Looking inside, Cathryn finds it to dark to see,
4 q; a6 v \- y, [2 c* L, X dso turn on the flashlight in your inventory, and you will discover a grafitti 2 C! Q& }& p7 B
on the tunnel wall. The grafitti hints you towards a club in Paris, however the
( M* [! p# ^1 c2 k1 B7 e! Rgame first switches to Jack who just arrived in...
- t7 ^& z& C* i
: {; t* s8 q% u: N0 H6 q% E; O7 h) X: o8 T0 R* L6 U7 T
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3.2.03 Paris, in front of the Musée de Paris in Jack's van& ]$ e$ G6 `% O$ u. } s: E5 Z
----------------------------------------------------------% M3 Y% o# u4 B8 p# S* i
Call your boss to get an updated location of Mike's cellphone. " |: t- q2 J6 P: f0 M$ h8 m' p$ n* j L
The game changes back to the group who just arrived in...2 o! s" F: \8 s, M& L
) P% r7 {& ?1 W8 _
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3 H* ?# Y7 a( \
4 i/ f+ E+ ^4 r3 u3.2.04 Paris, in front of the "Club Électronique": W% W t& o i7 F0 D
-------------------------------------------------
4 c F! k; P! T8 ^" eTry to talk to the bouncer in front of the club. Try again to bribe him. After
% ~8 ^+ n- F0 I) Z3 W) j6 vtwo unsuccessful attempts, go to talk to Cathryn. With a trick, you go back to
, C# W f7 l8 @ O% f8 b/ C5 |the bouncer, who suddenly has important business to do, and you can enter the : F) H& `% j/ s
club. Inside talk with Francois. After a long conversation about Francois
8 V3 H4 L V3 @( Cdifficult youth in Surinawa, he shows you the map to the catacombs. Use Mike's
$ X& ?3 w0 r/ {cellphone (running ScummVM by the way, if you examine it) to snap a photo of : B' y$ ^( D: Z1 D" O9 F
the catacomb map. {7 A+ f1 v+ G) j. O; _
Leave the club to go back to the catacombs. Before you try being Indiana Jones, - o4 r+ g+ |7 L# p& K U) B3 o
the game lets Jack arrive at the club, too. Ask the bounce about Mike, and the . x5 z6 @# h6 a+ n
game cuts back to the group with Cathryn back in...: R6 \& X' Y) ]- H! }
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* c$ s1 I) _1 i7 J+ @+ X. F6 @7 T7 s* H
3.2.05 Paris, inside the catacombs5 Z6 \3 O& F0 A8 o, N1 m& }
----------------------------------5 i9 z J8 h4 r+ Z; o/ Q3 J: \
Let Cathryn use the map of the catacombs with the brochure map, and you can now 2 ^3 d& |1 h! s- q) G
enter the catacombs behind the gate.
$ T+ i; J) e% ^( K F+ F& wAs soon as you see Cathryn in a "sort of top down" view, you can click on the 8 {6 l: h) d7 K
map icon in the lower left, and you will get a "detailed" map view of the
" |6 L% J& Y! F j$ } P8 |% X4 ?$ }catacombs. ( x" ^; H0 L% l1 g9 n
( D: N) u/ W/ S1 b- p7 LYou also get a compass in the lower right. If you click and drag the 4 F* v0 m5 u9 q6 O. V
rim of the compass, you can always turn the "North" of the compass to the & U. z) u' v( g" k O$ n
needle if you have difficulties in which direction you should go now.
1 S' J( `2 n: Y- I& Z3 X7 _ M( h! x
Beware, that the camera angle will always shift, and "north" is not always up
7 e3 t+ t9 U9 {% l+ H" lon the game screen!
+ f8 A, F7 H! n* B- S5 S3 xKeeping these two things in mind (shifting camera angle and turnable compass),
4 x1 G8 H; ?& U- Z; G8 Utry to find the storage room with these instructions:4 q7 i- N% _9 p
" w$ |1 c0 k1 M" S' L" e$ _) M
Go north twice.
( x" j" C2 y4 BYou will arrive at a room with a wagon wheel.
4 z! `! r5 _' G7 lGo east1 F- M! \. c" Z; E; K1 G) i
Go north.
2 C" F6 j1 p/ C% V. e( m) W3 hGo east
! U$ u# F) H1 ]" YGo north. - N- q# j. }( C" v
Go west.
1 O1 w$ N3 a5 u3 A! A# E! w7 VYou will arrive at ...2 p% u8 f5 |3 j6 g. ^5 ^
3 O M8 v- e$ `# B) [, r- U/ D" a
" X1 G2 i4 G. S2 d3 I9 ~
# r) W' ?* R/ G$ {3.2.06 Paris, the catacombs in the storage room
+ A8 `; x/ C8 E" B' n; d$ f' s; w-----------------------------------------------
+ Q" R* v& h! @) w* f' S- pIn this room turn on the flashlight and find the switch on the right side of - X A7 I& e/ u: Q
the screen. You have found an old ammunition depot, that Francois warned you 3 S2 x; J% f! A9 W5 Z' c! v3 ?+ H* ?
about.
4 h2 G) R* P0 o0 s- FKlick on the map in the lower left, and klick on the open door symbol on the % G2 W) w2 z% z( y4 Z0 }
bottom of the map to return again to the J1 ]5 X5 I h0 u% J2 X! g
% N* o0 ~% W: i
+ Q7 n: V4 T- x" Z8 H+ r7 N* v! P2 p8 g# }( H) P' w7 Q6 C
7 r6 v. d0 d' r( Z, h" K/ K' l3.2.07 Paris, catacombs entrance (finding the Museum) % O' f9 y g4 i- z0 F6 R
----------------------------------------------------2 F p) O) x6 P0 V2 _, \
Keeping the hints from before in mind (turning the compass, and that the 5 r) b1 C: P1 I: d9 U+ r
camera angle shifts on every screen), follow the following directions:! A: E$ c! r& t8 v+ ~, k& k, r
C" b$ a" }1 x+ q# m8 P0 w. ?
Go north twice
/ \( F" P$ j0 k" Z& v, G6 u' |1 iAgain you are at the room with the wagon wheel.+ u2 ]) W- K( W- Y4 a- ?# ^7 j
Go west this time.
9 }2 S1 [/ U, N; Q! G$ q0 bGo north three times, until you can't go north any further.
9 Q# r8 N/ L* J& nGo west again. # ?) V9 U: ?6 O( U1 o7 O
Go north
, S5 R* X6 D4 E; ZGo west, and you should arrive at a wall to the museum. : |$ k# T( A4 M& ^) ]* ~
9 U& N" n$ B, {
After you discovered both rooms, Cathryn will go back outside, and you need to
! {, Q* K& b) G4 B m! Nuse the van.
" I) a6 k' Z* v$ m
3 i7 b" l7 n/ w$ D8 |- kA few days later, you will find yourself back in..." X) ?4 \+ g: @
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- i/ |+ n# M' k9 E) B$ k1 j2 Q: G& J. u, P4 X
I0 {1 m$ ]1 J/ Z3.2.08 Paris, in front of the Museum, before the heist, O! ~. ^ D* N) V+ \ d
------------------------------------------------------0 W+ Y. Y3 {& E0 ~& k$ o7 _
Bernard informs you, that someone probably was in the loft while they were
; @( |$ [6 e2 l' e% i3 n. Waway. But nevertheless, Cathryn ends up at the Museum wall in the catacombs.
4 ?$ v Y- @' e4 `( S' f+ vTurn on the flashlight and find suitable places to put an explosive.
4 N$ B6 H0 ]8 @) r+ Q4 ?+ NPress the space bar to find the "hotspots" on the wall. Klick on them, and , v5 f" Q4 p) j5 `5 A5 v! f9 l
Cathryn will either tell you the spot is unsuitable, or that it's a good spot.& K% H/ }: f+ a2 J
After you found three spots, the game will change to Bernard, who is in.... A% h" H Z" g8 [& Z! t4 Z7 n
1 [* k. }3 S7 Z; Y2 A/ X8 l& o4 c2 g0 q' ]( ]4 @' h2 S; A
) Z3 M$ F4 h7 L* m9 y% o( U6 ]! u
9 Q" g) T6 S& d. N8 q
3.2.09 Paris, in the storage room preparing the explosives
) r% m! s" _- @- @. w- v----------------------------------------------------------+ Z* U% g9 g, ~, }' {) o0 Y
Find a few pipes in the storage room and a crowbar on the workbench. Open the $ A: ~/ c' X( I' \" r* O
crate with grenades on the left. Bernard will automatically take some. 7 v. {# J% R9 J' `% p7 h% P
Put the grenade into the bench vise, and use the wrench from your inventory on
9 W6 S4 O U+ M+ S# a" Tthe grenade in the vise. Use the opened grenade with the pipes in your 5 o& G' }1 N4 Q7 J; m# y/ ^# s- j3 d
inventory.8 o) {4 M" V/ {6 e* @# x
Meanwhile Cathryn can drill the holes on the places you found earlier. To do % l/ w, T; D1 k
this, use the drill from your inventory. After a cutscene Cathryn is now in...0 b5 D% n: e, E
: Y3 ^- q( J' d
: X+ v# d- W- U$ ~ X3 L* D$ G7 j6 c: H# m) n0 h
* R$ h9 D7 i+ \" Y8 ]1 [
3.2.10 Paris, inside the Museum cellar: T( {7 A' \! J6 A: ^6 P
--------------------------------------) ]: I( j7 T6 q7 f
Go into the room with the Washington portrait. Mike now has to reconfigure the ! J: L; p J: W: A6 M: W) z
laser barriers with his laptop. So launch the laser barrier configuration tool
. I F( W- J' U$ Lon his laptop and try to find the correct setting, so the beams will flash in
& A. I+ E( [/ _0 Ja straight line, instead of diagonally. 1 n6 c( ?: e$ v9 A& A% e0 n6 t
Also the program won't allow "unsafe" combinations. This means, on each side,
2 f5 [. w/ |% R$ r$ Q& M: y- `6 xthere has to be at least one letter from A to D at least once!
( W( t j8 s1 R+ `& r0 s' [0 U
Patching C to C, D to D and A to B and vice versa should do the trick. You'll* F9 l( F; s- Z# S
have to use at least one combination twice. It's up to you, but remember that
1 u6 ]3 f% Q6 t% n8 p0 O# }. y. Eon each side, *all* letters from A to D have to be present *at least* once.: U5 O; ^ A \
# c% r) i5 q" z8 M8 }6 D N( pIf you can't figure it out on yourself, wait until the timer in the upper right
X6 U) v4 c) V0 R. Cruns out again, and let this button solve it for you.
. I t: ]' s+ \1 M W4 ^) f/ dIf you got it right, the game turns to Bernard, who should walk under the - V( f3 c+ Z. `1 C$ X; I
window, where you talked with the guard earlier and light the firecracker with
# V( _9 H# e! \& w: z# Qthe lighter from your inventory.
+ u+ d" E( Y6 ^! {% KCathryn then has to exchange the paintings and flee from the catacombs.
; k6 F/ o4 Q& k7 V! f0 N4 `. BThe team then returns to...
: }- C# m8 l( o) S& [: U* W" E k) i
+ E4 r* K1 O: c$ k" d2 z2 {; Y7 ~: `
- x: f" x. U& o: g0 o
6 g- T) M/ ~, e. B$ ]. S) J+ n
3.2.11 London, the loft after the Paris heist0 V5 f" _# [: `8 V. \4 @: F
---------------------------------------------
8 B& t2 ^3 A8 UThe three discover that the loft was indeed searched, and that Bernard has gone 4 g$ ~8 y; {/ z& @2 \$ f" T3 i
missing. Go downstairs and call him from the telephone. Talk to Mike, and after
/ g h0 g' _- j. V7 b1 _a phonecall from Cathryns father, you leave the loft and use the van to get to
d" C: t; y% @# y+ i0 G6 Cthe London Eye. The game returns you to...
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. I. Q1 A5 c8 q4 z% M R3.2.12 Paris, in the Musée de Paris with Jack after the heist
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After having read the newspaper, you drive to the museum. Enter it, and talk to% q. r& K; Y0 `$ Y% z
the guard. Get back in the van and call your boss. Your boss is not pleased by
; O1 ^: y8 V+ [( L/ byour performance at all, but allows you 24 hours to find a connection to the ; @, N) \$ j; n( i
case. Call Bellicoe, and head to London yourself.
) ]' N( K& S5 C: J* {After a cutscene where the exchange goes wrong, you finally find yourself in...
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8 f$ B4 v$ N \% X; z: w3.2.13 London, at Robert's ravaged atelier& j' W3 p0 Y% \. \/ ^$ C
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Search Jack to get his car key and use it on Jacks van to get to the airport.
8 e% f. O5 k3 c+ DThe team will head to the caribbean, where Dictator Eleni reigns over the
4 H+ E- L1 }1 W, [$ ~republic of Surinawa. 6 e( Y$ }, U Z" X9 m
Cathryn arrives at...
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: l* r9 q0 ~1 m+ K[CRBN] 3.3 Surinawa, the Caribbean
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3.3.01 Surinawa, the beach& X, I/ C. s' g" d, k( L; X6 t
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1 k* ]1 @' I. a. t* H% ZCathryn should go to the soldier, and learns, that just being on this island is 5 l( e' i' \! U9 ~
asking for trouble. So go to the right into the village, and on the crossing go
- Q5 r! O/ F# V; y% r5 \left to the gates of a mansion. Since you can't go any further here either, go ( `% Z& p1 h% j; @8 s7 D! w, L
back to the crossing. Call Mike and give him a status update. * @! z8 m/ V) n! ^$ f
Meanwhile time passed, and it is evening. Go back to the beach, and talk to the
. p/ f" s' M$ F1 A8 _3 N2 Afisherman in the foreground on the right. On the way back into the viallge, you
. s# o! ?3 @1 u4 M( I% ]are being reminded on the curfew laws on this island, and that you will need a
" V' ? j9 g" z: u" f0 O: q3 Lplace to sleep. Get back to the beach and talk to the fisherman again.
5 ~8 y2 }3 u$ H8 E& b7 H3 z# TBefore following him to his home, call Mike on the cellphone again.
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/ ?9 r* {8 z J# Z- C# g. WThe next morning, go back to the beach, and the soldier will leave his post for
0 @/ ?! P, |) K+ ea patrol round. While the soldier is away, go to the wrecked car, where the
& W/ E' b1 p1 H0 G7 J: Qfisherman was, and get a mine. 7 X% c8 c: Z# p( H8 m! u n
Next to the guardpost, are some stairs to a guard tower. While the soldier is 1 P. z( Q; L5 L& ^8 O; }, u5 ^
away, go to the tower, and place the mine into the puddle of petrol on the left
T4 v h$ j9 |* O9 ^1 B) ~side of the left gas pump.
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Go back into the village, and you will meet the gentleman from the evening ' G3 ^. Z* J* l6 w3 k
before. He will invite you to...
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3.3.02 Surinawa, Eleni's mansion0 S2 s6 ~5 h* M) J5 d* Z; L/ Y
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In the mansion, Eleni offers you to answer your questions. Go around the room,
8 f# f- `( n U& F# b7 Kand you will eventually find a view with a sofa and a small table in the * g4 S2 h: r% R5 o! d& ?; ?1 N
foreground, a spiral stair to the right and a small map in the left background. , i7 T9 C y- m
Notice the small device on the table for later.
) Y4 r& i5 N" e. w F& B1 F) [. {! ZAsk Eleni about the spiral stairs, and the map in the background. Then walk
3 {, C; C; u K3 v8 \around the room until you find a curtain to another room. When you try to pull ^( Q" Q" y: _# X2 l& U
it back, Eleni tells you to eat first.
& o& }& v) v3 gAfter some eating and a lot of talking, Eleni shows you what is behind this
! _) e Z% U0 [$ [% I) C5 }+ R1 Kcurtain. After Eleni leaves you, try to open the steel door on the right. Since & r' a# z# o6 U$ k) h" i! W. D
it is locked, go back to the viewpoint with the small device on the table and
) q) ?) g# }' `/ ]1 u# w n4 mtake it. It can open the steel door, so go back to the art room and open the
& F5 y2 ?2 m7 n N" ^door. ( h! a& d# x( F; [5 d& b" G
8 z* Z6 ?- A7 f% ~+ fExamine the first door, and you will find Robert and Jack being locked up in 2 b1 M% w( m1 m
there. Look at the control board to the right, and open it. 8 `$ E2 X7 P* l. n9 L2 T* R
After some explaining during a cutscene go to the map from earlier, and call 0 t8 V1 f& _/ i/ e# B
Mike on the cellphone, to guide them through the mine belt. - R0 b% K3 }2 b0 }. }
After the team arrives at the beach, deposit the handy at the fuel pump with
! J: p* J: E5 O7 m, N2 A7 Q( l' Othe mine and return to the Villa.
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Now sit back and enjoy the show. |