0. About this FAQ$ E) Y0 A' F9 F1 e- p: F w
1. Characters...........................................................[CHAR]
- \! C: x9 A$ s6 \4 i2. Controls.............................................................[CTRL]
; ]: e7 l2 i# _ ^3. Walkthrough..........................................................[WALK]
( E6 x- _$ [- h' Q8 Z
: ], v# D+ `5 u- r& F! n+ m 3.1 London.............................................................[LOND]4 {# f' s- Z* W! ]7 S2 b
3.1.01 London, in the loft
. Q' _0 A1 y$ h! N 3.1.02 London, The London Eye
. _4 q3 f0 ]) M* s e5 { 3.1.03 London, the loft (after the deal)
5 x+ z0 l; e5 D3 a% Z5 J 3.1.04 London, McBride's atelier9 G [/ E2 d ?2 o( {. C
3.1.05 America, Jack Stern's office3 f% u$ a8 t+ q! Q; X
3.1.06 London, airport (with Jack)
% @3 w: C( M5 A 3.1.07 London, foreign office
" R0 ?- k3 x4 y# i' K( P 3.1.08 London, the London Modern Museum
9 N z% G9 G% \3 j, F 3.1.09 London, the pub
! x) i, v! G: a/ X 3.1.10 London, the loft (after the London Museum inspection)
+ j8 G/ W3 ?, ^) K5 j! j: T) R 3.1.11 London, at the Thames beneath the Museum
* I2 e( g9 y) R- M 3.1.12 London, at the London Modern (Jack Stern)
- x5 U2 j+ c: W5 r 3.1.13 London, the loft after the inspecting the Thames entrance
. d$ X, c$ l6 N" d" X2 ` 3.1.14 London, atelier of McBride after planning the heist- ~" d% D2 x" q, d1 y+ H% G
3.1.15 London, cellar of the London Modern Museum
& x1 I f. p$ s8 g, @# n8 B/ h 3.1.16 London, the loft after robbing the London Modern Museum# R& U0 }) u- A: Q
3.1.17 London, Jack is back at the London Modern Museum8 j' i( h) z- _; X# T
3.1.18 London, the loft after Jack found the address
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3.2 PARIS..............................................................[PARS]
6 n0 Q& m, [$ z% j; A* R' S 3.2.01 Paris, at the Musée de Paris& o0 A8 W7 D/ l2 Q
3.2.02 Paris, in front of the catacombs
3 v6 i4 [6 z, Z4 T, v o0 f0 ] 3.2.03 Paris, in front of the Musée de Paris in Jack's van
7 A" Z4 s0 B# Q& C M 3.2.04 Paris, in front of the "Club Électronique"1 U7 Q5 M" A0 L% Q
3.2.05 Paris, inside the catacombs
+ x, F5 o) ^1 u& z9 e 3.2.06 Paris, the catacombs in the storage room8 I8 [3 g6 r# R' i1 d0 M9 |/ X# T
3.2.07 Paris, catacombs entrance (finding the Museum) $ q3 Z! ~0 @+ \# R. X
3.2.08 Paris, in front of the Museum, before the heist' Z" k: a, Y I
3.2.09 Paris, in the storage room preparing the explosives
; x& q, E0 e4 g+ @: E' i5 m 3.2.10 Paris, inside the Museum cellar% a1 w9 `$ \1 u5 l$ L: w: c
3.2.11 London, the loft after the Paris heist
0 l( ~. [$ G$ Y 3.2.12 Paris, in the Musée de Paris with Jack after the heist: p+ @9 C; W4 _& G% U% x5 R! A
3.2.13 London, at Robert's ravaged atelier
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( F/ D' c+ i# k5 [% T/ \% T 3.3 Surinawa, the Caribbean............................................[CRBN]
' A8 M2 _5 {* w4 {2 E 3.3.01 Surinawa, the beach
1 \9 K; i7 o2 C2 { 3.3.02 Surinawa, Eleni's mansion
$ y7 M' R# ?" M' ?0 m5 f! Q' h3 S+ |& A @1 L+ \8 L/ c5 j
+ z `+ P% R* u. ~. k' x
__________________' {. {- p* e- h) _( _; k
! v4 N: y+ s6 y, @+ V J+ W* h
0. About this FAQ
8 N7 ^9 p2 Q1 i( n% e; g s__________________
/ `/ z4 V& g% {; y3 K( h ?
$ c6 R3 C8 ?+ ]8 ?. V8 N15 Days Walkthrough v 1.08 M$ A+ R. W5 N w
8 ^6 s3 T1 p8 o
This is a walkthrough for the game "15 Days" by "House of Tales". # n# Z* c$ f# M# x2 U
This guide is for GameFAQs.com by me, Arminator, and it's my first FAQ.. O9 W! a' A$ W
This guide is licensed according to Creative Commons as follows:
! C0 p4 i/ l) KYou are free to share and remix this walkthrough, under the following
2 @: V9 B1 q# Y; N: e& Nconditions:
0 n# S4 B5 I! g* ?+ i: Q3 T- _6 nAttribution: You must specify me (Arminator) as originator of the guide.7 K- ?. ~8 z- M }! a: s
Noncommercial: You may *not* use this guide commercially
. b) ~- s9 M/ N# \) nShare Alike: If you alter, transform or build upon this work, it has to # g% H. j" G" q6 L
be distributed under the same license. & O9 I" `3 y9 n; O2 E& G% X5 P
See http://creativecommons.org/licenses/by-nc-sa/3.0/ for details.
5 {$ `3 d/ o% I% O
. o! d) j7 ^' ^If you find errors or problems with this guide, you can contact me at
; `& z$ [: w0 F% ?- _arminator ("at-sign") gmail ("dot") com
2 e" k; e5 I( D* f+ } K) P8 H+ Y# w6 B- J z' h
9 X; }/ _7 _9 L5 w. I7 \% g: }_______________________
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4 H q( u) U+ z2 K' r8 `% Z" `5 t[CHAR] 1. Characters! Y) H) ]! m0 x5 I+ Y/ ?
_______________________
( E* d: Y: T) E3 A1 M; B
3 @; }( W; v, a) S+ GCathryn Hope q0 R& w* \* p
------------
# l& w/ g$ d" dShe is the head of the group. She is charismatic, adveturous and optimistic. s- Q f) ^' Q0 p. r. {" Q; j$ R+ x, m
Because of her nerves of steel, and excellent climbing skills, she is the - |7 }; `/ }% c" H
strongman (or strongwoman) of the gang. s' i i! y9 q- [7 e" i: k- G9 h
She is the one that carries out the thefts for the gang. , v1 X( j$ D; F7 a( B
Cathryn is very idealistic. She doesn't steal from the rich for personal gain,
" y, }8 }: g7 U: d6 sbut donates the loot to charitable organisations.
6 g; w5 K8 W& b& \0 V% G: j& ^7 x$ s% n2 i
Bernard Dwaele, i7 e6 _! Q4 C3 w; H
--------------
* e1 W7 Z( g: I6 @* w, X2 l9 vBernard is the thinker in the background. Tactics and planning are his * J/ l. f9 q* |
speciality. Officially he works as an arts adjuster for a London insurance ( z8 _. U* k1 n6 B1 e9 L: N, N/ z
company. Earlier, he led a double life as an arts thief on his own. But since# n& ]$ c ^6 U: c+ ]3 k) l- S' @
he met Cathryn, he lets her do the burglaring, and concentrates on the
$ l* e7 U1 o8 oplanning instead. If the worst comes to the worst, Bernard knows what to do.
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Mike Mensforth& A4 m' {. }/ v2 k+ I& K b7 v& r
Mike is the man for everything technical. He is a real computerfreak, who can
. p0 p9 P- D* X% Zbreak every code and hack into any network. With his self built gadgets he
2 x! {6 p; N, K! a3 smakes the burglaries a lot easier for his friends. He also does all the
* W+ t! z- e9 X# W) _( Bresearch for Bernard, so he can plan the next heist. In his everyday life,
" ?: q( u/ f2 [: U+ c2 bBernard tends to overestimate himself, which makes living with him not always# u3 j9 L# e( I% K0 J G2 r& n# B$ j
easy.
( w( {/ K$ _: I9 i1 x. T# f4 j4 T D7 l" e) ?
Special Agent Jack Stern, ?; F) Y0 l1 Y7 F
Jack is a brilliant, but unconventional US-agent, who doesn't give much about
; C8 h9 D7 Q* Y$ [2 a, q) t- nrules and command chains. A wolf in sheeps clothing, who solely focuses on his( Y, I" d# H* q \2 v
two fisted investigations. K1 N# k& j# M% t- r3 ~
His boss hates him for that, but his success of his methods concedes a point
3 X- k/ C7 V$ J4 E9 u* ~to him and his boss. ( s/ Y+ b8 m' X- Z3 A$ G# j
Jack gets sent to London to investigate a strange death. 4 a: R- E! U8 i! ?4 I
4 h/ V( U: M! \; t% Q+ _5 }' A+ F( i4 N
___________________7 I# M0 O( v- Q
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[CTRL] 2. Controls" _7 @1 G; o1 d8 t) i! W3 ^/ K( x
___________________
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You mainly control the game with your mouse. If you are hovering over a hot
; ^5 ~/ X! r* Y+ N9 q6 mspot with which you can interact, the cursor will change. 8 j! X1 D9 n" e' V
To help you find these hotspots, you can press the Space-bar on your keyboard6 n* D- Y x* R' U, \' Z% R
and the game will show you everything clickable and possible exits.
' l9 \% ?7 u6 M9 J; K% v/ x6 X
/ R5 j8 h6 l& rIn the lower left corner is a small map. Klicking on it, will show you a map
: ?% {: v) h+ [; n; uof your current location (normally the whole city your're in, but later in ( A+ n. c/ _4 \; {! Y x
the game it will also show you a more "detailed" environment. ~) L0 M: V" N6 u- \- K, F9 w
! J8 ]% G, N h1 s& s7 P9 N8 K- D* dMoving the mouse slightly above the map, a small arrow will "grow" from the
/ |5 {% ~6 I: M9 Q) Wcircle, giving you the main menu, where you can load, save, set options, etc.
7 i5 g- B! L3 u; vMoving the mouse to the right of the circle, will roll out your inventory." L/ w# \- ]# q0 U1 l2 J8 U" K
& O, T8 c- a8 R3 p# t% l' K( q5 p1 ETo use an item from the inventory, just hover over the item, and it will . A$ M3 b1 l9 e% S/ ^: R
show some options, what you can do to the item (e.g. cell phones will show' e A3 w: h- A# P! S$ g- n
your possible partners to call).
9 P/ @* d! h& DTo use an inventory item *with* another item, just move on the first item,
* U- s% Z# A' bklick on the "use" icon that pops up, and move the changed mouse cursor to9 ~9 W5 \6 V/ L: S7 T
the item on which it should be used on.7 Y7 Q' q% f7 x# [, m
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c/ ~+ P6 I0 n" X$ [7 N_______________________
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! u/ _! ?3 z$ g[WALK] 3. Walkthrough:
9 K$ D2 j; J. I% q" s7 z_______________________
, Y' C- t0 N. H* @4 B- _ y
! }+ f. `# h1 \+ U6 h4 Y XBefore we start: Remember that you can always press the space-bar in the game
! j; ?+ I! B4 I- x; q1 o0 oand it will show you the important "hotspots", where you can interact with an
7 A9 G! U/ i# E9 z& }& titem or person, or pick something up.3 X" o& O F; s& N% m8 ?5 f0 r, `
So if you can't find an object described in this walkthrough, just press space.$ E) r; K: F& Y4 M- e, F
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[LOND] 3.1 LONDON
0 R5 a! F' y5 G/ V& U% z( M------------------
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- V9 M8 }1 |% A P3.1.01 London, in the loft
* B# g7 A1 i* a( {# T5 p--------------------------* \! s& M% z8 ]
After the introductory movie, we find ourselves in the loft, controlling
- v1 r* S2 u5 |. \, MCathryn.7 t+ ~0 `% k: o0 p" ~
1 l6 u) n4 \8 n/ L+ J
Examine the Newspaper. This way Cathryn learns about the origin of her birthday$ N; K# o1 V/ }
gift, and the death of congressman James Henston.$ V# @7 Q1 a+ G6 ?. d4 i2 ]
Use the answering machine twice to listen to a message from Cathryns dad and " x, |2 s, H" l2 X7 J- u' X
her friend Tom.
% D3 q8 e$ ^! r0 T
7 g& ~' V' c: L8 b nGo upstairs and left into Bernard's room. Talk to him, and on your way out, . E; M. Q4 Z6 o5 j) W
take the magnifying glass from his desk with you.
& Y! {5 t* n8 m7 _" NOutside, go to the right, to Mike's room. His door is locked, and he is busy.
. e; E8 ^- h$ {8 j* M1 ~: z% E4 z! }: BSo go to Cathryn's room further to the left. ) x0 W0 t9 u7 |% m! ], D
/ h q* q- d2 L* T& G# pIn "your" room, get the compass from the desk, and wait until the guys call) g: k# C( b: b* h4 F
Cathryn back downstairs. % W/ Y, O; I1 x L! q! ^7 G2 H
5 _& p/ n) }% |& ` F5 zThey tell you about their new "job", and Mike asks you to fetch a device from * x- S+ ~- O- }2 [
his room. So go upstairs, and in Mikes room find the "console like" device on
6 K+ C# g5 J* ~' Z) e- s* w( Mthe right side of the game screen. : q3 G. O/ W' A6 N; q" E3 h
Bring the device downstairs again. 4 e" e$ ~1 Z. m$ N% M
! }$ g6 q% J F, T" A7 J7 m- X( D
After they finished talking, use the phone, and after talking to Tom, join the
: M; B$ {9 h) q" w* Uothers outside. " d4 e* a7 ~. W2 h
+ q4 G+ l8 |' n4 S
Use the van's door to drive to...
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3.1.02 London, The London Eye
& Z" r0 t% P8 y----------------------------
; h/ V: c/ \# B( `After arriving at the London Eye, Cathryn and the new client board the Eye and1 P4 K: q* \6 j2 W; ]- M+ H
you are in control of Mike. . e% `2 G. o) r
Your task is, to match the wheel's frequency with your device. ( i; h' z8 }' z) n9 x' L" _. w
You can change the frequency and amplitude of the sine and triangle wave.) E w! v% j/ h2 k9 H
First try to match the frequency of the sine wave, so the wave's highest and , }! B& `, Q4 a4 I, |' j
lowest points match the wavelength of the upper wave. j. `4 p+ T F$ {
Now adjust the frequency of the triangle wave so the "jittery" part matches as 8 i' }( a% ~- \5 |% p" u3 U
closely as possible to the "jittery" part in the middle. : I0 a* t/ }1 U( F
Now try to match the amplitude, so both waves match.
5 C0 g4 R8 H& Y7 I+ x: s0 U; v4 R( g, A" v0 x5 e3 _6 \
If you can't figure it out yourself: There is a timer running out in the upper
. i3 q+ ?2 a2 G$ d, f9 Y2 P. E) gright. If the time ran out, you can use this button there to solve the puzzle . \. k, z# Y6 C. c" Z4 }
for you.7 v4 p& S8 L5 v" t
& ^/ \$ E' O: Y: e1 M" u" e
You are asked to find a Winston Churchill portrait.$ R' W2 ~8 A5 a( W" w: w
- b p Q& Q7 X: P/ S2 P8 {When you return to the ground, use the van again to return to...1 t S* z) f+ S# S8 }' k5 M
}8 F, @% v& n( T" O- n5 C4 M. f; n8 ]/ J3 t
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3.1.03 London, the loft (after the deal)
- q- z: |9 H2 A5 h* f% g---------------------------------------
9 @# M7 } {8 W3 O3 `: U' LYou're controlling Cathryn again. Go into Mike's room and talk to him. He asks
. [0 F9 r$ J4 a) u" p e$ y4 oyou to find his USB drive. Klick on the table to the left, and get the USB 1 {! N3 K3 r9 P+ W, x* G
stick right in the middle (what a lazy bum Mike is).8 o5 y/ F; F$ t& E3 s- h
Talk to him again, to give the stick to him. 1 W5 T6 k+ d o0 p3 I# a
You're now using Mikes computer, to find out more about the Winston Churchill
6 k4 z7 D. z; Qpicture. 8 e% g% h+ A1 Z9 E
So start the "IceBear" Browser and search for "Winston Churchill". Follow the ; G: t8 F1 P9 z; _) G5 `( a
first link and klick the art database link at the end of the article to find
5 V2 s: z* \7 B @3 _4 Fan image of the portrait. The image is automatically transferred to the USB
) _9 c" k T+ p6 i' cdrive and you need to exit the PC in the lower left.
2 G7 L6 I& X7 ? b! v' G8 ]2 j. u2 w+ {
- }: q w& ]& D0 S6 f1 aLeave the loft and try to use the van. Cathryn decides to go on foot to... h5 L5 c4 q# u- Q
6 I4 w- d5 H* x3 R7 L8 L, i; f( c4 |# A/ P- J: T6 b
x" q: j: e3 G+ `* S4 u
+ f, e+ `$ z* b8 w* {3.1.04 London, McBride's atelier
w3 P5 u, F8 z% v6 {-------------------------
( R. l% k0 b P5 PTalk to McBride and use the USB stick with the projector. Talk to McBride again
1 A+ m! a* o5 K, y8 S8 ]and return to the loft.
. g8 Y" J/ c9 e. Z0 `- u6 nAfter a short cut scene you are now in...# b" m/ F+ V5 ]- T( E0 Y8 q
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4 y6 z6 Q! f4 k7 a1 e! {
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# d8 B5 [' I( P1 V7 g- }3.1.05 America, Jack Stern's office7 r$ M9 Y0 ]) ] W0 b `
----------------------------------# z o2 Q: G# U& B& H# q: W* `
You are now controlling Jack Stern, and are asked to investigate the death of
% J7 d- k; Q4 f; ]Henston. Examine Jack's desk and pick up his police badge.
0 \8 E$ Y/ u. ] ]Use the computer and open the ThunderBolt e-mail program. You will recieve a
; q- L& P- Z2 s$ Q4 mmail with a phone number. Open your inventory and use your cellphone to call " }( H3 l- g+ F# b
Bellicoe. After the call, check your e-mail again, to get the password for a & `0 e6 s0 G. h$ e( B0 ^
van waiting for your arrival in London.
: {, j: K4 v9 j) h8 ]- {6 @While on the PC, use the browser to do some research. Look for "James Henston"
+ l' d% L6 J2 J" m: tand also follow the link to the "Rhodes" foundation.
# ?) a$ N8 ?6 iUse your cellphone again to call the airport. After the call, check your mail 6 Y2 z/ Q0 g0 n/ P3 S' z& g( |
again to print out your ticket. Get the ticket from the printer and leave the ' |" c) b- q; Q3 z' o m. e& D4 _, ]
office to...
* L- @8 m' p/ D1 o, C, l; u& m/ j( }
& e6 n/ a1 C- u) p* C0 o$ j( ?$ K7 y
( u7 j# k9 d' q: z
3.1.06 London, airport (with Jack)1 b1 v g* d) Y5 ], O6 G2 l4 X- }( a h
---------------------------------
" u! s/ i+ m* yGo to the desk in the foreground and ask for the key. Use the elevator to the
3 ]/ ]: h: l, z1 Lleft to get to your van. Use the key from your inventory with the van to get( `) b% h# b6 T4 v, @1 x' x
to...4 N/ }' ]7 O/ {5 G4 `
+ }# S0 w% H% i' t8 D
4 o6 I/ Z) L) p8 S1 J7 r
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) _% f1 h" [, W) e# Q( a3.1.07 London, foreign office
6 [# a! l& l5 N3 I# N----------------------------
; J. f2 Y, h% M- R; gMeet Bellicoe and talk to him. Then enter the office. Look around and take the
! G& @* [* K; [. D) tcalendar from the desk, and (if you didn't already) look at the painting % d. u) j1 Q/ k& Q3 F
behind the desk. It shows Cecil Rhodes. Now open up the inventory and examine
O# L |, D5 t7 }# X+ W+ Xthe calendar a bit closer. You will find clues about "Nancy Jenkins", "Laureen
' z0 A% D) O: I7 h" `Myers" and a company called "ArtTrans".
" {5 A/ B' t& ?0 z( Q8 t6 FGo back to your van, and use the internet to find out more about these persons J# h7 K) w2 O6 L9 L @. m/ Q+ K
and the company, especcially phone numbers. . J7 R! K3 a S
Use your phone to call Nancy, then Laureen and then ArtTrans. You will learn,
( A. |1 W8 s6 ~- W$ b& Ethat the company returned the picture of Cecil Rhodes, and Jack will remember 2 F+ M) Q: H- ]% q
something about the "G8" summit, so search for "G8" on the van's internet.
, U& C- h( B3 n$ ~9 x( {Go to the front of the van to drive off. - E: F! \- b0 X5 V" r6 {
You return to...
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9 c- i8 K9 N. z8 ?
9 q1 G% P$ A* m, L$ T7 U1 v
! I+ f* x6 b2 R" J3.1.08 London, the London Modern Museum( f( b$ ]% C" d# I& \
--------------------------------------
. o, W# o* g. l0 q3 i, d0 \' y6 c zYou are now controlling Bernard. He and Cathryn enter the museum, to scout the
3 c. I& e! R0 K' W2 j1 V! P1 Psecurity systems. Let Bernard go to the left to examine the fingerprint sensor
" ^2 {4 j; s1 O% J. _! s% b5 }next to the door. Get the brochure from the desk, which contains a map of the + b1 \3 l7 Z ` j: N
museum.
+ R* V, a2 ]. RUse the brochure with the two cameras in this room, to map their location. Go
( @6 C: j' I) ?6 Kto the back stairs into the cellar and also use the brochure on both cameras
a5 z9 c3 I& M$ u(the one in the front and the other one only visible as a red light in the 3 q+ r; G2 _; A) G3 N1 E
darkness of the background). ! m* M/ c8 f1 R
Return upstairs, and go to the right into the room where Cathryn is with the 5 z) E5 [$ L1 o& H8 w8 i
guard. They will leave the room, so you can map the final four cameras in each 1 F" v [/ h u& s! E+ q" @2 P0 _6 R
corner.
. f8 {- a% d! v) j, [4 _After this is done, you change to Mike. You need to help Mike hacking into a - v( |2 b: [$ ]4 G" b
network. Klick on the Notebook and on the hacking tool on the desktop.
* [. n2 d1 j3 f' q5 F! j' lYou need to find a route, that has a latency of 24 or less.
) D. h7 | [( e6 H. D/ BTo do this, follow this path:
J: r+ R3 G S$ C4 e, a% y- m3 IYou start at the bottom, and go up (Latency +1)$ e/ W: |/ r& i
Go up right (Latency +2)7 \1 ]" j+ z4 i/ w- x
Go right (Latency +7)
9 k1 c. p* w! H1 }Go down right (Latency +1)
9 _1 `' Z4 H( F( G% Y: _Up right (Latency +2)/ y* R5 v& [0 @$ K+ J& [
Up (Latency +1)! m: x! y( C5 _2 F
Left (Latency +2)6 W2 C* V. y( z6 e! G8 d
Up left (Latency +1)
: { u9 }4 D; X& a( @* k' C G8 ~- |, bLeft (Latecny +2)* W2 P; Z3 q$ ?7 u0 n* ]
Up right (Latency +1)
9 L" J, `- t3 g- @/ bUp (Latency +2)
$ s/ A9 |" W; O) R% W0 dLeft (Latency +1) and finally
+ _6 M; ]' }- k- x3 NUp left.
5 I, z# H" q, L! \8 t" K, Y: I" _0 y6 c2 K2 h# P" Q) `
Again, if you don't know how to solve it, wait until the timer in the upper # `, v m: X9 k& }$ ?
right runs out, and you will get a solve button. ; f9 D+ ? E* Q4 J2 a2 ?* a& z
7 J( R& E4 p; N9 KThe game returns you into the Museum in control of Cathryn, who should go to
g3 d$ @+ V k5 Y6 ~# v0 lthe room with the portrait and talk to the guard.
( d) ~( a: C8 o0 W( V4 W: T. J+ RGo outside and go to...0 T0 }/ H. p) l7 J3 v. J5 s9 s
1 e( \6 ~9 @8 F9 g
1 G# R# i1 @/ I9 R$ A* e
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4 k5 s- R( X9 K' f% H4 B3.1.09 London, the pub; K9 r' o1 I- X* h% }
---------------------, z' U' u' f) n" e# j, c
Talk a bit to the bartender and you will get a beer to accompany the museum 8 E" c$ v& p! p3 P
guard. After talking to him a bit, he will go to the toilet. % K+ r) E& k3 N9 F
After he's gone, pick up *your* glass, and exchange it with the guards glass.
9 H: w. Q2 H7 F2 YKlick the in-game map in the lower left and choose the loft to return to...( n+ |9 f# J$ ~% Z7 F, Z4 m
! K% w! w7 R) }2 P" r' Q1 E" \
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7 t! a# ^6 H5 _, I$ x$ s& J1 r
3.1.10 London, the loft (after the London Museum inspection)0 J `( a. X( P/ ?' t6 |* `! y( I$ P
------------------------------------------------------------' Y# M% ~6 e* r$ b ? E3 ?4 f" Y
Use the magnifying glass on the museum's blueprints. On the plan there are two * h& B J. x w- O# P; B+ c+ D2 I
tubes leading from the river Thames up to a small room. On the right side of # ^- Z& s# I2 W1 ?
this room is a door, that separates a corridor to the museum from the flooded
# w- [* @3 }, r+ _; `# jroom. Center the door in the magnifying glass and klick it.
7 v. L1 K. l! b3 r$ h8 a% IYou decide to examine this door, so head out the loft and down to the pier. ; \* V5 {: o; t Y4 N ]8 L
You will arrive at a jetty in...
" c4 |+ ~, i% q! z, l: ] ]. w$ N) |! B1 ^: T
7 O1 J* }$ w% e- |8 Q* ]
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3.1.11 London, at the Thames beneath the Museum$ v) ?, r& W' u' U
-----------------------------------------------
# F+ h7 c) q5 n. ^; g3 MCathryn will dive into the Thames. Swim to the right opening and examine the 2 U {" L2 {) K0 y i- q/ h
grating. Use the grate to tie a rope to it and to pull the grating away with + F4 b* u; s9 L& m$ o* t
the boat. , a; `2 a! o6 G
Enter the tunnel to the museum, and go to the door. The door has a lock on the
+ a& @ A, ?, p& x$ I$ hright side. Examine it. The writing is too small, so use the magnifying glass
7 [& ^8 e1 u' |7 I2 }( ?* owith it. 4 ~/ d8 {! p% } B) ?+ c
Meanwhile Jack Stern will appear and after a cutscene you're in control of him , `$ O4 e _/ M0 Y0 j1 x$ i" Q
and head to...
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: n6 @8 Z p1 j- q$ V O
% V" O8 x* K) E& o: ^. P" M. O7 u( z6 D# a
3.1.12 London, at the London Modern (Jack Stern)
! D: k1 [7 D3 X$ F R# m0 w/ [------------------------------------------------) g) I( R, q* h1 h1 i$ \
In the museum talk to the guard about ArtTrans. Leave the Museum to visit the
* ], c" K5 F3 [pub. Talk to the bartender and look at the newspaper on the bar. Talk to the 7 B. M5 h/ v8 S0 ?! \
bartender again to learn about London's CCTV system.
! R" W5 H c1 h- o9 A& r7 Q0 z5 fJack wants to call his boss to ask him about it.
4 d; C$ U8 F9 ]& k: s& ZAfter another cut scene you are in...
/ b, \3 Q: v! |- t+ S1 E" q' N' r5 p& i6 |+ Z2 h+ ]- Q
6 J/ s: p' i/ N7 |; |7 R' ]
h! }* Y/ h% ~2 l0 B @3 X& W* K1 @( D! k W% e2 {1 A
3.1.13 London, the loft after the inspecting the Thames entrance
/ ~3 i$ M, a: f% [/ ]----------------------------------------------------------------! Z5 o/ T+ O/ j; Q5 l4 K. {/ g+ _
You are in control of Mike, who tries to create a duplicate fingerprint. Go up
! _( N% @$ @9 M* X% Dto Mike's room and klick the table to the right of the computer. : {1 U9 M1 I3 w& Z: B2 e
Take the silvernitrate and use it on the glass. Turn on the UV lamp and get the ( Z8 f1 x3 f% m
fingerprint. Go back to the sink in Mike's room and take the rubber gloves. Use
, w! ~& n3 ?# C# |7 F) @the fingerprint on the gloves to create a fake fingerprint.
/ p/ w- ~( r3 J) D, SGo downstairs and talk to Cathryn. ) a# P# u9 e4 T$ h" D' }: v" M
Before discussing the plan, go upstairs into Cathryn's room and get the
; x; \3 N3 l% v, Rflashlight from the desk. Go back downstairs and use the projection screen to
% T1 | ]# O4 hstart a cut scene.
" P+ f3 e) t$ v- @* k0 a4 k) s- W UAfter that, go outside to the...9 P7 E$ o# j: [4 q# |
4 \6 @8 X! X* a+ U* v( C, M9 @) O* y! y* H' B* i
2 ?4 L9 i( z3 |/ B" b( n/ ]
3 |7 |2 S# j/ e, M! n
3.1.14 London, atelier of McBride after planning the heist, C& {* L, V- W* g4 d. x# l
----------------------------------------------------------: P2 W( l1 @4 } A+ Z
Talk to Robert and get the copy of the portrait. Return to the loft and at the 1 q% |& X9 L# i
pier, talk to Bernard. 1 f# r5 B4 e# i2 C+ L
OK, time to do this. You are automatically brought to...; X( P4 R, z6 j3 p& H
0 w0 H. v1 M- X- D
/ T0 |9 x* p1 f- j3 Q& z2 h& W1 k, ]
I& i0 R R" o: ?! ^
3.1.15 London, cellar of the London Modern Museum$ d" X9 }( `8 L
-------------------------------------------------
% Q" F9 b: \; T6 H1 A0 Z7 qCathryn uses her cellphone to call the museum guard. Use the bumpkey from your
3 ]2 B7 f" n4 ~( |4 Ninventory to open the door. The control switches to Bernard. Use the fake / G- ^! k! e' n
fingerprint on the fingerprint reader. In the control room there is a cupboard
. H9 v5 Z' B' c9 Iwith surveillance equipment. Pull the cable from the cupboard to disable the
1 v/ E/ x" R. J; n0 e# Q2 Qcameras. Cathryn now needs to go to the room with the portrait and exchange 2 {: u# Q8 p. j2 m- |; i; ~
the pictures. On the way out, the alarm goes off.
$ _ Z5 f+ \. x7 A# f! IJack Stern is in front of the Museum, talks to the guard, gets mistaken for
0 b8 T' s" N5 k) ] Tthe thief and arrested. After this cutscene you are back in...
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; V7 ]4 a; W1 p$ I) l7 l
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1 ?' ^1 Q+ K% s3.1.16 London, the loft after robbing the London Modern Museum" {- p% r% Q' u! k' t4 S% W2 @
--------------------------------------------------------------$ l, o; a0 K- d( H; I+ z: o ^# J. ]" u+ L
Use the Map to get Cathryn to the London Eye. You will get a new job to get a # y; k$ r+ D2 s9 R0 x x8 Z, B3 L
portrait of Washington from the Museum in Paris.
6 x! B# f, H$ U8 Z yGet back to the loft and use Mikes computer to research "Washington" (this will
% [$ q) s/ `3 i$ L: W; j+ hcopy the image to the USB drive again), and also look for "Museum Paris".
! P- Q" Q$ y2 r, w5 dGo to Robert's atelier again with the lower left map. Talkt to him again and 0 G g# X% d3 K/ q
connect the USB drive to the projector again. c2 m/ q$ t3 a0 ~5 P' ~: d+ _
Return to the loft, talk to Mike go back down and use the telephone to call ' C6 ?; E; f1 J: J" R
Tom. After a cut scene the game returns to...$ M: C" a2 m* C4 ^/ G" K. o
( Q7 ^& A5 b4 q
2 B4 x6 z' p+ q/ }- }( S
6 z, X4 m8 X$ \9 c
/ }; m$ l M- G( U3.1.17 London, Jack is back at the London Modern Museum
- `4 q4 `8 ]3 _1 |( e-------------------------------------------------------) W6 A, e1 |, u( S! h- ]
Use Jack's cellphone to call your boss. He promises to send some CCTV screens 7 v+ ~1 p8 G2 ~% \
to your email address. Check your mail to find them. It's a photo with a
0 q( ~, T7 Y+ @: v; U; D6 ^+ `license plate. Call your boss again, to ask for permission to use the license
* I3 J% M* g- h9 b# Tplate identification program. Check your mail again for the granted permission - B* h* ^( }. n2 h) C5 L
and launch the application. 7 ^+ S, I2 W( k' S& S. Y
Look for letters and numbers that can be easily modified to look like another ( v, `0 B6 ]/ b
letter. For example, masking the two upper bars of the letter E with yellow
/ B+ G2 O9 q4 u' r rtape would make the E look like the letter L.7 c: o. r- P7 [. j3 ~6 t" j
If you can't figure it out, wait until the timer allows you to solve it for you / m, S, M d1 B
or use the license plate EPO8 PXW.* [( P- C$ f! g' }) C7 v$ X0 S
This will allow Jack to go to the address of...$ [1 B2 d: M% G0 Q% r; d
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1 P6 O- l3 B# v/ J* y1 Y
3.1.18 London, the loft after Jack found the address1 E+ f% l0 N# P& m
----------------------------------------------------1 V: q2 ?# y4 V7 W0 w
Using the police badge in your inventory will produce a bumpkey. Open the loft 5 C* \1 d: t0 a4 B9 n
frontdoor with the bumpkey to enter the loft. 6 h! Y& z( ^' F" l4 x
Go upstairs and examine all rooms. In Mikes room, Jack will find a business - K1 J# e0 ^* ~ h! R- x
card sticking on the computer monitor. Examine the left table (where you let ; r4 I$ V# q% B0 S) d( C
Cathryn find the USB drive earlier) to find some traveling documents.
7 U# S( W3 R. h, tReturn to the van and use the computer's internet to find out more about the
) E V/ u: E: e6 h"Megabase" company.
9 b. }1 U6 Z$ KCall the company to find out Mike's cellphone number. Try to call Mike, but
( Y' J" a( @* {! s, ihe's not available at this moment. So call your boss instead, to find out the 5 R1 N0 k% R7 }. p2 r$ Z/ v
position of Mike's cellphone. Use your email to find out, that Mike is / \. h& V5 T" z: O
in...
' W0 w+ R) C [
/ l' W! B1 m: _! |
3 ` @0 r" m- U* p y4 b5 Q0 L6 q" l7 I
[PARS] 3.2 PARIS
z! @0 W& Z, c9 O! n& a----------------+ @( v. G4 W# T: z
* i. Q" D C3 c, p7 l; H2 o( U2 Z% j3.2.01 Paris, at the Musée de Paris5 S2 F+ I! {) G! d: `4 G
-----------------------------------9 {2 C# o; O0 o+ ?2 f
Examine the stand with museum brochures. However this time, you don't map the 7 _1 \/ f6 J4 Q, G
surveillance cameras. You clock them with a stopwatch in your inventory. + U( t. L0 O5 j! r9 r( @
So use the stopwatch on the three cameras in the first room. Go right into the
+ C8 w) F% D1 W; i8 X) ?: a8 U, [3 \cellar of the museum to find another two cameras. Back upstairs, go into the 9 S% f6 P) E4 f& ~
background and to the right into the room with the Washington portrait and the
! G" T5 [0 f+ m: h0 R+ L' ]$ tlast surveillance camera. Examine the portrait and go back. Go further back 8 A8 a$ s" U4 Z
into the museum, and the game switches to Bernard, front of the museum.
* O+ g3 s: x) ^7 `* A% |
7 a: U4 n0 H4 u6 ?5 iTalk to the museum guard in the window on the upper left side of the museum.
0 |2 J! A* e/ Y% [; W6 C; a6 ~You will find out some interesting information about the museum's security 7 A* n( m5 v: {; o* Z
system. The game switches back to Cathryn.$ T7 J$ |, ~9 E) H6 R
" s7 T/ C3 C/ G# S! ?. h) F2 FCathryn goes further into the museum and talks to the guard and finds out some 2 `' }; Q& j0 O" u4 e
information about the catacombs. Leave the museum and go into the van. Use the
& @% s8 ^( S7 ^4 Ylaptop to search for "catacombs". This will lead you to...
6 ~, N3 p1 Y$ i# ]6 U, }9 ]
. T" I0 v8 Z ^: B" j& U1 R
! a% b( J5 d9 r1 s& F& T1 ?& P- B; w+ g. M
# `) b4 C$ Z7 q$ P( g( r+ A) \! [3.2.02 Paris, in front of the catacombs) _* w* ^; V/ B ~9 q- @+ W1 a1 c
---------------------------------------
- J B7 P) @! m/ y pGo to the small ticket booth and enter the catacombs. You will come to a room
/ z4 Q/ E0 v# p0 zwith a gate in the background. Looking inside, Cathryn finds it to dark to see,
( _' b/ ?; j W5 @' n& ~so turn on the flashlight in your inventory, and you will discover a grafitti $ b1 L3 n' y" N9 s' J
on the tunnel wall. The grafitti hints you towards a club in Paris, however the
6 q. b. a) W5 T. g0 M, X8 ] O( hgame first switches to Jack who just arrived in...
, k3 [. q. I% O& `1 P4 t2 x3 w U
- J+ H. \9 T- x$ w( e
6 y) w" M/ a8 U5 [! |/ m
. y9 x+ d5 v/ s% y) s3.2.03 Paris, in front of the Musée de Paris in Jack's van
; D6 S4 h1 j- _, L' d; D* {----------------------------------------------------------8 L$ |2 _. ^1 K7 j
Call your boss to get an updated location of Mike's cellphone.
) s9 J. Z1 t: b" m2 Y" |The game changes back to the group who just arrived in.... I: T$ v9 I. |0 l
; @% Z; N. O; D
& s9 u8 W: d! {2 I. c5 V% t1 b+ [: u/ I# P/ c8 F
- w7 H+ U8 S1 G% k3 y, I! I
3.2.04 Paris, in front of the "Club Électronique"
. X) _5 ?4 v2 A& D8 ]-------------------------------------------------
. j. {. e3 e6 `Try to talk to the bouncer in front of the club. Try again to bribe him. After
$ T) @% P, Z/ e0 e+ s0 @two unsuccessful attempts, go to talk to Cathryn. With a trick, you go back to : a8 ]2 J* N% {
the bouncer, who suddenly has important business to do, and you can enter the 0 U* x* P# U& G1 Z" ]" a) |1 t
club. Inside talk with Francois. After a long conversation about Francois / \! e, t& W3 \, [
difficult youth in Surinawa, he shows you the map to the catacombs. Use Mike's % X# N9 z8 i- m
cellphone (running ScummVM by the way, if you examine it) to snap a photo of
' i0 Q( B; x: J) x$ S2 D/ g* ethe catacomb map.
7 g4 T1 Q/ S7 _3 Q- [$ v4 jLeave the club to go back to the catacombs. Before you try being Indiana Jones, / e7 g, e. n- J6 {% p7 w: f9 A
the game lets Jack arrive at the club, too. Ask the bounce about Mike, and the
3 p- B) Q' _$ j* e$ T6 H3 Kgame cuts back to the group with Cathryn back in...* @: ~2 t( f- j! a. |: W
$ g5 @1 h. q% @. R2 @4 M1 U! `
- X2 t/ @( F7 t T8 d* i3 e: _
/ T) P1 J r5 e9 y$ c V9 k6 @# O
) }' y v$ L9 i* d: ?+ n0 X, ?3.2.05 Paris, inside the catacombs$ A0 B/ d. ^6 {0 F4 Y1 V- K5 d
----------------------------------
0 G/ C/ T3 X2 O" t$ ?Let Cathryn use the map of the catacombs with the brochure map, and you can now
) ?$ S9 I' j i/ ]6 l# ^. l9 }& }4 qenter the catacombs behind the gate.
+ z% I1 B$ r. a0 w% `As soon as you see Cathryn in a "sort of top down" view, you can click on the
, l& d8 ?' w/ K* l& d2 vmap icon in the lower left, and you will get a "detailed" map view of the $ g4 U. Y! @2 a0 t( [, d: u7 }
catacombs. ' N( G- L1 B5 b5 [, j9 j: v, s
) w( s' r! ^6 v i/ p) xYou also get a compass in the lower right. If you click and drag the
6 V5 Z) |9 i- P% C* s2 f2 Qrim of the compass, you can always turn the "North" of the compass to the ( s" W5 C, \( c* U) \' P
needle if you have difficulties in which direction you should go now.
5 T$ O* f/ q9 e) n" U* C/ w) v7 v
Beware, that the camera angle will always shift, and "north" is not always up - y; @% ?$ h0 I6 ?/ B
on the game screen!: Z! l/ J+ q6 A) B6 V
Keeping these two things in mind (shifting camera angle and turnable compass), * a8 M# H6 H% h/ T
try to find the storage room with these instructions:
f9 U4 ?- ?' |5 ]- B. c! t5 ^# n$ a1 F+ I! a6 T, r
Go north twice. 8 b# K M7 o! D% V% p
You will arrive at a room with a wagon wheel.4 n" _7 X N9 {$ u* n
Go east7 N2 u. z2 @/ {0 u
Go north." o; C( v# b; R$ V
Go east
2 G$ w4 s: d+ {7 gGo north. 8 k/ M9 d2 ^- ^/ S1 }
Go west.
" i' r1 f- M& l* U2 }: v [You will arrive at ...
" b! A6 p, H1 A9 p: }# }% M6 s7 k3 h/ O; c! b; D0 k
" ~. W/ D/ P( ^5 U: }4 s& T, y+ h! F9 |1 N. w8 p1 b
3.2.06 Paris, the catacombs in the storage room, S( t: u7 B' h' G: s
-----------------------------------------------( C$ V8 q4 N: Q
In this room turn on the flashlight and find the switch on the right side of . t+ g& l- S' [6 q2 L
the screen. You have found an old ammunition depot, that Francois warned you - ~8 J9 ]) ?1 L; A) V m! Q; z' A1 E
about.
# ?% H) e; `: C* z yKlick on the map in the lower left, and klick on the open door symbol on the
2 q5 E4 C# M0 H* {bottom of the map to return again to the
. e% U% w9 f( [ }# g$ ~1 n. J( v }8 ~4 D% e% ?# r
9 Y4 K {$ N, t* `! x' `2 z
% u' G8 a+ y. t+ h7 g1 j# `+ q8 Z% g' g. v, A) I
3.2.07 Paris, catacombs entrance (finding the Museum) 8 F3 `1 k, L7 U, m ?5 |
----------------------------------------------------1 v' \2 d7 g+ w8 ?
Keeping the hints from before in mind (turning the compass, and that the 7 Y7 w$ u9 O4 M' D, M8 e
camera angle shifts on every screen), follow the following directions:
" D) x1 d$ E: f7 A- h# T6 R t1 o4 \; Y
Go north twice& u' |. i& U9 T- v+ r' d( S3 T
Again you are at the room with the wagon wheel.
7 F% [7 P# l6 |2 T2 zGo west this time. ( \: G& G4 \, X& }+ N! a
Go north three times, until you can't go north any further. % ]6 q- ^# I2 E. L: b* l7 P/ z
Go west again. : S& P3 z" O8 q) a2 f
Go north' D4 b6 }5 l L: H
Go west, and you should arrive at a wall to the museum. ! J. \" S- ~( z
) T$ W! m. ]& m5 }; T9 L$ xAfter you discovered both rooms, Cathryn will go back outside, and you need to 7 L$ N, w, a! h2 A. h
use the van. 6 O5 E0 ^7 C; W6 x$ ^3 o
; B8 O4 p) m- p5 _& d
A few days later, you will find yourself back in...4 ]7 ^9 o# w- F& L! H5 _$ Q# m$ z* L
% R$ M0 ^6 a+ z' C$ L
: S# X5 R' G9 k: ]6 }# l- N- J
7 L- r2 h. W6 W( {) R' g$ Q" |* r
" s2 \, v8 p4 o2 \% Y/ z& V+ ]3.2.08 Paris, in front of the Museum, before the heist; S" z8 o$ [! |
------------------------------------------------------# [4 l) R( Y# f2 J
Bernard informs you, that someone probably was in the loft while they were
9 m; ^! U$ j& j1 m6 \away. But nevertheless, Cathryn ends up at the Museum wall in the catacombs.
3 [) }5 g0 P# B. i* Y% a* x. g4 PTurn on the flashlight and find suitable places to put an explosive. / d; i; q# H. W3 A' N
Press the space bar to find the "hotspots" on the wall. Klick on them, and
5 V( |9 @8 c' B l+ \: p( `Cathryn will either tell you the spot is unsuitable, or that it's a good spot.
9 d9 T* {# J& C0 wAfter you found three spots, the game will change to Bernard, who is in...; ]2 L s6 D- ]3 g4 J X' x ~
+ G! ], I0 W* W3 M2 _
: L- v: q! b8 Q6 q9 O' @4 @$ ^
' n% p$ C8 ?' |, f: A( H" c$ v& j" o$ D" z- K# p4 D
3.2.09 Paris, in the storage room preparing the explosives5 U. ]! [& t; b4 t: H
----------------------------------------------------------7 Y# a0 ?& f5 Q6 U- J
Find a few pipes in the storage room and a crowbar on the workbench. Open the
' K! n3 l4 n: I6 \9 i! u9 Fcrate with grenades on the left. Bernard will automatically take some.
0 G% M% O0 K6 pPut the grenade into the bench vise, and use the wrench from your inventory on
' S+ D2 V# I/ Bthe grenade in the vise. Use the opened grenade with the pipes in your ; C8 d6 a' A$ P1 X% `
inventory.2 d1 G% M0 Z- M+ |- c
Meanwhile Cathryn can drill the holes on the places you found earlier. To do
/ O" H( n8 N# z3 q1 `/ tthis, use the drill from your inventory. After a cutscene Cathryn is now in...) i% i& I' ]0 A0 u" w
) N! `2 ?1 x0 [: _. ~/ J0 w
7 B7 y2 b- E8 R: H3 X$ ~- G# Q. L4 W' t* R5 i- H
: F j0 a9 H" W# }' n, J: w
3.2.10 Paris, inside the Museum cellar. ~: t( Z2 u3 J) C% Y
--------------------------------------
( U& l. U& k0 B8 N+ K$ L# JGo into the room with the Washington portrait. Mike now has to reconfigure the
0 n9 `& _7 v- L( Glaser barriers with his laptop. So launch the laser barrier configuration tool
+ c U0 f: [% f) b* e2 uon his laptop and try to find the correct setting, so the beams will flash in
2 f( h6 ], G h7 K9 g2 ya straight line, instead of diagonally.
$ R7 D" L2 ]& C' c1 E0 M7 |Also the program won't allow "unsafe" combinations. This means, on each side,
0 J3 a$ {4 u h$ V+ Fthere has to be at least one letter from A to D at least once!7 r# i" N+ T1 y* `
- w P; X: a. E0 g# N; u
Patching C to C, D to D and A to B and vice versa should do the trick. You'll
( n* J! M8 T D' y9 ~7 n8 hhave to use at least one combination twice. It's up to you, but remember that
. r' C7 j) `; y5 E X* Aon each side, *all* letters from A to D have to be present *at least* once.
0 A3 L: O) z7 D2 V
9 x$ Q1 x* X3 H' Q& ~! wIf you can't figure it out on yourself, wait until the timer in the upper right 0 ^! H* \3 b7 Q5 Y
runs out again, and let this button solve it for you.
" q, t( t) o$ X( [* B- h$ {! ZIf you got it right, the game turns to Bernard, who should walk under the " ~, |- `0 z; ^' b" `! }
window, where you talked with the guard earlier and light the firecracker with
( g, h, e8 I; V% Lthe lighter from your inventory. + {! s" t, U8 v; ]9 `6 p
Cathryn then has to exchange the paintings and flee from the catacombs.8 o9 {5 |9 K( l3 A6 D6 @
The team then returns to...; ~( y: |% i+ s! z: ^! `$ S
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) U& }3 ], N+ @/ R/ o6 Z8 x+ Q3 M# H9 r1 e
3 b& v+ j% W5 h% ~7 ^3.2.11 London, the loft after the Paris heist
. s/ N2 j3 \& W' y: {9 o---------------------------------------------% ]0 ?* i# s/ q9 a$ \% [" x
The three discover that the loft was indeed searched, and that Bernard has gone
9 V- N. c" t( ]; b- Zmissing. Go downstairs and call him from the telephone. Talk to Mike, and after , J' y9 a. v9 L. ^- \
a phonecall from Cathryns father, you leave the loft and use the van to get to
( y0 `- d% r+ Z; Kthe London Eye. The game returns you to...
0 i9 R2 q6 I7 j7 y) z7 n$ n4 I5 X: j9 \( j
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3.2.12 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# q1 \5 S* U5 r' F; o4 i. b
the guard. Get back in the van and call your boss. Your boss is not pleased by : x# g- E5 m4 A" b/ ^3 R6 Q
your performance at all, but allows you 24 hours to find a connection to the
) m p1 v' m5 W- z+ G" {4 C7 A3 bcase. Call Bellicoe, and head to London yourself.
# y0 A* x, N+ l6 q( U" BAfter a cutscene where the exchange goes wrong, you finally find yourself in...! K/ R2 [: p5 t6 Q; c# Q( c
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: [; c: {) j1 H. A7 e3.2.13 London, at Robert's ravaged atelier9 T" q d9 R7 t% z
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Search Jack to get his car key and use it on Jacks van to get to the airport.
) G B4 k( t% m1 k* _" DThe team will head to the caribbean, where Dictator Eleni reigns over the 6 n& b& ]1 T6 _: b- C6 u
republic of Surinawa.
4 f, O( M/ o. J* H3 D7 |Cathryn arrives at...! g5 ^' X3 w& u7 R- @( P. u8 P
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/ w& f' X( |* K" ~: `1 z- }[CRBN] 3.3 Surinawa, the Caribbean
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3.3.01 Surinawa, the beach
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Cathryn should go to the soldier, and learns, that just being on this island is
! L, z9 M, y8 \8 B1 b y* `% Iasking for trouble. So go to the right into the village, and on the crossing go ; U( C: K0 p- B* f. b) _3 r
left to the gates of a mansion. Since you can't go any further here either, go 5 g" H- W* j8 n0 @; ]+ r& ]4 Y
back to the crossing. Call Mike and give him a status update.
6 d6 |% m! H- R0 L4 bMeanwhile time passed, and it is evening. Go back to the beach, and talk to the
+ _' B1 J7 P) `! ufisherman in the foreground on the right. On the way back into the viallge, you
) p$ |) \, {) t) ^$ D+ kare being reminded on the curfew laws on this island, and that you will need a 2 N! Q0 g8 ]3 H% z* D" ?
place to sleep. Get back to the beach and talk to the fisherman again.
3 C5 l% o, A0 d& w4 Z6 |$ v/ VBefore following him to his home, call Mike on the cellphone again.
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% [; ?3 ~9 O' D$ u2 g- s3 |6 U$ l8 GThe next morning, go back to the beach, and the soldier will leave his post for , s0 n* D2 Y7 m
a patrol round. While the soldier is away, go to the wrecked car, where the , ?7 } Y5 c3 ]: h
fisherman was, and get a mine. % G1 t7 I& J! e" J) L
Next to the guardpost, are some stairs to a guard tower. While the soldier is 7 x _6 w: K1 x( z+ m S; u1 `
away, go to the tower, and place the mine into the puddle of petrol on the left 6 G. B- Z% I6 r
side of the left gas pump.
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: Q$ x; _% j, x4 z' l( \: tGo back into the village, and you will meet the gentleman from the evening
% _9 `3 v- k- Obefore. He will invite you to...) @& u; `+ c; e. h, W) }$ ~
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1 z) \ s% P }+ L% t; h3.3.02 Surinawa, Eleni's mansion+ p- A. G( ]6 B, C' H
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In the mansion, Eleni offers you to answer your questions. Go around the room,
3 t7 v1 u: I! w7 z6 Q4 |and you will eventually find a view with a sofa and a small table in the $ d& b0 @, b) w, j
foreground, a spiral stair to the right and a small map in the left background. 8 A" O4 |2 i9 I
Notice the small device on the table for later.
, r; J$ j: c, U% mAsk Eleni about the spiral stairs, and the map in the background. Then walk
K/ ~9 ]! T' V1 h! W. f7 ]around the room until you find a curtain to another room. When you try to pull
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After some eating and a lot of talking, Eleni shows you what is behind this 5 q+ t/ j: }! Z# ]& M+ p
curtain. After Eleni leaves you, try to open the steel door on the right. Since
! a* X8 i- o) U% A2 Q2 hit is locked, go back to the viewpoint with the small device on the table and $ `! e, e) k% o, P! M5 y( O
take it. It can open the steel door, so go back to the art room and open the
! t9 `& ]1 `: pdoor.
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$ a! H [$ D' [' I/ n, ]Examine the first door, and you will find Robert and Jack being locked up in , I1 T" }; o' J$ E
there. Look at the control board to the right, and open it.
# U! z; u' l8 A3 WAfter some explaining during a cutscene go to the map from earlier, and call
$ s9 W$ w R$ KMike on the cellphone, to guide them through the mine belt. 8 r5 X8 E6 _6 h6 s1 `& F* r
After the team arrives at the beach, deposit the handy at the fuel pump with : ]! X( l: v2 o1 s2 x2 b& k5 ~- k
the mine and return to the Villa.
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Now sit back and enjoy the show. |