0. About this FAQ0 z+ b. _: Y; D5 |: u6 u$ G
1. Characters...........................................................[CHAR]
& }7 q4 `: Q4 u: l* E5 i$ _7 p4 X; L& W2. Controls.............................................................[CTRL]
( C/ t+ D8 R. j6 L8 }/ K" v3. Walkthrough..........................................................[WALK]
/ i0 V: x E; \' r7 Y. i
A8 K& P, q4 M 3.1 London.............................................................[LOND]! `! r# d$ b J
3.1.01 London, in the loft
' q+ |/ P a' b# N, Y, P 3.1.02 London, The London Eye
- T# L7 n& ]9 j1 @; H$ m/ E$ n) ? 3.1.03 London, the loft (after the deal) 4 O; N2 d Z1 k1 n; k
3.1.04 London, McBride's atelier
" f! l H' K V. h 3.1.05 America, Jack Stern's office9 E, o$ K% K+ s3 a
3.1.06 London, airport (with Jack)) {( O/ s7 N6 k# ^# V
3.1.07 London, foreign office
0 {8 j& `& u8 h) T( l" J& z( a( [ 3.1.08 London, the London Modern Museum
+ q! p# ?6 h, ?. a# X3 L; r 3.1.09 London, the pub
$ G: Z! {4 ^% t9 P' ` 3.1.10 London, the loft (after the London Museum inspection)- n9 P* |$ r/ l: B! M3 b
3.1.11 London, at the Thames beneath the Museum
/ C1 C+ @3 c! O# j, x9 e0 {2 s) ^ 3.1.12 London, at the London Modern (Jack Stern)
5 t _0 [0 ^) S+ F; ^' A 3.1.13 London, the loft after the inspecting the Thames entrance3 V! V/ i6 B( Z5 s/ A/ @5 [
3.1.14 London, atelier of McBride after planning the heist
+ v( X. p; L( P9 M; {" y 3.1.15 London, cellar of the London Modern Museum
( Y8 q' O( W# ^! X t 3.1.16 London, the loft after robbing the London Modern Museum$ U8 Y$ Q3 k& h; T7 d' V: ]6 @% d2 i
3.1.17 London, Jack is back at the London Modern Museum
& t3 _ S' L2 j( m l) l 3.1.18 London, the loft after Jack found the address
+ u" D+ R, K& ]2 n* O8 i
- X6 t3 K1 e+ t2 u! N3 \ 3.2 PARIS..............................................................[PARS]
; |! k8 ]# ^4 M/ e. | 3.2.01 Paris, at the Musée de Paris
4 D& x$ {6 J8 e) |8 ` 3.2.02 Paris, in front of the catacombs
8 g# D d$ w6 s% m0 r 3.2.03 Paris, in front of the Musée de Paris in Jack's van
# ^5 F9 v% e( R) J 3.2.04 Paris, in front of the "Club Électronique"8 i& M: s) G2 g; D1 F2 w
3.2.05 Paris, inside the catacombs
" w$ K3 ` b2 o 3.2.06 Paris, the catacombs in the storage room, D+ q; A7 f3 V0 Z5 M" `
3.2.07 Paris, catacombs entrance (finding the Museum)
% A6 U/ N) |/ B& w- n A& k 3.2.08 Paris, in front of the Museum, before the heist
5 r/ U' d) v) \# T; z% F8 ?5 x7 j 3.2.09 Paris, in the storage room preparing the explosives
( F h: F; `+ ?" f2 X1 Q2 f, s* F 3.2.10 Paris, inside the Museum cellar6 `+ D3 W# g+ `* ]; D4 {
3.2.11 London, the loft after the Paris heist; z: `. `$ U4 E( w
3.2.12 Paris, in the Musée de Paris with Jack after the heist( m9 O: b G/ j! N8 R2 R
3.2.13 London, at Robert's ravaged atelier& s+ t) E3 b O+ d. `
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3.3 Surinawa, the Caribbean............................................[CRBN]" N# ]2 ] o4 v3 x2 _$ C4 w
3.3.01 Surinawa, the beach. n* W4 w4 x$ y p/ A) o6 V
3.3.02 Surinawa, Eleni's mansion9 _3 X4 ]) ^/ i% w
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__________________
T( r% Q8 c V: K; {
3 ~9 I% @( }! M0. About this FAQ
7 u$ v7 ?% g2 X, V: m4 u__________________
' @! k# n# Y4 Y9 t) I; R
$ O+ _% V2 X% D$ j: ^- Z0 l15 Days Walkthrough v 1.0
# y8 ?# j3 T8 L) j' T. W6 `% w) v2 ` Z# \$ n+ r
This is a walkthrough for the game "15 Days" by "House of Tales".
/ F8 y6 [7 E& A. q R# k# TThis guide is for GameFAQs.com by me, Arminator, and it's my first FAQ.
6 r) c- c8 i# D i' ?, N3 QThis guide is licensed according to Creative Commons as follows:, x- |( G- u7 a5 I
You are free to share and remix this walkthrough, under the following ! D2 Y4 S8 C. s9 J {6 j" w7 O
conditions:
" H5 z4 ~" j# M0 t: z0 o E& wAttribution: You must specify me (Arminator) as originator of the guide.
1 x' A3 l" k) X" _ sNoncommercial: You may *not* use this guide commercially
: s- ^ G' J( t$ r3 DShare Alike: If you alter, transform or build upon this work, it has to
1 _0 C+ H) b) `! ^ w9 Nbe distributed under the same license. 6 W% [. z' @- b: ]' Z
See http://creativecommons.org/licenses/by-nc-sa/3.0/ for details.
% H: v( J+ N% d( X6 L; ]" H) l3 v
If you find errors or problems with this guide, you can contact me at
( N( `5 P5 \" ?0 r0 K' I' t0 Z- Narminator ("at-sign") gmail ("dot") com
& I$ }; A6 p, U& u) G" T; J ?: a1 d( P/ ]# b9 b$ u0 M+ f9 w
7 B# P( E6 }& h! e, ]% ?. D_______________________4 q0 Q3 V. \4 u4 M' q3 m
: C: d4 w' }, r0 P. b
[CHAR] 1. Characters+ ^+ r& u$ t% |
_______________________
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$ h, R) p8 M: S" YCathryn Hope
7 s7 e* v [( d1 B$ |8 [" r% B: {------------
& S) F& J, A, R4 |! j2 uShe is the head of the group. She is charismatic, adveturous and optimistic.
: ~/ N4 g# X: T; pBecause of her nerves of steel, and excellent climbing skills, she is the - A1 s' j5 y7 u( }
strongman (or strongwoman) of the gang.
1 Z2 ^% i, @) HShe is the one that carries out the thefts for the gang. ) J8 m6 _) Q) E7 W3 S4 f
Cathryn is very idealistic. She doesn't steal from the rich for personal gain,
) M, i" J# }& M9 p: o6 B7 T2 @but donates the loot to charitable organisations. / K2 X' M% j* R$ l2 L
, B v- u# u7 C5 J5 K
Bernard Dwaele5 c; }3 i5 Z, z3 w0 C1 C6 `
--------------5 x0 J) N* `9 T5 @ r( ]! P! l
Bernard is the thinker in the background. Tactics and planning are his - e; a ]9 J' }. T3 y/ z% s
speciality. Officially he works as an arts adjuster for a London insurance / e0 I2 @! K4 \: Q- o
company. Earlier, he led a double life as an arts thief on his own. But since. H# F6 D |" _% C( \6 r+ ~/ P
he met Cathryn, he lets her do the burglaring, and concentrates on the 3 C" I5 [" V& `( C6 M0 n" q. F
planning instead. If the worst comes to the worst, Bernard knows what to do.
8 K( d* N% N6 B$ C5 j2 L( ] P' m& {+ O1 e" u' t( A2 e
Mike Mensforth
2 m5 f7 L" Z2 j, I4 z/ EMike is the man for everything technical. He is a real computerfreak, who can
" C& u5 Z* v" u! g2 U) r6 S# h" Ubreak every code and hack into any network. With his self built gadgets he
9 b! B4 J& I# X: M2 m5 `makes the burglaries a lot easier for his friends. He also does all the , G1 E, s2 Y! ]7 ]
research for Bernard, so he can plan the next heist. In his everyday life, 8 \: ]" V2 [3 }: a# u5 K
Bernard tends to overestimate himself, which makes living with him not always
: _6 B; s7 n" eeasy.
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9 u! ~ {6 O& {: `4 t4 O6 PSpecial Agent Jack Stern; P2 n+ |( a/ o* G0 [+ p
Jack is a brilliant, but unconventional US-agent, who doesn't give much about7 y, z0 _* P6 i' a" q# x# m( K
rules and command chains. A wolf in sheeps clothing, who solely focuses on his9 X2 y: b& p: Q
two fisted investigations.
) G# S4 F j0 p2 gHis boss hates him for that, but his success of his methods concedes a point
( N2 G+ m& o' V" x/ Lto him and his boss.
& `8 ]5 s5 } ?2 ^Jack gets sent to London to investigate a strange death.
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% J! v/ e; ?$ D4 e% ? }
___________________
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. x5 B' h1 D+ @8 X' ?- \5 z[CTRL] 2. Controls
7 W. |, x1 B# O' o* R___________________
% K, ~4 k) R2 M: C! B! O: ^8 c) v E" A5 U. a+ Z
You mainly control the game with your mouse. If you are hovering over a hot
1 n5 ]" ?. P8 n3 }2 pspot with which you can interact, the cursor will change. 5 A) [$ k6 N' A9 }* V5 j4 z
To help you find these hotspots, you can press the Space-bar on your keyboard" z( ]5 [; G6 E% X u1 F0 ?
and the game will show you everything clickable and possible exits.
v6 ~6 l' Y9 x+ q. j. C
9 }, G3 y, P$ m6 k* b+ R/ CIn the lower left corner is a small map. Klicking on it, will show you a map
# ` D6 b) Q! a2 t' ]& N- Oof your current location (normally the whole city your're in, but later in 2 S' W& W. ~3 \0 y/ b6 ?* y" Z5 t
the game it will also show you a more "detailed" environment.
! s; R! G% _2 `8 |9 ]' G9 z9 l: F' B
Moving the mouse slightly above the map, a small arrow will "grow" from the 6 x) K( Q) n2 K- f s. x
circle, giving you the main menu, where you can load, save, set options, etc.
, w- w8 H. U2 n) qMoving the mouse to the right of the circle, will roll out your inventory.
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To use an item from the inventory, just hover over the item, and it will $ `. n' T" B) \4 z: u/ @" J- e% H3 W5 Z
show some options, what you can do to the item (e.g. cell phones will show
5 |3 C" h8 s: F8 x! E, p6 s5 kyour possible partners to call).7 M4 T- F# x! ^( T
To use an inventory item *with* another item, just move on the first item,
2 N% S4 h9 r9 l# D/ s( x/ oklick on the "use" icon that pops up, and move the changed mouse cursor to0 \6 c* W! b) _& S; _4 \
the item on which it should be used on.+ C) ]. ^% U+ M* D
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/ ^, p: ?6 }0 q: H0 P_______________________7 M1 W+ p8 e* y4 u5 P! A) p$ i
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[WALK] 3. Walkthrough:$ z6 `' d3 L% d' O3 |
_______________________0 z3 l: V' @. [
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Before we start: Remember that you can always press the space-bar in the game
: T0 a" D2 h9 W5 ]+ uand it will show you the important "hotspots", where you can interact with an8 p! P- D% h6 f
item or person, or pick something up.
% O" O, X$ `9 p: J' I7 p0 KSo if you can't find an object described in this walkthrough, just press space.
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% L4 {' `- ^: \4 t+ ~6 v6 a# ^
' N9 s; q d, C M[LOND] 3.1 LONDON$ q6 n0 b9 k6 c8 _! k6 m$ T
------------------
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3.1.01 London, in the loft
+ ?2 r* g/ A% ]0 I--------------------------6 A: X3 l2 _0 A0 d h
After the introductory movie, we find ourselves in the loft, controlling
' A- \' d- ~" W/ RCathryn.! Z5 t; F& h f' |5 w* i$ P
8 w& c' y- ~2 T# E- m& bExamine the Newspaper. This way Cathryn learns about the origin of her birthday
6 n0 D8 M( Q( x( i3 w( H3 pgift, and the death of congressman James Henston.
$ {- R: _; ^! FUse the answering machine twice to listen to a message from Cathryns dad and
0 W6 t+ c& u. aher friend Tom. # x) \ R4 ?! G+ u! ]1 |' z
+ Z3 z4 C) M6 M" Y- ~Go upstairs and left into Bernard's room. Talk to him, and on your way out, ; e9 p/ U$ B: T; ~. n$ D# g m, T
take the magnifying glass from his desk with you.
% E f) C0 G8 q) A7 TOutside, go to the right, to Mike's room. His door is locked, and he is busy. _# v" A6 H8 N; e: W5 K3 f
So go to Cathryn's room further to the left. 2 x# P- G' S5 {+ M
8 @2 T Y" y8 VIn "your" room, get the compass from the desk, and wait until the guys call
8 ~- D9 v/ P& f/ C' S& LCathryn back downstairs.
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+ f! d2 `) {$ Z* ^* G3 TThey tell you about their new "job", and Mike asks you to fetch a device from
% P+ D9 W/ ]5 t Fhis room. So go upstairs, and in Mikes room find the "console like" device on2 G. }/ B# E% X, O+ b' ?
the right side of the game screen.
9 ~- l% S+ V* }. W/ lBring the device downstairs again. 4 r3 V. {1 V4 f. R7 w
' G6 C5 y* s3 K! ]7 `+ eAfter they finished talking, use the phone, and after talking to Tom, join the
1 O; l" M: z& r; v7 P0 @ q$ Y1 W8 ?others outside. % X9 {# E/ o$ X( c, k7 d ?7 r
8 N9 J/ _' J, E1 R$ L# a
Use the van's door to drive to...1 ~; M2 R/ ?; d+ G: ^$ s1 w" \
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3.1.02 London, The London Eye
( d) k, f7 S3 e1 |! X/ i' K6 v----------------------------
5 B- B( z4 o: x2 F( \After arriving at the London Eye, Cathryn and the new client board the Eye and
! K+ L: L, h; D* x$ e0 Byou are in control of Mike.
$ }, Q7 t d# Q6 I& eYour task is, to match the wheel's frequency with your device. 2 x% c8 n/ N# }2 l/ O$ [5 ^
You can change the frequency and amplitude of the sine and triangle wave.) H4 P6 I8 n. Y# B; w5 E
First try to match the frequency of the sine wave, so the wave's highest and 3 ^* e/ N7 y9 p
lowest points match the wavelength of the upper wave. / Y; w, z) m+ H: Z3 `7 C
Now adjust the frequency of the triangle wave so the "jittery" part matches as
3 R% Q% i f: j5 F* j/ g) Gclosely as possible to the "jittery" part in the middle. . y! G3 t. N, D; w+ l
Now try to match the amplitude, so both waves match.
) ?5 J9 @) T4 p' f
9 a [! q; C& V. K% l7 s5 p7 ~If you can't figure it out yourself: There is a timer running out in the upper
$ r! n4 ?* b7 P4 `1 b4 k+ zright. If the time ran out, you can use this button there to solve the puzzle
( u: o7 }* X% Lfor you.
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4 i+ x5 B. d2 ^% TYou are asked to find a Winston Churchill portrait.$ x& q. E% `) i/ b* C
, c3 B0 t5 t4 Q' u. \" g3 m, b0 n
When you return to the ground, use the van again to return to...
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& f; e$ O* q3 a4 @
3.1.03 London, the loft (after the deal) 4 c% z7 @% o3 c4 q' ]; e
---------------------------------------. D3 I* N; V+ y* x: L K
You're controlling Cathryn again. Go into Mike's room and talk to him. He asks
* L4 l3 e2 g7 @6 g/ b' _* ^8 iyou to find his USB drive. Klick on the table to the left, and get the USB
4 n$ v3 R/ n. ?* Rstick right in the middle (what a lazy bum Mike is).+ a0 ?! l1 J% z% G, g! D ]# h6 \
Talk to him again, to give the stick to him.
, f) L6 s% a9 W& cYou're now using Mikes computer, to find out more about the Winston Churchill $ n4 F7 T! a d) M9 Z
picture.
" u- H) U) x* {7 J2 mSo start the "IceBear" Browser and search for "Winston Churchill". Follow the
, z6 J0 P% `0 E* S& Afirst link and klick the art database link at the end of the article to find ! U% I* h6 t% ]
an image of the portrait. The image is automatically transferred to the USB 4 A# q+ B. F+ o( z4 F: G
drive and you need to exit the PC in the lower left. % t, R* }1 R' w
5 C! Z# h/ ?4 ]Leave the loft and try to use the van. Cathryn decides to go on foot to...
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) w H5 P# M4 f. g7 k8 R& e$ K3.1.04 London, McBride's atelier
7 p5 o) j+ X; S-------------------------
; \, g, z$ {3 R' Q9 N; S9 t( dTalk to McBride and use the USB stick with the projector. Talk to McBride again " w9 p6 A" X9 S- R. D3 x1 G
and return to the loft. ! z H) _2 H4 _& p
After a short cut scene you are now in...0 i( }6 a+ Z6 s( v! |/ C
9 M: J1 K6 x. x1 c& U* K F% ]
5 w+ N% N- I; R' F& q4 k: Q; y% \$ f n1 B. Y
9 j' F- r" F4 m% i1 I4 Y7 P2 j6 A3.1.05 America, Jack Stern's office
( i$ c& A9 y8 I' y----------------------------------
) \" _& ?# F# Q, JYou are now controlling Jack Stern, and are asked to investigate the death of / B0 o( {: f4 w5 w3 g( ~: b
Henston. Examine Jack's desk and pick up his police badge. t$ G* f+ T9 B5 X2 c
Use the computer and open the ThunderBolt e-mail program. You will recieve a
8 w% P) Y X6 z0 O& j4 n0 lmail with a phone number. Open your inventory and use your cellphone to call $ B' N( a$ y: j0 l/ b
Bellicoe. After the call, check your e-mail again, to get the password for a
, j0 f8 P% \& W2 K8 Yvan waiting for your arrival in London.
8 ~8 F0 i3 E y k8 g+ |While on the PC, use the browser to do some research. Look for "James Henston"
& C# c# {' p" T4 f7 D+ ?and also follow the link to the "Rhodes" foundation.* U* P, Y+ ^6 Q0 m1 |- {' b/ v
Use your cellphone again to call the airport. After the call, check your mail
. [9 I- ?' [' _; }again to print out your ticket. Get the ticket from the printer and leave the 8 [$ s3 }! X6 V
office to...2 _8 j- d) S- o, D& H
( {! Z: y' W) I) L. g- r6 F$ o+ T5 c8 u6 R4 V8 ]' t7 Y8 J/ F% Q# l3 p- w) o
) t& B6 I n) k! C" n
- y4 O% G- U; v6 h$ e/ \3.1.06 London, airport (with Jack)
2 B1 V) u" s" x! R& z) H---------------------------------
' g: Z1 U' L) X4 AGo to the desk in the foreground and ask for the key. Use the elevator to the M N4 f4 c- \7 C* g X" c4 H! |' k
left to get to your van. Use the key from your inventory with the van to get) F i+ Z+ {/ {5 t5 l
to...0 Z1 a1 t% e+ m1 }( T n
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3.1.07 London, foreign office
) q. G6 {2 t" r' S1 y; F----------------------------
* x; L5 @; z3 d" z; B$ Y8 EMeet Bellicoe and talk to him. Then enter the office. Look around and take the 2 ~+ Y3 ]! d$ i8 l! E" d8 A
calendar from the desk, and (if you didn't already) look at the painting
/ u) D* {/ o/ [! H) H* z" }; A# U9 Xbehind the desk. It shows Cecil Rhodes. Now open up the inventory and examine
t. g; L. Z) a# ythe calendar a bit closer. You will find clues about "Nancy Jenkins", "Laureen
( b& k* f; `( h, `0 w' D* TMyers" and a company called "ArtTrans"., W' q$ H2 Y5 I" @& d
Go back to your van, and use the internet to find out more about these persons % A3 Q+ g3 o/ P+ V; D
and the company, especcially phone numbers. 7 |$ v6 v3 G7 V+ r. w
Use your phone to call Nancy, then Laureen and then ArtTrans. You will learn,
0 l0 S2 k- g: G( }% i4 Jthat the company returned the picture of Cecil Rhodes, and Jack will remember / Y5 K2 K- L0 l
something about the "G8" summit, so search for "G8" on the van's internet.
% t; c( z, q F1 c, \% K6 Y, qGo to the front of the van to drive off.
* l& G, T- U* _- _You return to...3 G0 V$ n1 n) u0 O
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' m: {* {" v; g) V! v1 k% f" p6 ]
$ @2 w7 i: a, o
3.1.08 London, the London Modern Museum
5 z3 u+ n& p. s" \--------------------------------------) B5 h: j$ ?* J& |. F3 C- A
You are now controlling Bernard. He and Cathryn enter the museum, to scout the " C2 a/ L3 i5 A
security systems. Let Bernard go to the left to examine the fingerprint sensor
8 }. K# |% y: \" ^% t) q# l) snext to the door. Get the brochure from the desk, which contains a map of the 5 j7 s7 M8 i8 Q( T0 `
museum.2 z6 g2 Z9 ^! U4 i( d
Use the brochure with the two cameras in this room, to map their location. Go ) p; D/ _/ B% S' V! I' H. y/ y
to the back stairs into the cellar and also use the brochure on both cameras
# s9 v. p- J% L `(the one in the front and the other one only visible as a red light in the
+ T- E. L- \3 x/ l! b1 Udarkness of the background).
* d: |2 c7 ?9 d' k2 Y' cReturn upstairs, and go to the right into the room where Cathryn is with the , V/ q* u) |" ]6 c' Q( d2 r4 P
guard. They will leave the room, so you can map the final four cameras in each 7 L$ y4 E' R: T) ?8 [ G( x1 w
corner.
" ]! _* c2 r6 gAfter this is done, you change to Mike. You need to help Mike hacking into a
" t% R$ D2 S6 Dnetwork. Klick on the Notebook and on the hacking tool on the desktop.# A! M/ f4 d0 h. Q u
You need to find a route, that has a latency of 24 or less. , n9 H0 U; g/ z4 q" i3 o2 }
To do this, follow this path:
# ~- D: `6 O* Y P7 o LYou start at the bottom, and go up (Latency +1)
% s5 H4 F3 \2 c3 @- ]8 R/ j- n/ TGo up right (Latency +2)- _* B" C _$ [0 {9 @" P9 x
Go right (Latency +7)
) K4 \% j4 P% S# m, r( |7 a* iGo down right (Latency +1)
2 z8 F6 @3 v% t8 ~+ JUp right (Latency +2)
( Y; b2 _5 {( }" y9 K, L# zUp (Latency +1)
' s! @5 C7 |* g [3 ` kLeft (Latency +2)( n. _2 B e% O# b5 Z
Up left (Latency +1)
" N. t6 e u `# kLeft (Latecny +2)
. Q* o+ T# T7 V4 d6 c/ NUp right (Latency +1)" V0 p* @) y8 ^" H( o1 w
Up (Latency +2)
+ ~# S9 v8 j* r- N( dLeft (Latency +1) and finally
3 l! f, I( k- Y* h( c/ {Up left.+ T% W" b1 [( k0 l4 T
t. ^( s% Y% O0 J
Again, if you don't know how to solve it, wait until the timer in the upper
5 R7 s0 [) k( `* L% tright runs out, and you will get a solve button. ' q* A u& j: J3 R5 e
: s# G7 M; E+ |% D& Y9 V: ]
The game returns you into the Museum in control of Cathryn, who should go to
/ k2 p" J8 G8 Othe room with the portrait and talk to the guard.
5 _' E1 Z; H/ g6 OGo outside and go to...
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3.1.09 London, the pub1 J1 V( A0 b& f$ D4 r
---------------------' M' { S- W* h1 }& P7 Q2 m* N
Talk a bit to the bartender and you will get a beer to accompany the museum
& C5 e- @- M( Z0 r) X& Qguard. After talking to him a bit, he will go to the toilet. 1 z+ o0 i e* P- U* N5 H9 f
After he's gone, pick up *your* glass, and exchange it with the guards glass.
" O3 b* I( j* ~/ `! M ZKlick the in-game map in the lower left and choose the loft to return to...
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3.1.10 London, the loft (after the London Museum inspection)
6 G" v% P' \0 ]8 ^2 L* i, H------------------------------------------------------------
2 w2 Z& D1 h) c9 f% u9 X& y bUse the magnifying glass on the museum's blueprints. On the plan there are two
# V" U# ]; v0 A( j/ u. s! B3 e5 xtubes leading from the river Thames up to a small room. On the right side of 6 J6 z$ F( l; d; z2 m! y) X2 Z) n
this room is a door, that separates a corridor to the museum from the flooded
3 B$ a. Y3 F! z9 hroom. Center the door in the magnifying glass and klick it. 9 y) a$ F! l6 x
You decide to examine this door, so head out the loft and down to the pier.
# ]2 R" j( Y7 [ q$ B: n' e+ ?You will arrive at a jetty in...
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- y4 R* ~1 U+ |7 H& `. _$ E
6 E/ t5 p% @6 z9 }, z3 k( Y
% I) t9 Z8 N8 ~. n3.1.11 London, at the Thames beneath the Museum; p7 v6 S y* w: J
-----------------------------------------------$ A) c5 {: R' u/ {
Cathryn will dive into the Thames. Swim to the right opening and examine the " v, E) J/ P0 C# J9 I, k
grating. Use the grate to tie a rope to it and to pull the grating away with
2 n5 S# s4 [) w0 U3 O, ]& pthe boat.
% L! ~) m d: L- P5 W5 @$ Q# D4 GEnter the tunnel to the museum, and go to the door. The door has a lock on the l. K0 C+ B( A2 k4 Q
right side. Examine it. The writing is too small, so use the magnifying glass
1 |! w1 b7 }( ?+ |) |with it.
( M$ i5 Z# O* n( I5 R( l3 r gMeanwhile Jack Stern will appear and after a cutscene you're in control of him
3 Z# P8 Q2 C4 G! N" X/ T' q& F% Xand head to...
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5 J" d$ h9 F8 W- P$ l
# \ d' |- Z) {3 a8 C$ x3.1.12 London, at the London Modern (Jack Stern)
, ^- h! j1 M) S" r9 M4 e# a- @------------------------------------------------
+ N7 ^# h, H0 g) LIn the museum talk to the guard about ArtTrans. Leave the Museum to visit the
8 h4 @! I1 b& w' _pub. Talk to the bartender and look at the newspaper on the bar. Talk to the
$ E: m: n% f, e4 pbartender again to learn about London's CCTV system. $ H" N; f3 {) z* d1 E2 w+ m" U
Jack wants to call his boss to ask him about it. 7 T: k1 A" h; x! N; }0 j
After another cut scene you are in...
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2 w- O, ^, J+ m& E) Y% K- J- o
) _; r6 v K! f0 f6 x, w
3 w* P5 `! B$ V. x" q5 X/ X. T0 L3.1.13 London, the loft after the inspecting the Thames entrance/ _0 K' c0 J7 H$ [
----------------------------------------------------------------
# D# ]1 J* Y2 g- sYou are in control of Mike, who tries to create a duplicate fingerprint. Go up
- _! L0 P0 k3 m$ D, cto Mike's room and klick the table to the right of the computer. , A( n, S: v0 h) V3 p
Take the silvernitrate and use it on the glass. Turn on the UV lamp and get the 1 Q: {, {# _9 G3 @' W
fingerprint. Go back to the sink in Mike's room and take the rubber gloves. Use
* i* S$ f. h3 c6 C' ?! B! ethe fingerprint on the gloves to create a fake fingerprint. . `6 U9 T7 ?9 O- t1 g, a
Go downstairs and talk to Cathryn.
9 Q2 R/ J- {; R; m9 s( v7 h m# QBefore discussing the plan, go upstairs into Cathryn's room and get the ! \1 H5 L$ }* Q% t+ u9 q
flashlight from the desk. Go back downstairs and use the projection screen to
/ n3 R' C( q, [; [7 X: n0 Nstart a cut scene. $ c& H7 G$ U7 {; L
After that, go outside to the...
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% {5 v2 ?* F' a% H+ ~" x3.1.14 London, atelier of McBride after planning the heist8 |# T& I* ?8 s8 u- y2 D
----------------------------------------------------------
4 ]) F" I/ e5 g$ l UTalk to Robert and get the copy of the portrait. Return to the loft and at the
0 d, _, C0 o1 q! d" mpier, talk to Bernard. + k% P6 D4 E' h- y4 _: Q8 U1 [0 T
OK, time to do this. You are automatically brought to...8 O5 B- l# Y) i3 B; e! D
0 s8 b$ h: [9 |3 c! D
r' x2 _# d! X4 ~/ d) y
0 k) ^' D% K. I q# A. u- M
0 R2 q' j# [+ j. U0 L9 Z- I3.1.15 London, cellar of the London Modern Museum4 W5 `; p# ~( {' T3 {2 Z" E& S& u# a
-------------------------------------------------
9 n$ |7 P; x8 a6 \% f% d8 A! Z) zCathryn uses her cellphone to call the museum guard. Use the bumpkey from your ! N) u; W$ P9 G
inventory to open the door. The control switches to Bernard. Use the fake
& Z- h) C* s- j0 k v: ]fingerprint on the fingerprint reader. In the control room there is a cupboard + D8 |1 x, R& d! j# T, ~
with surveillance equipment. Pull the cable from the cupboard to disable the
+ A9 W1 R) b# \* ocameras. Cathryn now needs to go to the room with the portrait and exchange
; R$ T) I {: H T) ]8 l8 g4 wthe pictures. On the way out, the alarm goes off.
4 |! D% F8 U6 J% ]4 U6 s @& ^$ fJack Stern is in front of the Museum, talks to the guard, gets mistaken for 6 D0 U7 ?7 P, R$ W( E u: v. o
the thief and arrested. After this cutscene you are back in...6 t. F% _1 O7 _' O
1 Y; n3 Z1 o; v+ [
6 n- L; K4 Y& B. t/ m: r
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% J2 z" M. w& p( R; A3.1.16 London, the loft after robbing the London Modern Museum
/ W, Q1 S! X( h6 W {. a: K--------------------------------------------------------------0 H& |) X5 k0 @: S, m+ V$ f) j \) j# o
Use the Map to get Cathryn to the London Eye. You will get a new job to get a ; E$ }' P* d1 f4 i
portrait of Washington from the Museum in Paris.
4 V2 Y4 l9 @ G2 V, e8 iGet back to the loft and use Mikes computer to research "Washington" (this will & i0 ^; H4 r/ m7 f+ j4 r3 P
copy the image to the USB drive again), and also look for "Museum Paris".
6 @+ c8 M; h# ]Go to Robert's atelier again with the lower left map. Talkt to him again and 8 _- ~ @" a5 k" V/ m( t
connect the USB drive to the projector again. # Y9 G" a- ~% r7 l) E* }
Return to the loft, talk to Mike go back down and use the telephone to call * X- H- k% i9 j8 t
Tom. After a cut scene the game returns to...
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5 \6 b5 N+ L" D$ U, U9 O3.1.17 London, Jack is back at the London Modern Museum
# c5 L; m. D$ D5 J: Q-------------------------------------------------------! g) |* z3 \# E6 h2 l
Use Jack's cellphone to call your boss. He promises to send some CCTV screens
' r2 @- Z! m$ T; d) u( Q& `+ Ito your email address. Check your mail to find them. It's a photo with a
, A; z& h; V b6 H5 blicense plate. Call your boss again, to ask for permission to use the license , R0 X+ o4 p2 y0 E$ ~3 M$ h3 m: T
plate identification program. Check your mail again for the granted permission
; i0 \" Y2 f: Eand launch the application. 5 u) F2 b) D; U$ V
Look for letters and numbers that can be easily modified to look like another , S ~, _# W5 \8 X+ d( b
letter. For example, masking the two upper bars of the letter E with yellow . g) S: M4 s' B* E1 G1 s
tape would make the E look like the letter L.
: @) Z# W- W( n, `5 iIf you can't figure it out, wait until the timer allows you to solve it for you
7 O, Y" ~( b5 r% U ?4 e- qor use the license plate EPO8 PXW.
* n: p6 I& P4 F; I3 TThis will allow Jack to go to the address of...
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& @5 o3 b- r# O; p) I
3.1.18 London, the loft after Jack found the address
- q' y8 |! T7 |& u$ H: g ~ t7 l----------------------------------------------------
' S( Y- S5 B ~# `Using the police badge in your inventory will produce a bumpkey. Open the loft
. E" p* c& N# d# Afrontdoor with the bumpkey to enter the loft.
1 C0 ^! R4 ]- _2 TGo upstairs and examine all rooms. In Mikes room, Jack will find a business
6 `0 C" O5 ]1 B% z9 ]$ t5 W# k. Vcard sticking on the computer monitor. Examine the left table (where you let
1 d& ^$ z7 j* o% F! {% oCathryn find the USB drive earlier) to find some traveling documents.& D- }" |+ @$ G/ p9 i; e. q+ J6 p. I
Return to the van and use the computer's internet to find out more about the * `4 H/ M r& i. f7 U$ [
"Megabase" company.
9 Q; o. i: ?0 [! g1 i+ zCall the company to find out Mike's cellphone number. Try to call Mike, but
. F" N5 z' Y# }( S8 @# rhe's not available at this moment. So call your boss instead, to find out the ) _ ?6 ^; ^! r& {- F
position of Mike's cellphone. Use your email to find out, that Mike is
% ^1 \4 x K/ k: p/ L& [in...
6 S( H( T8 z1 _$ Z- y9 V& d" U5 x8 b! m5 N- J7 o
- D p& e! O, H: {- H& {; m
l! `# q- b$ r. x8 i' |% \
[PARS] 3.2 PARIS
. N! w) ~5 P. h----------------- q6 ]+ O! h) }9 c
. i- \3 Y8 j6 y& z0 n
3.2.01 Paris, at the Musée de Paris
1 A' p `# U1 s+ A1 S8 m$ s# l-----------------------------------
& M Z# R4 ]/ q3 x) v/ w0 [Examine the stand with museum brochures. However this time, you don't map the
- N1 P8 C) u1 q; ]) H0 Zsurveillance cameras. You clock them with a stopwatch in your inventory. 4 j4 Y, e# \$ {+ b9 m: h! |
So use the stopwatch on the three cameras in the first room. Go right into the 0 z, G5 S+ D! p) y
cellar of the museum to find another two cameras. Back upstairs, go into the
& _/ A3 \0 q6 x; c5 _6 I8 ibackground and to the right into the room with the Washington portrait and the ( W2 s, `- O D
last surveillance camera. Examine the portrait and go back. Go further back
. m5 d8 H. Q$ z4 qinto the museum, and the game switches to Bernard, front of the museum.* J* C/ t: m8 F2 R& J/ \5 w' P
5 ^+ h# ]4 b: fTalk to the museum guard in the window on the upper left side of the museum.
. p$ @! Z, J5 V! x8 I& nYou will find out some interesting information about the museum's security
$ [$ s7 G3 e4 H3 w3 F6 i! msystem. The game switches back to Cathryn., ^5 O# ?1 S% G$ F/ Z) p2 d
x# d! ]# C9 y$ uCathryn goes further into the museum and talks to the guard and finds out some 7 q* p3 O+ T7 c: ^* T4 y
information about the catacombs. Leave the museum and go into the van. Use the
3 F! I, b0 A: R/ r6 K3 f7 mlaptop to search for "catacombs". This will lead you to...
% [" u; ?2 f" L' N
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9 e9 A' P& {6 z
* P9 e0 |, y4 {& F7 o; N5 y9 ?# |
3.2.02 Paris, in front of the catacombs
/ [: l0 ^& H" U4 {---------------------------------------
$ ?4 r, b, ^1 t; u6 y; jGo to the small ticket booth and enter the catacombs. You will come to a room . N3 {+ {" e' c% w) z
with a gate in the background. Looking inside, Cathryn finds it to dark to see,
9 l' e3 p; o- U8 c, o) ?so turn on the flashlight in your inventory, and you will discover a grafitti
! t w' y) d6 [1 |! `, |; U1 ton the tunnel wall. The grafitti hints you towards a club in Paris, however the
3 U! ]8 ?( u' F" `, Z4 Cgame first switches to Jack who just arrived in...) g: m6 b2 a' [6 h% s) Z/ P
! }) C7 v8 x. H" E, i; t7 W& L; i6 Z( Q5 ~( D- [
+ y2 Q/ `' v! X6 d$ J/ B7 y* M; Q
" p/ r8 g$ T! X( D! Y( O9 Z3.2.03 Paris, in front of the Musée de Paris in Jack's van# P; l9 s! o g. t' y
----------------------------------------------------------" Y5 N v' t7 g- v$ H% P
Call your boss to get an updated location of Mike's cellphone.
' W0 }6 J- g) N3 VThe game changes back to the group who just arrived in...
% V% G# s; F% L
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1 J$ I6 z4 k! v6 u
" @& V1 R, ?- }. W4 ?" z# n- ~3 U9 j4 @0 h
3.2.04 Paris, in front of the "Club Électronique"
5 o6 F3 n2 |5 t2 j' S" j* M-------------------------------------------------1 }, g) l% J- [9 j: t- Q+ G' t+ x
Try to talk to the bouncer in front of the club. Try again to bribe him. After " U. f4 g! \7 q* v8 [( y
two unsuccessful attempts, go to talk to Cathryn. With a trick, you go back to
' d* p, d9 P [/ g: G1 y$ [: fthe bouncer, who suddenly has important business to do, and you can enter the
7 ^ A1 ?% U# ~* Q: aclub. Inside talk with Francois. After a long conversation about Francois
& o1 O; x5 K4 a$ l$ m& a: ]0 Cdifficult youth in Surinawa, he shows you the map to the catacombs. Use Mike's
2 N' ^2 `0 [" H* m: h+ I. Ccellphone (running ScummVM by the way, if you examine it) to snap a photo of
+ w3 J) d0 m0 z- sthe catacomb map.
) d% ]) X- L6 }; ^; e* p" i+ }Leave the club to go back to the catacombs. Before you try being Indiana Jones,
0 ~. g7 D1 e. t% }the game lets Jack arrive at the club, too. Ask the bounce about Mike, and the / L; _0 q6 \; I- u' Z$ _
game cuts back to the group with Cathryn back in...
, m# `* d5 A' r( k; c% _/ k# }9 T" k5 N& B" y9 a! [
/ y3 S5 I1 L, C3 S: A8 b
' [+ u' d' [ B. i
& w' w5 n5 c3 T0 ^6 q) l. n3.2.05 Paris, inside the catacombs
7 ~; W9 j% u- ^* d----------------------------------9 h1 j5 [1 N8 U+ \! `' }
Let Cathryn use the map of the catacombs with the brochure map, and you can now
& _% i: g4 c4 A/ ~* a# V* Aenter the catacombs behind the gate. 0 i/ d8 K: Z' X3 y- w6 B
As soon as you see Cathryn in a "sort of top down" view, you can click on the & \" }1 C+ e" W
map icon in the lower left, and you will get a "detailed" map view of the 0 z; D0 ?- _8 ^ O
catacombs.
4 G* M3 G7 d" c R7 ^& |- C: m
" y4 G; U2 |& C1 kYou also get a compass in the lower right. If you click and drag the 7 ?8 G' B; d- q% X1 ?3 O! o+ h
rim of the compass, you can always turn the "North" of the compass to the
& U" h, t% S5 ]! G6 S5 _# ?, Yneedle if you have difficulties in which direction you should go now.
; c# i) q. M( `7 C) h+ H; G9 r; p( @& u) `) N% T
Beware, that the camera angle will always shift, and "north" is not always up
3 a, M& \, g, Won the game screen!) _ D7 k4 B3 V; a
Keeping these two things in mind (shifting camera angle and turnable compass), 6 x% U2 v2 v1 ^. }
try to find the storage room with these instructions:
# d* t# j3 q, `' J- B# }) O; h w) r! W, @" C
Go north twice. ! Y D ~" w- i3 {- D: U
You will arrive at a room with a wagon wheel.
/ T9 f, `* f9 ^7 e% W0 m' tGo east& j' F1 J. }5 _ P8 L1 s& a! g
Go north. l1 g3 Z9 M& K. V( M) E4 B: \ l
Go east
! i2 U B6 A) _! Y" U! PGo north. + v5 U9 c% y+ ?% f
Go west. $ C5 g: l0 ~1 q, y+ V
You will arrive at ...
. c% d: p: y7 R' A$ ~. ]- a$ C; g7 q
4 H" e' ]( |$ X3 ?& ?
3 C/ ?+ b! C; L- q3 q
3.2.06 Paris, the catacombs in the storage room
* j) D6 n9 a" K-----------------------------------------------1 c& I% K" T* y: V. x' h6 B
In this room turn on the flashlight and find the switch on the right side of
. a" {) N! \( y, }) R0 Fthe screen. You have found an old ammunition depot, that Francois warned you
* u* D; @# M3 ?: ?/ cabout. ; O2 z% |8 o' ?7 q. K# ~) {: x# o
Klick on the map in the lower left, and klick on the open door symbol on the
6 V) p; o: P2 V+ X% M6 O2 Zbottom of the map to return again to the
q* n. N7 m7 C7 J; o0 C/ v' Q* o+ E/ {1 b) u- Z. B" d
4 ~4 M0 G- t8 y+ R
( z- ]0 Y' M$ J( {/ f' N" Z
1 R6 {4 ^; t& `! k0 K& d3.2.07 Paris, catacombs entrance (finding the Museum)
0 @4 E0 b4 r- D4 D1 p0 m# L----------------------------------------------------
, [- Z# H2 {! u5 a+ d0 R+ j5 dKeeping the hints from before in mind (turning the compass, and that the
3 M" U5 p) b2 l# I9 Q) Z8 a% N c4 E* bcamera angle shifts on every screen), follow the following directions:
: {9 k3 {2 l9 } N" d, }+ [( k7 o0 B' C% r
Go north twice Y+ m" G E R; N
Again you are at the room with the wagon wheel.
; Y4 O6 ~ I2 }Go west this time. $ g- O2 R h0 p5 M a, r' A% f' S/ A
Go north three times, until you can't go north any further. 2 ?9 e) I# ]8 Y4 j
Go west again.
/ u& Y& W/ d5 b( m- H% B" C" t# _Go north
. T# l6 o! p g" _5 GGo west, and you should arrive at a wall to the museum.
- d* R3 `+ u* U( o5 T% Y3 J6 q# N
, i/ ]/ K' T' z% F) S% Q( i1 {After you discovered both rooms, Cathryn will go back outside, and you need to / ?/ x2 j" P- E: S
use the van. - l. D l3 ^: N
; @; A+ b8 Q, B- h! eA few days later, you will find yourself back in...
7 W& p) v4 G A) C6 u
& Q/ b2 I% ~) u. ^
" I% j- _$ R3 V5 |0 [% K& X* M9 ~2 D2 o
' f6 A0 C$ F7 @' w; X7 l4 d; n
3.2.08 Paris, in front of the Museum, before the heist( J3 c" _$ g- Y7 h
------------------------------------------------------
- D2 g% H* N; B4 MBernard informs you, that someone probably was in the loft while they were
* @) K% k" q* P" f7 I! q: [away. But nevertheless, Cathryn ends up at the Museum wall in the catacombs. . l t5 {; `3 Z Y# S, b/ J: S+ e
Turn on the flashlight and find suitable places to put an explosive.
1 Z' Q/ d1 j+ a- z3 h' c0 [, uPress the space bar to find the "hotspots" on the wall. Klick on them, and
! P0 W- \1 p5 H/ c% uCathryn will either tell you the spot is unsuitable, or that it's a good spot.
" d8 X# c4 ? }* R! h: q7 M( Q! @After you found three spots, the game will change to Bernard, who is in...9 C: V. b5 T, ]7 i4 j v
: J. ]# ^/ X. r% P$ E( @8 c9 M3 w, B5 c
2 f" N- M) ~' f6 `# o( O' I8 d8 p. Q
; w; G! v* g; ^3 L3.2.09 Paris, in the storage room preparing the explosives
6 L2 v! w% `: p) k0 Y g----------------------------------------------------------
% d& z* J- D) E1 P3 T: }Find a few pipes in the storage room and a crowbar on the workbench. Open the ! I4 A W" P4 t4 E( F/ ~
crate with grenades on the left. Bernard will automatically take some.
9 g, V3 ]9 M3 M' s9 SPut the grenade into the bench vise, and use the wrench from your inventory on ; K3 V+ a9 J/ P2 x8 E
the grenade in the vise. Use the opened grenade with the pipes in your
' S8 ]/ R* b L0 I ]/ ^8 _5 @( k uinventory.& Y3 {6 j" S0 W% F, ]$ ^' g
Meanwhile Cathryn can drill the holes on the places you found earlier. To do
* G( j5 m4 L# }1 g3 Kthis, use the drill from your inventory. After a cutscene Cathryn is now in...
8 _* N0 F3 H, T& @" ?& ~5 x8 c
4 K( e5 v! I% D3 j, o/ V! W1 ?/ j3 R# s2 {6 I2 o0 A
) e5 n6 Y5 C3 L3.2.10 Paris, inside the Museum cellar! L" X+ |8 I+ O3 W) o
--------------------------------------1 G; N3 `, [9 e8 L: j
Go into the room with the Washington portrait. Mike now has to reconfigure the ) M# m. w4 E" u
laser barriers with his laptop. So launch the laser barrier configuration tool
6 Q% K6 A$ e% e4 x5 [on his laptop and try to find the correct setting, so the beams will flash in
$ y; A4 X( G8 X& X/ Wa straight line, instead of diagonally. * `; g% [" _# ]' s
Also the program won't allow "unsafe" combinations. This means, on each side, ! p7 R( H! ?* w/ t) ?$ Y
there has to be at least one letter from A to D at least once!' d4 {: i3 {) H0 h6 j
$ F, h* ?$ ?; G/ x3 w& ?: Z# C
Patching C to C, D to D and A to B and vice versa should do the trick. You'll* {; T# v* T' s) v" G* [" D
have to use at least one combination twice. It's up to you, but remember that
8 e7 ^: i9 i. {* a, g" yon each side, *all* letters from A to D have to be present *at least* once.
9 S- ]4 |7 |' A, @0 J9 \9 Q$ A6 P) ]
If you can't figure it out on yourself, wait until the timer in the upper right & L2 `7 E" ^0 g( o1 G
runs out again, and let this button solve it for you.
# _7 Z C- M( l" `If you got it right, the game turns to Bernard, who should walk under the
5 r% s+ R" G( o" y7 Awindow, where you talked with the guard earlier and light the firecracker with
! M4 r1 ?& w. P1 @# Gthe lighter from your inventory.
* @) g2 P) |; ]' H$ F2 ?Cathryn then has to exchange the paintings and flee from the catacombs.' F1 P# Q( t+ S% }
The team then returns to...
, a8 x" c, p0 m' S- w! r- S1 |& m7 D* y) v* w/ e5 H
- {. l N9 c1 H8 [6 B3 u7 F
" Y! S' F/ g. b0 H# [4 O' L
' j9 i) N2 h+ s" z+ x. M K8 r! H# a3.2.11 London, the loft after the Paris heist. k$ k- h k" ~2 L% Y, s) J
---------------------------------------------
: a1 |' _( b$ q" qThe three discover that the loft was indeed searched, and that Bernard has gone 6 M3 `' l1 w2 g
missing. Go downstairs and call him from the telephone. Talk to Mike, and after ; Y j$ F& J2 ~9 l9 j1 N
a phonecall from Cathryns father, you leave the loft and use the van to get to
5 P5 _* _1 {" {4 B1 B, Wthe London Eye. The game returns you to...
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) Y1 ~- F$ K; A( k% b( d* m3.2.12 Paris, in the Musée de Paris with Jack after the heist) v1 ]' Y& \9 T4 O- t- z
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a |* _5 d [8 p+ {$ T* bAfter having read the newspaper, you drive to the museum. Enter it, and talk to1 S# r( T7 K+ ^% ~) `$ F) r
the guard. Get back in the van and call your boss. Your boss is not pleased by
$ p. l9 p% @! }+ j+ \' e' U) Uyour performance at all, but allows you 24 hours to find a connection to the
6 q/ s- V4 l9 [case. Call Bellicoe, and head to London yourself.
6 v3 c# j0 e& k) ~$ ?" BAfter a cutscene where the exchange goes wrong, you finally find yourself in...( P" l2 A8 y+ U3 j
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3.2.13 London, at Robert's ravaged atelier% K% _7 v. F! E" ^
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9 R2 s" Y; E3 J# jSearch Jack to get his car key and use it on Jacks van to get to the airport.
+ v$ N/ D+ i; n! b \The team will head to the caribbean, where Dictator Eleni reigns over the & @: A( [0 k3 W9 I D6 y/ q
republic of Surinawa.
& G. t! @5 X, z- PCathryn arrives at...
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[CRBN] 3.3 Surinawa, the Caribbean9 ~1 T' l( x: l: O) J
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# z7 Q$ z) W# ^4 F4 t3.3.01 Surinawa, the beach
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: ^( e* o6 X! M% Q& x x+ wCathryn should go to the soldier, and learns, that just being on this island is
3 w% Z% s; I- g" x5 fasking for trouble. So go to the right into the village, and on the crossing go
7 D8 g7 B+ c3 lleft to the gates of a mansion. Since you can't go any further here either, go : ? N7 |9 @6 X6 a0 M/ D. y
back to the crossing. Call Mike and give him a status update.
$ p; K5 W* z4 r: }1 bMeanwhile time passed, and it is evening. Go back to the beach, and talk to the
4 S& e) ]: g2 o- u+ ~6 i: rfisherman in the foreground on the right. On the way back into the viallge, you
& E V% W, O; B( E1 ^are being reminded on the curfew laws on this island, and that you will need a 5 u; y) y) I! ?
place to sleep. Get back to the beach and talk to the fisherman again. 3 m/ H# m, \4 O) {4 {" j
Before following him to his home, call Mike on the cellphone again. 5 ^6 c* f$ C8 ~" M) d3 t
3 R7 Q, y0 c: W6 L! E) O5 AThe next morning, go back to the beach, and the soldier will leave his post for 5 [; G4 ]" u. K$ c4 K
a patrol round. While the soldier is away, go to the wrecked car, where the % X' X/ H! I* |9 O- _# @
fisherman was, and get a mine. , {& {/ G. D1 J; N Y5 ^! D% n8 A: n
Next to the guardpost, are some stairs to a guard tower. While the soldier is # o, c$ O5 j% J) u7 b, }; J2 x
away, go to the tower, and place the mine into the puddle of petrol on the left
M& a* H& o9 oside of the left gas pump. / T6 n5 \ P7 z: w$ h( A4 w* g# ~
- @0 ~: C \: i0 U2 {6 a HGo back into the village, and you will meet the gentleman from the evening
8 \4 v. C. f# Q9 cbefore. He will invite you to...
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3.3.02 Surinawa, Eleni's mansion6 C& I* o4 d- l% P; N. @
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In the mansion, Eleni offers you to answer your questions. Go around the room,
1 q9 ?1 p* ?6 z H- I' Hand you will eventually find a view with a sofa and a small table in the
" P. s& o/ n# C# y& ?foreground, a spiral stair to the right and a small map in the left background.
! l7 T6 U$ W [: D# K7 Z! f4 @4 SNotice the small device on the table for later. * d; C/ j7 C7 f5 R# X
Ask Eleni about the spiral stairs, and the map in the background. Then walk 3 B6 I% r$ W2 h2 g
around the room until you find a curtain to another room. When you try to pull
. b7 C( G7 D9 P" iit back, Eleni tells you to eat first. 5 m0 W- O$ C6 H! s
After some eating and a lot of talking, Eleni shows you what is behind this " H8 e& I9 O, n0 v, Q( C$ W
curtain. After Eleni leaves you, try to open the steel door on the right. Since ( q1 P6 v; G1 }# u
it is locked, go back to the viewpoint with the small device on the table and
/ b# `- T# m$ @0 Y* @take it. It can open the steel door, so go back to the art room and open the
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4 Q; U7 _' ]* ~3 sExamine the first door, and you will find Robert and Jack being locked up in 6 w- y: \$ `: h8 q! P; `
there. Look at the control board to the right, and open it.
4 F, G% t1 m8 \- QAfter some explaining during a cutscene go to the map from earlier, and call * @1 n) J( I/ x4 k6 s
Mike on the cellphone, to guide them through the mine belt.
T9 f! U9 ~( e! Q* ^2 u/ UAfter the team arrives at the beach, deposit the handy at the fuel pump with
5 U% U9 K4 t9 R) ^2 A$ X5 M) Wthe mine and return to the Villa.
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; }1 q8 I) x" f* ?, ]Now sit back and enjoy the show. |