0. About this FAQ
1 l3 ?4 {) I7 u$ T9 r- e" J1. Characters...........................................................[CHAR]/ I3 n6 h6 O6 G$ z
2. Controls.............................................................[CTRL]
" Q7 }& R) `- n6 |- G! {, D3. Walkthrough..........................................................[WALK]
" R' _# d: i* t, S' A# h' p
! b; O2 e, g# l$ u5 B# ^7 A" v 3.1 London.............................................................[LOND]
- W! _- F/ A# @ 3.1.01 London, in the loft
7 l& L1 s4 ~% V/ l# _ 3.1.02 London, The London Eye
2 }. g* r! d- a8 w. ` 3.1.03 London, the loft (after the deal)
7 Q7 R7 v* f4 V/ ]/ d5 o, Q 3.1.04 London, McBride's atelier& h3 |: H- o. h/ W2 y* f9 P
3.1.05 America, Jack Stern's office( B- F4 w* p; `( P+ c2 Y
3.1.06 London, airport (with Jack)
4 p1 A* H5 U; ~( Z# v* L! l 3.1.07 London, foreign office+ i- b! J9 u- }! g( S6 d; c' j7 b
3.1.08 London, the London Modern Museum
3 h& {" F6 ~- a 3.1.09 London, the pub
( I' P/ m' d- |( D6 _ 3.1.10 London, the loft (after the London Museum inspection)* _8 y$ v, j. j3 r7 t$ h
3.1.11 London, at the Thames beneath the Museum; S9 C5 d2 S: a
3.1.12 London, at the London Modern (Jack Stern)
5 {7 r0 p, K- ] i- |+ i 3.1.13 London, the loft after the inspecting the Thames entrance
2 q; I! b V' D 3.1.14 London, atelier of McBride after planning the heist
! {% {8 f8 W1 `6 n" S3 W/ F 3.1.15 London, cellar of the London Modern Museum
3 D( n9 `! t! M1 n4 D 3.1.16 London, the loft after robbing the London Modern Museum
# j$ r5 p+ p( |0 Z2 Q* _ 3.1.17 London, Jack is back at the London Modern Museum
* n( @$ s3 N9 X: P( X0 e 3.1.18 London, the loft after Jack found the address- B( Q3 c" ~& j$ s; |
7 O% ]7 Q) B2 X1 w) g. Y 3.2 PARIS..............................................................[PARS]% a; x+ B' U& ]1 z2 `; H! c
3.2.01 Paris, at the Musée de Paris7 j1 i/ d+ A U1 S! g( ]& D
3.2.02 Paris, in front of the catacombs) |5 E; ~4 w+ H u) \! [/ k
3.2.03 Paris, in front of the Musée de Paris in Jack's van/ E5 o6 v" l) n
3.2.04 Paris, in front of the "Club Électronique"
- |( ~. o9 m3 ~* N, ] 3.2.05 Paris, inside the catacombs2 ], @0 x! w- g
3.2.06 Paris, the catacombs in the storage room" K2 B9 o: t1 d$ ?
3.2.07 Paris, catacombs entrance (finding the Museum) $ ?# ^. z" _8 {9 T
3.2.08 Paris, in front of the Museum, before the heist1 C4 a% e; ^4 l! G1 Y
3.2.09 Paris, in the storage room preparing the explosives* N0 y7 s0 V+ z9 K) T* R/ G, ?
3.2.10 Paris, inside the Museum cellar
5 k1 h& ~/ @5 p# M G 3.2.11 London, the loft after the Paris heist
0 `0 d" G1 W; Z) }2 c& Q 3.2.12 Paris, in the Musée de Paris with Jack after the heist
4 @7 s5 E( q+ X: I7 X 3.2.13 London, at Robert's ravaged atelier
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9 v9 n. @8 q' V: j+ L/ b 3.3 Surinawa, the Caribbean............................................[CRBN]
% W/ |, `! Q( U, q4 o% U) ?* t 3.3.01 Surinawa, the beach
4 S) e! ?8 v' X7 m( o7 L 3.3.02 Surinawa, Eleni's mansion
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__________________% w, J+ p g7 b, s+ }) D
0 R4 k7 P$ ? X. N% f0. About this FAQ
9 |: u% b$ P8 o8 l6 z( ]3 x( P__________________
* `! e) H8 r$ n6 P9 Y+ K1 u* }$ @' Z
15 Days Walkthrough v 1.0" l$ Y! B7 D% ]
9 i, h- m% L& G" D
This is a walkthrough for the game "15 Days" by "House of Tales".
4 e+ H. Y' w3 ~5 w0 MThis guide is for GameFAQs.com by me, Arminator, and it's my first FAQ.
% r; A9 g" b* c) _$ `( P1 UThis guide is licensed according to Creative Commons as follows: ?& e8 R7 r+ [% r& c5 K" q/ d1 C
You are free to share and remix this walkthrough, under the following
' p6 u0 E* B( W/ Tconditions:
' D- ~# {' g! x% f; o% t' h. }Attribution: You must specify me (Arminator) as originator of the guide., e! S4 \: n' n
Noncommercial: You may *not* use this guide commercially
+ t; _# _" I( }3 I/ d0 DShare Alike: If you alter, transform or build upon this work, it has to $ u' n% d1 c0 \; }7 _% o2 U
be distributed under the same license.
1 G) F: q6 w5 S# B$ y' D' NSee http://creativecommons.org/licenses/by-nc-sa/3.0/ for details.
' [! j, E5 k1 E! b) U/ N# Z9 Y+ Z3 C" ^1 r5 x# u$ ?4 g9 L
If you find errors or problems with this guide, you can contact me at: T, l, Z1 `8 w. u1 I
arminator ("at-sign") gmail ("dot") com# t K8 D6 I1 C7 b8 g
$ L/ X$ \( D; ^/ T, S6 z# i
# P) u' C6 b; \/ M0 ]- l_______________________
+ y% X; w! q0 t! l6 i; D4 D# H
- @" |' Q, m( M: ? B) W5 \[CHAR] 1. Characters
( W9 q) i4 J) q+ g_______________________
h: f. U" E% d( h9 H
T0 a2 y3 U; S' l! cCathryn Hope* H" f5 _' ?, [& q, c
------------& |2 F/ A; M% @3 E
She is the head of the group. She is charismatic, adveturous and optimistic.
1 W1 o! a2 r hBecause of her nerves of steel, and excellent climbing skills, she is the
7 z' V' O1 w1 c9 Vstrongman (or strongwoman) of the gang. ) ~" J- [: S* z3 ?6 W1 m- U
She is the one that carries out the thefts for the gang.
+ O+ i; R# C; ` a8 x& xCathryn is very idealistic. She doesn't steal from the rich for personal gain,9 ~0 A# ]4 _" t# O9 h
but donates the loot to charitable organisations.
2 y% R/ _" I: P0 X6 b6 A8 n+ c- x* Z+ V% x% e" G/ I5 u1 U0 y7 A
Bernard Dwaele
. K7 \: K9 G, D% j7 C. p- T--------------6 y6 x h/ u. t3 X' x' f& t6 K7 |
Bernard is the thinker in the background. Tactics and planning are his : z& D0 c* X) L+ B
speciality. Officially he works as an arts adjuster for a London insurance : U {: L/ }& U' c* O
company. Earlier, he led a double life as an arts thief on his own. But since
& D) _; y$ ]" r( B7 {he met Cathryn, he lets her do the burglaring, and concentrates on the
7 x) Q6 }) g+ e# ~planning instead. If the worst comes to the worst, Bernard knows what to do. * F: G7 R. K7 I4 P
5 m6 ]8 M' D" I( k& K2 z4 a( o1 @Mike Mensforth) E4 t9 l. y; ?! X+ [3 b+ n
Mike is the man for everything technical. He is a real computerfreak, who can. S' r- [. f$ b0 X1 O. m5 N
break every code and hack into any network. With his self built gadgets he, t/ h2 D( H) F' |4 {
makes the burglaries a lot easier for his friends. He also does all the
; C7 |' s- A% Q# V9 c$ D Nresearch for Bernard, so he can plan the next heist. In his everyday life,
0 X( y, k2 Q) c0 i: H4 xBernard tends to overestimate himself, which makes living with him not always
6 o3 E7 i ^, I o ~! zeasy.9 v% N2 W2 f4 c c
2 n6 v9 M r* a$ k" z* w. P
Special Agent Jack Stern
9 ^- C) n) O, _+ `# PJack is a brilliant, but unconventional US-agent, who doesn't give much about
3 P! p7 \: O# I% Q9 E+ W! y) Urules and command chains. A wolf in sheeps clothing, who solely focuses on his* a* h K' O- X {' F7 O
two fisted investigations.
# V' t( `1 G$ r* j1 eHis boss hates him for that, but his success of his methods concedes a point 8 w1 f5 D$ C% a1 ~3 }5 c( x1 b
to him and his boss. 2 W; @5 o( Y: m5 o, D6 A
Jack gets sent to London to investigate a strange death. ! \( I6 i8 Z; p" i6 r9 G
: M8 J8 r/ o3 r. h
7 h! Q( q$ j( X" b6 |( l___________________% v/ o. S, A' d6 g* }0 J
3 [$ v* r: j7 N2 Y' L1 u3 a, |2 {[CTRL] 2. Controls- N3 S6 N' u; M. T" X, H
___________________" e \, V* y) P+ u5 H
% k b( V# l s7 rYou mainly control the game with your mouse. If you are hovering over a hot + m! \) A9 C1 ?) h0 y
spot with which you can interact, the cursor will change. : U v+ |& F, J2 B' P v
To help you find these hotspots, you can press the Space-bar on your keyboard
- }- p( y$ [7 L) J. m/ I6 Y) R2 R: Land the game will show you everything clickable and possible exits.
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In the lower left corner is a small map. Klicking on it, will show you a map
4 f: {' c [$ ~* C) x, \% wof your current location (normally the whole city your're in, but later in / Z7 \0 U! d2 s. X( c9 N0 E
the game it will also show you a more "detailed" environment.
4 A: i8 H+ c' B7 O) B
3 ?& j+ l9 j5 d/ ^5 a& ]+ DMoving the mouse slightly above the map, a small arrow will "grow" from the
, x5 a0 i" @# l1 O( S$ {3 I4 Hcircle, giving you the main menu, where you can load, save, set options, etc.4 b9 u9 ?: ~% t# @+ g
Moving the mouse to the right of the circle, will roll out your inventory.
, B4 U2 {) T7 V
4 E+ `) Q( e7 y: |4 d3 R. ^To use an item from the inventory, just hover over the item, and it will " u2 K9 h, t7 I
show some options, what you can do to the item (e.g. cell phones will show
# N w) A8 K: ?9 A: i7 Xyour possible partners to call)." T/ | G8 f k& e
To use an inventory item *with* another item, just move on the first item,
) W, c( F; L% eklick on the "use" icon that pops up, and move the changed mouse cursor to' }( W" Q4 s" s& r8 A4 H3 H2 _
the item on which it should be used on.7 r2 e& ^$ l- @( J
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_______________________. C1 _6 J4 n# h
! k1 t8 @; z R9 J' Q5 k[WALK] 3. Walkthrough:
( P. }' A( L3 h/ X. n' Q+ [_______________________
0 A; B% a. C% [. f4 e# k" G7 ?
O/ F( | o# F/ y! s2 FBefore we start: Remember that you can always press the space-bar in the game
! t: H2 h" M1 r; d- |( q4 Iand it will show you the important "hotspots", where you can interact with an8 O- r e8 j6 o6 q& g: h5 f% e! s
item or person, or pick something up.; F1 Z1 F; X! u k* t3 ?
So if you can't find an object described in this walkthrough, just press space.2 \" T6 I4 g. q6 k. y
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[LOND] 3.1 LONDON4 E7 S7 l1 o. ` N
------------------/ E( f( W9 L* \# {/ h
# |- t( k/ {# F8 V7 _3.1.01 London, in the loft* v9 u2 q( c G/ U9 X
--------------------------
$ P8 ?3 C' B; }7 \) EAfter the introductory movie, we find ourselves in the loft, controlling
! g8 J+ L- C+ T% tCathryn.1 X2 ]7 e; ]$ ]! C4 } C' y
5 k: c1 O, ^% c% NExamine the Newspaper. This way Cathryn learns about the origin of her birthday
: l# |& R8 m3 o& egift, and the death of congressman James Henston.
+ z; Q$ R" s/ n4 h6 j% i& iUse the answering machine twice to listen to a message from Cathryns dad and |8 q, E: x @& m; f* S/ {! q
her friend Tom. + V1 l0 j% ?5 L6 N ]
- k! Z- f' O" F
Go upstairs and left into Bernard's room. Talk to him, and on your way out,
4 f+ M3 \) C8 p# c4 G: }take the magnifying glass from his desk with you.
) I% O9 J+ Y4 e% s1 P/ M% ]Outside, go to the right, to Mike's room. His door is locked, and he is busy.
1 N% s' ]. D. M: Y1 x4 hSo go to Cathryn's room further to the left.
5 K, ^6 |( T9 X- B+ w
4 g z% w* F. l" i) h& cIn "your" room, get the compass from the desk, and wait until the guys call
9 G/ m5 K2 y3 ]/ {1 a5 nCathryn back downstairs. r# K' W8 b* F9 L& t
& R: N# w0 q7 T# q! E" r ^They tell you about their new "job", and Mike asks you to fetch a device from
6 P W5 r6 P: ^# z3 uhis room. So go upstairs, and in Mikes room find the "console like" device on0 B' ^; v# J' U- t2 W& W( J8 K
the right side of the game screen. . U. ^, S) s, D! V& q+ v8 w& M
Bring the device downstairs again.
. }5 d; n0 h& k3 S4 s' }2 F* Z
, J& Y. q$ y# YAfter they finished talking, use the phone, and after talking to Tom, join the
7 q) ]9 {3 B1 W D! I) ] w$ mothers outside.
. d! A0 X& o5 J
! G3 D6 q" a' \1 S2 I/ CUse the van's door to drive to...' o3 F9 {6 w, b3 _% {) ]4 i
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3.1.02 London, The London Eye7 t u+ v, E. L8 W4 ]3 @
----------------------------
: M" N- x' N8 DAfter arriving at the London Eye, Cathryn and the new client board the Eye and; X! V% d+ ^4 w- R/ K8 T( w; t
you are in control of Mike.
5 _; e3 n2 C$ o/ D, w0 KYour task is, to match the wheel's frequency with your device.
# X4 D& _$ [; z6 K% K. [You can change the frequency and amplitude of the sine and triangle wave.; _ V X; e( p8 j3 n
First try to match the frequency of the sine wave, so the wave's highest and
9 g8 b! ?: _3 i+ _/ Z) m) Vlowest points match the wavelength of the upper wave. ]$ U, {! @$ E% S0 B% d, Z
Now adjust the frequency of the triangle wave so the "jittery" part matches as ( Q4 A& M3 q3 x8 ]+ U, U
closely as possible to the "jittery" part in the middle. * ]& q% ?8 s8 K
Now try to match the amplitude, so both waves match.
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% J, Z7 w6 O' R1 F ZIf you can't figure it out yourself: There is a timer running out in the upper
# Z0 T' V8 [) l; r$ `right. If the time ran out, you can use this button there to solve the puzzle
2 `) q! r) ~+ ?8 A! h3 q) W1 {for you.5 H, A- M8 @& U* c& V
1 ]1 m2 S* B" F- D4 T4 h7 |
You are asked to find a Winston Churchill portrait.8 n3 q+ d& z6 U7 ?
4 ^0 {+ F- W6 I" J2 ]# v+ w2 n/ b
When you return to the ground, use the van again to return to...
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3.1.03 London, the loft (after the deal) ; Y1 B7 f8 ~, G
---------------------------------------# G6 l* @' \( k; ]! X) A! O& t
You're controlling Cathryn again. Go into Mike's room and talk to him. He asks 7 C0 Y/ Z0 P( b. o
you to find his USB drive. Klick on the table to the left, and get the USB
8 _- q; a& @& zstick right in the middle (what a lazy bum Mike is).5 j* }- Y5 C" J1 }
Talk to him again, to give the stick to him. & H; S6 X! K g8 ~" K
You're now using Mikes computer, to find out more about the Winston Churchill 1 \9 @5 X' m! I5 I
picture.
$ O' i' E: H' ]- F: CSo start the "IceBear" Browser and search for "Winston Churchill". Follow the 4 v, B" r6 e. ?' H: u
first link and klick the art database link at the end of the article to find
/ x9 ?- G. H) P+ R5 uan image of the portrait. The image is automatically transferred to the USB
5 x; }. G$ E# N" W( @drive and you need to exit the PC in the lower left.
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. l7 S+ t' F1 i$ ~8 F1 K" ILeave the loft and try to use the van. Cathryn decides to go on foot to...
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3.1.04 London, McBride's atelier0 o) j+ K, s9 O
-------------------------
7 t5 v* V* H+ a C4 q, S yTalk to McBride and use the USB stick with the projector. Talk to McBride again
" I0 r, g5 s( n( Band return to the loft. 5 U/ r4 t% R+ ^1 l, t8 s
After a short cut scene you are now in...1 F; e5 t M5 u0 Y+ a$ k& o1 k) i
% F4 h& S* W2 Y; B5 Z8 [
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3.1.05 America, Jack Stern's office2 l& _) N7 @8 e
----------------------------------) E- h! F1 z8 V% R
You are now controlling Jack Stern, and are asked to investigate the death of ! h* s, @5 I2 A4 q6 _& Z
Henston. Examine Jack's desk and pick up his police badge. ! I9 P$ T% P2 G0 s
Use the computer and open the ThunderBolt e-mail program. You will recieve a
- b' S6 P# V- a; Email with a phone number. Open your inventory and use your cellphone to call - }6 s+ {( H9 O$ [/ p
Bellicoe. After the call, check your e-mail again, to get the password for a ( x9 f6 u% N0 B0 t
van waiting for your arrival in London. * U$ L& z7 y, |& L% M
While on the PC, use the browser to do some research. Look for "James Henston"
. V. ~8 j7 a+ C; a# `5 wand also follow the link to the "Rhodes" foundation.
* v1 ^) H$ V kUse your cellphone again to call the airport. After the call, check your mail ' K! U1 k/ I h5 H$ a
again to print out your ticket. Get the ticket from the printer and leave the 3 G% y! L* i/ S5 ~; W5 G
office to...
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+ L6 s8 L/ [2 X! p3.1.06 London, airport (with Jack)5 P7 n+ {! \& ] d) s8 e. V2 P$ k9 s9 l
---------------------------------) j d2 `( V; G% k$ v% t9 H( A( q
Go to the desk in the foreground and ask for the key. Use the elevator to the
2 G' J# N* L: I$ Jleft to get to your van. Use the key from your inventory with the van to get
- M& S3 ] @& t! `6 v8 E3 lto...
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+ k# Q. ~8 x1 ?
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! x; J1 l* f2 G- Q# `" B" w. J3.1.07 London, foreign office
; n9 \( w: I2 z& C----------------------------
7 p. R' ?( |! w3 @Meet Bellicoe and talk to him. Then enter the office. Look around and take the ) V1 \5 T8 B4 G# Q% V+ p% N1 Z9 D
calendar from the desk, and (if you didn't already) look at the painting 3 @5 B3 o5 |9 V) V& O; r' ~4 ]/ j
behind the desk. It shows Cecil Rhodes. Now open up the inventory and examine
: t) ?% u& d& w8 ]8 Kthe calendar a bit closer. You will find clues about "Nancy Jenkins", "Laureen
5 c. x5 y5 H4 `( z0 B5 V1 zMyers" and a company called "ArtTrans".
# I0 ?" }% ^2 h- @Go back to your van, and use the internet to find out more about these persons 8 `: B; n( a9 m4 x
and the company, especcially phone numbers. ! F$ G* `/ X6 G
Use your phone to call Nancy, then Laureen and then ArtTrans. You will learn,
6 t8 f1 H/ A3 G/ Hthat the company returned the picture of Cecil Rhodes, and Jack will remember $ _% j# s3 N' ?
something about the "G8" summit, so search for "G8" on the van's internet.
$ \4 m9 ?& d3 t7 [. b7 \Go to the front of the van to drive off. 6 F2 ^& Q7 G8 K$ h8 X
You return to...
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4 x0 J8 Z9 f- ~# E1 @' A3.1.08 London, the London Modern Museum
" R8 m' t7 x5 @+ y: s% @; n2 [" q3 k--------------------------------------
4 H: J- G# e- S/ Q/ X+ RYou are now controlling Bernard. He and Cathryn enter the museum, to scout the ' w- \. ~/ m8 A0 a5 O+ u
security systems. Let Bernard go to the left to examine the fingerprint sensor % @# M. n9 Y# R! y! v* V$ u
next to the door. Get the brochure from the desk, which contains a map of the 1 w; x% T7 X: `/ e/ \# b7 w% k+ u
museum.
' f( N3 d4 N" S% w) @/ LUse the brochure with the two cameras in this room, to map their location. Go
& ~! R3 s' f Q/ T! l" N# u+ Ito the back stairs into the cellar and also use the brochure on both cameras
2 E7 g! O9 v5 X8 z# i2 E' s5 Y) t(the one in the front and the other one only visible as a red light in the
! _1 z( I# |+ wdarkness of the background). : \% n3 G! u/ b4 v* R5 m( ~
Return upstairs, and go to the right into the room where Cathryn is with the
" d4 x: i; m" o7 Sguard. They will leave the room, so you can map the final four cameras in each
3 f% c, A5 B/ R2 C+ U% icorner.5 z2 @6 s M( L" V
After this is done, you change to Mike. You need to help Mike hacking into a 6 N8 {. }% \0 N# r
network. Klick on the Notebook and on the hacking tool on the desktop.! ^ d( P2 Q" U- R
You need to find a route, that has a latency of 24 or less.
, s- A6 b; T: f6 U% _6 GTo do this, follow this path:. }; V: ]0 _" B: k# M) w0 d
You start at the bottom, and go up (Latency +1)
/ {0 _+ I5 `! d& e1 h @7 U% UGo up right (Latency +2)
$ ^) o# ]' h+ o- J0 ]; fGo right (Latency +7)
& Q& p5 @$ v& {Go down right (Latency +1)
4 Y7 G& N3 K4 [. i! N/ \Up right (Latency +2) N7 _4 A, T4 D' d5 ^
Up (Latency +1)
. n, X1 E; s* _( ULeft (Latency +2)$ w+ {# F7 e; A) W+ [
Up left (Latency +1)! o0 L- m! i0 ]
Left (Latecny +2)' R2 b/ K& s U7 g
Up right (Latency +1). B: w5 P) j% Y, Z' O7 I3 G
Up (Latency +2)
2 ?& \" j4 r# h: q% I! X/ WLeft (Latency +1) and finally
9 b5 H! U0 P; c+ uUp left.
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Again, if you don't know how to solve it, wait until the timer in the upper 9 C& @9 }) n6 _8 T) v0 e6 }: C7 f1 s
right runs out, and you will get a solve button.
% W$ k6 y, v4 W6 e8 Q
* [5 t# Z& ~. `& i- X7 ?The game returns you into the Museum in control of Cathryn, who should go to
' A" b1 }- r0 @' f' X+ Q0 b8 b/ Bthe room with the portrait and talk to the guard.
1 v9 c7 O9 u$ f4 K5 q$ MGo outside and go to...! F1 a# O& R3 Y( b3 \+ @6 q
2 o1 f, y7 f% |6 D; F. I
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( \9 \- ]/ _2 D- f" k' S/ `5 b; _. f9 z( o Q8 }& C
3.1.09 London, the pub
6 p" q2 J7 Q! I" J---------------------1 W8 M$ [& j0 x; x6 o; t- B. Q0 X
Talk a bit to the bartender and you will get a beer to accompany the museum
g1 s, h" L2 }+ F. ^' Bguard. After talking to him a bit, he will go to the toilet. . f2 Y: n( _2 {
After he's gone, pick up *your* glass, and exchange it with the guards glass. 5 q4 m0 [' T7 \% g. J
Klick the in-game map in the lower left and choose the loft to return to...
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1 k! k0 C0 j; ^6 c3 j' k: z+ t' A, w- b6 H8 z% ?0 W2 h/ i
& r9 H3 c! [ ?
3.1.10 London, the loft (after the London Museum inspection)* O0 e, H( Y& {- u6 e2 y/ h
------------------------------------------------------------, @4 ?) e' c2 w$ I8 x \5 h
Use the magnifying glass on the museum's blueprints. On the plan there are two 5 x9 B4 v Z# t- F$ N' \2 J
tubes leading from the river Thames up to a small room. On the right side of
$ P" d. j4 o7 \! Othis room is a door, that separates a corridor to the museum from the flooded
; z: r4 W& S/ D+ K9 S5 h+ ^room. Center the door in the magnifying glass and klick it.
9 \ L2 |. m8 [+ l mYou decide to examine this door, so head out the loft and down to the pier.
3 d, C7 R7 `3 k6 { P2 q3 S/ @You will arrive at a jetty in...3 w* e$ i! j: t% I
7 ]) z- L8 A. G6 }% A# w- X
+ ~7 c9 f' O( c: m
, _9 p% q2 d% B
6 s1 q+ W; ?8 s* b' u, _3.1.11 London, at the Thames beneath the Museum3 s u" U/ L4 d( S
-----------------------------------------------
: ^1 C5 G1 m0 b9 M8 }Cathryn will dive into the Thames. Swim to the right opening and examine the
) P! B C/ y; e) t! d; d2 V xgrating. Use the grate to tie a rope to it and to pull the grating away with # l9 R+ [0 X4 V' t7 y2 A
the boat.
3 Q2 W+ w6 B o/ L5 J XEnter the tunnel to the museum, and go to the door. The door has a lock on the
9 L/ q4 n) ]0 f9 Y |& t) wright side. Examine it. The writing is too small, so use the magnifying glass & ?! t! c( G/ ~ w4 w& F
with it. 8 _# e5 j4 S; F) X& m s
Meanwhile Jack Stern will appear and after a cutscene you're in control of him 1 P9 c' e D4 a% ~$ S/ I
and head to...
0 U' B) N. B" c8 p6 N# u( S4 I/ T/ A* r2 ~
" G) j# K/ p- k/ }, R. a; N6 ]9 O) p0 u/ h
& W! o- d6 M5 k5 J: y1 U3.1.12 London, at the London Modern (Jack Stern)
7 m* q( H" @; E; x------------------------------------------------9 P% o1 M6 w j! g7 z9 K
In the museum talk to the guard about ArtTrans. Leave the Museum to visit the ) U$ ?9 h$ w8 [/ C/ |/ ]
pub. Talk to the bartender and look at the newspaper on the bar. Talk to the
E2 D( w4 r5 lbartender again to learn about London's CCTV system. / E" P6 X/ [1 \' }
Jack wants to call his boss to ask him about it.
% s( H" o% |0 ^5 W& ^ V7 dAfter another cut scene you are in...# E+ b L0 L8 @7 i
3 _2 d. h0 d- K0 L
2 u2 u- C0 P N+ i3 Q* `
, F4 Q0 b- H/ j
5 @0 | h" W; b, l; ^; b3.1.13 London, the loft after the inspecting the Thames entrance6 S8 F8 z5 C" z
----------------------------------------------------------------( z' e. {" _/ i+ a$ E0 |
You are in control of Mike, who tries to create a duplicate fingerprint. Go up
5 U' x. D+ I0 v* m8 I8 Sto Mike's room and klick the table to the right of the computer. 9 H# U& i: {, { F2 }
Take the silvernitrate and use it on the glass. Turn on the UV lamp and get the
" U# D8 [# r- h1 O6 }% Mfingerprint. Go back to the sink in Mike's room and take the rubber gloves. Use
( T8 E- ^( p, a7 b/ Ethe fingerprint on the gloves to create a fake fingerprint. 0 k8 J1 H( K z$ [3 Q: l6 X
Go downstairs and talk to Cathryn. + ^& x! R. Z/ q
Before discussing the plan, go upstairs into Cathryn's room and get the - c" X" B6 \; j
flashlight from the desk. Go back downstairs and use the projection screen to , J& M0 B9 r; S" o
start a cut scene.
5 L# F4 ]# N% C7 Y% w' YAfter that, go outside to the...+ s8 H8 f- d6 `+ j# f
# S2 M5 l' X+ w- M
; u' \. d7 D: H5 W6 t9 p" D( V
$ }! b+ t$ O. n/ ~9 V/ S- M5 V. B4 K, a' @
3.1.14 London, atelier of McBride after planning the heist5 o+ H7 ~0 a9 U1 L" m) i J
----------------------------------------------------------
2 L5 L: P& a$ r* ^: d. _5 jTalk to Robert and get the copy of the portrait. Return to the loft and at the 3 u# o7 z$ Y, G# {
pier, talk to Bernard. ' l7 i8 P, ^% t% H1 J, E
OK, time to do this. You are automatically brought to...
& k. x; @: W" k: f& t) W3 S+ t5 D5 t! M/ l
3 p! J; C" d/ ] F8 ^; I6 j
( B) s. j& W7 u7 a2 v5 ~
3 f+ ^$ M4 H) e4 V3.1.15 London, cellar of the London Modern Museum
8 O) w2 W, N4 L: m/ r- }-------------------------------------------------
9 z* Z A9 f+ Y% f+ ` t, C8 wCathryn uses her cellphone to call the museum guard. Use the bumpkey from your
: f* K- K, b/ I" T8 k8 Q% X8 }inventory to open the door. The control switches to Bernard. Use the fake
$ h: P. Z- q7 A, c2 g6 B2 l# I9 w' Gfingerprint on the fingerprint reader. In the control room there is a cupboard
- t5 F2 p2 @+ }! F6 mwith surveillance equipment. Pull the cable from the cupboard to disable the
& Q, h x6 }7 Ccameras. Cathryn now needs to go to the room with the portrait and exchange , e S# p! T( Q$ j2 }
the pictures. On the way out, the alarm goes off.
0 n& P- ^$ g3 E' HJack Stern is in front of the Museum, talks to the guard, gets mistaken for
9 e7 v- x3 P, t6 ^* Othe thief and arrested. After this cutscene you are back in...
0 G( C2 ]% Y# ]% I5 X/ W, u/ i$ M6 @( p, W* m
' q' L9 Z( f8 J! N% |
/ e2 m7 U5 n$ Q8 l" t$ r
. G) o$ z1 B6 y: V6 k3.1.16 London, the loft after robbing the London Modern Museum
5 u, |! G! P, D1 @/ ^--------------------------------------------------------------" Y( L7 R) q3 ^* V
Use the Map to get Cathryn to the London Eye. You will get a new job to get a
$ f1 [, S% H8 ?3 Fportrait of Washington from the Museum in Paris.
& z1 o+ ]' m- m0 v# q( tGet back to the loft and use Mikes computer to research "Washington" (this will
$ P4 \9 c [& r9 x( kcopy the image to the USB drive again), and also look for "Museum Paris".
+ F: |4 h8 Y1 i) W& DGo to Robert's atelier again with the lower left map. Talkt to him again and
* ?- Z y: n8 c+ N2 @connect the USB drive to the projector again.
1 l W, ]( {2 {' r. P# F rReturn to the loft, talk to Mike go back down and use the telephone to call
( ^4 O1 t. H2 ~- Z$ E2 y* K+ QTom. After a cut scene the game returns to...( c4 {- j# [( k
# \; L4 Q: F0 l0 T
4 k! S' \# B5 o
4 o$ J- B4 T: Q; y3 d% `$ V
% j) Z" t0 S3 ~. s1 n* `1 O. z1 z3.1.17 London, Jack is back at the London Modern Museum
/ K" m( S# B) L2 V" d-------------------------------------------------------
6 V K5 e P3 C, o o% h3 H+ _. M' ?Use Jack's cellphone to call your boss. He promises to send some CCTV screens
# ^5 r/ p, m" m R. ^; F4 Rto your email address. Check your mail to find them. It's a photo with a
# V& B2 I4 X5 u% i* D. Blicense plate. Call your boss again, to ask for permission to use the license 5 o1 s, r$ `3 E$ ^$ M5 z+ |
plate identification program. Check your mail again for the granted permission , z3 @0 f7 d' t& v- }4 [4 m" N
and launch the application. 9 j& V& V; v' x% @
Look for letters and numbers that can be easily modified to look like another ' ^- L; l# H$ D1 ?
letter. For example, masking the two upper bars of the letter E with yellow 0 W8 \1 e, B R. }5 p) S6 t
tape would make the E look like the letter L.# g- t: ~! {& n
If you can't figure it out, wait until the timer allows you to solve it for you
5 g2 P0 V; X% ?- p, lor use the license plate EPO8 PXW.
d7 c2 u: f) W( TThis will allow Jack to go to the address of...
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7 U% E+ u& T4 }$ m
6 j! m1 g1 E( L7 ?
, u8 w' D$ w/ H) o8 ]3.1.18 London, the loft after Jack found the address
" @. w9 y; [& Z9 e---------------------------------------------------- _1 c( ?' H: X4 L0 l
Using the police badge in your inventory will produce a bumpkey. Open the loft
( B& Z( R; _* d9 Y% Sfrontdoor with the bumpkey to enter the loft.
x- g1 V$ h2 [2 R4 }Go upstairs and examine all rooms. In Mikes room, Jack will find a business
: I# }: q/ A9 d0 C- Gcard sticking on the computer monitor. Examine the left table (where you let 8 T- j: P) {! C0 g* ?, q
Cathryn find the USB drive earlier) to find some traveling documents.
3 p4 [1 {" z6 @: x4 cReturn to the van and use the computer's internet to find out more about the " |- x. X9 n1 v
"Megabase" company.! b9 K/ o9 t: f/ K1 n% t
Call the company to find out Mike's cellphone number. Try to call Mike, but ! }; h) s) S0 a3 l! E
he's not available at this moment. So call your boss instead, to find out the
$ x, t6 w% K0 \8 Kposition of Mike's cellphone. Use your email to find out, that Mike is
+ p2 W! [$ f( Kin...& W& Z8 n" G6 g) w
4 ]( A( o* g5 ]( N
& Y; d( f* ^* y A/ G
- X/ P- ^4 m n8 B, ^6 E/ O! i( Q[PARS] 3.2 PARIS
" t: L2 ?$ @- K6 Z$ c* P& U9 U----------------
7 F5 U) H# j( }% e" |' J* y5 d8 J. `2 ~$ n3 P0 ^
3.2.01 Paris, at the Musée de Paris
- j9 O. t( Z6 E6 u) ~; r8 h----------------------------------- p7 s* l( P9 G) j, O
Examine the stand with museum brochures. However this time, you don't map the . E# X" k& d7 C* Q: y( W
surveillance cameras. You clock them with a stopwatch in your inventory.
' A* j* S& p( Z4 `% ?$ ^So use the stopwatch on the three cameras in the first room. Go right into the ; Q0 |! x. ^8 a! q8 p4 x: l
cellar of the museum to find another two cameras. Back upstairs, go into the 6 y1 I/ v/ T2 s. M+ O8 b' Y/ h
background and to the right into the room with the Washington portrait and the
' Y6 c4 [" ^% B, n: | H+ V/ ]last surveillance camera. Examine the portrait and go back. Go further back - [4 O; T- W# w) f' B
into the museum, and the game switches to Bernard, front of the museum.
# |' j3 G9 a4 v. G. Q! Z6 j/ G) W8 C0 z. l& o' R& m
Talk to the museum guard in the window on the upper left side of the museum. 1 v/ d0 E' ], Q6 j5 g
You will find out some interesting information about the museum's security
$ I0 `" ~& F( `3 _system. The game switches back to Cathryn.
& `8 M7 k, Z8 K2 j5 H
4 N* G# c' j' i4 X! \9 H. F2 x9 QCathryn goes further into the museum and talks to the guard and finds out some 1 w: x9 `1 D8 D
information about the catacombs. Leave the museum and go into the van. Use the - @ { r& I0 B+ h) C0 u" o0 x* [
laptop to search for "catacombs". This will lead you to...+ y' C+ h7 l+ p! ~
4 j. R4 g6 d1 f! ]2 h" h
- z& o3 [/ u. u
3 k! q h: p/ r. t2 A8 N' X3 ~0 ]5 O$ e- x; z7 w# K7 @
3.2.02 Paris, in front of the catacombs
/ }) E7 a8 E6 k) C: u3 N---------------------------------------
$ u5 I" ]+ @+ y4 W7 fGo to the small ticket booth and enter the catacombs. You will come to a room
9 k/ Y- E; q% S* O- C$ Jwith a gate in the background. Looking inside, Cathryn finds it to dark to see,
( M/ _- w& b6 [6 @* g/ hso turn on the flashlight in your inventory, and you will discover a grafitti
+ L5 E) ?, a" e* Q8 Ion the tunnel wall. The grafitti hints you towards a club in Paris, however the 9 `5 h% Z U% E5 K4 a ?
game first switches to Jack who just arrived in...8 E" O8 x( x, E; C/ P1 O7 Z
, L. e. ^+ m( o/ q- j# O0 o! Z7 P' q6 h
# ?1 W) {& z( Z! S: B
5 Z9 l6 D+ O2 w
* `. [4 l, `0 L3.2.03 Paris, in front of the Musée de Paris in Jack's van
; v8 y& c/ J( J----------------------------------------------------------
! W! ]2 F% J$ t% }Call your boss to get an updated location of Mike's cellphone. 3 k4 E3 {" `( O1 ^% N
The game changes back to the group who just arrived in...
. e% t3 a) D! X
: y8 a. U7 f7 V5 d4 @
/ |- |* ?3 s7 g1 U, W1 E8 i j( c
2 i1 _" R- \5 x3 H4 b7 b9 \" v6 g3.2.04 Paris, in front of the "Club Électronique"! [$ \$ p5 `% Z! U" y
-------------------------------------------------
3 S( p' [% s: R1 c' PTry to talk to the bouncer in front of the club. Try again to bribe him. After 7 l" Y" H- k0 c* C1 P( @$ I& \
two unsuccessful attempts, go to talk to Cathryn. With a trick, you go back to ) i( k$ O" Q5 O3 [) `
the bouncer, who suddenly has important business to do, and you can enter the
" l8 \5 @: s0 X( qclub. Inside talk with Francois. After a long conversation about Francois
* T' N9 ?/ k2 h/ v8 H9 Sdifficult youth in Surinawa, he shows you the map to the catacombs. Use Mike's , R: I4 h& r/ z0 M# G
cellphone (running ScummVM by the way, if you examine it) to snap a photo of / K: ~& a/ M) F5 Q( ?
the catacomb map. 5 x, {( u! h: ]7 l J0 g
Leave the club to go back to the catacombs. Before you try being Indiana Jones, " O' w$ S* {+ y7 v
the game lets Jack arrive at the club, too. Ask the bounce about Mike, and the / a) b3 X, E: J- x
game cuts back to the group with Cathryn back in...
6 e J3 @* R- C+ y) {& y1 A. ?, O4 g
+ i7 W, Z2 e f: W! A" |
& g% h0 S! N7 V( k
! x2 i' }& A$ x3.2.05 Paris, inside the catacombs6 ~. u: J( s* o: y6 K- G; t
----------------------------------* L- W, \( _0 `# l) q( S; R, I
Let Cathryn use the map of the catacombs with the brochure map, and you can now
' y* [& [- {. [$ v+ ?enter the catacombs behind the gate.
' f& I6 H y3 hAs soon as you see Cathryn in a "sort of top down" view, you can click on the . u @" X% B( [ Z
map icon in the lower left, and you will get a "detailed" map view of the
- |+ H+ l/ l+ q( U0 d( L; Ucatacombs.
4 U) D# |8 v# p( ~$ T# L9 ~3 S. J' I8 G0 \$ j5 ]
You also get a compass in the lower right. If you click and drag the ' P6 [* Z2 ~( d
rim of the compass, you can always turn the "North" of the compass to the 1 B, v$ I2 Q% p$ M- |+ R2 Q
needle if you have difficulties in which direction you should go now." ]# s' w g! p- i
5 W5 m: r# b$ P; S ?4 o9 q
Beware, that the camera angle will always shift, and "north" is not always up 9 ~4 a. x. d* x. c7 e) [9 J i9 Z
on the game screen!$ }! E1 Q8 v- L0 A+ b1 k
Keeping these two things in mind (shifting camera angle and turnable compass), + B0 y Y! o$ K. ^& c
try to find the storage room with these instructions:
: r1 [' K# t0 S: I
* Y9 p" K$ k) T4 pGo north twice.
( c, a, H, Q9 F# G+ m# p$ K% H( wYou will arrive at a room with a wagon wheel.. I# n1 G3 E+ A
Go east
. n! p4 x9 t6 l/ j: s6 q: k$ yGo north.
# u. j+ y- i0 t S, cGo east
( d1 o5 B' Y vGo north. $ W8 e6 q4 S: I6 u8 c3 e# z
Go west. ! L+ W* q b! a9 ?( z. e
You will arrive at ...
# u0 q# W9 Y# ~0 `/ j( w$ U& |2 ]/ s
. ` |! e2 P; u
8 s# H- D8 w2 {2 X0 Z, ]3.2.06 Paris, the catacombs in the storage room! r$ ]8 t; G$ u8 r8 k n# v
-----------------------------------------------
# u t G, s' Q3 }1 B4 AIn this room turn on the flashlight and find the switch on the right side of 0 C: d8 T! c- V8 O
the screen. You have found an old ammunition depot, that Francois warned you + V2 ~& I W; H! x: P0 \ W
about.
8 c8 z0 @% u. S7 |/ l2 o. A- fKlick on the map in the lower left, and klick on the open door symbol on the
0 z$ d8 u- U3 G# }bottom of the map to return again to the
* {$ S7 N* J! M& |' k& S) V9 n: V. d/ P8 k* K
# o# X; J% x: j: j0 w
& i& M) `' f& ^9 `" o, s1 z
1 e! S& \+ x4 }" Q* K7 U3.2.07 Paris, catacombs entrance (finding the Museum)
2 x6 n2 ?) v( s j) m3 ?/ W----------------------------------------------------. ^+ s/ G% E! z8 J% j7 {
Keeping the hints from before in mind (turning the compass, and that the 2 Y( G/ ?, S5 Y- z& R
camera angle shifts on every screen), follow the following directions:+ h# ]( H* _ c" n: Q
$ x. K" v( {( [$ R1 o
Go north twice" p; l' Q* E; Y4 j
Again you are at the room with the wagon wheel.
9 Q$ l0 _2 c: k: RGo west this time. # A: N9 [) s& V; n) O
Go north three times, until you can't go north any further. 7 |0 V+ x7 s, J( c+ L0 D
Go west again. ! W/ U( E; o E+ E% U I& d& H7 X
Go north
& a$ ~% H& E, K4 J) B9 lGo west, and you should arrive at a wall to the museum. ) a5 n4 v: {: O: c4 P/ M% o9 _$ c
" W5 w: T% L0 E) t- a; l6 ^" d; U2 m( G
After you discovered both rooms, Cathryn will go back outside, and you need to
- r! D5 B$ _( t1 m1 |& r# Duse the van. 9 H) Y% ]6 \/ G
8 p2 E+ K8 f9 C* f6 |- V
A few days later, you will find yourself back in...0 I7 l* W5 a ?; u3 c+ \
$ f" c- _% ~+ x. t7 E9 N
" r b1 H$ c. _$ X/ V& ^5 `
O' w8 ^8 P+ r5 J, H# n( b! ?! h4 k C3 S) h7 n
3.2.08 Paris, in front of the Museum, before the heist/ t' _. g" |7 f
------------------------------------------------------- f1 j1 c8 C) c5 V1 \
Bernard informs you, that someone probably was in the loft while they were
" t% s, Q7 r1 Z+ v9 aaway. But nevertheless, Cathryn ends up at the Museum wall in the catacombs. 8 P* T" I' ]# v5 f# t
Turn on the flashlight and find suitable places to put an explosive. # E0 \% v- `$ n( N2 P6 Z
Press the space bar to find the "hotspots" on the wall. Klick on them, and 7 `4 A% m* \% \8 F/ C
Cathryn will either tell you the spot is unsuitable, or that it's a good spot.0 @( V$ Y( `6 t. I/ R
After you found three spots, the game will change to Bernard, who is in...
8 F; f- Q. v6 S9 a6 g4 E. @# e3 @3 D- f
% [ k4 Y0 Y. ^. D
7 \6 ~4 E/ O8 F. O
0 G7 H4 c$ {' s! M& A' h3.2.09 Paris, in the storage room preparing the explosives9 L3 S' x- {. A3 d
----------------------------------------------------------# g1 u! y4 h7 {' U, T( h
Find a few pipes in the storage room and a crowbar on the workbench. Open the $ M* V1 U2 c+ Z2 w/ }
crate with grenades on the left. Bernard will automatically take some. $ H& C: c0 k" R; O: u$ I7 V9 a
Put the grenade into the bench vise, and use the wrench from your inventory on
8 f3 l1 n7 b' y# {* i- othe grenade in the vise. Use the opened grenade with the pipes in your , O% s) f! V1 W' ~0 r. T
inventory.
1 ]4 n# m4 T% ] u- i9 F9 uMeanwhile Cathryn can drill the holes on the places you found earlier. To do O: [8 H* W: u( ~: Y* a( h% j# Q
this, use the drill from your inventory. After a cutscene Cathryn is now in...
; w" X9 }, Y% A3 Q- r. v' a% t7 `0 W& v' S$ D1 K
- C* m* e& y7 G; Y& Q# m
3 f; g1 i9 h+ \* P m* Y Y4 G* ^5 S" X m+ E
3.2.10 Paris, inside the Museum cellar6 B# q+ n0 @' J& }' Y! D
--------------------------------------
* i# I' q w% F. H' DGo into the room with the Washington portrait. Mike now has to reconfigure the
5 o% s6 w0 ^/ _- Q8 I5 L- Klaser barriers with his laptop. So launch the laser barrier configuration tool @' [/ Z/ C6 |8 _9 H# Z# F
on his laptop and try to find the correct setting, so the beams will flash in v5 V, `5 {$ i8 \) k3 Z9 ?. M R
a straight line, instead of diagonally.
) G/ D+ \ }) ]$ D: O! KAlso the program won't allow "unsafe" combinations. This means, on each side, 9 b0 q- K; @+ y- t. Q( {8 _0 q
there has to be at least one letter from A to D at least once!
7 g7 ^# l7 p- w- l8 R% e
- V% s7 f3 B' g. k! z# s1 R4 UPatching C to C, D to D and A to B and vice versa should do the trick. You'll8 R& E5 M5 {& S# Z' ^
have to use at least one combination twice. It's up to you, but remember that
+ n& G# F7 j9 f, o6 F kon each side, *all* letters from A to D have to be present *at least* once.+ e7 ]: L% Z4 W9 a3 v
' w h1 V- R* Y! K' Y( Y- M4 SIf you can't figure it out on yourself, wait until the timer in the upper right
$ _, }) |9 j4 z/ Druns out again, and let this button solve it for you.
5 O! [0 d* ?$ qIf you got it right, the game turns to Bernard, who should walk under the
: @ d2 W& S o3 iwindow, where you talked with the guard earlier and light the firecracker with , {# p0 s5 ~0 X; O" B' b- U
the lighter from your inventory.
1 I) K" o: \2 o+ A) L& e8 m( qCathryn then has to exchange the paintings and flee from the catacombs.; B9 g+ A5 v% S2 g* [; `+ R2 f, X& }# Q5 v
The team then returns to...% P* Q0 a# S0 c: [- h
1 o. f1 R; F( f' f- q
7 k" h% U9 l( ~+ x$ p! q0 g( d7 H% @+ r) d
4 r5 l j, H/ B3.2.11 London, the loft after the Paris heist
5 `# ?" w/ y, g0 u---------------------------------------------
, _- G1 R1 r; e$ ^The three discover that the loft was indeed searched, and that Bernard has gone & G: P7 G/ ?# |8 s# o9 g- J
missing. Go downstairs and call him from the telephone. Talk to Mike, and after
/ @: F* a5 Y+ l1 ?a phonecall from Cathryns father, you leave the loft and use the van to get to
) t* @1 [1 c9 J O% Othe London Eye. The game returns you to...
B# |4 y0 }4 g& x# j
/ ~# ^" l _- n8 Z
1 W P6 |, i! H$ a
& V# `3 {! M- z; [
: `4 M# I& S, z8 ~+ K* a( Z8 R3.2.12 Paris, in the Musée de Paris with Jack after the heist
4 X% J7 O6 J1 X! I l# Z-------------------------------------------------------------6 i* o7 ]7 n; L) w0 O- C
After having read the newspaper, you drive to the museum. Enter it, and talk to
9 `8 p3 S/ ^0 n$ o# g$ `2 F9 O; d$ othe guard. Get back in the van and call your boss. Your boss is not pleased by ) f6 L7 w) S0 v& |5 o
your performance at all, but allows you 24 hours to find a connection to the
$ Z- K, ~7 [: n8 Ccase. Call Bellicoe, and head to London yourself. : Q! y" F9 T# H. h+ ~5 ~. z
After a cutscene where the exchange goes wrong, you finally find yourself in...( d9 A1 I* }! k5 q+ a# Q% ]$ H* X
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3.2.13 London, at Robert's ravaged atelier" ^* k g: @# w6 f) V9 G
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Search Jack to get his car key and use it on Jacks van to get to the airport. , T1 |4 f6 G; Q
The team will head to the caribbean, where Dictator Eleni reigns over the 8 l) o- o7 l& \7 C" A5 ^' a
republic of Surinawa. 2 x/ n+ p5 x. o4 \2 B0 g* @
Cathryn arrives at...% a+ M$ h& N3 ^; J+ U' @/ n
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% V: Z: @2 g0 h* [; |[CRBN] 3.3 Surinawa, the Caribbean0 ?# l+ F5 E- T: Q
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3.3.01 Surinawa, the beach! F% [- }: R8 }
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2 w+ N; z8 h) n6 o$ i8 o' E9 ^Cathryn should go to the soldier, and learns, that just being on this island is
, y9 x& k, z5 x5 j5 e8 @* uasking for trouble. So go to the right into the village, and on the crossing go 8 a+ @) c4 _% D7 Q' ~0 w( t- ^
left to the gates of a mansion. Since you can't go any further here either, go
" Z- M t6 y2 S/ L/ cback to the crossing. Call Mike and give him a status update. / n' c; c7 }% H* h9 O& r2 q
Meanwhile time passed, and it is evening. Go back to the beach, and talk to the + R& ]9 w) ], ?& K
fisherman in the foreground on the right. On the way back into the viallge, you
* ?; O# [7 V, M' s# w$ x3 tare being reminded on the curfew laws on this island, and that you will need a ( d1 H" \( Z6 E, U2 @
place to sleep. Get back to the beach and talk to the fisherman again. 2 I, W- ^6 {; d7 w$ L/ ]' A
Before following him to his home, call Mike on the cellphone again. ! A# m: g& x/ g4 m" W) Z
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The next morning, go back to the beach, and the soldier will leave his post for 6 U5 U9 k) P; S! Y' Y' ]7 v
a patrol round. While the soldier is away, go to the wrecked car, where the ( S; Z; \1 [5 G8 {3 V) m* }% `$ N
fisherman was, and get a mine. 0 O# i. }' O! ?
Next to the guardpost, are some stairs to a guard tower. While the soldier is 2 v$ N& v- ?7 K [! E: a" J! q
away, go to the tower, and place the mine into the puddle of petrol on the left 0 x& ` g7 I# O5 n; F$ }! T
side of the left gas pump. * J' Y8 p& k1 M* H4 i
+ v( E6 \* l" h/ R# F9 P3 z2 H1 \Go back into the village, and you will meet the gentleman from the evening # Q9 D% a/ o- d9 u
before. He will invite you to...
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5 M6 d; r& A& `$ r3.3.02 Surinawa, Eleni's mansion
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0 r, m c9 K1 O" G4 Z: Q* g( o1 CIn the mansion, Eleni offers you to answer your questions. Go around the room, $ [* y$ U9 G L( n% ~& g8 D0 w
and you will eventually find a view with a sofa and a small table in the
! f+ _! m# a# d! z$ k/ O# k: E5 Zforeground, a spiral stair to the right and a small map in the left background. 5 S. v: q5 _' i1 j/ k4 @
Notice the small device on the table for later.
: K# ]$ R; n s) G1 |Ask Eleni about the spiral stairs, and the map in the background. Then walk + S5 O [4 U1 M; l. C
around the room until you find a curtain to another room. When you try to pull ' J: h$ H3 l& E% H* c: M" m
it back, Eleni tells you to eat first.
- h. d1 @3 f! u+ L7 KAfter some eating and a lot of talking, Eleni shows you what is behind this 6 R1 W/ O7 G' r& L
curtain. After Eleni leaves you, try to open the steel door on the right. Since
5 z) \" m7 _( G+ X3 X: L: tit is locked, go back to the viewpoint with the small device on the table and
4 a: \/ W( f! x3 Ftake it. It can open the steel door, so go back to the art room and open the + y' ~* p1 g l- m
door.
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Examine the first door, and you will find Robert and Jack being locked up in
+ ]& O: s" [# l- Hthere. Look at the control board to the right, and open it. $ B( @: B# L, u& Q! v ]& U! }
After some explaining during a cutscene go to the map from earlier, and call
9 c- y. U8 J! h, a# \+ iMike on the cellphone, to guide them through the mine belt.
% W! ?+ t8 c0 n; O1 x+ `5 s, TAfter the team arrives at the beach, deposit the handy at the fuel pump with ( Z: p/ B, M# X" a. K
the mine and return to the Villa.
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Now sit back and enjoy the show. |