0. About this FAQ
/ i% z/ k! x. B- K+ k1. Characters...........................................................[CHAR]
1 g3 y7 [ F( U3 L5 _, c( T2. Controls.............................................................[CTRL]
i( A/ C1 T, v# Q9 V$ x- ]3. Walkthrough..........................................................[WALK]
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3.1 London.............................................................[LOND]
% W) {# } p( d# q 3.1.01 London, in the loft
" Y$ x1 [) w3 h, E 3.1.02 London, The London Eye7 P2 K" ]: S% X- g/ T# E
3.1.03 London, the loft (after the deal)
9 l' l1 s1 C n, [4 |/ A 3.1.04 London, McBride's atelier5 d$ [5 Q8 C8 `! h) f( ]
3.1.05 America, Jack Stern's office
. A. \ ^1 B. w G! H& M* g' {: V1 X, ? 3.1.06 London, airport (with Jack) E5 r, P: ]( B) R% r3 N8 v3 z2 O
3.1.07 London, foreign office2 M% |$ y' S' Y; q, A1 }# p8 D
3.1.08 London, the London Modern Museum
( a% @8 Q) M3 P" ~4 u 3.1.09 London, the pub
' B2 L9 M: d& b: ]5 @7 H9 a/ Y& X+ @ 3.1.10 London, the loft (after the London Museum inspection)! W" }/ X+ b3 C2 ~' k2 Y
3.1.11 London, at the Thames beneath the Museum# T8 ?9 h6 k) `4 Q
3.1.12 London, at the London Modern (Jack Stern)
3 Y2 c/ v4 u; a. Z# U& e& W5 w 3.1.13 London, the loft after the inspecting the Thames entrance$ I' n: R6 F# v
3.1.14 London, atelier of McBride after planning the heist
3 `$ j& e9 V2 s 3.1.15 London, cellar of the London Modern Museum" j* o6 l$ l. e( I4 o+ k
3.1.16 London, the loft after robbing the London Modern Museum- B9 h8 D4 o o+ [$ R& T( F- I2 ?
3.1.17 London, Jack is back at the London Modern Museum6 V; Q1 q8 |/ t# P3 K/ R- O6 ?8 P
3.1.18 London, the loft after Jack found the address/ x" D" L4 Z1 Q [1 t, J4 h
: D: Y" H: C: }7 r6 S" J. K" H; F 3.2 PARIS..............................................................[PARS]
9 `* w' @# J2 [6 G# f7 Y 3.2.01 Paris, at the Musée de Paris
# n6 J, } Q; h; { 3.2.02 Paris, in front of the catacombs* G R* m& h8 U, i9 S5 G# V5 I
3.2.03 Paris, in front of the Musée de Paris in Jack's van
: E$ j4 s, f ~ 3.2.04 Paris, in front of the "Club Électronique"9 s9 P2 ~. T6 \9 w% T. `8 L8 \/ N
3.2.05 Paris, inside the catacombs
" b, U) ]( j- N, |) l 3.2.06 Paris, the catacombs in the storage room5 \) H2 V9 q8 o0 q) y! n
3.2.07 Paris, catacombs entrance (finding the Museum)
) ^# V: g- |( H# f. \ 3.2.08 Paris, in front of the Museum, before the heist
1 l" `2 Y9 [! n; _' W 3.2.09 Paris, in the storage room preparing the explosives
& O6 Y n! x, ~6 G# |- s 3.2.10 Paris, inside the Museum cellar
/ v9 x: r% n- c% W* g 3.2.11 London, the loft after the Paris heist% d8 c' U# Y! l
3.2.12 Paris, in the Musée de Paris with Jack after the heist7 _+ i' {' U0 ~+ u
3.2.13 London, at Robert's ravaged atelier5 J: w* t" Q, t( i$ c) q9 C
( v4 J- V! U w 3.3 Surinawa, the Caribbean............................................[CRBN]+ W# S$ e1 P; \! e1 A/ M
3.3.01 Surinawa, the beach
( G0 P+ ~$ k) h& K 3.3.02 Surinawa, Eleni's mansion
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. Q) Y: ?1 F# V2 N6 S__________________8 }3 u$ Y8 F4 ~8 Z, R( N1 I4 h* J
: Q. b' N9 A- R* z8 Z- U0. About this FAQ
* D: g& _5 m {2 b7 m. l__________________
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0 { ^& [+ s, \( Q/ m! {$ m15 Days Walkthrough v 1.06 E% u% K6 o& t' Z/ J- I
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This is a walkthrough for the game "15 Days" by "House of Tales". : c3 C) n# i7 k9 G v
This guide is for GameFAQs.com by me, Arminator, and it's my first FAQ.
2 K( Z+ R% R7 r# j, p/ p9 _; zThis guide is licensed according to Creative Commons as follows:
. j$ k/ I/ E- x* O g$ B. wYou are free to share and remix this walkthrough, under the following + T7 c, g& g; V' ?! w* J1 T( U5 E
conditions:! F4 F' o5 h6 w4 h3 V" A. W
Attribution: You must specify me (Arminator) as originator of the guide.
9 F- [' o* M* _; INoncommercial: You may *not* use this guide commercially& `, l& Z* h9 v, ?5 }3 R6 W8 [% W* v
Share Alike: If you alter, transform or build upon this work, it has to
9 z& x% v6 i) [- p( L$ k# Ebe distributed under the same license.
! Y1 a* q4 D$ K3 l$ ~* dSee http://creativecommons.org/licenses/by-nc-sa/3.0/ for details.) F0 |1 d1 f5 r" Q4 h, B5 r
4 [1 R; N) ]" A5 oIf you find errors or problems with this guide, you can contact me at* x+ Z$ {6 o$ S/ s m
arminator ("at-sign") gmail ("dot") com
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3 t/ r5 ^* t1 t6 p_______________________) R( ?3 o( x8 d( `" p8 N
~7 k! o0 ` k: `7 i[CHAR] 1. Characters+ x9 M# k; y& v. V' o ]* z" `
_______________________5 e" ^1 F+ O. ?- {$ K4 ?) T
% d0 y7 e2 j+ U! MCathryn Hope
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She is the head of the group. She is charismatic, adveturous and optimistic.
: \- W: E! q! qBecause of her nerves of steel, and excellent climbing skills, she is the & E y9 A: A- w# X
strongman (or strongwoman) of the gang.
1 C* W# ]8 ~4 B! e9 q+ ~5 lShe is the one that carries out the thefts for the gang. ' v1 M# l/ g' |
Cathryn is very idealistic. She doesn't steal from the rich for personal gain,
+ {0 k6 j2 r% ^1 s+ u: nbut donates the loot to charitable organisations.
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$ i2 @2 Y! j4 s6 c' e0 t, d. \ QBernard Dwaele
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! V& G5 l( X1 U3 M7 DBernard is the thinker in the background. Tactics and planning are his ) s( j$ ` h- H: @3 I6 W% J
speciality. Officially he works as an arts adjuster for a London insurance ) t) H6 b3 E, J0 M( a. i
company. Earlier, he led a double life as an arts thief on his own. But since# y8 u" [5 V( j. W
he met Cathryn, he lets her do the burglaring, and concentrates on the 4 ]' i. B: ?& ~- v+ n; d' w
planning instead. If the worst comes to the worst, Bernard knows what to do.
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f# j! ~( T1 _9 g" ^Mike Mensforth
5 e0 W$ O$ h0 L; jMike is the man for everything technical. He is a real computerfreak, who can& s8 C- Q$ z3 `1 j9 h. y; u
break every code and hack into any network. With his self built gadgets he4 R8 W8 x7 q' ]8 I; m
makes the burglaries a lot easier for his friends. He also does all the
Y8 D! s0 P6 x- i0 d! dresearch for Bernard, so he can plan the next heist. In his everyday life, 7 D' Q+ R, c; U6 [" A7 o
Bernard tends to overestimate himself, which makes living with him not always
4 U: c/ M) g" _) y. x& xeasy.# y% S4 p1 Q# B0 ^: V/ Y; r
% r0 V) R' k5 d: k7 hSpecial Agent Jack Stern
$ h8 U. w; \1 }. p: M/ [3 PJack is a brilliant, but unconventional US-agent, who doesn't give much about2 |. U5 ]# s6 @) V$ A4 ?: S2 ~: T
rules and command chains. A wolf in sheeps clothing, who solely focuses on his6 J7 l/ X% @8 o- `
two fisted investigations. ( ]! k% ~' b H1 i" l* z
His boss hates him for that, but his success of his methods concedes a point `. r/ a# A, g+ `* I9 D
to him and his boss.
) n Z9 X u& H0 EJack gets sent to London to investigate a strange death.
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___________________
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% X d0 }' c) n% P$ M P6 u[CTRL] 2. Controls: k7 z: S( @1 _7 f$ q* L
___________________* |. n5 i* A& {1 L
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You mainly control the game with your mouse. If you are hovering over a hot % l; s* M; c" I# K
spot with which you can interact, the cursor will change.
8 r% z6 W+ p' v/ j$ b* Z7 pTo help you find these hotspots, you can press the Space-bar on your keyboard
, c" X) a. w$ hand the game will show you everything clickable and possible exits.- [0 V2 y Z4 T" t* c
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In the lower left corner is a small map. Klicking on it, will show you a map$ v K3 w% N) W6 M
of your current location (normally the whole city your're in, but later in
6 y+ F, f6 w1 E/ t+ }) c4 xthe game it will also show you a more "detailed" environment. r% ^, F4 N+ V7 }
6 T2 t8 y7 D1 T+ ^Moving the mouse slightly above the map, a small arrow will "grow" from the " d/ \2 A/ H% ^% I% H
circle, giving you the main menu, where you can load, save, set options, etc.
+ ^9 r% `0 B* F5 pMoving the mouse to the right of the circle, will roll out your inventory. ^4 c1 x6 r- O2 ?
4 M7 \5 n3 f' g2 A2 b, f2 ]To use an item from the inventory, just hover over the item, and it will 4 Z3 E9 n# Z6 j S& N- u; a
show some options, what you can do to the item (e.g. cell phones will show
( z8 k( d4 L+ z8 i- N/ Syour possible partners to call).$ C5 g2 R% p h- K# f2 u6 p) ^9 k3 d
To use an inventory item *with* another item, just move on the first item,# x. d$ p/ y- w. a+ _& k
klick on the "use" icon that pops up, and move the changed mouse cursor to
* M8 r$ B2 `! Y9 D \% ~( M0 hthe item on which it should be used on.
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9 k! e# p0 r1 C$ \_______________________7 ?. c/ l8 {& ]
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[WALK] 3. Walkthrough:, s4 T% f/ Z9 B% x
_______________________
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Before we start: Remember that you can always press the space-bar in the game
. U+ p% A. k" a; Q. Y% i( ?and it will show you the important "hotspots", where you can interact with an
0 q. Z. s& D1 @& z% Oitem or person, or pick something up.! D3 O! q8 ~3 K* a0 M. Y& E
So if you can't find an object described in this walkthrough, just press space.9 S+ K4 ]% l/ O! E1 I" b4 Q6 J
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8 E4 g) o. p) \) i. S2 O2 w5 c: e' r[LOND] 3.1 LONDON' z3 l2 x' N" Q" {: x3 C
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3.1.01 London, in the loft
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After the introductory movie, we find ourselves in the loft, controlling
6 Q) {+ n" z' YCathryn.
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& j6 B( X% q" o2 E1 @7 q' Y; lExamine the Newspaper. This way Cathryn learns about the origin of her birthday& ^7 s( _% @ r# R1 y/ z4 E' S
gift, and the death of congressman James Henston.
* w3 N; r6 \) o% c5 JUse the answering machine twice to listen to a message from Cathryns dad and ) m( j/ n4 C8 l, T( O: B' j$ \
her friend Tom.
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Go upstairs and left into Bernard's room. Talk to him, and on your way out,
^& i$ d1 [% l2 u1 Atake the magnifying glass from his desk with you.
( p9 R+ n2 V% ^5 ?( O) c2 D9 }Outside, go to the right, to Mike's room. His door is locked, and he is busy." M$ C: v' c' u" d
So go to Cathryn's room further to the left.
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8 F' [/ Q2 Q W* r( ]In "your" room, get the compass from the desk, and wait until the guys call# s$ a( ]% o$ }" j
Cathryn back downstairs. 4 x8 H" W3 d; i6 n
9 I* O5 N, p" b: f1 VThey tell you about their new "job", and Mike asks you to fetch a device from 3 `4 W" K& P( z2 f t
his room. So go upstairs, and in Mikes room find the "console like" device on
( O7 I# {3 T, w* n' |+ [/ @0 G) pthe right side of the game screen.
$ T6 Q0 u- Y! P( m- H) wBring the device downstairs again. & r' T4 f5 |; A; d1 m
6 P/ F! p1 P7 TAfter they finished talking, use the phone, and after talking to Tom, join the0 O1 p; G' h2 n
others outside.
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Use the van's door to drive to...' m2 M8 J2 \/ {7 F6 {/ W1 G6 W# {
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3.1.02 London, The London Eye
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After arriving at the London Eye, Cathryn and the new client board the Eye and% _9 V/ @/ Z7 U6 \ ?
you are in control of Mike.
- }7 S+ e1 n' E8 E8 iYour task is, to match the wheel's frequency with your device.
* l) f# @; A4 J/ H: f |0 E3 s) IYou can change the frequency and amplitude of the sine and triangle wave.( v" `4 b8 l3 P7 t- b# q
First try to match the frequency of the sine wave, so the wave's highest and J- m0 i/ t- I) l1 i3 V: Q
lowest points match the wavelength of the upper wave. ) ?. _4 l0 c; R+ v
Now adjust the frequency of the triangle wave so the "jittery" part matches as 0 _- K6 M! c" B6 ~
closely as possible to the "jittery" part in the middle.
% {7 ]& ^ b& \Now try to match the amplitude, so both waves match.
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If you can't figure it out yourself: There is a timer running out in the upper
" ? L. M7 @5 [right. If the time ran out, you can use this button there to solve the puzzle
, b$ K H( {: u( }7 l" m" Qfor you.
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You are asked to find a Winston Churchill portrait.; U, I8 l: v' P6 H, G6 f: Y
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When you return to the ground, use the van again to return to...: T# r+ n, v! i- K; e& s$ O0 B+ d
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, P1 i5 O7 Z; @; @5 y3.1.03 London, the loft (after the deal)
' I+ a! S( ]/ n8 y" `' r! F---------------------------------------
j- I6 x6 H- v( IYou're controlling Cathryn again. Go into Mike's room and talk to him. He asks 9 ?5 U) K- z3 W5 ~+ s8 \; ?
you to find his USB drive. Klick on the table to the left, and get the USB
$ E- M, E1 v% j i9 \* Y7 \6 gstick right in the middle (what a lazy bum Mike is).
. m6 C" i, m6 y/ \# {& q( `' {Talk to him again, to give the stick to him.
[ y5 n( H: C$ {You're now using Mikes computer, to find out more about the Winston Churchill
7 S2 J. U7 Y/ R3 E6 n$ xpicture.
) ^' Z, [+ n; |, qSo start the "IceBear" Browser and search for "Winston Churchill". Follow the
5 Q0 C3 y4 N( M: F9 @- O* C. x" Qfirst link and klick the art database link at the end of the article to find
: g% s, h# d e8 A! z/ V: t% s, wan image of the portrait. The image is automatically transferred to the USB 9 p& i! [, c; Y7 p! s m+ w& _
drive and you need to exit the PC in the lower left.
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2 M( M8 w# m1 n+ c6 tLeave the loft and try to use the van. Cathryn decides to go on foot to...6 q* C" \3 Z$ b Z4 f
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3.1.04 London, McBride's atelier
$ I4 T* b' g7 `' X-------------------------
6 r _5 Q! g3 u iTalk to McBride and use the USB stick with the projector. Talk to McBride again
" ]7 G" s8 A. w- U$ v. _and return to the loft. 8 I' R( ]) T D w' W, q$ g
After a short cut scene you are now in...& @+ k2 x* S+ h& {
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4 n j5 \5 u" I' J; C8 m' j3.1.05 America, Jack Stern's office
& D$ x9 d6 D8 p9 X; R----------------------------------
$ C3 p$ d0 [1 JYou are now controlling Jack Stern, and are asked to investigate the death of
' H! t' r5 q. L: z1 Z8 G9 UHenston. Examine Jack's desk and pick up his police badge.
3 S9 c6 y0 ?4 r1 c* R# T! y5 Q7 OUse the computer and open the ThunderBolt e-mail program. You will recieve a
8 h( k8 Y* ~& | x! email with a phone number. Open your inventory and use your cellphone to call
1 u6 ] A0 E3 T- \5 Z, \Bellicoe. After the call, check your e-mail again, to get the password for a ! V# u3 z6 q& D
van waiting for your arrival in London. 0 x3 t6 Z3 @" M+ ~7 x
While on the PC, use the browser to do some research. Look for "James Henston"
4 S: R; \2 o7 z3 b2 c0 Hand also follow the link to the "Rhodes" foundation.0 Z$ t! b1 G; L* z7 K( t
Use your cellphone again to call the airport. After the call, check your mail 5 R, o% C" G2 \
again to print out your ticket. Get the ticket from the printer and leave the % `1 R2 N% X8 M
office to...: e9 |4 Z, H+ w* k% l
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3.1.06 London, airport (with Jack); S b2 l- b" ~
---------------------------------
! d4 X3 m6 D/ m( hGo to the desk in the foreground and ask for the key. Use the elevator to the
5 K" E0 ]! t3 o# o, _left to get to your van. Use the key from your inventory with the van to get- ?% z; E) ^1 F3 C3 x
to...5 M) X# J Q- `8 |: X" @' g
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3.1.07 London, foreign office
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Meet Bellicoe and talk to him. Then enter the office. Look around and take the
4 g i: f6 z- I l1 Pcalendar from the desk, and (if you didn't already) look at the painting : t3 S1 M4 N0 k! X( Y
behind the desk. It shows Cecil Rhodes. Now open up the inventory and examine
, n9 T& @2 n( K: Vthe calendar a bit closer. You will find clues about "Nancy Jenkins", "Laureen + W2 [2 G- r$ Y$ V( L7 `
Myers" and a company called "ArtTrans".
8 o) n8 ^! [0 Q. t" S7 X! pGo back to your van, and use the internet to find out more about these persons
- u; u. p- ?3 J3 G* ^* f5 ?2 wand the company, especcially phone numbers. 0 K; Q4 Q* ]+ W( t% x, q
Use your phone to call Nancy, then Laureen and then ArtTrans. You will learn,
8 {/ p: }; l7 z, ~1 Uthat the company returned the picture of Cecil Rhodes, and Jack will remember 6 p& e/ I, u- K) W: h( s
something about the "G8" summit, so search for "G8" on the van's internet.
. A" }4 C4 E- A4 G! X/ W2 R+ ~3 KGo to the front of the van to drive off.
0 n m; ]# c& t- EYou return to...
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3.1.08 London, the London Modern Museum
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You are now controlling Bernard. He and Cathryn enter the museum, to scout the # R* G9 T; B9 y" U5 Y& r
security systems. Let Bernard go to the left to examine the fingerprint sensor
0 `7 J4 e, `- Snext to the door. Get the brochure from the desk, which contains a map of the 1 \- v0 f0 H: u* P8 T- T
museum.# d5 M, b$ h& z( U* M" r
Use the brochure with the two cameras in this room, to map their location. Go $ g+ W. Z' q3 f9 l0 h
to the back stairs into the cellar and also use the brochure on both cameras
5 f7 o2 U5 m3 N$ S, ?2 |9 z. ](the one in the front and the other one only visible as a red light in the
) P, a- d1 a5 A+ adarkness of the background).
( J' Y" [5 t; f7 P. `3 p& B/ KReturn upstairs, and go to the right into the room where Cathryn is with the
* R: r. R' V8 p# mguard. They will leave the room, so you can map the final four cameras in each 9 S& f( d2 M& s$ Q: [
corner.
^- h& ]# d5 Z, n7 eAfter this is done, you change to Mike. You need to help Mike hacking into a " C6 P- F" ~2 @; _2 x
network. Klick on the Notebook and on the hacking tool on the desktop.' O; P4 b1 f Y! U/ ?: h
You need to find a route, that has a latency of 24 or less. ! w9 H8 T4 c, _/ l6 B+ f
To do this, follow this path:
/ h8 U/ G: @+ @* U( |. {You start at the bottom, and go up (Latency +1)
; j9 y7 l7 i9 ]( @$ I) L3 C" \Go up right (Latency +2)2 a) A* w( F- Q1 T, o. v
Go right (Latency +7)
: u+ }% l( q N; }0 BGo down right (Latency +1)5 `! _1 Q( R: r3 m7 t
Up right (Latency +2)- E8 K7 T* a9 o# Q
Up (Latency +1)) X) K' j- U8 O4 W* ]
Left (Latency +2)
. G$ r8 Y f0 u$ c6 U: z ?: P* QUp left (Latency +1)
" A( S( O$ x; B. Q. N' eLeft (Latecny +2)
/ t% C( F M" x6 {3 C2 ?1 x3 O$ gUp right (Latency +1)
; G% r' k! X# \9 n$ bUp (Latency +2)3 n& d4 d- M2 u* ]" ^- [) b
Left (Latency +1) and finally
O+ }$ e' d0 b, Y8 kUp left.0 K, z- }6 }4 y6 t! Z+ z2 |
1 I# X9 ?9 g# j K5 _Again, if you don't know how to solve it, wait until the timer in the upper ; e" v; K: H; H/ O0 u4 p
right runs out, and you will get a solve button.
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. L6 k" J+ n2 ]& J0 J# \The game returns you into the Museum in control of Cathryn, who should go to 2 G! s$ A( W9 r# n7 E% c4 p1 m6 x6 P
the room with the portrait and talk to the guard. p2 v$ a0 K6 b' m; y6 {; A
Go outside and go to...
; w( ^7 q8 D% l. z# v$ B! O: |' Z) ?: E! h1 _! Z
1 q' t" ]6 V9 X6 |( @7 X2 n7 k. D) q7 M0 g
% d) K8 t: }* j4 j& K3.1.09 London, the pub9 \1 [% y! O7 T% [) k# ^9 v6 L
---------------------# i. ^' M, l! N8 z' ?
Talk a bit to the bartender and you will get a beer to accompany the museum
) y- X4 H1 q; R* Q# Wguard. After talking to him a bit, he will go to the toilet.
$ }- c e& q! ?' E: [4 U# pAfter he's gone, pick up *your* glass, and exchange it with the guards glass. * [) {0 d M* A% h
Klick the in-game map in the lower left and choose the loft to return to...6 q* |( a; o4 S
4 A- y7 l& e0 u
) {* @+ M1 r z! z4 W! O$ Y
" m: {! k# @1 x( _
- p ^' `9 |. e/ H3.1.10 London, the loft (after the London Museum inspection)4 t9 y8 K e# L: w
------------------------------------------------------------
6 ?, ]+ b3 e2 [. qUse the magnifying glass on the museum's blueprints. On the plan there are two
3 j: [" d9 O8 Y5 p, Vtubes leading from the river Thames up to a small room. On the right side of
6 a, ~7 E/ O( H Wthis room is a door, that separates a corridor to the museum from the flooded
' ?3 S* A1 h) W4 I- i6 Kroom. Center the door in the magnifying glass and klick it. 3 ~5 E% R* [. f7 M0 G: C" I; ~2 S
You decide to examine this door, so head out the loft and down to the pier.
7 z4 [) s1 c3 N# D0 l) n4 rYou will arrive at a jetty in...
7 ]3 E% H* L7 H# i4 N6 d$ e1 j' k8 c2 a" K. R' Y
& b' j C8 ]! ?: \( l
7 F5 y. S, d5 n) C
! k" V8 I" W6 y3.1.11 London, at the Thames beneath the Museum
* d: G B% O+ W: ~2 E! Y-----------------------------------------------
5 R, t# W* }- d7 u: ]Cathryn will dive into the Thames. Swim to the right opening and examine the
: G5 @* u6 V ~' r- [& G% y; P: Rgrating. Use the grate to tie a rope to it and to pull the grating away with
# D2 @% a1 T7 x% w+ H$ G* A% Z) ?the boat.
; {$ ^; n1 \: b, B5 _5 qEnter the tunnel to the museum, and go to the door. The door has a lock on the
6 Z' O5 I( `1 f, i5 M( ^3 B5 I/ Aright side. Examine it. The writing is too small, so use the magnifying glass
6 p' \ r$ |0 A$ U& E* pwith it. ]+ T/ {/ c- K+ s! u
Meanwhile Jack Stern will appear and after a cutscene you're in control of him - e& m: M7 ]! t. m2 c* o4 r
and head to...
$ k$ Y' s6 ? b' v& X
4 F- Z( E9 g- [! p
# B/ @) x" w0 p! n
- N3 V2 O5 s) q2 Z* g, X7 y- x o+ Z3 Z
3.1.12 London, at the London Modern (Jack Stern)
; n0 M* {7 c% H- b4 A: M( p% a------------------------------------------------
9 n d/ o5 Z, nIn the museum talk to the guard about ArtTrans. Leave the Museum to visit the
4 O- [7 a8 c: [, Jpub. Talk to the bartender and look at the newspaper on the bar. Talk to the
# U2 h2 p$ B9 O- d0 jbartender again to learn about London's CCTV system.
5 A* J1 J* r1 a+ R" zJack wants to call his boss to ask him about it.
( h d* C5 `7 XAfter another cut scene you are in...3 P8 y3 Z! H; w1 l' b4 r/ Q9 t
3 ] ?) z/ `4 b' W; q! `* |7 |
: f6 j; x7 H* F% w
' n. K+ B% {4 h9 q3 h4 c0 E, g; ^: i0 v( Q9 X7 e. `. p& p
3.1.13 London, the loft after the inspecting the Thames entrance
4 ?: a. ]! x7 ^9 r. Y---------------------------------------------------------------- t: S9 h2 O* W3 c! O0 D) ?$ b
You are in control of Mike, who tries to create a duplicate fingerprint. Go up # [- }- D E* a9 w
to Mike's room and klick the table to the right of the computer. ) i4 L7 q( a$ ?7 |
Take the silvernitrate and use it on the glass. Turn on the UV lamp and get the
! K( \6 a0 _0 a( P. bfingerprint. Go back to the sink in Mike's room and take the rubber gloves. Use 6 a+ N# c+ P' T1 x% I; N) ?
the fingerprint on the gloves to create a fake fingerprint.
) n2 w/ V: b7 eGo downstairs and talk to Cathryn. / h( M6 H6 {1 J0 \
Before discussing the plan, go upstairs into Cathryn's room and get the % P# l! N6 x% I
flashlight from the desk. Go back downstairs and use the projection screen to
+ g% f5 V5 V/ ustart a cut scene.
Z3 V" x- G5 L& u: SAfter that, go outside to the..." w* O, J; L; V8 V
' ?6 q3 @6 [- C1 A0 t# c
! s* }+ l7 S( C: g. z
( f8 N" S' u( V% I5 T% t) c: D' {- n/ H4 H: B1 I* c
3.1.14 London, atelier of McBride after planning the heist
/ {$ d; C1 I7 r/ o; r9 Z1 S' g----------------------------------------------------------
/ |! I1 P7 }: B, |Talk to Robert and get the copy of the portrait. Return to the loft and at the
; U1 m/ @1 W& Dpier, talk to Bernard. + k8 h$ f$ _5 H9 n; {
OK, time to do this. You are automatically brought to...
7 `& i1 J1 }7 y- }: o6 Q
. P! ]2 J& i# g; G }4 W0 R
7 U# P0 r" W. A; t: p2 _' ]& l+ j
: t* t; \! d7 ^+ X' z% \# K% ^8 K8 _2 R; M9 A! f% h
3.1.15 London, cellar of the London Modern Museum, t m- g: S/ X; @
-------------------------------------------------
% U2 H( `) @( B1 T9 Y4 } BCathryn uses her cellphone to call the museum guard. Use the bumpkey from your
0 t7 m2 T9 a4 |& t, Uinventory to open the door. The control switches to Bernard. Use the fake # n! `* f% O4 t' g% Y8 B
fingerprint on the fingerprint reader. In the control room there is a cupboard
# d/ n1 H3 h: i6 Owith surveillance equipment. Pull the cable from the cupboard to disable the * A8 d& S2 ^0 ?8 ]( i( p
cameras. Cathryn now needs to go to the room with the portrait and exchange 5 H; z' p3 L3 C& V2 b
the pictures. On the way out, the alarm goes off. 0 v4 c. Q' l' d
Jack Stern is in front of the Museum, talks to the guard, gets mistaken for
5 }5 `4 K! D0 x; y4 e) k, d2 `0 qthe thief and arrested. After this cutscene you are back in... L) ^ G& X/ B/ t
8 A2 R4 S$ M7 h8 Y7 T. L
; x0 C' W3 [% q$ }* ~1 y, c: }* v
# w5 i) o( ]6 r" e+ R7 c; n; y4 E# U4 z9 D9 d3 _
3.1.16 London, the loft after robbing the London Modern Museum
7 A$ n7 z# ~' ^+ W1 \* w--------------------------------------------------------------
, e. R% {9 ~0 k- C' ?Use the Map to get Cathryn to the London Eye. You will get a new job to get a
4 S5 S0 k4 s3 g. Q1 B z6 Tportrait of Washington from the Museum in Paris.
5 ~9 e3 s, P& KGet back to the loft and use Mikes computer to research "Washington" (this will 3 |9 K: n# c6 F' i, [" w
copy the image to the USB drive again), and also look for "Museum Paris". 8 D; x# Z% y* I
Go to Robert's atelier again with the lower left map. Talkt to him again and ( z" P3 v$ J" ~! W
connect the USB drive to the projector again.
- L, {' B+ S. o5 n" DReturn to the loft, talk to Mike go back down and use the telephone to call
) ?6 G+ Y; F# P$ Q7 q& [/ j) JTom. After a cut scene the game returns to...
% j; L) @: b# A9 {
+ \# G9 D& f3 ?! c9 U1 A7 z. I; n2 e0 @- O; c
! ]4 E% k4 V$ h$ {: } o
( ^1 K) W) P0 r) l3.1.17 London, Jack is back at the London Modern Museum5 y0 J2 ?- k! `
-------------------------------------------------------9 O0 y4 w' m; }! K$ m' n1 R
Use Jack's cellphone to call your boss. He promises to send some CCTV screens % z5 J) o) z7 g$ G" Z% E
to your email address. Check your mail to find them. It's a photo with a {- p4 q9 e4 j5 \" o
license plate. Call your boss again, to ask for permission to use the license
& w0 h, u4 o( Nplate identification program. Check your mail again for the granted permission 0 r4 O9 O. l& E2 y+ E8 R
and launch the application. l' ]) k0 n9 ?; u! A
Look for letters and numbers that can be easily modified to look like another
& s6 e' h' E4 x3 M8 L2 |5 l" l2 qletter. For example, masking the two upper bars of the letter E with yellow
( m; D: I# _# w+ u9 k xtape would make the E look like the letter L.
6 }- k: t* n: K0 j- GIf you can't figure it out, wait until the timer allows you to solve it for you # [) n; K% r4 ^2 ^
or use the license plate EPO8 PXW.
9 t1 M* o: J# v0 d0 ]This will allow Jack to go to the address of...
1 q$ ^: e/ \* |7 K1 `% H& B- Z2 A* J0 k8 Z. |
/ e) L5 l! P7 a* R& p; f" p: u( z
2 I& B3 n X8 c# |$ p
" g3 N2 j$ q) w6 Z, J. B: s' f5 a3.1.18 London, the loft after Jack found the address
* u- N; _7 |$ P) D! y----------------------------------------------------2 S+ R7 N9 f0 b' C) W
Using the police badge in your inventory will produce a bumpkey. Open the loft
0 H* {) W6 U, Z4 u! Qfrontdoor with the bumpkey to enter the loft. ( P" h+ d1 t! t+ @2 N' q9 i
Go upstairs and examine all rooms. In Mikes room, Jack will find a business
$ s1 s+ @7 h" j \+ Icard sticking on the computer monitor. Examine the left table (where you let
9 i8 x+ }, Q* w8 ^& ^Cathryn find the USB drive earlier) to find some traveling documents.
) Y2 O+ c$ _+ Y/ N/ }( m+ |7 I. X1 D. S2 mReturn to the van and use the computer's internet to find out more about the 3 G6 p1 S: h: Z4 H
"Megabase" company.
( M [ I; y4 \$ f8 V, o) F* ?: QCall the company to find out Mike's cellphone number. Try to call Mike, but 3 Y" @. {9 B" p/ a. w7 \: M
he's not available at this moment. So call your boss instead, to find out the
# a' G1 @6 |3 c, ^6 i, \* j k" _position of Mike's cellphone. Use your email to find out, that Mike is $ g" c! B' M ]5 X9 s
in...% M( W0 o. r! f: ^8 ?) Q* Z5 x
" ]! Z# y" D: Z- {9 y
% G' M9 Q( D, r) l- W' u% U7 f! A
! _7 _3 d9 v( l3 ~( ]) D[PARS] 3.2 PARIS! X4 x3 a# E3 t' o8 k( k0 X
----------------
$ Z: _: U2 w( X L' Z7 ~; z
" [$ P, o0 f. L& H$ ?0 |3.2.01 Paris, at the Musée de Paris
1 ]8 _0 z, ]8 p. M! ~; y) U* M9 M' w-----------------------------------/ r6 z1 a' s. o3 I4 J H% Z j
Examine the stand with museum brochures. However this time, you don't map the ) ? E/ l. P: |! W
surveillance cameras. You clock them with a stopwatch in your inventory.
- L7 ~: x6 h& _5 ~2 fSo use the stopwatch on the three cameras in the first room. Go right into the
2 x* R) V O& _3 e# kcellar of the museum to find another two cameras. Back upstairs, go into the
. Y" S6 Y- |2 g0 Q" ?$ q0 R( X' c2 rbackground and to the right into the room with the Washington portrait and the 7 m! q9 v0 P4 Y' o& f/ z% H6 g
last surveillance camera. Examine the portrait and go back. Go further back
N. M8 d4 i/ I( J9 Cinto the museum, and the game switches to Bernard, front of the museum.
* ~: H: e# e( N3 P0 A% }2 C9 w/ r, y6 ~/ I
Talk to the museum guard in the window on the upper left side of the museum. 2 g6 K. D: e; {4 v
You will find out some interesting information about the museum's security
7 q3 U3 `" l+ t! ~& k* U$ Ksystem. The game switches back to Cathryn.
0 Y2 ~3 Z1 q6 w) Z, |2 T* O0 i) u
" V/ G& _$ q2 }Cathryn goes further into the museum and talks to the guard and finds out some
/ P+ A# Q8 f( G3 l& D+ Hinformation about the catacombs. Leave the museum and go into the van. Use the
_ t; e* O, K2 w1 Mlaptop to search for "catacombs". This will lead you to...
4 X. E0 n) A6 a5 T% \+ P5 n( e. T" k0 j, O* X+ \$ [6 r8 l
) h1 i- y5 E% E- ^+ Y& o+ ]/ z6 |
: R7 c& V8 m6 J- f4 \2 ~+ l/ d3 ]$ t3 X! G* s7 @% G* m
3.2.02 Paris, in front of the catacombs/ b" l. Q$ e8 ~# M5 |& K, a
---------------------------------------
8 a$ k7 F8 y- r/ v; MGo to the small ticket booth and enter the catacombs. You will come to a room 5 v0 G. H- `2 |5 S0 Y, x3 W
with a gate in the background. Looking inside, Cathryn finds it to dark to see, ; Z( E: l8 x+ k( o1 e# d
so turn on the flashlight in your inventory, and you will discover a grafitti
/ y) O" Q6 z( j, M* t8 k% ]on the tunnel wall. The grafitti hints you towards a club in Paris, however the
) \) J6 g0 I/ U- x/ B3 A2 ugame first switches to Jack who just arrived in...' }# v ~/ |" ]' u& y
7 U3 b! K* J% T; |+ Q4 s, Y0 K8 J% O3 l5 ?
# m4 H. t% U# y9 m$ n: U6 L
: C- e/ J0 e: X
3.2.03 Paris, in front of the Musée de Paris in Jack's van
7 H* I) D6 }1 a----------------------------------------------------------$ V0 b. E2 J" l7 m7 Q, E* w
Call your boss to get an updated location of Mike's cellphone. 6 f( J3 l/ r$ \& R7 H: G
The game changes back to the group who just arrived in...
+ t5 q7 c \; T$ h! Y( |" V
/ ?8 L/ N5 R7 K8 B0 K% E! d3 s! Q. Z7 l! a/ o8 U: J
$ l: ^' w+ B1 m/ l- p4 S
5 f0 y; x6 i9 g- @; p: Q3 T6 ]) f3.2.04 Paris, in front of the "Club Électronique"3 M' x& q& w" M+ J/ h! |
-------------------------------------------------) o ~* l, T1 A/ E
Try to talk to the bouncer in front of the club. Try again to bribe him. After ' o4 h% R: {7 G
two unsuccessful attempts, go to talk to Cathryn. With a trick, you go back to
, S0 ^2 {1 @2 Athe bouncer, who suddenly has important business to do, and you can enter the : c3 B" j0 d( s* I0 L
club. Inside talk with Francois. After a long conversation about Francois . \4 f1 n7 i! j- O
difficult youth in Surinawa, he shows you the map to the catacombs. Use Mike's
* h; x9 |( u: P' Y# E7 icellphone (running ScummVM by the way, if you examine it) to snap a photo of % y" a& P' Q# Q0 R# J" R
the catacomb map.
- m- y% r% X) RLeave the club to go back to the catacombs. Before you try being Indiana Jones, ' ]) H( Z: s, b/ Z' o+ K! ?0 l+ ~
the game lets Jack arrive at the club, too. Ask the bounce about Mike, and the 5 A! v6 ^4 U. C. `: _5 r
game cuts back to the group with Cathryn back in...
/ J, s& M: n/ T7 _
, a$ j5 V' Q( ~ a7 u/ N4 @
5 h$ G+ Y% E" J3 O
a3 W& b" X; r
; @7 g4 A( R( }; E6 U3.2.05 Paris, inside the catacombs% W% _0 p' @; r/ e% \ L
----------------------------------
& S Y( _, C- `0 \2 R, g, ~Let Cathryn use the map of the catacombs with the brochure map, and you can now , B( b9 s+ \2 |
enter the catacombs behind the gate.
5 x0 |; j* ]. EAs soon as you see Cathryn in a "sort of top down" view, you can click on the
: Y: |+ l8 i! u+ A$ V$ imap icon in the lower left, and you will get a "detailed" map view of the
% d4 V0 J) B |% B6 H9 Kcatacombs. ) _. C* b9 H) ^' n+ S u
8 ]5 y0 E( W: O2 u9 @ }You also get a compass in the lower right. If you click and drag the
( _1 c! z4 q) X# ^1 [: Frim of the compass, you can always turn the "North" of the compass to the % ~, m% R& r6 u t
needle if you have difficulties in which direction you should go now.
; G7 ?6 w! V, a0 g$ f- C6 E! u' \
Beware, that the camera angle will always shift, and "north" is not always up
# I9 ]# n; z) z. |/ X$ e" lon the game screen!
2 E1 H, [& D* y. K7 E7 pKeeping these two things in mind (shifting camera angle and turnable compass),
! C. j2 F7 Z/ D- N9 l8 n, stry to find the storage room with these instructions:
& R3 \* F" Y- A8 r9 @* k+ c. c" z6 P( q
Go north twice.
. C$ h! Q$ p+ J7 p9 k0 \+ LYou will arrive at a room with a wagon wheel.
* V T$ [3 ~3 `1 I. yGo east3 u. w. J5 i3 r
Go north.7 n& Q2 v! m+ U7 j
Go east4 a9 D- [/ r: d" y2 R, l% V' O& u
Go north. 5 R/ G" `5 l, |) @) r
Go west. - e# ^7 f+ |# r* A4 k. I/ ~% Y1 `9 I
You will arrive at ...1 y/ T6 W# K" k; Z2 e9 Q1 O' y
$ B" x& b0 C, @7 X0 i( u3 x" o
. C# ]/ ^3 z& x; N a
& c; v% a: ~ n& v( w: P3.2.06 Paris, the catacombs in the storage room L4 F2 b4 u& J8 Q
-----------------------------------------------
. x4 g% d- [% M8 R) ~5 RIn this room turn on the flashlight and find the switch on the right side of
& ^1 r# Q+ A- u5 ^" A4 Qthe screen. You have found an old ammunition depot, that Francois warned you
' B: o& u" C. P) N$ kabout. ( o: U3 k2 e6 E+ H& v
Klick on the map in the lower left, and klick on the open door symbol on the
: s. y/ E i" D3 bbottom of the map to return again to the
- x$ i' @: e# l
3 s1 O3 I3 P( _0 I, \0 u9 [
. U* G c2 y$ ^% ~1 ?, ^, l5 G, A+ d. N- M" M3 s
9 E/ k% R+ `3 U7 Q& x; L/ }# m
3.2.07 Paris, catacombs entrance (finding the Museum) 9 L D9 n- [+ r, X4 g3 Y9 z
----------------------------------------------------' a; z; Y3 p* p8 L5 U+ ?
Keeping the hints from before in mind (turning the compass, and that the - I: h* o" Z# \1 G0 E& ~
camera angle shifts on every screen), follow the following directions:) A7 Y Z q) f5 Q: }
" P. c5 J* G3 }, l6 D6 c
Go north twice
5 j, A) g9 J6 Q6 KAgain you are at the room with the wagon wheel.
9 v; r* J% W. {' TGo west this time. 5 k; Z2 X$ J& W6 Z0 X5 U5 j
Go north three times, until you can't go north any further.
1 P' k5 C8 b8 j/ F2 M) q# CGo west again. 3 a3 R4 G3 {) h6 g" U1 {
Go north
, q, f3 c) m. H5 z3 G' r! `8 rGo west, and you should arrive at a wall to the museum. / f$ ~! P: N* [# ?
- X9 R6 p; Z7 _. }( G2 B& z
After you discovered both rooms, Cathryn will go back outside, and you need to
+ o9 j3 ~" U2 n5 H4 X# v. Puse the van.
" ?. B2 \/ f- R" x1 w* r9 t2 }( I0 T i* Y/ ?1 t
A few days later, you will find yourself back in...
8 C' U% }: B/ z% x% l! g, G1 ?1 \0 p7 h$ f
6 [3 U+ j+ g. K3 {% x; T0 N r& b# o# W5 u: Y
& r; I4 ~: ~& G1 Y3 X3 S! \3.2.08 Paris, in front of the Museum, before the heist
; T$ T& G8 |; S# o" j6 U------------------------------------------------------
! H. |5 U: h* ?. d4 H, f8 MBernard informs you, that someone probably was in the loft while they were
, u. o6 m! u/ R" z9 Taway. But nevertheless, Cathryn ends up at the Museum wall in the catacombs.
+ |; h& w Z0 O1 n! RTurn on the flashlight and find suitable places to put an explosive.
! y$ k7 ^2 g1 y" \7 Q) ^! [5 c% aPress the space bar to find the "hotspots" on the wall. Klick on them, and
+ s7 E4 |2 K% @5 E% ^: x: UCathryn will either tell you the spot is unsuitable, or that it's a good spot.4 O3 d) t) v1 K) m0 d
After you found three spots, the game will change to Bernard, who is in...
% o" x; D E5 Z* l# z+ f5 X2 {( e1 k# _4 a: z$ D ~" `% U
5 N6 z8 ]4 O3 R$ V4 w
/ z: N4 F. {" {& u+ Q3 p" @1 K
0 q2 Y/ O0 y% B- P" r- P3.2.09 Paris, in the storage room preparing the explosives, n( v5 E. U% e1 E2 v& F {. t
----------------------------------------------------------
* a% j- L3 P2 hFind a few pipes in the storage room and a crowbar on the workbench. Open the
, L) l H7 k4 z) G0 W) p2 hcrate with grenades on the left. Bernard will automatically take some.
& ^( @3 ~/ a2 X& KPut the grenade into the bench vise, and use the wrench from your inventory on
% r. v, n3 X1 ]( W6 o4 |the grenade in the vise. Use the opened grenade with the pipes in your
% {) k: U$ V. a$ V8 B& winventory.2 r) [4 w( b+ X; ?2 Y9 z
Meanwhile Cathryn can drill the holes on the places you found earlier. To do - d/ R/ P6 T: U6 ^+ D8 B
this, use the drill from your inventory. After a cutscene Cathryn is now in... P. Z2 f/ V6 S9 @
0 s: a1 A0 U! |8 D
' E! e7 r) ~' ?% E& W. h, D. P
4 J# U: ?6 v* w5 u/ s" ^4 \) K0 J- I" z3 k$ \# n6 q
3.2.10 Paris, inside the Museum cellar
* L8 q9 L3 F" X& e9 E1 y/ O! k--------------------------------------7 }5 _. a) i/ C. P# ~
Go into the room with the Washington portrait. Mike now has to reconfigure the
! T7 E }' X' D3 W; Y! [laser barriers with his laptop. So launch the laser barrier configuration tool 1 x+ l" ^. p1 h/ J
on his laptop and try to find the correct setting, so the beams will flash in
6 _3 C7 a# x2 k" x9 Y' x3 k( n. La straight line, instead of diagonally. $ T; D* D% c1 I0 l4 g+ F+ r- T
Also the program won't allow "unsafe" combinations. This means, on each side,
2 [/ g l% l- P. h. e1 [0 Ethere has to be at least one letter from A to D at least once!
9 [4 ]0 x" Z' ?9 F7 _! `% t
- u* C: N {1 l k. t' T# p! `! {6 xPatching C to C, D to D and A to B and vice versa should do the trick. You'll
( B5 \* ~- ]. z( d1 |, \have to use at least one combination twice. It's up to you, but remember that
" ]) c! @: e- Q& v" H5 Ion each side, *all* letters from A to D have to be present *at least* once., A; \ {- D3 W6 `6 Q B5 u
8 A% ^1 v q7 m1 X7 D0 YIf you can't figure it out on yourself, wait until the timer in the upper right
5 P3 T2 K' Z& L8 Q8 h8 B7 y, G3 pruns out again, and let this button solve it for you. 7 D6 t. K) L, N- J% Q; j/ b8 f* }
If you got it right, the game turns to Bernard, who should walk under the ) d' W* t w* I! D6 m& M( y' b
window, where you talked with the guard earlier and light the firecracker with
l. q# {' o& Q3 N0 r( J) ythe lighter from your inventory.
! ?. J7 u- N% M! U& S$ `, WCathryn then has to exchange the paintings and flee from the catacombs.$ _5 T6 w: q5 u, v! ~; g
The team then returns to...
4 p0 _* F3 O4 Q `+ X" W* X/ ]: E2 l4 u! E9 i5 z* }
0 k" Z* W1 t" S
* |1 |0 n ^) ~& T( { F' G) H/ T& E- p0 C( S5 F( D; ]3 m
3.2.11 London, the loft after the Paris heist
, q, `' v3 j6 I1 K2 M/ i+ |---------------------------------------------
: ~9 s+ A4 V2 d6 K/ ?The three discover that the loft was indeed searched, and that Bernard has gone
5 r+ J1 q- C5 `: {6 h. Y) J% ~missing. Go downstairs and call him from the telephone. Talk to Mike, and after
# k; @/ F( _+ R& A( o; t! za phonecall from Cathryns father, you leave the loft and use the van to get to
# E6 Z) Q/ n2 T Z. ~+ z8 m' p( nthe London Eye. The game returns you to...
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3.2.12 Paris, in the Musée de Paris with Jack after the heist, r5 Y1 {# K+ r. q+ P
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After having read the newspaper, you drive to the museum. Enter it, and talk to1 b. v* {, C4 R% k' s
the guard. Get back in the van and call your boss. Your boss is not pleased by
' S% O* g' V: [+ } h4 zyour performance at all, but allows you 24 hours to find a connection to the
0 r, w; R& ^9 J( C& Dcase. Call Bellicoe, and head to London yourself.
: B# [9 M' g& u& m* vAfter a cutscene where the exchange goes wrong, you finally find yourself in...
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3.2.13 London, at Robert's ravaged atelier8 n* A( O# Y( \4 {
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Search Jack to get his car key and use it on Jacks van to get to the airport. - U$ L- `# F h) d/ _7 ^; `
The team will head to the caribbean, where Dictator Eleni reigns over the
/ C2 I" @2 i; @ x5 \republic of Surinawa. 7 q$ i( B) s: }9 z2 t9 N
Cathryn arrives at...7 I) O9 |9 l8 S F9 l
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[CRBN] 3.3 Surinawa, the Caribbean
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3.3.01 Surinawa, the beach/ c+ t' k3 o4 ~7 ^2 j% d6 W$ n
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Cathryn should go to the soldier, and learns, that just being on this island is
u o4 z; V( y' T" t: P) dasking for trouble. So go to the right into the village, and on the crossing go 8 a" S! Q/ h: ?& u+ M3 M" K
left to the gates of a mansion. Since you can't go any further here either, go v; X' K5 |. ~% ^
back to the crossing. Call Mike and give him a status update. 3 E* A8 U6 ?6 z8 ~
Meanwhile time passed, and it is evening. Go back to the beach, and talk to the
c# r0 W6 y: ?' efisherman in the foreground on the right. On the way back into the viallge, you . C5 X5 o- t* c4 J/ c; f
are being reminded on the curfew laws on this island, and that you will need a
" k0 S; t1 K) ?. M/ z! mplace to sleep. Get back to the beach and talk to the fisherman again.
) O, T0 b" C$ H, G0 T( g6 y: HBefore following him to his home, call Mike on the cellphone again. 5 ?. @1 m4 W$ D2 E
; b& K# y4 h5 n7 uThe next morning, go back to the beach, and the soldier will leave his post for 8 U! j% K0 W7 J3 _* z7 T) q4 |
a patrol round. While the soldier is away, go to the wrecked car, where the
+ o% H5 q( z: F7 y, n( S) Yfisherman was, and get a mine.
: e3 p6 N8 k# M+ tNext to the guardpost, are some stairs to a guard tower. While the soldier is + b5 v/ z$ a6 x. q# e% h9 H4 ~
away, go to the tower, and place the mine into the puddle of petrol on the left
9 ?2 ?3 n7 J& }: q6 l- R: ?side of the left gas pump. " H: t. u) _" m- q% Q
: b* p8 ~* \* J3 v% cGo back into the village, and you will meet the gentleman from the evening ' N( p _# T2 G2 W
before. He will invite you to... G# T# X3 n" J6 E
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3.3.02 Surinawa, Eleni's mansion
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In the mansion, Eleni offers you to answer your questions. Go around the room, 8 Q, V$ M, _) Y+ W( R8 l$ i; V
and you will eventually find a view with a sofa and a small table in the
6 r% G# E# v9 ~& P" R6 f1 o# i" ~foreground, a spiral stair to the right and a small map in the left background. * s6 ?" ?# W! D9 Y) z }- m
Notice the small device on the table for later. 9 o" Q3 h, V R8 u5 z r2 q) d$ c
Ask Eleni about the spiral stairs, and the map in the background. Then walk
! @$ E9 ~! Z7 [! Taround the room until you find a curtain to another room. When you try to pull
/ q" X! d2 f" x3 |: E# iit back, Eleni tells you to eat first. : I, q) ?* J1 z1 Y+ i
After some eating and a lot of talking, Eleni shows you what is behind this
* \! ~4 N+ z) c) mcurtain. After Eleni leaves you, try to open the steel door on the right. Since
- E. K" o( g; ~* J) T2 lit is locked, go back to the viewpoint with the small device on the table and
' G1 e b2 M9 c2 ^( a4 }take it. It can open the steel door, so go back to the art room and open the
7 ]: n3 ^ K7 W, t g, k! `7 Y" rdoor. ! {; G, z3 s/ I/ I0 e3 C( E
- W! M' Q3 T; {1 v8 HExamine the first door, and you will find Robert and Jack being locked up in 7 S0 H3 @' M) o8 [
there. Look at the control board to the right, and open it. 9 b I2 \- j; w2 M* c
After some explaining during a cutscene go to the map from earlier, and call
8 U6 D7 R3 z1 jMike on the cellphone, to guide them through the mine belt. " G# ^! w+ ~5 H& i9 J
After the team arrives at the beach, deposit the handy at the fuel pump with
1 a5 A9 N( v* zthe mine and return to the Villa.
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( W+ i" K: R- y) t9 KNow sit back and enjoy the show. |