0. About this FAQ) N8 ^* O6 k D/ I- _7 P; y
1. Characters...........................................................[CHAR]8 J3 ~' i" e8 v
2. Controls.............................................................[CTRL]
& E0 d. j' y1 b+ n" v4 G7 P3. Walkthrough..........................................................[WALK]$ Z( X' b( E( I9 J/ \
' k0 K5 V. Z5 h# o3 K# W 3.1 London.............................................................[LOND]
5 B. A# E7 i/ s$ r1 ] 3.1.01 London, in the loft* p+ ?4 i! f# p5 h
3.1.02 London, The London Eye9 K; \3 w8 a1 a& w8 e$ ], s3 K
3.1.03 London, the loft (after the deal)
3 M$ `4 z$ u' A9 O; } 3.1.04 London, McBride's atelier) h6 G2 S, E i; o& X
3.1.05 America, Jack Stern's office0 ?; Z% s2 B: `, u
3.1.06 London, airport (with Jack)
) h: B' T" J4 @* X+ r$ y 3.1.07 London, foreign office. I4 ^: k J% q: C- D. W
3.1.08 London, the London Modern Museum
, f. `( Q8 _& d: X* s0 L- K 3.1.09 London, the pub9 F; G- r8 ~; T* t0 S% w
3.1.10 London, the loft (after the London Museum inspection)
' g: H3 E6 u: k+ p 3.1.11 London, at the Thames beneath the Museum2 Q+ w& l* d* Z; _
3.1.12 London, at the London Modern (Jack Stern)% t, h& W" ~& e+ [8 n i' H
3.1.13 London, the loft after the inspecting the Thames entrance
4 q) F% \2 k+ X6 H$ q0 U0 T 3.1.14 London, atelier of McBride after planning the heist
1 H0 @9 }1 u- D" D 3.1.15 London, cellar of the London Modern Museum
7 Y* ]( g5 m4 k* n' d 3.1.16 London, the loft after robbing the London Modern Museum! a: t2 v1 b: x5 a- P. s+ C! n
3.1.17 London, Jack is back at the London Modern Museum
4 x7 K5 V3 {2 y7 Q) M6 i4 J+ I! m 3.1.18 London, the loft after Jack found the address7 e: p* G4 ~; W) R
$ e' [; R) u; ?9 Y8 O 3.2 PARIS..............................................................[PARS]& y% u7 O5 i! D8 C! [6 {: n' V
3.2.01 Paris, at the Musée de Paris
; |% H3 G9 {& j: t& k 3.2.02 Paris, in front of the catacombs
) _6 u, |! s% s* k( ^ 3.2.03 Paris, in front of the Musée de Paris in Jack's van( E' H- G! j3 V1 S# ], D2 T
3.2.04 Paris, in front of the "Club Électronique"
: O% D5 J% z# V+ n) f. I* Z 3.2.05 Paris, inside the catacombs
3 C7 p8 w0 j+ I4 K' d 3.2.06 Paris, the catacombs in the storage room0 i) e) A: D# ?" C( @
3.2.07 Paris, catacombs entrance (finding the Museum)
. L) Y8 J! ^8 A) t. X+ J$ n. ^ 3.2.08 Paris, in front of the Museum, before the heist5 }7 i* f5 Q w8 p- E; ^2 |
3.2.09 Paris, in the storage room preparing the explosives5 y- H" `# D0 K) E) u
3.2.10 Paris, inside the Museum cellar! M: ~) K5 m8 l2 r" @) i; F3 B3 k
3.2.11 London, the loft after the Paris heist' S7 w1 V+ a! G3 ^9 V" i
3.2.12 Paris, in the Musée de Paris with Jack after the heist
8 F2 `2 p; t3 t6 N6 u 3.2.13 London, at Robert's ravaged atelier
. w5 g) p% e: l6 K/ Z( } j8 V% Q. m8 ~$ r
3.3 Surinawa, the Caribbean............................................[CRBN]: T; \) h4 p# g0 P+ t. \
3.3.01 Surinawa, the beach) Q1 G- `0 D- i$ B8 s8 d+ U0 y% F2 h
3.3.02 Surinawa, Eleni's mansion
( r% P3 j4 g& U! F6 x$ T
# `$ R$ j0 f$ s3 m' j+ Z! a/ L; K- x5 L$ m
__________________
- V; v/ H3 Y3 q# P2 @# V! [! w* P# a+ \
0. About this FAQ
* s4 R; E+ ?. N& e! _$ G8 {__________________4 n9 Q, a! z7 C. ?; }+ \1 w' Z
5 z* E, ~! k+ V! X$ E4 n" ~8 F+ u
15 Days Walkthrough v 1.0
7 o c t k" L- e4 e% G6 [' G3 `8 ]* F
This is a walkthrough for the game "15 Days" by "House of Tales".
! P8 x# o! s/ s3 Z, tThis guide is for GameFAQs.com by me, Arminator, and it's my first FAQ.
x8 |# p z( W, U$ mThis guide is licensed according to Creative Commons as follows:
) ?( n7 l1 [1 k) cYou are free to share and remix this walkthrough, under the following
( a' c$ c) E% O- B8 ~0 ?6 Qconditions:6 s: C5 [3 r- @
Attribution: You must specify me (Arminator) as originator of the guide.
, h9 f/ I" X3 g p$ v" HNoncommercial: You may *not* use this guide commercially, D7 n" R2 |7 f4 e: S( j
Share Alike: If you alter, transform or build upon this work, it has to
% N% M$ s: ?; bbe distributed under the same license. , T" j* d( V, F' l9 S
See http://creativecommons.org/licenses/by-nc-sa/3.0/ for details.
. A* d! i5 U8 A, z! e4 P
. o* a" `, }, v. V+ j+ A0 kIf you find errors or problems with this guide, you can contact me at/ m! _) ]) I& T* T* ~1 |8 ~ R a
arminator ("at-sign") gmail ("dot") com/ b9 t7 s# p& j# r- L
8 F2 f1 u* k8 o2 Y, `5 ^6 G) \: q
' Q. u( V: x- e_______________________3 V7 |) C/ g) Z$ L2 K) C: U
4 _) l. Y/ C7 O. u) l
[CHAR] 1. Characters+ d1 \' h: D+ r8 @9 l
_______________________
7 H: D3 l0 w# k' i( ~0 K F: v: K$ @
Cathryn Hope
9 U& w6 `. g0 x4 ^. U$ }. V------------8 O& M* U' C2 v- l# Z5 Q* X- f
She is the head of the group. She is charismatic, adveturous and optimistic.
' U9 j9 C- N) Y9 _9 ` S# SBecause of her nerves of steel, and excellent climbing skills, she is the & D& L! v" g# v+ Z: U
strongman (or strongwoman) of the gang.
8 j, ?" B8 `( g, F! NShe is the one that carries out the thefts for the gang.
4 q/ @- o% W; x. pCathryn is very idealistic. She doesn't steal from the rich for personal gain,
" N5 q6 u3 B6 {8 {( ~but donates the loot to charitable organisations. 8 z' f8 ]; b' Q7 v3 a* Y
& O* K& I! ] F2 @+ ], p& b1 `
Bernard Dwaele- i9 v1 J+ J$ E
--------------" @& t; q3 j7 ]. ~
Bernard is the thinker in the background. Tactics and planning are his
7 @, v9 u2 Y1 D) o" k! H3 O1 ~- Xspeciality. Officially he works as an arts adjuster for a London insurance
& L2 z7 B) A( g! l0 {company. Earlier, he led a double life as an arts thief on his own. But since, N4 |5 n9 k1 t) S7 U& p
he met Cathryn, he lets her do the burglaring, and concentrates on the
1 F1 n5 l$ s w7 t$ nplanning instead. If the worst comes to the worst, Bernard knows what to do.
3 u1 x9 C$ H6 F* w+ j- M9 B3 v, y( J" Z7 U1 v3 S
Mike Mensforth
1 u4 D- v$ F IMike is the man for everything technical. He is a real computerfreak, who can1 r! G. f$ k( A
break every code and hack into any network. With his self built gadgets he3 O p) U* M: U6 `
makes the burglaries a lot easier for his friends. He also does all the 9 P% \, p& z6 |/ ^
research for Bernard, so he can plan the next heist. In his everyday life, 6 t8 S1 s) o+ g8 a3 ]% G/ B
Bernard tends to overestimate himself, which makes living with him not always( W3 w3 `! ]( b$ p
easy.2 J d8 }. i% t9 D0 L0 _( b" G
: G8 G0 Q8 t9 ]
Special Agent Jack Stern8 q% @# C( s2 f" i* A2 ^8 P3 P- p) J
Jack is a brilliant, but unconventional US-agent, who doesn't give much about
+ }6 [) t6 h, C1 n6 x8 g6 Srules and command chains. A wolf in sheeps clothing, who solely focuses on his7 Y% t% t+ i$ c k# j# L! z
two fisted investigations.
% z3 n5 u7 V7 S* b: Z2 i* s, n& \" q( @His boss hates him for that, but his success of his methods concedes a point 0 W3 d ]! N; p8 K/ L
to him and his boss. 2 z) x; h9 N8 ~# b
Jack gets sent to London to investigate a strange death. * |* [8 \7 i' Z( i; K& o1 w
& \0 |8 V2 I ~" r7 g* A. }+ _- k* ~1 T" d4 [
___________________
7 H, k+ [7 `8 ^/ K
$ L3 `* R8 M5 S& D6 Z$ \- N[CTRL] 2. Controls
- [: y# w7 e4 b___________________
9 P! |) S: N9 j
2 i! r& m+ S1 pYou mainly control the game with your mouse. If you are hovering over a hot / O4 y$ w1 W1 }* G; y
spot with which you can interact, the cursor will change. 5 j, s e* [9 G. C2 j
To help you find these hotspots, you can press the Space-bar on your keyboard% |+ d! n: R5 U T5 n
and the game will show you everything clickable and possible exits.
9 u8 z* J% B/ z; Q! U$ @$ w$ H9 G2 c* W* [" X3 m/ ]' a' e9 q
In the lower left corner is a small map. Klicking on it, will show you a map8 `+ a. C6 M* l# B$ Z
of your current location (normally the whole city your're in, but later in & [2 C) ~# s; O: g Q
the game it will also show you a more "detailed" environment. , [' `: a0 C! g+ s% ^' O/ I; a
1 Y: u3 x3 j, k) xMoving the mouse slightly above the map, a small arrow will "grow" from the
# L# x- H# j- {. j2 Gcircle, giving you the main menu, where you can load, save, set options, etc.
9 r. G ~& s! uMoving the mouse to the right of the circle, will roll out your inventory.* f/ ~3 W# { U1 u \0 Q3 ]: }4 E
/ B: n& [5 _8 q/ f- F0 D
To use an item from the inventory, just hover over the item, and it will
" p4 L( K$ S& r6 @7 Ashow some options, what you can do to the item (e.g. cell phones will show
# k; L$ m( @2 j+ ?( oyour possible partners to call).* ^: t) f- v+ n* T& }
To use an inventory item *with* another item, just move on the first item,
$ f8 h8 \; q' y" Y' zklick on the "use" icon that pops up, and move the changed mouse cursor to- s* U6 J# o- Q2 s( E9 @
the item on which it should be used on.2 R" q0 [4 Y3 L {
: I( c/ ~2 Z& m1 a7 T
' c z; G' a; W( I" l: S. q. o_______________________$ k- ^" J8 F! [9 r+ S
4 M# l/ ^" R0 |. \! ^8 Q6 T[WALK] 3. Walkthrough:
8 Q4 f$ `0 Q- e1 O0 l_______________________' R }: f( L8 G$ ^; v5 v
. O7 c) q) C% C0 \% h
Before we start: Remember that you can always press the space-bar in the game3 R$ Y& D, i! V. n
and it will show you the important "hotspots", where you can interact with an. X" H' x& ]% y& s0 r1 p9 o" R) h
item or person, or pick something up.
9 G4 J, B) v! CSo if you can't find an object described in this walkthrough, just press space. b' J* V% D( B' H8 \% k3 ?
" Y* z8 ?8 u' c, ]. h- q9 O" n
, A! w' D7 F W6 R[LOND] 3.1 LONDON
$ {( |; f7 Q1 |. }' n& B- T- T------------------6 y+ T! Z, ?& Z& A0 q$ h
5 l6 p* b& K; {; W3.1.01 London, in the loft
! G/ \9 X1 R4 c--------------------------
j, y, E4 Y8 C) ]1 u" O- PAfter the introductory movie, we find ourselves in the loft, controlling + G1 z4 \( m! k5 I: i( r
Cathryn.6 o- } f" L7 L3 |
; x4 x( q! C. a6 qExamine the Newspaper. This way Cathryn learns about the origin of her birthday: }) o) k5 k7 x) [
gift, and the death of congressman James Henston.* a7 }; k6 U9 N1 }+ M5 c4 e3 T
Use the answering machine twice to listen to a message from Cathryns dad and
8 p+ B$ f A$ y0 Z3 zher friend Tom.
# p, c4 V: N) D
9 t: A/ o) J5 I6 L3 L, O9 s5 kGo upstairs and left into Bernard's room. Talk to him, and on your way out,
2 @/ I: w+ A, A. K. G- w7 Jtake the magnifying glass from his desk with you.
# d0 S w* e/ ?5 E; ]- f/ {+ x0 COutside, go to the right, to Mike's room. His door is locked, and he is busy.
, k, b7 b/ S0 p0 g% v7 ~) TSo go to Cathryn's room further to the left.
5 s5 ?$ g) y' a& V' K0 [! Y! u( y6 M
In "your" room, get the compass from the desk, and wait until the guys call
( n/ g; A' z5 C/ t0 C" DCathryn back downstairs.
4 v: z+ v& T9 u" W& o8 }: _
! _+ F9 f& g P( U8 f4 W2 o- I( EThey tell you about their new "job", and Mike asks you to fetch a device from
* `: |* |5 C% v; S9 D$ |his room. So go upstairs, and in Mikes room find the "console like" device on3 R" g+ Y, z8 @: J% Q. J* x9 c+ F& o
the right side of the game screen.
0 y+ S4 V/ }8 D' IBring the device downstairs again.
5 N) W. h8 L& X# g4 ]( D* g. |2 g# h1 v1 I2 y( o
After they finished talking, use the phone, and after talking to Tom, join the8 O0 X2 e1 j. g
others outside.
# e$ G9 _" p; j8 ~) F
3 V P5 A: X0 J, iUse the van's door to drive to...
2 z& C: m: X. D" c8 _
3 L' f( c: l% U; B. Z5 x
# K' R% Q0 c; o/ y; s( b2 Q- ?0 Z
8 U( ?6 q, q b" D9 r/ i5 b$ j' _4 U- P! C. n6 u- j
3.1.02 London, The London Eye' v. R( B2 p5 D: d
----------------------------
5 D$ ]+ H2 a- c) i/ \9 Y( d& @After arriving at the London Eye, Cathryn and the new client board the Eye and0 o) I# H( N0 k* ~2 K" H
you are in control of Mike. # t7 O( h2 r3 A' a* s
Your task is, to match the wheel's frequency with your device.
# v. i8 R5 K9 e# GYou can change the frequency and amplitude of the sine and triangle wave.
/ ^6 j2 H) B8 L' Z: e/ lFirst try to match the frequency of the sine wave, so the wave's highest and ! P: o" q3 o: l* G
lowest points match the wavelength of the upper wave.
$ \: U* [6 \- h+ X; m! S$ @Now adjust the frequency of the triangle wave so the "jittery" part matches as + c/ i5 D; q% d; N
closely as possible to the "jittery" part in the middle. 9 ]. D7 q9 g. J7 d( M' e
Now try to match the amplitude, so both waves match. % w8 _/ E- A5 w Z E9 t
% T$ z. p! t1 zIf you can't figure it out yourself: There is a timer running out in the upper # e4 P+ Z# Y- i% V
right. If the time ran out, you can use this button there to solve the puzzle 2 `( y: r C6 T8 o
for you.+ L0 j8 b7 M! o7 q1 A
2 e7 M' `) H# D+ S3 t0 ^" U5 TYou are asked to find a Winston Churchill portrait.8 b. F. s, {' }, k5 ^& P% p, D
& W( f7 K! n9 X& P7 ~# Z0 T5 w( a5 @
When you return to the ground, use the van again to return to...6 Q0 B1 c+ p* ^5 f n" u
4 o: e& }3 m6 } f9 P, Y
5 A4 L& m* l" K6 ~4 q( j/ A, B4 K6 r
X1 L' C% q$ N
3.1.03 London, the loft (after the deal)
( W4 g! j" m3 s* H---------------------------------------
5 F% Z6 c4 u0 X! r/ F* i; IYou're controlling Cathryn again. Go into Mike's room and talk to him. He asks 4 q+ ^6 n3 l9 z7 h7 {2 ?3 B* b
you to find his USB drive. Klick on the table to the left, and get the USB + d }1 K7 D! H9 n
stick right in the middle (what a lazy bum Mike is).
2 P( O# A1 B) u, u8 mTalk to him again, to give the stick to him.
2 e/ @1 U p5 Q. ?2 p& LYou're now using Mikes computer, to find out more about the Winston Churchill . X# e4 x1 Q* a9 I& C7 |3 E9 y% v; y
picture. " A) g( I4 q t h% t: T" K
So start the "IceBear" Browser and search for "Winston Churchill". Follow the
3 Y) x8 M* f: X: b; ], M- Jfirst link and klick the art database link at the end of the article to find
8 y4 o3 e* T/ Q' i! J2 Oan image of the portrait. The image is automatically transferred to the USB 3 g; P* F3 ]! W5 G1 {
drive and you need to exit the PC in the lower left. 4 v. c0 w; h% ?: P$ Q, E3 r
1 w: l9 U- K: n$ f
Leave the loft and try to use the van. Cathryn decides to go on foot to...
8 {& d- M% `, V( \% I
7 `1 t4 [. Q& q/ Z+ H
; X: Z2 e8 d" [4 {: X
# O" f7 N" d9 ]) G" Z4 V+ A* ~
( [7 N: O H# n; S( H8 v3.1.04 London, McBride's atelier2 h$ f5 X8 D* P$ Q1 x
-------------------------; l2 z$ s1 G7 V3 V: h# \
Talk to McBride and use the USB stick with the projector. Talk to McBride again
: i" \# m2 g; }5 q( z) g, Yand return to the loft. % {! T% t+ g! G3 L. S
After a short cut scene you are now in...
' B( z* [" C" N ]' n$ P9 @7 i; R4 w7 d9 P
' M7 a/ c1 q, O0 x% J# ]% k7 c
0 D- Q/ ]# M C, Q, b( S8 ^% e# d8 [0 {
3.1.05 America, Jack Stern's office0 d. C1 X, o+ T: G4 v. o- c
----------------------------------
4 O# \& H3 K/ d: KYou are now controlling Jack Stern, and are asked to investigate the death of 9 f6 R- C- r0 ? t- N. D
Henston. Examine Jack's desk and pick up his police badge. 4 I1 P. X# @6 ?" F* c- a
Use the computer and open the ThunderBolt e-mail program. You will recieve a . o) j/ T8 |5 |2 A4 z- x
mail with a phone number. Open your inventory and use your cellphone to call 4 k% ~) P2 o, v+ K" `1 z7 p: @+ l
Bellicoe. After the call, check your e-mail again, to get the password for a . @5 h4 N; p* \% i# x
van waiting for your arrival in London.
' h( P. {! g( M, X( B! SWhile on the PC, use the browser to do some research. Look for "James Henston"
# a1 p. E1 f" }$ Y1 a9 Xand also follow the link to the "Rhodes" foundation.& @$ ~: _3 @ g; ]' T
Use your cellphone again to call the airport. After the call, check your mail
5 m c' d4 ^% c: `7 t1 ?again to print out your ticket. Get the ticket from the printer and leave the
7 m o( s/ }( S9 Zoffice to...
% a3 Y- i5 `& k" G4 h2 i
. s' w9 J5 c! R: v' b
3 S* H5 b7 w A+ z: n6 s
2 X) s" T9 [/ H/ @" t2 i' d# H, R0 V: Z
3.1.06 London, airport (with Jack)
4 i: ^4 V0 C, k---------------------------------
" E4 \) l- G5 Y; U4 ]Go to the desk in the foreground and ask for the key. Use the elevator to the
+ x+ T: P0 N+ @3 D! K. w( }1 Oleft to get to your van. Use the key from your inventory with the van to get
" w# G r" P5 }( q8 F+ [to...
# n1 E8 j/ T8 ~: Z3 ]
6 `5 m/ y; i7 X2 C5 c) m$ N ]# H0 R
3 l9 M' |: ]' Q5 B/ j
' H5 i/ O/ t3 c6 ]% }1 X2 Z3.1.07 London, foreign office, ]; u F4 Y$ U
----------------------------# u2 b( O' B) i
Meet Bellicoe and talk to him. Then enter the office. Look around and take the 9 P6 H3 V" j2 R# \4 _' J: |, Q8 Q
calendar from the desk, and (if you didn't already) look at the painting 1 a1 Q" J9 c& n" s, _; e
behind the desk. It shows Cecil Rhodes. Now open up the inventory and examine " C2 B+ Y2 D8 o1 A& k9 l" J% w
the calendar a bit closer. You will find clues about "Nancy Jenkins", "Laureen ) L& r4 p4 n( u: z; L2 @5 @4 |
Myers" and a company called "ArtTrans".
/ M/ L: u' O9 q" W4 @3 `0 u1 yGo back to your van, and use the internet to find out more about these persons
& l' N; {1 V. i6 h2 F! h5 ]% E% Oand the company, especcially phone numbers.
' b. `* B& S* n1 z0 cUse your phone to call Nancy, then Laureen and then ArtTrans. You will learn,
) u- B3 y' X/ b! s- D- G7 p! Mthat the company returned the picture of Cecil Rhodes, and Jack will remember " a( y6 P0 A4 Y& n( Z
something about the "G8" summit, so search for "G8" on the van's internet. 1 f1 C" X3 j9 v8 @- X
Go to the front of the van to drive off.
1 o* x0 w& m* ?; R rYou return to...' j2 ]2 W2 [9 x& M. [
& E& i0 x' ]$ i
, l8 D% C, Q4 m
! Q, T$ p1 \+ }, d) V, @
& q2 |/ F( c( Y3 g% z: ~5 [3.1.08 London, the London Modern Museum+ D* B' u2 B2 ~0 M! i( _5 M
--------------------------------------( ~' ^1 n: s% F z0 y1 ?! N
You are now controlling Bernard. He and Cathryn enter the museum, to scout the % g3 O' {( n/ E6 w4 y( g
security systems. Let Bernard go to the left to examine the fingerprint sensor
j, @1 U+ F; lnext to the door. Get the brochure from the desk, which contains a map of the
. f5 p, G. J' dmuseum.
# V) T4 X! U; w5 v/ U, F$ }Use the brochure with the two cameras in this room, to map their location. Go
3 ?/ C# n" D5 n, V0 Vto the back stairs into the cellar and also use the brochure on both cameras
' l8 [3 D3 W- ^2 _5 O& e9 [(the one in the front and the other one only visible as a red light in the
; l" }. t4 r2 Wdarkness of the background).
. r; @9 N8 U8 a! C( Q4 U! JReturn upstairs, and go to the right into the room where Cathryn is with the 8 c/ {# }1 J$ n" K$ P$ j
guard. They will leave the room, so you can map the final four cameras in each
* n t" m1 n s W) i4 R _corner.3 U4 a1 e& [: y8 k' z& R0 D
After this is done, you change to Mike. You need to help Mike hacking into a
$ X# T" }/ b$ ^& I# ~6 a8 [network. Klick on the Notebook and on the hacking tool on the desktop.6 y" n2 r1 C8 j$ m9 E7 I+ f
You need to find a route, that has a latency of 24 or less.
* x( K( `5 j$ z/ L, rTo do this, follow this path:. g0 i, E( f8 T* h6 G/ [
You start at the bottom, and go up (Latency +1)
7 c& H. M: h1 j! i# {6 {Go up right (Latency +2)
" S. J2 I' x$ q( e5 |( LGo right (Latency +7)
7 Z9 c# d, O3 N7 B3 cGo down right (Latency +1)
9 a! H) s8 W% ^+ z5 n4 |! F! o( eUp right (Latency +2)" F/ [3 Q4 R" B, d) B% H
Up (Latency +1)
a/ p/ s; M2 \, ~Left (Latency +2)6 Y3 l8 h. a: {
Up left (Latency +1)
6 v" G5 ], I$ J, \" ~5 A& DLeft (Latecny +2)/ R1 v# ^; q# j/ o0 x0 f
Up right (Latency +1)0 W5 V7 q$ d# h# h2 i
Up (Latency +2)
8 N8 V# Q1 W) \7 S T2 `7 `3 P4 pLeft (Latency +1) and finally/ A7 Z+ i& ]' g
Up left.
. w' h& V& q6 S8 {2 u, {# L0 a1 R# {; e( q
Again, if you don't know how to solve it, wait until the timer in the upper + f# [* b9 K) w, o; u6 t$ ]
right runs out, and you will get a solve button. 0 B& B6 l3 L) f, ?. t4 x
+ `5 B7 L& I9 M+ a* x. P$ p, K
The game returns you into the Museum in control of Cathryn, who should go to ! T: h0 D4 l0 ?) J
the room with the portrait and talk to the guard. ) Q4 L9 a' b5 z: r
Go outside and go to...7 F+ @" f7 H7 I
- i$ g" Y. e7 X. S! z+ V
! D4 R, ^2 J/ {7 g7 A! J8 I
' b8 X1 S; X: @. g' u# {4 U, [/ _. V% c3 Y/ N9 _
3.1.09 London, the pub
% g+ d3 a S2 d4 a& ~' E+ _---------------------* x5 F$ P5 w; x5 O7 U& b* i7 R
Talk a bit to the bartender and you will get a beer to accompany the museum
! V% {! o7 b; H* o/ `" [guard. After talking to him a bit, he will go to the toilet.
3 v, W7 t: S6 j( w$ aAfter he's gone, pick up *your* glass, and exchange it with the guards glass.
: M" s! c6 F: G) `# S; ~Klick the in-game map in the lower left and choose the loft to return to...' [! |& T& y2 K
) Q+ }6 A0 d3 O6 ~* c$ m: T) F( T; Z
. _' n% G' N* E% m; F
3 c/ m2 k- _/ W) d8 j3.1.10 London, the loft (after the London Museum inspection)! c+ {4 |8 \3 `) J
------------------------------------------------------------: t9 M! ^! B% Q" U
Use the magnifying glass on the museum's blueprints. On the plan there are two
: s7 t' L) t! q7 ]# \' A: Ztubes leading from the river Thames up to a small room. On the right side of
) m+ `3 h1 \5 R, z* \- ^4 Kthis room is a door, that separates a corridor to the museum from the flooded + @' C5 F- `2 E+ M& c% Y
room. Center the door in the magnifying glass and klick it.
* N, q) S% m4 [2 \" |/ N0 G8 ~You decide to examine this door, so head out the loft and down to the pier.
2 q/ G3 V0 _" Q5 _ K2 I. lYou will arrive at a jetty in...1 P* M4 p! l0 [& u$ i
7 g3 p% T- D) O- t' j- R9 M0 n" j+ m- c4 w; T( L
! @4 M; ?7 T2 s" B) G' T; F* Q% ?# c3 g# c
3.1.11 London, at the Thames beneath the Museum0 K+ y! i5 }$ i. O& c! W2 N+ L# Z
-----------------------------------------------% Y5 w. [- Z: l7 l( t
Cathryn will dive into the Thames. Swim to the right opening and examine the
* O5 j; W: }' h5 O5 e3 K' z' Dgrating. Use the grate to tie a rope to it and to pull the grating away with ' E% u0 \* S5 U
the boat.
. |% a& E/ t+ W" `. {Enter the tunnel to the museum, and go to the door. The door has a lock on the
' {2 a7 U4 D3 k0 V) E1 p7 Oright side. Examine it. The writing is too small, so use the magnifying glass 1 b& p* h4 }, d6 k; |7 @+ n- j$ q
with it.
. X: C1 R* O o4 E- v( Z6 s1 DMeanwhile Jack Stern will appear and after a cutscene you're in control of him
( ?% D3 W9 f9 _' v( x! ?8 Gand head to...8 M! P$ k- x9 s
2 ?0 d5 v w" N* t1 b3 f0 g! U
2 G+ g) n: Z1 q# o( h) I4 _
9 J2 K% p' z% d! @
& T5 ` Q% d. \9 A3.1.12 London, at the London Modern (Jack Stern)! F+ ~" ^4 E+ b% b; {
------------------------------------------------- }, ?! d3 h, P* I! X, B' x3 F$ x; k6 ^
In the museum talk to the guard about ArtTrans. Leave the Museum to visit the
) ^+ C& E1 m% T& }pub. Talk to the bartender and look at the newspaper on the bar. Talk to the ( P8 s( \2 X5 ]5 ^
bartender again to learn about London's CCTV system.
9 p) Y# A- m3 ?, I/ v- cJack wants to call his boss to ask him about it.
- Q: Z3 b0 q+ {2 c$ `After another cut scene you are in...
* |$ m8 e; a" y( W! p% d3 ]9 e( U$ V3 X
2 M: v/ a$ i: g1 [; |$ G% \* \3 k+ q! v0 p P; W X" I
& L2 n; [" [* D$ d( I8 M+ y3 @
3.1.13 London, the loft after the inspecting the Thames entrance
! M/ L. Y' L4 y* H----------------------------------------------------------------- P+ }+ K0 w8 h0 T& O
You are in control of Mike, who tries to create a duplicate fingerprint. Go up
) r7 a9 u3 @$ ^; _/ Fto Mike's room and klick the table to the right of the computer.
* |1 A, f5 J" fTake the silvernitrate and use it on the glass. Turn on the UV lamp and get the
3 C0 ^* I9 f" c& g/ x+ Vfingerprint. Go back to the sink in Mike's room and take the rubber gloves. Use
f: r) A( M8 V4 Q% f( ] ^the fingerprint on the gloves to create a fake fingerprint. / v, Z9 V O$ O& d, q. ~' e. {! P/ j" e
Go downstairs and talk to Cathryn. 4 `- j! w5 ^0 a, O0 ^* b
Before discussing the plan, go upstairs into Cathryn's room and get the
" G5 }" e+ ^2 n' f# H& S9 C' Yflashlight from the desk. Go back downstairs and use the projection screen to , b; _- T) A3 I; _; Q6 v/ A
start a cut scene.
$ @8 x8 t# v/ f% h0 ?After that, go outside to the...7 Z& x$ y p" Y2 n1 Z
- ]- C1 @- q8 F4 |! p- Y! s$ K0 X F: C6 l" x8 n9 Q
" U; `+ T- N4 W, ]9 G( ^5 l; h% u( ]# l% [5 t
3.1.14 London, atelier of McBride after planning the heist
) H7 }/ e1 Z1 t----------------------------------------------------------" g: n* V, R( |* ?8 P
Talk to Robert and get the copy of the portrait. Return to the loft and at the $ P- q( m# ~6 Z2 _) [
pier, talk to Bernard. 1 i+ r$ S/ s3 F; p
OK, time to do this. You are automatically brought to...
9 U, S* E% G* [" T( w: l1 T6 N! J$ E4 n2 C2 r* S) C2 f
1 ]) o. }, F4 Y) c( ~0 s+ u
X5 | A/ T3 x( Z. R7 S6 u/ o, n( a4 `+ `
3.1.15 London, cellar of the London Modern Museum+ z3 V' p' T9 j0 w% T
-------------------------------------------------3 G- r3 ]) E$ i* _1 I$ y
Cathryn uses her cellphone to call the museum guard. Use the bumpkey from your
( [1 M& F+ ~% Y" p6 F3 uinventory to open the door. The control switches to Bernard. Use the fake * K6 Z1 X# ]) [, \& n
fingerprint on the fingerprint reader. In the control room there is a cupboard
6 l5 K) V0 v( U' D+ X9 mwith surveillance equipment. Pull the cable from the cupboard to disable the 3 E! C h- I6 v$ |% h
cameras. Cathryn now needs to go to the room with the portrait and exchange
! i* x* Q, ?% r. n# I+ i) w! |$ Kthe pictures. On the way out, the alarm goes off.
1 l) Q& J( D* ]% dJack Stern is in front of the Museum, talks to the guard, gets mistaken for
4 r; G7 y) J; n* b9 I* i+ U% ithe thief and arrested. After this cutscene you are back in...
4 _- a+ W/ |6 D5 W$ M/ q. z! n6 t5 x1 e& Y& h
% d* F; D9 w5 v
( Z! X/ j. C% q5 |/ w5 q9 e
( _, O& P" b/ A3 j. @3.1.16 London, the loft after robbing the London Modern Museum5 n# O2 Z" n1 V" U K' N* g
--------------------------------------------------------------& Z. @" H1 {& }* A/ W d, J
Use the Map to get Cathryn to the London Eye. You will get a new job to get a
X3 @- h; t1 j' @- C0 m0 Y+ n: L1 eportrait of Washington from the Museum in Paris.
. }/ U3 C; L3 I! AGet back to the loft and use Mikes computer to research "Washington" (this will 7 ]. F1 ^6 _8 f$ f. J
copy the image to the USB drive again), and also look for "Museum Paris".
4 V x. N( e/ BGo to Robert's atelier again with the lower left map. Talkt to him again and ' W+ ^3 M/ j, ?) X$ p# ]
connect the USB drive to the projector again. $ Y; b% |/ _/ k! f2 ?4 P8 ^
Return to the loft, talk to Mike go back down and use the telephone to call + L8 C7 f/ N# @& l3 x
Tom. After a cut scene the game returns to...+ S# C. V0 K9 ?' z
/ k& o2 I8 B. c) D4 b/ ?
7 g) \1 K* t: B- W9 I8 ]+ ^
2 H1 a; `* L$ g8 ]: f3 @4 w
: a# l# ?% B0 b$ u2 s3.1.17 London, Jack is back at the London Modern Museum
4 y9 e7 l+ U( `4 b# S; ?-------------------------------------------------------
& n! G8 y% ?' Q! O/ u" PUse Jack's cellphone to call your boss. He promises to send some CCTV screens 7 U& u6 |7 {, t8 W0 h
to your email address. Check your mail to find them. It's a photo with a
3 j! X- s6 b# Llicense plate. Call your boss again, to ask for permission to use the license + H8 }# R* f* s
plate identification program. Check your mail again for the granted permission
/ @* p9 J2 H- i: P) G0 V4 k* Mand launch the application. ' x6 n v# ]! {& X! a* e
Look for letters and numbers that can be easily modified to look like another
: J/ k' Q& @3 A# Y7 a# yletter. For example, masking the two upper bars of the letter E with yellow
% f$ M* ]6 `! ]) O5 Qtape would make the E look like the letter L.' e R# Y' C, y- e( s# H8 o
If you can't figure it out, wait until the timer allows you to solve it for you
" \6 F% `) z% i2 C6 D9 Lor use the license plate EPO8 PXW.
, K7 k- d9 a# s* ?: f& eThis will allow Jack to go to the address of...0 ~1 F; u: G; t1 R) \" S0 E4 U% B' V
# ^7 H" R2 r( Z! ?+ d
$ f' b+ h5 Z3 P+ q# p
; v. p5 ^4 l A6 |% M+ B) l& p
3.1.18 London, the loft after Jack found the address$ d0 o) b! _# v% S6 w
----------------------------------------------------) ^0 p! A6 }% f3 a E
Using the police badge in your inventory will produce a bumpkey. Open the loft
# o! q2 ]8 r6 V* r; Bfrontdoor with the bumpkey to enter the loft.
- W2 _0 L0 u" {; B0 x mGo upstairs and examine all rooms. In Mikes room, Jack will find a business 6 m3 w8 G d$ r) [ S
card sticking on the computer monitor. Examine the left table (where you let k" U% b7 i/ j! _- z6 i$ A' a! R
Cathryn find the USB drive earlier) to find some traveling documents.. D2 k! F7 B" ^. e1 k
Return to the van and use the computer's internet to find out more about the
. C* w1 _0 g) d0 g# g: P"Megabase" company.9 U6 x& w! p. F! k1 v' K/ q
Call the company to find out Mike's cellphone number. Try to call Mike, but ) v9 F! ]% b1 Y. O/ L+ v W$ L: T
he's not available at this moment. So call your boss instead, to find out the
0 _& `1 |. S! R2 x4 ? ]) b( hposition of Mike's cellphone. Use your email to find out, that Mike is 3 F3 V' `5 ` w/ }1 c
in...3 v# R' ~" _3 V* ?
: v' p1 w$ h9 ]
/ {# H0 q1 M6 }, I! J
/ ^& \- Q% j: j* p8 g4 L( v[PARS] 3.2 PARIS
$ W! K- T* a: a3 T$ ^! } p----------------. m. x6 \; a* j) x. Y M
: t" k- M1 O: `. z2 c" s
3.2.01 Paris, at the Musée de Paris
' k0 i* z4 ^9 D- G* U# ^-----------------------------------) j4 G* Y& } H: h) s& c# p
Examine the stand with museum brochures. However this time, you don't map the - C& L% i- v, K/ [1 @) x
surveillance cameras. You clock them with a stopwatch in your inventory. t' {4 T2 d: D/ }6 D! H
So use the stopwatch on the three cameras in the first room. Go right into the
3 w o3 [4 f! J/ [cellar of the museum to find another two cameras. Back upstairs, go into the
+ g6 k1 m( n Z3 u9 V8 b+ k7 [background and to the right into the room with the Washington portrait and the 1 T; w) m- e- P0 {: o& ?, m( H
last surveillance camera. Examine the portrait and go back. Go further back + k/ M! L8 F% E. O1 x" B/ k2 x* z
into the museum, and the game switches to Bernard, front of the museum.
3 p4 Y9 {* i$ Q7 B
; t% n f3 M, `# p; ^- TTalk to the museum guard in the window on the upper left side of the museum. : R& Q- y9 G+ N! V2 V5 S [2 x
You will find out some interesting information about the museum's security 0 }+ L( h, {% q+ Q$ s0 @
system. The game switches back to Cathryn./ B: |! I; g9 F2 X: k
0 z3 Z6 O4 G5 w ?$ p" G; H6 A
Cathryn goes further into the museum and talks to the guard and finds out some 7 \7 m3 n, p- Z2 H
information about the catacombs. Leave the museum and go into the van. Use the
Q8 b* `% g! A! j" M) U/ D1 zlaptop to search for "catacombs". This will lead you to...
* |" G, C* Z* \& m( L9 M' r3 @: n# ?
1 x$ S/ o4 M7 m2 x& s
, v, }- i4 Q2 r3 c, L6 o& Y& o+ Q3 @8 V) H q% e" k6 ^
0 a6 e4 L3 ~& M( f
3.2.02 Paris, in front of the catacombs5 x( Y1 Q. S+ S% q. A
---------------------------------------5 ]4 Y! m) G! O3 Z6 j% J7 \1 c
Go to the small ticket booth and enter the catacombs. You will come to a room - [3 F3 @% \' Q T6 l$ }
with a gate in the background. Looking inside, Cathryn finds it to dark to see, ; G' b: U5 t2 L" J( B
so turn on the flashlight in your inventory, and you will discover a grafitti
! G& h% r9 | Gon the tunnel wall. The grafitti hints you towards a club in Paris, however the
$ r) R5 ?4 i2 c) h& C. ugame first switches to Jack who just arrived in...% i1 t) W5 D+ O- `, L. `! U
' y8 h* J, y1 [" t w7 J2 S0 n4 h
0 |2 V2 H: g" Y( ~+ I7 i$ `; h( q H7 [3 g! g+ X: H1 ~, b/ {, G
5 v# d* h. Y" }9 w$ X! i
3.2.03 Paris, in front of the Musée de Paris in Jack's van# F( K6 i! v3 D- @1 g4 b; h7 L. I8 S
----------------------------------------------------------; `6 B; S+ n' A0 d
Call your boss to get an updated location of Mike's cellphone.
" A# P' k; |( ]' jThe game changes back to the group who just arrived in...% w0 u; U0 z( h( D- @
! O6 l4 W: c: {! H, z9 [
0 [/ N# F. t- B; l
: J; d. S2 u& H6 j% x: R4 {4 y4 k6 X& x# ^) H5 L
3.2.04 Paris, in front of the "Club Électronique"3 |7 v# d5 r& z# k, |& @# @2 C
-------------------------------------------------* C$ R! b% ^9 ^3 B( V/ ?# L
Try to talk to the bouncer in front of the club. Try again to bribe him. After
" _/ Z2 h( C0 [7 Ftwo unsuccessful attempts, go to talk to Cathryn. With a trick, you go back to * A* ~1 o1 U! Y6 @. `
the bouncer, who suddenly has important business to do, and you can enter the 9 L3 f; Z5 l6 b" q3 ]8 @
club. Inside talk with Francois. After a long conversation about Francois
% I8 P1 h' E! M9 {1 o5 V" ?difficult youth in Surinawa, he shows you the map to the catacombs. Use Mike's
7 e% u, T$ `( c4 P* a8 |0 h( Zcellphone (running ScummVM by the way, if you examine it) to snap a photo of
5 v, D$ E6 g' |$ f9 kthe catacomb map.
; }) L5 X6 N5 k5 R3 bLeave the club to go back to the catacombs. Before you try being Indiana Jones,
6 `* e, r( ^. }* h5 _0 k c1 gthe game lets Jack arrive at the club, too. Ask the bounce about Mike, and the ( G& n" x' Q8 f) B, J( p+ d9 m) X7 P4 t
game cuts back to the group with Cathryn back in...
: R7 \2 [3 v- C
0 H$ m7 P- W. L' A$ h3 W
( N7 B, d( i& T& {5 e" E) J# J8 |# N* I+ L7 B
/ v% I2 C+ G: f3.2.05 Paris, inside the catacombs! a! V3 z. E, M
----------------------------------0 T Q' a7 y `# A5 F- ?
Let Cathryn use the map of the catacombs with the brochure map, and you can now
E& j, C* Y$ a3 q; W. J# C' fenter the catacombs behind the gate.
! ?# y3 A9 O5 q% C$ AAs soon as you see Cathryn in a "sort of top down" view, you can click on the
7 k- ?% @ [# A* j1 }- @map icon in the lower left, and you will get a "detailed" map view of the + H$ g0 H3 C8 g% K+ }7 F
catacombs.
1 ^4 M8 e6 D: h; |; F! P/ ^; D, Z6 b: {3 v9 a
You also get a compass in the lower right. If you click and drag the - U( }, V1 J) b- A* @0 j% N0 f9 r# \
rim of the compass, you can always turn the "North" of the compass to the
8 T" |% w) m& u1 ], ?: Xneedle if you have difficulties in which direction you should go now.
$ f: l4 |; g3 j3 Q. S; E) s- X! q4 u" j/ b
Beware, that the camera angle will always shift, and "north" is not always up . P8 [$ f2 T# ^- o/ O4 x
on the game screen!
: X0 L; i$ {8 S0 W' nKeeping these two things in mind (shifting camera angle and turnable compass), . \! t1 m4 _1 z; o0 ?& g8 F* P
try to find the storage room with these instructions:8 U& e; L# z. `" h- g7 I
6 X0 Y( A, G/ H$ Y; \" w4 L2 N
Go north twice.
, c( u; N$ u# W0 m+ j+ ~You will arrive at a room with a wagon wheel.
2 b1 Q6 Q3 I9 u6 q& t# |Go east
& i' W! T6 Q5 g3 y6 ^ t0 i- fGo north.
5 M7 I) Z! e3 L( x4 r7 p: ^5 bGo east
2 F0 I( ], |% ~ XGo north.
' b3 T8 P X5 c/ U7 r' FGo west. & G0 U5 F3 |4 S3 x
You will arrive at ...
7 ]; C/ t4 L: f n; M0 L6 N% @, v `. k' o: y/ A
/ }. o2 M, \7 ?0 f( d
4 C: ~( u" Z4 G# M, D5 j3 S9 I
3.2.06 Paris, the catacombs in the storage room
! |/ a1 u8 r6 f2 W-----------------------------------------------# f% b$ }* ] u
In this room turn on the flashlight and find the switch on the right side of " W1 s2 f" m/ K$ [
the screen. You have found an old ammunition depot, that Francois warned you
! x# g. j" B9 ^- C! fabout. 3 \$ T- |+ f6 |) c. x
Klick on the map in the lower left, and klick on the open door symbol on the
8 i9 ]2 `% t a* Z# D+ rbottom of the map to return again to the 8 W5 u9 T+ e4 C" ]4 z8 V
' v: E* m' b+ e3 l" f. I" `2 R, t1 R+ t
" q" v3 G6 L0 s' j$ E* W
" C9 ?" j# p' S# \3.2.07 Paris, catacombs entrance (finding the Museum) " J0 R2 j3 l9 D7 u
----------------------------------------------------0 |' [, i$ D/ B; u
Keeping the hints from before in mind (turning the compass, and that the
! D& w. H d* v$ ]$ ucamera angle shifts on every screen), follow the following directions:2 s/ V/ Q6 |0 a& \
6 ]9 M/ y$ b4 @4 f3 p: j3 j7 {Go north twice5 w& T4 ~9 v( K
Again you are at the room with the wagon wheel.
' j- M7 D3 v8 Q1 Z6 f3 P9 {Go west this time.
5 Y+ T& W. n$ b) X) x1 ?! G, SGo north three times, until you can't go north any further.
# J3 O( ^3 f" C; Z H9 v& TGo west again.
7 r9 X( R: M! c. ?Go north
4 R* `; T( E; o$ s% RGo west, and you should arrive at a wall to the museum.
' |" h/ }. G5 i1 j j, E
9 U0 b' D/ a; H5 Q. FAfter you discovered both rooms, Cathryn will go back outside, and you need to
# u8 l1 T6 S5 x* d( Yuse the van.
5 X$ Z2 d. Q: _9 Q" c# b3 h# J( ]8 M# C _! S9 T3 J# I
A few days later, you will find yourself back in...3 Q0 S" P5 j* E4 j' E
8 ^ C: W. I f2 C
- J3 ?& n3 O! I" D
5 a6 C% Q# j0 P1 D
) H, |% a9 M- ~, {3.2.08 Paris, in front of the Museum, before the heist! O- q' y1 |! J( D2 T0 ?
------------------------------------------------------
7 N0 g5 J" R8 q7 dBernard informs you, that someone probably was in the loft while they were
; N3 V; m" e7 a0 t7 [, N% Raway. But nevertheless, Cathryn ends up at the Museum wall in the catacombs. 6 Y, ~7 m3 O# `7 z1 s
Turn on the flashlight and find suitable places to put an explosive. 8 }3 f. I& Q; B& e" W
Press the space bar to find the "hotspots" on the wall. Klick on them, and * ~6 t/ ~) z9 K$ H+ F( T+ |2 k
Cathryn will either tell you the spot is unsuitable, or that it's a good spot.
2 q1 l$ @. C# X* ?7 m( qAfter you found three spots, the game will change to Bernard, who is in...
% b# F. Q n) Y8 H
- W% p# Z8 M/ _! t! \+ c( E
( m, P0 E5 Q+ ?0 N0 }" H8 I: s! w& N- P* D
* x7 [: \1 Z- e6 a' I! ~
3.2.09 Paris, in the storage room preparing the explosives
! K5 o3 }( G9 j& [) w----------------------------------------------------------
O. [, M3 ?( i# h9 [2 m6 O& [7 M6 DFind a few pipes in the storage room and a crowbar on the workbench. Open the 1 w9 n5 B _7 r$ O) `
crate with grenades on the left. Bernard will automatically take some.
1 n p: v5 x6 }4 G! p9 E9 mPut the grenade into the bench vise, and use the wrench from your inventory on 2 z1 Q# K* w9 o& Q: U
the grenade in the vise. Use the opened grenade with the pipes in your
# A- A( }( v7 ^# ginventory./ G+ o. J4 K1 X) d1 M
Meanwhile Cathryn can drill the holes on the places you found earlier. To do
! L$ S3 c& S/ Q2 ?! bthis, use the drill from your inventory. After a cutscene Cathryn is now in...
& |. M- l T4 F# t7 n6 S
7 |2 K; k) y$ a8 J% K5 v5 ^9 m) g% F* e# ~+ C4 v/ f
! h; l& N, s3 ^5 G/ z: w, ?3 Y" ^( |3 G: i. A) }
3.2.10 Paris, inside the Museum cellar
' v. m, ^& G4 R7 T--------------------------------------
& B3 x, n' E/ R9 q: pGo into the room with the Washington portrait. Mike now has to reconfigure the
( O ]% X; k$ o( d1 Claser barriers with his laptop. So launch the laser barrier configuration tool ; [9 v( n( T( T- \6 I8 I7 ]. _
on his laptop and try to find the correct setting, so the beams will flash in
2 R9 o& @' D; ~' {a straight line, instead of diagonally.
0 X8 j+ g- {2 w& V) |/ z. b7 n' nAlso the program won't allow "unsafe" combinations. This means, on each side,
0 d1 h7 ~+ V0 o8 H3 Zthere has to be at least one letter from A to D at least once! _2 {$ P4 V& q* A6 w" P [8 b* e
" N, C# g9 t4 j* }% b- VPatching C to C, D to D and A to B and vice versa should do the trick. You'll! x2 a/ v. T m# L4 y
have to use at least one combination twice. It's up to you, but remember that
2 n6 u0 ?* T3 P4 w. h. C- von each side, *all* letters from A to D have to be present *at least* once.+ m" |6 h) {- Q/ d/ l8 C
+ D8 o5 N0 b3 u/ H' [
If you can't figure it out on yourself, wait until the timer in the upper right ) p6 u8 P! `8 V
runs out again, and let this button solve it for you.
9 R6 {; P/ [* p- V# W+ `( P M/ p% W" bIf you got it right, the game turns to Bernard, who should walk under the 0 y9 d! a- M6 w( R$ w B
window, where you talked with the guard earlier and light the firecracker with , r( @0 @: h2 a* t2 \9 ]/ N8 A% \
the lighter from your inventory. ) ~6 U9 |* X9 `: m! Z: K) `) A
Cathryn then has to exchange the paintings and flee from the catacombs., V; T: ?& Z X
The team then returns to...4 w/ S9 S* x9 L% ^ I. h
/ A5 A# ^4 Z5 R1 s
* \! U: E$ G( ^8 Y* v5 b, G8 W K" v8 t! @% ] R. N1 J% m
/ N4 c% W- P0 ?8 f2 p0 j3.2.11 London, the loft after the Paris heist
1 b R4 q3 ^6 h# B9 _8 Y---------------------------------------------
& W/ ^* i/ l4 b8 `/ ^: sThe three discover that the loft was indeed searched, and that Bernard has gone
2 D$ t, S6 P0 p6 A0 ?; Dmissing. Go downstairs and call him from the telephone. Talk to Mike, and after
+ x- u$ z8 S9 La phonecall from Cathryns father, you leave the loft and use the van to get to # H. m7 ~/ Q" c* B* M7 i
the London Eye. The game returns you to...
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! E' o9 C2 _5 T) w L1 m' `$ O3.2.12 Paris, in the Musée de Paris with Jack after the heist
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After having read the newspaper, you drive to the museum. Enter it, and talk to6 H; E: w' a W( j% v( ~
the guard. Get back in the van and call your boss. Your boss is not pleased by / h" R) W$ O5 l5 D4 ]8 O0 K. k
your performance at all, but allows you 24 hours to find a connection to the
/ t% [0 e8 B- X6 [0 {; Qcase. Call Bellicoe, and head to London yourself.
# j+ a, Z( m5 OAfter a cutscene where the exchange goes wrong, you finally find yourself in...
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$ H, y9 N* T a. [# t3.2.13 London, at Robert's ravaged atelier' ^7 D) t9 P+ p' `6 {8 s/ x
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# m6 L4 ?) G/ `7 v1 K4 U/ B$ wSearch Jack to get his car key and use it on Jacks van to get to the airport.
( C7 }& Q1 v+ G7 f* u: h; R! T. G0 VThe team will head to the caribbean, where Dictator Eleni reigns over the # L& ~; q; g, s" G+ Q* x8 m
republic of Surinawa.
& K ^9 w+ i3 H( E1 w3 FCathryn arrives at...4 e: x& [- q" g" G, q3 E/ ?9 b
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0 b) `/ ~4 l/ [5 H: \( T& \$ u[CRBN] 3.3 Surinawa, the Caribbean- ]( n. O2 i) u( n+ F5 I( i: c0 @. N
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" l' `) E3 p+ R' {$ ?3.3.01 Surinawa, the beach
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" k' `% D. `4 I6 S* JCathryn should go to the soldier, and learns, that just being on this island is 8 o0 v ^2 U( q) M+ H- I9 j
asking for trouble. So go to the right into the village, and on the crossing go
0 Q4 e# d3 G: V8 N3 Hleft to the gates of a mansion. Since you can't go any further here either, go / A0 `0 Q% Y6 @- R7 U
back to the crossing. Call Mike and give him a status update. , G5 o7 [2 y8 `5 I7 h4 ]: K* ? q+ ]
Meanwhile time passed, and it is evening. Go back to the beach, and talk to the ( p% t9 [2 p+ K, _- e( Q! {* b5 V
fisherman in the foreground on the right. On the way back into the viallge, you
" B& v8 {3 m! r3 fare being reminded on the curfew laws on this island, and that you will need a , R( p( W- l) P0 f$ k
place to sleep. Get back to the beach and talk to the fisherman again. ; S* U& x6 a+ y) E0 R
Before following him to his home, call Mike on the cellphone again.
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The next morning, go back to the beach, and the soldier will leave his post for
) o2 e+ S# a8 Ja patrol round. While the soldier is away, go to the wrecked car, where the
7 a" O# Z: l. a# O( Vfisherman was, and get a mine.
) O2 Q0 m6 g' b" l. WNext to the guardpost, are some stairs to a guard tower. While the soldier is 7 P3 W9 e7 p* ?6 u: Z4 }( T7 m
away, go to the tower, and place the mine into the puddle of petrol on the left $ m5 Q6 a& r. ^; x& b/ t
side of the left gas pump. 5 w9 F* I+ F9 {5 R$ l
/ u& D( |4 e: F. X- R- Q3 f8 G+ KGo back into the village, and you will meet the gentleman from the evening ' t I& n( @8 E/ C: v4 \5 T
before. He will invite you to...; D1 y( R6 q: C9 U9 `
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* k9 w: K. w+ e; S1 S- V5 @3.3.02 Surinawa, Eleni's mansion
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! q! ?& Y' i' `3 w7 ~In the mansion, Eleni offers you to answer your questions. Go around the room, 6 E- F) R. A( D$ t
and you will eventually find a view with a sofa and a small table in the . G# p2 q$ |! U" ^# \" E
foreground, a spiral stair to the right and a small map in the left background. 3 W; I0 C& M' O2 B( \, V3 d
Notice the small device on the table for later.
) _; m3 Y; o% Y5 x; C$ Q4 J& aAsk Eleni about the spiral stairs, and the map in the background. Then walk ) ]% ]* ~+ |1 |
around the room until you find a curtain to another room. When you try to pull ! Q4 t0 E' @! a4 p" ^: a* q% H
it back, Eleni tells you to eat first.
9 H, S8 J" O6 w# ^6 x% gAfter some eating and a lot of talking, Eleni shows you what is behind this
% N' q6 A6 x! B/ ^curtain. After Eleni leaves you, try to open the steel door on the right. Since
1 R' D& r( o. k3 I& Iit is locked, go back to the viewpoint with the small device on the table and
5 q( N, o1 R( etake it. It can open the steel door, so go back to the art room and open the ; o* R/ ^3 `# {0 x- ]' K6 I2 C2 _, V
door.
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7 K$ i( v" G$ N* _, f( _# @Examine the first door, and you will find Robert and Jack being locked up in : }3 l2 _. V; Z- H# v
there. Look at the control board to the right, and open it. 8 A' d- P3 q7 E+ A6 I- G% k, m. b! g# j+ d
After some explaining during a cutscene go to the map from earlier, and call
$ ^# N& `$ V2 h6 f6 O5 u, e1 `Mike on the cellphone, to guide them through the mine belt. & D* z5 T# c( y* q: p: r+ u7 @2 h
After the team arrives at the beach, deposit the handy at the fuel pump with 0 u* t% E r- o7 l+ {
the mine and return to the Villa. + Q; |8 t" g( n8 b) {' B
8 J( j! q0 ~2 C# M+ CNow sit back and enjoy the show. |