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    FAQ/Walkthrough by KChang

    Updated: 11/12/01 | Search Guide | Bookmark Guide

                               The Sting!
                    Unofficial Strategy Guide and FAQ
                      by Kasey Chang (ksc1@aol.com)
                       released November 12, 2001
    0    Introduction
    0.1   A word from the author
    A quick browse through the gamefaq.com shows that there is no
    full FAQ for "The Sting!" yet. So here's my version.
    This is a FAQ, NOT a manual. You won't learn how to play the game
    with this document, and I'm NOT about to add it to ease the life
    of software pirates.
    This USG only covers the North American PC version since that's
    the only version that I have.
    Some of you may recognize my name as the editor for the XCOM and
    XCOM2: TFTD FAQ's, among others.
    0.2   Terms of Distribution
    This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2001,
    all rights reserved excepted as noted in the disclaimer section.
    This document is available FREE of charge subjected to the
    following conditions:
    1) This notice and author's name must accompany all copies of
    this document: "The Sting! Unofficial Strategy Guide and FAQ" is
    copyrighted (c) 2001 by Kasey K.S. Chang, all rights reserved
    except as noted in the disclaimer."
    2) This document must remain UNMODIFIED in any form or manner
    without prior permission of the author with the following
    exception: if you wish to convert this document to a different
    file format or archive format, with no change to the content,
    then no permission is needed.
    2a) UNMODIFIED means just that: UNMODIFIED. No banners, no HTML
    borders, no cutting up into multiple pages to get you more banner
    hits, and esp. no adding your site name to the "avaiable at" site
    list. (Someone actually did that to one of my FAQs.)
    3) No charge other than "reasonable" compensation should charged
    for its distribution. Free is preferred, of course. Sale of this
    information is prohibited. If you see any one selling this
    FAQ/guide, drop me a line at ksc1@aol.com.
    4) If you used material from this, PLEASE ACKNOWLEDGE the source,
    else it is plagiarism.
    5) The author hereby grants all games-related web sites the right
    to archive and link to this document to share among the game
    fandom, provided that all above restrictions are followed.
    Sidenote: The above conditions are known as a statutory contract.
    If you meet them, then you are entitled to the rights I give you
    in 5), i.e. archive and display this document on your website. If
    you don't follow them, then you did not meet the statutory
    contract conditions, and therefore you have no right to display
    this document. If you do so, then you are infringing upon my
    copyright. This section was added for any websites that don't
    seem to understand this.
    For the gamers: You are under NO obligation to send me ANY
    compensation. This FAQ is dedicated to the victims of the
    terrorist attack of the US East Coast on September 11, 2001. If
    you find this FAQ helpful, go give blood at your local blood
    donation centers or donate to your local Red Cross or equivalent
    charity. And may God (whatever his name) bless you.
    0.3    Distribution
    This USG should be available at http://www.gamefaqs.com, 
    THE game FAQ site of the Internet. It should also be available 
    at other major PC game websites (such as gamesdomain.com, 
    gamespot.com, etc.).
    To webmasters who wish to archive this FAQ on their website,
    please read the terms of distribution in section 0.2. It says
    exactly what it says.
    0.4    Other Notes
    There is no warranty for this unofficial strategy guide. After
    all, it depends on YOU the player.  All I can do is offer some
    PLEASE let me know if there's a confusing or missing remark... If
    you find an question about this game that is not covered in the
    USG, e-mail it to me at ksc1@aol.com.  I'll try to answer it and
    include it in the next update.
    0.5    The Author
    I am just a game player who decided to write my own FAQs when the
    ones I find don't cover what I want to see.  Lots of people like
    what I did, so I kept doing it.
    Previously, I've written Unofficial Strategy Guides (USGs) for
    XCOM, XCOM2:TFTD, Wing Commander, Wing Commander 3, Wing
    Commander 4, Fade to Black, Spycraft, 688(I) Hunter/Killer.
    Mechwarrior 3, MW3 Expansion Pack, Need for Speed: Porsche
    Unleashed, Mechwarrior 4, and a few others.
    You can find some of them on my KC Game Nexus website at
    If you need to write me, send e-mail to ksc1@aol.com. Be warned
    that if you don't include at least the game title in your message
    I would have NO IDEA what you're talking about.
    0.6   Disclaimer/ Copyright Information
    The Sting! (Der Clou 2) is a trademark of JoWood, created by Neo.
    This USG is not endorsed or authorized by either JoWood or Neo.
    The information compiled in this USG has been gathered
    through the author's efforts except where as noted. The members of 
    the The Sting! BBS/web forum provided some assistance (thanks to 
    Martin[neo], Zalon, Madmax, et al.).
    You can visit "The Sting!" web forum at 
    0.7   Spoiler Warning
    The USG contains spoilers about all missions in The Sting. Only
    get enough help to get past the hump, so you don't spoil the
    sense of accomplishment.
    To prevent spoiling the fun completely, the complete walkthru was
    moved to the end of the document. Each chapter will contain only
    hints about specific jobs.
    0.8   The Most Frequently Asked Questions
    Q: Can you send me The Sting?
    A: No.
    Q: Can you send me the manual (or portions thereof)?
    A: No.
    Q: Can you tell me how to play the game?
    A: Read the manual.
    Q: What's the latest version?
    A: For the North American edition, the version that came on the
    CD (V2.0) is the latest. The original European release had
    several patches.
    Q: Where are the cheat codes?
    A: There aren't any. This is a PUZZLE game!
    Q: Where do I go initially?
    A: Ask Bruno, the big guy down in the courtyard.
    Q: How do I recruit more accomplices?
    A: Walk around town a bit between jobs. Look in bars and other
    places. Other times, just walk around a bit. You never know who
    you may run into.
    Q: How do I get new tools?
    A: Try the tool trader, and there are some free tools scattered
    about town. They're well hidden though.
    Q: Where else can I get rid of the loot?
    A: There are only three "fences" in the city, and you only have
    access to the Pawn Shop at the beginning. Look around town a bit.
    You may find someone who is NOT the standard citizen.
    Q: What car should I use?
    A: One that fits your budget as well as able to carry your
    accomplices and the loot! By middle of chapter 2 you'll need 2-3
    accomplices, and that means a truck. And a BIG one.
    Q: How do I get the money from desk/cash register/etc.?
    A: View the desk/register to zoom in, then use the money.
    Remember to CLOSE it afterwards!
    Q: How do I know I've gotten enough loot?
    A: That little "money counter" will turn GREEN instead of 
    staying RED.
    Q: What do I do once I get back to the getaway vehicle?
    A: "Use" it to get in! Once everyone has gotten in you can 
    end the plan.
    Q: How do I get more money?
    A: Sell the tools that you don't use (or found for free). Sell
    vehicle that you no longer use, and of course, do the jobs and
    grab more loot than the minimum required.
    Q: I was never seen but the plan failed any way!
    A: Pay attention to the fail cause! Read [2.7] for solutions.
    Q: I did the job successfully but was arrested any way!
    A: Your criminal record was too high. Organize the job and have
    the accomplices do the actual movements. You must be a part of
    the job, but you don't actually have to do anything personally.
    Talking to "The Veteran with no legs" (at Neo Office) may lower
    your criminal record, but it'll only work once.
    Q: My accomplice went into hiding! How do I get him/her back?
    A: You. don't. You use him/her too much and when his/her criminal
    record goes over 50% they go into hiding. You should "spread out"
    the jobs to make sure you have people available, and reserve the
    best guys for the biggest jobs.
    Q: Why can't I put any tools on a certain accomplice?
    A: If you mean Sinclair or Daisy, they're behind bars at the time.
    Another possibility is you're editing an existing plan. You'll need
    to start a new plan to switch tools and accomplices. 
    Q: Can I go to a specific spot in a Taxi?
    A: Nope! You can only go to those landmarks listed.
    Q: Can I post your FAQ on my website?
    A: You obviously didn't read Section 0.2.
    1    Game Information
    1.1   What is "The Sting!"
    "The Sting!", known as "Der Clou! 2" in Europe, is a essentially 
    a burglary simulator. At its heart, it's a time-based puzzle.
    You play Matt Tucker, fresh out of jail for burglary. Your mentor
    Sinclair was recently arrested for breaking into Ministry of
    Light. You are eager to get back into the trade, so you start
    small. Get the right tools, hire the right accomplice, use the
    right getaway vehicle, and don't get caught!
    The game has three modes: city mode, planning mode, and run mode.
    City mode gives you the freedom to explore the city.  You can
    walk about, or if you have money, flag down a taxi (for $5) and
    go anywhere in the city faster. If you meet a unique character,
    some of them can be recruited as accomplices (provided you made
    the right conversation). Others may provide clues, or buy your
    "items". You will also need to get the right tools (of the
    trade), like crowbar, axe, lockpick, and more. You will also need
    to get a getaway vehicle (though one is provided at start). You
    can also scout the potential targets.
    Once you have gathered the appropriate tools and accomplices, you
    can start your plan by engaging the planning mode. Select you
    target, your get away car, and accomplices. Then select among
    your available tools (3 to each person, subject to carrying
    limit). Keep in mind each person has a carrying limit also, and
    some loot (and tools!) can be heavy. Once all has been
    configured, you start record your plan, where you plan the move
    of every guy, down to each individual step. Click on a spot to
    move there. Click on object and you can inspect or use. Click on
    the bag to get a tool, then click on object to use tool on
    object. The clock will run until the action (or movement) is
    completed but it can be interrupted. If you don't like the
    movement, hit "back" and record a different one. Switch among
    different accomplices as needed. Avoid guard's "view cone", and
    don't make too much noise. When you have gotten enough loot to
    satisfy the minimum, get back to your getaway vehicle.
    In the run mode, you pick one of the plans and "run" it. Now
    you'll see how well does your plan work. You have no control over
    the action during run mode, but you can simply try again by
    editing an exiting plan if the current plan fails.
    1.2   Game Requirements
    From the official website:
      *    100% Windows 95, Windows 98, Windows 2000 or Windows ME
           DirectX 8 compatible computer.
      *    Windows 95, Windows 98, Windows ME or Windows 2000 operating
      *    Graphic card with at least 16MB RAM which supports 
           Direct 3D.
      *    Pentium II 300 or higher.
      *    64 MB RAM (memory) or more.
      *    4x CD-ROM drive or faster.
      *    100% DirectX 8 compatible soundcard.
      *    100% Windows 95/98/ME or Windows 2000 compatible mouse and
    1.3   Good things about the game
    Innovative gameplay, nothing else quite like it
    Great "be evil" theme, very rare on the market
    Nice and detailed city complete with pedestrians and traffic
    Infinite retries (i.e. no limit on how many times you can 
    try a job)
    1.4   Bad things about the game
    Graphics have bad clipping problems. Objects stick through walls
    and such (move Tucker close to wall and see his foot or chin
    stick out through the wall onto the other side)
    Multiple objects can occupy the same space (try sending Tucker
    and someone else into the same corner)
    Not enough information given, no hint on where to find recruits
    and such, or what tools are good for what. and so on
    Extremely cartoony characters, doesn't quite fit the "serious"
    theme of being "bad guy"
    1.5   Related Games
    "The Sting!" is unique in its genre as it is really a time-based
    puzzle. The closest thing I can remember is the "planning" mode
    in Rainbow Six, but that's a completely different genre
    1.6   The Name's Origin
    "The Sting!" was named because the 1973 movie "The Sting" has the
    European title "Der Clou". So when the game was called "Der Clou",
    the English translation became "The Sting". 
    A better translation would probably be "The Big Job".
    1.7   US Version Specific Information
    US Version is the "patched" 2.0 version that was released in
    Europe. All references to kilogram (kg) have been doubled and
    changed to pounds (lb). For example, if the chart here says 35
    kg, for the US version it would be 70 lbs.
    2    How to get the job done
    There are five steps to planning a successful job.
      *    Reconnaisance
      *    Choose Objectives
      *    Choose Approach
      *    Choose Accomplices
      *    Choose Tools
    2.1   Reconnaissance
    To do the job, you have to know the enemy.
    2.1.1     Use planning mode to figure out where the loot are
    First task is to look for loot in all the different places. Note
    all the protection around it (laser tripwire, locked doors,
    alarms, etc.) but ignore them for now. You need to know if you
    can find enough loot to satisfy the minimum, and how much other
    loot you can get.
    If there are safes, open them (ignore the guards and alarms and
    so on for now) and see if there's any loot inside. If not, you 
    know which one NOT to waste time on (and wear out the tools). 
    You can tell by the amount of protection on where the primary
    loot may be.
    2.1.2      Use the planning mode to observe patrol patterns
    All the owners/guards follow a very specific pattern and NEVER
    varies. Use the planning mode to follow them around, time them as
    they make their moves so you know how much time you have to do
    your thing. Make notes on how long do they take on their routes
    and so on.
    2.1.3      Watch for things the patrols inspect
    Some patrols just walk around, while others pause to inspect
    windows or doors. Make sure you don't leave any open doors or
    damaged locks and such for those patrols to find. If they try a
    door, you know you have very limited time to unlock it and escape
    before he comes back.
    On the other hand, sometimes they just inspect the door for
    damage, and don't really try to check if the door's unlocked or
    not. You will just have to try it.
    2.2   Selecting Objectives
    Once you have identified all the loot, patrols, and defenses, you
    should identify your objectives, and from there, you should
    figure how to approach each one.
    In most jobs, there is one primary objective you need to get,
    where most expensive loot can be found. Other items will provide
    additional loot.
    2.3   Selecting Route
    In most plans, you find the objective, then you plan backwards
    from there. In TS it's no different.
    Once you've ID'ed the objective, you look at what defends the
    objective, look for ways to defeat it, what defends those
    defenses, how to defeat those, and so on. Create a plan now.
    For example, let's say your objective is the safe in the bank.
    The bank safe is in the vault, covered by two steel doors. The
    two doors can only be opened via the two switches. So what
    protects those two switches? There is an alarm on the INSIDE. As
    you can't disable the alarm from outside, you must find a switch
    that will disable it. And you keep going backwards from there.
    2.4   Selecting Accomplices
    As you now have a general plan of what is in your way, you can
    allocate your resources appropriately on how to defeat each
    The skill rating of the accomplice, combined with the tool's
    rating for the purpose, yields a "work factor". This work factor
    is then compared with the "protection factor" of the device
    you're trying to defeat, and that yields the time taken to defeat
    the device.
    Basically, the higher your skill, and the better tools you use,
    the faster the action will go. Figure that when you double the
    skill, the action will take half the time.
    You generally have the following roles for accomplices:
      *    Runner --- move fast, flip a switch. You need speed of at
           least 110%, 120% is preferred.
      *    Mule --- carry a lot of loot. Minimum of 70 pounds would be
           good, depending on loot you plan to take.
      *    Lockpicker --- defeat door locks in a hurry, figure at least
           50% lockpicking skill
      *    Safecracker --- bust safes in a hurry. Depending on how hard
           the safe is, you may need someone with 60 or even 80% skills.
           Depending on how much time you have and your carrying capacity,
           you have to decide on the tool to bring.
      *    Alarm Specialist --- defeat alarms in a hurry. 40% skill is
           actually pretty good, only takes like 5 seconds to kill an 
           alarm. Faster the better, of course.
    There's nothing limiting you to perform only one role at a time.
    Everybody can perform multiple roles. 
    If time is not critical, you can have one person perform multiple 
    roles. Otherwise, you will need to bring more accomplices so they can
    perform their role simultaneously. 
    2.5   Selecting Tools
    Once you have chosen the accomplices, it's time to give them the
    tools. The person opening the window can use a crowbar. Alarm
    specialist needs a soldering iron. Give the mule/runner the
    minimum amount of tools possible, maybe a lockpick.
    The hardest to choose is the safecracker, and that depends on the
    safe. The "cabinet" type safes can be handled by core drill (hand
    drill). Bigger safes will need power drill, cutting torch, or
    even ground auger (tripod drill). 
    Some tools cause damage, some don't. The ones that do cause
    damage usually work a little faster, but if the guards do
    inspections, then damages would not be good. Some tools are also
    faster than others. Make sure you get the right thing.
    2.6   Getting through to the loot
    Here is some advice on how to get through the various things in
    your way.
    2.6.1     Windows
    Windows must either be broken (with pickaxe, axe, sledgehammer,
    etc.) or opened with a crowbar. Crowbar is preferred since 
    it's quieter overall, though axe is much lighter (thus allow 
    more loot).
    Beware that guards can look through windows. Don't be near one
    when they look!
    2.6.2     Doors
    There are three types of doors.
    The regular door can be locked or unlocked. If it is locked, use
    a lockpick or other tools.
    The "safe door" requires a safecracker with the right tools.
    There's also the "alarm door". Fortunately you don't see this
    until the final job. When you do, use the soldering iron on it.
    2.6.3     Locks
    If the lock won't be inspected, use crowbar. Otherwise, it's best
    to use lockpick as it's quiet and doesn't damage the lock.
    Beware that some guards check if window or door is unlocked or
    not. Observe patrol pattern and see what they check.
    2.6.4     Desks/ Cabinets / Nightstands / Lockers
    Use a crowbar on them since they usually don't get inspected.
    Close them afterwards!
    2.6.5     Safes
    Safes need special tools and high safecracking skills. Simple
    safes like the "cabinet type" can be handled by hand drill or
    electric drill (cordless drill). The hefty types need electric
    drill (cordless drill), cutting torch (blow torch), or the core
    drill (ground auger).
    Watch out for the noise, if you perform this near guards.
    You will need to defeat other protection around the safe to reach
    Some doors must be cracked like safes.
    2.6.6     Alarm
    Look at the alarm first. Make sure you know what it covers. It
    could be a door, a laser tripwire, other alarms, and so on.
    Hold the cursor over the alarm to show what the alarm is
    connected to.
    Frequently, the alarms are "cross-wired". A pair of alarms is
    connected to the objective and each other. You can't defeat one
    of them at a time. Look for a way to turn the objective (usually
    a laser tripwire) off.
    Most alarms are connected to switches. Find the switch, and you
    can disable the alarm.
    Most single alarms can be defeated directly with a "soldering
    Beware that there are some alarms that CANNOT be disabled with
    soldering iron. Look for a way around it.
    Some doors must be disabled with soldering iron like alarms.
    2.6.7     Laser tripwire
    This is that green laser bar blocking a corridor. Usually there's
    a way to shut it off, like a switch.
    If not, disable the alarm(s) connected to it is another option,
    unless the alarms are cross-wired, then there's another way to
    shut them off.
    In the final job, you see the "multi-stage" laser tripwire. Each
    switch disables one or more of the stages. You need to disable
    all stages to completely turn off the beam. Fun, huh?
    2.6.8     Camera
    There's usually a way to turn the camera off, or another way to
    get to where you need to go.
    2.6.9     Switch
    Switch is not really a protection device, but rather usually used
    to turn one OFF. If you find a switch, you can see what it turns
    off. Then plan your route to go through there instead.
    There are THREE TYPES of switches.
    Type one: stays off once you flipped it. It cannot be turned back
    on. This one looks like one of those old circuit breakers. It
    opens at the "bottom".
    Type two: toggle switch, can be turned on or off as you wish.
    Turns in the middle, and the handle goes either top or bottom.
    Type three: self-reset switch, resets itself after a few seconds
    (like a circuit breaker), usually 10 seconds.  This one looks
    like a toggle switch with a red "lever" with a long "spring" at
    the bottom.
    They look different physically, so you know which kind you have
    just by looking.
    On complicated levels, switches are usually present in layers.
    Find one switch that disables other devices, which allow access
    to more switches that disable yet more devices.
    You need to keep a guy near the self-resetting switches as you
    may need to flip it several times.
    2.7   Fixing Your plan
    Your plan failed, but you can always learn from the failure. Why
    did it fail?
    2.7.1     [someone] raised the alarm
    You did something too loud. Use a quieter tool, or wait until the
    patrol moves further away. Usually this happens when the patrol
    reaches the same floor, or moved directly over/under your noisy
    operation. Stop the action before then. Resume after the patrol
    moves away.
    2.7.2     [someone] triggered the alarm
    Watch where you're going! What did you pass through that
    triggered the alarm? If you are SURE you've disabled the alarm,
    then perhaps you ran into one of those "tamper-proof" alarms.
    There must be another way to get around it.
    2.7.3     [someone] found door lock damaged
    Use a non-damaging tool on the lock, or try a different door (if
    2.7.4     [someone] noticed missing item
    You need to move faster. Once the item's taken, you have to get
    everybody back to the getaway vehicle before the patrol makes it
    back to the item. Consider leaving this item for last. Get
    everybody ELSE out before then. Keep the fastest guy around for
    this final run, and grab it right after the patrol leaves the
    2.7.5     [someone] noticed door/window unlocked
    See if there's another window/door that can be unlocked that the
    patrol does NOT check. Usually you have several to choose from.
    If there isn't, then you need to get back out before the time is
    2.7.6     [someone] was seen by [someone]
    You either didn't hide properly or you weren't away far enough.
    Move back or further into the corner! Putting an object between
    you and the patrol is usually NOT enough. Another potential
    problem is the staircase. You have to make sure you can't be
    If you were "hurrying across", perhaps you should consider hiding
    2.7.7     The person didn't move where I want him/her to!
    Usually this happens if you move the person in tight places, like
    around certain objects, or fit multiple people through the same
    narrow window. Give them more space (walking further around the
    items, give more breathing room before door/window moves, etc.).
    One way to make sure is wait until the window closes itself
    before you send in the next person.
    It is, however, possible to send multiple people through the same
    door at the same time.
    2.8   General Tactics
    Some tips in general to help you along.
    2.8.1     Look for rooms or corners to hide temporarily
    Every target has multiple rooms or corners where the guards do
    not look, and you can hide there until the guards pass. You can
    sometimes be right next to the guard. They never look beside
    2.8.2      Don't do everything yourself
    Watch your criminal record. When it's high enough (say, 40%) send
    accomplices to do the dirty deeds. You'll have to split the loot,
    but it's better than being picked up for suspicion of burglary.
    2.8.3      Interrupt your job so you can resume later
    You don't have to finish any break-in job in one sitting. You can
    interrupt a lockpick or crowbar operation at any time, hide, then
    resume when the guard moves away.
    2.8.4      Better be safe than sorry
    Don't perform noisy operations (crowbar, lockpick, etc.) with
    patrols nearby. While this is obvious, you also need to remember
    some operations take a while and patrols may get close enough
    during that time. Remember to interrupt! (see above)
    2.8.5      Make multiple passes to synchronize actions
    You can get multiple people moving simultaneously by moving one
    guy, then back up the action, switch to other person, and start
    moving that person.
    2.8.6      Follow the guard
    You'll want to stay behind the guard as much as possible. It's
    possible to move directly behind him and not be heard or seen,
    unless he does a 180 degree turn, of course.
    2.8.7      Run the plan again before starting it
    Sometimes, the recorded plan doesn't work quite right, usually
    due to two or three people trying to fit through the same door or
    window, and got stuck or got turned around, even if you recorded
    it correctly. When you save the plan, edit it again, then forward
    it all the way to the end. If everybody is at the getaway vehicle
    (i.e. no one visible), then your plan works (so far). If you
    still have people out there, something's wrong with the plan, and
    you need to fix it.
    3    Chapter 1 : Getting Started
    The intro movie should have explained quite well why you're here.
    You don't need any accomplices for the initial jobs.
    3.1   Available Tools
      *    Axe
      *    Pickaxe
      *    Crowbar
      *    Lockpick
      *    Hand drill (core drill)
    You should only need the crowbar, or occasionally, the lockpick.
    3.2   Job Hints
    3.2.1     Gas Station
    This mission is covered by the tutorial, so you really shouldn't
    have trouble with this one. But just in case.
    You should only need a crowbar on this one.
    Work on the window and the cash register when the cop is not
    nearby or you risk making enough noise to attract his attention.
    To get maximum loot, you should grab the fire extinguisher next
    to the gas pumps, as well as the roll of toilet paper from the
    bathroom upstairs, in addition to the money in the cash register
    3.2.2      Grocery Store
    Observe grandma's patrol pattern. Pick a place to stay away from 
    You should only need a crowbar on this one.
    To get maximum loot, you need to take all the bags of flour and
    stuff, which is simply too much trouble. Be satisfied with the
    obvious items.
    4    Chapter 2 : Back in Business
    Now that you've gotten a few jobs under your belt and your
    confidence back, it's time to tackle a few bigger jobs with 
    some accomplices. 
    4.1   New Tools
    No New Tools.
    You'll need to buy some new lockpicks as replacements, though. 
    At only 10 uses they can get used up quickly.
    4.2   Job Hints
    4.2.1      Cinema
    You should have better luck with the other door.
    Don't use the crowbar on the projection room.
    To get maximum loot, you need to grab the film, the cash from the
    office, AND the cash from the cash register.
    4.2.2      Hotel
    You will need an accomplice on this one, one that knows safe
    There isn't much upstairs except paintings and such. If you feel
    like it, search each and every room, but you'll likely wear out
    any lockpicks or crowbars doing so.
    4.2.3      Greenhouse / Arboretum
    Bring an accomplice on this one, as you aren't really fast enough
    Front door is NOT the right place to go in.
    Move FAST.
    There are only two items to take in this job.
    4.2.4      Boxing Club
    Bring an accomplice who can handle alarm systems (>10%), but also
    move fast. Don't forget the soldering iron!
    The glass case needs a crowbar. Choose the right angle.
    Maximum loot requires getting into the locker room AND going
    5    Chapter 3 : The Errand
    So Daisy want you to do a job for her. Get this "Check Card" from
    the Villa... Sounds easy, right?
    5.1   New Tools
      *    Electric Drill (Cordless Drill)
    5.2   Job Hints
    5.2.1     Printing Office
    Make sure you can carry TWO objects of 35 kg EACH.
    The upstairs patrol doesn't check if the doors are locked,
    despite his actions. He just check for damaged locks.
    This one takes quite a bit of patience, even with the best tools
    and accomplices.
    5.2.2      Undertaker (Funeral Home)
    Speed doesn't matter on this one, but you will need a decent 
    The obvious entrance is not the best one.
    For max loot, come back down to second floor.
    5.2.3      Mausoleum
    Speed is VERY important, and you'll need one accomplice.
    Do NOT touch the cross-wired alarm system! 
    Some guards only appear AFTER you take the item. 
    The obvious route of escape is NOT the right one, at least
    5.2.4     Spam Factory
    A switch can disable one of the alarms. You'll need to find it.
    The only items worth getting are in the safe.
    5.2.5     The Villa
    Both inside and outside patrol move CLOCKWISE.
    The item you're looking for is NOT in a safe.
    You don't need to disable the cameras.
    There are a lot of loot around, but you'll need to bring
    accomplices and use a lot of coordination and noise
    considerations. Think about it. 
    6    Chapter 4 : Too Late
    Well, you are late for the date and was rudely reminded that
    nothing is quite what it seems. So you need to do a few jobs,
    then check out the barracks (military base) and figure out 
    what's going on.
    6.1   New Tools
    Cutting torch (i.e. blow torch)
    Ground Auger (i.e. Tripod Drill, Power Drill)
    6.2   Job Hints
    6.2.1     Neo Office
    The front door is NOT the right place to get in.
    Study the "cause and effect" on the alarms very carefully before
    making your move.
    There are THREE primary loot items.
    The patrol doesn't do much. As long as you figured out the alarms
    you're fine.
    6.2.2     Museum
    You will need multiple people to do this job. While it looks as
    if you can use one guy, you don't have time to grab enough loot.
    You will need to disable one alarm, so bring someone with alarm
    Grab extra paintings to reach the minimum. Look for high-value
    paintings that doesn't weight too much.
    Start with the top floor and work downward.
    6.2.3     Bank
    Go in one way, go out the other.
    Look carefully at the item being covered by the alarm. It may not
    be the obvious item.
    There are TWO ways to disable the laser tripwire.
    One of the trips may seem like a one way trip, but it's not.
    Your primary objective is the vault. Obviously.
    6.2.4     Barracks
    There is no loot in this job. It's just to rescue Daisy. Daisy
    takes up one of your accomplice slots. She's behind bars so she 
    gets no tools.
    Bring VERY fast people with decent lockpicking skills. You need
    those who move at 120% speed. You'll need two more to do it.
    Coordinate the switches to get through the door.
    Move behind the guard as he stares off into space. Then use the 
    corner to hide to work on the door to Daisy.
    6.2.5     Harbor
    You need one accomplice who is good with alarms. Bring soldering
    iron (of course). You'll also need a VERY good safe cracker, and
    the fastest safe buster: "ground auger" (tripod drill).
    There is no way you can unlock the door to the "Admiral's" office
    without trigger the alarm... unless you find the key.
    Note: opening the door with the key is INSTANTANEOUS, unlike
    lockpicking and such. You will NOT get a "bink" acknowledgement
    sound. You may have to try the key more than once, try opening
    the door each time.
    7    Chapter 5 : Light and Darkness
    Now that you know what's going on. It's time to send the darkness
    7.1   New Tools
    7.2   Job Hints
    7.2.1     Power Plant
    Speed, all speed. Bring 120% speed people, all of them. Same guy
    should carry both prisms.
    Front door is NOT the right way. 
    You do NOT have to pass those cameras inside. 
    Drop the two prisms on the two white machines on the first floor
    of the powerplant, on the far end. When you seen the plant stop, 
    get out of there. 
    7.2.2     Ministry of Light
    Daisy and Sinclair are selected automatically. Sinclair is behind 
    bars so he can't get any tools.
    Bring soldering iron. You'll need it to get through some doors at
    Getting Tucker through the first two guards is going to require 
    some guard-following and corner-hiding.
    You'll need to free Sinclair to help you release the final set of
    laser tripwires.
    8    Reference Information
    8.1   List of tools
    Core Drill (Hand Drill)
    Electric Drill (Cordless Drill)
    Soldering Iron
    Cutting torch (Blow Torch)
    Ground Auger (Tripod Drill)
    8.2   Other Misc. Items
    Gold Key (Harbor), used in Harbor
    Check Card (Villa), no use (really)
    Power Prisms (Harbor), use in Power Plant
    8.3   Free tools
    Axe            in your hotel room, first floor at the table
    Crowbar        in your hotel room, second floor at the table
    Core drill     across from Sammy's Pub, inside the door
    Pickaxe        behind Bully's pub
    Cutting torch  at the zepplin dock, third dock
    Sledgehammer   in the slums, in front of Barrel Bearer's dustpins
    Lockpick       left from the container station in front of the
                   locked door
    Drill          at the bench next to the printing office
    Electric drill at the roof of the right skyscraper opposite the
    Soldering iron in the unlocked building bottom right opposite to
                   the park in the middle of the map
    8.4   The Vehicles
    There isn't really a reason to list the vehicles since you should
    be able to afford the best (the tanker truck) by the middle of 
    chapter 3.
    8.5   The Fences (where to get rid of your loot)
    There are only three "fences" in Fortune Hills.
    1) Pawn Shop, see map. Pays 90% of value. Available at start.
    2) Squeakvoice, in the two-story room right next to your hotel
    room. Pays 75% (80%?) of value. Available at chapter 2
    3) Bob Boredom, in the little park near the Neo Office, pays 100%
    of value. Available at chapter 3.
    8.6   All Accomplices
    Capacity = Carrying capacity, amount of loot the accomplice can
    carry. It's kg in European versions, but pounds in US version (2
    lbs = 1 kg in this game).
    Lock / Safe / Alarm = skill in defeating the device, with the
    right tools
    Speed = movement speed relative to Tucker
    Can be found at = where you're likely to locate this person. 
    SE/NE/etc. are map directions. 
    Please note that most of the accomplices can be found at most
    times. The Chapter number is roughly when you can expect to find
    this person
    Name          Capacity Lock Safe Alarm  Speed Can be found at
    Chapter 1                                     
    Bino          25 kg    12%    0%    5%   110% Behind cinema
    Elvira Bun    20 kg     3%   13%    0%   105% Harbor pub
    Bruno         20 kg     0%    4%   14%    60% Hotel Courtyard
    Chapter 2                                     
    Zack          15 kg    21%   23%   20%   120% Container depot
    Bloodhound                                    (SE)
    Santa Claws   40 kg    30%    0%    0%    90% Plaza near Neo
    Nick Dogface  35 kg    13%   20%   21%   100% Docks (NE)
    Phil Lake     35 kg     5%   35%    2%    95% Sammy's Pub
    Matt Magoo    45 kg    29%    3%    9%   120% Old Brazil Bar
    Sister Nancy  20 kg    19%   21%   23%    80% Below gas station
    Suzi Napkins  48 kg     5%   38%    5%   100% Villa
    Simon Trench  40 kg     0%    8%   38%    70% Sammy's pub
    Chapter 3                                     
    Bobby Beaver  25 kg    15%   68%   26%    80% Brazil Bar
    Eric Boredom  35 kg    64%   23%   12%   100% Brazil Bar
    Dan Dumbhole  20 kg    35%   50%   33%    60% Brazil Bar
    John Freitag  30 kg    92%   29%   45%   105% Pavilion N. Villa
    John Goth     45 kg    26%   32%   71%   120% Bully's Pub
    Harry         30 kg    15%   15%   13%    95% Sammy's Pub
    Carmen        15 kg    27%   25%   63%   120% Sammy's Pub
    David Shaggy  30 kg    15%   14%   18%   110% Old Brazil Bar
    Frank Stein   85 kg    75%    3%    2%    40% Behind greenhouse
    Winnie Wim    25 kg    25%   20%   45%   115% South of Villa,
                                                  beyond walkway
    Chapter 4                                     
    Martin        40 kg    25%   28%   43%    90% Sammy's Pub
    Luigi         30 kg    65%   71%   20%   105% Sammy's Pub
    Hob Fatface   40 kg    63%   96%   20%    95% Sammy's Pub
    Greg Penhead  35 kg    25%   85%   20%   110% Sammy's Pub
    Gerald Piper  35 kg    25%   45%   63%    90% Zepplin (map corner)
    Paul          40 kg    30%   38%   89%    85% Brazil Bar
    Chapter 5                                     
    Uncle Ray     30 kg    95%   93%   99%   115% Harbor Pub
    Daisy         20 kg    63%   20%   20%   115% N/A
    Sinclair      45 kg   100%  100%  100%   110% N/A
    Daisy will appear in army base and Ministry of Light jobs. 
    Sinclair will appear in Ministry of Light job. You don't need 
    to recruit them. They will be added to your list of chosen
    accomplices automatically.
    9    Full Walkthru on Each and Every Job
    These are the plans that have worked for me, and I don't see any
    reason why they won't work for you too. 
    They are probably NOT the fastest plans, since a lot depends on 
    the accomplices you pick. Both movement speed and skill have 
    tremendous effect on how long the job takes. 
    Do NOT read this section unless you're COMPLETELY stuck, and even
    those job HINTS I gave you above doesn't work for you.
    9.1   Gas Station
    Take a crowbar on this one.
    Move to top of the stairs, then wait at the corner until the cop
    inspects the door, then turns away.
    Move in behind him and take the fire extinguisher.
    Move upstairs, open the restroom, and take the toiler paper.
    Come back downstairs and work on the right-side window with the
    crowbar. Once done, move inside, move to the cash register, but
    do NOT attempt to open it yet. Engage active waiting and wait
    until the cop came back and moved on.
    Once the cop moved on, use crowbar on cash register, use cash
    register (to open), inspect cash register, use cash (to take),
    use cash register (to close). Move to door, make sure cop is not
    Move to window, use window (to open), move to staircase, move to
    car, use car (to get in).
    Alternate approach: you may do this faster if you go after the
    cash register first, get out, THEN go after the toilet paper,
    leaving fire extinguisher last.
    9.2   Grocery Store
    Take a crowbar on this one.
    Move to left window, use crowbar on window, use window. You
    should now be inside.
    The cash register is to your right-front. Go there. See the
    little storage room just beyond it, get inside and close the
    door. Wait until grandma comes downstairs, looks around, and goes
    back up again. Follow her up. Once she enters the room, go
    further up the stairs, and wait around the corner until she comes
    back out and go downstairs again.
    Enter her room, and go straight to the left locker, crowbar it
    open, take the sock full of money, take the radio, and get back
    out to the staircase hiding place again. (There's nothing in the
    right locker and the desk)
    Once grandma enters the room, head down to the cash register.
    Crowbar it. Hide in the storage room if grandma comes back down.
    Wait until she goes back upstairs before taking the money.
    Then just head on back out the window before she comes back down.
    You may be able to take a sack or two of flour if you brought
    only very light stuff.
    9.3   Cinema
    You will need a lockpick, though you can also bring a crowbar
    Move downhill and you'll see the other entrance to the cinema
    around the corner. Use lockpick on the door. Wait a few seconds
    as the cop inside should be just making his rounds on the other
    side. After he turns away, open the door and move up the aisle
    and wait next to the door.
    Wait until the inside cop goes upstairs. As soon as he does, go
    to the restroom, move inside, and close the door! Wait until the
    inside cop move into the theater. Exit bathroom and move
    Once upstairs, start lockpick the projection room lock, keep an
    eye on the cop making patrol downstairs. You can't use crowbar
    since this cop checks the door and will notice any signs of
    tampering. As soon as he closes the theater door, move right and
    forward so you can stand in the corner, invisible from the cop as
    he inspects the projection room. Wait until he goes back
    downstairs, then resume lockpick. Once you got it open, take the
    film, close door, and wait to make sure the patrol came back up
    and went back down. Follow him down, and hide in the bathroom
    Look for the outside cop. By this time he may be making his
    rounds as he looks inside the windows, and if you move toward the
    office while he's looking in, you're toast. So sit in the
    restroom until the outside cop is past and the inside cop opened
    the door to the theater. Move to the office door and lockpick it
    open, move inside, and close door.
    Lockpick open the room to the inner office with desk and chairs.
    Lockpick open the desk and take the money. Move back out, then
    lockpick the other door if the cop isn't nearby, otherwise wait
    until he goes away. When the cop goes away (and the outside cop
    isn't here yet), open door and lockpick the cash register, then
    take the money, and close the cash register. Go back through and
    hide behind the main office door, make sure to CLOSE the side
    Wait until the inside patrol comes back and moves away. As soon
    as he starts heading upstairs, and you're SURE the outside is
    clear, move to the corner right next to the window and the
    staircase. Wait until he comes back down and moves into theater.
    Move and hide in the restroom.
    Wait until he starts heading upstairs again, and the cop outside
    is not coming around (so he'll be at the lower level door when
    you get there). Exit the restroom and get into the theater, and
    head for the lower entrance/exit. Exit theater (the outside cop
    should still be on the other side of the cinema), head to the
    getaway car.
    9.4   Hotel
    Bring Phil Lake on this one, as you'll need to do some safe
    cracking. Don't forget the drill! You can still use the small car
    for now.
    You'll get in via the kitchen. Unlock the doors and wait. The
    guard patrols both upstairs and downstairs. Wait until he goes
    upstairs before moving across to the office and picking the safe.
    Remember to stop when he patrols around since the noise you make
    is loud enough to hear if he's right outside.
    Once you got the safe, you can pretty much send Lake back to the
    car. You're pretty much done. There's a purse on level 2, some
    radios on level 5 and a painting, and some drawers have loose
    change. However, why risk discovery?
    9.5   Greenhouse / Arboretum
    This one requires good coordination and fast movement. Bring Matt
    Magoo along as you'll need his speed. Give him a lockpick or two.
    Give Tucker a crowbar and 2 lockpicks. You'll also need a bigger
    car on this one. Go to the car dealer and see what they got.
    Move to that little entrance to the grass on your right as you
    face the front door. Then head for the side of the house, and
    you'll see windows. Crack window open and get in. Then open the
    door to your right, and you see another corridor. Send Magoo down
    to end of corridor and open that door. Open one of the offices,
    and send Tucker to hide inside. You can send Tucker back to the
    car now, as you don't need him any more.
    Send Magoo out that corridor into the greenhouse, and you'll see
    that stair reaching up. Take him up, all the way up, and you'll
    see the restroom. Unlock the door, and you'll see the Technician
    inspecting the plant or inside the office. Wait until the tech
    moves into the office. Unlock the door to the plant, but do NOT
    take the plant yet. Move to the door heading into the office.
    Wait until the tech comes out the other door. Unlock the door,
    head inside, unlock the desk, take the moneybox. Unlock the door
    the tech went out of, unlock the next door, and you should be
    back into the corridor, and the tech should be back at the plant.
    Wait at the door into the plant room. As soon as the tech open
    the door to office, head in, grab the plant, and head down the
    stairs as fast as you can.
    Once at the bottom of the stairs, head for the door you came in,
    and get out the way you come in. The front door guard should not
    see you at all. Head straight outside, and straight to the car.
    You have to get into the car and end the plan before the tech 
    makes his way back to the plant room (and saw no plant!)
    9.6   Boxing Club
    Boxing Club is a little tougher as it features the first alarm
    you need to hit. That means you MUST get a soldering iron. And
    since Tucker have virtually no alarm skills, and Bruno is just
    too slow, your best choice here is Magoo, who has some alarm
    system skills. 
    You have to decide if you want to be safe or be quick. If you
    want the safe route, go in, disable alarm. You may have to wait
    for the boxer to move out as he may start patrolling. After he's
    away safe, crowbar the showcase, grab the gloves and paintings in
    the room, and run for it. Remember, the gloves weight 60 lbs, so
    Tucker can't carry it if he's carrying crowbar. Give a crowbar
    and soldering iron to Magoo and let him go after the glove and
    maybe one of the paintings. Tucker will grab the rest of the
    If you are greedy, you can go after the stuff in the locker room
    AS WELL as the cashbox upstairs, but you'll need at least two
    accomplices. You can hide in the shower room as you break into the
    locker room. There are two items in locker room: a painting on
    the wall, and a $30 watch in the middle locker next to the
    painting. The other guy should simultaneously go upstairs, break
    into the room, grab the cashbox, and run. Beware that the boxer
    DOES check the door upstairs and if it's unlocked, your job will
    You don't need the cashbox to win the mission. The gloves with a
    few paintings should cover the minimum easily.
    9.7   Printing Office
    Make sure you can carry TWO objects of 35 kg EACH. Bring TWO
    accomplices with high carrying capacity. Crowbar is too heavy to
    let you carry other things. You need two people with decent
    (30+%) safe cracking, while you can handle the lockpicking. Bring
    soldering iron and some alarm skills if you don't want to run
    upstairs to flip the switch. Also bring electric (cordless) drill 
    and hand drill (core drill), plus lockpicks.
    Getting in is easy. Unlock the rear door (around the corner),
    then head to the side windows (to the left of the rear door).
    Crowbar one of them.
    Move upstairs to second floor, make sure you don't run into the
    upstairs patrol, who moves between second and third floor
    constantly. Unlock door into office, then unlock bathroom and
    hide inside. Bring rest of team in and put them in bathroom also.
    When the patrol takes his "break" in the room on third floor, move 
    the upstairs safe cracker up to third floor, unlock the "corridor" 
    door, move to last office, open the "left" door, and hide inside. 
    When the patrol is not nearby, use the hand drill to open the safe, 
    and take the printing plate. The office just inside the corridor door
    contains a handbag that's additional loot, though the door need to be
    In the meanwhile, the second floor guys can disable the alarm
    covering the office, unlock the door, and go inside. The only
    time you have to do the safe is when the patrol checks those
    offices in the corridor on third floor. If you have merely
    adequate safe skills (say, 40%), it'll take a LONG time to crack 
    the safe on the second floor. You must have patience, or you will 
    fail. Wait until the patrol moves up to third floor before starting. 
    Stop when he turns the corner.
    The idle guy on second floor can crowbar some of the desks. One
    of them contains a wallet.
    When the patrol takes his break, get the third floor guy out of
    Once you got the second floor safe cracked, take the plate, then
    close it. Get everybody out as the patrol takes his break. Grab
    all the fire extinguishers as you go.
    9.8   Undertaker (Funeral Home)
    Bring Phil Lake, with electric drill. Give Tucker two lockpicks
    and a crowbar. You will need the larger car.
    When you start, you're facing the entrance with a few gurneys
    outside and a door. Go right, across the street, and you'll see a
    staircase going up. Send both guys up, then across the skybridge
    to the alternate entrance. Have Tucker unlock it. Both go in and
    stand in the middle of the large painting. Have Tucker grab the
    big painting now.
    Now you need to wait for the patrol to go upstairs and back down.
    Once the patrol goes downstairs, go up and unlock the door, and
    have Lake open that drawer-type safe with the electric drill.
    While that's going on, send Tucker down to the entrance you came
    in, but wait there.
    When Lake's done, open the drawer and nab the bible (Cremation of
    Elvis) inside. Close the drawer, and hide in the corner. You
    aren't fast enough to dodge the patrol coming back up, but he
    doesn't look closely at the safe. As long as you close it you're
    fine. Take the other painting (next to the safe) now. Follow the
    patrol downstairs, and go out the way the way you came in, back
    to the car!
    Now you need to back up and get Tucker out. Backup to where he
    waits at the door, wait until he sees the patrol head upstairs
    (and Lake is hiding in the corner). As soon as the patrol passes,
    he heads downstairs, grab the gold watch from the body in the
    casket, head down to first floor, unlock the door on first floor,
    out to the car.
    9.9   Mausoleum
    This one is cute. You'll need someone who is fast, and usually
    that's Matt Magoo. You only need lockpicks on this one, and only
    When you start, you're facing the entrance. Move both guys behind
    the car, and wait until the patrolling soldier turn left. Then
    send both guys to the door. Have Tucker unlock the door. Then
    both go in and head downstairs.
    Once down to level B1, come around the other end, and you'll see
    TWO alarms and a switch. The two alarms are cross-wired, so you
    can't defeat both of them, nor would you need to. The only thing
    you need to disable was the trip beam (that green-bar thing), and
    that's handled via the switch. Leave Tucker at the switch, and
    send Magoo down to B2, then around the corner, another corner,
    long corridor, then up the stairs, but not all the way, since the
    trip beam is there. Put him half way up, and you can see the trip
    Have Tucker hit the switch once, and IMMEDIATELY switch to Magoo.
    Have Magoo move through the now inactive beam, and you should
    face the blue urn. Switch back to Tucker, and have him active-
    wait a few moments until the switch pops up again.
    Now it gets tricky. Have Magoo grab the urn (this activates the two
    zombies). Once he's got it, have Tucker hit the switch again, and
    switch IMMEDIATELY to Magoo. Have Magoo run downstairs (pass the
    inactive beam again), around TWO corners, and hide in that corner
    where a portion of the wall just juts into the corridor. Now you
    need to switch to Tucker, and back up to plan his moves. Back up
    to right after he threw the switch the second time. After he does
    that, have him HEAD DOWNSTAIRS, around the corner, and hide in
    the SAME PLACE you send Magoo. Now have BOTH wait there until the
    two zombies are past. Once they past, send both upstairs all the
    way back to ground floor. You can't go outside yet, since the
    soldier is almost back. So move to left or right of the staircase
    and a bit back. The zombies will come to the top of staircase,
    and you don't want them to see you!
    Now just wait until the soldier comes by the check the door, and
    a moment later the two zombies come to top of stairs and head
    back down. As soon as the last zombie turns and heads back
    downstairs, open the door and run for the car to make your
    9.10  Spam Factory
    You need an accomplice as your safe cracking skills isn't that
    good. Phil Lake is a safe bet. Give him electric (cordless) drill
    and one lockpick. Give Tucker one lockpick and one crowbar.
    Move both guys around the corner, and just WAIT until the guard
    moves by. Move Tucker right to the office annex (across from the 
    factory). Watch for the old guy move between the factory and 
    office. When you get there he should be moving to the factory. 
    Use crowbar on the SECOND window of the annex (the first one's 
    Once Tucker's in, open that little office to the right and flip
    the switch, which disables the alarm on ONE of the doors. Now
    it's up to Phil Lake. You can send Tucker out now and back to the
    getaway vehicle, or you can have you open up some of the desks to
    see if there's any extra loot. Remember to watch out for that old
    guy moving back to the office.
    Phil Lake should move in as soon as Tucker flips the switch. Use
    lockpick on the front door of the factory, then move LEFT,
    avoiding both the old guy AND the outside guard. The outside
    guard should be making his leisurely round all the way around the
    factory, so don't worry too much about him. Watch for the old guy
    though, as this guy patrols BOTH buildings. You MAY want to have
    Phil Lake wait for the old guy to enter the annex before going
    into the factory.
    Once you got Lake into the factory, go left and open the door
    (not locked). That's staircase that goes up. Ignore it, and open
    the door to your left. The door in front of you was the one that
    the switch disabled, so use lockpick on that to unlock. In the
    corner is the safe. If no one is nearby, you can start the
    drilling now.
    Once you've gotten the loot (3 certificates of Spam delivery) you
    can close the safe and move to the door to wait for the old guy.
    As soon as he moves upstairs, exit both doors, but wait just
    beyond the second door, since the upstairs room can see the
    entire lower floor. As soon as the old guy turns back and start
    coming down the stairs, move to the entrance, move out (make sure
    the outside guard is not there) and back to the getaway vehicle.
    9.11  The Villa
    The Villa has over 10000 in loot, and you can make a handy sum if
    you're willing to get a couple accomplices. However, as you only
    need the check card, it may be better to do this solo. It's up to
    you. I did it solo. Give Tucker a crowbar and two lockpicks.
    Move into the villa, bending RIGHT at the circle, and move along
    the RIGHT side of the house (as you face its front). Go all the
    way around the back, ignore the first window and the door. Use
    crowbar on the SECOND window. Move in. Take $30 from the desk.
    Move to stairs, up two floors to the "green" floor. If you're
    fast, the guard should be just heading back into the room, and
    out to inspect the balcony. You'll need to move in RIGHT behind
    him as he comes BACK from the balcony check. Move to the balcony,
    then ACROSS THE ROOF to the other balcony. Go inside (doors are
    not locked). Open the desk, and you should see the check card.
    Grab it.
    How to leave from here is easy. You can grab some of the
    paintings on the way, and there's a cabinet on the ground floor
    with $600+ jewelry in the "library den". There are also paintings
    on second and third floor you can grab, though you'll likely run
    out of capacity first. Avoid the outside patrol, and make it back
    to your getaway vehicle!
    Accomplices: If you want to use accomplices, basically you can
    move to the check card room with a safe cracker. That safe is
    hard to crack, and the guard is VERY close. This will require the
    use of blow torch (which, at 1900, is expensive!) and you may use
    it up in just one job. You will also need good carrying capacity
    for the guys since the gold bar inside weighs 70 lbs. Cash and
    jewels are easy.
    You can get to fourth floor by using the rooftop to get to two of
    the windows. That will bypass the cameras.
    9.12  Neo Office
    Take three accomplices, as you'll need that many to handle all
    the switches and alarms and such. You'll need a BIG getaway
    vehicle. If you're short on money, find some of the more
    expensive tools (like cutting torch and ground auger) and sell
    them. You will need to crack TWO alarms and two safes, so bring
    at least one guy with good safecracking gear (cordless drill is
    sufficient) and one alarm specialist (could be the same guy) with
    soldering iron, and two "mules" (good carrying capacity), at
    least 80 pounds if not higher. One possible team is Magoo
    (runner/mule), Goth (alarm/mule), and Beaver (safe).
    Defeating the alarm in the front is not necessary. Follow the
    building's left side and you'll get to two windows in the back.
    Use a crowbar (or axe?) to get in. Avoid the patrol (who mainly
    patrols the front and basement but may come up the stairs every
    once in a while), and get yourself into the office with no doors
    on second floor. Do NOT go to basement yet.
    Now things get complicated, so listen carefully. From the
    staircase, you can see that one end is blocked by laser
    tripwires. Go the other way, see the alarm? Disable it, and move
    JUST INSIDE. You see another set of laser tripwires inside, and a
    switch next to a safe. Move the safecracker to that room. Move
    another guy (probably Tucker) to the other side of stairs. There
    is this door with a laser tripwire just inside it. Lockpick the
    door, get inside, close door, but do NOT hit the tripwire.
    Now have the guy in the first room (with the safe) throw the
    "outside" switch. Switch to Tucker. That laser should be off.
    Move inside to the switch on the far wall. Throw that switch, and
    switch back to safe room 1. Move safe specialist to the safe and
    start cracking. Take Neo report.
    Now look at the switch next to the safe. It's linked to the laser
    tripwire blocking downstairs, but that's only half of them. The
    other half is in the room containing the other safe, which is
    behind the two laser tripwires on the other side. We'll call that
    room safe room 2.
    Move a guy to just before the two lasers blocking the corridor.
    Throw the "outside" switch in safe room 1, and move to the door
    of safe room 2. Lockpick it, and go inside. Disable alarm on the
    safe, then crack the safe. Remember to interrupt the job if the
    patrol comes up! Once you do that, move the safe cracker to the
    back of the room to the other switch. You should now have people
    on the switches that control the tripwires downstairs.
    Now have the fast guy (Magoo) be ready to run downstairs. When
    the guard patrols the basement, move Magoo down behind him and
    when he's looking the other way, have both upstairs guys throw
    their switch, and move Magoo past the laser barrier. That inside
    door is not locked. Just walk in, grab the book on the desk, have
    the guys throw the switches again, and come back up (don't be
    seen, of course) and hide somewhere (the room you came in the
    back is fine).
    Now it's time to extract everybody. The guy in the office can
    punch the switch, which allows the guy in safe room 1 to retreat
    past the barrier. Then he can hit the switch to allow the other
    two to escape. When ready, move everyone down to first floor as
    the patrol circles the basement.
    You can grab the two Neo posters (at 80 lbs / 40 kg each!) now
    (Magoo and Lake should have capacity). Send every one out the
    window to the getaway vehicle, and you're done!
    9.13  Museum
    Bring at least two accomplices, faster the better. You will also
    need a lot of carrying capacity, and SOME lockpicking skills, and
    alarm skills. You will need lockpicks, one crowbar, and one
    soldering iron. It can be done with two, but it's much easier
    with three accomplices. You should be able to grab $20000 easily.
    Getting in is easy: via one of the windows (I just use the left
    one). Crowbar is best. Make sure you don't run into the first
    floor patrol though. Use the rookie (the guy with the least
    criminal record) as much as possible on these simple operations.
    Once in, do NOT touch the paintings. The guard checks them.
    Unlock the restroom (next to the two rooms with alarms) and hide
    there. Get rest of team in and hide except the one going for
    Objective One.
    Objective one is the group of two switches on the top floor. Send
    one person upstairs, sneak behind the top floor guard, and flip
    both switches. The guard wouldn't care. Just stay behind him, and
    get back down.  Those two switches disables the cameras guarding
    objective two.
    Objective two is the camera room. It has two switches that
    disable the two alarms that guard the two switches in those two
    cubbyholes at the lobby. You can have the person going to the top
    floor come back down and handle those two switches as well. That
    person should then grab the piggy bank and the most expensive
    paintings on that floor in the other wing, then make his/her way
    back to the getaway vehicle when the guard is not around. Forget
    about those glass showcases on the second floor. They don't
    contain anything of value.
    For a Halloween surprise. Try opening one of the mummy sarcophagi
    on the second floor near the piggy bank.
    Back up and record the approach to Objective Three.
    Objective three are the two switches in the front lobby
    cubbyholes. They disable the tripwires that guard the shrunken
    skull off in the wing. Once the alarms have been silenced (see
    Objective Two), you can lockpick the doors and hide inside. One
    guy can handle both since the switches stay down once flipped,
    but it's easier with two guys.
    Get the alarm specialist (could be the accomplice doing the
    cameras) to the wing containing the skull, dodging the guard. In
    the wing, try hide around the corner. There's a $1500 painting at
    the end, take it. Unlock all the doors in your way. You will need
    two passes. First pass, you have the guys in lobby flip the two
    switches, and you run in to disable the alarm, then come back out
    and hide, as the switches are flipped back so the guard don't
    notice the missing tripwires. Once the guard inspects the skull
    and turns back, move up behind him, get in and grab the skull
    (flip the switches again, of course), then get out.
    Once all the loot is out, get the lobby guys out while grabbing
    as many paintings as you can, and you're done.
    While the max loot is over 60000, it's impossible to grab more
    than 30000 since you don't have the carrying capacity. Remember
    to note where the most expensive paintings are in your planning
    trips so you can go directly there and grab them without wasting
    time. The largest paintings are not necessarily the most
    9.14  Bank
    You'll need at LEAST two accomplices, probably three, and a good
    safe cracking tool (electric [cordless] drill works fine). Bring 
    a LOT of carrying capacity, go for AT LEAST 145 pounds AFTER the 
    tools. You will need at least TWO alarm specialists (alarm of 40% 
    or higher) with soldering irons. Frank Stein may be good as the
    "mule" to carry some stuff as you leave, but he'll have to come in
    the back door. I'll do the 3 accomplice version. 
    The little road you face right at the beginning is the
    "backdoor". You want to go in the FRONT door, which means you
    need to circle around to the plaza, up the stairs, then you'll
    see the bank to your left. You go in via the front door. The
    cameras at the front entrances are not active (yet). Get the team
    to the front entrance, make sure the guard don't see you, and
    then move in. Once you're in, split into three teams.
    One team of two (team A) goes left, unlock and through the door
    between the two "posts". There's an inactive laser tripwire
    there. Ignore the two alarms. They won't get triggered if the
    laser is not on. Then move to the top floor, across the walkway,
    stop just before the laser tripwire.
    One team of one (team B) goes right, deactivate the alarm between
    two doors, lockpick one of them, move inside and wait. This one
    will wait a lot, so you can use a slow guy here. Or you can even let 
    Team C do this when he escapes. 
    One team of one (team C) go up, dodges the guard. This guard
    makes a U-shaped path on 2nd floor and a circle on first floor.
    You need to get to the second floor, and find the switch on the
    wall behind you as you come up the stairs. Move to the switch
    (one-way switch) and pull it. This action will now block you in
    behind the lasers. Record several trips of back and forth as you
    dodge the guard as he makes his way up and down the stairs and
    his U-shaped path on second floor. You need to move around to
    make sure the guard won't see you, though it MAY work if you hide
    in the corner.
    The switch also turns off the laser in the path of team A. Unlock
    the door and move in. Don't bother with the safe: it's empty.
    Keep one guy just outside the door to the room with two switches.
    Unlock the main door and send the other guy downstairs to level
    3. There should be a switch on the wall, with two alarms. Flip
    the switch. That blocks the guy in (level 3), but turns off the
    alarm to the room upstairs (level 4).
    Have the guy on level 4 then unlock the door and flip both one-
    way switches. This turns off the lasers on level 3, and
    deactivates the alarms to the two rooms on ground floor. However,
    it also blocks the way you come in. You need another way out.
    You can now move team B into the room with two two-way switches
    on level 1 (unlock door first) and flip both switches that opens
    the vault doors. The room is to the RIGHT as you come in the front 
    door. Then move down into the vault while avoiding the guard. If 
    you don't use a Team B, this can wait until Team C escapes. 
    Send Team A to level 3. You should see FOUR alarms (two on each
    side) on the two staircases. Deactivate ALL FOUR with soldering
    iron. That will allow both guys in team A as well as team C to
    escape to the vault while avoiding the guard.
    Once everybody is in the vault, spread out and do multiple
    things. Use safe cracker on the door into the safe deposit box
    room. Make sure the guard is not right above you when you drill.
    Then again use drill to get into the safe room.
    Others can unlock the two doors to the outside. Grab a gold brick
    on the way out if you have the capacity, and send them to the
    getaway vehicle. You'll need at least two of the gold bricks AND
    whatever is in the safe to satisfy the minimum.
    Once you get into the safe room, deactivate both alarms with
    soldering iron, then crack the safe with the drill, take the loot
    (emerald). Then just walk out the vault door to your getaway
    If you brought Frank Stein, you can take two more bricks with
    you with his huge carrying capacity.
    9.15  Barracks
    As Daisy is "preset", and gets no equipment, you need to get
    someone to her to unlock her door. Then you can get her out. By
    moving her around. 
    Speed is VERY important, as you need to move VERY fast. Bring two
    guys that move at 120% speed. You MAY get by with 110%, but why
    take the chance?
    You start at the "guardhouse", which controls the alarms to the
    prison. The guard circles upstairs and downstairs in a short
    pattern, and you need to clear BOTH switches. Get one guy inside
    to unlock the door to the room right next to the door. Get one
    fast guy and one slow guy into that room and wait. I'll call this
    team A.
    The third guy (Team B) then head to the prison, by heading down
    the road into the barracks area. You get past the checkpoint, the
    cannons, and to the left is the main building. The prison is
    beyond that on a little L-shaped walkway. You'll see a door with
    two alarms. The door is not locked, but the alarms cannot be
    deactivated from there. The switches in the guardhouse, however,
    will do that. So stop Team B right in front of the door and wait.
    Switch back to Team A. Move the slow guy right in front of the
    switch. Get the fast guy ready to head out the door. As soon as
    the guard turns to open the downstairs room, move the fast guy up
    the stairs, and to the switch. Toggle it, IMMEDIATELY switch to
    downstairs guy, toggle the other switch (use the time scroller to
    make sure the time is exactly right). As soon as the second
    switch is down, switch to Team B and move him through the door.
    Move back to team A, fast guy, and move him back into hiding in
    the downstairs room. If you move fast enough, the guard wouldn't
    notice a thing. Move Team B around the corner and up the stairs
    to the very top.
    Unlock the door on the very top, but wait inside. You have to
    wait until the guard comes by. The guard makes a U-shaped trip on
    the top, but there's just enough room to get by. As the guard
    comes by the door and turns back, move out behind him, but wait
    at the corner. He'll turn left to Daisy's door, turn back, then
    head for the other corner. After he turned back and turns left
    (his right), move out into the corner (see diagram) below:
    (use courier font to view, lines should line up. If they don't, use
    a font that does)
        0    1    1    2
    P2   H2          P1|
    ----+              |
        |H1            |
        +--------+     |
                 |     |
                 |     |
    The guard will move from P1 to the bridge (B) to Daisy. As soon
    as he moves from the bridge to head toward P2, move to H1 right
    behind him. As he moves back to B, move to H2 right after he
    passes. He'll move to bridge, then move to P1 then around the
    corner. You can then unlock the door. Once unlocked, move back
    toward the door. The guard should still be starring into space so
    you can just move in behind him. Daisy can do the same.
    Once you got Team B (now including Daisy) to the bottom of the
    stairs and just in front of the door. Now you need to get Team A
    to do the SAME maneuver again to get the two out the door. Get
    Team B to the getaway vehicle, get Team A out of the room and
    into the getaway vehicle, and that's it!
    9.16  Harbor
    You must grab the power prisms from the harbor warehouse. You
    need a safe cracker, an alarm specialist, a fast guy (Zack
    Youngblood should be a good choice), and yourself as a mule.
    Bring soldering iron and an "earth auger" (tripod drill).
    You start on the slope near the Harbor Club. There's a soldier
    patrolling the docks. You need to get to the ship, since you need
    the key to unlock the admiral's room. Then you can disable the
    alarm guarding the warehouse, and from there, the prisms.
    Divide the people into two teams. Team A, with the fast guy, will
    go for the ship right behind the guard, while the other three,
    Team B, will wait at the bottom floor of the Harbor Club waiting
    for the chance to move in.
    Team A should make their way to the ship. 
    Once at the ship, Team A moves up to main deck, lockpick the
    door, and wait until the ship guard moves by. Move in behind him.
    Your objective is his room on the second level (go up once
    inside). You will probably have to circle around into the bunk
    area, through the shower, to get to it. In his desk is the "gold
    key". Also grab the painting in his room (worth $9500). Dodge
    him, follow the dock guard back to Harbor Club. Make sure the 
    admiral can't see you (he should be busy swishing his whiskey), 
    and make your way to the admiral's office, wait just outside 
    Get Team B to the bottom club double-door facing the warehouse
    entrance. When the dock guard is not looking, and the admiral is
    on the balcony, the upstairs guy unlocks the office door with
    key, flip the switch, and move back out. You may have to do the
    do twice (use key on door, use door, use key on door, use door)
    to get the door to open properly.
    Team B then moves to warehouse, unlocks it, moves inside.  Beware
    the time is extremely short, as that switch resets in 10 seconds.
    The switch should have turned off the camera AND the two alarms
    covering the doors, but then again, you only have 10 seconds.
    You can move your guys near the barrels. Have Team A do the
    switch again. As soon as the camera is down, send the alarm
    specialist in to do the alarms on the barrels. If your alarm guy
    is good enough he can do BOTH barrels in one pass.
    Then have Team A do the switch again, as you send in the
    safecracker (with tripod drill) and the "mule" to crack one
    barrel, then grab the prism. Close the barrel up before the
    camera comes back on.
    Do the switch AGAIN for the other barrel, and you should have
    both red and blue prisms. Move Team B to the door you came in.
    As the guard moves away, and Team A do the switch, send the three
    guys out and back into the bottom door of the Harbor Club. Move
    all four guys to the door nearest the getaway vehicle. Then it's
    just a matter of coordinating the door and avoiding the patrol as
    you get away!
    9.17  Power Plant
    The objective is to place the two power prisms on the prism
    machines, which disables the power plant.
    You need speed, speed, and more speed. Lockpicking is needed only
    occasionally. Bring only 120% speed folks.
    You will face four guards. Guard A (soldier with hat) patrols the
    two towers and the courtyard. Guard B patrols the side door,
    courtyard, and makes a circle of the inside front. Guard C on the
    top floor of the powerplant patrolling the two switches, and
    finally, a secretary (guard D) is on the top of the twin towers
    with occasional runs to the restroom.
    You need three teams. Team A will handle the twin-towers to get
    Team B and C into the building. Team B then drops the barrier to
    get Team C to the prism. Finally, everyone move out.
    Everybody make their way to the "left" tower (as you face the
    entrance) and hide in the corner just to the right of the door.
    Guard A enters left tower and exits right tower. If you hide in
    that corner he won't see you. Wait until Guard A exits the right
    tower. As soon as he turn toward the main door, send Team A into
    the other tower, go up, unlock the restroom on that level, and
    hide inside.
    Team B and Team C should wait until Guard A comes back to left
    tower and passed. Guard B should have reached the front doors and
    entered. Immediately exit and head for the left/lower entrance
    (down the staircase), and hold at the door.
    When Team B and C are in position (or a little before), Team A
    should make his way up (right after Guard A passes), dodge the
    secretary (guard D) and flip the switch, then head back to the
    As soon as Team A flips the switch, have the best lockpick guy in
    Team B or C do the door, but do NOT open the door! Even with 60+%
    it'll take you 6+ seconds to get the door unlocked, and that's
    not enough to get all three people inside before the switch
    resets. Instead, continue to hold there.
    Guard A should be ready for another pass. As soon as Guard A
    passed, send Team A up again, dodge the secretary (guard D), flip
    the switch AGAIN, then hide again in the restroom.
    As soon as the switch is flipped a second time, send Team B and C
    through. Team C should split off at first floor (the laser
    barriers) and hold just before the laser barrier.
    Team B will move all the way to the top floor. If you move
    carefully the camera on second floor won't see you. If you moved
    right, guard C is in the "right" corridor (again, facing the main
    door). Move one guy just to the right of THAT door, and send the
    other guy into the "left" corridor to the switch. The guard turns
    left as soon as he exits, so if you are just right of the door
    he won't see you. Get in the door right after he passes, head to
    the switch, and flip it, then immediately head back to the
    stairwell and head down half a floor. Back up and have the other
    guy flip the switch simultaneously, then he head for stairwell
    (half down) also.
    With both switches thrown the laser barrier should be down for a
    few seconds. Move Team C past the barrier and plant the prisms
    now, then wait just behind laser barrier again. You should see
    those huge "pistons and springs" stop moving.
    Team B then will have to wait for guard C to do his pattern
    again. He moves in an M-shaped pattern, with pause in the middle
    leg. That's when you move in. When guard C goes into the "right"
    corridor, move the left guy to the left switch, and repeat the
    right side maneuver again (hide just to right of the door and
    move in as soon as he turns). Do the double flip, and both guys
    hide in the staircase again. Team C can now escape. Move back to
    the entrance door and hold. The guy in the "left" stairwell can
    also move to the door. The guy in the "right" stairwell will have
    to wait until the guard moves into the right corridor before
    making his way to the entrance door.
    Do NOT attempt to disable the alarm at the entrance door. That
    alarm will sound if not disabled by the switch. I tried twice and
    I can't disable it.
    Team A should still be hiding in the restroom in the "right"
    tower. Team B and C should see guard B approaching. Team A dodges
    guard A and guard D to flip the switch one MORE time. Team B and
    C then follows guard B to the top of the stairs, and hold there.
    Guard B will then head into the powerplant via the front door.
    Guard A is standing in the courtyard. Wait here.
    Guard A should move into the left tower soon. When he does, send
    everyone to the getaway vehicle, and you got the job done!
    9.18  Ministry of Light
    You will need soldering iron for both Tucker and Daisy. Lock
    picks are not required. In fact, nothing else is required.
    Tucker starts at the front door of MoL. The front cameras and
    lasers are off. Move to the door and use soldering iron on it.
    In the meanwhile, Daisy is at the backdoor. Move in and stop
    before the first set of blue tripwire.
    Tucker then watches the inside guard. As soon as the view cone
    passes, enter and move behind the guard. The guard makes
    clockwise circles in the front room. There's a switch on the
    right-hand wall. Pull it, and keep following the guard.
    Once the switch is pulled, that disables the blue laser in front
    of Daisy. Daisy then follows the walkway to a switch and a door.
    Wait at switch.
    Back to Tucker. The room leads to a door that leads to left-turn
    corridor, and another guard patrol. That guard opens the door to
    look, so you'll need to dodge both guards. Once that second guard
    moves back, follow him and hide in the RIGHT hand corner of the
    door into the corridor. Move ALL THE WAY into the corner. Wait
    there until the guard comes back, and turns to the door on his
    route. As soon as he passes (and not see you), move into the
    corridor, and stop before the blue laser blocking your way.
    Have Daisy flip the switch in front of her, which disables the
    laser in front of Tucker.
    Tucker moves past the laser and up the staircase. First level up,
    you'll see a laser blocking a corridor. Move up another level,
    and stop there. You'll see a soldier patrolling a VERY short
    walkway and a switch.
    Daisy then solders the door next to the switch, then move into
    the door and keep moving until she comes to blue laser. The
    switch in front of Tucker controls that laser.
    As soon as the guard comes to the door and turns back, send
    Tucker through to flip the switch, move back and close the door.
    Daisy then moves into the staircase, and keeps moving until she
    runs into a switch.
    Tucker then keep moving up the stairs, until he's stopped from
    entering a corridor by another set of lasers.
    Have Daisy flip the switch, and Tucker will be able to enter the
    "machine room", where the machine keeps spitting out some round
    Daisy then moves up the stairs and stop before another set of
    Tucker should then enter the room, move ALL The way around the
    machine. There are two switches on the wall. One opens Sinclair's
    cell, the other clears the laser in front of Daisy. Flip both of
    them, then move up the "brown" stairs.
    Sinclair should move out through the door and move to the switch
    on the wall, next to the laser that protects the desk.
    Daisy then should reach the "machine room" as well. Move up the
    stairs with Tucker to "mezzanine level".
    On the "mezzanine level", there's one switch next to a laser,
    then there's two switches around the corner. Put Daisy on the two
    switches, and be ready to flip the switch that turns off that
    laser. Tucker should move to that switch next to the laser. Both
    then flip their respective switch, which should disable the laser
    next to Tucker. Tucker then moves upstairs, and see Sinclair.
    Next to the stairs is another switch.
    By now you should see that the lasers next to the desks have
    three stages. The lasers are controlled by the other switch next
    to Daisy, the switch in front of Tucker, and switch in front of
    Sinclair. ALL THREE switches must be thrown simultaneously. That
    will disable the lasers protecting the desk.
    Move Sinclair in, have Sinclair use the desk. Voila! You can end
    the plan right here. And watch the ending.
    --------THE END--------

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