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Have fun learning to be a burglar! Petty crime does not count as being honour among thieves, so you have to undertake the most spectacular and stylish robbery ever, the 'Sting'? The player has to work towards this objective, increasing his fame, or rather notoriety. Getting to know the 'right' people and doing successful 'jobs' are the stepping-stones to this goal. However, there is no way you can do a 'job' alone, you need 'mates' to help you, and they will all want their share of the loot. It makes sense to keep their number as low as possible.
Of course, the better known they are, the better they perform. Review By Monica Bair June 05, 2012 I haven't played a game like this in a long time. Or ever really I guess. Funny cartoony little games are much fewer and far between on the PC nowadays.
While there are a share of those cartoony style games set in 2D landscapes, you'll have to look pretty hard to find more than a couple that take advantage of the third dimension to really bring colorful and silly worlds to life. Not only does the Sting do this fairly well, but it also provides some interesting gameplay where you get to organize heists and burgle all kinds of places under pressure of being caught and thrown back in jail. And for a first experience with planning burglaries, it was a really good time even though some control issues and slightly retarded AI get in the way of a completely smooth experience. The Sting is being published in North America by the up and coming European publisher JoWood and developed by NEO. It follows the exploits of a bit of an anti-hero named Matt Tucker. He grew up on the streets and learned to fend for himself as a filtch and robber.
Over the years, he developed quite the reputation as a thief. Unfortunately for him, the police took notice of him as well and caught him. On the positive side of things, Matt had his mentor on the outside ready for him to be released back into the free world. He was set up with a crappy little place to plan new schemes from along with a crappy little car with which to flee the scenes of his crimes. The city has changed a bit since his incarceration so that a citywide curfew has been installed, the crime scene has been knocked down a bit and people in general are just a bit tense. It's up to you, as Matt, to rise back up into the upper echelon of the burgling world and burgle the city 'till it can't be burgled anymore.
Sorry, I just love that word. In order to climb the crime ladder again, you'll need to start small until your reputation grows back up a bit so that you can find partners with which to organize some bigger heists. You'll find these people and all of your marks around the city in various locations.
The entire game is centered in this one city which is rendered in full 3D with a very distinctively cartoony feel. All of the buildings, characters, cars, and objects have that slightly warped look that the Cartoon Cartoons on the Cartoon Network all seem to have adopted. While the result isn't the prettiest thing you'll ever see, especially when you zoom in on some of the objects and characters, it certainly does the job it was planned for with alacrity. The art holds a lot of personality along with the layout of this crazy city that looks to have been planned by a mental patient. There's no real rhyme or reason to the design here except to make the city look like nothing you would see in the real world.
There is just some weird stuff here that reminds me a little of those creepy cities from City of Lost Children and Dark City. It's very gloomy here even with the bright colors. But it also gives you the feeling that things aren't so happy-go-lucky around the old digs. Gameplay is broken into a couple of distinct sections. First off there is the adventure part of the game that has you wandering the city looking for accomplices and lets you scope out your targets by looking in windows before you actually tackle the projects.
You can wander pretty much anywhere in the city except for locked doors that aren't attached to possible burglary locations. I'm not too sad about this, as there are a lot of buildings in the city that would have been a pain in the ass to wander through. As it is, I thought that maybe there was a little too much travel across the city as it was. Thank god for the taxies that made their way through the city to get you places faster.
The other part of the game is the planning and execution of heists. It's a pretty simple and complicated task all at the same time.
It's simple due to the ease of setting up your crew and actually giving them commands, but complicated in terms of timing and getting everything right. To start off your plan, you'll need to get back to your hotel room, which doubles as your headquarters. From there you can pick your target (more will open up as you finish other projects), choose a getaway vehicle, pick any accomplices you might need, and equip your team with tools. As you complete crimes and fence off stolen materials, you'll be able to buy more equipment to pull off more jobs and bigger getaway vehicles so that you can carry more weight.
All of your team, their tools, and their loot, will weigh something. Both people and cars can only carry so much, so you'll have to plan wisely who you want to tag along with you on jobs. You should also plan well because each extra accomplice you take with you (you can take up to three) will take a piece of the action for his or her self, leaving you with less money. After you have all of that stuff set up, you can go into planning mode.
This transports you to the crime scene and lets you plan your moves step by step. A bar sits at the bottom of the screen like you might find on a camcorder. You'll find record, stop, fast forward, step skip, play, and jump to end and beginning buttons. All you need to do is select the character you want to move or complete a task, hit the record button and give a task. You'll see a little timer running on the left as well showing the timing of the job.
Once that character completes the task, the timer will stop and everything will pause until a new command is given. During this planning phase, you'll be able to rewind and change plans for each of the characters individually as well in case you accidentally run into the sight path of a guard or set off an alarm or something. You can switch between characters at any time you would like and give them orders as well. If you rewind the time and give a different character orders from the beginning of the plan, you will see any characters that you have already given plans to run through their assignments as you go so that you can give each their assignments one at a time.
Each of the characters will have different skills than one another as well, so there's a good chance you'll have to bring a few different characters along to speed things up. Bring one lockpick to open doors and desks quickly, a safe cracker to open those hard to get into safes, and an alarm specialist to knock out those pesky alarms that might be guarding more prized possessions. Each of these characters will also have to be equipped with the right tools for their jobs before they enter the planning stage. My main beef with this part of the game comes from the inability to give more than one character orders at the same time. Having to go back and make all of the individuals walk somewhere one at a time is more than a little annoying, especially considering the camera is attached to each of them so you can't just click on an area that's far away and expect them to eventually get there. You have to follow them along while they walk in order to give more orders. Pathfinding AI was downright strange at points as well with characters trying to walk through locked doors when the one that has been picked is two feet away and they both go to the same room.
Even stranger when they don't go to the same room and they try to go somewhere altogether different then where you told them. For the most part, pathfinding is okay, but there are definitely quirks that gave me some fits. Once you finish your plan, you exit out, save it and then start the plan to see if it worked.
During this process, you can speed up the action with the fast forward slider, but otherwise this section is out of your control. You watch your crooks go about their business, just as you planned through the various floors of the buildings while switching between characters to watch what they're doing. If one of your characters is seen, sets off an alarm, did too much damage to a window or door so that it was noticed, stole something that was discovered to be stolen before a getaway was made. Strangely enough, there is really no penalty for failing, which is my biggest problem in the game. There is really no reason not to just go through with trial and error until you complete a burglary perfectly except for your own desire to try to get it done right on the first try. Consequently, it does tend to be a little hard to care whether you actually do it right.
If you do screw up, you can just jump back into the edit plan and fix the problem as your plan is saved still. But even with these little mishaps, The Sting really was a refreshingly fun game for me to sink my teeth into. While it certainly isn't going to appeal to everyone for its emphasis on planning instead of action, those with a thing for puzzle-like games will probably get a kick out of it. It definitely has charm. In a gaming world filled with clones, it's fun to see a game like this pop out of the woodworks every now and again. Dan Adams Want to share your opinions with the world?
Talk about it on the IGNPC message boards, or send some mail to IGNPC about this story. Game Walkthrough June 05, 2012 The Sting! Unofficial Strategy Guide and FAQ by Kasey Chang ([email protected]) 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!'
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 [email protected]. 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, THE game FAQ site of the Internet. It should also be available at other major PC game websites (such as gamesdomain.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 advice. 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 [email protected]. 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 [email protected]. 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 Martinneo, 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? Q: Can you send me the manual (or portions thereof)? 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? 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? 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!' , 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.
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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 system. 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 keyboard. 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 altogether. 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 obstacle. 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 it.
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 iron'. 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. 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 available). 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 room. 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 up.
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 seen. If you were 'hurrying across', perhaps you should consider hiding first.
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 themselves. 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.
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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 inside. 3.2.2 Grocery Store Observe grandma's patrol pattern. Pick a place to stay away from her.
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 cracking. 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 yourself.
Front door is NOT the right place to go in. 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 upstairs. 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 safecracker. 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 initially. 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 skills. 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. 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 away. 7.1 New Tools None.
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 MoL. 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 Axe Pickaxe Crowbar Core Drill (Hand Drill) Lockpick Sledgehammer Electric Drill (Cordless Drill) Soldering Iron Cutting torch (Blow Torch) Ground Auger (Tripod Drill) 8.2 Other Misc.
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