The Sting! – Cheats
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The Sting!
Unofficial Strategy Guide and FAQ
by Kasey Chang
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 .
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
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 . 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
http://www.geocities.com/TimesSquare/Alley/6275
If you need to write me, send e-mail to . 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
http://www.clou2.com/cgi/ultimatebb.cgi
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
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. 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
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.
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.
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
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. 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
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. 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
Barracks
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
Bulbhead
Elvira Bun 20 kg 3% 13% 0% 105% Harbor pub
Bruno 20 kg 0% 4% 14% 60% Hotel Courtyard
Jackson
Chapter 2
Zack 15 kg 21% 23% 20% 120% Container depot
Bloodhound (SE)
Santa Claws 40 kg 30% 0% 0% 90% Plaza near Neo
Office
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
Halfbacken
Carmen 15 kg 27% 25% 63% 120% Sammy's Pub
Sanders
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
Bulldozer
Luigi 30 kg 65% 71% 20% 105% Sammy's Pub
Corleono?
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
Pizzaface