Written by MenhirMike
Before I start, I wanted to thank a commenter on an earlier gameplay post who clarified that “jemmy” was indeed a proper term for a crowbar used by burglars in British English. So I’ll take back my criticism on that. I still think there are some translation issues, but apart from “prey”, nothing really stood out as terrible. And definitely nothing that broke the game or made it hard to play. With that out of the way, back to our regularly scheduled content.
We robbed the Aunt Emma Store and went back to our hotel room, about to celebrate with some great Bill Haley music on the radio. Instead, there’s a special news broadcast going on: Burglars have tried to steal the crown jewels from the Tower of London! And they almost succeeded, if not for their conspicuous car: A silver car with a blue fish painted on it. The police arrested one of the burglars when they entered the Fat Man’s Pub and are hopeful to arrest the other burglars soon.
Needless to say, Matt is shocked when he remembers Briggs saying that the codename will be Blue Fish. Is Briggs going to rat us out? Matt decides to do the only thing that makes sense here: Continue as usual. Nothing else to do, and if Gludo wants to arrest us, we can cross that bridge when we get there.
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| Coincidentally, I once knew an ornamental droid that had similar misfortune with the password “FISH”. |
Business as usual means fencing our stolen goods first, and once again Maloya is the place to go. Cash worth 128 pounds, sold for 117 pounds. Delicatessen worth 330 pounds, sold for 289, articles of daily use worth 60 pounds, sold for 47, and a lobster sold for 30 pounds, that makes 483 pounds worth of loot. I forgot to write down what Matt’s share was, but if it was 62 percent then it should’ve been 299 pounds.
I decided to buy a radio and a glass cutter from the tools store in case future burglaries ramp up in difficulty, and looked in both pubs for new people to meet. At the Fat Man’s Pub, I ran into Luthmilla Nervesaw (who insists it’s not Nerveswa), who is not very happy to be in England. She laments that this of all places is the resting place of Karl Marx, praises Bierut as a great comrade, and mentions that it’s the dream of every Polish citizen to see Marx’ remains buried in a communist country.
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| Bonus points for historical accuracy: The US consisted of 48 states in 1953. Alaska and Hawaii were granted statehood in 1959. |
I am not really sure what the function of the “investigate” action is other than have the player sit there for a few minutes as the text scrolls by. It is often entertaining flavor text (“Soviet delegation arrives”, “Cat pees in front of tomb”, “Guided tours start”), but there seems to be no gameplay mechanic here. For example, the gate closes and a watchman walks his first round while police patrols stop by every 49 minutes - but no one is bothering Matt. There seems to be no danger or caveat, it’s just “Press the investigate button and do something else for about 3 minutes”. And as I found in the previous heist, the times don’t even matter - I can start the burglary at any time of the day and the outcome will be similar.
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| I'm watching the watchman. |
The only way to deal with a guard is violence, so I need an accomplice with the fight ability. But because the car only seats two people - one which is Matt - I also need them to have the cars ability.
I had to spend some time waiting in the pub before I finally found someone: Thomas Groul. Matt considers him as someone who hasn’t ever done work in his life, but still appears quite rich. And what’s best, he only wants 30 percent!
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| He can fight, he can drive, he is cheap, and he’s about to become a working class hero! |
The cemetery only contains a single piece of loot: Karl Marx’ bones. In order to get there, the plan looks like this:
- Matt breaks open the cemetery gates with the jemmy, walks up to the bushes, and waits.
- Thomas waits for 45 seconds, walks in behind Matt, walks up to hide behind a tree, and waits for the guard to patrol.
- At around the 3 minute mark, Thomas approaches the guard from behind and fights him with his bare hands.
- At around the 4 minute mark, Matt walks past the knocked out guard to the Tomb, breaks it open, and takes the bones.
- Both Matt and Thomas return to the car at 7:57 minutes.
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| Note the overlapping Escape route text, another problem with the English localization. |
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| The guard is in the top right, Matt is waiting for Thomas to take him out. |
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| An entire human life, reduced to 3.2 kilograms. |
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| I like the different graphics between planning and burgling. It makes for a nice surprise to see the environment for real. |
The bad news: The guard could describe Thomas Groul, which is a pretty hefty 20% degree of identification. I don’t know if I could have hidden better, if it’s just bad luck, or related to his stats (more on that at the end), but I’m going to be careful using him in the future.
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| I wonder if I could have hidden better? |
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| And we didn’t even have a blue fish! |
Luger was recognized in the Pink Villa by a French sailor and arrested. Matt is now really worried that Briggs might be next, or even worse, himself. And just at that moment, we’re approached by a mysterious man… by which I mean Gludo in an awful getup.
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| Let me guess: My car’s extended warranty has expired? |
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| A rare case of a foreign historical artifact being stolen away from Great Britain. |
Before we end, I wanted to talk about the stats of an accomplice. As shown in the previous post, every person has these, which the manual describes:
- Health: Helps with the strenuous work of the burglary and the escape afterwards.
- Mood: Helps avoiding mistakes.
- Intelligence: Helps with certain tasks like safe cracking, or to hide from the police afterwards.
- Strength: Helps with fighting or carrying the loot.
- Stamina: Bad stamina might require a short rest during the burglary, and exhausted people might make mistakes.
- Loyalty: If caught, they might give away Matt’s name if low.
- Skill: Sometimes gives an advantage in a fight, and helps learning skills quicker.
- Sympathy: If caught, might give away Matt’s name if low. With dealers, higher sympathy results in better offers.
- Popularity: The more popular, the harder it is for them to hide afterwards.
- Greed: Greedy people want more share of the loot. Greedy dealers make worse offers.
- Nerves: Nervous burglars leave more traces, make other mistakes, or might rat out Matt to the police if caught.
Looking at Thomas Groul’s stats, he has 90% mood, 66% strength, 50% stamina, but only 25% nerves. Which adds up to 100% reason for the guard to remember the face. I wonder if there’s an accomplice with better nerves, and whether or not this contributed to the car being found as well.
Another observation is that stats change over the course of the game. I found that talking to people and offering them jobs improves their loyalty to Matt - which explains why Justin White wanted a smaller share of the loot for the second heist. It also seems that doing certain tasks like driving the getaway vehicle improves that skill - her initial 43 percent skill in cars went up to 52 percent after those two heists.
So there is a reason to re-use accomplices, but also a risk as evidence builds up. I will see how big of a role this really plays, because it feels like the training wheels are coming off now and the difficulty is ramping up.
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| I have three burglaries and no cars. Why can’t I have no burglaries and three cars? |
Session Time: 1 hour 00 minutes
Total Time: 3 hours 30 minutes













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