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Heist – Windows Manual – English

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Type
Manual
Platform
Windows
Language
English
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3.36 MB
Filename
heist_win_manual_en_5wi.pdf
View manual text
Copyright © 2000 Virgin Interactive Entertainment (Europe) Ltd.

heist

INTRODUCTION ............................................................................................................................ 3
STARTING UP ............................................................................................................................... 4
Getting Started............................................................................................................................. 4
System requirements ................................................................................................................... 4
Installation.................................................................................................................................... 4
THE FRONT-END SCREENS ........................................................................................................ 5
Briefing Screen ............................................................................................................................ 5
Crew Selection Screen................................................................................................................. 6
Equip Crew Screen ...................................................................................................................... 7
Load and Save Screen................................................................................................................. 8
Debriefing Screen ........................................................................................................................ 9
THE CONTROL PANEL ............................................................................................................... 10
Character Portrait....................................................................................................................... 10
Health Bar .................................................................................................................................. 11
Armor Bar .................................................................................................................................. 11
Heat Bar..................................................................................................................................... 11
Arming/Disarming....................................................................................................................... 11
Inventory .................................................................................................................................... 12
Wielded and Activated Items...................................................................................................... 13
Mission Notebook....................................................................................................................... 13
General Messages ..................................................................................................................... 13
Mini-map .................................................................................................................................... 14
THE DIALOGUE PANEL .............................................................................................................. 15
Options ...................................................................................................................................... 15
THE CONTEXT SENSITIVE MENU.............................................................................................. 16
THE CASE/HEIST PANEL............................................................................................................ 17
Case Mode................................................................................................................................. 17
Heist Mode................................................................................................................................. 24
THE GAME SCREEN ................................................................................................................... 25
Crewmembers............................................................................................................................ 25
Heat ........................................................................................................................................... 26
Buildings .................................................................................................................................... 27
Building Icons............................................................................................................................. 32
External Measures ..................................................................................................................... 33
Pedestrians ................................................................................................................................ 35
Vehicles ..................................................................................................................................... 36
Enemies..................................................................................................................................... 37
Alert States ................................................................................................................................ 39
CREW ATTRIBUTES ................................................................................................................... 40
Weapons.................................................................................................................................... 40
Electronics ................................................................................................................................. 40
Lock picking ............................................................................................................................... 40
Health ........................................................................................................................................ 40
Wiseguys ................................................................................................................................... 41
Assassins................................................................................................................................... 41
Gangbangers ............................................................................................................................. 41
Hackers...................................................................................................................................... 41
Veterans .................................................................................................................................... 41
EQUIPMENT ................................................................................................................................ 42
Weapons.................................................................................................................................... 42
Lock picking ............................................................................................................................... 43
Electronic ................................................................................................................................... 43
Auxiliary ..................................................................................................................................... 44
LOCKS, SKILLS, KEYS................................................................................................................ 45
Definitions .................................................................................................................................. 45
CREDITS...................................................................................................................................... 47
TECHNICAL SUPPORT ............................................................................................................... 48
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INTRODUCTION
Having been captured after a raid on a freight train, and facing a fifteen year stretch for
armed robbery, you suddenly find yourself bailed out by an unknown figure.
You are picked up from the jail, and driven to a small desert town, where the driver tells
you, you are to contact someone unknown to them, and they have no other information for
you.
It would appear that someone has an interest in your well being, and that they have some
further plans for you. Looking round the desert town, there isn’t much to see, and you will
have to wait and find out what is in store…
You find yourself adrift in the streets of a small backwater Nevada town, you don’t have
much money, and all you have to go on is awaiting your new contact, hopefully he can
provide you with some work.
Crime is the only work you know, and your skills are in this area alone, your fingers have
squeezed many triggers, and eased their way through many locks and vaults over the
years, there’s no reason to change now.
What you need is a good team, some real specialists, and then you could really go to
town. You don’t want to stay in this dusty one-horse town for too much longer; things have
got to get better and soon….
You make contact with your man, “The Colonel”. Looks like he has something for you after
all, things are looking up. This man’s connected, and he’s got a job for you right now, time
to move your ass, and get out there and pick up a new team member. It looks like things
could work out nicely…

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STARTING UP
Getting Started
This section tells you everything you need to know to get the game up and running.

System requirements
Heist requires an IBM PC or 100% compatible computer that meets or exceeds the
required specification shown below:
Minimum System Requirements
Microsoft Windows 2000 operating system, Windows ME, or Windows 95/98
DirectX 7 or higher (DirectX 8.0 is set up by the Heist installer)
Pentium-class PC (233 MHz)
32 megabyte (MB) of RAM
8x speed CD-ROM
DirectX compatible soundcard
110 MB Disk (free) space required
Recommended System Requirements
Pentium-class PC (300 MHz or higher)
128 megabyte (MB) of RAM
12x speed CD-ROM

Installation
Insert the Heist CD in the CD or DVD drive.
If Autoplay is enabled, the Heist installer will appear after a short delay.
If Autoplay is not enabled then open or explore the CD and double-click the file called
Setup.exe.
Follow the onscreen instructions.

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THE FRONT-END SCREENS
When you first enter the game you will be presented with the briefing screen.
Briefing Screen

The briefing screen gives a quick outline of your next job, and some background
information on developments since the completion of your previous job. The briefing is a
chance to see what kind of equipment and crew you will need for your next job.
1. Gives you the briefing
2. Gives you a rundown of what the objective of the next job is
3. Accesses other screens to re-equip crew, select crew, etc
4. Launches the level
5. Quits the game

In-between each of your jobs, you receive various details about the area you are moving
into. During this briefing phase you will also be able to select crewmembers, and re-equip
your crew.
On completion of a job you return to the briefing area, to see whether or not you were
successful enough to continue.
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Crew Selection Screen
Once you have been briefed you must select which crewmembers you wish to take on the
job. All of your crew is present in the crew selection screen, though they are not always
available as the numbers of crew on certain jobs will be restricted.

1. These are all currently active members of your crew. Left-clicking on the portrait
selects a crewmember for the next job.
2. This shows the level of skill each of your crew has in the three skills, lock picking,
weapons and electronics. They show both the current skill level, and the maximum
skill attainable by the character.
3. This gives a short biography of your characters; the biography appears when the
crewmember is selected.
4. These allow you to access other screens. Equip Crew, Briefing, Load/Save, etc.
5. Launches the level
6. Quits the game

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Equip Crew Screen
Before you send your crew out to tackle a job, they need to be properly equipped. The
equipment screen allows you to buy your crew new equipment, or to reallocate equipment
between different crewmembers.

The equipment selection screen allows you to buy items for your crew’s cache, and then to
allocate it to the appropriate members of your crew. You will begin your next job with the
items you allocate to each crewmember; the overall cache of equipment is not available
during the job.
1. These are your crewmembers, to buy and allocate an item, simply click on the item
you want, and drag it into an empty slot for the character.
2. These are the available slots to which equipment is allocated. If these are all full,
you cannot allocate any more equipment to that crewmember. Items can be
removed from these slots to free room up in the crewmembers inventory, by placing
them back into the equipment cache at the bottom of the screen.
3. Equipment available for purchase is described here, sorted by categories
4. This area is the library of all equipment owned jointly by your crew. Bought items
are added to this cache and can be allocated to individual crewmembers.

Now that you have selected and equipped your crew, and been briefed you can begin your
job.

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Load and Save Screen

The Load/Save screen allows you to load previously saved games. Upon the completion of
every job, you can then save that completed stage.
To save a game in an available slot after completing a job, click on the diskette icon on the
bottom right of the slot, and the stage you have progressed to will be automatically saved.
To load a previously completed game, click on the folder icon of the available slot.

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Debriefing Screen
The debriefing screen gives details of your progress on your previous jobs.

If you failed to complete a vital mission objective, you are told here and can re-attempt the
job.
1. Shows which district you have just left
2. Gives you a description of events following your last job
3. Shows which objectives were passed or failed
4. Allows you to retry the failed mission
5. Quits the game

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THE CONTROL PANEL

The control panel is used to select and deselect crewmembers, allocate equipment, and to
wield weapons and other items. It is made up of the following sections:

Character Portrait
This is one of the two methods for controlling your crewmembers. (The other is to
select them by clicking on them directly, and clicking on a destination point where
you want them to go.) Any extra crewmembers that you recruit during a job will
appear here.

Selecting/Deselecting
Single-click toggles between the selected and deselected state for that character. A
character must be selected before you can move them.
Holding down <CTRL> allows multiple selections to be made on the control panel.

Centering on your character
Double-clicking on the portrait will center the screen on that character.

Death
When a character is killed their portrait is removed from the panel.

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Health Bar

The health bar shows the relevant characters current health, and appears under their
portrait. As their health goes down, so the bar shrinks accordingly.

Armor Bar

The armor bar represents the level of protection the crewmember is being afforded by a
bulletproof vest. Bulletproof vests protect a crewmember from projectile based weapons,
and allow the wearer to sustain more damage from attacks than would be normally
possible.
Heat Bar

The heat bar is represented as a small flame icon. This represents the amount of heat on
the player and changes as the heat on them increases and decreases. Heat is acquired by
pulling a weapon in a crowd, being present when an alarm goes off in a building, or
committing other crimes where there are witnesses. Heat decays over time, so long as the
crewmember with heat is not within sight of a law enforcement officer, and decays quicker
if they find their way to a safe house to lie low.

Arming/Disarming
Left-clicking on a weapon inside one of your crewmembers’ inventories will
place the item in the wield slot below their portrait. Left-clicking on that
wield slot will then upholster the weapon or place the item in question
directly in the characters hand so it can be used.

Left-click on the item to toggle between wield and put away.

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Inventory

Each crewmember has an inventory, which is where all of their equipment is contained.
The inventory is broken down into four categories, which represent different types of
equipment. The first three categories are related to three skills, while the fourth, auxiliary
represents all other pieces of equipment that do not require a special skill to use.
Below each section, a short bar is displayed to represent the crewmembers proficiency in
that skill. The exception is the auxiliary section, which does not relate to a specific skill.
The suitcase icon gives you access to the inventories of your crewmembers. By leftclicking on it, you will open the inventory, allowing you to see what is contained within.
To re-allocate equipment to another crewmember’s inventory, left-click and drag the item
over the recipient’s portrait. This will place it in their inventory provided they have a slot
free.
Items can also be dragged and dropped from your inventory into shops. By doing this you
will be enabled to sell your items back to shops, to recoup some of the monies spent on
them. The amount received back will usually be significantly less than was paid for them.
Left-click on the item you want sold, drag it directly over the shop which you want it sold to,
and the item will be sold to that establishment.

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Wielded and Activated Items
Certain items require either being wielded or activated before they become operable, in
both cases this is achieved by simply left-clicking on the icon within the inventory.
All weapons obviously fit into this category, but in addition to weapons the following items
are hand held.
Item
Police Scanner
First Aid
Electronic jammer
Camera
Crowbar
Wire cutters

Wielded
No
No
No
Yes
Yes
Yes

Activated
Yes
Yes
Yes
No
No
No

To activate on an item, left-click on it once to activate, and again to de-activate.
A wieldable item must be left-clicked on once place them in the hands of your
crewmember, you will notice they appear in the wield slot beside the crewmember’s
portrait.

Mission Notebook
The mission notebook is a record of the objectives your crew must complete, in
order to successfully complete the job. In most cases your objectives will be given
by a contact at the beginning of each mission.
As each new objective is given it will be added to the list of objectives in the mission
notebook, and as these are failed or accomplished, they are marked accordingly. The
debriefing screen will display this information so you can review your performance for that
job.

General Messages
The message box is used to update and store communications between various
contacts and your crew, and to provide reminders of information picked up at an
earlier date.
All messages are time stamped to show the precise time at which they were sent.
The left and right arrows scroll through the message bank to show all messages received
before, and new incoming messages.

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Mini-map

The mini-map represents the surrounding area.
The mini-map displays all of the road network and buildings in the locale, and more
importantly allows contacts to display where target buildings are located, which are then
flashed on the mini-map to clearly display where the crewmembers should be heading
next.
Targets will be displayed in flashing red on the mini-map, and will stop being displayed
once the target point has been reached. These targets can be vehicles, buildings, or even
individuals.
Police also show up on the mini-map in blue, and can be seen doing their patrols on the
mini-map, allowing the crew to avoid concentrated hotspots of police activity.
Note: Police will only be displayed on the mini-map, if your crew has a police scanner.
The mini-map also displays a timer when appropriate, which indicates how much time is
left until a particular task is complete.

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THE DIALOGUE PANEL

The dialogue panel will appear whenever a crewmember meets a contact face to face, or
over the phone. Dialogue panels appear whenever you come within range of a new
contact, or enter a building with a contact in it.
Options
If appropriate, you will be presented with other options from within the dialogue panel. The
number of the dialogue sequence is indicated at the top of the dialogue panel.

Pay Now
The crewmember hands over the money to complete a transaction.

Next Dialogue
Displays the next dialogue in the sequence.

Previous Dialogue
Displays the previous dialogue in the sequence.

Yes
Accepts an offer made by a contact, if the crew has enough money to pay.

No
Refuses an offer made by a contact.

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THE CONTEXT SENSITIVE MENU
Most of the actions your crewmembers undertake can be done via the context sensitive
menu.
This menu is accessed by having any character selected, and then right-clicking. It will
only appear if you have the cursor over a vehicle or building, it does not appear when the
cursor is held over open ground.
Dependent on what the mouse cursor is held over at the time, differing options will appear,
but they are always selected from the following list of optional actions.

Pay
Allows the crewmember to pay for an item and completes the transaction.

Recruit
The crewmember enters the target and attempt to recruit new members.

Heal
Sends the crewmember into a hospital to heal them

Case
Sends the crewmember into the building to case it, and get the low-down on a
potential job.

Heist
Sends the crewmember into the building to heist it.

Cancel
Turns off the context sensitive menu.

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THE CASE/HEIST PANEL
The case/heist panel is the single most important visual aid your team will use to
accomplish their missions, as it is used to reveal important information about potential
heist targets, and also shows the progress of heists as they happen.
It conveys information on buildings or vehicles, which are to be heisted, both in the casing
and heisting stages of the job, and is used to gauge whether the job you are taking on will
end in a hefty payday, or an altercation with the police.
All buildings usually have some form of lock to prevent your crew from entering and
helping themselves.

Case Mode
Casing is essential, as it enables you to select the correct crew and equipment for the job.
Without casing it is impossible to know which locks are inside the building, and therefore
what sort of equipment your crew will need to break into the building and get their hands
on the filthy lucre.
Casing is undertaken prior to the heist. During the casing phase one or more crew are sent
into the potential heist, to snoop around and get the low-down on the target building. You
must fully case a building before it can be safely heisted.
The case/heist panel is activated by using the context sensitive menu, by selecting either
the case or heist option. In addition information already received by casing the building or
vehicle is retained and can be reviewed by selecting the information icon, which will
remain above the building following casing.
The case panel will pop up near the building, which you wish to case, within the game
screen, giving an iconic representation of the job you are tackling.

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Case Panel Information
When a case is first performed, the panel will appear and begin to display the information
you require on the building.

Case in progress

Crew Display area
This shows which members of crew are currently inside the building, if more crewmembers
enter the building, they will be displayed here. Members who exit the building are removed
from this display area.

Building Description
This will tell you what type of building your crewmembers are currently in.

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Options
The options section displays what possible activities your crew can carry out in this
building. Options, which are currently relevant, are displayed in bold, while options that are
not, are transparent.
The total list of options is as follows:
Exit
Causes all currently selected crewmembers inside the building to exit

Pay
Anyone inside will hand over money requested by a contact (if they have the right
amount in the pooled inventory of the team.)

Case
If this has not already been done, or if it is to be attempted by another character
with different skills, the player can (re)select the case option.

Heist
Begins the heist on the target building.

Case Bar

The case bar displays how long it will take to get a rundown on the building. When the
case bar fills then the case part of the job is complete.

Suspicionometer

The Suspicionometer works alongside the case bar, to indicate the level of suspicion of
people inside the building at the presence of your crewmembers. When the
Suspicionometer reaches full, your crewmembers are ejected from the building.
Crewmembers who have aroused suspicion will display a yellow exclamation mark above
their heads if they come back within the vicinity of the building. They will not be able to reenter the building until the suspicion wears off.

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Job Sections
The job sections display what is actually contained within the building being cased, and
divides them up according to the category they fit into.
The aim of casing a building is to fully identify all of the components before starting a job.
Failing to do so adds significantly to the time it will take to do the job, with each
unidentified lock adding to the time taken to finish the heist.
Each lock in the building requires a certain skill level in one of the specialist skills in order
to see it. If the skill level required is not possessed by the crewmember(s) casing the
building, then a question mark icon is displayed instead. In order to ensure a safe heist
each of these question marks must be removed. In order to do so you may have to send
different crewmembers with higher skill in to the building.
Select one of the job stage icons (listed below) from within the panel in order to receive a
more detailed breakdown of the locks for that stage. You will only be shown job stages that
have any locks present.
Each lock can then be clicked on to reveal the items, if any that can be used to override
them. If the item is in your possession you will see a suitcase icon appear next to it within
the panel.
In later stages of your career, you will come across pieces of equipment which allow you to
case parts of the job from outside of the building you are targeting for a heist.

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Personnel
This includes all living impediments to completing the job, and includes innocent
screaming civilians, attack dogs and even undercover cops or FBI. The greater the
number the more time they add. Civilians add the least time, and FBI officers the most.
Personnel is best overcome with weight of numbers and good weaponry, the more
crewmembers, and the better the armaments the more time is reduced from this stage of
the job.

Security Devices
Security covers a wide range of possible electronic devices, and is the specialist
area of hacker characters. They include such devices as motion detectors, heat
detectors and floor sensors.
In order to remove Security devices effectively, high electronics skill and the correct
equipment are required.

Locks
Locks include all barriers between the heisters and the vault, not including the vault
itself. The range found includes mortice locks, coded doors, and automatic shutters.
Locks are the domain of the safecracker, and require crewmembers with high lock picking
skill, as well as specialist equipment such as lock picking kits and laser cutters to remove
them quickly.

Vaults
There are many types of vault, from the simple key safe, through combination and
electronic vaults, all the way to the ultimate high security time lock safe. Depending
on the type of safe, different skills and equipment are needed to cut or prize a way through
the walls of the safe.

Loading
Loading is the final phase where the haul from the safe is finally taken. It can be a
significant part of the job, depending on what is contained within the safe. Having
large moneybags, or motorized trolleys can speed the process up significantly.

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Day/Night Toggle Button
Jobs can be attempted during day or nighttime; it’s up to you to find out, which is easiest…
To the right of the job section icons, is the day/night toggle button, which can be
used to display either daytime or nighttime locks.
Toggling between the two will allow any differences between the job stages in the
day and night time zones to be appreciated.
You will notice that in many cases the locks inside a building vary quite considerably
between the day and night time zones.

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Job Timings
Below are a number of definitions, which are used to determine the outcome of attempted
heists.

1. Suspicion Time
How long you can stay inside the building before being thrown out. It is calculated by
looking at the number of crew inside the building and the number of security measures
inside the building. This value decays when the crew leaves and they can only reenter
when it goes back to zero.

2. Case Time
This is how long it takes the crew to prepare the job and is calculated by looking at the
skills of the crew inside casing and the number and types of locks inside the building.
Casing must be complete BEFORE heisting is possible.
When Casing, you must ensure that the Case Time is less than the Suspicion Time.

3. Alarm Time
A fixed amount of time that the target gives you based upon the locks inside, before the
alarm is raised. Only an alarm jammer can extend this time. It will delay the inevitable but
cannot prevent the alarm being raised ultimately. A silent alarm may be present which will
ring at a police station and attract police without alerting the player to the impending
response. The alarm time is calculated independently of the crew and their skills.

4. Job Time
A variable amount of time that a selected team will take to carry out a job, based on the
locks presented to them, the crew skills, the equipment they are carrying and the time of
day that the job is attempted.
When heisting, you must ensure that the Job Time is less than the Alarm time.

5. Damn the world!
If you want to be able to heist a building without fully casing it - the "damn the world"
approach then you are able to albeit with some unpredictable results. Unknown locks
within a building will add considerably to the amount of time the job will take to complete.
Note that only two crewmembers can have an effect on any single lock within a building,
no matter how many crewmembers are actually inside. The two highest skill factors within
the building are used, and an average taken to calculate how much effect they will have on
the job.

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Heist Mode
Following a successful case, or if the player chooses to bypass the casing stage
altogether, the crew may now heist the building, this is either done via the context sensitive
menu, or from within the building once entered or cased.
Once this option is selected the heist begins, and from this moment on the crew are in a
race against the clock to complete the job before the alarm sounds and the local police
turn up to investigate the scene of the crime.

Alarm Bar

The Alarm Bar only appears once the casing section has been completed, prior to this the
casing time is displayed
The Alarm Bar displays how long the alarm time is relative to the heist time, it should
ideally be longer than the heist time bar before the job is attempted. When the Alarm Bar
reaches zero, the alarm for the building will automatically sound attracting any law
enforcement officers in the vicinity.

Heist Bar

If this bar is shorter than the alarm time, then the job can be completed before the alarm
sounds.
The Heist Bar ticks down as does the Alarm Bar, and as the various locks are removed
from the job.

Speeding up the job
Where more than one crewmember is sent in to do the job, the time taken will depend on
the skill levels of the two highest skilled crewmembers for each individual element within
the building, which must be removed.

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THE GAME SCREEN
Crewmembers

Your crewmembers are displayed on screen at all times unless they are currently in a
vehicle or building.
You can select them from within the game screen by dragging a box around them, which
can be used to select your entire team in one go. When selected each crewmember
displays a green health bar and a red box which indicates that they are currently selected.

Health
The green bar above each crewmember displays how much health they currently have.
The bar will change color, as health is lost, from green for full health, through yellow, to red
if your character is near death.

Heat
When a weapon is drawn, a blue icon will appear above the crewmember in question. This
indicates that this crewmember is currently emitting heat, and will attract attention from
nearby police. If the icon subsequently turns red, it means that a member of law
enforcement is currently pursuing them.

Suspicion
If a member of your crew has been involved in casing a building, and has aroused
suspicion, they will not be able to re-enter that building until the suspicion has worn off. In
this instance a yellow exclamation mark will appear when they come within close range of
the building. The exclamation mark will disappear once they are no longer in range.

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Heat
Whenever your crew commits a crime, it generates heat. It attracts police like bees to a
honey pot, and repels all other non-violent civilians.
The amount of heat created varies depending on the severity of the crime. Drawing a
weapon in public causes a small amount of heat, whereas killing someone or destroying a
vehicle creates a much larger source of heat.
Heat can be used positively to cause disturbances, which draw the police away from the
scene of a more important crime.
When your crew or another criminal element in the area causes heat, it has an immediate
twofold effect.
All ordinary civilians within range will become panicked, and will run away from the source
of the heat. They will transmit this heat to any officer they pass while still in a panicked
state.
All police within range to detect the heat will move towards it, and try to nullify the threat if
still in evidence; this includes police, which have come across panicked civilians. If any of
your crew is carrying heat when the police are within range, they will open fire.
Heat decays over time, but handing over money in local safe houses can reduce it
significantly. Contacts inside safe houses often have connections with local law
enforcement that convince officers to turn a blind eye.

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Buildings
In each district you will find a variety of buildings, from flats and houses, to hospitals and
police stations.
Below is a list of the most important building types and their functions.

Houses and Flats

There are a wide variety of these from derelict buildings and run down tenements, to plush
apartment complexes. In all cases these buildings represent fairly easy pickings when your
crew need to get their hands on some ready cash.
Generally speaking the better the neighborhood and the plusher the building the greater
the chance of advanced security as well as security personnel, but looks can be deceptive,
so always case a building before attempting to heist it.

Banks
Banks are obviously excellent repositories of cash. The standard of their locks and security
systems varies widely from district to district, but as a general rule banks have better
security systems, locks and vaults than most other buildings.

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Shops
All areas need shops to supply their citizens with the goods they need, and they also can
provide many goods for your crew, these can of course be purchased, or if you prefer
simply lifted from the premises.

Selling items
On occasion, you're crew may be running short of essential funds during your job. When
this happens you can always sell items back to shops to recoup some of the monies spent.
To do this simply left-click on the item you want to sell, and drag it over a shop you wish to
sell it to. You will receive a portion of the normal street value for the item, which will often
be less than you paid for it.

Gun shop

Gun shops are likely to be a regular port of call for your crew. Weapons must be constantly
updated and replenished during a job, as the nature of confrontations changes as your
crew moves from district to district and state to state.
Gun shops in the U.S of A stock a dizzying array of weaponry, from stun guns and coshes,
to fully automatic machine guns, grenades and even rocket launchers. Go in, hand over
your money and run amok!

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Hardware Store

Hardware stores are providers of basic tools and equipment, spades, shovels, and the like.
You won’t find the most hi-tech equipment here as a rule, but they are useful nonetheless.

Electronics Store

Electronics stores are a real godsend to the technical heister, it is here you will be able to
find, or on some occasion get custom made, all those specialist gadgets you will need to
overcome security systems.

Drugstore

Drug stores sell, well, drugs. Their use to you is in repairing your injured crew, who from
time to time are bound to get involved in firefights with other villains or the law enforcement
agencies.
In order to heal a crewmember first purchase a first aid kit, then left-click to use.

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Bars

Bars are one of the mainstays of any area, a place for people to meet, kick back and have
a drink.
As they attract so much of the local color, they are an excellent source of background
information, eavesdropped hints, and specific information relating to your job and potential
recruits.

Safe Houses

There are certain people who are as criminally minded as you and your crew. These
people are a real asset in times of trouble, as they run what are known as a safe house.
This is somewhere you can go to lie low for a while and let the heat die down, before
continuing with your caper.
You will normally be informed of the whereabouts of a safe house in your local area by
your contact for the job, whenever the need arises you can go there and cool down. They
are also often useful sources of information and equipment.
Most of these buildings have some sort of requirement before they will let you in, so you
will usually need to do some legwork to use them.

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Emergency Service Buildings
Hospital

Hospitals provide a service for those in need of urgent treatment, but of course only for a
fee. If your crewmembers have been badly injured they can be admitted and be stitched
back together. Make sure they don’t call the police though!

Police Station

These are where your crew’s nemesis the police resides. All of their patrols begin and end
here. Watch the station to see where the police patrol, and what time they exit and enter
buildings.

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Building Icons
There are a number of icons that appear above buildings, below is a list and what they
represent.

Locked Buildings

Some buildings, especially commercial ones restrict access at night. In these cases the
following icons to show whether access has been denied or gained. Access will generally
be made possible by possessing a lock picking kit.
There is a % chance of setting off an alarm. This is related to the character’s lock picking
skill.

Alarm sounded

In addition to the audio cue received when a building alarm sounds, the above icon will be
present above a buildings when the alarm is sounding.

Case information

This will be displayed above any building, which has already been cased, and will remain
in place for the duration of that job.

Crewmember Portrait

If a member of your crew is inside a building, their portrait will be displayed to show that
they are currently inside that building. This will obviously only remain in place so long as
they remain there.

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External Measures
As well as buildings, there are a number of other external measures, which will come into
play during your attempts to heist certain targets.

CCTV

Dotted around certain parts of town are a number of security camera’s that will cause an
alarm to be sounded should you be caught in their field of view wielding a weapon.

Thermal Cameras

Thermal cameras are designed mainly for night use, where they pick up the heat profile of
anyone caught in their field of view. Thermal cameras will always set the alarm of the
building they are attached to off, unless your crewmember has a thermal vest.

Spotlights

Spotlights are found in restricted area, and they will cause alarms to be sounded if you are
found in the pool of light they create. Avoid them at all costs.

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Electrified fences

Electrified fences can only be cut through once the power, which supplies them, has been
taken down, your crewmembers will not fry themselves in order to get through an
electrified fence!

Normal fences

Normal fences can be cut through with a set if wire cutters, or if made of wood by using a
crowbar, having these tools opens up a lot of areas that would otherwise be restricted.

Gates

Gates are used to shut off certain areas from the public, and will generally be manned. In
order to gain access you will usually need a key of some sort, whether this is an id card or
a uniform.
If a gate is locked then it will display a locked icon over it when the cursor is placed over it.
This means some detective work must be done to find a method of entry.

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Pedestrians
Wandering around the cities is a variety of pedestrians, going out about their daily
business, lawful or otherwise. The majority of these will be harmless citizens, who go
about in various guises from suited businessmen and women, young urban men and
women, to hookers and pimps.
Pedestrians must be watched carefully, as they can cause a lot of trouble for your crew.
Whenever a weapon is drawn or a shot fired, this creates panic among the innocent
citizens of the area, who run away in a blind panic. If they come across the police while still
in that state, they will alert the police to your actions.
Care must be taken not to cause too much panic as it can have serious consequences for
you and your crew.

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Vehicles
Around the various districts and states your crew travel through, you will find an
assortment of vehicles. Local people going about their daily business will drive these
around.
Their actual models and makes are too numerous to be recorded here, but there are some
vehicles worth paying special attention to.

Delivery Van

These basic vans carry goods around, often to shops; they usually contain a little money,
as well as their payload of goods. If caught at the right time, they can provide much
needed cash and items. Often these vehicles will be delivering/transporting goods or
money between transit points. Watch out for early morning and early evening shifts.

Armored Trucks

Armored trucks transport either highly valuable items, or large sums of money. They are
usually guarded, and will most likely contain security devices. It is worth observing the
route they take, as they tend to follow a set route each day.

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Enemies
Although many of the wandering pedestrians in the game are nothing more than harmless
law abiding citizens. There are two other categories of pedestrian, which your crew must
be aware of at all times: Police and Criminals.

Police
The police will react to any crime they see being perpetrated in their vicinity. Crimes they
will react to are the following.
Building alarm activated
Dead bodies
Weapons drawn in public
Weapon being fired
Firing at an officer or pedestrian

F.B.I.

S.W.A.T.

Detectives

Beat Cops

There are four different kinds of police force to be aware of:
Health
Armour
Accuracy
Weaponry

Medium
Medium
Medium
Pistol
Shotgun

Beat cops do most of the donkeywork of the police force, attending
break-ins, domestic disturbances and traffic misdemeanors.

Health
Armour
Accuracy
Weaponry

Medium
Medium
High
Pistol

Detectives are hard-nosed experienced homicide officers, and are
better trained and better armed.

Health
Armour
Accuracy
Weaponry

High
High
High
Shotgun
SMG
Rifle

S.W.A.T stands for Special Weapons and Tactics. This is enough
for you to know that S.W.A.T teams are highly armed, trained and
focused for responding to crimes.

Health
Armour
Accuracy
Weaponry

High
High
High
Shotgun

They are lightly armed with revolvers or shotguns and are usually
found patrolling their way round the local area.

They carry heavier caliber weaponry, are more accurate with their
weapons and sport body vests, which make them harder to kill.

S.W.A.T teams respond to armed situations, and are resident at the
local station. If a S.W.A.T team is on your case, be prepared for an
altercation.
The Federal Bureau of investigation, the F.B of I, the feds. Call
them what you will, but these guys are relentless pursuers of
lawbreakers.
They won’t take much notice of you unless you become a real
threat, but once they do, they’re harder to get rid of than the clap!

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Criminals
Criminals are general lowlifes that hang around the seedier parts of town. Their actions
can be a real pain in the ass to your crew. The criminals don’t care what your crew is up
to; they have their own agenda; be it armed robbery, mugging, or other petty crime.
When criminals are around you can see their effects, as the local population try and get
out of their way. Criminals will attack anyone who comes within range, and when they do,
there’s no reasoning with them.
Criminal activity in the area can be dangerous for your crew, as it attracts the attention of
the local police, who will be drafted in the deal with the situation. If you’re smart you can
use this to your advantage by watching which direction the police are going and carrying
out your activities once they have been drawn away.

Bikers

Medium
Low
Medium
High
Shotgun

These greasy slimeballs rule the roads from Nevada to N.Y.C.
They are mean, nasty, and downright dangerous, and will cross the
street just to spit on you. They are quite happy to mix it up hand to
hand, or cut you down with a shotgun. When trouble calls, chances
are, these guys are involved somewhere.

Chups

Health
Armour
Accuracy
Aggression
Weaponry

Medium
Low
Medium
High
SMG

These guys are radical gang members, who live for the streets,
their code is violence, and they will turn someone over for a nickel.
Though they’re a threat, their pipe-smoking habits mean they aren’t
the most deadly shots.

Blades

Health
Armour
Accuracy
Aggression
Weaponry

Medium
Low
Medium
High
SMG

This street gang is notorious in the hood they are street scum just
like their gun toting brethren the Chups, same shit, different colors.

Health
Armour
Accuracy
Weaponry

High
High
High
Shotgun
SMG

These imposing fellows can be found around casinos and high
security areas, either guarding property or their paymasters.
Sometimes the good money they earn just isn’t enough, and the
opportunity to rough someone up proves too much. They’re armed
to the teeth, well trained, and in their line of work fear of death is not
an option.

Biker
Leaders

Health
Armour
Accuracy
Aggression
Weaponry

High
Medium
Medium
High
Shotgun

These fat menacing macho men run the chapter houses of the
many bikers found throughout the States. They are rough and
tough, and will wade in with either fist or blast you in half with a
shotgun. Watch out for them they’re mean as hell!

Health
Armour
Accuracy
Aggression
Weaponry

Low
Low
Low
Medium
Shotgun

These good ole boys like nothing better than a bottle of hooch.
They’re also partial to blasting critters, or for that matter a passer
by, just for the hell of it, or to get their hands on some hooch
money, You’ve been warned.

Health
Armour
Accuracy
Aggression
Weaponry

Medium
Low
Medium
Medium
Rifle
SMG
Shotgun

These smooth operators aren’t just lady-killers! Found lurking
around the brothels and bars in many areas of town. Their prey is
passing tourists and each other. Don’t scuff their shoes, or you’ll
live to regret it.

Cuban Gangsters

Bodyguards

Health
Armour
Accuracy
Aggression
Weaponry

Hicks

Watch out for the following potential criminal types in your local area:

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Alert States
When interacting with people you will notice that icons appear above their head, which
change depending on the situation.

Crewmembers
Pursued: this icon will appear above any of your crewmembers currently being
pursued by police officers or FBI agents.
Suspicion: this icon appears above any of your crewmembers approaching a
building; they have previously caused suspicion in. This generally occurs because you
were not able to fully case the building, before personnel inside became jumpy. If a
building is suspicious of a crewmember, he will be more likely to get kicked out quicker.
Unable to reach: this will appear briefly above any of your crewmembers, if you have
clicked on an area of the map they cannot reach.

Law enforcement
Suspicion: this icon will appear above any police officer or FBI agent who becomes
aware of people causing heat in his vicinity, it precedes actual reaction to heat, but
indicates that it is imminent.
Responding to alarm: this icon appears above any law enforcement officer who
passes close to a building alarm that has been triggered.
Chasing: when police officers are chasing a suspect giving off heat, an icon showing
a small red handcuff will be displayed over their heads. This will change back to an
alert icon if they are out of range or give up the chase.

NPC (Non-Playing Characters)
Fleeing: most NPC you come across will try to flee heat in their vicinity. This icon will
appear above their heads to indicate that they are currently in fleeing mode.
Contact: this marker will appear above the NPC that your crewmembers need to
contact.
Target: this icon appears above the head of any target character that your crew has to
eliminate.

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CREW ATTRIBUTES
Each member of your crew is a specialist, and each of them has their own specialist skills.
Each crewmember will excel in one area, be proficient in another, and have some
knowledge of the others.
These skills are categorized in the following manner.

Weapons
Ability with weapons and munitions, governs which weapons the character can use, and
how accurate they are with that weapon.

Electronics
Ability at manipulating and configuring electronic devices, and assessing other electronic
systems, especially useful for overcoming security systems.

Lock picking
A highly specialist skill, that allows door locks and safes to be cracked with ease, does not
allow removal of electronic obstacles however.

Health
Each member of your crew has a different physical makeup, some are stronger than
others, and as a result can sustain more damage. You will find that some members of your
crew are very weak, and need to be closely guarded while others are able to withstand
much more punishment.

Each of your characters will begin with a certain amount of skill in each of these areas, and
over time their skills will improve with use.
All of the crewmembers you pick up along your travels will fit into one of these five
categories. With time the skills of each crewmember automatically increase from job to job,
to reflect their prowess growing as they use their abilities. The ratings for the attributes are
all relative to other crewmembers, and give a rough indication of the special characteristics
of each crewmember.

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Gangbangers

Assassins

Wiseguys

heist

The Wiseguy is just what his name would suggest, a wisecracking
“connected” guy, who works for the mob. As part of his many criminal
activities the Wiseguy likes to keep his hand in with a bit of armed
robbery.
Weapons
Electronics
Lock picking
Health
Speed

××
××
××
×××
×××

His many and varied criminal activities make him a jack-of-all-trades,
but master of none. While not a specialist, he is useful as an all
rounder, in the early stages, and when other team members are tied
up.

These types are hard-assed female heisters. They have normally been
through a grueling life, and as a result have become oblivious to other
people’s suffering.
Weapons
Electronics
Lock picking
Health
Speed

××××
×××
×××××
××
××

This female heister has the best lock picking skills of all the crew types;
excellent weapons skills as well as competent knowledge of
electronics.
Being a woman however, your female crewmember is stronger only
than the hacker.
These street hoods are the bane of the projects. From an early age
they have been involved in gang warfare, and have usually worked as
enforcers, taking down rival gang members mercilessly. This makes
them excellent members of crews where brute force is needed.

Weapons
Electronics
Lock picking
Health
Speed

××××
×
××××
××××
××××

Their criminal background means they are also proficient to a degree in
lock picking, a result of years of breaking into warehouses. Their
regular trips to the gym make them useful in the loading phase as well
as the personnel phase of the job.

Veterans

Hackers

These guys specialize in electronics. Generally former bedroom
hackers and tinkerers, they have progressed to working for I.T or
electronic security firms, and then turned bad.

Weapons
Electronics
Lock picking
Health
Speed

×
×××××
×××
×
×

Their interest in all things electronic means they have a natural
curiosity, and have due to this normally acquired some skill in lock
picking as well. They are not well-rounded crewmembers, but their skill
in electronics makes them invaluable crewmembers in technical heists.
Their lack of exercise due to many a night spent at a keyboard or
soldering iron, means however that their health is poor, and they must
be guarded from attack.
The Veteran is a post-traumatic stress disordered time bomb. His skill
of course lies in armaments, in which he is an expert. Due to his
military training, his ability to command civilians in the personnel phase
of a job is unparalleled. When he gives orders – they jump!

Weapons
Electronics
Lock picking
Health
Speed

×××××
×××
×
×××××
×××××

Veterans also have a little expertise in other areas, mainly electronics
due to his knowledge of field communication devices. In addition due to
the excellent level of physical fitness, the “Vet” has greater physical
strength and endurance than any other crewmember, and is excellent
at loading.

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EQUIPMENT
As your crew progresses together as a team, you will feel the need for more advanced
equipment, so that more advanced safes can be cracked, more heads busted, and more
security devices jammed. There is a vast array of equipment at the disposal of the modern
crew, which is detailed below.
Equipment is broken down into the following categories: Weapons, Lock picking,
Electronic, Auxiliary.
Most items have a skill associated with them, the higher the crewmembers skill the more
effective they will be with that item, for more details see the section following this one.

Weapons
All firearms, hand to hand, missile and non-lethal arms
Beretta

A standard issue combats sidearm, accurate and powerful over short distances.

Cosh

A cosh is a small weighted implement, used to knock opponents into
unconsciousness with a single well-aimed blow to the neck.

CS Gas

CS gas is a non-lethal incapacitating gas, used the world over for crowd control
and siege situations, causing burning in the lungs and rendering its victims
completely helpless.

Desert Eagle

The desert eagle is a heavy .50 caliber firearm, extremely powerful but hard to
control; Excellent target stopping capabilities, but requires good weapons skill to
control effectively.

HK MP5

A compact powerful and accurate, this sub-machinegun is an excellent all-round
weapon, with a high rate of fire, much favored by security and covert forces
worldwide.

Knockout Drops

A sedative liquid which can be administered to render a target unconscious
stealthily.

Laser Sight

A military peripheral, designed to improve marksmanship. It clips onto most
weapons, and projects a highly visible red dot on the target, enabling the firer to
see clearly where they are aiming.

M60

The M60 is a heavy caliber fully automatic machine gun, usually mounted on a
vehicle or fired from the ground.

Proximity mine

Proximity mines are an advanced electronic explosive device, which detects
nearby heat and motion.

Rocket Launcher

A heavy surface-to-surface rocket launcher, fires high explosive surface to surface
rockets with devastating effect.

Sawn-off Shotgun

A cartridge firing high-powered weapon, deadly at close range, less effective over
distance.

Sniper Rifle

A high-powered long-range weapon with powerful optical lens, which is used to
take out potential targets from long range.

Spider Mine

The spider mine is a classified weapons system recently developed by the military
for special operations.

Taser

The taser delivers an incredibly high volt current to the intended target, in a pulse
of electrical energy. This causes immediate muscle spasm and incapacitation in
the victim.

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Lock picking
Items that are non-electronic, and are used to cut through or otherwise countermand locks
and vaults.
Crowbar

A high-tensile steel lever, useful for opening crates or forcing cash registers and
locks.

Laser cutter

A heavy-duty industrial cutter using a high-energy beam of light to cut through
metals like butter opens most safes and metal shutters in minutes.

Lock picking kit

A standard set of Lock picking tools can be used to emulate the action of a key in a
locks tumblers, used by a skilled lock picker they can be used to open most nonelectronic

Electric
Lock picking kit

The ultimate lock picking tool, it contains a series of lock picks, which can be
attached to a small electric motor.

Master
Lock picking kit

Advanced lock picking set, requires higher level of skill to use, but more effective
against a wider range of locks.

Oxyacetylene
torch

A high-powered cutting implement that uses a gas flame to weld or cut metals cuts
through most metals.

Power drill

A high-powered industrial drill with a large motor and a variety of drill bits, capable
of boring through most materials.

Stethoscope

A medical listening device, which allows a skilled safecracker to listen to the
tumblers of a combination safe to identify which way to turn the wheel to open the
safe.

Electronic
Advanced electronic countermeasures, used to baffle, jam, or circumvent security
installations.
Alarm jammer

Alarm jammers are highly sophisticated pieces of electronic equipment, used to
block the signal normally sent to a remote or silent alarm system.

Door decoder

A specially configured device, designed to run through all possible permutations of
number coded doors.

Electronic jammer

A sophisticated electronic device that emits an electromagnetic signal to baffle the
function of security and communications devices.

Laptop

A portable computer used to run software on the move.

Metal detector

An advanced electromagnetic scanning device akin to the beachcombing metal
detectors, but able to discern many types of metal accurately and quickly.

Police scanner

A highly illegal piece of stolen police equipment, allows the owner to scan normally
scrambled police frequencies, and listen in to their conversations.

Software

A program created to run on a piece of computer hardware that carries out a
specific function.

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Auxiliary
All other items which are not associated with a particular skill.
Bank plans

Details the internal security systems inside a bank, enabling your crew to determine
various information about the potential target.

Bulletproof vest

A Kevlar laced body vest capable of stopping most calibers of ammunition, absorbs
some of the damage that would normally be received from being shot.

Cameras

A zoom-focus SLR camera, which can be used to take high fidelity pictures in day
or night conditions.

Dead body

Unconscious bodies can be carried but when they regain consciousness they are
immediately dropped.

Disguise

A generic term for any form of disguise other than the clothing normally worn by a
crewmember. It includes many types of uniform such as security workers or lab
technicians.

FBI procedures

Movements are displayed on the Mini map once this item is held.

Gasmask

A special mask fitted with micro-filters, which enable the wearer to breathe in toxic
environments. Gas masks are essential to overcome the effects of CS gas, which
some security personnel are issued with.

Film

A photosensitive cartridge, which can be used with a variety of camera equipment.

First aid kit

A box containing a variety of medical equipment, used in emergency situations.

Heat cure

Heat cure is a term for any form of help from safe houses, which helps get the
police off your back. They remove heat from whoever buys the heat cure.

ID card

A card usually bearing the wearers photograph, and often with an electromagnetic
strip embedded with a security code, enabling the bearer to enter an otherwise
restricted building.

IR goggles

Infrared goggles work by amplifying the amount of infrared radiation given off by
warm bodies, enabling the wearer to see patches of heat.

Lock roster

Similar activation as Bank plans; info is viewed via the Control Panel once this item
has been picked up.

Moneybag

A large capacious holdall, which can safely contain large amounts of bills.

Packing crates

Packing crates are used to contain large quantities of heavy goods, and are usually
stored in warehouses.

Parcel / Package

A small hand held item, containing wrapped goods. Often passed on or collected as
part of a job.

Pistol silencer

A suppressor that dissipates the noise normally expelled by the muzzle of a pistol.

Security plans

Plans that enable the layout of a building to be known can reveal a variety of
information making the heist easier.

Sewer plans

Reveals the locations of sewers beneath ground level, allowing the crewmembers
to travel underneath the streets of the city.

Spray paint

A can of spray paint can be used to black out the Lens of a CCTV camera,
preventing it from registering an image of your crew when inside a building,
reducing the need to try and power down the CCTV system.

Suction harness

The suction harness is specially designed, to enable the wearer to traverse a
section of floor that has been laid with motion or pressure sensors.

Thermal vest

A high-tech body suit, which utilizes modern man-made materials to prevent
infrared heat from being emitted.

TNT

Trinitrotoluene (TNT) is a reliable and powerful explosive, which can be used to
blast open some safes.

Videotape

A humble VHS Video Tape. Can be used to provide a substitute image to fool
security guards monitoring CCTV camera images.

Wire cutters

A tool used to cut through wire fences only. You must first cut power to an electric
fence before using wire cutters on them!

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LOCKS, SKILLS, KEYS
Definitions
A lock is anything within a building, which adds time to how long the heist will take.
A key is any item, which can be used to reduce the amount of time a lock adds to the heist
being undertaken.
The table below details the various locks encountered in the process of heisting. In each
case it shows the lock, and which keys are useful against that lock. The effectiveness is a
rough guide to how much time that key takes from the lock.

Personnel

Civilian

Security Guard

Beat Cop

Detective

Attack Dogs

PERSONNEL
Key item
Skill Required
CS gas
Beretta
Desert Eagle
HK MP5
M60
Shotgun
Taser
CS gas
Beretta
Desert Eagle
Weapons
HK MP5
M60
Shotgun
Disguise
Taser
CS gas
Beretta
Desert Eagle
HK MP5
M60
Shotgun
Disguise
Taser
CS gas
Beretta
Desert Eagle
HK MP5
M60
Shotgun
Taser
Shotgun
Disguise
Taser

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None

Weapons

Effectiveness
Medium
Low
Medium
High
High
Medium
Medium
High
Low
Medium
High
High
Medium
Medium
Medium
High
Low
Medium
Medium
High
Medium
High
Medium
Medium
Low
Low
High
High
Medium
Medium
High
High
Low

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Security Item
Security Camera
Motion Detector
Heat Detector
Floor Sensors
IR beams
Tear Gas
Combination safe
Electronic Vault
Offsite monitoring
Metal shutters

Key item
Video tape
Spray paint

SECURITY
Skill Required
None

Electronic jammer

Electronics

Thermal Suit

None

Suction harness

Lock picking

IR goggles
Gas mask
Stethoscope
Correct combination
Oxy torch
Door decoder
Plans
Electronic jammer

None
Lock picking
None
Lock picking
None
Electronics

Alarm

Effectiveness
Medium
Medium
High
High
High
Medium
Medium
High
High
Medium
High
High
High
High
Medium
High

Vault
Electronic vault
Combination safe

Key Safe

Bomb safe

Time lock
Cash register

Load
Light load
Medium load
Heavy load
Packing crate

VAULT
Key Item
Skill Required
Laser cutter
Oxy torch
Stethoscope
Electric lock picks
Lock picks
Lock picking
Oxy torch
Key
Laser cutter
Oxy torch
Laser cutter
Plans
None
Laser cutter
Lock picking
Laptop and software
Electronics
Crowbar
None

Key Item
Amount of crew

LOADING
Skill Required

Moneybag
Motorized trolley

Copyright © 2000 Virgin Interactive Entertainment (Europe) Ltd

None

Effectiveness
High
Medium
Medium
High
Medium
Medium
High
High
Low
Medium
High
Medium
High
Medium

Effectiveness
N/A
Medium
Low
High

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CREDITS
Production
Reza Elghazi

Producer

Design
Christian Canton
James Mc Donnell

Lead designer
Designer

Code
Phil Jones
Chris Hardy

Lead programmer
Programmer

Art
Wayne Dalton
Kheang Tan
Mark Anthony
Thrain Shadbolt

Lead city architecture and scenery design
City architecture, scenery, cars, front-end and web design
Character sprites design and animation
Intro sequence

Sound
Lee Nicklen
AllintheGame Ltd.

Sound FX and music
Voiceover production

Voice Actors
Tom Clarke-Hill
Corey Johnson
Brad Lavelle
Laurel Lefkow
Eric Meyers
Dian Perry
Jack Roberts
Kerry Shale
John Sharian
Bob Sherman

The big boss, Monster, Security guard LA, Gang member LA
The hacker, Prisoner, Gang member LA
Beat cop, Drunk, Shopkeeper NYC, Gang member NV,
Generic LA
Nikita, TV crew, Contact NV, Contact NYC, Generic NYC
The veteran, Guido Cianfanelli, Hank Mitchell,
Biker, Generic NYC
Narrator, Shopkeeper LA, Gang member NYC
Biker, Detective, SWAT, Shopkeeper LA
Léon, The colonel, Hector, Lefty, FBI, Head of security,
Shopkeeper NV, Gang member NV, Generic NV
The wiseguy, Gang member LA,
Security guard NV, Security guard NYC
William Cody, Drunk LA, Drunk NV

Test
Phil McDonnell
Alexander Stoikou
Steve Frazer
Richard Pomfret
Lee Povey
Bruno Antunes

Quality assurance manager
Lead tester
Tester
Tester
Tester
Trainee tester

Marketing
David Corless

Product manager

Special Thanks
Joss Ellis
Asim Naseer

Copyright © 2000 Virgin Interactive Entertainment (Europe) Ltd

VP of development
Programmer

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TECHNICAL SUPPORT
Thank you for purchasing this product. If you are experiencing difficulties with this title,
please take advantage of the following product support. Please note that all our operators
only speak English and that we are unable to give gameplay hints through our Technical
Support number.
Technical Support:
Fax:
Internet email:
World Wide Web:
Address:

0207 551 4266
0207 551 4267
[email protected] (please use the game title as your
subject heading)
www.vie.co.uk and www.interplay.com
Customer Services Department
Virgin Interactive Entertainment (Europe) Ltd.
74a Charlotte Street
London
W1T 4QN

In the unlikely event of a software fault please return the complete package, with your
receipt, to the original place of purchase.
If you do telephone, please be sitting in front of your computer (if possible) and be sure to
provide us with as much information as possible. Make sure to note the exact type of
hardware that you are using in your system, including:
Speed and Manufacturer of your Processor.
Make & Model of your Sound Card and Video Card.
Make & Model of your CD-ROM drive.
Amount of RAM present.
Any additional Hardware and Peripherals.
Information contained in your Config.Sys & Autoexec.Bat files.
Note: If you have any problems in obtaining any System Information please consult your
System supplier. It is extremely important that you have the information above at hand
when you call.
When contacting us by post, ensure you include the Title & Version of the game, a detailed
description of the problem you are experiencing and the exact type of hardware that you
are using.
When sending us a fax, please remember to leave your fax machine switched on and
ready to receive. If you are using a Telephone/Fax system please make sure that the Fax
connection is enabled. Ensure to include your name, a return Fax number with the area
code and a Voice number so we can contact you if we experience problems when trying to
fax you back.

Copyright © 2000 Virgin Interactive Entertainment (Europe) Ltd

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