Industrial Spy: Operation Espionage

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Strategy Guide

Industrial Spy: Operation Espionage (A.K.A. Espion-Age-Nts)

Table of Contents
I.    Copyright information
II.   Author contact information
III.  Version information
IV.   Story
V.    Characters
      A.  Agents
          1.  Archangel
          2.  Falloux
          3.  Kleopatra
          4.  Ling
          5.  Luria
          6.  Saunders
          7.  Vlagimir
      B.  Supporting Cast
          1.  Blum
          2.  Evans
          3.  Maelbranch
          4.  Miller
          5.  Mondstein
          6.  Ritzman
          7.  Yamaguchi
VI.   General Tips and Tidbits
VII.  Basic Walkthroughs
      A.  Mission One: Michel Fowler Art Museum
      B.  Mission Two: Michel Fowler Art Museum
      C.  Mission Three: Castle Mondstein
      D.  Mission Four: Berlin Institute of Technology
      E.  Mission Five: Berlin Institute of Technology
      F.  Mission Six: Kowloon II
      G.  Mission Seven: Microware R&D Lab
      H.  Mission Eight: Fort Knox II
      I.  Mission Nine: Fort Knox II
      J.  Mission Ten: Herzlichware Headquarters
VIII. Detailed Walkthroughs
      A.  Mission One: Michel Fowler Art Museum
      B.  Mission Two: Michel Fowler Art Museum
      C.  Mission Three: Castle Mondstein
      D.  Mission Four: Berlin Institute of Technology
      E.  Mission Five: Berlin Institute of Technology
      F.  Mission Six: Kowloon II
      G.  Mission Seven: Microware R&D Lab
      H.  Mission Eight: Fort Knox II
      I.  Mission Nine: Fort Knox II
      J.  Mission Ten: Herzlichware Headquarters
IX.   Recognitions/Thanks


I.    Copyright information
This document is Copyright 2000 Timothy Nguyen.  Duplication is permitted if 
and only if you will use it for personal reference.  This document should 
only be seen on gamefaqs.com, cheatcc.com, and gameadvice.com No one is to 
use/distribute/publish/modify this document without my written permission.  
If you see this document anywhere else, please email me.


II.   Author contact information
My name is Timothy Nguyen (a.k.a. "aznsnowman" in AIM, Yahoo, ICQ, ugtz.com, 
gamefaqs message boards, and various other things).  If I'm online, AIM is 
always on, Yahoo sometimes, and ICQ rarely.  You can also contact me thru 
email nguyen.242@juno.com I am open to questions, positive/negative feedback, 
corrections, and what have you.

I've gone through 4/5 of the game until I was desperate for help.  This 
faqs/walkthru was written in response to the shortcomings of the official 
guide.  It gets you through a mission, but the actions it tells you to 
perform and not perform do not maximize the amount of AP you get.  
Additionally, it wastes precious game time the way it was written.  You 
should buy this colorful book yourself and make your own judgment.


III.  Version information

Version 1.00 07/22/00  Posting what little I have finished.  It's somewhat 
organized, but I'll straighten it out soon.

Version 1.01 07/23/00  I organized everything and added a table of contents.  
Mission Five is written


IV. Story

V.  Characters
    A.  Agents
        1.  Archangel
        2.  Falloux
        3.  Kleopatra
        4.  Ling
        5.  Luria
        6.  Saunders
        7.  Vlagimir
    B.  Supporting Cast
        1.  Blum
        2.  Evans
        3.  Maelbranch
        4.  Miller
        5.  Mondstein
        6.  Ritzman
        7.  Yamaguchi

VI.   General Tips and Tidbits

Whenever you want to send anyone anywhere, I highly recommend that you press 
START to do so.  It saves a lot of time giving destination orders from the 
mission screen.  It should be a habit to press START as soon as the mission 
goes underway.

If you're sending Luria or Archangel around in a stage that has enemies, 
consider changing their Withdraw point to the destination.  It may seem time 
consuming, but think of the time you'll save having them run by the enemy and 
go on to the destination instead of turning around to go to an Insertion 
Point.  I often forgot where I sent them because they retreated.  One time 
Luria retreated to three enemies!

Anything that can be manipulated by an agent is written in blue text, as 
shown when you order an agent to go somewhere.

Whenever an agent comes across something that requires to be spied, more 
often than not, you want to Investigate it until you see its DP value 
(usually, you have to Investigate twice).  If you don't, and you order the 
agent to Hack, Unlock, or whatnot without knowing what they're going against, 
all of the agent's SP points are reduced to zero.  If the agent has low SP 
anyway, you might as well skip the Investigate command.

The maximum bonus you get from a "Nice Clear" is plus half the value of the 
contract.  The maximum penalty for taking too long is minus half the value of 
the contract.

You can use different agents from what I used.  Just be sure to swap agents 
based on the skills needed to complete the mission.

When you beat the game, Remmy Evans prompts you to save.  When you play from 
that save, it starts as if you just played if for the first time.  The catch 
is you keep all your accumulated AP and upgraded agents!  If you had 
Mondstein in your party, he will not be present, you have to knock him down 
again :(

If you pop your I-Spy disc into your computer and open the folder "Presents" 
you are treated to 26 beautiful pictures, both in bmp and jpg formats


VII.  Basic Walkthroughs

These Walkthroughs are the very bare essentials of what needs to be done to 
complete the mission.  This allows you freedom to do play around in a 
mission, but still know what you have to do.


A.  Mission One: Michel Fowler Art Museum

Go to Control Room and disable the shutters
Go to Offices and overwrite data
Go to Guardroom and disable Infrared Sensor 2
Go to North Tower Special Exhibits and Steal Painting


B.  Mission Two: Michel Fowler Art Museum

Go to Control Room and Disable the two shutters
Go to North Tower F1 Exhibit Room A, Look Around and Investigate
Go to West Tower F2 Warehouse, Look Around and Investigate
Go to Storage Room, Look Around, Investigate and Investigate Filter Paper
Go to Entrance, Investigate


C.  Mission Three: Castle Mondstein

Too complicated.  I'm sorry, but you're gonna have to read the detailed 
walkthru, for now anyway.


D.  Mission Four: Berlin Institute of Technology

Go to Supercomputer 1 and Hack into it
Go to Research Room 3, Look Around and Investigate
Go to Office Warehouse, Look Around and Investigate
Send someone to Special Lab.  When a door blocks them with a red light above 
it, send someone else to Junction 3 and activate the switch
In the Special Lab, Look Around, Investigate twice, Think, and CO2 Laser
Go to Main Console and Think
Go back to Special Lab and YAG laser
Go back to Main Console and Hack


E.  Mission Five: Berlin Institute of Technology

Go to Professor Messer's room
Go to Professor Holtzen's room Look Around, Investigate, Look at Mail
Go to Office, Look Around, and Work on Circuit Box
Go to Supercomputer Room 1 Look Around, Investigate, Hack
Go to Records Room(?) Look Around, then go to Institute Records Room Look 
Around, and Investigate
Send someone to Main Console.  When a door blocks them with a red light above 
it, send someone else to Junction 3 and activate the switch
Go to Supercomputer Room 2
After avoiding the laser, go to Laser Lab, Look Around, Investigate, 
Investigate Terminal?, Operation Command
In Supercomputer Room 2, Look Around, Investigate, and Hack
In Laser Lab, Operation Command
Go to Main Console, Look Around, Copy Data


F.  Mission Six: Kowloon II
G.  Mission Seven: Microware R&D Lab
H.  Mission Eight: Fort Knox II
I.  Mission Nine: Fort Knox II
J.  Mission Ten: Herzlichware Headquarters



VIII. Detailed Walkthroughs

These are designed in a way to both maximize bonus AP and minimize time.  The 
first few missions can be completed without upgrading any of your agents, and 
they have been written assuming you haven't.  You are free to upgrade your 
agents as you see fit, but you may want to read ahead to see what attributes 
I explicitly upgrade.  If you're wondering how I came up with the numbers for 
E$ and AP, I played the mission 20-40 times and did the math.  Anyone wanna 
join?  LOL


A.  Mission One: Michel Fowler Art Museum

Agents used in this mission, in order (you cannot change)
Saunders - Circuitry, Fighting
Ling - Unlock, Fighting, Disarm
Archangel - Hacking

Send Ling to Archangel and send Archangel to  Control Room.  As 
soon as Ling unlocks the door, but before she opens it, send her to  Control Room.  When Ling secures the Control Room, send her to  Box?  Now, with Archangel on your main screen, have him Hack both 
terminals and disable all the Shutters.  Send him to  Office, 
a trip that will take him awhile.

Because you left Ling to do her own thing, right now she should be 
Investigating the Box.  Investigate it until she discovers a trap.  Her SP 
should be 0.  Have her rest.  Now, send Saunders to  
Guardroom.  Keep Ling on your main screen while she rests.  When Saunders 
finishes manipulating the alarm system, DO NOT switch him to your main screen 
immediately.

With Ling still on you main screen, have her Disarm the Spike Trap when her 
SP reaches 20.  Important:  If you switch to someone else before she reaches 
20, Ling will automatically try and open the Treasure Box without disarming 
the trap!  Even if you had 99 HP and a 5 Star Defense, you will die!

By now, Archangel should be in an area without guards waiting to show up (if 
you're not sure where is a good area, when he is close to his Insertion Point 
is good).  Now switch to Saunders.  The alarm goes off anyway, and you've got 
five minutes to complete your mission.  Have Saunders disable Infrared Sensor 
2 then send him to  Special Exhibits.

When Archangel arrives at his destination, have him first Investigate the 
terminal then Hack it.  When prompted to make a Backup Copy, say "YES."  You 
can leave Archangel there for the remainder of the mission; no guards go 
there.

Ling should be finished Disarming the Spike Trap.  Now have her rest.  
Saunders should arrive to his destination.  Have him Look At Picture to 
confirm that it is 'Olympic Fantasy.'  Don't steal it just yet.  Now have 
Ling Open the Box when her SP reaches 9.  Inside the box, you get a small 
taste of what your client, Helmut von Mondstein, is like... Now have Saunders 
Steal the Painting and your mission is complete.

Results
Finishing the mission in 10 minutes (±a minute or two) gives you Contract Fee 
+E$5 000 000 and Stage AP +100
If you made a Backup Copy, you get Event Income +E$10 000 and Event AP +20
If you managed to open the Box safely, you get Event AP +50

If you send Saunders to Women's Locker Room and have him unlock a locker, you 
find nothing, which disappoints him (and me:).  You get nothing from this.

Max Balance: E$7 510 000
Max AP: 170


B.  Mission Two: Michel Fowler Art Museum

It is possible to complete this mission without upgrading any of your 
characters and still make it in less than 4 minutes.

Use the following agents, in order
Saunders - Fighting, Circuitry
Luria - Nothing really...she's just fast!
Ling - Fighting, Unlock
Archangel - Hacking

*It is important that you follow these steps in order.  If you gain 
information leading you to believe "Phantasm" is elsewhere before you 
actually go to  Special Exhibits, you WILL NOT receive a 
request to steal "Crude Sign," which means no bonus.*

Send Saunders to  Guardroom, Luria to  Special 
Exhibits, Ling to Archangel, and Archangel to  Control Room.  
Make sure Saunders dispatches the guard in the hallway along his way.  As 
soon as Ling unlocks the door, but before she opens it, send her to  Smoking Area.  Luria should come to a halt on Security Shudder 6.  It's 
safe to leave her there.

As soon as Ling dispatches the guard in the Smoking area, have her go to 
 Warehouse.  (If Ling and Archangel get tangled up in the 
stairway, stop Archangel and Ling will literally walk right through him!)  In 
the Guardroom, Saunders should disable Infrared Sensors 1 and 3, then send 
him to  Gallery A.  Security Shutter 5 should be blocking his 
way, but we'll fix that soon enough.

Have Archangel work his magic again in the Control Room, I recommend you Hack 
first into Terminal 1.  You only need to disable Security Shutters 5 and 6 
(the rest are already disabled).  Finished, send him to  Vending 
Machine 2.

Luria should be in the Special Exhibits room.  Have her look at Picture.  
It's not "Phantasm," it's "Crude Sign."  The Count tells you that it's your 
job to look for "Phantasm."  A second later, he requests you steal "Crude 
Sign."  Even if you refuse, and the Infrared Sensors are down, you steal it 
and receive the bonus anyway.  Now send Luria to  Storage Room.

Archangel should arrive at the vending machine so have him give it an 
Electric Shock.  Kicking it will give you nothing, so don't do it.  While 
Archangel is doing that, switch to Saunders who should be waiting at Gallery 
A and have him Look Around, then Investigate.  While he's Investigating, 
switch to Ling who should have just arrived in the Warehouse and have her 
Look Around and Investigate Wood Box.  While she's Investigating, see what 
Archangel gets from the vending machine.  Then see what Saunders has 
discovered.  Finally see what Ling finds.  Press START and send Saunders to 
 Special Exhibits, Ling to  Entrance, and 
Archangel to  Lobby.

In the event that on her way to  Storage Room a big metal door 
blocks Luria, Archangel should be approaching the other side to open it for 
her.  In the Storage Room, have Luria Investigate, then Look at Filter Paper.  
Switch to Ling, who should be waiting at the Entrance, and have her 
Investigate.  She finds the almost trashed "Phantasm."  The Count calls you 
to give you a small congrats and has another request.  Steal the painting 
"Woman."  You might as well accept the request.  Switch to the waiting 
Saunders and have him Steal the painting.  Now hit START and send Saunders, 
Ling, and Luria to  Lobby.  When they all arrive, the mission 
is complete.

Variance
If you use the above agent order, Saunders and Luria are paired up, but if 
you go with Saunders, Ling, Luria, and Archangel, Luria is paired up with 
Archangel.  I can't come up with an explanation.  Can somebody fill me in?

Results
Finishing the mission in 10 minutes (±a minute or two) gives you the Contract 
Fee +E$400 000 000 and Stage AP +80
If you disabled the Infrared Sensors gives you Event AP +20
If you take "Crude Sign," you get Event Income +E$10 000 000 and Event AP +20
If you steal "Woman," you get Event Income +E$10 000 000 and Event AP +30
If you shocked Vending Machine 2, you receive Event Income +E$10 Event AP +5
I assume the all the effort in stealing "Phantasm" gives you Event AP +30

Give  Vending Machine 1 a shock gives you nothing
Investigating the  Director's Office and taking the Sales 
Contract gives you nothing
Opening the Treasure Box in the Director's Office gives you nothing
Going to the Men's Locker Room and Unlocking a locker gives you nothing

Max Balance: E$620 000 010
Max AP: 185


C.  Mission Three: Castle Mondstein

After Mission 2, you find out Count Mondstein hasn't paid you.  You are 
prompted to set up a mission for debt collection.  Even if you say "NO" 
Saunders will set it up, anyway.  Even though it estimates you 60 minutes to 
complete the mission, you can take as long as you want, but it can be done in 
less than 15.  Yes, this is one of the two missions that really stumped me.  
Once again, this mission can be completed without upgrading anything to your 
agents.

Use the following agents, in order
Saunders - Unlock, his height
Kleopatra - Unlock, her HP
Ling - Unlock, her height
Luria - Nothing (there are no guards, so it's safe)

After the Count's welcome, the fun starts.  Have Saunders Spin Around to 
acquaint himself to the area.  This will take just under a minute.  When he's 
finished, send him to Lever 16 (Lever A), and operate it.  This opens the 
cells holding the other agents.  The count sends you a map of his castle.

Now press START and send Saunders to  Scribbled Clue 4, Kleo to 
 Quiet Room, Ling to  North Tower F2, and Luria to  Count's Bedroom.

Saunders will have to Unlock a door on his way.  Kleo will stop before a 
ceiling trap, but tell her to Resume Movement and she gets nailed (don't 
worry).  She will come to a halt at a spear trap.  Have Saunders operate the 
lever (Lever D) to disarm the trap and Kleo's on her way.  Send Saunders to 
 Hall.  Ling should be stopped by an obstacle, which she can 
unlock.  After Investigating twice, make sure you Stop her so she can regain 
SP to actually Unlock it.  Luria should arrive at the Count's Bedroom and 
rendezvous with Ling...Ling?!  It's the Count in disguise, and he knocks 
Luria down and give you a map of F3.

On Kleo's way, she'll stop at another trap.  Tell her to Resume Movement and 
she'll be at the Quiet Room.  In this case, don't Investigate.  Order her to 
Unlock it.  Because she isn't very skilled in Unlocking, it may take her 
upwards to 3 minutes to open the safe.  It doesn't matter, let her take all 
the time she needs, and have her recover her HP when she's done.

In the hall, have Saunders Look Around, Investigate, and then Use Dials.  If 
you played this, you would have to look around the castle to figure out the 
combination, but I'll save you the time.  Star - 9, Sun - 1, Moon - 6.  This 
reveals a hidden ladder.  Send Saunders to  Scribbled Clue 3 and 
Operate that lever (Lever C).  In the North Tower F2, have Ling Look Around 
then Operate both levers (Levers L and M).  Let her stay there for a bit.  
Have Luria go to and operate both  Scribbled Clue 1 and 2 (Levers R 
and S).  Now send her to  F3.  Wait until Luria moves over the 
floor trap, and then have Ling operate Lever L.  Now send Ling to  
Scribbled Clue 2.

Send Saunders to  Scribbled Clue 1.  He will be blocked by a wall, 
so let him wait.  Kleo should be finished with the safe, so send her to  Scribbled Clue 2.  Remember to have her Resume Movement when she stops 
because of the trap.  If you don't, she could be shot to death!  A wall 
should block her.  Stop her and let her recuperate.  Now all you can do is 
wait for Ling to get to her destination.

When she finally arrives, have her Operate the lever (Lever O).  Now the wall 
blocking Saunders has moved.  Resume Movement, and operate the lever (Lever 
E).  Send Saunders to  Scribbled Clue and operate that lever (Lever 
K).  Send Saunders to  Scribbled Clue 1.  When Saunders arrives, 
have him operate the lever (Lever G) twice, then send him to Scribbled Clue 2 
in the same area and operate that lever (Lever H).  Send Saunders to  Box 
Room.

Kleo should be unobstructed, so order her to Resume Movement.  When Kleo 
comes to a door, don't Investigate it, have her Unlock it (Investigating it 
twice will make her realize she needs 14 SP to Unlock it, but you only have 
10!)  Have her operate the lever (Lever F).

Now have Ling operate Lever O again, and send her to  Scribbled 
Clue 3.  She'll have to unlock a door to get to it.  Have her Operate the 
lever (Lever P) and send her back to Lever O and operate it again.  Send Ling 
to  Scribbled Clue and operate the lever (Lever T).  (The "Danger" 
the lever refers to is that whoever (including your agents) walks into  Party Area will be hit with the Chandelier.)

After a short wait, Saunders arrives in the Box room, operate the Computer.  
Send Luria to  Dueling Room.  Luria falls and the Count escapes.  Have 
Luria open Chest 3.  Wait a few moments and the Chandelier in the Party Area 
falls on the Count, and you've completed the mission!

The Count is broke, so you have the option to allow him to work to cover his 
debt to you.  Unlike if you said "NO" to set up this mission and it's still 
set up, if you say "NO" to let Mondstein join you, he won't join!

Results:
No Contract Fee, No Stage AP, No Time Bonus/Penalty...NO WAY!
If you opened the Safe in Quiet Room, you get Event Income +E$3 000
If you opened Treasure Chest 1, you get Event Income +E$500
If you opened Treasure Chest 2, you get nothing
If you opened Treasure Chest 3, you get Event AP +10
If you used the Chandelier to subdue the Count, you get Event AP +30
If you hit the Trap Reset lever in the Observation Room, you get Event AP +30
If you fight the Count into submission, you get no bonuses
If you Removed the Junk in the Collection Room, you don't get penalized
I will assume Event AP +160 comes from dealing with the whole castle.

Everything else including reading the Count's and Maid's Dairy gets you 
nothing extra

Max Balance: E$3 000 ($3 500 if you opened Treasure Chest 1)
Max AP: 200 (190 if you opened Treasure Chest 1)


D.  Mission Four: Berlin Institute of Technology

Oh yea, this mission can be completed without upgrading you characters and be 
completed in under 10 minutes.  It's not easy, but it can be done.

Use the following agents, in order
Archangel - Hacking, Computing (there are no guards here, so it's safe)
Falloux - Hacking, Computing
Saunders - Hacking, Computing, Unlock

In this mission, you have to pay special attention to Saunders.  If you have 
him Investigate the voice matchers twice, it will take 18 SP for him to Hack 
it.  Have him use all his SP to Hack or Unlock without Investigating.  You 
only need a minimum of your SP to do this, 10 SP in this case.  So make sure 
he Stops to rest to 10.  It really saves time.  Also, if Archangel or Falloux 
stops in front of a door, you have to order them to Investigate twice, Hack, 
then disable the door.  Yea, it's annoying.

Send Archangel to  Supercomputer 2.  When a door blocks him, 
have him look around and there is a Voice Matching device.  Have him 
Investigate it.  A sequence shows the Omega System activating security.

Send Falloux to  Conference Room 1, Saunders to  
Guardroom, and Archangel to  Supercomputer 2.  Saunders will 
discover there are no guards.  Send him to  Research Room Hall.  
When Falloux arrives, have him Look Around then Investigate.  Say "YES" to 
listen.  You find out the information is in a Supercomputer.  Well, Archangel 
is already in his way!  Send Falloux to  Office Warehouse.

Archangel should arrive at his destination first.  Investigate the 
Supercomputer twice and Hack it.  The Bid Data is not there!  Have Archangel 
wait there.  Saunders should be standing around in the Research Room Hall.  
As soon as his SP reaches 10, send him to  Research Room 5.  
While Saunders is hacking his way in, Falloux should be at the Office 
Warehouse.  Have him Look Around and Investigate.  Then send him to  Offices.

Saunders should have finished Hacking and meets someone.  You have the option 
of attacking him.  Don't.  Talk to the man three times.  Say "YES" to 
Professor Zutter's request.  Switch to Archangel who is still in 
Supercomputer 2.  Have him Investigate More and he finds what Zutter is 
looking for.  Send Archangel to  Laboratory 2.  Switch to 
Saunders and have him talk to Zutter once again.  Now wait until Saunders' SP 
is 10 and send him to  Research Room 3.  When he's in, have him 
Look Around and Investigate.  Send him back to  Guardroom.

An Electric Barrier should obstruct Falloux.  Have him Think and send him to 
 Experiment Prep Room.  Look Around, Hack, and activate the 
Flash Cooler.  Send Falloux to  Junction 3.  Archangel in 
Laboratory 2 should Look Around, Investigate twice, Hack, Active 
Refrigerator, Think, and Enter Refrigerator.  You've got 2 minutes of being 
cold.  Send him to  Special Lab.

In the Guardroom, Saunders should have rested to 10 SP.  Have him Look Around 
and Hack into the Alarm System.  Have him wait until his SP is 10 again and 
send him to  Office.  After he's Hacked his way in, have him 
rest.

Because Archangel is so slow, he will need his two minutes of being cold.  
Have Falloux Activate the switch in Junction 3.  IMPORTANT:  As soon as you 
order him to use the switch, have Archangel on your main screen.  Even though 
Falloux will have a "!" don't switch back to him yet.  As soon as Archangel 
approaches a shut door with a red light over it, switch back to Falloux and 
the door will open.

While Archangel is trekking, pray he still has enough time to bypass the 
Electric Barrier while cold.  Also, you can have Saunders Look Around.  Send 
him to Safe? and Unlock it.  If you were good with the timing on Archangel, 
have him Investigate the Voice Matching Terminal twice and Hack it and send 
him on his way.  Saunders should finished and opened the safe and see what he 
found (nothing).

Once Archangel is in  Special Lab, have him Look Around, Investigate 
twice, Think, and CO2 Laser.  Send him to Main Console and Think.  Send him 
back to Special Lab and use YAG Laser.  Go back to Main Console and Hack into 
it.  Mission Complete.

Results
Finishing the mission in 25 minutes (±a minute or two) gives you the Contract 
Fee +E$30 000 000 and Stage AP +50
If you used the refrigerator technique, you get Event AP +30
If you opened the Office Safe, you get Event Income +E$819 and Event AP +20
If you agreed to Zutter's request and gave him the information, you get Event 
Income +E$2 000 000 and Event AP +30
If you agreed to Zutter's request and did NOT give him the information, you 
get Event Income +E$2 000 000 and Event AP +0
If you attacked Zutter, you get Event Income +E$0 and Event AP +10

Making voice print passwords and using them, disabling the Electric Barriers 
in Supercomputer 1, opening the safe in the Medical Warehouse, opening the 
doors in Super High and Low Temp Labs, breaking into the other research 
rooms, or anything else gives you nothing.

Max Balance: E$47 000 819
Max AP: 130


E.  Mission Five: Berlin Institute of Technology

You guessed it; this mission can be completed without upgrading your agents 
and still be done in a shade under 6 minutes.

Use the following agents, in order
Archangel - Hacking, Computing
Falloux - Hacking, Computing
Saunders - Hacking, Circuitry

You can swap the first two agents; their insertion points are in the same 
room.

After dealing with you communication problems and confronting a mysterious 
agent, you begin the mission.

Send Saunders to  Professor Messer.  The other agents can hold 
their positions.  Enroute to the Messer's office, Evans notes how unusually 
easy it was to get this far.  Resume Movement on Saunders.  When he arrives, 
Maelbranch call you up and suggest you destroy the security deterrents.  Good 
advice.

Send Saunders to  Professor Holtzen, Archangel to  Voice Matcher 21, and Send Falloux to  Card Lock 13, if 
he hasn't gone to it automatically.  Saunders should Look Around, 
Investigate, and Investigate Mail.  Send him to  Office.  When 
Archangel has finished destroying the Voice Matcher, send him to  Supercomputer Room 1.  When Falloux finishes, send him to  
General Library.

When Saunders arrives at the Office, have him Look Around and send him to 
Electric Box?.  Don't bother Investigating it; order him to use his Spy 
Skills to deal with it.  Trust me, it saves time.  A door should be blocking 
Archangel, so have him destroy the Voice Matcher to let him move on.  An 
Electrical Barrier should be blocking Falloux.  Order him to Stop so he can 
regain some SP.

Once in the Supercomputer Room, have Archangel Look Around, Investigate, and 
then Hack the Supercomputer.  When he's done, send him to  
Voice Matcher 27.  The barrier is gone, so Resume Movement on Falloux.  When 
Saunders is finished working on the Electric Box, send him to  Voice 
Matcher 16.  When he arrives at the door with a red light over it, order him 
to Stop so he can regain his SP.

After Falloux destroys the Card Lock, he's in the General Library.  Look 
Around and send him to Institute Records.  Look Around and Investigate Data.  
Finished, send him to  Control Terminal 1.

When Archangel destroys Voice Matcher 27, send him to the following, and keep 
in mind that you have to let him rest to regain his SP.  Send him to  Voice Matcher 29.  When he destroys that, send him to  
Voice Matcher 14.  When that's destroyed, send him to  Voice 
Matcher 25.  This process will take the remainder of the mission.

While Archangel is doing all that, when Falloux arrives at the Control 
Terminal, have him Operate it.  Resume Movement on Saunders.  Send Falloux to 
 Voice Matcher 26 and destroy it.  Then Send him to  Supercomputer Room 2.

After Saunders destroys the Voice Matcher, send him to  Main Console.  
  After 
dodging the laser, send Saunders to  Laser Lab.  Look around, 
Investigate, go to Terminal?, Investigate it, and Operate Command.  You need 
3D Coordinates.  So....

Have the waiting Falloux in Supercomputer Room 2 Look Around, Investigate, 
and Hack.  When he's finished, go back to Saunders and Operate Command.  
After the laser sequence is over, send him back to Main Console, Look Around, 
and Copy Data.  Mission Complete.

Variances
If you send a male to Copy Data in the Main Console, Sophie will reveal 
herself.  If sent Falloux, he confronts her.  If you send a female, Sophie 
does not show up.  Nothing else is affected with whomever you choose to Copy 
Data.

Silly Luria
She's always available to do something not part of the mission.  Obviously, 
to make better use of her in this mission, you may want to upgrade her 
Hacking skills.  No other agent will perform the following:

If you send her to Social Hall, Look Around, send her to Cafe Area, Look 
Around, send her to Vending Machine Room, Look Around, and Investigate, she 
will look at each of the vending machines and find change!  $120 is a lot of 
change, ya know?

If you send her to Waste Disposal, Look Around, and Investigate, she will 
face you and ask you a question.  It's funny to answer wrong.  Answering 
right or wrong does not affect anything.

Smart Archangel
I have to make sure, but in either this mission or the previous one, if you 
send Archangel to the Records Room, Look Around, and Investigate, he'll make 
a crack at Remmy.

Results
Finishing the mission in 25 minutes (±a minute or two) gives you the Contract 
Fee +E$200 000 000 and Stage AP +100
Destroying a Voice Matcher/Card Lock gives you Event AP +10.  There are a 
total of ten such devices

Opening the Office Safe, making contact with Zutter, or anything else gives 
you nothing.

Max Balance: E$300 000 120
Max AP: 200


F.  Mission Six: Kowloon II
G.  Mission Seven: Microware R&D Lab
H.  Mission Eight: Fort Knox II
I.  Mission Nine: Fort Knox II
J.  Mission Ten: Herzlichware Headquarters

IX.   Recognitions/Thanks

None yet.

I'd personally would like some help in determining what actions give you how 
much E$ and AP bonuses, but I doubt anyone else would put as much effort into 
this game as I have so far.
Also, I don't really want to write a profile for the characters, so anyone 
want to fill that in for me?



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