"THEY STOLE A MILLION" GUIDE / FAQ / WALKTHROUGH V1.78

Written by Bamse 2004 mN while relaxing at Rancho Zoidberg.
Based on the original Commodore 64 game by Ariolasoft released in 1986.
Played on the CCS64 V2.0 Beta Emulator for the Commodore 64.


Table of content:

1. Introduction
2. About "They stole a million"
3. The Targets
4. The Team
5. The Fence
6. General Hints
7. Robbery Guides
8. Maps
9. Relevant Camera Times
10. Frequently Asked Questions
11. Cheats´n Tricks
12. About This Document
13. History



### 1. Introduction ###

This Guide / Walkthrough / FAQ is written due to the lack of  information on
this special game available on the Internet. If you have something to add or
complain about feel free to mail.
I used to play this game back in the days on my C64 but never managed to "earn"
enough money to rob the second swag. With modern fast-loading, quick-saving
emulators it´s much more comfortable and easier. That´s why this FAQ is written
as late as 16 years after the release of the game. Since this FAQ is based on
the C64 version I can not guarantee 100% compatibility with the Spectrum CPC
version, but I guess there won´t be any difference between them.



### 2. About "They stole a million" ###

It´s something like a "robbery simulation" from Ariolasoft, released in 1986
for the Commodore 64 and Spectrum CPC and might be considered as an "ancestor"
of Looking Glass´ "Thief". You are playing a by now small gangster who´s trying
to become "Mr. Big" by robbing several locations. You have to buy blue prints,
pick a fence and hire the right combination of several "specialists", including
driver, lockpicker and safe-cracker. Then you have to plan the raid on the
bought blue prints, kindalike the planning phase of nowadays tactic-shooters
like "Rainbow Six", and finally commit the crime. After that you have to divide
the plunder and pray that you now have more money than before the theft in
order to proceed to the next target.



### 3. The Targets ###

3.1. Coin Dealers

Blue Prints:   5,000 £

Treasures are cash, coins & silver.

3.2. Art Gallery

Blue Prints:   20,000 £

Treasures are paintings, silver & gold.

3.3. Diamond Merchant

Blue Prints:   60,000 £

Treasures are gems, cash & gold.

3.4. Highstreet Bank

Blue Prints:   100,000 £

Treasures are cash, gold & gems.

3.5. Narburak Museum

Blue Prints:   150,000 £

Only treasure is the deathmask of egypt´s Pharao Honkanenter.



### 4. The Team ###

Behind every person there is listed his primary and secondary skill and his
"fee" for the 5 possible missions.

4.1. Page One

Fingers Flanigan               1. Safe Cracker 21,000 £       43,100 £       65,200 £       87,300 £       109,400 £
                       2. Explosives   15%     15%     15%     15%     15%

Tumbler Fredriks               1. Safe Cracker 20,000 £       42,000 £       64,000 £       86,000 £       108,000 £
                       2. Lockpicker   15%     15%     15%     15%     15%

James Jelly Roll               1. Explosives   11,000 £       22,100 £       33,200 £       44,300 £       55,400 £
                       2. Lookout      10%     10%     10%     10%     10%

Detonator D´Arcy              1. Explosives   17,000 £       28,700 £       40,400 £       52,100 £       63,800 £
                       2. Driver               10%     10%     10%     10%     10%

Bill Wires Smith               1. Alarms               25,000 £       47,500 £       70,000 £       92,500 £       115,00 £
                       2. Driver               10%     10%     10%     10%     10%

Charly Volts           1. Alarms               19,000 £       30,900 £       42,800 £       54,700 £       66,600 £
                       2. Thug         10%     10%     10%     10%     10%


4.2. Page Two

Bert Bell Davies               1. Alarms               26,000 £       48,600 £       71,200 £       93,800 £       116,400 £
                       2. Safe Cracker 10%     10%     10%     10%     10%

Harry Chimes           1. Alarms               22,000 £       44,200 £       66,400 £       88,600 £       110,800 £
                       2. Lockpicker   15%     15%     15%     15%     15%

Wheels Williams                1. Driver               16,000 £       27,600 £       39,200 £       50,800 £       62,400 £
                       2. Thug         15%     15%     15%     15%     15%

Adam Prost             1. Driver               15,000 £       26,500 £       38,000 £       49,500 £       61,000 £
                       2. Lookout      15%     15%     15%     15%     15%

Clint The Nod          1. Lookout      11,000 £       22,100 £       33,200 £       44,300 £       55,400 £
                       2. Alarms               5%      5%      5%      5%      5%

Big Dave Canon         1. Lookout      4,000 £        4,400 £        4,800 £        5,200 £        5,600 £
                       2. Thug         5%      5%      5%      5%      5%


4.3. Page Three

Crusher Jones          1. Thug         5,000 £        5,500 £        6,000 £        6,500 £        7,000 £
                       2. Lookout      5%      5%      5%      5%      5%

Mad Man Martin         1. Thug         9,000 £        9,900 £        10,800 £       11,700 £       12,600 £
                       2. Explosives   5%      5%      5%      5%      5%

Keyhole Carter         1. Lockpicker   16,000 £       27,600 £       39,200 £       50,800 £       62,400 £
                       2. Safe Cracker 5%      5%      5%      5%      5%

Skeleton Joe           1. Lockpicker   9,000 £        9,900 £        10,800 £       11,700 £       12,600 £
                       2. Lookout      5%      5%      5%      5%      5%

Babyface Clive         1. Driver               18,000 £       29,800 £       41,600 £       53,400 £       65,200 £
                       2. Lockpicker   10%     10%     10%     10%     10%

Bruisher Branigan              1. Safe Cracker 18,000 £       29,800 £       41,600 £       53,400 £       65,200 £
                       2. Thug         10%     10%     10%     10%     10%



### 5. The Fence ###

Behind every person there is listed his / her accepted goods and the best
mission choice.

Oils O´Sullivan               Artwork & Gold          Swag 2
The Ice Man            Gems & Coins            (Swag 3)
Art Agent                      Silver & Artwork                (---)
Eldorado Eddie         Gold & Gems             Swag 3 & 5
Small Change Sue               Coins & Silver          Swag 1



### 6. General Hints ###

6.1. About The Team

- A character mastered his primary skill, is trained in his secondary skill
and an amateur of the skills left (exept driving).

- Every team needs a driver, so one can say driving is the most important
skill of them all.

- A lookout in your team lets the police arrive some seconds later, at least
3-4 seconds. He will also warn you some seconds before the police arrives, but
most of the time it´s already too late to escape.

- Never oblige two specialists of the same "profession" if they are not
needed. It´s ok to have two lockpickers in your team, but quite stupid to have
two drivers.

- Amateurs use to fail to disable an alarm without the needed circuit diagram.

- Amateurs never fail to picklock or crack doors or safes, but need (much)
more time to do so.

- Even specialists can fail to disable an alarm system without a circuit
diagram.

- The Boss is a trained lockpicker but unfortunately ignorant of driving.
Since he works for free, he´s an important member of the team, so don´t let him
just hang around in the car.


6.2. About The Security

- The time the police arrives may vary, even if nothing is changed with the
plan. Simply retry if failure is just a matter of seconds.

- The police is patroling the area around your target and will arrest you
after a certain period of time even if you do nothing at all (but loitering),
not even enter the building or trigger an alarm. So it can be useful to trigger
an alarm on purpose shortly before the police would have arrived "by mistake",
because then, strange enough, the police will need much longer to show up.

- Guards can be knocked out when standing behind them or, when first seen by
you, even when facing them. But the higher the efficency-rate of the guard the
harder is he knocked out.

- Guards see suspicious open doors they pass and thereupon trigger the alarm,
but they can´t see through open doors or in the second half of a room bigger
than one screen.

- Guards can be "disabled" by locking them in a room.

- If a guard sees you he sometimes knocks you out but always runs to trigger
the alarm. The alarm is not set off at once (unless the guard is equipped with
radio), but when the guard reaches a certain room.

- Cameras monitor the entire room (one screen), you can not hide in a corner.

- Always rush as fast as possible through room equipped with cameras, don´t
waste a single step !!


6.3. About Offered Information

- You  have to buy the special "Value of swag" info in order to rob the
highest possible value of the swag or locate them at all. Only the last
scenario is an exception (see section 11).

- Buying additional info about security-systems like safes will improve your
specialist´s skills. This will save you precious time.

- The information bought isn´t always 100% acurate, especially when concerning
rooms and their equipped alarms.


6.4. Various Hints

- It´s sometimes faster to picklock than to smash a case.

- Make sure no-one is blocking the way for even one second. To prevent this
it´s a good idea to have one (most of the time the lockpicker) always use the
middle way of the room while other members take a way on the left or right side
near the walls, but...

- NEVER make even one step too much, neither in the planning- nor in the
execution-phase !!

- Compare the times given in this FAQ to check whether or not you took the
right way.

- The times written behind the character's action in the "Robbery Guides"
section usually stand for the time the described task is done, not started
(with some exceptions)!

- If two characters begin or end a task at the same second the character
obliged first will be handled first, e.g. if character 1 disables an alarm at
1:05 and character 2 steps in a room protected by that alarm at the same time
he won´t trigger the alarm, but if they just swap the tasks the alarm will be
set off!

- You have to oblige the members of your team in the correct order given in
this FAQ to have the robbery guides work 100%.

- Keep in mind that there is a difference between triggering and setting off
(blue border around the screen & an alarm-sirene is heard in SFX mode) the
alarm!

- With "room" is always meant a single screen, any room bigger than one screen
is considered as two or more rooms.

- Don´t forget to quickly switch from the Boss to your driver when you´re back
in the car in order to have the "Drive" icon available.

- Fences do not distinguish between their two accepted stolen goods, they
prefer and pay both the same.

- The sum of pure cash you steal is independent of the selected fence.

- Windows can´t be used in any way.

- The robbery guides in this FAQ do work 100% !! Read them carefully and
"obey" all instructions including the hints given in this section!


6.5. The "Freeze" Hint

The "Freeze" function has been a mystery for almost 20 years. Never explained
in any (at least German) manual,
its purpose was a total secret - until now! Here´s what it´s good for, and why
it makes playing the game sooo
much easier...

The greatest problem has always been the patroling police car, arriving after
some time even when no alarm has
been triggered. Several hints deal with this problem to just delay it´s arrival
in order to gain some precious
seconds (See section 6.2).

So, next time your lookout reports a police car, press the "Freeze" button when
it´s passing by - your men freeze
and won´t make a move until you deactivate "Freeze" again! As long as you
haven´t been seen by a guard or
triggered an alarm inside the building, the police car will just drive by and
won´t bother you. Proceed with your
robbery after the police is gone. Easy, isn´t it?

It makes the whole game a piece-o-cake, and well considered robbery plans
almost superfluous. That´s why you
should try playing the game "the hard way", without using the "Freeze"
function, as we used to do it for the last 18
years!



### 7. Robbery Guides ###

The following plans have been made before knowing of the "Freeze-Function"
purpose and therefor must be
considered as playing the game in "hard mode" (see section 6.5)! Go ahead and
use them along with "Freeze"
to make things much easier...



7.1. Swag #1: Coin Dealers

The reason why I inserted this alternative way to solve the first scenario is a
strange one indeed: While playing this game I always managed to rob the entire
swag of any target exept scenario one. So, as a question of honor, I later
figured out a better, perhaps perfect way to rob the coin dealers (see 7.1. for
details), leaving me a plus of 15,000 £ compared to my "old" way of robbing the
scenario. "These surplus will come in handy when buying info for the last
target" I thought... But: Since I owned more money after scenario one as I used
to when I worked out the plans for the following targets and the program in
some way links the time the police arrives to your wealth (?) I suddenly
encountered the problem that all plans for the following levels did not work
any longer - the police just showed up much too early! That´s why I inserted my
"old" plan for the coin dealers as an alternative. If you want to use my
robbing plans for the upcoming targets I strongly advice you to use THIS plan
to rob the coin dealers instead of the perfect plan shown in 7.1. Mail me, if
you use the "perfect" plan of 7.1. and still manage to rob the next targets!
I´d be surprised...

7.1.1. Part One:

Initial Cash:          55,000 £
Team:                  Babyface Clive
                       The Boss
Info:                  Blue Prints = 5,000 £
                       All "Value of swag" = 5,000 £
Fence:                 Small Change Sue
Est. Cash After Theft: 82,800 £
Est. Time Of Theft:            2:13

7.1.2. Part Two:

Babyface Clive (A)

       (-)     Immediate start
       (1)     Picklock Front Door (0:17)
       (2)     Picklock Door (0:43)
       (3)     Picklock Door (1:03)
       (4)     Smash Sink
               Rob Sink
       (5)     Smash Case
               Rob Case
       (6)     Smash Case
               Rob Case
       (-)     Return To Car
       (-)     Drive (2:13)

The Boss (B)

       (1)     Wait (0:17)
       (2)     Smash Till
               Rob Till
       (3)     Smash Case (est. 1:02)
               Rob Case
       (4)     Smash Case
               Rob Case
       (5)     Smash Case
               Rob Case
       (-)     Return To Car

7.1.3. General

- Dealing with the alarm-system serves no purpose, so don´t care about
disabling.

- Don´t mind the safe, it´s not worth the effort.

- You have to have bought the additional coin information in order to find the
precious hungarian coin hidden in the sink (see "General Hints" section).

- The police will arrive about 2:15 if the Boss is triggering the alarm (3) at
1:12.

(see map 1 for details)



7.2. Swag #2: Art Gallery

7.2.1. Part One:

Initial Cash:          82,800 £
Team:                  Babyface Clive
                       Big Dave Canon
                       The Boss
Info:                  Blue Prints = 20,000 £
                       All "Value of swag" = 11,000 £
Fence:                 Oils O´Sullivan
Cash After Theft:              145,100 £
Est. Time Of Theft:            2:51

7.2.2. Part Two:

Babyface Clive (A)

       (-)     Immediate start
       (1)     Picklock Front Door (0:17)
       (2)     Picklock Door (0:51)
       (3)     Picklock Door (1:11)
       (4)     Picklock Door (1:29)
       (5)     Rob Painting
       (6)     Picklock Case
               Rob Case
       (-)     Return To Car (2:30)
       (-)     Drive (2:51)

Big Dave Canon (B)

       (1)     Wait (0:17)
       (2)     Picklock Door (1:03)
       (3)     Rob Painting
       (4)     Picklock Case
               Rob Case (2:08)
       (-)     Return To Car (2:35)

The Boss (C)

       (1)     Wait (0:18)
       (2)     Picklock Case (1:15)
               Rob Case
       (3)     Picklock Case
               Rob Case
       (4)     Rob Painting
       (-)     Return To Car

7.2.3. General

- Once again we don´t care about disabling any kind of alarm.

- The success of this raid lies in the Boss´ hands alone, he has to execute
his scheduled tasks very precisely.

- The Boss has to start picklocking the first case (2) at 1:15 sharp!

- If the Boss doesn´t reach the precious painting (4) before 2:14 he´ll be
caught.

- The police will arrive about 2:52, so capture is very, very close. You can
actually see the police arrive while you leave the scene, and that won´t be the
last time happening.

(see map 2 for details)



7.3. Swag #3: Diamond Merchant

7.3.1. Part One:

Initial Cash:          145,100 £
Team:                  Babyface Clive
                       Big Dave Canon
                       The Boss
Info:                  Blue Prints = 60,000 £
                       Gems "Value of swag" = 10,000  £
                       Cash "Value of swag" = 6,000  £
                       All "Alarm systems" = 20,000  £
Fence:                 Eldorado Eddie / Ice Man
Cash After Theft:              261,100 £
Est. Time Of Theft:            4:32

7.3.2. Part Two:

Babyface Clive (A)

       (-)     Immediate start
       (1)     Picklock Front Door (0:17)
       (2)     Picklock Door & Step Through (1:02)
       (3)     Close Door (1:04)
       (4)     Disable Alarm (1:38)
       (5)     Disable Alarm (2:11)
       (6)     Open Door (2:16)
       (7)     Close Door (2:19)
       (8)     Open Front Door (2:52)
       (9)     Close Front Door (2:55)
       (10)    Wait (3:04)
       (11)    Open Front Door (3:06)
       (12)    Close Front Door (3:09)
       (13)    Wait (3:18)
       (14)    Trigger The "Camera 2" Alarm (3:19)
       (15)    Open Front Door (3:30)
       (-)     Return To Car (3:32)
       (-)     Drive (4:32)

Big Dave Canon (B)

       (1)     Wait (0:17)
       (2)     Picklock Door (1:16)
       (3)     Picklock Door (1:42)
       (4)     Smash Case
               Rob Case (1:57)
       (5)     Smash Case
               Rob Case (2:18)
       (6)     Wait (2:27)
       (7)     Open Door (2:58)
       (8)     Close Door (3:01)
       (9)     Smash Case
               Rob Case (3:25)
       (10)    Wait (3:30)
       (11)    Smash case
               Rob Case (3:48)
       (12)    Open Door (4:04)
       (-)     Return To Car (4:18)

The Boss (C)

       (1)     Wait (0:18)
       (2)     Close Front Door
       (3)     Wait (1:09)
       (4)     Picklock Door (But Don't Step Through)
               Close Door
       (5)     Wait (2:13)
       (6)     Open Door
       (7)     Close Door
       (8)     Picklock Door (2:56)
       (9)     Picklock Vault (3:29)
       (10)    Picklock Safe
               Rob Safe
       (-)     Return To Car

7.3.3. General

- Two times the Boss has to hide in an empty room (3,5) and must not leave
until the time given in order not to be seen by the guard. Both times the Boss
leaves the room he has to first (!) run straight to the right until he reaches
the door to the monitor room and then down into the "Camera 3" room, otherwise
he will be seen by the still active camera.

- With the command "Open Door" followed by "Close Door" for one and the same
door is meant that you have to open the door, step through it (!) and then
close the door again, not just senseless opening & closing it to spend some
time. Check the times given behind the commands if you´re not sure.

- After robbing both cases Canon has to wait in front of the door for 2
seconds (6) to make sure he is not seen on his way back by the guard or a
camera.

- After robbing the case in front of the vault Canon has to wait another 3
seconds for the Boss to open and enter the vault (10).

- Clive and Canon have to take the northern stairs up to the first floor and
later the southern stairs back to the car.

- Clive must trigger the alarm (14) by entering the "Camera 2" room at 3:19
sharp! Therefore he has to wait one second in front of the door before
entering. If you wonder why Clive is doing so: It´s because otherwise the
police would arrive as early as 3:30 (see "General Hints" section).

- As long as you don´t buy the gold info instead of the cash info it´s no
difference whether to pick Eldorado Eddie or Ice Man as your fence, but keep in
mind that taking the gold info will let the police arrive earlier for whatever
reason.

- The six cameras are 4 seconds active followed by 28 inactive seconds in
sequence. When cycling from camera 6 to camera 1 there is a gap of 8 seconds in
which no camera is active.

- The guard needs 1:08 minutes for one patrol-round.

- The police will arrive at 4:33. So again it´s a tricky scenario and the
success of the raid lies in the Boss´ hands.

(see maps 3 & 4 for details)



7.4. Swag #4:  Highstreet Bank

7.4.1. Part One:

Initial Cash:          261,100 £
Team:                  Babyface Clive
                       Big Dave Canon
                       The Boss
Info:                  Blue Prints = 100,000 £
                       All "Value of swag" = 40,000 £
                       First Hardware "Security"  = 18,000 £
                       Basic Infrared-alarm = 8,000 £
                       All Pressure-alarm = 12,000 £
                       All Vaults = 12,000 £
Fence:                 Eldorado Eddie
Cash After Theft:              598,660 £
Est. Time Of Theft:            4:52

7.4.2. Part Two:

Babyface Clive (A)

       (-)     Immediate Start
       (1)     Picklock Front Door (0:17)
       (2)     Disable Alarm (1:15)
       (3)     Disable Alarm (2:09)
       (4)     Wait (2:37)
       (5)     Picklock Safe (3:21)
               Rob Safe (3:29)
       (6)     Smash Case
               Rob Case (3:34)
       (7)     Smash Case
               Rob Case (3:58)
       (8)     Smash Case
               Rob Case (4:12)
       (-)     Return To Car (4:49)

Big Dave Canon (B)

       (1)     Wait (0:17)
       (2)     Picklock Door (0:59)
       (3)     Wait (1:14)
       (4)     Smash Case
               Rob Case (1:34)
       (5)     Picklock Door (2:19)
       (6)     Smash Case
               Rob Case (2:49)
       (7)     Smash Case
               Rob Case (3:08)
       (8)     Smash Case (3:19)
       (9)     Wait (3:31)
       (10)    Rob Case (3:49)
       (11)    Smash Case
               Rob Case (4:08)
       (-)     Return To Car (4:46)

The Boss (C)

       (1)     Wait (0:18)
       (2)     Picklock Door (1:05)
       (3)     Wait (1:07)
       (4)     Disable Alarm (1:54)
       (5)     Picklock Vault (2:35)
       (6)     Picklock Safe
               Rob Safe (3:13)
       (7)     Smash Case
               Rob Case
       (8)     Smash Case
               Rob Case
       (9)     Smash Case
               Rob Case (4:11)
       (-)     Return To Car


7.4.3. General

- The vault is protected by an extra tremble alarm.

- The infra-red alarm will not be set off before it´s triggered for four
seconds.

- The "Hardware Info" for the Cash-Dispenser (3,000 £) is not needed. A hammer
requires no combination!

- After the Boss waited for two seconds (3) he has to step into the next room
at exactly 1:08 in order to knock out the guard in the middle of the room -
this is the essential step of this scenario!

- Don't mind if the Boss is blocking Clive in the vault.

- Don't dare skipping Canon's waiting step in the middle of the room (9) for
it's once again essential to knock out the guard when he's about to wake up
again.

- The guard needs 40 seconds for one patrol-round.

- This time you´ve got lots of time, the police will arrive at 5:09.

(see map 5 for details)



7.5. Swag #5: Narburak Museum

7.5.1. Part One:

Cash:                  598,660 £
Team:                  Skeleton Joe
                       Charly Volts
                       Bill Wires Smith
                       The Boss
Info:                  Blue Prints = 150,000 £
                       All Infrared-alarm = 60,000  £
                       All Gaseous-alarm = 55,000 £
Fence:                 Eldorado Eddie
Cash After Theft:              1,264,460 £
Est. Time Of Theft:            2:58

7.5.2. Part Two:

Skeleton Joe (A)

       (-)     Immediate Start
       (1)     Picklock Front Door (0:13)
       (2)     Wait (0:30)
       (3)     Open Door (0:35)
       (4)     Open Door (0:43)
       (5)     Close Door (0:46)
       (6)     Wait (1:00)
       (7)     Wait (1:07)
       (8)     Picklock Door (1:30)
       (9)     Wait (1:48)
       (10)    Picklock Case (2:03)
               Rob Case (2:07)
       (11)    Wait 3 sec. (2:15)
       (12)    Open Door (2:36)
       (-)     Return To Car (2:57)

Charly Volts (B)

       (1)     Wait (0:13)
       (2)     Wait (1:30)
       (3)     Open Door (1:35)
       (4)     Disable Alarm (2:01)
       (-)     Return To Car (2:37)

Bill Wires Smith (C)

       (1)     Wait (0:14)
       (2)     Wait (1:37)
       (3)     Disable Alarm (2:01)
       (4)     Wait (2:15)
       (-)     Return To Car (2:38)
       (-)     Drive (2:58)

The Boss (D)

       (1)     Wait (0:15)
       (2)     Wait (0:41)
       (3)     Close Door
       (-)     Return To Car (1:05)
       (4)     Wait (2:19)
       (5)     Open Door
       (-)     Return To Car


7.5.3. General

- The guards are equiped with radio and will immediately set off the alarm.

- The guards are well trained, you can´t knock them out!

- CO2 alarm is set off after a 50 second delay, and this delay is the key to
success.

- The sequence of the 7 cameras is looping back and forth from one to seven
leaving camera 1 for two seconds active, the other ones for one second each.

- No alarm can be disabled without at least triggering another kind of alarm,
so...better be quick!

- If there is any doubt: Joe is meant to open the door (4), step through and
than close it (5).

- Both Volts and Smith take the stairs in the first room to reach and leave
the alarm systems.

- On his way back Smith has to pause one second (4) in order not to block or
be blocked by Volts.

- Joe has to "fool" the first guard on his round in the large room by slipping
out of his sight. Therefore he has to enter the upper half of the room close to
the right wall at exactly 2:16. Quite unrealistic, isn´t it?

- Joe has to "outrun" the second guard by running to the middle of the room
first, then down and then left to the door instead of straight heading to the
closed door (12).

- The Boss´ only task is to close and later, after waiting in the car for 74
seconds, open one door for Joe.

- The Boss has to enter the "Camera 2" room at 0:43 sharp in order not to be
seen while closing the upper door and leaving the room again.

- The police will arrive at 2:59 when the alarm is raised at 2:25.

- "It seems that crime does pay - or does it ?"

(see maps 6 - 9 for details)



### 8. Maps ###

A word to the maps: I know they are poor and hard to decipher, but I think
together with the instructions and the on-screen blue prints in the game one is
able to plan the raid. With all essential swag info bought and therefore
displayed on the game´s maps there shouldn´t be a doubt of which case is to be
robbed and which not (of course the one with the precious item in it as shown
on the blue print !). To keep the maps as clear as possible I left out all
non-essential information like the alarms and items & cases left untouched in
the raid.

One square of about 8x4 letters represents one room = one screen in the game.
Doors that have to be picklocked are not shown, they are replaced by the
characters order # to picklock them. Open doors are not displayed at all, they
are considered as left out walls. Later in the game several commands take place
on one and the same position by different characters or at different times (or
occasionally even both) - these spots are displayed by a "X#" and seperated
chronologically at the bottom of the map to keep the general view.

IN ORDER TO SEE THE MAPS 100% CORRECT, YOU HAVE TO MAXIMIZE THE TEXTEDITOR TO
AT LEAST 800x600 AND MAKE SURE THE SELECTED FONT IS "ARIAL (WESTERN) STANDARD
12" !!!!

       A#,B#...        Characters orders #
       X#      Several Commands
       L       Locked, but unimportant door
       C       Closed, but unimportant door
       V       Locked Vault
       <=>     The car (start & goal)
       #       Stairs
       §      Guard
       $       Safe
       .....:  Guard Patrol
       @#      Camera #



8.1.  Map 2: Swag #1 Coin Dealers

--------------
I      I
I           A4I
I      I
I-----A3----I--------------
I      I  A5   I
I      A2        A6I
I      I       I
I-----L------I-------  I
I      I     B2        I
I      I       I
I         $    I       I
I--------------        I
I   B3         I
IB4            I
I            B5        I
--------------------A1-----

               B1 <=>



8.2. Map 2: Swag #2 Art Gallery (Commando Map)

-------------------------------------------
I      I       I       I
I              L               I
I      I       I       I
I---  --------I------L------I---       I---------------
I      I       I       I       I
IA6    IB4        A5I              B2           C4I
I      I       I       I       I
I---       ----I-----A4-----I--        --------------I
I      I       I               I
I              A2              IC3             I
I      I               I               I
I---       ----I-----A3-----I--        --------------  I
I              I       I               I
I              I       IC2             I
I              I      B3       I               I
I---       ----I--------------I--      --------------  I
I      I       I       I       I
I                      L       I
I              I       I       I       I
--------------                 ------------------------------
       I       I
       I       I
       I       I
       ------A1-----

            B1C1 <=>


8.3.1. Map 3: Swag #3 Ground Floor Diamond Merchant (Commando Map & Additional
Security Info Map)


                  B1C1 <=>                                  <=>
                    A10
---------------------------------X1---------------------
---------------------------------L-----------------------
I      I               I       I        I@2    I               I       I
I          A14A13                       I        I
.....................................................   I
I   #  I               I       I        I   #  I                  @1   I    :  I
I---------------------------------  -------I    I
I---------------------------------  --------    :       I
I      I       I       I       I        I      I       I       I    :  I
I      I             X4                I        I      I              ................:        I
I      I       I       I       I        I      I       I      :        I  §   I
I--------L---I--------------I   I--------------I         I--------L------------------I
:       I--------------I
I      I       I       I       I        I      I       I     : I       I
I      L                       X3      I        I      L     .................:        L       I
I      I       I       I       I        I      I      :        I           @3I I
I--------------        I--------------I        I        I--------------      : I--------------I        I
I      I       I       I       I        I      I      :        I       I       I
I              IB11    I       I        I   .............      .......:        I       I       I
I  #   I       I      C10      I       I        I  #   I       I      $        I       I
I---------L--------------------------C9-I----C8-----I
I---------L---------------------------V--I----L--------I
I      I       I     B10               I        I      I       I               I
I              I               I        I              I               I
I      I       I      B9               I        I      I       I                   @4I
---------------------------------------------------------
---------------------------------------------------------

       X1=     A1,C2,A8,A9,A11,A12,A15
       X3=     C4,C6,C7,B7,B8,B12
       X4=     C3,C5


8.3.2. Map 4: Swag #3 First Floor Diamond Merchant (Commando Map & Additional
Security Info Map)


----------------------------------------------------------
----------------------------------------------------------
I  #           I       I       I        I  #           I       I       I
I                              I        I   :.....................                     I
I              I       I       I        I              :       I       I       I
I-------------------   ---------------------------   -----I
I------------------- : --------------------------   ------I
I      I       I       I       I        I      I       :       I       I       I
I              IB5     I       I        I              :       I       I       I
I      I       I       I       I        I      I       :       I           @5I I
I-------------------   ------------B2-----------   -----I
I------------------- :  -------------L-----------   ------I
I      A5A4    I       I       I       I        I      I       :       I       I       I
I              X2      B6              I        I      L     :                 I
I      I       I       I       I        I      I       :       I       I       I
I-------------------   ------------B3----I      I        I------------------ :
------------L------I    I
I   #          I       I       I        I   #         :        I       I       I
I              I       I       I        I    :..................:      I       I       I
I              I       B4      I       I        I                  @6I I       I
---------------------------------------------------------
---------------------------------------------------------

       X2=     A2,A3,A6,A7



8.4. Map 5: Swag #4 Highstreet Bank (Commando Map)


------------------------------------------------------------------------
I      I                   A2          I          C4   I
I              X1                      I       I
I      B4      I                       I       I
--------------I        --------------------X3-----I---   --------I
       I       I       I       I       I
       I       IB11        B5  B9              I
       I       I       I       I       I
       I       I       I       I---    --------I
       I       I       I       I       I
       I       IX2     I       I       I
       I       I       I       A4      I       I
       I       I       I-----C5-----I---    -------I
       I       I       I  C9   A8      I       I
       I       |B7     IC8       A7I   I
       I       I       I       I       I
--------------I        I       I       I------   -----I
I      I       I       I       I  A3   I
I              IB6     IC7      A6     I       I
I      I       I       I  C6 A5        I       I
-----A1---------------------------------------------------------------

      <=>B1C1

       X1=     B2,B3
       X2=     B8,B10
       X3=     C2,C3



8.5. Map 6: Swag #5 Narburak Museum Ground Floor (Commando Map)

------------------------------------------------------------------------
I      I       I       I       I       I
I               C                   A6A7               I
I  #   I       I       I       I       I
I-------------I-----    ------I----    ------I-----   ----------X3-------I
I      I       I       I       I       I
I              L       I       I       I
I      I       I       I       I       I
I-------------I-----   ------I I--------------I----   -------I
I      I       I          A11I I       I
I      I       I             A8A9      I       I
I      I       I       I      A10      I       I
I----    -----------------------------------------------------X2-------I
I      I       I       I       I       I
I      I                        D2A2   I
I      I       I       I       I       I
I----    ------I---    -------I--------------I--------    ---I----    ------I
I      I       I       I       I       I
I      I       I               L       I
I      I       I       I       I       I
I------L-----I--------------I---------L---I    I----    -------I
I      I       I  #    I       I       I
IB4            B3             I             #  I       I
I      I       I       I       I           $   I
-------------------------------------------------A1--------------------

                                X1<=>

       X1=     B1,C1,D1,D4
       X2=     A3,D3,D5
       X3=     A4,A5,A12



8.6. Map 7: Swag #5 Narburak Museum First Floor (Commando Map)

------------------------------------------------------------------------
I      I       I       I       I       I
I                                                      I
I      I       I       I       I       I
I-------    ---I--------------I-------------I--------------I-----   ------I
I  #   I       I       I       I       I
I               C      I       I               I
I      I       I       I       I       I
I------C----I---------------   --------------I-----L-------I
I      I                       I       I
I      I                       I       I
I      I                       I       I
I-------------I                        I-----L-------I
I      I                       I       I
IC3    I                       I       I
I      I                       I       I
I----    ------I------------------------------------------I------L------I
I      I       I       I       I       I
I      C2      C4                      I
I      I       I   B2  I       I       I
-------------------------------#------------------------I----    -------I
                               I       I
                               I#      I
                               I       I
                               ---------------



8.7. Map 8: Swag #5 Narburak Museum Ground Floor (Additional Security Info Map)

------------------------------------------------------------------------
I      I       I@7     I       I       I
I   ............C............................................................
I
I  #   I        :      I       :       I       I      :        I
I-------------I-----  : ------I----  :  -----I-----   -----------C--------I
I      I@5  :  I       :       I       I@4:    I
I               :      L......:......  I       I      :        I
I      I        :      I :     :      :        I       I      :        I
I-------------I-----  : ------I :     :      :         I--------------I---- : -------I
I      I        :      I :     :      :        I       I@3:    I
I      I        :      I :            :        L       I      :        I
I      I       I :............:        I       I      :        I
I----    ------------------------------------------------------C-------I
I      I       I       I       I@2:    I
I      I                           .............:      I
I      I       I       I           :   I       I
I----    ------I---    -------I--------------I-------- :  ---I----    ------I
I      I       I       I           :   I       I
I      I       I                   :   L       I
I      I       I       I           :   I       I
I------L-----I--------------I---------L---I           :        I----    -------I
I      I@6     I@1#    I           :   I       I
I              C               I           :. #        I       I
I      I       I       I       I           $   I
--------------------------------------------------L---------------------

                               <=>



8.8. Map 9: Swag #5 Narburak Museum First Floor (Additional Security Info Map)

------------------------------------------------------------------------
I      I       I       I       I       I
I
....................................................................            I
I          :   I       I       I       I       :       I
I-------  : ---I--------------I-------------I--------------I----- :  ------I
I  #      :    I       I       I       I       :       I
I  :.......:    C      I       I              :        I
I      I       I       I       I       :       I
I------C----I---------------   --------------I-----L-------I
I      I                       I      :        I
I      I                       I      :        I
I      I                       I      :        I
I-------------I                        I-----L-------I
I      I                       I      :        I
I      I                       I      :        I
I      I                       I      :        I
I----    ------I------------------------------------------I-----L-------I
I      I       I       I       I      :        I
I                                     :        I
I      I       I       I       I      :        I
-------------------------------#------------------------I---- :  -------I
                               I      :        I
                               I#....: I
                               I       I
                               ---------------



### 9. Relevant Camera Times ###

The first time is the time the camera starts monitoring, the second time
stands for the time the camera is already off again.

9.1. Diamond Merchant

  Camera 1:    Camera 2:    Camera 3:     Camera 4:    Camera 5:    Camera 6:

0:00 - 0:04    0:04 - 0:08    0:08 - 0:12    0:12 - 0:16    0:16 - 0:20
0:20 - 0:24
0:32 - 0:36    0:36 - 0:40    0:40 - 0:44    0:44 - 0:48    0:48 - 0:52
0:52 - 0:56
1:04 - 1:08    1:08 - 1:12    1:12 - 1:16    1:16 - 1:20    1:20 - 1:24
1:24 - 1:28
1:36 - 1:40    1:40 - 1:44    1:44 - 1:48    1:48 - 1:52    1.52 - 1:56
1:56 - 2:00
2:08 - 2:12    2:12 - 2:16    2:16 - 2:20    2:20 - 2:24    2:24 - 2:28
2.28 - 2:32
2:40 - 2:44    2:44 - 2:48    2:48 - 2:52    2:52 - 2:56    2:56 - 3:00
3:00 - 3:04
3:12 - 3:16    3:16 - 3:20    3:20 - 3:24    3:24 - 3:28    3:28 - 3:32
3:32 - 3:36
3:44 - 3:48    3:48 - 3:52    3:52 - 3:56    3:56 - 4:00    4:00 - 4:04
4:04 - 4:08
4:16 - 4:20    4:20 - 4:24    4:24 - 4:28    4:28 - 4:32    4:32 - 4:36
4:36 - 4:40
4:48 - 4:52    4:52 - 4:56    4:56 - 5:00    5:00 - 5:04    5:04 - 5:08
5:08 - 5:12

(see maps 3 & 4 for details)


9.2. Narburak Museum

Camera 1:    Camera 2:    Camera 3:     Camera 4:    Camera 5:    Camera 6:
Camera 7:

0:00 - 0:01    0:01 - 0:02    0:02 - 0:03    0:03 - 0:04    0:37 - 0:38
0:05 - 0:06    0:06 - 0:08
0:13 - 0:15    0:12 - 0:13    0:11 - 0:12    0:10 - 0:11    0:46 - 0.47
0:08 - 0:09    0:20 - 0:22
0:27 - 0:29    0:15 - 0:16    0:16 - 0:17    0:17 - 0:18    0:51 - 0:52
0:19 - 0:20    0:34 - 0:36
0:41 - 0:43    0:26 - 0:27    0:25 - 0:26    0:24 - 0:25    1:00 - 1:01
0:22 - 0:23    0:48 - 0.50
0:55 - 0:57    0:29 - 0:30    0:30 - 0:31    0:31 - 0:32    1:05 - 1:06
0:33 - 0:34    1:02 - 1:04
1:09 - 1:11    0:40 - 0:41    0:39 - 0:40    0:38 - 0:39    1:14 - 1.15
0:36 - 0:37    1:16 - 1:18
1:23 - 1:25    0:43 - 0:44    0:44 - 0:45    0:45 - 0:46    1:19 - 1:20
0:47 - 0:48    1:30 - 1:32
1:37 - 1:39    0:54 - 0:55    0:53 - 0:54    0:52 - 0:53    1:28 - 1:29
0:50 - 0.51    1:44 - 1:46
1:51 - 1:53    0:57 - 0:58    0:58 - 0:59    0:59 - 1:00    1:33 - 1:34
1:01 - 1:02    1:58 - 2:00
2:05 - 2:07    1:08 - 1:09    1:07 - 1:08    1:06 - 1:07    1:42 - 1:43
1:04 - 1:05    2:12 - 2:14
2:19 - 2:21    1:11 - 1:12    1:12 - 1:13    1:13 - 1:14    1:47 - 1:48
1:15 - 1:16    2:26 - 2:28
2:33 - 2:35    1:22 - 1:23    1:21 - 1:22    1:20 - 1:21    1:56 - 1:57
1:18 - 1:19    2:40 - 2:42
2:47 - 2:49    1:25 - 1:26    1:26 - 1:27    1:27 - 1:28    2:01 - 2:02
1:29 - 1:30    2:54 - 2:56
3:01 - 3:03    1:36 - 1:37    1:35 - 1:36    1:34 - 1:35    2:10 - 2:11
1:32 - 1:33    3:08 - 3:10
3:15 - 3:17    1:39 - 1:40    1:40 - 1:41    1:41 - 1:42    2:15 - 2:16
1:43 - 1:44    3:22 - 3:24
3:29 - 3:31    1:50 - 1:51    1:49 - 1:50    1:48 - 1:49    2:24 - 2:25
1:46 - 1:47    3:36 - 3.38
3:43 - 3:45    1:53 - 1:54    1:54 - 1:55    1:55 - 1:56    2:29 - 2:30
1:57 - 1:58    3:50 - 3:52

(see map 8 for details)



### 10. Frequently Asked Question ###

Q : "Why are here only a few, occasionally stupid questions listed?"
A : "Well, actually there haven´t been any frequently asked questions for this
game yet!"

Q : "Where can I download the latest version of this document?"
A : "At http://www.gamefaqs.com/"

Q : "Has there ever been a true sequel to this game released?"
A : "No, strange enough... maybe ´Hacker 2´ in some way...?!?"

Q : "Are there any other complete FAQs for this game existing?"
A : "I don´t think so..."

Q : "Are the plans given in this FAQ the perfect way to rob the targets?"
A : "No, they´re not! Think of them as a suggestion..."

Q : "So where can I find improved plans and pictures of the robbery maps?"
A : "At http://www.they-stole-a-million.de.vu" if it´s still around...

Q : "Why didn´t you use the "Freeze-Function" in your plans to make things
much easier?"
A : "Because I / we / anybody didn´t know the purpose of "Freeze" until 18
years after the release of the game!!"

Q : "Why are the maps all messed up?"
A : "View them with the notepad in a solution of 800x600 with Arial (Western)
Standard 12 as the selected font!"


### 11. Cheats´n Tricks ###

- You can "shortcut" your efforts by starting your career directly with Swag 2
- "The Art Gallery", leaving out the coin dealers. By doing so you also benefit
from the "always-one-mission"-cheaper hiring prices of your team members. But
don´t expect the robbery plans given in this FAQ to work any longer if you
shortcut!

- Obviously the Narburak Museum has plenty of deathmasks since you can easily
steal one by just rushing in, robbing any case you want (most likely a case
near the entrance) and drive home. This is a definite bug, so don´t feel too
proud if you solve the game this way...

- Only working with the Spectrum version are the following pokes simply
applied before starting the game: poke 28767,153 (get 9,900 £) and poke
28766,153 (get 990,000 £).



### 12. About This Document ###

Initiated on December the 15th 2002 mN, written & copyright by Bamse.

E-Mail: [email protected]

I´d like to thank:
               Hooter (for the additional help)
               Piet163 (for massive swag optimizing)
               Daniel Möhwald (for two neat cheats´n tricks)
               Bernd Späth (for solving the essential "Freeze-Function" mystery)
               Dr. John Zoidberg (for the catering)
               Crow T. Robot & Tom Servo (for just-being-there).



### 13. History ###

15.12.2002mN   Guide created written as a doc file, swag 1 & 2 solved.
18.12.2002mN   Changed to plain text, first two maps included.
19.12.2002mN   Swag 2 optimized, swag 3 solved & maps added.
22.12.2002mN   Swag 4 solved & map added.
23.12.2002mN   Swag 1 optimized.
02.01.2003mN    Alternative included to correct fatal error based on optimized
swag 1 :((
05.01.2003mN   Swag 5 maps added.
23.01.2003mN   Swag 5 solved :o)
24.01.2003mN   Swag 5 optimized.
10.02.2003mN   Gaps filled.
01.03.2003mN   "Cheats´n Tricks" added.
30.03.2003mN   Requested camera times added.
27.05.2004mN   "Freeze-Function" purpose discovered.
28.05.2004mN   Alternative robbery plan(s) deleted.
07.10.2004mN   "Freeze-Function" section added.
31.12.2004mN   Still waiting for my Torgo pizza delivery...

-eof-