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Case File 07: Objectives

    ALARM
    2:30AMsunrise 5:50
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    Benny Lark & his OrchestraIn full swingLOUD · COVER
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    FLIGHT
    Silenced Pistol
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    1 Pistol
    2 Rifle
    DEPT. OF NIGHT OWLS
    CONFIDENTIAL

    Case File No. 07 · after the job

    The Orpheum

    Home, at first light

    Home is the water tower on the Orpheum roof, up behind the sign. No crows up here: a long climb while the sun comes up, then the papers.

    Tonight

    1. Climb to the water tower on the hotel roof
    2. Go through the papers at your desk

    Striped awnings are springy. Warm air from vents and the sign's transformers will carry a gliding owl up. Fall off and you can fly straight back up to the last landing you reached.

    Case File No. 08

    The Boardwalk

    Seabright, Thursday night

    Pavilion 3, Rocket to the Moon. Under the paint, Dr. Vogel has a real one, fuelled for dawn. Ground it.

    Objectives

    1. Pull the guidance gyroscope from the rocket's nose (Pavilion 3)
    2. Dump the oxygen tanker by the coaster
    3. Escape: take off from the end of the fishing jetty before sunrise
    4. Optional: don't let them sound the alarm

    Start the carousel, ring the high striker's bell or send the coaster round, and the crows go to look. If the alarm goes, Vogel launches early. The ferris wheel lifts you to the pavilion roof; a catwalk under the pier leads to a hatch in its floor. There's a rifle on the shooting gallery counter.

    Case File No. 09

    Harbour Works

    Friday night, 9:10 pm

    Harbour Works cast the rocket's fins. Tonight it's casting a gift to the city: a two-ton bell, hollow in the crown. Tag it before it sails.

    Objectives

    1. Find the bell's pattern in the casting hall loft
    2. Slip a tracking tag into the bell's crate on the quay before the barge sails at 10:30
    3. Escape: take off from the end of the jetty
    4. Optional: don't let them sound the alarm

    Hot air off the furnace house and the hall roof lifts a gliding owl to the chimney tops. Ride the overhead crane across the hall, but stay clear of the pour. Start the shunter in the rail yard to draw crows away. If the alarm goes, they'll rush the bell aboard.

    Case File No. 10

    The Aviary

    The Grand Seabright, Friday, 11 pm

    Opening night. The bell hangs over the band, and at midnight the Mayor rings it. Make sure it's just a bell.

    Objectives

    1. Take the bell's arming key, and Vogel's rifle, from his suite upstairs
    2. Three long shots, each only possible from far off: the substation that feeds the floodlights, Vogel's radio set, and the searchlight in the harbour fort
    3. Disarm the bell over the bandstand
    4. Escape: take off from the flagpole on the roof garden
    5. Optional: don't let them sound the alarm

    Stay off the dance floor: touch it and the guests scream. When the band's in full swing it covers your noise; in the slow numbers, tread softly. The kitchen vents lift a gliding owl to the glass roof, and the lantern along its ridge is open. From the roof garden you can fly to every roof around, but none of the three targets has a clean line from it: each has just one roof that does, a long way off. If the alarm goes, they ring the bell early.

    Case File No. 11

    The Tea Garden

    Seabright Park, the night of the full moon

    The Crows answer to someone who signs only E. Tonight he's giving a moon-viewing party in the garden he gave the city. You're already over the wall.

    Objectives

    1. Take the guest list from the tea house
    2. Find where his crates are going (the storehouse)
    3. Escape through the bamboo grove
    4. Optional: don't let them sound the alarm

    Gravel crunches and keeps your tracks; the stepping stones don't. The tea house veranda squeaks underfoot. Paper walls stop eyes, not bullets, and show you who's behind them. The bamboo water knocker and the stream's little falls cover a little noise; wading the stream splashes, the stone slabs over it don't. Fly low over the ducks and they'll give you away. Snuff a stone lantern's candle to darken its path.

    Case File No. 12

    Lantern Hill

    The stair street, the incline, the castle on the summit

    His crates went up the hill tonight, to the castle on the summit. Ivy keeps your guns: up there a shot carries all the way to the keep. Put the castle lamp out so she can follow.

    Objectives

    1. Follow E's crates up the hill to the castle
    2. Shut off the castle lamp so Ivy can come up (the switch is in the top station office)
    3. Get inside the keep
    4. Optional: don't let them sound the alarm
    5. Optional: leave every crow standing

    Shuriken and the bo staff only. A glide is silent; every wingbeat can be heard. The lantern strings over the stair street light you up: cut one down with a shuriken and that stretch goes dark. Wooden walkways and the rope bridge creak, and wind chimes under the eaves ring if you brush them. Stone is quiet, and so is anything near the waterfall. The lamp on the castle turret sweeps the hillside until you shut it off.

    Case File No. 13

    The Keep

    Lantern Hill, a little after midnight

    Fourteen floors up, his lens is lit and turning. At ten to two they flash a ship in from the sea. Learn the signal, and send her the wrong one.

    Objectives

    1. Climb to the lamp room at the top of the keep
    2. Learn E's signal for the ship
    3. Send the ship the wrong signal
    4. Get out: off the top, the way an owl does
    5. Optional: don't let them ring a bell
    6. Optional: leave every crow standing

    Shuriken and the bo staff only. The stairs take turns round the corners, so every floor has to be crossed; the hoist up the middle to the great hall is quicker, but its lantern lights whoever rides it. Doors open onto the roofs, and a roof is a way round a floor if you can climb it: three wingbeats lift you about ten metres. Polished corridor boards sing underfoot. Snuff a lamp to darken a room. If they ring a bell, the ship comes in early.

    Case File No. 14

    The Albatross

    A mile out to sea, after two

    A mile out: the ship that never got her signal, and E.'s aboard. Find out what she's carrying, stop her, and silence her. Then go and get him.

    Objectives

    1. Find out what he's shipping (the holds)
    2. Stop her engines (the engine room)
    3. Cut the radio antenna (the bow)
    4. Then corner E., in the saloon
    5. Optional: don't let them sound the whistle
    6. Optional: leave every crow standing

    Your silenced pistol only, and no Ivy tonight. She's a big ship inside and out: a 'tween deck runs under the main deck through all four holds, the engine room's under the house, and the masts, the booms and the lifeboats are ways over her decks that only an owl can use (warm air off the funnel lifts a glider). Shoot out a lamp to darken a corner. E. paces his saloon: if he sees you at its windows, he calls his crows. A crow who sees you runs for the whistle, on the bridge or at the engine room's controls: a shot through its cord stops it. Fall overboard and you'll have to fly back up.

    Case File No. 07

    Hoojack

    The Pier 9 Docks

    Rain on the docks. The Crow syndicate runs Pier 9. Their ledger is in the warehouse, and tonight's shipping manifest is aboard the Morning Star, tied up at the wharf. Take both and be gone before sunrise: an owl in daylight is an easy mark.

    Objectives

    1. Steal the ledger (on top of a rack in the warehouse: flap your way up)
    2. Take the manifest from the freighter's bridge
    3. Escape: take off from the end of Pier 9 before sunrise
    4. Optional: don't let them sound the alarm

    A scoped rifle is stashed on the low roof across the street from where you start. Warm air rising from roof vents and the ship's funnel will carry a gliding owl up. Skylights and windows break.

    Controls · controller

    WASDMove
    MouseAim
    ClickFire
    R-ClickAim / scope
    SpaceJump, flap, hold to glide
    Wheel12Weapon
    EUse / open
    ShiftRun (noisy)
    RReload
    VComic look
    MMute EscPause
    LSMove
    RSLook
    RTFire
    LTAim / scope
    AJump, flap, hold to glide
    XUse / open, otherwise reload
    YLBRBWeapon
    MenuMenu
    ViewComic look
    Click LSRun on / off
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