KGB (Cryo, 1994) also released as 'Conspiracy' ===== Quick introduction ===== KGB is a point-and-click adventure game set in Russia, shortly before the USSR's collapse. You play Maksim Rukov on his first day as a KGB officer in Moscow. This game isn't very similar to other point-and-click adventure games such as Sam + Max, Monkey Island, etc., where it's not possible to die. You can easily lose the game later by doing something stupid (or failing to do something important) earlier in the chapter; usually, however, the game will tell you what went wrong. The game itself isn't a collection of bring-the-egg-to-the- rabbit types of puzzles loosely held together by a plot no one cares about, either; the plot is central to the game, and many of the 'puzzles' require the player to understand what is going on. This game is fairly tough, but worth playing if you like games with a good amount of dialogue. Through most of the game you are passively collecting information and following leads, intervening only when absolutely necessary. If you kill anyone, it's usually in self-defense, and you are left with a corpse that needs to be disposed of (which can be a pain later on). To avoid being assigned years of 'guard duty' in Siberia, you must collect as much information as possible and interpret it correctly, without getting killed in the process. In my opinion, a walkthrough for this type of game doesn't make much sense, so this file will give somewhat vague hints on what to do in case you're stuck on a certain part. Scroll down as far as you need to. There's at least one walkthrough on GameFAQs if you feel you absolutely need a walkthrough. ===== General hints for completing this game ===== - Pay close attention to the dialogue. If possible, take notes (preferably using paper for easy reference). You don't need to keep track of every minor character in the game, but if you can't remember Russian names very well you're probably going to do a lot of backtracking. If you overhear a new name, or important information about someone already on your list, write it down. Sometimes it might be a bit hard to tell who is talking; just use your best judgment, they usually alternate. Finally, some of the names you might hear might be deliberately fake. - Be careful when talking to people. Usually there will be many more conversation options than necessary. Exhausting them all will often take a lot of time. Some people will react exactly the same way no matter what you say. Some people are absolutely useless and offer no relevant information. If you piss off or scare someone before getting what you need out of them, you might need to backtrack. If you need to say something specific in order to get what you need out of them, there will usually be multiple conversation paths that will achieve this. Also, your character needs to discover incriminating information about someone in order to threaten or intimidate them with it. The conversation option won't be available if your character doesn't know about it yet, this means you might have to redo scenes if your most recent save was a while ago. - Save frequently, and to different slots. There's nothing worse than having to repeat entire chapters again because you didn't save often enough, or worse, you kept only one save file and saved after making the game unwinnable by doing something dumb. The game allows you to backtrack to the last place you were at, without the need to save your game, but often you'll need to backtrack a lot farther than that. - Most items are junk. They are not used to solve any puzzles, no one cares if you take them, and your inventory is large enough that you'll never have to drop anything. A few items are useful, and these are usually pretty obvious. You can drop items anywhere on the floor of mostly any room, and they'll still be there when you get back. You're given an entire set of equipment before chapter 2; pay close attention when the equipment manager describes what these devices are capable of. This isn't a grab-everything-that-isn't- nailed-down-to-the-floor type of game - if you want to see what's in that briefcase that's been changing hands for a while, make sure you put it back where you found it, with the contents inside. Try to cover your tracks whenever possible. - Pay attention to pretty much everything. If the game gives you an unprompted dialog out of nowhere that seems kind of unimportant, it might be trying to give you a subtle hint to point you in the right direction, so be alert. - If you need to meet someone at a certain time, make a note of it as it can be pretty easy to forget, especially if you have more than one meeting to go to. - (Optional) If you weren't following Soviet politics of the time, you might not have a full grasp of the background of this game. It's not absolutely required, but it couldn't hurt to search Wikipedia / Google / etc. for any terms that keep popping up that you are unsure of. Cursor color: red - background white - object or person that you can interact with flashing - the object contains something Select an action by right-clicking (anywhere) to bring up a menu, then left-click on something to carry that action out. In 'smart pointer' mode (the default) you will automatically go through doors, knock on locked doors, talk to people, use phones, etc. rather than look at them. When in inventory mode, you can TAKE most objects and USE them on other objects, or click on the inventory button in the middle and USE it on something in the room. Some objects can just be used by themselves, such as tape recorders (right-click anywhere, select USE and click on the object). To put an object back where you found it, TAKE it and USE it on the container. To drop an object, TAKE it and USE it on the floor. You cannot drop cameras, because the game will think that you're trying to take a picture of the floor or the container. TAKE and USE an object on a person to give or show that object to them. Buttons: wrench - save/load/quit/options/etc. diagram - map of the area small picture of you in middle - inventory hourglass - wait until something interesting happens rewind - allows you to replay what has happened in the last scene, in case you've missed something ===== Chapter 1 ===== What to do at the start of the game: Wait around. Get adjusted to the interface, interact with some objects, talk to your colleague (Belov) if you want. You can either wait five minutes for Volvov to call you to his office, or you can just go there early (right-click and LOOK at the doors if you aren't sure which is his) and he'll give you your first assignment. Getting useful information from Golitsin's office: Search around the office for a bit. After a while, Golitsin's sister will show up, and ask where he is. After you tell her that she can leave, she will give you a cassette. Playing the cassette: There's a tape recorder / player inside the drawer on the right, but it's locked. The militia guard outside has a key - you just need to ask him for it. You can find batteries in the radio near the window to the left. Starting out at Kursk Street: Try questioning the apartment tenets. The game gives you a small hint on which to start with on the bottom floor. Getting a clipboard: Search the upper floor of the bar office. You'll need to get in from the street, and you'll need some source of light other than the light switch (which will attract the attention of bruisers). If you can't find anything in your inventory that could work as a light source, restart the game and look out for something that might work. Getting some (American) money: There's some at uncle Vanya's. Investigating the meatshop: First, question apartment tenets until you have enough information to warrant an investigation. After questioning the last tenet, you'll see some bruisers walk by in the apartment hall; listen to their conversation for a small hint on what to do next, and follow them to the club. Body disposal: There's a container one screen right. MOVE the body there. Avoiding death in the meatshop, or alerting its owner: Use the same light source that you used in the bar office to search around the meatshop's front room. Escaping the apartment after being caught: | |--What do I do now: | | Just wait. You may be able to get out of this. (You cannot avoid getting | caught.) | | | |--Gaining the second cellmate's trust: | | He still thinks that you might be a plant, an associate of Verto. Look | around the room and you'll find something that will give you an | opportunity to prove otherwise; you probably already found it and have it | in your inventory, so just do something with it. | | | |--Distracting Verto: | | After you've gained the second cellmate's trust, look around the room. If | you've already found something interesting, LOOK at it again. If you've | gotten this far, you probably know what it is. | | He'll screw with it. If nothing happens ("Damn! ... It won't work") you | forgot to leave a certain room exactly like you found it; you will need | to backtrack to before you went into the apartment and fix that. | | | |--Dealing with Rita: | | (If you're reading this, and haven't met the second cellmate yet, just | backtrack, replay the scene, and this time don't be so stupid.) | | She's a cocaine addict, and has horrible aim. LISTEN to the door to | overhear the shouting from the next room (before distracting Verto) for a | hint of what to do next. | | If she seems satisfied at the end of this conversation, you will need to | backtrack to before you went into the apartment and look for some way to | cut off her supply. Try the club. | | | |--Escaping: | | You can't escape until you've found out enough information for a new lead, | or you'll be sent to Siberia, or given a boring desk job. You'll have to | do something about Verto when he comes back to avoid being shot. | | | |--Dealing with Verto (after he comes back): | | You can knock him out and avoid being shot, but you'll need to find a good | hiding spot to do this from. There are two total in the apartment you can | use without being shot. The other hiding spots, and the hall outside the | apartment, will get you killed; you'll need to find one that will let you | jump him before he can react. HIDE right when you hear him coming into the | room. Preventing the cellmate from leaving: You can't. Avoiding Verto's death: Just avoid killing him. Whatever you have to do in the apartment, do it quickly, then leave and don't return. Discovering the nature of Verto's illicit activities: You can do this either before or after you're caught in the apartment. Explore around in the film studio for a while; you'll find something. Optionally use the equipment in that room to examine it. Finding physical evidence of the gangster's plans: After Verto is taken care of, you should be able to find these plans in the apartment somewhere; there are two items to find. Once you find them, however, you can't take either of them with you, or Verto's gang will change their plans, knowing that you've discovered them; you'll need to make a copy of them, and there's something in the apartment that will help you do this. They won't look important at first, but they will be in important spots. Preventing Verto's gang from changing address: See above. (Also, make sure you cover your tracks carefully. Do not let the gang know for sure that you know their plans.) Figuring out your next move: If you're this far, you've obtained enough information from Chapter 1. You've found evidence of the gang's plans, and know about the gang's activities. You won't have the correct conversation options unless you've actually examined the evidence, however; if you think that's the case, backtrack to Kursk Street and LOOK at it. (It's in your inventory.) You'll find a coded message somewhere. It's split into two parts - anyone who wants to read the message must have both parts. Think about how you could combine them. ===== Chapter 2 ===== Avoiding death outside the hotel after first arriving: Replay the chapter. If you pay attention, you should get a slight hint that will tell you where to look. You should find something afterward. If you're not sure what to do with it, you can call the equipment manager in Moscow (the one who gave you permission to call him in case you needed help with something). If you keep calling him, he'll give more hints, and eventually the complete solution to this puzzle, but you may want to just solve this on your own. Getting authorization to visit Department 7 offices: Don't give Kusnetsov any legitimate reason to throw you out. You're searched before you go up. Don't be a jerk. Avoiding equipment damage in Department 7: Just don't take it with. Leave it in your room, or outside. Getting some useful information or clues from Department 7: Most Department 7 officers are nervous about your visit. They aren't going to let you search their offices while they are there, and they won't leave without a good reason. Chapkin's out of his unguarded office, but any useful information is locked up, and you won't get a key, lockpick, etc. for any of the offices. There's something else that is worth doing there, however, after you've visited the other offices. What do all of the offices have in common? Spying on the exchange at the park: You need a spot to place the bug, somewhere very close to their meeting, and a spot to hide and record from. Don't forget to pick up the bug after they leave! If you can't decide which person to tail, save and guess, it should be pretty obvious what you should be following though. Gaining access to the warehouse: One piece of your equipment was broken when you started this chapter, but you can still use it to see that code. Spying on the warehouse meeting: Again, you need a spot to place the bug, and a hiding spot to record from. It should be obvious what room you should put the microphone in; from my playtesting it doesn't seem to matter where in that room you put it. From your hiding spot, you'll need to be able to record the conversation, while being able to overhear any conversations at the other side of the building. After you have everything set up, just hide, wait and observe. This scene may take a few tries to get absolutely right, and you'll have to interpret the information you gather correctly in order to proceed. You may want to save before going in. Avoiding death in the warehouse / being completely locked out: If you take the briefcase, make sure you put it back where you found it, with the contents inside, before everyone comes back. Don't hide in the garage anywhere. Make sure you're hidden before anyone comes into the room you're hiding in. Don't be seen by anyone. Try to make as little noise as possible - that means use your headphones if you want to hear recordings, and don't use your recorder while there are people in the room. Tailing the guy in the suit after he leaves: There's another way to enter / exit the warehouse besides the front door, and it's unguarded. If it's locked, you'll need to backtrack to when you first found the warehouse, and unlock it from the other side. You'll also need to pick your hiding spot carefully; you must be able to record the conversation in the room with the bug, and overhear the conversation on the other side of the building, while still being able to get to that alternate entrance/exit without being seen. If you look around the warehouse a bit, the game will suggest one. ('This might be a good place to hide') Avoiding being thrown out of the bar / beaten to a pulp: Don't talk to anyone in the bar; almost anything you say to anyone will only anger them. There's an easy way from the bar to the back street, and back again, but you don't even need to use it if you are careful about how you enter and exit the bar. If you're kicked out, you can still get in this way if you've unlocked this from the inside, just don't show up at the front side. Getting some useful information from the Hotel Syevyernaya Zvyezda (before 7pm): If you've recorded the conversations in the warehouse, and have listened to them, you'll know what the person you're tailing is doing at this hotel, and you might have an idea of what - or who - you should be looking out for. This is merely a surveillance mission. You don't need to confront anyone. Avoiding inaudible, useless recordings: This is usually just caused by leaving the tape recorder on 'record' while people are talking near the front door. If you pay attention, you can usually hit 'stop' on the recorder before someone leaves the office, and hit 'record' before someone comes into the office, to avoid picking up those recordings, but you don't have to. They're not important, just make sure that you can overhear these conversations yourself from your hiding spot. Retrieving your microphone: Not possible. (If you're thinking about using it to record a certain conversation in the second hotel, you don't need to do that; the important thing is who he's talking to.) Avoiding death near the hotel (from around 7-9pm): At the beginning of this chapter, in order to leave the hotel without being shot, you have to call someone, who sets up a meeting at 7pm and gives you specific instructions. If you skip this meeting, you'll be shot eventually. If you fight your contact, you'll be shot. If you take too long to do something, you'll be shot. If you say something dumb, you'll be shot. If you do almost anything besides what you were told to do at the start of this chapter, you'll be shot. If you give him any reason to doubt your intentions, or your abilities, you'll be shot. If you try to follow him after the meeting, you'll be shot at least twice. You have to figure out everything he asks for, prior to meeting him. In exchange, he'll give you a fair bit of information, and he won't shoot you (which is a big plus). If you don't think you have enough information to answer his questions, consider redoing the chapter. Dealing with the assassin: | |--Luring his friend upstairs: | | He's waiting anxiously outside near the phone booth. You can the number | to that booth easily. (no need to backtrack and look it up) | | To lure him upstairs, call him and pose as the gunman, but don't make him | think that everything went exactly as planned. | | | |--Preventing the assassin's friend from running off: | | He needs to believe that you're the assassin before he'll come into the | room. Put on a disguise, and do as much as you can to keep him from seeing | your face when he walks in. Also, you'll have to hide the assassin | somewhere, or he'll immediately know what's going on and run. | | | |--Getting the assassin to the ground safely: | | Obviously, you can't bring him down the stairs, or out your room window, | (which is over the front door) so you'll have to check around your floor | for another way. Make sure the coast is clear before you do anything! | | | |--Passing the assassin off as a drunk: | | There's some booze somewhere on your floor you can use to accomplish this. | | | |--Making the drunks in the alley leave: | | The only thing they'll respond to is booze. You can find some somewhere | on your floor. They'll gladly take it, even after you've used some of it | on the assassin. | | | |--Dumping the assassin in the canal: | | You can find something that'll make this a lot less suspicious in the | reception area. The receptionist won't let you take it, but there's an | easy way to make him leave long enough for you to steal it. You can also | dress him up a bit, but it doesn't seem to help very much; LOOK at | yourself in the inventory screen to remove any clothing you might be | wearing. | | | |--Okay, it's taken care of, now what: | | Just wait in your room until around 9:30pm as ordered. Getting useful information from the Hotel Syevyernaya Zvyezda (at around 9-11pm): Just question local guests at the bar. If you're asking the right questions, more guests will show up, and eventually some other people as well. Follow any leads you come across. Getting some (American) money: Once you know exactly how much you need, and what you need it for, two people will come into the bar. Either one of them can give you some money, one has a lot more than the other, both can give you information; just don't piss either of them off. (If you want some to go into room 304 by yourself, try asking around to find out who works there first.) Avoiding being thrown out of the hotel bar repeatedly: Redo the bar scene, and this time, be a little more discreet. Avoiding death outside the Hotel Syevyernaya Zvyezda: You're going to have to cooperate with the other agents. Obtaining information from Room 304: You won't find anything of interest in the room itself, but there's someone who works there who might be willing to talk ... for a price. Once you get into her room, she'll be more willing to answer questions. She'll tell you something useful ... again, for a price. Obtaining information from the second room: Getting in should be obvious. After searching the room a bit, you'll probably be left wondering what's on the other side. The attendant outside won't let you in the easy way; you can find something in the room that'll allow you to force your way in. Dealing with Chapkin: This can be one of the more difficult puzzles in this game. Fortunately, you can hit 'Backtrack to room 205' and try different things out. You won't be able to stall him, or escape from him, or be rescued by anyone. Don't bother trying to wait for him, either, as it'll only make things worse. What you need is a distraction of some sort. Read the conversation options you're given carefully. Is there anything in your inventory you could use to distract Chapkin long enough to take him out? (You won't be carrying it once you're captured by him.) Make sure it works the way you want it to before you go to sleep! Backtrack if you think it isn't. Hopefully you paid attention when the equipment manager was describing it, so you know how to set it off. Questioning Chapkin: You've probably died to him at least once while trying to subdue him. What happened immediately before you died? Why? How could he make that happen, with just what he was carrying, without torturing you? (The game never said you were tortured, and as a KGB officer and former Spetsnaz paratrooper you probably would be able to withstand it anyway.) Maybe you can do the same to him...? Body disposal (at 10:15am): Unlike the last one, you can't seem to move this one out of your room without immediately attracting suspicion. That doesn't mean you should just leave it there, however; you should at least put it out of immediate view of any housekeepers, etc. that would find it. Meeting in the alleyway: That bum seems kind of suspicious. If you talk with him, he'll tell you that you really should read the newspaper he has with him, but he refuses to give it up without taking something of value in exchange. Avoiding death after 12:40pm when going outside: You missed an important meeting. After 10:15am, there are two, not including the alleyway. Nothing to do but wait until midnight, at which time you lose the game: You probably never set up any meetings in the park at 12pm. Backtrack to the hotel bar scene and talk to both agents this time. After a lot of waiting, I don't think it's possible to follow your controller's orders without being shot at some point, and I haven't been able to see anything interesting happen at the warehouse. ===== Chapter 3 ===== Getting on board: The obvious way in is guarded, and the guard doesn't screw around. There's only one other way onto the ship, and it's kind of noisy. Find a good hiding spot, and fast. Staying on board: You won't be able to hide anywhere in either deck for very long. The engine room, below the aft deck, would make a great hiding spot, but you can't get to it with that deckhand in the way. You'll need something to lure him off, and you can find something near the bunks below the forward deck. Repairing the engine: In the bunks, same place you found the bait for the deckhand. (If you can't get there now, just restart the chapter and get it.) Gathering useful information while on board: Eventually, it'll be dark enough to go up onto the forward deck without being seen. Find a good hiding spot, wait, and pay close attention to what happens. After almost everyone goes down into the cabin, follow them, examine the contraband if you want, and listen in on their conversation. Go back up before you're spotted, hide, and wait. Avoiding being caught at sea: Don't go on the deck before it gets dark. Don't go into the cabin, ever. Hide while on deck whenever possible. You'll get a few chances to go down to the radio room below the forward deck, but don't stay for very long. Don't fight anyone unless you know you can get off the ship safely before anyone important realizes what happened. Avoiding death at sea: Don't get out of the boat unless it's near the pier. Don't be seen by anyone in the cabin at dawn. Screwing with the cargo: You can, if you want. Right before leaving, you can even take one of them with you. It doesn't seem to affect the rest of the game. If you make them search for one of the cases, they'll eventually find you, so at least put them back where you found them until you're sure that they won't come back down for them until you're off the ship. ===== Chapter 4 ===== What the hell do I do now: If you were paying attention at all on the boat, you probably know that your controller is going to not show up for your meeting at 10am. You've missed the meeting with the foreign agent at 7am in the park. Furthermore, the warehouse has been abandoned. That doesn't leave you with a lot of options. Like the game suggests, you should have overheard a conversation on the boat that'd give you an idea of where to look. Chapter 3 is pretty short and extremely easy, but the hard part is understanding what the hell is going on; if you missed it, or weren't paying attention, just redo it. If you still can't figure out what to do next, think about who the 'fourth member of our group' could be, and where they'd leave from in order to 'pick up the package'. Through your spying in Chapter 2, you've seen one of the people in this group contact him, and you've seen some pretty weak, but still incriminating, evidence that also ties him to this group. Avoiding being thrown out of the institute: Just ask the director to tell you what happened, and question him, without owing your cover. Don't take too long to investigate the institute. Getting out of the green room: You'll have to cooperate with the person talking to you. (You might want to save before going in, and replay this scene a few times, saying different things and noting his responses.) Getting some useful information from the scientist: His name should sound familiar, and his behavior in the green room might have tipped you off. He's obviously lying, and you can exploit his weakness to make him talk. If you can't figure out how to do this, replay the green room scene a few times, and think about what his equipment does. Then make him panic, question him again, and pay attention to what how his equipment responds to his answers. Getting some useful information from the institute: The game won't let you leave the institute until you've found everything you need. If you've dealt with the scientist properly, you should be able to search his lab thoroughly, and you should be able to get some information out of his patients. Avoiding being thrown out of the art gallery: Hide somewhere at the front of the gallery once you get the opportunity. Finding something at the art gallery before being caught: If you replay the art gallery scene a few times, and question the art director, it'll be obvious that there's more to this gallery than just art. Back at the institute, there was a weird cutscene that gives extremely vague hints for this part. Save immediately after everyone leaves, and try looking for anything that the last line of that cutscene could be referring to. If you've gotten this far, you probably will solve this puzzle without too much effort. ===== The End ===== ===== Character list (includes spoilers) ===== Volvov: Your superior. Golitsin: Ex-KGB agent. Sytenko: Meatshop owner. Being blackmailed by Verto. Romeo: Delivers tapes to Leningrad. Associate of Verto. Verto: Manages the production of snuff films in Moscow. Savchenko: Romeo's contact. Also one of Chapkin's informants. Mechulaiev: Leningrad 'boss'. Handles the tape / crack trade. Obukov: Mechulaiev's contact. Also one of Agabekov's associates. Yakuchev: Pamyat. Moscow representative to Leningrad. Savinkov: Your controller in Leningrad. Kusnetsov: head of Department 7. Pretty much owns Leningrad. Chapkin: son-in-law of Kusnetsov. Pretty much owns Leningrad. Agabekov: well-respected member of Department 7. Sets up the coke / tape trade, is involved with New Birth. Greenberg: CIA member investigating the production, exchange and distribution (in the US, and possibly elsewhere) of snuff tapes. Wallace: CIA member (?) who is involved with New Birth and/or the coke trade. ===== Chapter 2 recorded dialogue ===== Savchenko: You wouldn't be from Moscow? Romeo: Friend of Yak's. Savchenko: That's good. You have the items? Romeo: Sure. Right here. In the briefcase. Savchenko: No problems then. Romeo: No. From now on, Yak's our representative here, okay? Savchenko: Yeah. Don't worry. I'll be phoning him later. Romeo: Okay. See you sometime... Maybe. Savchenko: Have a nice trip home. Romeo: Oh, by the way. We had problems with a snooper. Be careful. Savchenko: Problems? Anyone even looks at me and he's dead! Savchenko: I'd better get going. Chapkin: Me too. I'm going back to the department to inform K. We'll get those incompetent amateurs! Phone me when the timing's fixed. Mechulaiev: No problems at the park? Savchenko: No, boss. They had trouble with a snooper in Moscow. Mechulaiev: And? Savchenko: They say he's probably harmless, but he could turn up. Mechulaiev: He better not... The videos are here? Savchenko: Yes... Savchenko: Boss? Mechulaiev: What? Savchenko: When's your friend Alfred Obukov coming? Mechulaiev: Few minutes. Why? Savchenko: Well, I have to phone Yakuchev to tell him when he can come round and pick up his... Mechulaiev: Obukov'll be here in a few minutes. Mechulaiev: Sergei Antonovich... Savchenko: Boss? Mechulaiev: How well do you know this Yakuchev? Savchenko: Just what I've heard. Reliable. Maybe a little hotheaded. Mechulaiev: What's his connection with the Moscow people? Savchenko: He knew a couple of them in Afghanistan. Mechulaiev: Mm. Savchenko: I'll be in the front if you want me. Mechulaiev: OK. Obukov'll be here any minute. Obukov: Everything in order? Savchenko: Sure. And your end? Obukov: No problems at all. You have the videos? Savchenko: Of course. Mechulaiev's expecting you in his office. Obukov: Excellent. Mechulaiev: Alfred Alexandrovich! Come in and sit down. A drink? Obukov: Thank you, Gennadi Leonidovich... Mechulaiev: So. How are things? Obukov: Fine. Your friend Savchenko tells me you have the videos from Moscow? Mechulaiev: Yes... Obukov: Have you watched them? Mechulaiev: The videos? I don't care to. Strange kind of business. Obukov: Indeed. But profitable? Mechulaiev: Fairly. The principle advantage is a Moscow connection. Obukov: Naturally... Yes, a drop please... Obukov: And what of Viktor? Mechulaiev: Viktor? Obukov: I was referring to the exportation of the cassettes... Mechulaiev: Oh. Ha Ha! Yes, I see. Viktor will be ready to leave. Has the timing for the exchange been fixed? Obukov: Well, I'm going to see Mr X right now, to find out. Mechulaiev: The mysterious Mr X! Obukov: Precisely my friend. Let him remain so. I expect he'll require Viktor's services within a few days. Mechulaiev: That's excellent. You'll be back? Obukov: Naturally. As soon as I get the timing from Mr X. Mechulaiev: See you later then, Alfred Alexandrovich. Obukov: Yes. Around 6:30, Gennadi Leonidovich. Obukov: You play cards a lot, my friend. Savchenko: Passes the time. Obukov: Interesting game. Better with a partner, no? Savchenko: Like sex, comrade Obukov. Obukov: Ha ha! Well said. Until later, then. Obukov: It's me again, comrade Savchenko. Savchenko: Mechulaiev's in his office, comrade Obukov. Obukov: Good. Mechulaiev: Did everything go well? Obukov: Have no worries on that score, Gennadi Leonidovich! Mechulaiev: So... Has Mr X fixed a date? Obukov: Indeed, my friend. The crack will arrive and the video tapes will leave tomorrow. Mechulaiev: So soon? Obukov: No point in waiting, is there? Unless... Mechulaiev: No, that's no problem at all, Alfred Alexandrovich. Obukov: Glad to hear it! Mechulaiev: Just one thing... Have you any idea what time...? Obukov: Well, Viktor will have to be ready to leave in the afternoon, to pick up the crack around midnight, at the agreed meeting point. Mechulaiev: The sooner the better. Obukov: That's the spirit. And Viktor Matsnev will be ready to transport the video tapes and receive the incoming crack? Mechulaiev: No trouble. I'll be seeing my contact in the docks later on. Everything will be ready at our end for tomorrow. Obukov: Excellent! Well, if there's nothing else, I'll say goodnight. Mechulaiev: See you tomorrow, then. Obukov: Goodnight to you, my friend! Savchenko: Night. Obukov: You'll soon be a rich man! Savchenko: Hope so. Obukov: Sun-drenched beaches and beautiful girls, eh? Savchenko: You said it. Mechulaiev: There you are, Sergei Savchenko. Savchenko: What's the news, boss? Mechulaiev: It's for tomorrow night. Savchenko: Good. Mechulaiev: Why good? Savchenko: I'm going up the walls waiting. Mechulaiev: Well, it's nearly over. An excellent deal! Savchenko: Let's hope so, boss. I'll call Yakuchev, then. Mechulaiev: Fine. Day after tomorrow. Give us time to bring the merchandise in. Savchenko: OK. You'll be leaving soon? Mechulaiev: In a few minutes. I'll give you a shout. Savchenko: Right. I'll phone Yakuchev. If you find any errors, or want to distribute this file on your site, etc., email me at [email protected]