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!''Heist: The Crime of the Century'' contains examples of:

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\n!''Heist: !!''Heist: The Crime of the Century'' contains examples of:

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** Not that solving the puzzles ''within those scenarios'' is easy.



* BoobyTrap: Stealing from the tomb of the nefarious female pirate was never going to be easy. A working knowledge of Roman numerals is required to bypass a trapped door.



* TheMafia: The mansion heist [[spoiler: and the subsequent airfield rendezvous]] are themed around this. All the stereotypes are present: mob boss in dark shades, ruthless bodyguards, weapon concealed inside a violin.
* TheMaze: Two in the final chapter. The first is a sewer network where the correct sequence of directions [[spoiler: must be inferred from an obscure reference]]. The second - set in cyberspace - is more logically laid out, but still several dozen locations in size.




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* UnwinnableByDesign: Not as harsh as the author's earlier ''VideoGame/TimeAllThingsComeToAnEnd'', but there are quite a few situations where it's possible to miss key items and lock yourself out of victory. Notable examples are the museum (where starting the guided tour also triggers a timer) and the captain's cabin aboard the cruise ship.
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* AntiFrustrationFeatures: Each scenario is independent. At the start of each heist Elaine only has her trademark gloves, and any items needed to solve puzzles are found within that particular scenario.


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* BookcasePassage: A creepy mansion? A breeze from a bookcase? It's obvious there's a secret passage, but the question is how to open it. [[spoiler: Answer: The change channel button on the TV remote control.]]


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* DistractedByTheSexy: To gain entry to the ship captain's cabin, Elaine must acquire a beautiful evening dress and join him on the dance floor.


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* SignificantBirthDate: The secret room in Uncle Henry's flat is opened by setting a cuckoo clock based on his birthday. This can be pieced together from two snippets of information - the year on his gravestone and a date mentioned in a recorded message (which can only be listened to once).
** Merciless Maria's year of death (from her portrait in the church) is required to open a stone door in her tomb.
* SlippingAMickey: To knock out the cruise ship's captain Elaine drugs a glass of wine with a sleeping pill.

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* CameraSpoofing: A polaroid punk variant involves using a ''stolen camera'' to take a snapshot of a museum display case.

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* CameraSpoofing: A polaroid punk variant involves using a ''stolen camera'' an instant picture camera to take a snapshot of a museum display case.case and using the photo to fool the surveillance system.



* GoneSwimmingClothesStolen: In the cruise ship chapter Elaine steals a waiter's uniform while he's busy frolicking with a woman in a swimming pool.

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* GlassShatteringSound: The key to Uncle Henry's apartment is hidden inside a glass sphere which must be broken by playing a specific series of musicial notes on a church organ.
* GoneSwimmingClothesStolen: In On the cruise ship chapter Elaine steals a waiter's uniform while he's busy frolicking with a woman in a swimming pool.


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* GuideDangIt: While most puzzles are difficult but logical, others are likely to stump nearly everyone.
** Accessing the six heist scenarios requires you to find photos hidden in the starting area and take them to the memorabilia room in Uncle Henry's flat. That's the easy part, but then you must trigger the scenario by ''kissing the photo''. The only hint to this obscure and illogical action is a mention of "loving family" in a recorded message from Henry (which you can only listen to once).
** On the cruise ship you need to steal a countess' evening dress. Gaining access to her cabin is not that tricky, but she wakes up when you attempt to leave. To avert her suspicions you must ''knock on the door to make her believe you just came in from outside''.
** The museum is arguably the most unforgiving scenario. Entering certain rooms triggers time sensitive puzzles that can't be solved without the right equipment, so the order in which things are done is paramount.
** In the final chapter Elaine finds a seemingly useless toy doll. The important detail is a spike that's revealed by pulling off the doll's head. Except the head is never mentioned as part of the doll when the item is examined.

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/heistintro.png]]
[[caption-width-right:350:Opening scene]]



More information on the game can be found at [[https://ifdb.tads.org/viewgame?id=dnqnvbtgkfhni3b8 Interactive Fiction Database]].

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The game was a finalist for two 1997 XYZZY awards: Best Puzzles and Best Individual Puzzle (setting the digital clock). More information on the game can be found at [[https://ifdb.tads.org/viewgame?id=dnqnvbtgkfhni3b8 Interactive Fiction Database]].
Database]].

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* ThrowingTheDistraction: Getting past the female bodyguard at the mafia boss' estate requires throwing a metallic item at some shrubbery.

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* ThrowingTheDistraction: Getting past the female bodyguard at the mafia boss' estate requires throwing a metallic item at some shrubbery.shrubbery.

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* BookEnds: The game begins and ends with [[spoiler: a message from your deceased Uncle Henry]].



* CrankyLandlord: An early puzzle involves getting past a pesky landlady to gain access to Uncle Henry's apartment. She's prepared to accept flowers as a token of respect, but only once they've been gift wrapped (which requires polythene and ribbon).
** Once that's done you must break in, create an alternative access route so you can return later, and get out before the landlady becomes suspicious. There's only one opportunity to do this so hopefully you brought the necessary items along.



* DelightingInRiddles: Uncle Henry seems particularly fond of them. There are ''three'' in the opening location: a cryptic postscript on a posthumously delivered letter, a verbal clue provided by the messenger and ''the plaque on his coffin''.

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* DeadManWriting:
** A letter written by Uncle Henry before his death sets the whole adventure off. Once you get into his apartment, there's also a voice recording to listen to.
** [[spoiler: There's one final hidden message from Uncle Henry concealed in the crown jewels, intended to set Elaine on a better path.]]
* DelightingInRiddles: Uncle Henry seems was particularly fond of them. them, it seems. There are ''three'' three in the opening location: area: a cryptic postscript on a posthumously delivered letter, a verbal clue provided by the messenger and ''the the plaque on his coffin''.coffin.



* ShopliftAndDie: In the starting area there's a jewellery store containing a famous jewel known as the Python's Eye. Disabling the alarm involves flipping the switch under the counter and replacing the real jewel with a fake. Screw up and your thieving career comes to an abrupt end.

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* ShopliftAndDie: In the starting area there's a jewellery store containing a famous jewel known as the Python's Eye. Disabling the alarm involves flipping the switch under the counter and replacing the real jewel with a fake. Screw up and your thieving career comes to an abrupt end.end.
* ThrowingTheDistraction: Getting past the female bodyguard at the mafia boss' estate requires throwing a metallic item at some shrubbery.

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While not as linear or difficult as the author's first game, ''Heist'' still rates as cruel on the [[https://ifdb.tads.org/help-forgiveness Zarfian forgiveness scale]] because of some difficult puzzles and certain situations that can easily put the game into a permanently unwinnable state.

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While not as linear or difficult as the author's first game, ''Heist'' still rates as cruel on the [[https://ifdb.tads.org/help-forgiveness Zarfian forgiveness scale]] because of some difficult very hard puzzles and certain situations that can easily put the game into a permanently unwinnable state.



* CameraSpoofing: A polaroid punk variant involves using a ''stolen camera'' to take a snapshot of a museum display case.



* DarkActionGirl: The only game by Andy Phillips that doesn't feature one (so far), unless you count the mafia henchwoman with the silenced pistol.
* DelightingInRiddles: Uncle Henry seems particularly fond of them, leaving cryptic clues on his posthumously delivered letter (plus another passed on by the messenger) and ''the plaque on his coffin''.

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* DarkActionGirl: The Averted. This is the only game by Andy Phillips that doesn't feature one (so far), unless you count the mafia henchwoman with the silenced pistol.
* DelightingInRiddles: Uncle Henry seems particularly fond of them, leaving them. There are ''three'' in the opening location: a cryptic clues postscript on his a posthumously delivered letter (plus another passed on letter, a verbal clue provided by the messenger) messenger and ''the plaque on his coffin''.



* GraveRobbing: A necessary action since there are vital items concealed on Uncle Henry's corpse.
* ImpossibleTheft: Several, if one considers how NintendoHard some puzzles are.

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* GraveRobbing: A necessary action since as there are vital items concealed on Uncle Henry's corpse.
* ImpossibleTheft: Several, Several - if one considers how NintendoHard some puzzles are.



* MuggedForDisguise: Corporal Bates at the military base, who kindly 'donates' his uniform after being knocked unconscious. The player even gets to read a description of his boxer shorts.

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* MuggedForDisguise: Corporal Bates at the military base, who kindly 'donates' his uniform after being knocked unconscious. The player can even gets to read a description of examine his boxer shorts.



* PressStartToGameOver: Within the first few turns Elaine has the option of refusing her uncle's challenge. Do that and it's a very short game.
* RobbingTheDead: Elaine must [[spoiler: assassinate the mob boss with a sniper rifle]] before stealing a precious item from a briefcase. A justified action given how sadistic the person is.
* {{Safecracking}}: It wouldn't be a heist story without one, and there are several locked storage containers in this game. All with different locking devices. The best example is the safe in the cruise ship captain's cabin, which must [[spoiler: first be damaged with a flare before picking the lock with a hypodermic needle.]]

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* PressStartToGameOver: Within the first few turns Elaine has the option of refusing her uncle's challenge. Do that and If she does it's a very short game.
* RobbingTheDead: Elaine must [[spoiler: assassinate the mob boss with a sniper rifle]] before stealing a precious item from a briefcase. A justified action given Justified considering how sadistic the person owner is.
* {{Safecracking}}: It wouldn't be a heist story without one, and there are several locked storage containers in this game. All with different locking devices. The best example is the safe in the cruise ship captain's cabin, which must [[spoiler: first be damaged with a flare before picking the lock with a hypodermic needle.]]



* ShopliftAndDie: In the starting area there's a jewellery store containing a famous jewel known as the Python's Eye (which Elaine must steal to trade for a key item). Disarming the alarm involves flipping the switch under the counter and replacing the real jewel with a fake. Screw up and your thieving career comes to an abrupt end.

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* ShopliftAndDie: In the starting area there's a jewellery store containing a famous jewel known as the Python's Eye (which Elaine must steal to trade for a key item). Disarming Eye. Disabling the alarm involves flipping the switch under the counter and replacing the real jewel with a fake. Screw up and your thieving career comes to an abrupt end.

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* AntiHero: The central character is a thief.



* Cyberspace: Two puzzles in the final scenario involve this: [[spoiler: changing the details on a stolen ID card to match Elaine's appearance and bypassing a time lock on the vault door.]]

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* Cyberspace: {{Cyberspace}}: Two puzzles in the final scenario involve this: [[spoiler: changing the details on a stolen ID card to match Elaine's appearance and bypassing a time lock on the vault door.]]]]
* DarkActionGirl: The only game by Andy Phillips that doesn't feature one (so far), unless you count the mafia henchwoman with the silenced pistol.
* DelightingInRiddles: Uncle Henry seems particularly fond of them, leaving cryptic clues on his posthumously delivered letter (plus another passed on by the messenger) and ''the plaque on his coffin''.

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''Heist: The Crime of the Century'' is an InteractiveFiction (text adventure) game written by Andy Phillips (his second game following Videogame/TimeAllThingsComeToAnEnd) and published in 1997.

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''Heist: The Crime of the Century'' is an InteractiveFiction (text adventure) game written by Andy Phillips (his second game following Videogame/TimeAllThingsComeToAnEnd) ''Videogame/TimeAllThingsComeToAnEnd'') and published in 1997.



* Cyberspace: Two puzzles in the final scenario involve this: [[spoiler: changing the details on a stolen ID card to match Elaine's appearance and bypassing a time lock on the vault door.]]



* TheInfiltration: One heist has Elaine accessing a military base disguised as a soldier.

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* TheInfiltration: One heist has Elaine accessing access a military base disguised as a soldier.soldier.
* LockedDoor: Many examples. No surprise given the theme.


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* PaperKeyRetrievalTrick: Opening the garden gate at the mob boss' mansion requires sliding a conveniently shaped leaf under it and pushing out the key with a tungsten peg.

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* TheInfiltration: One heist has Elaine accessing a military base disguised as a soldier.



* OneLastJob: An unusual aversion. This particular story revolves around a thief's early career.



* TheInfiltration: One heist has Elaine accessing a military base disguised as a soldier.
* OneLastJob: An unusual aversion. This particular story revolves around a thief's early career.

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* TheInfiltration: One heist has PressStartToGameOver: Within the first few turns Elaine accessing has the option of refusing her uncle's challenge. Do that and it's a military base disguised as a soldier.
* OneLastJob: An unusual aversion. This particular story revolves around a thief's early career.
very short game.



* {{Safecracking}}: It wouldn't be a heist story without one, and there are several locked storage containers in this game. All with different locking devices. The best example is the safe in the cruise ship captain's cabin, which must [[spoiler: first be damaged with a flare before picking the lock with a hypodermic needle.]]

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* {{Safecracking}}: It wouldn't be a heist story without one, and there are several locked storage containers in this game. All with different locking devices. The best example is the safe in the cruise ship captain's cabin, which must [[spoiler: first be damaged with a flare before picking the lock with a hypodermic needle.]]]]
* SecretTestOfThievingSkill: The premise of the game, which begins with Elaine accepting a challenge from her late Uncle (unless you want a very quick GameOver).
* ShopliftAndDie: In the starting area there's a jewellery store containing a famous jewel known as the Python's Eye (which Elaine must steal to trade for a key item). Disarming the alarm involves flipping the switch under the counter and replacing the real jewel with a fake. Screw up and your thieving career comes to an abrupt end.

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* BankRobbery: The final heist at the National Depository.



* MacGuffin: The fabled crown jewels of Denario. [[spoiler: The 'good' maximum point ending sees Elaine ''dump the priceless treasure in a lake'' after all the trouble she went to, in order to pursue a career as an honourable thief and not repeat her Uncle's mistake.]]
* OneLastJob: An unusual aversion. This particular story revolves around a thief's early career.

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* {{Fingore}}: The mob boss keeps a collection of severed fingers in his mansion. Thankfully they're just for atmosphere and not used to solve a puzzle.
* GoneSwimmingClothesStolen: In the cruise ship chapter Elaine steals a waiter's uniform while he's busy frolicking with a woman in a swimming pool.
* GraveRobbing: A necessary action since there are vital items concealed on Uncle Henry's corpse.
* ImpossibleTheft: Several, if one considers how NintendoHard some puzzles are.
* MacGuffin: The fabled crown jewels of Denario. [[spoiler: The 'good' maximum point ending sees Elaine ''dump the priceless treasure in a lake'' after all the trouble she went to, in order to pursue a career as an honourable thief and not repeat her Uncle's mistake.mistakes.]]
* MuggedForDisguise: Corporal Bates at the military base, who kindly 'donates' his uniform after being knocked unconscious. The player even gets to read a description of his boxer shorts.
* PirateBooty: One scenario involves raiding the tomb of Merciless Maria, a notorious seventeenth century pirate captain. Naturally there's a treasure chest along the way.
* TheInfiltration: One heist has Elaine accessing a military base disguised as a soldier.
* OneLastJob: An unusual aversion. This particular story revolves around a thief's early career.career.
* RobbingTheDead: Elaine must [[spoiler: assassinate the mob boss with a sniper rifle]] before stealing a precious item from a briefcase. A justified action given how sadistic the person is.
* {{Safecracking}}: It wouldn't be a heist story without one, and there are several locked storage containers in this game. All with different locking devices. The best example is the safe in the cruise ship captain's cabin, which must [[spoiler: first be damaged with a flare before picking the lock with a hypodermic needle.]]
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''Heist: The Crime of the Century'' is an InteractiveFiction (text adventure) game written by Andy Phillips (his second game following Videogame/TimeAllThingsComeToAnEnd) and published in 1997.

As the name implies, the game revolves around a heist - several in fact - and puts the player in control of a young woman named Elaine. When attending her hated Uncle Henry's funeral, Elaine is approached by a mysterious man who offers her a [[DeadManWriting letter from the recently deceased]]. It seems Henry was a master thief and wishes Elaine to follow in his footsteps. To do so, she must pull off a series of daring thefts (and solve many puzzles along the way), before going after the ultimate prize: the [[{{MacGuffin}} Crown Jewels of Denario]] in the National Depository vault.

While not as linear or difficult as the author's first game, ''Heist'' still rates as cruel on the [[https://ifdb.tads.org/help-forgiveness Zarfian forgiveness scale]] because of some difficult puzzles and certain situations that can easily put the game into a permanently unwinnable state.

More information on the game can be found at [[https://ifdb.tads.org/viewgame?id=dnqnvbtgkfhni3b8 Interactive Fiction Database]].

!''Heist: The Crime of the Century'' contains examples of:

* ClassyCatBurglar: Elaine develops into one as the game progresses.
* MacGuffin: The fabled crown jewels of Denario. [[spoiler: The 'good' maximum point ending sees Elaine ''dump the priceless treasure in a lake'' after all the trouble she went to, in order to pursue a career as an honourable thief and not repeat her Uncle's mistake.]]
* OneLastJob: An unusual aversion. This particular story revolves around a thief's early career.

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