L.A. Noire/A Polite Invitation

You wake up as Jack Kelso in a clinic with Ms. Lichtmann watching over you. She'll explain that Cole Phelps needs your help, which is why she got you mixed up in the Suburban Redevelopment Fund in the first place. As she leaves, the Assistant District Attorney comes in and asks you to be his investigator. He's on the warpath to become the new D.A. and wants to take down the Vice Squad and help you with your investigation also. When you get up, you should go pay boss Curtis Benson a visit to let him know you've got a new job.

Curtis Benson's Apartment
You'll see on the mailboxes outside that Benson is in apartment 2, which is up the stairs. Your boss doesn't want to talk, so you'll force your way in and ask him about his ties to Monroe. Of course you won't get a straight answer, so after pistol-whipping him, take a look around for some of your own.

When you've done a thorough search of the apartment, ask your former boss some questions.

Benson will drop a clue that there is more information in the Buchwalter case file, so you'll want to go back to your old office and check it out.

California Fire & Life
Take the elevator up to your floor and you'll see the gold doorknob on the office to your right. The case file's right on the desk, so it open it up and have a look.

After going over the file, Cole Phelps will show up and talk with you about the murders in the case. Putting your differences aside, you'll agree to help Phelps with his case. In fact, you know just the place to start looking for answers.

Hall of Records
The security guard will direct you to the Land Registry office, which is just up the stairs. The clerk in the office will take you back to look at the Suburban Redevelopment Fund information. Flip the page in the ledger and look at the fund's entry to see a list of the shareholders. At the bottom you should see a familiar name—Courtney Sheldon. Tap on the name to add him to your persons of interest list, then ask the clerk to check on the coordinates you found on the Buchwalter file. He'll take you over to a map where you can get the lot number by scrolling to the coordinates. Use the left analog stick to turn the longitude knob, and the right one to turn the latitude knob. Scroll north a few seconds and then far west to line it up and learn the lot number, 1876988.

Next you'll need to take the lot number and find its registration letter with the adding machine next to the map. Each registration book holds 90,000 entries, so divide the lot number by that amount to find which book it's in. The adding machine works like a normal calculator, input the lot number, hit the divide button, then enter 90,000 and pull the lever on the side. You'll get the number 20, and the first book, "A", starts at zero, so add one to your number and determine which is the twenty-first letter of the alphabet. Now head over to the "U" files and check the land value of the lot. You'll find lot 1876988 at the top of the second page.

When you go to leave, the guys that beat you up the other night will show up and you'll get into a gunfight with them. Take out the first guy from where you start, then watch out for the guy with the shotgun that will try to flank you. Take him out and grab his weapon, then kill the one across the hall in the doorway. The last guy is outside, so head to the doorway and wait for him to come back into the land record office. When they're all down, you'll go have a talk with Sheldon to find out his involvement in the fund. He doesn't know anything and seems shocked to think that Dr. Fontaine could be in on the fraud.

Back at your apartment, answer the phone to find it's Leland Monroe trying to set up a meeting. He wants you to come meet him at his home that night. You know it's a set up and he just wants to kill you, so you'll make some phone calls before heading out.

Leland Monroe's Mansion
You'll meet up with a bunch of your war buddies outside the mansion. The idea is to storm the place and find Monroe after taking out all his goons. You can start out by capping the guy in the middle of the first path to start off the battle. Grab his shotgun if you want, and move up toward the mansion. Try to stay on the same line as your squad by watching the formation on the minimap. When you have bad guys pinned down, flank them to take them out while the others lay down suppressive fire. Clear the courtyard and pick up a machine gun on your way up to the mansion. Take out the couple guys in front, then kick in the front door. When you do, kill the guy in front of you, then back out and get cover on the side of the doorway to take out the other two in the foyer. When they're down, move into the building and start going through to find Monroe.

Go through the door behind the big bear and take out the long gunman in there, then go through the door on the other side. Here's you'll find Monroe's secretary, who will shoot you in the arm before you knock her out. Through the next empty room you'll find a door that leads to a hallway. Run across the hallway and get cover behind thin piece of wall and take out the two guys in the atrium beyond. You'll want to head upstairs, but there are two guy waiting up there for you, so draw them out then retreat into cover and kill them when they follow you. Upstairs, take the lighted hallway down to Monroe's room.

After shooting Monroe to keep him put, take a look around the office and you'll find plenty of evidence that Monroe is dirty. When you look through the safe and the file on the desk, you'll call up the police and tell them to get out to the mansion. You'll also find out that Elsa has been kidnapped by one of Dr. Fontaine's mental patients. All Monroe will tell you is that the guy worked as an exterminator. You'll leave Monroe to bleed while he waits for the cops to arrive to end the case.