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The Partners Walkthrough, Hints and Tips for PC Games.

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 The Partners

 
   
 
 
The Partners

Full Strategy Guide

Document written by PyroFalkon (pyrofalkon@hotmail.com)
Current version: 1.0b
Latest update: 1 November 2003



+---------------+
|+-------------+|
||LATEST UPDATE||
|+-------------+|
+---------------+

v1.0b (1 November 2003)
It's been nearly a year, but unfortunately my site is down for the count. 
Luckily, IGN has decided to host my FAQs too, so it's all good. A new copyright 
notice is the only change.



+-------------------+
|+-----------------+|
||TABLE OF CONTENTS||
|+-----------------+|
+-------------------+

PART 1: THE BASICS
==================
 1. Intro
 2. The GUI
    a. The Five Main Buttons
    b. The Smaller Buttons
 3. Lawyers
    a. Understanding Their Needs
    b. Understanding Their Traits
    c. Understanding Their Relationships
    d. Interacting
 4. Buy Mode
 5. Cases
 6. Free Play Setup

PART 2: CAMPAIGN WALKTHROUGHS
=============================
 7. Campaign 1: Sea, Tex, & Sun
    a. Central Mission 1: The Infernal Webcam
    b. Mission 1-2: False Diplomas
    c. Mission 1-3: Three's a Crowd
    d. Mission 1-4: Money Isn't Everything
    e. Mission 1-5: Mickey's Journal
    f. Mission 1-6: Romantic Victoria
    g. Mission 1-7: Go, Eva!
 8. Campaign 2: Gordon & Gordon
    a. Central Mission 2: Don't Cheat on Me
    b. Mission 2-2: Thank You For the Music
    c. Mission 2-3: A Model Marriage
    d. Mission 2-4: Lawfirm of the Year
    e. Mission 2-5: Ready, Set, Flirt
    f. Mission 2-6: A Lesson in Paternity
    g. Mission 2-7: Cruise and Amuse
 9. Campaign 3: Adios & Goodnight
    a. Central Mission 3: Beauty and Beast
    b. Mission 3-2: New Kid in Town
    c. Mission 3-3: Let's Rock!
    d. Mission 3-4: J.R. Express
    e. Mission 3-5: J.R. Strike Back!
    f. Mission 3-6: You Shall Go to the Ball
    g. Mission 3-7: The Taming of J.R.

PART 3: FAQ STUFF
=================
10. Contributors
11. Version History
12. Copyright Info
13. Contact Info



======================================================
|                PART 1: THE BASICS                  |
======================================================

+----------+
|+--------+|
||1. INTRO||
|+--------+|
+----------+

The Partners looks, feels, and plays like The Sims, just with a storyline.
Naturally, it's right up my alley; if you don't know why, you may want to
consult with my four FAQs on The Sims. ^_^ The Partners is an interactive soap
opera at heart, with some levels of customization--not nearly to the extent of
The Sims, but hey, what is?

This guide will walk you through the basics of running a successful law firm,
plus it will give you strategies through the campaign missions. By the time
you're done with this guide, you'll wish that The Sims had this much storyline
potential... or that The Partners had a lot more customization. Or both.



+------------+
|+----------+|
||2. THE GUI||
|+----------+|
+------------+

Before we get into the workings of your swindlers, we need to answer the
eternal question, "What do these buttons do?" Head into the tutorial or a
campaign mission, and I'll explain what everything does.

+-------------------------+
|2a. The Five Main Buttons|
+-------------------------+

The first button of the main group of five, the one with the computer, is the
options menu. "Options menu" is a pretty generous term for what it offers...
you can quit the game, load an old save, save a new save, or see the credits.
There's nowhere in the game to affect sound volume, video settings, or anything
else like that.

The second button, the one with the targeting reticle, shows your mission
objectives. You can click the I button beside the objective name to get the
full detailed description. Of course, this button is defunct in Free Play mode.

The third button, the one with the trio of people, allows you to view your
lawyers. The three tabs there let you see the selected lawyer's moods, traits,
relationships, and bio in that order. I'll deal with all that more in a mintue.

The fourth button, the one with the scales, lists the lawsuits your team is
currently dealing with. You can have up to five lawsuits going at once. You can
assign or remove secondary lawyers here, although the primary lawyer is locked
forever.

The fifth button, the one with the stack of bills, takes you into Buy Mode.
I'll go into more detail about that too later.

+-----------------------+
|2b. The Smaller Buttons|
+-----------------------+

Across the bottom of the interface is a pause button, a play button, a double
play button, and a triple play button. At normal speed (single play button),
one game hour passes in roughly five real seconds. At double speed (triple play
button), one game hour passes in about two seconds. Note that if you ever pause
the game, clicking ANY of the main five will unpause the game automatically,
which is nine times out of ten completely unwanted.

Above the speed selection is the current date in British form and the time in
24-hour form. Above that to the left are four buttons used to rotate and zoom
the camera. The tiny button to the right of that takes a screenshot of the
game. The bigger button to the right of the screenshot button opens the
surveillance camera, which allows you to track one specific character or all of
them in a separate window.



+------------+
|+----------+|
||3. LAWYERS||
|+----------+|
+------------+

Wanna know why lawyers don't eat sharks at seafood places? They don't want to
resort to cannibalism.

Ah, not funny? What do you want from a free FAQ?

Anyway, you need to read this section, ESPECIALLY if you're a player of The
Sims. There's more than enough differences between the two games that you need
to know what your lawyers are made of, and what they can and can't do. After
all, knowledge is power, and you succeed best when you know what's coming.

+-----------------------------+
|3a. Understanding Their Needs|
+-----------------------------+

By clicking the View Lawyers button (the third one in the main group of five),
you can see everything you need to know about your working men and women. By
clicking a thumbnail, you select that lawyer. Click the same thumbnail a second
time will de-select that lawyer. Beside said thumbnail is a bar; the more full
it is, the more the lawyer needs help to be happy. In other words, empty is
good.

When you do select a lawyer, you'll see his nine needs in a pane on the right.
The longer the bar, the more that lawyer is in need of that particular thing.
I'll explain them all here...

FRIENDSHIP is the big yellow smiley face. You can fix this by having the lawyer
talk to other lawyers or call friends on phones.

LOVE is the red right-side-up heart. Reading romance novels, listening to
romantic songs, or declaring love for other lawyers will help this out.

RELAXATION is shown beside the triple Z's. Fix this one by telling your guys to
sit or lay down on a couch.

SUCCESS is at the top middle, shown by a dollar sign. You can improve this by
reading law books or working on cases, including calling clients or
photocopying documents.

DOMINATION is shown with the gripping hands, and I'm not talking about the fun
S&M type. Fix this by letting your people get their aggressions out on punching
balls or each other.

SPORTS is shown with a basketball. Your people can play sports, exercise, or
fax sports results to fix it.

LUST is indicated with an upside-down pink heart. Sexy actions such as groping
boobs will work, as will reading erotic novels and magazines.

BEAUTY is indicated with a mirror. Help them out by telling them to apply
makeup (for women) or shave (for men) at wash basins.

CULTURE is the last need, shown with a book. This can be seriously helped out
by reading cheap art magazines.

+------------------------------+
|3b. Understanding Their Traits|
+------------------------------+

The second tab of the View Lawyers pane lets you see your lawyers'
personalities. The currently selected lawyer's personality appears in the upper
half of the new pane. The lower half of the pane allows you to select another
lawyer simply for comparison's sake. The bar to the right of everything shows
how compatible the two lawyers are; the more compatible they are, the easier
you can boost their relationship.

The nine traits parallel the nine needs, so I won't bother explaining them. I
will say that the more powerful a trait is, the faster its need fills. For
example, if the lust trait is maxed out, that lawyer will need plenty of dirty
mags and groping opportunities to be happy.

You can temporarily affect character traits. Once a need is fulfilled, if you
force the lawyer to repeat the action, his personality will get altered. For
example, if you have a lawyer who finishes his love need, and you force him to
listen to more romantic songs, you'll add to his romance trait. You can't bring
a trait down, but after enough time, the traits will slowly reset back to their
original settings (so eventually my example lawyer would become normal again).

+-------------------------------------+
|3c. Understanding Their Relationships|
+-------------------------------------+

The lawyers will have relationships with each other... of course, those
relationships can be made in Heaven, Hell, or anywhere in between. There are
eight levels of relationships.

JEALOUSY is the worst relationship, and only affects same-sex lawyers. This
only occurs when one lawyer watches someone he loves flirt with someone else;
the jealousy will occur against whoever his lover flirted with.

HATE is the second-worst. This is where you can have all the fun social
interactions such as "Attack Physically" and "Punch."

DISLIKE is a notch better than Hate. You can do most of the violent
interactions here.

DISTANT is a little better. You can do some of the violent actions, but you can
also do "Apologize" to get things peachy again.

NEUTRAL is where everyone starts off with each other, with a few exceptions in
the various campaigns. Things can easily go either way here.

FRIEND is just that. The highest number of social interactions become available
here.

CLOSE is the highest same-sex lawyers can get to. Romantic options become
available for different-sex lawyers.

FLIRT is the highest different-sex lawyers can achieve. The most fun romantic
actions become available, such as "Grab Boobs" (or something similar ^_^).

On the relationship pane, you can see how close two lawyers are to going up or
down a level. The bar moves nearer toward the devil or angel depending on how
things are going. To get the relationship up more, actions must pass. To get
the relationship down, either violent actions have to happen or other actions
fail.

+---------------+
|3d. Interacting|
+---------------+

You'd learn this if you took the tutorial, which I SERIOUSLY recommend you run,
but if you don't...

The basic way to go through life is to have your lawyers interact with things
and each other (and each other's things). To do that, click a lawyer to select
him, and a green circle will appear around his feet. Right-click an area of the
ground to send him there, or right-click and object or lawyer (including
himself) to bring up a list of available actions.

In that list, you'll see the name of the action, and one to three symbols that
say what the action will help. For example, the art magazine has three book
symbols beside it. That means it will severely affect the culture need, far
more so than having your lawyer view a painting.

In addition, when you interact with another lawyer, they may be a plus or minus
sign, and possibly a pair of arrows. Arrows indicate that the relationship
meter (the devil and angel thing) will jump one way or the other by issuing
that command. It doesn't appear all the time; for example, two lawyers who are
close won't be affected either way by simply talking. The plus and minus signs
indicate that the relationship will hop a bit in that direction should the
action pass.



+-------------+
|+-----------+|
||4. BUY MODE||
|+-----------+|
+-------------+

The Buy Mode in The Partners is a lot less full than The Sims, but it has some
decent depth. There are three categories, two of which seem pointless.

Let's start with the easy one. The third tab lets you buy new rooms. When you
hover your mouse over a room, you'll see where it will go in comparison to the
rest of the building. You can only make rooms next to halls or other rooms so
you'll actually be able to access them. By buying enough rooms, you'll be able
to make MORE rooms because you'll have more connecting points.

All furniture is under the furniture tab, naturally. However, things I consider
objects may be under the objects tab OR the furniture tab. Poke around to see
where everything is.

When you buy an item, you can right-click to rotate it. Most items are free
standing, though some have to be placed on tables, and others have to be placed
against walls.

On the left side of the pane, you can see how much a selected item will cost,
and what needs it will improve (although it won't say to what degree the needs
get improved).

To sell an item, click it when it's not in use, then click the trashcan in the
top-left corner of the Buy Mode pane.



+----------+
|+--------+|
||5. CASES||
|+--------+|
+----------+

I'll quickly touch on cases because they're pretty self-explanatory.
Occasionally you'll get a letter arrive and will hover at the top of the
screen. Left-click it to view a description of the case, its difficulty, its
cost that you'll receive if you win it, and the base chance that you'll win it.
Also, there will be a box marked "obligatory." If it is checked, you HAVE to
accept the case. That's only a factor in the campaigns.

Once you view the case, you can select a lawyer to act as the primary lawyer.
Choose carefully, because once you select one, he or she is locked into that
case. The lawyer can act as the primary (or secondary) for another case at the
same time, but cannot be removed as the primary from that case.

Cases are won based on two criteria: the lawyers' preparation, and primary
lawyer's mood on the day of the trial. Every case starts with a base percentage
for success. As the primary and secondary lawyers assigned to it prepare for
the case (by interacting with a desk or computer and choosing "Work on Cases"),
the percentage will rise. There is a decay, so you can't accept a case and just
sit on it, expecting to win by doing nothing.

Multiple lawyers contribute to the preparation. By the same token, lawyers will
work on all his cases at the same rate. Therefore, it's not as good to have one
lawyer dealing will all five lawsuits at once. One lawyer can easily handle up
to two solo, or three if he's got secondary lawyers on all three cases.

On the day before the trial, try to get the needs of the primary lawyer as low
as possible. If you still need to prepare more for it, tell your secondary
lawyers to do all the work.

After the trial, you'll get an envelope with a gold tassel. Clicking it will
show you how the seven jurors voted, and if you won the majority, you get the
money that was promised you. Prestige will rise and fall depending on the
difficulty of the lawsuit.



+--------------------+
|+------------------+|
||6. FREE PLAY SETUP||
|+------------------+|
+--------------------+

If you want to practice the game, or if you've already beaten the walkthroughs,
you can make your own stories by playing Free Play Mode. You can create
lawyers, their personalities, and their relationships. You can type in your
starting capital and firm decor, and many other variables.

The only limitation is that lawyers do not leave or come during the firm's
career.



======================================================
|           PART 2: CAMPAIGN WALKTHROUGHS            |
======================================================

+--------------------------------+
|+------------------------------+|
||7. CAMPAIGN 1: SEA, TEX, & SUN||
|+------------------------------+|
+--------------------------------+

Sea, Tex, and Sun is a newly established law firm. It's at the top floor of a
commercial buildings that's in the heart of downtown (I've played so much of
The Sims that I nearly capitalized that). The star is Eva Tex, and, if you
played through the tutorial, you helped her buy a sofa, and you figured out the
general controls and such.

+------------------------------------------+
|7a. Central Mission 1: The Infernal Webcam|
+------------------------------------------+

Eva Tex's uncle, Sammy, was the owner of a chocolate rabbit business. He's
snuffed it, so he's left his business to Eva. However, a stipulation in the
will states that she can't flirt with anyone until past Easter, because he was
afraid that her boyfriend would convince her to sell the business. A webcam was
installed to make sure Eva stays clean, and a guy pops up now and then to make
sure it's working.

This is what I'll call the Central Mission. The Central Mission is basically
the overall challenge you have to deal with as you complete the other
objectives, which come later on an irregular basis. Basically, right now all
you have to do is keep the webcam in mind; don't let its presence deter you
from your work.

Start the mission, and you'll see one desk in a separate room. Eva and Benny
Sea are near each other. The office is empty otherwise, so I'd suggest you buy
a few essentials, like a sofa and a couple more desks. After a little while,
you'll get your first case. Since your team has nothing better to do, accept
it. Put Eva as the primary lawyer, and then immediately after, click the
lawsuit list. Add Sea to it to help her out.

+-------------------------------+
|7b. Mission 1-2: False Diplomas|
+-------------------------------+

A little later, your third lawyer, Hunter Sun, will pop up after a vacation. At
the same time, you'll get an alert that cops are going to search your practice.
Apparently there are reports of lawyers who have false degrees. Can't have any
fraud going on, can we?

It seems that your newcomer, Sun, may not be so... eh, legitamite. He'll need
to win two cases to prove that's he's got what it takes to swindle money.
Assign Sun to the case that Eva and Sea are already on.

After a few more days, a new letter will arrive. This gives you another case,
one that you can't refuse. Sun needs the experience, so assign him as the
primary lawyer, then take him off the first case. Let him work that second one
by himself for now.

Not too much longer, the first case will resolve itself. If you took my advice
and had Eva AND Sea working it, you were sure to succeed. Assign both lawyers
to the second case to assist Sun. Sun, by this time, is probably suffering from
lack of sex; he's a horny little bastard, isn't he? Head to Buy Mode and buy
him a dirty magazine so he can... er, entertain himself for awhile and get back
on the job.

Speaking of distractions, Sea and Eva are both probably a little bored by now,
too. Sea hates missing the latest episode of SportsCenter, so buy him a fax
machine so he can fax the sports reports back and forth to his out-of-office
friends. The fax machine will help later anyway, and it's cheap, so you should
buy it early. He'll also need something to satisfy his need to be loved (or
some junk), so treat him to a PDA.

Eva has simple needs; she's not too picky. Still, fix what's wrong with her,
even if that means buying a few new objects. Don't forget to keep them working
on the case if their needs are satisfied, though.

You'll soon get your third case, this one also required. Again, Sun needs
experience (not to mention he needs something to do aside from expelling body
fluids on the latest issue of Playboy), so let him be the primary lawyer.
Assign the other two to the case as well. Don't worry, they won't get
overworked.

Before long, yet another case will come your way, though it's voluntary. You've
only got six days to deal with it. Eva herself will be able to handle it solo
for now, so I say go for it. Shortly thereafter, one of your cases will
resolve, and Sun will be halfway to his goal.

Another case will come up, a hard one with a 3-day time limit. Eva probably has
the least problems at the moment, so assign her to it as the primary.
Meanwhile, let Sun assist one of her two solo cases, and let Sea assist her on
the other. Moments later, the second case that Sun was in charge of will
resolve itself, and you'll pass that goal.

+--------------------------------+
|7c. Mission 1-3: Three's a Crowd|
+--------------------------------+

When guys are being stupid (I know, all the ladies out there are now saying
"What, you mean all the time?"), and they see a woman who is angry or moody,
guys think, "You know what SHE needs, right?," referring to sex of course.

Well, Sun and Sea seem to agree that Eva is a whore of a boss, so they decide
she needs a good poke to calm her down... well, maybe they're not that extreme
yet. Actually, they plot that one of them must flirt with her to at least get
her to rational levels. The problem, of course, is that she can't flirt in
front of the webcam in the office, but they don't know that. What hilarity!

Cases will start coming in pretty quick, but remember that the goal is to get
Eva to be all flirty. What I recommend is that you pick either Sun or Sea to
deal with ALL the cases, then have the other one try to get inside Eva's head
(or bra, whichever way you want to look at it). If you left them all to their
own devices a lot thusfar, Eva's probably ticked off at both of them, so you'll
need to keep Eva and her male target off cases to concentrate on their
relationship.

The first thing you should do is head into Buy Mode and click the Rooms tab.
You've probably got more than enough to buy an extension (assuming you didn't
go nuts buying objects and furniture), so extend away. Make this new room the
playground: put a stereo, a pool table, and other fun things in it.

Unlike The Sims, though, the fun activities are not usually group activities.
So, you've got to find something for both Eva and your target to do together.
If you went through the tutorial, you'll know that they can have several
options on a couch. So, buy a couch for the new room as well.

Again, though, if you left them to their own devices before, they won't like
each other, and they won't be in any mood to get all flirty yet. However, as
long as all the objects are in place now, that will save time later down the
road. Continue to have them talk or gossip with each other; anything to get
that relationship bar up.

After some time, all cases will cease. This is the perfect opportunity to get
the relationship going. One thing the game and manual hint at is that the
closer two people are in personalities, the easier it is to get them happy. We
need to take advantage of that now.

First select Eva, then click her Character Traits tab. Beside the box below her
picture, hit the left or right arrow to find your male target. The
compatibility is listed to the right; if the bar is green and above the line,
they are compatible. If one of them has a piece of personality that doesn't
match the other, you can affect it. To boost a trait, you select to do an
action that relates to the trait even after that need has been filled.

Was that a bit much? Here's an example. Let's say that Eva's domination trait
is maxed out, and her target, Benny Sea, has zero for a domination trait. You
can easily get Sea's domination trait to max by having him yell repeatedly,
even after his domination need bar is empty.

Eventually (and yes, it will take some time and patience), the command Lick
Boots will pass; you can see that it will by the green plus sign next to the
word. Start licking boots left and right, and soon their relationship will
improve a level. After that, all sorts of options will pop up, most (or all) of
which will have green plusses. Just remember to keep it clean for the camera.

Once Eva and her male target have a relationship deemed "Close," you can start
the flirting. It's easy to avoid flirting before the webcam; just head to that
second room you created. Pick the male target, click the couch, and select
"Smooch," with Eva as the target. Once they're done making out, select the male
target (it HAS to be him, NOT Eva), then give the "Declare Love" interaction
with Eva. Booya, that's another mission down!

+---------------------------------------+
|7d. Mission 1-4: Money Isn't Everything|
+---------------------------------------+

A fourth lawyer, Helen Blanc, has now entered the scene. She's the ex-wife of
Benny Sea, who owes her a lot of money. Sea won't pay up, so she has to look
for other ways to get the benja-sims... er, benjamins. She decided to sign up
everybody for a race, so everyone has to be in top physical form.

All right, there's a minor challenge here, and it has nothing to do with this
sub-mission. Because you can't turn off the characters' free will, there's
always a chance that Eva will stupidly flirt with whoever in front of that
webcam. All you have to do is monitor Eva and make sure she stays innocent at
all times, and you'll be fine.

Okay, onto the mission. This is really easy. Anytime a lawyer is not working on
a case, have him or her using the sports equipment you bought for the second
room. Don't neglect work, of course, but keep them exercising whenever you can.
You need only get all four lawyers into the yellow bars for the sporty trait to
pass the mission.

+---------------------------------+
|7e. Mission 1-5: Mickey's Journal|
+---------------------------------+

This mission brings in a fifth lawyer, Mickey Lucas. He reads a magazine for
gamers, and that magazine is undergoing some legal troubles at the moment. The
magazine will sign on your team of lawyers if the team fits the description of
what the magazine wants... that is, the magazine wants relaxed and cultured
lawyers.

This is essentially the same mission as 1-4, but with two notable differences:
there are TWO traits that need to be high for everyone, and you've got a fifth
body to deal with. It's not that much harder, though.

First, I recommend you just pass on all cases that come your way. It's probable
that you have more than enough money to get by right now. Buy another couch or
two, and have two or three of your team lie down on it repeatedly. That will
help bring the relaxation trait through the roof. Meanwhile, have the other
lawyers read art books from the bookshelves repeatedly to get culture up. Once
all five are maxed at what they're doing, have them all switch. You'll pass
this mission in no time.

+----------------------------------+
|7f. Mission 1-6: Romantic Victoria|
+----------------------------------+

As if five lawyers aren't enough, you now get a sixth to deal with: Victoria
Illustria. She's as hot as the sun, and all three of the men want her. They
make a pact that whoever is the closest to her can escort her to a retreat in
Hawaii. This, of course, isn't going to help the lawfirm get along, so the one
who should be closest to Victory is a woman. The choice is up to you between
Eva and Helen, although I suggest Eva so she doesn't accidentally flirt in
front of the webcam.

In mission 1-3, Eva's goal was to flirt with either Sea or Sun. I recommended
that you focus all their energies into the relationship and damn the cases. You
should incorporate a similar strategy here. If Eva is spending all her time
being friendly with Victoria, then the latter will be too busy to deal with the
guys. In addition, assign all three guys to any case that comes to the firm,
and keep them working on them. Let Helen do her own thing.

If Eva is assigned to a case when this sub-mission starts, let her finish it.
Either way, get her talking to Victoria as soon as you can. Alter Eva's or
Victoria's personalities as needed to make them compatible, then isolate them
to a different room and chatter away. If you're persistent, and keep the guys
the heck away, you'll pass the mission before you can say "lesbians."

+-------------------------+
|7g. Mission 1-7: Go, Eva!|
+-------------------------+

Lawyers are like fungus: they keep popping up in places that they're unwanted.
You now get a seventh lawyer, this one a big-breasted brunette by the name of
Tiffany. She loves Mickey, but so does Eva! Eva wants to date Mickey, but of
course the webcam is in the way. She would have the patience to wait until
after Easter, but Tiffany plans on making her move on the nerd before then. Eva
has to flirt now, but of course away from the webcam.

Of course, it's not THAT easy. Eva must also avoid flirting with Sun and Sea as
well. (Love triangles are bad enough, so we want to avoid love squares and love
pentagons.) If you focused on either Sun or Sea in mission 1-3, then the
objective to avoid flirting with the other is complete. For example, if you had
Eva flirt with Sea only, then the objective where she has to avoid flirting
with Sun now is already done.

You've got lawyers popping out of the woodwork, so this should be easy. Set up
at least five desks if you don't have them already, and try to shove them all
into the room with the webcam. Share out the cases, but don't let Mickey or Eva
have any. Instead, give as many as you can to Tiffany and whichever guy you
used to pass mission 1-3. Let Helen, Victoria, and the other guy be the support
lawyers.

You'll probably have a lag in cases early on, but don't fret. Just leave the
other five up to their own devices, so long as they don't head toward Mickey or
Eva.

Isolate Eva and Mickey in a separate room as you did with Victoria in the last
mission. Alter personalities as always, and then go to town. If anyone,
especially Tiffany, heads toward that isolated room, send them back to their
desk with a simple "Work on Cases" command. Keep up Eva's advances, and the
relationship between her and Mickey will be "flirt" with ease.

Once the relationship is established, remove whichever male you beat 1-3 with
from any case he may be working on. Replace him with Tiffany, Victoria, Helen,
or the other male. You need to keep Mickey, Eva, and the 1-3 male separate
still. Keep Mickey busy with his own thing, then have Eva piss off the 1-3 male
any way she can. As soon as their relationship drops one level, the mission
will pass.

Not only that, the whole campaign will be complete! Congratulations!



+--------------------------------+
|+------------------------------+|
||8. CAMPAIGN 2: GORDON & GORDON||
|+------------------------------+|
+--------------------------------+

Alan and Isabella Gordon are a married couple who founded the firm. Alan is a
ladies' man despite wearing a wedding ring, and Isabella ain't too pleased
about that. Will husband and wife maintain the sacred bond of marriage, or will
one of them get out of the death trap?

+----------------------------------------+
|8a. Central Mission 2: Don't Cheat on Me|
+----------------------------------------+

Isabella was in the office the other day and found an intern in the arms of
Alan (that sounds like a setup for about a couple hundred pornos out there).
Isabella fired the intern and yelled at Alan, threatening him that one more
incident like that will spell divorce. The lawfirm of Gordon & Gordon cannot
function without two Gordons, so a divorce would spell the end of the firm, not
just Alan's bank account. He vowed to remain clean and innocent.

However, sticking with our theme of porn, the firm hired Jessica Woods, a leggy
and busty chick who knows how hot men perceive her to be. My question is, if
the Gordon couple own the bloody lawfirm, and they KNOW of Alan's eye for
curves, why the hell do they keep hiring women? Sigh. I guess there wouldn't be
enough chaos in the world that way.

This is really easy to pull off. First of all, Isabella is so mad at Alan that
she's taken a vacation to think about the firm and marriage, so she won't even
be there for awhile. To ensure that you succeed even after she comes back, just
don't bother telling Alan to flirt with anyone until the end of the campaign.
Keep him busy, and there won't be a problem. Don't worry about Jessica, because
someone will arrive shortly to deal with her.

Open the mission by buying four desks and throwing them in a room. In a
separate room, put down a few essentials, like a bookcase and couch. You don't
have much money, but hey, you didn't start with much in the first campaign
either. When the first case comes, assign Alan to it with George as his backup.
Let Jessica deal with herself in the other room for now.

+----------------------------------------+
|8b. Mission 2-2: Thank You For the Music|
+----------------------------------------+

Antonio Leary was just hired to the firm. He's a snappy dresser and is about as
cool as a lawyer can be. He isn't around more than two seconds before he's
needed, though. His brother, Ross, was just released from prison and accused of
stealing music. Ross is asking for the firm's help to defend him.

Ross appears in the lawfirm itself, but not as a lawyer. He's horny and a
big-time flirt, so you know he won't fit in around upper-class lawyers. Still,
his case means more money for the firm's coffers, so everyone tries to get
along in the name of greed.

Within moments of accepting the mission, Ross's case will come up. Antonio will
be forced to be the primary lawyer, but that's fine. Have Jessica as his
backup, and that will keep all four lawyers occupied and out of Ross's way (not
to mention the fact that everyone will be operating on 100% efficiency.

By the time the first case finishes, Alan and George probably have horrible
needs. Use the money you earned from the case to invest in a bookshelf and a
couple of couches, and let them get their moods up. Don't worry about having
them assist Jessica and Antonio; the latter two don't need the help.

Before Antonio's case is finished, you'll get another one, but it's voluntary.
Considering the fact that you need the money, I'd take it. Besides, by the time
you get it, Alan and George should be much better off. Give Alan the lead, let
George support him, and go for it. As soon as you accept it, get Antonio and
Jessica to lay down on couches; they're dead-tired after all the work, and they
need a rest. Once they're a little better off, put them right back on their
desks to get back to work. There will be time to deal with their other needs in
a moment.

Once Ross's case resolves, start getting Jessica's and Antonio's moods
improved. The best way to do that is have them talk and flirt with each other.
At the very least, that helps kill the risk that Alan will flirt, thus failing
the central mission.

Not too long after that, you'll get a new, obligatory case. It seems the real
culprit for the music theft has been caught, so it's up to Gordon & Gordon to
prosecute and help out Ross. Antonio again is forced to be the primary, but
you've got a little time, so get his mood up first before working on it. Ditto
for Jessica; once she's happy, have her support Antonio.

Alan and George's case will resolve itself a day before Antonio's. Once they're
free, let them deal with their moods. Again, leave Antonio and Jessica to deal
with their case by themselves. Pull Antonio off the desk on that last day and
improve his mood to give him an even better chance of winning the case for his
brother. Upon that very win, you'll pass the mission.

+---------------------------------+
|8c. Mission 2-3: A Model Marriage|
+---------------------------------+

Isabella comes back from her vacation and brings with her a nifty opportunity.
A TV company wants to film what a well-running lawfirm looks like. In addition,
the best lawyer of that firm will be given a chance to dine with a TV
executive, and may get to transfer to a film-related career. Alan doesn't like
Antonio, so he decides that Antonio should be the one to be best one, just so
they can get rid of him.

Okay, this mission is fairly easy. The first requirement is to get Anotion at
least neutral with everyone else in the lawfirm. If you took my advice and had
him flirt with Jessica, that already means he's at least neutral to two people
(Jessica and the newcomer, Isabella). If he's not neutral to anyone, it's Alan,
so get their relationship to the neutral status as soon as possible.

After that, you need to get Antonio's beauty trait all the way up. Just buy a
washbasin in Buy Mode and have him shave until he slices his chin off, and
you'll pass the mission with ease. Antonio does NOT get taken off the roster
despite a farewell message.

+------------------------------------+
|8d. Mission 2-4: Lawfirm of the Year|
+------------------------------------+

According to the mission briefing, Alan is tired of Isabella's untrusting
attitude and Jessica's attempts to unzip his pants. In reality, I've kept them
so busy that they haven't had time to do anything. Either way,  Gordon & Gordon
are up for Lawfirm of the Year, but they have to show that they deserve it.

All you have to do is manage to avoid having any violent action for 14 days,
but that's a bit harder than it sounds. Just keep your lawyers busy with cases
or their own moods to pass this one. If things get out of hand and you need a
break, just tell them to do non-violent actions with each other. Because
Antonio is still around, he can keep Jessica busy. Alan and Isabella can keep
each other busy as well, letting George alone to do his own thing.

Try to balance any cases that come your way. Alan seems like the best lawyer of
the bunch, so give him the first case, and give Isabella the second. Just let
them all take their own case by themselves, so no one gets in anyone else's
hair.

Save the game every few days. That way, in case they decide that it's a
brilliant idea to do a violent action, you won't lose too much work.

+----------------------------------+
|8e. Mission 2-5: Ready, Set, Flirt|
+----------------------------------+

A new lawyer, Susan, gets along real well with Jessica. They get along so well,
in fact, that they want to have a threesome (with a guy, perverts). You simply
have to get Jessica and Susan to be at Flirt status with the same guy.

This is also ridiculously easy. If you had Jessica and Antonio flirting back in
2-2, then you're already halfway to your goal. If you didn't do that, then make
sure you do NOT pick Alan as your target. Antonio thinks he's a ladies' man
anyway, and he really is the easiest to deal with for this mission.

Use the isolate strategy again: Put Antonio and Susan in a different room, let
'em get frisky with each other, and have the other four deal with all the
cases. If Jessica needs to flirt too, have her and Susan switch positions once
Susan hits the flirt status.

+--------------------------------------+
|8f. Mission 2-6: A Lesson in Paternity|
+--------------------------------------+

A new lawyer has arrived by the name of John Fitzgerald. Jessica's biological
clock is going off, and she's looking for someone to knock her up. Why she
chose the rookie, I don't know.

The requirements for this mission is simpler than the last: Get Jessica to
flirt status with John, but avoid doing the same for Susan. Run it like you
have any other flirt mission... isolate Jessica and John, give cases to the
other five, and get that relationship up and running.

+---------------------------------+
|8g. Mission 2-7: Cruise and Amuse|
+---------------------------------+

With all this flirting going on in the office, Alan and Isabella decide to give
their relationship another chance. They plan on going to Venice on a cruise
ship to reconcile their differences. The problem is that while they're away,
they need someone to be in charge of the firm. George is the most senior member
apart from the two Gordons, but I'm sure you notice that he randomly drinks the
hard stuff when he gets bored, so the Gordons aren't too keen on leaving him in
charge. George is ready to prove that he can kick the bottle so he can run the
show for awhile. The challenge here is two-fold: he has to avoid drinking, and
he has to get laid.

This is so ridiculously easy. By this time, you have all the money you'll need.
The mission will end the moment he hits flirt status because as long as he
doesn't drink until then, you'll pass the second objective. So, select George,
figure out which chick he's closest to, then use the isolate strategy. Get him
and the chick to just do actions to each other, and George will be too busy to
drink. The moment he hits the flirt status, you'll pass the mission AND the
campaign!



+----------------------------------+
|+--------------------------------+|
||9. CAMPAIGN 3: ADIOS & GOODNIGHT||
|+--------------------------------+|
+----------------------------------+

J.R. Goodnight is the dictatorial leader of this firm, which includes his son
Bobby, and his business partner, Angelina Adios. J.R.'s wife is dead, which
probably explains why he has such a large rod shoved up his... eh, briefcase.
Angelina, Bobby, and everyone else in the lawfirm would love to off J.R. and
have a firm free of tyrany, or something.

And no, I'm not going to make any comment on the pun of the lawfirm. I'm not
that desperate for jokes, no matter how much Monte Cristo Games is.

+---------------------------------------+
|9a. Central Mission 3: Beauty and Beast|
+---------------------------------------+

Now, we've got a challenge! J.R. is going to retire before the end of the year,
and he's going to name his son as the successor to the firm. In the meantime,
J.R. is going to tick off everyone in the process.

First up, you have a requirement that you haven't yet had experience in. You
have to raise and maintain the lawfirm's prestige to at least 20. It's easy
enough; just take every case and make sure you win them. You've had plenty of
practice balancing everything to this point, so it shouldn't be any harder to
deal with cases as normal.

Second, Bobby and another lawyer, Wendy, have an affair going on that they're
keeping a secret from J.R. They need to avoid flirting in front of him, or
he'll come down harder on them and force them to break up. So you're probably
saying, just let their relationship suffer, right? Wrong, Chester. The third
requirement is that Bobby and Wendy must have their relationship AT LEAST to
the "Close" level throughout the campaign. Uhg.

Start the mission by buying the central hallway and another room or two. Buy
enough desks for everyone, but keep in mind that J.R. has a private office that
cannot be changed. He can just spend most of his time in here to keep him out
of everyone else's way, thus reducing the chance that he'll catch Bobby and
Wendy making out. Also, if you put a Posh Sofa in his private office (it will
JUST fit between the radiator and the wall), J.R. will have everything he needs
to keep him happy.

+--------------------------------+
|9b. Mission 3-2: New Kid in Town|
+--------------------------------+

Isaac is a new lawyer that J.R. is ready to make miserable. To prove his worth,
Isaac must win his case and be at least neutral to J.R.

This is easier than it sounds. Isaac starts off being neutral to J.R., so
that's taken care of. What you have to do is avoid making the relationship
worse. To do that, just make sure that Isaac and J.R. stay far away from each
other. Let J.R. backup Isaac once the case comes, then have J.R. work in his
private office.

Let Isaac worry about his own case only. There will be other cases that come
and go, but have them balanced between the other four members. I found success
by having each lawyer working on only one case at a time, although I did a lot
of switching around as needed. Don't forget about anyone's moods, of course,
and you shouldn't have a problem.

+----------------------------+
|9c. Mission 3-3: Let's Rock!|
+----------------------------+

A client of high magnitude, a hard rock musician named Rocky, is looking for a
personal lawyer. To put his son to the test, J.R. volunteers Bobby to be that
personal lawyer. However, Rocky wants someone who's super tough, so Bobby needs
to have a high domineering trait. Angelina is worried that Bobby is going to
turn as dictatorial as his father, and she would not want to have another J.R.
as a business partner.

This mission is a cinch to pass, because you can EASILY affect the dominating
trait without dealing with other people. Go into Buy Mode and buy a Punching
Ball. This has two modes: you can tap it to affect the sports need, or punch it
to affect the dominating need.

If Bobby is the primary lawyer of a case, let him finish that first. If he's
someone's backup, pull him off the cases. Once he's free, tell him to punch the
Punching Ball over and over and over again. You'll be done with this one in no
time.

+-----------------------------+
|9d. Mission 3-4: J.R. Express|
+-----------------------------+

J.R. is suspected on being on crack. Whoever started the rumor is beyond me,
but the fact remains that the firm's rep is in jeopardy. To maintain his
respect, he needs to win two cases and be cultured.

If J.R. is already the primary lawyer of a case, then just go on as normal. If
he's backing someone up, pull him from that support position once the next case
comes. He's forced into being the primary lawyer for the first one, and the
case is a bit hard, so make sure he's got backup if someone's free.

As soon as you get everyone set, get into Buy Mode and buy an art magazine to
place on J.R.'s desk. Throughout this mission, have him read it if he's TIRED.
Reading helps out the relaxtion need as well as the cultural need, so you can
kill two birds with one stone this way.

Once he wins that first case, have him read his mag forever. Assign him as the
primary lawyer on the next case that comes through, and again give him backup.
Lather, rinse, repeat until you pass this mission.

+----------------------------------+
|9e. Mission 3-5: J.R. Strike Back!|
+----------------------------------+

Aside from having a grammatically incorrect title, this mission is pretty
tough. A new lawyer, Caruso, has come into the firm. Jock is a client who wants
to use the firm to help himself, but in order to prove itself, the firm has to
win three cases... without losing one. Not only that, everyone but Caruso and
J.R. need to have high relaxation traits, and everyone must remain neutral with
Caruso.

Let's take it from the easiest to the hardest. Because Caruso is new, everyone
starts neutral to him. That means there's no problem with that requirement,
although you'll have to babysit him to make sure he doesn't get on anyone's
nerves. For the cases, assign J.R. and Caruso to deal with the first two cases
WITHOUT BACKUP. Meanwhile, have the other four lawyers do nothing but
repeatedly lay down on Posh Sofas. If your rooms are getting crowded, you may
want to make a separate room have nothing but couches... you know, a nap room.

As far as the cases go, there seems to be some sort of glitch or something... I
only won one case, and I got credit for passing the mission. Maybe "Win 3
cases" refers to the TOTAL since you started the campaign...

+-----------------------------------------+
|9f. Mission 3-6: You Shall Go to the Ball|
+-----------------------------------------+

The plot thickens. There's apparently an end-of-the-year lawyers' ball being
hosted somewhere in the city. J.R. selects Wendy to go, but there is no
suitable guy yet. Isaac decides to give lessons to Wendy, since he's had an eye
on her forever. The dance lessons occur before the objective starts, and Bobby
loses his relationship with Wendy.

This mission has four objectives. The first one to address is the last one
listed: Bobby must flirt with Wendy. Just to make sure, have Bobby declare his
love for Wendy and kiss her a couple times... just make sure you're out of
range of J.R.'s sight, or you'll fail the central mission.

The next objective is that Bobby must give a ring to Wendy. This is as simple
as going into Buy Mode, buying a ring, and having Bobby offer it to Wendy.
Their relationship has to be pretty strong for the action to pass, so make sure
it is before buying the ring.

The third objective is the one that will take a bit of time: Bobby must me more
culturally minded than Isaac. Tell Bobby to read the darn art magazines that
you have lying around. Keep him reading forever.

The fourth and final objective is to avoid having Isaac and Wendy flirt with
each other. To do that, keep Wendy in the nap room and just have her nap
through the whole mission. The first time a case comes up, assign Isaac to it
and put him on workaholic mode. Let the other lawyers do their own thing, but
try to keep J.R. in his private office.

+-----------------------------------+
|9g. Mission 3-7: The Taming of J.R.|
+-----------------------------------+

J.R. has decided to postpone his retirement for reasons unknown. Obviously, the
rest of the roster hates this, and they decide to look for any way possible to
get him out of the business short of murder. Luckily, a new lawyer, Gabriella,
is experienced and is looking for someone to get with. J.R. would be perfect
choice, because she'll manage to get him out of the office and into her bed.

The problem is that Gabriella is a horny little chick. She wants to sleep with
anything that's breathing, including all the other lawyers who are probably a
third of her age. If J.R. catches her trying to get with one of the others, he
won't be pleased, and it will defeat the plan.

At this point, you have all the money you'll need. Use the standard isolate
strategy on J.R. and Gabirella, preferably in the former's private office. Keep
all the other lawyers the heck away from that room, and let J.R. and Gabirella
go to town on each other. By now, you've probably got a fantastic handle on how
to advance people up the ladder of love, so do your thing.

With that, the final campaign is complete! Congratulations! Nothing to do now
but play in Free Play mode.



======================================================
|                 PART 3: FAQ STUFF                  |
======================================================

+----------------------+
|+--------------------+|
||10. CONTRIBUTOR LIST||
|+--------------------+|
+----------------------+

If anyone has anything to contribute, I'll post their name and what they
contributed here.



+---------------------+
|+-------------------+|
||11. VERSION HISTORY||
|+-------------------+|
+---------------------+

v1.0b (1 November 2003)
It's been nearly a year, but unfortunately my site is down for the count. 
Luckily, IGN has decided to host my FAQs too, so it's all good. A new copyright 
notice is the only change.

v1.0a (31 May 2003)
This guide is now available on my website. Follow the URL at the bottom to
check it out!

v1 (27 May 2003)
First version.



+--------------------+
|+------------------+|
||12. COPYRIGHT INFO||
|+------------------+|
+--------------------+

This document is copyright 2002-2003 for J. "PyroFalkon" Habib. If you plan to 
use any of it as part of another FAQ, you need my permission first. However, if 
you plan to post it on a website or e-mail it to someone or whatnot, you may do 
so without my permission AS LONG AS IT IS NOT ALTERED IN ANY WAY. I'd like you 
to drop me an e-mail so I know where you're going to take it, but I will not
require you to do so. You may download it or print it at your leisure.

The most updated version will always be found at these sites:

http://www.gamefaqs.com/
http://faqs.ign.com/

Other sites may have up-to-date versions, but check GameFAQs or IGN first.



+------------------+
|+----------------+|
||13. CONTACT INFO||
|+----------------+|
+------------------+

If any information is incorrect, or you wish to submit something, please e-mail
me. My address is found on the bottom of the FAQ. Credit will be given where
it's due.

If you submit something to me, I will credit you by the name you signed in the
message body or by the name attached to your e-mail. I will also post your
e-mail address unless you specifically tell me not to.

If you wish to be e-mailed when this FAQ is updated, send your request to me.
If you have a junk mail protector on your e-mail program, make sure you put my
e-mail address on the safe list, or my messages may not get through.

pyrofalkon@hotmail.com

Good luck in The Partners, and may your leeches... er, lawyers be richer than
the measly clients they deal with.
 

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