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2

It only takes you a few minutes to spot him. There he is, hunched at the railing on the forecastle balcony, sucking forlornly on a hand-rolled cigarette. His wan face is set in a grim rictus as he peers out over the wharf. He's in civvies, and you're not used to seeing him out of his Waffen-SS uniform, but you'd never mistake the face that has hounded you across half the globe for three nightmarish years. Without a doubt, it's Albrecht Schneider. And if Schneider is aboard, then so are the six stolen artifacts, and María García Pérez, and all the answers you so desperately need, and perhaps a final resolution to this ordeal.

"It's them," you say to Sam, resolute and determined. "Schneider's up front. I need to get aboard."

"I'm coming too," Sam insists, predictably, but you shake your head.

"No, go tell the British. Find Captain Anderson. If that boat leaves harbor with me on board, I want the Royal Navy right behind us."

Defiance flickers in Sam's eyes for a moment, and you wonder if they will object, but they see the sense in your plan and nod their head. Without another word, they are gone, shinning down the drainpipe on the landward side of the warehouse.

You turn your attention back to the Semiramis. You need to get aboard that ship, but it'll be teeming with Nazi soldiers, all on the lookout for you. You'd better not screw around: play to your strengths. What's the most natural approach for you?