The Secret Service has intercepted communications between the notorious criminal Draven — who has been underground for years — and a member of his network. He wants sensitive information retrieved from one of his coastal properties: a manor near a harbor. The player is dispatched to get there first. Draven, predictably, has not left things straightforward. The investigation spans the manor and six additional locations around the harbor, requiring code-breaking, riddle-solving, and the ability to think like someone both clever and deeply eccentric. The mission is to get the information. Getting inside Draven's head is the only way to do it.