As before (see “The Cursed Emerald”), the idea for the “job” is suggested to Dordmunder by his old friend Calp. The plan for the robbery is complicated enough, but it attracts the participants because of the unusual way it is carried out. This time Dordmunder’s team targets a bank that has been decided not to break into, but… simply to steal it whole!
The task, which at first glance seems absurd, is easily explained: because of repairs to the building, the bank’s offices (together with the safe) are temporarily located in a house on wheels. True, the wheels were removed long ago, the bank is guarded by 7 armed guards, and all the walls, floor, and ceiling are packed with alarms. But this doesn’t stop professional thieves, who develop a masterful plan to abduct the bank. However, stealing the bank is easy—so what do you do next?…