Five Hours - Production & Contact Info (original) (raw)
Jack Hazard remarks that it is a simple thing to break into a house and plunder. A heated argument ensues, during the course of which a wager of five hundred dollars is made that Hazard cannot steal anything worth taking within five hours....See moreJack Hazard remarks that it is a simple thing to break into a house and plunder. A heated argument ensues, during the course of which a wager of five hundred dollars is made that Hazard cannot steal anything worth taking within five hours. Hazard departs upon his mission and pauses at a house close to which an officer is snoozing. Jack decides to make that particular house the scene of his operations, but he finds it difficult to gain entrance. So he feigns drunkenness and the policeman offers to ring the bell. Jack commands him not to do so as it will awaken his wife, so the officer gives Jack a boost through a window that has been left open. Jack goes upstairs and enters a room where a girl is slumbering and on the dresser spies her jewels. Just as he is appropriating them, the girl awakens, and pointing directly at him a revolver, insists that he telephone the police that there is a burglar in the house. He attempts to convince her that it is only a bet and shows her the agreement between him and his fellow clubmen, and at last she feels assured that it is a bet, so when the police arrive, she tells them that the burglar has escaped and points in the direction he was supposed to have taken and when she gets back to the room finds that Jack has cleverly outwitted her and taken the jewels with him. In the meantime, Jack has returned to the club, shows the jewels and wins the bet. The next day he returns the jewels to the puzzled girl, and, restoring her possessions, he also offers a little token, for the indirect co-operation which aided to make good, and he was rewarded. Written by Moving Picture World synopsis See less