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The Assignment
Scene 2
Go through the left door and follow the signs to the briefing room. When done
with the cut scene, proceed to training by following the signs.
Scene 3
Train. Just follow the guy's instructions. A funny conversation can be found
outside of the firing range.
Misfortune in Morocco
Scene 1
You have to shoot a bunch of assassins as they try and hit the civilian target.
If you're nervous, ask Bruno to call out the shots for you. If you're cocky,
tell
him not to.
When done, grab the FOLDER on the desk and the ammo chest and open the door. Go
down the hallway and around the balcony, down the stairs. FUNNY CONVERSATION:
audible from the balcony. There's also a LETTER on the far end of the balcony
from the stairs.
Note the window in the courtyard. Above it is a hook that you can later use the
belt hook shot to get into. Don't use the window sill next to it; it'll break on
you.
Go through the door on the ground level and down the hall to Apt 12. Make sure
to
open both windows. You'll now have to shoot a bunch of thugs who will try and
get
you through the door/wood panelling. Switch to your pistol or an automatic you
might have and hide behind the upturned bench for cover. Before you leave, grab
the FILE under the desk.
Go back to the courtyard and leave via the 2 blue double doors. They are
unlocked
now.
Scene 2
FUNNY CONVERSATION: audible from the starting position, about a monkey. Kill the
guy here, quietly if you can. Hopefully the other guards will not notice.
However, it is likely they will. Here is where you learn a painful lesson:
enemies can shoot through gates and fences, and YOU, for the most part, cannot.
So either pick the lock, or shoot it off. Make sure you grab the NOTE tacked to
the wall next to the gate.
Go into the hotel via the rusted blue door. The hotel is circular in nature, so
going right or left won't make much of a difference. Let us, for sake of being
arbitrary, go right.
FUNNY CONVERSATION: talk to the man standing next to the woman in the blue
dress.
Use the barrette to pick the lock on the door here. Go in and take the DOSSIER
on
the shelf. Follow the hall around to room 101, where you can find a LETTER
hidden
under the bed.
Go past the toilette, past the girl at the soda machine, and halfway up the
stairs. From here you should be able to hear another FUNNY CONVERSATION.
Continue up the stairs and kill the guy in the red jacket. Go into room 204 and
get the LETTER on the dresser next to the TV. There is body armor in room 203.
Get over to the balcony and over the railing. It's tough, but try to jump to the
wooden ledge to the right. From there you can open the window to a locked hotel
room. There is a BRIEFCASE inside. To continue on, go into the hallway between
rooms 203 and 204. Go past the balcony into the patio. Grab the ENVELOPE on the
bar.
Continue past this to a courtyard. There is one guard leaning against a post,
another patrolling at the far end of the courtyard, and a third with a
submachinegun in the right tower. You can get the last one with the sniper
rifle.
Go past the courtyard. Head a little right, but not around the corner. FUNNY
CONVERSATION. Shoot the guy, and then go over to the desk and get the FOLDER on
the desk. Go through the hall past the desk and into the courtyard. Get the
DOSSIER near the guy at the window with the blue shirt.
Now head toward the hall entrance; FUNNY CONVERSATION. Shoot the 2 guards and
get
the BRIEFCASE on the ice machine.
Continue down the hall into the next courtyard-type-hall-thing. Shoot the 2
guards there. Grab the FOLDER on the bench surrounding the central plant and the
BRIEFCASE behind the luggage cart.
Go through the open doorway and go right. Talk to the purple girl thrice; you'll
get her to amuse the guards. Listen in for a FUNNY CONVERSATION. Then, go left
and shoot the guard that patrols out the door with a sniper rifle. Get the
folder
on one of the patio tables.
Go in the door at the end of the patio/courtyard and down the hall with 2
guards.
Proceed to the elevator room, and past it. Go straight at the T intersection.
Follow the carpet until you see Bruno.
This level is a little tough as you have to get to the guards and shoot them
before they shoot the hostages. When possible, use the sniper rifle. Go over to
the window and get the NOTE against the wall. You can return later and use the
sunglasses to photograph the book.
Return to the elevator room, shoot the guards, and disarm the bomb on the
elevator door. Continue down the hall, shoot more guards, and disarm the next
bomb on the conference room door. Quickly turn the corner and shoot the two
guards before they murder the civilian.
Continue back to the room with the guys standing next to the elevators and the
luggage cart. There are more thugs and another bomb.
Go further back and you will find 4 thugs trying to kill a guy. Wax 'em and go
back to the tourist desk and disarm the bomb near the phones. Go back into the
courtyard; 2 more thugs and a civvie. Keep going back into the halls with the
guest rooms in them (201, 202, etc) and you'll come across 2 more sets of thugs
and civilians. Once you save them both, the level ends.
Scene 3
Shoot all the thugs and go into the exit on the opposite end of the court- yard.
Get the armor and DOSSIER on the bench there. Head right, down the stairs, and
get in a gunfight with the 5 or so guards there; or not, if you can sneak. Head
right, around the buildings. FUNNY CONVERSATION audible from the balcony, about
a
monkey. Go around the balcony, left, and down the stairs into the building. Head
right, through the room with the carpet, out the other end of the building, and
take a right. Get to the top of the ramp and go towards the blue telephones
sign.
Go in and grab the FOLDER under the telephone. Continue around to another room
with a FOLDER on the floor. Go out of the building this way and jump across to
the body armor. Find the LETTER under the table to the left on this porch. Cross
the bridge to the other patio and find the DOSSIER under the table there.
Head back down to the street, where the monkey guy is. Head up the dirt ramp
near
the monkey guy, go around the corner, and take a right onto the plank bridge. Up
the ramp, and take a right. There are guards and a BRIEFCASE. Go through the
next
courtyard and up to where the guy knocks over the table. Go past this to the
next
courtyard and head left to the blue doors. Be careful, as the room has a couple
guards in it. Go into the room, and be aware that there is a guy hiding behind
the crates to the right. Get the FOLDER, body armor, and DOSSIER in this room.
Continue on out onto the balcony on the left, and see if you can snipe some guys
from here.
When done, continue on down the hall along the balcony and down to the street.
Go
down the stairs to the market stall to get the body armor, and then dive into
the
water. Go along the canal. When you reach the end, go underwater and go right.
Go
all the way to the end of this canal, and get off on the right side to get a
BLUEPRINT and an AMMO BOX. Go back up and cross the broken bridge. Choose to
capture the thug to get a FUNNY CONVERSATION. Just ask him nicely 3 times.
Scene 4
You start out at the far end of a field. Snipe some of the bad guys while you
can. For fun, aim for the gas tank of the car. Go up to the tent to get an AMMO
BOX. Then head left into the valley. When you see the next tent, snipe the guy
in
it. Then find the tent in the ruins on your right and get the FOLDER within.
There's body armor in a largish room nearby. Continue down the valley, past the
minefield unless you have mine detector glasses.
Out by the van in the minefield is a fire extinguisher, an AMMO BOX, and a
BRIEFCASE. If you don't have the sunglasses, you can still get out there by
going
carefully along the left edge of the minefield. Good luck.
At the end of the valley is a large palace. The best way to get in is by falling
down the well hole nearby. Fall into the water and then swim to the landing and
wax the guy with the submachinegun. Get the LETTER at the bottom of the pool.
Another guy will come down the stairs, so be ready for him.
Follow the path to the top of the stairs. Go down the hall past the door to hear
a quick FUNNY CONVERSATION. Go up, shoot the guys, and get the BRIEFCASE behind
the chair.
Then, go back down to the door and through it.
Get the DOSSIER on top of the crates. Cross the courtyard, watching for guards
(there are many) to the locked door on the other side. Open it to get an AMMO
BOX
and body armor. Leave the storage room and head right down the hallway, quietly.
Listen for
a FUNNY CONVERSATION, and one guard will actually kill another. Then you can
ambush him. Cross this next courtyard and get the FOLDER under the tree.
Head into either of the doors here; they lead to the same place. Go down the
ramp
to the gate and open it. Go behind the machine to get a BRIEFCASE. Go up the
stairs for a FUNNY CONVERSATION. Wax the 2 guards and grab the LETTER on the
balcony railing. Now either go back the way you came and down the hallway past
the stairs to the courtyard, continue to the other side and then down the stairs
on that side to the courtyard. Either way, you must go into the courtyard and
leave via the doorway that is to your left as you face the gate. There's going
to
be one guard on your immediate left and 3 to the room on the right.
When done, head right and out onto the balcony. Mission ends.
Berlin by Night
Scene 1
Find your first contact somewhere out on the street. He's wearing a tan jacket.
Then head for the payphone which is to the left of the guard house. Get the
FOLDER there. Go into the building with the woman standing outside. Ring room
205. Go up the elevator, and knock on the door. Go back down to the street, and
then into the alley where you started. Go down the stairs to the bar and meet
the
guy there.
Now go to the gate and talk to the guard. Before you go through the gate, grab
the LETTER on the cabinet. Sneak into the compound and listen to the FUNNY
CONVERSATION there. Wait for them to finish and separate, and then shoot one of
them (hopefully without leaving the body in camera-shot). The garage should open
and issue forth some guards. When you've dealt with them, go through the garage
to the other side. If this does not happen, head over to the hatch on the left
side on the patch of grass. Open or shoot the lock and go down. Follow it to the
end, and then go up the ladder. Go to the little shack here and try and shoot
the
guy before he sets off the alarm, but don't leave the body in sight of the
camera
inside. Good freaking luck! I've yet to do this without setting off the alarm.
Open the gate by pulling the lever here.
Proceed back around through the garage to the gate and through it. Follow the
street until it comes to a gate. Go in the door by the gate. Get the LETTER on
the table there and into the office behind it, where you can get an AMMO BOX and
turn off security by hitting that big red button. Go around through the back
door, and shoot the guards and the guards in the tower with the spotlights. Then
head to the gate in between.
Scene 2
Grab the NOTE on the wall to the left and proceed into the courtyard. Go into
the
door on the left with the light over it. FUNNY CONVERSATION. Shoot the guys and
get the letter under the camera. Then activate the charge on the barrel in this
room. The rest of the building is optional. If you're not up for a challenge,
leave the way you came.
Now here's the real trick...
Around the next bend or so is a hall where a guy patrols. There's also a
security
office on this hall, to your left. You have to sneak up the the edge of the
hall,
wax the guy in the office through the glass before he sounds the alarm, and THEN
get his 2 buddies, making sure not to leave their bodies in the hall because
there is a camera protecting it. What i do is shoot the first guy and then run
back, baiting the other 2 to follow me so i can shoot them in the nearby hall,
but once you kill one, the other will run for cover, so be quick and aim for the
head. Get the body armor in the office.
Proceed to the warehouse part, where you must shoot another guy in another
office
which is on the 2nd floor, and then another guy in view of a camera. Did I
mention this whole part was optional? Up in the office is body armor, and down
in
the warehouse, on a shelf, is a TAPE. Leave via the double doors.
This courtyard here with the truck is connected to the one you came in from, so
those of you that skipped all that mayhem just to get one measley item pick up
the story from here.
From here, find the locked gate and open it. Jump up onto the crates and go in
the window. Shoot the guard in the head and activate the CHARGE #1 which is
hidden between the crates on the fuel barrel near the guy you just shot. Open up
the garage door using the button on the wall near it.
Shoot the 2 guys (hopefully shooting one will have the other one run to the body
to check it) out of sight of the camera. Then go through the double doors with
the windows to your left. Go down the hall and down the stairs over which the
camera is hung. Note the CHARGE #2 on the fuel barrels to your left. Leave the
way you came, as the other way leads to a door out into the courtyard with the
truck and the locked gate you just went through.
Behind the van is a raised platform, a loading dock of sorts. You must go to the
door under the camera, at the left end of the platform, or go in the window on
the right side of the building. If you go in the window you'll be in a closet
off
of a barracks room with a body armor in it, out of sight of the camera. Going in
the door will lead you to the dining room right next to the barracks room.
Get into the dining room and dash up the stairs and through the double doors at
the top. You're now in a courtyard with a patrolling guard. Instead of going in
the double doors, go around instead to the right and in the side entrance. There
will be 3 guards on the way. Once inside, grab the LETTER on the desk.
Go up the stairs and around the bend to the next office. This office is the main
entrance room. Go through the double doors across from you, dispatching any
guards, and into the first library room. Select the glasses and take a picture
of
the book when the target turns green.
Do the same in the next room down the hall on the right. Go around the bend to
the end of the hall and through the door and up the stairs. Up here is the
lighter if you haven't already got one yet.
Once you've got the charges set, taken the pictures, and gotten a lighter (if
you
didn't already have one), go back down to the side entrance to meet your
contact.
Equip the lighter and 'use' it on him. It should be blue.
Once done talking to him, go back in the side entrance and use the lower door on
your left. Go down to the basement and through the door. Go up to the shelf
and 'use' it.
Scene 3
FUNNY CONVERSATION. Sneak behind the pillars. If the guards or cameras see you
you're in for a firefight the whole way in. Get behind the desk and take a
picture of the book that the woman is looking at. There is also body armor here.
Go up and around the stairs and into the first office. Get the DOSSIER on the
shelf. Talk to the scientist for some funny stuff, and then, if you think he'll
sound the alarm, you can shoot him.
Try and shoot the one guard in the hall in view of the hall intersecting it so
his buddy will come running over, and then you can shoot him. Go past that hall
and into the locker room at the end of the hall. Shoot the guard lounging by
himself and get the LETTER on the bench near him. There is no need to shoot the
other 2, as that will only raise the alarm.
Go down that hall you just passed. Before turning the corner, listen to the
FUNNY
CONVERSATION. Turn the corner and go into the second office on the right and get
the BLUEPRINT on the desk. Go into the next hall, shoot the guard, and use the
steel door near the exit to the office (don't use the elevator yet). Go into the
hall. FUNNY CONVERSATION.
If you go down the elevator and have a code-breaker, you can get through a
locked
door by the platform with the goat on it. Otherwise, you might as well go down
the elevator near the guard you just shot.
Sneak out of the elevator. FUNNY CONVERSATION. The trick here is to either wax
both guards without making a sound or to hide from them as they leave. When
they're gone, get the LETTER on the table where they were talking. Be aware that
before you leave there is a guard walking on the platform above you. You can try
to shoot him if you want, but the camera might see the body (even though
logically it shouldn't be able to). It might be best to avoid him.
Head down the corridor that the guards were headed down; the one on the right.
Head to the next room and up the stairs. Go down the hallway until you see a
room
with a glass wall. Hang out under the camera, and if the guard from the initial
room is still alive, you can hear a FUNNY CONVERSATION. At this point, a guard
will start coming down the hall toward you. Retreat to the stairs and ambush him
outside of the view of the camera.
The other guard will be in the room with the glass wall, and if you're a good
shot you can get him from under the camera. His body won't be seen by the
cameras. However, there is a scientist who will come in the room, and he will
notice the body, so you'll have to shoot him, too. Or, you can just sneak past
the whole thing.
Next to this glass-walled room (a kitchen) is a cafeteria with a camera in it.
Go
around the cafeteria down the hall and around the bend to where you can see the
balcony that overlooks the entrance, where a guard is/was patrolling, depending
on whether or not you shot him or were spotted by him. Note that this balcony
intersects with another hall; you will need to go down this hall to get to
Schenker. For now, continue across the balcony to the next hall and go in the
door with the radiation symbol on it. Get the BRIEFCASE on the ground next to
the
desk.
Continue on down the hall, down the stairs, and kill the 2 soldiers there. Then
go out into this room and take a right. You should see a lab there. Go in and
get
the FOLDER on the long counter against the wall. There is also body armor on a
shelf in the hall in front of the lab. Now go back up the stairs to that hall
that i mentioned before; the one that connects to the balcony overlooking the
elevator. Sneak into the first office on the right and get the body armor by the
wall and the FOLDER on the bench. Wait for a guard to wander into this room and
shoot him (if the alarm hasn't already gone off).
Continue to the end of the hall. Go in the lab on the left and get the FOLDER on
the lab bench. Then go in the one on the right and get Schenker. You'll talk,
and
then be attacked by guards. Equip the AK and unload the clip at the door as they
enter. Then talk to Schenker again. The alarm will have gone off. Get back to
the
end of the hall. Expect an ambush; there will be more guards waiting for you.
If Schenker ever cowers from gunfire and you need him to move again, just 'use'
him again. When you get to the balcony, head left. Follow the hall around, go
down the stairs, and take the Gray door under the camera in that room at the
bottom of the stairs. End mission.
Unexpected Turbulence
Scene 1
Choose 'What about your wife?' and 'How is such a thing possible?'
Once the cut-scenes are finished, equip the Hampton (or whatever heavy weapon
you
chose) and go out the door, left. Go into the first cabin on the left and get
the
DOSSIER there. Go back out and take a right from Schenker's cabin this time. Go
through the next cabin and then into the bathroom in the next antechamber. Get
the LETTER and body armor there.
In the next cabin the door will burst open. Open the hatch in the floor and
continue forward. Open the next hatch and listen to a FUNNY CONVERSATION. Go
around the bathroom here and up the stair on your right. Then go into the
cockpit.
Scene 2
You are unarmed. Go into the conference room and get the FOLDER. Go down the
ladder real fast and get the gun. Shoot the guy and grab the BRIEFCASE in the
cabin to your right. Run back real fast and down the hatch. Go up and grab the
DOSSIER by the ruined door. Run back the other way, shoot the two guys to get
their ammo, and run into the next cabin. Grab the FOLDER on the table to the
right and dash down the hall.
At this point, the plane breaks apart and you are free-falling. No good, right?
Here is the trick to this level. Look down. You'll see a guy below you. Catch up
to him WITHOUT SHOOTING HIM. Once you get close enough, Cate will say something
like 'mind if I borrow that?'. Get even closer, and you'll automatically grab it
from him, ending the level. Of course, the problem is that there will be other
parachuters coming down after you. Shoot them if can; their accuracy is uncanny,
considering the circumstances.
Rendezvous in Hamburg
Scene 1
Talk to the woman in front of you and then note the FUNNY CONVERSATION. Sneak
along the wall and jump onto the dumpster. Go in through the window. There is
body armor here, but you will most likely not need it yet.
Go straight towards the couple at the table, then right. Find the woman and the
big guy at the table. FUNNY CONVERSATION. Keep following this hall until you
find
the women's bathroom. Go in and take the DOSSIER there. Turn back around and
head
back to the table with the couple that complimented your dress. Go through the
doorway on the woman's side. Go past the phones and up the spiral staircase.
Head
right and then to the door in the area with the stone walls. Go in and get the
LETTER on the desk.
Return back down the stairs and head back to that same couple. This time go
through the door near the man (you've been this way once before) and find the
guy
with the green shirt in the next room. Talk to him.
Now head back to the women's room.
Scene 2
Go out the door and turn left. Shoot the 2 guys that are trying to hit the
civilian. Head right and grab the perfume by the phones. Go into the store-
room,
down the stairs, and through the brown door. Kill the 4 or 5 guards, take a
picture of the book on the table and grab the DOSSIER on the barrels.
Go through the next door and watch out for the cart they knock down at you. Up
the stairs, and take the left door. Get the LETTER on the table. Go back, take
the door on the right, and kill all the guys in the kitchen. Get the folder in
the sink. Go into the next room, around the next corner, and into the stage
room.
Shoot the 3 guys, and then watch the cut scene.
Head out the double doors and down the stairs. Go into the bar room and get the
DOSSIER there. Back up to the stage room.
Go out the stage door into the next room, the storeroom. Get the body armor and
the BRIEFCASE.
Open a window and go out into the alley. Go past the dead agent and get the AMMO
BOX under the sniper. Head back the other way, and down the stairs. At the end
of
the alley you can hear a FUNNY CONVERSATION about beer.
Sneak around the corner and try to avoid the spotlight. Of course, you don't
really have a silent weapon, and there is no alarm to be raised, and you're just
trying to get away, so if you want to take the less subtle approach and blow
everyone away, go right ahead!
Head around, through the dock area (it's one-way) towards the HARM crates and
right. Get onto the barge; end mission.
A Tenuous Lead
Scene 1
Advance slowly towards the gate, and listen for the FUNNY CONVERSATION. Kill the
guard and go up to the gate. Pick the lock or shoot it off, and then dispatch
the
next guard. Make your way up the stairs to the office and get the LETTER on the
desk.
Go into the hall with the camera. The first office on the right has armor. The
second one on the right has a guard and a letter. The one on the left has
nothing
of note.
Leave the building and go into the alley by the green van under the camera
outside. Go around the corner to the left, and shoot the guy in the head. Wait
for his buddy to show up and shoot him, too.
Proceed down this alley towards the wheel affixed to the concrete structure
ahead
of you. 'Use' the wheel and get back from it. There will be a guard that runs up
to it. Ambush him.
Continue around the corner to the right. Head into the building entrance near
the
camera and grab the FOLDER on the cardboard boxes on your right. Head down
towards the locker room. Shoot the guy and his buddies around the corner.
You'll come to a set of steam blasts over a walkway. You're going to have to
time
it so you don't take any damage. Steam damage applies to health (red) rather
than
armor (blue), so it cannot be replenished in-mission.
At the end of the hall you go into a room with malfunctioning electrical
equipment. Go down the stairs. FUNNY CONVERSATION. Grab the NOTE on the wall by
the valve machinery and go further down the stairs. Shoot the two guys, grab the
NOTE on the wall next to the electrical box, pull the box handle, and grab the
LETTER on the ground by the boxes.
Go back up the stairs to the top and up the ladder where the electrical box was
shorting out. Open the hatch there, climb down, and turn the wheel here.
Head back down to the middle level and go through the blue double doors. Go
around the corner, past the steam, to the space under the pipe and get the STEAM
VALVE.
Now go downstairs and out through the double doors. Up the stairs and through
the
door you'll meet Goodman. End level.
Scene 2
Go in through the double doors by the guard. Go through the hall with the pipe
and the camera and get the LETTER on the boxes around the corner. Through the
double doors is an open area filled with pallets and crates. A guard patrols
here. Go up onto the boxes to the left and onto the roof. Then open the window.
From here, you can hear a FUNNY CONVERSATION and get the drop on the guards
there. Wait for one to head towards the door, and then shoot the other one.
The warehouse consists of a set of interconnecting large rooms filled with
crates. The second one you come to from the entrance has an explosive charge set
on a fuel barrel.
By this charge is a set of double doors. Go through them, and then take the
double doors to the immediate right. FUNNY CONVERSATION. There is a room with 2
guards and a set of lockers and a set of shelves. On one of the shelves is
armor.
Go up the metal stairs to find more armor.
Around the corner is an office. Grab the FOLDER on the desk. Go to the end of
the
office and left. Go to the room at the end of the hall and pick the lock; or
shoot it, if you want. Go in, and snipe the guy you see from here. From here you
should also see a pile of fuel barrels and a charge attached to them, down on
the
warehouse floor. Go back down the hall to the doorway that leads to the yellow
walkway and get down onto the floor. Activate that charge. That's 2. Turn around
and you should see more, right in front of you at the other side of the room.
That's 3.
Go around this corner and left, back into the locker room. Return to the yellow
walkway above the warehouse floor and leave via the open doorway on the platform
where the guard you sniped was standing. On your left will be more fuel barrels
with a charge on them. Activate it. That's all 4.
Jump across to the barge and go around the crates. You should be able to find an
ENVELOPE there.
Now you have to return to the beginning of the level. Unfortunately, the
warehouse is now filled with HARM goons in full purple regalia with AK's. Be
careful on your way back. When you get there, just click on the double doors
there.
Scene 3
Grab the LETTER on the crate to your left. Go up the stairs, open the door and
listen to the FUNNY CONVERSATION. Sneak around the corner to the office. Open
the
office door from cover and wait for the goon to inspect the shelf that is nearly
right under the camera. Then get him with a head shot. Get the FOLDER and the
ENVELOPE in this room.
Go back out into the hall and head left. Go through the door marked 'exit'.
Shoot
the guard and then go out into the courtyard. If you have the zipcord hookshot
belt thing you can get up onto the platform above and jump across to the window
on the right.
Go under the yellow walkway up to the gangplank and left, quickly and quietly to
avoid the 2 guards on the gangplank. If you actually sneak up the yellow stairs
up to the corner, you can hear a CONVERSATION, although it's not very FUNNY.
Doing so will cause one guard to leave.
Go into the courtyard on the left and around behind the boxes to the stairs. Go
down this hall, shoot the guard in the hall that intersects it, and continue to
the end and through the door.
Here you'll find a stairway leading up to a courtyard. Head in, shoot the guard,
and pick the lock on the door. Go in and up the ladder. Wait for the crane to
come by and jump onto it. Then ride it onto the boat. End level.
Scene 4
Go back to the guy you just knocked out and take his gun. He's behind you,
around
the corner. Find the patrolling guards around the corner and shoot them. It's
very hard to accurately describe this room as it's pretty uniform, so suffice to
say that there is a blue container in one corner that you should photograph, and
nearby it is an open doorway.
Go into this doorway and left. Before you go around the corner you will hear a
guard calling out for someone. Back up and ambush him. Then go around the corner
and straight ahead and listen to the FUNNY CONVERSATION. Shoot the 2 guys and
get
the armor and the LETTER on the floor here. Behind a pile of orange crates here
is a yellow container that you must photograph.
Sneak through the door on the other side of the room, into the open doorway and
then right. Listen to the FUNNY CONVERSATION. Then, seneak around to the left
until you find a walkway. Under the walkway is a red container that you must
photograph. Go up the ladder and hit the red button to lower the elevator. Get
on
it, then hit the red button there to raise it. Photograph the green container
there.
The problem with all of this is that the containers are in different places
sometimes, so this set of instructions might be innaccurate. While I've always
found the red one in the same place, I've seen the yellow and green and blue
ones
in different places. It doesn't really matter, though; you don't need to
photograph them all.
What matters is that you go into the open air duct near where the guys were
talking about Inge Wagner's bad music. That should be in this very room I
described. Go down the air duct and the last right will lead to a hatch that can
be opened. Climb down from here and weld the combo lock off.
Climb up the set of ladders, get the armor at the top, and go through the door.
Go around through one of the doors and take your first left, towards the guard.
There is a LETTER on the duct near him. Then turn around and go up the ladder.
Go
down the hall and up the next ladder. End level.
Scene 5
On the floor of this room is a cigarette lighter. If you don't see it, just
wander around for a minute until you find it. Weld off the lock and go right.
Watch the engine explode and then go through the door on the right. Go through
the door at the other side of this room, and then go left.
Dive into the hole near the steam jets. Get the LETTER, then resurface for more
air. Dive back down and follow the passage to the end. Go up into the room here
and get the gun, the AMMO BOX and the ENVELOPE. Swim back the way you came and
go
back down the corridor the way you haven't been.
Open the door and dive into the water. Swim over to the other section of the
walkway past the steam blast and pull the lever on the electric box there. Jump
up onto the beam and then the upper walkway. Head for the near (closed) door.
Jump down the hole with the spark. There is a pistol and a silencer for it in
this bedroom, if you didn't get the other one. Go through the door and shoot the
guard. Continue down the hall, and when you see the wobbling valve, shoot it.
The
water will rise. Swim to the top and up through the hole with the broken ladder.
Close the hatch behind you. Continue down this linear hall, into the bridge, and
down the hall past the radio room. Get the FOLDER on the table of the conference
room and return to the radio room. 'Use' it to end the level.
The Dive
Scene 1
Open the door. Wait for the guy to investigate his buddy and then shoot him,
too.
Go down the hall and to the right, through the double doors. There should be 4
or
5 guards on the way. Now you're on a balcony around a field with an Oktoberfest
sign over it. Either go down into the field and shoot off the lock to go into
the
storeroom, or go around the balcony to the other side, past the 2 guards, back
into the inn.
Both paths lead to a carpeted hall. Carefully turn the corner and shoot the guy
in the balcony above you. Then turn around and walk backwards and shoot the guy
in the balcony directly above you.
Take the left and go into the room, shooting the guy here. Get the LETTER on the
mantle and armor by the bed. Continue back down the hall you were headed and
note
room 207; there will soon be 2 guys coming out of here.
Go forward, shoot the 2 guys here, and head for the fireplace. There is a LETTER
hidden behind a chair by the fire. Go into the room at the end of the hall (203)
and get the microfilm in the wood storage area next to the fireplace. There may
be armor in here.
Return to room 207, shoot the 2 guys, and go in once the maid comes out. Open a
window and go out on the ledge. Watch out for the sniper on the other side. Move
left across the ledge quickly; it will collapse. Go past the fire escape, and
look to your right and up. There is a sniper there, and above him is a hook that
you need to use the belt hookshot on. End level.
Scene 2
Go around the corner, left, and out the window. Looking up, you'll notice a
guard. Shoot him. Once you go out the window there will be one on the right on
the roof, and one on the roof above you, to the right. Head right and to the
window there. Open it.
There are 2 guards and armor in this attic. Go up a ladder at the end to find
another guard. Open the hatch to the air ducts and go in. Go down until you hear
a guy say 'she's in the air duct' and then back up. They are going to fill the
duct full of lead, so wait until they are reloading and time it so you don't get
shot.
At the end of the duct is another hatch. Get down onto the gutter on your right
and watch out for the 2 gunmen, both above you on the right, one near and one
far. Go along the gutter and jump onto the trellis or shack. Then go down off
the
back of the shack so you don't die from falling.
Go into the shack and get the NOTE tacked to the wall. Then go to the ivy
trellises across from the shack and climb up the right-hand one. Head along the
gutter up to the water tower, and then over to the gutter behind the tower,
above
the way you came in. Go in the first window on the left, past the 2 guards, and
out the window on the other side.
Go left onto the gutters, and into the hatch on the far end. The duct will
break,
and you will fall into a vat of beer. Get the ENVELOPE on the stove. Leave the
kitchen, and head to the ELEVATOR. Get the armor and the FOLDER by the chairs on
the right. Then head left.
Sneak down this hall towards the open area. Note the balcony above. There will
be
about 4 or 5 guys up here, so be ready for them. Once they are disposed of, that
drunk guy in the green jacket will come through the double doors at the end of
the hall on the right.
Head through the doorway and out the exit on the left. End level.
Scene 3
Head up towards the hole in the wreckage. Go up through the sparking hole and
open the door. Continue down the corridor until you see a door on the right.
Open
it, go in, and get the shipping manifest. Then take your next right, and watch
out for the passage to collapse on you.
The next room is a large cargo hold. There are no less than 3 sharks in here.
It's hard to hit them, but it is a good idea to try; if they hit you at all,
it's
insta-death. The speargun fires slow, so time your shots well or wait until it
heads right for you. Note that you can (and should) retrieve any spent spears;
they do not disappear like regular ammo. This also goes for the crossbow, when
you get it.
There is a letter in one of the alcoves by a forklift. There is also a set of
BLUEPRINTS in one of the open cargo containers. Head for the open air duct at
the
far end of the cargo hold. Go down this passage until it leads to a supply room.
Get the TAPE on the shelf of the supply room and open the door in the next room.
Go right, down the hall, and through the blasted hole at the end of the hall. Go
up through the sparking hole.
In the antechamber above, open the closed door and go left down the hall. Watch
out for a piece of the wall to explode. Take the first left, which leads to the
kitchen. The ANTITOXIN is on the table and will allow you to avoid all damage
from poison if you have it on you.
Go back to the hall and take the next right. By a set of stairs here is a
BRIEFCASE. Now, to the end of the hall, and right. Open the door and head in to
the captain's quarters. Get the log over the bed and the LETTER in the open
drawer.
Now you must go back to the beginning of the level. There are 2 problems,
however. One is that the ship will be filled with HARM divers. The next is that
a
passage will close off, forcing you to find another way out.
When you get back to the door in front of the supply room, the door next to it
will be open. Go this way, instead. You end up in a large crate storage room
with
walkways. Note that there is armor in the far right corner of this room.
Skip the first door on the left, and go off the walkway, to the lower, second
door on the left. You'll go down a set of stairs and down a long hallway. When
you see an open air duct above you, go up. Follow the air duct down and then go
out onto the open walkway. Go up to the locked door and then look left and up.
There is a large hole that you can swim through. Go in here and swim up. End
level.
A Man of Influence
Scene 1
If you cannot sneak, this level will be very hard for you, especially if you
want
to get all of the items. You must sneak and are not allowed to kill anyone.
Get the ENVELOPE on the table. Sneak up to the doorway and listen to the FUNNY
CONVERSATION. Head left and listen to the FUNNY CONVERSATION. Then turn around
and dash right, past the camera and into the office on the right. There should
be
2 scientists looking at an overhead projector. If you are feeling lucky, jump up
onto the table and sneak forward to get the FOLDER on the table there.
Otherwise,
just go back out into the hall and into the office at the end of the hall.
Run in and shut the door. Listen to the FUNNY CONVERSATION. This is the Baron's
office. You'll return here in a few moments. Wait until the conversation is over
and the manager leaves the area.
Quickly dash around the corner to the open office in the right. If you feel
lucky, dash back out the way you came and open the office door right ahead of
you, sort of on the left side. Inside is an ENVELOPE.
In any case, open the door next to the open office and go in. Take the ENVELOPE
on the table. Return to the open office and set the trash on fire with your
lighter and run as fast as you can into the office that you were just in. A
security guy should come out from across the hall and run into that office to
put
out the fire. This will give you the opportunity to run into the room he was
just
in, the security office, and pull the lever there. This shuts off security.
Now you can make your way back to the Baron's office at your leisure. You can,
of
course, head down to the next door on the hall, which is under construction, and
grab the blueprints in there, but there's a guard in there that you need to
avoid.
Once you have returned to the Baron's office, close the door and 'use' the pen
holder on the desk. The bookshelf lowers and you can go into the next room. Pull
the lever and go up the stairs. Use the porthole door and go up the stairs and
around the corner, onto the roof. Go into the alcove on the left and listen to
the FUNNY CONVERSATION. Then wait for the guard to pass the alcove and turn
around. Then dash out after him and to the left. Go along the left wall and
you'll see a lever attached to an electrical box. Pull it and jump down into the
office.
You'll see a radio-control device with an antenna on a small table nearby. Hit
it
and grab the MICROFILM on the table next to it. Then head for the wood-and-glass
door. 'Use' the gray control box next to the door and go down the hall through
the wood double doors, and then back down the stairs. Close everything you
opened, and head back to Goodman. End level.
Scene 2
Go around the back of the office and wait for Goodman to draw one of the guards
out. Then, shoot the other one through the glass, go in, and pull the lever,
opening the gate. Send the mechanical dog to distract the one in front of the
gate, and grab the LETTER in front of the kennel.
Go through the opened gates and through the door on the left. Listen to the
FUNNY
CONVERSATION there. Go through the next door in this room and up the ramp. At
the
top of the ramp is an open road with two guards. You must get them both before
they sound the alarm. Go for the one on the far right first, as the one on the
near right is not facing you.
Go into the wood door on the left, at the left end of this road section. Sneak
into the steaming room and listen to the FUNNY CONVERSATION. Sneak back and wait
for the guy to leave for his office. Shoot him in the head as he leaves. Then
get
his buddy with the AK between the machinery and the flaming machinery.
Head down the ramp and past the room with the camera. Turn the corner and go up
the ladder. Wait for the guard to go into the other room, and then go after him
and kill him, out of sight of the camera. Go into his office and photograph
LEDGER #1.
Return to the room with the flaming machinery.
Go in the gray door with the window, on your left. It's locked with a padlock,
so
you'll have to pick it; shooting it off will make noise, which will alert the
guards and cause them to raise the alarm, and you will fail the mission.
Go up the stairs, and shoot the guy on the right in the head. Climb the ladder
and head left to hear a FUNNY CONVERSATION. Wait for one of the guys to leave
and
then the other guy will come through the door you're looking at. Presumably,
you'll shoot him in the head real fast, and he won't make much noise. Then, find
the other guy and shoot him. Get the LETTER on the floor near him, and
photograph
LEDGER #2 on the table there. Go through the gray door and down the stairs.
Head right along the tracks and then left to the locked door. Pick it. Go in,
open the door on the right, and jump up on the crates by going to the smaller
ones in the back. Get to the ledge over the glass window and crouch into the air
duct to get the BANDAGES. They will protect you from dum-dum damage. Open the
hatch on the floor and fall down. Use the door on the left this time, and you'll
find yourself on the other end of the road section from where you started.
Go through the garage door into the room with the trains going through and jump
across an open flatbed to the other side. Open the door to the far left and wait
for the guard to come by. When he does, shoot him in the head.
Go into the courtyard, turn left, and go in the wood door at the top of the
short
stairway. Get the ENVELOPE on the table here. Listen to the FUNNY CONVERSATION
by
the doorway.
This next room is a trick; the guards are on the other side of a long fence,
which you must get around if you intend to kill them. However, you do have a
minimal amount of cover in the form of some large fuel containers. What you can
do is wait at the doorway you are with the hampton on zoom and after a few
moments one of the guards will come around to your side of the fence You can get
him, and then sneak up on the other one by going around the fence when he isn't
looking.
Climb up the ladder on the other side of the fence and head along the walkway.
You'll come to a hall with a red door on it. Wait for the guard to come near you
and wax him. Then go into the room with the red door. There should be armor
behind the door. Go further down the hall and you'll note a door that must be
opened with a codebreaker. Go into the office behind the glass and photograph
the
LEDGER #3 there. There should be armor in his office, and/or in the office with
the camera.
Return to the last open outdoor area with the 2 cameras and head for the large
gate in between the cameras. It should be open now, and the level should end.
Scene 3
Go into the compound and open the car door. Get the LETTER in the front seat.
Open up the trunk and get the BRIEFCASE. Go back to the entrance, and go to the
left side of the mansion, to the trash. Open up the lid and get the ENVELOPE
there. Now go up to the door and ring the doorbell. Tell the butler you are from
the magazine, and tell him you want to interview him for the 'perfect lives
series'.
Ask whatever questions you want; you'll get the important information
automatically at the end.
Safecracker
Scene 1
Before you start, I highly recommend not taking the crossbow and submachine gun,
and choosing the silenced pistol and hampton carbine instead. The default
choices
give you the crossbow, which is pretty useful sometimes, but has limited ammo
and
the only ammo you'll get is the bolts you pull out of your victims once they
die.
I also recommend taking the barrette if you can.
You start in a construction yard. Work your way up to the stacked plywood.
Listen
for a FUNNY CONVERSATION. One of the guards will come around the fence toward
you
and you should wax him.
Make your way up to the construction trailer and go in. Get the BLUEPRINT and
armor inside and head for the main tower. Go up the ladder on the scaffolding
and
around the corner. Get the LETTER on the end of the platform by the lunchbox and
climb down.
Once down the ladder, go behind the crates under the platform and get the LETTER
there. Then go the other way, around the piles of crates into the next
room. 'Use' the forklift and go into the garage door it opens. FUNNY
CONVERSATION
here. Head around the corner, and then follow the guy heading over to the table.
Shoot him and take his Hampton SMG.
Go back to where you just were and go right, to the door the other guy just went
through. Go down the stairs and shoot him. At the bottom you'll find some green
HARM crates and armor behind them.
Open the gray door here and shoot the guy sweeping the floor. Head toward the
machinery and then left to hear another FUNNY CONVERSATION. Go around the corner
and shoot them. Head left into the office and get the ENVELOPE on the desk. Then
head around right, towards the electrical machinery.
Kill the 2 or 3 guards here, jump up onto the green crates, and over into the
electrical area. Hit the red button to activate the elevator and then go behind
the machinery to get the MICROFILM. You can use the elevator behind the corner
to
go back to where you started by jumping up some crates. Go around the front of
the building, pick or shoot off the lock on the gate, and use the yellow
elevator
here. If you prefer, you can instead use the crates to jump over the fence if
you
can't pick the lock and don't want to make a scene.
Scene 2
Welcome to your first boss fight! You must find the red button in one of the
corners of this level, hit it, and then put the shorting-out radio between you
and Inge. She will charge towards you and electricute herself. She is
bulletproof, and the goons are infinite, so don't even try to shoot them all.
They keep popping out of holes on the ceiling. You will need to electricute Inge
several times. When you are done, head for the yellow elevator under the Inge
sign.
Scene 3
Get the note on the right side of the pillar in front of you, and take cover
behind it, as there are guards to your left across a large pit. If you feel
lucky, you can snipe them from here. When done, head across the steel beams into
the next room.
Advance forward and into the next antechamber. Listen to the FUNNY CONVERSATION.
Advance in and waste both guys. Go toward the fence and get the LETTER by the
lunchbox and the armor on the plywood to your left. Continue on and listen to
the
FUNNY CONVERSATION between the 2 guys in the pit below you. Shoot them both and
go up the stairs on your left. Get to the top and watch for guards. Snipe them
if
you can. There is a FOLDER you can get up here.
Go back down the stairs and onto the half-finished wall in the pit. Go into the
alley behind this pit and to the right. There is a locked door here that you can
shoot off or pick. I recommend picking it as there are guards within earshot and
they will raise their 'alarm' state if they hear the gunshot.
Open the garage door and get the BLUEPRINT on the table. Then, back up to the
doorway and look up. Shoot your hook shot at the hook there and get ready for a
gunfight. NOTE: you have to swing forward once you get up there. Get the armor
and the LETTER on the scaffold to the right and go out onto the balcony.
Go into the doorway of the unfinished stairway and along the ledge to the
planks.
Look up. Shoot your hook shot at the hook there and go up. Go out onto the
balcony and jump up the boxes.
Go out onto the steel beam here and then onto the corrugated rooftop. Fall on to
a beam on the right and cross over to what looks like another stairwell that is
lit with yellow/orange lights. Inside is an elevator you can use. Go out into
the
courtyard and up the ladder into the crane. Watch out for the 1 or 2 guards, if
you didn't snipe them from above. End level.
Scene 4
Sneak into the building real fast; there are HARM guards patrolling the rooftop.
Kill the guard away from the camera, and go up to the blue double doors. Listen
to the FUNNY CONVERSATION. When they are done sneak up on the one guy, and also
get the MICROFILM next to one of the lockers on the left side. Follow the otehr
guy and get him, too. Inside the shed he heads to is a set of armor.
Climb down the ladder here between the central building and the shack here, and
you'll find yourself on an airfield of sorts. Shoot the red barrels to cause
that
signal Goodman wants.
Go in the double doors under the camera and through the door on the left. Kill
the 2 guys and get the FOLDER. Then get in the door with the window washer and
hit the big red button. Then go back to the double doors and head right this
time. Go through the single door and note the armor in there. In the next room
is
a guard to shoot. Go back towards the elevator and then through the double doors
on your right, up the stairs. Get the LETTER floating in the pool, and then head
back to the helipad/airfield thing.
Jump up the blue crates to the air duct and go in the hatch. At the end, shoot
out the flaps. Go out on top of the duct and then on top of the blue machine and
shoot out those flaps. Go in and up the ladder (careful; you don't automatically
grip it and may fall).
Open the hatch at the end of the duct and shoot the guard on your left. Go
around
the other side of the elevator and open the white hatch there. Then hit the red
button. The elevator door is now open. Jump to the ladder in the elevator shaft,
and move down. The elevator will move up to meet you. Open up the hatch on top
of
the elevator and climb down.
Cross the black metal bridge to the other tower and hit the red button to move
the window washer over. Then get into the rig and hit that button to end the
level. Don't forget to get the BRIEFCASE by the bench behind the second tower.
Scene 5
You must recover 8 intelligence items. Because they are randomized each time, I
can only tell you about the ones I have found; you may have better or worse luck
than me.
You start in an office. It is very important not to be seen by a camera. Get the
body armor in the closet if you need it and proceed to the hall. Cross the hall
to the office across the hall on the left. Go in and get the ENVELOPE under the
desk by the chair. Watch for guards, and try and shoot them when they are not
near a camera.
Sneak out into the hall, an hear the FUNNY CONVERSATION about spy shows. Proceed
around the corner and cross to the tiled office. When the camera is not looking,
run down the next hall to the office with what looks like copy machines (not
sure
about this 60's tech). Then dash down the hall to the sitting room between the
next 2 cameras. There is a FOLDER you can get here.
Head to the large, double-door office next. Go in one door and out the other.
You
should see a FOLDER under a bench near the second door into this large office.
Once you have the folder, return to the large office and go into the open
doorway
behind the sheet-covered desk. Go through this small area, down the ladder, and
into the next office. Grab the BRIEFCASE on your left on a table and open the
door nearest the briefcase table. There also might be a letter under one of the
desks; check just in case. Listen for a FUNNY CONVERSATION. Wait for a guard to
pass by the door, and shoot him before you continue.
Go right to the gray door and make sure not to alert the guard leaning up
against
the other door; it'll only cause an alarm. Instead, cross to the double doors
under the camera and go through them. Go left into the ladies' restroom and get
the DOSSIER in one of the stalls. Also try the men's room. The items on this
level tend to be randomized, so if it's not where I say it is, keep looking
elsewhere.
Continue down the hall to an office on the right and duck in before the guy in
the security office sees you. Get the MICROFILM on the shelf in here. Sneak
around quickly to the door of the security room and shoot the guy inside. Note
the gray keypad on the wall. You must eventually come back here and use the
codebreaker on it to open the elevator door. Note that if you don't have the
codebreaker, it is in a different place every time you play, so don't expect me
to tell you where it is.
Head down to the breakroom and shoot the guy there. Then head into the
auditorium
via the gray door and get the letter by the podium. There also might be one
among
the seats.
Head back to the security room and toward the elevator, which is in view of the
window from there. Go over to the elevator, and out of sight of the camera.
There
may be a LETTER beside the copy machine in the alcove in front of the elevator.
If you haven't gotten your 8 items, keep looking is all I can say. Since they
are
randomized, it's hard to say where they are. When you are done, go back to the
security room and use the codebreaker on the keypad there. This opens the
elevator door, which you can use to end the level. Make sure you get the
codebreaker back before you go in the elevator!
Scene 6
Shoot the guard on the walkway above you. Move under the walkway and listen for
a
FUNNY CONVERSATION. Snipe the guy when he moves to the far hallway, and wait for
his compatriot to check him out, and then snipe him, too. Go under the stairs to
the left and into the men's room, and shoot the guy there.
Shoot the guy patrolling the walkway above the men's room and then go to the far
hall. Shoot the guy patrolling the walkway above the camera in this hall, and
then go past the office watched by the camera. The next is a trick. Sneak past
this camera and into the office with the gray door. Close the door and listen to
the FUNNY CONVERSATION. Next part is tricky; try to shoot the guy here so he
won't raise an alarm, but make sure he's alone and the guy on the walkway isn't
around.
If you get in a firefight, you can then go upstairs and get 3 intelligence items
on the walkway above. This is assuming you didn't set off any alarms, of course.
Anyway, go into the office nearby and get the MICROFILM in the second office
behind it. There might be a LETTER or a BRIEFCASE in the front room.
Continue down the hall until you find a gray door on the left you can open. In
here are 3 guards, an AMMO BOX, a codebreaker (if you need one), and the lever
to
disable the security cameras. It's probably worth the firefight that will ensue.
At the end of the hall is a breakroom that is attached to a large open office.
There should be body armor and a DOSSIER (or an item of some kind) in here. I
also found a FOLDER on one of the desks.
Go up to the top level and in the door on the left. Go around to the central
room
and shoot the guard there and get the body armor. Then continue around and open
the last door on the left. This is the Baron's office. Go into the attached
sitting room and 'use' the crooked painting. Use the code- breaker on the keypad
behind it.
Switch to infra-red sunglasses. You will have to go through a set of
increasingly
difficult rooms filled with laser beams. Do not touch the beams. The last room
seems impossible, but is in fact, not. Open up the grate on the floor between
the
3rd and 4th rooms and climb down under the room. Crawl under the room, go up the
grate, and get the LETTER. Then, take a picture of the book there. End level.
Rescue Attempt
Scene 1
Something you must be careful of is to avoid the conductor until you've got a
ticket. If you see him coming, duck into an alcove or something, or a bathroom.
Open the first door and shoot the 2 guys. Head through that door and forward
among the cars. On the next car, in the second store-room you can find a FOLDER
on the shelf there.
Head to the next car, go into the conductor's office, and get the passenger
list.
Turn back around and head back to the galley car, and then further back from
there. FUNNY CONVERSATION. Watch out for the conductor. This is the dining car.
Head back to the next one, and look for a LETTER underneath a seat to the left.
Keep heading back until you see 2 goons having a FUNNY CONVERSATION. Duck into
the second cabin in this hall and get the BRIEFCASE and the TICKET.
Go back 2 cars and into the first cabin. An agent will tell you about the
assistant engineer. Now turn around and head all the way back to the front of
the
train, past the conductor's office. His room is the front-most on the train.
Once you've got him, head all the way to the back of the train. The train will
be
filled with goons this time, so be on your guard. On one of the last baggage
cars
you'll find a TAPE on one of the shelves on your right. Get back to the caboose,
jump on, and turn the wheel. End level.
Scene 2
You're going to be heading straight for a bunch of guys with machineguns. Shoot
them fast. Get off the caboose and head on down the boarded passage once you've
shot off the boards. Grab the note on the wall before you go.
At the end of the tunnel is a large open area crossed by a large walkway. Over
on
the blue crates to the left is a LETTER if you want it. Then head under the
walkway on the right and up the hill. Try to avoid trouble.
Head for the hole under the foundation of the large warehouse on the right side.
Sneak in and listen to the FUNNY CONVERSATION. Follow the one-way twisting
passages to the ramp at the end.
You should now be in a supply room with armor in it. There is MICROFILM on one
of
the shelves. Sneak out the door, forward, and then left. Get the guy lounging
here and listen to the FUNNY CONVERSATION.
Head around the corner and immediately take a right into the walls of plywood.
Take the first right and go to the end of the tunnel. Listen to the FUNNY
CONVERSATION here. Then jump on top of the stacks of plywood and snipe the 2
guys.
Note in front of you there is a motorcycle. The next part will be either very
fast and fun, or very slow and frustrating, depending on whether or not you are
good at riding the bike. Regardless, you'll probably take a lot of damage
because
the enemies are quite accurate, even if you are going really fast and weaving.
Ride the bike until you come to a checkpoint. You'd think that at top speed, you
could ram through the gate and make a daring escape, right? Wrong. You are
stopped dead by the gate and have to open it. So stop some distance from the
gate, shoot the guards, and then ride the bike up to the gate. Open it and
continue on. Get the DOSSIER and the armor inside before you go.
Follow the road to its termination. You will be attacked by a helicopter. Hit it
with AK rounds and try and hit the rotor and any gunmen it has. Then proceed up
the watchtower nearby. Get the armor, AMMO BOX, codebreaker, and the grenade
launcher that the one guy has. Then hit the red button.
Go down the ladder and do the white rock across the road from the tower. A panel
should have opened up, allowing you to use the codebreaker on the keypad there.
Get the codebreaker and proceed into the now-opened passage in the rock at the
end of the road. End level.
Scene 3
You start at the top of a walkway. Make your way down and try not to make too
much noise. At the bottom of the walkway go into the office, get the MICROFILM
and the armor, and hit the panel there to open the large steel door.
Head down the passage behind the door. Go into the first lab on the right.
Inside
is the lighter, on a desk there. Go through the door on the other side and
listen
to the FUNNY CONVERSATION about crates. Then go back the way you came; fighting
in the next room practically guarantees setting the alarm off.
Continue down the hall you were in and open the door. Go down the ramp on the
right, through the archway on the right, and then through the doorway in this
hall on the right. You'll come to a fenced door locked with a combo lock. Good
thing you got that lighter upstairs, eh? Open the door with the lighter.
Kill the guard in the next room, get the SECURITY PASS on the table, and disable
the security system using the red glowing button on the console. Now you can run
around and murder to your heart's content without the alarm going off, if that's
your thing.
Return to the initial hallway with the lab on it. Go through the door at the end
of the hall and go up to the elevator on the left. 'Use' the security pass on
the
console there to open the door, and don't forget to take it again. Go down the
elevator.
Go left and down the stairs. Open up the locked door and get the AMMO BOX and
the
BLUEPRINT. Go back up the stairs and to the right. While on the stairs, watch
out
for the guys on the walkway above; there are 4 of them. Listen for a FUNNY
CONVERSATION.
Go through the locker room and kitchen and down the hall. Listen for the next
FUNNY CONVERSATION. Unfortunately, unless you interrupt this one, an explosion
will go off and an alarm will go off, so shoot one of the guys.
Go to the end of the hall and through the door on the left. Continue along to
the
end of the hall and then all the way around. There's a pretty FUNNY CONVERSATION
down one of the long halls here. Near the desk where the guy was talking about
the Edsel there are a set of bathrooms. In the women's bathroom are the FUZZY
SLIPPERS which allow you to sneak better.
Find the grate-protected elevator along the long hallway and go down it. Listen
for a FUNNY CONVERSATION. Go down the one-way passage through the door and head
left when it splits. Open the door with the lockpick and head in. Schenker is
there. If you don't have a codebreaker, get the one on the desk here.
Head down the right passage (the one you haven't been down) and unlock the
double
doors with the codebreaker. Head down the hall to the electric lab. Wait for the
lightning to strike the plate in front of you, and then move to the gap between
it and the next one. Schenker cannot be hurt by the lightning (it'd be too hard
if he could) so don't worry about him. There'll be a gunman up on your left
about
halfway through.
Head up the stairs at the end of the lightning plates and open the door with the
codebreaker. Go up the stairs and through the doors as Schenker suggests. Then
go
up the ramp and up more stairs to the exit.
Trouble in the Tropics
Scene 1
Before you begin this level, please note that the only 'silenced' weapon you are
given by default is the speargun. Consider replacing a machinegun with the
silenced pistol and the SVD with the Hampton Carbine. You do need at least one
sniper rifle on this level, however, because there will be snipers you must face
in the second scene.
Ambush the guard nearest you and then take out the other one. Make your way over
to the double doors on the other side of the bridge, under the camera. Listen
for
a FUNNY CONVERSATION, but consider killing both guys before they walk off; once
they get around the corner, they'll be in view of a camera and nearer to a bunch
of other guards, and it'll make it much harder to deal with them.
Go into the office around the corner, and get the armor and codebreaker if you
need it; otherwise, just use it as cover against the camera there. Through some
bizarre occurence, neither the camera nor the guards can see you behind the
glass
of this office; at least while crouched, anyway. So if the guards come by and
then walk down the hall through the double doors or check out the bodies, feel
free to shoot them, as long as the camera won't see them.
Go through the double doors across from the window and down the hall. Take your
first right and then right again through the double doors. Inside this supply
room is an AMMO BOX. You might also find armor and a LETTER on one of the
shelves.
Leave the room and go up the stairs, right, right, and then left through the
single door. Inside is the scope for the crossbow, if you happen to have one. I
never take one if i can help it.
Use the codebreaker on the double doors here and go through them, down the
stairs. Behind some supply boxes here is another AMMO BOX with poison crossbow
bolts.
Leave this room full of crates and head back towards the initial hallway across
from the security office. At the end of this hall is a room with a set of stairs
and a keypad-locked room. Open this door and go in.
Shoot the radio and grab the FOLDER on the floor by the cabinet.
Head back to the security office and go in through the other set of double doors
there. Beware of the second camera and the guard there. On a pile of crates next
to a thermos in the middle of this large store-room is an ENVELOPE.
Go through the double doors at the other end of this room. Switch to an
automatic
weapon and hit the elevator button and jump on. You'll meet another elevator
about halfway and have to shoot its occupants. Stealth is not an issue.
Jump across to the central beam and climb up the ladder. You'll reach another
level with a set of double doors. Head out of the doors and left, and into the
small door there. Go left and then up the stairs. Shoot the guy through the
glass
window across the walkway, wait for his buddy to investigate, and then shoot
him,
too. There is armor and a BLUEPRINT in the glass office. There is also a
codebreaker on the shelf here if you need one. Use it on the double doors near
the office. Go around the corner to the elevator. End level.
Scene 2
Wait for the guard to come by and ambush him. Use your sniper rifle to take out
the guy on the tower ahead of you before he does too much damage to you. Those
SVD's are vicious.
Go down the jungle path to the right. You'll find 2 guards engaged in a FUNNY
CONVERSATION. Get them and also snipe the guy in the guard tower ahead of you.
Be
careful as they have grenades. Also try and get the LETTER that may be on the
left-most path next to the lunchbox.
Continue along the road until you find a tower next to a gate. Deal with the
guards there and head into the split in the rocks on the right side of the road,
back a bit from the gate.
Go through the small bog and find an ENVELOPE on the end of one of the planks.
Keep going, across a stone bridge, and wait for a FUNNY CONVERSATION a little up
the path. A couple guards will come down the path towards you while talking so
back up.
Dispose of them and proceed up to a wod bridge. Kill the guards on the other
side
and cross carfully; the bridge is flimsy and prone to breaking in parts. If you
hear the wood start to break, jump. You'll soon find yourself at the road again.
Shoot the guy on the right and head right a smidge to hear a FUNNY CONVERSATION.
Head left up the road, away from the gate. The road ends at an ancient temple of
some sort. Watch for guards on both the left and right sides, and see if there
is
a BRIEFCASE on the bench near the central door. Then go up the right-hand ramp
into the room there. Prepare for a firefight.
Go into the bedroom on the left and get the LETTER by the beds. Then head out
the
left exit down the broken steps to the stream. The stream ends in a lake with a
watchtower in the middle.
Locate the large metal pipe on the left cliff face. Use the belt hook shot on
the
hook at the top of the pipe. End level.
Scene 3
Go to the end of the pipe and weld off the lock on the grate. Climb down the
ladders. Before you fall into the water, SAVE IT! The next section is timed.
As soon as you jump down into the water, a FUNNY CONVERSATION will begin. Do not
stop to listen to it! run into either side of the pipe and find the pipe section
that goes downward. You'll end up in a pool under a rocket that is about to go
off! Grab the LETTER in the water and run out of the pool, up the ladders to the
beams secured by locks. You must weld off all 8 locks and then dive into the
water before the time limit is up or you will die. Good luck.
When you have done this (it may take many tries), go back up to the platform
that
rings the area, right below the support beams, and jump into the window that was
just recently blown up. Go out into the hall and down the stairs. You'll see
about 10 guys come down the hall towards you. Waste 'em and head down that hall.
It ends in a breakroom. Get the FOLDER on the table and keep going. Go left and
up a set of stairs, through an empty supply room to a guard office. There is
armor there and a codebreaker if you need it. Use it to open the door
downstairs.
Proceed up the stairs. End level.
Scene 4
In this level you cannot let the alarm go off. If you do, it's game over.
Make your way forward and into the alcove to the right. Continue this way,
ambush
the scientist, and take him out, too. He'll sound the alarm if you don't. Head
for the archway on the right and wait for the FUNNY CONVERSATION. Once it's
through, back up and ambush the guard that's headed your way.
Once he's out of the way, head down towards the green walls and left around the
corner. Go through the doorway into the room with the machinery. Watch for
guards. Head up the stairs through the gray door here and listen for a FUNNY
CONVERSATION. This one is actually important to listen to. When it's done, head
back down the stairs and wait for the scientist to come down the stairs. You can
ambush him there without fear of being seen. Go up and wait for the scientist to
get near the green crates where you can shoot him. Then you still have to deal
with the guy in the courtyard and the guy on the walkway up above.
Once you've done this, head up the ladder, into the office and use the radio. Go
up the small set of stairs at the bottom of the ladder. Go around the corridors.
Listen to a FUNNY CONVERSATION near the control room. One of the scientists will
come down the hall towards you. Ambush him, and then head to the control room.
Beware of the scientist and the 2 guards inside.
Then head down the hall to the room with the astronaut and wax him. Get any
items
you want to get before you do so, because once you kill him the level ends.
For the curious, there are other ways to get to the radio, but this is the most
direct and least tedious way to do it.
Low Earth Orbit
Scene 1
Don't worry about alerting anyone; you won't see any guards until you get your
first weapon. Get used to the modified vision of the suit. Use the door latch on
the right side and go up the tunnel. Listen for the FUNNY CONVERSATION. Then
proceed down the ramp.
Head down the passage through the next door to Goldenrod Sector. Keep heading
left until you find the pink space lounge. Go in and listen to the FUNNY
CONVERSATION. Get the SECURITY PASS on the bar. Find a BRIEFCASE next to one of
the couches in here.
Keep going left until you find an elevator on the outside of the circle. Note a
FOLDER by the phones here. Go up the elevators and you'll find yourself in
research. Go left until you see a large door on the outside of the circle. Go
into the left lab and get the codebreaker and MICROFILM on the tables.
Now go in the central door and get the laser gun. You will be attacked from
behind by guards. Shoot them. Note that lasers ignore armor; including yours.
Leave the lab and head left until you find a door protected by a guard and a
force field. 'Use' the console and your security pass will unlock the door.
You are now in Zero-G. Head up the shaft. Exit via the double doors at the top.
You should now be in Raspberry. Go up the central elevator around the corner and
down the ramp between the consoles. Go to the left room first. Use the
codebreaker on the keypad on the left wall. Now go to the one on the right and
do
the same thing.
Go back down to Section Goldenrod. Note that the alarm has gone off. Guards will
pop up everywhere. Note the LETTER floating around in the top of the Zero-G
shaft. Head back and fight all the guards on the way. There is a particularly
vicious fight at the elevator on Goldenrod.
Head left and find the doorway heading into the center of the circle. Then head
left and towards the storage supply room. Listen for the FUNNY CONVERSATION.
Well, that was funny. Head back for the elevator on the right that you just
passed.
This elevator goes to Hydroponics, Chartreuse Sector. Head left and ignore the
stairs. Go into the lab and through the open doorway on the left. Turning right,
you'll see a hall and a sign marked 'Umbilicus to the Top Secret Labs'. This is
where you want to go. Follow the arrow. Head across the bridge above the grassy
area and shoot the guy on the other side. Open the door. Follow the sequence of
doors until you end up in a large open corridor. Look...meteors! Run for all
your
worth. It doesn't have a time limit, but you've got about 20 seconds to get to
the other side before a meteor strikes the tube and kills you. RUN! End level.
Scene 2
Proceed through the door and down the ramp to the right. Go down the elevators
past the escape pods. Run around the lab and down the ramp in back and get the
antidote. Then head for the elevator.
Well CRAP! It broke. Jump up the support beams on the side, up until you get to
the escape pods. Some will break, so be careful. When you get to the top, the
level ends.
Alpine Intrigue
Scene 1
Head left around the corner and down the ramp. Shoot the guy and then follow the
street around the corner until you see the VW bus. Shoot the guy there and then
shoot his buddy.
Go over to the van and then right, into the room with the crates. Turn the
corner
and find a LETTER by the barrel on your left. Go down into the next courtyard,
shoot the 2 guys, and go left into the hotel. Get the BRIEFCASE by the couch in
here. Leave and head for the large open door on your left. Go down the ramp into
the next courtyard.
Shoot the guy on the right and head over to him. Listen to the FUNNY
CONVERSATION
and then go into the hotel behind the wall. Go up the stairs behind the desk and
get the SVD scope on the shelf there. Continue out onto the balcony and take a
right through the building. Go out through the window and into the alley. Find
the LETTER behind the trash can.
Return to the street in front of the hotel and go left behind the Oktoberfest
sign. Go right, into the building here and then around to the street again.
Listen to the FUNNY CONVERSATION. Then shoot the 2 guys. Go into the courtyard
behind the phone booth and into the double doors to the left. End Level.
Scene 2
Go into the building around the corner to the right and then left into the room
to get the Hampton SMG silencer, and listen in the corner to the FUNNY
CONVERSATION about spies and operatives. Wait for one of the guys to come into
the building and ambush him. He ought to have a hampton, so now you can have a
silenced SMG.
Go into the next door and to the kitchen beyond that. The next room over is full
of bunks and features an open window. Go out it, avoiding the camera, and
straight along the path. You might want to wait for the patrolling guard to come
into view and shoot him before going out the window.
Go up to the corner and listen to the FUNNY CONVERSATION. You can open up the
garage door and go in if you want, although there isn't usually anything inside.
Go around the corner and shoot the guy there, then get under the camera. Go into
the door that the other guard just went in (it should still be open) and try to
find a FOLDER behind the desk. Go down the hall to the end and around the
corner,
past the double doors. Get the rocket-launcher case on the table. Go into the
room with the sleeping guy, kill him, and get the armor and the MICROFILM on the
desk.
Go back to the hallway. Go down the hall to the first doorway on the left. Try
to
wax the guard in here without setting off any alarms. Go around to the other
side
of the crates into the single gray door and listen to the FUNNY CONVERSATION.
Then go to the other gray door and into the garage to get the codebreaker there.
Return to that other gray door and head out into the courtyard. Go into the door
under the camera. Go down the hall and use the codebreaker on the console.
Return to the building with the garage and proceed to the double doors that you
didn't open. If you already killed the guards out here, it shouldn't be a
problem. Otherwise, bait them into the building and kill them. Then go through
the now-opened gates and over to the main double doors. Use the button pad to
open them and go in. End level.
Scene 3
Head out into the courtyard and up to the main double doors. Turn left and head
for the double barn doors. They're locked, so you can't go in that way. Head
left
under the arch and listen to the FUNNY CONVERSATION.
Unfortunately, the courtyard and walkways are full of guards. Nonetheless, you
must go in that way. Head for the door at the end of the courtyard under the
walkway on the right side. Go up the stairs, out the left door, and down the
walkway until you find a door on your left. Listen to a FUNNY CONVERSATION. Go
in
the left-most door and out the window and into the courtyard.
Follow the road around to the area with the spotlights. There will be a grate in
the middle of the field that you should go into. You will fall into the water
and
be given a time limit to find a place to warm up, after which you will freeze to
death. Swim to the locked grate, shoot off the lock, and swim until you find a
hole in the ice to pop up out of. Run along the snow corridor.
You'll soon find an area with a guard. Get past him, jump across the ledge to
the
next snowy ledge, and run quickly across the icy bridge. It will start
collapsing
as soon as you get on it. Continue along the path and hug the rock face on your
right. You'll go through another corridor and come out into a valley, where
you'll see a wisp of smoke to your left. Head for it and the level ends.
Scene 4
Unlike the motorcycle level, you MUST use the snowmobile because you have to
jump
over a large gap with it. Get on the snowmobile and head left from the house, up
the hill. The jump is relatively close to the beginning of the route, so after
that you can ditch the thing if you like, although it's a long haul without it.
When you see a bridge with a truck, stop. There are guards up there, and some
have AK's and the one on the left has a rocket. Snipe them down unless you feel
lucky, and then continue on down the corridor.
You'll go through a tunnel and come to a field with 3 or 4 guards in the
distance. Unless you want to take lots of damage as you run them down, get off
the snowmobile, snipe them, and continue on.
Around the bend is another field with more guards. Keep going and you'll soon
come around a bend to find a house on the cliff to the right and an electric
fence to the left. You must kill the guards and blow up the barrels near the
house to disable the fence. One of the fence guards has a rocket launcher, so be
careful.
Get the AMMO BOX by the gate, weld off the lock, and go past it. Around a couple
twists and turns you'll find another field with guards, and another one beyond
that. The next obstacle you come to is a minefield. Switch to mine detector
sunglasses and slowly drive through the field, getting off the snowmobile about
every 15 feet to check for mines.
The next obstacle behond that is a railroad bridge. There are 3 guys on the
bridge and 5 on the ground below. One of the guys on the bridge has a rocket
launcher, so watch out.
After this, it's smooth sailing until the end. Just bear left where it looks
like
the path forks and you'll end up at a fortified area full of boxes and guards.
Jump up the boxes on the left side and over the fence into the compound. If you
approach carefully you can hear a FUNNY CONVERSATION.
Head into the tunnel. You'll come to an area full of crates near a truck. There
is armor in the back of the truck. Continue down the corridor and listen for a
FUNNY CONVERSATION.
Go up the elevator and head to the left, into the building. Head up the stairs
and listen to a FUNNY CONVERSATION. If you need armor you can find it in the
room
at the top of the stairs. Otherwise, just head out into the courtyard. Watch for
snipers in the towers. Go up to the gondola, pull the lever, and hop in. End
level.
The Indomit Able Cate Archer
Scene 1
You start in a machine room of sorts. Grab the LETTER on the beam and head for
the room suspended above the gear. Go out of this room and down the stairs. Go
down the hall and into the break room. Go right, into the bathroom, and get the
LETTER. Then go left back into the gondola room. Go through the wood door on the
other side of the gear.
Through the door in here is a machine room. Immediately on the left is a room
with a rug, a table, a shelf, and a ladder. Climb up the ladder to the top and
open the hatch. Turn left. If you look hard, you can see a crawl- space that is
hidden by the blending of textures (anti-aliasing will actually hurt you, here).
Duck into the crawlspace and go through here.
You end up out a window onto a roof outside. Go along the roof, up the sloped
roof, and into the room with the crates. Pick the lock and go down the hall to
the first room on the right. Get the ENVELOPE on the floor by the bookcase and
pull the lever on the electric box by the worker. Then go back into the hall and
down the broken staircase.
Take the first left and go into the main hall. Get the BRIEFCASE on the benche
here and use the elevator to go up. Cross the hall and go down the stairs to the
icy hallway. Continue out to the courtyard and the level ends.
Scene 2
Just keep insulting Armstrong's manhood and he'll fight you. Run up to him and
punch him. When he winds up to punch you, back up. If you have a lot of trouble,
run into the room with the beds and wait for him to run in. Then, get on the bed
near him and punch down at him. He won't be able to hit you.
Head out the double doors, down the hall, and into the hall with the stained
glass windows. Note that there is a coin at then end of the hall with the
coffins. Go left and out onto the snowy ledge. Jump across the gap And up onto
the parapet. From there you can jump into the window, knock out the guard, and
get your stuff.
Then head through the door (move the beam), around the corner, and kill the
guard
standing there. Take his AK; you'll need it in a minute. Find the ENVELOPE in
the
next alcove next to the thermos.
Go into the room with the crates and out the open doorway. Find the guard and
get
his SMG. Then go back to the crate room and down the ladder. Go through the pool
of water under the fence and get the armor behind it. Then proceed up the ramp.
Open the door. This is a guaranteed combat area, so just mow down anyone you see
with the AK or the SMG. I have yet to do this without alerting at least one guy.
Use the lighter on the locked door, go down the stairs, and 'use' the log
sticking out of the wood pile. Get on to the elevator. End level.
Scene 3
Bad news. You will self-destruct in 10 minutes. Go up the yellow walkway ahead
and around the whole area to a gray door. Head left into an office and down a
ladder. Open the locker on the left and get the armor. Go into the green hall
and
into the large room. Switch to the belt buckle.
The doors will close and the room will fill with gas. Look up and find the hooks
above you, in the ceiling. Run over to the area below them and use the buckle to
get up above the room. Go over through the gray door and down the ladder.
Deactivate the gas using the lever on the right-hand side of the console.
Proceed out through the door down the hall. Go left. Go all the way around, past
the steaming rock, past the stairwell on the left, and up the stairs at the end
of the hall, near the scientist. Follow the walkway right and hit the red button
on the console by the scientist. Then go back down the walkway, down the stairs,
and wait for the antidote sample to arrive. Open up the glass with the keypad
and
get the antidote. You are cured.
Return to the stairs along the long hallway. Go up the stairs and into the cargo
bay on the left. Open the lock on the hatch in the floor and go down it. Go left
down the hall. End level.
Scene 4
Head down the hall and wait for a guard to come through the doorway on the left.
Shoot him, and get his buddy too for good measure. Get the LETTER on the orange
crate. Go around the corner to the gray door with the color splotches on it. Go
along the walkway to the green door at the end, on the right, and go in for a
FUNNY CONVERSATION. That is, if you haven't alerted anyone.
Go up the stairs to get armor, and then go down around the corner. Follow the
passage until it leads to another color-splotched door. Cross the tracks through
the train car and get the armor. Then go up the stairs and along the walkway to
the green door.
Follow the passage behind the door to a lounge. Get the BRIEFCASE by the chairs
and head for the bridge. WARNING: the brige is going to move apart and a shark
is
going to come out. Also, a guard will begin shooting you from the left. Get to
the far end of the bridge as fast as you can, shoot the guy, and watch him fall
into the water. The shark will eat him, causing it to ignore you. Then, swim to
where the shark came from and up onto the dock. Do not try to kill the shark.
You
can't. I emptied 100 rounds of 7.62 into his face and he did not seem to mind.
Then he ate me.
Once you're on the dock, go up the stairs and then through the double doors and
across the bridge. Go up to the door on the left, shoot the 2 guys, and take the
LETTER on the table. Go to the next door on the hall and listen to the FUNNY
CONVERSATION. Then open the door and it becomes even funnier. Get the
codebreaker
on the shelf. Continue down the hall until you reach the elevator.
Use the elevator to to up to the next level. Go into the lounge here and pull
the
beer tap to open a secret passage. Follow this passage to its conclusion and
open
the door. Hit the button on the chair and use the codebreaker on the keypad to
open the safe. Then get the list of names. Shoot the guards that come in and go
out the other door towards the helicopter.
A Very Large Explosion
Scene 1
Go down the hall to the dining room. A well placed grenade ought to take care of
the guards in there. The door is locked, so go in the grate near the door. Go
out
the other grate, equip the SVD, and prepare to meet the first of the red-dressed
chicks you've seen all game through cutscenes. She also has an SVD and will be
quite thrilled to shoot you in the head, so try and get her first. It'll take
several head shots to put her down. Must be a lot of hairspray, i guess.
Go into the hall, up the stairs, and to the right. Find the crooked painting
and 'use' it to open a secret passage. Go left, out the grate, and onto the
balcony to get the bacalov. Turn around, go to the other end of the passage, and
open the door. Shoot the guys inside and hit the button under the fireplace to
open another passage.
Hit the next room with a grenade before you go through. Open the passage in this
bedroom and go into the next passage. Open the grate and mow down the
opposition.
Open up the single door in the far right-hand corner and head out. Pass the gate
and go onto the balcony to get armor. Then send up the elevator using the lever
by the side of the shaft. Go down the elevator and meet the guard in the
courtyard.
The door will open and mow down your friend. Go out the door and head right to
get armor. Then head left toward the spotlight. There is a guy with a grenade
launcher under the spotlight so watch out for him. Use the keypad by the main
gate to open it, and go up the ramp through the large door. You'll have to fight
3 guards, and then you should go through the single door on the left.
You'll end up in a room and one of the red girls will rush you through the door
with an AK. As soon as you hear 'try this one on for size, back up and fire some
grenades toward the door as she comes in. If you're lucky, she'll splat.
Unfortunately, once you go out the door she came in, you'll see the last one on
the balcony ahead of you with an SVD. This is what the Bacalov or the grenade
launcher is for.
Hmm. Well, there was supposed to be a helicopter here, but it isn't there. Go
left, get up on the slanting beam, and get onto the balcony. Then head for the
collapsed part of the roof in the corner. Jump down, and the level ends.
Scene 2
Get out onto the dock and pull the lever by the gondola. Get on and equip an
automatic weapon. You're going to have to fight off the helicopters. Yes,
helicopters.
While you can shoot the things down, the most important thing is to hit the
gunners on the side. The helicopters follow scripted paths and will fly off to
be
replaced by new ones after about 30-60 seconds each. If you must shoot them
down,
aim for the rotors. Phosphorous ammunition seems to be particularly disagreeable
to helicopters.
After the cut scene, SAVE IT and edge to the left side of the car and use the
belt buckle on the hook on the tower to get off the car. Go down the ladder and
meet Volkov.
Now for a nasty bit of fighting. If you are really fast, after the cut scene you
can head left and make your way along the ledge to your gun and armor while
being
shot at. The trick is that the ledge collapses real fast underneath your feet,
and so it's likely you'll fall to your death, plus Volkov is firing an AK at
you,
and the force is pressing you into the left wall. You have to use your Quake
jumping-bunny technique to actually pull it off, and it'll only work about 1
time
in 10, by my reckoning. Still, it's the fastest way to the gun.
The other way is to head right. When you reach the cave, look over the ledge.
There should be another ledge beneath you. Fall down to it and continue heading
right. At the end you will be able to jump up onto a step and then onto the top
level of your side of the area. From here you can head down to your gun and the
armor.
Now the 'easy' part. You must defeat Volkov with your measly pistol. Just wait
until he comes out from cover and use one of the icicles on the top level for
cover while you reload. Note that it is harder for him to hit you if you duck.
Such is The Nature of Revenge
Scene 1
First the easy part. Shoot the Baroness in the head a couple times to discourage
her.
Now the hard part.
You must get all of the civilians off the street. If you manage to 'use' all of
them, the level ends automatically, without you having to hide anywhere. There
are eleven civilians, which I'll count off as i describe them.
You start in front of the baroness. There will be a gunman above you to the
right. Shoot him, and then back up to get an AMMO BOX if you need it. Then, run
forward and left to find a civilian in blue. Click him and head right. ONE.
Around the right corner is a woman in pastel blue. TWO. Head straight down the
corridor towards the street. Head left and get the woman by the Oktoberfest sign
in yellow. THREE. Note the shooter on the balcony ahead of you.
Go into the hotel's courtyard and get the man in dark clothes. FOUR. Go around
the corner to the right and get the woman in blue. FIVE. Turn around and go into
the tunnel there and to the left. Up the ramp and through the door you'll see 2
more to your left. WAIT! There's actually one on your right on the stairwell, in
a tan shirt. Get him first and then the other 2 on the street by you. SIX.
SEVEN.
EIGHT.
Head left through the small doorway toward the barrel. Go right, around the
crates, out onto the next street and get the guy in blue in front of you. NINE.
There is a shooter on the balcony to your left. Head left down the street
towards
the last 2 civilians. TEN. ELEVEN. End level.
Scene 2
It's good if you have the antitoxin this level. Your opponent will try hide
behind the gravestones and shoot you with cyanide bullets. Use the grave stone
for cover and shoot him once he emerges from cover. If you really need the
antitoxin, there's one in the middle of the road in front of you. Make sure to
get the AMMO BOX behind the grave in front of you. Kill the guy and the level
ends. Oh, and the game, too. Hope you had fun!
Make sure to sit through the credits and see the cut scene at the end.
Scene 2
Go through the left door and follow the signs to the briefing room. When done
with the cut scene, proceed to training by following the signs.
Scene 3
Train. Just follow the guy's instructions. A funny conversation can be found
outside of the firing range.
Misfortune in Morocco
Scene 1
You have to shoot a bunch of assassins as they try and hit the civilian target.
If you're nervous, ask Bruno to call out the shots for you. If you're cocky,
tell
him not to.
When done, grab the FOLDER on the desk and the ammo chest and open the door. Go
down the hallway and around the balcony, down the stairs. FUNNY CONVERSATION:
audible from the balcony. There's also a LETTER on the far end of the balcony
from the stairs.
Note the window in the courtyard. Above it is a hook that you can later use the
belt hook shot to get into. Don't use the window sill next to it; it'll break on
you.
Go through the door on the ground level and down the hall to Apt 12. Make sure
to
open both windows. You'll now have to shoot a bunch of thugs who will try and
get
you through the door/wood panelling. Switch to your pistol or an automatic you
might have and hide behind the upturned bench for cover. Before you leave, grab
the FILE under the desk.
Go back to the courtyard and leave via the 2 blue double doors. They are
unlocked
now.
Scene 2
FUNNY CONVERSATION: audible from the starting position, about a monkey. Kill the
guy here, quietly if you can. Hopefully the other guards will not notice.
However, it is likely they will. Here is where you learn a painful lesson:
enemies can shoot through gates and fences, and YOU, for the most part, cannot.
So either pick the lock, or shoot it off. Make sure you grab the NOTE tacked to
the wall next to the gate.
Go into the hotel via the rusted blue door. The hotel is circular in nature, so
going right or left won't make much of a difference. Let us, for sake of being
arbitrary, go right.
FUNNY CONVERSATION: talk to the man standing next to the woman in the blue
dress.
Use the barrette to pick the lock on the door here. Go in and take the DOSSIER
on
the shelf. Follow the hall around to room 101, where you can find a LETTER
hidden
under the bed.
Go past the toilette, past the girl at the soda machine, and halfway up the
stairs. From here you should be able to hear another FUNNY CONVERSATION.
Continue up the stairs and kill the guy in the red jacket. Go into room 204 and
get the LETTER on the dresser next to the TV. There is body armor in room 203.
Get over to the balcony and over the railing. It's tough, but try to jump to the
wooden ledge to the right. From there you can open the window to a locked hotel
room. There is a BRIEFCASE inside. To continue on, go into the hallway between
rooms 203 and 204. Go past the balcony into the patio. Grab the ENVELOPE on the
bar.
Continue past this to a courtyard. There is one guard leaning against a post,
another patrolling at the far end of the courtyard, and a third with a
submachinegun in the right tower. You can get the last one with the sniper
rifle.
Go past the courtyard. Head a little right, but not around the corner. FUNNY
CONVERSATION. Shoot the guy, and then go over to the desk and get the FOLDER on
the desk. Go through the hall past the desk and into the courtyard. Get the
DOSSIER near the guy at the window with the blue shirt.
Now head toward the hall entrance; FUNNY CONVERSATION. Shoot the 2 guards and
get
the BRIEFCASE on the ice machine.
Continue down the hall into the next courtyard-type-hall-thing. Shoot the 2
guards there. Grab the FOLDER on the bench surrounding the central plant and the
BRIEFCASE behind the luggage cart.
Go through the open doorway and go right. Talk to the purple girl thrice; you'll
get her to amuse the guards. Listen in for a FUNNY CONVERSATION. Then, go left
and shoot the guard that patrols out the door with a sniper rifle. Get the
folder
on one of the patio tables.
Go in the door at the end of the patio/courtyard and down the hall with 2
guards.
Proceed to the elevator room, and past it. Go straight at the T intersection.
Follow the carpet until you see Bruno.
This level is a little tough as you have to get to the guards and shoot them
before they shoot the hostages. When possible, use the sniper rifle. Go over to
the window and get the NOTE against the wall. You can return later and use the
sunglasses to photograph the book.
Return to the elevator room, shoot the guards, and disarm the bomb on the
elevator door. Continue down the hall, shoot more guards, and disarm the next
bomb on the conference room door. Quickly turn the corner and shoot the two
guards before they murder the civilian.
Continue back to the room with the guys standing next to the elevators and the
luggage cart. There are more thugs and another bomb.
Go further back and you will find 4 thugs trying to kill a guy. Wax 'em and go
back to the tourist desk and disarm the bomb near the phones. Go back into the
courtyard; 2 more thugs and a civvie. Keep going back into the halls with the
guest rooms in them (201, 202, etc) and you'll come across 2 more sets of thugs
and civilians. Once you save them both, the level ends.
Scene 3
Shoot all the thugs and go into the exit on the opposite end of the court- yard.
Get the armor and DOSSIER on the bench there. Head right, down the stairs, and
get in a gunfight with the 5 or so guards there; or not, if you can sneak. Head
right, around the buildings. FUNNY CONVERSATION audible from the balcony, about
a
monkey. Go around the balcony, left, and down the stairs into the building. Head
right, through the room with the carpet, out the other end of the building, and
take a right. Get to the top of the ramp and go towards the blue telephones
sign.
Go in and grab the FOLDER under the telephone. Continue around to another room
with a FOLDER on the floor. Go out of the building this way and jump across to
the body armor. Find the LETTER under the table to the left on this porch. Cross
the bridge to the other patio and find the DOSSIER under the table there.
Head back down to the street, where the monkey guy is. Head up the dirt ramp
near
the monkey guy, go around the corner, and take a right onto the plank bridge. Up
the ramp, and take a right. There are guards and a BRIEFCASE. Go through the
next
courtyard and up to where the guy knocks over the table. Go past this to the
next
courtyard and head left to the blue doors. Be careful, as the room has a couple
guards in it. Go into the room, and be aware that there is a guy hiding behind
the crates to the right. Get the FOLDER, body armor, and DOSSIER in this room.
Continue on out onto the balcony on the left, and see if you can snipe some guys
from here.
When done, continue on down the hall along the balcony and down to the street.
Go
down the stairs to the market stall to get the body armor, and then dive into
the
water. Go along the canal. When you reach the end, go underwater and go right.
Go
all the way to the end of this canal, and get off on the right side to get a
BLUEPRINT and an AMMO BOX. Go back up and cross the broken bridge. Choose to
capture the thug to get a FUNNY CONVERSATION. Just ask him nicely 3 times.
Scene 4
You start out at the far end of a field. Snipe some of the bad guys while you
can. For fun, aim for the gas tank of the car. Go up to the tent to get an AMMO
BOX. Then head left into the valley. When you see the next tent, snipe the guy
in
it. Then find the tent in the ruins on your right and get the FOLDER within.
There's body armor in a largish room nearby. Continue down the valley, past the
minefield unless you have mine detector glasses.
Out by the van in the minefield is a fire extinguisher, an AMMO BOX, and a
BRIEFCASE. If you don't have the sunglasses, you can still get out there by
going
carefully along the left edge of the minefield. Good luck.
At the end of the valley is a large palace. The best way to get in is by falling
down the well hole nearby. Fall into the water and then swim to the landing and
wax the guy with the submachinegun. Get the LETTER at the bottom of the pool.
Another guy will come down the stairs, so be ready for him.
Follow the path to the top of the stairs. Go down the hall past the door to hear
a quick FUNNY CONVERSATION. Go up, shoot the guys, and get the BRIEFCASE behind
the chair.
Then, go back down to the door and through it.
Get the DOSSIER on top of the crates. Cross the courtyard, watching for guards
(there are many) to the locked door on the other side. Open it to get an AMMO
BOX
and body armor. Leave the storage room and head right down the hallway, quietly.
Listen for
a FUNNY CONVERSATION, and one guard will actually kill another. Then you can
ambush him. Cross this next courtyard and get the FOLDER under the tree.
Head into either of the doors here; they lead to the same place. Go down the
ramp
to the gate and open it. Go behind the machine to get a BRIEFCASE. Go up the
stairs for a FUNNY CONVERSATION. Wax the 2 guards and grab the LETTER on the
balcony railing. Now either go back the way you came and down the hallway past
the stairs to the courtyard, continue to the other side and then down the stairs
on that side to the courtyard. Either way, you must go into the courtyard and
leave via the doorway that is to your left as you face the gate. There's going
to
be one guard on your immediate left and 3 to the room on the right.
When done, head right and out onto the balcony. Mission ends.
Berlin by Night
Scene 1
Find your first contact somewhere out on the street. He's wearing a tan jacket.
Then head for the payphone which is to the left of the guard house. Get the
FOLDER there. Go into the building with the woman standing outside. Ring room
205. Go up the elevator, and knock on the door. Go back down to the street, and
then into the alley where you started. Go down the stairs to the bar and meet
the
guy there.
Now go to the gate and talk to the guard. Before you go through the gate, grab
the LETTER on the cabinet. Sneak into the compound and listen to the FUNNY
CONVERSATION there. Wait for them to finish and separate, and then shoot one of
them (hopefully without leaving the body in camera-shot). The garage should open
and issue forth some guards. When you've dealt with them, go through the garage
to the other side. If this does not happen, head over to the hatch on the left
side on the patch of grass. Open or shoot the lock and go down. Follow it to the
end, and then go up the ladder. Go to the little shack here and try and shoot
the
guy before he sets off the alarm, but don't leave the body in sight of the
camera
inside. Good freaking luck! I've yet to do this without setting off the alarm.
Open the gate by pulling the lever here.
Proceed back around through the garage to the gate and through it. Follow the
street until it comes to a gate. Go in the door by the gate. Get the LETTER on
the table there and into the office behind it, where you can get an AMMO BOX and
turn off security by hitting that big red button. Go around through the back
door, and shoot the guards and the guards in the tower with the spotlights. Then
head to the gate in between.
Scene 2
Grab the NOTE on the wall to the left and proceed into the courtyard. Go into
the
door on the left with the light over it. FUNNY CONVERSATION. Shoot the guys and
get the letter under the camera. Then activate the charge on the barrel in this
room. The rest of the building is optional. If you're not up for a challenge,
leave the way you came.
Now here's the real trick...
Around the next bend or so is a hall where a guy patrols. There's also a
security
office on this hall, to your left. You have to sneak up the the edge of the
hall,
wax the guy in the office through the glass before he sounds the alarm, and THEN
get his 2 buddies, making sure not to leave their bodies in the hall because
there is a camera protecting it. What i do is shoot the first guy and then run
back, baiting the other 2 to follow me so i can shoot them in the nearby hall,
but once you kill one, the other will run for cover, so be quick and aim for the
head. Get the body armor in the office.
Proceed to the warehouse part, where you must shoot another guy in another
office
which is on the 2nd floor, and then another guy in view of a camera. Did I
mention this whole part was optional? Up in the office is body armor, and down
in
the warehouse, on a shelf, is a TAPE. Leave via the double doors.
This courtyard here with the truck is connected to the one you came in from, so
those of you that skipped all that mayhem just to get one measley item pick up
the story from here.
From here, find the locked gate and open it. Jump up onto the crates and go in
the window. Shoot the guard in the head and activate the CHARGE #1 which is
hidden between the crates on the fuel barrel near the guy you just shot. Open up
the garage door using the button on the wall near it.
Shoot the 2 guys (hopefully shooting one will have the other one run to the body
to check it) out of sight of the camera. Then go through the double doors with
the windows to your left. Go down the hall and down the stairs over which the
camera is hung. Note the CHARGE #2 on the fuel barrels to your left. Leave the
way you came, as the other way leads to a door out into the courtyard with the
truck and the locked gate you just went through.
Behind the van is a raised platform, a loading dock of sorts. You must go to the
door under the camera, at the left end of the platform, or go in the window on
the right side of the building. If you go in the window you'll be in a closet
off
of a barracks room with a body armor in it, out of sight of the camera. Going in
the door will lead you to the dining room right next to the barracks room.
Get into the dining room and dash up the stairs and through the double doors at
the top. You're now in a courtyard with a patrolling guard. Instead of going in
the double doors, go around instead to the right and in the side entrance. There
will be 3 guards on the way. Once inside, grab the LETTER on the desk.
Go up the stairs and around the bend to the next office. This office is the main
entrance room. Go through the double doors across from you, dispatching any
guards, and into the first library room. Select the glasses and take a picture
of
the book when the target turns green.
Do the same in the next room down the hall on the right. Go around the bend to
the end of the hall and through the door and up the stairs. Up here is the
lighter if you haven't already got one yet.
Once you've got the charges set, taken the pictures, and gotten a lighter (if
you
didn't already have one), go back down to the side entrance to meet your
contact.
Equip the lighter and 'use' it on him. It should be blue.
Once done talking to him, go back in the side entrance and use the lower door on
your left. Go down to the basement and through the door. Go up to the shelf
and 'use' it.
Scene 3
FUNNY CONVERSATION. Sneak behind the pillars. If the guards or cameras see you
you're in for a firefight the whole way in. Get behind the desk and take a
picture of the book that the woman is looking at. There is also body armor here.
Go up and around the stairs and into the first office. Get the DOSSIER on the
shelf. Talk to the scientist for some funny stuff, and then, if you think he'll
sound the alarm, you can shoot him.
Try and shoot the one guard in the hall in view of the hall intersecting it so
his buddy will come running over, and then you can shoot him. Go past that hall
and into the locker room at the end of the hall. Shoot the guard lounging by
himself and get the LETTER on the bench near him. There is no need to shoot the
other 2, as that will only raise the alarm.
Go down that hall you just passed. Before turning the corner, listen to the
FUNNY
CONVERSATION. Turn the corner and go into the second office on the right and get
the BLUEPRINT on the desk. Go into the next hall, shoot the guard, and use the
steel door near the exit to the office (don't use the elevator yet). Go into the
hall. FUNNY CONVERSATION.
If you go down the elevator and have a code-breaker, you can get through a
locked
door by the platform with the goat on it. Otherwise, you might as well go down
the elevator near the guard you just shot.
Sneak out of the elevator. FUNNY CONVERSATION. The trick here is to either wax
both guards without making a sound or to hide from them as they leave. When
they're gone, get the LETTER on the table where they were talking. Be aware that
before you leave there is a guard walking on the platform above you. You can try
to shoot him if you want, but the camera might see the body (even though
logically it shouldn't be able to). It might be best to avoid him.
Head down the corridor that the guards were headed down; the one on the right.
Head to the next room and up the stairs. Go down the hallway until you see a
room
with a glass wall. Hang out under the camera, and if the guard from the initial
room is still alive, you can hear a FUNNY CONVERSATION. At this point, a guard
will start coming down the hall toward you. Retreat to the stairs and ambush him
outside of the view of the camera.
The other guard will be in the room with the glass wall, and if you're a good
shot you can get him from under the camera. His body won't be seen by the
cameras. However, there is a scientist who will come in the room, and he will
notice the body, so you'll have to shoot him, too. Or, you can just sneak past
the whole thing.
Next to this glass-walled room (a kitchen) is a cafeteria with a camera in it.
Go
around the cafeteria down the hall and around the bend to where you can see the
balcony that overlooks the entrance, where a guard is/was patrolling, depending
on whether or not you shot him or were spotted by him. Note that this balcony
intersects with another hall; you will need to go down this hall to get to
Schenker. For now, continue across the balcony to the next hall and go in the
door with the radiation symbol on it. Get the BRIEFCASE on the ground next to
the
desk.
Continue on down the hall, down the stairs, and kill the 2 soldiers there. Then
go out into this room and take a right. You should see a lab there. Go in and
get
the FOLDER on the long counter against the wall. There is also body armor on a
shelf in the hall in front of the lab. Now go back up the stairs to that hall
that i mentioned before; the one that connects to the balcony overlooking the
elevator. Sneak into the first office on the right and get the body armor by the
wall and the FOLDER on the bench. Wait for a guard to wander into this room and
shoot him (if the alarm hasn't already gone off).
Continue to the end of the hall. Go in the lab on the left and get the FOLDER on
the lab bench. Then go in the one on the right and get Schenker. You'll talk,
and
then be attacked by guards. Equip the AK and unload the clip at the door as they
enter. Then talk to Schenker again. The alarm will have gone off. Get back to
the
end of the hall. Expect an ambush; there will be more guards waiting for you.
If Schenker ever cowers from gunfire and you need him to move again, just 'use'
him again. When you get to the balcony, head left. Follow the hall around, go
down the stairs, and take the Gray door under the camera in that room at the
bottom of the stairs. End mission.
Unexpected Turbulence
Scene 1
Choose 'What about your wife?' and 'How is such a thing possible?'
Once the cut-scenes are finished, equip the Hampton (or whatever heavy weapon
you
chose) and go out the door, left. Go into the first cabin on the left and get
the
DOSSIER there. Go back out and take a right from Schenker's cabin this time. Go
through the next cabin and then into the bathroom in the next antechamber. Get
the LETTER and body armor there.
In the next cabin the door will burst open. Open the hatch in the floor and
continue forward. Open the next hatch and listen to a FUNNY CONVERSATION. Go
around the bathroom here and up the stair on your right. Then go into the
cockpit.
Scene 2
You are unarmed. Go into the conference room and get the FOLDER. Go down the
ladder real fast and get the gun. Shoot the guy and grab the BRIEFCASE in the
cabin to your right. Run back real fast and down the hatch. Go up and grab the
DOSSIER by the ruined door. Run back the other way, shoot the two guys to get
their ammo, and run into the next cabin. Grab the FOLDER on the table to the
right and dash down the hall.
At this point, the plane breaks apart and you are free-falling. No good, right?
Here is the trick to this level. Look down. You'll see a guy below you. Catch up
to him WITHOUT SHOOTING HIM. Once you get close enough, Cate will say something
like 'mind if I borrow that?'. Get even closer, and you'll automatically grab it
from him, ending the level. Of course, the problem is that there will be other
parachuters coming down after you. Shoot them if can; their accuracy is uncanny,
considering the circumstances.
Rendezvous in Hamburg
Scene 1
Talk to the woman in front of you and then note the FUNNY CONVERSATION. Sneak
along the wall and jump onto the dumpster. Go in through the window. There is
body armor here, but you will most likely not need it yet.
Go straight towards the couple at the table, then right. Find the woman and the
big guy at the table. FUNNY CONVERSATION. Keep following this hall until you
find
the women's bathroom. Go in and take the DOSSIER there. Turn back around and
head
back to the table with the couple that complimented your dress. Go through the
doorway on the woman's side. Go past the phones and up the spiral staircase.
Head
right and then to the door in the area with the stone walls. Go in and get the
LETTER on the desk.
Return back down the stairs and head back to that same couple. This time go
through the door near the man (you've been this way once before) and find the
guy
with the green shirt in the next room. Talk to him.
Now head back to the women's room.
Scene 2
Go out the door and turn left. Shoot the 2 guys that are trying to hit the
civilian. Head right and grab the perfume by the phones. Go into the store-
room,
down the stairs, and through the brown door. Kill the 4 or 5 guards, take a
picture of the book on the table and grab the DOSSIER on the barrels.
Go through the next door and watch out for the cart they knock down at you. Up
the stairs, and take the left door. Get the LETTER on the table. Go back, take
the door on the right, and kill all the guys in the kitchen. Get the folder in
the sink. Go into the next room, around the next corner, and into the stage
room.
Shoot the 3 guys, and then watch the cut scene.
Head out the double doors and down the stairs. Go into the bar room and get the
DOSSIER there. Back up to the stage room.
Go out the stage door into the next room, the storeroom. Get the body armor and
the BRIEFCASE.
Open a window and go out into the alley. Go past the dead agent and get the AMMO
BOX under the sniper. Head back the other way, and down the stairs. At the end
of
the alley you can hear a FUNNY CONVERSATION about beer.
Sneak around the corner and try to avoid the spotlight. Of course, you don't
really have a silent weapon, and there is no alarm to be raised, and you're just
trying to get away, so if you want to take the less subtle approach and blow
everyone away, go right ahead!
Head around, through the dock area (it's one-way) towards the HARM crates and
right. Get onto the barge; end mission.
A Tenuous Lead
Scene 1
Advance slowly towards the gate, and listen for the FUNNY CONVERSATION. Kill the
guard and go up to the gate. Pick the lock or shoot it off, and then dispatch
the
next guard. Make your way up the stairs to the office and get the LETTER on the
desk.
Go into the hall with the camera. The first office on the right has armor. The
second one on the right has a guard and a letter. The one on the left has
nothing
of note.
Leave the building and go into the alley by the green van under the camera
outside. Go around the corner to the left, and shoot the guy in the head. Wait
for his buddy to show up and shoot him, too.
Proceed down this alley towards the wheel affixed to the concrete structure
ahead
of you. 'Use' the wheel and get back from it. There will be a guard that runs up
to it. Ambush him.
Continue around the corner to the right. Head into the building entrance near
the
camera and grab the FOLDER on the cardboard boxes on your right. Head down
towards the locker room. Shoot the guy and his buddies around the corner.
You'll come to a set of steam blasts over a walkway. You're going to have to
time
it so you don't take any damage. Steam damage applies to health (red) rather
than
armor (blue), so it cannot be replenished in-mission.
At the end of the hall you go into a room with malfunctioning electrical
equipment. Go down the stairs. FUNNY CONVERSATION. Grab the NOTE on the wall by
the valve machinery and go further down the stairs. Shoot the two guys, grab the
NOTE on the wall next to the electrical box, pull the box handle, and grab the
LETTER on the ground by the boxes.
Go back up the stairs to the top and up the ladder where the electrical box was
shorting out. Open the hatch there, climb down, and turn the wheel here.
Head back down to the middle level and go through the blue double doors. Go
around the corner, past the steam, to the space under the pipe and get the STEAM
VALVE.
Now go downstairs and out through the double doors. Up the stairs and through
the
door you'll meet Goodman. End level.
Scene 2
Go in through the double doors by the guard. Go through the hall with the pipe
and the camera and get the LETTER on the boxes around the corner. Through the
double doors is an open area filled with pallets and crates. A guard patrols
here. Go up onto the boxes to the left and onto the roof. Then open the window.
From here, you can hear a FUNNY CONVERSATION and get the drop on the guards
there. Wait for one to head towards the door, and then shoot the other one.
The warehouse consists of a set of interconnecting large rooms filled with
crates. The second one you come to from the entrance has an explosive charge set
on a fuel barrel.
By this charge is a set of double doors. Go through them, and then take the
double doors to the immediate right. FUNNY CONVERSATION. There is a room with 2
guards and a set of lockers and a set of shelves. On one of the shelves is
armor.
Go up the metal stairs to find more armor.
Around the corner is an office. Grab the FOLDER on the desk. Go to the end of
the
office and left. Go to the room at the end of the hall and pick the lock; or
shoot it, if you want. Go in, and snipe the guy you see from here. From here you
should also see a pile of fuel barrels and a charge attached to them, down on
the
warehouse floor. Go back down the hall to the doorway that leads to the yellow
walkway and get down onto the floor. Activate that charge. That's 2. Turn around
and you should see more, right in front of you at the other side of the room.
That's 3.
Go around this corner and left, back into the locker room. Return to the yellow
walkway above the warehouse floor and leave via the open doorway on the platform
where the guard you sniped was standing. On your left will be more fuel barrels
with a charge on them. Activate it. That's all 4.
Jump across to the barge and go around the crates. You should be able to find an
ENVELOPE there.
Now you have to return to the beginning of the level. Unfortunately, the
warehouse is now filled with HARM goons in full purple regalia with AK's. Be
careful on your way back. When you get there, just click on the double doors
there.
Scene 3
Grab the LETTER on the crate to your left. Go up the stairs, open the door and
listen to the FUNNY CONVERSATION. Sneak around the corner to the office. Open
the
office door from cover and wait for the goon to inspect the shelf that is nearly
right under the camera. Then get him with a head shot. Get the FOLDER and the
ENVELOPE in this room.
Go back out into the hall and head left. Go through the door marked 'exit'.
Shoot
the guard and then go out into the courtyard. If you have the zipcord hookshot
belt thing you can get up onto the platform above and jump across to the window
on the right.
Go under the yellow walkway up to the gangplank and left, quickly and quietly to
avoid the 2 guards on the gangplank. If you actually sneak up the yellow stairs
up to the corner, you can hear a CONVERSATION, although it's not very FUNNY.
Doing so will cause one guard to leave.
Go into the courtyard on the left and around behind the boxes to the stairs. Go
down this hall, shoot the guard in the hall that intersects it, and continue to
the end and through the door.
Here you'll find a stairway leading up to a courtyard. Head in, shoot the guard,
and pick the lock on the door. Go in and up the ladder. Wait for the crane to
come by and jump onto it. Then ride it onto the boat. End level.
Scene 4
Go back to the guy you just knocked out and take his gun. He's behind you,
around
the corner. Find the patrolling guards around the corner and shoot them. It's
very hard to accurately describe this room as it's pretty uniform, so suffice to
say that there is a blue container in one corner that you should photograph, and
nearby it is an open doorway.
Go into this doorway and left. Before you go around the corner you will hear a
guard calling out for someone. Back up and ambush him. Then go around the corner
and straight ahead and listen to the FUNNY CONVERSATION. Shoot the 2 guys and
get
the armor and the LETTER on the floor here. Behind a pile of orange crates here
is a yellow container that you must photograph.
Sneak through the door on the other side of the room, into the open doorway and
then right. Listen to the FUNNY CONVERSATION. Then, seneak around to the left
until you find a walkway. Under the walkway is a red container that you must
photograph. Go up the ladder and hit the red button to lower the elevator. Get
on
it, then hit the red button there to raise it. Photograph the green container
there.
The problem with all of this is that the containers are in different places
sometimes, so this set of instructions might be innaccurate. While I've always
found the red one in the same place, I've seen the yellow and green and blue
ones
in different places. It doesn't really matter, though; you don't need to
photograph them all.
What matters is that you go into the open air duct near where the guys were
talking about Inge Wagner's bad music. That should be in this very room I
described. Go down the air duct and the last right will lead to a hatch that can
be opened. Climb down from here and weld the combo lock off.
Climb up the set of ladders, get the armor at the top, and go through the door.
Go around through one of the doors and take your first left, towards the guard.
There is a LETTER on the duct near him. Then turn around and go up the ladder.
Go
down the hall and up the next ladder. End level.
Scene 5
On the floor of this room is a cigarette lighter. If you don't see it, just
wander around for a minute until you find it. Weld off the lock and go right.
Watch the engine explode and then go through the door on the right. Go through
the door at the other side of this room, and then go left.
Dive into the hole near the steam jets. Get the LETTER, then resurface for more
air. Dive back down and follow the passage to the end. Go up into the room here
and get the gun, the AMMO BOX and the ENVELOPE. Swim back the way you came and
go
back down the corridor the way you haven't been.
Open the door and dive into the water. Swim over to the other section of the
walkway past the steam blast and pull the lever on the electric box there. Jump
up onto the beam and then the upper walkway. Head for the near (closed) door.
Jump down the hole with the spark. There is a pistol and a silencer for it in
this bedroom, if you didn't get the other one. Go through the door and shoot the
guard. Continue down the hall, and when you see the wobbling valve, shoot it.
The
water will rise. Swim to the top and up through the hole with the broken ladder.
Close the hatch behind you. Continue down this linear hall, into the bridge, and
down the hall past the radio room. Get the FOLDER on the table of the conference
room and return to the radio room. 'Use' it to end the level.
The Dive
Scene 1
Open the door. Wait for the guy to investigate his buddy and then shoot him,
too.
Go down the hall and to the right, through the double doors. There should be 4
or
5 guards on the way. Now you're on a balcony around a field with an Oktoberfest
sign over it. Either go down into the field and shoot off the lock to go into
the
storeroom, or go around the balcony to the other side, past the 2 guards, back
into the inn.
Both paths lead to a carpeted hall. Carefully turn the corner and shoot the guy
in the balcony above you. Then turn around and walk backwards and shoot the guy
in the balcony directly above you.
Take the left and go into the room, shooting the guy here. Get the LETTER on the
mantle and armor by the bed. Continue back down the hall you were headed and
note
room 207; there will soon be 2 guys coming out of here.
Go forward, shoot the 2 guys here, and head for the fireplace. There is a LETTER
hidden behind a chair by the fire. Go into the room at the end of the hall (203)
and get the microfilm in the wood storage area next to the fireplace. There may
be armor in here.
Return to room 207, shoot the 2 guys, and go in once the maid comes out. Open a
window and go out on the ledge. Watch out for the sniper on the other side. Move
left across the ledge quickly; it will collapse. Go past the fire escape, and
look to your right and up. There is a sniper there, and above him is a hook that
you need to use the belt hookshot on. End level.
Scene 2
Go around the corner, left, and out the window. Looking up, you'll notice a
guard. Shoot him. Once you go out the window there will be one on the right on
the roof, and one on the roof above you, to the right. Head right and to the
window there. Open it.
There are 2 guards and armor in this attic. Go up a ladder at the end to find
another guard. Open the hatch to the air ducts and go in. Go down until you hear
a guy say 'she's in the air duct' and then back up. They are going to fill the
duct full of lead, so wait until they are reloading and time it so you don't get
shot.
At the end of the duct is another hatch. Get down onto the gutter on your right
and watch out for the 2 gunmen, both above you on the right, one near and one
far. Go along the gutter and jump onto the trellis or shack. Then go down off
the
back of the shack so you don't die from falling.
Go into the shack and get the NOTE tacked to the wall. Then go to the ivy
trellises across from the shack and climb up the right-hand one. Head along the
gutter up to the water tower, and then over to the gutter behind the tower,
above
the way you came in. Go in the first window on the left, past the 2 guards, and
out the window on the other side.
Go left onto the gutters, and into the hatch on the far end. The duct will
break,
and you will fall into a vat of beer. Get the ENVELOPE on the stove. Leave the
kitchen, and head to the ELEVATOR. Get the armor and the FOLDER by the chairs on
the right. Then head left.
Sneak down this hall towards the open area. Note the balcony above. There will
be
about 4 or 5 guys up here, so be ready for them. Once they are disposed of, that
drunk guy in the green jacket will come through the double doors at the end of
the hall on the right.
Head through the doorway and out the exit on the left. End level.
Scene 3
Head up towards the hole in the wreckage. Go up through the sparking hole and
open the door. Continue down the corridor until you see a door on the right.
Open
it, go in, and get the shipping manifest. Then take your next right, and watch
out for the passage to collapse on you.
The next room is a large cargo hold. There are no less than 3 sharks in here.
It's hard to hit them, but it is a good idea to try; if they hit you at all,
it's
insta-death. The speargun fires slow, so time your shots well or wait until it
heads right for you. Note that you can (and should) retrieve any spent spears;
they do not disappear like regular ammo. This also goes for the crossbow, when
you get it.
There is a letter in one of the alcoves by a forklift. There is also a set of
BLUEPRINTS in one of the open cargo containers. Head for the open air duct at
the
far end of the cargo hold. Go down this passage until it leads to a supply room.
Get the TAPE on the shelf of the supply room and open the door in the next room.
Go right, down the hall, and through the blasted hole at the end of the hall. Go
up through the sparking hole.
In the antechamber above, open the closed door and go left down the hall. Watch
out for a piece of the wall to explode. Take the first left, which leads to the
kitchen. The ANTITOXIN is on the table and will allow you to avoid all damage
from poison if you have it on you.
Go back to the hall and take the next right. By a set of stairs here is a
BRIEFCASE. Now, to the end of the hall, and right. Open the door and head in to
the captain's quarters. Get the log over the bed and the LETTER in the open
drawer.
Now you must go back to the beginning of the level. There are 2 problems,
however. One is that the ship will be filled with HARM divers. The next is that
a
passage will close off, forcing you to find another way out.
When you get back to the door in front of the supply room, the door next to it
will be open. Go this way, instead. You end up in a large crate storage room
with
walkways. Note that there is armor in the far right corner of this room.
Skip the first door on the left, and go off the walkway, to the lower, second
door on the left. You'll go down a set of stairs and down a long hallway. When
you see an open air duct above you, go up. Follow the air duct down and then go
out onto the open walkway. Go up to the locked door and then look left and up.
There is a large hole that you can swim through. Go in here and swim up. End
level.
A Man of Influence
Scene 1
If you cannot sneak, this level will be very hard for you, especially if you
want
to get all of the items. You must sneak and are not allowed to kill anyone.
Get the ENVELOPE on the table. Sneak up to the doorway and listen to the FUNNY
CONVERSATION. Head left and listen to the FUNNY CONVERSATION. Then turn around
and dash right, past the camera and into the office on the right. There should
be
2 scientists looking at an overhead projector. If you are feeling lucky, jump up
onto the table and sneak forward to get the FOLDER on the table there.
Otherwise,
just go back out into the hall and into the office at the end of the hall.
Run in and shut the door. Listen to the FUNNY CONVERSATION. This is the Baron's
office. You'll return here in a few moments. Wait until the conversation is over
and the manager leaves the area.
Quickly dash around the corner to the open office in the right. If you feel
lucky, dash back out the way you came and open the office door right ahead of
you, sort of on the left side. Inside is an ENVELOPE.
In any case, open the door next to the open office and go in. Take the ENVELOPE
on the table. Return to the open office and set the trash on fire with your
lighter and run as fast as you can into the office that you were just in. A
security guy should come out from across the hall and run into that office to
put
out the fire. This will give you the opportunity to run into the room he was
just
in, the security office, and pull the lever there. This shuts off security.
Now you can make your way back to the Baron's office at your leisure. You can,
of
course, head down to the next door on the hall, which is under construction, and
grab the blueprints in there, but there's a guard in there that you need to
avoid.
Once you have returned to the Baron's office, close the door and 'use' the pen
holder on the desk. The bookshelf lowers and you can go into the next room. Pull
the lever and go up the stairs. Use the porthole door and go up the stairs and
around the corner, onto the roof. Go into the alcove on the left and listen to
the FUNNY CONVERSATION. Then wait for the guard to pass the alcove and turn
around. Then dash out after him and to the left. Go along the left wall and
you'll see a lever attached to an electrical box. Pull it and jump down into the
office.
You'll see a radio-control device with an antenna on a small table nearby. Hit
it
and grab the MICROFILM on the table next to it. Then head for the wood-and-glass
door. 'Use' the gray control box next to the door and go down the hall through
the wood double doors, and then back down the stairs. Close everything you
opened, and head back to Goodman. End level.
Scene 2
Go around the back of the office and wait for Goodman to draw one of the guards
out. Then, shoot the other one through the glass, go in, and pull the lever,
opening the gate. Send the mechanical dog to distract the one in front of the
gate, and grab the LETTER in front of the kennel.
Go through the opened gates and through the door on the left. Listen to the
FUNNY
CONVERSATION there. Go through the next door in this room and up the ramp. At
the
top of the ramp is an open road with two guards. You must get them both before
they sound the alarm. Go for the one on the far right first, as the one on the
near right is not facing you.
Go into the wood door on the left, at the left end of this road section. Sneak
into the steaming room and listen to the FUNNY CONVERSATION. Sneak back and wait
for the guy to leave for his office. Shoot him in the head as he leaves. Then
get
his buddy with the AK between the machinery and the flaming machinery.
Head down the ramp and past the room with the camera. Turn the corner and go up
the ladder. Wait for the guard to go into the other room, and then go after him
and kill him, out of sight of the camera. Go into his office and photograph
LEDGER #1.
Return to the room with the flaming machinery.
Go in the gray door with the window, on your left. It's locked with a padlock,
so
you'll have to pick it; shooting it off will make noise, which will alert the
guards and cause them to raise the alarm, and you will fail the mission.
Go up the stairs, and shoot the guy on the right in the head. Climb the ladder
and head left to hear a FUNNY CONVERSATION. Wait for one of the guys to leave
and
then the other guy will come through the door you're looking at. Presumably,
you'll shoot him in the head real fast, and he won't make much noise. Then, find
the other guy and shoot him. Get the LETTER on the floor near him, and
photograph
LEDGER #2 on the table there. Go through the gray door and down the stairs.
Head right along the tracks and then left to the locked door. Pick it. Go in,
open the door on the right, and jump up on the crates by going to the smaller
ones in the back. Get to the ledge over the glass window and crouch into the air
duct to get the BANDAGES. They will protect you from dum-dum damage. Open the
hatch on the floor and fall down. Use the door on the left this time, and you'll
find yourself on the other end of the road section from where you started.
Go through the garage door into the room with the trains going through and jump
across an open flatbed to the other side. Open the door to the far left and wait
for the guard to come by. When he does, shoot him in the head.
Go into the courtyard, turn left, and go in the wood door at the top of the
short
stairway. Get the ENVELOPE on the table here. Listen to the FUNNY CONVERSATION
by
the doorway.
This next room is a trick; the guards are on the other side of a long fence,
which you must get around if you intend to kill them. However, you do have a
minimal amount of cover in the form of some large fuel containers. What you can
do is wait at the doorway you are with the hampton on zoom and after a few
moments one of the guards will come around to your side of the fence You can get
him, and then sneak up on the other one by going around the fence when he isn't
looking.
Climb up the ladder on the other side of the fence and head along the walkway.
You'll come to a hall with a red door on it. Wait for the guard to come near you
and wax him. Then go into the room with the red door. There should be armor
behind the door. Go further down the hall and you'll note a door that must be
opened with a codebreaker. Go into the office behind the glass and photograph
the
LEDGER #3 there. There should be armor in his office, and/or in the office with
the camera.
Return to the last open outdoor area with the 2 cameras and head for the large
gate in between the cameras. It should be open now, and the level should end.
Scene 3
Go into the compound and open the car door. Get the LETTER in the front seat.
Open up the trunk and get the BRIEFCASE. Go back to the entrance, and go to the
left side of the mansion, to the trash. Open up the lid and get the ENVELOPE
there. Now go up to the door and ring the doorbell. Tell the butler you are from
the magazine, and tell him you want to interview him for the 'perfect lives
series'.
Ask whatever questions you want; you'll get the important information
automatically at the end.
Safecracker
Scene 1
Before you start, I highly recommend not taking the crossbow and submachine gun,
and choosing the silenced pistol and hampton carbine instead. The default
choices
give you the crossbow, which is pretty useful sometimes, but has limited ammo
and
the only ammo you'll get is the bolts you pull out of your victims once they
die.
I also recommend taking the barrette if you can.
You start in a construction yard. Work your way up to the stacked plywood.
Listen
for a FUNNY CONVERSATION. One of the guards will come around the fence toward
you
and you should wax him.
Make your way up to the construction trailer and go in. Get the BLUEPRINT and
armor inside and head for the main tower. Go up the ladder on the scaffolding
and
around the corner. Get the LETTER on the end of the platform by the lunchbox and
climb down.
Once down the ladder, go behind the crates under the platform and get the LETTER
there. Then go the other way, around the piles of crates into the next
room. 'Use' the forklift and go into the garage door it opens. FUNNY
CONVERSATION
here. Head around the corner, and then follow the guy heading over to the table.
Shoot him and take his Hampton SMG.
Go back to where you just were and go right, to the door the other guy just went
through. Go down the stairs and shoot him. At the bottom you'll find some green
HARM crates and armor behind them.
Open the gray door here and shoot the guy sweeping the floor. Head toward the
machinery and then left to hear another FUNNY CONVERSATION. Go around the corner
and shoot them. Head left into the office and get the ENVELOPE on the desk. Then
head around right, towards the electrical machinery.
Kill the 2 or 3 guards here, jump up onto the green crates, and over into the
electrical area. Hit the red button to activate the elevator and then go behind
the machinery to get the MICROFILM. You can use the elevator behind the corner
to
go back to where you started by jumping up some crates. Go around the front of
the building, pick or shoot off the lock on the gate, and use the yellow
elevator
here. If you prefer, you can instead use the crates to jump over the fence if
you
can't pick the lock and don't want to make a scene.
Scene 2
Welcome to your first boss fight! You must find the red button in one of the
corners of this level, hit it, and then put the shorting-out radio between you
and Inge. She will charge towards you and electricute herself. She is
bulletproof, and the goons are infinite, so don't even try to shoot them all.
They keep popping out of holes on the ceiling. You will need to electricute Inge
several times. When you are done, head for the yellow elevator under the Inge
sign.
Scene 3
Get the note on the right side of the pillar in front of you, and take cover
behind it, as there are guards to your left across a large pit. If you feel
lucky, you can snipe them from here. When done, head across the steel beams into
the next room.
Advance forward and into the next antechamber. Listen to the FUNNY CONVERSATION.
Advance in and waste both guys. Go toward the fence and get the LETTER by the
lunchbox and the armor on the plywood to your left. Continue on and listen to
the
FUNNY CONVERSATION between the 2 guys in the pit below you. Shoot them both and
go up the stairs on your left. Get to the top and watch for guards. Snipe them
if
you can. There is a FOLDER you can get up here.
Go back down the stairs and onto the half-finished wall in the pit. Go into the
alley behind this pit and to the right. There is a locked door here that you can
shoot off or pick. I recommend picking it as there are guards within earshot and
they will raise their 'alarm' state if they hear the gunshot.
Open the garage door and get the BLUEPRINT on the table. Then, back up to the
doorway and look up. Shoot your hook shot at the hook there and get ready for a
gunfight. NOTE: you have to swing forward once you get up there. Get the armor
and the LETTER on the scaffold to the right and go out onto the balcony.
Go into the doorway of the unfinished stairway and along the ledge to the
planks.
Look up. Shoot your hook shot at the hook there and go up. Go out onto the
balcony and jump up the boxes.
Go out onto the steel beam here and then onto the corrugated rooftop. Fall on to
a beam on the right and cross over to what looks like another stairwell that is
lit with yellow/orange lights. Inside is an elevator you can use. Go out into
the
courtyard and up the ladder into the crane. Watch out for the 1 or 2 guards, if
you didn't snipe them from above. End level.
Scene 4
Sneak into the building real fast; there are HARM guards patrolling the rooftop.
Kill the guard away from the camera, and go up to the blue double doors. Listen
to the FUNNY CONVERSATION. When they are done sneak up on the one guy, and also
get the MICROFILM next to one of the lockers on the left side. Follow the otehr
guy and get him, too. Inside the shed he heads to is a set of armor.
Climb down the ladder here between the central building and the shack here, and
you'll find yourself on an airfield of sorts. Shoot the red barrels to cause
that
signal Goodman wants.
Go in the double doors under the camera and through the door on the left. Kill
the 2 guys and get the FOLDER. Then get in the door with the window washer and
hit the big red button. Then go back to the double doors and head right this
time. Go through the single door and note the armor in there. In the next room
is
a guard to shoot. Go back towards the elevator and then through the double doors
on your right, up the stairs. Get the LETTER floating in the pool, and then head
back to the helipad/airfield thing.
Jump up the blue crates to the air duct and go in the hatch. At the end, shoot
out the flaps. Go out on top of the duct and then on top of the blue machine and
shoot out those flaps. Go in and up the ladder (careful; you don't automatically
grip it and may fall).
Open the hatch at the end of the duct and shoot the guard on your left. Go
around
the other side of the elevator and open the white hatch there. Then hit the red
button. The elevator door is now open. Jump to the ladder in the elevator shaft,
and move down. The elevator will move up to meet you. Open up the hatch on top
of
the elevator and climb down.
Cross the black metal bridge to the other tower and hit the red button to move
the window washer over. Then get into the rig and hit that button to end the
level. Don't forget to get the BRIEFCASE by the bench behind the second tower.
Scene 5
You must recover 8 intelligence items. Because they are randomized each time, I
can only tell you about the ones I have found; you may have better or worse luck
than me.
You start in an office. It is very important not to be seen by a camera. Get the
body armor in the closet if you need it and proceed to the hall. Cross the hall
to the office across the hall on the left. Go in and get the ENVELOPE under the
desk by the chair. Watch for guards, and try and shoot them when they are not
near a camera.
Sneak out into the hall, an hear the FUNNY CONVERSATION about spy shows. Proceed
around the corner and cross to the tiled office. When the camera is not looking,
run down the next hall to the office with what looks like copy machines (not
sure
about this 60's tech). Then dash down the hall to the sitting room between the
next 2 cameras. There is a FOLDER you can get here.
Head to the large, double-door office next. Go in one door and out the other.
You
should see a FOLDER under a bench near the second door into this large office.
Once you have the folder, return to the large office and go into the open
doorway
behind the sheet-covered desk. Go through this small area, down the ladder, and
into the next office. Grab the BRIEFCASE on your left on a table and open the
door nearest the briefcase table. There also might be a letter under one of the
desks; check just in case. Listen for a FUNNY CONVERSATION. Wait for a guard to
pass by the door, and shoot him before you continue.
Go right to the gray door and make sure not to alert the guard leaning up
against
the other door; it'll only cause an alarm. Instead, cross to the double doors
under the camera and go through them. Go left into the ladies' restroom and get
the DOSSIER in one of the stalls. Also try the men's room. The items on this
level tend to be randomized, so if it's not where I say it is, keep looking
elsewhere.
Continue down the hall to an office on the right and duck in before the guy in
the security office sees you. Get the MICROFILM on the shelf in here. Sneak
around quickly to the door of the security room and shoot the guy inside. Note
the gray keypad on the wall. You must eventually come back here and use the
codebreaker on it to open the elevator door. Note that if you don't have the
codebreaker, it is in a different place every time you play, so don't expect me
to tell you where it is.
Head down to the breakroom and shoot the guy there. Then head into the
auditorium
via the gray door and get the letter by the podium. There also might be one
among
the seats.
Head back to the security room and toward the elevator, which is in view of the
window from there. Go over to the elevator, and out of sight of the camera.
There
may be a LETTER beside the copy machine in the alcove in front of the elevator.
If you haven't gotten your 8 items, keep looking is all I can say. Since they
are
randomized, it's hard to say where they are. When you are done, go back to the
security room and use the codebreaker on the keypad there. This opens the
elevator door, which you can use to end the level. Make sure you get the
codebreaker back before you go in the elevator!
Scene 6
Shoot the guard on the walkway above you. Move under the walkway and listen for
a
FUNNY CONVERSATION. Snipe the guy when he moves to the far hallway, and wait for
his compatriot to check him out, and then snipe him, too. Go under the stairs to
the left and into the men's room, and shoot the guy there.
Shoot the guy patrolling the walkway above the men's room and then go to the far
hall. Shoot the guy patrolling the walkway above the camera in this hall, and
then go past the office watched by the camera. The next is a trick. Sneak past
this camera and into the office with the gray door. Close the door and listen to
the FUNNY CONVERSATION. Next part is tricky; try to shoot the guy here so he
won't raise an alarm, but make sure he's alone and the guy on the walkway isn't
around.
If you get in a firefight, you can then go upstairs and get 3 intelligence items
on the walkway above. This is assuming you didn't set off any alarms, of course.
Anyway, go into the office nearby and get the MICROFILM in the second office
behind it. There might be a LETTER or a BRIEFCASE in the front room.
Continue down the hall until you find a gray door on the left you can open. In
here are 3 guards, an AMMO BOX, a codebreaker (if you need one), and the lever
to
disable the security cameras. It's probably worth the firefight that will ensue.
At the end of the hall is a breakroom that is attached to a large open office.
There should be body armor and a DOSSIER (or an item of some kind) in here. I
also found a FOLDER on one of the desks.
Go up to the top level and in the door on the left. Go around to the central
room
and shoot the guard there and get the body armor. Then continue around and open
the last door on the left. This is the Baron's office. Go into the attached
sitting room and 'use' the crooked painting. Use the code- breaker on the keypad
behind it.
Switch to infra-red sunglasses. You will have to go through a set of
increasingly
difficult rooms filled with laser beams. Do not touch the beams. The last room
seems impossible, but is in fact, not. Open up the grate on the floor between
the
3rd and 4th rooms and climb down under the room. Crawl under the room, go up the
grate, and get the LETTER. Then, take a picture of the book there. End level.
Rescue Attempt
Scene 1
Something you must be careful of is to avoid the conductor until you've got a
ticket. If you see him coming, duck into an alcove or something, or a bathroom.
Open the first door and shoot the 2 guys. Head through that door and forward
among the cars. On the next car, in the second store-room you can find a FOLDER
on the shelf there.
Head to the next car, go into the conductor's office, and get the passenger
list.
Turn back around and head back to the galley car, and then further back from
there. FUNNY CONVERSATION. Watch out for the conductor. This is the dining car.
Head back to the next one, and look for a LETTER underneath a seat to the left.
Keep heading back until you see 2 goons having a FUNNY CONVERSATION. Duck into
the second cabin in this hall and get the BRIEFCASE and the TICKET.
Go back 2 cars and into the first cabin. An agent will tell you about the
assistant engineer. Now turn around and head all the way back to the front of
the
train, past the conductor's office. His room is the front-most on the train.
Once you've got him, head all the way to the back of the train. The train will
be
filled with goons this time, so be on your guard. On one of the last baggage
cars
you'll find a TAPE on one of the shelves on your right. Get back to the caboose,
jump on, and turn the wheel. End level.
Scene 2
You're going to be heading straight for a bunch of guys with machineguns. Shoot
them fast. Get off the caboose and head on down the boarded passage once you've
shot off the boards. Grab the note on the wall before you go.
At the end of the tunnel is a large open area crossed by a large walkway. Over
on
the blue crates to the left is a LETTER if you want it. Then head under the
walkway on the right and up the hill. Try to avoid trouble.
Head for the hole under the foundation of the large warehouse on the right side.
Sneak in and listen to the FUNNY CONVERSATION. Follow the one-way twisting
passages to the ramp at the end.
You should now be in a supply room with armor in it. There is MICROFILM on one
of
the shelves. Sneak out the door, forward, and then left. Get the guy lounging
here and listen to the FUNNY CONVERSATION.
Head around the corner and immediately take a right into the walls of plywood.
Take the first right and go to the end of the tunnel. Listen to the FUNNY
CONVERSATION here. Then jump on top of the stacks of plywood and snipe the 2
guys.
Note in front of you there is a motorcycle. The next part will be either very
fast and fun, or very slow and frustrating, depending on whether or not you are
good at riding the bike. Regardless, you'll probably take a lot of damage
because
the enemies are quite accurate, even if you are going really fast and weaving.
Ride the bike until you come to a checkpoint. You'd think that at top speed, you
could ram through the gate and make a daring escape, right? Wrong. You are
stopped dead by the gate and have to open it. So stop some distance from the
gate, shoot the guards, and then ride the bike up to the gate. Open it and
continue on. Get the DOSSIER and the armor inside before you go.
Follow the road to its termination. You will be attacked by a helicopter. Hit it
with AK rounds and try and hit the rotor and any gunmen it has. Then proceed up
the watchtower nearby. Get the armor, AMMO BOX, codebreaker, and the grenade
launcher that the one guy has. Then hit the red button.
Go down the ladder and do the white rock across the road from the tower. A panel
should have opened up, allowing you to use the codebreaker on the keypad there.
Get the codebreaker and proceed into the now-opened passage in the rock at the
end of the road. End level.
Scene 3
You start at the top of a walkway. Make your way down and try not to make too
much noise. At the bottom of the walkway go into the office, get the MICROFILM
and the armor, and hit the panel there to open the large steel door.
Head down the passage behind the door. Go into the first lab on the right.
Inside
is the lighter, on a desk there. Go through the door on the other side and
listen
to the FUNNY CONVERSATION about crates. Then go back the way you came; fighting
in the next room practically guarantees setting the alarm off.
Continue down the hall you were in and open the door. Go down the ramp on the
right, through the archway on the right, and then through the doorway in this
hall on the right. You'll come to a fenced door locked with a combo lock. Good
thing you got that lighter upstairs, eh? Open the door with the lighter.
Kill the guard in the next room, get the SECURITY PASS on the table, and disable
the security system using the red glowing button on the console. Now you can run
around and murder to your heart's content without the alarm going off, if that's
your thing.
Return to the initial hallway with the lab on it. Go through the door at the end
of the hall and go up to the elevator on the left. 'Use' the security pass on
the
console there to open the door, and don't forget to take it again. Go down the
elevator.
Go left and down the stairs. Open up the locked door and get the AMMO BOX and
the
BLUEPRINT. Go back up the stairs and to the right. While on the stairs, watch
out
for the guys on the walkway above; there are 4 of them. Listen for a FUNNY
CONVERSATION.
Go through the locker room and kitchen and down the hall. Listen for the next
FUNNY CONVERSATION. Unfortunately, unless you interrupt this one, an explosion
will go off and an alarm will go off, so shoot one of the guys.
Go to the end of the hall and through the door on the left. Continue along to
the
end of the hall and then all the way around. There's a pretty FUNNY CONVERSATION
down one of the long halls here. Near the desk where the guy was talking about
the Edsel there are a set of bathrooms. In the women's bathroom are the FUZZY
SLIPPERS which allow you to sneak better.
Find the grate-protected elevator along the long hallway and go down it. Listen
for a FUNNY CONVERSATION. Go down the one-way passage through the door and head
left when it splits. Open the door with the lockpick and head in. Schenker is
there. If you don't have a codebreaker, get the one on the desk here.
Head down the right passage (the one you haven't been down) and unlock the
double
doors with the codebreaker. Head down the hall to the electric lab. Wait for the
lightning to strike the plate in front of you, and then move to the gap between
it and the next one. Schenker cannot be hurt by the lightning (it'd be too hard
if he could) so don't worry about him. There'll be a gunman up on your left
about
halfway through.
Head up the stairs at the end of the lightning plates and open the door with the
codebreaker. Go up the stairs and through the doors as Schenker suggests. Then
go
up the ramp and up more stairs to the exit.
Trouble in the Tropics
Scene 1
Before you begin this level, please note that the only 'silenced' weapon you are
given by default is the speargun. Consider replacing a machinegun with the
silenced pistol and the SVD with the Hampton Carbine. You do need at least one
sniper rifle on this level, however, because there will be snipers you must face
in the second scene.
Ambush the guard nearest you and then take out the other one. Make your way over
to the double doors on the other side of the bridge, under the camera. Listen
for
a FUNNY CONVERSATION, but consider killing both guys before they walk off; once
they get around the corner, they'll be in view of a camera and nearer to a bunch
of other guards, and it'll make it much harder to deal with them.
Go into the office around the corner, and get the armor and codebreaker if you
need it; otherwise, just use it as cover against the camera there. Through some
bizarre occurence, neither the camera nor the guards can see you behind the
glass
of this office; at least while crouched, anyway. So if the guards come by and
then walk down the hall through the double doors or check out the bodies, feel
free to shoot them, as long as the camera won't see them.
Go through the double doors across from the window and down the hall. Take your
first right and then right again through the double doors. Inside this supply
room is an AMMO BOX. You might also find armor and a LETTER on one of the
shelves.
Leave the room and go up the stairs, right, right, and then left through the
single door. Inside is the scope for the crossbow, if you happen to have one. I
never take one if i can help it.
Use the codebreaker on the double doors here and go through them, down the
stairs. Behind some supply boxes here is another AMMO BOX with poison crossbow
bolts.
Leave this room full of crates and head back towards the initial hallway across
from the security office. At the end of this hall is a room with a set of stairs
and a keypad-locked room. Open this door and go in.
Shoot the radio and grab the FOLDER on the floor by the cabinet.
Head back to the security office and go in through the other set of double doors
there. Beware of the second camera and the guard there. On a pile of crates next
to a thermos in the middle of this large store-room is an ENVELOPE.
Go through the double doors at the other end of this room. Switch to an
automatic
weapon and hit the elevator button and jump on. You'll meet another elevator
about halfway and have to shoot its occupants. Stealth is not an issue.
Jump across to the central beam and climb up the ladder. You'll reach another
level with a set of double doors. Head out of the doors and left, and into the
small door there. Go left and then up the stairs. Shoot the guy through the
glass
window across the walkway, wait for his buddy to investigate, and then shoot
him,
too. There is armor and a BLUEPRINT in the glass office. There is also a
codebreaker on the shelf here if you need one. Use it on the double doors near
the office. Go around the corner to the elevator. End level.
Scene 2
Wait for the guard to come by and ambush him. Use your sniper rifle to take out
the guy on the tower ahead of you before he does too much damage to you. Those
SVD's are vicious.
Go down the jungle path to the right. You'll find 2 guards engaged in a FUNNY
CONVERSATION. Get them and also snipe the guy in the guard tower ahead of you.
Be
careful as they have grenades. Also try and get the LETTER that may be on the
left-most path next to the lunchbox.
Continue along the road until you find a tower next to a gate. Deal with the
guards there and head into the split in the rocks on the right side of the road,
back a bit from the gate.
Go through the small bog and find an ENVELOPE on the end of one of the planks.
Keep going, across a stone bridge, and wait for a FUNNY CONVERSATION a little up
the path. A couple guards will come down the path towards you while talking so
back up.
Dispose of them and proceed up to a wod bridge. Kill the guards on the other
side
and cross carfully; the bridge is flimsy and prone to breaking in parts. If you
hear the wood start to break, jump. You'll soon find yourself at the road again.
Shoot the guy on the right and head right a smidge to hear a FUNNY CONVERSATION.
Head left up the road, away from the gate. The road ends at an ancient temple of
some sort. Watch for guards on both the left and right sides, and see if there
is
a BRIEFCASE on the bench near the central door. Then go up the right-hand ramp
into the room there. Prepare for a firefight.
Go into the bedroom on the left and get the LETTER by the beds. Then head out
the
left exit down the broken steps to the stream. The stream ends in a lake with a
watchtower in the middle.
Locate the large metal pipe on the left cliff face. Use the belt hook shot on
the
hook at the top of the pipe. End level.
Scene 3
Go to the end of the pipe and weld off the lock on the grate. Climb down the
ladders. Before you fall into the water, SAVE IT! The next section is timed.
As soon as you jump down into the water, a FUNNY CONVERSATION will begin. Do not
stop to listen to it! run into either side of the pipe and find the pipe section
that goes downward. You'll end up in a pool under a rocket that is about to go
off! Grab the LETTER in the water and run out of the pool, up the ladders to the
beams secured by locks. You must weld off all 8 locks and then dive into the
water before the time limit is up or you will die. Good luck.
When you have done this (it may take many tries), go back up to the platform
that
rings the area, right below the support beams, and jump into the window that was
just recently blown up. Go out into the hall and down the stairs. You'll see
about 10 guys come down the hall towards you. Waste 'em and head down that hall.
It ends in a breakroom. Get the FOLDER on the table and keep going. Go left and
up a set of stairs, through an empty supply room to a guard office. There is
armor there and a codebreaker if you need it. Use it to open the door
downstairs.
Proceed up the stairs. End level.
Scene 4
In this level you cannot let the alarm go off. If you do, it's game over.
Make your way forward and into the alcove to the right. Continue this way,
ambush
the scientist, and take him out, too. He'll sound the alarm if you don't. Head
for the archway on the right and wait for the FUNNY CONVERSATION. Once it's
through, back up and ambush the guard that's headed your way.
Once he's out of the way, head down towards the green walls and left around the
corner. Go through the doorway into the room with the machinery. Watch for
guards. Head up the stairs through the gray door here and listen for a FUNNY
CONVERSATION. This one is actually important to listen to. When it's done, head
back down the stairs and wait for the scientist to come down the stairs. You can
ambush him there without fear of being seen. Go up and wait for the scientist to
get near the green crates where you can shoot him. Then you still have to deal
with the guy in the courtyard and the guy on the walkway up above.
Once you've done this, head up the ladder, into the office and use the radio. Go
up the small set of stairs at the bottom of the ladder. Go around the corridors.
Listen to a FUNNY CONVERSATION near the control room. One of the scientists will
come down the hall towards you. Ambush him, and then head to the control room.
Beware of the scientist and the 2 guards inside.
Then head down the hall to the room with the astronaut and wax him. Get any
items
you want to get before you do so, because once you kill him the level ends.
For the curious, there are other ways to get to the radio, but this is the most
direct and least tedious way to do it.
Low Earth Orbit
Scene 1
Don't worry about alerting anyone; you won't see any guards until you get your
first weapon. Get used to the modified vision of the suit. Use the door latch on
the right side and go up the tunnel. Listen for the FUNNY CONVERSATION. Then
proceed down the ramp.
Head down the passage through the next door to Goldenrod Sector. Keep heading
left until you find the pink space lounge. Go in and listen to the FUNNY
CONVERSATION. Get the SECURITY PASS on the bar. Find a BRIEFCASE next to one of
the couches in here.
Keep going left until you find an elevator on the outside of the circle. Note a
FOLDER by the phones here. Go up the elevators and you'll find yourself in
research. Go left until you see a large door on the outside of the circle. Go
into the left lab and get the codebreaker and MICROFILM on the tables.
Now go in the central door and get the laser gun. You will be attacked from
behind by guards. Shoot them. Note that lasers ignore armor; including yours.
Leave the lab and head left until you find a door protected by a guard and a
force field. 'Use' the console and your security pass will unlock the door.
You are now in Zero-G. Head up the shaft. Exit via the double doors at the top.
You should now be in Raspberry. Go up the central elevator around the corner and
down the ramp between the consoles. Go to the left room first. Use the
codebreaker on the keypad on the left wall. Now go to the one on the right and
do
the same thing.
Go back down to Section Goldenrod. Note that the alarm has gone off. Guards will
pop up everywhere. Note the LETTER floating around in the top of the Zero-G
shaft. Head back and fight all the guards on the way. There is a particularly
vicious fight at the elevator on Goldenrod.
Head left and find the doorway heading into the center of the circle. Then head
left and towards the storage supply room. Listen for the FUNNY CONVERSATION.
Well, that was funny. Head back for the elevator on the right that you just
passed.
This elevator goes to Hydroponics, Chartreuse Sector. Head left and ignore the
stairs. Go into the lab and through the open doorway on the left. Turning right,
you'll see a hall and a sign marked 'Umbilicus to the Top Secret Labs'. This is
where you want to go. Follow the arrow. Head across the bridge above the grassy
area and shoot the guy on the other side. Open the door. Follow the sequence of
doors until you end up in a large open corridor. Look...meteors! Run for all
your
worth. It doesn't have a time limit, but you've got about 20 seconds to get to
the other side before a meteor strikes the tube and kills you. RUN! End level.
Scene 2
Proceed through the door and down the ramp to the right. Go down the elevators
past the escape pods. Run around the lab and down the ramp in back and get the
antidote. Then head for the elevator.
Well CRAP! It broke. Jump up the support beams on the side, up until you get to
the escape pods. Some will break, so be careful. When you get to the top, the
level ends.
Alpine Intrigue
Scene 1
Head left around the corner and down the ramp. Shoot the guy and then follow the
street around the corner until you see the VW bus. Shoot the guy there and then
shoot his buddy.
Go over to the van and then right, into the room with the crates. Turn the
corner
and find a LETTER by the barrel on your left. Go down into the next courtyard,
shoot the 2 guys, and go left into the hotel. Get the BRIEFCASE by the couch in
here. Leave and head for the large open door on your left. Go down the ramp into
the next courtyard.
Shoot the guy on the right and head over to him. Listen to the FUNNY
CONVERSATION
and then go into the hotel behind the wall. Go up the stairs behind the desk and
get the SVD scope on the shelf there. Continue out onto the balcony and take a
right through the building. Go out through the window and into the alley. Find
the LETTER behind the trash can.
Return to the street in front of the hotel and go left behind the Oktoberfest
sign. Go right, into the building here and then around to the street again.
Listen to the FUNNY CONVERSATION. Then shoot the 2 guys. Go into the courtyard
behind the phone booth and into the double doors to the left. End Level.
Scene 2
Go into the building around the corner to the right and then left into the room
to get the Hampton SMG silencer, and listen in the corner to the FUNNY
CONVERSATION about spies and operatives. Wait for one of the guys to come into
the building and ambush him. He ought to have a hampton, so now you can have a
silenced SMG.
Go into the next door and to the kitchen beyond that. The next room over is full
of bunks and features an open window. Go out it, avoiding the camera, and
straight along the path. You might want to wait for the patrolling guard to come
into view and shoot him before going out the window.
Go up to the corner and listen to the FUNNY CONVERSATION. You can open up the
garage door and go in if you want, although there isn't usually anything inside.
Go around the corner and shoot the guy there, then get under the camera. Go into
the door that the other guard just went in (it should still be open) and try to
find a FOLDER behind the desk. Go down the hall to the end and around the
corner,
past the double doors. Get the rocket-launcher case on the table. Go into the
room with the sleeping guy, kill him, and get the armor and the MICROFILM on the
desk.
Go back to the hallway. Go down the hall to the first doorway on the left. Try
to
wax the guard in here without setting off any alarms. Go around to the other
side
of the crates into the single gray door and listen to the FUNNY CONVERSATION.
Then go to the other gray door and into the garage to get the codebreaker there.
Return to that other gray door and head out into the courtyard. Go into the door
under the camera. Go down the hall and use the codebreaker on the console.
Return to the building with the garage and proceed to the double doors that you
didn't open. If you already killed the guards out here, it shouldn't be a
problem. Otherwise, bait them into the building and kill them. Then go through
the now-opened gates and over to the main double doors. Use the button pad to
open them and go in. End level.
Scene 3
Head out into the courtyard and up to the main double doors. Turn left and head
for the double barn doors. They're locked, so you can't go in that way. Head
left
under the arch and listen to the FUNNY CONVERSATION.
Unfortunately, the courtyard and walkways are full of guards. Nonetheless, you
must go in that way. Head for the door at the end of the courtyard under the
walkway on the right side. Go up the stairs, out the left door, and down the
walkway until you find a door on your left. Listen to a FUNNY CONVERSATION. Go
in
the left-most door and out the window and into the courtyard.
Follow the road around to the area with the spotlights. There will be a grate in
the middle of the field that you should go into. You will fall into the water
and
be given a time limit to find a place to warm up, after which you will freeze to
death. Swim to the locked grate, shoot off the lock, and swim until you find a
hole in the ice to pop up out of. Run along the snow corridor.
You'll soon find an area with a guard. Get past him, jump across the ledge to
the
next snowy ledge, and run quickly across the icy bridge. It will start
collapsing
as soon as you get on it. Continue along the path and hug the rock face on your
right. You'll go through another corridor and come out into a valley, where
you'll see a wisp of smoke to your left. Head for it and the level ends.
Scene 4
Unlike the motorcycle level, you MUST use the snowmobile because you have to
jump
over a large gap with it. Get on the snowmobile and head left from the house, up
the hill. The jump is relatively close to the beginning of the route, so after
that you can ditch the thing if you like, although it's a long haul without it.
When you see a bridge with a truck, stop. There are guards up there, and some
have AK's and the one on the left has a rocket. Snipe them down unless you feel
lucky, and then continue on down the corridor.
You'll go through a tunnel and come to a field with 3 or 4 guards in the
distance. Unless you want to take lots of damage as you run them down, get off
the snowmobile, snipe them, and continue on.
Around the bend is another field with more guards. Keep going and you'll soon
come around a bend to find a house on the cliff to the right and an electric
fence to the left. You must kill the guards and blow up the barrels near the
house to disable the fence. One of the fence guards has a rocket launcher, so be
careful.
Get the AMMO BOX by the gate, weld off the lock, and go past it. Around a couple
twists and turns you'll find another field with guards, and another one beyond
that. The next obstacle you come to is a minefield. Switch to mine detector
sunglasses and slowly drive through the field, getting off the snowmobile about
every 15 feet to check for mines.
The next obstacle behond that is a railroad bridge. There are 3 guys on the
bridge and 5 on the ground below. One of the guys on the bridge has a rocket
launcher, so watch out.
After this, it's smooth sailing until the end. Just bear left where it looks
like
the path forks and you'll end up at a fortified area full of boxes and guards.
Jump up the boxes on the left side and over the fence into the compound. If you
approach carefully you can hear a FUNNY CONVERSATION.
Head into the tunnel. You'll come to an area full of crates near a truck. There
is armor in the back of the truck. Continue down the corridor and listen for a
FUNNY CONVERSATION.
Go up the elevator and head to the left, into the building. Head up the stairs
and listen to a FUNNY CONVERSATION. If you need armor you can find it in the
room
at the top of the stairs. Otherwise, just head out into the courtyard. Watch for
snipers in the towers. Go up to the gondola, pull the lever, and hop in. End
level.
The Indomit Able Cate Archer
Scene 1
You start in a machine room of sorts. Grab the LETTER on the beam and head for
the room suspended above the gear. Go out of this room and down the stairs. Go
down the hall and into the break room. Go right, into the bathroom, and get the
LETTER. Then go left back into the gondola room. Go through the wood door on the
other side of the gear.
Through the door in here is a machine room. Immediately on the left is a room
with a rug, a table, a shelf, and a ladder. Climb up the ladder to the top and
open the hatch. Turn left. If you look hard, you can see a crawl- space that is
hidden by the blending of textures (anti-aliasing will actually hurt you, here).
Duck into the crawlspace and go through here.
You end up out a window onto a roof outside. Go along the roof, up the sloped
roof, and into the room with the crates. Pick the lock and go down the hall to
the first room on the right. Get the ENVELOPE on the floor by the bookcase and
pull the lever on the electric box by the worker. Then go back into the hall and
down the broken staircase.
Take the first left and go into the main hall. Get the BRIEFCASE on the benche
here and use the elevator to go up. Cross the hall and go down the stairs to the
icy hallway. Continue out to the courtyard and the level ends.
Scene 2
Just keep insulting Armstrong's manhood and he'll fight you. Run up to him and
punch him. When he winds up to punch you, back up. If you have a lot of trouble,
run into the room with the beds and wait for him to run in. Then, get on the bed
near him and punch down at him. He won't be able to hit you.
Head out the double doors, down the hall, and into the hall with the stained
glass windows. Note that there is a coin at then end of the hall with the
coffins. Go left and out onto the snowy ledge. Jump across the gap And up onto
the parapet. From there you can jump into the window, knock out the guard, and
get your stuff.
Then head through the door (move the beam), around the corner, and kill the
guard
standing there. Take his AK; you'll need it in a minute. Find the ENVELOPE in
the
next alcove next to the thermos.
Go into the room with the crates and out the open doorway. Find the guard and
get
his SMG. Then go back to the crate room and down the ladder. Go through the pool
of water under the fence and get the armor behind it. Then proceed up the ramp.
Open the door. This is a guaranteed combat area, so just mow down anyone you see
with the AK or the SMG. I have yet to do this without alerting at least one guy.
Use the lighter on the locked door, go down the stairs, and 'use' the log
sticking out of the wood pile. Get on to the elevator. End level.
Scene 3
Bad news. You will self-destruct in 10 minutes. Go up the yellow walkway ahead
and around the whole area to a gray door. Head left into an office and down a
ladder. Open the locker on the left and get the armor. Go into the green hall
and
into the large room. Switch to the belt buckle.
The doors will close and the room will fill with gas. Look up and find the hooks
above you, in the ceiling. Run over to the area below them and use the buckle to
get up above the room. Go over through the gray door and down the ladder.
Deactivate the gas using the lever on the right-hand side of the console.
Proceed out through the door down the hall. Go left. Go all the way around, past
the steaming rock, past the stairwell on the left, and up the stairs at the end
of the hall, near the scientist. Follow the walkway right and hit the red button
on the console by the scientist. Then go back down the walkway, down the stairs,
and wait for the antidote sample to arrive. Open up the glass with the keypad
and
get the antidote. You are cured.
Return to the stairs along the long hallway. Go up the stairs and into the cargo
bay on the left. Open the lock on the hatch in the floor and go down it. Go left
down the hall. End level.
Scene 4
Head down the hall and wait for a guard to come through the doorway on the left.
Shoot him, and get his buddy too for good measure. Get the LETTER on the orange
crate. Go around the corner to the gray door with the color splotches on it. Go
along the walkway to the green door at the end, on the right, and go in for a
FUNNY CONVERSATION. That is, if you haven't alerted anyone.
Go up the stairs to get armor, and then go down around the corner. Follow the
passage until it leads to another color-splotched door. Cross the tracks through
the train car and get the armor. Then go up the stairs and along the walkway to
the green door.
Follow the passage behind the door to a lounge. Get the BRIEFCASE by the chairs
and head for the bridge. WARNING: the brige is going to move apart and a shark
is
going to come out. Also, a guard will begin shooting you from the left. Get to
the far end of the bridge as fast as you can, shoot the guy, and watch him fall
into the water. The shark will eat him, causing it to ignore you. Then, swim to
where the shark came from and up onto the dock. Do not try to kill the shark.
You
can't. I emptied 100 rounds of 7.62 into his face and he did not seem to mind.
Then he ate me.
Once you're on the dock, go up the stairs and then through the double doors and
across the bridge. Go up to the door on the left, shoot the 2 guys, and take the
LETTER on the table. Go to the next door on the hall and listen to the FUNNY
CONVERSATION. Then open the door and it becomes even funnier. Get the
codebreaker
on the shelf. Continue down the hall until you reach the elevator.
Use the elevator to to up to the next level. Go into the lounge here and pull
the
beer tap to open a secret passage. Follow this passage to its conclusion and
open
the door. Hit the button on the chair and use the codebreaker on the keypad to
open the safe. Then get the list of names. Shoot the guards that come in and go
out the other door towards the helicopter.
A Very Large Explosion
Scene 1
Go down the hall to the dining room. A well placed grenade ought to take care of
the guards in there. The door is locked, so go in the grate near the door. Go
out
the other grate, equip the SVD, and prepare to meet the first of the red-dressed
chicks you've seen all game through cutscenes. She also has an SVD and will be
quite thrilled to shoot you in the head, so try and get her first. It'll take
several head shots to put her down. Must be a lot of hairspray, i guess.
Go into the hall, up the stairs, and to the right. Find the crooked painting
and 'use' it to open a secret passage. Go left, out the grate, and onto the
balcony to get the bacalov. Turn around, go to the other end of the passage, and
open the door. Shoot the guys inside and hit the button under the fireplace to
open another passage.
Hit the next room with a grenade before you go through. Open the passage in this
bedroom and go into the next passage. Open the grate and mow down the
opposition.
Open up the single door in the far right-hand corner and head out. Pass the gate
and go onto the balcony to get armor. Then send up the elevator using the lever
by the side of the shaft. Go down the elevator and meet the guard in the
courtyard.
The door will open and mow down your friend. Go out the door and head right to
get armor. Then head left toward the spotlight. There is a guy with a grenade
launcher under the spotlight so watch out for him. Use the keypad by the main
gate to open it, and go up the ramp through the large door. You'll have to fight
3 guards, and then you should go through the single door on the left.
You'll end up in a room and one of the red girls will rush you through the door
with an AK. As soon as you hear 'try this one on for size, back up and fire some
grenades toward the door as she comes in. If you're lucky, she'll splat.
Unfortunately, once you go out the door she came in, you'll see the last one on
the balcony ahead of you with an SVD. This is what the Bacalov or the grenade
launcher is for.
Hmm. Well, there was supposed to be a helicopter here, but it isn't there. Go
left, get up on the slanting beam, and get onto the balcony. Then head for the
collapsed part of the roof in the corner. Jump down, and the level ends.
Scene 2
Get out onto the dock and pull the lever by the gondola. Get on and equip an
automatic weapon. You're going to have to fight off the helicopters. Yes,
helicopters.
While you can shoot the things down, the most important thing is to hit the
gunners on the side. The helicopters follow scripted paths and will fly off to
be
replaced by new ones after about 30-60 seconds each. If you must shoot them
down,
aim for the rotors. Phosphorous ammunition seems to be particularly disagreeable
to helicopters.
After the cut scene, SAVE IT and edge to the left side of the car and use the
belt buckle on the hook on the tower to get off the car. Go down the ladder and
meet Volkov.
Now for a nasty bit of fighting. If you are really fast, after the cut scene you
can head left and make your way along the ledge to your gun and armor while
being
shot at. The trick is that the ledge collapses real fast underneath your feet,
and so it's likely you'll fall to your death, plus Volkov is firing an AK at
you,
and the force is pressing you into the left wall. You have to use your Quake
jumping-bunny technique to actually pull it off, and it'll only work about 1
time
in 10, by my reckoning. Still, it's the fastest way to the gun.
The other way is to head right. When you reach the cave, look over the ledge.
There should be another ledge beneath you. Fall down to it and continue heading
right. At the end you will be able to jump up onto a step and then onto the top
level of your side of the area. From here you can head down to your gun and the
armor.
Now the 'easy' part. You must defeat Volkov with your measly pistol. Just wait
until he comes out from cover and use one of the icicles on the top level for
cover while you reload. Note that it is harder for him to hit you if you duck.
Such is The Nature of Revenge
Scene 1
First the easy part. Shoot the Baroness in the head a couple times to discourage
her.
Now the hard part.
You must get all of the civilians off the street. If you manage to 'use' all of
them, the level ends automatically, without you having to hide anywhere. There
are eleven civilians, which I'll count off as i describe them.
You start in front of the baroness. There will be a gunman above you to the
right. Shoot him, and then back up to get an AMMO BOX if you need it. Then, run
forward and left to find a civilian in blue. Click him and head right. ONE.
Around the right corner is a woman in pastel blue. TWO. Head straight down the
corridor towards the street. Head left and get the woman by the Oktoberfest sign
in yellow. THREE. Note the shooter on the balcony ahead of you.
Go into the hotel's courtyard and get the man in dark clothes. FOUR. Go around
the corner to the right and get the woman in blue. FIVE. Turn around and go into
the tunnel there and to the left. Up the ramp and through the door you'll see 2
more to your left. WAIT! There's actually one on your right on the stairwell, in
a tan shirt. Get him first and then the other 2 on the street by you. SIX.
SEVEN.
EIGHT.
Head left through the small doorway toward the barrel. Go right, around the
crates, out onto the next street and get the guy in blue in front of you. NINE.
There is a shooter on the balcony to your left. Head left down the street
towards
the last 2 civilians. TEN. ELEVEN. End level.
Scene 2
It's good if you have the antitoxin this level. Your opponent will try hide
behind the gravestones and shoot you with cyanide bullets. Use the grave stone
for cover and shoot him once he emerges from cover. If you really need the
antitoxin, there's one in the middle of the road in front of you. Make sure to
get the AMMO BOX behind the grave in front of you. Kill the guy and the level
ends. Oh, and the game, too. Hope you had fun!
Make sure to sit through the credits and see the cut scene at the end.