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- /**************************************************************************\
- * *
- * No One Lives Forever 2: *
- * A Spy in H.A.R.M.'s Way *
- * *
- * A Single-Player FAQ/Walkthrough *
- * *
- * By: Halon50 (Tex Gotanda) *
- * Email: halon50@hotmail.com *
- * Version: 1.1 *
- * Last Update: 11/16/02 *
- * *
- \**************************************************************************/
-
-
- .--------------------------------------------------------------------------.
- | I - Table of Contents |
- .--------------------------------------------------------------------------.
-
- I. Table of Contents
- II. Copyright Notice
- III. Revision History
- IV. Introduction
- V. Gameplay
- V.1 General Questions
- V.2 Characters
- V.3 Weapons
- V.4 Skills
- VI. Walkthrough
- VII. Websites List
- VIII. Credits
-
-
- .--------------------------------------------------------------------------.
- | II - Copyright notice |
- .--------------------------------------------------------------------------.
-
- This document is copyright 2002 by Tetsuji Gotanda, a.k.a. Halon50.
- Distribution of this guide for profit is prohibited. If you wish to post
- this document on your website, include it in your magazine, or otherwise
- redistribute my writing in part or in whole, obtain permission by sending
- your request to the email address above. Permission to use this document
- does NOT include permission to add your own writing, or modify this document
- in any way (adding diagrams or pictures is the sole exception to this). I
- am no longer accepting additional entries to the websites list.
-
- ** Cheat Code Central does NOT have permission to host this text. If you
- see this FAQ on this website, please avoid it in the future, as David
- Allison from CheatCC has done this to dozens of other authors, taking their
- FAQs without permission, inserting his website URL into the FAQ, modifying
- their Copyright statements, and then posting them on his site. Please get
- your FAQs from one of the sites listed in the "Websites List" instead!
-
-
- .--------------------------------------------------------------------------.
- | III - Revision History |
- .--------------------------------------------------------------------------.
-
- 11/16/02: [1.1]
- Minor corrections throughout
-
- 11/07/02: [1.0] (Full release)
- More Known Issues
- Walkthrough complete
-
- 11/05/02: [0.85]
- Walkthrough coverage through Chapter 13
-
- 11/02/02: [0.7]
- Removed temporary FAQ section
- Walkthrough coverage through Chapter 11
-
- 10/31/02: [0.6]
- Rearranged weapons list to match in-game selection order
- Weapons list complete
- Walkthrough coverage through Chapter 8
-
- 10/27/02: [0.5]
- Updated Characters section
- Added Chapter breaks in walkthrough
- Walkthrough coverage through Chapter 6
-
- 10/24/02: [0.45]
- Added a temporary FAQ section
- Added website entries
- Walkthrough coverage through half of Chapter 4
-
- 10/21/02: [0.4]
- Added gadgets to weapons section
- Added section headings to items lists
- Noted multiple locations of intel items
-
- 10/20/02: [0.35] (Not released)
- Added weapons section
- Added link to Official NOLF 2 FAQ
- Walkthrough coverage through Chapter 2
-
- 10/19/02: [0.3]
- Revised section headers (looks a lot cooler now :)
- Expanded several sections
- Skills section complete
- Walkthrough coverage through Chapter 1
-
- 10/18/02: [0.2] (Not released)
- Fleshed out most sections
- Started walkthrough
-
- 10/17/02: [0.1] (Not released)
- Started this puppy up
- Basic layout created
-
-
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-
-
- .--------------------------------------------------------------------------.
- | IV - Introduction |
- .--------------------------------------------------------------------------.
-
- Welcome to my second FAQ/Walkthrough. I got impatient while waiting for
- someone to post a FAQ on GameFAQs for this game, and wound up writing this
- relatively comprehensive FAQ for a fine FPS. This document will hopefully
- help stem the flood of requests for help on the NOLF 2 GameFAQs message
- board at:
- http://cgi.gamefaqs.com/boards/gentopic.asp?board=13598
-
- For those unfamiliar with NOLF or its genre, No One Lives Forever was a
- First-Person Shooter (FPS) game released at the end of 2000 in time for the
- holidays. Sporting fancy human-like body movements in its cinematic
- sequences, realistic AI routines for enemies, and a thoroughly enjoyable
- story and plotline, it was pretty much inevitable that Monolith would once
- again team up with Fox Interactive to create this sequel, No One Lives
- Forever 2: A Spy in H.A.R.M.'s Way.
-
- NOLF and its sequel are set in the post-World War II era of the 1960's, when
- the Cold War was running full blast, fear of Communism was widespread, and
- Spy-related entertainment a la Ian Fleming (author of James Bond), The Saint
- (TV and book series), and Get Smart (classic TV series) were all the rage.
-
- The star of NOLF and NOLF 2 is Cate Archer, the perky super spy from
- Scotland with smoldering looks and a killer body. To get an idea of how she
- looks, wait at the main menu for a few seconds, and she'll stroll in. Cate
- works for UNITY, the spy organization for the post-World War II allies based
- somewhere in the United Kingdom. UNITY's current nemesis is the underworld
- organization H.A.R.M. If you're familiar with the spy spoof TV series Get
- Smart, NOLF is a loosely-based spoof of that (making it a meta-spoof?).
-
- Since NOLF is a modern-day spoof of a 60's-era spy genre, don't get too
- concerned with its many anachronisms and quirks. For instance, the word
- "Ninja" was officially coined in the mid 1970's (source: Webster's
- Collegiate Dictionary, 10ed), even though the Japanese term for these
- assassins dates back to the 14th century. There were almost certainly no
- female ninja in those times, and they definitely don't exist today. Still,
- we see modern-day ninja stories in both literature and film, with the exotic
- mystique of a female ninja portrayed quite well in anime like Yotoden
- (released as "Wrath of the Ninja" in the US).
-
- A good overview of the history of Shinobi-no-mono is here:
- http://www.illuminatedlantern.com/ninja/page1.html
-
- Other oddities appear, including the use of a 5-star general (of which there
- were only 5 total, plus 4 5-star admirals, all from World War II) as a
- trigger-happy anti-Soviet numbskull, a black man in American intelligence,
- and, of course, a bodacious female spy operative. But hey, it's all in good
- fun, and since it's a modern-day game, it's only fair to make it Politically
- Correct as well, right? ^_^
-
- The Official NOLF 2 website is at:
- http://nolf2.sierra.com/
-
- The Official VUG NOLF 2 forums are at:
- http://community.sierra.com/WebX?14@@.ef7d33f
-
- The Official NOLF 2 FAQ is at:
- http://community.sierra.com/WebX?230@183.qmFObs6rcYM.0@.ef98ac0
-
- If you have a question on gameplay that isn't covered here, or have some
- other information or suggestion that would fit this FAQ, please email me at
- the address above, or post on the GameFAQs board mentioned at the beginning
- of this section. If you email me, please include the title of this game in
- the "Subject:" header, or I will most likely discard the mail along with the
- dozens of junk mail I receive every day.
-
- The latest, greatest version of this FAQ can _ALWAYS_ be found at GameFAQs:
- http://www.gamefaqs.com/computer/doswin/game/13598.html
-
-
- /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
- \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
-
-
- .--------------------------------------------------------------------------.
- | V.1 - Gameplay questions |
- .--------------------------------------------------------------------------.
-
- ______________
- -----------< General tips >-------------------------------------------------
- »»»»»»»»»»»»»»
- Save your game in a new save slot at the beginning of every chapter. This
- will relieve you from a lot of grief if you ever get stuck, or a bug forces
- you to reload the chapter from the beginning.
-
- Try to carry bodies out of sight when possible. This helps keep guards from
- chancing upon them and raising an alarm. If you do leave a body in plain
- sight, stay out of view (or use your Hiding skill), and enemies will first
- be confused, then will go ahead and dissolve the body for you. You can use
- this time to pick off additional enemies as they come to the body!
-
- Always search bodies when it's safe to do so. You'll often find notes,
- weapons, and health/armor items, especially if you train up your Search
- skill. Searching bodies will also often recover certain types of ammo, such
- as crossbow bolts.
-
- If you quick-search a body (briefly right-click it), you'll be able to skim
- the ammo and weapons from it quickly. You can then move the body out of
- sight and search it more thoroughly at your leisure.
-
- Headshots do the greatest amount of damage to enemies. You can improve your
- chances of getting headshots by training your Marksmanship skill category.
-
- To help prevent you from being seen while inside buildings or enclosed
- areas, look around for light switches and exposed light bulbs. Turning off
- the lights or unscrewing a bulb will create a dark area in which you can
- hide.
-
- Try to pick up as many extra items as you can by exploring every level as
- thoroughly as possible. Certain items such as Spy Training Manuals and the
- completion of optional objectives will give you hundreds of bonus skill
- points good toward improving your skill levels.
-
- Be sure to read the tips on the bottom of the loading screens. They often
- suggest what to do for the upcoming stage, and provide useful hints on how
- to use your weapons and equipment to their full extent.
-
- Your compass may occasionally have red marks on its display. A red "X"
- marks an intermediary objective you need to reach or return to later. A red
- "i" marks the location of a major objective or task. Red dots indicate
- locations of people you have shot with tracking beacons.
-
- Vending machines will often have coins on the ground in front of them. The
- coins are very difficult to see, so you may have to crouch to get a better
- look.
-
- Some enemies will have a Key Ring on their bodies. This will let you open
- nearby locked doors without having to use your lock pick.
-
- To skip the opening movies after clicking "Play" on the startup menu, you
- can rapidly click the left and right mouse buttons a few times when the
- screen starts to fade from black to orange. Done properly, the main menu
- should appear within a second or two.
-
- ______________
- -----------< How to cheat >-------------------------------------------------
- »»»»»»»»»»»»»»
- I don't condone cheating. NOLF 2 is a very well-balanced single-player game
- at Normal difficulty, and cheating disrupts this balance. If you really
- must cheat, or if you need codes due to a bug or other situation, I suggest
- looking at the GameFAQs codes site:
- http://www.gamefaqs.com/computer/doswin/code/13598.html
-
- < Thanks to Daniel D. for helping me clarify this section >
-
- ___________________
- -----------< Patch information >--------------------------------------------
- »»»»»»»»»»»»»»»»»»»
- The current patch version as of 11/16/02 is v1.1. This patch addresses a
- common sound issue, where installed codecs other than what the game uses can
- cause a wide variety of issues within the game. The patch is available from
- sites like the following:
- http://www.sierra.com/download/display_results.php?ftp_id=5374
- http://www.fileshack.com/file.x?fid=1253
-
- Further patch information is posted at:
- http://www.nolfgirl.com/gameinfo/nolf2/bandaid.shtml
-
- ______________
- -----------< Known issues >-------------------------------------------------
- »»»»»»»»»»»»»»
- Until the second patch is released, the following are known issues with the
- game, and how to address them if possible:
-
- 1) User still experiences sound problems after installing Patch v1.1.
- - See following URL for more possible fixes:
- http://thegluefactory.com/phpBB2/viewtopic.php?t=1877
-
- 2) Game will not load - "Graphics card does not support hardware TnL".
- - You will need a graphics card with hardware T&L (Transformation and
- Lighting) to play NOLF 2. There is a way to emulate HW T&L, but it
- requires a card with at least 32MB of memory. Look at the following
- forum thread for details:
- http://community.sierra.com/WebX?14@92.244bbgBthaK.8@.ef9b5b0/0
-
- 3) Machines with an ATI Radeon 8500 series video card may hang in Chapter 8.
- - Try installing a patch available from the following URL:
- http://www.ati.com/support/infobase/4094.html
- - ATI has recently released new Catalyst drivers as of November 14, 2002.
- Pick up these drivers from:
- http://mirror.ati.com/support/driver.html
-
- 4) A crash to desktop while attempting to save a game may cause all saved
- games to become corrupt, forcing you to start the game over.
- - < Razor_23 writes: > I possibly have some insight into the corrupted
- saves. In the %Game Directory%\Save\%Profile%\SinglePlayer directory,
- there's a file called Save1001.ini. It keeps track of your saves. If
- something happens to this file...
- - This may be the cause of the problem. I would suggest backing up your
- entire save profile directory once you reach Chapter 7 or 8, just so if
- your saved games get corrupted, you won't have to start completely over
- again. It would be nice if the developers would implement an auto-
- backup function for the file or files in question.
-
- 5) The intro movies are very "laggy" and pause every few seconds for the
- video to catch up.
- - This is apparently due to the "precaching" feature in the game's video
- options. Turning precaching off will make the movies run smoothly, but
- then your gameplay may become slow and choppy.
-
- 6) Enemies in "search" mode (aware of your presence and looking for you) may
- cause the game to become choppy and unresponsive.
-
- 7) NOLF 2 leaves behind several files in your Windows TEMP directory. It's
- a minor annoyance, but the game should still properly clean up after
- itself once you quit the game.
-
- 8) Hitting your "Last weapon" key twice in rapid succession may cause an
- improper ammo count to appear. The correct amount of ammo is still
- there, but you will need to fire your weapon and then reload in order to
- get the ammo displayed properly again.
-
- 9) Unsearched corpses on the ground have an annoying tendency to block your
- shots at range, even if you aim for your target's head. You can turn
- this to your advantage though, and use unsearched corpses as cover
- points.
-
- 10) A rare bug may cause scripted entities to disappear from the map - for
- example, the electronic gate keypads or the coffeepot in Chapter 5.
- - Your best bet is to reload from the beginning of the chapter, or from
- a saved game just before the chapter start.
-
- 11) A texture bug, possibly related to the above bug, will make the walls in
- Chapter 12 appear completely black. This causes the keypad to the exit
- in the last stage of Chapter 12 to be completely invisible.
- - See the walkthrough section for a workaround; this issue will
- hopefully be addressed in the next patch.
-
- 12) Talking to an NPC while it is moving will cause its speech dialogue to
- emit from that location, and not from the NPC as it moves.
-
- Please refer to the readme.txt file in the NOLF 2 installation directory,
- and the Official NOLF 2 FAQ for additional problems and resolutions. The
- URL for the FAQ is:
- http://community.sierra.com/WebX?230@183.qmFObs6rcYM.0@.ef98ac0
-
-
- .--------------------------------------------------------------------------.
- | V.2 - Characters |
- .--------------------------------------------------------------------------.
-
- _______________
- -----------< The Good Guys >------------------------------------------------
- »»»»»»»»»»»»»»»
- Name: Cate Archer
- Organization: UNITY
- Position: Field Operative, UNITY Special Operations Division
- History: Introduced as the former cutpurse/thief protΘgΘ of Bruno
- Lawrie in the first NOLF, Cate is now a full-fledged Super
- Spy in UNITY's field division. This time around, Cate
- (through you) must stop the Director of H.A.R.M. from
- unleashing a new wave of catastrophes.
-
- Name: Bruno Lawrie
- Organization: UNITY
- Position: Senior Field Operative, UNITY Special Operations Division
- History: Originally the mentor of fledgling UNITY agent Cate Archer in
- the first NOLF, Bruno has now been elevated to the position
- of Temporary Director while Mr. Jones is on vacation in the
- tropics.
-
- Name: Santa
- Organization: UNITY
- Position: Director of Gadgetry, UNITY Toymaker Division
- History: The Master of Gadgetry, Santa now solely makes his appearance
- in NOLF 2 via the Mark VII Mechanized Mynah Birds in several
- levels. He provides Cate with several useful tips and
- techniques in the beginning, as well as many gadgets and
- items throughout the rest of the game.
-
- Name: Dr. Otto Schenker
- Organization: UNITY
- Position: The Doctor
- History: Liberated from H.A.R.M.'s North American facility in the
- first NOLF, Dr. Schenker now the acting resident physician
- for UNITY, never mind that he is actually a specialist in
- Microbiology, with a secondary concentration in Astrophysics.
-
- Name: Isaac Barnes
- Organization: ???
- Position: American liaison to UNITY
- History: As the representative of UNITY's American spy agency
- counterpart, Mr. Barnes, along with General Hawkins, have
- come to assist UNITY and Cate Archer with uncovering the
- details of Project: Omega. Perhaps they will avert global
- thermonuclear war along the way.
-
- Name: General Morgan Hawkins
- Organization: United States Military Armed Forces (all branches?)
- Position: Five-star General
- History: Since the position of five-star general was only granted
- during World War II, we can only assume General Hawkins is a
- veteran of that war. Short, stocky, and _very_ trigger-
- happy, the General is just itching to blow up some Russkies!
-
- Name: Magnus Armstrong
- Organization: Free Agent (formerly of H.A.R.M.)
- Position: Free Agent
- History: After suffering a thorough beat-down at the fists of Cate
- Archer in the first NOLF, Magnus now has a long-standing
- respect for her. While his intelligence isn't exactly top-
- notch, he has a set of oddly high morals to match his beefy
- brawn.
-
- Name: Kamal
- Organization: H.A.R.M.
- Position: Double-agent for Magnus Armstrong
- History: Kamal is suffering from disillusionment with H.A.R.M., and is
- Armstrong's contact in their headquarters in India. Kamal
- helps Cate retrieve information about his organization.
-
- ______________
- -----------< The Bad Guys >-------------------------------------------------
- »»»»»»»»»»»»»»
- Name: The Director
- Organization: H.A.R.M.
- Position: The Director
- History: Suffering from terminal Mother disease, The Director is a
- highly insecure little chap. His pastimes include managing
- H.A.R.M., hanging up on Mother, and attempting to get better
- acting jobs (see walkthrough, Chapter 14).
-
- Name: Dmitrij Volkov
- Organization: H.A.R.M.
- Position: Director of Executive Action
- History: After a mysterious "skiing accident" (see first NOLF) that
- leaves him bound to a motorized wheelchair, Volkov now seeks
- the death of Cate with a vengeance.
-
- Name: Isako
- Organization: H.A.R.M.
- Position: Leader of the Katakuri ninja clan
- History: After a rather contrived scheme to get Isako under The
- Director's thumb, Isako owes The Director a blood debt,
- forcing her to remain in his servitude until he releases her.
- Isako and her band of ninja are the first enemies Cate must
- face, as well as among the last. Why does she wear those
- leather leggings?
-
- Name: Pierre
- Organization: La Troupe de Pantomine
- Position: Mime King
- History: Armed with a French accent, the strange ability to "glide"
- along the ground, and backed by a legion of mime cronies,
- Pierre has become gainfully employed by The Director to track
- down and assassinate Cate Archer.
-
- Name: Anoop Banerjee
- Organization: H.A.R.M.
- Position: Chief of Security, H.A.R.M. Indian Headquarters
- History: Anoop hasn't had much luck with job placement within
- H.A.R.M., and is stuck managing security in their
- headquarters in India.
-
-
- .--------------------------------------------------------------------------.
- | V.3 - Weapons |
- .--------------------------------------------------------------------------.
-
- ________________
- -----------< Group 1, Melee >-----------------------------------------------
- »»»»»»»»»»»»»»»»
- Weapon: Katana
- Range: Close
- Damage: Average
- Description: The katana is a sword that is quick to strike, but does
- relatively poor damage to enemies. It doesn't need reloading
- though. You'll find these on ninja guards, and in Isako's den.
-
- Weapon: Tulwar
- Range: Close
- Damage: Average
- Description: The Tulwar is a curved scimitar which you'll find on the
- streets of Calcutta. It has a comparable range and power as
- the katana.
-
- Weapon: Mascara Stun Gun
- Range: Close
- Damage: Instant knockout
- Description: The stun gun is useful for knocking out enemies with minimal
- noise. Note that enemies will wake up after a few minutes.
-
- Weapon: Holster
- Description: Use this weapon option to put your carried weapon out of sight.
- Since civilians don't react adversely unless you fire a weapon
- near them, this option has little use.
-
- __________________
- -----------< Group 2, Stealth >---------------------------------------------
- »»»»»»»»»»»»»»»»»»
- Weapon: Vindicator Sportsman's Crossbow
- Range: Mid to Long
- Damage: Very High
- Ammo types: Bolt, Fire Bolt, Poison Bolt, Explosive Bolt
- Accessories: Crossbow scope
- Description: The crossbow is a highly effective silent weapon that uses
- ammunition which is often retrievable from dead bodies. A
- single hit from the crossbow to the head or body will most
- likely result in a kill.
-
- Weapon: Shuriken
- Range: Mid
- Damage: Average
- Description: Also known as ninja stars, this silent weapon can be both a
- lethal weapon and a useful distraction for guards by throwing
- them at nearby walls. These are found on ninja guards.
-
- Weapon: Bear Trap
- Range: Set and Forget
- Damage: Low
- Description: Useful as enemy detection devices, these traps will snap shut
- onto anyone who treads near them, causing a small amount of
- damage and holding them in place for several seconds. You will
- find these spread throughout Siberia, and are very effective
- when set in front of an enemy spawn point.
-
- Weapon: Banana
- Range: Close/Set and Forget
- Damage: Instant knockout
- Description: One of the more amusing "weapons" in the game, the banana
- offers you the ability to quickly "slip" your way past an
- enemy that has you boxed in. >_<
-
- __________________
- -----------< Group 3, Pistols >---------------------------------------------
- »»»»»»»»»»»»»»»»»»
- Weapon: McAllister .32 Automatic Handgun
- Range: Mid
- Damage: Average
- Ammo types: .32 FMJ, .32 Cyanide
- Accessories: Handgun silencer
- Description: This is a standard pistol that is an effective stealth weapon
- when silenced, for missions where a crossbow is not available.
-
- Weapon: CT-180 Utility Launcher
- Range: Mid to Long
- Damage: Varies
- Ammo types: Tracking Beacon, Tranquilizer Dart, Camera Disabler, Glue Bomb,
- Electric Charge, Anti-Super Soldier Serum (ASSS)
- Accessories: Utility launcher scope
- Description: The Utility Launcher is useful for several situations.
- Tracking beacons will cause your target to appear on your radar
- map for the rest of the level, making them useful for tracking
- targets you cannot kill, like policemen. Tranq darts will
- instantly knock out a target that is unaware of your presence.
- Camera disablers, like their moniker, will disable a camera in
- one hit without raising the alarm. Glue bombs will freeze your
- target in place, letting you slip past without harm. Electric
- charges will destroy robots and temporarily disable human
- targets. ASSS darts will destroy Super Soldiers if they are
- disabled (deactivated and smoking) first.
-
- ________________________
- -----------< Group 4, Heavy Weapons >---------------------------------------
- »»»»»»»»»»»»»»»»»»»»»»»»
- Weapon: AK-47 Assault Rifle
- Range: Mid to Long
- Damage: High
- Ammo types: 7.62x39 FMJ, 7.62x39 Phosphorous
- Description: A common Soviet-issue rifle, the AK-47 is highly accurate, and
- uses a readily available ammo type while in Siberia.
-
- Weapon: M1921-A1 Submachine gun
- Range: Mid to Long
- Damage: Average
- Ammo types: .45 FMJ
- Description: Better known as the Thompson or Tommy gun, the M1921-A1 is the
- weapon of choice for Pierre's gangster mime thugs.
-
- Weapon: Silenced Gordon 9mm Submachine gun
- Range: Mid to Long
- Damage: Average
- Ammo types: 9mm FMJ
- Description: This SMG is fitted with an integral silencer which is,
- unfortunately, not available as a separate attachment.
-
- Weapon: Gordon 9mm Submachine gun
- Range: Mid to Long
- Damage: Average
- Ammo types: 9mm FMJ
- Description: A side-loading SMG, the Gordon 9mm is a standard issue gun for
- H.A.R.M. lackeys.
-
- Weapon: Bacalov Instigator Combat shotgun
- Range: Short to Mid
- Damage: High to Very High
- Ammo types: 12-gauge Buckshot, 12-gauge Explosive
- Description: The pump-action shotgun is highly lethal up close, and is
- especially effective when using explosive slugs.
-
- Weapon: RFA Series-4 Bolt-action Rifle
- Range: Mid to Long
- Damage: Very High
- Ammo types: .308 FMJ
- Description: This is your standard sniper rifle. While the manual says a
- separate silencer attachment is available, I have only found
- sniper rifles with a silencer pre-attached.
-
- _____________________
- -----------< Group 5, Explosives >------------------------------------------
- »»»»»»»»»»»»»»»»»»»»»
- Weapon: Micromissile Launcher
- Range: Mid to Long
- Damage: High, Splash
- Ammo types: Micromissile
- Description: The fold-out missile launcher releases high-explosive rocket-
- powered grenades at your targets. Just be sure not to shoot
- something too close, or you will get damaged as well!
-
- Weapon: Hand Grenade
- Range: Mid
- Damage: High, Splash
- Description: These pineapple bombs can be put to good use on groups of
- enemies, or to deter pursuers. The impact of the explosives
- can make nearby light fixtures briefly malfunction.
-
- Weapon: Special Grenade
- Range: Mid
- Damage: Varies, Splash
- Ammo types: Acid Gas, Stun Gas, Sleeping Gas, Laughing Gas
- Description: The splash radius on these grenades is very wide, and can be
- used to good effect on groups of enemies. Acid gas sets
- targets on fire for a brief time. Stun and Laughing gas causes
- targets to stand helpless. Sleeping gas puts targets to sleep.
-
- Weapon: Angry Kitty Proximity Device
- Range: Set and Forget
- Damage: Very High, Splash
- Description: The Angry Kitty works as a proximity mine, exploding when an
- enemy ventures within its detection radius. Since it is an
- explosive, its detonation can attract unwanted attention from
- nearby enemies.
-
- Weapon: Explosives
- Range: None
- Damage: Special
- Description: These are used to accomplish specific objectives throughout the
- game. They can only be planted at special points where you see
- transparent red icons of explosives.
-
- __________________
- -----------< Group 6, Gadgets >---------------------------------------------
- »»»»»»»»»»»»»»»»»»
- Gadget: Coin
- Range: Short to Mid
- Description: When you have no shuriken to distract guards, you can use these
- instead. It is difficult to aim and arc these coins properly,
- but like Santa says, nothing sounds quite as distinctive as the
- clink of change on pavement.
-
- Gadget: Lipstick Spy Camera
- Range: Short
- Description: No spy game would be complete without a miniaturized spy
- camera!
-
- Gadget: Compact Code Breaker
- Range: Close
- Description: Any note or lock marked with "Decode" must be decoded with the
- code breaker. You do not need to equip this item prior using
- it; just hold down your use key (right mouse button), and you
- will automatically switch to the code breaker, decode your
- target, then switch back to your last weapon when finished.
-
- Gadget: Hairspray Welder
- Range: Close
- Damage: Very low
- Description: The welder is useful for burning through locks and door hinges,
- but can also be used to kill sleeping or unconscious enemies
- without wasting ammo for a different weapon. Ya sicko! >_<
-
- Gadget: Nail Clipper Lock Pick
- Range: Close
- Description: Many locked doors and visible padlocks can be unlocked using
- this gadget. You do not need to equip this item prior to
- picking a lock (see Code Breaker, above).
-
- Gadget: Eavesdropping Bug
- Range: Set and Forget
- Description: Bugs are used to record and playback telephone conversations.
- Cate will only receive these to complete special objectives for
- a select few missions.
-
- Gadget: Body Remover Perfume
- Range: Close
- Description: If you should ever need to completely disintegrate a body, and
- do not wish to alarm enemies (enemies will dissolve bodies they
- come across if they cannot see you), you can use this item.
-
- Gadget: Keychain Light
- Range: Short
- Description: This will light up an area in a small radius around you. Do
- note that the nimbus of light which surrounds you while this
- device is in use makes you quite the lovely target. Check out
- the animation when Cate puts the light away! Also, if you wait
- long enough, the light will go out, and Cate will shake it
- around a bit.
-
-
- .--------------------------------------------------------------------------.
- | VI.4 - Skills |
- .--------------------------------------------------------------------------.
-
- NOLF 2 includes a nice skill system that lets you train general categories
- to improve Cate's skills. While it's not as complex as the system
- introduced in Deus Ex, you can train up skill sets to fit your specific
- playing style. Enjoy going Rambo and blasting your way through floods of
- enemies? Concentrate on Weapons and Marksmanship. Prefer to go stealthy?
- Concentrate on Stealth and Carry. Want to do both? Train up Marksmanship
- and Stealth.
-
- < Claude writes: >
- "About the skills, I am replaying the game in Superspy difficulty and I
- would strongly recommend [to] the player trying that to invest points in
- Combat skills (Marksmanship and Weapons) and Defense skills (Stamina and
- Armor)."
-
- You start off at Novice level in every skill, with a 100% rating in each
- sub-category. Training to Amateur (level 2) requires 1000 skill points,
- Skilled (level 3) requires 2000, Expert (level 4) 3000, and Master (level 5)
- 4000, for a total of 10000 points to train to Master in any specific
- category. Since there is a sum total of about 50000 skill points available
- in the game, you won't be able to attain Master in all 8 skill categories,
- so train according to your play style!
-
- Following are descriptions of skill categories, what improvements in each
- will accomplish, and the complete listing of skill level bonuses. Skill
- bonuses are measured as a percentage; while some are direct multipliers
- (e.g. a 200% health bonus means you will have twice as much health as your
- original level), others are inverse multipliers (e.g. a 200% speed bonus for
- Search means your search time is half as long as your original time).
-
- Categories:
- _________
- -----------< Stealth >------------------------------------------------------
- »»»»»»»»»
- This describes your overall stealthiness levels. I recommend training this
- at least to level 3 or 4 to minimize detection as you run around, and
- improve your ability to hide in shadows.
-
- Sneaking - Affects how much noise you make as you run.
- Hiding - How quickly you can hide in shadows (the eye icon).
- Evasion - Affects your ability to escape from pursuers.
-
- _________
- -----------< Stamina >------------------------------------------------------
- »»»»»»»»»
- This affects your health and ability to heal. In general, I recommend
- training your Armor skill before this skill, as armor has better damage
- absorption capacity. You will still need a good level in Stamina to handle
- damage that ignores armor though, like poison and fire.
-
- Health - How much health you have, indicated by the red bar in the
- lower-left of your HUD.
- Endurance - Reduces the effects of damage on your movement.
- Resistance - Reduces the effect of continual damage from fire and poison.
- First Aid - Affects how much health is gained when using health items.
- Toughness - Your overall damage resistance.
-
- < From Hopbounce >
- Armor comes first, but in general, stamina should follow one level or so
- behind it, I've found. (That, and how do you survive with level one stamina
- if you get hit with phosphorous ammo in superspy difficulty?)
-
- ______________
- -----------< Marksmanship >-------------------------------------------------
- »»»»»»»»»»»»»»
- This describes how accurately you can aim and fire weapons. In my opinion,
- this is the best overall skill category, and should be trained first. I
- highly recommend training this skill up to level 5 before mastering any
- other skill.
-
- Accuracy - Your aiming precision. A high accuracy makes headshots easy!
- Steadiness - Describes how much your view will waver while using a scope.
- Correction - How quickly you fix your aim (the crosshairs' blurry state)
- after moving, firing, or being hit.
-
- __________
- -----------< Carrying >-----------------------------------------------------
- »»»»»»»»»»
- This affects how much ammunition you can stock, and how quickly you can move
- while carrying a body. While this is one of the less-useful skills, I still
- recommend training this to level 2 or 3 just for extra ammo capacity, and
- the ability to quickly move corpses out of the way.
-
- Ammo Capacity - The maximum amount of ammunition you can carry.
- Carrying - How quickly you can move while carrying a body.
-
- _______
- -----------< Armor >--------------------------------------------------------
- »»»»»»»
- This is a highly useful skill, affecting how much armor you can wear as well
- as improving the amount your gauge fills when you pick up armor items. This
- is more useful than the Stamina skill IMO, as hits are absorbed far better
- by armor, rather than your body (health).
-
- Armor - How much armor you can wear, indicated by the blue bar in the
- lower-left of your HUD.
- Repair - Affects how much armor is gained when picking up armor items.
-
- _________
- -----------< Weapons >------------------------------------------------------
- »»»»»»»»»
- This skill affects how much damage you can do, and reduces the time to
- reload or swap weapons. Train this to at least level 4 for the later
- chapters of the game.
-
- Proficiency - The amount of damage you do with your weapons.
- Efficiency - The length of time you take to reload or swap weapons.
-
- < From Kirijini >
- I've found the speed for reload at high levels is crucial in a large fight.
-
- _________
- -----------< Gadgets >------------------------------------------------------
- »»»»»»»»»
- While many people snub this skill as being the least useful of all the
- categories, I found it wise to have a level 3 (skilled) proficiency just to
- decrease the time it takes for critical operations, such as picking locks.
- You can forego training this skill so long as you disable all enemies in the
- area prior to engaging a gadget.
-
- Proficiency - Reduces the length of time it takes to apply a gadget.
- Efficiency - Reduces the length of time it takes to prepare a gadget.
-
-
- ________
- -----------< Search >-------------------------------------------------------
- »»»»»»»»
- The Search skill helps you both decrease the length of time it takes to
- search bodies and items, and improves your chances of finding random items
- on corpses (ammo, armor, and health). While you can get by without training
- this skill at all (see Gadgets, above), I found it useful to train this to
- level 3 (skilled) just for the improved chance of finding items on bodies.
-
- Speed - Affects how quickly you search bodies and items.
- Thoroughness - Improves your chance of finding useful items from searches.
-
-
- Skills table:
- ============================================================================
- Category | Novice | Amateur | Skilled | Expert | Master
- | (Default) | (+1000) | (+2000) | (+3000) | (+4000)
- ----------------+-----------+-----------+-----------+-----------+-----------
- Stealth | | | | |
- Sneaking | 100% | 125% | 167% | 400% | 1000%
- Hiding | 100% | 125% | 167% | 400% | 1000%
- Evasion | 100% | 118% | 143% | 182% | 250%
- ----------------+-----------+-----------+-----------+-----------+-----------
- Stamina | | | | |
- Health | 100% | 140% | 170% | 220% | 300%
- Endurance | 100% | 118% | 143% | 182% | 250%
- Resistance | 100% | 118% | 143% | 182% | 250%
- First Aid | 100% | 125% | 175% | 275% | 400%
- Toughness | 100% | 114% | 133% | 160% | 200%
- ----------------+-----------+-----------+-----------+-----------+-----------
- Marksmanship | | | | |
- Accuracy | 100% | 125% | 167% | 400% | 1000%
- Steadiness | 100% | 125% | 167% | 400% | 1000%
- Correction | 100% | 200% | 350% | 700% | 1000%
- ----------------+-----------+-----------+-----------+-----------+-----------
- Carrying | | | | |
- Ammo Capacity | 100% | 125% | 175% | 275% | 400%
- Carrying | 100% | 125% | 167% | 400% | 1000%
- ----------------+-----------+-----------+-----------+-----------+-----------
- Armor | | | | |
- Armor | 100% | 130% | 170% | 230% | 300%
- Repair | 100% | 130% | 170% | 230% | 300%
- ----------------+-----------+-----------+-----------+-----------+-----------
- Weapons | | | | |
- Proficiency | 100% | 125% | 150% | 175% | 200%
- Efficiency | 100% | 120% | 140% | 170% | 200%
- ----------------+-----------+-----------+-----------+-----------+-----------
- Gadgets | | | | |
- Proficiency | 100% | 125% | 175% | 275% | 400%
- Efficiency | 100% | 120% | 140% | 170% | 200%
- ----------------+-----------+-----------+-----------+-----------+-----------
- Search | | | | |
- Speed | 100% | 125% | 175% | 275% | 400%
- Thoroughness | 100% | 125% | 167% | 400% | 1000%
- ============================================================================
-
-
- Rankings:
- ========================================
- Rank name Skill points needed
- ========================================
- Novice 0
- Trainee 25000
- Agent 30000
- Spy 35000
- Operative 40000
- Masterspy 45000
- Super Spy 50000 (Not attainable without cheats)
-
-
- /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
- \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
-
-
- .--------------------------------------------------------------------------.
- | VII - Walkthrough |
- .--------------------------------------------------------------------------.
-
- ______________
- -----------< Introduction >-------------------------------------------------
- »»»»»»»»»»»»»»
- I have split up each playable level into sub-sections that help describe
- what's going on, include tips for accomplishing objectives, and show a line-
- by-line list of available items. Please note that some items such as notes,
- health and armor, and ammo boxes WILL BE RANDOM. You may or may not get the
- exact same items from these locations, and thus your skill point total may
- be slightly different than the totals I report. I will try my best to be as
- accurate as possible, but there are well over 1000 skill points retrievable
- from random notes and events that I will probably be unable to verify.
-
- Items that I manage to verify are randomly positioned around the maps are
- marked with an arrow (">>"). If an item is marked with an arrow and has no
- skill point bonus following it, I probably found this item somewhere other
- than where I found it the first time through.
-
-
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
- |==========================================================================|
- |+ Walkthrough - Chapter 1 +|
- |==========================================================================|
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
-
- .=======================================================.
- | Chapter 1: Cate Archer Must Die! |
- | The director |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- This is a cinematic scene (cutscene). You are introduced to several main
- characters in this sequence, namely The Director of H.A.R.M., his Evil
- Mother, and Isako.
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- Check out the choreographed movements of the characters; realistic body
- movements (as seen in the first NOLF) are now coupled with independent eye
- vectors _and_ a highly improved facial expression routine. Except for a
- seemingly low incidence of blinking, and a slightly plastic look to their
- faces, these characters move, talk, and act like real human beings!
-
- What's with the leather leggings on Isako and her band?
-
-
- .=======================================================.
- | Chapter 1: Cate Archer Must Die! |
- | Call it a hunch |
- .=======================================================.
-
- 7:01 pm, Inatokimura
-
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- This level is a straight shot pretty much, designed to teach you how the
- game system works, and letting you get accustomed to the controls. Just
- walk straight through, taking out any ninja guards you encounter with the
- crossbow. Pay attention to the tips Santa gives you as you proceed. There
- is a single ninja alarm towards the end of the level in town; if you or a
- ninja hits the alarm, 2 additional guards will appear.
-
- < From the loading screen >
- UNITY has sent Cate Archer to Japan to investigate a rumored international
- crime convention expected to take place in the pastoral village of
- Inotakimura. Her objective is to photograph the meeting's participants
- without arousing their suspicion.
-
- Her first task will be to locate agent Isamu Hatori, who will provide
- further information on her assignment. He's waiting somewhere in the
- village.
-
- Total skill points available: 960
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Rendezvous with Hatori-san
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- You won't find Hatori-san until the next stage.
-
-
- Recover six pages of the UNITY field manual (optional) 300 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- The pages are located as follows:
-
- 1) 2nd pole on left beneath roof near the car where you start
- 2) On tree before bridge near waterfall
- 3) Center of bridge on left railing
- 4) On wall by first hiding place in village
- 5) On pillar by vending machines
- 6) On wall to the right of the level exit
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Starting area
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Spy Training Manual 200 SP
- On hood of car near Yamata-san
- Briefcase on ground 20 SP
- Between car and railing
- Note on pole (2 pages, page 1 of UNITY field manual) 40 SP
- 2nd pole on left beneath roof
- < Santa > (Mynah bird, 3 conversation options) 60 SP
- On railing past roof
-
- Bridge area
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on tree (Page 2 of UNITY field manual) 20 SP
- On tree before bridge
- < Package > 3 coins, 20 SP
- On road in front of bridge
- Note on bridge (Page 3 of UNITY field manual) 20 SP
- Center of bridge on left railing
-
- Village gate
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Santa > 20 SP
- On bluff before gate
- Note on ninja guard 20 SP
- On body of guard (kill or stun her first)
- Note on outer gate 20 SP
- On pole to right of gate
- ** Infiltrating village ** 100 SP
- Enter village for the first time
-
- Village area
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Package > 3 bolts, 3 poison bolts
- Behind first building on left side
- < Santa > 40 SP
- On wall near wind chimes
- Note on wall (Page 4 of UNITY field manual) 20 SP
- On left side of road at first hiding place
- before corner
- < Santa > 20 SP
- On wall near corner in town
- Note on pillar (Page 5 of UNITY field manual) 20 SP
- Next to vending machines
- < Armor > Heavy body armor
- Left of vending machines
- < Health > Bandages
- By bicycle near locked gate at end of road
- Note on wall (Page 6 of UNITY field manual) 20 SP
- On wall to right of level exit
- ** Recover all six pages of UNITY field manual ** 300 SP
- ============================================================================
- Total skill points available this level: 960 SP
- Cumulative total: 960 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- Shooting Santa (the bird) with crossbow bolts or ninja stars, or hitting it
- with a katana, results in a series of interesting responses (4 total).
-
- Listen to the ninja guard conversation for a rather ... unique approach to
- dating. By the way, the same voice actress for Cate Archer (Jen Taylor)
- also does the voices for Isako and some of the ninja guards. In case some
- of the ninja guards sound eerily familiar, Jen Taylor also did the voices of
- Princess Peach Toadstool and Toad in some recent Mario/Luigi games.
-
- Does the license plate on the car (OG 29030) mean anything?
- << Update 0.45 >>
- AMD makes a 29030 RISC processor, but I don't think it's related.
-
- In the demo, there were lightning-like flashes in the sky behind some hills
- if you turned away from the bridge near the waterfall. They are not in the
- retail game. Did these mean anything?
-
- The reflective quality of the water is really nice, although the distortions
- aren't applied quite right. The wave effects of the reflections make it
- look like a small pool of water or a fountain, rather than a constant stream
- of water flowing downstream.
-
-
- .=======================================================.
- | Chapter 1: Cate Archer Must Die! |
- | I have bad news |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- This level is circular in design. There may be a bug where the note in the
- entrance alley cannot be decoded after you decode some of the other notes on
- the stage.
-
- Note that there are two sets of vending machines. The single vending
- machine is near Hatori-san's shop (the building with the sign of a crane
- hanging outside), while there is a set of two vending machines in the
- northwest corner of town.
-
- Total skill points available: 1860
- Total accumulated skill points: 2820
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Rendezvous with Hatori-san 400 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- You'll need to decode 4 notes that are posted around this part of town
- (see the first note to the left of where you start). First, find the
- decoder near one of the vending machine locations described above. You
- can then decode the notes at the following locations:
-
- 1) On south wall next to red sign near where you entered
- 2) On west wall near round paper lantern before red postbox on north
- side of town
- 3) On door north of geisha sign near red paper lantern by the single
- vending machine
- 4) Next to recessed door in side alley south of Hatori-san's shop
-
- Now follow the instructions in these notes (hit the 'i' key to go through
- them again) to meet Hatori-san.
-
-
- Discover the new location for the meeting 400 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Once you meet with Hatori-san, you'll receive this new objective, and
- some new ninja guards will appear around town. There are two ways to
- obtain this objective; I suggest doing both for the skill points and
- practice.
-
- 1) Go around east (the long way) to the east side of the ninja dojo, hop
- into the trench, and crawl under the dojo itself. You should
- overhear a conversation that will fulfill this objective.
- 2) Kill all the ninja guards around the dojo, then decode the note
- posted on the pillar just outside the dojo.
-
-
- Report back to Hatori-san
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Now return to Hatori-san to end the chapter.
-
-
- Recover all four pages of the UNITY field manual (optional) 300 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- The four pages are located as follows:
-
- 1) On door to left/south past red postbox on north side of town
- 2) On back of tree to north of trench near ninja dojo
- 3) On door in alcove in back (south) of ninja dojo
- 4) In covered porch just south of single vending machine (there is a
- single exposed light bulb overhead)
-
-
- Deliver briefcase to Hatori-san (optional) 300 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- The briefcase appears in a random location on the level. Following are
- some of the locations where I have found the briefcase:
-
- 1) By door to house north of trench near ninja dojo
- 2) In dark alley north of the southeastern corner of town where you find
- a wind chime and an ammo box
- 3) Near trash bags in corner of side alley south of Hatori-san's shop
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Starting alley/East village
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on wall 20 SP
- Left/east wall as you enter level
- Note on ninja guard 20 SP
- On second body near your entry point
- Note on wall (need decoder) 20 SP
- On left/south wall in entry alley near red sign
- < Ammo box > 4 bolts, 4 poison bolts
- In brick-walled southeast corner of town near
- wind chime
- << Briefcase >> 20 SP
- See objectives section above
-
- North village
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on wall (need decoder) 20 SP
- On west wall before red postbox near yellow paper lantern
- < Ammo box > 3 fire bolts
- Next to red postbox on north side of town
- Note on door (Page 1 of UNITY field manual) 20 SP
- To south, past red postbox
- >> < Package > Code breaker
- Next to vending machines
-
- Ninja dojo/West village
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on tree (Page 2 of UNITY field manual) 20 SP
- Behind tree to north of trench
- < Item > 1 Angry kitty
- Beneath ninja dojo; crouch in trench and crawl under dojo
- < Accessory > Crossbow scope
- Inside bureau in ninja dojo
- < Armor > Heavy body armor
- In back of dojo
- Note in dojo 20 SP
- Note on door (Page 3 of UNITY field manual) 20 SP
- In alcove around back/south side of ninja dojo
-
- South village/Hatori-san's shop
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on door (need decoder) 20 SP
- Next to geisha sign near single vending machine
- >> < Package > Code breaker
- Next to single vending machine
- Note by door (Page 4 of UNITY field manual) 20 SP
- In covered porch south of single vending machine
- ** Recovering four pages of the UNITY field manual ** 300 SP
- Note by door (need decoder) 20 SP
- In alcove in side alley accessible through covered porch
- < Item > 1 coin
- On ground by trash bag near crane sign
-
- ** Contacting Hatori-san ** 400 SP
- Open and close the mailboxes according to the decoded notes
- ** Delivering the briefcase to Hatori-san ** 300 SP
-
- < Health > First aid kit
- In Hatori-san's shop
- Spy Training Manual 200 SP
- On counter in Hatori-san's shop
- < Armor > Light body armor
- In corner of Hatori-san's shop
-
- Return to ninja dojo
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- ** Discovering the new location for meeting ** 400 SP
- Note by chimes (need decoder) 20 SP
- Outside of ninja dojo after talking to Hatori-san
- ============================================================================
- Total skill points available this level: 1860 SP
- Cumulative total: 2820 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
-
- Not really an "extra," but you can shoot guards in the ninja dojo through
- the cracks in the floorboards if you're crouching beneath them, and they
- can't see or shoot you back.
-
- Is there a reason why there's such a large empty backroom in Hatori-san's
- shop?
-
- What do the Kanji symbols on the signs mean?
-
-
-
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
- |==========================================================================|
- |+ Walkthrough - Chapter 2 +|
- |==========================================================================|
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
-
- .=======================================================.
- | Chapter 2: Goodbye, Spy |
- | The spy is here! |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- Your weapons and ammunition from the previous chapter are carried over into
- this chapter.
-
- This level is pretty much another straight shot. Since the main gate to the
- house is barred from the inside, there are two other ways to enter the
- estate grounds, detailed below. Your main objective is to snap a picture of
- the meeting inside the main house, although this is technically optional.
-
- Note that the map from Hatori-san, while drawn accurately, has the
- directions marked incorrectly. "North" on his map is actually "West" on
- your compass, so adjust your bearings accordingly.
-
- < From the loading screen >
- The meeting is scheduled to take place at the estate of an enigmatic figure
- known only as The Director. Cate will have to infiltrate the estate
- grounds, locate the main house, and find the window Hatori-san indicated on
- the map. This vantage should allow her to take the photographs she needs
- without exposing herself to unnecessary risk.
-
- Once she's obtained the photos, she must return to the bridge where Yamata-
- san is waiting. A UNITY intercept team is standing by to evacuate her to
- Tokyo when the mission is complete.
-
- Total skill points available: 3060
- Total accumulated skill points: 5880
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Infiltrate the estate grounds 400 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- There are two ways into the estate.
-
- 1) Go west down the side alley directly north of the barred main gate.
- In the large dead-end courtyard with two trees, there is an open
- window. Jump up onto the windowsill, then crouch and crawl into the
- storage room.
- 2) Go through the closed gate on the north side of town and follow the
- path to the northern gate to the estate.
-
-
- Photograph the meeting 800 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Parameters:
- Don't let any alarms be sounded in the yard around the main house.
- Don't make any suspicious noise near the window!
-
- Head around to the northwest corner of the main house, hop up onto the
- ledge, and use your Lipstick Spy Camera. Make sure you're walking (hit
- "Caps Lock") and do not fire any weapons near this window, or The Director
- will become alarmed, and you will miss out on 800 skill points!
-
- After taking the photo, an alarm will sound and several ninja guards will
- appear all around the map.
-
-
- Return to Yamata-san at the bridge 600 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Whether or not you managed to take the photograph, now you must return to
- the level entrance. The fastest way back is to unlock the main gate, then
- head north to the alley where you entered. You will miss out on several
- items this way however, so I suggest taking the long way back instead.
- Once you reach your starting point, right-click the gate to end the level.
-
-
- Erase three dead drop chalk marks (optional) 400 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- The three chalk arrows are located as follows:
-
- 1) Directly northwest from entrance across the street beneath an exposed
- light bulb
- 2) South side of town across from barred main gate to estate
- 3) Northwest side of town to northeast of estate's side entrance
-
-
- Recover 4 pages of Isako's letter (optional) 300 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Reading these letters will give you a little personal background on Isako,
- as well as reveal why she is working for The Director. The letters are in
- searchable stacks of paper at the following locations:
-
- 1) Beneath table in house on west side of estate entrance
- 2) By bed in house with ornate trim on roof in estate
- 3) In bureau in 2-story house in estate
- 4) In bureau in house south (next to) second ninja alarm in estate
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Starting alley
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Map: Estate 20 SP
- From Hatori-san at start of level
- Note on wall 20 SP
- < Package > Utility launcher, 5 tracking darts, 20 SP
- On ground
- Note on wall 20 SP
- < Chalk mark > (Dead drop mark #1)
- Directly northwest across from alley beneath
- exposed light bulb
- >>Letter in postbox
- Sticking out of slot of red postbox next to vending machine
-
- Southeast village/Estate main gate
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Chalk mark > (Dead drop mark #2)
- Across from barred main gate to estate
- < Package > 1 Angry kitty
- Behind wooden partition near wind chime
- < Health > First aid kit
- Inside storage shed in side alley leading west
- to the north of barred gate to estate
-
- North village
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >>Letter under door
- Sticking out from under door to house on north
- side of town
- < Package > 10 bolts, 5 tracking darts
- In corner south of stone walkway with zori
- next to door
- >>Letter in postbox 20 SP
- Sticking out of slot of red postbox
- < Chalk mark > (Dead drop mark #3)
- West of red postbox to northeast of the
- estate's side entrance
- ** Erasing enemy dead drop marks ** 400 SP
-
- Estate grounds entrance
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- ** Infiltrating the estate grounds ** 400 SP
- Enter estate for the first time
- >>Letter by entry
- On shelf inside house on west side
- < Item > Sleeping gas grenade
- Top shelf inside house
- < Intel > (Page 1 of Isako's letter) 20 SP
- Beneath west side of table
- >>Letter in bureau 20 SP
- In second room of house
-
- Estate grounds/House with ornate trim on roof
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Health > Bandages
- Top shelf in house
- >>Letter by entry 20 SP
- On shelf inside entry
- >>Letter on table
- On top of table
- < Intel > (Page 2 of Isako's letter) 20 SP
- Next to bed
- >> < Armor > Heavy body armor
- Inside closet next to bed
-
- Estate grounds/2-story house
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >>Letter by entry 20 SP
- On shelf inside entry
- < Intel > (Page 3 of Isako's letter) 20 SP
- In bureau
- >> < Armor > Heavy body armor
- Inside closet next to bed
- < Health > Bandages
- On shelf in back of dark raised storage building
-
- Estate grounds/Area near ninja alarm
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >> < Armor > Heavy body armor
- Just inside house south of ninja alarm
- < Package > 3 poison bolts, 2 fire bolts
- Lower shelf
- < Intel > (Page 4 of Isako's letter) 20 SP
- In bureau
- ** Retrieving information about the leader of the ninja clan ** 300 SP
- >>Spy Training Manual
- In house south of ninja alarm by flowers
- < Package > Silenced SMG, (60) 9mm FMJ
- In storage building north of ninja alarm
- < Item > 1 Stun grenade
- In bureau in house east of ninja alarm
- >>Spy Training Manual 200 SP
- On bench in house east of ninja alarm
-
- Estate grounds/Main house area
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on post 20 SP
- Outside entrance to main house area
- Ammo box 5 bolts, 2 explosive bolts
- Outside meeting window
- ** Photographing the meeting ** 800 SP
-
- Escape back to Yamata-san
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on deck 20 SP
- Outside 2-story house
- Note on post 20 SP
- By northern estate entrance
- Note by gate 20 SP
- Next to large locked gate in northeast town
- Note by exit 20 SP
- ** Returning to Yamata-san ** 600 SP
- ============================================================================
- Total skill points available this level: 3060 SP
- Cumulative total: 5880 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- Is there a purpose to the spinning sign at the corner of one of the
- intersections? What does it say?
-
- Listen to the second ninja conversation for a bit of foolery with their
- ability to tell time. :)
-
-
- .=======================================================.
- | Chapter 2: Goodbye, Spy |
- | The death of Cate Archer |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- This is a cutscene. And yes, it looks like Cate dies! Oh no! Now who will
- you play for the rest of the game?! (Flashback to Raiden from MGS2?)
-
- Once the cinematic ends, the opening credits roll.
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- Who is Terrence Sloggins?
- << Update 1.0 >>
- Terrence is the skinny H.A.R.M. guard in the Chapter 14 cutscene. See the
- "Extras" section of that part of the walkthrough for more details.
-
-
-
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
- |==========================================================================|
- |+ Walkthrough - Chapter 3 +|
- |==========================================================================|
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
-
- .=======================================================.
- | Chapter 3: Project: Omega |
- | The specter of war |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- This is a cutscene. There are a lot of plot points in this movie which I
- won't cover, so I suggest you sit back, enjoy, and watch it all the way
- through. ;)
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- Did Director Jones get a cold, or is a different voice actor playing him in
- this game?
-
- If you have a really good graphics card, and have details set to High, try
- reading some of the certificates in the background of Director Jones'
- office.
-
-
- .=======================================================.
- | Chapter 3: Project: Omega |
- | Welcome to Siberia |
- .=======================================================.
-
- 4:17pm, Siberia, USSR
-
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
-
- I just *love* the snow animation on this level! At any rate, you start off
- near a dacha (cottage) with a large frozen lake to the south where your
- plane is, and a small military outpost to the north past some hills. Your
- objectives will change many times through this level, forcing you to talk
- with the finicky pilot on several occasions. I thought he was rather
- amusing, myself.
-
- Be careful while moving around on the lake's surface near the plane.
- Venture out too far, and the ice will start making crackling sounds. If you
- like to tempt fate, keep going!
-
- < From the loading screen >
- Spy plane photographs show a run-down, understaffed military base, but Mr.
- Barnes warns that this decrepitude is likely a ruse. Although the Americans
- often greatly overestimate Soviet military capacity, UNITY isn't taking any
- chances.
-
- The first phase of Cate's mission is to facilitate her own escape. A little
- sabotage should go a long way toward preventing reinforcements from being
- called in.
-
- Santa has enlisted a pilot who is familiar with the region to get Cate in
- and out. She must protect him at all costs.
-
- Total skill points available: 1240
- Total accumulated skill points: 7120
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Radio UNITY mission central for instructions 300 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- The pilot forgot his keys, and sure doesn't seem too concerned about it.
- Pick the lock, then explore the dacha to get accustomed to its layout.
- This will be important later! Make note of the secret room beneath the
- staircase, as well as the side door with the padlock on it. I recommend
- leaving the padlock alone (you'll see why later).
-
- Once inside, talk to the pilot, then go out back and fire up the
- generator. Back in the dacha, talk to the pilot again if you wish. It
- may be wise to go around the dacha now and turn off all the light
- switches. Then use the radio in the back room.
-
-
- Recover supplies from the shed
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Before you head to the shed, listen for some strange noises around to the
- side of the dacha. Uh-oh, you've been discovered! If you left the
- padlock alone, and turned off all the lights, you should be able to sneak
- around and shoot the intruders in the head with your silenced pistol.
- Otherwise, be prepared for a fight inside the kitchen!
-
- Next, head to the shed out back (north of the dacha), unlock it, and go
- inside. You'll see an envelope on the desk which contains your mission
- brief, a map, and the keys to the snowmobile.
-
- When you try to start the snowmobile up, nothing happens! Chat up the
- pilot again, then head for the military outpost to the north.
-
-
- Place three explosives on the underpinnings of the main bridge 500 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- You will first need to get to the bridge in the first place, and to do
- that, you'll need a can of gas for the snowmobile. A nice big red gas can
- is available inside the military outpost, but first you'll need to
- eliminate all the guards. Once you nab the gas, return to the dacha, chat
- up the pilot if you feel like it, then fire up the snowmobile and head
- back to the outpost.
-
- Two more guards will have mysteriously appeared in the outpost, so be sure
- to take them out (and move the bodies out of the way if necessary), before
- attempting the next move: ride the snowmobile up the wooden ramp, over the
- small fuel tank, and into the area beyond the outpost's fence!
-
- On your way to the bridge, Santa gives you a bit of unnecessary advice.
-
- Once you reach the bridge, hop off the snowmobile and crawl around the
- underpinnings to plant 3 bombs. Watch for rotted planks that fall if you
- try to cross them! On the way out, head left (south) to get back to the
- snowmobile, then continue west to the checkpoint. Head through the
- checkpoint building to reach the next stage.
-
-
- Plant explosive at the base of the radio tower
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- You can't complete this objective at this stage.
-
-
- Plant explosives at power relay station
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- You can't complete this objective at this stage.
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- The dacha
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Santa
- On railing to south of dacha
- < Item > 1 coin
- On counter next to sink
- < Health > Bandages
- In cupboard above sink
- Spy Training Manual 200 SP
- Upstairs next to bed
- < Item > 1 bear trap
- Upstairs next to bed
- < Ammo box > 5 tracking darts
- Outside by generator
- ** Contacting UNITY ** 300 SP
-
- The shed
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Item > Hairspray welder, 20 SP
- Inside chest
- < Package > Utility launcher, 10 tranq darts, 20 SP
- On desk
- < Envelope > Mission brief, map, snowmobile keys, 40 SP
- On desk
- < Item > 1 stun grenade
- Bottom-right drawer of desk
- < Health > Bandages
- Top-left drawer of desk
-
- Military outpost/Large fuel tank/Room by generator
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Armor > Light body armor
- On shelf across from tank
- >>Note on post 20 SP
- On post outside metal fence
- >>Note on wall
- On wall next to door
- < Intel >
- Right desk drawer
- < Item > 1 bear trap
- On shelf by generator
-
- Military outpost/Central building
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Radio >
- On desk in center
- < Intel >
- Left filing cabinet
- < Intel >
- Right filing cabinet
- < Intel >
- Right drawer of desk by door
-
- Military outpost/Open storage area
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >>Note on post
- On post near loading dock
- < Ammo box > (9) .32 FMJ, (9) .32 cyanide
- On shelf next to gas can
- < Item > Gas can
- On shelf
- ** Finding fuel for snowmobile ** 100 SP
- < Health > Bandages
- On barrels
-
- Bridge area/Checkpoint
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- ** Sabotaging the bridge ** 500 SP
-
- Note on pole 20 SP
- On pole near gate
- < Item > 1 coin
- On desktop
- < Intel > 20 SP
- Filing cabinet
- ============================================================================
- Total skill points available this level: 1240 SP
- Cumulative total: 7120 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- Kill the bunny! Kill the bunny! Death to all cute furry things! >8^P
- (Yes, I enjoyed shooting cannon at seals in Warcraft as well...)
-
- Turn on the radio inside the Soviet outpost for a nice reminiscence. If you
- reach the building without killing anyone, you can sometimes catch a guard
- or two bopping to the music!
-
-
- .=======================================================.
- | Chapter 3: Project: Omega |
- | Causing trouble 1 |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- This is an intermediary stage which connects several outlying areas. Refer
- to your map to get your bearings.
-
- Total skill points available: 0000
- Total accumulated skill points: 7120
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Plant explosive at the base of the radio tower
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Head towards the radio tower north of the idling truck. A set of freshly-
- cut trees block you from riding your snowmobile directly there.
-
-
- Plant explosives at power relay station
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Getting to this section requires a bit of "creative snowmobile jumping."
- Follow the directions on your map to the first jump, near the center of
- the map. Continue down the road until you reach a ravine and a very
- unlikely-looking jump. Go ahead and jump it with the snowmobile, for if
- you try to cross it on foot, you die instantly. If you continue up the
- road, you will reach the hunting cabin which contains some useful items
- listed in the section marked "Causing trouble 2."
-
- Head down into the ravine and across the ice to a pile of boulders.
- Beyond the boulders is the power station.
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Bridge area/Checkpoint
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel >
- Filing cabinet
-
- The idling truck
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Spy Training Manual 0 SP (Bug?)
- On top of right-front tire
-
- ============================================================================
- Total skill points available this level: 0000 SP
- Cumulative total: 7120 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- I can't figure out a way to get the skill point bonus from the Spy Training
- Manual to register. Is this a bug in the game?
-
- Running down bunnies in your snowmobile is a fun way to practice your
- driving skills! >_<
-
- Check out the reflections in the pools of ice in the ravine and near the
- hunting cabin. Very nice effects!
-
-
- .=======================================================.
- | Chapter 3: Project: Omega |
- | The communications tower |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- You will get several objectives on this map. The tower looms above you at
- the place Santa indicates, and needs to be taken out. Unfortunately,
- something else comes up while you're on your way out....
-
- The sniper rifle you can pick up has an integrated silencer, useful for
- stealthily picking off enemies from a distance.
-
- Total skill points available: 1600
- Total accumulated skill points: 8720
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Plant explosive at the base of the radio tower 500 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- First, you'll need to pick up the explosives in a cabinet in the large
- warehouse. Then head up the path to the south and plant the explosives on
- the box at the base of the tower. On your way to the tower, you will hear
- a radio report of something happening back at the dacha.
-
- On your way out of the level, the explosives will go off, and you'll need
- to crouch beneath the fallen tower to leave.
-
- If you have trouble finding explosives or locating where to plant them,
- Freddy Paulsen has put together a website with screenshots:
- http://home.online.no/~fred-pau/nolf2.html
-
-
- Plant explosives at power relay station
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- You can't complete this objective at this stage.
-
-
- Rescue your pilot from his Soviet captors and escort him 500 SP
- out of the facility
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- On your way out of the tower area, Santa informs you that your bumbling
- pilot has managed to get himself captured after all. Another set of
- guards appear in the gatehouse area, and two guards "interrogate" your
- pilot in the large warehouse. Now you must get him out of there!
-
- After eliminating all the guards and talking to the pilot once, he will
- say, "Let me know when it's safe." 1 guard will run around the side of
- the first building towards you. Take him out, then talk to the pilot
- again, and he will move.
-
- Now the pilot will say, "Tell me when it's safe," and 2 guards run down
- towards you. Take them out, talk to the pilot, and he'll move.
-
- This time he says, "Tell me when," and 1 guard heads to you. After he
- moves this time, no more guards appear, and you can get him to move next
- to the gate.
-
- Open the gate by pulling the lever inside the gatehouse, and your pilot
- will escape.
-
-
- Recover both pages of Soviet Military Readiness Report (optional) 300 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Just search around for intel items. Their locations are:
-
- 1) In filing cabinet in gatehouse
- 2) In filing cabinet in northern building by tower
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- First building
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Armor > Heavy body armor
- Inside locked trunk
- Spy Training Manual 200 SP
- On shelf above SW bed < Thanks to Cliff Chen! >
- < Intel > 20 SP
- Left filing cabinet
- < Intel >
- Right filing cabinet
- < Intel > 20 SP
- Right desk drawer
- < Health > Bandages
- On shelf
- < Item > 1 banana
- On desktop
-
- The gatehouse
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel >
- Right desk drawer
- < Intel > (Page 1 of Soviet Military Readiness Report) 20 SP
- Right filing cabinet
-
- The warehouse
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Ammo box > (9) .32 FMJ, 5 tranq darts
- In corner by 3 stacked boxes
- < Item > 1 explosive
- Inside cabinet
-
- The radio tower/Northern building
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Item > Silenced sniper rifle, (5) .308 FMJ
- On high shelf
- < Item > 1 banana
- On desktop
- < Intel > 20 SP
- Right desk drawer
- < Intel > (Page 2 of Soviet Military Readiness Report) 20 SP
- Right filing cabinet
- ** Recovering the Soviet Military Readiness Report ** 300 SP
-
- The radio tower/Southern building
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Item > 1 grenade
- On body of guard
- < Ammo box > (9) .32 FMJ, (30) 7.62x39 Phos
- Right side of desk
- < Health > Bandages
- On shelf
-
- ** Sabotaging the communications relay tower ** 500 SP
- ** Rescuing your pilot ** 500 SP
- ============================================================================
- Total skill points available this level: 1600 SP
- Cumulative total: 8720 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- If you get into the first building without being detected, listen to the
- conversation about acquiring supplies.
-
- The chalkboard in the office has "Monolith Productions" and "I (heart)
- Craig" written on it. "Craig" is Craig Hubbard, Creative Director and Lead
- Game Designer for NOLF 2 at Monolith Productions. One of the artists is
- apparently having a bit of fun at his expense. :)
-
- Listen to the "interrogation" of your pilot in the warehouse for some yuks.
-
-
- .=======================================================.
- | Chapter 3: Project: Omega |
- | The power station |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- It is very difficult to try to get through this level with any stealth at
- all. I wound up blasting my way through the power station area until all
- the guards were dead, but of course any humorous conversations between the
- guards were lost. Your objective is to find some explosives, sabotage the
- power generators, then make it back to the hunting cabin you passed on the
- way in.
-
- Total skill points available: 780
- Total accumulated skill points: 9500
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Plant explosives at power relay station 500 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- First, find the explosives in one of the locked chests inside the barracks
- to the east. An additional three guards will appear from the gatehouse as
- soon as you pick up the explosives. Take care of them, then head to the
- generator room where you'll find a trapdoor with a padlock. Pick the
- lock, plant the explosives, and hoof it outside. Once the generators are
- offline, head back to the hunting cabin.
-
- If you have trouble finding explosives or locating where to plant them,
- Freddy Paulsen has put together a website with screenshots:
- http://home.online.no/~fred-pau/nolf2.html
-
-
- Return to the hunting cabin and wait for dark
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Head back to the main map to complete this objective.
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Flatbed truck
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Ammo Box > (10) 7.62x39 Phos, (9) .32 FMJ, 3 tracking darts
- In back of flatbed truck
- < Ammo Box > 1 stun grenade, 3 tranq darts
- In back of flatbed truck
-
- Large building/Office
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel > 20 SP
- Right filing cabinet
- < Intel >
- Left filing cabinet
- < Intel > 20 SP
- Desktop
- < Intel > 20 SP
- Right desk drawer
-
- Large building/Mess hall
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Ammo Box > (9) .32 FMJ, (30) 7.62x39 Phos
- In corner by shelves
- < Intel > 20 SP
- Filing cabinet in corner
- >> < Armor > Heavy body armor
- Inside cabinet
-
- Large building/Barracks
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Spy Training Manual 200 SP
- Beneath SE bed
- >> < Item > 1 explosive
- Inside locked chest by NE bed
- >> < Item > 1 explosive
- Inside locked chest by SE bed
- >> < Item > 1 explosive
- Inside locked chest by SW bed
- >> < Armor > Heavy body armor
- Inside cabinet
-
- Generator room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Item > 1 acid gas grenade
- On shelf by door
- < Health > First aid kit
- On lower shelf
-
- ** Sabotaging the power plant ** 500 SP
- ============================================================================
- Total skill points available this level: 780 SP
- Cumulative total: 9500 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- If you head around to the left behind a brick wall fast enough, you'll catch
- a guard in the act of, uh, "calling nature."
-
- If you manage to infiltrate the mess hall (from the barracks) without being
- detected, you will sometimes catch a guard in the bathroom. You can "knock"
- on the bathroom door for a series of interesting responses. If you're
- detected near the bathroom, you'll hear him flush, then see him run out the
- door!
-
- The sadist in me enjoyed throwing the acid gas grenade into the gatehouse
- when all three guards were still inside (I delayed them by leaving two
- bodies in there). I'm a sicko! ^_^
-
- Shoot the red tank near the truck in the center of the camp for some nice
- fireworks.
-
-
- .=======================================================.
- | Chapter 3: Project: Omega |
- | Causing trouble 2 |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- Now that you've completed your main objectives, head to the hunting cabin in
- the northwest corner of your map and radio UNITY to complete this chapter.
-
- Total skill points available: 120
- Total accumulated skill points: 9620
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Return to the hunting cabin and wait for dark
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Head back to the hunting cabin and use the radio to finish the chapter.
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Hunting cabin
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- ** Locating the hunting cabin ** 100 SP
- < Item > 1 angry kitty
- On desk next to window
- Note on table 20 SP
- On table
- < Health > First aid kit
- On table
- < Armor > Heavy body armor
- On bed
- < Item > Sniper rifle, (5) .308 FMJ
- On bed
- < Item > 2 bear traps
- Inside chest
- ============================================================================
- Total skill points available this level: 120 SP
- Cumulative total: 9620 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- Those bunnies can sure run fast if they're scared! >8^P
-
-
-
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
- |==========================================================================|
- |+ Walkthrough - Chapter 4 +|
- |==========================================================================|
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
-
- .=======================================================.
- | Chapter 4: A Spy in H.A.R.M.'s Way |
- | Outer yard |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- Your weapons and ammunition from chapter 3 carry over into this chapter.
-
- This level is fairly large, and can take a while to clear. The unfortunate
- aspect of this stage is that enemies will constantly spawn from the Records
- Building through the small metal gate on the north side of the map. The
- good part is that they always walk the exact same path, so you can predict
- when they will arrive and act accordingly.
-
- The two optional objectives can be completed on your way out of the records
- building (in the next chapter) if you desire, but you get 200 fewer skill
- points for doing them later.
-
- < From the loading screen >
- After analyzing the Americans' intelligence data, UNITY is convinced that
- Project: Omega is headquartered in the Main Records Building at the center
- of the compound. Security will be tight, so it won't be easy for Cate to
- reach the target site, let alone get inside and recover the data she
- requires.
-
- Fortunately, she's going in under the cover of night, which should afford
- some small advantage.
-
- Total skill points available: 1380
- Total accumulated skill points: 11000
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Infiltrate the Main Records Building
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- There are two ways into the main compound. You can crawl into the bunker,
- then weld off the hinges of the locked door inside, or you can go through
- the gatehouse by picking its lock, or waiting for a guard to come out for
- a smoke break. The guard carries a key ring which will unlock the
- gatehouse door.
-
- Once inside the compound, you can either complete the optional objectives,
- or skip them altogether (possibly doing them later) and head straight for
- the large building at the north end of the compound. Whatever you decide,
- beware the enemy spawn point at the old Records Building; a new Soviet
- guard will emerge from the Building approximately every 30 to 60 seconds,
- so plan your movements accordingly. Note that by setting a bear trap in
- front of the small metal gate from which they emerge, you will hear an
- audible snap (and possibly a scream) from anywhere nearby, alerting you
- that another guard has appeared.
-
-
- Place explosive at the outer gate (optional) 400 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- First, you'll need to find an explosive charge. The closest is located in
- a package inside the barracks east of the main gate. Once you plant the
- explosive, you can forget about it until you emerge from the Main Records
- Building in the next chapter.
-
- If you have trouble finding explosives or locating where to plant them,
- Freddy Paulsen has put together a website with screenshots:
- http://home.online.no/~fred-pau/nolf2.html
-
-
- Place explosive at the fuel depot in the motor pool (optional) 400 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- The second explosive bundle is found inside the building by the motor
- pool. Tote it up the ladder between the two large vertical fuel tanks,
- and plant it on the side of the northern tank. Like the other explosive
- charge, it will not detonate until the end of the chapter. Note that if
- you leave this level, then immediately return, the transparent explosives
- icons will disappear. I suggest either planting them before you enter
- the Old Records Building, or after you accomplish your mission and are on
- your way out.
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Bunker
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Armor > Heavy body armor
- On floor in corner
- < Item > 2 grenades
- On shelf
- < Item > 2 bear traps
- Under shelf
-
- Gatehouse
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Item > AK-47, (5) 7.62x39 FMJ
- On desk
- < Intel > 20 SP
- Right desk drawer
-
- ** Infiltrating the Soviet installation ** 200 SP
-
- Storage shed north of bunker
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Item > 1 bear trap
- Upper shelf
- < Ammo box > (10) .308 FMJ, (5) tranq darts
- Lower shelf
-
- Mess hall
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on board 20 SP
- On corkboard by door
-
- Barracks
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Package > 3 body removers
- In chest near bed north of SE bed
- < Package > 1 explosive, 20 SP
- On bed south of NW bed
-
- ** Planting explosive at the south gate ** 400 SP
-
- Lavatory/East building
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Health > Bandages
- On bench in lavatory
- Note on bench 20 SP
- On bench in showers
-
- Building east of motor pool
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel >
- Right desk drawer
- < Ammo box > (18) .32 FMJ, 3 body removers
- Lower shelf
- Spy Training Manual 200 SP
- Inside tipped-over trash can
- < Intel > 20 SP
- Filing cabinet
-
- Motor pool building/front room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Item > 1 explosive
- On shelf
- < Intel > 20 SP
- Filing cabinet
- < Intel >
- Right desk drawer
- < Intel > (Map of compound) 20 SP
- Left desk drawer
-
-
- Motor pool building/back room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Health > Bandages
- On shelf
- < Armor > Heavy body armor
- On shelf
- < Item > 1 coin
- On desktop
- < Intel > 20 SP
- Right desk drawer
-
- Motor pool
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Package > 1 angry kitty
- On flatbed of NW truck
- ** Planting explosive at the fuel depot ** 400 SP
-
- Building south of Records Building
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel > 20 SP
- Filing cabinet
- < Ammo box > (30) 7.62x39 Phos, 5 tracking darts
- Lower shelf
- ============================================================================
- Total skill points available this level: 1380 SP
- Cumulative total: 11000 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- Listen to one of the guards chat at length about his girlfriend.
-
- If you haven't tried the angry kitty yet, now is a good time to see it in
- action!
-
-
- .=======================================================.
- | Chapter 4: A Spy in H.A.R.M.'s Way |
- | The old records building |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- There is nothing you can accomplish immediately, but you will return here
- after picking up some items from the next stage. There are two ways to get
- up to the second floor. You can head up the stairs to the east, or jump up
- the boxes inside the cargo elevator, hop on top of the elevator cage, then
- open the maintenance door and climb through.
-
- There are two spawn points for continuous guards. They will come in from
- the second floor exit to the inner yard and walk down the stairs onto the
- first floor. Guards will also walk in from the outer yard on the ground
- floor, so keep the outer door closed to get some warning of their arrival.
-
- Take note of the wall safe in the back office on the third floor. It will
- be an optional objective later on.
-
- Total skill points available: 1120
- Total accumulated skill points: 12120
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Infiltrate the Main Records Building
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Since this level is set in the old records building, your objective is to
- penetrate further inside the base and get into the new records building.
- Head through the building and onto the inner grounds via the exit on the
- second floor, or the window on the third floor.
-
- Once you retrieve a bag of sugar from the kitchen outside, return to this
- level and use it on the gas cap on the generator in the basement. This
- will disable the electric fence outside, permitting you to open the gates
- and head towards the Main Records Building.
-
-
- Recover top secret document from the safe (optional) 300 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- The safe in the back office on the third floor needs a combination. When
- you find the combination in the radio room past the electric fence, open
- the safe and pick up the document inside. Note that once you get
- information about Project Omega from the Main Records Building, you will
- NOT be able to come back to the Old Records Building, so I recommend you
- do this objective before moving to the Main Records Building!
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Outside
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on wall 20 SP
- Next to outer door
-
- Ground floor/West room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >> < Armor > Heavy body armor
- On top of boxes
- >> < Item > AK-47, (5) 7.62x39 FMJ
- On desk
-
- Ground floor/North store room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >> < Armor > Heavy body armor
- On shelf
-
- Ground floor/Alarm room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel >
- Right desk drawer
- < Intel > 20 SP
- Filing cabinet
-
- Ground floor/East room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on desk 20 SP
- On desktop
- < Package > Utility launcher, 3 camera disablers, 20 SP
- On desktop
- < Intel > 20 SP
- Filing cabinet
- >> < Item > AK-47, (5) 7.62x39 FMJ
- Leaning on wall in stairwell
-
- Ground floor/Elevator
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >> < Armor > Heavy body armor
- On boxes
- Spy Training Manual 200 SP
- Inside maintenance room on second floor
-
- Basement
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Ammo box > (18).32 FMJ, (9) .32 Cyanide
- On shelf by barrels
- < Ammo box > (5) .308 FMJ
- On shelf in generator room
- < Package > 3 body removers
- On shelf in generator room
- Note on fence 20 SP
- Next to generator fuel tank
-
- ** Sabotaging the generator ** 400 SP
-
- Second floor
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >>Note on board
- On corkboard on south wall
- < Intel > 20 SP
- Filing cabinet in alarm room
- < Intel >
- Right desk drawer in alarm room
- < Ammo box > 3 grenades
- On shelf in west store room
- >>Note on board
- On corkboard in hallway near stairs up
-
- Third floor/West offices
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Ammo box > 3 tranq darts, (30) 7.62x39 Phos
- On filing cabinet
- < Intel >
- On desktop
- < Item > 1 acid gas grenade
- On desktop
- Note in safe 20 SP
- ** Recovering documents ** 300 SP
-
- Third floor/NE office
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel > 20 SP
- Filing cabinet
- < Intel >
- Left desk drawer
-
- Third floor
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel > 20 SP
- Filing cabinet on north wall
- >>Note on board
- On corkboard on west wall by alarm
- < Ammo box > 2 tracking darts
- On boxes in SE store room
- >>Note on board 20 SP
- On corkboard in SE store room
- < Health > First aid kit
- On shelf in south store room
- ============================================================================
- Total skill points available this level: 1120 SP
- Cumulative total: 12120 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- Listen to the guards talk on your way in. I never thought of using
- "Patriotic Literature" in that fashion....
-
- Has anyone actually tried the "top secret" recipe?
-
-
- .=======================================================.
- | Chapter 4: A Spy in H.A.R.M.'s Way |
- | Inner yard |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- Your mission here is twofold: find a way to disable the electric fence
- barring your progress to the new records building, and create a distraction
- to facilitate your escape. There are three cameras on this level: above the
- second floor entrance, near the small northern gate, and above the locked
- main entrance to the records building. Shooting them will automatically
- raise an alarm, so I recommend using camera disablers on them unless you've
- already raised the alarm. Sounding the alarm will cause three guards to
- appear.
-
- The two guard towers each have a sniper near the searchlight. Shooting the
- searchlight will raise an alarm, sometimes even if you shoot the sniper
- before shooting out the light. Allowing the searchlight to track you will
- also raise the alarm. Basically I thought it best to go ahead and raise the
- alarm, clear the level of enemies, then dispatch the cameras and
- searchlights, since the guards always appear from the same points.
-
- The level entrance door is a continual spawn point for guards. I found it
- useful to leave some guard bodies near the doors to delay arriving guards
- long enough for me to run there and kill them. Note how the music changes
- when a guard discovers a corpse; this is a good indicator for when a new
- guard arrives.
-
- Total skill points available: 1520
- Total accumulated skill points: 13640
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Infiltrate the Main Records Building
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Once you disable the electric fence (see previous stage), you will be able
- to open the northern gate and move on.
-
-
- Place explosive on propane tank by mess hall 400 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- This is not an optional objective! It seems that the explosives will be
- used to create your escape route for the next chapter. You will find the
- explosive charge inside the storage building to the northwest. Place it
- on the back of the propane tank that is across from the southern guard
- tower to complete this objective.
-
-
- Discover the nature of the conspiracy you've uncovered (optional) 300 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- You will find three stacks of paper around this level. Search them for
- the identities of three potential double agents. They are located at:
-
- 1) Middle locker in the showers
- 2) Beneath bed in barracks
- 3) Inside cabinet in NW store room
-
-
- Recover top secret document from the safe (optional)
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Searching the radio room will reveal the combination to the safe back on
- the third floor of the old Records Building. Head back inside to find the
- "Top Secret" document.
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Mess hall
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on refrigerator 20 SP
- In kitchen
- << Bag of sugar >>
- Inside locked glass cabinet
- < Item > AK-47, (5) 7.62x39 FMJ
- On dining table
-
- Showers
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Ammo box > (30) 7.62x39 FMJ
- Inside rightmost locked locker
- < Item > 1 bear trap
- Inside second locker from right
- < Intel > (Page 1 of conspiracy) 20 SP
- Inside middle locker
- >> < Item > AK-47, (5) 7.62x39 FMJ
- Inside middle locker
- < Health > First aid kit
- Inside second locker from left
-
- Barracks
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Ammo box > (18).32 FMJ
- Inside SW chest
- >> < Item > AK-47, (5) 7.62x39 FMJ
- On ground by SE bed
- < Intel > (Page 2 of conspiracy) 20 SP
- Beneath bed north of SE bed
- < Item > 1 stun grenade
- Inside chest south of NW bed
- < Armor > Light body armor
- Inside locked chest south of NE bed
- < Item > 2 grenades
- Inside locked NE chest
-
- NW storage building
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >> < Item > AK-47, (5) 7.62x39 FMJ
- On top of barrels
- < Ammo box > 3 tranq darts, 3 tracking darts
- On shelf
- < Armor > Heavy body armor
- On shelf
- < Intel > (Page 3 of conspiracy) 20 SP
- Inside cabinet
- ** Identifying three potential double agents ** 300 SP
- < Item > 1 explosive
- On bottom NW shelf
- < Package > 2 body removers
- Near dumpster outside building
-
- ** Planting explosives at the propane tank ** 400 SP
-
- ** Locating the Main Records Building ** 500 SP
-
- Radio room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Spy Training Manual 200 SP
- On shelf
- < Intel > 20 SP
- Filing cabinet
- < Intel > (Safe combo) 20 SP
- Right desk drawer
-
- ============================================================================
- Total skill points available this level: 1520 SP
- Cumulative total: 13640 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- The radio operator is a real wuss. By the way, killing scientists and other
- non-combatants appear to have no effect on your objectives or the mission.
- The only stages where there are innocent civilians is around the India
- levels; do NOT kill the civilians there, or your mission will fail.
-
-
- .=======================================================.
- | Chapter 4: A Spy in H.A.R.M.'s Way |
- | The basement |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- The basement of the Main Records Building is a cluttered mess. Its layout
- is essentially a large counterclockwise curl, with the entrance at the outer
- end, and the stairs inside. To get past the gates with electronic locks,
- you can either pick up a card key from one of the guards, or use the code
- breaker on the card slot.
-
- Many items are randomly placed around the level. Two light body armors, the
- computer vacuum tube, and an ammo box will appear inside various cabinets or
- on shelves throughout the area. If you don't find these items where I have
- listed them, continue to search the shelves and cabinets.
-
- There is a single camera in the hallway outside the SE store room. Also, be
- sure to pick up the vacuum tube before leaving this stage, as you will need
- it later.
-
- Guards will spawn at the stairs to the first floor. Fortunately this is a
- tiny level, so they are of little consequence.
-
- Total skill points available: 360
- Total accumulated skill points: 14000
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Infiltrate the Main Records Building
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Just head inside the outer door to complete this objective.
-
-
- Recover information on Project: Omega
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- You can't complete this objective on this stage. You will need a vacuum
- tube located somewhere on this level, however. The tube is located in a
- random cabinet or on shelves around the level, such as:
-
- 1) Inside south cabinet in SW store room
- 2) Inside west cabinet in SW store room
- 3) Inside cabinet by bathroom in east store room
-
-
- Liquidate Nikolai Zhukov (optional)
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- You will receive this mission from a file cabinet in the east store room.
- Head upstairs to the Main Records Building and eliminate Zhukov to
- complete this objective.
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- << Vacuum tube >>
- See objectives section above
-
- Kitchen
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Health > Bandages
- Upper cabinet above sink
- < Package > Utility launcher, 2 camera disablers
- Beneath table
-
- >> < Item > (Map of basement) 20 SP
- On table next to first gate
-
- SW store room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >> < Item > (Map of basement)
- On lower shelf by door on north wall
- >> < Armor > Light body armor
- Inside west cabinet
- >> < Armor > Light body armor
- Inside south cabinet
- < Ammo box > 3 tracking darts, 2 body removers
- On shelf in side storage room
-
- South store room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Ammo box > (30) 7.62x39 Phos
- On box
- >> < Armor > Light body armor
- On shelf by window
-
- Central room/Alarm room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Spy Training Manual 200 SP
- Left desk drawer
- < Intel > 20 SP
- Left filing cabinet
- < Intel > 20 SP
- Right filing cabinet
- < Intel > 20 SP
- Filing cabinet
- < Intel >
- Right desk drawer
-
- SE store room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel > 20 SP
- Right desk drawer
- >> < Ammo box > (5) 7.62x39 Phos
- On boxes
- >> < Armor > Light body armor
- On lower shelf in east corner
-
- East store room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel > 40 SP
- Filing cabinet
- >> < Ammo box > (5) 7.62x39 Phos
- Inside north cabinet
- >> < Armor > Light body armor
- Inside cabinet by bathroom
- < Item > 1 bear trap
- On shelf in bathroom
-
- Laundry room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Item > 1 coin, 1 sleeping gas grenade
- Top of washing machine
- >> < Armor > Light body armor
- Inside cabinet
- < Intel > 20 SP
- Filing cabinet outside window
-
- Boiler room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Package > 1 angry kitty
- On ground behind large boiler
- ============================================================================
- Total skill points available this level: 360 SP
- Cumulative total: 14000 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- Listen to the conversation by the vent in the kitchen.
-
-
- .=======================================================.
- | Chapter 4: A Spy in H.A.R.M.'s Way |
- | Main records building |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- This level has two floors, along with a small section on the second floor
- where the central archive is located. The first floor is circular in
- design, and there are two stairwells to the second floor. The "Foyer," as
- marked on the map you find, looks more like a large store room or receiving
- warehouse than the main entrance to the facility.
-
- There are three security cameras: one on the first floor, and two on the
- second. There are no guard spawn points though, so once you clear out the
- floors, no more guards will appear unless you set off the alarm. You will
- need the vacuum tube from the previous stage, as well as a security code
- from the second floor in order to reach the central archives.
-
- Take note of the laundry room immediately east of the entrance. You will
- need to head there to exit the level after accessing the central archives.
-
- Total skill points available: 2520
- Total accumulated skill points: 16520
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Recover information on Project: Omega 800 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- First, make sure you have the computer vacuum tube from the basement. You
- will also need the security code from a note on the second floor. Armed
- with both, head through the security office on the first floor and into
- the computer room. Replace the vacuum tube, enter the security code, and
- you'll head up into the Central Archive.
-
- You can get 100 SP by entering numbers randomly on the tape reel reader 5
- times.
-
- Next you'll need to find the tape reel number for Project: Omega, found in
- a note someplace on this level. Armed with the number, go to the robotic
- tape reader on the north wall, enter it, and pick up the paper that comes
- out. As soon as you're finished reading, the alarm will sound and several
- guards will appear on both floors.
-
-
- Get back to the plane
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- The entrance from the basement on the first floor is now sealed off. Your
- only way out now is down the laundry chute inside the laundry room.
-
-
- Liquidate Nikolai Zhukov (optional) 400 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Zhukov will walk around the stage, but is most likely to be found in his
- offices in the SE corner of the first floor. If you wait in these offices
- long enough, he will walk in. Otherwise, just raise the alarm and he will
- run in just like another guard. Killing him will complete this objective.
-
-
- Recover additional information on ANATOLI (optional) 300 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- ANATOLI appears to be an operative working another secret project. There
- are 4 pages to uncover, located as follows:
-
- 1) First floor, right desk drawer in General's office (SE corner)
- 2) Second floor, right desk drawer in SE office
- 3) Second floor, left desk drawer in NW office
- 4) Second floor, right desk drawer in SW office
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- First floor/Mess hall
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on table (Map of first floor) 20 SP
- On SE table
-
- First floor/SW office
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >> < Ammo box > 5 tranq darts
- Inside cabinet
- < Armor > Heavy body armor
- Inside cabinet
-
- First floor/Foyer
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Ammo box > 2 body removers, (10) .308 FMJ, 3 tranq darts
- On top of pallet
- < Intel >
- Left filing cabinet, west wall
- < Intel >
- Right filing cabinet, west wall
- < Intel > 20 SP
- Filing cabinet in center of room on north side of pallets
- < Thanks to Cliff Chen! >
- < Intel >
- Left filing cabinet, east wall
- < Intel >
- Right filing cabinet, east wall
- < Intel >
- Filing cabinet, north wall
-
- First floor/SE office/General's office
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on desk (Map of second floor) 20 SP
- On desk
- < Intel >
- Filing cabinet
- < Intel > (Page 1 of ANATOLI) 20 SP
- Right desk drawer, General's office
- Spy Training Manual 200 SP
- In drawer of table by couch
- >> < Ammo box > 5 tranq darts
- On table by couch
-
- ** Eliminating General Zhukov ** 400 SP
-
- First floor/NE store room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on vending machine 20 SP
- On machine next to staircase
- < Armor > Heavy body armor
- On boxes
- < Health > First aid kit
- On shelf
- < Ammo box > 3 tranq darts
- On shelf
-
- First floor/Laundry room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Package > 2 body removers
- On shelf
-
- First floor/Security office
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel > 20 SP
- Right desk drawer
- < Intel >
- Filing cabinet
- >> < Ammo box > 5 tranq darts
- NE corner
-
- Second floor/SE office
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Ammo box > 3 tranq darts, (10) .308 FMJ
- Inside cabinet
- < Intel > (Page 2 of ANATOLI) 20 SP
- Right desk drawer
-
- Second floor/Office east of eastern camera
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >>Note on desk (M-9 Security Code)
-
- Second floor/Office south of eastern camera
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Ammo box > 5 tracking darts
- On box
- < Intel >
- Filing cabinet
-
- Second floor/North office
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >>Note on desk (M-9 Security Code)
- < Intel >
- Right desk drawer
-
- Second floor/Northwest office
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel > (Page 3 of ANATOLI) 20 SP
- Left desk drawer
- < Ammo box > (9) .32 FMJ, (9) .32 Cyanide
- SE corner
- < Armor > Light body armor
- On boxes south of bathrooms
-
- Second floor/West office
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >>Note on desk (M-9 Security Code)
- < Health > Bandages
- Inside cabinet in storage room
- < Item > Utility launcher, 3 camera disablers
- Inside cabinet in storage room
-
- Second floor/SW office
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Health > Bandages
- SW corner
- < Ammo box > (3) .32 FMJ
- On desk
- < Intel > (Page 4 of ANATOLI) 20 SP
- Right desk drawer
- ** Collecting documents ** 300 SP
-
- ** Accessing the central archive ** 500 SP
-
- Central archive/M9 tape reel reader
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- << Enter numbers randomly 5 times >> 100 SP
- << Enter reel number for Project: Omega >> 20 SP
- ** Recovering information on Project: Omega ** 800 SP
-
- Central archive/South store room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >>Note on shelf (M9 tape reel number)
- < Armor > Light body armor
- Inside cabinet
- < Ammo box > (60) 7.62x39 Phos, (18) .32 FMJ
- On shelf
-
- Central archive/SW office
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >>Note on desk (M9 tape reel number)
-
- Central archive/NW office
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel >
- Right desk drawer
- < Intel >
- Left filing cabinet
- < Intel > 20 SP
- Right filing cabinet
-
- Central archive/NW office
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >>Note on desk (M9 tape reel number)
- ============================================================================
- Total skill points available this level: 2520 SP
- Cumulative total: 16520 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- Check out the animation when you enter the security code into the computer.
- I liked how the ceiling folded into the walls.
-
-
-
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
- |==========================================================================|
- |+ Walkthrough - Chapter 5 +|
- |==========================================================================|
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
-
- .=======================================================.
- | Chapter 5: Night Flight |
- | The basement |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- Your weapons and ammo carry over from the previous chapter.
-
- Now your objective is to escape with the Project Omega information you've
- just recovered. If you planted the explosives in the outer yard, they will
- create distractions for the guards when you reach those areas. Otherwise,
- they will become mandatory objectives for this stage which you will need to
- complete in order to get out of the compound.
-
- For this level, just head through the basement and back outdoors. There are
- lots of ammo boxes and a few intel items scattered through the levels on the
- way back to the plane, so be sure to check around for them. There are no
- more guard respawn points on any level, so you can clear a level of enemies
- without worrying that more will appear.
-
- You will not find any intel from file cabinets or desk drawers on the way
- back.
-
- < From the loading screen >
- Now that Cate has recovered information on Project: Omega, she faces the
- even greater challenge of getting it out of the Soviet Union. To complicate
- matters further, both the Russians and H.A.R.M. are hunting for her.
-
- She'll have to cross her fingers and hope that her meticulous preparations
- pay off. The night is about to light up.
-
- Total skill points available: 220
- Total accumulated skill points: 16740
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Get back to the plane
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Just head back to the outer entrance, picking up ammo and intel along the
- way. You will get 9mm Gordon SMGs and ammo from the H.A.R.M. guards
- dressed in purple on the way back. Be sure to pick up a Siberia keycard
- from a guard body to unlock the security gate quickly (click the card slot
- to open it).
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Laundry room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Health > Bandages
- Inside cabinet
-
- NE store room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Armor > Light body armor
- Inside north cabinet
- < Item > 1 stun grenade
- Inside north cabinet
- < Armor > Heavy body armor
- Inside cabinet by bathroom
-
- Central room/Alarm room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on board 20 SP
- On corkboard
- < Ammo box > 4 tranq darts, (30) 7.62x39 FMJ
- Hidden among boxes (look for the white glowing object)
-
- South store room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Ammo box > 2 camera disablers, (30) 7.62x39 FMJ
- On box
-
- SW store room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Ammo box > 4 tracking darts, (30) 7.62x39 Phos
- On box
- < Health > Bandages
- Under table
- < Ammo box > 3 grenades
- In NW corner
-
- Kitchen
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Spy Training Manual 200 SP
- On counter by stove
- ============================================================================
- Total skill points available this level: 220 SP
- Cumulative total: 16740 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- Is there a reason why the ammo box in the central room is hidden like that?
- It's a glowing white color instead of a dark green, so it may be
- intentional.
-
-
- .=======================================================.
- | Chapter 5: Night Flight |
- | Inner yard |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- The sniper rifle comes in very handy for the next few stages. Head for the
- south wall by the large fuel tank. If you didn't plant explosives on the
- fuel tank on the way in, you can find an explosive bundle in the lockers
- near the showers. Note that setting off the alarm here will not spawn more
- guards.
-
- Total skill points available: 520
- Total accumulated skill points: 17260
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Get back to the plane
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Head for the large fuel tank by the wall on the south side of the yard.
- If you planted the explosives there earlier, you will earn an additional
- 300 SP just for watching it explode. Once it blows up, hop through the
- hole it makes in the wall.
-
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Radio room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Ammo box > (18) .32 FMJ, (30) 7.62x39 Phos
- Next to desk
-
- NW storage building
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Ammo box > 2 sleeping gas grenades
- Outside west wall next to pallet
-
- ** Planting explosives at the propane tank ** 300 SP
-
- Showers
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Item > 1 acid gas grenade
- Second locker from right
- < Health > Bandages
- Second locker from left
- < Item > 1 explosive
- Leftmost locker
- Spy Training Manual 200 SP
- On bench
-
- Barracks
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Armor > Heavy body armor
- Inside SE chest
- < Health > First aid kit
- On bed near NW corner
-
- Mess hall
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel > 20 SP
- On SE table
- < Ammo box > 3 tranq darts, 3 tracking darts
- On SE table
- ============================================================================
- Total skill points available this level: 520 SP
- Cumulative total: 17260 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- Trying to jump up into the backs of the flatbed trucks is not possible. Is
- it because they're running?
-
- Note that while the alarm goes off when the tank explodes, it will not be
- triggered by the searchlights or cameras. Perhaps the level designers
- decided that the alarm is useless, now that most of the guards are dead?
-
-
- .=======================================================.
- | Chapter 5: Night Flight |
- | Outer yard |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- Once again, be sure to hunt around for items and ammo boxes for extra skill
- points and ammunition. There are a limited number of guards here, and no
- spawn point. Even if the alarm goes off, no new guards appear.
-
- Total skill points available: 720
- Total accumulated skill points: 17980
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Get back to the plane
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- If you haven't planted explosives at the motor pool and the front gate,
- you can do so now. Unlike the last stage, you get no bonus skill points
- for planting them on the way in. When you're ready to leave, take a
- snowmobile that's parked in the motor pool (near where the large vertical
- fuel tanks used to be), drive through the main gates, and aim it over the
- small hill to jump the fence and get outside the compound.
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Building east of motor pool
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on pole 20 SP
- Outside of north entrance
-
- Motor pool
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Item > 1 explosive
- On ground by snowmobile
- < Ammo box > (28) 7.62x39 FMJ
- On ground by snowmobile
-
- Lavatory/East building
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Spy Training Manual 200 SP
- Inside west stall
-
- Barracks
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >> < Item > AK-47, (30) 7.62x39 Phos
- On floor by door
- < Ammo box > (10) .308 FMJ
- On floor by NE chest
- < Armor > Light body armor
- Inside chest south of NE chest
-
- Mess hall
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >> < Item > AK-47, (30) 7.62x39 Phos
- On floor by overturned table
- < Health > First aid kit
- On counter by refrigerator
-
- Storage shed north of bunker
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Item > 1 stun grenade
- On shelf
- < Ammo box > (30) 7.62x39 Phos
- On floor by NE chest
-
-
- ** Escaping from the Soviet compound ** 500 SP
- ============================================================================
- Total skill points available this level: 720 SP
- Cumulative total: 17980 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- Check out the particle effects on the flames in the burning fuel tanks!
-
-
- .=======================================================.
- | Chapter 5: Night Flight |
- | Exfiltration |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- Now your objective is to make it to the checkpoint at the south end of the
- map. The exits to the radio tower and power station are fenced off, so you
- can't head to either of those maps.
-
- The Soviet guards will have Phosphorous ammunition loaded in their weapons
- for this stage, so make sure you have at least a level 2 Stamina skill to
- help survive their bullets.
-
- Total skill points available: 200
- Total accumulated skill points: 18180
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Get back to the plane
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- On the way back to the checkpoint, there will be two roadblocks. The
- first is easy to bypass, but the second requires that you go up the steep
- slope to the roadblock's right in order to pass some felled trees. You
- can backtrack to the hunting cabin if you need health and armor.
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Hunting cabin
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Health > Bandages
- On table
- < Armor > Heavy body armor
- On floor
- Spy Training Manual 200 SP
- On table
-
- Roadblock 1/Two trucks
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Ammo box > (30) 7.62x39 Phos, (10) .308 FMJ, (18) .32 FMJ
- In back of truck
-
- Checkpoint
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Ammo box > (30) 7.62x39 Phos, (30) 7.62x39 FMJ
- On floor by desk
- < Armor > Light body armor
- On floor by stove
- ============================================================================
- Total skill points available this level: 200 SP
- Cumulative total: 18180 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- Where did all the bunnies go? :(
-
-
- .=======================================================.
- | Chapter 5: Night Flight |
- | Surprise, surprise |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- This stage is split into a few smaller objectives. You'll have to find and
- sober up your pilot who's hiding beneath the stairs in the dacha. You will
- also need to defuse a bomb that's planted on your airplane. You can do
- these tasks in any order.
-
- Total skill points available: 1620
- Total accumulated skill points: 19800
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Get back to the plane
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Listen to Santa by the gate to the military outpost to "complete" this
- objective.
-
-
- Rescue your pilot from H.A.R.M. 500 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Not surprisingly, your pilot is once again in trouble. Eliminate four
- H.A.R.M. guards around the dacha, then open the doors beneath the
- staircase to complete this objective.
-
-
- Help your pilot sober up 200 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Your pilot is drunk, and asks you to make some coffee. Fortunately, some
- hot java is brewing on the stove already. Take the coffeepot from the
- iron stove to the left of the pots on the counter, and use it on the mug
- that's on the dining table to complete this objective.
-
-
- Prevent H.A.R.M. from blowing up your plane 500 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- After taking care of the two guards by the plane, you have 1 minute to run
- up and defuse the bomb. It takes about 15 seconds to defuse the bomb; I
- don't think a higher gadget skill affects this time.
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- ** Escaping the base grounds ** 200 SP
-
- Military outpost/Open storage area
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Health > First aid kit
- On barrels
- < Ammo box > (60) 7.62x39 Phos
- On shelf
-
- Military outpost/Large fuel tank/Room by generator
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Armor > Light body armor
- On shelf by generator
- < Ammo box > (9) .32 FMJ, 5 tracking darts
- On desk
- Spy Training Manual 200 SP
- Left desk drawer
-
- Military outpost/Central building
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Item > 1 sleeping gas grenade, 1 stun grenade
- On desk in corner
-
- The dacha
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Health > First aid kit
- By sink
- Note on floor 20 SP
- By dining table
- < Ammo box > (10) .308 FMJ
- In chest by fireplace
- < Armor > Heavy body armor
- By radio
-
- ** Rescuing your pilot (Completing your mission) ** 500 SP
- ** Sobering up your pilot ** 200 SP
- ** Securing the landing site ** 500 SP
- ============================================================================
- Total skill points available this level: 1620 SP
- Cumulative total: 19800 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- The explosions on the bridge make a nicely-scripted sequence. I actually
- found a body of one of the guards near where I stopped to watch the show.
- >8^P
-
-
-
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
- |==========================================================================|
- |+ Walkthrough - Chapter 6 +|
- |==========================================================================|
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
-
- .=======================================================.
- | Chapter 6: Diary of a Double Agent |
- | Grasping at straws |
- .=======================================================.
-
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- This is a rather long cutscene. I won't go into the plot, but I do have two
- words: "Man crates." :)
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- There are some minor clipping errors with Cate's skirt when she walks in
- this uniform. I assume it's just a problem with the skin, and not the
- model.
-
-
- .============================================================.
- | Chapter 6: Diary of a Double Agent |
- | The house where Melvin used to live |
- .============================================================.
-
- 3:36 PM, Akron, Ohio
-
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- The house is nothing but a treasure hunt for the first half. There are
- plenty of rooms to explore, and even though it's dark, you cannot hide in
- the shadows; therefore I suggest turning on all the light switches for
- later.
-
- You can play back the tapes on the tape recorder sitting on the dining room
- table. In conjunction with the letters, the tapes give you a bit of history
- on what Blitzny did to prepare for his role as Tom Goodman.
-
- Once you finish your objectives, the house fills with ninja guards, so be
- prepared for a lot of fighting to get to the escape route in the SE room
- upstairs.
-
- < From the loading screen >
- Without any other compelling leads to follow, Cate heads to Akron, Ohio to
- search for clues at the former residence of the notorious Melvin Blitzny.
- Blitzny, a vacuum cleaner salesman by trade, had been groomed to assume the
- identity of UNITY operative Tom Goodman as part of H.A.R.M.'s last
- despicable plot. He met his end at the hands of his own mentor.
-
- Whatever trepidation Cate may feel at entering the domain of this
- treacherous man must be set aside if she is to achieve her goal.
-
- Total skill points available: 1960
- Total accumulated skill points: 21760
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Find information on Project Omega 800 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Clear the poster on a wall in the basement to find a switch. You will
- need to find fresh batteries to operate this switch, open the door, and
- complete this objective. The batteries will be randomly placed throughout
- the level; here are a few places I have found them:
-
- 1) Upper-right drawer in desk in NE bedroom upstairs
- 2) Drawer under lamp in NE bedroom upstairs
- 3) On closet shelf in NE bedroom upstairs
-
- When you pick up both notes in the Inner Sanctum, ninja guards will appear
- throughout the house.
-
-
- Escape with the evidence
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Now you will need to go through the window upstairs in the southeast room
- that's boarded up. Doing so will end this stage.
-
-
- Find all the recordings (optional) 400 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- There are six envelopes containing recordings of Blitzny and his
- endeavors. They are located as follows:
-
- 1) Upper-right drawer in basement
- 2) Upper large drawer by refrigerator in kitchen
- 3) On mantle above fireplace in den
- 4) Inside bathtub in SE bathroom upstairs
- 5) On shelf in central closet upstairs
- 6) In middle drawer of desk in NW bedroom upstairs
-
-
- Find all correspondence between Goodman and Mr. Smith (optional) 400 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- These letters are found in the stacks of paper located as follows:
-
- 1) Inside cabinet in basement
- 2) Upper-right drawer by sink in kitchen
- 3) On table in NE corner of dining room
- 4) On boxes in SW closet upstairs
- 5) On desk in NE bedroom upstairs
- 6) On shelf by projector in Inner Sanctum
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Basement
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Ammo box > (9) .32 FMJ, (30) 9mm FMJ
- On table by stairs
- << Red audio tape >>
- Upper-right drawer of shelves
- < Intel > (Page 1 of correspondence) 20 SP
- Inside cabinet
-
- Kitchen
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- << Green audio tape >>
- Upper large drawer by refrigerator
- < Intel > (Page 2 of correspondence) 20 SP
- Upper-right drawer by sink
- < Health > Bandages
- Under sink
-
- Dining room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel > (Page 3 of correspondence) 20 SP
- On table in NE corner
-
- Den
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- << Purple audio tape >>
- On mantle above fireplace
-
- Upstairs/SW closet
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel > (Page 4 of correspondence) 20 SP
- On boxes
-
- Upstairs/SE bathroom
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Health > Bandages
- By toilet
- << Blue audio tape >>
- Inside bathtub
-
- Upstairs/West room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Ammo box > (30) 9mm FMJ
- In NW corner
-
- Upstairs/Central closet
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- << Orange audio tape >>
- On shelf
-
- Upstairs/NW bedroom
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- << Yellow audio tape >>
- Middle drawer of desk
- ** Collecting the voice recordings ** 400 SP
-
- Upstairs/NE bedroom
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Armor > Heavy body armor
- On bed
- < Intel > (Page 5 of correspondence) 20 SP
- On desk
- << Batteries >>
- On shelf in closet/Upper-right desk drawer/Drawer under lamp
-
- Inner Sanctum
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Item > Gordon 9mm SMG, (60) 9mm FMJ
- On minibar
- Note on minibar 20 SP
- < Armor > Heavy body armor
- Under minibar
- Spy Training Manual 200 SP
- On bookshelf
- < Intel > (Page 6 of correspondence) 20 SP
- On shelf next to projector
- ** Collecting the correspondence between Blitzny and Mr. Smith ** 400 SP
- < Item > Katana
- On bureau
- Note on bureau 20 SP
-
- ** Recovering information on Project Omega ** 800 SP
- ============================================================================
- Total skill points available this level: 1960 SP
- Cumulative total: 21760 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- Running around on carpet will stir up motes of dust that hang in the air
- around you. Nice effects!
-
- The old audio turntable entertainment center in the dining room brought back
- some ancient memories....
-
- Listen to the sixth recording for the classic quote, "She wasn't good
- looking and she smelled like a horse, but she was woman enough for me!"
-
-
- .=======================================================.
- | Chapter 6: Diary of a Double Agent |
- | Storm rolling in |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- This has to be one of the most annoying levels in the game. There are an
- infinite number of ninja in this stage, and they are relentless. You have a
- very limited amount of ammunition, and the ninja bodies instantly disappear
- when they die. You will have to RUN from the house to various cover points
- all through the map, and it will be nigh impossible to escape without being
- hit dozens of times.
-
- I would definitely suggest ignoring the extra skill point items here and go
- as fast as you can to the end of the road, then double back to the exit (see
- below for more detail).
-
- Total skill points available: 560
- Total accumulated skill points: 22320
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Escape with the evidence
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Head west down the road, then turn north at the corner, then west again at
- the downed electrical lines. Turn south at the southwest corner of the
- fence, and you will see an open gate. Head in, then jump into the window
- of the shed in the corner. Continue east through all the backyards here
- to the exit.
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Blitzny's house
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Item > Combat shotgun, (20) 12-gauge buckshot
- In shed to south of house
- < Armor > Heavy body armor
- In shed
- < Ammo box > (120) 9mm FMJ, (27) .32 FMJ
- In shed
- Spy Training Manual 200 SP
- On porch on west side of house
-
- Outdoors/By road
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >>Letter on porch 20 SP
- On porch of first northern house west of Blitzny's house
- >>Letter under door
- Beneath side door on west side of first northern house
- >>Letter by mailboxes 20 SP
- On east side of mailboxes at NE corner of bend in road
- >>Letter under door
- Beneath garage door of house at NE corner of bend in road
- >>Letter under door
- Beneath door of house at NE corner of bend in road
- >>Letter under door 20 SP
- Beneath side door of SW house
- >>Letter under door
- Beneath front door of SW house
-
- SW corner/Shed
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Armor > Light body armor
- In shed
- < Ammo box > (120) 9mm FMJ, (27) .32 FMJ
- In shed
-
- South side/Backyards
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Armor > Light body armor
- In shed
- < Health > First aid kit
- Next to red BBQ
-
- ** Escaping from Blitzny's house ** 300 SP
- ============================================================================
- Total skill points available this level: 560 SP
- Cumulative total: 22320 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- If you stop at the back door of the green house on the west side of the area
- and look southwest, jumping if necessary, you will see an unfinished house
- over the fence. It seems to be missing textures and supports for its roof!
-
-
- .=======================================================.
- | Chapter 6: Diary of a Double Agent |
- | Tornado trouble |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- This level is a total mess! I am still working on taking a complete
- inventory of all the armors, ammo boxes, and other items strewn throughout
- the trailer park. Suffice it to say, there are plenty of items to go
- around!
-
- Kill 20 ninja (the twister will tip over a trailer after you dispatch 10),
- or just survive for a certain amount of time, and Isako will appear and
- challenge you.
-
- Total skill points available: 240
- Total accumulated skill points: 22560
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Fight off the ninja attackers
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Once you kill 10 ninja, the twister will tip over a trailer and toss it
- around. Kill 20 ninja, or survive for about 4 minutes, and Isako will
- appear.
-
-
- Defeat Isako
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Hit Isako enough times, and she will run into a mobile home. Follow her
- in to end the stage.
-
-
- Escape with the evidence
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- You can't complete this objective at this stage.
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Abandoned car
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Spy Training Manual 200 SP
- SE of starting position under dilapidated car
-
- Car in center
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on windshield 20 SP
- Note on driver's seat 20 SP
- Inside car; you may have to break the window to get it
- < Armor > Heavy body armor
- Passenger seat of car
- < Item > Shotgun, (16) 12-gauge buckshot
- Backseat of car
- ============================================================================
- Total skill points available this level: 240 SP
- Cumulative total: 22560 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- Dang, Monolith took the term "particle effects" to an extreme here!
-
- When you get near the car in the center of the trailer park, several chunks
- of wood impale themselves in the doors. Woo that was close!
-
-
- .=======================================================.
- | Chapter 6: Diary of a Double Agent |
- | Carried away |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- Like the tornado scene in the Wizard of Oz, you are now stuck inside a house
- as it twirls within a cyclone! While scripted events take the house apart
- piece by piece, it's too bad the physics of the situation weren't applied
- fully (you don't float weightless from time to time as the house bobs up and
- down, and you don't twist or wobble as you would inside a washing machine).
-
- At any rate, it's an out-and-out swordfight between you and Isako now! She
- will use her smoke bombs after taking a certain amount of damage; use the
- time while she's gone to replenish your armor as necessary, and try to get
- at the Spy Training Manual.
-
- Total skill points available: 1000
- Total accumulated skill points: 23560
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Defeat Isako 800 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Slice and dice Isako with your katana until her health bar is out. Doing
- this will end the chapter.
-
-
- Escape with the evidence
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- See above.
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Kitchen
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Spy Training Manual 200 SP
- Inside lower cabinet to left of sink
-
- ** Defeating Isako ** 800 SP
- ============================================================================
- Total skill points available this level: 1000 SP
- Cumulative total: 23560 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- While physics weren't necessarily applied to you, they definitely applied to
- the house! :)
-
-
-
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
- |==========================================================================|
- |+ Walkthrough - Chapter 7 +|
- |==========================================================================|
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
-
- .=======================================================.
- | Chapter 7: Double Cross |
- | Knife in the back |
- .=======================================================.
-
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- This is a cutscene. Welcome back to Magnus Armstrong! We are also
- introduced to Pierre, the assassin, and get a "hint" of why Volkov is stuck
- in his wheelchair.
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- Check out the cheesy animation on the "lava" in the H.A.R.M. headquarters.
- The guards comment on it in later chapters!
-
-
- .=======================================================.
- | Chapter 7: Double Cross |
- | The password |
- .=======================================================.
-
- 1:25 PM, Calcutta, India
-
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- The map for this stage can be confusing, so spend some time exploring the
- area to get accustomed to its layout. It is divided into three sections:
- the north end with the hotel and cafΘ, the midsection with the open market
- and basement, and the east end where the H.A.R.M. headquarters are located.
- There are locked gates in some sections that can only be opened from one
- side; unlocking them will open additional escape routes for when the police
- spot you, so it would be wise to open them when you get the chance.
-
- You will spend a lot of your time traversing the map from one end to the
- other, so be sure to mark the policemen with tracking darts to make them
- appear on your radar screen (the compass). This will help you avoid them as
- they patrol the area. You can easily outrun the police and hide from them
- by crouching behind low walls, but they can corner you if this tactic
- doesn't work. When cornered, use your banana!
-
- < From the loading screen >
- Magnus Armstrong has contacted his old friend Kamal, a disillusioned
- H.A.R.M. operative in India who promises his assistance. While Kamal isn't
- familiar with Project Omega, he's certain any pertinent information can be
- found in the central vault at the Indian headquarters.
-
- Bruno has concluded that a direct infiltration of the compound is too risky,
- given the intense security Cate would likely face. Therefore, Kamal will
- help her accomplish perhaps her strangest objective thus far: to get a job
- with H.A.R.M. Once hired, she'll have the security clearance necessary to
- move about the compound freely.
-
- Total skill points available: 1480
- Total accumulated skill points: 25040
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Rendezvous with Kamal 400 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Parameters:
- Be careful not to injure innocents or police patrolling the area.
-
- Shoot the police with tracking darts as soon as you can. There will be a
- mission later this stage where getting spotted may mess up the objective.
-
- Kamal will appear in the cafΘ in the northern section of town only after
- you collect blackmail evidence from a group in the middle section. Talk
- to the man at the flower stand to receive his note.
-
-
- Obtain the blackmail evidence on Kamal
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Once you pick up Kamal's note, head to the southernmost alley in town,
- enclosed by a gate at each end. At the bottom of the stairs in this
- alley, there is a locked door. Through it, and behind a second locked
- door in the basement is the evidence you need to return to Kamal. Picking
- up the evidence will make Kamal appear in the cafΘ back in the northern
- section of town.
-
-
- Gain entry to H.A.R.M. headquarters 500 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Once you meet Kamal, he tells you to pick up a package past the gatekeeper
- Harij, inside a newspaper machine. As soon as you pick up this package,
- your target Malpani (wearing a red turban) appears from the H.A.R.M.
- headquarters and starts to walk towards the hotel. To get the password,
- you can either kill him and unlock the safe in his hotel room (keys are on
- his body), or do it the way Santa suggests: bug his phone, wait for him to
- use it, then replay the conversation from the bug. On your way back to
- the hotel to plant the bug, if the police spot you and Malpani panics, he
- may not get to the phone in time; in this case, you will have to get the
- note in his safe.
-
- A new policeman will appear at Harij, then patrol the East section. You
- can run behind him and tag him with a tracking dart while he harangues
- Harij.
-
- After getting the password, head back to the east section and "use" the
- yellow door on the left at the end to finish the level.
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- North section/Outdoors
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Item > 1 banana
- On table in cafΘ
- < Ammo box > 3 tracking darts
- On porch in SE section up stairs near metal gate
- < Thanks to Claude >
-
- Note on table (Map of neighborhood) 20 SP
- Kamal leaves this after you talk to him
-
- North section/Hotel
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Item > 1 sleeping gas grenade
- In alley across street from hotel
- < Health > Bandages
- Left of sink
- < Item > 1 banana
- On counter
- Spy Training Manual 200 SP
- Under bed
-
- Note in safe 20 SP
- Need keys from Mapani
- ** Obtaining the password ** 100 SP
-
- Middle section/Outdoors
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note from Kamal 20 SP
- On counter after talking to flower vendor
- < Health > Bandages
- On counter west of Harij
- < Item > 1 banana
- On counter by spices west of Harij
- < Ammo box > 3 glue bombs
- Behind low wall in alley SW of Harij
-
- Middle section/Basement
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel > 20 SP
- On SE shelf
- < Item > 1 laughing gas grenade
- On shelf by hookah
- < Armor > Heavy body armor
- On boxes in backroom
- Note on desk 40 SP
- On desktop
- < Intel >
- Left desk drawer
- < Intel > 20 SP
- Right desk drawer
-
- ** Contacting Kamal ** 400 SP
-
- South section/Near news stand
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Item > 1 coin
- On counter
- < Armor > Light body armor
- On counter
- < Item > 1 banana
- On counter by paper cups
- Note in news stand 1 bug, 40 SP
- ** Retrieving Kamal's package ** 100 SP
-
- ** Gaining entry to H.A.R.M. headquarters ** 500 SP
- ============================================================================
- Total skill points available this level: 1480 SP
- Cumulative total: 25040 SP
-
- < Thanks to Claude for catching a point discrepancy here >
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- Harij just cracks me up. Watch how he jumps up and down the second time you
- talk to him. :)
-
- The phone number on the sign for "Hotel Happy Guest" is a familiar long-
- running joke for us old-timers. Remember Jenny!
-
- A lightsource bug makes the inside of the drawers of the tables in the hotel
- appear very bright when you open them.
-
- No skill points are awarded for planting and listening back to the phone
- bug. Is this a bug in the game?
-
-
- .=======================================================.
- | Chapter 7: Double Cross |
- | Planting a bug |
- .=======================================================.
-
- 2:24 PM, Calcutta, India
-
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- Listen to Kamal's little ditty on your present objective, then head out.
- Your mission is to figure out a way past the guards without arousing
- suspicion. Since you cannot kill anyone (yet), and no one can kill you
- (yet), this turns out to be a Pure Stealth Mission. Oh yeah!
-
- You can easily outrun the guards when pressed, but you'll need to find a
- hiding place to throw them off your trail. A good bet is to duck into a
- nearby doorway, shut the door behind you, and stand still. If the guard
- didn't see you enter the door, he'll make hunting noises for about a minute,
- then give up and walk away.
-
- Total skill points available: 320
- Total accumulated skill points: 25360
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Bug the phone in Anoop Banerjee's office, then listen back to
- the conversation
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Parameters:
- Don't kill anyone or you'll fail your mission!
- Avoid being caught or you'll be escorted back to the lobby and have to
- try again!
-
- This is probably the second-hardest mission in the game, next to "Storm
- rolling in." In fact, this stage is the polar opposite of the pure
- kill-everything-that-moves mentality of "Storm rolling in." This time,
- you cannot kill anyone (even if you wanted to), and if you're caught by a
- guard (you get within touching range), you get sent back to the lobby and
- the positions of the guards reset.
-
- Patience is key here. Get too hurried, and you'll be detected with
- several guards closing on your position. Use too many coins, and you'll
- be out of ammo with no more available without reloading a saved game.
- This is especially true once you get close to Banerjee's office, where you
- will be within sight of two guards upstairs almost all the time.
-
- At any rate, take your time and explore all the corners and offices.
- Since you can get "caught" and restart the mission as many times as you
- want, feel free to hunt down all the intel items before finishing up the
- stage. Once you reach Banerjee's office, plant the bug on his phone.
-
-
- Don't get caught now or you'll fail your mission!
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- As soon as you plant the bug, the phone will ring, and Banerjee will run
- into the office a few seconds later. You will need to run and hide behind
- the screen in the NE corner of his office. Once he finishes his
- conversation and leaves, go back to the phone and listen to the bug; this
- will end the stage.
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Ground floor/Office area
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Item > 1 coin
- On table by Kamal
- < Intel >
- Filing cabinet in SW office
- < Intel >
- Filing cabinet in SE office
- < Intel > 20 SP
- On desk in SE office
- < Intel >
- Filing cabinet in NE office
- < Item > 1 coin
- On desk in NE office
-
- Ground floor/Lobby
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Item > 1 coin
- On table in lobby
- Note in drawer 20 SP
- In south table
- < Item > 1 coin
- On table in north hallway
-
- Ground floor/Yard area
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note by window 20 SP
- Next to bathroom window
- < Item > 3 coins
- In fountain west side of yard
-
- Ground floor/Secure area
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Item > 1 coin
- On floor by sink in janitorial closet
- < Item > 1 coin
- On table in kitchen
- < Intel > 20 SP
- On desk in NW office
-
- Second floor
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel > 20 SP
- Left filing cabinet in SE office
- < Intel >
- Right filing cabinet in SE office
- Spy Training Manual 200 SP
- On couch in SE office
- < Intel >
- Filing cabinet in SW office
- < Intel > 20 SP
- Filing cabinet in NW office
- ============================================================================
- Total skill points available this level: 320 SP
- Cumulative total: 25360 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- The large wine bottles have "BJ Runnels Vinyard" on the labels. Is this
- significant?
-
- The reflections and wave animation in the water of the fountain are
- definitely realistic here, although Cate is missing from the reflection.
- Check out how the waves are elongated along the long axis of the trough.
-
- No skill points are awarded for listening to the bug in Banerjee's office.
- Is this a bug in the game?
-
-
- .=======================================================.
- | Chapter 7: Double Cross |
- | Wanted |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- This stage can be quite infuriating at times, especially when the cop who
- hangs the posters gets stalled someplace and doesn't put up the last one or
- two. At any rate, this is another stealth mission; your objective: to
- collect 8 Wanted posters. You can just sit back and let the civilians
- gather up most of the posters, then go out and grab the last few, but that
- would be too easy (and boring too)! The real challenge here is to not let
- the police know you're following them around and grabbing the posters. If
- they start chasing you, all poster-hanging activity stops until they stand
- down from alert.
-
- Total skill points available: 1000
- Total accumulated skill points: 26360
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Collect the Wanted posters before they are spotted by civilians 300 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Parameters:
- Be careful not to injure innocents or police patrolling the area.
-
- As soon as the stage starts, the policeman southeast of you starts placing
- Wanted posters around town. Pick up your purse, and tag him with a
- tracking dart as soon as possible. If you can follow him around without
- alerting him or the other two policemen, you can pick up the posters as he
- puts them up. Each poster will be marked on your radar with a red "i," so
- if you need to circle around it'll be easier to spot.
-
- If the police start chasing you, run and find someplace to hide. The
- poster-planting man won't go back to his duty until the coast is clear.
- On the good side, citizens will pick up and take posters with them,
- resulting in one less poster for you to find. Of course, these citizens
- will shout for help if they spot you, but you don't lose any points for
- not picking up all 9 posters yourself. Since the posters appear on your
- radar, I won't note their positions here.
-
- Once all 9 posters are gone, Harij will run up and tell you to look for
- Kamal.
-
-
- Find Kamal 100 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Kamal will appear near the west gate where you started, although I found
- him as far away as the faucet on the north street once. Talk to him for
- the next objective.
-
-
- Retrieve supplies from the phone booth near the movie theater 100 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- A package has now magically appeared inside the phone booth on the south
- side of town. Go pick it up.
-
-
- Infiltrate Evil Alliance headquarters 200 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Now that you have a welder, you can go around to the west side of the
- theater and weld open the lock to the exit.
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- West gate area
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Item > Utility launcher, 10 tracking darts
- Your purse at Armstrong's feet
-
- Northern street
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >> < Item > 1 banana
- On counter to west of faucet at east end
-
- Middle street
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >>Note on shelf
- On stone bench at west end
- >> < Item > 1 banana
- On stone bench at west end
- >>Note on shelf
- On windowsill SE of stone bench at west end
- >>Note on shelf 20 SP
- On stone shelf at east end
-
- Southern street
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >>Note on counter 20 SP
- On counter northeast of theater
- >>Note on cushion
- On shelf to east of phone booth
- < Package > Welder, 40 SP
- Inside phone booth after talking to Kamal
- ** Retrieving Kamal's package ** 100 SP
-
- Eastern area
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Spy Training Manual 200 SP
- Inside news stand
- >>Note on ground 20 SP
- In front of photo shop in NE corner
- < Item > 1 banana
- On counter
-
- ** Collecting the Wanted posters ** 300 SP
- ** Locating explosives (Talking to Kamal) ** 100 SP
- ** Infiltrating Evil Alliance ** 200 SP
- ============================================================================
- Total skill points available this level: 1000 SP
- Cumulative total: 26360 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- Did you notice that the initials for Evil Alliance also happen to stand for
- a large software distributor in competition with Sierra/VUG? Hmm....
-
-
- .=======================================================.
- | Chapter 7: Double Cross |
- | Evil Alliance |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- While this level has 9 or 10 guards around the map, it pretty much turns out
- to be a treasure hunt. The most frustrating optional objective in the
- entire game is here; for a challenge, see if you can complete it before
- reading the "Objectives" section below!
-
- Total skill points available: 1620
- Total accumulated skill points: 27980
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Recover the contents of the manager's safe 300 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- The guards near the entrance talk of a blue letter; you will need to find
- this letter in order to open the safe. The locations I have found the
- letter so far include:
-
- 1) On table in front of snack bar
- 2) On middle of railing on central upper balcony
- 3) On table next to stairs beneath stage
- 4) On dressing table in room immediately north of water heater
- 5) On sink by door in men's bathroom < Thanks to hdd >
-
- Next, climb up to the projection room (the door leading up is near the NW
- balcony on the second floor). Past the projectors is the manager's
- office, and behind the large painting is the safe.
-
-
- Plant explosives at location #1
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- First, pick up the explosives from the basement. Next, plant one at the
- icon on the scaffolding above the stage. The ladder up to the scaffolding
- is on the east end of the stage.
-
-
- Plant explosives at location #2
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- This point is between the projectors in the projection room.
-
-
- Plant explosives at location #3 500 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- You will find this explosive point on the side of the large water heater
- in the basement. You get 500 skill points for planting explosives at all
- three locations.
-
-
- Plant explosives in the secret Evil Alliance film vault (optional) 300 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- If you're reading this, chances are you either didn't search the entire
- theater very thoroughly, or didn't bother searching in the first place....
- ^_^
-
- You will notice a hole in the wall behind explosive point #3 (the water
- heater), which is the "secret" film vault. To get inside, simply go
- upstairs to the theater floor where the hole would be, and search that
- area.
-
- Still stuck? Search the theater floor _very_ carefully. You might just
- find a seat or a cushion (or a seat cushion) that's out-of-place. Once
- inside the secret film vault, plant the explosives and be done with this
- objective.
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Ground floor/Backstage
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on board 20 SP
- On corkboard in starting room
- < Item > 1 coin
- On floor by chairs in starting room
- < Ammo box > (9) .32 FMJ
- Inside NE cabinet
- < Intel > 20 SP
- Inside SW cabinet
-
- Ground floor/Lobby area
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel > 20 SP
- Inside cabinet in SW store room
- >> << Blue note >> (Safe combination) 20 SP
- See Objectives section
- < Ammo box > 2 explosive bolts
- Inside SE stall of SE lavatory
-
- Basement
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Item > Crossbow, 10 bolts, 5 fire bolts
- In chest at bottom of stairs
- < Intel > 20 SP
- On shelf in NE corner of east room
- < Ammo box > 4 explosives, 20 SP
- On shelf in SE room
- ** Finding explosives ** 100 SP
- < Ammo box > 5 poison bolts
- In SW corner of south room with trapdoor
- < Package > Mascara stun gun
- In west cabinet of west room
- < Intel > 20 SP
- In south cabinet of west room
- < Ammo box > (9) .32 Cyanide
- On shelf by water heater
-
- Basement/Secret film vault
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel > 20 SP
- On table
- Spy Training Manual 200 SP
- In green crate in NE corner
- ** Destroying Evil Alliance's secret film vault ** 300 SP
-
- Projection room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on shelf 20 SP
- On shelf next to film cans by door
- < Intel > 20 SP
- On shelf next to door to Manager's office
-
- ** Sabotaging Evil Alliance's operations ** 500 SP
-
- Projection room/Manager's office
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel >
- Filing cabinet
- Note in safe 20 SP
- ** Recovering the contents of the safe ** 300 SP
- ============================================================================
- Total skill points available this level: 1620 SP
- Cumulative total: 27980 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- Those "movie" posters scare me.... >_<
-
- If you can sneak down the stairs, listen to the conversation about "arterial
- spray." Bleah.
-
-
-
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
- |==========================================================================|
- |+ Walkthrough - Chapter 8 +|
- |==========================================================================|
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
-
- .=======================================================.
- | Chapter 8: The Art of Murder |
- | The vault |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- Sabotaging EA was a little too easy, wasn't it? Now, on to the main vault
- in H.A.R.M.'s headquarters! This stage is a combination of shooter with
- stealth, and you can play it both ways. Once you unlock the gate to the
- stairs, anything goes!
-
- < From the loading screen >
- Having proven her value to H.A.R.M., Cate has secured a job with the very
- organization she has vowed to destroy. A higher security clearance should
- help her get close to the prize: the main vault. There she hopes to find
- the missing piece of the puzzle.
-
- Unfortunately, the vault is off limits to all but the highest ranking
- H.A.R.M. employees, so the biggest challenge still lies ahead. If only she
- could have unearthed better intelligence about the security countermeasures
- she must face.
-
- Total skill points available: 1660
- Total accumulated skill points: 29640
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Reach the lower level without killing anyone
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Well, since you don't have any lethal weapons in the first place, this
- objective is a cinch. Just decode the locked gate on the stairwell past
- the lobby, and you're done. You can use the tranq darts on the landing of
- the stairs to go back and pick up more formidable weapons from some nearby
- guards. Both Kamal and Banerjee disappear from the map as soon as you
- open the gate.
-
-
- Recover information on Project Omega from the main vault 800 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Head down the stairs to reach a corridor with a camera and two guards. If
- you went back and cleared out the upper levels, setting off the alarm will
- only bring one or two more guards, and shooting the camera will prevent
- the alarm from sounding again until you clear the main vault.
-
- At the north end of the basement is The Trap. Simply put, there are two
- ways to get across: wait for the spikes to rise and run around the side to
- the other door, or use the light fixtures as mentioned in an intel item.
- Either way, once you cross the trap and clear the vault, the spikes will
- no longer fall.
-
-
- Rendezvous with Armstrong
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- After picking up the folder in the vault, a LOT of guards appear in the
- H.A.R.M. headquarters throughout the building. Your mission now is to
- fight your way back to the outside yard, then out through the NE gate near
- Santa's perch. Be sure to hold your fire when you reach the gate at the
- top of the stairs. Kamal runs up to you there, and shooting him will fail
- the mission.
-
-
- Plant bug on three telephones in H.A.R.M. 800 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- There are four telephones spread through the level. Place bugs on any
- three of them to complete this objective. The two stationary phones are:
-
- 1) SE office upstairs
- 2) SW office in basement
-
- The other two phones are in random offices: one in an upstairs office, and
- the other in a ground floor office.
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Second floor
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel >
- Filing cabinet in NW office
- < Intel > 20 SP
- Filing cabinet in SW office
- < Intel >
- Left filing cabinet in SE office
- < Intel >
- Right filing cabinet in SE office
-
- Ground floor/Yard area
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Package > (Bug mission) 3 bugs, 20 SP
- In large alcove on north side of yard
- < Package > Utility launcher, 10 tracking darts,
- In rightmost stall of restroom 5 camera disablers, 20 SP
- Note on floor 20 SP
- In leftmost stall of restroom
-
- Ground floor/Offices
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel >
- Filing cabinet in NE office
- < Intel >
- Filing cabinet in SE office
- < Intel >
- Filing cabinet in SW office
- < Ammo box > 10 tranq darts
- On second landing of staircase
-
- Basement
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on table 20 SP
- On table in NW corner
- < Intel > 20 SP
- Filing cabinet in SW office
- ** Bugging H.A.R.M. Headquarters ** 200 SP
-
- The trap area
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Spy Training Manual 200 SP
- On ground by pillar near exit to the trap
- ** Bypassing the trap ** 300 SP
-
- Note on ground (Pit trap!) 20 SP
- In center of room beyond spike trap
-
- The Vault
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Item > Combat shotgun, (20) 12-gauge buckshot,
- On shelf (5) 12-gauge explosive
- < Armor > Heavy body armor
- On shelf
- < Item > .32 handgun, (27) .32 FMJ
- On shelf
- < Item > Silenced SMG, (60) 9mm FMJ
- On shelf
- < Ammo box > 3 stun grenades
- On shelf
- Note on shelf (Project Omega documents) 20 SP
- ** Recovering information on Project Omega ** 800 SP
- ============================================================================
- Total skill points available this level: 1660 SP
- Cumulative total: 29640 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- The "hot water" effect in the bathroom was pretty nice, though the "fog" on
- the window stays permanently.
-
- It's a good thing those bunnies in the pit aren't Killer Rabbits! Run away!
- Run away!
-
-
- .=======================================================.
- | Chapter 8: The Art of Murder |
- | Crossfire |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- Oh boy, another shooting stage. After exiting the headquarters, you must go
- east back into the theater district of town. Go slowly in this stage,
- taking time to peek around corners and listening for guards announcing their
- approach. When a new set of guards spawn on the map (when you reach a
- specific point), they will usually announce their arrival by shouting
- something out. Take the few seconds of time you have before they run in to
- duck into a nearby doorway or other cover point.
-
- There are 6 snipers placed around the map, sometimes in random balconies.
- Be sure to keep an eye out for them, or you'll get a nasty surprise. There
- are also 3 heavy body armors; pick one up if you need it.
-
- Total skill points available: 520
- Total accumulated skill points: 30160
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Follow Armstrong to safety 300 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- You will rarely catch a glimpse of Armstrong, or hear him shout out to
- you. Just follow the path, as it only leads to one place: inside the Mime
- King's domicile.
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Middle road
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >> < Armor > Heavy body armor
- East end of road by cart
- >> < Armor > Heavy body armor
- South side of road in side alley by large pot
- >> < Armor > Heavy body armor
- Top of stairs at west end of road
-
- South road/Theater area
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >> < Armor > Heavy body armor
- SW corner of road
- >> < Armor > Heavy body armor
- In triangular corner west of phone booth
- >> < Armor > Heavy body armor
- In alcove east of phone booth
- Note on theater 20 SP
- Posted on front of box office
-
- East side
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Spy Training Manual 200 SP
- On ground by tricycle down middle road
- < Armor > Heavy body armor
- In NE corner by tricycle down middle road
- ** Escaping ** 300 SP
- ============================================================================
- Total skill points available this level: 520 SP
- Cumulative total: 30160 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- If you head west from your starting position, two vendors will argue about a
- monkey. This is definitely one of the most amusing conversations in the
- game!
-
-
- .=======================================================.
- | Chapter 8: The Art of Murder |
- | Invisible walls |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- You and Armstrong finally meet your matches; he's formidable, he's painted,
- and he has a horrible accent. He's the self-proclaimed Mime King, and he
- has you caught in a glass cage!
-
- Progress through the level is once again linear, and ends with a pitched
- battle in the final courtyard. Until you reach this courtyard, take your
- time and wait for more mime thugs to show up (they often do) before
- proceeding to the next area of the map.
-
- Total skill points available: 1360
- Total accumulated skill points: 31520
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Escape with Armstrong
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- First things first: look for a large bolt in the cage on top of the panel
- directly in front of you. You have 1 minute to weld it off before the
- floor opens and dumps you out.
-
- Once out of the cage, follow Armstrong until he (unsuccessfully) tries to
- break down a door. Two mime thugs will burst in behind you and open fire.
-
- Now follow the path through the two buildings, picking up items and intel
- along the way. You will need to climb up a ladder and drop into the
- center room to get out to the courtyard. When you reach the large
- courtyard, explore it thoroughly so you get a good feel for its layout,
- then head to the SW door and open it for Armstrong.
-
- A lot of mime thugs will now enter the courtyard from various points; I
- found it most useful to stay in the open between the two wagons so they
- will see and shoot at you instead of Armstrong. 3 thugs appear from the
- NE corner first, then 5 from the balconies behind the stage and on the
- east end of the yard. Finally, 3 last thugs run in from the alley gate
- in the SE side. Defeat them all, and Armstrong will open the exit and
- stroll through. Before following him, be sure to search all the bodies,
- and backtrack to pick up the heavy body armor if you need it; the next
- stage may prove to be difficult if you don't have full health and armor.
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Building one/Ground floor
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- ** Escaping the Mime King's deathtrap ** 400 SP
- >> < Armor > Heavy body armor
- On shelf in first dark room
- Note by door 20 SP
- In SW room
- Note on low table 20 SP
- In NE room
- >> < Armor > Heavy body armor
- In NE room on counter by sink
-
- Building one/Second floor
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note in drawer 20 SP
- In table in SW corner of NE room
- Note in drawer 20 SP
- In table in NE corner of SW room
- >> < Armor > Heavy body armor
- In NE room by curtain above Armstrong
-
- Building two/Second floor
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note in cabinet 20 SP
- In NW room
- Note in drawer 20 SP
- In table in dark central room
-
- Building two/Third floor
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel > 20 SP
- Inside cabinet in NW room
-
- Outside area
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Item > M1921-A1 SMG, (43) .45 FMJ
- In SE corner of alley beneath plank
- Spy Training Manual 200 SP
- In SE corner of alley beneath plank
- Note on stage 20 SP
- On stage of courtyard by lights
-
- ** Opening the door for Armstrong ** 300 SP
- ** Protecting Armstrong ** 300 SP
- ============================================================================
- Total skill points available this level: 1360 SP
- Cumulative total: 31520 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- Before crossing over the plank between the two buildings, listen to the
- "sexist" criminal conversation.
-
- If you use your silenced pistol to kill the two guards in building two
- before crossing over the plank, you can listen in on a "breezy"
- conversation.
-
- You can sometimes catch a mime thug goofing around on the stage in the
- courtyard.
-
-
- .=======================================================.
- | Chapter 8: The Art of Murder |
- | The getaway |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- I really don't have much to say about this level. Let's just say that this
- takes the FPS term "rail shooter" to a whole new level. I laughed pretty
- much throughout the stage, and barely had enough sense and motor control to
- shoot the bad guys.
-
- Total skill points available: 200
- Total accumulated skill points: 31720
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Apprehend the Mime King
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- I really can't give this stage away. Just plow on through and enjoy its
- humor. :)
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- SW corner of town
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Spy Training Manual 200 SP
- On shelf past cart on north side of road at corner
- (You pass this shelf twice)
- ============================================================================
- Total skill points available this level: 200 SP
- Cumulative total: 31720 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- Did you laugh as hard as I did? ^_^
-
-
-
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
- |==========================================================================|
- |+ Walkthrough - Chapter 9 +|
- |==========================================================================|
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
-
- .=======================================================.
- | Chapter 9: Ice Station Evil |
- | Characters |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- This is a cutscene. Sit back and enjoy, and maybe recover your breath after
- the last stage. :)
-
-
- .=======================================================.
- | Chapter 9: Ice Station Evil |
- | Antarctica |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- This is a surprisingly large and spooky level. The first half is a treasure
- hunt as you gather intel and explore the base while haunted by a foreboding
- musical theme. I was definitely reminded of the movie "The Thing" while
- playing through this stage.
-
- < From the loading screen >
- The trail of clues has led Cate and Armstrong to a secret facility in
- Antarctica where H.A.R.M. is conducting Project: Omega. Once they discover
- its actual nature, they can plot a means of disrupting it.
-
- Assuming they don't strangle each other first.
-
- Total skill points available: 1980
- Total accumulated skill points: 33700
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Recover information on Project Omega 800 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- The beginning part is all exploration, and no enemies. Take your time and
- extract every possible iota of information you can from the plethora of
- intel locations spread throughout the map. Get familiar with the layout;
- you will be coming back through these areas in a hurry on your way out!
-
- At several points you will need to jump up debris and rubble, and
- sometimes crouch to get through. You will also need to use several small
- items to progress through the map, starting with the wrench. Use the
- wrench on the Emergency Steam Bypass valve to the west of the fuse box
- room. You can then pick up a fuse in the SW room, and use it on the fuse
- box to get the power back online. Now you can open the gate to get into
- the mess hall, then outside and to the west half of the base.
-
- In the western base area, open the security doors by decoding the keypad
- in the office. In the secure area, picking up the key ring will trigger a
- pipe to explode, blocking your way back to the yard. The key ring is
- randomly placed around this area, so check for it on all the shelves, the
- desk, and the ping-pong table. With key ring in hand, you can now open
- the door to the south office and get the Project: Omega file. Picking up
- this file will trigger a monstrous abomination to break through the wall!
-
-
- Escape alive
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Now you need to avoid Lt. Anders' laser eye and make it back to Armstrong.
- The good thing is, he is easily distracted, and will not see you unless
- you cross his line of sight or shoot him. Take advantage of this and
- distract him by shooting him from one corner, waiting for him to start
- walking towards you, then running behind him via an alternate route. Do
- note that you cannot kill him, so just run away instead.
-
- You will need to get into the south lab through the hole he just made in
- the wall. Inside is a pipe you can climb up; following the pipes will get
- you safely past the steam and back to the security doors. Once outside,
- pick up the doorknob from the room atop the stairs, then run back to the
- room in the center of the yard. Anders will appear while on your way
- down, so try jumping just when he shoots (if timed right, the shot won't
- hit you). Once inside, close the door behind you, and Anders will be
- unable to see you while you ransack the place.
-
- When ready, peek through the window in the door to make sure Anders has
- his back to you, then run back up the stairs and plant explosives. Hop
- down the resulting hole and head back to the mess hall, but give the
- cabinet wide berth, as Anders will pop through the wall behind it, killing
- the scientist on the ground.
-
- Back in the fuse box area, head to the previously locked door and pick up
- the wire coil, then repair the broken keypad next to the brand-new hole
- Anders just made. If you want, through this hole is a room with a
- a projector; the next room has a Spy Training Manual on the desk, but you
- will have to distract Anders first to get there.
-
- Now, back at the entrance, Armstrong will play the dumb lummox, and you
- get to plant explosives next to him. After the explosion, jump over the
- rubble to end the stage.
-
-
- Recover additional data on Lieutenant Anders (optional) 300 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- There are three documents detailing Lieutenant Anders' fate and his
- connection to Abigail. They are located as follows:
-
- 1) Note in hall south of fuse box, either in cabinet or on shelves
- 2) Note on table in mess hall
- 3) Note (picture) on shelf in entry to secure labs
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Base entry/Room with scientist
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel > 20 SP
- Filing cabinet
-
- ** Infiltrating the Antarctic facility ** 100 SP
-
- Dark room area
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >> < Armor > Heavy body armor
- On bench in SE side room
- >> < Armor > Heavy body armor
- Inside cabinet in downstairs store room
- Note on shelf 20 SP
- On shelf next to cabinet in downstairs store room
-
- Fuse box area
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >> Note in cabinet (Page 1 of Anders) 20 SP
- In SE corner of south hall
- >> << Wrench >>
- In cabinet in SE corner
- >> < Armor > Heavy body armor
- In cabinet in SE corner
- >> Note on shelf (Page 1 of Anders)
- On boxes in south hall
- >> << Wrench >>
- On shelf next to boxes
- << Fuse >>
- In SW room beneath steam
- < Intel > 20 SP
- Filing cabinet in SW room
- ** Restoring power ** 100 SP
-
- Mess hall area
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on table (Page 2 of Anders) 20 SP
-
- West base/Security office
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel > 20 SP
- Left filing cabinet
- < Intel > 20 SP
- Right filing cabinet
- Note on shelf (Page 3 of Anders) 20 SP
- On shelf in hallway past security doors
- ** Gathering information on Lt. Anders ** 300 SP
-
- West base/Central office
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel > 20 SP
- Left filing cabinet
- < Intel > 20 SP
- Left desk drawer
- >> << Key ring >>
- On shelf, on desk, or on ping-pong table
-
- West base/South room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on desk (Project Omega information) 40 SP
- ** Recovering information on Project: Omega ** 800 SP
-
- West base/West lab
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note by sink 20 SP
- < Armor > Heavy body armor
- Inside cabinet
-
- Outdoors/Upstairs room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- << Door knob >>
- On shelves in side room
-
- Outdoors/Central store room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Ammo box > (37) .32 FMJ
- On shelf
- < Item > 3 explosives
- On shelf
- < Intel > 20 SP
- Filing cabinet
-
- Escaping/Fuse box area
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- << Wire coil >>
- On cart in SE room
- Spy Training Manual 200 SP
- On desk through holes Super Soldier makes in wall NE of fuse box room
-
- ** Creating an escape route ** 200 SP
- ============================================================================
- Total skill points available this level: 1980 SP
- Cumulative total: 33700 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- Does anyone know where the third explosive goes?
- < From rdsaxon >
- The third explosive after Antarctica is used at the very beginning of the
- next stage.
-
- (But then why do you start in Calcutta with 3 explosives?)
-
-
-
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
- |==========================================================================|
- |+ Walkthrough - Chapter 10 +|
- |==========================================================================|
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
-
- .=======================================================.
- | Chapter 10: The Curse of Kali |
- | Proving ground |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- This is one of the more annoying levels of the game, but justifiably so.
- You will get a lot of skill points for every civilian you rescue, but most
- of them are cowering behind fires that are inconveniently placed next to
- rampaging Super Soldiers. There are also only two water faucet locations,
- so getting to them to refill your bucket can prove bothersome.
-
- < From the loading screen >
- Because of Cate's success in India, The Director has ordered the destruction
- of H.A.R.M.'s Indian headquarters as punishment. The attack will provide an
- ideal field test for the super soldiers before they are sent to Khios on
- their primary mission.
-
- Although Cate has recovered vital information on Project: Omega, she has
- decided to proceed directly to India in hopes of averting the tragedy that
- is likely to unfold once the assault begins.
-
- Total skill points available: 1800
- Total accumulated skill points: 35500
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Rescue civilians from super soldiers 1200 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- You get 400 SP for every civilian you rescue, and there are four you will
- come across on this stage (Harij is optional). Rescuing one will usually
- get you to the next section.
-
- The same tactics you used on Lt. Anders in the previous chapter apply
- here: distract the Super Soldier with a few shots or crossing its line of
- sight, then get behind cover and try to find another way around it.
-
- First section: Plant your explosives, then stand back and let them open a
- hole in the wall. Peek around the corner and shoot the soldier to get its
- attention, then run into the hole and open the door. When the soldier
- rumbles past, you should be able to slip behind it and pick the lock with
- ease. The soldier should stay in your starting alley for the rest of the
- stage.
-
- Second section: Crouch behind the low wall at the corner and watch the
- soldier break up some things around the area. When the opportunity
- arises, slip behind him and through the open gate. Ignore Crazy Harij for
- now; you will get back to him later. Next you will come across three
- angry soldiers. Hide from them and let the laser soldier take care of
- them. You may be able to slip in and pick up the bucket while they're
- fighting. Otherwise, pick up the bucket when the soldier moves away. The
- first faucet is in the side alley behind the gates. You will have to use
- it to fill the bucket, then take the bucket and dump water on flames. For
- this section, just run to the NE corner and douse the flames twice to open
- the gate to the next section. You can come back to Harij and the last
- three fires once the laser soldier is out of this section.
-
- Third section: Run around the corners and toward the gate. The laser
- soldier should break through the gate and start patrolling this street.
- Next, you will need to dump water on the flaming cabinet twice. Don't
- bother running back to fill your bucket again once this fire is out; the
- second faucet will be just north of the hotel. At the cafΘ, take care of
- a few H.A.R.M. soldiers, then dump two more buckets of water on one last
- fire to end the stage.
-
-
- Put out the fire for Crazy Harij or he'll be very angry! (optional) 400 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- If you're inclined to gain this extra 400 SP, wait until you can lure the
- laser soldier into the third section before attempting this. Getting
- trapped between the second rocket soldier and the laser soldier is a bad
- place to be!
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Section 1
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Armor > Light body armor
- In corner by overturned cabinet
- ** Rescuing a civilian ** 400 SP
-
- Section 2
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Armor > Heavy body armor
- On stone bench near faucet
- ** Rescuing a civilian ** 400 SP
- ** Rescuing Crazy Harij ** 400 SP
-
- Section 3
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Armor > Light body armor
- In SW corner of alcove by gate
- < Health > Bandages
- On ground by overturned cart
- Spy Training Manual 200 SP
- On balcony overlooking burning cabinet west of large gate
- < Ammo box > (60) 9mm FMJ
- On table in cafΘ
- < Health > Bandages
- On table inside hotel
- ** Rescuing a civilian ** 400 SP
- ============================================================================
- Total skill points available this level: 1800 SP
- Cumulative total: 35500 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- The three Indian H.A.R.M. guards are yelling about their ice cream melting,
- but there is no ice cream anywhere around the fires, just spices?
-
-
-
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
- |==========================================================================|
- |+ Walkthrough - Chapter 11 +|
- |==========================================================================|
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
-
- .=======================================================.
- | Chapter 11: The Interlopers |
- | UNITY headquarters |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- This stage is pretty big. Take your time and explore the entire facility
- and pick up any available intel before grabbing Dr. Schenker's glasses.
- Once you have them in your grasp, H.A.R.M.'s invasion begins.
-
- < From the loading screen >
- With the technical specifications she recovered from the Antarctic facility,
- Cate feels confident that Doctor Schenker can come up with a means of
- combating the super soldiers.
-
- Meanwhile, the news that Armstrong is alive and in the custody of H.A.R.M.
- has given her a clear sense of purpose. She must find out where he is and
- devise a plan to rescue him.
-
- Total skill points available: 1940
- Total accumulated skill points: 37440
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Find Dr. Schenker's eyeglasses 200 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Head for the red "i" on your radar, which will lead you to the cafeteria.
- As soon as you pick up the glasses, mime thugs invade, the power is cut,
- and security gates drop to make UNITY headquarters a one-way maze.
-
-
- Get rid of the intruders 500 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Parameters:
- Protect UNITY personnel
-
- This is straightforward. Progress through the maze that the security
- gates have created, killing all mime thugs that appear. Be careful not to
- shoot any scientists by accident!
-
-
- Disarm all explosives 500 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- As the invasion begins, four explosives are planted around the UNITY
- headquarters. If you pass one by without disarming it, it will appear as
- a red "i" on your radar. Their possible locations are:
-
- 1) First floor, south wall of center court
- 2) Second floor, east side across from first staircase
- 3) Second floor, door on north side of center court
- 4) Second floor, on wall of north cubicle partition
- 5) Second floor, elevator door in SW corner
- 6) Second floor, on men's restroom door SE of glass office
- 7) Third floor, on computer panel next to switch in security room
- 8) First floor, lobby beneath UNITY globe
- 9) First floor, on wall near restrooms NW of lobby
-
-
- Find Dr. Schenker 400 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- After clearing the enemies and disarming the bombs, go talk to the Doctor
- who is cowering in the room immediately to the northwest of the lobby.
- Doing so will end the chapter.
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Third floor
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel > 20 SP
- Filing cabinet in Dr. Schenker's office
- Note by door 20 SP
- By door after picking up Dr. Schenker's glasses
- < Intel > 20 SP
- Left desk drawer in SW office
-
- Second floor
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel > 20 SP
- Right desk drawer in glass SE office
- < Intel > 20 SP
- Right desk drawer in north cubicle
- < Intel >
- Filing cabinet of north cubicle
-
- Second floor/Center court
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel > 20 SP
- Right desk drawer in east glass office
-
- First floor/Cafeteria
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Item > Mascara stun gun, .32 handgun, (18) .32 FMJ, 1 banana
- On cafeteria tables
- < Package > Compact code breaker
- On table by glasses
- << Glasses >>
- On table by package
- ** Finding Dr. Schenker's eyeglasses ** 200 SP
-
- First floor/Center court
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on table 20 SP
-
- First floor/Lobby area
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Spy Training Manual 200 SP
- On east-most sofa in lobby
- < Intel >
- Right filing cabinet in NW office
- < Intel >
- Right desk drawer in NW office
-
- ** Defeating the mimes ** 500 SP
- ** Disarming all explosives ** 500 SP
- ** Finding Dr. Schenker ** 400 SP
- ============================================================================
- Total skill points available this level: 1940 SP
- Cumulative total: 37440 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- There is a chalkboard drawing of the shark mini-sub in Dr. Schenker's
- office, as well as an intel blueprint you pick up later. It sure looks
- cool; too bad we don't get a chance to actually drive it (swim it?).
-
- Some intel items are from Bruno complaining about how he's addressed by his
- employees. Funny stuff.
-
- In the conference room above the cafeteria, look at the chalkboard and talk
- to Hawkins and Barnes after their conversation for some chuckles over the
- General's intelligence (and height).
-
- Check out the menu in the cafeteria for some retro prices and funny dish
- names. What's a snickerdoodle?! ^_^
- < From rdsaxon >
- A snickerdoodle is a cookie.
-
-
-
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
- |==========================================================================|
- |+ Walkthrough - Chapter 12 +|
- |==========================================================================|
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
-
- .=======================================================.
- | Chapter 12: Undersea |
- | Submarine bay |
- .=======================================================.
-
- Secret underwater H.A.R.M. base, Aegean Sea
-
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- Welcome to the space station. Since the first NOLF had a space station,
- Monolith decided to re-visit some of its unique elements and put them in a
- deep underwater station instead. Notice the space-like twang of the music,
- and of course the confining hallways and rooms.
-
- A number of the intel items will be randomly placed around the map. Just
- search the place thoroughly and you should get them all.
-
- < From the loading screen >
- Cate has snuck aboard H.A.R.M.'s top secret underwater base in an effort to
- rescue Magnus Armstrong from certain death. Her first task will be to
- locate him. Information on his whereabouts should be stored in the
- supercomputer.
-
- Once Armstrong is free, the two of them will have to improvise an escape
- route, as Cate's shark mini-sub only seats one.
-
- Total skill points available: 820
- Total accumulated skill points: 38260
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Find out where Armstrong is being held
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- You can't complete this objective at this stage, but you can make progress
- by heading to the command module. First you will need the key to operate
- the crane, located on the desk in the NW corner of the bay area. Take the
- key up the stairs to the SW, then ride the crane across. Be sure to pick
- up the Utility launcher in the NE corner, as it comes with a very useful
- scope.
-
- To complete this stage, just head down the hallway and out the door behind
- the security across from the camera.
-
-
- Obtain a copy of H.A.R.M.'s new mission statement 300 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Pick up three pages of notes, located as follows:
-
- 1) On chair inside control room
- 2) On catwalk beneath control room down stairs
- 3) On table in security office
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- South sub bay
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Package > 1 angry kitty
- South side of bottom of pool beneath submarine
- Note on body 20 SP
- On body of first guard
- < Package > 5 body removers
- Inside large box
- < Ammo box > 5 tranq darts
- Inside large box
-
- >> Note on body 20 SP
- On body of random person beyond the first guard
-
- North sub bay
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >>Note on shelf
- On shelf in NW corner
- < Armor > Light body armor
- By shelves in NW corner
- < Ammo box > 10 bolts, 5 fire bolts
- On shelf in NW corner
- Note on board 20 SP
- On corkboard on north wall
- < Intel >
- Left desk drawer
- >>Note on desk 20 SP
- << The key for the crane >>
- On desk
-
- ** Operating the crane ** 100 SP
-
- < Package > Scope for Utility Launcher, 2 camera disablers
- On ground in NE corner
-
- Upper deck/Control room area
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on chair (Page 1 of mission statement) 20 SP
- On chair by scientist
- Note on catwalk (Page 2 of mission statement) 20 SP
- On catwalk beneath control room (go down stairs)
- Spy Training Manual 200 SP
- On balcony west of control room
-
- Upper deck/West side
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on table 20 SP
- On table in SW conference room
- < Package > Silenced SMG, (60) 9mm FMJ
- On shelf in SW store room
- < Ammo box > 5 tracking darts, 5 tranq darts
- On ground in SE corner of SW store room
- < Item > 1 coin
- On desk in north office
- >>Note on desk
- On desk in north office
- >>Note on board
- On board in north office
-
- Upper deck/East side
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- >>Note on board 20 SP
- Left side of corkboard in SE lounge
- Note on board 20 SP
- Right side of corkboard in SE lounge
- Note on board 20 SP
- On corkboard in north security office
- < Health > Bandages
- On table in north security office
- Note on table (Page 3 of mission statement) 20 SP
- On table in north security office
- ** Obtaining H.A.R.M.'s new mission statement ** 300 SP
- ============================================================================
- Total skill points available this level: 820 SP
- Cumulative total: 38260 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- Check out the designation painted on the side of the submarine: "3V1L".
-
- Listen to the conversation that starts with a guard greeting "Barbagallo."
- If you watch through the window, you will see him perform the parts of the
- salute as he explains it.
-
-
- .=======================================================.
- | Chapter 12: Undersea |
- | Command deck |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- Oh boy, another treasure hunt! There are plenty of things to do on this
- stage, and loads of intel and ammo are strewn throughout. There is a guard
- spawn point at the umbilicus to the sub bay though, so the stage will fill
- up with guards relatively quickly if you don't clear them out.
-
- There are two robots on this stage; destroy them by using an Electric Charge
- from your Utility Launcher. There are also two cameras, one on the upper
- level facing the stairs, and one on the lower level above the exit.
-
- Total skill points available: 1450
- Total accumulated skill points: 39710
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Obtain the Supercomputer User Manual v1.0 from the Supercomputer 50 SP
- Services department
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- The manual is on a desk in the locked office on the lower level. After
- getting the Requisition Form (see below), talk to Spencer on the intercom,
- and he will tell you how to get the manual. Just pick up the security key
- from the drawer, head downstairs to the secure office, use the key on the
- card slot, then open the door. You do not have to return the key to
- Spencer afterwards, though it is a nice touch that you can.
-
-
- Locate Requisition Form 207-B 50 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- This form is randomly placed around the upper level, at places such as:
-
- 1) On west consoles on south deck
- 2) On ground in middle at bulkhead on south deck
- 3) On east consoles on south deck
-
-
- Locate the Supercomputer User Manual Supplement v2.0 50 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- When you head back to the intercom, a note posted next to it tells you
- where to find Spencer. Go down to the lavatory and take the card from his
- body, then head back up and enter the Supercomputer Services Department.
- Inside a drawer is the v2.0 addendum to the manual, which will give you
- you access to the supercomputer.
-
-
- Find out where Armstrong is being held 500 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Retrieve the information from the supercomputer to complete this
- objective. You can then exit the stage through the doors at the end of
- the western hall on the lower level, west of the cart with a broken
- computer terminal (the area beneath the intercom on the upper level).
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Lower deck/East hall
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- ** Reaching the Command deck ** 400 SP
- Note on floor 20 SP
- On ground at base of stairs
- Note on cart 20 SP
- On cart in hallway
- < Intel > 20 SP
- Filing cabinet in office
- < Intel > 20 SP
- Left desk drawer in office
- < Intel > 20 SP
- Right desk drawer in office
- < Armor > Light body armor
- In SE corner of store room
- < Ammo box > 3 tracking darts, 10 electric charges
- Inside cabinet in store room
-
- Lower deck/West hall
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Ammo box > 5 bolts, (9) .32 FMJ
- On cart with plant in hall
- < Ammo box > 5 tranq darts, 10 electric charges
- In NE corner of northern lounge
-
- Lower deck/Security office
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- << Supercomputer c12g02 Owner's Manual >>
- On desk
- ** Obtaining the Super Computer Manual ** 50 SP
- < Intel > 20 SP
- Right desk drawer
- < Intel > 20 SP
- Filing cabinet
- < Health > First aid kit
- On desk
-
- Upper level/South deck
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Ammo box > 3 tracking darts, 30 electric charges, (18) .32 FMJ
- Between seats by east consoles
- < Armor > Light body armor
- On chair by east consoles
- < Health > Bandages
- On west consoles
- >> << Requisition Form 207-B >>
- (See Objectives)
- ** Obtaining a completed requisition form ** 50 SP
-
- Upper level/Misc locations
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel >
- Left desk drawer in north office
- < Intel > 20 SP
- Right desk drawer in north office
- < Ammo box > 1 camera disabler
- On cart by intercom
- Note by intercom 20 SP
- Near intercom after attempting to use Manual v1.0 on supercomputer
- << Super Computer Services card >>
- On Spencer's body in lavatory on lower level
-
- Upper level/Supercomputer Services Department
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Spy Training Manual 200 SP
- On west desk
- < Intel >
- Right desk drawer of west desk
- < Intel >
- Left desk drawer of south desk
- << Supercomputer c12g02 Owner's Manual Addendum >>
- Inside a drawer of one of the desks
- ** Obtaining the Version 2.0 Super Computer Manual ** 50 SP
-
- Upper level/Supercomputing room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Package > 2 body removers
- On floor
- Note from Supercomputer 20 SP
- Using v2.0 manual on supercomputer
- ** Locating Armstrong ** 500 SP
- ============================================================================
- Total skill points available this level: 1450 SP
- Cumulative total: 39710 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- Spencer the Computer Services guy is rather taken by your good looks... just
- like a real nerd! ^_^ It's too bad you can't just talk to him and convince
- him to let you "borrow" his card key.
-
-
- .=======================================================.
- | Chapter 12: Undersea |
- | Crew deck |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- The Crew deck and Laboratories (the next stage) are small levels that could
- easily be merged into one. I suppose they need to be split to accommodate
- what happens in the next chapter, but that's later! There are no guard
- spawn points in either this stage or the next.
-
- Total skill points available: 370
- Total accumulated skill points: 40080
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Rescue Armstrong. He's being held in the lower decks in a Super
- Solder pod.
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- You can't complete this objective yet, but you can get to the Laboratories
- by picking up a tape recorder placed somewhere on this level. With the
- tape recorder in hand, you will be able to get through one of the two
- doors leading to the next stage. The tape recorder looks like a small
- CB/Radio, and can be found at:
-
- 1) On center panel in oxygen tank room, lower deck
- 2) On desk in north store room, lower deck
- 3) On NE desk in SE lab, lower deck
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Upper deck/South side
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Armor > Light body armor
- On table in far east room
-
- Lower deck/SE Lab
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel >
- Left desk drawer of east desk
- < Ammo box > 3 tracking darts, 10 bolts, 5 poison bolts
- On cart by west door
-
- Lower deck/SW Lab
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel > 20 SP
- Left desk drawer of north desk
- < Intel > 20 SP
- On north desk
- < Armor > Light body armor
- On cart in hall
-
- Upper deck/North store room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Package > 2 body removers
- On cart
- < Intel >
- Left desk drawer
- Note in drawer 20 SP
- Right desk drawer
-
- Lower deck/North store room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel >
- Right desk drawer
- Note on board 20 SP
- On corkboard above desk
- < Ammo box > 10 electric charges, (18) .32 Cyanide
- On shelf by desk
- < Health > First aid kit
- On center shelf
-
- Upper deck/East side
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note in drawer 20 SP
- In right drawer under bed in north room
- < Health > Bandages
- On desk in north room
- Spy Training Manual 200 SP
- On high shelf in middle room
- < Ammo box > (30) 9mm FMJ, 5 tranq darts
- Under desk in middle room
- Note on desk 20 SP
- On desk by typewriter in south room
- ============================================================================
- Total skill points available this level: 370 SP
- Cumulative total: 40080 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- The "Evil laugh" conversation at the beginning of the stage is well worth
- the wait. :)
-
- You get your first look at real live man-crates in the north store room on
- the lower deck. They don't move, but they can still bite you!
-
-
- .=======================================================.
- | Chapter 12: Undersea |
- | Laboratories |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- Once again, this is a rather small level. Just open the door in the small
- hallway in the middle of the map to end the stage.
-
- The items list is compiled as if you entered from the door in the east
- section of the crew deck. If you entered from the other door, just traverse
- the list from the bottom up instead. The 2 notes available on scientist
- bodies are on 2 of the 3 scientists on this level. Sometimes you may only
- find 1 note, in which case you will have to reload the level to get the
- extra 20 points.
-
- Take note of the positions of the intercoms as you pass them; you will be
- using them on the way out in the next chapter!
-
- ** There may be a bug in this level **
- Please refer to the objectives section, below.
-
- Total skill points available: 410
- Total accumulated skill points: 40490
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Rescue Armstrong. He's being held in the lower decks in a Super
- Solder pod.
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- You still can't complete this objective, but you can finish the chapter by
- heading to the center of the map and opening the door there. The small
- section of hallway where there is a camera facing an intercom is where
- you'll find the exit; use the keypad to the right of the door to complete
- this chapter.
-
- ** There may be a texture bug that causes the walls to appear completely
- black. If this is the case, you may not be able to see the keypad next to
- the exit. Just search the area to the right of the door carefully until
- the "Use" icon lights up. This will hopefully be fixed in the next
- released patch.
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Upper SE section/East room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on body 20 SP
- On body of scientist
- Note on computer 20 SP
- On computer to the south
- < Ammo box > 10 electrical charges, (18) .32 Cyanide
- On floor near north window
-
- Lower SE section/East lab
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel > 20 SP
- Left desk drawer
- < Ammo box > (30) 9mm FMJ, (18) .32 FMJ
- Under south table
-
- Lower west section/Bilge pump room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Intel > 20 SP
- Right desk drawer of SE desk
- Spy Training Manual 200 SP
- On barrel by pylon on north side
-
- Upper west section/North store room
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Ammo box > 10 bolts, 10 fire bolts
- On cart
- < Armor > Heavy body armor
- Inside cabinet
- < Health > First aid kit
- On shelf
-
- Upper west section/NW Lab
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Package > 2 body removers
- Under west table
- < Intel > 20 SP
- Left desk drawer
-
- Upper west section/SW Lab
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on body 20 SP
- On body of scientist
- Note on table 20 SP
- South side of lab
- < Ammo box > 10 electrical charges, (30) 9mm FMJ,
- Under west table 3 tranq darts, 2 tracking darts
- < Intel >
- Left desk drawer
- < Intel > 20 SP
- Right desk drawer
- ** Finding Armstrong (Exiting the lab) ** 50 SP
- ============================================================================
- Total skill points available this level: 410 SP
- Cumulative total: 40490 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- The two guards conversing with each other in the bilge pump room are doing
- so in a rather unconventional way.... If you can see them, one is sitting
- on top of the other!
-
- A scientist and a guard talk about the Evil Academy Awards, heh.
-
- You get a measly 50 SP for ending the chapter? Is this a bug?
-
-
-
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
- |==========================================================================|
- |+ Walkthrough - Chapter 13 +|
- |==========================================================================|
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
-
- .=======================================================.
- | Chapter 13: Terror in the Deep |
- | Armstrong in peril |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- Welcome to another Big Boss Battle. I suggest you try to figure this one
- out on your own before reading all the spoilers in the Objectives section
- below. It may be quite difficult at first, but once you figure out a trick
- or two, it's relatively simple.
-
- When you defeat the boss, you will have to choose a direction. Heading to
- the left (east) will take you to "The Devil and the deep blue sea." Heading
- right (west) will take you to "Expect flooding." Both ways supposedly give
- you the same number of skill points, but I cannot seem to find the Spy
- Training Manual in "Expect flooding." Therefore I suggest going left.
-
- Total skill points available: 1000
- Total accumulated skill points: 41490
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Rescue Armstrong. He's being held in the lower decks in a Super
- Solder pod.
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Well, you're right here. Complete this objective by defeating Pierre.
-
-
- Defeat Pierre 800 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- As the Glue Factory forum members call it, welcome to NOLF 2's version of
- "Whack-a-Mole!" Pierre the Mime King will run around beneath a
- semitransparent floor and pop up from differently-colored hatches to throw
- dining utensils at you. He will be backed by an unlimited number of mime
- cronies, so watch your back!
-
- I suggest ignoring the colored valves and hatches, and concentrate on just
- hitting Pierre. On "normal" difficulty, shooting him 6 times will end the
- fight; note that short bursts from your SMG will count as a single hit.
- If you find yourself in serious trouble from all the mime thugs, just take
- out all but one. If you are really concerned about even the one thug, put
- them all to sleep with a sleeping gas grenade or several tranq darts.
- This should give you enough time to defeat Pierre before the clock timer
- runs out.
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Spy Training Manual 200 SP
- On computer by red valve wheel in NE corner
- ** Defeating the Mime King ** 800 SP
- ============================================================================
- Total skill points available this level: 1000 SP
- Cumulative total: 41490 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- While catching Pierre with steam makes him pause for a while, it's easier to
- just shoot him instead.
-
-
- .========================================================.
- | Chapter 13: Terror in the Deep |
- | The Devil and the deep blue sea |
- .========================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- This path is longer and more difficult than "Expect flooding," below, but
- the Spy Training Manual is in plain sight here, and you get to replenish
- your health and armor at the beginning.
-
- < From the loading screen >
- With the underwater base collapsing around them and a rogue super soldier on
- the loose, Cate and Armstrong must work together to escape from this watery
- grave.
-
- Assuming they can even find a way off the base, they'll still have to
- contend with well armed and equally desperate H.A.R.M. personnel fighting
- for their own lives.
-
- Total skill points available: 820
- Total accumulated skill points: 42310
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Find a way off the underwater base before it implodes
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- First pick up the security card on the desk before the first ladder. On
- the next deck, Armstrong will yell for help; go inside the office and turn
- off the computer. You can now go through the doors and up to the next
- deck.
-
- There are electrical shorts here, so tread carefully. You can crouch
- beneath the first set of wires, but then through two side rooms to get
- around the second. At the storage room, dive down, head through the door,
- and pick up the Spy Training Manual underwater down the left fork (the
- hallway). Since the next task requires a lot of time, head back to the
- entry and refill your breath first. Now, head to the right into the
- oxygen tank room; the way through will be blocked by two heavy tanks, but
- they are held in place by a chain that has a lock on it. Weld the lock
- off, then go through and up to the next deck.
-
- Head through the door at the top of the central stairs on this deck to
- complete this stage.
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Section 1
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Armor > Heavy body armor
- By starting doors
- < Health > First aid kit
- By starting doors
- << Underwater Base security card >>
- On desk by ladder in outer lab
- ** Shutting off the security system ** 300 SP
- Note in water 20 SP
- Floating in middle of lower store room
- ** Welding open the chain ** 300 SP
- ============================================================================
- Total skill points available this level: 820 SP
- Cumulative total: 42310 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- The sadist in me made me jump up and down on the trapped guard. Too bad he
- didn't say anything else.... ^_^
-
-
- .=======================================================.
- | Chapter 13: Terror in the Deep |
- | Expect flooding |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- While this path is easier than the other (above), the lack of a Spy Training
- Manual means you miss out on 200 skill points. Please email me if you find
- the location of the Manual on this level!
-
- Total skill points available: 620
- Total accumulated skill points: 42910
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Find a way off the underwater base before it implodes
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Armstrong gives you tips from the intercom from time to time. The first
- thing you need to do is flood the bilge room. Head down a ladder, then
- back to the bilge pump to let water in. Then head to the opposite side
- of the room and up the ladder in the NE corner. In the store room, be
- sure to open the cabinet and pick up the screwdriver before moving out.
-
- When you reach the labs, there will be a Sprinkler Access Panel above the
- east desk in the NW lab; open it (with your screwdriver), then turn the
- handle inside to stop the sprinkler and give you access to the upper deck.
- Head through the door at the top of the central stairs to end this stage.
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- << Screwdriver >>
- Inside cabinet in upper store room, or in a desk drawer
- ** Turning bilge pump on ** 300 SP
- Note on body 20 SP
- On body of one of the guards
- ** Turning sprinklers off ** 300 SP
- ============================================================================
- Total skill points available this level: 620 SP
- Cumulative total: 42110 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- If you can find the Spy Training Manual on this level, please email me!
-
-
- .=======================================================.
- | Chapter 13: Terror in the Deep |
- | Fire in the hole |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- Welcome back to the Command deck. Rubble and burst gas pipes have made this
- a one-way maze, so just follow the path up to the end.
-
- Total skill points available: 740
- Total accumulated skill points: 43050
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Find a way off the underwater base before it implodes
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- You will need to head through rooms to get around flaming burst pipes
- again. The second fire can be staunched by turning the yellow handle
- behind the panel marked "Gas line access." Once done, head back to the
- crawlspace ladder, then out to the blocked umbilicus and into a second
- crawlspace.
-
- The second crawlspace emerges in one of the store rooms. Head out to the
- other store room. Jump from the overturned cabinet up to the ladder
- hidden in the ceiling, and you've made it to the upper level.
-
- Once back outside in the hallway, just "use" the statue to open up the
- exit, and head inside to finish the chapter.
-
-
- Gain access to the Director's private deck
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Look at the statue of The Director carefully. See anything odd?
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Note on body 20 SP
- On body of second guard
- Note on ground 20 SP
- On ground near statue
- Spy Training Manual 200 SP
- Down stairs from statue near rubble
- ** Finding a way off the underwater base ** 500 SP
- ============================================================================
- Total skill points available this level: 740 SP
- Cumulative total: 43050 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- "Pull my finger"?! Lol!
-
-
-
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
- |==========================================================================|
- |+ Walkthrough - Chapter 14 +|
- |==========================================================================|
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
-
- .=======================================================.
- | Chapter 14: Endgame |
- | I think we should presume she |
- | failed |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- This is a cutscene. A lot goes on here that really develops the plot
- leading to the finale of the game.
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- I just love the initials to the special serum the Doctor develops.
-
-
- .=======================================================.
- | Chapter 14: Endgame |
- | Manhandled |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- The plot takes a turn to whimsy here in the cinematic. It's too bad the
- game show host didn't really get into his part; he sounds more like an
- uninspired host (which, now that I think of it, was probably the point).
-
- This stage is huge, and there is a corresponding wealth of items and intel
- to go with it. The numerous forks and turns in the path can be confusing,
- so I suggest taking your time to get used to the layout. You will be
- accosted by droves of guards on your way out of the stage.
-
- < From the loading screen >
- After falling into the hands of H.A.R.M., Cate finds herself in a needlessly
- elaborate but nonetheless perilous death trap. She'll need quick reflexes
- and extraordinary judgment to emerge unscathed.
-
- Meanwhile, the situation in the Sea of Marmara is getting bleaker by the
- hour. If she's going to derail H.A.R.M.'s nefarious machinations, she'd
- better do it quickly.
-
- Total skill points available: 1890
- Total accumulated skill points: 44940
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Escape the needlessly elaborate death trap 50 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Wait for the cut scene to end, then wait another minute or so for the door
- to open. Crouch and exit the machine, and this objective is complete.
-
-
- Destroy the generator 400 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- The generator is the northern mark of the two marks on your radar. Head
- to the back of the underground complex, and pick up the explosives in the
- package in the large lava cavern. Next, take the north fork to the
- generator cavern. The generators are guarded by two special H.A.R.M.
- guards and a robot, so getting across the catwalk undetected may prove
- difficult. Once across, there is an ammo box with Electric Charges that
- you can use to destroy the robot.
-
- Plant an explosive charge on the south generator to complete this
- objective.
-
-
- Escape the secret underground lair
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Once you destroy the generator, the underground complex fills with
- additional guards. Head all the way back to the storage cavern with the
- hole in the roof, then proceed northwest to the double doors to exit.
-
-
- Destroy the super computer mainframe (optional) 400 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- If you take the east fork from the large lava cavern (instead of north to
- get to the generators), you will reach the computer cavern. Open the back
- panel in the computer and plant an explosive charge there to complete this
- objective.
-
-
- Recover H.A.R.M.'s Khios Invasion Plan (optional) 300 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- You will find three notes about this plan, located as follows:
-
- 1) On catwalk above the Man-Handler
- 2) Next to fire pit in Isako's den
- 3) On catwalk behind super computer
-
-
- Recover the new H.A.R.M. public relations plan (optional) 300 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Recover three notes about this plan at the following locations:
-
- 1) On top of SW boxes in storage cavern with hole in ceiling
- 2) On desk in east half of briefing cavern
- 3) Inside low cabinet along south wall in Isako's den
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- The Man-Handler
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- ** Surviving the Man-Handler ** 50 SP
- Note on side 20 SP
- On side of machine where you start
- Note on catwalk (Page 1 of invasion plan) 20 SP
- On catwalk above where you start
-
- The Director's office
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on desk 20 SP
- On the Director's desk
- Note in fireplace 20 SP
- In stone fireplace
- < Item > .32 Handgun, (27) .32 FMJ
- On couch
-
- West storage cavern (hole in ceiling)
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Health > First aid kit
- On box
- < Armor > Heavy body armor
- On pallet
- Note on boxes (Page 1 of PR plan) 20 SP
- On top of boxes near armor
- < Ammo box > 3 stun grenades
- On ground by SE boxes
-
- Isako's Den (west from first fork)
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Item > Katana
- Hanging on wall
- < Item > 3 shuriken
- Embedded in board behind post
- Note in cabinet (Page 2 of PR plan) 20 SP
- Inside low cabinet along south wall
- < Armor > Light body armor
- On mat next to cabinet
- Note in cabinet (Page 2 of invasion plan) 20 SP
- On ground next to fire pit
-
- Briefing cavern/Firing range
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Armor > Heavy body armor
- On cart
- < Ammo box > (5) 9mm FMJ
- On cart
- < Item > Silencer for handgun
- On firing range table
- < Item > Utility launcher, 10 tracking darts, 10 glue bombs
- On firing range table
- Note by target 20 SP
- By north target
- < Item > .32 handgun, (18) .32 Cyanide
- On south side table
- < Item > Silenced SMG, (60) 9mm FMJ
- On south side table
-
- Briefing cavern/East side
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Spy Training Manual 200 SP
- On top of bookshelves
- < Item > Combat shotgun, (20) 12-gauge buckshot,
- On desk (10) 12-gauge explosive
- Note on desk (Page 3 of PR plan) 20 SP
- ** Recovering H.A.R.M.'s public relations plan ** 300 SP
- < Intel >
- Right desk drawer
- < Health > First aid kit
- On cart
-
- Recreational area
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on table 20 SP
- On low table by guards
-
- Large lava cavern
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Package > 2 explosives
- By computers next to entrance
-
- Computer cavern
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Note on catwalk (Page 3 of invasion plan) 20 SP
- On floor behind computer
- ** Recovering the Khios battle plan ** 300 SP
-
- ** Destroying the H.A.R.M. mainframe computer ** 400 SP
-
- Generator cavern
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Armor > Heavy body armor
- Next to north computer
- Note on terminal 20 SP
- By north computer
- < Ammo box > Utility launcher, 10 electric charges
- By south generator
- < Package > Micromissile launcher, 5 micromissiles
- By SE stalagmite
- ** Destroying the power generator ** 400 SP
- ============================================================================
- Total skill points available this level: 1890 SP
- Cumulative total: 44940 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- Listen to a phone conversation at the locked north doors in the Director's
- office. It sounds like the Director (Eustace?) talking to the director
- (Vernon?) about the "screenwriter's nephew," Terrence Sloggins. Oh, and by
- the way, Terrence Sloggins was the H.A.R.M. guard with the narrow face, long
- nose, and terrible acting in the beginning cinematic who flubs his line with
- the Director, misses his cue, and - get this - looks into the "camera" (the
- screen)!
-
- I'm trying to translate the Katakana on the large beer bottle that sits on
- top of some "Fake Lava" barrels. Can anyone make out what it says? (Mugi-
- bi-ru?)
-
- Check out what's written on the chalkboards in the briefing cavern. It's
- just like high school! :)
-
-
- .=======================================================.
- | Chapter 14: Endgame |
- | Sweet revenge |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- Welcome to the Inner Sanctum. The "Inner Sanctum" for whom, you ask? Well,
- there was a hint at the end of the last stage, announced over the intercom
- system. Oh, and before you fight, be sure to listen to the guards talk
- about the "lava" first!
-
- Total skill points available: 1020
- Total accumulated skill points: 45960
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Escape the secret underground lair
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- The exit to this stage is unreachable until you defeat the boss for the
- stage (below). Once he is gone, three guards will lower the connecting
- bridge, giving you access to the elevator out.
-
-
- Defeat Volkov 800 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- You thought the micromissile launcher made you bad? Think again; Volkov
- has plenty of missiles too! Head to the north platform above the lava to
- get him to come out.
-
- The trick here is to keep enough distance between you and Volkov so that
- you can anticipate his missiles and dodge out of the way. Striking him
- 20 times (on normal difficulty) with any weapon will finish him, so there
- is no real advantage in trying to do extra damage with headshots or
- missiles. I recommend using an SMG to increase the chances of hitting him
- as you are running. Note that short bursts from an SMG will count as only
- one hit.
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Entry area
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Armor > Heavy body armor
- On floor by flag to south
- < Health > First aid kit
- On floor by flag to south
- Spy Training Manual 200 SP
- Beneath chair on west side
- Note on table 20 SP
- On low table on east side
-
- The catwalks
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Armor > Heavy body armor
- On east platform
- < Item > Gordon SMG, (5) 9mm FMJ
- < 3 Ammo boxes > (90) 9mm FMJ total
- On NE platform
- < 3 Ammo boxes > (90) 9mm FMJ total
- On west platform
-
- ** Defeating Volkov ** 800 SP
- ============================================================================
- Total skill points available this level: 1020 SP
- Cumulative total: 45960 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- The guards are right about the lava - it glows, uses bump-mapping, and has
- fluid animation to make it wavy, but it definitely doesn't look convincing!
-
-
- .=======================================================.
- | Chapter 14: Endgame |
- | Isako's debt |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- You thought that was the last boss you'd have to fight? Ha! This time,
- there is an abundance of health, armor, and other items strewn about the
- map, so be sure to look for some if you run low.
-
- Total skill points available: 1520
- Total accumulated skill points: 47480
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Escape the secret underground lair 500 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Walk to the front door of the house to complete this objective. Be warned
- that once you go outside, you will not be able to return and pick up the
- items inside.
-
-
- Defeat Isako 800 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- Isako will have backup from her ninja cadre throughout the battle. Hit
- her 20 times (on normal difficulty) with any weapon to complete this
- objective. As before, short bursts from an SMG still only count as a
- single hit. Finish her off to watch the climactic cinematic lead-in to
- the final chapter!
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- Inside the house
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Armor > Heavy body armor
- On shelf
- < Item > Katana
- On shelf
- Note in cabinet 20 SP
- Beneath katana
- < Ammo box > (60) 9mm FMJ
- On shelf
-
- ** Escaping the H.A.R.M. lair ** 500 SP
-
- Outside the house
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Armor > Heavy body armor
- East side of house
- < Package > 3 grenades
- By stairs to south gate
- < Package > Combat shotgun, (5) 12-gauge explosive
- Next to SW storage hut
- < Armor > Heavy body armor
- Inside SW storage hut
- < Health > First aid kit
- Inside SW storage hut
- < Item > Katana
- Inside SW storage hut
- < Health > First aid kit
- On wall in NW corner
- < Package > .32 handgun, (9) .32 Cyanide
- Next to wall in NW corner
- < Package > Gordon SMG, (60) 9mm FMJ
- Near north gate
- < Armor > Heavy body armor
- Next to north door of house
- Spy Training Manual 200 SP
- On stone wall in NE corner
-
- ** Defeating Isako ** 800 SP
- ============================================================================
- Total skill points available this level: 1520 SP
- Cumulative total: 47480 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- I need one of those hidden elevators for my home! ^_^
-
-
-
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
- |==========================================================================|
- |+ Walkthrough - Chapter 15 +|
- |==========================================================================|
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
-
- .=======================================================.
- | Chapter 15: Preemptive Strike |
- | The fate of Khios |
- .=======================================================.
-
- 4:31 pm, Kingdom of Khios, Sea of Marmara
-
- _________
- -----------< Summary >------------------------------------------------------
- »»»»»»»»»
- This is it! You have reached the apex of the story arc; the pinnacle of the
- plotline curve; the ... oh you get the idea. :)
-
- You have plenty of time to get to where you need to go, so try not to rush
- into big battles. It's easier to let them come to you. In some cases, you
- may not have the appropriate ammunition to defeat your enemies yet, so you
- will have to figure out how to get what you need without getting too hurt in
- the process!
-
- < From the loading screen >
- The world teeters on the brink of nuclear catastrophe, with the United
- States and Soviet Union closer to war than at any time since the Cuban
- Missile Crisis. Again, the fate of humanity hinges upon the sovereignty of
- a tiny island nation.
-
- H.A.R.M.'s super soldiers are en route to Khios aboard an undetectable
- submarine designed to bypass the inevitable NATO blockade. The Americans
- can't send in troops to defend the island without provoking the Soviets, and
- yet the Soviets are claiming they are powerless to stop the invasion. Both
- sides are locked in a deadly standoff, but it is H.A.R.M.'s finger on the
- trigger.
-
- Total skill points available: 1420
- Total accumulated skill points: 48900
-
- ____________
- -----------< Objectives >---------------------------------------------------
- »»»»»»»»»»»»
- Sink the Super Secret Submarine 600 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- First, pick up the explosives that come in with the first crate down the
- cliffside path behind the tower (Santa talks to you at the head of the
- trail). It will be protected by three super soldiers and a few guards, so
- be sure to clear the area first. The lid of the crate may sometimes land
- on top of the explosives, so if you cannot see them, crouch and look
- carefully around the crate. Take the explosives and plant them on the
- side of a large overhanging rock above the submarine, and that's it!
-
-
- Stop the super soldier invasion 800 SP
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- You get 100 SP for destroying each super soldier, and there are 8 total on
- the island. You will first need to disable a super soldier before the
- Anti-Super Soldier Serum (ASSS) dart will work. It takes more than a full
- clip of 9mm ammo to deactivate one, but one or two explosive shotgun
- shells will do the work quickly. Be sure to restock your ASSS ammo as
- necessary at one of the two airdrop caches.
-
-
- Rendezvous with Armstrong at the fort
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- This is it! You go up against the super soldier lieutenant vis-α-vis,
- with the ruins as your only cover. It took me 5 explosive shotgun slugs
- on normal difficulty to get the laser soldier to shut down, then a single
- ASSS dart ended the game. Congrats, you have just finished NOLF 2!
-
- _______
- -----------< Items >--------------------------------------------------------
- »»»»»»»
- East fortress area/Ruins
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Ammo box > (300) 9mm FMJ, (20) .308 FMJ
- On ground just north of where you start
- < Package > 3 grenades
- Next to large wood gate to fortress
- < Package > Sniper rifle, (20) .308 FMJ
- In SE corner of ruins
- < Health > First aid kit
- In SE corner of ruins
- < Package > Micromissile launcher, 5 micromissiles
- In NW corner of ruins
- < Armor > Heavy body armor
- In NW corner of ruins
-
- Cliffside path/West section
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Ammo box > (300) 9mm FMJ, (20) .308 FMJ, 3 micromissiles
- By tree overlooking crate
- < Armor > Heavy body armor
- By tree overlooking crate
- << Briefcase >> 10 ASSS darts, 20 SP
- Next to crate
- << Briefcase >> 40 ASSS darts
- Pick up briefcase a second time
- < Ammo box > (300) 9mm FMJ
- Next to crate
- < Item > 1 explosive
- Next to crate (crouch down to look under crate and lid)
-
- Cliffside path/Submarine overlook
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Armor > Heavy body armor
- In corner of ruined walls south of crate
- < Ammo box > Combat shotgun, (20) 12-gauge buckshot,
- In corner of ruined walls south of crate (10) 12-gauge explosive
- < Health > First aid kit
- In corner of ruined walls south of crate
-
- ** Sinking the Super Secret Submarine ** 600 SP
-
- Cliffside path/South section
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Armor > Heavy body armor
- Next to wall on south/lower path
- < Ammo box > (300) 9mm FMJ, (20) .308 FMJ
- Next to wall on south/lower path
- < Armor > Heavy body armor
- In covered hallway/upper path
- < Ammo box > (300) 9mm FMJ, (20) .308 FMJ, 3 micromissiles
- In covered hallway/upper path
-
-
- SE ruins area/SW entrance
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Ammo box > (300) 9mm FMJ, (20) .308 FMJ
- In SE corner before ruins
-
- SE ruins area/Ocean overlook
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Armor > Heavy body armor
- On south walkway next to overlook tower
- < Health > First aid kit
- On south walkway next to overlook tower
-
- SE ruins
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Armor > Light body armor
- Center of ruins in SE corner
- < Armor > Light body armor
- NE corner of ruins
- < Ammo box > (20) 12-gauge explosive, (300) 9mm FMJ, (20) .308 FMJ
- In SW corner of NE ruins
-
- SE ruins area/East of ruins
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- << Briefcase >> 10 ASSS darts, 20 SP
- Next to crate
- << Briefcase >> 40 ASSS darts
- Pick up briefcase a second time
- < Ammo box > (300) 9mm FMJ
- Next to crate
-
- ** Defeating all 8 super soldiers ** 800 SP
-
- East fortress area/Ruins revisited
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- < Ammo box > (300) 9mm FMJ, (20) .308 FMJ
- On overlook before dropping back down into ruins area
- << Briefcase >> 10 ASSS darts, 20 SP
- South area next to crate
- << Briefcase >> 40 ASSS darts
- Pick up briefcase a second time
- < Ammo box > (300) 9mm FMJ
- Next to crate
- ============================================================================
- Total skill points available this level: 1420 SP
- Cumulative total: 48900 SP
-
- ________
- -----------< Extras >-------------------------------------------------------
- »»»»»»»»
- Doesn't the tower remind you of the one seen in the recent "Charlie's
- Angels" movie?
-
- If you stand on the bridge on the SW part of the cliffside path and look to
- the SW, there is a single red light above the water. Is it Lt. Anders on
- his way in?
- << Update v1.1 >>
- It seems unlikely - if you strafe left and right, the light moves as if it's
- suspended in mid-air. It's more than likely a misplaced entity for
- something from one of the cinematics (the jet fighter, perhaps?).
-
- The tree in the SE corner of the second ruins seems to be ... floating ....
- You can crouch down and see bullets shot from your SMG hit the ground on the
- other side!
-
- Please email me if you locate the Spy Training Manual for this stage.
-
-
- /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
- \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
-
-
- .--------------------------------------------------------------------------.
- | VIII - Websites list |
- .--------------------------------------------------------------------------.
-
- This section includes the URLs of websites that host this FAQ.
-
- GameFAQs http://www.gamefaqs.com
- Action Trip http://www.actiontrip.com
- DLH.Net http://dlh.net
- NeoSeeker http://www.neoseeker.com
- Cheat Happens http://www.cheathappens.com
- Game Guru Mania http://www.ggmania.com
- GamesOver http://gamesover.com
- Unity HQ http://unityhq.com
- Pregraming.com http://pregaming.com
- TrainersCity http://trainerscity.com
-
- ** Cheat Code Central does NOT have permission to host this text. If you
- see this FAQ on this website, please avoid it in the future, as David
- Allison from CheatCC has done this to dozens of other authors, taking their
- FAQs without permission, inserting his website URL into the FAQ, modifying
- their Copyright statements, and then posting them on his site. Please get
- your FAQs from one of the sites listed above instead!
-
-
- .--------------------------------------------------------------------------.
- | IX - Credits |
- .--------------------------------------------------------------------------.
-
- Monolith Productions. Holy cow what a great game! The facial expressions
- are greatly enhanced by the addition of independent eye movement. All
- that's left to create completely realistic characters is to improve minute
- facial muscle movements, figure out a way to enhance hair strand animation,
- and apply more detailed textures over the face.
-
- CJayC, for being kind enough to post this FAQ.
-
- The people on the GameFAQs message board, and those credited throughout this
- FAQ for their suggestions and comments. Thanks to you all!
-
- Thank you for reading my FAQ! If you find something that isn't covered,
- please let me know!
-
-
- /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
- \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
-
-