/**************************************************************************\ * * * 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: 1.25 * * Last Update: 1/7/03 * * * \**************************************************************************/ .--------------------------------------------------------------------------. | 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 2003 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 | .--------------------------------------------------------------------------. 01/07/03: [1.25] Fixed section headers to match Table of Contents Added more user tips! Thanks! 11/29/02: [1.2] Patch version 1.2 information added Added some tips from player emails (Thanks guys!) 11/16/02: [1.1] Minor corrections throughout Available skill point total is now maximized at 48900 11/07/02: [1.0] (Full release) Walkthrough complete /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ .--------------------------------------------------------------------------. | 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 >------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The current patch version as of 11/29/02 is v1.2. This patch is currently only for the English-language game, but versions for the French, German and Italian games should be released shortly. The patch mainly adds Multiplayer Deathmatch support to the game, which extends its value and lifetime expectancy by several months. The patch also resolves a fairly rare entity issue for the single-player game that caused keypads, locks, and other objects to appear in the wrong places. Note that after applying the v1.2 patch, you will need to load your profile to recover your previously saved games. You can view what version of the game is running by reading the "readme.txt" file in the NOLF 2 base directory, or looking in the lower-right corner of the game's startup screen (the one with the menu and the crosshairs). The v1.1 patch addressed a common sound issue, where installed codecs other than what the game uses can cause a wide variety of issues within the game. The current patch is available from sites like the following: http://sierra.com/download/display_results.php?ftp_id=5391 http://www.fileshack.com/file.x?fid=1253 The Multiplayer Deathmatch map pack is available from: http://www.fileshack.com/file.x?fid=1707 The older v1.1 patch is still available at: http://sierra.com/download/display_results.php?ftp_id=5374 Further patch information is posted at: http://community.sierra.com/WebX?14@207.oOpnbpLgsBZ.4@.efa8c4b http://www.nolfgirl.com/gameinfo/nolf2/bandaid.shtml ______________ -----------< Known issues >------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Until any further patches are 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 or 1.2. - See following URL for more possible fixes: http://thegluefactory.com/forums/viewtopic.php?t=38 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 December 9, 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. The movies are nice and smooth on my dual-CPU system though. ^_^ 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. << Update 1.2 >> - Patch version 1.2 should remedy this bug. 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?14@207.oOpnbpLgsBZ.9@.efa7666 .--------------------------------------------------------------------------. | V.2 - Characters | .--------------------------------------------------------------------------. _______________ -----------< The Good Guys >------------------------------------------------ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Name: Cate Archer Organization: UNITY Position: Field Operative, UNITY Special Operations Division History: Introduced as the former cutpurse/thief protégé 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 >------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >----------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 loaded with 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 instead of separately. _____________________ -----------< Group 5, Explosives >------------------------------------------ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. .--------------------------------------------------------------------------. | V.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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >----------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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) /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ .--------------------------------------------------------------------------. | VI - Walkthrough | .--------------------------------------------------------------------------. ______________ -----------< Introduction >------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Rendezvous with Hatori-san ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ You won't find Hatori-san until the next stage. Recover six pages of the UNITY field manual (optional) 300 SP ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ Starting area ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Rendezvous with Hatori-san 400 SP ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Now return to Hatori-san to end the chapter. Recover all four pages of the UNITY field manual (optional) 300 SP ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ Starting alley/East village ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ** 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Infiltrate the estate grounds 400 SP ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ Starting alley ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >>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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ** 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >>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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >> < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ Listen to the second ninja conversation for a bit of foolery with their ability to tell time. :) Is there a purpose to the spinning sign at the corner of one of the intersections? What does it say? < From Zanshin: > "It took me quite a while (due to various technical issues of trying figure out how to take a screen shot and then trying to upload it), but I finally figured out what that sign says, but unfortunately, it is nothing particularly interesting, and nothing that indicates there is any reason or function for that sign. First, from the front the diamond shaped sign says "Elephant" on the upper left and "moon" on the upper right. Right now, I have forgotten what the writing on the bottom of the sign says, and it is rather unclear so it is hard for me to read but if I remember correctly, it says "Good for your health." The red side of the spinning portion says something rather odd. Actually, my friends said it is not Japanese, or not correct Japanese. The first and second letter say something that means "regular" in the sense of using the toilet. Using the second and third letters, it says "toilet", as in the device itself. The blue side of the spinning portion of the sign seems to be for some kind of supplement. It says "You often hear about it" "SCOT" "Stamina Garlic"." .=======================================================. | Chapter 2: Goodbye, Spy | | The death of Cate Archer | .=======================================================. _________ -----------< Summary >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Radio UNITY mission central for instructions 300 SP ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 explosives at the base of the radio tower ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ You can't complete this objective at this stage. Plant explosives at power relay station ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ You can't complete this objective at this stage. _______ -----------< Items >-------------------------------------------------------- ŻŻŻŻŻŻŻ The dacha ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >>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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ** 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Plant explosives at the base of the radio tower ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ Bridge area/Checkpoint ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Intel > Filing cabinet The idling truck ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Plant explosives at the base of the radio tower 500 SP ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ First building ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Intel > Right desk drawer < Intel > (Page 1 of Soviet Military Readiness Report) 20 SP Right filing cabinet The warehouse ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Ammo box > (9) .32 FMJ, 5 tranq darts In corner by 3 stacked boxes < Item > 1 explosive Inside cabinet The radio tower/Northern building ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Plant explosives at power relay station 500 SP ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Head back to the main map to complete this objective. _______ -----------< Items >-------------------------------------------------------- ŻŻŻŻŻŻŻ Flatbed truck ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Intel > 20 SP Right filing cabinet < Intel > Left filing cabinet < Intel > 20 SP Desktop < Intel > 20 SP Right desk drawer Large building/Mess hall ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Return to the hunting cabin and wait for dark ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Head back to the hunting cabin and use the radio to finish the chapter. _______ -----------< Items >-------------------------------------------------------- ŻŻŻŻŻŻŻ Hunting cabin ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ** 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Infiltrate the Main Records Building ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ Bunker ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Armor > Heavy body armor On floor in corner < Item > 2 grenades On shelf < Item > 2 bear traps Under shelf Gatehouse ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Item > 1 bear trap Upper shelf < Ammo box > (10) .308 FMJ, (5) tranq darts Lower shelf Mess hall ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Note on board 20 SP On corkboard by door Barracks ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Health > Bandages On bench in lavatory Note on bench 20 SP On bench in showers Building east of motor pool ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Health > Bandages On shelf < Armor > Heavy body armor On shelf < Item > 1 coin On desktop < Intel > 20 SP Right desk drawer Motor pool ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Package > 1 angry kitty On flatbed of NW truck ** Planting explosive at the fuel depot ** 400 SP Building south of Records Building ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ There is nothing you can accomplish immediately on this stage, 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 in this chapter. Total skill points available: 1120 Total accumulated skill points: 12120 ____________ -----------< Objectives >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Infiltrate the Main Records Building ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. You will see the gas cap on the front of the generator in the hole in the fence directly next to the note. Adding sugar to the generator's gas tank 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ Outside ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Note on wall 20 SP Next to outer door Ground floor/West room ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >> < Armor > Heavy body armor On top of boxes >> < Item > AK-47, (5) 7.62x39 FMJ On desk Ground floor/North store room ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >> < Armor > Heavy body armor On shelf Ground floor/Alarm room ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Intel > Right desk drawer < Intel > 20 SP Filing cabinet Ground floor/East room ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >> < Armor > Heavy body armor On boxes Spy Training Manual 200 SP Inside maintenance room on second floor Basement ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >>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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Intel > 20 SP Filing cabinet < Intel > Left desk drawer Third floor ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 inevitable escape from the grounds. 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Infiltrate the Main Records Building ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ Mess hall ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >> < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Infiltrate the Main Records Building ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Just head inside the outer door to complete this objective. Recover information on Project: Omega ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ << Vacuum tube >> See objectives section above Kitchen ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >> < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Ammo box > (30) 7.62x39 Phos On box >> < Armor > Light body armor On shelf by window Central room/Alarm room ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Package > 1 angry kitty On ground behind large boiler ============================================================================ Total skill points available this level: 360 SP Cumulative total: 14000 SP ________ -----------< Extras >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Recover information on Project: Omega 800 SP ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ First floor/Mess hall ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Note on table (Map of first floor) 20 SP On SE table First floor/SW office ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >> < Ammo box > 5 tranq darts Inside cabinet < Armor > Heavy body armor Inside cabinet First floor/Foyer ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Package > 2 body removers On shelf First floor/Security office ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Intel > 20 SP Right desk drawer < Intel > Filing cabinet >> < Ammo box > 5 tranq darts NE corner Second floor/SE office ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >>Note on desk (M-9 Security Code) Second floor/Office south of eastern camera ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Ammo box > 5 tracking darts On box < Intel > Filing cabinet Second floor/North office ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >>Note on desk (M-9 Security Code) < Intel > Right desk drawer Second floor/Northwest office ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >>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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ << 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >>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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >>Note on desk (M9 tape reel number) Central archive/NW office ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Intel > Right desk drawer < Intel > Left filing cabinet < Intel > 20 SP Right filing cabinet Central archive/NW office ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >>Note on desk (M9 tape reel number) ============================================================================ Total skill points available this level: 2520 SP Cumulative total: 16520 SP ________ -----------< Extras >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Get back to the plane ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ Laundry room ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Health > Bandages Inside cabinet NE store room ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Ammo box > 2 camera disablers, (30) 7.62x39 FMJ On box SW store room ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Ammo box > 4 tracking darts, (30) 7.62x39 Phos On box < Health > Bandages Under table < Ammo box > 3 grenades In NW corner Kitchen ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Spy Training Manual 200 SP On counter by stove ============================================================================ Total skill points available this level: 220 SP Cumulative total: 16740 SP ________ -----------< Extras >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Get back to the plane ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ Radio room ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Ammo box > (18) .32 FMJ, (30) 7.62x39 Phos Next to desk NW storage building ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Ammo box > 2 sleeping gas grenades Outside west wall next to pallet ** Planting explosives at the propane tank ** 300 SP Showers ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Armor > Heavy body armor Inside SE chest < Health > First aid kit On bed near NW corner Mess hall ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Get back to the plane ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ Building east of motor pool ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Note on pole 20 SP Outside of north entrance Motor pool ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Item > 1 explosive On ground by snowmobile < Ammo box > (28) 7.62x39 FMJ On ground by snowmobile Lavatory/East building ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Spy Training Manual 200 SP Inside west stall Barracks ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >> < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >> < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ Check out the particle effects on the flames in the burning fuel tanks! .=======================================================. | Chapter 5: Night Flight | | Exfiltration | .=======================================================. _________ -----------< Summary >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Get back to the plane ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ Hunting cabin ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Health > Bandages On table < Armor > Heavy body armor On floor Spy Training Manual 200 SP On table Roadblock 1/Two trucks ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Ammo box > (30) 7.62x39 Phos, (10) .308 FMJ, (18) .32 FMJ In back of truck Checkpoint ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ Where did all the bunnies go? :( .=======================================================. | Chapter 5: Night Flight | | Surprise, surprise | .=======================================================. _________ -----------< Summary >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Get back to the plane ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Listen to Santa by the gate to the military outpost to "complete" this objective. Rescue your pilot from H.A.R.M. 500 SP ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. < Red Phoenix writes: > Using cheats, I maxed out all of my skills and I was able to defuse the bomb in about two or three seconds, so skills do have an effect here. _______ -----------< Items >-------------------------------------------------------- ŻŻŻŻŻŻŻ ** Escaping the base grounds ** 200 SP Military outpost/Open storage area ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Health > First aid kit On barrels < Ammo box > (60) 7.62x39 Phos On shelf Military outpost/Large fuel tank/Room by generator ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Item > 1 sleeping gas grenade, 1 stun grenade On desk in corner The dacha ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ This is a rather long cutscene. I won't go into the plot, but I do have two words: "Man crates." :) ________ -----------< Extras >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Find information on Project Omega 800 SP ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ Basement ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ << 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Intel > (Page 3 of correspondence) 20 SP On table in NE corner Den ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ << Purple audio tape >> On mantle above fireplace Upstairs/SW closet ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Intel > (Page 4 of correspondence) 20 SP On boxes Upstairs/SE bathroom ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Health > Bandages By toilet << Blue audio tape >> Inside bathtub Upstairs/West room ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Ammo box > (30) 9mm FMJ In NW corner Upstairs/Central closet ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ << Orange audio tape >> On shelf Upstairs/NW bedroom ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ << Yellow audio tape >> Middle drawer of desk ** Collecting the voice recordings ** 400 SP Upstairs/NE bedroom ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Escape with the evidence ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ Blitzny's house ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >>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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Armor > Light body armor In shed < Ammo box > (120) 9mm FMJ, (27) .32 FMJ In shed South side/Backyards ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Fight off the ninja attackers ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Hit Isako enough times, and she will run into a mobile home. Follow her in to end the stage. Escape with the evidence ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ You can't complete this objective at this stage. _______ -----------< Items >-------------------------------------------------------- ŻŻŻŻŻŻŻ Abandoned car ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Spy Training Manual 200 SP SE of starting position under dilapidated car Car in center ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 fence posts impale themselves in the doors. Woo that was close! < Jay writes: > If you stand on either one of the cars and jump (also on one of the chairs on a porch and jump) the wind takes you for a ride! It's great fun!! There may be other spots on the map where this happens, but those are the 3 I found. You should try it! < Thanks Jay! > - I did try it; what a cool ride! ^_^ .=======================================================. | Chapter 6: Diary of a Double Agent | | Carried away | .=======================================================. _________ -----------< Summary >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Defeat Isako 800 SP ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Slice and dice Isako with your katana until her health bar is out. Doing this will end the chapter. Escape with the evidence ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ See above. _______ -----------< Items >-------------------------------------------------------- ŻŻŻŻŻŻŻ Kitchen ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 café, 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Rendezvous with Kamal 400 SP ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 café 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 café back in the northern section of town. Gain entry to H.A.R.M. headquarters 500 SP ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ North section/Outdoors ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Item > 1 banana On table in café < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Bug the phone in Anoop Banerjee's office, then listen back to the conversation ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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! ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ Ground floor/Office area ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Note by window 20 SP Next to bathroom window < Item > 3 coins In fountain west side of yard Ground floor/Secure area ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Collect the Wanted posters before they are spotted by civilians 300 SP ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ West gate area ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Item > Utility launcher, 10 tracking darts Your purse at Armstrong's feet Northern street ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >> < Item > 1 banana On counter to west of faucet at east end Middle street ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >>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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >>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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Recover the contents of the manager's safe 300 SP ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This point is between the projectors in the projection room. Plant explosives at location #3 500 SP ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ Ground floor/Backstage ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ Those "movie" posters scare me.... >_< If you can sneak down the stairs backstage, listen to the conversation about "arterial spray." Bleah. .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>. |==========================================================================| |+ Walkthrough - Chapter 8 +| |==========================================================================| .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>. .=======================================================. | Chapter 8: The Art of Murder | | The vault | .=======================================================. _________ -----------< Summary >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Reach the lower level without killing anyone ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ Second floor ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Follow Armstrong to safety 300 SP ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ Middle road ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >> < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >> < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Escape with Armstrong ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ Building one/Ground floor ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ** 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Note in cabinet 20 SP In NW room Note in drawer 20 SP In table in dark central room Building two/Third floor ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Intel > 20 SP Inside cabinet in NW room Outside area ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Apprehend the Mime King ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ I really can't give this stage away. Just plow on through and enjoy its humor. :) _______ -----------< Items >-------------------------------------------------------- ŻŻŻŻŻŻŻ SW corner of town ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ Did you laugh as hard as I did? ^_^ .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>. |==========================================================================| |+ Walkthrough - Chapter 9 +| |==========================================================================| .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>. .=======================================================. | Chapter 9: Ice Station Evil | | Characters | .=======================================================. _________ -----------< Summary >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ This is a cutscene. Sit back and enjoy, and maybe recover your breath after the last stage. :) .=======================================================. | Chapter 9: Ice Station Evil | | Antarctica | .=======================================================. _________ -----------< Summary >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Recover information on Project Omega 800 SP ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ Base entry/Room with scientist ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Intel > 20 SP Filing cabinet ** Infiltrating the Antarctic facility ** 100 SP Dark room area ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >> < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >> 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Note on table (Page 2 of Anders) 20 SP West base/Security office ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Note on desk (Project Omega information) 40 SP ** Recovering information on Project: Omega ** 800 SP West base/West lab ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Note by sink 20 SP < Armor > Heavy body armor Inside cabinet Outdoors/Upstairs room ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ << Door knob >> On shelves in side room Outdoors/Central store room ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Ammo box > (37) .32 FMJ On shelf < Item > 3 explosives On shelf < Intel > 20 SP Filing cabinet Escaping/Fuse box area ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ << 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Rescue civilians from super soldiers 1200 SP ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 café, 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ Section 1 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Armor > Light body armor In corner by overturned cabinet ** Rescuing a civilian ** 400 SP Section 2 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Armor > Heavy body armor On stone bench near faucet ** Rescuing a civilian ** 400 SP ** Rescuing Crazy Harij ** 400 SP Section 3 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 café < Health > Bandages On table inside hotel ** Rescuing a civilian ** 400 SP ============================================================================ Total skill points available this level: 1800 SP Cumulative total: 35500 SP ________ -----------< Extras >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Find Dr. Schenker's eyeglasses 200 SP ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ Third floor ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Intel > 20 SP Right desk drawer in east glass office First floor/Cafeteria ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Note on table 20 SP First floor/Lobby area ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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. < From Russ Juckes: > Although a snickerdoodle is a cookie, it's an American snack, and probably would not be on a British secret service canteen menu, if any British people even knew what one was! < From Russ Juckes on the prices: > "If you're not British, and under 30 years old, few people know (or care, frankly - I don't, and I fall into both categories!) that pre-1971, Imperial currency was in use. This was the ridiculous pounds-shillings-pence system, and had about as much in common with decimal, as a transatlantic jet liner has with a moped. Anyway, prices would have been displayed something along the lines of: 14s 2d - for 14 shillings & 2 pence. The only time the pounds-shilling-pence system really showed its value was during the World War 2 years, when German spies would routinely give themselves away by being unable to work out how the system worked, and hand over the wrong amounts of money when buying things. Pounds, shillings and pence: There was 12 pence (12d) to the shilling (1s) and twenty shillings (240d) to the pound (£1/-). 2.4d would be worth 1p today, 1s would be worth 5p, 2s worth 10p and so on. There were also some coins that may seem very strange today like the farthing (1/4d) worth just 0.1p in decimal currency, the halfpenny (1/2d or ha'penny) worth 0.2 p, the sixpence or tanner (6d) worth 2.5p, and the half-crown (2s 6d) worth 12.5p. Some of the Imperial coins survived the transfer to metric currency: 10p - this was the old 2s (2 shilling) coin 5p - the old 1s (1 shilling) coin 50p - this coin was introduced late in the imperial currency reign, and became known as the "ten bob bit" ie 10 shillings; 10x5s =50. For its time, it was a high value currency! Although these values are still in use now, the coins themselves have been changed to smaller, lighter versions of their previous selves." - Thanks Russ! I am now thoroughly confused! :) < From Subi on the prices: > "If we take it that Unity HQ is in England, and the date is 1967 (is it? I've tried to check, but can't find out ;) then the prices on the menu aren't nearly retro enough. They should be in pounds, shilling and pence! 5p and 10p coins were introduced April 23rd 1968, the 10 shilling note (equivalent of a 50p new money) ceased to be legal tender November 20th 1970, the 50p coin was introduced October 14th 1969 and full decimalisation didn't occur until Feb 15 1971. ;) If the year is 1968 you could argue that Unity was just being modern... ;)" .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>. |==========================================================================| |+ Walkthrough - Chapter 12 +| |==========================================================================| .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>. .=======================================================. | Chapter 12: Undersea | | Submarine bay | .=======================================================. Secret underwater H.A.R.M. base, Aegean Sea _________ -----------< Summary >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Find out where Armstrong is being held ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ South sub bay ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >>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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >>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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Obtain the Supercomputer User Manual v1.0 from the Supercomputer 50 SP Services department ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ Lower deck/East hall ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ** 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ << 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Rescue Armstrong. He's being held in the lower decks in a Super Solder pod. ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 < From Oversight99 and Miquefan: > 4) On side table of nearby east room, south side, upper deck _______ -----------< Items >-------------------------------------------------------- ŻŻŻŻŻŻŻ Upper deck/South side ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Armor > Light body armor On table in far east room Lower deck/SE Lab ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Package > 2 body removers On cart < Intel > Left desk drawer Note in drawer 20 SP Right desk drawer Lower deck/North store room ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Rescue Armstrong. He's being held in the lower decks in a Super Solder pod. ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ Upper SE section/East room ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Intel > 20 SP Left desk drawer < Ammo box > (30) 9mm FMJ, (18) .32 FMJ Under south table Lower west section/Bilge pump room ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Package > 2 body removers Under west table < Intel > 20 SP Left desk drawer Upper west section/SW Lab ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Rescue Armstrong. He's being held in the lower decks in a Super Solder pod. ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Well, you're right here. Complete this objective by defeating Pierre. Defeat Pierre 800 SP ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Find a way off the underwater base before it implodes ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. < Thanks to Yick and Mrobrien99 for the following: > You can "Turn On" a yellow valve above the two computers in the oxygen tank room. Doing so will release a stream of bubbles that fills the space near the ceiling with air. You can use this air to refill your lungs after welding the lock off. Head through the door at the top of the central stairs on this deck to complete this stage. _______ -----------< Items >-------------------------------------------------------- ŻŻŻŻŻŻŻ Section 1 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Find a way off the underwater base before it implodes ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 swim 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. If the screwdriver isn't in the cabinet, check the desk drawers of the nearby labs. 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 start the sprinklers and give you access to the upper deck. Head through the door at the top of the central stairs to end this stage. _______ -----------< Items >-------------------------------------------------------- ŻŻŻŻŻŻŻ << 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Find a way off the underwater base before it implodes ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Look at the statue of The Director carefully. See anything odd? _______ -----------< Items >-------------------------------------------------------- ŻŻŻŻŻŻŻ 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ "Pull my finger"?! Lol! .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>. |==========================================================================| |+ Walkthrough - Chapter 14 +| |==========================================================================| .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>. .=======================================================. | Chapter 14: Endgame | | I think we should presume she | | failed | .=======================================================. _________ -----------< Summary >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ This is a cutscene. A lot goes on here that really develops the plot leading to the finale of the game. ________ -----------< Extras >------------------------------------------------------- ŻŻŻŻŻŻŻŻ I just love the initials to the special serum the Doctor develops. .=======================================================. | Chapter 14: Endgame | | Manhandled | .=======================================================. _________ -----------< Summary >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Escape the needlessly elaborate death trap 50 SP ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ The Man-Handler ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ** 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Note on table 20 SP On low table by guards Large lava cavern ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Package > 2 explosives By computers next to entrance Computer cavern ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 is 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! :) < From Miquefan: > Look at the brick inside the fireplace of the Director's office. Some of the bricks say "Snowball" although I don't know what that refers to. < From Stile1970, also regarding "Snowball": > ...In the HARM lair, Director's office, he has a fireplace. If you crouch and walk into it, it seems to say, "USE SNOWBALL". .=======================================================. | Chapter 14: Endgame | | Sweet revenge | .=======================================================. _________ -----------< Summary >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Escape the secret underground lair ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ Entry area ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Escape the secret underground lair 500 SP ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ Inside the house ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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 >------------------------------------------------------ ŻŻŻŻŻŻŻŻŻ 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 >--------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻ Sink the Super Secret Submarine 600 SP ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 lid. 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 three airdrop caches. Rendezvous with Armstrong at the fort ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This is it! You go up against the super soldier lieutenant vis-à-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 >-------------------------------------------------------- ŻŻŻŻŻŻŻ East fortress area/Ruins ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Ammo box > (300) 9mm FMJ, (20) .308 FMJ In SE corner before ruins SE ruins area/Ocean overlook ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < Armor > Heavy body armor On south walkway next to overlook tower < Health > First aid kit On south walkway next to overlook tower SE ruins ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ << 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ < 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 >------------------------------------------------------- ŻŻŻŻŻŻŻŻ 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. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ .--------------------------------------------------------------------------. | VII - 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 Torsion v3 http://www.t0v3.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! .--------------------------------------------------------------------------. | VIII - 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! /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/