/\                                                                     /\
 /_|\===================================================================/__\
/\  /\            ~          MISSION: IMPOSSIBLE          ~            /\  /\
/__\/__\===============================================================/__\/__\

                             Mission: Impossible
                                 For the NES
                               FAQ/Walkthrough

                             By Master Sidious
                         kingpalpatine(at)gmail.com

                          Last Revised: June 18, 2006
                                 Version 1.0

              This document is Copyright (c)2006 Master Sidious

===============================================================================

Table of Contents

    1. Guide Opening
         1.01  -  Version History
         1.02  -  Introduction

    2. Game Overview
         2.01  -  Story
         2.02  -  Controls / How to Play
         2.03  -  Characters

    3. Walkthrough
         3.01  -  Stage 1: MOSCOW
         3.02  -  Stage 2: VENICE
         3.03  -  Stage 3: PRISONER CAMP
         3.04  -  Stage 4: SWITZERLAND
         3.05  -  Stage 5: SWISS ALPS
         3.06  -  Stage 6: CYPRUS

    4. Enemies
         4.01  -  Regular Enemies

    5. Secrets
         5.01 -  Passwords
         5.02 -  Glitches

    6. Guide Closing
         6.01 -  Credits
         6.02 -  Legal Disclaimer
         6.03 -  Contacting Me


===============================================================================
                              1. Guide Opening
===============================================================================

Welcome to my new Mission: Impossible FAQ.  I decided to write this FAQ to help
out anyone trying to tackle the NES version of Mission: Impossible.  I figured
with all the hype surrounding the third movie, there might be renewed interest
in the game.  This game is RIDICULOUSLY HARD, and there isn't much information
available online for this game, so my goal was to write the definitive detailed
walkthrough.  As far as I know, there are only two other web-based  resources
available for this game, and they are not nearly as extensive.  For your
reference, those resources are: 1) a Walkthrough written by an anonymous author,
and 2) a FAQ with some additional information written by PIETER KUPERUS
(E-MAIL : [email protected]) that was intended to supplement the original
walkthrough.  Both of these resources are available on most gaming sites if you
want to check them out.  Unfortunately, though, there is some incorrect
information and I'm not convinced that either of them actually beat the game
because they give a totally wrong description of what happens at the end.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                            1.01  -  Version History
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Version 1.0  -  June 18, 2006  -  The original version.  There are walkthroughs
                                for all six stages, along with character
                                descriptions and evaluations, passwords, and
                                general commentary.  Everything is done.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                            1.02  -  Introduction
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Mission: Impossible for the NES was released in 1991, and was based on the
popular television series of the same name.  There were actually two runs of
Mission: Impossible that came out about 15 years apart.  The original series ran
from 1966 - 1973 and starred Peter Graves as team leader Jim Phelps, plus a
handful of other actors, most notably Leonard Nimoy as Paris and Greg Morris as
Barney Collier.  The remake, or rather "continuation", which is what this video
game is based on, ran from 1988-1990, and starred Peter Graves again as Jim
Phelps, along with Greg Morris' son Phil as Barney Collier's son Grant.  The
show was truly excellent, and if you haven't seen it you should check it out.
The more recent movies starring Tom Cruise are pretty good, but the TV series
was definitely better, and frankly, as a Mission: Impossible fan, I believe that
the decision to make Jim Phelps go bad in the first movie was an absolute
travesty.  In fact, Greg Morris was supposed to have a cameo role in the movie
and walked off the set when he found out about what the writers did to Jim's
character.  Not surprisingly, Peter Graves chose not to play Jim in that movie.

As an aside, it's interesting to note that all the characters on the "new"
(1988) show that appear in this game have equivalents on the old (1966-73) show.
Max Harte, the "tough guy" is just like Willy Armitage (Peter Lupus). Grant, the
electronics whiz, is just like Barney Collier (Greg  Morris) - and as mentioned,
both the actors and characters were real-life father and son.  And Nick, the
"disguise guy" is just like Paris (Leonard Nimoy) and Rollin Hand (Martin
Landau).



===============================================================================
                              2. Game Overview
===============================================================================

This section contains what you should know before starting the game.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                               2.01  -  Story
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

(Taken from the game's instruction manual)

Not since the cheesy Limberger Case has a kidnapping attracted as much
attention as the abduction of Doctor "0".  It seems this world-acclaimed  genius
behind the U.S. military defense system was enjoying the breakfast of braincells
(powdered eggs and grape juice), when he and his fetching
secretary, Shannon, were mercilessly snatched by the Sinister Seven.  Unknown to
the Sinister Seven is the startling fact that Shannon - although a very able
stenographer - is really an agent from the Impossible Mission Force (IMF),
assigned to protect the good Doctor.  Using all her skill and
cunning.  She has managed to send a secret code cluing you in on where they're
being held.

But before you and your team of special agents start high-fiving each other.
You'll have to go hand-to-hand with scum like Slash Stiletto and Jean Claude
Killer.  And you must slink your way through Six murderous mazes, from
underground warfare off the coast of Cyprus to hand grenade ski runs in the
Swiss Alps. Also included in these killer mazes are untold numbers of Espionage
Zones!
Before you yodel "Uncle", remember that you have control of three different spy
identities - Max, Grant and Nicholas. Each has special talents up his sleeve
(like quick-change disguises and remote control bombs) which you'll need to stay
alive amid the acid flames, poisonous gas chamhers and much, much more!

So go ahead, Jimbo.  Put your life on the line and accept this seemingly
impossible mission. Or else the good Doctor will be tortured into spilling the
top-secret beans about the U.S. military defense system (meaning you can watch
the planet go up in a mushroom-shaped puff of smoke a week from Tuesday).




=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                              2.02  -  Controls / How to Play
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

D-Pad          -  Move your IMF team member in the direction you push on the
                 D-Pad (Up to head north, Left to head west, Down to head
                 south and Right to head east); select character when paused

Select Button  -  Not used

Start Button   -  Pause the game and enable you to select character

B              -  Use your character's "special" weapon

A              -  Attack using your character's "normal" attack


Here is some more information from the instruction manual:

Your mission is to rescue Dr. 0 and Shannon from the grubby clutches of the
Sinister Seven as quickly as possible. Then you must discover the motive behind
the kidnapping and prevent these international terrorists from executing their
diabolical plan.

As you fight your way through each area, you must obtain information and vital
ID cards. If you lose your way or get caught without an ID card, not only will
you lose a member of your team. you'll lose a little confidence. HINT: Captured
prisoners can be helpful here. During this mission a good sense of direction is
only half the battle. Because acid flames, raw sewage, scorching steam, high
voltage electricity and poison gas will block your progress at every turn. You
must also have sense enough to keep both eyes peeled for special switches that
will turn off bodily-harm devices (like bone-crushing walls).

Now for the good news. There are three agertts-Max, Grant and Nicholas - that
you can choose from and use according to the situation at hand. Each is equipped
with two types of weapons which can be interchanged according to the
surroundings. After sizing up your predicament you must choose the right agent
with the right talent.

Your agent's Life Gauge decreases each time he is hit by enemy bullets or caught
in a trap. An agent is knocked out of the game when the Life Gauge runs out or
when he is hit by a car, falls into water, or tumbles into a hidden pit or
gorge.

After an agent is dusted, the next agent in line (from left to right) will enter
the game. (NOTE: The agents are shown at the bottom right of the screen.
However, if you make it all the way through one area successfully, the knocked-
out agents will rejoin your forces at the beginning of the next area.

If all three agents are knocked out of the game. you and your IMF team are
finished. But you can still redeem yourself by choosing the Continue Mode (see
page 10 for details) to start over from the beginning of the area where your
last agent perished.

Oh, by the way... if you begin feeling like a laboratory rat windnig through the
six maddening mazes, remember you could have JUST SAID NO to this mission!
Luckily for the world, you're a big, strong agent who thrives on these
dangers... right?...  I said right right?!



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                               2.03  -  Characters
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Max Harte
------------------

Weapon A:  Gun
Weapon B:  Bombs (press B once to lay the bomb, then B again to detonate)

Max's gun has the best range of all the IMF team members' attacks, and moves
quickly in a straight line.  Max's bombs are useful in a few parts of the game
where you NEED them, and also when you trigger an alarm, because they can take
out the nasty "Iron Claw" enemies quite well.  Max is by far the slowest of all
the IMF team members, and this is quite important.  He is not agile at all and
horrible to use when trying to sneak around and not get caught by cameras,
sentries, etc.  It's hard to rank the team, because each character has different
uses, but Max is my second favorite.

Here's what the instruction manual has to say about Max:

Max is very quick and athletic. However, in this mission, he's forced to wear
heavy protective gear which slovrs him to a turtle's pace.  His Type A weapon is
a rifle. His Type B arsenal consists of 10 remote control cluster bombs. Press
the B Button once to set the bombs, and then once more to explode them.



Grant Collier
------------------

Weapon A:  Punch
Weapon B:  Sleeping Gas

Grant's punch has the worst range of all the IMF team members' attacks.  Grant's
sleeping gas is useful when you need to try to get through areas with a lot of
enemies, or in areas where you need to sneak around and not let the guards know
you're there.  The gas has medium range, and will immobilize any enemy near the
gas clouds.  Grant is the fastest of all the IMF.  He is extremely useful in
"sneaking around" situations.  In addition, Grant is the only  , and moves
quickly in a straight line.  Max's bombs are useful in a few parts of the game
where you NEED them, and also when you trigger an alarm, because they can take
out the nasty "Iron Claw" enemies quite well.  Max is by far the slowest of all
the IMF team members, and this is quite important.  He is not agile at all and
horrible to use when trying to sneak around and not get caught by cameras,
sentries, etc.  It's hard to rank the team, because each character has different
uses, but Max is my second favorite.


Here's what the instruction manual has to say about Grant:

The Gazelle is an electronics and engineering wiz who dropped out of the
Electricai Engineering Institute for the Deprived. Grant turned his considerable
electronics talent against the forces of of evil by joining the IMF last spring.
He is the fastest of the three agents.  He prefers duking it out, so his Type A
weapon is a fist. His Type B weapons are 10 sleeping gas bombs that put the
enemy into a deep slumber for a limited period of time (unfortunately, they
don't work on eveyone).
Press the B Button to set the bombs, and then once more to release their sleep
inducing sominexide gas.


Nicholas Black
------------------

Weapon A:  Boomerangs
Weapon B:  Disguise (temporarily makes enemies not attack him)

Nick is the well-balanced character in this game.  His weapon's range is between
Grant's and Max's, and his speed is in the middle as well.  That being said, I'd
say that Nick is probably the least-used character when I play through the game,
but he is invaluable in the places where you really need him to go under
disguise.  You can use his boomerangs to hit enemies around corners in some
circumstances, which is helpful, but when enemies get really close, it is hard
to hit them.

Here's what the instruction manual has to say about Nick:

Nicholas is a drama teacher who also happens to be a master of voice and facial
disguises. During an audition in coliege he twisted an ankle and is now forced
to saunter painstakingly (that's Thespian slang for walk slowly).  A native
Australian, Nick prefers a boomerang for his Type A weapon.  His Type B weapon
is not a weapon at all, but a set of disguises that can be used up to 5 times.
When he's incognito, enemies cannot identify him for a limited period of time.





===============================================================================
                               3. Walkthrough
===============================================================================

How to beat the game!!!  And mark my words - it will take you a really long
time.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                      3.01  -  Stage One - MOSCOW
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You'll start the game in the middle of the street.  There are some doors
(labeled with arrows) on the top and bottom of the screen.  You won't need to
visit all of them, though you certainly could.  As you walk around, some
pedestrians will try to attack you.  Kill them, but make sure you don't attack
any "normal" pedestrians, because you'll get arrested and effectively "kill" the
offending IMF member for the rest of the stage.

Start off by switching to Grant (since he walks about twice as fast as Max) and
go to the third door on the bottom.  The guy inside will tell you which way to
go to get the pass, which you'll need later in the stage (it varies randomly
between two different locations).  Follow his directions (it's either left or up
and right).  Get the pass, then head towards the alleyway, which is in the
middle on the top of the screen.

Here is a list of everything that happens in the rooms, in case you were
wondering:
  First on top-Switch may not release the trap
  First on bottom-You'd be smart to go into the alley
  Second on top-a bunch of soldiers
  Second on bottom (across from the alley) - You have been caught.  (Or the
PASS)
  Third on top - You need a pass to get through + BRIEFCASE
  Third on bottom - (bar) Someone has a street pass, you must go up and bottom.
  Fourth on top - Take the pass, but your life isn't safe.  + PASS (Or You have
been caught).

Enter the alleyway, which is about halfway down the road on top.  I like to use
one of Nick's disguises when trying to get through the area where there are two
enemies trying to bomb you - you won't get hit that way (and don't worry - you
won't run out later because there's a briefcase later in the stage).  Enter the
next area.  The door on the upper middle has one of the switches (MOVE WALL).
Enter the room, fight off the enemies, and turn it off.  If you've taken any
damage at this point, the door on the upper left houses a MED KIT.  You can
ignore the door on the upper right.  It has some information - it turns out that
every level has some switches, and there are 5 switches in level 1.  We've found
1 so far, so that leaves 4 more.

When you're ready (i.e. collected the MED KIT) enter the room on the bottom
right.  Immediately take out the guard on the right and move to the right to
avoid being pinned in the other guards' crossfire.  The staircase on the bottom
left leads to level B1.

B1 is a maze of underground sewers.  I like to use Nick for most of this area
because he's medium speed (useful for avoiding the waterfalls) and his
boomerangs can be used to hit enemies around the corner if you're careful in
guiding them.  Anyway, first head right, being careful to avoid the enemies
throwing bombs at you.  You'll come to a door on the top of the screen.  You can
only go through it on the orange side, which happens to be facing you right now.
Go through the door, use Nick and use a disguise.  Kill off the enemies, and
flip the second switch (FIX FLOOR).  3 more switches to go!  Exit the room on
the bottom right, avoid the enemies, and head down (going over a bridge).

Now head left, crossing 3 more bridges.  You'll come to the end of the path, and
then have to take another bridge up.  Now work your way right, and take the
bridge up at the end of this path.  You'll see the orange door again, but this
time don't go through it since you've already disabled the switch.  Now head
left.  Ignore the "exit" (that's where we initially entered the sewer system).
You'll eventually see another exit.  Take it if one of your characters is low on
energy; there is a health icon in the room above (actually, this is the second
door on top of the street - the one with a bunch of soldiers).  Once you've
gotten the med kit, head back down the stairs, but this time bear southwest and
cross a bridge, then take the door at the bottom to another set of sewers.

This section has a new type of enemy- he doesn't hurt you, but will try to push
you into the water (which kills you).  Try to get his attention, but make sure
that your back is to a solid piece of wall and not the water.  Then while you're
pinned against the wall, keep hitting A until he's dead.  Head right, and watch
out for enemies throwing bombs.  I've found that it works well to go halfway on
the bridge, then head back left.  This exoses the enemy without letting you get
hit.  Then all you have to do is shoot him with Max's gun.  Once you reach the
end, head down over the bridge.  Here again you have a choice: if you need a med
kit or briefcase, head left, being careful to not get pushed into the water by
the "pushing" enemies.  Once you've picked up the icons you need, head right.
If you don't need any items, just head right from the start.

You'll see an exit on the bottom of the screen.  Don't take it (it leads to a
manhole on the street that you could have blown up with Max's bombs - but then
you would have missed turning off one of the switches).  Keep heading right over
the bridges.  The "head right, then retreat" strategy works well here as well.

When you enter the next room, be careful not to get hit by any bombs.  In my
opinion, the best thing to do is to use Nick and go into disguise mode, then
walk past the enemies and kill them from behind.

Now at this point, if you've been following this walkthrough, the bottom of the
screen has moved up to the top and you have the choice of two different routes.
You'll want to take the path on the left and use Grant to unlock the electronic
door (9453).  If you don't have Grant anymore, good luck with the right side.
As you proceed down the left, you'll be rewarded with a med kit.  You can ignore
the door on the left, it's a spy giving you some useless information.  Now take
the stairs down to level B2.

Here, you'll immediately face a guard.  I like to use Grant's sleeping gas to
knock him out, then shoot him with Nick.  Wait for the right time to move, then
use Grant's quickness to sneak past the steam.  Make sure not to touch the
spout, too, because it will also hurt you.  Keep some gas ready; you may want to
use it to disable the next bomber as well.  Sneak past the next area of steam,
and take out the bomber (you shouldn't have to gas him because he won't turn to
shoot at you once you're around the corner).  There's one more steam spout to
avoid, and then you'll be able to take the stairs on the lower right side of the
screen to level B3.

In this room, you have to watch out for the edges - you can fall in and die.
The red things blow at you and make it harder to walk around.  Navigate your way
along the top of the area.  On the upper right, there is a door that will take
you down to level B4.  Enter the room, take out the guards, and hit the computer
console (this uses your pass and opens the orange door).  Head down, work your
way past the laser detectors (again, using Grant is the easiest thing to do
here) and disable the third switch (FLOOD) on the bottom right (only 2 more to
go!!).  Now return back up to the room with the blowers.

Now you're going to want to make your way down to the bottom-middle (there is
also a door in the bottom-left - don't use it for now, or the next part of my
directions won't work.  I also don't advise getting the med kit on the bottom
right just yet - you'll see why soon.  So head on down to B4.

In this room, be careful of the enemies that are below you (you can sort of see
them through the floor).  If you delay too long in one of the small rooms,
they'll hit you with a grenade for big damage - so move QUICKLY.  Anyway, to get
to the next switch, go down, down, right, up, right, and up.  Now go right into
the next room, which is patrolled by robots.  If one of them "sees" you, an
alarm will be sounded and you'll be face with some really difficult (and heavily
damaging) enemies.  The easiest thing to do is walk toward the enemies and let
them see you.  The alarm will be sounded, but the sentries will disappear.
Plant one of Max's bombs at the door, and when the extra guards arrive, blow up
the bomb.  You should be able to take out all of the additional guards with two
bombs (and the sentries take more than that to kill).  Now hit the fourth switch
off (CUT POWER - only 1 more to go!!) and return to the "maze" room.

There is a med kit on the bottom right that you'll probably want to collect at
this point (though with Grant's speed it is possible to navigate the small rooms
without getting hit).  To get to it, go left, left, down, down, left, down,
right, right, and right.  I strongly recommend you give the health to Grant if
he needs it.  You'll need his speed in the next room.  Now with your newly
restored health, go up, left, up, up, and left.  Go back up the stairs to level
B3, and work your way to the bottom left staircase (that I said not to use
before).  Take it back down to level B4.

You need to get to the doorway on the bottom left.  To get there, go right,
down, left, down, down, and take the doorway.  You'll see a grid on the floor.
Luckily, we've disabled the damage-inducing characteristics of the floor!
You'll notice that the sentries only look left and right, not up and down.  So
use Grant and time yourself.  Wait for them to be looking right, and move in
between them.  Then work down to flip off the final switch (ROBOT).  It's
relatively easy to do this without the robots ever seeing you.  Now return to
the "maze".  You're going to have to backtrack a bit.  To get back to level B3,
go right, right, right, up, up, up, and left, then up to level B3.  Now is a
good time to get the med kit that I suggested you leave until later (aren't you
glad you did?).  Carefully work your way to the upper left of the room and take
the stairs up to level B2.

Here, you're going to want to take the left path up, just like before.  Return
to level B1 and go back to where the room changes to the sewer appearance.  Now
move to the right side and go down.  Use on of Nick's disguises and kill the
enemies in this room.  Now instead of going down, go right.

Inside this room, the guy in a suit will tell you that the power box is orange
and is easy to destroy.  Shoot (or punch) the orange box on the upper left of
the screen.  That will cause the door in the middle of the room to swing open.
The guy next to the desk will tell you to turn off the water valve and destroy
the boss.  Exit this room and head down, then immediately right (don't go on the
bridge).  Go right, then work your way down and back left, killing the two
guards that are automatically shooting.  Go down into the next room.  We've
already disabled the ROBOT with one of our handy switches.  Be careful not to
walk off the bridge!!

In the next room, you'll see a guy who tells you "You made it, but Dr. O. is in
a Venice temple."  Then he'll fall through the floor.  Looks like somebody
doesn't want him to say anything more!  Air Cargo Co has a list of Sinister 7
names - fly to Venice and Stage 2.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                      3.02  -  Stage Two - VENICE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This stage is like Spy Hunter, complete with snazzy music.  Shoot at enemies
with the A button, and avoid their depth charges and walls.  You're playing as
all three IMF members at the same time, so you all take damage as a group when
you get hit.  If you're good at Spy Hunter, you probably won't have much
difficulty on this stage, but if you're not (like me) you will find it tough.
If you crash into an enemy boat, it does a lot of damage, so try not to do that.
When the helicopter strikes, swerve left and right to avoid its attack.  Also,
the orange things that look like barrels will cause you to jump into the air.
They tend to be helpful.  There is no boss on this stage, so when you reach the
end, you'll simply appear on stage 3.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                      3.03  -  Stage Three - SYRINX TEMPLES of East Berlin
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This stage is pretty difficult, just like the rest of the game.  There is a part
midway through the stage that's optional, and you'll have to make a choice as to
how you want to handle it.  One thing that is always important, though, is to
keep Grant's health up because there are a couple parts where you absolutely
must have Grant.  That means walking around with Max or Nick.  Unlike Stage 1,
all the people you see walking around are bad guys, so don't hesitate to hit
them immediately.

The first part of this stage has 4 doors to check out.  You can ignore the rooms
on the bottom left and right for now.

If you don't like being harassed by the "locals", start off by heading into the
room on the upper left.  There are two robotic sentry guards here.  Use Grant to
sneak past them and attack the power box (ALARMS) on the upper right of the
room.  An alarm will sound, but no enemies will enter.  Once the alarm has
sounded, there won't be anymore pedestrians harassing you.  When you exit this
room, head to the upper right and take the stairs to level 2F.

There is a door on the right, where a guy will tell you to destroy a statue to
find a ladder.  But which statue?  We're in a museum for goodness' sake!
Luckily, you have this guide!  Return down the stairs to 1F.  Go into the room
on the bottom right, and shoot the statue all the way on the bottom right.  This
will reveal a staircase.  Take the stairs down to B1.

Head to the bottom right and go through the door.  Destroy the power box.  The
guy at the desk will tell you that there is 1 switch in Stage 3 (thankfully not
the 5 that there were in Stage 1!!).  Take the conveyor belts all the way to the
left and go through the door.  This part is tricky.  You have to time your
moves.  I strongly recommend you use Nick to do this for two reasons: 1) you
still need to keep Grant at top strength (he still is, right??) and 2) Max is
just too slow.  I like to count out the swings of the statue, like 1, 2, 3, go.
It helps with timing and you're less likely to get hit.  When you reach the far
left, enter the room on the top left.

This is the room where the guy will tell us where to go to get the pass.  Just
like on stage 1, the pass room changes randomly.  To avoid the cameras first
move behind the two boxes in the middle of the room.  Then when the camera on
the left is moving down and the camera on top is moving left, squeak around the
corner of the box and move down to talk to the guy.  There are two possible
outcomes - down and left, and down and right.   Exit the room and head down the
stairs to B2.  Head straight down immediately to avoid getting pinned in some
crossfire.  Kill those guards.  If the guy told you to head left, you're lucky,
because that room is easier to navigate without tripping an alarm.  So, if you
need to go left for the pass, do so (avoid the laser detectors) and get the
pass, then start to head right so we can disable the Floor Pit switch.  If the
guy told you to go right, start to head right.

In this room, there are a bunch of magnets that will pull Max and Nick's attacks
off their mark.  So use Grant and just punch out the enemies, or use Nick and
take advantage of the way your boomerang throws get "bent".  The important thing
to remember is to position yourself so the guard is between you and a magnet
(NOT the other way around, with you in between the magnet and the guard!!).
This way when he shoots at you, the bullet moves backward and it's easy to move
up and punch him.  Any character works fine here, but you're going to want to

If you have the pass already (i.e. the guy said go down and left), skip the rest
of this paragraph.  If you need the pass (because the guy told you to go down
then right) go all the way to the upper right and enter the room.  There are
cameras in the room so watch their pattern and try to avoid them.  It can be
pretty tough to get past the cameras, so be careful.  I've found it works well
to camp out towards the  bottom of the screen, then run for it (using Grant) to
get some cover.  Don't try to get the briefcase (you shouldn't really have used
any special weapons yet anyway).  Also, watch out - there is a hole in the floor
toward to top middle of the room.  If you fall through it, you'll end up in a
room in B3 with a MED KIT and a switch (FLOOR PIT).  It's where we're headed
next, but you first need the pass, so avoid the top part of the floor.  Get the
pass from the guy in the corner and exit the room.

Now head into the door on the lower right and take the stairs to level B3.  Go
into the room on the lower right.  I hope Grant is still alive, because you're
going to need him to open the electronic door (combo is 4867).  If Grant isn't
alive, go back up to B2 and purposely fall through the hole in the floor.  Watch
out for the camera.  Turn off the switch (FLOOR PIT) and collect the med kit.
Exit this room.

Now you have a choice.  You can go through the very difficult process of
disabling the conveyor belt switch or you can head back up to the top level.
Frankly, you're in a Catch-22 situation.  If you don't disable the conveyors,
it's hard to get out of the conveyor room, but it can be just as hard if you
choose to disable them!  In a way, once you disable the conveyors, the enemies
actually become harder because now they move!  And it's hard to get to the
switch to shut them off in the first place.  My advice is to NOT disable them,
assuming you have Grant at full strength.  If you decide to skip turning off the
conveyors, skip the next paragraph.

If you want to disable the switch, head left.  When you're walking, some of the
statues will try to attack you.  You can blow them up with Max's bombs or punch
them 3 times with Grant.  Try not to get hit because they do a lot of damage.
If you use Max, watch out for shrapnel, because it will damage you.  The statues
only attack you after you've walked past them, so be on your toes.  When you've
worked you way all the way to the left, go through the door and shoot the power
box on the lower left (CONVEYOR).  Exit the room.  Then backtrack to the right
(you'll have to get past any remaining machines).

Take the stairs up to level B2, then head left and take the stairs back up to
level B1. Start to head right.  If you disabled the conveyors, watch out,
because the enemies will start to move like they did on the lower level.  If you
didn't disable the conveyors, time your moves carefully, like before, to avoid
getting hit by the machines.  This time, it's harder, because you're moving
against the conveyors.  This is where you need Grant.  His speed minimizes the
damage you'll take.  Make no mistake, you will get hit (probably 4 times over
the course of the room) but if Grant is full strength, you won't die.  Once he
gets down to 2 bars, switch to Nick.  He'll get hit a little more, but should
still be able to power through.  Keep in mind that if you die, you'll have to
start at the beginning of the room so be careful - one character dying
effectively makes you have to restart the level because you won't have enough
strength to get through again.

Once you're all the way right, head back up the stairs to the main level, then
go to the big central room and go to the upper right and take the stairs to 2F.

Head all the way down to the doorway on the bottom left.  In the new room, you
can use your pass to open the doorway.  Hang a u-turn to head down and grab a
med kit (give it to Grant).  Again, I hope Grant is still alive.  Use him to
open the electronic door (3969) and head left into the next room.  There is a
BRIEFCASE in the upper left corner, but it is guarded by some machines, so leave
it alone or you're guaranteed to take damage.  Take the staircase on the lower
right up to 3F.

In this room, you have to watch out for the electronic roving sentries.  They'll
sound the alarm if they see you.  Actually, it's probably easier to just trip
them off, then use a couple of Nick's bombs to kill the extra guards that
arrive.  There is a MED KIT on the lower left part of the room.  There is a
BRIEFCASE on the upper right part of the room.  The staircase you want is on the
lower right.  Note that if you tip off the guards, the items will disappear, but
once everything is back to normal (i.e. you've killed the extra guards that
arrive, walk around a bit and the items will reappear).  Take it up to 4F for
the boss fight.

Unlike the boss on Stage 1, you actually have to do something with this boss.
Before you fight, he'll proclaim "This is Ghost Temple.  Dr. O. is asleep now!!"
First of all, be careful of your footing.  If you stand too long in one spot,
you'll fall through the floor and die.  The strategy that worked best for me was
to circle around with Grant, then gas him when he appears.  This will stun him
long enough for you to punch him (or better yet, switch to Max or Nick and shoot
him).  Be careful of him appearing in front of you.  You can hit him once, but
then be sure to move, or you'll fall through the floor.  After a little while of
this, you'll kill him or he'll fall through the floor.  Again, be careful of
where you stand!!  I think the easiest thing to do is to immediately go to the
outside ring of the floor.  Keep making those big circles until that part of the
floor gets really worn down, then move to the next-furthest ring of squares.
Gradually work your way in, and by the time you've made it to the middle, you
should have killed the boss.



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                      3.04  -  Stage Four - PERSIAN MOUNTAINS and Prison Camp
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Now you're in Switzerland!  Of all the "real" stages, this stage is the easiest
one, in my opinion.  Early on, you'll want to make sure that you keep Max alive
so you can use his bombs.  There is also one electronic door about half way
through the stage so you'll want to have Grant's services.  Then later in the
stage, it is useful to have Nick's disguises!  So basically, you'll need
everyone at some point so try to stay alive with everyone, even if you're really
low on energy.

Enter the door in front of you, then take the stairs on the left to get up to
1F.  Here there are two bomb throwers.  Stay to the back of the platform and
shoot them with Max.  This will prevent them from harassing you from above.  Go
back down to B1, and use Grant to speed by each flamethrower.  The guy on the
right will tell you to destroy the illusion device to continue, and that you
need to break the rock wall.  Head out the door in the back.

You're now outside again.  There is a bomb thrower to the left of the door and a
pusher across the bridge.  Kill them both from a distance with Max.  When you
walk across the bridge, it will break apart.  Be on the lookout for additional
guards; there's one right after you cross the bridge that you can gas with
Grant, then kill.  Believe it or not, Max is actually the most useful character
in this area - you can kill all the enemies from a distance.  After crossing the
second bridge, move up the left branch and kill the pusher from across the hole
so he can't get to you.  Continue walking up and cross some thin rock paths.
Approach the next bridge (it's wider than the others) slowly - there is a pusher
waiting for you.  Shoot him from a distance with Max, or steer yourself back to
one of the solid rock walls.  Actually, using Grant for this isn't a bad idea
because he's about the same speed as the pushers.  Cross a fourth bridge (also
wide) and take out the enemies in the area.  Now, move to the bottom of the rock
on the right side and attack it.  This will make the ILLUSION switch appear.
Hit it again, and the screen will go wavy and you'll reappear with some
different surroundings.

Don't go over the bridge in front of you - it will break away and you'll die,
even with Grant's speed.  Instead, head left to go through a secret doorway.
There is a little cutaway in the rock wall where the door is.  Follow the path
around to the left and up, then go right were there is a staircase.  Further
down the line, there are some of those annoying machine gun enemies.  But
luckily, they don't see to well, so if you knock out the lights, they won't
attack you - but you can kill them.  Use one of Max's bombs to destroy the blue
wall in front of the staircase, then head down to level B2.  There is a robot
sentry, so be quick (i.e. use Grant!) and destroy the light power box.  Now the
enemies won't see you.  Return to level B1.  If you didn't have Max, don't
worry, it's still possible to get out of this area without taking any damage.
Hide around the corner with Grant and when the enemy is facing away, run up
quickly and punch him out.  With or without the lights off, head to the upper
right through the orange door and collect the MED KIT.  Continue upward to the
next room, and take the path on the left and use Grant to disable the electronic
lock and take the stairs up to 1F.

Stay on the outside path and go right, using Nick's boomerangs to easily take
out the guards.  When you get to the top, you'll see that there is a staircase
partially covered with snow.  Use one of Max's bombs to clear it up, then take
the staircase down to B1.

In this room, there is a camera on the left.  Use Grant to run up to the switch
(FUMES), turn it off, and head back behind some cover.  Then head down.

In this room, there are cameras on the left and right.  Head to the left, using
the crates as cover from the left camera, then u-turn and talk to the guy, who
will tell you that there Stage 4 has 2 switches (and we've already disabled 1).
Actually, I've just told you what he says, so just avoid the cameras, ignore the
guy to make it easier, and head down to the next room.

This room has a bunch of annoying machine gunners.  Again, if you're careful,
you can take them out without them shooting back at you.  Head down and grab the
MED KIT, then turn around and head back up (don't go over the bridge below!).
Go up through the next two rooms (remember to avoid the cameras) and then take
the stairs up to 1F.

Now that we've disabled the Fumes, you can head back into the cave through the
middle entrance and head down then u-turn and go up on the right.  Go through
the orange door and walk all the way left to collect a BRIEFCASE.  This would
have killed you before we disabled the fumes.  Now go through the orange door,
and return to 1F through the staircase.  When you get up the staircase, a pusher
will attempt to push you into the electric fence.  Have one of Max's bombs
ready.  Head back down, then right.  We're going through the enemy's front door,
which someone conveniently left wide open!  Score one for bad-guy incompetence!

Inside the fence, there are immediately three buildings.  Head to the left and
shoot the guards in front of the left building.  Inside, you'll find a MED KIT
behind some laser detectors.  Exit the building, then head to the right.  Ignore
the building in the middle for now and enter the rightmost building.

Hit the power generator on the left, which will swing open a door.  Talk to the
guy and he'll tell you where to go to get a streetpass (as in the past, there
are two random results, and if you go to the wrong one, the guy will tell you
that "you have been caught" and unleash those nasty claw enemies).  He'll either
tell you to go left or up.

If you have to go up, go that way, enter the building, disable the power
generator, avoid the camera, and collect the pass.  Head up the stairs to 2F.
Go southwest and enter the building.  Sneak past the steam, take out the guards,
and attack the power box (POWER OFF).  This has cut the power to the cameras in
the next building you'll visit!  Now leave the building, and head down then left
(to the middle building that we saw when we first entered the central area.
Follow the directions in the next paragraph, but DON'T talk to the guy, or
you'll be "caught".

If you need to go left, first go to the building that is upward.  DON'T talk to
the guy on the lower level (you don't even need to shoot the door's power box).
Head up the stairs to 2F.  Go southwest and enter the building.  Sneak past the
steam, take out the guards, and attack the power box (POWER OFF).  This has cut
the power to the cameras in the next building you'll visit!  Exit the building
and head down, then left into the middle building.  There will be cameras -
avoid them if you haven't cut the power as outlined above, and go up the stairs
on the upper right to 2F.  In this room, there are more cameras.  Collect the
pass, then head to the lower left and take the stairs to 3F.  Here, you'll find
a BRIEFCASE and a MED KIT.  Collect them and head back down and exit the
building.

Now that you've gotten some needed powerups, head right, then up (this is the
same building that you may be sent for a pass).  If you went left for the pass,
DON'T talk to the guy at the desk (or you'll be "caught").  Head up the stairs
to 2F.  Go southwest and enter the building.  Sneak past the steam, take out the
guards, and attack the power box (POWER OFF).  Exit the room and continue left.
There are more machine gunners here.  I recommend using Nick's disguises here,
or being really careful with Grant of Max.  Head into the building on the bottom
left.

Go down, and turn off the second switch (FLOOR PIT).  Now head back up and use
your pass on the door.  Grab the MED KIT (give it to my favorite, Grant - it's
possible to kill the boss without even getting hit if you use Grant correctly)
and head up the stairs to 2F to face this level's boss.  He'll tell you that
"you must give up or the hostages will die".  Be careful not to hit the
hostages, or you'll lose automatically!  So that rules out Grant's gas and Max's
bombs.  To easily kill this boss, station yourself around a corner.  When the
boss runs near you, quickly punch him, then retreat backwards and go around the
corner to avoid his bullets.  This is why Grant is the best IMF team member to
defeat this boss - his speed allows you to move back and around the corner
without getting hit!  Also, this boss runs fast, so Grant is actually the same
speed as him, rather than being at a speed disadvantage like Nick or especially
Max.  If you follow the hide, then punch strategy, you'll take out the boss in
about 10 hits and won't even get hit!

Thank you very much.  Dr. O is now safe!  Dr. O. will tell you that The Sinister
7 is trying to create World War III.  He instructs you to let the computer
understand that there is no winner in war.  To prove this, he says, you should
make the computer play a game.  To start the game enter the access code MTKN
into the computer.

Contrary to what the other walkthroughs say, the game is NOT Chess - it's
Madelinette.  To repeat and clarify: Dr. O does NOT say to make the computer
play a game of chess, he says to make the computer understand that there is no
winner in war.  Basically, that means that you'll need to play the computer to a
stalemate (numerous times, actually).  Madelinette is a game like tic-tac-toe in
that it is not winnable given perfect play on both sides.  But we're nowhere
near the computer at this point, so don't worry about that for now.

Head down, go up the stairs to 3F, then head up and you'll be whisked away by a
friendly IMF helicopter and taken to the next stage.  I hope you like skiing
because you're headed to Switzerland!!



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                      3.05  -  Stage Five - SWISS ALPS
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In this stage, you're downhill skiing.  The A and B buttons attack with your
deadly ski poles!  Try to stay along the edges because while you're skiing down
the hill, some big craters will open.  If you're on the edge, you'll be able to
avoid the craters.  Also be on the lookout for other obstacles, like trees.  If
you hit the edge or an obstacle, you'll be killed.

At the end of the slope, you'll convert to a hanglider, then take see a screen
of a helicopter taking you to your next destination.  Congrats you did an
excellent job!  Get the program from the Sinister 7 quickly to save the world!



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                      3.06  -  Stage Six - CYPRUS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This stage is really hard and will take you a long time to be able to get all
the way through.  There's a part about 2/3 of the way through the stage that is
by far the most unfair part of the whole game.  You'll keep dying there for
quite a while, but as you play and replay, you will get really good at the reat
of the stage to the point where you will be able to do it without getting hurt
at all.  If you're serious about beating this game, it will take A LOT of
practice.  So let's get started...


Start off by heading all the way to the right.  At this point, you're an IMF
expert, so the guards shouldn't give you too much trouble.  A great trick to use
is to use Grant to easily take out the green, non-shooting enemies.  When you
see some red (shooting) enemies, retreat to the left.  This will reset the red
enemies.  Now return slowly to the right and use Max to shoot one of the guards.
The other one will recognize you ("YOU!") but switch to Grant and run away.
Head to the right again, and use Max to take out the other guards - the first
one you killed won't return.  Anyway, keep heading right, go through the door at
the far end.

In the next area, start heading right.  The door on the bottom will give you a
MED KIT, but ignore it for now.  Use the buildings and boxes as cover from the
shooting guards - it's possible to get through the whole area without getting
hit if you're careful.  If a guard sees you, use the retreat / sneak back
tactic.  Keep heading right, and ignore each of the doors on the bottom - we're
going to come back later.  When you're all the way to the right, take the stairs
down to B1.

In this room, the switch to the conveyor belts is above, but it's guarded by
some bomb throwers.  Use one of Nick's disguises to get them to stop throwing at
you, then disable the electronic door (7391) with Grant.  Do this and QUICKLY
switch back to still-disguised Nick so that the bomb thrower on the top right
doesn't start throwing at the door.  Actually, you'll probably want to use two
disguises in a row (press B again when you start flashing - don't worry, there
will be briefcases later).  Flip the switch off (CONVEYOR).  The next set of
moves is optional.  If you want to get a briefcase and a med kit, exit on the
left, taking the stairs to 1F, then on the next screen take the stairs up to 2F.
Read the next paragraph for more details on getting the med kit and briefcase.
Otherwise skip the next paragraph and head down through the one-way orange door
on the bottom right and take the stairs to B2.  Since it's very possible to do
everything so far on this level without even getting hit, you should probably be
ok (on the other hand, if a couple of characters are low, you probably should go
get the med kit).

Getting the med kit / briefcase optional section:  In this room, there are red
shooting guards and a handful of green ones.  There are also some explosive oil
drums that you can blow up with Max's regular weapon.  There are pits all over
the floor plus some pushing enemies.  You can squeak past the pits by moving
along the top of the screen, with the missiles directly above you.  Use the oil
drums as cover to avoid the enemies seeing you and opening fire.  Go through the
first two-way orange door and work your way all the way to the left to find
another two-way orange door (finding a BRIEFCASE along the way, so you can
replenish Nick's disguises).  Go through it and then go down the stairs to 1F,
then go right.  At the end of this pathway, you'll find a MED KIT.  Head all the
way back to the room where you flipped the Conveyor switch (it's impossible to
get lost doing this because there's only one way back), and then head down to
the right through the one-way orange door and take the stairs to B2.

Head down, using one of two strategies: 1) Nick's disguises (you'll need two or
three); or 2) running really fast with Grant as the enemies won't be able to hit
you.  I recommend the first strategy since you'll be able to kill the enemies
this way.  When you reach the bottom, you have two choices.  You can try to help
yourself out for later by heading up and clearing out some enemies, or you can
head down through the stairs at the bottom of the screen.  If you head up, use
quick shoot-and-retreat moves with Max (is "quick" ever possible with him???) to
take out the red gunning guards.  Go all the way up to the part where you see
the purple machine gunning guards.  Don't bother taking them out at this point
and head all the way back down and go through the stairs at the bottom.

Once you've taken the stairs at the bottom of the screen up to B1, go left to
flip the switch (MOVE WALL), then work your way up to the door at the top and go
to the next room.  You'll probably get spotted by the machine sentries while
you're doing this, so have Nick and his bombs ready to destroy the iron claws
that will arrive without getting hurt.  Once you've gone through the door at the
top into the next room, just exit to the left through the stairs to end up back
at 1F where we snuck around all the boxes and buildings.

Now, if you left that med kit from way earlier in the stage, you'll be happy.
We're going to head left and enter the conveyor belt rooms, where we've now
disabled the conveyors.  If your health is fine, wait on getting the med kit
until after we've gotten the pass.  Otherwise, go back to the first room on the
bottom left to get it.  There shouldn't be anymore enemies at this point, so
it's smooth sailing.  You might pass the room and go too far left the first
time, but it's there, don't worry.  As soon as you enter, go left and hit the
flamethrowing guy.  Then go down, kill that flamethrower, and then go right,
kill the last one, and grab the MED KIT.  Exit the room, then go to the room on
the bottom that's the farthest right (there are three in total).

In this room, there are a bunch of conveyor belts that you've shut off, but
there are still a bunch of bombthrowers.  Luckily they're not as hard with the
conveyor belts shut off.  Use Max to kill them from a distance and work your way
all the way to the right, grab the BRIEFCASE (probably for Nick), and take the
stairs at the top of the screen down to B1.  Fortunately, you've shut off the
Moving Wall.  Go to the stairs on the upper left and avoid the flamethrower.  Go
down to B2, shoot the door's power box, and get the pass from the guy at the
desk.

Go back up the stairs to B1 and hold down - there is a flamethrower behind you!
Head back up to 1F, then go left, then up through the first door to exit the
conveyor belt room.  [Get the med kit on the left bottom room if you haven't
done so already, since we won't be coming back this way again.]  Head to the
right and go through the stairs on the far right down to B1. Walk up (to where
the switch is), then down through the one-way orange door.  Take the stairs on
the bottom right down to B2.

We're now in the room with the a few conveyors again (where we used Nick's
disguises) but this time we're going to go up.  If you cleared out the enemies
earlier, it is smooth sailing, but if you didn't for some reason, use Nick's
disguises to get through without getting shot by the red guards (you'll probably
need two, but you should have five available at this point thanks to the earlier
briefcase.  Use the boxes as cover to kill the machine gunners without getting
shot at.  Head right, grab the MED KIT, then go up the stairs to B1.

In this room, there is a moving camera.  Hide behind the box in the middle of
the room, sneak around it to take out the guard, then use your pass to open the
door.  In this room, there are two MED KITS and one BRIEFCASE so give them to
people that need them.  Head through the one-way orange door into the next room
- there's no turning back!

This room has a bunch of obstacles.  Take note of the one-way door at the top of
the screen that you can't get through, but you need to head right.  If you have
Grant (which you should, since it's not unreasonable to get to this part without
taking any damage once you've practiced a bit), this is a piece of cake.  When
you get near the blowers, time your first move so that the first two
flamethrowers don't hit you, then just hold right and keep moving - you're too
fast for the flamethrowers to catch up.  Ultimately, head to the right and take
the stairs down to B2.

This room is really unfair in my opinion.  In fact, it's by far the cheapest
room in the game, and it's only the second time in the game where it's next to
impossible (and basically all luck) to get through unharmed.  And if you want to
end up beating the game, you have to make sure that all of your agents make it
out of there alive, because you'll need each of their abilities later!  There
are a bunch of flamethrower guys and the bottom of the screen scrolls up, which
forces you to keep moving at a pretty fast pace (as opposed to my favorite
technique, shoot & retreat).  Watch out, because the flamethrower guys do a lot
of damage.  It's pretty tough to get through this room, and nearly impossible to
get through without being damaged (unlike everything up to this point, that you
can definitely do without ever getting hurt).  Nick's disguises can tend to
help, but you've still got to remain on your toes.  Make sure to keep Max alive,
because you'll need him to defeat the obstacle in the next room.  Two hits from
these guys will kill you, so if Max gets hit once, switch to another character.
I'd say that Nick is overall the most useful character in this room; his
boomerangs' return path helps take out the enemies quickly.  There is a
BRIEFCASE and a MED KIT about half way up the room on the left (med kit) and
right (briefcase) sides.  When you've gotten to the end, take the stairs on the
upper right up to B1.

In this room, you're challenged by two huge claws, similar to the ones you shut
off in Stage 1.  But this time, there's no switch so you've got to struggle by
them.  Be careful not to be touched because the claw will grab you and throw you
down the pit irrespective of how much energy you have.  You can attack the arms,
and that's the best strategy.  Open fire with Max and you'll kill each one in
about 15 hits.   I DO NOT recommend using the strategy in the other Mission
Impossible NES walkthrough that says to put bombs at the base of the claws.
Shooting fast works MUCH better because it keeps you away from the front of the
claw, which is the part that grabs you.  Neither Nick's boomerangs nor Grant's
punches will damage the claws.  Using my method, you'll have no problem at all
getting past this part.  Also, a bomb that hits the claw at any point will do
damage.  Once you kill the first one, it's relatively easy to kill the second
one by shooting it.

Once you've knocked out the claws, the screen will continue to scroll to the
left, then stop.  Once the screen is stopped, shoot at the upper wall around the
middle to reveal an illusion device similar to the one you saw on Stage 4.  Once
it's revealed, walk into it and the screen will go wavy as the illusion
disappears.

Head left into the next room.  In this room, there are red shooting guards all
over the place, plus some magnets and steam blowers for good measure.  Use Max's
gun to do some trick shooting with the magnets to take out the guards.  If a
bunch of them see you, gas them with Grant.  There are a bunch of doors you need
to go through in this room.  I've listed the contents of each of the six doors'
attached rooms below, but right off the bat, my suggestion is to head into the
second door on the left, where you'll be able to kill the power to this room so
the guards won't see you.  Using one of Nick's disguises, you should be pretty
much able to simply run that way without getting hit.  Anyway, here is the list:

The first door on the right can be ignored.  A guy inside tells you that you
need to destroy the illusion device to continue, which we've already done.

The first door on the left has some surveillance cameras that are relatively
easy to sidestep.  Obtain another PASS from the guy in there.

The second door on the left has a bunch of purple machine gunners in it.  Use
the boxes in the room for cover and take them out with relative ease.  There is
an electronic door (4338) in the room that you'll need Grant to get through.
Behind the door, there's a power box (POWER OFF) for you to destroy.  Obviously,
if you don't have Grant at this point, don't bother going into the room.
Killing the power makes the red gunners in the main "danger" room not see you so
you can walk right up to them and kill them.

The second door on the right can be ignored.  The guy inside tells you "You have
been caught" and unleashes some iron claws.

The third door on the left has some moving cameras and a laser detector guarding
the third switch of the level.  You do NOT need to go in here at this point.
The switch is for FLOOR PIT but it doesn't seem to have any effect.  I think
this is what the guy back in one of the earlier stages was referring to when he
said that not all switches turn off the traps.  This switch does nothing as far
as I know.   I've played through without turning it off and seen no difference.
You will still be faced with a couple of floor pits as you go through this
level.

The third door on the right has the fourth switch of the level.  Once you go
through the door, you'll see a machine sentry and the switch.  Turn it off
(FUMES) then head back out.

Once you've turned off all the switches, head to the bottom of the room.  There
is a MED KIT on the lower right that's protected by some steam.  Once you
collect the med kit, go through the one-way orange door (that won't be orange
because you've shut off the lights).  Go through it, and you'll find yourself
back in the room with the steam and the one-way orange door at the top that we
couldn't get through (this is the door we just came through the right way).  Use
Grant again to get by easily.  Head to the right and take the stairs to B2.

Now you're back in the unfair room with the flamethrowers.  But this time,
you've likely killed most of them so it's not as hard.  Head up the stairs to B1
on the upper right.

You'll notice that the room is different this time, since we've shut off the
illusion device.  This time, there are some machines that pop out of the ground
and shoot what look like Chinese stars at you.  You can time your moves to
always be under cover when they pop up and shoot, however.  Go straight up to
take the stairs up to 1F and immediately walk left once you've gotten up the
stairs.

Reminder: IMMEDIATELY walk left.  The floor opens up below you.  (If you fall
through, fortunately you won't die, but you'll end up in the middle of the room
below with those machines shooting at you.)  There are four green guards waiting
for you as you enter.  Take the out with Grant, then continue left.  You'll see
a wrong-way orange door on the bottom, followed by a right-way orange door.  In
addition, there is a string of purple machine gunners.  Gas them, then take them
out.  If you go through the right-way orange door, there are two MED KITS and
two BRIEFCASES (this room has fumes that we've disabled so if you didn't flip
the fume switch, you'll be killed by the fumes.  The room also lets you scope
out what's around you.  When you've powered up, head left through the two-way
orange door and watch out for the two bomb throwers right on top of you.  The
best way to avoid getting hit by them is to use a disguise with Nick.  Use the
med kits and briefcases strategically - if you don't need them, wait until later
to use them.  The whole level is interconnected so you can come back when you
need them and not have to worry about fighting your way around since the enemies
that you kill the first time through won't come back.

You're going to have to go down, then right, then up, to get to a right-way
orange door that will take you back to the room with the falling floor.
Standing between you and your goal are a bunch of red shooting guards.  Use the
shoot and retreat tactic, or Nick's disguises or Grant's gas for the tougher
parts.  Ultimately, work you way up to the right-way orange door on the upper
right of the area and re-enter the falling floor room.

Take the falling floor room all the way to the left and go through a right-way
orange door.  There are strings of enemies as you proceed left.  I'll list them
along with my suggestion for getting by unharmed.  The first string is green
guards (which you should have already killed).  I shouldn't even have to tell
you at this point to switch to Grant to take them out easily.  The next string
is purple machine gunners (who you probably killed the first time you were in
here).  Use one of Nick's disguises to catch them off guard, or gas them with
Grant.  The third obstacle is a string of green guards.  Once again, use Grant.
The fourth string is a bunch of red shooting guards.  Hang back a bit so you can
shoot a couple of them with Max, then switch to Grant and either gas them or use
your speed to punch them out before you get hit.  The fifth obstacle is a single
pusher, who stands at the top.  Go to the bottom left of the screen and keep
walking left with Grant.  When the pusher sees you, keep holding left so you're
in the corner and he can't push you into the pit, then hit him seven times to
kill him.  If you can't pull this off, gas him immediately or he'll knock you
down to the room below.  The sixth obstacle is a string of bomb throwers.  Keep
walking left at the very bottom of the screen with Nick.  As soon as you see the
first bomb thrower, kill him with two boomerang hits, then throw boomerangs up
to kill the other three.  They only shoot to the right and won't turn down to
throw directly at you.  The seventh obstacle is another pusher, who stands at
the bottom.  Use the previous technique but this time start at the top of the
screen, not the bottom.  The eighth obstacle is another string of purple machine
gunners.  Use another disguise and/or gas.  When you're all the way over to the
left, head through the door.

In this room there are a bunch of holes in the floor, some purple machine
gunners, and a pusher.  Use Nick's disguises to sneak around and kill them
easily.  You can go under disguise, then kill the guy on the upper right, then
kill the both guys on the left (upper and lower).  Now switch to Max and go to
the very top left corner.  From there, you can shoot diagonally downward and
take out the pusher.  Once you've done that, go diagonally down-right a little
bit to get a good angle on the last purple guard and kill him.  The stairs on
the upper left will  take you back to the room where we turned out the lights.
This can be useful if you've left any powerup items behind that you'd now like
to collect.  Anyway, ultimately, you'll need to move down.  There is a door that
you'll need the pass on that also has a pusher behind it.  If you time it right,
you can use Grant and sneak around the pusher so your back is against a wall and
then kill him.  Or, you can gas him or kill him with a bomb before he pushes you
to your death.  Once you're around this obstacle, kill the purple machine
gunners and head through the door on the right to face the FINAL BOSS.

"[Hahahaha] It's too late the world is ending.  The World War III program is
counting down now. This world should disappear."

After this great line of sensible, well written dialogue, he will open fire with
a machine gun.  Take him out with ease using any projectile weapon.  Even
Grant's gas works!  I like to switch to Max before entering and then just
repeatedly press "A"; you'll kill him with your first shot and then be able to
move out of the way without getting hit.  Once he's dead, you can try to go
around his chair to the next room, but you'll fall through the floor and start
in one of the rooms adjacent to the magnet / red shooter room (the first room on
the right, to be exact).  There's no way around this.

You'll have to battle through the level once again, but with a couple small
differences.  I'll outline all the steps here for the sake of completeness, but
it's basically just a copy-paste from above.  The biggest difference is that you
won't need a pass this time (and in fact, if you try to get one from the guy,
you'll be "caught" so DON'T talk to him).

Start off by taking out the purple machine gunners in this room.  You can talk
to the guy and have him tell you about the illusion machine again if you want.
Exit through the door on the left, and be prepared to dodge because the red
shooters will potentially see you.  Assuming you still have Nick, you can use a
disguise to get by easily to the room diagonally down and to the left (which is
the second on the left overall that you'll see).  In this room, assuming you
have Grant, you can knock out the lights in the main, more difficult room.  Head
back out into the main room and easily take out the blinded guards.

Go into the third room on the left to disable the switch (FLOOR PIT) and then go
to the last room on the right to disable that switch (FUMES).

Once you've turned off all the switches, head to the bottom of the room.  There
is a MED KIT on the lower right that's protected by some steam.  Once you
collect the med kit (only if you need it - remember to leave items you don't
need at the present time so you can go back and use them later if needed), go
through the one-way orange door (that won't be orange because you've shut off
the lights).  Go through it, and you'll find yourself back in the room with the
steam and the one-way orange door at the top that we couldn't get through (that
is the door we just came through the right way).  Use Grant again to get by
easily.  Head to the right and take the stairs to B2.

Now you're back in the ridiculously unfair room with the flamethrowers.  And
they're all back, so you need a lot of luck, yet again, to get through the area
with everyone alive (and you do need everyone) so make sure to switch if you get
hit once.  Try to imagine the frustration of getting to this room with every
single one of your characters having full life - and then getting killed.  It's
happened to me, and it will probably happen to you at some point.  I can't
stress how unfair this room is, and I think it's ridiculous.  By the time you're
able to get through this room without getting hit (and you will be eventually)
you will be a master of the rest of the level because you've done it so many
times.  Anyway, once you get to the top, take the stairs to B1.

Once again, we're faced with some machines that pop out of the ground and shoot
what look like Chinese stars at you.  You can time your moves to always be under
cover when they pop up and shoot, however.  Go straight up to take the stairs up
to 1F and immediately walk left once you've gotten up the stairs.

Reminder: IMMEDIATELY walk left.  The floor opens up below you.  (If you fall
through, fortunately you won't die, but you'll end up in the middle of the room
below with those machines shooting at you.)  There are four green guards waiting
for you as you enter.  Take the out with Grant, then continue left.  You'll see
a wrong-way orange door on the bottom, followed by a right-way orange door.  In
addition, there is a string of purple machine gunners.  Gas them, then take them
out.  If you go through the right-way orange door, there are two MED KITS and
two BRIEFCASES (this room has fumes that we've disabled so if you didn't flip
the fume switch, you'll be killed by the fumes.  The room also lets you scope
out what's around you.  When you've powered up, head left through the two-way
orange door and watch out for the two bomb throwers right on top of you.  The
best way to avoid getting hit by them is to use a disguise with Nick.  Use the
med kits and briefcases strategically - if you don't need them, wait until later
to use them.  The whole level is interconnected so you can come back when you
need them and not have to worry about fighting your way around since the enemies
that you kill the first time through won't come back.

You're going to have to go down, then right, then up, to get to a right-way
orange door that will take you back to the room with the falling floor.
Standing between you and your goal are a bunch of red shooting guards.  Use the
shoot and retreat tactic, or Nick's disguises or Grant's gas for the tougher
parts.  Ultimately, work you way up to the right-way orange door on the upper
right of the area and re-enter the falling floor room.

Take the falling floor room all the way to the left and go through a right-way
orange door.  There are strings of enemies as you proceed left.  I'll list them
along with my suggestion for getting by unharmed.  The first string is green
guards (which you should have already killed).  I shouldn't even have to tell
you at this point to switch to Grant to take them out easily.  The next string
is purple machine gunners (who you probably killed the first time you were in
here).  Use one of Nick's disguises to catch them off guard, or gas them with
Grant.  The third obstacle is a string of green guards.  Once again, use Grant.
The fourth string is a bunch of red shooting guards.  Hang back a bit so you can
shoot a couple of them with Max, then switch to Grant and either gas them or use
your speed to punch them out before you get hit.  The fifth obstacle is a single
pusher, who stands at the top.  Go to the bottom left of the screen and keep
walking left with Grant.  When the pusher sees you, keep holding left so you're
in the corner and he can't push you into the pit, then hit him seven times to
kill him.  If you can't pull this off, gas him immediately or he'll knock you
down to the room below.  The sixth obstacle is a string of bomb throwers.  Keep
walking left at the very bottom of the screen with Nick.  As soon as you see the
first bomb thrower, kill him with two boomerang hits, then throw boomerangs up
to kill the other three.  They only shoot to the right and won't turn down to
throw directly at you.  The seventh obstacle is another pusher, who stands at
the bottom.  Use the previous technique but this time start at the top of the
screen, not the bottom.  The eighth obstacle is another string of purple machine
gunners.  Use another disguise and/or gas.  When you're all the way over to the
left, head through the door.

In this room there are a bunch of holes in the floor, some purple machine
gunners, and a pusher.  Use Nick's disguises to sneak around and kill them
easily.  You can go under disguise, then kill the guy on the upper right, then
kill the both guys on the left (upper and lower).  Now switch to Max and go to
the very top left corner.  From there, you can shoot diagonally downward and
take out the pusher.  Once you've done that, go diagonally down-right a little
bit to get a good angle on the last purple guard and kill him.  The stairs on
the upper left will  take you back to the room where we turned out the lights.
This can be useful if you've left any powerup items behind that you'd now like
to collect.  Anyway, ultimately, you'll need to move down.  There is a door that
you'll need the pass on that also has a pusher behind it.  If you time it right,
you can use Grant and sneak around the pusher so your back is against a wall and
then kill him.  Or, you can gas him or kill him with a bomb before he pushes you
to your death.  Once you're around this obstacle, kill the purple machine
gunners and head through the door to the room where the final boss was earlier.

Once you get back to the boss room, he'll be gone.  This time when you try to go
through the door on the right, there won't be a floor trap, so you'll get
through to the next room.  Read the paragraph below before you do so you won't
get caught off guard.  In fact, I like to switch to Nick and use a disguise just
before I enter so I don't get shot.

In this room, there are some red shooting guards and a floor that falls apart if
you stand on it for too long.  Use one of Nick's disguises to get by without
getting hit.  Take out the red guards while under disguise, then head toward the
bottom right of the screen.  When the pusher attacks, use one of Max's bombs to
take him out instantly.  You'll almost definitely have to enter the door on the
bottom right, which leads to the room where the fumes were.  That's ok, because
you've taken out all the enemies anyway; there's nothing to hurt you.  I think
it works better to do it this way than to try to make it to the stairs on the
upper right in one shot.  You're risking a fall through the floor if you do, and
it will kill you.  Just remember your goal is to take out all the obstacles so
the next time you go into the room, you can just walk where you need to go.

From the room with the fumes, do a big loop around to head to the door on the
upper right of the room.  Do a big loop around and go through that door to end
up in the room with the falling floor.  Keep heading left and go through that
door, then head down then right to get into the former "boss" room.  Go through
the door on the right to end up in the room with the breaking floor.  Now with
no enemies, head to the stairs on the upper right and take them up to 2F.

The next room is large and contains flamethrower enemies like you encountered in
the unfair room.  Luckily, this time there's no auto-scroll on the screen and
you have some pillars to hide behind.  If you still have Max, it's not too bad
because you can take them out from a distance.  Just be warned - they run really
fast at you after they see you, so have Grant ready to gas them if they get too
close since they do six bars of damage if they hit.  I've found that the best
strategy is to try to sneak around, rather than to kill all the enemies.  The
stairs you want are on the lower right.  Take them up to 3F.

This room is actually pretty weird.  There are bronze-colored jars on the top
and bottom of the screen that appear to hold brains and hearts.  What are they
trying to do here??  The Sinister Seven really ARE sinister!  There are two
green guards just as you start to work left.  Take them out easily, then
continue left.  A little further left, there are two purple machine gunners.
Gas them and kill them quickly.  If you don't have Grant anymore, use one of
Nick's disguises before they get onscreen so they won't open fire.  A little
more to the left, there are two more purple machine gunners.  Again, gas them or
use a disguise to catch them off guard.  All the way to the left, there is a
staircase.  Take it up to 4F.

This is where the infamous computer is.  Read the rest of my walkthrough now,
rather than as you go, so that you won't be surprised or caught off guard with
anything; time is critical in this situation.  As soon as you enter the room, a
timer on the bottom right of the screen starts to count down from "999".  Your
character will walk over to the computer console and your screen will change to
a computer screen.  First of all, you need to use the code "MTKN" to start the
program.  Enter the code and you'll be prompted with four options.

Start Defense System
Evased Defense System (sic)
Kill Defense System
Game

If you try the first and second options, you'll get an error - "Code won't
access".  The third option makes the computer say "Missile on target" or
something like that.  But remember what Dr. O said - make the computer play a
game.  So choose "Game".

The game menu gives you four options:

Poker
Chess
Madelinette
World War III

Poker and Chess give you the "Code won't access" error.  (This is in contrast to
the other two Mission: Impossible walkthroughs in which they state that you have
to make the computer play a game of chess to win.  That information is simply
wrong.  I'm not sure if the problem was that they never got this far or
something else, but trust me, Chess won't work.)

So choose "Madelinette".  The game board has seven positions, three going down
on each side and one in the middle.  The computer controls the blue pieces and
you control the red pieces.  You have the first move.  You essentially just
select the piece that you want to move.  It must have a clear path, and if none
of your pieces have a clear path, you lose.  Here is a graphic representation (R
are your pieces, B are the computer's pieces, and O is the open one):

                         R---B
                         |\ /|
                         B-O-R
                         |/ \|
                         R---B

Madelinette is like Tic Tac Toe in that it is unwinnable when both players play
perfectly.  Remember that Dr. O said to make the computer realize that there's
no winner in war.  Basically, we've got to keep playing the computer to a
stalemate.  When you play to a stalemate (which is after a certain number of
moves), the computer recognizes a stalemate and resets to the original position.
You need to stalemate the computer three times, and then it will start to go
crazy, realizing that the game is unwinnable.  Unfortunately, the whole time the
computer's going crazy, the timer is counting down.  The "crazy" phase takes
about 300 seconds to complete, so you'll be ok if you pull off the stalemates
with around 300 remaining on the counter.

If you run out of time, or lose the game, Jim comes on screen and tells you
"You've failed.  The missile was launched.  The world has ended."  And we don't
want that!  So work fast against the computer.  The best hint I can give for
stalemating the computer is to study the graphic I've put above.  Think out the
computer's responses to your responses and so forth.  I've found that the best
move to make first is the R on the right into the middle.

Once you successfully stalemate the computer three times and it goes crazy, the
computer tells you "Dr. O, this game isn't fun.  Can we play another one?"

Then Jim will come on to congratulate you for defeating the Sinister Seven, and
use some poorly written dialogue:  "You have succeeded.  For Sinister 7 - we'll
send the helicopter."

CONGRATULATIONS - you've beaten this ridiculously hard game!  The ending scene
shows a helicopter flying around the New York City skyline at sunset.  First
you'll see the Statue of Liberty and Twin Towers, and finally end up under a
bridge.  Quite a short ending for such a hard game, if you ask me.




===============================================================================
                                 4. Enemies
===============================================================================

The enemies of the game.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                         4.01  -  Regular Enemies
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

These names are taken from the instruction manual.  You'll notice that I don't
use the official names in my walkthrough.  This is for two reasons: 1) I didn't
want to take the time, and 2) the names are totally lame.


----------
Neo Knight
----------
Hit Points: 7
Damage:     0

These are the "pushers".  They don't actually harm you when you touch them, but
they're always set up in a way that they can push you into a pit or the water,
which kills you.  Gas them or bomb them if you don't have time to hit them 7
times.


----------------------
Willie the Water Demon
----------------------
Hit Points: 1
Damage:     2

One of the annoying characters that harrass you on the second (boating) stage.


--------------
Slash Stiletto
--------------
Hit Points: 1
Damage:     1 / 2
The "green" guards.  Grant is the best at fighting these guys because of his
speed.  If they're really close when they hit you, you'll take 2 points of
damage, but usually it's only 1.


-------------
The Iron Claw
-------------
Hit Points: 2
Damage:     2
These are the guys that arrive on the scene if you trip an alarm.  They will
crowd you and do a ton of dammage.  The best thing to do is use Max's bombs.


--------------------------------------------
Fido T. Flamethrower (aka: Light 'Em Up Joe)
--------------------------------------------
Hit Points: 2
Damage:     6 / 12

These are the "bombthrowers".  They take half you life if you get hit, and if
you're really close, one hit will kill you, so watch out!


--------------------------
Guido the Gondola Gangster
--------------------------
Hit Points: 1
Damage:     2

Another one of the enemies you face in the boating stage.


-----------
Jorge Burns
-----------
Hit Points: 2
Damage:     6

These are the "flamethrower" guys.  They come in two varieties: one that shoots
a "bullet" of flame  with a lot of range, and one that shoots a stream with less
range.


--------------
Sigfred Sniper
--------------
Hit Points: 1
Damage:     2

These are the "purple machine gunners".  They're quick, so your best bet is to
sneak around them and kill them when they're not looking.


-----------------
Blitz Blizzardski
-----------------
Hit Points: 1
Damage:     2

One of the enemies you'll face when skiing.


------------------
Jean Claude Killer
------------------
Hit Points: 1
Damage:     2

Another nuisance on the ski slopes.



----------------------
Pistol Pete Piranovich
----------------------
Hit Points: 1
Damage:     2

These are the "red shooting guards".




===============================================================================
                                 5. Secrets
===============================================================================

Passwords, codes, hidden things and cool stuff in Mission: Impossible.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                               5.01  -  Passwords
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Stage 2:  HMPR
Stage 3:  KMVW
Stage 4:  XDGJ
Stage 5:  TVJL
Stage 6:  QBYZ

Computer Password: MTKN

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                               5.02  -  Glitches
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Hit and Retreat
---------------------------
This probably isn't a "glitch" in the true sense of the word, but when you're
walking around, if an enemy spots you and starts to attack, you can retreat and
return to find that the enemy's position has reset.  This gives you another
chance to catch the enemy off guard.  I strongly recommend using this technique.

Stage 6 Conveyor Area
---------------------------
For some reason, when you're moving up and there are red guards on your right
behind the doors that swing open, sometimes when you shoot a guard, there will
be a delay before they die.



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                              6. Guide Closing
===============================================================================

The beginning of the end...


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                              6.01 -  Credits
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I'd like to acknowledge the other Mission: Impossible two faq writers here,
since they did theirs first.  Their work was a helpful reference point for me as
I played through the game.


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                          6.02 -  Legal Disclaimer
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This file is Copyright (c)2006 Master Sidious.  All rights reserved.  This file,
and all content contained within, is the intellectual property of me unless
otherwise stated within the file. This file may not be reproduced for any
purposes such as making profit or hosting on a website that has not been given
my advance permission.  The list of websites below are the only ones I have
given permission to host it:

GameFAQs (http://www.gamefaqs.com/)
RetroNintendo (http://www.retronintendo.com/)
HonestGamers (http://www.honestgamers.com/)
IGN FAQs (http://faqs.ign.com/)

To any other websites who would like to post this file: CONTACT ME and I'll
consider it.  DO NOT TRY TO PUBLISH THIS FAQ WITHOUT MY PERMISSION!!!  And DO
NOT "COPY" MY FAQ AND PUBLISH IT UNDER YOUR OWN NAME.  It will be VERY obvious
if you try to do that; remember that there are only two other Mission:
Impossible FAQs out there as of June 18th, 2006.  If more start to appear, I'm
going to notice it and make your life difficult if you copied anything that I
did.  This game took me a REALLY long time to get through and I only did it
because there was no "definitive" FAQ out there.  If you would like to use some
information or text from this file for writing your own FAQ, CONTACT ME FIRST to
get my permission.  This FAQ is protected by copyright law, and as I said, I
will definitely find out if you take anything from it.  There's just so little
info on MI out there it's impossible NOT to notice.


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                            6.03 -  Contacting Me
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If anyone out there would like to get in touch with me, pleae double check to
see that I haven't covered your question in this guide.  I welcome questions and
comments and if I put an idea of yours into  this guide, I will credit you.  I
would love to hear from other Mission: Impossible fans.  If you play through the
game and use this, let me know - I will be curious as to how many people
actually use it!  I hope all this work wasn't for nothing!

My email address is: kingpalpatine(at)gmail.com.   And yes, I am a Star Wars
fan.  The Emperor is my favorite character by far so that's how I chose this
screen name.


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