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T H E G E T A W A Y : B L A C K M O N D A Y
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Walkthrough and Guide by Ronnie Badger
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Platform - PlayStation2
Game version - PAL (SCES-52758)
Guide Author - RONNIE BADGER (a pseudonym of Paul Wilson)
Email - ronniebadger[at]yahoo[dot]co[dot]uk
Version 1.0 - Guide started 20th November 2004
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CONTENTS
[01] Introduction
[02] Copyright Notice
[03] Guide Hosting and Useage
[04] Game Options
[05] Controls
[06] Walkthrough and Tips
Part ONE: Mitch's Missions
Chapter 01: Tuesday
Chapter 02: Shoreditch Boys
Chapter 03: The Latvian Cowboy
Chapter 04: Finding Miss Philips
Chapter 05: Hot Property
Chapter 06: Underground Activity
Chapter 07: The Jamaican
Part TWO: ??'s Missions
Chapter ??: ??
Part THREE: ??'s Missions
Chapter ??: ??
Part FOUR: Tips
[07] Special Features
[08] Credits
[09] Version History
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[01] I N T R O D U C T I O N
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The Getaway: Black Monday is the follow-up to the controversial London-based
GTA-style gritty crime drama, The Getaway. Where GTA excels in comicbook
violence and visuals, The Getaway offers a more relaistic setting, faithfully
reproducing a large portion of central London in all its grubby glory.
Reader submissions are welcomed: please send them by email to the
following address: ronniebadger[at]yahoo[dot]co[dot]uk remembering to
(a) substitute the appropriate words in the address for the relevant
symbols and (b) putting the words THE GETAWAY: BLACK MONDAY or TG:BM in
the SUBJECT line. Messages with differing SUBJECTs will be deleted.
Proof of delivery is NOT proof of receipt. All submissions will receive
credit limited to NAME (and LOCATION if known) only - no email addresses
will be published.
If you have any guides/FAQs/whatever listed at GameFAQs, then supply the URL
to your contributor page and that will also be included.
WARNING: This game contains VERY strong language. For its UK release, it
was given an 18 rating by the British Board of Film Classification (BBFC).
The BBFC is the body responsible for applying ratings to films, video/DVD
releases, and videogames (amongst other things). For those who do not know,
18 is the UK's approximate equivelant of the dreaded US NC-17 rating.
For more information on the activities of the BBFC, you may wish to pay a
visit to
http://www.bbfc.co.uk
In the interests of taste, I have refrained from using in this guide the
colourful language used throughout the game. While it is a necessary element
of the story, its use is impossible to justify in a guide to the game. Maybe
somebody will submit a transcript of the dialogue featured in the cutscenes.
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[02] C O P Y R I G H T N O T I C E
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This guide is subject to copyright and any infringement will be acted upon.
Guide Content (c) 2004 Paul Wilson - aka RONNIE BADGER
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[03] G U I D E H O S T I N G A N D U S E A G E
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This guide is intended for PERSONAL use only. You may download and keep a
SINGLE COPY of any version of this guide. This guide shall NOT be posted on any
website EXCEPT GameFAQs (
http://www.gamefaqs.com) and its recognised
affiliates/partners; and I will not respond to any emails requesting the use of
this guide.
All other rights are reserved.
For entertainment purposes only. Not to be taken internally.
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[04] G A M E O P T I O N S
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MENU NAVIGATION
***************
D-pad LEFT/RIGHT - Highlight/confirm menu option
X - Select menu option
TRIANGLE - Return to menu
MAIN MENU
*********
NEW GAME - start a new game
CHAPTER SELECT - continue game from last SAVE or replay previous chapter
SPECIAL FEATURES - additional sub-games (see [07] SPECIAL FEATURES below)
OPTIONS - PROFILE MENU - Save/Load user profile
- SCREEN - Change Aspect Ratio (16:9 or 4:3)
Screen position
Subtitles (on/off)
- SOUND - Sound effects (on/off)
Music (on/off)
Mode (Mono/Stereo/Surround)
- LANGUAGE - Change on-screen language
- VIBRATION - Controller vibration (on/off)
- FEE AIM - Change Invert on/off
PAUSE MENU
**********
CONTINUE - Continue playing current chapter
RESTART - Restart current chapter
MISSION BRIEFING - Brief overview of the current task
OPTIONS - SAVE PROFILE - save current game
- SOUND - Sound effects (on/off)
Music (on/off)
Mode (Mono/Stereo/Surround)
- VIBRATION - Controller vibration (on/off)
- FREE AIM - Change Invert (on/off)
EXIT GAME - Quit to Main Menu (current progress is lost)
An additional feature of the PAUSE MENU is the appearance of the MAP on the
screen. See "Part FOUR : Tips" in [06] WALKTHROUGH section for details.
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[05] C O N T R O L S
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NOTE: This section is not yet complete. Please refer to the manual for
full control details.
MITCH
*****
TRIANGLE - Action, Open door, Vault fence or railings
CIRCLE - Arrest criminal, Drag floored criminal
SQUARE - Attack, Throw CS gas canister
X - Stealth against wall, Crouch against low object
L1 - Ready/Holster weapon, CS gas canister
L2 - Reload weapon
R1 - Target lock (when target is available)
R2 - Free aim (when weapon is drawn)
EDDIE
*****
TRIANGLE - Action, Open Door, Vault fence
CIRCLE - Grapple, Drag dead bodies
SQUARE - Attack
X - Stealth against wall, Crouch against low object
Rotate enemy to face forwards/backwards (when Grappling)
L1 - Not used
L2 - Reload weapon
R1 - Target lock (when target is available)
R2 - Free aim (when weapon is drawn)
SAM
***
TRIANGLE - Action, Open door, Vault fence or railings, Vault onto
overhead beams, Vault from overhead beams, Peek through
door (only in stealth mode against a wall)
CIRCLE - Creep mode
SQUARE - Enter/Exit tunnels
X - Stealth against wall, Crouch against low object
L1 - Not used
L2 - Not used
R1 - Not used
R2 - Free look
VEHICLES
********
TRIANGLE - Enter/Exit vehicle
CIRCLE - Reverse
SQUARE - Foorbrake
X - Accelerate
L1 - Shoot
L2 - Look left
L3 - Sound horn/siren (depending on the vehicle)
R1 - Handbrake
R2 - Look right
R2 + L2 - Look behind
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[06] W A L K T H R O U G H a n d T I P S
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NOTE (1): If you don't want to sit through the cutscenes, press R3 (this works
for most, but not all, of them).
NOTE (2): This guide will rarely tell you how to reach a location on the map
during those parts of the game where your character is driving.
Directions will generally be limited to those required when on foot.
NOTE (3): Attempts will be made to ensure this walkthrough is as spoiler-free
as possible. Names might be mentioned, but their significance will
not.
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P A R T O N E : M I T C H ' s M i s s i o n s
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CHAPTER 01 - Tuesday
********************
After a flashback and a cutscene at the police canteen, the squad is taken to
a run-down council estate. The first part of this mission requires you to raid
a flat on the second floor, firing at clear threats ONLY. Non-threatening
individuals should be arrested.
Move forward to the stairwell and head up. Listen to the police radio: you're
looking for the flat with lots of graffiti daubed all over it.
A squad member will bash down the door and the raid begins.
You will find gang members in the BEDROOM, KITCHEN and LIVING ROOM. Target each
miscreant, approach and arrest. The squad, meanwhile, will discover an empty
room that contains a secret passage. They will breach it for you, leaving you to
enter.
Past the drugs lab, you will encounter more thugs. Take them out or arrest
them. In time, you will find yourself outside once more, on the landing, in
pursuit of more scumbags. Carefully follow and dispose. Round the corner, you
will find another gang member on a balcony - he keeps popping up and down.
Wipe him out.
When you reach the stairwell, head downstairs to the gound floor.
Out in the courtyard, prepare for more bloodshed as multiple targets attempt to
kill you. Watchout for the enemy in the opposite stairwell: he has a habit of
ducking out of the way.
When you're done killing, move on and up the steps to trigger a cutscene.
Take the stairs where you spotted the bobbing (now dead) man and head for the
third floor. You will see that your way is blocked, so you'll have to make it
out onto the landing and head for another stairwell.
Once on the third floor, look for the flat with the open door. A thug will be
coming to meet you. You know what to do.
Enter the dark flat and head upstairs. Two gunmen are in a room at the top of
the stairs, one of them with a hostage. Don't worry if you accidentally (or
otherwise) take out the hostage. Go to the window, and vault over the sill.
You're now on the roof.
Using chimney stacks for cover, move in and take out the remainder of the gang.
CHAPTER 02 - Shoreditch Boys
****************************
The first part of this mission is very straightforward: drive to the boxing
club. You're driving a police vehicle, so use the siren to clear traffic out
of the way. Just take care and try not to run over too many civilians and
definitely don't trash the car.
Once you arrive at your destination, you will be required to enter the building
and clear it of criminal scum.
Enter the red double doors and go upstairs. Be on your guard because you will
almost run into an enemy. Take him down. Continue upstairs where you will find
some pool tables and a small kitchen area overlooking the boxing ring. Take out
all the scumbags you encounter here. From this balcony, you get a great vantage
point for disposing of the enemies in the gym.
Head downstairs and you'll meet an enemy coming up. Kill him. Enter the gym and
using the punchbags and pillars for cover, take on any remaining enemies.
Instructions will follow to clear the rooms at the rear of the building.
Head past the boxing ring: be careful because a couple of goons will enter the
room from the rear.
Enter the rear of the building. A goon will come out the the alcove to the right.
Continue to the left (once he's dead) and enter the room to your right - this is
no time to take a shower, but it certainly is time to wipe out more gun-toting
idiots.
Head out amd from the doorway go straight ahead amd down the stairs into the
cellar.
You will be attacked from the left. Kill him and take out three goons in the
room to the right. One goon is opposite the doorway, another is crouched on the
lefthand side, while the third is behind a bench to the right.
Continue left (from the stairs where you entered the cellar) and left down
more stairs. There are more goons down here, so be careful. Remember: whatever
you can use for cover, they can use for cover!
Once you have cleansed this part of the cellar, head back upstairs and carry
straight on amd through the door at the back (past the vaulting horse) and
outside.
There are goons ahead (using cover) and to the right (on the rooftops as well
as at ground level). Keep moving and dispose of anything that moves. In the
righthand section, there is a door you can bash open. There isn't much point
in doing it if you've taken everyone out.
Head back to where you first came outside and continue along the previously
unexplored left pathway. Head down the steps and round the corner.
CHAPTER 03 - The Latvian Cowboy
*******************************
The drive to the scrapyard is mostly straightforward. Or at least, it is in terms
of the route. From time to time, you will be chased down by enemy vehicles whose
occupants will open fire. Return the compliment and lose them whenever they
appear.
Be careful not to trash your car and use the siren to clear the way.
Upon arrival at the scrapyard (the entrance is just off the main road), exit
the vehicle and enter the fray. Things are about to get heavy!
Whatever else you do, remember: don't shoot your colleagues too many times.
If you do, chances are you'll be suspended with full pay while an investigation
fails to conclusively prove that you killed them. Hmmm: maybe it's not such a
bad idea...!
If you do kill too many of your squad, you'll restart the level.
Head forawrds and take out anything that moves (including one goon in the shed
to your right)
Then head left to the shipping containers and through the open doorawy. Moving
forward, watch out for gunmen behind the maze of washing machines and other
scrap metal. Move left round the skips and clear this area before returning
to the waching machine maze.
Once again, you should be bearing off to the left. In a short time, you will
see a right turn. Continue and take out more goons. As you continue forawrd,
you will enter an area donimated by four storage bays. One goon is hiding to
their left near some red barrels. Take out the barrels if you can: they will
explode, killing anything in close proximity.
Follow the route to the right, using the available cover to your advantage.
Clear this area. You will be assisted by squad members.
The main feature in the next area is a big green machine that crushes scrap metal
into cubes. There are lots of gunmen here, so take care. They come from all
directions, and death is all too easy if you're not careful.
Move round to the right and you will encounter a yard full of discarded tube
trains and more baddies.
Move forwards, but watch out for the goon hiding in the dirt-pile. Turn left
and follow the path. Be careful: there are gunmen hiding out in the carriages
both at ground level and higher up. If you go too far forward, a carriage will
fall and block your passage. Instead, enter the open carriage (just before the
area where the carriage falls) and follow the zig-zag path through successive
carriages. Enter the next area (by going through what is, to all intents and
purposes, an archway), move forwards and enter the next available carriage.
Exit the carriage and enter a new area containing more storage bays. Watch out:
some goons will be hiding in them. Continue past the bays and more baddies will
emerge. With squad members in tow, take the gunmen down. There is plenty of
cover available, and your squad will assist.
Take the right turn past the bays and take out more baddies (including one high
up). Run past the fire and enter another area.
Be careful: it's a bottleneck and the goons have cover. The man behind the skips
to the right can be troublesome.
The Latvian Cowboy is in the next area to the left. Do NOT, under any
curcumstances, shoot him. Simply chase him and arrest him. You will need to
grapple with him before he succumbs.
CHAPTER 04 - Finding Miss Philips
*********************************
Tail the Latvian Cowboy. Keep your distance, but don't lose him: drive casually.
You should reach your destination without any problems. Enter the compound and
look for the open double doors. Make your way inside.
You will be accompanied by armed backup: let them lead the way.
Follow the corridor of what turns out to be a building set for demolition and
find the stairs. Up you go. Enter the room at the top of the stairs and take out
any gunmen you see: they're ahead and round to the right.
Move back and enter the doorway. A man with a shotgun is using a desk for cover.
Go through the next doorway and into the room on the right where you will find
a conveniently-placed baddie who might as well be asking to be shot. Move into
the next area at the rear of this room.
Carefully move down the corridor, staying alert for any gunmen who may be hiding.
Go round the corner to the left for more goon action. In the small offices on
your lefthand side, you will find more baddies.
Continue forward and left round another corner where a gunman waits in an alcove.
Head through the next doorway, up some more stairs and through the doorway at
the top. Take a right and go round the corner. Take down some gunmen and
continue forwards: you will hear the muffled pleas of the person you have come
to rescue. Take out a couple more goons and move forward to trigger a cutscene.
Now you have found what you have been looking for, it's time to get out of the
building. Jackie Philips MUST survive. Therefore, do NOT shoot her!
As you move foward to leave the building, parts of the floor will explode and
disappear. Be very careful becasue there are gunmen on balconies and fire
escapes outside who will gladly shoot you and Jackie. Take them out and head
past the next area of collapsed floor.
Again, more gunmen are outside so kill them.
The next gap in the floor must be jumped. Run towards it and press TRIANGLE
just as you reach it. You will leap the gap and Jackie will follow.
The main route follows left out of a room that was previously blocked and is
now populated by to gun-toting nutcases. Continue right to take out a goon in
a room containing machinery before continuing left to the lift.
You will automatically head downwards.
Once you exit the lift, you will be attacked from the right.
Once they're gone, squad members arrive. Head down the corridor and right. More
goons, more killing; and so it goes. Move foward though each door until you
reach the stairs where you will need to go down.
When you reach the ground floor, move out through the doorway and into a
corridor where a gunbattle is going on. Join in.
Carry on and you will see the double doors where you first came in.
Exit the building.
CHAPTER 05 - Hot Property
*************************
Things start badly and have a tendency to get worse. Firstly, Miss Philips
gets kidnapped again and bundled into a black van. Your vehicle is about to
get totalled. Exit your vehicle and take out any immediate threats and head
for the van that stands close by.
The van is facing the wrong way, so quickly reverse and turn round.
Take the first corner and plough through any vehicles blocking your way.
This is a two-part mission: rescue Jackie, then take her to the SAFE HOUSE. If
the black van reaches its destination, then it's mission over. So, weaving
in and out of the traffic, take down the black van by ramming into it.
Eventually it will come to a halt. When this happens, be sure to take out any
bad guys that get out. Jackie will get out and follow you to your vehicle.
Chances are you'll want to commandeer a new one. You're now in for a bumpy
ride.
You will be pursued by your enemies and they have a nasty habit of ramming you
and shooting at whatever you're driving. Take care when weaving through the
traffic and try to anticipate what your assailants will do.
Force them to crash into on-coming traffic or dodge them as they try to
block your path.
Once again, it is crucuial that you plan your journey as best as possible.
With some deft manoeuvres, you will make it back to the SAFE HOUSE.
CHAPTER 06 - Underground Activity
*********************************
The first part of the mission requires you to drive to Holborn tube station.
The journey is not especially taxing, though at one point you may find
yourself driving against oncoming traffic.
When you arrive, you will see a cutscene.
Once inside the station, your objective is to reach the platform. Move through
the corridor until you reach a green door. Kick it open and head down the
stairs.
Exit through the door at the bottom of the stairs and continue through the
corridor. Check out the doorway to the left: in here, you will find a gunman.
Further down the corridor is an open door, and through that, an open area.
Enter, clear and head down the escalator. Try not to shoot the passenger
rushing up from below. As you reach the bottom, you will encounter more
passengers and more gunmen.
Follow the corridor round to the left and go down the staircase. There are
gunmen to the right (a dead end) and ahead (another dead end). Go through the
opening in the left wall (it is directly opposite the righthand turn).
Move forward and go up the staircase, disposing of more gunmen. Follow the
corridor and go through the green door. From here, you can go left or right.
Left takes you into a dark tunnel containing a couple of baddies, but leads
you nowhere.
Right takes you into a dimly-lit corridor with some openings on each side.
Some contain baddies, others contain innocent civilians. Be wary.
At the end of the corridor is a small room with a single exit to the right.
Through the door, you will find some more assailants. Shoot the gas cylinders
and vault the barrier.
Move forward and you will see an opening to your left. In here is a gunman.
Back in the corridor, head up the stairs and turn right to see some more
stairs. Up you go.
You're now on a platform in front of a train. Take out any goons you see and
board the train. Continue through the carriages, taking out anyone who attacks
(including baddies still out on the platform - take out the gas cylinders on
the platform),
When you reach the end of the train, exit and head down the corridor.
A cutscene shows you arriving at another platform.
You will now find yourself on board a moving train. Your objective is to take
out any gunmen you may encounter and to reach the end of the train.
Move from carriage to carriage, kicking open any doors you encounter. Take
care not to kill civilians.
CHAPTER 07 - The Jamaican
*************************
Your colleague Evans needs assistance, so get in the car and move it! Put your
siren on immediately - it really will make driving through traffic a lot
easier.
When you arrive at the scene of the battle, be careful and don't run down Evans
or you'll have to restart. He's standing next to the police van.
Stay with the gun battle until you're told to do otherwise.
Once you're no longer required in the gunfight, get in your car and follow the
helicopter. It's tracking the movements of a vehcle that you'll need to get off
the road...
The route taken is not too taxing, especially if you use your siren. Just
before you encounter the vehicle in question, you will be rammed and shot at
from behind. Ignore it and continue to follow the helicopter.
You will be informed when you approach the vehicle in question. Shoot as you
drive and ram the black vehicles. Eventually, they will stop. Get out of your
vehicle and take down whoever attacks, taking care to avoid shooting Tyler.
When you're done shooting, get a vehicle and Tyler will get in.
Drive back to the police station. Watch out for pursuing vehicles. The return
journey is very hectic and requires a number of vehicle changes.
CHAPTER 08 - Desperate Measures
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[To be continued]
CHAPTER 09 -
CHAPTER 10 -
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P A R T T W O : E D D I E ' s M i s s i o n s
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CHAPTER ?? -
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P A R T T H R E E : S A M ' s M i s s i o n s
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CHAPTER ?? -
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P A R T F O U R : T I P S
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1. Get your bearings. Plan your route. The map is of utmost importance!
Press the START button during missions to display the in-game map. The
empty YELLOW CIRCLE indicates your starting point. The filled-in YELLOW
CIRCLE indicates your destination. The WHITE POINTER indicates your
position and direction.
By using the LEFT STICK, you can scroll the map in all directions. The
RIGHT STICK zooms in and out.
The game is packaged with a decent-sized paper map. This can also be
beneficial when planning your route.
2. Keep an eye on your vehicle's indicators. They will, erm, indicate when
you need to turn the corner. When both indicators flash in unison, you
have arrived at your destination.
3. As in the previous installment, when you are injured simply stand next to
a wall (or similar structure) and your character will rest and regain
health. You can also rest when crouching behind a low object.
4. As obvious as it might seem, when playing as Mitch, avoid shooting your
colleagues! Take out too many, and you'll be hauled in for a disciplinary
and will go back to a continue point in the current chapter.
5. ??
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[07] S P E C I A L F E A T U R E S
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RACE - an illegal street-race through the deserted streets of
London.
BLACK CAB - pick up passengers and drop them off at their destinations
for cash.
CHASE - in a souped-up squad car, pursue gangland thugs and joyriding
scumbags. Ram their vehicles off the road within a time limit
and arrest them!
FREE ROAMING - a leisurely drive round the nation's capital or maybe you'd
prefer to take a brisk stroll. Wander the West End or peer
through the windows of Soho's sex shops, or even visit the
park.
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[08] C R E D I T S
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[09] V E R S I O N H I S T O R Y
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1.0 - layout design, added controls, special features, tips and part
of the walkthrough (CHAPTERs 01 - 07)
[21st November 2004]