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COLD ZERO - No Mercy - A Walkthrough By MrMunky64
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------------SKIPPABLE PREAMBLE--------------------------------------------
About The Author:
MrMunky64 is a computer hermit who spends every waking hour of
the day (& night) playing games on his PC & decided to write a
walkthrough for this particular 1 because he couldn't find one
by someone else.
MrMunky64 wrote this "just for something to do at the time" &
he doesn't particularly care if you outright steal bits of it,
or claim them as your own (being as he can't be bothered policing
the un-policeable & has better things he could be doing), but he
would prefer you at least giving credit where credit is due.
MrMunky64 hopes that someone might find this useful, & has no
inclination to correct unintentional errors/typos contained herein
as he's playing other games now. If you do rip-off my "work" you're
a weenie, & if you rip it off and actually get paid for it someone
will likely ask you to explain the "big words", spot the inconsistency
with your previous writing style & fire you.
MrMunky64 says that Cold Zero is published by JoWood, but can't
be bothered looking up the full credits & copyright information
as it would entail physical effort & the "blanket" legal statement
at the bottom of this FAQ oughta be enough.
Contacting the Author:
MrMunky64 has an e-mail address, & to avoid spam he doesn't wish
to divulge it. He rarely checks his e-mail, & can't be bothered
setting up a "free" e-mail account as he despises them.
Therefore you can't really contact him.
__________________________________________________________________________
------------ABOUT THE GAME------------------------------------------------
Cold Zero is a 3rd person Real-time stealth/tactical-shooter that uses real
weapons in plausible situations & requires the player to "think tactically"
rather than just run'n'gun.
As you progress through the game's missions, so do your skills & weapons.
The storyline itself is nothing particularly outstanding, but it's really a
game you play for the experience of playing rather than watching "earned"
cutscenes.
The game does tend to feel a tad repetitive by the end, with the final few
missions seeming a little "too easy" after the mid-game, or maybe I'm just
jaded.
Although most reviews panned this game mercilessly, I found it (apart from
the noted "annoyances" in the "Tricks" section) to be a fun experience that
does have some replay value as well.
Anyone who's played Jagged Alliance 2 Gold or JA:Wildfire (& everyone should)
should settle into this game easily. Despite the fact that JA chose to be
turn-based combat with multiple team members/RPG elements & open-ended
Mission structure, & CZ is realtime with 1 character, there is a general
similarity in that they both require the use of somewhat realistic tactics &
battlefield awareness.
While CZ is not as immersive as JA, it does pretty well for itself, & until a
3D rendered version of JA hits the market (If ever) it's probably the closest
thing to it (Although I haven't tried Jowood's "Silent Storm" which is possibly
THE closest.)
I still prefer JA over CZ, it's one helluva game that's like "X-Com" with a
personality, but CZ has an immediacy that some team-based tactical shooters
lack. (Personally I never really had that cool feeling of "suspense" that JA
was so good at engendering during a firefight/sector search, but that's more
likely a result of JA's unique blend of realtime/turn-based combat.)
Had the little "annoyances" been fixed within the game engine & camera control,
CZ could have easily gained much wider appeal.
All-in-all, a really nice concept that deserves a sequel, and maybe next time
they'll get things "perfect."
Knives: they're fairly quick & quiet, but they KILL rather than knock out the
victim, so you may as well use a silenced pistol/SMG with a good fire
rate instead. Knives also waste 2 inventory slots!
(they're bulkier than an SMG?)
Baseball bat: If they don't see it coming it's a one-shot knockout. Even if you
lose the element of surprise, you can usually take down 2 unarmoured guys
pretty quickly if you're good at dodging bullets. If you encounter more
than 2 guys who've seen you at any one time you'd better use something
lethal instead.
You get Double the points for Knockouts as opposed to Kills, so this is
my "preferred if I can use it without getting killed" weapon of choice
before I break out the firearms. (Also eats up 2 inventory slots.)
Once you've upped your stats you can just punch people & dump the bat.
Pistols: Not all of 'em have auto/burst-fire capability, & they're not all that
useful once you get your hands on SMGs & ARs. Still, I found that it was
worth lugging around a B-93R (3 rd. burst/extended clip/barrel extension
& silencer) for at least the first half of the game until I could slap
together an Uzi with a +3 silencer/extender & 50 rd. mag.
Ultimately pistols are NOT anything you'll be using by mid-game, short
range & small clips are a really bad defense against SMGs & ARs.
Shotguns: Good against unprotected enemies, can occasionally get 2 for 1 in the
blast radius.Heavy, slow firing, short range & alerts everyone to your
presence in a 12 mile radius. A decent Submachine gun throws more lead
faster. I only had to use a shotgun on the 1st board to clean out the 3
idiots hiding in the 1st building on your right (and only because I
didn't have a powerful enough pistol at the time.)
* Shotguns like Jackhammers are good against multiple targets at close
range,but really aren't worth lugging around for the rare occasions
when such situations might possibly occur.
Submachine guns: (also burst-fire pistols) Best used with a silencer & even nicer
with an extended clip. M11s & Mac 10s are crap compared to an Uzi, don't
waste your time on 'em, the Uzi is a lot nicer.
Range isn't a whole lot better than a cheap pistol or shotgun, but the
fire rate more than compensates. With a barrel extender it's still
wonderfully useful on later maps.(and the rate of fire is always fun!)
I also prefer the Uzi as it only takes up a single inventory slot & you'll
almost always find 9mm ammo.
Assault Rifles: the lead-throwing ability of an SMG, the stopping power of a rifle.
I still like SMGs for tight spaces, but an Assault Rifle has a longer
reach & typically better accuracy. SMGs are lighter & a LOT quieter
(Silencers have their benefits!).
ARs are bulky, loud & kill things in fewer shots. Later in the game when
Nato ammo becomes plentiful, the M4 is a real room-cleaner (& with a +3
silencer & scope it outranges SMGs AND kills dead fast) but I still never
went anywhere without my Uzi.
Rifles: (single shot) Accurate, but rarely one-shot/one-kill, so not generally
worth it early on. Plus they weigh a ton, have small clips & their fire
rate is wretched. Unless you've got one with a good medium-long range
forget it. Using this weapon at short range in the presence of multiple
targets is signing your own death warrant. Once you've upped your rifle
skills & get some decent add-ons & ammo, you CAN do one-shot/one-kill,
...but I'd sooner have an Assault rifle, there's something to be said
for a weapon that works well for medium range & close combat supression
fire against multiple targets.
The M14 is a decent (if heavy) contender that has medium range & semi-
autofire, but you'll really only be doing any serious end-game sniping
with an AWS.
Weapon Condition................................................................
Whenever you can, ALWAYS repair your weapons & make sure they're fully loaded.
Weapons at 100% can fire off a full 50 rd. clip in one sitting & never jam or
overheat,...don't get caught unprepared!
Always Have Enemy "Line of Sight" turned ON.....................................
It can save your bacon if someone's coming around a corner & you see the telltale
green glow, besides it's also a good indicator of where the best hiding spots are.
Silencers, Barrel Extensions, Extended Clips & Scopes...........................
If you don't do your take-downs with silenced weapons you'll tend to attract a
lot of attention.
Barrel extensions can turn a decent shortrange weapon into a perfectly evil
shortrange weapon, excellent especially on a silenced Uzi to raise the accuracy
lost to a silencer.
Extended clips - if you can't load at least 50 rds into a weapon you don't want
to be caught in any extended firefights, a scoped & silenced M4 with a 100rd.
drum mag is a truly evil room-clearing weapon.
Scopes - a rifle without one o' these babies just can't reach-out-and-touch-
someone at longer ranges, pop a +3 scope on an AWS and you're talkin' "Sniper."
Hiding..........................................................................
Most of the "Green Arrow" hiding spots are bad,...you can't save or shoot while
in them, you're better off to use observational skills & hide behind things
instead.
NEVER hide in a "Green Arrow" location (like in the back of a truck) if you've
been spotted nearby, the enemy will "stake out" your location & NOT leave,...so
when you try to exit you're meat. (If you're UNDER the truck you CAN exit the
opposite side, but it still isn't a guarantee).
Camera Movement................................................................
No Mousewheel, or the Mousewheel sucks?
I use ENTER + Mouse movement.
The BEST way to rotate the camera is to NOT try to move it around in one shot.
Hold ENTER, spin the view slightly, release & repeat,...it's faster & you won't
get "stuck" at the 180 degree points when you can least afford it. The "Tilt"
feature is almost non-existent,...which means you can never see very far away
from your character, so don't rely on it as much as spin/pan.
The Compass And Radar Map......................................................
In a nutshell,...they SUCK!
The only 3 complaints I have with this game engine are the constant "resetting"
of view after cutscenes/saves/pauses, the unituitive camera controls (Hey! Why
not use Keyboard commands for tilt/zoom, there's LOTS of keys free!) & the way
the 3d engine sometimes draws solid objects in your line of sight ( real fun
when you walk in a room & your getting shot & all you can see is the roof!).
Despite these shortcomings, the game IS still a lot of fun.
Just remember that UP on the radar map is always North & doesn't rotate with
your view, check your compass often or you'll quickly get lost. This is why I
try to avoid giving "Left" or "Right" directions,...depending on your camera
view they could be reversed. Get used to the compass,...just think of it as
more "realistic" behind-enemy-lines window dressing. Considering you're given
the location of most every enemy on the map with no "Fog of War" this evens the
odds back in the PCs favour.
Use your camera detached from your guy ALWAYS,...just hit an arrow key, you
should always pan/rotate it around to check your surroundings before walking
into an unknown situation.
Occasionally check your "Objectives", but usually just the radar map turned on,
..objective lists obscure too much of the screen & you can die fast.
Free Healing Between Missions.................................................
Sit down in your office chair! Man, I can't believe I didn't catch on to this
right away,...problem was I sat in the chair once when I first installed the
game & nothing happened, 'cuz I was already at Full Health DOH!!!!
Can't reach a corpse to loot it...............................................
Want that sniper rifle from the sniper's dead hand but there's no way up the
hill? No Problem. Use the "Pick up body" command (CTRL + L.Click) & that
corpse will magically appear in your arms. (also good for teleporting distant
corpses into a room your standing in)
Easy Experience...............................................................
Repair every gun, whether you're going to throw it away or not,...it's worth
experience, sometimes only 3XP (and occasionally Zero), but sometimes 17 or
more. I have no idea how the XP number is derived (it doesn't appear to be
connected to "how damaged" the weapon is, it appears random even with 2 exact
same weapons.) It might be derived from an unknown "Weapon Tech Level" stat
combined with a random factor. Every little bit adds up, & you'll be picking
up hundreds of weapons throughout the game.
Ammo..........................................................................
Probably my only other "bitch" about CZ is the lack of any quick way of
discerning "What Ammo" fits "What Weapon." A "highlighted" compatibility when
you mouse over either in inventory would have been a real time-saver.
And a bigger locker would be next on my list. What if I don't have space for
that cool Dragunov AND the M4,...and I don't want to carry them around for
the next mission but might want them in the following mission? They should
also have incorporated a "select number of rounds" counter for shifting ammo
between the locker & your inventory,...if I've stockpiled 1000 rds. of 9mm Fmj
in my locker it'd be nice if I could select to put just 100 in my personal
inventory without having to resort to the "Unload weapon/place ammo on flloor/
get ammo from locker/reload weapon/place ammo back in locker" sequence to do so.
I also find that having to walk around to buy/sell items in the pre-mission
"Office" boards loses it's appeal quickly, I don't need a 3D environment to do
inventory when simple inventory buy/sell location screens could have done the
job more efficiently. There's nothing much to do on the "Office" map,...so it
doesn't really need to be a fully rendered 3D environment.
Is worth money, & each kind only takes 1 inventory slot. If you're going to
drop a weapon (usually heavy useless shotguns or cheap crappy pistols), equip
it and click on the reload button & select the crossed out bullet icon.
This unloads your currently selected weapon. Always stockpile the ammo that
fits your current weapon of choice, and save any "odd" calibers you happen
upon (eventually you might have a real need for 'em.)
50 cal & 45 cal ammo is too heavy to bother with, & none of the truly useful
weapons require either,...plus it's never super common so unless you have an
empty slot & weight to spare Leave it behind.
Also dump .357 ammo, I never used a .357 ever ever ever.
Subsonic Ammo: It's quieter than others, but if it's stats list an additional
Minus to "Range" or "Accuracy" you'd best just leave it on the ground.
Quieter is good, but not at the expense of weapon efficiency.
Never sell attachments! (Unless......).......................................
And never leave 'em behind unless you've got more than you could ever
possibly use.
Having a silenced Uzi with a 50 round clip & extended barrel can save your
ass, & you never know when you might find a weapon that fits an attachment
you've been hanging on to. If you've got more attachments than you can use,
or you've upgraded to something better sell the attachments ON a weapon, it
seems you'll make slightly more than selling the items separately.
And don't carry around a bunch of loose attachments, it eats up inventory
slots needlessly.
Attach them to single-slot weapons like an Uzi or B-93R, you can always mix&
match in the field and put that really cool +3 silencer on an M4 for that
"One Big Shot" you have to make.
No attachments are permanent, so slap them on a small weapon & save slots
for more loot.
What to Pick Up/ What To Drop?..............................................
Don't let the sale price of a weapon fool you, some things are crap even
though they're pricey.
I recommend having a nice 9mm pistol ( B-93R w. burst fire) equipped with
silencer, extended magazine & barrel extension, as well as an Uzi equipped
the same. 9mm is common as dirt & you won't have to worry about running out
on most maps ('cept for Russia or The Bunker).
By Mid-game you'll rarely use the B-93R, but it's 3 useable attachments &
gun all in only one inventory slot make it worthwhile.
(I finally dumped it before "Mexico.")
In terms of keeping stuff to sell,...consider weight AND bulk! The more
items you can carry the more money you'll usually make. For these reason I
always dump shotguns. They take up 3 slots & they're heavy. You could carry
3 really good pistols or Uzis, or a pistol + a nice SMG for the same space,
& they'll sell for more.
Generally the higher it's stats the better the weapon, the more it's worth.
Grenades are always a good "keep 'em to sell later" item, by weight they're
almost gold.
DUMP:
Cell Phones/CPUs/watches & jewellery (if the description sounds average),
silver chains, loose CDs, & non-Gold non-Platinum Credit Cards,... leave
'em,....anything worth less than about $100 is just taking up a slot you
could have carried a guaranteed-worth-at-least-$100 pistol or a $250 Uzi
in.
KEEP:
Top-o-the-line Cell Phones, ALL Cameras, watches that are described
as nice (or better), gold chains, diamond rings & Platinum Credit Cards.
They're generally worth more than anything else you could fit in their
slots. Keep any AP (or partially jacketed) ammo you find in the calibres
you use the most. (This stuff doesn't grow on trees & it does extra damage!)
Leather jackets sell for $200 & $350 for the bomber & black full length
respectively (but they are a tad bulkier.) Always pick up Vests, as you
don't see them for sale much,...if you're short on space remember the order
(from worst to best) is White/Blue/Black.
A white vests "wears" the fastest, a Black vest "wears" the slowest.
Keep the best vests in the best condition,...& if you're short on good
vests, take along several that are "half-wrecked" & dump 'em as they hit
Zero.
If you're at 89% health, the map's mostly cleared out and you've got too
many health kits, use a 20pointer to free up space. If you're hanging onto
a "dead" vest & you need a slot for a gun, by all means drop it!
The white vests are only worth $50,...even the cheapest pistol sells for
more than that! Don't waste space on knives/axes, they're junk. If you need
an axe to bust something open you'll find one,...use it then throw it away.
(Or use a shotgun if silence ain't an issue). A bat is worth it's 2 slots
for about the 1st 4 maps,...beyond that it should be dumped. Spend points
on Fighting/Close Combat & your hands'll suffice. I also got my strength up
to about 9 by "Map #4 Dikowsk Russia" & it seems like that'll pretty much
ensure you run out of slots right around the time you're getting around
90% encumbered, which is a good balance & allows you to "cherry pick" &
keep all the most useful stuff. There's no way to increase your inventory
slots, only your weight allowance increases, so don't spend all your points
on strength either, but DO increase it if it seems you're constantly
maxxing your weight limit.
Experience Points aka "What Skills Should I Raise?"........................
In a nutshell? Everything except the shotgun.
Seriously though, specializing in a weapon until it's at least Level 5 is
smarter than spending points everywhere. This is more of a guide on how to
spend points in the early/mid section of the game, being as by the end
you'll have 'em all maxxed.
All Skills Max out at Level 10, so build the ones you rely on the most
earliest & only spend points on pistol (beyond Level 3-4) & shotgun
(beyond Level 1) if there's nothing else left to raise.
Early in the game,
Pistols are a good choice, but as the game progresses,
Rifles & SMGs become more important. Being as you never know when a
situation might require you to mow down 5 or 6 thugs in a row to save your
skin, SMG is probably your best all-round choice,...lots of ammo,
quick-firing, light & easily equipped with silencers/bigger mags & barrel
extensions.
Rifles are nice to have
for occasional sniping (Dragunov/AWS) , or brutal
room-clearing if'n you're talking AK47 or M4. Not quite as quiet as an SMG,
but good for those longer-distance " reach out & touch someone" kills.
(An M4 with a +3 silencer/scope & drum mag is a real Death Machine that's
actually whisper quiet, but until you start finding ammo for it it's got
rather limited appeal.)
Shotguns just can't compete
with an Assault Rifle on full auto, & they're
loud, short-ranged, heavy & slow-firing with small magazines. The fact you
can waste a shotgun assailant via SMG or AR faster than he can waste you
shows their shortcomings, don't raise the Shotgun Skill beyond Level 2,
you'll never use 'em anyhow. Only useful if you're close range against a
clump of enemies & you're using the Jackhammer.
Close Combat:
Worth pumping up at the beginning, but not as all around useful as
"Fighting."
Strength:
Raise it regularly & often. If you're at full weight capacity
with only half your inventory slots filled you're losing potential money!
Additionally, the less % you're loaded down, the more movement options
you'll have as well as added stamina & more health (sez the manual.)
Fighting:
Another Skill you should continually raise as it directly
relates to your overall "accuracy" with any weapon.
Technology:
certain things rely on this skill, mainly repairing weapons,
adding bits to weapons & opening locks. If you don't build this Skill up
enough you'll miss out on certain goodies that require an apparent
"Proficiency Level" of this Skill. Don't push this as fast as Strength, but
do keep an eye on it,...if you get a message "Insufficient Tech Skill" fix
it! The higher this Skill, the less time it takes to perform an action too.
Camouflage:
I'm uncertain as to the exact benefits of this Skill, but I
pushed it a bit anyways, it might aid in remaining undetected or just be a
defensive modifier.
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COLD ZERO - No Mercy - A Walkthrough By MrMunky64
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------------WALKTHROUGH---------------------------------------------------
OFFICE:
Check the Pawn Shop & Gun Shop.
Avoid the shooting range, it's a waste of $50.
Buy a Kevlar Vest, a silencer & some 9mm ammo (50-60rds.)& a couple medkits
(if available.) No need to waste money on a gun as you'll be getting a few
for free soon enough.
_______________________________________
I'd strongly recommend NOT using a trainer to tweak your Skills, half the
fun of Cold Zero is seeing the difference raising an attribute makes to
it's commensurate Skill set, & it's your "reward" for doing well on a
mission.
The whole point of the game is that as the Missions become more difficult
you've learned to deal with them through past experience, having crap
skills at the beginning forced you to use clever tactics rather than
relying on overwhelmingly better stats than your enemies. Starting off
with Maxxed Skills would make the early maps too easy, & you'd suddenly
find yourself short-on-tactical-thinking later in the game when the odds
are evened. If you can knock out an enemy do so, it's worth more points
than killing 'em.
In fact, leaving enemies unharmed is even worth more than killing them,
but I'd sooner not have leftovers where possible. You can't loot unharmed
enemies for goodies!
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MISSION #1
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-----------FISH LOADING POINT---------------------------------------------
Apology: Sorry, this chapter of the walkthrough is sloppy, I didn't take
enough notes for the 1st 3 chapters because I wasn't originally going to
bother doing a walkthrough.
Crouch & grab one of the nearby rocks
(Hint: hit spacebar to hghlight objects)
Move N. & hide behind some nice boxes, toss a rock to distract the guy
South of the generator near you, then KO the guy. Loot him for goodies.
Not a lot of walkthrough necessary here as your path is linear,
just remember to:
A) stay in shadows where possible & move quietly,
B) Try for silent takedowns, KOs as opposed to shooting
(as gunfire attracts attention.),
C) Use a baseball bat when you can,...bullets ain't cheap!
You can climb up on the roof of the 1st building & down the ladder on the
other side, although I'd recommend getting rid of everyone who's NOT in the
building who's close by first, including patrol routes that pass by the
East door.
There's usually 3 guys in the Building, & no way to sneak up on them,....
running in with a shotgun a-blasting seems to be the most efficient method,
just save 1st.
There's some nice goodies inside a chest in this Building too!
Most of the guys patrolling in the middle area of the wharfs can be KOed
if you outflank 'em & time things just right (avoiding bright light helps.)
There's a sleeping security guard in the Top NE building, you can pickpocket
him, or alternately wack him with the bat & grab his stuff (especially the
alarm key!)+ the useless CDs in the chest. The building to the South of the
Security shed contains the alarm, but before playing with it, KO the guy in
the adjoining building. (don't knock over the stacked up boards by walking
too close!)
When ready, equip a bat, set movement to "RUN" & trip the alarm, then
quickly run & hide by upper doorway & KO the 2 dudes who come running in.
Randy Sez: then return to the building they came from, take out the outside
guard & the 2 guys inside, then shut off the power. After the cutscene a
thug comes running from the hostage area to check out the building you're
in,...take him down.
Sneak in to the hostage building & KO/kill the 2 guards as necessary.
Once you rescue the prisoner, 3 more heavies pull up at the Northeast gate.
You can tell the prisoner to wait somewhere safe & go bad-guy hunting, or
simply have him follow & run to the boat (North of the building you tripped
the siren in) & leave.
--------------------------------------------------------------------------
OFFICE:
Oh hurrah! We've pissed off the Mob!
Looks like we've got a new employer.
If you've got some body armour, bring it, if not you'll be finding some
soon enough.
Bring a baseball bat & a silenced 9mm pistol & some 9mm ammo & some
Medkits.
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MISSION #2
__________________________________________________________________________
-------------THE CAMPER---------------------------------------------------
Apology: Sorry, this chapter of the walkthrough is sloppy, I didn't take
enough notes for the 1st 3 chapters because I wasn't originally going to
bother doing a walkthrough.
You're in a really awful trailer, & things are about to get much worse,
SAVE now!!!
You'll also notice that you've got about 20 - 25 Skill points to spend,
do so before doing anything else!
2 trap doors in floor of trailer.
Back has health, gun and ammo, Front is escape hatch.
2 Dudes are doing a close patrol around the trailer , with a 3rd nearby.
(get the goodies then open the door & sit in a corner)
If you get lucky you can run outside & club one, then retreat to the
trailer for safety,... the 3rd dude WILL show up, repeat on the remaining
2 guys, remembering that it's safer to retreat to the relative safety of
the inside of the trailer than trying to outrun guys with Mac 10s).
KO the sleeper by the tree to the NW, then detour to the North & West to
reach the shed. There's 2 guys circling the shed, I chose to shoot one
with a silenced automatic & the 2nd guy went inside the shed & stood
staring through the wall in my general direction. Strangely, a dude from
the Far Centre-East side of the map came running across the bridge to
the shed gunning for me (he must have had fabulous hearing being as the
only shots fired were through my silencer.) Beat him down. If you're
lucky the 2nd idiot is still staring at the wall inside the shed.
Sneak in through the loose board, slowly open the interior door & wack
him outta the ballpark.
North Centre Top: A sniper! Do NOT walk up here or you will die!
EAST: There is a wheel you can turn near a small office building with a
locker in it, wait until at least 1of the 2 guards are near where the
steam comes out, & you'll KO 'em both when the 1st "investigates" his
buddy. (remember to turn it OFF before looting their unconcious bodies.)
If you walk up the stairway leading down to the sewer area it makes the
lone idiot to the North walk down to investigate sometimes,...or if
you're feeling lucky, go club him. He's got an extended clip, & a flak
jacket you'll probably want
(that clip'll make an UZI hold 50 rds. per load!)
EAST: Get down to the sewers, as soon as you enter the pipe it triggers
a shotgun dude who starts heading for you immediately, kill him before
he gets a chance to ruin your day.
Follow the sewer & take the first left, shoot the idiot who jumps out
of the right-hand pipe directly after you 've made the turn & walked
towards it .
Ahead around the next big Right turn are two more guys who are
triggered when you get close to turn. Hide in the pipe on the left just
before the turn , then hop out and Babe Ruth 'em).
Don't worry about ballistic protection too much,...you'll pick up quite
a few used vests in a short while.
Take the ladder up in the area where the last 2 guys came from,...
there's 3 guards here.
Bait the guard outside, or sneak up & club him. You can either distract
one of the inside guards with a rock, or sneak in & club 'em both if
your timing's good.
Loot the box inside & turn off the light switch,...time to distract
that sniper,....walk quietly up near the wall to the East
(avoid the wire mesh fence area)
& fire a LOUD gun at the wall
(this will sucker him into facing W. & make him an easy KO later.)
Crouch & silently make your way back to the sewer (
do NOT let the sniper see or hear you leave.)
Take the other branch of the sewer & you'll be in the opposite
warehouse lot.
Try to KO the outside guard & then distract an inside guy with a rock,
enter warehouse & KO both guards inside too.
Make sure to grab the digital cameras, they're worth $300+ apiece.
(The forklift knocks over some shelving, possibly you could take out
the inside guards this way, they were already "fixed" by the time I
thought of it, + we want the sniper NOT to look this way!)
Turn off the 2nd set o' lights, quietly hop the gate to the West,
sneak North & KO the sniper.
You'll get a cutscene of 4 more guys arriving in the South & a message
from Jane saying the photos are in a shed.
Double back South to the "back entrance" of the shed you already
cleaned out once, if you wait behind the last rise North of the shed 3
of the Morons will come running to investigate (you should probably
shoot them as batting them might not take them down fast enough.)
The 4th guy stood just North of the shed under the spotlight. You can
either sneak around the West side of the Shed and club him from behind
or pick him off with the sniper's rifle.
These last 4 guys have some of the nicest loot, an Uzi or 2 plus
several flak jackets.
The photos are on a stump? in the centre of the shed. (
Funny that, they weren't there the 1st time I searched the shed).
Exit the Map North of the sniper, end of Mission.
Dead: 7 KOed:17 knockouts 4/4 items
____________________________________
OFFICE:
Kit: tricked-out B-93R/ tricked-out Uzi/ Kevlar vest/ Spectra vest/
100 rds 9mm
3 small & 2 medium Medkits, baseball bat.
Apology: Sorry, this chapter of the walkthrough is sloppy, I didn't take
enough notes for the 1st 3 chapters because I wasn't originally going to
bother doing a walkthrough.
Don't talk to any hostages until the map is clear!!
I generally begin by running West down the street so the guys looting the
electronics shop (get the vidcam from the crate here later) can see me.
I then doubleback East & North around the back of the building & cap 'em
as they come,...sometimes you can KO them if they decide to not chase you
all the way.
Hide behind the Building 'til the excitement all the gunfire caused dies
down , then move South/West to behind the Van/Transport Truck and bait the
gawkers in 1s & 2s to come get their piece of hickory upside the head.
The BIG FAT GUYs WITH HAPPY FACE Shirts should be SHOT with extreme
prejudice!
You can only KO them if they don't see you, otherwise they will kill you
before you can punch/bat them unconcious. Especially watch out for the guy
with axe to the middle South near the 1st hostage house.
General Note: Kill all "wandering" thugs 1st, then biker bar, then Dock
Thugs, then hostage takers. Do NOT talk to any hostages until ALL the Gang
guys are rubbed out or they'll follow you around & get in the way.
Look for goodies in wall cupboards as well as chests, boxes.
Hint: You can smash/shotgun windows to enter buildings.
In the Hostage building to the immediate West you can knock out a window
in the back corner and jump in with Mr Uzi to say "Hi."
If you approach this building from the South (up the West sidestreet)
2 guys previously NOT ON your radar will walk out the front door,...so if
you hurry you can either KO them or shoot 'em before they take so much as
a step or 2. then just go in the front door,...KO or shoot hallway Dude in
the back & run into bedroom, repeat on second guy.
There's a useless "Secret Room" around the front of this building if you
break the window with the flowerbox.
In the city building down the West road you started on you can smash out
a side window and climb in to take out the 2 Dudes via Uzi or KO.
I'd recommend doing some street cleaning first, .and avoiding the front
doors as the inside guys WILL shoot you & will sometimes run outside
firing as well.
The thugs between the Biker Bar & the van with a corpse hanging out are
easy to KO,...just play "ring around the block" various ways & you'll
eventually be able to pick 'em off 1 by 1.
The group of guys hanging out in the upper West side of the map can be
triggered for KOes by walking West towards them to KO the gunman near
the Dock gates.
Usually everyone but a Happy Face Thug & a gunman come. You can bait
the Happy Face Thug to follow you by approaching a bit closer, then run
away, gun him down & return to KO the last one.
The Building with a hostage just South of the Biker Bar has a Dude
that'll jump through the West plateglass window. Additionally if you
enter from the North Door a stupid bell rings & chances are the 2 dudes
inside will hurt you bad. I recommend going in through the window to the
West & just mowing the 2 bastards down with an Uzi.
Same goes for Biker Bar,...too many guys, too little time,...walk in
front of the door to trigger them, then back off & mow 'em down as they
look out. A few jerks will wait inside the building (and the stupid roof
does NOT "fade out" if you enter.) Make SURE to rotate the view 90 degrees
so you can see your targets when you enter the bar to mop up the
stragglers.
Docks Warehouse,...clean area of "loose" thugs, pick sidedoor by hostage
& cap the thugs in the back with an Uzi.
Talk to Hostages AFTER the Map is clear, then head for your entry point &
they'll board the van , mission accomplished.
OFFICE:
Kit: tricked-out B-93R, tricked-out Uzi, Spectra vest/Battlevest/
200 rds 9mm/3 small & 2 medium Medkits.
(Although with the plethora of Warsaw pact ammo & goodies
you'll be finding, you could really just leave your weapons at
home if you wanted.)
"Your gear has accidentally landed directly in the restricted zone."
(Couldn't they have just smuggled them in via land?)
Your driver gives you a Beretta & some ammo, your supply shoot came down
East of your present location, but it's under guard (Surprise Surprise!)
Try to have your "Tech" Skill up to at least 5 by the end of this board,
there's some goodies like barrel extenders & a 50rnd. AK clip that will
otherwise not be taken advantage of.
I prefer to take the more stealthy approach,... wait 'til the guy
patrolling the road near you is on his way AWAY from you then sneak down to
the "L" shaped wall to the East (just South of your supplies & parachute).
There is a guy Right on the other side of the wall, & another patrolling
NE near him. Wait until the patrolling guy is headed North, then sneak up
& punch the behind-the-wall guy out. (immediately beat a stealthy retreat
back to your hidey hole). Wait until the patrolling guy resumes his route
then grab the unconcious guys goodies & retreat again.
(If you like, grab the guy's whole body & take it back to your lair for fun.)
You still cannot safely grab your mis-dropped goodies,...just East of
the patrolling guy are 2 very trigger happy SMGs in the woods who WILL
spot you & mow you down.
Wait for the Patrolling Guy to stop in the original position of the 1st guy
& mow him down with the SMG, 3 more appear in rapid succession, give them
an honourable discharge too.
You can safely loot the Patrolling Guy's corpse (do so & put on the spectra
vest), but chances are looting any of the other dudes OR going for your
package will have the guy patrolling the road to the NE run at you shooting.
I recommend heading for the broken wall just E of your goodies and popping
him as he comes a-running. Now you can loot 'em all & grab your mis-dropped
goodies, Yay!
Now, you could run straight up the hill to the North, but there's a Sniper!
Double back to your original starting position (South, then West), and
prepare to play woodsman. There's 2 guys at the top Northwest fixing a jeep,
sneak along the extreme Western edge of the road headed North and you
should be able to get behind a rocky outcrop just to the Left of the bottom
dude who's talking to the mechanic when his back's turned. Either mow 'em
both down with an SMG, or knock 'em out for some nice points. You WILL take
damage, but there seems to be more vests & health on this board than usual,
so risk it!
NOTE: You can't pop the sniper yet,...hug the side of the sniper hill &
enter the cave in it's North side. 2 guys are inside, you can probably bait
& pop one with a silenced auto-pistol (hope you brought one!) from cover
(Shift + R.Mouse) & then wait for the 2nd guy to turn his back & maneuver
around a weird little path-around-a-rock and knock him out.
(or shoot him if you're impatient.)
Do NOT leave the cave by the exit they were guarding
(we'll exploit an AI bug to kill what's out there in a little while.)
EXIT the cave through the entrance you came in & retrace your steps back
to your original starting position again (mind the sniper!)
Now, if you've searched the map you'll notice that there's 2 guys in the
Southeast corner standing guard in front of a cave (the very cave you were
in, if you'd exited here they'd immediately have started blasting away at
you.)
If you scan North of these 2 guys you'll see 3 guards spread out thinly
just East of the treeline.
Here's what to do.
From your original starting position, go SouthEast to the area where you
picked up your stuff & had your first firefight. take note of the Eastern
treeline and the road that turns North. Do NOT go Too far North or you'll
hit the base camp!!You want to carefully pick your way North & East to
find the 1st the first of the 3 lone guards. Knock him out. Head a little
bit South & do the same to the 2nd. The 3rd guard should be slightly North
& East of this position, punch his lights out too.
Now, carefully work your way South (hugging the Eastern Wall) towards the
2 Cave Guards.
As far as I could tell, they don't trigger unless you get too close to the
cave mouth, so come in from the side, you don't need to get right behind
'em. Punch them both out, they'll just stand there & take it, they won't
even lift a finger to defend themselves! (Sure it's a cheap shot, but if
you'd come out of the cave here they would have magically been waiting on
the other side & shot the hell out of you while you were still trying to
figure out where you were.)
Time to wipe out the "Camp" beside the shed to the North of the map.
Apparently if you've done as I say, nearly everyone will be "frozen", with
the exception of 1 SMG guy pacing the road just NW of the camp's shed.
I took out the guards to the NE of the camp first, then doubled around the
hill South of the camp and continued. IMPORTANT!: If you cross the road
that's West of the shed you will activate EVERYONE,...so if you want some
easy points, stay to the East of it until everyone's down.
Don't forget the +2 Scope in the box in the shed!
Knockout everyone in the camp at your leisure (keeping an eye out for the
lone "activated" guard whom you should shoot), & don't forget to punch the
2 guards by the jeep.
The SNIPER: You can NOT get up on the hill where the sniper is, and most
of your weapons don't have the range to effectively kill him without blowing
off a lot of ammo (like 7.62) that you really should be hoarding. I find the
fastest way to kill him is to equip an AK47 with the Scope-from-the-shed and
sneak around the North side of "Sniper Hill" from East to West.
I then continued around the West side of the hill headed South.
Around the "7 o'clock" position the music will change, which is your hint
that the sniper's spotted you.
Unload a half clip of 7.62 into him immediately or he will hurt you!
You probably want his nice Sniper Rifle, but you can't reach the body!
Hold "CTRL+L.Click"on him & his corpse'll magically appear in your arms.
(I came across this discovery by accident on "The Docks" board when I was
moving bodies between rooms in a house & the doors closed,...it sure saved
time). Drop his corpse & loot it.
Only the wankers in the Northeast corner to take out now!
Pop the nice scope onto your sniper rifle, take East/West road that passes
North of the "Camp"
until you're in sight of the side gates in the perimeter fence.
Pop the lone "activated" guard, hop the fence, knock the 2 Building guards
out.
Loot the Building, North wall- Spectra Vest in chest, Super Silencer &
extended AK clip in cabinet, East Wall- frag grenade in cabinet.
Take the elevator down, hit switch, grab briefcase, exit through door into
the annoying "Old Mine."
I had 9Kills/22 Knockouts/no survivors
--------------------------------------------------------------------------
MISSION #5 (No Office Visit Kids!)
__________________________________________________________________________
------------THE OLD MINE--------------------------------------------------
Hey no Radar! Must be the radiation!
Sweet shit! I'm loaded full up with goodies & I can't sell 'em yet!
You might wanna bump your Strength up to around 9 so's you can carry all
that nice new stuff you've been looting from corpses.
I suppose I could be Stealthy here, but I need to reduce my weight a bit,
maybe firing off a few 100 rounds'll help?
Nahhh, stealth is more fun.
Hide immediately after the cutscene (East of entrance behind rocky outcrop)
When the chance presents itself, sneak across the bridge & hide behind the
Wall to the West (just before the first intersection.) The guards routes
generally having 'em doing circuits of everywhere except where you're
hiding. Just North of where your hiding is their favourite "turn their
backs to you & stand looking the other way" spot. Knock 'em out when they
do that!
Then run back to your hidey hole. It doesn't matter if they see the bodies,
it actually makes it easier to pick 'em off whilst they're distracted.
(there's 4 guards here, but a 5th "Red Beret" guy shows up once you take
a guard out.) When the floor is clear, loot the box in the Northeast corner
for some goodies,then climb the ladder (North Wall) up to the next level.
There's less likelihood of being ganged-up-on here, so feel free to either
knock-out or just shoot the first 2 guys with a silenced SMG. Continue
carefully forward towards the bend in the tracks where a guard patrols,...
hang back in the dark alcove to the NE of the arch & either knock him out
or shoot him with a silenced SMG. If you didn't disturb the 4th guy around
the bend, knock him out after.
Follow the tracks as they bend North, shooting out lights with a silenced
weapon.
2 guards are below,...cap 1 with a sniper rifle, then sneak down & KO the
remaining.
Take the NE ladder up to the next level of the mine.
This level can technically be divided into 2 guard patrols,...the Left
(North) is 4 guys, the Right(South) is 3,...you'll want to do the North
guys first as there's a good chokepoint on their side.
As soon as you get the chance, head straight down (West) to the walls that
make a fat "T" shape. Hide in the bottom inside corner ( the "cross of
the "T" runs east/west,...hide inside the corner created where the left
side & cross meet.) The 4 guards will patrol roughly east/west just the
other side of the corner you're hiding behind. Time it well & you can lean
around & pick 'em off singly with a silenced SMG/duck back into your corner/
repeat until they're dead.
Once they're dead, go North-East & grab a +3 scope & Level1 Silencer from
the small box.
Now to rid the world of the 3 Right (South) guards.
Hug the North wall & work your way East - Hide in the little "L" shaped
alcove (one of the yellow barrels is in there too) - If you're having trouble
locating the right place,...just find the "Body Box" & look NE,...it's behind
the 3 pillars (or stalagmites if you will.)
This is a no-brainer, hide just inside the "L" so you can jump out & gun down
anyone coming from the South,....I suggest a silenced SMG to avoid congestion.
The Key
The Ladder in the SE corner leads up to a small cavern with a chest, make sure
you get the key. Climb back to down.
The Exit
The Ladder to the NW leads up to the exit, however, it's got a 4 man guard
patrol.
The best place to ambush them is the 1st 4 way intersection South of where
you climbed up, hide in corners,....pop out to SMG stragglers, rinse, repeat.
Grab the goodies in the box to the East, then head southwest to the exit from
this really long damn 2 part mission,....I almost ran outta 9mm ammo!
Total For the damn mine,...13 dead/ 7 KOed, No Survivors.
I should have tried for more KO's, but I wanted to go sell all the goodies
I'd already picked up.
(Hop the fence near the forklift, the Weapons Dude is in the building just
to the West. He deals mostly with Warsaw Pact weapons. Anything the regular
gunshop won't take & vice versa.)
I recommend taking about 3 small &1 medium Health, Black Camo, 2-3 half-
wrecked Blue Vests (to use up instead of good ones) & a tricked out Uzi with
an extra 60 rds of 9mm.
Go to Eddie's & talk to the Don when you're all kitted up.
Apparently the Dude you saved in Mission #1 is causing trouble.
You start behind a firetruck,...hide there momentarily.
Play Uzi peekaboo & cap the 2 patrolling dudes who investigate.
Head South to the occupied "For Rent" house on the West side o' the street,</pre><pre id="faqspan-2">
..KO the idiot in the alley & take his M4 if you want. Cross the street to
the East side and wait North of the alley close to the Fruit Stand, pop the
2 Doberman, serves 'em right for causing all that confusion on your radar!
Head back to the Firetruck, then East along the top of the map & sneak up
on the Dude hiding in the alley to the North.
Either shoot him from cover (SHIFT+R.Click)with a silenced SMG, or rush in
& KO him.
Grab his nice M14, you can have fun with it in a while.
Keep heading East (hugging North Wall) until you're behind the green
trailer in the parking lot.
KO the guard by the Maxwell & Sons truck & hide him behind the green
trailer.
Edge around cab of Maxwell & Sons Truck & cap the bastard with your
silenced SMG in the North/South alley near the bomb building.
Quickly hide back behind the truck again.(Do NOT enter this alley, the
guys in the building will kill you.) Shoot the Doberman to remove it
from your radar.
Go open the crate that the other Dude was guarding, cheap CD players,...
leave 'em there to rot with the rest of the garbage.
Now that we've taken care of some of the annoying guys that are
"triggered" by your location, return to the Firetruck & then back South
to the where you capped the 2 doberman. We're going to clean-out the
store behind the fruit stand, no "tidy" way to do it being as there's
only the one entrance & they're in a back room. Walk-in & hose 'em down
with 9mm.
Search the crates for a Video Cam & some saleable watches.
Cross the street West to the "ForRent" house & Tech the door open.
Sneak in & stop against the right-hand wall, KO the closest guy, retreat,
then KO the backroom guy (make sure you rotate your view so you don't get
"stuck" clicking on a ceiling joist instead of moving.) Get the Battle
Vest & ammo from the chest.
Leave the house & proceed South towards the roadblock with 3 guys behind
it.
Full frontal works best here,...just run down the West sidewalk & take out
the guy with the gun first, then the other 2. KO them,...punching is faster
than shooting here!
Loot 'em fast & run back North to avoid any unwanted attention.
When ready, RUN south past the roadblock & hide behind the veggie stand
next to the Theatre with a "Rebellion Live" poster on the West Side of the
Street.Wait for the patrolling pistol-Guy to head East up the street in
front of you, then run to the East corner (behind phone), wait for & shoot
him quietly on his return route. Hide him behind your veggie stand.
Go South & take the next Alley to the East
(avoiding the patrols to the South)
Sneak East towards the Park past the shotgun dude in the parking lot
(the cars help block his view) & quickly KO the Dude hiding in the trees.
There's another dude a little further East you can also KO.
Sneak slightly North & East to the Fountain/market area & KO another Dude
near the first bunch of stalls. KO the other guy who's in the alley near
the parking lot (just north of the Streetlight on the eastern edge).
Hide his body.
Return to Parking Lot & now KO the shotgun dude.
NOTE: You can "walk behind the set" in this parking lot. Head to the lot's
SE corner & look for the garbage cans next to a tree and some hanging
laundry. You can walk through the scenery on the Left side of the Tree.
Not much to do here except look at the backs of buildings,
you could try shooting the guys in the house at the SE corner of the map,
..but I doubt it'll work as I emptied a full AK clip through a side
window with no effect just "to see."
Let's go back to the East Fountain/Market area.
Shoot the Doberman with a silenced SMG so it'll stop appearing on the
radar.
Sneak through the stalls near the fountain avoiding the "occupied" house
in the SE corner.
Try to get behind the "T-Shirt" stand that the guy is patrolling past to
the East.
KO him when he's away from the house.
The "full frontal" seems your only option on the SE house, I've tried
breaking windows, shooting through windows etc. but you have to open the
door to kill the 2 dudes within.
So, carefully maneuver up the the front door,...open it & run like Hell to
the West,...turn & mow down the guys as they come after you.
*make sure to corpse-pick for a KEY.
Go North from the Fountain & KO the guy patrolling the lot near the Karate
Studio, then Run & hide behind a fruit stall & crouch 'til the fun dies down.
Retreat through South of Park heading West towards the parking lot
(hug the South wall & stop in the mini-corner where a dumpster is between
2 buildings.)
Hide in the alley N. of the steetlight & then KO the Replacement who's
appeared in the parking lot to replace the ol' shotgun dude.
Get over to the West of the parking lot & hide behind the wall with the
payphone to the South.
Ready your M14 & edge around the corner to cap a guy in the street to the
West & quickly run back behind the payphone wall.
If you didn't have to SMG any nosey guards that investigated their way to
your hiding spot, eventually head North & hide behind the SW corner of the
bldg. with the blown off Red Door.
Sneak W. & KO the Dude, stash him behind the fruitstand to the West.
Head N. to Fire Engine, then East to the Alley where you took out the lone
guy who had the M14 (North of the "Pear No.7" truck.) Sneak South & KO the
guy near the streetlight,...quickly run (hitting "R" is fastest) North,
than East into the parking lot to avoid the shotgun idiot that probably
saw you.
If he ends up waiting on the other side of the Pear No.7 truck you can
sneak around & KO him.
Walk South down the "Pear No.7" truck street, hugging West wall & hide up
the street to the West right behind the Dumpster. Sneak South past Dumpster
& KO the annoying idiot hiding in the trees, immediately RUN North & back
behind the Dumpster to hide.
Go N., than W. back to Firetruck, than S. & hide behind the Red Car.
Make your way back to the parking lot payphone (S), then head North to the
SE corner of the building with the blown-off Red Door.
Wait for an opportunity to KO the guy whose route passes beside the
building & immediately run back & hide. When his buddy runs over to
investigate, KO him too.
Head E. & then n. up the Pear No.7 truck street & KO the rifle guy.
Time to Clean SW Corner.
Return to Firetruck & all the way South to the Alley on the North side
of the "occupied" House.
Greet anyone nosey with some 9mm Silenced SMG goodness. Try to KO the
3rd guy if he stayed behind the house, then RUN North as this triggers
the guys in the House to exit.
Sneak back & KO them. Grab the Second KEY.
NOTE: I noticed AFTER the FACT that the aforementioned
"Alley beside the house" has a ladder going to the roof of the neighbouring
building, If you climb it you can jump across onto the "occupied" house's
roof & take the duct down into it's bathroom area.
Of course, now that you've got both Keys, 4 New Dudes will have spawned
across the middle portion of the map. Head straight N. & KO the first.
Head N. to Firetuck/East to Pear No.7 truck,..sneak South & KO the guy near
the building with the blown-off red door.
Big Finish!
-Go through the South Parking Lot & East towards fountain, try ducking
around the SE corner of building that's SW of the Karate Studio & bait
the guard into the park then lose him. Sneak back & KO him.
Load up something Big, Loud & Fast like an AK or an AKS, then take the
Alley that runs East to the Karate Studio & blow away the front door
guard by peeking 'round the corner.If anyone runs out kill them too.
Sneak up to the Left side of the door (if it's opening & closing on it's
own, wait 'til it's closed).
When the door opens, use Shift+R.Click to fire from cover then get back
to the left of door & mow down everyone who comes out.
Defuse the Bomb/ throw away keys & pick up goodies in N. room chest.
KO the last guy who appears on your Map, then exit North by the Firetruck.
Kills: 19 KOs: 30 Alive: 0 + 7113 earned experience.
Found 5/6 things (no idea about #6)
______________________________________
OFFICE:
At this point you should start "stockpiling " goodies in your locker for
later missions, ie: buy Lapua Magnum Ammo & any 9mm & NATO AP rds.
(otherwise known as "partially jacketed", it'll come in handy at taking
out armoured targets later on.)
This is a purely Stealth Mission,...you don't want to alert anyone to
your presence, so don't shoot people OR even KO them,...bring along a
gun with a silencer & lotsa ammo for shooting out lights.
If you mess up you'll have to shoot people,...don't mess up!
Use at least 8 save slots for this mission, & save constantly every time
you do anything successfully ('cuz sometimes the AI of the guards will
"magically" change their route & spot you
300 yards away in the dark when you're behind a box which he passed without
noticing the first 9 times.)
Equip your Ninja Suit immediately & scurry under the green trailer.
(Apparently the "fast" way into the Western warehouse concerns knocking
over some barrels, then climbing through a window & closing the door on
the guard that came outside to investigate,...but I did something else.)
Something Else:
When it's clear, run up East Side between warehouse & fence & hide behind
1st set of boxes & crouch.
Again, timing is everything,...get to the 2nd set of boxes & crouch again.
Run & crouch behind the 3rd set of boxes near the light
(which you shouldn't have to shoot out.)
When the North-patrolling guard is heading West, turn corner & run West to
"U" shaped pile of boxes & crouch.
Wait for guard to pass you headed East, then sneak to space at W. corner
of Warehouse, then the next gap, & finally the area behind the boxes next
to the big thing with a tarp over it.
When the guard's headed East away from you Run West & around corner of
building, crouch against West Wall behind crates. Move South along wall
& pick your way to the South corner & crouch between the boxes & oil
drums.
Make your way East around building & then North to the base of the steps
leading to door in Northwest corner. (The only guard that can spot you
ON the platform when you climb the steps is the North guy who travels
East-West on the other side of the boxes,...so keep an eye on him!)
As long as you're in front of the Steps you're safe.
When the North guard's patrol is headed West from you, pick the lock &
then hide in front of steps. Wait 'til he's again headed West from you
(and the inside guys aren't "Right There!") then enter the door into
the Warehouse.
Immediately head South under catwalk & turn off blinking yellow switch,
.if the catwalk guard spots you he'll just "freeze",...just stand by
the switch again & he'll forget he saw you.
There might be an item crate in her somewhere (I didn't check).
Sneak West across the room,...climb ladder, loot the locker (safe key)
& turn on the TV.
Then get outta there in the opposite direction to whichever way the
catwalk guard is coming!
Closed-circiut Porn, Who Knew!?
Get around to East side of catwalk by the open Window, make sure the
guards in the opposite building aren't in the room you're headed for,
then cross over to Warehouse 2 via the power lines.
Immediately hide in the room to the South as the dickhead guard wanders
in. When the guard inexplicably returns to his office to stoically stand
beside his coffee cup, loot the bathroom cabinet.
NOTE: the stairs are rigged to sound the alarm while the yellow light's
on (video surveillance?), so quietly shoot out the yellow light. - It's
hard to say where to shoot it exactly, it took me about 30 rds. with a
silenced Uzi before it blew out.
While still upstairs, RUN up the hall LOUDLY to distract the guard from
his office- run loudly into the room you climbed-in & then sneak into
the South storeroom as before.
While Mr.Coffee is blankly standing there, slip into his office.
Open the safe, click on it again to get papers.
You can add laxative (from bathroom) to his coffee too, but there's not
much point.
My guess is that the programmers planned something, but either the AI's
messed up (he stays in his office) or the "running to the bathroom"
scripting got yanked by a higher-up with no sense of fun.
Escaping:
Sneak Downstairs - Basically this guards patrol is screwy, save REAL
often.
Essentially, get the goodies from the crate by the forklift, make
your way to the NE exit door,...
silently shoot out the light near the door, pick the lock on the door,
then open the door and get out. And make sure to move South immediately
about halfway down the building or that annoying "Magically Perceptive"
guard from Hell to the North (who patrols East-West & has X-ray vision)
will see you through the boxes & sound the alarm.
Then it's past the Doberman & Guard to the South & a short jaunt to your
drop-off point & end o' the mission.
That Was Really Annoying!!
Why I couldn't have "KOed" the security guards without an immediate
security alert remains a mystery,...are they hooked up to some kind of
Biorythym Monitoring system or something? Are they Telepathic? And how
did they get so accurate at distance shooting with pistols? There wasn't
even much chance to gain experience!
-For the next mission I'm just going to shoot everyone on principle
dammit!
_____________________________________
OFFICE:
I recommend bringing along 1 Spectra & 1 Battlevest (at most),
+ a tricked out Uzi, & a tricked-out M4 (not really necessary)
+ maybe 70 rds. of 9mm, 100rds. of Nato & your Desert Camo.
You don't need to bring much Health along as you'll be finding
tons of it.
You'll also run across heaps of AK47s & AKS rifles, which I recommend
using as there's easily over 1200 rds of ammo for an AK47 if you
picked it all up.
NOTE: you can climb guard towers, but you're usually "spotted" and shot at
by everyone nearby. You can also blow stuff up by shooting exploding
barrels,...if you're lucky you could occasionally kill people this way,
but the noise sort of attracts attention,...which is more useful if you're
doing the shooting with a scoped Dragunov
If the alarm gets set off, reload & be a better Ninja,...it's an annoying
damn sound!
Upon arrival immediately crouch & hide behind boxes on right, sneak North
along East side of Fuel Tanks up to "Office" on Eastern wall. Sneak in &
KO the dude,...move body away from doorway further into room.
Sneak back out& South - get between the fuel tanks & KO closest guard to
West - drag him behind cover - loot him & hide him in the body box.
Return to Office, sneak out & KO the dude who pauses near the front of the
truck, run to right of truck & hide under it.
Sneak North of Office to boxes & KO the guy who patrols there
(run back to Office)
After the bodies get spotted the guard patrols change.
Sneak West of Office & wait at bottom right of the building(along East wall),
equip silenced SMG & pop the guard that circles as he walks past the corner.
Grab his AKS & dump him in the Body Box.
Go South & sneak along the perimeter fence West & KO the guy by the fire
between the Hueys.
Return to Office, sneak North (using boxes as cover) & hide around the East
end of the bottom fuel tank, double back to East side of boxes that are at
the corner of the guards patrol route where he'll turn North. Have Mr. Uzi
say "hello" when he turns North, then drag his corpse to the Office & loot
it.
Guard routes change again! - Go hide back North around the East end of
bottom fuel tank with an Uzi & cap the guard in the back as he turns North,
OR OPTIONALLY (for more points) - wait on the East end one fuel tank North
& KO the guard as he turns to face you.
Head down & West & hide by the bottom tank (the kind with treads), just
below the tank with it's turret on a crane. Wait for patrolling pistol guy
to head West, then sneak up & KO guy by the searchlight tower to th North &
hightail it back to the Office.
While in the Office, explore the other rooms & loot all goodies you find.
There's 5 searchable crates you can open in the Southeast room
(rotate your view) as well as a rack of AK47s,...which aren't loaded, so
I'd leave 'em. Make sure to search the map room and "look" at the table.
Use the "CTRL+L.Click" instant body recovery technique to clean up & search
any faraway corpses safely & quickly
(works best if you do it from the Map room.)
Move North & hide by the tank(the kind with treads again). Hide along it's
southern side facing West & equip something silent & deadly,...a silenced
M4 with scope is perfect. Cap the annoying pistol-patrol guy in the back
as his route turns directly West of you.
Sneak up to Northwest corner & KO the guard.
3 Dudes left behind the Warehouse/Motorpool building to the South along the
West wall that gotta go.
Stealthily enter the Warehouse by the East vehicle ramp, then equip a
Silenced Uzi & sneak up steps to the door. You want the guy dressed in
solid green to be right IN FRONT of this door when you open it, ...if he
gets stuck in an annoying patrol pattern that doesn't stop in front of
the door,...dismount/remount the stairs to "reset" him.
When you're ready to open the door,...waste the green guy & immediately kill
the AK guy who's facing the door BEFORE he fires a shot. If the green guy
sets off the alarm, or if the AK guy severely damages your Kevlar, reload
& try again.
Finally, sneak up & KO the remaining guy who's somehow remained oblivious
to the bloodbath behind his back.
Time to open the gates!, Go try the gates on the East Wall beside the
Red&White Guard Kiosk. Set your movement to "Run" , then load up an AK47
& pop a scope & extended mag on it too (if you've got 'em), things are
going to get tricky.
Return to the Warehouse & "Tech" the flashing yellow light. Uh Oh, cutscene!
A jeep crashes the Southern gates & 3 armed dudes are headed for you while
you're still fiddling with the power,...what're they, psychic?
Once you regain control, immediately Rotate the camera view to face the entry
ramp EAST, RUN & crouch behind the first vehicle on the Left & pop the
bastards as they run around the corners of it,...if you do it right you
should waste all 3 without taking a scratch.
Loot their lifeless corpses for their 3 AKs,...strip the ammo & dump the
guns themselves,...you'll need the inventory slots for nicer things.
Casually Saunter South to the (now) open gate & head West along the
outside of the perimeter fence. Get the nice grenades & other goodies
from the crate.
--------------------------------------------------------------------------
They probably count this as a separate Mission - I Don't!
__________________________________________________________________________
------------BUNKER PART II-------------------------------------------------
- The Other side of the base...........
Now, how to beat getting "screwed" by an area transition.
When you open the gates you can't pan the view beyond them unless you walk
through them,...problem being if you stand in front of them or walk through
them you're AK fodder.
Set movement to "run" & equip a scoped Saiga 308.
Open the gates and IMMEDIATELY run to the left on your side of the wall.
Change to crouch & inch up just shy of the open gates.
Fiddle with the camera controls until you can see a dude standing on the
other side a bit to the left under an arc-light.
Place your targetting cursor on him then press and hold Shift+R.Click & blow
him away from cover.
Stay on your side of the gate!!
Now fiddle with the camera until you see the closest tent opening to the
left (North) of Mr. Would-be-Assassin Dead Guy & Target it's opening with
your destination cursor & hide inside it.
Another guy will investigate the corpse, wait for him to walk away, then
run out & bring the corpse back inside the tent for looting.
Move into the next tent North & crouch in the far corner closest to the
burning barrel.
Scan around and watch the guard's routes,...Mr.Curious who saw the Dead Guy
is a major annoyance but we have to remove any possible "observers" first.
Move East to the North side of the diagonally parked truck.
* You want the Guard that patrols around the first truck South of the
Building ahead of you to patrol near the building, NOT way down South, if
he detours South, try changing your position N. to the nearby boxes until
the guard changes back. Eventually he'll stand just South of the Building
with the other trucks conveniently blocking him from other guards' view,..
KO the dude, carry him to the body box, drop & loot, then stuff him inside.
Sneak SE & hide under the 2nd truck South of Building - Eventually the
nearby guard will pause here looking off, KO him too, loot him & stick him
in the box with his pal.
Sneak back to the first tent, hide in SE corner, equip silenced Uzi & get
ready.
The annoying Mr.Curious patrolling with his pistol goes next. When he turns
South towards the Missile Launcher, sneak S. & get alongside the North of it
facing West. Cap Mr. Curious as he crosses in front of you, drag him back to
the tent, & loot his lifeless body.
Our next target(s) are the "Siamese Twins" walking a counterclockwise route
around the big Southern Building. Since it's suicide to attempt a KO on 2
guys sporting AKs they must be shot. Luckily we've cleaned out everyone
within earshot, so load up your own AK with a scope & extended clip.
Notice how their route passes a truck along the Building's West side.
Sneak to the Southern tent behind the truck, wait for them to disappear
behind building, then sneak forward & position yourself on the Wst side of
the truck beside the rear tires with a diagonal view SE. As the Twins pass
by greet them with Mr. Kalishnikov. Loot 'em & stash 'em in the nearby tent.
Repair & strip their weapons for ammo & dump 'em.
Leave and head East along the North side of the conveniently placed Missile
Launchers ("Look" at the first one). Your destination is the guy in the
Southeast corner. KO the guy, loot his ammo & dump him behind some boxes.
He was guarding an elevator,...pass card required.
Too bad you can't use the nearby M60 on a tripod eh?
Make your way North to the tanks & then to the 1st amphibious armoured car &
hide on it's South side. You should be able to hide'n'seek KO the patrolling
guard when he passes between your car & the tank to the North. If he fires,
no big deal, there's tons of medkits & you don't need ALL those bullet proof
vests do you? Grab the guard, carry him to the elevator area, then strip &
dump his weapon as usual.
Head North behind the 2 tanks,...sneak up & KO the guard whilst he daydreams
up North in front of the Searchlight tower.
Go back down to where you gunned down the Siamese Twins,...creep up to the
window on the West wall, climb in & KO the guard. (Remember to locate the
searchable box here for a +2 Scope & a +1 Silencer.)
Head out of room & KO the second guard, search the boxes to the East of the
"T" shaped room for some nice extended AK clips.
Walk into last room,...search cabinet on North Wall for some MORE Medkits.
Now for your "reaction test."
The guy in the remaining room will surrender,...but he's holding a grenade
& he's gotta go!
Switch Movement mode to "Run", rotate view facing North
(so you can get back outta there fast.) KO the guy & RUN out of the
room FAST!
BOOM! (you might take 2or3 pts. of damage).
Return to room, search the box near the guy for grenades, then search
the guy.
(How come HE can stack 2 grenades in 1 Inventory slot?)
The 3 pinheads in the final building are waiting for you, so there's no
point in subtlety.
Prep an AK with a full 50 round clip & scope, & head North to the final
showdown.
Rotate your camera facing West & sneak behind theSouth side of the 1st
visible fuel tank in the building (left of entrance),...make sure to face
East.
The guards should "investigate" & you should reward each of them with a
short burst from Mr. AK47 for their troubles. (If they don't "Investigate",
. just fire off a single rd. to get their attention.)
Grab their goodies, strip their ammo & swap Kevlar if need be, just make
sure you get the keycard from the Ex-Commander.
Remove your Desert Camo, select a silenced weapon & Take the elevator down
to the next Map.
NOTE: Although it isn't necessary, go shoot all the exploding barrels on
both sides of the Base to see some cool (and some gloriously unexpected)
conflagrations. Use an AK as you'll easily have about 500-600 rds lying
around for it. My favourite 2 "events are the gatehouse & the Missile
Launcher (closely followed by the "Tank Turret on a Crane.")
There's no real point* to any of this other than "Explosions are fun!!"
*Well, actually there is a point, if you blow up the barrels by the
gatehouse it'ill make your return trip much easier.
I had 14 Dead/14 KOs & 1 Leftover, + 10/10 items.
As far as I can tell the "Leftover" appears on the map as a sniper if the
alarm was sounded,... but unfortunately he doesn't exist except to screw
your kill ratio if you didn't trip the alarm (the Bastard!) This strikes
me as a ripoff, being as tripping the alarm would spawn a few extra enemies,
and THEY aren't counted unless they show up!
I demand a "Stealthy Ninja Bonus Points" award!!!
--------------------------------------------------------------------------
MISSION #9 - No Office Visit!!
__________________________________________________________________________
------------THE TRACT-----------------------------------------------------
I hope you remembered to remove your desert camo,...this is going to be a
real bastard of a Mission to remain undetected during (though you don't have
to, it's just more fun.) SAVE Constantly in different slots!
Save right away in case the 1st guard spots you before you've got your
bearings.
I recommend using an AKS with silencer/scope & 50 rd. mag for ALL shooting
on this level.
(so when I say "shoot" someone, do it with this gun!)
Here's how to do it undetected (well at least without the alarm going off.)
Don't even think about taking out the 1st guy you see, either him or someone
who sees his body will pull the alarm!
Stay where you started, but duck back ever so slightly & stay crouched!
When you get the chance sneak around North of those tanks in front of you
(to the NE "cutout" of the cross on the map.
Ready your AKS, eventually the guy on the West side of the conveyor will
spot you,....cap his ass & SAVE!
Let's hope he dropped near the North of that conveyor so nobody saw it,...
first chance you get, RUN, grab his corpse & dump it exactly North of the
conveyor (the closer the better).
Run into the little room on the West,...there should be a dude patrolling
at the North of the NEXT Room
(which we'll hereafter call the "Big Conveyor Room").
Open the door to the West & cap his ass North of the Big Conveyor, return
to small room & cap the guy to the South when he's near the South door.
Grab his corpse & dump it North of the Big Conveyor
(and put the other guy you just killed there too if he isn't already).
In the Big Conveyor room, run down the West wall & blow away the guy to the
Southwest who's patrolling solo near the alarm switch to the SW. Grab his
corpse & stick it with his 2 dead buddies North of the Big Conveyor.
Sneak up the East Wall of the Big Conveyor room, run in lower door & waste
a guy, run in room to the South & waste another.
NOTE: When you exited the Big Conveyor Room some new enemies spawned.
Run North & kill the guy by the tanks where you first entered this level.
Head all the way around the top of the conveyor - kill the guy in the small
West room, then kill the guy to the South in the BC Room.
Collect all stray corpses & dump 'em North of the Big Conveyor (we'll now
call this the "corpse pile.") Grab goodies from cabinet in small room
(East of "corpse pile") while you're at it.
Go South down the West wall of the BC Room,...enter Southwestern corner&
cap the guard, grab him before his buddy sees & dump him on the corpse pile.
Return South & enter Southwestern room by other door & cap the other guy,
while you're here,throw the red switch & so it turns green...then take the
dead guy & throw him on the corpse pile.
While at the corpse pile, go into NW corner room& throw the red switch
there too.
Enter the Southeast corner room from the door in West Wall & execute the
2 remaining guys.Loot 'em & toss their lifeless remains on the corpse pile.
Open cabinet on W wall near corpse pile for goodies.
Get +3 scope & a BattleVest from cabinet in bottom (South) middle room
(it's on the western side of the North wall.)
Finally - Hit the Red Switch in the SE corner room - The Lab is open!!
3 new targets show up, being as we've shot everyone so far, let's play nice.
Run North all the way up, West into small room & West again into BC room
at the corpse pile.
Go South down the West side of the BC room,..hugging the centre & KO the
dude by the alarm switch. Toss him on the corpse pile
(and take his diamond ring, if it ain't random that is)
Run back down to where you took him out, down to SW corner, hide behind
wall East of SW doorway,...KO the dude, add him to the corpse pile.
Back down again,...take other door on N. wall of SW room & KO other dude,
toss him on the corpse pile.
Equip your tricked-out AKS & go to the South Lab that opened up.
Enter Lab & get documents from cabinet on East Wall
(flashing yellow light.) Surprise Surprise,...6 more guys!!
Wait for guy N of Lab entrance to turn away, then KO him & carry him back
to Lab.
Surprise, Surprise, Surprise! Once you exited the Lab your radar updated
to show it's actually 13 new enemies (minus 1 he he.)
* they all respawned in the usual areas, but this time the base is under
lockdown & blast doors bisect the map from North to South, we'll clean
out the West side first being as we're already here.
Sneak out & KO other guy in room N. of Lab - get his Gold Bangle & toss
him in the Lab.
Go N. into BC room & KO guy on the SW, carry him to NW top corner room &
dump him.
Sneak around N. of BC room & KO guy in the little room to the East, dump
him in the NW room.
All the way back South to SW corner room - cut across bottom heading East
than N. to East of Top door of room. Sneak out & KO the guy directly North,
then RUN back into SW corner room, equip your AKS & kill the nosey Shotgun
toting follower. Toss both guys in the Lab for kicks.
It's Breakout Time!
I'd recommend opening the South Door in the BC room's East wall first, less
chance of crossfire although the dude on the other side will get a few free
shots at you courtesy of "Noisy Door" anyways. Sneak up to the Door, set
Movement to "Run" & make sure your AKS is ready in case you're chased.
Rotate your camera to face the door to the South as you "Tech" the door open
& RUN back into the South room the INSTANT the door opens!
(the guard shouldn't get you for more than 3-4 points & if he loses sight of
you he just returns to his post, the Chicken!!)
Being as 1 open door doesn't provide enough options,...sneak back clockwise
around the BC room & open the Blast Door North of the one you just did, run
around to N. of Big Conveyor to avoid "sucker shots."
Sneak back the Long way around the BC room to the 1st door you opened, sucker
the guard into running at you & cap him in the BC room, throw his worthless
carcass in the Lab.
Sneak back to the Northern open door & KO the guy to the North, Unlock the
very top door from his side then carry him back through the small room &
throw him on the "Original" corpse pile for old times' sake.
If you're running low on weight allowance, eject and dump all your 9mm
Makarov ammo, but keep those nice single slot guns.
Back down to Southwest room,...prepare to open Blast Door on East Wall,
set move to "Run" & equip your AKS 'cuz this guy usually comes after you!
Tech the door open & run North of the doorway (by the fire extinguisher), cap
the curious guard who investigates.
Unfortunately, his buddy won't leave his safe little NE corner, so run in &
AKS him for being an unfriendly jerk.
Enter the next room to the East & KO the guy that's standing there,
(tidy up the corpses by throwing 'em in the Lab if you like),...
"Tech" open the North door in the previous room
(where you took out the idiot in the corner),
..sneak out & KO the guy in the East/West corridor.
(hide him in the Lab for the exercise.)
Return to the bottom Southeast room & Tech the North door open,...run back
into previous room, switch to Stealthy & hide against the wall. KO the idiot
that came to investigate,...Oh Joy! Another Gold Bangle to take!
1 guy left by the NE exit.
Sneak up to the South of the Holding tanks (shaped like cross on map in front
of where you first entered), nip out & KO the final guard.
Just for completion's sake,...go grab a discarded shotgun or 2 & see how many
exploding barrels you can find. No real point to it,...no really good chain
reactions like the previous level.
Speaking of the previous level,...guess what?!!
When you're done screwing about, put your desert camo back on & lock'n'load
your favourite silenced weapon, walk toward the NE exit & get ready for
deja vu all over again!!
Dead:17 KOed:13 Left:0 3/3 items
3825 overall XP.
(And again No Extras for NOT setting off the alarms! WTF?)
Apparently there's an EFI for the Socum available here, I have no idea where
though, & who uses pistols anyway?
--------------------------------------------------------------------------
MISSION #10 - STILL No Office Visit!!
__________________________________________________________________________
------------THE TRAINING CAMP/BASE REVISTED-------------------------------
aka "Subtle as a Kalishnikov"
Imagine it like before , only backwards & this time they'll be rushing you
the second you step out of the elevator shaft.
Chaos needs no walkthrough...................
-Kill everything - recheck boxes as contents have refilled anew!
-Don't worry about KOes,...not many opportunities when everyone is attacking
you.
-Beware the Gate "Transition from Hell" is still in effect although in a
different way, & this time the guys back in both sides will rush you,...
Walkthrough of Chaos
-Equip your Saiga 308 & make sure you've got an AK47 with scope/extended Mag
& plenty of ammo,...repair/reload/exchange weapons as events permit, this
1st part is the worst.
-STAY in the Elevator!
In about the time it takes you to equip a weapon & rotate your view to face
the door, a reception commitee will be setting up right outside.
Once they're settled in, sidestep/shoot from cover the guy(s) in the centre
near the jeep & duck back. If it looks like someone's going to rush you,
switch to your AK47.
Continue picking off the guys you can from the doorway,...the replacement
Dude for 1 of the guys by the jeep has a Dragunov,...so watch it!
Constantly reload, & try not to get caught with an empty clip.
Reload/Repair/Save often, the 1st few minutes here are do or die.
Once you think no more guys are going to "suicide rush" in through the front
door,...wait a little longer,...I had at least 6 run right up to me.
Once people stop heading for the elevator,...corpse pick for goodies, & make
sure you get the Dragunov!! Repair /reload/ Heal etc.
Now, if you REALLY want to throw the camp into disarray (and who wouldn't?)
I suggest heading North along the Eastern perimeter fence, then get yourself
West between the little alley along the North side of the Building where you
capped the Commander (about 1/2 way) facing West (you might want to rotate
your camera view facing East TOWARDS your positions and pan back for easy
targetting (otherwise the building blocks your front view.)
Snipe the 1st few hapless victims with the Dragunov,...in my case the AI
caught on pretty quickly after about 2. Once they figure out where you are
switch to your AK47, and kill them as they run towards your position,...they
never tried to flank me from the East, they all came from the West.
It's still amazing some of the shooting these dudes can do with an AK at long
range,...so don't assume they have to be right up to the building before they
can hit you/you can hit them. About 5-6 guys will die here in "AK Alley".
That should leave 1 guy in the Southern Building & maybe 2 others patrolling,
..take 'em out & search the boxes in the building .
Now it's time to clean out the other side, so hopefully you blew the barrels
beside the gate on your way in & there's a nice big gap in the divider wall
near the tank.
Walk near this area, do NOT cross the invisible divider line between the 2
sides of the camp or you'll "activate" the enemies.
Snipe as many guys as you can see with the good ol' Dragunov,...just remember
that if you DON'T Kill them with your first shoot they WILL come for you if
they heard it (but only the guy you hit). You should be able to pick off about
5 guys in the middle area, & you can sucker one of the 2 guys into view hiding
around the South corner by shooting a barrel near the guy closest to the
Warehouse, he'll walk over to look at it,...BANG!
When you've hit everything you can, repair & reload the Dragunov , then walk up
to the "invisible line" by walking West of tank over area that used to be the
wall you blew up.
Retreat immediately East, back behind the tank as soon as you see the enemies
start moving.
The best sniping spot is the green tarp-covered box with a wood crate on it
just EAST of the tank,...this is also pretty decent cover if you stay crouched.
Snipe anyone who you can lay your sights on, guys tend to gather near the fuel
tank North of the gate & behind the grey boxes & 2 barrels, & green tarp-
covered box with wood crate on it (it looks like yours.)
You can make SURE they gather there by shooting 1, & then shooting his buddy
who investigates, then shooting his buddy etc etc.
They will shoot back, so make sure you don't give them a chance to get in range.
You should be able to kill everyone except about 2 guys before they realize
that standing for you to snipe isn't healthy. Get rid of the final 2
erratically crouching/running guards then loot the 5 boxes in the "Office."
NOTE: there's a box with 3 AK47s at 0 % and a rack of 4 more at 0%.
I recommend grabbing and repairing them ALL,...and then dumping
them of course. Each AK is worth 40XP to repair,
..thats 280 easy XP points!!
Go loot corpses & when ready to leave just walk towards the jeep that's
North of the South gate you originally entered this mission from.
_____________________________________
OFFICE:
Kit: Tricked-out B-93R/Tricked out Uzi/130rds.9mm ammo/2 medium &
1 Large medpack/
100% Spectra Vest (worn)/100% Battlevest (backup)/Black Camo.
Note: you could bring along some heavier firepower, but there's plenty
"for the finding" in this map, the more you carry out/ the more you can
sell.
By now, All of your General Skills should be 10, & your favourite weapons
like Rifle/SMG at 10 as well. I'd choose to Max "Close Combat" next,
followed by Pistols , & lastly Shotgun only when there's nowhere else
to spend points.
--------------------------------------------------------------------------
MISSION #11
__________________________________________________________________________
------------THE METRO STATION---------------------------------------------
A veritable rats' warren of a maze, with lots of bad 4 way intersections
that you definitely don't want to get caught in the middle of
(the Surgeon General Warns that enemy crossfire is dangerous to your Health.)
*The Shark is the Blue Indicator at the extreme Northeast, and he's listening
to bad elevator muzak! (Is that why he does drugs?)
*The computer is located due North on the East Wall just past the subway car
that blocks the passage (the room is the "bulge" on the East side of the map).
*The drug sample is located midway on the West side of the map
(the huge clump of guys) & there's apparently a deal goin' down.
*And you thought the previous map had a lot of guys!
?*Watch the gang members warm their guns over the fire just Northeast of your
starting location, wouldn't that cook-off their ammo?
"AKs roasting on an open fire?"
?*If the Shark can employ so many guards, why didn't anyone think to guard
the Entrance you used to get in?
?* If it's a disused Subway area why are there subway cars/generators &
electricity still here?
Wouldn't the City have removed all serviceable items AND disconnected the
hydro?
You start in the Southeast corner of the map behind a Subway car facing North,
..immediately Crouch & move North (forward) to the top set of doors on the
car where your visibility will be 4% and mark this location!
You'll notice around 6-7 guys randomly patrolling in a short loop to the West
that are constantly entering/exiting your area,... you don't want them finding
your hidey hole or you can get messed up. There also isn't time to KO them due
to distance & any obvious gunfire will have them come running & then go into
the annoying "search" mode.
The safest & easiest method is to be bold but subtle.Watch their movements
on the radar & you'll see that they have 3 paths, 1 stops at the fire & then
exits, the 2nd takes them past the front of your hiding spot & then South &
out the West exit, & the 3rd has them walk into the bright light N of you and
then exit North. NEVER take out anyone near your hiding spot or you WILL be
shot at! Instead, wait for lone victims around the fire,...run up & Uzi them,
then run back to your hidey hole & Crouch(no time to hide bodies.)
"Q" is Crouch/"R" is Run,...Use the shortcut keys!
You'll get roughly 8 guys using this method with only minor injury,...wait a
while & you'll eventually get the 9th patrolling guy too.
After there's no more moving red arrows on your radar, corpse-pick for goodies
& take your time sorting/repairing/reloading.
(you may have to shift overlapping corpses to search them all.)
Our next Target is the guy North of the crossroads where the patrols were
coming from, enter the 2nd door on the (West) left
(green lit w. generator behind it), head up to the crossroads & KO the
stationary dude. Remove him & dump his body near your previous victims.
Being as we're still a little short on heavy firepower, our first objective
should be the Drug Dealers.
Go to the extreme Southwest corner (staying as South as possible), from there
move North to the pile of 8 crates & hide behind it (4% visibility).
This will "activate" the thugs in the "Drug Dealer" area, 2 of them should
pass your hiding spot soon, take them out separately & hide their corpses
South around a corner South of your pile of boxes
(do NOT hide them behind your boxes, they'll still get spotted!)
Essentially the idea here is to remove as many of the "patrolling" Drug-deal
guys as you can.
The 3-4 best places to use for easy kills are;
1) The boxes, it's 100% if you're hidden, but a little too far away for
accurate shooting with a silenced SMG.
2) The shadows on the West side of the yellow generator to the North,
..I found that patrols always passed it East>West,...which means they don't
see you until you've already started firing,
3) Just East of the generator (near the corner). A good spot to sneak out &
KO the occasional guard who stands away from you in the bluelit area South
of the door. (if he's alone & you can hide the body),
4) East of the ducting in the corridor N. of your boxes,...same trick works
as beside generator, only the guards pass W>E.
Keep in mind,...keeping to the shadows is best, try to find the 4% spots
Don't let you or your victims get spotted, hide the bodies down in the SW
around a corner where patrols don't pass.
As you thin out the guards' ranks, they may switch their routes to North of
the Drug Deal,...do NOT go there, you'll activate the "Shark" guards. Instead,
simply exit to the first subway area you cleared along the most Southerly
Route (to avoid activating the Northern "Subway" guys) & the drug deal guys
should again return to their easy-to-pick-off route near the boxes.
I managed to take out all of the patrolling guards except 1, who suddenly
decided to stay in the drug deal room no matte what.
Your best bet for wiping out the 4 guys doing the drug deal around the table
(and a possible lone guard) is to sneak up near the East door of their room,
do not shoot the lone patrolling guard even if it's tempting, wait for him
to head North.
The safest & quickest method to exterminate 'em all is either an AK47 or an
AK-101 because they "outrange" the weapons of the guys in the room (hopefully
at least 1 of your AKs has a full 30 rds. in it's clip or you may be a little
"short.") Sneak into view of the East doorway & kill them all, paying careful
attention to the 2 guys with white shirts FIRST,...#1's got a CM950 w. 100 rds.
of partially jacketed (Ow!), the other's got a Jackhammer. The other 2 dealers
have an Uzi & a pistol between 'em so they're slightly lower priority, & the
leftover patrolling guard in my case happened to be armed with a Socom.
Provided you shoot in short bursts & change targets quickly you should be able
to cap 'em all without so much as a scratch. (In my case the only the Socom guy
had a chance to return fire, & my longer range meant he just got me for -10 pts.
off mySpectra armour). My ammo for the AK ran out just as the 5th guy bought the
proverbial farm.(nice timing!)
Loot 'em for goodies (especially the CM950 with it's 100rds. of AP!) & also grab
the suitcase from the table, I moved their bullet riddled corpses into a dark
Southern corridor to avoid any future patrols from going on "alert" mode from
seeing 'em.
Next Stop,...the Northeastern subway tracks & the computer.
Note that the "obvious" route to the Computer
(exit door just North of the diagonal subway) is in fact NOT a door, so you'll
have to detour North & then East & come out through the bathroom landing & near
some semi-concealed thugs. Now the problem with this area is that it's vast, &
there's goons spread around up North AND South that are "activated" as you
approach & will also come a-running at the sounds of unsuppressed gunplay, so
your best strategy is to bait them into your kill-zone so you don't have to fight
a "distance war" in a wide open space against weapons that outrange yours.
(And you might have noticed that with each map more & more enemies are using AP
& partially jacketed slugs to damage you quicker, so you don't want to be in the
centre of a firing squad without cover.)
In other words: "Run & Gun" would be a lousy strategy here, & you're unlikely to
KO anybody "just standing around."
Head Northeast towards the bathrooms, do NOT past the corner East of the 8 crates
& steam vent (prep a silenced SMG - walking past the vent "activates" the guys
in the Subway tunnel.)
* You should be able to take out guys singly here as long as have time to hide
the bodies in a dark corner in the area South of the drug deal, or you can choose
to stay at te corner & pop guys as they run over & notice the corpses, your call.
I tried like crazy to get to & KO the guards that occasionally use the bathroom,
but the timing was never right.
Whittle down the patrolling guards, you may end up with 2 that refuse to come
close to your position,..in which case you can KO them singly by sneaking into
subway tunnel & hiding along Western side of the car just N. of the bathrooms
(towards the N. end of it there's a beautiful 4% visibility spot.)
After you've taken care of all the patrolling guards, make your way South in the
subway tunnel, hug the West wall & hide behind the crates that are NW of the
computer room.
You can easily KO all 3 computer room guys, starting with the guy who comes out
on the train platform. KO him, run away, then repeat for the 2 guys inside,
..just get the timing & you should get away without a scratch.
Loot 'em for goodies & grab the laptop in the Eastern most cubicle.</pre><pre id="faqspan-3">
Return to Bathrooms & grab the Battlevest & Med. Medkit from the cabinet on the
N. side of the divider wall.
Time to find this "Shark" fella!
Re-enter the "maze" via the 2nd door down from the North in the subway tunnel.
Head in/N. past red & white boxes, West & then North & hide behind the South side
of the ducting that's in the corrodor just NE of the blue-lit doorway.
You've "activated" the patrols, so ready a silenced SMG & pop the 1st dude North
to walk within range of your hiding spot,...if the guards are spread out, wait
around & a buddy or 2 who are dumb enough to stand around looking at his corpse,
..then get the Hell out fast!
The regular Guard patrol routes tend to run near your hiding position
(which you hopefully vacated) & as far South as the 3rd blue-lit doorway down the
long N-S hallway, then back up, generally covering areas to the West of (& including)
the long N-S hallway.
You can pick off stragglers near the aforementioned 3rd blue-lit doorway if you're
tricky enough.
If the guard patrols appear to stop moving (in my case they "bunch up" just SW of
Shark's locale) exit E out to the subway then re-enter at the most Northern door &
KO Shark's bodyguard in the 1st Blue-lit anteroom East of him,...drag the body out
to the subway & loot it.
If the guard patrols are still "stuck",...re-enter, sneak across to the Western
anteroom & KO his other bodyguard too, loot & hide him in the subway as per routine.
If the guard patrols have insisted on sticking together in the nice big 4 man clump,
they'll remain there unless you cross their line of site or start shooting. I prefer
to kill them as I don't trust 'em.
I recommend sneaking North to the crate that's behind them (they're stuck facing
South unless you make noise), edging forward between the crate & wall & blasting
them with autofire from the good ol' Jackhammer. I usually don't use shotguns,
but this is the exception,...it's "spread" damages all of them at once, if you
try KOing or otherwise trying to pick 'em off 1 at a time, they can suddenly
become "un-stuck" and return a devastating amount of fire.
Don't give them the chance.
There's an "Item" box, hidden around the North side of 8 crates in the N-S hall
that's North of the Drug-deal's Eastern Entrance.
Make your way to the Shark, watch the cutscene, then loot the Cabinet on the upper
NE corner wall for some jewellery & a Platinum VISA & the trunk in the SW corner
for a 5.7 pistol with some 5.7 ammo.
Make your way back out to the subway & head North.
Surprise! The big surprise is there IS no surprise!
I was expecting some "uninvited guests" but none showed.
Being as most of your stats will be close to maxxed out it's not all
that imperative to "go for the bonus points" with a KO when a bullet
from a distance does the job much more safely, so from here on my
Walkthrough will mostly involve good 'ol killin' (Since it's pointless
getting Skill Points that you won't really be able to spend once every
stat is at 10.)
Personally I don't care if "Shotgun" ever reaches 10, it's proven itself
to be rather limited in usefulness.
NOTE: El Coro & Antira have tons of ladders leading up to rooftops, but no
way I've been able to find to access them,...what's up with that?
After the phonecall cutscene ends, prep your Uzi & set Movement to "run."
Hop the fence in the NE corner & run into the East door of the North
Building (Bank),quickly set up behind the door in the top NE room (W. side)
& crouch.
Pop the guy who comes looking, then pop his buddy who investigates the fresh
corpse.
A 3rd dude will probably hide in a nearby room, so sneak up the hall &
Shift+R.Click to edge out & ice him before he has time to react.
The 4th dude from the original hunting party is probably covering the area
just E. of the fence you jumped, so sneak out, KO him & drag him back outta
sight with his dead buddies in the Bank.
There's 2 hombres patrolling E-W to the South of you, well armed & a sniper
located at the stationary red blip facing up the N-S street to your SE, as
well as 2 single patrols armed with an M14 & an AK further South.
Your best bet is to head E. out the side door, & hide behind the white
clapboard house just SE of the windmill.
Look S. across the street & you'll see a Light Blue building with a
"Flores" sign & open front door (appears as "see through" on map.)
Sneak across the street & hide in it's small NE room away from all doorways!
Keep track of the patrol positions & sneak out the S. door & KO the guy
there when his patrol route passes nearby, grab him & hide him in the small
room.
Sneak to inside corner of N. doorway (to the side that the 2 patrol guys
won't see you from depending on whether they're headed E. or W.) & shoot
'em in the back as they pass your position. Hide them also.
Get back inside "Flores" building equip your silenced M4
(longer range than Uzi) & wait 'til the guy patrolling to the S. is headed E.,
then RUN SE to the Southern corner of the wall near the "Human Resources"
sign & pop his as he walks into your sights. Hide him back at "Flores" bldg.
Return to the same corner, head E. & KO the sniper to the North.
Quickly grab him & head N. up the street (a guy from the South will wander up
& search the area where you KOed the guy) & then duck West around the corner
& dump him in front of the "Flores" bldg.
Return to the same corner a 3rd time, sneak around & KO the nosey Southern
visitor. Grab him, head N. & dump him with your previous victim in front of
the "Flores" bldg.
Loot him for the fabulous AWS sniper rifle with a +3 scope, aren't you glad
you brought along 50 rds. of Lapua Magnum ammo?
Head East on "Flores" street & open the door of the (Jail) building
(where a pile of boards will fall over.) Enter & search the big trunk to
the NW for some money, this will trigger a second Southern Guard,..leave &
hide on the W. side of lores St. behind corner as this dude will be checking
the "yard" area South of the jail.
Sneak back into jail, climb out hole in S. wall & run S. to the SW. corner of
the yard & pop the guy as he wanders through the gate,...loot him & hide him.
Walk South down Jail street & cut W through the wrecked building to the West
(you'll end up near the "Human Resources" sign just S. of the Rusted out car.)
Ready your AWS & carefully line up a shot at the guy on the Western side of
the alley behind the wrecked bus to the SW. (You'll know you're in the right
spot when you get the targeting cursor with the orange "aiming" meter.)
Wait 'til your "aiming meter" is full then pop him.
Snipe anyone who stands in his place looking at the corpse.
Walk out slightly to the West until you can get the aiming meter on the guard
to the Eastern side of the alley, pop him then hide back on Jail Street.
After the remaining "wandering guards" have all had time to notice the corpses
& settle into a routine, sneak past the wrecked bus, past the sniped corpses &
into the small mini-courtyard to the SW (there's a broken ladder against the
wall), & wait behind the wall facing North.
Sneak out & KO the guy who patrols the area where the sniper-rifle victims are
laid out.
Immediately grab his body & carry him North & then around the East corner & take
it to the Jail for dumping.
Sneak back & loot the 3 original sniper rifle victims for goodies
(make a couple trips so you don't get spotted.)
Hide back in the mini-courtyard spot.
Snipe the closest guard when he's facing East, then snipe his pal when he
looks at the corpse.
From where the closest guard fell you can easily snipe the 2 remaining guards
in the SE by the oil derricks. When you're done looting everyone, walk to your
car.
Despite my previous statement that I was mainly going to shoot everything,..
this is still best done as a "Stealth" Mission until such time a Stealth is
no longer an option.
Equip a silenced Uzi or M4 for this mission unless otherwise stated.
You begin just inside the town gates in a "safe spot" behind an army truck.
Wait until you've got a "clear" chance, then sneak N. across the street and
around the back of the building, silently killing the dude who's usually
there (or patrolling in behind it.)
Drag him up against the back wall of the building
(the best hiding spot, the Body Box to the N. is too exposed to bother with.)
By hiding behind the back of the building & using it's corners to your
advantage you should be able to take out an additional 5 guards who will
eventually wander back,...shooting 'em behind the building is also a good
place to avoid anyone seeing what you're up to.
(Hide 'em along the building as you go.)
Once the 1st 6 (1st guard + 5 "wanderers")guys are taken out, there's next
to no chance any further guards will wander up behind your building, so your
next objective is to clear the area to the South.
Sneak South across the road & make your way around the buildings North of
the dog kennel/generator complex (do NOT go near it yet!) Hang around
behind walls in the area between the green tractor & a nearby body box to
the SE of it.
2 guys will eventually detour to patrol this area, cap 'em & dump 'em in
the convenient Body Box after looting.
NOTE: The Army guys don't randomly wander away from their posts, so after
these 2 guys are down the SW sector is safe except fot the aforementioned
dog kennel/generator compound.
Sneak South & then Westward up the street that leads to the dog kennel/
generator complex main gates.
Avoid letting the guard see you!
Hide behind the boxes just NE of the entrance, when the guard's back is
turned hop the fence & kill the guard before he sounds the alarm. Y
ou can KO the 2 dogs with your bare hands as long as the guard didn't have
time to tell them to attack.
Dump the guard & 2 dogs in the convenient Body Box.
NOTE: Save Before using the Body Box as the "dog going in Body Box"
animation can sometimes crash the game.
Go inside the building & sabotage the generator.
After the cutscene, wait at the N. inside corner of the building
(behind the door) & cut down the guy who comes to check on things.
The electric fence surrounding the centre N. druglab area is now "off."
Make your way Northeast to the Army truck parked near the entrance to
the druglab area.
Hide to the South of the truck (so the compound guards don't see you)
equip your AWS & snipe the soldier standing in the road near the East
gates.
Head South, then West & get behind the building the guy you just
sniped was in front of.
Go around the East side of it (so the druglab guys don't see you), then
run into the front door of the building & mow down the 2 soldiers
(I used an AK47 here, because silence won't help you go unoticed here.)
Loot their corpses & get the MPSD from the chest along with other
goodies. (It's a nice weapon, but until I find attachments to bring it
up to "tricked-out-Uzi" spec. it's not as useful. The 100 rd. drum mag
fits it, but still need to find a proper barrel extension to match the
Uzi's range.)
In my case, I had 3 soldiers visible in the druglab compound, with
various other enemy hiding in the druglab building. Of the 3 visible,
there was a soldier "frozen" by the front gates who completely failed
to react.
So, load up your tricked out M4, set movement to "run" and simply rush
the front gate to the North.
Jump the gate (ignore or shoot the soldier of necessary) & immediately cut
West towards the SW guard tower. Kill the guard who's climbing it before
he can AWS you, then climb the tower itself & whip out your own AWS.
Shoot anyone visible & anyone who runs out of the druglab,...don't bother
with the "frozen guard",...you can KO him easily enough.
When it appears that nobody else plans to exit the drug lab,...climb down
& sneak up to it's front door. Switch to "Run", wait for the patrol inside
to face the opposite side (he's the only 1 with a gun) & quickly hide
around corner of building. When the guard route once more is to the East,
sneak in & M4 the armed dude down.
Put away your weapons & KO the 2 workers.
Open the far East door to the Drug Kitchen, prep your AWS & return about
1/2 way back West into the 1st long room. Fire a sniper rd. at the oxygen
tanks in the box to the N. of the Drug Kitchen central table & you'll have
completed the "Destroy Drug Kitchen" objective.
Go back outside, climb the East guard tower by the gates to Ramuel's
Compound, this activates his guard patrols, try to snipe any within range
of your AWS.
(I only got 3 before they stopped showing up.)
It's Uzi-time! (all the following gunplay should be with a silenced weapon!)
Climb down, approach the gates to the East & hop over them.
Head North to the Tennis Court & then East along the wall of the house to
the hedgerow South of the gazebo, cap the guard.
Cut North around the hedgerows & then wait near the arch in the hedge
(East of the gazebo),.
cap this guard too.
Sneak East into the pool area & hide behind the covered swing, then sneak
SE to red lawn tractor, & finally sneak across to the W. side of the arch
near the lawn tractor when the guard patrolling near the kennels isn't
looking. Pop the guard when he walks near the arch, if you're really lucky
he'll "investigate" which means you can cap him on YOUR side of the arch.
Hide his lifeless body by the shadows East of the lawn tractor.
Sneak South through the arch by the lawn tractor & KO the guy standing by
the light (make sure the guards to the South of the house don't see it
happening), leave him there & hide W. of him against the side wall of the
house.
Wait for his pals to come a-running, & cap 'em as they clear the corner of
the house.
(If you shoot any in view of the front door, you might get some of the
"inside" guards too, otherwise you'll usually just get the 2 guys who are
hanging around to the South.)
Ignore the dogs for now & sneak back the way you came & loot the garage at
the West of the house for goodies;
2 tool boxes on East Wall, 1 locker with keys on the West Wall.
NOTE: I found absolutely no use whatsoever for these keys on this board, so
hang on to them,...they might be needed on the next mission.
?: You can pick the lock on the postern gate South of the house (the little
gate that you could also open with a switch from inside the house) & walk
around the whole perimeter of the map.
This serves no purpose whatsoever!
Time to finish up!
You could enter the house via the NE door (N. wall near divider hedge between
gazebo & pool areas), but it leads into a big open room that's in plain sight
of everyone on patrol.
You could also enter via the garage door (if you pick the lock) but again, too
many guards have a clear field of fire.
Your best option is to enter the "Front" door to the South of the building.
Retrace your route around by the dog kennels, then carefully sneak up to the
front door around the South side of the house, open it when it looks like the
coast is clear & quickly hide to the right side & pop the guards as they come
running out (I had one idiot shoot another one in the back.)
Once only Ramuel is left, go in & "talk to him" once he's said his bit to get
your new objective.
Talk to him again to loot him for some nice goodies.
Now to clean up & get some extra XP points.
Pick the lock on the garage door, pick the lock on the postern gate
(if you haven't already)
Release the dogs with one of the switches beside the front (Southern) door
(there's a yellow flashing light & 2 pictures of dog heads in case
you miss 'em.)
Attract the dogs' attention once they're slightly spread out & KO them with
Mr. Fist for some easy XP (doorways are the safest places to do this as
they're natural "choke points" that prevent you getting swarmed.)
Go around & collect all the goodies you can, single slot weapons like Uzis
& Mac10s will net you more per inventory slots than big ol' AKs,...just
remember you can dump .45 pistol ammo to free up extra weight (keep any
45 AP, it'll fetch a good price.),...make sure to hang onto Ramuel's
jewellery & Platinum cards, & especially hang onto the key (in case it's
important on your next mission.) I also hung onto Lapua Magnum ammo/Nato rds.
& anything AP in calibres I use.
When you've maxxed your weight allowance to as close to 99.9999% as possible
(I believe I was at 109.987 out of 110 weight allowance) pick up Ramuel's
unconcious drug-dealing ass & leave via the postern gate.
Dead: 26 KOed: 9 Alive: 3 (I have no idea Where!??)
4/4 Items Overall XP: 3130
(I wandered all over the map, the 3 "alive" didn't exist, might be another
case of "they don't show unless the alarm got set off" rip-offs,
Grrrrrrrrrrr!!! Where's my Ninja Bonus?)
KIT: Green Camo/ 1 Spectra Vest/ 1 Battlevest/
Tricked out Uzi (loaded 50rds. AP) + 230 rds 9mm AP (partial jacket)/
Tricked out M4 (loaded 100 rds.AP) + 126 rds NATO AP (partial jacket)/
Tricked out AWS (loaded 10 rds) + 78 rds (All) Lapua Magnum ammo/
Keys from previous mission/ 2 Lg. + 2 Med. medkits
This is it kids! The penultimate mission, followed by the finale, with no
Office visits in between.
Anything you've been "saving" in your locker for that "special occasion",
the time is NOW.
Having said all that, don't go hog-wild ape-shit nuts either!
Concentrate on your favourite 2 weapons & only bring the Good ammo, AP or
partially jacketed! You'll be picking up really nice stuff anyhow,...so
don't worry about being fully kitted-out.
I personally have a preference for not raising alarms & having huge
firefights which is why I BRING silenced weapons,...there's no reason NOT
to bring along an M14 or an AWS, except they weigh a TON & are super loud!!!
Being as my Skills by this time were Maxxed (except for shotgun & who cares?)
I brought my AWS so I could have long-distance fun without attracting
attention.
Ouch! Was that a Ju52 ? No way! Shouldn't this plane be in a museum?
You roll outta the plane into a rather unwelcome airport, quickly get N.
behind the big pink shipping container & crouch between it & the fence
(w. a preference for the Western side.)
KO the 2 nearby guards, starting with the soldier who stops directly South
of you (drag him behind your container then get the 2nd one.)
-You're eventually going to set the alarm off here,...but it's better if
you pick when (it might be possible to do this board without triggering
the alarm but being as I never got a "Super Secret Ninja Bonus" the other
times I was Stealthy, and I've stockpiled all this nice ammo...screw it!)
Pick up the 3 nearby rocks.
Head West & crouch behind the 2 stacks of crates past the yellow shipping
container, let's set off that alarm the FUN way! Take out Mr. AWS & snipe
the guys by the barrels & truck to the South
(or shoot the barrels, ... same result).
Let their buddies investigate & reward their curiosity with a bullet or 3
in the head.
Sneak back East along the perimeter fence, snipe the far guard by the
airplane (that you probably arrived on), then sneak up & KO his oblivious
buddy.
Sneak back West directly below the 1st building (so it's due South) than
sneak to the front & gun down anyone nearby with your M4.
Loot the building for goodies.
Head back N. to the middle of the original runway & head West, snipe the 2
guys on the extreme West (near hangar), then the guy in front of the
warehouse slightly East, followed by the 2 guys guarding the big white
plane (is that a Dakota?!!) Snipe the guard slightly to the East of them
too.
Loot the locker & box in the Central building between the 1st & 2nd
runways.
Go to the West front door & snipe the guard patrolling the loading platform
across from you, cap his nosey buddy too.
Head East & snipe the guy circling around the "Western Cargo" truck & his
"buddy in blue" who investigates. (best done from 1st runway between yellow
crane & small building.)
Go West & get on loading dock where you capped the guard & snipe the guard
in front of the hangar near the Dakota, move off loading dock & snipe guard
in front of next hangar to the South
(he has a "GR1 remote" whatever the Hell that is!)
Also snipe the mechanic-in-blue inside the 1st hangar from this same
position.
Sneak through Hangar 1 (avoiding remaining Mechanic for now) & out the
backdoor,...KO the guard in the fenced-off area, then sneak back into the
Hangar & KO the remaining Mechanic.
Sneak back behind Hangar again & wait between grey shipping container &
light, KO the SMG Soldier who's patrolling.
Loot the cupboard on the South wall of Hangar #1.
Loot cupboard on North wall of warehouse where you sniped the guard on the
loading dock.
Take out the 2 guards patrolling nearby,...M4 or "Uzi around a corner" are
your best bets.
Sneak East into fenced area with truck parked in gateway & around the back
of building North of it. Open door to building, Uzi the soldier for being
in your way, loot him for another set of mysterious keys & raid the cupboard
on the wall.
KO the machete-wielding mechanic to South behind the trucks.
KO the axe-wielding mechanic to the East near the helicopter.
Walk into the building where you killed the soldier who had the keys & use
the CTRL + L.Click trick from inside the building to "clean up" bodies in
the area.
Get up on the porch of the building North of the helicopter, ready your good
ol' AWS & pop the soldier near the crates & orange alarm station near the
South gate
(He's got a Minimi that you want, might as well get it the safe way.)
Sneak down & KO his clueless buddy & make sure you get that nice Minimi!!
(200 rds of 5.56, save this weapon fully loaded for the next board!)
Get back to the Building where you capped the key-soldier, head West back out
through gate & up to the door of thewarehouse beside fire hyrdrant.
Sneak in (avoid the patrolling guy) & KO the other 2 guys by circling around
the fire truck clockwise to get behind them. Then play hide'n'seek with the
patrolling guy & KO him when the opportunity presents itself. Loot 'em & find
ANOTHER set of Keys.
Notice the Warehouse to the SW with a guard patrolling it clockwise, wait
'til he's on West side, then RUN to the bottom door of warehouse & get inside.
Open the big NE garage door, wait for him to get behind the Blue & Red truck
before sneaking out onto loading ramp, as he pauses at the corner to the NE,
run & KO him.
Cut South through your warehouse to SW corner of the South loading ramp of
the building & snipe the guy in the SW corner near the "Airport" sign
(could that be a "Terminal?")
Run back N. through warehouse & exit through NW door - run to North of
Hangar 2 (N. of Terminal) , sneak inside & KO both mechanics.
Sneak all the way back NE to the small warehouse NE of the helicopter,
open the garage door, toss in a rock & KO the mechanic who investigates.
Recover rock & repeat in net warehouse to the South
(toss rock in through SW window this time.)
Search the Next building to the South, the North wall locker has a map &
Spectra vest. Sneak slightly West to the SW warehouse & KO the mechanic.
Now for some mindless extra XP grabbing,........
"Tech" open the South gate near the forklift, but do NOT enter the area
yet.
Go the top NW building (just North of building wher you shot the soldier-
with-the-key & hid bodies, ....you can't miss it, it straddles the N-S
fence.)
Enter the bottom South door, then "Tech" open the slider on the East wall
for XP.
Go SW to the warehouse/firehall (where you KOed the 3 mechanics) & shoot
the goddamn siren so it shuts up, Man! shoulda thought of this sooner!.
Now, "just for fun",....run down to the airport Terminal in the SW corner
(where you popped the lone soldier, - I think I got keys from him too).
Enter the Terminal , quickly run to the NW bathroom, open the door & get
inside along south wall. (As soon as you open the N. Terminal door the 2
guards outside "magically" decide to run inside, so SAVING before trying
this might be wise.)
Run to the partition wall SE of you when you get an opening, sneak through
to front of Terminal & KO 1 soldier as he comes through a doorway
(hopefully the other idiot didn't notice).
Now, stay in front area of terminal & hide near the door/partition wall you
entered by, throw a rock to the East to bait the 2nd guard into the front
of the terminal & KO him when he investigates.
Nothing else to really do here, rather pointless exercise in
cherry-picking XP.
Return to the South gate that you already opened.
Here's something yo could try
(although I didn't seem to have much luck with it.)
You can try & take advantage that the game AI doesn't "activate" the guards
in the Southern enclosure until you "cross the line", & that it
"deactivates" them when you cross back North (unless they see you or a body.)
Only the "driver" is unaffected by this weird scripting, he moves around all
the time regardless. The "trick" to try is "Run just over the line, then
back & hide behind alarm box." Sometimes a lone guard will spot the dead
Minimi guy from way down South & come investigate, in which case he's a
free KO while his buddies are "deactivated."
This only worked about twice for me & was generally not worth the effort,
the guards usually "Magically" detect you just inches from a KO, turn &
empty a clip at you while backing away defensively (chickenshit bastards!)
All you really have to do to the South is get some goodies from the SE
warehouse & get inside the truck near the Southernmost gate (if you've
popped the driver accidentally, you also have to open that gate 1st.)
It's worth getting into the SE warehouse as the 2 lockers goodies include
a stock of Lapua Magnum ammo (for your nice AWS) & a pristine BattleVest.
- Easiest method is running down the East side & into the warehouse witout
being seen & then just waiting for guards to notice the dead Minimi guy up
North & gather round him,...then it's just loot the warehouse & run West
to your truck.
Dead: 36 KOed: 24 Left: 9 (I counted only 5!!!)
Items: 1/1 (shouldn't that be more like 6/6?) Overall XP : 10985
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MISSION #15 - No Office Visit Kids!
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------------GUATEMALA THE HACIENDA----------------------------------------
This is it! The Final Showdown!
And the developers' did an especially nice job on the vegetation doncha
think? Sure makes up for the dull "small ghost town" styled maps,...I was
getting tired of none-functioning doors & ladders!
Load up your trusty M4 (or Trusty Uzi, but the M4 has longer range & more
stopping power.)
Sit tight, maybe edge a little closer to that nice tree a few inches West
of you, it provides decent cover from bullets. Eventually 1 of the 3 guys
who are RIGHT THERE will notice you & they all come running, when they do,
mow 'em down as they foolishly bunch up near your tree.
You won't get away completely clean, but you shouldn't take more than a few
points of damage before they're toasted. Loot 'em, ...why would anyone want
THAT crappy sniper rifle when we've already got an AWS?
I'd just grab any 9mm or Nato AP ammo and dump the rest of the junk, might
as well use the best stuff being as this is the Finale. Heck, I've actually
got grenades I'm going to probably USE for once!
Move East to the lone fern near your tree - Equip Scout Rifle - grab the
+3 Scope from your AWS & the +3 Silencer from your M4 temporarily & load
the Scout with AP (partial jacket).
You should be able to kill both soldiers to the East from your present
location (it'll take maybe 3 rds. each, but they don't react other than
falling down dead.)
You should also be able to snipe the sniper in the tower Due South of
your position without having to move, Weeeeeeeee!!
Put the add-ons back on your AWS & M4
(you can actually chuck the "Scout" now, no further use.)
Equip your M4 & sneak across the bridge to the SW & head East, pausing
behind each tree. As soon as the guards start moving, duck behind the tree
you just passed ie: move BACK by a tree to the West & hide. Wait for everyone
to "see" the bodies & settle into a patrol pattern, essentially spreading out.
Use the "back" entrance to the cabin cliff as a killzone for lone patrollers,
they'll come by clockwise,...always heading TO the cabin, so your back is safe.
When the patrols appear to wander off North away from the cabin, take the
"back" route to the cabin, climb in the window & loot the chest
(for stuff you probably already have) & grab the pile of grenades from the
smaller case.
I opened the front door of the cabin & sat in a corner with my back to the
road patrollers used & capped stragglers with my silenced M4.
When the pickings get thin, ambush morons who pause at the curve in the road
above the cabin.
Don't go cross country! There's 2 booby traps in NE corner
(look for the telltale yellow "stick" laying across narrow pathways attached
to a yellow box.)
Eventually soldiers stop hanging around the corner & appear 1/2 way down the
road to the bridge, kill 'em one at a time & run back to the cabin in between.
(If 2-3 get stuck in a clump, just run into their line of sight & back to the
cabin to get 'em moving once more.)
Sooner or later the only "activated" guy left will be "Mongo" the flat-top
sporting, Minimi-lugging, C&C Commando-Lookin' dude with the accent that you
saw in the intro cutscene to this level. Being as he had a tendency to stand
at that 1/2 way point in the road with his back facing the curve, I just loaded
up Mr. Minimi with 200 rds of AP, ran up & capped him in the back. total cost:
18 rds. Total Damage to Self: Zero.
If you move all the corpses in a spread-out line from the corner back to the
cabin you'll get a few more stragglers showing up that you can shoot from the
safety of the cabin door. (At least 2). And then they simply stop coming,
..chickens!
Stand in your cabin & CTRL + L.Click on the dead guy in the sniper tower, yay!
Another fully loaded AWS you can empty out plus some extra Lapua Magnum ammo!
Load up Mr. Minimi & prepare to "Bait & run." (You could meet 'em Mano-a-mano,
but the camera controls & scenery blocking your shots when you're "rushed"
means you're at a disadvantage, & we don't want to overheat the Minimi.)
Walk just far enough onto the bridge to trigger the guards' movement & then
run & hide back around the curve in the road. Anyone who comes searching
should be cut down.
If they stop coming of their own accord, cross the bridge & hose 'em down as
you see 'em (remember to rotate your camera angle so you don't get
unnecessarily shot up by guys at weird angles.)
When the idiots are finished off, climb the nearby snipe tower & AWS the
sniper in the tower near the Hacienda Gates. Get into his tower & start
sniping the guys inside the Hacienda grounds,...you should be able to get
'em all except for the guy beside the pickup (who's out of your "view.")
NOTE: the targetting cursor doesn't always appear for everyone unless you fire
at least 1 shot at some of them first,...and you may have to shift your
position in the tower slightly to get the right "angles."
There's an air duct in the short path to the West of the 1st Sniper Tower,
it leads to an Underground Lab,...prepare Mr. Uzi & get in the duct.
As soon as you land in the Lab, rotate your view 180 & move forward & hide
to one side of the tunnel ahead of you. Cap the 2 guards as they blunder in.
Walk up the tunnel, then rotate your view 180 again, so you're behind the exit
door.
Open the door at the far end of the tunnel & Uzi the guard that's RIGHT THERE,
followed by anyone else who comes running. KO anyone who's left and hasn't
reacted.
Walk over & look at the big flashing light in the big control room at the top.
"Tech" open the door left of the tunnel .
Open door on far right of central room & take ladder up.
"Tech" open the door & cap the last Blue Guard.
Go back down (the barn upstairs is empty).
Get a Hazmat suit from the room on the Left (the one you Teched open),
..walk close to one of the domes on the wall & you'll get the hand icon.
Put on the Hazmat suit & push the yellow button in the control room to start
"self destruct" sequence. Leave via the ladder on the right
(that you just used.)
Back topside, load up Minimi & stand to the Right of the Hacienda's front
door.
"Dufus the Drugdealer" (whose name I forgot to write down!) fires at the WALL
& then walks through the solid front door!!
So Kill him!!!
Get the Cold Zero Docs from the safe in his bedroom, nice house, a bit smaller
than I expected ,and NO BATHROOM?
* Just for fun lob a few grenades around inside the house, the house & it's
furnishings are indestructible!!! Amazing!
When you're done dicking around, get in the pickup truck.
The End
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Copyright 2005 MrMunky64*
* Who's Canadian & spells color as "colour."
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